Strange Tides

[X] [Construction] Farms
[X] [Military] Try to explore some more. (Pick up to 2 options. Can double down on one option.)
-[X] The southern shores.
-[X] The northern shores.
[X] Isidoros
-[X] The wet valleys between the hills are very fertile. Though no work can start yet, winter would be a good time to take measurements and plan how to drain them.
[X] Semni
-[X] Logging Camp
[X] Argurios
-[X] Pottery Kilns


This is geared towards building up and getting a steady production of vital supplies. More farms, making sure the farms are all in the best places, making sure we have wood, and getting production started on Pottery which should pay off in full in three turns.
 
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[X] [Construction] Farms
[X] [Military] Try to explore some more. (Pick up to 2 options. Can double down on one option.)
-[X] The southern shores.
-[X] The northern shores.
[X] Isidoros
-[X] The wet valleys between the hills are very fertile. Though no work can start yet, winter would be a good time to take measurements and plan how to drain them.
[X] Argurios
-[X] Logging Camp
[X] Semni
-[X] Pottery Kilns

No better idea. We could always see to appease or replace Demether later. For the moment securize our ressources is the better thing to do.
 
[X] [Construction] Farms
[X] [Military] Try to explore some more. (Pick up to 2 options. Can double down on one option.)
-[X] The southern shores.
-[X] The northern shores.
[X] Isidoros
-[X] The wet valleys between the hills are very fertile. Though no work can start yet, winter would be a good time to take measurements and plan how to drain them.
[X] Argurios
-[X] Logging Camp
[X] Semni
-[X] Pottery Kilns
 
What about using one of our Military actions to secure the location where the Dumbass reported there being a good site for a limestone quarry? We are going to want to start developing that as a resource and thoroughly exploiting it as soon as possible.

[X] Duesal
 
What about using one of our Military actions to secure the location where the Dumbass reported there being a good site for a limestone quarry? We are going to want to start developing that as a resource and thoroughly exploiting it as soon as possible.

[X] Duesal
We lack the population and soldiers to permanently hold that location atm, but we will hopefully get to it soon. We need stone if we want to build proper houses and walls.

That and as the QM mentioned, we can build a Temple of Poseidon once we get some better materials.
 
What about using one of our Military actions to secure the location where the Dumbass reported there being a good site for a limestone quarry? We are going to want to start developing that as a resource and thoroughly exploiting it as soon as possible.

[X] Duesal
I wanted to do that this turn, but we need a bigger supply of resources before we do something that cost-intensive. Hence me going for logging and pottery. It's a great option for next turn, though.
 
@Azel why do certain constructs like the Logging Camp have both an 1 wealth/turn upkeep and a 1d6 income? Isn't it simpler to just have no upkeep and a 1d5 income instead?
 
It make me think how are equipp our soldiers. With a bronze armor, a spear and potentialy a short sword?
 
[X] [Construction] Farms
[X] [Military] Try to explore some more. (Pick up to 2 options. Can double down on one option.)
-[X] The southern shores.
-[X] The northern shores.
[X] Isidoros
-[X] The wet valleys between the hills are very fertile. Though no work can start yet, winter would be a good time to take measurements and plan how to drain them.
[X] Argurios
-[X] Logging Camp
[X] Semni
-[X] Pottery Kilns
 
[X] [Construction] Farms
[X] [Military] Try to explore some more. (Pick up to 2 options. Can double down on one option.)
-[X] The southern shores.
-[X] The northern shores.
[X] Isidoros
-[X] The wet valleys between the hills are very fertile. Though no work can start yet, winter would be a good time to take measurements and plan how to drain them.
[X] Argurios
-[X] Logging Camp
[X] Semni
-[X] Pottery Kilns
 
That seems a good nickname.
Heh
Keep in mind that you need to convert a farmstead to make one and that it won't produce supplies anymore. Or anything at all during construction for that matter.
@Azel
For olive groves and vineyards is there some kind of timeline for their seeds and cuttings to remain viable? I presume some of our dudes are growing individual trees and vines to keep them alive, but is there a risk that we lose access if we delay too long?
 
@Azel why do certain constructs like the Logging Camp have both an 1 wealth/turn upkeep and a 1d6 income? Isn't it simpler to just have no upkeep and a 1d5 income instead?
As it was already pointed out, 1d6 - 1 is mathematically not the same as 1d5. Furthermore, certain random events can result in no wealth being generated at all, but you still need to cover upkeep. Under these circumstances, these buildings cost you 1 Wealth per turn to maintain while providing no benefit.
@Azel
For olive groves and vineyards is there some kind of timeline for their seeds and cuttings to remain viable? I presume some of our dudes are growing individual trees and vines to keep them alive, but is there a risk that we lose access if we delay too long?
No, people are indeed maintaining small breeding populations of these plants, so it doesn't matter when you pick those projects.
 
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