Afficher le texte source Anciennes révisions Liens de retour Share on ... Google+ Twitter LinkedIn Facebook Pinterest Telegram Table des matières Principe Armées Diet Lazy Forager Marchers HugeMarchers Stealthy FreeArmy Morale Recruits RecruitsHeavyCav RecruitsLightCav RecruitsHeavyInf RecruitsLightInf RecruitsArchers RecruitsMercs StrongHeavyCav StrongLightCav StrongHeavyInf StrongLightInf StrongArchers StrongMercs SolidHeavyCav SolidLightCav SolidHeavyInf SolidLightInf SolidArchers SolidMercs Sailman Héros Recon CanRecon Uncover Assassin Thief Healer Balistics Haters Magician Sleak Resilient Locksmith Dictator Trainer Talker Popular Economie Buyer Gambler Taxman Rich Settler Loyal TaxUs Obedient Lean Prodigal StrongWilled Builders Workshop Leatherman MetalWorker MithrilLover Farmer Woodman Quarry Herd GoldDigger Fortif Machines Shipman Ceci est une ancienne révision du document ! Principe Tout comme son inspirateur, SdaGame permet également à chaque nation de se différencier par des pouvoirs spécifiques, impactant ses armées, ses héros et/ou son économie. A la différence de son prédécesseur, il s'agit d'une option de jeu et non d'un impératif. Dans les descriptifs de chaque nations du scénario Troisième age - 1650 sont ainsi explicités ces bonus dans le cas d'une partie avec “Bonus de nation : Rigoureux (6 bonus fixes)”, qui peut être considéré comme le mode par défaut. En plus de ces bonus de nations, les héros peuvent aussi recevoir individuellement des bonus à leurs compétences de base et les CdP, des bâtiments tirés aléatoirement en début de partie. Armées Diet Armies without food only lose 1-2 morale points + Lazy Armies gain 1-2 morale points when stationary + Forager Non moving armies gather food equiv to their size (w/o steed) + Marchers Armies force marching only lose 1-2 morale points + HugeMarchers Armies may force march with no loss of morale points Stealthy Move 50% farther while stealthy + FreeArmy New armies are hired at no cost ++ Morale New armies start with a morale of 40 + Recruits All new recruits start with a training rank of 20 + RecruitsHeavyCav Heavy cavalry recruits start with a training rank of 30 + RecruitsLightCav Light cavalry recruits start with a training rank of 30 + RecruitsHeavyInf Heavy infantry recruits start with a training rank of 30 + RecruitsLightInf Light infantry recruits start with a training rank of 30 + RecruitsArchers Archers recruits start with a training rank of 30 + RecruitsMercs Mercenary recruits start with a training rank of 30 + StrongHeavyCav Heavy cavalry have strength +2 + StrongLightCav Light cavalry have strength +2 + StrongHeavyInf Heavy infantry have strength +2 + StrongLightInf Light infantry have strength +2 + StrongArchers Archers have strength +2 + StrongMercs Mercenary have strength +2 + SolidHeavyCav Heavy cavalry have const +2 + SolidLightCav Light cavalry have const +2 + SolidHeavyInf Heavy infantry have const +2 + SolidLightInf Light infantry have const +2 + SolidArchers Archers have const +2 + SolidMercs Mercenary have const +2 + Sailman Ships never suffer storms or are lost at sea + Héros Recon All Scout/Recon orders are doubled in skill level ++ CanRecon All characters may Scout/Recon at a minimum skill rank of 50 or better + Uncover All characters may Uncover Secrets at a minimum skill rank of 40 or better + Assassin All Assassinate/Kidnap orders are +10 to skill rank ++ Thief All Sabotage/Theft order are +10 to skill rank + Healer Heals twice faster + Balistics War machines are 20% stronger + Haters Relations bonus is 5% higher ++ Magician Mages progress in spell mastery twice faster + Sleak Heroes have 10% less chance of being caught + Resilient Heroes have 10% less chance of being killed + Locksmith Heroes have twice as chances of escaping + Dictator Always succeeds changing relations level + Trainer Training armies yield twice as much results for soldiers + Talker Influence orders yield twice as much results + Popular New heroes hired at 1/2 the cost ++ Economie Buyer Receive a 10% gold adjustment to all buys and sells + Gambler Receive a 20% gold adjustment to all buys and sells ++ Taxman Receives 5% more tax revenues + Rich Starts game with 50% more gold ++ Settler Creating a new camp done at +20 skill + Loyal Cities start with 10 more loyalty + TaxUs Cities accept 10% higher taxes without losing morale + Obedient Town management orders done at +10% + Lean Cities consume 20% less food + Prodigal Cities offer 20% more food to armies + StrongWilled Cities resist to 50% higher menace + Builders Fortifications are 10% stronger + Workshop Creates 20% more armors and weapons + Leatherman Generates 10% more leather + MetalWorker Digs 10% more bronze and steel + MithrilLover Digs 10% more mithril + Farmer Crops create 10% more food + Woodman Gathers 10% more wood + Quarry Gathers 10% more stone + Herd Create 10% more steed + GoldDigger Digs 10% more gold + Fortif Fortifications are built at 1/2 the cost + Machines War machines are built at 1/2 the cost + Shipman Can build ships at half the cost +