- Pronouns
- Warkeymon
Once the Lower Stairs are done you're in the Underhold and get all the Underhold options including prospecting.[x] Plan: A daughter named Karstah
I'm down.
How far do we have to go down/up before we can start prospecting?
Once the Lower Stairs are done you're in the Underhold and get all the Underhold options including prospecting.[x] Plan: A daughter named Karstah
I'm down.
How far do we have to go down/up before we can start prospecting?
snip
[x] Plan: A daughter named Karstah
-[x] Write-In a name for your Garazi.
--[x] A Daughter - Karstah
-[x] Gather and Fortify a Goat Herd 194/200 1 Farmer Die
-[x] Fortify one of the Passes 0/150 - East Pass 1 Stonemason 1 Miner 1 Farmer 2 Beardling Dice
--[x] +Extra Tall, +20 to target per Wall
--[x] +Extra Thick, +20 to target per Wall
-[x] Workshop Hall. 0/110 2 Warsmiths 2 Beardling Dice
--[x] +Huge, +50 to target
--[x] +Decorated, +10 to target
-[x] Tavern. 0/60 2 Brewer 1 Beardling Dice
--[x] +Huge, +50 to target
--[x] +Decorated, +10 to target
-[x] Runecrafting Hall. 0/90 1 Stonemason Die
--[x] +A Second Guardroom, +30 to target
--[x] +Decorated, +10 to target
-[x] Huge, Fortified and Decorated Lower Stairs. 98/120 1 Miner 1 Beardling Dice
-[x] A Feast for the Hold - Daungrumm
-[x] Investigate the Disappearances - Gartrim
-[x] Guard one of the Passes - All throngs to guard their passes.
snip
It's not just for hall space, but also additional prospecting opportunities. The more area we dig out underground the more area the Miners can prospect.While I understand the concern I'd like to the hall ready to use as soon as we have the coal available.
Heh I like the name reference so:
[x] Plan: A daughter named Karstah
-[x] Write-In a name for your Garazi.
--[x] A Daughter - Karstah
-[x] Gather and Fortify a Goat Herd 194/200 1 Farmer Die
-[x] Fortify one of the Passes 0/150 - East Pass 1 Stonemason 1 Miner 1 Farmer 2 Beardling Dice
--[x] +Extra Tall, +20 to target per Wall
--[x] +Extra Thick, +20 to target per Wall
-[x] Workshop Hall. 0/110 2 Warsmiths 2 Beardling Dice
--[x] +Huge, +50 to target
--[x] +Decorated, +10 to target
-[x] Tavern. 0/60 2 Brewer 1 Beardling Dice
--[x] +Huge, +50 to target
--[x] +Decorated, +10 to target
-[x] Runecrafting Hall. 0/90 1 Stonemason Die
--[x] +A Second Guardroom, +30 to target
--[x] +Decorated, +10 to target
-[x] Huge, Fortified and Decorated Lower Stairs. 98/120 1 Miner 1 Beardling Dice
-[x] A Feast for the Hold - Daungrumm
-[x] Investigate the Disappearances - Gartrim
-[x] Guard one of the Passes - All throngs to guard their passes.
Ok so I took Skitzyfrenic's name idea, I'm aiming to finish what we've started 2 dice to ensure the stairs get done and we can start into the underhold. For the new stuff a tavern seems like a good general mood booster now we have the basics down. I've decided to delay the forge hall one turn in order to not stress our coal supplies prematurely aiming for the workshop instead. I've also started the Runecrafting hall though only with 1 stonemason for now.
I've got Daungrumm preparing a fest to celebrate the fact we have everyone living inside the mountain and got our ale and food supplies secured while we investigate the chasm. Throngs are holding fast while the goblins are a threat.
I just don't think it is worth adding extra levels, if we don't get the stairs done this turn we delay getting mines including coal mines by another turn. And the benefit is just a few extra hall space when we have an overabundance of hall space right now.
I originally only had one miner on the stairs, I switched it up because I really don't want to fail on the stairs this turn but I think the edited version is totally fair.l like your plan but l have slightly edit. 1 Beardling Dicemoved from stairs to fortify pass and stonemason there has been changed to make 2 on runecrafting. with a great chance of stairs finishing l really really hate to see overkill there but haveing that could shield there would be needed but im a gambler so yea. as l; said no problem with base plan thats why l stole it
I hadn't considered that but it is worth checking with Warkeymon I think.It's not just for hall space, but also additional prospecting opportunities. The more area we dig out underground the more area the Miners can prospect.
The Lower level Hallways would be better for that but I'm sure making the Underhold deeper would have positive effects.
[x] Plan: A daughter named Karstah
Starting the Underhold deeper just gives the Hold more space.I originally only had one miner on the stairs, I switched it up because I really don't want to fail on the stairs this turn but I think the edited version is totally fair.
I hadn't considered that but it is worth checking with Warkeymon I think.
@Warkeymon Does starting the underhold at a deeper level offer any advantages when prospecting/mining or does it just give more hall space?
Adding another 2 levels would only be an additional 20, still very likely to finish.Even if it does produce more prospecting opportunities, wouldn't we be able to extend the underhold later to account for that? I figure getting self sufficient matters more than increasing our odds of becoming self sufficient
Nevermind on that then. I still think getting the Lower Hallways done soonish is still a good call for prospecting the other Peaks and under the valley.Starting the Underhold deeper just gives the Hold more space.
And makes it easier to build an Underway to join up with the rest of the network later.
Ah yes, just as soon as we develop the Master Rune of Interdimensional Travel we can connect up to Karaz Ankor.And makes it easier to build an Underway to join up with the rest of the network later.
I did initially want to go for hallways to under the valley but I shifted over to the runecrafting hall as it seems more immediately useful. It's hard to know what's necessary until we get access to the underhold mechanics. If you want to do a plan with hallways go for it, it is a valid thing to do I think.Adding another 2 levels would only be an additional 20, still very likely to finish.
Nevermind on that then. I still think getting the Lower Hallways done soonish is still a good call for prospecting the other Peaks and under the valley.
Given how the surface training ground gave bonuses to combat above ground I'm expecting the training hall to do similar for tunnel fighting which doesn't seem super important to me right now. They can train beardlings in the above ground area for now. I do want to get it as something the Leadbeards/throng want built but it's a second level priority for me rather than an immediate one.@Jreengus would you be willing to swap the tavern for a training hall? Having experienced troops to train our current troops and a place to do it seems handy.
That's a valid point there, going to check that out.I kinda assumed runes are constantly being drained to perform their effect and recharging off ambient winds.
Probably not next turn, 40% chance to fail is very high best to wait for the rune hall to be done before we start on this.[] Item Rune: A Lordly Commission
Challenge Level: 60
(Select a Rune and a part of your Regalia.)
A Lord's Regalia are a long list of items. A full set of Armour, Az and Shield, Tapestry Cloak, Crown and Banner. You have a Cloak more than worthy of a Lord, woven by the Goddess Valaya herself but the rest is mundane equipment no matter how high quality. You could commission a rune to be inscribed upon one of your regalia.
Reasonable chance and it's only one turn, if we think we can complete the hall next turn this might be the way to go.[] Item Rune: A Ranger's Commission
Challenge Level: 30
Deadeye Gromurd wants to improve the long range scope on his crossbow. He has offered the Rhunrikki a commission to cut the scope with runes.
If we are willing to spend the ingots this seems like a solid way to go, something that can protect a chunk of the throng would be very nice given our relatively low numbers mean every life matters[] Constructed Rune: A Shield
Challenge Level: 30
Costs 3 Gromril Ingots
The Rhunrikki has an idea in mind to construct a new shield and offer it up to the Throng to make use of. The shield will be able to protect more than just its bearer.
I don't think this is worth it until we have some kind of trade partner or a reason to be coming and going from the hold in one direction regularly.[] Hold Rune: Master Rune of Passage
Challenge Level: 30
Cut a great shape into the stone where the Peak meets the Pass. Regardless of the roughness of the mountains, that pass shall be smooth as silk for all who make use of it.
(Choose a Pass)
An antimagic effect over the whole hold seems incredibly useful for when/if we anger one of the big players but I'm not sure if it is an immediate need.[] Hold Rune: Master Rune of Balance
Challenge Level: 20
Cut a great shape into the highest Peak. The Dawi are not meant to be exposed to the howling Winds of Magic and this high up a mountain the surface is not entirely safe. The Winds will break against the Master Rune of Balance and the Surface Hold will be safe below.