Difference between revisions of "Valley 1:Time Units"

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(Created page with 'Time Units allow NPCs to take actions each turn. Each action, from cutting down a tree to building a house to scouting a region, has a certain Time Unit cost to it. Each time you…')
 
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Time Units allow NPCs to take actions each turn. Each action, from cutting down a tree to building a house to scouting a region, has a certain Time Unit cost to it. Each time you end a turn, each NPC gains a number of Time Units equal to their morale. If a NPC has a job, they only gain half the number of Time Units. If NPCs do not use all of their Time Units, then their Time Units will rollover to the next turn, this allows you to do things that cost over 100 Time Units. Each NPC has a cap of 200 Time Units.
 
Time Units allow NPCs to take actions each turn. Each action, from cutting down a tree to building a house to scouting a region, has a certain Time Unit cost to it. Each time you end a turn, each NPC gains a number of Time Units equal to their morale. If a NPC has a job, they only gain half the number of Time Units. If NPCs do not use all of their Time Units, then their Time Units will rollover to the next turn, this allows you to do things that cost over 100 Time Units. Each NPC has a cap of 200 Time Units.
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[[A Valley Without Wind]]

Revision as of 15:03, 1 October 2011

Time Units allow NPCs to take actions each turn. Each action, from cutting down a tree to building a house to scouting a region, has a certain Time Unit cost to it. Each time you end a turn, each NPC gains a number of Time Units equal to their morale. If a NPC has a job, they only gain half the number of Time Units. If NPCs do not use all of their Time Units, then their Time Units will rollover to the next turn, this allows you to do things that cost over 100 Time Units. Each NPC has a cap of 200 Time Units.

A Valley Without Wind