quote:
That means she already wants to eat people, she restrains herself most of the time. But, you know, if there's a good excuse......... =P
ohhh.... this is going to be fun...
Ok, re the realm stuff, below is a summary of the 5 steps to create a realm using RQ2 Empires. It's pretty straightforward in this case, since it will be small. We can then generate some kind of auto-map, find a nice place in the FR to place it and we should be good to do.
1) 3D6 rolled 6 times, the results noted and then assigned to each Characteristic
Military Strength (MIL)
The power of the state or empire to exert military force against
agressors, potential conquests or in defence of its territories.
Law (LAW)
The LAW Characteristic represents the maturity of the state or
empire’s governmental framework and the stability of its social
rules and how they are enforced in society
Size (SIZ)
The state or empire’s population.
To give you an idea of how these values relate to actual number:
Population Values
SIZ Population
1 100,000
2 300,000
3 500,000
4 650,000
5 800,000
6 1 million
7 1.25 million
8 1.5 million
9 1.75 million
10 2 million
11 2.25 million
12 2.5 million
13 2.75 million
14 3 million
15 3.25 million
16 3.5 million
17 3.75 million
18 4 million
19 4.25 million
20 4.5 million
21 4.75 million
Communication (COM)
COM measures the state or empire’s ability to hold itself together
through internal communications, information gathering and
dissemination.
Religion (REL)
This is a measure of the religious or spiritual strength of the
state or empire.
Wealth (WTH)
Wealth measures the riches of the state or empire in terms of its
property, assets and natural resources.
2) determine capabilities:
Capability Characteristics
Commerce WTH+SIZ
Dogma REL+LAW
Espionage COM+WTH
Government LAW+COM
Warfare MIL+REL
3) determine cultural background:
Barbarian
Characteristic Modifiers
MIL +1D3
COM +1D3
SIZ –1D3 (minimum 3)
WTH –1D3
Basic Capabilities
Dogma +10, Warfare +20
Advanced Capabilities
Magic. If Magic is not part of the campaign, then increase either
Dogma or Warfare by a further +10.
Civilised
Characteristic Modifiers
LAW +1D3
Basic Capabilities
Commerce +10, Government +5. Choose one of the following at
+5: Dogma, Espionage or Warfare.
Advanced Capabilities
Choose any two Advanced Capabilities at the base value.
Maritime
Characteristic
Modifiers
COM +1D3
Basic Capabilities
Commerce +15. Choose one
of the following at +5: Dogma,
Espionage or Warfare.
Advanced Capabilities
Choose any two Advanced
Capabilities at the base value.
Primitive
Characteristic Modifiers
All Characteristics suffer a –1D3 penalty and no Characteristic
may exceed 10.
Basic Capabilities
Dogma +15, Warfare +5
Advanced Capabilities
None
4) determine government
Governmental Type / Characteristic Modifiers / Capabilities
Autocracy: MIL +1 / Warfare +10,
Aristocracy: — / Culture +5, Government +10
Democracy: COM +1 / Diplomacy +10
Despotism: — / Espionage +10, Warfare +5
Diarchy: — / Government +10, Choose from: Culture +5 or Diplomacy +5
Gerontocracy: LAW +1 / Diplomacy +10
Meritocracy: LAW +1 or COM +1 / Choose from: Diplomacy +10, Government +10 or Warfare +10
Monarchy: — / Culture +5, Choose from: Diplomacy +10, Government +10 or Warfare +10
Plutocracy> WTH +1 / Commerce +10
Theocracy: REL +1 / Choose from: Espionage +10, Magic +10 or Warfare +10
5) Free Capability Points
Having determined Characteristics, Capabilities and government
type, the state can be rounded out by developing the base
Capability scores.
Each state gains 100 Free Capability points that can be spent on
developing Basic and Advanced Capabilities.
Basic Capabilities increase by 1% for each Capability point
spent.
New Advanced Capabilities can be bought for 10 Capability
Points and further developed at the same cost as Basic
Capabilities.
Existing Advanced Capabilities can be developed by 1% for
each Capability point spent.
There is no cap on how many Capability Points can be
allocated to either Basic or Advanced Capabilities.
Advanced Capabilities By Cultural Background
Cultural Background / Permitted Advanced Capabilities / Prohibited Advanced Capabilities
Barbarian: Magic, Diplomacy, Culture / Technology
Civilised: All / —
Maritime: All / —
Primitive: Magic / Technology, Culture, Diplomacy