The RogueWare Project

"Game Recklessly"

All Your Base (Main Screen)

Farmland

Forest

Meadow

Heathland

Ash Plains

Mountain

Lake

You'll start the game with 2 Farmland, a Forest and a Meadow.  You will get a glimpse of the type of adjacent tiles but you'll have to survey to claim them, and discover their soil type and quality. (See: Feeding Your Party for more on 

Each game will have random unsurveyed tiles of which there are 7 types:

Farmland - Required to plant crops.  Can be created by using Slash and Burn on other arable land tiles, at a significant bonus to soil quality with Forests.
Forest - Main source of lumber, great hunting prospects and numerous useful herbs.   Able to Slash and Burn into Farmland.
Meadow - Best pasture space.  Average hunting prospects and numerous useful herbs.  Able to dig stone pits and Slash and Burn into Farmland.
Heathland - Average pasture space, Average hunting prospects and numerous useful herbs.  Able to dig stone pits and Slash and Burn into Farmland.
Ash Plains -  No hunting prospects and some useful reagents.  Can build a stone pit and slash and burn into farmland. Only tile with volcanic soil.
Mountain (non-arable) - Average hunting prospects and able to dig stone pits/mines.
Lake (non-arable) - Fishing! 

You open up a tile to exploitation by using the Survey (Survival) action and clicking on the desired tile.  Just remember, each additional piece of arable land means your next wheat quota will go up by 100m.

Actions - Getting Things Done Every Month

Each character has a certain number of action points each month, represented by the green boxes on the character display. Any action that consumes one point is known as a minor action. Any action that consumes two boxes is known as a major action. Any action that consumes threes boxes is called an epic action. An action can only be completed by a one character.  If all your characters have only one point left, no one will be able to complete any major actions - there is no way to divide the labor between two characters. You must therefore plan out your actions to make sure you always have enough actions left to complete the labor-intensive actions each month, and then use spare minor actions to accomplish various other objectives. It takes a bit of practice.


Actions are divided by class category. This makes it obvious for each class which set of actions can be done with that class' typed action point. You may notice that your starting character has an additional typed action point with letters on it. Those letters show the type of that action - Rangers, for example, have a box marked "Su" meaning that that minor action must be spent on an action of the Survival type. It can also be used to pay for part of a major or epic Survival action. Let's go over each of the categories and quickly review what's available.


Overwork & Rest - When a character is extra healthy, they will get the option to Overwork at the cost of some of that health.  This will grant the player two extra minor actions (Or one major action of the player so chooses to use them that way)  at the cost of 3 health ratings (IE: Great --> Poor).  The exception is Robust, which will only lose 2 health ratings. (IE: Robust --> Great)

When a character is less healthy or even sick, they'll be unable to overwork, but instead can choose to 'Rest', sacrificing their minor actions to increase the chances of recovering from illness, which prevents health greater than Poor.


Agriculture


Agriculture actions are the specialty of the Gardener. If it involves crops or farmlands in any way, it will be found in the Agriculture category.


Plow and Sow (Major Action) - Prepare a farmland and plant seeds of a chosen type.

Harvest (Major Action) - Collect crops that are ready to be harvested, or overgrown.

Water (Minor Action) - Water a plot with growing crops.

Cover Crop (Minor Action) - Turn under crops rather than harvesting them to boost the fallow timer of the plot.

Slash and Burn (Major Action) - Convert a forest, heathlands, meadow, or ash plains to farmland. Not possible during certain weather.


Husbandry

Husbandry literally refers to the judicious use of goods and resources, and later in the game there are a host of variegated abilities in this category. Early on, however, this mostly involves care and raising of animals. The Rancher is a specialist in this category.

Tend Animals (Minor Action) - Milk and shear goats or sheep in a single plot to receive cheese and/or wool. This can be done once per month,
Handfeed (Minor Action) - Feed pastured animals grain to increase their breed chance and the quality of their meat when slaughtered.

Survival


Survival mostly involves securing the necessities of staying alive, including food and hides from hunting or fishing, or lumber for firewood and building, Rangers are particularly adept at these sort of actions.


Hunting 
Gather Lumber (Minor Action) - Only possible in forests. Lumber may be further processed into firewood.
Fishing (Minor Action) - Only possible in lakes. Fish are easier to obtain than game, but obviously can provide no hides.
Survey (Major Action) - Examine and claim a nearby plot for your use. If arable, it will increase your quota assessment.

Construction

If it needs to be built, or is involved in building, it will probably be found in this category, the specialty area of the Artisan. 

Build Pasture (Minor Action) - Add one pasture space to a meadow, heathlands, or ash plains, if space is available.
Dig Stone Pit (Major Action) - Add the ability to gather stone to one meadow, mountain, heathlands, or ash plains.
Gather Stone (Minor Action) - Gather stone from a stone pit, quarry, or mine.
Gather Marble (Minor Action) - Gather marble from a quarry.
Gather Ore (Minor Action) - Gather copper ore from a mine.

Magic

Unless you have an Initiate, this category will simply involve gathering various magical reagents for use as medicines, crafting ingredients or to sell. It is still extremely useful. Initiates can also weave Enchantments.

Gather Reagents (Minor Action) - Attempt to find and gather magical reagents at any meadow, forest, ash plains, or heathlands. 
Enchantment (Major Action, Initiate Only) - Enchant a plot with a specific temporary effect, such as auto-watering or an extra gather point.