ah ya your right... only counted the casters for some reason lol, guess you best hope to pass the DC check
And ya training grounds and the like are all needed, I'm only showing you what you can build right now, not the sum total of the Techtree currently available to you. This is to prevent clutter.
Also important to ask... you know you have like 0 tools or weapons and you kinda need those to train new peasants and or troops right? You need the blacksmith to make more
... oh ya lol ummm huh forgot i didn't include that (I couldn't justify you guys carrying a bunch of stone blocks around in my mind, the iron gold and wood i could see for maintenance, paying the troops, and barricades respectively but i just couldn't see stone.)
EDIT: as for a quarry, you don't need to find one, you build one and for that you just need a town hall.
... oh ya lol ummm huh forgot i didn't include that (I couldn't justify you guys carrying a bunch of stone blocks around in my mind, the iron gold and wood i could see for maintenance, paying the troops, and barricades respectively but i just couldn't see stone.)
EDIT: as for a quarry, you don't need to find one, you build one and for that you just need a town hall.
@Valerian: Would you consider the following alteration to your plan? This way the Town hall will get completed in exactly 1 turn (6 hours) and we can start harvesting resources and thus clearing more more space for further construction in turn 2 when the Barracks finishes.
With your current plan, while the barracks will finish in 6 hours and the troops may get some rest, we will not actually get any particular benefit from it. Also the town hall would finish in 8 hours or 1.3 turns and while I trust the peasants will get to resource harvesting, it means that our resources on turn 2 will be lower than they would otherwise be.
@Valerian: Would you consider the following alteration to your plan? This way the Town hall will get completed in exactly 1 turn (6 hours) and we can start harvesting resources and thus clearing more more space for further construction in turn 2 when the Barracks finishes.
With your current plan, while the barracks will finish in 6 hours and the troops may get some rest, we will not actually get any particular benefit from it. Also the town hall would finish in 8 hours or 1.3 turns and while I trust the peasants will get to resource harvesting, it means that our resources on turn 2 will be lower than they would otherwise be.
[X] Base building and You
-[] Level 1 Town Hall x3
-[] Jaina
-[] Level 1 Barracks x2
-[] Captain Marwyn
Which only has 3 workers on the town hall would have it finish in 24/3=8hours.
Edit: nevermind I was reading the rules for additional workers incorrectly. I saw it as x workers divides construction time by x.
Also @san Could I suggest that we start off a base building mission with a "level 0 Resource Tent" or the equivalent? It would just act as a drop off point for resources so that if we wanted we could have workers still harvest stuff, it would just be slower than a proper town hall or something.
[X][Gloves of Strength] Arthus
[X][Mantle of Intelligence] Arthus
My reasoning for the item distribution is that we currently can spam out spells all battle without much issue, but Arthus is primarily a damage dealer and can run low on mana with very few spells. The item distribution will likely change when we get our new priest's stats as it is probable that they will need the mantle and be able to better use it.
[] Base building and You
-[] Level 1 Town Hall x3
-[] Jaina
-[] Level 1 Barracks x2
-[] Captain Marwyn
Which only has 3 workers on the town hall would have it finish in 24/3=8hours.
Edit: nevermind I was reading the rules for additional workers incorrectly. I saw it as x workers divides construction time by x.
Also @san Could I suggest that we start off a base building mission with a "level 0 Resource Tent" or the equivalent? It would just act as a drop off point for resources so that if we wanted we could have workers still harvest stuff, it would just be slower than a proper town hall or something.
no sorry that's not possible. however i can promise some Chapters you will have a prebuilt town hall available, like if you continue to follow cannon next chapter you will start with a town hall and a barracks.
My reasoning for the item distribution is that we currently can spam out spells all battle without much issue, but Arthus is primarily a damage dealer and can run low on mana with very few spells. The item distribution will likely change when we get our new priest's stats as it is probable that they will need the mantle and be able to better use it.
hmmm its been closed but i have yet to update it so if you get 1 more person to agree with you i can allow it. Though i will say that Sally Whitemane will be very VERY weak at the start, like at most on par with captain David.
anyway here is the current tally, will be closing the vote at some point early tomorrow.
Adhoc vote count started by san on Feb 7, 2018 at 1:21 AM, finished with 27 posts and 8 votes.
hmmm actually I think I know how to do her now thanks to that one sentence lol
She will be very weak at the start and have less potential than Jaina or Arthas, but training omakes will grant her a straight boost to War and hero stats based on what you are training her in, in the omake.
The size of the increase will be determined by several factors 1) her current stat vs the stat of the mentor training her in said stat, for example Jaina training her in magic would boost her more than Arthas training her in magic would. 2) How much potential she has in the stat she is training. 3) the quality and size of the omake. 4) how much time has passed in the quest between her training sessions. 5) and finally her mood at the time of training, and how much she likes the person training her.
give enough training omakes (3-4) with the same person and she will be granted a Title that gives her buffs to train the stats of her mentor/teacher just like Jaina's Antonidas student buff.
hmmm actually I think I know how to do her now thanks to that one sentence lol
She will be very weak at the start and have less potential than Jaina or Arthas, but training omakes will grant her a straight boost to War and hero stats based on what you are training her in, in the omake.
The size of the increase will be determined by several factors 1) her current stat vs the stat of the mentor training her in said stat, for example Jaina training her in magic would boost her more than Arthas training her in magic would. 2) How much potential she has in the stat she is training. 3) the quality and size of the omake. 4) how much time has passed in the quest between her training sessions. 5) and finally her mood at the time of training, and how much she likes the person training her.
give enough training omakes (3-4) with the same person and she will be granted a Title that gives her buffs to train the stats of her mentor/teacher just like Jaina's Antonidas student buff.
VOTE CLOSED, working on new update as I write this, Sally Whiteman added to character sheets, changed amount of available space to better reflect the amount of space you have in the campaign.
Adhoc vote count started by san on Feb 7, 2018 at 1:21 AM, finished with 27 posts and 8 votes.
[X] Level 1 Town Hall x3 (Jaina)
Cost: 6 hours, 100 lumber, 50 gold, 3 space
DC: 20: reduce cost to 6 hours, 70 lumber, 30 gold, 3 space
90: Increase amount of peasants it can hold to 12
Roll: 79+14=93 DC20 PASS!!! DC90 PASS!!! BOOSTED BY BARRACKS MINICRIT!!!
Cost reduced, all level 1 town halls now allow you to train up to 12 peasants, now holds up to 280 gold, 220 food, 170 lumber, 130 stone, 110 iron, 60 leather.
[X]Level 1 Barracks x2 (Captain Marwyn)
Cost: 6 hours, 50 wood, 20 gold, 2 space.
DC: 10: Reduce cost to 6 hours, 40 wood, 15 gold, 2 space
80: Increase number of troops it can hold to 35
Roll: 89+11=100 MINICRIT!!! DC10 PASS!!! DC80 PASS!!! DC80 REWARDS INCREASED!!!
Cost reduced, All lvl 1 barracks now hold up to 35 troops and only take up 1.5 space.
While supervising the peasants building the town hall Jaina has an idea to shift around the walls slightly for more optimal space while keeping the building stable creating more space in 1 of the rooms. However before she implements it Captain Marwyn who was lent to her by Arthas to watch over her barracks being built remembers something an old carpenter friend created to add to his old barracks, the triple bunk bed. Marwyn swiftly moves over to Jaina and they work together to recreate it and then they add it to both the town hall and the barracks. Combined with Jaina's idea for better wall support on both buildings they are able to massively improve the initial design for both the barracks and the town hall to have increased storage, more beds for peasants and troops, and to take up less building space.
Finally the Town Hall and Barracks finish up
Here are pictures of what they look like and their positions in your base
Barracks: Outside View, Inside view, triple bunks. Pictures are in order.
Town Hall: (the buildings are attached to each other one is the command centre the other is storage and sleep area.)
Arthas built the same thing as you but on the northern end of the base while you built on the southern end. He helped build the town hall and made the first DC but not the 2nd so he also gets the refund from it.
Here is a Picture of the base layout and what it all looks like, your buildings are in black his are in blue.
As the Town halls and barracks finish being built Jaina and Arthas start talking about future actions.
"Well the town halls and barracks are up, I intend to have a quarry and a hunting camps built next while 2 more of my peasants gather some lumber. I also intend to send out a scouting party to the northwest. What about you Jaina?" Arthas asked.
"Well I was thinking of..."
VOTE TIME
remember you only have so many more resources remaining you can check the end of last update or the faction sheet to determine exact amounts.
[] Upgrade to a lvl 2 town hall. (Grants the ability to train peasants, serves as peasant sleeping quarters, can hold 12 peasants. Also serves as a place to drop off resources, storage space for 400 gold, 350 food, 300 lumber, 210 stone, 160 iron, 60 leather. Finally allows you to send troops on missions.) Cost: 24 hours, 80 lumber, 20 stone, 60 gold, 3 space. DC: 20, 90
[] Build a lvl 1 blacksmith. (produces the equipment, arms and armor your army needs, repairs and maintains arms and armor and equipment as it gets used.) Cost: 12 hours, 30 stone, 20 gold, 0 space. DC: 15, 85
[] Upgrade to a lvl 2 Barracks. (serves as a place for troops to sleep and store their weapons, provides room for up to 70 troops. Needed to build training grounds, shooting range and stables.) Cost: 12 hours, 30 wood, 30 gold, 1.5 space. DC: 20, 90
[] Build a lvl 1 lumber mill. (serves as a secondary place to drop off lumber, increases efficiency of lumber harvesting, needed to build wooden towers.) Cost: 6 hours, 25 lumber, 10 iron, 5 stone, 15 gold, 1 space. DC: 20, 90
[] Build a level 1 hunting camp. (provides a place for villagers to hunt from letting them provide 2 food 2 leather per day for your army.) Cost: 6 hours, 20 lumber, 10 gold, 0.5 space. DC: 0, 65
[] Build a level 1 Quarry. (provides a place to get stone from, max peasants: 2, each peasant working here gathers 20 stone per turn.) Cost: 12 hours, 10 lumber, 20 gold, 10 iron, 2 space. DC: 40, 100
[] Build a level 1 Training Grounds. (allows you to train footmen up to recruit level.) Cost: 6 hours, 5 stone, 10 gold, 5 lumber. DC: 40, 90
[] Build a level 1 shooting Range. (allows you to train riflemen up to recruit level.) Cost: 6 hours, 10 gold, 10 lumber. DC: 40, 90
[] Gather Lumber: Max peasants: 5, each peasant gathers 20 lumber per turn.
[] Mine Gold: Max peasants: 3, each peasants gathers 10 gold per turn.
[] Mine Iron: Max peasants: 5, each peasant gather 15 iron per turn.
You have to send a commander to lead each party, and then you can decide what troops accompany them. Commanders are the captains and hero units available to you. A max of 5 troops may accompany commanders on scouting missions.
If you scout in the same direction as Arthas, troops scout further and more thoroughly, plus if there is a split in the path each party goes in a different direction.
Scouts may be attacked by whatever they find, also mixed parties have highest survival chance if something really bad happens.
[] Send a scouting party to the Southeast. {commander: } (Troops: ) Time, 12 hours
[] Send a scouting party to the Northwest. {commander: } (Troops: ) Time, 12 hours
You have 0 Peasant Equipment and therefore can't train new peasants.
[] Train Peasant. (builder and resource gatherer, can turn into militia if needed.) Cost: 6 hours, 10 Gold, 1 set of Peasant equipment. Tax per day: 0.5 gold, 0.2 food, 0.1 iron.
Turn ends here.
ok so, I added another bonus to Captain David he now has a boost to all scouting actions so ya usefulness.
EDIT: just so everyone knows? for the 1st 4 turns you are safe from enemy attack. However every single turn afterwards I will roll to determine if the enemy attacks you. Most of the time i will give you the same kind of leeway where you are safe for a few turns at the start of a chapter when you have no infrastructure.
ok a few problems with this...
1) you only have 5 peasants and yet your vote calls for 7,
2) you have no stone to build a lumber mill
3) what are you having Jaina do?
sorry to hit ya with this but well ya... Is there any way I can make the requirements clearer so problems like this don't happen again?
EDIT: (also just going to point out a little thought here, its something thats a bit important... you need stone to build a blacksmith which you need to make all your equipment and weapons. Without equipment and weapons you can't train troops or peasants.)
[X] Build a level 1 Quarry. (provides a place to get stone from, max peasants: 2, each peasant working here gathers 20 stone per turn.) Cost: 6 hours, 10 lumber, 20 gold, 10 iron, 2 space. DC: 40, 100
[X] Jaina
[X] 2x peasants
[X] Build a level 1 hunting camp. (provides a place for villagers to hunt from letting them provide 2 food 2 leather per day for your army.) Cost: 6 hours, 20 lumber, 10 gold, 0.5 space. DC: 0, 65
[X] 2x peasants
[X] Gather Lumber: Max peasants: 5, each peasant gathers 20 lumber per turn.
[X] Send a scouting party to the Southeast. {commander: Captain David} (Troops: 3 Veteran Footmen, 1 Veteran Priest, 1 Veteran Sorcerer)
[] Build a level 1 Quarry. (provides a place to get stone from, max peasants: 2, each peasant working here gathers 20 stone per turn.) Cost: 6 hours, 10 lumber, 20 gold, 10 iron, 2 space. DC: 40, 100
[] Jaina
[] 2x peasants
[] Build a level 1 hunting camp. (provides a place for villagers to hunt from letting them provide 2 food 2 leather per day for your army.) Cost: 6 hours, 20 lumber, 10 gold, 0.5 space. DC: 0, 65
[] 2x peasants
[] Gather Lumber: Max peasants: 5, each peasant gathers 20 lumber per turn.
[] Send a scouting party to the Southeast. {commander: Captain David} (Troops: 3 Veteran Footmen, 1 Veteran Priest, 1 Veteran Sorcerer)
ok so that's 2 votes for building a quarry with two peasants and Jaina, A hunting camp with 1 peasant, 2 peasants gathering lumberm, and finally a scouting party to the southeast. So more or less Arthas's plan but with a scout party to the southeast instead of northwest good to know.
ok everyone @Aburg7@daemonkeeper@RandomDwarf@Valerian as well as the rest of you who are my regular voters and all around awesome people (also people who said they were waiting until we gots a base to vote) I intend to close the vote once again sometime tomorrow morning or early afternoon and i would like to know the will of the people who give life to this quest before I do
anyway here is the tally
Adhoc vote count started by san on Feb 7, 2018 at 10:32 PM, finished with 9 posts and 1 votes.
Adhoc vote count started by san on Feb 8, 2018 at 12:49 PM, finished with 14 posts and 4 votes.
[X] Build a level 1 Quarry. (provides a place to get stone from, max peasants: 2, each peasant working here gathers 20 stone per turn.) Cost: 6 hours, 10 lumber, 20 gold, 10 iron, 2 space. DC: 40, 100
[X] Jaina
[X] 2x peasants
[X] Build a level 1 hunting camp. (provides a place for villagers to hunt from letting them provide 2 food 2 leather per day for your army.) Cost: 6 hours, 20 lumber, 10 gold, 0.5 space. DC: 0, 65
[X] 2x peasants
[X] Gather Lumber: Max peasants: 5, each peasant gathers 20 lumber per turn.
[X] Send a scouting party to the Southeast. {commander: Captain David} (Troops: 3 Veteran Footmen, 1 Veteran Priest, 1 Veteran Sorcerer)
[] Build a level 1 Quarry. (provides a place to get stone from, max peasants: 2, each peasant working here gathers 20 stone per turn.) Cost: 6 hours, 10 lumber, 20 gold, 10 iron, 2 space. DC: 40, 100
[] Jaina
[] 2x peasants
[] Build a level 1 hunting camp. (provides a place for villagers to hunt from letting them provide 2 food 2 leather per day for your army.) Cost: 6 hours, 20 lumber, 10 gold, 0.5 space. DC: 0, 65
[] 2x peasants
[] Gather Lumber: Max peasants: 5, each peasant gathers 20 lumber per turn.
[] Send a scouting party to the Southeast. {commander: Captain David} (Troops: 3 Veteran Footmen, 1 Veteran Priest, 1 Veteran Sorcerer)