Advisor notes
In an attempt to help steer people towards greater success, I’ve added another notes section at the bottom of the first tab that should include some advice from me each turn. While I a always happy to answer your questions, not everyone asks them! Keep the goal in mind and keep an eye on your poorer resources – there’s a development for each that most of you have access to. if you can’t build what you need, the market can help exchange your excess for required resources. Don’t fall into the deficit, else only the gods will be able to save you!
Map icons
As hinted yesterday, all your map views should be a little prettier. Expect a bestiary and key update in the rulebook. For now, you should see a new settlement and army image.
Resource limits and settlement sizes
This is a recent update for the rulebook, but worth reminding everyone as some of you have started to expand. These are effective from turn 2:
Each settlement type has a capacity for gathering due to the population of workers available. This limits the maximum resources generated each turn. The limit does include internal structures, such as lumber mills and granaries, but not random events. Each settlement also has a storage capacity of double its production.
- Village – Max 10 produce, 20 storage.
- Town – Max 15 produce, 30 storage.
- Castle – Max 20 produce, 40 storage.
All starting settlements are towns. Any new settlements begin at village level. You can now upgrade through 3 levels of settlement:
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Development
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Cost
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Bonus
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Requirement
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Settlement (1)
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SSLLA
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New village, with connecting road.
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See rules
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Settlement (2)
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SLLO
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Upgrades a village to town.
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Village
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Castle
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6S 3L 2O
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adds chance of veterans when mustering and adds defensive strength
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Town
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Markets
This structure allows you to exchange resources, although the desired resource wont become available until next turn. The number of resources you can exchange is equal to the settlement size (1 for village, 2 for town, 3 for castle). Markets now also allow you to send resources to your other settlements at double the exchange limit (2 for village, 4 for town, 6 for castle). This process also takes a turn per 3 roads and can be subject to loss if enemies are on your roads.
Expansion
These rules have been slightly tweaked, so are worth reminding everyone:
When ordering a settlement to expand with the intention of founding a new settlement, please specify the hex. Your scouted sites will be marked by stars from the previous turn. Note that a settlement can only be ordered to expand into a new village once per turn and after founding a new settlement, previous located sites will ‘fade’, so the 2-turn process will have to be started over in most cases. However, you can chose to expand (identify) and expand (develop) at the same time, as separate ‘projects’.
A successful expansion will create a new village at the targeted site.