223 lines
14 KiB
Markdown
223 lines
14 KiB
Markdown
# Guildhall
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A co-op idle game for a handful of friends. Everyone is an adventurer in the
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same young frontier city: train skills Melvor-style (your character keeps
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working for up to a day while you're away), supply the city council, and get
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the city ready for bandit raids that arrive at times the game picks.
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Beta. The core game is in place; changes from here are mostly balance and tuning.
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## What's in it
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- **Skills:** mining, woodcutting, farming, hunting, fishing, smithing,
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jewelcrafting, construction (with masonry), cooking, leatherworking, tailoring, herblore,
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firekeeping, combat, prayer and reconnaissance. Smiths also make hardware for builders,
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one kind per metal (copper rivets to rune locks), which fittings and
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buildings need.
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- **Combat:** a fight is a party against a pack, played out in quarter-second
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slices (`combat.py`). Everyone swings on their weapon's timer, and swings hit,
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miss or crit. Every blow has a damage type (slashing, blunt, piercing, magic);
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each enemy is vulnerable to some (+25%) and resists others (-25%), shown as
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tinted icons. Armour stops physical blows, ward stops magic. On top of the
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swings, your weapon gives four abilities (learned at combat 1, 15, 30 and 45)
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and your trade one more; for now they're all on auto. Enemies use their own:
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brutes wind up a Heavy Slam, skirmishers lunge at whoever isn't tanking,
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casters cast a Hex Bolt you can interrupt, elites and bosses enrage, dragons
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breathe fire. Enemies pick targets by threat. A pack is as many enemies as
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there are of you, often one more (each weaker); a rare elite comes alone.
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Between fights you rest back to full: food is only eaten then, and better food
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rests you faster. In a fight the only heal you carry is a health potion
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(Herblore), drunk once a fight under 35% HP. At 0 HP you're knocked out: you
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lose that fight and come round at 30%; three knockouts in a row and you stop.
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HP recovers 25% an hour away from fights. The Combat page replays the fight
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live. Fights are split into the Frontier (bandits, sabotage, drilling, the
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city's troubles) and expeditions: Greenwood to start, then one area per tier
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(Old Watchtower, Sunken Barrows, Iron Hills, Frostpeak, Dragon's Spine), each
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with four races and a boss (the dragons at the top). Races drop trophies
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(10%, 20% from bosses) for stronger weapons and the area's armour reagents
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(10%, far more from dragons).
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- **Bosses and dragons** are group fights: two or more. Alone you wait at it
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for someone to tag in. They grow with the group, and everyone who brings one
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down gets their own loot.
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- **Multiplayer Combat:** tag into anyone's fight from the encounter card or the guild roster.
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- **Weapons:** four styles, one per trade, and anyone can use any of them; the
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weapon decides your abilities and your role.
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Sword and shield (slashing, 2.4s swings, the shield blocks 15% of hits;
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swords from Smithing, shields from Construction), warhammer (blunt,
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Smithing; slow, heavy, twice the crits), staff (magic, Herblore;
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accurate) and bow (piercing, Leatherworking; fast, strikes first). The
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last three take both hands and carry a shield's power. Your trade's weapon
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does 15% more damage. Past copper, each weapon needs its tier's trophies.
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- **Abilities:** sword and shield tanks (Shield Bash, Challenge, Sweeping Cut,
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Shield Wall; the shield ones need a shield), warhammer hits hard and stuns
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(Crushing Blow, Concuss, Earthshaker, Unstoppable), staff heals and holds
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(Bolt, Mend, Ward, Thornbind), bow shoots from afar (Aimed Shot, Pinning
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Shot, Barbed Arrow, Volley, which takes 5 arrows). Trades: Find the Seam
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(miner: a target's resistance stops counting), Barricade (builder: the group
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takes less), Hearty Meal (homesteader: the group heals over time), Mark Prey
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(ranger: a target takes more from everyone).
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- **Active play:** any ability can be switched from AUTO (a rule uses it, on a
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1.5× cooldown) to YOU: you press it (tap, or keys 1–9) on its real cooldown,
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and tap frames to pick your target or aim your heals. Your hands only count
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while you watch: look away for 12 seconds and it's all auto again. Presses are
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kept with the fight, which is played again from its seed with them, so
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nothing that already happened changes.
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- **Dungeons:** Watchtower Depths (combat 20) for 2 to 4: eight pulls in order,
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sized for the group, ending in the Watchtower ogre. Trash falls on auto; the
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bosses (Clay colossus, Harpy matriarch, the ogre) don't: interruptible curses
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and shrieks, ground pounds to brace for, adds at half health and an enrage
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timer. Join before the first pull. A wipe repeats the pull, three on one pull
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end the run, and the run waits while anyone looks away. Bosses give everyone
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their own loot; clearing pays gold, a trophy and reagents.
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- **Armour:** three weights. Heavy plate (Smithing) is strong against blows
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and weak to magic, light cloth (Tailoring) the other way round, medium
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leather (Leatherworking) a bit of both. Every trade gathers its own base
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material at every tier (ore, hunted hides, farmed fibres), and past copper
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each piece also needs reagents from that tier's area: plating, lacing or
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thread.
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- **Jewellery:** Jewelcrafting sets a gem in a band. Each tier's rock turns
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up its gem 2% of the time (quartz, garnet, amethyst, sapphire, emerald,
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diamond), and jewellers prospect spare ore for more (5 ore, 15%). Bands
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are copper, then silver and gold, which the jeweller mines and smelts
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without a smithy. Past quartz each piece needs a shard from that tier's
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area. Rings for offence (swing speed, crit, power), amulets for defence (max
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HP, ward, regen), trinkets for the rest (XP, double gathering,
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double crafting), each in its own tab.
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- **Tools and stations:** smiths make every tool: one per gathering skill and
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one per crafting skill (chisel, gem drill, hammer, cleaver, mortar and
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pestle, awl, shears). Builders make every station, a second slot for each
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crafting skill (anvil stand, jeweller's bench, workbench, hearth, alembic,
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tanning rack, loom), from the tier's planks and hardware and another
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trade's bars, leather or cloth. Both run 15–60% faster by tier, and a
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station speeds what's made at it (a workbench the building site too).
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- **Storage:** builders make
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strongboxes (+2 to +14 bank slots) and homesteaders sew bags (+250 to
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+2,000 per stack); each has one slot on the Bank page, and a smaller one
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can't go on while the bank holds more than it would.
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- **Tiers:** six RuneScape-style tiers (copper, iron, steel, mithril,
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adamant, rune at levels 1–75) of ore, trees (up to enchanted), hides (deer,
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boar, bear, elk, sabrecat, mammoth) and fibres (flax, cotton, silk,
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moonpetal, starbloom, spiritvine). Every metal tier has a sword, shield,
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helmet, greaves, cuirass and five tools; every leather tier a cap,
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trousers and jerkin; every cloth tier a hood, leggings and robe. Higher
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bars need coal; each metal past copper needs a Smithy level (rune needs
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level 5, so a city). Gear needs the combat level of its tier (15, 30, 45,
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60, 75) to wear, and the areas open at the same levels; tools need the
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same level in their skill.
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- **Classes are trades,** from gathering to finished goods, so each player has
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a quiet gathering side and a busier crafting side: miner (mining, smithing,
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jewelcrafting),
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builder (woodcutting, construction, firekeeping), homesteader (farming, cooking,
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herblore, tailoring) and ranger (hunting, fishing, leatherworking,
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cooking). A trade's skills are 20% faster, 1 in 10 of its crafts make
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double, and each has one bonus of its own. Homesteaders farm differently:
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two plots, either one crop 30% faster or two crops at once sharing a 20%
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faster pace. Every class can train every skill, scout and drill.
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Building costs draw on all four trades: thatch, flax for rope, hide glue,
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leather and provisions as well as wood, stone and metal.
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- **Work orders:** players post requests on a board. A crafting order names
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the item and lets the requester put in any of its reagents; one crafter
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claims it and makes it with their own materials for the rest, and each piece
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goes straight to the requester. A materials request is open to anyone with
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the items. Reagents and the reward are held by the order, paid out as it's
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filled and refunded if it's cancelled or expires (3 days, 5 open each).
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Players who can take an order see a badge, a toast and a banner on the skill.
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- **Bank:** 12 slots of 1,000 each to start; more than a stack of one item
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spills into another slot. When something doesn't fit it goes to the city
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stockpile (or the action stops, if you prefer).
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Raids never touch your bank. Players can give items to each other.
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- **City:** each building collects its own fund, from players' banks or the
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city's stockpile and treasury. Funds are safe from raiders, and a funded
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building joins the construction queue by itself, then rises by labour:
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players working the site with Construction (more labour per action every
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20 levels, faster with a hammer), plus a slow trickle from the townsfolk.
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Construction also saws planks, which higher building levels need, and
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builds fittings from them: one-off upgrades a building takes once it's high
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enough (shelving, a well pump, weapon racks, enchanted chests…). Population eats food,
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pays taxes, and fills the houses (empty homes draw settlers, half of
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them a day, so it slows as the houses fill, plus slow family growth); it promotes the settlement
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(hamlet, village at 40, town at 90, city at 150), which raises building
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level caps and gives everyone bank slots.
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- **Prayer:** enemies drop bones; burying them gives prayer points and
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Prayer XP. Up to two prayers (eight unlock from level 1 to 60) boost each
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fight while their points last, and praying trains Prayer too. A Temple adds
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points per bone and lets players offer bones as devotion, which wards the
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city in the next raid.
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- **Herblore:** farmers grow six herbs (guam to snapdragon), one per tier.
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Every potion is a ladder of up to six tiers (I–VI): the tier's herb plus
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the matching rung of the skill's own resources (copper ore → runite ore,
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logs → enchanted logs, copper bar → rune bar…), at Herblore 1, 15, 30, 45,
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60 and 75. Gathering and Construction potions are 10–35% faster, crafting
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potions a 10–35% chance to keep materials, Prayer more points from bones,
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and combat has Strength and Defence ladders. Health potions (I–VI, the tier's
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herb and cooked fish) are the one heal you take into a fight. Potions last 50 uses, one per
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skill at a time; an empty one is replaced from the bank automatically.
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- **Firekeeping:** the guild shares four fires: the forge (bars), the kitchen
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fire (cooking), the kiln (bricks) and the still (potions). Every craft at a
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fire takes one log of its tier as fuel; a fire burning that tier's flame or
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hotter pays it, and a hot forge takes a coal off every bar (never the last).
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Anyone can tend any fire: each go feeds one log onto your own pile in it, for
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minutes of fire and XP that grow with level, until your pile reaches your
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bank. The fire burns everyone's piles at once, sharing one minute a minute,
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so every log adds to how long it lasts and a full fire never shuts a
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beginner out. Better logs burn hotter colours (red, gold, white, blue,
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green, violet), burn first in their pile, and push your own cheaper fuel out
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when your pile is full; the fire is as hot as its hottest pile. Warmth: 10%
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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:** 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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full intel on that threat and adds one defence per townsperson. Favour never buys results directly: master builders,
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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 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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handed out (worst first), more in a close fight or a defeat.
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Now and then a dragon comes instead of bandits. Sentries raise the alarm
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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, 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, 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 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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```sh
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nix run . -- --dev --speed 60 # http://127.0.0.1:8098, time runs 60x
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python3 -m unittest discover -s tests
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```
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Without `--dev` the server trusts the `Remote-User` header from the
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authenticating proxy (Authelia). With `--dev` it reads a `gh_user` cookie
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instead, so the dev bar can switch between players and fast-forward time.
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The world is one JSON document in SQLite. `--backup-to DIR` writes a dated
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snapshot and exits; the NixOS module runs it nightly when
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`services.guildhall.backup.directory` is set.
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## Layout
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- `game.py`: content tables and the rules. Pure functions of `(world, now)`.
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- `combat.py`: the fight engine and the abilities.
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- `tools/balance.py`: an hour of fighting per trade and tier (`solo`, `party`, `bosses`), and
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each dungeon pull on auto or with `perfect` hands (`dungeon`).
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- `app.py`: stdlib HTTP server, persistence and the background ticker.
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- `static/`: the client (vanilla JS, no build step).
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## Credits
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Icons are from [game-icons.net](https://game-icons.net) by Lorc, Delapouite
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and contributors, used under [CC BY 3.0](https://creativecommons.org/licenses/by/3.0/).
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`tools/build_icons.py` fetches the glyphs the game uses into `static/icons.svg`.
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