Kingdom Management Finale

Quick find code: 185-186-148-66101698



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Quest or Miniquest that would complete rounding out Kingdom Management.

Requirements would be finishing the rest of the Fremmenik area quest line.

Starting Point: Advisor Grimm

In game story would be that the Kingdom has had an influx of refuges and immigrants and some of them need to be put to work and made citizens. There is also the issue of the 'kids' that have been trapped in the Sea Snake lair for years. In addition, Grimm is getting up there in age and a replacement needs to be found.

The player will use the 'meddling kids' from Royal Trouble to fill some of the holes in workplaces around the kingdom, as well as finding one to be an Assistant Advisor (groom to replace Grimm ... someday).

Player would unlock:

- 5 additional workers (between the new arrivals and the 'kids' being put to work)

- players can add more money to the coffers, but more is now spent every day to support the uptick in the workforce.

- Luminite can now be mined. An option for mining coal/luminite would appear much like the selection between Teak/Mahog on hardwood trees.

- Untradeable Marble Block. One of the resources discovered underground is a deposit of marble. Dwarven Artisans are interested in it. Players will require 5 or 10 workers devoted to this to get 1 untradeable block of marble that can be used for any construction project they choose. This item might also need to be restricted to 'normal' construction, not flatpacks.

- additional resource depending on what devs can squeeze in

21-May-2019 04:39:21 - Last edited on 21-May-2019 04:39:51 by Deltaslug



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- Worker(s) can be assigned to picking up daily rewards from Task Sets and Bert's Sand. These will be stored in dedicated inventory slots within the Kingdom collection interface so that any items can be added depending on what Task Sets and Quests you have completed. These rewards will collect daily (thus stacking). At least 1 worker will need to be able to be diverted to this, though more may be required depending on how devs feel (you may have to sacrifice 1 worker per reward collection, though the preference is that only 1 will be required)

21-May-2019 04:39:38



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Examples of final slot reward could be:
[for the love of Guthix, please remember that these are just examples]

- Soft Clay/Limestone

- Herblore Secondaries (ie: an eccentric herbalist moves into the cave area, and sets up Cave Nightshade, spiders for farming Red Spider Eggs, Limp Root, Swamp Tar that somehow accumulates there, tree roots, caviar, etc)

- Bowstring

- Gold/Silver Bars

- Sparkling Energy

21-May-2019 04:43:49 - Last edited on 21-May-2019 04:51:30 by Deltaslug

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