Post by Rainbow Rage on Mar 5, 2011 15:51:55 GMT -5
Fallsworth Vale:
Partial Tutorial:
Gatherers - The more gatherers you have, the greater yield you get from your resources, but they will deplete faster.
Action: Gather. [ 1 Action ] While you have at least 1 gatherer, you can use the gather action on your turn.
Military -
Various units set to defend. You may put them on patrols or have them guard specific areas. Should invaders approach, your military is your only way to defend.
Actions: (You may only perform military actions if you have a captain and warrior units that are not militia)
Scout [ 1 Action ] - Scout out several squares for enemies.
Patrol [ 0 Actions ] - Patrol the nearby areas where the army is located.
Move [ 1 Action ] - Move miltary units about the map.
Attack [ 2 Actions ] - Attack a sighted enemy unit.
Agriculture - The more farmers you have, the greater yield you have for food. In Fallsworth vale, your farmers only can farm livestock.
Action: Farm [ 0 Actions ] - As long as you have a farm, and farmers, you produce food at 0 cost.
Hunter - Hunters are the most basic task a peasant can perform. Hunting returns food and gold, but at a lesser yield than trading or farming.
Action: Hunt [ 0 Actions ] - Returns gold and food.
Tradesman - As long as you have tradesmen in your region, you can increase your gold revenue. Gold can be used to hire henchmen, lords and purchase materials for buildings.
Arcanist - (Must build Crimson Hall first)
Arcanists can research greater technologies and provide increased capabilities for other tasks.
Action: Research [ 1 Action ] - Grants progress on improving tasks.
Religion - Religion increases the morale of your people and can provide income.
Explorer - Explorers can find new enemies, mineral nodes and so forth. The more explorers you have, the higher the chance for rare minerals.
Action: Explore [ 1 Action ] - Discover new things at a specific site.
Builders - Builders allow you to construct new buildings. Buildings consume: iron, wood and stone.
Actions:
Build [ 1 Action ] - Allows the construction of new buildings. Multiple buildings can be constructed at one time, but their progress may be delayed if you multi-task.
Repair [ 1 Action ] - Repair a damaged structure.
Possible henchmen:
Captain (Grants you additional military actions each turn)
Lord (Grants you additional non-military actions each turn)
Ambassador (Can increase reputation with nearby Lords)
Foreman (Can be used to increase gathering productivity at a site)
Supplies
Gold: 1000
Wood: 100
Stone: 100
Iron: 20
Food: 500
Tax Rate: 0%
Population: 200
Contentness: 15%
Army:
Militia: 15
Total resource nodes discovered:
None
Total resource gatherers: (0%)
0
Ratio:
Gatherers: 0% (Must discover resource node first)
Military: 0% (Must build barracks and hire captain first)
Agriculture: 0% (Must build farm first)
Hunter: 50%
Tradesman: 50%
Arcanist: 0% (Must build Crimson Hall first)
Religion: 0%
Explorer: 0%
Builder: 0%
Cities:
Fallsworth - Local Lord: None
Fallsworth structures:
Town Hall
Cottages
Church
Inn
Construction:
Village Hall [Start of a town]
Requires: 1000 gold, 1000 Wood, 200 Stone
Build Points: 200
Upgrade to Town Hall
Requires population 100; 500 Wood, 250 Stone
Build Points: 400
Upgrade to City Hall
Requires population 500; 500 Wood, 500 Stone
Build Points: 800
Cottages [Requires Village Hall]
Allows population to flourish beyond 50 people
Upgrade to City Hall
Requires: 100 Wood
Build Points: 25
Church [Requires Village Hall and Cottages]
Requires: 100 Wood, 50 Stone
Increases morale growth by 10% and allows you to recruit priests at your inn.
Build Points: 75
Inn [Requires Cottages]
Requires: 100 Wood
Allows you to recruit henchmen
Build Points: 30
Barracks [Requires Village Hall, Cottages]
Requires: 100 Wood, 250 Stone
Allows you to recruit warriors
Build Points: 100
Farm [Requires Cottages]
Requires: 100 Wood
Allows you to perform the Farm action to gather food
Build Points: 45
Upgrade to Cottages Level 2 [Requires Town Hall]
Allows population to go beyond 500
Requires: 300 Wood
Build Points: 75
Stables [Requires Cottages, Inn]
You can gather beyond 8 squares of a city without penalty instead of 5. In addition, each scout action you take allows you to scout two regions instead of 1.
Requires: 200 Wood, 100 Iron
Build Points: 100
Scout Tower [Requires Barracks, Town Hall]
Special: You can build a Scout Tower any where within 5 squares of your town.
You can instantly transport warriors and militia to a scout tower within range via a move action when ungarrisoning troops. You can also explore around a scout tower at 0 actions.
Requires: 300 Stone, 100 Wood, 100 Iron
Build Points: 100
Hirelings:
Scott Burnside [Level 1 Foreman] 250 gold
- Special: Can gather resources at locations further than 5 squares away without the penalty.
- Standard: +11% resources gathered at one site per turn.
- Upkeep: 50 gold per turn
Will Swordhand [Level 1 Captain] 300 gold
- Special: Level 3 Fighter, Sword and Shield
- Standard: You can take 3 additional military actions per turn with Will Swordhand.
- Upkeep: 50 gold per turn
Lord Thomas Chilton [Level 1 Lord] - 650 gold
- Special: Decreases morale growth by 2% and increases income by 10% when you use tradesmen.
- Standard: You may take two additional actions per turn. These actions must be (Research or Explore)
- Upkeep: 100 gold per turn
No Ambassadors at your inn currently.
No Priests at your inn currently.
-----
Barracks:
Basic Units:
Militia - Level 1 Human Warrior
HP - 9; Speed: 30
AC 15; Fort +5, Ref +0, Will +0
Spear +3; 1d8+2
Str 15 Dex 11 Con 12 Int 8 Wis 10 Cha 9
Alertness, Great Fortitude
Spear, Studded Leather, Heavy Wooden Shield
2 Food, 1 iron, 1 wood, 3 gold
Swordsman - Level 2 Human Warrior
HP - 20; Speed: 20
AC 18; Fort +5, Ref +1, Will +1
Sword +6; 1d8+3, 19-20
Str 17 Dex 13 Con 14 Int 8 Wis 12 Cha 10
Toughness, Weapon Focus
Longsword, Scale Armor, Heavy Steel Shield
2 Food, 3 iron, 1 wood, 6 gold
Vanguard - Level 2 Human Warrior
HP - 17; Speed: 30
AC 15; Fort +5, Ref +1, Will +1
Greataxe +5; 1d12+7, x3
Str 17 Dex 13 Con 14 Int 8 Wis 12 Cha 10
Power Attack, Weapon Focus
Greataxe, Chain Shirt
2 Food, 3 iron, 1 wood, 6 gold
Archer - Level 2 Human Warrior
HP - 15; Speed: 30
AC 16; Fort +4, Ref +4, Will +2
Shortsword +3; 1d6+1, 19-20
Longbow +5; 1d8, x3; Range 75
Str 12 Dex 17 Con 13 Int 8 Wis 14 Cha 10
Alertness, Point-Blank Shot
Longbow, Shortsword, Studded Leather
2 Food, 1 iron, 5 wood, 8 gold
Pikemen - Level 2 Human Warrior
HP - 17 Speed: 20
AC 16; Fort +5, Ref +3, Will +1
Halberd +6; 1d10+4, x3
Str 17 Dex 13 Con 14 Int 8 Wis 12 Cha 10
Lightning Reflexes, Weapon Focus
Halberd, Scale Armor
2 Food, 2 iron, 2 wood, 7 gold
Advanced Units:
Cavalry - Level 4 Human Fighter -- Requires Stables, Barracks Level 2
HP - 40; Speed: 40
AC 22; Fort +6, Ref +2, Will +2
Lance +8; 1d8+8, x3, Lance (Charge) +9; 3d8+24, x3
Longsword +8; 1d8+8, 19-20
Str 18 Dex 13 Con 14 Int 8 Wis 12 Cha 10
Power Attack, Mounted Combat, Spirited Charge, Ride-by Attack, Toughness, Weapon Focus
Lance, Longsword, Full Plate Armor, Heavy Steel Shield
5 Food, 10 iron, 3 wood, 30 gold
Ranger - Level 4 Human Ranger -- Requires Barracks Level 2
HP - 32; Speed: 35
AC 16; Fort +5, Ref +6, Will +2
Battleaxe +7/+7; 1d8+3, x3
Longbow +7; 1d8+3, x3; Range 75
Str 17 Dex 15 Con 12 Int 10 Wis 13 Cha 8
Double Slice, Endurance, Fleet, Two Weapon Fighting, Weapon Focus
Battleaxe, Battleaxe, Longbow, Chain Shirt
4 Food, 5 iron, 2 wood, 15 gold
Wolf Animal Companion (stats added later)
Marksman - Level 4 Human Fighter -- Requires Barracks Level 2
HP - 32; Speed: 30
AC 17; Fort +5, Ref +5, Will +3
Shortsword +5; 1d6+1, 19-20
Longbow +8/+8; 1d8+3, x3; Range 75
Str 12 Dex 18 Con 13 Int 8 Wis 14 Cha 10
Improved Initiative, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus, Weapon Specialization
Longbow, Shortsword, Studded Leather
2 Food, 1 iron, 6 wood, 15 gold
Swordmaster - Level 4 Human Fighter -- Requires Barracks Level 2
HP - 40; Speed: 30
AC 18; Fort +6, Ref +2, Will +3
Greatsword +8; 2d6+14, 19-20
Str 18 Dex 13 Con 14 Int 8 Wis 12 Cha 10
Dodge, Mobility, Power Attack, Toughness, Weapon Focus, Weapon Specialization
Greatsword, Breastplate
2 Food, 6 iron, 1 wood, 15 gold
Paladin - Level 4 Human Paladin -- Requires Temple, Barracks Level 2
HP - 36; Speed: 20
AC 21; Fort +7, Ref +3, Will +7
Longsword +10; 1d8+4, 19-20
Str 18 Dex 10 Con 13 Int 8 Wis 12 Cha 14
Improved Initiative, Toughness, Weapon Focus
Special: Lay on Hands 5 times; (2d6 healing), Smite, Bless 1 time
Longsword, Heavy Steel Shield, Full Plate
2 Food, 10 iron, 1 wood, 20 gold
Acolyte (Mace, n shield, spells) -- Requires Temple
Expert Units:
Eldritch Knight (Ftr1,Wiz4,EldKn2)-- Requires Crimson Hall, Mage's Tower
Crimson Evoker (Evk7)-- Requires Mage's Tower
Crimson Blade (Ftr7) -- Requires Crimson Hall
Priest of Alton (Clr7) -- Requires Cathedral
Partial Tutorial:
Gatherers - The more gatherers you have, the greater yield you get from your resources, but they will deplete faster.
Action: Gather. [ 1 Action ] While you have at least 1 gatherer, you can use the gather action on your turn.
Military -
Various units set to defend. You may put them on patrols or have them guard specific areas. Should invaders approach, your military is your only way to defend.
Actions: (You may only perform military actions if you have a captain and warrior units that are not militia)
Scout [ 1 Action ] - Scout out several squares for enemies.
Patrol [ 0 Actions ] - Patrol the nearby areas where the army is located.
Move [ 1 Action ] - Move miltary units about the map.
Attack [ 2 Actions ] - Attack a sighted enemy unit.
Agriculture - The more farmers you have, the greater yield you have for food. In Fallsworth vale, your farmers only can farm livestock.
Action: Farm [ 0 Actions ] - As long as you have a farm, and farmers, you produce food at 0 cost.
Hunter - Hunters are the most basic task a peasant can perform. Hunting returns food and gold, but at a lesser yield than trading or farming.
Action: Hunt [ 0 Actions ] - Returns gold and food.
Tradesman - As long as you have tradesmen in your region, you can increase your gold revenue. Gold can be used to hire henchmen, lords and purchase materials for buildings.
Arcanist - (Must build Crimson Hall first)
Arcanists can research greater technologies and provide increased capabilities for other tasks.
Action: Research [ 1 Action ] - Grants progress on improving tasks.
Religion - Religion increases the morale of your people and can provide income.
Explorer - Explorers can find new enemies, mineral nodes and so forth. The more explorers you have, the higher the chance for rare minerals.
Action: Explore [ 1 Action ] - Discover new things at a specific site.
Builders - Builders allow you to construct new buildings. Buildings consume: iron, wood and stone.
Actions:
Build [ 1 Action ] - Allows the construction of new buildings. Multiple buildings can be constructed at one time, but their progress may be delayed if you multi-task.
Repair [ 1 Action ] - Repair a damaged structure.
Possible henchmen:
Captain (Grants you additional military actions each turn)
Lord (Grants you additional non-military actions each turn)
Ambassador (Can increase reputation with nearby Lords)
Foreman (Can be used to increase gathering productivity at a site)
Supplies
Gold: 1000
Wood: 100
Stone: 100
Iron: 20
Food: 500
Tax Rate: 0%
Population: 200
Contentness: 15%
Army:
Militia: 15
Total resource nodes discovered:
None
Total resource gatherers: (0%)
0
Ratio:
Gatherers: 0% (Must discover resource node first)
Military: 0% (Must build barracks and hire captain first)
Agriculture: 0% (Must build farm first)
Hunter: 50%
Tradesman: 50%
Arcanist: 0% (Must build Crimson Hall first)
Religion: 0%
Explorer: 0%
Builder: 0%
Cities:
Fallsworth - Local Lord: None
Fallsworth structures:
Town Hall
Cottages
Church
Inn
Construction:
Village Hall [Start of a town]
Requires: 1000 gold, 1000 Wood, 200 Stone
Build Points: 200
Upgrade to Town Hall
Requires population 100; 500 Wood, 250 Stone
Build Points: 400
Upgrade to City Hall
Requires population 500; 500 Wood, 500 Stone
Build Points: 800
Cottages [Requires Village Hall]
Allows population to flourish beyond 50 people
Upgrade to City Hall
Requires: 100 Wood
Build Points: 25
Church [Requires Village Hall and Cottages]
Requires: 100 Wood, 50 Stone
Increases morale growth by 10% and allows you to recruit priests at your inn.
Build Points: 75
Inn [Requires Cottages]
Requires: 100 Wood
Allows you to recruit henchmen
Build Points: 30
Barracks [Requires Village Hall, Cottages]
Requires: 100 Wood, 250 Stone
Allows you to recruit warriors
Build Points: 100
Farm [Requires Cottages]
Requires: 100 Wood
Allows you to perform the Farm action to gather food
Build Points: 45
Upgrade to Cottages Level 2 [Requires Town Hall]
Allows population to go beyond 500
Requires: 300 Wood
Build Points: 75
Stables [Requires Cottages, Inn]
You can gather beyond 8 squares of a city without penalty instead of 5. In addition, each scout action you take allows you to scout two regions instead of 1.
Requires: 200 Wood, 100 Iron
Build Points: 100
Scout Tower [Requires Barracks, Town Hall]
Special: You can build a Scout Tower any where within 5 squares of your town.
You can instantly transport warriors and militia to a scout tower within range via a move action when ungarrisoning troops. You can also explore around a scout tower at 0 actions.
Requires: 300 Stone, 100 Wood, 100 Iron
Build Points: 100
Hirelings:
Scott Burnside [Level 1 Foreman] 250 gold
- Special: Can gather resources at locations further than 5 squares away without the penalty.
- Standard: +11% resources gathered at one site per turn.
- Upkeep: 50 gold per turn
Will Swordhand [Level 1 Captain] 300 gold
- Special: Level 3 Fighter, Sword and Shield
- Standard: You can take 3 additional military actions per turn with Will Swordhand.
- Upkeep: 50 gold per turn
Lord Thomas Chilton [Level 1 Lord] - 650 gold
- Special: Decreases morale growth by 2% and increases income by 10% when you use tradesmen.
- Standard: You may take two additional actions per turn. These actions must be (Research or Explore)
- Upkeep: 100 gold per turn
No Ambassadors at your inn currently.
No Priests at your inn currently.
-----
Barracks:
Basic Units:
Militia - Level 1 Human Warrior
HP - 9; Speed: 30
AC 15; Fort +5, Ref +0, Will +0
Spear +3; 1d8+2
Str 15 Dex 11 Con 12 Int 8 Wis 10 Cha 9
Alertness, Great Fortitude
Spear, Studded Leather, Heavy Wooden Shield
2 Food, 1 iron, 1 wood, 3 gold
Swordsman - Level 2 Human Warrior
HP - 20; Speed: 20
AC 18; Fort +5, Ref +1, Will +1
Sword +6; 1d8+3, 19-20
Str 17 Dex 13 Con 14 Int 8 Wis 12 Cha 10
Toughness, Weapon Focus
Longsword, Scale Armor, Heavy Steel Shield
2 Food, 3 iron, 1 wood, 6 gold
Vanguard - Level 2 Human Warrior
HP - 17; Speed: 30
AC 15; Fort +5, Ref +1, Will +1
Greataxe +5; 1d12+7, x3
Str 17 Dex 13 Con 14 Int 8 Wis 12 Cha 10
Power Attack, Weapon Focus
Greataxe, Chain Shirt
2 Food, 3 iron, 1 wood, 6 gold
Archer - Level 2 Human Warrior
HP - 15; Speed: 30
AC 16; Fort +4, Ref +4, Will +2
Shortsword +3; 1d6+1, 19-20
Longbow +5; 1d8, x3; Range 75
Str 12 Dex 17 Con 13 Int 8 Wis 14 Cha 10
Alertness, Point-Blank Shot
Longbow, Shortsword, Studded Leather
2 Food, 1 iron, 5 wood, 8 gold
Pikemen - Level 2 Human Warrior
HP - 17 Speed: 20
AC 16; Fort +5, Ref +3, Will +1
Halberd +6; 1d10+4, x3
Str 17 Dex 13 Con 14 Int 8 Wis 12 Cha 10
Lightning Reflexes, Weapon Focus
Halberd, Scale Armor
2 Food, 2 iron, 2 wood, 7 gold
Advanced Units:
Cavalry - Level 4 Human Fighter -- Requires Stables, Barracks Level 2
HP - 40; Speed: 40
AC 22; Fort +6, Ref +2, Will +2
Lance +8; 1d8+8, x3, Lance (Charge) +9; 3d8+24, x3
Longsword +8; 1d8+8, 19-20
Str 18 Dex 13 Con 14 Int 8 Wis 12 Cha 10
Power Attack, Mounted Combat, Spirited Charge, Ride-by Attack, Toughness, Weapon Focus
Lance, Longsword, Full Plate Armor, Heavy Steel Shield
5 Food, 10 iron, 3 wood, 30 gold
Ranger - Level 4 Human Ranger -- Requires Barracks Level 2
HP - 32; Speed: 35
AC 16; Fort +5, Ref +6, Will +2
Battleaxe +7/+7; 1d8+3, x3
Longbow +7; 1d8+3, x3; Range 75
Str 17 Dex 15 Con 12 Int 10 Wis 13 Cha 8
Double Slice, Endurance, Fleet, Two Weapon Fighting, Weapon Focus
Battleaxe, Battleaxe, Longbow, Chain Shirt
4 Food, 5 iron, 2 wood, 15 gold
Wolf Animal Companion (stats added later)
Marksman - Level 4 Human Fighter -- Requires Barracks Level 2
HP - 32; Speed: 30
AC 17; Fort +5, Ref +5, Will +3
Shortsword +5; 1d6+1, 19-20
Longbow +8/+8; 1d8+3, x3; Range 75
Str 12 Dex 18 Con 13 Int 8 Wis 14 Cha 10
Improved Initiative, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus, Weapon Specialization
Longbow, Shortsword, Studded Leather
2 Food, 1 iron, 6 wood, 15 gold
Swordmaster - Level 4 Human Fighter -- Requires Barracks Level 2
HP - 40; Speed: 30
AC 18; Fort +6, Ref +2, Will +3
Greatsword +8; 2d6+14, 19-20
Str 18 Dex 13 Con 14 Int 8 Wis 12 Cha 10
Dodge, Mobility, Power Attack, Toughness, Weapon Focus, Weapon Specialization
Greatsword, Breastplate
2 Food, 6 iron, 1 wood, 15 gold
Paladin - Level 4 Human Paladin -- Requires Temple, Barracks Level 2
HP - 36; Speed: 20
AC 21; Fort +7, Ref +3, Will +7
Longsword +10; 1d8+4, 19-20
Str 18 Dex 10 Con 13 Int 8 Wis 12 Cha 14
Improved Initiative, Toughness, Weapon Focus
Special: Lay on Hands 5 times; (2d6 healing), Smite, Bless 1 time
Longsword, Heavy Steel Shield, Full Plate
2 Food, 10 iron, 1 wood, 20 gold
Acolyte (Mace, n shield, spells) -- Requires Temple
Expert Units:
Eldritch Knight (Ftr1,Wiz4,EldKn2)-- Requires Crimson Hall, Mage's Tower
Crimson Evoker (Evk7)-- Requires Mage's Tower
Crimson Blade (Ftr7) -- Requires Crimson Hall
Priest of Alton (Clr7) -- Requires Cathedral