system:crisis

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system:crisis [2025/07/05 13:00] – created gm_bensystem:crisis [2025/07/07 12:28] (current) gm_tara
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   * **Producers** -- deposits of resources that can be used for various purposes. Examples include oceans, mines, hydroponics facilities, and woodland. Represented on the map by **green circles**.   * **Producers** -- deposits of resources that can be used for various purposes. Examples include oceans, mines, hydroponics facilities, and woodland. Represented on the map by **green circles**.
   * **Transformers** -- places capable of refining or converting one resource into another. Examples include foundries, electronics fabs, laboratories, and chemical plants. Represented on the map by **yellow crosses**.   * **Transformers** -- places capable of refining or converting one resource into another. Examples include foundries, electronics fabs, laboratories, and chemical plants. Represented on the map by **yellow crosses**.
-  * **Crisis Points** -- places in active need of mitigation. Examples include city districts suffering from natural disaster and isolated settlements without food. Represented on the map by **orange squares** or **red diamonds**, depending on whether there is an active problem.+  * **Crisis Points** -- places in active need of mitigation. Examples include city districts suffering from natural disaster and isolated settlements without food. Represented on the map by **red diamonds** if a crisis is active, or **orange squares** if a crisis is inactive.
   * **Defaults** -- the stretches of land between Producers, Transformers, and Crisis Points. These offer little in the way of problems or resources, but can be used to relay resources across long distances. Represented by **brown hexagons**.   * **Defaults** -- the stretches of land between Producers, Transformers, and Crisis Points. These offer little in the way of problems or resources, but can be used to relay resources across long distances. Represented by **brown hexagons**.
  
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 Modules are split into **four** categories: Modules are split into **four** categories:
 +  * **Relations**: Communications systems, diplomatic training, and consulate buildings; Relations Modules enable improved diplomatic relationships with the civilisation the Contingency was made to protect.
   * **Oversight**: Spy software, surveillance drones, and coordinating computers; Oversight Modules allow better access to information and help coordinating efforts between Contingency members.   * **Oversight**: Spy software, surveillance drones, and coordinating computers; Oversight Modules allow better access to information and help coordinating efforts between Contingency members.
   * **Transport**: Faster engines, navigation systems, and aerial shuttles; Transport Modules help allocate more resources to places further away.   * **Transport**: Faster engines, navigation systems, and aerial shuttles; Transport Modules help allocate more resources to places further away.
   * **Construction**: Sprawling factories, flexible manufacturing protocols, and specialised gathering vehicles; Construction Modules enable improved resource extraction and processing.   * **Construction**: Sprawling factories, flexible manufacturing protocols, and specialised gathering vehicles; Construction Modules enable improved resource extraction and processing.
-  * **Relations**: Communications systems, diplomatic training, and consulate buildings; Relations Modules enable improved diplomatic relationships with the civilisation the Contingency was made to protect. 
  
 The full list of Modules can be found [[:system:modules|here]]. At character creation, each PC starts with **three** Modules. The full list of Modules can be found [[:system:modules|here]]. At character creation, each PC starts with **three** Modules.
  • system/crisis.1751720434.txt.gz
  • Last modified: 2025/07/05 13:00
  • by gm_ben