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SECTOR DESIGNATIONS
For nations to make use of the sectors that they own, they
must indicate what each sector should be used for. The following
table lists sector designations and the cost for their designation:
name symbol gold cost iron cost
---------------- --------- ---------
CITY (c) 20 * 2000 5 * 2000
CAPITOL (C) 20 * 2000 5 * 2000
TOWN (t) 10 * 2000 2000
FORT (!) 10 * 2000 2000
STOCKADE (s) 3000 ----
All of the following designations only cost 2000 gold:
MILL (*) UNIVERSITY(u) CHURCH (=)
MINE (m) LUMBERYARD(l) SPECIAL (?)
GOLD MINE ($) BLACKSMITH(b) GRANARY (g)
FARM (f) ROAD (+) RUIN (&)
DEVASTATED(x)
END
DESIGNATION DESCRIPTIONS pg.1
TOWN (t) Towns, Cities, & Capitols are your power bases. You can draft
CITY (c) troops (if population > civilians / 16+(number of sectors)/2)
CAPITOL (C) and can build ships here. Town tax=rate*80 talons/person and
City tax=rate*100 talons/person. Both cost a lot to redesignate
AND take metal to create. They are captured only if you are the ONLY
occupant of the sector when the world is updated. Nations become
depleted if they lose their capitol. Cities, Towns, and Capitols
add to many of a nations characteristics.
MINE (m) Mine: Produce (tax/100)*8*Metal*People Talons & Produces
Metal Ores. Each mine you own adds to your nations mine_ability.
FARM (f) Produces (tax/100)*5*Vegetation*People Talons & Produces Food
Each farm you own adds to your nations farm_ability.
GOLD MINE ($) Produces (tax/100)*8*Gold*People Talons & Produces Jewels
DEVASTATED(x) Devastated sector. People dont like to live where devastated.
RUIN (&) Ruins are devastated Cities. They may be rebuilt to cities at
half cost or for 3000 talons may be redesignated otherwise.
END
DESIGNATION DESCRIPTIONS pg.2
FORT (!) Expensive fortress. Cost same as town cost. Only for defense.
SPECIAL (?) Produces Exotic Trade Goods - see next page.
STOCKADE (s) Stockades are minor (+10%) fortresses. They cost 3000.
UNIVERSITY(u) produce knowledge points (see nation attributes)
LUMBERYARD(l) UNUSED
BLACKSMITH(b) adds to nations mine ability
ROAD (+) Roads add 0.1 to communication ability. 1/2 cost to movement,
but they cost gold to maintain. You may only build 2 each turn.
You must have 100 civilians in a sector to build a road.
MILL (*) 1.2x food production in one sector range if there are adequate
people in the sector. It does not produce food on its own.
GRANARY (g) these "warehouses" serve as a point to store any food for the
winter. They decrease national spoilrate.
CHURCH (=) add to your nations popularity and patriotism
sector redesignation requires food ability of 4 (not forts/stockades).
Stockade, City, Town, & Fort defenses work for defenders with garrison status.
END
MINE ABILITY & WEALTH
Mine ability impacts your nations ability to mine ores (see below), and
wealth impacts your nations ability to use specialty luxury items that
can be produced in your nation. As such, these are the most important
attributes your nation has. It is difficult to get these attibutes to
OK levels at the beginning of the game - you must work at it.
mine ability = (people in cities,capitols,&towns)/333 + blacksmiths/167
+ (number of metal points being mined)/3
add 15 if the nation has MINER power
add 15 if the nation has STEEL power (in addition to miner bonus)
wealth = % of worlds gold + % of worlds jewels + % of worlds metal
+ cityfolk/1000 + townfolk/2000
add 30 to wealth if the nation is either a trader or empire class
The maximum wealth and mine ability is 100.
END
METAL
Many sectors have metal ores. Nations can use these ores if they have the
appropriate mine ability. The following table details the metal type,
required mine ability, metal production value, and percentage of the world
metal sectors containing that type of metal.
required metal world
type mine_ability value percent
copper 0 1-2 10%
lead 8 1-4 10%
tin 11 2-5 15%
bronze 15 2-5 20%
iron 25 2-8 25%
steel 30 3-10 15%
mithral 30 5-15 4%
adamantine 40 8-20 1%
END
WEALTH & JEWELS
Jewels is the "generic" name given to any luxury items you can make in
your nation. Like iron, certain sectors have an inate ability to produce
these luxury goods, which can be used only if the nation has a high enough
wealth. The following table details the luxury good type, required wealth,
jewel value, and percentage of the world jewel sectors containing that type
of good.
required jewel world
type wealth value percent
spice 0 1-2 20
silver 0 1-3 20
pearls 0 1-3 8
dye 5 1-5 8
silk 5 1-5 8
gold 8 1-6 20
rubys 8 1-6 7
ivory 15 2-8 5
diamonds 20 2-12 3
platinum 25 4-20 1
END
DONE