10 hours have passed.
[X] Plan Moblin's at the wall
Actions:
Martial:
-[X] Build Inner kingdom wall - *Rusl locked here*
Cost: 400-800 Rupees, 500-1000 stone based on wall size.
Time: 1 turn remaining
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.
-[X] Train Hoplites - Medium defensive infantry armed with a shield and a spear. Knows several defensive formations. (1,000)
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.
-[X] Train Hoplites - Medium defensive infantry armed with a shield and a spear. Knows several defensive formations. (1,000)
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.
-[X] 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. (1,000)
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
-[X] 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. (Meidum)
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.
Administration:
-[X] 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 (small risk of deforestation)
--[X] Malo
Diplomacy:
-[X] Meeting with Midna? - Go and meet the leader of the Twili they specifically asked to meet you and the only one that knows you that well is your companion Midna. Hopefully its not another Zant and this isn't a trap. (Specify how many gaurds you take with you to prevent falling into a trap or bandits/moblins attacking you along the way.) (Bring no one)
Cost: 200-1000 rupees depending on how many guards you take
TIme: 1 turn
DC: Automatic
Reward: Miniturn diplo meeting.
-[X] Establish relations with the west kingdom - Send someone to go and meet the western kingdom for you, they are fighting the moblins and you should see if they are willing to have an alliance.
Cost: 300 rupees.
TIme: 1 turn
DC: Automatic
Reward: Miniturn diplo meeting.
--[X] Bo
Intrigue:
-[X] Send scouts North - *Telma locked in on this*
Cost: 200 Rupees, 1 scouting party
Time: 2 Turns
DC: small success 25-45, Medium success 46-65, large success 66-90, great success 91-99.
Reward: Information on the lands that used to be Hyrule Fields, knowledge on how the Goddesses wrath effected Hyrule fields.
-[X] 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.
--[X] 3 extra authority
Research:
-[X] 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
-[X] Shad
Faith:
-[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
--[X] 1 extra authority
-[X] Build a few dozen small churches - Build several smaller temples spread throughout the capital and the other towns 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, 500 stone/wood, +150 rupee upkeep
Time: 2 Turns
DC: small success 15-30, Medium success 31-60, large success 61-85, great success 86-99.
Rewards: churches built for worship throughout the kingdom, Creation of the faction 'Devotees of the Golden Goddesses', Can train Priests of the Golden Trio, +4 to Faith actions.
Guy's read the temple descriptions small churches first to lower the risk of the other goddess feeling slighted that theirs wasn't the first grand temple we started on.
--[X] 1 extra authority
Final Cost
Current Imperial Authority: 13
Rupees: 6200 – 5400 = 800
Food: natural food level 5.
Stone: 1700 total, 1100 Marble, 600 Granite. – 1500 = 200
Wood: 1300 – 1100= 200
Metal: 650 – 600 = 50
As i said earlier this plan is all about making us as hard a target as possible, right now what we need is units capable of taking a hit and bring an enemy force to a halt so our archers can rain down hell on our enemy as such we need to double up on our Hoplites over our Archers. This plan also get's us the bombs were going to need as a force modifier for the inevitable hordes of enemy's were about to have to fight. We need to make that other wall now because if we don't we will get flanked and the amount of damage that could do to us is so horrendous i not even going to go into it, suffice to say nothing is worth us getting that fucked up. We also need to build the smaller church's first so as to avoid risking having 2 of the 3 golden goddess get mad at us for not starting on their giant temple first, I for one do not want to risk pissing off any one of the golden goddess so i say we take the nice and safe option and not try and bum rush a shiny.
Last but not least we need to go alone to see the Twili because there is no chance in hell they will even consider attacking us do to the whole Hero Of Twilight thing which means now is the perfect time to set up our political persona while at the same time getting even more favor with the Twili people as a whole. Link is probably the only leader in Hyrule who has the required skill set and reputation to pull off the kind of statement we need to make in order to establish our selves.