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Jul 21st, 2018
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  1.  
  2. Lobby
  3. Shop
  4. Rankings
  5. Forum
  6. Rules
  7. Guide
  8. Blog
  9. taibhse
  10. June 2, YR7
  11. Throne
  12. Kingdom
  13. News
  14. Explore
  15. Growth
  16. Sciences
  17. Military
  18. Wizards
  19. Mystics
  20. Thievery
  21. War Room
  22. Aid
  23. Mail
  24. Forum
  25. Chat
  26. Politics
  27. Rankings
  28. Preferences
  29. Taunts
  30. Money Peasants Food Runes Net Worth Land Net Worth/Acre
  31. 217,766 8,692 2,165 43,287 188,796 1,136 166.194
  32. - - - - - - -
  33. 217,766 8,692 2,165 43,287 188,796 1,136 166.194
  34. Thievery
  35.  
  36. 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.
  37. Early indications show that our operation was a success.
  38. Our thieves scour the lands of Valley of Bones (9:31) and learn...
  39. Statistics
  40. Available Workers 6,675 Building Efficiency 92.4%
  41. Available Jobs 13,775 Workers Needed for Max. Efficiency 9,229
  42. Building Effects
  43.  
  44. 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.
  45. Building type Quantity % of Total Current Effects (effect of next 1%)
  46. Barren Land 16 2.8%
  47. Homes 0 0.0% Increase max population by 0
  48. Increase birth rates by 0.0%
  49. Farms 55 9.7% Produce 3,328 bushels per day
  50. Mills 0 0.0% Lower building costs by 0.0%
  51. Reduce exploration costs by 0.0%
  52. Banks 193 34.0% Produce 3,800 gold coins per day
  53. 26.45% higher income
  54. Training Grounds 0 0.0% 0.0% higher offensive efficiency
  55. Armouries 55 9.7% 13.31% lower military training costs
  56. 16.74% lower military wages & draft costs
  57. Military Barracks 0 0.0% 0.0% lower attack times
  58. Forts 55 9.7% 10.83% higher defensive efficiency
  59. Guard Stations 0 0.0% 0.0% lower resource losses when attacked
  60. Hospitals 0 0.0% 0.0% chance to cure the plague each day
  61. 0.0% lower military losses
  62. Guilds 110 19.4% 3.7 wizards trained per day
  63. Towers 83 14.6% Produce 1,981 runes per day
  64. Thieves' Dens 0 0.0% 0.0% higher thievery effectiveness
  65. 0.0% lower losses in thievery operations
  66. Watch Towers 0 0.0% 0.0% chance of preventing enemy thief missions
  67. 0.0% rate of repelling individual enemy thieves from our borders
  68. Libraries 0 0.0% 0.0% increase in science effects
  69. Schools 0 0.0% 0.0% decrease in science costs
  70. Protect 0.0% of science from enemies
  71. Stables 0 0.0% Hold 0 horses
  72. Produce 0 horses per day
  73. Dungeons 0 0.0% House 0 prisoners
  74. Exploration/Construction Schedules
  75. Building type Schedule (number of days)
  76. Barren Land
  77. Number of thieves 2,216 (1.951 per acre) Stealth 64%
  78. Target kingdom is MonsterS (9:31)
  79. :
  80. Select province:
  81. lokkentown, Yeti, Leprechaun and Bahumet are protected and cannot be attacked.
  82. Select operation:
  83. Number of thieves to send:
  84.  
  85. Note the following:
  86.  
  87. Assassinate Wizards, Greater Arson, Night Strike, Sabotage Wizards and Propaganda are not known to our culture.
  88.  
  89. Version: 4479
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