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GreasyTroll4

RP Update 1.2: The Construction Update

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GreasyTroll4    18

RP 1.2: The Construction Update

 

It's been a while since the last update, but this one will hopefully be far more interesting. Something I've noticed lately is that all five factions in the RP have started getting burnt out due to having nothing to build once they've reached the City status. As such, I've decided to make this update post a little earlier than I originally planned, especially since the burnout is...quite real.

Now then, first things first, the main point of this update is not to give a lot of major "fixes", but mostly to give people a goal or something to accomplish in the RP.

With that out of the way, let's see what this new expansion has in store!

 

Buildings:

(Please note that these buildings are all optional and are not required to advance the settlement status progression.)

  • Added Water Tower: Income - 0 ---<>--- Building Cap - 1 ---<>--- Specials: 70% protects against all income damages done in RP fire events, at the cost of 2 gold to refill the tower after the fire event.
  • Added Docks: Income - 0.5 ---<>--- Building Cap - 1 ---<>--- Specials: Allows gold <-> item trades with all settlements with docks. (E.G.: One stack of dark oak wood for 2 gold.) Requires Market. At least 1 Market, 1 watch tower, and several storage facilities must be placed near the docks along the shores of the ocean nearest to the settlement, and the docks must have at least 1 ship built on the water.
  • Added Temples: Income - 1 ---<>--- Building Cap - 1 ---<>--- Specials: Temples have three aspects, but only one can be chosen for a settlement: Weather-Weaver (Khoth, Dragon of Nature), Prosperity (Tabitha, the Golden Goddess), and Diplomacy (Ahrath, Archangel of Peace). The Weather-Weaver aspect gives a settlement an immunity to all weather-based events, but reduces the defense against raid events by 25% (including City status immunity). The Prosperity aspect increases the income of all buildings by 0.1 and allows an extra Gold Mine and Farm to be built, but disallows the use of the Gambler's Den and reduces the defense against famines and plagues by 20%. The Diplomacy aspect gives a settlement with the Town status an immunity to all raid events, makes raiders actually share some of their loot with you if your settlement has a City status, and increases the defensive grace period during wartimes for that settlement only from 2 to 3 days, but disallows the use of the Mercenary Camp and all potions that deal any sort of damage. Requires Town status.
  • Added Infirmary: Income - 0.3 ---<>--- Building Cap - 1 ---<>--- Specials: Reduces damages done by the new plague events by 20% at the cost of 2 gold for medication. If a physician (cleric) villager is inside the infirmary, the reduction value is increased to 30%. Requires Mage Guild and Arcane Magic I.
  • Added Gambler's Den: Income - 0.2 ---<>--- Building Cap - 1 ---<>--- Specials: At the cost of 15 gold, a settlement has a 25% chance to receive free, in-game items (such as wood, iron, stone, etc) from the King (me), or nothing at all. If you're willing to pay 300 gold for it, you can also buy an Elytra from the shady dealers that do business here. It's all in how you roll the dice! Add-on to Tavern, requires Tavern.
  • Added Mercenary Camp: Income - 0.4 ---<>--- Building Cap - 1 ---<>--- Specials: Allows mercenaries (extra, permanent soldiers per player) to be bought for wartime (5 soldiers per player for 2 gold, but cannot be used if soldier count per player is already above 150). Requires Village status.

Building additions listed here for convenience.

 

New Random RP Events:

  • Plagues ("kills" 20% of soldiers attached to a random person in a settlement; fatality rate decreased by having an infirmary, physician, and/or Arcane Magic) [Mentioned, but never implemented until now.]
  • Fires (damages 1 random building and stops income from it for two days; repairs for the building will take 2 days to complete, and if the building has an attribute or ability (such as a blacksmith), that attribute/ability is delayed until repairs are complete; income reduction 70% negated with a Water Tower, at the cost of 2 gold to refill the Tower)
  • Zombie Sieges (damages crops and buildings, causing an immediate 10-15 gold loss; affected the same way as raider events, but not affected by the Temple Diplomacy gold-gaining ability for Cities)
  • Villager Visits (a villager visits the settlement, and buys some items from you; random immediate increase in gold, from either 1.5 to 4)
  • Tourists (your settlement has attracted some tourists, who are eager to see the sights; an immediate increase of 2 gold)
  • Good Fortune (your settlement has discovered a small vein of diamonds; gain 4 diamonds)
  • Desertion (bad morale and poor treatment has hurt your troops, causing many to be AWOL; lose 10 troops per person in a settlement) [Mentioned, but never implemented until now.]
  • Building Neglect (whether it was bad tenants or lazy landowners, some of your buildings have become neglected; lose 5 gold for repairs; gold loss affected by Reconstruction specialization) [Mentioned, but never implemented until now.]
  • Famine (a drought has caused a severe famine throughout your settlement, killing crops and starving animals alike; all farms cannot produce income for 4 days)

 

Clarification on RP events:

  • Plagues and fires are not counted under the "weather-based" events (realism be damned in this case).
  • Zombie siege events are counted under the "raid" events.
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