Poor Quarter
The Poor Quarter is where settlements can cram all their poor, unfortunate, tightly packed Peasants. Every building of and associated with this district is about housing the poor. Though the Sovereign decides when to build Poor Quarter, it is up to the Department of Religion to tend all the poor souls who live inside.
Action - Give Alms
There will always be too many poor, and helping them only a little bit will ensure that they never fully leave the impoverished state. Still, it feels good to help the less fortunate. The Sovereign, by building this concentrated Peasant housing district, has provided a place where players can be surrounded by the grateful poor.
Main - Slums
This is the primary Peasant-stacking building. Every level of the Slums adds hundreds more housing Peasant housing. Residents who want out are offered in-house training to become Peasant Units. This service also decreases the overall costs to train Peasant troops throughout the settlement. Of course, there are downsides to forcing so many of your poor to live so close together. Each building level of the Slums decreases settlement-wide health, representing the disease and malnutrition fostered in these conditions.
Exclusive - Co-Op
This is your only healthy option in the Poor Quarter, but they're not as efficient as the Slums and Tenement.
Each level of Co-op provides one to two hundred Peasant housing, processes Groceries, and increases local health.With the influential local Health bonus, a considerately run Poor Quarter will have enough of these to balance the detriment created by the Slums. These are actually lovely little shop/homes and the peasants within are healthier than their closely-packed neighbors.
Linked - Tenement
This is the final stage of your Poor Quarter. If the hundreds of Peasants in the Slums and the more loosely packed Peasants in the Co-ops wasn't enough, you can now add more hundreds of Peasants through the power of flimsy Tenements stacked to the sky with Peasants. These can in fact be built in every district, so you can place one of these bastions of poverty anywhere in your settlement. Tenements are healthier than the Slums, but local Education is hard pressed to serve all the children created in these buildings.
Minister - Almoner
In charge of the Ministry of Welfare is the Almoner. This lucky Minister is in charge of hypothetical food lines and recruitment in the Poor District. This Department of Religion Minister has the the rare privilege of managing a Recruitment building (the Slums) and may end up handling a local Garrison because of this. Mainly, the Almoner's job is to build/upgrade more Peasant Housing when the time comes and try to keep the impossibly large masses from collapsing local Happiness.
Saturday, October 31, 2015
Thursday, October 29, 2015
Building Materials - From Hemp to Bricks and Slabs
Building Materials
There are so many things to build in Brunelleschi, and every harvested Resource and processed Good is used in the construction of at least one building. Many of these uses are specialized, like Olives to build an Oil Press and Groceries to build a Grocer. Most buildings are constructed out of common building materials. These come in the form of Hemp, Lumber, Sandstone and Marble and their more popular processed forms - Canvas, Boards Bricks and Slabs. Slightly less commonly used are Linen, Wool, Iron Ingots and Steel Ingots. This post will help you build your production chain from your Hemp farms up to the most common materials: Bricks and Slabs. Watch for future posts to guide you to Boards, fabrics and ingots.
Production Chain
The Production Chain is a self-sustaining building chain that ensures your processing buildings function. Let's look at the Bakery as a very simple example. In order to build the bakery you'll need some grain, but after the bakery is built, it needs a steady supply of grain to process into bread. It will also require an upkeep of it's construction material (grain) once a week. This means you can't just buy some grain off the market and get a working bakery, you need a grain farm or two to harvest the grain that the bakery will process. Not all buildings are this straight forward. Many processing buildings are built from 1-3 materials but process their goods from different stuff. For instance, the Barber Shop is constructed and up-kept with Glass, but it processes Herbs into Tinctures. This means you may need a steady supply of several materials in order to run your processing buildings.
Start at Hemp
Every Rank 1 Sovereign starts with a Fields and enough starter-Grain to build a few Farms. From these Farms, they can produce the Grain needed to maintain and expand their Fields district (and much more) and initiate their supply of Hemp for further building projects. Hemp doesn't unlock everything at the lower levels, but it's pretty close. Used to start the Fishing Outpost and Residential District. Hemp builds Hunting Camps, which in turn unlock the Forest Outpost, inside which Hemp builds the Logging Camps needed to harvest all the Lumber from your settlement. Hemp allows you to build a Quarry and is part of a set of materials needed to build the Stonecutter and Weaver.
Quarry
For our current production chain, the most important thing Hemp can build is the Quarry. From this building comes stone-like resources. These buildings are most efficient when built in the Rank 2 Mines district, but you can build one in your Fields without ever having built another District. This building requires Hemp to build and upkeep and, because it's a harvesting building, doesn't eat anything to produce it's output. Of the 5 resources harvested by the Quarry, we're focused on Marble and Sandstone. The Marble alone is useful and will unlock Rank 2 Districts by allowing you to build the Town Square. Sandstone isn't used to build much on it's own, but Bricks made from the stuff are used to construct 36 buildings in the game.
Bricks
Brickmaker
Brickmakers are one of those blessedly simple buildings. Like the Bakery, they process the same resource as is required to construct them. This means all you need is a Sandstone-harvesting Quarry or two in order to build and run your Brickmakers. These buildings work best in the Rank 3 Plaza district, but again can be built anywhere so you never actually have to leave your Fields district to make Bricks. It should be noted several Main buildings throughout the Game. The Barbican of your R2 Main Gate district processes Bricks, as well as the Forum of your R3 Marketplace district. Later in the game the Piazza Navona, Maintenance Office, Highway Infrastructure and Curtain Walls will also process Bricks from Sandstone in addition to performing their other functions.
Slabs
Stonecutter
When considering how much of a pain building a Stonecutter is, one should remember that it's tecnhically a Rank 12 building linked to the Monument District. Also that Slabs are incredibly fancy, made of easy-to-ruin Marble, and are used to construct 34 buildings in the game. To construct, upkeep and upgrade the Stonecutter, you'll need Hemp, Marble and Lumber. That Lumber requirement means that, if you haven't yet, it's time to build that Forest Outpost. Fortunately, Hemp has already unlocked that path for you, outlined in the Start at Hemp paragraph. Once your Stonecutter is built, you'll still need those materials for upkeep, so don't stop producing Hemp, Marble or Lumber (as if you would). Producing Slabs from the Marble you're already producing is now the easy part.
Research
Something that cannot be forgotten in Brunegame is that the game (and each lonely new Settlement) starts with 1400s technology. Further knowledge must be researched in Research Buildings in order to raise your effective tech level. High-rank buildings are more likely to be locked behind a research chain and the Stonecutter is one of them. In order to build even a level 1 Stonecutter, you must first have researched at least one level of Mathematics and then Masonry. A Level 2 Stonecutter will require two levels of Mathematics and two levels of Masonry to be researched and maintained. Fortunately, if Stonecutters are too much of a hassle early-on, the Sorting Station doesn't require a Research unlock. The Sorting Station is the default building of the Rank 2 Mines district, is constructed with Sandstone, and processes Marble into Slabs. This handy short-cut will hold you over on Slab need for a while. By the time you need more slabs than the Sorting Station can produce, you've probably built a large enough Settlement to meet the challenge of building Stonecutters.
There are so many things to build in Brunelleschi, and every harvested Resource and processed Good is used in the construction of at least one building. Many of these uses are specialized, like Olives to build an Oil Press and Groceries to build a Grocer. Most buildings are constructed out of common building materials. These come in the form of Hemp, Lumber, Sandstone and Marble and their more popular processed forms - Canvas, Boards Bricks and Slabs. Slightly less commonly used are Linen, Wool, Iron Ingots and Steel Ingots. This post will help you build your production chain from your Hemp farms up to the most common materials: Bricks and Slabs. Watch for future posts to guide you to Boards, fabrics and ingots.
Production Chain
The Production Chain is a self-sustaining building chain that ensures your processing buildings function. Let's look at the Bakery as a very simple example. In order to build the bakery you'll need some grain, but after the bakery is built, it needs a steady supply of grain to process into bread. It will also require an upkeep of it's construction material (grain) once a week. This means you can't just buy some grain off the market and get a working bakery, you need a grain farm or two to harvest the grain that the bakery will process. Not all buildings are this straight forward. Many processing buildings are built from 1-3 materials but process their goods from different stuff. For instance, the Barber Shop is constructed and up-kept with Glass, but it processes Herbs into Tinctures. This means you may need a steady supply of several materials in order to run your processing buildings.
Start at Hemp
Every Rank 1 Sovereign starts with a Fields and enough starter-Grain to build a few Farms. From these Farms, they can produce the Grain needed to maintain and expand their Fields district (and much more) and initiate their supply of Hemp for further building projects. Hemp doesn't unlock everything at the lower levels, but it's pretty close. Used to start the Fishing Outpost and Residential District. Hemp builds Hunting Camps, which in turn unlock the Forest Outpost, inside which Hemp builds the Logging Camps needed to harvest all the Lumber from your settlement. Hemp allows you to build a Quarry and is part of a set of materials needed to build the Stonecutter and Weaver.
Quarry
For our current production chain, the most important thing Hemp can build is the Quarry. From this building comes stone-like resources. These buildings are most efficient when built in the Rank 2 Mines district, but you can build one in your Fields without ever having built another District. This building requires Hemp to build and upkeep and, because it's a harvesting building, doesn't eat anything to produce it's output. Of the 5 resources harvested by the Quarry, we're focused on Marble and Sandstone. The Marble alone is useful and will unlock Rank 2 Districts by allowing you to build the Town Square. Sandstone isn't used to build much on it's own, but Bricks made from the stuff are used to construct 36 buildings in the game.
Bricks
Brickmaker
Brickmakers are one of those blessedly simple buildings. Like the Bakery, they process the same resource as is required to construct them. This means all you need is a Sandstone-harvesting Quarry or two in order to build and run your Brickmakers. These buildings work best in the Rank 3 Plaza district, but again can be built anywhere so you never actually have to leave your Fields district to make Bricks. It should be noted several Main buildings throughout the Game. The Barbican of your R2 Main Gate district processes Bricks, as well as the Forum of your R3 Marketplace district. Later in the game the Piazza Navona, Maintenance Office, Highway Infrastructure and Curtain Walls will also process Bricks from Sandstone in addition to performing their other functions.
Slabs
Stonecutter
When considering how much of a pain building a Stonecutter is, one should remember that it's tecnhically a Rank 12 building linked to the Monument District. Also that Slabs are incredibly fancy, made of easy-to-ruin Marble, and are used to construct 34 buildings in the game. To construct, upkeep and upgrade the Stonecutter, you'll need Hemp, Marble and Lumber. That Lumber requirement means that, if you haven't yet, it's time to build that Forest Outpost. Fortunately, Hemp has already unlocked that path for you, outlined in the Start at Hemp paragraph. Once your Stonecutter is built, you'll still need those materials for upkeep, so don't stop producing Hemp, Marble or Lumber (as if you would). Producing Slabs from the Marble you're already producing is now the easy part.
Research
Something that cannot be forgotten in Brunegame is that the game (and each lonely new Settlement) starts with 1400s technology. Further knowledge must be researched in Research Buildings in order to raise your effective tech level. High-rank buildings are more likely to be locked behind a research chain and the Stonecutter is one of them. In order to build even a level 1 Stonecutter, you must first have researched at least one level of Mathematics and then Masonry. A Level 2 Stonecutter will require two levels of Mathematics and two levels of Masonry to be researched and maintained. Fortunately, if Stonecutters are too much of a hassle early-on, the Sorting Station doesn't require a Research unlock. The Sorting Station is the default building of the Rank 2 Mines district, is constructed with Sandstone, and processes Marble into Slabs. This handy short-cut will hold you over on Slab need for a while. By the time you need more slabs than the Sorting Station can produce, you've probably built a large enough Settlement to meet the challenge of building Stonecutters.
Tuesday, October 27, 2015
Gear - Emblems
Function
Every set of Secondary class abilities includes an Emblem equipment slot. This means that no matter which Class you choose, you will be able to equip at least one Emblem. What is an 'Emblem' exactly? Good question. Each of these pieces of equipment is basically a large piece of colored fabric on a stick that makes you look and feel awesome.
Emblems
Flag - Somehow being able to identify a great enemy without mistake makes them more terrifying on the battle-field. Any Secondary Commander will be able to equip a large, distinctly colored flag to either hook to their gear or force a servant to carry. These Flags require simple Canvas and Linen to craft but gain the uniqe ability to raise a character's Celerity and Toughness in and out of battle when equipped.
Ensign - The Ensign is a special fancy way for Secondary Nobles to identify their personal banner. Within the limit of what can be recognized a distance, Nobles have put a lot of effort into making their Ensigns obviously more refined than the emblems of the other classes. These decorative items increase the apparent Charm and Management and cost Dies and Linen to craft in any building that can craft Emblems.
Pennant - Adopting a personal pennant is just another business decision for a Trader, the only class that can equip an Emblem both in the Primary and Secondary. This means that the Merchant hero will eventually be able to equip two distinct and awesome Pennants. Each Pennant increases the Management and Arithmetic of their owner based on the quality with which they were produced. These emblems are expected to spend a lot of time out in the weather, so crafting them requires both Linen and Leather.
Standard - Many times in the past, the church has required a Champion. Secondary Clergy, already dedicated to their religion but not fully committed to selfless-ness, can equip an identifying Standard. The dedicated priests who craft these pieces of equipment have blessed it to provide a bonus to a worthy wearer's Philosophy and Grace. Is it in the delicate stitching or the subtle color use? You can't be sure, except that it would be nice to have one. The humble Standard requires only Wool and Linen to produce.
Banner - Casters don't mess around. When it's time for an Emblem, they get a big bright piece of fabric and stitch as many cool arcane symbols onto it as possible. They call these Banners and a few low-talent casters can always be found to enchant a few in a building that crafts Emblems. These enchantments enhance the Philosophy and Reason of the Caster who carries the Banner. Each banner is crafted from Black Perals and Linen.
Gonfalon - A Gonfalon is the fanciest sort of emblem. Lord characters are granted access to them earlier than all the other classes. This is because everyone wants to know where Lords are on the battle fields. Lords are worth more points in the after battle tally-up. Gonfalons require Gold Florins and Linen to craft, but like all equipment can be bought on the Market and might be given as a reward for Actions, Scenarios and other game events. Each beautiful Gonfalon provides it's bearer a Leadership and Might bonus.
Every set of Secondary class abilities includes an Emblem equipment slot. This means that no matter which Class you choose, you will be able to equip at least one Emblem. What is an 'Emblem' exactly? Good question. Each of these pieces of equipment is basically a large piece of colored fabric on a stick that makes you look and feel awesome.
Emblems
Flag - Somehow being able to identify a great enemy without mistake makes them more terrifying on the battle-field. Any Secondary Commander will be able to equip a large, distinctly colored flag to either hook to their gear or force a servant to carry. These Flags require simple Canvas and Linen to craft but gain the uniqe ability to raise a character's Celerity and Toughness in and out of battle when equipped.
Ensign - The Ensign is a special fancy way for Secondary Nobles to identify their personal banner. Within the limit of what can be recognized a distance, Nobles have put a lot of effort into making their Ensigns obviously more refined than the emblems of the other classes. These decorative items increase the apparent Charm and Management and cost Dies and Linen to craft in any building that can craft Emblems.
Pennant - Adopting a personal pennant is just another business decision for a Trader, the only class that can equip an Emblem both in the Primary and Secondary. This means that the Merchant hero will eventually be able to equip two distinct and awesome Pennants. Each Pennant increases the Management and Arithmetic of their owner based on the quality with which they were produced. These emblems are expected to spend a lot of time out in the weather, so crafting them requires both Linen and Leather.
Standard - Many times in the past, the church has required a Champion. Secondary Clergy, already dedicated to their religion but not fully committed to selfless-ness, can equip an identifying Standard. The dedicated priests who craft these pieces of equipment have blessed it to provide a bonus to a worthy wearer's Philosophy and Grace. Is it in the delicate stitching or the subtle color use? You can't be sure, except that it would be nice to have one. The humble Standard requires only Wool and Linen to produce.
Banner - Casters don't mess around. When it's time for an Emblem, they get a big bright piece of fabric and stitch as many cool arcane symbols onto it as possible. They call these Banners and a few low-talent casters can always be found to enchant a few in a building that crafts Emblems. These enchantments enhance the Philosophy and Reason of the Caster who carries the Banner. Each banner is crafted from Black Perals and Linen.
Gonfalon - A Gonfalon is the fanciest sort of emblem. Lord characters are granted access to them earlier than all the other classes. This is because everyone wants to know where Lords are on the battle fields. Lords are worth more points in the after battle tally-up. Gonfalons require Gold Florins and Linen to craft, but like all equipment can be bought on the Market and might be given as a reward for Actions, Scenarios and other game events. Each beautiful Gonfalon provides it's bearer a Leadership and Might bonus.
Sunday, October 25, 2015
Sovereign's Life: How to get Ranks
It doesn't take long for a new Sovereign to build their first three Districts and think 'Now What?'. Odds are you've figured out that Rank comes from Importance like Levels and Experience. Many Actions supply a small amount of Importance with each iteration, but not enough to Rank you up with any quickness.
In fact, Rank is one of the most hard-earned achievements in the game. This is a literal representation of the support of your fellow players in the form of fealty pledges, , personal relationships and forum votes bolstered by impressive stuff you've done such as actions, combat, and scenario contributions.
People-Free Importance
These are ways in which you can gather importance without the active good-will and participation of another human. These avenues often provide less overall Importance than the social methods, as the point of Importance and Rank is to represent your place in active player society.
Many actions offer small amounts of Importance. The amount of Importance received from each action is loosely based on the rank of the action and the honor of the act. Taking dishonorable/antisocial actions such as breaking an alliance or trying to escape from prison will usually cost you Importance instead. Higher ranking actions, available to characters at later levels, will provide (or take) more Importance. Watch out for the listed Importance impact when choosing your actions. Some actions have no effect at all. You can also choose to ask the game what your best Importance reward to AP cost will be. Often the best importance providing action will be expensive, and may have effects you're not prepared for, like upkeep on the troops you've just recruited.
Performing and succeeding in Combat is a sure way to gather Importance. Not all combat is with other players. There are vast opportunities to meet in glorious (Importance granting) combat with NPCs. They ride as bandits in the wilderness and opponents in the Pitt. They'll jump you while you're harvesting or performing your daily rituals and you'll have no choice but to fight them. Dying in combat is very unpopular and will lose you Importance, while even a grisly victory can be celebrated and gets you closer to that next Rank.
Scenarios come in many shapes and sizes. Some are honorable, some are not. Some are cooperative and friendly, some are not. Many scenarios that support your community and settlement can raise your Importance simply boy contributing to them, even if the scenario is not ultimately completed. Scenarios can also give out Importance to the Winning Circle, that is the top contributors after a Scenario has been completed. This share is likely to be more than a contributing reward but can be hard to achieve in scenarios involving many other players contributing.
Social Importance
Most the Importance you'll collect into Ranks will be from friends, neighbors, and random people in the game who decide to like you. After all, isn't rulership just a popularity contest? Other players have constant opportunities to raise (or lower) your Importance by voting on your writings and joining you in player Bonds.
The most reliable way to acquire steady Importance is to hook your progression up to that of other players. Every player can pledge fealty to exactly one other player. Then all Importance they gather, a percentage be added to their Liege's Importance as well. This arrangement creates more Importance in the world to share, and does not diminish the Importance earned by the Pledge. This means as long as your Pledges continue to play and gain levels, you will at least a small amount of Importance from them. Clearly, you want to have powerful Pledges who are constantly earning Importance, but the transference goes both ways. If one of your Pledges suddenly loses a lot of Importance, this negative change is passed on the their Liege. Dishonorable action by the pledge reflects badly on their liege-lord.
Fealty Points
The limit to this seemingly-infinite font of Importance is how many Pledges you can have. Lord pledges tend to cost a lot more than Heroes, but are better equipped (and usually care more about) gathering Importance. Each Lord's fealty cost is based on their current Rank. On the other hand, Heroes all cost the same small amount of Fealty, despite level or Rank. Therefore a canny Leige can have many powerful heroes sworn to serve them and sharing their Importance.
Sovereign Fealty Concerns
Many Civic System combinations require Ministers to swear Fealty to their Sovereign. This means that Sovereigns ruling under these systems can only hire as many ministers as they can support with fealty points. Since Ministry requires a player of equal Rank to the district, this policy can get pricey and superficially limit the number of Ministers to a Settlement.
Players in Brune are encouraged to be opinionated. Every day they get 25 or more points to spend in the forums. Opinions can also be spent on player-made descriptions such as character and settlement bios. These points can be spent rating things up to +5 or -5, but either way the points are spent. With each Opinion spent on your work, your Importance is affected similarly. Activity in the Forums that encourages positive Opinions is the deepest well of regular Importance that can be tapped.
Bias
It should be noted that Opinions are balanced against bias. Voting positively for your friends and neighbors will start weakened. Voting too much for a single person will also start to wan in it's overall effect. Likewise, negatively voting your personal and diplomatic enemies will have less effect than down-voting the post of a close friend, with whom you hardly ever disagree. Voting against your obvious biases causes your opinions to hold much more weight in Importance.
Standing
Opinions also effect the Standing between settlements. This is an overall rating of how Settlement populations feel about each other. The combination of actions and opinions expressed between members of the settlement control the Standing. The Standing controls how positive or negative Diplomacy can be between the settlements. The effect on Standing is also subject to the bias-countering mechanics.
The final and overall weakest way to gather Importance is through Personal Bonds. The Spousal bond is created through Marriage and Handfasting and shares Importance between the players. This means that both spouses offer a little of their Importance activity to the other, both positive and negative. Friends, Lovers and characters in the Student/Tutor bond also mutually share Importance. Likewise, the losses of your enemies raise your Importance, and their successes will lower it.
Friday, October 23, 2015
District Profile: Parade Grounds
Parade Grounds
Not to be confused the the Chapaigne Faire, which is a secular godless district of the Department of Commerce, the Parade Grounds is only for holy, Sanctioned acts of excess and debauchery and is part of the Department of Religion. This church-approved field is designated for church-approved frolics. This may include Parades, troop training, and Holidays.
Action - Riding Practice
With the cost of a single horse, your player can lead local cavalry's Riding Practice. This is an enjoyable jaunt into leadership, whether you're just riding for the fun of it or are actually interested the quality of your local troops. This action increases the Celerity for nearby Cavalry units until the end of the next Harvest cycle.
Main - Minstrel's Stage
While the Minstrel Stage doesn't produce anything, it makes life more interesting. Every level of Minstrel Stage increases settlement-wide Education both by percent and bonus, but it decreases the Health of the Parade Ground even more. This center of entertainment is also pretty good at selling Bread to Peasants, putting Litra into the pockets of it's manager. Because building, upkeeping and upgrading the Minstrel Stage cost both Linen and Wool, Sovereigns are unlikely to build a Parade Grounds without strong backing of Weavers.
Exclusive - Stocks and Pillory
While most of the space in the Parade Grounds is dedicated to marching about in decorative lines, the church has decided that some of this space can be used for shaming the morally deficient. The Stocks and Pillory provide two Prisoner containment slots (though can't really be referred to as 'cells') per level. While this increases apparent Security, making use of the Stocks lowers local Respect, a hard earned Happiness type.
Linked - Stables
What's a parade without Horses? Stables are linked to the Parade Grounds and function more efficiently when built in the district. Unsurprisingly, these buildings process Livestock into trained Horses. Less obviously, these delightful little buildings increase local Prosperity without any corresponding penalty.
Minister - Minister of Heritage
The Parade Grounds are led by the Minister of Heritage, whose supportive ministry is the Heritage. These brave men and women try to track everyone of any importance and anyone they were ever related to. Great characters and their impressive deeds are recorded and remembered by the Heritage. In times of celebration, this important data is dug up and displayed proudly on banners.
Not to be confused the the Chapaigne Faire, which is a secular godless district of the Department of Commerce, the Parade Grounds is only for holy, Sanctioned acts of excess and debauchery and is part of the Department of Religion. This church-approved field is designated for church-approved frolics. This may include Parades, troop training, and Holidays.
Action - Riding Practice
With the cost of a single horse, your player can lead local cavalry's Riding Practice. This is an enjoyable jaunt into leadership, whether you're just riding for the fun of it or are actually interested the quality of your local troops. This action increases the Celerity for nearby Cavalry units until the end of the next Harvest cycle.
Main - Minstrel's Stage
While the Minstrel Stage doesn't produce anything, it makes life more interesting. Every level of Minstrel Stage increases settlement-wide Education both by percent and bonus, but it decreases the Health of the Parade Ground even more. This center of entertainment is also pretty good at selling Bread to Peasants, putting Litra into the pockets of it's manager. Because building, upkeeping and upgrading the Minstrel Stage cost both Linen and Wool, Sovereigns are unlikely to build a Parade Grounds without strong backing of Weavers.
Exclusive - Stocks and Pillory
While most of the space in the Parade Grounds is dedicated to marching about in decorative lines, the church has decided that some of this space can be used for shaming the morally deficient. The Stocks and Pillory provide two Prisoner containment slots (though can't really be referred to as 'cells') per level. While this increases apparent Security, making use of the Stocks lowers local Respect, a hard earned Happiness type.
Linked - Stables
What's a parade without Horses? Stables are linked to the Parade Grounds and function more efficiently when built in the district. Unsurprisingly, these buildings process Livestock into trained Horses. Less obviously, these delightful little buildings increase local Prosperity without any corresponding penalty.
Minister - Minister of Heritage
The Parade Grounds are led by the Minister of Heritage, whose supportive ministry is the Heritage. These brave men and women try to track everyone of any importance and anyone they were ever related to. Great characters and their impressive deeds are recorded and remembered by the Heritage. In times of celebration, this important data is dug up and displayed proudly on banners.
Wednesday, October 21, 2015
Favorite Season Bonuses
Favorites
Every character you create has a full set of Favorites and Traits. Traits being things you're born with and don't change easily, everything else is a Favorite. One of these is your character's favorite Season. Unlike your favorite day, which the same bonus on your preferred day of the week, every season has it's own individual bonus (and penalty). Just for fun, each Season choice also correlates to a Steam Achievement, so having a diverse set of characters associated with your Steam account can be beneficial.
Seasons
Spring
Springtime, when the scent of life is in the air. When it stops getting cold and the sun finally comes up at a reasonable time of day. Characters who love the spring are cheerful people who are always looking on the bright side of things. They love fresh air and to remind those around them when life is worth appreciating. This positive outlook provides a universal Happiness bonus to whatever District they choose to live in. Unfortunately, the free-spirit attitude leads to disorganization. Characters who favor the Spring suffer a minor Storage penalty. Their opposite is the Fall, though this currently has no active effect.
Summer
Summer is the time of relaxation. When even the most weather-dependent work is done and it's not yet time for Harvest. Characters who love the summer enjoy long, lazy afternoons and evenings that go on forever. This is the time for starting and finishing projects, and for waging vicious but somehow friendly warfare. Characters who love the summer pay slightly less to upkeep their personal troops. However, this love of long free days leads to day-dreaming and so these characters also suffer a minor Processing penalty.
Fall
Favoring the Fall means you love watching it all go down. From the Harvest through Halloween and then on toward the Holidays, there's never a dull moment in the Fall. Even for those whose lives aren't ruled by the fields, there's always plenty to do in preparation for the cold winters. Food to store, blankets and cloths to craft and Holiday Sales to consider. Fall loving characters benefit from a harvesting bonus, but somehow always manage to slightly overpay their recruits.
Winter
Characters who love the winter like to stay busy during the cold days and long nights of winter. There's always a task to do and maybe a story to tell. Whether social or loners, these people tend to be quiet and industrious. They enjoy getting work done before the sun goes down, then settling in for more relaxing work next to the fire. Characters who prefer the winter benefit from a Crafting speed bonus. On the other hand, they don't do well in the heat of the sun and Harvesting is more difficult for them. Winter opposes Summer but there is currently no effect for this.
None
Characters are allowed to love no particular season over any other. For making this choice, they suffer no seasonal penalty, but they also gain no bonus.
Every character you create has a full set of Favorites and Traits. Traits being things you're born with and don't change easily, everything else is a Favorite. One of these is your character's favorite Season. Unlike your favorite day, which the same bonus on your preferred day of the week, every season has it's own individual bonus (and penalty). Just for fun, each Season choice also correlates to a Steam Achievement, so having a diverse set of characters associated with your Steam account can be beneficial.
Seasons
Spring
Springtime, when the scent of life is in the air. When it stops getting cold and the sun finally comes up at a reasonable time of day. Characters who love the spring are cheerful people who are always looking on the bright side of things. They love fresh air and to remind those around them when life is worth appreciating. This positive outlook provides a universal Happiness bonus to whatever District they choose to live in. Unfortunately, the free-spirit attitude leads to disorganization. Characters who favor the Spring suffer a minor Storage penalty. Their opposite is the Fall, though this currently has no active effect.
Summer
Summer is the time of relaxation. When even the most weather-dependent work is done and it's not yet time for Harvest. Characters who love the summer enjoy long, lazy afternoons and evenings that go on forever. This is the time for starting and finishing projects, and for waging vicious but somehow friendly warfare. Characters who love the summer pay slightly less to upkeep their personal troops. However, this love of long free days leads to day-dreaming and so these characters also suffer a minor Processing penalty.
Fall
Favoring the Fall means you love watching it all go down. From the Harvest through Halloween and then on toward the Holidays, there's never a dull moment in the Fall. Even for those whose lives aren't ruled by the fields, there's always plenty to do in preparation for the cold winters. Food to store, blankets and cloths to craft and Holiday Sales to consider. Fall loving characters benefit from a harvesting bonus, but somehow always manage to slightly overpay their recruits.
Winter
Characters who love the winter like to stay busy during the cold days and long nights of winter. There's always a task to do and maybe a story to tell. Whether social or loners, these people tend to be quiet and industrious. They enjoy getting work done before the sun goes down, then settling in for more relaxing work next to the fire. Characters who prefer the winter benefit from a Crafting speed bonus. On the other hand, they don't do well in the heat of the sun and Harvesting is more difficult for them. Winter opposes Summer but there is currently no effect for this.
None
Characters are allowed to love no particular season over any other. For making this choice, they suffer no seasonal penalty, but they also gain no bonus.
Monday, October 19, 2015
Regions and Inter-Region Trading
Basics
Choosing a Region
Choosing a Region
When a Settlement is built, the new Sovereign must choose a Region. This is one of the few settings that cannot be changed, as it defines the solid land and general location of your city. The Regions are theoretically infinite, as there is no limit to the number of Settlements can be built in one. However, these do effect how the different Settlements can interact with each other. Each region provides a special bonus to all the Settlements within it.
Auto-Trading
When sending Transport units to auto-trade, the region they target determines what goods and materials they return with. Short-distance vehicles (Carts and Boats) will only be able to trade in their local region. Ships and Trains will be able to trade with all other regions but will take a long time to get there and back. Be careful sending out your transport units, between violent crime and nature, not every ship or cart gets home.
When sending Transport units to auto-trade, the region they target determines what goods and materials they return with. Short-distance vehicles (Carts and Boats) will only be able to trade in their local region. Ships and Trains will be able to trade with all other regions but will take a long time to get there and back. Be careful sending out your transport units, between violent crime and nature, not every ship or cart gets home.
Balkan
The Balkan region is known for it's fractured states and rough climates. Those who enjoy places like Bulgaria, Croatia and Albania (or think they could do better) can found their Settlements in the Balkan region. The people from this area are hard working and often hard-pressed to labor. All Transport Units built within the Balkan region benefits from a percent larger Cargo capacity. Anyone trading with or in the Balkans will find no shortage of Game, Pelts, Livestock, Beer, Pack Animals and Pet Birds. They prefer Silver Thalers and Bronze Litra for local coinage.
Iberian
The Iberian Peninsula is known for being temperate and pleasant. Many people have enjoyed the hills and mountains of of this beautiful land. At the beginning of the game, this land has been freshly re-conquered away from the Moors and is still full of scattered communities of various cultures and religions. Due to their love of Horses, settlers in the Iberian region gain a notable percent efficiency bonus from all Stables built within it. Vehicles trading in the Iberian area will find their holds full of Animals, Hemp, Flax, Horses, Canvas, and Groceries. Preferred Currencies are the Silver Thaler and Bronze Litra.
Mediterranean
The Mediterranean area is known for it's unique climate and the cultures that sprung up around it. This powerful oceanic prefers to harvest and sell Mollusks, Oyster and Fish. Of their produced goods, they sell their extra Wine, Linen and Groceries. Currency local trading vehicles return with will be mainly Gold Florins and Bronze Litra. Settlements who choose to settle in this popular region gain more Income from their Boats by a percentage.
Scandinavian
Those from the Scandinavian region are known for surviving on unlikely piles of frozen rock and getting in boats taking them nearly everywhere else. Settlements based in Scandinavia use their Fisheries with greater efficiency. From the rocky fortress cities, trading vehicles will receive Pig Iron, Game and Fish in the way of resource and processed Meat, Fillets and Tinctures. Currencies popular there are Gold and Silver coins.
British
Far from Mother Rome are the chilly British Isles. These independent lands are wild and still half-pagan but are already having dreams of leading an Empire. Historically minded players may find it amusing to start their Settlements these somewhat significant cluster of islands. Vehicles trading among the British isles will find the people willing to sell the Pig Iron, Animals and Oysters they harvest. For processed goods, British people will sell you Pearls, Beer and the occasional naturally-occurring Familiar. Settlement in the British region build more efficient Fishing Piers.
Caucasian
Settling around the Caucasus Mountains makes your city technically Caucasian. Those who live around these etymologically significant mountains have hunted up extra Game, Pelts and Animals that they can sell to local and foreign traders. They also trade Hounds, Breads, and Dyes and prefer to trade in Gold and Bronze coins over Silver. Caucasian settlements pay less in regular Unit upkeep.
Alpine
The Alpine Mountains form an important border between Italy and the rest of Europe. With so little between these high-altitude settlements and the cold stone, Quarries in Apline cities function at a percent bonus. Transport units that make it to the remote trading posts of the Aplines can look forward to bringing home Sandstone, Marble and Livestock along with the unsurprising results, Slabs, Bricks and Pack Animals. They prefer to trade in Gold and Silver coins.
Anatolian
Modern day Turkey now lies in the conveniently placed Anatlian Region. This is an excellent place to trade in several directions, outward into the Mediterranean or backward into the Balkans. Settlements in this conveniently placed land benefit from more fruitful Vineyards. The local people will always have some Grapes, Olives and Herbs to trade with local vehicles along with a rich supply of Wine, Bricks and Linen. They prefer their coins in Gold and Bronze.
Low Countries
This rich land is created by the deltas of the continent-defining Rhine, Meuse, Scheldt and Ems rivers. These lovely lands are just across the ocean from the British Isles and eventually translates into the "Netherlands". Locals of the Low Countries sell an abundance of Grain, Produce and Fish and have always processed a few extra Canvas, Paper and Boards to sell to trading vehicles. Their favored currency are Silver and Bronze coins.
Danubian
Building your settlement along the historically iconic Danube river provides your settlement with unusually rich grasses. This causes all pastures built in the Danubian region to function at a percent bonus. The friendly and well-fed locals always have a little extra put away for traders. They happily gather and trade Animals, Grain and Livestock and can usually be pursuaded to part with some Beer, Pack Animals or Groceries. They know what is good and prefer Gold and Silver coins over the already inflated Bronze Litra.
Saturday, October 17, 2015
Gear - Symbols
The Symbol is a personalized design that represents your character. They can be commissioned, purchased, or found adventuring. Whichever Symbol you equip, it personally identified your character. The population, when they see your symbol, knows that it represents your character and is appropriately impressed based on the central symbolic theme.
Symbols
Tattoo - Before anyone says something about Tattoo removal, we'll say these are of the Henna variety. These detailed skin decorations make your scarred body into a work of art. Tattoos range in intimidation from the Heart to the Reaper, the Reaper of course doing the most to enhance the wearer's Toughness but somehow diminishes their personal Charm. Primary Commanders will earn the right to wear a Tattoo somewhere in their mid-levels but Secondary Commanders never will. Creating a Tattoo requires Dyes and Paper, creating something you can take to your local Henna artist.
Signature - The word of a Noble is rather important. Equipping a Signature is a technological advance, allowing Primary Noble characters to represent their word at a distance, and in permanent form. Equipping this recognizable way of self-representation raises your apparent Charm and Mettle among your peers and is an impressive way to say that you're busy enough to make the investment worth it. Crafting a new unique Signature requires nothing but dyes and paper and a steady hand (and a Symbol-Crafting building). Secondary Nobles who are not the Courtier will never equip a Signature.
Brand - When a Trader adopts a symbol, they put it on everything. Crates, Signs, bags, pack animals, hats... everything. This makes adopting a Brand extra useful to these industrious characters. Like most Symbols, this piece of gear can only be unlocked through the Primary class path, secondary Traders never gaining access to the Brand. Each unique symbol, made into a universal stamp, raises the equipping trader's Management and Guile attributes. Crafting each Brand requires Paper and a little bit of Glass and the appropriate buildings.
Illumination - Priests are often put to work reproducing the precious written documents of their church. Usually these are supposed to be holy, anonymous work but clergy throughout history have found little ways to mark their work. Sometimes it seems almost incidental, like doodles in the margin. Some are in the unique details of their first-letter illuminations. These special designs can be commissioned and purchased so you too can be recognized even while doing humble work. Each Illumination requires Gold Florins and Paper to craft, as they must be both delicate and subtle. Based on quality, they can enhance the Fervor and Charm of their users.
Sigil - The Sigil is the only Symbol that is available in both the Primary and Secondary class ability chains. This means that eventually a Wizard hero will be able to equip two Sigils. These not-very-subtle glowing symbols represent your mastery of the mysteries and certainly causes the population to think twice before causing trouble when you're nearby. Each Sigil, based on quality, improves the wearer's functional Judgement and Reason. Like other symbols, they require paper to craft along with the magic essence of a few Black Pearls.
Crest - The Crest is the final piece of equipment a character earns on the Lord ability path. Like other Lord gear, no character can equip more than one of each category, as there is no Primary lord class. Any character seen wearing a Crest, even the cheapest Crest, must be an powerful and experienced Lord character. To craft these prestigious items, characters need only dedicate a few Linen and Paper to the process, and like all Gear, they can be purchased on the market and possibly earned from Actions and Scenarios. While even owning a crest is impressive, each also improves the wearer's Influence and Leadership. Heroes need not envy crests, because they don't have Leadership and Influence to boost.
Symbols
Tattoo - Before anyone says something about Tattoo removal, we'll say these are of the Henna variety. These detailed skin decorations make your scarred body into a work of art. Tattoos range in intimidation from the Heart to the Reaper, the Reaper of course doing the most to enhance the wearer's Toughness but somehow diminishes their personal Charm. Primary Commanders will earn the right to wear a Tattoo somewhere in their mid-levels but Secondary Commanders never will. Creating a Tattoo requires Dyes and Paper, creating something you can take to your local Henna artist.
Signature - The word of a Noble is rather important. Equipping a Signature is a technological advance, allowing Primary Noble characters to represent their word at a distance, and in permanent form. Equipping this recognizable way of self-representation raises your apparent Charm and Mettle among your peers and is an impressive way to say that you're busy enough to make the investment worth it. Crafting a new unique Signature requires nothing but dyes and paper and a steady hand (and a Symbol-Crafting building). Secondary Nobles who are not the Courtier will never equip a Signature.
Brand - When a Trader adopts a symbol, they put it on everything. Crates, Signs, bags, pack animals, hats... everything. This makes adopting a Brand extra useful to these industrious characters. Like most Symbols, this piece of gear can only be unlocked through the Primary class path, secondary Traders never gaining access to the Brand. Each unique symbol, made into a universal stamp, raises the equipping trader's Management and Guile attributes. Crafting each Brand requires Paper and a little bit of Glass and the appropriate buildings.
Illumination - Priests are often put to work reproducing the precious written documents of their church. Usually these are supposed to be holy, anonymous work but clergy throughout history have found little ways to mark their work. Sometimes it seems almost incidental, like doodles in the margin. Some are in the unique details of their first-letter illuminations. These special designs can be commissioned and purchased so you too can be recognized even while doing humble work. Each Illumination requires Gold Florins and Paper to craft, as they must be both delicate and subtle. Based on quality, they can enhance the Fervor and Charm of their users.
Sigil - The Sigil is the only Symbol that is available in both the Primary and Secondary class ability chains. This means that eventually a Wizard hero will be able to equip two Sigils. These not-very-subtle glowing symbols represent your mastery of the mysteries and certainly causes the population to think twice before causing trouble when you're nearby. Each Sigil, based on quality, improves the wearer's functional Judgement and Reason. Like other symbols, they require paper to craft along with the magic essence of a few Black Pearls.
Crest - The Crest is the final piece of equipment a character earns on the Lord ability path. Like other Lord gear, no character can equip more than one of each category, as there is no Primary lord class. Any character seen wearing a Crest, even the cheapest Crest, must be an powerful and experienced Lord character. To craft these prestigious items, characters need only dedicate a few Linen and Paper to the process, and like all Gear, they can be purchased on the market and possibly earned from Actions and Scenarios. While even owning a crest is impressive, each also improves the wearer's Influence and Leadership. Heroes need not envy crests, because they don't have Leadership and Influence to boost.
Thursday, October 15, 2015
District Profile: Champaign Faire
Champaign Faire
The Champaign Faire is no joke to construct. Even the first level of it's main building costs both Gold Florins and marble Slabs and the costs only get steeper with every additional level. However, the display of wealth is unmatched. This is the perfect district for a Rank 5 settlement rolling in cash and resources and ready to blow off a little steam. The Prosperity boost from your reveling population is significant, along with the Security penalty for creating opportunities to steal from drunk people.
Action - Work on Vineyard
There's always a few tended vines in the Champaign Faire. Players can choose to spend a hot but incredibly rewarding few hours picking either Grapes or Olives from the local Vineyards. They are joined by common laborers and ancient priests who look like they've been tending these vines since before the settlement was founded.
Main - Grand Pavilion
Every level of the Grand Pavilion is expensive, but highly rewarding. This building is the center of a 24 hour partying lifestyle. Here money is spent and days are lost to La Dolce Vida. Every Peer you set to live in the Champaign Faire will buy Wine for Florins from it. It also somehow increases Tax yield from all other districts in the Department of Commerce.
Exclusive - Trading Tent
Trading tents can only be built in the Champaign Faire. Everywhere else is too rough for them. These delightful almost-buildings cost Litra and Canvas to construct/upgrade and make money based on the actual player-fueled market trades. Each Trading Tent makes a small amount of Silver Thalers from all local Settlement Market Trades. They also store carts for their owners and provide a local Prosperity bonus (along with the usual Security penalty).
Linked - Vineyard
The finer aspects of society living are not possible without Vineyards. These valuable buildings are the only way to harvest Olives and Grapes, which are in turn the only ways to make Wine and Oil. (Technically, Fish can also be pressed into Oil, but Oil Presses can't be built without Olives.) While Vineyards can be built in any district, they grow their precious fruits best in the Champaign Faire.
Minister - Faire Commissioner
Whoever is hired to manage the Champaign Faire becomes the Faire Commissioner. They contribute bonuses to the district based on their Arithmetic, Management, Acumen, Influence, Grace, Philosophy, Mettle, Celerity and Might. This position, like most seats in the Department of Commerce, is best served by a Trader Lord. They are backed, unsurprisingly, by the Faire Commission ministry who handle wine deliveries and drunk wrangling.
The Champaign Faire is no joke to construct. Even the first level of it's main building costs both Gold Florins and marble Slabs and the costs only get steeper with every additional level. However, the display of wealth is unmatched. This is the perfect district for a Rank 5 settlement rolling in cash and resources and ready to blow off a little steam. The Prosperity boost from your reveling population is significant, along with the Security penalty for creating opportunities to steal from drunk people.
Action - Work on Vineyard
There's always a few tended vines in the Champaign Faire. Players can choose to spend a hot but incredibly rewarding few hours picking either Grapes or Olives from the local Vineyards. They are joined by common laborers and ancient priests who look like they've been tending these vines since before the settlement was founded.
Main - Grand Pavilion
Every level of the Grand Pavilion is expensive, but highly rewarding. This building is the center of a 24 hour partying lifestyle. Here money is spent and days are lost to La Dolce Vida. Every Peer you set to live in the Champaign Faire will buy Wine for Florins from it. It also somehow increases Tax yield from all other districts in the Department of Commerce.
Exclusive - Trading Tent
Trading tents can only be built in the Champaign Faire. Everywhere else is too rough for them. These delightful almost-buildings cost Litra and Canvas to construct/upgrade and make money based on the actual player-fueled market trades. Each Trading Tent makes a small amount of Silver Thalers from all local Settlement Market Trades. They also store carts for their owners and provide a local Prosperity bonus (along with the usual Security penalty).
Linked - Vineyard
The finer aspects of society living are not possible without Vineyards. These valuable buildings are the only way to harvest Olives and Grapes, which are in turn the only ways to make Wine and Oil. (Technically, Fish can also be pressed into Oil, but Oil Presses can't be built without Olives.) While Vineyards can be built in any district, they grow their precious fruits best in the Champaign Faire.
Minister - Faire Commissioner
Whoever is hired to manage the Champaign Faire becomes the Faire Commissioner. They contribute bonuses to the district based on their Arithmetic, Management, Acumen, Influence, Grace, Philosophy, Mettle, Celerity and Might. This position, like most seats in the Department of Commerce, is best served by a Trader Lord. They are backed, unsurprisingly, by the Faire Commission ministry who handle wine deliveries and drunk wrangling.
Tuesday, October 13, 2015
Class Abilities - Secondary Commander
What are Class Abilities?
A character's level represents the time they have spent training and they class-powers they've mastered with this effort. Class Abilities are those actions, privileges and equipment slots unlocked as your character gains experience and levels up. These privileges are separate from any you might gain through Rank and Position in your local government. Each Class includes a primary a secondary chain of Class Abilities. Primary chains can be accessed by 5 Hero classes and the relative Lord class. Lords can never access the secondary chains, only available to a different 5 of the Hero classes.
Secondary Commander Classes
In the lives of Secondary Commanders, warfare isn't a choice but a fact of life. Free from the burdens of Lordship and subjects, but still following some internal dream. This team of Heroes each have separate life goals, but they are bound by a basic camaraderie. Thee secondary-commander heroes are not fooled by the explosion of wealth and philosophy that surrounds them. No matter how soft and 'civilized' life may seem, there's always some hungry bastard waiting to stab you and get his share of the good life.
The Soldier has dedicated their entire life to prowess in combat. They often don't wait for life to challenge them but seek challenge with gusto. Every sunrise is another opportunity to train to exhaustion. To improve your sword swing, to practice block and riposte. These hardcore warriors learn every aspect of combat, from swinging swords to gear hauling to cooking hunting your own dinner when the supply chain hasn't caught up.
The Companion spends most of their time among the beautiful but fragile Peers of their settlement. They can be easily mistaken for one the delicate little birds they are quietly defending. These lovely heroes have seen too many kidnapping and assassination attempts (successful or otherwise) to pretend that high-court is safe. Those who attack a Companion and their charges will find much more than they bargained for.
The Mercenary's first goal is making that money. Long ago, the Mercenary may have been an average trader. Then their family's shop was ransacked, or maybe they were part of an ambushed caravan. They learned that no matter how good you are at business, it doesn't matter of some thug can knock you over the head and take it. So they learned to fight and sell that ability like any other commodity.
The Templar has devoted themselves to protecting the meek, the sick and the helpless. They have seen the wide-world for what it is and has seen wickedness that can't be prayed away. Some evil must be driven out with force and flame. Called to a life of religious service, the Templar found their place as the strong protective arm of the church. While they personally seek peace and enlightenment, they know there can be no real peace until the last wicked soul is saved or sent to it's permanent home.
The Forester has never seen their life as particularly violent. The cycle of nature is unfeeling and unchanging. For some life to prosper, other life must die. This happens every season, with every generation of animals and humans. Bears and Lions have as much right to live as the fish and rabbits they eat. The Forester sees very little difference between defending their camp from a wolf and defending their city from invaders. Both enemies are hungry and impartial, only attacking because they think there's better food in your territory.
Secondary Commander Abilities
Recruit Yeoman
That's right, one Yeoman. To use this action, first choose a friendly district (if your settlement has a Defense Pact with another, you can pick one of those districts). From this district, you will approach a single unemployed member of the local Yeoman population. After some effort, you can talk this one Yeoman into joining their local garrison. This show of civic pride and duty increases the Security Happiness for a bit, and if you do so in a foreign district you can contribute to the current Standing between settlements.
Patrol District
Patrolling a selected district allows your character to personally pitch into the defense and security of their chosen location. Evil-doers attempting to break laws and harm the people of your protected district will have to face all of your personal wrath. While in your lower levels, this is a brave undertaking that will become trivial as you gain experience and build your personal Army.
Repair Defenses
You've been around long enough to know weak defenses when you see them. This action is technically only useful of you live in a settlement facing warfare or has decayed due to abandonment. If a district's Defense Rating has been damaged, your sec-commander Hero can start repairs with a small supply of Bricks and Boards. This is not a temporary effect, but you can't repair defenses any higher than their maximum Defense Rating.
Equip Belt
The Belt is both decorative and useful. Each Belt, crafted of Pearls and Leather, proclaims that the wearer is one bad mother and doesn't have time for scrubs. When you see another Commander wearing a Belt, you know they put in the time. They practiced every day to get those levels and earn their personal Belt. This accessory improves the Might and Celerity of the wearer, making your character even more powerful than usual.
Toughness
It's a lot harder to hurt you than it used to be. There are parts of your body scarred enough that you no longer even feel pain there. In combat, you wade through damage like a machine. Units that work in your personal army are awed at the way you soak damage without complaint and aspire to be like you. Your personal units will be able to resist slightly more damage than others as they try to match your impressive Toughness.
Guard Ally
Having a close personal Bond with another character causes you to put more of your resources into protecting them. You have become dangerous enough to take a friend or lover's life into your hands and take full responsibility for their defense. This action allows you to place yourself (and your army) between your chosen ally and whatever dangers might threaten them. This functions like an interception.
Careful Ambush
Got a problem with a particular neighbor? Maybe they've been spreading rumors about you, maybe they cheated you in the market once. Maybe they just looked at you wrong. Perhaps you don't want a public enmity, or maybe they can afford more personal guards than you can fight. The Careful Ambush action allows you to leave your Army behind (noisy as they are) and jump your unfortunate neighbor when they're alone. This allows both characters to fight without their Retinue (armies). One to one. Mano a Mano.
Equip Manual
You've learned much in the levels passed. You've seen war and peace, commerce and poverty. You know that soldiers fight on their stomachs and not to face your units toward the rising or setting sun. But what else is there to know? What great pieces of wisdom have been collected by others? Equip a Manual. Your character's access to the military knowledge of the ages will improve their effective Celerity and Management attributes.
Protect District
Secondary commanders are assumed to lead smaller groups over smaller spaces than Primary commanders. When they dedicate their Army to local forces, they pick a district to protect. This allows these multi-talented heroes to lead local defense without worrying about an entire settlement. Protect District allows you to dedicate your personal Army to the defense of a single district. They don't actually want to do this, since they signed up to be personal body-guards not watchmen, but you can bribe them to do so with Groceries.
Sneak Attack
Sneak attack is the great 'secret' power of the Secondary Commanders. Not obligated to always conduct warfare from the front with blaring horns, these canny Heroes unlock a completely unite Combat Scenario tree and method of invading foreign Districts. When Sec-Commanders have reached a high enough level, they can trigger and lead the Sneak Attack scenario. If the Sneak Attack is won, the attackers will trigger a Maraud scenario. If lost, the attackers slink back home. A draw from the Sneak Attack will trigger an Impasse scenario.
Equip Flag
Achieving this high level as a sec-commander Hero is the only way to get even a single Flag gear slot. This prestigious piece of fabric proclaims loudly where you are in battle (and everywhere else) and makes it easier for your troops (and enemies) to find you. Each beautiful Flag by rank increases your Celerity and Toughness attributes.
Raise Troops
You know a few Yeomen who have been practicing fighting in their spare time. Technically all they need is some decent equipment and they could function as a decent local militia force. In times of need, or if you just have the extra Paper, Horses and Steel, you can gather these combat-capable Yeomen and convert them into Guards, Hoplites, Gunners and Longbowmen. Of course, first you have to give them a rousing speech about glorious combat and duty. An amount based on your Management and Fervor will join of with each speech you give.
Recruit Cavalry
War may not have filled your every moment, but it has been an integral part of your long life. You have seen many levels and battles and the troops have heard of you far and wide. Convincing Peers to take up arms, risk their lives and go into battle for you is difficult, but you're impressive enough to do it. They don't all have their own gear and part of your persuasion technique includes a lot of Horses, Steel Ingots, and an outright pay-off of Gold Florins. Even so, these Peer troops are better equipped, educated, and trained than their lower-class comrades.
Last Stand
Heroes who unlock the Last Stand have realized that they can be a single fulcrum point in any combat aimed against any settlement under their care. By planting themselves at the gates and resisting any and all challengers, they cause something amazing to happen. Whether it's impressing a god or communing with the earth, some of your Hero's legendary Toughness is imbued into every combat unit in the entire settlement. This action does not use your Health or Magic but stirs up some great percentage bonus without cost. It does take standing out there for a while though.
A character's level represents the time they have spent training and they class-powers they've mastered with this effort. Class Abilities are those actions, privileges and equipment slots unlocked as your character gains experience and levels up. These privileges are separate from any you might gain through Rank and Position in your local government. Each Class includes a primary a secondary chain of Class Abilities. Primary chains can be accessed by 5 Hero classes and the relative Lord class. Lords can never access the secondary chains, only available to a different 5 of the Hero classes.
_________________________________________________________________________________
In the lives of Secondary Commanders, warfare isn't a choice but a fact of life. Free from the burdens of Lordship and subjects, but still following some internal dream. This team of Heroes each have separate life goals, but they are bound by a basic camaraderie. Thee secondary-commander heroes are not fooled by the explosion of wealth and philosophy that surrounds them. No matter how soft and 'civilized' life may seem, there's always some hungry bastard waiting to stab you and get his share of the good life.
The Soldier has dedicated their entire life to prowess in combat. They often don't wait for life to challenge them but seek challenge with gusto. Every sunrise is another opportunity to train to exhaustion. To improve your sword swing, to practice block and riposte. These hardcore warriors learn every aspect of combat, from swinging swords to gear hauling to cooking hunting your own dinner when the supply chain hasn't caught up.
The Companion spends most of their time among the beautiful but fragile Peers of their settlement. They can be easily mistaken for one the delicate little birds they are quietly defending. These lovely heroes have seen too many kidnapping and assassination attempts (successful or otherwise) to pretend that high-court is safe. Those who attack a Companion and their charges will find much more than they bargained for.
The Mercenary's first goal is making that money. Long ago, the Mercenary may have been an average trader. Then their family's shop was ransacked, or maybe they were part of an ambushed caravan. They learned that no matter how good you are at business, it doesn't matter of some thug can knock you over the head and take it. So they learned to fight and sell that ability like any other commodity.
The Templar has devoted themselves to protecting the meek, the sick and the helpless. They have seen the wide-world for what it is and has seen wickedness that can't be prayed away. Some evil must be driven out with force and flame. Called to a life of religious service, the Templar found their place as the strong protective arm of the church. While they personally seek peace and enlightenment, they know there can be no real peace until the last wicked soul is saved or sent to it's permanent home.
The Forester has never seen their life as particularly violent. The cycle of nature is unfeeling and unchanging. For some life to prosper, other life must die. This happens every season, with every generation of animals and humans. Bears and Lions have as much right to live as the fish and rabbits they eat. The Forester sees very little difference between defending their camp from a wolf and defending their city from invaders. Both enemies are hungry and impartial, only attacking because they think there's better food in your territory.
_________________________________________________________________________________
Recruit Yeoman
That's right, one Yeoman. To use this action, first choose a friendly district (if your settlement has a Defense Pact with another, you can pick one of those districts). From this district, you will approach a single unemployed member of the local Yeoman population. After some effort, you can talk this one Yeoman into joining their local garrison. This show of civic pride and duty increases the Security Happiness for a bit, and if you do so in a foreign district you can contribute to the current Standing between settlements.
Patrol District
Patrolling a selected district allows your character to personally pitch into the defense and security of their chosen location. Evil-doers attempting to break laws and harm the people of your protected district will have to face all of your personal wrath. While in your lower levels, this is a brave undertaking that will become trivial as you gain experience and build your personal Army.
Repair Defenses
You've been around long enough to know weak defenses when you see them. This action is technically only useful of you live in a settlement facing warfare or has decayed due to abandonment. If a district's Defense Rating has been damaged, your sec-commander Hero can start repairs with a small supply of Bricks and Boards. This is not a temporary effect, but you can't repair defenses any higher than their maximum Defense Rating.
Equip Belt
The Belt is both decorative and useful. Each Belt, crafted of Pearls and Leather, proclaims that the wearer is one bad mother and doesn't have time for scrubs. When you see another Commander wearing a Belt, you know they put in the time. They practiced every day to get those levels and earn their personal Belt. This accessory improves the Might and Celerity of the wearer, making your character even more powerful than usual.
Toughness
It's a lot harder to hurt you than it used to be. There are parts of your body scarred enough that you no longer even feel pain there. In combat, you wade through damage like a machine. Units that work in your personal army are awed at the way you soak damage without complaint and aspire to be like you. Your personal units will be able to resist slightly more damage than others as they try to match your impressive Toughness.
Guard Ally
Having a close personal Bond with another character causes you to put more of your resources into protecting them. You have become dangerous enough to take a friend or lover's life into your hands and take full responsibility for their defense. This action allows you to place yourself (and your army) between your chosen ally and whatever dangers might threaten them. This functions like an interception.
Careful Ambush
Got a problem with a particular neighbor? Maybe they've been spreading rumors about you, maybe they cheated you in the market once. Maybe they just looked at you wrong. Perhaps you don't want a public enmity, or maybe they can afford more personal guards than you can fight. The Careful Ambush action allows you to leave your Army behind (noisy as they are) and jump your unfortunate neighbor when they're alone. This allows both characters to fight without their Retinue (armies). One to one. Mano a Mano.
Equip Manual
You've learned much in the levels passed. You've seen war and peace, commerce and poverty. You know that soldiers fight on their stomachs and not to face your units toward the rising or setting sun. But what else is there to know? What great pieces of wisdom have been collected by others? Equip a Manual. Your character's access to the military knowledge of the ages will improve their effective Celerity and Management attributes.
Protect District
Secondary commanders are assumed to lead smaller groups over smaller spaces than Primary commanders. When they dedicate their Army to local forces, they pick a district to protect. This allows these multi-talented heroes to lead local defense without worrying about an entire settlement. Protect District allows you to dedicate your personal Army to the defense of a single district. They don't actually want to do this, since they signed up to be personal body-guards not watchmen, but you can bribe them to do so with Groceries.
Sneak Attack
Sneak attack is the great 'secret' power of the Secondary Commanders. Not obligated to always conduct warfare from the front with blaring horns, these canny Heroes unlock a completely unite Combat Scenario tree and method of invading foreign Districts. When Sec-Commanders have reached a high enough level, they can trigger and lead the Sneak Attack scenario. If the Sneak Attack is won, the attackers will trigger a Maraud scenario. If lost, the attackers slink back home. A draw from the Sneak Attack will trigger an Impasse scenario.
Equip Flag
Achieving this high level as a sec-commander Hero is the only way to get even a single Flag gear slot. This prestigious piece of fabric proclaims loudly where you are in battle (and everywhere else) and makes it easier for your troops (and enemies) to find you. Each beautiful Flag by rank increases your Celerity and Toughness attributes.
Raise Troops
You know a few Yeomen who have been practicing fighting in their spare time. Technically all they need is some decent equipment and they could function as a decent local militia force. In times of need, or if you just have the extra Paper, Horses and Steel, you can gather these combat-capable Yeomen and convert them into Guards, Hoplites, Gunners and Longbowmen. Of course, first you have to give them a rousing speech about glorious combat and duty. An amount based on your Management and Fervor will join of with each speech you give.
Recruit Cavalry
War may not have filled your every moment, but it has been an integral part of your long life. You have seen many levels and battles and the troops have heard of you far and wide. Convincing Peers to take up arms, risk their lives and go into battle for you is difficult, but you're impressive enough to do it. They don't all have their own gear and part of your persuasion technique includes a lot of Horses, Steel Ingots, and an outright pay-off of Gold Florins. Even so, these Peer troops are better equipped, educated, and trained than their lower-class comrades.
Last Stand
Heroes who unlock the Last Stand have realized that they can be a single fulcrum point in any combat aimed against any settlement under their care. By planting themselves at the gates and resisting any and all challengers, they cause something amazing to happen. Whether it's impressing a god or communing with the earth, some of your Hero's legendary Toughness is imbued into every combat unit in the entire settlement. This action does not use your Health or Magic but stirs up some great percentage bonus without cost. It does take standing out there for a while though.
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