OHT
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I was a little loathe to post this, as i might start feeling unwanted pressure to deliver (as was the case with my other design that is yet to be finished, Stone Horizons) but i thought, what the heck, new site, new development thread. So here it starts, WBY, a game where you roll up your civilisation and then create characters that fit the age. You can play the civilisation growing part of the game, or just ignore that and play as you would any other. Here's the start, creating your home civilisation.
More to come later.
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Civilisation Creation
In Wild Blue Yonder (WBY) the types of character you can play are determined by the civilisation that birthed you. So before you can choose your vocation, you need to create your civilisation. Each civilisation in the game has 10 ratings that describe its strengths and weaknesses, determining your civilisation descriptors (thus which vocations are Iconic within your civilisation), and also creates a number of secondary scores such as resource and coin production, population growth and life expectancy. Two methods for creating your civilisation are presented below, as well as the optional 'Flight from Apocalypse' method.
(Note: The example used in this civilisation creation tutorial is Muldraan, which will be used in official future publications as the default civilisation of the characters. However, you can create your own civilisation using the tools found in this chapter and the civilisation chapter and easily swap it with Muldraan if you so wish).
Method 1 – Random
Roll d100 10 times and apply them to your civilisation ratings in order. The ratings and their descriptions can be found below.
Method 2 – Civilisation Shaping
Roll d100 10 times and place the results where you like among your civilisation ratings. The ratings and their descriptions can be found below.
Method 3 – Flight from Apocalypse [Optional]
Use method 1 or 2 to create your civilisation ratings. These are your ratings when you fled your homeland. Use the Random Events tables to chart your voyage to safety, the results of which can alter any of your civilisation ratings and secondary scores, as well as create cultural schisms, new NPCs and many other things besides (see Random Events). Once you have reached your new homeland, you have your starting civilisation and probably have a number of problems ready made for play and some Cultural Quests ready to go.
Civilisation Ratings
Magic – The higher this score is, the more spell-casters your civilisation has, and the greater magical buildings you can create (depending on your Time-Line). Civilisations with a high Magic rating may seem enchanted to those from civilisations with lower ratings. Examples of Magic vocations include Witch, Enchanter, Mystic and Bard. Examples of Magic buildings & accomplishments are Ley-lines, Magician's Tower, and Mana Storage.
Religion – The higher your religion rating, the more the various churches of your civilisation effect day to day life, and the better religious buildings you can create (depending on your Time-Line). Civilisations with a high Religion rating sometimes see secular power suffer and might appear self-righteous to visitors. Examples of Religion vocations include Seer, Shaman, Zealot and Missionary. Examples of Religion buildings & accomplishments are Standing Stones, Temples, and Commandments.
Law – The higher your law rating, the more local authority has a say on the lives of civilians, and the better law buildings you can create (depending on your Time-Line). Civilisations with a high Law rating can seem stifling and authoritarian to visitors. Examples of Law vocations include Catch-pole, Smuggler, Bailiff and Anarchist. Examples of Law buildings & accomplishments are Jail, Duelling School, and Census.
Military – The higher your military rating, the more expansionist and aggressive your civilisation can become, and the better military buildings you can create (depending on your time-line). Civilisations with a high Military rating can seem harsh or despotic to visitors. Examples of Military vocations include Rifleman, Barbarian, Charioteer and Infantryman. Examples of Military buildings & accomplishments are Watch-towers, Monument, and Gunpowder.
Culture – The higher your culture rating, the better your civilisation accepts change, the arts and the rights of your citizens, and the better culture buildings you can create (depending on your Time-Line). Civilisations with a high Culture rating can be baffling, beguiling, or challenging to visitors, if their own beliefs or world-view is narrow. Culture vocations include Artist, Philosopher, Gambler and Entertainer. Examples of Culture buildings & accomplishments are Longhouse, Theatre, and Printing Press.
Agriculture & Husbandry – The higher your agriculture & husbandry rating, the more your civilisation is concerned with harnessing nature and living off the land, and the better agriculture & husbandry buildings you can create (depending on your Time-Line). Civilisations with a high Agriculture & Husbandry rating might appear folksy, down-to-earth or self-sufficient to visitors. Agriculture & Husbandry vocations include Herbalist, Hunter, Guide and Tracker. Examples of Agriculture & Husbandry buildings & accomplishments are Farms, Stables, and Conservation.
Infrastructure – The higher your infrastructure rating, the better your civilisation can deal with the vagaries of existence as you have structures in place to cope, and the better infrastructure buildings you can create (depending on your Time-Line). Civilisations with a high Infrastructure rating may appear to be smothered in red tape, or highly structured to visitors. Infrastructure vocations include Emissary, Politician, Spy, and Financier. Examples of Infrastructure buildings & accomplishments are Road, Hospital, and Sanitation.
Trade & Manufacturing – The higher your Trade & Manufacturing rating, the more productive and industrious your civilisation becomes, and the better Trade & Manufacturing buildings you can create (depending on your Time-Line). Civilisations with a high Trade & Manufacturing rating might appear to be greedy, or hard-working to visitors. Trade & Manufacturing vocations include Engineer, Craftsman, Merchant, and Gunsmith. Examples of Trade & Manufacturing buildings & accomplishments are Trading Post, Guild House, and Steam Power.
Scholarship – The higher your Scholarship rating, the more cerebral, sedentary and research based your civilisation becomes, and the better Scholarship buildings you can create (depending on your Time-Line). Civilisations with a high Scholarship rating can appear quiet, thoughtful or weak to visitors. Scholarship vocations include Anatomist, Linguist, Sage, and Scientist. Examples of Scholarship buildings & accomplishments are Museum, University, and Medicine.
Maritime – The higher your Maritime rating, the more at home on the water and more adventurous your civilisation becomes, and the better Maritime buildings you can create (depending on Time-Line). Civilisations with a high Maritime rating can appear course, flighty, or hardy to visitors. Maritime vocations include Sailor, Privateer, Pirate, and Diver. Examples of Maritime buildings & accomplishments are Merchant Vessels, Lighthouse, and Fisheries.
Example: Bob's group decide to use method 1 for creating their civilisation and opt not to use the Flight from Apocalypse option, so that they can get going as soon as possible. They roll d100 10 times and place them in order on their civilisation sheet. They gain the following results.
Magic – 47
Religion – 92
Law – 17
Military – 56
Culture – 25
Agriculture & Husbandry – 38
Infrastructure – 23
Trade & Manufacturing – 50
Scholarship – 51
Maritime – 75
More to come later.
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Civilisation Creation
In Wild Blue Yonder (WBY) the types of character you can play are determined by the civilisation that birthed you. So before you can choose your vocation, you need to create your civilisation. Each civilisation in the game has 10 ratings that describe its strengths and weaknesses, determining your civilisation descriptors (thus which vocations are Iconic within your civilisation), and also creates a number of secondary scores such as resource and coin production, population growth and life expectancy. Two methods for creating your civilisation are presented below, as well as the optional 'Flight from Apocalypse' method.
(Note: The example used in this civilisation creation tutorial is Muldraan, which will be used in official future publications as the default civilisation of the characters. However, you can create your own civilisation using the tools found in this chapter and the civilisation chapter and easily swap it with Muldraan if you so wish).
Method 1 – Random
Roll d100 10 times and apply them to your civilisation ratings in order. The ratings and their descriptions can be found below.
Method 2 – Civilisation Shaping
Roll d100 10 times and place the results where you like among your civilisation ratings. The ratings and their descriptions can be found below.
Method 3 – Flight from Apocalypse [Optional]
Use method 1 or 2 to create your civilisation ratings. These are your ratings when you fled your homeland. Use the Random Events tables to chart your voyage to safety, the results of which can alter any of your civilisation ratings and secondary scores, as well as create cultural schisms, new NPCs and many other things besides (see Random Events). Once you have reached your new homeland, you have your starting civilisation and probably have a number of problems ready made for play and some Cultural Quests ready to go.
Civilisation Ratings
Magic – The higher this score is, the more spell-casters your civilisation has, and the greater magical buildings you can create (depending on your Time-Line). Civilisations with a high Magic rating may seem enchanted to those from civilisations with lower ratings. Examples of Magic vocations include Witch, Enchanter, Mystic and Bard. Examples of Magic buildings & accomplishments are Ley-lines, Magician's Tower, and Mana Storage.
Religion – The higher your religion rating, the more the various churches of your civilisation effect day to day life, and the better religious buildings you can create (depending on your Time-Line). Civilisations with a high Religion rating sometimes see secular power suffer and might appear self-righteous to visitors. Examples of Religion vocations include Seer, Shaman, Zealot and Missionary. Examples of Religion buildings & accomplishments are Standing Stones, Temples, and Commandments.
Law – The higher your law rating, the more local authority has a say on the lives of civilians, and the better law buildings you can create (depending on your Time-Line). Civilisations with a high Law rating can seem stifling and authoritarian to visitors. Examples of Law vocations include Catch-pole, Smuggler, Bailiff and Anarchist. Examples of Law buildings & accomplishments are Jail, Duelling School, and Census.
Military – The higher your military rating, the more expansionist and aggressive your civilisation can become, and the better military buildings you can create (depending on your time-line). Civilisations with a high Military rating can seem harsh or despotic to visitors. Examples of Military vocations include Rifleman, Barbarian, Charioteer and Infantryman. Examples of Military buildings & accomplishments are Watch-towers, Monument, and Gunpowder.
Culture – The higher your culture rating, the better your civilisation accepts change, the arts and the rights of your citizens, and the better culture buildings you can create (depending on your Time-Line). Civilisations with a high Culture rating can be baffling, beguiling, or challenging to visitors, if their own beliefs or world-view is narrow. Culture vocations include Artist, Philosopher, Gambler and Entertainer. Examples of Culture buildings & accomplishments are Longhouse, Theatre, and Printing Press.
Agriculture & Husbandry – The higher your agriculture & husbandry rating, the more your civilisation is concerned with harnessing nature and living off the land, and the better agriculture & husbandry buildings you can create (depending on your Time-Line). Civilisations with a high Agriculture & Husbandry rating might appear folksy, down-to-earth or self-sufficient to visitors. Agriculture & Husbandry vocations include Herbalist, Hunter, Guide and Tracker. Examples of Agriculture & Husbandry buildings & accomplishments are Farms, Stables, and Conservation.
Infrastructure – The higher your infrastructure rating, the better your civilisation can deal with the vagaries of existence as you have structures in place to cope, and the better infrastructure buildings you can create (depending on your Time-Line). Civilisations with a high Infrastructure rating may appear to be smothered in red tape, or highly structured to visitors. Infrastructure vocations include Emissary, Politician, Spy, and Financier. Examples of Infrastructure buildings & accomplishments are Road, Hospital, and Sanitation.
Trade & Manufacturing – The higher your Trade & Manufacturing rating, the more productive and industrious your civilisation becomes, and the better Trade & Manufacturing buildings you can create (depending on your Time-Line). Civilisations with a high Trade & Manufacturing rating might appear to be greedy, or hard-working to visitors. Trade & Manufacturing vocations include Engineer, Craftsman, Merchant, and Gunsmith. Examples of Trade & Manufacturing buildings & accomplishments are Trading Post, Guild House, and Steam Power.
Scholarship – The higher your Scholarship rating, the more cerebral, sedentary and research based your civilisation becomes, and the better Scholarship buildings you can create (depending on your Time-Line). Civilisations with a high Scholarship rating can appear quiet, thoughtful or weak to visitors. Scholarship vocations include Anatomist, Linguist, Sage, and Scientist. Examples of Scholarship buildings & accomplishments are Museum, University, and Medicine.
Maritime – The higher your Maritime rating, the more at home on the water and more adventurous your civilisation becomes, and the better Maritime buildings you can create (depending on Time-Line). Civilisations with a high Maritime rating can appear course, flighty, or hardy to visitors. Maritime vocations include Sailor, Privateer, Pirate, and Diver. Examples of Maritime buildings & accomplishments are Merchant Vessels, Lighthouse, and Fisheries.
Example: Bob's group decide to use method 1 for creating their civilisation and opt not to use the Flight from Apocalypse option, so that they can get going as soon as possible. They roll d100 10 times and place them in order on their civilisation sheet. They gain the following results.
Magic – 47
Religion – 92
Law – 17
Military – 56
Culture – 25
Agriculture & Husbandry – 38
Infrastructure – 23
Trade & Manufacturing – 50
Scholarship – 51
Maritime – 75