Post by Manah on Jul 21, 2018 11:43:13 GMT -5
Soooo... I was playing Civilization 6. And it's awesome. But as I did... I got to thinking that perhaps the use of Wealth and Resources, while more than enough for most characters of great wealth and/or owners of large companies, was perhaps not enough to represent the actual rulers of entire nations, like Doctor Doom, Black Panther, Black Bolt, Lilandra, Magneto and so on. The resources, wealth and power of an entire country, an entire civilization, should not be underestimated; heck, even the Wealth of a 'small nation' is MN 9 on the D&R chart. So I thought that perhaps the wealth/resources/political power axis needed one last angle. So I thougt:
NEW MODIFIERS
NEW MODIFIERS
Civilization
CL = MN+3
DESCRIPTION
The character actually stands as the leader of an entire nation, people, or civilization. Whether they are duly elected, the latest ruler of a monarchy, the immortal leader who actually created the civilization in ancient times, or a religious guide recognized as the one in charge, they are in charge, can make decisions, can direct the resources' usage, and can make military decisions for the entire nation, making them powerful indeed and major players in the world.
In order to even buy Civilization, one must have both Wealth and Resources of at least 2/3 their Civilization MN, so to be the ruler of an MN 9 Civilization, one must have Wealth and Resources at least at 6. The MN of the modifier represents the upper limits of the civilization's available level of Discoveries/Features, although not all are necessarily available from the beginning. The table below has a 'Scientific Actions AN Required' section representing the need for an experienced enough authority in a given field. For example, at MN 5, Steam Power can be known/discovered, but the presence of a technological engineer with at least Technology 1 is required. It needs not be the actual leader who has the Modifier, but the person must be a loyal friend/ally of the leader, such as a contact via one's Resources, or perhaps a hired professional, who managed to help the leader's civilization develop and establish the discovery. Same would go for Opera and Ballet; if a given civilization has not access to a person with at least 1 in the Perform action (or similar), then discovery of Opera and Ballet is impossible at that stage. Likewise, a given Civilization might be at the Modern age in most areas of knowledge, but having barely discovered Military Science of the Industrial Era due to a more pacifistic nature. Still, usually technologies and advancements tend to not be much more far behind than a single era due to how discoveries tend to be interconnected.
Note that Civilizations are not always happy with their leadership, and their like or dislike of a given leader will likely vary with said leader's actions and reactions to events involving the civilization. Starting with the establishment of a Code of Laws and a ruling body, Civilizations can have various Governments, as mentioned below:
OPTIONS
COMMENTS
True leadership of an actual civilization, a level of influence far exceeding the limitations of the Wealth and Resources modifiers, but working well in hand with both. Allows one to truly rule over a nation they will truly make their own over time.
Rules for Modifier Box
CL = MN+3
DESCRIPTION
The character actually stands as the leader of an entire nation, people, or civilization. Whether they are duly elected, the latest ruler of a monarchy, the immortal leader who actually created the civilization in ancient times, or a religious guide recognized as the one in charge, they are in charge, can make decisions, can direct the resources' usage, and can make military decisions for the entire nation, making them powerful indeed and major players in the world.
In order to even buy Civilization, one must have both Wealth and Resources of at least 2/3 their Civilization MN, so to be the ruler of an MN 9 Civilization, one must have Wealth and Resources at least at 6. The MN of the modifier represents the upper limits of the civilization's available level of Discoveries/Features, although not all are necessarily available from the beginning. The table below has a 'Scientific Actions AN Required' section representing the need for an experienced enough authority in a given field. For example, at MN 5, Steam Power can be known/discovered, but the presence of a technological engineer with at least Technology 1 is required. It needs not be the actual leader who has the Modifier, but the person must be a loyal friend/ally of the leader, such as a contact via one's Resources, or perhaps a hired professional, who managed to help the leader's civilization develop and establish the discovery. Same would go for Opera and Ballet; if a given civilization has not access to a person with at least 1 in the Perform action (or similar), then discovery of Opera and Ballet is impossible at that stage. Likewise, a given Civilization might be at the Modern age in most areas of knowledge, but having barely discovered Military Science of the Industrial Era due to a more pacifistic nature. Still, usually technologies and advancements tend to not be much more far behind than a single era due to how discoveries tend to be interconnected.
Note that Civilizations are not always happy with their leadership, and their like or dislike of a given leader will likely vary with said leader's actions and reactions to events involving the civilization. Starting with the establishment of a Code of Laws and a ruling body, Civilizations can have various Governments, as mentioned below:
- Chiefdom (Requires Civilization at MN 1 and the development of a Code of Laws; simply represents an autonomous political unit comprising a number of villages under the permanent control of a chief/leader. The oldest form of government; the best and strongest leads, others follow.)
- Autocracy (Requires Cvilization at MN 2; power is vested in the hands of a single person, with no legal restraints or political oversight (nor common sense, at times). Absolute monarchs and military dictators being fine examples. The biggest advantages being that decisions can be made a lot faster, since there is little need for bureaucracy; when the leader tells you to do it, you do it. The problem is that usually, such governments are prone to instability and distrust.)
- Classical Republic (Requires Civilization at MN 2; power rests in selected individuals who represent the citizenry and rule in accordance to the laws as embodied in a constitution.)
- Oligarchy (Requires Civilization at MN 2; 'ruled by the few'. Whether distinguished via family ties, religious or military prestige, personal achievements or others attributes, the oligarchs decide the political agenda and make decisions for the good of the people. Farily effective, but have a tendency to become tyrannical.)
- Merchant Republic (Requires Civilization at MN 4; power is held by a small number of wealthy merchants/traders who are usually led by a doge/mayor, whose main goal is to increase their nation's wealth and mercantile/trading power, focusing on tariffs, custom duties and financial matters, sometimes at the cost of other interests.)
- Monarchy (Requires Civilization at MN 3; sovereignty is vested in a single individual; King, Queen, Prince, Emperor, whatever; who rules until abdication or death - sometimes both - and whose successor is usually determined by heredity and/or lineage. Three types of monarchies exist: absolute monarchy, with no restraints on the wielding of power; constitutional monarchy, where power may be more or less limited by law, and electoral monarchy, where the leader must be elected usually by some form of special convocation.)
- Theocracy (Requires Civilization at MN 3; a government where a given deity or pantheon is the immediate authority, usually personified by a human representative who interprets the 'Word' for the common folk. Most theocraties' leaders have a connection to God, such as Moses, Muhammed or the Pope; but some others are 'quasi-theocracies', where the leader is a demi-god or claims divine commission to rule, such as Gilgamesh in Sumerian lore.)
- Communism (Requires Civilization at MN 6; a socio-economic system of government built upon the common ownership of production, shorn of class, money, the state apparatus, and most other markers of capitalism. Seen as the extreme form of socialism. Very good and just in theory, often turns out corrupt and inefficient in practice, causing paranoia and massive - and expensive - military complexes.)
- Democracy (Requires Civilization at MN 6; the people are involved in making policy decisions, either directly or through elected representatives. If the elections are fair, the system ensures civil liberties, active participation, human rights, feedom of speech, political expression and belief, a rule of law, and freedom of the press. While all of these sound wonderful, they might lead to discord, instability, apathy, paralysis and violence in the face of national challenges. Can lead to artisctic and scientific creativity, economic abundance and cultural benefits, as long as bureaucracy doesn't overwhelm the society's individuals. Has both flaws and benefits, but is the most enduring form of government in history.)
- Fascism (Requires Civilization at MN 6; known as authoritatian nationalism, fascism is marked by militarism, nationalism, modernism, repression and opposition to Communism. Fascists governments embody totalitarianism, in which the state seeks to control all aspects of pricate and public affairs. Ruthlessly efficient in times of unrest and in the organization of national resources, bringing stability and security to the people, but often leading to violent, cruel results and the loss of many social advantages and liberties as well as the wealth other cultures can bring.)
MN | ERA | SCIENTIFIC ACTIONS AN REQUIRED | DISCOVERIES/FEATURES |
1 | Ancient | N/A | Pottery, Animal Husbandry, Mining, Sailing, Astrology, Irrigation, Writing, Archery, Masonry, Bronze Working, Wheel, Code of Laws, Craftsmanship, Foreign Trade, Military Tradition, State Workforce, Mysticism |
2 | Classical | N/A | Celestial Navigation, Currency, Horseback Riding, Iron Working, Shipbuilding, Mathematics, Construction, Engineering, Games and Recreation, Political Philosophy, Drama and Poetry, Military Training, Defensive Tactics, Recorded History, Theology |
3 | Medieval | N/A | Military Tactics, Apprenticeship, Stirrups, Machinery, Education, Military Engineering, Castles, Naval Tradition, Feudalism, Civil Service, Mercenaries, Medieval Faires, Guilds, Divine Right |
4 | Renaissance | N/A | Cartography, Mass Production, Banking, Gunpowder, Printing, Square Rigging, Astronomy, Metal Casting, Siege Tactics, Exploration, Humanism, Diplomatic Service, Reformed Church, Mercantilism, The Enlightenment |
5 | Industrial | 1 | Industrialization, Scientific Theory, Ballistics, Military Science, Steam Power, Sanitation, Economics, Rifling, Colonialism, Civil Engineering, Nationalism, Opera and Ballet, Natural History, Urbanization, Scorched Earth |
6 | Modern | 2 | Flight, Replaceable Parts, Steel, Electricity, Radio, Chemistry, Combustion, Conservation, Mass Media, Mobilization, Capitalism, Ideology, Nuclear Program, Suffrage, Totalitarianism, Class Struggle |
7 | Atomic | 3 | Advanced Flight, Rocketry, Advanced Ballistics, Combined Arms, Plastics, Computers, Nuclear Fission, Synthetic Materials, Cultural Heritage, Cold War, Professional Sports, Rapid Deployment, Space Race |
8 | Information | 4 | Telecommunications, Satellites, Guidance Systems, Lasers, Composites, Stealth Technology, Robotics, Nuclear Fission, Nanotechnology, Globaliztion, Social Media, Future Civics |
9 | Fusion | 5 | Unexpendable Energy, Advanced Space Exploration, Star System Colonization, Truly Worldwide Internet, Megacorporations, Advanced Genetics, Advanced Robotics, Human Cloning, Early Gravity Technology, Spaceships, Cybernetics |
10 | Gravity | 6 | Advanced Gravity Technology, Mass Reactors, Induction Engines, Early Energy Weapons, Early Power Armor/Mecha Technology, Early Colonization of Other Star Systems, Alien(s) First Contact, Extraplanetary Information Networks, Advanced Cybernetics, Advanced Cloning |
11 | Energy | 7 | Advanced Miniaturization, Force Fields, Advanced Energy Weapons, Starfighters, Advanced Power Armor/Mecha Technology, Self-Sustained Space Stations, Androids, Early Unification of Humankind, Early Universal Liberty, Rights and Equality; Humankind/Alien Interstellar Alliances |
12 | Subatomic | 8 | Early Unlimited Matter Creation, Time Travel, Folding Space Travel, Fully Independent A.I, Disease Immunity, Physical Properties Control, Physical Immortality, Unification of Humankind, Universal Liberty, Rights and Equality, Human/A.I Relations, Elimination of Money and Material Needs |
13+ | Dimensional | 9+ | Unlimited Matter, Energy, Space and Time Creation and Manipulation, Dimensional Travel |
OPTIONS
- Civilization Size (-3 to +8 CL, Read further; Without buying this option at all, the nation is a small yet still significant one. For example, Wakanda would qualify. At -1, the nation is quite tiny, such as Latveria. -2 would mean either a couple of cities at most or a large one, whereas -3 is a nascent civilization in its earliest stages of size, being a large town/small city with its own government. +1 would be medium sized country, such as France or the UK. +2 would allow for a large one such as China. +3 would mean a massive civilization such as the United States or Russia. +4 means the civilization covers most if not all of a single planet. +5 would be for an entire Star System. +6 would cover a civilization going as far as the Galaxy. +7 means a universal civilization, and +8 would be reserved for a multidimensional one.)
- World Wonder (+2; allows the civilization to build a 'Wonder', meaning a special building which contributes to the growth, renown, wealth, power and achievements of a given civilization, such as the Big Ben, the Colosseum, the Forbidden City, the Hanging Gardens of Babylon, and so on. The leader is encouraged to think of something original and depending on their resources, powers and so on, may even go beyond the limitations of a simple building if the GM allows. Whatever the Wonder is, it provides a permanent +1 bonus to the Wealth (and Resources, if they have it) of all of the civilization's members, provides a +1 sitmod to all actions performed for patriotic reasons against enemies/rivals of the civilization who do not, themselves, have a Wonder, and helps with diplomacy and tourism since people would come from far away to witness such a wonder. This option may be bought more than once, up to once per 3 MNs, rounded up; each time building a new Wonder.)
- Relic (+1 or +2 CL; At MN 7 or higher for a cost of +1 CL, or +2 CL for lower rank MNs, a given civilization may create a given artifact/relic/technology/invention of historical/legendary/epic importance, depending on the civilization's available technology, geniuses, power and resources. Examples could include the Ark of the Covenant, the Holy Grail, the Spear of Longinus, the Philosopher's Stone, the Turn-X Gundam, the Dragon Balls, KOS-MOS, and so on. The player is encouraged to be original in what they would like to create, just as the GM is encouraged to be open-minded. The created relic should be powerful, unique and renowned, though not necessarily of unlimited power or almighty, although it might get damn close depending on the available resources of a given civilization.)
- Military Might (-2 to +3 CL; while not taking this option at all means the civilization has basic military forces of an adequate rank for a nation of its size, taking it a -1 means its military might is limited, possibly due to a more pacifistic mentality. -2 means a complete absence of military might. +1 means a strongly militaristic civilization, with active military service for most able-bodied adults up to a certain age. +2 means a society focused on war above all, and capable of much more destruction than its size would suggest. +3 means that other spheres of society than military are actually repressed and discouraged in exchange for more military might, which might very well weaken the nation in other domains, but make it terrifying in times of war - which it tends to bring about on its own since it is its main reason of existing.)
- Great People (+1 to +2 CL; a civilization with this option has allowed formidable individuals to flourish and stand out from the common folk, distinguishing themselves from others to contribute to the success of their society. At +1, half this modifier's MN, rounded up, of such individuals will appear, and join their genius/skills/talents to those of the leader when necessary in exchange for support, or out of fear in the case of more tyrannical governments (though this leads to far less loyalty). At +2, as many as MN great people will join. GM has the final word on the capabilities of such people, but the player is encouraged to make suggestions. Usually includes great scientists, musicians, philosophers, artists, engineers, etc.)
- Unique Warfare Unit (+1 CL; allows a civilization to create their own, unique military unit that is unique to said civilization, such as German U-Boats, the Greek Hoplites, Japanese Samurai, the Roman Legionnaires, Spanish Conquistadores and the English Redcoats. Again, the GM has the final word, but the player is encouraged to come up with something original. This option may be bought multiple times, and previous choices may be updated when the civilization's technology level increases so much as to render the unit obsolete.)
- Unique Infrastructure (+1 CL; allows a civilization to create a new, unique infrastructure for their cities that serve a given, specific purpose and might increase the popularity, effectiveness and/or versatility of said society. Examples include Sumerian Ziggurats, the Egyptian Sphynx and Pyramids, the Great Wall of China, the Roman Baths or the Greek Acropolis. Again, the GM has the final word, but the player is encouraged to come up with something original. This option may be bought multiple times, and previous choices may be updated when the civilization's technology level increases so much as to render the infrastructure obsolete.)
- High Loyalty (+1 CL; the majority of the population highly supports the decisions of their government either due to unusual charisma, being treated well for years, being manipulated like puppets, or something other. Either way, few people rebel or dissent, and civilians rarely raise an objection in fear of the judgment of others.)
- Civil Unrest (-1 CL; pretty much the opposite of the former option. Few people agree with or like the government, causing many to rise in opposition or rebel against their decisions, causing much trouble and anger among the people and for their leaders.)
COMMENTS
True leadership of an actual civilization, a level of influence far exceeding the limitations of the Wealth and Resources modifiers, but working well in hand with both. Allows one to truly rule over a nation they will truly make their own over time.
Rules for Modifier Box
- Represents the character's leadership of an entire nation/country/civilization.
- Must have both Wealth and Resources of at least 2/3 their Civilization MN
- (Insert Government type with short description)
- (Insert Era of Discoveries with short description if necessary)
- (Insert options)