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

Yep, but with success, you made a few more enemies in Xelma.

Hope you all are ready for them once they invade, because they will be pissed at you.

Yeah, this seems like the kind of thing where they are likely to counterattack us even if they aren't quite in a position to invade yet. And we haven't gotten any intel on what they intend to do next meaning we probably will need to gamble on the coming turn with regards to our course of action.
 
Oh wow. Super good turn but it seems it's time to escalate! Either more military might or planting spies. The super influx of wealth is welcome.
 
Turn 8
Turn 8:

Your actions have brought much needed time as the Xelmian invasion was delayed once again. In addition, you never seen your coffers so full right now thanks to the actions of your raiding and sabotaging groups. They really earned their salaries, and their mead as you noticed quite a few of them getting drunk in the local tavern. However, you can't afford to slack now. The Xelmian invasion will come and if anything, they will be pretty angry with you now. While the local garrison and your Foundation are definitely much stronger than before, surviving the Xelmian wrath will be difficult and you will need to prepare. More troops will need to be recruited and trained. More 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, maybe with a bit more flair. Fortunately, you have more resources at your disposal than ever before, which could help turn things around.

Wealth: 52+100-50=102

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: Your raiding force had brought you valuable time to better prepare your military for war, or to take more militant actions against whatever foe you dislike at the moment.

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: 70% 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 add into your army.
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).

[] Questing for Bigger 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 more difficult combat-related jobs and quests to earn funds for your future efforts.
Chance of Success: 70%. Required: 1 Tier-2 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, For Real!: Xelma's forward base is still there and is still a loose end. Despite the damage you have done to this base, most of the fortifications are still up, so an attack will still be quite costly. In addition to being much more alert to your activities and presence, Xelma has moved in an elite mage-knight group to strengthen the vastly weakened garrison at the request of a member of the Xelmian royal family. All in all, it is still a difficult task to capture or destroy the base. But, if you can remove their base, then their invasion date will be set back even further...
Chance of Success: 30%. Required: 1 Tier-1 combat group. Reward: Xelmian invasion date 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 still too difficult to safely assault and destroy with any guarantee of success, the same thing can't be said about their still ample supply lines. You will send out your forces to raid and plunder the supply lines feeding the fort. There will be loot, but there will be trouble since the new commander in charge is being more diligent about providing heavy escorts for the supply lines. In addition, you suspect that the invasion date can no longer be delayed through raiding their supplies.
Chance of Success: 50%. Required: 1 Tier-3 combat group. Reward: Xelmian invasion weakens a 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. 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: 38, a guaranteed advisor of random specialization)
-[] An Martial Advisor (Cost: 28, a guaranteed advisor of Martial specialization)
-[] Experienced Fighters (Cost: 12, a guaranteed random Tier-3 squad)

[] I Don't Need a Babysitter!: While you have access to the ruins like you requested, you really do not like the thought of having a escort following you or our teams around. You can provide your own security just fine and, to be honest, you are sure that the purpose of the escort is something else other than protection. You will petition the Leofarinian Garrison to lift the requirement for an escort while in the ruins for a limited time...
Chance of Success: 70% Cost: 8 Reward: Requirement to have an escort lifted for a period of time.

Stewardship: A fact of life is that you really need money to do many of the cool things you are planning to do. While the Foundation's income is quite solid right now, you need to pick up the pace, especially since peaceful times are about to end, and war is indeed expensive in more ways than one…

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.

[] 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.

[] More Farming for Food and Cash: The herbalist's farm is doing quite well and is turning in bigger profits already. However, there is room for more improvement. Why not give her a bit more money and land to expand her farm's potential?
Chance of Success: 75%. Cost: 5. Reward: Income +5, random stuffs.

[] Business Expansion: Those three shops stationed at your headquarters are doing quite well for themselves, but they could be doing better. Why not you invest into one or some of them to expand their profits and operations?
Chance of Success: 80%. Cost: 5. Reward: Income +5, random stuffs.
-[] Tailor's Shop
-[] Butcher's Shop
-[] Battlefield Salvage Shop

[] '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.

[] Industrial-Grade Chemistry, Part 1: Chemistry is one of the cornerstones for modern science. Having a steady supply of chemicals to play around in test-tubes will be vital for advanced research and technology down the road. However, since there is no major chemical plant around in this world right now, you might as well start one up yourself. It can't be that bad. Your Foundation will construct a small chemical plant to manufacture common chemicals necessary for more advanced research and technologies.
Chance of Success: 70%. Cost: 15. Required: 1 Science/Engineering Team. Turns to complete: 2. Upkeep: 10. Reward: Income +15, random stuffs.

[] Wandering Merchant Caravans: 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: Your agents did prove their worth during the sabotage missions last month. Now, you hope that they could continue to perform excellently as you will require their sevices more than ever with the brewing chaos around you.

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: 70%. 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 that 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 more of their things on fire. Beware that the Xelmians are on to you and maybe more prepared for your agents…
Chance of Success: 60%. Cost: 5. Required: 1 Tier-2 Intrigue groups. Reward: Reward: Xelmian invasion weakened a little bit, random loot.

[] Counter-Intelligence Actions (free action): You have this dreadful feeling that, with your organization becoming well known as it is, your enemies will start to send in agents of shadows to undermine you however you can. You might as well do something about that, yes? You will assign intrigue personnel to protect your Foundation from any subversive plots by enemy agents.
Required: 1 intrigue group. Reward: the assigned groups will keep a lookout for enemy agents and will work to stop any intrigue action undertaken by any enemy.

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: 80% Cost: 20. Required: 1 Tier-3 Research Team Reward: Fundamental knowledge about Magic, random stuffs.

[] 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
-[] Body Conditioning Tools
-[] Generic "Strong Buddy" Enhancers

[] 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

[] Applied Biology Research – Bunny-People: Recent advances and research into the Biology of the Bunny-People have made possible potential development into applications for your research. Maybe it is time to turn all of those theories, brainstorming, and data into something useful for the Bunny-People's physical health and body?
Chance of Success: 70% Cost: 7. Required: 1 Science/Engineering Team Reward: Potential Application developed into reality, other stuffs
-[] Nutrient Supplements
-[] Better Nutritional Plans
-[] Energy Consumables
-[] Body-Conditioning Plans
-[] Common Vaccination-Packages
-[] Specie-specific Medicines
-[] Specie-specific Combat Drug

[] 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

[] 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.

[*] Ruins-Exploring!: Now that you have access to those mysterious ruins everyone is talking about, why not you send over a team over there to explore them? It should be good use of your time to explore the remains of an "outer-worldly" civilization and maybe you can pick up a souvenir while you are at it, or maybe several dozen more…
Chance of Success: 70% Cost: 15. Required: 1 Science/Engineering Team Reward: Mysterious "outer-worldly" ruins explored, random stuffs.

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 mayhem 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.

[] Mutual Training – Sunnia: The two of you agreed to train each other in different areas of skill as a means to build each other's personal strength and wisdom. It is also good bonding time as well, so why not get started?
Chance of Success: 70% Reward: Each involved character gain a point in a trait of choice.
-Joan Frank
--[] Martial
--[] Stewardship
--[] Piety
-Sunnia
--[] Diplomacy
--[] Intrigue
--[] Learning

[] 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.
-[] Head Mage of the Enlightened Torch Mages group.
-[] Head Assassin of the Red Knives group.
-[] The Hired Herbalist.
Note: specify a topic to discuss if you want, or you can leave it GM's choice.

-----

That should be everything.
 
These posts are becoming very long... Maybe it would be better to put the choices in spoilers for each category?

Also, are all the records updated?


As to what to do I think we should probably mostly fort up and prepare rather than keep up the offense. That "elite mage-knight group" could mess us up if we don't and further more pissed off as they are they might try some counter raiding to get back at us.

We also did a number of unlocking actions that should probably be considered for now profiting of. We got guns ready to produce, some ruins to explore and maybe some personal training to get done.

Getting a martial advisor may also be something to consider given that we'll likely be fighting in two turns.
 
These posts are becoming very long... Maybe it would be better to put the choices in spoilers for each category?

Also, are all the records updated?


As to what to do I think we should probably mostly fort up and prepare rather than keep up the offense. That "elite mage-knight group" could mess us up if we don't and further more pissed off as they are they might try some counter raiding to get back at us.

We also did a number of unlocking actions that should probably be considered for now profiting of. We got guns ready to produce, some ruins to explore and maybe some personal training to get done.

Getting a martial advisor may also be something to consider given that we'll likely be fighting in two turns.
True. Should we build up force/fortress this turn and then try to get all our soldiers to destroy their forward base the next??
 
Going to draft a plan:

Martial:

[] The Age of Gunpowder: 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.
-[] Maxim Machine Gun (Cost: 10)
-[] {unit to be specified}

[] Property Protection (free action):
-[] {place}
--[] {units to be specified}
-[] {place}
--[] {units to be specified}

We invested in unlocking guns. That wasn't my preferred tactic but it is done. Might as well use it rather than have it go to waste. And when it comes down to shooting people storming your fortifications machine guns are the way to go IMO. Though I wouldn't mind some sniper specialists too.

And we need to cover our base and mine properly right now. The enemy is IMO fairly likely to launch a counter attack after our provocations.

Diplomacy:

[] A Favor to Ask of You - Leofarinian Garrison at Greenhill:
-[] An Martial Advisor (Cost: 28, a guaranteed advisor of Martial specialization)

This action is cheaper than getting a advisor from the martial action. It won't fail. And right now our martial action is probably worth more than our diplomatic action.

Stewardship:

[] 'Ore Mining for Wealth: Chance of Success: 60%. Cost: 5 Reward: Income +10, random stuffs.
-[] Sunnias Bonus (+17)

[] Wandering Merchant Caravans:
-[] 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.)
--[] {units to be specified}

Ore mining because it is the option that gives us an increase in net income of 10 while not increasing the amount of places we need to defend nor use up our spare science team that I want to have build guns this turn. And send the caravan so we at least start making some contacts around here and furthermore trade routes should increase the profitability of future actions. And of the routes that take one turn to establish Ironhill is the most profitable. We can probably spare enough troops for the trade run though that could be problematic.

Intrigue:

[] Plant Informants: Chance of Success: 70%. 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.
--[] {units to be specified}

[] Counter-Intelligence Actions (free action): Required: 1 intrigue group. Reward: the assigned groups will keep a lookout for enemy agents and will work to stop any intrigue action undertaken by any enemy.
-[] {place}
--[] {units to be specified}
-[] {place}
--[] {units to be specified}

We need intel and openings for sabotage once the fighting comes. This should help us get both.

And we should definitely get ready for the enemy to attempt something sneaky too.

Learning:

[] Ruins-Exploring!: Chance of Success: 70% Cost: 15. Required: 1 Science/Engineering Team Reward: Mysterious "outer-worldly" ruins explored, random stuffs.
-[] Joan Frank Bonus (+21)
--[] {units to be specified}

[] Reinvent the Wheel: 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.)

We should definitely check out those ruins. Who knows what kind of valuable stuff we could find there. Gets us some personal experience too. We just need to deploy enough troops and intelligence assets to ensure we don't get to experience more than we can handle. And a couple of good intelligence minions could be useful if we find something we need to recover quietly.

Only being able to build one unit worth of guns at a time is less than optimal. Getting a proper production facility up and running may be a good idea.

Piety:

[] A Divine Summoning: 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.

We keep getting those scrolls, might as well use them I guess.

Personal:

[] Mutual Training – Sunnia: Chance of Success: 70% Reward: Each involved character gain a point in a trait of choice.
-[] Stewardship

We both use our bonus for stewardship quite often. Might as well make it count.

10+28+5+9+10+15+12+8=97


My concern about this plan is that we are splitting our martial (HQ, mine, caravan, ruins) and intrigue (HQ, mine(?), infiltration, caravan, ruins) assets four or five ways in this plan. This isn't necessarily crippling since we did invest in numbers and added some more last turn. But it could be a risk if the enemy is planning a dedicated raid or sabotage action.

And since we aren't doing any raiding or contract work we'll have less money next turn than we do this turn.

So, opinions?
 
Well instead of mines smelting is better because we got alredy a mine,

Ruins we shold do it another turn so we can ask to do alone(so we can keep our finds for ourself!) and do something else for the army!

And we sholud [] Basic Fortification Building: for our HQ!
 
[] 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

[] 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: 38, a guaranteed advisor of random specialization)
-[] An Martial Advisor (Cost: 28, a guaranteed advisor of Martial specialization)

[] 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.
(joan)
[] Wandering Merchant Caravans:
-[] 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.)
--[] {units to be specified}

[] Plant Informants: Chance of Success: 70%. 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.
--[] {units to be specified}

[] Counter-Intelligence Actions (free action): Required: 1 intrigue group. Reward: the assigned groups will keep a lookout for enemy agents and will work to stop any intrigue action undertaken by any enemy.
-[] {place}
--[] {units to be specified}
-[] {place}
--[] {units to be specified}

[] Reinvent the Wheel: 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.)

[] 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

[] 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

[] 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.
-[] Commanding Officer of the rescued Sunset Phalanx group.

this is the plan i got in my mind!
 
Well instead of mines smelting is better because we got alredy a mine,

Income wise this simply isn't true. A smelter only gives us a net income of 5 while increasing the efficiency of our mine increases our net income by 10. And it won't cost us a science team.

Ruins we shold do it another turn so we can ask to do alone(so we can keep our finds for ourself!) and do something else for the army!

I disagree because taking another action to support this one would make it quite expensive and would delay our ability to look into these ruins for even longer. You aren't even asking for the aforementioned permission right now meaning that at best we would be doing the exploration three turns from now, and then we would be under attack and unlikely to be able to spare the troops for this. And remember, that noble who wants something from there is going to show up sooner or later, permission to go in unescorted won't do us any good if the place was looted before we got there.

And we sholud [] Basic Fortification Building: for our HQ!

Fortifying our base does have some merit... But given that we stalled the attack for two turns we can do that next turn. And since next turn we have a martial advisor we'd have more leeway then action wise.
 
1 yeah but we need more steel for gun and other tec!

2 this is true.

3 well at least we sholud put somebody to as guards and not only agents!
 
Cool thread.

I haven't checked, but has anybody referenced 1632 the series?
Tv tropes link: 1632

Might be handy.
 
Time to divide up our personnel for my plan.

[X] Plan use it or lose it

-[X] The Age of Gunpowder: 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.
--[X] Maxim Machine Gun (Cost: 10)
--[X] (1) Veteran Mercenary Archers

-[X] Property Protection (free action):
--[X] HQ
---[X] (1) Veteran Black Rabbits Swords-bunnies, (1) Veteran Mercenary Spearmen, (1)Veteran Mercenary Swordsmen, (1) Veteran Mercenary Archers, (1) Copper Lion Statue, (1) Basic Mercenary Spearmen, (1) Basic Mercenary Archers, (2) Thorn Throwers , (1) Tamed Lesser Wolves
--[X] Active iron mine
---[X] (1) Veteran Sunset Phalanx Spears-bunnies, (1) Basic Mercenary Spearmen, (1) Copper Archer Statues, (1) Copper Polearm Statues, (1) Veteran Mercenary Archers, (2) Thorn Throwers, (1) Tamed Lesser Wolves

-[X] A Favor to Ask of You - Leofarinian Garrison at Greenhill:
--[X] An Martial Advisor (Cost: 28, a guaranteed advisor of Martial specialization)

-[X] 'Ore Mining for Wealth: Chance of Success: 60%. Cost: 5 Reward: Income +10, random stuffs.
--[X] Sunnias Bonus (+17)

-[X] Wandering Merchant Caravans:
--[X] 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.)
---[X] (1) Veteran Black Rabbits Swords-bunnies, (1) Veteran Mercenary Spearmen, (1) Veteran Mercenary Archers, (1) Basic Spears-Bunnies, (1) Tamed Lesser Wolves, (1) Lesser Shield Angel, (1) Tricksters, (1) Veteran Agents, (1) Basic Agents

-[X] Plant Informants: Chance of Success: 70%. 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] (1) Tricksters, (2) Veteran Agents, (2) Basic Agents

-[X] Counter-Intelligence Actions (free action): Required: 1 intrigue group. Reward: the assigned groups will keep a lookout for enemy agents and will work to stop any intrigue action undertaken by any enemy.
--[X] (1) Veteran Agents, (4) Basic Agents

-[X] Ruins-Exploring!: Chance of Success: 70% Cost: 15. Required: 1 Science/Engineering Team Reward: Mysterious "outer-worldly" ruins explored, random stuffs.
--[X] Joan Frank Bonus (+21)
---[X] (1) Veteran Stone-Breaker Berserkers, (1) Sisters of the Mace, (1) Enlightened Torch Dark Elvish Light Mages, (1) Red Knives Bunny-Assassins, (1) Veteran Mercenary Spearmen, (1) Basic Mercenary Swordsmen, (1) Basic Agents

-[X] Reinvent the Wheel: Chance of Success: 75% Cost: 20. Required: 1 Science/Engineering Team Reward: Rediscovered knowledge and designs from your home world, random stuffs.
--[X] 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.)

-[X] A Divine Summoning: 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.
--[X] Use the Minor Summoning Enhancer Scroll to make the result better.

-[X] Mutual Training – Sunnia: Chance of Success: 70% Reward: Each involved character gain a point in a trait of choice.
--[X] Stewardship

Logic for this deployment:

Veteran archers for conversion to guns since they already have experience with ranged weapons and when we only get to convert one group we may as well go for a good one to buff.

HQ gets a decent number of troops including a fair number of veterans but not our exceptional units. That way they should at least be able to hold out until the garrison can come help. Mix of ranged and melee. Also has a unit of wolves to help smell for intruders which might help intrigue too.

Mine gets somewhat less and lesser quality troops added to their current garrison. Hopefully that will be enough to deflect non-major attacks like bandits. Also has a unit of wolves to help smell for intruders which might help intrigue too.

Merchants get a decent number of veteran troops and a couple of mooks. They also get our last wolves for smelling traps and scouting. And Angelina is going with them since her flight may also help them stay out of trouble or quickly get a message back to us as needed. The caravan also gets an intrigue detachment with one of our trickster groups and some agents. They are there to help scouting and when they arrive at their destination they can also collect some basic information on Ironhill. Lastly they might help us make better deals being tricky and all.

Informants are also led by a trickster group to maximize our odds of success and of not being detected. With a decent amount of agents to do the grunt work.

Counterintelligence has some agents deployed to keep an eye on our HQ and mine. More and better agents at our HQ since that place is far more sensitive. They combined with the garrisons should give us decent odds to detect trouble.

I'm investing most of our high quality units with the ruin exploration since in this genre that is a dangerous business and quality tends to trump quantity in enclosed spaces. They do get a couple of mooks just in case we need manpower or something though. Also hopefully with our assassins and some agents there we may be able to sneak some stuff past our minders if we need to.

I think I divided everyone up but if someone spots an error please let me know. If anyone feels that another distribution is better then feel free to tell me, some of these placements are fairly spur of the moment.
 
Last edited:
A few comments:

Going to draft a plan:
We invested in unlocking guns. That wasn't my preferred tactic but it is done. Might as well use it rather than have it go to waste.
Can I ask why unlocking gun tech isn't a first choice for you? Just curious.

Any units not assigned for combat duty or the defense of any other property will be automatically assigned to the defense of the HQ, so specifically assigning guards for the HQ is not needed.

Counter-intelligence operations affect all properties within a region and therefore it is not necessary to assign agents to specific properties at this time since all of your assets are within the region. Once your operations expanded to more distant lands, specific assignment of agents will become necessary.
 
Plan seems to spread our force too thin with the invasion coming and all but I have no better alternative. Think we should make a Medic unit next turn.

[X] Plan use it or lose it

Question for the QM, how long before the Xelma attack? Exactly 2 turns?
 
Plan seems to spread our force too thin with the invasion coming and all but I have no better alternative. Think we should make a Medic unit next turn.

[X] Plan use it or lose it

Question for the QM, how long before the Xelma attack? Exactly 2 turns?
Xelma should've started her invasion at the beginning of turn 8, but thanks to your actions it as been delayed to the end of turn 9, beginning of turn 10. So, you have two more turns of peace time including this turn.
 
Back
Top