Drilling scales with the threat, like scouting
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
parent
1c80bd80f7
commit
b248a030ea
4 changed files with 50 additions and 31 deletions
|
|
@ -51,8 +51,8 @@ Alpha. One season, bandit raids plus two friendly events, six buildings.
|
|||
- **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. Fighters can
|
||||
also drill the militia before any raid, up to half a defence per
|
||||
townsperson. Favour never buys results directly: master builders,
|
||||
also drill the militia before any raid: a full drill takes as much work as
|
||||
full intel on that threat and adds one defence per townsperson. Favour never buys results directly: master builders,
|
||||
informants and drill sergeants double what players put in for a while,
|
||||
XP included. Each intel
|
||||
level takes more scouting than the last and more for a bigger band, and
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue