'Well Malo has beyond proven himself with how this capital looks. He even put one of his malomarts in it, HAH!' Link though chuckling to himself as he looked over the newly constructed capital as people moved about on their business.
'The new town for the Hylians is coming along great too, I am glad I ordered it constructed in the southeast near the desert. That should keep it safe and provide a position with which my future scouts can map out the desert and its surrounding mountains from.' Link nodded to himself while confirming his previous decisions. 'Though I am glad I put the names for the capital and new town up for a vote among the people. I am nowhere near inventive enough to come up with the name Roma, or Athenae. I was just going to call the capital, capital and the town Hyliantown.'
'In any case my abstinence is starting to really get to me, I need to look into finding a wife soon or I might crack and seduce a new woman.' Link thought in worry. 'Damn my wolf instincts, but I am in the prime of my life and they keep telling me I need to mate!'
*sigh* 'Oh well I just need to figure out that out on my own time. Now then, what to do this year, I already committed to the scouting, and my new influence and rep from the capital should really help out going forward. I will also need more troops since those Blin's lack of attacks are starting to make me paranoid. Seriously just how many of them are they gathering for an attack? Do they plan to wipe us out in one massive push?' Link thought in worry. 'Doesn't matter though, all I can do is train more troops as swiftly as possible and hope for the best... Maybe I should look into repairing the walls in the southwest town though. That might help, either way the stuff to do never ends.'
this is a line
Current Advisors:
Martial: Rusl +14 to any martial action he is applied to.
Administration: Malo +16 to any Administration action he is applied to.
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.
Current Imperial Authority: 9 Available: 7
Current Treasury/Resources at the start of this year/turn:
Rupees: 1440
Food: natural food level 6, Food level with refugees 5.
Stone: 900
Wood: 1500
Metal: 800
Actions:
Martial:
[ ] Establish Training Grounds lvl 2 - In order to train more skilled troops and keep up with the demand for more troops, the establishment of a more advanced training grounds is necessary.
Cost: 700 Rupees, 400 wood, 200 stone.
Time: 2 Turns
DC: small success 2-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: Can recruit and train more skilled troops, can recruit more troops at once, can build more advanced facilities, Chance of additional bonuses.
[ ] 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 Turn
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.
[] Train Hoplites - Medium defensive infantry armed with a shield and a spear. 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 Militia {write in what type of troops} (Write in weapons and shield) {Write in fighting style} - instead of starting from scratch, choose to train your militia into professional troops for a cost reduction.
Cost: 20-200 Rupees, +10-100 rupee upkeep, half the cost of resources for the troop type + weapons/shield.
Time: 1 turn
DC: small success 10-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: 100-1000 Militia turned into Professional troops.
[] 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: 700 rupees, 400 stone, 300 more rupees if made with marble
Time: 2 turns
DC: small success 10-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: Improved capital defences, if made with marble +1 pop moral.
[] Ordontown walls - Repair the walls around Ordontown to ensure the Blin don't have an easy time taking it if they try.
Cost: 300 rupees, 200 stone.
Time: 1 turn
DC: small success 10-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: Ordontown walls repaired, possibility of better defenses for Ordontown.
Administration:
[] Stimulate Internal Trade - Spend some money funding merchants to try and increase trade in your new nation. It should increase your wealth in the long run.
Cost: 500 Rupees
Time: 1 Turn. takes 2 turns to take effect.
DC: small success 25-40, Medium success 41-60, large success 61-85, great success 86-99.
Reward: Increases trade income by 25-100% based on roll, Chance of increasing influence with either or both merchant/Lord factions.
[] Increase taxation -Ordona has always had a low tax rate. As you are becoming your own nation perhaps it is time to increase that. Though you will find some difficulty doing this, that is for certain.
Cost: 0 rupees
Time: 1 turn, takes 3 turns to come into effect.
DC: small success 45-60, Medium success 61-75, large success 75-90, great success 90-100.
Reward: increases taxes by 25-100% based on roll. Failure causes an influence loss with all races/factions. (you might not outright lose 1 influence with everyone but you will lose at least 1 point, it partly depends on how big the failure is.)
[] 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, increase population growth by 10%, population becomes slightly more spread out, trade income gains a +10% modifier, armies move 25% faster throughout your kingdom.
[] Upgrade Marble Quarry - The Marble quarry isn't big enough. You want enough marble to make walls so perfectly white that when your enemies die before them they will be stained red with their blood!
Cost: 200 Rupees, 100 wood.
Time: 1 Turn
DC: Automatic success
Reward: +300 Stone income, +100 Rupees income.
[ ] 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 rupee income +20% modifier, +5 learning rolls.
[X] (2 authority locked in until action is complete!) 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 (1 turn remaining)
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, +1 racial influence with the Hylian commeners, +200-500 tax income.
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
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.
Intrigue:
[] Train scouts - Train scouts to look into the various surrounding areas and try to find SOMEBODY! *committed to training scouts this turn thanks to promise with The Duke of south Hyrule*
Cost: 200 Rupees +50 rupees upkeep
Time: 1 Turn (MUST TAKE THIS ACTION ANY PLANS WITHOUT IT WILL NOT BE COUNTED)
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:
[] Build a research lab - Build a research lab to do experiments in.
Cost: 400 Rupees, 200 stone, 100 wood.
Time: 1 Turn
DC: small success 10-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: New research options, chance of +1-3 to future research actions.
[] 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: 1000 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. *Lustful trait starting to act up! if you do not find a wife within 2 years will result in possible racial influence loss from an incident!*
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.)
MORATORIUM FOR 6 HOURS UNTIL 9PM EST!
Turn ends here.
There you guys go, and now you see some of the hidden downsides of a trait! they can be pretty hefty at times like now. Again don't be too worried about the incident if you roll a critsuccess then it will actually benefit you... though it will harm diplomacy a bit with some races/nations.