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aerin13

aerin13

Faction Tracking

Round 4

Region writeups

Rules

“Once you have taken over a region, you will need to write it up in the same manner as you did your first region. If you do not do so within 2 rounds of acquiring the region, barring extenuating out-of-game circumstances, the region's factions will progressively become rebellious due to your neglect, and Sway or Impress actions to bring them back to loyalty will suffer a -4 penalty until the writeup is complete.”

The following regions will begin to become rebellious at the end of round 4 if not written up:

  • Region 15 (BCC)
  • Region 18 (TEA)
  • Region 41 (ELD)
  • Region 90 (DIC)

The following regions will begin to become rebellious at the end of round 5 if not written up:

  • Region 8 (GLO)
  • Region 19 (TEA)
  • Region 28 (CUS)
  • Region 35 (ALF)
  • Region 55 (SCM)
  • Region 56 (CBC)
  • Region 86 (CAS)
  • Region 95 (DIC)
  • Region 110 (RAT)
Region posts in the Planets of Tekhum forum

The following players need to post their nation writeup in the Planets of Tekhum forum on Mythweavers, or else begin to suffer unrest at the end of round 5:

  • D&DFan (AVP)
  • LadySerpentine (TWI)
Media faction unrest

Rules

“If you do not have the support of another faction in the region, own a trading post in the region, or share the region's Majority or Sole faith, you will lose the media's support in the region after one round.”

There are currently no Media factions in danger of unrest.

Mercantile faction unrest

Rules and explanation

If you possess the support of a region’s mercantile faction, “lacking the local Desired Import will cause you to lose the mercantile support after three rounds.”

“If the Mercantile support in an owned region is Open and the region owner does not own a Trade Post that fulfills the local Desired Import, the Mercantile faction will become Unruly after a period of four rounds without their needs being met. These four rounds include any time during which the Mercantile faction’s support is given to another country, but that country cannot fulfill the region’s Desired Import.”

Player nations are given two extra rounds of leniency upon starting play to acquire their capital region’s Desired Import.

Being passed a resource through a Trade Route will fulfill a region’s Desired Import for a single round, but will not reset the timer to unrest. If you wish to avoid unrest, either be traded the necessary resource every round continuously or acquire a Trading Post of it yourself. 

The following mercantile supports will become open at the end of the listed round if the desired import is not supplied.

Round 5:

  • Region 2 (BCC, Superconductors)
  • Region 3 (UNC, Psychotropics)
  • Region 11 (TEA, Rare Metals)
  • Region 23 (WTP, Robots)
  • Region 44 (GLO, Symbol Printing)
  • Region 46 (ARK, Compostables)
  • Region 54 (AVP, Laborers)
  • Region 58 (TWI, Cybernetics and Prosthetics)
  • Region 65 (ISH, Spices)

Round 6:

  • Region 17 (BIR, Fruits and Vegetables)
  • Region 70 (WTU, Industrial Machinery)
  • Region 71 (BAF, Magic Talismans)
  • Region 73 (SNK, Crystals - if no longer supplied via Trade Route)

Round 7: 

  • Region 77 (COV, Water)

The following open supports will become unruly at the end of the listed round if the desired import is not supplied.

Round 6: 

  • Region 15 (BCC, Fuel and Power)
  • Region 41 (ELD, Medicines and Drugs)

Round 7:

  • Region 19 (TEA, Chemical Reagents)
  • Region 30 (RRE, Precious Minerals - changed from Rare Metals)
  • Region 35 (ALF, Industrial Machinery)
  • Region 42 (ELD, Entertainment)
  • Region 51 (ALF, Medicines and Drugs)
  • Region 55 (SCM, Information and Data)
  • Region 56 (CBC, Magical Items)
  • Region 86 (CAS, Ores and Alloys)
  • Region 95 (DIC, Computers)

The Faction Tracker GM is human (for now) and makes mistakes sometimes. Please ping or DM Aerin if you think your region should not be in danger of unrest.

aerin13

aerin13

Faction Tracking

Round 4

Region writeups

Rules

“Once you have taken over a region, you will need to write it up in the same manner as you did your first region. If you do not do so within 2 rounds of acquiring the region, barring extenuating out-of-game circumstances, the region's factions will progressively become rebellious due to your neglect, and Sway or Impress actions to bring them back to loyalty will suffer a -4 penalty until the writeup is complete.”

The following regions will begin to become rebellious at the end of round 4:

  • Region 15 (BCC)
  • Region 18 (TEA)
  • Region 41 (ELD)
  • Region 90 (DIC)

The following regions will begin to become rebellious at the end of round 5:

  • Region 8 (GLO)
  • Region 19 (TEA)
  • Region 28 (CUS)
  • Region 35 (ALF)
  • Region 55 (SCM)
  • Region 56 (CBC)
  • Region 86 (CAS)
  • Region 95 (DIC)
  • Region 110 (RAT)
Region posts in the Planets of Tekhum forum

The following players need to post their nation writeup in the Planets of Tekhum forum on Mythweavers, or else begin to suffer unrest at the end of round 5:

  • D&DFan (AVP)
  • LadySerpentine (TWI)
Media faction unrest

Rules

“If you do not have the support of another faction in the region, own a trading post in the region, or share the region's Majority or Sole faith, you will lose the media's support in the region after one round.”

There are currently no Media factions in danger of unrest.

Mercantile faction unrest

Rules and explanation

If you possess the support of a region’s mercantile faction, “lacking the local Desired Import will cause you to lose the mercantile support after three rounds.”

“If the Mercantile support in an owned region is Open and the region owner does not own a Trade Post that fulfills the local Desired Import, the Mercantile faction will become Unruly after a period of four rounds without their needs being met. These four rounds include any time during which the Mercantile faction’s support is given to another country, but that country cannot fulfill the region’s Desired Import.”

Player nations are given two extra rounds of leniency upon starting play to acquire their capital region’s Desired Import.

Being passed a resource through a Trade Route will fulfill a region’s Desired Import for a single round, but will not reset the timer to unrest. If you wish to avoid unrest, either be traded the necessary resource every round continuously or acquire a Trading Post of it yourself. 

The following mercantile supports will become open at the end of the listed round.

Round 5:

  • Region 2 (BCC, Superconductors)
  • Region 3 (UNC, Psychotropics)
  • Region 11 (TEA, Rare Metals)
  • Region 23 (WTP, Robots)
  • Region 44 (GLO, Symbol Printing)
  • Region 46 (ARK, Compostables)
  • Region 54 (AVP, Laborers)
  • Region 58 (TWI, Cybernetics and Prosthetics)
  • Region 65 (ISH, Spices)

Round 6:

  • Region 17 (BIR, Fruits and Vegetables)
  • Region 70 (WTU, Industrial Machinery)
  • Region 71 (BAF, Magic Talismans)
  • Region 73 (SNK, Crystals - if no longer supplied via Trade Route)

Round 7: 

  • Region 77 (COV, Water)

The following open supports will become unruly at the end of the listed round.

Round 6: 

  • Region 15 (BCC, Fuel and Power)
  • Region 41 (ELD, Medicines and Drugs)

Round 7:

  • Region 19 (TEA, Chemical Reagents)
  • Region 30 (RRE, Precious Minerals - changed from Rare Metals)
  • Region 35 (ALF, Industrial Machinery)
  • Region 42 (ELD, Entertainment)
  • Region 51 (ALF, Medicines and Drugs)
  • Region 55 (SCM, Information and Data)
  • Region 56 (CBC, Magical Items)
  • Region 86 (CAS, Ores and Alloys)
  • Region 95 (DIC, Computers)

The Faction Tracker GM is human (for now) and makes mistakes sometimes. Please ping or DM Aerin if you think your region should not be in danger of unrest.

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