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Criminal district #53

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tukkek opened this issue Mar 22, 2017 · 9 comments
Open

Criminal district #53

tukkek opened this issue Mar 22, 2017 · 9 comments

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@tukkek
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tukkek commented Mar 22, 2017

dark shrine (20 labor, criminal, singleton)
allows you to sacrifice the population for gold, in the same exchange rate for capitols. Immediately destroys any shrines and no more shrines can be built on this city
allows you to spread a plague (100 labor) as per Disaster (all cities halve population)

@tukkek
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tukkek commented Mar 22, 2017

Riot (criminal, 0): convert random building into labor (10 per building or Fortification#level)
define: pick any location insde the district (non-construction, non-unique, non-town)
validate: location still exists and total labor gained <= total labor remaining in ongoing projects

@tukkek
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tukkek commented Mar 22, 2017

Necromancer tower (criminal): 1 ruby (2?) adds 1 population to city (zombies)

@tukkek tukkek added this to the Middle-term milestone Mar 22, 2017
@tukkek tukkek added the District label Apr 8, 2017
@tukkek tukkek modified the milestones: Short-term, Middle-term Apr 8, 2017
@tukkek
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tukkek commented Apr 9, 2017

Thieves guild (criminal, 5/10/15):

    allows you to put an unending corruption labor onto a city, which will convert labor into a 1/10/100:1 gold ratio to be recovered from the guild
    recruits mercenary thieves (apprentice/journeyman/master, depending on upgrades)
    maybe once per month will require a treasure(el=5/10/15) to keep working
        discount the current 
    when upgrading, the resulting and source locations are the same, just the level is upgraded on completion (this ensures the "corruption" labor can still be left running)

@tukkek tukkek added the Art label Apr 19, 2017
@tukkek
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tukkek commented Apr 19, 2017

Relocate resources (non-automatic, cost 0): destroys a district building to add #targetel labor to current projects.

@tukkek
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tukkek commented Jul 28, 2018

Back-alley clinic: academy that offer 5 random upgrades from any realm. Can be built multiple times.

Pawn shop (15, requites town): could work similarly to how Slums work currently - then make each slum boost Growth instead.

@tukkek
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tukkek commented Jul 28, 2018

Slave market (20, requires city): adds 4% to daily work. Adds a negative event: Slave Escape, which destroys it.

@tukkek
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tukkek commented Jul 28, 2018

Promote chaos (Town#size labor): adds +1% to chance of generating a Town event, up to a limit.

@tukkek
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tukkek commented Jul 28, 2018

Event (0): immediately generates a Town event. (might make it a base card?)

@tukkek
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tukkek commented Jul 28, 2018

Unethical labor (0): reduces 1 population to generate labor equal to the original population size.

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