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Alterac Resurgent Sheet and Mechanisms

Jul 14th, 2020 (edited)
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  1. -The Headland, the town of Dawnholme
  2. Plains and Forest
  3. -Garside Homestead/Noble Manor
  4. -Farming Estates
  5. -Windmill
  6. -Herbalist's Hut
  7. -Hunting Lodge
  8. -Barracks
  9. -Scout Towers
  10. -Lumbermill
  11. -Improved Blacksmith
  12. -Stables
  13. -Leatherworker's Workshop
  14. -Dungeon
  15. -Warehouse for goods
  16. -Alliance Garrison
  17. -Prisoner Camp
  18.  
  19. -Southern Alterac Mountains
  20. Mountains, Silver and Lead Ore
  21. -Silver and Lead Mine Complex
  22. -Scout Tower
  23.  
  24. -Darrow Hill
  25. Plains and Forest, Iron Ore
  26. -Herbalist's Hut
  27. -Hunting Lodge
  28. -Farms
  29. -Iron Mine
  30. -Leatherworker's Workshop
  31. -Lumbermill
  32.  
  33. -Gavin’s Naze
  34. Plains and Forest
  35. -Herbalist's Hut
  36. -Hunting Lodge
  37. -Farms
  38. -Lumbermill
  39. -Leatherworker's Workshop
  40.  
  41. -Sofera's Naze
  42. Plains and Forest
  43. -Hunting Lodge
  44. -Farms
  45. -Lumbermill
  46. -Leatherworker's Workshop
  47.  
  48. Troops:
  49. Total: 45 Footmen, 40 Pikemen, 50 Archers, 20 Crossbowmen, 5 Knights, 35 Bandit Rogues, 40 City Guards (Dawnholme)
  50. -10/10 Elite Royal Foot Guards
  51. -20/20 Veteran Footmen
  52. -10/10 Elite Archers
  53. -30/30 Regular Archers
  54. -20/20 Kul Tiran Swashbucklers, Regular Pikemen
  55. -4/5 Knights of Gravis, Regular Knights
  56. -15/15 Benedict's Blood Alley Boys, Veteran Footmen
  57. -20/20 Regular Pikemen
  58. -10/10 Veteran Archers
  59. -15/15 Sir Alan Radan's Men, Regular Bandit Rogues
  60. -20/20 Lyion's Rogues, Regular Bandit Rogues
  61. -40/40 City Guards
  62. -20/20 Veteran Crossbowmen
  63.  
  64. Vassals and Allies:
  65. Total: 40 Footmen, 20 Archers, 20 City Guards (Tarren Mill)
  66. -20/20 Green Footmen, Stonedon, vassal
  67. -20/20 Green Footmen, Tarren Mill, ally
  68. -20/20 Green Archers, Tarren Mill, ally
  69. -20/20 City Guards, Tarren Mill, ally
  70.  
  71. Troops on deployment:
  72. -None
  73.  
  74. Specialists hired:
  75. -Jon Boyd, Pyromancer.
  76. -Luke Williams, Arcanist Bodyguard
  77.  
  78. Resources:
  79. 0 Wealth
  80. 20 Supplies
  81. 75 Peasants
  82.  
  83. Gained Per Season
  84. 15 Wealth
  85. -6 Supplies
  86.  
  87. Wealth is the combined value of all currency, trade goods and items that you can sell. With Wealth you can train troops, build new structures to your holdings and upgrade them.
  88.  
  89. Supplies represent equipment, food, arms and armour etc. that are used every day.
  90.  
  91. Peasants are free workers who don't yet have a job. Peasants are used to build structures and upgrade them. They are also used to train troops from. If you have Peasants that doesn’t mean that they are idle, they are doing odd jobs while waiting for proper work.
  92.  
  93. You may exchange Wealth to Supplies with 1:1 rate and Supplies to Wealth with 2:1 rate.
  94.  
  95. Troop Explanation
  96.  
  97. Troops have four levels of veterancy. Green, Regular, Veteran and Elite. Veterancy levels explain the quality of the troops, their ability to fight and their morale. Troops that have fought in battle can have their veterancy level raised.
  98.  
  99. -Militia
  100. Peasants who have taken up some arms and armour and are willing to defend their homes. Poor in combat, but can overwhelm the enemies in combat with pure numbers.
  101.  
  102. -City Guard
  103. A step above the militia. Armed and armoured with halberds and bits of plate and mail. Effective in groups and to uphold law.
  104.  
  105. -Footmen
  106. Basic soldiers armed with sword and shield and armoured with plate and mail. Effective when in groups or formation
  107.  
  108. -Pikemen
  109. Basic soldiers armed with a pike and secondary weapon and armoured with plate and mail. Effective when in groups or formation
  110.  
  111. -Bandit Rogues
  112. Bandit Rogues are hybrid melee and ranged infantry. Armed with swords, axes and javelins and armoured with mail. The Bandit Rogues excel at skirmishing and ambushing their enemies.
  113.  
  114. -Archers
  115. Basic ranged troops. Have light armour and longbows. Excel in massed volleys.
  116.  
  117. -Crossbowmen
  118. Basic ranged troops. Have light armour and crossbows. Slower rate of fire than Archers, but far better armour penetration.
  119.  
  120. -Mounted Sergeants
  121. Light cavalry of the Alliance. Carry spear and shield and armoured with half-plate. Poorman’s Knights as they lack the charge strength, comparable to mounted Footmen. Excels as scouts and flankers.
  122.  
  123. -Knights
  124. The heavy hitters of Alliance. Extremely well trained and equipped. Most devastating thing the Alliance can put on the battlefield. Charge from Knights is rarely resisted by normal foes.
  125.  
  126. Troop Prices
  127.  
  128. -10 Militia, 0 Wealth, 10 Peasants, Requires Barracks or Town Hall
  129. -10 Footmen, 1 Wealth, 10 Peasants, Upkeep 1 Supply per Season
  130. -10 Pikemen, 1 Wealth, 10 Peasants, Upkeep 1 Supply per Season, Requires Lieutenant Beckston to train them
  131. -10 Bandit Rogues, 1 Wealth, 10 Peasants, Upkeep 1 Supply per Season, Requires Sir Radan to train them
  132. -10 Archers, 1 Wealth, 10 Peasants, Upkeep 1 Supply per Season
  133. -10 Crossbowmen, 2 Wealth, 10 Peasants, Upkeep 1 Supply per Season, Requires Barracks
  134. -5 Mounted Sergeants 4 Wealth, 5 Peasants, Upkeep 2 Supply per Season, Requires Stables and Barracks
  135. -5 Knight, 10 Wealth, 5 Peasants, Upkeep 3 Supply per Season, Requires Stables and Castle
  136. -20 City Guards, 1 Wealth, 20 Peasants, No Upkeep
  137.  
  138. All troops are trained at Regular veterancy level. When training troops, you may upgrade or downgrade the troops with following price changes, rounding up:
  139.  
  140. Green -50% Wealth cost
  141. Veteran +100% Wealth cost
  142.  
  143. Training new troops always takes a season to finish, but troops in training can defend themselves at Green veterancy.
  144.  
  145. Troops who have taken very light casualties get automatic reinforcements to be at full strength at the start of next season. Troops that have taken heavy casualties require you to spend Peasants to reinforce them fully.
  146.  
  147. Elite troops can be upgraded into Epic units. Epic troops are the best of the best, but after being upgraded, they cannot be reinforced if they take casualties. The cost to upgrade Elite troops into Epic troops is +200% Wealth of the base cost, rounding up.
  148.  
  149. Elite Footmen ---> Royal Foot Guards, these footmen hold both a ceremonial and protective role. Renowned footmen of Alterac who were handpicked from the most promising footmen available in Alterac.
  150.  
  151. Elite Archers ---> Alteraci Rangers, best archers and outdoorsmen in Alterac were recruited into this small organisation. Alteraci Rangers patrolled the mountains and hidden passes keeping the Kingdom safe.
  152.  
  153. Spies and informants
  154.  
  155. Lady Nalice and Eligius are recruiting spies and informants from loyal Alteracis and from your soldiers.
  156.  
  157. 5 Recruits
  158.  
  159. Mercenaries
  160.  
  161. Mercenaries are troops that have usually higher hiring cost and upkeep. The upkeep can be either Wealth or Supply, or even both in some cases. Mercenaries are troops that are always ready, if hired at the start of the season, they are immediately available. What mercenaries are available for hire depends on who is nearby, is there anything special going on and how well known Alric is.
  162.  
  163. Mercenaries don't get reinforcements at the start of a new season regularly.
  164.  
  165. Available Mercenaries:
  166. -Carlsson's Cavaliers, 10 Regular Mounted Sergeants, 6 Wealth, Upkeep 5 Supply Per Season
  167. -Farsteel Steppe Clan, 20 Regular Steppe Cavalry, 6 Wealth, Upkeep 2 Supply Per Season
  168. -Redpath's Regulars, 10 Regular Footmen, 10 Green Footmen, 10 Regular Archers, 10 Green Archers, 4 Wealth, Upkeep 4 Supply Per Season
  169. -Vance's Venators, 10 Veteran Archers, 4 Wealth, No Upkeep
  170.  
  171. Mages for hire:
  172. -Madam Judy Martin, Naturalist. Hiring Cost 3 Supplies, Upkeep 3 Supplies per Season
  173.  
  174. Krix Wiklish investments and inventory:
  175. Krix Wiklish can build you the things and gadgets you require, but first he needs some investment. With the goblin attention span being short, you don’t exactly know what you will get when you invest in their work. By giving more Wealth to Krix Wiklish, more potential items and weapons can be purchased.
  176.  
  177. Investments: 5 Wealth
  178.  
  179. Inventory:
  180. -Geared Speed Regulator, +1 Supply per Windmill or Mine in your control
  181.  
  182. Wiklish is working on an offensive weapon
  183.  
  184. Arms and armour can be bought for your officers and other named characters.
  185.  
  186. Offered armour from Southshore:
  187. >Half-plate, 1 Wealth, lighter and nimbler armour on level of normal footmen armour
  188. >Full-plate, 1 Wealth, better protection than standard armour of footmen
  189. >Knightly plate, 3 Wealth, good protection and suitable for knights on horseback
  190. >Masterwork plate. 5 Wealth, really good protection with good mobility of the lighter armours
  191.  
  192. Melondras' offerings:
  193. >Melondras’ Masterwork Armour, 10 Wealth, masterwork armour made to fit the user perfectly. The best there is, the best there was, the best there ever will be.
  194.  
  195. Garrick Blacksteel’s offering:
  196. >Masterwork Dark Iron Armour, 5 Wealth, masterwork armour which is heavier than equivalent human plate mail, but provides better protection.
  197. >Dark Iron Arms and Armour, 3 Wealth, well-crafted armour fit for human soldiers that is superior to other armours outside of masterworks. Built in sets of ten.
  198.  
  199. Southshore shipyards:
  200.  
  201. -Trade Cog
  202. Small ship for coastal and riverine trade. Good for moving goods and men around, but are poor fighting ships.
  203.  
  204. -Arrow Cog
  205. Small ship for coastal and riverine warfare. Raised forecastle gives arches a good line of fire and the trained sailors can defend their ship as well.
  206.  
  207. -Trade Carrack
  208. Small ocean worthy trade ship. Good at moving large amounts of goods for long distances. Can defend itself, but aren't suitable for true warfare.
  209.  
  210. Ship costs:
  211. -Trade Cog, 10 Wealth, 10 Peasants, Upkeep 5 Supply per Season
  212. -Arrow Cog, 15 Wealth, 20 Peasants, Upkeep 7 Supply per Season
  213. -Trade Carrack, 30 Wealth, 40 Peasants, Upkeep 10 Supply per Season
  214.  
  215. Holding Upgrade Types:
  216.  
  217. Garside Homestead, +1 Supply per Season, Special
  218. Your home since fall of the Kingdom of Alterac. Can be upgraded to Noble Manor.
  219.  
  220. Noble Manor, +2 Supply per Season, Leadership bonus
  221. A fitting home for a noble in the countryside. Can be upgraded to Fortified Noble Manor.
  222.  
  223. Fortified Noble Manor, +2 Supply per Season, Leadership bonus, Defence bonus.
  224. A fitting, but fortified home for a noble in the countryside.
  225.  
  226. Farms, +1 Supply per Season, Autumn harvest
  227. Basic farms of the peasants. Produces few trade goods and single harvest once a year. Can be upgraded to Improved Farms
  228.  
  229. Improved Farms, +2 Supply per Season, Autumn harvest
  230. Improved farms for the peasants, Produces more trade goods and a better harvest once a year. Can be upgraded to Farming Estates.
  231.  
  232. Farming Estates, +4 Supply per Season, Autumn harvest
  233. Well built, maintained and organized farms. Produces a lot of trade goods and a plentiful harvest once a year.
  234.  
  235. Farms produce a harvest after every autumn season. Each harvest produces 1d6 Wealth. For example 3 Farms would produce 3d6 Wealth. For harvest to happen, the farm has to be operational at the start of the Spring season. Harvest represents the taxes and profits gained from the farmers.
  236.  
  237. Improved Farms give +1 to the harvest Wealth
  238. Farming Estates give +3 to the harvest Wealth
  239.  
  240. Windmill, +1 Supple per Season, Produces high quality flour
  241. A purpose built windmill to avoid wastage during the milling process.
  242.  
  243. Lumbermill, +1 Wealth per Season, Produces lumber
  244. Harvests lumber from the woods and turns them into logs for further production. Can be upgraded to Sawmill.
  245.  
  246. Sawmill, +2 Wealth per Season, Produces planks
  247. Harvests lumber from the woods and turns the lumber into planks. Can be upgraded to Powered Sawmill.
  248.  
  249. Powered Sawmill, +3 Wealth per Season, Produces planks
  250. Harvests lumber from the woods and turns the lumber into planks. Is powered with high quality Dwarven steam power.
  251.  
  252. Herbalist’s Hut, +1 Supply per Season, Produces simple medicines
  253. Herbalisms has been important part of the human culture for thousands of years. Even with modern magic making healing easier, not all villages have access to that. For them herbalists are best they can get. Can be upgraded to Alchemist’s Hut
  254.  
  255. Alchemist’s Hut, -1 Supply per Season, Produces potions and potent medicines
  256. Alchemist’s require fresh intake of supplies for their potions. To make the strongest potions, you need multiple different herbs. Can be upgraded into Alchemist’s Workshop.
  257.  
  258. Alchemist’s Workshop, -3 Supply per Season, Produces strong potions and potent medicines
  259. A Master Alchemist requires a workshop to work in. From there the Alchemist can make the most deadly poisons and most potent healing potions.
  260.  
  261. Hunting Lodge, +1 Supply per Season
  262. Hunters have these small lodges scattered around the woods. As they wander around the forests, they use these as shelter before they return with their caught prices. Can be upgraded into Leatherworker’s Workshop
  263.  
  264. Leatherworker’s Workshop, +1 Supply and +1 Wealth per season
  265. The hunters continue to bring skins and furs to the leatherworkers who make them into clothing and sell them for some profit.
  266.  
  267. Blacksmith, +1 Supply per Season
  268. A simple blacksmith beating plate back in shape, making nails and resharpening tools and swords. Can be upgraded into Improved Blacksmith.
  269.  
  270. Improved Blacksmith, +2 Supply per Season, Improved arms and armour
  271. Improved workshop for the blacksmiths to work in. Results in better equipment for your troops. Can be upgraded into a Foundry.
  272.  
  273. Foundry, +2 Supply per Season, Masterwork arms and armour.
  274. High quality foundry allows the blacksmiths to shape the materials in a way that in normal workshops you couldn’t. This results in masterwork level of quality.
  275.  
  276. Ore Mine, +X Wealth per Season, Accidents can happen
  277. Simple mine for the miners to work in. Produces low quantities of ore. Can be upgraded into Ore Mine Complex.
  278.  
  279. Ore Mine Complex, +X Wealth per Season, Accidents will happen rarely
  280. Well maintained mine for the miners to work in. Produces average quantities of ore. Can be upgraded into Deep Ore Mine Complex.
  281.  
  282. Deep Ore Mine Complex, +X Wealth per Season, Accidents can happen
  283. A mine complex that digs very deep. Produces large quantities of ore, but is more dangerous to work in than normal mine complex.
  284.  
  285. Wealth gained from mines depends on the ore mined. The Wealth gained here are for normal Mines, with Mine Complex doubling them and Deep Mine Complex tripling them.
  286.  
  287. Copper, Tin and other lesser metals +1
  288. Iron +2
  289. Coal +2
  290. Mithril +3
  291. Thorium +4
  292. Silver +4
  293. Gold +5
  294. Gems +6
  295.  
  296. Stables, -1 Supply per Season, 10 horses
  297. Stables provide enough space for 10 horses. Can be upgraded to Major Stables.
  298.  
  299. Major Stables, -2 Supply per Season, 20 horses
  300. Major Stables provide enough space for 20 horses. Can be upgraded to Grand Stables
  301.  
  302. Grand Stables, -3 Supply per Season, 40 horses
  303. Grand Stables provide enough space for 40 horses.
  304.  
  305. Mustering Field, -1 Supply per Season, allows training of troops
  306. Training place for the soldiers. Troops gather there to train and wait for further orders. Can be upgraded into Barracks.
  307.  
  308. Barracks, -2 Supply per Season, allows training of troops
  309. Large structure where the soldiers live when not soldiering outside. Has armouries and other important facilities inside it.
  310.  
  311. Town Hall, Governing bonus
  312. Central structure in all towns. Number of clerks and other paperpusher's work here to keep everything in order.
  313.  
  314. Keep, Governing bonus, Defence bonus
  315. Improvement from the defenceless Town Hall. Nobles usually use Keeps as their homes if Noble Manors aren’t available. Can be upgraded into Castle
  316.  
  317. Castle, Governing bonus, Large Defence bonus, Leadership bonus
  318. Castles project power into a large area. They are a perfect home for martially inclined nobles. From the Castle they can defend and govern large territory easily.
  319.  
  320. Scout Tower, Defence bonus
  321. Scout Towers allow the defending troops to spot the enemy from far distances allowing the defenders to be ready. Can be upgraded to either Guard Tower or Cannon Tower.
  322.  
  323. Guard Tower, Large Defence Bonus
  324. Guard Tower has a number of crossbow armed guards inside it. These crossbows can then engage both ground and air targets. Simple upgrade over Scout Tower.
  325.  
  326. Cannon Tower, Huge Defence Bonus
  327. Cannon Tower has a cannon on a rotating platform on top of it. This great weapon can defeat any enemy that comes to its range. Can engage only ground targets.
  328.  
  329. Town Walls and Gate
  330. Low walls to keep ruffians and other unwanted people away with a simple gate to provide entry. Can be upgraded into City Walls and Gates
  331.  
  332. City Walls and Gates
  333. Heavier set of walls circle the city. Tall and strong enough to withstand siege weapons and to allow troops moving on them.
  334.  
  335. Abbey
  336. A place of worship. Holy Light is venerated here. Big enough for small towns. Can be upgraded into Church.
  337.  
  338. Church
  339. A place of worship. Holy Light is venerated here. Big enough for towns and small cities. Can be upgraded into a Cathedral.
  340.  
  341. Cathedral
  342. A place of worship. Holy Light is venerated here. Cathedrals are huge buildings with enough space for thousands of people. Only the greatests of cities have them.
  343.  
  344. Holding Upgrade Prices and Requirements:
  345.  
  346. -Farms, 5 Wealth, -10 Peasants, Requires plains or farmlands
  347. -Improved Farms, 5 Wealth, -10 Peasants, Requires plains or farmlands
  348. -Farming Estates, 8 Wealth, -10 Peasants, Requires plains or farmlands
  349. -Windmill, 5 Wealth, -5 Peasants, Requires Farms
  350. -Noble Manor, 8 Wealth, -5 Peasants
  351. -Fortified Noble Manor, 15 Wealth
  352. -Lumbermill, 4 Wealth, -10 Peasants, Requires forests
  353. -Sawmill, 8 Wealth, -10 Peasants, Requires forests
  354. -Powered Sawmill, 10 Wealth, Requires Dwarven expertise, Requires forests
  355. -Herbalist’s Hut, 5 Wealth, 5- Peasants, Requires forests
  356. -Alchemist’s Hut, 12 Wealth, -5 Peasants, Requires forests
  357. -Alchemist’s Workshop, 15 Wealth, Requires Master Alchemist, Requires forests
  358. -Hunting Lodge, 3 Wealth, -5 Peasants, Requires forests
  359. -Leatherworker’s Workshop, 5 Wealth, -10 Peasants
  360. -Blacksmith, 8 Wealth, -5 Peasants
  361. -Improved Blacksmith, 10 Wealth, -5 Peasants
  362. -Foundry, 20 Wealth, -10 Peasants, Requires a Master Smith
  363. -Mine, 5 Wealth, -30 Peasants, Requires found ore
  364. -Mine Complex, 20 Wealth, -50 Peasants, Requires found ore
  365. -Deep Mine Complex, 20 Wealth, -50 Peasants, Requires Dwarven expertise, Requires found ore
  366. -Stables, 5 Wealth, -5 Peasants
  367. -Major Stables, 10 Wealth, -5 Peasants
  368. -Grand Stables, 10 Wealth, -5 Peasants
  369. -Mustering Field, 3 Wealth
  370. -Barracks, 10 Wealth, -10 Peasants
  371. -Town Hall, 20 Wealth, -5 Peasants, Requires village or town
  372. -Keep, 20 Wealth, -10 Peasants, Requires town or city
  373. -Castle, 30 Wealth, -10 Peasants, Requires town or city
  374. -Scout Tower, 4 Wealth
  375. -Guard Tower, 10 Wealth, -10 Peasants
  376. -Cannon Tower, 20 Wealth, -10 Peasants
  377. -Town Walls and Gate, 12 Wealth, Requires a town or a city
  378. -City Walls and Gate, 18 Wealth, Requires a city
  379. -Abbey, 15 Wealth, Requires a town
  380. -Church, 15 Wealth, -5 Peasants, Requires a town or a city
  381. -Cathedral, 15 Wealth, -5 Peasants, Requires a city
  382.  
  383. Holding Terrain Types
  384. Colour Codes:
  385. Blue, Kingdom of Lordaeron
  386. Purple, Dalaran
  387. Orange, Prince Alric
  388. Red, The Syndicate
  389. White, Dwarves
  390. Brown, Crushridge Ogres
  391. Grey, Unknown or unclaimed
  392.  
  393.  
  394. 1. Dalaran, City, Special
  395. 2. Lordamere Fields, Farmlands, Forest
  396. 3. Misty Shore, Farmlands, Forest
  397. 4 .Hillsbrad Fields, Town, Farmlands, Forest
  398. 5. Azureload Mine, Iron Ore
  399. 6. Western Strand, Farmlands
  400. 7. Southshore, Town, Farmland
  401. 8. Central Hillsbrad Foothills, Farmlands
  402. 9. Tarren Mill, Town, Forest, Farmlands
  403. 10. Gavin’s Naze, Forest, Farmlands
  404. 11. Darrow Hill, Forest, Farmlands
  405. 12. The Headland, Forest, Farmlands
  406. 13. Sofera’s Naze, Forest, Farmlands
  407. 14. Strahnbrad Hills, Forest, Oil
  408. 15. Eastern Strand, Farmlands
  409. 16. Dun Garok, Dwarven Hold
  410. 17. Durnholde Keep, Forest, Farmlands
  411. 18. South Durnholde Hills, Forest
  412. 19. North Durnholde Hills
  413. 20. Western Hinterlands
  414. 21. Chillwind Pass
  415. 22. Eastern Alterac Hills
  416. 23. Southern Alterac Mountains
  417. 24. South-Western Alterac Mountains
  418. 25. North-Western Alterac Mountains
  419. 26. North Alterac Mountains
  420. 27. Gallow’s Corner, Forest
  421. 28. Southern Alterac Valley, Forest, Farmlands
  422. 29. Central Alterac Valley
  423. 30. Ruins of Alterac
  424. 31. Northern Alterac Valley, Forest, Farmlands
  425. 32. Strahnbrad, Town, Forest, Farmlands
  426. 33. The Uplands, Forest, Farmlands
  427. 34. Eastern Uplands Hills, Forest
  428. 35. Western Uplands Hills, Forest
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