Luria Nova/Events/Estate-Manager
Event Description
The sun rises on the beginning of your estate management journey. As the Estate Manager competition commences, you find yourself surrounded by fellow estate owners, each with their own vision and ambition. Your challenge is twofold: to create an estate that pleases your liege and stands out among the rest.
But remember, your decisions hold weight beyond your estate's borders. As you navigate the intricacies of your choices, your neighbors' reactions may swing between admiration and resentment. Carefully consider each move to foster alliances or uphold your independence.
With your chosen event frequency setting the rhythm, the competition unfolds. Will your strategic acumen and attention to detail lead you to victory, or will your neighbors outshine you in the eyes of the liege? The path to glory awaits your every decision.
Participants
Name | Estate Type(Plain/Rough/Town) | Character Type(Self/Steward) | Event Frequency |
---|---|---|---|
Alushaar Sartago | Plain | Steward(River) | Medium |
Galandric Aboolio | Rough | Steward(Guild Connection) | High |
Lance Heroux | Town | Steward(Ration Manager) | High |
Lexis o'maxim | Town | Self(Temple Builder - Lux Nova) | High |
Njal Fylkir | Town | Self(Coastal Estate) | High |
Rojak Sethar | Plain | Self(Mud Pits) | Medium |
Samson Dixon | Town | Self(Avaricious) | High |
Tybalt Tideweaver | Plain | Self(River) | High |
List of Traits
Event Frequency
- Low(Will get 2 events per year)
- Medium(Will get 3 events per year) - Default
- High(Will get 4 events per year)
Outcome Multiplier
Point changes done by each event outcome is multiplied by these values to keep the frequency of events and impact of events relatively similar. But these values may change overtime.
- Low - x1.7
- Medium - x1.3
- High - x1.0
Decisions/Events
Season I
Year 1
Year 2
Annual Decisions
You will be asked to make a decision at the beginning of each year.
Information
Estate Stats
Estate Types(10 pts)
- Plain Estate: Food(Average: 4~6), Material(Low: 2~3), Trade(Low: 2~3)
- Rough Estate: Food(Low: 3~4), Material(Average: 4~6), Trade(Very Low: 1~2)
- Town Estate: Food(Very Low: 1~2), Material(Very Low: 1~2), Trade(Average: 4~5), Manufactured Goods(Low: 2~4)
Major Events
Major events are events that involve more than one participant. Finishing them successfully can massively improve your estate.
Monster Invasion
Liege's Demands
Your liege will ask you to fulfill his demands from time to time. Most of the time, your liege doesn't really care who fulfills his demands as long as they get fulfilled. Your liege will, however, remember the name of the person who fulfills his demands often. Win your liege's favor and he may help you deal with some issues that might not possible for you to resolve alone.
Disasters
The world is a harsh place. You never know what kind of disaster will hit your estate. Perhaps working together can help withstand them.
Dispute over Valuable Resources
A dispute arises as valuable resources, like a gold mine, are discovered either within your estate or your neighbor's territory. You face a pivotal decision: whether to stake a claim and secure the riches solely for your estate, opt for a cooperative approach by sharing with neighbors, or dare to attempt claiming resources located in a neighbor's land, even though this endeavor won't be without its challenges. Your strategic thinking will shape the outcome of this high-stakes situation.
Minor Events
Events you will get randomly based on the frequency level you have selected. They can affect your estate stats both positively and negatively.
Focus Events
You will usually get events based on what you decide to focus on. Based on your decision, you will improve your estate stats.
Estate Type Events
Events based on your region type. Some of them might overlap with focus events.
To Do for Season II
- Restructure Stats - Separate them into fixed and variable. Fixed: Building bonuses. Variable: Event and Item bonuses
- Need gold to construct buildings. They have different upkeeps to prevent people from building all of them.
- Introduce NPCs - They will loyalty which will be affected by decisions. Each character comes with preferences. Provide bonuses and different skills
- Separate a year into 4 seasons - Tax is collected seasonally from different sources(Food: mostly during autumn. Trading: Throughout the year but affected by who you trade with and what they are selling)
- Get rid of frequency bonus(less frequent more bonus)
- The liege will begin demanding stuff. Depending on your relationship with your liege, your tax rate will fluctuate.
- Introduce other resources(Food, Lumbers, Ores...)
Symbols
- 📝Decision
- 📜Report
- 💱Bilateral Trade
- (*)Reset - Only allowed during the first year. You can undo game ending decisions since it is a tutorial year.
- Stat Table