The Wild Edge (Fantasy Border Outpost)

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?
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.

Is it possible for us to find a way for Olivia
to become a dragon girl and have children with us
Possible, but not likely.
 
Also that was a boast made by a child, and was made the first time she ever talked to a human.
What boast? I don't recall...
...
Ah, that's what you mean.
"I'm plenty old enough! I'll just still be young when you've all returned to the dirt," she positively whines.
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 not certain I want to reveal what all the bonuses and maluses are from because that can give away a bit too much.
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'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.

then we will have to try then can we have this as an option for Olivia please when we vote
 
Season 23: Fall (2)
[x][Contact] Kaleb
-[x] About the possibility of hiring his forces as mercenaries for a couple seasons to cull the orc numbers.

Writing to your eldest brother asking for what really amounts to help—even if you're not putting it in those terms at all—is a bit of an uncomfortable activity for sure. You weren't exactly afraid of him for yourself. Cruel though he may be he had a highly… regimented view on things. Loyalty to the family was very high up in his books, just sometimes you couldn't quite predict how he'd react.

You could feel phantom aches just thinking about his efforts to teach you. Certainly you didn't learn anything except how much being hit with even a wooden blade hurt. He never quite got that a teacher really needs to hold back enough for the student to at least see the blade.

You're almost surprised when you get a mudstained letter in reply rather than him just showing up. His handwriting is quite terrible really.

Dear Brother,

Imagine my surprise when I heard the task which father assigned you. I may have questioned his decision. Yet I have been surprised to learn you have only partially failed.

There is little, perhaps moderate, shame in asking for assistance from someone better at carrying out your duties than you.

While each of the soldiers in my company are surely better than the best of yours, I admit that the specialties of my forces do not lend themselves well to operation in the Overgrowth. I field a mix of heavy cavalry and archers, both of which would be hobbled by terrain. To cull the orc numbers would require that I bring my whole unit through the Overgrowth and remount on the other side to engage them there. While my company is more than capable of such an operation, a detachment would be unsuitable.

Of course with the usual hotspots and the rising tensions to our south, my company is in much demand elsewhere. I'm sure you can understand.

While extra funds or mundane materials are always worthwhile, from you brother I would also accept enchanting of my personal arms and armor, though it would have to be a true masterwork.

If you decide to take my aid I shall march on their base in spring as soon as the winter weather breaks.


[] Pay the price in money. 10% of your income for 10 seasons
-[] (Optional) Try to cheat and claim lower income than you have (by how much?)
[] Let him take a random amount of the stuff (including forces) at your base when he comes by
[] 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.)
[] Nevermind





Plans for Winter: (Base costs shown, increase 15% for merchants issue, Winter construction and travel malus in effect)

You now have 2 construction actions (For clarity specifying number of structures inside wall now, you are at 11/12):
[][Construction] Reinforce the newest section of wall (1 action)
[][Construction] Build a much larger wall encompassing quadruple the area so you won't need to expand for a long time. 3 actions, 150 denier, increases space by 36
[][Construction] Finish the moat to improve defense. There's very little cost involved, but it will be an enormous amount of labor. (2 actions remaining for defense bonus, increases cost of further expansion)
[][Construction] Your housing is overcrowded with your current population and so you'll need to build some more housing. 200 Denier
[][Construction] Build a much larger amount of housing so that you won't run out for a while. Doubles housing capacity. 400 denier, 2 spaces
[][Construction] You don't need a steady supply of bricks for your current operation. But you do have a number of things you could use them for. Making bricks is simple enough that you can probably have one of your construction teams make a big batch with some hired advisors. (50 Denier)
[][Construction] Add brick fireplaces to the structures that need them. (Requires brick action, improves safety and comfort)
[][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%.
[][Construction] Drydocks, 400 denier, 200 upkeep, 400 profit, allows construction and maintenance of ships. Requires recruit shipwright specialist action, but includes their cost.
[][Construction] To keep your rabbits trapped will require bricks it seem. A brick lined rabbit pit could improve your output though. Maybe enough to sell furs as well. (Requires brick production action, +50 denier in food, opens tanner, uses 1 space.)
[][Construction] Write-in

You and Olivia are working like a well oiled machine these days: 2x d90s or 1x 1d100+20
[][Personal] You could produce some basic enchanted gear for one of your units. Sharper blades and harder armor are staples for a reason. (100 Denier in needed materials)
-[] Specify a unit.
[][Personal] Have Leo give you a bit of training. However much you hate it, being better at fighting will help a lot if something is trying to eat you. (Must be taken with appropriate Captain action)
[][Personal] Recruit basic units. Specify what kind.
-[] Replace losses, 90 denier
-[] What units?
[][Personal] Recruit one Specialist unit (Enchanter, Elite, Healer, Potioneer, Shipwright) These units need special persuasion or negotiation so can't be hired in bulk. (Note this will involve traveling to them)
[][Personal] Find a way to make it so you can recruit without taking so much of your time. You'll either find an assistant that can do recruiting for you or just build a network of contacts willing to do it for a fee. (Cost variable dependent on roll, will have option to refuse and retry or recruit normally)
[][Personal] Investigate what's happened with your siblings.
[][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.)
[][Personal] Spend time with Nerissa
[][Personal] Write-in

Cutting Nerissa as a specific always there option since you're giving her a permanent stipend. 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.)

(2 Hunter units available)
[][Hunters] Hunt for food, reduce upkeep by 50
[][Hunters] Scout to reduce chance of enemies slipping by.
[][Hunters] Scout the orc side of the border to see what forces and structures they have, maybe do some opportunistic raiding too.
[][Hunters] Explore the forest, collect flora and fauna samples. Attempt to map out the notable locations
[][Hunters] Train

[][Skirmishers] Scout to reduce chance of enemies slipping by.
[][Skirmishers] Scout the orc side of the border to see what forces and structures they have, maybe do some opportunistic raiding too.
[][Skirmishers] Explore the forest, collect flora and fauna samples. Attempt to map out the notable locations

[][Levy] Patrol, reduce chance of enemies slipping by.
[][Levy] Train with the captain (must be taken with captain action, is not advised at this time)
-[] Upgrade to footmen, 200 Denier upfront, 50 upkeep
[][Levy] Guard
-[] The base and sawmill
-[] The merchants that bring your supplies (eliminate 15% modifier)

[][Footmen] Patrol, reduce chance of enemies slipping by.
[][Footmen] Train with the captain (must be taken with captain action, is not advised at this time)
[][Footmen] Guard
-[] The base and sawmill
-[] The merchants that bring your supplies (eliminate 15% modifier)

[][Captain] Command troops, raising morale and effectiveness
[][Captain] Recruit new units. Specify what kind.
-[] Replace losses, 90 denier
-[] What units?
[][Captain] Train unit (must be taken with appropriate action)
[][Captain] Train you (must be taken with appropriate action)
[][Captain] Train Olivia

Also feel free to do separately from the plan a single contact if you like, writing in what you want to to talk to them about.

[][Contact] Anyone you know


97 starting -1167 upkeep this turn +23 Hunter upkeep mitigation -46 Nerissa -390 recruitment +600 season payment +400 sawmill profit +200 wood workshop +400 herbs +200 charcoal = 317
Upkeep next turn: (1330-100 forge-50 rabbits)+15%: (100 you +100 leo +200 sawmills + 200 construction crews +85 hunters + 50 levies +100 footmen +100 skirmishers +50 herbalist +100 woodworkers+50 harvesters+100 charcoal burner +40 forge +40 Nerissa)
Income next turn: 600 base stipend + 400 Sawmill profit +200 Wood Workshop +200 charcoal +400 herb sales

AN: Spent a silly amount of time figuring what he would charge you.
 
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So apparently our brother is either a massive prick, horrible at talking to people, or most likely both.

Edit: I really don't think it's worth the cost and friction, especially since he doesn't have any troops with experience as guerrilla fighters, and our finances are barely balanced as is.
 
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Upkeep: 1,357 (1,180 before 15% increase)
Income: 1,800
Treasury: 297
Funds to Spend: 740 (643 before 15%)

[][Construction] You don't need a steady supply of bricks for your current operation. But you do have a number of things you could use them for. Making bricks is simple enough that you can probably have one of your construction teams make a big batch with some hired advisors. (50 Denier)
[][Construction] Add brick fireplaces to the structures that need them. (Requires brick action, improves safety and comfort)

Winter construction, helps with our morale problems

[][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.)

Lets us expand our area in the spring with fewer penalties
[][Personal] You could produce some basic enchanted gear for one of your units. Sharper blades and harder armor are staples for a reason. (100 Denier in needed materials)
-[] Skirmishers

Along with our footmen an actual professional unit, lets make them better at their jobs.

Cost: 250 (287.5 after increase)
 
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[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.
 
[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.
 
Okay, so: (1330-100-50)*1.15= 1357. 1800-1357= 443 Net income next turn.

[X]Plan Enchant A Cushion
-[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][Construction] You don't need a steady supply of bricks for your current operation. But you do have a number of things you could use them for. Making bricks is simple enough that you can probably have one of your construction teams make a big batch with some hired advisors. (50 Denier)
-[X][Construction] Add brick fireplaces to the structures that need them. (Requires brick action, improves safety and comfort)
-[X][Personal] You could produce some basic enchanted gear for one of your units. Sharper blades and harder armor are staples for a reason. (100 Denier in needed materials)
--[X] Work on Kaleb's order
-[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 2] Hunt for food, reduce upkeep by 50 (mauled unit, does not fight)
-[X][Hunters 1] Scout to reduce chance of enemies slipping by.
-[X][Skirmishers] Scout the orc side of the border to see what forces and structures they have, maybe do some opportunistic raiding too.
-[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

Total Costs: 288-whatever upkeep reduction the hunters get.
Projected Net Income 443-288 +20(what our hunters got last turn)=175
297 starting +175= 472 starting next turn.
IIRC, Hunters 2 is the unit that got mauled last turn, I'm trying to give them a break. Olivia is helping patrol because she has a malus to helping scout. I chose the enchanting work because it's the cheapest overall (300 Denier vs 180*10 or an uncertain bluff or loss of one of our critical military units (excepting the levy, about 300 on average). The construction actions are cheap and provide immediate bonuses while still letting us save up money to be able to safely do either the port or drydocks actions. Also, I'd like to have the wardstones before the port, because the cliff route is kinda precarious/vulnerable to tunneling attacks without it.

I have the Skirmishers doing aggressive scouting in the hopes they can provide a bonus to Kaleb's troops when they arrive in the Spring
 
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@inverted_helix
How does this option work:
[][Personal] Find a way to make it so you can recruit without taking so much of your time. You'll either find an assistant that can do recruiting for you or just build a network of contacts willing to do it for a fee. (Cost variable dependent on roll, will have option to refuse and retry or recruit normally)

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?
 
@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?
 
[X] Plan Laying Foundations
-[X] Nevermind
-[X][Construction] You don't need a steady supply of bricks for your current operation. But you do have a number of things you could use them for. Making bricks is simple enough that you can probably have one of your construction teams make a big batch with some hired advisors. (50 Denier)
-[X][Construction] Add brick fireplaces to the structures that need them. (Requires brick action, improves safety and comfort)
-[X][Personal] Find a way to make it so you can recruit without taking so much of your time. You'll either find an assistant that can do recruiting for you or just build a network of contacts willing to do it for a fee. (Cost variable dependent on roll, will have option to refuse and retry or recruit normally)
-[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 2] Hunt for food, reduce upkeep by 50 (mauled unit, does not fight)
-[X][Hunters 1] Scout to reduce chance of enemies slipping by.
-[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

Not hiring our brother as otherwise we have either no personal actions for 3 turns, give up 10% of our income (which we need for doing our jobs here) or take the risk of losing units that we can ill afford to replace (also he may go and take Olivia as well given her strength).

Skirmishers I am keeping to help us fight the Orcs for the time being as we have not done well in stopping them so a stronger ranged unit then the hunters is hopefully enough to tip the balance in our favor for the turn.

No X yet as I need to know how the setup recruit action works as I may sub that in for the enchanting skirmisher gear instead as I want to grab a 3rd unit of workers in the spring if we can afford it.

Upkeep: 1,357 (1,180 before 15% increase)
Income: 1,800
Treasury: 297
Funds to Spend: 740 (643 before 15%)
Spent: 150 (172.5)
Possible Reduction: 50 (57.5)
Net Funds: 567.5 (625 if hunter 2 are successful) (increases by 115 if i go for the recruitment network instead of enchanting skirmishers)

@inverted_helix also for the expanding base is it 150 per action (450 total) or just a one time fee of 150?

Edit-
Proto Construction Plan:
Spring-
Funds: 1,010
Hire Construction Crew (200 + 100 upkeep) 345 for the turn
Construct Port Facility (400 + 100 upkeep) 575 for the turn (if this removes upkeep penalty and/or applies upkeep discount same turn then costs decrease quite a bit- 297 if just removing penalty, another 138 if 10% discount applies as well)
Brick Lined Rabbit Pit (Free) (+50 income)
Cost: 920
Net: 90
Summer:
Funds: 698
Expand x 3 (150)
Hire Construction Crew (200 + 100 upkeep) 290 for the turn
Cost: 440
Net: 258
Fall:
Funds: 776
Construct Drydocks (400 + 200 upkeep) 580 cost (+400 income)
Tanner ?
Housing (either 200 or 400 version depending on funds)

Edit 2- turned this into a vote. Though depending on how the recruiting network works I may switch that in place of skirmisher enchanting.

Edit 3- switched enchant skirmishers for setting up the recruiting network. This will save us needing to go or sending the captain to get both replacements and new units. Also saves some money for next turn.
 
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[X] Plan, Buy Time to Build Some Stuff

-[X][Construction] Your housing is overcrowded with your current population and so you'll need to build some more housing. 200 Denier
-[X][Construction] You don't need a steady supply of bricks for your current operation. But you do have a number of things you could use them for. Making bricks is simple enough that you can probably have one of your construction teams make a big batch with some hired advisors. (50 Denier)

We need the housing and we will need the brinks for a lot of different things. I wanted to have the fireplaces by winter, but we just ran out of time and houses. Better a cold house than a cold tent looking at people in warm houses. This will max out the space in our walls so next year we will need to expand them again.

-[X][Personal] You could produce some basic enchanted gear for one of your units. Sharper blades and harder armor are staples for a reason. (100 Denier in needed materials)
--[] Skirmishers (weapons)
--[] Hunters (weapons)


-[X][Hunters 1 & 2] Scout to reduce chance of enemies slipping by.
-[X][Skirmishers] Scout to reduce chance of enemies slipping by.
-[X][Levy] Guard
--[] The merchants that bring your supplies (eliminate 15% modifier)
-[X][Footmen] Guard
--[] The base and sawmill

-[X][Captain] Recruit new units. Specify what kind.
--[] Replace losses, 90 denier
--[] Another Construction Crew

-[X][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....)


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...

Starting = +297
Upkeep next turn: -1180
Income next turn: +1800
=+917

Construction = -250
Enchanting = -200
Hiring = -200
Loses = -90
= -740

=+177 we can spend on buying our hunters knives... and maybe at least cloth armor...
 
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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.

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.

@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?

Honestly I don't know why we would need to get started before he even gets here, I am not sure that we even can get started all that well since the letter didn't include a full list of what he wanted, seriously why are yous starting on that already ?

-[][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)

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.

-[] Another Construction Crew
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....)

And I am pretty sure this action is about contacting people we know outside the camp, with letter, I am also not sure what you expect to get from this, at the end of the day Dragon blood aside Olivia was a normal maid and we do live in the dangerous middle of nowhere.

(Though I still had plenty of ideas.)
Any chance you could share ? Or at least give hints ?
 
I'm just thinking that for an enchanter, we haven't been doing a lot of enchanting lately, though I guess there is the business with olivia and all. I don't know.
 
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.
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.

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.
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.
 
especially since he doesn't have any troops with experience as guerrilla fighters
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.

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?
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.

@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?
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.

@inverted_helix also for the expanding base is it 150 per action (450 total) or just a one time fee of 150?
One time fee.

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...
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.

also we won't be sending workers away from the base since we are building the port as close as we can.
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.

It's close to the cliffs, but not that close.
 
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.

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.
 
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.
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.

His company is vastly stronger than the forces you have. Somewhere in the neighborhood of 4x as strong in equal circumstances, and with a lot more options to let them stack things further in their favor. If they had enough forces to take his company out you would have worse problems. You're right that there's some danger in assaulting a fortified base, but it's unlikely they've fortified as much as you given there's been no attacks against them to motivate that, he also has more options for dealing with that than you would.

Orcs will come back regardless. The build up to a large invasion is going to see a pretty rapid expansion in their deployed forces. So just knocking down their numbers will just give you some relief and push back the expansion. Destroying their forward base will also require them to spend the resources and time to rebuild it before they can deploy well supported raiding forces again.

The price for buying his help is high, but he's bringing his entire command to bear, and it's a very powerful force.
 
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97 starting -1167 upkeep this turn -43 Nerissa -390 recruitment +600 season payment +400 sawmill profit +200 wood workshop +400 herbs +200 charcoal = 297
(minor question why is Nerissa 43 Denier?)
Less minor question:
(No casualties due to stance and orders, but only 20 upkeep reduction)
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?
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 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.
AN: Spent a silly amount of time figuring what he would charge you.
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.
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.
I think I would prefer the dock facility as well.
We have two construction crews to help each other with the rolls, and our levy have been sitting on the base twiddling their thumbs for a long time.
There aren't many turns when we'll be able to dedicate our units to guard the workers, and they will have to be guarded.
I might be willing to delay that if we take Kaleb's offer to stall the orcs and free our units that way. Or if we are solving the merchants problem, and saving on the building costs.

I see our deployment options, and they make me sad. Only bobboky is taking the merchants action.

[ ] Plan: (Deployment Only) Scouting for Kaleb's raid
-[ ][Skirmishers] Scout the orc side of the border to see what forces and structures they have, maybe do some opportunistic raiding too.
-[ ][Hunters2] Scout the orc side of the border to see what forces and structures they have, maybe do some opportunistic raiding too.
-[ ][Footmen] Protect skirmishers and hunters
--[ ] Leo and Olivia help
-[ ][Levy] Guard
--[ ] The base and sawmill
-[ ][Hunters1] Hunt for food, reduce upkeep by 50 (mauled unit, does not fight)

[ ] Plan: (Deployment Only) Buffing our forces
-[ ][Levy] Train with the captain
--[ ] Upgrade to footmen, 200 Denier upfront, 50 upkeep
--[ ] Leo helps
-[ ][Hunters1] Rest and recuperate, keep in reserve to defend the base
-[ ][Hunters2] Scout to reduce chance of enemies slipping by.
-[ ][Skirmishers] Scout to reduce chance of enemies slipping by.
--[ ] Olivia helps
-[ ][Footmen] Guard
--[ ] The merchants that bring your supplies (eliminate 15% modifier)

What do you guys think of these? Aren't those better assignments? We need to upgrade the levy because we can't trust them with anything... and we need to reduce our construction costs before building the Docks, because that's 60 Deniers thrown to the wind (so merchants action is highly desireable), but we might also want to ensure that Kaleb's raid goes smoothly and does maximum damage possible if we are paying through the nose for it... but that would require scouting AND making sure the scouts come back. So Leo and Olivia should both be assigned.
 
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-[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.
 
(minor question why is Nerissa 43 Denier?)
Because I super fail math. It's subject to 15% merchant charge, but that should be 46 not 43.

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?
I'll correct that too.

So net of 20 more.

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.
Kind of.

I suppose that's a fair point. I was mostly thinking that people didn't ask her to try to produce other results from things she grows.

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.
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.

Though I hadn't quite considered loaning out a single elite on a prolonged period like that. Would that be a preferable option? (An experienced elite rented for 10% of your income.)
 
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