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- All four factions start at 0 power (unless you are Arg-Ordstun, who starts with 40 beholder power)
- Power is displayed on the decisions screen as follows:
- 100: "We are Prepared"
- 75-99: "Polishing Plans"
- 50-74: "Finishing Plans"
- 25-49: "Drafting Plans"
- 0-24: "Not Ready"
- For Beholders:
- 100: "Taking Arms"
- 80-99: "Resolute"
- 60-79: "Eager"
- 40-59: "Tense"
- 20-39: "Calm"
- 0-19: "Appeased"
- When beholders get to 100, "Reactionaries!" happens immediately:
- "Follow their demands" gives -30 beholder power, -40 all other faction power
- "Pretend to go oblige" gives -40 beholder power and a random harsh debuff
- "Purge them!" sets beholder power to 0 but spawns an overwhelming force of noble rebels
- AI always picks a secret fourth option which:
- -60% of the time, lowers power of one faction by 20
- -50% of the time, gives them +1 stability
- -sets reactionary power to 20
- Every month you have a 1/3 chance of an event, which can be one of seven (with equal probability):
- Available Manpower:
- -first option does nothing
- -second, third, fourth options give +5 power to the faction, but also secretly give +10 power to beholders
- A Question of Resources:
- -first option does nothing
- -second, third, fourth options give +5 power to the faction, but also secretly give +10 power to beholders
- The Reclaimers/The Expansionists/The Diamond Guard:
- -first option does nothing
- -second option gives the relevant faction +7.5 power, but also secretly gives +10 power to beholders
- -third option gives the relevant faction +10 power, but also secretly gives +15 power to beholders
- A Clan's Patronage:
- -first option does nothing
- -second, third, fourth options give +10 power to the associated faction, +15 power to beholders
- -and have a 75% chance of noble rebels, but only if you are a player
- An Influential Speaker:
- -first option gives +10 power to a random faction, +15 power to beholders
- -second option gives -20 power to beholders(!!), unless they are at 0 already
- If you take the decision to directly invest in a faction, it will give:
- -costs a year's worth of income
- --10% tax for a year, during which you cannot invest further
- -a whopping +10 power to the relevant faction and +15 power to beholders
- Tag Specific:
- Arg-Ordstun starts with 40 beholder power
- Arg-Ordstun's first mission gives +10 beholder power (why is this mission so actively terrible)
- Ovdal Lodhum's first and second missions gives +5 power to each non-beholder faction
- Ovdal Lodhum's third mission gives +7.5 power to each non-beholder faction
- Ovdal Lodhum's fourth mission gives +10 power to each non-beholder faction
- You can end the disaster when any non-beholder faction gets 100 power.
- When you hit the decision to end the disaster, you may pick one of up to three rewards:
- -(In all cases, you get +24 yearly tax income)
- -(In all cases, stability is raised to +0 if lower, and you get +10 prestige)
- -If the Reclaimers are ready, you can get +1 dig level immediately, -10% devcost
- -If the Expansionists are ready, you can get +1 colonist, +60 yearly settlers, and +24 (more) yearly tax income
- -If the [Culture] Guard is ready, you can get -30% land maint, +15% morale, +10% goods produced, +15 yearly settlers
- If you got a faction ready but did NOT pick their reward, you also get:
- -Reclaimers: -5% devcost
- -Expansionists: +15 yearly settlers
- -[Culture] Guard: +10% morale, -15% land maintenance
- In every case, all modifiers last for 50 years
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