« TurnsBringing you to charred land, Ul'rursh sighs.
"These lands have faced a great many enemies" he says with admiration "but we have always, eventually, come to be victorious. You must learn from the people of Bloodgard, as to how they deal with their people and how they provide to all its inhabitants without discrimination of any form or kind. Listen and learn, stranger." Ul'rursh seems to be his normal, calm, gentle self again which showed the importance of the advice.
Raising his hands, Ul'rursh begins displaying events for you "There are the simple events, such as Fires, Crimes and Illnesses. I will leave it to you to find out how you can remedy any small outbreaks. It is simple enough. There are more serious events which can occur in your settlement." He hands you a parchment. As you unroll it and your eyes hit the first line he begins to read it out from memory and as you read it the events come to life around you..
"Event One - Revolt: A revolt is caused when the morale of the peasants in your settlement drops so low as to incite civil disobedience and anarchy on a grand scale. Revolts must be brought under control immediately or you risk losing control of your settlement to mobs of uncivilised peasants. The best and recommended method of tackling revolts is enforcing Emergency Rule. Emergency Rule can be found under Overview > Economy Management. A revolt can bring about any or all of the following negative-effects in your settlement:
- Entertainers refusing to entertain the public
- Taxmen refusing to collect taxes
- Merchant trade loss due to civil unrest
- Significantly reduced build & plan points production
- Increased crimes and civil disobedience causing more financial and personnel losses
- Decreased food production from Farmers
- Stoppages in the production of wood, stone, marble and textiles
- Increased migration rates while peasant immigration is severely impacted" An angry mob come running towards you, armed with cleavers and shoes; the sight isn't pretty.
Ul'rursh smiles, insidiously, as he begins to read out the next event "Event Two - Riot: Riots are caused when the crime rates in your settlement rise to very high levels. Riots can lead to serious financial and peasant losses as well as damaging structures and properties in your settlement. The mob is now just a few paces away from you, you stand your ground knowing they are but concoctions but you've already seen the impossible and are unsure what to expect.
Ul'rursh continues to recite flawlessly "Sufficient Crime Stations and employed Law Enforcers will provide good law coverage for your settlement and decrease the amount of crime. A satisfactory law coverage can also nullify any damage to property in the case of Riots which can take place in extreme circumstances. Additionally, employing a healthy supply of Entertainers will stabilise the population morale in case a riot occurs. However, it is worth looking at the negative-effects a riot can bring about:"
- Increased crimes causing more financial and personnel losses
- Decreased peasant immigration rates
- Damage to structures in your settlement
- Increased number of deaths resulting from dangerous crimes
- Increased amount of financial loss resulting from preventative and maintenance costs" A uniformed body, some kind of government authority by the looks of it, comes and disperses the mob crowd with no casualties to anyone. You breath a sigh of relief while Ul'rursh begins the next event.
In an ominous voice Ul'rursh continues as a large wall of fire rises from the sands below, searing heat burning all in its path "Event Three - Great Fire: Your settlement will be subject to daily fire outbreaks of which might include death of peasants. Gold will also need to be invested to repair the damage caused by fires. The number of fire outbreaks increases in relation to your settlement land, but you can usually keep these incidences down to a fair number by building Fire Stations and employing Firemen. There is also a chance of your settlement catching a Great Fire. Great fires can arise if there are a large number of fires in your settlement which usually occurs if you have insufficient Firemen employed in your lands. Great fires can cause serious damage to buildings and property and can instigate the following penalties:
- Increased fires causing more financial and personnel losses
- Increase peasant morale loss due to the catastrophic damage caused by the great fire
- A great amount of damage to structures in your settlement
- Increased number of deaths resulting from uncontrollable fires
- Increased amount of financial loss resulting from preventative and maintenance costs" Rains begin to pour heavily and the great fire is extinguished quickly. Ul'rursh smiles "Nature is balanced, we make in unbalanced and so then we must resort to our own securities", he spits, "yet here we are; once again trying to control the world" he smiles even more broadly than before.
As the fire extinguishes and the resulting smoke clears, the scene before you and Ul'rursh is one of shock and disbelief. People lay still on the ground, their faces grey, with purple patches on their burnt skins and crimson flowing steadily out of their ears, eyes, nose and mouth. The stench is stomach-turning. "The wretched smell of the poor, the unfortunate ones who you overlook..." his eyes pierce into you foreboding you to not be neglectful "everyone under your settlement is under your care and responsibility. Remember that and you will be successful." He begins again to recite the next event. "Event Four - Plague: Your citizens can catch a plague if the health services are operating insufficiently in your settlement. Plagues can kill lots of peasants very quickly, leaving your settlement empty and desolate and ripe for picking as your workforce dwindles. The health of your peasants depends on the health services provided by your settlement; hence a satisfactory number of Health Clinics and employed Doctors will decrease the amount of illnesses in your settlement thus reducing the likelihood of a Plague spreading throughout your lands. Some of the penalties associated with this event are:"
- Increased illnesses causing more financial and personnel losses
- Increase peasant morale loss due to the widespread plague
- Increased number of deaths resulting from incurable patients
- Increased amount of financial loss resulting from medical costs
- Increased migration rates as peasants try to escape the outbreak
Now the scene changes again, this time one of lawlessness due to famine. "Sometimes" Ur'rursh begins "the last option is to use force against your own people. This is necessary for a people should never revolt against their Monarch. Any such acts of defiance should be squashed immediately before the fire of revolution burns." He begins the recitation of the final Event "Event Five - Emergency Rule: Emergency rule can be enforced over your settlement if you cannot control your population by any other means, and is meant to be the last step in a seriously impacted settlement where no other remedy is available. The emergency rule will instigate the following effects in your settlement:"
- Immediate control and stoppage of Revolts
- Reduced crimes as the military presence deters criminals
- Decreased Merchant trade income as key trade routes are brought under military supervision
- Decreased resource production
- Decreased morale production by entertainers
- Severely impacted peasant immigration rates
"Let's see, what we have still to cover. Done, done, done, Aa! Economy. Right, on your feet and follow me!"
« Turns