Written by the Victors (Warhammer Fantasy)

[] Lay of the Land: You have new neighbors, who are they?
[] Train Necromancers
[] Set up patrols to guard your borders. (Locks 1 die onto this permanently.)
[] Purge Dhar from Territories

Figuring out our new neighbors, reduce the strain on the bottleneck of necromancy, establish a permanent defensive scouting operation that can hopefully get better for not being a constantly shifting ad-hoc effort, and get Gretchen purging more of the Dhar from our territories to help reduce the strain on our existing necromancers further.
Sounds like we also need more light wizards to purge more Dhar right? And integration of the new territory.
 
Prestige: Who?
Territory: Major Barony
Population: Rounding Error
Manpower: Undead Legions
Infamy: Extreme!
Food: Stable
Changes are: from Minor Barony to Major Barony, and from Extreme to Extreme!

Anyway, we have 3 dice to distribute right now, everything else is locked in. We are not going to be able to do all "this is important, do it soon" actions in one turn.

Food is stable, btw, so we don't actually need to panik-spam new food plantations.
 
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I think we need to take these two projects:

[] Train Necromancers
We made the shortage worse by having more land they need to cover so this needs to be fixed

[] Promulgate laws
our new towns need to know the new laws.
 
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We need get the laws of the new barony down, and focus on Dhar countermeasures. This would be in the form of more lawmakers and more light wizards or possibly getting a light wizard book. Once we consolidate our holdings then we can focus on trying to build tall considering our circumstances. One of my long terms goals is getting that Necrofex Colossus as both a prestige piece and frontline force against all the other big monsters of the world.

But I think we can hold off the Necrofex plans for now. We need to get these people integrated.
 
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[X] Lay of the Land: You have new neighbors, who are they?
[X] Train Necromancers
[X] Promulgate laws
[X] Purge Dhar from Territories
 
Oh boy. Double the territory and presumably double the population. I think its a safe assumption that we're going to need to get more arbitrators to be able to properly promulgate laws in the whole area. More necromancers are also very needed. And while Gretchen can't do more than tread water with purging Dhar, right now keeping up is what we need while we roll out the grain rations. Figuring out who our new neighbors is also important, but I think focusing wholly on integration is what we need to do right this moment.

[X] Plan INTEGRATION
-[X] Train Necromancers
-[X] Promulgate laws
-[X] Train More Arbitrators
-[X] Purge Dhar from Territories
 
[X] Plan Quality of Life
-[X] Build More Bathhouses
-[X] Improve farmland
-[X] Train Necromancers
-[X] Brainstorm Dhar Countermeasures
 
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We saw with the precious territory we integrated that showing the benefits of being part of our polity before enforcing laws made peolple much more accepting of the new rules. Start with the carrot.

[X] Plan Quality of Life
-[X] Build More Bathhouses
-[X] Improve farmland
-[X] Train Necromancers
-[X] Brainstorm Dhar Countermeasures
 
[X] Plan Quality of Life And Diplomacy
-[X] Build More Bathhouses
-[X] Lay of the Land: You have new neighbors, who are they?
-[X] Train Necromancers
-[X] Purge Dhar from Territories
 
[X] Plan New Territories
-[X] Promulgate laws
-[X] Train More Arbitrators
-[X] Set up patrols to guard your borders.
-[X] Brainstorm Dhar Countermeasures

So, I think this is what we should do this turn.

Overall, most important stuff to do is prepare for "Collecting Taxes" action because that gives us more dice and we need a lot more dice to start sorting out our shit. I'd do it now, but we need to promulgate law(1 die) and enforce laws (1 die) before even attempting that. Additionally, we need to secure the new territories, so that is another 1 die on patrols. Permanent, even, which sucks bad, but we need to do it. Unguarded territories get chunks bitten out of them. We seen that happen before.

Oh, and "brainstorm countermeasures", instead of "purge dhar" because... Frankly, it is a long-term problem. It has been a problem for twenty years already. Don't panic, and approach it as long-term problem it is.

If we had more dice, getting a second wizard would be the perfect solution, but, alas. There is like, 6-8 points worth actions that needs to get done ASAP but... we simply can't do them all.

Enforce laws, collect taxes, get + 1 resource die. Strigani republic taxes are light, our Food is Stable, so we don't need additional measures to prevent rebellions.

Not getting a dice locked in patrols would be fantastic. We need to train necromancers and a bunch of other things, we have like, 6-8 worth of pretty important "do it quickly" backlog actions. If I am overestimating the dangers of leaving borders unpatrolled, tell me, and I'll swap it for other things.
 
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[X] Plan New Territories
-[X] Promulgate laws
-[X] Train More Arbitrators
-[X] Set up patrols to guard your borders.
-[X] Brainstorm Dhar Countermeasures

So, I think this is what we should do this turn.

Overall, most important stuff to do is prepare for "Collecting Taxes" action because that gives us more dice and we need a lot more dice to start sorting out our shit. I'd do it now, but we need to promulgate law(1 die) and enforce laws (1 die) before even attempting that. Additionally, we need to secure the new territories, so that is another 1 die on patrols. Permanent, even, which sucks bad, but we need to do it. Unguarded territories get chunks bitten out of them. We seen that happen before.

Oh, and "brainstorm countermeasures", instead of "purge dhar" because... Frankly, it is a long-term problem. It has been a problem for twenty years already. Don't panic, and approach it as long-term problem it is.

If we had more dice, getting a second wizard would be the perfect solution, but, alas. There is like, 6-8 points worth actions that needs to get done ASAP but... we simply can't do them all.


Enforce laws, collect taxes, get + 1 resource die. Strigani republic taxes are light, our Food is Stable, so we don't need additional measures to prevent rebellions.


Not getting a dice locked in patrols would be fantastic. We need to train necromancers and a bunch of other things, we have like, 6-8 worth of pretty important "do it quickly" backlog actions. If I am overestimating the dangers of leaving borders unpatrolled, tell me, and I'll swap it for other things.

Honestly given the continuous scouting and what we've seen from countering an enemy attack vs defeating an incursion inland? I'd prefer we set up scouting on a permanent basis after or on the same turn as we unlock more from new taxes.
 
[X] Plan INTEGRATION
-[X] Train Necromancers
-[X] Promulgate laws
-[X] Train More Arbitrators
-[X] Purge Dhar from Territories

I find it's best to shore up our existing issues to ensure smooth operation. Next turn we can expand bath houses and such, then the turn after we begin collecting our taxes.
 
[X] Plan: New Territories, New Problems
-[X] Brainstorm Dhar Countermeasures
-[X] Improve Defenses throughout the Republic (costs 2 dice, lasts 3 turns)
-[X] Train Necromancers
-[X] Improve farmland

Ok, so I'm going with Improve Farmland since we have more folks to feed and train necromancers since we need more of those.

Next turn, we should extend our Bathouses and Libraries into the new territories.
 
[X] Plan: New Territories, New Problems
-[X] Brainstorm Dhar Countermeasures
-[X] Improve Defenses throughout the Republic (costs 2 dice, lasts 3 turns)
-[X] Train Necromancers
-[X] Improve farmland

Ok, so I'm going with Improve Farmland since we have more folks to feed and train necromancers since we need more of those.

Next turn, we should extend our Bathouses and Libraries into the new territories.

I didn't vote for new farms because new farms means even more demand for necromancers. Additionally, the Game Runner has confirmed our food supplies are still stable even with the new additions.
 
I didn't vote for new farms because new farms means even more demand for necromancers. Additionally, the Game Runner has confirmed our food supplies are still stable even with the new additions.

Stable doesn't mean we have a surplus. A surplus would go a long way toward either feeding future expansions or for trade.

Also, we're training more necromancers this turn in my plan, so we will have the necromancers.
 
Stable doesn't mean we have a surplus. A surplus would go a long way toward either feeding future expansions or for trade.

Also, we're training more necromancers this turn in my plan, so we will have the necromancers.

Eh fair enough, I just place a higher priority on ensuring the new region has more time to adjust to the new laws of the land and such before we actually starting asking for their dead. I also figure more farmland is more land to cleanse once we actually invest more actions on cleanup.
 
Eh fair enough, I just place a higher priority on ensuring the new region has more time to adjust to the new laws of the land and such before we actually starting asking for their dead. I also figure more farmland is more land to cleanse once we actually invest more actions on cleanup.

I'm actually pretty sure trying to cleanse things entirely is impossible.

That's why I went for countermeasures. We may be able to mitigate the amount of Dhar we output, which will make cleansing easier.
 
Stable doesn't mean we have a surplus. A surplus would go a long way toward either feeding future expansions or for trade.
Future expansions and trade are not our current priorities. Future expansions in particular are very not our current priorities.

[X] Plan Public Works
-[X] Build More Bathhouses
-[X] Build More Libraries
-[X] Train Necromancers
-[X] Brainstorm Dhar Countermeasures
 
[X] Plan Public Works
-[X] Build More Bathhouses
-[X] Build More Libraries
-[X] Train Necromancers
-[X] Brainstorm Dhar Countermeasures
 
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