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Post by Linde (x-GM) on Dec 16, 2015 22:40:18 GMT
Small silver mine: DDC 9, Cost to build: 10GB. Generate 1.5GB income per season (0.5GB Upkeep)
Small Gold mine: DDC 12, Cost to build: 20GB, Generate 3GB per season (1GB upkeep)
Normal mines revert back to their normal upkeep and income generation(Updated versions have been deleted)
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Post by SouthWestern Traders on Dec 17, 2015 7:23:24 GMT
Can mines be expanded from existing small mines?
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Post by Linde (x-GM) on Dec 17, 2015 7:42:02 GMT
Yes, if actions during the game reveal enough resources to sustain a larger mine. (it would take a research and perhaps an adventure action to clear any monsters)
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Post by Mercia(andreas) on Apr 22, 2016 20:18:45 GMT
Apart from moving Armies what advantages do building improved roads like Highways do? Does it improve trade? province growth?
Buildings like a port in the book is 1growth per year for 1 gb/y maintainance.
While the twin harbors gives 4 trade holdings for 100gold and 1 gb/t maintainance. Would a building like "grand harbor" that gives 1 potential trade holding for 30-40 gb make sense in our setting? (its still doesn't come close to a mine though)
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Post by Linde (x-GM) on Apr 22, 2016 20:49:42 GMT
Buildings provide what you research them to provide. A building granting extra holdings will come in a price range of 20-30GB per holding level. (we don't use upkeep for buildings) You need to research such a building yourself, and highways/roads may be instrumental when arguing for the cost of trade, guild and military flavored buildings. Or just when arguing for lower building DDC as you have a neat way to transport the building material.
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Post by Linde (x-GM) on Nov 18, 2016 12:43:40 GMT
Updated buildings to reflect that upkeep now need to be paid.
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Post by Mercia(andreas) on Nov 30, 2016 9:31:38 GMT
Since shrines (chapel to the saint) is not marked as one per province, do the asset bonus to agitate stack?
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Post by Linde (x-GM) on Nov 30, 2016 9:41:08 GMT
Only the highest available asset bonus apply to any one action.
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