The World of Cycles

What you see is...

  • Boring

    Votes: 1 20.0%
  • Damp

    Votes: 1 20.0%
  • Sunny

    Votes: 4 80.0%
  • Lumpy

    Votes: 1 20.0%
  • Planty

    Votes: 3 60.0%
  • Wet

    Votes: 0 0.0%

  • Total voters
    5
  • Poll closed .
[X] Plan Ghostlems

To be honest I sorta wanted the angel/demon combo but I hate the traits chosen for that and like the ones for this.
 
Thrown up a poll to test things out, and also help with something later on... well, partially.

That said, I believe Winged Ones is now at 3 Votes and Ghostlems is at 4?

Not sure when I'm going to close this one, but most likely not today.
 
[X] Plan Ghostlems
-[X] Spirits
-[X] Constructs
-[X] Traditionalists (Population is more resistant to foreign Religions and Cultures. Failures of Cultural Actions have slightly reduced Impact, including Critical Failures.)
-[X] Eminent Sages (Research Breakthroughs and Rare Insights are easier to convert into an actual result. Failures of Piety Actions have slightly reduced Impact, including Critical Failures)
-[X] Hardy (Population suffers reduced effects from disasters. Failures of Martial Actions have slightly reduced Impact, including Critical Failures)

This is too weird to not try. And we will need no stinky farming
 
Okay, The Divison's free weekend is over for me at least, and HoI4 TfV Can wait a day or so, as it's not going anywhere.

Locking Ghostlems in as your civilisation... And I have to say, this is going to be very interesting... Especially as they are the two with the most divergent tech trees... and for something even more interesting, they also pretty much cover each others weaknesses.

Each Race has a Primary, Secondary and Tertiary Stat, and a Greater and Lesser Flaw stat. Primaries get the largest boost, Tertiaries' the least. Greater flaws give a large penalty, Lesser Flaws, not so much...
And well... You guys kinda covered each races Flaws with the other's Primary and Secondary...

Constructs:
Primary - Economic
Secondary - Learning
Tertiary - Martial
Base - Cultural
Lesser Flaw - Intrigue
Greater Flaw - Piety

Spirits:
Primary - Piety
Secondary - Intrigue
Tertiary - Martial
Base - Cultural
Lesser Flaw - Learning
Greater Flaw - Economic

So yeah... Interesting times ahead... Means you don't gain as big a boost in the action slots.. but you also don't suffer any negatives... meaning you'll always have at the very least the base amount of slots for each action...

On the other hand, no going to town with double or triple the base action slots...

For example, Orcs+Drow would basically mean whilst you are a non-stop pain train for everything around you, you need it to obtain the slaves necessary to not make your economy suck. Well, that's one possible method of unsuckifying the economy. And you won't be great at research. But you'll also be able to loot everyone else's research too. But the biggest flaw would be the fact that if you guys lost a major war, you'd most likely have multiple civil wars to deal with. And lots of assassinations. Also, your culture would involve a bit of 'cultural appropriation' of your neighbours culture, and forget about diplomacy with anyone who's not extremely chaotic evil... and maybe a few lawful evil types.

If alignments were actually a serious part of this game. They'll probably make an appearance, but it'll most likely just affect how likely you are to get certain developments and who's friendliest with you.

You guys also have the most non-conventional population growth mechanics. In other words, you'd better get as many resources, and in the greatest quantity possible, whilst leaving the environment as pristine as possible. So no barren and desolate wastelands for you guys.

And as a reward for waiting, here's a short description of the two races core heroic units. You can get other Heroic Units, but these are the ones you are guaranteed to have.

Spirits:
Tree Father - Brought to the cause by elaborate and lengthy ceremonies in the oldest thickets of a forest, care must be taken for if the ceremonies go wrong, the Tree Father make awaken, but enraged at everything around them. On the battlefield, it casts magic to heal it's allies and strengthen them, whilst weakening the enemy and causing the very plants to attack it's foe. But do not hold the mistaken belief that this means that a Tree Father is weak up close, for it's blows have the strength of an entire forest behind them, and it is easier to kill a primeval forest than slay one with mundane blades. And usually the first sign of the enemy having summoned a Tree Father is when the tamed lands of your civilisation suddenly become as wild, or wilder than in their ancient history, as the Tree Father reawakens the true spirits of the wild, turning tamed marshland into miasma spewing bogs and safe forest into something from which no one leaves unchanged.

Mountainheart - A Mountainheart is easier to bring to the cause for unlike a Tree Father, if the wakening ceremonies go wrong, usually the most that happens is the being falls into a deeper sleep, though tales tell of a handful of times when something truly wrong happened and instead the entire mountain awoke, spewing ash and fire across the horizon. A Mountainheart on the battlefield is dangerous because it's magics allow it to manipulate the very ground itself. A cavalry charge seemingly doomed due to running across swampy terrain will find the land solidifying beneath their feet, their armour and weapons strengthened as the being imparts a fraction of a fraction of their strength into the material they are made of. And that is not including the harm the Heart of a Mountain personified can do with it's own physical might. Thankfully, they do suffer in offensive magics, though what few offensive magics the Mountainhearts have are no less devastating for how infrequent they are used. Your first warning of an enemy Mountainheart is often when a city is consumed as the very land it is built on, rises up and razes everything.

Constructs:
Forge Titan - A Forge Titan is a mighty being, crafted in a legendary forge, by legendary smiths and golem-makers with mythical materials. And the result of all this talent, effort and cost? A giant of impenetrable metal skin, with magma for blood and the mind of impossible genius. When a Forge Titan strides onto the battlefield, it's allies find their weapons striking truer, their armour holding longer just as the enemy discovers the opposite. And when the Forge Titan joins the battle itself, it strikes with unstoppable weight, breathing clouds of molten metal. However, they do lack the large scale magics of other Heroic units, but what does that matter, when with the wave of it's hand it can animate golems from the ground and the cooled metal of it's breath. Off the battlefield, the Forge Titan is less noticeable than many other Heroic Units, for it can not by itself cause devastation to the enemy's people and lands. But what does personal strength matter, when the final gift, and mastery, of it's makers reveals itself? For each Forge Titan contains the skill of all it's makers, and can craft unparalleled artefacts through which it, and it's allies, can wreck havoc upon the foe. Or perhaps it just crafts lesser weapons and armour, through with to arm it's army. Many an army has been annihilated by an enemy entirely clad in legendary armour and wielding legendary blades due to the industriousness of it's Forge Titan.

Storm Titan: Whereas a Forge Titan demonstrates mastery of crafting, a Storm Titan demonstrates the mastery of Magic, for it takes the form of a giant, living storm crafted into a humanoid shape. This however, does come at the cost of extremely rare and expensive reagents, lengthy rituals, and immense risk if anything go wrong during the crafting process, for it's makers are attempting to tame the fury of a mythical storm. On the battlefield it is pure destruction, manipulating the weather to bring woe to it's foes, and aid it's allies. And it is no less destructive using magic of a lesser scale. Off the battlefield, the story is no different, with the first signs one has been crafted of it's enemies lands being swept by storms of legendary might.


So there you have it. A look at the 4 Heroic Units you guys will always have able to be unlocked. Just, don't expect to see them for a while. I wasn't kidding when I said they are extremely hard to get, and ridiculously expensive. Not to mention dangerous if you mess up enough when craft/summoning/blessing/taming/training/etc them to actually get them. As you might not just lose the materials and cost needed to obtain them.

On the other hand, they are immensely powerful both on the battlefield and off it, as they can either help you, or hinder the enemy on the strategic scale. For example, whilst the Tree Father can reawaken the wild in enemy lands, it can also revitalise and strengthen your lands. Or the Storm Titan can bring perfect weather to your realm, instead of cursing the enemy with the worst non-actually supernatural weather ever.

And don't worry. The effort needed to obtain a Heroic Unit means you'll always know if someone else is trying to obtain one. Conversely, everyone else will know if you are trying to get one. That's almost a casus belli right there... :p

Oh, and thanks for those of you who voted in the poll. Still up for two days, and every answer helps me.
 
Tertiary - Martial
Base - Cultural
Tertiary - Martial
Base - Cultural
Weakest areas! Since neither race are good at this!
-[X] Traditionalists (Population is more resistant to foreign Religions and Cultures. Failures of Cultural Actions have slightly reduced Impact, including Critical Failures.)
-[X] Hardy (Population suffers reduced effects from disasters. Failures of Martial Actions have slightly reduced Impact, including Critical Failures)
Aside from not failing much against them :D
 
Truthfully, since both races have Martial as a Tertiary Stat, and your two Secondaries are countering both your Lesser Flaws, you'll probably find that Martial is as strong an influence as at least your secondaries, and depending on how much the Primary/Greater Flaw effect works out, they may all be equal in effect...

In other words, once you've grown large enough for the Racial Action Slot Modifiers to fully kick in (It's gradual as you build up population, with larger and larger populations slowly showing the effect of racial inclinations), you may find the only action slot which isn't increased would be Cultural...
 
Martial might well be our strongest stat.

Though, thinking about it, couldn't we just have specialization? :p
 
Possible, but the only method to do that early game is by unlocking the Caste System 'civic'...

And that's not entirely positive. And you may be in considerable trouble if a civil war kicks off or certain disasters happen. And just so you guys are aware, you will almost certainly suffer at least 2, more likely 3 civil wars during the game, and 3 of the Ages basically work by increasing the chances for certain types of disasters by a lot. But that's the result of specialisation. Great benefits somewhere, matched by great costs elsewhere.

You will also have actions available that either reduce your negatives, increase your positives or keep things stable, and those actions affect whether your civilisation is High, Civilised, or Wild.

Basically, the mechanics are such that racial selection plays a big influence on gameplay, but it is possible to overcome most of the negatives... it will just always come with a high price or opportunity cost. Well, mostly. There's one or two ways to change things, but those would be really slow... like exactly one slot increase per age, and not one slot increase per category. Though there is the second one as well.

Currently, the thought is that the largest possible empires will have up to 10 action slots per category, before reductions kick in and after increases apply, but getting there would be slow... and the size of the empire needed would mean you'd need that number of slots and a lot of leaders to manage the empire effectively.

Also, progress on Generation Part 3 is coming very nicely, everything but the actual typing up of the update is pretty much finalised, but it's late enough I doubt it'll be done today...

The fun of having to research stuff again because you lost your planning and lists... Oh, and a couple days of productivity lost due to Free Weekends.
 
Civilisation Generation Part 3
So your merged tribe is composed of Spirits and Constructs huh? Well, I suppose your population being Hardy makes sense then. It is interesting you have so many Eminent Sages, though that probably does explain why your people hold so strongly to your traditions. Having noteworthy people create those traditions in the first place does mean they tend to be better, less divisive, not stupid and all that stuff.

Now that that's worked out, I still need a little bit of help, but once that's done, you're free to go on your way. And I think you'll want to help with this last bit, as it affects what the coastal region you settled in is like. Don't want to have accidently settled next to one of the Dragon Breeding Grounds, would you? I mean, I'm not saying you can't, but seriously, why would you do that?

(You have 20 points)

Environmental Quality
[ ] Lush (+3 Points)
[ ] Fertile (+1 Point)
[ ] Average (Default)
[ ] Barren (-1 Point)
[ ] Desolate (-3 Points)

Environmental Diversity
[ ] Very Diverse (+3 Points)
[ ] Diverse (+1 Point)
[ ] Average (Default)
[ ] Similar (-1 Point)
[ ] Mono-dominant (-3 Points)

Mineral Abundance
[ ] Rich (+3 Points)
[ ] Abundant (+1 Point)
[ ] Average (Default)
[ ] Poor (-1 Point)
[ ] Barren (-3 Points)

Geological Diversity
[ ] Diverse (+3 Points)
[ ] Variable (+1 Point)
[ ] Average (Default)
[ ] Similar (-1 Point)
[ ] Identical (-3 Points)

Mystical Power
[ ] Titanic (+3 Points)
[ ] Strong (+1 Point)
[ ] Average (Default)
[ ] Weak (-1 Point)
[ ] Dead Zone (-3 Points)

Magical Variability
[ ] Ever-changing (+3 Points)
[ ] Diverse (+1 Point)
[ ] Average (Default)
[ ] Minimal (-1 Point)
[ ] Unchanging (-3 Points)

NOTE: Environmental Quality, Mineral Abundance and Magical Power affect several things, most of which you can guess, but also the available resource slots. Environmental Diversity, Geological Diversity, and Magical Variability affect how many different resources you can have. You could have a Lush, Mono-dominant Region, which means you'd get a lot of natural resources, they'd just be only a handful of types. Or you could get a Desolate, Very Diverse Region, meaning you have very limited natural resources, but they are all different.

Regional Traits
(Maximum 6 Choices)
[ ] Large River (+1 Point)
[ ] River Delta (+2 Points)
[ ] Defensible Plateau (+1 Point)
[ ] Important Mountain Pass (+2 Points)
[ ] Protected Bay (+1 Point)
[ ] Large Offshore Islands (+2 Points)
[ ] Offshore Reef (+2 Points)
[ ] Many Inland Lakes (+1 Point)
[ ] Important Strait (+1 Point)
[ ] Important Isthmus (+2 Points)
[ ] Volcanic Region (+1 Point)
[ ] Calm Weather (+2 Points)
[ ] Coastal Cliffs (-1 Point)
[ ] Extensive Coastal Cliffs (-2 Points)
[ ] Massive Dunes (-1 Point)
[ ] Extensive Massive Dunes (-2 Points)
[ ] Large Marsh (-1 Point)
[ ] Massive Marsh (-2 Points)
[ ] Treacherous Mountain Range (-2 Points)
[ ] Impassable Mountain Range (-3 Points)
[ ] Temperamental Weather (-2 Points)
[ ] Dangerous Weather (-5 Points) (I'm not saying it's hurricanes or cyclones every year, but don't be surprised if they're not uncommon)

NOTE: Regional Traits will have a serious effect on gameplay, so pick carefully. That said, they will be both good and bad. So you probably want at least a few.
NOTE: Regional Trait choices that give you points to spend, or cost points may not be entirely negative, or positive and you may be able to change what that is as well with actions and effort. And which traits are picked will change that a lot. An example would be Extensive Coastal Cliffs, Impassable Mountain Range, Important Mountain Pass, Protected Bay and Important Isthmus. This means that one side of the region is completely blocked off from the coast except through the pass that leads to the isthmus and the protected bay. Meaning all the trade has to come through that pass to go over sea or on land to the other region/continent/large landmass. You also get ever more trade because transferring shipping across the isthmus would save a lot of time and a massive scale project could be to make your own Panama Canal. On the other hand, Everyone else will want all that trade income for themselves, and any armies going either way will have to either get access from you, or go through you.

Regional Area Modifiers
(Maximum 3 choices for each Modifier Type)

Environmental Modifiers
[ ] Friendly Fauna and Flora (+2 Points) (To a point, they are still wild)
[ ] Gentle Fauna and Flora (+1 Point)
[ ] Normal Fauna and Flora (Default)
[ ] Aggressive Fauna and Flora (-1 Point)
[ ] Dangerous Fauna and Flora (-2 Points)
[ ] Hostile Flora and Fauna (-3 Points) (Basically, applying the 'Monstrous' tag to a not insignificant minority of the ecosystem isn't a bad idea)


Terrain Modifiers
[ ] Open Terrain (+2 Points) (Well, to a limit, jungle and marsh is still going to be really annoying to travel through)
[ ] Easily Passable Terrain (+1 Point)
[ ] Normal Terrain (Default)
[ ] Thick Terrain (-1 Point)
[ ] Treacherous Terrain (-2 Points)
[ ] Impenetrable Terrain (-3 Points) (Okay, you can actually get through the terrain, but it's much harder, and so is building)

Magical Conditions Modifiers
[ ] Auspicious Magical Conditions (+2 Points) (Again, to a point, you can't cast anything and expect it to work, but the magic does actively help you cast a bit)
[ ] Calm Magical Conditions (+1 Point)
[ ] Normal Magical Conditions (Default)
[ ] Hazardous Magical Conditions(-1 Point)
[ ] Volatile Magical Conditions(-2 Points)
[ ] Dangerous Magical Conditions (-3 Points) (It's not down-right lethal, but you are more vulnerable to 'Oops' moments)

NOTE: You guys chose Coastal as your primary terrain, which means you don't have to pick an option for your Primary Terrain unlike with the other choices, as such these modifiers will just effect areas on the regional map that you can work out through trial and error (or more accurately, your people will) so don't fear that making a bad pick will mean you have a lot of problems, or you missed opportunities, as if it's too dangerous in one area, you can go elsewhere, or you'll be able to tap another area's attributes.
NOTE: Again, taking entirely positive picks may not be entirely good, and taking entirely negative picks may not be entirely bad. As an example, an option (If not necessarily a likely one) for Hostile Fauna and Flora is having a major group of Drakes lairing in the region. Sure, in the wild you have to worry about them eating your hunters and occasionally torching your town, but if you ever actually managed to tame them (not particularly likely mind you), well Drake Cavalry. Need I say more? Also, you usually have multiple species making the area dangerous to be in, so more opportunities! Or problems.

Having said all that, don't be distracted by the shinies, until you actually manage to get a tame population and exterminate the wild ones, or correct the issues, you'll still have to deal with them, which could be a big problem.

Regional Resource Traits
(Repeatable 3 times per Basic Resource Type, Twice per Rare Resource Type)
[ ] Nearby Natural Basic Resource (+1 Points) (Repeatable)
[ ] Revealed Natural Rare Resource (+3 Points) (Repeatable)
[ ] Guaranteed Natural Mythical Resource (+4 Points)
[ ] Nearby Mineral Basic Resource (+1 Points) (Repeatable)
[ ] Revealed Mineral Rare Resource (+3 Points) (Repeatable)
[ ] Guaranteed Mineral Mythical Resource (+4 Points)
[ ] Nearby Magical Basic Resource (+1 Points) (Repeatable)
[ ] Revealed Magical Rare Resource (+3 Points) (Repeatable)
[ ] Guaranteed Magical Mythical Resource (+4 Points)
[ ] Distant Natural Basic Resource (-1 Points) (Repeatable)
[ ] Hidden Natural Rare Resource (-3 Points) (Repeatable)
[ ] Missing Natural Mythical Resource (-4 Points)
[ ] Distant Mineral Basic Resource (-1 Points) (Repeatable)
[ ] Hidden Mineral Rare Resource (-3 Points) (Repeatable)
[ ] Missing Mineral Mythical Resource (-4 Points)
[ ] Distant Magical Basic Resource (-1 Points) (Repeatable)
[ ] Hidden Magical Rare Resource (-3 Points) (Repeatable)
[ ] Missing Magical Mythical Resource (-4 Points)

NOTE: Regional Resource traits will affect how easy it is to discover that resource, and to actually tap into it. A Guaranteed Mythical Resource may still be hard to get if picked, it just means you will eventually be able to use it. Whereas a Missing Mythical Resource doesn't mean the region lacks one, it just means that if you rolled for one, it starts as very hard to access and gets worse. Similar with Rare and Basic Resources. You will always be able to discover Basic Resources relatively easily, it just may require you to get to the point were the resource has only a minor effect on your civilisation by the time you can claim control over it. And example would be having almost become a City State by the time you can access a Copper Deposit that got hit by Distant Mineral Basic Resource, meaning by that point, it doesn't give a large advantage, it just means you won't have to conquer another region to gain Copper. Hidden Rare Resources means exactly that, increased difficulty to detect them, and possibly access them. Whereas Revealed Rare Resources are able to be tapped into easily, and could just be lying there, exposed on the surface or the like.
NOTE: As an example, Basic Resources mean something that gives you a boost without much research for the basics, such as copper, flint, obsidian, or iron. Rare resources either give a large boost once researched, or have other effects, such as Titanium, Gold, and Ivory. Mythical Resources are something civilisations are perfectly happy to go to war over large deposits, or depending on global availability,
any deposit. Examples are as follows:
Natural: Yggdrasil Wood (Pretty much the hardest, lightest wood ever, that is still alive enough to regenerate minor wounds) and Divine Apples (Extends Lifespan and grants resistance to disease, allowing long lived species near-immortality, and short-lived species very long lives)
Mineral: Mithril (Do I need to explain what this is? Magical Silver, meaning very valuable and has a lot of magical uses) and Adamantium (Again, do I really need to explain? Really strong metal)
Magical: True Nexus (A place the magical currents of the world collide. A
lot of ambient magic, allowing legendary magical rituals and crafting) and Magical Crystal Node (Provides a regenerating source of Mana Crystals for a certain element or branch of magic)

Okay guys, sorry if it's a big vote. If you find any errors, could you point them out, as well as any ideas you think I missed? I can't promise I'll add the ideas in until after voting's locked (for if I every repeat this quest, either because I rebooted, or you won) but there might be benefits.

I might have broken this up into two votes, but I promised (or at least said) I'd get it done today, and I will!

Also, it's been sort of one of those days, what with oversleeping for me (who already wakes up late), getting through my watched stuff and similar so I could get started on the update, and then finding , right after starting it's almost 6pm, and Dad has just announced the family's going out for dinner. Which, fair enough, it was Mum's Birthday so no arguments there, she needs to be rewarded, but you just said we're leaving at 7 and you didn't tell us earlier! Oh, you were looking for a restaurant to go to because most are closed for Christmas? Okay, that's fair... But you told no one else that you were thinking of going out for dinner!

Which is pretty typical for Dad, but he usually gives us at least 3 or 4 hours of warning!
Doing better than ever Dad! Doing better ever, goddamnit! That said, it was an enjoyable evening out, but I only got home at 9:30pm and I want to be in bed before 2am, as being in bed before Midnight's already a lost cause, and I doubt I'll make it before 1. So yeah, I probably could have tidied this up better, but I wanted to release it into the wild, so you guys could get started.

I'm not going to be closing this vote for a while, as it'll probably need a lot more discussion before you can finalise your votes. Needless to say, PLAN ONLY VOTING. I am not dealing with the hassle of voting by line with this monstrosity.
 
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Err... Just a minor question, but anyone mind telling me how many words this update is? Kinda curious.
 
Thanks guys. Sort of thought it would be more, and I forgot how easy it is to check with a word count program or the like (I just totally forgot about Word Count programs entirely actually) until a few minutes ago, when I figured with how fast someone usually posts it was probably too late. And I was busy trying to remember where'd I'd left the dice... That might have been an issue later...

So yeah, nice work brain :p

What are your guys thoughts on the... volume of the vote? Too much?
 
I wonder if it worth it to just plain discard mythical resources for 12 points of easy early expansion... meaning easy way to get them elsewhere.

EDIT2: 8 points actually. Many magical ones are likely to be non-transferable.

EDIT: Also with starting races shifting points from natural resources to mineral and magical may be good idea...
 
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[ ] Lush (+3 Points)
[ ] Diverse (+1 Point)
[ ] Abundant (+1 Point)
[ ] Average (Default)
[ ] Titanic (+3 Points)
[ ] Ever-changing (+3 Points)
[ ] Protected Bay (+1 Point)
[ ] Many Inland Lakes (+1 Point)
[ ] Large River (+1 Point)
[ ] Treacherous Mountain Range (-2 Points)
[ ] Friendly Fauna and Flora (+2 Points) (To a point, they are still wild)
[ ] Normal Terrain (Default)
[ ] Auspicious Magical Conditions (+2 Points) (Again, to a point, you can't cast anything and expect it to work, but the magic does actively help you cast a bit)
[ ] Guaranteed Magical Mythical Resource (+4 Points)


For maximum magic!

Though, with the suggestion on saccing mythics for expansion ASAP ASAP ASAP, there is also:
[ ] Lush (+3 Points)
[ ] Very Diverse (+3 Points)
[ ] Rich (+3 Points)
[ ] Diverse (+3 Points)
[ ] Titanic (+3 Points)
[ ] Ever-changing (+3 Points)
[ ] Calm Weather (+2 Points)
[ ] Protected Bay (+1 Point)
[ ] Important Strait (+1 Point)
[ ] Friendly Fauna and Flora (+2 Points) (To a point, they are still wild)
[ ] Open Terrain (+2 Points) (Well, to a limit, jungle and marsh is still going to be really annoying to travel through)
[ ] Auspicious Magical Conditions (+2 Points) (Again, to a point, you can't cast anything and expect it to work, but the magic does actively help you cast a bit)

[ ] Missing Natural Mythical Resource (-4 Points)
[ ] Missing Mineral Mythical Resource (-4 Points)
[ ] Missing Magical Mythical Resource (-4 Points)
 
[X] Lush (+3 Points)
[X] Diverse (+1 Point)
[X] Rich (+3 Points)
[X] Variable (+1 Point)
[X] Titanic (+3 Points)
[X] Diverse (+1 Point)
[X] River Delta (+2 Points)
[X] Calm Weather (+2 Points)
[X] Defensible Plateau (+1 Point)
[X] Important Mountain Pass (+2 Points)
[X] Hostile Flora and Fauna (-3 Points)
[X] Easily Passable Terrain (+1 Point)
[X] Normal Magical Conditions (Default)
[X] Nearby Natural Basic Resource (+1 Points)
[X] Nearby Mineral Basic Resource (+1 Points)
[X] Nearby Magical Basic Resource (+1 Points)

That's too huge of a vote for my tiny mind so I'm just gonna go with what looks nice. :V
 
You guys also have the most non-conventional population growth mechanics. In other words, you'd better get as many resources, and in the greatest quantity possible, whilst leaving the environment as pristine as possible. So no barren and desolate wastelands for you guys.
No strip-mining for us! :|
 
@al103 You could do that, but it might give you problems. After all, they are mythical resources, which means the Regions around you might lack them entirely.

Would kinda be a problem once you try and expand your empire beyond your neighbours if you can't afford the really good guys because you have to import all your Mythical resources, and no one's willing to trade, or trade for low enough to not cripple you elsewhere. Especially if someone else on your landmass is eyeing you and they have one.

That said, it's perfectly valid. Just try and remember that they are mythical, so by the time you could get them elsewhere, you are already fighting off other Empires that have one or two mythicals of their own.

It would also mean you have a much harder time getting Heroics. One of the pre-requisites for Heroics is Mythical Resources. Same with True Wonders. (Which are a massive boost, but many times more expensive than Heroics, because they are permanent and only one of each type can exist globally)


Okay, I said I might not be sure of this vote because it was so rushed, and I stand by that. So guys? Don't make grand plans yet. I'll look back in in the morning, and see what you are doing, and if necessary, I might decrease how many points you start with, or adjust how many points things cost and the like.

This vote is definitely the most rushed of the generation, and I'm certain it's not perfectly balanced. The question is, is it balanced enough.

As an example, just going from what's been posted so far, I realise I might need to go into the Resource Trait section and say you can only pick 6 basic, 2 rare and one mythical total. Or that you have 9 'slots' for that section, with Basic taking 1 slot, Rare 2 and Mythical 4.
 
@Hannz Sorry, and I might end up breaking it up into two parts.

Also, guys. I might not have been clear enough, but the Regional Modifiers section? You can pick 3 choices, from each section. This is because each choice applies to a single part of your starting region.

If you'd chosen any other choice bar The Underdark for your starting location you'd get a section labelled Regional Primary Area Modifiers which is where you'd pick the modifiers that apply to the primary area in your region, whilst the other otes apply to separate areas.

An example would be with Jungle as your main Terrain, it could be Hostile Fauna and Flora, but there could be a mountain range in the region, that whilst covered in jungle, is Gentle Fauna and Flora, which would be RP'd as all the species not dangerous enough to survive in the main jungle having been pushed into the mountains to survive.

I'm probably going to edit it to Regional Area Modifiers to make clearer.

After all, you selected the primary terrain of the region, not the entire terrain. There's always a few pockets of different terrain around.
 
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