Hyrule: Total War Apocalypse

Hmm so build a town, marble quarry, recruit a unit and the follow up diplo and that is likely to use our funds for next turn. Also would have 2 authority to boost two of the actions.
 
[X] Shad: your old friend and fellow resistance member Shad. He is highly skilled at research and extremely intelligent. On top of this he was one of the few remaining Mages in Hyrule though he is not amazingly skilled in magic, most of his skill is in enchantments.
 
I just added the Promised Race/Faction info page. Go check it out if you want to know what your people desire. Fulfilling those desires will improve population morale or Racial/Faction influence granting you more imperial authority.
 
I just added the Promised Race/Faction info page. Go check it out if you want to know what your people desire. Fulfilling those desires will improve population morale or Racial/Faction influence granting you more imperial authority.
Can you move that and nation status to the informational threadmarks? That way it is easier to find once we get more turns in.

Also Hylians want housing makes sense, so building the town is a two-fer, boost to income and boost to influence giving us more authority which worst case can be used to boost actions if we don't have the funds to do more. Ordon wants military units, okay we should recruit one next turn and another the following turn. Trade income is going to be harder but a marble mine would help there by giving a trade resource. We will need scouting parties though to find other lands to trade with.
 
Can you move that and nation status to the informational threadmarks? That way it is easier to find once we get more turns in.

Also Hylians want housing makes sense, so building the town is a two-fer, boost to income and boost to influence giving us more authority which worst case can be used to boost actions if we don't have the funds to do more. Ordon wants military units, okay we should recruit one next turn and another the following turn. Trade income is going to be harder but a marble mine would help there by giving a trade resource. We will need scouting parties though to find other lands to trade with.
The capital fulfilles much of the housing and Trade income actions actually, especially with the roads being built.

anyway I just added the map of the world and diplomacy with other nations. It is a pre-apocalypse map so it is worth little to you now but, meh you make do with what you get.
 
[X] Shad: your old friend and fellow resistance member Shad. He is highly skilled at research and extremely intelligent. On top of this he was one of the few remaining Mages in Hyrule though he is not amazingly skilled in magic, most of his skill is in enchantments.
 
vote Closed, Shad is your new research advisor.

Added your exact population to the Nation status, and I also added Telma and Shad to the character sheets.
Adhoc vote count started by san on Apr 1, 2018 at 12:28 PM, finished with 306 posts and 9 votes.
 
Last edited:
ok you bunch of awesome fans. The next turn is well on its way and I WILL be updating today at some point, just so I can say I am the only Author who updated EVERY SINGLE DAY of Easter weekend! MOOHAHAHA!

My plans of becoming one of the best authors on this site continue! soon, no one will be able to match me!

On a more serious note, I intend to change how combat in this works, before this point there were no Stats for units, and I intended to base it off of numbers, strategy used by you guys, and how strong I felt each unit was.

However I realize now that doesn't fully work. I am changing it so that there are specific roles in combat now, as well as weight classes like in real life. A combination of these roles and weight classes with the weapons/shield used by the troops creates a role that the troops fulfill in an army. They can do other things but this role is what they do best, and the further you stray from the role the worse they do.

For example Light Skirmisher infantry armed with Javelins fulfill the role of a Light ranged Skirmisher, and are good in situations that those troops are most useful. If need be they can also fulfill the role of a Light ranged shock trooper or even a Light melee shock trooper. However thanks to their weapons, lack of a shield, how light their armor is, and lack of shock training, they are they will die faster than troops recruited to fulfill this role.

On top of this I will be rating how effectively a troop fulfills its main role as well as its next best 1-4 roles that it can do to some effect. (Has to be at least half as good at those roles to be rated.) The rating will be on a 1-10 scale.

Let me know what you guys think about these changes. They won't really change the combat much, this is mostly to let me keep better track of everything. Also to let you know how strong your army is, and how strong your enemies or allies armies are.
 
On a more serious note, I intend to change how combat in this works, before this point there were no Stats for units, and I intended to base it off of numbers, strategy used by you guys, and how strong I felt each unit was.

However I realize now that doesn't fully work. I am changing it so that there are specific roles in combat now, as well as weight classes like in real life. A combination of these roles and weight classes with the weapons/shield used by the troops creates a role that the troops fulfill in an army. They can do other things but this role is what they do best, and the further you stray from the role the worse they do.

For example Light Skirmisher infantry armed with Javelins fulfill the role of a Light ranged Skirmisher, and are good in situations that those troops are most useful. If need be they can also fulfill the role of a Light ranged shock trooper or even a Light melee shock trooper. However thanks to their weapons, lack of a shield, how light their armor is, and lack of shock training, they are they will die faster than troops recruited to fulfill this role.

On top of this I will be rating how effectively a troop fulfills its main role as well as its next best 1-4 roles that it can do to some effect. (Has to be at least half as good at those roles to be rated.) The rating will be on a 1-10 scale.

Let me know what you guys think about these changes. They won't really change the combat much, this is mostly to let me keep better track of everything. Also to let you know how strong your army is, and how strong your enemies or allies armies are.

I'm fine with you making changes to the combat system, especially since there was no fight as of yet and especially if it makes things easier for you, san.
 
ARC 1: Turn 3: low funds, CAPITAL COMPLETES THIS TURN! need more troops.
'I am so glad this Capital is nearly completed.' Link thought as he was sitting back looking over how low his finances have gotten. 'We are nearly out of rupees and it has only been 2 years! I never realised how expensive running a nation is.'

'This is before I have even had a professional army trained too! Which we are going to need soon enough given how quiet the 'Blin tribes have been they are definitely planning a full invasion to hit soon.' Link Continued thinking as he grit his teeth in frustration . 'At least we have a training grounds build now so that problem can be fixed in shortly.'

'Perhaps I should increase Taxation now that we are our own kingdom.' Link stood up and started pacing as he tried to think of new ways to improve his kingdom's state of affairs. 'But no, it might be best to wait a year for that. If I do I can assign Malo to the task, he is FAR more effective than I am at that sort of thing. Plus the increased reputation I will have with my people should help balance it out a fair bit. That isn't even including of course the fact that if I wait until after the capital is complete I will be able to increase the taxes there as well.'

Sitting back down Link continues to think. 'Yes it would be best to wait. hmm perhaps I should also spend some rupees once the capital is complete to help stimulate new trade within the nation. It should appease the merchants a fair bit and it will likely have good long term profit.'

'Speaking of trade, Perhaps I should build some roads as well? We already have dirt roads, but even some a few stone roads like the ones in the capital should help improve trade, let alone a full network of them! hmmm, maybe....' Link becomes lost in his thoughts as he continues to think about his nations future.

Current Advisors:
Martial: Rusl +14 to any martial action he is applied to.

Administration: Malo +16 to any Administration action he is applied to. (locked into capital action!)

Diplomacy: Mayor Bo +19 to any diplomacy action he is applied to.

Intrigue: Telma grants a +18 bonus to intrigue actions she is applied to.


Current Imperial Authority: 4


Current Treasury/Resources at the start of this year/turn:
Rupees: 900

Food: natural food level 6, Food level with refugees 5.

Stone: 1000

Wood: 900

Metal: 500

Actions:
Martial:

[ ] Establish Training Grounds lvl 2 - In order to train more skilled troops and keep up with the demand for more troops, the establishment of a more advanced training grounds is necessary.
Cost: 800 Rupees, 400 wood, 200 stone.
Time: 3 Turns
DC: small success 2-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: Can recruit and train more skilled troops, can recruit more troops at once, can build more advanced facilities, Chance of additional bonuses.

[ ] Build Military Barracks - Build a barracks at the Training Ground to house the troops you will soon have. It will be considerably cheaper to house an army here than to grant them a stipend to pursue their own lodgings.
Requires: Training Grounds
Cost: 800 Rupees, 600 wood/stone.
Time: 2 Turns
DC: small success 2-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: -10% military upkeep for a varying number of troops

[ ] Build Missile Range - Builds a missile range at the training grounds to train professional ranged units. Over time it can be upgraded to improve the quality of your missile units.
Requires: Training Grounds
Cost: 300 Rupees, 200 Wood.
Time: 1 Turn
DC: small success 2-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: Can recruit and train professional ranged troops. Chance of additional bonuses. Can be upgraded for greater effects later on.

[] Train Light Infantry (Write in weapons/shield) {Write in style of fighting} - Train some Light Infantry. REMEMBER to pick what weapon they use plus whether or not they use a shield! (Level of skill/ability as well as numbers depends on roll.)
Cost: 50-500 rupees, +10-100 rupees upkeep {based on how many are trained} (Other resource costs too depending on weapon/shield choices, example: sword= metal, shield= wood, spear= wood +metal.)
Time: 1 turn
DC: small success 10-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: 100-1000 Light Infantry

[] Train Medium Infantry (Write in weapons/shield) {Write in style of fighting} - Train some Medium Infantry. REMEMBER to pick what weapon they use plus whether or not they use a shield! (Level of skill/ability as well as numbers depends on roll.)
Cost: 50-500 rupees, 10-100 metal, +10-100 rupees upkeep {based on how many are trained} (Other resource costs too depending on weapon/shield choices, example: sword= metal, shield= wood, spear= wood +metal.)
Time: 1 turn
DC: small success 10-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: 100-1000 Medium Infantry

[] Train Heavy Infantry (Write in weapons/shield) {Write in style of fighting} - Train some Heavy Infantry. REMEMBER to pick what weapon they use plus whether or not they use a shield! (Level of skill/ability as well as numbers depends on roll.)
Cost: 50-500 rupees, 30-300 Metal, +10-100 rupees upkeep {based on how many are trained} (Other resource costs too depending on weapon/shield choices, example: sword= metal, shield= wood, spear= wood +metal.)
Time: 1 turn
DC: small success 10-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: 100-1000 Heavy Infantry

[] Train Light Cavalry (Write in weapons/shield) {Write in style of fighting} - Train some Light Cavalry. REMEMBER to pick what weapon they use plus whether or not they use a shield! (Level of skill/ability as well as numbers depends on roll.)
Cost: 100-500 rupees, +20-100 rupees upkeep {based on how many are trained} (Other resource costs too depending on weapon/shield choices, example: sword= metal, shield= wood, spear= wood +metal.)
Time: 1 turn
DC: small success 10-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: 100-500 Light Cavalry

[] Train Medium Cavalry (Write in weapons/shield) {Write in style of fighting} - Train some Medium Cavalry. REMEMBER to pick what weapon they use plus whether or not they use a shield! (Level of skill/ability as well as numbers depends on roll.)
Cost: 100-500 rupees, 20-100 metal, +20-100 rupees upkeep {based on how many are trained} (Other resource costs too depending on weapon/shield choices, example: sword= metal, shield= wood, spear= wood +metal.)
Time: 1 turn
DC: small success 10-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: 100-500 Medium Cavalry

[] Train Heavy Cavalry (Write in weapons/shield) {Write in style of fighting} - Train some Heavy Cavalry. REMEMBER to pick what weapon they use plus whether or not they use a shield! (Level of skill/ability as well as numbers depends on roll.)
Cost: 100-500 rupees, 40-200 metal, +20-100 rupees upkeep {based on how many are trained} (Other resource costs too depending on weapon/shield choices, example: sword= metal, shield= wood, spear= wood +metal.)
Time: 1 turn
DC: small success 10-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: 100-500 Heavy Cavalry

Administration:
[X] (Locked with Malo) Build a proper Capital - Ordona has always lacked a central city to rally around being a vassal of Hyrule. However now Hyrule no longer exists and you need to rule yourselves. Build the beginnings of a capital for the people to rally around.
Cost: 200 Rupees, 500 stone/wood, 100 rupees per turn upkeep for 3 turns.
Time: 3 turns (1 more turns)
DC: small success 10-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: A Capital of varying size and complexity. Increased tax income from the Capitals population. New houses for the Hylian refugees to settle in. Increased trade income thanks to having a central hub. +1 population Morale for having a capital. +1 racial influence with each race in your nation for having a capital.

[] Stimulate Internal Trade - Spend some money funding merchants to try and increase trade in your new nation. It should increase your wealth in the long run.
Cost: 500 Rupees
Time: 1 Turn. takes 2 turns to take effect.
DC: small success 25-40, Medium success 41-60, large success 61-85, great success 86-99.
Reward: Increases trade income by 25-100% based on roll, Chance of increasing influence with either or both merchat/Lord factions.

[] Increase taxation -Ordona has always had a low tax rate. As you are becoming your own nation perhaps it is time to increase that. Though you will find some difficulty doing this, that is for certain.
Cost: 0 rupees
Time: 1 turn, takes 3 turns to come into effect.
DC: small success 45-60, Medium success 61-75, large success 75-90, great success 90-100.
Reward: increases taxes by 25-100% based on roll. Failure causes an influence loss with all races/factions. (you might not outright lose 1 influence with everyone but you will lose at least 1 point, it partly depends on how big the failure is.)

[] Build Stone Road network throughout Ordona - Build Stone roads throughout your kingdom, this will stimulate trade and let you move armies around much faster.
Cost: 100 rupees, 400 Stone, +100 rupee upkeep, + 400 rupees temporary upkeep.
Time: 2-6 turns
DC: small success 15-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: Road network built throughout Ordona, increase population growth by 10%, population becomes slightly more spread out, trade income gains a +10% modifier, armies move 25% faster throughout your kingdom.

[] Establish Marble Quarry - The granite quarry isn't enough. You want walls so perfectly white that when your enemies die before them they will be stained red with their blood!
Cost: 500 Rupees, 200 wood, 50 metal, +100 rupees upkeep
Time: 1 Turn
DC: small success 15-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: +??? Stone income, +??? Rupees income +new resource.

[ ] Increase Livestock Production - Just about every race loves meat and dairy except perhaps the Zora and would be happy with more affordable meat. Invest money to increase production.
Cost: 200 Rupees, -2 food levels for 5 turns,
Time: 1 Turn, will take 3 turns to kick in.
DC: small success 5-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: Increases population morale by 1, +1 food level.

[ ] Build MORE lumber camps - The Kokiri forest and the towns nearby it used to provide most of the lumber for Hyrule. While your people have always harvested some wood from the nearby Faron woods, with your people cut off from Hyrule it is time you established proper lumber camps.
Cost: 500 Rupees
Time: 1 Turn
DC: small success 2-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: +300-700 wood Income (slight risk of deforestation)

[ ] Build Basic Primary School System - The people of Ordona generally lack knowledge on how to read and write, beyond its merchants, lords and a handful of other people.
Requires: Library, printing press.
Cost: 2000 Rupees, 800 stone/wood, 200 wood, +100 rupee upkeep
Time: 3 Turns, takes effect after 2 turns
DC: small success 15-30, Medium success 31-60, large success 61-85, great success 86-99.
Rewards: All income +20% modifier, +5 learning rolls.

[] Build a Town for the Hylian Refugees - Build a small town that some of the Hylian refugees can live in and remove some of the problems of them living in tent cities.
Cost: 100 Rupees, 400 stone/wood, 100 rupees per turn upkeep for 2 turns.
Time: 2 turns
DC: small success 10-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: a varied amount of Hylians no longer have refugee status, possible +1 racial influence with the Hylian commoners, +200-500 tax income.

Diplomacy:
[] Meet the the Duke of south hyrule, the leader of the Hylian lords - You swore you would meet him, it is time to keep your promise.
Cost: 0 (MUST TAKE THIS ACTION! any plans without it will not be counted!)
Time: 1 Turn
DC: small success 10-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: Information on the Hylians Lords in Ordona Province.

[] Attempt to improve population morale - hold a feast, Throw a party, Create a holiday. Do whatever it takes to improve how happy people are and how much they like you.
Cost: 200 Rupees
Time: 1 Turn
DC: small success 45-60, Medium success 61-75, large success 75-90, great success 90-100.
Reward: success grants 1-4d50's to roll towards a 0/100 score +0/100 per every point of population morale in place, of improving population morale by +1. If you fail by too much you might lose 1 population morale instead.

[] Attempt to improve how much a race/faction likes you - Hold a feast, Throw a party, Give them money. Do whatever it takes to improve how much a faction likes you and respects your authority.
Cost: 200 Rupees
Time: 1 Turn
DC: small success 45-60, Medium success 61-75, large success 75-90, great success 90-100.
Reward: success grants 1-4d50's to roll towards a 0/100 score +0/100 per every point of influence you already have, of improving racial/faction influence with a single faction by +1. If you fail by a lot you might lose 1 racial influence with the faction, or with a different faction.

Intrigue:
[] Train scouts - Train scouts to look into the various surrounding areas and try to find SOMEBODY!
Cost: 200 Rupees +50 rupees upkeep
Time: 1 Turn
DC: small success 15-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: 1 scouting party to send where you wish.

[] Send scouts Northwest - Send scouts towards the old Hyrule fields and lake to see if anything or anyone survived out there and to map out the land. Who knows, maybe someone somehow DID survive... if not your sure you will find some resources out there.
Cost: 100 Rupees, 1 scouting party
Time: 1 Turn
DC: small success 15-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: 1 scouting party to send where you wish.

[] Send scouts southwest - Perhaps you should send some scouts in the direction of the Moblin lands. This will give you an idea of what they might be doing and if they are preparing to invade you at the moment. Though it won't give you much of a warning, you will need to send a party INTO their lands for that.
Cost: 100 Rupees, 1 scouting party
Time: 1 Turn
DC: small success 15-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: 1 scouting party to send where you wish.

[] Send scouts southeast - You know what Hyrule has never done? Send scouts into the desert and mountains nearby. You should try it, who knows? Maybe you will find something/someone. Perhaps you will even find some resources!
Cost: 100 Rupees, 1 scouting party
Time: 1 Turn
DC: small success 15-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: Information on the nearby desert and mountains and what is in them.

[] Send scouts northeast - Send scouts into Faron Woods to map out the land and maybe find some resources. After all its not like you will find any people over there... right?
Cost: 100 Rupees, 1 scouting party
Time: 1 Turn
DC: small success 15-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: Information on the Faron woods and what is in them.

Research:
[] Build a research lab - Build a research lab to do experiments in,
Cost: 400 Rupees, 200 stone, 100 wood.
Time: 1 Turn
DC: small success 10-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: New research options, chance of +1-3 to future research actions.

[] Build a Library - Build a Library to store all the books you can possibly find.
Cost: 300 Rupees, 200 stone, 100 wood.
Time: 2 turns
DC: small success 15-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: +3 to any future research actions, +5 to finding a research advisor, +5 to training research stat.

[] Figure out how to build a printing press - One of the people who aided you on your quest, Shad, had mentioned to you the idea of using pre-made blocks covered with ink to copy books. He mentioned that this was a recent creation in the capital of Hyrule and that it could revolutionize education. Sadly the capital is lost and the machine with it, however you can try to build your own.
Cost: 400 rupees, 100 metal, 100 wood.
Time: 1 turn
DC: small success 30-45, Medium success 46-65, large success 66-90, great success 91-99.
Reward: Prototype printing press, can start to create your own printing press machines.

[] Research infantry technologies - Try to figure out a way to improve your infantry somehow... someway?
Cost: 300 rupees
Time: 1 turn
DC: small success 30-45, Medium success 46-65, large success 66-90, great success 91-99.
Reward: Learn something about infantry be it formations, tactics, how to use certain weapons properly, anything!

[] Research Cavalry technologies - Try to figure out a way to improve your Cavalry somehow... someway?
Cost: 300 rupees
Time: 1 turn
DC: small success 30-45, Medium success 46-65, large success 66-90, great success 91-99.
Reward: Learn something about Cavalry be it formations, tactics, how to use certain weapons properly, anything!

[] Research armor technologies - Try to make some kind of improved armor for your troops to wear. Certain to improve survivability! (maybe... Satisfaction NOT guaranteed.)
Cost: 400 rupees, 200 metal.
Time: 1 turn
DC: small success 30-45, Medium success 46-65, large success 66-90, great success 91-99.
Reward: Learn an easier way to make armor, or how to make a new type of armor!

[] Research weapon technologies - Try to make some kind of improved weapons for your troops to use. Certain to improve killing potential! (maybe... Satisfaction NOT guaranteed.)
Cost: 400 rupees, 100 metal
Time: 1 turn
DC: small success 30-45, Medium success 46-65, large success 66-90, great success 91-99.
Reward: Some kind of new weapons or a way to make them more easily.

[] Research bombs - Try to figure out a way to reproduce the bombs Barnes always used to sell you. (WARNING! dangerous experiments abound.)
Cost: 800 rupees
Time: 1 turn
DC: small success 30-45, Medium success 46-65, large success 66-90, great success 91-99.
Reward: Learn how to make bombs

Faith:
[] Search for an Advisor - look for someone who knows about the three Goddesses and appeasing them as well as the religion in general. Start by looking through the Ordona province as you never really bothered to learn about who is religious back before your adventure.
Cost: 200 Rupees
Time: 1 Turn
DC: small success 25-45, Medium success 46-65, large success 66-90, great success 91-99. (+10 to roll once you have a Temple, +20 if you have all three temples.)
Reward: An advisor

[] Build a Grand Temple to Farore - Build a massive Temple to Farore in your capital. Will make the Goddess very happy and provide a place for her worshippers to pray to her. Must build the other two temples soon or you run the risk of angering the other goddesses.
Requires: Capital, Marble
Cost: 1500 Rupees, 600 stone, 100 wood, +200 rupee upkeep
Time: 3 Turns
DC: small success 15-30, Medium success 31-60, large success 61-85, great success 86-99.
Rewards: Cement the favor of the Goddess with your family line, creation of the faction 'Followers of Farore', Can train Priests of Farore, +5 to Faith actions and +1 population Morale once the other two grand temples are constructed.

[] Build a Grand Temple to Din - Build a massive Temple to Din in your capital. Will make the Goddess very happy and provide a place for her worshippers to pray to her. Must build the other two temples soon or you run the risk of angering the other goddesses.
Requires: Capital, Marble
Cost: 1500 Rupees, 600 stone, 100 wood, +200 rupee upkeep
Time: 3 Turns
DC: small success 15-30, Medium success 31-60, large success 61-85, great success 86-99.
Rewards: Cement the favor of the Goddess with your family line, creation of the faction 'Disciples of Din', Can train priests of Din, +5 to Faith actions and +1 population Morale once the other two grand temples are constructed.

[] Build a Grand Temple to Nayru - Build a massive Temple to Nayru in your capital. Will make the Goddess very happy and provide a place for her worshippers to pray to her. Must build the other two temples soon or you run the risk of angering the other goddesses.
Requires: Capital, Marble
Cost: 1500 Rupees, 600 stone, 100 wood, +200 rupee upkeep
Time: 3 Turns
DC: small success 15-30, Medium success 31-60, large success 61-85, great success 86-99.
Rewards: Cement the favor of the Goddess with your family line, creation of the faction 'Acolytes of Nayru', Can train Priests of Nayru, +5 to Faith actions and +1 population Morale once the other two grand temples are constructed.

[] Build a few dozen small churches - Build several smaller temples spread throughout the city dedicated to the combined religion of the three goddesses. This will lower the risk of angering the other goddesses once you start building the Grand temples.
Requires: Capital
Cost: 1200 Rupees, 300 stone/wood, +100 rupee upkeep
Time: 2 Turns
DC: small success 15-30, Medium success 31-60, large success 61-85, great success 86-99.
Rewards: Creation of the faction 'Devotees of the Golden Goddesses', Can train Priests of the Golden Trio, +3 to Faith actions.

Personal:
[] Training - Pick a stat to train, it gets more difficult to train the higher it is, and it gets easier to train if you have supporting buildings or other things to train the stat. (Like training grounds for combat or martial.)
Cost: 0 Rupees
Time: 1 Turn
DC: Roll 1d100 -the points in the chosen stat +any aids to training the stat. 0/200 progress
Reward: +1d2 to the stat of choice.

[] Searching for a Spouse - Try to find someone to marry and have kids with.
Cost: 0 Rupees
Time: 1 Turn
DC: hidden roll +/- spousal approval modifiers
Reward: spouse choice mini-turn.
(marrying someone within your nation boosts loyalty. Marrying someone important from another kingdom boosts diplomacy. Marrying a ruler from another kingdom or their heir gives you the chance to combine both of your kingdoms into one combined kingdom.)

Turn ends here.

There you go my amazing fans, I have now officially updated at least once on every single day of easter weekend! Best author of Easter Weekend achievement GET!

If you are wondering what a fighting style is with your troops, that's shock troops, skirmishers, Defensive troops, etc.


Oh also, 4 hour Moratorium so please wait until 3pm EST to vote.

Until then, feel free to discuss what actions you think are best and how to go forward. ;)

(Also please leave a like and follow me if you think I am awesome and deserve a pat on the back for updating every single day of Easter.) :p
 
Last edited:
At work so no detailed plan like last time. But my thoughts have not changed, recruit a unit, build a town and build the marble quarry and then the follow up diplo action and nothing else as that is all we can afford.

@san Can we limit the numbers recruited so as not to break our budget?
 
At work so no detailed plan like last time. But my thoughts have not changed, recruit a unit, build a town and build the marble quarry and then the follow up diplo action and nothing else as that is all we can afford.

@san Can we limit the numbers recruited so as not to break our budget?
yes you can, if you do that just add

--[] Max *number* troops below the vote on which troops you want.
 
[] Train Medium Infantry
-[] Rusl
-[] Capped at 300 rupees worth of trooos
[] Establish Marble Quarry
-[] 2 authority
[] Build a Town for the Hylian Refugees
-[] 2 authority
[] Meet the the Duke of south hyrule, the leader of the Hylian lords
-[] Mayor Bo

So that is my thought starting to work on our army to at least defend the province. A small build up each turn should work. 2 actions to raise income as we are very short on money more so as we will start having military upkeep eating into it as well.

Undecided on what type or medium infantry right now but we have the metal and wood income to equip them, I do favor shields. Heavy I want to wait until we can get some research done.

Edit so this adds 100 plus up to 60 permanent upkeep and 100 for two turns, so 760 though 100 goes away after this turn and 100 after two. Flipside is marble starts giving us income and capital is giving us some income but we need to focus on income actions now or we will be hamstrung
 
Last edited:
we all decided to make light infantry/Cavalry our specialization...so I'm going with that!

Plan: low cost?
[] Train Light Infantry (Javelins + short sword/shield) {Skirmisher, can hide in brush or terrain/ambush} - Train some Light Infantry
-(Uses light leather armor for protection)
-[] Rusl +14, 400 Rupee worth of light infantry max

[] Build a Town for the Hylian Refugees

[] Meet the the Duke of south hyrule, the leader of the Hylian lords
-[] Mayor Bo +19

[] Train scouts
-[] Telma +18

[] Search for an Advisor

[] Training: Intrigue

What's our level of competence of our stats Sans? Intrigue is our lowest, so I would like to get that at least to 20 along with Admin.
 
I propose to begin To train light cavalry. Equip with spear and bows. Bow will be very useful To harass, and spear To charge and melee.
 
Light cav could work as a good first unit, provides scouting and skirmish force. We will want some heavier infantry to hold positions at some point and for defense. I could see an army of light units that harass foes while the main force prepares a position or marches to meet them
 
For troops, I really think we should focus for some defensive-oriented troops until we can solve our money issues... Maybe some medium infantry with shields and spears?
 
Light cav could work as a good first unit, provides scouting and skirmish force. We will want some heavier infantry to hold positions at some point and for defense. I could see an army of light units that harass foes while the main force prepares a position or marches to meet them

I'm not sure that have heavy infantry is good for us, we don't have walls or fortifactions where they could be place. Our country is mainly composed of fertile plain and village, no cities where our population can hide. Our best advantage to defence is to move quick to stop invaders when they enter before they make damages. And i don't think that our infantry could face moblins our hyrulian infantry.
 
I'm not sure that have heavy infantry is good for us, we don't have walls or fortifactions where they could be place. Our country is mainly composed of fertile plain and village, no cities where our population can hide. Our best advantage to defence is to move quick to stop invaders when they enter before they make damages. And i don't think that our infantry could face moblins our hyrulian infantry.
We have the capital and we will add more towns as time goes on. The light forces army would be to harass and slow down invaders and allow our heavier units to assemble and deploy for battle. As it is a lot is up in the air based on expected numbers and troop quality. If we face a larger foes higher quality and heavier troops become a must.
 
We have the capital and we will add more towns as time goes on. The light forces army would be to harass and slow down invaders and allow our heavier units to assemble and deploy for battle. As it is a lot is up in the air based on expected numbers and troop quality. If we face a larger foes higher quality and heavier troops become a must.

i'm agree, but i think that we should focus on cavalry. Our nation is expert in horse breeding, we should focus in it to make medium and heavy cavalry. it will take times befor we could built cities in enough number and our fertile land and our farms are our main sources of income, we can't let invaders destroy them.
 
ok guys a lot of you are assuming stuff that is so VERY wrong...

1st) heavy infantry are great in the field as long as their flanks are covered (look no further than Spartans and Romans for proof of that)

2nd) Light cavalry is not that amazing at charges... While they can do a lot of damage they will receive a lot in return usually, try medium cavalry for that at the very least if thats what you want.

3rd) you have a medium sized town sitting right in the middle of the pass between the mountains that leads to the Blin tribes. (look it up in nation info)

4th) That town does in fact have walls, walls that are in disrepair, but walls that work nonetheless.

5th) If you rely purely on skirmishing troops the enemy can simply continue advancing through your primary defense line (your medium town) as skirmishing troops would do very little to hold it. Also your militia will not be enough to stop the enemy if they fail to invade this turn.
 
ok guys a lot of you are assuming stuff that is so VERY wrong...

1st) heavy infantry are great in the field as long as their flanks are covered (look no further than Spartans and Romans for proof of that)

2nd) Light cavalry is not that amazing at charges... While they can do a lot of damage they will receive a lot in return usually, try medium cavalry for that at the very least if thats what you want.

3rd) you have a medium sized town sitting right in the middle of the pass between the mountains that leads to the Blin tribes. (look it up in nation info)

4th) That town does in fact have walls, walls that are in disrepair, but walls that work nonetheless.

5th) If you rely purely on skirmishing troops the enemy can simply continue advancing through your primary defense line (your medium town) as skirmishing troops would do very little to hold it. Also your militia will not be enough to stop the enemy if they fail to invade this turn.

Considering this new info... I really think we should go for some defensive-oriented infantry, maybe medium\heavy troops with shields and spears?
 
Back
Top