So we don't need to set one Pop of Ost Falasuin aside for this? Sweet!
No, you do because you need to create the military unit. You just don't need to build extra armories/training fields, and the military district needs to be built in Bree.
So we don't need to set one Pop of Ost Falasuin aside for this? Sweet!
No, you do because you need to create the military unit. You just don't need to build extra armories/training fields, and the military district needs to be built in Bree.
Caer Nurnelen and Mitraith are both gone from the new map?
Big markers are major settlements.
Small markers are minor settlements.
Black markers are controlled.
Grey markers are ruins.
Blue markers are controlled by someone else.
Red markers are independent.
Big markers are major settlements.
Small markers are minor settlements.
Black markers are controlled.
Grey markers are ruins.
Blue markers are controlled by someone else.
Red markers are independent.
Where is this coming from? We sold Hardwood to Mithlond last turn.Wood: 2 [13/13 Stored]
--Lebethron: 0
--Hardwood: 6
Stone: 23
Metal: 8
--Iron: 9
On accidentally clicking the image....wow, that's one hell of a size.
Also, can we build the road to the Orodsir?
TOTAL EXPENDITURE
-86 gold
-34 stone
-12 wood
TOTAL IMPROVEMENTS
+3 Population
+3 Food/turn
+2 Taxes/turn
+3 wood/turn
+4 Housing
+5 wood
While I agree 100% with the intent, I'm not sure the same can be said about the conclusion.Bridging the Baranduin this turn, because it gives us access to another forest, with, hopefully, more lebethorn.
@SayleSince merchant ships do not seem to increase income, scheduled building a new one for the end of the turn, by which time we should have accumulated sufficient excess wood to spare.
While I agree 100% with the intent, I'm not sure the same can be said about the conclusion.
Why would bridging the Baranduin give us access to another forest? Transport is far more efficient by sea than over land, and we have merchant ships now. And from what I understand the forest of Eryn Vorn isn't that close that one could reach it from Ost Falasuin just by crossing a bridge. I'd figure what we really need is a colony in Eryn Vorn with a port.
On the other hand, maybe Eryn Vorn is so close on the other side of the river that improved timber harvesting without need for a colony would indeed become possible if we had a bridge. I just kind of assumed the distance was greater, but I don't recall why exactly. I might have been mistaken.
@Sayle
Will bridging the river allow us to harvest wood more efficiently?
@Sayle
Can we do anything with the merchant ships? Like having them assume general trading duties (there's got to be more goods to trade than just what is simulated) for a small profit in gold, possibly with the size of our active trade fleet being limited by the number of available docks?
*looks in*
*looks at winning plan, looks at Lon Daer, narrows eyes*
Marauding Orcs on the roads? Check. Barrow Wights active? Check.
Northmen population being too low to be interested in going off to some new land that only just fought off a Witch-King invasion ~25 years ago? Check.
Tharbad being unavailable/uninterested in anything and us lacking the resources to trade with them anyway? Check.
One would think that we're in a world where we have been unable to devote resources to sweeping the Old Kingdom of the survivors of Angmar.
And where Sauron moved into Dol Guldur back in TA 1000(a thousand years ago), and stayed there until Gandalf investigated the area in TA 2063, at which point he fled for 400 years to prevent premature discovery.
One where birds and worse can be used as spies and communication.
And people think that those unoccupied spaces would be clean.
*sighs*
Why would bridging the Baranduin give us access to another forest? Transport is far more efficient by sea than over land, and we have merchant ships now. And from what I understand the forest of Eryn Vorn isn't that close that one could reach it from Ost Falasuin just by crossing a bridge. I'd figure what we really need is a colony in Eryn Vorn with a port.
On the other hand, maybe Eryn Vorn is so close on the other side of the river that improved timber harvesting without need for a colony would indeed become possible if we had a bridge. I just kind of assumed the distance was greater, but I don't recall why exactly. I might have been mistaken.
Was there a limit given on the expansion on our current side?Settling the far bank becomes a good choice when we have population to put there, and stone to build walls and districts there. That might be this turn, or it might be the next one, it will depend on the details of the numbers and how everything is structured. The other choice is trying to get the city fully (or at least mostly) walled before we start building on the other side. Given the Enemy is more active now, that's something to consider seriously as well. There's no "right" answer, IMO, it's more a question of which we want to do first.
1)Note that we had spare space around the city of Ost when we established Orödsir, and it's currently our only source of local metal and stone.Wile I agree with most of your plan, @uju32, I can't disapprove of the year three plans at this point. we haven't grown enough to need a second settlement on the other side of the river, we still have plenty space on our bank AND I think we should add in a pasture or two, mostly because they are more resistant to the weather (fishing is also vulnerable, if for other reasons)
There are no other ports on Eryn Vorn.While I agree 100% with the intent, I'm not sure the same can be said about the conclusion.
Why would bridging the Baranduin give us access to another forest? Transport is far more efficient by sea than over land, and we have merchant ships now. And from what I understand the forest of Eryn Vorn isn't that close that one could reach it from Ost Falasuin just by crossing a bridge. I'd figure what we really need is a colony in Eryn Vorn with a port.
Forgot to address this:Settling the far bank becomes a good choice when we have population to put there, and stone to build walls and districts there. That might be this turn, or it might be the next one, it will depend on the details of the numbers and how everything is structured. The other choice is trying to get the city fully (or at least mostly) walled before we start building on the other side. Given the Enemy is more active now, that's something to consider seriously as well. There's no "right" answer, IMO, it's more a question of which we want to do first.
I considered advocating for Cavalry, actually.If the main focus of our garrison in Bree will be general patrol duties and dealing with raiders, then we might want to think seriously about garrisoning a cavalry unit rather than an infantry one.
I think I addressed what security concerns there are above.We could build river barges and build a small dock on the other side and it would be, functionally, the same and lack the security concerns the bridging would net us. actually, we will probably need River Barges of some sort if we plan to build a post at Sarn's ford and would make communication both with Bree and the Shire easier, so that is something we might want to do anyway
*looks in*
*looks at winning plan, looks at Lon Daer, narrows eyes*
Marauding Orcs on the roads? Check. Barrow Wights active? Check.
Northmen population being too low to be interested in going off to some new land that only just fought off a Witch-King invasion ~25 years ago? Check.
Tharbad being unavailable/uninterested in anything and us lacking the resources to trade with them anyway? Check.
One would think that we're in a world where we have been unable to devote resources to sweeping the Old Kingdom of the survivors of Angmar.
And where Sauron moved into Dol Guldur back in TA 1000(a thousand years ago), and stayed there until Gandalf investigated the area in TA 2063, at which point he fled for 400 years to prevent premature discovery.
One where birds and worse can be used as spies and communication.
And people think that those unoccupied spaces would be clean.
*sighs*
LOTR =/=RL; unrestricted immigration is NOT a good thing here.
Xenophobia is a survival trait in these here parts; I suggest you look at what happened to Rhudaur.
Or indeed what Sharkú tried to do to the Shire almost a thousand years hence.
When dealing with millenia-old Maiar, paranoia keeps you alive.
Well, if the map is anything close to scale, it's actually quite further south down the coast and not really in our local area at all, albeit only barely outside it. It'd be nice if we had a scale to work with, preferable measured in days/weeks' worth of travel afoot [because that'd be easier and more useful than standard distance notation.]
It would be easier to access it with ships, but they'd be sailing the delta we're built at the base of, not the river itself, which should be taken into account. A colony would be helpful only after it has the surplus pop to harvest lumber in excess of what it needs, which is the same problem we're having already.
Ships would be harder to intercept / raid than a land-route, security concerns of a bridge aside [though it's my understanding the intent was to expend the city over the other side of the bridge, so it's not as much of a security concern as one might think?]
I think I addressed what security concerns there are above.
Do remember that Sarn Ford is a stone ford; it's name literally means stony ford.
People cross it on foot, and on horseback; the Ringwraiths who came to the Shire first drove off the Dunedain guarding that ford, and then crossed it unaided, and we know Ringwraiths don't walk on water.
LOTR =/=RL; unrestricted immigration is NOT a good thing here.
Xenophobia is a survival trait in these here parts; I suggest you look at what happened to Rhudaur.
Or indeed what Sharkú tried to do to the Shire almost a thousand years hence.
When dealing with millenia-old Maiar, paranoia keeps you alive.
No, you have not explained why building a bridge and settling the other bank, that is to say putting a big hole in our defenses, is a desirable idea. and am still not seeing how your reply has to do with my quoted text.
as for the ford, you do realize river barges are flat bottom craft?, right? assuming the frod is shallow and it is not a legacy name, we can use that place as a marshaling yard where we switch the cargo from barges to carts... so, I am really not understanding what you mean to say
Wile I agree with most of your plan, @uju32, I can't disapprove of the year three plans at this point. we haven't grown enough to need a second settlement on the other side of the river, we still have plenty space on our bank AND I think we should add in a pasture or two, mostly because they are more resistant to the weather (fishing is also vulnerable, if for other reasons)
1)No it was not.
I vehemently disagree.I think your comment regarding xenophobia literally goes against the whole point of LoTR.