Are Old Ones Gods? and how strong are Mork and Gork (Ork Gods)
  1. The Old Ones are... complicated while they were of highly psychic beings and masters of both biology and technology they were still somewhat mortal they could be killed, there is some information l am not gonna talk about but think of them as "gods in waiting".
  2. Intermidiate and rapidly rising.
 
No and yes, there are gods of will and defiance which hold parts of the concept of will and defiance but don't know the whole thing, it is same thing about the khaine from 40k and khorne. While khorne holds the (multi)universal concept of war khaine holds the concept of war from the eldar, in other words he gains power when the eldar go to war its pretty much a racial domain.
 
so we get to pick our domain/portefelio our will we be given one?
Read 3
  1. Mortals cannot hurt gods if they do not have at least a divine weapon or a equivalent
  2. Minor this because they don't have much worshipers because they are the dwarf ancestor gods which means that their worshippers are just dwarves who are in a decline population wise for a very long time.
  3. That will be decided next turn, your religion is pretty young while your worshippers are sure that you are a god they don't know which domain you belong to, are you war? Death? Undeath? Peace? Technology? Everything shall be decided next turn.
 
Turn 8
The Year is 2060 By The Imperial Calendar

You are Aleksander Von Carstein and you are conflicted, your peasants now see you as a living god while you would have dismissed these claims before, you can feel it a change happening to you both spiritually and physically (thought these were really small and had been found with careful attention) you do not know what will happen now on but you will see it.

Now you will not rule as an simple vampire but as a god.

Choose 3

[] Gather The Undead of Mousillon: While you have gathered thousands of undead there are still thousands more out there in the darkness of Mousillon, and as its ruler, it is only natural for they serve you in death while they could not in life. DC 30
Cost: 0
Time: 1 Turn
Result: Gains New Undead

[] Gather The Beasts of Mousillon: Mousillon not only holds undead, dark beasts such as direwolves, vargheists, ghouls, and many more inhabit the shadowlands of Mousillon. DC 35
Cost: 0
Time: 1 Turn
Result: Gains Dark Beast Army

[] Build Ghost Fence: A ghost fence is a barrier with little physical substance - merely a series of poles or posts upon which are hung accursed fetishes and totems to which Daemonic and Undead spirits have been bound with forbidden spells. Only a brave or foolish warrior crosses a ghost fence without good cause - or without powerful protective wards. DC 45
Cost: 1,500
Time: 2 Turns
Result: The Rose gains a +15 bonus to defense rolls.

[] Abyssal Wood: there are abyssal things in the woods, even more terrifying than the trees themselves. Such things are sought by the Midnight Aristocracy, who wish to add them to their hordes. DC 29
Cost: 2,000
Time: 2 turns
Result: Can now recruit vargheists

[] Build Defiled Cairn: Technically is not really defiled but whatever, defiled cairns is where the cannibalistic creatures are known as ghouls spawn, the process of transformation is a heinous affair with bones breaking and then reforming back in a new shape, the flesh starts turning green and ugly along with dozens of other changes, their claws also possess some kind of mix between a poison and a virus any living thing which takes the slightest marks will transform into a ghoul no matter how long it takes. There is no cure to this effect. DC 38
Cost: 2,000
Time: 1 Turn
Result: Can Now Recruit: Crypt Ghouls

[] (Living) Training Fields: Soldiers need proper facilities to train in. DC 10
Cost: 500
Time: 1 turn
Result: +5 to all living units

[] (Living) Stables: Horses are very useful in this time period, in war and in peace.
Cost: 200
Time: 1 turn
Result: Stables built. New options

[] (Living) Archery Workshops: Constructing proper workshops to build ranged weapons will surely give your forces a new form of combat.
Cost: 1,000
Time: 2 Turns
Result: Unlocks production of composite bows and crossbows. New Options

[] (Living) Academy: Officers need to be properly trained in an established school of higher learning specifically designed for the task. Unlocks higher tactical and strategic training for living soldiers.
Cost: 900
Time: 3 Turns
Result: Living Troops gain +5 to rolls.

[] (Living) Siege Workshops: Constructing workshops to build siege engines will prove useful. DC 10
Cost: 2,000
Time: 2 Turns
Result: Unlocks production of siege weapons such as Arbalests, Catapults, and Trebuchets. New Options

[] (Undead) Infantry Rearmament: Mousillon's undead are equipped often with what they wielded in life, which is often as rotten and decayed as they are. Taking the undead's weapons and armor and replacing with properly maintained equivalents will provide a substantial edge across all of the undead in the land. DC 0
Cost: 5,000
Time: 4 Turns
Result: +10 to all undead infantry combat rolls, +10% maintenance cost (due to maintaining said weapons and armor).

[] Reclaim Mousillon: You quite likely have the largest undead and dark beast army in your dukedom the time for reclaiming it is now. DC 89
Cost: 0
Time: As long as it takes
Results: Mousillon territory fully under control. New options
Warning: Operations may be found by outside parties.

[] Recruit Undead (Write-in number): The undead of Mousillon takes residence in the buildings you recently build inside your underground complex providing new recruits for your army. DC 0
Costs: Skeletons (30 gold); Zombies (10 gold); Grave Guard (750 gold)
Time: 1 Turn
Result: Recruit new (undead) units.

[] Recruit Living Troops (Write-in Number): Now that you build barracks you can recruit living troops to bolster your army. DC 0
Cost: Swords (50 gold; 20 upkeep)
Time: 1 Turn
Result: Recruit new (living) units.

Choose 3

[] Diplomatic Department: This department will handle all diplomatic affairs set by you but you can interfere with it as long you wish. DC 27
Cost: 950
Time: 2 turns
Result: Official diplomatic department created. +2 Diplomatic actions

[] Recruit Unwanted Brettonians: Mousillon has need of your tired masses, the too clever minds that are not tolerated, the renegades that are very annoying but are too useful to just kill. Send your tired masses and malcontents to Mousillon, where you gain domestic peace in a time of crisis, and we have more hands to work the fields. Everybody wins. Diplomatic DC 15; Intrigue DC 20
Cost: 0
Time: 1 Turn
Result: Intellectuals, malcontents, and other potentially useful but not tolerated members of Brettonian society sent to Mousillon in exchange for domestic peace, which they desperately need.
Warning: Operations may be found by Brettonia.

[] Fanged Greetings: There are other vampires like you out there, younger ones who need guidance under a strong will such as yours. Recruitment seems a good idea to extend your reach farther than before. DC 50
Cost: 0
Time: 1 turn
Results: vampires from varying bloodlines recruited based on passing DC checks.

Choose 3

[] Organize your church: Your religious right now is scattered with multiple and different sects preaching something different from one another but while still the same, the less said about the fanatical sects the better, organizing them into a single organization and building their headquarters is not only needed but necessary.
Cost: 980
Time: 1 turn
Result: Religious organization created. +1 piety action. No chance of 'holy wars' happening. New options

[] Talk to your followers: Your worshippers – you are still getting used to the word – believe that you are a god but they do not know which domain you hold and await your words about the subject. DC 0
Cost: 0
Time: 1 turn
Result: Domain and portfolio selected.

[] Organize your religion: Set out to do things for your religion, like writing a holy book, making the words of prayers, name of priests and how their hierarchy is like, give a name to it, etc. In other words make a religion. DC 5
Cost: 0
Time: 1 turn
Result: Everything about your religion sorted out.

Choose 3

[] Build Sewers: Building sewers will not only improve the health of your peasants but also reducing the chance of diseases spreading. DC 25
Cost: 200
Time: 1 Turn
Result: Fewer chances of plagues and diseases spreading. Possible Rat problem.

[] Underground Mines: There are several mineral veins at your abode deep underground extracting them will prove wisely, thought you would still have to account the potential dangers of the underground.
Cost: 500
Time: 1 turn
Results: +850 income. Possible Problems

[] Blacksmith: Encouraging already here and providing them with funding to either improve their tools or expand their training, is a great idea.
Cost: 2,000
Time: 1 Turn
Result: Boosts civilian trade, improves quality of life. Unlocks Smith variant types.

[] Outside Talent: Mousillon lacks educated engineers and architects, without which building larger and more complex buildings and infrastructure is much harder, more expensive, and more dangerous. Bringing in outside knowledge via bribes and preferential treatment will take talent from surrounding provinces and bring it to Mousillon where it belongs.
Cost: 0
Time: 2 turns
Result: most buildings and infrastructure projects are cheaper with lower crit-failure consequences. Unlocks Irrigation Networks, Stone Houses, Town Apartments, and City Planning actions.
Warning: operations may be found by outside parties.

[] Engineering Workshop: There are few true engineers and machinists in Mousillon, and most of them are passing through. The few that exist though can be brought together to work in larger teams, and a dedicated workshop built to their unique needs and specifications. Not only is this needed for producing complex equipment on a large scale, this will also bring their minds together, unleashing new innovative ideas to give Mousillon any further edge it can get. DC 26
Cost: 500
Time: 1 turn
Result: Unlocks: new research and infrastructure options.

Choose 3

[] Incite Rebellions: Your spies have reported to you that various parts of Brettonia are feeling quite rebellious towards the remaining lords, inciting these rebellions will cause much-sought chaos in the land of chivalry. DC 34
Cost: 0
Time: 1 Turn
Rewards: Brettonia now has to deal with rebellions.

[] Sabotage The Errantry War: Sabotaging the errantry war would not only make it last more time but would also inflict casualties in the military of Brettonia. DC 50
Cost: 0
Time: 1 Turn
Rewards: Errantry war will now last much longer. Brettonians military suffers casualties.

[] Incite The Dukes: The dukes of Borderlaux and Aquitaine will be in conflict, that is inevitable but you can certainly speed it up. DC 10
Cost: 0
Time: 2 Turns
Rewards: Aquitaine and Borderlux in open conflict at the worst time possible.

[] Brettonian Horse Blood: Brettonian warhorses are legendary for how terrifying and tough they are in the field of battle. With Mousillon's cavalry so anemic by comparison, as a vampire you know all that the quality of bloodlines matters quite a bit. Sending out teams to acquire Brettonian foals of high quality breeding is essential to injecting Mousillon's horses with new blood. DC 45
Cost: 0
Time: 1 Turn
Result: Unlocks: Mousillon Heavy Cavalry.

Choose 3

[] Dread Animator: The Dread Animator is a shadowy presence appearing just above the left shoulder of a Necromancer. For an undisclosed price, he will whisper secrets into the spellcaster's ear that will invigorate even the most stubborn Wight back to his mortal remains for service in the Necromancer's legions. DC 20
Cost: 0
Time: 1 turn
Rewards: +5 to grave guards and black knights. ???

[] Corruptor of The Forests: The darker and more haunted the forests become, the better the habitat for fell creatures. DC 34
Cost: 0
Time: 1 Turn
Rewards: -10% Recruitment cost for direwolves and fell bats (when you can do that).

[] Cannibalistic Rituals: Ghouls and their larger kin mainly hunt in packs. They may have once been of men, generations ago, but are now little better than beasts. Yet by inscribing a disgusting mark of power on the ground and eating one of their own - usually the weakest of the pack - the Ghouls' claws grow even deadlier. DC 10
Cost: 0
Time: 1 turn
Result: +10 bonus to crypt ghouls and horrors.

[] Infuse the Tireless Hordes: The dead do not tire, nor do they need sustenance - that is an affliction of the living. Nevertheless, they are bound to travel only as quickly as they can put one rotting leg in front of the other. Infusing the hordes with this incantation will speed up the Undead marchers, although has to be limited lest their legs be worn away! DC 15
Cost: 0
Time: 1 turn
Result: Undead armies move much more faster than once thought possible.

[] (Living) Medical Kits: Living soldiers need to be patched up during battle, unlike undead. Provide medical kits with basic supplies such as bandages, very high grade alcohol to numb pain, and a variety of really sharp knives to help keep our living soldiers alive for longer. No use in wasting talent before its time, right? DC 10
Cost: 30
Time: 1 turn
Result: -10% campaign casualties.

[] Combat Healers: Ensure that those individuals with some level of talent in the healing arts get basic training and are distributed throughout the army to provide aid on the battlefield.
Cost: 100
Time: 1 turn
Result: -20% campaign casualties.

Choose 3

[] Study the runeblade: The broken runeblade was quite the found, you heard of the power behind these blades, it will take time but that power will be yours. DC 800
Cost: 0
Time: 5 Turns
Rewards: Ability to create runeblades.

[] Hatch The Eggs: There must be some way of hatching the carmine dragon eggs you have in your possession. DC 120
Cost: 0
Time: 3 turns
Result: Eggs hatched.

[] Practice Your Light Magic: Hysh the lore of light it is the first lore of magic you have, you never had time to properly train it as had more pressing matters at the moment. DC 30
Rewards: New light spell

[] Practice your vampire magic: Vampires have their own type of magic, it is similar to common necromancy but it is more strong whether because of the nature of vampires as undead or something else no one knows. DC 20
Rewards: New vampiric spell

[] Practice Your Shadow Magic: Ulgu, is the lore of shadows which you recently learned, one of its mainly focus are the art of illusions. DC 27
Rewards: New shadow spell

[] Learn Fire Magic: Aqshy, the Lore of Fire, is the Red Wind of Magic, and it is the coalescence of the emotional experience and abstract of passion in its widest possible sense. It is the projection of brashness, courage, and enthusiasm. It is also an expression of the mortal feelings of warmth and heat that is often felt in a state of high emotion. DC 69
Cost: 0
Time: 1 turn
Rewards: Learns New Lore: Lore of Fire

[] Learn Metal Magic: the Lore of Metal is the Yellow Wind of Magic, and it is a manifestation of the Aethyric abstract and reality of logic, the desire to quantify, the desire and need to learn and instruct, and the wish to implement learning to practical or tangible ends. DC 65
Cost: 0
Time: 1 turn
Rewards: Learns New Lore: Lore of Metal

[] Learn Beast Magic: Ghur, the Lore of Beasts is the Brown Wind of Magic, which is often called the Aethyr's wild and bestial spirit, its spells range from shapeshifting to offensive, defensive and even communication of the beasts of the wild. DC 60
Cost: 0
Time: 1 turn
Rewards: Learns New Lore: Lore of Beasts.

Treasury: 6,573
Income: 1,550
Expenses: 550
 
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[X] Plan Creepy Crawlie
-[X] Gather The Undead of Mousillon
-[X] Gather The Beasts of Mousillon

Since our funds are tight, doing both of these since they're free and should hopefully get us a ton more troops.

-[X] (Living) Archery Workshops

I'd like to do this since skilled human archers/crossbowers will compliment our undead troops nicely.

-[X] Diplomatic Department

More actions are always good.

-[X] Recruit Unwanted Brettonians

And I'd like to recruit more people while the nobles are distracted.

-[X] No 3rd Diplomacy action.

I wanna wait a bit before we recruit more vampires.

-[X] Organize your church
-[X] Talk to your followers
-[X] Organize your religion

3 actions, 3 options :p

-[X] Blacksmith
-[X] Outside Talent
-[X] Engineering Workshop

I'd like to hold off on Underground Mines/Sewers until we have better architects/ect.

-[X] Brettonian Horse Blood
-[X] No 2nd Intrigue action
-[X] No 3rd Intrigue action

Aside from getting good horses, I'd like to see how things go this turn before we do more sabotage.

-[X] Infuse the Tireless Hordes

GOTTA. GO. FAST. :D

-[X] (Living) Medical Kits
-[X] Combat Healers

Healers and medical kits will be a huge help in reducing casualties.

-[X] Hatch The Eggs

Time to hatch our dragons! :D

-[X] Practice Your Light Magic
-[X] Practice your vampire magic

And keep working on Light/Vamp magic.

If my math is right we should have 1,113 Gold left after the above actions.
 
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[X] Plan Creepy Crawlie
-[X] Gather The Undead of Mousillon

I want to work on Gather Undead until we have the same percentage as Gather Beasts.

-[X] (Living) Archery Workshops
-[X] (Living) Academy

Since our funds are a little tight, I'd like to do these to get started on upgrading our living troops.

-[X] Diplomatic Department

More actions are always good.

-[X] Recruit Unwanted Brettonians

And I'd like to recruit more people while the nobles are distracted.

-[X] No 3rd Diplomacy action.

I wanna wait a bit before we recruit more vampires.

-[X] Organize your church
-[X] Talk to your followers
-[X] Organize your religion

3 actions, 3 options :p

-[X] Blacksmith
-[X] Outside Talent
-[X] Engineering Workshop

I'd like to hold off on Underground Mines/Sewers until we have better architects/ect.

-[X] Brettonian Horse Blood
-[X] No 2nd Intrigue action
-[X] No 3rd Intrigue action

Aside from getting good horses, I'd like to see how things go this turn before we do more sabotage.

-[X] Infuse the Tireless Hordes

GOTTA. GO. FAST. :D

-[X] (Living) Medical Kits
-[X] Combat Healers

Healers and medical kits will be a huge help in reducing casualties.

-[X] Hatch The Eggs

Time to hatch our dragons! :D

-[X] Practice Your Light Magic
-[X] Practice your vampire magic

And keep working on Light/Vamp magic.

If my math is right we should have 1,113 Gold left after the above actions.
You could swap in a control the beasts which is free for one of the living actions under martial to save on funds probably for the archery option. Saving the fund wills be useful as we are going to be unlocking more buildings, hopefully those include more income production ones so having the money to buy all the income production next turn would be good.
 
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Okay then...plan time.


[X] Plan: Gotcha By The Spirits

[X] Gather The Undead of Mousillon: While you have gathered thousands of undead there are still thousands more out there in the darkness of Mousillon, and as its ruler, it is only natural for they serve you in death while they could not in life. DC 30
Cost: 0
Time: 1 Turn
Result: Gains New Undead
(OOC: More Free troops is always a good thing.)

[X] Gather The Beasts of Mousillon: Mousillon not only holds undead, dark beasts such as direwolves, vargheists, ghouls, and many more inhabit the shadowlands of Mousillon. DC 35
Cost: 0
Time: 1 Turn
Result: Gains Dark Beast Army
(OOC: More free troops is always a good thing.)

[X] (Living) Training Fields: Soldiers need proper facilities to train in. DC 10
Cost: 500
Time: 1 turn
Result: +5 to all living units
(OOC: Trained units are better than not trained, very basic but needed before we can develop our living forces more.)

[X] Diplomatic Department: This department will handle all diplomatic affairs set by you but you can interfere with it as long you wish. DC 27
Cost: 950
Time: 2 turns
Result: Official diplomatic department created. +2 Diplomatic actions
(OOC: Very much needed, we'll be able to speak and interact with many more nations and organizations at the same time than before.)

[X] Fanged Greetings: There are other vampires like you out there, younger ones who need guidance under a strong will such as yours. Recruitment seems a good idea to extend your reach farther than before. DC 50
Cost: 0
Time: 1 turn
Results: vampires from varying bloodlines recruited based on passing DC checks.
(OOC: Very much needed, what is a god without lackies after all?)

[X] 3rd Diplo slot empty
(OOC: Still don't want to do any actions that might trigger outside concern.)

[X] Organize your church: Your religious right now is scattered with multiple and different sects preaching something different from one another but while still the same, the less said about the fanatical sects the better, organizing them into a single organization and building their headquarters is not only needed but necessary.
Cost: 980
Time: 1 turn
Result: Religious organization created. +1 piety action. No chance of 'holy wars' happening. New options

[X] Talk to your followers: Your worshippers – you are still getting used to the word – believe that you are a god but they do not know which domain you hold and await your words about the subject. DC 0
Cost: 0
Time: 1 turn
Result: Domain and portfolio selected.

[X] Organize your religion: Set out to do things for your religion, like writing a holy book, making the words of prayers, name of priests and how their hierarchy is like, give a name to it, etc. In other words make a religion. DC 5
Cost: 0
Time: 1 turn
Result: Everything about your religion sorted out.
(OOC: Only 3 Piety options there, all needed too.)

[X] Underground Mines: There are several mineral veins at your abode deep underground extracting them will prove wisely, thought you would still have to account the potential dangers of the underground.
Cost: 500
Time: 1 turn
Results: +850 income. Possible Problems
(OOC: Huge income boost, we need it. Have to risk possible problems.)

[X] Blacksmith: Encouraging already here and providing them with funding to either improve their tools or expand their training, is a great idea.
Cost: 2,000
Time: 1 Turn
Result: Boosts civilian trade, improves quality of life. Unlocks Smith variant types.
(OOC: Without smiths we can't properly arm or maintain our armies. Enough said.)

[X] Engineering Workshop: There are few true engineers and machinists in Mousillon, and most of them are passing through. The few that exist though can be brought together to work in larger teams, and a dedicated workshop built to their unique needs and specifications. Not only is this needed for producing complex equipment on a large scale, this will also bring their minds together, unleashing new innovative ideas to give Mousillon any further edge it can get. DC 26
Cost: 500
Time: 1 turn
Result: Unlocks: new research and infrastructure options.
(OOC: This expands our abilities without doing anything...risky.)

[X] Incite Rebellions: Your spies have reported to you that various parts of Brettonia are feeling quite rebellious towards the remaining lords, inciting these rebellions will cause much-sought chaos in the land of chivalry. DC 34
Cost: 0
Time: 1 Turn
Rewards: Brettonia now has to deal with rebellions.
(OOC: We were nice to Brettonia last turn, if civil war is inevitable let it be as bad as possible.)

[X] Incite The Dukes: The dukes of Borderlaux and Aquitaine will be in conflict, that is inevitable but you can certainly speed it up. DC 10
Cost: 0
Time: 2 Turns
Rewards: Aquitaine and Borderlux in open conflict at the worst time possible.
(OOC: We were nice to Brettonia last turn, if civil war is inevitable let it be as bad as possible.)

[X] Brettonian Horse Blood: Brettonian warhorses are legendary for how terrifying and tough they are in the field of battle. With Mousillon's cavalry so anemic by comparison, as a vampire you know all that the quality of bloodlines matters quite a bit. Sending out teams to acquire Brettonian foals of high quality breeding is essential to injecting Mousillon's horses with new blood. DC 45
Cost: 0
Time: 1 Turn
Result: Unlocks: Mousillon Heavy Cavalry.
(OOC: Love me some super-cavalry.)

[X] Infuse the Tireless Hordes: The dead do not tire, nor do they need sustenance - that is an affliction of the living. Nevertheless, they are bound to travel only as quickly as they can put one rotting leg in front of the other. Infusing the hordes with this incantation will speed up the Undead marchers, although has to be limited lest their legs be worn away! DC 15
Cost: 0
Time: 1 turn
Result: Undead armies move much more faster than once thought possible.
(OOC: Faster undead are always better. Maybe we could build War Wagons or something to carry undead in the future, reduce the wear and tear on their everything?)

[X] (Living) Medical Kits: Living soldiers need to be patched up during battle, unlike undead. Provide medical kits with basic supplies such as bandages, very high grade alcohol to numb pain, and a variety of really sharp knives to help keep our living soldiers alive for longer. No use in wasting talent before its time, right? DC 10
Cost: 30
Time: 1 turn
Result: -10% campaign casualties.

[X] Combat Healers: Ensure that those individuals with some level of talent in the healing arts get basic training and are distributed throughout the army to provide aid on the battlefield.
Cost: 100
Time: 1 turn
Result: -20% campaign casualties.
(OOC: Our living troops will need such basic things as this.)

[X] Hatch The Eggs: There must be some way of hatching the carmine dragon eggs you have in your possession. DC 120
Cost: 0
Time: 3 turns
Result: Eggs hatched.
(OOC: Yeah, if Brettonia is to fall, we'll need these ASAP so we can expand as much as possible. Start now.)

[X] Practice Your Shadow Magic: Ulgu, is the lore of shadows which you recently learned, one of its mainly focus are the art of illusions. DC 27
Rewards: New shadow spell
(OOC: Our Shadow magic is kind of neglected, pushing for this this turn to compensate.)

[X] Learn Metal Magic: the Lore of Metal is the Yellow Wind of Magic, and it is a manifestation of the Aethyric abstract and reality of logic, the desire to quantify, the desire and need to learn and instruct, and the wish to implement learning to practical or tangible ends. DC 65
Cost: 0
Time: 1 turn
Rewards: Learns New Lore: Lore of Metal
(OOC: I feel this will help with our Smithing actions.)

COST:

Available: 6,573 (Treasury) + 1500 (Income) = 8073
Plan Cost: 5560
Remaining: 2513



***

Okay, so my plan works within our Treasury budget, let alone the Income part, so cost is covered.

I have to admit I wish we could auto-recruit the Undead and Beasts from the Military actions, like roll a dice per turn to see what we automatically get. Its really sucking up most of our available 3 actions, when we could be building up military infrastructure or developing new things with that time. @Alucard vampiry , what would it take to have the Gather options be automatic per turn?

Aside from that, in general I'm aiming for establishing a good foundation for our living troops, but getting to that point is taking awhile. They'll need basic training and quarters, they'll need medics and basic care. Can't wait to begin expanding that part of our armed forces.
 
You could swap in a control the beasts which is free for one of the living actions under martial to save on funds probably for the archery option. Saving the fund wills be useful as we are going to be unlocking more buildings, hopefully those include more income production ones so having the money to buy all the income production next turn would be good.
Oh true good point. Ok, i'll swap out the Academy action for Gather Beasts.
 
I have to admit I wish we could auto-recruit the Undead and Beasts from the Military actions, like roll a dice per turn to see what we automatically get. Its really sucking up most of our available 3 actions, when we could be building up military infrastructure or developing new things with that time. @Alucard vampiry , what would it take to have the Gather options be automatic per turn?
I will think about it.
 
[X] Plan Creepy Crawlie

Honestly at this point we have a funds issue so gather undead and beasts doesnt really impact us as actions. Maybe once we take the province or get additional necros and vamps we could get an auto version for those two.

Edit- also we have 1k living soldiers and 8.1k civilian populace, our undead are going to be the majority of our force by far at least until we claim the entire province. And I would prefer for living soldiers to be a reserve/home guard as well as filling specialist roles.
 
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