- Location
- USA
[X][Feeling] Pragmatic. He represents someone clearly loyal to your family if not you, and probably a lot better than you could otherwise expect to get for your money.
[X] Plan Fire Places without going broke
-[X][Construction] Repair damage from the weather to various facilities (1 action)
-[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][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][Hunters] Guard the Merchants
-[X][Skirmishers] Scout to reduce chance of enemies slipping by.
-[X][Footmen] Patrol, reduce chance of enemies slipping by.
-[X][Levy] Guard
--[X] The base and sawmill
-[x][Captain] Recruit new units. Specify what kind.
--[x] Replace losses
---[x] Civilian: 85 Denier to replace all losses
---[x] Skirmishers: 20 (up to 90%)
---[x] Footmen: 30 (up to 90%)
---[x] Hunters: 30 (up to 90%)
Current Money to spend this turn: 118.05
After bricks and replacements : -129.2 (chance this is higher if hunters successfully guard merchants to reduce upkeep cost) (about +58 if escort is successful )
So basically we have no money to spend on reinforcements this turn, also are units are hurt and bleeding. Thus hunters are training (with hunter 2 more resting, how do we indicate that?)
Skirmishers are giving cover to footmen as we cannot afford losses which the footmen risk without skirmisher cover and sending the skirmishers over to the orcs is a great way to take losses we simply cannot afford. Instead of spending money we do not have I am looking to get our network up so that we can replenish without needing to commit an action.
Edit- Forgot the captain, sent him for replacement civilians (money) and possible replacement troops (if hunters successfully guard at which point we would have positive savings for the turn)
Also removed second personal so we get both a bigger dice and a bonus on setting up the replacement network.
[X] Plan Fire Places without going broke
-[X][Construction] Repair damage from the weather to various facilities (1 action)
-[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][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][Hunters] Guard the Merchants
-[X][Skirmishers] Scout to reduce chance of enemies slipping by.
-[X][Footmen] Patrol, reduce chance of enemies slipping by.
-[X][Levy] Guard
--[X] The base and sawmill
-[x][Captain] Recruit new units. Specify what kind.
--[x] Replace losses
---[x] Civilian: 85 Denier to replace all losses
---[x] Skirmishers: 20 (up to 90%)
---[x] Footmen: 30 (up to 90%)
---[x] Hunters: 30 (up to 90%)
Current Money to spend this turn: 118.05
After bricks and replacements : -129.2 (chance this is higher if hunters successfully guard merchants to reduce upkeep cost) (about +58 if escort is successful )
So basically we have no money to spend on reinforcements this turn, also are units are hurt and bleeding. Thus hunters are training (with hunter 2 more resting, how do we indicate that?)
Skirmishers are giving cover to footmen as we cannot afford losses which the footmen risk without skirmisher cover and sending the skirmishers over to the orcs is a great way to take losses we simply cannot afford. Instead of spending money we do not have I am looking to get our network up so that we can replenish without needing to commit an action.
Edit- Forgot the captain, sent him for replacement civilians (money) and possible replacement troops (if hunters successfully guard at which point we would have positive savings for the turn)
Also removed second personal so we get both a bigger dice and a bonus on setting up the replacement network.
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