Lords of Infinity

Lords of Infinity

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Aetoria Club Activities Guide
By Tiago
Guide for the activities possible in Aetoria
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Tassenswerd: Shipowners and Rendower
Part 1:

First game
  • #"Is a wager really necessary, my lord?"
    Bet 2
  • #"A crown a hand seems like a great deal."
    Bet 2
  • #"I've no objections, my lord."
    Bet 5
  • #"We are men of means, surely we can do better than that?"
    Bet 10
  • #My chiefest objective ought to be avoiding losing too much.
    • if Shipowners: inf_club %+5 or if Rendower: inf_club %-10
    • if charisma + intellect < 75: lose bet
  • #I intend to use this opportunity to get to know my companions better.
    • reputation %+5 and if Shipowners: inf_club %+5 or if Rendower: inf_club %+10
    • if charisma + intellect >= 90: lose Bet
    • if charisma + intellect < 90: lose 2xBet
  • #I play as hard as I can, and I play to win.
    • 1) if charisma + intellect >= 100: win 4xBet and
    • if Shipowners: inf_club %+10 or if Rendower: inf_club %-10
    • 2) if charisma + intellect >= 70: win Bet and
    • if Shipowners: inf_club %+5 or if Rendower: inf_club %+5
    • 3) Otherwise: Lose 4xBet and
    • if Shipowners: inf_club %-10 or if Rendower: inf_club %+5

Second game
  • #I intend to play carefully and avoid losses wherever possible.
    • if Shipowners: inf_club %+10 or if Rendower: inf_club %-10
    • 1)if charisma + intellect >= 100: +150 wealth
    • 2)if charisma + intellect >= 70: +50 wealth,
    • 3) otherwise: -100 wealth
  • #The sole profit I'm after is the friendship of my peers.
    • if Shipowners: inf_club %+5 and if charisma >= 55: reputation %+15 or <55: %+5
    • if Rendower: inf_club %+20 and if charisma >= 55: reputation %+5
    • 1)if charisma + intellect >= 110: +100 wealth
    • 2)if charisma + intellect >= 85: -100 wealth,
    • 3) otherwise: -400 wealth
  • #I play aggressively in the hopes of securing a fortune.
    • 1) if charisma + intellect >= 120: +750 wealth
    • if Shipowners: inf_club %+20 or if Rendower: inf_club %-20
    • 2) if charisma + intellect >= 90: +250 wealth
    • if Shipowners: inf_club %+10 or if Rendower: inf_club %-10
    • 6) if charisma + intellect >= 80: -250 wealth
    • if Shipowners: inf_club %+5 or if Rendower: inf_club %+10
    • 4) Otherwise: -1000 wealth
    • if Shipowners: inf_club %-10 or if Rendower: inf_club %+15

Part 2:
  • #I play cautiously and try to avoid any significant losses.
    • 1)if charisma + intellect >= 100: +100 wealth
    • 2)if charisma + intellect >= 70: +50 wealth,
    • 3) otherwise: -25 wealth
  • #I endeavour to make friends, rather than coin.
    • if Shipowners: inf_club %+5 and if charisma >= 55: reputation %+15 or <55: %+5
    • if Rendower: inf_club %+20 and if charisma >= 55: reputation %+5
    • 1)if charisma + intellect >= 110: +150 wealth
    • 2)if charisma + intellect >= 75: nothing
    • 3) otherwise: -100 wealth
  • #I play aggressively, seizing every opportunity to win.
    • 1) if charisma + intellect >= 120: +750 wealth
    • 2) if charisma + intellect >= 100: +350 wealth
    • 3) if charisma + intellect >= 80: +50 wealth
    • 4) Otherwise: -500 wealth

  • if in Rendower: #I shall see if anyone at the Rendower knows anything about this.
    • if inf_club >= 55:continues
    • if inf_club < 55: skip
  • if in shipowners: #Perhaps Lord Gutierrez knows something I don't.
    • if inf_club >= 45:continues
    • if inf_club < 45: skip
  • if charisma >= 55:#There's no need to investigate. I daresay I already know the cause.
    • continues
    • #This isn't my affair, and I'll not trouble myself with it.
    • skip


Continuing:
  • if wealth >= 4000: #I'll see about paying off some of Lord Meran's debts directly.
    • -4000 wealth and Meran becomes friendly
    • if in shipowners: #I'll try to get Meran better terms for his loans.
    • if inf_club >= 45: inf_club %-15 and Meran becomes friendly
  • if in Rendower: #I'll conspire with the other Rendower men to rig the table in Meran's favour.
    • *if inf_club + charisma >= 90:Meran becomes friendly
    • otherwise: Meran becomes unfriendly
  • #If the others are profiting from Meran's misfortune, then I intend to as well.
    • +500 wealth
    • if charisma < 55: extra wealth + 750 but Meran becomes unfriendly




Part 3:


First game:
  • #I will take especial care to limit my losses.
    • inf_club %-5 and reputation %-5
    • 1)if charisma + intellect >= 110: +250 wealth
    • 2)if charisma + intellect >= 80: +25 wealth,
    • 3) otherwise: -200 wealth
  • #I will raise my own wagers—but no more than I can afford.
    • 1)if charisma + intellect >= 120: +750 wealth
    • 2)if charisma + intellect >= 95: nothing
    • 3) otherwise: -500 wealth
  • #I won't pass up this opportunity to profit as much as I can.
    • 1) if charisma + intellect >= 130: +1500 wealth
    • 2) if charisma + intellect >= 110: -250 wealth
    • 3) Otherwise: -1500 wealth


Second game:
  • #"Very well, count me in."
    • continues
  • #"I'd rather not deal in such matters."
    • end activity
  • #I play a nine—forcing Gutierrez to forfeit and letting Meran win.
    • -200 wealth and Meran got the Guns
  • #I play a four—giving Gutierrez one last chance to seize victory.
    • -200 wealth and the Mobs at the last chapters got +10
  • #I play a ten—and try to go for the prize myself.
    • if charisma + intellect >= 130: +400 wealth and get the Guns
    • otherwise: -200 wealth and Meran got the Guns


If got the guns:
      Achievement Lawyers, Guns, and Money
  • #I'll send the guns to the Duke of Wulfram.
    • inf_wulframite %+25 and +20 wulframite mobs, -2 suspicion if saboteur
  • #I must find a way to secretly send these guns to the Queen's men.
    • +25 royalist mobs
    • if intellect <55: +2 suspicion and inf_royalist %+15
  • #I'll pledge these arms to the Queen.
    • inf_royalist %+25 and +25 royalist mobs
  • if in ship owners: #I shall donate the arms to the club as a whole.
    • inf_club %+30 and the Mobs at the last chapters got +10
  • #I'll sell these guns to the highest bidder.
    • +2500 wealth and the Mobs at the last chapters got +10
  • #I must keep these guns locked away, where they can cause no harm.
    • Keep the guns for Wars
Prizefighting: Overseas and Admiralty
Part 1:


  • #No, I mean to remain a spectator, for however long such fights hold my interest.
    • All stats %-5
  • #The chance of discovery cannot be too great if I keep my bets minimal.
    • if intellect < 55: %-5 reputation
      • if intellect >= 55: All stats %-2
  • #The chance of discovery cannot be too great if I keep my bets minimal.
    • if intellect < 75: %-5 reputation
      • if intellect >= 75: All stats %-2
  • #"No, my fighting days are over."
    • All stats %-2
  • #"On the contrary, laying wagers is quite enough for me."
    • All stats %-2
  • #"Why yes, I am thinking of it."
  • #Coin, you say? I'll not refuse, no matter how paltry the profit.
    • reputation %-5, wealth +5 if soldiering >=45


Part 2:
inf_club %+10
wealth +20 if didn't fought before
Only Trust Your Fists
  • #"What if I were to contrive some means of ridding ourselves of this fellow?"
    • Achievement Only Trust Your Fists
    • #"What if we were to move the venue to some other place the spy doesn't know?"
      • inf_club %-10
    • #"I may be able to chase him out by causing a commotion."
      • if charisma and soldiering < 55: health %-10
    • #"I'll see if I cannot misdirect him by speaking with him directly."
      • #I shall see if I cannot mislead him into investigating elsewhere.
        • Achievement Only Trust Your Fists
        • if charisma >= 55:inf_club %+10 otherwise %-10
      • #I'll give up my own name, in the hope that it will stop further investigations.
        • reputation %-25 and inf_club %+30
      • #I'll give him some Wulframites to follow, in the hope that they might be beset by scandal.
        • inf_wulframite %-25, Wulframite power - 20, inf_royalist %+15 and reputation %-10
        • if in Overseas: inf_club %-10 or if in Admiralty: inf_club %-25 and lefebvre %+5
      • #I'll give him the names of some of the King's men, to mire his faction in scandal.
        • inf_royalist %-25, Wulframite power + 20, inf_wulframite %+5 and reputation %-10
        • if in Overseas: inf_club %-25 or if in Admiralty: inf_club %-10
  • #"I pray he will run out of patience eventually…"
    • Achievement Only Trust Your Fists


Part 3:


  • #I must convince him to lend us his support.
    • #"I can offer you better than that: two hundred fifty crown if you work for me."
      • wealth -250
      • if Royalist or saboteur: -30 Wulframite power
      • if Wulframite: +30 Wulframite power
    • if reputation >= 55 :#"Do as I say, and I will find you respectable work before the end of winter."
      • reputation %-10
      • if Royalist or saboteur: -30 Wulframite power
      • if Wulframite: +30 Wulframite power
    • #"Then I wish you best of luck, that is all."
      • if Royalist: wulframite_power + 15 or if Wulframite: wulframite_power - 15
  • #I must find a way to remove him from the board, so to speak.
    • if inf_club >= 45: #I'll secure him a position at the club.
      • inf_club %-10
      • if inf_grenadier_sq >= 35 or lefebvre >= 55:
    • #He was a Grenadier once, wasn't he? He could be one again.
      • if lefebvre < 55: inf_grenadier_sq %-10
    • #I'll send my men out to…deal with him.
      • if loyalty < 55: reputation %-15
    • #"Then I wish you best of luck, that is all."
      • if Royalist: wulframite power + 15 or if Wulframite: wulframite power - 15
  • #This isn't the sort of thing I wish to be involved in.
    • if Royalist: wulframite power + 15 or if Wulframite: wulframite power - 15
Charity: Reform Club
Part 1:

Action or condition
Influence
Support
Others
#I can afford to commit two hundred crown to aid efforts.
1
Wealth -200
#Five hundred crown should be enough to make a real difference.
2
Wealth -500
#I shall rally the rest of the Reform's membership to my aid.
3
inf_club %-10
#The Antari refugees are in the direst straits; they will need help the most.
0:
+5 Antari support
1:
+10 Antari support
2:
+20 Antari support
3:
+10 Antari support
if speak Antari= 2:+30 Antari support
#I'll not abandon men who fought for their King to their fate.
0:
+10 Soldier support
1:
+20 Soldier support
2:
+30 Soldier support
3:
+20 Soldier support
if inf_grenadier_sq >= 35:+20 Soldier support
#Helping the merchants will help the rest of the Old City's poor.
if 2: +50 Merchant support
otherwise: +30 Merchant support
only available if influence > 0




Part 2:


Action or condition
Support
Others
#These funds are for the relief of the needy; they're not to be touched.
+5 Support to All
#If anything, I should see about raising more funds.
if reputation >= 60:
+30 Support to all
if reputation >= 35:
+20 Support to all
if reputation <35:
+10 Support to all
#I must claim some recompense—but not enough to be missed.
Wealth +200
#I will take all that I can get away with.
reputation + intellect < 100: All support becomes 0
Wealth +1000
reputation + intellect < 100: reputation %-25 and inf_club %-40

Action or condition
Support
#The Antari could help look after the more infirm veterans.
if Antari support >= 40:
+30 Soldier support
and +1 Success
otherwise: +10 Soldier support
#Perhaps the Antari could help the merchants carry their goods.
if Antari support >= 40:
+30 Merchant support
and +1 Success
otherwise: +10 Merchant support
Perhaps former soldiers might help the Antari understand our language and customs.
if Soldier support >= 40:
+30 Antari support
and +1 Success
otherwise: +10 Antari support
#Surely we might find some way for the veterans to help the merchants?
if Soldier support >= 40:
+30 Merchant support
and +1 Success
otherwise: +10 Merchant support
#Perhaps I may prevail upon the merchants to sell to the Antari at a discount.
if Merchant support >= 40:
+30 Antari support
and +1 Success
otherwise: +10 Antari support
#Maybe the merchants could be convinced to offer some aid to the old soldiers?
if Merchant support >= 40:
+30 Soldier support
and +1 Success
otherwise: +10 Soldier support


If Success is 2 or more: Achievement Darling of the Slums

Success
Faction
Result
3
Royalist
inf_royalist %+20, inf_wulframite %-15, Wulframite power -15 and reputation %+10
2
Royalist
inf_royalist %+15, inf_wulframite %-10, Wulframite power -10 and reputation %+5
<=1
Royalist
inf_royalist %+10, inf_wulframite %-5 and Wulframite power -5
3
Wulframite
inf_wulframite %+20, inf_royalist %-15, Wulframite power +15 and reputation %+10
2
Wulframite
inf_wulframite %+15, inf_royalist %-10, Wulframite power +10 and reputation %+5
<=1
Wulframite
inf_wulframite %+10, inf_royalist %-5 and Wulframite power +5
3
None
inf_royalist %-10, inf_wulframite %-10 and reputation %+15
2
None
inf_royalist %-5, inf_wulframite %-5 and reputation %+10
<=1
None
inf_royalist %-5, inf_wulframite %-5 and reputation %+5


Part 3:


Action or condition
Support
Militia
#I'll put a call out for volunteers and hope that my name will be enough.
#I can put aside a few hundred crown for recruitment bonuses.
-400wealth
+25 Antari support
If speak Antari=2: #I'll make a personal appeal to them, in their own language.
if charisma >= 55: +20 Antari support
otherwise: +10
Becomes: Antari support divided by 5
#I'll ask the veterans for volunteer instructors.
#I'll put a call out for volunteers and hope that my name will be enough.
#I can set aside a few hundred crown to recruit the instructors I need.
-400 wealth
+20 Soldier support
#I can second NCOs from my own regiment to help instruct the militia.
Soldier support + 30 but
loyalty %-10, morale %-10 and discipline %-5
Soldier support divided by 5 is added
#I'll see what the merchants are able to donate.
#I'll put a call out for volunteers and hope that my name will be enough.
#I'll pay the merchants to bring arms into the city.
-400 wealth
+30 Merchant support
if inf_grenadier_sq >= 35: #I can supplement what the merchants donate through my influence at Grenadier Square.
inf_grenadier_sq %-10
+10
Merchant support divided by 5 is added
inf_club >= 80 and royalist
+20
inf_club >= 40 and royalist
+10

Faction
Result
Royalist
inf_royalist %+20, inf_wulframite %-30
Wulframite
inf_royalist %-30, inf_wulframite %+20
None
inf_royalist %-10, inf_wulframite %-10 and rep %-10
6 Comments
Tiago  [author]
Oct 3 @ 4:15am 
Fixed
Oct 2 @ 4:11pm 
For part 3 of the Tassenswerd: Shipowners and Rendower section regarding the First game, with option (#I won't pass up this opportunity to profit as much as I can.) and [charisma + intellect >= 110], the outcome may be wealth - 250, not wealth +250.

And, I think I didn't see a change to club influence related to [charisma + intellect] for option (#I won't pass up this opportunity to profit as much as I can.), unless I missed it somewhere.

For subsection "If got the guns:", for option (#I must find a way to secretly send these guns to the Queen's men.) and (#I'll pledge these arms to the Queen.), the outcome may be +25 royalist mobs, not +20 royalist mobs.
Tiago  [author]
May 11 @ 8:10am 
Fixed, weird that i made several mistakes here, i don’t remember a patch for this so i was probably tired or distracted when i did it.
May 10 @ 4:10pm 
For part 3 of the Charity: Reform Club section, the cost of recruiting Antari using money requires 400 wealth, not 250 (#I can put aside a few hundred crown for recruitment bonuses.).

Paying the merchants is also a little more effective than the others, providing +30 Merchant support, not +20 (#I'll pay the merchants to bring arms into the city.).
Tiago  [author]
May 7 @ 7:59am 
Thanks, fixed.
May 6 @ 9:35pm 
For part 3 of the Charity: Reform Club section regarding the Reform Club militia, only Royalists get the bonus of +20 or +10 to the militia strength with club influence >= 80 or >= 40, respectively. Non-royalists get no bonus.