No edit summary Tag: Visual edit |
(Add missing info) Tag: Visual edit |
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!Name |
!Name |
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!Type |
!Type |
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+ | !Rare |
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!Effect |
!Effect |
||
|- |
|- |
||
|Access the reserves |
|Access the reserves |
||
|Merchant |
|Merchant |
||
+ | | |
||
|Immediately obtain 2 '''Food''', 2 '''Gold''', 2 '''Iron''', 2 '''Ale''', 2 '''Herbs'''. |
|Immediately obtain 2 '''Food''', 2 '''Gold''', 2 '''Iron''', 2 '''Ale''', 2 '''Herbs'''. |
||
|- |
|- |
||
|Appropriations |
|Appropriations |
||
|Merchant |
|Merchant |
||
+ | | |
||
|At the start of every season obtain 2 random resource for every [[Merchant District]]. |
|At the start of every season obtain 2 random resource for every [[Merchant District]]. |
||
|- |
|- |
||
|Bigger Companies |
|Bigger Companies |
||
|Merchant |
|Merchant |
||
+ | | |
||
|[[Mercenary Guild]] provides an extra [[Mercenary Die]]. |
|[[Mercenary Guild]] provides an extra [[Mercenary Die]]. |
||
|- |
|- |
||
|Commissioners |
|Commissioners |
||
|Citizen |
|Citizen |
||
+ | | |
||
|Increases the range of the Tax Office by 1. |
|Increases the range of the Tax Office by 1. |
||
|- |
|- |
||
|Divine inspiration |
|Divine inspiration |
||
|Monk |
|Monk |
||
+ | | |
||
|Dice used inside a Temple have 20% chance of getting Blessed. |
|Dice used inside a Temple have 20% chance of getting Blessed. |
||
|- |
|- |
||
|Domestic trading |
|Domestic trading |
||
|Merchant |
|Merchant |
||
+ | | |
||
|At the start of every season obtain 1 Gold for every Merchant District. |
|At the start of every season obtain 1 Gold for every Merchant District. |
||
|- |
|- |
||
|Double exposure |
|Double exposure |
||
|Citizen |
|Citizen |
||
+ | |y |
||
|'''Enhancement Chamber''' empowers an additional random face. |
|'''Enhancement Chamber''' empowers an additional random face. |
||
|- |
|- |
||
|Early Training |
|Early Training |
||
|Soldier |
|Soldier |
||
+ | | |
||
|All newly obtained Dice have 1 extra power to {Attack}. |
|All newly obtained Dice have 1 extra power to {Attack}. |
||
|- |
|- |
||
|Elite companies |
|Elite companies |
||
|Merchant |
|Merchant |
||
+ | | |
||
|Newly obtained Mercenary Dice now start with 3 {Attack}, 3 {Attack}, 2 {Attack}, 2 {Attack}, {Raid}, {Raid}. |
|Newly obtained Mercenary Dice now start with 3 {Attack}, 3 {Attack}, 2 {Attack}, 2 {Attack}, {Raid}, {Raid}. |
||
+ | |- |
||
+ | |Expert Workers |
||
+ | |Peasant |
||
+ | |y |
||
+ | |Increase the resource gathered in all Locations inside Peasant Disctricts by 1. |
||
|- |
|- |
||
|Firewatch |
|Firewatch |
||
|Peasant |
|Peasant |
||
+ | | |
||
|'''[[Buildings]]''' inside [[Peasant Districts]] are immune to fire. |
|'''[[Buildings]]''' inside [[Peasant Districts]] are immune to fire. |
||
|- |
|- |
||
|Forced Enlisting |
|Forced Enlisting |
||
|Soldier |
|Soldier |
||
+ | | |
||
|Immediately obtain 4 Soldier Dice. |
|Immediately obtain 4 Soldier Dice. |
||
|- |
|- |
||
|Free Market |
|Free Market |
||
|Merchant |
|Merchant |
||
+ | |y |
||
|Doubles the Gold produced in all Buildings inside Merchant Districts. |
|Doubles the Gold produced in all Buildings inside Merchant Districts. |
||
|- |
|- |
||
|Free rations |
|Free rations |
||
|Merchant |
|Merchant |
||
+ | | |
||
|Fully restores the Durability of Mercenary Dice when used in Merchant Districts. |
|Fully restores the Durability of Mercenary Dice when used in Merchant Districts. |
||
|- |
|- |
||
|Fur Coats |
|Fur Coats |
||
|Peasant |
|Peasant |
||
+ | | |
||
|'''[[Dice]]''' are immune to [[Freeze]] while used in [[Peasant Districts]]. |
|'''[[Dice]]''' are immune to [[Freeze]] while used in [[Peasant Districts]]. |
||
|- |
|- |
||
|Fur padding |
|Fur padding |
||
|Soldier |
|Soldier |
||
+ | | |
||
|'''Soldier Dice''' are always immune to '''Freezing'''. |
|'''Soldier Dice''' are always immune to '''Freezing'''. |
||
|- |
|- |
||
|Greenhouses |
|Greenhouses |
||
|Peasant |
|Peasant |
||
+ | | |
||
|Wheat Farms inside Peasant Disctricts work also in Winter. |
|Wheat Farms inside Peasant Disctricts work also in Winter. |
||
|- |
|- |
||
|Healers |
|Healers |
||
|Monk |
|Monk |
||
+ | | |
||
|Wounded Dice used in Monk districts are healed. |
|Wounded Dice used in Monk districts are healed. |
||
|- |
|- |
||
|Healing chemicals |
|Healing chemicals |
||
|Citizen |
|Citizen |
||
+ | | |
||
|Enhancement Chamber also heals Wounded and Sickness. |
|Enhancement Chamber also heals Wounded and Sickness. |
||
|- |
|- |
||
|Higher education |
|Higher education |
||
|Citizen |
|Citizen |
||
+ | | |
||
|Newly obtained Citizen Dice now start with 2 {Work}, {Work}, 2 {Build}, {Build}, 2 {Study}, {Study}. |
|Newly obtained Citizen Dice now start with 2 {Work}, {Work}, 2 {Build}, {Build}, 2 {Study}, {Study}. |
||
|- |
|- |
||
|Inheritance |
|Inheritance |
||
|Merchant |
|Merchant |
||
+ | | |
||
|Newly obtained Merchant Dice now start with 2 {Gather}, 2 {Gather}, 2 {Explore}, {Explore}, 2 {Trade}, {Trade} |
|Newly obtained Merchant Dice now start with 2 {Gather}, 2 {Gather}, 2 {Explore}, {Explore}, 2 {Trade}, {Trade} |
||
|- |
|- |
||
|Looting |
|Looting |
||
|Soldier |
|Soldier |
||
+ | | |
||
|Defeated attackers have 15% chance to provide some Food. |
|Defeated attackers have 15% chance to provide some Food. |
||
|- |
|- |
||
|Mandatory cutting |
|Mandatory cutting |
||
|Peasant |
|Peasant |
||
+ | | |
||
|At the start of every season obtain 2 Wood for every Forest inside Peasant Districts. |
|At the start of every season obtain 2 Wood for every Forest inside Peasant Districts. |
||
|- |
|- |
||
|Mandatory harvesting |
|Mandatory harvesting |
||
|Peasant |
|Peasant |
||
+ | | |
||
|At the start of every season obtain 2 Wheat for every Wheat Farm inside Peasant Districts. |
|At the start of every season obtain 2 Wheat for every Wheat Farm inside Peasant Districts. |
||
|- |
|- |
||
|Mandatory mining |
|Mandatory mining |
||
|Peasant |
|Peasant |
||
+ | | |
||
|At the start of every season obtain 2 Stone or 2 Iron for every Mine inside Peasant Districts. |
|At the start of every season obtain 2 Stone or 2 Iron for every Mine inside Peasant Districts. |
||
|- |
|- |
||
|Mandatory training |
|Mandatory training |
||
|Soldier |
|Soldier |
||
+ | | |
||
|[[Soldier Dice]] have a 15% chance of being empowered when used in [[Soldier Districts]]. |
|[[Soldier Dice]] have a 15% chance of being empowered when used in [[Soldier Districts]]. |
||
|- |
|- |
||
|Nature studies |
|Nature studies |
||
|Citizen |
|Citizen |
||
+ | | |
||
|At the start of every season obtain 1 Knowledge per different Location type inside Citizen Districts. |
|At the start of every season obtain 1 Knowledge per different Location type inside Citizen Districts. |
||
+ | |- |
||
+ | |Mandatory excercise |
||
+ | |Peasant |
||
+ | | |
||
+ | |A Peasant Die generated from the house starts with full Durability. |
||
|- |
|- |
||
|Mobilisation |
|Mobilisation |
||
|Soldier |
|Soldier |
||
+ | | |
||
|Military Academy requires an extra Die and provides an extra Soldier Die. |
|Military Academy requires an extra Die and provides an extra Soldier Die. |
||
|- |
|- |
||
|Monastic brewing |
|Monastic brewing |
||
|Monk |
|Monk |
||
+ | | |
||
|Doubles the Ale produced in all Buildings inside Monk Districts. |
|Doubles the Ale produced in all Buildings inside Monk Districts. |
||
|- |
|- |
||
|Monetary incentives |
|Monetary incentives |
||
|Merchant |
|Merchant |
||
+ | | |
||
|Mercenary Dice won't leave when Wounded. |
|Mercenary Dice won't leave when Wounded. |
||
|- |
|- |
||
|Pioneers |
|Pioneers |
||
|Merchant |
|Merchant |
||
+ | |y |
||
|All newly obtained Dice have 1 extra power to {Explore}. |
|All newly obtained Dice have 1 extra power to {Explore}. |
||
|- |
|- |
||
|Precision tools |
|Precision tools |
||
|Citizen |
|Citizen |
||
+ | | |
||
|Workshop requires 1 less {Knowledge}. |
|Workshop requires 1 less {Knowledge}. |
||
+ | |- |
||
+ | |Preachers |
||
+ | |Monk |
||
+ | |y |
||
+ | |Restores 4 Durability to Dice when used in Monk Districts. |
||
|- |
|- |
||
|Preparations |
|Preparations |
||
|Monk |
|Monk |
||
+ | | |
||
|At the start of every season obtain 1 Herbs for every [[Location]] inside [[Monk Districts]]. |
|At the start of every season obtain 1 Herbs for every [[Location]] inside [[Monk Districts]]. |
||
|- |
|- |
||
|Production reviews |
|Production reviews |
||
|Citizen |
|Citizen |
||
+ | | |
||
|Citizen Dice have 15% chance to provide 1 Knowledge when used in Citizen Districts. |
|Citizen Dice have 15% chance to provide 1 Knowledge when used in Citizen Districts. |
||
+ | |- |
||
+ | |Protective medecine |
||
+ | |Monk |
||
+ | |y |
||
+ | |Raise the Maximum Durability of all Dice to 24. |
||
|- |
|- |
||
|Representatives |
|Representatives |
||
|Merchant |
|Merchant |
||
+ | |y |
||
|District Hall requires no Gold to be upgraded into Class District Hall. |
|District Hall requires no Gold to be upgraded into Class District Hall. |
||
|- |
|- |
||
|Sacred ceremony |
|Sacred ceremony |
||
|Monk |
|Monk |
||
+ | | |
||
|Immediately heal all effects from Dice and completely restore their Durability. |
|Immediately heal all effects from Dice and completely restore their Durability. |
||
|- |
|- |
||
|Salting |
|Salting |
||
|Peasant |
|Peasant |
||
+ | |y |
||
|Doubles the Food produced in all Buildings inside Peasant Districts. |
|Doubles the Food produced in all Buildings inside Peasant Districts. |
||
|- |
|- |
||
|Seminaries |
|Seminaries |
||
|Monk |
|Monk |
||
+ | | |
||
|Newly obtained Monk Dice now start with 2 {Work}, 2 {Work}, {Gather}, {Explore}, 2 {Pray}, {Pray}. |
|Newly obtained Monk Dice now start with 2 {Work}, 2 {Work}, {Gather}, {Explore}, 2 {Pray}, {Pray}. |
||
|- |
|- |
||
|Sharing Experience |
|Sharing Experience |
||
|Peasant |
|Peasant |
||
+ | |y |
||
|All newly obtained '''[[Dice]]''' have 1 extra power to {Gather}. |
|All newly obtained '''[[Dice]]''' have 1 extra power to {Gather}. |
||
+ | |- |
||
+ | |Sharing wisdom |
||
+ | |Monk |
||
+ | |y |
||
+ | |All newly obtained Dice have 1 extra power to {Work} |
||
|- |
|- |
||
|Supervisors |
|Supervisors |
||
|Citizen |
|Citizen |
||
+ | |y |
||
|Increase the resources production in all Buildings inside Citizen Districts by 1. |
|Increase the resources production in all Buildings inside Citizen Districts by 1. |
||
|- |
|- |
||
|Training standards |
|Training standards |
||
|Soldier |
|Soldier |
||
+ | | |
||
|Newly obtained Soldier Dice now start with 2 {Attack}, 2 {Attack}, {Attack}, 1 {Build}, 2 {Raid}, {Raid}. |
|Newly obtained Soldier Dice now start with 2 {Attack}, 2 {Attack}, {Attack}, 1 {Build}, 2 {Raid}, {Raid}. |
||
+ | |- |
||
+ | |Solstice celebration |
||
+ | |Peasant |
||
+ | | |
||
+ | |Immediatelly obtain 2 Peasant Dice. |
||
+ | |- |
||
+ | |Prosperity |
||
+ | |Peasant |
||
+ | | |
||
+ | |House can be used by Any Dice. |
||
+ | |- |
||
+ | |Mandatory Schooling |
||
+ | |Citizen |
||
+ | | |
||
+ | |At the start of every season obtain 1 Knowledge for every Citizen District. |
||
+ | |- |
||
+ | |Breakthrough |
||
+ | |Citizen |
||
+ | | |
||
+ | |Immediately obtain 4 Knowledge |
||
+ | |- |
||
+ | |Architects |
||
+ | |Citizen |
||
+ | |y |
||
+ | |All newly obtained Dice have 1 extra power to {Build}. |
||
+ | |- |
||
+ | |Education Standards |
||
+ | |Citizen |
||
+ | | |
||
+ | |Every Building that allows a Die to be converted into a different Class requires 1 less resource to operate. |
||
+ | |- |
||
+ | |Elite training |
||
+ | |Soldier |
||
+ | | |
||
+ | |Military Academy empower 2 random face of the new Soldier Dice |
||
+ | |- |
||
+ | |Scavenging |
||
+ | |Soldier |
||
+ | | |
||
+ | |Defeated attackers have 15% chance to provide some Iron. |
||
+ | |- |
||
+ | |Sentinels |
||
+ | |Soldier |
||
+ | |y |
||
+ | |Towers inside Soldier Districts provide double {Attack} |
||
+ | |- |
||
+ | |Civil Service |
||
+ | |Soldier |
||
+ | | |
||
+ | |Replaces {Gather} with {Attack} in all Locations inside Soldier Districts. |
||
+ | |- |
||
+ | |Military dictatorship |
||
+ | |Soldier |
||
+ | |y |
||
+ | |Pleased Soldiers also prevent all negative effects of any Angry Classes. |
||
+ | |- |
||
+ | |Roaming companies |
||
+ | |Merchant |
||
+ | | |
||
+ | |At the start of every season obtain 1 Mercenary Die for every Merchant District. |
||
+ | |- |
||
+ | |Liturgies |
||
+ | |Monk |
||
+ | | |
||
+ | |Monument fully restores Durability of all Dice in Pool |
||
+ | |- |
||
+ | |Restoration |
||
+ | |Monk |
||
+ | | |
||
+ | |Temple also fully restores Durability |
||
+ | |- |
||
+ | |Mandatory offerings |
||
+ | |Monk |
||
+ | | |
||
+ | |At the start of every season obtain 1 Gold for every non Monk District. |
||
|} |
|} |
Latest revision as of 01:34, 16 September 2021
Name | Type | Rare | Effect |
---|---|---|---|
Access the reserves | Merchant | Immediately obtain 2 Food, 2 Gold, 2 Iron, 2 Ale, 2 Herbs. | |
Appropriations | Merchant | At the start of every season obtain 2 random resource for every Merchant District. | |
Bigger Companies | Merchant | Mercenary Guild provides an extra Mercenary Die. | |
Commissioners | Citizen | Increases the range of the Tax Office by 1. | |
Divine inspiration | Monk | Dice used inside a Temple have 20% chance of getting Blessed. | |
Domestic trading | Merchant | At the start of every season obtain 1 Gold for every Merchant District. | |
Double exposure | Citizen | y | Enhancement Chamber empowers an additional random face. |
Early Training | Soldier | All newly obtained Dice have 1 extra power to {Attack}. | |
Elite companies | Merchant | Newly obtained Mercenary Dice now start with 3 {Attack}, 3 {Attack}, 2 {Attack}, 2 {Attack}, {Raid}, {Raid}. | |
Expert Workers | Peasant | y | Increase the resource gathered in all Locations inside Peasant Disctricts by 1. |
Firewatch | Peasant | Buildings inside Peasant Districts are immune to fire. | |
Forced Enlisting | Soldier | Immediately obtain 4 Soldier Dice. | |
Free Market | Merchant | y | Doubles the Gold produced in all Buildings inside Merchant Districts. |
Free rations | Merchant | Fully restores the Durability of Mercenary Dice when used in Merchant Districts. | |
Fur Coats | Peasant | Dice are immune to Freeze while used in Peasant Districts. | |
Fur padding | Soldier | Soldier Dice are always immune to Freezing. | |
Greenhouses | Peasant | Wheat Farms inside Peasant Disctricts work also in Winter. | |
Healers | Monk | Wounded Dice used in Monk districts are healed. | |
Healing chemicals | Citizen | Enhancement Chamber also heals Wounded and Sickness. | |
Higher education | Citizen | Newly obtained Citizen Dice now start with 2 {Work}, {Work}, 2 {Build}, {Build}, 2 {Study}, {Study}. | |
Inheritance | Merchant | Newly obtained Merchant Dice now start with 2 {Gather}, 2 {Gather}, 2 {Explore}, {Explore}, 2 {Trade}, {Trade} | |
Looting | Soldier | Defeated attackers have 15% chance to provide some Food. | |
Mandatory cutting | Peasant | At the start of every season obtain 2 Wood for every Forest inside Peasant Districts. | |
Mandatory harvesting | Peasant | At the start of every season obtain 2 Wheat for every Wheat Farm inside Peasant Districts. | |
Mandatory mining | Peasant | At the start of every season obtain 2 Stone or 2 Iron for every Mine inside Peasant Districts. | |
Mandatory training | Soldier | Soldier Dice have a 15% chance of being empowered when used in Soldier Districts. | |
Nature studies | Citizen | At the start of every season obtain 1 Knowledge per different Location type inside Citizen Districts. | |
Mandatory excercise | Peasant | A Peasant Die generated from the house starts with full Durability. | |
Mobilisation | Soldier | Military Academy requires an extra Die and provides an extra Soldier Die. | |
Monastic brewing | Monk | Doubles the Ale produced in all Buildings inside Monk Districts. | |
Monetary incentives | Merchant | Mercenary Dice won't leave when Wounded. | |
Pioneers | Merchant | y | All newly obtained Dice have 1 extra power to {Explore}. |
Precision tools | Citizen | Workshop requires 1 less {Knowledge}. | |
Preachers | Monk | y | Restores 4 Durability to Dice when used in Monk Districts. |
Preparations | Monk | At the start of every season obtain 1 Herbs for every Location inside Monk Districts. | |
Production reviews | Citizen | Citizen Dice have 15% chance to provide 1 Knowledge when used in Citizen Districts. | |
Protective medecine | Monk | y | Raise the Maximum Durability of all Dice to 24. |
Representatives | Merchant | y | District Hall requires no Gold to be upgraded into Class District Hall. |
Sacred ceremony | Monk | Immediately heal all effects from Dice and completely restore their Durability. | |
Salting | Peasant | y | Doubles the Food produced in all Buildings inside Peasant Districts. |
Seminaries | Monk | Newly obtained Monk Dice now start with 2 {Work}, 2 {Work}, {Gather}, {Explore}, 2 {Pray}, {Pray}. | |
Sharing Experience | Peasant | y | All newly obtained Dice have 1 extra power to {Gather}. |
Sharing wisdom | Monk | y | All newly obtained Dice have 1 extra power to {Work} |
Supervisors | Citizen | y | Increase the resources production in all Buildings inside Citizen Districts by 1. |
Training standards | Soldier | Newly obtained Soldier Dice now start with 2 {Attack}, 2 {Attack}, {Attack}, 1 {Build}, 2 {Raid}, {Raid}. | |
Solstice celebration | Peasant | Immediatelly obtain 2 Peasant Dice. | |
Prosperity | Peasant | House can be used by Any Dice. | |
Mandatory Schooling | Citizen | At the start of every season obtain 1 Knowledge for every Citizen District. | |
Breakthrough | Citizen | Immediately obtain 4 Knowledge | |
Architects | Citizen | y | All newly obtained Dice have 1 extra power to {Build}. |
Education Standards | Citizen | Every Building that allows a Die to be converted into a different Class requires 1 less resource to operate. | |
Elite training | Soldier | Military Academy empower 2 random face of the new Soldier Dice | |
Scavenging | Soldier | Defeated attackers have 15% chance to provide some Iron. | |
Sentinels | Soldier | y | Towers inside Soldier Districts provide double {Attack} |
Civil Service | Soldier | Replaces {Gather} with {Attack} in all Locations inside Soldier Districts. | |
Military dictatorship | Soldier | y | Pleased Soldiers also prevent all negative effects of any Angry Classes. |
Roaming companies | Merchant | At the start of every season obtain 1 Mercenary Die for every Merchant District. | |
Liturgies | Monk | Monument fully restores Durability of all Dice in Pool | |
Restoration | Monk | Temple also fully restores Durability | |
Mandatory offerings | Monk | At the start of every season obtain 1 Gold for every non Monk District. |