Corporations, wars, and mecha!

I might have gotten bored and gone a little crazy in adding the time table and devloping the stew recipe while I waited for someone to post so i could avoid double posting.



[] Institute the Four Shift Labor System
The Four shift Labor System an alternate approach to labor management built around Scientific studies on Worker productivity and safety. Rather then the 2x12 Shift (two 12 hour shifts) Labor model favored by other companies the FSL System is built around Four shifts of 8 hours (4x8). Each work day is divided into three 8 hour blocks each worked by an assigned shift while the labor force is divided up into three primary shifts and a "Floater" shift that is 15 to 20% larger then a single Primary shift. This Floater shift will either replace a shift with a day off or use that shift's day off to run maintenance cycles on the factory's tools and equipment. To allow the Floater shift to match the 5 day workweek of the Primary shift will rotate 1/6 of their workforce through the second day off. Worker wages will be Adjusted to ensure the factory staff and miners will be able to make ends meet and have some money for spending/saving even with the reduced hours. Breaks/meals will be scheduled jointly by each location's Shift manager and workers/Union Reps
Time BlockSundayMondayTuesdayWednesdayThursdayFridaySaturday
1Floater ShiftShift AShift AShift AShift AShift AFloater Shift
2Shift BShift BShift BShift BFloater ShiftFloater ShiftShift B
3Shift CFloater ShiftFloater ShiftShift CShift CShift CShift C
Off DutyShift AShift CShift CFloater ShiftShift BShift BShift A
This system is intended for use by transportation, factory, service industry and Mine workers. Jobs dependent on daylight such as construction or open air farming will use their own system designed to have the similar benefits.

[] THI Food Security Program
The Taurus Heavy industries's Food Security Program is an effort to ensure THI territory's reliable access to necessary foodstuffs. Efforts will include converting tapped out mineshafts into mushroom farms, establishing food storage depots, expanding traditional farming efforts, subsidizing community roof top "Prosperity Gardens" and working with local religious institutions and schools to supply low cost or free meals of "Worker's Stew" to workers and school children on their lunch breaks.


Special Thanks for this next bit to Texas Chuckwagon Cuisine by Evan Moore and the Tasting History cookbook by Max Miller and Ann Volkwein. I used these books in combination with my experance of cooking large batch soups/stews to hash out this recipe.

Taurus Heavy industries Worker's Stew Recipe, 1 pot feeds 50 to 100+ workers/students

10 Pounds of a cheap cut of meat or spiced sausage depending on budget/availability
20 pounds of Potato
2 to 4 pounds of root vegetables or beans/lentels based on availability/season
1 celery bunch
4 large onions
2 to 4 pounds of assorted mushrooms
1 stick butter
6 cups of milk or cream (during the colder months)
Salt (amount is dependent on time of year and working conditions. batches made in the Summer time and/or for those working around high temperature equipment should have larger amounts of salt added)
variable amount of multi-grain flour
Water
assorted spices aka what ever seasonings are within budget

  1. Peel then thinly Slice/chop the onions and saute in the pot with the butter until the meat is prepared or onions are well caramelized
  2. Meanwhile cut the meat into 1 inch cubes and/or do a half inch coin cut if using links of spiced sausage then brown some of meat if time permits. if ground meat is used skip to the browning.
  3. add meat and water to the pot with the onions until meat and onions are barely submerged then simmer until meat is sufficiently tender/done. This may require starting the stew when the shift begins depending on cut or meat used. You may need to add water as you go. Add beans/lentils at this stage if including them.
  4. While the meat is simmering dice or quarter the potatoes, rough or finely chop the root vegetables, celery and mushrooms. Add to pot along with salt and spices 30 to 60 minutes before meat is done. If during the colder months add milk/cream at this time. You may need to add addtional hot water
  5. Slowly add flour to thicken a tea spoon at time. the goal is to turn the broth into a hearty gravy
  6. add further salt if needed and serve along with a 4 ounce loaf/roll of multi-grain bread or potato bread
 
I just looked at the tally and good lord this is a mess

It looks like... Let's see...

CEO Build the Economist: 3+2 = 5

Build plan: Preparation: 2+2 =4

Operation Look out: 2+2 = 4

Malachai Taurus: 2 (I'm unsure if Malachai is part of the economist plan; I hope not and hope that the name and appearance can be a separate thing from the plan)

Plan: Legal Mafia: 1

Victoria Taurus: 1+1 (Two identical votes are counted as two separate votes *WHY SV*

Operation Minotaur: 1

CEO Build Elagance: 1+1
 
Project retool and standardize the uniforms of the Corporation's Security Forces.

At the moment, the corporation's security forces are using metal armor reinforced uniforms over local law enforcement uniforms. This uniform provides both an acceptable level of protection and a decent level of comfort and, importantly, allows it to be produced on a large scale for our future security forces. Combined with our production chains and knowledge of how to mass-produce in sufficient quantity while maintaining quality, it avoids the problem of producing as many items as we may need.

As a reinforcement measure, it is recommended to increase the volume of protected body parts of our security forces. Given the relatively small scale of the proposed security forces, and the purpose of this city and therefore access to resources, we are able to produce as much as they may need without fear. At the same time we will have no difficulty in providing them with standard elements of protection of the whole body with their subsequent replacement or repair in case of damage. In connection with the task of protecting our facilities, our engineers have already drawn up plans for the introduction of a large half shield in addition to the standard uniform and armor to create a mobile firing point. In combination with the new machine guns they should be the kind of defense that would be very problematic to assault with anything less than a mech.



It is also recommended that security forces consider adopting a limited number of guard dogs to prevent terrorist attacks and investigate factories. These recommendations were derived from the high crime detection rates of local law enforcement.
In conclusion it should be noted that these suits do not offer full protection against external environment and cannot protect against any serious damage, as well as does not provide protection against poison gas and similar threats, but further strengthening and introduction into the standard set of soldiers will require significant investments in both testing of products and production chain necessary for this. At the moment these measures are considered excessive and wasteful, and therefore futile.

Chief of Production and Research of New Developments: Vasily Kraft
Caption: @~

Just decided to write about how I see the security forces we have now. At least that's how they seem to me if it's 1900 or something like that.
 
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Voting closed and problems
Ok, this is a mess because people don't know how to plan vote, or even regular vote. It's fine if you want the CEO vote to be separate from the turn vote. That's fine. What's not fine is that you guys can't copy paste a plan or only vote for half a plan.

There's about 10 options when there's really only 4, actually I'm not sure how many options there are, it's too much of a mess to tell. So any plan that isn't whole, CEO build plan or just the turn plan, will not be counted.

It's not normally this bad on any plan quest I've seen, so this shouldn't be a problem in the future. But i will not count any half plans that show up on the tally. Ever, going forward.


I will now with my best efforts, decide in a few moments who won.

Edit: Operation lookout and CEO build Economist wins.
Scheduled vote count started by Blackangel on Apr 22, 2023 at 2:44 PM, finished with 38 posts and 10 votes.

  • [X]CEO Build: The Economist
    [X] - Operation: Look out (Budget 12)
    -[X] Need a general
    -[X]Train up a small army(Costs 3 budget)
    --[X]Rifle weaponry(Costs 10 additional budget, mass production bonus applied.)
    --[X]Machine gun weaponry(Costs 3 additional budget)
    --[X]Basic uniform(Costs 10 additional budget, mass production bonus applied)
    -[X]Surrounding area
    -[X]Expand industry(Costs 6 budget)
    [X] Build Plan: Preparation
    -[X] Need a general: Someone to lead our armed forces is needed. It's a simple as that, it's needed for anything military related. Roll 3d100 for the generals quality.
    -[X]Train up a small army(Costs 3 budget): We need to start somewhere, might as well start off small and efficient. This will be about 500 people and will serve as a defense force until we can better equip it. As a bonus this will not piss off the people too much as it's a small number. Choose as many below as you want.
    --[X]Rifle weaponry(Costs 10 additional budget, mass production bonus applied.): It's both cheap and a good weapon. It lacks firepower needed for combat against mecha and attacking any fortifications, but it will do the job just fine against other infantry units.
    --[X]Machine gun weaponry(Costs 3 additional budget): It's more expensive and honestly not that reliable, but just having a single infantryman in every squad with this weapon will greatly increase firepower.
    --[X]Basic uniform(Costs 10 additional budget, mass production bonus applied): This is similar to our security forces uniform, except it's designed to take more of a hit in combat. It won't stand up to too much fire, however it can save a life from stray bullets or shrapnel.
    -[X]Create a military factory(5 budget, takes two turns): A factory dedicated to making weapons, armor, and possibly the occasional mecha. Having an entire factory dedicated to this will massively increase production capabilities on the war front. Gain a factory capable of producing weapons, armor, and mecha. Produces weapons, armor, and some mecha every turn.
    -[X]Surrounding area: There should be various factions and possibly corporations around the general area. There should be no corporation with more than two cities, but it wouldn't hurt to check. Gain info on other corporations or cities nearby.
    [X]CEO Build: The Economist
    -[X] Short Sighted. While it may induce gains in raw production while further minimizing costs in the short term. Long term it's infeasible in terms of quality control, worker retention, and Worker Morale. This style of work is only truly feasible if one has a monopoly with no competition able to break into a market, and any competition, either economic or political would quickly cause the people pursuing this rather brutal style of forced work week to lose lots of money either via lesser quality or worker issues. As such it simply doesn't work unless hegemony is secured tightly.
    -[X]Malachai Taurus
    --[X]Male
    --[X] Appearance: https://th.bing.com/th/id/OIP.RSENS2N5f63kDL53tPFJmQDYEg?pid=ImgDet&rs=1
    [X] - Operation: Look out (Budget 12)
    [X] CEO Build: Elagance
    [X] Build Plan: Preparation
    [X] - Operation: Minotaur (Budget 17)
    -[X] Need a general: Someone to lead our armed forces is needed. It's a simple as that, it's needed for anything military related. Roll 3d100 for the generals quality.
    -[X]Train up a small army(Costs 3 budget): We need to start somewhere, might as well start off small and efficient. This will be about 500 people and will serve as a defense force until we can better equip it. As a bonus this will not piss off the people too much as it's a small number. Choose as many below as you want.
    --[X]Rifle weaponry(Costs 10 additional budget, mass production bonus applied.): It's both cheap and a good weapon. It lacks firepower needed for combat against mecha and attacking any fortifications, but it will do the job just fine against other infantry units.
    --[X]Machine gun weaponry(Costs 3 additional budget): It's more expensive and honestly not that reliable, but just having a single infantryman in every squad with this weapon will greatly increase firepower.
    --[X]Basic uniform(Costs 10 additional budget, mass production bonus applied): This is similar to our security forces uniform, except it's designed to take more of a hit in combat. It won't stand up to too much fire, however it can save a life from stray bullets or shrapnel.
    -[X]Create a military factory(5 budget, takes two turns): A factory dedicated to making weapons, armor, and possibly the occasional mecha. Having an entire factory dedicated to this will massively increase production capabilities on the war front. Gain a factory capable of producing weapons, armor, and mecha. Produces weapons, armor, and some mecha every turn.
    -[X]Expand industry(Costs 6 budget): Expanding our industry will allow more profit to occur as well as production capabilities. Gain more budget per turn.
    [X] CEO Build: Elagance
    -[X] Stupid, Humans lose productivity and suffer more injuries after 40 hours of physical labor per week. Both skilled and unskilled Workers are functionally capital assets not expenses and should be treated care.
    -[X]Malachai Taurus
    --[X]Male
 
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So I just realized something: I was assuming the other corps ran on a 2x12 shift setup aka two shifts of 12 hours but we are dealing with ww1 tech in many areas so they may still be doing a 1x12 shift.


This won't change our manpower to productivity ratio but it may mean we may see a production boost due to adopting a labor model that allows near 24/7 productivity (barring the weekly maintance cycles)
 
Turn 1 results part 1: You damn doom preppers
[X]CEO Build: The Economist
-[X] Short Sighted. While it may induce gains in raw production while further minimizing costs in the short term. Long term it's infeasible in terms of quality control, worker retention, and Worker Morale. This style of work is only truly feasible if one has a monopoly with no competition able to break into a market, and any competition, either economic or political would quickly cause the people pursuing this rather brutal style of forced work week to lose lots of money either via lesser quality or worker issues. As such it simply doesn't work unless hegemony is secured tightly.

Pursuant to that, while the lesser work weeks hurt the bottom line short term, and as such can draw the ire of the Investors and stock holders, if they are smart they will let it lie. Happy motivated workers cause far less issue and will happily spend income, most of which will help build up the city and corporation that has the lion's share of it. In short money is needed to be spent, and spent well in order to grow. It is safer long term to have more competitive and worker favored work weeks and wages, simply to allow greater growth.
-[X]Malachai Taurus
--[X]Male
--[X] Appearance: https://th.bing.com/th/id/OIP.RSENS2N5f63kDL53tPFJmQDYEg?pid=ImgDet&rs=1

[X] - Operation: Look out (Budget 12)
-[X] Need a general
-[X]Train up a small army(Costs 3 budget)
--[X]Rifle weaponry(Costs 10 additional budget, mass production bonus applied.)
--[X]Machine gun weaponry(Costs 3 additional budget)
--[X]Basic uniform(Costs 10 additional budget, mass production bonus applied)
-[X]Surrounding area
-[X]Expand industry(Costs 6 budget)

Big picture: Public relations gain +5 to all rolls, reasoning with others has a lower Dc, when negotiating the Dc is reduced based upon how much discussion is made and how thought out the argument is.


General for armed forces(???, 6, and ???):

The need for a general was quite simple, I simply needed someone to lead any armed forces I have in battle against anyone that I declare war on or declares war on me. Finding a general that can lead multiple armies that number in the 10s of 1000s, would be near impossible.

Especially if the only city I can pull from is a city like Tine, one that before my, had basically no industry dedicated to war and has no armed forces besides perhaps the police. Still finding a single general that can lead a single army, shouldn't be too hard.

Yet I could only find two professional officers in the whole city, at least the only ones that I think could manage to not completely destroy my armed forces in its first battle. So in other words, I have two real choices for a general.

Malty: A woman simply named Malty, a woman with no noble lineage whatsoever, not even having a last name let alone a middle one. This didn't stop her from becoming a respected squad leader in the army, one that would eventually become a drill sergeant focused on keeping whole units cohesive.

I'm hoping that her experience in making the units of an army(100-200 soldiers) become professional and adaptable soldiers, will translate over to effectively leading an army. Training +++, Strategy +?, leadership ++?. Unknown downsides(? Means it could be + or -)

Letin Smith:
A soldier from one of the famous smithing families in Tine, one of the few that can educate their kids about things besides smithing. Letin Smith has the problem of having no actual combat experience, yet was such an overachiever that he was put in to become a lieutenant colonel, in charge of a 1000 strong brigade.

He has shown such brilliance in training and in leadership scenarios that they saw fit to bend the rules a bit to get him in charge of a brigade. The biggest issue is that he has literally no actual combat experience which could bite us in the ass. Strategy +++???, leadership +++??, and battle command ????. Downsides are no actual combat experience. Any other downsides are unknown.

Who do you choose to leader your armed forces?:

[]Malty

[]Letin Smith
-[]Hire Malty to train your forces?(Costs 2 budget, optional)



Train up a small army(89):

Training up the army, went really well. Not sure how, but they are all trained to standard with a few standouts who perform well in minor leadership roles. Long ago someone made up a system for how to rate armies and the units that make them up.

First is the experience rating:
0-20: Fodder, they are obsolete or undertrained.
21-40: Green, whether they haven't experienced combat or are undertrained, they fall here.
41-60: Standard, people who have received appropriate training or have seen combat to some degree.
61-80: Seasoned, a trained unit that has seen plenty of combat. They are always welcomed into an army, they are quite capable and will almost never retreat unless ordered.
81-100: Veterans, the top brass, the cream of the crop. Only the best make it to becoming veterans, having both top tier training and extreme amount of experience in combat.

Then we have the equipment list, which is actually just ranks for how old or advanced a piece of equipment is.

Obsolete, outdated, standard, advanced, and futuristic.

This is all very useful for telling me how my new army is fairing against other, similar armies.

1st army: 500 soldiers total.
Experience: 45.
Equipment: Rifles(Standard), uniform(Standard), and machine guns(Advanced).

What do you call the first army?(Names can also be won through experience in combat.):

[]Write in?



Surrounding areas(???):

Within 100 miles are about 3 cities total, with 1 corporation controlling 1, the other two are independent cities that have agreed to a mutual defense pack with each other. There are of course a few smaller towns/communities in between these cities, but are of minor note. There are some records of cities to the west, however we could not find/contact them.


Beacon industries, the forested city 'Utowood':
A city that has managed to keep the forests that surround it in top shape, something rare for a city taken over by a corporation. While the situation of the city itself is mostly unknown due to distance, about 60 miles southeast of us, what is known is that Beacon industries specializes in explosives and was last known to be getting into the process of making industrial grade mecha. Population of 80,000-100,000, no known armed forces, specializes in explosives, and is 60 miles southeast of us. Word is that the city is being deeply controlled, with towns outside the city not hearing anything from their relatives inside the city for weeks.


The river city 'Crago':
A city that for a long time has served a vital need for all industry, transportation. They have a single large river going through the town which they use to transport anything to cities down the river. Food, metal, products, metal works, art, etc. all go down the river through this city. From what is known beacon has been threatening them to allow their corporation into the city, which Crago has fought back by signing a defense pact with another city named Udontana. Population of 70,000-100,000, has a small defense brigade numbering about 1,500 although the equipment of said brigade is questionable, and about 41 miles east of us. They have a defense pact with 'Udontana, the city of strangers', they have also in the past been a trade partner with Tine.


Udontana, the city of strangers:
A city that has existed northeast of tine and sits on the edge of a increasing cold environment. It is the oldest city in the region, having been in existence for 372 years, having a very hardy people that could only be described as 'strange'. They are a mix of humans and beastmen, a fusion of animal and human that can somehow still breed with humans. They have a proper military that numbers about 3,000 with good equipment, which they are using to threaten Beacon industries, in hope that they won't attack Crago. 50,000-60,000, has a small army numbering 3,000 with reported good equipment, 52 miles northeast of Tine. They have a defense pact with Crago, with their environment being in freezing temperatures for half a year.

It's really worrisome that we couldn't find any cities to our west, we might have to start another search effort to make sure. Focusing on the available information however, we have a war brewing between 3 cities with the corporation controlled city going quiet for at least 3 weeks.

What they are doing preventing people from coming out and keeping the city locked down, who knows. Probably nothing good, that's for sure.


Expand industry(6 budget, +40 to roll and +2 budget per turn automatically, 75+40= 115! 115/20= +5 budget and +2 budget = +7 budget per turn.):

Expanding the industry was probably the easiest project of them all. There were loads of people in Tine, many without good paying jobs or even jobs at all. So when we created both construction worker jobs and factory jobs, they flooded right in.

This both increased profits and our production capabilities. In all, this was a good move.


Random event roll: 47! Good or bad? Flip… tails! Bad event of average quality.

Nearby towns have seen the winds changing, the wars brewing, so they started hoarding up their food. Any that are still selling are now doing so at an increased price. As a city with food problems already, this is bad, to say the least.

There's a few routes we could take to solve this problem.

What do you do to solve the food problem?:

[]Offer money to buy the food(Costs 2/4 budget):
Give the nearby towns a good deal of money so that they sell to us despite their fears. We will then give the food to our people at the normal price or below the normal price if we give enough money.

[]Offer protection?(Dc ???, -20 to negotiation due to small army.): Offer them protection in the future in exchange for selling their food at their normal prices.
-[]How do you argue?(Optional but arguments will help.)

[]Do nothing(Morale x):
Do nothing about the problem, might get some anger at us even if we didn't start the problem, but who cares.

[]Write in?(Got a solution I don't know about?)

Use plans! I thought about how to incorporate the view point into the bonus, without giving it too much of a power boost. So I gave big picture, a small bonus but if you put the work in can be a great bonus for negotiating.

Anyway! If anyone is willing, you may message me future city ideas. I will give a bonus roll of +5-20 depending on how well thoughtout the city is, to any one roll.
 
In fact, we've already written a solution to the food problem.

I might have gotten bored and gone a little crazy in adding the time table and devloping the stew recipe while I waited for someone to post so i could avoid double posting.



[] Institute the Four Shift Labor System
The Four shift Labor System an alternate approach to labor management built around Scientific studies on Worker productivity and safety. Rather then the 2x12 Shift (two 12 hour shifts) Labor model favored by other companies the FSL System is built around Four shifts of 8 hours (4x8). Each work day is divided into three 8 hour blocks each worked by an assigned shift while the labor force is divided up into three primary shifts and a "Floater" shift that is 15 to 20% larger then a single Primary shift. This Floater shift will either replace a shift with a day off or use that shift's day off to run maintenance cycles on the factory's tools and equipment. To allow the Floater shift to match the 5 day workweek of the Primary shift will rotate 1/6 of their workforce through the second day off. Worker wages will be Adjusted to ensure the factory staff and miners will be able to make ends meet and have some money for spending/saving even with the reduced hours. Breaks/meals will be scheduled jointly by each location's Shift manager and workers/Union Reps
Time BlockSundayMondayTuesdayWednesdayThursdayFridaySaturday
1Floater ShiftShift AShift AShift AShift AShift AFloater Shift
2Shift BShift BShift BShift BFloater ShiftFloater ShiftShift B
3Shift CFloater ShiftFloater ShiftShift CShift CShift CShift C
Off DutyShift AShift CShift CFloater ShiftShift BShift BShift A
This system is intended for use by transportation, factory, service industry and Mine workers. Jobs dependent on daylight such as construction or open air farming will use their own system designed to have the similar benefits.

[] THI Food Security Program
The Taurus Heavy industries's Food Security Program is an effort to ensure THI territory's reliable access to necessary foodstuffs. Efforts will include converting tapped out mineshafts into mushroom farms, establishing food storage depots, expanding traditional farming efforts, subsidizing community roof top "Prosperity Gardens" and working with local religious institutions and schools to supply low cost or free meals of "Worker's Stew" to workers and school children on their lunch breaks.


Special Thanks for this next bit to Texas Chuckwagon Cuisine by Evan Moore and the Tasting History cookbook by Max Miller and Ann Volkwein. I used these books in combination with my experance of cooking large batch soups/stews to hash out this recipe.

Taurus Heavy industries Worker's Stew Recipe, 1 pot feeds 50 to 100+ workers/students

10 Pounds of a cheap cut of meat or spiced sausage depending on budget/availability
20 pounds of Potato
2 to 4 pounds of root vegetables or beans/lentels based on availability/season
1 celery bunch
4 large onions
2 to 4 pounds of assorted mushrooms
1 stick butter
6 cups of milk or cream (during the colder months)
Salt (amount is dependent on time of year and working conditions. batches made in the Summer time and/or for those working around high temperature equipment should have larger amounts of salt added)
variable amount of multi-grain flour
Water
assorted spices aka what ever seasonings are within budget

  1. Peel then thinly Slice/chop the onions and saute in the pot with the butter until the meat is prepared or onions are well caramelized
  2. Meanwhile cut the meat into 1 inch cubes and/or do a half inch coin cut if using links of spiced sausage then brown some of meat if time permits. if ground meat is used skip to the browning.
  3. add meat and water to the pot with the onions until meat and onions are barely submerged then simmer until meat is sufficiently tender/done. This may require starting the stew when the shift begins depending on cut or meat used. You may need to add water as you go. Add beans/lentils at this stage if including them.
  4. While the meat is simmering dice or quarter the potatoes, rough or finely chop the root vegetables, celery and mushrooms. Add to pot along with salt and spices 30 to 60 minutes before meat is done. If during the colder months add milk/cream at this time. You may need to add addtional hot water
  5. Slowly add flour to thicken a tea spoon at time. the goal is to turn the broth into a hearty gravy
  6. add further salt if needed and serve along with a 4 ounce loaf/roll of multi-grain bread or potato bread

We create protected underground farms by throwing as much power as possible and keeping a low profile. In general, we solve our own problems.

What about our first army, then everything is simple. We can't move them anywhere because we have no one but them, so they will stay in the city in any case.

[X] Plan: Strengthening borders and solving food problems.
Who do you choose to leader your armed forces?:
-[X]Letin Smith
--[X]Hire Malty to train your forces?(Costs 2 budget, optional)
What do you call the first army?(Names can also be won through experience in combat.):
-[X] First National Army - Guards.
What do you do to solve the food problem?:
-[X] THI Food Security Program
 
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Malty: A woman simply named Malty, a woman with no noble lineage whatsoever, not even having a last name let alone a middle one. This didn't stop her from becoming a respected squad leader in the army, one that would eventually become a drill sergeant focused on keeping whole units cohesive.

I'm hoping that her experience in making the units of an army(100-200 soldiers) become professional and adaptable soldiers, will translate over to effectively leading an army. Training +++, Strategy +?, leadership ++?. Unknown downsides(? Means it could be + or -)

Letin Smith:
A soldier from one of the famous smithing families in Tine, one of the few that can educate their kids about things besides smithing. Letin Smith has the problem of having no actual combat experience, yet was such an overachiever that he was put in to become a lieutenant colonel, in charge of a 1000 strong brigade.

He has shown such brilliance in training and in leadership scenarios that they saw fit to bend the rules a bit to get him in charge of a brigade. The biggest issue is that he has literally no actual combat experience which could bite us in the ass. Strategy +++???, leadership +++??, and battle command ????. Downsides are no actual combat experience. Any other downsides are unknown.
Looks like, we get someone good at preparing an army, but not very notable otherwise, or we go for the gamble on an untested, but possibly absolutely brilliant general. But while Letin seems better overall based on known factors, battle capability is completely up in the air. However, Malty may have unexpected deficiencies, which won't be known unless chosen.
 
In fact, we've already written a solution to the food problem.



We create protected underground farms by throwing as much power as possible and keeping a low profile. In general, we solve our own problems.

What about our first army, then everything is simple. We can't move them anywhere because we have no one but them, so they will stay in the city in any case.

[X] Plan: Strengthening borders and solving food problems.
Who do you choose to leader your armed forces?:
-[X]Letin Smith
--[X]Hire Malty to train your forces?(Costs 2 budget, optional)
What do you call the first army?(Names can also be won through experience in combat.):
-[X] First National Army - Guards.
What do you do to solve the food problem?:
-[X] THI Food Security Program
I'm leaning to taking the budget hit and using a full action on the food security program. Maybe amend it to invest in the farming towns as well.
 
Worst case of listed traits.
MALTY Training +++, Strategy =, leadership +. Unknown downsides(? Means it could be + or -)

LETIN Strategy +, leadership +, and battle command ----. Downsides are no actual combat experience. Any other downsides are unknown.
Best Case
MALTY Training +++, Strategy ++, leadership +++. Unknown downsides(? Means it could be + or -)

LETIN Strategy ++++++, leadership +++++, and battle command ++++. Downsides are no actual combat experience. Any other downsides are unknown.


Based on visible stats, Letin is likely to be overall better in leadership, but in a worst chance is someone to keep far away from the battles itself, and Malty gives a guarantied boost to training.
 
Here's an image that might work for Malty, by the way:
And yes, that last one is especially good. Perhaps at least in this life Tanya will get the role of instructor instead of field commander?

I would also like you to add a list of characters and our corporation. Without it, it's hard to keep track of what's going on here.
 
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[X] Plan: Strengthening borders and solving food problems.
Who do you choose to leader your armed forces?:
-[X]Letin Smith
--[X]Hire Malty to train your forces?(Costs 2 budget, optional)
What do you call the first army?(Names can also be won through experience in combat.):
-[X] First National Army - Guards.
What do you do to solve the food problem?:
-[X] THI Food Security Program
 
I would also like you to add a list of characters and our corporation. Without it, it's hard to keep track of what's going on here.
Ah yes, that's why I saved that reserved post! I'll do that in a bit, I'll probably give the towns surrounding us a different info post, with the main one being our army, corporation, advantages, etc.

Can we trade with the other cities for food?
You can try! Might want to make an argument for that write in if you go for that.
 
[X] Plan: Making friends for fun and peace
Who do you choose to leader your armed forces?:
-[X]Letin Smith
--[X]Hire Malty to train your forces?(Costs 2 budget, optional)
What do you call the first army?(Names can also be won through experience in combat.):
-[X] First National Army - Guards.
What do you do to solve the food problem?:
-[X] Trade the product of our significant industry to all the cities around us using our mass production to undercut domestic prices. Use the money gained to buy food from the cities.


The goal here is to make war too expensive for then to engage in it or if war does break our set us up to a point where we can sell weapons to both sides.
 
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[X] Plan: Making friends for fun and peace
Who do you choose to leader your armed forces?:
-[X]Letin Smith
--[X]Hire Malty to train your forces?(Costs 2 budget, optional)
What do you call the first army?(Names can also be won through experience in combat.):
-[X] First National Army - Guards.
What do you do to solve the food problem?:
-[X] Trade the product of our significant industry to all the cities around us using our mass production to undercut domestic prices. Use the money gained to buy food from the cities.
May I ask, what product do you wish to gift them? Guns, ammo, steel plating, clothing, farming equipment, etc. because if you give me free reign, I will attempt to screw you… joking but I will not pick the best option, that's for sure.
 
May I ask, what product do you wish to gift them? Guns, ammo, steel plating, clothing, farming equipment, etc. because if you give me free reign, I will attempt to screw you… joking but I will not pick the best option, that's for sure.
steel plating, clothing, farming equipment, domestic stuff. Unless we have enough weapons production for both our army and export.
 
[X] plan paying in barter and promises
-[X]Letin Smith
--[X]Hire Malty to train your forces?(Costs 2 budget, optional)
-[X] First Tine Guards
-[X] rather then simply buying for food produce and trade agricultural equipmsnt and rugged labor saving devices with the farming communities to get the food we need and sign contracts with them to requiring THI to make significant agricultural investments in the coming budgetary period (spend 2 budget on supplying the farmers with equipment and lock in 1 action next turn for a food production relqtated action)

Our per turn income is 17 now. We can afford this.
 
The CEO:
Malachai Taurus
Male
Age unknown
Appearance: https://th.bing.com/th/id/OIP.RSENS2N5f63kDL53tPFJmQDYEg?pid=ImgDet&rs=1
Bonus/Malus:
Big picture: Public relations gain +5 to all rolls, reasoning with others has a lower Dc, when negotiating the Dc is reduced based upon how much discussion is made and how thought out the argument is.
Corporation bonuses/Malus:
Military actions gain +20 when it comes to training or raising an army
Age unknown.

You would at least age at your discretion to enter or just add more posts to disclose our hero (and also added an image to the spoiler and add a picture of the disclosed). He doesn't seem to have any effect on his corporation. How did he become the head and who was he before? Perhaps we should disclose this point and give some advantages with disadvantages, preferably so that we can balance the advantages with disadvantages. That is 1 free advantage and for each subsequent advantage 1 disadvantage.

Advantages and disadvantages could be taken from the same CK3 or come up with your own. No need to make faceless characters. This loses the depth of the quest.
 
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Age unknown.

You would at least age at your discretion to enter or just add more posts to disclose our hero (and also added an image to the spoiler and add a picture of the disclosed). He doesn't seem to have any effect on his corporation. How did he become the head and who was he before? Perhaps we should disclose this point and give some advantages with disadvantages, preferably so that we can balance the advantages with disadvantages. That is 1 free advantage and for each subsequent advantage 1 disadvantage.

Advantages and disadvantages could be taken from the same CK3 or come up with your own. No need to make faceless characters. This loses the depth of the quest.
If I may, his age is unknown, because you guys haven't decided that yet. I was leaving it up for y'all.

For his bonuses or Malus, I was planning that for every direction he goes in decision making, he will eventually gain small malus or bonus depending on what choices he makes. I have that part planned out.

I will not and refuse to give him major bonuses at the start. This character can and will die. This character isn't a hero and can be assassinated. This character is like you or I having made decisions that got him here.

The company bonuses are based on what the CEO did to get where he is. If anyone wants to make a backstory or even a small part of it, go ahead and I will put up a vote to see if that backstory is what we want.

I know I'm coming off as aggressive, but I originally intended to start him off faceless, so that the players of this quest could make up his personality as we went. If you want it to be more than that, then suggest backstories, I will put them up for a vote and we will then decide on what advantages or disadvantages, he might get.


I will put up a small post after the results are finished, for anyone to suggest any backstory. We will get the bonuses there depending on how well thought out it is.
 
[X] plan paying in barter and promises
-[X]Letin Smith
--[X]Hire Malty to train your forces?(Costs 2 budget, optional)
-[X] First Tine Guards
-[X] rather then simply buying for food produce and trade agricultural equipmsnt and rugged labor saving devices with the farming communities to get the food we need and sign contracts with them to requiring THI to make significant agricultural investments in the coming budgetary period (spend 2 budget on supplying the farmers with equipment and lock in 1 action next turn for a food production relqtated action)
 
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