Hyrule: Total War Apocalypse

Stone road is a horrible action the upkeep is more then the trade income it brings in and it drains 400 a turn as upkeep during construction on top of that. Expanded Marble is a must have as it is just pure income boost.
 
Stone road is a horrible action the upkeep is more then the trade income it brings in and it drains 400 a turn as upkeep during construction on top of that. Expanded Marble is a must have as it is just pure income boost.

For this turn Expanded marble cost too much, we must concentrate on martial for the next turn. I can supress roads if you think it's best but only to place the authority point in the augmentation of taxes.
 
For this turn Expanded marble cost too much, we must concentrate on martial for the next turn. I can supress roads if you think it's best but only to place the authority point in the augmentation of taxes.
if you drop roads and put in the marble quarry there then we can still spend 440 rupees on recruitment which has a max of 500 spent on a very good roll, on an avg roll we wont even spend the 440. Marble quarry breaks even in 2 turns and provides income after that. Roads give +60 trade -100 upkeep for a net loss of 40 a turn and for the 2+ turns it takes to build incurs a cost of 400 a turn which cuts into our funding for additional military units.
 
if you drop roads and put in the marble quarry there then we can still spend 440 rupees on recruitment which has a max of 500 spent on a very good roll, on an avg roll we wont even spend the 440. Marble quarry breaks even in 2 turns and provides income after that. Roads give +60 trade -100 upkeep for a net loss of 40 a turn and for the 2+ turns it takes to build incurs a cost of 400 a turn which cuts into our funding for additional military units.

it's a good argument, I will change this.

Edit : Change for marble quarry.
 
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you may want to wait a turn for the increase taxation, it is a 1 time boost remember? Therefore if you wait that turn you will also be able to get the Hylian town into that boost too. (same goes for the trade income boost.)
 
You know San... the info of the strength of the imminent invasion has really scared the hell out of us...
I personally imagined it'd be a raiding group of at most a couple thousands, not tens of thousands.
 
You know San... the info of the strength of the imminent invasion has really scared the hell out of us...
I personally imagined it'd be a raiding group of at most a couple thousands, not tens of thousands.
true, but they ARE Blin, the only thing scary about most of them are numbers.

all the armies will be about 50% consisting of Light shock infantry with an effective rating of 4/10, about 4 times as strong as one of your melee militia infantry in other words.

EDIT: don't get me wrong the strongest among them can be super powerful like 7/10 effectiveness super heavy shock infantry, but they only comprise roughly 20% of one of the armies.

while another 20% would be 5/10 effectiveness medium ranged infantry.

Further edit: the last 10% would be 6/10 effectiveness heavy shock infantry

Furthest edit: Mind you this is if they come right now, the longer that passes the more the percentages switch about and the higher the ratings get too.

(though they won't get much higher or change too much, at turn 10 they will be roughly

40% 5/10 effectiveness light shock infantry
30% 6/10 effectiveness medium ranged infantry
20% 7/10 effectiveness heavy shock infantry
10% 9/10 effectiveness super heavy shock infantry
 
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you may want to wait a turn for the increase taxation, it is a 1 time boost remember? Therefore if you wait that turn you will also be able to get the Hylian town into that boost too. (same goes for the trade income boost.)

Yes but we are notsure when the blin will attack, we need money fast and it's the faster way to have it. i prefer have the boost now that never.

What the other think about this ?

true, but they ARE Blin, the only thing scary about most of them are numbers.

all the armies will be about 60% consisting of Light shock infantry with an effective rating of 4/10, about 4 times as strong as one of your melee militia infantry in other words.

EDIT: don't get me wrong the strongest among them can be super powerful like 7/10 effectiveness super heavy shock infantry.

it's why i want developp heavy cavalry, even if blin are numerous, hevay avalry can make devasting damage on a undiscipline horde.
 
I can confirm that just like with the Blin tribes, every turn that passes adds a +10 to the roll of determining if she is married... I have yet to roll for turn 4 so let's see...
:o
... ya sorry guys you are SOL Zelda is getting married this turn and you have no way to meet her and stop it. :cry:

I want you to know San that this is totally your fault, you and your damn super dice.

Now I have got to come up with a plan to kill Zelda.

Damn you to hell.
 
Well personally I'm please because it give us the opportunity to marry with Midna :D

At tghe supposition that we find her.
 
I want you to know San that this is totally your fault, you and your damn super dice.

Now I have got to come up with a plan to kill Zelda.

Damn you to hell.
I am all for trying!!!
Zelda had a lot of pros but as soon as she fell in the hands of another faction she became a threat, sure we might be able to try diplomacy. But I'm the type to destroy that op magic item than having it be used against me. Btw since unlike link zelda's reincarnation is connected to bloodline unlike link we could try taking any female children while there still babs in the hopes of gaining tri force of wisdom.
 
I am all for trying!!!
Zelda had a lot of pros but as soon as she fell in the hands of another faction she became a threat, sure we might be able to try diplomacy. But I'm the type to destroy that op magic item than having it be used against me. Btw since unlike link zelda's reincarnation is connected to bloodline unlike link we could try taking any female children while there still babs in the hopes of gaining tri force of wisdom.
Links is tied to bloodline too as far as I am concerned just not necessarily his direct bloodline, but rather any of the first Link's descendants.
 
Links is tied to bloodline too as far as I am concerned just not necessarily his direct bloodline, but rather any of the first Link's descendants.

Well thats perfect if we succeed in kidnapping Zelda's bloodline we can go for a second really really dark retry. Btw do they reincarnate into different versions or do we only reincarnate into twilight links.
 
Well thats perfect if we succeed in kidnapping Zelda's bloodline we can go for a second really really dark retry. Btw do they reincarnate into different versions or do we only reincarnate into twilight links.
each version is a completely new version with all the muscle memory of the previous versions. so as long as they have the same or similar weapons or potential to use magic they can use it to the same level of ability of the previous versions with minimal to no training.
 
Well thats perfect if we succeed in kidnapping Zelda's bloodline we can go for a second really really dark retry. Btw do they reincarnate into different versions or do we only reincarnate into twilight links.

Please peoples remember that we are not ganon. I have nothing against playint a pragmatic and more mature Link but we don't have to kill her for the moment, she didn't make aything agressive or wrong for the moment and her kingdom is not a threat for us.
 
Please peoples remember that we are not ganon. I have nothing against playint a pragmatic and more mature Link but we don't have to kill her for the moment, she didn't make aything agressive or wrong for the moment and her kingdom is not a threat for us.

Agreed. Just because im coming up with a plan to kill her (5 so far) doesn't mean we have to use it.

I'm just a firm believer in a little old saying

 
Hey @san im finishing up the final touches for my plan and i was wondering how many rupees exactly would a unit such as this cost us.

-[] Train Heavy Cavalry (Lance /Battle Axe/ Shield) {Shock and Awe/ Charge / Melee} - 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

Got to watch that budget.
 
Hey @san im finishing up the final touches for my plan and i was wondering how many rupees exactly would a unit such as this cost us.

-[] Train Heavy Cavalry (Lance /Battle Axe/ Shield) {Shock and Awe/ Charge / Melee} - 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

Got to watch that budget.
ok ummmm first! I assume you mean a horseman's axe because other axes would be rather ineffective from horseback.

2nd, there is no increase in cost of rupees no matter what options you choose just in other resources like wood and metal.
 
Ah so the price in rupees is suppose to be fixed, you should probably fix the description then it says.
ummm there is nothing to fix, that cost is dependant on how many you end up training, 100-500 troops, 100-500 rupees, aka 1 rupee per cavalry troop. Infantry cost half as much.

I will warn you though that the metal costs for what you want will be OBSCENE!

as in 80-400 metal cost depending on how many troops you end up training.

Also wood costs will be about 40-200 as well.
 
[X] Plan getting ready to rumble part 1
Actions: 7
Martial:
-[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.
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.
-[X] Rusel

-[X] Train Heavy Cavalry (Lance /Axe/ Shield) {Shock and Awe/ Charge / Melee} - 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.) (300 rupees worth at max)
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
--[X] Assign 2 more authority points

Administration:
-[X] 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.)
-[X] Malo
--[X] Assign 2 more authority points

-[X] 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.

[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:
-[X] Diplomacy do nothing

Intrigue:
-[X] 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.
--[X] Telma

Research:
-[X] Research do nothing

Faith:
-[X] Faith do nothing

We need to get the archery range right now. The longer we don't, the longer our army will be missing the core of it's forces.

This plan is part 1 of a 2 turn plan, this turn we get our heavy's set up for bows and try and save as much money as possible. Next turn we get our rangers and our horse archers all in one go, while also doing some tactics research. Basically this plan is made with the idea in mind that we need to be ready for a fight by the end of next turn.

We are much to weak at the moment we need to reinforce ourselves as soon as humanly possible.
 
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