[X]Plan Research
-[X][Construction] Construct a second sawmill. (200 Denier construction cost, 100 Denier ongoing cost, 200 Denier expected profit.) [Requires basic recruitment be taken to activate, no upfront cost for the workers though] 69-5+5
-[X][Construction] Forge: 200 Denier construction cost, 40 Denier upkeep, reduces costs by 10% on first 1000 per turn before merchant mod. 10-5+5
Construction of the sawmill proceeds easily as planned. Past experience goes into making this operation run smoothly. The structure stands complete now, with all the tools necessary available. You're lacking the labor to put it into operation though.
The forge on the other hand demonstrated that the underground beasts are still about. The heavy bits of iron and stone that were purchased for its construction were scarcely set down before the earth beneath them collapsed, with them practically vanishing. The holes then proceeded to expand practically swallowing the whole structure. Your guards were at least somewhat aware of the possibility though and discouraged the beasts without casualties.
You of course had the area excavated to retrieve the rather expensive materials. Though some of the materials were recoverable, much was completely ruined by the collapse. You'll need to get a fair bit of new materials and try again.
(Sawmill constructed, still needs a crew. Forge failed, can try again with a 100 denier discount)
-[X][Personal] Try to contact a few magical scholars and see if they have any ideas on what is happening with Olivia.
(OOC: should have asked this previous time, but forgot.)
While contacting people that are well versed in magic and all the ways it can go wrong is likely your best bet for further understanding Olivia's condition, you are a little worried about it.
Her superior strength is likely well enough known to the people that pay attention to the castle at this point. Your father certainly knows. The ongoing transformation is currently only known by you and her though. You're a little concerned that she might be seen as significantly more valuable as a dragon than as your… well as herself. You could easily imagine someone harvesting scales for making armor out of, and who knows what could be done with her blood and organs. Your imagination easily fills in such a grizzly scene. She could be a target for kidnapping or merely stealing samples. Given all the details others might want to actually further the process and then use her as a source for valuable draconic reagents that simply aren't available anymore.
On the other hand how much help can an expert be without all of the relevant details? And can you afford that loss? So far the changes have been benign, but you don't have enough understanding on your own to know if they'll stay that way.
[][Contact] You won't risk Olivia in that way, you'll be vague, put things in hypotheticals, claim it's speculative research. You won't get as much help, but you'll risk less.
[][Contact] You won't get very much help if you keep secrets, tell them everything important, and just run the risk of negative complications as a result.
[Will be continued in an interlude]
-[X][Nerissa] Spend a personal teaching her. 31
--[X] Ask for help trying to enchant on the Overgrowth 1d85 = 10 +10+5
You spent much of your time this season with Nerissa. While you don't feel like there's much left for you to learn from her, you do feel a sort of obligation to be with her. It's admittedly rather enjoyable in an odd sort of way. Kind of like having a child and skipping the disgusting parts in between really. Instead you get the nice quiet moments reading a book together or answering questions about humans.
Unfortunately enchanting proved no easier than the previous attempt. At this point you think that the ambient magic of the Overgrowth is actively resisting your attempts. The careful and delicate patterns of your enchantments are meant for efficiently working with minimal magic. They simply can't cope with magic attempting to break free. It's like putting a snake in an irrigation ditch; it just climbs out and wrecks the channel while it's at it.
-[X][Hunters 2] Survey the coast for a potential way to the water and a place to build a docks. Keep in mind the coast is a cliff. 19-20+20
--[X]Olivia helps
You sent out the very weak second hunter unit to scout the coastline in each direction for a suitable place to build a port. With their limited numbers it proved rather difficult, especially the portions within the forest. It's a good thing you sent Olivia along really or they might have suffered even more casualties in their already weak state.
The results of their survey aren't good though. The cliffs stretch along the entire coast as far as they surveyed. Varying from 150 to 200 feet in height and close to sheer the whole way down. You're basically going to have to build a bunch of pulley raised platforms to move things up from the shore.
On the positive side the harbor is quite deep in general, with the cliff extending beneath the waterline in many places, allowing for docks to be made right against the shore. Though this will somewhat complicate the construction of drydocks. You suppose the other advantage is there's basically no way you could be assaulted from the sea.
Since there doesn't seem to be an easy way down you might as well build the lifts immediately adjacent to your base, as that portion of the inlet is fairly sheltered. A section of sand exists more towards the mouth of the harbor you might be able to squeeze a drydock onto as well, though it would be somewhat more vulnerable to storms.
(Construct port facility, 400 denier, 100 upkeep. Allows docking of ships for trade. This bypasses orc ground raid penalty and further due to reduced transport costs reduces upkeep 10%.)
(Construct drydocks, 400 denier, 200 upkeep, 400 profit, allows construction and maintenance of ships. Requires recruiting shipwright specialist units.)
-[X][Hunters 1] Scout to reduce chance of enemies slipping by. 38+8+3-20 = 29
-[X][Footmen] Patrol, reduce chance of enemies slipping by. 47-20+10+10+10
-[X][Levy] Guard 38+20+15-20
--[X] The base and sawmill
-[X][Captain] Command troops, raising morale and effectiveness
The forest creatures awoke hungry after the harsh winter it seems. They were more aggressive than you've seen them before. Even with Nerissa's grove in the way they attempted to attack your base on several occasions, with your guards fending them off only narrowly avoiding casualties.
Those that had to venture into the forest were less fortunate. The terrain in many places was still muddy from winter and slowed their march, while a variety of new more swamp tolerant understory plants sprung up.
Your scouting forces suffered casualties from wildlife, with a bear deciding they'd make a delicious snack. Your footmen patrols could scarcely cover their assigned routes with their travel so slowed, and being so on guard against probes by the wildlife, though they at least encountered none of the more dangerous specimens.
The orc infantry at least was equally hampered, and evidence of them taking casualties was strewn about the forest. The orc cavalry though was much more adept at navigating the difficult terrain, and it's only because they chose to avoid your units that your casualties were as light as they were. That's little comfort to the civilians that they attacked beyond your lines though.
(10% hunter 1 casualties. Automatic replacements 10% footmen, 10% hunters 2.)
A messenger from your father arrives. Tedora, the human kingdom to the south, has been raising an unusual number of troops. He suspects they may make aplay against Revaria's independence soon. In either case with you being increasingly self sufficient he is likely to reduce your funding soon in order to pay for more national troops.
You raise the issue with Leo since he's much more knowledgeable in military matters than you.
"How much do we have to worry about this? I never paid much attention to the politics, but I know that Tedora is a lot wealthier and larger than Revaria," you ask with mild concern.
"Well Tedorans are softer than your average Revarian, they don't have to worry about regular orc invasions and constant raids like we do. I'd give you decent odds in a skill matchup against one of their professionals," he offers with a wiggling hand. "The problem of course is that they can put a lot more money into their soldiers in gear than we can, which makes up a lot of that disadvantage, and they can potentially throw more soldiers at us."
"How have we dealt with them in the past then?" you kind of wish you'd paid more attention in your history lessons.
"Well for one if they conquered us they'd have to fight the orcs, and they aren't too interested in that. Usually too busy with the other human nations. The bigger one is that combination of poor but strong soldiers means they don't see much to gain from fighting us. Even if they won we'd bleed them horribly, and what do they stand to gain?" he questions in return.
Given how poor your duchy is that's the real question. "That's the real question then, what are they after?"
"I don't know. That's more something I should be asking you. Let's hope it's just saber rattling." He shrugs as there's nothing he can really do about it. "As it is I'm more worried that if the orcs hold to their usual pattern they're going to start bigger attacks again soon, and likely we'll see a full invasion force within five years. We're not ready for that, and I'm not sure we can be so quickly. We might need to look for some way to convince the orcs that somewhere else is an easier target," he says refocusing on the more local issue.
AN: Going to actually do an interlude this time, so not posting up next turn options. Just vote on how you want to handle contacting experts for information. Will probably aim to post that in 2 days.
The next turn will have mostly the same options as before, with the new construction additions. If anyone brainstorms ideas though I'll add them in. Gave you a bit more to chew on this time.