Lords of Infinity: Aetoria Club Activities Guide

Guide for the activities possible in Aetoria

 

Basic about stats:

This game uses choicescrypt fairmath, while it reduces from the actual amount, it adds based on how much that amount lacks from 100.

You lose little when low, a lot when high. Gain little when high, a lot when low.

Examples:

  • 30 + %10=37
  • 30 – %10=27
  • 50 + %10=55
  • 50 – %10=45
  • 70 + %10=73
  • 70 – %10=63

Relationship stats: most character start at 50, and without looking at the code of the save you only can know if it is 65 or above, as it’s shows a friend, or if it’s 35 or below, as it’s shows an enemy.
Influence also can only be known based on text in game:

WULFRAMITE INFLUENCE

    If Wulframite influence is 60 above royalist:

  • Your staunch loyalty to the Wulframites has made you an enemy of the Royalist Faction.
    If Wulframite influence is 20 or more above royalist:
  • Your known Wulframite inclinations have made you rather unwelcome among the Royalist Faction.
    If Royalist influence is at least 80:
  • You are considered a leading voice of the Royalist Faction.
    If Royalist influence is at least 60:
  • Your words carry much weight among the Royalist Faction.
    If Royalist influence is at least 40:
  • You are spoken well of within the Royalist Faction.
    If Royalist influence is at least 20:
  • You have only a little influence among the Royalist Faction.
    If Royalist influence is less than 20:
  • You are practically beneath the notice of the Royalist Faction.

ROYALIST INFLUENCE

    If Royalist influence is 60 above royalist:

  • Your steadfast Royalist convictions have made you an enemy of the Wulframite Faction.
    If Royalist influence is 20 or more above royalist:
  • Your known Royalist loyalties have made you somewhat unwelcome among the Wulframite Faction.
    If Wulframite influence is at least 80:
  • The Duke of Wulfram personally considers you a close ally.
    If Wulframite influence is at least 60:
  • You command substantial influence among the Wulframite faction.
    If Wulframite influence is at least 40:
  • You are spoken well of among the Wulframite Faction.
    If Wulframite influence is at least 20:
  • You have only a little influence among the Wulframite faction.
    If Wulframite influence is less than 20:
  • You are practically beneath the notice of the Wulframite Faction.

INFLUENCE WITH GRENADIER SQUARE

    If influence with Grenadier Square is at least 80:

  • Few can match the respect you command from Grenadier Square.
    If influence with Grenadier Square is at least 60:
  • You command disproportionate influence at Grenadier Square.
    If influence with Grenadier Square is at least 40:
  • You are much admired at Grenadier Square.
    If influence with Grenadier Square is at least 20:
  • You have some small amount of pull at Grenadier Square.
    If influence with Grenadier Square is less than 20:
  • Grenadier Square pays you little notice.

INFLUENCE WITH RTI

    If influence with Royal Tierran Intelligence is at least 80:

  • Royal Tierran Intelligence considers you an asset of utmost importance.
    If influence with Royal Tierran Intelligence is at least 60:
  • Royal Tierran Intelligence considers you one of their most vital assets.
    If influence with Royal Tierran Intelligence is at least 40:
  • Royal Tierran Intelligence considers you a trusted ally.
    If influence with Royal Tierran Intelligence is at least 20:
  • Royal Tierran Intelligence considers you a useful ally.
    If influence with Royal Tierran Intelligence is less than 20:
  • Royal Tierran Intelligence seems to have little consideration for the likes of you.

INFLUENCE WITH THE CLUB

    *if expelled from the club:

  • Though you remain a member, you are currently most unwelcome within the premises of the Reform Club.
    If influence Club is at least 80:
  • As far as most of Aetoria is concerned, you are the Club.
    If influence Club is at least 60:
  • The $!{clubname} Club considers you one of its leading members.
    If influence Club is at least 40:
  • Your words carry no small amount of weight with the members of the Club.
    If influence Club is at least 20:
  • The Club considers you a member in good standing.
    If influence Club is less than 20:
  • The Club is not sure what to make of you…yet.

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
    if Shipowners: inf_club %+20 or if Rendower: inf_club %-20
    2) if charisma + intellect >= 100: +350 wealth
    if Shipowners: inf_club %+10 or if Rendower: inf_club %-10
    3) if charisma + intellect >= 80: +50 wealth
    if Shipowners: inf_club %+5 or if Rendower: inf_club %+10
    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
    if Shipowners: inf_club %+20 or if Rendower: inf_club %-20
    2) if charisma + intellect >= 110: +250 wealth
    if Shipowners: inf_club %+10 or if Rendower: inf_club %-10
    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:

  • #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.
    +20 royalist mobs
    if intellect <55: +2 suspicion and inf_royalist %+15
  • #I’ll pledge these arms to the Queen.
    inf_royalist %+25 and +20 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

  • #”What if I were to contrive some means of ridding ourselves of this fellow?”
    • #”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.
        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…”

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

 

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.
-250 wealth
+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
+20 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
+20
inf_club >= 40
+10

 

Faction
Result
Royalist
inf_royalist %+20 and inf_wulframite %-30
Wulframite
inf_royalist %-30 and inf_wulframite %+20
None
inf_royalist %-10, inf_wulframite %-10 and reputation %-10

Thanks to Tiago for his excellent guide, all credits belong to his effort. if this guide helps you, please support and rate it via Steam Community. enjoy the game.

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