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DispatchAccountScience

by The Lore Masters of The Grand Global Archive. . 4,353 reads.

Gameplay Code of Kirinna


Gameplay Code of Kirinna

Now that you are done looking over the mechanics intro, that being our pseudo-introduction to some basics and our "application" instructions, allow me to welcome you to a true testament to pain: Gameplay Code. What we are going to cover in this factbook are all of the essentials behind running your country in Kirinna. This consists of, primarily the systems in play surrounding resources, population, production, movement, expansion, diplomacy, relics, civ perks, trade, your spreadsheet, and undoubtedly more either unsaid here or added later. The point to establish is that this factbook is going to be all about the country management side and "civilian" aspect of the roleplay. You will not find extensive details behind military related topics in this factbook, and instead these will be covered later in Military Code.

The information here is certainly a lot to take in on first glance, and your apprehension is understandable, assuming that is your immediate reaction. However, allow me to encourage you by informing that much of what you see here is clarifying on functions that will be mostly automatic thanks to the magic of the spreadsheet. This is a guide to understand the shadowy strings behind the curtain, and while most is automated as I have told you, not all is. In either case, it is wise and necessary to understand what is going on in this region mechanically. This is especially the case because at times these things will be altered or need to be taught or questions will need to be answered, and the community should understand the systems just as well as the administration. Furthermore, understanding these systems will help you guide your state toward its goals.

The organization of this factbook is not ordered in particular care besides a vague leading-action into one another. All things begin with provinces and expansion, for example, and when you expand, it gains access to resources. Naturally, you should understand these resources, and so those are elaborated upon. Then comes special conditions to resources such as wealth, and their extreme importance. This will explain some features to wealth, and move forward into related functions and broader related fields. Then comes issues such as diplomacy and distance and so on. At the bottom of this factbook you will find the last major system related work: production. You produce things in this roleplay, from structures to weapons, all of which feed into one another or feed into different functions of importance (a barracks for 100 men, arms and armor to equip those men, and then wealth to pay those men). Once all these details are concluded, your civilization perks will be discussed as a final note, as hopefully you will understand the systems by the time you arrive at this point. Lastly this factbook shall discuss the spreadsheet, and how to approach it and any links you need.

Pay attention closely and do not be overwhelmed. Don't be shy to ask questions, but don't expect the work to be done for you either.


Reiterating how you Spawn

It has already been stated, but it shall be stated again here. When you start, you will look at the map, and lay claim to 40 provinces which suit your interest. These 40 provinces must be adjacent and correspond to standard rules for expansion and provinces. With the information found in this factbook, you will then compose a Linkspreadsheet which shall be elaborated upon at the end of this document. With your claim approved, your spreadsheet made, you will be very close to starting—but you must first show your proof of intent by posting a roleplay. This roleplay will approve you for the map fully, and you will be added to the roleplay. This roleplay may be posted to the RMB, or if applicable, to acceptable forums.

As a short cheat-sheet for starting out, details of which will be throughout the guide: population is calculated by taking your food production and multiplying it by 4,500. If you had 100 food, you would have 450,000 people living across your empire, for example.


Expansion and Provinces

For the typical nation, the goal of your state is the accumulation of resources and population to procure power. This can manifest militarily, economically, diplomatically, and more—but whatever route you take, this is dependent on the art of expansion. Expanding in Kirinna is as outlined in the intro mechanic factbook: every week you will be given the opportunity to expand up to 5 provinces. When you do this, the provinces will be added to your empire by the end of that map update, and will not be counted until the update is completed. This means when you expand, you get the land and resources after the update has come out as per schedule (Sunday evening by midnight/early morning Monday, both PST). To expand up to 5 provinces, you need to roleplay either on the RMB or forums of the region. Each province is worth 100 words, which means that to expand the full 5 provinces, you must write a cumulative amount of 500 words for that week. Because this is cumulative, you do not need to have all 500 words attributed to a single post, but they can be spread between a few posts in a week, if that is your style. However, roleplay done via discord is not accepted, character chain-interaction roleplays between players (as in one or two sentence back and forth post by post conversations) are not accepted (as they are treated as the same as discord character rp), and unrelated roleplay to the region is not accepted. Furthermore, you can only submit posts of that week, and may not submit any post should it be from a different week than that of the expansion.

The provinces you procure have rules to them too, such as the fact that each province generators only one resource, the amount of which is based on Fertility and Material values (depending on how that resource is classed). When claiming provinces, you must claim adjacent to your territory. Alternatively, you may claim up to 400 pixels away from your territory if expanding by sea, but these claims must be done in blocs, and you can not expand in one expansion off of your colonial intent. This means trying to claim one province within the 400 pixel limit, and to expand further based on that yet to be finalized claim, it will be rejected. Furthermore, province claiming by expansion over the sea must follow the sea routes for MILD waters. All colonial ventures must be coastal provinces before you can claim inland. You may expand by these rules over inland seas and large lakes. Expanding over land, as mention, must be adjacent, and snaking (that being the creation of long, thin protrusions in order to access a particular resource and creating min-max level extensions) will more often than not be rejected on the grounds of min-max bias and border gore; but you will be permitted to expand in this manner should you be expanding along geographic boundaries such as impassable territories or rivers.

All nations have a default expansion capacity of 300 provinces, that being the maximum a nation can feasibly control. This capacity can be increased through the construction of specialized structures called Administrative Centers. Details on this building can be found further below in this guide.

If you should fail to input your weekly expansions into the spreadsheet, and the cycle turns, that is not our problem, and you will lose that cycle and will need to reapply for it.


Fertility, Material and Resource Values

All provinces in Kirinna have two distinct values applied to them: Fertility and Material. As a rule of thumb, Fertility refers to the organic value of the land such as soil quality, biodiversity, etc etc. Material refers to the inorganic value of the land, such as minerals and metals which are present in a province. While a province carries both of these values, only one will be relevant when you examine it. The reason for this is because resources on a province, of which there is only one per province, will scale depending on the value of a province. All resources have a value of one, initially, and this value is multiplied by the value of their corresponding class on a province. That might sound complicated, but it is very simple: say you are expanding into a province which has Farmlands. Farmlands are a fertility resources, which means you will want to check what the fertility value of that province is, of which values always range from 1 to 5, and multiply it by that resource in question. This means your farmlands have an output of whatever this final classification is. Fert 1 will produce resources with a value of 1, and fert 5 will produce resources with a value of 5. The same goes for material resources, but in that case you would filter it according to the material values. Each resource has a value, as seen in the tables. That value is per one resource. Therefore you can see the total value of a provinces resources through multiplying the value by the tile amount: 5 farms multiplied by 4 food per farm equals 20 food, for example.

The reasons all provinces have both values is because, largely in the case of fertility, there is application outside of resources. Fertility value of a province determines the population which is present, for example, when you expand into that land (no province is fully empty, as will be outlined in Population Mechanics). Material values are present on every province, yes, but these values in particular do not have an extended function at present like fertility does. No doubt this will change in time, but for now you must simply work in the knowledge that every province has a fertility and material value, you will use one value for your resource, and fertility will determine the native population of a province when concerning expansion.


Resource: Food

The first classification worth talking about with resources has to do with Food resources, which scale off of fertility. These resources are what form the backbone of your agriculture, and come in a variety of options which yield different values of Food. Food is a fertility related resource which is responsible for population growth and maintaining your population. What this food exactly means will be discussed in population mechanics just one section down, but understand that food is important to the survival of your state. It is possible to starve to death in Kirinna. Food value in this case is defined as how much food a resource produces at default.

Icon

Resource

Value Classification

Resource Classification

Food Value

Details

Farmlands

Fertility

Food

4

Stretches of farmland which produce products such as vegetables, grains, roots and more. Light goods, takes up 1 supply.

Pasturelands

Fertility

Food

2

Stretches of pasture which produce products such as milk and meats. Light goods, takes up 1 supply.

Orchards

Fertility

Food

3

Stretches of orchards which produce products such as fruits and nuts. Light goods, takes up 1 supply.

Fishing Grounds

Fertility

Food

2

Stretches of fishing sites, both coastal and in the waters of the coast, which produce products such as fish, shellfish and cephalopods. Light goods, takes up 1 supply.

Hunting Grounds

Fertility

Food

1

Stretches of natural expanse which serve well as hunting grounds, which produce primarily meats. Light goods, takes up 1 supply.

Salt Deposits

Material

Food

2

Deposits of inorganic minerals which preserve and provide nutrients, a much needed supply of concentrated sodium. Light goods, takes up 1 supply.


Population Mechanics

Population is one of the most important factors in Kirinna. Population provides you with your manpower pool from which you may create soldiers. Population provides you with the power to populate your vast empire. Population is the backbone of all mechanical endeavors in offense and defense. However, population requires tender love and care to maintain. To this end, population shares a relationship with a simple thing called Food. Food is produced from specific, and common, resource deposits (as seen above), and Food, in relation to population, is what determines you population growth and the ability to feed your people.

In terms of population growth, the equation is more or less along these lines: 1 food provides for 6,000 people. This means that for every 6,000 people in your empire, you will need to provide them with 1 unit of food to keep them fed. This is rounded perfectly to 6,000 and not any higher or any lower when population is accounted for. Your empire will no doubt produce more food than people it has within its boundaries, as on spawn and by expansion, your starting population may be high, but will fall below these food needs. That said, excess food will be present and has two functions: population growth and spending on units.

Food for population growth follows a similar equation: 1 food provides 0.001% population growth. If this was made into a decimal number, it would be 0.00001. This means that for all your excess food, your population growth will be multiplied by this metric. If I have 10 excess food in the whole of my empire (that would be tragic), then my growth would be 0.001%. If it were 100 excess food, it would be 0.01%. It should be noted that your population decline follows a similar rule, but it is amplified by 5 times. That means for ever lack of food, that being food beneath a count of 0, your population will decline 0.0005%, or 0.000005. Population growth is a yearly affair, and as people may be lost to starvation, to war and to other catastrophe, it is important to keep such things on hand.

Food must be balanced as population growth with your soldiers as well. Soldiers consume a lot of food, that being dependent on the unit in question. This cost will be part of maintaining them full time, but it means that spending on units is permanently taken from your excess food supply until the unit they are being spent on is retired or killed. It should be noted that when soldiers are killed, they are taken from your population and your current manpower pool. Your manpower recovers at a rate of 20 men per every 1 excess food on a weekly basis.

Along with natural growth, population is gained primarily through the transfer of population from one state to another (such as migration or enslavement), and from expansion. Each province, depending on fertility level, provides a default population increase as you assimilate native inhabitants of a province into your state. A table will be provided below to detail some of these things, along with spawn population.

Color

Classification

Base Value

Expansion Population

Details

Fertility Class I

1

1,200

The Fertility of this land is low.

Fertility Class II

2

2,400

The Fertility of this land is below average.

Fertility Class III

3

3,600

The Fertility of this land is Average.

Fertility Class IV

4

4,800

The Fertility of this land is Above Average.

Fertility Class V

5

6,000

The Fertility of this land is High.

Population on spawn is dependent on how much food you spawn in with. Population is calculated by taking your food production and multiplying it by 4,500. If you had 100 food, you would have 450,000 people living across your empire, for example.


Resource: Components

The second classification to note are components. Components are effectively your industrial resources or resources necessary to produce other things which have an industrial or unit value: think buildings, ships, weapons, units, etc. It should be noted that not all components are material resources, and fertility valued resources are listed here as well. More on their function will be in production, but what is important is you need components to make other items. A great example is Copper and Tin are needed to make Bronze (which is the strongest material by a narrow margin in our region). Component Value is defined as how much each resource produces by default.

Icon

Resource

Value Classification

Resource Classification

Component Value

Details

Basic Materials

Material

Component

2

A collection of varying materials which range from simple woods and mud to clay and field stones—the essentials for constructing any basic structure, and a crucial component in nearly all construction. Heavy goods, takes up 1 supply.

Copper

Material

Component

3

A valued ore extracted from Kirinna which can be transformed into various tools through metallurgy. It is the weakest of the three metals of toolmaking, but valued in itself and in the necessity for bronze. Heavy goods, takes up 1 supply.

Tin

Material

Component

2

A valued ore extracted from Kirinna which can be processed with copper to create bronze, the strongest of the three metals of toolmaking. The process of making bronze is expensive, but well worth the effort. Heavy goods, takes up 1 supply.

Iron

Material

Component

3

A valued ore extracted from Kirinna which can be transformed into various tools through metallurgy. It is the middleground of the three metals of toolmaking, stronger than copper but inferior to bronze with current techniques. Heavy goods, takes up 1 supply.

Quarry Stone

Material

Component

2

Stone blocks of varying kinds, all of which have applications that range from statues to construction, and are valued for their strength. Heavy goods, takes up 1 supply.

Bitumen

Material

Component

3

An adhesive material obtained from various oily deposits, some as stone-like buildups, others as bubbling black ooze from the ground. Heavy goods, takes up 1 supply.

Warbeasts

Fertility

Component

1

A beast, typically no larger than a large dog, that has the ability to be domesticated and trained to serve it's masters. Light goods, takes up 1 supply.

Light Mounts

Fertility

Component

2

A beast, typically a horse, which can move faster than all its brethren and may be tamed to create lightly armed cavalry units—without the need of chariots. Heavy goods, takes up 1 supply.

Medium Mounts

Fertility

Component

2

A beast, typically a horse, ideally suited to pull a chariot with a team to create varying cavalry units by blade and by bow. Heavy goods, takes up 1 supply.

Large Mounts

Fertility

Component

1

A beast, typically no larger than an elephant, which can be domesticated and trained to serve it's masters as a tremendous animal on the battlefield. Heavy goods, takes up 2 supply.

Industrial Woods

Fertility

Component

2

Harder and more durable woods which are ideal not only for building more complex structures, but extensive wooden platforms such as ships and siege engines. Heavy goods, takes up 1 supply.

Ropes

Fertility

Component

2

Fiberous plants ideal for ropemaking. Light goods, takes up 1 supply.


Resource: Wealth

As you will come to find out, wealth is very important to the function of your state. So what is wealth? Wealth is a rating of the economic value you produce from certain material items, and is generated primarily in the procurement of luxury items by extraction or by production (the latter will be showcased one section under). Owning and producing a wealth item produces wealth, and that wealth scales, once more, on your ownership of the item in question. What wealth is primarily used for is upkeep, as every building and unit in Kirinna costs money to keep functioning. Wealth is also particularly valuable as a measure in trade, but the relationship between wealth and trade will be detailed in a section further down. Wealth Value is defined as how much wealth a resource produces by default, while component value is defined as how much each resource produces by default.

Component wealth items also, so long as they are in supply, apply a bonus to different aspects of your state. In this sense, there is value in attaining component wealth items other than purely for the sake of creating finished products. What these bonuses are differs between resource, as seen on the table below. The bonus from these resources is based on your possession of them; to spend component resources to make finished products, or trading them away, therefore sacrifices their buff. All buffs are stacking, and are added onto one another. If an item adds a 1% buff per each component, this means with 4 such components, the buff would be 4%.

Icon

Resource

Value Classification

Resource Classification

Wealth Value

Component Value

Buff

Details

Gold

Material

Wealth

10

1

Unique Unit morale threshold -0.1% per.

The most valuable luxury metal. Heavy goods, takes up 1 supply.

Silver

Material

Wealth

8

1

Melee Cavalry (all) morale threshold -0.1% per.

The second most valuable luxury metal. Heavy goods, takes up 1 supply.

Gemstones

Material

Wealth

10

1

Unique Unit default damage die +0.3 per.

The most valuable precious stone, with some examples being ruby, sapphire and emerald. Light goods, takes up 1 supply.

Semi-Precious Stones

Material

Wealth

5

2

Unique Unit default defense +0.1 per.

The second most valuable stone, with some examples being lapis lazuli, carnelian and turquoise. Heavy goods, takes up 1 supply.

Precious Clay

Material

Wealth

3

3

Terrestrial military tyranny of distance +1px (3km).

A type of clay which can undergo processing to produce ceramics such as porcelain and other more smooth and decorative ceramic materials. Light goods, takes up 1 supply.

Resin Stones

Material

Wealth

7

2

Warship morale threshold -0.1% per.

Precious stones composed of resin, such as amber. Heavy goods, takes up 1 supply.

Glass Products

Material

Wealth

3

3

Maritime military tyranny of distance +1px (3km).

Sands ideal for the production of glass. Light goods, takes up 1 supply.

Sugars

Fertility

Wealth

4

3

Infantry (Heavy and Light) default health +0.2 per.

Sugars derived from more sugar-rich products such as sugarcane. Light goods, takes up 1 supply.

Animal Skins

Fertility

Wealth

2

2

Light Infantry default defense +0.2 per.

A variety of skins, furs and hides cut from animals. Light goods, takes up 1 supply.

Ivory

Fertility

Wealth

5

3

Heavy Infantry default defense +0.2 per.

Ivory most commonly produced from the tusks of elephants, hippos and walrus. Heavy goods, takes up 1 supply.

Exotic Woods

Fertility

Wealth

5

2

Archer Units (all), Ballista, Catapult default damage die +0.15 per.

Woods which are not well suited for industrial work, but colored and coveted for their value as exotica such as ebony or mahogany. Heavy goods, takes up 1 supply.

Spices

Fertility

Wealth

3

2

Trade tyranny of distance +2px (6km).

Various natural spices such as saffron, chilies and basil. Light goods, takes up 1 supply.

Incense

Fertility

Wealth

5

2

Chariot (melee) default damage die +0.3 per.

Aromatic plants which produce a pleasing aroma when burned. Light goods, takes up 1 supply.

Silk

Fertility

Wealth

6

3

Light Cavalry default speed +0.035 per.

The product of various silk-spinning arthropods. Light goods, takes up 1 supply.

Luxury Alcohols

Fertility

Wealth

3

3

Light Infantry morale threshold -0.05% per.

Alcoholic products which are on the more luxuriant end and processed to perfection, such as wines and high alcohol value beers. Light goods, takes up 1 supply.

Pearls

Fertility

Wealth

6

2

Warship default speed +0.1 per.

The product of certain oceanic organisms such as clams. Light goods, takes up 1 supply.

Natural Drugs

Fertility

Wealth

3

3

Light Infantry default damage die +0.1 per.

Various plants which are the source of pleasures such as opium, coca and cannabis. Light goods, takes up 1 supply.

Natural Oils

Fertility

Wealth

3

5

Heavy Infantry morale threshold -0.025% per.

Various plant-based oils which are of high value for food and for practical application, such as olive oil. Heavy goods, takes up 1 supply.

Dye

Fertility

Wealth

3

2

Heavy Infantry default damage die +0.075 per.

Various natural dyes which are produced from plants and animals. Light goods, takes up 1 supply.

Exotic Animals

Fertility

Wealth

6

2

Warbeast default damage die +0.2 per.

Creatures of particular exotic value in look and behavior, such as peacocks and arctic foxes. Heavy goods, takes up 2 supply.


Production: Wealth and Finished Products

Similar to wealth generated by resources, Wealth can also be accumulated, and at greater value, by combining resources together to make Finished Products. What this means is, by having resources necessary, wealth resources may be meshed into finished products, which produce more wealth than the sum of the products which go into the production. Gold is nice, but gold jewelry produced through a mixing of gold and gemstones? Such holds a value which is far in excess. For this reason, it is advisable that nations seek out those with resources they need, and make exchanges as to secure products. There are of course risks in this sort of endeavor, of which will be covered in trade. Nevertheless, it is wise to invest in Wealth items, as they are a valued economic boon. It should be noted that Finished Products need to be stored in a treasury structure, with details on such a building being available further down.

Resource

Components

Value Classification

Resource Classification

Product Value

Details

Dyed Silks

2 Dye, 1 Silk

Wealth

Finished Product

18

Dyed silks used as luxury textiles. Light goods, takes up 1 supply.

Dyed Glass

2 Dye, 1 Glass Products

Wealth

Finished Product

14

Dyed glass used as various decorative and luxury exotica. Light goods, takes up 1 supply.

Precious Ceramics

2 Dye, 1 Precious Clay

Wealth

Finished Product

14

Ceramics composed of precious clay to produce uniquely treated ceramics with luxuriant dyes and patterns. Light goods, takes up 1 supply.

Luxury Statues

2 Quarry Stone, 2 Basic Materials

Wealth

Finished Product

20

Statues carved with exquisite detail. Heavy goods, takes up 1 supply.

Gold-Gem Items

2 Gold, 1 Gemstones

Wealth

Finished Product

45

Jewelry items composed of gold and gemstones. Light goods, takes up 1 supply.

Gold-Stone Items

2 Gold, 1 Semi-Precious Stones

Wealth

Finished Product

38

Jewelry items composed of gold and semi-precious stones. Light goods, takes up 1 supply.

Gold-Pearl Items

2 Gold, 1 Pearls

Wealth

Finished Product

41

Jewelry items composed of gold and pearls. Light goods, takes up 1 supply.

Gold-Resin Items

2 Gold, 1 Resin Stones

Wealth

Finished Product

42

Jewelry items composed of gold and resin stones. Light goods, takes up 1 supply.

Silver-Gem Items

2 Silver, 1 Gemstones

Wealth

Finished Product

39

Jewelry items composed of silver and gemstones. Light goods, takes up 1 supply.

Silver-Stone Items

2 Silver, 1 Semi-Precious Stones

Wealth

Finished Product

32

Jewelry items composed of silver and semi-precious stones. Light goods, takes up 1 supply.

Silver-Pearl Items

2 Silver, 1 Pearls

Wealth

Finished Product

35

Jewelry items composed of silver and pearls. Light goods, takes up 1 supply.

Silver-Resin Items

2 Silver, 1 Resin Stones

Wealth

Finished Product

36

Jewelry items composed of silver and resin stones. Light goods, takes up 1 supply.

Carved Ivory

2 Ivory, 1 Basic Materials

Wealth

Finished Product

20

Ivory exotica carved with exquisite detail. Heavy goods, takes up 1 supply.

Luxury Furniture

2 Exotic Woods, 2 Basic Materials

Wealth

Finished Product

20

Furniture items constructed from the finest and most exotic woods. Heavy goods, takes up 1 supply.


Upkeep

Upkeep is a cost requirement which is primarily measured in wealth, and is defined as the cost of maintaining and producing a unit/building. Every unit and every building has a price tag attached to it, and in the case of wealth, these costs can have a high range of values. It is thus very important to maintain wealth in your state, otherwise there is no way for you to pay for the things of which you produce. Units need payment, buildings need maintenance, etc etc. It should be noted that when calculated, this upkeep is automatically deducted on the spreadsheet. It should be noted that this same system applies to other costs units have, not just wealth. If a unit or structure requires specific components, it must continue to be fed those components (such as food for infantry). All costs will be automatically deducted, so you need only keep track of what your supply is of each resource after all deductions to make sure you do not overspend. When your units lose access to any upkeep value, food or wealth or whatever else, that unit will be disbanded after one IRL week. In the case of structures, the structure will be scuttled and need to be rebuilt.


Traders, Diplomacy and Envoys

Attached to the discussion of wealth generation, traders should be mentioned here. Traders take the form of four distinct units, details of which will be clarified again in production, but first stated here: Trade Caravans, Heavy Trade Caravans, Light Trade Ships and Heavy Trade Ships. These trade units are easily recognizable as being localized to land and sea, with a light and heavy variant. These variants exist as trade units may only move certain goods between variants, the details of which are found under production. Trade units are unique in the sense that they exclusively perform exports, meaning all imports must be done by foreign ships moving resources into your docks. Trade units also may only move one type of resource at a time, though they can make as many stops as needed along their route; an example being that if a ship exports copper, it can only export copper. Furthermore, trade units have exclusive ranges on how far they may trade from the territory of their place of origin. Traders can be intercepted and stopped, halting trade, if unprotected. Resources in trade will thereby cancel shipments between the trading players, until trade can be reestablished. Trade units also require certain structures to be produced up to a certain capacity, those structures being a Caravan Market and Coastal Market; details found with buildings.

Diplomacy is, naturally, a part of trade, and all inter-regional interaction. It should be noted that diplomacy is largely up to the player to handle, with very little factors which constrain them outside of the tyranny of distance (details in the next section). It may be conducted as such at your leisure. However, where diplomacy becomes restrained is the introduction of envoys, be them directly envoys, or characters with envoy-like purposes (think marriage alliances). Envoys provide a function which is designed to tie relationships between states, such as alliances, vassilizations, formalized treaties, and more. Their function is further expressed in the fact that envoy-related treaties, once finalized, are bound to remain in place for at least a period of two years in game, and once broken, must remain in ceasefire for at least one more year (IC of course). When these two years are concluded, treaties may be broken, but are not terminated. So long as a treaty is in play, even after the two year period, an envoy must remain assigned between the players; with different treaties demanding if the envoy be mutual or not. Every state starts with three envoys, and structures called Palatial Centers can be constructed to increase this number.

It should be noted diplomatically that war only is declared on either formal action or when one army takes hostile action against the territory of another state. Skirmishes fought outside the boundaries of controlled territory or not considered declarations of war unless formalized as such by one of the parties. Trade Raiding is not a declaration of war. As such, all states are effectively in a state of cold war diplomatically, even when trading. Some deals can be made, such as promises of not attacking one another, but these can be broken freely with no post-treaty ceasefire.

Treaty Name

Envoy Requirements

Details

Alliance

Both expend 2 Envoys.

An Alliance constitutes a formal allegiance between two states. An Alliance can only be formulated between states which are within trade range of one another. When in an alliance, should your ally be attacked, you are required to come to their aid in war, and will automatically enter a state of war with your enemy which can not be dissolved until your ally ends the war; or until two years IC have transpired (at which point you can make a separate peace, but this will terminate your alliance, without the ability to rekindle it for another two years). While in an alliance, you are unable to declare an offensive war against your ally or your ally's vassals.

Vassalage

The overlord in the relationship expends 2 Envoy.

A contract of submissive partner and overlord. The submissive partner in the relationship, the vassal, must abide by the demands of the overlord, and join him in all wars, by his will or not. 20% of the vassals gross wealth is transferred to the overlord. Defying an overlords wishes is a declaration of war on the overlord; which may result in freedom, or punishment. Vassals may fight for their freedom, or be released by their overlord freely.

Tributary

The overlord in the relationship expends 1 Envoy.

A tributary is a state which accepts a submissive stance toward another state, and pays that state 10% of their gross wealth in exchange for peace. Tributes pay this as a fixed percentage tax which can not be raised or lowered from 10%. Tributaries can fight for their freedom or be released by their overlord freely.

League

Membership expends 1 Envoy.

A League is a loose alliance or agreement between states in which wealth and military assets are supplied to a chosen League Leader. These assets are 10% of each league member's gross wealth and 1/10th of their military units (of the member's choosing but still listed on their sheet), which are given to the League Head. This League Army can only be used against external threats to the League, and can not be used against any League member. Members in a League can attack one another without repercussion, and likewise they can freely join wars in defense of their fellow League members from external threats (but are not obligated to do so). Leagues are largely self organized by players in terms of how they choose a leader, but the League Leader can not be replaced after a minimum term of one year, and the wealth they gain can not be taken from them for a period of one year (so they may adjust to the loss of wealth). A League Member can not leave a League for at least one year; but can do so freely after announcing it to the League Leader—though how that leader responds is always a risk. Likewise a League Leader can not remove a League Member for a period of one year.

Ceasefire

Both expend 1 Envoy

A Ceasefire is a treaty in which two states agree to not harm one another, and are unable to attack the peoples of their treaty-bound partner until the Ceasefire is terminated and the one year has elapsed.


Tyranny of Distance, Gateways and other Relics

Within our ancient world, the tyranny of distance is an ever present force that constrains us. This term is used to define the constraints of movement by which a state can exert itself, and it influences things from trade to warfare, diplomacy to roleplay. As it stands, you have been informed that it is possible to establish colonies and make naval expansions as far as 400 pixels away, following water routes (that would be 1,200 km). This distance does not denote all the distances of which are limiting factors. In terms of trade, caravans are considered able to move a distance of 600 pixels by land (1,800 km), while by sea, trade ships can move a distance of 800 pixels (2,400 km). These trade ranges should be noted as being restrained by certain natural barriers. Caravans must abide only by land, and can't pass impassable terrain. Trade ships must abide by mild waters as opposed to deep waters or impassable depths (which will be covered momentarily). As for the army, with no way for food to be preserved for extreme distances without spoiling, can only mobilize a distance of 400 pixels (1,200 km) away from your own or allied territory. Naval forces may move as far as trade ships, 800 pixels (2,400 km), and should militaries be transported by them, serve as the starting point of which 400 pixels is measured (more details on this in the military factbook). The limits on naval movement in rivers is the same as the above rules, however: only ships of medium size or smaller may navigate rivers. As for the range of your diplomacy, this has two measures: nominally, your diplomats can travel as far as your transports (caravans and ships) can carry them; however, with a gateway, such travel is made as an extension, as the gateway functions as a node rather than a distance traveled. Additionally, like soldiers, they may travel 400 pixels on their own when disembarked by maritime means. All measurements of trade distance is based upon market locations. When markets have sufficient range to reach another market, a trade route will automatically be set down, by which players can trade on. As markets expand and connect to create vast networks by land and sea, any market on this network may trade with any other (so long as the trade can be fulfilled by type or requirement). This means all trade is based off market placements, not off state boundaries.

Before touching on gateways, let us revisit waters. As part of the tyranny of distance, waters have different levels, by which ships may travel. The first tier of waters is the safest, mild waters, by which all ships may travel. The second tier of waters is where things become lethal, that being deep waters, where storms are more frequent and risks are far greater; such lethal conditions making stormy deep waters only accessible to military craft specifically designed for the task. Lastly, impassable depths, are the final type of sea, and are totally impassable to all ships due to the dangers. These waters influence the tyranny of distance heavily. Once again, they restrict naval trade, colonization (which must abide by the rule of trade ships in water), and more. Different naval ships also are restricted to different water levels, of which is specified in the military factbook and the maps factbook.

Gateways are an ancient relic, created by the gods in the times of the twelve, and while once they were many, now they are few. Some regions of the world possess a gateway, from which persons may enter it, and exit from a paired gateway in the world. It should be noted though that these gateways are too small to move large forces or colonization parties through; but can facilitate small forces. As such, the primary function of a gateway is for roleplay function and light mechanical interaction, allowing far apart players in Kirinna to interact with one another at least on a character level and lightly on a state level. At times, relics from the old era, the golden age, may be unearthed as well, and possess similar roleplay potential within them.

It should be noted that individual characters are not nearly as restrained by tyranny of distance, and it is only in state action that this fully applies. However, time is still a restraining factor. A man, and an army for that matter, can only march 30 km in a day (roleplay time), and can only ride at a sustainable pace of 90 km in a day. In a world of ancient technology, where bronze and iron reign as king, time is very much an influence on all things, and patience is a necessity.


Production, Components and Fuel

Throughout this guide, you have seen some mention of production, and tables which mention components. First and foremost, a proper introduction to these terms. Production is any item which requires other items to come into being, and is produced as a constant so long as you A) wish it so and B) have the components necessary. Finished Products are a production item, units by land and sea are a production item, structures are a production item, arms and armor are production items—even a resource such as charcoal is a production item, specific to fueling other production items. Understand that this is a blanket term for a system of resources being combine to produce new "resources," which take many different forms. Components thusly refer to any resource which must be expended or combined with other resources in order to fuel production. Tin and Copper are components needed to produce Bronze arms and armor, for example. These component items are already on tables above, and as you will find in going through production, what you need for each and every thing shall be laid out for you clear.

Production items have on particular rule which is applied to them: build time. Each thing produced has a time in which it takes to produce, at the end of which you may list it on your sheet.

Also listed here shall be one unique resource which serves as an outlier to all groups: that being charcoal. Charcoal is a resource formed from a single component, that being industrial wood, and is used to fuel several other production resources. Success requires fuel, so make sure you have charcoal. Alternatively, dung may be used, which is another unique fuel source that costs three times as much as charcoal to produce fuel, but provides fuel where trees may otherwise be inaccessible. This is a fuel which converts Pasture Food into fuel.

Fuel Resource

Components

Value Classification

Resource Classification

Conversion Rate

Details

Charcoal

1 Industrial Wood

Material

Fuel

2 per 1

Charcoal is a product of burning wood, creating a flammable and lasting fuel source for tasks such as metalwork. Heavy goods, takes up 1 supply.

Dung

3 Food (Pasture)

Food

Fuel

1 per 3

Dung is a product of pasture animals, which when dried serves as a cheaper but less efficient fuel source compared to Charcoal. Heavy goods, takes up 1 supply.


Production: Buildings

Buildings compose the backbone of your empire (if we don't count for food or population or all the other major parts that compose the skeleton for your state), and are essential to the production and access to greater quantities of units and other effects. Structures provide supply for things like soldiers, trade units and lucrative wealth resources. Buildings can be constructed as many times over as needed, and the table below is intended to show you a structure, the cost to make one, and what that structure does. Buildings, when constructed, must be stated as to where they are build: that what province according to the spreadsheet/province numbering. Centralized vs decentralized construction comes with benefits on both ends, and ultimately it is your choice how to approach the issue. When a building is captured you lose access to that building, but it is not destroyed. When a building is destroyed, you refund the resources present and follow the general rules of production. All production is broken into real-life time measurements, and all construction queues are listed in the production-forum in the regional discord server.

Buildings are built in building slots on the spreadsheet, as will be seen. These building slots have an upkeep cost in wealth, meaning the more building slots you use, the more your state will consume in wealth. Each province has six building slots.

Building

Function

Components

Build Time

Building Upkeep

Product Rules

Details

Provincial Road Network

Army Movement

1 Basic Materials

96 hours.

5 wealth.

Units move 1.5x faster on provinces with provincial road network.

A basic road system which stretches across the province, making travel more convenient.

Treasury

Finished Product Supply

2 Basic Materials

168 hours.

10 wealth.

Provides 10 supply for finished products.

A state storehouse used to maintain finished products and protect them from harm.

Dock

Naval Production

2 Basic Materials

336 hours.

10 wealth.

Provides 20 supply for warships and spawnpoint.

A coastal harbor with a dockyard for shipbuilding.

Caravan Market

Caravan Supply

2 Basic Materials

168 hours.

10 wealth.

Provides 5 supply for caravans.

A market where private and palatial merchants organize caravans.

Coastal Market

Trade Ship Supply

2 Basic Materials

168 hours.

10 wealth.

Provides 5 supply for trade ships.

A costal market where private and palatial merchants organize trade ships.

Administrative Center

Administrative Supply

5 Basic Materials

336 hours.

20 wealth.

Increases administrative cap by 2.

An administrative building serving the effort of state cohesion and organization.

Palatial Center

Envoy Supply

6 Basic Materials

336 hours.

20 wealth.

Increases envoys by 1.

A palatial site where a court and courtiers may gather to receive and distribute envoys.

Watchmen Camp

Vision and Capture Blocker

2 Basic Materials

168 hours.

10 wealth.

Provides vision and prevents delays capture by 5 hours (effect does not stack).

A small camp where a provincial garrison is employed. Will inform province owner when an enemy force enters or exits the province. Camp defends a capture point with light palisade fortifications with 100 health on each wall and the gate.

Light Barracks

Light Infantry Supply

2 Basic Materials

168 hours.

10 wealth.

Provides 5 light infantry supply and spawn point.

A barracks to train and house infantry familiar with light arms and armor.

Heavy Barracks

Heavy Infantry Supply

2 Basic Materials

168 hours.

15 wealth.

Provides 5 heavy infantry supply and spawn point.

A barracks to train and house infantry familiar with heavy arms and armor.

Archery Range

Archer and Slinger Supply

2 Basic Materials

168 hours.

10 wealth.

Provides 5 marksman supply and spawn point

A range to train archers and slingers in marksmanship.

Light Stables

Light Cavalry Supply

2 Basic Materials

168 hours.

10 wealth.

Provides 5 light cavalry supply and spawn point.

A stable for light mounts with gear for early horse-riding.

Heavy Stables

Large Mount and Large Mounted Archer Supply

3 Basic Materials

336 hours.

20 wealth.

Provides 5 heavy cavalry supply and spawn point.

A large stable with grounds to accommodate and train large mounts.

Siege Workshop

Siege Engine Supply

4 Basic Materials, 1 Industrial Wood

336 hours.

20 wealth.

Provides 5 siege engine supply.

A workshop for the construction of varying siege engines, from rams to towers.

War Academy

Unique Unit Supply

6 Basic Materials

336 hours.

40 wealth.

Provides 5 unique unit supply and spawn point.

A state academy to train and house elite units of the state.

Fortress

Defenses and Capture Blocker

5 Basic Materials, 2 Industrial Wood

336 hours.

50 wealth.

Prevents province capture for 24 hours when unmanned (effect does not stack). So long as fort is held, province can not be captured.

A large fortress which can host an army, preventing a province from capture. Additionally, forts prevent movement through adjacent provinces in allied and neutral land. When not manned by an army, a minor garrison defends the fort for 12 IC days (24 hours). The aforementioned effect does not stack.

Stone-Paved Provincial Road Network

Improved Army Movement

2 Basic Materials, 1 Quarry Stone

168 hours.

10 wealth.

Units move 2x faster on provinces with stone-paved provincial road network.

A road system more adequately paved with stones, allowing for much faster travel.

Guardsmen Camp

Improved Vision and Capture Blocker

3 Basic Materials, 1 Industrial Wood, 1 Quarry Stone

240 hours.

15 wealth.

Provides vision and delays province capture by 10 hours (effect does not stack).

An improved camp for a larger garrison to defend a province. Will inform province owner when an enemy force enters or exits the province. Camp defends a capture point with light palisade fortifications with 150 health on each wall and the gate.

Stone Fortress

Heavy Defenses and Capture Blocker

6 Basic Materials, 2 Industrial Wood, 3 Quarry Stone

672 hours.

80 wealth.

Prevents province capture for 48 hours when unmanned (effect does not stack). So long as fort is held, province can not be captured.

A large fortress distinctly employing extensive stonework, providing better defense and accommodations for defensive warfare. Additionally, forts prevent movement through adjacent provinces in allied and neutral land. When not manned by an army, a minor garrison defends the fort for 24 IC days (48 hours). The aforementioned effect does not stack.


Production: Land and Sea Units

Details on military units themselves will not be found in Gameplay Code, and instead will be found in other factbooks through the Guidestone, specifically Military Code and information pertaining to Unique Units. What you see listed here are units that can be produced, some trade, some military, some land, some sea. It should be noted that all units have a supply space they fill into, and that this supply space acts like a cap which is scaled off of your corresponding structures. More will be discussed about this in military as it primarily pertains to units of that caliber. There is no population-scaled cap placed on trade units, just maintaining you have the buildings is sufficient. All production is broken into real-life time measurements, and all construction queues are listed in the production-forum in the regional discord server.

Unit

Function

Components

Upkeep

Build Time

Product Rules

Details

Trade Caravan

Light Trade

None

1 Food, 2 Wealth

96 hours.

Takes up 1 caravan supply.

A caravan equipped for moving light goods, can carry up to 10 supply.

Heavy Trade Caravan

Heavy Trade

None

1 Food, 3 Wealth

120 hours.

Takes up 2 caravan supply.

A caravan equipped for moving heavy goods, can carry up to 10 supply.

Trade Ship

Light Naval Trade

None

1 Food, 2 Wealth

96 hours.

Takes up 1 trade ship supply.

A trade ship equipped for moving light goods, can carry up to 20 supply.

Heavy Trade Ship

Heavy Naval Trade

None

1 Food, 3 Wealth

120 hours.

Takes up 2 trade ship supply.

A trade ship equipped for moving heavy goods, can carry up to 20 supply.

Light Axemen

Light Infantry

None

1 Food, 2 Wealth

168 hours.

Takes up 1 light infantry supply.

Lightly equipped soldiers fielding axes, ideal for scouting and mobile warfare.

Light Swordsmen

Light Infantry

None

1 Food, 6 Wealth

168 hours.

Takes up 1 light infantry supply.

Lightly equipped soldiers fielding swords, ideal for mobile and consistent damage.

Light Spearmen

Light Infantry

None

1 Food, 6 Wealth

168 hours.

Takes up 1 light infantry supply.

Lightly equipped soldiers fielding spears, ideal for mobile and heavy hitting damage.

Light Pikemen

Light Infantry

None

1 Food, 10 Wealth

168 hours.

Takes up 1 light infantry supply.

Lightly equipped soldiers fielding pikes, ideal for phalanx warfare and devastating damage.

Heavy Axemen

Heavy Infantry

None

1 Food, 8 Wealth

240 hours.

Takes up 1 heavy infantry supply.

Heavily equipped soldiers fielding axes, ideal for scouting and mobile warfare.

Heavy Swordsmen

Heavy Infantry

None

1 Food, 12 Wealth

240 hours.

Takes up 1 heavy infantry supply.

Heavily equipped soldiers fielding swords, ideal for consistent damage.

Heavy Spearmen

Heavy Infantry

None

1 Food, 12 Wealth

240 hours.

Takes up 1 heavy infantry supply.

Heavily equipped soldiers fielding spears, ideal for heavy hitting damage.

Heavy Pikemen

Heavy Infantry

None

1 Food, 20 Wealth

240 hours.

Takes up 1 heavy infantry supply.

Heavily equipped soldiers fielding pikes, ideal for slow phalanx warfare and devastating damage.

Archers

Ranged Infantry

None

1 Food, 6 Wealth

168 hours.

Takes up 1 marksman supply.

Soldiers equipped with bows and quivers, ideal for supporting soldiers in battle.

Slingers

Ranged Infantry

None

1 Food, 4 Wealth

168 hours.

Takes up 1 marksman supply.

Soldiers equipped with slings and varying shots, ideal for consistent but shorter range support of soldiers in battle.

Skirmishers

Ranged/Light Infantry

None

1 Food, 6 Wealth

168 hours.

Takes up 1 light infantry supply.

Soldiers equipped with javelins, ideal for harassing enemies before joining the frey.

Warbeasts

Warbeasts

1 Warbeasts

1 Food, 8 Wealth

168 hours.

Takes up 1 light infantry supply.

Teams of men with hordes of beasts, typically war dogs, which are ideal for high damage but are low on durability.

Light Cavalry

Cavalry

1 Light Mounts

2 Food, 20 Wealth

216 hours.

Takes up 1 light cavalry supply.

Riders on horseback, free of chariot, which are weaker in battle than chariotry but much faster and ideally suited for raiding.

Chariots

Cavalry

1 Medium Mounts

2 Food, 30 Wealth

216 hours.

Takes up 1 heavy cavalry supply.

Teams of horses pulling men in chariots, armed with spears and other tools to break enemy forces.

Chariot Archers

Ranged Cavalry

1 Medium Mounts

2 Food, 30 Wealth

216 hours.

Takes up 1 heavy cavalry supply.

Teams of horses pulling men in chariots, armed with bows to support soldiers on the field.

Large Mounts

Heavy Cavalry

1 Large Mounts

3 Food, 60 Wealth

336 hours.

Takes up 1 heavy cavalry supply.

Men riding massive beasts, most often elephants, as massive mobile line breakers armed with tusk and spear.

Large Mounted Archers

Heavy Ranged Cavalry

1 Large Mounts

3 Food, 60 Wealth

336 hours.

Takes up 1 heavy cavalry supply.

Men riding massive beasts, most often elephants, as massive archer towers walking the field to provide support to soldiers.

Ballista

Siege Engine

1 Industrial Wood, 1 Rope

1 Food, 20 Wealth

216 hours.

Takes up 1 siege engine supply.

Teams of men with ballisic equipment which can be set up and operated on the battlefield, providing heavy supporting fire which plows through men.

Catapults

Siege Engine

2 Industrial Wood, 2 Rope, 1 Quarry Stone

1 Food, 20 Wealth

336 hours.

Takes up 2 siege engine supply.

Teams of men with catapults which provide heavy supporting fire with single target devastating blows.

Siege Tower

Siege Engine

2 Industrial Wood, 3 Rope

1 Food, 40 Wealth

336 hours.

Takes up 3 siege engine supply.

Siege towers pushed and pulled to the walls which enable men to scale walls without breaching them.

Battery Ram

Siege Engine

1 Industrial Wood

1 Food, 10 Wealth

168 hours.

Takes up 1 siege engine supply.

A team of men wielding a great ram, by wheel or by hand, which is used to break most commonly the gates of a fortress.

Scout Galley

Warship

4 Basic Materials, 1 Rope, 1 Bitumen

1 Food, 6 Wealth

96 hours.

Takes up 1 warship supply.

A 20 meter reconnaissance and raiding galley, which primarily focuses on using archers in exchange of all other forms of damage.

Light Galley

Warship

1 Industrial Wood, 2 Rope, 1 Bitumen

2 Food, 12 Wealth

168 hours.

Takes up 2 warship supply.

A 35 meter galley which is a light combat vessel focused on speed and marines, at the sacrifice of archers. Light Galleys can carry two light unit like a transport.

Medium Galley

Warship

1 Industrial Wood, 3 Rope, 2 Bitumen

3 Food, 20 Wealth

240 hours.

Takes up 3 warship supply.

A 40 meter galley which is the pinnacle of balanced design, with a light siege weapon to makeup for its reduced speed compared to smaller ships. Medium Galleys can carry two light units like a transport.

Heavy Galley

Warship

2 Industrial Wood, 3 Rope, 3 Bitumen

4 Food, 36 Wealth

336 hours.

Takes up 4 warship supply.

A 45 meter heavy galley which begins to specialize more in dealing heavy damage through size and weaponry, at the sacrifice of speed. Heavy Galleys can carry three light units like a transport.

Juggernaut

Warship

4 Industrial Wood, 4 Rope, 4 Bitumen

5 Food, 80 Wealth

504 hours.

Takes up 5 warship supply.

A 100 meter massive juggernaut which specializes in all forms of damage at the sacrifice of speed, making it a potent enemy but vulnerable to large groups. Juggernauts can carry either four light units OR heavy units like a transport. Due to its size, a juggernaut can only perform a ram when hitting target from full movement speed.

Troop Transport

Light Transport

1 Industrial Wood, 1 Rope, 1 Bitumen

1 Food, 10 Wealth

96 hours.

Takes up 1 warship supply.

A 40 meter transport entirely fitted to move large volumes men and their arsenal across the sea, with no offensive capability. Can carry up to 6 light units.

Heavy Troop Transport

Heavy Transport

1 Industrial Wood, 2 Rope, 1 Bitumen

2 Food, 12 Wealth

168 hours.

Takes up 2 warship supply.

A 45 meter transport entirely fitted to move large volumes of heavy equipment across the sea, with no offensive capability. Can carry up to 4 heavy units, which includes: chariots, large mounts and siege weapons (and all variants of all that has been mentioned).


Production: Arms and Armor

Arms and Armor refer to the materials you can create which reinforce your military units. Producing a unit creates a blank template of sorts, but that template needs to be equipped with weapons and armor in order to be anything more than a lightly clothed individual with fists. The list of these arms and armor will be seen below. Clarifications on these weapons will be found in military factbooks.

Product

Components

Classification

Application

Product Rules

Details

Copper Weapons

1 Copper, 1 Fuel

Arms

All infantry units and mounted units.

1 supplies 1 unit of any size.

Copper Weapons are the weakest of the three metal tools, but are still greater than without, and valuable as a component to any army which can't afford or access Bronze or Iron. Heavy goods, takes up 1 supply.

Bronze Weapons

2 Copper, 1 Tin, 1 Fuel

Arms

All infantry units and mounted units.

1 supplies 1 unit of any size.

Bronze Weapons are the strongest of the three metal tools, but expensive to produce and costly to lose. They require copper and tin to produce, and the loss of access to either can prove to be devastating. Heavy goods, takes up 2 supply.

Iron Weapons

1 Iron, 1 Fuel

Arms

All infantry units and mounted units.

1 supplies 1 unit of any size.

Iron Weapons are the middle ground of the three metal tools, being cheaper and weaker than Bronze, but stronger than copper. Heavy goods, takes up 1 supply.

Advanced Bow

1 Industrial Wood

Arms

All infantry units and mounted units.

1 supplies 1 unit of any size.

Bows constructed with greater craftsmanship and attention to marksmanship, allowing for a composite design. Light goods, takes up 1 supply.

Copper Arrowheads

1 Copper

Arms

All infantry units and mounted units.

1 supplies 1 unit of any size.

Copper Arrowheads are the weakest of the metal arrowheads, but easy to produce. Light goods, takes up 1 supply.

Bronze Arrowheads

1 Copper, 1 Tin

Arms

All infantry units and mounted units.

1 supplies 1 unit of any size.

Bronze Arrowheads are the strongest of the metal arrowheads, often a socketed, but hard to produce. Light goods, takes up 1 supply.

Iron Arrowheads

1 Iron

Arms

All infantry units and mounted units.

1 supplies 1 unit of any size.

Iron Arrowheads are the middle ground of arrowheads, stronger than Copper but weaker than Bronze. Light goods, takes up 1 supply.

Copper Armor

1 Copper, 2 Fuel

Armor

All infantry units and mounted units.

1 supplies 1 unit of any size.

Copper Armor is relatively weak compared to other metal armors, but is better than armors of cloth or wood. This armor is usually in the form of segments, scales and cuirasses. Heavy goods, takes up 1 supply.

Bronze Armor

2 Copper, 1 Tin, 2 Fuel

Armor

All infantry units and mounted units.

1 supplies 1 unit of any size.

Bronze Armor is very strong compared to other metal armors, and the greatest of the armors in strength. This armor is usually in the form of segments, scales and cuirasses. Heavy goods, takes up 2 supply.

Bronze Panoply Armor

4 Copper, 2 Tin, 4 Fuel

Armor

All infantry units.

1 supplies 1 unit of any size.

Bronze Panoply Armor is the ultimate armor available to infantry, composed of an all encompassing body armor with moving segments. Heavy goods, takes up 3 supply.

Iron Armor

1 Iron, 2 Fuel

Armor

All infantry units and mounted units.

1 supplies 1 unit of any size.

Iron Armor is the middle ground of armors, being stronger than Copper and weaker than Bronze. This armor is usually in the form of segments, scales and cuirasses. Heavy goods, takes up 1 supply.


Civilization Perks

Each civilization is a diverse collection of ideas, and we choose to materialize some of these ideas in the form of Civilization Perks. Each state is allowed to choose three perks: one Civilization, one Resources and one Military. These perks are, once taken, not able to be changed for the duration of your state's presence in the regional RP. Perks are representative of semi-permanent features of your civilization, and you can't change them on a whim. As mentioned, you can only have one of each type of perk, all of which is presented to you on the spreadsheet. What is key to understand is some of these perks change your values, and naturally you can only have up to one of each type no matter what.

Name

Classification

Effects

Agrarian Idyll

Civilization

Increase population growth from 0.001% (0.00001) per 1 food to 0.002% (0.00002) per 1 food.

Military Census

Civilization

Increase manpower recruitment from 1% to 1.5%.

Cyclopean Architects

Civilization

Double the health on all defensive structures.

Raider Kingdom

Civilization

In war, 25% of enemy casualties from battle are taken as new population.

Fortified Storehouses

Civilization

Doubles defender attrition timer on sieges.

Manifest Destiny

Civilization

May expand up to six times rather than five times per week for the price of 100 words (meaning 600 words instead of 500).

Frugal

Civilization

Food consumption satisfaction increased from 1 food per 6,000 to 1 food per 8,000.

Builder Traditions

Civilization

Reduces building slot wealth upkeep from 10 to 8.

Courtier Clans

Civilization

Palatial Centers produce one extra envoy per structure.

Navigator Elite

Civilization

Warship range expanded by 600km (200 pixels).

Merchant Tradition

Civilization

All caravans and trade ships wealth upkeep reduced by 1.

Sowers

Resource

Farms and Orchards tile yield increased by 1.

Hunters

Resource

Hunting Grounds and Fishing Grounds tile yield increased by 1.

Pastoralists

Resource

Pasturelands, Light Mounts and Medium Mounts tile yield increased by 1.

Ivory Carvers

Resource

Heavy Mounts and Ivory tile yield increased by 1.

Woodsmen

Resource

Industrial Woods and Exotic Woods tile yield increased by 1.

Divers

Resource

Pearls tile yield increased by 2.

Spice Markets

Resource

Spices and Sugars tile yield increased by 1.

Burners

Resource

Incense tile yield increased by 2.

Tamers

Resource

Warbeasts, Animal Skins and Exotic Animals tile yield increased by 1.

Dyers

Resource

Dyes tile yield increased by 2.

Silkbreeders

Resource

Silk tile yield increased by 2.

Vineyards

Resource

Exotic Oils and Luxury Alcohol tile yield increased by 1.

Herbalists

Resource

Natural Drugs tile yield increased by 2.

Ropers

Resource

Rope tile yield increased by 2.

Gatherers

Resource

Basic Materials tile yield increased by 2.

Bronzescasters

Resource

Copper and Tin tile yield increased by 1.

Ironsmiths

Resource

Iron tile yield increased by 2.

Salters

Resource

Salt tile yield increased by 2.

Advanced Quarrying

Resource

Quarry Stone tile yield increased by 2.

Black Thumb

Resource

Bitumen tile yield increased by 2.

Artificers

Resource

Precious Clay and Glass Products tile yield increased by 1.

Advanced Mineshafts

Resource

Gold and Silver tile yield increased by 1.

Gem Prospectors

Resource

Gemstones tile yield increased by 1.

Semi-Precious Prospectors

Resource

Semi-Precious Stones and Restin Stones tile yield increased by 1.

Mounted Heritage

Military

Mounted units +2 default speed, and +1px speed.

Endurance Heritage

Military

Infantry units +1 default speed, and +1px speed.

Maritime Heritage

Military

Naval units +3 default speed, and +5px speed.

Siege Masters

Military

Siege units +20 to default die.

Expert Marksmen

Military

Marksman units +10 to default die.

Professional Army

Military

Infantry units +10 to default die.

Charioteer Elite

Military

Chariot units +10 to default die.

Nomad Tacticians

Military

Light mounts +10 to default die, +3 default speed, +2px speed, and +3px scouting range.

Titanic Ranks

Military

Heavy mounts +10 to default die and have +100 health.

Beastmen

Military

Warbeast units +10 to default die.

Maritime Warlords

Military

Naval units +10 default die on all attacks.

Guerilla Warfare

Military

Attrition rate suffered by enemy armies increases from 1% to 2%.



To the best of our ability, the information pertaining to many of the moving parts behind the region have been laid out before you, here and now. This is where, at long last, with this information, we can discuss your Linkspreadsheet. The spreadsheet is, for all intents and purposes, the ultimate tool to your state and the absolute most integral part of it beyond the confines of your creative abilities. The spreadsheet is where your interactions are manifested into mechanical contents. Your provinces, what they produce, what is built there, how many people live there—these are all some examples of the functions which this spreadsheet will provide. In short, the sheet is your state. This tool is run through google spreadsheets, and it is an incredibly vital tool which is non-negotiable to use, and requires a PC in order to effectively use. This is a tool which is monitored and largely automated, so when you open it, don't panic! Yes it is extensive, but the spreadsheet is in reality incredibly simple. What will be discussed here is hopefully a cohesive guide on how to fill this spreadsheet. What you need to know immediately is that this spreadsheet directly correlates with the information presented in this factbook and other mechanically minded factbooks, and also the province map found under System Maps. A special thanks to Ouruum evrani for engineering the spreadsheet based on the primitive outlines which had been established, and a special thanks to Ilithyila for improving and remastering Evrani's sheet to even greater heights.

If you find any issues in the sheet, please contact the administration on Discord.

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