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Dungeons & Dynasties

Football Manager meets D&D: a guild-management sim that writes its own history. · By Bretticus82

DIfficulty

A topic by poison.ivy.maze created 18 hours ago Views: 34 Replies: 4
Viewing posts 1 to 3
(1 edit)

Once I have the details on what I think the different options all mean, I find myself lacking surety with making decisions.

Namely, my inability to keep the coffers in the black after starting the first few delves and realising that with the time I need to wait for returning adventurers, there's no way to keep them alive AND delve enough loot to cover their wages. (If I hire more, the economy of scale means I'll be losing more at a faster rate. Is it really in my interest to run a delve with my least skilled party so as to cull them from the guild and save on wages?)

Developer(+1)

The % chance on the dungeons means you should be able to see what is clearable with your current team.

You start with 9 Delvers in backwater,
This enables 2 teams that can delve from day one.

Send the 2nd party into a dungeon to get some XP and gain some coin for the coffers,
There's also quests from day 2 in the tavern that can pay as well and let you send a solo delver

Key is to not over extend too early with outgoing costs until your stable,

(1 edit)

hmm... yes, I understand minimizing outgoing costs. Going as lean as I can.

I might have either had bad RNG, or I'm doing something wrong to not maximize loot returns.


(I don't mind slow growth as long as there is growth.)

Developer(+1)

From the next patch based on what you've mentioned I've added wages to the dungeon screen, So you can see what you're paying out compared to what you'll be earning, Will give people a bit more information in knowing what decisions to make,

Appreciate you not only playing but also taking the time to leave some feedback to help the game improve

Woo! Awesome! Thank you!!! :D