Gods of Wandrossa starts tonight. I’ve decided that I will cut out extra powers for tonight (those are still under development) as well as the Chosen Ones feature so I can test the basic engine and work out the kinks–and, you know, temporarily save myself the trouble of having to write a few thousand powers!
Anyways, before we can begin, I’ll need to introduce the settlements.
Settlements, like gods, have their own ranks and abilities.
Settlement Ranks
Rank | Type | Population | Base DV | Max. Temple Levels |
Area of Effect
|
1st | Hamlet | 0-399 | 1 | 1 | 1 |
2nd | Village | 400-999 | 2 | 3 | 1 |
3rd | Small Town | 1,000-1,999 | 4 | 6 | 2 |
4th | Large Town | 2,000-4,999 | 7 | 10 | 2 |
5th | Small City | 5,000-11,999 | 11 | 15 | 3 |
6th | Large City | 12,000-24,999 | 16 | 21 | 3 |
7th | Metropolis | 25,000+ | 23 | 28 | 4 |
Rank is the settlement’s position. This determines the settlement’s type.
Population determines the settlement’s rank. The higher the town’s population becomes, the higher rank it gains.
The Base DV of a settlement is the lowest its defense value can go. If a settlement gains a rank through an increase in population and its current DV is lower than its new rank’s base DV, it DV automatically increases to the new amount.
Max Temple Levels limits the number of temples and improvements that can be built in a settlement.
Area of Effect are the number of hexes surrounding the settlement that it can build improvements in. In addition, a new settlement cannot be placed within a preexisting settlement’s area of effect.
Other Settlement Stats
In addition to the stats listed above, settlements have other stats that can be affected by the actions and powers of gods.
Wealth is what a settlement uses to build improvements and use certain features.
Income is how much a settlement’s wealth increases at the end of each day.
Food supply is the amount of food that a settlement provides. If a settlement’s food supply is less than its population, the population’s satisfaction score is reduced by 1 point for every 100 food it can’t provide.
Satisfaction score is the general contentedness of a population. If a population’s satisfaction score drops below 10, it falls under the effects of civil unrest. While a settlement experiences civil unrest, it cannot improve and its DV is halved.
Growth rate is how much a settlement’s population increases each day during the resolution phase.
Terrain Benefits
The terrain surrounding a settlement affects its scores, too. The terrain must be within the location’s area of effect for it to gain the benefits provided by the terrain.
Terrain Benefits
Terrain | DV Bonus | FS Bonus | Inc Bonus |
Natural Terrain | |||
Arctic | +1 | – | – |
Desert | +1 | – | – |
Forest | – | +100 | – |
Grassland | – | +50 | – |
Hill | – | +50 | – |
Mountain | +2 | – | |
Swamp | +1 | – | |
Sea | – | +200 | +2 |
River | – | +100 | +1 |
Improvements | |||
Farm | – | +200 | – |
Lumber Mill | – | – | +2 |
Mine | – | – | +3 |
Road | – | – | +1 |
The Settlements of Wandrossa
Now that we all understand the basic rules, it’s time to give the preexisting settlements stats. To avoid any confusion, I’m just going to give them their basic stats and set their satisfaction scores to 10 and leave their wealth at 0.
The settlements are listed below in alphabetical order.
Addukhin
Wicked Maple Grove hamlet
Population: 200
Growth Rate: 1%
Food Supply: 700
Food Surplus/Deficit: 500
Satisfaction: 15
Max Temples: 1
Area of Effect: 1
DV: 1
Wealth: 0
Income: 2
Bygrove
Wicked Maple Grove small city
Population: 7,000
Growth Rate: 1%
Food Supply: 4,900
Food Surplus/Deficit: -2,100
Satisfaction: 15
Max Temples: 15
Area of Effect: 3
DV: 12
Wealth: 0
Income: 23
Camp Waburh
Drakecrags hamlet
Population: 200
Growth Rate: 1%
Food Supply: 300
Food Surplus/Deficit: 100
Satisfaction: 15
Max Temples: 1
Area of Effect: 1
DV: 1
Wealth: 0
Income: 2
Eltun
Wicked Maple Grove village
Population: 700
Growth Rate: 1%
Food Supply: 600
Food Surplus/Deficit: -100
Satisfaction: 15
Max Temples: 3
Area of Effect: 1
DV: 2
Wealth: 0
Income: 3
Gorkil
Drakecrags village
Population: 600
Growth Rate: 1%
Food Supply: 450
Food Surplus/Deficit: -150
Satisfaction: 15
Max Temples: 3
Area of Effect: 1
DV: 2
Wealth: 0
Income: 2
Heaminster
Wicked Maple Grove hamlet
Population: 200
Growth Rate: 1%
Food Supply: 900
Food Surplus/Deficit: 700
Satisfaction: 15
Max Temples: 1
Area of Effect: 1
DV: 1
Wealth: 0
Income: 4
Orlyggthorp, The Great Crossroads of
Drakecrags small town
Population: 1,500
Growth Rate: 1%
Food Supply: 1,800
Food Surplus/Deficit: 300
Satisfaction: 15
Max Temples: 10
Area of Effect: 2
DV: 7
Wealth: 0
Income: 10
Tamor, The Sorcerous Town of
Drakecrags small town
Population: 1,500
Growth Rate: 1%
Food Supply: 1,200
Food Surplus/Deficit: -300
Satisfaction: 15
Max Temples: 6
Area of Effect: 2
DV: 4
Wealth: 0
Income: 5
Adding it all up.
Among the settlements, there is room for 37 total temple levels. This is kind of perfect since I predict only about 1/4 to 1/3 of my Patrons will actually be participating. Plus, two more regions are opening up soon, which I’m sure will double the total number of settlements available.
As I continue to expand the rules, each town will have its own features, too, such as races, government, etc., which can change the dynamic of the game.
The game starts tonight! If you aren’t already in on it, better check it out now.
Maps by Inkarnate.