Rebellion in the land of Veska.

Last question (for today! muahahaha...). How do we decide what counts as a wood construction or a stone construction, etc. etc.? Some seem obvious enough, I expect most of the Tier I buildings would be, but what about a Market, for example? Or a Monastery? Does the -4 from a Lumber Camp stack with the carpenter's -2 for a total of -6 for wooden constructs? (to a minimum of 1 WR cost, I expect)

You can do the -6 on some building a but, the majority require stone as a pretty big chunk of their construction the Monastery is one of those as is the blacksmith. The market doesn'
Require stone as the majority of its construction. Also, no matter the cost a building will always cost 1 WR at least.
 
You can do the -6 on some building a but, the majority require stone as a pretty big chunk of their construction the Monastery is one of those as is the blacksmith. The market doesn'
Require stone as the majority of its construction. Also, no matter the cost a building will always cost 1 WR at least.

Noted. Lastly (I lied!) any limit on number of certain 'buildings'? I'm mostly thinking of the buildings that do nothing but give WR. The Mill, Cattle Herd and Butchery/Tannery combo, and soon the Hunting Shack.

EDIT: I finished my edit. I swapped out the Watchtower for a Lumber Camp. Considering you said Elves are masters of woodcraft, I expect this will come in handy down the line. Also cheapens some of the Tier I buildings I'm looking at.
 
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To use your character as an example. Due to her ranger training she is extremely good at tracking, scouting, and archery so, she us more able to do those things. And improving her well, all will be revealed in time.~



Yeah, there is.
Ah poop, I went for Merle combat and blacksmithing as starting strengths only to find there is basically no-one around me to fight.
 
Bandits? Dark Lord's forces eventually? I'm sure we all have at least the former around.
Yes but critically your heroes powers matter a lot early game and very little late game. Right now when choosing a frontline combat hero really matters I have no frontline combat to do. Especially since instead of going all in on cash money like others I picked up magic equipment to enhance his ability at frontline combat
 
Noted. Lastly (I lied!) any limit on number of certain 'buildings'? I'm mostly thinking of the buildings that do nothing but give WR. The Mill, Cattle Herd and Butchery/Tannery combo, and soon the Hunting Shack.

No limits on the number but, their are diminishing returns in that for each building past the first you get less WR per turn from it.

@See my smile
While you're here: Does the Tannery and Butcher get the lumber mill discount or not?

Yes.
 
So I was trying to calculate my resources when I found this:
(WR 2-8=-6 WR)(-6 WR per turn.)
(WR 13-20=7 WR)(+7 WR per turn.)
(WR 10-13=5 WR)(+3 WR per turn.)
(WR 5-8=-3 WR)(-3 WR per turn.)
(WR 5-13=-8 WR)(-8 WR per turn.)
(WR 10-15=+5 WR)(+5 WR per turn.)
(WR 10-17=+7 WR)(+10 WR per turn.)

What exactly determines whether the number is positive or negative? It's always X-Y=+Z or -Z while it should always be X-Y=-Z
 
So I was trying to calculate my resources when I found this:


What exactly determines whether the number is positive or negative? It's always X-Y=+Z or -Z while it should always be X-Y=-Z

Well, it's because A) I wasn't paying attention to the look of the math. And B) I was tired. The math is basically your upkeep (half of the amount you paid for the unit.) And the total WR per turn. You take the upkeep from the per turn gain and you get your total WR per turn. Some of you have negative amounts some have postive.
 
Alright So, I have a bunch of free time tomorrow so, I'll be working on the next Turnpost tonight and tomorrow so, I'll be posting it either tomorrow night or Wenesday night.
 
No limits on the number but, their are diminishing returns in that for each building past the first you get less WR per turn from it.

So can I build multiple of the same building, because I'm making like twice what I can spend , if not more after discounts and need like a half dozen silos.
 
Well, it's because A) I wasn't paying attention to the look of the math. And B) I was tired. The math is basically your upkeep (half of the amount you paid for the unit.) And the total WR per turn. You take the upkeep from the per turn gain and you get your total WR per turn. Some of you have negative amounts some have postive.
OK then, how the hell does anyone have +10 per turn? I didn't get the funds to get a bigger army unlike everyone else preferring flavourful items so my army is smaller than average and I got the cattle herds and blacksmith after learning about how WR was meant to work yet I'm still running at a -1 deficit?
 
OK then, how the hell does anyone have +10 per turn? I didn't get the funds to get a bigger army unlike everyone else preferring flavourful items so my army is smaller than average and I got the cattle herds and blacksmith after learning about how WR was meant to work yet I'm still running at a -1 deficit?

Blacksmith and Cattle would mean you generate +7 per turn. Your military costs 10 to maintain per turn. 2.5 for each Archer and 5 for the spears. So you're running a deficit of -3 per turn.

The only one I think that's producing +10 each turn is zedalb's orc. He took the monetary bonus twice and bought all the resource producing buildings at the start, which gives him a production of +20, reduced to +10 after we deduct the cost of maintaining his military units.

If everyone has WR to spend on this 2nd turn, I believe its due to hunting (or fishing in one case) results from the first turn.
 
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OK then, how the hell does anyone have +10 per turn? I didn't get the funds to get a bigger army unlike everyone else preferring flavourful items so my army is smaller than average and I got the cattle herds and blacksmith after learning about how WR was meant to work yet I'm still running at a -1 deficit?

Contact me IC I'm willing to spend money for expertise.
 
Up to three buildings may be built in the same Major action. They can be any building.

Recruitment is a Major Action.

Sorry to double post again but I have two units that use leather inserts in their armor and -1 to the cost of any units that use leather and -2 to any that use leather in large amounts, so question is what's the cost of those units now?

(mostly I want the lower upkeep)
 
Sorry to double post again but I have two units that use leather inserts in their armor and -1 to the cost of any units that use leather and -2 to any that use leather in large amounts, so question is what's the cost of those units now?

(mostly I want the lower upkeep)

I asked earlier and he said buildings that reduce purchase cost do not reduce upkeep.
 
Sorry to double post again but I have two units that use leather inserts in their armor and -1 to the cost of any units that use leather and -2 to any that use leather in large amounts, so question is what's the cost of those units now?

(mostly I want the lower upkeep)

Upkeep is food, water, and items to keep their weapons and armor in good repair. (whetstones, oil, new bowstrings etc.) Buildings don't change the upkeep.
 
In that case, since my math is good, turn is up.

One or two more turns, and I can get properly into the game now that I have the basics set up to be a viable city.

EDIT: Glad someone is making contact with me!
 
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