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(hunger, stamina bonus, hitpoints.)
(Neusortierung des Inhaltes, ohne inhaltliche Veränderungen.)
Zeile 1: Zeile 1:
 
Development updates also on http://twitter.com/eresseadev
 
Development updates also on http://twitter.com/eresseadev
  
== Preliminary rules for Eressea 2009 (aka Eressea 1.1) ==
+
= Preliminary rules for Eressea 2009 (aka Eressea 1.1) =
  
# Heroes have 3 attacks per turn, not 10.
+
== Miscellaneous ==
 +
# There is no HELP GIVE option
 
# To reduce the amount of units required, there is no more perception or stealth, and likewise, no stealing.
 
# To reduce the amount of units required, there is no more perception or stealth, and likewise, no stealing.
 
# All money-making commands (BUY/SELL/TAX/ENTERTAIN/WORK) have been removed.
 
# All money-making commands (BUY/SELL/TAX/ENTERTAIN/WORK) have been removed.
Zeile 11: Zeile 12:
 
# The DELIVER command has been removed. Use @GIVE to achieve the same result.
 
# The DELIVER command has been removed. Use @GIVE to achieve the same result.
 
# You can no longer give items or people to other players with the GIVE command.
 
# You can no longer give items or people to other players with the GIVE command.
# Only monsters and the copses of your own army provide loot (no loopholes to #8)
+
# Captains receive a +1 bonus to their ship's range for every 7 levels of sailing skill (7 = 1, 14 = 2, 21 = 3)
# Region ownership:
+
 
## The faction with the biggest castle or watch (see below) in a region is the owner of that region.
+
== Races ==
## The owner of a region gets 1-2% of the region's silver in taxes every month.
 
## The tax money is given to the owner of the biggest castle.
 
## Taxation happens after working.
 
## Region ownership is recalculated after taxation.
 
# There are no cats, insects, aquarians
 
 
# Every faction has a main race that can be recruited for $100/person, and a secondary race for $500
 
# Every faction has a main race that can be recruited for $100/person, and a secondary race for $500
 
# Valid race combinations are (with secondary race): human(elf), halfling(dwarf), goblin(demon), orc(troll)
 
# Valid race combinations are (with secondary race): human(elf), halfling(dwarf), goblin(demon), orc(troll)
# Humans can not get migrants (see #8).
+
# There are no cats, insects, aquarians
 +
# Humans can not get migrants (see GIVE).
 
# To recruit the secondary race, specify the race, e.g. RECRUIT 10 TROLL. Units can not be mixed-race.
 
# To recruit the secondary race, specify the race, e.g. RECRUIT 10 TROLL. Units can not be mixed-race.
# There is no HELP GIVE option
+
# Goblins cost only 6 silver maintenance
# Race changes:
+
# Humans get shipcraft +3, sailing +3
##  Goblins cost only 6 silver maintenance
+
# The familiar races get shuffled around a bit
#Humans get shipcraft +3, sailing +3
+
# Trolls cannot ride
#The familiar races get shuffled around a bit
+
# All races start with 20 hitpoints except for goblins who start with 16.
#Trolls cannot ride
+
# All trolls begin their life with Stamina 6. Trolls begin with Stamina 2.
#All races start with 20 hitpoints except for goblins who start with 16.
+
# Hunger can no longer kill a fully rested unit.
#All trolls begin their life with Stamina 6. Trolls begin with Stamina 2.
+
# Orcs no longer start life with weapon skills.
##   Orcs no longer start life with weapon skills.
+
 
# Combat changes:
+
== Region ownership ==
##  You will no longer get the a skill bonus added to your damage.
+
# The faction with the biggest castle or watch (see below) in a region is the owner of that region.
##   halberds and greatswords no longer give a bonus when used on horseback.
+
# A new building, the watch, exists in two sizes: 1-4: guard house, 5-10: guard tower. To build it, use MAKE WATCH (MACHE WACHE). Cost is 1 wood per size.
##   Horses give no benefit in combat excpet 10% increase in the chance to flee.
+
# The owner of a region gets 1-2% of the region's silver in taxes every month.
##   Chargers (war horses) give a bonus of riding*3/2-3 to the combat skill and 20% increase in chance to flee.
+
# The tax money is given to the owner of the biggest castle.
 +
# Taxation happens after working.
 +
# Region ownership is recalculated after taxation.
 +
# Only the secondary races (demon, dwarf, elf, troll) can learn magic.
 +
 
 +
== Magic ==
 
# There is no astral space
 
# There is no astral space
 
# There are no wormholes (yet)
 
# There are no wormholes (yet)
# Morale (light):
+
 
## Peasants in every region have an initial morale of 2.
+
== Combat ==
## When a region loses its' owner, morale falls to 0.
+
# You will no longer get the a skill bonus added to your damage.
## For every 10 turns under the same ownership, a region's morale rises by 1 point.
+
# halberds and greatswords no longer give a bonus when used on horseback.
## A region's taxes are a percentage of the peasants' wealth equal to the region's morale or the size of the biggest castle or watch, whichever is smaller.
+
# Horses give no benefit in combat excpet 10% increase in the chance to flee.
# Captains receive a +1 bonus to their ship's range for every 7 levels of sailing skill (7 = 1, 14 = 2, 21 = 3)
 
# A new building, the watch, exists in two sizes: 1-4: guard house, 5-10: guard tower. To build it, use MAKE WATCH (MACHE WACHE). Cost is 1 wood per size.
 
 
# We introduce a new type of horse: The charger (dt.: Streitross). Chargers can be produced in a stables, with a Training skill of 4, 1 iron, 200 silver and a horse for each. See also combat changes above.
 
# We introduce a new type of horse: The charger (dt.: Streitross). Chargers can be produced in a stables, with a Training skill of 4, 1 iron, 200 silver and a horse for each. See also combat changes above.
# Hunger can no longer kill a fully rested unit.
+
# Chargers (war horses) give a bonus of riding*3/2-3 to the combat skill and 20% increase in chance to flee.
 +
# Heroes have 3 attacks per turn, not 10.
 +
# Only monsters and the corpses of your own army provide loot (no loopholes for the removed GIVE)
 +
 
 +
== Economy and Morale ==
 +
# Peasants in every region have an initial morale of 2.
 +
# When a region loses its' owner, morale falls to 0.
 +
# For every 10 turns under the same ownership, a region's morale rises by 1 point.
 +
# A region's taxes are a percentage of the peasants' wealth equal to the region's morale or the size of the biggest castle or watch, whichever is smaller.

Version vom 19. Mai 2009, 10:36 Uhr

Development updates also on http://twitter.com/eresseadev

Preliminary rules for Eressea 2009 (aka Eressea 1.1)

Miscellaneous

  1. There is no HELP GIVE option
  2. To reduce the amount of units required, there is no more perception or stealth, and likewise, no stealing.
  3. All money-making commands (BUY/SELL/TAX/ENTERTAIN/WORK) have been removed.
  4. The TEACH command has been removed.
  5. The SABOTAGE command has been removed.
  6. The SPY command has been removed.
  7. The DELIVER command has been removed. Use @GIVE to achieve the same result.
  8. You can no longer give items or people to other players with the GIVE command.
  9. Captains receive a +1 bonus to their ship's range for every 7 levels of sailing skill (7 = 1, 14 = 2, 21 = 3)

Races

  1. Every faction has a main race that can be recruited for $100/person, and a secondary race for $500
  2. Valid race combinations are (with secondary race): human(elf), halfling(dwarf), goblin(demon), orc(troll)
  3. There are no cats, insects, aquarians
  4. Humans can not get migrants (see GIVE).
  5. To recruit the secondary race, specify the race, e.g. RECRUIT 10 TROLL. Units can not be mixed-race.
  6. Goblins cost only 6 silver maintenance
  7. Humans get shipcraft +3, sailing +3
  8. The familiar races get shuffled around a bit
  9. Trolls cannot ride
  10. All races start with 20 hitpoints except for goblins who start with 16.
  11. All trolls begin their life with Stamina 6. Trolls begin with Stamina 2.
  12. Hunger can no longer kill a fully rested unit.
  13. Orcs no longer start life with weapon skills.

Region ownership

  1. The faction with the biggest castle or watch (see below) in a region is the owner of that region.
  2. A new building, the watch, exists in two sizes: 1-4: guard house, 5-10: guard tower. To build it, use MAKE WATCH (MACHE WACHE). Cost is 1 wood per size.
  3. The owner of a region gets 1-2% of the region's silver in taxes every month.
  4. The tax money is given to the owner of the biggest castle.
  5. Taxation happens after working.
  6. Region ownership is recalculated after taxation.
  7. Only the secondary races (demon, dwarf, elf, troll) can learn magic.

Magic

  1. There is no astral space
  2. There are no wormholes (yet)

Combat

  1. You will no longer get the a skill bonus added to your damage.
  2. halberds and greatswords no longer give a bonus when used on horseback.
  3. Horses give no benefit in combat excpet 10% increase in the chance to flee.
  4. We introduce a new type of horse: The charger (dt.: Streitross). Chargers can be produced in a stables, with a Training skill of 4, 1 iron, 200 silver and a horse for each. See also combat changes above.
  5. Chargers (war horses) give a bonus of riding*3/2-3 to the combat skill and 20% increase in chance to flee.
  6. Heroes have 3 attacks per turn, not 10.
  7. Only monsters and the corpses of your own army provide loot (no loopholes for the removed GIVE)

Economy and Morale

  1. Peasants in every region have an initial morale of 2.
  2. When a region loses its' owner, morale falls to 0.
  3. For every 10 turns under the same ownership, a region's morale rises by 1 point.
  4. A region's taxes are a percentage of the peasants' wealth equal to the region's morale or the size of the biggest castle or watch, whichever is smaller.