@Mad0Slayer how do we make advanced components, you know the one that are needed for the submirsible, I am willing to bet that they will be usefull.
A memo about maths, remember guys if we can realisticaly shorten research from 8 to 3 by building is advisable to not do any research before the structure is made, since we effectivly lose the action.
Also we should expand the brewer's all so we can sell it to the elgi and be paied in gold so that we can finance our warmachine bulding.
It's from the engineering hall but all the setbacks have been rather detrimental there, that just needs an expansion and then you get a lot of upgrades for it one of which is a hall expansion for the components. So you're not far from it but your gonna start expanding quickly considering all of Idun's bonuses just kicked in so extra actions too!. (Plus you are well on the way to self-sufficiency from the more basic resources which mean I gonna be free to switch out that rather heavy mechanic with a simple gold one. Though I still gotta keep the Ale and food and the more specialised things for a bit longer.)
You let out a tired sigh as you fell into a seat after seeing Dromak asleep your home was quiet as you realised that Idun was busy with something in the crafting hall now that her duties were calling, your eyes feeling heavy and your recently recovered leg aching but that was of little issue as it needed the exercise though as you were about to doze off you heard an annoyed grunt to come from behind you,
glancing around you spotted your aunt giving you a disapproving glare her arms crossed. She leaned forward inspecting you before giving a nod, "So, a few words are all I'm good for then, not even a decent hello or thanks before toddling off to have a nap?" You made to speak as she advanced only to shove a tankard into your hands as she spoke over you. "Drink up, you left in such a hurry that I've been looking after everything that Idun had to drop speaking of you can rest later apparently old Thondin has found something and you know how he gets if he has to wait." She said before devolving into muttering as she went about the task of looking you over and then stoaking the fire, "Now come on drink up I'll have something done for everyone once you return.
Nodding you took a gulp and heaved and nearly spat out the horrible concoction, "What kind of grob shite is this?" You glanced into the tankard and turned green at the mixture tasting worse than dried stonebread. Though you would not argue that it woke you up if only from the horrible taste.
Sif seemed to shrug as she frowned, "That, oh I'm trying my hand at brewing again, been a while and ever since I lost my notes from before I married your un-cle and can't seem to get things just right," The stutter of your lost uncle made you wince but she hid it well enough as she continued on. "a bit of a shame as their a rather lacking diversity nowadays since the shift." She stopped as she considered something as she took a seat looking lost, "Do you think… that he considers us dead, I mean it's not uncommon for a small clan like ours to vanish, worse things have happened." You closed your eyes and nodded.
Glancing away from her and to the fire you could not help but reminisce on better times, when the clan was larger and thriving and when you were free to do as you wished, though you supposed that it could not be helped it was just a shame over two-thirds of the clan had not joined you with the shift or those that had been apart of your old hold, shaking your head stood up and put your hand on her shoulder. " They will survive and I'm sure that wherever they are that they are Thriving, especially if they made a new home amongst the Grey dwarfs." Your words seemed to make her nod a bit as she sagged a little.
She glanced at you before waving off and standing up, "Aye I suppose your right, still, you best go and see what Thondin needs and when you get back you can rest on a full belly." Nodding you made sure that you would return soon as you marched quickly as it was best not to dwell on what had really happened to the clan but you hoped they were okay.
***
You found Thondin near the elevator into the depths, the elder barking at the recently arrived Broadbeams who seemed to stumble out of the elevator looking as if they had been pushed to their limit, giving them a nod you moved to the elder who was scowling, "Elder, is their something I can help you with?"
Thondin gave a sharp nod as he waved for you to follow him, "aye, have a bit of a problem and I'm not to sure what were to do about it." He lead you to a secluded spot as he glanced around for any lingering ears, "A couple of the broadbeams, they ended up finding a new vein of gold, damned nice bit of it too problem is it's melded into that silver vein that we recently set up and well, you know the rules by right it belongs to us but the lot of them can't seem to understand that and have started mining it anyway and well, I've stopped the worst of it but I'm afraid you'll have to talk to Thane Grain about it." He said rather forcefully.
You nodded and promised that it would be sorted out quickly while internally you were groaning at that small bit of issue, as you would have to hold off on returning for dinner or at least for a bit, giving out a few orders you ordered that the vein of gold would stopped been mined for now until it was sorted and that you would speak with your fellow Thane soon.
Though as you returned home you could not help but grumble at the fact that despite the good turn of fortune there was an issue but that would be passed and while the years ahead looked promising you hoped it would not be too long.
2 Units of Excellent Quality Ale Barrels. (Allows you to boost a single action per barrel during any of your turns for a boost of +40 to any action if used during a turn or a flat +15 bonus during a battle for either a regiment of dawi or heroes.)
Description: Through the hard work and months of patience and failed attempts a master brewer of your clan has managed to craft a truly magnificent batch of Ale, so much so that you only secured "two" Barrel's for the holds use and if any would say otherwise you would settle it in the training grounds just so they know not to say anything. Especially after much of the batch was bought up throughout the hold, many of your hold prowling for more.
You have 2 Ale Barrel's for a boost, write in: Brewer's Gift under a voted action if you want the boost to occur.
An heir is Born Interlude coming up (Later): Dromak
Event Options:
The Long Winter
While looking over the letter you could not help but grimace. It seemed Bandobras was still kicking (remarkably long lived for a Hobbit), and new's from the Shire wasn't good. A fire roared nearby to help combat the cold that had already set in with the beginnings of a long winter. While for the hold you knew it would have only been a slight problem, your clan having endured worse in Kislev and on other campaigns with the Zhuffbar throng. Still, that left you with an entirely new issue. How to deal with your allies. Already you had received this years shipment of food from the shire folk. More than enough to fill your stores, and leave room for feasts. But now it seemed there was going to be an issue. What was worse is that not only did the shire have problems, but according to a rather frozen Arathorn who was busy warming himself against the hearth next to you, he and his father were having problems ensuring their own people were fed. While they had stores, they were likely to be on rations for the rest of winter due to a lack of major farms prepared before spring, and only magnified by a (somehow for this group of Umgi) unusually large population boom.
Shaking your head you wondered if you could even spare your food stores, already you had a few years worth of food stored and it would not be too hard to part with it. But it would all but drain what you had in stock, and rely even more heavily on the hobbits to recover in the following spring. There was always gondor to look to, but with Aragost interfering in any future negotiations, it may cost the clan more than it needed to import from the south. Frowning you considered your options as you either helped an ally who seemed to have things under control or the shire folk. Ancestors why did this have to be so hard. If the hold were a little more 'developed', you'd have invited their Garazi and Kvinn to shelter in the warmth and safety of the hold. Of course with the Hobbits that would be a bit of a challenge (their chance of famine being the result of their ogre like appetites and lack of comprehension of '3 meals a day'). Morgrim have mercy you'd almost had a heart attack when Brandrobas told you the latest numbers of the Thanes census last year. But still, sitting down you took a gulp of ale and decided that it would be best to…
[] Withhold Aid you will not risk the hold starving for your allies or trade partners.
[] Send all your food stores not meant for this year to… (13 units of sent towards the chosen group.)
- [] Hobbiton
- [] Dunedain
[] Split your food stores not meant for this year towards both groups
[] Have the hold buckle it's belts and have the kitchens bake Stone bread it's time for rations, the food and send your stores to… (-10 To all Martial and Stewardship rolls)
-Hobbiton
-Dunedain
-Split Between them equally
[] Write-in a custom amount of food to be sent to each group with a max of 17 Units of your food)(Go over 13 units and you start rationing.)
Gold Vein (Free Gold mine set up but it a small vein)
[] The Gold Vein Belongs to you (Will anger the Broadbeams but increase the mining guild appeasement) (You gain the full income of the mine)
[] The Gold Vein Belongs to them (Will anger the Mining guild and increase the appeasement of clan Broadbeam) (You only gain a small portion of what is mined from clan Broadbeam)
[] Split it evenly (The vein is apart of your silver mine but it was found by Broadbeam dawi so you will split it evenly.) (Get half the full income of the mine and no gain or loss for either group.)
Journey Dawi 10 Dawi (2 Armour and Weapon Smiths, 1 Metalsmith, 1 Conservative Engineer apprentice and 6 Radical Engineer Apprentices) (1D3: 1 (They go to Gondor, the other options were either Rohan or the Northern blue mountains)
Diplomacy:
3 Actions Available (1 From you, 1 From Advisor, 1 from Wife)
[]Settle Disputes as they come:
The Clan is in a new land but that does not change that your kin is a prickly people and without a level-headed leader are more than likely to fight one another when things get boring. Sadly with the lack of a proper Warriors hall, this is likely to occur quite a lot, but your sure you can keep the peace if you watch over them carefully. (Keeps Hold Stability Stable while improving your guild appeasement with negative clans)
60% chance of success
1 Turn
[] Improve relations with Blue mountain dwarfs of southern Buzra-Dum:
A small group of cousin dawi have been found dwelling within the ruins of one your peoples hold. Their clan has slowly dwindled over time, the reasons many and something that must be solved but first you must ensure that ties are established, and wounds healed to ensure that your kin know that they have not been abandoned.
55% chance of success
1 Turn
Send Resources to help them restore their hold and improve your standing among them.
-Send Tools for them to use: many of the Dawi within Nogrod looked to be working with umgak tool's made from what looks to be an apprentice smith, send them some proper tools so that they can truly restore their hold. (+10% of Success cost's 6 units of tools) -Send arms and armour to help arm their warriors: When visiting your fellow clan's hold it's warrior's looked ill-equipped to even fight a group of grobi never mind protect a hold from a proper Waaagh, send them some of your stored arms and armour so that they are not left unarmed to face the threats of the world. (+10% of Success cost's 3 units of weapons and 2 units of armour.)
[] Establish or Improve Relations with The Nearby Umgi:
There are many umgi within the lands around the hold and even further afield. Though you do not know all of them they may be of use in the wars to come. Maybe sending a few dawi to establish contact with those nearby would ensure they know you are friends and not the enemy. Though you suppose you will have to visit old allies anyway as they do tend to live rather short lives.
-Rosse Lond 60% chance of success
-Dunedain (Locked off due to high relationship)
-Rohirrim 50% chance of success (locked off for 1 Turn)
-Dunlanders 40% chance of success (they don't like anybody)
-Bree 30% chance of success (The memory of the recent killing is in their minds and they will not trust you and will cause issues.)
1 Turn
[] Establish or improve relations with Gondor:
The umgi you fought beside made mention of a large kingdom off to the west. Said to be under constant threat from dark forces as they border many of their regions. Maybe establishing some contact with them would be a good idea, as you never know when you will send an expedition to calm the blood of your clan. Though their territory is large so the question is. Who do you send your diplomats to?
-Andrast 50% chance of success 1 Turn
-Pinnath Gelin 50% chance of success 1 Turn
-Anfalas 60% chance of success 1 Turn
-Lamedon (Erech) 40% chance of success 1 Turn
-Edhellond 40% chance of success 1 Turn
-Belfalas (Dol Amroth) 30% chance of success 2 Turns
--Hire a boat from Tharbad (200 gold) (50%) (1 turn) (potential to lose advisor if ship sinks)
-Anorien (Minas Tirith) 30% chance of success 2 Turns
--Hire a boat from Tharbad (200 gold) (50%) (1 turn) (potential to lose advisor if ship sinks)
-Lebannin (Pelargir) 35% chance of success 2 Turns
--Hire a boat from Tharbad (200 gold) (55%) (1 turn) (potential to lose advisor if ship sinks)
(lower Chances of success are due both to the distance and danger)
[] Set up an Embassy in Anfalas Capital of Lond Galen:
Gondor's most western point is a fair distance away, and it's capital even further. Balor isn't fond of making long trips further than he needs too but he has enough 'qualified' nieces and nephews he can send in his stead. Set up an Embassy in Anfalas so that he can routinely visit and correspond with the local leadership, while his 'underlings' can make distances further east and south into 'Arda'. Though such a distance is not one to be taken lightly and never for a lone dawi, a small guard will be required for any dawi to safely improve your relations with the umgi in their distant lands.
60% chance of success (A permanent Guard of 5 warriors and 10 Thunderers will be required to guard your clans representative.)
1 Turn
[] Send out a party to Improve relations with blue mountain dwarfs and spread word of a safe home:
With the success of Ancestor Balor, your cousins within the northern mountain chain at least know of you and are at least willing to talk and now with the assistance of the broadbeams of the hold you are sure he can gather more dawi to both your hold and that of Buzra-Dum to centralise and strengthen your local kin and your safety.
(Improve relations with both Northern Nogrod and Belegost Dwarfs as well as possibly gathering dwindling groups of clans or one's looking for some safety)
75% chance of drawing a handful of dwarfs to your hold. (Between 25-40 Dwarfs for your hold and triple that for Buzra-Dum)
50% chance of drawing a few dwarfs to your hold. (Between 50-100 for your hold and Double that for Buzra-Dum)
25% chance of drawing a large group of dwarfs to your hold. (Between 150-250 for your hold and Double that for Buzra-Dum)
5% chance of drawing a massive group of dwarfs to your hold. (Between 300-500 for your hold and Half that for Buzra-Dum)
1 Turn
[] Establish a Trade deal with foreign powers: As Dawi and a Thane you know that the umgi of the empire clamoured for even the trinkets of your people, something that seems your cousins at least managed though it falls short of the revere your used to, thankfully more than a few of your works have spread around as Balor has set relations with them, though he will not journey for the hold for long have him set out to establish a trade deal that will last for generations to come, that is until you either change the deal or the umgi break their word. (Can choose 2 option maximum to establish Trade deals)
-Elgi of Lindon: The Elgi living on the coast are paying a little too much attention to your fellow dawi especially as they are clamouring for our ale, while they have little to offer other than gold and lumber it's good to see elgi come to their senses after so long, even if they are a bit weird. (Offers lumber and that's about what they can offer you without issue as their finished goods are not to dawi taste.) (They are currently inquiring about more of your ale)
-Dunedain: The umgi seem to offer little at the moment and while they have proven staunch allies they have yet to start building after only recently moving in, hopefully, they make something of use with what the clan built. (Currently, they offer nothing other than lumber) (They are currently after acquiring more tools for the use of their expansion and weapons.)
[] Modify a current Trade deal (Sheet at bottom of the update): A dawi trade deal is a long one and one that you will see fulfilled, though while dawi are excellent forward thinkers sometimes an existing deal with an ally needs a change to meet newer demands and it seems that such a time has come, sent a runner to an ally stating that you wish to change the deal a little and will compensate them for the inconvenience.
80% chance of success. Cost 500 Gold
1 Turn
- Roose lond: The umgi within the port have boasted to having contacts all throughout the kingdom and while their port is small they swear they can get us just about anything that is made in Gondor, especially once their lord is done playing politics with his neighbours. (This is your trade route to Gondor you will not be trading with the greater kingdom but the hub, currently, they offer most raw resources and food, their ale grain falls short of what the brewers require what they offer will grow as your works become more known or the port grows.) (They are currently after acquiring more tools for the use of their expansion or finished works.)
-Hobbiton: The short halfling looking people while proving to be hard to get out of their holes seem to have the right way of thinking and while they may live in hills and not mountains, they have proven that they know what they're doing with their crops especially as it at least meets the requirements of the brewer's grains. (Offers food and ale grain as it just meets the requirements of the Brewers.) (They are currently after some lumber and raw iron)
Martial: (If more than 120 Dawi are away from the hold been used for external garrison forces then you will lose a Martial action until they return.) (Your capacity to Garrison further areas will grow as your hold does.)
With careful aim and deliberation will you strike at the enemies of the clan while also making sure that your kin will do all they can to be prepared. 2 Actions Available
[]Have Them Assist in the mines:
All Dawi know how to mine and while many leave the profession to pursue their craft it is a vital skill, thankfully the Throng has little to do and that will just not do, especially since it has left them a little softer than usual. Something easy enough to solve especially if they use some of that free time to help harvest some extra ore.
(Doubles the harvesting rate of mines. Write in which mine's or just say all of them.)
60% chance of success. Cost 2 Tools per Mine selected
1 Turn
[] Wargames:
The Throng requires both a strong leader and one that can adapt to a variety of situations. The battlefield is often a place of chaos and confusion. Something that has sent many armies into disarray. But you are dawi and will seldom let this happen, though to ensure this
(Will progress your Martial skill.)
(Dice roll to see progress)
1 Turn -Invite the Throng of Buzra-Dum: With your cousins growing in size and their throng starting to resemble something at least they need a proper lesson in dawi warfare so that they do not break too quickly.
-Invite some of the local Dunedain: While they are Umgi none the less they have proven quite capable in warfare, although a little too reliant on ranged warfare. It almost gave you a heart attack at Amon-Mingol when you learned of this weakness. Mayhaps you could break this 'cycle' before it's too late? (requires nearby Dunedain presence) -Invite a portion of the Rosse lond Garrison: You have fought besides the umgi of Rosse-lond and they seemed a little green for your liking and could do with a sound thrashing especially as it will teach the green-beards a good lesson facing against so many.
[] Send out The Throng to clear a distant region:
With the clan slowly returning to it's roots of becoming true craftsman once again, the need for a dedicated army of dawi has slowly fallen to the way side. The battle lust that held sway over the clan having slowly passed and while many still suffer from such a thought, many now agree that it is time to focus on perfecting their craft and if the hold is to march it will need further incentive than their basic pay. (Cost for this action is 300 Gold per 50 dawi fighters in the Throng) (When dire threats arise you will not have to pay them)
- Northern Arthedain (the shores of Evendim to Fornost) 40% chance of success.
- Southern Arthendain (the Shire) 80% chance of success.
- Western Cardolan 50% chance of success.
- Northern Minhiriath 60% chance of success.
- Southern Minhiriath 60% chance of success.
- (Other Areas locked off due to lack of strength)
1 Turn
[] Have Them Form a large escort force for your Diplomats: (Can only be used for Diplomatic options outside of Arnor.)
The land is filled with dangers and more often than not it is something that would spill good dawi blood, the warrior's of your clan have little to do and having them march out to protect your fellow advisor from danger and show the strength of your people.
(Increases the chance an action succeeding when you try and improve relations with distant lands but also ensures your dawi are safer. +25% to a diplomatic option's success)(Just write in the name of the option you want them escorting.)
Last's as long as the action it is attached to.
[] Help the cult of Gazul prepare for their expedition:
The members of your clan dedicated to the Ancestor of Gazul are preparing for an expedition to cleanse the land, though you have not sent out the call for the Throng you can at least make use of the holds general training and resources to ensure they are ready to face the large number of enemies to come. (Cost 1 Tool, 2 Weapons and 1 Armour unit to arm and prepare the cult) (Will increase the chance of success of their expedition and reduce the risk of casualties.)
60% chance of success.
1 Turn
[] Train the Deb(Untested) Dawi of the hold: Your cousins of this world have taken up residence within your hold and you will now allow them to drag the honour of your hold down or even let them out the hold until they can at least wield a weapon to an adequate degree. Though it will be a long road of training for them you are sure it will be worth it especially as some of them have the basics down.
50% chance of success. (Currently have 60 Dwarven labourers in the hold)
3 Turns
Troop Training they will receive (Choose 1)
- [] Purely focus on training them to be Warriors (Ered Luin Militia)
- [] Purely focus on training them to be a good shot (Ered Luin scouts)
- [] Train some of them to fulfil both the roles of warriors and quarrlers. (Splits the Labourers evenly into both Ered Luin Militia and Ered Luin scouts)
[] Train the Elgram and foolish: More of your cousins seem to not even have an idea on how to wield a weapon never mind how a correct stance, this cannot stand! Have the elders whip them into shape so they can get some better training. (Currently can gain another 60 Dwarf Labourers.)
60% chance of success.
2 Turns
Stewardship:
Thankfully with the help of Alrik, you can be sure that the hold will expand quickly but carefully under his care, though you are also glad that he helps bear the load on some of your work.
3 Action Available, 1 Action Locked (1 from Base action, 1 From Advisor and 1 From Thane Trait. 1 From Wife)
[] Send aid to help Restore a portion of Nogrod:
After visting the crumbling hold of Nogrod you as a dawi can not help but feel insulted, the work of your cousins ancestors having degraded far beyond even holds lost to the grobi. Though issues may have arisen members of your fellow clan were injured and that is something you can not allow, have a few of your clans dawi head off to help restore the hold, though only a bit as it will take many decades to truly restore the massive hold.
-Repair their hold's Entrance Hall and wall 60% chance of success. (0/1 Progress and will cost 3 tools to repair 1 point of progress)
-Repair their living halls 60% chance of success. (0/2 Progress and will cost 4 tools to repair 1 point of progress)
-Repair their growing halls 45% chance of success. (0/5 Progress and will cost 3 tools to repair 1 point of progress)
-Repair their Forge 60% chance of success. (0/3 Progress and will cost 3 tools to repair 1 point of progress)
Surface Options Space 2/4
[] Expand the farm:
With the farm now up and running and many of the trials needed for it to succeed now overcome your clan now knows at least somewhat, what they are doing. Its not exactly fool proof (Elder Svar having proven that with the 'brown flowers incident'), your clan counts itself blessed that while you are far from efficient you are at least somewhat proficient, allowing you to bulk farm what is needed. Your clan's somewhat green finger at the ready, you only have to give the order. (Takes up 1 Space future Upgrades will take more) (Production increases by an additional 3 units of Food and 2 units of Ale Grain)
60% chance of success Cost 4 Tools (Increase Maintenance Cost of 2 Tools)
1 Turn
[] improve the farm's Irrigation:
While the clan lacks much in the way of a proper growing clan knowledge, they are engineers and one of them had the bright idea to try and set up a proper watering system for the farms, though they are a little lacking in redundancy and a little to large for some of it to be implemented, it will at least keep the crops watered and the valley from flooding. (Does not take up space)
65%(would have been 55% due to lack of knowledge) chance of success Cost 3 Tools, 4 copper
1 Turn
[] Expand distant Logging Operation:
The Grove of trees below the hold and in another valley looks large and strong enough to use as a construction material and you are sure that it can be used as a steady source of lumber though the work will be hard and gain little as much of it will have to be hauled up to the Hold(Production of 4 Lumber)
60% chance of success Cost 3 Tools (Increases Maintenance Cost of 3 Tool)
1 Turn
[] Grow A Grove of trees in the Valley:
The Hold needs a steady supply of lumber and the distance between the logging operation far and dawi-power limited, so having a grove within the valley should help speed up production. Though it will take many years before any of them will be ready for harvesting. (Takes up 2 Space)
50% chance of success
3 Turns
[] Hunting Lodges:
The Clan has lived within the mountains for two years now and the Rangers have noted the patterns of the animals in the area and know how to hunt them effectively. Of Course, hunting them is difficult with the Hold being so far away and something is needed to store the carcasses of the animals so that they can be gathered by members of the clan.
60% chance of success Cost 2 Tools, 2 Lumber (Produces +1 Unit of food)
1 Turn
[] Expand the diving Operation:
A number of your kin that where a part of the test dives remarked that there was a great deal of area to explore, a few of them grumbling about their lack of time and space to recover such artefacts and more often than not taking a great deal of time, though there is little you can do to expand their options an extra sub filled with dedicated dawi may be the answer to the problem, even if it a larger drain on the hold but the speed with which your people could recover lost artefacts would at least double. (Reduction of time on Diving actions.)
50% chance of success Cost: 2 Tools 3 Iron ore. (maintenance of 1 Tool) (+1 prototype nautilus)
1 Turn
[] Settling A Grudge (Silent peak):
The Silent peak has slain multiple of your kin in ages past and the grudge must be settled through hard work so that the wrong is put right. Set the Clan to settling this grudge. (progress 0/8) (Will harvest raw material from the peak)(+2 Hold Stability)
Cost: 2 Tools
1 Turn
[] Build a Khazad near Rosse lond: For too long have the dawi of your clan been stuck aiding the umgi town of Rosse lond without proper defences, the last battle a stark reminder as to why your clan and dawi prefer a good proper defensive location, Commission the dawi of the hold to establish a Khazad at the edge of the mountain so to properly keep an eye on it. (Will have a permanent Garrison of 40 Dawi (15 Warriors 20 Thunderers and 5 Valkyrinn)
50% chance of success Cost: 4 Tools 3 Basalt and 5 Lumber
3 Turns
Hold Options
[X] Build a Hold Entrance: (Locked in)
The Clan lives within a Cavern and while it is a good place to begin the Hold will need a proper gate to be carved and built so that any foe that tries to harm the Clan will find more trouble than they think as a Strong Gate and Towers will bar their way.
60% chance of success Cost: 4 Tools and 2 Lumber, 2 Basalt
1 Turn
[] Improve the shrines of the Ancestor Gods:
While the Shrines around the hold are more than adequate for your clan and some even surpass what could be expected, it is not enough to properly show them the respect they deserve, have the clans stonemasons and various crafters work on them to further improve them.
40% chance of success Cost: Cost 3 Tools, 2 silver, 4 gold and 1 copper.
1 Turn remaining and
[] Build a new Mushroom Hall:
The growing hall within your hold is decent enough and while your clan are no farmers, it will be easy enough to expand the space used to grow the mushrooms easily. Have the holds stone masons build a second growing hall.
60% chance of success
Cost: 3 Tools (Improves base production of food by 2 units)
1 Turn
[] Excavate a Warrior Hall:
The Throng requires a hall that will allow them to train amongst one another whilst also settling the minor grudges that occur among the clan. Thankfully there is plenty of space for the clan to expand. (Unlocks additional options and Reckoners Hall)
60% chance of success Cost: 3 Tools 4 Lumber (Maintenance Cost of 2 Lumber and 1 Weapon unit)
1 Turns
[] Expand the Craftsman District with more specialised halls for:
With the Craftsman district built and the clan's varius members hard at work, more than a few have petitioned for the district to grow and halls to be added, something you will have to approve as it is to much for a small family of dawi to shoulder the burden.
60% chance of success Cost:
1 Turn
- Expanded Meadery 60% chance of success Cost: (2 Tools, 1 lumber, 800 Gold) (Produces 2 units of Mead) (Consumes 1 tool per turn)
- Jewelsmith 60% chance of success Cost: (2 Tools, 3 Iron, 1 lumber, 3 Silver ore, 2 Gold ore, 2000 Gold) (Produces 3 units of Basic Jewels and 2 units of decent Jewels and pays you 500 gold) (Consumes 1 tool per turn and 4 Units of silver Ore)
- Goldsmith 60% chance of success Cost: (2 Tools, 2 Iron, 1 lumber, 2 Silver ore, 5 Gold ore, 2500 Gold) (Produces Oath Gold and turns excess gold Ore into 500 gold income) (Consumes 1 tool per turn and 4 Units of Gold ore)
- Glassmakers 60% chance of success Cost: (3 Tools, 5 Iron, 2 lumber, 2000 Gold) (Produces 2 units of Glass) (Consumes 1 tool per turn)
- Pottery 60% chance of success Cost: (4 Tools, 2 Iron, 3 lumber, 1000 Gold) (Produces 4 units of basic pottery and 2 units of decent pottery) (Consumes 1 tool per turn)
[] Expand the Brewery:
A Though your clan holds few Brewmasters such a Nobel profession is bound to draw a number of apprentices and whilst their work is sub-par to that of a true brewing clans apprentice it is still dawi ale and after the last draught of ale many in the hold are more than willing to deal with shoddy ale if only so to ensure their stock of good ale lasts them longer. A few masons are even eager to work on the project all they need, is their Thanes approval.
60% chance of success Cost: 4 Tools (Maintenance Cost increase of 2 Brew Grain)(Produces an additional 4 Ale)
1 Turn
[] Runic Archive and armoury:
Though your clan lacks any runesmiths or even well taught rune scribes some in your hold can lay claim to having been related to a few, though they are not true runescribes they can still archive and document what has been found for later use, while also storing it in a safe location.
60% chance of success Cost: 3 Tools, 2 lumber, 1 Gold Ore, 2 Silver Ore.
1 Turn
[] Expand the Metal Smith Hall:
The Clans roots are in those of working metal and making the day-to-day items that many a dawi and umgi would use, Your clan's skill at working metal is only paralleled by your fellow dawi and even some of them fall short of your standards. Though your ability is met with your current facilities there is room for expansion to ensure that all in the clan can work and show off your glorious work.
70% chance of success Cost: 8 Tools (Maintenance Cost increase of 2 Iron Ore)(Produces 8 more Tools)
1 Turn
[] Expand the Engineers Hall Facilities:
With the Engineer hall finally built, it still lack more than a few of it's more advanced facilities that would allow it to truly begin making the great works of your people, that and it will hopefully stop the guild from fighting with the others and giving you less of a headache.
(Reduce the progress Bars of more advanced research ideas and allows for faster construction of more advanced machines while increasing the guilds maintenance capacity.)
60% chance of success Cost: 8 Tools (Maintenance Cost of 3 Tools) (Produces 2 Units of gun cleaning tools and will maintain 1 additional Artillery Piece) (Allows production of Simple Artillery) (Once complete allows for expansion options to produce advanced Components.)
1 Turn
[] Build a Gunpowder Hall: The Production of Gunpowder is both dangerous and requires careful precision to get it just right, something that a dedicated hall is required for so to keep the hold safe and the dawi within alive, commission the stonemasons and miners to build a new hall.
50% chance of success Cost: 5 Tools, 3 basalt and 2 Lumber
2 Turns
(One of these options will occasionally be completed by a clan staying within the hold, these halls also generate gold as you are paid a tithe for their use.)
[]Broadbeam Residence hall: The recently arrived dawi of clan Broadbeam have taken up residence within the hold, their clan housed where they can be fitted though that is not something fit for any dawi in the short term, a proper hall must be built for them to live within and thrive within. Of course this will open up a new depths level within the hold. (Clan Broadbeam pays you 1.5 gold per dawi within your hold and increases their growth)
50% chance of success Cost: 5 Tools, 4 Lumber
2 Turns
[]Broadbeam Growing hall: Clan Broadbeam needs a hall with which it can grow it's own food or at least store it and while they are at least adequate at the job it will be many years before that changes but at least it will ease the Burden of the hold. (Produces 2 Units of food) (They Pay you 100 Gold per Year for this Hall)
50% chance of success Cost: 4 Tools, 4 Lumber
2 Turns
[]Broadbeam Smithy hall: Your Fellow Clan's elders speak of been a decent group of smiths and while that is far from true in your eyes their work is still at least usauble, though it will have to be rectified once their hall is built and the wisdom of the clans smiths are passed along it will have to do as the clan lacks the number of smiths to truly keep the Throng armed and armoured. (Produces 2 units of Weapons and 1 unit of Armour) (They do not produce tools) (They Pay you 300 Gold per Year for this Hall)
50% chance of success Cost: 4 Tools, 3 Iron
2 Turns
[]Broadbeam Warrior hall: You find their lack of trained dawi, disturbing and would rather not waste the valuable time the clan in making sure your cousins are trained up, build them a personal warrior hall so their clan can train those that need it. (Allows for their clan to train the inexperienced bypassing the need to train them up to labourers also progresses them further down their own troop line) (They Pay you 150 Gold per Year for this Hall)
50% chance of success Cost: 3 Tools, 3 Lumber,5 Iron
2 Turns
(Locked off) []Broadbeam Jewelsmith hall: Thane Grain says that his clan are skilled Jewelsmiths and while it is not a vital skill it is one that can bring in the necessary gold for the hold and also be excellent for gifts though it will require a dedicated hall for them to truly work their craft. (Produces 2 Units of Basic Jewellery) (Maintenance of 1 Tool and 1 of any rare gem material) (They Pay you 400 Gold per Year for this Hall)
50% chance of success Cost: 3 Tools, 3 Lumber,5 Iron
2 Turns
Mines: 2/8 Capacity(You can close running mines to open up others)(+4 Capacity for every 70 local dwarfs living in the hold)
[] Establish a Quarry:
The Area around the new hold has shown that much of the Stone is made out of Basalt with trace amounts of Limestone. Though it
60% chance of success Cost: (Maintenance Cost of 2 Tools) (Production 5 Basalt) (Will reduce as you build other mines)
1 Turn
[] Establish A Coal Mine:
While Digging out a Forge Hall for the hold your dawi found a tunnel leading deeper into the earth that took them far. Though you did not personally journey down the tunnel your kin assure you that it is deep and will require some work to get up and running but it can be done.
60% chance of success Cost: (Maintenance Cost of 2 Tools) (Production 2 Coal)
2 Turns (+1 Turn Due to distance)
[] Excavate and Build a Miners Hall:
The Stone and earth hold a wealth that the hold needs to prosper, though the Hold is a great distance from the largest of deposits in the earth, thankfully a bit of work should make things easy enough especially if a hall is built so that the riches of the earth can be stored there for transport instead of having to haul it back to the hold. Of course, it should also, help with preparing for future mine expansions(Leads to be able to build lifts and also a way out of the hold without taking extra time.)
60% chance of success Cost: 6 Tools (Increases base production of active mines by +1) (Reduces build times for mines.)
1 Turn
Intrigue:
The Rangers are a group you have worked with within the past and while they lack a leader at the moment they are more than capable of leading themselves and though their numbers are few you are sure that they will do their jobs admirably. Especially now that they have a selected leader who will manage them to the best of his ability.
2 Action's Available: (-30 Debuff due to loss of experienced rangers, both from the battle against the shadow and Agath been followed by a core of veterans and friends this debuff is applied randomly)
[] Train the Rangers: With the loss of many of your rangers veteran core, it has left the holds remaining rangers low in numbers and poorly trained for a dawi, thankfully Hokul is an adequate trainer and while it will be a few years before the problem is solved and his successor takes his place, he will watch the Rangers and get them into shape. (Slowly Improves your advisor's skill)
60% chance of success
1 Turn
[] Assist the Umgi Rangers in a region:
The Rangers have little to do other than engage in minor kull's around the area, the threats in the area few. Send a detachment of rangers to assist your umgi allies in the hunt for threats so as to keep their skills sharp and your enemies few and disorganized. Even if it only leaves them vulnerable for future strikes it would be better than letting them group up once more.
-Arthedain 50% chance of success. (locked off)
-Cardolan 50% chance of success.
-Minhiriath 60% chance of success.
-Rhudaur 40% chance of success. (locked off)
- (Other Areas locked off due to lack of strength)
1 Turn
[] Clear out threats in a region:
There are threats that roam the land and while your clan are few they are skilled in the art of hunting. You heard the umgi mention a few areas with which dark things lurk. Send out the rangers to clear out an area, though it will take many years to even see a portion of an area clear. Though you doubt your rangers will clear out an entire with their numbers so few. They should be able to cripple any resistance the umgi would face in clearing an area.
- Northern Arthedain 30% chance of success. 3 Turns
- Southern Arthendain 40% chance of success. 3 Turns
- Western Cardolan 40% chance of success. 2 Turns
- Eastern Cardolan 40% chance of success. 3 Turns
- Northern Minhiriath 50% chance of success. 2 Turns
- Southern Minhiriath 50% chance of success. 2 Turns
- (Other Areas locked off due to lack of strength)
[] Investigate your cousins Further: Though you do not think these Grimborn mean the dawi any harm they are still snooping about in places they should not be, have a few rangers tail them so to keep an eye on their activities and to find out more of their plans.
20% chance of success to gather detailed information, 40% chance to gather some detailed information, 60% chance to gather information.
1 Turn
[] Scout out the area north of Fornost and the umgi kingdom of Angmar:
Contested Roll to determine how far they go and what they find out. (It will be your advisors skill and the dice vs patrols and their perception. There is a total of 3 rolls (Just to determine what happens to the group you send) (15 Rangers are sent on a deep scouting mission)
3 Turns
Learning:
3 Action Available: (Actions from, 1 from you, 1 from Advisor and 1 from Engineer Hall.) (You can Double down improving the research speed)
[] Prospecting:
There is much to be found within the Earth and your clan has proven themselves adept at knowing where even the best of things are. (Possibly find 3 Deposits of Ore that you can use.)
70% chance of finding Ore
1 Turn
[] Search your Archives for Engineering blueprints:
Your Clan lived in Zhuffbar for many years and many Blueprints were saved for the use of the Clan should they ever be used. Sadly they are few and the transition has left them in Disarray (Progress 0/15)
60% chance of success (Also determines how intact it is)
1 Turn
[] Study the designs of a Grudge Thrower:
You have looked over the Blueprints of the basic Grudge Thrower and are sure that you can Improve its draw weight. (Progress 0/6)
60% chance of success
1 Turn
[] Study the Bolt Thrower design:
Having looked at the Blueprints of the Bolt Thrower and have a few ideas for some munitions, though you're not sure what yet but that will come as is the Bolt Thrower might need a little modification to fire them you just need ask the clan to see if it is possible. (Progress 0/5)
60% chance of success
1 Turn
[] New Warrior Armor:
You do not know when you will reunite with your kin and your clan's front line is weak, but there is a way around this. Though it will likely take a few years to get everything properly designed and planned especially as you have to commission a few armour smiths to work besides the engineers. (Progress 0/4) (Unlocks an Upgrade to the warriors down 2 separate paths to improve their combat ability and survivability)
60% chance of success
1 Turn
(Locked Off) []Research better gunpowder:
You have long coveted the knowledge on how to create High-Quality gunpowder from Zhuffbar, though you are sure that it will require a great deal of effort to replicate and even more costly to research but you are sure it can be done but you will need to start somewhere. (Progress 0/6)
60% chance of success
1 Turn
[] Firearms Research:
A favoured choice of your clan the gun is a weapon that you have learned well. Though they are sadly not the best as you have seen, fellow clans of dawi with better-rifled guns. Sadly, you had not managed to secure the information behind the superior design, but you do have an idea on how to make them, though it will take many years to see success. (Progress 0/8)
60% chance of success 1 Turn
[] Better Tools:
Your clan's tools have been something renowned for their quality but like your for fathers know that they need to be improved as per tradition the question is how were you going to do that and how could the clan improve them. (Progress 2/3)
60% chance of success
1 Turn
(Locked Off) [] Better Explosives:
Explosives are something your clan knows intimately as they have used and made them for many years. Though you have heard of tales speaking of ones that have mangled entire groups of black urk's and even taken a Trolls clean off, you doubt that is entirely true as it came from an umgi but it has given you and the clan some ideas. (Progress 0/8)
60% chance of success
1 Turn
[] Better Lifts:
The Clan knows how to build and maintain Lifts as any good engineer should but the ones used in Zhuffbar are faster and stronger than the ones you build and are sure with a bit of experimentation that you can make some progress to reaching such great works. (Progress 3/5)
60% chance of success
1 Turn
[] Old Dwarf Tomes:
Whilst your rangers were searching for dangers within the mountains they came across an ancient hold. The area flooded and while they could not recover much. They did recover a few tomes and scrolls from a rune stored cache. Though you can not read what they contain you are sure they hold something important from how the sealed container is designed and the runes upon it. (Progress 0/5)
60% chance of success
1 Turn
Personal actions:
MC Afflictions and bonuses:
Free time and rest or that are what you wish it could be, but you are a Thane and while you can take time to relax you also have a duty to use your free time to improve yourself so that the clan may survive. Even if you did not enjoy it, and this means you have less time for those that were close to you.- 2 General Actions and 1 Improvement Action
3 Action in total
[]Spend Time with your friends:
The War against Chaos saw many of your kin and friends fall in battle but you survived and made many friends among the clan despite their age gap. Still, the duties of both a Thane and that of your friends offer little time to spend with them but you have some free time and setting up a few meetings should be more than possible.
[]Spend Time with your Family:
You are a married dawi and certain things are expected of you. One of which is to ensure your family is happy and ready to do its duty. Spend time with your wife and any kids you have so that you may learn more about them and relax.
[] Go Visit a friend or ally:
Throughout your time in this strange new land, you have made both friends and allies. Though you rarely leave the hold you can make plans to so that your ties with both friends and allies remain strong. Even if they are not dawi.
-Visit Rivendell
-Visit Lindon
-Visit your Umgi allies near the mountain
-Visit your fellow clans Hold
[] Go searching for an adventure:
The new land has your blood singing for an adventure of the unknown and while you admit that it may be dangerous you are sure that you can deal with what comes. The Question was what lay around this mountain.
[] Spend time with your Direct family:
With your duties to the hold slowly expanding you have found little time to spend with your family besides the occasional short visit's, dedicate more time in the coming years to ensure that you stay close with them.
[] Write letters to your fellow friends and leaders in distant lands: The hold is young still and requires much of your time at the moment so that no issues occur. With your time-limited you know that it is not always the best to go and visit your friends and allies in the distant regions of the world. Thankfully your rangers are board and a little task like this may help them stay busy especially with how few threats there are. So maybe a letter or two to them will at least help you keep in contact with them.
-Arathuil
-Arathorn
-Maybe Elrond or his sons
-Glorfindel. (Challange him to another duel)
[]Focus some effort on a project:
Much work will be required to establish a hold but you are sure that if you lend a hand out somewhere that more can be done even if it will not be easy. (Double Down on a project that the clan is working on.)
Skills
-Diplomacy- 13 (Progress to next level is 1140/1500)
-Martial- 16 (Progress to next level is 1038/1500)
-Stewardship- 18 (Progress to next level is 1401/1500)
-Intrigue- 10 (Progress to next level is 251/1500)
-Learning- 5 (Progress to next level is 229/600)
Weapon Proficiency
-Dwarf crossbow -15, (Progress to next level is 473/3000 )
-Dwarf ax and shield -4,(Progress to next level is 204/300)
-Dwarf az-4, (Progress to next level is 129/300)
-Dwarf guns – 17, (Progress to next level is 1167/2000)(Main Combat weapon)
-Hammers- 14 (Progress to next level is 509/1500)
Improvement Options (1 Action Available but you can use the other actions to improve to if you want)
[]Work on your Statesmanship:
There is much to learn when dealing with dawi and umgi lord's but you can learn even if you find it rather dull and boring. (Diplomacy skill progresses) (Progress to next level is 340/1500)
[]Learn Battlefield strategies:
War never changes, set yourself to learn new strategies and techniques to lead the Throng to victory. (Martial Skill progresses)
[]Learn ways of running a hold and building:
A hold is not built in a day and it is forever expanding and growing and a Thane must be knowledgeable in its matters if he is to see his home Thrive. (Stewardship Skill progresses)
[]Practice been a sneaky Dawi:
To be unseen by the enemy requires great skill and patience and to hunt an enemy even more so, thankfully you are decent enough at it but you know you can be better. (Intrigue skill progresses)
[] Engineering Lessons:
Your clan is a group primarily of Engineers and while you admit that you are a slow learner, you do know that you learn well under someone and your training was far from complete in some areas, thankfully you have time to improve yourself. (Learning skill progresses)
[] Weapons Practice:
To Learn a Weapon takes time and that is something a dawi has ample time to take advantage of. Though it takes dedication to use a weapon you also know that a battlefield is a chaotic place and that anything can happen and training for it will prepare you. (Write in the weapon you wish to learn)
(x2 on any roll you make to weapon Improvement)
Time: 1 Turn
Guild Management:The Guilds are the lifeblood of any clan and hold and while it is a fine balancing act to see them appeased it is generally worth it if done right, especially as they are less likely to cause you issues in the future.
Current Guilds
Miners Guild (Appeasement: Content (4/10) (Troop Type provided: Miners/Warriors)
Warriors Guild (Appeasement: Happy (1/5) (Troop Type provided: Grumbling Guard and other Elites regiments when they form also affects overall troop status(Mainly your back round rolls and certain DC))
Healers Guild (Appeasement: Content (3/10) (Troop Type provided: Quarrellers)
Stonemasons Guild (Appeasement: Happy (1/5) (Troop Type provided: Warriors)
Engineers Guild (Appeasement: Happy (1/5) (Troop Type provided: Thunderers (Who double as Quarrellers when out of powder)
Carpenters Guild (Appeasement: Happy (1/5) (Troop Type provided: Rangers)
Brewers Guild (Appeasement: Content (6/10)
Farmers and Herders Guild: (Appeasement: Content (3/10))
Runescribes Guild: (Appeasement: Grumbling (3/3))
Artisans Guild: (Appeasement: Content (2/10))
Armourers and weaponsmith guild: (Appeasement: Grumbling (1/3))
Toolmakers Guild: (Appeasement: Happy (2/5))
Metalsmith Guild: (Appeasement: Content (2/10))
Goldsmith guild: (Appeasement: Content (4/10))
Cult of the Ancestor Gods (Appeasement: Happy (5/5))
Religious Cults and orders: (This will only be used for events revolving around the Cults so only here for when it happens, also a bit of information on your clans)
Grungni: 40 Members (Its members are generally filled with Miners and stoneworkers.)
Valaya: 70 Members (Its members are generally healers and Brewers)
--Valkyrinn: 35 Kvinn are a part of this order and not a part of the Throng and they guard the wounded and healers and protect their home. (Expect them to form a reserve in most fights while they protect the wounded and will form part of the holds defensive forces and act as combat medics)
Grimnir: 60 Members (Its members are generally dedicated warriors and watch over the hold in times of strife)
-Hearth Guard Order: 20 Standard Warriors and 30 Thunderers and 10 Rangers belong to this order (they stand guard for the hold. +15 to rolls when the hold is in danger of been overrun)
-Slayer Order: 0 Members
Gazul: 53 Members (Its members are generally craftsman, smiths and carpenters who band together to fight the undead and watch over the fallen.)
-Clerics: 4 Grumbling Guard and 10 Standard Warriors and 20 Thunderers along with 10 Rangers belong to this order. (They Guard the dead and seek out those that would desecrate their tombs, +15 against Undead type enemies) (They are Oathbound to seek out any Necromancers or to put the spirits of the raised to rest) Smednir: 30 Members (Its members are generally goldsmiths and other types of smiths.)
Morgrim: 65 Members
Thungni: 5 Members (It lacks both initiates and Clerics as there are no members trained in the arts of a runesmith.)
Other Clans in the hold
Brodabeam: (Appeasement: Happy (4/5))
Levels of Appeasement
Content (+50% Yield from this guild and its warriors are keen to prove their skill in appreciation of your continued support. (+5 to Combat rolls and less likely to be killed in combat to having slightly better equipment than the rest of the Throng)
Happy (+25% Yield from this guild and its warriors train harder than they usually would. (Warriors associated with the guild are more likely to be injured than killed)
Grumbling (This is pretty much standard for dawi so there is no benefit when a guild lingers here)
Annoyed (-25% Yield from this guild and warriors belonging to this guild will cause unity issues within the hold)
Rebellious (-50% yield from a guild at this point and warriors belonging to this guild will not join an offensive campaign beyond what is required of their oaths)
1 Action Available
[] Gift a few guilds some gold for their own use or gift all the gold to a single clan: (Choose 3 Guilds with only a minor boost to their Appeasement or choose 1 clan to receive the gold for a large boost at the cost of 1200 Gold)
[] Allocate raw materials towards a number of guilds or a clan for their personal use: (will remove 2 units of relevant resources from your holds stock) (Choose 1-3 Guilds with a modest boost to their Appeasement or choose 1 clan to greatly boost their appeasement)
[] Send word to your clan's stonemasons and builders that they are to aid a guild in the improving of one of their halls: (Will take one of your stewardship actions but the halls related to the guild will receive a limited boost for 2/3 turns) (Choose 1 Guild but greatly boosts their appeasement)
[] Offer a guild the right to select the best material within the hold before other guilds for the coming years: (Will Appease the selected Guild greatly but will anger a few others how much will depend on your skill as a diplomat.) (This option holds no effect to overall mechanics in your holds management and is pretty much just a bit of fluff)
[] A gift of fine dawi Ale: (Choose between 2 and 4 Guilds or 2 clans who you will purchase the best ale within the hold for the coming years, Will appease the selected guild decently but the hold will not be happy -1 or -2 Hold Stability depending on the number of guilds selected and costs 250 Gold per guild or religious order.
[] Give them nothing, the hold has better use for those resources, and you would rather not stretch your supply, you're sure that none of your kin will mind a little bit of hoarding.
Submarine Actions:
With the first Nautilus complete and dawi ready to explore and recover items and knowledge from your cousin's history they only need to know where they should focus their actions.
1 Action Available (more options will unlock in time)
[] Explore the northern adjacent caverns:
Have the crew of the Nautilus explore the passageways to the north of the current hallway, especially as it seems to level out and rise a little and possibly has a few dry halls cut off from the surface.
What you find depends on your roll
Time: 1 Turn
[] Explore the Southern adjacent caverns:
Have the crew of the Nautilus explore the passageways to the south of the current hallway, though the halls seem to grow in size it also appears that they are getting deeper and may require some research for the nautilus to dive into deeper halls while the currents grow stronger in this dircetion.
What you find depends on your roll
Time: 1 Turn
[] Recover items from the flooded hall: Instruct the crew of the nautilus to search the main hallway for anything that was possibly swept into it by the flood. (Area searched: 0/3)
What you find depends on your roll
Time: 1 Turn
[] Recover items from a connected hall: Instruct the crew of the nautilus to search the minor halls connected to the hallway especially as there may be more dry halls to recover intact artefacts of your cousin's golden age. (halls searched: 0/5)
What you find depends on your roll
Time: 1 Turn
Commission the engineer's guild for an Artillery Piece: Nothing is been built for the hold at the moment
(Engineer maintenance capacity is at 2 out of 3) (This may be reworked in the future)
(1 Action Available.)
[] Grudge Thrower:
Commission the Engineers guild to build a Grudge Thrower for the hold and clan's use, so that it may crush those that would dare to harm your clan and allies. though it will take a great deal of time to do with the current facilities. Cost's: 1500 Gold, 8 Tools, 4 Lumber and 3 Iron Ore and will take 3 turns to build and cost 1 Tool to maintain and takes up 1 point of maintenance of capacity)
[] Bolt Thrower:
Commission the Engineers guild to build a Bolt Thrower for the clan and holds use, it's massive bolts will surely fell many beasts should it fall within it's sight though with all that is required it will take a long time to build especially with the facilities available and so that it is up to the requirements of the dawi. Cost's: 1250 Gold, 6 Tools, 3 Lumber and 5 Iron Ore and will take 4 turns to build and cost 1 Tool to maintain and takes up 1 point of maintenance of capacity)
[] Basic Support Steam Golem for mining:
Commission the Engineers guild to build a mining golem to increase their capacity the lone golem capable of digging through enough stone and minerals to match even an entire mining team though it will need replacements every decade and in a pinch can act as an auxiliary unit in defence of the hold. (+1 Mining Capacity) Costs: 1000 Gold, 10 Iron ore and 1 Advanced Components 2 Tools) (Maintenance 1 tool per turn and 1 Advanced component every 5 turns (10 years)) (Will take 2 Turns to build)
[] Basic War Steam Golem:
Commission the Engineers guild to build a basic steam war golem that while slow and cumbersome is armed with a massive hammer able to crush even a troll, though are more often than not used as a mobile tower for a squad of thunderers or a rapid barricade in defensive actions. (Specialised heavy unit is added to the Throng) Costs: 2000, 15 Iron ore and 2 Advanced Components 4 Tools) (Maintenance 2 tools and when returning from deployment will require 2 Advanced components to restore to full condition.) (Will take 3 Turns to build)
[] You have no need of them for now:
As of this moment you do not feel the need to make use of the Engineer's guild and its talents for something and they are free to do as they wish for the coming year. (Something random will happen be it progress to a new tech or hall, they may also possibly build a Warmachine for someone else paying the hold for its resources.)
***
Hold's Overall Capacity to Garrison other areas: 150 Dawi (If more than 150 Dawi are outside of the hold you will start incurring penalties for your turns overall actions.)
Dawi of the clan currently outside the hold: 36
- 16 Agath and her group of Rangers (will return once vengeance for Josef is complete)
-20 Dawi Garrisoning South Bazra-Dum (will return in 3 Turns)
- 10 Journeydawi Who return in 10 Turns/ 20 Years
Stored Resources/Equipment (Note this is also what you have to trade with)
Hold Resources
Hold Consumption:
7 Units of Food (1 unit of food feeds 100 Dawi and 150 Local Dwarfs) (will increase alongside your demographics) (3 Turns remaining)
10 Units of Ale (1 Unit of ale sates 50 Dawi and 75 Local Dwarfs) (will increase alongside your demographics)
Dwarf guns using 1 Gun Cleaning Tools (Will only maintain 80 Thunderers weapons, will increase when you reach the halfway point for the next number of Thunderers.) Tools used by Warmachines
- Cannon Maintenance uses only consumes 1 thanks to engineers hall
Stored Resources/Equipment (Note this is also what you have to trade with)
-Food and Ale
20 Units of Food Stored (3 Turn's Remaining) (Total Capacity of food is 24 units) (Net loss of 1)(+2 From Trade) (Still net gain but it reliant on trade)
11 Units of Dawi Ale Stored (Total Capacity of ale is 30 units) (You meet the demand for what is been consumed) (Though you suffer a -2 this turn as their no mead to meet the demand but it will be counted from next turn onwards)
0 Units of Mead (You meet the demand for what is been consumed) (+2 This Year from Idun)
-Raw Material
11 units of Lumber in Storage (Net Gain of 3 +1 From Trade)
51 Unit of Iron Ore (Net Gain of 3 +1 From Trade) (Next Turn Bonus due to unfulfilled mining capacity is 9 Units)
15 Units of Gold Ore
0 Units of Silver Ore (Net gain of 4) (Next Turn Bonus due to unfulfilled mining capacity is 5 Units which also brings and extra 750 Gold for the Tresury)
29 Units of Copper Ore
13 units of Ale Grain (Net gain of 1)(+2 From Trade)
14 Basalt
4 Tin
1 Sulphur (Gaining +1 from Trade)
1 Coal (Gaining +1 from Trade)
1 Saltpetre/Potassium Nitrate (Gaining +1 from Trade)
-Produced Items with specific uses (Forgot to switch to tool production after that massive boost from the restored amount.)(This was voted back on in Turn 4)
26 Units of Tools in Storage (Net Gain 12 this turn)
20 Units of Weapons in Storage (Net loss of 1(Will start producing more when you hit 10 until then the forge is making tools) (Will only be used after battles, each unit covers 30 Dawi per large battle)
13 Units of Armor in Storage (Net Gain of 0) (Will only be used after battles, each unit covers 30 Dawi per large battle)
21 Units of Advanced Components in Storage
0 Units of Gun Cleaning Tools in Storage (Net gain of 1)
Black Powder: Enough for 1 Major Battle or 10 Skirmishes
-Pure Trade Items (Can also be used in some projects for the hold)
0 Units of Glass (meet the demand so no loss or gain)
0 Units of Basic pottery (meet the demand so no loss or gain)
1 Units of medicine (Net gain of 1 this turn) (+2 This Year from Idun)
1 Units Simple Art (Net gain of 1 this turn)
Under the skilled eyes of Idun, the craftsman of the hold do not find themselves lacking in both support and material allowing them to Increase their output for the year. (+2 Trade items added to produced products.)
War machines in the Hold:
1 Breach loaded Canon: Enough Ammo for 2 Large Battles
Gold Within your Treasury (Not in use at the moment):6846 Gold
Total Income: 600
Mines: 600 Gold
Silver Mine: 600 Gold (For every unit of silver ore mined you gain 150 gold)
Clans:
Broadbeams: Will start paying your Hold 400 Gold in 3 Turns (Increases as they build more halls for their own.)
Total Expenses: Nothing (Will come into effect in 3 Turns)
Trade Deals going right now (Started Last Turn so has been added to your resources)
Hobbition (10 Years Left/5 Turns)
Hold Receives: 2 Food, 2 Ale Grain From them
Paying Hobbiton with: 1 Pottery, 1 Glass
Your hold is escorting the Caravan with 20 dawi
Rosse Lond (50 Years Left/25 Turns)
Hold Receives: 1 Iron ore, 1 Sulphur, 1 Coal, 1 Saltpetre/Potassium Nitrate, 1 Lumber
Paying Rosse Lond with: 1 Weapons, 1 Glass, 1 medicine, 1 Simple art
***
The Vote will be open for 3-8 Days (Might leave it longer if it is undecided at the time)
5-hour Moratorium
Yip a few events and even good events can sometimes cause an issue even if it is a minor one, also yes their are journey dawi and I only keeping track of them as they actually have a role to play now and will develop things as they visit around and sadly while the first 2 group will always change, your clan been engineers will always have them apart of these groups and their differing ideals will also change things for where they visit. Still enjoy guys.
I'm tempted to split the food we have stored between Hobbiton and the Dunedain.
For the gold mine I think we should claim it, the Broadbeam are happy so it shouldn't be too bad, and by right it is ours. Plus we'll need that gold to commission lots of golems.
We should build a warriors hall since they have been waiting on that since we first settled, we should also build the gunpowder hall to start refilling our supplies and I think for the last stewardship expand our engineers hall or else work on the Broadbeam halls.
For learning we should finish off tools, continue working on lifts and I think better firearms would be handy too. Edit: Just noticed we can double down, if we double down on lifts we can get the tools and the lifts finished this turn as long as we don't fail.
[] Basic War Steam Golem:
Commission the Engineers guild to build a basic steam war golem that while slow and cumbersome is armed with a massive hammer able to crush even a troll, though are more often than not used as a mobile tower for a squad of thunderers or a rapid barricade in defensive actions. (Specialised heavy unit is added to the Throng) Costs: 2000, 15 Iron ore and 2 Advanced Components 4 Tools) (Maintenance 2 tools and when returning from deployment will require 2 Advanced components to restore to full condition.) (Will take 3 Turns to build)
Oh...OH now this is a butterfly that can help in so many wars and events, for example the Goblin King's scattered remnants that will ravage Eriador, the Fell Winter of the Shire, where Loremasters and Elf Farmers could guide and be tought of the ways of the Hobbit Greenthumb, which, by result, make the Shire bloom and be the breadbasket it is meant to be, we just need to get iur hands on Elf Soil, the Wights of the North and Barrow Downs that could be given peace by Noldor Steel and Voice, War of The Dwarfs and Goblin could be less devastating, granted the majority happened beneath the mountains in dark places, but the Noldor could help, Trolls will be monitored and hunted on the Old lands of Rhudaur and so much more.
Now i am imagining High Elves emissaries finaly contacting the Avari Elder Council in Dorwinion...hehehe...Gehahahahaahaha, would it be epic when Elronds emissaries meet and greet Imin, Tata or Enel?
...Aaaannnnnddddd i just realized that the Elves have a pool of Ancient but invinsible Elves that they can muster and train again...imagine the wonders and extra power for scouts to huntdown Orcs and Shadow aligned enemies, Eriador will be alot safer by then...and maybe a pool of Veterans who has fought Balrogs before in the First Age or rather can hold out for a moment.
Drink up, you left in such a hurry that I've been looking after everything that Idun had to drop, speaking of, you can rest later apparently old Thondin
Made me do a double take of "huh?" Then i realized you meant the Dawi of the Grey Mountains...sorry about this quesrion, but Dwarf/s is used for Mundus Dawi, while Dwarve/s is used for Arda Khazad?
Ok so I've put together a plan, please do point out any mistakes or if you think there is something better we could be doing. The only things I'm really certain of are the Stewardship, learning and golem commission.
[] Split your food stores not meant for this year towards both groups
We have positive food income so we should be able to share [] The Gold Vein Belongs to you (Will anger the Broadbeams but increase the mining guild appeasement) (You gain the full income of the mine)
We want the gold and the broadbeams are currently happy with us so we should be ok to just take the mine here
Diplomacy: []Settle Disputes as they come:
The Clan is in a new land but that does not change that your kin is a prickly people and without a level-headed leader are more than likely to fight one another when things get boring. Sadly with the lack of a proper Warriors hall, this is likely to occur quite a lot, but your sure you can keep the peace if you watch over them carefully. (Keeps Hold Stability Stable while improving your guild appeasement with negative clans)
60% chance of success
1 Turn [] Improve relations with Blue mountain dwarfs of southern Buzra-Dum:
A small group of cousin dawi have been found dwelling within the ruins of one your peoples hold. Their clan has slowly dwindled over time, the reasons many and something that must be solved but first you must ensure that ties are established, and wounds healed to ensure that your kin know that they have not been abandoned.
55% chance of success
1 Turn -Send arms and armour to help arm their warriors: When visiting your fellow clan's hold it's warrior's looked ill-equipped to even fight a group of grobi never mind protect a hold from a proper Waaagh, send them some of your stored arms and armour so that they are not left unarmed to face the threats of the world. (+10% of Success cost's 3 units of weapons and 2 units of armour.) [] Set up an Embassy in Anfalas Capital of Lond Galen:
Gondor's most western point is a fair distance away, and it's capital even further. Balor isn't fond of making long trips further than he needs too but he has enough 'qualified' nieces and nephews he can send in his stead. Set up an Embassy in Anfalas so that he can routinely visit and correspond with the local leadership, while his 'underlings' can make distances further east and south into 'Arda'. Though such a distance is not one to be taken lightly and never for a lone dawi, a small guard will be required for any dawi to safely improve your relations with the umgi in their distant lands.
60% chance of success (A permanent Guard of 5 warriors and 10 Thunderers will be required to guard your clans representative.)
1 Turn
Not too sure on the diplomacy stuff for this turn. If anyone has better ideas I'd be up for changing any of these.
Martial: [] Train the Deb(Untested) Dawi of the hold: Your cousins of this world have taken up residence within your hold and you will now allow them to drag the honour of your hold down or even let them out the hold until they can at least wield a weapon to an adequate degree. Though it will be a long road of training for them you are sure it will be worth it especially as some of them have the basics down.
50% chance of success. (Currently have 60 Dwarven labourers in the hold)
3 Turns Troop Training they will receive (Choose 1) - [] Train some of them to fulfil both the roles of warriors and quarrlers. (Splits the Labourers evenly into both Ered Luin Militia and Ered Luin scouts) [] Train the Elgram and foolish: More of your cousins seem to not even have an idea on how to wield a weapon never mind how a correct stance, this cannot stand! Have the elders whip them into shape so they can get some better training. (Currently can gain another 60 Dwarf Labourers.)
60% chance of success.
I think we should try and train up more of the new dwarves, I lean toward training them as both but if anyone has a good argument for going either way I'd go for that.
Stewardship:
[] Excavate a Warrior Hall:
The Throng requires a hall that will allow them to train amongst one another whilst also settling the minor grudges that occur among the clan. Thankfully there is plenty of space for the clan to expand. (Unlocks additional options and Reckoners Hall)
60% chance of success Cost: 3 Tools 4 Lumber (Maintenance Cost of 2 Lumber and 1 Weapon unit)
1 Turns [] Expand the Engineers Hall Facilities:
With the Engineer hall finally built, it still lack more than a few of it's more advanced facilities that would allow it to truly begin making the great works of your people, that and it will hopefully stop the guild from fighting with the others and giving you less of a headache.
(Reduce the progress Bars of more advanced research ideas and allows for faster construction of more advanced machines while increasing the guilds maintenance capacity.)
60% chance of success Cost: 8 Tools (Maintenance Cost of 3 Tools) (Produces 2 Units of gun cleaning tools and will maintain 1 additional Artillery Piece) (Allows production of Simple Artillery) (Once complete allows for expansion options to produce advanced Components.)
1 Turn [] Build a Gunpowder Hall: The Production of Gunpowder is both dangerous and requires careful precision to get it just right, something that a dedicated hall is required for so to keep the hold safe and the dawi within alive, commission the stonemasons and miners to build a new hall.
50% chance of success Cost: 5 Tools, 3 basalt and 2 Lumber
2 Turns
Build the warriors hall (finally) so our warriors can properly train. We need the gunpowder hall to restock our gunpowder supplies. Expanding the engineers hall so we can start building advanced components to build and maintain as many golems as possible.
Intrigue: [] Train the Rangers: With the loss of many of your rangers veteran core, it has left the holds remaining rangers low in numbers and poorly trained for a dawi, thankfully Hokul is an adequate trainer and while it will be a few years before the problem is solved and his successor takes his place, he will watch the Rangers and get them into shape. (Slowly Improves your advisor's skill)
60% chance of success
1 Turn [] Investigate your cousins Further: Though you do not think these Grimborn mean the dawi any harm they are still snooping about in places they should not be, have a few rangers tail them so to keep an eye on their activities and to find out more of their plans.
20% chance of success to gather detailed information, 40% chance to gather some detailed information, 60% chance to gather information.
Keep training the rangers and investigating the grimborn. If anyone thinks there is something more important to do though do say.
Learning:
[] Better Tools:
Your clan's tools have been something renowned for their quality but like your for fathers know that they need to be improved as per tradition the question is how were you going to do that and how could the clan improve them. (Progress 2/3)
60% chance of success
1 Turn [] Better Lifts: - Double down
The Clan knows how to build and maintain Lifts as any good engineer should but the ones used in Zhuffbar are faster and stronger than the ones you build and are sure with a bit of experimentation that you can make some progress to reaching such great works. (Progress 3/5)
60% chance of success
1 Turn
Finishing off tools and lifts here so we can start on something else.
Personal:
[]Spend Time with your Family:
You are a married dawi and certain things are expected of you. One of which is to ensure your family is happy and ready to do its duty. Spend time with your wife and any kids you have so that you may learn more about them and relax. [] Go Visit a friend or ally:
Throughout your time in this strange new land, you have made both friends and allies. Though you rarely leave the hold you can make plans to so that your ties with both friends and allies remain strong. Even if they are not dawi.
-Visit Rivendell [] Weapons Practice: - Dwarf Guns
To Learn a Weapon takes time and that is something a dawi has ample time to take advantage of. Though it takes dedication to use a weapon you also know that a battlefield is a chaotic place and that anything can happen and training for it will prepare you. (Write in the weapon you wish to learn)
Spend some time with the family, a visit to Rivendell could help us get to know more about the elves of this new world and working on our shooting. Open to change any of these if anyone has any suggestions.
Guild Management:
[] Gift a few guilds some gold for their own use or gift all the gold to a single clan: (Choose 3 Guilds with only a minor boost to their Appeasement or choose 1 clan to receive the gold for a large boost at the cost of 1200 Gold) - Clan Broadbeam, Runescribes and Armourers & Weaponsmiths.
Paying off the Broadbeams since we are taking the goldmine and also giving the two least happy guilds a bit of gold too.
Submarine:
[] Recover items from a connected hall: Instruct the crew of the nautilus to search the minor halls connected to the hallway especially as there may be more dry halls to recover intact artefacts of your cousin's golden age. (halls searched: 0/5)
What you find depends on your roll
Time: 1 Turn
Dry halls seem like the most valuable place to search.
Commission:
[] Basic War Steam Golem:
Commission the Engineers guild to build a basic steam war golem that while slow and cumbersome is armed with a massive hammer able to crush even a troll, though are more often than not used as a mobile tower for a squad of thunderers or a rapid barricade in defensive actions. (Specialised heavy unit is added to the Throng) Costs: 2000, 15 Iron ore and 2 Advanced Components 4 Tools) (Maintenance 2 tools and when returning from deployment will require 2 Advanced components to restore to full condition.) (Will take 3 Turns to build)
Our enemies shall rue the day they angered us when they see our golems bearing down on them!
[] Split your food stores not meant for this year towards both groups
We have positive food income so we should be able to share [] The Gold Vein Belongs to you (Will anger the Broadbeams but increase the mining guild appeasement) (You gain the full income of the mine)
We want the gold and the broadbeams are currently happy with us so we should be ok to just take the mine here
Diplomacy: []Settle Disputes as they come:
[] Improve relations with Blue mountain dwarfs of southern Buzra-Dum:
-Send arms and armour to help arm their warriors
-Send Tools for them to use:
[] Send out a party to Improve relations with blue mountain dwarfs and spread word of a safe home:
We want more dwarf, this helps diplomacy with them and we will not spread ourself thin, we do not need more diplomacy with the umgi for now.
Martial: [] Train the Deb(Untested) Dawi of the hold
- [] Purely focus on training them to be Warriors (Ered Luin Militia)
[] Train the Elgram and foolish
we have all the firepower necesary, what we do need is the ability to hold the line long enough for our ranged troops to work, se wo train them as melee guys.
Stewardship:
[] Expand the Brewery:
[] Expand the Engineers Hall Facilities Brewer's Gift
[] Build a Gunpowder Hall
We need the gunpowder hall to restock our gunpowder supplies. Expanding the engineers hall so we can start building advanced components to build and maintain as many golems as possible. The extra beer will be used to make lots of money from the elgi.
Intrigue: [] Train the Rangers
[] Investigate your cousins Further
We have few rangers, we will train them and I consider unlikely that they will somehow manage to kill themself in our hold.
Learning:
[] Better Tools:
[] Better Lifts: - Double down
Finishing off tools and lifts here so we can start on something else, also we wait to research more complex stuff until we have reduced it first.
Personal:
[]Spend Time with your Family:
[] Go Visit a friend or ally:
-Visit Rivendell []Learn ways of running a hold and building:
A visit to Rivendell could help us get to know more about the elves and getting Erlond to like us will get ourself a seat at the table when big stuff happens.
Our stewardhsip is almost full I say we complete the progress barr.
Guild Management: [] Gift a few guilds some gold for their own use or gift all the gold to a single clan: (Choose 3 Guilds with only a minor boost to their Appeasement or choose 1 clan to receive the gold for a large boost at the cost of 1200 Gold) - Clan Broadbeam, Runescribes and Armourers & Weaponsmiths.
Paying off the Broadbeams since we are taking the goldmine and also giving the two least happy guilds a bit of gold too.
Submarine:
[] Recover items from a connected hall
Dry halls seem like the most valuable place to search.
Commission:
[] Basic War Steam Golem Brewer's Gift
I actually tought about bulding a miner golem but since it expands the mine capacity but does not really increase the flux of mined ore I think they are bad rigth now.
The idea of this plan is that the elgi will come to ask of our ale, if they come beggin for it they will pay more, so we upscale the production in preparation, we use the money to finance our constant bribes to the guilds and all the warmachine we will commision.
We use the brewer gift to ensure good rols in the critical stuff that could explode if we were to fail.
I know I haven't put the x's on, I will make a copy with the x after a while so we can discuss this.
[x] Split your food stores not meant for this year towards both groups
We have positive food income so we should be able to share [x] The Gold Vein Belongs to you (Will anger the Broadbeams but increase the mining guild appeasement) (You gain the full income of the mine)
We want the gold and the broadbeams are currently happy with us so we should be ok to just take the mine here
Diplomacy: [x]Settle Disputes as they come:
[x] Improve relations with Blue mountain dwarfs of southern Buzra-Dum:
-Send arms and armour to help arm their warriors
-Send Tools for them to use:
[x] Send out a party to Improve relations with blue mountain dwarfs and spread word of a safe home:
We want more dwarf, this helps diplomacy with them and we will not spread ourself thin, we do not need more diplomacy with the umgi for now.
Martial: [x] Train the Deb(Untested) Dawi of the hold
- [x] Purely focus on training them to be Warriors (Ered Luin Militia)
[x] Train the Elgram and foolish
we have all the firepower necesary, what we do need is the ability to hold the line long enough for our ranged troops to work, se wo train them as melee guys.
Stewardship:
[x] Expand the Brewery:
[x] Expand the Engineers Hall Facilities
Brewer's Gift
[x] Build a Gunpowder Hall
We need the gunpowder hall to restock our gunpowder supplies. Expanding the engineers hall so we can start building advanced components to build and maintain as many golems as possible. The extra beer will be used to make lots of money from the elgi.
Intrigue: [x] Train the Rangers
[x] Investigate your cousins Further
We have few rangers, we will train them and I consider unlikely that they will somehow manage to kill themself in our hold.
Learning:
[x] Better Tools:
[x] Better Lifts: - Double down
Finishing off tools and lifts here so we can start on something else, also we wait to research more complex stuff until we have reduced it first.
Personal:
[x]Spend Time with your Family:
[x] Go Visit a friend or ally:
-Visit Rivendell [x]Learn ways of running a hold and building:
A visit to Rivendell could help us get to know more about the elves and getting Erlond to like us will get ourself a seat at the table when big stuff happens.
Our stewardhsip is almost full I say we complete the progress barr.
Guild Management: [x] Gift a few guilds some gold for their own use or gift all the gold to a single clan: (Choose 3 Guilds with only a minor boost to their Appeasement or choose 1 clan to receive the gold for a large boost at the cost of 1200 Gold) - Clan Broadbeam, Runescribes and Armourers & Weaponsmiths.
Paying off the Broadbeams since we are taking the goldmine and also giving the two least happy guilds a bit of gold too.
Submarine:
[x] Recover items from a connected hall
Dry halls seem like the most valuable place to search.
Commission:
[x] Basic War Steam Golem
Brewer's Gift
I actually tought about bulding a miner golem but since it expands the mine capacity but does not really increase the flux of mined ore I think they are bad rigth now.
[x] Split your food stores not meant for this year towards both groups
We have positive food income so we should be able to share [x] The Gold Vein Belongs to you (Will anger the Broadbeams but increase the mining guild appeasement) (You gain the full income of the mine)
We want the gold and the broadbeams are currently happy with us so we should be ok to just take the mine here
Diplomacy: [x]Settle Disputes as they come:
[x] Improve relations with Blue mountain dwarfs of southern Buzra-Dum:
-Send arms and armour to help arm their warriors
-Send Tools for them to use:
[x] Send out a party to Improve relations with blue mountain dwarfs and spread word of a safe home:
We want more dwarf, this helps diplomacy with them and we will not spread ourself thin, we do not need more diplomacy with the umgi for now.
Martial: [x] Train the Deb(Untested) Dawi of the hold
- [x] Purely focus on training them to be Warriors (Ered Luin Militia)
[x] Train the Elgram and foolish
we have all the firepower necesary, what we do need is the ability to hold the line long enough for our ranged troops to work, se wo train them as melee guys.
Stewardship:
[x] Expand the Brewery:
[x] Expand the Engineers Hall Facilities
Brewer's Gift
[x] Build a Gunpowder Hall
We need the gunpowder hall to restock our gunpowder supplies. Expanding the engineers hall so we can start building advanced components to build and maintain as many golems as possible. The extra beer will be used to make lots of money from the elgi.
Intrigue: [x] Train the Rangers
[x] Investigate your cousins Further
We have few rangers, we will train them and I consider unlikely that they will somehow manage to kill themself in our hold.
Learning:
[x] Better Tools:
[x] Better Lifts: - Double down
Finishing off tools and lifts here so we can start on something else, also we wait to research more complex stuff until we have reduced it first.
Personal:
[x]Spend Time with your Family:
[x] Go Visit a friend or ally:
-Visit Rivendell [x]Learn ways of running a hold and building:
A visit to Rivendell could help us get to know more about the elves and getting Erlond to like us will get ourself a seat at the table when big stuff happens.
Our stewardhsip is almost full I say we complete the progress barr.
Guild Management: [x] Gift a few guilds some gold for their own use or gift all the gold to a single clan: (Choose 3 Guilds with only a minor boost to their Appeasement or choose 1 clan to receive the gold for a large boost at the cost of 1200 Gold) - Clan Broadbeam, Runescribes and Armourers & Weaponsmiths.
Paying off the Broadbeams since we are taking the goldmine and also giving the two least happy guilds a bit of gold too.
Submarine:
[x] Recover items from a connected hall
Dry halls seem like the most valuable place to search.
Commission:
[x] Basic War Steam Golem
Brewer's Gift
I actually tought about bulding a miner golem but since it expands the mine capacity but does not really increase the flux of mined ore I think they are bad rigth now.
Ok I took some stuff from Franksson's plan, main difference is I'm still going for the warriors hall over the brewers since I think it is important to get a proper hall up if we are going to be training people. Also still going for guns since I think we levelled up stewardship recently so we are starting again for the next level up. Edit: Disregard, changed to stewardship as we are near level up there.
[x] Plan: Jreengus -[x] Split your food stores not meant for this year towards both groups
-[x] The Gold Vein Belongs to you (Will anger the Broadbeams but increase the mining guild appeasement) (You gain the full income of the mine)
Diplomacy: -[x]Settle Disputes as they come:
-[x] Improve relations with Blue mountain dwarfs of southern Buzra-Dum:
-[x] Send out a party to Improve relations with blue mountain dwarfs and spread word of a safe home:
Martial: -[x] Train the Deb(Untested) Dawi of the hold
-- [x] Purely focus on training them to be Warriors (Ered Luin Militia)
-[x] Train the Elgram and foolish
Stewardship:
-[x] Excavate a Warrior Hall:
-[x] Expand the Engineers Hall Facilities:
-[x] Build a Gunpowder Hall:
Intrigue: -[x] Train the Rangers
-[x] Investigate your cousins Further
Learning:
-[x] Better Tools:
-[x] Better Lifts: - Double down
Personal:
-[x]Spend Time with your Family:
-[x] Go Visit a friend or ally:-Visit Rivendell -[x]Learn ways of running a hold and building:
Guild Management: -[x] Gift a few guilds some gold for their own use or gift all the gold to a single clan: (Choose 3 Guilds with only a minor boost to their Appeasement or choose 1 clan to receive the gold for a large boost at the cost of 1200 Gold) - Clan Broadbeam, Runescribes and Armourers & Weaponsmiths.
Submarine:
-[x] Recover items from a connected hall
Which spoiler do you mean? I must be missing it. In the end I went back and checked the results of the last update and you are right. I'm just can't see where it says it.
Anyhow I'm changing my plan to train stewardship because of it. That means the only difference is warriors hall versus Brewers hall.
I am also spending the brewer's gift
And i do give more stuff to the local dwarf.
I really do not see the warrior hall as useful, no bonus I can see here and we need the money, we are spending a bit more than we can make quite consistently.
I'm not sure what the brewers gift does if spent on a commission it isn't a roll so it can't boost it. For the warriors hall I'm guessing it helps with training since it is proper facilities for it rather than just the temporary setup they have on the surface right now.
Hmm interesting choice you're choosing for the mine.
Just so you know in the Karaz Ankor, traditionally the mine goes to the clan that discovered it, with half the proceeds going to ruling clan of the hold.
In Arda however the Khazad all work for the ruler of those halls (typically a long beard) who owns all the mines, foundries and halls. This is one of the reasons there are so many small mines and enclaves of dwarfs picketing in the middle of nowhere (different in mallus, where there are far more dwarfs, clans and holds picked clean of ores). While economically a loss, this would be a very good diplomacy option if you went the opposite route to the Khazad.