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(Basic Resources Production Table)
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== Basic Resources Production Table ==
 
== Basic Resources Production Table ==
  
Table for resources gathered with the actions: dig, search, chop wood:
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Basic Resources can be obtained from Mines, Salterns, Forests, Fish Shoals etc.
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Resources are limited so if the structured does not have anymore resource available, it may impossible to extract them, or few resources than expected may be found.
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''Table for resources gathered with the actions: dig, search, chop wood''
  
 
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Revision as of 08:52, 11 June 2012

Contents

Basic Resources Production Table

Basic Resources can be obtained from Mines, Salterns, Forests, Fish Shoals etc.


Resources are limited so if the structured does not have anymore resource available, it may impossible to extract them, or few resources than expected may be found.


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
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