Giorgo
Goblin Squad Member
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@Tork,
Thank you again for answering the questions in the Tork: Unanswered Settlement Related Questions thread.
A few additional questions and clarifications if you don’t mind when you get a chance (I promise to keep it short this time). :)
1- A Fort is a specialized building that is built as the first step in establishing a hex for settlement (only 1 to a hex); a Keep is an upgraded Fort; it is a “large size structure” and takes no “settlement slots”?
2- We now know where the Architect, Officer, Seneschal and Soldier train; where do the Stonemason (Geologist?), Blacksmith and Carpenter train; and how big are their training structures?
3- What contributions does each of the following professions add to a settlement?
Architect
Blacksmith
Carpenter
Officer
Seneschal
Soldier
Stonemason
4- If I wanted to specialize a company in the area of construction of POI, Outpost and Settlement structures, would the correct skill choices be (when implemented): Architect, Engineer, Stonemason, Carpenter and Blacksmith?
5 -What shareable information do you have on creating, changing and implementing settlement charters, management, training allocation and taxes?
6 -Will settlements be able to create a quest/task board for missions, crafting requests, community activities, notification and the like?
7 -For many settlements having their members have some kind of identification or uniform is a high priority. What information do you have on company and settlement guild banners, clothing, vestments, heraldry and so forth?
TBD is a fair answer for any/all questions of course. :)
TEO Cheatle
Goblin Squad Member
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Geologist, Quartermaster, and Woodmill were where they were at in Alpha Build 1.
Speculation:
Architect is for placing, uses skill for some mathematical equation to lower construction time, maybe decrease upkeep costs by being efficient.
Blacksmith is possibly for buildings that require tools, or possibly is able to build individual tools for experts/commoners to use.
Carpenter is probably the skill that is used to build wood heavy buildings.
Officer has to be for formations, bonuses for those formations, and how many people you can have in one.
Seneschal is probably for administration of Settlements/PoIs, probably helps reduce upkeep, and is needed in some capacity for DI/Influence.
Soldier is probably used for formations, helping to give better bonuses for the formation, maybe adding to the Officers to increase the amount of people in said formation.
Stonemason is probably like Carpenter, except for Stone heavy buildings.
Now that I think about it more, each of these skills might be closely associated with 1 of the 5 Bulk Resources. Architect - Trade Goods, Blacksmith - Ore, Carpenter - Wood, Seneschal - Food, Stonemason - Stone.
Guurzak
Goblin Squad Member
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E & C are not available but, seemingly, are essential to delivery of implements for CFRW.
Your ETLA is not an SGA and thus TCTU. With that said, Expert and Commoner roles are not required for a functioning economy; they'll be able to produce larger volumes more quickly, but anything that an Expert can make can be made by anyone else with the same professional skill and recipes.
Being
Goblin Squad Member
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Why does the ghost of Hermann Hesse haunt me now, in this moment, with remembered scenes from The Glass Bead Game?