So, re-posting my plan because SV doesn't like my editing of the big post.

[] Plan: Investigations&rebuilding
-[] Death Does Not Want You Today
-[] What happened?
--[] +4FF
-[] So That None May Suffer - (5 Materials)
-[] Food, Gotta Have It - (Biology/Agriculture)
-[] Send Out The Scavengers (SE-01)
-[] Storerooms - Expanded
-[] Merchants
--[] A Small Loan - Locked until paid back
--[] Selling Artifacts
---[] Ancient Picture, Ancient Sculpture, Neon-Green Rock,
-[] The Adventurer Guild - (1 Free Action)
--[] Investigate (What happened?)
-[] Personal Introduction (The Union of Herbalists)
-[] Too Much To Do - (Repair Your Living Quarters)

Ok, this should balance the investigation, the rebuilding of the Living Quarters, and the actions against the Plague Engine.
We start with 10.89 Material and get another 10 from the Merchant loan. We then spend 5 Material on Death Does Not Want You Today and hope we pass the 50% dice roll. This is the only action we must take because of the cost of Followers and Piety.
Then we spend 4 Material on What happened?, boosting the action with the Adventurer Investigation(+15) and 4 Faithful(+4). With a success chance of 30%, we then must roll 51 or higher. Pretty much a coin toss but the only other way of boosting the action would require a personal action, which means dropping either the Herbalists or the Living Quarters.
For the Learning action I went with Food, Gotta Have It to boost any farm we build and to get the most out of the farmland we found.
Finally, we have the personal actions, which I use to contact the Herbalists, so we get the supplies we need, and to rebuild the Living Quarters.

If people want to focus on the investigations or are willing to wait with repairing the Living Quarters/contacting the Herbalists, we could do something like this:

[] Plan: Mystery Machine
-[] Death Does Not Want You Today
-[] What happened?
--[] +4FF
-[] So That None May Suffer - (5 Materials)
-[] Study The Minerals - (Geology/Mineralogy)
-[] Send Out The Scavengers (SE-01)
-[] Storerooms - Expanded
-[] Merchants
--[] A Small Loan - Locked until paid back
--[] Selling Artifacts
---[] Ancient Picture, Ancient Sculpture, Neon-Green Rock,
-[] The Adventurer Guild - (1 Free Action)
--[] Investigate (What happened?)
-[] Lead By Example (What happened?)
-[] Too Much To Do - (Administration Center - Expanded (Tree of Knowledge))

This would stack +20 from Lead By Example, +15 from Adventurer Investigation, and +4 from our Faithful on What happened?. So we would only need to roll 31 or higher to succeed.
This would also start the mining action chain and give us another action for the Tree of Knowledge category, so we can do Salt Refinement or start a 3 turn action without locking all our actions in that category.
It would leave the Living Quarters in ruins though and we would have to contact the Herbalists next turn, no matter what.
 
[X] Plan: Tight Budget
-[X] Death Does Not Want You Today
-[X] What happened?
--[X] +4FF
-[X] Translations For Beginners - (Linguistics) - (Untranslated Book On Chemicals)
--[X] Assorted Books In Multiple Languages, Untranslated Book
-[X] Send Out The Scavengers (SE-01)
-[X] Merchants - (All Are Free Actions)
--[X] Selling Artifacts
---[X] Ancient Picture, Ancient Sculpture, Neon-Green Rock, Rusted "RIOT" Shield, Destroyed Crossbow)
-[X] Too Much To Do - (Base)
--[X] Repair Your Living Quarters
-[X] Personal Introduction (The Union of Herbalists)
 
[X] Plan: Investigations&rebuilding
-[X] Death Does Not Want You Today
-[X] What happened?
--[X] +4FF
-[X] So That None May Suffer - (5 Materials)
-[X] Food, Gotta Have It - (Biology/Agriculture)
-[X] Send Out The Scavengers (SE-01)
-[X] Storerooms - Expanded
-[X] Merchants
--[X] A Small Loan - Locked until paid back
--[X] Selling Artifacts
---[X] Ancient Picture, Ancient Sculpture, Neon-Green Rock,
-[X] The Adventurer Guild - (1 Free Action)
--[X] Investigate (What happened?)
-[X] Personal Introduction (The Union of Herbalists)
-[X] Too Much To Do - (Repair Your Living Quarters)

Not much to say, all my reasoning is already in the post before the voting Threadmark.
 
[X] Plan: Tight Budget
-[X] Death Does Not Want You Today
-[X] What happened?
--[X] +4FF
-[X] Translations For Beginners - (Linguistics) - (Untranslated Book On Chemicals)
--[X] Assorted Books In Multiple Languages, Untranslated Book
-[X] Send Out The Scavengers (SE-01)
-[X] Merchants - (All Are Free Actions)
--[X] Selling Artifacts
---[X] Ancient Picture, Ancient Sculpture, Neon-Green Rock, Rusted "RIOT" Shield, Destroyed Crossbow)
-[X] Too Much To Do - (Base)
--[X] Repair Your Living Quarters
-[X] Personal Introduction (The Union of Herbalists)
 
Inserted tally
Adhoc vote count started by HeroCooky on Jun 6, 2020 at 10:59 AM, finished with 4 posts and 4 votes.

  • [X] Plan: Tight Budget
    -[X] Death Does Not Want You Today
    -[X] What happened?
    --[X] +4FF
    -[X] Translations For Beginners - (Linguistics) - (Untranslated Book On Chemicals)
    --[X] Assorted Books In Multiple Languages, Untranslated Book
    -[X] Send Out The Scavengers (SE-01)
    -[X] Merchants - (All Are Free Actions)
    --[X] Selling Artifacts
    ---[X] Ancient Picture, Ancient Sculpture, Neon-Green Rock, Rusted "RIOT" Shield, Destroyed Crossbow)
    -[X] Too Much To Do - (Base)
    --[X] Repair Your Living Quarters
    -[X] Personal Introduction (The Union of Herbalists)
    [X] Plan: Investigations&rebuilding
    -[X] Death Does Not Want You Today
    -[X] What happened?
    --[X] +4FF
    -[X] So That None May Suffer - (5 Materials)
    -[X] Food, Gotta Have It - (Biology/Agriculture)
    -[X] Send Out The Scavengers (SE-01)
    -[X] Storerooms - Expanded
    -[X] Merchants
    --[X] A Small Loan - Locked until paid back
    --[X] Selling Artifacts
    ---[X] Ancient Picture, Ancient Sculpture, Neon-Green Rock,
    -[X] The Adventurer Guild - (1 Free Action)
    --[X] Investigate (What happened?)
    -[X] Personal Introduction (The Union of Herbalists)
    -[X] Too Much To Do - (Repair Your Living Quarters)
 
Voting tied.

Votes are tallied every day at 17:00 CET until the tie has been resolved.

Progress on the mini-turn is progressing well.
 
Inserted tally
Adhoc vote count started by HeroCooky on Jun 6, 2020 at 11:05 AM, finished with 8 posts and 5 votes.

  • [X] Plan: Investigations&rebuilding
    -[X] Death Does Not Want You Today
    -[X] What happened?
    --[X] +4FF
    -[X] So That None May Suffer - (5 Materials)
    -[X] Food, Gotta Have It - (Biology/Agriculture)
    -[X] Send Out The Scavengers (SE-01)
    -[X] Storerooms - Expanded
    -[X] Merchants
    --[X] A Small Loan - Locked until paid back
    --[X] Selling Artifacts
    ---[X] Ancient Picture, Ancient Sculpture, Neon-Green Rock,
    -[X] The Adventurer Guild - (1 Free Action)
    --[X] Investigate (What happened?)
    -[X] Personal Introduction (The Union of Herbalists)
    -[X] Too Much To Do - (Repair Your Living Quarters)
    [X] Plan: Tight Budget
    -[X] Death Does Not Want You Today
    -[X] What happened?
    --[X] +4FF
    -[X] Translations For Beginners - (Linguistics) - (Untranslated Book On Chemicals)
    --[X] Assorted Books In Multiple Languages, Untranslated Book
    -[X] Send Out The Scavengers (SE-01)
    -[X] Merchants - (All Are Free Actions)
    --[X] Selling Artifacts
    ---[X] Ancient Picture, Ancient Sculpture, Neon-Green Rock, Rusted "RIOT" Shield, Destroyed Crossbow)
    -[X] Too Much To Do - (Base)
    --[X] Repair Your Living Quarters
    -[X] Personal Introduction (The Union of Herbalists)
 
Of Herbs And Healers
Meeting with the Union of Herbalists is something that has been delayed time and time again. Sometimes it was merely the fact that you had something better do to than spend three months in diplomatic and business meetings to establish the Pilgrims as a genuine customer or partner in the region. Sometimes it was a disaster that kept you and your diplomats scrambling to calm down a situation or the simple fact that there was too much to do.

With a Plague-Engine casting its toxic shadow over the region, your efforts to bring enough medicine to bear is simply not enough. While Seven has managed to create an antidote and a way to bring relief to those that had survived the poison, key-ingredients have proven to be frustratingly rare. Further complicating these matters is the fact that even the simple act of mixing the ingredients can lead to ineffective results if someone has no idea what they are doing as such only one course had remained viable to ensure that more people would survive the coming months. Meeting with one of the oldest Guilds in Slatnan and hoping for the best while preparing for the worst.

Those that did not spend any amount of time with politics, believing that a guild is the same as a Guild, is something that can is forgivable. Unfortunately, you are expected to have a fraction of knowledge about both the difference between a guild and a Guild, as well as the internal politicking that abounds between and in them.

The most striking difference between the guild of cobblers or smiths and the Merchant Guild is the simple fact that while both are legal entities, the Merchant Guilds charter has been signed by the imperial crown itself, tasked with overseeing an aspect of the nation, in any way that they see fit as long as it does not destabilize the country. So, while the guild of smiths may be a collection of smiths trading secret techniques or rare alloys while collaborating on the training of the next generation of smiths, the Merchant Guild has the sole writ, charter and legal domain of trade within and without the empire, though the last is rarely used. The Merchant Guild can decide whether or not a specific good is something that they want to trade, who is allowed to transport anything in meaningful quantities and is allowed to keep a security force distinct from both the army and the adventures. By sheer age alone, do these Guilds develop internal cultures, factions, ideologies, and a horrendous mess of bureaucracy grinding anyone that wishes to change anything to dust.

In short, a Guild is a legal entity within the empire that wields considerable power and has accumulated a massive amount of bureaucracy and rituals by sheer weight of time and momentum. In other words, if the Union of Herbalists thinks that you would become a threat to them, you would be doomed.

After a few years of getting the right papers to the right person and exchanging the right amount of bribes to get the right stamp.

As such, you are bringing someone along that had once been a member of the Union of Herbalists and knew the outlines of who is likely to help you for what price, which will prove invaluable. The preparations for this has taken over two weeks as Seven had coached you about the correct titles, which member is higher ranked at what point in the negotiations and which faction is likely to shout you down and which is going to consider your proposal. Steeling yourself with the latest report of a village suffering three dead, you collect all the evidence, samples, papers, and bribes that you will need in the coming week to secure a meeting and set out to collect those that would come with you.
Herbalists Mood: 82
Only for Seven to hastily inform you that you should wait for one more day as the pay-masters would convene today, which would chuck out your proposal faster than they could sell their mothers. Fortunately, the day after that, there would be a gathering of the movers and shakers of the guild who would be much more amenable to what you are going to suggest.

The trip into the city (after waiting a day) is both much too short and too long. Too short for you to prepare yourself in any matter you would find appropriate, for too many lives could be lost with a failure to convince them of the merits of your plan. Too long, in that, you can agonize over any minute detail and gesture of your speech. But every journey comes to a close, even if it was only a day's walk, and you enter Mirn proper.

The first thing you notice is the stench, as always. You have yet to find a city that does not overflow with the unwashed and filth. Something that you should push to correct in a few years maybe, once you are firmly entrenched in the structures and courts of the nobles. The second thing that finds itself at the center of your focus is the way that people act around you. A few months prior, there was an undercurrent of distrust, a smugness of someone watching a fool bumble about, the predatory intent to rob someone blindly, and the rare few that were genuinely happy to see you.

Now there is none of that. No one looks at you like you are going to cut them apart as a sacrifice, but rather as someone that is known to help out without demanding any compensation. There is no smugness, only the appreciation of someone standing by their ideals, even in the face of adversity. While there are still people that will likely try to take advantage of the Pilgrims, they are much less open about their plans to do so. And then there are those that like your presence. Some nod in approval, others smile, and some even talk to you for a short moment, thanking you for saving them, a relative, or a friend from death. While it genuinely warms your heart to see the people that the Pilgrims helped well and alive, it is a bit embarrassing when one man hugs you while weeping and thanking you profusely for saving the life of his daughters and swears that he will not forget what you have done. The whole street stared at you, whispering.

Once that whole thing was over, and you managed to reach the entrance to the Hall of Healing, your nerves had settled, your will to see this through steeled even more by your walk through the city. With your head held high with a purpose, you gesture your followers and Seven to follow you into what would be the most grueling negotiation that the Pilgrims and you had ever faced.

It came, therefore, as something of a surprise when you were ushered directly into the assembly-hall before the gathered members of the entire Tessen-Region before being offered the same deal you wanted to propose. The only difference was that you had an idea of what antidote would be useful and which ingredients would be needed. After you told them what you explicitly required, and Seven vouched for it by his past membership, it took only three more hours to reach a compromise between the assembled factions on how much they were willing to give to you, for how long and what they wanted in return. They would provide enough supplies for a year, enabling you to reduce casualties by 12%, for the caveat that you would have to announce that the Union of Herbalists sponsored them publicly.

In exchange for proclaiming that the supplies used in the Pilgrim's efforts to help the people are donated by the Union of Herbalists, the Pilgrims will receive all the supplies they request, reducing casualties by 12% for 4(four) turns.
-[ ] Accept Herbalists Deal (-12% Casualties for 4(four) turns.)
-[ ] Decline Herbalists Deal (-30% Piety as this is what you came here for.)


While you were discussing what this could mean and how you would use the help to the best effect, three people, a man, and two women approached you. The tension between them was noticeably, and you soon found out why, for they represented three different factions within the Herbalists.

The woman to your left, a short redhead with white splotches along with her hands and face, introduced her as Kulma Drinsdittir, a member of the Unionists. They were more irked by your presence than you had anticipated and wanted to cut a deal with you. In exchange for not building, improving, or operating any new institutions that offered to heal the people in any way, shape, or form for ten years, they would use their funds to significantly increase the offered wares and double the time that they would be given for free. While this is a good deal on the surface, given that you would save more people, it would mean that you could not save more for a very long time, while also creating trouble back at the Tree for bending the knee so easily.

You will no longer be able to operate any structures that offer healing in any way, shape, or form for ten years (40 turns) in exchange for additional 24% casualties reduction for an extra 4(four turns).
-[ ] Accept Unionists Deal (-24% Casualties for 4(four) more turns, - 10% Piety)
-[ ] Decline Unionists Deal (Will upset the Unionists)


The woman in the middle, with white hair and a missing eye, introduces herself as Magrsita Lithidi, a member of the Base. She is more concerned with ensuring that the deal that has been offered is expanded upon, provided that you can pay that is. Given that the price is high, you are sharing her concern.

In exchange for 5 Materials per turn, the deal from the Union at large is expanded by one turn. Will begin to pay in 4(four) turns.
-[ ] Accept Base Deal (Union Deal is extended by one turn as long as you can pay)
-[ ] Decline Bae Deal (No change)


The man is another matter entirely. He looks barely older than 20, looking at his companions with a furious disgust poorly hidden behind a scowl. Slender of build and with pale skin, you wonder if he had ever seen a hard day's work. You nonetheless pay close attention as he introduces himself as Klein Stein, leader of the Healers. He talks at length how the Union has to provide for everyone to the best of their ability even if it means not extorting the poor, he gives a glare at Kulma and Magrsita here, and at affordable prices with predictable results. He wishes to foster closer relations with the Pilgrims since their goals align more often than not. He is willing to back his words with monetary incentives too. However, you notice that Kulma eyes you and Klein very carefully, and given her proposal, she won't be happy should you accept.

Work with the Healers and establish connections for future use.
-[ ] Accept Healers Deal (-2% Casualties per turn until the crisis is over, unlocks special support/faith/diplomacy actions, Unionists are angry)
-[ ] Decline Healers Deal (Healers are disappointed, may be more challenging to reach out to them in the future)


All deals start at turn 16.
Current casualties reduction at 47%.

Moratorium until the 07.06.20 at 17:00 CET.
Voting will be closed on the 08.06.20 at 17:00 CET.
 
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If we accept every offered deal, we'd hit -85% casualties.

@HeroCooky
About how many people are dying from the Plague Engine's poisons each turn?

About how many people are dying from lack of medical care in Mirn each turn?

I don't need exact numbers, just rough order of magnitude for each.
 
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-[X] Accept Healers Deal (-2% Casualties per turn until the crisis is over, unlocks special support/faith/diplomacy actions, Unionists are angry)
-[X] Decline Unionists Deal (Will upset the Unionists)
-[X] Accept Herbalists Deal (-12% Casualties for 4(four) turns.)
-[X] Decline Bae Deal (No change)
 
@Godwinson about ~500 people die to the Plague-Engine every three months until it is destroyed.

In Mirn about 200-400, including the outlying villages close to it and you get to 300-500. The numbers are much higher if you count corrupt medicinal practices.

Keep in mind that the Plague-Engine is something that could be over in a few turns. Saving more people now may not save more people measured at those you could save by providing healthcare.

Of course, some may see it differently than that.
 
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I should also mention that a typical "City" on Calynth has about ~200.000 inhabitants. Mirn is smaller in that it has only ~140.000.

Tessen has about ~500.000, while the Capital of Slatnan has ~2.300.000 people.

As it turns out, having a plant that grows in three months, even in terrible soil, encourages growth.
 
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My thoughts are to accept the initial dead, decline the Unionists whilst accepting the other two.

Whilst the cost will definitely hurt if it goes on for a while, and we'd definitely need to be careful about the Unionists, it does have the advantage that we'd be able to work with the Healer's faction of the Union of Herbalists so that cuts down on the angles we can be attacked from when setting up healthcare facilities. On the other hand, it does ensure we'd be pulled further into the internal politics of the Guild.
 
Meeting with the Union of Herbalists is something that has been delayed time and time again. Sometimes it was merely the fact that you had something better do to than spend three months in diplomatic and business meetings to establish the Pilgrims as a genuine customer or partner in the region. Sometimes it was a disaster that kept you and your diplomats scrambling to calm down a situation or the simple fact that there was too much to do.
Well, we were busy building our own base, dealing with the latest disaster, or organizing the Pilgrims.

With a Plague-Engine casting its toxic shadow over the region, your efforts to bring enough medicine to bear is simply not enough. While Seven has managed to create an antidote and a way to bring relief to those that had survived the poison, key-ingredients have proven to be frustratingly rare. Further complicating these matters is the fact that even the simple act of mixing the ingredients can lead to ineffective results if someone has no idea what they are doing as such only one course had remained viable to ensure that more people would survive the coming months. Meeting with one of the oldest Guilds in Slatnan and hoping for the best while preparing for the worst.
I don't think it will go too bad. Even if we ignore the PR consequences for the Guild, there is still the Military.
We know that only the Knights have something vaguely approaching protection against the poisons of the Plague-Engine, so I think acquiring reliable access to an antidote is something of a priority for them.
That doesn't mean they will go out of their way to reduce civilian casualties but they have to organize something anyway, and the local nobility still needs someone working the fields.

The most striking difference between the guild of cobblers or smiths and the Merchant Guild is the simple fact that while both are legal entities, the Merchant Guilds charter has been signed by the imperial crown itself, tasked with overseeing an aspect of the nation, in any way that they see fit as long as it does not destabilize the country.
Basically, they are still beholden to the Empress and the Military. So not supplying the Military with antidote will get them into trouble.

By sheer age alone, do these Guilds develop internal cultures, factions, ideologies, and a horrendous mess of bureaucracy grinding anyone that wishes to change anything to dust.
Until they challenge someone equal or higher on the political power scale, or they screw up so horrendously that no one trusts them anymore and their own members abandon them.

In short, a Guild is a legal entity within the empire that wields considerable power and has accumulated a massive amount of bureaucracy and rituals by sheer weight of time and momentum. In other words, if the Union of Herbalists thinks that you would become a threat to them, you would be doomed.

After a few years of getting the right papers to the right person and exchanging the right amount of bribes to get the right stamp.
It sounds like a small, mobile group could avoid that by traveling from place to place, forcing the Union of Herbalists to constantly bribe new officials.

Herbalists Mood: 82
Only for Seven to hastily inform you that you should wait for one more day as the pay-masters would convene today, which would chuck out your proposal faster than they could sell their mothers. Fortunately, the day after that, there would be a gathering of the movers and shakers of the guild who would be much more amenable to what you are going to suggest.
And we start with a good dice roll.
Hmm, so two groups? One that is only focused on money even if it destroys them in the long-term, and the other group that's more focused on the political side.

The first thing you notice is the stench, as always. You have yet to find a city that does not overflow with the unwashed and filth. Something that you should push to correct in a few years maybe, once you are firmly entrenched in the structures and courts of the nobles.
It sounds like the concept of sanitation didn't survive the Fall. No wonder that Plague-Engines can destroy civilization far beyond their direct area of influence.

And then there are those that like your presence. Some nod in approval, others smile, and some even talk to you for a short moment, thanking you for saving them, a relative, or a friend from death. While it genuinely warms your heart to see the people that the Pilgrims helped well and alive, it is a bit embarrassing when one man hugs you while weeping and thanking you profusely for saving the life of his daughters and swears that he will not forget what you have done. The whole street stared at you, whispering.
Well, good PR. That's rather important if you want to earn money.

It came, therefore, as something of a surprise when you were ushered directly into the assembly-hall before the gathered members of the entire Tessen-Region before being offered the same deal you wanted to propose. The only difference was that you had an idea of what antidote would be useful and which ingredients would be needed. After you told them what you explicitly required, and Seven vouched for it by his past membership, it took only three more hours to reach a compromise between the assembled factions on how much they were willing to give to you, for how long and what they wanted in return. They would provide enough supplies for a year, enabling you to reduce casualties by 12%, for the caveat that you would have to announce that the Union of Herbalists sponsored them publicly.
Yeah, I guess being useless while the Plague-Engine kills the Military and depopulates the city is bad for their image. If you want to be successful as a healer people need to trust you; the entire Guild being knowns as incapable of healing people during this incident could seriously affect their business even afterward.

Anyway, this is something we have to pick.

While you were discussing what this could mean and how you would use the help to the best effect, three people, a man, and two women approached you. The tension between them was noticeably, and you soon found out why, for they represented three different factions within the Herbalists.

The woman to your left, a short redhead with white splotches along with her hands and face, introduced her as Kulma Drinsdittir, a member of the Unionists. They were more irked by your presence than you had anticipated and wanted to cut a deal with you. In exchange for not building, improving, or operating any new institutions that offered to heal the people in any way, shape, or form for ten years, they would use their funds to significantly increase the offered wares and double the time that they would be given for free. While this is a good deal on the surface, given that you would save more people, it would mean that you could not save more for a very long time, while also creating trouble back at the Tree for bending the knee so easily.
Ugh, politics. So the Guild is split into moneymakers and politicians, with the politicians being split into Unionists, Base, and Healers. Even if we piss off two of the politician factions, as long as they get enough money things calm down.

Anyway, this deal isn't too bad. We currently only have a small hospice so it wouldn't affect the city too much and we can instead focus on stuff that prevents sicknesses, like free housing and free food.
It would also take some time until we actually could do much for healing people, even if we want too. Training spies took two Turns(6 months), I fully expect healers/doctors to take even longer. Although, this is something we can do during the 10-year deal.

We can't heal people but we can train healers for our own use, and after 10 years use them to run hospitals.

The woman in the middle, with white hair and a missing eye, introduces herself as Magrsita Lithidi, a member of the Base. She is more concerned with ensuring that the deal that has been offered is expanded upon, provided that you can pay that is. Given that the price is high, you are sharing her concern.

In exchange for 5 Materials per turn, the deal from the Union at large is expanded by one turn. Will begin to pay in 4(four) turns.
We should by then have at least one farm going. We might start mining stuff by then too, so I'm not too worried about the costs. It's a bit unclear how it works though.
Will the deal keep going as long as we can pay 5 Materials each turn? Or would we have to pay 5 Materials for each of the 4 turns, so at the end 20 Materials?

He talks at length how the Union has to provide for everyone to the best of their ability even if it means not extorting the poor, he gives a glare at Kulma and Magrsita here, and at affordable prices with predictable results. He wishes to foster closer relations with the Pilgrims since their goals align more often than not. He is willing to back his words with monetary incentives too. However, you notice that Kulma eyes you and Klein very carefully, and given her proposal, she won't be happy should you accept.
This pisses off the Unionists but if we take their deal things should balance out. Working with the Healers could also give them more influence in the Guild, making working with them easier in the future.
We would have to be indirect about it but we could fund hospitals run by the Healers or do medical research.
 
@Godwinson about ~500 people die to the Plague-Engine every three months, until it is destroyed.

In Mirn about 200-400, include the outlying villages close to it and you get to 300-500.
If it takes two years to defeat the Plague-Engine then the Unionist Deal would save about 960 people.
Over that same period of time about 2,400-4,000 people would have died in Mirn and the surrounding area due to a lack of medical care. Another 9,600-16,000 will die over the remaining period where we're not allowed to provide any form of medical assistance.

I don't think it would be that hard to save at least 1/5 of the people who are currently dying each turn from a lack of medical care. If we succeeded at that then we'd probably end up saving far more people by refusing the Unionist Deal.

-[X] Accept Herbalists Deal (-12% Casualties for 4(four) turns.)
-[X] Decline Unionists Deal (Will upset the Unionists)
-[X] Accept Base Deal (Union Deal is extended by one turn as long as you can pay)
-[X] Accept Healers Deal (-2% Casualties per turn until the crisis is over, unlocks special support/faith/diplomacy actions, Unionists are angry)
 
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-[X] Accept Herbalists Deal (-12% Casualties for 4(four) turns.)
-[X] Decline Unionists Deal (Will upset the Unionists)
-[X] Accept Base Deal (Union Deal is extended by one turn as long as you can pay)
-[X] Accept Healers Deal (-2% Casualties per turn until the crisis is over, unlocks special support/faith/diplomacy actions, Unionists are angry)
 
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