
'' The day the world died, nothing was learned''
In the aftermath of a great nuclear war, the survivors of Moscow retreat into the underground metro stations to survive. The world above has been scorched into a wasteland, crawling with mutants and radioactivity that would kill any human foolish enough to venture there with out proper precautions. Even the Metro is not safe, mutants stalking the delapidated tunnels as well as bandits and other unpleasant individuals. Still, humanity lives on in the old metro stations, surviving, perhaps even living at times. Every man, woman and child in the Metro lives in a state of constant fear, but slowly, the Metro rebuilds. Soon, the stations require leadership. 20 years after the great disaster of 2013, a few individuals emerge from the crowds to lead. Some will lead for the people, others will lead for distant ideas. All will rule with their lives on the line.
Welcome, to the Metro
Welcome to the grim world of Metro 2033. In this game, you'll be taking over a station in the Moscow Metro in 2033, 20 years after a nuclear war that made the surface unliveable. You will guide your station to glory, failure or perhaps simply survival. To start the game, you simply post in the thread and tell me which Station you wish to use (Preferably using the map down below) as well as picking a Station Trait (Also explained below). Feel free to RP as much as you want to, explain your station's background, characterize your leader however you want. The only required starting information is the location of the Station as well as the Station Trait. You may send in your orders to me in-thread or via PM, but if you do send them in-thread (Which I personally prefer), please bold your actions so I don't misunderstand.
So what do you do exactly in the game? Day to day business will primarily circle around creating industry, exploring the Metro, expanding your station, fighting Mutants, Bandits and other factions and keeping your stations happy and orderly. A detailed list of player actions will be available, but diplomacy will be entirely up to you players. There will be one NPC faction, Polis, and all the others will be headed by you players. As such, you may on your own create whatever diplomacy you wish. Alliances, non-aggression pacts, coalitions, trade agreements, sharing of information - All that and more if you wish is up to you entirely as players. Feel free to break whatever alliances you've made as well. Diplomacy is a tool, it can be used and misused. Tread carefully with it.
Each turn will take one month of In-Game time, and you've technically unlimited orders. However, each action will cost something, and military squads can only move and perform one action each turn, in the same vein you can only construct 2 buildings in each station each turn. You can't invade two stations at once, but you can move your squads and then, for example, use it to scavenge in the new location you've arrived to. Each tunnel and each station, as marked by the map below, is it's own ''Tile'' and each squad can only move one tile each turn. So at the start, you can't move directly from station to station without railways, you must instead move to the tunnel between and then move to the station the next turn. As such, positioning is very important. Empires may fall due to badly positioned troops. Stations that are connected directly without tunnels, marked on the map by being encircled by a black outline such as Prospekt Mira and Market, may move directly from station to station, though that still costs a movement.
There a few key resources that one must keep track of in Metro 2033. Each station has a certain population, starting at 100, that will grow each turn by about 10% through immigrants and births. That population is divided into civilians and soldiers, you start the game with 75 civilians and 25 soldiers. Soldiers cannot perform normal work, and civilians can't fight unless they are drafted into a militia, a sub-standard form of a soldier. On top of that, you also need to be careful with your Approval and Order. Approval influences industry and combat efficiency. Too low approval may result in rebellion. A rebelling station will count as your enemy. If your last station rebels, you have lost the game. Approval is used for multiple actions and can be regained in multiple ways as well. Similarily, Order influences the chance of bad events popping up as well as combat efficiency. Too low Order may result in Anarchy, which follows the same rules as rebellion with the exception that Anarchical stations cannot perform any actions. Both Approval and Order works on a Station per Station basis, and exist on a range between 0 and 100%. You will also need resources like Food, Dirty Ammo, Pre-War Ammo (MGRs). In the world of metro, Pre-War Ammo is the currency of the world. Travelling merchants may offer deals in exchange for Pre-War ammo, and in general, it is a good idea to keep a plentiful stock of Pre-War Ammo, although they can also be used as actual ammo far more effectively than Dirty ammo. All these resources are available to be traded. You may set up trade caravans that will continously trade X good for Y good between two stations. Assuming there's a railway between the two stations, the caravan will be 4 times quicker. The trade agreements will be up to the players, as mentioned earlier. If you wish to give away all your food to gain a single gun, feel free to do so. Alternatively, just stay locked up in your own station and stay isolationist. Each choic has consequences.
Each station will have a certain amount of slots for industry buildings, from the basic farms and mines up to Vehicle Workshops and Armories. A detailed list of buildings can be found below. Each industry building will require 20 civilian workers to function properly. There are also other types of buildings, like Power Plants and Taverns, which will require 10 civilian workers to function. Finally, there are military buildings that do not require workers but instead simply grant additional combat bonuses defending the station. In each station you have a certain amount of Industry slots where you can build Industry, 8 for most stations and 14 for your capital. You can gain extra industry slots by building a Station Expansion. Industry is vitally important, as over time the Metro will grow more dangerous, more aware of your presence as you grow. Similarily, other player factions may very well grow hostile to you. It never hurts to have a strong military, unless you don't have enough workers to man the industry. It is a careful balance. Each population, whether soldier or civilian, will require at least 1 Food each turn or they will die. Furthermore, to gain approval, you may brew alcohol which can boost your approval. If each citizen of a station consumes 1 Alcohol on a turn, their approval is boosted by 5%, up to a maximum of 70%. Similarily, if each citizen in a station consumes Clean water on a turn, the chance for disease popping up is drastically reduced. Diseases have a set chance of appearing each turn. The larger the station, the more are infected if a disease does pop up.
For the military, you order squads not individual units. You may decide yourself how large the squad are, and you may name them yourselves. Sending a single soldier out into the tunnels alone will likely get him killed, and thus, larger squads are usually better, though of course, you may always want to keep soldiers back in your garrison.
Finally, each State will have a Station Trait, I.E. each player will pick one trait that will apply to all their stations. If you have several stations, you may not have several traits. These traits will impact the State in different ways, some will be direct bonuses, others will be stronger bonuses under certain conditions, and some will even include possible penalties. Be careful with picking them.
Now that I've thoroughly bored you with the explanation of the game mechanics, we're gonna need a few lists to properly introduce the in-depth actions each player can take.
Player Actions
Order Building Construction: Takes 100 Building Materials and 1 or 2 turns to construct a building in a specific station. You can only build 1 of each non-industry building in each station. For example, you can't build 2 schools in the same station, but you can build 2 Farms, or 1 School, 1 Militia Station. You can only build 2 buildings per station per turn.
Order Deconstruction: You may deconstruct any Railway, Building or Vehicles and receive half of the used materials back.
Order Railway Construction: Takes 25 Building Materials and 1 turn to construct a railway in a given tile. Once completed, military squads can move 3x as fast through tiles with railways, and trade caravans will move 4x as fast through tiles with railways assuming that both the start and the end station have arailway constructed. Railways must be constructed next to or in stations you own.
Order Vehicles Construction: Pay 1000 Metals, 100 Components and 1 turn to construct a Panzer, or 500 Metals, 50 components and 1 turn to construct an armored car. Panzers and Armored Cars can only move through tiles with railways, and give 10x respectively 5x Combat Efficiency to the soldiers using the vehicle. A Panzer uses 4 Soldiers, an Armored Car uses 2 Soldiers.
Turn Civilians into Militia for 1 Turn: Lose 15 Approval to draft a certain amount of civilians into a militia instantly. Requires a weapon for each Militia. Militia fight at half the combat efficiency of soldiers and spend twice the ammo in combat.
Recruit Soldiers: Lose 5 Approval, recruit soldiers from civilians, takes 1 turn before Soldiers are trained. Each Soldier requires a weapon.
Move Squad: Free action, move a squad of soldiers one tile. Militia cannot be moved. If both the tile you're leaving and the tile you enter have railways constructed, you can instead move 2 tiles each turn. Each turn while moving will incur a chance of being attacked.
Gather Resources: Use civilians to gather resources in tunnels. Costs 5 Approval. Likely to discover resources, but carries a chance of being ambushed. Can also discover resource deposits, like metal deposits or underground rivers. Tiles previously gathered or scavenged one yield less resources, decreasing each time you use the action on the tile. Each station can only gather resources once per turn.
Send Tunneling Expedition: Use Soldiers to gather resources and explore tunnels in the tile a squad is standing on. Gathers fewer resources than civilians, but can defend themselves in case of ambush. Can also discover resource deposits, like metal deposits or underground rivers. Costs 5 Approval. Tiles previously scavenged or gathered yield less resources, decreasing each time you use the action on the tile. Each squad can only perform one tunnelling expedition per turn.
Send Surface Expedition: Use Soldiers to gather resources and explore the surface. Resources are much more likely to be found on the surface, but each soldier requires a gas mask, and each trip requires 5 filters for each Soldier sent. Less likely to discover resources in already explored areas. Each squad can only perform one tunnelling expedition per turn.
Send Trade Caravan: Send a trade caravan, selling a certain good in exchange for another (As noted, up to the player). Trade Caravans can be ambushed, and military squads may be attached to them to safeguard them. Caravans can be attacked by other players if the player has a squad in the territory the caravan is passing through. Caravans move 2 tiles per turn.
Occupy Station: Using a Squad to attempt to take over a station. If the station is not occupied, you will fight against mutants. If victorious, you will need to send population from another station to populate the occupied station, as well as 100 Building Materials. Unoccupied stations annexed will be given a free farm and mine shaft, and start with two unused metal deposits. If the station is occupied by another faction or bandits, you will fight against said occupants. If victorious, you will not need to send population or building materials, but the approval of the conquered station will start at 100-Previous Station Approval%. I.E., if the previous owner had a 80% approval rate there, you will have a 20% approval rate. A squad can only occupy one station per turn. Most civilians will survive, unless they are drafted into militias, in which case they will fare according to normal combat rules. Upon capturing an occupied station, you may choose to slaughter the entire population of the station, and bring in your own population instead, which will reset approval to 50%.
Occupy Tunnel: To claim a tunnel, simply bring a squad to a tunnel and declare that you occupy it. If there are no squads of the faction who currently owns it on the tile, you are immediately granted the tile. You will automatically be granted unoccupied tunnels you move squads into, assuming there's a connection to one of your stations.
Clear Tunnel/Station: Performed by military, the Tile will be safe from mutants or bandits for 3 turns. Will likely provoke a fight with either mutants or bandits. If a squad moves through several tiles, of which only some are cleared, the chance of being attacked will be proportional to the amount of tiles being cleared. Example: If you move through 4 tiles, of which two have been cleared, you will have half the regular chance of being attacked. A squad can only clear one tile per turn. Occupying tunnels give a boost to population increase by 5% per cleared tunnel.
Diplomatic Actions: As noted earlier, entirely up to the players. No direct in-game cost unless stated by the players. If the negotiation requires some form of resources, a trade caravan must be sent per usual rules.
Crackdown: Lose half of your approval in a station, but gain order dependent on the amount of approval lost. Requires a military squad of at least 10 Soldiers. Permanent bonuses like Taverns or Schools will lose half of their bonus for one turn after a crackdown, then go back to normal. Can only be done once per station per turn.
Pacify: Requires Military, gain 5 Order, lose 5 Approval on station. Requires Military Squad of at least 5 Soldiers. Can only be done once per station per turn.
Organize Entertainment: Gain 5 Approval, lose 5 Order. Can only be done once per station per turn.
Cure Disease/Tend to Wounded: Spend 20 Medicine to heal each wounded or sick individual. If not healed, individuals will likely die.
Search & Rescue: Send a squad to attempt to find survivors in a tunnel tile. If survivors are found, they'll immigrate to the nearest station and cost said station 5 Approval. Unless the tunnel is cleared, there's a risk of combat.
Order Deconstruction: You may deconstruct any Railway, Building or Vehicles and receive half of the used materials back.
Order Railway Construction: Takes 25 Building Materials and 1 turn to construct a railway in a given tile. Once completed, military squads can move 3x as fast through tiles with railways, and trade caravans will move 4x as fast through tiles with railways assuming that both the start and the end station have arailway constructed. Railways must be constructed next to or in stations you own.
Order Vehicles Construction: Pay 1000 Metals, 100 Components and 1 turn to construct a Panzer, or 500 Metals, 50 components and 1 turn to construct an armored car. Panzers and Armored Cars can only move through tiles with railways, and give 10x respectively 5x Combat Efficiency to the soldiers using the vehicle. A Panzer uses 4 Soldiers, an Armored Car uses 2 Soldiers.
Turn Civilians into Militia for 1 Turn: Lose 15 Approval to draft a certain amount of civilians into a militia instantly. Requires a weapon for each Militia. Militia fight at half the combat efficiency of soldiers and spend twice the ammo in combat.
Recruit Soldiers: Lose 5 Approval, recruit soldiers from civilians, takes 1 turn before Soldiers are trained. Each Soldier requires a weapon.
Move Squad: Free action, move a squad of soldiers one tile. Militia cannot be moved. If both the tile you're leaving and the tile you enter have railways constructed, you can instead move 2 tiles each turn. Each turn while moving will incur a chance of being attacked.
Gather Resources: Use civilians to gather resources in tunnels. Costs 5 Approval. Likely to discover resources, but carries a chance of being ambushed. Can also discover resource deposits, like metal deposits or underground rivers. Tiles previously gathered or scavenged one yield less resources, decreasing each time you use the action on the tile. Each station can only gather resources once per turn.
Send Tunneling Expedition: Use Soldiers to gather resources and explore tunnels in the tile a squad is standing on. Gathers fewer resources than civilians, but can defend themselves in case of ambush. Can also discover resource deposits, like metal deposits or underground rivers. Costs 5 Approval. Tiles previously scavenged or gathered yield less resources, decreasing each time you use the action on the tile. Each squad can only perform one tunnelling expedition per turn.
Send Surface Expedition: Use Soldiers to gather resources and explore the surface. Resources are much more likely to be found on the surface, but each soldier requires a gas mask, and each trip requires 5 filters for each Soldier sent. Less likely to discover resources in already explored areas. Each squad can only perform one tunnelling expedition per turn.
Send Trade Caravan: Send a trade caravan, selling a certain good in exchange for another (As noted, up to the player). Trade Caravans can be ambushed, and military squads may be attached to them to safeguard them. Caravans can be attacked by other players if the player has a squad in the territory the caravan is passing through. Caravans move 2 tiles per turn.
Occupy Station: Using a Squad to attempt to take over a station. If the station is not occupied, you will fight against mutants. If victorious, you will need to send population from another station to populate the occupied station, as well as 100 Building Materials. Unoccupied stations annexed will be given a free farm and mine shaft, and start with two unused metal deposits. If the station is occupied by another faction or bandits, you will fight against said occupants. If victorious, you will not need to send population or building materials, but the approval of the conquered station will start at 100-Previous Station Approval%. I.E., if the previous owner had a 80% approval rate there, you will have a 20% approval rate. A squad can only occupy one station per turn. Most civilians will survive, unless they are drafted into militias, in which case they will fare according to normal combat rules. Upon capturing an occupied station, you may choose to slaughter the entire population of the station, and bring in your own population instead, which will reset approval to 50%.
Occupy Tunnel: To claim a tunnel, simply bring a squad to a tunnel and declare that you occupy it. If there are no squads of the faction who currently owns it on the tile, you are immediately granted the tile. You will automatically be granted unoccupied tunnels you move squads into, assuming there's a connection to one of your stations.
Clear Tunnel/Station: Performed by military, the Tile will be safe from mutants or bandits for 3 turns. Will likely provoke a fight with either mutants or bandits. If a squad moves through several tiles, of which only some are cleared, the chance of being attacked will be proportional to the amount of tiles being cleared. Example: If you move through 4 tiles, of which two have been cleared, you will have half the regular chance of being attacked. A squad can only clear one tile per turn. Occupying tunnels give a boost to population increase by 5% per cleared tunnel.
Diplomatic Actions: As noted earlier, entirely up to the players. No direct in-game cost unless stated by the players. If the negotiation requires some form of resources, a trade caravan must be sent per usual rules.
Crackdown: Lose half of your approval in a station, but gain order dependent on the amount of approval lost. Requires a military squad of at least 10 Soldiers. Permanent bonuses like Taverns or Schools will lose half of their bonus for one turn after a crackdown, then go back to normal. Can only be done once per station per turn.
Pacify: Requires Military, gain 5 Order, lose 5 Approval on station. Requires Military Squad of at least 5 Soldiers. Can only be done once per station per turn.
Organize Entertainment: Gain 5 Approval, lose 5 Order. Can only be done once per station per turn.
Cure Disease/Tend to Wounded: Spend 20 Medicine to heal each wounded or sick individual. If not healed, individuals will likely die.
Search & Rescue: Send a squad to attempt to find survivors in a tunnel tile. If survivors are found, they'll immigrate to the nearest station and cost said station 5 Approval. Unless the tunnel is cleared, there's a risk of combat.
Resources
Population: Population will naturally grow by 10% each turn.
Food: Each population requires 1 Food/Turn to survive.
Pre-War Ammo: The currency of the game. They may also be expended, on player action, to arm a specific squad and grant them 50% Combat Bonus on a single turn.
Dirty Ammo: The default ammunition type. Each soldier will usually use 5-20 Ammo for each turn of cmbat. Each militia will spend roughly 10-30.
Weaponry: Shotguns, Assault Rifles, SMGs, the typical weaponry every combatant needs. To turn a Civilian into a Soldier or Militia, you will require one weapon to do so. Surviving Militias will return the weapon to the stockpile upon end of their turn as militia.
Alcohol: Each population can consume 1 Alcohol/Turn to boost Approval for the station by 5% each turn, to a maximum of 70%.
Building Materials: Stone and Wood, the typical needs of construction. Each building requires 100 Building Materials to build, and each tile of railway costs 25.
Components: Triggers, electrical components, slightly more advanced stuff you can't replicate down in the tunnels. Can be found by gathering resources or tunnelling/surfacing expeditions.
Electricity: Electricity is necessary for more advanced industry and certain buildings to function. Different types of Power Plants give electricity. Electricity is a unique resource in that it cannot be stored. Your production of electricity must equal or surpass the electrical usage to be functional.
Coal: Used in Power Plants to produce electricity. Found in mines.
Herbs: Can be farmed and then used to produce medicine.
Medicine: This is the stuff you use to tend to wounds and cure diseases. Good idea to make sure your population does not suddenly die after attacks.
Metals: Mined from mines. Used for many different kinds of industry.
Gas Masks: Each soldier requires one of these to go exploring on the surface.
Mask Filters: Each gas mask requires 5 filters for each turn to go exploriong on the surface.
Approval: Ranging from 0-100%, this is how much your population loves or hates you. Try to keep them happy. Impacts Industry and Combat Efficiency.
Order: Ranging from 0-100%, this is how much the rule of law is respected in a Station. Impacts frequency of negative events and Combat Efficiency
Industry Efficiency: Starts at 100%, is increased by various factors, buildings, approval, order and random events for example. Higher industrial efficiency means you produce more out of the same base materials. At 100% Industrial Efficiency, you create 30 ammunition out of 100 metal, at 200% industrial efficiency, you create 60 ammunition out of 100 metal.
Food: Each population requires 1 Food/Turn to survive.
Pre-War Ammo: The currency of the game. They may also be expended, on player action, to arm a specific squad and grant them 50% Combat Bonus on a single turn.
Dirty Ammo: The default ammunition type. Each soldier will usually use 5-20 Ammo for each turn of cmbat. Each militia will spend roughly 10-30.
Weaponry: Shotguns, Assault Rifles, SMGs, the typical weaponry every combatant needs. To turn a Civilian into a Soldier or Militia, you will require one weapon to do so. Surviving Militias will return the weapon to the stockpile upon end of their turn as militia.
Alcohol: Each population can consume 1 Alcohol/Turn to boost Approval for the station by 5% each turn, to a maximum of 70%.
Building Materials: Stone and Wood, the typical needs of construction. Each building requires 100 Building Materials to build, and each tile of railway costs 25.
Components: Triggers, electrical components, slightly more advanced stuff you can't replicate down in the tunnels. Can be found by gathering resources or tunnelling/surfacing expeditions.
Electricity: Electricity is necessary for more advanced industry and certain buildings to function. Different types of Power Plants give electricity. Electricity is a unique resource in that it cannot be stored. Your production of electricity must equal or surpass the electrical usage to be functional.
Coal: Used in Power Plants to produce electricity. Found in mines.
Herbs: Can be farmed and then used to produce medicine.
Medicine: This is the stuff you use to tend to wounds and cure diseases. Good idea to make sure your population does not suddenly die after attacks.
Metals: Mined from mines. Used for many different kinds of industry.
Gas Masks: Each soldier requires one of these to go exploring on the surface.
Mask Filters: Each gas mask requires 5 filters for each turn to go exploriong on the surface.
Approval: Ranging from 0-100%, this is how much your population loves or hates you. Try to keep them happy. Impacts Industry and Combat Efficiency.
Order: Ranging from 0-100%, this is how much the rule of law is respected in a Station. Impacts frequency of negative events and Combat Efficiency
Industry Efficiency: Starts at 100%, is increased by various factors, buildings, approval, order and random events for example. Higher industrial efficiency means you produce more out of the same base materials. At 100% Industrial Efficiency, you create 30 ammunition out of 100 metal, at 200% industrial efficiency, you create 60 ammunition out of 100 metal.
Buildings
Military:
Barricades: 10% Defensive Combat Bonus
Machine Gun Emplacements: 25% Defensive Combat Bonus. Require barricades to be built first.
Reserve Station: Garrisoned Units grant extra Defensive Combat Bonus
Industry:
Farm: Produces 100 Food/Turn or 50 Herbs/Turn. You can toggle what it produces. Default is Food.
Mine Shaft: Produces 100 Metal/Turn or 100 Coal/Turn. You can toggle what it produces. Default is Metal. Requires available metal deposit.
Pharmaceutical Workshop: Converts 50 Herbs into 20 Medicine/Turn.
Armory: Converts 100 Metal into 5 Weapons or 100 Metal into 30 Ammunition/Turn. You can toggle what it produces. Default is Ammo.
Gas Mask Workshop: Converts 50 Metal + 10 Components + 20 Electricity into 5 Gas Masks or 20 Metal + 20 Electricity into 25 Filters/Turn. You can toggle what it produces. Default is Filters.
Distillery: Converts 100 Herbs into 100 Alcohol/Turn.
Electricity:
Ethanol Power Plant: Converts 100 Food into 40 Electricity/Turn
Hydroelectric Power Plant: Produces 100 Electricity/Turn. Requires underground river. Takes 2 turns to build.
Coal Power Plant: Converts 100 Coal into 100 Electricity/Turn.
Other:
School: 5% increase in industry efficiency or 5% approval/Turn up to 50%. You can toggle what it does. Default is industry efficiency.
Mutant Study Station: 5% Combat Bonus against mutants, you can have a maximum of 4 of these in your entire state.
Tavern: 10% increase in Approval.
Militia Station: Can draft militia at half the approval cost.
Police Armory: 50% increase in order gained. Takes 2 turns to build.
Headquarters: Marks the station as your capital. Takes 2 turns to build. Can only have 1 of these at a time in your state. If you build one, your old Headquarters will be immediately deconstructed. Does not require civilians to work.
Scavenger Depot: Improves the success chance of tunneling and gathering missions originating from this station.
Vehicle Workshop: Grants the ability to construct panzers and armored cars. Takes 2 Turns to Build.
Station Expansion: Unlocks another 4 industry slots for the station. Takes 2 turns to build. You can build a maximum of two of these on each station.
Water Purification: Converts 20 Electricity into 100 Clean Water/Turn
Radio Station: Consumes 100 Electricity/Turn. Organizing Entertainment in a station with a Radio Station now improves the approval of all neighbouring stations of your State. Stations count as neighbours as long as there is only one tile or less between them.
Trade Depot: Produces Pre-War Ammo from trade routes. 5 Pre-War Ammo per tile traveled. Takes 2 Turns to build
Barricades: 10% Defensive Combat Bonus
Machine Gun Emplacements: 25% Defensive Combat Bonus. Require barricades to be built first.
Reserve Station: Garrisoned Units grant extra Defensive Combat Bonus
Industry:
Farm: Produces 100 Food/Turn or 50 Herbs/Turn. You can toggle what it produces. Default is Food.
Mine Shaft: Produces 100 Metal/Turn or 100 Coal/Turn. You can toggle what it produces. Default is Metal. Requires available metal deposit.
Pharmaceutical Workshop: Converts 50 Herbs into 20 Medicine/Turn.
Armory: Converts 100 Metal into 5 Weapons or 100 Metal into 30 Ammunition/Turn. You can toggle what it produces. Default is Ammo.
Gas Mask Workshop: Converts 50 Metal + 10 Components + 20 Electricity into 5 Gas Masks or 20 Metal + 20 Electricity into 25 Filters/Turn. You can toggle what it produces. Default is Filters.
Distillery: Converts 100 Herbs into 100 Alcohol/Turn.
Electricity:
Ethanol Power Plant: Converts 100 Food into 40 Electricity/Turn
Hydroelectric Power Plant: Produces 100 Electricity/Turn. Requires underground river. Takes 2 turns to build.
Coal Power Plant: Converts 100 Coal into 100 Electricity/Turn.
Other:
School: 5% increase in industry efficiency or 5% approval/Turn up to 50%. You can toggle what it does. Default is industry efficiency.
Mutant Study Station: 5% Combat Bonus against mutants, you can have a maximum of 4 of these in your entire state.
Tavern: 10% increase in Approval.
Militia Station: Can draft militia at half the approval cost.
Police Armory: 50% increase in order gained. Takes 2 turns to build.
Headquarters: Marks the station as your capital. Takes 2 turns to build. Can only have 1 of these at a time in your state. If you build one, your old Headquarters will be immediately deconstructed. Does not require civilians to work.
Scavenger Depot: Improves the success chance of tunneling and gathering missions originating from this station.
Vehicle Workshop: Grants the ability to construct panzers and armored cars. Takes 2 Turns to Build.
Station Expansion: Unlocks another 4 industry slots for the station. Takes 2 turns to build. You can build a maximum of two of these on each station.
Water Purification: Converts 20 Electricity into 100 Clean Water/Turn
Radio Station: Consumes 100 Electricity/Turn. Organizing Entertainment in a station with a Radio Station now improves the approval of all neighbouring stations of your State. Stations count as neighbours as long as there is only one tile or less between them.
Trade Depot: Produces Pre-War Ammo from trade routes. 5 Pre-War Ammo per tile traveled. Takes 2 Turns to build
Starting Station Resources
Population: 75 Civilians, 25 Soldiers. 100 total.
Approval: 50%
Order: 50%
Garrison: 25 Soldiers
Resource Stockpile: 200 Food, 300 Pre-War Ammo, 500 Dirty Ammo, 300 Building Materials, 20 Weapons, 100 Medicine.
Industry: 2/14. 1 Farm (Food), 1 Mine(Metal).
Other Buildings: Headquarters.
Deposits: 2 Unused Mine Deposits.
Approval: 50%
Order: 50%
Garrison: 25 Soldiers
Resource Stockpile: 200 Food, 300 Pre-War Ammo, 500 Dirty Ammo, 300 Building Materials, 20 Weapons, 100 Medicine.
Industry: 2/14. 1 Farm (Food), 1 Mine(Metal).
Other Buildings: Headquarters.
Deposits: 2 Unused Mine Deposits.
Station Traits (Remember, only one of these. If you try to pick two, I'll instead give you none.
Hoarders: Start the game with 50% extra Pre-War Ammo and Food
Expansionist: Gain a 30% Combat Bonus when annexing or clearing unoccupied settlements.
Tolerant of the Dark Ones: Gains extra, currently unknown bonuses when encountering Dark Ones in random events.
Not Afraid of the Dark: Tunneling Expeditions do not confer a morale penalty.
Citadel: Capital Station gains 100% Defensive Combat Bonus
All or Nothing: Gain Combat Bonus the fewer squads are kept out of battle that turn, max at 40% with no squads not fighting. This bonus applies even if the squads in question are involved in separate battles, assuming said battles occur on the same turn.
Hunters: Gain 20% Combat Bonus against mutants, excluding Dark Ones.
Authoritarian State: Can use military, not militia, to increase approval without loss of order once every 3 turns. Approval gain depends on size of squad used. The squad raises approval by 1% for each percentage the squad size is compared to the size of the station. For example: If you have a squad of 10 and the settlement has a population of 100, you gain 10% approval. You may at most gain 40% approval using this action.
Military Patrols: 33% less chance to get negative events.
Mechanics: Can construct vehicles and railways instantly and 25% cheaper.
Red Line Principles: Can spend 25% Approval to increase output of industry in a station by 25%.
Another Reich: Can sacrifice population to raise order. Order gained is based on % of population sacrificed.
Elite Military: Soldiers are 40% more effective, but take 2 turns to train instead of 1.
Wrath of the Many: Militias last for 2 turns instead of 1.
Lay of the Land: Gains double movement through tiles they've previously explored.
Ranger Tactics: Squad with 5 or less Soldiers gains a 50% Combat Bonus
Musicians: Gain twice the amount of Approval when Organizing Entertainment in a Station, can export/trade Station Approval.
Bloodthirsty: Gain Approval upon combat. Approval gain depends on exact results.
Living in the moment: All Approval changes, positive and negative, are doubled.
Horde Tactics: Deal 40% extra damage in combat, but casualties are increased by 40%
No Dissent: For each station with at least one squad of 10 Garrisoned, approval loss is halved.
No Retreat: Soldiers are unable to retreat.
Careful Shots: Squads expend 25% less ammo in combat.
Recordkeepers: After combat, receive a 5% combat bonus against the faction in the future. Maximum 25%. Mutants are considered a distinct faction.
Slavers: Can sacrifice population to instantly complete a building. 15 for 1-turn buildings, 30 for 2-turn buildings.
Keep on Rockin' in the Free World: Once you have a radio station in your capital, once every 3 turns you can send a Broadcast that gives +5 Approval on every station in your State and all stations in your State gain 10% Defensive Combat Bonus for 1 turn.
Humanitarians: Population loss from food is halved and you gain food after combat with other human factions, including bandits.
Expansionist: Gain a 30% Combat Bonus when annexing or clearing unoccupied settlements.
Tolerant of the Dark Ones: Gains extra, currently unknown bonuses when encountering Dark Ones in random events.
Not Afraid of the Dark: Tunneling Expeditions do not confer a morale penalty.
Citadel: Capital Station gains 100% Defensive Combat Bonus
All or Nothing: Gain Combat Bonus the fewer squads are kept out of battle that turn, max at 40% with no squads not fighting. This bonus applies even if the squads in question are involved in separate battles, assuming said battles occur on the same turn.
Hunters: Gain 20% Combat Bonus against mutants, excluding Dark Ones.
Authoritarian State: Can use military, not militia, to increase approval without loss of order once every 3 turns. Approval gain depends on size of squad used. The squad raises approval by 1% for each percentage the squad size is compared to the size of the station. For example: If you have a squad of 10 and the settlement has a population of 100, you gain 10% approval. You may at most gain 40% approval using this action.
Military Patrols: 33% less chance to get negative events.
Mechanics: Can construct vehicles and railways instantly and 25% cheaper.
Red Line Principles: Can spend 25% Approval to increase output of industry in a station by 25%.
Another Reich: Can sacrifice population to raise order. Order gained is based on % of population sacrificed.
Elite Military: Soldiers are 40% more effective, but take 2 turns to train instead of 1.
Wrath of the Many: Militias last for 2 turns instead of 1.
Lay of the Land: Gains double movement through tiles they've previously explored.
Ranger Tactics: Squad with 5 or less Soldiers gains a 50% Combat Bonus
Musicians: Gain twice the amount of Approval when Organizing Entertainment in a Station, can export/trade Station Approval.
Bloodthirsty: Gain Approval upon combat. Approval gain depends on exact results.
Living in the moment: All Approval changes, positive and negative, are doubled.
Horde Tactics: Deal 40% extra damage in combat, but casualties are increased by 40%
No Dissent: For each station with at least one squad of 10 Garrisoned, approval loss is halved.
No Retreat: Soldiers are unable to retreat.
Careful Shots: Squads expend 25% less ammo in combat.
Recordkeepers: After combat, receive a 5% combat bonus against the faction in the future. Maximum 25%. Mutants are considered a distinct faction.
Slavers: Can sacrifice population to instantly complete a building. 15 for 1-turn buildings, 30 for 2-turn buildings.
Keep on Rockin' in the Free World: Once you have a radio station in your capital, once every 3 turns you can send a Broadcast that gives +5 Approval on every station in your State and all stations in your State gain 10% Defensive Combat Bonus for 1 turn.
Humanitarians: Population loss from food is halved and you gain food after combat with other human factions, including bandits.
Map Template to note down your position:

We have our own IRC channel: Go to http://www.coldfront.net/tiramisu/ and type /join #Metro2033_FAF
If you wish to join the game, we currently have a player that needs a sub, DutchGuy. Preferably speak with him rather than making your own station right away.
Special Thanks To:
ThunderHawk3, for helping me update stats after every update.
Good luck in the Metro, you'll need it.
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