[X] Refuse, neither of these offers please the Karaz Ankor
Just revoting because I voted after 12, not 24, so just in case...
 
This recent talk of Ulric has me wondering, who are the premiere gods of the Bretonnian polities? Those centered around and under Taal like in the Reik?
 
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Vote closed
Scheduled vote count started by Lonkas on Apr 2, 2022 at 3:29 AM, finished with 58 posts and 14 votes.
 
So it looks like we are going all in. I do not think it is entirely wise to make a bet that not one but two human nations will not go to war for generations, but it is what it is. At the very least if we do end up getting into say a War in Remas we might be able to make use of that to ensure a better relation with their civilization.
 
I'm quite miserly and frugal with our population I've found, so the relatively bloodless campaign upcoming is gonna be easier for me to read :D

And after that…well I'm really excited about that.
 
So... for after the war.

Assuming we take Uzkulak, we'll have two provinces that need garrisoning. Combined with Karak Vlag we'll have full control over the high pass.
Depending on the damage to Uzkulak, we might be able to resettle that (perhaps at half cost, due to not having to delve as deeply)

Should there be another hold founding in 42?

Can we afford this (both population wise and money wise)?
 
So... for after the war.

Assuming we take Uzkulak, we'll have two provinces that need garrisoning. Combined with Karak Vlag we'll have full control over the high pass.
Depending on the damage to Uzkulak, we might be able to resettle that (perhaps at half cost, due to not having to delve as deeply)

Should there be another hold founding in 42?

Can we afford this (both population wise and money wise)?
We'll probably settle 42 and Uz in the aftermath of the war as we can't afford to allow either to fall into enemy hands after all. With regards to the population needed to settle these new regions, we should be fine as it's only forty pop needed to settle these new holds, and we'll probably still be in the eight hundred pop range after the war although money is more of an issue but if polities are willing to pay 1 to 2 gold for us to just man a few balloons for them they'll almost certainly be willing to pay 5 to 10 gold if not more per actual technology which they get to permanently keep.

Especially, if their neighbor over there is buying some of them new-fangled Dwarf crossbows and are eyeing that real pretty looking slice of land that they own... Man, I didn't expect to become an arms dealer when I woke up this morning but here we are.
 
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So... for after the war.

Assuming we take Uzkulak, we'll have two provinces that need garrisoning. Combined with Karak Vlag we'll have full control over the high pass.
Depending on the damage to Uzkulak, we might be able to resettle that (perhaps at half cost, due to not having to delve as deeply)

Should there be another hold founding in 42?

Can we afford this (both population wise and money wise)?

This is probably the most detailed map GW has published of the region. We really want to take the fortress that controls the spur of land that the Skull Road goes down from the nation of the Hobgobla-Khans.
 
This is probably the most detailed map GW has published of the region. We really want to take the fortress that controls the spur of land that the Skull Road goes down from the nation of the Hobgobla-Khans.
We're aren't going to be going any farther than Uz for a long time we simply have no way of holding the flatlands as normal humans can at most scrape by an existence along the sides of the Dark Lands meaning we need to design a beast of some kind to hold land for us before we can afford to claim land like this.
 
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Between the maps of the Southlands, the potential new hold in Ulgash, and something with the Dragon Emperor, we have lots of incentive to get refueling stations set up and move towards an expedition.
 
We're aren't going to be going any farther than Uz for a long time we simply have no way of holding the flatlands as normal humans can at most scrape by an existence along the sides of the Dark Lands meaning we need to design a beast of some kind to hold land for us before we can afford to claim land this.

I wonder if either the Asur or the Eonir could do something to make the Zorn Uzkul more habitable for humans.

Another option might be to see if runelords with anvils with archmage support could close the passes or collapse the descending ridge line that that the Skull road goes along as an alternative. That would make it much harder for the kurgan and hung to maraud westwards.

Edit: actually, on the map I posted, the blue dashed lines lines are Kislev's borders, with the heavier and lighter dashes their external and internal ones. The settlements with the prefix 'Fort' are Kislevite settlements. Kislev has had mentions of historic holdings across the World's Edge Mountains for a while, but I think this is conclusive proof that the Zork Uzkul isn't inhabitable by humans. After the Great War on Chaos Kislev lost these settlements (Warhammer: the Old World is set a century before it), but if Kislev can manage it, a human client of the resurgent Karaz Ankor certainly can.
 
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Between the maps of the Southlands, the potential new hold in Ulgash, and something with the Dragon Emperor, we have lots of incentive to get refueling stations set up and move towards an expedition.
Is it a hold in Ulgash we'll be setting up? I thought it was an outpost/migdhal.
I wonder if either the Asur or the Eonir could do something to make the Zorn Uzkul more habitable for humans.

Another option might be to see if runelords with anvils with archmage support could close the passes or collapse the descending ridge line that that the Skull road goes along as an alternative. That would make it much harder for the kurgan and hung to maraud westwards.
The only faction I know that can create continental level climate change are the Slaan no one else is really capable of it to my knowledge.

And, we'd probably need to get holds set up in those provinces to properly secure them for the decades required to properly seal up these passes which for the Skull Road for example would require us to unseal Dum which is a pretty big ask at this point in time although after we settle it we might be able to seal up the north-south passage through Uz's province that lets Chaos flood into the Dark Lands.
 
Is it a hold in Ulgash we'll be setting up? I thought it was an outpost/migdhal.

The only faction I know that can create continental level climate change are the Slaan no one else is really capable of it to my knowledge.

And, we'd probably need to get holds set up in those provinces to properly secure them for the decades required to properly seal up these passes which for the Skull Road for example would require us to unseal Dum which is a pretty big ask at this point in time although after we settle it we might be able to seal up the north-south passage through Uz's province that lets Chaos flood into the Dark Lands.
I don't think there's much hope for the Zorn Uzkul.

Before the coming of Chaos, most of the dwarfs that crossed that land found it so foul that they turned back. I don't think any magic can save it.

Actually, see my edit above. Before the Great War on Chaos, the Zorn Ukzul was Kislevite land. The crowned white boar on a blue background on the map is the coat of arms of the Kislevite province there, the settlements called 'Fort X' are that provinces settlements.
 
Actually, see my edit above. Before the Great War on Chaos, the Zorn Ukzul was Kislevite land. The crowned white boar on a blue background on the map is the coat of arms of the Kislevite province there, the settlements called 'Fort X' are that provinces settlements.
In this case quest canon trumps source canon as Lonkas already made the ruling that normal human civilizations like we're allied with can only scrape by on the edges of the Dark Lands.

Edit: I'd also point out that the way you seem to be reading the map is odd namely what you claim to be internal borders directly borders outside polities in multiple places unless you want to claim that the Norse Dwarfs and Sarls were ruled by Kislev at some point.
 
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Actually, see my edit above. Before the Great War on Chaos, the Zorn Ukzul was Kislevite land. The crowned white boar on a blue background on the map is the coat of arms of the Kislevite province there, the settlements called 'Fort X' are that provinces settlements.
I'm taking about the coming of Chaos during the time of the Ancestors, not the War with Magnus the Pious.
The land was already tainted, and only the most stubborn of dwarfs stayed there: The ancestors of the Chaos Dwarfs.

Also, that fort seems perilously close to Uzkulak.
 
@Lonkas What do the Elves and Humans special rules the throngs of the Eonir and Umgi have do? Are they things like how Dawi are more resistant to siege attrition and disease?

In this case quest canon trumps source canon as Lonkas already made the ruling that normal human civilizations like we're allied with can only scrape by on the edges of the Dark Lands.
Is the map of the Golden Age an outlier than, given they seem to inhabit the inner edge if not necessarily the center?
 
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We'll probably settle 42 and Uz in the aftermath of the war as we can't afford to allow either to fall into enemy hands after all. With regards to the population needed to settle these new regions, we should be fine as it's only forty pop needed to settle these new holds, and we'll probably still be in the eight hundred pop range after the war although money is more of an issue but if polities are willing to pay 1 to 2 gold for us to just man a few balloons for them they'll almost certainly be willing to pay 5 to 10 gold if not more per actual technology which they get to permanently keep.

Especially, if their neighbor over there is buying some of them new-fangled Dwarf crossbows and are eyeing that real pretty looking slice of land that they own... Man, I didn't expect to become an arms dealer when I woke up this morning but here we are.
Considering the Dawi Zhar have been able to ship their ironclads up the River Ruin to Uzkulak I'm hopeful that come the next war we'll be able to bombard their inner fortresses with Dromons.l, even Zharr-Naggrund itself. But they'll probably be from Ulgash and the mouth of the river there, not Uzkulak, given we have no reason to rebuild the highway yet.

Edit: I'd note that mammoths kick in turn like eleven or twelve IIRC so the quantity bonus would dip to +2 after that.
Sorry if it's already been asked but is there anything stopping us from acquiring and breeding northern samples aside from not engineered to like Dwarves?

Nothing really, just serves as a reminder that these arn't your standard units
Gotcha, thanks.
 
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@Lonkas: would a series of watchtowers along the cliff that separates the zorn uzkul from the dark lands be a stewardship or a military action?
We don't control the our side of the cliff that separates Zorn Uzkul from the rest of the Dark Lands to begin with. 54, 123, and 134 are where those borders are, and they're entirely or mostly held by the Kurgan, going by pre-war maps.

We don't even hold 51, which is the buffer between us and those three provinces.
 
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We don't control the our side of the cliff that separates Zorn Uzkul from the rest of the Dark Lands to begin with. 54, 123, and 134 are where those borders are, and they're entirely or mostly held by the Kurgan, going by pre-war maps.

We don't even hold 51, which is the buffer between us and those three provinces.
We have to take 51 anyway if we want tho settle uzkulak.

And we also have an option to build watchtowers along the southern coast of the darklands (which we don't control) so we can sail to cathay.

It's not impossible.
 
We have to take 51 anyway if we want tho settle uzkulak.

And we also have an option to build watchtowers along the southern coast of the darklands (which we don't control) so we can sail to cathay.

It's not impossible.
Well, no, we don't actually have to take 51 if we want to settle Uzkulak. It's 99 that's the province Uzkulak is in, 51 is to the south of it. We may want to take it because while it's in hostile hands it creates raids and attacks on Vlag and any theoretical Uzkulak settlement, but it's not absolutely necessary for the purpose of settling Uzkulak itself.

I also think the thing with those Migdhals that we can make is that we can keep resupplying and reinforcing by sea once they're made (and landing on the spots where we want to build them by sea to get to them in the first place), as they're also supposed to act as coaling stations. Whereas the only route to these watchtowers would be a land route through hostile territory, which makes their position much, much more tenuous and likely to be overrun.

Plumbing and Windlasses
Say, a random thought I just had after thinking about Clan Pestilens' likely return. What if instead of selling the humans crossbow designs, we instead sold/taught them this? Not so sure on the windlasses part, but having proper Dwarfen expertise when it comes to designing new plumbing could help make life at least a bit harder for the Skaven, as well as earning us money. Plus, reducing the amount of disease from improper plumbing may also increase the overall human population, which in turn could mean more soldiers to call on when the next war comes around.

The Ogres most likely have a +2 to equipment due to their nature as such fearsome fighters similar to how a dragon attached to a unit gives a +2 to equipment and their priests probably give a +1 magic bonus.
On another note, reading this again gave me some thought about how magic in combat works, and I don't think the Ogres would get one. Given how we only have a +1 Magic bonus (and even that only came from getting Anvils of Doom), Magic Bonuses rely on having a widespread, large-scale, organized, and longstanding magical tradition with a major support structure and boosters behind it. Just having spellcasters isn't enough. Greenskins have Shamans for example, but they don't get a Magic bonus IIRC, nor do the human nations with their priests, despite also involving magic.

I imagine every army, even those without a magic bonus in combat, have some spellcasters who are doing stuff, they're just not the massive army-scale force-multipliers that the ones who get bonuses are (like the Grey Lords pulling Lol!teleportation shenanigans that transport the entire army's artillery onto vantage points.) An army that had literally no spellcasters, not even priests or runesmiths, might get an outright penalty on the scale we operate on as the other guy gets to freely blast them with spells and empower their own troops while they have no way of replying. But I don't think anyone completely lacks magic-users to that degree. Even the current iron-age/Roman era humans of the Old World have priests.

Though given that the Dawi Zharr also have a +2 Magic, same as the Elves, I'm a bit curious if Dwarfen magic will ever go up to +2, or maybe starts to inflict a -1 Penalty on the enemy Magic boost (due to Runesmiths being really good at stilling the Winds of Magic.) An outright +2 that gets our Runesmith magic on the same level as the Elves and Dawi Zharr would probably require Level 5 Runecraft, but maybe organizing dispelling to reduce the enemy's Magic rating might be possible within a few (strategic/40 year) turns?
 
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Is the map of the Golden Age an outlier than, given they seem to inhabit the inner edge if not necessarily the center?
No? As I mentioned in the post you're quoting Lonkas said the rims were habitable by humans although they still aren't very nice places to live.
Sorry if it's already been asked but is there anything stopping us from acquiring and breeding northern samples aside from not engineered to like Dwarves?
Hell if I know I just know when they kick in.
Say, a random thought I just had after thinking about Clan Pestilens' likely return. What if instead of selling the humans crossbow designs, we instead sold/taught them this? Not so sure on the windlasses part, but having proper Dwarfen expertise when it comes to designing new plumbing could help make life at least a bit harder for the Skaven, as well as earning us money. Plus, reducing the amount of disease from improper plumbing may also increase the overall human population, which in turn could mean more soldiers to call on when the next war comes around.
I already mentioned my plans to sell tech to the humans to raise funds so this should get rolled into that.
 
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