I'm confused what's happened here, how's it uniform related?
OH GOD Anatolia is a nightmare, the proletariat is getting enslaved, or being forced to Long March to distant lands everywhere. It's up to us now, us versus the world.
I'm confused what's happened here, how's it uniform related?
OH GOD Anatolia is a nightmare, the proletariat is getting enslaved, or being forced to Long March to distant lands everywhere. It's up to us now, us versus the world.
Our husband is a senior military officer and burst in to give us a surprise kiss for getting his soldiers real kit instead of cut up strips of old tire and homespun tunics.
Turn 17 (15AE Trimester 2): The Red Sun In Our Hearts
565+(225-60 Trade)+45 Precious Metals = 775 Resources Per Turn, 0 In Storage 56 Political Support
Free Dice to Allocate: 3 Dice
Infrastructure (8 Dice):
[]Port Facilities (Stage 4): Building docks and shipyards in the Liberated Territories will enable them to be integrated into the rest of the Republic's economy, increasing the standard of living for our citizens there and increasing overall output. (10 Resources per dice (334/350))
[]Peloponnese City Modernization (Stage 3): The availability of massive amounts of rebar and steel formworks has revolutionized the construction of every kind of building, significantly lowering construction costs. This stage will create enough housing for more than half of the urban population of the Peloponnese to live in relatively modern conditions, with glass windows and utility connections. (10 Resources per dice (58/175))
[]Experimental Railways: With both steam and electric locomotives now being a possibility, a few lines using each type should be built as a test, with the upside of improving our transportation network in several aspects. These would mainly serve to connect various mines to the nearest navigable waterway, with all of the Republic's major towns already having access to at least a small river. Horse- or oxen-drawn wagonways will also be constructed, to serve locations that are too small to merit a dedicated locomotive. (15 Resources per dice (0/100))
[]Telegraph Network (Stage 4): Extending the telegraph network towards strategic locations further away from the cities is critical for defense, and the countryside is populated enough for the lines to be quite useful in peacetime too. A small research team can also be assembled to work on telephony and radio telegraph technology as well, bringing us closer to even more revolutions in communications. (15 Resources per dice (93/200))
[]Achelous River Dredging: Ordering the construction of several steam dredgers in Mycenae will enable several new large-scale waterway improvement projects, starting with dredging the shallow lower reaches of the Achelous River to enable the passage of barges and some oceangoing craft up to the new coal mines being built in the area. (10 Resources per dice (0/100))
[]Paved Road Construction (Stage 2): Paving the major roads of our cities is not one great project, but a large number of relatively small ones. This should make it fairly quick to accomplish with sufficient funding, and will make transport in our cities significantly more efficient. (5 Resources per dice (0/125))
Heavy Industry (8 Dice):
[]Kópos Coal Mine (Stage 4): Further expansion of the mines at Kópos is possible, and will enable our industries to expand yet further. However, it is fairly far away from most of the new industries in the Liberated Territories compared to other sites. (10 Resources per dice (67/200))
[]Thríambos Ironworks (Stage 4): With the liberation of New Arizona set to increase our population by nearly two hundred percent, it is only natural for steel production to be increased by a similar amount to serve their needs. Half a dozen Bessemer converters will spill out over a hundred tons of molten steel every day, serving to feed the ever growing needs of the Revolution. (15 Resources per dice (501/525)) (+5 Political Support on completion)
[]Prometheus Heavy Machinery Plant (Stage 3): The small amounts of vanadium, molybdenum, and other elements present at Laurion are still sufficient for the production of decent amounts of tool steels, massively increasing our machining capabilities in almost every way. The production of wire, generators, and electric motors will also be expanded, making use of the possibilities given by synthetic insulations and enamels. A general expansion of the plant will also be conducted, increasing the quantity of capital goods produced as well as their quality. (20 Resources per dice (219/250)) (+5 Political Support and several new projects on completion)
[]Thermal Power Generation (Stage 2): Further expansion of power generation is necessary for the growth of various industries, and the much more efficient motors made possible by synthetic insulating enamels will significantly increase their output compared to what would have been possible just a few months ago. (20 Resources per dice (1/100))
[]Laurion Mines (Stage 2): While the mines may have been modernized, they still have not been expanded much beyond what was made possible by increased labor efficiency. By expanding the mines, smelters, and other processing facilities as well as building a small planned city to accomidate more workers, output can be increased by a large amount (10 Resources per dice (0/150)) (Liberated Territories dice can be used)
[]Attica Coal Mines (Stage 2): Further investments in coal production in Attica is possible, and would increase coal availability to local projects. However, once local demand is satisfied, these are fairly poor deposits even by our standard. For now, though, more production would still be useful, especially if a steel mill is built. (10 Resources per dice (38/150)) (Liberated Territories dice can be used)
[]Lefkandi Ironworks (Stage 1): While not as large as the deposits in Larymna, there are quite large deposits of nickel and iron by the already existing city of Lefkandi more than large enough to support steel production. The initial plant will consist of just one open-hearth furnace and the supporting blast furnaces for the production of nickel, although the planned furnace here is considerably larger than the prototype under construction in Thriambos. Lesser amounts of low-grade chromium ores will be extracted as well, enabling production of domestic stainless steel to progress beyond the experimental level. (20 Resources per dice (0/80)) (Liberated Territories dice can be used)
[]Palaiomanina Coal Mines (Stage 2): The mines at Palaiomanina can be expanded further, but as local demand for coal is low and transport infrastructure is almost nonexistent there is not much point for the time being. (10 Resources per dice (39/125)) (Liberated Territories dice can be used)
[]Semicoke Plants (Stage 2): Production of semicoke can be expanded further, with a larger percentage than strictly necessary coked in order to reduce pollution, recover more volatiles and nitrogen, and universalize the use of coke for domestic heating and cooking over wood or lignite. This will end up coking around a quarter of our coal production, a large increase over our current production but still a long way from universal adoption. (10 Resources per dice (0/200)
Light Industry (5 Dice):
[]Textile Industry (Stage 4): Now that most cloth and clothing production in the Peloponnese has been mechanized, work must begin on bringing the Liberated Territories up to the same standard as the rest of the Republic. This stage will construct several large textile mills in Athens, Thebes, and Delphi, providing massive amounts of fabric and clothing for our new citizens. (10 Resources per dice (205/250)) (+5 Political Support on completion)
[]Consumer Goods Production Mechanization (Stage 4): Previous items have focused essentially on producing better versions of already existing goods more cheaply, but the time has come for consumer goods to be more thoroughly modernized. The mass production of pendulum clocks, gas-fired appliances for urban areas, and modern oil lamps with mantles will pull the people's lives another century forwards, giving enormous benefits in productivity and quality of life. (10 Resources per dice (56/250))
[]Export Weapon Production (Stage 2): While steel pikes, axes, and swords are certainly useful, they are already obsolete in much of the Mediterranean, more modern weapons will command correspondingly higher prices. Everyone from Sardinia to Ebla is willing to pay absurdly well for basic unrifled muskets, and it will allow us to give states we support a decisive advantage over their neighbors. Mass-produced stamped plate armor will also decrease casualties against obsolete opponents without giving the recipients much of an advantage against modern armies, which is also useful for us in some circumstances. (10 Resources per dice (46/150)) (-10 Political Support when complete)
[]Wire Product Production: Barbed wire, chain-link fencing, and other materials made of various kinds of steel wire are extremely useful in areas ranging from military fortifications to agriculture to construction. Producing them on a large scale will be very beneficial to the Republic. (15 Resources per dice (0/100))
Chemical Industry (5 Dice):
[]Pharmaceutical Production (Stage 4): While sulfanilamide and thiamphenicol are extremely useful drugs, the addition of semisynthetic antibiotics such as penicillins and cephalosporins will grow our arsenal against bacteria even further. Other biologically derived drugs, such as insulin from animal pancreases, can also be produced in at least some limited capability. Work will also begin on producing cultures of various pathogens for work in vaccines. (20 Resources per dice (52/200))
[]Low-Pressure Hydrogenation Reactors: While the low quality of the chemical reactors we are able to produce renders many useful processes out of reach for now, hydrogenation reactions that only require an atmosphere or two of pressure still open up many doors. Most important will be the conversion of fish and olive oil to solid fats, increasing the options available for food in the Republic, and the production of furfuryl alcohol and cyclohexanone for use in plastic production. Gaining more experience with hydrogen before attempting processes that require hundreds of bars of pressure and high temperatures will also be good to increase efficiency and safety. (20 Resources per dice (7/60))
[]Polymer Production (Stage 2): In addition to expanding the production of vinyl polymers yet further, efforts can be made to begin the mass production of PMMA and PETE for various niche applications. Other polymers will have to wait until we have the ability to preform hydrogenation reactions on a large scale. (20 Resources per dice (92/150)) (Stage 3 locked behind Low-Pressure Hydrogenation Reactors)
[]Zakinthos Oil Extraction: While the oil seeps on Zakinthos may not be very large and coking is generally a better source of chemical feedstocks than petroleum with our current industrial base, drilling a few shallow wells near current seeps to recover kerosene and tar will not be very expensive and will yield substantial benefits in various areas. (10 Resources per dice (0/65))
[]Export Medication Production (Stage 3): Our production of sulfanilamide may be relatively vast, but far more must be produced to saturate the market of even Egypt. Production of basic drugs can be expanded yet further, allowing the purchase of even more grain, textiles, and possibly even saltpeter. (15 Resources per dice (0/150))
[]Pesticide Production (Stage 1): Now that reactionaries in our government have been dealt with, pesticides and herbicides can be produced for domestic use. DDT, metam sodium, zineb, carbaryl, paraquat, glyphosate, and 2,4-D can be produced in large quantities, allowing administrations less idiotic than our own larger and more consistent yields. Education on the proper and safe use of pesticides will also be provided to the people, although some risk is inevitable and acceptable when compared to the gains in health from an increased food supply. Factories for the production of the active ingredients will be done in Tiryns, as it has a less severe labor shortage than other cities near the capitol and will ensure that any accidents do not risk depopulating our largest urban center. (15 Resources per dice (0/100))
[]Narcotics Production (Stage 1): Various psychoactive substances can be used for many uses both domestically and abroad, and the mass production of them is sure to bring numerous benefits. The largest expected good in terms of the number of consumers is a coffee substitute made of chicory root for flavor and modafinil for its stimulant properties, which is expected to increase productivity in several areas. Recreational substances from marijuana to various psychedelics and empathogens will also be produced, significantly increasing state revenues from both internal and external production. (15 Resources per dice (0/100))
Agriculture (5 Dice):
[]Dams (Stage 4): The construction of more dams, now in the Liberated Territories, will increase resistance to famine there, and make it easier to provide transportation and water-powered machinery to more rural areas. (5 Resources per dice (64/225))
[]Agricultural Mechanization (Stage 3): While modest gains have been made thus far, at significant costs, agricultural mechanization will free both the peasant from hard labor and reduce the threat of starvation. Further production and distribution of agricultural machinery, as well as the importation of draft animals from abroad, will increase labor efficiency yet further. (10 Resources per dice (161/300))
[]Granary Modernization (Stage 2): Now that the Peloponnese has been provided with adequate grain storage, the benefits of modernity can be brought to the Liberated Territories as well. The improvements to grain storage will not lead to a revolutionary increase in the prosperity of the country, but ensuring that a few percent more of our grain ends up in the mouths of our citizens instead of those of rats will still be a significant gain. (10 Resources per dice (25/150))
[]Cadre Agricultural Education: Giving rural teachers, administrators, and other literate citizens a crash course on aspects of modern agriculture more advanced than every illiterate peasant can be expected to know, as well as training on maintaining agricultural tools. To do this without impacting education of students, this must be done in the harvest season, which will mean that they cannot work to bring in the crops. Still, this is not going to take much more than a percent of the working population out of commission, and our granaries still remain full even accounting for the reduction in trade with Egypt. (10 Resources per turn (0/150))
[]New Model Farms (Stage 1): Smallholder production is inherently inefficient, as current plot sizes are far smaller than what is ideal for even mechanization with animal-drawn equipment. Reorganizing farmers into larger, cooperatively farmed estates will allow more land to be farmed by a fewer number of people, allowing us to increase agricultural production and free up more labor for industry at the same time. The more condensed communities will also allow for the more efficient provision of education, healthcare, and technical services. A decent number of peasants who have benefited significantly from the Revolution are willing to enter into this model of production with the currently provided incentives, but more widespread adoption will require the acquisition of more farmland, either via land reclamation or more proactive reorganization of land ownership structures. (10 Resources per dice (0/125)) (Stage 2 locked behind Achelous River Dredging)
[]Formalize Mutual Aid Teams: While peasants which have been given draft animals through the existing mechanization programs have already been organized into mutual aid teams for the distribution of animal labor to multiple families, these should be extended nationwide to make distributing investment easier in the long term. (10 Resources per dice (0/100))
Services (6 Dice):
[]Peloponnese Primary Schools (Stage 5): The dream of giving every single child a basic education is finally within reach, at least in the Peloponnese. While the last stage of schoolhouses will be more expensive to build and staff per student due to their remote locations, it will enable even the most rural and isolated locations to gain the benefits of education. (5 Resources per dice (7/350)) (+6k primary student slots) (+10 Political Support on completion)
[]Liberated Territories Primary Schools (Stage 4): Further investment in the educational apparatus is necessary for all of our citizens to be educated and made productive. This stage will allow for a supermajority of villages in the Liberated Territories to have access to some sort of school, and for teaching capacity to be large enough for most people to make use of that access. Universal education is still some distance away, but the gap is rapidly closing. (5 Resources per dice (39/600)) (Liberated Territories dice can be used) (+15k primary student slots)
[]Secondary Schools (Stage 4): Further expansion of secondary schools is theoretically possible, but as it will waste hundreds of Americans on classrooms that will be empty for years, what is the point? (10 Resources per dice (1/450)) (+8k secondary student slots)
[]Adult Literacy Campaigns (Stage 5): While a decent percentage of the population of the Peloponnese now at least know how to write their own names, the Liberated Territories are even further behind, with essentially no one having any literacy at all. This must be rectified as quickly as possible, although expanding literacy campaigns to the level they are at in the Peloponnese will take several years. (5 Resources per dice (89/425)) (+5 Political Support upon completion)
Liberated Territories (8 Dice):
[]Liberated Territories Agricultural Education (Stage 2): While some peasants in the Liberated Territories have been given access to new techniques, crops, and tools, many more have not. This situation must be rectified as soon as possible. (5 Resources per dice (164/175)
[]City Reconstruction and Modernization (Stage 2): While people may no longer be freezing to death in the streets of Athens and Thebes, most of the population still lives in deeply subpar dwellings that need to be modernized in order to reduce disease, increase productivity, and win over the population. (10 Resources per dice (130/250))
[]Liberated Territories Address Assignment and Postal Integration (Stage 2): The postal system in the Liberated Territories can now be expanded into the countryside, even though it will not be used much in the near term due to the abysmal literacy rates in the countryside. More houses can also be given permanent addresses, making taxation, conscription, and other administrative tax much easier. (5 Resources per dice (13/100))
Military (9 Dice):
[]Cannon Production (Stage 6): Equipping our army with mortars is a necessary step, but larger and more accurate weapons are needed for longer-range work. A 75mm field gun and the associated shells will begin production to ensure that our artillery arm can be appropriately expanded. Additionally, facilities for producing guncotton, various fillings, and artillery shells can be expanded by a significant amount, enabling for more ammunition to be produced for our expanding numbers of weapons from pistols to artillery. (20 Resources per dice (0/200)) (~+8 75mm/turn)
[]Rifle Production (Stage 3): Now that the production of the old pipe guns has stopped, a new weapon must fill their place. Rifled muskets, while not as flashy as more advanced weapons, can still be the weapon of our mass levies of infantry for the next decade or so - if we start massively expanding their production now. (15 Resources per dice (72/150)) (~+500 rif/turn)
[]Bolt Action Rifle Production (Stage 3): With the new wave of American refugees coming in, our production of relatively precision weapons can more easily be expanded further. While mass production of submachine guns may be more pressing, rifles are only slightly less critical. (25 Resources per dice (28/150)) (~+300 bolt-action/turn)
[]Submachine Gun Production (Stage 3): Increasing production of submachine guns to happen almost as quickly as soldiers are trained will enable our military strength to be improved yet faster, especially as training and conscription are expected to continue increasing rapidly. With a few more years of steady investment, we should be able to field a modern enough army to render the Revolution secure from all near-term existential threats. (20 Resources per dice (100/150)) (~+500 submachine guns/turn)
[]Land Fortifications (Stage 2): Especially with supply limited to what can be brought via cart along much of the border with Iolcus, the construction of more storage facilities and rear-line facilities is a much. Buried concrete bunkers should provide ammo dumps at least some protection from distant artillery, and all of these facilities will still be very useful even if the river and canal systems of the Liberated Territories are expanded even further. (10 Resources per dice (28/100))
[]Universal Military Training (Stage 2): The training system must be expanded further, as we may only have two or three years before we are forced to resist the full force of the Air Force cliques. If every gun having a waiting hand is good, then each having two waiting hands is even better. (10 Resources per dice (29/150)) (~+1000 trained per turn)
Bureaucracy (4 Dice):
[]Recruit Americans To Ministry: Almost every single American adult is far more educated than nearly any downtimer, and many have actual experience in areas such as management and accounting. Hundreds of thousands of these people live on the coasts of Anatolia, and many would be more than happy to leave behind a life of subsistence farming to do paperwork. While this will be extremely unpopular, having more educated people in the Ministry can only be a good thing. Now that a large pulse of refugees has arrived in the Republic, it is imperative that we snatch some of them up before they are all allocated to other projects. (5 Resources and -2 Political Support per dice) (Larger effect the more dice are spent) (Increases dice allocation)
[]Recruit Downtimers To Ministry: Even if they don't have much of a formal education, there are thousands of intelligent, motivated, and literate downtimers in the Republic. These people are capable of doing lower-level administrative work, and will learn more with time. Having more of them in our government will also bring us closer to a true people's democracy. (5 Resources per dice) (Larger effect the more dice are spent) (Increases dice allocation)
[]Evaluate Replacements: It is apparent that some Ministers are too incompetent, reactionary, or both to serve the people well in their current positions. This would evaluate various people for a ministry position, followed by firing the current minister if they are judged to be more competent. (1 Dice, rolled) (Possible Political Support loss/gain) (Limited to 1 minister per turn)
Plan Status:
MCFE: Ahead of moving target
Capital Goods: Behind Moving Target
Consumer Goods: At moving target
Agriculture: Slightly behind moving target
Current plan draft. Considering whether or not to lose an SMG die to put a 2nd one on Prometheus.
Also thinking on Wire Products vs Export Weapons. Export Weapons might be useful for getting some of the Adriatic locals indebted to us (and fighting Rhodes' influence), but -10 PS is a bit painful when we're gonna be trying to replace our Light Industry Minister.
You could also pull one from River Dredging. We don't desperately need that right now even if it is a relatively cheap and easy production increasing project, and having actual machinery production is a huge thing.
EDIT: That said, SMG Production only needs 50 more to hit that +500 per turn threshold, and pulling 1 Dice still leaves 3 on it, so that's a reasonable position.
You could also pull one from River Dredging. We don't desperately need that right now even if it is a relatively cheap and easy production increasing project, and having actual machinery production is a huge thing.
Fair point, and see my edit anyway. We are almost certainly hitting the next threshold no matter whether we have 3 dice on it or 4, the only question is how far we go over.
Edit:
I definitely agree that Prometheus is important, and I would like more than one Die on it to make sure it's done this turn. SMGs is a reasonable place to take from, I think.
I focus a bit on road paving, because that's mostly still urban, city reconstruction instead of schools, and increased pesticide production. I go less hard on a few other projects, but it's 720 resources so still a sizable cushion.
Current plan draft. Considering whether or not to lose an SMG die to put a 2nd one on Prometheus.
Also thinking on Wire Products vs Export Weapons. Export Weapons might be useful for getting some of the Adriatic locals indebted to us (and fighting Rhodes' influence), but -10 PS is a bit painful when we're gonna be trying to replace our Light Industry Minister.
Plan has been edited. Replaced City modernization with Roads for logistics, took a die from SMGs to Prometheus, and a die from LibTer Primary Schools to City Reconstruction.
A/N: So this is a bit of a different kind of omake. A long story short, me and @Lord_Abaddon chatted once about the possibility of how the PRM would interact with the Orlanthi of the King of Dragon Pass game (which is in turn based on Runequest, which is Fantasy Bronze/Early Iron Age.) Which well, led to us making this omake, which is seeing the PRM's arrival via a Gate-esque portal and its effects (steel/musket wars here we go) from an Orlanthi Clan POV.
I will admit a lot of it is probably hard to understand if you haven't played or watched someone else play King of Dragon Pass. The idea is that we're framing meeting the PRM (or "Stonemakers" as the Orlanthi call them) in the form of game events.
-------- New Arrivals Prediction
Our god-talkers have received a sign, somewhere in the northwest a new and powerful people will appear through a great portal! The world will be shaken by these foreigners and the strange ways they bring!
Conduct a divination.
These strange happenings do not concern us.
Promise to send an expedition northwest to meet them.
Warn the neighboring clans of this sign.
Conduct a divination: The divination saw lightning flash and carve a divot across the ground. Our god-talkers have interpreted this as a sign that these newcomers, wherever they are, will emerge somewhere in the shadow of Mt. Kero Fin.
These strange happenings do not concern us success: A few of the god-talkers grumble, but the Clan accepts the decision of the Ring after a persuasive argument. There is plenty to focus on in Dragon Pass itself without searching for distant foreigners. Nothing
These strange happenings do not concern us failure: People seem concerned by this response from the Ring. It is true that there are many more pressing things to address than distant foreigners, but can the Clan afford to not investigate such a sign? Reduced Mood
Promise to send an expedition northwest to meet them: The Clan is reassured by the decisive action of the Ring, though they expect the promised expedition to be launched soon. Expedition expected. Greater Reduced Mood if not done.
Warn the neighboring clans of this sign: Our neighbors have reactions ranging from dismissive to concerned, but <Other Clan> pledges to send an expedition of their own to meet these foreigners next Season. Changed Relations with Other Clans.
---------------- Exploration Leader Talks about Stonemaker First Encounter
"We arrived at the great portal, a large glowing gate standing flat in the air! The people who have come through are tall and speak in a strange tongue, unable to converse in even Tradetalk. In the season that it took to travel to the portal they have built what looks to be a tula already, and are building more. They seemed to pour gray sludge into holes in the ground. As the meeting went on and we taught the foreigners Tradetalk, we saw that the sludge had hardened into solid stone! In honor of this magic we have named the foreigners Stonemakers!
After the strangers had gained an understanding of Tradetalk they started asking about the surrounding land and the dangers they may face. However when asked about the magic used to turn sludge into stone they laughed and replied it wasn't. They were grateful for the information we gave them though, and gifted us with trinkets and tools made of enchanted iron, which they called 'steel.' For them to give away something so valuable so casually, they must be wealthy indeed!
They seemed interested in our horses, and stories of our cattle, sheep, and pigs when I mentioned them. I think we could convince them to trade away more steel to us if we were to reach them with a large enough herd." Gain 10 Goods, Increased relations with Stonemakers.
---------------- Clan Ring Member Talks About Stonemakers (if not first to meet them)
"The <Other Clan> sent an expedition northwest, and returned with news of the foreigners the god-talkers warned us about in a valley northeast of Kero Fin. They say they wield powerful magics that turn sludge into stone, and every warrior among them wields enchanted iron, though they call it 'steel', and have it in such amounts that it is as common as the stone they make. They are not here to make war, fortunately, but seem interested in trade. Our goods seem to hold little interest to them, but they appear interested in our herds, and are willing to trade goods and tools made from steel in exchange for cattle and horses. It is a long and dangerous journey to their tula, but the rewards could make us the most powerful Clan in Dragon Pass!"
---------------- Stonemaker Steel Trader
A caravan from the Stonemakers has entered Dragon Pass and arrived at our tula. After complimenting us on the quality of our herds, the leader offered to purchase as many as we were willing to sell, offering four times their worth in goods for each cow, and twenty for any horses. Also for sale were tools and weapons made of steel.
Sell Cows and Horses for Goods.
Attempt to bargain for a better price.
Buy Steel Plows for 60 Cows.
Buy Steel Weapons for 80 Cows.
"We are not interested."
Sell Cows and Horses for Goods: The traders agreed, walking away as happy with our cows as we were for such a generous deal.
Attempt to bargain for a better price: The Stonemakers must be desperate for cattle and horseflesh, as the trader agreed to buy at half again of his original price after only a little bargaining.
Buy Steel Plows for 60 Cows: The Carls grumbled at the price until they began to make use of the Stonemaker plows. Soon they were all praising the Clan Ring's decision as worth every cow sold. Slightly Increased Farmers Mood.
Buy Steel Weapons for 80 Cows: The Carls complained at the cost to their herds, but the Weaponthanes are elated, training with their new weapons and promising to win back double what was paid in plunder. Slightly Decreased Farmers Mood, Slightly Increased Weaponthanes Mood.
"We are not interested": The traders seemed disappointed, but make no complaints and hope we are willing to sell when another caravan arrives. "In the meantime," Their leader muses, "Perhaps the <Neighboring Clan> will be interested in our goods."
---------------- Crafters Upset
The crafters are complaining about the disruption the Stonemakers have caused to their livelihoods. "What point is there to our work when people can buy ten times what we make from the Stonemakers at a cheaper price?" Their appointed spokesman asks. "Once a piece of jewelry I made could buy a sheep, now I am lucky if I can afford enough for a simple meal." They demand that something be done.
Provide the Crafters with land and Cows to farm.
Provide the Crafters with Sheep to become Cottars.
Promise to find exotic raw materials for the Crafters to use.
"You are complaining about the prosperity of everyone else in the Clan."
Provide the Crafters with land and Cows to farm: The chance to become Carls mollified most of the Crafters, though the existing Carls complained about rewarding the Crafters for failure with Cows and land that belonged to them. Most Crafters become Farmers. Reduced Farmers Mood.
Provide the Crafters with Sheep to become Cottars: The Crafters were less than pleased from dropping from their position of privilege in the Clan to lowly Cottars. They grudgingly accept their new lot in life, but continue to grumble at how far they have fallen. Most Crafters become Farmers. Reduced Mood.
Promise to find exotic raw materials for the Crafters to use: By using materials that even the Stonemakers do not have, a niche can be carved out for the goods of the Crafters, one that will benefit the whole Clan. So long as the Clan commits itself to this effort, they will be satisfied. Obligation to Explore.
"You are complaining about the prosperity of everyone else in the Clan.": Many within the Clan who have been enriched by the plentiful goods of the Stonemakers agree that the Crafters are complaining too much. The Crafters themselves are not among them, and in the following days many leave the Clan entirely, declaring that they will not stay amongst a Clan that will not care for them. Lose People.
---------------- Clan Ring Member Talks About Steel War
"During that last raid by the <Other Clan>, I noticed that all of their Weaponthanes were using steel from the Stonemakers, and they cut right through the parts of our Fyrd still using bronze. Other Clans have probably done the same by now, or will soon. We should expect more casualties in raids from now on, and I expect raids to become more frequent as people try to get more cattle and horses to make up for those traded to the Stonemakers."
---------------- Stonemakers and Ducks
An emissary from the <Early Clan> has arrived at your Tula, complaining about the Stonemakers. "They are trading with the Ducks! The beastfolk are our sworn enemies, and yet these foreigners would strengthen them with weapons and armor of steel!"
Ask the Stonemakers and Ducks about their trade deal.
Suggest a joint raid against the Ducks.
Suggest a joint raid against the Stonemakers.
Request that the Stonemakers stop trading with the Ducks.
Offer to sell your Steel Weapons to the <Early Clan>.
"This is none of our concern."
Ask the Stonemakers and Ducks about their trade deal: They seem surprised at your inquiry, but respond that in exchange for steel weapons and armor to fight the Undead of Upland Marsh, the Ducks have agreed to aid the Stonemakers in their studies of magic.
Suggest a joint raid against the Ducks Victory: For all their ferocity and new steel weapons, the Ducks were no match for the combined might of two Clans, and soon their tula is ripe for plundering. The <Early Clan> seems satisfied as they split the loot, taking most of the captives for themselves as Thralls. "Whatever weapons they acquire from the Stonemakers," their Chieftain proclaims, "the Beastfolk will find that we are still more than a match for them." Plunder and Casualties as if a regular Raid, Increased Relations with <Early Clan>, Decreased Relations with Ducks and Beastfolk.
Suggest a joint raid against the Ducks Defeat: However amusing they may look, the Ducks are still fearsome fighters, moreso when equipped with Steel. From regular footsoldiers to sworn Humakti, they cut through your combined forces until they are forced to rout. The <Early Clan> is furious. "Look at how the animal-men have been strengthened by their pact with the Stonemakers! How long until humans are pushed out of Dragon Pass entirely!?" Above-average Raid Casualties, Slightly Decreased Relations with <Early Clan>, Decreased Relations with Ducks and Beastfolk.
Suggest a joint raid against the Stonemakers Victory: Your combined forces descend on a Stonemaker Caravan bound for the Duck tula. Firespitters take their toll, but the warriors of two Clans are too much for the Stonemakers, and before long the caravan and its bounty is yours. Its rich supply of Stonemaker goods, steel tools, and even a number of firespitters are yours. After the loot is split, the <Early Clan> places a banner marked with their emblem and capped with a Duck skull on the site of the battle, and invite you to do the same. "Now the Stonemakers will know what happens to those who would side with beasts against men." High Raid Casualties, large amounts of Goods, choice between Steel Plows and Steel Weapons, or Stonemaker Firespitters. Increased relations with <Early Clan>, Decreased Relations with Stonemakers.
Suggest a joint raid against the Stonemakers Defeat: Your combined forces descend on a Stonemaker Caravan bound for the Duck tula and are met with a storm of firespitters that cut down warriors like they are wheat before a farmer. Courage soon turns to cowardice and your warriors flee the killing ground. The <Early Clan> are furious at you for this disaster. Very High Raid Casualties, Decreased relations with <Early Clan> and Stonemakers.
Request that the Stonemakers stop trading with the Ducks: The Stonemakers refuse your request outright. They say that the Ducks' position fighting the Undead of Upland Marsh, and what they are willing to offer the Stonemakers in exchange for Steel, are too valuable to stop supplying them.
Offer to sell your Steel Weapons to the <Early Clan>: The <Early Clan> Chieftain is intrigued by the offer. "The Stonemakers seem to scorn us for our taking of Thralls. If you are willing to sell what you have bought from them, we would be grateful. Once we are on even footing once more, the animal-men will be no match for us." Lose Steel Weapons, Gain Cows and Increased Relations with <Early Clan> depending on price.
"This is none of our concern.": The emissary curses us as he leaves. "It will be your concern when those inhuman beasts drive every Orlanthi out of Dragon Pass!" Decreased Relations with <Early Clan>.
---------------- Stonemakers vs Dwarves
Our explorers witnessed a terrifying sight on their journey. The Stonemakers engaged in battle with the Dwarfs! Each side wielded sticks of wood and metal that spat fire at each other. The two sides seemed evenly matched, the Stonemaker firespitters more plentiful and swifter, but the Dwarfs strengthened by magic and a giant metal man. Aiding one side could reap great benefits, but also great risks not only for the explorers themselves, but for the Clan as a whole.
Aid the Stonemakers
Aid the Dwarfs
Stay back
Aid the Stonemakers Victory: The Dwarfs were not expecting the sudden attack by our explorers, and seemed unable to use their firespitters before we were upon them. Though they fought hard in melee and took several lives, they were eventually routed between us and the Stonemakers. The Stonemakers were grateful for the aid. Apparently the Dwarfs have launched many attacks on their tula since we last met them. They promised to mention our deed to their leaders, and allowed us a share of the battle plunder. Lose some Explorers. Gain Goods and possibility of a random Dwarf Treasure. Increased relations with Stonemakers. Chance of reduced relationship with Dwarfs.
Aid the Dwarfs Victory: Our sudden charge caught the Stonemakers off-guard, and they only managed to get a few shots off with their firespitters. Though this reaped a toll on our warriors, they proved no match for us in close combat. The Dwarfs thanked us in their usual manner. "Intruders indicate big defect in World Machine. Unacceptable. You kill intruders, assist repair defect. Good." While they refused to allow us to plunder the Stonemaker dead, they did gift the expedition with some flagons full of hearty Dwarf ale, which remained full no matter how much our explorers drank. Lose some Explorers. Gain Dwarf Ale: Improves results of Feasts. Increased relations with Dwarfs. Chance of reduced relationship with Stonemakers.
Defeat vs Either: As our explorers emerged to attack, their would-be quarry turned to face them. Their firespitters roared, cutting down over half the expedition in an eyeblink. The survivors made a hasty retreat. Lose large number of Explorers. Reduced relationship with enemy faction.
Stay back: We decided to keep a safe distance from the battle and continued onward, the sound of firespitter battle roars ringing in our ears. Nothing.
---------------- Dwarf Emissary: Steel Demand
A dwarf emissary with four others as an armed escort marched into the tula. "Intruder element Steel equipment represent major schedule interference. You fix interference, surrender steel. No fix, big, big problem. We fix problem with force."
Give the dwarfs what they want.
Insist they compensate you for the steel.
Refuse and tell them to leave.
Attack the dwarfs.
Give the dwarfs what they want: The emissary seems surprised. "Very Positive outcome. Unforeseen beneficial to Schedule. Will remember." Many in the Clan were outraged at surrendering tools that had been purchased at such great expense for nothing, but others admitted it was better than angering the powerful Dwarfs. Lose all Steel/Stonemaker Treasures. Reduced Mood (increased Mood loss for Farmers/Weaponthanes if in possession of Steel Plows/Steel Weapons.) Greatly Increased relations with Dwarfs.
Insist they compensate you: The emissary seems to have been expecting this. "Authorized offer: limited access to gold for human craftswork. Valuable trade good, continued supply while continued embargo of Intruder trade." Lose all Steel/Stonemaker Treasures. Gain Gold Raw Resource. Increased relations with Dwarfs.
Refuse and tell them to leave: The emissary seems displeased but unsurprised. "Negative outcome predictable with human interaction. Will return." Dwarf Raid on tula next Season; If not driven off, will destroy all Steel/Stonemaker Treasures as well as usual effects.
Attack the dwarfs Victory: The Dwarfs fight hard, but not hard enough when faced with the might of an entire Clan. On the emissary's body is a (Treasure description). Reduced relations with Dwarfs. Lose 1-2 Weaponthanes and 2-4 other population. Gain (Treasure). Dwarf Raid on tula next Season; If not driven off, will destroy all Steel/Stonemaker Treasures as well as usual effects.
Attack the dwarfs Defeat: The moment the Weaponthanes attack, the dwarfs respond with an earshattering roar from their firespitters. The shock and deaths inflicted buy them time to stage a fighting retreat out of the tula. Reduced relations with Dwarfs. Lose 3-4 Weaponthanes and 4-8 other population. Dwarf Raid on tula next Season; If not driven off, will destroy all Steel/Stonemaker Treasures as well as usual effects.
---------------- Stonemakers Destroy Another Clan
Dragon Pass was filled with thunderous roars and shakes in the direction of the <Other Clan>, as fearsome and brutal as any of Maran Gor's earthquakes. When it ended, a party was sent to investigate and was stunned to see that the <Other Clan>'s tula had been all but razed to the ground. Fires continued to burn in the ruins of their village, giving off a sickly smoke unlike that of normal fires. When the few survivors were encountered, they said that the attack had come from the Stonemakers. "We had thought to raid their lands and caravans, and gained much wealth from doing so. But look at us now! We can scarcely be called a Clan!"
The <Other Clan> is all but finished. Their tula has razed, their warriors are dead along with most of their people, many amongst the survivors are injured, their herds are scattered or taken by the Stonemakers, their goods and treasures have been plundered. They are helpless in the face of the dangers of Dragon Pass.
Provide what aid we can.
Adopt any who are willing into our Clan.
Raid the <Other Clan> survivors for plunder and Thralls.
Scavenge around the remains of the <Other Clan> tula for treasures.
Spread the word of what has happened to the other Clans.
Provide what aid we can: The remnants of <Other Clan> are grateful, though they lament that even with the Cows and Goods we provide, their tula is too damaged and their people too crippled to continue on as an independent Clan. Some join us in gratitude, while others join other Clans and speak of our generosity. Gain some people, Improved relations with other Clans.
Adopt any who are willing into our Clan: The <Other Clan> are too crippled to continue on as an independent Clan, and most desperate to join another, and bring with them what little they could save from the Stonemakers. However, the tula has grown more cramped with a couple hundred additional people within it, and some fear that harboring them will bring about the wrath of the Stonemakers. Gain large number of people (many injured) and very small amount of Cattle & Goods. Lose Mood.
Raid the <Other Clan> survivors for plunder and Thralls: What remains of the <Other Clan> curses us bitterly, but with their warriors slain by the Stonemakers, they can do little to resist. Plunder is scarce, as most things of value have been taken by the Stonemakers, but the surviving <Other Clan> are still able to work in our fields. Gain very large number of Thralls and very small amount of Cattle & Goods.
Scavenge around the remains of the <Other Clan> tula for treasures: A few Weaponthanes searched the remains of the <Other Clan> Clan Hall, and were able to pull out a piece of the Clan regalia that the Stonemakers must have overlooked. One of the <Other Clan> survivors identifies it as the Raven Cloak, which was said to make it easier for the Clan's raiders to sneak past patrols. As the Clan disbands, they say we can keep it. "If not for that Cloak, our Chieftain would never have thought we could get away with raiding the Stonemakers." Gain Raven Cloak: Helps Raids avoid enemy patrols.
Spread the word of what has happened to the other Clans: The response to the destruction of the <Other Clan> is divided. Their rivals celebrate and their allies mourn. Some call for an alliance against the Stonemakers while others seek deeper relations with them. More than a few simply shrug, musing that Clans come and go in Dragon Pass, and that this is far from the first time a Clan has provoked a force too mighty for them to survive the wrath of. Changes in relations with other Clans.
---------------- Promethean Wanderer
A Stonemaker Shaman, calling himself a Promethean, and his retinue of Stonemaker warriors has arrived at our tula. He spreads many strange and possibly blasphemous ideas about the gods. He wishes to share these ideas, and in exchange offers to train our shamans to placate the "Makhina" inhabiting our tools. He says that this will increase the effectiveness of our weaponthanes and farmers, as the "Makhina" will work harder when properly treated. However our God-talkers say that if we allow his ideas to spread the gods will be angry and punish us.
Allow him to preach.
Offer to pay him to teach instead.
Refuse and send him on his way.
Kill him for being foreign.
Sacrifice him for blasphemy.
Allow him to preach: The Promethean taught our shamans various improvements to our minor rituals, allowing them to work with much greater efficiency. However as he did so he convinced several members of our clan that the gods have somehow chained us, and we must seize their power for ourselves to achieve "socialism". These calls got loud enough that they were exiled, but not before their actions weakened the Clan Magic. Lose magic, gain semi-permanent blessing to shamans, lose people.
Offer to pay him instead success: The Promethean accepted the payment offered to him, saying that he will have a portion of his retinue return it to the 'Popular Republic' so he may continue his journey, though is disappointed that you won't allow him to spread 'The Will of Prometheus'. He taught our shamans many improvements to the rituals they do, increasing their efficiency, allowing our weaponthanes and farmers to do much more with their tools. Pay Cows/Horses, gain semi-permanent blessing to shamans.
Offer to pay him instead failure: The Promethean denied the offered payment, citing that he couldn't have his retinue carry it back to his tula and continue onward. He is disappointed that you don't want him to spread 'The Will of Prometheus' and has left to find others who will. Nothing.
Refuse and send him on his way: The Promethean frowns and shakes his head, dismayed by your 'reactionary tendencies' and moves on to find more receptive pupils. Nothing.
Kill him for being foreign success: The Promethean and his retinue are quickly overcome by your weaponthanes and killed, despite the heavy casualties from their firespitters. Among their corpses and other loot you find a piece of coal in a lantern that's constantly embered. 3-8 Weaponthane Casualties. Small amount of Goods, and a Promethean Lantern. Reduced relationship with Stonemakers.
Sacrifice him for blasphemy success: The Promethean's retinue is overcome in a brief but bloody battle and he is dragged kicking and cursing to be sacrificed, along with the various possessions of him and his retinue. Some in the Clan are a bit concerned over the sacrifice of a human, even a blasphemer, but it appears to have strengthened your Clan Magic. 3-8 Weaponthane Casualties. Slightly decreased Mood, Gain Magic, Reduced relationship with Stonemakers.
Kill/Sacrifice failure: The attempt to seize the Promethean is met with the roar of firespitters, cutting down many Weaponthanes. The Promethean and his retinue withdraw, cursing your 'reactionary tendencies' and swearing retribution. 5-10 Weaponthane Casualties. Reduced relationship with Stonemakers.
---------------- Stonemaker: Dire Warning
A frowning Stonemaker and his heavily armed escort marched into our Clan Hall. "Your actions time and time have been made with intent to harm the nation and people of the Popular Republic of Mycenae," He began, naming the Stonemaker Kingless-Kingdom. "The Republic demands recompense, or it will be war, and the destruction of your Clan."
Demand they leave.
Listen to them, but make no commitments.
Offer them compensation from your Herds.
Offer them a Treasure.
Promise not to offend them any further.
Take them hostage.
Demand they leave: The Stonemaker scoffs. "War it is then." He says as he and his entourage departs. Reduced Stonemaker Relations.
Listen to them, but make no commitments: The Stonemaker seems irritated at your lack of a concrete reply. "Consider this your final warning." He eventually says, before leaving with his guards.
Offer them compensation from your Herds success: The Stonemaker looks over the compensation and gives a satisfied nod. "A good start." The cattle and horses are taken back with them to the Stonemakers, but many in the Clan are outraged that the Ring has bowed to the threats of foreigners. Increased Stonemaker relations, Decreased Clan Mood.
Offer them compensation from your Herds failure: The Stonemaker looks almost insulted. "We are quite familiar with your tradition of weregild, and this is paltry compared to the wrongs you have committed against us. You'll need to do much better than this." Nothing.
Offer them a Treasure: The Stonemaker observes the Treasure in fascination. "This is one of your magical Treasures? Yes…Yes, this is sufficient, provided no further acts against us are committed." Many in the Clan are furious over the Ring giving up a Treasure to a foreigner, but at least the Stonemakers seem satisfied. Increased Stonemaker relations, give up one Treasure. Decreased Clan Mood.
Promise not to offend them any further: The envoy shakes his head. "You have already offended us enough. We want actions, not words." Nothing.
Take them hostage success: Though the Stonemakers appear to have been ready for a fight, they underestimated the ferocity of an Orlanthi Clan. Though their firespitters erupt and scythe down many, the combined assembled might of the Clan overwhelms them, killing most and taking a few, including the red-faced, cursing envoy himself, hostage. Those weapons of theirs that are intact are also seized for your use. Lose 8-15 Weaponthanes and a rough equal amount of Population. Gain Empowered Firespitters Treasure (Expend to greatly increase enemy combat casualties in a Raid). Later Event to decide fate of hostages.
Take them hostage failure: The Stonemakers appear to have been expecting something like this. Their firespitters erupt the moment your Weaponthanes move to attack. <Clan Ring Member> is one of the first to fall, and <Chieftain> is wounded shortly afterwards. Weaponthanes and fyrdmen alike fall as the Stonemakers fight their way out of the tula. Chieftain injured. Clan Ring member killed. Lose 15+ Weaponthanes and 20+ other population. Reduced relationship with Stonemakers.
---------------- Stonemaker: Clan Destruction
A Stonemaker army has come to your tula and destroyed it. Hundreds of Stonemakers with large, squat firespitters set up a war camp near your main village and began launching balls filled with a fire that burned hotter than any you had ever seen before and filled the air with a poisonous smoke. The Clan's Weaponthanes and fyrd alike were slaughtered attempting to destroy them, and many noncombatants were caught in the crossfire. When all organized resistance is quelled, the Stormbreakers proceed to pillage the entire tula before returning to their valley, leaving the survivors to scrounge through what remains, or to stare at the Stonemaker flag that has been raised above the ruins of your Clan Hall as a warning to others.
Though a majority of the Clan's noncombatants have been spared by virtue of simply not being a main target, precious little else has. The Clan Ring and almost the entirety of the Clan's fighting-age adults have been killed, the Clan Hall has been stripped clean of goods and Treasures, and the Stonemakers took all but a handful of the Clan's herds and any Thralls they could find. With the Clan so devastated, is there even a point to attempting to continue on?
Disband the Clan.
Soldier on, despite impossible odds.
-Beastfolk: Also known as Beastmen, a group of sentient being including Centaurs, Minotaurs, Ducks, and others who have animal-like and human-like characteristics. Primarily live in Beast Valley to the south of the Orlanthi-held Dragon Pass. Noted to have a less than ideal relationship with most Orlanthi, in particular the earliest arriving Clans.
-Carl: The wealthier class of farmer in an Orlanthi Clan, possessing some of the better land and owning cattle. Due to their wealth, Carls are in a position to make demands of the Clan if they are dissatisfied.
-Clan: The Orlanthi (and many of their neighbors) in Dragon Pass are organized by Clans. The total population of each Clan is generally somewhere in the several hundred to one thousand range, with Clans starting to feel a bit cramped and liable to have splinters once they get up to 1,200-1,400ish.
-Clan Ring: The advisory circle of a Clan, a collection of seven people (including the Chieftain) selected from the nobility who make major decisions.
-Cottars: The poorer class of farmers, who possess little or no land and herd sheep instead of cattle. A Cottar can become a Carl should they obtain enough wealth.
-Cows: Basically like real life cows, but they are far more than a farm animal to the Orlanthi Clans of Dragon Pass. A cow is a unit of wealth, and the measure of a Clan's prosperity is often how many cows they have in their herd. The value of most goods is measured in how many cows they are worth.
-Crafters: People in the Clan whose occupation is making Goods instead of agriculture. Generally a minority of the Clan, and with certain privileges like being exempt from service in the Fyrd.
-Dragon Pass: The region the game takes place in. Separates Heortland (the ancestral home of the Orlanthi) from places further north.
-Ducks: A specific kind of Beastfolk resembling humanoid ducks. Despite their comical appearance to many humans, they are in fact fearsome warriors, especially against the Undead. The Ducks consider themselves Orlanthi, despite their different customs compared to the human Orlanthi.
-Dwarfs/Dwarves: Also known as "Mostali" (after their deity, Mostal), Dwarfs have a bizarre, almost machine-like mindset that is quite alien to humans. Known for their advanced technology (steel and guns, including cannon, while most of the world is still in the Bronze Age) and hatred of change. Not fond of other species having access to iron and steel (and gunpowder even less), which plays a large part in their hostility towards the Stonemakers/PRM.
-<Early Clan>: A specific Orlanthi Clan in Dragon Pass known for being the first to (re)settle it. Also known for keeping Thralls and wars with the Beastfolk.
-Explorers: An expedition from a Clan, generally to locations outside of the Clan's tula. Consists of a small number (rarely more than a dozen) of Weaponthanes and Fyrd, led by a noble.
-Firespitter: The Orlanthi term for guns (not canon, made for this omake.)
-Fyrd: The Clan army, though it also refers to specifically the part that is formed from the various able-bodied farmers as a militia.
-Goods: Refers to valuable items with limited utilitarian use. Silver coins, crafted wares, luxury clothing, trinkets, etc. Goods are measured in their value in cows, though an actual cow is generally considered a bit more valuable, since a cow can provide milk, traction for plows to help with farming, and additional cows, while goods cannot.
-Horse: Horses are another highly prized animal among Orlanthi herds, though in far fewer numbers than cattle. An Orlanthi Clan is expected to have enough Horses for at least every noble and Weaponthane to possess one. In trade, the average horse is generally considered worth around 4 Cows, barring other factors.
-Noble: The highest social caste of an Orlanthi Clan, also called Thanes (not to be confused with Weaponthanes.)
-Orlanth: God of Storms and the chief God of the Orlanthi.
-Raid: An attack on a Clan (or occasionally, a caravan.) A capital R Raid is generally a significant affair involving most of a Clan's weaponthanes and a large chunk of the Fyrd. Raids are generally launched with the intent of plunder, but can occasionally have others goals like damaging or seizing the victim's territory.
-Stonemaker: The Orlanthi name for the people of the PRM. Called such after the initial Orlanthi explorers witnessed them making concrete.
-Tula: The territory of a Clan, composed of farmland, pastures, and wildlands, centered around the Clan's village.
-Thrall: A slave in an Orlanthi Clan. Thralls are employed as farmworkers under the Carls. The Orlanthi stance on Thralls varies, with some Clans rejecting the practice and others embracing it. Notably however, the status of Thrall is not hereditary. The children of Thralls are considered free members of the Clan.
-Treasure: Valuable, generally but not necessarily magical items (and on occasion, animals.) They can range from impressive-looking trinkets with no practical use to magical artifacts with tangible effects. Most Treasures are worth ~50 Cows when traded.
-Weaponthane: Full-time warriors for the Clan for leading raids and patrolling. Influential and high-maintenance, Weaponthanes are relatively few, with most Clans having their numbers be in the mid-high teens or 20ish. Weaponthanes each own a horse for their patrols, though they might fight dismounted or mounted.
The funny thing is, there's so many factions so much more powerful than a clan - or even a collection of clans - that adding the PRM into the mix wouldn't actually change the game too much. The world itself is another thing (admittedly I know very little of the franchise lore), but in the relatively short timeframe of KoDP itself? It'd be just one more faction to trade with and avoid pissing off.