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:
rope 2026-10-19 15:09:51 +01:00
parent 366a195c6d
commit 27bdb6a154
5 changed files with 113 additions and 33 deletions

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@ -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