-[X] Send scouts southwest --[X] Assign Telma --[X] Assign Imperial Authority
Roll: 127 CRITICAL SUCCESS!
Well... you finally learned why the Moblins never invaded you. They have been too busy setting up their own massive series of defenses to solidify their hold over Ordon Plains. Not only have they built a proper full sized Fortress in the center of it, but they also built at least a dozen small fortified camps throughout the plains. If you ever intend to take back Ordon plains for your people, you will be in for a full out war.
The scouts also thankfully managed to take out a small group of roaming Moblins and discovered communications between the main fortress and the Moblins homeland on them. The communications were plans of attack against you and your people! it turns out they are gathering their forces and intend to attack you within 1-3 years, the exact time of attack will depend on how quickly Moblins can be spared from their fighting with the other two Blin tribes to fight you. They intend to attack with a force of 40-60,000 Moblins of various types and several Giga boars making the coming battle to be very terrifying.
Rewards: -100 rupees, Revealed Ordon Plains, discovered new Moblin Fortress in central Ordon plains, learned roughly when the moblins will attack, Learned numbers the Moblins plan to attack with.
So lets assume this means
1 year = 40,000
2 years = 50,000
3 years = 60,000
We currently have 2100 units, and 10,000 Militia thanks to our resource limitation we can get at most 3000 units a turn. Take the max amount of turns we could have into account and that means, at most we can build up to 11,100 units and 10,000 Militia, giving us an absolute max total of 21,100 forces before they attack if they use all 3 turns.
oh they will still be good against regular Moblins... but their giga boars will slaughter them, their super heavy infantry will beat them, and their medium infantry will be able to hold their own against them somewhat, though they will still be somewhat butchered.
The problem is that regular moblins are super weak. I mean 5/10 effectiveness light shock infantry? almost anything you make can slaughter those guys. The medium infantry is about as strong as your hoplites though and they will generally be beaten in a straight fight against your cav. with 3-5 to 1 casualty ratio (you're the one.)
Lets assume a slaughter means 6 to 1 casualties. There light units are shit so lets assume 3 to 1 causality vs our light units.
1000 Cataphracts are worth 3000 to 5000 of there medium infantry 6000 of there light units.
1000 Hoplites are worth 1000 of there medium infantry and 6000 of there light units.
1000 archers is worth 3000 of there light units.
1000 Militia is hopefully worth 1000 of there light units
Let me be blunt were not going to beat them in a straight fight, not on our best day. But we also can't just expect to turtle up and survive, we do that and they will ravage our lands. What we need is force multipliers, hit and run cavalry to destroy there supply lines and some other guerrilla warfare tactics.
Saying all that here's my plan.
Current Imperial Authority: 13
Current Treasury/Resources at the start of this year/turn:
Rupees: 5120 – 4200 = 720
Stone: 1400 – 1050 = 350
Wood: 900 – 800 = 100
Metal: 1100 – 600 = 500
[] Plan: That's a lot of Moblins
Actions:
Martial:
-[ ] Build Inner kingdom wall - Build a wall between the mountains behind Ordontown in the southwest of your kingdom. This will block the Moblins out from surrounding Ordontown with some troops preventing them from leaving and then 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. (Medium)
Cost: 400-800 Rupees, 500-1000 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.
--[] Rusl
-[] Train Hoplites - Medium defensive infantry armed with a shield and a spear. Knows several defensive formations. (1000)
Cost: 50-500 rupees, +10-100 rupee upkeep, 20-200 wood, 20-200 metal.
DC: small success 10-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: 100-1000 Hoplites.
--[] Assign Imperial Authority
-[] 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. (1000)
Cost: 50-500 rupees, +10-100 rupee upkeep, 20-200 wood, 20-200 metal
DC: small success 5-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: 100-1000 Archers
--[] Assign Imperial Authority
-[] Train Light Cavalry (Bow/Sabre/Shield) {Hit and run / Bowmen} - 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.) (500)
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
--[] Assign Imperial Authority
Administration:
-[] Claim Malonville region - Claim Malonville and its surrounding lands. This will allow them to be a buffer for your kingdom against enemies from the north and northwest.
Cost: 400 Rupees, 300 Stone, 200 wood.
Time: 1 Turn.
DC: small success 5-30, Medium success 31-60, large success 61-85, great success 86-99.
Reward: +100-400 tax income, +100-200 trade income, +living space, +kingdom size, Hylian refugees settle in Malonville, all Refugee maluses removed, Can build defenses to the west of it to block flanking attacks by the Moblins.
--[] Malo
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.
--[] Bo
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.
--[] Assign Imperial Authority
-[] 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.
--[] Assign Imperial Authority
-[] 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.
--[] Telma
-[] Send scouts northeast - Send scouts into Faron Woods to map out the land and maybe find some resources. After all it's 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.
--[] Assign Imperial Authority
Research:
-[] 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
--[] Shad
-[] Research infantry technologies - Try to figure out a way to improve your infantry somehow... someway? (Anti Calvary formations)
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!
Faith:
-[] Faith do nothing
This get's us started on the horse archers were going to need to destroy there supply lines and harass there forces and also starts us on whats going to be the majority of our units for the upcoming battle with the moblins, that being our archers and shield-men. It also gets us the force multipliers i mentioned in the form of anti Calvary training for all our infantry units and bombs for our archers and also hopefully for use in the creations of mines of some kind. This plan also kicks our secondary goal into high gear by getting us 2 more pair of scouts so we can find all the other big player much quicker and hopefully marry one of them as soon as possible. If were lucky and we happen to find Midna this turn we could marry her and get her forces to add onto our own which would change the entire military situation in our favor and get us much better options.
Really it's just a good thing the thresholds takes 2 turns each and don't actually really get negative until the 3rd one, so either way we have at least 4 turns on that front ( 2 if we want to get with a leader specifically so we can get there army to go with ours and help us out).
The time crunch is on.