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| <languages/> | | <languages/> |
| [[File:New Game.png|thumb|400px|Ekran tworzenia nowej gry]] | | [[File:New Game.png|thumb|400px|Ekran tworzenia nowej gry]] |
| <div lang="en" dir="ltr" class="mw-content-ltr">
| | Pierwszą rzeczą, którą zrobisz rozpoczynając nową grę, jest ustawienie zasad gry. Gra oferuje także kilka gotowych zestawów ustawień celów i trudności, które można ze sobą łączyć. |
| The first thing you will do when starting a new game is set up the game rules. The game also offers a few pre-made sets of settings for objectives and difficulty, which can be combined together.
| | * '''Cel Końcowy''' |
| * '''End goal''' | | ** ''Rozwój'': Aby zwyciężyć osiągnij poziom osady Okazałe Miasto. |
| ** ''Growth'': Reach Large Town settlement level to win. | | ** ''Podbój'': Zajmij wszystkie regiony |
| ** ''Conquest'': Claim all regions to win. | | ** ''Dominacja'': Wyeliminuj wszystkich pozostałych władców, zajmując ich terytoria (Wymaga przeciwnika poza mapą) |
| ** ''Domination'': Eliminate all the other lords by claiming their territory. (requires off map adversary) | | ** ''Brak'': Niekończąca się rozgrywka. |
| ** ''None'': Endless play.
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| * '''Off map adversary'''
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| ** ''Absent'': No adversary.
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| ** ''Present'': Adds an AI opponent located off map. He controls 2 regions and brings his soldiers to the main game map when challenged.
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| * '''AI aggressiveness''' (requires off map adversary set to Present)
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| ** ''Reactive'': AI lords don't press claims towards the player's regions, but they will protect their own.
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| ** ''Balanced'': AI lords may press a claim towards the player's regions after they run out of neutral regions to claim.
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| ** ''Aggressive'': AI lords may press claims towards the player's regions at will.
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| * '''Raider frequency'''
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| ** ''None'': No random raids.
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| ** ''Medium'': No more than a single raid every 2 years.
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| ** ''Frequent'': Possibly less than a year between each raid.
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| * '''Raider free years''' (requires raider frequency set to Medium or Frequent)
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| ** ''1'': One year before raids start happening. | |
| ** ''2'': Two years before raids start happening.
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| ** ''3'': Three years before raids start happening.
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| ** ''4'': Four years before raids start happening.
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| ** ''5'': Five years before raids start happening.
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| * '''Initial bandit camps'''
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| ** ''None'': No bandit camps present when the game begins.
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| ** ''1'': One bandit camp present when the game begins.
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| ** ''2'': Two bandit camps present when the game begins.
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| ** ''3'': Three bandit camps present when the game begins.
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| ** ''4'': Four bandit camps present when the game begins.
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| ** ''5'': Five bandit camps present when the game begins.
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| * '''Random bandit camp spawn limit'''
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| ** ''0'': No random bandit camps spawning during play.
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| ** ''3'': Random bandit camps stop spawning if there are already 3 of them.
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| ** ''5'': Random bandit camps stop spawning if there are already 5 of them.
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| * '''Starting season'''
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| ** ''Spring'': A balanced start with available seasonal deposits, room to start farming early, but frequent rains.
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| ** ''Summer'': More difficult start with no time to start farming and average seasonal deposits, but less frequent rains.
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| ** ''Autumn'': Challenging start with approaching winter, dwindling seasonal deposits and frequent rains.
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| ** ''Winter'': A challenging start with no seasonal deposits, risk of freezing and decaying supplies due to snowfall.
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| ** ''Random'': A random day of the year.
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| * '''Starting supplies'''
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| ** ''Nothing'': Just some barebones construction stuff.
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| ** ''Standard'': A balanced amount of starting supplies.
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| ** ''Double'': Mother starting supplies for a more relaxed experience.
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| * '''Armament delivery'''
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| ** ''No'': No free weapon delivery.
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| ** ''Yes'': A free weapon delivery for militia as soon as the player builds a Storehouse and 5 Residential Plots.
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| * '''Residential requirements'''
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| ** ''Tolerant'': Requirements triggering loss of Approval are shifted by 1 level to be less demanding.
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| ** ''Balanced'': Town will not grow if requirements are unfulfilled.
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| ** ''Demanding'': Requirements triggering loss of Approval are shifted by 1 level to be more demanding.
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| * '''Approval'''
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| ** ''Low penalty'': Approval factors have a low impact on population growth.
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| ** ''Medium penalty'': Approval factors have an average impact on population growth.
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| ** ''High penalty'': Approval factors have a significant impact on population growth.
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| * '''Well placement'''
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| ** ''Unconstrained'': Players may place wells everywhere without constraints.
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| ** ''Underground water'': Players may only place wells on top of underground water.
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| * '''Weather events'''
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| ** ''None'': Weather is cosmetic only and won't do any harm.
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| ** ''Balanced'': Players get a warning if supplies get soaked, and when the next rain comes, they may get destroyed. A chance of random droughts in the summers which may kill crops. Rare fires caused by thunderstrikes.
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| ** ''Difficult'': Droughts may happen in the summers, thunderstrikes cause fires and rain instantly damages exposed supplies.
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| </div>
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