[X] Plan Laying the Groundwork

I have added a merc add because this still increases our treasury and I feel that we are going to come under a concentrated beastmen attack sometime soon. I just do not know when but basically I want to do a single HQ tier 3 offer each turn as long as it does not push us expenses over net income to have the extra forces on hand. I also feel that if we are not attacked that we will be pushing out into the forest more for additional clearing.
Hate to disappoint but the quality of each mercenary company generated this way is random, we might get something of high quality but its equally likely we'll get a mob of armed peasants.
 
Steam boilers should complete before the vapor tanks (it has 2 success remaining not three) so I can't see how improvements from those would not be added onto the Vapor tanks. I also don't think that vapor tanks is going to decrease in time. We are trying to recreate from the soup tank and the few other examples we have seen a lost piece of tech but using a vapor engine and not a steam engine. That is going to take time just to figure out how to get an armored machine to move properly but then also how beast to position everything from weapons to engines to crew to be able to do well in battle. And I think it is a fairly significant advance compared to our other options if it gets us a new unit equivalent to steam tanks.
It will likely improve the odds of success, (currently at 50%) which is almost certainly a de-facto time decrease, even before the possibility of an explicit reduction in turns required*. And as has been the case in the past, applying the improvements will likely not be automatically applied if not finished beforehand.

*If we wait a turn to finish it, and we succeed on one roll we'd have failed - which is likely, over 5 whole turns - it not only comes to a net neutral result in terms of time taken for the Vapor Tanks, but we gain an extra action spent elsewhere.
 
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[X] Plan Laying the Groundwork


Hate to disappoint but the quality of each mercenary company generated this way is random, we might get something of high quality but its equally likely we'll get a mob of armed peasants.
Well at least we will get ablative armor if we get that. As it is putting a stream of mercs in to both try and generate new merc companies and to have some extra forces when things hit the fan is worth it (I just do not know which turn that is going to be)
 
[X] Plan Gold and Albion
-[X] Making The Wolfways
-[X] Gauschdorf
-[X] Hard Knock Shipping
-[X] Hard Drinking Markets
-[X] Horse Trade – Averland
-[X] Coordinating With The General
-[X] Lumbering Heat
-[X] The Stone Beneath Wulfenburg
-[X] Bases Of Nature
-[X] Science of War
-[X] Gold Journeymen
-[X] Old Metals


Edit: Removed DD for now.
 
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[X] Plan Gold and Albion
-[X] Making The Wolfways
-[X] Gauschdorf
-[X] Hard Knock Shipping
-[X] Hard Drinking Markets
-[X] Approach The Bright College
--[X] DD
-[X] Horse Trade – Averland
-[X] Lumbering Heat
-[X] The Stone Beneath Wulfenburg
-[X] Bases Of Nature
-[X] Science of War
-[X] Gold Journeymen
-[X] Old Metals
DD vote happens after vote close
 
Hum, making the Wolfways seems to be the only option for killing more trees, might be locked behind the Charcoal company(to increase the demand for wood) or by farming and time(to increase our manpower).

While I'd like to build the Mountain Garden due to how long the plan has been gathering dust, the other two options only take one year each. So while my personal choice would be Mountain Garden + Nature Bases to lock down our province, I'd understand Nature Bases + Verena.
Either way, take Nature Bases. Get those Taalite Ogres to root out Herdstones in the deepwoods(and to join up with the Amber wizards and Longshanks if necessary).

Edit: lack of sleep getting to me.

@torroar is there no option to build another Greatship?
 
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Research options fixed, will get to Mass's pmed corrections about words/grammar whatever tomorrow due to busy RL today, steam boiler had a turn cut because of the information gained from vapor engine studies [dwarf boiling/vapor based knowledge has the same broad foundation, one helped the other] and I'll see about sticking in a greatship construction option, sure. It is now there.
 
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[X] Plan Into the Roots

Taking Agricultural Overhaul is a bigger deal than is being recognised, right now. If we have more money, we get better (and more expensive) action options cropping up.
 
[X] Plan Gold and Albion

This have most of what I want. Still a little miffed that we are delaying the blastweave rollout and great garden again, but there is always next year.
 
Hey guys new option for navy:
Greatship 2: It's been many years, and the greatship hasn't capsized, exploded, or otherwise run into a disaster. It's proven itself in year after year of naval raids, so it is time to build another one. Considering the size of them and the actual specialized work it requires to make one compared to wolf ships or galleys, it will take a considerable bit of funds to produce another. But, hopefully, it should be worth it. Throw some money in, some lumber, and write up some new cannons to be granted. You can trust the Prince of Salkalten to select a proper captain for the ship. You'll also have to come up with a name for the thing. But, overall, it shouldn't be too hard to make one thanks to the repeated expansions on the docks of your major port city. Cost: 500. Time: 1 Year. Reward: 1 New Greatship.

I am going to add this in, I think in place of the 2 year port expansion since we can start it next year.
 
[X] Plan Gold and Albion
-[X] Making The Wolfways
-[X] Gauschdorf
-[X] Hard Knock Shipping
-[X] Hard Drinking Markets
-[X] Approach The Bright College
-[X] Horse Trade – Averland
-[X] Lumbering Heat
-[X] The Stone Beneath Wulfenburg
-[X] Bases Of Nature
-[X] Science of War
-[X] Gold Journeymen
-[X] Old Metals


Edit: Removed DD for now.

Mass for your diplomatic choices other than the bright wizards could I ask why you choose hard drinkers market?
 
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