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Aug 18th, 2017
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  1. THIEVERY
  2. You descend into an underground area of your castle and enter the Guild of Thieves. An organization created under your leadership, the Guild trains the lowest classes of people to learn the tools of the trade. Trained by your military, your thieves stand ready at your service to do what is needed.
  3.  
  4. Early indications show that our operation was a success.
  5. Our thieves scour the lands of He isnt machine washable (5:24) and learn...
  6. Statistics
  7.  
  8. Available Workers 40,618
  9. Available Jobs 44,300
  10. Building Efficiency 96.3%
  11. Workers Needed for Max. Efficiency 29,681
  12. Building Effects
  13.  
  14. You will find that as we build more of certain building types, many new structures will be less effective. The Next 1% in parentheses below refers to the benefits of dedicating 1% more of your land to a particular building type.
  15.  
  16. Building type Quantity % of Total Current Effects (effect of next 1%)
  17. Barren Land 0 0.0%
  18. Homes 0 0.0% Increase max population by 0
  19. Increase birth rates by 0.0%
  20. Farms 290 7.0% Produce 16,770 bushels per day
  21. Mills 0 0.0% Lower building costs by 0.0%
  22. Reduce exploration costs by 0.0%
  23. Banks 739 17.8% Produce 28,035 gold coins per day
  24. 36.9% higher income
  25. Training Grounds 0 0.0% 0.0% higher offensive efficiency
  26. Armouries 0 0.0% 0.0% lower military training costs
  27. 0.0% lower military wages & draft costs
  28. Military Barracks 0 0.0% 0.0% lower attack times
  29. Forts 0 0.0% 0.0% higher defensive efficiency
  30. Guard Stations 0 0.0% 0.0% lower resource losses when attacked
  31. Guilds 412 9.9% 9.2 wizards trained per day
  32. Towers 331 8.0% Produce 3,874 runes per day
  33. Thieves' Dens 0 0.0% 0.0% higher thievery effectiveness
  34. 0.0% lower losses in thievery operations
  35. Watch Towers 0 0.0% 0.0% chance of preventing enemy thief missions
  36. 0.0% rate of repelling individual enemy thieves from our borders
  37. Libraries 0 0.0% 0.0% increase in science effects
  38. Schools 0 0.0% 0.0% decrease in science costs
  39. Protect 0.0% of science from enemies
  40. Stables 0 0.0% Hold 0 horses
  41. Produce 0 horses per day
  42. Dungeons 0 0.0% House 0 prisoners
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