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Bidderlyn

Tech / Research tree rules. Guild builder

Mar 14th, 2016
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  1.  
  2. // Knowledge researches
  3. You can send out a member to acquire one of the 5 types of knowledge, each costs 20 research points. You can acquire a "knowledge" research multiple times.
  4. 1) Cultural knowledge
  5. 2) Military knowledge
  6. 3) Shadow knowledge
  7. 4) Magical knowledge
  8. 5) Architectural knowledge
  9. --
  10.  
  11. //General researches
  12. You can send out a member to acquire one general tech provided you answer the requirements of knowledge.
  13.  
  14. // 1st tier (each 1st tier tech costs 20 research)
  15. *illegal operations // You can now initiate illegal operations. Requires: 2 Shadow knowledge
  16. *combat formation // the attack penalty of a member who takes a battle position that does not suit his stats is reduced by 1. *Requires: 2 Military Knowledge
  17. *civilized manners // members with neutral attitude towards each other are less likely to fight or argue. 2 Cultural knowledge
  18. *fortification // Building 3 Wall tiles is considered as building only one structure for the purpose of overseeing(1 member can now oversee 3 wall construction at a turn). requires: 2 Architectural knowledge
  19. *enlightening path // members now gain a minor amount of experience when praying at the altar. requires: 2 Magical knowledge
  20. *rewarding work // Members now gain a minor amount of experience when doing a labor. Requires: 1 Cultural knowledge 1 Architectural knowledge.
  21. --
  22.  
  23. // 2nd tier (each 2nd tier tech costs 30 research)
  24. *blood magic // Members with total hp lower than 50% gain +1 to the maximum damage they can inflict by spells (banish battle). Requires: 1 Military knowledge, 1 Magic, 1 Shadow knowledge
  25. *brewing mead // Members gain a new possible action to do called 'brew mead': costs 2 crops, member creates 1dPer mead bottles. Each bottle either boosts morale by +1 to a chosen member or you can sell the bottle for 15 gold. Requires: 1 Architectural knowledge, 2 Cultural knowledge
  26. *craft weapons // Members gain a new possible action called 'Craft weapon': costs 4 ore, member creates 1dStr weapons. Each weapon can be assigned to a member and boost his maximum damage in fight type battles by +1 or be sold for 25 gold. Requires: 1 Architectural knowledge, 2 Military knowledge
  27. *craft potions // Members gain a new possible action called 'Brew potion': costs 3 might, members creates 1dInt potions. Each potion either boosts a certain attribute by +2 to an assigned member of choice for 2 turns or can be sold for 20 gold. Requires: 3 Magical knowledge
  28. *experts kit // Members gain a new possible action called 'Craft kit': Costs 3 ore. member creates 1dDex expert kits. Each kit can be assigned to a member and boost his maximum steal scre on aggresive actions by +1 or be sold for 20 gold. Requires: 2 Shadow knowledge, 1 Architectural knowledge
  29. protective runes // Members gain a new possible action called 'Craft runes': Costs 3 ore. member creates 1dCha runes. Each rune can be assigned to a member and boost his maximum damage in purge battles by +1 or be sold for 20 gold. Requires: 2 Magical knowledge, 1 Architectural knowledge.
  30. shadow artifacts // You can now steal might from other guilds when initiating a steal resource action as if it was a physical resource.Requires: 2 Shadow knowledge, 1 Magical knowledge.
  31. *looters // Parties loot 20% more gold after a battle. Requires: 2 Military knowledge, 1 Shadow knowledge.
  32. *hunting // Each time you successfully eliminate a track type threat mission you also gain an amount of meat equals to the challnge/10 of the mission. 2 Cultural knowledge, 1 Military knowledge.
  33. --
  34.  
  35. // 3rd tier (each 3rd tier tech costs 40 research)
  36. *labor expertise // Choose one labor(Mine/Harvest/Slaughter) sending a party to do that labor will now on grant you additional resource (+1 to roll for members doing that labor). Requires: 2 Cultural knowledge, 2 Architectural knowledge.
  37. *defensive tactics // All your members gain +1 to fight score when defending in a fight against another guild. Requires: 4 Military knowledge.
  38. *offensive tactics // All your members gain +1 to fight score when attacking another guild. Requires: 4 Military knowledge
  39. *impressive structures // Each structure that you build after acquiring this technology will also boosts your fame by +1(not including walls). Requires: 2 Cultural knowledge 2 Architectural knowledge.
  40. *hedonism // members are more likely to use the tavern/bathhouse at their aftermath time and gain a boost to their morale. Requires: 4 Cultural knowledge
  41. *chosen few // the required amount of members you need to send for casting a spell is halved (for example: you only need 2 members for a 40 might spell instead of 4 members). Requires: 4 Magical knowledge
  42. *hellenism // you gain half the might you spent back if you cast a dark, light and summon spells all in the same turn. Requires: 4 Magical knowledge.
  43. *assassination // you can send members to a new type of mission called 'assassination'. Choose a target member of any guild, the difficulty of the assassination is depending on the amount of experience the target has. Requires: 4 Shadow knowledge.
  44. *power vacuum // for 10 influence you can send a member to convert any 3 tiles in the territory of any other guild to become tiles no one holds. There must be nothing built on the tiles you choose. Requires: 4 Shadow knowledge.
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