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aerin13

aerin13

Faction Tracking

Round 7

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 have unruly factions that will return to open at the end of round 7 if a writeup is submitted:

  • Region 61 (TWI)
  • Region 106 (SCM)

The following regions will begin to become rebellious at the end of round 7 if not written up:

  • Region 13 (UHS)
  • Region 26 (RRE)
  • Region 43 (ELD)
  • Region 64 (SNK)
  • Region 67 (ISH)
  • Region 70 (SNK)
  • Region 75 (SCM)
  • Region 99 (RAT)
  • Region 104 (BCC)
  • Region 105 (TEA)
  • Region 108 (ELD)

The following regions will begin to become rebellious at the end of round 8 if not written up:

  • Region 14 (BIR, writeup not approved - needs edits/additions)
  • Region 22 (HOF, writeup not approved - needs edits/additions)
  • Region 59 (AVP)
  • Region 81 (HOF, writeup not approved - needs edits/additions)
Region posts in the Planets of Tekhum forum

The following approved writeups need to be posted in the Planets of Tekhum forum, or else begin to suffer unrest at the end of round 8:

  • Region 15 (Suaka Beruntung, BCC)
  • Region 39 (Wikus Plains, WIC)
  • Region 55 (Mraza, SCM)
  • Region 110 (Craobhan Mòra, RAT)
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 8: 

  • Region 18 (WTU, Ores and Alloys)
  • Region 23 (WTP, Robots - if no longer supplied via TR)
  • Region 46 (ARK, Compostables - if no longer supplied via TR) My mistake! This DI is fulfilled.

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

Round 7:

  • Region 19 (TEA, Chemical Reagents)
  • Region 41 (ELD, Medicines and Drugs)
  • Region 95 (DIC, Computers)

Round 8:

  • Region 13 (UHS, Precious Minerals)
  • Region 22 (TEA, Planetary Vehicles)
  • Region 33 (COE, Industrial Machinery)
  • Region 61 (TWI, Fuel and Power)
  • Region 81 (HOF, Art and Cultural Products)

Round 9:

  • Region 14 (BIR, Meats and Animal Products)
  • Region 43 (ELD, Fruits and Vegetables)
  • Region 64 (SNK, Construction Materials)
  • Region 70 (SNK, Industrial Machinery)
  • Region 75 (SCM, Medicines and Drugs)
  • Region 99 (RAT, Soldiers)
  • Region 105 (TEA, Fuel and Power)
  • Region 108 (ELD, Laborers)

Round 10:

  • Region 53 (CBC, Soldiers)

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 7

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 have unruly factions that will return to open at the end of round 7 if a writeup is submitted:

  • Region 61 (TWI)
  • Region 106 (SCM)

The following regions will begin to become rebellious at the end of round 7 if not written up:

  • Region 13 (UHS)
  • Region 26 (RRE)
  • Region 43 (ELD)
  • Region 64 (SNK)
  • Region 67 (ISH)
  • Region 70 (SNK)
  • Region 75 (SCM)
  • Region 99 (RAT)
  • Region 104 (BCC)
  • Region 105 (TEA)
  • Region 108 (ELD)

The following regions will begin to become rebellious at the end of round 8 if not written up:

  • Region 14 (BIR, writeup not approved - needs edits/additions)
  • Region 22 (HOF, writeup not approved - needs edits/additions)
  • Region 59 (AVP)
  • Region 81 (HOF, writeup not approved - needs edits/additions)
Region posts in the Planets of Tekhum forum

The following approved writeups need to be posted in the Planets of Tekhum forum, or else begin to suffer unrest at the end of round 8:

  • Region 15 (Suaka Beruntung, BCC)
  • Region 39 (Wikus Plains, WIC)
  • Region 55 (Mraza, SCM)
  • Region 110 (Craobhan Mòra, RAT)
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 8: 

  • Region 18 (WTU, Ores and Alloys)
  • Region 23 (WTP, Robots - if no longer supplied via TR)
  • Region 46 (ARK, Compostables - if no longer supplied via TR)

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

Round 7:

  • Region 19 (TEA, Chemical Reagents)
  • Region 41 (ELD, Medicines and Drugs)
  • Region 95 (DIC, Computers)

Round 8:

  • Region 13 (UHS, Precious Minerals)
  • Region 22 (TEA, Planetary Vehicles)
  • Region 33 (COE, Industrial Machinery)
  • Region 61 (TWI, Fuel and Power)
  • Region 81 (HOF, Art and Cultural Products)

Round 9:

  • Region 14 (BIR, Meats and Animal Products)
  • Region 43 (ELD, Fruits and Vegetables)
  • Region 64 (SNK, Construction Materials)
  • Region 70 (SNK, Industrial Machinery)
  • Region 75 (SCM, Medicines and Drugs)
  • Region 99 (RAT, Soldiers)
  • Region 105 (TEA, Fuel and Power)
  • Region 108 (ELD, Laborers)

Round 10:

  • Region 53 (CBC, Soldiers)

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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