Saving a Nation, By Any Means Necessary (Modern/Sci-Fi meets Fantasy CK2)

Hmm, I'm tempted to do some counter raiding to slow down Xelma. I'm not fond of assaulting a fortified fixed position that is pretty much expecting us... But we can probably attack their people when they are moving to and from there and steal any supplies they are moving there. Might be a good way to not take too much risk while still slowing down their plans. @dnzrx Would that be workable?
Wasn't actually planning on that, but it seems to be such a good idea, that I'll include it in the next turn.
 
Hmm, I'm tempted to do some counter raiding to slow down Xelma. I'm not fond of assaulting a fortified fixed position that is pretty much expecting us... But we can probably attack their people when they are moving to and from there and steal any supplies they are moving there. Might be a good way to not take too much risk while still slowing down their plans. @dnzrx Would that be workable?
I like this plan, though I think we won't be able to do it long since they should get on it soon and have a lot more escorts after 1-2 successful raids.
 
I like this plan, though I think we won't be able to do it long since they should get on it soon and have a lot more escorts after 1-2 successful raids.

It isn't exactly a long term plan no. But they do still first need to get word back to their commanders that they are getting attacked... And if we don't let people escape from our ambushes and they lack long range communication magic that could take a while.
 
Welp, with the extra amount of typing I have to do and the amount of time turn 7 is taking me, it seems that it might be a few days until I get to post it. Don't worry, it is on its way.
 
Very good rolls!!!

But now i wonna find Bethany even more!!! And the ruin suond really good!!!!
 
Turn 7
Turn 7:

You can feel the anxiety and anticipation growing around you and your Foundation. While the previous month was quite fulfilling to your company's growth, it does not change the fact that, by your calculations, Xelma will be invading Leofarinina next month. While the local garrison and your Foundation are definitely much stronger than maybe seven months ago, survival against the invasion is nowhere near guaranteed, especially if the talk of the Xelmian army's strength is true. You will need to prepare for your first challenge to the best of your degree. Troops will need to be recruited and trained. Research will need to be done. Information and resources will need to be gathered. And enemy plots will need to be foiled at every turn. Fortunately, you have a few aces in your pocket, with the possibility of you getting more of them should luck and fortune favor you...

Wealth: 0+75-40-2=33

There is a total of SEVEN categories for you to vote on: Martial, Diplomacy, Stewardship, Intrigue, Learning, Piety, and Personal. Please make your vote in Plan format to ease my workload. Also, you can assign Joan Frank to one action (excluding personal actions) to add her stats to the action...

Martial: Recruitment went very nicely in the previous month, but that alone will not solve all of your problems. With war surely coming, there are plenty of military things to take care of in terms of from more recruitment and training to questing and other combat related missions. Although, with Sunnia's help, things might still work out in the end. Not to mention that, with the re-development of mostly-modern firearms, you might start to have the modern edge that you really need...

Pick 1:


[] Multitasking - Sunnia (free action): In addition to whatever commerce and logistical duties she is assigned to, she could also take on a task related to your armed forces, although at reduced efficiency...
Cost: 0. Reward: Sunnia takes on an additional Martial action (+1 Martial Action for this turn only) although at reduced efficiencies (-15 to both martial action and a stewardship action, Sunnia's personal bonuses cannot be applied to any action this turn).

[] More Help Wanted, Quantity over Quality: You need fighting men and women (and maybe monsters) and you need more of them, especially with war possibly around the corner. You and your company will focus their hiring efforts to expand your fighting forces' numbers very quickly without caring too much about quality.
Cost: 15. Reward: Random amount of fighting hirelings and/or creatures of variable quality, and maybe an advisor (Dice roll to determine what you get).
-[] Increase the amount of Wealth spent on this task for better results (input amount).

[] More Help Wanted, Quality over Quantity: Instead of hiring a large amount of lower quality hirlings, maybe you should start to focus more on ones with higher quality instead. You and your company will focus their hiring efforts to expand your fighting forces' numbers while caring more about quality.
Cost: 25. Reward: Fewer amounts of fighting hirelings and/or creatures of better quality, and maybe an advisor (Dice roll to determine what you get).
-[] Increase the amount of Wealth spent on this task for better results (input amount).

[] More Help Wanted, A Champion's Champion: Maybe instead of hiring more trained fighting men, women, and monsters right now, maybe you should find and hire a person with extensive combat experience and knowledge as your advisor, so you could properly manage your growing army better.
Chance of Success: 60% Cost: 30. Reward: A Martial Advisor.

[] Farming for Troops: You have a bunch of Thorn Throwers that have some seeds in them that you can use. You and your company will extract these seeds from the Thorn Throwers and plant them in the ground to grow even more Thorn Throwers to use.
Chance of Success: 80% Cost: 2. Reward: Random amount of Thorn Throwers grown and added to force list. (Dice roll to determine what you get).

[] Questing for Cash: You have fighters in your group, but you are short on funds. You will send your current forces out around the area to perform various odd combat-related jobs and quests to earn funds for your future efforts.
Chance of Success: 90%. Required: 1 Tier-1 combat group. Reward: Random one-time amount of Wealth, random loot.
-[] Increase the amount of personnel assigned to this task for better results (input the additional personnel).

[] Bandit Bashing Again: It looks like some stupid bandits have taken over another abandoned mine while no one is looking. Since everyone else is so busy, you might as well help clear them out by sending a task force down there…
Chance of Success: 65%. Required: 1 Tier-1 combat group. Reward: Random one-time amount of Wealth, random loot, another mine for use and development.
-[] Increase the amount of personnel assigned to this task for better results (input the additional personnel).

[] Xelmians Get Out!: Xelma is being busy again. They have set up another base to be used as a launching point for their future invasion, this time in one of the abandoned mines. This base is better fortified and more prepared for any attack than the previous base, so destroying it will be a far bloodier task than before. However, if you can remove their base, then their invasion date will be set back even further...
Chance of Success: 60%. Required: 1 Tier-1 combat group. Reward: Xelmian invasion date significantly delayed, Random one-time amount of Wealth, random loot, another mining camp for development.
-[] Increase the amount of personnel assigned to this task for better results (input the additional personnel).

[] There's No Party Like a Raiding Party!: While the Xelmian base is too heavily fortified to safely assault and destroy with any guarantee of success, the same thing can't be said about their supply lines. You will send out your forces to raid and plunder the supply lines feeding the fort. Not only you will gain plenty of loot, you will also set back the Xelmian invasion date, although not quite to the extent as before...
Chance of Success: 80%. Required: 1 Tier-3 combat group. Reward: Xelmian invasion date delayed a little bit, Random one-time amount of Wealth, random loot.
-[] Increase the amount of personnel assigned to this task for better results (input the additional personnel).

[] Basic Fortification Building: War is coming, and you realized that a few of your assets and bases were looking quite exposed and a bit more vulnerable to attack than you like them to be. You and your company will construct new basic fortifications at a location of your choosing. This will make the location less vulnerable to enemy actions and attacks…
Chance of Success: 85%. Cost: 20. Required: 2 Tier-2 combat groups. Reward: A location of your choosing will receive basic defensive fortifications, significantly reducing vulnerability to enemy attacks.
-Choose location:
-[]The Frank Foundation Headquarters Building
-[] Abandoned Mine near the Village of Greenhill
--[] Increase the amount of personnel and wealth assigned to this task for better results (input the additional personnel).

[] Sweating for Self-Improvement: There is always room for more training when it comes to your fighting forces. Have your more experienced fighters drill, train, or otherwise improve their lessers to better the overall quality of your fighting forces.
Chance of Success: 50%. Required: 1 Tier-3 combat group and up to two lesser-tier combat groups of choice. Reward: the lesser-tier combat groups improves.

[] The Age of Gunpowder: With the redevelopment of firearms, it is now possible to introduce this new world the power of the gun and why they're so powerful. You will train and equip one of your combat squads in the use of modern firearms of your choice.
Chance of Success: 75%. Cost: Varies. Required: 1 Tier-2 (minimum) combat group and 1 Science/Engineering Team. Reward: the combat group is trained in firearm use and is equipped with said firearms for combat.
-[] 9mm Pistols (Cost: 3)
-[] M3 "Grease Gun" Submachine Guns (Cost: 6)
-[] AK-47 Assault Rifles (Cost: 6)
-[] Bolt-Action Sniper Rifles (Cost: 4)
-[] Pump-Action Shotguns (Cost: 4)
-[] Maxim Machine Gun (Cost: 10)

[] Leofarinian Army Request - Patrol and Garrison Supplementing: The Leofarinian Army's spread out thinly due to the lack of man-power and it might cause some problems down the road when war breaks out. Captain Raymond requested that you help him and his forces out more by sending in some of your groups to help with garrison and patrol duties when you have the chance. You will be compensated, of course, but it might not be much in terms of wealth since most of your payment is in gratitude…
Chance of Success: 90%. Required: Up to three Tier-1 combat groups of choice but at least one. Reward: the basic combat group improves, random one-time small amount of Wealth, random loot, Leofarinian Army's Greenhill Garrison's gratitude.
-[] Increase the amount of personnel assigned to this task for better results (input the additional personnel).

[] Leofarinian Army Request – Border Fortification Building: Captain Raymond says that his fortifications are being constructed at a reasonable pace given his circumstances, although you wonder if they will be done in time for the invasion. As a result, you will send out some additional manpower to help complete their building tasks quicker...
Chance of Success: 85%. Cost: 5. Required: Up to three Tier-1 combat groups of choice but at least one. Reward: border fortifications strengthened against attack, Leofarinian Army's Greenhill Garrison's gratitude.
-[] Increase the amount of personnel assigned to this task for better results (input the additional personnel).

[] Property Protection (free action): Some of your valuable properties that you had captured are practically unguarded and vulnerable to attack should the enemy decides to attack. You should send some troops and supplies out to your properties and assets to protect them from enemy capture or destruction…
Required: 1 combat group. Reward: the selected property gains a garrison of troops that will automatically defend the property from any hostile force.
-Select one:
-[] Abandoned Mine
-[] Captured Fortified Mining Camp
-[] Increase the amount of personnel and/or wealth assigned to this task for better results (input the additional personnel).

Diplomacy: There's still much to do in this field, from building relations to petitioning for additional aid in your endeavors. And there's not much time left before war is upon you. Although, on the plus side, your recent accomplishments mean that there are more options available to you...

Pick 1:


[] Even Better contact with the Temple of the Divine Word: Annabelle and The Temple of the Divine Word are pretty close to your organization at this point in time. Maybe it is time to take this partnership to the next level?
Chance of Success: 60% Reward: Relationship Value with the Temple of the Divine Word increases.

[] Even better contact with the Village of Greenhill: The local village exalts you and consider you as the chosen hero, but there are still room for improvement before even greater favors could be called in. Maybe you should better the relations between your company and the village a bit further?
Chance of Success: 70% Cost: 3 Reward: Relationship Value with the surrounding Village of Greenhill increases.

[] Even better contact with the Leofarinian Army: The local army garrison is extremely grateful for your services and assistance and regard you as a friend. Maybe it is time to take this partnership to even greater heights? Who knows what an alliance between the two of you could accomplish.
Chance of Success: 70% Reward: Relationship Value with the Leofarinian Garrison of Greenhill increases.

[] The Mercenary Company is in town: The Deathwood Company is the largest mercenary company in Leofarinia and they currently are in Greenhill because the reigning monarchs hired them to bolster the Leofarinian Army's numbers in preparation for possible war, despite unsavory rumors about them. You are not a fan of dealing with private military contractors, but since they are here, maybe you should get to know them?
Chance of Success: 77% Reward: Established contact with Deathwood Company.

[] New Relations - Ironhil: The Town of Ironhil is the local seat of power for the region around you, sitting on the crossroads leading to other regions around you. The nobles over there dictate how resources shall be spent and how matters be settled. Since you are in their region, maybe you should introduce yourself to get your foot in the door?
Chance of Success: 60% Cost: 3 Reward: Established contact with the Town of Ironhil.

[] Asking For a Little Bit More Help: While you hate begging, it is not exactly a sin to do so when you are in dire straits and, to be honest, you are not asking for that much, yet. You will go to a faction of choice and petition for them to give you aid, in whatever way they can spare…
Chance of Success: 55% (May go up depending on the faction chosen.) Reward: Random (what you get may differ depending on which faction was chosen.)
-[] Specify which faction to beg from.

[] A Favor to Ask of You - Greenhill: With your relationship and level of trust between the Village of Greenhill and the Frank Foundation at a peak right now, maybe it is time to cash in a favor and get something nice from the Village?
-[] An Advisor (Cost: 35, a guaranteed advisor of random specialization)
-[] Experienced Fighters (Cost: 9, a guaranteed random Tier-3 squad)
-[] A Piece of Treasure (Cost: 9, a randomized piece(s) of treasure)

[] A Favor to Ask of You - Leofarinian Garrison at Greenhill: With your relationship and level of trust between the Leofarinian Garrison at Greenhill and the Frank Foundation at a peak right now, maybe it is time to cash in a favor or two and get something nice from them?
-[] An Advisor (Cost: 40, a guaranteed advisor of random specialization)
-[] Experienced Fighters (Cost: 12, a guaranteed random Tier-3 squad)

[] Can I come In?: Those ruins that was mentioned in your intelligence report sure looks interesting to you, but it seems that access is denied by the order of a noble from Ironhil. While it might be unlikely for the noble to let you access at this time, the force that is guarding the ruins happens to be the local Leofarinian Garrison at Greenhill. Surely their captain could let you have access for research...
Chance of Success: 70% Cost: 5 Reward: Access to mysterious ruins granted.

Stewardship: A fact of life is that you really need more money to do many of the cool things you are planning to do. While the Foundation's businesses and mine are generating income at a reasonable rate, you need to pick up the pace, especially since peaceful time is about to end, and war is indeed expensive…

Pick 2:


[] Sell what could be sold: There bound to be a few things that you have in the headquarters and on your persons that you really do not need for continued operations. Look around and see what could be sold off, and then sell them off...
Chance of Success: 80%. Cost: 0. Reward: Random one-time amount of Wealth, other things.

[] More Farming for Food and Cash: The herbalist's new farm is doing quite well and is turning in a profit already. However, there is room for improvement. Why not give her a bit more money and a bit more land to expand her farm's potential?
Chance of Success: 80%. Cost: 5. Reward: Income +5, random stuffs.

[] Commercial space available for rent, cheap!: The headquarters does have some space available suitable for commercial activities like markets, workshops, and taverns. Why not you rent out some more space to local merchants and craftsmen to earn a bit of extra money that could be used for future endeavors...
Chance of Success: 55%. Upkeep: 10. Reward: Income +25, maybe some random stuffs.

[] Turn Plants into Gold: Selling off that stockpile of Flora in your inventory should bring in some funding for your future efforts...
Chance of Success: 70%. Reward: Sell the Various Herbs, Plants, Flowers, Berries, and Fungi for a one-time +7 Wealth.

[] Turn Unknown Plants into Gold: Selling off that stockpile of mysterious Flora in your inventory should bring in some better funding for your future efforts...
Chance of Success: 70%. Reward: Sell the Unknown Herbs and Flowers for a one-time +9 Wealth.

[] Who WANTS dead people?: Recently, there is a strange young woman in the village that is seeking mostly fresh corpses of the recently fallen for… reasons unknown. She'll pay good coin, but who is she anyway?
Chance of Success: 70%. Reward: Sell all the Dead bodies for a one-time +??? Wealth, ?????.

[] 'Ore Mining for Wealth: Your active mine is producing ore and crystals at a steady pace, but it could be better. Why not invest into the mine and made it more productive than ever before?
Chance of Success: 60%. Cost: 5 Reward: Income +10, random stuffs.

[] Another Case of Mining for Wealth: You have the first mine you have earned up and running right now, but the second one you won from Bethany is still inactive. Why not you hire some more workers to work in that mine too?
Chance of Success: 70%. Upkeep: 15. Reward: Income +25, random stuffs.

[] Smelting for Wealth: You have iron ore and plenty of them laying around. While they can be sold in its current form, you will get a lot more use and money out of them if the iron ore is actually pure iron without the impurities. You shall construct a simple smelting facility outside the active mine to start processing the iron ore into iron...
Chance of Success: 70%. Cost: 10. Required: 1 Science/Engineering Team. Turns to complete: 1. Upkeep: 10. Reward: Income +15, random stuffs.

[] Oil Extraction for Wealth: One of your mines is sitting on an oil reservoir and, from what you can tell, it is rather big. Having crude oil means that many pieces of modern technology is now possible, but you need to start to gather the oil from the mine. While it is possible to do it with buckets, maybe a proper oil-extracting facility would be in order...
Chance of Success: 60%. Cost: 15. Required: 1 Science/Engineering Team. Turns to complete: 2. Upkeep: 10. Reward: Income +15, random stuffs.

[] Doing the Pharma, Part 1: You have the knowledge and plans to manufacture modern medicines and hygiene items at a larger scale than what you are currently doing in a laboratory, but you lack the infrastructure to do so. While you would love to build up your capacities to the massive standards of the major pharma companies of your world, you realize that you must start from somewhere. Building a small dedicated facility for these items would be a good start…
Chance of Success: 70%. Cost: 15. Required: 1 Science/Engineering Team. Turns to complete: 2. Upkeep: 10. Reward: Income +15, random stuffs.

[] Wandering Merchant Caravan: Trading between various populations is the backbone of any strong economy and it is no different in this world. Sponsoring a merchant caravan to help establish a new trade route to a location in return for a cut of their profits sound like a good way to start earning quite a bit of money, though there's always a risk of bandits attacking your profits. Ah well, that's the cost of being a merchant in these troubled times…
-[] Lightwood Forest Tribes, Summia's home village of Sun Elves, rare cousins of the Dark Elves. (Chance of Success: 75%. Cost: 8. Required: 1 Tier-2 combat group. Turns to complete: 2. Reward: +12 Income, random stuffs and events.)
-[] Gold Meadows Warrens, local population of Bunny-people and good source of labor and recruits. (Chance of Success: 90%. Cost: 5. Required: 1 Tier-1 combat group. Turns to complete: 1. Reward: +8 Income, random stuffs and events.)
-[] The Region of Breadshire, the local breadbasket for the region, including Greenhill. (Chance of Success: 93%. Cost: 5. Required: 1 Tier-1 combat group. Turns to complete: 1. Reward: +7 Income, random stuffs and events.)
-[] Black Meadows Warrens, The home warrens for the Black Rabbits and their original destination before they met you. (Chance of Success: 70%. Cost: 9. Required: 1 Tier-2 combat group. Turns to complete: 2 Reward: +16 Income, random stuffs and events.)
-[] Town of Ironhil, the local seat of power for the region and sits on the crossroads to other regions. (Chance of Success: 80%. Cost: 9. Required: 1 Tier-2 combat group. Turns to complete: 1 Reward: +14 Income, random stuffs and events.)
-[] Fortified Commerce city of Regaliona, One of the five major commerce hubs in Leofarinia outside the capital and the closest of the five to your headquarters. (Chance of Success: 55%. Cost: 10. Required: 2 Tier-2 combat groups. Turns to complete: 2 Reward: +20 Income, random stuffs and events.)
--[] Increase the amount of personnel and wealth assigned to this task for better results (input the additional personnel).

Intrigue: With the chaos happening outside your company's walls recently, you are thankful for all your agents at your disposal. Their sneaky services are most helpful. Now, it is a big question of how to make the most use of them…

Pick 1:


[] Help Wanted, Agents of the Shadows: With everything going on all at once in recent times, you should probably expand your personal spying division to investigate various happenings and peoples of interest, and to take some covert actions if necessary.
Cost: 15. Reward: Random amount of Intrigue hirelings and/or creatures of variable quality, and maybe an advisor (Dice roll to determine what you get).
-[] Increase the amount of Wealth spent on this task for better results (input amount).

[] Help Wanted, A Personal Agent of the Shadows +1!: You would definitely need someone more experienced in this matter, since the consequences of failure for anything intrigue would be embarrassing at best, deadly at worst. Why not you go look around for a spy or private agent?
Chance of Success: 50% Cost: 30. Reward: An Intrigue Advisor.

[] Into the Inn Again for More Inn-formation: You know now that the village inn might is a good place for information, judging from the results of past months. Why not you go down there to see what kind of rumors and tidbits you can find again?
Chance of Success: 75%. Cost: 5. Reward: Random Pieces of Information.
--[] Increase the amount of personnel and wealth assigned to this task for better results (input the additional personnel).

[] Scout Out the Village: A rather good way to get information about a place is just to walk around the place, gather information just by observing and maybe small talk. Then, once that is done, you will sort through all the notes and see what kind of picture you can paint of this village…
Chance of Success: 65%. Reward: Random Pieces of Information.
--[] Increase the amount of personnel and wealth assigned to this task for better results (input the additional personnel).

[] Make a Profile, Annabelle: The local head priestess, Annabelle Hope, sure does have a lot of titles and power behind her, but you really do not know too much about her other than that. You should go around and get some background info about her, just to know her better...
Chance of Success: 50%. Reward: Basic Profile of Annabelle Hope made.
--[] Increase the amount of personnel and wealth assigned to this task for better results (input the additional personnel).

[] Make a Profile, Raymond: Captain Raymond is the local commander of the Leofarinian Army's Garrison at Greenhill and your point of contact for Leofarinian Army. He seems normal enough, but one could never be so sure. You should do some background checking on him, just in case...
Chance of Success: 50%. Reward: Basic Profile of Captain Raymond made.
--[] Increase the amount of personnel and wealth assigned to this task for better results (input the additional personnel).

[] Make a Profile, Gordan: Gordan is the village head of Greenhill who has a very interesting and decorative past as a former adventurer for Aquaguard, one of Leofarinia's hostile neighbors. While he seems honest about his history, you should do some background checking on him, just in case...
Chance of Success: 30%. Reward: Basic Profile of Gordan made.
--[] Increase the amount of personnel and wealth assigned to this task for better results (input the additional personnel).

[] Keeping Tabs, Bethany: Bethany is dangerous in more than one way. She is cunning. She is ambitious. She is an accomplished warrior with resources and contacts. She has made a fool out of you. She has your stolen electronics. And she has a goal. Anybody with such combination of traits and accomplishments can be a powerful enemy of yours. You should try to keep an eye on her and her actions, but since she has quite a bit of skill in intrigue, this may be difficult...
Chance of Success: 20%. Cost: 9 Reward: Location and actions of Bloody Bethany Bunny tracked.
--[] Increase the amount of personnel and wealth assigned to this task for better results (input the additional personnel).

[] The Maybe Corrupt Merc Company: That Deathwood Company has quite a lot of rumors about them, some of them sleazy and unsavory, some of them a bit more alarming. You should try to investigate these rumors to the best of your abilities and sort through what's true from what's false, and what's still unknown.
Chance of Success: 55%. Cost: 5. Reward: Information about Deathwood Company complied and sorted out, with emphasis on possible corruption issues.
--[] Increase the amount of personnel and wealth assigned to this task for better results (input the additional personnel).

[] Plant Informants: The first step in espionage against any organization or population is to gather information about your targets and keep a look out for any opportunities. You will send your agents out to plant informants in a location or organization of your choice.
Chance of Success: 60%. Cost: 10. Required: 1 Tier-2 Intrigue groups. Reward: Informants planted in location or organization of your choosing, intelligence reports generated at end of every turn, further action against target unlocked.
-[] Kingdom of Xelma, Leofarinia's hostile neighbor to the east and the closest to your headquarters in terms of location.
-[] Kingdom of Brava, Leofarinia's hostile neighbor to the north and the birth nation for Bethany.
-[] Aquaguard, Leofarinia's hostile island neighbor to the south and the birth nation for Gordan.
-[] Welmert, Leofarinia's hostile neighbor to the west.
-[] The Stormy Sands Desert region to Leofarinia's south.
--[] Increase the amount of personnel and wealth assigned to this task for better results (input the additional personnel).

[] Supply Disruption and Sabotage: Instead of loud and daring raids on the Xelmian camp and its supply lines, why not you sabotage and disrupt them covertly? There are plenty of ways to mess with the Xelmians without an overtly-direct confrontation like poisoning their food and water supplies and setting various things on fire. Maybe taking a pot-shot at their officers while you are at it too...
Chance of Success: 75%. Cost: 5. Required: 1 Tier-2 Intrigue groups. Reward: Reward: Xelmian invasion date delayed a little bit, random loot.

Learning: Research progress is growing by the day as new knowledge and designs are being produced at an increased rate. However, you can't afford to slack off as your survival and that of the Foundation's might as well depend on your organization's ability to discover something big…

(Note: Options marked with an * requires a military escort assigned to the task, please specify which unit type and amount)
Pick 2:


[] Help Wanted, a Personal Assistant (Hunchback Not Required.): While you are sure that your researching capabilities are fine enough at this point, having more capacity will not hurt. And who knows? Maybe you can find someone special. You will endeavor to find a suitable assistant to manage your research projects.
Chance of Success: 50% Cost: 30. Reward: A Learning Advisor.

[] DIY Research (Free Action): With all of the new tasks that would require supervision from a Science/Engineering Team, maybe you can lend a hand and do some of the research yourself, freeing up some personnel for other tasks.
Joan Frank will do some research and fulfill the Science/Engineering Team requirement for one research task. Note that with this action, you cannot apply her personal bonuses for any other task this turn.

[] Learn about the World: You are in a new world, one that is relatively fresh, unexplored, and, most of all, completely unknown to you and your company! To better survive and thrive in this world, you should assign a team or two to go out into the world, do some studies, and gather knowledge about the world.
Chance of Success: 75% Cost: 20. Required: 1 Science/Engineering Team Reward: Knowledge about a subject of choice, random stuffs.
-[*] World History Thus Far: What is this world's past and present like, and what could you speculate about its future? (Note: -35% Successes, +15 Cost due to recent events)
-[*] Geological Studies: Survey the local terrain to see what the environment is like and kind of mineral resources you can potentially exploit…
-[*] Ecological Studies: Study the local flora and fauna and see how you can make use of both for future use…
-[*] Other-Species Studies, Bunny-people: Study the traits and culture of the human-like species with bunny ears and fur!
-[*] Other-Species Studies, Dark Elves: Study the traits and culture of the variant of elves with snow-white hair and coal-black skin!

[] Reinvent the Wheel: Your company has been pulled into another world with a much less than ideal technology and infrastructure base. It may be wise for you and your company to focus their efforts into re-research, re-design, and re-develop the various technologies that you all know and love back at home. With many years of built up knowledge in your computers and in your heads, this should be simple… right?
Chance of Success: 75% Cost: 20. Required: 1 Science/Engineering Team Reward: Rediscovered knowledge and designs from your home world, random stuffs.
-[] Production Tech I: Focus your efforts on developing the technology to build up a basic industrial base. (Note: +5% Successes, -8 Cost due to recovered files.)
-[] Military Tech II: Focus your efforts to redevelop some common and maybe exotic technology for a modern fighting force. (Note: +18% Successes, -6 Cost due to recovered files.)
-[] Electronics I: Focus your efforts on basic electronics, basic computers, and the production of both. (Note: +5% Successes, -8 Cost due to recovered files.)
-[] Chemistry and Materials I: Focus your efforts on rediscovering the myriad of common but vial chemicals and materials. (Note: +5% Successes, -8 Cost due to recent research.)
-[] Infrastructure Tech I: Focus your efforts on developing technology required to support an efficient operation.
-[] Commercial Appliances Tech I: Focus your efforts on developing common commercial appliances found back at home. (Note: +10% Successes, -6 Cost due to recovered files.)
-[] Robotics I: Focus your efforts on developing basic robots and other kinds of automated machinery that think and move. (Note: +18% Successes, -6 Cost due to recovered files.)
-[] Power Plants I: Focus your efforts on developing power plants for additional energy generation. (Note: +15% Successes, -5 Cost due to recovered files.)

[] Magical Studies I: Since this new world have fantasy elements in it and your whole company was summoned out of nowhere, you are sure that magic do exist. Problem is that you do not know anything about magic, so maybe a beginner's study on magic is in order? Or maybe there is a book called "Magic For Dummies" somewhere out there… Who knows.
Chance of Success: 75% Cost: 20. Required: 1 Science/Engineering Team Reward: Fundamental knowledge about Magic, random stuffs. (Note: -35% Successes, +15 Cost due to recent events)

[] Build Up Computer Network: You have a computer network already, but with the busy days ahead, it may be wise to re-purpose and refurbish some of the old computers in storage for additional computing power and storage… and maybe for other purposes down the line… Chance of Success: 75% Cost: 20. Required: 1 Science/Engineering Team Reward: Your computer network will be expanded…

[] Autopsy Research: You have a large pile of corpses just sitting around and doing nothing other than being creepy. Perhaps you should do some autopsy on those corpses, just to learn about the biology about the locals around here…
Chance of Success: 75% Cost: 5. Required: 1 Science/Engineering Team Reward: Biology Knowledge gained for a particular creature or species.
-[] Werewolves Autopsy Research
-[] Lesser Wolves Autopsy Research

[] Creatures and Monsters Research: You have some specimens of a creature or monster in your possession. Why not you study them to gain knowledge of them for future use? It is just as good as doing an autopsy…
Chance of Success: 75% Cost: 5. Required: 1 Science/Engineering Team, 1 group of creatures Reward: Biology Knowledge gained for a particular creature or species.
-[] Animated Statues Research
-[] Lesser Shield Angel Research
-[] Lesser Wolves Research

[] Improved Biology Research: Now that you have some basic knowledge of the inner fleshy workings of a few kinds of species and creatures, perhaps it is time to advance your knowledge of such things for future applications? Such applications range from basic things to more… exotic things out of those sci-fi fiction and movies you used to read…
Chance of Success: 75% Cost: 5. Required: 1 Science/Engineering Team Reward: More Biology Knowledge gained for a particular creature or species.
-[] Human Biology Research
-[] Bunny-people Biology Research
-[] Dark Elves Biology Research
-[] Thorn Throwers Research

[] Chemistry Research: Chemistry is one of the foundations for modern life and science, and your Foundation is more than equipped for research into such things in its history. It is time to start breaking out the Bunsen burners and chemical beakers again.
Chance of Success: 80% Cost: 10. Required: 1 Science/Engineering Team Reward: Knowledge of a field of Chemistry gained, other stuffs.
-[] New World Flora Medicines
-[] New World Flora Chemical Processing
-[] Basic Plastics
-[] New World Flora Plastics
-[] Basic Poison Gas Weapons
-[] New World Flora Poisons for Melee Weapons
-[] New World Flora Poison Gas Weapons
-[] Basic Explosives
-[] Gasoline and Petroleum Fuels

[] Modern/Future Medical Research: The recent breakthroughs in medical technology has made possible more advances in medical research. Maybe it is time to start developing more exotic medicines and medical devices?
Chance of Success: 75% Cost: 12. Required: 1 Science/Engineering Team Reward: Medical Technology and Knowledge gained, other stuffs.
-[] Advanced Modern Medicines
-[] Basic Combat Drugs
-[] Advanced Bandages
-[] Prosthetics
-[] Life Support Devices

[] Modern/Future Military Research: The recent breakthroughs in military technology has made possible more research into ways to kill people. Maybe it is time to start developing better weapons, armor, and gear?
Chance of Success: 75% Cost: 12. Required: 1 Science/Engineering Team Reward: Medical Technology and Knowledge gained, other stuffs.
-[] Advanced Small Arms
-[] Advanced Heavy Weapons
-[] Grenades, Mines, and Other Explosive Weapons
-[] Improved Melee Armor
-[] Improved Melee Weapons

[] Leofarinian Army Request - Military Research: Captain Raymond of the Leofarinian Army's Greenhill Garrison has requested that you help out with the defense of Leofarinia in his latest letter to you. While you could possibly contribute by sending your armed forces to help out the overburdened garrison, donating your research time into more militant applications is a viable alternative as well. After all, you should have something that he would be impressed by…
Chance of Success: 95% Cost: 5. Required: 1 Science/Engineering Team Reward: Knowledge and Technology gained and shared with Leofarinian Army, improving effectiveness, random one-time small amount of Wealth, random loot, Leofarinian Army's Greenhill Garrison's gratitude.
-[] Better Melee Weapon Designs
-[] Better Ranged Weapon Designs
-[] Better Armor Designs
-[] Gunpowder Knowledge
-[] Knowledge of Ballistics

[] Summoning Ritual Research: During your faith studies last month, you have learned a bit about summoning rituals and how that they can be used to summon various divine creatures for various applications and tasks. You should investigate into how they work and see if the rituals can be fine-tuned a bit…
Chance of Success: 60% Cost: 10. Required: 1 Science/Engineering Team and 1 Sisters Initiates Team Reward: Knowledge of summoning rituals, other stuffs.

[] I Need a Medic Over Here!: Thanks to recent advances in medical and hygiene technology, you can now train and equip field medical personnel to be deployed onto the battlefield. These field medics are skilled in various kinds of first aid and they should be able to reduce casualty rates in whatever conflict or battle they are deployed in.
Chance of Success: 60% Cost: 10. Required: 1 Science/Engineering Team and 1 personnel group of any kind. Reward: Said personnel group converted to a field medic group that can be deployed to a battle to reduce casualties on top of their regular duties.

Piety: While you did gain an angel, that does not make you a convert!

Pick 1:


[] Help Wanted, Someone Pious: Let's be honest. You are not a pious person and with the amount of work you have to do in order to kick the Frank Foundation into high gear, you probably will not have time for matters of faith. Why not you find and hire someone who will manage such faithful affairs for you?
Chance of Success: 60% Cost: 25. Reward: A Piety Advisor.

[] An Even More In-depth Faith Study, The Temple of the Divine Word: Those Temple of the Divine Word priests and priestess who brought you here, what do they believe in and what are their dogmas? Maybe it is time for a more in-depth look into their belief system?
Chance of Success: 65% Cost: 15 Required: 1 Sisters Initiates Team. Reward: More Information about the belief system of The Temple of the Divine Word.

[*] Other Faith Investigations: Surely with the amount of diversity in cultures and species, there surely have to be other faith systems out there. Invest some time and resources into investigating other religions.
Chance of Success: 65% Cost: 10 Required: 1 Science/Engineering Team. Reward: Information about the belief system of The Temple of the Divine Word.

[] A Divine Summoning: With some knowledge of summoning rituals in hand, maybe it is time to try to get some divine help for your organization. Your Sisters Initiates and Sisters of the Mace will perform a ritual to try to summon a divine creature to aid you in whatever you need.
Chance of Success: 64% Cost: 8 Required: 1 Sisters Initiates Team and 1 Sisters of the Mace team. Reward: A random divine creature is summoned and added to your forces list.
-[] Use the Minor Summoning Enhancer Scroll to make the result better.

[] Divine Intervention Investigations: With the latest lessons into the Temple of the Divine Word's history, you have gained knowledge of various events, artifacts, and beasts of importance to the religion. While most of them could be written off as distorted legends, some of them seemed credible enough to be worth investigating. Since you can't investigate them myself, you shall send someone else in your place to investigate...
Chance of Success: 50% Cost: 10 Required: 1 Tier-3 combat or intrigue group. Reward: A divine event, artifact, or beast is investigated, random stuffs.
-[] The Blue Stone of the Second King
-[] The Rotted Skeleton of the Evil Red Dragon

Personal: With all of the chaos last month, free time is just as precious as gold right now. And because of that, you intend to maximize the utility of said free time you have…

Pick 1:


[] Movie Nights!: You have a large LCD TV in one of the more spacious rooms and you have a nice collection of movies on your network, for SOME reason. Why not organize some movie nights to pass the time and take all of your minds off the situation at hand…
Chance of Success: 80% Reward: Random stuffs.

[] Organize Your Computer Even More: Your personal computer is more organized than ever in so many years, but there is a section of your computer that still needs attention. Why not take this time to clean up a bit more?
Chance of Success: 90% Reward: Your computer is more organized, Random stuffs.

[] Friday Fun Games Fun!: There is a number of associated computer games on your network for SOME reason. And you have a computer network. Why not organize some gaming nights to pass the time and releasing some stress by losing at some games?
Chance of Success: 80% Reward: Random stuffs.

[] Chatting with people: You should make casual talk with your friends and allies. After all, having a peer to socialize with could be healthy for you…
Chance of Success: 80% Reward: Random stuffs.
-[] Sunnia of Lightwood Forest, the young Sun Elf logistics officer and your current Stewardship Advisor.
-[] Annabelle Hope, Head Priestess of the Temple of the Divine Word
-[] Sister Melancholy, Sister of the Mace for the Temple of the Divine Word
-[] Sister Hollybrook, Sister of the Mace for the Temple of the Divine Word
-[] Sister Catherine, Priestess Initiate for the Temple of the Divine Word
-[] Raymond Evans, Senior Researcher for The Frank Foundation
-[] Captain Raymond, Commanding Officer of the Leofarinian Army's Greenhill Garrison.
-[] Gordan, the Village Head of Greenhill and former adventurer from Aquaguard.
-[] Rebecca, the brave Commanding Officer of the hired Black Rabbits group.
-[] Commanding Officer of the rescued Sunset Phalanx group.
-[] Vania the Violent, the leader of the hired Stone-Breaker Berserkers group.
-[] Angelina, that summoned Lesser Shield Angel that you have named.
-[] The Hired Herbalist.
Note: specify a topic to discuss if you want, or you can leave it GM's choice.

-----

That should be everything for this turn. Character sheets and other important information will be updated as soon as I get the chance.
 
Yeah, this will be a tight budget...

Martial has free actions (or at least actions not costing money).

Diplomacy can also be free though less and less options there are.

Stewardship has free options for the two actions we have... But only one time sales and taking another mine (which would make the problems with being spread out even worse). We probably want to spend money here, maybe something like 10 to 14 wealth.

Intrigue has free options... But tbh those are kinda dubiously useful. We probably want to consider at least some money here. Probably 5 to 10 wealth needed.

Learning also has two actions and they all cost money... Probably going to spend 10 wealth here.

Piety costs 8 minimum if we want to take an action there... I'm not sure we can afford that.

Luckily personal is free.

So I expect we are going to need to skip something unless we seriously minimize spending.
 
So I expect we are going to need to skip something unless we seriously minimize spending.
Piety I see we can skip.

Martial we can reduce fund costs by throwing our force at the enemy base.

We can skip Research too if necessary.

Question can Sabotage of Intrigue and Raid of Martial be taken together?

And does the quality of the personnel we convert into Medic affect their effectiveness? And they become full-time medics thus losing fighting capability?
 
Preliminary plan making.

[] Plan raid and infiltrate before the war.
-[] There's No Party Like a Raiding Party! Chance of Success: 80%. Required: 1 Tier-3 combat group. Reward: Xelmian invasion date delayed a little bit, Random one-time amount of Wealth, random loot.
--[] Increase the amount of personnel assigned to this task for better results (input the additional personnel).
-[] The Mercenary Company is in town. Chance of Success: 77% Reward: Established contact with Deathwood Company.
-[] More Farming for Food and Cash. Chance of Success: 80%. Cost: 5. Reward: Income +5, random stuffs.
-[] Wandering Merchant Caravan:
--[] Gold Meadows Warrens, local population of Bunny-people and good source of labor and recruits. (Chance of Success: 90%. Cost: 5. Required: 1 Tier-1 combat group. Turns to complete: 1. Reward: +8 Income, random stuffs and events.)
---[] Increase the amount of personnel and wealth assigned to this task for better results (input the additional personnel).
-[] Plant Informants. Chance of Success: 60%. Cost: 10. Required: 1 Tier-2 Intrigue groups. Reward: Informants planted in location or organization of your choosing, intelligence reports generated at end of every turn, further action against target unlocked.
--[] Kingdom of Xelma, Leofarinia's hostile neighbor to the east and the closest to your headquarters in terms of location.
---[] Increase the amount of personnel and wealth assigned to this task for better results (input the additional personnel).
-[] Improved Biology Research. Chance of Success: 75% Cost: 5. Required: 1 Science/Engineering Team Reward: More Biology Knowledge gained for a particular creature or species.
--[] Bunny-people Biology Research
-[] Leofarinian Army Request - Military Research. Chance of Success: 95% Cost: 5. Required: 1 Science/Engineering Team Reward: Knowledge and Technology gained and shared with Leofarinian Army, improving effectiveness, random one-time small amount of Wealth, random loot, Leofarinian Army's Greenhill Garrison's gratitude.
--[] Better Ranged Weapon Designs
-[] Skip piety.
-[] Chatting with people. Chance of Success: 80% Reward: Random stuffs.
--[] Sunnia of Lightwood Forest, the young Sun Elf logistics officer and your current Stewardship Advisor.

0+0+5+5+10+5+5+0+0=30

Idea is to focus on Xelma's invasion. We raid to delay while simultaneously infiltrating them so we can disrupt their invasion once it starts. For the rest of the options we go with cheap but useful as a guideline. Talk to the mercs since we still haven't. Farm and high chance and fairly safe trade route to build income. Cheap research options, bunnies to synergize with trade and because a fair couple of our troops are bunnies and work for the military to help them and gain a bit of wealth. Skip piety because the options there cost a lot while relatively less useful IMO. And talk to our new advisor.

Obviously still needs the hero bonuses and troop allocations... But I'll do those later.

Opinions?
 
Question can Sabotage of Intrigue and Raid of Martial be taken together?

And does the quality of the personnel we convert into Medic affect their effectiveness? And they become full-time medics thus losing fighting capability?
1.) Yes, and taking them both together would give Xelma a bigger headache, and will make them really want to kill you.

Not that they already hate you already...

2.) Yes, higher tier medics will be better medics. And they do not lose their fighting skills once they converted, yet. Future reclassing options down this path might compromise their fighting abilities while gaining them new abilities.
 
[] Plan Rob Them Blind!

[] There's No Party Like a Raiding Party!: While the Xelmian base is too heavily fortified to safely assault and destroy with any guarantee of success, the same thing can't be said about their supply lines. You will send out your forces to raid and plunder the supply lines feeding the fort. Not only you will gain plenty of loot, you will also set back the Xelmian invasion date, although not quite to the extent as before...
Chance of Success: 80%. Required: 1 Tier-3 combat group. Reward: Xelmian invasion date delayed a little bit, Random one-time amount of Wealth, random loot.
-[] (1) Veteran Stone-Breaker Berserkers, (4) Basic Mercenary Spearmen, (2) Basic Mercenary Archers, (1) Basic Mercenary Swordsmen, (1) Red Knives Bunny-Assassins, (1) Basic Spears-Bunnies, (4) Thorn Throwers, (3) Tamed Lesser Wolves, (1) Veteran Sunset Phalanx Spears-bunnies, (1) Veteran Mercenary Spearmen, (1) Copper Lion Statue

[] Can I come In?: Those ruins that was mentioned in your intelligence report sure looks interesting to you, but it seems that access is denied by the order of a noble from Ironhil. While it might be unlikely for the noble to let you access at this time, the force that is guarding the ruins happens to be the local Leofarinian Garrison at Greenhill. Surely their captain could let you have access for research...
Chance of Success: 70% Cost: 5 Reward: Access to mysterious ruins granted.

[] More Farming for Food and Cash: The herbalist's new farm is doing quite well and is turning in a profit already. However, there is room for improvement. Why not give her a bit more money and a bit more land to expand her farm's potential?
Chance of Success: 80%. Cost: 5. Reward: Income +5, random stuffs.
[] Commercial space available for rent, cheap!: The headquarters does have some space available suitable for commercial activities like markets, workshops, and taverns. Why not you rent out some more space to local merchants and craftsmen to earn a bit of extra money that could be used for future endeavors...
Chance of Success: 55%. Upkeep: 10. Reward: Income +25, maybe some random stuffs.
-[] Sunnias Bonus
-[] Joan Frank Bonus

[] Supply Disruption and Sabotage: Instead of loud and daring raids on the Xelmian camp and its supply lines, why not you sabotage and disrupt them covertly? There are plenty of ways to mess with the Xelmians without an overtly-direct confrontation like poisoning their food and water supplies and setting various things on fire. Maybe taking a pot-shot at their officers while you are at it too...
Chance of Success: 75%. Cost: 5. Required: 1 Tier-2 Intrigue groups. Reward: Reward: Xelmian invasion date delayed a little bit, random loot.

[] Improved Biology Research: Now that you have some basic knowledge of the inner fleshy workings of a few kinds of species and creatures, perhaps it is time to advance your knowledge of such things for future applications? Such applications range from basic things to more… exotic things out of those sci-fi fiction and movies you used to read…
Chance of Success: 75% Cost: 5. Required: 1 Science/Engineering Team Reward: More Biology Knowledge gained for a particular creature or species.
--[] Bunny-people Biology Research
[] Leofarinian Army Request - Military Research: Captain Raymond of the Leofarinian Army's Greenhill Garrison has requested that you help out with the defense of Leofarinia in his latest letter to you. While you could possibly contribute by sending your armed forces to help out the overburdened garrison, donating your research time into more militant applications is a viable alternative as well. After all, you should have something that he would be impressed by…
Chance of Success: 95% Cost: 5. Required: 1 Science/Engineering Team Reward: Knowledge and Technology gained and shared with Leofarinian Army, improving effectiveness, random one-time small amount of Wealth, random loot, Leofarinian Army's Greenhill Garrison's gratitude.
-[] Knowledge of Ballistics

[] Skip Piety

[] Chatting with people: You should make casual talk with your friends and allies. After all, having a peer to socialize with could be healthy for you…
Chance of Success: 80% Reward: Random stuffs.
-[] Sunnia of Lightwood Forest, the young Sun Elf logistics officer and your current Stewardship Advisor.
 
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well for intrigue we sholud do [] Supply Disruption and Sabotage because we spend less and we get a reward,

for martial i'm ok, for diplomacy it was time!

we colud try to sell dead bodys instead of [] Wandering Merchant Caravan:, because we need all troops for the raid!

for learning we sholud do --[] Better Ranged Weapon Designs and -[] Knowledge of Ballistics for more gold and more time to apply the new tech!

-[] Skip piety. not happy but we the the gold?

-[] Sunnia of Lightwood Forest

is a must since we need more gold!
 
I'm not fond of the idea of doing both the raid and Supply Disruption and Sabotage. Both of these are one time effects leaving us with no further progress. Infiltrating on the other hand gives us future options and real information both now and when the war hits home.
 
[X] Plan Rob Them Blind!

[X] There's No Party Like a Raiding Party!: While the Xelmian base is too heavily fortified to safely assault and destroy with any guarantee of success, the same thing can't be said about their supply lines. You will send out your forces to raid and plunder the supply lines feeding the fort. Not only you will gain plenty of loot, you will also set back the Xelmian invasion date, although not quite to the extent as before...
Chance of Success: 80%. Required: 1 Tier-3 combat group. Reward: Xelmian invasion date delayed a little bit, Random one-time amount of Wealth, random loot.
-[X] (1) Veteran Stone-Breaker Berserkers, (4) Basic Mercenary Spearmen, (2) Basic Mercenary Archers, (1) Basic Mercenary Swordsmen, (1) Red Knives Bunny-Assassins, (1) Basic Spears-Bunnies, (4) Thorn Throwers, (3) Tamed Lesser Wolves, (1) Veteran Sunset Phalanx Spears-bunnies, (1) Veteran Mercenary Spearmen, (1) Copper Lion Statue

[X] Can I come In?: Those ruins that was mentioned in your intelligence report sure looks interesting to you, but it seems that access is denied by the order of a noble from Ironhil. While it might be unlikely for the noble to let you access at this time, the force that is guarding the ruins happens to be the local Leofarinian Garrison at Greenhill. Surely their captain could let you have access for research...
Chance of Success: 70% Cost: 5 Reward: Access to mysterious ruins granted.

[X] More Farming for Food and Cash: The herbalist's new farm is doing quite well and is turning in a profit already. However, there is room for improvement. Why not give her a bit more money and a bit more land to expand her farm's potential?
Chance of Success: 80%. Cost: 5. Reward: Income +5, random stuffs.
[X] Commercial space available for rent, cheap!: The headquarters does have some space available suitable for commercial activities like markets, workshops, and taverns. Why not you rent out some more space to local merchants and craftsmen to earn a bit of extra money that could be used for future endeavors...
Chance of Success: 55%. Upkeep: 10. Reward: Income +25, maybe some random stuffs.
-[X] Sunnias Bonus
-[X] Joan Frank Bonus

[X] Supply Disruption and Sabotage: Instead of loud and daring raids on the Xelmian camp and its supply lines, why not you sabotage and disrupt them covertly? There are plenty of ways to mess with the Xelmians without an overtly-direct confrontation like poisoning their food and water supplies and setting various things on fire. Maybe taking a pot-shot at their officers while you are at it too...
Chance of Success: 75%. Cost: 5. Required: 1 Tier-2 Intrigue groups. Reward: Reward: Xelmian invasion date delayed a little bit, random loot.
-[X] (10) Basic Agents, (2) Veteran Agents, (2) Tricksters

[X] Improved Biology Research: Now that you have some basic knowledge of the inner fleshy workings of a few kinds of species and creatures, perhaps it is time to advance your knowledge of such things for future applications? Such applications range from basic things to more… exotic things out of those sci-fi fiction and movies you used to read…
Chance of Success: 75% Cost: 5. Required: 1 Science/Engineering Team Reward: More Biology Knowledge gained for a particular creature or species.
--[X] Bunny-people Biology Research
[X] Leofarinian Army Request - Military Research: Captain Raymond of the Leofarinian Army's Greenhill Garrison has requested that you help out with the defense of Leofarinia in his latest letter to you. While you could possibly contribute by sending your armed forces to help out the overburdened garrison, donating your research time into more militant applications is a viable alternative as well. After all, you should have something that he would be impressed by…
Chance of Success: 95% Cost: 5. Required: 1 Science/Engineering Team Reward: Knowledge and Technology gained and shared with Leofarinian Army, improving effectiveness, random one-time small amount of Wealth, random loot, Leofarinian Army's Greenhill Garrison's gratitude.
-[X] Knowledge of Ballistics

[X] Skip Piety

[X] Chatting with people: You should make casual talk with your friends and allies. After all, having a peer to socialize with could be healthy for you…
Chance of Success: 80% Reward: Random stuffs.
-[X] Sunnia of Lightwood Forest, the young Sun Elf logistics officer and your current Stewardship Advisor.
 
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[X] Plan Rob Them Blind!

You aren't assigning people to disruption and sabotage...

My objection to that still stands regardless. Doubling up on disrupting their operations is somewhat redundant (we can only stop a given unit of supplies once after all) and it means we don't build up long term options.

Rent is also a bit dubious because it has some issues IMO:
-It has even more people not tied to us in our base, a security risk.
-It costs us space we might need later for ourselves.
-It has low chances meaning you need to invest both bonuses there leaving us lacking for those in other fields which is fairly costly. And even with both bonuses it is still less likely to succeed than things like a safer trade route.
 
You aren't assigning people to disruption and sabotage...
Oh, need to do that? Added them to my plan.
My objection to that still stands regardless. Doubling up on disrupting their operations is somewhat redundant (we can only stop a given unit of supplies once after all) and it means we don't build up long term options.

Rent is also a bit dubious because it has some issues IMO:
-It has even more people not tied to us in our base, a security risk.
-It costs us space we might need later for ourselves.
-It has low chances meaning you need to invest both bonuses there leaving us lacking for those in other fields which is fairly costly. And even with both bonuses it is still less likely to succeed than things like a safer trade route.
Eh, I like my plan, you are free to make yours.
 
[X] Plan raid and infiltrate before the war.
-[X] There's No Party Like a Raiding Party! Chance of Success: 80%. Required: 1 Tier-3 combat group. Reward: Xelmian invasion date delayed a little bit, Random one-time amount of Wealth, random loot.
--[X] (1) Veteran Stone-Breaker Berserkers, (2) Basic Mercenary Spearmen, (2) Basic Mercenary Archers, (1) Copper Archer Statues, (1) Basic Mercenary Swordsmen, (1) Red Knives Bunny-Assassins, (3) Tamed Lesser Wolves, (1) Veteran Mercenary Spearmen, (1) Copper Lion Statue, (1) Lesser Shield Angel, (1) Sisters of the Mace
--[X] Sunnias Bonus (+16)
-[X] The Mercenary Company is in town. Chance of Success: 77% Reward: Established contact with Deathwood Company.
-[X] More Farming for Food and Cash. Chance of Success: 80%. Cost: 5. Reward: Income +5, random stuffs.
-[X] Wandering Merchant Caravan:
--[X] Gold Meadows Warrens, local population of Bunny-people and good source of labor and recruits. (Chance of Success: 90%. Cost: 5. Required: 1 Tier-1 combat group. Turns to complete: 1. Reward: +8 Income, random stuffs and events.)
---[X] (1) Basic Spears-Bunnies, (1) Basic Mercenary Spearmen, (1) Veteran Black Rabbits Swords-bunnies, (1) Sisters of the Mace, (2) Basic Agents, (1) Veteran Agents, (1) Tricksters
-[X] Plant Informants. Chance of Success: 60%. Cost: 10. Required: 1 Tier-2 Intrigue groups. Reward: Informants planted in location or organization of your choosing, intelligence reports generated at end of every turn, further action against target unlocked.
--[X] Kingdom of Xelma, Leofarinia's hostile neighbor to the east and the closest to your headquarters in terms of location.
---[X] (5) Basic Agents, (1) Veteran Agents, (1) Tricksters and 3 spare wealth budget
-[X] Improved Biology Research. Chance of Success: 75% Cost: 5. Required: 1 Science/Engineering Team Reward: More Biology Knowledge gained for a particular creature or species.
--[X] Bunny-people Biology Research
--[X] Joan Frank Bonus (+21)
-[X] Leofarinian Army Request - Military Research. Chance of Success: 95% Cost: 5. Required: 1 Science/Engineering Team Reward: Knowledge and Technology gained and shared with Leofarinian Army, improving effectiveness, random one-time small amount of Wealth, random loot, Leofarinian Army's Greenhill Garrison's gratitude.
--[X] Better Ranged Weapon Designs
-[X] Skip piety.
-[X] Chatting with people. Chance of Success: 80% Reward: Random stuffs.
--[X] Sunnia of Lightwood Forest, the young Sun Elf logistics officer and your current Stewardship Advisor.

Martial: Going raiding with most of our people. Hopefully we'll get some intel from the informant I'm also infiltrating. But regardless this force should be fairly formidable and with some magic from the sisters, an angel to do areal scouting or play messenger and a good detachment of ranged troops I figure they can do some pretty decent ambushes. Sunnia here since this is the riskiest and most important action we are taking this turn IMO.

Diplomacy: Talk to the mercenaries since it is free and I want to at least be on speaking terms with them before the fighting starts. We'll be fighting alongside them after all. And if they know about some major corruption then details would be a rather good thing too.

Stewardship: High success rate actions which have fairly decent returns while hopefully not introducing new complications nor being too expensive. Adding a decent number of intrigue people to the caravan since doing a little intelligence gathering alongside a trade mission is pretty traditional.

Intrigue: We are going to be at war with Xelma very soon. We should get set up for getting information on them now and make sabotage in the future more effective. Once the fighting starts doing that will probably be rather more complicated.

Learning: Research the bunnies since we'll be dealing with them in trade and a lot of our troops are of that species. Adding Frank since it is her best bonus and it makes success rather more likely. Best to figure out any problems before they occur. And get the garrison some improved ranged weapons since those should combine well with the new fortifications. Working for the garrison also has the perks of gaining us some wealth and making them like us even more (something that could be useful if we want to be let into those ruins next).

Piety: All these actions are rather costly and not directly critical. So lacking wealth I'm skipping this action.

Personal: Getting to know our advisors is a good idea IMO, these people will be doing a lot of important work for us after all.

0+0+5+5+13+5+5+0+0=33 Wealth spent
 
Can we switch out the 2 spear units we have guarding the mine with our new copper archers and lion? I feel like they'd be better on the defensive than our organic units, plus they've got to be slower, which won't help our raiding.

My objection to that still stands regardless. Doubling up on disrupting their operations is somewhat redundant (we can only stop a given unit of supplies once after all) and it means we don't build up long term options.

The QM already said doubling up will actually cause them a lot more damage than just either by themself.
 
Can we switch out the 2 spear units we have guarding the mine with our new copper archers and lion? I feel like they'd be better on the defensive than our organic units, plus they've got to be slower, which won't help our raiding.

I did leave the thorn throwers for likely being a bit slow... But IMO when you are setting up ambushes good ranged weapons are just to good an advantage to give up. And the lion is there in case we steal something big that we need to be able to drag home like siege equipment or something.

The QM already said doubling up will actually cause them a lot more damage than just either by themself.

The QM said we'd do more damage than only one of the options. Not that we'd do more than both combined.

IMO we need to get some long term strategic preparations ready here, not just short term stalling. Stalling seems to be hitting diminishing returns. Infiltration lets us inflict more damage in the long term and gets us some proper intel which is likely going to be vital once the real fighting starts.
 
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