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- Turn: 5
- --
- Market report.
- --
- Amount of resources in the city stock:
- Gold : 1572
- Ore: 100
- Meat: 184
- Crops: 106
- Buying prices:
- Ore: 24
- Meat: 11
- Crops: 15
- Selling prices:
- Ore: 17
- Meat: 7
- Crops: 11
- --
- This are the current political positions held by the guilds of the city -
- --
- Crownguild: Unoccupied. The Crownguild is the highest political power governing the city. It has the ability to change any policy of any law.
- Lawkeepers: Church of the Purifier is the current Lawkeepers guild. The Lawkeepers shift the tide between justice and corruption. - You can become the new Lawkeepers guild for 40 influence.
- Additional info: http://pastebin.com/n5uMAaU8
- Coinlords: Unoccupied. The Coinlords are holding the gates of gold to the city and decide how the gold will be distributed. - You can become the new Coinlords guild for 20 influence.
- Additional info: http://pastebin.com/w8U9pHje
- Castellans: Unoccupied. Castellans use the resources stocked at the city to build and improve the city structures as they see fit. - You can become the new Castellans guild for 20 influence.
- Additional info: http://pastebin.com/7vA5Y1En
- Stewards: Unoccupied. The Stewards are mostly regarded as ''lords of samll things''. They control the maintenance and events around the city. - You can become the new Stewards guild for 20 influence.
- Additional info: http://pastebin.com/aJva6e82
- Trademasters: The Empty Maw is the current Trademasters guild. Trademasters are the idols of merchants. They decide how the 'game' at the markets is being played. - You can become the new Trademasters guild for 40 influence.
- Additional info: http://pastebin.com/jQKQdd27
- Sentinels: The Grey Shield is the current Sentinels guild. Sentinels guild are remarked for their millitary excellence and honor. They manage the garrison and the incomming recruits. - You can become the new Sentinels guild for 40 influence.
- Additional info: http://pastebin.com/jZPrSiTk
- --
- --
- > These are the laws currently implemented at the city:
- --
- > Current Alliance policies
- 'Bloodpact alliance policy' if a guild breaks an alliance with another guild it has to pay 80 influence
- > Current Treason policies
- 'Execute traitors policy' - If a guild tries to rebel against the throne and fails then the leader will be executed.
- > Current Crime policies
- 'Punishment by excommunication policy' -If a guild is caught commiting crimes against another guild then the guild will be excomuunicated and lose fame (-2 fame).
- > Current Transaction policies
- 'Sustained transactions policy' - To prevent dramatic climates at the market, each guild can only make up to 30 transactions in a single turn.
- > Current Trade policies
- 'Bartering goods only policy' - Guilds can only exchange materialistic resources with each other.
- > Current Market tax policies
- 'Small market taxes' Guilds sell resources to the market for a smaller value than the base market value.
- > Current Loot tax policies
- 'Small loot taxes' All guilds must pay 25% of the gold they have gathered as a tax to the city.
- > Current resource tax policies
- 'High resource taxes' All guilds must pay 50% tax from the resources they have gathered.
- --
- --
- Happiness report:
- --
- > [Positive happiness effects]
- ***
- > [Negative happiness effects]
- [-] The city has no ruler.
- --
- TOTAL HAPPINESS: -1(Poor)
- --
- These are the current adventurers which are awaiting in the garrison to be recruited:
- 1)'Iblith' the Elven Warrior
- 2)'Hobson Boffin' the Gnome Warrior
- 3)'Norabur Brownbraids' the Dwarven Rogue
- 4)'Therian' the Elven Warrior
- 5)'Lotho Boffin' the Gnome Paladin
- 6)'Darla Rumble' the Halfling Rogue
- 7)'Wixa Diggle' the Halfling Paladin
- 8)'Jeyn Wayne' the Human Warrior
- 9)'Sorka Brownbraids' the Dwarven Warrior
- 10)'Palarma Dragonbrows' the Dwarven Ranger
- 11)'Sengan' the Elven Wizard
- --
- These are the current missions available:
- --
- 1)Mine ore at the mountains south of the city (you can only mine if the amount of southern threats is lesser than 4)
- 2)Butcher the animals at the meadow outside the city (you can only butcher if the amount of northern threats is lesser than 4)
- 3)Harvest the fields at the farmland outside the city (you can only harvest if the amount of eastern threats is lesser than 4)
- 4)Pray at the altar on the cliffs above the city (you can only pray at the altar if the amount of purge threats is lesser than 4)
- 5)Fight the hobgoblins at the burnt farmlands(Fight type, challenge 16, distance: short, direction: east)
- 6)Fight the goblins at the cracking bridge(Fight type, challenge 12, distance: short, direction: east)
- 7)Track the bear at the tall forest(Track type, challenge 17, distance: far, direction: north)
- 8)Fight the drows at the mountainside outpost(Fight type, challenge 17, distance: short, direction: south)
- 9)Purge the ghost from the forgotten temple(Purge type, challenge 24, distance: medium, direction: south)
- 10)Banish the fairy from the steward's garden(Banish type, challenge 14, distance: none, direction: inside)
- 11)Purge the zombie from the catacombs beneath the city(Purge type, challenge 18, distance: none, direction: inside)
- 12)Purge the wraith from the ancient library(Purge type, challenge 24, distance: none, direction: inside)
- 13)Track the shadow-cat at the flaming mountains(Track type, challenge 28, distance: far, direction: south)
- 14)Track the hell-worm at the crumbling cliffs(Track type, challenge 27, distance: medium, direction: south)
- 15)Track the dire-wolf at the scarred desert(Track type, challenge 18, distance: short, direction: south)
- 16)Banish the witch from the marbled fountain(Banish type, challenge 21, distance: medium, direction: north)
- 17)Banish the tiefling from the silent shore(Banish type, challenge 21, distance: short, direction: east)
- 18)Track the dire-bear at the plane of blizzards(Track type, challenge 28, distance: far, direction: north)
- 19)Banish the dark-naga from the mirrored maze(Banish type, challenge 26, distance: far, direction: east)
- Ore left in the mines: 94
- Meat left at the meadows: 16
- Crops left on the fields: 194
- Total threats: 311/400 (If the amount of total threats exceeds the defensive capability of the city by the end of the turn then darkness takes over the city and the game ends)
- Northern threats: 3
- Eastern threats: 4
- Southern threats: 5
- Inside threats: 3
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