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Dec 18th, 2014
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  1. Difficulty
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  3. Easy Mode - For people who like naming characters after their friends and following their adventures. No particular challenge that requires specific solutions that might break up the party in a way unfavourable to the player's story experience, but might require simple things like equipment upgrades.
  4. Normal Mode - Standard game experience. Most dungeons can be solved with decent party composition, but later dungeons and bosses might require specific strategies, pacing out the challenges.
  5. Hard Mode - Overcoming a dungeon will require thoroughly analysing the monsters and traps there, and coming up with specific counters. Would probably require specific party types and synergies. More of a puzzle than a story.
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  7. Could also be called 'story', 'standard', and 'puzzle' mode.
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  9. City Growth
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  11. As the city grows, the feelings and the scope of the game changes.
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  13. Settler stage -- You start off the game with an empty map, and can build anywhere. You can start off with a couple of houses which house up to three classless adventurers, who start off with weapons made of sticks and raggedy clothes. You can quest them to explore and cartograph the immediate area, giving you a small local map. In this immediate area they'll find a dungeon and town, and if the latter first, will find NPCs pointing them to the dungeon. The dungeon will be easy enough to get them enough gold to spend in the town, where they can stock themselves with real weapons and decent clothing and get a quest that, as a reward, unlock both as merchants in your town, who share their trade, allowing you to build more later as you see fit. "The Tutorial"
  14. Hamlet stage -- Random methods of obtaining quests can now happen. Wandering bards and merchants, NPCs in both towns, and notes inside dungeons can lead to other dungeons and settlements. These ultimately unlock the most basic professions (fighter/mage/rogue archetypes) which your own adventurers can choose from. They will develop preferences, but ultimately you decide who gets what. As they help NPCs, more will begin to move into your town, increasing your economy and allowing you to build more houses to support them, which in turn attracts the attention of more wanderers. Some will request to join as adventurers.
  15. Town stage -- As the adventurers expand their map outwards, they'll eventually find a city. This opens up quests to hunt for specific items and people -- so you can request things like adventurers with different backgrounds and stats, or specific items. The more specific the search criteria, the more likely the hunt will fail. The selection of dungeons they can find will now increase dramatically, and include class branches as rewards. As each class is unlocked you can hire trainers, who themselves can inform you of items and people who if obtained can teach new skills. You can also get an armoursmith proper now. "The real game"
  16. City stage -- With enough people helped and more specialities coming to town, your city expands. It begins getting a lot of attention, both good and bad. People go up to you to request trade routes now, and crime becomes a serious problem. Dungeons start to appear within your own city (sewers, cults, abandoned mansions, et cetera). People get louder with their demands. Some people may even try to conquer it (which might be a rarer occurrence earlier on). Many of the new things here are within the city itself, and as you play through it, it'll grow exponentially. Guilds are a thing right about now.
  17. Kingdom stage -- More like city state (managing multiple cities is a bit much), you may have suburbs and neighbourhoods to manage now. Political relations with other kingdoms becomes important. Global quests become a thing. Your adventurers start travelling very far. At this point, your city stagnates in size, but the focus is more on unlocking things in what's already there (new skills instead of new classes, item upgrades instead of item types), and investigating which unlocks are necessary for which dungeons and obtaining them if they haven't done so already. "Almost endgame"
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  20. Political Relations
  21. Income
  22. Random Encounters
  23. Dungeons
  24. Characters
  25. Personalities
  26. Classes
  27. Levels
  28. Equipment
  29. Neighbourhoods
  30. Shops
  31. Trainers
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