Gotcha.You can assume that the spreadsheet takes precedent, since it's the root origin of all the numbers.
Will redo some math later.
Gotcha.You can assume that the spreadsheet takes precedent, since it's the root origin of all the numbers.
Financial | Stone | Wood | Food | Population | Metal | |
Year 1 | 35 - (3 + 18 + 10) | 4 + 12 | 19 - (0) | 19 + 5 | 15 - (10 + 7.8) | 0 (10.2/13) + 9 | + 3 E.O.T Surplus (13/13) | 13 (0/14 Growth + 4) | 13 - (10 + 2) | 1 + 3 |
Year 2 | 16 - (10 + ?) | 6 + 12 - ? | 24 - (20) | 4 + 5 + ? | 7.2 - (7.8) | 0 (12.4/13) + 12 | + 3 E.O.T Surplus (13/13) | 13 (4/14 Growth + 4) | 4 - (0) | 4 + 3 |
Year 3 | 18 - (10 + ?) | 8 + 12 - 2*? | 9 - (0) | 9 + 5 + ? | 11.4 - (10 + 7.8) | 0 (6.6/13) +12 | + 3 E.O.T Surplus (13/13) | 13 (8/14 Growth + 4) | 7 - (0) | 7 + 3 |
Year 4 | 20 - (10 + ?) | 10 + 12 - 3*? | 14 - (0) | 14 + 5 + ? | 5.4 - (7.8) | 0 (10.6/13) + 12 | + 3 E.O.T Surplus (13/13) | 13 (12/14 Growth + 4) | 10 - (0) | 10 + 3 |
Year 5 | 22 - (3 + ?) | 19 + 12 - 4*? | 19 - (0) | 19 + 5 + ? | 9.6 - (10 + 7.8) | 0 (4.8/14) + 12 | + 1 E.O.T Surplus (14/14) | 14 (2/15 Growth + 1) | 13 - (0) | 13 + 3 |
Start Year 6 | 31 Gold - 4*? (Plus 30 Gold C.T.) | 24 + 4*? | 2.8 est. (14/14) | (14/14) (+4 E.O.T. Surplus) | 14 (3/15 Growth) | 16 |
Updating in view of GM comments.You can assume that the spreadsheet takes precedent, since it's the root origin of all the numbers.
CASHFLOW said:-91 gold, -26 Stone, -25 Wood,-17 Metal,
+2 Population, +1 Income/turn, + 2 Taxes/turn, +3 Wood/turn, + 2 Merchant ships, +75 gold, + 10 Metal, +20 Stone
BEGINNING
Income: 19 Gold/turn
Treasury: 35 Gold
Chieftain's Treasury: 15
Stone: 19
Metal: 13
--Iron: 4
END
Income: +22 Gold/turn
Treasury: 19 Gold
Chieftain's Treasury: 15
Stone: 13
Metal: 6
--Iron: 9
No looting stone.
I wanna see the math that allows you to spend 35 Gold in one turn. Are you opening the Chieftain's Treasury?YEAR 5[+1 POP!]
[X] Ciralya (Merchant Ship) (-10 Gold, -10 Wood) [Req. 1 Shipbuilding]
------[X] Guard Citadel (-20 Gold, Better Units)
[X] Mercantile District (-5 Gold, -2 Stone, +2 Taxes)[New Pop here]
We aren't going to be able to reoccupy them for a century or more though, and the corpses of Arnor, of Arthedain and Cardolan and Rhudaur, could prove a critical factor in the growth and revitalization of Arnor-Made-Anew right now. And we can always replace the looted stone once we're able to occupy those cities.No looting stone.
Both because you are cannibalizing a possibly valuable city to shortterm gain, and because it's something that's actively avoided in the Legendarium.
Note that Annumminas is still basically intact, and remained that way until Elessar reunified the kingdoms and rehabbed it.
The only cities I remember Order destroying are considered too unclean to loot.
Dol Guldur and Saruman's Isengard being notable among them.
The normal Treasury has 35 gold, remember?I wanna see the math that allows you to spend 35 Gold in one turn. Are you opening the Chieftain's Treasury?
There is your mistake you have 95 gold to work with:The normal Treasury has 35 gold, remember?
And I have a net cashflow of +15 gold/turn, which gives me a total cash inflow of +75 gold.
Add the normal Treasury, and I have 110 gold to work with this turn.
We didn't loot Annuminas to build Fornost.We aren't going to be able to reoccupy them for a century or more though, and the corpses of Arnor, of Arthedain and Cardolan and Rhudaur, could prove a critical factor in the growth and revitalization of Arnor-Made-Anew right now. And we can always replace the looted stone once we're able to occupy those cities.
No looting stone.
Both because you are cannibalizing a possibly valuable city to shortterm gain, and because it's something that's actively avoided in the Legendarium.
Note that Annumminas is still basically intact, and remained that way until Elessar reunified the kingdoms and rehabbed it.
YEAR 2
----[X] Armorers (-10 Gold, Increase Quality Available) [Req. Iron/Steel]
[X] Tame the Baranduin (-10 Gold, -20 Stone)
YEAR 3 [+1 POP!]
----[X] Drill Square (-10 Gold, Better Units)
[X] Logging Camp (-3 Gold, +3 Wood)[New Pop here]
YEAR 4
[X] Residential District (-5 Gold, -2 Stone, +2 Housing)
[X] Mercantile District (-5 Gold, -2 Stone, +2 Taxes)
--[X] Smithing Quarter (-5 Gold, -2 Taxes, 2 Iron -> 2 Steel Conversion)
Our Tax income adds + 1 gold/turn from Year 3, when we hit Population 14.There is your mistake you have 95 gold to work with:
The initial Tresury (35) + 4x Income (~15). You only get new income for the years 2-5.
15 + 10 + 3 + 10 + 10 + 10 + 3 + 5 + 5 + 5 + 10 + 20 + 5PLAN SNOWBALL v2
GENERAL
[X] Ransom the Ring of Barahir (-15 Gold, -10 Metal)
ACTION
YEAR 1
[X] Ciralya (Merchant Ship) (-10 Gold, -10 Wood) [Req. 1 Shipbuilding]
[X] Fishing (-3 Gold, -2 Wood, +3 Food)<-[Unemployed unit of Population goes here]
YEAR 2
----[X] Armorers (-10 Gold, Increase Quality Available) [Req. Iron/Steel]
[X] Tame the Baranduin (-10 Gold, -20 Stone)
YEAR 3 [+1 POP!]
----[X] Drill Square (-10 Gold, Better Units)
[X] Logging Camp (-3 Gold, +3 Wood)[New Pop here]
YEAR 4
[X] Residential District (-5 Gold, -2 Stone, +2 Housing)
[X] Mercantile District (-5 Gold, -2 Stone, +2 Taxes)
--[X] Smithing Quarter (-5 Gold, -2 Taxes, 2 Iron -> 2 Steel Conversion)
YEAR 5[+1 POP!]
[X] Ciralya (Merchant Ship) (-10 Gold, -10 Wood) [Req. 1 Shipbuilding]
------[X] Guard Citadel (-20 Gold, Better Units)
[X] Mercantile District (-5 Gold, -2 Stone, +2 Taxes)[New Pop here]
We have Iron OR Steel. We have Iron.We need Iron/Steel for this to be worthwhile. Also, pretty sure you can't do it without another Military District, which requires Population.
You're wrong.Here's the math.We won't get a population uptick in this turn, it will be the next one. Also again, don't believe we can build a Drill Square without another Military District.
I believe that's sufficient to make my case.Year 1: +1 Food from residuals, +2 from Trade, +1 from low Tax bonus.
+4/14.
Year 2: + 1Food from residuals, + 2 from Trade, + 3 from new Fishing, +3 from low Tax bonus
13/14
Year 3: +1 Food from residuals, + 2 from Trade, +3 from new Fishing, + 3 from low Tax bonus
22/14
8/15. Subtract 1 to increase Food reserves to 14/14
7/15
+ 1 Food from residuals lost due to increase in population
Year 4: No food from residuals, + 2 from Trade, +3 from new Fishing, +2 from low Tax bonus
14/15
Year 5: No food from residuals, +2 from Trade, +3 from new Fishing
21/15
6/16. Subtract 1 to increase Food Reserves to 15/15
5/15
We already built a Training Ground last turn; it's on the buildings list. We're upgrading that.We won't get a population uptick in this turn, it will be the next one. Also again, don't believe we can build a Drill Square without another Military District.
Deliberately left empty.
Upgrade of Drill Square.Again, this will need a Military District (on top of one for the "tier" below it).
Arggh. I forgot the ring.15 + 10 + 3 + 10 + 10 + 10 + 3 + 5 + 5 + 5 + 10 + 20 + 5
= 111
And we already have an Armory from last turn; we're upgrading it.
We already built a Training Ground last turn; it's on the buildings list. We're upgrading that.
Maybe we should try to fuse our plans, they are very similar. Main differences are build order and Mercantile district vs Stone quarry.Arggh. I forgot the ring.
Ah well; guess I'll drop the Citadel this turn.
Thanks.
Doesn't the production building already produce in the year in which it was build? So it should be:Year 1
Food Surplus: +1 Food Surplus (Domestic Production) + 2 Food Surplus (Trade) = +3 Food Surplus
Growth: + 4
Population: (4/14 Growth, 14/14 Stored)
Year 2
Food Surplus: +4 Food Surplus (Domestic Production) + 2 Food Surplus (Trade) = +6 Food Surplus
Growth: + 9
Population: (13/14 Growth, 14/14 Stored)
The men of Bree didn't loot Fornost for building materials, despite it's being ~ a hundred miles or so away.Annuminas is an ancient capital of great cultural significance. Lond Daer was a port and military staging post which has been uninhabited for centuries or possibly longer. It's not the same deal.
From the building options for TA 1990-1995No, you need to build a Military District and assign population to it to increase Military Capacity before you can then build the next rank of training and equipment buildings; it's a tiered system. This is how it worked before and I don't believe that component has changed, the main change is that Living Quarters have been rolled into standard Military Districts, plus we now have the Units system. At least I believe so.
Only the Living Quarters requires population.[ ] Small Military District (-5 Gold, -2 Stone, -2 Metal)
--[ ] Training Grounds (-5 Gold, Increase Quality)
--[ ] Armories (-5 Gold, Increase Quality)
--[ ] Living Quarters (-5 Gold, Req. 1 Population)
Doesn't the production building already produce in the year in which it was build? So it should be:
Year 1
Food Surplus: +4 Food Surplus (Domestic Production) + 2 Food Surplus (Trade) = +6 Food Surplus
Growth: + 9
Population: (9/14 Growth, 14/14 Stored)
If you build a building year 1, it isn't going to give you anything until the start of year 2.
Year 1 = Income (what I give you at the end of the turn)
Year 1 = Building (subtracting buildings costs/materials)
Year 1= Winter (subtracting wood if relevant, taking food from stores if farms fail)
Year 2= Income (from buildings built year 1)
Essentially you 'start' from slightly into the year, when the resources have already been deposited. You won't get a bonus from anything you make that year.
From the building options for TA 1990-1995
Only the Living Quarters requires population.
You should remember; the plan that built the Military Districts with Armories and Training Grounds were yours.
https://forums.sufficientvelocity.c...ng-in-middle-earth.37871/page-27#post-8428248
Also, it isn't explicit but you can only have one of each 'boost' building in military per population in your military. Or something.
I haven't quite figured out how it all interacts just yet.
1)You have a point about the Quarry.Maybe we should try to fuse our plans, they are very similar. Main differences are build order and Mercantile district vs Stone quarry.
Here are my thoughts:
I think Quarry > Mercantile because the former frees up -6 gold/year for Stone imports.
In terms of build order I think building the smitihng quarter earlier gives us more Steel at the beginning of next turn. It really isn't much of an issue, but I would build it before the Armorers. Especially since the Upgrade from Armorer needs 5 Metal which after the Ring (-10) and first upgrade (-2) we will only have by Year 3.
Let me break it down for you:No, it doesn't.
Incomes for all resources are always at the start of the year coming from the previous year's production. I found this out back when I was checking things for Plan Outward Growth. @Sayle broke it down rather helpfully:
The Armorury and Training Grounds in Plan Stay the Course could be built becase we'd already invested a point of population into our Small Military District the previous turn; it was effectively Living Quarters. But we couldn't build an additional Armoury or Training Grounds in that plan to upgrade to the next tier, as I'd originally wanted to, because we'd have had to invest another point of Population into a Small Military District/Living Quarters. (That whole thing being slightly counter-intuitive is part of what prompted the change to the newer cooler system.) I had to remove them from the plan. To quote directly: