Spoiler: show
Units have the following statistics:
Hits: Phyiscal toughness. Number of hits a unit can take before dying. Base hits determine size. Under 5 hits is a small unit, under 10 but over 5 is a medium unit, under 25 but over 10 is a large unit, and anything over 26 is a huge unit. Large units cannot enter tunnels (unless they are tunnelers), and huge units cannot be flyers. These are base values, unmodified by traits or leveling.
Attack: Attack determines a unit’s hitting power. This is compared against an enemy’s modified defense to determine how many hits are scored.
Defense: Toughness of a unit, and its ability to resist damage. Base defense cannot exceed 4 for infantry and flyers, or 6 for cavalry. Large units are limited to 8 for infantry or flyers, and 12 for cavalry. Huge units are limited to 20. This does not cap increases from traits.
Movement: Number of hexes a unit can move. Base movement (unmodified by traits) is capped at 2 (siege) 3 (infantry) 4 (cavalry) or 5 (flyers).
Movement Type: Determines how a unit moves over the terrain.
Flyers: Treats all terrain as if it cost 1 movement point. Can cross water hexes. Can enter mountain terrain, but it costs 2 movement. Gains no bonuses due to terrain.
Cavalry: Treats open terrain (plains, roads, light forest) as if it cost ½ the normal movement. All other terrain types cause a -50% combat effectiveness penalties. Cannot enter mountains or water hexes.
Infantry: Suffers movement costs and gains defensive bonuses normally.
Siege: Can only move on open terrain. Cannot move and attack in the same turn. Siege units deal twice damage against cities and walls (and units behind walls) but only half
damage against regular units.
Statistics and Levelling: When a unit levels they gain one bonus attribute to assign to hits, attack or defense. Every third level they can assign it instead to movement, allowing them to exceed the normal base movement rates. All production and upkeep costs are calculated on lvl 1 creatures, except for knights, which are calculated at lvl 5 (because thats when they are popped)
Hits: Phyiscal toughness. Number of hits a unit can take before dying. Base hits determine size. Under 5 hits is a small unit, under 10 but over 5 is a medium unit, under 25 but over 10 is a large unit, and anything over 26 is a huge unit. Large units cannot enter tunnels (unless they are tunnelers), and huge units cannot be flyers. These are base values, unmodified by traits or leveling.
Attack: Attack determines a unit’s hitting power. This is compared against an enemy’s modified defense to determine how many hits are scored.
Defense: Toughness of a unit, and its ability to resist damage. Base defense cannot exceed 4 for infantry and flyers, or 6 for cavalry. Large units are limited to 8 for infantry or flyers, and 12 for cavalry. Huge units are limited to 20. This does not cap increases from traits.
Movement: Number of hexes a unit can move. Base movement (unmodified by traits) is capped at 2 (siege) 3 (infantry) 4 (cavalry) or 5 (flyers).
Movement Type: Determines how a unit moves over the terrain.
Flyers: Treats all terrain as if it cost 1 movement point. Can cross water hexes. Can enter mountain terrain, but it costs 2 movement. Gains no bonuses due to terrain.
Cavalry: Treats open terrain (plains, roads, light forest) as if it cost ½ the normal movement. All other terrain types cause a -50% combat effectiveness penalties. Cannot enter mountains or water hexes.
Infantry: Suffers movement costs and gains defensive bonuses normally.
Siege: Can only move on open terrain. Cannot move and attack in the same turn. Siege units deal twice damage against cities and walls (and units behind walls) but only half
damage against regular units.
Statistics and Levelling: When a unit levels they gain one bonus attribute to assign to hits, attack or defense. Every third level they can assign it instead to movement, allowing them to exceed the normal base movement rates. All production and upkeep costs are calculated on lvl 1 creatures, except for knights, which are calculated at lvl 5 (because thats when they are popped)
Math:
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Basic math goes like this:
Attacks: attacking unit rolls a dice (d4 for small, d6 for medium, d8 for large, and d10 for huge) and adds its modified attack. This is compared against the enemy unit's modified defense stat plus another die roll (d4 for small, d6 for medium, d8 for large, and d10 for huge). the attack roll minus the defense roll equals damage to the defending unit's stats.
Hiding/Foolamancy: Units have a natural stealth stat, modified by terrain (thick terrains like forests make units harder to spot). The larger the unit the easier it is to spot. Every leadership unit (commanders and casters) have a chance to pierce a veil/spot a hidden unit. This is a roll, modified by the unit's level and any scouting bonuses, versus the units stealth/veil. In the case of using magic against foolamancy, there is a penalty to the roll if the caster uses less juice than the foolamancer did as if he did so at the same efficiency (a master-class foolamancer veiling a 10 hit unit only used 5 juice, but a novice-class lookamancer would have to use 10 juice to avoid a penalty, and 20 juice to get the best bonus to find the veiled units).
Attacks: attacking unit rolls a dice (d4 for small, d6 for medium, d8 for large, and d10 for huge) and adds its modified attack. This is compared against the enemy unit's modified defense stat plus another die roll (d4 for small, d6 for medium, d8 for large, and d10 for huge). the attack roll minus the defense roll equals damage to the defending unit's stats.
Hiding/Foolamancy: Units have a natural stealth stat, modified by terrain (thick terrains like forests make units harder to spot). The larger the unit the easier it is to spot. Every leadership unit (commanders and casters) have a chance to pierce a veil/spot a hidden unit. This is a roll, modified by the unit's level and any scouting bonuses, versus the units stealth/veil. In the case of using magic against foolamancy, there is a penalty to the roll if the caster uses less juice than the foolamancer did as if he did so at the same efficiency (a master-class foolamancer veiling a 10 hit unit only used 5 juice, but a novice-class lookamancer would have to use 10 juice to avoid a penalty, and 20 juice to get the best bonus to find the veiled units).
Unit Creation:
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Units are made by spending Pop Points, which are generated every turn by cities. Units also cost Shmukers, which are also generated by cities but can be earned in other ways, and, unlike Pop Points, can be stored. If a unit exceeds a city’s Pop Points, it takes multiple turns to create (until the total is paid off). Units that do not exceed a city’s Pop Points are created immediately, as are units that are paid off. In either case, the shmuker cost is paid when the unit is ordered. Cancelling a unit in progress recovers the entire cost of the popping, but does not restore any Pop Points.
Units pop at lvl 1. Knights are elite versions of normal units, and pop at lvl 5. You can only have one kind of knight per city, and they can only be popped in that city (this requires 2 slots: 1 for the base creature, and 1 for the knight version). Knight class units gain 5 extra attribute points that are not calculated in their cost.
Pop Point Cost: = Hits*Hits*(Move + Defense + Attack)) + Natural Trait Cost (Trait Rank*50)
Shmuker’s Cost: = 4*Pop Point Cost + 4*Natural Trait Cost(Trait Rank *50)[yes you pay double for these abilities as they are powerful]
Upkeep: = 10% * Shmuker cost
Units pop at lvl 1. Knights are elite versions of normal units, and pop at lvl 5. You can only have one kind of knight per city, and they can only be popped in that city (this requires 2 slots: 1 for the base creature, and 1 for the knight version). Knight class units gain 5 extra attribute points that are not calculated in their cost.
Pop Point Cost: = Hits*Hits*(Move + Defense + Attack)) + Natural Trait Cost (Trait Rank*50)
Shmuker’s Cost: = 4*Pop Point Cost + 4*Natural Trait Cost(Trait Rank *50)[yes you pay double for these abilities as they are powerful]
Upkeep: = 10% * Shmuker cost
Traits:
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Traits are gained as units, warlords, and casters level. These traits can be improved over time, and combinations of traits can provide bonuses, and even alter the class of the unit/warlord/caster.
Units gain 1 trait per level, and have an extremely limited selection. Units that have "natural" traits can improve these traits as if they had access to them (so a natural thinkamancer like an archon can improve their thinkamancy trait).
Warlords and Casters gain 2 traits per level. Warlords typically cannot gain caster traits, and casters typically cannot gain leadership-related traits.
Heirs and Faction Leaders gain 3 traits per level (not retroactively, only when leveling while heir/leader). Typically they have access to warlord traits (though caster leaders/heirs are not unheard of). They can gain the Rulership and related trait.
NOTE: games utilizing these rules should not include level as a calculation for combat. Traits should give bonuses naturally to higher level units.
NOTE2: Units of the same type will level up the same way, and gain the same traits. So a lvl 2 Piker will have one set of traits, and a lvl 3 piker will have the same traits plus one more, a lvl 4 will have the same as a lvl 3 with one additional trait. All lvl 4 Pikers will have the same traits.
Each skill tree has one Primary and three Secondary skills. Secondary skills cannot be levelled past the level of their primary skill.
Skills have four levels: Basic, Advanced, Expert, and Master.
Skill Trees:
General (available to everyone):
Hardiness (Primary): Increases Hits of a unit (10%/20%/30%/40%)
*Melee Attack (Secondary): Increases Melee Attack of a unit (10%/20%/30%/40%)
*Defense (Secondary): Increases Defense of a unit (10%/20%/30%/40%)
*Ranged Attack (Secondary): Increases Ranged Attack of a unit (10%/20%/30%/40%)
Scouting (Primary): Increases sight range of a unit (1 hex/2 hexes/3 hexes/ 4 hexes)
*Pathfinding (secondary): Decreases movement penalty of difficult terrain (0.25 point reduction/0.5 reduction/0.75 reduction/1 reduction)
*Stealth (secondary): Increases chance of remaining hidden from enemy scouts (invisible to units with scouting lower than your stealth)
*Maneuver (secondary): Increases Movement of a unit (0.5/1/1.5/2)
Warlord (available to warlords and leaders/heirs):
Leadership (Primary): Grants bonuses to hits of all units in a stack (+20%/+40%/+60%/+80%)
*Offensive Tactics (secondary): Grants bonus to attack of a stack (+10%/20%/30%/40%)
*Defensive Tactics (secondary): Grants bonus to defense of a stack (+10%/20%/30%/40%)
*Mobility (secondary): Increases movement of a stack (+25%/50%/75%/100%)
Rulership (Available to leaders/heirs):
Rulership (Primary): Increases Schmukers per turn (10%/20%/30%/40%)
*Estates (secondary): Reduces upkeep costs of all units (10%/20%/30%/40%)
*Contracting (secondary): Reduces costs of hiring mercenaries/casters. Also reduces interest penalty of loans (10%/20%/30%/40%)
*Diplomacy (secondary): Increases recruitment rate of natural allies (10%/20%/30%/40%)
Magic (Available to Casters):
NOTES: All magic traits have a primary trait (the class of magic) that increases a caster's juice and potency of spells of that class. They then also have 3 secondary traits that have specific effects, as well as improving magic of that type.
Primary Magic Traits of every level provide 10 additional points of juice.
Magic traits are for general use, if you have a specific use you’d like to do, ask and I will provide a cost.
Any magic that allows you to create a unit also provides a leadership bonus when stacked with those unit types (even those you haven’t created) as if you had the Leadership primary (20%/40%/60%/80%)
Hocus Pocus (Primary)
*Findamancy (secondary) Can scout 1 hex per 1 points of juice (1/0.75/0.5/0.25), but can only search for one thing at a time (keywords like siege, scouts, casters, etc). This provides little information, but is cheaper than other methods of scouting, and can help guide areas to scout. Can penetrate foolamancy by spending more juice than the foolamancer did to make the veil.
*Predictamancy (secondary) Can reroll attack rolls at 5 juice per dice. Can also make enemies reroll defense rolls at double the cost (5/4/3/2). The rerolls may be rerolled at double the cost of juice (fate can only be manipulated so much).
*Mathamancy (secondary) Calculating matchups provides a +1 bonus to a units attack or defense roll per 5 points spent (max of trait level per attribute, so master-level can only provide a +4 bonus at a cost of 8 juice) (5/4/3/2).
Spookism (Primary)
*Turnamancy (secondary) Can try to dominate enemy units at a cost of 5 points per hit (5/4/3/2). Produces bonus pop points per juice spent (1/1.3/1.6/2)
*Dollomancy (secondary) can create cloth golems at a cost of 1 juice per hit. Increases effectiveness of dollomancy spells (1 hit/1.3/1.6/2| 20%/40%/60%/80%). Can create accessories.
*Weirdomancy (secondary) Able to increase a units movement at a cost of 10/9/7/5 juice per point increased. Able to allow one unit to ignore the wall bonus of a city at the same cost. Able to remove a special, or add one (such as flying) for a turn at a cost of 20/17/13/10. Able to create a portal. Portals are two way and each portal can only link to one other portal. Each portal must be made individually, and the caster must be present to create each portal. Each portal costs 200 juice, which may be spent over multiple turns.
Stuffamancy (Primary)
*Dirtamancy (secondary)Able to reduce the cost of upgrading or building a city or city improvements by 1/1.3/1.6/2% per juice spent (maximum 50% reduction). May create and heal crap/mud/dirt/rock golems as per a dollomancer. May create up to 20/40/70/100 juice worth of traps in a hex which deal 1/1.3/1.6/2 hit per juice to any enemy stack entering the hex. Dirtamancer may activate/deactivate the traps at will as long as they are within the hex. Active traps always spring on the first stack from another side that enters them.
*Changemancy (secondary) Can turn a unit into another unit. Costs 1 juice per 1/1.3/1.6/2 pop points difference between the two units.
*Dittomancy (secondary) doubles the attack of ranged units (cost 2 per attack point/1.6/1.3/1). Can dupe units (creates an exact copy that lasts until end of next turn; costs 5 juice per hit/4/3/2). Can replicate units popped in the city they are in (costs 4 juice per hit/3/2/1). These units are permanent.
Eyemancy (Primary)
*Lookamancy (secondary) Can scout 1 hex per 2 points of juice (2/1.5/1/0.5) [Cost increases by 1/0.75/0.5/0.25 juice per hex away from the lookamancer]. Can penetrate foolamancy by spending more juice than the foolamancer did to make the veil.
*Thinkamancy (secondary) Can send thinkagrams by spending 1 juice (cost doesn’t change). May dominate an enemy unit for (1/2/3/4) turns at a cost of 2 juice per hit of the enemy unit. [may reduce the cost of the domination by reducing its duration to 2/1.6/1.3/1; so a master class thinkamancer may dominate a unit for 1 turn at a cost of 1 juice per hit, or 2 turns at a cost of 1.3 juice per hit]. May link to another caster, allowing them to share a pool of juice, in addition to reducing juice costs by 5/10/15/20%. May create a three caster link, creating a combined pool between all three casters, allowing access to more awesome spells. Breaking the link has a 50/40/30/10% chance to kill each caster involved in the link.
*Foolamancy (secondary) Can veil units by spending 1 juice per hit (1 juice per hit/1.3/1.6/2). Can create illusionary doubles of units at the same cost rate. Increases effectiveness of veils by (20%/40%/60%/80%), and decreases their chance to be penetrated.
Hippiemancy (Primary)
*Flower Power (secondary) can prevent units from attacking at a cost of 1 juice per hit of enemy unit (1 hit per juice/1.3/1.6/2) or create plant creatures at a cost of 1 juice per hit (1 hit per juice/1.3/1.6/2) May poison a unit at a cost of 1 juice per 1/1.3/1.6/2 hits of the unit. The unit dies at the end of its turn. 100 juice, may prevent all combat in a hex for a turn.
*Signamancy (secondary) Can make units appear to be other units. Cost is 5 juice per point difference between unit hits (minimum 2 points in cost). (5 juice per point/4/3/2).
*Date-a-mancy (secondary) Can make units match to deal damage to specific units. Cost 2 juice per damage point (2/1.6/1.3/1). Increases damage caused by (10%/20%/30%/40%) [bonus damage from dateamancy does not incur additional juice cost, and is added after juice cost is taken into account. If your caster cannot cover the juice cost, then only damage they can cover is caused.
Naughtymancy (Primary)
*Shockamancy (secondary) can prevent units from attacking at a cost of 1 juice per 2 hits of enemy unit (2 hit per juice/2.6/3/2/4) Deal 1/1.3/1.6/2 hits per juice as an attack.
*Croakamancy (secondary) can convert deceased units into undead at a cost of 1 juice per hit (partial creations allowed).(1hit per juice/1.3/1.6/2)
*Rectonjuration (secondary) Can mimic the effects of any other branch of magic at an increased cost. Increases the effectiveness of all Retconjured spells. (cost 5 juice per juice of regular spell/4/3/2 | 20% effectiveness boost/40%/60%/80%)
Stagemancy (Primary)
*Hat Magic (secondary)Create a pair of linked hats for 20 juice (can be spent over multiple turns), which may then send items (such as those created by a dollamancer) between the two hats. Pull a unit (must be non-sentient) out of a hat for 5/4/3/2 juice per hit of the unit.
*Carnymancy (secondary) May add or subtract 1 from any die roll at the cost of 5/4/3/2 juice. May only be used once per roll. Must be reused on rerolls generated by predictamancy.
*Rhyme-o-mancy (secondary) Increases the move speed of a stack by 1 per 20/17/14/10 juice spent. Increases the effective juice spent by another caster by 1/1.3/1.6/2% per juice spent.
Clevermancy (Primary)
*Luckamancy (Secondary) You can transfer a die roll from one unit to another at a cost of 5 points per difference in die rolls [so a 4 rolled being replaced by a 6 costs 10 juice]. (5 juice per point difference/4/3/2).
*Healomancy (Secondary) Can heal 1 hit of damage at the cost of 1 juice. Increases heal spell effectiveness (1 dam/1.3/1.6/2.0|20%/40%/60%/80%)
*Moneymancy (Secondary) Increases income per turn by 1% per point of juice. (1%/2%/3%/5%) Can convert shmuckers into gems at a cost of 1 juice per 50 shmuckers. (50/75/100/150)
Units gain 1 trait per level, and have an extremely limited selection. Units that have "natural" traits can improve these traits as if they had access to them (so a natural thinkamancer like an archon can improve their thinkamancy trait).
Warlords and Casters gain 2 traits per level. Warlords typically cannot gain caster traits, and casters typically cannot gain leadership-related traits.
Heirs and Faction Leaders gain 3 traits per level (not retroactively, only when leveling while heir/leader). Typically they have access to warlord traits (though caster leaders/heirs are not unheard of). They can gain the Rulership and related trait.
NOTE: games utilizing these rules should not include level as a calculation for combat. Traits should give bonuses naturally to higher level units.
NOTE2: Units of the same type will level up the same way, and gain the same traits. So a lvl 2 Piker will have one set of traits, and a lvl 3 piker will have the same traits plus one more, a lvl 4 will have the same as a lvl 3 with one additional trait. All lvl 4 Pikers will have the same traits.
Each skill tree has one Primary and three Secondary skills. Secondary skills cannot be levelled past the level of their primary skill.
Skills have four levels: Basic, Advanced, Expert, and Master.
Skill Trees:
General (available to everyone):
Hardiness (Primary): Increases Hits of a unit (10%/20%/30%/40%)
*Melee Attack (Secondary): Increases Melee Attack of a unit (10%/20%/30%/40%)
*Defense (Secondary): Increases Defense of a unit (10%/20%/30%/40%)
*Ranged Attack (Secondary): Increases Ranged Attack of a unit (10%/20%/30%/40%)
Scouting (Primary): Increases sight range of a unit (1 hex/2 hexes/3 hexes/ 4 hexes)
*Pathfinding (secondary): Decreases movement penalty of difficult terrain (0.25 point reduction/0.5 reduction/0.75 reduction/1 reduction)
*Stealth (secondary): Increases chance of remaining hidden from enemy scouts (invisible to units with scouting lower than your stealth)
*Maneuver (secondary): Increases Movement of a unit (0.5/1/1.5/2)
Warlord (available to warlords and leaders/heirs):
Leadership (Primary): Grants bonuses to hits of all units in a stack (+20%/+40%/+60%/+80%)
*Offensive Tactics (secondary): Grants bonus to attack of a stack (+10%/20%/30%/40%)
*Defensive Tactics (secondary): Grants bonus to defense of a stack (+10%/20%/30%/40%)
*Mobility (secondary): Increases movement of a stack (+25%/50%/75%/100%)
Rulership (Available to leaders/heirs):
Rulership (Primary): Increases Schmukers per turn (10%/20%/30%/40%)
*Estates (secondary): Reduces upkeep costs of all units (10%/20%/30%/40%)
*Contracting (secondary): Reduces costs of hiring mercenaries/casters. Also reduces interest penalty of loans (10%/20%/30%/40%)
*Diplomacy (secondary): Increases recruitment rate of natural allies (10%/20%/30%/40%)
Magic (Available to Casters):
NOTES: All magic traits have a primary trait (the class of magic) that increases a caster's juice and potency of spells of that class. They then also have 3 secondary traits that have specific effects, as well as improving magic of that type.
Primary Magic Traits of every level provide 10 additional points of juice.
Magic traits are for general use, if you have a specific use you’d like to do, ask and I will provide a cost.
Any magic that allows you to create a unit also provides a leadership bonus when stacked with those unit types (even those you haven’t created) as if you had the Leadership primary (20%/40%/60%/80%)
Hocus Pocus (Primary)
*Findamancy (secondary) Can scout 1 hex per 1 points of juice (1/0.75/0.5/0.25), but can only search for one thing at a time (keywords like siege, scouts, casters, etc). This provides little information, but is cheaper than other methods of scouting, and can help guide areas to scout. Can penetrate foolamancy by spending more juice than the foolamancer did to make the veil.
*Predictamancy (secondary) Can reroll attack rolls at 5 juice per dice. Can also make enemies reroll defense rolls at double the cost (5/4/3/2). The rerolls may be rerolled at double the cost of juice (fate can only be manipulated so much).
*Mathamancy (secondary) Calculating matchups provides a +1 bonus to a units attack or defense roll per 5 points spent (max of trait level per attribute, so master-level can only provide a +4 bonus at a cost of 8 juice) (5/4/3/2).
Spookism (Primary)
*Turnamancy (secondary) Can try to dominate enemy units at a cost of 5 points per hit (5/4/3/2). Produces bonus pop points per juice spent (1/1.3/1.6/2)
*Dollomancy (secondary) can create cloth golems at a cost of 1 juice per hit. Increases effectiveness of dollomancy spells (1 hit/1.3/1.6/2| 20%/40%/60%/80%). Can create accessories.
*Weirdomancy (secondary) Able to increase a units movement at a cost of 10/9/7/5 juice per point increased. Able to allow one unit to ignore the wall bonus of a city at the same cost. Able to remove a special, or add one (such as flying) for a turn at a cost of 20/17/13/10. Able to create a portal. Portals are two way and each portal can only link to one other portal. Each portal must be made individually, and the caster must be present to create each portal. Each portal costs 200 juice, which may be spent over multiple turns.
Stuffamancy (Primary)
*Dirtamancy (secondary)Able to reduce the cost of upgrading or building a city or city improvements by 1/1.3/1.6/2% per juice spent (maximum 50% reduction). May create and heal crap/mud/dirt/rock golems as per a dollomancer. May create up to 20/40/70/100 juice worth of traps in a hex which deal 1/1.3/1.6/2 hit per juice to any enemy stack entering the hex. Dirtamancer may activate/deactivate the traps at will as long as they are within the hex. Active traps always spring on the first stack from another side that enters them.
*Changemancy (secondary) Can turn a unit into another unit. Costs 1 juice per 1/1.3/1.6/2 pop points difference between the two units.
*Dittomancy (secondary) doubles the attack of ranged units (cost 2 per attack point/1.6/1.3/1). Can dupe units (creates an exact copy that lasts until end of next turn; costs 5 juice per hit/4/3/2). Can replicate units popped in the city they are in (costs 4 juice per hit/3/2/1). These units are permanent.
Eyemancy (Primary)
*Lookamancy (secondary) Can scout 1 hex per 2 points of juice (2/1.5/1/0.5) [Cost increases by 1/0.75/0.5/0.25 juice per hex away from the lookamancer]. Can penetrate foolamancy by spending more juice than the foolamancer did to make the veil.
*Thinkamancy (secondary) Can send thinkagrams by spending 1 juice (cost doesn’t change). May dominate an enemy unit for (1/2/3/4) turns at a cost of 2 juice per hit of the enemy unit. [may reduce the cost of the domination by reducing its duration to 2/1.6/1.3/1; so a master class thinkamancer may dominate a unit for 1 turn at a cost of 1 juice per hit, or 2 turns at a cost of 1.3 juice per hit]. May link to another caster, allowing them to share a pool of juice, in addition to reducing juice costs by 5/10/15/20%. May create a three caster link, creating a combined pool between all three casters, allowing access to more awesome spells. Breaking the link has a 50/40/30/10% chance to kill each caster involved in the link.
*Foolamancy (secondary) Can veil units by spending 1 juice per hit (1 juice per hit/1.3/1.6/2). Can create illusionary doubles of units at the same cost rate. Increases effectiveness of veils by (20%/40%/60%/80%), and decreases their chance to be penetrated.
Hippiemancy (Primary)
*Flower Power (secondary) can prevent units from attacking at a cost of 1 juice per hit of enemy unit (1 hit per juice/1.3/1.6/2) or create plant creatures at a cost of 1 juice per hit (1 hit per juice/1.3/1.6/2) May poison a unit at a cost of 1 juice per 1/1.3/1.6/2 hits of the unit. The unit dies at the end of its turn. 100 juice, may prevent all combat in a hex for a turn.
*Signamancy (secondary) Can make units appear to be other units. Cost is 5 juice per point difference between unit hits (minimum 2 points in cost). (5 juice per point/4/3/2).
*Date-a-mancy (secondary) Can make units match to deal damage to specific units. Cost 2 juice per damage point (2/1.6/1.3/1). Increases damage caused by (10%/20%/30%/40%) [bonus damage from dateamancy does not incur additional juice cost, and is added after juice cost is taken into account. If your caster cannot cover the juice cost, then only damage they can cover is caused.
Naughtymancy (Primary)
*Shockamancy (secondary) can prevent units from attacking at a cost of 1 juice per 2 hits of enemy unit (2 hit per juice/2.6/3/2/4) Deal 1/1.3/1.6/2 hits per juice as an attack.
*Croakamancy (secondary) can convert deceased units into undead at a cost of 1 juice per hit (partial creations allowed).(1hit per juice/1.3/1.6/2)
*Rectonjuration (secondary) Can mimic the effects of any other branch of magic at an increased cost. Increases the effectiveness of all Retconjured spells. (cost 5 juice per juice of regular spell/4/3/2 | 20% effectiveness boost/40%/60%/80%)
Stagemancy (Primary)
*Hat Magic (secondary)Create a pair of linked hats for 20 juice (can be spent over multiple turns), which may then send items (such as those created by a dollamancer) between the two hats. Pull a unit (must be non-sentient) out of a hat for 5/4/3/2 juice per hit of the unit.
*Carnymancy (secondary) May add or subtract 1 from any die roll at the cost of 5/4/3/2 juice. May only be used once per roll. Must be reused on rerolls generated by predictamancy.
*Rhyme-o-mancy (secondary) Increases the move speed of a stack by 1 per 20/17/14/10 juice spent. Increases the effective juice spent by another caster by 1/1.3/1.6/2% per juice spent.
Clevermancy (Primary)
*Luckamancy (Secondary) You can transfer a die roll from one unit to another at a cost of 5 points per difference in die rolls [so a 4 rolled being replaced by a 6 costs 10 juice]. (5 juice per point difference/4/3/2).
*Healomancy (Secondary) Can heal 1 hit of damage at the cost of 1 juice. Increases heal spell effectiveness (1 dam/1.3/1.6/2.0|20%/40%/60%/80%)
*Moneymancy (Secondary) Increases income per turn by 1% per point of juice. (1%/2%/3%/5%) Can convert shmuckers into gems at a cost of 1 juice per 50 shmuckers. (50/75/100/150)
Cities
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A city is a center of production and trade. Cities have levels as well as buildings that determine their function. One upgrade can be built per turn, and upgrades can be targeted and destroyed with siege. Unlike units, buildings do not have defense, but only hits that are only regenerated when there are no enemy units within 2 hexes of the city.
Upgrades cost 2500 * new upgrade level schmuckers, and takes 1 turn to construct. City Center Upgrades are special and take 1 turn per level to build, and cost 10k schmuckers per new city level.
City Center: Each level increases the city's level by 1. Starts at lvl 1, you must have at least (lvl-1) ^2 city improvements to level up the city (lvl 2 requires 1 upgrades, lvl 3 requires 4, lvl 4 requires 9, and lvl 5 requires 16 upgrades). Produces 1000 schmukers, 50 pop points, 10 wall defense, decreases garrison upkeep by 10%, stores 20 juice of defenses and has 1 production slot per level.
Barracks: Each level increases the number of units the city can produce by 1
Smithy: each level increases the number of pop points the city produces by 25
Tower: Each level increases the amount of stored defense juice by 20 points
Walls: Each level increases city defenses by 5
Slaughterhouse/Granary: Each level increases city income by 250 schmukers.
Storehouse: Each level decreases upkeep cost of garrison by 5%
Upgrades cost 2500 * new upgrade level schmuckers, and takes 1 turn to construct. City Center Upgrades are special and take 1 turn per level to build, and cost 10k schmuckers per new city level.
City Center: Each level increases the city's level by 1. Starts at lvl 1, you must have at least (lvl-1) ^2 city improvements to level up the city (lvl 2 requires 1 upgrades, lvl 3 requires 4, lvl 4 requires 9, and lvl 5 requires 16 upgrades). Produces 1000 schmukers, 50 pop points, 10 wall defense, decreases garrison upkeep by 10%, stores 20 juice of defenses and has 1 production slot per level.
Barracks: Each level increases the number of units the city can produce by 1
Smithy: each level increases the number of pop points the city produces by 25
Tower: Each level increases the amount of stored defense juice by 20 points
Walls: Each level increases city defenses by 5
Slaughterhouse/Granary: Each level increases city income by 250 schmukers.
Storehouse: Each level decreases upkeep cost of garrison by 5%
Creating a Side:
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All sides have to have one ruler. Ideally, they will also have 2-3 warlords and 1-2 casters, though these are not necessary. Rulers begin the game at lvl 3, though later units may be promoted to ruler at different levels. The initial ruler is presumed to have been popped as a ruler, and thus has 9 total trait points. Rulers may not be casters. Warlords at the beginning of the game are lvl 2, as are casters. They are presumed to have 4 trait points. Note: warlords/casters that are popped at a later time are assigned a random level from 1-3
All sides have five unit types to begin with. These are “standard” designs, and may not have a subtype. In addition, a side may have one additional unit design per level of a relevant caster trait. These must be of the same subtype as the caster. For example, a master croakamancer would grant the side four additional unit designs, all of which must be uncroaked.
All sides have five unit types to begin with. These are “standard” designs, and may not have a subtype. In addition, a side may have one additional unit design per level of a relevant caster trait. These must be of the same subtype as the caster. For example, a master croakamancer would grant the side four additional unit designs, all of which must be uncroaked.
Creating an initial Character
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Whenever a character is made (warlord, ruler, caster) they have 20 points can be assigned between hits, attack, defense, and move. A character can not have more than 10 base hits (and must have at least 5 making it a medium unit). They gain 1 attribute point per trait they have as well, which can be assigned to any of the above stats (with the normal restrictions). Casters can also gain bonus juice at a rate of 5 points of juice per attribute point spent.
Need some help on finishing out the caster traits and city upgrades. Any advice on the empty slots? What sort of costs should I look to meet for city improvements? I'm thinking of just level * 2500 shmukers for upgrades and 10k*new city level to improve the town center.
Also looking for testers to play this game

