- Location
- yorkshire
Is it possible for us to find a way for Olivia
to become a dragon girl and have children with us
to become a dragon girl and have children with us
I'm not certain I want to reveal what all the bonuses and maluses are from because that can give away a bit too much.Can we get an explanation for the bonuses and maluses here? +8 and +3 on Hunters are reflected in their stats, but what about the rest of them?
Possible, but not likely.Is it possible for us to find a way for Olivia
to become a dragon girl and have children with us
What boast? I don't recall...Also that was a boast made by a child, and was made the first time she ever talked to a human.
Nah, I didn't dig that far, it was just my understanding how the dryads function. And she... isn't particularly far from the truth here? Even going by what you said."I'm plenty old enough! I'll just still be young when you've all returned to the dirt," she positively whines.
It's fine. We figured that helping units is a +10 mod, and there are modifiers for either morale or unit size (when they aren't full). I was just fishing for definite formulas, but it makes it more interestinhg when the results can't be calculated beforehand. We still have common sense to work with.I'm not certain I want to reveal what all the bonuses and maluses are from because that can give away a bit too much.
I'm not certain I want to reveal what all the bonuses and maluses are from because that can give away a bit too much.
I'll tell you that I forgot a +10 on the guard action but it didn't matter at all because it was already high enough (higher than threshold guard rolls don't really translate into bonuses). I give a +10 for Leo's Command action to guard/patrol/scouting (not to hunting is intentional).
The -15 that everyone in the forest had (well except the wildlife) was from the forest activity which gives a malus that varies each turn dependent on how aggressive the life is. It's harder to do things when wolves are trying to eat your face and your path keeps being overgrown while you're on it.
Possible, but not likely.
Can I ask why the port facility during winter? We have a malus to rolls and sending workers to and from the base during winter seems a poor idea. I am completely for doing the port facility next turn during spring but would rather get our people equipped better for the winter to keep morale up.[X] Provide your services as an enchanter. It will take you three turns of concentrated effort for the whole array of features he wants. (Meaning split actions count half. Will also cost 300 denier total in enchanting reagents divided amongst the actions.)
[X] Plan Seaside Fortress
-[X][Construction] Reinforce the newest section of wall (1 action)
-[X][Construction] 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%.
-[X][Personal] Investigate what's happened with your siblings.
-[X][Personal] Design and produce a network of wardstones to harden the earth within your base to prevent cave ins or breakthroughs. (100 Denier, eliminates tunnel issue within base.)
-[X][Hunters 1] Explore the forest, collect flora and fauna samples. Attempt to map out the notable locations
-[X][Hunters 2] Explore the forest, collect flora and fauna samples. Attempt to map out the notable locations
-[X][Skirmishers] Scout to reduce chance of enemies slipping by.
-[X][Levy] Guard
--[X] The base and sawmill
-[X][Footmen] Patrol, reduce chance of enemies slipping by.
--[X] Olivia Helps.
-[X][Captain] Command troops, raising morale and effectiveness.
Can I ask why the port facility during winter? We have a malus to rolls and sending workers to and from the base during winter seems a poor idea. I am completely for doing the port facility next turn during spring but would rather get our people equipped better for the winter to keep morale up.
@Zaratustra, you have us as paying Kaleb with enchanting services, but aren't including any work on that in your plan. Is that an oversight or are you hoping he'll be okay with it being on low priority for us?
-[][Hunters 2] Hunt for food, reduce upkeep by 50 (mauled unit, does not fight)
-[][Hunters 2] Hunt for food, reduce upkeep by 50 (mauled unit, does not fight)
I fell that I should point out that we would need 2 construction crews for a third building action.
[][Contact] Ask Olivia is she has any friends she wants to contact and/or invite out here. (also if she or they know anyone who is good with Rabbits....)
Any chance you could share ? Or at least give hints ?
I can see that, just worried about the winter construction malus slowing us down. I can see switching to this though as long as we guarantee to get the brick fireplaces installed no later then on the coming fall turn.Honestly I just want that done as soon as possible so our finances have more margin of error, also we won't be sending workers away from the base since we are building the port as close as we can.
The hunting reduces upkeep by 50 (effectively 57.5 thanks to the 15% increase in upkeep) and right now we do not have the actions or funds to pursue additional income sources (more so as this would likely require hiring actions as well as construction actions). Maybe in the summer if we can get to 3rd building action. As it is we have the port, shipwrights, brick rabbit pens and the tanner behind that as income production. In addition we need to expand housing, add fireplaces and also reinforce the walls and expand the moat so our actions will be tied up for a while.Also I think we should send whatever scouts we have to spare to explore the florest since that has the potential for another income source.
Not realy, it depends on the rolls and the not fighting orders make it worse, last turn we only got 20.The hunting reduces upkeep by 50 (effectively 57.5 thanks to the 15% increase in upkeep)
True but if we do enchant foundations (115) + brick (57.5) + Port Facility (575) we will need that 20 to make sure we do not go into negatives as we only have 740 to spend and those three actions cost 747.5.Not realy, it depends on the rolls and the not fighting orders make it worse, last turn we only got 20.
In fairness this is why his plan doesn't really include guerilla fighting. He intends to just blow straight past the forest skirmishes and hit their bases on the other side with overwhelming power. Either their troops defend their base and get wrecked, or they hide while he wrecks their base and then they have to decrease their attacks for logistical reasons.especially since he doesn't have any troops with experience as guerrilla fighters
Basically it makes recruitment a free action so you no longer have to spend a slot from someone on it and can instead just place an order for them. That would include replacements as an option.Is it something that we get to chose what units we want to recruit or does it offer a unit to us at random each turn we can chose to recruit without using an action? Also can we use this to bring in replacements each turn?
I'll specify that you have at least some leeway on how long to pay that back in. Probably about 10 turns, thought might not want to push that.@Zaratustra, you have us as paying Kaleb with enchanting services, but aren't including any work on that in your plan. Is that an oversight or are you hoping he'll be okay with it being on low priority for us?
One time fee.@inverted_helix also for the expanding base is it 150 per action (450 total) or just a one time fee of 150?
You can basically assume all your units have some sort of knife, because a knife as a tool is just too plain useful to a medieval person. Though something a bit larger for hacking their way through brush might be useful. I guess I could add something like that.PS. Can our Captain buy some machetes for our hunters and skirmishers to use while they are in the Wild while he is in town hiring? You have no weapons listed for them other than bows and I know that if I was in there I would want a big knife to cut vines, brush, snakes, and orks...
Well to be clear the port facility will be outside your base. You weren't and aren't daring enough to build your base right on the edge of the cliff face.also we won't be sending workers away from the base since we are building the port as close as we can.
In fairness this is why his plan doesn't really include guerilla fighting. He intends to just blow straight past the forest skirmishes and hit their bases on the other side with overwhelming power. Either their troops defend their base and get wrecked, or they hide while he wrecks their base and then they have to decrease their attacks for logistical reasons.
The Overgrowth isn't that dangerous for a military unit. Otherwise you would be taking much higher casualties. The main issue with using it as a major invasion route is the huge difficulty of maintaining a supply line through it. Small quick attacks don't have that much of an issue. You and the orcs have both been operating forces in it for pretty much the whole quest.Is it even possible for such a large force to just waltz right through the overgrowth? I get the impression that bringing our brother in will be a double or nothing coin filp, at each step.
IF his troops make it through the overgrowth mostly intact without detection.
IF he can beat whatever the Orcs have art up on the other side.
IF the Orcs rout and DON'T come back in force and counter push.
Hell, with the ridiculous danger the forest and Orcs post, we may end up getting our brother killed, be it through accident, battle, or betrayal.
Just seems kinda like a gamble, and I don't trust our luck.
(minor question why is Nerissa 43 Denier?)97 starting -1167 upkeep this turn -43 Nerissa -390 recruitment +600 season payment +400 sawmill profit +200 wood workshop +400 herbs +200 charcoal = 297
Upkeep this turn: (1165 -100 forge -50 rabbits -20 hunters action)+15%: (100 you +100 leo +200 sawmills + 200 construction crews +85 hunters + 50 levies +90 footmen +50 herbalist +100 woodworkers+50 harvesters+100 charcoal burner +40 forge) = 1144 instead of 1167(No casualties due to stance and orders, but only 20 upkeep reduction)
I suppose Nerissa actions have been moved to 'free' ones like writing to our siblings.You can still write in a request for her, but since many struggled to have more for her to do, will let that slip off always there actions. (Though I still had plenty of ideas.)
I am not sure what the guy is offering here. A single action? But it takes us 3 actions just to enchant his stuff.AN: Spent a silly amount of time figuring what he would charge you.
I think I would prefer the dock facility as well.Can I ask why the port facility during winter? We have a malus to rolls and sending workers to and from the base during winter seems a poor idea. I am completely for doing the port facility next turn during spring but would rather get our people equipped better for the winter to keep morale up.
-[X] Provide your services as an enchanter. It will take you three turns of concentrated effort for the whole array of features he wants. (Meaning split actions count half. Will also cost 300 denier total in enchanting reagents divided amongst the actions.)
Don't want to double-post, but it is important for the Kaleb vote to be separate from the plan. We are deciding on a policy here, and then will be tailoring our future plans to it. I don't think this being voted 'in addition' to the existing plan would be helpful to decide that policy, as it's hard to separate who wants the plan on its own merits, and who wants the option.
Because I super fail math. It's subject to 15% merchant charge, but that should be 46 not 43.
I'll correct that too.Upkeep this turn: (1165 -100 forge -50 rabbits -20 hunters action)+15%: (100 you +100 leo +200 sawmills + 200 construction crews +85 hunters + 50 levies +90 footmen +50 herbalist +100 woodworkers+50 harvesters+100 charcoal burner +40 forge) = 1144 instead of 1167
So we should have 23 Denier more... right?
Kind of.I suppose Nerissa actions have been moved to 'free' ones like writing to our siblings.
If you had ideas, why not offer them proactively through our interactions with her? It could make a solid 'additional vote options' material.
He's offering to take his entire force (roughly himself, 6 what would qualify as very high level elites in the sense of individuals worth average units, and 3 very high level units of troops) and go destroy the orc base on the other side of the pass. Which would relieve pressure for a while.I am not sure what the guy is offering here. A single action? But it takes us 3 actions just to enchant his stuff.
A constant pressure? For how long? 10% of our income is a ridiculously low price for the services of an elite unit, and is comparable to what we are paying to our own forces. Of course, if it is for a single season, and we have to expend a lot of actions to repay him, it's a different matter.