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