One more question:[ ] Granite Facings (-50 Gold, -50 Stone, -10 Granite) [Defensiveness +1, Req. 25 Population] [5 Turns]
Is this meant to be Turns or years?
And if it's Turns(5 years each) are we supposed to pay project costs up front?
One more question:[ ] Granite Facings (-50 Gold, -50 Stone, -10 Granite) [Defensiveness +1, Req. 25 Population] [5 Turns]
A shame. I was looking forward to seeing the great city, a massive series of concentric circles, bisected by the river.
Ah.
Couple more questions:
QUESTIONS
1)Can we move military units around settlements and regions?
As in, if we needed to secure or purge a region, does that only involve the units garrisoned in the region, or can we move units from other regions?
2) Can we still run short of wood during harsh winters?
Is this something to watch out for?
3) Is there a minimum population requirement before we can garrison a settlement?
Or if we have a spare military unit, can we just stick it on there?
4)How many units can garrison a settlement anyway?
5) Do new buildings(eg Industrial Smithies)automatically go into use?
6) Can we recruit troops that are below our current national doctrine?For example, can we recruit Free Spearmen at Bree?
For that matter, can we raise or decrease our infantry doctrine at need?
7)What does the Security rating of a Region stand for?
How is it improved?
8)Orödsirs production of Stone went down from 3 to 2.
Intentional?
9)Market Prices of trade goods are no longer on the Gdoc.
Thank you.
In the evening, once I get back, I'll put something up.Um a plan or two please so we can make abit better sense of the new system please ?
No free population at the moment.also can we build another city center on the new side of the river?
Buy food, buy wood, sell hardwood, sell metal.I'm kind of lost as to what to do now. Expand our Stone income, in the short term I guess. Although we have a ton more stockpiled stone than was accounted for, the same figure we started the last plan with which makes me think it may have just not gotten updated. We should have 7 right now. @Sayle?
Thank you.
In the evening, once I get back, I'll put something up.
No free population at the moment.
And we do not currently have the military force to cover them, since we have to deal with Bree's problems before they start costing us.
Buy food, buy wood, sell hardwood, sell metal.
Fortify Bree, begin to purge the region(region first, then Barrow-mounds next), recruit infantry, recruit merchant ship to expand trade volume, and warship to protect it from corsair activity.
Someone mentioned diplomatic trip to Bree in the wake of last turn's riots, to reassure loyalists; probably a good idea.
REASONSIncome: +34 Gold/yr
Treasury: 23 Gold
Wood: 2
--Hardwood: 1, +1/yr
Stone: 32, +2/yr
Metal: 8, +3/yr
--Iron: 9, +1/yr
COST
-3 gold/year
-85 gold,
-24 stone,
-20 wood,
-5 metal,
-1 hardwood,
-1 iron
Stone is at twice it's normal price, due to demand in Gondor. We wait for it to drop a bit, and save our money.I feel like we need to buy stone and sell wood. We produce 28 wood a turn, but only 2 stone and a lot of the buildings need stone including the road to the settlement.
Buy food, buy wood, sell hardwood, sell metal.
Fortify Bree, begin to purge the region(region first, then Barrow-mounds next), recruit infantry, recruit merchant ship to expand trade volume, and warship to protect it from corsair activity.
*checks*I don't think we really have 32 Stone right now, unless last turn's costs were discounted for some reason. That would be pretty odd though, they were major projects.
Oh.Yeah, I was speaking more generally in terms of feeling a lost sense of purpose.
1)We've been told that going into the Barrows will be costly, so I don't want to send just 1 unit there. And I'd like to maintain a garrison in the capital at the same time.The next moves right now are fairly straightforward, I guess. Although recruiting more soldiers right now is kind of an odd choice, we don't really need them right now and we're above our military capacity currently anyway. The Barrow Downs pretty clearly seem to be intended to be a longer-term project than something we can do next turn. We should probably get another logging camp and pasture, maybe focus on expanding Orodsîr in the future.
REASONSIncome: +23 Gold/yr
Treasury: 23 Gold
Wood: 14
--Hardwood: 1, +1/yr
Stone: 7, +2/yr
Metal: 3, +3/yr
--Iron: 7, +1/yr
COST
+2 gold/year
-85 gold,
-24 stone,
-20 wood,
-5 metal,
-1 hardwood,
-1 iron
1)We've been told that going into the Barrows will be costly, so I don't want to send just 1 unit there. And I'd like to maintain a garrison in the capital at the same time.
2)We get 1 military capacity for every 10 population.
Ost Falasuin has 14 Pop. Bree has 14 Pop. Orodsir has 3 Pop. Total 31 Pop.
That's a capacity of 3.1 military units, rounded down to 3.
It's on the Gdoc as well.
Assuming the current pattern of growth is yearly, all three settlements should pop 1-2 units of Population each by the end of a five year turn, barring no events that fuck with our food supply. Limiting factor is actually merchant ships, since we can and will import more food in exchange for wood as long as our population is willing to fork over the taxes to make up the difference.Seems reasonable enough, though it may be prudent to forgo expanding our military just yet. Ost Falasuin is our only settlement to produce a food surplus and the larger Ost growths, the larger its surplus growths. So perhaps we should allow Ost grow unhindered for now or divert any additional population to new settlements, ideally in a position to produce a food surplus as well.
Given how old Dunedain get to live, nothing wrong with waiting till he's ten or twenty before sending him off to his great-uncle's for a fostering.I think we forgot to ask for our heir's kid to be fostered in Imladris, he was born in like TA 2002. (I'd remembered it as TA 2012 for some reason.) Hopefully that happened by itself, I do recall us asking about it at some point before then anyway.
I can buy waiting a couple turns to build up military forces.I would seriously hold off on planning a purge of the Barrow Downs next turn though. Every time that's been mentioned, it's been in the context of requiring a lot of forces and being very costly. I don't think 2 Infantry is going to cut it any more than 1 Infantry can, I think you might be looking at needing an expeditionary force of like 4-5 Arnorian Infantry lead by Arvedui himself, or our heirs, or both. With the expectation of taking losses.
I think we can do it with Infantry alone.(20 Gold) Infantry: These professional soldiers build upon their individual skill at arms with formations designed to break the enemy with lightning advances and brutal charges. [Req. Defense Level 2]
--OR--
(40 Gold) Arnorian Infantry: Preferring to engage with both bow and sword, these men sacrifice power in the melee for damage at range and possess unshakeable courage. [Req. Defense Level 3]
Given how old Dunedain get to live, nothing wrong with waiting till he's ten or twenty before sending him off to his great-uncle's for a fostering.
If nothing else, it gives us time to build up the naval forces that he/she will presumably travel on.
I can buy waiting a couple turns to build up military forces.
I'm not sure Arnorian Infantry is needed though; clearing out the Barrows is melee work, while Arnorian Infantry, and I quote:
I think we can do it with Infantry alone.
We might need to upgrade to Exceptional Equipment, mind, and we will likely take losses barring one of the Noldor like Glorfindel taking a hand in affairs.
Or possibly one of the Istari; Gandalf did come ashore at Mithlond, after all, and has presumably been roaming since TA 1000.
But it's not like we have IC information of his presence. Although there are good chances he's run into the Dunedain by now, given his fondness for the Shire.
But we can probably do it with 3-4 Infantry.