King In The Castle
Oceanography
OceanAcres: Scouts may find
these on their travels. They are large flat areas
connected by one side to the vast ocean. You may build
Port Cities on these. You may have as many OceanAcres as
you have Diplomatic Levels. Tip:
You will find your first one within 30 scouting quarters.
After that it's random.
Ocean Menu: Once you find an
OceanAcre, this menu and the Oceanography skillset becomes
available. This page reports as follows (starting out):
:::<>:<>:<>:<>:<>:<>:<>:<>:<>:<>:<>:<>:<>:<>:<>:<>:<>:<>:<>:<>:<>:<>:<>:<>:<>:<>:<>:::
Ocean Menu
:::<>:<>:<>:<>:<>:<>:<>:<>:<>:<>:<>:<>:<>:<>:<>:<>:<>:<>:<>:<>:<>:<>:<>:<>:<>:<>:<>:::
Current OceanAcres = 1
Current Port Cities = 0 Port City Slots Available = 1
Current Fishing Ships = 0 Fish Brought In Each Year = 0
Current Merchant Ships = 0 Hull Armor = 5 Currently away 0
On their way back 0
Merchant Cargo Holds Max 0 Ore 0 Fish 0 Bushels.
Current Warships = 0 Hull Armor = 10
Cannons = 2 Crews = 50
Total Ships = 0
{B}uild a Port City on an OceanAcre 25000 gold
Build {F}ishing Ships 5000 gold
Build {M}erchant Ships 10000 gold
Build {W}arships 20000 gold
Upgrade {FI}shing Capacity +1500 7500 gold
Upgrade {ME)rchant Capacity +150 Ore +1500 Bushels +2500
Fish 12500 gold
Upgrade {C}annons +2 {This affects both merchant and
warships} 15000 gold
Upgrade {HM} Merchant Hull +5 10000 gold
Upgrade {HW} Warship Hull +10 10000 gold
Upgrade {CR}ew +50 {This affects both merchant and warships}
10000 gold
{E}xit this menu
Which would you like to do {Letters Only}?
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Current OceanAcres: How many
OceanAcres your scouts have discovered.
Current Port Cities: How
many Port Cities you have
Port City Slots Available:
How many Port Cities you can build.
Current Fishing Ships: How
many Fishing ships you have.
Fish Brought In Each Year:
Amount of Fish your Fishing ships bring in.
Current Merchant Ships: How
many Merchant ships you have.
Hull Armor: The amount of
Hull Armor the Merchant ship has. In battle all Merchant
ships will start with this number.
Currently Away: Merchant
Ships on their way to another land bringing resources in
exchange for cash money.
On Their Way Back: How many
are returning home from their long shipping voyage.
Merchant Cargo Hold Max: How
much Ore, Fish, and Bushels (multiplied by all available
Merchant ships.)
Current Warships: How many
Warships you own.
Hull Armor: The amount of
Hull Armor the Warship has. In battle all Warships will
start with this number.
Cannons: How many Cannons
each ship has. The more cannons, the more damage the ship
will do per round. This number is the same for both
Merchant ships and Warships.
Crew: How many brave men and
women risk their lives for each boat. This will be the
starting crew for both Merchant ships and Warships.
Total Ships: Fishing
Ships+Merchant Ships+Warships
Build a Port City: The more
Port Cities you have, the more ships you may have.
Build Fishing Ships: This
will build Fishing ships to fish for you.
Build Merchant Ships: This
will build Merchant ships to ship ore, grain, and fish for you.
Build Warships: This will
build Warships for you that hunt down and eliminate the Pirate
Threat.
Upgrade Fishing Capacity:
+1500 more fish per Fishing ship you have.
Upgrade Merchant Capacity:
+150 Ore +1500 Bushels +2500 Fish capacity for each Merchant
ship you have.
Upgrade Cannons: This will
add +2 cannons to both Merchant ships and Warships.
Upgrade Merchant Hull: +5 to
Merchant ship hull armor, this affects all Merchant ships.
Upgrade Warship Hull: +10 to
Warship hull armor, this affects all Warships.
Upgrade Crew: +50 crew added
to both Merchant ships and Warships.
Shipping: Shipping can only
occur when you have a Merchant ship. A Merchant ship may
ship up to it's capacity to a far away country to make lots of
money. Shipping fetches 1-3 gold per fish, 10-30 gold per
bushel, and a random number between 1-10*10 for ores. Up
to the maximum amount of all Merchant ships in port may ship,
considering you have those amounts. So it you can send 10
merchant ships at once if you got that much loot and that many
ships.
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.
Fish: Fish are gathered by
Fishing Ships that launch from Port Cities. Then can
either be traded for bushels of grain at 400 fish to a bushel,
or shipped overseas for gold. Gold price for fish is
variable 1-3 gold.
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Port Cities:
While scouts are out looking around, they
may come across a OceanAcre. OceanAcres can house a
Port City. Once you build a Port City, you may build
Ships. Fishing Ships return here to escape from
Pirates. Merchant Ships return here after the long
voyage of shipping to a far away land. Warships return
here after destroying and plundering Pirates. You may
have as many Port Cities as you have OceanAcres.
Everything about your aquatic infrastructures is reported
under the Oceanography Menu on the King's Menu. The
more Port Cities you have, the more ships you may have (5
per port city). More things may come later. |
Pirates:
Travel the oceans and can attack your Fishing
Ships and Merchant Ships. Merchant ships can defend
themselves, but Fishing ships must escape back into safe
harbors. They carry Ore, Fish, and Bushels, and your
Warships specifically travel the waters to find and attack
them. Destroy them and take their cargo (payback is
indeed definitely a beotch.) |
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Fishing Ships:
Starting Stats:
Fishing Capacity: 500
These vessels collect fish. The fish can then be
transferred to far away lands for gold, or traded to other
cultures for Grain. They can be attacked by Pirates,
and have a 1-100 chance + PC's Diplomatic Level, and if they
score greater than 50 they escape to a safe port. |
Merchant Ships:
Starting Stats:
Hull: 5
Cannons: this is equal to
max amount of cannons (starting is 2)
Crew: this is equal to the
max amount of crew (starts at 50)
Shipping:
50 Ore
150 Bushels
1500 Fish
These vessels transport Ore, Fish,
and Grain to far away lands. They may get upgrades
that allow them to carry more. They may be attacked by
Pirates along the way. They have their own hull armor
set, but the same crew and number of cannons as Warships. |
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Warships:
Starting Stats:
Hull: 10
Cannons: this is equal to
max amount of cannons (starting is 2)
Crew: this is equal to the
max amount of crew (starts at 50)
Built specifically
for searching out and eliminating the Pirate Menace, they have a
higher hull rating than the Merchant Ship, but the same crew and
number of cannons. They have very little cargo room, but
after a Pirate ship's crew is destroyed, they may plunder their
ship. Since they do most of their scouting around ocean
areas close to their port city, they are able to slowly haul the
cargo back via rafts and bundled over the sides. It also
slows them down alot, and for these two reasons it would not be
very feasible to send a Warship with a shipment to a far away
land. So don't ask me "why can't i just send the warship
with the cargo...." because i just explained it. |
Hull Armor: Can be upgraded
by 10 unlimited number of times for Warships and by 5 unlimited
number of times for Merchant Ships. Upgrades cost 10000
gold. When hull armor reaches 0, the ship is disabled,
meaning it cannot move or flee. Thus, the more hull armor
you have the longer you can stay in the battle. Cannons do
1 damage per hit on the hull armor.
Cannons: Can be upgraded by
2 unlimited number of times. The number of cannons are the
same on both Warships and Merchant Ships. Cannons do 1
damage on hull armor and have a chance to score a critical hit
which also kills some of the crew.
Crew: Once cannons have
destroyed the hull of one's armor, the crews board the disabled
vessel's decks and attack their crew. Whichever crew is
slaughtered last is the victor! Crews can perform special
attacks on rare occasions.
-Double Slash: Lunge forward
with a stab attack and then come back with a slash, striking 2
opponents at once.
-Triple Slash: Lunge forward
with a stab, then slash at another as they turn with a downward
chopping motion. This hits 3 opponents at once.
-Dragon Slash: Spinning with
blades drawn slashes through 4 opponents at once.
-Molotov Cocktail: Explodes
on deck and engulfs 1-10 opponents, sending them to a fiery
death.
-Powder Keg: Explodes on
deck and expels deadly shards of metal, killing off 5-15
opponents at once!
Entering Battle: Battle is
checked before the King's Menu screen. First will be
checked if any Fishing Ships are attacked. Then if there
are any Merchant Ships on a shipping run it checks if they are
attacked. Then, if there any Warships, it checks to see if
they find any Pirates to attack.
Pirates only attack Fishing Ships
and Merchant Ships. Warships engage Pirates.
Merchant Ships will only be attacked if on a voyage to a distant
land, with no Warship protection around. Fishing Ships are
attacked very rarely, but have a decent survival rate by
escaping into a friendly port. Ship battle will only take
place with Merchant and Warships. It is comprised of
turns, starting with both attacking with cannons until one is
disabled by reducing it's hull to <=0. Once a ship is
disabled, it is boarded by the other's crew and they both fight
it out until there is only one crew left standing.
Victory: Pirate ships carry
treasure depending on the circumstances. If they attack a
Merchant Ship, chances are they have not much onboard, which is
why they attacked in the first place. There is only a 10%
chance of a Merchant Ship attacker having loot. Warships
attacking Pirate ships on the other hand have a much better
chance of finding a vast load of loot. Pirates will have a
random number between 1-(5*diplomatic level) Ore (types are
chosen randomly), 1-(50*diplomatic lvl) Bushels of Grain, and
1-(150*diplvl) Fish on board. So there's a chance they
could hit the mother load! The treasure screen will show
and then it will go back to checking to see if your remaining
Merchant ships are attacked as well, or if your remaining
Warships find anymore Pirates to slaughter.
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