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Home
Domains
Domain Overview
Hexes
Investment Types
Morale Bands
Population Morale
Races
Resource Types
Investment Types
Define which investments domains can build (mills, roads, temples, …)
Add new investment type
Name
G.P. Per Worker
Description
Add investment type
Existing types (12)
#1
GP/Worker
An initial investment of 2,000 g.p. will allow one non-forest hex with a Livestock resource to produce 4 g.p. of income per year per person engaged in the activity of breeding, raising, herding, and selling these animals. Making this investment in a grassland, scrub, desert, hill, or rough hex will allow it to produce 2 g.p. of income per year per person engaged in the activity even if there is no relevant resource in that hex. Any hex with an animal breeding investment receives a +2% adjustment to its annual population change roll.
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#2
GP/Worker
An initial investment of 5,000 g.p. (plus upkeep cost of 500 g.p. per year thereafter) builds an area, coliseum, or similar large structure to entertain the population with bread and circuses, with the effect of raising the morale of the population in the same hex as the building by +5%, so long as the building remains in use (i.e. the upkeep costs are paid). Also in this category are Tournaments. Hosting a tournament costs 10,000 g.p. And will bring at least one neighboring noble and an appropriately-sized retinue of cavaliers. If possible, the tournament should be played out in detail (the feasts, the melee, the jousts, etc.). Holding a tournament will increase the morale of the entire population of the freehold by +10% for that year. If the lord has any cavaliers in his or her own service, they will expect that a local tournament be held every fifth year, and that they be allowed to travel to tournaments in other realms during the off-years.
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#3
GP/Worker
If the lord has not personally explored his or her entire domain, this task can be delegated at a cost of 1,000 g.p. per grassland, scrub, forest, hill, or rough hex, 2,000 g.p. per desert or mountain hex, and 3,000 g.p. per swamp or jungle hex. The explorers are 75% likely to uncover one unidentified resource in the hex (if there is one to be uncovered). This roll should be made secretly so the lord will not know whether the roll failed or there was no resource present.
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#4
GP/Worker
An initial investment of 2,500 g.p. will allow one hex with a cloth or crops resource to produce 3 g.p. of income per year per person engaged in farming activity, while an initial investment of 5,000 g.p. will allow one hex with a wine or spices resource to produce 8 g.p. of income per person per year engaged in farming. Making this investment in a grassland, scrub, hill, rough, or swamp hex will allow it to produce 1 g.p. of income per year per person engaged in farming even if there is no relevant resource in that hex. A hex with a farming investment has a +1% bonus to its annual population change roll.
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#5
GP/Worker
An initial investment of 2,500 g.p. (plus upkeep costs of 250 g.p. per year thereafter) will allow one coastal hex with a fish resource to produce 1-6 g.p. of income per year per person engaged in fishing activity (rolled per hex, not per individual).
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#6
GP/Worker
An initial investment of 1,000 g.p. will allow one hex with a livestock resource to produce 2 g.p. of income per year per person engaged in hunting activity, will allow one hex with a furs resource to produce 4 g.p. of income per year per person engaged in trapping activity, or will allow one hex with an ivory resource to produce 10 g.p. of income per year per person engaged in ivory-hunting activity. Note that if the population of such a hex ever exceeds 2,500 (no matter how many of them are engaged in hunting or trapping activity) the resource(s) will be permanently lost.
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#7
GP/Worker
An initial investment of 10,000 g.p. (plus upkeep cost of 1,000 g.p. per year thereafter) establishes a university or college in the hex. This will create a modest influx of population (+1% to the annual population change roll) for the hex and will allow certain types of expert hirelings - alchemists, engineers, and scribes - to be hired locally. If the investment is doubled (to 20,000 g.p.) there is a 10% chance (checked each year, non-cumulative) that a sage will be drawn to the university. Each additional 1,000 g.p. of investment increases this chance by 5% to a maximum of 90% (with a 36,000 g.p. investment).
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#8
GP/Worker
An initial investment of 2,000 g.p. will allow one hex with a timber resource to produce 4 g.p. of income per year per person engaged in logging activity. This investment will also allow one forest or jungle hex to produce 2 g.p. of income per year per person engaged in logging even if it does not have a timber resource. Logging activity cannot occur in the same hex at the same time as hunting and trapping activity, though the two activities may alternate years. If the lord desires, a forest or jungle hex may be completely cleared by logging. This requires a 5,000 g.p. and will produce a one-time income of 10 g.p. Per person engaged in logging if the hex does not have a timber resource, or 20 g.p. per person engaged in logging if it does. However, the hex is then considered to be an open/grassland hex with no natural resources (not only the timber resource, but any other natural resources present in the hex are permanently lost).
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#9
GP/Worker
An initial investment of 5,000 g.p. (plus upkeep cost of 500 g.p. per year after the first) will allow one hex with an iron, oil, salt, or stone resource to produce 5 g.p. of income per year per person engaged in mining activity, will allow one hex with a precious metals resource to produce 10 g.p. of income per year per person engaged in mining, or will allow one hex with a gems resource to produce 20 g.p. of income per person per year engaged in mining. However, in the latter two cases, each year the resource must be checked to see if it has been mined out. A precious metals resource will be exhausted on a roll of 0 on 1d10, and a gems resource will be exhausted on a roll of 6 on 1d6. Dwarf and gnome miners will produce +20% of the standard income (i.e. 6 g.p., 12 g.p., or 24 g.p. per dwarf or gnome miner per year). Race other than dwarfs and gnomes dislike mining work, and if assigned to it in place of some other work their morale suffers a -15% reduction.
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#10
GP/Worker
An initial investment of 5,000 g.p. builds a temple which will draw at least one cleric (3rd level if the population of the hex is less than 2,000, 5th level if the hex population is 2,000 to 5,000, 7th level if the hex population is 5,000 to 10,000, and 9th level if the hex population is over 10,000), will raise the morale of the population of that hex by +5%, and will increase the annual population change roll for the hex by +1%. However, the lord is henceforth required to tithe 10% of the total income from that hex to the church each and every year. Failure to pay results in the church withdrawing its support for the lord, resulting in a -10% to morale for the population of the hex (and a -5% to morale for the population of the entire freehold, whether there is a church in their hex or not) until such time as the lord atones and pays all owed tithes (including back-payments). If the lord is a cleric him or herself, this investment is not required, and there is assumed to be a church in every hex. Note that unless the lord is a cleric, the church retains political independence and the lord does not have the right to name or replace priests.
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#11
GP/Worker
An initial investment of 10,000 g.p. (and upkeep cost of 1,000 g.p. per year thereafter) will create roads and/or canals (as appropriate) through a hex, which will have several effects: (1) overland movement rates will be increased, especially for vehicles (wagons and carts); (2) encounter checks for the hex are made using the Inhabited encounter tables; (3) the value of trade for the hex is increased by 1-6%; and (4) the population change roll for the hex is increased by +3%.
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#12
GP/Worker
In order to make this investment, the lord must be in contact and on friendly diplomatic terms with at least one neighboring civilized realm. If that requirement is met then a trade route (by land or by water, as appropriate) can be established with a neighboring land by an initial investment of 5,000 g.p. for a land or river route or 10,000 g.p. for a sea route. Once the trade route is established, the annual population change roll for that hex is made at +2%, and the value of all resources for that hex is increased by 0-15% (3d6-3), rolled each year. Note that if the hex also has had an investment in roads and canals, that increase is 1-21% (4d6-3) instead. Multiple trade investments can be made for the same hex, as long as each one corresponds to a different neighboring realm. Should the lord go to war with a realm with which he or she has a trade relationship, that relationship is broken and can only be re-established by a new investment (once the war is over, naturally).
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