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Life...Life never Changes.
- Location
- The Commonwealth
Sorry if this was already answered (it was, I just can't find the post), but how long is each turn? A week?
Yeah, right around a week.
Sorry if this was already answered (it was, I just can't find the post), but how long is each turn? A week?
Thanks for the info. Last question. I'm building the hunting shack AND finishing up the required research at the same time this turn. Do I get the +4 WR from the shack on the next turn (3) or do I wait till the turn after that one (4)?
WR converts to wealth at 1 WR = 2 Wealth or what is the conversion?
It fluctuates with the area and town your trading with. Poorer towns will give lower rates. Closer to 1 to 1. Bigger cities that can afford to pay for and have to buy, specific goods, (Food, metals, furs, hides, etc.) Will give higher exchange rates. Somewhere between 2 to 1 and 4 to 1.
Does that answer your question.
Yep, I thought I saw a post that sad 2 to 1 so wanted to follow up on that.
In the first post I think my resources are off though, I believe I should have an income of 20
Blacksmith +2
Mill +3
Cattle +5
Tannery +10
Also, do buildings like tannery reduce the upkeep or just the initial purchase cost?
Do I know how large the bandit forces currently occupying the towns are?
is the WR gain from my trade action only from Mileworth or also from the coastal town?
Do I need to do anything to maintain the trade route? Can I maintain a trade route? Given the context of their return does it seem I will be able to continue to sell furs and hides at a profit?
Are the undead a threat to any caravans I send? I am not in open rebellion, is the war ongoing?
Undead: at this moment you have no idea if the undead at the cross roads are dangerous or if there are any more around.
Your rebellion, so far, has been you and your people saying so, and getting ready. You haven't attacked anywhere, no spys are in your camp, and you don' have armies after at the moment.
So I do not know if they are rogue or under the overlord guy's control?
Yeah, basically you can guess that it may be some kind of punishment from the fact their caged but, even that may not be true.
Alright, so rampant bandits and undead potentially outside Delacroix's control. Seems he has a loose hold on this region.
Would attacking a bandit camp be a major or minor action?
I also do not believe you commented on what seems to be a discrepancy with my income
Major Action.
And discrepancy in your Income?
Your getting a total of twenty WR per turn your upkeep is 13 per turn so, your total income is 7 a turn. I figured out what I had initially done wrong I miss counted the Mill.
Is building a new structure a major or minor action? Do buildings of the same type stack or is there no point in having something like 2 mills?
Does this work?
Major Action 1: Go out with 1 Militia and 1 Archer Militia group to attack one of the villages overrun by bandits
Major Action 2: Build 1x Blacksmith lv 2, 2x Tannery and Butcher
Minor Action 1: Hire Nalla Twice Orphaned
Minor Action 2: Send runners to the northern villages and establish some kind of communication
Yeah. That'd work. I'll get Nalla's CS to you once you'vd posted.
Is It too late to edit my plan? I thought building was a one-building-a-turn sort of thing, and I've got the spare resources to build a something more.
Oh derp. I forgot to ask about something. I'm Elvish and have access to that branch of tech and units...but I wrote, and still do write, Ashgrove as a human settlement. Will that effect the stats of the soldiers I train, early on? :M
So, because I'm still getting a lot of questions on the actions I'll post this here to give everyone a better idea of what you can do on actions.
Minor Actions: Things that can be accomplished either in a day or by less than 10 people. Examples: Scouting, Research, Diplomacy, Etc. # of Actions: 3.
Major Actions: Things that would take the entire week or take a unit of troops to complete. Exanples: Construction, Raids, Attacking, Patrols, Caravan, Etc. # of Actions: 3