So where does that leave us? Do we assault the Monastsry now or do we reveal the evidence to take swollen?
We could also clear our more places as we spend an intrigue action to open the gates of the Monastsry before we come in.
I have trust issues with the scourge fighting each other. Some time now or later they will notice us again. Whether they unite to fight us or the Lich King sends a message to cut that shit out is irrelevant.
Our enemies don't sleep and neither should we.
The thing is, if we're on a time limit to take out the monastery because reinforcements are coming, we can attack said reinforcements instead.
It'd be an open combat, where our cav, rangers and flying units will be favored by the terrain. If we strike, and shatter them, we can approach the siege much slower and safer afterwards.
Release the evidence, muster up a combined assault on the Scarlet Monastery
These are the options that I feel we should do next turn
Vandermar Expedition
This area has a lot of mineral wealth, which means mining, meaning more income that we desperately need.
Attack the Scarlet Crusade reinforcements
Fighting them in the open will be easier than in a siege, our troops are suited for open combat, and it will make taking the monastery easier.
Center of the City
While End of Hibernation is probably more rewarding, this action takes less time, provides an immediate small boost to income, and I suspect that End of Hibernation will have a better reward if we take this action first.
Murc-y Diplomacy
I am suggesting this on the assumption that showing Solliden the letter is either an intrigue action or we can put it on hold for one turn. While likely not as immediately rewarding as wiping them out, I feel that negotiating with them is more interesting in terms of roleplaying(which is always my main priority when voting in quests), and it allows us to take two regions in one turn if we do it with Vandermar Expedition, meaning more ways of raising our income.
Those in the Shadows/A Royal Decree
We need to quit putting these actions on hold, we need more actions to get things done faster. Sure it would increase our upkeep, but with our larger income I think we can take the hit, and we have ways of raising our income in the future. Also, Belmont stated in this turn that he would like to have more funding.
Powers of Shade (Optional)
I suggest doing this if we can spare the funds, if not we can do it the the turn after. I want to get this done before we start any major conversions, having our priests demonstrate their own holy powers will make it easier to win people over.
Mushroom Cakes and Ooze Tea/Shadows of the Grave (Determinant)
Which we should do next turn I feel depends on whether or not we do Powers of Shade, if not then the we do the former, if so the latter. I feel that the latter will have synergy with Powers of Shade if they are done the same turn.
That failed roll was really just annoying more than anything else, and we really do need to get more action slots.
That failed roll saved us. We would have had a much harder time getting started if we had a -50 gold/turn chain around our neck from the first turn. Frankly, I think it's still way too early as it is. Working an intelligence agency to its full potential costs 50g + 200g * = 250g / turn. We can't afford this, not even close.
* 100 gold is a mission cost and since we'll have two slots...
There is a moratorium, and I don't want to make us more vulnerable to sieges when we are possibly facing a crusade. Brill-iant heart is not that much cheaper. I also think we would be better off waiting to convert Solliden until we have an alliance or have vassalized them, especially since we don't have them in Brill yet. I would prefer to use the piety action on expanding to Brill or getting divine casters. I also would prefer to take this opportunity to do A Royal Decree and Those in the Shadows for the extra actions.[X] Plan: Siege Prep
-[X]Securing Darrow Pass: Cost: 100 Gold Time: 1 Turn CoS: 65% Reward: Darrow Pass Controlled
-[X]Vandermar Expedition: Time: 1 Turn Cost: 50 Gold CoS: 65% Reward: Vandermar Secured
-[X]Center of the City: CoS: 80% Time: 1 Turn Cost: 100 Gold Reward: +20 Gold Trading Income, +10% boost to any future trade deals and inter-nation commerce
-[X]End of Hibernation: Time: 4 Turns Cost: 300 Gold, Vulnerable to Siege During Construction CoS: 60% Reward: Restored Capital City, Diplo Rep Boost, Increased citizen happiness, ???
--[Free]
-[X]Swaying Solliden: Time: 1 Turn Cost: 50 Gold Cos: 75%/20% Reward: Alliance with Solliden gained/Vassilzation of Solliden.
-[X]Warrens of Undercity: Cost: 50 Gold, Time: 1 Turn Cos: 70% Reward: Undercity Tunnels secured, Stewardship and Intrigue options unlocked
-[X]Standard Testing: Cost: 200 Gold Time: 3 Turns Reward: Creation and Reversal of the Plague revealed.
-[X]Sanctifying Solliden: Time: 2 Turns Cost: 100 Gold CoS: 60% Reward: Cult of Forgotten Shadows established in Solliden
-[X]Shadows of the Grave: CoS: 75% Time: 1 Turn Reward +Relationship Sylvanas and Alethalyste, Info on Cult of Forgotten Shadows, Personal Options Unlocked
Since it seems the Crusade is going to wait for reinforcements, we can use this time to make sure none will come for them. Between securing the pass and allying with Solliden, we'll be safe to lay siege to the monastery next turn.
With the council covering the cost for a stewardship action this turn, it makes sense to use it on the most expensive one. And while we're improving the capital, we might as well improve it on all levels.
Finally, getting started on researching how to reverse the plague is going to be important to having non-undead within our lands. And Slyvanas learning more about the Cult will be good for both political reasons (most of the population follows it) and personal ones too (she might be interested in it as well).
Pretty much yeah. There are no shortage of unskilled volunteers, but Nathanos wants to give good equipment to soliders who have at least seen a few battles; or can be backed up by a strong core of men who have. Until your situation is a little less precarious this is going to be what he chooses. So for right now you can either wait for a bit more of your militia to become more skilled or take all the current volunteers and create a horde of motivated, if untrained and poorly armed, soldiers.
@Hunter531 we still don't have the income for all the actions, we can maybe get R&D or intel agency running, but not both.
We have the raw income to handle the upkeep, plus we are close to gaining control of all of Tirisfal Glades, and the gold mine in Vandermar, both of which should boost our income. I would prefer to have free actions wasted to having too few actions in a crisis scenario
I see. And how many squads is in a usual army? Trying to understand how many troops do we have. Is it a lot? Is it barely anything?