Demonic Horse Caller Xzin |
Ruler (Charisma)
Ruler 2 or Consort (Charisma, Optional)
Councilor (Charisma or Wisdom)
General (Charisma or Strength)
Grand Diplomat (Charisma or Intelligence)
Heir (Charisma, Optional)
High Priest (Charisma or Wisdom)
Magister (Charisma or Intelligence)
Marshal (Dexterity or Wisdom)
Royal Enforcerer (Dexterity or Strength, Optional)
Spymaster (Dexterity or Intelligence)
Treasurer (Intelligence or Wisdom)
Warden (Constitution or Strength)
Demonic Horse Caller Xzin |
Xzin's Guide to the Kingdom Turn
This will be a step by step walk-through of what we will need to do to found our kingdom. First off, how to found the settlement.
Note that this is different from when I did it before.
Founding a Settlement
Before you can start your own kingdom, you first need a base of operations—a fort, village, or other settlement—where you can rest between adventures and where your citizens know they can find you if they need help or want to pay their taxes. Once you have a kingdom, you'll want to create more settlements in order for the kingdom to grow and prosper. To found a settlement, you must perform the following steps. (These steps assume you're building a new settlement from scratch; if you're attempting to incorporate an existing settlement into your kingdom, see Free City.)
Step 1—Acquire funds. You'll need money and resources in the form of build points.
Step 2—Explore and clear a hex. You'll need to explore the hex where you want to put the settlement. See the Exploration Time column on Table: Terrain and Terrain Improvements to see how long this takes. Once you have explored the hex, clear it of monsters and dangerous hazards. The time needed to clear it depends on the nature of the threats; this step is usually handled by you completing adventures there to kill or drive out monsters.
Step 3—Claim the hex as yours. Once you have BP and have explored and cleared the hex, you can claim it. Spend 1 BP to do so; this represents setting up very basic infrastructure such as clearing paths, hiring patrols, setting up a tent city, and so on. This establishes the hex as part of your kingdom (or the beginning of your kingdom).
Step 4—Prepare the site for construction. To put a settlement on a claimed hex, you'll need to prepare it. Depending on the site, this process may involve clearing trees, moving boulders, digging sanitation trenches, and so on. See the Preparation Cost column on Table: Terrain and Terrain Improvements for the BP cost.
If your settlement is in a hex containing a canal, lake, ocean, river, or similar large body of water, you must decide which of your settlement's borders are water (riverbanks, lakeshores, or seashores) or land. Some types of buildings, such as Mills, Piers, and Waterfronts, must be adjacent to water.
A new settlement consists of 1 district, represented by the District Grid map. Mark the four borders on the District Grid as land or water, as appropriate.
Step 5—Construct your first buildings. Construct 1 building in your settlement and pay its BP cost. If this is your kingdom's first settlement, you should start with an Inn, Shrine, Monastery, or Watchtower. In addition, you may also purchase and construct 1 House, Mansion, Noble Villa, or Tenement. If your first building is an Inn, you must construct a House or Tenement next to it, as building an Inn requires an adjacent House or Tenement.
When you complete these steps, you've founded your settlement! If this is your first settlement, it's considered your kingdom's capital city.
All in all, we've already done this part through step 2. For Step 3 we need to claim the hex. This will cost us 1 BP of our 50.
For step 4 we need to prepare the site. Since we talked about using the Stag Lord's hex as our base that counts as plains so we can immediately settle and build our first city. We will need to name it (and the kingdom). This will also cost us 1 BP.
For Step 5 we need to construct our first building. I recommend a castle since we get it for half price (54 slashed to 27 BP) and it's decent. I'd also recommend we build 1 house for 3 BP.
This will cost us 32 BP of our 50 total.
Demonic Horse Caller Xzin |
Kingdom Turn 1
Xzin's Guide to the Kingdom Turn
This will be a step by step walk-through of what we will need to do for our first kingdom turn.
First there are four phases to a kingdom turn.
Phase 1 - Upkeep
Phase 2 - Edict
Phase 3 - Income
Phase 4 - Event
For our first kingdom turn (or any turn in which we control no hexes) we skip Phase 1. Thus I'll detail that for our next kingdom turn, but a summary.
Phase 1 Step 1 - Determine Kingdom Stability
Phase 1 Step 2 - Pay Consumption
Phase 1 Step 3 - Fill Vacant Magic Item Slots
Phase 1 Step 4 - Modify Unrest
Now onto Phase 2 - Edict
First a summary, which can be done in any order
Phase 2 Step 1 - Assign Leadership
Phase 2 Step 2 - Claim Hexes
Phase 2 Step 3 - Abandon Hexes
Phase 2 Step 4 - Build Terrain Improvements
Phase 2 Step 5 - Create and Improve Settlements
Phase 2 Step 6 - Create Army Units
Phase 2 Step 7 - Issue Edicts
Phase 2 Step 1 - Assign Leadership
We’ve already decided that, but we can change each month if we want. Though the GM can hurt us later for that if he likes.
Phase 2 Step 2 & 3 - Claim and Abandon Hexes
Step 2—Claim and Abandon Hexes: For your kingdom to grow, you must claim additional hexes. You can only claim a hex that is adjacent to at least 1 other hex in your kingdom. Before you can claim it, the hex must first be explored, then cleared of monsters and dangerous hazards (see Steps 2 and 3 of Founding a Settlement for more details). Then, to claim the hex, spend 1 BP; this establishes the hex as part of your kingdom and increases your kingdom's Size by 1. Table: Improvement Edicts tells you the maximum number of hexes you can claim per turn.
You may abandon any number of hexes to reduce your kingdom's Size (which you may wish to do to manage Consumption). Doing so increases Unrest by 1 for each hex abandoned (or by 4 if the hex contained a settlement). This otherwise functions like losing a hex due to unrest (see Step 4 of the Upkeep Phase).
We can currently claim 1 hex each round. I recommend we keep doing so. For a path I think head straight to Oleg’s so we can have access to it and Restov, and keep him in the loop.
Phase 2 Step 4 - Build Terrain Improvements
Step 4—Build Terrain Improvements: You may spend BP to build terrain improvements like Farms, Forts, Roads, Mines, andQuarries (see Terrain Improvements).
You may also prepare a hex for constructing a settlement. Depending on the site, this may involve clearing trees, moving boulders, digging sanitation trenches, and so on. See the Preparation Cost column on Table: Terrain and Terrain Improvements to determine how many BP this requires.
Table: Improvement Edicts tells you the maximum number of terrain improvements you can make per turn.
Currently we can do 2 of these. I’ve got the recommendation for a farm at least to reduce consumption. For the other, a road probably.
Phase 2 Step 5 - Create and Improve Settlements
Step 5—Create and Improve Settlements: You may create a settlement in a claimed hex (see Founding a Settlement). Table: Improvement Edicts tells you the maximum number of settlements you can establish per turn.
You may a building in any settlement in your kingdom. The list of available building types begins. When a building is completed, apply its modifiers to your kingdom sheet. Table: Improvement Edicts tells you the maximum number of buildings you can construct in your kingdom per turn. The first House, Mansion, Noble Villa, or Tenement your kingdom builds each turn does not count against that limit.
Right now we can do 1 Settlement and 1 Improvement. I’d say just 1 Improvement for now, but open to what.
Phase 2 Step 6 - Create Army Units
I’d say skip for now. We are the army.
Phase 2 Step 7 - Issue Edicts
There are three Edicts we have to concern ourselves with. Holidays, Promotion and Taxes.
Holidays increase loyalty at cost of consumption (BP points)
Promotion increases stability at cost of consumption.
Taxation increases Economy at cost of loyalty.
I don’t have too many suggestions on this right now except maybe keep at none on all of them.
Phase 3 - Income
Phase 3 Step 1 - Make Withdrawals from Treasury.
I vote we just never do this.
Phase 3 Step 2 - Make Deposits to Treasury
Or this.
Phase 3 Step 3 - Sell Expensive Items for BP
And this too.
Phase 3 Step 4 - Collect Taxes
We make an Economy Check, divide by 3 and add to treasury. I vote we only do this on Phase 3.
Phase 4 - Events.
This is Chazz’s stuff to do.
Demonic Horse Caller Xzin |
Xzin’s Downtime Turn 1
Phase 1 - Upkeep
I have no upkeep this turn.
Phase 2 - Activity
No Capital, No Activity
Phase 3 - Income
Step 1 & 2
No Building so Nothing
Step 3
Purchase Capital for Farm (53 Goods, 1 Influence, 50 Labor) for 2,090gp
Purchase Capital for Driver (2 Goods, 1 Influence, 1 Labor) for 90 gp
Purchase Capital for 2 Laborers (1 Influence, 2 Labor each) for 140gp
Total Spent: 2,320gp
Phase 4 - Event
I have nothing
Timeline
Farm 0/108 Days
Driver 0/0
Laborer 0/0
Laborer 0/0
Xzin’s Downtime Turn 2
Phase 1 - Upkeep
I have no upkeep this turn.
Phase 2 - Activity
Begin building Farm. Hire 3 teams.
Phase 3 - Income
Driver GP/Goods/Labor +2
Laborers GP/Labor +2
Laborers GP/Labor +2
TOTALS: GP +6 / Labor +6 / Goods +2
GP Gained: 48
TOTAL Earned Income: Goods 36 / Influence 30 / Labor 48 / Magic 30
TOTAL Capital: GP 48 / Goods 0 / Labor 0 / Influence 0 / Labor 0 / Magic 0
Phase 4 - Event
I have nothing
Timeline
Farm 30/108 Days
Xzin’s Downtime Turn 3
Phase 1 - Upkeep
I have no upkeep this turn.
Phase 2 - Activity
Continue on farm.
Phase 3 - Income
Driver GP/Goods/Labor +2
Laborers GP/Labor +2
Laborers GP/Labor +2
TOTALS: GP +6 / Labor +6 / Goods +2
GP Gained: 48
TOTAL Earned Income: Goods 72 / Influence 60 / Labor 96 / Magic 60
TOTAL Capital: GP 96 / Goods 0 / Labor 0 / Influence 0 / Labor 0 / Magic 0
Phase 4 - Event
I have nothing
Timeline
Farm 60/108 Days
Xzin’s Downtime Turn 4
Phase 1 - Upkeep
I have no upkeep this turn.
Phase 2 - Activity
Continue on farm.
Phase 3 - Income
Driver GP/Goods/Labor +2
Laborers GP/Labor +2
Laborers GP/Labor +2
TOTALS: GP +6 / Labor +6 / Goods +2
GP Gained: 48
Purchase 6 Goods, 1 Influence, 5 Labor for 125gp
TOTAL Earned Income: Goods 102 / Influence 89 / Labor 139 / Magic 90
TOTAL Capital: GP 19 / Goods 6 / Labor 5 / Influence 1 / Labor 0 / Magic 0
Phase 4 - Event
I have nothing
Timeline
Farm 90/108 Days
Xzin’s Downtime Turn 5
Phase 1 - Upkeep
I have no upkeep this turn.
Phase 2 - Activity
Continue on farm. Use remaining days to begin stable [1 Animal Pen, 1 Farmland, 1 Lavatory, 1 Office, 2 Stalls, 1 Storage] Piecemeal. [1 Animal Pen, 1 Farmland, 1 Lavatory, 1 Office, 2 Stalls, 1 Storage]. Will start with Stall 1 for 6 goods, 1 influence, 5 labor.
Phase 3 - Income
Driver GP/Goods/Labor +2
Laborers GP/Labor +2
Laborers GP/Labor +2
TOTALS: GP +6 / Labor +6 / Goods +2
GP Gained: 48
Purchase 3 goods and 3 labor for 60gp
TOTAL Earned Income: Goods 135 / Influence 119 / Labor 184 / Magic 120
TOTAL Capital: GP 2 / Goods 0 / Labor 0 / Influence 0 / Labor 0 / Magic 0
Phase 4 - Event
I have nothing
Timeline
Farm 108/108 Days
Stall (Stable) 12/20 Days
----
Xzin’s Downtime Turn 6
Phase 1 - Upkeep
I have no upkeep this turn.
Phase 2 - Activity
Continue and finish Stall. Start on Office for Stable.
Phase 3 - Income
Driver GP/Goods/Labor +2
Laborers GP/Labor +2
Laborers GP/Labor +2
Farm [1 Animal Pen, 1 Bedroom, 1 Farmland, 1 Garden, 1 Kitchen, 1 Lavatory, 1 Sitting Room] GP +33 /Goods +30 /Influence +7 /Labor +8
TOTALS: GP +39 / Labor +14 / Goods +32 / Influence +7
GP Gained: 147
Purchase 6 Goods, 1 Influence, 5 Labor for 125gp
TOTAL Earned Income: Goods 255 / Influence 152 / Labor 251 / Magic 150
TOTAL Capital: GP 24 / Goods 6 / Labor 5 / Influence 1 / Labor 0 / Magic 0
Phase 4 - Event
I have nothing
Timeline
Stall (Stable) 20/20 Days
Office (Stable) 8/8 Days
Demonic Horse Caller Xzin |
Xzin’s Downtime Turn 7
Activity
Start and finish Animal Pen for Stables.
Income
Driver +2
Laborers +2
Laborers +2
Farm [1 Animal Pen, 1 Bedroom, 1 Farmland, 1 Garden, 1 Kitchen, 1 Lavatory, 1 Sitting Room] GP +33
TOTAL: +39
GP Gained: 147
Purchase 6 Goods, 1 Influence, 5 Labor for Stall for 125
TOTAL Capital: GP 46 / Goods 0 / Labor 0 / Influence 0 / Labor 0 / Magic 0
Timeline
Animal Pen 16/16
________
Xzin’s Downtime Turn 8
Activity
Start and finish Stall for Stables
Income
Driver +2
Laborers +2
Laborers +2
Farm [1 Animal Pen, 1 Bedroom, 1 Farmland, 1 Garden, 1 Kitchen, 1 Lavatory, 1 Sitting Room] GP +33
TOTAL: +39
GP Gained: 147
Purchase 3 Goods, 3 Labor for Lavatory for 60GP
Purchase 3 Goods, 3 Labor for Office for 60GP
TOTAL Capital: GP 73 / Goods 0 / Labor 0 / Influence 0 / Labor 0 / Magic 0
Timeline
Stall 16/16
________
Xzin’s Downtime Turn 9
Activity
Start and Finish Lavatory and Office
Income
Driver +2
Laborers +2
Laborers +2
Farm [1 Animal Pen, 1 Bedroom, 1 Farmland, 1 Garden, 1 Kitchen, 1 Lavatory, 1 Sitting Room] GP +33
TOTAL: +39
GP Gained: 147
TOTAL Capital: GP 220 / Goods 0 / Labor 0 / Influence 0 / Labor 0 / Magic 0
Timeline
Lavatory 4/4
Office 8/8
________
Xzin’s Downtime Turn 10
Activity
Nothing, need more gold.
Income
Driver +2
Laborers +2
Laborers +2
Farm [1 Animal Pen, 1 Bedroom, 1 Farmland, 1 Garden, 1 Kitchen, 1 Lavatory, 1 Sitting Room] GP +33
TOTAL: +39
GP Gained: 147
Purchase 15 Goods, 15 Labor for Farmland for 300gp
TOTAL Capital: GP 67 / Goods 0 / Labor 0 / Influence 0 / Labor 0 / Magic 0
Timeline
Lavatory 4/4
Office 8/8
Ramses Niblick III |
Ramses 9 Downtime turns
Ramses Downtime Turn 1
Activity
Start Barracks
Income
GP
TOTAL:
GP Gained:
Purchased
TOTAL Capital: GP 0 / Goods 0 / Labor 0 / Influence 0 / Labor 0 / Magic 0
Timeline
Barracks 30/144
Ramses Downtime Turn 2
Activity
Continue Barracks
Income
GP
TOTAL:
GP Gained:
Purchased
TOTAL Capital: GP 0 / Goods 0 / Labor 0 / Influence 0 / Labor 0 / Magic 0
Timeline
Barracks 60/144
Ramses Downtime Turn 3
Activity
Continue Barracks
Income
GP
TOTAL:
GP Gained:
Purchased
TOTAL Capital: GP 0 / Goods 0 / Labor 0 / Influence 0 / Labor 0 / Magic 0
Timeline
Barracks 90/144
Ramses Downtime Turn 4
Activity
Continue Barracks
Income
GP
TOTAL:
GP Gained:
Purchased
TOTAL Capital: GP 0 / Goods 0 / Labor 0 / Influence 0 / Labor 0 / Magic 0
Timeline
Barracks 120/144
Ramses Downtime Turn 5
Activity
Continue Barracks
Income
GP
TOTAL:
GP Gained:
Purchased
TOTAL Capital: GP 0 / Goods 0 / Labor 0 / Influence 0 / Labor 0 / Magic 0
Timeline
Barracks 144/144
b]Ramses Downtime Turn 6[/b]
Activity
Start Garrison
Income
GP
TOTAL: 0
GP Gained:
186
TOTAL Capital: GP 0 / Goods 0 / Labor 0 / Influence 0 / Labor 0 / Magic 0
Timeline
Garrison 30/116
b]Ramses Downtime Turn 7[/b]
Activity
Start Garrison
Income
GP
TOTAL: 372
GP Gained:
186
TOTAL Capital: GP 0 / Goods 0 / Labor 0 / Influence 0 / Labor 0 / Magic 0
Timeline
Garrison 60/116
b]Ramses Downtime Turn 8[/b]
Activity
Start Garrison
Income
GP
TOTAL: 558
GP Gained:
186
TOTAL Capital: GP 0 / Goods 0 / Labor 0 / Influence 0 / Labor 0 / Magic 0
Timeline
Garrison 90/116
b]Ramses Downtime Turn 9[/b]
Activity
Continue Garrison
Income
GP
TOTAL: 744
GP Gained:
186
TOTAL Capital: GP 0 / Goods 0 / Labor 0 / Influence 0 / Labor 0 / Magic 0
Timeline
Garrison 116/116
Plot Hammer |
Cohort creation rules
Race: open, though if it's some crazy bs thing, I will probably say no
Stats: 15 points
Traits: none, unless you take the feat
Skills: 2 extra skill points per level
HP: after first level will be half plus roll the other half, like 1d8 will be 1d4+4
Starting gold: Whatever the cohorts level is when you attract them, they will start with the amount indicated for that level under NPC (heroic) on the character advancement chart.
If you are taking a non-standard cohort (like Smezut's future Winter Wolf), I will dictate things on a case by case basis. For the Winter Wolf, here is what you need to know:
Stats: normal Winter Wolf stats
Traits: none, unless you take the feat
Skills: 2 extra skill points per level. Assign the skill points for its racial HD as you see fit
HP: after first level will be half plus roll the other half, like 1d8 will be 1d4+4, including racial HD
Feats: assign feats from racial HD as you see fit
Languages: Common, Goblin
Starting gold: given the fact this wolf is being raised by Smezut, equipping it will be his responsibility. However, when it becomes available for Smezut to take, I will likely place a choice piece of loot or two (maybe a gift from one of the Council members, or slipped into the the loot stash of some random monster)
Availability: with only it's full normal racial HD, Smezut may have the Winter Wolf at 10th level (assuming his leadership score doesn't plunge somehow). Afterwards, the Winter Wolf may take PC class levels as you see fit.
*Note* Utilize the rules on Magical Beasts for the racial HD. Specifically, what class skills it has before gaining a PC class, and what it's BAB will be for the racial HD feats. I'm going to be nice and make the DC of the Winter Wolf's breath weapon be 10+half of ALL HD+con and not just half of racial HD.
Demonic Horse Caller Xzin |
Xzin’s Downtime Turn 11
Activity
Build Farmland, completing Stables
Income
Driver +2
Laborers +2
Laborers +2
Farm [1 Animal Pen, 1 Bedroom, 1 Farmland, 1 Garden, 1 Kitchen, 1 Lavatory, 1 Sitting Room] GP +33
Stables [1 Animal Pen, 1 Farmland, 1 Lavatory, 1 Office, 2 Stalls, 1 Storage] GP +36
TOTAL: +75
GP Gained: 255
Purchase 3 goods, 2 influence, 4 labor for 100
Purchase 4 magic for 200
TOTAL Capital: GP 2 / Goods 3 / Influence 2 / Labor 4 / Magic 4
Timeline
Farmland 20/20
____________
Xzin’s Downtime Turn 12
Activity
Hire Craftspeople to run stables
Income
Driver +2
Laborers +2
Laborers +2
Craftspeople +4
Farm [1 Animal Pen, 1 Bedroom, 1 Farmland, 1 Garden, 1 Kitchen, 1 Lavatory, 1 Sitting Room] GP +33
Stables [1 Animal Pen, 1 Farmland, 1 Lavatory, 1 Office, 2 Stalls, 1 Storage] GP +36
TOTAL: +79
GP Gained: 267
Purchase 3 goods, 3 influence, 3 labor, 2 magic for 205
TOTAL Capital: GP 84 / Goods 3 / Influence 3 / Labor 3 / Magic 6
Timeline
____________
Xzin’s Downtime Turn 13
Activity
Hire Priest (Druid) to help out as able
Income
Driver +2
Laborers +2
Laborers +2
Craftspeople +4
Druid +7
Farm [1 Animal Pen, 1 Bedroom, 1 Farmland, 1 Garden, 1 Kitchen, 1 Lavatory, 1 Sitting Room] GP +33
Stables [1 Animal Pen, 1 Farmland, 1 Lavatory, 1 Office, 2 Stalls, 1 Storage] GP +36
TOTAL: +86
GP Gained: 288
Purchase goods for House 372/645
TOTAL Capital: GP 84 / Goods 3 / Influence 3 / Labor 3 / Magic 6
Timeline
Start work on House [1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sewer Access, 1 Sitting Room, 1 Storage] 30/72
____________
Xzin’s Downtime Turn 14
Activity
Hire Priest (Druid) to help out as able
Income
Driver +2
Laborers +2
Laborers +2
Craftspeople +4
Druid +7
Farm [1 Animal Pen, 1 Bedroom, 1 Farmland, 1 Garden, 1 Kitchen, 1 Lavatory, 1 Sitting Room] GP +33
Stables [1 Animal Pen, 1 Farmland, 1 Lavatory, 1 Office, 2 Stalls, 1 Storage] GP +36
TOTAL: +86
GP Gained: 288
Purchase goods for House 645/645
Purchase goods for House 2 15/645
TOTAL Capital: GP 84 / Goods 3 / Influence 3 / Labor 3 / Magic 6
Timeline
Start work on House [1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sewer Access, 1 Sitting Room, 1 Storage] 60/72
Start work on House [1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sewer Access, 1 Sitting Room, 1 Storage] 0/72
____________
Xzin’s Downtime Turn 15
Activity
Hire Priest (Druid) to help out as able
Income
Driver +2
Laborers +2
Laborers +2
Craftspeople +4
Druid +7
Farm [1 Animal Pen, 1 Bedroom, 1 Farmland, 1 Garden, 1 Kitchen, 1 Lavatory, 1 Sitting Room] GP +33
Stables [1 Animal Pen, 1 Farmland, 1 Lavatory, 1 Office, 2 Stalls, 1 Storage] GP +36
House [1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sewer Access, 1 Sitting Room, 1 Storage] GP +13
TOTAL: +99
GP Gained: 327
Purchase goods for House 645/645
Purchase goods for House 2 342/645
Timeline
Start work on House [1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sewer Access, 1 Sitting Room, 1 Storage] 72/72
Start work on House [1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sewer Access, 1 Sitting Room, 1 Storage] 18/72
____________
Xzin’s Downtime Turn 16
Activity
Hire Priest (Druid) to help out as able
Income
Driver +2
Laborers +2
Laborers +2
Craftspeople +4
Druid +7
Farm [1 Animal Pen, 1 Bedroom, 1 Farmland, 1 Garden, 1 Kitchen, 1 Lavatory, 1 Sitting Room] GP +33
Stables [1 Animal Pen, 1 Farmland, 1 Lavatory, 1 Office, 2 Stalls, 1 Storage] GP +36
House [1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sewer Access, 1 Sitting Room, 1 Storage] GP +13
TOTAL: +99
GP Gained: 327
Purchase goods for House 2 645/645
Purchase goods for Magic Shop 24/795
Timeline
Start work on House [1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sewer Access, 1 Sitting Room, 1 Storage] 48/72
Start work on Magic Shop [1 Furnishings (Storefront), 1 Office, 1 Reliquary, 1 Storage, 1 Storefront, 2 Vaults] 0/92
____________
Xzin’s Downtime Turn 17
Activity
House 2 Finishes
Start Magic Item Shop
Income
Driver +2
Laborers +2
Laborers +2
Craftspeople +4
Druid +7
Farm [1 Animal Pen, 1 Bedroom, 1 Farmland, 1 Garden, 1 Kitchen, 1 Lavatory, 1 Sitting Room] GP +33
Stables [1 Animal Pen, 1 Farmland, 1 Lavatory, 1 Office, 2 Stalls, 1 Storage] GP +36
House [1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sewer Access, 1 Sitting Room, 1 Storage] GP +13
House [1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sewer Access, 1 Sitting Room, 1 Storage] GP +13
TOTAL: +112
GP Gained: 366
Purchase goods for Magic Shop 390/795
Timeline
Start work on House [1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sewer Access, 1 Sitting Room, 1 Storage] 72/72
Start work on Magic Shop [1 Furnishings (Storefront), 1 Office, 1 Reliquary, 1 Storage, 1 Storefront, 2 Vaults] 6/92
____________
Xzin’s Downtime Turn 18
Activity
Work on Magic Item Shop
Income
Driver +2
Laborers +2
Laborers +2
Craftspeople +4
Druid +7
Farm [1 Animal Pen, 1 Bedroom, 1 Farmland, 1 Garden, 1 Kitchen, 1 Lavatory, 1 Sitting Room] GP +33
Stables [1 Animal Pen, 1 Farmland, 1 Lavatory, 1 Office, 2 Stalls, 1 Storage] GP +36
House [1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sewer Access, 1 Sitting Room, 1 Storage] GP +13
House [1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sewer Access, 1 Sitting Room, 1 Storage] GP +13
TOTAL: +112
GP Gained: 366
Purchase goods for Magic Shop 756/795
GP Remaining 0
Timeline
Start work on Magic Shop [1 Furnishings (Storefront), 1 Office, 1 Reliquary, 1 Storage, 1 Storefront, 2 Vaults] 36/92
____________
Xzin’s Downtime Turn 19
Activity
Work on Magic Item Shop
Income
Driver +2
Laborers +2
Laborers +2
Craftspeople +4
Druid +7
Farm [1 Animal Pen, 1 Bedroom, 1 Farmland, 1 Garden, 1 Kitchen, 1 Lavatory, 1 Sitting Room] GP +33
Stables [1 Animal Pen, 1 Farmland, 1 Lavatory, 1 Office, 2 Stalls, 1 Storage] GP +36
House [1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sewer Access, 1 Sitting Room, 1 Storage] GP +13
House [1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sewer Access, 1 Sitting Room, 1 Storage] GP +13
TOTAL: +112
GP Gained: 366
Purchase goods for Magic Shop 795/795
GP Remaining 327
Timeline
Start work on Magic Shop [1 Furnishings (Storefront), 1 Office, 1 Reliquary, 1 Storage, 1 Storefront, 2 Vaults] 66/92
____________
Xzin’s Downtime Turn 20
Activity
Finish Magic Item Shop
Hire Mage for Shop
Income
Driver +2
Laborers +2
Laborers +2
Craftspeople +4
Druid +7
Mage +7
Farm [1 Animal Pen, 1 Bedroom, 1 Farmland, 1 Garden, 1 Kitchen, 1 Lavatory, 1 Sitting Room] GP +33
Stables [1 Animal Pen, 1 Farmland, 1 Lavatory, 1 Office, 2 Stalls, 1 Storage] GP +36
House [1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sewer Access, 1 Sitting Room, 1 Storage] GP +13
House [1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sewer Access, 1 Sitting Room, 1 Storage] GP +13
Magic Shop [1 Furnishings (Storefront), 1 Office, 1 Reliquary, 1 Storage, 1 Storefront, 2 Vaults] +17
TOTAL: +136
GP Gained: 438
Purchase goods for Magic Shop 795/795
Mage 480/480
GP Remaining 285
Timeline
Finish work on Magic Shop [1 Furnishings (Storefront), 1 Office, 1 Reliquary, 1 Storage, 1 Storefront, 2 Vaults] 92/92
____________
Demonic Horse Caller Xzin |
Xzin’s Downtime Turn 21
Activity
Nothing
Income
Driver +2
Laborers +2
Laborers +2
Craftspeople +4
Druid +7
Mage +7
Farm [1 Animal Pen, 1 Bedroom, 1 Farmland, 1 Garden, 1 Kitchen, 1 Lavatory, 1 Sitting Room] GP +33
Stables [1 Animal Pen, 1 Farmland, 1 Lavatory, 1 Office, 2 Stalls, 1 Storage] GP +36
House [1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sewer Access, 1 Sitting Room, 1 Storage] GP +13
House [1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sewer Access, 1 Sitting Room, 1 Storage] GP +13
Magic Shop [1 Furnishings (Storefront), 1 Office, 1 Reliquary, 1 Storage, 1 Storefront, 2 Vaults] +17
TOTAL: +136
GP Gained: 438
Purchase goods for Museum 285/1025
GP Remaining 0
Timeline
Museum [1 Guard Post, 1 Office, 1 Reliquary, 2 Statues, 2 Storages, 1 Storefront, 2 Trophy Rooms, 1 Vault] 0/12
____________
Demonic Horse Caller Xzin |
Xzin’s Downtime Turn 22
Activity
Start Museum
Income
Driver +2
Laborers +2
Laborers +2
Craftspeople +4
Druid +7
Mage +7
Farm [1 Animal Pen, 1 Bedroom, 1 Farmland, 1 Garden, 1 Kitchen, 1 Lavatory, 1 Sitting Room] GP +33
Stables [1 Animal Pen, 1 Farmland, 1 Lavatory, 1 Office, 2 Stalls, 1 Storage] GP +36
House [1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sewer Access, 1 Sitting Room, 1 Storage] GP +13
House [1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sewer Access, 1 Sitting Room, 1 Storage] GP +13
Magic Shop [1 Furnishings (Storefront), 1 Office, 1 Reliquary, 1 Storage, 1 Storefront, 2 Vaults] +17
TOTAL: +136
GP Gained: 438
Purchase goods for Museum 723/1025
GP Remaining 0
Timeline
Museum [1 Guard Post, 1 Office, 1 Reliquary, 2 Statues, 2 Storages, 1 Storefront, 2 Trophy Rooms, 1 Vault] 30/120
____________
Xzin’s Downtime Turn 23
Activity
Start Museum
Income
Driver +2
Laborers +2
Laborers +2
Craftspeople +4
Druid +7
Mage +7
Farm [1 Animal Pen, 1 Bedroom, 1 Farmland, 1 Garden, 1 Kitchen, 1 Lavatory, 1 Sitting Room] GP +33
Stables [1 Animal Pen, 1 Farmland, 1 Lavatory, 1 Office, 2 Stalls, 1 Storage] GP +36
House [1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sewer Access, 1 Sitting Room, 1 Storage] GP +13
House [1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sewer Access, 1 Sitting Room, 1 Storage] GP +13
Magic Shop [1 Furnishings (Storefront), 1 Office, 1 Reliquary, 1 Storage, 1 Storefront, 2 Vaults] +17
TOTAL: +136
GP Gained: 438
Purchase goods for Museum 1025/1025
GP Remaining 133
Timeline
Museum [1 Guard Post, 1 Office, 1 Reliquary, 2 Statues, 2 Storages, 1 Storefront, 2 Trophy Rooms, 1 Vault] 60/120
____________
Xzin’s Downtime Turn 24
Activity
Start Museum
Income
Driver +2
Laborers +2
Laborers +2
Craftspeople +4
Druid +7
Mage +7
Farm [1 Animal Pen, 1 Bedroom, 1 Farmland, 1 Garden, 1 Kitchen, 1 Lavatory, 1 Sitting Room] GP +33
Stables [1 Animal Pen, 1 Farmland, 1 Lavatory, 1 Office, 2 Stalls, 1 Storage] GP +36
House [1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sewer Access, 1 Sitting Room, 1 Storage] GP +13
House [1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sewer Access, 1 Sitting Room, 1 Storage] GP +13
Magic Shop [1 Furnishings (Storefront), 1 Office, 1 Reliquary, 1 Storage, 1 Storefront, 2 Vaults] +17
TOTAL: +136
GP Gained: 438
Purchase goods for Museum 1025/1025
GP Remaining 571
Timeline
Museum [1 Guard Post, 1 Office, 1 Reliquary, 2 Statues, 2 Storages, 1 Storefront, 2 Trophy Rooms, 1 Vault] 90/120
____________
Xzin’s Downtime Turn 25
Activity
Finish Museum
Income
Driver +2
Laborers +2
Laborers +2
Craftspeople +4
Druid +7
Mage +7
Farm [1 Animal Pen, 1 Bedroom, 1 Farmland, 1 Garden, 1 Kitchen, 1 Lavatory, 1 Sitting Room] GP +33
Stables [1 Animal Pen, 1 Farmland, 1 Lavatory, 1 Office, 2 Stalls, 1 Storage] GP +36
House [1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sewer Access, 1 Sitting Room, 1 Storage] GP +13
House [1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sewer Access, 1 Sitting Room, 1 Storage] GP +13
Magic Shop [1 Furnishings (Storefront), 1 Office, 1 Reliquary, 1 Storage, 1 Storefront, 2 Vaults] +17
TOTAL: +136
GP Gained: 438
Purchase goods for Museum 1025/1025
Purchase goods for Bureaucrats 100/100
Purchase goods for Guards 50/50
Purchase goods for Sage 50/50
Purchase goods for Lackeys 60/60
Purchase goods for Herbalist 749/1015
GP Remaining 0
Timeline
Museum [1 Guard Post, 1 Office, 1 Reliquary, 2 Statues, 2 Storages, 1 Storefront, 2 Trophy Rooms, 1 Vault] 120/120
Herbalist [1 Artisan's Workshop, 1 Bedroom, 1 Greenhouse, 1 Kitchen, 1 Lavatory, 1 Sitting Room, 1 Storage, 1 Storefront] xx/xx
____________
Demonic Horse Caller Xzin |
Xzin’s Downtime Turn 26
Activity
Hire Sage for Museum
Hire Guards for Museum
Hire Bureaucrat for Museum
Hire Lackeys for Museum
Start Herbalist
Income
Driver +2
Laborers +2
Laborers +2
Craftspeople +4
Druid +7
Mage +7
Bureaucrats +4
Guards +2
Sage +5
Lackeys +2
Farm [1 Animal Pen, 1 Bedroom, 1 Farmland, 1 Garden, 1 Kitchen, 1 Lavatory, 1 Sitting Room] GP +33
Stables [1 Animal Pen, 1 Farmland, 1 Lavatory, 1 Office, 2 Stalls, 1 Storage] GP +36
House [1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sewer Access, 1 Sitting Room, 1 Storage] GP +13
House [1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sewer Access, 1 Sitting Room, 1 Storage] GP +13
Magic Shop [1 Furnishings (Storefront), 1 Office, 1 Reliquary, 1 Storage, 1 Storefront, 2 Vaults] +17
TOTAL: +149
GP Gained: 477
Purchase goods for Herbalist 1015/1015
GP Remaining 211
Timeline
Herbalist [1 Artisan's Workshop, 1 Bedroom, 1 Greenhouse, 1 Kitchen, 1 Lavatory, 1 Sitting Room, 1 Storage, 1 Storefront] 30/116
____________
Xzin’s Downtime Turn 27
Activity
Work on Herbalist
Income
Driver +2
Laborers +2
Laborers +2
Craftspeople +4
Druid +7
Mage +7
Bureaucrats +4
Guards +2
Sage +5
Lackeys +2
Farm [1 Animal Pen, 1 Bedroom, 1 Farmland, 1 Garden, 1 Kitchen, 1 Lavatory, 1 Sitting Room] GP +33
Stables [1 Animal Pen, 1 Farmland, 1 Lavatory, 1 Office, 2 Stalls, 1 Storage] GP +36
House [1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sewer Access, 1 Sitting Room, 1 Storage] GP +13
House [1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sewer Access, 1 Sitting Room, 1 Storage] GP +13
Magic Shop [1 Furnishings (Storefront), 1 Office, 1 Reliquary, 1 Storage, 1 Storefront, 2 Vaults] +17
TOTAL: +149
GP Gained: 477
Purchase goods for Herbalist 1015/1015
GP Remaining 688
Timeline
Herbalist [1 Artisan's Workshop, 1 Bedroom, 1 Greenhouse, 1 Kitchen, 1 Lavatory, 1 Sitting Room, 1 Storage, 1 Storefront] 60/116
____________
Xzin’s Downtime Turn 28
Activity
Work on Herbalist
Income
Driver +2
Laborers +2
Laborers +2
Craftspeople +4
Druid +7
Mage +7
Bureaucrats +4
Guards +2
Sage +5
Lackeys +2
Farm [1 Animal Pen, 1 Bedroom, 1 Farmland, 1 Garden, 1 Kitchen, 1 Lavatory, 1 Sitting Room] GP +33
Stables [1 Animal Pen, 1 Farmland, 1 Lavatory, 1 Office, 2 Stalls, 1 Storage] GP +36
House [1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sewer Access, 1 Sitting Room, 1 Storage] GP +13
House [1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sewer Access, 1 Sitting Room, 1 Storage] GP +13
Magic Shop [1 Furnishings (Storefront), 1 Office, 1 Reliquary, 1 Storage, 1 Storefront, 2 Vaults] +17
TOTAL: +149
GP Gained: 477
Purchase goods for Herbalist 1015/1015
Purchase goods for House (Fort Ramses) 645/645
Purchase goods for Stable (Fort Ramses) 520/855
GP Remaining 0
Timeline
Herbalist [1 Artisan's Workshop, 1 Bedroom, 1 Greenhouse, 1 Kitchen, 1 Lavatory, 1 Sitting Room, 1 Storage, 1 Storefront] 90/116
Start work on House [1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sewer Access, 1 Sitting Room, 1 Storage] 0/72
Stable [1 Animal Pen, 1 Farmland, 1 Lavatory, 1 Office, 2 Stalls, 1 Storage] 0/88
____________
Xzin’s Downtime Turn 29
Activity
Finish Herbalist
Start House
Income
Driver +2
Laborers +2
Laborers +2
Craftspeople +4
Druid +7
Mage +7
Bureaucrats +4
Guards +2
Sage +5
Lackeys +2
Farm [1 Animal Pen, 1 Bedroom, 1 Farmland, 1 Garden, 1 Kitchen, 1 Lavatory, 1 Sitting Room] GP +33
Stables [1 Animal Pen, 1 Farmland, 1 Lavatory, 1 Office, 2 Stalls, 1 Storage] GP +36
House [1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sewer Access, 1 Sitting Room, 1 Storage] GP +13
House [1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sewer Access, 1 Sitting Room, 1 Storage] GP +13
Magic Shop [1 Furnishings (Storefront), 1 Office, 1 Reliquary, 1 Storage, 1 Storefront, 2 Vaults] +17
Herbalist [1 Artisan's Workshop, 1 Bedroom, 1 Greenhouse, 1 Kitchen, 1 Lavatory, 1 Sitting Room, 1 Storage, 1 Storefront] +40
TOTAL: +189
GP Gained: 597
Purchase goods for Herbalist 1015/1015
Purchase goods for House (Fort Ramses) 645/645
Purchase goods for Stable (Fort Ramses) 855/855
GP Remaining 262
Timeline
Herbalist [1 Artisan's Workshop, 1 Bedroom, 1 Greenhouse, 1 Kitchen, 1 Lavatory, 1 Sitting Room, 1 Storage, 1 Storefront] 116/116
Start work on House [1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sewer Access, 1 Sitting Room, 1 Storage] 4/72
Stable [1 Animal Pen, 1 Farmland, 1 Lavatory, 1 Office, 2 Stalls, 1 Storage] 0/88
____________
Xzin’s Downtime Turn 30
Activity
Work on House
Income
Driver +2
Laborers +2
Laborers +2
Craftspeople +4
Druid +7
Mage +7
Bureaucrats +4
Guards +2
Sage +5
Lackeys +2
Farm [1 Animal Pen, 1 Bedroom, 1 Farmland, 1 Garden, 1 Kitchen, 1 Lavatory, 1 Sitting Room] GP +33
Stables [1 Animal Pen, 1 Farmland, 1 Lavatory, 1 Office, 2 Stalls, 1 Storage] GP +36
House [1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sewer Access, 1 Sitting Room, 1 Storage] GP +13
House [1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sewer Access, 1 Sitting Room, 1 Storage] GP +13
Magic Shop [1 Furnishings (Storefront), 1 Office, 1 Reliquary, 1 Storage, 1 Storefront, 2 Vaults] +17
Herbalist [1 Artisan's Workshop, 1 Bedroom, 1 Greenhouse, 1 Kitchen, 1 Lavatory, 1 Sitting Room, 1 Storage, 1 Storefront] +40
TOTAL: +189
GP Gained: 597
Purchase goods for House (Fort Ramses) 645/645
Purchase goods for Stable (Fort Ramses) 855/855
GP Remaining 859
Timeline
House [1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sewer Access, 1 Sitting Room, 1 Storage] 34/72
Stable [1 Animal Pen, 1 Farmland, 1 Lavatory, 1 Office, 2 Stalls, 1 Storage] 0/88
____________
Xzin’s Downtime Turn 31
Activity
Work on House
Income
Driver +2
Laborers +2
Laborers +2
Craftspeople +4
Druid +7
Mage +7
Bureaucrats +4
Guards +2
Sage +5
Lackeys +2
Farm [1 Animal Pen, 1 Bedroom, 1 Farmland, 1 Garden, 1 Kitchen, 1 Lavatory, 1 Sitting Room] GP +33
Stables [1 Animal Pen, 1 Farmland, 1 Lavatory, 1 Office, 2 Stalls, 1 Storage] GP +36
House [1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sewer Access, 1 Sitting Room, 1 Storage] GP +13
House [1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sewer Access, 1 Sitting Room, 1 Storage] GP +13
Magic Shop [1 Furnishings (Storefront), 1 Office, 1 Reliquary, 1 Storage, 1 Storefront, 2 Vaults] +17
Herbalist [1 Artisan's Workshop, 1 Bedroom, 1 Greenhouse, 1 Kitchen, 1 Lavatory, 1 Sitting Room, 1 Storage, 1 Storefront] +40
TOTAL: +189
GP Gained: 597
Purchase goods for House (Fort Ramses) 645/645
Purchase goods for Stable (Fort Ramses) 855/855
GP Remaining 859
Timeline
House [1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sewer Access, 1 Sitting Room, 1 Storage] 64/72
Stable [1 Animal Pen, 1 Farmland, 1 Lavatory, 1 Office, 2 Stalls, 1 Storage] 0/88
____________
Xzin’s Downtime Turn 31
Activity
Finish House
Start Stables
Income
Driver +2
Laborers +2
Laborers +2
Craftspeople +4
Druid +7
Mage +7
Bureaucrats +4
Guards +2
Sage +5
Lackeys +2
Farm [1 Animal Pen, 1 Bedroom, 1 Farmland, 1 Garden, 1 Kitchen, 1 Lavatory, 1 Sitting Room] GP +33
Stables [1 Animal Pen, 1 Farmland, 1 Lavatory, 1 Office, 2 Stalls, 1 Storage] GP +36
House [1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sewer Access, 1 Sitting Room, 1 Storage] GP +13
House [1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sewer Access, 1 Sitting Room, 1 Storage] GP +13
Magic Shop [1 Furnishings (Storefront), 1 Office, 1 Reliquary, 1 Storage, 1 Storefront, 2 Vaults] +17
Herbalist [1 Artisan's Workshop, 1 Bedroom, 1 Greenhouse, 1 Kitchen, 1 Lavatory, 1 Sitting Room, 1 Storage, 1 Storefront] +40
House [1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sewer Access, 1 Sitting Room, 1 Storage] GP +13
TOTAL: +202
GP Gained: 636
Purchase goods for Stable (Fort Ramses) 855/855
GP Remaining 1495
Timeline
House [1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sewer Access, 1 Sitting Room, 1 Storage] 72/72
Stable [1 Animal Pen, 1 Farmland, 1 Lavatory, 1 Office, 2 Stalls, 1 Storage] 22/88
____________
Xzin’s Downtime Turn 32
Activity
Work on Stables
Income
Driver +2
Laborers +2
Laborers +2
Craftspeople +4
Druid +7
Mage +7
Bureaucrats +4
Guards +2
Sage +5
Lackeys +2
Farm [1 Animal Pen, 1 Bedroom, 1 Farmland, 1 Garden, 1 Kitchen, 1 Lavatory, 1 Sitting Room] GP +33
Stables [1 Animal Pen, 1 Farmland, 1 Lavatory, 1 Office, 2 Stalls, 1 Storage] GP +36
House [1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sewer Access, 1 Sitting Room, 1 Storage] GP +13
House [1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sewer Access, 1 Sitting Room, 1 Storage] GP +13
Magic Shop [1 Furnishings (Storefront), 1 Office, 1 Reliquary, 1 Storage, 1 Storefront, 2 Vaults] +17
Herbalist [1 Artisan's Workshop, 1 Bedroom, 1 Greenhouse, 1 Kitchen, 1 Lavatory, 1 Sitting Room, 1 Storage, 1 Storefront] +40
House [1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sewer Access, 1 Sitting Room, 1 Storage] GP +13
TOTAL: +202
GP Gained: 636
Purchase goods for Stable (Fort Ramses) 855/855
GP Remaining 2131
Timeline
Stable [1 Animal Pen, 1 Farmland, 1 Lavatory, 1 Office, 2 Stalls, 1 Storage] 52/88
____________
Smezut Scumsong |
Smezut’s Downtime Turn 1
Activity
Hire teams to work towards Artisans’ Guild
Income
1 Sage (Fireworks expert) +5
3 Laborers (Fireworks) +6
1 Craftsperson (Fireworks) +4
Total: +15
GP Gained: (15+10)*3=75gp
Purchase teams in Stagsfall: 305gp
GP Remaining: 75gp
Timeline
Teams are instant
Smezut Scumsong |
Smezut’s Downtime Turn 1
Activity
Hire teams to work towards Artisans’ Guilds.
1 Sage (Fireworks expert) 100gp
3 Laborers (Fireworks) 105gp
1 Craftsperson (Fireworks) 100gp
Purchases: 305gp initial investment
Income
1 Sage (Fireworks expert) +5
3 Laborers (Fireworks) +6
1 Craftsperson (Fireworks) +4
Total: +15
GP Gained: (15+10)*3=75gp
GP Remaining: 75gp
Timeline
Teams are instant
_________________________
Smezut’s Downtime Turn 2
Activity
Hire teams to work towards Artisans’ Guilds.
2 Laborers (Fireworks) 70gp
Purchases: 70gp
Remaining-Purchase= 75gp-70gp=5gp balance
Income
1 Sage (Fireworks expert) +5
5 Laborers (Fireworks) +10
1 Craftsperson (Fireworks) +4
Total: +19
GP Gained: (19+10)*3=87gp
GP Remaining: (5gp balance+87gp gained) =92gp
Timeline
Teams are instant
_______________________________________
Smezut’s Downtime Turn 3
Activity
Hire teams to work towards Artisans’ Guilds.
1 Laborer (Fireworks) 35gp
Purchases: 35gp
Remaining-Purchase= 92gp-35gp=57gp balance
Income
1 Sage (Fireworks expert) +5
6 Laborers (Fireworks) +12
1 Craftsperson (Fireworks) +4
Total: +21
GP Gained: (21+10)*3=93gp
GP Remaining: (57gp balance+93gp gained) =150gp
Timeline
Teams are instant
_________________________________________
Smezut’s Downtime Turn 4
Activity
Hire teams to work towards Artisans’ Guilds.
1 Craftsperson (Fireworks) 100gp
Purchases: 100gp
Remaining-Purchase= 150gp-100gp=50gp balance
Income
1 Sage (Fireworks expert) +5
6 Laborers (Fireworks) +12
2 Craftspeople (Fireworks) +8
Total: +25
GP Gained: (25+10)*3=105gp
GP Remaining: (50gp balance+105gp gained) =155gp
Timeline
Teams are instant
_____________________________________________
Smezut’s Downtime Turn 5
Activity
Hire teams to work towards Artisans’ Guilds.
1 Bureaucrat (Fireworks) 100gp
Purchases: 100gp
Remaining-Purchase= 155gp-100gp=55gp balance
Income
1 Sage (Fireworks expert) +5
6 Laborers (Fireworks) +12
2 Craftspeople (Fireworks) +8
1 Bureaucrat (Fireworks) +4
Total: +29
GP Gained: (29+10)*3=117gp
GP Remaining: (55gp balance+117gp gained) =172gp
Timeline
Teams are instant
_________________________________________
Smezut’s Downtime Turn 6
Activity
Hire teams to work towards Artisans’ Guild
1 Bureaucrat (Fireworks) 100gp
Purchases: 100gp
Remaining-Purchase= 172gp-100gp=72gp balance
Income
1 Sage (Fireworks expert) +5
6 Laborers (Fireworks) +12
2 Craftspeople (Fireworks) +8
2 Bureaucrats (Fireworks) +8
Total: +33
GP Gained: (33+10)*3=129gp
GP Remaining: (72gp balance+129gp gained) =201gp
Timeline
Teams are instant
_____________________________________________
Smezut’s Downtime Turn 7
Activity
Hire teams to work towards Artisans’ Guilds.
2 Craftspeople (Fireworks) 200gp
Purchases: 200gp
Remaining-Purchase= 201gp-200gp=1gp balance
Income
1 Sage (Fireworks expert) +5
6 Laborers (Fireworks) +12
4 Craftspeople (Fireworks) +16
2 Bureaucrats (Fireworks) +8
Total: +41
GP Gained: (41+10)*3=153gp
GP Remaining: (1gp balance+153gp gained) =154gp
Timeline
Teams are instant
_____________________________________________
Smezut’s Downtime Turn 8
Activity
Hire teams to work towards Artisans’ Guilds.
1 Craftsperson (Fireworks) 100gp
Purchases: 100gp
Remaining-Purchase= 154gp-100gp=54gp balance
Income
1 Sage (Fireworks expert) +5
6 Laborers (Fireworks) +12
5 Craftspeople (Fireworks) +20
2 Bureaucrats (Fireworks) +8
Total: +45
GP Gained: (45+10)*3=165gp
GP Remaining: (54gp balance+165gp gained) =219gp
Timeline
Teams are instant
____________________________________________
Smezut’s Downtime Turn 9
Activity
Hire teams to work towards Artisans’ Guilds.
1 Craftsperson (Fireworks) 100gp
1 Bureaucrat (Fireworks) 100gp
Purchases: 200gp
Remaining-Purchase= 219gp-200gp=19gp balance
Income
1 Sage (Fireworks expert) +5
6 Laborers (Fireworks) +12
6 Craftspeople (Fireworks) +24
3 Bureaucrats (Fireworks) +12
Total: +53
GP Gained: (53+10)*3=189gp
GP Remaining: (19gp balance+189gp gained) =208gp
Timeline
Teams are instant
_____________________________________________
Smezut’s Downtime Turn 10
Activity
Hire teams to work towards Artisans’ Guilds.
2 Laborers (Fireworks) 70gp
1 Craftsperson (Fireworks) 100gp
Purchases: 170gp
Remaining-Purchase= 208gp-170gp=38gp balance
Income
1 Sage (Fireworks expert) +5
8 Laborers (Fireworks) +16
7 Craftspeople (Fireworks) +28
3 Bureaucrats (Fireworks) +12
Total: +61
GP Gained: (61+10)*3=213gp
GP Remaining: (38gp balance+213gp gained) =251gp
Timeline
Teams are instant
______________________________________________
Smezut’s Downtime Turn 11
Activity
Hire teams to work towards Artisans’ Guilds.
1 Bureaucrat (Fireworks) 100gp
1 Craftsperson (Fireworks) 100gp
Purchases: 200gp
Remaining-Purchase= 251gp-200gp=51gp balance
Income
1 Sage (Fireworks expert) +5
8 Laborers (Fireworks) +16
8 Craftspeople (Fireworks) +32
4 Bureaucrats (Fireworks) +16
Total: +69
GP Gained: (69+10)*3=237gp
GP Remaining: (51gp balance+237gp gained) =288gp
Timeline
Teams are instant
______________________________________________
Smezut’s Downtime Turn 12
Activity
Hire teams to work towards Artisans’ Guilds.
2 Laborers (Fireworks) 70gp
2 Craftspeople (Fireworks) 200gp
Purchases: 270gp
Remaining-Purchase= 288gp-270gp=18gp balance
Income
1 Sage (Fireworks expert) +5
10 Laborers (Fireworks) +20
10 Craftspeople (Fireworks) +40
4 Bureaucrats (Fireworks) +16
Total: +81
GP Gained: (81+10)*3=273gp
GP Remaining: (18gp balance+273gp gained) =291gp
Timeline
Teams are instant
___________________________________________
Smezut’s Downtime Turn 13
Activity
Hire teams to work towards Artisans’ Guilds.
1 Bureaucrat (Fireworks) 100gp
1 Sage (Fireworks expert) 100gp
Purchases: 200gp
Remaining-Purchase= 291gp-200gp=91gp balance
Income
2 Sage (Fireworks expert) +10
10 Laborers (Fireworks) +20
10 Craftspeople (Fireworks) +40
5 Bureaucrats (Fireworks) +20
Total: +90
GP Gained: (90+10)*3=300gp
GP Remaining: (91gp balance+300gp gained) =391gp
Timeline
Teams are instant
_________________________________________
Smezut’s Downtime Turn 14
Activity
Hire teams to work towards Artisans’ Guilds.
2 Laborers (Fireworks) 70gp
1 Sage (Fireworks expert) 100gp
Purchases: 170gp
Remaining-Purchase= 391gp-170gp=221gp balance
Income
3 Sage (Fireworks expert) +15
12 Laborers (Fireworks) +24
10 Craftspeople (Fireworks) +40
5 Bureaucrats (Fireworks) +20
Total: +99
GP Gained: (99+10)*3=327gp
GP Remaining: (221gp balance+327gp gained) =548gp
Timeline
Teams are instant
_____________________________________________________
Smezut’s Downtime Turn 15
Activity
Prepare to buy Exotic Artisan Building in Stagfall, Green Light District.
No purchases
Remaining-Purchase= 548gp-0gp=548gp balance
Income
3 Sage (Fireworks expert) +15
12 Laborers (Fireworks) +24
10 Craftspeople (Fireworks) +40
5 Bureaucrats (Fireworks) +20
Total: +99
GP Gained: (99+10)*3=327gp
GP Remaining: (548gp balance+327gp gained) =875gp
Timeline
______________________________________________
Smezut’s Downtime Turn 16
Activity
Purchase Exotic Artisan Building in Stagfall, Green Light District.
Exotic Artisan Building in Stagfall, Green Light District (1730gp/2) =865gp
Remaining-Purchase= 875gp-865gp=10gp balance
Income
3 Sage (Fireworks expert) +15
12 Laborers (Fireworks) +24
10 Craftspeople (Fireworks) +40
5 Bureaucrats (Fireworks) +20
Total: +99
GP Gained: (99+10)*3=327gp
GP Remaining: (10gp balance+327gp gained) =337gp
Timeline
Exotic Artisan Building in Stagfall, Green Light District 30/100
________________________________________________
Smezut’s Downtime Turn 17
Activity
Hire teams for Artisans’ Guilds.
2 Craftspeople (Fireworks) 200gp
Purchases: 200gp
Remaining-Purchase= 337gp-200gp=137gp balance
Income
3 Sage (Fireworks expert) +15
12 Laborers (Fireworks) +24
12 Craftspeople (Fireworks) +48
5 Bureaucrats (Fireworks) +20
Total: +107
GP Gained: (107+10)*3=351gp
GP Remaining: (137gp balance+351gp gained) =488gp
Timeline
Teams are instant
Exotic Artisan Building in Stagfall, Green Light District 60/100
__________________________________________________
Smezut’s Downtime Turn 18
Activity
Hire teams for Artisans’ Guilds.
1 Bureaucrat (Fireworks) 100gp
2 Sages (Fireworks expert) 200gp
2 Laborers (Fireworks) 70gp
Purchases: 370gp
Remaining-Purchase= 488gp-370gp=118gp balance
Income
5 Sage (Fireworks expert) +25
14 Laborers (Fireworks) +28
12 Craftspeople (Fireworks) +48
6 Bureaucrats (Fireworks) +24
Total: +125
GP Gained: (125+10)*3=405gp
GP Remaining: (118gp balance+405gp gained) =523gp
Timeline
Teams are instant
Exotic Artisan Building in Stagfall, Green Light District 90/100
____________________________________________________
Smezut’s Downtime Turn 19
Activity
Hire teams for Artisans’ Guilds. Finish Exotic Artisan Building in Stagfall, Green Light District.
1 Bureaucrat (Fireworks) 100gp
2 Craftspeople (Fireworks) 200gp
Purchases: 300gp
Remaining-Purchase= 523gp-300gp=223gp balance
Income
5 Sage (Fireworks expert) +25
14 Laborers (Fireworks) +28
14 Craftspeople (Fireworks) +56
7 Bureaucrats (Fireworks) +28
Total: +137
GP Gained: (137+10)*3=441gp
GP Remaining: (223gp balance+441gp gained) =664gp
Timeline
Teams are instant
Exotic Artisan Building in Stagfall, Green Light District 120/100 Complete
____________________________________________
Smezut’s Downtime Turn 20
Activity
Hire teams for Artisans’ Guilds.
2 Sages (Fireworks experts) 200gp
Purchases: 200gp
Remaining-Purchase= 664gp-200gp=464gp balance
Income
7 Sage (Fireworks expert) +35
14 Laborers (Fireworks) +28
14 Craftspeople (Fireworks) +56
7 Bureaucrats (Fireworks) +28
Exotic Artisan Building, Stagfall [1Artisan Workshop, 1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sitting room, 1 storage, 1 storefront] +28
Total: +175
GP Gained: (175+10)*3=555gp
GP Remaining: (464gp balance+555gp gained) =1019gp
Timeline
Teams are instant
_____________________________________________
Smezut’s Downtime Turn 21
Activity
Hire teams for Artisans’ Guilds. Purchase Exotic Artisan Building in Petticoat Junction, Oleg district.
3 Drivers (For Artisan Guilds) 135gp
Exotic Artisan Building in Petticoat Junction, Oleg District (1730gp/2) =865gp
Purchases: 1000gp
Remaining-Purchase= 1019gp-1000gp=19gp balance
Income
7 Sage (Fireworks expert) +35
14 Laborers (Fireworks) +28
14 Craftspeople (Fireworks) +56
7 Bureaucrats (Fireworks) +28
3 Drivers (For Artisan Guilds) +6
Exotic Artisan Building, Stagfall [1Artisan Workshop, 1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sitting room, 1 storage, 1 storefront] +28
Total: +181
GP Gained: (181+10)*3=573gp
GP Remaining: (19gp balance+573gp gained) =592gp
Timeline
Teams are instant
Exotic Artisan Building in Petticoat Junction, Oleg District 30/100
___________________________________________________
Smezut’s Downtime Turn 22
Activity
Hire teams for Artisans’ Guilds.
4 Drivers (For Artisan Guilds) 180gp
Purchases: 180gp
Remaining-Purchase= 592gp-180gp=412gp balance
Income
7 Sage (Fireworks expert) +35
14 Laborers (Fireworks) +28
14 Craftspeople (Fireworks) +56
7 Bureaucrats (Fireworks) +28
7 Drivers (For Artisan Guilds) +14
Exotic Artisan Building, Stagfall [1Artisan Workshop, 1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sitting room, 1 storage, 1 storefront] +28
Total: +189
GP Gained: (189+10)*3=597gp
GP Remaining: (412gp balance+597gp gained) =1009gp
Timeline
Teams are instant
Exotic Artisan Building in Petticoat Junction, Oleg District 60/100
______________________________________________
Smezut’s Downtime Turn 23
Activity
Hire teams for Artisans’ Guilds. Save towards Guildhall.
7 Elite Guards (For Artisan Guilds) 595gp
Purchases: 595gp
Remaining-Purchase= 1009gp-595gp=414gp balance
Income
7 Sage (Fireworks expert) +35
14 Laborers (Fireworks) +28
14 Craftspeople (Fireworks) +56
7 Bureaucrats (Fireworks) +28
7 Drivers (For Artisan Guilds) +14
7 Elite Guards (For Artisan Guilds) +28
Exotic Artisan Building, Stagfall [1Artisan Workshop, 1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sitting room, 1 storage, 1 storefront] +28
Total: +217
GP Gained: (217+10)*3=681gp
GP Remaining: (414gp balance+681gp gained) =1095gp
Timeline
Teams are instant
Exotic Artisan Building in Petticoat Junction, Oleg District 90/100
___________________________________________
Smezut’s Downtime Turn 24
Activity
Finish Exotic Artisan Building in Petticoat Junction, Oleg District. Prepare to build Guildhall in Stagfall, Greenlight District. Hire Artisan Guild teams
7 Lackeys (For Artisan Guilds) 420gp
Purchases: 420gp
Remaining-Purchase= 1095gp-420gp=675gp balance
Income
7 Sage (Fireworks expert) +35
14 Laborers (Fireworks) +28
14 Craftspeople (Fireworks) +56
7 Bureaucrats (Fireworks) +28
7 Drivers (For Artisan Guilds) +14
7 Elite Guards (For Artisan Guilds) +28
7 Lackeys (For Artisan Guilds) +14
Exotic Artisan Building, Stagsfall [1Artisan Workshop, 1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sitting room, 1 storage, 1 storefront] +28
Total: +231
GP Gained: (231+10)*3=723gp
GP Remaining: (675gp balance+723gp gained) =1398gp
Timeline
Teams are instant
Exotic Artisan Building in Petticoat Junction, Oleg District 120/100 Complete
______________________________________________________
Smezut’s Downtime Turn 25
Activity
Build Guildhall in Stagfall, Greenlight District. Assemble Artisan Guilds. Send Artisan Guilds to each city in Green Acres.
Build Guildhall in Stagfall, Greenlight District (2660gp/2) =1330gp
Purchases: 1330gp
Remaining-Purchase= 1398gp-1330gp=68gp balance
Income
Teams
Stagfall Fireworks Artisan Guild [1 Sage, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +29
Petticoat Junction Fireworks Artisan Guild [1 Sage, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +29
Labyrinth Fireworks Artisan Guild [1 Sage, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +29
Talzlford Fireworks Artisan Guild [1 Sage, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +29
Jarethville Fireworks Artisan Guild [1 Sage, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +29
Ferry Station Fireworks Artisan Guild [1 Sage, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +29
Fort Ramses Fireworks Artisan Guild [1 Sage, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +29
Buildings
Exotic Artisan Building, Stagfall [1Artisan Workshop, 1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sitting room, 1 storage, 1 storefront] +28
Exotic Artisan Building, Petticoat Junction [1Artisan Workshop, 1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sitting room, 1 storage, 1 storefront] +28
Total: +259
GP Gained: (259+10)*3=807gp
GP Remaining: (68gp balance+807gp gained) =875gp
Timeline
Guildhall in Stagfall, Greenlight District 30/152
______________________________________________
Smezut Scumsong |
Smezut’s Downtime Turn 26
Activity
Continue Guildhall in Stagfall, Greenlight District. Purchase Exotic Artisan Building in Labyrinth, Temple district.
Exotic Artisan Building in Labyrinth, Temple district (1730gp/2) =865gp
Purchases: 865gp
Remaining-Purchase= 875gp-865gp=10gp balance
Income
Teams
Stagfall Fireworks Artisan Guild [1 Sage, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +29
Petticoat Junction Fireworks Artisan Guild [1 Sage, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +29
Labyrinth Fireworks Artisan Guild [1 Sage, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +29
Talzlford Fireworks Artisan Guild [1 Sage, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +29
Jarethville Fireworks Artisan Guild [1 Sage, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +29
Ferry Station Fireworks Artisan Guild [1 Sage, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +29
Fort Ramses Fireworks Artisan Guild [1 Sage, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +29
Buildings
Exotic Artisan Building, Stagfall [1Artisan Workshop, 1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sitting room, 1 storage, 1 storefront] +28
Exotic Artisan Building, Petticoat Junction [1Artisan Workshop, 1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sitting room, 1 storage, 1 storefront] +28
Total: +259
GP Gained: (259+10)*3=807gp
GP Remaining: (10gp balance+807gp gained) =817gp
Timeline
Guildhall in Stagfall, Greenlight District 60/152
Exotic Artisan Building in Labyrinth, Temple district 0/100
_______________________________________
Smezut’s Downtime Turn 27
Activity
Continue Guildhall in Stagfall, Greenlight District. Continue Exotic Artisan Building in Labyrinth, Temple district.
Purchases: 0gp
Remaining-Purchase= 817gp-0gp=817gp balance
Income
Teams
Stagfall Fireworks Artisan Guild [1 Sage, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +29
Petticoat Junction Fireworks Artisan Guild [1 Sage, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +29
Labyrinth Fireworks Artisan Guild [1 Sage, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +29
Talzlford Fireworks Artisan Guild [1 Sage, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +29
Jarethville Fireworks Artisan Guild [1 Sage, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +29
Ferry Station Fireworks Artisan Guild [1 Sage, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +29
Fort Ramses Fireworks Artisan Guild [1 Sage, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +29
Buildings
Exotic Artisan Building, Stagfall [1Artisan Workshop, 1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sitting room, 1 storage, 1 storefront] +28
Exotic Artisan Building, Petticoat Junction [1Artisan Workshop, 1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sitting room, 1 storage, 1 storefront] +28
Total: +259
GP Gained: (259+10)*3=807gp
GP Remaining: (817gp balance+807gp gained) =1624gp
Timeline
Guildhall in Stagfall, Greenlight District 90/152
Exotic Artisan Building in Labyrinth, Temple district 0/100
_______________________________________________
Smezut’s Downtime Turn 28
Activity
Continue Guildhall in Stagfall, Greenlight District. Continue Exotic Artisan Building in Labyrinth, Temple district. Hire 1 more Sage (Fireworks experts ) for each Artisan Guild.
7 Sage (Fireworks experts ) 700gp
Purchases: 700gp
Remaining-Purchase= 1624gp-700gp=924gp balance
Income
Teams
Stagfall Fireworks Artisan Guild [2 Sages, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +34
Petticoat Junction Fireworks Artisan Guild [2 Sages, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +34
Labyrinth Fireworks Artisan Guild [2 Sages, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +34
Talzlford Fireworks Artisan Guild [2 Sages, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +34
Jarethville Fireworks Artisan Guild [2 Sages, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +34
Ferry Station Fireworks Artisan Guild [2 Sages, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +34
Fort Ramses Fireworks Artisan Guild [2 Sages, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +34
Buildings
Exotic Artisan Building, Stagfall [1Artisan Workshop, 1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sitting room, 1 storage, 1 storefront] +28
Exotic Artisan Building, Petticoat Junction [1Artisan Workshop, 1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sitting room, 1 storage, 1 storefront] +28
Total: +294
GP Gained: (294+10)*3=912gp
GP Remaining: (924gp balance+912gp gained) =1836gp
Timeline
Guildhall in Stagfall, Greenlight District 120/152
Exotic Artisan Building in Labyrinth, Temple district 0/100
__________________________________________
Smezut’s Downtime Turn 29
Activity
Continue Guildhall in Stagfall, Greenlight District. Continue Exotic Artisan Building in Labyrinth, Temple district.
Purchases: 0gp
Remaining-Purchase= 1836gp-0gp=1836gp balance
Income
Teams
Stagfall Fireworks Artisan Guild [2 Sages, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +34
Petticoat Junction Fireworks Artisan Guild [2 Sages, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +34
Labyrinth Fireworks Artisan Guild [2 Sages, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +34
Talzlford Fireworks Artisan Guild [2 Sages, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +34
Jarethville Fireworks Artisan Guild [2 Sages, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +34
Ferry Station Fireworks Artisan Guild [2 Sages, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +34
Fort Ramses Fireworks Artisan Guild [2 Sages, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +34
Buildings
Exotic Artisan Building, Stagfall [1Artisan Workshop, 1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sitting room, 1 storage, 1 storefront] +28
Exotic Artisan Building, Petticoat Junction [1Artisan Workshop, 1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sitting room, 1 storage, 1 storefront] +28
Total: +294
GP Gained: (294+10)*3=912gp
GP Remaining: (1836gp balance+912gp gained) =2748gp
Timeline
Guildhall in Stagfall, Greenlight District 150/152
Exotic Artisan Building in Labyrinth, Temple district 0/100
______________________________________________
Smezut’s Downtime Turn 30
Activity
Finish Guildhall in Stagfall, Greenlight District. Continue Exotic Artisan Building in Labyrinth, Temple district.
Purchases: 0gp
Remaining-Purchase= 2748gp-0gp=2748gp balance
Income
Teams
Stagfall Fireworks Artisan Guild [2 Sages, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +34
Petticoat Junction Fireworks Artisan Guild [2 Sages, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +34
Labyrinth Fireworks Artisan Guild [2 Sages, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +34
Talzlford Fireworks Artisan Guild [2 Sages, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +34
Jarethville Fireworks Artisan Guild [2 Sages, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +34
Ferry Station Fireworks Artisan Guild [2 Sages, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +34
Fort Ramses Fireworks Artisan Guild [2 Sages, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +34
Buildings
Exotic Artisan Building, Stagfall [1Artisan Workshop, 1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sitting room, 1 storage, 1 storefront] +28
Exotic Artisan Building, Petticoat Junction [1Artisan Workshop, 1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sitting room, 1 storage, 1 storefront] +28
Total: +294
GP Gained: (294+10)*3=912gp
GP Remaining: (2748gp balance+912gp gained) =3660gp
Timeline
Guildhall in Stagfall, Greenlight District 152/152 Complete
Exotic Artisan Building in Labyrinth, Temple district 28/100
_______________________________________________
Smezut’s Downtime Turn 31
Activity
Continue Exotic Artisan Building in Labyrinth, Temple district. Purchase Exotic Artisan Building in Talzford, Talzlworm district.
Exotic Artisan Building in Talzford, Talzlworm district (1730gp/2) =865gp
Purchases: 865gp
Remaining-Purchase= 3660gp-0gp=2795gp balance
Income
Teams
Stagfall Fireworks Artisan Guild [2 Sages, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +34
Petticoat Junction Fireworks Artisan Guild [2 Sages, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +34
Labyrinth Fireworks Artisan Guild [2 Sages, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +34
Talzlford Fireworks Artisan Guild [2 Sages, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +34
Jarethville Fireworks Artisan Guild [2 Sages, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +34
Ferry Station Fireworks Artisan Guild [2 Sages, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +34
Fort Ramses Fireworks Artisan Guild [2 Sages, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +34
Buildings
Exotic Artisan Building, Stagfall [1Artisan Workshop, 1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sitting room, 1 storage, 1 storefront] +28
Exotic Artisan Building, Petticoat Junction [1Artisan Workshop, 1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sitting room, 1 storage, 1 storefront] +28
Guildhall, Stagfall [1 Common Room, 1 Kitchen, 1 Lavatory, 2 Offices, 1 Secret room, 1 Sitting Room, 2 Storage, 3 Work Stations] +43
Total: +337
GP Gained: (337+10)*3=1041gp
GP Remaining: (2795gp balance+1041gp gained) =3836gp
Timeline
Exotic Artisan Building in Labyrinth, Temple district 58/100
Exotic Artisan Building in Talzford, Talzlworm district 0/100
____________________________________________
Smezut’s Downtime Turn 32
Activity
Continue Exotic Artisan Building in Labyrinth, Temple district. Continue Exotic Artisan Building in Talzford, Talzlworm district.
Purchases: 0gp
Remaining-Purchase= 3836gp-0gp=3836gp balance
Income
Teams
Stagfall Fireworks Artisan Guild [2 Sages, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +34
Petticoat Junction Fireworks Artisan Guild [2 Sages, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +34
Labyrinth Fireworks Artisan Guild [2 Sages, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +34
Talzlford Fireworks Artisan Guild [2 Sages, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +34
Jarethville Fireworks Artisan Guild [2 Sages, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +34
Ferry Station Fireworks Artisan Guild [2 Sages, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +34
Fort Ramses Fireworks Artisan Guild [2 Sages, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +34
Buildings
Exotic Artisan Building, Stagfall [1Artisan Workshop, 1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sitting room, 1 storage, 1 storefront] +28
Exotic Artisan Building, Petticoat Junction [1Artisan Workshop, 1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sitting room, 1 storage, 1 storefront] +28
Guildhall, Stagfall [1 Common Room, 1 Kitchen, 1 Lavatory, 2 Offices, 1 Secret room, 1 Sitting Room, 2 Storage, 3 Work Stations] +43
Total: +337
GP Gained: (337+10)*3=1041gp
GP Remaining: (3836gp balance+1041gp gained) =4877gp
Timeline
Exotic Artisan Building in Labyrinth, Temple district 88/100
Exotic Artisan Building in Talzford, Talzlworm district 0/100
__________________________________________
Smezut’s Downtime Turn 33
Activity
Complete Exotic Artisan Building in Labyrinth, Temple district. Continue Exotic Artisan Building in Talzford, Talzlworm district.
Purchases: 0gp
Remaining-Purchase= 4877gp-0gp=4877gp balance
Income
Teams
Stagfall Fireworks Artisan Guild [2 Sages, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +34
Petticoat Junction Fireworks Artisan Guild [2 Sages, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +34
Labyrinth Fireworks Artisan Guild [2 Sages, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +34
Talzlford Fireworks Artisan Guild [2 Sages, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +34
Jarethville Fireworks Artisan Guild [2 Sages, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +34
Ferry Station Fireworks Artisan Guild [2 Sages, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +34
Fort Ramses Fireworks Artisan Guild [2 Sages, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +34
Buildings
Exotic Artisan Building, Stagfall [1Artisan Workshop, 1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sitting room, 1 storage, 1 storefront] +28
Exotic Artisan Building, Petticoat Junction [1Artisan Workshop, 1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sitting room, 1 storage, 1 storefront] +28
Guildhall, Stagfall [1 Common Room, 1 Kitchen, 1 Lavatory, 2 Offices, 1 Secret room, 1 Sitting Room, 2 Storage, 3 Work Stations] +43
Total: +337
GP Gained: (337+10)*3=1041gp
GP Remaining: (4877gp balance+1041gp gained) =5918gp
Timeline
Exotic Artisan Building in Labyrinth, Temple district 100/100 Complete
Exotic Artisan Building in Talzford, Talzlworm district 18/100
_____________________________________________
Smezut’s Downtime Turn 34
Activity
Continue Exotic Artisan Building in Talzford, Talzlworm district. Purchase Exotic Artisan Building in Jarethville, Goblin district.
Exotic Artisan Building in Jarethville, Goblin district (1730gp/2) =865gp
Purchases: 865gp
Remaining-Purchase= 5918gp-865gp=5053gp balance
Income
Teams
Stagfall Fireworks Artisan Guild [2 Sages, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +34
Petticoat Junction Fireworks Artisan Guild [2 Sages, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +34
Labyrinth Fireworks Artisan Guild [2 Sages, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +34
Talzlford Fireworks Artisan Guild [2 Sages, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +34
Jarethville Fireworks Artisan Guild [2 Sages, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +34
Ferry Station Fireworks Artisan Guild [2 Sages, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +34
Fort Ramses Fireworks Artisan Guild [2 Sages, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +34
Buildings
Exotic Artisan Building, Stagfall [1Artisan Workshop, 1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sitting room, 1 storage, 1 storefront] +28
Exotic Artisan Building, Petticoat Junction [1Artisan Workshop, 1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sitting room, 1 storage, 1 storefront] +28
Exotic Artisan Building, Labyrinth [1Artisan Workshop, 1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sitting room, 1 storage, 1 storefront] +28
Guildhall, Stagfall [1 Common Room, 1 Kitchen, 1 Lavatory, 2 Offices, 1 Secret room, 1 Sitting Room, 2 Storage, 3 Work Stations] +43
Total: +365
GP Gained: (365+10)*3=1125gp
GP Remaining: (5053gp balance+1125gp gained) =6178gp
Timeline
Exotic Artisan Building in Talzford, Talzlworm district 48/100
Exotic Artisan Building in Jarethville, Goblin district 0/100
Plot Hammer |
Skaz does some downtime stuff, which I don't feel like copying and pasting here. Short version:
Recruits several people for Army support staff.
Builds a Warthedral. It's a cathedral that doubles as a war room.
Builds University. Since military academy was taken in Stagsfall and I figured why not.
Builds Hospital.
Recruits more Army support staff.
Has 4 months worth of time, thinking of working towards roads/highways/walls, though not sure if the downtime rules support building those. Work in progress. Otherwise, make more money to get more staff. Heck, maybe even an entire army unit someday.
Smezut Scumsong |
__________________________________________
Smezut’s Downtime Turn 35
Activity
Continue Exotic Artisan Building in Talzford, Talzlworm district.
Purchases: 0gp
Remaining-Purchase= 6178gp-0gp=6178gp balance
Income
Teams
Stagfall Fireworks Artisan Guild [2 Sages, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +34
Petticoat Junction Fireworks Artisan Guild [2 Sages, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +34
Labyrinth Fireworks Artisan Guild [2 Sages, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +34
Talzlford Fireworks Artisan Guild [2 Sages, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +34
Jarethville Fireworks Artisan Guild [2 Sages, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +34
Ferry Station Fireworks Artisan Guild [2 Sages, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +34
Fort Ramses Fireworks Artisan Guild [2 Sages, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +34
Buildings
Exotic Artisan Building, Stagfall [1Artisan Workshop, 1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sitting room, 1 storage, 1 storefront] +28
Exotic Artisan Building, Petticoat Junction [1Artisan Workshop, 1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sitting room, 1 storage, 1 storefront] +28
Exotic Artisan Building, Labyrinth [1Artisan Workshop, 1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sitting room, 1 storage, 1 storefront] +28
Guildhall, Stagfall [1 Common Room, 1 Kitchen, 1 Lavatory, 2 Offices, 1 Secret room, 1 Sitting Room, 2 Storage, 3 Work Stations] +43
Total: +365
GP Gained: (365+10)*3=1125gp
GP Remaining: (6178gp balance+1125gp gained) =7303gp
Timeline
Exotic Artisan Building in Talzford, Talzlworm district 78/100
Exotic Artisan Building in Jarethville, Goblin district 0/100
_______________________________________________
Smezut’s Downtime Turn 36
Activity
Finish Exotic Artisan Building in Talzford, Talzlworm district. Continue Exotic Artisan Building in Jarethville, Goblin district. Begin building Exotic Artisan Building in Ferry Station.
Exotic Artisan Building in Ferry Station (1730gp/2) =865gp
Purchases: 865gp
Purchases: 865gp
Remaining-Purchase= 7303gp-865gp=6438gp balance
Income
Teams
Stagfall Fireworks Artisan Guild [2 Sages, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +34
Petticoat Junction Fireworks Artisan Guild [2 Sages, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +34
Labyrinth Fireworks Artisan Guild [2 Sages, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +34
Talzlford Fireworks Artisan Guild [2 Sages, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +34
Jarethville Fireworks Artisan Guild [2 Sages, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +34
Ferry Station Fireworks Artisan Guild [2 Sages, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +34
Fort Ramses Fireworks Artisan Guild [2 Sages, 2 Laborers, 2 Craftspeople, 1 Bureaucrat, 1 Driver, 1 Elite Guard, 1 Lackey] +34
Buildings
Exotic Artisan Building, Stagfall [1Artisan Workshop, 1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sitting room, 1 storage, 1 storefront] +28
Exotic Artisan Building, Petticoat Junction [1Artisan Workshop, 1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sitting room, 1 storage, 1 storefront] +28
Exotic Artisan Building, Labyrinth [1Artisan Workshop, 1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sitting room, 1 storage, 1 storefront] +28
Guildhall, Stagfall [1 Common Room, 1 Kitchen, 1 Lavatory, 2 Offices, 1 Secret room, 1 Sitting Room, 2 Storage, 3 Work Stations] +43
Total: +365
GP Gained: (365+10)*3=1125gp
GP Remaining: (6438gp balance+1125gp gained) =7563gp
Timeline
Exotic Artisan Building in Talzford, Talzlworm district 100/100
Exotic Artisan Building in Jarethville, Goblin district 8/100
Exotic Artisan Building in Ferry Station 0/100
Demonic Horse Caller Xzin |
5d6 ⇒ (5, 6, 4, 3, 2) = 20
5d6 ⇒ (5, 6, 5, 4, 6) = 26
5d6 ⇒ (4, 3, 1, 4, 3) = 15
5d6 ⇒ (5, 4, 4, 4, 5) = 22
5d6 ⇒ (2, 3, 4, 6, 4) = 19
5d6 ⇒ (5, 5, 4, 1, 3) = 18
5d6 ⇒ (2, 6, 6, 5, 1) = 20
5d6 ⇒ (6, 2, 1, 5, 1) = 15
5d6 ⇒ (3, 1, 2, 4, 2) = 12
5d6 ⇒ (1, 5, 3, 5, 3) = 17
5d6 ⇒ (5, 4, 2, 2, 3) = 16
5d6 ⇒ (2, 1, 3, 5, 3) = 14