Category
Category: Economy
6 articles in this category.
6 articles. See all categories.
- EconomyAn overview of how Supply, finds, outings, home buildings and services fit together, with the design rules that stop farming.In the alpha
- EnduranceThe outing budget: 6 points from home, 1 spent per room, restored fully only at home.In the alpha
- Field gearOne-use items from the Workshop that you carry in a two-slot satchel and use once per outing as a bonus action.In the alpha
- Hearth strainA 0–4 bar for how hard the home was worked while the Ranger was away; at 4 the next home disturbance overreacts, but nothing locks.In the alpha
- Services v3Version 3 of Claude B's district services module, which added Hearth strain to the turn-based gear, signal tuning and companion stress of version 2.In the alpha
- SupplyArborwake's one currency, carried as cargo in the field and banked at home, spent on home buildings, gear, provisions and Apothecary services.In the alpha
A to Z#
E
- Economy In the alpha An overview of how Supply, finds, outings, home buildings and services fit together, with the design rules that stop farming.
- Endurance In the alpha The outing budget: 6 points from home, 1 spent per room, restored fully only at home.
F
- Field gear In the alpha One-use items from the Workshop that you carry in a two-slot satchel and use once per outing as a bonus action.
H
- Hearth strain In the alpha A 0–4 bar for how hard the home was worked while the Ranger was away; at 4 the next home disturbance overreacts, but nothing locks.
S
- Services v3 In the alpha Version 3 of Claude B's district services module, which added Hearth strain to the turn-based gear, signal tuning and companion stress of version 2.
- Supply In the alpha Arborwake's one currency, carried as cargo in the field and banked at home, spent on home buildings, gear, provisions and Apothecary services.