Fantasy Simulator I Official Game Thread
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This is an area for forum games. Please note that to support mafia games players cannot edit their own posts in this forum. Off Topic threads will be relocated or deleted. Issues taking place in forum games should be dealt with by respective game GMs and escalated to the moderators only if absolutely necessary.
Re: Fantasy Simulator I Official Game Thread
@Yulish, what can you actually do? like what are your options this phase? You can ask a divine question, heal, anything else? lets not let our actions go to waste!
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Re: Fantasy Simulator I Official Game Thread
Ι can heal injured people, as far as I know, we don't have any.
I can ask the divine a question but it must be a yes/no question. I asked the GM if I can help our hunters with a blessing.
I can ask the divine a question but it must be a yes/no question. I asked the GM if I can help our hunters with a blessing.
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Re: Fantasy Simulator I Official Game Thread
WORKER ALLOCATION: (##Prop 6.4)
Available workforce:
99 Halflings, 96 half orcs, 98 Humans, 15 Dwarven Prisoners, 200 Wildmen
60/90 60 Humans with Uthwick to build a quarry and start mining in 14,13 (unsure if they are there yet....)
90/90 30 Humans work on the wall hauling food back over
10/95 10 Half-Orcs to protect Tysons farm again
30/95 20 Half-Orcs to protect councilors and specialists
55/95 25 Half-Orcs with Avendi to put down the giant threat
95/95 40 Half-Orcs work on the wall hauling food back over
15/15 15 Dwarves work on the wall hauling food back over
200/200 200 Wildmen hunt in 13,10, over the wall
100/100 Narmorians Fish in coastal tiles adjacent to Narmor
Available workforce:
99 Halflings, 96 half orcs, 98 Humans, 15 Dwarven Prisoners, 200 Wildmen
60/90 60 Humans with Uthwick to build a quarry and start mining in 14,13 (unsure if they are there yet....)
90/90 30 Humans work on the wall hauling food back over
10/95 10 Half-Orcs to protect Tysons farm again
30/95 20 Half-Orcs to protect councilors and specialists
55/95 25 Half-Orcs with Avendi to put down the giant threat
95/95 40 Half-Orcs work on the wall hauling food back over
15/15 15 Dwarves work on the wall hauling food back over
200/200 200 Wildmen hunt in 13,10, over the wall
100/100 Narmorians Fish in coastal tiles adjacent to Narmor
Re: Fantasy Simulator I Official Game Thread
Options YulishPRINCE WILLIAM wrote: ↑Mon Jul 16, 2018 9:45 amΙ can heal injured people, as far as I know, we don't have any.
I can ask the divine a question but it must be a yes/no question. I asked the GM if I can help our hunters with a blessing.
A. Ask the gods
B. Bless hunters
C. Create holy water
D. Investigate deceased bodies of Klik Klik and Fizz bang
Re: Fantasy Simulator I Official Game Thread
YesPRINCE WILLIAM wrote: ↑Mon Jul 16, 2018 7:32 am##proposal 6.1: use 50% faith to get 5 food. - Vote Yes, we can restore faith later.
##proposal 6.2: split supplies with Narmor. Yes, on the grounds already mentioned.
##proposal 6.3: move some of our population to the ruins to the right of us (15,9 I believe). - Yes, I believe it will help shelter our people and comfort them from being too crowded.
I don't believe I can ask the divine for the hunting matter since it is hardly a yes/no question.
Call to GM, if I bless the hunters and their equipment will they have better results?
Re: Fantasy Simulator I Official Game Thread
**Emilau has been recovered**
**Arc has been destroyed by Atithir**
**Arc has been destroyed by Atithir**
Re: Fantasy Simulator I Official Game Thread
That was interesting.
Can we use the weldweed to grow more weldweed or does that require a separate seed?
Can we use the weldweed to grow more weldweed or does that require a separate seed?
Re: Fantasy Simulator I Official Game Thread
So we need to save one weldweed and one wood to plant our weldweed farm and pine forest when winter ends. The remainder of the resources can be split accordingly between Narmor and us, and if we end up having enough weldweed and wood from our farm, we can trade with Narmor for crab or fish or whatever they have.
Re: Fantasy Simulator I Official Game Thread
BTW, Xanthor has pine tree seeds from exploring the island off our coast.
Re: Fantasy Simulator I Official Game Thread
Good day good colonists.
A few considerations that might have a minor impact now that you have my extraordinary organizational and motivational services at your disposal.
I have the skill to instill discipline into our research team, and they will give us an extra free (and random) discovery every 5 turns. To this end, it is probably wise to make sure we have researched all the T1 research after the next 4 turns, so that my skill doenst go to waste by randoming a T1 piece of research - so that we get the most out of it every time it will trigger.
Secondly, I have the ability to give any one of us an extra use of an ability every phase. This should give us a lot more flexibility to deal with dangerous situations....or just help us develop our colony even more optimally. It'd be a shame to let it go to waste in this phase, and since you all have much more experience surviving in these harsh lands, id be glad to take some advice where we can use it most effectively in the short term.
A few considerations that might have a minor impact now that you have my extraordinary organizational and motivational services at your disposal.
I have the skill to instill discipline into our research team, and they will give us an extra free (and random) discovery every 5 turns. To this end, it is probably wise to make sure we have researched all the T1 research after the next 4 turns, so that my skill doenst go to waste by randoming a T1 piece of research - so that we get the most out of it every time it will trigger.
Secondly, I have the ability to give any one of us an extra use of an ability every phase. This should give us a lot more flexibility to deal with dangerous situations....or just help us develop our colony even more optimally. It'd be a shame to let it go to waste in this phase, and since you all have much more experience surviving in these harsh lands, id be glad to take some advice where we can use it most effectively in the short term.
Re: Fantasy Simulator I Official Game Thread
##VOTE YEA 6.1, 6.2, 6.3, 6.4
Glad to have another hand, Vecna.
Glad to have another hand, Vecna.
Re: Fantasy Simulator I Official Game Thread
1 hour and 45 minutes remain in chapter 6
Remaining Actions
Avendi 0
Xanthor 0
Tyson 0
Andoryn
Detect Evil
Create Holy Water
Heal
Establish Manor (1000 gold, 3 wood, 30 workers)
Yulish
Create Food and Water
Create Holy Water
Heal
Ask god a yes or no question
Liberatius
Appoint a tax collector (-1 morale +1 +200 gold per phase, erases Liberatius gold penalty but imposes a morale penalty)
Other
Give a Lord or Lady title out
Establish Manor (1000 gold, 3 wood, 30 workers)
BroadMoor
Give an action
or Use 2 actions
Travel
Establish Manor (1000 gold, 3 wood, 30 workers)
Remaining Actions
Avendi 0
Xanthor 0
Tyson 0
Andoryn
Detect Evil
Create Holy Water
Heal
Establish Manor (1000 gold, 3 wood, 30 workers)
Yulish
Create Food and Water
Create Holy Water
Heal
Ask god a yes or no question
Liberatius
Appoint a tax collector (-1 morale +1 +200 gold per phase, erases Liberatius gold penalty but imposes a morale penalty)
Other
Give a Lord or Lady title out
Establish Manor (1000 gold, 3 wood, 30 workers)
BroadMoor
Give an action
or Use 2 actions
Travel
Establish Manor (1000 gold, 3 wood, 30 workers)
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Re: Fantasy Simulator I Official Game Thread
WORKER ALLOCATION: (##Prop 6.4.1 (AMENDED))
Available workforce:
99 Halflings, 96 half orcs, 98 Humans, 15 Dwarven Prisoners, 200 Wildmen
30/90 30 Humans with Uthwick to build a quarry and start mining in 14,13 (unsure if they are there yet....)
70/90 40 Humans build 2 cottages using 2 wood and 2 food
90/90 20 Humans work on clearing out the ruins in the tile North East of us
10/95 10 Half-Orcs to protect Tysons farm again
30/95 20 Half-Orcs to protect councilors and specialists
55/95 25 Half-Orcs with Avendi to put down the giant threat
95/95 40 Half-Orcs work on the wall hauling food back over
15/15 15 Dwarves work on the wall hauling food back over
200/200 200 Wildmen hunt in 13,10, over the wall/haul it back over (they can budget their time accordingly, if the half-orcs and dwarves can handle it then they'll all hunt)
100/100 Narmorians Fish in coastal tiles adjacent to Narmor
Leftovers guard prisoners as usual
Available workforce:
99 Halflings, 96 half orcs, 98 Humans, 15 Dwarven Prisoners, 200 Wildmen
30/90 30 Humans with Uthwick to build a quarry and start mining in 14,13 (unsure if they are there yet....)
70/90 40 Humans build 2 cottages using 2 wood and 2 food
90/90 20 Humans work on clearing out the ruins in the tile North East of us
10/95 10 Half-Orcs to protect Tysons farm again
30/95 20 Half-Orcs to protect councilors and specialists
55/95 25 Half-Orcs with Avendi to put down the giant threat
95/95 40 Half-Orcs work on the wall hauling food back over
15/15 15 Dwarves work on the wall hauling food back over
200/200 200 Wildmen hunt in 13,10, over the wall/haul it back over (they can budget their time accordingly, if the half-orcs and dwarves can handle it then they'll all hunt)
100/100 Narmorians Fish in coastal tiles adjacent to Narmor
Leftovers guard prisoners as usual
Re: Fantasy Simulator I Official Game Thread
Buildings/Constructions
Building Name - description
Requirement
**Multiple names are listed to provide options based on lore
Roads
2 phases per tile, takes 25 workers,1 stone.
Walls
2 phases per tile 10' high. 25 workers, 2 stone
City Buildings
(Masonry) Cottage - A simple wood framed construct, filled with wattle and daub, roofed with thatch. Attracts +1 additional population.
Requires: 1 Wood, 1 Food, 20 Workers.
Time to build: 1 phase
(Masonry) Mead Hall - Gathering place for the community. +1 Morale. +1 Corruption. +3 Gold 3 Wood, 1 Food, 1 Iron, 1000 Gold, 80 Workers
(Masonry, Military) Castles -
Fortress, Provides a +2 defense to soldiers fighting within its radius of influence, (50 yards)
1 Wood, 3 Iron, 5 Stone, 3000 Gold, 200 Workers
(Military) Motte and Bailey, Prodives a +1 Atk bonus, soldiers attacking into the fort suffer (1) injury from Palisade defenses.
3 wood, 1 Iron, 500 Gold, 100 Workers
(Military) Fort
1 wood, 1 iron, 200 gold. 50 workers. A small fort with palisade wall that provides a bonus against mounted attack.
(Masonry, Military, Metallurgy) Great Keep
3 Wood, 4 Stone, 2 Iron, 500 Gold.
Provides substantial bonuses against seige. Impenetrable without seige weapons. +5 Defense when fighting within its walls.
(Masonry, Military, Dwarven Engineering) Dwarven Fortress
6 Wood, 4 Iron, 4000 gold, Must be built in a hill. 200 workers
+10 Defense when fighting within tunnels. Tunnels can be collapsed by design to prevent invasion or trap enemy forces.
(Magic, Masonry) Elven Haven
4 Ivory, 3 Magic Fuel, 6 Wood, 200 workers.
An elven castle above ground in the trees. Ornate, immense, and difficult to capture.
+5 Defense when fighting within 50 yard radius of influence.
Watchtower - provides defense and warning of enemy movements
3 Wood, 2 Iron, 50 Workers
Improved Palisade - wood stake wall for defense. Enemies take 2 damage attacking into palisade. If mounted units attack into palisade damage is doubled.
3 Wood, 30 Workers
(Masonry) City Walls - stone wall, palisade upgrade. Enemies cannot attack city without seige weapons.
5 Stone, 1 Iron, 2000 Gold, 60 Workers
Inn - provides housing for travellers as well as a central hub for trade, increasing population, income, and likelihood of trade. +3 Tourism
2 Wood, 1 Stone, 1000 Gold 30 Workers
(Masonry, Wheelbarrows) Aqueduct - 5 wood, 2 Iron, 4000 Gold, 200 Workers. Takes 3 phases to build. Provides water, and allows population to grow beyond 6.
(Mining, Masonry, Rib Vualts, Chambers) Sewer - 5 Iron, 150 Workers. Takes 5 phases to build. +4 Health, allows population to grow beyond 12.
(Magic, Masonry) Grammar school - provides basic education
5 wood, 3 research, 100 workers. +10 % literacy.
(Art, Masonry)
University - 6 stone, 3 wood, 5000 gold 150 workers. +1 free tech, +2 Morale, +25% Literacy.
Theatre - 4 wood, 6000 gold, 1 Specialist, 100 workers. +1 Pop, +3 Morale.
Infirmary - 4 wood, 5000 gold, 1 Priest or Healer, 50 workers. +1 Health
Agriculture/Resources
(HARVEST YIELD: during Harvest farms will produce 1-3 food each farm)
Fence/Corral - contains animals, increasing land fertility. (Decreases famine probabilities)
.5 Wood, 10 Workers
Stable - houses and protects animals up to (10)
2 Wood, .5 Iron, 1 Stone, 30 Workers
Barn - 1 wood, 10 workers. Counts as housing.
(Masonry) Granary - food storage, provides higher max amounts of food storing capacity
2 Stone, 1 Food, 30 Workers
Farmlands - provides an additional land plot to farm, increasing agriculture yield. Each added farmland adds 1 Food to the yield from working the fields. During harvest will yield +1-3 food
Requires: .5 Food, 10 Workers
Time: .5 phase
Lumber Mill - increased wood production through better lumber milling. Weapons options available.
Requires: 2 Stone, 2 Wood, 50 Workers
Time to build: 1 phase
Water Mill - benefits for agriculture. +1 harvest yield. (During a harvest a farm will produce bonus yield)
2 Wood, 50 workers
Forge - metalworking, allows forging of more advanced weapons
2 Stone, 1 Wood, 500 Gold, 40 Workers
Quarry - produces Stone
Requires: 30 Workers, Specialist
Time to build: .5 phase
Mine - produces Iron, gold, other +1
30 Workers, 1 specialist to oversee.
(Military) Workshop - allows construction of various utility items
3 Wood, 1 Stone, .5 Iron, 500 Gold, 40 Workers
Economy
(Art) Bazaar/Market - produces income, increased happiness
2 Wood, 300 Gold
Caravan - establishes trade route, can receive trade offers from neighboring baronies
600 gold
1 Luxury, Horses, Wagons, Camels, Ship, or Sled
Religion
Chapel/Shrine - brings baronry into closer commune with the gods, providing possible divine blessings
Wood 5
Abbey/Monastery - provides housing for religious community, increases religion
Wood 3 , Stone 6
Cathedral/Temple - upgraded Abbey
Stone 1, Iron 7
Sailing
Fishing Boats - produces food +1
30 workers
Atk 0 def 0
Wood 2
Knarr - Cargo boat
50 workers
Atk 0 def 2
Wood 1, Cloth 1
Caravel - Exploratory vessel
70 workers
Atk 3 def 3
Wood 3, Cloth 2.
Galley - War ship
100 workers
Atk 6 def 4
Wood 8, Iron 1, Cloth 4
Longship
100 workers
Atk 7 def 2
Fast moving raiding/ramming vessel
Wood 6, iron 1, cloth 4
Magic
Shrine - 2 stone. 50 workers
+1 Magic or +1 Faith
Mana Pool - magical energy storage. 50 workers
Stores unused magical fuel up to 8.
Spire - (6)Stone,Wood, or Iron. 100 workers
Produces +1 Magic or +100 Gold
Military
Barracks - housing for soldiers, increases military might, troop training.
All barracks soldiers become +2 Atk, +1 Def
50 workers, Wood 3, Iron 1
Swords - basic weaponry (100)
1 weaponsmith
Iron 1
Bows - basic weaponry (100)
1 weaponsmith
Wood 1
Slings - basic weaponry (100)
1 weaponsmith
Stone 1
Cavalry - mounted units (100 horses, 100 Plating)
Horses 3, 1 Iron
Battering Ram - basic siege weapon
20 workers
Wood 1, Iron 1
Catapult - siege weaponry
30 workers
Wood 2, Stone 1
Trebuchet - seige weaponry
50 workers
Wood 4, Stone 1
Ballista - siege weaponry
30 workers
Wood 3 Iron 1
Archer towers - defensive structure 50 workers
Wood 3, Stone 1, Archers
===========================
Advanced Medieval Construction Options
_________________________________
Basillica - 10 iron, 4 Stone, stained glass
300 workers
Flying Buttresses - 1 stone, 30 workers
adds +1 Culture
Stained Glass Windows - sand, 2 workers
Master glassmaker
Jousting tilts - 2 wood, 30 workers.
+1 Morale
Arena - Colosseum
6 wood, 3 Stone, 6000 Gold, 500 workers
+3 Morale each event.
Pointed Archways
1 Stone, 30 workers
+1 Culture, +1 Stability
Barrel Vaults
1 Iron, 1 Stone, 30 workers
+1 Culture, +1 Stabilit
========================
Magic buildings
Mages Guild - 3 wood, 50% magic or higher, produces scrolls, wands, and mages items. allows basic magi training
Mage Tower - 7 stone, 100% magic or higher, produces +25% magic per phase.
80 workers.
creates wands, robes, and magic items randomly. allows research bonuses.
Labyrinth - 10 wood, 50 workers, Garderner, or Druid
Hides beasts within and functions as a prison
Elven Fortress - 10 wood
Creates a strong wood forttress in the trees.
+10 Morale, +10 Faith, all inhabitants gain immunity to poison.
Portal - Requires (100%) magic, a rare mineral, and Ivory
20 workers
Mages School
11 Wood, 15,000 gold
trains 100 mages per phase
Shrine 20 stone or Wood, 25 workers
+10% faith or +10% magic
-================-
Wonders -----
-----------------------------
(Magic L5, Masonry) The Dragon Temple - 10 Iron, 1 ivory, 1 pearl, 3 magical fuel source, 20000 Gold, 400 workers.
Barony will attract an Adult Dragon to the temple where it will protect your treasury, or act as a mount-able unit that can atk 15, defense 10.
(Magic L4) The Spire - 7 Iron, 6 stone, 2 Magical Fuel source, 200 workers.
The spire is a large mages tower which allows communication with other mages towers, it can house up to 40 mages, and has the ability to see great distances.
(Magic L2) Thorn Keep - 10 Wood, 10 Stone, Poison, 100 workers. Thornkeep is a fort covered in sharp painful rose vines. The thorns are also toxic and can kill people who are not immune to poison.
(Magic L3) Planar Gateway - 20 Stone, 300 Workers, 4 magic fuel. The Planar Gateway allows you to connect your kingdom to other places within either your realm, or to other realms.
(Magic L5, Masonry L5) Flying Citadel - 34 Stone, 12 iron, 2 magical fuel, 1 artifact, 1000 workers. The Flying Citadel converts your barony into a massive floating castle atop a powerful magnetic meteor. This structure can travel great distances and is powered by an Artifact. The Citadel is able to release a meteor swarm barrage on targets beneath it.
Building Name - description
Requirement
**Multiple names are listed to provide options based on lore
Roads
2 phases per tile, takes 25 workers,1 stone.
Walls
2 phases per tile 10' high. 25 workers, 2 stone
City Buildings
(Masonry) Cottage - A simple wood framed construct, filled with wattle and daub, roofed with thatch. Attracts +1 additional population.
Requires: 1 Wood, 1 Food, 20 Workers.
Time to build: 1 phase
(Masonry) Mead Hall - Gathering place for the community. +1 Morale. +1 Corruption. +3 Gold 3 Wood, 1 Food, 1 Iron, 1000 Gold, 80 Workers
(Masonry, Military) Castles -
Fortress, Provides a +2 defense to soldiers fighting within its radius of influence, (50 yards)
1 Wood, 3 Iron, 5 Stone, 3000 Gold, 200 Workers
(Military) Motte and Bailey, Prodives a +1 Atk bonus, soldiers attacking into the fort suffer (1) injury from Palisade defenses.
3 wood, 1 Iron, 500 Gold, 100 Workers
(Military) Fort
1 wood, 1 iron, 200 gold. 50 workers. A small fort with palisade wall that provides a bonus against mounted attack.
(Masonry, Military, Metallurgy) Great Keep
3 Wood, 4 Stone, 2 Iron, 500 Gold.
Provides substantial bonuses against seige. Impenetrable without seige weapons. +5 Defense when fighting within its walls.
(Masonry, Military, Dwarven Engineering) Dwarven Fortress
6 Wood, 4 Iron, 4000 gold, Must be built in a hill. 200 workers
+10 Defense when fighting within tunnels. Tunnels can be collapsed by design to prevent invasion or trap enemy forces.
(Magic, Masonry) Elven Haven
4 Ivory, 3 Magic Fuel, 6 Wood, 200 workers.
An elven castle above ground in the trees. Ornate, immense, and difficult to capture.
+5 Defense when fighting within 50 yard radius of influence.
Watchtower - provides defense and warning of enemy movements
3 Wood, 2 Iron, 50 Workers
Improved Palisade - wood stake wall for defense. Enemies take 2 damage attacking into palisade. If mounted units attack into palisade damage is doubled.
3 Wood, 30 Workers
(Masonry) City Walls - stone wall, palisade upgrade. Enemies cannot attack city without seige weapons.
5 Stone, 1 Iron, 2000 Gold, 60 Workers
Inn - provides housing for travellers as well as a central hub for trade, increasing population, income, and likelihood of trade. +3 Tourism
2 Wood, 1 Stone, 1000 Gold 30 Workers
(Masonry, Wheelbarrows) Aqueduct - 5 wood, 2 Iron, 4000 Gold, 200 Workers. Takes 3 phases to build. Provides water, and allows population to grow beyond 6.
(Mining, Masonry, Rib Vualts, Chambers) Sewer - 5 Iron, 150 Workers. Takes 5 phases to build. +4 Health, allows population to grow beyond 12.
(Magic, Masonry) Grammar school - provides basic education
5 wood, 3 research, 100 workers. +10 % literacy.
(Art, Masonry)
University - 6 stone, 3 wood, 5000 gold 150 workers. +1 free tech, +2 Morale, +25% Literacy.
Theatre - 4 wood, 6000 gold, 1 Specialist, 100 workers. +1 Pop, +3 Morale.
Infirmary - 4 wood, 5000 gold, 1 Priest or Healer, 50 workers. +1 Health
Agriculture/Resources
(HARVEST YIELD: during Harvest farms will produce 1-3 food each farm)
Fence/Corral - contains animals, increasing land fertility. (Decreases famine probabilities)
.5 Wood, 10 Workers
Stable - houses and protects animals up to (10)
2 Wood, .5 Iron, 1 Stone, 30 Workers
Barn - 1 wood, 10 workers. Counts as housing.
(Masonry) Granary - food storage, provides higher max amounts of food storing capacity
2 Stone, 1 Food, 30 Workers
Farmlands - provides an additional land plot to farm, increasing agriculture yield. Each added farmland adds 1 Food to the yield from working the fields. During harvest will yield +1-3 food
Requires: .5 Food, 10 Workers
Time: .5 phase
Lumber Mill - increased wood production through better lumber milling. Weapons options available.
Requires: 2 Stone, 2 Wood, 50 Workers
Time to build: 1 phase
Water Mill - benefits for agriculture. +1 harvest yield. (During a harvest a farm will produce bonus yield)
2 Wood, 50 workers
Forge - metalworking, allows forging of more advanced weapons
2 Stone, 1 Wood, 500 Gold, 40 Workers
Quarry - produces Stone
Requires: 30 Workers, Specialist
Time to build: .5 phase
Mine - produces Iron, gold, other +1
30 Workers, 1 specialist to oversee.
(Military) Workshop - allows construction of various utility items
3 Wood, 1 Stone, .5 Iron, 500 Gold, 40 Workers
Economy
(Art) Bazaar/Market - produces income, increased happiness
2 Wood, 300 Gold
Caravan - establishes trade route, can receive trade offers from neighboring baronies
600 gold
1 Luxury, Horses, Wagons, Camels, Ship, or Sled
Religion
Chapel/Shrine - brings baronry into closer commune with the gods, providing possible divine blessings
Wood 5
Abbey/Monastery - provides housing for religious community, increases religion
Wood 3 , Stone 6
Cathedral/Temple - upgraded Abbey
Stone 1, Iron 7
Sailing
Fishing Boats - produces food +1
30 workers
Atk 0 def 0
Wood 2
Knarr - Cargo boat
50 workers
Atk 0 def 2
Wood 1, Cloth 1
Caravel - Exploratory vessel
70 workers
Atk 3 def 3
Wood 3, Cloth 2.
Galley - War ship
100 workers
Atk 6 def 4
Wood 8, Iron 1, Cloth 4
Longship
100 workers
Atk 7 def 2
Fast moving raiding/ramming vessel
Wood 6, iron 1, cloth 4
Magic
Shrine - 2 stone. 50 workers
+1 Magic or +1 Faith
Mana Pool - magical energy storage. 50 workers
Stores unused magical fuel up to 8.
Spire - (6)Stone,Wood, or Iron. 100 workers
Produces +1 Magic or +100 Gold
Military
Barracks - housing for soldiers, increases military might, troop training.
All barracks soldiers become +2 Atk, +1 Def
50 workers, Wood 3, Iron 1
Swords - basic weaponry (100)
1 weaponsmith
Iron 1
Bows - basic weaponry (100)
1 weaponsmith
Wood 1
Slings - basic weaponry (100)
1 weaponsmith
Stone 1
Cavalry - mounted units (100 horses, 100 Plating)
Horses 3, 1 Iron
Battering Ram - basic siege weapon
20 workers
Wood 1, Iron 1
Catapult - siege weaponry
30 workers
Wood 2, Stone 1
Trebuchet - seige weaponry
50 workers
Wood 4, Stone 1
Ballista - siege weaponry
30 workers
Wood 3 Iron 1
Archer towers - defensive structure 50 workers
Wood 3, Stone 1, Archers
===========================
Advanced Medieval Construction Options
_________________________________
Basillica - 10 iron, 4 Stone, stained glass
300 workers
Flying Buttresses - 1 stone, 30 workers
adds +1 Culture
Stained Glass Windows - sand, 2 workers
Master glassmaker
Jousting tilts - 2 wood, 30 workers.
+1 Morale
Arena - Colosseum
6 wood, 3 Stone, 6000 Gold, 500 workers
+3 Morale each event.
Pointed Archways
1 Stone, 30 workers
+1 Culture, +1 Stability
Barrel Vaults
1 Iron, 1 Stone, 30 workers
+1 Culture, +1 Stabilit
========================
Magic buildings
Mages Guild - 3 wood, 50% magic or higher, produces scrolls, wands, and mages items. allows basic magi training
Mage Tower - 7 stone, 100% magic or higher, produces +25% magic per phase.
80 workers.
creates wands, robes, and magic items randomly. allows research bonuses.
Labyrinth - 10 wood, 50 workers, Garderner, or Druid
Hides beasts within and functions as a prison
Elven Fortress - 10 wood
Creates a strong wood forttress in the trees.
+10 Morale, +10 Faith, all inhabitants gain immunity to poison.
Portal - Requires (100%) magic, a rare mineral, and Ivory
20 workers
Mages School
11 Wood, 15,000 gold
trains 100 mages per phase
Shrine 20 stone or Wood, 25 workers
+10% faith or +10% magic
-================-
Wonders -----
-----------------------------
(Magic L5, Masonry) The Dragon Temple - 10 Iron, 1 ivory, 1 pearl, 3 magical fuel source, 20000 Gold, 400 workers.
Barony will attract an Adult Dragon to the temple where it will protect your treasury, or act as a mount-able unit that can atk 15, defense 10.
(Magic L4) The Spire - 7 Iron, 6 stone, 2 Magical Fuel source, 200 workers.
The spire is a large mages tower which allows communication with other mages towers, it can house up to 40 mages, and has the ability to see great distances.
(Magic L2) Thorn Keep - 10 Wood, 10 Stone, Poison, 100 workers. Thornkeep is a fort covered in sharp painful rose vines. The thorns are also toxic and can kill people who are not immune to poison.
(Magic L3) Planar Gateway - 20 Stone, 300 Workers, 4 magic fuel. The Planar Gateway allows you to connect your kingdom to other places within either your realm, or to other realms.
(Magic L5, Masonry L5) Flying Citadel - 34 Stone, 12 iron, 2 magical fuel, 1 artifact, 1000 workers. The Flying Citadel converts your barony into a massive floating castle atop a powerful magnetic meteor. This structure can travel great distances and is powered by an Artifact. The Citadel is able to release a meteor swarm barrage on targets beneath it.
Re: Fantasy Simulator I Official Game Thread
Chapter 7 - Wild Ones
Ocaline - Winter 362
(https://www.youtube.com/watch?v=ZxGq6iWozH4)
The new year arrives with new arrivals, new problems and new options. 325 was the most violent year of Thamricks reign as king. What will 326 hold for the realm?
Crisis 45/100
A fight breaks out between 15 half orcs, and 16 wild men. Three wildmen die in the fight which started over taking breaks at work. 8 men are injured.
-Arrest all parties (+10% morale, lose 30 workers)
-Pardon all parties (-10% morale, increased chances of additional fighting)
-Ignore (-20% morale, added workforce disruption, infighting)
○°•○●°•○●°•○●°••●○•°•○●°•○●°•○●°•○●
We discover Eyes in the Skies! (new options)
We need to annex Dreadmere Ruins in 15,10
Were overpopulated!
We have discovered Rampant Growth!
●○•°●○•°□○•°●○○•●○•°●○○•°●○○•°●○•°
Population 800!
●500 in Skaramore
○100 in Narmor
°200 Soldiers*
(*need designated housing)
Food 14
-12 population
200/200 200 Wildmen hunt in 13,10, over the wall/haul it back over (they can budget their time accordingly, if the half-orcs and dwarves can handle it then they'll all hunt)
+8 Food
100/100 Narmorians Fish in coastal tiles adjacent to Narmor
+4 Food
+5 Faith food
(9 base)
Support of the Crown 3
Morale 80% +10% from Liberatius buying the Inn a round of beer
Corruption 0%
Faith 110%* (+50% per turn from NL)
Magic 45%* (+25% per turn from marshes)
Health 70%
(6) Wood
(6) Stone +1 -1,Uthwick builds road in 14,12
(2) Iron
100 Shields
100 Long Swords
100 Leather Armors
100 spears
(4)Ale
(4) Weldweed
Gold 5000
Market is booming!
Jewels, Crab, and Pigs are trading well.
Jewels (2)
Pigs (3) +1 half orc breeders
Crab (5) from Narmor sharing
Tourism (3) Our Last Inn of Skaramore is a source of gossip and drunken merry singing. The halflings dance on tables and tourists love the smoky vibes.
°•●●○°●○°●°○°●°°●●●○•●°○°●•
Trade Ship (Ports to visit)
(needs crew of 20)
Bayern 6 phases (Wants 1 Jewels)
Slide 5 phases (Wants 2 Pigs)
Bishop Castle 2 phases (Wants Iron)
°•○●○•°°•○●°•○●°•○●°•○●°•○●°•○●
Faith (110%)
(New Pantheon if Religion is researched)
Create food 10%
Create holy water 15%
Create Missionary 25%
Heal Party 45%
Magic (45% to spend)
- Summon a weather resistant flock of doves as spies or messengers 15%
- Fertile Growth 25%
(Allows a tile to be farmed in winter, or to be seeded with anything, crops or anything grown here will be weather resilient)
-Rampant Growth 50%
(Allows rapid growth of Forest, Grassland, or Swamp in a tile)
°•○●°•○●°•○●°•○●°•○●°•○●°•○●°•○●°•○●
Emilau recommends building a spire
(Spire - (6)Stone,Wood, or Iron. 100 workers
Produces +10 Magic each phase or +100 Gold)
Emilau suggests researching Religion
Letter from King Thamrick,
I instructed Lord Pavel to open this when he arrives, and read it to you.
I heard many rumors that my son was involved in some life threatening situations. I understand it is dangerous on the frontier, but in the future I must be notified immediatley if anything happens to my beloved Rethanin. My trust in your judgement is shaken. Even worse my trust in your ability to protect him is shaken. I expect a Manor to be built for Lord Pavel where my son will live safely.
(Manor cost 1000 gold, 6 wood, 50 workers)
If you complete this within 2 phases I will restore some of my support for your colony.
(-3 Support of the crown)
Ocaline - Winter 362
(https://www.youtube.com/watch?v=ZxGq6iWozH4)
The new year arrives with new arrivals, new problems and new options. 325 was the most violent year of Thamricks reign as king. What will 326 hold for the realm?
Crisis 45/100
A fight breaks out between 15 half orcs, and 16 wild men. Three wildmen die in the fight which started over taking breaks at work. 8 men are injured.
-Arrest all parties (+10% morale, lose 30 workers)
-Pardon all parties (-10% morale, increased chances of additional fighting)
-Ignore (-20% morale, added workforce disruption, infighting)
○°•○●°•○●°•○●°••●○•°•○●°•○●°•○●°•○●
We discover Eyes in the Skies! (new options)

We need to annex Dreadmere Ruins in 15,10

Were overpopulated!

We have discovered Rampant Growth!

●○•°●○•°□○•°●○○•●○•°●○○•°●○○•°●○•°
Population 800!
●500 in Skaramore
○100 in Narmor
°200 Soldiers*
(*need designated housing)
Food 14
-12 population
200/200 200 Wildmen hunt in 13,10, over the wall/haul it back over (they can budget their time accordingly, if the half-orcs and dwarves can handle it then they'll all hunt)
+8 Food
100/100 Narmorians Fish in coastal tiles adjacent to Narmor
+4 Food
+5 Faith food
(9 base)
Support of the Crown 3
Morale 80% +10% from Liberatius buying the Inn a round of beer
Corruption 0%
Faith 110%* (+50% per turn from NL)
Magic 45%* (+25% per turn from marshes)
Health 70%
(6) Wood
(6) Stone +1 -1,Uthwick builds road in 14,12
(2) Iron
100 Shields
100 Long Swords
100 Leather Armors
100 spears
(4)Ale
(4) Weldweed
Gold 5000
Market is booming!

Jewels, Crab, and Pigs are trading well.
Jewels (2)
Pigs (3) +1 half orc breeders
Crab (5) from Narmor sharing
Tourism (3) Our Last Inn of Skaramore is a source of gossip and drunken merry singing. The halflings dance on tables and tourists love the smoky vibes.
°•●●○°●○°●°○°●°°●●●○•●°○°●•
Trade Ship (Ports to visit)
(needs crew of 20)
Bayern 6 phases (Wants 1 Jewels)
Slide 5 phases (Wants 2 Pigs)
Bishop Castle 2 phases (Wants Iron)
°•○●○•°°•○●°•○●°•○●°•○●°•○●°•○●
Faith (110%)
(New Pantheon if Religion is researched)
Create food 10%
Create holy water 15%
Create Missionary 25%
Heal Party 45%
Magic (45% to spend)
- Summon a weather resistant flock of doves as spies or messengers 15%
- Fertile Growth 25%
(Allows a tile to be farmed in winter, or to be seeded with anything, crops or anything grown here will be weather resilient)
-Rampant Growth 50%
(Allows rapid growth of Forest, Grassland, or Swamp in a tile)
°•○●°•○●°•○●°•○●°•○●°•○●°•○●°•○●°•○●
Emilau recommends building a spire
(Spire - (6)Stone,Wood, or Iron. 100 workers
Produces +10 Magic each phase or +100 Gold)
Emilau suggests researching Religion

Letter from King Thamrick,

I instructed Lord Pavel to open this when he arrives, and read it to you.
I heard many rumors that my son was involved in some life threatening situations. I understand it is dangerous on the frontier, but in the future I must be notified immediatley if anything happens to my beloved Rethanin. My trust in your judgement is shaken. Even worse my trust in your ability to protect him is shaken. I expect a Manor to be built for Lord Pavel where my son will live safely.
(Manor cost 1000 gold, 6 wood, 50 workers)
If you complete this within 2 phases I will restore some of my support for your colony.
(-3 Support of the crown)
Re: Fantasy Simulator I Official Game Thread
70/90 40 Humans build 2 cottages using 2 wood and 2 food
Edits
You have sufficient housing now
Food 12
Wood 4
Edits
You have sufficient housing now

Food 12
Wood 4
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Re: Fantasy Simulator I Official Game Thread
In order to decide what action to take in this phase, I have a question, how bad is our need for food?
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