4.A - The Actions
Each week, Leaders, Extras, and Units all are afforded the opportunity to take one action each. The Lists here describe the available action choices and how they work.
The Number 1, Most Important Rule regarding actions is this: No two or more entities, can take the SAME action, in the same grid, during the same week. Instead, if two or more entities want to participate in the same action: one Entity is the "primary" (the one doing the action), and all others must
assist that entity.
4.B Unit-Initiated Actions (Active)
Unit-Initiated Actions are those which a Unit may perform on their own (without a Leader). Leaders cannot perform Unit-Initiated actions on their own.
4.B1 Attack
This is an all-out attack on the target. When declaring an Attack, place the intended target in the notes section. Initiating an attack sets your forces as the "Attacker" and starts Pmbat.
If two Usurper forces encounter each other outside of Lairs and decide to enter combat; they are both considered attackers.
Attacking reduces current obscurity.
4.B2 Build
Build allows a Usurper to add more Rooms to their lair or create new lairs altogether. When opting to build, declare which room you want to build in the notes. If you have multiple resource types, or abilities which affect the consumed resources; declare which you are using in the notes.
If two or more Build actions occur in the same week, the cumulative cost must be paid; and if one of the actions fails: you lose resources for the most expensive cost. See 8.C for building new rooms.
What do you need to
Construct new Rooms?
At least:
- 1 x Unit,
- 1 x Saws (must be equipped onto at least one of the participating Units),
Lumber.
The amount of Lumber needed is:
- Lumber = 5 x R + 5
- Where R = Current # of Rooms in that Lair.
Example: You currently have your Throne, 2 Barracks, and a Warehouse in your lair. You want to add a Workshop. This will cost 5 * 4 + 5 = 25 Lumber in order to attempt to Construct a New Room.
4.B3 Craft
The items found in Cities and Settlements represent the most base of utility. These items are simply functional. However, with a Workshop in a Lair; Usurpers can assign Craftsmen to use resources to craft items of their own, and possibly even ones of higher quality than normal.
In order to craft your own items, you need the following:
- A Workshop,
- A Unit in your Lair,
- Hammers,
- Resources to use for crafting.
In order to craft your own items; the Unit (or Units) that will conduct the Crafting must be in the same Lair where the Workshop in question is located (no 'phoning-in' the work.)
Each Unit that is to participate and assist in the Crafting must have their own Hammer Tools equipped (unless there is a set embedded in the Lair. All Units may use embedded Tools, but the bonus is only added once.)
The # and Type of Resources that will be required to attempt the Crafting is based upon the following chart:
Item Name | Cost to Attempt Crafting & Resource Required |
---|
|
Shovels | 5 Stone |
Saws | 5 Stone |
Hammers | 11 Stone |
Melee Weapons | 22 Iron |
Ranged Weapons | 11 Lumber |
Shields | 11 Iron |
Light Armor | 5 Iron |
Medium Armor* | 11 Iron |
Heavy Armor* | 22 Iron |
Shackles* | 4 Stone, 8 Iron |
Holy Writ* | 10 Stone, 20 Lumber |
Bugle* | 5GP Gem, 5 Foodstuffs |
Guidon* | 5GP Gem, 2 Foodstuffs, 5 Lumber |
Racial Totem* | 5GP Gem |
Drums* | 3 Foodstuffs, 10 Lumber, 5 Iron |
Torches | 5 Lumber and 5 Stone |
* Requires certain Renovations in your Workshop.
Provided that you have a Unit in your lair equipped with a Hammers (or your Workshop has Hammer Tools embedded) you may attempt crafting of your own items.
Instead of paying gold at a civilization point (and needing to negotiation buying them in the first place) you simply need the stated amount of Resources. This then becomes that Unit's action for the week. As usual, Leader bonuses can improve results.
You may only Craft One (1) Item per turn, per Workshop. (Unless you have an Artifact that says otherwise.)
Tool and Weapon Qualities |
---|
Quality | Bonus | Tool Bonus | Succ. Req | Value Inc |
---|
Std(-) | +0 | +0 | 50-74 | - |
Mild | +1 | +3 | 75-100 | +1 |
Slight | +2 | +6 | 101-149 | +3 or +50% |
Decent | +3 | +9 | 150-199 | +5 or +75% |
Moderate | +4 | +12 | 200-249/250+ | +7 or +150% |
Extensive | +6 | +15 | 250+ £ | +9 or +200% |
Strong | +8 | +18 | 250+ ¢ | +12 or +300% |
Powerful | +12 | +25 | 250+ § | Can't be sold |
Bonus applies to Weapons and Armor
Tool Bonus applies to Tools
Succ. Req = Success Level Required (dice-roll with bonuses)
£ = You need (1) of the following: HQ Materials, Artifacts, and Spells OR Extras to Achieve this level of success.
¢ = You need (2) of the following: HQ Materials, Artifacts, and Spells OR Extras to Achieve this level of success.
§ = You need (3) of the following: HQ Materials, Artifacts, and Spells OR Extras to Achieve this level of success.
[Note: the Artifact/Spell/Extra must have a crafting-related bonus to count.]
Value Inc = Value Increment. This is the value added to the item if you attempt to sell it to a Settlement or City. (Uses the higher value.) Normally an item is worth half of its cost when selling to a Settlement or City. This value is added to that 'half'.
Therefore: Melee Weapons normally cost 20 GP when purchased from a Settlement or City. They are worth 10 GP when you sell them to a Settlement or City. If you tried to sell Melee Weapons, Decent; they would be worth 17.5 (17 to an indifferent location, or 18 to a friendly or better location.)
(20/2)*1.75 = 17.5
It is possible, through good rolls and skilled craftsmen that the actual amount of resources consumed can be decreased, as well as the bonus attached to the final product.
The following table shows how many resources you can save if you score higher successes.
Note: Only Lumber, Stone, and Iron costs can be decreased.
Success | Original Cost to Amount Saved |
---|
5 or 6 | 10 or 11 | 15 | 20 | 22 | 25 | 30 | 35 | 40 | 45 | 50 | 55 | 60 |
Partial | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
Normal | 0 | 1 | 1 | 1 | 2 | 2 | 3 | 3 | 4 | 4 | 5 | 5 | 6 |
Significant | 1 | 2 | 2 | 3 | 4 | 4 | 6 | 7 | 8 | 8 | 10 | 11 | 12 |
Astounding | 1 | 3 | 3 | 5 | 6 | 6 | 9 | 11 | 12 | 12 | 13 | 14 | 15 |
Epic | 2 | 4 | 5 | 7 | 8 | 9 | 12 | 14 | 16 | 18 | 20 | 22 | 24 |
Legendary | 3 | 5 | 7 | 10 | 11 | 12 | 15 | 17 | 20 | 22 | 25 | 27 | 30 |
4.B4 Harass Travelers
Harassing Travelers allows Usurpers the opportunity to make hit-n-run attacks on caravans, passing merchants, and other persons who use the main roads in an effort to quickly acquire much needed supplies such as Food and monies, all at the cost of obscurity.
Harassing Travelers can only be done in a Plains territory. Each time you Harass Travelers, you fight a single round of combat (plus ranged combat). You will receive rewards depending upon how much damage you deal.
What should you expect to encounter during a Harass Travelers action? Between two to three basic, enemy Units, similar to finding an encounter in a Plains grid. The Max reward is, at most, four gold.
Although harassing travelers reduces current Obscurity, it is useful for those who do not want to risk significant casualties to their troops. At the end of the first round of combat, all of your Units automatically depart the battlefield. This does not count as a loss, nor does it count as fleeing.
Your forces cannot gain experience from the Harass Travelers action.
4.B5 Harvest
Harvesting allows Units to pull resources from Nodes. Nodes are discovered through scouting, as quest rewards, and possibly as information traded between players. When a Usurper sends one or more Units to harvest from a Node, a Harvest check is made using bonuses from skills, spells, and abilities associated to that resource. For example: the Shovels tool grants a +4 to all harvest rolls, while the Wood-cutter skill grants a +3 to harvesting
lumber for each rank. Multiple Units assisting in Harvesting adds +4 to the Harvest check for each Unit beyond the first. Also, +1d4 is added to the number of harvested resources for each Unit beyond the first.
Skills Associated with Harvesting: Woodsman, Stonecutter, Miner, and Digger.
Primary Tool: Shovels
Secondary Tools: Hammers and Saws
Resource Nodes
Success Level | Mod to Harvest |
---|
Partial Success | - |
Success | Reroll 1s |
Significant Success | +1 per base die, Reroll 1s |
Astounding Success | +1 per Unit, +1 per base die, Reroll 1s |
Epic Success | +1 per Unit, +1 per base die, Maximize dice. |
- When harvesting, for each Unit beyond the first; you roll an additional d4.
- Each time you attempt to harvest from a Node, you consume on of the possible uses of that Node.
- For each Leader assisting in the Harvest; increase the total result by 1. If a Significant success is rolled: it becomes +2.
- Maximize dice means a "4" is rolled on every die (or "6" if you have abilities that increase the die-type to D6.
For abundant and explicit clarity: Unlike Crafting, Construction and Renovation; Harvesting and Scouting do NOT require any tools at all to attempt them; but, you MUST have the 'primary' tool equipped in order to receive a bonus from ANY tools. (that applies to each Unit.)
[ Thus, if Unit A has only Crafter's Tools equipped; they would NOT receive a +3 from those tools, whilst if Unit B has both Earth AND Crafter's Tools; they would receive a +7. ]
Each time a Harvest action is attempted at a given node, whether successful or not, the number of remaining uses depreciates by 1. When a node's number of remaining uses reaches 0, the node disappears and can no longer be used.
4.B6 Interrogate
You may only conduct the Interrogate action if you have a Prison and at least one Prisoner (Captured Entity).
You may assign any Leader and/or Unit to Interrogate your Prisoners (One Leader/Unit may only interrogate a single Unit of Prisoners: not multiple Prisoners.)
You assign an intent (put in your action notes): Glean Information, Convert, or Torture.
If you do so: you make a skill check (You gain a Bonus equal to the Loyal Bonus of your Throne Room. Leaders receive their Usual +25%.
Primary Skill: Courage (Units), Leadership (Leaders)
Primary Tools: Shackles, Holy Writ
Glean Information: If you succeed, you gain information about a nearby grid of choice. This can provide results similar to both
Scouting and Exploring.
Convert: If you succeed, it may be possible to
recruit this Entity to your cause, or release them for a significant one-time bonus. You must roll at least a Significant success (everything less than Significant is treated as a failure.) This converts the Unit to a Unique Unit as it joins your cause. You do not need to replace any casualties that the Unit had sustained, it joins at full health.
Torture: If you succeed, you gain information about a
specific Settlement,
City, or
Usurper. You must roll at least a Significant success (everything less than Significant is treated as a failure.) Torture carries Risk.
- Every week that you do not attempt an Interrogation, 15% chance that they will escape (+4 per level of the Unit.)
- Every week that you make an attempt at Interrogating (Glean or Convert) a Prisoner, there is a 10% chance that they will escape (+4 per level of the Unit.) [This is the Base 15% chance - 5% for conducting an Interrogation.]
- If you conduct Torture: Prisoners gain a +10% chance to escape (15+10 = 25%). If a Unit escapes and it has been Tortured: they will tell others about your wickedness, your Obscurity reduces by 4.
At the end of any week, in which you have not conducted an Interrogation on an Entity, you may elect to Release them. This incurs no penalties other than the Entity not being available. If you release a member of one of the NPC-Factions (one of the Noble Families); they will return to their City.
At the end of any week, in which you have not conducted an Interrogation on an NPC-Faction Entity, you may elect to Execute them. This comes at a cost of 1 Obscurity. However, if you do so: they are dead - they will not bother you again.
4.B7 Raid
Raiding is functionally similar to Attacking a location or enemy force. However, there is a key distinction. As a commander - you don't always know the odds, nor do you always have the time to coalesce your forces for a decisive blow. The purpose of raiding is to perform a quick-attack on a force and withdraw to prevent any serious losses.
Raiding initiates combat, just like an attack; except that your entire force automatically retreats at the end of any
melee round of combat in which you sustain casualties. (It is wise to bring ranged weapons.) This can result in you still decimating the entire enemy force if you do not sustain a single casualty.
After a Raid - you lose 1 point of Obscurity as normal. However, as long as you were not forced to flee due to total force retreat or destruction, you do not lose the additional Obscurity for fleeing.
4.B8 Renovate
See "Build" in section: 4.B2 for this information. Renovation uses the same skills and tools as Building. Renovations and Building are sometimes both referred to as: "construction".
4.B9 Scout
Scouting is the most important action a Unit can perform. It is the basis of discovering the world and gaining more information of your surroundings.
Skills Associated with Scouting: Scout and Spy.
Primary Tool: Spyglass
Secondary Tools: None.
What can Scouting find?
- Settlements
- Resources Nodes (according to Terrain type)
- Caches (only in Plains Terrain)
- Encounters (these are potential hostile battles)
- Other Usurpers (this is 'passive' one does not need to actively scout for other Usurpers - you can find other Usurpers in ADDITION to any other Information.)
- Quest Information (some quests require you to scout certain grids - if you want to scout to complete a step in quest you need to annotate in your notes section "Quest: X". This will consume any other scout result.)
- Initiate a Favor Quest. (In your Action Notes state: "Initiate Favor"
- Information. (only in Swamps Terrain) Information provides bonuses depending upon which rooms you have built.
Rolling high on Scouting checks provides better results to any of the above results.
Lumber, Stone, and Iron Nodes |
---|
Size | Result Needed | Dice | # of Uses |
---|
Poor | Partial Success | [3d4]+6 | 2 |
Normal | Normal Success | [4d4]+8 | 3 |
Exceptional | Significant Success | [5d4]+10 | 4 |
Grand | Astounding Success | [6d4]+12 | 4 |
Gold Nodes (Found in Mountains) |
---|
Size | Result Needed | Dice | # of Uses |
---|
Poor | Partial Success | [2d4]+4 | 1 |
Normal | Normal Success | [3d4]+6 | 2 |
Exceptional | Significant Success | [4d4]+8 | 3 |
Grand | Astounding Success | [5d4]+10 | 4 |
Caches (Found in Plains) |
---|
Size | Result Needed | Gold Value |
---|
Poor | Partial Success | 4 |
Small | Normal Success | 8 |
Medium | Significant Success | 12 |
Large | Astounding Success | 16 |
(* Caches above Large do not exist. Nodes above Grand do not exist. If you roll an Epic Success when Scouting and you discover a node - that node will instead be "Grand" with a "+20 to Harvest" bonus.)
Rolling normal successes will result in only finding common Settlements - with the standard races. Rolling higher will result in finding non-standard races and Settlements with useful quests and more powerful Extras.
For abundant and explicit clarity: Unlike Crafting, Building and Renovation; Harvesting and Scouting do NOT require any tools at all to attempt them; but, you MUST have the 'primary' tool equipped in order to receive a bonus from ANY tools. (that applies to each Unit.)
[ There are no secondary tool options for Scouting. ]
Failing scout checks can result in Ambushes. These are similar to Encounters, except that one's forces
must fight the encounter for one full-round of combat; and the Ambush is not saved in your list of potential encounters.
What is the difference between a Cache and a Resource Node?
Resource Nodes contain exactly one resource. They must be harvested after they have been scouted in order to reap the resources contained therein.
Caches have a random assortment of gold, food, and potentially other items. Their full value is gained the moment you scout them. You do not return on subsequent weeks to gather the items contained.
4.C Leader-Initiated Actions (Active)
Leader-Initiated Actions are those which a Leader may perform on their own (without a Unit). Units cannot perform Leader-Initiated actions on their own.
4.C1 Diplomacy
Diplomacy is an action allows Leaders to recruit new Units at Cities, or to improve relations with Settlements and recruit Unique Units there.
Associated Skill: Negotiator.
Diplomacy Requirements and Results
Start Attit. | Bribe | Req. Result | New Attit. |
---|
Hostile | - | Astounding | Unfriendly |
Hostile | 15 Gold | Significant | Unfriendly |
Hostile | - | Epic | Indifferent |
Hostile | 15 Gold | Astounding | Indifferent |
Unfriendly | - | Significant | Indifferent |
Unfriendly | 10 Gold | Success | Indifferent |
Unfriendly | - | Astounding | Friendly |
Unfriendly | 10 Gold | Significant | Friendly |
Unfriendly | - | Epic | Loyal |
Unfriendly | 10 Gold | Astounding | Loyal |
Indifferent | - | Significant | Friendly |
Indifferent | 10 Gold | Success | Friendly |
Indifferent | - | Astounding | Loyal |
Indifferent | 10 Gold | Significant | Loyal |
Friendly | - | Significant | Loyal |
Friendly | 10 Gold | Success | Loyal |
Loyal | - | Significant | Fanatical |
Start Attit. = This is the Starting Attitude (Relationship Status) of the Civilization Point in question.
Bribe = If you pay this amount of Gold, or Gold-equivalent resources/items as a donation/bribe/gift to the Settlement in question in your Action Notes, the thresholds for success and the maximum potential increase becomes easier. (Items are assumed to have the "Standard" value when used to bribe.)
Req. Result = This is the Required Result (Success Threshold) you must meet in order to improve relations with the Settlement in question.
Settlement/City Size and Bonuses:
Size | Bonus |
---|
Camp | +1 |
Hamlet | +2 |
Village | +3 |
Colony | +4 |
Small Town | +6 |
Large Town | +8 |
Principality | +12 |
Metropolis | +15 |
Settlement Attitude Status Bonus
Diplomacy with Settlement |
---|
Attitude | Bonus |
---|
Indifferent | +0 |
Friendly | +1 |
Loyal | +3 |
Fanatical | +6 |
Note: All Cities are considered to be 'Indifferent', and this cannot normally be changed.
What does each grade of Attitude status get you?
Status | Result |
---|
Hostile | This Settlement will report you to the nobles and legendary foes. |
Unfriendly | This Settlement will report you to the nobles and legendary foes. Can initiate a Settlement/Story Quest. |
Indifferent | They don't care about you. They won't report you. |
Friendly | You can recruit Unique Units (as long as at least Hamlet sized.) - No more than one per Diplomacy check. |
Loyal | You can recruit Extras |
Fanatical | Bonus VPs, a Statue in your Honor. |
It should be noted that once the Faction Forces and Legendary Foes take to the field to find you - even Settlements about which you are not aware will report you if you are within 2 Grids of them. This means learning about the nearby Settlements is vital to survival. Make nice with your neighbors.
In order to bring a Settlements to Fanatical Status, you must have completed its Settlement quest. |
If you attempt diplomacy at a Settlement - and your Barracks are already full - you will not receive a Unique Unit Recruitment opportunity unless you specify in your notes that you are looking anyway. (to prevent you from 'accidentally' finding a cool Unique - only to lose it because your barracks are full.) You can still 'hate draft' if you want by declaring in your notes that you are looking for a recruitment.
4.C2 Explore
Exploration is how Leaders discover the inner story of Usurper. Exploring is an Action conducted by Leaders in order to acquire key information and find the most unique of opportunities.
Exploration is the
most important Leader action.
Associated Skill: Bard.
When Exploring you have will generally have two options:
- Initiate an Exploration Quest, or
- Seek-out an Opportunity.
If you want to receive (initiate) a new quest, annotate "Initiate" in your Action notes. Otherwise, it will be assumed that you are seeking an opportunity.
Opportunities can be any of the followings:
- Recruitment offer from an Extra (special characters with focused abilities and skills.)
- Recruitment offer from a Unique Unit
- Encounter a shady necromancer. (risk a significant sacrifice for abilities)
- Meet a traveling Teacher. (gain non-combat skills)
- Meet a traveling Trainer. (gain combat skills)
- Meet a traveling Architect. (pay to build a new room rapidly.)
4.C3 Interrogate
Leaders can conduct Interrogations just as Units see Section: 4.B6.
4.C4 Train a Skill
Can't always get the skill you want? Well, there's a better way! Training.
Leaders and Extras can train others in the skills that they possess. Leaders are effective at giving training to large numbers at once, whilst Extras are capable of focused, rapid training to only one Unit at a time.
Training does not require a skill check, but does require knowing a Skill.
Using Leaders to Train:
In order for a Leader to train a Unit or another Leader in a skill, they must possess at least one rank in the skill in question.
In your orders, use "Train" in the Action, and the skill name in Notes.
For each Unit and Leader receiving the benefit of the training, write 'Learn' in the Action and which Leader is giving the training in the Notes.
Example:
Name | Start | Action | Target | End | Notes |
---|
Grug, The Chief | Z26 | Train | Z26 | Z26 | Digger |
Richard, the Cohort | Z26 | Learn Skill | Z26 | Z26 | Learn from Grug |
Cowled Rangers | Z26 | Learn Skill | Z26 | Z26 | Learn from Grug |
Midnight Riders | Z26 | Learn Skill | Z26 | Z26 | Learn from Grug |
Leaders can train any # of Units at a time, however; they must all be in the same lair during that turn.
Leaders can only train other Units/Leaders up to their own skill level.
* Special Note: Leaders can still provide their leader bonus to actions that happen WITHIN the Lair.
Using Extras to Train:
4.D Extra-Initiated Actions (Active)
4.D1 Train a Skill
Extras can train a Unit or Leader in a skill, in any skill that they themselves possess.
Each Extra will have a description of their teaching rate/capacity.
Extras can only train one Unit or Leader at a time.
In your orders, use "Train" in the Action, and the skill name in Notes.
For the Unit or Leader receiving the benefit of the training, write 'Learn' in the Action and which Leader is giving the training in the Notes.
General training capabilities of Extras:
Tier 1 Extras will:
- Have skills up to level 2 on their own. They are able to train 1 Unit per turn - 1 XP is gained in that skill. This can go beyond their own skill.
Tier 2 Extras will:
- Have skills up to level 3 on their own. They are able to train 1 Unit per turn - 1 XP is gained in ALL skills that they possess (will have to limit to two or three per extra here.) This can go beyond their own skill.
Tier 3 Extras will:
- Have skills up to level 4 on their own. They are able to train 1 Unit per turn - 2 Skill XP are gained in that skill. This can go beyond their own skill.
Tier 4 Extras will:
- Have skills up to level 5 + possible Advanced Skills. They are able to train 1 Unit per turn - 2 Skill XP are gained in that skill. This can go beyond their own skill. Advanced skills train 1 XP.
Not every Extra will fit the general statement of the above. Not all Extras are Trainers.
4.D2 Teach a Spell
When an Extra possesses a spell, they are also capable of teaching it. Extras, unless otherwise stated, can spend a week in a Lair with a leader and the Leader will gain that spell.
Unless otherwise specified: Leaders can still provide their Leader Bonus (+25%) to any Actions that take place in the same Lair.
4.E The "Assist" Action
The first (or 'primary) Leader or Unit that performs an action is the one who "Initiates", all other supporting entities are "Assisting". Assist allows Leaders to support Units on actions in which they cannot normally initiate. Extras must ALWAYS assist. Unless otherwise stated, Extras can only assist in actions to which they provide some sort of benefit.
4.F Non-Actions (Passive)
Passive actions are those which occur without needing to be declared directly, and usually occur as a result of other actions.
4.F1 Carry
Units can 'carry' resources, purchased items, and other gear
4.F2 Defend
Defending occurs whenever you are attacked. In an effort to prevent the game being played very slowly, with players leaving hordes of Units at their lair all of the time; attacks on lairs always occur at the end of the week - regardless any inconsistency in timing logic.
4.F3 Reconnaissance (Recon)
Recon is an advanced skill of Scouting.
Requirements: Scout[5].
Associated Skill: Spy
Associated Tools: None.
Bonus: Each rank of Spy is associated to a "tier" of effect. After rolling, your scout result is assessed against the Obscurity value of nearby Usurpers (this is invisible to the player.) If your scout result is higher than the Obscurity value of a given Lair (or any lairs), you will receive a message stating:
"You have gained information about another Usurper."
Depending upon the highest rank of Spy of your Unit(s) involved in the Scout action, you will receive additional information:
Tier 0 (No ranks in Spy): There is a Usurper nearby. (Range = 2 grids.)
Tier 1 (1-3 ranks in Spy): Receive Basic direction (North, East, South, or West. Direction corresponds to Up, Right, Down, and Left on the map.)
Tier 2 (4-6 ranks in Spy): Range = 3 grids to receive information + Tier 1.
Tier 3 (7-9 ranks in Spy): Tiers 1 and 2 + receive more specific direction (Due North, NE, SW, etc.)
Tier 4 (10 ranks in Spy): As Tier 3 + If within one grid of the Usurper's lair - will receive message: "Usurper's Lair is close at hand."
What does "North" mean in terms of actually locating a lair?
Where "L" = where the Lair actually is and "S" = where you scouted
"X" equals the "potential" places.
| A | B | C | D | E | F |
---|
1 | X | X | X | X | X | X |
---|
2 | X | L | X | X | X | X |
---|
3 | X | X | X | X | X | X |
---|
4 | | | S | | | |
---|
5 | | | | | | |
---|
What does "Due North" mean in terms of actually locating a lair?
Where "L" = where the Lair actually is and "S" = where you scouted
"X" equals the "potential" places.
| A | B | C | D | E | F |
---|
1 | X | X | X | X | X | X |
---|
2 | X | L | X | X | X | |
---|
3 | | X | X | X | | |
---|
4 | | | S | | | |
---|
5 | | | | | | |
---|
4.F4 Interrogate (post-turn)
Interrogating as a 'non-action' can only be done with a specific renovation to a Prison. If used in this manner, no other entity, item, or artifact may assist in the effort.
4.F5 Trade
Trading is the art of negotiation. When you conduct Diplomacy with a Settlement or City - you have the option to buy and sell goods based upon what is available. Each time you enter a Settlement or City to Conduct Diplomacy: you will receive your Trade-Status (different from Attitude) with the Settlement in question. All Cities buy and sell at Standard Status (unless a World Update dictates otherwise.) Settlements nearly always begin at Reviled status. As you spend more Gold or sell more Gold-worth of goods to them: this status will improve.
Conducting quests with a Settlement can improve this as well.
The following are the trade values for resources.
For Buying FROM a City/Settlement
Stone and Lumber |
---|
Gold | Resou | Ratio | Trade Status |
---|
3 | 2 | .67 | Reviled (Rvd) |
1 | 1 | 1.0 | Poor (Por) |
3 | 5 | 1.67 | Subpar (Sub) |
2 | 3 | 1.5 | Standard (Std) |
1 | 4 | 4.0 | Preferred (Pfd) |
2 | 9 | 4.5 | Favored (Fvd) |
1 | 5 | 5.0 | Best (Bst) |
Iron |
---|
Gold | Iron | Ratio | Trade Status |
---|
4 | 3 | 0.75 | Reviled (Rvd) |
1 | 1 | 1.0 | Poor (Por) |
4 | 5 | 1.25 | Subpar (Sub) |
2 | 3 | 1.5 | Standard (Std) |
1 | 2 | 2.0 | Preferred (Pfd) |
2 | 5 | 2.5 | Favored (Fvd) |
1 | 3 | 3.0 | Best (Bst) |
Foodstuffs |
---|
Gold | Food | Ratio | Trade Status |
---|
5 | 1 | 0.2 | Reviled (Rvd) |
4 | 1 | 0.25 | Poor (Por) |
3 | 1 | 0.3 | Subpar (Sub) |
2 | 1 | 0.5 | Standard (Std) |
3 | 2 | 0.67 | Preferred (Pfd) |
1 | 1 | 1.0 | Favored (Fvd) |
2 | 3 | 1.5 | Best (Bst) |
For Selling TO a Settlement/City
Stone and Lumber |
---|
Gold | Stone | Ratio | Trade Status |
---|
1 | 5 | 5.0 | Reviled (Rvd) |
2 | 9 | 4.5 | Poor (Por) |
1 | 4 | 4.0 | Subpar (Sub) |
1 | 3 | 3.0 | Standard (Std) |
1 | 2 | 2.0 | Preferred (Pfd) |
2 | 3 | 1.5 | Favored (Fvd) |
1 | 1 | 1.0 | Best (Bst) |
Iron |
---|
Gold | Iron | Ratio | Trade Status |
---|
1 | 3 | 3.0 | Reviled (Rvd) |
2 | 5 | 2.5 | Poor (Por) |
1 | 2 | 2.0 | Subpar (Sub) |
2 | 3 | 1.5 | Standard (Std) |
4 | 5 | 1.25 | Preferred (Pfd) |
1 | 1 | 1.0 | Favored (Fvd) |
4 | 3 | 0.75 | Best (Bst) |
Foodstuffs |
---|
Gold | Food | Ratio | Trade Status |
---|
1 | 4 | 4.0 | Reviled (Rvd) |
1 | 3 | 3.0 | Poor (Por) |
1 | 2 | 2.0 | Subpar (Sub) |
1 | 1 | 1.0 | Standard (Std) |
3 | 2 | 0.5 | Preferred (Pfd) |
2 | 1 | 0.3 | Favored (Fvd) |
3 | 1 | 0.25 | Best (Bst) |
HQ Resources (Lumber, Stone, and Iron) are treated as regular Resources when sold to Cities/Settlements.
Thresholds for Improving Status |
---|
Current | # for Next | Running Total |
---|
Reviled (Rvd) | 5 Gold | 5 |
Poor (Por) | 5 Gold | 10 |
Subpar (Sub) | 10 Gold | 20 |
Standard (Std) | 5 Gold | 25 |
Preferred (Pfd) | 10 Gold | 35 |
Favored (Fvd) | 5 Gold* | 40 |
[ Best (Bst) can only be achieved if you have at least an Attitude Status of 'Loyal' ]
[ If you achieve Fanatical with a Settlement, you automatically improve each category by 1. ]
[ Only one Usurper can achieve Fanatical at a time with a Settlement. ]
Start Size | to Improve | Running Total |
---|
Camp | 10 | 10 |
Hamlet | 25 | 35 |
Village | 50 | 85 |
Colony | -- | -- |
You will not see the change until the next time you visit. If you scout a grid, in the same week that it would increase in size you will receive a notification in your scout results, "This [size Settlement] appears to be growing."
Note - Unlike Cities, which are large, industrious, and very capable of hosting large amounts of trade: Settlements do not have this luxury.
Settlements can only handle so much trade, represented by gold value in the chart below:
Size | Max Total Trade Value |
---|
Camp | 10 |
Hamlet | 25 |
Village | 50 |
Colony | 100 |
Settlements will trade (combined buy/sell) up to this gold value, or a single item- whichever is greater (so, a camp can still trade a single Unit of Horses, even though it would technically not be big enough.)
This message was last edited by the GM at 20:08, Sun 21 May 2017.