The Wild Edge (Fantasy Border Outpost)

[]Plan Analysis Paralysis
-[X][Mina] Accept her dossiers
-[X][Construction] Build a second forge to increase the local production available. (200 denier construction cost, 40 denier upkeep, savings of 10% on up to 1000 denier per turn of purchases or upkeep)
-[X][Construction] Expand the moat around the new walls. There's very little cost involved, but it will be an enormous amount of labor. (1/6 actions, increases cost of further expansion)
-[X][Construction] Expand the moat around the new walls. There's very little cost involved, but it will be an enormous amount of labor. (1/6 actions, increases cost of further expansion) 2nd time
-[X][Personal] You could produce some basic enchanted gear for one of your units. Sharper blades and harder armor are staples for a reason. (100 Denier in needed materials)
--[X] Olivia
[X][Personal] Spend time with someone in your camp
-[X] Julia & Olivia (idea is talking to them both at the same time)
-[X][Assistant] Recruitmen: Camp followers
-[X][Footmen] Guard
--[X] The base and sawmill
-[X][Footmen] Guard
--[X] The docks
-[X][Hunters] Scout to reduce chance of enemies slipping by.
-[X][Hunters] Scout to reduce chance of enemies slipping by.
-[X][Skirmishers] Scout the orc side of the border to see what forces and structures they have, maybe do some opportunistic raiding too.
-[X][Captain] Train Olivia
-[X][Levy] Guard
-[X] The base and sawmill
[X][Levy] Guard
-[X] The docks

Why this plan? We don't do anything that costs us additional upkeep. We manage to improve some morale. Sadly, we cannot afford new troops currently, and I do concur that an Elite Ranger would be a wise investment - if we could afford his 1200 starting fee. Otherwise, I expect a large-scale orc assault on our fortresses; if at all possible, I'd like the hunter and the skirmishers to err on the side of caution. Information is far more important goal than actually stopping the orcs for them. Other than that? I suck at making plans, so could someone please double-check and give input?
Thanks!

Nota bene: I have edited the plan according to suggestions; especially the second forge, since it's a 60 Denier surplus by turn, which is huge.
 
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why not keep building the moot or reinforce the walls if we are expecting the orcs to assault soon?

Maybe a warehouse to increase siege storages.
 
why not keep building the moot or reinforce the walls if we are expecting the orcs to assault soon?

Maybe a warehouse to increase siege storages.

We *could* fill the warehouse, true. But it'd cripple our economic gain. As for the other options? We need two seasons of work to complete the moat or the wall; I am unsure if a partial completion would help us. If it does, you're right, and I'll change the plan.

@inverted_helix - could you please comment on this?
 
Maybe a warehouse to increase siege storages.
I added those as a just in case thing. You haven't filled the first warehouse yet so building another would be premature.

Can we build a brick factory?
I'm sure we can find uses for excess of bricks.
Hmm. I suppose with more and more uses it could make sense. Part of the reason for how I handled it is that my research indicates that brick production never really had permanent structures until modern industrial techniques, because there was no advantage previously to a fixed structure.

So instead of building a facility, I guess I'd do it as a recruitment action instead to just recruit workers to make bricks on a regular basis. Maybe set it at something like 75 (startup and upkeep) or so to represent somewhat lower skill than your construction crews, and then produce a unit of bricks each turn. (Note you can't really sell bricks to profit because most of the cost is transportation.)

We *could* fill the warehouse, true. But it'd cripple our economic gain. As for the other options? We need two seasons of work to complete the moat or the wall; I am unsure if a partial completion would help us. If it does, you're right, and I'll change the plan.

@inverted_helix - could you please comment on this?
You will gain a small bonus for partial completion, but it will be less than a linear benefit. Though you're not necessarily going to be attacked right away anyway. You can also theoretically do the earthwork reinforcement during a siege, assuming it lasts that long. Since that would be pushing earth against the inside of the wall mostly, but it would be at a malus.
 
Though perhaps they weren't lost completely. You do receive a letter from Mina. She's sorry she can't come by in person, but she's rather busy of late. She's heard you're looking into your dearest siblings these days though and having trouble. She'd be happy to send you out her own dossiers on them. It ends with her signature and a lip print the color of dried blood.
Are you kidding me? I've been dying to catch a glimpse of the dossiers she has on us!
Who cares about whether they are 100% accurate, knowing what she wants us to know about others is as valuable as the information itself.
231 starting -1380 upkeep this turn +0.95*(-150 construction) -850 recruitment +600 season payment +400 sawmill +200 Wood Workshop +300 charcoal +400 herb sales +350 drydocks = 108
Could you please detail the -150 construction? Is it the cost of the walkway sections?
-[ ][Personal] Investigate what's happened with your siblings. 4 (lol)
Eh, with that many rolls we are bound to fail badly at least a few of them. We just have to hope those aren't the important ones.
That mercenary band wont get any contracts ever again so the Tedorans must have paid them very well indeed.
Nah, they would probably still be doing business, just with the understanding that it's better to hire them against things that can't buy them out. I'd have no problem with using them against orcs or the Kraken, for one, since those are unlikely to bribe them.
The uncertain loyalties are always the risk when it comes to mercenaries. That's why the profession isn't all well-respected.

Speaking of the Kraken, how do we deal with this? It can't be good for our trade, and it ties up one of our units in the open where the orcs can get to them.
I think that we need to make stuff for Olivia. We keep sending her into combat and it might be time to make her some better armor and weapons that can be useful with her strength and skill.
Probably... but I think we also need to enchant stuff for our next Swordsman unit, and I think it's time to upgrade our barely-trained Levy. The equipment should make up for the lack of combat experience at least a little.

As for the plans... perhaps we need to figure out what we want out of our Construction teams, our Deployment for this turn, and then throw our Personal actions to reinforce those.

Personally, I want to:
- Upgrade Levy to Footmen
- Enchant their gear
- Enchant Olivia's gear?

Possibly:
- Make a trap for the orc leader (with Olivia swapping clothes so she could catch him since he is keen on avoiding her)? They have the scouting bonus, but it applies against our base, not our units that we move out, no?
- We'd need both our footmen and skirmishers for it to work, because they will likely bring an overwhelming force against us.
- If it doesn't work (hell, even if it does), we are looking at massive casualties that would cost a lot of time and money to replenish.

(make an ambush in Nerissa's grove? We could certainly get some additional bonuses to hiding while in there, and would know of their scouts in advance, if there are any. We can even put a bait there with the reasonable chance of it getting away to safety through the walkway we've just built. Of course, that would be involving her in our fight more directly than some may be comfortable with)

Construction:
- Start reinforcing. Be it the moat or the walls, even if it doesn't finish this turn we may still be able to direct the engagement towards certain strongpoints. If half of the wall is reinforced, they would be inclined to attack the weaker sections, and that too would be valuable to know.

Once our priorities are secured, we can probably start planning.
I don't have one for now, but I'd like to talk it out first. Depending on how it goes, I may have something by tomorrow.

Edit: Quick comments.
[]Plan Analysis Paralysis
-[X][Mina] Accept her dossiers
[...]
-[X][Skirmishers] Scout the orc side of the border to see what forces and structures they have, maybe do some opportunistic raiding too.
-[X][Skirmishers] Scout the orc side of the border to see what forces and structures they have, maybe do some opportunistic raiding too.
Mina's dossiers aren't a part of the plan vote
We only have 1 unit of Skirmishers.

Edit2:
How about getting some of their specialists if we aren't allowed to make money to preserve their monopoly?

Revaria can't spare much money or manpower to aid us, but Setan may have some untapped reserves. Maybe that Ranger unit copuld be commissioned from the outside? How bad can it be to have a foreign agent in the outpost that potentially may be worth more than the entire dutchy? :V
 
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Are you kidding me? I've been dying to catch a glimpse of the dossiers she has on us!
Who cares about whether they are 100% accurate, knowing what she wants us to know about others is as valuable as the information itself.
:lol

Could you please detail the -150 construction? Is it the cost of the walkway sections?
50 for the treehouses. 100 for the walls around the walkway.

Eh, with that many rolls we are bound to fail badly at least a few of them. We just have to hope those aren't the important ones.
Of the rolls to fail, that one was probably the best, since there wasn't really a way to fail-deadly. I just put (lol) because you failed that the last time you tried it. Failing that twice in a row is why Mina felt bad. "Baby's first intelligence gathering"

Nah, they would probably still be doing business, just with the understanding that it's better to hire them against things that can't buy them out. I'd have no problem with using them against orcs or the Kraken, for one, since those are unlikely to bribe them.
The uncertain loyalties are always the risk when it comes to mercenaries. That's why the profession isn't all well-respected.

Speaking of the Kraken, how do we deal with this? It can't be good for our trade, and it ties up one of our units in the open where the orcs can get to them.
Yeah that's kind of the case with mercenaries, though reputation does matter to a degree.

This kraken appears to be too small to sink a ship, but you wouldn't want to go out in a fishing boat. Nicola would tell you there are krakens big enough to take down ships in the ocean, mostly around the [redacted]. The local kraken is fully capable of eating the occasional dockworker though, which does cause some issues.

(This reminds me I had intended to make a scene with Nicola this turn to mark your first opening of the shipyard, but I completely and utterly forgot about it.)

Probably... but I think we also need to enchant stuff for our next Swordsman unit, and I think it's time to upgrade our barely-trained Levy. The equipment should make up for the lack of combat experiment at least a little.
It will take longer to train these to footmen standards since they have less experience.

- Make a trap for the orc leader (with Olivia swapping clothes so she could catch him since he is keen on avoiding her)? They have the scouting bonus, but it applies against our base, not our units that we move out, no?
Well normally their scouting bonus applies pretty broadly. They didn't actually get much of a scouting bonus this time though since your skirmishers pushed them back pretty effectively.

- Start reinforcing. Be it the moat or the walls, even if it doesn't finish this turn we may still be able to direct the engagement towards certain strongpoints. If half of the wall is reinforced, they would be inclined to attack the weaker sections, and that too would be valuable to know.
This is why it provides a partial bonus, but it's still not nearly as good as having completed them.

How bad can it be to have a foreign agent in the outpost that potentially may be worth more than the entire dutchy? :V
:whistle:
 
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[X] Plan Prepping for a Siege
-[X][Construction] Build a second forge to increase the local production available. (200 denier construction cost, 40 denier upkeep, savings of 10% on up to 1000 denier per turn of purchases or upkeep)
-[X][Construction] Expand the moat around the new walls. There's very little cost involved, but it will be an enormous amount of labor. (1/6 actions, increases cost of further expansion)
-[X][Construction] Expand the moat around the new walls. There's very little cost involved, but it will be an enormous amount of labor. (1/6 actions, increases cost of further expansion) 2nd time
-[X][Hunters] Guard
--[X] The base and sawmill
-[X][Skirmishers] Guard
--[X] The base and sawmill
-[X][Footmen 1] Guard
--[X] The base and sawmill
--[X] Olivia Assits
-[X][Footmen 2] Guard
--[X] The docks
-[X][Levy 1] Guard
--[X] The base and sawmill
-[X][Levy 2] Guard
--[X] The docks
-[X][Captain] Command troops, raising morale and effectiveness
-[X][Personal] You could produce some basic enchanted gear for one of your units. Sharper blades and harder armor are staples for a reason. (100 Denier in needed materials)
--[X] Footmen 2
--[X] Skirmishers
-[X][Assistant] Recruitment? Footmen replacements (20%) (180)
-[X][Purchase] Fill warehouse with supplies (250 deneier)


[X][Setan] Allow them external distribution as this should both keep them in the war and provide them funds to recover from their losses. However retain control of any internal distribution. It will be less than what we get on our own but it keeps them invested in our continued existence. Though maybe coordinate with them to offer some potion to other countries to entice them into joining the war as well.
[X][Mina] Accept her dossiers


Not sure on unit deployment, right now have two units at the docks and the rest guarding the base and sawmill. As for personal actions doubling up on enchanting to start boosting our men, that extra bonus can make the difference to us and in this case with the 1st footmen maxed start working on our next two best units. Also building the training ground so that our next train action is more effective and the other two going into reinforcing the moat since we started that. Short of something critical I do feel that we want to spend two personal actions on enchanting as that can make a difference in whether or troops succeed or fail against the orcs and is the advantage we have from taking an enchanter. So I intend to keep pushing enchanting until at least the footmen and skimishers are at max enchant, probably levy 1 as well since that has some training. Winter months we will want to train both levies again.

Also buying bricks to build the expanded rabbit pen next turn: For construction I feel like two defenses and 1 other is a good mix and I want the rabbit pen for more food in a siege and after that build the forge to reduce our upkeep by 60 more. In addition adding to our warehouse supplies just in case we get caught in a siege situation or partial siege, this brings us up to a bit over 1/3 of the needed supplies which does mean we need to expand the warehouse at some point but with 400 space left can probably wait until the moat is finished.

Upkeep: 1475.35
Income: 2250
Treasury: 108
Net: 882.65
Actions: 180 (footmen replacements) +200 (enchanting), 200 (construction) + 250 supplies = 830 * .95 = 788.5
Next turn: 94.15

Needed for Fighter: 260
Need for Fighter, Replacements (200): 450

Edit- removing bricks, going to rebalance so we can recruit an elite fighter next turn. Okay can't make it for next turn (forge construction) but can work that way for the following turn maybe. Also enchants and replacements are important .

Edit 2- actually since I am not planning on more training until next winter we dont need the training grounds constructed until then, switching to forge since the sooner we do that the sooner it pays itself back.
 
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Edit 2- actually since I am not planning on more training until next winter we dont need the training grounds constructed until then, switching to forge since the sooner we do that the sooner it pays itself back.
Really?

We have 2 levis and 2 hunter units, we probably could take advantage of it since we are allowed to train multiple units of the same type in a single action.
 
[X] Plan Prepping for a Siege

I'll take this one since it will help ensure that at least one portion of the defenses will be ready in the event of a siege.

The other one is a bit too much "business as usual".
 
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Really?

We have 2 levis and 2 hunter units, we probably could take advantage of it since we are allowed to train multiple units of the same type in a single action.
Mainly that I can't see pulling our captain off leading the troops until next winter as we need his bonus versus the orcs. The forge takes 3.3 seasons to pay back so the sooner we start it the better we are finances, plus it is part of the increasing our resilience to siege. I do intend to build training grounds but probably in the fall.
 
the orcs are focusing on us right now right? Otherwise I feel like we should make at least a token effort in protecting the caravans and nearby villages as that is kind of why we're here in the first place. If they are focusing on us then this is probably alright but I hope they're not just trying to trick us into boxing us in so they can run across the country side unopposed.
 
I have edited my plan, thanks for the insight. But a quick question, @Void Stalker - why do you not hire Camp Followers? In a siege - especially in a siege in which we can last, thanks to Nerissa - morale is key; and right now, we have too few of them to give us a boon there.
 
I have edited my plan, thanks for the insight. But a quick question, @Void Stalker - why do you not hire Camp Followers? In a siege - especially in a siege in which we can last, thanks to Nerissa - morale is key; and right now, we have too few of them to give us a boon there.
At a cost of 400 right now I would have to drop supplies and either some of the foot replacement or one of the enchants. Both of those I feel help us more (foot replacements to keep our unit strong and enchants to boost the strength of our units) which will hopefully keep us from being sieged. Not to mention we are already over our housing space with 18/15, adding another 1 or 2 to that just cramps things more.
 
I know it doesn't work that way, but the logic suggests that the followers have to eat just as everybody else, so more of them should, in theory, mean more burden on our stockpiles during the siege. But they require no upkeep and therefore can't be starved out if it isn't paid.

I suppose that's where the 'upkeep equals money' model breaks down once again.
 
Right, prepping for siege puts the non-plan aspects into the plan, so I'm not voting for it.

Personally I feel like if we're readying for a siege we should try and be ready this year, which means putting off the forge so that we can get the walls done on time. Investing in economy is great and all, but it won't matter if we're unprepared. Given as the readying is 2 seasons of solid work we should either concentrate on it or delay it, not half-ass it.

Sending the skirmishers to scout so that if the Orcs aren't readying the way we expect we can instead do some economy building and finish the moat later.

[x][Setan] It would be unreasonable to require that all Saint's Blood we use be sold to them, and then rebought by us and shipped back here. If you can make the agreement such that it applies only to all sales of Saint's Blood, rather than all production, it would be perfectly reasonable and would still protect their monopoly on the larger scale.
[X][Mina] Accept her dossiers

[X] Ready the Defences
-[X][Construction] Expand the moat around the new walls. There's very little cost involved, but it will be an enormous amount of labor. (1/6 actions, increases cost of further expansion)
-[X][Construction] Expand the moat around the new walls. There's very little cost involved, but it will be an enormous amount of labor. (1/6 actions, increases cost of further expansion) 2nd time
-[X][Construction] Expand the moat around the new walls. There's very little cost involved, but it will be an enormous amount of labor. (1/6 actions, increases cost of further expansion) 3rd time
-[X][Hunters] Guard
--[X] Nerissa's grove
-[X][Skirmishers] Scout the orc side of the border to see what forces and structures they have, maybe do some opportunistic raiding too.
--[X] Send Olivia with.
-[X][Captain] Command Skirmishers, raising morale and effectiveness
-[X][Footmen 1] Guard
--[X] The base and sawmill
-[X][Footmen 2] Guard
--[X] The docks
-[X][Levy 1] Guard
--[X] The base and sawmill
-[X][Levy 2] Guard
--[X] The docks
-[X][Personal] You could produce some basic enchanted gear for one of your units. Sharper blades and harder armor are staples for a reason. (100 Denier in needed materials)
--[X] Footmen 2
--[X] Skirmishers
-[X][Assistant] Recruitment? Footmen replacements (20%) (180)
-[X][Purchase] Fill warehouse with supplies (250 denier)
 
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Speaking of the Kraken, how do we deal with this? It can't be good for our trade, and it ties up one of our units in the open where the orcs can get to them.
Maybe use our local Potion Maker and try to poison it? Get a Cow or something, strap a few Bottles of Poison on it and then let it wander along the Shore.
Or we could grow more Hypno-Fruits and try to feed them to the Monster.
 
Personally I feel like if we're readying for a siege we should try and be ready this year, which means putting off the forge so that we can get the walls done on time.
Leaning towards this as well. It makes a difference whether we are done in 2 or 3 seasons.

Also, sending Leo away with the scouts? Pretty risky, huh, though I suppose the potions would help keep him alive if anything happens. What about Olivia?
Maybe use our local Potion Maker and try to poison it? Get a Cow or something, strap a few Bottles of Poison on it and then let it wander along the Shore.
An excellent idea, actualy.

I'd love to turn our Kraken into a static defense for the docks, but it doesn't like armed resistance (which makes it a bit of a lousy guard) and I am not sure it'd be able to understand commands. We didn't perform any testing on animals for all the discussions we had...
 
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I'd love to turn our Kraken into a static defense for the docks, but it doesn't like armed resistance (which makes it a bit of a lousy guard) and I am not sure it'd be able to understand commands. We didn't perform any testing on animals for all the discussions we had...
Well going by the Map on the first Page the Overgrowth does cover part of the Bay, so Nerissa could try to train the Kraken after we feed it the Hypno-Fruits.
The understand commands part could be solved with training or maybe some kind of enchanted Equipment.
That it's a small Kraken though...
Maybe it's still growing? Or keeping it inside the part of the Bay that is inside the Overgrowth could let it grow like most of the Animals inside the Forest?
If nothing else we could try to make some kind of enchanted Equipment for it. Something to put on the Tips of it's Tentacles and let it poke the Bottom of any Ship we don't like.
 
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