Hyrule: Total War Apocalypse

damn so many choices...but in the end,

[X] Louise: Most people would laugh at you if you told them you chose a cat as an intrigue advisor. Those people can't turn into a wolf that can talk to animals, plus they don't know how smart that cat is and how good it is at what it does.
 
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Ugh tough choices all are good but Louise (rerolls!) and Fanadi (that bonus!) are my preference.

In the end
[X] Louise
the rerolls does it for me.
those are not rerolls they are a secondary roll with a MUCH higher chance of success but with 0 chance of crit success or greater success. (mostly because animals and they can't do/understand what people can but people also ignore animals too.) :D

also it doesn't apply if you need to take someone out quietly
 
[X] Louise: Most people would laugh at you if you told them you chose a cat as an intrigue advisor. Those people can't turn into a wolf that can talk to animals, plus they don't know how smart that cat is and how good it is at what it does.

This is fucking perfect, it is as close to an undetectable spy ring as you can get in a world with Sheikah. Who in there right mind would believe the people snitching on you are the fucking pets. Not even the best spy's in all the lands can kill every single rat in an area and shoot down every bird that idles by. Not to mention that it synergies with our idea for rangers really well, no one will think it's strange if a robin happens to land on a rangers hand and then look a certain way when there hunting someone in the forest.
 
Before anyone else tries to make a decision regarding what advisor we should take, I should point something out...

Louise does not offer rerolls, what she does offer is a second roll on any intrigue action that is not an assassination that gets a bonus of +9, but that roll can, at best, be only a large success(aka no great success or crits).
I'd say that with this in mind, either Telma or Fanadi are better choices here.
 
[X] Telma: The most traditional of these three advisors, as well as a friend you made on your quests. She was the leader of the resistence and managed to lead the strong underground operation through many difficulties. She also owned a bar where she learned the practise of ferrating out secrets from drunken customers and learned how to use her feminine wiles perfectly.
 
[X] Telma: The most traditional of these three advisors, as well as a friend you made on your quests. She was the leader of the resistence and managed to lead the strong underground operation through many difficulties. She also owned a bar where she learned the practise of ferrating out secrets from drunken customers and learned how to use her feminine wiles perfectly.
 
[X] Telma: The most traditional of these three advisors, as well as a friend you made on your quests. She was the leader of the resistence and managed to lead the strong underground operation through many difficulties. She also owned a bar where she learned the practise of ferrating out secrets from drunken customers and learned how to use her feminine wiles perfectly.
 
[X] Telma: The most traditional of these three advisors, as well as a friend you made on your quests. She was the leader of the resistence and managed to lead the strong underground operation through many difficulties. She also owned a bar where she learned the practise of ferrating out secrets from drunken customers and learned how to use her feminine wiles perfectly.
 
huh... I'm surprised no one wants Fanadi...

You guys DID notice that despite the lack of an extra action she applies her bonus to ALL intrigue actions right? Not just one she is assigned to like Telma?
 
ok this vote will stay open for at least a few more hours. However turn 2 is already done and ready to be posted. :D
 
ok vote closed Telma wins. :D
Adhoc vote count started by san on Mar 31, 2018 at 9:35 AM, finished with 238 posts and 7 votes.

  • [X] Telma: The most traditional of these three advisors, as well as a friend you made on your quests. She was the leader of the resistence and managed to lead the strong underground operation through many difficulties. She also owned a bar where she learned the practise of ferrating out secrets from drunken customers and learned how to use her feminine wiles perfectly.
    [X] Louise
 
ARC 1: Turn 2: Capital on its way, time to gather resources!
'This past year has been VERY productive.' Link thought as he walked through the streets of the new capital on one of his few breaks. 'Not only is Malo doing a great job building the new Capital but the Lumber camps are starting to bring in plenty of wood. Plus I can send some people out to start up that Granite quarry right away this year and we will be getting plenty of stone to build any walls we need to defend ourselves from the moblins.'

'The only question now is, dare I hope for the same success this year?' Link thought as he arrived in his office at his new capital building and home and he sat down to start handing out this years orders.


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

Administration: Malo +16 to any Administration action he is applied to. (locked into capital action!)

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

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


Current Imperial Authority: 4


Current Treasury/Resources at the start of this year/turn:
Rupees: 2000 in bank, +500 from taxes, +100 from trade.

Food: natural food level 6, Food level with refugees 5.

Stone: 100 in stockpiles, +0 income.

Wood: 600 in stockpiles, +900 income.

Metal: 100 in stockpiles, +0 income.

Actions:
Martial:
[ ] Establish Training Grounds - In order to train and raise professional troops, the establishment of training grounds is necessary. It can be improved in the future to house additional facilities, such as a barracks.
Cost: 400 Rupees, 200 wood.
Time: 1 Turn
DC: small success 2-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: Can recruit and train professional troops. Chance of additional bonuses. Can be upgraded for greater effects later on.

[ ] Build Military Barracks - Build a barracks at the Training Ground to house the troops you will soon have. It will be considerably cheaper to house an army here than to grant them a stipend to pursue their own lodgings.
Requires: Training Grounds
Cost: 800 Rupees, 600 wood/stone.
Time: 2 Turns
DC: small success 2-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: -10% military upkeep for a varying number of troops

[ ] Build Missile Range - Builds a missile range at the training grounds to train professional ranged units. Over time it can be upgraded to improve the quality of your missile units.
Requires: Training Grounds
Cost: 300 Rupees, 200 Wood.
Time: 1 Turns
DC: small success 2-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: Can recruit and train professional ranged troops. Chance of additional bonuses. Can be upgraded for greater effects later on.

Administration:
[X] (Locked with Malo) Build a proper Capital - Ordona has always lacked a central city to rally around being a vassal of Hyrule. However now Hyrule no longer exists and you need to rule yourselves. Build the beginnings of a capital for the people to rally around.
Cost: 200 Rupees, 500 stone/wood, 100 rupees per turn upkeep for 3 turns.
Time: 3 turns (2 more turns)
DC: small success 10-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: A Capital of varying size and complexity. Increased tax income from the Capitals population. New houses for the Hylian refugees to settle in. Increased trade income thanks to having a central hub. +1 population Morale for having a capital. +1 racial influence with each race in your nation for having a capital.

[ ] Build copper mine - You found that copper ore vein, Now put it to use! (also mines the tin too)
Cost: 400 Rupees, 200 wood, 50 metal, +100 rupees upkeep
Time: 1 Turn
DC: small success 15-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: +500 Metal for ? turns, then +??? metal for ? turns.

[] *FREE ACTION! NO AUTHORITY!* Take over Granite quarry - Take over the century and a bit old quarry that is just sitting there!
Cost: 100 wood, 50 metal, +100 rupee upkeep
Time: starts right away
DC: Instant success.
Reward: +600 Stone Income (will gain it this year too.)

[] Establish Marble Quarry - The granite quarry isn't enough. You want walls so perfectly white that when your enemies die before them they will be stained red with their blood!
Cost: 500 Rupees, 200 wood, 50 metal, +100 rupees upkeep
Time: 1 Turn
DC: small success 15-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: +??? Stone income, +??? Rupees income +new resource.

[ ] 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.

[ ] Build MORE lumber camps - The Kokiri forest and the towns nearby it used to provide most of the lumber for Hyrule. While your people have always harvested some wood from the nearby Faron woods, with your people cut off from Hyrule it is time you established proper lumber camps.
Cost: 500 Rupees
Time: 1 Turn
DC: small success 2-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: +300-700 wood Income (slight risk of deforestation)

[ ] 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 income +20% modifier, +5 learning rolls.

[] Build a Town for the Hylian Refugees - Build a small town that some of the Hylian refugees can live in and remove some of the problems of them living in tent cities.
Cost: 100 Rupees, 400 stone/wood, 100 rupees per turn upkeep for 2 turns.
Time: 2 turns
DC: small success 10-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: a varied amount of Hylians no longer have refugee status, +2 racial influence with the Hylians, +100-400 tax income.

Diplomacy:
[] Find and meet the leader of the Hylian refugees - Figure out who is leading the Hylians in the tent city that they are currently residing in and then meet them.
Cost: 0
Time: 1 Turn
DC: small success 15-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: Information on the Hylians refugees in Ordona Province.

[] Population Census - Find out how many people live in Ordona Province beyond very rough approximations.
Cost: 300 Rupees
Time: 2 Turn
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, leads to more actions.

Intrigue:
[] Build a spy network - Build spy network throughout Ordonna to try and prevent enemy spies from infiltrating it. Not that there are enemy spies... or anyone you know of for that matter. At least they can inform you of your peoples thoughts and decisions.
Cost: 300 Rupees +100 rupees upkeep
Time: 1 Turn, takes 2 turns to come into effect.
DC: small success 25-45, Medium success 46-65, large success 66-90, great success 91-99.
Reward: A spy network throughout your villages informing you on your peoples thoughts, and hunting down enemy spies.

[] 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.

[] Send scouts Northwest - Send scouts towards the old Hyrule fields and lake to see if anything or anyone survived out there and to map out the land. Who knows, maybe someone somehow DID survive... if not your sure you will find some resources out there.
Cost: 100 Rupees, 1 scouting party
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.

[] Send scouts southwest - Perhaps you should send some scouts in the direction of the Moblin lands. This will give you an idea of what they might be doing and if they are preparing to invade you at the moment. Though it won't give you much of a warning, you will need to send a party INTO their lands for that.
Cost: 100 Rupees, 1 scouting party
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.

[] Send scouts southeast - You know what Hyrule has never done? Send scouts into the desert and mountains nearby. You should try it, who knows? Maybe you will find something/someone. Perhaps you will even find some resources!
Cost: 100 Rupees, 1 scouting party
Time: 1 Turn
DC: small success 15-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: Information on the nearby desert and mountains and what is in them.

[] Send scouts northeast - Send scouts into Faron Woods to map out the land and maybe find some resources. After all its not like you will find any people over there... right?
Cost: 100 Rupees, 1 scouting party
Time: 1 Turn
DC: small success 15-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: Information on the Faron woods and what is in them.

Research:
[] Search for an Advisor - look for someone who knows about researching new technologies. Start by looking through the Refugee camps as you know that few in Ordona really fit the bill.
Cost: 200 Rupees
Time: 1 Turn
DC: small success 25-45, Medium success 46-65, large success 66-90, great success 91-99.
Reward: An advisor

[] Build a Library - Build a Library to store all the books you can possibly find.
Cost: 300 Rupees, 200 stone, 100 wood.
Time: 2 turns
DC: small success 15-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: +3 to any future research actions, +5 to finding a research advisor, +5 to training research stat.

[] Figure out how to build a printing press - One of the people who aided you on your quest, Shad, had mentioned to you the idea of using pre-made blocks covered with ink to copy books. He mentioned that this was a recent creation in the capital of Hyrule and that it could revolutionize education. Sadly the capital is lost and the machine with it, however you can try to build your own.
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: Prototype printing press, can start to create your own printing press machines.

[] Research infantry technologies - Try to figure out a way to improve your infantry 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 infantry be it formations, tactics, how to use certain weapons properly, anything!

[] 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 armor technologies - Try to make some kind of improved armor for your troops to wear. Certain to improve survivability! (maybe... Satisfaction NOT guaranteed.)
Cost: 400 rupees, 200 metal.
Time: 1 turn
DC: small success 30-45, Medium success 46-65, large success 66-90, great success 91-99.
Reward: Learn an easier way to make armor, or how to make a new type of armor!

[] 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

Faith:
[] Search for an Advisor - look for someone who knows about the three Goddesses and appeasing them as well as the religion in general. Start by looking through the Ordona province as you never really bothered to learn about who is religious back before your adventure.
Cost: 200 Rupees
Time: 1 Turn
DC: small success 25-45, Medium success 46-65, large success 66-90, great success 91-99. (+10 to roll once you have a Temple, +20 if you have all three temples.)
Reward: An advisor

[] 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 worshippers 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: 1500 Rupees, 600 stone, 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, +5 to Faith actions and +1 population Morale once the other two grand temples are constructed.

[] Build a Grand Temple to Din - Build a massive Temple to Din 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.
Requires: Capital, Marble
Cost: 1500 Rupees, 600 stone, 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 'Disciples of Din', Can train priests of Din, +5 to Faith actions and +1 population Morale once the other two grand temples are constructed.

[] 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.
Requires: Capital, Marble
Cost: 1500 Rupees, 600 stone, 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 'Acolytes of Nayru', Can train Priests of Nayru, +5 to Faith actions and +1 population Morale once the other two grand temples are constructed.

[] Build a few dozen small churches - Build several smaller temples spread throughout the city dedicated to the combined religion of the three goddesses. This will lower the risk of angering the other goddesses once you start building the Grand temples.
Requires: Capital
Cost: 1200 Rupees, 300 stone/wood, +100 rupee upkeep
Time: 2 Turns
DC: small success 15-30, Medium success 31-60, large success 61-85, great success 86-99.
Rewards: Creation of the faction 'Devotees of the Golden Goddesses', Can train Priests of the Golden Trio, +3 to Faith actions.

Personal:
[] 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.)
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.

[] Searching for a Spouse - Try to find someone to marry and have kids with.
Cost: 0 Rupees
Time: 1 Turn
DC: hidden roll +/- spousal approval modifiers
Reward: spouse choice mini-turn.
(marrying someone within your nation boosts loyalty. Marrying someone important from another kingdom boosts diplomacy. Marrying a ruler from another kingdom or their heir gives you the chance to combine both of your kingdoms into one combined kingdom.)

Turn ends here.

ok guys there you go, turn 2 is up and you can vote on that. Now remember, MALO IS LOCKED into the capital. Plus you have to assign Telma to something now.

oh also the granite quarry does not require an authority to do, just needs your word to start it up. Didn't know if you guys wanted to pay the extra 100 upkeep.

other than that you have free reign on what you can do. :D
 
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[X] Plan Economical Start-up
-[X] Establish Training Grounds - In order to train and raise professional troops, the establishment of training grounds is necessary. It can be improved in the future to house additional facilities, such as a barracks.
--[X] Assign Rusl
-[X] *FREE ACTION! NO AUTHORITY!* Take over Granite quarry - Take over the century and a bit old quarry that is just sitting there!
-[X] Build copper mine - You found that copper ore vein, Now put it to use! (also mines the tin too)
-[X] Population Census - Find out how many people live in Ordona Province beyond very rough approximations.
-[X] Find and meet the leader of the Hylian refugees - Figure out who is leading the Hylians in the tent city that they are currently residing in and then meet them.
--[X] Assign Mayor Bo
-[X] Train scouts - Train scouts to look into the various surrounding areas and try to find SOMEBODY!
--[X] Assign Telma
-[X] Search for an Advisor - look for someone who knows about researching new technologies. Start by looking through the Refugee camps as you know that few in Ordona really fit the bill.
-[X] Build a Town for the Hylian Refugees - Build a small town that some of the Hylian refugees can live in and remove some of the problems of them living in tent cities.
 
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[X] Plan Economical Start-up
-[X] Establish Training Grounds - In order to train and raise professional troops, the establishment of training grounds is necessary. It can be improved in the future to house additional facilities, such as a barracks.
--[X] Assign Rusl
-[X] *FREE ACTION! NO AUTHORITY!* Take over Granite quarry - Take over the century and a bit old quarry that is just sitting there!
-[X] Establish Marble Quarry - The granite quarry isn't enough. You want walls so perfectly white that when your enemies die before them they will be stained red with their blood!
-[X] Population Census - Find out how many people live in Ordona Province beyond very rough approximations.
--[X] Assign Mayor Bo
-[X] Find and meet the leader of the Hylian refugees - Figure out who is leading the Hylians in the tent city that they are currently residing in and then meet them.
-[X] Train scouts - Train scouts to look into the various surrounding areas and try to find SOMEBODY!
--[X] Assign Telma
-[X] Build Missile Range - Builds a missile range at the training grounds to train professional ranged units. Over time it can be upgraded to improve the quality of your missile units.
-[X] Build a Town for the Hylian Refugees - Build a small town that some of the Hylian refugees can live in and remove some of the problems of them living in tent cities.
ok only problem with this is the missile range, you need the training grounds before you can build this, sorry. :(

Everything else holds up though. :D
 
ok only problem with this is the missile range, you need the training grounds before you can build this, sorry. :(

Everything else holds up though. :D

I see... hang on a sec, I'll amend the plan. Thank for the information, san!

EDIT: Change Missile Range for Spy Network... I hope that this plan is alright now. Let me know if there are any more problems with it, though.
 
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I see... hang on a sec, I'll amend the plan. Thank for the information, san!

EDIT: Change Missile Range for Spy Network... I hope that this plan is alright now. Let me know if there are any more problems with it, though.
yep its good now. Though it is inefficient, I would have figured you would want another advisor. Plus I am surprised you have mayor Bo on the census which CAN'T fail and cause major problems, rather than the thing that can...

but it is a valid plan so meh.
 
[X] Plan if you want peace, prepare the war

[X] Establish Training Grounds - In order to train and raise professional troops, the establishment of training grounds is necessary. It can be improved in the future to house additional facilities, such as a barracks.
-[X] Assign Rusl

[X] (Locked with Malo) Build a proper Capital - Ordona has always lacked a central city to rally around being a vassal of Hyrule. However now Hyrule no longer exists and you need to rule yourselves. Build the beginnings of a capital for the people to rally around.
[X] Population Census - Find out how many people live in Ordona Province beyond very rough approximations.
-[X] Assign Bo

[X] 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.
-[X] Assign Telma

[X] 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!

[X] Search for an Advisor - look for someone who knows about researching new technologies. Start by looking through the Refugee camps as you know that few in Ordona really fit the bill.

[X] Build copper mine - You found that copper ore vein, Now put it to use! (also mines the tin too)
Cost: 400 Rupees, 200 wood, 50 metal, +100 rupees upkeep
Time: 1 Turn
DC: small success 15-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: +500 Metal for ? turns, then +??? metal for ? turns.

[X] Search for an Advisor - look for someone who knows about the three Goddesses and appeasing them as well as the religion in general. Start by looking through the Ordona province as you never really bothered to learn about who is religious back before your adventure.
Cost: 200 Rupees
Time: 1 Turn
DC: small success 25-45, Medium success 46-65, large success 66-90, great success 91-99. (+10 to roll once you have a Temple, +20 if you have all three temples.)
Reward: An advisor

This plan is focus on developping military technologies, we don't know when moblins will come to attack us so i want that we have an idea on how make weapons, armours and cavalry fighting before they come.
 
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[X] Plan: Rolling Ball

[X] Establish Training Grounds - In order to train and raise professional troops, the establishment of training grounds is necessary. It can be improved in the future to house additional facilities, such as a barracks.
-[X] Assign Rusl
[X] (Locked with Malo) Build a proper Capital - Ordona has always lacked a central city to rally around being a vassal of Hyrule. However now Hyrule no longer exists and you need to rule yourselves. Build the beginnings of a capital for the people to rally around.
-[X] *FREE ACTION! NO AUTHORITY!* Take over Granite quarry - Take over the century and a bit old quarry that is just sitting there!
[X] Population Census - Find out how many people live in Ordona Province beyond very rough approximations.
-[X] Assign Bo
[X] Build a spy network - Build spy network throughout Ordonna to try and prevent enemy spies from infiltrating it. Not that there are enemy spies... or anyone you know of for that matter. At least they can inform you of your peoples thoughts and decisions.
-[X] Assign Telma (Free Action)
[X] Search for an Advisor - look for someone who knows about researching new technologies. Start by looking through the Refugee camps as you know that few in Ordona really fit the bill.
[X] Search for an Advisor - look for someone who knows about the three Goddesses and appeasing them as well as the religion in general. Start by looking through the Ordona province as you never really bothered to learn about who is religious back before your adventure.
not a valid plan you are missing 2 authority you can use in this one. If you wish to put it towards making another plans odds of success higher, then please add a marker like this

Authority x2

or if its an advisor action add

+1 authority
 
[X] Plan if you want peace, prepare the war

[X] Establish Training Grounds - In order to train and raise professional troops, the establishment of training grounds is necessary. It can be improved in the future to house additional facilities, such as a barracks.
-[X] Assign Rusl
[X] (Locked with Malo) Build a proper Capital - Ordona has always lacked a central city to rally around being a vassal of Hyrule. However now Hyrule no longer exists and you need to rule yourselves. Build the beginnings of a capital for the people to rally around.
-[X] *FREE ACTION! NO AUTHORITY!* Take over Granite quarry - Take over the century and a bit old quarry that is just sitting there!
[X] Population Census - Find out how many people live in Ordona Province beyond very rough approximations.
-[X] Assign Bo
[X] 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!
[X] Search for an Advisor - look for someone who knows about researching new technologies. Start by looking through the Refugee camps as you know that few in Ordona really fit the bill.
[X] 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.

This plan is focus on developping military technologies, we don't know when moblins will come to attack us so i want that we have an idea on how make weapons, armours and cavalry fighting before they come.
Also not a valid plan Telma is not being used here PLUS you are missing the usage of 1 authority point....

oh and you can't take over the granite quarry AND do the weapons research it costs too much metal...
 
not a valid plan you are missing 2 authority you can use in this one. If you wish to put it towards making another plans odds of success higher, then please add a marker like this

Authority x2

or if its an advisor action add

+1 authority
i think authority needs a fimer explanation at this point.
1 action = 1 authority
1 action + advisor = 2 authority?
 
[X] Plan Economical Start-up
-[X] Establish Training Grounds - In order to train and raise professional troops, the establishment of training grounds is necessary. It can be improved in the future to house additional facilities, such as a barracks.
--[X] Assign Rusl
-[X] *FREE ACTION! NO AUTHORITY!* Take over Granite quarry - Take over the century and a bit old quarry that is just sitting there!
-[X] Establish Marble Quarry - The granite quarry isn't enough. You want walls so perfectly white that when your enemies die before them they will be stained red with their blood!
-[X] Population Census - Find out how many people live in Ordona Province beyond very rough approximations.
-[X] Find and meet the leader of the Hylian refugees - Figure out who is leading the Hylians in the tent city that they are currently residing in and then meet them.
--[X] Assign Mayor Bo
-[X] Train scouts - Train scouts to look into the various surrounding areas and try to find SOMEBODY!
--[X] Assign Telma
-[X] Search for an Advisor - look for someone who knows about researching new technologies. Start by looking through the Refugee camps as you know that few in Ordona really fit the bill.
-[X] Build a Town for the Hylian Refugees - Build a small town that some of the Hylian refugees can live in and remove some of the problems of them living in tent cities.
rebuking @Kalrotix 's plan reminded me...

are you sure you want to start up both quarries? I mean you won't ever be able to start up the mine if you do that. Starting to mine metal REQUIRES 50 metal.

(you could start it later if you found metal from loot somehow but well... its risky and may take a long while. Plus you wouldn't be able to train troops that require metal to have.)
 
i think authority needs a fimer explanation at this point.
1 action = 1 authority
1 action + advisor = 2 authority?
each advisor provides an AUTHORITY FREE action in their category unless stated otherwise. now if you want a more thorough explanation

GO TO THE MECHANICS SECTION!

it has all the info you need.
 
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