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Crafting Stuff
Raw Materials:
Wood: Requires either an axe or a saw. 1d4 resources returned upon harvest. Costs 5 BP to harvest.
Animal Hides: Requires a skinning knife. 1d3 resources returned upon harvest. Costs 1 BP to harvest.
Stone: Requires at least a stone pickaxe. 1d8 resources returned upon harvest. Costs 5 BP to harvest.
Copper Lode: Requires at least a stone pickaxe. 1d5 resources returned upon harvest. Costs 10 BP to harvest.
Coal Lode: Requires at least a stone pickaxe. 1d3 resources returned upon harvest. Costs 10 BP to harvest.
Tin Lode: Requires at least a Copper pickaxe. 1d5 resources returned upon harvest. Costs 10 BP to harvest.
Iron Lode: Requires at least a Bronze pickaxe. 1d4 resources returned upon Harvest. Costs 10 BP to harvest.
Aylatium Lode: Requires at least a Steel Pickaxe. 1d2 resources returned upon Harvest. Costs 25 BP to harvest.
Gemstones: Requires at least a Bronze pickaxe. 1d6 resources returned upon Harvest. Costs 15 BP to harvest.
Refined Materials:
Copper Ingot: Requires a Furnace; one unit of Copper Ore is transferred to one copper Ingot.
Bronze Ingot: Requires a Furnace; two units of Copper Ore and one unit of Tin Ore is used to make two Bronze Ingots.
Iron Ingot: Requires a Furnace; one unit of Iron Ore is produced to make one Iron Ingot.
Steel Ingot: Requires a Blast Furnace; two units of Steel Ore and two units of Coal are required to make one Steel Ingot.
Aylatium: Requires a Blast Furnace; three units of Aylatium Ore an one unit of Iron Ore are required to make one Aylatium Ingot.
Tanned Leather: Requires a tanning rack; one unit of animal hide is required to produce one Tanned Leather.
Buildings: Buildings are used to either increase the production of the villagers, but also to help defend it. They require mostly stone and wood, but may require other resources not commonly used (such as water).
Raw Materials:
Wood: Requires either an axe or a saw. 1d4 resources returned upon harvest. Costs 5 BP to harvest.
Animal Hides: Requires a skinning knife. 1d3 resources returned upon harvest. Costs 1 BP to harvest.
Stone: Requires at least a stone pickaxe. 1d8 resources returned upon harvest. Costs 5 BP to harvest.
Copper Lode: Requires at least a stone pickaxe. 1d5 resources returned upon harvest. Costs 10 BP to harvest.
Coal Lode: Requires at least a stone pickaxe. 1d3 resources returned upon harvest. Costs 10 BP to harvest.
Tin Lode: Requires at least a Copper pickaxe. 1d5 resources returned upon harvest. Costs 10 BP to harvest.
Iron Lode: Requires at least a Bronze pickaxe. 1d4 resources returned upon Harvest. Costs 10 BP to harvest.
Aylatium Lode: Requires at least a Steel Pickaxe. 1d2 resources returned upon Harvest. Costs 25 BP to harvest.
Gemstones: Requires at least a Bronze pickaxe. 1d6 resources returned upon Harvest. Costs 15 BP to harvest.
Refined Materials:
Copper Ingot: Requires a Furnace; one unit of Copper Ore is transferred to one copper Ingot.
Bronze Ingot: Requires a Furnace; two units of Copper Ore and one unit of Tin Ore is used to make two Bronze Ingots.
Iron Ingot: Requires a Furnace; one unit of Iron Ore is produced to make one Iron Ingot.
Steel Ingot: Requires a Blast Furnace; two units of Steel Ore and two units of Coal are required to make one Steel Ingot.
Aylatium: Requires a Blast Furnace; three units of Aylatium Ore an one unit of Iron Ore are required to make one Aylatium Ingot.
Tanned Leather: Requires a tanning rack; one unit of animal hide is required to produce one Tanned Leather.
Buildings: Buildings are used to either increase the production of the villagers, but also to help defend it. They require mostly stone and wood, but may require other resources not commonly used (such as water).
Blacksmith: Blacksmiths are used to produce gold, but also to house furnaces. It holds two upgrades, with one automatically built as soon as the smithy goes up; the other must be built later. Produces +3 Gold per Cycle, and starts with a Furnace.
Base Cost: 20 Stone, 10 Wood.
Tier 1 Upgrades: Furnace. May smelt up to Iron Ingots. Costs 30 Stone to build additional furnaces
Tier 2 Upgrades: Blast Furnace. May smelt up to Aylatium Ingots.
Farm: Increases the amount of food brought in by villagers by 3 every Cycle.
Cost: 5 Wood, 3 Stone. Special: Only 1 can be built for every 5 villagers.
Takes 2 Cycles to build.
Inn: Another upgrade to the Rest Stop, groups of adventurers will come by to spend money and rest for their next sortie. 1d6 Adventurers will come every Cycle; Increases Gold production by +6 per Cycle.
Cost: 45 Stone, 35 Wood. Requires: Rest Stop.
Outpost: A small area for traders of all sorts to stay and sell their various goods. Traders with whom the village is Friendly with will stay here, unless relationships deteriorate. Increases Gold production by +6; when combined with the Inn, adds on another +12 per Cycle.
Cost: 25 Wood, 25 Stone. Requires Trading Depot.
Paths: Pathways are special, as they allow a Descendant or villager to move faster along them to a destination; however, they make the village more susceptible to attacks. Instead of moving 1 Kilometer per turn, the Descendant can now move 2 Kilometers per turn.
Cost: Kilometers to destination * 15 Wood.
Takes 3 Cycles per Kilometer.
Pikes: Most effective against Slaver raids in the nights, these spikes will impale careless Cavalry. Adds +4 to Defense when built. May be built 3 times.
Cost: 15 Wood.
Takes 2 Cycles to Build.
Rest Stop: The village opens a little place for travelers to come by and visit. There’s a 1d4 chance that a visitor will come by and share information, either for free or for a price; if the GM rolls a 1, a visitor will be there for a Cycle or two.
Cost: 5 Wood, 3 Stone.
Stone Paths: With a paved road, the Descendants, and even traders, can move much faster between points. This allows allied villages to stay far apart, but still within a reasonable distance between each other. The Descendant can now move 4 Kilometers per turn.
Cost: Kilometers to Destination * 25 Stone
Takes 5 Cycles per Kilometer.
Tanning Rack: Allows animal hides to be tanned, producing Tanned Leather.
Cost: 3 wood.
Takes 1 Cycle to build.
Tavern: A tavern allows adventurers, as well as trouble makers, to come and stay at the village, overtaking the role of the Rest Stop. Now, 1d3 visitors will be by to stop and rest, but don’t let them get too drunk. +3 to gold production.
Cost: 20 Stone, 10 Wood. Requires: Rest Stop.
Trading Depot: Allows traders to come in and sell Goods to the village, as well as for the village to sell their own Goods.
Cost: 6 Wood, 8 Stone. Only one trader may be present at a time, and they stay for d3 Cycles.
Takes 3 Cycles to build.
Walls: A hefty improvement to build, and can only be done so once the village reaches 80 inhabitants; adds +10 to defense, up to four times.
Cost: 70 Stone, 15 Wood. For the village to be completely covered, this must be built 4 times.
Takes 10 Cycles to Build.
Watch Tower: Allows for a hasty defense when enemies are spotted, adding +6 onto a Defense score.
Cost: 15 Wood, 10 Stone. May only be built once.
Takes 2 Cycles to Build.
Well: Increases the amount of water brought in by villagers by 4 every Cycle.
Cost: 1 Wood, 10 Stone. Special: Only 1 can be built for every three villagers.
Takes 3 Cycles to build.
Base Cost: 20 Stone, 10 Wood.
Tier 1 Upgrades: Furnace. May smelt up to Iron Ingots. Costs 30 Stone to build additional furnaces
Tier 2 Upgrades: Blast Furnace. May smelt up to Aylatium Ingots.
Farm: Increases the amount of food brought in by villagers by 3 every Cycle.
Cost: 5 Wood, 3 Stone. Special: Only 1 can be built for every 5 villagers.
Takes 2 Cycles to build.
Inn: Another upgrade to the Rest Stop, groups of adventurers will come by to spend money and rest for their next sortie. 1d6 Adventurers will come every Cycle; Increases Gold production by +6 per Cycle.
Cost: 45 Stone, 35 Wood. Requires: Rest Stop.
Outpost: A small area for traders of all sorts to stay and sell their various goods. Traders with whom the village is Friendly with will stay here, unless relationships deteriorate. Increases Gold production by +6; when combined with the Inn, adds on another +12 per Cycle.
Cost: 25 Wood, 25 Stone. Requires Trading Depot.
Paths: Pathways are special, as they allow a Descendant or villager to move faster along them to a destination; however, they make the village more susceptible to attacks. Instead of moving 1 Kilometer per turn, the Descendant can now move 2 Kilometers per turn.
Cost: Kilometers to destination * 15 Wood.
Takes 3 Cycles per Kilometer.
Pikes: Most effective against Slaver raids in the nights, these spikes will impale careless Cavalry. Adds +4 to Defense when built. May be built 3 times.
Cost: 15 Wood.
Takes 2 Cycles to Build.
Rest Stop: The village opens a little place for travelers to come by and visit. There’s a 1d4 chance that a visitor will come by and share information, either for free or for a price; if the GM rolls a 1, a visitor will be there for a Cycle or two.
Cost: 5 Wood, 3 Stone.
Stone Paths: With a paved road, the Descendants, and even traders, can move much faster between points. This allows allied villages to stay far apart, but still within a reasonable distance between each other. The Descendant can now move 4 Kilometers per turn.
Cost: Kilometers to Destination * 25 Stone
Takes 5 Cycles per Kilometer.
Tanning Rack: Allows animal hides to be tanned, producing Tanned Leather.
Cost: 3 wood.
Takes 1 Cycle to build.
Tavern: A tavern allows adventurers, as well as trouble makers, to come and stay at the village, overtaking the role of the Rest Stop. Now, 1d3 visitors will be by to stop and rest, but don’t let them get too drunk. +3 to gold production.
Cost: 20 Stone, 10 Wood. Requires: Rest Stop.
Trading Depot: Allows traders to come in and sell Goods to the village, as well as for the village to sell their own Goods.
Cost: 6 Wood, 8 Stone. Only one trader may be present at a time, and they stay for d3 Cycles.
Takes 3 Cycles to build.
Walls: A hefty improvement to build, and can only be done so once the village reaches 80 inhabitants; adds +10 to defense, up to four times.
Cost: 70 Stone, 15 Wood. For the village to be completely covered, this must be built 4 times.
Takes 10 Cycles to Build.
Watch Tower: Allows for a hasty defense when enemies are spotted, adding +6 onto a Defense score.
Cost: 15 Wood, 10 Stone. May only be built once.
Takes 2 Cycles to Build.
Well: Increases the amount of water brought in by villagers by 4 every Cycle.
Cost: 1 Wood, 10 Stone. Special: Only 1 can be built for every three villagers.
Takes 3 Cycles to build.