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Most district types should offer a Seat of Power building project (15 labor, requires town, one per district). These allow the player to recruit and set a unit as the district ruler or overseer. Each instance will accumulate political points based on a daily skill roll, divided by 7*(10+10) (week times average roll plus expected bonus), which are then spent to produce beneficial effects depending on the actual building in question. A seat of power without ruler makes the daily check as a bland d20 roll.
Criminal: Tyrant's keep (tyrant, evil, diplomacy+strength or charisma). points are a % monthly chance of converting (eliminating) 1 population and generating npctreasure(population) to be redeemed locally. For AI, this is added as labor bonus for the city.
Cultural: Capitol (consul, lawful, diplomacy). points are a daily % chance of replacing a random project card (in hand) with a random card from any deck in the game.
Expansive: Trading outpost (overseer, chaotic, diplomacy). Has a % chance per day of clearing up a undiscovered square on the map, up to district.size*2 (disable for hostile towns). If ever gets to 10 points, generates a Caravan instead.
Ecological: Grove (archdruid, chaotic, survival). Once points get to the same size as current town population, increase it.
Military: Castle (general, lawful, diplomacy). captures weakest fortification in a district.size*2 radius, if points>=fortification.el. For human players, will also do the same for Incursions, destroying them.
Productive: Syndicate (chairman, lawful, diplomacy or appraise). whenever there are daily points available, adds them divided as labor to all current projects.
Religious: Pantheon (head priest, good, knowledge). Once per day (turn()), has a % chance of triggering a beneficial Event City events #32 based on current points. Resets points when triggered. For AI: target a divine being (good outsider) and summon it into garrison.
The text was updated successfully, but these errors were encountered:
Recruiting simply offers a level 6 unit with maxed attribute, Aristocrat class and skill, by the same name of the ruler's title. Recruited rulers are automatically set into a vacant seat.
Have both a actfriendly() and acthostile() to make sure all of these have benefits for both players and Monster Governors alike. May even have a hostile-only upgrade "recruit governor" and "upgrade governor", using similar CR/XP rates as Draft.
Most district types should offer a Seat of Power building project (15 labor, requires town, one per district). These allow the player to recruit and set a unit as the district ruler or overseer. Each instance will accumulate political points based on a daily skill roll, divided by
7*(10+10)
(week times average roll plus expected bonus), which are then spent to produce beneficial effects depending on the actual building in question. A seat of power without ruler makes the daily check as a bland d20 roll.npctreasure(population)
to be redeemed locally. For AI, this is added as labor bonus for the city.district.size*2
(disable for hostile towns). If ever gets to 10 points, generates a Caravan instead.points
get to the same size as current town population, increase it.district.size*2
radius, ifpoints>=fortification.el
. For human players, will also do the same for Incursions, destroying them.turn()
), has a % chance of triggering a beneficial Event City events #32 based on current points. Resets points when triggered. For AI: target a divine being (good outsider) and summon it into garrison.The text was updated successfully, but these errors were encountered: