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user:loggy:slaver [2022/11/13 16:53] loggy I was accounting for pop x10 twice I think? |
user:loggy:slaver [2022/11/14 02:33] (current) loggy |
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- | ====== Loggy' | + | ====== Loggy' |
In all cases, if 75 + (random 0-74) < province unrest, the action fails and you get the unrest too high message. | In all cases, if 75 + (random 0-74) < province unrest, the action fails and you get the unrest too high message. | ||
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In all cases, if 5 + (random 0-14) > province population / 10, the action fails and you get the pop too low message. | In all cases, if 5 + (random 0-14) > province population / 10, the action fails and you get the pop too low message. | ||
- | For slavers only: | + | If you have both Lord over heathen tribes AND slaver, both of the sections should run and be tied to the same commander order... |
+ | |||
+ | === Slaver === | ||
* Number of slaves is exploding d6 + 4 + [invisible slaver bonus] | * Number of slaves is exploding d6 + 4 + [invisible slaver bonus] | ||
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* Unrest is then just 1 per slave found | * Unrest is then just 1 per slave found | ||
- | Lord over heathen tribes is considerably more complicated | + | === Lord over Heathen Tribes === |
+ | |||
+ | This order features a very unique take on the exploding die. I guess I should plot a chart of it at some point... | ||
+ | |||
+ | == Heathen exploding die == | ||
+ | |||
+ | Like the regular exploding die, but the explosion matters less. | ||
+ | |||
+ | * If the input is 0 or negative, the result is always 0 | ||
+ | * If the input is exactly 1, the result is always 1 | ||
+ | * Otherwise, roll a regular exploding die, and track the first roll result and the " | ||
+ | |||
+ | |||
+ | == The process == | ||
+ | |||
+ | * Roll a heathen exploding die with (lord over heathen tribes | ||
+ | * if 10 + (random 0-29) > province population / 10, base quantity is halved, rounded down | ||
+ | * Roll a d5 to pick a random troop type. If the one you picked is not valid, make up to 1000 reroll attempts to come up with something that is valid. | ||
+ | * 1 = Fommepori Warrior, requires forest terrain flag (and possibly will include kelp forests if you use water breathing!), | ||
+ | * 2 = Agrmandri Warrior, requires mountain or highlands terrain flag (or both), real quantity = base halved, ROUNDED UP | ||
+ | * 3 = Vintefolei Horseman, real quantity = base halved, ROUNDED UP. Requires none of the following terrain flags: Highland, Swamp, Waste, Forest, Farm, Cave. | ||
+ | * 4 = Azenach Archer, real quantity = base quantity | ||
+ | * 5 = Cannibal Warrior, real quantity = base quantity | ||
+ | * If there' | ||
+ | * If there are units to make: | ||
+ | * Province population is reduced by %%10 * ((units made + 4)/5)%% | ||
+ | * Make the units now! | ||
+ | * The number of units made is added to the province' |