- [][Martial] A Soldier's Life
With the sudden expansion of territory that Ababwa is now responsible for helping protect has almost doubled. Time to expand out the army in order to fulfill the new demands! Removes extra upkeep cost of maintaining standing forces in the north.
DC: 70
Cost: 5,000 Gold
High Dc. -5000
- [][Stewardship] Something's Fishy...
Ababwa now has access to the Caspian Sea thanks to their armies holding the Northern Satraps. This is a primer opportunity to get up there and start building fisheries to take advantage of the plethora of sea life there. Especially the roe of the Beluga Sturgeon which calls those waters home. Gain additional income of 2,500 Gold per turn, increased acceptance in the Northern Satraps for providing jobs and infrastructure. Upkeep cost of 1000 Gold per turn.
DC: 80
Cost: 6,000 Gold
Higher DC, -6000. (Compared to selling bows, which is both more profitable and gets us a defense bonus. And lower DC. Plus the fact we are soon to get access to ports anyway.)
- [][Diplomacy] Attempt to bring in nearby satraps as protectorates
Friends help friends, but sometimes a friend needs more help than you can give them as a friend. But if they joined you as a vassal they'd probably be able to get the help they needed. Attempts to convince the leadership of a friendly satrap to join as a protectorate under Ababwa's banner. Sets up a trade office, a diplomatic outpost, inserts spies and scouts the place for any resources that they may not have realized. Gains variable income, resources and possibly Hero characters.
-- [] Eastern Satraps
-- [] Western Satraps
DC: 110, 65
Cost: 5000 Gold
-5000. Gain access to ports. (This one is a common denominator.)
- [][Intrigue] Hiding in the Mists
The Kingdom of Lemuria is an enigma, the Southern Satraps shouldn't have been able to consolidate so quickly. Nor do they have a history of having access to much gold. Something's going on there, and as spymaster of Ababwa it's up to Haroud to figure out what...
DC: 60/130
Cost: 1,200 Gold
-1200. Not actually a bad action. Then again, Sand Witches as the argument is made.
- [][Learning] What's up Docs?
The doctors and scholars of the University are hailed as some of the best and brightest. Maybe see what they're working on as side projects? (Unlocks new Learning actions)
DC: 20/30/70/90
Cost: 0
0 cost, grants new actions. Minus is that we don't have the heart shaped herb, but eh. Of course, we could instead go get the heart-shaped herb, netting +500 per turn and better medicine.
- [][Occult] It's Coarse and Rough and it gets Everywhere
The news of these Sand Witches trying to take Agrabah from the Sultan is rather unnerving. Zummi will delve into what records he has and can find in the libraries as well to see what information can be, ahem, dug up, on the Sand Witches. Reduces DCs involving Sand Witches, new options unlocked.
DC: 75
Cost: 0 Gold
0 Gold, Common Denominator.
Correspond with Jasmine for a change in relationship. Or see to the hero on our doorstep we can recruit for more actions. Not a tough choice, but it's here. (It still happens in the background, I got this question answered long ago, but some people miss it.)
Hospital Stay. Nice narratively, but bit slow. Instead, give him bed rest and offer him some tutors. (Given it's a narrative option though with a minor mechanical improvement, it's somewhat fine. Opnion mattters)
Time with Cade is good. Be better if Aladdin also had that option, but eh.(Something I'd think about doing next turn. Hero units improve action economy.)
... You know, I just now noticed this is the Roc mission. I am far more okay with this given we have sand witches we can blow away. Still, cost analysis.
5000+6000+5000+1200=
10
16
17200 Gold spent.
800 left.
9000+2500-1000+1000 from removal of cost on the north. 12300 Gold next turn. Note that if anything bombs we have a min of 9800, followed by 10800 and 11300 Gold.
This is far too little to be doing anything with the Roc feather and other actions. Martial is almost completely out of the running as a result, with only a 0 Gold action we can really do. So my action choice but later. You'd need to plan carefully, and even then what you can choose is a bit limited. No big plans. Given we will have another satrep to protect from pirates, this is way too dangerous for my blood. There isn't a buffer in case we need money immediately in response to something..
I believe my math is correct. However, Crossbows is the better stewardship option if we want a cash infusion. Even that extra 1000 gold brings us high enough to respond to stuff. 13300 does mean we have a buffer, even if it's a sheet of plywood.