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The Rise Of Empires - Understanding Your Traits

nightcraw240 Oct '15  /  edited Oct '15
*READ ME FIRST*
THERE IS A LOT OF TEXT BELOW. I UNDERSTAND IT SEEMS INTIMIDATING. IT'S NOT DIFFICULT TO UNDERSTAND, A LOT OF THE TEXT IS JUST EXPLAINING THINGS IN DETAIL. SKIMMING WILL BE FINE.

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Ores:
1. Stone (Mining) To find usable stone you need to roll at least one star on at least one die. If you roll a blank you may find stone at a -75% penalty rounded down.

2. Bronze (Mining) To find bronze you need to roll at least a single star on at least two dice. Bronze weapons add +1 to attack rolls against armies. Armor adds +1 to defense rolls for your city if your army is stationed within. If another army is wearing bronze or higher, your army does not gain the +1 die advantage.

3. Iron (Mining) To find iron you need to roll at least two stars on at least four dice. Iron weapons add +2 to attack rolls against armies. Armor adds +2 to defense rolls for your city if your army is stationed within. If another army is wearing Iron or higher, your army does not gain the +2 die advantage.

4. Steel (Mining) To find steel you need to roll at least three stars on at least six dice. Steel weapons add +3 to attack rolls against armies. Armor adds +3 to defense rolls for your city if your army is stationed within. If another army is wearing steel or higher, your army does not gain the +3 die advantage.

5. Gold (Mining) To find gold you need to roll at least six stars on at least eight dice. For every three stars you gain 1,000 gold pieces. You may gain 1,000 extra gold per star past the minimum. (Ex. I roll a seven while searching for gold, I find 3,000 gold.)

If you roll the minimum amount to search for a specific ore or stone, you gain 1,000 of that ore as well as an additional 1,000 of that ore per star past the minimum. If you roll a moon you may “save” a star to use for mining at any time during the process of mining. (Ex. I roll a moon and four stars. I can either use that moon to give me a total of six stars {since moons count as a star} or I can accept the five stars and save one star to use whenever I want when mining.) If you roll a skull you only find stone at a -50% disadvantage.

You must state what ore you are searching for before you roll. If you roll stars below the minimum amount for the mineral you were searching for, you may instead choose to gain an ore of a lesser value at a 75% reduction; rounded down to the nearest hundredths. (Ex. I choose to look for gold. I roll five stars out of eight. I don’t find gold, I instead choose to grab steel as I only need three to do so, but at a penalty. I gain 700 steel resources. (3000 – {[3000/4]x3}) = 750 rounded down to 700.)

Smelting:
1. To smelt stone you need to roll at least a 1
2. To smelt bronze you need to roll at least a 2
3. To smelt iron you need to roll at least a 3
4. To smelt steel you need to roll at least a 5

Food:

Hunting – In the Fall hunting rolls yield food with a x1.5 multiplier. In the winter and spring it yields a x0.5 result, and summer it yields a x1.5 result.

Gathering – In the Spring gathering rolls yield food with a x1.5 multiplier. In the fall, summer, and winter it yields a x1 result.

Fishing – In the Summer fishing rolls yield food with a x2 multiplier. In the spring and fall it yields a x1 result while in the winter yields a x0.5 result.

Farming – In the In the Fall farming rolls yield food with a x3 multiplier. In the spring and summer it yields a x0.5 result. In the winter it yields a x0 result.

If you roll a moon you may choose to save it to ward off a skull roll or double your output for your current roll. If you roll a skull you receive no food for the roll. If you roll a blank, you treat that as a single star.

Other ways to get resources:

Raid – Send a group of soldiers to invade a local village/city for a particular resource.
1. State you’re raiding a city/village; after declared, this action can’t be changed.
2. Player one who would be doing the invading rolls any dice relevant to the raid. Player two rolls any dice relevant to defending.
3. If player two defends their village, nothing further happens to player two. Player one loses one/forth of their troops (Rounded down to the nearest number divisible by 100). If player one wins the raid, they receive 1/2th the resource they were attempting to steal. (If an army would have less than 1000 soldiers in it, they disband and are automatically added back into the city’s population.)

Trade – When trading with another player or NPC village/city both players must follow certain steps to trade.
1. The player wishing to complete a trade with another city must spend a turn sending a merchant to the other city and stock the merchant with supplies before it departs. (EX. Spend a turn sending a merchant out with 10,000 food.) The merchant can stay within the city and the players may freely trade until the merchant runs out of resources. If the dice would require the merchant give more resources then he is capable of, the trade is canceled, he heads back to his home city, and losses half of his current amount carried. If a city is under attack while a merchant would leave or enter, the attacker may roll to steal from the merchant, the merchant may counter roll to escape. The merchant rolls a flat five dice, always, if they roll higher then the army then they escape. If they do not, the army gains the resources.
2. Player one states what they are willing to sell or buy, player two being traded with states what they are willing to trade for the item. (Ex. Player one wants to buy food. Player two states they will trade it for gold.)
3. Player one and player two state if they are willing to agree to what items are being traded. If both parties agree and state their content with it, there is no turning back; the trade must continue. If one or both parties are dissatisfied they may either attempt to make a new offer or decide they don’t wish to trade any longer.
4. Player one rolls their die/dice and takes the number of stars x1000 of resources from player two. Player two rolls their die/dice and takes the number of stars x1000 of resources from player one.
5. If there are other trades the players wish to make, they may continue this process.
6. If either player rolls no stars, it’s treated as one star. If either player rolls a moon, they may receive “Phantom resources” at a x1 rate. Phantom resources are resources added to the trade without being deducted from a player’s storage. (Ex. Player one rolls one die and gets a moon. They want to buy food. Player two rolls a single die and gets nothing. They want gold from the trade. Player one receives 1000 food from player two and an additional 1000 food that is not deducted from player two. Player two’s blank roll is worth one star, so they receive 1000 gold from player one.) Skulls reduce the total stars by half. (Ex. Player one rolls a skull and two stars. They want food. They receive 1000 food.)
7. The reason for this “Random” fluctuation is simply because prices change within the market, a set price is never guaranteed.

Pillaging – If you take over another village or city you have two options.
1. Destroy it and take all the resources you they had at a -50% rate. (The city/village has 5,000 food, you take away 2,500 food; war is a messy game.) If a player’s city/village is destroyed in this manner they may choose to restart the game with a base amount of resources (A percentage based on the total resources of all other players in play) and immunity for so many years.
2. Accept a surrender and tax them. As long as they remain under your control they give you 50% of their resources for one turn per year; they must state what season they wish to receive the tax from the village/city at the start of their turn in the new year. A village/city under the control of another can break ties by paying for their freedom, sabotaging the city, or by military revolt.

Medicine:
1. Roll to find herbs. Divide your roll by three, if it cannot be rounded down to a whole number that is at least one, you find nothing. (Ex. I roll a three to find herbs. I divide it by three. I find 1,000 herbs. Ex.2. I roll a two to find herbs. I divide by three, I get 66%, and rounded down is zero. I find no herbs.) You can use 1,000 herbs to cure one point of damage to your armies. In the summer you may find herbs at a rate of x1.

Woodcutting:
a. You may receive wood at a ratio of x1000 per star. In fall you may cut for a rate of x1.5.

Building stronger cities/villages:
b. Wood can be used at a ratio of 2000 per 1 point of hp on your city/village
c. Stone can be used at a ratio of 1500 per 2 point of hp on your city/village.

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