Dungeonhunter
King In The
Castle
Basic Concepts
More Complex
Concepts>>
Oceanography
Knowledge Page
Specialists
Random Events |
|
|
King In The Castle
More Complex Concepts
XP: You gain XP for a
variety of reasons, but the source of most of them will be how
much you improved that year. For instance, you had 100
acres of land the previous year. This year, as luck may
have it, you had a great harvest, sold off the grain and bought
100 more acres. You will gain 10 XP for just that.
You have a certain goal you need to reach for the next level.
It's slow going at first, but picks up a lot later on.
Once you have gained enough XP to increase your Diplomatic
Level, you may do so through the {L}evel option on the King's
Menu. You can also gain XP for increasing your gold,
bushels, and population more than you had the previous year,
scouts discovering things, winning battles, hiring Specialists, and learning new
skills.
Skills: These are purchased
through the King's Menu > Knowledge Menu. They allow you
to build armies, learn fighting skills, learn skills that reduce
harmful environment effects, provide helpful environmental
effects, and skills that allow you to build certain buildings
castle improvements. Most cost gold, but some cost gold
and bushels. Pick and choose wisely.... For more
info visit the
Knowledge page.
Ore: Ore comes in 8 flavors.
Your scouts can find it while scouting, or you may get some from
a Pirate Ship. It must be traded to a far away place via
Merchant ship for gold or else it is of no real value to your
kingdom. The price is a random number between 1 and 10
times 10 for each. So if you want to send a shipment, and
you have only a limited amount of space for the ore, you may
pick the right one to ship or you may not. I may add later
structures that require ore for construction.
added in v.3
Repair: You will need to
repair things that are destroyed, this costs gold to do so.
It appears under the King's Menu when damage has occurred to
something in your kingdom. For instance, vagabonds may set
fire to your fields, destroying a bunch of acres.
Destroyed acres cannot have grain harvests, but you can repair
these acres to full use through this menu.
Specialists: Hired in the
Knowledge Menu > Specialist Hiring Menu, these people greatly
help you keep your kingdom under control. Fore more
information, check out the
Specialists page. added in v.3
Specialist Menu: You may
currently buy Rat Traps, Set up a gambling ring, and Set the
gambling tax rate on this menu. Fore more information,
check out the
Specialists page. added in v.3
Ocean Menu: You may buy
ships, Port Cities, ship upgrades and ship things from your
ports to faraway lands on this menu. For more information,
check out the
Oceanography page. added in v.3
Scouting: You may train
scouting parties after the Scouting Tactic is learned.
After it is learned you may deploy them to search your kingdom
for goodies. On the scouting menu, you may set {AUTO} to
on/off - this will automatically deploy your scouts once they
have rested. Scouting parties use 10 population and cost
250 gold. They must be deployed of course to be of any
service. Scouts out scouting may encounter attacks and a
few of them may die. You must replace the number of scouts
killed with more of your population, or the scouting party will
be disbanded. Replacing the dead scouts will take 1 year
to train and rest. If you have {AUTO} deploy on, they will
automatically go out scouting the following year.
Otherwise you can {D}eploy them from the scouting menu.
Scouts that find interesting things will increase your XP.
At the end of the year the scouting party will report their 4
quarters, where various things may happen. Getting
attacked, finding gold, finding wandering nomads, and finding
settlements to attack are among some of the random things that
happen. Scouts can only scout for as long as there are
unscouted acres. The number of scouted/unscouted acres can
be found on the scouting menu. If they run out of
unscouted acres, they will return until you get more land.
added in v.3 You may find ore
deposits and OceanAcres with scouts now.
Armies: Armies are what
protect you from them. They are the only thing standing in
the way of mass destruction and theft. If you are in a
fight and your armies are all killed, you will lose a lot of
your assets. To train armies you need to learn certain
skills that pertain to them. For instance you will need to
learn Archer Tactics, Shortbow Archer Training, Bowing and
Shortbow Training before you can create a shortbow archer.
Once all the required skills needed to train a warrior are
learned, you may do so through the {M}ilitia Menu. Also
under the {M}ilitia menu you may forge arrows, train horses, and
make spell components. It's your one stop shop for
armageddon creatin' machines. Once you have created your
armies and win a few battles, your armies will gain enough xp to
increase their level. If you have created the training
tents for them, they may train and gain a level. This will
increase all but archers damage. It will also increase
their hps and the amount of gold it costs to purchase them.
Archers: Archers attack from
afar with bow and arrows. You will have to create arrows
for the archers to use, otherwise they are self-sufficient once
you buy them. They do very little damage, but can attack
any group.
Soldiers: The bread and
butter, they attack mostly other warriors, but will attack
archers and wizards if none are around. They can do a lot
of damage to units, and require nothing extra to operate, the
only class that requires no extra gear.
Calvary: Bred for speed and
maneuverability on the battlefield, these horse warriors do
large amounts of damage. They attack mostly soldiers and
other calvary, but can attack archers and wizards if none are
around. You will have to train horses for them.
Wizards: The hardest of all
professions to train, they are also the most lethal. They
attack all groups equally and do massive amounts of damage.
Components are needed for spells to be cast.
|