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Document Eagle command vigor costs (#8420)
* Document Eagle command vigor costs * Tighten Eagle vigor cost wording
This commit is contained in:
@@ -15,6 +15,7 @@ Source map for numeric command details:
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- Feast: settings fields loyaltyGainFromFeast=10, vigorGainFromFeast=10, feastGoldCostPerHero=20; applied in src/main/scala/net/eagle0/eagle/library/actions/impl/command/FeastCommand.scala and src/main/scala/net/eagle0/eagle/library/actions/availability/AvailableFeastCommandFactory.scala.
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- Hero Gift: settings fields loyaltyIncreasePerGold=0.25 and maxGiftGold=100; applied in src/main/scala/net/eagle0/eagle/library/actions/impl/command/HeroGiftCommand.scala and src/main/scala/net/eagle0/eagle/library/actions/availability/AvailableHeroGiftCommandFactory.scala.
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- Rest: settings field restVigorGain=15; applied in src/main/scala/net/eagle0/eagle/library/actions/impl/command/RestCommand.scala.
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- Vigor costs: src/main/resources/net/eagle0/eagle/settings.tsv fields actionVigorCost=15, reconVigorCost=30, apprehendOutlawVigorCost=30, controlWeatherVigorDelta=-40, startEpidemicVigorDelta=-30, vigorGainFromFeast=10, restVigorGain=15.
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- Divine: divinable heroes are unaffiliated heroes with RecruitmentInfo.NotDivined; see src/main/scala/net/eagle0/eagle/library/actions/availability/AvailableDivineCommandsFactory.scala and src/main/scala/net/eagle0/eagle/library/actions/impl/command/DivineCommand.scala.
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- Issue Orders: order availability comes from src/main/scala/net/eagle0/eagle/library/actions/availability/AvailableIssueOrdersCommandFactory.scala; vassal order behavior comes from src/main/scala/net/eagle0/eagle/library/actions/impl/action/PerformVassalCommandsPhaseAction.scala, src/main/scala/net/eagle0/eagle/library/util/command_choice_helpers/CommandChoiceHelpers.scala, and src/main/scala/net/eagle0/eagle/library/util/command_choice_helpers/ExpandCommandSelector.scala.
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-->
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@@ -27,6 +28,8 @@ Most command phase actions spend the acting province's turn.
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<b>Hero requirements:</b> None. Paladins get a bonus.
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<b>Vigor cost:</b> 15.
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<b>Available when:</b> the acting province has food to give and an eligible hero with enough vigor.
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<b>Effect:</b> Give up to 1000 food from the acting province as charity. The province gains 1 support per 100 food, capped by the province's maximum 100 support. Paladins multiply the support gain by 4, so a Paladin gives 4 support per 100 food. The acting hero spends vigor and gains charisma XP.
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@@ -37,6 +40,8 @@ Most command phase actions spend the acting province's turn.
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<b>Hero requirements:</b> None.
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<b>Vigor cost:</b> 30.
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<b>Available when:</b> an outlaw hero is present in the acting province and an eligible hero has enough vigor.
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<b>Effect:</b> Attempt to capture the outlaw. On success, the outlaw is removed from the province's unaffiliated heroes and re-added as a prisoner with a bias against the imprisoning faction. The acting hero spends vigor, and the game creates a deferred notification/story request.
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@@ -47,6 +52,8 @@ Most command phase actions spend the acting province's turn.
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<b>Hero requirements:</b> Mage.
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<b>Vigor cost:</b> 40.
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<b>Available when:</b> a Mage has enough vigor and the acting province or an adjacent province has a valid weather change.
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<b>Effect:</b> Change weather in a target province. Available options can start or end blizzards and droughts. The target province receives a deferred weather change, and the acting hero records a weather backstory event, spends or gains the configured vigor delta, and gains wisdom XP.
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@@ -57,6 +64,8 @@ Most command phase actions spend the acting province's turn.
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<b>Hero requirements:</b> None.
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<b>Vigor cost:</b> 15 from the messenger hero.
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<b>Available when:</b> a diplomatic option is valid against another faction and an eligible messenger hero can be sent.
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<b>Effect:</b> Send a hero to another faction with a diplomatic proposal. Truce, invitation, alliance, break-alliance, and ransom options create unresolved incoming offers for the target faction and story-generation requests. Most diplomacy options spend gold, remove the messenger hero from the acting province, and cost the messenger vigor.
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@@ -67,6 +76,8 @@ Most command phase actions spend the acting province's turn.
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<b>Hero requirements:</b> None.
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<b>Vigor cost:</b> None.
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<b>Available when:</b> your faction has an eligible vassal hero.
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<b>Effect:</b> Remove the selected vassal from your faction.
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@@ -77,6 +88,8 @@ Most command phase actions spend the acting province's turn.
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<b>Hero requirements:</b> None.
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<b>Vigor cost:</b> None. This restores up to 10 vigor for each ruling-faction hero in the province.
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<b>Available when:</b> the acting province can pay the feast cost: 20 gold per ruling-faction hero in the province, multiplied by the province price index.
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<b>Effect:</b> Hold a feast in the acting province. Every ruling-faction hero in the province gains up to 10 loyalty, capped at 100, and up to 10 vigor, capped by constitution. Faction leaders do not gain loyalty, but can still gain vigor. The province spends gold, the price index may change, and feast-spending quest counters can advance.
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@@ -87,6 +100,8 @@ Most command phase actions spend the acting province's turn.
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<b>Hero requirements:</b> None.
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<b>Vigor cost:</b> None.
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<b>Available when:</b> there is an eligible non-leader hero and gold available to give.
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<b>Effect:</b> Send up to 100 gold as a gift to an eligible hero. Loyalty gain depends on the gold amount, the recipient province's price index, and the hero's current loyalty: the base gain is 0.25 loyalty per gold, divided by price index, capped by the remaining room to 100 LOY.
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@@ -97,6 +112,8 @@ Most command phase actions spend the acting province's turn.
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<b>Hero requirements:</b> None. Engineers get a bonus.
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<b>Vigor cost:</b> 15.
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<b>Available when:</b> a hero has enough vigor and the province has an available improvement or devastation repair option.
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<b>Effect:</b> Improve a province using one of the available improvement types. Economy, agriculture, and infrastructure rise toward 100; devastation repair reduces all three devastation tracks. The acting hero spends vigor and gains strength/agility XP, and the improvement can optionally be locked as the province's preferred type.
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@@ -107,6 +124,8 @@ Most command phase actions spend the acting province's turn.
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<b>Hero requirements:</b> None.
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<b>Vigor cost:</b> None. This does not take your turn.
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<b>Available when:</b> a faction leader is acting, your faction controls more than one province, and you can review or update province orders. This command does not take your turn.
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<b>Effect:</b> Set standing orders for your provinces. Orders guide vassal-ruled provinces during the vassal command phase; provinces led directly by faction leaders are still commanded directly. Vassals may still handle urgent problems first, such as defense, riots, severe fatigue, low support, beast suppression, loyalty management, or other immediately available crisis commands.
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@@ -135,6 +154,8 @@ Look for growth or attack opportunities. The vassal first tries to march into ne
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<b>Hero requirements:</b> None.
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<b>Vigor cost:</b> 15 from each marching hero.
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<b>Available when:</b> the acting province has movable heroes, battalions, gold, or food and at least one valid destination.
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<b>Effect:</b> Move heroes, battalions, gold, and food from one province to another. The selected units and supplies leave the origin province immediately, each marching hero spends vigor and gains wisdom XP, and the destination receives an incoming moving army scheduled for the next round.
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@@ -158,6 +179,8 @@ If the destination is neutral or hostile, the army does not simply appear in the
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<b>Hero requirements:</b> None.
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<b>Vigor cost:</b> None.
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<b>Available when:</b> the acting province has battalions to manage, troops to reorganize, or gold to raise new troops.
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<b>Effect:</b> Create, resize, merge, transfer, or dismiss battalions in the acting province. New troops cost gold and enter with no training or armament, while transferred troops preserve weighted training and armament. Empty battalions are destroyed, new battalions get generated names and initial backstory requests, and the province price index may change from the gold spend.
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@@ -168,6 +191,8 @@ If the destination is neutral or hostile, the army does not simply appear in the
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<b>Hero requirements:</b> Ranger.
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<b>Vigor cost:</b> 30.
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<b>Available when:</b> a Ranger has enough vigor and there is a valid target province to scout.
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<b>Effect:</b> Send a hero to scout another province.
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@@ -178,6 +203,8 @@ If the destination is neutral or hostile, the army does not simply appear in the
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<b>Hero requirements:</b> None.
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<b>Vigor cost:</b> None. This restores up to 15 vigor for each ruling-faction hero in the province.
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<b>Available when:</b> the acting province can spend its turn resting.
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<b>Effect:</b> Have the acting province rest for the turn. Faction heroes in the province regain up to 15 vigor, capped by constitution, and rest-related quest counters can advance.
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@@ -188,6 +215,8 @@ If the destination is neutral or hostile, the army does not simply appear in the
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<b>Hero requirements:</b> None.
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<b>Vigor cost:</b> 15.
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<b>Available when:</b> the acting province has supplies to send, an eligible hero, and a valid destination province.
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<b>Effect:</b> Send gold and food from the acting province to another province.
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@@ -198,6 +227,8 @@ If the destination is neutral or hostile, the army does not simply appear in the
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<b>Hero requirements:</b> Necromancer.
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<b>Vigor cost:</b> 30.
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<b>Available when:</b> a Necromancer has enough vigor and the acting province or an adjacent province can receive an epidemic.
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<b>Effect:</b> Start an epidemic in the target province.
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@@ -208,6 +239,8 @@ If the destination is neutral or hostile, the army does not simply appear in the
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<b>Hero requirements:</b> None. Heroes with any profession get a power bonus.
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<b>Vigor cost:</b> 15 on success, plus any vigor lost to casualties. If the hero is killed, the command fails.
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<b>Available when:</b> the acting province has a beast event and an eligible hero.
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<b>Effect:</b> Send a hero, optionally with a battalion, to suppress beasts in the acting province. The fight rolls beast power, applies casualties to the battalion and/or hero, removes the beast event on success or failure, and creates a story notification. Success can award gold, food, support, hero XP, and battalion backstory; failure can kill the hero and destroy the battalion.
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@@ -218,6 +251,8 @@ If the destination is neutral or hostile, the army does not simply appear in the
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<b>Hero requirements:</b> The target hero must have at least 95 loyalty.
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<b>Vigor cost:</b> None.
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<b>Available when:</b> a loyal hero is eligible to become a faction leader through kinship.
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<b>Effect:</b> Choose a hero for a kinship bond. A hero who swears kinship can become a faction leader.
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@@ -228,6 +263,8 @@ If the destination is neutral or hostile, the army does not simply appear in the
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<b>Hero requirements:</b> None. Champions get a bonus.
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<b>Vigor cost:</b> 15.
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<b>Available when:</b> a hero has enough vigor and the province has at least one battalion with less than 100 TRN.
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<b>Effect:</b> Raise the TRN of all trainable battalions in the province. The more troops are present, the lower the amount raised. The acting hero spends vigor and gains charisma, strength, and agility XP.
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@@ -238,6 +275,8 @@ If the destination is neutral or hostile, the army does not simply appear in the
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<b>Hero requirements:</b> None.
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<b>Vigor cost:</b> 15.
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<b>Available when:</b> the acting province can enter the traveling command state.
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<b>Effect:</b> Unlock the traveling commands below. Once you are traveling, you can use as many traveling commands as you want in the same round before using Return to come back to camp.
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@@ -252,6 +291,8 @@ You must use Travel before these commands appear. Once you are traveling, you ca
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<b>Hero requirements:</b> None.
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<b>Vigor cost:</b> None.
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<b>Available when:</b> you are traveling, the province has gold, and at least one battalion can raise ARM without exceeding effective infrastructure.
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<b>Effect:</b> Spend gold to raise armament on existing battalions. New armament must be higher than the battalion's current armament and cannot exceed the province's effective infrastructure. The province spends gold, the price index may change, and each armed battalion records a backstory event.
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@@ -262,6 +303,8 @@ You must use Travel before these commands appear. Once you are traveling, you ca
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<b>Hero requirements:</b> None.
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<b>Vigor cost:</b> None.
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<b>Available when:</b> you are traveling and an unaffiliated hero quest is available in the province.
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<b>Effect:</b> Decline one of the unaffiliated hero quests available in the acting province.
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@@ -272,6 +315,8 @@ You must use Travel before these commands appear. Once you are traveling, you ca
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<b>Hero requirements:</b> None.
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<b>Vigor cost:</b> None.
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<b>Available when:</b> you are traveling, the province has gold, and there are free heroes who are not yet ready to join your faction but might be won over.
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<b>Effect:</b> Spend gold to divine one or more free heroes. For each divined hero, you receive details about what could impress them enough to become recruitable. Fulfill that ask, and the hero can later appear under Recruit Heroes. Cost scales by the province price index, the province spends gold, and the price index may change.
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@@ -282,6 +327,8 @@ You must use Travel before these commands appear. Once you are traveling, you ca
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<b>Hero requirements:</b> None.
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<b>Vigor cost:</b> None.
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<b>Available when:</b> you are traveling and the province has prisoner heroes with available management options.
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<b>Effect:</b> Choose how to handle prisoner heroes.
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@@ -292,6 +339,8 @@ You must use Travel before these commands appear. Once you are traveling, you ca
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<b>Hero requirements:</b> None.
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<b>Vigor cost:</b> None.
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<b>Available when:</b> you are traveling and unaffiliated heroes in the province are willing to join.
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<b>Effect:</b> Recruit available unaffiliated heroes in the acting province. Recruited heroes join the faction at starting loyalty, move from the province's unaffiliated hero list into its ruling faction heroes, and receive a recruitment backstory event.
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@@ -302,6 +351,8 @@ You must use Travel before these commands appear. Once you are traveling, you ca
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<b>Hero requirements:</b> None.
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<b>Vigor cost:</b> None.
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<b>Available when:</b> you are traveling.
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<b>Effect:</b> Return from the traveling command state to the normal strategic flow.
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@@ -312,6 +363,8 @@ You must use Travel before these commands appear. Once you are traveling, you ca
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<b>Hero requirements:</b> None.
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<b>Vigor cost:</b> None.
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<b>Available when:</b> you are traveling and the province has enough gold or food for at least one trade.
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<b>Effect:</b> Buy or sell food using the acting province's gold and food stores. Food buy and sell prices are based on the province price index. Buying spends gold and adds food; selling removes food and adds gold. The price index may change after the trade.
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@@ -326,6 +379,8 @@ These commands appear only when the game is resolving a special situation, respo
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<b>Hero requirements:</b> None.
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<b>Vigor cost:</b> None.
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<b>Available when:</b> an attack decision is pending.
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<b>Effect:</b> Choose how to respond to a pending attack opportunity or battle decision. The command shows involved armies, acting units, and the available attack decision types.
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@@ -336,6 +391,8 @@ These commands appear only when the game is resolving a special situation, respo
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<b>Hero requirements:</b> None.
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<b>Vigor cost:</b> None.
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<b>Available when:</b> a province is under attack and can commit defenders.
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<b>Effect:</b> Respond to an incoming attack by committing a defending army. The selected defenders become the province's defending army. If flee provinces are available, one must be selected as the army's fallback destination.
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@@ -346,6 +403,8 @@ These commands appear only when the game is resolving a special situation, respo
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<b>Hero requirements:</b> None.
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<b>Vigor cost:</b> None.
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<b>Available when:</b> a captured hero needs a decision.
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<b>Effect:</b> Choose what to do with a captured hero.
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@@ -356,6 +415,8 @@ These commands appear only when the game is resolving a special situation, respo
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<b>Hero requirements:</b> None.
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<b>Vigor cost:</b> Depends on the option. Crack Down can cost vigor; Give and Do Nothing do not.
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<b>Available when:</b> a province has a riot.
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<b>Effect:</b> Respond to a riot in the acting province. The client presents this as one command with multiple response options. The province leader's Charisma matters, even if a different hero is selected to crack down: leader Charisma improves gift success and makes forceful crackdowns face smaller riots.
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@@ -374,6 +435,8 @@ If you fail to stop the riot, or if the riot is still unresolved when the riot p
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##### Crack Down
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<b>Vigor cost:</b> 15 on success, plus any vigor lost to casualties. If the hero is killed, the command fails.
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<b>Effect:</b> Try to suppress the riot by force using a hero and optionally a battalion. The riot size is random from 100 to 1500, but the province leader's Charisma, not the selected acting hero's Charisma, reduces the roll before the size is calculated. Higher leader Charisma therefore makes the riot smaller and easier to defeat.
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Casualties are based on riot size against the power of the acting hero and any attached battalion. If a battalion is used, casualties hit the battalion first; the battalion can be destroyed, and excess casualties can injure or kill the acting hero. If no battalion is used, casualties hit the acting hero directly.
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@@ -386,12 +449,16 @@ Crack Down fails if the acting hero is killed. A failed crackdown does not stop
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##### Do Nothing
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<b>Vigor cost:</b> None.
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<b>Effect:</b> Let the riot proceed without intervention. The riot will occur, causing the normal riot damage: -25 support, +25 economy devastation, and +25 infrastructure devastation.
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<b>Selection:</b> no additional choices.
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##### Give
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<b>Vigor cost:</b> None.
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<b>Effect:</b> Offer either food or gold to address the riot. You cannot combine food and gold in the same response. The maximum useful gift is 1000 food or 500 gold, and the selected amount is spent whether the attempt succeeds or fails.
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Gift success is probabilistic. The chance is based on the province leader's Charisma plus the fraction of the maximum gift you gave: larger gifts help, and more leader Charisma helps. A partial gift can fail. On success, the riot event is removed. On failure, the gift is still spent and the riot will still occur.
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@@ -402,6 +469,8 @@ Gift success is probabilistic. The chance is based on the province leader's Char
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<b>Hero requirements:</b> None.
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<b>Vigor cost:</b> None.
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<b>Available when:</b> unaffiliated heroes ask to join.
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<b>Effect:</b> Respond to unaffiliated heroes who are asking to join a province.
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@@ -412,6 +481,8 @@ Gift success is probabilistic. The chance is based on the province leader's Char
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<b>Hero requirements:</b> None.
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<b>Vigor cost:</b> None.
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<b>Available when:</b> another faction offers an alliance.
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<b>Effect:</b> Accept or reject an incoming alliance offer.
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@@ -422,6 +493,8 @@ Gift success is probabilistic. The chance is based on the province leader's Char
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<b>Hero requirements:</b> None.
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<b>Vigor cost:</b> None.
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<b>Available when:</b> another faction tries to break an alliance.
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<b>Effect:</b> Respond to a faction attempting to break an alliance.
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@@ -432,6 +505,8 @@ Gift success is probabilistic. The chance is based on the province leader's Char
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<b>Hero requirements:</b> None.
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<b>Vigor cost:</b> None.
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<b>Available when:</b> another faction sends an invitation.
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<b>Effect:</b> Accept or reject an invitation from another faction.
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@@ -442,6 +517,8 @@ Gift success is probabilistic. The chance is based on the province leader's Char
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<b>Hero requirements:</b> None.
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<b>Vigor cost:</b> None.
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<b>Available when:</b> another faction makes a ransom offer.
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<b>Effect:</b> Accept or reject an incoming ransom offer.
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@@ -452,6 +529,8 @@ Gift success is probabilistic. The chance is based on the province leader's Char
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<b>Hero requirements:</b> None.
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<b>Vigor cost:</b> None.
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<b>Available when:</b> another faction offers a truce.
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||||
<b>Effect:</b> Accept or reject an incoming truce offer.
|
||||
@@ -462,6 +541,8 @@ Gift success is probabilistic. The chance is based on the province leader's Char
|
||||
|
||||
<b>Hero requirements:</b> None.
|
||||
|
||||
<b>Vigor cost:</b> None.
|
||||
|
||||
<b>Available when:</b> another faction demands tribute.
|
||||
|
||||
<b>Effect:</b> Decide whether to pay demanded tribute. The command shows the demanding factions, requested tribute, their rough strength, and the acting province's available food and gold.
|
||||
@@ -472,6 +553,8 @@ Gift success is probabilistic. The chance is based on the province leader's Char
|
||||
|
||||
<b>Hero requirements:</b> None.
|
||||
|
||||
<b>Vigor cost:</b> None.
|
||||
|
||||
<b>Available when:</b> a battle has just ended.
|
||||
|
||||
<b>Effect:</b> Choose what to do after a battle. The command states whether the province can be kept, lists adjacent withdrawal provinces, shows surviving units, remaining decision makers, available supplies, and explanatory info text.
|
||||
|
||||
Reference in New Issue
Block a user