The Old World: Dark Age of the Empire

Grand County of Wissenburg (Electoral Estate) (Our Title)
Wissenburg: Farms 100 (1 Stage, 50 finished), Docks 150
Maselhof: Docks N/A (1 Stage, 50 finished)
Rohrhausen: Prospect 25
Dotternbach: Prospect 100, Expand Mine 200
Halgerbach: Prospect 100, Expand Mine 200
Durbheim: Farms 150, Docks N/A (1 Stage, 50 finished)
Hinkend: Farms 100 (1 Stage, 50 finished)
Wurmgrube: Farms 100 (1 Stage, 50 finished)
Taxes 1,350, Tariffs 575, Food 12,878 Produced, 3,000 Consumed, Material 1,400 Produced, 200 Consumed

Duchy of Meissen (Our Title)
Meissen: Farms 150, Docks 150 (1 Stage, 100 finished)
Owingen: Prospect 25
Heisenburg: Fortify 500, Prospect 25
Auggen: Farms 100
Taxes 950, Tariffs 800, Food 11,161 Produced, 3,000 Consumed, Material 400 Produced, 200 Consumed

City of Nuln (Our Title)
Nuln: Fortify 2,500, Docks 300
Taxes 4,300, Tariffs 2,450, Food 0 Produced, 40,000 Consumed, Material 3,600 Produced, 700 Consumed

Barony of Geschburg (+82)
Geschburg: Farms 200, Docks 150
Wittenhausen: Farms 150 (1 Stage, 50 finished)
Althausen: Farms 150
Rohrhof: Docks 100 (1 Stage, 50 finished)
Taxes 728, Tariffs 465, Food 10,147 Produced, 1,000 Consumed, Material 364 Produced, 100 Consumed

County of Grissenwald (+73)
Grissenwald: Fortify 1000
Taxes 260, Tariffs 346, Food 0 Produced, 2,000 Consumed, Material 346 Produced, 100 Consumed

County of Kreutzhofen (+1)
Kruetzhofen: Fortify 1000, Prospect 25, Docks 250 (1 Stage, 200 finished)
Serrig: Repair Finished
Weilerberg: Prospect 25
Taxes 354, Tariffs 707, Food 1,289 Produced, 2,000 Consumed, Material 0 Produced, 100 Consumed

Barony Of Kroppenleben (+82)
Kroppenleben: Fortify 1000 (1 Stage, 500 finished), Prospect 25
Eppiswald: Docks N/A (1 Stage, 50 finished)
Bedernau: Docks 100
Hornfurt: Farms 100 (1 Stage, 50 finished)
Taxes 364, Tariffs 410, Food 781 Produced, 1,000 Consumed, Material 182 Produced, 100 Consumed

Barony of Pfeildorf (+45)
Pfeildorf: Docks 150 (1 Stage, 100 finished)
Hausern: Farms 100
Mauchen: Docks 100 (1 Stage, 50 finished)
Sexau: Docks 100 (1 Stage, 50 finished)
Staig: Docks 100 (1 Stage, 50 finished)
Taxes 870, Tariffs 725, Food 6,821 Produced, 3,500 Consumed, Material 290 Produced, 200 Consumed

Barony of Scharmbeck (-91)
Scharmbeck: Prospect 100, Expand Mine 200
Tierhugel: Prospect 200, Expand Mine 400
Taxes 27, Tariffs 18, Food 62 Produced, 3,000 Consumed, Material 162 Produced, 0 Consumed

Barony of Sonnefurt (+80)
Sonnefurt: Fortify 1000 (1 Stage, 500 finished), Docks 150 (1 Stage, 50 finished)
Oshausen: Prospect 25
Taxes 180, Tariffs 405, Food 1,544 Produced, 1,100 Consumed, Material 180 Produced, 0 Consumed

Barony of Steingart (+58) (Heart of Solland Secession)
Steingart: Farms 150, Docks 150 (1 Stage, 50 finished)
Moasach: Farms 50
Waldbach: Farms 100 (1 Stage, 50 finished)
Erbshauen: Farms 100 (1 Stage, 50 finished)
Pahl: Farms 100 (1 Stage, 50 finished)
Ummenbach: Prospect 25
Taxes 237, Tariffs 40, Food 14,544 Produced, 0 Consumed 0, Material 0 Produced, 0 Consumed

Barony of Wusterburg (+99)
Wusterburg: Farms 150, Docks 200 (1 Stage, 150 finished)
Nehren: Fortify 1000, Prospect 25
Salmfahre: Farms 100 (1 Stage, 50 Finished)
Eigenhof: Farms 150
Rotenbach: Farms 150
Taxes 796, Tariffs 349, Food 14,521 Produced, 1,000 Consumed, Material 199 Produced, 100 Consumed

Bugman's Brewery (+100)
Taxes 200, Tariffs 800, Food 1,717 Produced, 4,000 Consumed, Material 400 Produced, 100 Consumed

Minor Sudenland Estates
Ellwangen: Docks N/A (1 Stage, 50 finished)
Ballenhof: Docks 100 (1 Stage, 50 finished)
Osterzell: Docks 100 (1 Stage, 50 finished)
Jengen: Fortify 500 (1 Stage, 250 Finished), Prospect 25, Docks 150 (1 Stage, 100 finished) Expand Mine 150 (1 Stage, 100 finished)7
Taxes 200, Tariffs 650, Food 2,147 Produced, 1,000 Consumed, Material 600 Produced, 0 Consumed

Money: +11427 Food: +10205 Materials: +4725

Diplo Contacts
Turn 2- Baroness von Heisenberg of Sonnefurt, positive (we funded the improved fortification efforts here which recently finished)
Turn 2b- Imperial Gunnery School (crit failure- caused the stolen cannons by Sylvanians, in the end we did get the smuggling ring and spy ring)
Turn 3b- Iron Tower of Witchhunters, positive (gave us the option to let them hunt again which we did)
Turn 6- Baron Vincentus Preiss of Scharmbeck, negative (wanted autonomy and we said no, sits at -95)
Turn 8- Baron Toppenheimer of Pfeildorf, positive (we got along with him and learned some things, family seems to like us)
Turn 11- Elector of Ostermark (Warning them of Sylvanian cannons)
Turn 13- Princess Fiorella (Engagement to her)
Turn 14- Countess Pfeifraucher of Kreutzhofen (talked at wedding, opened up Monditor campaign)
Turn 15- Elector of Ostland (talked at his daughters wedding, sold cannons at a discounted price)
Turn 18- Baroness Molly Toppenheimer of Geschburg (Mitterancht question)
 
Think we should put more dice into Trantine Canal Project this turn, we need 653, so with a few dice each turn, along with its 90+ it gets each turn, could do it in 2 to 3 turns
 
] Plan
Diplomacy (3 dice 600 Marks)
-[] Develop Diplomacy 3 dice
Martial (4 dice 6667 Marks 2167 Food 2534 Mats)
-[] Expand the Garrison 1 die
-[] Expand the Iron Foot 1 die
-[] Expand the Elector's Own 1 die
-[] Restore the Ranks (The Nuln Ironsides) 1 die
Stewardship (3 dice 5000 Marks, 1400 Mats )
-[] Expand Farms (Mossach) 1 die
-[] Riverine Docks (Wissenburg) 1 die
-[] Support the Trantine Canal Project 1 die
Total: 12267 Marks 2167 Food 3934 Mats

Marks 11427- 12267 = -840
Food 10205- 2167 = 8038
Mats 4725-3934 = 791

Early thoughts, 3 dice on develop diplomacy in preparation for talks with our dwarven neighbors to figure out areas we could prospect without annoying them. For martial, continue the expansion of the 3 companies in progress and 1 die on restore the ranks (natural progress is around 50 without a die so ironsides would take a long time without extra work). For stewardship, continue the canal project, expand the last of the 50 progress farms and work on another dock because we tend to run negative on marks per turn though the 3 current expand actions finishing should help that (even if we are likely to do 1 or 2 new expand actions the following turn).

Thoughts for the following turn would likely be 1-2 dice on new iron company expansions, 2 dice on restore the ranks (those that need the most progress), 2-3 dice on talking with one of our dwarf neighbors, 1 dice on canals and 1 dice on a docks buildup with hopefully 2 dice to try the compass action out in learning if things dont go crazy

Think we should put more dice into Trantine Canal Project this turn, we need 653, so with a few dice each turn, along with its 90+ it gets each turn, could do it in 2 to 3 turns
There is additional progress from our inlaws so we will not need to do all 653 by ourselves, also it comes down to the system where the bonus only applying once per actions makes it more cost effective to throw 1 die a turn for multiple turns
 
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I think we have to focus on rebuilding our forces. With the losses that we have taken, our army is like a wounded deer. And with all the other fronts starting to calm down and stabilize. The some of the emperors are going to be looking for another feather to put in their cap, and what would be better than adding the powerhouse of Nuln to their decks. Especially the Sigmar Emperor and the Ottillian Empress.
 
I think we have to focus on rebuilding our forces. With the losses that we have taken, our army is like a wounded deer. And with all the other fronts starting to calm down and stabilize. The some of the emperors are going to be looking for another feather to put in their cap, and what would be better than adding the powerhouse of Nuln to their decks. Especially the Sigmar Emperor and the Ottillian Empress.
Good thing is 1 company will finish replinishment this turn and 2 more in 3 turns (including this one). But yeah as the expansion finishes i would like to slide some of the dice into another restore the ranks
 
I feel like people are forgetting the fact that we built a literal temple to innovation since we haven't put any dice at all in the making of new inventions. We relly need to get to work on the fertilizer and compass, and eventually get to work on making the new standardized guns sometime before the Salvayns decide to go full vampire on everyone. Maybe spend those 3 dice meant for improving diplomacy on the fertilizer?
 
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[X] Fertilizer and military expansion
Martial (4 dice 6667 Marks 2167 Food 2534 Mats)
-[X] Expand the Garrison 1 die
-[X] Expand the Iron Foot 1 die
-[X] Expand the Elector's Own 1 die
-[X] Restore the Ranks (The Nuln Ironsides) 1 die
Stewardship (3 dice 5000 Marks, 1400 Mats )
-[X] Expand Farms (Mossach) 1 die
-[X] Riverine Docks (Wissenburg) 1 die
-[X] Support the Trantine Canal Project 1 die
Learning (3 dice 3,000 Marks, 600 Food, and 60 Materials)
-[X] Develop the Gypsum Fertiliser 3 die

Total: 14,667 Marks 2,767 Food 3,994 Mats
Marks 11427 - 14667= -3240
Food 10205 - 2767= 7,438
Mats 4725 - 3994= 731

How many marks do we have stored?
 
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The Confidante of the Seat has been overseeing efforts to watch over the underworld of Wissenland.
- Ranaldian pamphlets have circulated again, they decry the loss of life in the Mondidier Pass claiming that Nulners are being sent to die by a man who cannot hear their voices.
These guys are so annoying, but that last intrigue attempt has put the fear of Ranald into me. Do we dare invoke his ire a second time, and risk a critical failure?
 
Perhaps this Pass business is finally coming to an end.

We should do something about these Ranaldians.
I think that to win against the Ranaldians we should just focus on our own religion, like we already have Verena and Myrmidia on there that dominate the city of Nuln, like we could maybe increase another God to high standing in Nuln and our own Province maybe get Morr, like create more gardens(their shrine) or see if they would like a increase in their militant chambers, because he really is the only God outside of Shallya that is the basically the goddess of healing,compasion those things.

What i would like to see is if we can increase our support to Morr because he deserve more attention as he is the God of the Dead,Dream and all guy that protect your dreams from the damm chaos, and get a presence of the priest of Shallya because nobody will question more donations and priests for her because of the healing.
 
And really those guys only bring benefits as they will not but heads like the Sigmar and Ulric ones for the simple reason of family kek, Verena is his Wife, Myrmidia his daughter and Shallya is his daughter too, soo nice family of Cults that will help us deal more blows to damm Slanesh cults and help against the damm rats
 
The Ottillian Empress has discovered that her grand efforts to rebuild Mordheim have sputtered amidst struggles with lawlessness, explosions, and suspected Sylvanian sabotage within the cursed city ruins. Rather than a monument to her imperial ambitions, the project has turned into a sinkhole of resources and escalating danger.
Yeah, that doesn't take sabotage.
Mordheim is a hellhole and the sooner you get that, the less men and material you'll waste on it.
 
So with expanding our army, i think we should do what we are already doing right now, and then stop doing it for a while as we have other things we need to do
 
We really can't piss off the dwarves tho, maybe just one die into getting started on the fertilizer with two die on diplomancing the dawi? We should continue the military build up and refill the ranks as well. Those ranaldites are as much of a pain as ever.
 
[X] Plan Continue Expansion and Diplo Prep
Diplomacy (3 dice 600 Marks)
-[X] Develop Diplomacy 3 dice
Martial (4 dice 6667 Marks 2167 Food 2534 Mats)
-[X] Expand the Garrison 1 die
-[X] Expand the Iron Foot 1 die
-[X] Expand the Elector's Own 1 die
-[X] Restore the Ranks (The Nuln Ironsides) 1 die
Stewardship (3 dice 5000 Marks, 1400 Mats )
-[X] Expand Farms (Mossach) 1 die
-[X] Riverine Docks (Wissenburg) 1 die
-[X] Support the Trantine Canal Project 1 die
Total: 12267 Marks 2167 Food 3934 Mats

Marks 11427- 12267 = -840
Food 10205- 2167 = 8038
Mats 4725-3934 = 791

3 dice on develop diplomacy in preparation for talks with our dwarven neighbors to figure out areas we could prospect without annoying them. For martial, continue the expansion of the 3 companies in progress and 1 die on restore the ranks (natural progress is around 50 without a die so ironsides would take a long time without extra work). For stewardship, continue the canal project, expand the last of the 50 progress farms and work on another dock because we tend to run negative on marks per turn though the 3 current expand actions finishing should help that (even if we are likely to do 1 or 2 new expand actions the following turn).

[X] The Metternich Matter

Some parallels to our control of Solland so I want to be reinforcing things that affirm that our control of Solland not having Solland be independent is a good idea.
 
[X] Plan Continue Expansion and Diplo Prep

I like it, but after the current run of army expansions is over I really feel that we should improve the wissenland reserve free company.
 
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