Hyrule: Total War Apocalypse

IMPORTANT VOTE! INVOLVES FUTURE UPDATES!
Vote closed, Elite army wins!

Also I am now holding a new vote! I am certain that if I am for actually doing the wedding thing right now it will be a LONG while before an update comes out. Whereas if I just continue on to the next turn and do the wedding later when I am less depressed it will be much easier on me and the update will be out sooner. Therefore it is coming to a vote


[] Do wedding canon omake

[] Skip to next turn and do omake later


The actual stuff the wedding does will still apply you will only be missing out on some character interactions and minor comedy and the like. However you will get that later and at a probably higher quality.

Also if someone else wants to do the omake instead they can do so at MUCH higher rewards than a normal omake would get since this is one I promised to do that is important to the story but am just to depressed to do right now. Anyway vote on which one you would prefer.
Adhoc vote count started by san on Aug 18, 2018 at 10:48 AM, finished with 26 posts and 8 votes.
 
Last edited:
Arc 2: Turn 2: Moblin army consolidating and coming soon! Elite army needs to be made! build more defenses!
"What a great year last year was." Link smiled relaxing in his chair. "Not only did I finally marry Midna and complete her peoples city, but we also have more kids on the way! I honestly could not be more satisfied."

"Now then, this year I believe I should get started on converting my armies over to being elite given the choice last year to rely on a smaller but far more elite military." Link thought. "I could also start training my militia to a higher level too! I also certainly need to get a census completed as soon as possible however."

"The problem though, is how to get the rupees to pay for all this!" Link frowned trying to figure out a way to solve this new problem. "I could open up a rupee mine and exploit some other resources but that may be too little to suit our needs. I don't truly want to but I guess I could raise land or trade taxes, however that will cause problems of its own."

"I also need to look into increasing the stone income of my nation either by tapping into the marble source near Twili-town or through the granite source near Malonville." Link nodded sorting through his problems one by one. "Yes, and I can also use the lack of rupees as an excuse to spend more time with Midna and the children. I really need to spend more time being a good father to them after all! Either way it's time to get to work!"

This is a line

Current Advisors:
Martial: Rusl +14 to any martial action he is applied to.

Administration: Malo +18 to any Administration action he is applied to. Traits: Expert administrator: whenever an action he is applied to roles less than a critsuccess reroll, if lower than first roll keep the original result.

Diplomacy: Mayor Bo +19 to any diplomacy action he is applied to.

Intrigue: Telma +18 to intrigue actions she is applied to.

Research: Shad +14 to any research action he is applied to. Also grants a +7 bonus to all magical actions, if it is magical research and he is directly applied to it, +21 to the action.

Faith: Carlyle provides 1 extra Faith action each turn with a bonus equal to half of Links current Faith (19) Currently locked up with training a priest. (busy)

Current Free Midna Authority: 2

Current Free Imperial Authority: 11 (3 in use)

Current Treasury/Resources at the start of this year/turn:
Rupees: 4900

Food level: Natural 6, +2 from moral.

Stone: 1750 total, 600 stone, 450 Marble, 700 marble in use this turn.

Wood: 3600 Total,

Metal: 1800, 600 bronze, 1200 iron,

Actions:
Martial:
[] Improve Inner kingdom wall defenses - Add some siege machines and other such improvements to the inner kingdom wall. They have already proved their value in Ordontown. You can do so much easier now thanks to your experience.
Cost: 400-800 rupees, 100-200 stone, 300-600 wood +50 rupees upkeep.
Time: 1-2 turns
DC: small success 2-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: a number of siege machines and other defenses built to make holding the inner kingdom wall easier.

[] Upgrade barracks - Increase the size of your barracks to large.
Cost: 800 rupees, 1500 stone/wood.
Time: 1 turn.
DC: N/A
Reward: barracks size increased to hold up to 15,000 troops instead of the current 10,000.

[] Train Hoplites - Medium defensive infantry armed with a shield, a spear and an axe. Knows several defensive formations.
Cost: 50-500 rupees, +10-100 rupee upkeep, 20-200 wood, 20-200 metal.
Time: 1 turn.
DC: small success 10-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: 100-1000 Hoplites.

[] Train Archers - Ranged light infantry armed with a bow, arrows and shortsword. Good at picking off troops from afar when hidden behind other troops or defenses.
Cost: 50-500 rupees, +10-100 rupee upkeep, 20-200 wood, 20-200 metal
Time: 1 turn.
DC: small success 5-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: 100-1000 Archers

[] Train Legionaries- Heavy defensive infantry armored in plate and armed with a round tower shield, a spear and an axe. Knows several defensive formations and is skilled at fighting in melee.
Cost: 50-500 rupees, +10-100 rupee upkeep, 10-100 wood, 60-600 metal.
Time: 1 turn.
DC: small success 10-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: 100-1000 Legionaries.

[] Train Cataphracts - Heavy Cavalry capable of many roles. Armored in Layered plate with a kite shield a lance and a horsemans axe.
Cost: 100-500 rupees, +20-100 rupee upkeep, 40-200 wood, 80-400 metal.
Time: 1 turn.
DC: small success 10-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: 100-500 Cataphracts.

[] Train Twili Royal Guards - Elite troops who guard their king/queen with infallible loyalty. Extremely skilled Heavy infantry armed with Partisans and armored in ornate Steel scale armor.
Cost: 100-500 rupees, +20-100 Rupee upkeep, 20-100 wood, 80-400 metal
DC: small success 10-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: 100-500 Twili Royal Guard.

[] Train Shadow Ambushers - Light infantry armed with javelins, a Celtic style dagger, and cloaks enchanted to blend in with the surroundings. These soldiers are expert ambushers often using their cloaks and minor power in shadow magics to hide themselves better and weaken enemy senses.
Cost: 50-500 rupees, 20-200 wood, 10-100 metal

[] Train Light Infantry (Write in weapons/shield) {Write in style of fighting} - Train some Light Infantry. REMEMBER to pick what weapon they use plus whether or not they use a shield! (Level of skill/ability as well as numbers depends on roll.)
Cost: 50-500 rupees, +10-100 rupees upkeep {based on how many are trained} (Other resource costs too depending on weapon/shield choices, example: sword= metal, shield= wood, spear= wood +metal.)
Time: 1 turn
DC: small success 10-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: 100-1000 Light Infantry

[] Train Medium Infantry (Write in weapons/shield) {Write in style of fighting} - Train some Medium Infantry. REMEMBER to pick what weapon they use plus whether or not they use a shield! (Level of skill/ability as well as numbers depends on roll.)
Cost: 50-500 rupees, 10-100 metal, +10-100 rupees upkeep {based on how many are trained} (Other resource costs too depending on weapon/shield choices, example: sword= metal, shield= wood, spear= wood +metal.)
Time: 1 turn
DC: small success 10-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: 100-1000 Medium Infantry

[] Train Heavy Infantry (Write in weapons/shield) {Write in style of fighting} - Train some Heavy Infantry. REMEMBER to pick what weapon they use plus whether or not they use a shield! (Level of skill/ability as well as numbers depends on roll.)
Cost: 50-500 rupees, 30-300 Metal, +10-100 rupees upkeep {based on how many are trained} (Other resource costs too depending on weapon/shield choices, example: sword= metal, shield= wood, spear= wood +metal.)
Time: 1 turn
DC: small success 10-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: 100-1000 Heavy Infantry

[] Train Light Cavalry (Write in weapons/shield) {Write in style of fighting} - Train some Light Cavalry. REMEMBER to pick what weapon they use plus whether or not they use a shield! (Level of skill/ability as well as numbers depends on roll.)
Cost: 100-500 rupees, +20-100 rupees upkeep {based on how many are trained} (Other resource costs too depending on weapon/shield choices, example: sword= metal, shield= wood, spear= wood +metal.)
Time: 1 turn
DC: small success 10-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: 100-500 Light Cavalry

[] Train Medium Cavalry (Write in weapons/shield) {Write in style of fighting} - Train some Medium Cavalry. REMEMBER to pick what weapon they use plus whether or not they use a shield! (Level of skill/ability as well as numbers depends on roll.)
Cost: 100-500 rupees, 20-100 metal, +20-100 rupees upkeep {based on how many are trained} (Other resource costs too depending on weapon/shield choices, example: sword= metal, shield= wood, spear= wood +metal.)
Time: 1 turn
DC: small success 10-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: 100-500 Medium Cavalry

[] Train Heavy Cavalry (Write in weapons/shield) {Write in style of fighting} - Train some Heavy Cavalry. REMEMBER to pick what weapon they use plus whether or not they use a shield! (Level of skill/ability as well as numbers depends on roll.)
Cost: 100-500 rupees, 40-200 metal, +20-100 rupees upkeep {based on how many are trained} (Other resource costs too depending on weapon/shield choices, example: sword= metal, shield= wood, spear= wood +metal.)
Time: 1 turn
DC: small success 10-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: 100-500 Heavy Cavalry

[] Capital Walls - Build walls around your capital to improve defenses. --[] Make it with marble (requires upgraded marble quarry)
Cost: 1000 rupees, 800 stone.
Time: 2 turns
DC: small success 10-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: Improved capital defenses, if made with marble +1 pop moral.

[] Train siege engineers - Train people to construct siege weapons or tunnel under enemy fortifications.
Prerequisite: Basic Primary School System
Cost: 500 rupees, +100 rupees upkeep.
Time: 1 turn
DC: small success 10-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: Siege engineers who can construct siege weapons in the for offensive actions. without them you cannot build offensive siege equipment.

[] Build northern kingdom wall - Build a wall between the mountains west of Malonville in the northwest of your kingdom. This will block the Moblins out from flanking you while you are busy with them in Ordontown stopping them from ravaging the rest of your kingdom. must choose wall size, small is 5 feet tall, medium is 10 feet, large is 20 feet tall. All have same thickness of 5 feet at base though larger two narrow near top to 4 feet thickness. All walls have battlements.
Cost: 400-800 Rupees, 400-1000 stone based on wall size.
Time: 1-3 Turns based on wall size
DC: automatic success.
Reward: a small, medium or large wall built. You must choose what size of wall you want beforehand. Can upgrade the wall size later on.

[] Enchant a troop type - Enchant a troops weapons and armor with an enchantment. Cost and effect will vary based on the types of enchantment. {Enchantment type weapons, enchantment type armor}
Cost: Varies.
Time: 1 turn.
DC: automatic success.
Reward: a troop type gets +1 to all rolls plus the possibility of bonus effects if you choose a non-basic enchantment.

[] Upgrade a troop types equipment to iron - will make adding new troops easier as you run out of bronze. provides a boost to offence and lowers defense. You can also just upgrade their weapons and allow them to keep their armor. {Troops you wish to change over, Just weapons? or armor as well.}
Cost: 500 rupees, any iron used is replaced by bronze.
Time: 1 turn.
DC: automatic success.
Reward: troops can still be trained even once you stop getting much bronze, troops kill a few more enemies but die slightly easier.

[] Train (Troop type) to Elite - Train some of your troops to Elite levels. Will take a bit of time and money, but will be worth the cost. Will train the entirety of the troops type at once, will take up a training slot at the training grounds equal to troop numbers.
Cost: Infantry: 400 rupees for every 1000, Cavalry: 400 rupees for every 500.
Time: 1 turn.
DC: N/A
Reward: A troop type trained to Elite level.

[] Establish a militia training program - create a program to train your militia better than they are currently trained.
Cost: 800 rupees, 500 wood, +100 upkeep for every 5000 infantry militia, +100 upkeep for every 2500 Cavalry militia.
Time: 1 turn to establish, 2 turns to take effect.
Reward: Militia gain effectiveness equal to just below a numbers army, gain an exact count of militia per city as a military resource in your army informational section.

[] Go on a military campaign - Attack someone who you are at war with. Pick your targets wisely! You can easily lose most of your army if you attack someone stronger!
Cost: Variable based on distance away and road condition.
Time: 1 turn.
DC: determined by the miniturn this creates.
Reward: The death of your enemies, The lamentations of their women, and stealing some of their lands.

Administration:
[] Build Stone Road network throughout Ordona - Build Stone roads throughout your kingdom, this will stimulate trade and let you move armies around much faster.
Cost: 100 rupees, 400 Stone, +100 rupee upkeep, + 400 rupees temporary upkeep.
Time: 2-8 turns
DC: small success 15-30, Medium success 31-60, large success 61-85, great success 86-100.
Reward: Road network built throughout Ordona, +100 trade income, increase population growth by 10%, population becomes slightly more spread out, trade income gains a +10% modifier, armies move 25% faster throughout Ordona.

[] Increase Livestock Production - Just about every race loves meat and dairy except perhaps the Zora and would be happy with more affordable meat. Invest money to increase production.
Cost: 200 Rupees, -2 food levels for 5 turns,
Time: 1 Turn, will take 3 turns to kick in.
DC: small success 5-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: Increases population morale by 1, +1 food level, +200 rupees per year.

[] Build Basic Primary School System - The people of Ordona generally lack knowledge on how to read and write, beyond its merchants, lords and a handful of other people.
Requires: Library, printing press.
Cost: 2000 Rupees, 800 stone/wood, 200 wood, +100 rupee upkeep
Time: 3 Turns, takes effect after 2 turns
DC: small success 15-30, Medium success 31-60, large success 61-85, great success 86-99.
Rewards: All rupee income +20% modifier, +5 learning rolls.

[] Increase size of the capital - increase the capitals size to allow more people to stay in it.
Cost: 800 rupees, 600 stone/wood, +200 temp rupee upkeep, 1 level of excess population.
Time: 2 turns
DC: small success 2-30, Medium success 31-60, large success 61-85, great success 86-99.
Rewards: +500-700 tax income, +200 trade income, -1 food level.

[] Establish trade route with west kingdom - Make use of the patrols you established and fund any merchants in your nation willing to travel to the west kingdom for trade.
Cost: 500 rupees, +200-500 rupees temp. upkeep.
Time: 2-3 turns.
DC: small success 20-40, Medium success 41-60, large success 61-80, great success 81-99.
Rewards: Dirt roads established between you and the west kingdom, +200-1000 rupees in trade income.

[] Expand (Province) {Direction} - Pick a province to expand in and a direction to expand towards. Must be explored beforehand and cannot contain another nation.
Cost: variable based on where you are expanding. will cost wood, stone and rupees and and 1-3 levels of excess population (A level is 6-9,000 people.)
Time: 2-5 turns, based on how far away you are expanding, how much land you own and your population.
Rewards: access to the resources in the area you expand to, +500-1000 rupees tax income, new town/city, etc.

[] Fund Villages and farmland (Pick a province to do it in) - Fund citizens of your nation to break in more farmland and set up more villages in a province. This will tie up some of the population you could otherwise expand with however.
Cost: 500 Rupees, one level of excess population.
Time: 1 turn, 3 turns to take effect.
DC: small success 20-40, Medium success 41-60, large success 61-80, great success 81-99.
Reward: +100-500 rupees tax income, +1-5 food levels, +5-10% increase to your wood/stone/metal income within the province, increased population density (too much pop density can lead to major pop moral drop.)

[] Establish Rupee mine - establish a mine over the Rupee source you found near Malonville.
Cost: 500 Rupees, 100 Metal, 200 Wood.
Time: 1 turn.
DC: small success 20-40, Medium success 41-60, large success 61-80, great success 81-99.
Reward: 500-1100 Misc. Rupee Income for 10-16 turns. After which it lowers to a permanent 20% output.

[] Establish Granite quarry - Establish a quarry over the Granite source you found.
Cost: 1000 Rupees, 100 Metal, 100 wood, +100 rupee upkeep.
Time: 2 Turns.
DC: small success 20-40, Medium success 41-60, large success 61-80, great success 81-99.
Reward: 700-1100 Granite income.

[] Establish control over a resource - Take control over a resource deposit within your territory or just outside of it. Only works on basic resources.
Cost: Variable based on deposit size and type.
Time: 1-3 turns based on size
DC: DC: small success 20-40, Medium success 41-60, large success 61-80, great success 81-99.
Reward: variable amount of income increase of resource type.

[] Alter land tax - Increase or decrease taxes by a certain amount. Be warned you will piss your people off doing so!
Cost: -10 moral per every +5% increase to tax income per turn, or +5 moral for every -5% decrease to tax income per turn.
Time: 1-3 turns your choice.
DC: N/A
Reward: increased tax income for a specific number of turns (Max 3) at the cost of moral, or increased moral for a specific number of turns at the cost of tax income.

[] Alter Trade tax - Increase or decrease taxes on trade in a province by a certain amount. Be warned you will piss off the people of that province by doing so!
Cost: -1 loyalty in province(s) chosen to increase trade tax in per +10% increase in trade income, or +1 loyalty in province(s) chosen per -20% decrease in trade tax income.
Time: 1-3 turns your choice.
DC: N/A
Reward: Increased trade income from a province for a specific number of turns (Max 3) At the cost of a drop of loyalty in that province. OR an increase in loyalty of a province for a decrease in trade income from that province.

Diplomacy:

[] Attempt to improve population morale - hold a feast, Throw a party, Create a holiday. Do whatever it takes to improve how happy people are and how much they like you.
Cost: 200 Rupees
Time: 1 Turn
Current progress: 186/300
DC: small success 45-60, Medium success 61-75, large success 75-90, great success 90-100.
Reward: success grants 1-4d50's to roll towards a 0/100 score +0/100 per every point of population morale in place, of improving population morale by +1. If you fail by too much you might lose 1 population morale instead.

[] Attempt to improve how much a race/faction likes you - Hold a feast, Throw a party, Give them money. Do whatever it takes to improve how much a faction likes you and respects your authority.
Cost: 200 Rupees
Time: 1 Turn
DC: small success 45-60, Medium success 61-75, large success 75-90, great success 90-100.
Reward: success grants 1-4d50's to roll towards a 0/100 score +0/100 per every point of influence you already have, of improving racial/faction influence with a single faction by +1. If you fail by a lot you might lose 1 racial influence with the faction, or with a different faction.

[] Send diplomat to meet another nation - Send a diplomat to a nation you have yet to meet. (Write in which. cost, time and DC varies based on how far away the nation is.)
Cost: Variable
Time: Variable
DC: Variable
Reward: Establish relations with another nation.

[] Create a new holiday - create a holiday to boost moral each turn. Be warned too many of these will drain your income!
Cost: 600 rupees, +500 rupees temporary upkeep.
Time: 5 turns
DC: Auto-success.
Reward: Establishes a holiday granting +24-26 moral each turn.

[] Population Census - Find out how many people live in Ordona Province beyond very rough approximations.
Cost: 400 Rupees
Time: 2 Turns
DC: small success 2-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: Knowledge on how many people live in your nation, possibly allows you to train more troops, possibility of gaining more tax income, lets you know the amount of times you can expand.

Intrigue:
[] Train scouts - Train scouts to look into the various surrounding areas and try to find SOMEBODY!
Cost: 200 Rupees +50 rupees upkeep
Time: 1 Turn
DC: small success 15-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: 1 scouting party to send where you wish.

[] Train spies - Given you are now finding some actual nations it might be a good idea to start training spies to infiltrate enemy territory.
Cost: 300 Rupees +50 rupees upkeep
Time: 2 Turns
DC: small success 25-45, Medium success 46-65, large success 66-90, great success 91-99.
Reward: 1 spy team to send where you wish.

[] Send scouts south-southeast - Now that you have already bested Hyrule and send scouts into the desert and mountains nearby. You should try sending scouts past that into the lands beyond! No one from Hyrule has ever gone there ever!
Cost: 200-300 Rupees, 1-2 scouting parties
Time: 1-2 Turns
DC: small success 25-45, Medium success 46-65, large success 66-90, great success 91-99. {+5 to roll if you send out 2 scouts}
Reward: Information on the lands beyond the desert you scouted out.

[] Send scouts East-East - Send your scouts seven further into the unexplored lands to your east. This time they will travel east along the southern edge of the body of water they found. Surely they will find something?
Cost: 2 scouting parties. 500 rupees
Time: 2 turns
DC: small success 25-45, Medium success 46-65, large success 66-90, great success 91-99.
Reward: More information on the unexplored lands to the far east.

[] Send scouts East-Southeast - Send your scouts even further into the unexplored lands to your east. This time you will have them explore the lands to the Southeast of what you previously explored. This area is likely to be desert and the like but maybe they will find something?
Cost: 2 scouting parties. 500 rupees
Time: 2 turns
DC: small success 25-45, Medium success 46-65, large success 66-90, great success 91-99.
Reward: More information on the unexplored lands to the far east.

[] Send scouts East-northeast - Send scouts further into the unexplored lands to the Northeast of the lands you have explored so far. This time your scouts will go to the northeast of Faron woods in the hopes of finding something.
Cost: 2 scouting parties. 500 rupees
Time: 2 turns
DC: small success 25-45, Medium success 46-65, large success 66-90, great success 91-99.
Reward: More information on the unexplored lands to the far east.

[] Scout {a province} for resource - scout a province of your choice for resources. This includes previously scouted provinces. Who knows maybe you will find resources you missed? Plus over time minerals can rise up towards the surface, forests may grow and soil can improve.
Cost: 200-400 rupees, 1-3 scouting parties.
Time: 1-2 turns {Based on how many scouts you send out.}
DC: small success 30-45, Medium success 46-65, large success 66-90, great success 91-99 {Will get +5 to the roll for each extra scouting party you send out.}
Reward: Locations of resources in the province you scout if there are any to be found.

Research:
[] Magical research - learn more about the arcane side of magic.
Cost: 500 rupees
Time: 1 Turn
DC: small success 30-45, Medium success 46-65, large success 66-90, great success 91-99.
Reward: progress to creating new types of spellcasters.

[] Enchanting research - Learn the basics of how to enchant weapons and armor.
Cost: 500 rupees, 50 metal, 50 wood.
Time: 2-3 turns
DC: small success 35-50, Medium success 51-65, large success 66-90, great success 91-99.
Reward: Will learn how to create new enchantments.

[] Improve printing press - Improve the current printing press to work better.
Cost: 400 rupees, 100 metal, 100 wood.
Time: 1 turn
DC: small success 30-45, Medium success 46-65, large success 66-90, great success 91-99.
Reward: better Prototype printing press, can start to create better printing press machines.

[] Crappy printing press - Build printing press machines.
Cost: 600 rupees, 300 metal, 300 wood.
Time: 1 turn.
DC: small success 25-45, Medium success 46-65, large success 66-90, great success 91-99.
Reward: can take general education actions, leads to several new actions some of which boost income.

[] Research Cavalry technologies - Try to figure out a way to improve your Cavalry somehow... someway?
Cost: 300 rupees
Time: 1 turn
DC: small success 30-45, Medium success 46-65, large success 66-90, great success 91-99.
Reward: Learn something about Cavalry be it formations, tactics, how to use certain weapons properly, anything!

[] Research weapon technologies - Try to make some kind of improved weapons for your troops to use. Certain to improve killing potential! (maybe... Satisfaction NOT guaranteed.)
Cost: 400 rupees, 100 metal
Time: 1 turn
DC: small success 30-45, Medium success 46-65, large success 66-90, great success 91-99.
Reward: Some kind of new weapons or a way to make them more easily.

[] Research bombs - Try to figure out a way to reproduce the bombs Barnes always used to sell you. (WARNING! dangerous experiments abound.)
Cost: 800 rupees
Time: 1 turn
DC: small success 30-45, Medium success 46-65, large success 66-90, great success 91-99.
Reward: Learn how to make bombs

[] Gather weird crystals for research - Gather up some of those weird crystals for Shad to research and see if it has any use.
Cost: 700 Rupees {Requires Shad}
Time: 2 Turns
DC: small success 40-55, Medium success 56-70, large success 71-90, great success 91-99.
Reward: Figure out what use the weird crystals have if any.

Faith:
[] Build a Grand Temple to Farore - Build a massive Temple to Farore in your capital. Will make the Goddess very happy and provide a place for her worshipers to pray to her. Must build the other two temples soon or you run the risk of angering the other goddesses.
Requires: Capital, Marble
Cost: 1800 Rupees, 700 marble, 100 wood, +200 rupee upkeep
Time: 3 Turns
DC: small success 15-30, Medium success 31-60, large success 61-85, great success 86-99.
Rewards: Cement the favor of the Goddess with your family line, creation of the faction 'Followers of Farore', Can train Priests of Farore, +3 to Faith actions and +1 population Morale once the other two grand temples are constructed.

[X] Build a Grand Temple to Nayru - Build a massive Temple to Nayru in your capital. Will make the Goddess very happy and provide a place for her worshippers to pray to her. Must build the other two temples soon or you run the risk of angering the other goddesses.
Cost: 700 marble, 100 wood.
Time: 2 Turns remaining.
DC: small success 15-30, Medium success 31-60, large success 61-85, great success 86-99.
Rewards: Cement the favor of the Goddess with your family line, creation of the faction 'Acolytes of Nayru', Can train Priests of Nayru, +3 to Faith actions and +1 population Morale once the other two grand temples are constructed.

[X] Train a priest - Carlyle+1 authority.
Cost: N/A
Time: 1-3 turns left based on rolls.
DC: small success 15-30, Medium success 31-60, large success 61-85, great success 86-99.
Rewards: 1 Priest of the golden trio added to your military ranks.

[] Train a Disciple - Train a priest of Din to cast magic for you in battle
Cost: 2500 rupees, +250 rupee upkeep.
Time: 2-6 turns based on rolls.
DC: small success 15-30, Medium success 31-60, large success 61-85, great success 86-99.
Rewards: 1 Disciple of the Din added to your military ranks.

Personal:
[] Stat Training - Pick a stat to train, it gets more difficult to train the higher it is, and it gets easier to train if you have supporting buildings or other things to train the stat. (Like training grounds for combat or martial.) {Can be taken multiple times in the same turn as long as you are training different stats}
Cost: 0 Rupees
Time: 1 Turn
DC: Roll 1d100 -the points in the chosen stat +any aids to training the stat. 0/200 progress
Reward: +1d2 to the stat of choice.

[] Basic Magic Training - Train your ability to use magic. This will mostly be meditation at first to sense it and learn to manipulate it properly. Even later on this type of training will be focused on efficiency and learning more esoteric things about it. Will also make combat magic training easier. Midna offered to help you here.
Cost: N/A
Time: 1 Turn
DC: (with Midna's aid): small success 15-30, Medium success 31-60, large success 61-85, great success 86-99.
Base DC: small success 30-50, Medium success 51-70, large success 71-90, great success 91-99.
Reward: Gain the ability to manipulate magic easier, lower the DC on combat magic training.

[] Combat Magic Training - Practice the more practical side of magic through trying to create spells or manipulate magic to boost your ability to fight. According to Midna this will likely be very hard to do with little result if you attempt it before practicing basic magic.
Cost: N/A
Time: 1 Turn
DC: small success 50-70, Medium success 71-85, large success 86-100
Reward: Gain a spell/ability related to offensive or buff magic, will be minor without extensive basic magic training.

[] Go on a date with Midna - Take some time out of your day to be with Midna to show her that you love her. Will cost you though given Midna is used to expensive dates!
Cost: 100 rupees.
Time: 1 turn
DC: small success 2-25, Medium success 26-50, large success 51-75, great success 76-99.
Reward: +relationship with Midna, varies based on success level.

[] help raise your children - Focus on spending some time around your kids so that they don't think your an uncle or something. BE A GOOD DAD!
Cost: N/A
Time: 1 turn
DC: small success 2-25, Medium success 26-50, large success 51-75, great success 76-99.
Reward: +relationship with your kids varies based on success level.

[] Try for more children - THE ONES YOU HAVE ARE NOT ENOUGH! Spend some time with Midna working on having a few more. (Can't take while Midna is pregnant.)
Cost: N/A
Time: 1 turn
DC: success is based on the virility/fertility roll.
Reward: Link loses stress, Midna loses stress, Chance of Midna pregnacy, small +relationship with Midna if successful Midna will not be able to commit to any actions next turn.

[] Spend time with an advisor - Get to know an advisor better by spending some time with them.
Cost: N/A
Time: 1 turn
DC: small success 2-25, Medium success 26-50, large success 51-75, great success 76-99.
Reward: +relationship with the advisor in question.


Turn ends here

MORATORIUM FOR 4 HOURS!


Authors note:

So sorry it took awhile, and thank you for everyone putting up with my depression. I am beginning to get over it all and hope to begin regular updates soon enough, though I make no promises.
 
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