MEKWARS: LEGENDS



CULTURAL ACTIONS

A society is molded by cultural influences and accepted mutual histories that form a social fabric that controls the thoughts, actions and imaginations of its citizens. Oftentimes they manifest themselves in the form of cultural bias or preferences that affect the war efforts of the various factions.  The Clans zellbringen or the LAAF's notorious fascination with heavy and assault units for example. A society wishing to mold new ways for itself or influence its neighbors must first ready the way through media, education and where necessary...force.

There are two types of Cultural Actions which every eligible faction may purchase as a strategic action for an upcoming turn--Develop Doctrine and Cultural Assimilation. Additionally, Clan Factions have the Clan Politics Strategic Action exclusively available to them. Each counts as a Strategic Action and  has its own unique effects:

Develop Doctrine- It is one thing for the military, industrial or scientific elite of a faction to see the advantages of a particular idea. It is another for the general population of a faction to embrace this same idea, often at the cost of having to put aside more established concepts. Factions may use the Develop Doctrine action to unlock the Doctrines found on the campaign Technology tree. Doctrines are important for while they bestow inherent benefits of their own they also serve as perquisites for developing various coveted weapons technologies. The process of having an idea gain acceptance to where it actually may be put to use on a wide scale is often involves a major investment of resources by a Faction. Re-education, propaganda campaigns, replacing mundane technologies and even forceful coercion can tax a factions cultural resources.  A faction should reference the Campaign Tech Tree to determine the cost of unlocking a given technology based on what Technologies and Doctrines the faction is already in possession of. A Faction may not unlock more than one doctrine in a turn.

Cultural AssimilationCultural Assimilation- While the battle-lines have already been drawn throughout much of the Inner Sphere there are still untamed pockets of neutrality (mainly on the periphery) or rebellion within the area of the campaign. Many of these neutrals are in possession of resources that the rival powers of the Inner Sphere may soon look towards greedily. Likewise rival factions may spur rebellion on important worlds in the hopes of destabilizing their enemies. Factions may bring diplomatic or military pressure to either quell these rebellions or bring uncommitted worlds into the fold through the Cultural Assimilation strategic action.  For every 0.5 Cultural point spent on the action a faction may convert 10 infrastructure points of "none" control on a planet to the factions control. If two factions attempt a Cultural Assimilation action on the same world then the faction with the greater infrastructure gain that turn receives only the difference between the two factions in actual gains.  

Crusader ClansClan Politics- Although the invading clans have become more heavily invested in the Inner Sphere then the Home Worlds (the Ghost Bears in particular have shunned the Home Worlds), the Home Worlds and their inhabitants remain major parts of the equation of power for the clans in the Inner Sphere. Alliances of convenience and conflicts between the clans are common place and the invaders may seek to bolster their forces through allies or isorla from conflicts in the Home Worlds.

Clan factions may attempt to bring clans not currently in play into the fold via the Clan Politics strategic action.  Each "Off Map" clan has a single "Off Map" world with anywhere between 300-500 infrastructure depending on the strength and size of the neutral clan, representing the clans homeworld holdings and touman. For every 0.5 Cultural Point spent on the action a faction may convert 10 infrastructure points of control on a planet to the factions control. If the target neutral clan has the same philosophical leaning as the clan purchasing the strategic action then the clan gains 15 infrastructure for every 0.5 Cultural Points. If two factions attempt the clan politics action on the same target then the faction with the greater infrastructure gain that turn receives only the difference between the two factions in actual gains. If a faction gains 100% infrastructure on the target clans proxy world then the planet may no longer be influenced by the Clan Politics action by any faction. Control of the neutral clan proxy world gives the controlling faction access to all the factories that the neutral clan holds in the Home Worlds.