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Difference between revisions of "Basic Resources"
From Medieval Europe
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|10% per hour | |10% per hour | ||
|- | |- | ||
− | |Traveling | + | |Land Traveling |
|See [[En_US_Traveling|Traveling]] | |See [[En_US_Traveling|Traveling]] | ||
|See [[En_US_Traveling|Traveling]] | |See [[En_US_Traveling|Traveling]] | ||
− | | | + | |2% per 30 minutes |
− | | | + | |4% per 30 minutes |
|- | |- | ||
+ | |Sea Traveling | ||
+ | |See [[En_US_Traveling|Traveling]] | ||
+ | |See [[En_US_Traveling|Traveling]] | ||
+ | |0% | ||
+ | |0% | ||
+ | |- | ||
+ | |||
|} | |} | ||
Revision as of 13:21, 5 January 2012
Contents |
Basic Resources Production Table
Table for resources gathered with the actions: dig, search, chop wood:
Item | Needed tool | Time (hours) | Delta glut | Delta energy | Range min | Range max | Strength multiplier | Intelligence multiplier | Dexterity multiplier | Const multiplier | Range min | Range max | Avg production (stats=10) |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Iron | Pickaxe | 3 | 12% | 24% | 0,55 | 0,7 | 1 | 0 | 0 | 1 | 11 | 14 | 13 |
Gold | Pickaxe | 3 | 12% | 24% | 0,015 | 0,04 | 1 | 1 | 0 | 0 | 0 | 1 | 1 |
Stone | Pickaxe | 3 | 12% | 24% | 0,5 | 0,65 | 1 | 0 | 0 | 1 | 10 | 13 | 12 |
Coal | Pickaxe | 3 | 12% | 24% | 0,35 | 0,5 | 1 | 0 | 0 | 1 | 7 | 10 | 9 |
Sand | Shovel | 3 | 12% | 24% | 0,35 | 0,5 | 1 | 0 | 1 | 0 | 7 | 10 | 9 |
Salt | Pickaxe | 3 | 12% | 24% | 0,3 | 0,5 | 1 | 0 | 0 | 1 | 6 | 10 | 8 |
Clay | Pickaxe | 3 | 12% | 24% | 0,45 | 0,6 | 1 | 0 | 0 | 1 | 9 | 12 | 11 |
Fish | Fish net | 3 | 12% | 24% | 0,09 | 0,15 | 0 | 1 | 1 | 0 | 2 | 3 | 3 |
Wood | Handaxe | 3 | 10% | 20% | 0,5 | 0,65 | 1 | 0 | 1 | 0 | 10 | 13 | 12 |
Medicinal mushrooms | None | 3 | 10% | 14% | 0,25 | 0,4 | 0 | 1 | 0 | 0 | 3 | 4 | 4 |
Mandragora | None | 3 | 10% | 14% | 0,025 | 0,04 | 0 | 1 | 0 | 0 | 0 | 0 | 0 |
Explanation
If there is 1 in Strenght multiplier, it means that the chance is affected by Strength. Let's take as an example a player with Strength 10 and Const 10 that wants to dig Iron.
Min items: ((strength + consts) * Range min / Balancing factor ) Max items: ((strength + consts) * Range max / Balancing factor ) Items = random( min, max)
Min Items: 11, Max Items: 14, Items: random (11,14)
Other actions Table
Action | Item | Time (Hours) | Delta glut | Delta Energy |
---|---|---|---|---|
Slaughtering/salvaging bee hive | See Farms | See Farms | 12% | 24% |
Feeding animals | See Farms | See Farms | 10% | 20% |
Gathering | See Farms | See Farms | 12% | 24% |
Seeding/Harvesting | See Fields | See Fields | 10% | 20% |
Crafting | See Workshops | See Workshops | 10% | 20% |
Study | - | 4% per hour | 10% per hour | |
Construct structure | - | 4% per hour | 10% per hour | |
Land Traveling | See Traveling | See Traveling | 2% per 30 minutes | 4% per 30 minutes |
Sea Traveling | See Traveling | See Traveling | 0% | 0% |
Tools consumption
Tools wear off in relation to character dexterity:
Dexterity | Consumption (rand roll) |
---|---|
< 10 | from 2 to 4 |
10-14 | from 1 to 3 |
> 14 | from 1 to 2 |