The Wild Edge (Fantasy Border Outpost)

Nah, ride the Kraken to their port, Fremen-style, so that they surrender unconditionally.

...Kaleb would probably do this, too.

<3

But Kaleb is landgrubber, through and through.
Maybe it would be better to train it up and give it to Nicky, along with some enchanted gear to keep him dry, warm and oxygenated?

And tell him that if he rides a Kraken against pirates as opposed to ordinary ship, then Mina wouldn't be able to infiltrate the crew due to it's absence.
 
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?
Hmmm, I forgot to place her. Not sure where she should go. Any thoughts?

And yeah, the scouting is risky in general. I feel like sending Leo makes it more likely we'll actually get useful information.
 
Normally I would assign her to the most critical or the riskiest mission. And since we have Leo in there, and don't want to lose him, I think reinforcing Skirmishers would be a natural choice.
 
[x] kingreaper
Adhoc vote count started by Edifier on Nov 11, 2018 at 4:14 PM, finished with 1229 posts and 7 votes.

  • [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][Footmen 1] Guard
    --[X] Olivia Assits
    -[X][Footmen 2] Guard
    --[X] The docks
    -[X][Levy 1] Guard
    -[X][Levy 2] Guard
    -[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] 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][Levy 2] Guard
    -[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)
    [X] Setan: We've been cultivating a personal relationship with the Dryad to get the Saint's Blood. That probably significantly increases the difficulty of them getting it from our daughter, but there are other dryads, and if they present their offer in terms of a nation that can endure for centuries that should solve the Dryad complaint of humanity's relatively short lives.
    -[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] The docks
    -[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
    [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][Footmen 1] Guard
    --[X] Olivia Assits
    -[X][Footmen 2] Guard
    --[X] The docks
    -[X][Levy 1] Guard
    -[X][Levy 2] Guard
    -[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

Adhoc vote count started by Edifier on Nov 11, 2018 at 4:15 PM, finished with 1229 posts and 7 votes.

  • [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][Footmen 1] Guard
    --[X] Olivia Assits
    -[X][Footmen 2] Guard
    --[X] The docks
    -[X][Levy 1] Guard
    -[X][Levy 2] Guard
    -[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][Mina] Accept her dossiers
    [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] 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][Levy 2] Guard
    -[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)
    [X] Setan: We've been cultivating a personal relationship with the Dryad to get the Saint's Blood. That probably significantly increases the difficulty of them getting it from our daughter, but there are other dryads, and if they present their offer in terms of a nation that can endure for centuries that should solve the Dryad complaint of humanity's relatively short lives.
    -[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] The docks
    -[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
    [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.
 
Damn, Kaleb is a beast.

I don't see why League matters anymore. They got fucked, their army's destroyed, they turn coats at any opportunity. Why'd we give up magic healing potions for such allies?
 
The have got gold, and gold opens many doors.
There is no reason giving them ideas - like "Let's bow out of this war", or "Let's fund privateers targeting Duchy of Revaria", or "Let's do a raid on the only other producer of healing potions".

If our father tells us that the War would probably end within a year, then we might be able to get away with prolonging negotiations to that point, and after that we could blow this merchant federation off - but having both Kingdom of Tedora and Setan Federation as our enemies would not be wise.
 
They got fucked, their army's destroyed, they turn coats at any opportunity. Why'd we give up magic healing potions for such allies?
It's the second front, and they are currently our only option for keeping one open.

The more factors we have chipping away at Tedora's might, the easier it is to convince others to get a bite out of a weakened foe, and the sooner the peace talks can start.

The League staying in the war means a second attempt at beach landing, or at the very least tying down some of the Tedoran fleet and/or army to keep the shores under control. I'd rather have their army (or what's left of it) decimated than ours.
 
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It's the second front, and they are currently our only option for keeping one open.

The more factors we have chipping away at Tedora's might, the easier it is to convince others to get a bite out of a weakened foe, and the sooner the peace talks can start.

The League staying in the war means a second attempt at beach landing, or at the very least tying down some of the Tedoran fleet and/or army to keep the shores under control. I'd rather have their army (or what's left of it) decimated than ours.

Eh, I guess. Still not worth it, imo. We can as well promise good sales of potions to anyone who jumps in on Tedora after the war for several years and include other countries, with fresh armies, in our war.
 
We can't. Our dad is overseeing the diplomacy with our neighbours, and he has a vastly better understanding of what is happening beyond the borders (especially since we kinda got stuck in the woods for the better part of the last decade). I guess if he knew many others willing to join his fight on better terms than the ones the League offers, he'd do it. But he wants to keep this alliance afloat. I say, more power to him.

Though it probably just as correct to say that if there were more benefits to be had by scrapping that agreement and snubbing the League in favor of a better deal/ally later, he'd do it too. No point in getting worked up over something that is beyond our expertise.

We weren't the ones to start this war, and we won't be the ones to tell them how to end it.
 
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We can't. Our dad is overseeing the diplomacy with our neighbours, and he has a vastly better understanding of what is happening beyond the borders (especially since we kinda got stuck in the woods for the better part of the last decade). I guess if he knew many others willing to join his fight on better terms than the ones the League offers, he'd do it. But he wants to keep this alliance afloat. I say, more power to him.

Though it probably just as correct to say that if there were more benefits to be had by scrapping that agreement and snubbing the League in favor of a better deal/ally later, he'd do it too. No point in getting worked up over something that is beyond our expertise.

We weren't the ones to start this war, and we won't be the ones to tell them how to end it.

I mean, yeah. But since he asks for our opinion and not for us to make an immediate decision why not give him exactly that? And my opinion is that "League's no longer useful, so if there is anyone else willing to get a discount for potions for the next couple of decades, go for them. If not than agree." I just don't see a reason why would we actually want them to still be our allies if we have a choice.
 
I mean, yeah. But since he asks for our opinion and not for us to make an immediate decision why not give him exactly that? And my opinion is that "League's no longer useful, so if there is anyone else willing to get a discount for potions for the next couple of decades, go for them. If not than agree." I just don't see a reason why would we actually want them to still be our allies if we have a choice.
To be clear you can answer this way.

From an IC perspective this is giving you a chance to see if you have a reasonable idea for foreign policy. From an OOC perspective this is giving you a chance to have input on the war that's felt out of your hands before.
 
If we were to offer to delay selling the potions for a number of years, how long of a period would be reasonable?
 
The discussion seems to have stopped. Time to make the plan then.

[X][Mina] Accept her dossiers

That out of the way...
We currently have 2.5 plans, that I believe can be summed up thusly:
  • Prepping for a Siege: building a forge and expanding the moat (which gives us morale bonus at half-completion), all units stay near the base and guard while we are enchanting weapons for them, 250 Denier go to the warehouse
  • Ready the Defences: build that wall (or half of it), most units stay and guard, but Skirmishers and Olivia are taken under Leo's command to harass the orcs. Personal actions are spent on enchantments, 250 Denier go to the warehouse
  • Analysis Paralysis (not actually voted for, a typo by @Swedish15?): building a forge and expanding the moat, units are spread between guarding and scouting, Skirmishers are sent to raid alone, Olivia is trained by Leo, Tristan is chatting Olivia and Julia up and enchanting Olivia's gear.
I propose a couple others:
  • Orcs are coming: do the forge & moat, all units go into guard mode, the levy is trained by Leo with the intention of turning them into footmen eventually, the docks are under heavy guard. Enchant gear as per other plans, invest a lot of supplies into the warehouse to prepare for a possible siege. (a slight permutation of other plans centered around creating a reserve of manpower)
  • Kill the leader: do the forge & moat, all units prepare for an ambush in Nerissa's grove, Tristan is asking Nerissa's permission and creating a special enchantment for Olivia; Olivia to swap armor with another guy, and hope to trap and kill the orc leader who would presumably avoid the unit that looks like Olivia.

Sooo... we have 3 construction actions, and reinforcing the walls and the moat takes 6 and 5 actions respectively. We can either do nothing but reinforce for 2 seasons, or do something on the side (like the forge) and complete the job by next winter. The moat is an exception, as it allows us one action this season, and we can still complete it next turn.

[x] Plan: Orcs are coming
-[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) x2
-[x][Personal] You could produce some basic enchanted gear for one of your units. Sharper blades and harder armor are staples for a reason.
--[x] Footmen 2 (100 Denier in needed materials)
--[x] Skirmishers (100 Denier in needed materials)
-[x][Assistant] Recruitment?
--[x] Footmen (20%, 300*0.2*3 = 180 Denier)
-[X][Purchase] Fill warehouse with supplies (350 denier)
-[x][Skirmishers] Guard
--[x] The base and the sawmill
-[x][Hunters 2] Scout within the base vicinity (on alert for threats to the base)
-[x][Footmen] Guard
--[x] The docks x2
--[x] Olivia helps
-[x][Hunters 1] Scout for footmen
-[x][Levy] Train with the captain (must be taken with captain action) x2
-[x][Captain] Train unit (must be taken with appropriate action)
--[x] Levi x2
Cost: 580 Denier + 250 (Warehouse) = 830

[ ] Plan: Kill the Leader
-[ ][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)
-[ ][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) x2
-[ ][Personal] Spend time with Nerissa
--[ ] Ask her permission to use the grove as an ambush site
--[ ] Prepare the ambush site, explain to Nerissa what you can possibly need to hide your plan from enemy scouts
-[ ][Personal] You could produce some basic enchanted gear for one of your units.
--[ ] Gear for Olivia to both hide her among the soldiers and protect her. (100 Denier?)
-[ ][Assistant] Recruitment?
--[ ] Footmen (20%, 300*0.2*3 = 180 Denier)
-[ ][Purchase] Fill warehouse with supplies (250 denier)
-[ ][Hunters 1] Help collect harvest, hunt within the grove, serve as bait
-[ ][Levy] Guard Hunters 1 from wildlife, serve as bait
-[ ][Skirmishers] Participate in ambush
-[ ][Footmen 1] Participate in ambush
--[ ] Olivia helps (try to snipe the leader while he doesn't expect you coming)
-[ ][Captain] Command the ambush
-[ ][Hunters 2] Scout within the base vicinity (on alert for threats to the base)
-[ ][Levy] Guard
--[ ] The base and the sawmill
-[ ][Footmen 2] Guard
--[ ] The base and the sawmill
Cost: 480 Denier + 350 (Warehouse) = 830

Thoughts? Comments? Criticisms? Suggestions for improvement?

If there is support and feedback on 'Kill the leader', I'll switch to that. I wanted to do that for a while now.

Plan 'Kill the leader' leaves no other forces to protect the docks. The workers may be pissed off, but we don't have many units to spare. I don't know, maybe we should get footmen 2 on the action as well? The base and the grove are nearby, so maybe there is no harm in them bein away...
Out of the plans that aren't mine I personally favor 'Ready the Defences', but it is somewhat risky.

As for the negotiation policy, I'll support whatever the consensus is, even if it doesn't have enough votes.

Edit:
[x] [Setan] Try to implement the Right of First Refusal as per Pyro Hawk's suggestion
 
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@Nevill It's actually better to build the moat now rather than later. As we've been told we can reinforce the walls with earth whilst under siege but we can't dig the moat.
 
Maybe. But assume we get sieged this turn. We'll end up with a half-built moat, and all we can get next turn is a half-reinforced wall.

Which just means that we fortify the part of the wall not protected by the moat first.

And it's better to start building the moat now because we can not complete it if under siege. Whereas if we are halfway through building the wall after completing the moat when we come under siege, we can still finish it.
 
Ok, I suppose. Changed.

Do you have any comments about the possibility or even desirability of fighting in Nerissa's grove?

Any thoughts about our trading concessions to Setan?
 
Ok, I suppose. Changed.

Do you have any comments about the possibility or even desirability of fighting in Nerissa's grove?

Any thoughts about our trading concessions to Setan?

I'd say we definitely want to keep our access to the Grove. Just for the simple fact that we can probably swap some things around so we get some food from it once we come under siege.

As for trading with Sean... Really, just giving them rights for external distribution for a decade or two in exchange for them staying in the war on our side is fine.

Means we aren't going to gain as much, but it's better than losing the war. Just make sure it's only external distribution. If we really wanted to be fancy we could try to just give them rights for first refusal on external trade. Might increase how much we get and it means that the moment they stop caring as much about holding the monopoly, or just if something disrupts things too much for them to actually buy it all we can sell it to others.

And with first refusal we can probably do something like sell it to them for 3/5ths of their price, make a large profit and they still make a considerable profit just due to how many more doses they get access to even if the profit per dose is lower.
 
So far there are 3 proposals for the Setan agreement:

[ ][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.

[ ][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.

[ ] Setan: We've been cultivating a personal relationship with the Dryad to get the Saint's Blood. That probably significantly increases the difficulty of them getting it from our daughter, but there are other dryads, and if they present their offer in terms of a nation that can endure for centuries that should solve the Dryad complaint of humanity's relatively short lives.

Of these, I only dislike the last one, because it names the source of our potions.
It might not be that big of a secret, but we are a threat to Setan's monopoly on the drug, and a lot of money is at stake. I don't want a visit from their mercenary friends if they decide they'd rather not have this hanging over their heads.

Does anyone want to compile existing ideas that were mentioned, but didn't make it to the vote? I recall people talking about ditching our allies altogether, or taking a greater cut (which is... also something the 2nd choice implies?), or limiting the deal to a decade or two.
 
Not really able right now to put together a true vote for the Potion... But could we do something like the following?

Initial offer give them Right of First Refusal for all external sales for say, the duration of the war plus a few years, or 4 years or something? Whichever is shorter?

Right of First Refusal means that when we sell the potion externally, we have to let Setan decide if they want to buy it first or not. So we can't decide to sell to the neighbouring country, we have to offer them to Setan, then any (if they don't buy them all) left can be sold to the neighbour.

Things we can do to sweeten the offer might be to lock in a price for the 'first refusal' for that period, say somewhere between half and two thirds of what they sell it for. Might have to go lower but I'd say try and make sure we don't go below a quarter the old price at worst. This means that they're guaranteed a fair bit of profit by selling it close to their normal price so overall it's for less profit margin per dose but more in total due to number of doses.

Other sweeteners would be extending how long they have First Refusal for and maybe if it came to it swapping the 'Duration of war plus 2 years or 4 years, whichever shorter' to be exclusive external sales then downgrade that to right of first refusal for more years. Things like that.

Edit: Noticed that I hadn't specified that swapping 'Duration of war plus 2 years or 4 years, whichever shorter' to exclusive sales was meant to be we swap that duration to be how long they have an exclusive on all foreign sales, which is then downgraded to right of first refusal for a further period of time. This is admittedly a 'if the worst happens'bargaining position, but best to define it just in case.
 
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Vote Tally : The Wild Edge (Fantasy Border Outpost) - Original - Fantasy | Page 48 | Sufficient Velocity [Posts: 1185-1240]
##### NetTally 1.9.9

[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)
No. of Votes: 4
Plan: ◈Prepping for a Siege

Valerian
Void Stalker
Zaratustra
Zoxabels

[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)
No. of Votes: 2
kingreaper
Edifier

[x] Plan: Orcs are coming
-[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) x2
-[x][Personal] You could produce some basic enchanted gear for one of your units. Sharper blades and harder armor are staples for a reason.
--[x] Footmen 2 (100 Denier in needed materials)
--[x] Skirmishers (100 Denier in needed materials)
-[x][Assistant] Recruitment?
--[x] Footmen (20%, 300*0.2*3 = 180 Denier)
-[X][Purchase] Fill warehouse with supplies (350 denier)
-[x][Skirmishers] Guard
--[x] The base and the sawmill
-[x][Hunters 2] Scout within the base vicinity (on alert for threats to the base)
-[x][Footmen] Guard
--[x] The docks x2
--[x] Olivia helps
-[x][Hunters 1] Scout for footmen
-[x][Levy] Train with the captain (must be taken with captain action) x2
-[x][Captain] Train unit (must be taken with appropriate action)
--[x] Levi x2
No. of Votes: 1
Plan: ◈Orcs are coming

Nevill

[X] Setan: We've been cultivating a personal relationship with the Dryad to get the Saint's Blood. That probably significantly increases the difficulty of them getting it from our daughter, but there are other dryads, and if they present their offer in terms of a nation that can endure for centuries that should solve the Dryad complaint of humanity's relatively short lives.
No. of Votes: 1
Zaealix


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Task: Setan

[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.
No. of Votes: 2
kingreaper
Edifier

[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.
No. of Votes: 1
Void Stalker


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Task: Mina

[X][Mina] Accept her dossiers
No. of Votes: 6
Void Stalker
Edifier
kingreaper
Mathematicae
Nevill
Zaratustra

-[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
No. of Votes: 1
Swedish15


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Task: Personal

[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
No. of Votes: 1
Swedish15


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Task: Levy

[X][Levy] Guard
-[X] The docks
No. of Votes: 1
Swedish15

Total No. of Voters: 10
Going to close votes tomorrow and start working on update if anyone wants to vote or change their vote, reached minimum vote count at least, though kind of surprised less votes on the free categories than the plans.
 
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