For years the human kingdom of France prospered, lead by the walkers. Powerful magicians who manipulate clay to their bidding, imbuing it with magical energy they can create golems and charms amongst a host of other abilities. France's days were numbered however; in the year 1072 growing pressure from the orcs lead to the collapse of the human kingdom. In its last moments as an act of desperation a portal was created through the combined efforts of the surviving wizards, the king, his golem and 120 citizens made it through to new lands where the Franks could grow again, rebuilding what was taken from them.
This is a text based suggestion adventure, following the re-establishment of France and the Walkers, inspired by the on-going outpost adventure also on this forum which can be found
here.
Here is information relevant to the game, the amount of constructions and abilities you have will grow a lot, these are only a few suggestions, I want the vast majority of this to be suggested. Another thing is a lot of the parameters such as peasants eating one unit of food per month are subject to change with things like rations so keep in mind most things here are just guidelines.
A year has 12 months with 20 days each, and whilst turns don’t have a specific length (turns will be more frequent during a battle for instance) under normal conditions one turn should be 20 days.
Tasks are measured in units of time and each time unit will take 1 citizen a month to complete, though training and buildings will reduce this.
Before each turn rolls are made witch give a result between 1 and 100 to determine how much luck was had on a particular task or other event.
Oh yeah and by the way - this is going to be awesome
Food: Required for eating, without it your citizens will starve, you can farm it, hunt it - whatever - each citizen eats one unit of it a month. 2 can be foraged per time unit, 2.5 can be hunted per unit (highly variable though), 2 can be fished per time unit and 3 farmed per time unit and irrigation makes this 3.5 food farmed per time unit (doesn’t work in winter).
Cloth, Wood, Stone: For building, cloth can be made from animal pelts or plant fibre (1 per time unit), wood cut (0.5 per unit), and stone mined (0.5 per time unit).
Clay: For magic (0.75 can be gathered per time unit)
Tools: For working and also some buildings (0.25 can be built per time unit)
Each profession only takes one time unit to train into though without the proper facilities or previous knowledge most will fail their training.
Peasant: Can do any unskilled job and be trained into any other labour.
Soldier: Can guard, fight, and make a leader look more impressive – you get the idea. As well as unskilled jobs.
Crafter: Has a %50 time bonus to anything which involves turning one resource into another such as building and making clothes.
Gatherer: Has a %50 time bonus to anything which creates resources from scratch such as farming, hunting, cutting wood or mining.
Scout: Can explore well, prospect for minerals and make diplomats.
Walker: Extremely intelligent with access to superior diplomacy skills and spells, they can control a single golem at a time. Additional levels lets the walker cast more powerful spells. The walker also has the ability too enter mediation for one time unit with the golem where they can create new spells together, or improve the efficiency of them, unfortunately though this is both dangerous and can give bad results.
Golem: A very powerful humanoid being which can perform any task not requiring communication as they can’t talk, each successive level makes the golem have 5 extra time units so a level 1 golem can do the work of 5 normal citizens and a level 5 golem can do the work of 25 normal citizens. (Can sleep outside)
Summon Food: Creates 20 food. (0.5 time units)
Requires: 5 clay, level 1 walker
Teleport: Teleports the walker and his golem to any known area, they won’t be able to teleport back though unless they have clay. (1 time unit)
Requires: 8 clay, level 2 walker
Fireball: Incinerates enemies and sets woods on fire. (0.1 time units)
Requires: 1 clay, level 2 walker
Good Luck: More chance of a bountiful harvest, success in battle, whatever – everything slightly benefits from this though it can only be placed in one area. (0.5 time units)(does not stack)
Requires: 18 clay, level 2 walker
Strengthen Golem: The golem is twice as powerful when this this is cast. (0.5 time units)
Requires: 8 clay, level 3 walker
Greater Good Luck: The same as good luck but the effect is much more visible and covers a larger area. (1 time unit)(does not stack)
Requires: 35 clay, level 3 walker
Create Golem: Creates a level 1 golem. (3 time units)
Requires: 250 clay, level 4 walker
Scrying: Allows a walker too perform remote reconnaissance (1 time unit)
Requires: 35 clay, level 4 walker
Create rune: Embeds any spell into a rune which can be used by anyone, walker or not, currently very dangerous (equal to the amount of time it takes for that spell to be cast)
Requires: 8 clay + double the clay required for target spell
Tent: Can hold most things such as a basic workshop, stockpiling or housing though not very strong or impressive and may be unsuitable in some cases.
Requires: 6 cloth, 2 time units
Lodge: An improvement on tents in most cases, made from wood and works better all round.
Requires: 18 wood, 3 time units
Stone Building: As a lodge is to a tent a stone building is an improvement to a lodge and can be used for most things.
Requires: 24 stone, 4 time units
Farm: Each farm can grow 5 food a time unit and needs two gatherers to run, during November, December, January and February however these won't work normally though there may be exceptions.
Requires: 5 wood, 2 food, 3 time units
Quarry: Gives access to deeper minerals and rock and also makes the process %50 more efficient.
Requires: 25 wood, 5 stone, 5 tools, 10 time units
Sawmill: Makes woodcutting %25 more efficient
Requires: 10 wood, 8 tools, 6 time units
Scrying pool: Makes the scrying spell cost only 3 clay and a level 1 walker
Requires: 80 clay, 20 stone, 10 tools, nearby water, 14 time units, level 6 walker
Portal: Allows any unit hostile or friendly to travel instantly from one known portal too another for only 1 clay each
Requires: 100 clay, 40 stone, 2 tools, 20 time units, level 9 walker
Irrigation: Makes farming more reliable and lets 0.5 more food be gathered per time unit, can only support 10 farms
Requires: 25 wood, 6 tools, 6 time units, nearby water
Anvil: Allows the creation of tools from wood and stone for everyday tasks and advanced buildings
Requires: 3 stone, 2 tools, 4 time units
Fishing Boat: Holds 3 citizens and gives a %50 increase too fishing yields
Requires: 7 wood, 1 time unit
Fishing Pier: Allows larger boats to dock and gives a %20 increase too fishing yields
Requires: 16 wood, 6 stone, 6 time units