Elven Empire Quest (CK2)

[X] Plan: Prepare For Guests
-[X] Build up shelters further [Pioneers]
-[X] Improve upon the settlement's defenses [Expedition]
-[X] Establish a scrier's tower (not Pioneers) [Aldegard]
 
[X] Plan: Prepare For Guests
-[X] Build up shelters further [Pioneers]
-[X] Improve upon the settlement's defenses [Expedition]
-[X] Establish a scrier's tower (not Pioneers) [Aldegard]
 
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[X] Plan: Prepare For Guests

We need more food quickly. With new people arriving, we'll be on a huge deficit. But I also worry about those smokes in the distance.

Damn, Aldegard, stop procrastinating and start getting crits! Are you a genius or what?!
 
Vote closed
Scheduled vote count started by Powerofmind on Jan 4, 2021 at 12:57 PM, finished with 23 posts and 12 votes.
 
475 A.B.
-[X] Build up shelters further [Pioneers]
-[X] Improve upon the settlement's defenses [Expedition]
-[X] Establish a scrier's tower (not Pioneers) [Aldegard]

Aldegard casts: 55, casts, gains stress

You have only just raised the tower, have barely started to calibrate the farsight spells, when you spy great clouds of dust on the horizon. What tips you off to the danger posed is that the clouds only billow larger in place, never drifting across the horizon like the others. Thankfully, the farsight gave a few days' warning, and you conscripted the pioneers away from their other duties into a desperate rush to have solid walls raised before the raiders were upon you again.

The effort is swift, and a passable fortification has taken shape around the settlement none too soon for your unfriendly visitors. Having already wasted precious mana raising the tower, you are barely able to tip the scales yourself, relegated to command, but the raiders were unprepared for real defenses, walls, stakes, and ditches, so with a few volleys of arrows and smaller spells they turn tail easily.

In the aftermath, the pioneers lament and pick at the settlement, scratching their heads as the planned scope of the walls is far tighter than they were expecting, and more than a few are confused when told the building materials they used for the walls will not be returned. Apparently, in the panic of the approaching attack, they had broken down several buildings for timbers and stone when the necessary supplies for the wall had come up short under the mistaken belief that it was to be a temporary measure, so now you have even fewer shelters than before, and... yes, of course, the channelers are coming from the opposite horizon, what grand timing...

Approximately:
150 apprentice mages of varied disciplines (primarily Forma and Lux), suffering from limited mana exposure
50 hired hands trained in exploration, suffering from limited mana exposure
20 Master Channeler's Cadre, tasked with soothing the local Nature Spirits (no direct command, sometimes good things happen)
2000-3000 colonial refugees of various pioneer trades and means, suffering from limited mana exposure
1 Bound Demon of the Foul-Tongue Caste

Resources:
Rations and supplies, meant to last many years for 200 explorers, stretched to feed roughly 2500. Running dangerously low.
Pack animals and survey equipment
Various and unsorted, if limited, pioneer supplies from refugees

Places:
Small fields, of poor soil quality that can support some subsistence farms
Walls and ditches surrounding the settlement of good strength

Current conditions:
Safety: Strong Settlement Defenses, Scrier's Tower (significant advance notice of attack and regional information), Violent Nomads
Food: Limited, poor soil, running out
Colony: Permanent Camp, some long-term shelter, Overcrowded
Heart: Mostly Unknown
Spirits: In Contact

The Homeland: Regular contact
The Humans: These elves are dangerous...

Aldegard must manage this fledgling colony. What should she focus on for the time being? Create a plan only. (Choose a total of three, marking them with [Pioneers], [Expedition], and [Aldegard]. Aldegard can be used to double-up on another action, as she can probably use powerful magic to support it)
[] Secure more food supplies
[] Prepare good homes within the walls
[] Rapidly prepare basic shelters
[] Set up an administrative center for the settlement
[] Set up a specialized abode for the Channelers
[] Improve the local soil
[] Expand the defenses further (there is still room inside the walled settlement for more)
[] Establish a scouting routine (not Aldegard)
[] Launch punitive attacks against the raiding nomads (Aldegard may assist, but may not act alone)
[] Study the monolith further (expedition/Aldegard only)
[] Sort through all of the trinkets and belongings of the refugees for useful tools

Aldegard's condition comes with a minor compulsion to conserve mana, and the raising of the tower has left her feeling stress and fear at not having mana 'at hand'.
 
A bit surprised, our food was steady. I hadn't expected it to start decreasing until this turn.

@Powerofmind, by dangerously low how many turns do we have before running out at current consumption/production?



Here's two potential plans, depending on QM answer. The basic idea here is we need immediate shelter to keep everyone warm and out of the rain, rather than nice shelter for a smaller proportion. We also need to deal with our food situation. That leaves one flexible option. I'm going with getting a proper administration together in the hopes that it gives us another action, or more effective use of resources, or something else worthwhile. We're good on our defensive and scouting needs for now, so those are two tasks we don't need to worry about.

As for who does what, Aldegard should do something unlikely to involve magic, like organizing, and the pioneers aren't combatants so they shouldn't be sent out of the settlement to gather food, a dangerous activity with the human tribes about.

[X] Plan No Time To Improve Food Production
-[Expedition] Secure more food supplies
-[Pioneers] Rapidly prepare basic shelters
-[Aldegard] Set up an administrative center for the settlement
 
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[X] Plan No Time To Improve Food Production

There's no better time to improve self-sufficiency. We can bring in supplies from the homeland, but those supplies can easily be plundered.

Edit: No time to do agriculture, it seems.
 
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[X] Plan There's Time To Improve Food Production

There's no better time to improve self-sufficiency. We can bring in supplies from the homeland, but those supplies can easily be plundered.
My only concern is that we'll run out of food before we hit self-sufficient. Hopefully the QM can help clarify.
 
There is perhaps enough food to last the next season. Perhaps, and with the likely issue of needing to move on to severe rationing. The tower provides much local information, and forage should be a reasonably safe and more fruitful endeavor thanks to it's presence. Though, your harvest was unfortunately quite poor last turn even compared to usual, which is part of why the decline was so sudden.

Your situation is still one where little concrete information is available. Much of what you're doing in the wastes is untested and untried. How effective a particular measure is mostly comes to luck. While you can definitely keep things going with forage and hunting, it is unlikely to help you stockpile more than the needs for a year. At the same time, the output of the farms is in flux and you simply don't have enough data points to predict their average yield.
 
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Okay. No time to improve food production it is. @Ebanu8, I removed the more optimistic plan for voted for. I don't think we have a choice.
 
[X] Plan No Time To Improve Food Production

Yeah, I remember what continuously trying to improve the food situation by going full bore on primitive agriculture which is very vulnerable to environmental and climate disruptions, when hunting and forage was abundant around us did to us in a Civ Quest a few years ago. So yeah. Hunting and foraging can't really sustain a major town, thus you need agriculture for that. However, hunting and foraging absolutely is the initial stepping stone needed to build up the population and food surplus needed to sustain your population through the initial rocky times when you're trying to work out how to agriculture effectively for the local region.
 
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In the aftermath, the pioneers lament and pick at the settlement, scratching their heads as the planned scope of the walls is far tighter than they were expecting, and more than a few are confused when told the building materials they used for the walls will not be returned. Apparently, in the panic of the approaching attack, they had broken down several buildings for timbers and stone when the necessary supplies for the wall had come up short under the mistaken belief that it was to be a temporary measure, so now you have even fewer shelters than before, and... yes, of course, the channelers are coming from the opposite horizon, what grand timing...
Well, at least the wall held, even if it screwed over the shelter building.
Rations and supplies, meant to last many years for 200 explorers, stretched to feed roughly 2500. Running dangerously low.
Food: Limited, poor soil, running out
And now we're low on food as well.

[X] Plan No Time To Improve Food Production
 
Well, at least the wall held, even if it screwed over the shelter building.
I suspect we got a poor roll on shelter building and that's how it was narratively worked out. It's okay, we can always move the walls and defenses if we really need to expand out. It's just time and labor.
 
You missed a chance for a humorless building inspector to come along from the capitol and give our improvised shelters a look of dismay before insisting they all be torn down. XD
I love me some good crackly humor, but I'm trying to cut back for the sake of my health. If my blood pressure falls another few points I might need medication!
 
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