- Location
- USA
[X] Plan Income and Beasts
-[X] Gather The Beasts of Mousillon: Mousillon not only holds undead, dark beasts such as direwolves, vargheists, ghouls, and many more inhabit the shadowlands of Mousillon. DC 35
-[X] Orphanages: There are several orphans around the villages of Mousillon, building orphanages to accommodate and educate them can certainly pay off in the long term. DC 15
-[X] Sermon: 'Obey Aleksander for he freed us from sadness and misery, heed his words for will guide us even after the end of times, and obey him for all walk in his immortal shadow'. DC 0
-[X] Expand Mines: Expanding both the gold and iron mines will increase the amount of gold you get per year, while also allowing other things if the people of the engineering team are anything to go by. DC 23
-[X] Construct Commercial Centers: The commercial centers will be where merchants are located, of course they will be taxed like everyone else. DC 30
-[X] Collect Blackmail Material (Empires' of Man): The empires' of man nobles and emperors surely have some type of secrets to share with you. DC 35
-[X] Investigate Enemy (Orcs): The orcs that have been invading Brettonia from the mountains does not appear to have an active presence of a warboss, identifying it can prove useful. This can also be used to see how these orcs fight. DC 50
-[X] Investigate Enemy (Norscans): The norscans do not appear to have an present chaos lord amongst them this is worrying, Investigate not only this but their pattern of fighting as well. DC 56
-[X] Corruptor of The Forests: The darker and more haunted the forests become, the better the habitat for fell creatures. DC 34
-[X] Cannibalistic Rituals: Ghouls and their larger kin mainly hunt in packs. They may have once been of men, generations ago, but are now little better than beasts. Yet by inscribing a disgusting mark of power on the ground and eating one of their own - usually the weakest of the pack - the Ghouls' claws grow even deadlier. DC 10
-[X] Practice Your Light Magic: Hysh the lore of light it is the first lore of magic you have, you never had time to properly train it as had more pressing matters at the moment. DC 25
-[X] Practice your vampire magic: Vampires have their own type of magic, it is similar to common necromancy but it is more strong whether because of the nature of vampires as undead or something else no one knows. DC 15
Cost: 2,040
Treasury: 2,013
Income: 1,550 (+300 commercial center +??? orphanges)
Expenses: 550 (+100 orphanges)
Going easy on spending (expand mines, commercial centers and orphanges are the only actions to cost money) and mainly finding out info on our enemies this turn for intrigue.
-[X] Gather The Beasts of Mousillon: Mousillon not only holds undead, dark beasts such as direwolves, vargheists, ghouls, and many more inhabit the shadowlands of Mousillon. DC 35
-[X] Orphanages: There are several orphans around the villages of Mousillon, building orphanages to accommodate and educate them can certainly pay off in the long term. DC 15
-[X] Sermon: 'Obey Aleksander for he freed us from sadness and misery, heed his words for will guide us even after the end of times, and obey him for all walk in his immortal shadow'. DC 0
-[X] Expand Mines: Expanding both the gold and iron mines will increase the amount of gold you get per year, while also allowing other things if the people of the engineering team are anything to go by. DC 23
-[X] Construct Commercial Centers: The commercial centers will be where merchants are located, of course they will be taxed like everyone else. DC 30
-[X] Collect Blackmail Material (Empires' of Man): The empires' of man nobles and emperors surely have some type of secrets to share with you. DC 35
-[X] Investigate Enemy (Orcs): The orcs that have been invading Brettonia from the mountains does not appear to have an active presence of a warboss, identifying it can prove useful. This can also be used to see how these orcs fight. DC 50
-[X] Investigate Enemy (Norscans): The norscans do not appear to have an present chaos lord amongst them this is worrying, Investigate not only this but their pattern of fighting as well. DC 56
-[X] Corruptor of The Forests: The darker and more haunted the forests become, the better the habitat for fell creatures. DC 34
-[X] Cannibalistic Rituals: Ghouls and their larger kin mainly hunt in packs. They may have once been of men, generations ago, but are now little better than beasts. Yet by inscribing a disgusting mark of power on the ground and eating one of their own - usually the weakest of the pack - the Ghouls' claws grow even deadlier. DC 10
-[X] Practice Your Light Magic: Hysh the lore of light it is the first lore of magic you have, you never had time to properly train it as had more pressing matters at the moment. DC 25
-[X] Practice your vampire magic: Vampires have their own type of magic, it is similar to common necromancy but it is more strong whether because of the nature of vampires as undead or something else no one knows. DC 15
Cost: 2,040
Treasury: 2,013
Income: 1,550 (+300 commercial center +??? orphanges)
Expenses: 550 (+100 orphanges)
Going easy on spending (expand mines, commercial centers and orphanges are the only actions to cost money) and mainly finding out info on our enemies this turn for intrigue.