Livelier frontier: 2-day raids, more and shorter happenings
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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README.md
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README.md
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@ -153,7 +153,8 @@ Beta. The core game is in place; changes from here are mostly balance and tuning
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of the XP of every craft the fire pays for, shared evenly by everyone whose
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pile is hot enough for that craft on its own. Because the fires are shared, the server runs
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everyone's actions as time passes, not only when they next look.
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- **Events:** raids are announced a day or two ahead. Reconnaissance from
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- **Events:** a threat lands every two days, give or take two hours, and the
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next is rumoured as soon as the last one lands. Reconnaissance from
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scouts, informants and the spymaster's guild narrows down when, how strong,
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and finally where their camp is, so fighters can sabotage it. Fighters can
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also drill the militia before any raid: a full drill takes as much work as
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@ -161,8 +162,8 @@ Beta. The core game is in place; changes from here are mostly balance and tuning
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informants and drill sergeants double what players put in for a while,
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XP included. Each intel
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level takes more scouting than the last and more for a bigger band, and
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levels 2 and 3 only open about a day and eight hours before the raid
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arrives. Defeat kills or drives
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levels 2 and 3 only open about a day and a half and exactly a day before
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the raid arrives, so the second day is for fighting at the camp. Defeat kills or drives
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off people, loots the stockpile and treasury, and may damage a building.
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Damaged buildings stop working until repaired but keep their level.
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Every fight uses up arrows and breaks some of the swords and shields
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@ -171,11 +172,11 @@ Beta. The core game is in place; changes from here are mostly balance and tuning
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five minutes out, and everyone watches the battle play out once, live or
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on their next visit, before the report.
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- **Happenings:** three more tracks run on their own cooldowns. Minor threats
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(wolves, a mine collapse, goblin thieves…) slow or block a skill until
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(wolves, a mine collapse, goblin thieves, smugglers…) slow or block a skill until
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players deal with them; hardships (sickness, locusts, rot, storms, fire,
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harsh winters, drought) hit the stores and buildings, softened by a granary,
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harsh winters, drought, blight, the tax collector…) hit the stores and buildings, softened by a granary,
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lumber shed, well and water barrels; fortunes (visiting masters, harvests,
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festivals, nobles, mercenaries…) give windows of plenty. Weather changes
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festivals, nobles, mercenaries…) give short windows of plenty, several a day. Weather changes
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every few hours, and a game season lasts a week.
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## Running
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