Round 114
General
- Sorcery disabled.
- Sabotage disabled.
- Wizard ratio extends duration of spells by
[WPA]/8%
(max +50%), meaning 2 WPA causes a spell that’s ordinarily 12 ticks to be12*(1+2/8)=15
ticks. Decimals are rounded down.
Trade
TL;DR: players can now buy/trade resources (any resource) with NPCs called holds.
The world is growing. Improvements in navigation (land, sea, and air) have revealed that the world extends beyond the region hitherto known as Odarena, an old word roughly meaning “as far as anything can be”.
Holds
These outer lands, although sparsely populated, other peoples and settlements have been found. Some of these settlements are called holds. A veritable gold rush has begun to engage with these holds in some that to Odarenans is a novel idea: peaceful trade.
Holds do not exist in any realms. It is not possible to attack or steal from holds (later feature).
Discovery
Some number of holds is immediately discovered when the round starts. More holds are discovered throughout the round during expeditions and at random.
Chance of discovery is calculated identically to chance of discovery of artefacts.
Resources
Different holds buy and sell different resources.
Holds start with 1 million worth of each resource they sell and 100,000 worth of each desired (bought) resource.
Sentiment
Holds keep track of dominions and their opinion about you (sentiment) goes up and down depending on actions you take.
Each event that affects sentiment is stored. However, the actual sentiment is only updated once per tick (before new trades are calculated).
Sentiment generally ranges from -1,000 (despise you) to +1,000 (adore you). Amounts beyond that range are possible but have no further impact.
Holds also track sentiment for deities they come in contact with. This is not currently used for anything.
Land and Buildings
Holds start at 250 land. They currently do not grow.
Holds maintain 10% Farms and the remaining 90% spread out across production buildings.
Trade Route
To trade, you go to the Trade Routes page in the menu. You will be shown a list of currently active trade routes (if any) and below that, a list of all currently discovered holds. Identify the hold you wish to trade with, select the resource you wish to sell, how much you wish to sell (per trade), and resource you wish to buy.
Click [Offer Trade] and a screen will appear where you have 20 seconds to confirm the trade offer. Once confirmed, the trade route is immediately established.
You can edit and cancel trade routes by clicking the [Edit] button.
By default, everyone starts with three available trade slots. You can 1 slot per 500 land. If you lose land and fall below a 500 land threshold, any active trade routes are not affected, but you cannot establish a new one if you cancel one until you climb back over that threshold again.
Trades
Each tick, each party of a trade queues up resources for the other party.
For example, if you have a trade to sell 10,000 gold for 888 gems/tick, each tick, you send 10,000 gold to the hold and the hold sends 888 gems to you. It takes 12 ticks for the resources to arrive.
Trades are limited by resources available. If you are due to trade 10,000 gold but only have 5,000 gold, you send 5,000 gold and get 5,000 gold worth of the resource you’re buying.
If you have 0, the trade route is cancelled.
If the hold has 0, nothing happens.You may cancel the trade route with no sentiment penalty.
Prices
Each resource has a buy and sell price (market price). Holds have resources that they sell and resources that they want.
Price Multipliers
While the amount you sell is predefined, the amount you buy can vary. Resource prices are calculated based on the hold’s sentiment about you and the hold’s supply of said resource.
Resource Price = [Market Price] * ([Desirability Multiplier] + [Supply Multiplier]) * [Hold Resource Cost Multiplier]
There is no multiplier for gold. Gold is the resource everything else is valued in. 1 gold is always worth 1 gold.
1. Desirability
If a hold is looking to buy a resource, the desirability multiplier by 9/8
.
If a hold is looking to sell a resource, the desirability multiplier is 8/9
.
2. Supply
Holds want to hold a certain amount of a resource in supply. The target is 2,000,000 gold worth (of which they start with 1,000,000). This is increased each tick by 10,000 gold for strategic resources and 12,500 gold for luxury resources.
3. Sentiment
For values from -1,000 to +1,000 the sentiment multiplier is:
[Sentiment]/1100
Values below -1,000 are capped at -1,000. Values above +1,000 are capped at +1,000.
The sentiment multiplier is applied at the moment of trade.wi
Trade Ledger
Each trade is recorded in the Trade Ledger, visible from the Trade Routes page.
Factions
Afflicted
- No changes.
Ants
- No changes.
Aurei
- No changes.
Beastfolk
- No changes.
Dark Elf
- No changes.
Demon
- No changes.
Dragons
- No changes.
Dwarg
- No changes.
Glimjir
- No changes.
Gnome
- No changes.
Goblin
- No changes.
Growth
- No changes.
Human
- No changes.
Icekin
- No changes.
Kobold
- No changes.
Nox
- No changes.
Orc
- No changes.
Qur
- No changes.
Reptilians
- No changes.
Simian
- No changes.
Snow Elf
- No changes.
Swarm
- No changes.
Sylvan
- No changes.
Troll
- No changes.
Undead
- No changes.
Wood Elf
- No changes.
Yeti
- No changes.
Advancements
- New — Mercantilism: +25% trade routes. At level 4, it’s +1 slot. At level 10, it’s +2 slots.
Artefacts
- No changes.
Buildings
- No changes.
Decrees
- No changes.
Deities
- No changes.
Improvements
- No changes.
Magic
- No changes.
Cantrips (Level 0)
- No changes.
Level 1
- No changes.
Level 2
- No changes.
Level 3
- No changes.
Level 4
- No changes.
Level 5
- No changes.
Faction Spells
- No changes.
Divine Spells
- No changes.
Quickstarts
- No changes.
Research
- Not invented yet.
Resources
Luxury
Luxury resources introduced:
- Books: A collection of knowledge, stories, and spells.
- Figurines: Small, carved figures of various creatures, some of which are imbued with magic.
- Spices: Aromatic substances used to enhance the flavour of food.
- Sugar: A sweet substance extracted from plants.
Sabotage
- Disabled.
Sorcery
- Disabled.
Terrain
- No changes.
Theft
- No changes.
Titles
- No changes.