Intel: scaled recon costs, time-gated levels, spymaster multiplies recon
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
parent
366a195c6d
commit
27bdb6a154
5 changed files with 113 additions and 33 deletions
|
|
@ -48,9 +48,12 @@ Alpha. One season, bandit raids plus two friendly events, six buildings.
|
|||
time: faster gathering, a chance to keep materials or double ore, more
|
||||
prayer from bones, or combat power, armour and healing. An empty potion is
|
||||
replaced from the bank automatically.
|
||||
- **Events:** raids are announced a day or two ahead. Intel (spymaster's
|
||||
guild + scout reconnaissance) narrows down when, how strong, and finally
|
||||
where their camp is, so fighters can sabotage it. Defeat kills or drives
|
||||
- **Events:** raids are announced a day or two ahead. Reconnaissance from
|
||||
scouts, informants and the spymaster's guild narrows down when, how strong,
|
||||
and finally where their camp is, so fighters can sabotage it. Each intel
|
||||
level takes more scouting than the last and more for a bigger band, and
|
||||
levels 2 and 3 only open about a day and eight hours before the raid
|
||||
arrives. Defeat kills or drives
|
||||
off people, loots the stockpile and treasury, and may damage a building.
|
||||
Damaged buildings stop working until repaired but keep their level.
|
||||
Every fight uses up arrows and breaks some of the swords and shields
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue