Editing Kingdoms: Improvements
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When a ''King-Player'' orders an ''Improvement'' built, he doesn't pick off this list. Instead, he says exactly what the Improvement consists of and how much he is spending, and the Adjudicator then picks the rule to match it. | When a ''King-Player'' orders an ''Improvement'' built, he doesn't pick off this list. Instead, he says exactly what the Improvement consists of and how much he is spending, and the Adjudicator then picks the rule to match it. | ||
− | For example, the King could spend 3 Glamour to build ''Merchant Sea Docks'' in one of his cities, to encourage trade. The Adjudicator would then decide that this was a ''3 pt Resource Generator'', and assign the rules as appropriate | + | For example, the King could spend 3 Glamour to build ''Merchant Sea Docks'' in one of his cities, to encourage trade. The Adjudicator would then decide that this was a ''3 pt Resource Generator'', and assign the rules as appropriate. |
=The List= | =The List= | ||
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One of the following: | One of the following: | ||
* Negate a ''Boon'' or ''Trait'' on all of one type of your enemy's back row pieces. For example, an ''Airship Station'' to negate the ''Inaccessible Kingdom'' of trait of the opposing ''King'', but only when you are attacking. | * Negate a ''Boon'' or ''Trait'' on all of one type of your enemy's back row pieces. For example, an ''Airship Station'' to negate the ''Inaccessible Kingdom'' of trait of the opposing ''King'', but only when you are attacking. | ||
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===Three Point Counteract=== | ===Three Point Counteract=== | ||
One of the following: | One of the following: | ||
− | * Negate a ''Drawback'' on one piece you control. For example, a ''Proving Ground'' to negate the ''Poor Recruiter'' drawback on your ''King' | + | * Negate a ''Drawback'' on one piece you control. For example, a '''Proving Ground''' to negate the '''Poor Recruiter''' drawback on your '''King'''. |
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<br> | <br> | ||
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==Defence Boosts== | ==Defence Boosts== | ||
'''Examples:''' Great Walls; Watchtowers; Security Groups; | '''Examples:''' Great Walls; Watchtowers; Security Groups; | ||
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One of the following: | One of the following: | ||
* Add +3 to your kingdom's defence against one campaign or intrigue objective (e.g. +3 War Defence versus all Pillage attempts). | * Add +3 to your kingdom's defence against one campaign or intrigue objective (e.g. +3 War Defence versus all Pillage attempts). | ||
− | * Add +2 to your kingdom's defence against two campaign or intrigue objectives (e.g. +2 Internal Security versus all Espionage and Kidnap attempts) | + | * Add +2 to your kingdom's defence against two campaign or intrigue objectives (e.g. +2 Internal Security versus all Espionage, Propaganda and Kidnap attempts) |
* Add +1 to your kingdom's defence against either all Summer Campaigns or all Intrigues. | * Add +1 to your kingdom's defence against either all Summer Campaigns or all Intrigues. | ||
<br> | <br> | ||
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==Enablers/Penalisers== | ==Enablers/Penalisers== | ||
'''Examples:''' Prisons; Research Laboratory; | '''Examples:''' Prisons; Research Laboratory; | ||
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* Deduct -1 from a specific task type in Spring or Autumn. E.g. -1 to Ritual casting cost, or -1 to enemy Escape Attempts. | * Deduct -1 from a specific task type in Spring or Autumn. E.g. -1 to Ritual casting cost, or -1 to enemy Escape Attempts. | ||
===Two Point Enablers/Penalisers=== | ===Two Point Enablers/Penalisers=== | ||
− | * Deduct -2 from a specific task type in Spring or Autumn. E.g. - | + | * Deduct -2 from a specific task type in Spring or Autumn. E.g. -1 to Ritual casting cost, or -2 to enemy Escape Attempts. |
===Three Point Enablers/Penalisers=== | ===Three Point Enablers/Penalisers=== | ||
− | * Deduct -3 from a specific task type in Spring or Autumn. E.g. - | + | * Deduct -3 from a specific task type in Spring or Autumn. E.g. -1 to Ritual casting cost, or -3 to enemy Escape Attempts. |
<br> | <br> | ||
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==Resource Generators== | ==Resource Generators== | ||
'''Examples:''' Trade districts; Ports; Mines; Markets; | '''Examples:''' Trade districts; Ports; Mines; Markets; | ||
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===Two Point Special Effect=== | ===Two Point Special Effect=== | ||
* Once per year give one ''Rook, Knight or Bishop'' a ''Trait'' or ''Boon''. This trait or boon is fixed from the time you build this improvement, and can only be applied to pieces that could normally gain that trait/boon. The Improvement takes 12 months to "recharge" and during that time the special effect remains in play. | * Once per year give one ''Rook, Knight or Bishop'' a ''Trait'' or ''Boon''. This trait or boon is fixed from the time you build this improvement, and can only be applied to pieces that could normally gain that trait/boon. The Improvement takes 12 months to "recharge" and during that time the special effect remains in play. | ||
− | ===Three Point | + | ===Three Point Score Generator=== |
* Once per year give any ''Piece'' a ''Trait'' or ''Boon''. This trait or boon is fixed from the time you build this improvement, and can only be applied to pieces that could normally gain that trait/boon. The Improvement takes 12 months to "recharge" and during that time the special effect remains in play. | * Once per year give any ''Piece'' a ''Trait'' or ''Boon''. This trait or boon is fixed from the time you build this improvement, and can only be applied to pieces that could normally gain that trait/boon. The Improvement takes 12 months to "recharge" and during that time the special effect remains in play. | ||
<br> | <br> | ||
Don't forget that regardless of source, a piece can only have any given ''Descriptor'' once. | Don't forget that regardless of source, a piece can only have any given ''Descriptor'' once. | ||
[[Category:Kingdoms|Improvements]] | [[Category:Kingdoms|Improvements]] |