[X] [Com] Build Basic Roads (0/16 Weeks)
-[X] Commit 1 Labour and 1 Expertise.
[X] [Per] Study Skill - Oracle
 
Honestly the first and most important job to fill is going to be some form of transporter. Without food and basic materials, little else matters.
 
[X] [Com] Build Basic Roads (0/16 Weeks)
-[X] Commit 1 Labour and 1 Expertise.
[X] [Per] Study Skill - Oracle
Adhoc vote count started by Pyre on Oct 15, 2018 at 2:55 AM, finished with 28 posts and 14 votes.

  • [X][Com] Build Basic Guildhall(0/2 Weeks)
    [X][Per] Study Skill - Dungeonmaster
    [X] [Com] Build Basic Roads (0/16 Weeks)
    -[X] Commit 1 Labour and 1 Expertise.
    [X] [Per] Study Skill - Oracle
    [X][Com] Build Basic Guildhall(0/2 Weeks)
    -[X] Commit 1 Labour and 1 Expertise.
    [X][Per] Study Skill - Dungeonmaster
    [X][Com] Build Basic Guildhall(0/2 Weeks)
    [X][Per] Organize Project
 
[X][Com] Build Basic Guildhall (0/2 Weeks)
-[X] Commit 1 Labour and 1 Expertise.
[X] [Per] Study Skill - Oracle
 
[X][Com] Build Basic Guildhall (0/2 Weeks)
-[X] Commit 1 Labour and 1 Expertise.
[X] [Per] Study Skill - Oracle

Why would we want a road?
 
[X][Com] Build Basic Guildhall (0/2 Weeks)
-[X] Commit 1 Labour and 1 Expertise.
[X] [Per] Study Skill - Oracle

Would have liked to organize a project but we don't have enough hands to start 2.
 
[X][Com] Build Basic Guildhall (0/2 Weeks)
-[X] Commit 1 Labour and 1 Expertise.
[X][Per] Study Skill - Oracle
 
[X][Com] Build Basic Guildhall (0/2 Weeks)
-[X] Commit 1 Labour and 1 Expertise.
[X] [Per] Study Skill - Oracle
 
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[X][Com] Build Basic Guildhall (0/2 Weeks)
-[X] Commit 1 Labour and 1 Expertise.

You forget a major part of adventuring economy: murdering road bandits for XP. Better roads attract harder bandits, which might pose much more trouble for low-level adventurers. And we will only get low-leveled ones for a while. What use are the adventurers if they get killed before they start looting and exploring the dungeon?

Sorry if this is too much metagaming.
 
@Academia Nut does the attract experts action below lock in 1 wealth for 4 weeks after it finishes? Also if we take it does it lock the community action for future turns?

Attract Experts (Commits 1 Wealth Until Completed +4 Weeks, Checks against Prestige each Week, +1 Expertise Upon Completion)
 
[X][Com] Build Basic Guildhall (0/2 Weeks)
-[X] Commit 1 Labour and 1 Expertise.
[X][Per] Study Skill - Dungeonmaster
 
I don't understand this Quest. Where are the T R E E S? Are they in the Labyrinth?

[X] [Com] Build Basic Guildhall(0/2 Weeks)
-[X] Commit 1 Labour and 1 Expertise.
[X] [Per] Study Skill - Oracle

Rough list of priorities I'm seeing so far:
  1. Guildhall. Easy-peasy, lemon-squeezy. The adventurers are going to be a band of armed-to-the-teeth warriors camped on the main strategic objective. We want them on our side, for obvious reasons.
  2. Build roads. We do not want anyone to have that kind of leverage on us. We also want to be able to get travellers to our doorstep with minimum hassle.
  3. Money. Either we pay the critical people ourselves, or we become beholden to whoever else does. It's a sliding scale, not a binary choice: we're not going to have enough money to do it all ourselves. If we scrounge up money now, we can start hiring people immediately once the Baron is notified.
  4. Notify the Baron. If we somehow wind up with extra time, kick off the situation on our terms, and then go from there. If nothing else, we can use the warriors he'll be sending, despite all the problems that they'll probably end up causing.
(we can excuse a few delays as "well we didn't have decent roads for yer lordship to come see")
It's also worth noting that once we notify the Baron, he will take a short while to mount an appropriate response. Add on the time it takes to get that response to us, and if we're lucky we might squeeze out an extra week. Slow communication is an advantage if you don't want to hear what the other person is saying.
 
[X] [Com] Build Basic Roads (0/16 Weeks)
-[X] Commit 1 Labour and 1 Expertise.
[X] [Per] Study Skill - Oracle

There's nothing stopping us from pausing work on the roads to make the guildhall and then moving back. We should thus focus on the roads and wait and see when the adventurers show up - if we make it through 8 weeks without people noticing, that's great, and if we don't it doesn't really cost us anything.

And we should probably start with Oracle for religious reasons.
 
[X][Com] Build Basic Guildhall (0/2 Weeks)
-[X] Commit 1 Labour and 1 Expertise.
[X][Per] Study Skill - Dungeonmaster


Rather than building the road, I rather get some gear made and explore the dungeon once. Grab some loot and use it for future projects. Then work on the roads.
 
[X][Com] Attract Experts (Commits 1 Wealth Until Completed +4 Weeks, Checks against Prestige each Week, +1 Expertise Upon Completion)
[X][Per] Study Skill - Dungeonmaster
 
[X][Com] Build Basic Guildhall(0/2 Weeks)
-[X] Commit 1 Labour and 1 Expertise.
[X][Per] Study Skill - Dungeonmaster
 
Last edited:
[X][Com] Build Basic Guildhall(0/2 Weeks)
-[X] Commit 1 Labour and 1 Expertise.
[X][Per] Study Skill - Dungeonmaster

We can do this first, should get 'er done in a week. Get basic adventuring infrastructure up so that once we do 'go live' so to speak we have a place for them to meet and talk and bargain and contract and everything adventurers do, or at least I guess that's what will happen.

1) Build Guildhall. This is low hanging fruit and easy to finish.
2) Start building roads. We want the road finished before the nobles find out.
3) Make contact with the Baron(we can excuse a few delays as "well we didn't have decent roads for yer lordship to come see")
4) Start hiring.
5) Finish the church with the added manpower

16 weeks for roads is never gonna be do-able before the Baron and then Crown find out. Remember that the Baron will be annoyed if we don't tell him what's going on and it will auto complete in 4 weeks regardless.
 
We might not need to finish the entire road to get benefits out of it. Getting the first few stages done should allow us to keep control of the parts of the road closest to the village.
 
Roads would finish in 8 weeks at current expertise and labor levels, however that does stop us from getting anything else built during that time period.
 
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