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Community Building Rules.

Posted by ReaperFor group 0
Reaper
GM, 1 post
Wed 3 Feb 2021
at 02:12
  • msg #1

Community Building Rules

Please post community building rules here.  Try to separate the rule sections into different posts for ease of reading.
This message was last updated by the GM at 20:30, Thu 04 Feb 2021.
Reckoner
GM, 7 posts
Thu 11 Feb 2021
at 01:16
  • msg #2

Community Building Rules

In reply to Reaper (msg # 1):

All new colonies begin with the following:

Morale: 1d4
Economy: 1d4
Force: 1d4

Max number of dice is 6.  Every six dice accumulated past the first 6 increase die type by 1 type.

Immorality: 0
Crime: 0
Instability: 0

Minimum Immorality is effected by buildings, population, and overall colony size.  Minimum immorality increases by 1 for every 4 hexes controlled.  Immorality acts as a negative modifier to morale.

Minimum Instability is effected by building, population, and overall colony size.  Every time the colonies size doubles instability increases by 1 (from 1 hex to 2, 2 to 4, and so on).  Instability acts as a negative modifier to force.

Minimum Crime is effected by buildings, population, and overall colony size. Minimum crime increases by 1 for every 4 hexes controlled. Crime acts as a direct negative modifier to economy.

Once per quarter the colony makes the following rolls:

Morale TN9
Bust: Loose 1d20 pop her hex.  Immorality increases by 1.
Failure: No change.
Success: Grow by population by 1d20.
Raise: +1d20 population per raise, or decrease immorality by 1 down to minimum immorality.

Economy TN9
Bust: Halve production of food and build.  Crime increases by 1.
Fail: -1 Food and build per hex due to waste.
Success: None
Raise: Increase and build and food by 1 or decrease crime by 1 to minimum crime.

Force TN9
Bust: Instability increases by 1 for every 2 hexes.
Fail: Instability increases by 1.
Success: None
Raise: Gain +1 food and build or decrease instability by 1 down minimum instability.

Resources:
Food is generic term for edible food. 1 food feeds 100 people for 1 week.  Value of food can vary but base value is $1000 per food.
-If 75% or more of population of colony has regular access to radiation free food the colony receiver a +2 to morale rolls, and resistance against disease.

Build is generic term for material used for building and crafting.  While many things don't require a specific type of build (leather, stone, wood) others do. Value of build can vary across the waste and can vary by type.  Base value for generic build is $1000 per build.

Hex Improvements:
Hexes have 6 slots for major hex improvements.

Type: Spece: Production:
Farm: 1/1/2 Small: 1d12 Food 4xyear, Medium: 1d20 Food 4xyear, Large: 3d20 Food 4xyear
Ranch: 1/2/2 Small:1d20 Food, 0.25 Build 2xyear, Medium:2d10 Food, 0.5 Build 2xyear, Large: 4d20 Food, 2 Build 2xyear.
Fishery: 1/1/1 2d10 Food 4xyear, 2d12 Food 4xyear, 2d20 Food 4xyear

Lumber Yard: 1/2/2 Small: 1.5 Build 2xyear, Medium: 3 Build 2xyear, Large: 6 Build 2xyear
Query 1/1/2 Small: 1 Build 4xyear, Medium: 2 Build 4x year, Large: 4 Build  4xyear
Scrappery: 1/2/3 2 Small: 2 Build 4xyear, Medium: 4 Build 4xyear, Large:8 Build 4xyear

Mine: 1/1/2 Small: 0.5 Build 4xyear, +1 die eco, Medium: 1 Build 4xyear, +1die type eco, Large: 2 Build 4xyear, +2 die eco, +1 die type

Minor Improvements:
Water Supply: A water supply provides drinkable water to support population.  Clean and radiation free provides bonuses.

Dug Well - 2 Build, 2 Weeks, Supports 200 people, drought reduces by half, Requires Survival 1.
Rain Catchers - 1 Build, 1 Week, Supports 100 People, drought reduces by 75%, requires 1 survival
Drilled Well - 2 build, 2 weeks (requires tools), Supports 1000 people, drought reduces by 20%, requires engineer and tools.

Charcoal and Sand Filtration - 1 build, 1 week, Supports 200 people with clean water, cost 1 build per year, Requires survival 3

Charcoal and Distillation Filtration - 4 Build, 2 weeks, Supports 1000 people with clean water, Cost 2 build per year, requires survival 3, tinkerin 3

Desalination System - 6 Build 4 weeks, Provides 1000 people with clean water, cost 1 build per year, Requires Science: Engineer 3, Tinkerin 3

Public Baths
Cold: 2 Build and 1 week per 100 people
Hot: 3 Build and 1 week per 100 people, 0.1 build per year per 100 people

Benefits:
Free:
Unheated: +2 resistance disease, +1 die morale
Unheated Clean: + 2 resistance disease, +2 die morale, reduces radiation poisoning
Heated: +2 resistance disease, +2 die moral
Heated Clean: +2 resistance disease, +4 die moral, reduces radiation poisoning

Charged:
Unheated: +2 resistance disease, +1 die economy
Unheated Clean: + 2 resistance disease, +1 die morale, +1 die economy, reduces radiation poisoning
Heated: +2 resistance disease, +2 die economy
Heated Clean: +2 resistance disease, + 2 die moral, +2 economy, reduces radiation poisoning

Saloon:
10 Build, 8 Weeks, Booze
+1 moral die, +1 economy die, +1 immorality

Merchant Hub
12 Build, 10 Weeks, Merchant
+2 economy die
Skilled Merchant Hub
14 Build, 11 Weeks, Skilled Merchant
+1 economy die type

CAT House 10 Build, 8 Weeks
+2 Moral die, +1 economy, +2 immorality

Exotic CAT House 12 Build, 10 Weeks
+1 Moral die, +1 Moral die type, +2 economy die, +2 immorality

Adults Only Bath House Cost is CAT house + public bath (100 people) and +1 build
+1 morale die, + 1 economy die

Hospital 12 Build, 10 weeks, Doctor (Medicine: General 3, Medicine: Surgery 1), Medical Stockpile
Extra +2 to resist disease, and injury recovery rolls. +1 die moral.
If Hospital is provided free of charge -2 immorality, -2 crime, but instability will increase by +2 if hospital ever does offline. Cost 0.1 build per 100 people per year.
If Hospital care is supplemented -1 immorality,-1 crime, Cost 0.1 build per 500 people per year.
If Hospital is pay as you go -1 immorality

Electricity (Cost varies: requires generator)
+1 Morale and economy die types

Machine Shop 12 Build, 8 weeks, requires mechanic (Trade: Mechanic 3, or Tinkering 5), requires tools
+2 Repair tests
Scrappery increases output by 1 build

Improved Machine Shot, 16 Build, 12 Weeks, requires mechanic (Trade: Mechanic 3, or Tinkering 5), Engineer (Science: Engineer 3, or Occult Engineer 4), Electricity, and power tools
+4 repair /+2 occult engineering
Scrapper increases output by 2 build

Radio Tower 12 Build 8 weeks, electricity
+1 moral and force die types

Adv. Communications System 16 Build 12 weeks, electricity
+2 moral and +1 force die types

Stadium 22 build, 18 weeks
+2 die type moral, +2 die type economy

Watch Tower 6 build, 2 weeks
+1 Force rolls within hex

Walls 12 build, 4 weeks, requires watch tower
+2 force rolls within hex

Small Fort Requires Walls, 32 build, 16 weeks
+3 force rolls within hex
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