It says right there that we get help from Reinner Knight if we train Militia. With how green we are, we need some pointers.

@Academia Nut question. Callom has the Administrative Skill, correct? Does that mean they can do the Law Project?
 
[X][Com] Train Militia (1 Labour Committed for 1 Week)
[X][Com] Organize Hamlet Law (0/3 Weeks, Commits Expertise or a character with Administrative skill)
[X][Per] Study Skill - Dungeonmaster
 
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[X][Com] Build Basic Roads (0/16 Weeks)
-[X] Commit 1 Labor and 1 Expertise
[X][Per] Study Skill - Dungeonmaster
 
[X][Com] Train Militia (1 Labour Committed for 1 Week)
[X][Com] Organize Hamlet Law (0/3 Weeks, Commits Expertise or a character with Administrative skill)
[X][Per] Study Skill - Dungeonmaster
 
[X][Com] Train Militia (1 Labour Committed for 1 Week)
[X][Com] Organize Hamlet Law (0/3 Weeks, Commits Expertise or a character with Administrative skill)
[X][Per] Attempt to Commune With Spirits

We've got some months yet before the nobles can really even begin to act. Let's not run into road building when we still need to firm up our foundations. Get the milita to a decent level this turn, and use the expertise to rush the laws. Doing roads now means we lose out on an action when we don't have to, and we also lose Reiner's bonus to milita training.
 
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[X][Com] Train Militia (1 Labour Committed for 1 Week)
[X][Com] Organize Hamlet Law (0/3 Weeks, Commits Expertise or a character with Administrative skill)
[X][Per] Study Skill - Dungeonmaster

Maybe? It's not like we can't start the road next turn.
 
[X][Com] Train Militia (1 Labour Committed for 1 Week)
[X][Com] Organize Hamlet Law (0/3 Weeks, Commits Expertise or a character with Administrative skill)
[X][Per] Study Skill - Dungeonmaster

Well, I suppose we shouldn't waste the opportunity then.

Still, I'm a bit concerned about timing now. We will need to build the road at some point in the very near future if we don't want to get beaten to it by the nobles.
 
[X][Com] Train Militia (1 Labour Committed for 1 Week)
[X][Com] Organize Hamlet Law (0/3 Weeks, Commits Expertise or a character with Administrative skill)
[X][Per] Study Skill - Dungeonmaster

Well, I suppose we shouldn't waste the opportunity then.

Still, I'm a bit concerned about timing now. We will need to build the road at some point in the very near future if we don't want to get beaten to it by the nobles.
Nobles won't arrive until summer, and Baron is too busy to do it himself due to the million things he has to do to prep for the king and his own lord coming.

As winter is just ending, that implies we have about 2-3 months before anyone really starts making an official move like that. So we do have a bit of time before the shit really starts hitting the fan.
 
[X] [Con] Build Basic Roads (0/16 Weeks)
-[X] Commit 1 Labor and 1 Expertise
[X][Per] Study Skill - Dungeonmaster
 
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[X][Com] Train Militia (1 Labour Committed for 1 Week)
[X][Com] Organize Hamlet Law (0/3 Weeks, Commits Expertise or a character with Administrative skill)
[X][Per] Study Skill - Dungeonmaster
 
[X] [Con] Build Basic Roads (0/16 Weeks)
-[X] Commit 1 Labor and 1 Expertise
[X] [Per] Attempt to Commune With Spirits

To those saying to put off roads because because the militia is more efficient this turn and we can do roads next turn, something shiny will come every turn so we keep putting it off and that is how we always become super behind on roads.
 
[X][Com] Build Basic Roads (0/16 Weeks)
-[X] Commit 1 Labor and 1 Expertise
[X][Per] Study Skill - Dungeonmaster
 
[X] [Con] Build Basic Roads (0/16 Weeks)
-[X] Commit 1 Labor and 1 Expertise
[X] [Per] Attempt to Commune With Spirits
 
[X] [Con] Build Basic Roads (0/16 Weeks)
-[X] Commit 1 Labor and 1 Expertise
[X] [Per] Attempt to Commune With Spirits

To those saying to put off roads because because the militia is more efficient this turn and we can do roads next turn, something shiny will come every turn so we keep putting it off and that is how we always become super behind on roads.
The problem is that if we make the attempt now, we have to do it for 2 whole months of just building roads. 8 turns of ignoring everything else that is going on. No writing the law that we are told is better to write early, no patrolling the surrounding forest for monsters attracted to our dungeonlabyrinth, no scouring the labyrinth for wealth or prestige(That we can then use to bring more labor/expertise), in fact we would not even be able to sell the bit we do have.

As of right now, the Road Project is too big to manage with our current resources in the time that we have.
 
[X][Com] Train Militia (1 Labour Committed for 1 Week)
[X][Com] Organize Hamlet Law (0/3 Weeks, Commits Expertise or a character with Administrative skill)
[X][Per] Attempt to Commune With Spirits
 
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[X][Com] Train Militia (1 Labour Committed for 1 Week)
[X][Com] Organize Hamlet Law (0/3 Weeks, Commits Expertise or a character with Administrative skill)
[X][Per] Study Skill - Dungeonmaster
 
[X][Com] Train Militia (1 Labour Committed for 1 Week)
[X][Com] Organize Hamlet Law (0/3 Weeks, Commits Expertise or a character with Administrative skill)
[X][Per] Study Skill - Dungeonmaster
 
[X][Com] Train Militia (1 Labour Committed for 1 Week)
[X][Com] Organize Hamlet Law (0/3 Weeks, Commits Expertise or a character with Administrative skill)
[X][Per] Study Skill - Dungeonmaster
 
The problem here is that the nobles know about the labyrinth. How much time do you think we have before one comes with a claim on the road and its taxing.
Literal months. The noble the locals are oh so afraid of actually said as much when we got his POV. This is a fantasy medieval setting, with all the lack of communications and bureaucracy that implies. Actual seasons are the right metric to plan for the nobles getting their shit in order to actually start coming down on us.
 
[X][Com] Sell Artifact
-Unknown Crystal
With wealth we can use action to hire more experts next turn
[X][Com] Organize Hamlet Law (0/3 Weeks, Commits Expertise or a character with Administrative skill)
-commit 1 Expertise
[X][Per] Study Skill - Dungeonmaster
 
[X][Com] Train Militia (1 Labour Committed for 1 Week)
[X][Com] Organize Hamlet Law (0/3 Weeks, Commits Expertise or a character with Administrative skill)
[X][Per] Attempt to Commune With Spirits
 
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