@HeroCooky Are there any pack animals? you mentioned that carts exist in an informational

[X] Plan: Selling rare Artefacts and learning about War.
 
If you added a loan and removed the military training then that would free up enough materials to purchase the commercial quality crossbows. Our volunteers are already equipped with bows so the -15 first round melee penalty already applies.
I want to keep the military training, no matter what because it's a direct bonus to the volunteers' first two dice rolls. If the dice get rolled normally, it should affect their stealth rolls, which is important because of the Camo-Cloaks.
If HeroCooky simplifies the rolls for the crusade, then a +5 could get pretty important because there won't be that many dice rolls.

But I could post a modified plan:

[X] Plan: Selling rare Artefacts, learning about War, and buying Crossbows.
-[X] Of Books And Pilgrims
-[X] To Bid Welcome
--[X] +6FF
-[X] Build A Training Field - (Basic) - (1/2 Turns)
-[X] Medikits For Cheap
-[X] Prepare an Expedition (WO-04)(Turns 3)(House Mirn support: N) - 2/3 turns complete
-[X] A Farm For Starters - (Fertile Farmland) - (Bloodbark)
-[X] A Farm For Starters - (Extremely Fertile Farmland) - (Ashleaf Trees)
-[X] Merchants - (All Are Free Actions)
--[X] Selling Artifacts (Schematic For Toys, Electrical Conductor, Thouroughly Burned Pile Of Electronics)(+15.17 Materials)
--[X] A small loan (+10 materials)
--[X] Buying Goods In Bulk - Silver Mine
-[X] The Military - (1 Free Action)
--[X] War Lessons (2 Materials)
-[X] Too Much To Do - (Send Out The Scavengers To The Wounding Nightmare)
-[X] Too Much To Do - (Train Your Volunteers - Armored Camo-Cloaks, Commercial-Crossbows(16.6 materials+11.6 Materials=-28.2))

This version takes another loan and buys the crossbows. I had to switch the Clockwork Pieces for the Thouroughly Burned Pile Of Electronics to cover all the costs, though.
Edit: Might as well vote for it. Our first loan is going to be repaid next turn and with a second loan, that's going to be 15 Materials but even if we roll the minimum income for that turn (18.26 Materials) that would still leave us with 3 Materials before we sell anything.
That means we can't start any expensive projects next turn, but we can hunt Blightdogs, train our people, and prepare for the turn after that to start with the lab/guard tower/Daycare/etc.
 
Last edited:
[X] Plan: Selling rare Artefacts, learning about War, and buying Crossbows.

I wonder what exactly the dice rolls I made are for, how the Crusade is going perhaps.
 
[Canon] - The Slatnan Field Guide For Animals And Mutants #372
It is my pleasure to congratulate you, dear reader, for you have managed to purchase the #1 of all field-guides in the empire, recognized by the crown itself! I also have to once more apologize for issue #365; it will truly live on in infamy, maybe even more so than issue #99, and our sincerest apologies go out to those harmed by the misinformation in those issues.

But enough of introductions! You wouldn't have bought this monthly issue to hear me prattle on! (If you have, consider me deeply flattered.) Let us run straight ahead into the meat of this month's focus: LIZARDS!!!

Yes, dear reader, you heard me correctly! We will once more delve deep into the deepest recesses that those magnificent creatures hide in their biology (innuendo not intended) and unearth the newest findings by Heidelberg Kleinknecht, head of the Imperial Zoologie Foundation!

But first, we have to retell the information covered in previous issues once more for our new readers, as much as it chagrins our veterans of years past. So! On we go!

The species are known far and wide as "Lizards" but are three different sub-species of a now extinct common ancestor. These specie are the common (and imaginatively named) "Work-Lizard," the rarer (but not sporting more creativity in naming) "Scout-Lizard," with the "War-Lizard" being the last to round out the trio (though its name is truly a beacon of ingenuity in this dark world!).

All three species have a very similar appearance and physique but differ in small but noticeable ways. The "Work-Lizard," (now named WoL) is comparatively both the shortest and longest of the three. At a length of 10(ten) meters with tail and 5(five) without, a height of 1.4(one-point-four), and a width of 3.7 (three-point-seven), this beast has shocked more than one kid in its lifetime! But do not worry, dear reader, for the WoL is a pure herbivore, with a preference for sandwheat no less! Their coloration ranges from deep brown to yellow sand (though some display green confusingly enough) while their scales are not arranged in any particular camouflage pattern. The most common uses for these beasts are transportation, agriculture, and meat, especially since their tail can be cut off without causing the poor animal too much pain or distress. Many a nomadic tribe in the wastes makes excellent use of them, even to the point of building houses on them!

The second species is the "Scout-Lizard," (now named SL) and has a tiny (in comparison) build with a length of 5.3(five-point-three) meters, a height of 2(two) meters, and a width of 2.6(two-point-six) meters. The fascinating thing about them is that they do not have a set coloration pattern to their scales! Their most defining feature is that they can change them almost on the fly, making them indistinguishable to their surroundings to all but the most observant pursuer or sentry. Unfortunately, this does not extend to their riders, but then again, they mostly rely on their terrifying speed of 104 kph, which they can keep up for over three hours, smashing apart any hope of catching them without Knight or SL support of your own. At least their riders have nerves of steel...

But let us go to everyone's favorite: The "War-Lizard!" (now named WaL) At a length of 6.4(six-point-four) for betas and 9.3(nine-point-three) for alphas, a height of 1.7(one-point-seven) and 2.5(two-point-five) respectively with a width of 2.5(two-point-five) and 3.2(three-point-two) to round things out. Their scales and colors are perhaps the most boring point about them, since there is very little difference between individuals, with grey and diamond being the "default" pattern. Where it gets interesting, however, is their head, claws, and tail. Unlike most Lizards, their tails cannot be separated from their bodies without causing massive amounts of pain. You would be pretty insane to do so, seeing as their tail sports several spikes that the WaL uses to crush and impale their enemies and prey. Their heads are armored in heavy bone-plates known to deflect crossbow-bolts, and some alphas have even survived a direct shot by Knights! A preferred tactic of WaL-Riders is to charge head-long into battle-lines of light troops and the rear of heavily armored foes. Then, the real slaughter starts as the WaL goes to town on human, Mutated, and Mutant, with their massive claws that can rend even heavy plate-mail with ease and cleave an unarmored human in twain without effort. Whoever has to fight those monsters on the battlefield is sure to have a bad day indeed!

But let us get to something much more enjoyable: their life-cycle!

Most Lizards turn fertile at the age of 8 years old, about 1/6 of their life spent maturing. But let us skip the details to spare our younger readers and focus on what happens once an egg has been made. Said egg is then buried under hot sand to ensure its safety and keep its temperature stable. After three months, the tiny Lizard hatches, commonly alone, though there are rare recorded instances of two Lizards hatching from the same egg. Once outside, the Lizard's first instinct is to eat its shell, and any rests that were left after its hatching. After this is done, the Lizard will start to explore their surroundings and search for additional food and their parents and siblings. There are surprisingly enough no significant differences between the three subtypes in the first year of their lives, with most of it being spent learning how to fight, gather food, and recognize different smells and sounds. This is where nature's cruelty comes into play; however: after that year, the young Lizards are chased out of their parent's nests to fend for themselves, except for WaL's. They continue to be raised into their herds until they can start pulling their weight.

Luckily for them, that humanity has found great uses for them and is ready and willing to support them in exchange for work! Better yet, with modern hatcheries, most Lizards are groomed to their specific jobs almost the moment they have hatched. Some prefer the "wild" Lizards to the domesticated ones, stating that they have that extra drive to earn their keep. But let us get on with the recap!

Some may ask, "Hey, why are we using those giant slabs of meat for labor and war? They may be useful, but they must guzzle water and food like crazy!" And you would be right, but there is an essential factor that those people are overlooking: A Lizard only drinks 100 liters a month, with about 3.5(three-point-five) times the food an average human needs.

"But a human only needs about 75 liters in a month! And what do you mean 3.5 times as much as a human? That is ridiculously low!" Yes, I meant what I wrote! Their water-consumption is something that many would look at with a raised eyebrow, as they take their sheer size into account, coupled with one fascinating little tidbit.

They can store their water for over a month.

Yes, it means precisely what you are currently thinking. With proper planning, a Lizard can traverse even the driest desert without any worry of dehydration, for they do not need to drink 3(three) liters of water every day as a human would. How they can operate with so comparatively little water is still being hotly debated, but we are sure that we will know the answer to that riddle one day!

"And that food thing?"

That is the question we are about to answer right now, dear reader, for the excellent doctor Heidelberg has found a curious little acid inside the stomach- (The report descends into highly scientific terms and graphs, nigh incomprehensible to the layman.)
 
Always happy to hear more about this world! Also, it sounds like the speculation that sandwheat was engineered for livestock feed might be correct. I wonder how many other organisms of this world are the remnants of the fallen civilization's genetic engineering? Perhaps some of the weird plants mentioned in the planting options. If they were invented by Calynth-Monsanto, it would also explain why so many of the cash crops have problems with fertility.

Oh, and we need to get our scouts some of these, eventually.
The second species is the "Scout-Lizard," (now named SL) and has a tiny (in comparison) build with a length of 5.3(five-point-three) meters, a height of 2(two) meters, and a width of 2.6(two-point-six) meters. The fascinating thing about them is that they do not have a set coloration pattern to their scales! Their most defining feature is that they can change them almost on the fly, making them indistinguishable to their surroundings to all but the most observant pursuer or sentry. Unfortunately, this does not extend to their riders, but then again, they mostly rely on their terrifying speed of 104 kph, which they can keep up for over three hours, smashing apart any hope of catching them without Knight or SL support of your own. At least their riders have nerves of steel...
 
Inserted tally
Adhoc vote count started by HeroCooky on Jul 14, 2020 at 11:00 AM, finished with 32 posts and 5 votes.

  • [X] Plan: Selling rare Artefacts, learning about War, and buying Crossbows.
    -[X] Of Books And Pilgrims
    -[X] To Bid Welcome
    --[X] +6FF
    -[X] Build A Training Field - (Basic) - (1/2 Turns)
    -[X] Medikits For Cheap
    -[X] Prepare an Expedition (WO-04)(Turns 3)(House Mirn support: N) - 2/3 turns complete
    -[X] A Farm For Starters - (Fertile Farmland) - (Bloodbark)
    -[X] A Farm For Starters - (Extremely Fertile Farmland) - (Ashleaf Trees)
    -[X] Merchants - (All Are Free Actions)
    --[X] Selling Artifacts (Schematic For Toys, Electrical Conductor, Thouroughly Burned Pile Of Electronics)(+15.17 Materials)
    --[X] A small loan (+10 materials)
    --[X] Buying Goods In Bulk - Silver Mine
    -[X] The Military - (1 Free Action)
    --[X] War Lessons (2 Materials)
    -[X] Too Much To Do - (Send Out The Scavengers To The Wounding Nightmare)
    -[X] Too Much To Do - (Train Your Volunteers - Armored Camo-Cloaks, Commercial-Crossbows(16.6 materials+11.6 Materials=-28.2))
    [X] Plan: Medikits and scavenging, no crossbows with clearance sale
    -[X] (Faith) Of Books And Pilgrims
    --[X] 5 FF
    -[X] (Diplomacy) To Bid Welcome
    -[X] (Martial) Build A Training Field - (Basic) - (1/2 Turns)
    -[X] (Learning) Medikits For Cheap
    -[X] (Archeology) Prepare an Expedition (WO-04)(Turns 3)(House Mirn support: N) - 2/3 turns complete
    -[X] (Tree) A Farm For Starters - (Extremely Fertile Farmland) - (Ashleaf Trees)
    -[X] (Tree) A Farm For Starters - (Fertile Farmland) - (Bloodbark) (1/2 Turns)
    -[X] (Personal) Too Much To Do - Martial
    --[X] Train Your Volunteers - Armored Camo-Cloaks (-16.6 materials)
    -[X] (Personal) Too Much To Do - Archeology
    --[X] Send Out The Scavengers To The Wounding Nightmare
    -[X] Merchants
    --[X] Selling artifacts: Rusted Cogs (+1.25 materials), Thouroughly Burned Pile Of Electronics (+ 3.84 Materials ), Glaive (+ 2.04 materials), Mechanical Lock (+ 2.65 materials), Burnt Breastplate-Schematic (+ 1.08 materials), Broken Pump (+ 5.96 materials), Mechanical Pencil (+ 1.95 materials) . (18.73 total)
    --[X] Buying Goods In Bulk - Silver Mine
    -[X] Stupendously Scholastic Scholars of Science - (1 Free Action)
    --[X] Suffer Their Arrogance
    [X] Plan: Selling rare Artefacts and learning about War.
    -[X] Of Books And Pilgrims
    -[X] To Bid Welcome
    --[X] +6FF
    -[X] Build A Training Field - (Basic) - (1/2 Turns)
    -[X] Medikits For Cheap
    -[X] Prepare an Expedition (WO-04)(Turns 3)(House Mirn support: N) - 2/3 turns complete
    -[X] A Farm For Starters - (Fertile Farmland) - (Bloodbark)
    -[X] A Farm For Starters - (Extremely Fertile Farmland) - (Ashleaf Trees)
    -[X] Merchants - (All Are Free Actions)
    --[X] Selling Artifacts (Schematic For Toys, Electrical Conductor, Clockwork Pieces)(+13.41 Materials)
    --[X] Buying Goods In Bulk - Silver Mine
    -[X] The Military - (1 Free Action)
    --[X] War Lessons (2 Materials)
    -[X] Too Much To Do - (Send Out The Scavengers To The Wounding Nightmare)
    -[X] Too Much To Do - (Train Your Volunteers - Armored Camo-Cloaks (-16.6 materials))
 
The species are known far and wide as "Lizards" but are three different sub-species of a now extinct common ancestor. These specie are the common (and imaginatively named) "Work-Lizard," the rarer (but not sporting more creativity in naming) "Scout-Lizard," with the "War-Lizard" being the last to round out the trio (though its name is truly a beacon of ingenuity in this dark world!).
Such creativity! Such ingenuity! Truly, a beautiful naming-scheme like this gives me hope for this damaged world!:V
But I'm curious about what that common ancestor was.

All three species have a very similar appearance and physique but differ in small but noticeable ways. The "Work-Lizard," (now named WoL) is comparatively both the shortest and longest of the three. At a length of 10(ten) meters with tail and 5(five) without, a height of 1.4(one-point-four), and a width of 3.7 (three-point-seven), this beast has shocked more than one kid in its lifetime! But do not worry, dear reader, for the WoL is a pure herbivore, with a preference for sandwheat no less! Their coloration ranges from deep brown to yellow sand (though some display green confusingly enough) while their scales are not arranged in any particular camouflage pattern. The most common uses for these beasts are transportation, agriculture, and meat, especially since their tail can be cut off without causing the poor animal too much pain or distress. Many a nomadic tribe in the wastes makes excellent use of them, even to the point of building houses on them!
I wonder if the tail regrows after some time. The lack of pain points to yes, so it sounds like the ancestor was some kind of reptile or lizard.

The second species is the "Scout-Lizard," (now named SL) and has a tiny (in comparison) build with a length of 5.3(five-point-three) meters, a height of 2(two) meters, and a width of 2.6(two-point-six) meters. The fascinating thing about them is that they do not have a set coloration pattern to their scales! Their most defining feature is that they can change them almost on the fly, making them indistinguishable to their surroundings to all but the most observant pursuer or sentry. Unfortunately, this does not extend to their riders, but then again, they mostly rely on their terrifying speed of 104 kph, which they can keep up for over three hours, smashing apart any hope of catching them without Knight or SL support of your own. At least their riders have nerves of steel...
This makes it sound like the ancestor was some kind of chameleon.
Maybe they were made for sport and to be ridden but I'm not sure why anyone would give them the ability to change their colors. That makes taking care of them more difficult for civilians, and the military should have many ways of getting around that camouflage.

But let us go to everyone's favorite: The "War-Lizard!" (now named WaL) At a length of 6.4(six-point-four) for betas and 9.3(nine-point-three) for alphas, a height of 1.7(one-point-seven) and 2.5(two-point-five) respectively with a width of 2.5(two-point-five) and 3.2(three-point-two) to round things out. Their scales and colors are perhaps the most boring point about them, since there is very little difference between individuals, with grey and diamond being the "default" pattern. Where it gets interesting, however, is their head, claws, and tail. Unlike most Lizards, their tails cannot be separated from their bodies without causing massive amounts of pain. You would be pretty insane to do so, seeing as their tail sports several spikes that the WaL uses to crush and impale their enemies and prey. Their heads are armored in heavy bone-plates known to deflect crossbow-bolts, and some alphas have even survived a direct shot by Knights! A preferred tactic of WaL-Riders is to charge head-long into battle-lines of light troops and the rear of heavily armored foes. Then, the real slaughter starts as the WaL goes to town on human, Mutated, and Mutant, with their massive claws that can rend even heavy plate-mail with ease and cleave an unarmored human in twain without effort. Whoever has to fight those monsters on the battlefield is sure to have a bad day indeed!
This is the weirdest strain of lizards of the three. I can't think of a reason why they would be made pre-Fall but we did find Lizard-armor in the ruins, so they at least existed shortly after, or maybe even during, the Fall.

Luckily for them, that humanity has found great uses for them and is ready and willing to support them in exchange for work! Better yet, with modern hatcheries, most Lizards are groomed to their specific jobs almost the moment they have hatched. Some prefer the "wild" Lizards to the domesticated ones, stating that they have that extra drive to earn their keep. But let us get on with the recap!
Huh, so we might be able to catch some of those "wild" lizards for our own use. We would need to build a hatchery and stall, though. Maybe after we got the watchtower, armory, and the lab.

Some may ask, "Hey, why are we using those giant slabs of meat for labor and war? They may be useful, but they must guzzle water and food like crazy!" And you would be right, but there is an essential factor that those people are overlooking: A Lizard only drinks 100 liters a month, with about 3.5(three-point-five) times the food an average human needs.

"But a human only needs about 75 liters in a month! And what do you mean 3.5 times as much as a human? That is ridiculously low!" Yes, I meant what I wrote! Their water-consumption is something that many would look at with a raised eyebrow, as they take their sheer size into account, coupled with one fascinating little tidbit.

They can store their water for over a month.
Those are even more weird traits! Pre-Fall, no one would be worried about how much water or food they need, only about how much meat you can get from them. And why would they engineer those lizards so that they can survive for a month without fresh water?

Maybe these three lizard variants were created during the Fall? That would explain why they are made to survive on a minimum of food and water while being able to hide and defend themself.
 
I need 5 1d100 for your Actions with a DC of:
55
55, rolled with a +16
40
1, if successful, roll a 1d3 = Xd100 (Please provide the rolled numbers separately)
20

The first failure is re-rolled
All others have a DC of 50 for Goodwill roll.

Further Rolls:

Piety:

1d6-2

Faithful:
(1d100) DC of 80

Income:
9d4+11

The first rolls that are complete are taken as official.
I will roll on the 15.07.20 at 17:00 CET if there are no other rolls present.
 
[X] Plan: Selling rare Artefacts, learning about War, and buying Crossbows.

-[X] Of Books And Pilgrims
Needed: 55 Rolled: 82
Success

-[X] To Bid Welcome
--[X] +6FF
Needed: 55 Rolled: 59 + 15 = 74
Success

-[X] Build A Training Field - (Basic)
Success

-[X] Medikits For Cheap
Needed: 40 Rolled: 36, Re-roll: 75
Success

-[X] Prepare an Expedition (WO-04)(Turns 3)(House Mirn support: N)
Complete!

-[X] A Farm For Starters - (Fertile Farmland) - (Bloodbark)
Complete!
-1 to all casualty rolls, -0.6 Upkeep to all medical institutions

-[X] A Farm For Starters - (Extremely Fertile Farmland) - (Ashleaf Trees) - (1/60 Turn Growth) - (1/3 Turn Harvest)
2 Turns remain for automatic growth to set in.

-[X] Merchants - (All Are Free Actions)
--[X] Selling Artifacts (Schematic For Toys, Electrical Conductor, Thoroughly Burned Pile Of Electronics)(+15.17 Materials)
Success!
+15.17 Materials

--[X] A small loan (+10 materials)
Success!
+10 Materials
Owes The Merchant Guild 15 Materials in 4(four) turns.

--[X] Buying Goods In Bulk - Silver Mine
Success!
+0.10 Materials Upkeep

-[X] The Military - (1 Free Action)
--[X] War Lessons (2 Materials)
Success!

-[X] Too Much To Do - (Send Out The Scavengers To The Wounding Nightmare)
Needed: 1 Rolled: 24
Artifacts: 1d3 = 2d100 = 84, 82

-[X] Too Much To Do - (Train Your Volunteers - Armored Camo-Cloaks, Commercial-Crossbows(16.6 materials+11.6 Materials=-28.2))
Needed: 20 Rolled: 48
Success

Piety:
1d6 - 2 = 0% Piety reduction

Faithful:
Needed: 80 Rolled: 99
Success
+1 Faithful

Income:
9d4+11 = +32 Materials

The update will be online on the 17.07.20 at 17:00 CET.
 
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Rumor Mill Turn 20
Blightdog Bounties Rise!
Blightdogs are the favorite of every hunter and adventurer, for they are just one step removed from being walking moneybags. Seeing as they have decided to breed like crazy in the region, there are more than enough for everyone to get one of their bodies. The Adventurer Guild has even raised their bounty on them for proven kills! So, what are you waiting for? Get some of your friends and hunt a beasty!

First Contact!
Our heroic forces march! And like always, there is both news of Glory and Sorrow to report. The first battle between our forward-troops over the 4th Ringway was a resounding success! After just an hour of combat, the Starlighter had been bested by true Empire Steel and Blood! However, this had been planned, for the twisted minds of the Starlight-Generals have no issue with sending hundreds of soldiers to die for a trap to strike. Though bloodied and wounded, our forward elements managed to retreat in good order after fighting off a vicious attack, only to end up buried almost to a man in a landslide! Only about a third have survived and continue to fight their way back to our lines. First, reports claim that this landslide had been triggered by enemy sappers seeking to kill our boys and girls at the front. The only consolation for the death of so many is that those same sappers have also caught a large number of their own in this trap.

Nonetheless, we are unperturbed! The Crusade has only started, and setbacks are expected, even if they are minor, just like this one! Our main force is expected to arrive in a month, and then our troops will show them what it means to fight a real war!

Tessen Volunteers Set Out.
When the Empire calls, Tessen answers! None will claim that we slack in our duty to further the Empires Glory, none may question our Honor, nor that of our fighters! Over 65 thousand citizens march toward Starlight to claim another province for the Empire, and we will cheer them on as they advance, and when they return! As one disabled veteran said to his daughter: "Come back in with tales of Glory and Honor or don't come back at all." Wise words!
 
--[X] A small loan (+10 materials)
Success!
+10 Materials
Owes The Merchant Guild 15 Materials in 4(four) turns.
Does this change to 12.5 Materials after we repaid the first loan next turn or does it stay 15 Materials, no matter what?

-[X] Too Much To Do - (Send Out The Scavengers To The Wounding Nightmare)
Needed: 1 Rolled: 24
Artifacts: 1d3 = 2d100 = 84, 82
The dice roll itself wasn't that good, but the Artefacts should be good.

Income:
9d4+11 = +32 Materials
Huh, that's pretty good. 10 Materials are going to be used to repay the Merchants but that still leaves us with 22 Materials.
So we could either do:
  • One big project (We Are One People!:20 Materials, Laboratories - Basic:20 Materials, Medical Wing:15 Materials)
  • Two middling ones (Establish Soup-Kitchens (Bulk)(Mirn):11 Materials, Construct A Hangar:9 Materials, Watchtower:8 Materials, etc)
  • or one middling and a few smaller projects (Establish Another Small Hospice - (1/2)(Mirn):3 Materials, Daycare:5 Materials, Salt Refinement:4 Materials)
Blightdog Bounties Rise!
Blightdogs are the favorite of every hunter and adventurer, for they are just one step removed from being walking moneybags. Seeing as they have decided to breed like crazy in the region, there are more than enough for everyone to get one of their bodies. The Adventurer Guild has even raised their bounty on them for proven kills! So, what are you waiting for? Get some of your friends and hunt a beasty!
Yeah, we should probably spend one action on this.

First Contact!
Our heroic forces march! And like always, there is both news of Glory and Sorrow to report. The first battle between our forward-troops over the 4th Ringway was a resounding success! After just an hour of combat, the Starlighter had been bested by true Empire Steel and Blood! However, this had been planned, for the twisted minds of the Starlight-Generals have no issue with sending hundreds of soldiers to die for a trap to strike. Though bloodied and wounded, our forward elements managed to retreat in good order after fighting off a vicious attack, only to end up buried almost to a man in a landslide! Only about a third have survived and continue to fight their way back to our lines. First, reports claim that this landslide had been triggered by enemy sappers seeking to kill our boys and girls at the front. The only consolation for the death of so many is that those same sappers have also caught a large number of their own in this trap.

Nonetheless, we are unperturbed! The Crusade has only started, and setbacks are expected, even if they are minor, just like this one! Our main force is expected to arrive in a month, and then our troops will show them what it means to fight a real war!
And there they go, marching to their own death.:facepalm:
Anyway, I'm not sure if there is going to be anything left to conquer after the crusade if they start the war with sacrifice plays like that. The Starlight-Generals could collapse every tunnel and cavern out of spite if it looks like they lose.

Tessen Volunteers Set Out.
When the Empire calls, Tessen answers! None will claim that we slack in our duty to further the Empires Glory, none may question our Honor, nor that of our fighters! Over 65 thousand citizens march toward Starlight to claim another province for the Empire, and we will cheer them on as they advance, and when they return! As one disabled veteran said to his daughter: "Come back in with tales of Glory and Honor or don't come back at all." Wise words!
I guess the veteran knows how the life of someone that survives but doesn't gain glory looks like. He probably would have preferred to not come back at all.
 
@karmaoa The increase in interest for the loan is due to you already having another loan. The increased re-pay costs stays to represent the risk the Merchant Guild is taking by giving you another loan and to discourage you from taking a loan to re-pay a loan to re-pay a loan ad infintum, ad nauseum.

Also: do not take the rumour mill as gospel. It is literally rumours and news being forwarded to you, usually through multiple people adding/censuring pieces to/of the story. If you had a spy-network in the military, you would have a pretty solid idea whether or not this is true or propaganda.
 
@HeroCooky once we get the silver mine up and turning a profit, we could pay back the bank early right? that should drop our interest rate for the next loan when needed.
 
Oops, forgot to vote. Well, I don't mind how things turned out, anyway. This imperialistic war seems pointless, but there's not much we can do about it at this point save send our draftees off with the best equipment to increase their chances of survival.
 
Maybe we'll be lucky and the Empire will lose the war, it would probably be a pretty big blow to the young Emperor's legitimacy, may even cause some political instability.
 
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