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End of Turn Info

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1 End of Turn Info on Mon Dec 12, 2016 10:19 pm

Turn Actions are required to post whether they will make a House Fortune roll or not.

House Fortune rolls are required to be made once every three turns. If you choose to not make a House Fortune roll one of your resources will be improved by 1.

To make a House Fortune roll, simply roll 7d6 and add your House Fortune modifier to the result.

Glory earned on the battlefield (or with finishing projects) can be used as part of this action.  It can either add a +1 bonus to your House Fortune roll or it can be spent to increase a resource by 1.  Glory spent is a 1:1 transition to bonuses accrued.

Influence can also be used to influence to final result.  The first digit of your Influence score is what you have to change things.  You can use it to decrease the scores of other people (or split amongst multiple people to mess them up).

Results
[2 or less] DISASTER, [3] CURSE, [4] DECLINE, [5]  DISASTER, [6] GROWTH, [7]  DECLINE, [8]  GROWTH, [9]  CURSE, [10]  DECLINE, [11]  GROWTH, [12] BOON, [13]  DECLINE, [14] BLESSING, [15]  GROWTH, [16]  CURSE, [17]  DECLINE,
[18]  BLESSING, [19]  CURSE, [20]  BLESSING, [21-22]  GROWTH, [23]  CURSE, [24-25]  GROWTH, [26-27]  BLESSING,
[28]  BOON, [29]  CURSE, [30]  BLESSING, [31-34]  GROWTH, [35]  BLESSING, [36]  BOON, [37-41]  GROWTH,
[42 or higher]  BOON

Boon improves one of a house’s resources by 2d6 points or two of a house’s resources by d6 points or four of a house’s resources by d3 points.

Blessing improves one resource by d6 points or two resources by d3 point or four resources by 1 point each.

Growth improves one resource by d3 points or two resources by 1 point each.

Decline reduces one resource by d3 points or two resources by 1 point each.

Curse reduces one resource by d6 points or two resources by d3 point or four resources by 1 point each.

Disaster reduces one of a house’s resources by 2d6 points or two of a house’s resources by d6 points or four of a house’s resources by d3 points.



Last edited by SilverDragonRed on Mon Jan 16, 2017 1:55 pm; edited 1 time in total (Reason for editing : Changed the Influence Effect.)

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2 Re: End of Turn Info on Wed Dec 28, 2016 3:47 pm

One of the things you can do for an end of turn action is to convert resources.  You just need to state what resource(s) are used and what they're being turned into. Using two resources to turn into a third is considered 'rushing' things.  If a conversion job lowers the starting resource to below what is needed for an investment, you lose the investment.

Defense

Influence exchanges into Law at a rate of 1:1 or a rush rate of 2:1.

Lands exchanges into Defense at a rate of 1:1 or a rush rate of 2:1.

Law

Population exchanges into Power at a rate of 1:1 or a rush rate of 2:1.

Power exchanges into Influence, Law, or Population at a rate of 1:1 or a rush rate of 2:1.

Wealth exchanges into Any at a rate of 2:1 or a rush rate of 3:1.

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3 Re: End of Turn Info on Mon Jan 16, 2017 2:25 pm

To begin an engineering project you have to specify what it is you're wanting to construct followed by size (if applicable): tiny, small, average, big, or large.  You will also to write down what number of your Population you're throwing into the project, otherwise it will assumed to be 1 Pop. You cannot put all of your Population into a project; somebody still needs to run the farms and workshops.

You can begin research projects if you have a facility to conduct research in.  The size of the building determines how many projects you can engage in at any given time.  You will have to devote 1 Pop, and only 1 Pop, to every research project.



Last edited by SilverDragonRed on Thu Mar 09, 2017 9:45 pm; edited 1 time in total

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4 Re: End of Turn Info on Tue Jan 17, 2017 6:15 pm

Construction costs:
Tiny 1 Wealth
Small 3 Wealth
Average 5 Wealth
Big 7 Wealth
Large 10 Wealth

Other construction projects have costs to be determined upon type.

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5 Re: End of Turn Info on Thu Jan 19, 2017 8:44 am

If you want to purchase more troops you will need to pay for them in Power.  Every new troop from now on starts off at Green.  Training them will take 2-3 turns depending on type.

If you are wanting to increase troops from Green to Trained you will have to pay 2 Power and train them for an additional 2 turns.

Converting Peasant Levies in another unit requires 4 turns of training, but no additional cost.  The only types of units they can convert into are: Infantry, Archers, Engineers, or Cavalry.  The only stats kept over from the Levy unit is the base damage; all others become that of the new unit type. FYI, its the same with Criminals.

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