Edited in the missing info and added back the leftover weapons on your suggestion. And taking into account your other words, my reasoning is that when you build farms and ranches, you're giving them the seeds, produce and cattle needed to jumpstart their agriculture. Furthermore, with the forestry camps being built, you're also sending them saplings for new trees. Hope this explains stuff.@Ebanu8 this one didn't get updated the horses weren't added and the leftover iron/steel weapons are gone. We would take them as with the new equipment and furnaces and blacksmiths we build they would be upgrading their weapons and getting rid of their old stuff. Which we could take then put through the new Furnace we found to make better steel. Also wouldn't seeds and local animals for ranching or production also be available from them? Things like Nugs, Sheep, Rams, pigs, goats, plants, and saplings for new trees.
I actually meant the opposite them giving use new things. They may be small but stormmeadow at least is doing well and already has farming set up so they should have plants and animals for our own use. we don't have every type of tree, crop, animal, or herbs/reagents in the kingdom so talking to our allies is how we would get more and it allows the materials to spread to all of the involved parties. It would only be able to be done once though since after that we wouldn't get anything new out of them.Edited in the missing info and added back the leftover weapons on your suggestion. And taking into account your other words, my reasoning is that when you build farms and ranches, you're giving them the seeds, produce and cattle needed to jumpstart their agriculture. Furthermore, with the forestry camps being built, you're also sending them saplings for new trees. Hope this explains stuff.
also the horses are from stormeadow the place known for it farming and horses. Our horses aren't anything special. that is why stormmeadow has the horse farms being added to increase the supply of good warhorse, riding horses, pack horses, etc.Well-bred Horses x10 (Cost: 10 Silver/unit, adds 1 point for every 1 unit)
In that case, give me a bit of time to work things out. Will tell you again when I've updated the list of things to buy.I actually meant the opposite them giving use new things. They may be small but stormmeadow at least is doing well and already has farming set up so they should have plants and animals for our own use. we don't have every type of tree, crop, animal, or herbs/reagents in the kingdom so talking to our allies is how we would get more and it allows the materials to spread to all of the involved parties. It would only be able to be done once though since after that we wouldn't get anything new out of them.
In that case, give me a bit of time to work things out. Will tell you again when I've updated the list of things to buy.
also the horses are from stormeadow the place known for it farming and horses. Our horses aren't anything special. that is why stormmeadow has the horse farms being added to increase the supply of good warhorse, riding horses, pack horses, etcWell-bred Horses x10 (Cost: 10 Silver/unit, adds 1 point for every 1 unit)
its fine as they are our allies and we want then to become strongerYou all might want to see about making your own plan because i am spending a lot of money on these people as in nearly 100 gold.
Truth be told, I don't think we'll have to worry about money for a good long while.You all might want to see about making your own plan because i am spending a lot of money on these people as in nearly 100 gold.
We are spending close to a hundred here. We have to invest nearly as much into the Islands. We have a major hold that needs to be built in a mountain that might eventually become a new Great Thaig at least another large amount. We need to start the underground complexes for the undercity/farms and piping costs quite a bit. We have to expand the military again and the next big boost is mostly Dwarves with Rangers, mounted units to fill the full contingent, and pikemen to finish off the 2,800. We also have to upgrade all of them to a higher base tier than what is currently available. We also need to do more expensive personal and named equipment upgrades. Lead an expedition to Solider's Peak. Build the next tower in the Keep. Expand the Brewery to Huge, build siege workshops and siege defenses on the empty walls, build the new experimental furnaces for massed steel production, bribe and convince the Kingdom of Orzammar to give us not only a huge number of casteless but also skilled caste members that we will need to vet heavily before they are allowed to work. And that is all just for next turn as those are all things I am doing in my next plan that should cost money.Truth be told, I don't think we'll have to worry about money for a good long while.
We also need to make ourselves stronger we have a lot of money and very good income but we still need to be careful.its fine as they are our allies and we want then to become stronger
[X] Plan Trade for Power
i cant really think of anything big we need to build or buy for the next few turnsWe also need to make ourselves stronger we have a lot of money and very good income but we still need to be careful.
Literally everything I just posted above is going to be a major investment and we need to do it as soon as possible since we have 2-3 turns max before the Blight begins. Since turns are months each.i cant really think of anything big we need to build or buy for the next few turns
The first set of pups should have been born by now as gestation for canines is 63 days. A Masstif which is about the same size and type of dog that a Mabari would be have on average 8 pups per litter with up to 15 being possible without issues. So we should have 80-150 pups being raised. And these pups will go a very long way. Sif is from a very distinguished line and sought after and the mothers of the pups are all extremely well-bred as well. Aside from giving our retainers and allies Mabari hounds they can also be used as gifts to other Nobles to get their favor.Human Population of Salthaven: 6,041
City Elven Population of Salthaven: 10,500
Mabari population (Excluding Sif):
--> 10 Females
The Dalish population is not being added to the total population count I just noticed.- 8,500 Dalish Elves
--> 3,000 combatants
--> 15 Keepers
--> 85 Firsts
--> 5,400 non-combatants (Craftsmen, Herbalists, etc.)
If the number outside Saltrock Keep is correct and not a mistake that means the current population total is wrong. That along with the Dalish not being added brings our actual population to 38,141 or 37,141 if the outside Dwarves are just a mistake.• Dwarves in and around Saltrock Keep
- 3,800 Dwarves
--> 1,000 Dwarves in Saltrock Keep
--> 3,800 Dwarves outside Saltrock Keep
Also the total army is wrong with what is listed it should be a total of 2,212 Total Army Strength right now.
- Scrap Iron: (Cost: 5 Silvers/unit, adds 1 point for every 2 units.)
- Leftover iron/steel weapons x10 (Cost: 7 Silvers/unit, adds 1 point for every 2 units.)
- Smoked fish jerky (Cost: 2 Silvers/unit, adds 1 point for every 3 units)
- Yew Wood/Saplings (Cost: 3 Silvers/unit, adds 1 point for every 3 units)
- Lyrium Dust (Cost: 2 Silvers/unit, adds 1 point for every 3 units)
Alright, here's the added options for purchase from both fiefdoms. However, I do reiterate that their industry is underdeveloped, and since they've never truly done so, they haven't truly discovered the real number of resources they can trade. So trade is still heavily biased in our favour, in a way, at least until they can be more developed.
- Scrap Iron: (Cost: 5 Silvers/unit, adds 1 point for every 2 units.)
- Leftover iron/steel weapons x10 (Cost: 7 Silvers/unit, adds 1 point for every 2 units.)
- Well-bred Horses (Cost: 10 Silver/unit, adds 1 point for every 1 unit.)
- Blood Lotus (Cost: 3 Silvers/unit, adds 1 point for every 3 units.)
- Rashvine Nettle (Cost: 4 Silvers/unit, adds 1 point for every 3 units.)
Alright, I made a few private rolls myself, and so we have 139 pups in total - 72 males and 67 females. Edited that into the realm sheet.The first set of pups should have been born by now as gestation for canines is 63 days. A Masstif which is about the same size and type of dog that a Mabari would be have on average 8 pups per litter with up to 15 being possible without issues. So we should have 80-150 pups being raised. And these pups will go a very long way. Sif is from a very distinguished line and sought after and the mothers of the pups are all extremely well-bred as well. Aside from giving our retainers and allies Mabari hounds they can also be used as gifts to other Nobles to get their favor.
Edited that in as well. Pardon how irregular my updates are, but things are so hectic I've forgotten to do so.The Dalish population is not being added to the total population count I just noticed.
The Dwarves outside are not a mistake, but thanks for pointing it out.If the number outside Saltrock Keep is correct and not a mistake that means the current population total is wrong. That along with the Dalish not being added brings our actual population to 38,141 or 37,141 if the outside Dwarves are just a mistake.
Edited the number. Please tell me if there's anything else I missed out; trying to get everything up to date.Also the total army is wrong with what is listed it should be a total of 2,212 Total Army Strength right now.
Well they can only give 10 units total per each so that is fine. We are giving them a lot of extra materials for building and newer equipment to replace their older equipment so we can get the old stuff to make into more Steel. This plan is all about front loading the hell out of them so they have all they need to develop without us having to come back for awhile. That is why I tried to do the math for how many points each cost and reduced that amount by however many extra points a item also gave. So that I could get the right amount of gold each would need to zero out.Alright, here's the added options for purchase from both fiefdoms. However, I do reiterate that their industry is underdeveloped, and since they've never truly done so, they haven't truly discovered the real number of resources they can trade. So trade is still heavily biased in our favour, in a way, at least until they can be more developed.
Don't think there is anything else missed.Edited the number. Please tell me if there's anything else I missed out; trying to get everything up to date.
Your suggestion holds merit, but once you develop their industries, they can start doing more on their own since they have their own profits increased.Also can we just give them gold without using the points? That way they can do more on their own and have funding for it? I looked over fixed my math cause I missed a few extra points gained from some choices and that brought down a lot of cost so less gold was needed to zero out but they could get more gold to have a stash for use.
Yes but a little extra to top them off wouldn't be remissed. Most of the options also increase their income but give each a total of 50 Sovereigns. With Grayfair getting 21 extra non used Gold and the 29 gold used for points to zero out the work. And Stormmeadow getting 24 extra non used gold and the 26 gold used to zero out the rest.Your suggestion holds merit, but once you develop their industries, they can start doing more on their own since they have their own profits increased.
In that case, it is possible. Will edit it in, just so that I can remember next time I do this painfully complicated trade turn.Yes but a little extra to top them off wouldn't be remissed. Most of the options also increase their income but give each a total of 50 Sovereigns. With Grayfair getting 21 extra non used Gold and the 29 gold used for points to zero out the work. And Stormmeadow getting 24 extra non used gold and the 26 gold used to zero out the rest.
So for starting the new hold I think we can take a good number from each of these groups. To get a core of loyalists in the hold and to allow new dwarves that we can't fully trust to replace them in the old hold and keep where the loyalist remaining dwarves will keep them in check and turned them into loyal subjects as well.Dwarves in Kal Partha for reconstruction:
- 4,500 Dwarves
--> 1,500 Warriors
--> 3,000 Civilians (Engineers, craftsmen, merchants, etc.)
• Dwarves in Kal Atun
- 3,800 Dwarves
--> 1,000 Warriors
--> 2,800 Civilians (Engineers, Craftsmen, merchants, etc.)
• Dwarves in and around Saltrock Keep
- 4,800 Dwarves
--> 1,000 Dwarves in Saltrock Keep
--> 3,800 Dwarves outside Saltrock Keep