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Nation Building Tech Tree and Resources

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Rosavelt

New Member
Current Map:
Current World.png

Tech Tree
*Current state of naval artillery mainly uses early culverine type weapons for naval combat.
https://upload.wikimedia.org/wikipedia/commons/b/b2/EarlyCoulevrines.jpg
Societal and Naval (Sailing, ship design, tactics) technology are at a 1830’s level. Victorian fashion is the current style. Exploration of the world is at a 1400s level.


ADVANCED TECH:
*These are areas that have not been discovered yet and can be discovered by players in the game.

Steam Factories = Higher production, less coal consumed, and faster speed.

Advanced field artillery.

Advanced rifling ----> Auto-loading rapid fire rifling.

Steam powered naval ships.

Basic naval artillery -----> Advanced naval artillery.


*Oil must be discovered
Mobile Machinery ----> Advanced Mobile Machinery.


Resources
Coal: Used to power factories + machines
Food: Used to feed the army and faction.
Raw Metals: Used for machines, military items, fortifications.
Revenue: Currency income for your faction. Purchasing power.

*Produced from factories
Munitions: Bullets, artillery shells, weapons, military supplies.

MANAGING RESOURCES:
There will be no statistical value held for resources. Instead we will use this simple way of keeping track.

1 coal = fuel factories, supply needs (may vary in terms of military usage)

With more than 1 coal resource players can choose to:
  1. Save coal
  2. Sell coal

1 raw metal = construct equipment, machinery, supply needs (may vary in terms of military usage)

With more than 1 raw metal resource players can choose to:
  1. Save raw metal
  2. Sell raw metal


Food is pretty simple and will be lightly moderated. Check the map to get an idea of your countries access to viable farm lands. From there feel free to be creative yet logical in how you use the land to feed your faction.

https://www.eea.europa.eu/soer/data...-nature-hnv-presence/21208-map/image_original



Revenue is the only resource that will have a statistical value. At the end of each turn your faction will either produce revenue, maintain revenue, or lose revenue. This depends on military expenses, trade agreements, and overall faction maintenance and production.

Revenue can only be spent on trading. Otherwise Revenue is saved up. Throughout the game revenue will fluctuate, going up and down in times of expansion and war. The main rule with revenue is that your count does not go below -10. When your revenue goes below -10 your faction is in economic ruin and civil wars will most likely follow. Hopefully that will not happen.




Unique Resource:

This is up to you, the player. Depending on your geographical region you have the ability to find or come up with unique resources that can be used in the game. Nothing game changing though, think more of luxuries, arts, crafts, food, design, and fashion. Mainly think of natural resources, nothing made.

For example 1:
-A faction produces wine. Depending on how much they can sell. With wine in their faction the happiness of the faction increases.

Example 2”
-A faction uses a quarry to produce quality stones from nearby deposits. Depending on how much they can sell. With quality stone more produces can be made increasing faction happiness. It is now possible for this faction to make slightly stronger buildings and city roads.

 
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