-[X] Build up shelters further [Pioneers]
-[X] Improve upon the settlement's defenses [Expedition]
-[X] Establish a scrier's tower (not Pioneers) [Aldegard]
-[X] Build up shelters further [Pioneers]
-[X] Improve upon the settlement's defenses [Expedition]
-[X] Establish a scrier's tower (not Pioneers) [Aldegard]
-[Expedition] Secure more food supplies
-[Pioneers] Rapidly prepare basic shelters
-[Aldegard] Set up an administrative center for the settlement
Aldegard Organization: 54 + 66 STW, 120
It has been several years since you've had proper accommodations to work with. You had almost forgotten how convenient it was to have proper records. Of course, the greater burden of management naturally falls to you, as the most natural leader among your people.
As has been typical, getting something done often seems to come at the cost of something else. Needing hands, you ended up conscripting some builders to help with the raising of the administration, which slowed their own work somewhat in preparing shelters. The elves are still able to sleep under a roof, but they are mostly communal tents and lean-to's, hastily set up against the settlement walls.
Fortunately the most critical effort of gathering food and other necessary supplies was helped by an already-improved harvest, as the channelers coax one of the nature spirits into presiding over the growth of new plantlife, which it enjoys. They are very blunt in their request for you to have explorers collect saplings and clippings to transplant to the wastes, hoping to use the promise of new growth to distract this particular spirit from it's play.
You miss simply ordering people around...
Population: ~3000, consuming ~30 units of food annually
Food stored: 88 units
EU (Economic Units): 3
Free Labor: ~2900
Mage Labor: ~100 (subset of Free Labor)
Facilities:
Walls and Ditches (T2): Provides an automatic success in defense per tier against enemies lacking siege equipment
Scrier's Tower (50 Mage Laborers - Walled): Provides automatic detection of most activity in the region around the settlement, and direct contact with other such towers
Simple Farms (T1 - 100 Laborers): Provides between 3 and 12 units of food annually, strongly trending towards the middle of the range
Tent City (T3 - Sprawl): Provides simple housing for about 3000 people
Colonial Administration (T1 - Walled): Provides 1 EU annually, as well as enabling more efficient use of labor
Notable:
The Heart (20 Master Channelers): A mysterious black monolith of unworked, dark stone. Emanates powerful energies.
Temporary Modifiers:
Moderately Megalomaniacal, -6 Diplomacy (expires this year)
Notable mana reserve, enough for a mighty working of magic
Notable Possessions:
Unspecified amount of wealth and coin, useless in the frontier
Summoned or Crafted Beings:
Vetrix the Foul-Tongued
Dedication:
Scholarship and Knowledge - Can give associated traits, sometimes triggers skill point checks
As the scope of Aldegard's power grows, so to does the passing of time. Turns are now annual.
All votes should be prepared as plans.
Settlement Decisions (No free protected space, facilities will be added outside the walls):
[] Raise more defenses (Consumes 1000 Labor and 1 EU, up defenses tier by 1)
[] Reorganize the camps (Consumes 1500 Labor and 2 EU, adds additional space for more facilities inside the walls)
[] Add shelter (Consumes 500 Labor, increases the size of the Tent City, makes other things cost more labor and resources)
[] Convert Housing (Consumes 1000 Labor/Turn and 1 EU/Turn for 3 turns, removes and replaces Tent City)
[] Expand the Farms [X00] (Consumes X00 Free Labor, each 100 Free Labor permanently spent linearly increases the output of the farm)
[] Enact Land Management (Consumes 1 EU/Turn until Farm tier improves, each turn has a much greater chance of success)
[] Expanded Colonial Offices (Consumes 1000 labor and 1 EU, Colonial Administration allows for Advisors to manage Personal issues)
[] Prepare Guardhouses (Consumes 1000 labor and 1 EU, allows for dedicated soldiery)
[] Organize a party to collect what the channelers want (Consumes 500 labor for an unknown but small number of turns)
[] Prepare excellent accommodations for the Channelers (Consumes 1000 labor and 2 EU, makes their jobs and lives easier)
[] Construct proper temples to the Gods (Consumes 1000 labor/turn and 1 EU/turn for two turns, you can dedicate properly again (and the settlers, too, you suppose))
Free laborers will forage on their own, but it is unlikely to provide more than subsistence food and may fail.
Personal Decisions (Limited to two at the moment):
[] Contact the raiding humans and 'negotiate' the end of their hostilities
[] Prepare an attack on the humans (50 Mage Labor, 200 Free Labor, might lose Labor, might be injured) (Better with soldiers)
[] Reconnect with home, learn the goings-on of the imperial capitol.
[] Have research done on the Heart and it's effects (20 Mage Labor)
[] Siphon from the Spirits without their notice (might not work, reduces stress)
[] Assist with something in the settlement (could refund costs in EU or shorten durations, may cost mana and thus Aldegard may refuse to act, reducing stress)
[] Plan a party this year (Reduces stress)
Yeah, it's just a question of how much. We could toss 400 more labor in permanently and be left with 2500 in labor for all our needs while hitting food neutrality on average, or we could spend some effort on improving farming and ultimately need less.
Okay, here's a plan. The biggest limiting factor is that a lot of things require 1000 labor and we can only do two of them. I'm prioritizing starting to get our housing situation permanently squared away so it never bothers us again by getting housing inside the walls, to be followed later by converting to better housing, and also getting us more personal actions via advisors, which will be very valuable. Everything else is just stuff we can do with extra labor and EU. I'd like to make peace with the tribes next turn (once Aldegard's huge diplomacy penalty wears off) so I'm hoping we won't be in a long term conflict and won't need to invest heavily in defenses.
Putting a total of 400 in the farms should make us self sufficient once we rank up the farms, and means that we'll have 2500 regular labor + 100 Mage labor, a good total since projects mostly require even numbers. Even without a rank up 400 farmers will produce an average of 24 food per turn, with our consumption of 30 our reserves would last a long time.
[X] Plan Make Long Term Investments Early
-[X] Reorganize the camps (Consumes 1500 Labor and 2 EU, adds additional space for more facilities inside the walls)
-[X] Expanded Colonial Offices (Consumes 1000 labor and 1 EU, Colonial Administration allows for Advisors to manage Personal issues)
-[X] Expand the Farms [300] (Consumes 300 Free Labor, each 100 Free Labor permanently spent linearly increases the output of the farm)
-[X] Have research done on the Heart and it's effects (20 Mage Labor)
-[X] Reconnect with home, learn the goings-on of the imperial capitol.
Total spent: 2670 labor, +300 more committed to farming, 70 Mage labor, 3 EU. 30 Mages idle, 0 EU unspent.
If a structure is not specifically Walled, it is not entirely held within the walls. The tent city is sprawling, and fills up much of the space within the walls and spills out. In addition to reorganizing the camp, switching to actual structures would also help with the space issue. To be fair, you are unlikely to fit the entire community within the walls without significant application of Forma magic to make another ring or partition.
If a structure is not specifically Walled, it is not entirely held within the walls. The tent city is sprawling, and fills up much of the space within the walls and spills out. In addition to reorganizing the camp, switching to actual structures would also help with the space issue. To be fair, you are unlikely to fit the entire community within the walls without significant application of Forma magic to make another ring or partition.
Okay, change made. Next turn I plan to start converting housing, and some other 1000 labor action, along with sending out a party to plant saplings and doing land management. Personal action wise we can attempt diplomacy then with our big -6 diplomacy malus gone.
Edit: Although now I'm not sure how many EU we'll be getting. Is it just the 1 from the T1 Colonial Administration? If it is that might restrict things. Hopefully upgrading that will give us more, at least. 1 EU a turn would be very constricting.
Okay, change made. Next turn I plan to start converting housing, and some other 1000 labor action, along with sending out a party to plant saplings and doing land management. Personal action wise we can attempt diplomacy then with our big -6 diplomacy malus gone.
Edit: Although now I'm not sure how many EU we'll be getting. Is it just the 1 from the T1 Colonial Administration? If it is that might restrict things. Hopefully upgrading that will give us more, at least. 1 EU a turn would be very constricting.
EU is a very abstract representation of resource availability that cannot (or usually cannot) be imitated through pure man-hours. Bureaucratic energy, physical materials, and some very specific types of magic fall under this umbrella.
You can get more through random good luck, the eventual exploitation of nearby resources, the appointment of specific types of advisors, or by convincing your only true master mage (Aldegard herself) to commit her time to literally conjuring those resources out of the dust (assuming she doesn't sulk and hoard her precious mana for a rainy day).
Such is the strength of an elf, that all centennial youths can match most foes in single combat. Only a career soldier or mercenary would prove a significant threat to a single elven pioneer.
Overcommitted labor that does not leave the city can still fight, but their actions may be delayed or made less efficient in the event they are 'caught' in the fighting. Dedicated soldiers shield your unwalled facilities (The farms) and labor from being affected by attacks, and you are less likely to lose dedicated defenders compared to laborers.
Although an alternative to reorganizing the camps would be just investing in soldiers soon and keeping most of the settlement permanently unwalled. It would provide better protection for the farms and worse protection for everything else. Cost would probably be roughly the same, but we'd have less labor available.
We've got enough of a food reserve, especially if we get some turns of decent farm production, that we shouldn't be hurt too bad if the farms get raided once or twice as we work to get everything secure in the walls and then get some actual dedicated troops operating. We don't want to spend it all, but at this stage for the next turn or two I'm happy to just have the farmers run into the settlement if we get hit by a serious raid.
There's also the fact that our MC has a lot of mana stored up, meaning she's a more likely to not completely hoard it. Which the raiders aren't likely to want to bother dealing with if their previous thoughts were any indication...