Point Buy Rules

The Exalted Lands is a point buy system, meaning that nations are given a set amount of points to be spent on traits. In the beginning every nation is given ***60 "Nation Points"*** and ***25 "Leadership Points"***. Every month, more nation points are gained.

Nation Points are spent on nation categories such as population and military.

Leadership points are spent to develop the leader(s) of nations.

Disadvantage points can be used to buy more nation and leadership points. Up to 35 disadvantage Nation Points and 25 disadvantage Leadership Points can be spent.

Each category/trait ***can only have 15*** ***points*** spent on it during nation creation. Monthly points, also known as "Tick Points", can go over this cap.

## **Nation Point Categories**

### **Population**

Population is how many people live in a nation. 1 point is the equivalent of 5 million citizens. It directly effects food consumption and GDP.

### **Special Population Traits**

*Main articles: Special Population Traits*

These are special traits that a nation's citizens possess. They are broken into two different categories: Skills & Stats and Abilities.

#### **Skills & Stats**

> Skills and stats are traits that can be continually improved, such as intelligence and strength. They are based on a simple scale.
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> **Skills & Stats Scale**
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> **1-4 points:** above average
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> **5-9 points:** superhuman levels
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> **10-15 points:** peak performance, the best of the best
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#### **Abilities**

> One time point buys for inherent traits, such as flight and water breathing.
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### **Area**

How much land a nation has. 1 point is equivalent to one map province. It effects food production.

Area claimed by player nations is smaller than NPC nation land.

### **Resources**

Resources are what a nation has an abundance of. They directly effect the GDP and food production of a nation. There are two types: Natural Resources and Unique Resources. [Be aware that the next rule update will change how resources work.]

#### **Natural Resources**

> These resources are found naturally in reality, such as wild animals and precious metals. Food based natural resources are incredibly important for food production.
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**Unique Resources**

> These resources are fantastical resources that are less common then natural. They can range from magical aether to ruins of a lost civilization.
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### **Military**

Military is incredibly important for any developed nation's defense. [Be aware that the next rule update will change how military points work.]

#### **Numbers**

> How many soldiers a nation has. 1 point is the equivalent of .5% of a nation's population.
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#### **Training**

> How well trained a nation's military is.
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#### **Specialization**

> What a nation's soldiers are good at. Some examples are infantry and mobile warfare.
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#### **Enforcement**

> The strength of a nation's security force.
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#### **Surveillance**

> How much of a nation is under government watch.
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#### **Prevention**

> How a nation tries to prevent crime through programs, such as youth activities.
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#### **Technological Advancement**

> All technology is considered "baseline" unless points are put into it. Baseline tech is commonly used technology as of 2015. To specialize a tech, nations must devote points to it. Getting enough points into a technology can push a nation into "Post Modern Technology" (PMT).
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> ***Scale***
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> **0** Default modern Tech. Nothing special
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> **1-3** Minor practices. Nothing huge but start of having new toys.
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> **4-6** It starts permeating into common society, more innovations.
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> **7-9** Whatever this advancement is, is common in society and wide spread. More advanced than other tiers
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> **10-12** Modern Mastery, potential to start leaking into PMT but not there yet
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> **13-15+** Literally mastered it within Modern confined. PMT potential
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#### **Magical Advancement**

> Every nation has access to magic, with the baselines magic means the normal citizen can do minor enchantments and move small objects with magic. It scales just like technology does.
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### **Economic Advancement**

How a nation's economy is structured. It directly effects GDP, and can effect production of food and military supplies. It consists of 3 categories: Industry, Services, and Luxury.

#### **Industry**

> What industry a nation benefits the most from.
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#### **Services**

> What services a nation specializes in.
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#### **Luxury**

> High end goods a nation specializes in.
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### **Cultural Advancement**

How cultured a nation is, and what it specializes in. Some examples are religion and art. Tourism and GDP are directly effected by cultural advancement.

### **Environment**

How hospitable a nation's land is. As the game takes place post nuclear apocalypse, the baseline environment is a desolate hellscape, and points must be spent to improve it. Environment directly effects food production and GDP and tourism. It is broken down into 3 separate categories: Climate, Landscape, and Biodiversity.

> ***Scale:***
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> **0-5:** varying degrees of nuclear fallout, hard time growing crops, extreme weather, ugly on the eyes
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> **6-10:** only slight nuclear pollution w/ modern day pollution, crops still need extra attention, landscapes are pleasant
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> **11-15:** very little form of any pollution, plants and animals prosper, paradise like, mind blowing landscapes like crystal caverns and lava waterfalls
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#### **Climate**

> Climate effects how much nuclear fallout and radiation a nation experiences, along with the general weather of a nation.
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#### **Landscape**

> This is how easy it is to grow food, and how interesting a nation's land is.
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#### **Biodiversity**

> How diverse the flora and fauna of a nation is.
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## **Nation Point Disadvantages**

Nation point disadvantages are negatives that adversely effect a nation. By adding disadvantage points, an equal number of bonus Nation Points become available.

Nations can only spend 35 points on disadvantages.

## **Leadership Points**

Leadership points allow nations to have strong and interesting leaders. Nations get bonuses based off of traits spent in leadership points. Leaders start off with 25 Leadership Points.

> ***Scale***
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> **0-3:** Mediocre
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> **4-6:** Above Average, has some proficiency but not an expert
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> **7-9:** An Expert, more pronounced or proficient
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> **10-12:** A Master, one of the best
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> **13-15:** Best of the best
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> **16-20:** Above Mortal Limits
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> **21-25:** Demigod
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## **Leadership Point Disadvantages**

Leadership point disadvantages are negative traits a leader has. By adding disadvantage points, an equal number of bonus Leadership Points become available. The disadvantages scale identically to leadership points, but opposite.

Leaders can only spend 25 points on disadvantages.