by Max Barry

Latest Forum Topics

Advertisement

6

DispatchAccountOther

by The Third Dynastic Kingdom of Neo-Irkalla. . 2,045 reads.

Roleplay Mechanics of Ersetum



Roleplay Mechanics of Ersetum

Behind the world of Ersetum are a series of core mechanics which serve to help you know your footing in the region, the power of your country; and are largely at the influence of your roleplay. These mechanics are meant to be fun and comprehensive, and have minimal oppression on creative freedom and your ability to rule how you please. The ultimate goal is to give form to what is formless, and ensure that some sense of order can be maintained, as with any game there will be a world of antagonists and protagonists; a world of allies and enemies. Some of these details that will be touched up on will be more basic things such as the land you claim and what it means, but gradually delve into more complicated systems as we move forward. There may be a small learning curve, but it can be easily conquered so long as you read this guide and look to others for any help you might request. That being said, this factbook will contain all the information you need on the mechanics themselves, but not the order of conduct for yourself or your roleplay. Furthermore, these systems do not exist in a static state. Many of these systems require long term modification as they are tested and changed to better suit the players of the region, and as such they will be updated accordingly to the needs and wants of the people paired with attentive designs of the founder.

Should you ever have issue with an aspect of the system, do not be silent about it, but do be civil. Take up the case with the regional founder over the regional discord, and he will listen to you and discuss the issue with you either privately or publicly. If you look over the region and have a suggestion to make as one of its citizens, then please utilize the appropriate channels in the server to communicate your thoughts with respect. It should be understood however that these systems are designed to try and not make your country perfect, and it should be a struggle to reach a point of true self sufficiency. And even in the case you reach self sufficiency, you should consider well the unique resources you will come into contact with, and trade will flourish between states. With that in mind, these debates and discussions should be over mechanics, not the placement of resources or the distribution of them. As any world is by natural creation, things are not always fair and balanced across their terrain, though considerations were taken to try and ensure some form of relative balance.

Below you will find all the information you need to understand the mechanics, but nothing more. Consider this factbook as such as the ultimate reference for anything of a mechanical nature. It shall be divided up by headline into various sections to discuss distinct systems, big and small in impact and design. The information here shall also include more customizable traits such as a civilization creator, in which you may adopt some traits which will follow you to the end of your nation. It should be noted that this region does demand the most basic use of math, just so you may calculate your own information and be self managing. This is because it is the duty of the player to manage most of their own affairs, not the administration.



Be aware that in participating here, you will be expected to make a number of factbooks for yourself with mechanical purposes. These are vital and must be made and must be upkept by you. Should you go inactive for a period of one month, you will be marked as inactive and your land will be able to be taken by another player wishing to expand into it or outright start on your claimed land. It is your responsibility to keep your nation maintained, and it is our responsibility to provide assistance and the tools necessary for you to do so. For this purpose, a Linkspreadsheet calculator has been made; and it is your responsibility to copy it to edit in the data for your own nation, and link that copy to your factbooks in some manner (make sure that only you can edit it). This information is public, not private.

Using the Calculator should be fairly self explanatory once you open it, with the most meager coding only sometimes being needed. Places which require your attention are indicated with orange tags such as "Insert Here" or "Modify Here" (where you need to modify the code itself which is easier than it sounds), etc etc. If you have questions or concerns, look to what others have done, and if still you are lost, then by all means do talk to your peers and administration. We are always happy to help you however we can, but rest assured, the calculator is a small bump and very easy to conquer.


Starting

Starting your journey in Ersetum is relatively simple. Members of the roleplay must be in the regional discord as a requirement, and from there the steps are simple. Players must select their starting 25 provinces on the map, submitting them to the founder for addition to the map. These 25 initial provinces must all be on the same layer starting out (such as surface, underground, etc). You will also need to make a copy of the spreadsheet calculator which will have all of the data about your country on it from a statistic standpoint, and be sure to share a view-only link to the founder so it can be added to the main factbook. Following this, the rest is largely in the hands of the players as they are tasked with crafting their own country. It is entirely your choice how to move forward, but read these systems well and understand how they work. You will need to check the sections regarding Fertility and Ores especially, as well as those pertaining to technology.


Expanding

Expanding in the region is the term used to explain how one may expand the borders of their country from province to province. Mechanically, expansion has a few steps involved. This boils down to cumulative and capacity. For starters, expansion is done on the merit of work put in and reward reaped from it. A player may expand no more than five provinces in a week, which is roughly three months in game (as one month in real time is one year in roleplay). To qualify for these expansions, they must make roleplay posts on the Regional Message Board. This is calculated in terms of cumulative words; with every 100 words qualifying you for a province until you have reached your maximum of five a week. In terms of maximums, this would mean that five provinces are worth 500 words. This can be done in one post or many posts, but all must be from that week and all posts must be submitted to the map request forum on the regional discord server. A typical format on how to file a request will be available on the regional discord. Expansions which are made must be adjacent when based by land. If you are claiming land by way of sea, the adjacency must be relative. Claiming an island on the other side of the world is not considered relatively adjacent, just to provide example of what shall and shall not pass. Colonialism is possible, and allows a player to colonize any coastal province within 800 pixels of your territory; but this distance is measured entirely by water, and does not jump over land You may begin colonial exploits when your nation reaches 80 provinces in size. It should be also noted that, in the case of islands, if they are smaller than 6 pixels of white, they are free to take for the person who is adjacent or relatively adjacent, and exist only as a strategic position and not a province.

There are various layers on the map; such as the surface world and the underground. Some of these layers can only be accessed through specific access points, such as the case with underground gateways between surface and underground. In relation to expansion, this means a surface dweller can only access the underground and expand into it through way of one of these gateways, and a underground player an only access the surface through one such as well. This same style of play exists for all unique layers unless otherwise stated.

The last note to be made about expansions is capacity. By design, the region wishes to allow people to grow, but will cut off such rapid expansion to a degree. A player is allowed to reach a maximum size of 250 provinces, and at that point they shall no longer be allowed to expand by way of roleplay posts.


Population and Fertility

Population and Fertility are two statistics which work hand in hand to provide your national statistics. First and foremost, fertility shall be explained in its base function. Fertility represents the quality of the land, in this case province, for total agricultural yield (in what form you decide). These are broken into five categories, and each then provides a set yield which is represented as a class matched with a percentage. This operates most commonly in an exchange rate of 1 point of fertility being equal to a percent rate of 0.004%, or a decimal of 0.00004. This rate represents the influence this point of fertility has on your population growth rate. For example, you have 50 fertility, multiply that by 0.004 and you get 0.2%, or you could multiply it by 0.00004 and multiply that by 100 to get your percentage again at 0.2%. This latter way of calculating is a but more in steps than necessary, and so it will instead be expressed as 0.004% or simply 0.004 for the remainder of this document. However, population in itself adds in extra factors which must be taken into account. Your population consumes by default a base percentage of your total available fertility, that being 25%. As such, a more thorough examination of the above equation would be that if you have a total of 50 points of fertility across your country, then you would remove 25% of that number and be left with 37.5. From here follow the above equation, multiplying 0.004 by 37.5, though the calculator will determine your population growth per year. By the design of the calculator, it will automatically calculate for any negative growth on the part of your fertility numbers. While the calculator will help you find your growth percentages, you will need to self calculate using this Linkseparate calculator or some other means. As a word of caution, remember the numbers such as 0.2% are the percent itself, not 20% as would usually be the decimal 0.2.

It should be noted that there are other aspects to population growth which are attached to population luxury, that being luxury resources needed to keep your people sufficiently happy and thus continually reproducing. This will be covered more under Population and Luxury.

For new players claiming a region upon joining the map, different classes of fertility will determine how much population you get on initially starting. That will be done by totalling up all the different numbers for your provinces and adding them together. As for those expanding into new provinces, the different fertility classes will determine a flat number added to your empire when you immediately claim and area. These two things are not related, and as such when you start the roleplay and are claiming, you do not gain the expansion population on top of your base provincial starting population. Consider these two mechanics separate.

Below is a chart of all the fertility ratings and what they mean for you.

Color

Classification

Base Value

Initial Claim Population

Expansion Population

Details

Fertility Class I

1 (0.004%)

500,000

2,000

The Fertility of this land is low.

Fertility Class II

2 (0.008%)

1,000,000

4,000

The Fertility of this land is below average.

Fertility Class III

3 (0.012%)

1,500,000

6,000

The Fertility of this land is Average.

Fertility Class IV

4 (0.016%)

2,000,000

8,000

The Fertility of this land is Above Average.

Fertility Class V

5 (0.020%)

2,500,000

10,000

The Fertility of this land is High.


Population and Luxury

Population has a unique relationship with Unique Resources classed as Luxury items. A happy and well fed population is a population which continues to grow here in Ersetum, and thus there are a variety of products which are available to help satisfy those needs. Luxury Products are counted as a Unique Resource, and delve into both the supplies of Fertility and Ore. As is the case, these products will come in a variety of forms to accommodate your empires population, but most effectively are met with a simple numerical equation. Everypoint of Luxury you own as a singular resources, that is equal to 1 million of your nations subjects being satisfied. Given that most luxury products are relatively low in price for Fertility, though Ore is more expensive, this should be relatively easy to accommodate. If you should fail to meet the luxury demands of your people, you will experience a debuff to population growth. For every 1 million people left unsatisfied, you will experience a population decline of -0.008% from your current number.

Additionally, Luxury products have varying effects depending on what it is should you have excess amounts of it. This means that if you have more luxury products then your nation currently needs, you will gain certain benefits depending on the product.

Look for Luxury on the Unique Resources table for more.


Production and Ores

Production and Ores are two statistics which operate with one another, but are not nearly as closely dependent on one another as is the case with Population and Fertility. First and foremost, Ores shall be explained in their base function. Ores represent the material yield of the land in the form of metals and minerals, effectively the industrial components and more which a nation would extract from the earth and utilize. This takes the form of five different classifications which yield a solid number which matches the classification number. These are stockpiled for a total capacity, near identical how your fertility number is a static capacity number of all the resources added together. From this point, it is here that production as a mechanic is introduced. Production is the allocation of these resources into certain production focuses. This removes parts of your total Ore yield and applies it to a certain area to produce and maintain military equipment. To provide example of this, in a hypothetical situation a nation has 50 total Ore, which can be recognized as 50/50. This nation decides it would like to produce a certain type of equipment, and as such it would refer to the Military and Warfare section for details on available equipment to manufacture, and choose a type and quantity. So, for this instance, the nation in question wants to produce vehicles which will total to 10 Ore as the cost. As such, their new supply of Ore is 40/50 rather than their full capacity of 50/50.

Below is a chart of all the Ore ratings and what they mean for you.

Color

Classification

Base Value

Details

Ore Class I

1

The Ore yield of this land is low.

Ore Class II

2

The Ore yield of this land is mild.

Ore Class III

3

The Ore yield of this land is above mild.

Ore Class IV

4

The Ore yield of this land is high.

Ore Class V

5

The Ore yield of this land is very high.


Unique Resources

Unique Resources are a special component of the world, that being crafting raw Ore and Fertility into greater resources which will provide a special effect or needed industrial resource. This can take many forms as can be seen on the chart below, with a variety of functions that range from status effect, roleplay function or an industrial component for a technology. Not all resources fill the same function or have the same production cost, and it should be noted that with the great number of resources and their functions that you will not be able to sufficiently produce all of them. For that reason, Trade exists as a function that is widely available to players in order to get them in touch with different resources, as different players have different priorities technologically and roleplay wise. Unique Resources can be accumulated, but not all provide a stucking buff when you do so. The advantage thus of stacking a resource is to then utilize it for trade value. Resources are given classifications to help distinguish what provides effects that are purely for technology, roleplay or otherwise. It should be especially noted that unlike production resources which can cease and restart different projects, Ore allocated to Unique Resources can not be refunded. What you choose to create with Ore will be a permanent production of your country. Fertility is able to be refunded unlike Ore. It should be noted that resources with no direct function yet will likely be given one in the future.

To produce a Unique Resource, you must have the necessary raw resources of Ore or Fertility available. For example, if a nation has 100/100 Ore total and wishes to produce a Unique Resource with a cost that is 50 Ore, then they will easily have access to this resource. There will be a great deal of balancing in how you choose to manage this between certain categories, wishing to prioritize the production of vehicles or the growth of your nation in exchange for different effects and technologies.

When you lose access to a Unique Resource, either by lacking it in trade or by having lands stripped from you, you lose access to the benefits it provided. Guard your resources well, and be mindful how you treat them. If you are incapable of producing said resource anymore, you will lose access to it, but at the nearest available time it will be reproduced once more and any ore which was once allocated to it can not be directed elsewhere.

The resources and their functions can be seen on the list below.

Name

Classification

Cost

Details

Steam Core

Industrial Resource

2 Ore

Steam Cores are the heart of any energy mechanism, allowing for the energy to be built up and allocated at an incredible rate. Cores are the essence of all machines, and to harness it best is the Steam Core.

Machine Wiring

Industrial Resource

2 Ore

Steam Cores generate impossible amounts of energy and require, at times, complicated systems of distribution for larger designs. In order to compensate for this, specific wiring has been developed to distribute energy and handle the stress of these larger constructs.

Specialist Metals

Industrial Resource

2 Ore

Specialist Metals such as chromium and tungsten are a key component for many machines in the age of industry and machines.

Light Metals

Industrial Resource

2 Ore

Light Metals such as aluminium are a key component for many machines in the age of industry and machines. Particularly for flying machines.

Industrial Metals

Industrial Resource

2 Ore

Industrial Metals such as Steel are a key component for many machines in the age of industry and machines.

Industrial Fuel

Industrial Resource

2 Ore

The world is full of fuel sources, and as such it is possible to tap into many of them to power Steam Cores.

Explosive Powder

Industrial Resource

2 Ore

Explosive Powder is a basic component needed to create any good industrial age weapon; though most recognizably guns and explosives.

Complex Machine Components

Industrial Resource

2 Ore

Complex Machine Components are a blanket term for the various mechanisms which are produced to handle more complicated machines such as walking machines and elaborate mechanisms.

Aura Metals

Roleplay Resource

10 Ore

Aura Metals are similar to Machine Wiring, but fulfill a different function. Aura Metals are able to take Talismans and apply them into weaponized forms, allowing for the development of technologies which carrier status effects from them. Aura Metals can not be purchased with Traded Ore.

Talisman Ore

Roleplay Resource

25 Ore

Talisman Ore is Talismans themselves, but in a raw and unprocessed state. Accessing Talisman Ore allows for one to produce a new single type of Talisman on a mass production level. Talisman Ore can not be purchased with Traded Ore.

Precious Metals

Luxury Ore

5 Ore

Precious Metals include luxury materials such as gold, silver and more.

Semi-Precious Stones

Luxury Ore

5 Ore

Semi-Precious Stones include luxury stones such as amber, lapis lazuli and more.

Precious Gems

Luxury Ore

5 Ore

Precious Gems include luxury gemstones such as emeralds, sapphires and more

Canned Goods

Roleplay Resource

1 Fertility

Canned Goods are a well preserved and highly efficient form of storage. When you have excess amounts of Canned Goods (over one), delays population decline from war or land loss by one year. Stacks with other preservatives but not with itself.

Natural Preservatives

Roleplay Resource

1 Fertility

Natural Preservatives are a well known and highly efficient form of storage, such as salting. When you have excess amounts of Natural Preservatives (over one), delays population decline from war or land loss by one year. Stacks with other preservatives but not with itself.

Natural Oil

Luxury Fertile

1 Fertility

Natural Oils include luxury materials such as olive oil, oils produced from animal fats and more.

Medicinal Herbs

Roleplay Resource

1 Fertility

Medicinal Herbs are an effective form of medicine which is highly accessible and can be easily broken down further into more medical products. Allows your soldiers to have medication on the front lines, though is still weaker than Healing Talismans.

Plant Textiles

Luxury Fertile

1 Fertility

Plant Textiles include luxury items such as cotton, linen and more.

Animal Textiles

Luxury Fertile

1 Fertility

Animal Textiles include luxury items such as furs, wool and more.

Natural Sugars

Luxury Fertile

1 Fertility

Natural sugars include luxury materials such as cane sugar, honey and more.

Dye

Luxury Fertile

1 Fertility

Dyes include natural elements used to color materials, ranging from plants, minerals and more.

Cosmetics

Luxury Fertile

1 Fertility

Cosmetics include products used for self beautification, consisting of makeups and more.

Spice

Luxury Fertile

1 Fertility

Spice is a flavoring food used to enhance the taste of other foods as a luxury product, and comes in a variety of flavors.

Incense

Luxury Fertile

1 Fertility

Incense is a typically natural material which, when burned, creates an aroma which is pleasing to the senses as a key luxury.

Aquatic Plant Products

Luxury Fertile

1 Fertility

Aquatic Plant Products include luxury plant materials that a range from herbs to foods; but all reliant on a large body of water to be cultivated such as the ocean, a lake or rivers.

Aquatic Animal Products

Luxury Fertile

1 Fertility

Aquatic Animal Products include luxury animal materials such as shells, exotic fish and other luxury products; but all reliant on a large body of water to be cultivated such as the ocean, a lake or rivers.


Military, Equipment and Warfare

Military, Equipment and Warfare are tremendously vast topics which are difficult to address. In this case however, the terms of each will be used to refer to a different thing. Military encompasses your available manpower and your trained military personnel; and will also be dispersed among your vehicles and ships as well. Equipment is a broad term to classify any and all products which are created from production, from Tanks to Airships. Warfare on the other hand is the term to refer to the actual roleplay instance of war, and how to handle such a conflict when it arises between your nation and another. It should be noted that Military feeds off of population, Equipment off of Production and Warfare itself off the player. For starters, let's tackle Military.

Your Military is a calculation of available manpower and then a percentage of that manpower is converted into a standing army capacity. For all nations, the default available manpower percentage is 1% (0.01). This means that, if you had 20,000,000 people, 200,000 of them would be your active and available military manpower pool. Of this manpower pool, 50% (0.5) of it is considered to be your maximum capacity for standing soldiers. This means that of that 200,000 available manpower, 100,000 is converted into your standing army. During times of war, your remaining manpower can be accessed after one year of fighting, with 25% of the total available manpower being added to your active forces cap each year. This means, in continuation of this larger example, that after 1 year you had 50,000 more men available from the initial 200,000, of which 100,000 is still available. After a second year of fighting, you would receive your last batch of 25%, another 50,000 added, but exhaust your available manpower. When a nation reaches 0 manpower, they are unable to increasing that standing army cap, and the forces lost can not be replaced or increased.

The soldiers in this standing army cap system are purchased using fertility. This exchange rate is, by default, 1 fertility for 5,000 soldiers. This will be outlined on the system as seen with units. Furthermore, these same soldiers are considered to be the crew for your vehicles and ships. There are also biological units which do not classify as equipment, but shall be listed in the same area.

Equipment is as seen on the chart at the bottom of this table. It should be noted that there are many categories of equipment, including sub-classes among larger classifications. One such example of this distinction is Tracked and Walking vehicles. These are considered, for the most part, equals in terms of strength and efficiency. As part of the roleplay design, even these unrealistic designs are considered real, dangerous and competent in the roleplay. The reason one may choose to pursue one over the other is because of the nature of customized equipment and further developments down the tree. While these technologies unlock broad unit classes, it is possible to further create your own custom units after research and development, to which they will be added to your countries construction options as per the design plan. In essence, an exclusive unit. These are approved of by the admin, and they are discussed on the discord server. For more details on research, refer to the Technology section. It should be noted that Equipment is attached to the production system. This means that when you put production into a unit, as much as your choosing, you are effectively producing to maintain that unit. As long as you put in a certain amount, you will get that amount back. If during war times you lose access to Ore to maintain your equipment, you will be forced to cut back the number of that equipment type within 1 year. Equipment can also be modified with upgrades and designed specially to your wants within your broad categories. It is of the utmost importance however that you keep track of your equipment, and to detail and outfit it as you see fit within the confines of the system. Much of these are called Chassis because you have the freedom to outfit them based on your technology and creativity.

It must be noted that equipment, while it can be reallocated into other equipment, takes time to do so. This means you are unable to instantly break down and rebuild armies of tanks or planes to dedicate yourself elsewhere. This follows identically to the reinforcement system seen in Expanded Warfare.

Warfare is the art of roleplaying out the conflict between powers. As much as it is an adventure of creative writing, it also is a complicated affair between either two willing participants writing that story or a player attacking another to gain what he covets. War is something which is monitored and not something which will be fast. It will be watched by the administration who will play as judges while those who are not participants play as jury. Many things will be factored into war, ranging from roleplay environments and weather to the very design of players countries and cities, how things function and the like. There is no set system on how to conduct war, but there is a set system on keeping it civil and a few rules to follow. For starters, when players join the roleplay they are considered to be immune to attack for two years in game, one month IRL. Additionally, if you are preparing an invasion or militarizing a border against your neighbor, you must write about it. Sneak attacks by phantom armies which magically appear at the border are not allowed.

See Expanded Warfare for more details on the function of war and what you can do with your militaries. This includes an expanded version of the equipment list seen below as well.

Name

Classification

Prerequisite Technology

Production Cost

Details

Infantry

Terrestrial Infantry

None.

1 Fertility for 5,000

Infantry are the backbone of the military, and also constitute the crews of heavy equipment from tanks to ships. Not counted as traditional equipment.

Mounted Infantry

Terrestrial Infantry

None.

1 Fertility for 500

Infantry mounted on medium sized animals such as horses, capable of rapid movement and action on the battlefield. Not counted as traditional equipment.

Large Mounted Infantry

Terrestrial Infantry

None.

1 Fertility for 100

Infantry mounted on large sized animals such as elephants, which may carry a manner of heavier equipment, but still are vulnerable to war machines. Not counted as traditional equipment.

Support Weapons

Terrestrial Infantry

Free

Free

Support Weapons include a variety of specialist weaponry which may include machine guns, AT rifles and more. Consider weapons to be carried on a soldier.

Artillery

Terrestrial Infantry

Free

1 for 100

Artillery are large cannons which are capable of firing shells over great distances, effective for bombarding enemies and breaking their forces from afar.

Super Artillery

Terrestrial Infantry

Artillery Advanced Design

1 Ore for 0.2

Super Artillery are tremendous siege cannons effective for destroying targets over enormous distances.

Armored Train

Terrestrial Vehicle

Railway Militarization

1 Ore for 2

Armored Trains are large railway units which have been repurposed into mobile railway war machines, capable of many offensive and defensive tasks so long as there is rail to move on.

Mechanized Vehicle Chassis

Terrestrial Vehicle

Armored Automobile

1 Ore for 50

Automobiles and similar machines can be effectively transformed into armored units to better support infantry; either with wheel or half-track.

Light Tank Chassis

Terrestrial Vehicle

Tier I Tracked Components

1 Ore for 20

Cores have given rise to new technologies, and one of the most effective of these are massive land ironclads, tanks. The Light Tank is a small chassis of tank which is faster and lightly armored, and can handle up to a Tier I Weapon Fixture.

Medium Tank Chassis

Terrestrial Vehicle

Tier II Tracked Components

1 Ore for 10

The Medium Tank is a medium chassis of tank which balances mobility and armor, and can handle up to a Tier II Weapon Fixture.

Heavy Tank Chassis

Terrestrial Vehicle

Tier III Tracked Components

1 Ore for 2

The Heavy Tank is a large chassis of a tank which surrenders mobility for armor, acting as a large and sometimes behemoth sized vehicle that can handle up to a Tier IV Weapon Fixture.

Light Walker Chassis

Terrestrial Vehicle

Tier I Walking Components

1 Ore for 20

Cores have given rise to new technologies, and one of the most effective of these are walking machines. The Light Walker is a small chassis of walker which is faster and lightly armored, and can handle up to a Tier I Weapon Fixture.

Medium Walker Chassis

Terrestrial Vehicle

Tier II Walking Components

1 Ore for 10

The Medium Walker is a medium chassis of walker which balances mobility and armor, and can handle up to a Tier II Weapon Fixture.

Heavy Walker Chassis

Terrestrial Vehicle

Tier III Walking Components

1 Ore for 2

The Heavy Walker is a large chassis of walker which surrenders mobility for armor, acting as a large walking machine that can handle up to a Tier IV Weapon Fixture.

Mechanized Exoskeleton

Terrestrial Infantry

Infantry Exoskeleton Components

1 Ore for 50

The Mechanized Exoskeleton is a Core powered suit of armor which provides the wearer enhanced abilities, creating soldiers who are capable of wielding much heavier weapons and armor than standard infantry, including up to Tier I Weapon Fixture.

Combat Automaton

Robotic

Combat Automaton

1 Ore for 50

Combat Automaton are Core powered robotic or Talisman produced Golems which have been repurposed for warfare. These automated units can handle up to Tier I Weapon Fixture.

Gunship Chassis

Aircraft Vehicle

Gyro-Mechanism Design

1 Ore for 30

The Gunship is one of the latest marvels of the Steam Core, capable of flying through the air using blades which allows it to maneuver and hover over the landscape; an effective platform for key situations that can handle up to Tier I Weapon Fixture.

Fighter Chassis

Aircraft Vehicle

Tier I Aircraft

1 Ore for 50

The Fighter is a Core powered primitive aircraft which is small and nimble, capable of flying through the air at great altitudes and tasked with taking down other aircraft and supporting ground forces. As a smaller and more fragile platform it can handle up to Tier I Weapon Fixture.

Bomber Chassis

Aircraft Vehicle

Tier II Aircraft

1 Ore for 20

The Bomber is a Core powered primitive aircraft which is larger and tasked with dropping bombs on targets. It is not effective at attacking other aircraft in dogfights like a fighter, and is capable of handling up to a Tier I Weapon Fixture.

Light Airship Chassis

Aircraft Vehicle

Tier I Airship Design

1 Ore for 3

Through the power of Cores, warships have been able to be created not for the sea but for the sky. The Light Airship is a small aerial warship which is faster and lightly armored, and can handle up to Tier I Weapon Fixture.

Medium Airship Chassis

Aircraft Vehicle

Tier II Airship Design

1 Ore for 2

The Medium Airship is a medium chassis of airship which balances speed with medium armor, and an handle up to Tier II Weapon Fixture.

Heavy Airship Chassis

Aircraft Vehicle

Tier III Airship Design

1 Ore for 1

The Heavy Airship is a large chassis of airship which sacrifices speed for heavy armor, and an handle up to Tier IV Weapon Fixture.

Light Warship Chassis

Aquatic Vehicle

Tier I Ship Design

1 Ore for 3

Cores have been used now to enhance the warships which plow the waves. Light Warships are an early innovation to this, which are smaller in size and balance light armor with high speed at sea; and can handle up to Tier I Weapon Fixture.

Medium Warship Chassis

Aquatic Vehicle

Tier II Ship Design

1 Ore for 2

Medium Warships are medium sized vessels that balance armor with speed, being a well rounded vessel that can handle up to Tier II Weapon Fixture.

Heavy Warship Chassis

Aquatic Vehicle

Tier III Ship Design

1 Ore for 1

Heavy Warships are large sized vessels that sacrifice speed for armor, being oceanic behemoths that can handle up to Tier IV Weapon Fixture.

Light Submarine Chassis

Aquatic Vehicle

Tier I Submersible Design

1 Ore for 1

There is a domain which is being reclaimed due to Cores, and that is what lies under the waves. The Light Submarine is a smaller chassis which is capable of going underwater to a limited degree, being designed as lightly armored and speedy. It can handle up to Tier I Weapon Fixture.

aaa

aaa

aaa

aaa

aaa


Technology

Technology is the driving force behind unlocking new sciences to be exploited and produced by your nation. Technology unlocks new models of equipment for you to use in your nation, and in turn a larger branching notion of what else is available as a blanket under technologies and direct units. Technology is researched by following along research paths for certain techs through their prerequisites; and are directly unlocked by fulfilling the conditions which are applied. These conditions are typically through prerequisite and Unique Resources. When you dedicate Unique Resources to a technology, they are considered spent. This means that future technologies will require you to craft all new Unique Resources for them, meaning you should consider well what you wish to research and how you wish to balance it.

It is possible to create custom technology that is unique to your nation, and can thus be made into equipment for your nation. These technologies are usually built off of the framework of existing ones, and you will get access to developing them once your base research is completed. What should be noted however is that custom technology not only has a price, but a time needed to research it. This works at a rate of 1 IRL week for each different kind Unique Resource used to research the technology. The resources needed will be discussed between creator and admin, and eventually be given way to a fully functional technology. It is also possible to create custom technology based on your Talisman if it is distinct enough from standard Aura Infusion and can be easily translated into a unit.

Name

Prerequisites

Unique Resource Cost

Details

Infantry Support Weapons

Free

Free

Grants access to Support Weapons and Artillery.

Railway Militarization

None

2 Power Core, 4 Industrial Metals, 2 Industrial Fuel, 2 Complex Machine Components

Grants access to Armored Trains.

Armored Automobile

None

1 Power Core, 1 Industrial Metals, 1 Industrial Fuel

Grants access to Mechanized Infantry Vehicles.

Tier I Tracked Components

None

1 Power Core, 1 Specialist Metals, 1 Industrial Metals, 2 Industrial Fuel

Grants access to Light Tank Chassis.

Tier II Tracked Components

Tier I Tracked Components

2 Power Core, 2 Specialist Metals, 2 Industrial Metals, 2 Industrial Fuel

Grants access to Medium Tank Chassis.

Tier III Tracked Components

Tier II Tracked Components

3 Power Core, 3 Specialist Metals, 3 Industrial Metals, 3 Industrial Fuel

Grants access to Heavy Tank Chassis.

Tier I Walking Components

None

1 Power Core, 1 Specialist Metals, 1 Industrial Metals, 1 Industrial Fuel, 1 Complex Machine Components

Grants access to Light Walkers.

Tier II Walking Components

Tier I Walking Components

2 Power Core, 1 Specialist Metals, 2 Industrial Metals, 2 Industrial Fuel, 1 Complex Machine Components

Grants access to Medium Walkers.

Tier III Walking Components

Tier II Walking Components

3 Power Core, 2 Specialist Metals, 2 Industrial Metals, 3 Industrial Fuel, 2 Complex Machine Components

Grants access to Heavy Walkers.

Infantry Exoskeleton Components

Tier I Walking Components

1 Power Core, 1 Specialist Metals, 1 Industrial Metals, 1 Industrial Fuel, 2 Complex Machine Components

Grants access to Mechanized Exoskeletons.

Combat Automaton

Tier I Walking Components

(Animation Talisman, Aura Metals) 1 Power Core, 1 Machine Wiring, 1 Specialist Metals, 1 Industrial Metals, 1 Industrial Fuel, 2 Complex Machine Components

Grants access to combat automaton. Requires national access to Animation Talisman and Aura Metals.

Artificial Combat Coordinators

Combat Automaton

(Animation Talisman, Aura Metals) 3 Power Core, 3 Machine Wiring, 2 Specialist Metals, 3 Industrial Fuel, 3 Complex Machine Components

Personnel losses from vehicles being destroyed is reduced by 50%.

Gyro-Mechanism Design

None

2 Power Core, 1 Machine Wiring, 1 Light Metals, 2 Industrial Fuel, 1 Complex Machine Components

Grants access to Gunship Chassis.

Tier I Aircraft

None

1 Power Core, 2 Light Metals, 2 Industrial Fuel

Grants access to Fighter Chassis.

Tier II Aircraft

Tier I Aircraft

1 Power Core, 3 Light Metals, 4 Industrial Fuel

Grants access to Bomber Chassis.

Tier I Airship Design

None

1 Power Core, 1 Machine Wiring, 2 Light Metals, 1 Industrial Metals, 2 Industrial Fuel, 1 Complex Machine Components

Grants access to Light Airship Chassis.

Tier II Airship Design

Tier I Airship Design

2 Power Core, 1 Machine Wiring, 3 Light Metals, 2 Industrial Metals, 3 Industrial Fuel, 2 Complex Machine Components

Grants access to Medium Airship Chassis.

Tier III Airship Design

Tier II Airship Design

3 Power Core, 2 Machine Wiring, 4 Light Metals, 3 Industrial Metals, 4 Industrial Fuel, 2 Complex Machine Components

Grants access to Heavy Airship Chassis.

Tier I Ship Design

None

2 Power Core, 1 Machine Wiring, 1 Specialist Metals, 2 Industrial Metals, 2 Industrial Fuel

Grants access to Light Warship Chassis.

Tier II Ship Design

Tier I Ship Design

2 Power Core, 2 Machine Wiring, 2 Specialist Metals, 4 Industrial Metals, 3 Industrial Fuel

Grants access to Medium Warship Chassis.

Tier III Ship Design

Tier II Ship Design

3 Power Core, 2 Machine Wiring, 4 Specialist Metals, 5 Industrial Metals, 4 Industrial Fuel

Grants access to Heavy Warship Chassis.

Tier I Submersible Design

Tier II Ship Design

2 Power Core, 1 Machine Wiring, 2 Specialist Metals, 2 Industrial Metals, 2 Industrial Fuel

Grants access to Light Submarine Chassis.

Amphibious Design

None

4 Specialist Metals, 2 Industrial Metals, 2 Complex Machine Components

Allows for amphibious components to be added to military units.

Advanced Drill Mechanisms

None

2 Specialist Metals, 2 Industrial Metals, 4 Complex Machine Components

Allows for subterranean drilling components to be added to military units. This would allow vehicles in particular to delve beneath the Earth, moving at most a rate of 0.5kmph.

Aerial Attachments

None

1 Power Core, 1 Machine Wiring, 3 Light Metals, 3 Industrial Fuel

Allows for aerial components to be added to military units.

Tier I Weapon Fixture

None

Free

Grants access to a Light Weapon Fixtures.

Tier II Weapon Fixture

Tier I Weapon Fixture

2 Specialist Metals, 2 Light Metals, 2 Industrial Metals, 4 Explosive Powder

Grants access to Tier II Weapon Fixtures.

Tier III Weapon Fixture

Tier II Weapon Fixture

3 Specialist Metals, 3 Light Metals, 3 Industrial Metals, 5 Explosive Powder

Grants access to Tier III Weapon Fixtures.

Tier IV Weapon Fixture

Tier III Weapon Fixture

4 Specialist Metals, 4 Light Metals, 4 Industrial Metals, 6 Explosive Powder

Grants access to Tier IV Weapon Fixtures.

Rocket Design

None

6 Light Metals, 3 Explosive Powder, 1 Industrial Fuel

Grants access to primitive rocket weaponry.

Chemical Weapons

None

6 Specialist Metals, 4 Explosive Powder

Grants access to primitive chemical weaponry.

Tesla Armament

None

1 Power Core, 5 Machine Wiring, 1 Specialist Metals, 1 Industrial Metals, 2 Industrial Fuel

Grants access to primitive electrical bolt weaponry through tesla coils.

Artillery Advanced Design

None

3 Power Core, 5 Specialist Metals, 5 Industrial Metals, 2 Industrial Fuel, 5 Explosive Powder

Grants access to super artillery.

Core Jet Design

Metal Framework

2 Power Core, 7 Specialist Metals, 2 Industrial Fuel

Grants access to jet styled engines, increasing the speed of all aerial vehicles by 25%.

Metal Framework

Tier I Aircraft

1 Specialist Metals, 5 Light Metals, 1 Complex Machine Components

Allows for all aircraft to be constructed from primarily lightweight metals rather than from wood and canvas. This applies only to aircraft (fighter/bomber/gunship), not airships: adds 10 armor to all aircraft as such. Furthermore, this unlocks the tech path to Core Jet Design.

Clockwork Factories

None

(Animation Talisman), 2 Steam Core, 2 Machine Wiring, 1 Specialist Metals, 1 Industrial Metals, 2 Industrial Fuel, 4 Complex Machine Components

Using an Animation Talisman, Clockwork Factories may be developed which need less personnel and function on a far more automatic level; producing equipment near-ceaselessly. All equipment produces 25% more per ore.

Clockwork Greenhouse

None

(Animation Talisman), 2 Steam Core, 2 Machine Wiring, 1 Specialist Metals, 1 Industrial Metals, 2 Industrial Fuel, 4 Complex Machine Components

Using an Animation Talisman, Clockwork Greenhouses can better monitor and maintain valuable greenhouse structures, which yield greater food output under such automation. All provinces produce an additional 0.5 fertility.

Shard Cannon

None

(Boreal Talisman, Aura Metals), 1 Steam Core, 1 Machine Wiring, 1 Industrial Metals, 2 Explosive Powder, 2 Complex Machine Components

Using a Boreal Talisman, the Shard Cannon channels winter's energy into a kinetic weapon which inflicts devastating damage. When striking a unit, the Shard Cannon will slow the target for a period of time.

Frost Canisters

None

(Boreal Talisman, Aura Metals), 1 Industrial Metals, 4 Explosive Power

Using a Boreal Talisman, Frost Canisters are large explosives which create massive ice structures where they detonate. On land, this can create a minefield of ice spikes and inflict great damage on man and machine alike. On the waves, these canister weapons may create dangerous obstacles such as icebergs, and inflict damage to ships in motion.

Coolant Suits

Infantry Exoskeleton Components

(Boreal Talisman, Aura Metals), 1 Steam Core, 2 Specialist Metals, 2 Industrial Metals, 1 Industrial Fuel, 2 Complex Machine Components

Using a Boreal Talisman, Coolant Suits can be developed which protect the wearer from burning damage; and generally protect the wearer from dangerous levels of heat, far beyond the tolerance of any other heat-resistant material.

Heat-Ray Cannon

None

(Fire Talisman, Light Talisman, 2 Aura Metals), 3 Steam Core, 2 Machine Wiring, 2 Specialist Metals, 1 Light Metals, 2 Industrial Metals, 5 Complex Machine Components

Using a Fire and Light Talisman, Heat-Ray Cannons may be employed as massive steam-powered engines of war. These devices, when trained on a target, will cause incredible damage, but require time to recharge after firing over a long distance.

Incendiary Bolts

None

(Fire Talisman, Aura Metals), 3 Steam Core, 1 Specialist Metals, 2 Industrial Metals, 3 Explosive Powder, 1 Complex Machine Components

Using a Fire Talisman, Incendiary Bolts are talisman projectiles designed for airship combat. These bolts, should they successfully pierce an airship's armor, inflict heavy burn damage.

Scorcher Canisters

None

(Fire Talisman, Aura Metals), 1 Industrial Metals, 4 Explosive Powder

Using a Fire Talisman, Scorcher Canisters may be developed, which areas in great bursts of flame which burn for extended periods of time.

Molten Extractors

None

(Fire Talisman), 2 Steam Core, 1 Machine Wiring, 1 Specialist Metals, 4 Industrial Metals, 2 Industrial Fuel, 2 Complex Machine Components

Using a Fire Talisman, Molten Extractors may be developed to more easily harvest ore from the ground, and process these materials into usable resources for processing. All provinces produce and additional 0.5 Ore.

Talisman Grove

None

(Floral Talisman), 1 Steam Core, 4 Machine Wiring, 1 Specialist Metals, 1 Light Metals, 1 Industrial Metals, 2 Industrial Fuel, 2 Complex Machine Components

Using a Floral Talisman, Talisman Groves can be developed to produce excess foods, allowing for vastly more productive agriculture sites reliant on talisman science. All provinces produce an additional 0.5 Fertility.

Talisman Perfumery

None

(Floral Talisman), 1 Steam Core, 1 Machine Wiring, 1 Specialist Metals, 1 Light Metals, 1 Industrial Metals, 1 Industrial Fuel, 6 Complex Machine Components

Using a Floral Talisman, Talisman Perfumeries can be developed to create luxury centers, allowing for more people to be satisfied by luxuries. Population satisfied per luxury increased by 250,000.

Pheromone Canister

None

(Floral Talisman, Aura Metals), 1 Steam Core, 1 Specialist Metals, 1 Light Metals, 1 Industrial Metals, 1 Industrial Fuel, 10 Complex Machine Components

Using a Floral Talisman, Pheromone Canisters may be developed which have the ability to be used on biological targets, with mind altering effects. Infantry struck by Pheromone Canisters have a 50/50 chance to either be temporarily brainwashed, or stunned.

Color Projector

None

(Light Talisman), 2 Steam Core, 4 Machine Wiring, 1 Specialist Metals, 1 Light Metals, 1 Industrial Metals, 5 Complex Machine Components

Using a Light Talisman, Color Projectors can be developed to create luxury centers, allowing for more people to be satisfied by luxuries. Population satisfied per luxury increased by 250,000.

Talisman Signaler

None

(Light Talisman), 1 Machine Wiring, 2 Specialist Metals, 1 Light Metals, 1 Industrial Metals, 2 Complex Machine Components

Using a Light Talisman, Talisman Signalers can be employed for ship use, allowing for extensive contact and coordination between units; providing greater combat communication even in the most dire situations.

Toxin Canister

None

(Toxin Talisman, Aura Metals), 1 Industrial Metals, 4 Explosive Powder

Using a Toxin Talisman, Toxin Canisters can be employed for military use, allowing for a devastating effect on the terrain of terrestrial battlefields. Toxin Canisters create plague-ridden zones, damaging to pass through.

Talisman Pesticides

None

(Toxin Talisman), 1 Steam Core, 1 Machine Wiring, 3 Light Metals, 1 Industrial Fuel, 6 Complex Machine Components

Using a Toxin Talisman, Talisman Pesticides can be developed, which eliminate harmful insects from croplands and lead to increased food production. All provinces produce an additional 0.5 Fertility.

Umbral Lanterns

None

(Dark Talisman, Aura Metals), 1 Steam Core, 1 Machine Wiring, 1 Specialist Metals, 1 Light Metals, 1 Complex Machine Components

Using a Dark Talisman, Umbral Lanterns may be employed, which have the ability to shroud an object in shadow by eliminating all light cast on the object.

Signal Disruptor

None

(Dark Talisman, Aura Metals), 1 Steam Core, 1 Machine Wiring, 1 Specialist Metals, 2 Light Metals, 1 Industrial Metals, 1 Complex Machine Components

Using a Dark Talisman, a Signal Disruptor may be employed, cutting out all light-based communication between two objects as it absorbs them.

Umbral Shutters

None

(Dark Talisman, Aura Metals), 1 Machine Wiring, 2 Specialist Metals, 2 Light Metals, 2 Industrial Metals

Using a Dark Talisman, Umbral Shutters may be employed, which protect units from light-based stunning techniques.

Wave Generator

None

(Water Talisman, Aura Metals), 3 Steam Core, 2 Specialist Metals, 1 Light Metals, 2 Industrial Metals, 3 Industrial Fuel, 1 Complex Machine Components

Using a Water Talisman, Wave Generators may be employed to disrupt hostile naval vessels. This will force a vessel away while inflicting minor damage; however, has a chance to cause a mass rupture, and instantly sink a vessel.

Talisman Propeller

None

(Water Talisman, Aura Metals), 1 Steam Core, 1 Specialist Metals, 2 Industrial Fuel, 2 Complex Machine Components

Using a Water Talisman, vessels may be equipped with Talisman Propellers, which outpace traditional designs. Talisman Propellers increase movement speed by 25% for all naval ships.

Vapor Shield

None

(Water Talisman, Air Talisman, 2 Aura Metals), 1 Steam Core, 2 Machine Wiring, 1 Specialist Metals, 1 Light Metals, 1 Industrial Metals, 2 Complex Machine Components

Using a Water Talisman and an Air Talisman, units may be equipped with a Vapor Shield; a type of optical shield which reduces visibility of the shielded target. The Vapor Shield may only be equipped on ships, both air and sea, due to the size of such talisman devices.

Storm Projector

None

(Water Talisman, Air Talisman, 2 Aura Metals), 2 Steam Core, 1 Machine Wiring, 1 Specialist Metals, 2 Light Metals, 1 Industrial Metals, 5 Complex Machine Components

Using a Water Talisman and an Air Talisman, Storm Projectors may be employed to generate storm-pockets in the sky. These pockets are highly concentrated and volatile, wreathed in lightening, and are particularly dangerous for aerial vessels. The Storm Projector can only be equipped on airships.

Sonic Cannon

None

(Air Talisman, Aura Metals), 4 Steam Core, 1 Specialist Metals, 1 Industrial Metals, 4 Explosive Powder, 2 Complex Machine Components

Using an Air Talisman, Sonic Cannons may be employed, which can both stun and damage units by bursts of vibration transmitted through sound.

Steam Jetsuits

Core Jet Design, Infantry Exoskeleton Components

(Air Talisman, Aura Metals), 2 Steam Core, 1 Machine Wiring, 1 Specialist Metals, 1 Light Metals, 1 Industrial Metals, 1 Industrial Fuel, 2 Complex Machine Components

Using an Air Talisman, aerial attachments can be improved for infantry to create Steam Jetsuits. These will enable infantry not only great mobility, but great advantage in bursts of steam-powered activity.

Earth Paver

None

(Earth Talisman, Aura Metals), 1 Steam Core, 2 Industrial Metals, 1 Industrial Fuel, 2 Complex Machine Components

Using an Earth Talisman, ground forces may rely on Earth Pavers to be installed upon key vehicles at the front; removing most infrastructure obstacles involved in moving through under-developed terrain.

Seismic Thumper

None

(Earth Talisman, Aura Metals), 2 Steam Core, 2 Specialist Metals, 2 Industrial Metals, 1 Explosive Powder, 3 Complex Machine Components

Using an Earth Talisman, Seismic Thumpers may be employed, causing precision tremors on the terrain. Such tremors can tear up terrain and damage units.

Material Surveyor

None

(Earth Talisman), 2 Steam Core, 2 Machine Wiring, 2 Specialist Metals, 3 Industrial Metals, 1 Industrial Fuel, 1 Explosive Powder, Complex Machine Components

Using an Earth Talisman, Material Surveyors may be utilized with the intent of increasing productivity of ore deposits. All provinces produce and additional 0.5 Ore.

Fortress Shaper

None

(Earth Talisman, Aura Metals), 4 Steam Core, 4 Industrial Metals, 2 Industrial Fuel, 2 Complex Machine Components

Using an Earth Talisman, Fortress Shapers may be employed to create battlefield fortifications of great size. These fortifications take time for the shaper to prepare for, but instantly deploy.

Talisman Hospital

None

(Healing Talisman), 1 Steam Core, 4 Machine Wiring, 1 Specialist Metals, 1 Industrial Metals, 1 Industrial Fuel, 4 Complex Machine Components

Using a Healing Talisman, Talisman Hospitals may be established on a national level. These hospitals are capable of combatting the issues of disease and child mortality much greater than conventional establishments, and thereby increase population growth by a flat 0.2%.

Aura Prism

None

(Healing Talisman, Light Talisman, 2 Aura Metals), 2 Steam Core, 2 Machine Wiring, 2 Specialist Metals, 1 Light Metals, 1 Industrial Metals, 1 Industrial Fuel, 3 Complex Machine Components

Using a Healing Talisman and a Light Talisman, Aura Prisms may be employed to heal soldiers on the battlefield. When in range of one another, and two biological units in question, the Aura Prism may transfer the health and strength of one unit into another.

aaa

aaa

aaa

aaa


Talisman Science

Talismans are the science of gems, which originate from the ancient world, act as conduits for certain types of anomalous abilities typically attached to specific abilities. These can be more elemental such as Fire and Water to more complicated or exotic such as Light or Darkness. These Talismans have a great deal of applications which can help a nation in times of war or in times of peace. It should be noted however that mastery of this power remains locked to that power. For example, mastery of a fire Talisman is attached to fire, but does not grant power over the manipulation of a fire related substance such as magma. Likewise with water, this is control over water, but not over related forces such as Ice. However, one is able to mesh Talisman sciences with one another should they have access to the needed components. Fire with Earth to harness Magma, or Water and Boreal to harness Ice. How you choose to apply Talisman science is up to you, but it should be noted that if an application seems too powerful or is not along the lines of the abilities it provides, it shall be either changed or denied with the situation explained plainly. These exist to add flavor and fun, not to be abused. As such, some of these will have an impact on both warfare and roleplay, but shall be carefully monitored.

When nations join the roleplay, they will start with 50 raw ore, which can be used to spend on a starting talisman if they so please.

Specialty

Classification

Details

Fire

Standard

This Talisman allows for the manipulation of fire in a primitive state with various aura effects. This can be applied in a variety of ways, militarily and civilly. Some examples may include melding a Talisman with a rifle to create incendiary ammunition or using Talismans as stoves and burners in homes.

Water

Standard

This Talisman allows for the manipulation of water in a primitive state with various aura effects. This can be applied in a variety of ways, militarily and civilly. Some examples may include using Talismans to generate water for a fire engine rather than reliance on fire hydrants.

Air

Standard

This Talisman allows for the manipulation of air in a primitive state with various aura effects. This can be applied in a variety of ways, militarily and civilly. Some examples may include using Talismans to make arrows fired from a bow fly faster or enhancing aircraft.

Earth

Standard

This Talisman allows for the manipulation of Earthen material in a primitive state with various aura effects. This can be applied in a variety of ways, militarily and civilly. Some examples may include using Talismans to create tools for excavating Earth quickly or reinforcing Earthen barriers.

Healing

Standard

This Talisman allows for the use of Healing powers in a primitive state with various aura effects. This can be applied in a variety of ways, militarily and civilly. Some examples may include using Talismans to create passive healing charms or installing it into water pipes to purify water.

Light

Standard

This Talisman allows for the manipulation of Light in a primitive state with various aura effects. This can be applied in a variety of ways, militarily and civilly. Some examples may include using these Talismans to create brilliantly bright flash grenades or something as simple as a source of light.

Dark

Standard

This Talisman allows for the manipulation of Darkness (as in the lack of light) in a primitive state with various aura effects. This can be applied in a variety of ways, militarily and civilly. Some examples may include using these Talismans to create tools that can suck the light out of a room or obscure something in darkness to keep it hidden.

Animation

Standard

This Talisman allows for the Animation of objects. This can be applied in a variety of ways, militarily and civilly. Some examples may include creating simple automaton or golems and giving them primitive life through the Talisman.

Floral

Standard

This Talisman allows for the manipulation of Plantoid material in a primitive state with various aura effects. This can be applied in a variety of ways, militarily and civilly. Some examples may include using these Talismans to create weapons which cause massive growth of plants in an area to create obstacles or something as simple as a gardening aid.

Toxin

Standard

This Talisman allows for the manipulation of Toxic material in a primitive state with various aura effects. This can be applied in a variety of ways, militarily and civilly. Some examples may include these using Talismans to create effectively toxin weaponry or something as simple as effective pesticide.

Boreal

Standard

This Talisman allows for the manipulation of Boreal elements in a primitive state with various aura effects. This can be applied in a variety of ways, militarily and civilly. Some examples may include these using Talismans to create weapons which have the ability to freeze objects or produce an unparalleled coolant system.

aaa

aaa

aaa


Trade

Trade refers to the transfer of resources, either raw or already composed into a Unique Resource, to another nation. Trade does not need to be equal, however there are things to keep in mind when you conduct trade. Effectively, trading a resource to another player removes it from your own nation for the duration of time you wish to trade it. This can be a raw resource such as Fertility or Ores, but may also be Unique Resources which are composed from these raw materials. Due to the fact that nations can only expand up to a certain point before having to cease expansion, it is inevitable that trade will reach you one way or another should you continuously strive to reach new heights. There are advantages to be found in it, but all trade relationships are giving and taking, so be mindful of what actions you take; for no doubt some will try to take advantage of your nation. In addition to trading resources, you may also trade units, but these again are directly taken from your own stocks as long as you provide them. If these units are lost in war, they will be deducted from the country of origin.


NPC Nations


NPC Nations refer to Non-Player Character Nations, or effectively AI nations, which exist on the map of Ersetum. There are a number of such states, each spawning in with a maximum of 30 provinces each. These states can be interacted with through ways of trade, alliance and war; but are also open domains for you to roleplay within so long as they are not hostile toward you. To build relations with one such state simply requires you to contact one over the respective channels on the regional discord, and gradually progress toward a more mutual understanding. To trade with one is a simple exchange which the NPC may accept or may reject, though if these states are allied to a player who is effectively their suzerain, they can not be traded with. As part of the process of allying them, in addition to having existing relations with them (which need only be stated in roleplay and reciprocated by the NPC over the discord channels, not actively roleplayed) for a duration of 2 IRL weeks, one must export 10 luxury to a chosen NPC. Once allied fully, an NPC will trade all of its available resources to you, but you will still need to siphon it the 10 luxury. Even once allied, you can strengthen relations further by way of roleplay such as marriages or other contracts, assuming that your allied NPC agrees. An alliance can be broken by a player when they withdraw their luxury trade from said nation, or in the event that another player begins feeding more luxury into the NPC than you yourself do. This process of swapping alliances is not instant, and players who are at risk of losing their NPC ally will be informed and given 2 IRL weeks to correct the situation. There are exceptions to these rules which vary on the personality of the NPC, and sometimes contracts or other RP related details can overrule set guidelines such as extending the time needed to have an alliance break, or shorten it—or sometimes even making it so such an alliance can not be broken until an RP condition is met instead. NPC personalities can also cause them to be incapable of allying with you, if you are the antithesis of what they are, and some, if bordered, may occasionally seek to terrorize your border regions from time to time if not stopped. NPCs which are too near to each other may also at times challenge one another or have complicated relations of their own.

It should be noted that that when an NPC dies, it will not necessarily see the spawning of a new one, at least not right away. These nations will spawn in less and less as they die, meaning they are almost ephemeral in their presence now. While there will always be an NPC, the question is simply how many there shall be at a given time.

Symbol

Name

Personality

Inspired IRL Cultures

Controller

Details

Yenkett Confederation

Pragmatic Isolationists

Yenesei/Ket Peoples

Admin

A confederation of tribes known as the Yenkett, curiously still operating in a highly nomadic and hunter-gatherer styled society which infuses more modern technologies traded from the outside world, into their current one. Their dominant race is human.

Taicanis City States

Pragmatic Isolationists

Greco-Roman/Mesoamerican

Admin

A loose collection of city states which constitute the Taicanis culture; and while not fully at peace with one another, together they form a league to determine their affairs with the outside world. Their dominant race is human.

Kingdom of Geterix

Belligerent Hegemonists

Celt

Admin

A burgeoning kingdom formed out of a former tribal confederation, in which one tribe attained industrial power and overcame the others, forcing them into a single united hegemony; as well as those which were caught in the middle of such imperial ambitions. Their dominant race is Gowahre.

Kingdom of Kuroslava

Amicable Liberators

Slavic

Admin

An honorbound kingdom centered around the great city of Kuroslava, which stresses the need for self determination of nations, and as such is highly opposed to imperialistic ambitions. Their dominant race is human.

Queendom of Naukashana

Amicable Pacifists

Indo-Greek

Admin

A matriarchal kingdom centered around the Naukashana region, where the land is deeply attached to ideals of pacifism and self defense; going so far as to hold detest for those who seek outward expansionism by force or are belligerent in nature. Their dominant race is Ophionian.

Ikh-Taiajek

Belligerent Slavers

Turkic

Admin

An aggressive and xenophobic culture of raiders which rely on speed to quickly attack those near them and take slaves as plunder, which they then decide who to put to work, who to sell and who to consume like livestock. Their dominant race is Kumisune.

Zagali Empire

Amicable Traders

Mali/Ethiopian

Admin

A sophisticated empire of traders, scholars and soldiers who form a humble empire with a strong focus on expressing their wealth by gorging themselves and others in trade and the export of their culture. Their dominant race is human.

Ra-attra

Belligerent Tribals

Tribal Occult

Admin

A tribal confederation which resides in the dark zones of the underground, their culture is well understood to be built on scavenging and raiding against outsiders, so that the plunder they take may industrialize the darkness, and the unfortunate captured may be sacrificed to whatever dark entities they worship. Their dominant race is a mutated strain of human which seems more monster than man, and further includes whatever souls are not sacrificed, and instead converted into one of them.

Sivaal'ghereb Republic

Pragmatic Republicans

Berber/Carthaginian

Admin

A collection of large port cities and tribal villages further inland which form together to share a republic in the ruins of their former empire; though they remain firm in their resolve to set differences aside and protect themselves from those who would seek to strip away their freedoms. Their dominant race is human.

Mahuikari Fire Tribes

Aggressive Isolationists

Polynesian/Melanesian

Admin

A minor state born out of the collapse of an older erratic militant government; seeking no longer to have dealings with the world beyond their islands as they had once before, and instead to look inward for striving to continue their way of life.

Lunari Rikirium

Crisis Responsive Defensive Union

Roman/Old Norse

Neo-Irkalla

Fearful for the rise of Ra-attra following the great comet, a number of Lunari and military defectors from nearby states have come together under a charismatic Kasungr, by the name of Lady Zenthraya Auguskald Praeta, forming a new super-state to challenge the barbarian invaders.


Factions and Diplomacy


In diplomatic dealings between nations, there is the eventuality that nations, as players or as IC states, will come to the realization that they are stronger together rather than alone. This is a commonplace occurrence, in which many come together for a common goal; but it is not something without its flaws. Factions, that being large regional alliances, run into the issue of sinking into metagaming and a lack of logical IC structure. They grow too large and too oppressive, and lead to the death of community by stagnation and perpetual arming. For this reason, Ersetum enforces guidelines regarding regional factions: that being a regulation of alliances which need strict adherence.

A faction may be formed when three nations come together and found a shared entity between themselves. These three nations must all be independent states; not NPC nor subservient states. Three independent players, as such, are needed to found such a faction. In addition, factions have a maximum and minimum enrollment in order to be considered a faction. A minimum, there must be three, and at maximum, there can be six independent players in a singular faction. Vassal territories and NPC do not account for part of this number, and as such can be added without the same regulation; though this will be altered should abuse be observed. When a faction reaches six players, it simply can't add new players into their faction. When a faction drops below three players, it will have one-year (IC), or one-month (OOC), to repair the situation; otherwise any faction shall be disbanded. As one concluding note on founding a faction: nations within a faction must be logically weaved together. A rampant egalitarian and a xenophobic tyrant can't share a faction, for example; nations which fundamentally would be opposed in their being can't share a faction. This is part of restriction on what may otherwise be viewed as metagaming alliances, and the administration reserves total right to strike down situations which delve into that realm.

Now naturally, away from factions there does exist independent diplomacy. In independent diplomacy, there is no such heavy restriction. Independently a government may make its dealings with another freely, as mutual parties, even if opposed in ideals. Such a thing has been observed in real-world diplomacy, and such a thing is not viewed as a mechanical threat at present. While in a faction, there are no mechanical regulations which prevent a nation from acting independently, as these are the things for the faction itself to decide upon and organize. However, factions and their relationship to independent diplomacy will be closely observed to ensure that efforts to bypass certain regulations aren't attempted; and should such a thing be sought after, it will be struck down.

Ersetum is not a region designed for massive metagame alliances and dog-pile situations. Our intention is to craft a story, not to cause a global standstill through mega-factions.


Civilization Creator

There is a little bit of extra detail that is available to players in order to help further set their civilizations aside. While all players can create very distinct civilizations, statistically they all function largely the same. However, through the magic of the civilization creator, you can add some unique status effects to your nation to give you an advantage in certain areas. As such, the Civilization Creator offers a list of perks with prices next to them. The details and effects of these perks will be detailed on the table along the line of the perk. What is important to note is that players have 3 points to spend on the Civilization Creator. With that in mind, look below and choose wisely what you desire. Because of the way this is designed, once you choose these perks, you can not undo them. These perks will stay with you so long as your civilization remains.

See the table below for details on the items you may select for your civilization.

Trait Name

Cost

Effects

Details

Agrarian Idyll

2

Increases Fertility percentage from 0.004% per point to 0.005% per point.

Only affects population growth percentage.

Class I Fertility Techniques

1

Increases provinces value of this class by one.

May only select one Fertility Technique perk.

Class II Fertility Techniques

1

Increases provinces value of this class by one.

May only select one Fertility Technique perk.

Class III Fertility Techniques

1

Increases provinces value of this class by one.

May only select one Fertility Technique perk.

Class IV Fertility Techniques

1

Increases provinces value of this class by one.

May only select one Fertility Technique perk.

Class V Fertility Techniques

1

Increases provinces value of this class by one.

May only select one Fertility Technique perk.

Class I Ore Techniques

1

Increases provinces value of this class by one.

May only select one Ore Technique perk.

Class II Ore Techniques

1

Increases provinces value of this class by one.

May only select one Ore Technique perk.

Class III Ore Techniques

1

Increases provinces value of this class by one.

May only select one Ore Technique perk.

Class IV Ore Techniques

1

Increases provinces value of this class by one.

May only select one Ore Technique perk.

Class V Ore Techniques

1

Increases provinces value of this class by one.

May only select one Ore Technique perk.

Military Administration

2

Increases default manpower from 1% to 1.25%.

None.

Compulsory Service

2

Increases default standing army from 50% of your available manpower to 75%.

None.

Bureaucratic Efficiency

2

Allows you to claim 265 provinces rather than be capped at 250.

Still start with only 25 provinces still.

Free Haven

2

For every neighboring nation, increase population growth by 0.010%.

Nations must be physically touching, not relatively touching.

Barbarian Kingdom

2

In war, gain population equal to 25% of your enemies casualties and add it to your own nation.

This is on top of any other war end conditions such as physically taking population back home.

Design Efficiency

2

In designing custom units, reduce research time by 25%.

Does not reduce any settled cost.

Steam Core Mastery

2

All technologies only require one Steam Core.

All other costs on the technologies remain default.

Storehouse Network

2

When your provinces are occupied, continue to produce resources from them.

Countered by Sackers and Salvagers.

Terrestrial Industry

1

All terrestrial equipment produces 25% more per Ore.

May only select one Industry perk. Round up to nearest whole number.

Aerial Industry

1

All aerial equipment produces 25% more per Ore.

May only select one Industry perk. Round up to nearest whole number.

Aquatic Industry

1

All aquatic equipment produces 25% more per Ore.

May only select one Industry perk. Round up to nearest whole number.

Sackers and Salvagers

2

Occupying enemy territory allows you to access the resources of those provinces.

Can only be used for production purposes. Counters Storehouse Network.

Manifest Destiny

2

Expansion Population count for all Fertility Classes is increased by 1,000.

Does not increase starting population on spawning into the roleplay.

Frugal

2

Rather than needing 1 point of Luxury per 1 million, now 1 point of Luxury satisfies up to 2 million people.

None.

aaa

aaa

aaa

aaa


Ersetum and Events

It should be noted, here and now, that Ersetum is not designed to be a region that aimlessly wanders forward in time. That is not to say the community is designed to be ephemeral, but it is to say that the the current theme and lore and plot of the regional roleplay is. By design, our region is following a narrative that is planned to have an early, middle and end game. There are narrative events which occur for players to interact with, most of which are posted by Ersetum events. It should be noted these events have a mechanical place in our world, as events can range from overarching storyline, mild story events (NPC awakening into vast empires for players to fight) and minor events. Mechanically, events can circumnavigate the system, and more importantly events exist to push the narrative forward. Never forget that we have an ending in this story, and a new one will be chosen when it is all over—but such is a distant affair. There is much ground to cover, and many mysteries to unfold.

The Third Dynastic Kingdom of Neo-Irkalla

Edited:

RawReport