by Max Barry

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DispatchMetaReference

by Red alert 2-transylvania. . 31 reads.

My To-do list

Answer and resolve stuff on the Google Docs [repeating].
Expand the RP guide, unit specialties into AA units and vehicles and structures.
Turn alot of societal weaknesses into biological ones.
Dissect Glas's factbooks for stuff to add in.

Nation Traits

by Glasyalabolas

National

Animal Experimentation: You nation uses the local wildlife to exploit new branches in science such as researching what better medicines to use and also boosting the animal adaptation trait. But because you aren't exactly the most careful in these experiments, some of the escaped animals are crazed man killers with boosted up bodies. Costs 1 point

Species Experimentation: Requires Animal Experimentation. The best way to know your people is to use your people, your society takes this standard to reality by snatching up both cadavers and living specimens of your own race to study them both biologically and sociologically. Your nation gets an odd mix of both reduced civil unrest and increased civil unrest, as your people are both fear and hate being abducted to be experimented on. Moreover like Animal Experimentation the escapees are homicidal and stronger due to the experimentation, but are sterile as a result of the experiments. However there is a plus side to this, because you use your own people to further understand yourselves your nation gains plenty of knowledge. This increases your resistances greatly and makes your nation more advanced in all research regarding the modification of genetics and cybernetics. Costs 2 points

Geographic Isolation: due to geographic constraints, your nation is somewhat cut off from others. This makes it resistant to foreign culture and economic attacks, but also reduces your nation's own cultural and economic impact on the outside world. gain a minor bonus to defending while in your own homeland. Costs 1 point.

Supreme Geographic Isolation: your nation is surrounded by either mountains, deserts, or other difficult terrain that make it difficult to conquer, if not impossible, leaving 3 or less entrances to your nation by land or sea. Costs 3 points.

Poisonous Terrain: your nation has a slow-acting, toxic atmosphere around it, making enemy armies have to slow down their conquest and pay extra for breathing apparatuses, or else slowly die off. Also reduces foreign influence and espionage. On the downside it reduces the trade value of your nation by half. Costs 2 points.

Volcanic Environment: The landscape in which your civilization was found upon is volcanic ranging in either many steam pockets or massive volcanoes that constantly fire ash into the air. Having a Volcanic environment and with access to the constant thermal pockets can convert this raging power into energy, many of the eruptions have upturned many rich deposits and resources, finally instead of receiving temperate conditions, yours could vary from extremely cold or extremely hot but most types of storms are replaced with ash-based properties giving you and your residents resistance to fire and denser air conditions while negatively affecting your enemies should they not have the same trait or equipment to handle such situations. Despite all these positives there are varying levels of volcanic severity your people can face, eruptions can happen out of the dime and are capable of destroying a wide variety of things, of course depending on the severity. Seismic weaponry can force an eruption inside your nation, and while you receive 200 billion for each mining trait, each farming trait is reduced by 200 billion. Costs 3 points

Efficient Government: the apposite of Corrupt Government. Can still be used in conjunction with it to make a REALLY polar government. Essentially, your government is pretty efficient and your people don’t have much of a problem with it, lowering unrest and increasing government efficiency. Costs 2 points.

Thermal Energy Harmonizers: your nation has the Harmonizer, a device from Lost Planet that gathers thermal energy in order to heal and revive the user, as well as power weaponry. While it has no capability at fighting disease, it can heal the non-brain damage that diseases do, as well as function as a renewable and efficient source of fuel for vehicles and power for energy weaponry. Can be overloaded or underwhelmed in the constant heat of deserts. Costs 3 points.

Smart Pills: these use sensors that track medication use and also monitor heart rate and respiration and wirelessly transmit the data to a computer. Requires that you have some form of computers. Increases treatment efficiency against biological, cryo, pyro, sonic, electric, ballistic, radioactive, and chemical attacks. Costs 1 point.

Military Rations Pills (兵糧丸, Hyōrōgan) are special pills that replenish one's chakra and nourish the body. It is made up of powerful stimulants and nutrients, said to allow the user to keep fighting for three days and three nights without rest. This is from Naruto. These pills boost physical fitness, health, and martial arts abilities, and increase food ration efficiency. Costs 1 point.

Advanced medical technology: your nation has the some of the best medical technology in the world being more advanced than any other nation. This allows you to save more lives than iDisk after battles and raises morale of your soldiers. Costs 2 points.

Movie making industry: Wanna be a movie star, kiddo? Cuz this is how you become a movie star. Movies sway public opinions, melting Cold Wars or igniting rebellions, all while bringing people to laugh or cry depending on how good [or bad] they are. Gives 200 billion in income and works as a combination of propaganda that can be used on other nations and a weaker version of freedom fighters. Costs 3 points. Users:

Sleep pills: your nation is more productive and efficient from manufacturing and distributing pills that literally replace sleep. Though it costs 10% of your national income from nation size without other traits or weaknesses to manufacture [5% if you have automated factories or slavery], it drastically lowers the cost of your vehicles, robots, and equipment, gives your troops a bonus in nighttime and in extended battles, and you can build factories for sleep pills in other nations to service them for 10-5% of their national non-trait and non-weakness income, and can charge them money for it as well! Costs 2 points. Users:

Joy pills: there’s no denying it, this is a malicious way to brainwash your populace into compliance. Joy pills cost 10% of your national income from your nation size, disregarding other traits or weaknesses [5% with automated factories or slavery], but for this tradeoff, your citizenry are not only content and compliant, but also are able to recognize individuals who are not taking their joy pills, such as spies and terrorists, and can attack or police them very effectively. You can also build factories for joy pills in other countries, which will continually cost 10-5% of that countries income from size, and give them the same benefits, but some might consider joy pills to be a form of indoctrination, and thus immoral. Costs 2 points. Users:

Bill Nye the Science Guy: increases medicine and health, synchronizes with medical and health, boosted by and boosts Neil Degrasse Tyson. Costs 2 points.

Neil Degrasse Tyson: increases the quality of spaceships[cosmos] and provides smaller identical health and medical benefits like Bill Nye. Boosts and is boosted by Bill Nye. Costs 2 points.

Information Policing: enemy spies are more easily and quickly captured, and unaffected parts of your nation receive no civil unrest from you losing battles or territory. Costs 2 points.

Digital Wall: slightly raises discontent, but boosts the capture of spies, increases resistance to cyberattacks, and reduces effectiveness and coordination from rebels and terrorists. Costs 1 points.

Propaganda Spam: pro-government propaganda is rampant in your nation, lowering civil unrest in your own country, as well as in conquered territory. Reduces the number and effectiveness of rebels but not terrorists. Costs 1 points.

Speaker Tower Network: your nation has wired speakers in every major facility, on a national level, allowing you to synergize with and blast Propaganda Spam, and also inform your citizens, police, militia, and overall populace of spies and impending attacks and super weapons, thus reducing casualties, and synergizing with Militia traits for added coordination. Also plays music to lower unrest slightly. However, can be commandeered by conquerors for similar benefits and uses, and is vulnerable to hijacking by your rebels as well as those of enemies. Costs 1 point. Users:

Containment Protocols:your nation has equipment, police/militia, and citizens who are well-drilled in how to resist and contain outbreaks of disease, biological weapons, and zombies, thus reducing their potency against your nation and its forces. Costs 2 points. Users:

3D printing: Lowers the cost of robots, equipment, and mechanical units. Synergies with automated factories, and applies its bonus to biological units with Bio Factories. Costs 2 points.

Missionary specialty: requires Religious Guidance. These cheerful, reasonable missionaries provide morale boosts and minor healthcare to anywhere you station them, spreading the faith and improving relations with just their presence and kind actions. Costs 1 point.

Dope Pope: OH FATHER SULLIVAN MCDONALD MALXOM RILEY O'SMITH EMANUEL JOHN XXXIII blessed be you, those before you, and those after you. Your nation's has the one(not only) the only POPE. This big man on campis with his big hat is a recognized member of your (blank) church and having the pope decreases unrest and any bad feels and can help your people "repent". Having a pope makes you more diplomatically likeable politically and for people who also follow your religion (most likely because you forced them too) like you even more. God(s) bless that white-hat b@stard. Costs 1 point.

Music Stars: your nation's music stars can tour other nations twice a week, gaining for the host country and yourself, as well as solidifying relations. They can also cause or remove civil unrest at where they perform, and increase the nation's relations with your own. Costs 2 points. Users:

Pop Culture Characters: your nation hosts a team or organization of heroes, anti-heroes, or villains from pop culture or your own imagination. The size and capability of the team/faction/character determines their point costs.

Deathstroke: Pop Culture Character, functions as an elite spec ops soldier, benefits from your relevant traits, and kicks absolute ass on his missions. Unfortunately, he cannot be in 2 places at once and thus can only bolster/perform one spec ops operation at a time. Costs 1 point.

Source: http://i.imgur.com/BsRA2W1.png
Gamde, The Throwing of Celery: a human wielding a celery stick, who can throw said celery stick like a boomerang at such high speeds that it can literally shatter lower bodies. He tends to use his celery stick in this manner alot. He mainly focuses on fighting off hostile goblins and stopping crime in his special, brutal method. While highly effective against infantry, his celery-focused might is weak against vehicles, mechs, and exosuits. Costs 1 point. User:

General Grievous: this iconic Star Wars prequel character comes with his own Magnaguard droids, and specializes in melee combat, His craftiness, military experience, mechanical enhancements, and ability to escape nearly any losing battle make him a persistent threat to those who would threaten your nation. Enhances your army's performance and tactics, particularly against light side force users. Costs 2 points. Users:

Lord Business: a master at reducing civil unrest and, of course, business, he is able to boost national income by 25%, and can suppress rebellions and insurrection very easily thanks to his leet skillz. Also comes with a Will Ferrel bot. Costs 5 points. Users:

Good Cop/Bad Cop: an ace Lego police officer who can utilize martial arts, advanced interrogation techniques, and epic gunplay to suppress civil unrest, fight terrorists, and even take part in the front lines of battle if need be. Costs 2 points. Users:

Where are my pants guy: for Lego players only, gives a boost in stud income of 10%. Costs 1 point. Users:

Scavenging: your country can recycle and scrap leftover enemy and friendly equipment on the battlefield for resources and cash. Costs 1 point.

Superior Scavenging: an upgrade to scavenging, allows you to also salvage and adapt individual components like guns from a tank, although you cannot replicate them without another trait. Costs 3 points.

Brainwashing: your nation uses sedatives, hypnosis, and other dirty tactics to keep the population docile and under control, meaning less rebels and opposition to your rule reducing civil unrest by 1. Costs 1 point:

Seismic Civilization: most of your infrastructure is underground, and you possess seismic technology for your military. Drastically increases the defensive capabilities and durability of your stationary forces, and includes Seismic Weaponry as well. gain a Massive resistance to your cities and bases from most superweapons and bombs in general. Costs 3 points. Users:

Religious Migrants: Whether on a permanent crusade or you just like to go on pilgrimages you lack a nation. Period. You don't have an actual nation to call home. Instead your 'nation' is composed of various religious groupings, to make up your nations populace. While your people can call a 'land' to be their home, they can only visit temporarily. This means that you don't have a nation to be attacked, and anyone trying to wipe you out must go through the other nation(s) in order to get to your people, meaning land-based attacks like flooding or plagues useless unless you don't mind 'collateral damage'. Further more this highly increases the bonus from traits like Missionary Specialization, wherein your people are accustomed to converting people from all walks of life. However they are not nomadic, with each group staying inside their host nation, unless another takes them in. Moreover if your groups are targeted then they merely have to annihilate your people rather then having to go after an entire nation, plus because they are spread so widely your income is divided evenly among each group. While they can combine income to say wage an actual war, this takes more time to amass resources then normal. Costs 2 points

Sky Cities: Arrgh, Matey! Exploiting the skies for settlement? Wot, the ground ain't gud nough` for yah? Yer nation capitalized air superiority to the point to where they have taken to the skies, no longer bound by land! Sky Cities can move anywhere they wish if given the time. However because they are in the sky and not on stable ground, if an area of the city gets destroyed it will take extremely long to fix, superweapons can knock them out of the sky depending on the type and how well fortified it is. Lowers the cost of air units since they are common for your people, requires some sort of other trait that you can explain will keep the cities afloat, such as hover or VTOL tech. Costs 1 point. Users:

Aqua Cities: A traditional pirate I see, yer nation has capitalized on naval superiority where cities have become sea-worthy to the point where a city can fully submerge themselves into the dark blue depths, away from all the ruckus and superweapon-blasting on land. As a naval nation you get better access to raw resources taken by Poseidon's piss, better access to oil wells within the big blue, and can submerge your cities underwater in fire circumstances (or just for fun). However naval cities are prone to being terrorized by the creatures of the deep as well as enemy submarines, and are vulnerable to sabotage and aquatic attacks. Costs 1 point, Users:

Labor camps: your country is able to construct labor camps to control dissidence and reduce public unrest. These initially cost money based on their capacity, but also don't cost maintenance because the prisoners inside pay for it. Labor camps can also increase temporarily increase mineral/oil income at the cost of prisoners, as they work the inmates to death in order to make income that goes beyond the maintenance cost. Taking non-rebel, non-foreign, loyal citizens as prisoners actually increases public unrest and rebelliousness, enemy spies can sabotage gulags in order to cause civil unrest and create/add rebel units. Costs 1 point. Users:

Economic

Youth Labor: Your nation 'allows' applicants at a youthful and fresh age to to work in all sorts of organized jobs, usually for minimum to above minimum wage but that standard is set by your nation. While you get a great boost to industry and manufacturing, your nation has a permanent mark of unrest to stain it from the lack of laws to regulate such labor and other countries who haven't adopted this practice will see you as neglectful-consumerist country and will stain relations with them. Boosts overall economic output by 1%, and gains 4% extra if you also have evil industry, though civil unrest is increased. Costs 1 point

Chef Gordon Ramsey: your nation has the culinary epicness that is Chef Ramsey, mildly lowering unrest and giving you 100 billion in income. In addition, if a nation with Kitchen Nightmares requests food from you and you accept, then they lose unrest beyond that from Kitchen Nightmares, and you gain even more influence among their people. Costs 1 point.

Evil Industry: you gain 5% more total income in your nation for each level of the Trashy weakness [both national and private sector-based] that you have in your main nation, and this effect is replicated in conquered nations. Costs 3 points.

Furniture industry specialty: your nation has a specialty in furniture, which gives you 130 billion in income and very slightly improves your structures and their efficiency. Costs 1 point.

Watch-making industry specialty: your nation produces snazzy watches, which gives you 120 billion in income and gives you wicked-cool spy gadgets for your spies to use, based on watches. Gains 30 billion in income for any Superior Engineering traits adopted. Costs 1 points.

Slavery: not based on race or religion you twit, but on nation and disobedience. Leads to vast increases in production, lower prices for units, a boost in production again when defeating enemy armies and taking some prisoner, and means your own armies are less dependent on supplies from their nation because slaves can scavenge for them. As a downside it causes 2 civil unrest and your own armies give citizens/money to the enemy when defeated because they free the slaves accompanying them. Countries that liberate your slaves lose civil unrest. Costs 2 points. Users:

Piracy: 100 billion extra of your income comes from piracy or privateering allowing you to offer your navy as an mercenary force. Because of this massive amount of money your civilians own and use pirate vessels which rely on small militia like groups taking hold of ships. At the end of each week you can either let them randomly select a nation to steal from or specifically target a nation. If a specific nation is chosen, they no longer be counted as a passive force instead being a part of your official navy, and thus the attack will be viewed as a declaration of war. However if your nation has above 2 trillion by the end of the week then these forces will turn on your nation robbing you of wealth in order to fund themselves. Costs 1 point. Users:

Iron Bank: Your nation can borrow twice your total weekly income, however in return this debt has a 100% interest rate unless you pay off this amount by 25% each week, and if your nation cannot keep up with said debt then the bank retracts its money, and your accounts are frozen until you can manage to pay off the amount they loaned you, preventing you from producing new military forces until then. Costs 3 points. Users:

Porcelain Abundance: Your nation has a larger deposit of Porcelain than usual, cheapening costs for Porcelain Dolls, and boosting income by 140 billion. Costs 1 point.

Ironwood: don't let the name fool ya,it's stronger than steel, it doesn't require any ore deposits, it's process is simpler than that used in making steel, it's a heck of a lot lighter, and resonates and boosts the durability of biotech. However, it can't be reused, it may take as much as twice as long to make as steel, and is effected by bioweapons and chemical weapons like any organism, though it is less effected by chemicals. Lowers the cost of metal-intensive units such as vehicles and robots. Costs 2 points.

Synthetic Oil: a more efficient, eco-friendly, powerful, and reliable alternative than ordinary oil, but due to cost restraints you can only have a limited number of facilities producing it, and can only trade it away to one nation at a time. Gives a minor bonus to land and air vehicle strength and speed. Costs 2 points.

Independence from Oil : your nation has no use for oil in its military, using alternate means of fuel and power. Means enemies cannot target your oil fields to disrupt your economy or weaken your armored forces, and means since your own populace does not consume oil, they can sell more of it to other nations. If you have a non-oil energy source and don't have this trait, you require a mix of oil and the resource for your electronics to function, making them twice as supply-dependent. Costs 1 point.

Radioactive energy crystals: a volatile and dangerous fuel source to handle, radioactive energy crystals are a growable, improved energy source just like synthetic oil, but also are explosive and great targets for sabotage, and are less efficiently handled when a nation doesn't have resistance to radioactive elements. Boosts energy weapons, radiation weapons, and shielding capabilities. Can be grown and spread to other nations, and sold like synthetic oil. Costs 2 points.

Regular energy crystals: identical to their radioactive counter parts, but less volatile and with a smaller bonus to energy weapons and shielding, while easier to handle and less easy to sabotage. Costs 2 points.

Mineral Mining Industry: your nation has an abundance of metals and minerals and other earthly materials, all due to a strong mining industry. While said mines give 200 billion in income AND mineral abundance that can be traded to one country that lacks minerals, these mining operations are not eco-friendly, and tend to harm relations with environmentally friendly or Biotech nations. Costs 1 point.

Seismic Mineral Mining: Requires Seismic Civilization or Seismic Technology. Essentially the same as mineral mining, but it gives 220 billion and 2 copies of excess minerals for trade, but is also far more harmful to the environment, and thus more irritating to Major Biotech nations. Costs 1 point.

Barter Economy: your nation utilizes goods for barter and trade, and thus your economy cannot crash from foreign influence or be hacked through cyber attacks. Costs 2 points.

Practical economy [Robots]: An upgrade for Barter Economy, cannot be used in conjunction with it. As a logical, robotic civilization, your economy revolves around minerals, energy, and other essentials, and not entertainment or traditional currency. Gives you 50% more national income [before income added from traits and weaknesses besides Economic Superpower and Nationstate], but prevents you from being able to trade alcohol or other frivolities with other countries. Trade centers only give you 50% of their income, mineral mining traits give 100 billion more income, but you cannot adopt the traits Print Money or Iron Bank, and you do not benefit from the income gain of any farming traits but can still sell the excess food. Costs 3 points.

Practical economy [Organics]: An upgrade for Barter Economy, cannot be used in conjunction with it. As a practical civilization, your economy revolves around minerals, energy, and other essentials, and not entertainment or traditional currency. Gives you 40% more national income [before income added from traits and weaknesses besides Economic Superpower and Nationstate], but prevents you from being able to trade alcohol or other frivolities with other countries unless you adopt said commodities as your own traits. Being conquered by nations which have such frivolities and pass them onto you reduces civil unrest in your nation for your conqueror. Trade centers only give you 50% of their income, mineral mining traits give 80 billion more income, Farming traits give 20 billion more income, but you cannot adopt the traits Print Money or Iron Bank. Costs 3 points.

Beyond Meat: your country produces quality, artificial meat, superior in every way from tofu, and made from plant proteins. and a powerful and healthy source of nutrition for your populace and revenue for your government. Gives 250 billion in income, increases the health of your populace, and increases relations with biotech and eco-conscious nations due to lack of animal cruelty. Costs 2 points.

Spice Trader: allows your nation to make exotic spices, gaining you 250 billion dollars in income at home, less than drug money but without the weakness of being illegal. Can be traded to other nations to lower civil unrest in the buyer's nation and strengthen relations, as well as give the seller 20 billion in income from the trade. Costs 3 points.

Sneak King: your nation has the Burger King brand, thus gaining 150 billion in income, and you can do special Sneak King missions with the King, delivering burgers to your haters to make them think better of your nation! Costs 1 point.

Vodka: your nation can produce wonderful vodka! It earns you 150 billion extra money and diplomacy bonus with all Vodka lovers and Soviet/Communist/Socialist countries! Costs 1 point.

Jack Daniels: your nation can produce Jack Daniels, earning you 150 billion in extra income and a diplomacy bonus with capitalists and democracies! Costs 1 point.

Tequila: your nation earns an additional 120 billion income from producing tequila. Also, whenever you are victorious in a war it reduces civil unrest by 1. Also slightly increases the civil unrest of invader nations , and increases the amount of rebels in your country when/if you are invaded. Costs 1 point.

Sake: your nation earns an additional 125 billion income from producing Sake. Also because your nations main drink can be mass produced your infantry gain a minor bonus in morale per battle. Costs 1 point.

Moonshine: your nation earns an addition 200 billion income from producing Moonshine. However because they produce moonshine your own nation automatically suffers from extra civil unrest at all times from drunken fools being fools. Costs 1 point.

Blueberry wine: you gain 120 billion in income, and the high antioxidants of this beverage help to mildly boost your people's resistance to bioweapons. Costs 1 point.

Perry/ Pear Cider: you gain 120 billion in income, and the high antioxidants of this beverage help to mildly boost your people's resistance to bioweapons. Costs 1 point.

Alcohol-based fuel: reduced efficiency from ordinary fuel, but plentiful and independent, and still drinkable for a good time and a morale boost! Costs 1 point.

Mead: You know what is so good about Mead? It is the oldest alcoholic drink, even predating wine! This type of beverage has gone through centuries of being perfected and now, you've entered the market. Mead is an alcoholic drink consisting of water and honey, not only will it leave a good taste in your mouth but it gives you some honeyed words as well, making your people more like because of how smooth and sweet their tones are. Mead however because it is such an old and loved drink tends to be consumed much more than water or other non-alcoholic drinks and as a result makes your people tend to get a bit carried away and increases stupid acts performed by your citizens. Gives 90 billion in income, and mildly lowers unrest. Costs 1 point.

Heineken: you can produce the famous brand lager beer, and gain 130 billion in doing so. It also removes civil unrest by a minor amount as well with it's delightfully fresh but bitter taste! Costs 1 point.

Grey Goose Vodka: a French vodka that is classier but otherwise identical to ordinary vodka. Gives 150 billion in income, and increases relations with French countries. Costs 1 point

Hennessy: you can produce the french cognac Hennessy, which increases income by 140 billion, and provides a morale boost to troops in the field and at home. Costs 1 point.

Corellian Ale: raises your reputation with criminals and crime nations/characters. Also gives you a Star Wars feel. Gives 145 billion in income. Costs 1 point.

Corellian Spiced Ale: requires Corellian Ale. Gives 125 billion in income and gives a small morale boost and resistance to cold terrain. Costs 1 point.

Alcohol Crowd Control: Your nation's leaders can control the supply of alcohol and so can obtain complete control over your alcohol-dependent populous. Use of this effect will cause a major increase in the obedience of the population but continued use will cause rebellions and civil unrest. Must have the Alcohol Dependence weakness. Costs 1 point.

Fungus Beer: Requires Seismic Civilization. Fungus beer is unique for being the most easily produced alcoholic beverage, though also one of the most balanced. It is a specialty of orks, and sometimes dwarves. It produces 160 billion in income for being so easily manufactured, but otherwise has no other effects. Costs 1 point.

Alcohol Trader: your nation can offer to trade alcohol to other nations, giving the other nation 10 billion in income for each beverage, whether trait or weakness, and giving you 50 billion for each alcoholic beverage trait or weakness you have. If the offered nation has an alcohol that you don't, they can trade it to you for 50 billion income to them and 10 billion to you, for a beautiful, mutual benefit. However, when trading alcoholic beverages, both nations gain the weaknesses and benefits of them as well, without gaining or losing any points, which can be good, bad, or a mix of both! Costs 4 points.

Vitamin Additives: your beverages, alcoholic or not, have vitamin additives that improve the health of your citizens, as well as the health of people who you trade alcohol to if you have Alcohol Trader, as well as enemy nations that conquer you. Gives 1 point.

Bordeaux Wine: Gives 160 billion income, decreases civil unrest by 1, and the classy nature of this fine alcoholic beverage helps charm the RP leaders of other countries, especially Europeans. Costs 1 point.

Chateaus: Chateaus can be built at areas where economic traits are taking place, like at the mines where your mining trait is or at the pub/tavern where your alcohols are produced and sold, etcetera, either in your own territory or under subjugated/conquered nations and Nationstates. A chateau provides security for the location,as a powerful fortification, and also gives 10 billion in annual income from being a great way for your citizens to tour said area. Costs 1 point.

Feitoras: Requires that your nation does NOT have the Nationstate weakness on ANY level. These can only be constructed on foreign Nationstate nations and give the trait owner half of the income and 100% of the other effects of 1 economic/food trait from the nationstate [so alcohols or mining traits or something are allowed], strengthens relations between both nations, and officially puts the Nationstate nation under the trait owner's protection, though not necessarily under their dominion. The feitora provides a powerful base of defense for the Nationstate. Only 2 can be placed in each Nationstate. Costs 2 points.

Kasbahs: You can construct a single Kasbah in your land, and can construct one in any of your conquered lands, regardless of their environment. It functions as a combination of a fort, and an icon of culture, wealth, and influence. Building one costs 30 billion [less with certain traits], generates 20 billion in income per week, provides a powerful base of operations equivalent to 100 billion dollars, benefits from trait, and lowers civil unrest in the area. Costs 1 point.

Ziggurat: Requires Spiritual Guidance. You can build up to four of them in your nation as they are the center of each of your cities, but only one in conquered territory. They are the center place of worship in that city, and as such are heavily guarded with 50 billion dollars in defences. However Religious Militia gain a bonus in defending their city, along with reducing civil unrest in cities that also follow your religion. It also decreases the cost to repair a city when heavily damaged as its infrastructure is centred around it, and generates 15 billion in income from sacrifices by citizens. Costs 1 point

Moais: Requires that you are on an island and not a main continent. Moai are artistic statues that can be constructed throughout your nation in order to lower civil unrest and give morale to the populace. You can offer to build them in coastal nations as well. Ones in foreign coastal nations provide the default effect but also give 30 billion in income from tourism. Costs 1 point.

Polders: your nation can build polders in your country and in conquered ones, allowing your people to resist sieges more easily thanks to the high food output of said polders, and also providing 100 billion in income, as well as slightly lowering unrest. Costs 1 point.

Terrace Farms: your people are masters of farming with [portals] terraces, and their advanced terrace farming technique allows them to always have food handy. Decreases civil unrest, decreases it again during sieges, and boosts the weekly income of your nation by 5 billion for each level of economic superpower if you have the Collective Farms trait. Costs 1 point.

Collective Farms: your nation domestically [but not in conquered nations] produces a flat amount of 10 billion each week, along with 5 billion extra income for each level of Economic Superpower, and gains approval from comrade Stalin, increasing his potency in the "Let Stalin Guide your shell" trait. Generates a surplus of food to lower unrest and help with surviving sieges. Costs 2 points.

Economic Superpower: your nation is overall more powerful than the average nation, either due to more land or more development, or from being a Union of multiple nations. You gain 100 billion in income per level, each level costs 1 point, and going to war against non-superpower nations or smaller superpower nations gives them even more civil unrest in their nations, so fearful they are of your might. Also increases the amount of time it takes for enemies to cross your nation, for it is so large!

Trade Centers: Your nation can construct trade centers, 1 per country, 1 at home, which produce 30 billion for each country that is linked in to them. However, the host country can demand tariffs on goods traded between them, like Alcohol. This works by the host nation taking a percentage of its revenue from 'Heineken', from giving the nation to which it belongs 120 billion and you 10 billion. Costs 4 points.

Drug Money: your nation earns an extra 500 billion dollars worth of exotic drugs, and can sell them internationally for profit to both the reciever and yourself. They can be used for procreation to reduce domestic tension, and medicine, to provide health care to troops and reduce casualties, but the receiving nation is also receives 2 civil unrest due to crime rate increases by drug use. Also, other nations and international alliances can try to criminalize and impede your drug trade. Costs 3 points.

Print Money: every once in a while your nation can print extreme amounts of your money to make huge purchases of equipment, training, or foreign materials/products, which means you can temporarily boost the production of your military, the growth of your infrastructure, or the happiness of your citizens. Causes economic damage and diplomatic tension to the countries you purchase from, and damages your economy temporarily, but also damages theirs more. Purchasing from your own nation damages you own economy massively, increasing Civil Unrest, and reducing income by half for 2 weeks. You can print out one week of your income, including traits. Costs 2 points. Users:

Societal

Nomadic Traders: your people can still make money while outside of their nation, and can still have an income when ousted from their homeland. However as such permanent cities cannot be built by Nomadic Societies, so producing Aircraft, Structures, Navies, and Vehicles cost much more. Income when out of cities is half of the standard national income from the nationstates weakness and economic superpower trait, and then other traits and weaknesses are then applied. Costs 1 points. Users:

Creative Miracles: A creative miracle can be a lot of things, big or small. It CANNOT wipe out armies. In RP, creative miracles can only help your people achieve something that doesn't include killing the enemy en masse. Creative miracles are like a super weapon in that they have to be prepared, through prayer, careful character or asset placement, proper scheming,and they take a while to reoccur. Your people do not know when or if their prayers will be answered or if their plans will bear fruit so they have the disadvantage of being unpredictable. Costs 2 points.

Fertility specialty: your people are more fertile than the norm, making your population recover more quickly after mass devestation. Doesn't have the awkwardness of Breeds like Bunnies. Boosted by Societal Cloning tech. Costs 2 points.

Mating Season: once every IRL month or so, your people have a major mating season, which in turn means the next week your nation's population recovers almost entirely from depletion. Boosted by Fertility, Cloning, Medical technologies, and Breeds like Bunnies. Costs 2 points.

Breeds like bunnies: the population of your people tends to recover quickly, meaning they can be decimated by one war and by the next IRL week be almost done recovering for the next one. Tends to annoy, shock, or even disgust any conservative or religious nations. Boosted by Societal Cloning Tech. Costs 2 points.

Sexy Succubi: your people are, for some reason, highly attractive, and thus they are able to persuade corrupt officials, sway the minds of your enemies a tiny bit, earn 50 billion more income from performing concerts, and causing guilt and defection of occupying enemy forces. Costs 2 points.

Utopian Society: your society is a beacon of civilization, being so wonderful and enjoyable to live in for vague purposes, that rebels and uprisings just get so much less support, and are harder to stop in the first place. Lowers civil unrest, especially with agriculture traits if an organic race, but less effective with religious tensions, famines, pollution, and corruption. Costs 3 points.

Doctor house: your nation house('s) the best doctors in the world whether because of their education or just your nations culture you, for some reason, have superior doctors. Saves more lives after battles and more easily combats biological and chemical weapons. Massively increases when combined with advanced medical technology. Costs 1 point.

Hedonist: Your people are naturally loungers, very cultural, and quite possibly have the best tastes when it comes to entertainment. Your nation handles civil unrest well and by well I mean it is next to none, you are a culturally enriched people and as such you are naturally liked diplomatically, but because your people are, of course, Hedonists, your nation already loses half of its national income but receives double income when trading with a nation that has positive traits regarding alcohol, movie/music stars, or spice, and gains double income from trading traits like alcohol trader. Costs 1 point.

Rad-resistant: your people, though not their electronics, have a strong resistance to radiation, thanks to lots of exposure and evolution around sources of it. Costs 1 point. Users:

Ghoul-capable: your nation's population is capable of turning into ghouls when overloaded by radiation that would kill even rad-resistant people. Ghouls can live longer, don't need to eat or drink as much, and actually heal from radiation, making them excellent soldiers and pretty much an "upgrade" over ordinary humans. However, turning people into these ugly offshoots of humanity tends to lower their morale and cause civil unrest upon returning home, so you can face severe civil unrest if you do it to your own soldiers en masse. Costs 2 points. Users:

National Fitness Specialty: Run, you fools! Your people are fit as a fiddle, right as rain, each and every one of them an Olympian in the making! Your people are stronger, faster, more fit overall, giving infantry a huge boost, and putting to shame all weaker countries as they look with jealousy at your Ubermensch populace! Costs 1 point.

Literary Wisdom: it might not seem immediately apparent, but your soldiers will be more well-educated and rounded in their capabilities, allowing them to perform more extraordinary feats in and outside of combat, ranging from peacefully dispersing rowdy riots with a joke or a good point instead of the butt of a gun [or the bullets from it], to applying healthcare better between battles, to scavenging better, and so forth. This boost in cleverness is most noticed in diplomats and spies, leading to epic intrigue games, usually followed by a victory for owners of this trait. However, also raises costs for each soldier. Costs 1 point. Users:

Mathematics Specialty: Turning the impossible possible, your nation's people enjoy math! Each one of them is an Einstein, Lovelace, and Pythagoras in the making! Besides confounding other nations with your superior brains, computing, engineering, and physics traits are vastly improved. Costs 1 point.

Right to bear arms: Increases defensive and offensive capabilities of your citizens, it raises civil unrest in areas that have small population and lowers civil unrest in areas that have higher population, lowers crime in general, increases offense and defense of rebels, increases damage that a terrorist can do. Costs 1 Point.

Gun Nuts: Requires Right to bear arms, boosts your militia for every gun company trait your nation has access to, gains you 5 billion income for each gun company trait you have. Costs 2 points.

Militia: your nation's citizens are capable of defending themselves, and thus can help your main forces fend off invasions of your cities, but cannot go on the offensive UNLESS it's to take back your former cities. Unlike a militia built by the military these units are free though unable to produce units beyond infantry. Costs 2 points.

Religious Militia: requires Spiritual Guidance, your people are capable of defending themselves with religious fervor, being an excellent and unyielding militia guided by their beliefs and very adept at driving away invaders. Functions identically to Militia but is more powerful, as the militia have more faith, fervor, and members. Costs 2 points.

Spiritual Guidance: Alternate name, Religious Guidance. Your military is guided by their beliefs, and thus your commanders, leaders, civilians, and soldiers are able to achieve inner peace and be more efficient gaining a minor bonus. Costs 1 point.

Pride and Prejudice: your nation's citizens are more capable of identifying and capturing enemy spies and shrugging off foreign influence, and reduces the effect and likelihood of sabotage and spying in your country. Also makes your citizens more content in general. Costs 1 point. Users:

Forged in Fire: Your nation came to be when a small group of people did battle against the odds and won. Drastically decreases civil unrest, but also decreases diplomatic ability just as much due to xenophobia. Decreases diversity, both genetic and national, meaning a weakness to bio-weapons. Cost 1 point. Users:

Eusocial Society: people in your nation are less emotional, being less angry when under bad conditions, and less happy when prospering. No matter what, they have mildly boosted production efficiency and are less easily influenced by outsider markets, culture, sabotage, and hacking. Costs 1 point. Users:

Spartan Effect: Every adult citizen has been through at least one combat role, and have been trained at birth. Increases combat effectiveness, and declaring your support for another nation in war removes some civil unrest from their nation, increases the patriotism of all citizens, and adds more resistance in your cities when they are invaded, but also leads to your people gaining a major bonus when acting as rebels against you, and being better armed and equipped. Costs 2 points.

Read dispatch


Transfer my big-ass Textedit document into a hella bunch of new traits and weaknesses.

THIS
*Dissolve and sort accordingly the rest of National Weaknesses
[DONE] * Put Unit and Unit Tech Specialty traits, Military Weaknesses, and "Lack of" weaknesses, into General Military Traits
[DONE]*Place Fantasy/Mythical Traits under Psychic/Weird Traits, rename it into something more appropriate
[DONE]*Combine Food/Alcohol Traits with Alcohol Weaknesses, and place them under Societal Traits
*Combine Rebel Weaknesses with National Specialties and Misc/meme Traits
*Dissolve and sort accordingly Legendary Traits and Diplomatic Traits and Weaknesses
*create a broad "Elemental" category for various archetypes of traits and weaknesses like Cryo, Tesla, or Sonic
*Dissolve 0-point Traits into the correct categories
*Expand the RP guide with more descriptions, details, and perhaps an example of a proper T's and W's factbook for people to copy and paste for their own usage, as well as a possible income factbook example
*Expand the possibility of exterminating some annoying bald dudes who hog alot of Biological and Psychic traits

Red alert 2-transylvania

Edited:

RawReport