Outpost Developments

Outposts have 5 branches: Defense, Offence, R&D, Covert Ops, and PR.

You start out with 120 Soldiers to assign to these branches. More soldiers increases your strength in the branch. You will be able to recruit more soldiers and assign as you see fit.

Named Characters you have recruited provide bonuses for different branches based on the character.

Defense:
Defense determines how resilient your base is to attack. Invaders / attackers will have an attack modifier, in the invasion check, you use your defensive value and roll against their offensive value plus a roll. you gain 1 defensive value for every 20 soldiers you have assigned to defense.

Upgrades:
Explosive mines: You can choose to activate these to gain a +5 to your defensive roll, however, there is some collateral damage and you lose 10 defensive solders (after the battle) - Research Cost - 2k - Saltpeter

Anti-Air ballistas: Invading Armies with Air units only gain +2 to their invasion rather than the usual +4 - Research cost - 3k

Improved Anti-Air:  Invading armies get no bonus for flying units: Research cost - 5k - Wood

Battle Clerics:  After a partially successful defense, you are able to to heal half of the lost soldiers (excluding mines) before they perish. Research Cost - 5k - Asurastone

Fortification: +1 Defense: Research Cost - 3k Improved Fortification +1 Defense: research cost - 5k Stone I Heavy Fortification +1 defense: research cost - 7k     Stone II Insane Fortification +2 defense: research cost - 15k   Stone III

Anti-Teleportation Activation: Turn on a zone that disables teleportation into and out of your outpost. Decide at the beginning of each battle if you want it on or off. (after suprise rounds): Research Cost - 10k

Offence:
Offence determines how good you are at attacking other outposts and locations. Rules work as the reverse of defense. +1 offensive value for every 20 soldiers assigned to offence.

You will also earn some gold income based on the number of soldiers assigned to Offence: 100 G for every 10 soldiers assigned to offence.

For invasions you can put together squads to increase your offensive power or provide other bonuses. Squads only last 1 battle.

Flying squad: Gain +4 on your invasion roll - 2k - Leather

Mage Squad: +1 invasion roll, can teleport past walls, ignore fortification - 5k - Mana Gems

Elite Squad: +1 invasion roll, repeatable up to +5 - 2k each - Iron

Reaper Squad: Enemies lose 2x as many troops on a partially successful defense - Undead essence

R&D
Research and development helps develop personal items and technologies to counter enemy Covert Ops Tech. You generate 1 R&D Point per 20 soldiers you have assigned to R&D. R&D Points are used for the Tech Tree below.

R&D Tech Tree
Base - 2 RDP - Lab Equipment. - Required for all R&D tech.

Covert Ops
Covert ops are your scouts, spies, and special forces units. When you assign Covert Ops units you pick a target, be it a Person, Group, Outpost, Area, or other. You generate 1 Info Point per 20 Covert Ops soldiers you have assigned to a target. Each level of Info Points you have unlocks another tier of knowledge on the Table below.
 * 1) Basic info, general location, habits, major landmarks, ect.
 * 2) Daily tasks and events, habits
 * 3) Notable people / relations, authority figures
 * 4) Minor secret related to target
 * 5) External dealings, loose connections
 * 6) Possible weaknesses and strengths, outpost defenses
 * 7) Medium secret related to target
 * 8) Specific individuals that can help you with a goal related,
 * 9) Detailed layouts of bases, locations, favorite spots, Pretty much everything there is to know, steal 1 tech
 * 10) Major secret related to target

PR
You may be asking yourself, How am I supposed to get all of these soldiers? this is where PR comes in.

For every 20 soldiers assigned to PR, you get 1 Recruitment chance. To recruit, explain to me the details of what you plan on doing to recruit and I'll have you make a roll. This roll will determine how many soldiers you get from the recruitment.