Hello! Type of Currency: Pounds = 20 shillings Crown = 5 shillings Shilling = 12 pence The Value of the game coins is in shillings. Land: Square Mile = 640 Acres Acre = 4840 Square Yards The Value of the game land is in acres. To earn enough money and knights to pay off the king. Tax: 45% every month Knights: 2 knights every 3 years If you can’t pay for more than 2500, you lose. Stats for you: Money: Start with 2400 pence Land: Start with 120 Square Miles Population: Depends on how much land you give. Loyalty: Start with 5,000 points Defense: Start with 225 points (Recommend 200 whenever, during an attack, 250) Migration: Start with 10 points (0: No citizens 1-5: 1 citizen every year for 0.4% 10-50: 1 citizen every year for 5%, 51-100: 5 citizens every year for 15%, 101-200: 20 citizens every year by 45%, 201-500: 50 citizens every 6 months by 65%, 501-Infinite) Every month, 15 citizens come to your land, 100%. When migration points are under 5, you cannot increase your migration points. If your population, loyalty, or defense is 0, well, you lose. Serfs: Average: Occupies 30 Acres Producing Average (Recommend): 5-10 pence per month If the demand for money is higher than 10 pence, decrease loyalty points by 750 for every month, and decrease migration points by 5 every year. If tax is higher than 21, they will revolt and you lose. Knights: You start with 15 knights. They occupy 50 Acres. To get the armor and weapons for the knight, it costs 1 pound. To train a new knight, it will take 5 years. So the cost is: Land: 50 Acres Time: 5 years Cost: 1 pound Each month payment (Recommend): 30 pence or ½ crown If you pay less, decrease loyalty by 500 points every month, and decrease migration points by 7 for every month. If you do not give land, they will quit being a knight and decrease loyalty by 1000 points, and decrease migration points by 10. Defense rating: Each knight will give you 15 more defense points. Merchant: Average: Occupies 30 Acres Producing Average: 1 pound per year If the demand for money is higher than 1 pound per year, decrease loyalty points by 750 for every month. 35% that the merchant will leave. If so, decrease population by 10% each time a merchant leaves, and decrease migration points by 50%. Events: The Silk Road: Increase population by 25% Increase migration points by 550 New Merchant Class is activated. The Black Death: Decrease population by 80% Has a 75% of happening after the Silk Road Event is activated. Kills both of your serfs and knights. When there is a note on the screen, just press any key to remove it.
I have not been in Scratch in such a long time! I was tempering with real code, I use IntelliJ, a Java platform. Well, welcome back! Music: Derek_Brandon_Fiechter_-_Knights_of_Blackhall_(mp3.pm).mp3 This is a school project: So please note that this is supposed to be informational and to show how boring the Middle Ages were. It was about migration. This project is to show the lack of migration in the Middle Ages and after the Silk Road was formed. After this project is done, I probably won't update it again. Tell me if you still want it. Beta 0.1: Unplayable: -Added background -Added taxes -Added Money, Defense, Loyalty, Population, Your Land, Land, Serf, Knights, Migration, Time, and Year. -Added Time Function. -Added music. Beta 0.2: Unplayable: -Added Game Over -Added Silk Road Event -Added Black Death *Please note that the knight "get" button does not work. Beta 0.23: Not Really Playable But Close: -Fixed Knight "get" button Glitch -NEW land glitch discovered (Yay.) -Added more land note.