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- -The Headland, the town of Dawnholme
- Plains and Forest
- -Garside Homestead/Noble Manor
- -Town Hall
- -Farming Estates
- -Windmill
- -Herbalist's Hut
- -Hunting Lodge
- -Barracks
- -Scout Towers
- -Lumbermill
- -Improved Blacksmith
- -Stables
- -Leatherworker's Workshop
- -Dungeon
- -Warehouse for goods
- -Alliance Garrison
- -Prisoner Camp
- -Southern Alterac Mountains
- Mountains, Silver and Lead Ore
- -Silver and Lead Mine Complex
- -Scout Tower
- -Darrow Hill
- Plains and Forest, Iron Ore
- -Herbalist's Hut
- -Hunting Lodge
- -Farms
- -Iron Mine
- -Leatherworker's Workshop
- -Lumbermill
- -Windmill
- -Gavin’s Naze
- Plains and Forest
- -Herbalist's Hut
- -Hunting Lodge
- -Farms
- -Lumbermill
- -Leatherworker's Workshop
- -Windmill
- -Sofera's Naze
- Plains and Forest
- -Hunting Lodge
- -Farms
- -Lumbermill
- -Leatherworker's Workshop
- -Strahnbrad Hills
- Forest, Oil
- -Hunting Lodge
- -Farms
- Troops:
- Total: 55 Footmen, 40 Pikemen, 50 Archers, 20 Crossbowmen, 5 Knights, 45 Bandit Rogues, 40 City Guards (Dawnholme)
- -10/10 Elite Royal Foot Guards
- -20/20 Veteran Footmen
- -10/10 Elite Archers
- -30/30 Regular Archers
- -20/20 Kul Tiran Swashbucklers, Regular Pikemen
- -4/5 Knights of Gravis, Regular Knights
- -15/15 Benedict's Blood Alley Boys, Veteran Footmen
- -20/20 Regular Pikemen
- -10/10 Veteran Archers
- -15/15 Sir Alan Radan's Men, Regular Bandit Rogues
- -20/20 Lyion's Rogues, Regular Bandit Rogues
- -20/20 Veteran Crossbowmen
- -10/10 Regular Footmen
- -10/10 Regular Bandit Rogues
- -40/40 City Guards
- Vassals and Allies:
- Total: 50 Footmen, 30 Archers, 20 City Guards
- -20/20 Green Footmen, Stonedon, vassal
- -20/20 Green Footmen, Tarren Mill, ally
- -20/20 Green Archers, Tarren Mill, ally
- -20/20 City Guards, Tarren Mill, ally
- -10/10 Regular Footmen, Barov Estate, friend
- -10/10 Regular Archers, Barov Estate, friend
- Troops on deployment:
- Strahnbrad Hills
- -5/5 Veteran Footmen
- -10/10 Regular Footmen
- -15/15 Regular Archers
- -20/20 Lyion's Rogues, Regular Bandit Rogues
- Specialists hired:
- -Jon Boyd, Pyromancer
- -Luke Williams, Arcanist Bodyguard
- -Madam Judy Martin, Naturalist
- Resources:
- 0 Wealth
- 4 Supplies
- 315 Peasants
- Gained Per Season
- 15 Wealth
- +0 Supplies
- 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.
- Supplies represent equipment, food, arms and armour etc. that are used every day.
- 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.
- You may exchange Wealth to Supplies with 1:1 rate and Supplies to Wealth with 1:1 rate.
- Troop Explanation
- 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.
- -Militia
- 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.
- -City Guard
- A step above the militia. Armed and armoured with halberds and bits of plate and mail. Effective in groups and to uphold law.
- -Footmen
- Basic soldiers armed with sword and shield and armoured with plate and mail. Effective when in groups or formation
- -Pikemen
- Basic soldiers armed with a pike and secondary weapon and armoured with plate and mail. Effective when in groups or formation
- -Bandit Rogues
- 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.
- -Archers
- Basic ranged troops. Have light armour and longbows. Excel in massed volleys.
- -Crossbowmen
- Basic ranged troops. Have light armour and crossbows. Slower rate of fire than Archers, but far better armour penetration.
- -Rocket troops
- Rocket troops are specialist ranged troops. They fire volleys of rockets to seven hundred yards away. Cannot defend themselves in melee. Inaccurate, but can saturate the target with shrapnel. Terribly noisy and causes fear in the enemies. Excel in massed volleys.
- -Mounted Sergeants
- 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.
- -Knights
- 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.
- Troop Prices
- -10 Militia, 0 Wealth, 10 Peasants, Requires Barracks or Town Hall
- -10 Footmen, 1 Wealth, 10 Peasants, Upkeep 1 Supply per Season
- -10 Pikemen, 1 Wealth, 10 Peasants, Upkeep 1 Supply per Season, Requires Lieutenant Beckston to train them
- -10 Bandit Rogues, 1 Wealth, 10 Peasants, Upkeep 1 Supply per Season, Requires Sir Radan to train them
- -10 Archers, 1 Wealth, 10 Peasants, Upkeep 1 Supply per Season
- -10 Crossbowmen, 2 Wealth, 10 Peasants, Upkeep 1 Supply per Season, Requires Barracks
- -10 Rocket troops, 4 Wealth, 10 Peasants, Upkeep 3 Supply per Season, Requires Krix Wiklish to train them
- -5 Mounted Sergeants 4 Wealth, 5 Peasants, Upkeep 2 Supply per Season, Requires Stables and Barracks
- -5 Knight, 10 Wealth, 5 Peasants, Upkeep 3 Supply per Season, Requires Stables and Castle
- -20 City Guards, 1 Wealth, 20 Peasants, No Upkeep
- All troops are trained at Regular veterancy level. When training troops, you may upgrade or downgrade the troops with following price changes, rounding up:
- Green -50% Wealth cost
- Veteran +100% Wealth cost
- Training new troops always takes a season to finish, but troops in training can defend themselves at Green veterancy.
- 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.
- 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.
- 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.
- 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.
- Spies and informants
- Lady Nalice and Eligius are recruiting spies and informants from loyal Alteracis and from your soldiers.
- 5 Recruits
- Sahvan
- Mercenaries
- 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.
- Mercenaries don't get reinforcements at the start of a new season regularly.
- Available Mercenaries:
- -Farsteel Steppe Clan, 20 Regular Steppe Cavalry, 6 Wealth, Upkeep 2 Supply Per Season
- -Stonemason Mercenaries, 30 Regular Bandit Rogues, Drudgemoor, Morgan, Surena Caledon. 3 Wealth, Upkeep 2 Wealth Per Season
- Mages for hire:
- -Madam Judy Martin, Naturalist. Hiring Cost 3 Supplies, Upkeep 3 Supplies per Season
- Krix Wiklish investments and inventory:
- 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.
- Investments: 12 Wealth
- Inventory:
- -Geared Speed Regulator, +1 Supply per Windmill or Mine in your control
- -Goblin rockets, allow recruitment of Rocket Troops
- Wiklish is preparing to work on the oil rig
- Wiklish is working on industrial tools and equipment
- Arms and armour can be bought for your officers and other named characters.
- Offered armour from Southshore:
- >Half-plate, 1 Wealth, lighter and nimbler armour on level of normal footmen armour
- >Full-plate, 1 Wealth, better protection than standard armour of footmen
- >Knightly plate, 3 Wealth, good protection and suitable for knights on horseback
- >Masterwork plate. 5 Wealth, really good protection with good mobility of the lighter armours
- Melondras' offerings:
- >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.
- Garrick Blacksteel’s offering:
- >Masterwork Dark Iron Armour, 5 Wealth, masterwork armour which is heavier than equivalent human plate mail, but provides better protection.
- >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.
- Southshore shipyards:
- -Trade Cog
- Small ship for coastal and riverine trade. Good for moving goods and men around, but are poor fighting ships.
- -Arrow Cog
- 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.
- -Trade Carrack
- 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.
- Ship costs:
- -Trade Cog, 10 Wealth, 10 Peasants, Upkeep 5 Supply per Season
- -Arrow Cog, 15 Wealth, 20 Peasants, Upkeep 7 Supply per Season
- -Trade Carrack, 30 Wealth, 40 Peasants, Upkeep 10 Supply per Season
- Holding Upgrade Types:
- Garside Homestead, +1 Supply per Season, Special
- Your home since fall of the Kingdom of Alterac. Can be upgraded to Noble Manor.
- Noble Manor, +2 Supply per Season, Leadership bonus
- A fitting home for a noble in the countryside. Can be upgraded to Fortified Noble Manor.
- Fortified Noble Manor, +2 Supply per Season, Leadership bonus, Defence bonus.
- A fitting, but fortified home for a noble in the countryside.
- Farms, +1 Supply per Season, Autumn harvest
- Basic farms of the peasants. Produces few trade goods and single harvest once a year. Can be upgraded to Improved Farms
- Improved Farms, +2 Supply per Season, Autumn harvest
- Improved farms for the peasants, Produces more trade goods and a better harvest once a year. Can be upgraded to Farming Estates.
- Farming Estates, +4 Supply per Season, Autumn harvest
- Well built, maintained and organized farms. Produces a lot of trade goods and a plentiful harvest once a year.
- 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.
- Improved Farms give +1 to the harvest Wealth
- Farming Estates give +3 to the harvest Wealth
- Windmill, +1 Supple per Season, Produces high quality flour
- A purpose built windmill to avoid wastage during the milling process.
- Lumbermill, +1 Wealth per Season, Produces lumber
- Harvests lumber from the woods and turns them into logs for further production. Can be upgraded to Sawmill.
- Sawmill, +2 Wealth per Season, Produces planks
- Harvests lumber from the woods and turns the lumber into planks. Can be upgraded to Powered Sawmill.
- Powered Sawmill, +3 Wealth per Season, Produces planks
- Harvests lumber from the woods and turns the lumber into planks. Is powered with high quality Dwarven steam power.
- Herbalist’s Hut, +1 Supply per Season, Produces simple medicines
- 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
- Alchemist’s Hut, -1 Supply per Season, Produces potions and potent medicines
- 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.
- Alchemist’s Workshop, -3 Supply per Season, Produces strong potions and potent medicines
- A Master Alchemist requires a workshop to work in. From there the Alchemist can make the most deadly poisons and most potent healing potions.
- Hunting Lodge, +1 Supply per Season
- 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
- Leatherworker’s Workshop, +1 Supply and +1 Wealth per season
- The hunters continue to bring skins and furs to the leatherworkers who make them into clothing and sell them for some profit.
- Blacksmith, +1 Supply per Season
- A simple blacksmith beating plate back in shape, making nails and resharpening tools and swords. Can be upgraded into Improved Blacksmith.
- Improved Blacksmith, +2 Supply per Season, Improved arms and armour
- Improved workshop for the blacksmiths to work in. Results in better equipment for your troops. Can be upgraded into a Foundry.
- Foundry, +2 Supply per Season, Masterwork arms and armour.
- 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.
- Ore Mine, +X Wealth per Season, Accidents can happen
- Simple mine for the miners to work in. Produces low quantities of ore. Can be upgraded into Ore Mine Complex.
- Ore Mine Complex, +X Wealth per Season, Accidents will happen rarely
- Well maintained mine for the miners to work in. Produces average quantities of ore. Can be upgraded into Deep Ore Mine Complex.
- Deep Ore Mine Complex, +X Wealth per Season, Accidents can happen
- A mine complex that digs very deep. Produces large quantities of ore, but is more dangerous to work in than normal mine complex.
- 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.
- Copper, Tin and other lesser metals +1
- Iron +2
- Coal +2
- Mithril +3
- Thorium +4
- Silver +4
- Gold +5
- Gems +6
- Stables, -1 Supply per Season, 10 horses
- Stables provide enough space for 10 horses. Can be upgraded to Major Stables.
- Major Stables, -2 Supply per Season, 20 horses
- Major Stables provide enough space for 20 horses. Can be upgraded to Grand Stables
- Grand Stables, -3 Supply per Season, 40 horses
- Grand Stables provide enough space for 40 horses.
- Mustering Field, -1 Supply per Season, allows training of troops
- Training place for the soldiers. Troops gather there to train and wait for further orders. Can be upgraded into Barracks.
- Barracks, -2 Supply per Season, allows training of troops
- Large structure where the soldiers live when not soldiering outside. Has armouries and other important facilities inside it.
- Town Hall, Governing bonus
- Central structure in all towns. Number of clerks and other paperpusher's work here to keep everything in order.
- Keep, Governing bonus, Defence bonus
- Improvement from the defenceless Town Hall. Nobles usually use Keeps as their homes if Noble Manors aren’t available. Can be upgraded into Castle
- Castle, Governing bonus, Large Defence bonus, Leadership bonus
- 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.
- Scout Tower, Defence bonus
- 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.
- Guard Tower, Large Defence Bonus
- 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.
- Cannon Tower, Huge Defence Bonus
- 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.
- Town Walls and Gate
- 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
- City Walls and Gates
- Heavier set of walls circle the city. Tall and strong enough to withstand siege weapons and to allow troops moving on them.
- Abbey
- A place of worship. Holy Light is venerated here. Big enough for small towns. Can be upgraded into Church.
- Church
- A place of worship. Holy Light is venerated here. Big enough for towns and small cities. Can be upgraded into a Cathedral.
- Cathedral
- 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.
- Holding Upgrade Prices and Requirements:
- -Farms, 5 Wealth, -10 Peasants, Requires plains or farmlands
- -Improved Farms, 5 Wealth, -10 Peasants, Requires plains or farmlands
- -Farming Estates, 8 Wealth, -10 Peasants, Requires plains or farmlands
- -Windmill, 5 Wealth, -5 Peasants, Requires Farms
- -Noble Manor, 8 Wealth, -5 Peasants
- -Fortified Noble Manor, 15 Wealth
- -Lumbermill, 4 Wealth, -10 Peasants, Requires forests
- -Sawmill, 8 Wealth, -10 Peasants, Requires forests
- -Powered Sawmill, 10 Wealth, Requires Dwarven expertise, Requires forests
- -Herbalist’s Hut, 5 Wealth, 5- Peasants, Requires forests
- -Alchemist’s Hut, 12 Wealth, -5 Peasants, Requires forests
- -Alchemist’s Workshop, 15 Wealth, Requires Master Alchemist, Requires forests
- -Hunting Lodge, 3 Wealth, -5 Peasants, Requires forests
- -Leatherworker’s Workshop, 5 Wealth, -10 Peasants
- -Blacksmith, 8 Wealth, -5 Peasants
- -Improved Blacksmith, 10 Wealth, -5 Peasants
- -Foundry, 20 Wealth, -10 Peasants, Requires a Master Smith
- -Mine, 5 Wealth, -30 Peasants, Requires found ore
- -Mine Complex, 20 Wealth, -50 Peasants, Requires found ore
- -Deep Mine Complex, 20 Wealth, -50 Peasants, Requires Dwarven expertise, Requires found ore
- -Stables, 5 Wealth, -5 Peasants
- -Major Stables, 10 Wealth, -5 Peasants
- -Grand Stables, 10 Wealth, -5 Peasants
- -Mustering Field, 3 Wealth
- -Barracks, 10 Wealth, -10 Peasants
- -Town Hall, 20 Wealth, -5 Peasants, Requires village or town
- -Keep, 20 Wealth, -10 Peasants, Requires town or city
- -Castle, 30 Wealth, -10 Peasants, Requires town or city
- -Scout Tower, 4 Wealth
- -Guard Tower, 10 Wealth, -10 Peasants
- -Cannon Tower, 20 Wealth, -10 Peasants
- -Town Walls and Gate, 12 Wealth, Requires a town or a city
- -City Walls and Gate, 18 Wealth, Requires a city
- -Abbey, 15 Wealth, Requires a town
- -Church, 15 Wealth, -5 Peasants, Requires a town or a city
- -Cathedral, 15 Wealth, -5 Peasants, Requires a city
- Holding Terrain Types
- Colour Codes:
- Blue, Kingdom of Lordaeron
- Purple, Dalaran
- Orange, Prince Alric
- Red, The Syndicate
- White, Dwarves
- Brown, Crushridge Ogres
- Grey, Unknown or unclaimed
- Light Blue, Frostwolf Clan
- 1. Dalaran, City, Special
- 2. Lordamere Fields, Farmlands, Forest
- 3. Misty Shore, Farmlands, Forest
- 4 .Hillsbrad Fields, Town, Farmlands, Forest
- 5. Azureload Mine, Iron Ore
- 6. Western Strand, Farmlands
- 7. Southshore, Town, Farmland
- 8. Central Hillsbrad Foothills, Farmlands
- 9. Tarren Mill, Town, Forest, Farmlands
- 10. Gavin’s Naze, Forest, Farmlands
- 11. Darrow Hill, Forest, Farmlands
- 12. The Headland, Forest, Farmlands
- 13. Sofera’s Naze, Forest, Farmlands
- 14. Strahnbrad Hills, Forest, Oil
- 15. Eastern Strand, Farmlands
- 16. Dun Garok, Dwarven Hold
- 17. Durnholde Keep, Forest, Farmlands
- 18. South Durnholde Hills, Forest
- 19. North Durnholde Hills
- 20. Western Hinterlands
- 21. Chillwind Pass
- 22. Eastern Alterac Hills
- 23. Southern Alterac Mountains
- 24. South-Western Alterac Mountains
- 25. North-Western Alterac Mountains
- 26. North Alterac Mountains
- 27. Gallow’s Corner, Forest
- 28. Southern Alterac Valley, Forest, Farmlands
- 29. Central Alterac Valley
- 30. Ruins of Alterac
- 31. Northern Alterac Valley, Forest, Farmlands
- 32. Strahnbrad, Town, Forest, Farmlands
- 33. The Uplands, Forest, Farmlands
- 34. Eastern Uplands Hills, Forest
- 35. Western Uplands Hills, Forest
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