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blood-hunting

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Blood Hunting

Blood hunting is an action that a commander can do in an owned province where they attempt to collect blood slaves as the cost of population and unrest.

Chance of Success

There are three factors which influence the chance of success when blood hunting, Blood hunter's skill, province population, and unrest. These three factors are all treated as individual percent chances of success and can not go above 100%.

Firstly the hunter's blood magic + dousing bonus are added together to find their blood hunting level. They then have a 10+(30*lvl)% chance of success in this phase. For example and regular scout with no magic has a 10% chance of not failing to find slaves while an Ah Nakom with blood magic level 1 and a dousing bonus of 1 has a 70% of success in this step of the process. If you gave the Ah Nakom a sanguine dousing rod for an additional dousing bonus they would have a 100% chance of success.

Secondly if the province's population is too small then the blood hunter might fail to find any slaves in the month. % chance of success = province’s population / 50. With 0 population it is intuitive that there are no blood slaves to be found. The chance of success rises linearly up to 5,000 population. Beyond that point a higher population does not improve the chances of success. For example a small 2,500 population provinces would only give a 50% chance of passing this phase while a massive 35,000 population capital province would have the same 100% chance of success as a 5,000 population province.

Thirdly unrest in a province can prevent a blood hunter from finding slaves. % chance of failure = province unrest / 4. Thus the chance of failure rises linearly from 0% to 100% from 0 unrest to 400 unrest. Note that multiple blood hunters in a province create unrest so the first to hunt will have an better chance of success, cause unrest, and make a worse chance of success for those who follow even on the same turn. For more information see the unrest section.

To find your final chance of successful blood hunting simply multiply the three factors together. For example a lvl 2 blood mage with no dousing bonus in a 4,000 population province with 40 unrest would have a 70%*80%*90%=50.4% chance of success.

Slaves Found

Following a successful blood hunt you will get d6+blood hunting level+magic site frequency modifier slaves. As before, blood hunting level is blood magic level plus dousing bonus. The magic site frequency modifier is 0.5 slaves per 5% the magic site frequency of the game deviates from 50%. For example a Sanguine Anathemant (blood magic level 2) with a sanguine dousing rod (1 dousing bonus) in a game with a magic site frequency of 40 (standard for the late age) would find d6+2 (d6+3-1) blood slaves when they find any.

Unrest

Succeed or fail, blood hunting produces unrest. If the blood hunt succeeds then unrest in the province will increase by d(slaves x 3 +4). That’s a random number between 1 and three times the number of blood slaves found, plus 4. If the blood hunter did not find and slaves then there is a d6-1 increase in unrest.

blood-hunting.1586202317.txt.gz · Last modified: 2020/04/06 19:45 by mandarbmax