Turn 10
- Pronouns
- He/Him
As you sit in your office looking out onto your domain, all you feel is a numbness. You, Sabutai Torus, are the newest Sector Lord. Your not sure if its shock or just your general lack of emotion but you can't quite seem to process just how far you have come in so little time. Now you just have to survive another year before you can claim your title,
NOTE: Don't forget to assign your hero's to things
Industry: 2 Dice (Base) + 1 Dice per Unallocated Tech Priest Shift (8) + 1 per (4) unallocated Skilled Worker shifts (16/4=4 dice) + Pi-Tau 65: +1 Industry dice per 5 Tech Priest shifts (20/5 = 4 dice) = 18 Dice
[]Construct a new production line: You are in need of more production capacity, so now you need to commission a new line, one benefitting from modern advancements
0/250 Progress, 150 B-mats per dice. Reward 1 Modern Production line: 20 Production Capacity [1 Space]
[]Construct a new Warehouse: You are in need of more storage capacity, so now you need to commission a new warehouse, one better designed
0/150 Progress, 150 B-mats per dice. Reward: 1 Modern Warehouse: 7500 Storage Capacity [1 Space]
[]Construct a Vox Tower: You've finally gotten contact re-established, but now you need more channel's for your contacts
0/200 Progress, 200 B-mats & 10 A-Mats per dice. Reward: 1 Small Vox Tower: Opens 1 Contact slot [1 Space]
[]Construct a new Basic Workers quarters: You are in need of more housing capacity, so now you need to commission a new workers quarter
0/150 Progress, 150 B-mats per dice. Reward: 1 Workers Quarter: 20 Housing capacity [1 Space]
[]Construct a new Basic Workers Housing Complex: You are in need of a lot more housing capacity, so now you need to commission a new workers Complex
0/750 Progress, 150 B-mats per dice. Reward: 1 Workers Complex: 120 Housing capacity [5 Space]
[]Construct a new Comfortable (Insert worker type) quarters: You have decided that some of your workers deserve better accommodations than the rest of the riff raff, and as such have ordered better housing for them.
0/250 Progress, 200 B-mats & 5 A-mats per dice. Reward: 1 Comfortable Quarter: 10 Housing Capacity (Shifts housed here gain +10 to their rolls) [1 Space]
[]Construct a new Comfortable Housing Complex: You have decided that some of your workers deserve better accommodations than the rest of the riff raff, and as such have ordered better housing for them.
0/1250 Progress, 200 B-mats & 5 A-mats per dice. Reward: 1 Comfortable Housing Complex: 60 Housing Capacity (Shifts housed here gain +10 to their rolls) [5 Space]
[]Construct a new Luxury (Insert worker type) quarters: You have decided that some of your workers deserve only the best accommodations, so integral to your operations that they are, and as such have ordered only the best (non-noble) housing for them.
0/500 Progress, 300 B-mats & 20 A-Mats per dice. Reward: 1 Luxury Quarter: 5 Housing Capacity (Shifts housed here gain +25 to their rolls) [1 Space]
[]Construct a new Luxury Housing Complex: You have decided that some of your workers deserve only the best accommodations, so integral to your operations that they are, and as such have ordered only the best (non-noble) housing for them.
1677/2500 Progress, 300 B-mats & 20 A-Mats per dice. Reward: 1 Luxury Quarter: 30 Housing Capacity (Shifts housed here gain +25 to their rolls) [5 Space]
[]Construct a small/medium/large Forge Temple: Sooner or later you are going to need somewhere to house all the Tech Priests and store any tech you find, otherwise they might just leave or have your discoveries destroyed.
0/[200/600/1200] Progress, 400 B-mats & 20 A-mats per dice. Reward 1 small/medium/large Forge Temple: Houses 5/15/30 Tech-Priest Shifts, houses 20/60/120 artifacts, has 1/3/5 slots, gives a 2/5/10 % chance to unlock bonuses from slotted Artifacts, unlocks Learning, [1/2/4 space]
[]Construct a small/medium/large armory: While nothing and no-one has breached your defense's yet, you think it might be time to set up a secure storage for your military gear, one that can help with maintenance for your Security as well
0/[100/300/500], 100 B-mats & 20 A-mats per dice. Reward 1 small/medium/large armory: Store 100/200/300 units of military grade goods, Any attempt for hostile forces to destroy them suffer a - 30/50/70, 0/1/2 [Space]
[]Reinforce the (Insert Wall Here): With your newly expanded territory stretching quite far, you'll need another defensive wall to protect it
0/(300/600), 200 B-mats per dice. Reward: Heavily reinforced wall/Bastion wall -40/-60 from hostile attack rolls
[]Construct a small/medium/large Sim Pod training area: Now that you've given the AdMech their due, you can put that STC to use
0/(500/1000/2000), 200 B-mats & 100 A-mats. Reward 1 small/medium/large Sim Pod training area: Sec. units assigned to the sim pods increase 2 levels of training per turn up to [Solar Aux] level (Assigned units are unavailable until they either finish or are removed). Space for 2/4/8 units. 1/2/4 [Space]
Production: 37/80 Capacity used
[]Allocate capacity based on Production Items
Stewardship: 2 Dice (Base)
[]Send out scavenger parties: There is an untold number of resources out there, you (or more accurately, you workers) just need to go out there and bring them back. Your recent successes have regrettably picked all the nearby places clean.
Assign Shifts to this action and choose 2/3/4/5 turns for the expedition. Longer expeditions roll more for rewards but roll more for dangers
[]Construct a small maintenance workshop: You would rather not have your Manufactorum collapse back into its original state, so you'll set aside some resources and cog boys to do basic maintenance.
0/200 Progress, 100 B-mats per dice. Reward: 1 small maintenance workshop: -100 B-mats a turn, 1 Allocated Tech-Priest shift, 5 [Space] worth of maintenance per turn
[]Construct a large maintenance workshop: You would REALLY rather not have your Manufactorum collapse back into its original state, so you'll set aside a lot of resources and cog boys to do intensive maintenance. (LOCKED OUT)
0/500 Progress, 100 B-mats per dice. Reward 1 large maintenance workshop: -200 B-mats per turn & -20 A-mats per turn, 3 Allocated Tech-Priest shifts, 20 [Space] of maintenance per turn
[]Hire Menials: You're going to need more and more workers as you expand your production, might as well put the word out you're hiring
DC 60/120/180 5,000 Thrones per dice Reward: 5/10/15 [Menial] Shifts
[]Hire Skilled Workers: You're going to need more and more workers as you expand your production, might as well put the word out you're hiring
DC 75/150/225 10,000 Thrones per dice Reward: 3/6/9 [Skilled] Shifts
[]Send equipment to the Red Viper Protectorate: Might as well start arming them with actual gear, not whatever scraps they clunk together
-[]Insert type and units of equipment being sent
Marshal: Assign security shifts to chosen option, every shift adds 1 dice
[]Assign Sec. shifts to outposts: You might need to move your security teams around as needs arise
Assign/Remove [Sec] shifts to/from an outpost.
(Note: Up to 10 [Skitarii] shifts may be assigned to outposts. Outposts in the Bedrock layer are free while Outposts anywhere else requires a diplo roll at a DC of 50)
[]Secure an elevator shaft at (Insert Hive Level): You're going to need to make sure nothing happens to your only reliable method of moving resources
DC 50/100. 100 B-mats & 10 A-mats per dice Reward: gain Elevator FOB: must have at least 1 Sec. Shift assigned, anything attempting to use or obstruct this elevator entrance must defeat assigned Sec. Shifts
[]Reinforce one of your outposts: You think you might need to beef up an outpost, so you'll set your security to the task
DC ? (Depends on current level of outpost)
[]Clear the surrounding ruins: You need more space to expand your holdings, so your going to need to clear out the surrounding ruins
DC 100/200/ect.. 10,000 Thrones per dice Reward: 5/10 [space] (May be taken more than once per turn)
[]Attack a ganger faction: You're going to put your boot down on one of the gangs, and it's going to be hard and fast
DC ? (Depends on gangs situation) Reward: Chosen gang suffers damage, possible loot Locked until you know what gangs exist (May be taken more than once per turn)
[]Hunt down some of the [Insert local wildlife here]: For either materials or to thin the herd, you are sending your forces out to hunt
DC 50/100/200 10,000 Thrones per dice. Reward 1d5/1d15/2d15 of corpses from selected animal/robot
[]Send the Red Viper Protectorate some trainers: See if you cant get them acting like actual competent combatants
DC 0, Temp. lose your PMC's skill training for 3 turns OR spend 200,000 Thrones to get the Avg. ganger to [PDF] level and the elites to [Imperial Guard] level
[] Send units to help with the Purge: Might as well do your part
-[]Assign units to help the purge (Will reveal all your new tech)
Diplomacy:2 Dice (Base)
[]Contact your PMC: The PMC you created will be a good source of troops. (+2 shifts per turn)
DC 20
11 [PDF] Sec. Shifts available (Max. 20 in reserve) for hire, 20,000 Thrones per shift
(If all [PDF] shifts hired option below becomes available, [Trained] Shifts reinforce first)
40 [Trained] Sec. Shifts available (Max. 40 in reserve) for hire, 10,000 Thrones per shift
[]Contact your Family: Your House and greatest ally, see how the family is doing
DC 30, Starts mini turn
[]Contact the Planetary Governors office: The office of the Planetary Governor, the pompous prick that he is
DC 40, Starts mini turn
[]Contact House Magnitum: The House responsible for most of the planets mineral extraction and refining, and a better seller for Materials than the Admin.
DC 40, Starts mini turn, Unlocks new trade options
[]Contact the Local PDF: The Planetary Defence Force, the "Proud" protectors of your world and more importantly a good buyer for military gear.
DC 40, Starts mini turn, Unlocks new trade options
[]Contact the Mechanicus: The resident cogboys, the masters of Imperial technology and whom you can trade many things
DC 40, Starts mini turn
[]Contact Sonia Kure-Qvund, Your Mechanicus contact: Your oldfriend acquaintance, whom you have long cooperated with and who you can sell tech and items without all the red tape slowing things down
DC 20, Starts mini turn
[]Contact the Red Viper Protectorate, your (only) subordinate organization: See what is happening with them
DC 0, Starts mini turn
Learning: 2 Dice (Base) + 1 dice per allocated Tech Priest shift (0) = 2 Dice
[] Insert Artifacts into the Forge Temple for study: Give one of your recovered artifacts to the Temple to study
Chose a relic(s) to fill slots in Forge Temple for study
[]Dissect a (Insert Biological wildlife here): You might as well see what you can find out from the local wildlife.
DC ? (Depends on creature and number of specimens), requires 1/5/10 corpses per choice
[]Have a (Insert mechanical wildlife here) disassembled: See if the priests can pull one of those machines apart and learn anything
DC ? (Depends on creature and number of specimens), requires 1/5/10 wrecks per choice
[]Exert additional focus on the artifacts: You would like to find out the secrets of this artifact NOW rather than later
DC 50/100/200/400, Reward: + 5/10/20/40 on deciphering roll for chosen artifact
Intrigue: 1 Dice + 1 Dice per unallocated Personal Servant Shift (1) = 2 Dice
[]Send out covert scouts (Factorum outskirts): You need to make sure that nothing is lurking close to you factory
DC 50/100/200 500 Thrones per dice. Reward: A general view on any nasty gribblies nearby, possibility of a rare find
[]Send out covert scouts (Factorum Far lands): You need to make sure that nothing is lurking farther out from your factory
DC 50/100/200 1000 Thrones per dice. Locks dice for 2 turns Reward: A general view on any nasty gribblies farther away, possibility of a rare find
[]Send out covert scouts (Underhive): You need to make sure that nothing is happening in the Underhive you should know about
DC 50/100/200 1500 Thrones per dice. Reward: A general view on any hostile groups, low possibility of a rare find
[]Send out covert scouts (Middle Hive): You need to make sure that nothing is happening in the Middle Hive you should know about
DC 50/100/200 1500 Thrones per dice. Reward: A general view on any hostile groups,
[]Set up informant rings in the (Insert hive level besides bedrock): It would probably be a good idea to set up informants in the other levels as to not be blindsided by new events
DC 60 20,000 Thrones per dice. Reward: Rumor mill in chosen level
[]Contact a Ganger Faction: Why not see if you can set up a little under the table deal with one of the various gangs that infest the hive
DC 50 5,000 Thrones per dice. Reward: Initiate diplomacy with a chosen gang Locked until you know what gangs exist
Policy: Choose up to 1
Military Equipment: What are you equipping your security with?
(Do you wish to update their loadouts?)
More options for Arms, Armor, and Vehicles will appear when you gain the requisite licenses
Trade:
(All trades must be in whole units)
[]Buy (qty) of (good) from (seller)
-[]Buy (qty) of (good) from (seller) per turn
[]Sell (qty) of (good) to (buyer)
-[]Sell (qty) of (good) to (buyer) per turn
NOTE: Don't forget to assign your hero's to things
Industry: 2 Dice (Base) + 1 Dice per Unallocated Tech Priest Shift (8) + 1 per (4) unallocated Skilled Worker shifts (16/4=4 dice) + Pi-Tau 65: +1 Industry dice per 5 Tech Priest shifts (20/5 = 4 dice) = 18 Dice
[]Construct a new production line: You are in need of more production capacity, so now you need to commission a new line, one benefitting from modern advancements
0/250 Progress, 150 B-mats per dice. Reward 1 Modern Production line: 20 Production Capacity [1 Space]
[]Construct a new Warehouse: You are in need of more storage capacity, so now you need to commission a new warehouse, one better designed
0/150 Progress, 150 B-mats per dice. Reward: 1 Modern Warehouse: 7500 Storage Capacity [1 Space]
[]Construct a Vox Tower: You've finally gotten contact re-established, but now you need more channel's for your contacts
0/200 Progress, 200 B-mats & 10 A-Mats per dice. Reward: 1 Small Vox Tower: Opens 1 Contact slot [1 Space]
[]Construct a new Basic Workers quarters: You are in need of more housing capacity, so now you need to commission a new workers quarter
0/150 Progress, 150 B-mats per dice. Reward: 1 Workers Quarter: 20 Housing capacity [1 Space]
[]Construct a new Basic Workers Housing Complex: You are in need of a lot more housing capacity, so now you need to commission a new workers Complex
0/750 Progress, 150 B-mats per dice. Reward: 1 Workers Complex: 120 Housing capacity [5 Space]
[]Construct a new Comfortable (Insert worker type) quarters: You have decided that some of your workers deserve better accommodations than the rest of the riff raff, and as such have ordered better housing for them.
0/250 Progress, 200 B-mats & 5 A-mats per dice. Reward: 1 Comfortable Quarter: 10 Housing Capacity (Shifts housed here gain +10 to their rolls) [1 Space]
[]Construct a new Comfortable Housing Complex: You have decided that some of your workers deserve better accommodations than the rest of the riff raff, and as such have ordered better housing for them.
0/1250 Progress, 200 B-mats & 5 A-mats per dice. Reward: 1 Comfortable Housing Complex: 60 Housing Capacity (Shifts housed here gain +10 to their rolls) [5 Space]
[]Construct a new Luxury (Insert worker type) quarters: You have decided that some of your workers deserve only the best accommodations, so integral to your operations that they are, and as such have ordered only the best (non-noble) housing for them.
0/500 Progress, 300 B-mats & 20 A-Mats per dice. Reward: 1 Luxury Quarter: 5 Housing Capacity (Shifts housed here gain +25 to their rolls) [1 Space]
[]Construct a new Luxury Housing Complex: You have decided that some of your workers deserve only the best accommodations, so integral to your operations that they are, and as such have ordered only the best (non-noble) housing for them.
1677/2500 Progress, 300 B-mats & 20 A-Mats per dice. Reward: 1 Luxury Quarter: 30 Housing Capacity (Shifts housed here gain +25 to their rolls) [5 Space]
[]Construct a small/medium/large Forge Temple: Sooner or later you are going to need somewhere to house all the Tech Priests and store any tech you find, otherwise they might just leave or have your discoveries destroyed.
0/[200/600/1200] Progress, 400 B-mats & 20 A-mats per dice. Reward 1 small/medium/large Forge Temple: Houses 5/15/30 Tech-Priest Shifts, houses 20/60/120 artifacts, has 1/3/5 slots, gives a 2/5/10 % chance to unlock bonuses from slotted Artifacts, unlocks Learning, [1/2/4 space]
[]Construct a small/medium/large armory: While nothing and no-one has breached your defense's yet, you think it might be time to set up a secure storage for your military gear, one that can help with maintenance for your Security as well
0/[100/300/500], 100 B-mats & 20 A-mats per dice. Reward 1 small/medium/large armory: Store 100/200/300 units of military grade goods, Any attempt for hostile forces to destroy them suffer a - 30/50/70, 0/1/2 [Space]
[]Reinforce the (Insert Wall Here): With your newly expanded territory stretching quite far, you'll need another defensive wall to protect it
0/(300/600), 200 B-mats per dice. Reward: Heavily reinforced wall/Bastion wall -40/-60 from hostile attack rolls
[]Construct a small/medium/large Sim Pod training area: Now that you've given the AdMech their due, you can put that STC to use
0/(500/1000/2000), 200 B-mats & 100 A-mats. Reward 1 small/medium/large Sim Pod training area: Sec. units assigned to the sim pods increase 2 levels of training per turn up to [Solar Aux] level (Assigned units are unavailable until they either finish or are removed). Space for 2/4/8 units. 1/2/4 [Space]
Production: 37/80 Capacity used
[]Allocate capacity based on Production Items
Stewardship: 2 Dice (Base)
[]Send out scavenger parties: There is an untold number of resources out there, you (or more accurately, you workers) just need to go out there and bring them back. Your recent successes have regrettably picked all the nearby places clean.
Assign Shifts to this action and choose 2/3/4/5 turns for the expedition. Longer expeditions roll more for rewards but roll more for dangers
[]Construct a small maintenance workshop: You would rather not have your Manufactorum collapse back into its original state, so you'll set aside some resources and cog boys to do basic maintenance.
0/200 Progress, 100 B-mats per dice. Reward: 1 small maintenance workshop: -100 B-mats a turn, 1 Allocated Tech-Priest shift, 5 [Space] worth of maintenance per turn
[]Construct a large maintenance workshop: You would REALLY rather not have your Manufactorum collapse back into its original state, so you'll set aside a lot of resources and cog boys to do intensive maintenance. (LOCKED OUT)
0/500 Progress, 100 B-mats per dice. Reward 1 large maintenance workshop: -200 B-mats per turn & -20 A-mats per turn, 3 Allocated Tech-Priest shifts, 20 [Space] of maintenance per turn
[]Hire Menials: You're going to need more and more workers as you expand your production, might as well put the word out you're hiring
DC 60/120/180 5,000 Thrones per dice Reward: 5/10/15 [Menial] Shifts
[]Hire Skilled Workers: You're going to need more and more workers as you expand your production, might as well put the word out you're hiring
DC 75/150/225 10,000 Thrones per dice Reward: 3/6/9 [Skilled] Shifts
[]Send equipment to the Red Viper Protectorate: Might as well start arming them with actual gear, not whatever scraps they clunk together
-[]Insert type and units of equipment being sent
Marshal: Assign security shifts to chosen option, every shift adds 1 dice
[]Assign Sec. shifts to outposts: You might need to move your security teams around as needs arise
Assign/Remove [Sec] shifts to/from an outpost.
(Note: Up to 10 [Skitarii] shifts may be assigned to outposts. Outposts in the Bedrock layer are free while Outposts anywhere else requires a diplo roll at a DC of 50)
[]Secure an elevator shaft at (Insert Hive Level): You're going to need to make sure nothing happens to your only reliable method of moving resources
DC 50/100. 100 B-mats & 10 A-mats per dice Reward: gain Elevator FOB: must have at least 1 Sec. Shift assigned, anything attempting to use or obstruct this elevator entrance must defeat assigned Sec. Shifts
[]Reinforce one of your outposts: You think you might need to beef up an outpost, so you'll set your security to the task
DC ? (Depends on current level of outpost)
[]Clear the surrounding ruins: You need more space to expand your holdings, so your going to need to clear out the surrounding ruins
DC 100/200/ect.. 10,000 Thrones per dice Reward: 5/10 [space] (May be taken more than once per turn)
[]Attack a ganger faction: You're going to put your boot down on one of the gangs, and it's going to be hard and fast
DC ? (Depends on gangs situation) Reward: Chosen gang suffers damage, possible loot Locked until you know what gangs exist (May be taken more than once per turn)
[]Hunt down some of the [Insert local wildlife here]: For either materials or to thin the herd, you are sending your forces out to hunt
DC 50/100/200 10,000 Thrones per dice. Reward 1d5/1d15/2d15 of corpses from selected animal/robot
[]Send the Red Viper Protectorate some trainers: See if you cant get them acting like actual competent combatants
DC 0, Temp. lose your PMC's skill training for 3 turns OR spend 200,000 Thrones to get the Avg. ganger to [PDF] level and the elites to [Imperial Guard] level
[] Send units to help with the Purge: Might as well do your part
-[]Assign units to help the purge (Will reveal all your new tech)
Diplomacy:2 Dice (Base)
[]Contact your PMC: The PMC you created will be a good source of troops. (+2 shifts per turn)
DC 20
11 [PDF] Sec. Shifts available (Max. 20 in reserve) for hire, 20,000 Thrones per shift
(If all [PDF] shifts hired option below becomes available, [Trained] Shifts reinforce first)
40 [Trained] Sec. Shifts available (Max. 40 in reserve) for hire, 10,000 Thrones per shift
[]Contact your Family: Your House and greatest ally, see how the family is doing
DC 30, Starts mini turn
[]Contact the Planetary Governors office: The office of the Planetary Governor, the pompous prick that he is
DC 40, Starts mini turn
[]Contact House Magnitum: The House responsible for most of the planets mineral extraction and refining, and a better seller for Materials than the Admin.
DC 40, Starts mini turn, Unlocks new trade options
[]Contact the Local PDF: The Planetary Defence Force, the "Proud" protectors of your world and more importantly a good buyer for military gear.
DC 40, Starts mini turn, Unlocks new trade options
[]Contact the Mechanicus: The resident cogboys, the masters of Imperial technology and whom you can trade many things
DC 40, Starts mini turn
[]Contact Sonia Kure-Qvund, Your Mechanicus contact: Your old
DC 20, Starts mini turn
[]Contact the Red Viper Protectorate, your (only) subordinate organization: See what is happening with them
DC 0, Starts mini turn
Learning: 2 Dice (Base) + 1 dice per allocated Tech Priest shift (0) = 2 Dice
[] Insert Artifacts into the Forge Temple for study: Give one of your recovered artifacts to the Temple to study
Chose a relic(s) to fill slots in Forge Temple for study
[]Dissect a (Insert Biological wildlife here): You might as well see what you can find out from the local wildlife.
DC ? (Depends on creature and number of specimens), requires 1/5/10 corpses per choice
[]Have a (Insert mechanical wildlife here) disassembled: See if the priests can pull one of those machines apart and learn anything
DC ? (Depends on creature and number of specimens), requires 1/5/10 wrecks per choice
[]Exert additional focus on the artifacts: You would like to find out the secrets of this artifact NOW rather than later
DC 50/100/200/400, Reward: + 5/10/20/40 on deciphering roll for chosen artifact
Intrigue: 1 Dice + 1 Dice per unallocated Personal Servant Shift (1) = 2 Dice
[]Send out covert scouts (Factorum outskirts): You need to make sure that nothing is lurking close to you factory
DC 50/100/200 500 Thrones per dice. Reward: A general view on any nasty gribblies nearby, possibility of a rare find
[]Send out covert scouts (Factorum Far lands): You need to make sure that nothing is lurking farther out from your factory
DC 50/100/200 1000 Thrones per dice. Locks dice for 2 turns Reward: A general view on any nasty gribblies farther away, possibility of a rare find
[]Send out covert scouts (Underhive): You need to make sure that nothing is happening in the Underhive you should know about
DC 50/100/200 1500 Thrones per dice. Reward: A general view on any hostile groups, low possibility of a rare find
[]Send out covert scouts (Middle Hive): You need to make sure that nothing is happening in the Middle Hive you should know about
DC 50/100/200 1500 Thrones per dice. Reward: A general view on any hostile groups,
[]Set up informant rings in the (Insert hive level besides bedrock): It would probably be a good idea to set up informants in the other levels as to not be blindsided by new events
DC 60 20,000 Thrones per dice. Reward: Rumor mill in chosen level
[]Contact a Ganger Faction: Why not see if you can set up a little under the table deal with one of the various gangs that infest the hive
DC 50 5,000 Thrones per dice. Reward: Initiate diplomacy with a chosen gang Locked until you know what gangs exist
Policy: Choose up to 1
Military Equipment: What are you equipping your security with?
(Do you wish to update their loadouts?)
More options for Arms, Armor, and Vehicles will appear when you gain the requisite licenses
Trade:
(All trades must be in whole units)
[]Buy (qty) of (good) from (seller)
-[]Buy (qty) of (good) from (seller) per turn
[]Sell (qty) of (good) to (buyer)
-[]Sell (qty) of (good) to (buyer) per turn
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