Difference between revisions of "Basic Resources"
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The level of the resources can be guessed by a character with high intelligence. The King and the Vassal controlling the region know how much the resource is depleted: | The level of the resources can be guessed by a character with high intelligence. The King and the Vassal controlling the region know how much the resource is depleted: | ||
− | * | + | * Full: From 95% to 100% |
− | * Almost depleted: from 15% to | + | * Almost full: from 70% to 94% |
− | * Depleted: 0% | + | * Halved: from 40% to 69% |
− | + | * Almost depleted: from 15% to 39% | |
+ | * Depleted: from 0% to 14% | ||
''Table for resources gathered with the actions: dig, search, chop wood'' | ''Table for resources gathered with the actions: dig, search, chop wood'' |
Revision as of 07:50, 28 July 2012
Contents |
Basic Resources Production Table
Basic Resources can be obtained from Mines, Salterns, Forests, Fish Shoals etc. Resources are limited, this means that if the structure is low on resources it may impossible to extract them or few resources than expected may be found.
Resources are reloaded every day at a random time. The recharged percentage goes from 5% to 15%.
The level of the resources can be guessed by a character with high intelligence. The King and the Vassal controlling the region know how much the resource is depleted:
- Full: From 95% to 100%
- Almost full: from 70% to 94%
- Halved: from 40% to 69%
- Almost depleted: from 15% to 39%
- Depleted: from 0% to 14%
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 | Shovel | 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 |