[x][Nicholas] Take deal, drydocks and port facilities cost and upkeep reduced 50%. Cost multiplier from port increased from 90% to 95%.
[x][Assistant] Quality Assistant, 50 upkeep per turn, can recruit any basic unit without an action, can attempt advance recruitment with a malus, shifts personals to 2 d100s or 1d100+25
[x][Pegasus] A properly trained pegasus would give you quite the scouting capability. You're not sure how it would handle leaving the Overgrowth, but even just being able to fly around the Overgrowth would be very useful.
[x][Kaleb] Oblige him, but try to sneak in a cantrip or two. Try to trip him, or at least set him off-balance enough for you to land a hit.
It's the thought that counts.
... Now hopefully he won't think of us worse, for fighting like a cheater.
He got a sword, we got a sword and cantrips. Gotta use what you have.
[X][Nicholas] Take deal, drydocks and port facilities cost and upkeep reduced 50%. Cost multiplier from port increased from 90% to 95%.
[X][Assistant] Quality Assistant, 50 upkeep per turn, can recruit any basic unit without an action, can attempt advance recruitment with a malus, shifts personals to 2 d100s or 1d100+25
[X][Pegasus] A properly trained pegasus would give you quite the scouting capability. You're not sure how it would handle leaving the Overgrowth, but even just being able to fly around the Overgrowth would be very useful.
[X][Kaleb] Take your lumps like a man. It's not going to kill you. (Though it will cause you a malus to personal actions next season)
You opt to face your beating like a man. You'd had some training, so maybe you could at least put on a good show.
You took the wooden practice sword and a shield as well. In short order you were standing ten feet away from him in a ring of curious onlookers. The ground was muddy beneath your feet and uneven with boot prints. You held a defensive posture, shield forward and sword raised above it, focusing all of your attention on your brother and his blade.
He favored you with a slight nod before dashing forward. His blade was barely a flicker as it came in towards your head from the left. You raised your shield high to block it and stabbed out with your own. You had only an instant to wince before you were falling to the mud, trying to gasp for breath as your chest ached. You blinked as you tried to process what happened in that split second as the crowd jeered and cheered. He deflected your sword with his shield and then smashed your chest with the edge of it, maybe?
"Come now you chose to bring a shield as well, don't forget it is weapon as well as defense!" he practically cackled.
You threw a handful of mud at him and tried to hit his shins. He merely blocked both the mud and your blade with his shield and walloped your head with his blade. "Better to get off the ground first baby brother. Far too easy for me to hit you there."
That pretty much set the tone for the rest of the match as he systematically dismantled your every attempt, getting more theatric with each exchange. The audience at least was impressed by it, though you were less pleased with how you were nearly a prop.
Olivia looked positively hurt by the exchanges, and Leo merely shook his head and left after the second.
You're unclear how long it went on because you don't really remember. At some point you woke up in bed. Olivia having carried you off the field and washed the mud off you before placing you there.
Olivia spent the next few days fussing over you in bed. You'd complain about not being an invalid if you could actually move enough to make that case. As it was you felt like one big bruise. He was at least good about no permanent damage you think.
Kaleb headed out the day after your… duel. He took a few of your skirmishers with him to lead his unit as far as they could. You didn't learn what unfolded until after he returned.
His men marched through the forest dismounted, having left their horses in your care as too they'd be too difficult to safeguard through the Overgrowth. Few animals harassed them, no doubt in part due to the severity of the winter killing many of them, but likely due to the size of his force as well.
He had no care for subtlety or stealth. He knew that anyone with even a cursory picket line couldn't fail to find his unit with such a constrained angle of approach, so there was no point in bothering. Especially when he'd have to locate the enemy base before he could attack.
After two days march they cut their way out of the other side into the gentle hills north of the Overgrowth.
The orc base was not within bowshot of the treeline, likely to prevent harassment, but it was quite visible. A simple circular structure made of upright logs with a few primitive watchtowers standing upon stilts overlooking the wall. It was rather large though, at twice the size of your base, dominating a hilltop.
The orcs were thick upon the walls, having decided it was better to face his forces from their fortification rather than upon the open field. Kaleb made camp rather than push on at that point though, so that his men could be rested before the battle.
Of course that night the orcs tried to sally forth and hit them in the dark. Kaleb's forces were well prepared for this though. His band of champions cut down those moving through the night in silence.
The morning sun revealed a couple dozen bodies littering the field already. The forces now rested closed to bowshot. The orcs had only part time archers among them it seemed, and between two champion archers and a company of highly skilled veterans the archery duel was over almost as it began as the few orcs upon the walls sprouted feathers. Still a steady hail of arrows pounded down upon the base to send those inside scurrying for cover.
They didn't have infinite ammunition to keep up the rain however and so the rest of the men marched up the muddy hill in a hurry. As the troops reached the palisade the volleys ceased in perfect coordination. Ladders were brought against the walls and swiftly the men were moving over.
With the deadly storm abated the orcs ventured from their barracks tentatively, before spotting the men overtopping their walls and charging to meet them. Dozens of riding wolves charged out of the stables as well with slavering maws.
Kaleb clad in full plate led the charge, spinning a two handed sword to hack deep into the flank of the first beast to approach. "To victory!"
The battle lines were joined as more men poured over the walls and opened the gates for the rest to come charging into the bloody melee in the camp to the clashing of blades and the screams of the wounded. Archers seized the orcs own watchtowers to fire arrows down wherever they had a clear shot.
"Let whoever leads this band of miscreants come and face me if he has the balls for it!" Kaleb shouted over the din.
A mass of muscle seven feet high wielding a sword that was halfway an iron club came out to face him. The hulking figure easily smashed aside Kaleb's sword, but Kaleb simply allowed the energy to spin the blade around for a hit for another angle before the brute could recover his weapon from the first strike position, slicing an inch deep into the shoulder. Their furious exchange continued in this pattern, with similarly powerful strikes deflected away and reposted with a thousand minor cuts that bled the orc to death slowly, drawing out his demise painfully.
"It's just not the same without a good cavalry charge," Kaleb lamented as he stood over the bleeding body of his fallen opponent. "Men fetch me one of their steeds so I might ride upon them!"
Clearly none of them heard him ask this, as they didn't leap to obey. Thus he was forced to attempt to catch one of the wolves on his own. Sadly it seemed the beasts were all more willing to die than submit to him riding them.
Despite the close quarters each of Kaleb's men was far superior to any of the orcs, worth two of them at least. The battle rapidly ran to its conclusion.
Despite the size of the base, the number of warriors was actually fairly low. Most of the base seemed to be under construction and more dedicated to future logistics. A granary, warehouse, and smithy. All partially stocked. Barracks for at least four times the soldiers they had on hand.
The orcs were always a bit behind humans in technology, and so few of their items were fit for his men. Stealing meat from their larders simply wouldn't do, for you could never tell from what that flesh came from. Still there was always something worth taking as a trophy.
Though the wet weather made it difficult, they put the entire base to the torch after scavenging what he could.
Kaleb's forces returned triumphant to your base to celebrate and exhaust your alcohol supply before moving on.
Your orc problems have been dealt with, for now at least.
Plans for Summer: (Base costs shown, increase 15% for merchants issue)
You have 2 construction actions, you have somewhat limited options though due to current conditions and opinions. (For clarity specifying number of structures inside wall now, you are at 11/12) [1 unit of brick available]:
[][Construction] Repair the remaining damage from the weather to various facilities (1 action, 50 denier)
[][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, 1 space
[][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. Produce a unit of bricks.
[][Construction] Add brick fireplaces to the structures that need them. (1 unit of bricks, improves safety and comfort)
[][Construction] Port facility, 200 denier, 50 upkeep. Allows docking of ships for trade. This bypasses orc ground raid penalty and further due to reduced transport costs reduces upkeep 5%.
[][Construction] Drydocks, 200 denier, 100 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 1 unit of bricks, +50 denier in food, opens tanner, uses 1 space.)
[][Construction] Build a new more advanced charcoal production facility that will also produce wood tar. This is a significantly more complex structure than just a charcoal mound requiring more workers and more infrastructure. 200 Denier cost, 1 unit bricks, 50 Denier upkeep, 100 Denier profit. Allows waterproofing.
With Olivia recovered and a new personal assistant you can do 2x 1d100 or 1d100 +25 (-15 to personals this season because you've been beaten black and blue)
[][Personal] Work on the laundry list of enchantments that Kaleb wants you to put on his equipment. (3 seasons work, or 6 half season actions. 50 denier per half season)
[][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 one Specialist unit (Enchanter, Elite, Healer, Potioneer, Shipwright, Expert Horse Trainer) These units need special persuasion or negotiation so can't be hired in bulk. (Note this will involve traveling to them)
[][Personal] Investigate what's happened with your siblings.
[][Personal] Spend time with Nerissa
-[] You wonder what other fruit she could produce
-[] Could she make a custom designed plant?
[][Personal] Write-in
(1 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] Train unit (must be taken with appropriate action)
[][Captain] Train you (must be taken with appropriate action)
[][Captain] Train Olivia
[][Recruitment] Specify what kind, military units at 2x cost multiplier
[][Recruitment] Specialist: Specify what kind.
Optional:
[][Stockpile] Fill warehouse with up to an extra season of supplies
-[] How much?
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
-194 starting -1033 upkeep this turn -50 construction -50 hiring assistant +600 season payment +300 sawmill +150 Wood Workshop +150 charcoal +300 herb sales = 173
Upkeep next turn: (1318-100 forge-50 rabbits)+15%: (100 you +100 leo +200 sawmills + 200 construction crews +70 hunters + 48 levies +90 footmen +90 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: Do note the need to hire an expert horse trainer for training your new Pegasus. I did think about that since just in your number of people someone would have ability with horses in a medieval setting. There's a big difference between that and training a warhorse though, and a pegasus is something that would make things a lot more difficult. So you want someone with the sort of skill to overcome that.
Go go kaleb! Wreck those orcs! That helped us out a lot and bought us breathing room. Plus winter must have been worse for them as everything of theirs is further north (their base was on their southern end). Will have a plan later but we should start enchanting for our brother this turn.
Base expenses: 1,168 (+15%(175.2) = 1343.2)
Income: 1,800
Net: 456.8 (632 if penalty eliminated)
@inverted_helix
Edit- what are the repairs we need done? would it be better for us to get waterproofing first and if so can we incorporate that into the repairs?
edit 2- to clarify if we get waterproofing building this turn can we then apply waterproofing to repairs next turn?
Edit 3:
[X] Plan Fireplaces and Ports
-[][Construction] Add brick fireplaces to the structures that need them. (1 unit of bricks, improves safety and comfort)
-[][Construction] Port facility, 200 denier, 50 upkeep. Allows docking of ships for trade. This bypasses orc ground raid penalty and further due to reduced transport costs reduces upkeep 5%.
-[][Personal] Work on the laundry list of enchantments that Kaleb wants you to put on his equipment. (3 seasons work, or 6 half season actions. 50 denier per half season)
-[][Hunters] Escort Merchants
-[][Skirmishers] Explore the forest, collect flora and fauna samples. Attempt to map out the notable locations
-[][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
-[][Footmen] Patrol, reduce chance of enemies slipping by.
-[][Captain] Train unit (must be taken with appropriate action)
-[][Olivia] Escort Merchants
One off costs: Port 200, Enchant 100, Upgrade Levy 200 = 500 *15% = 575
-118.2 left over (if merchant escort does not work, 132 if it does)
@inverted_helix does the port discount apply the turn following construction or same turn? Also upkeep is turn that it finishes right?
Working on units, tempting to have hunters escort merchants again to drop that penalty, would save us 227.7 on the turn and leave us with 282 instead of 54, would allow us to upgrade the levee to footmen as well while we have some breathing room. Orcs should be pushed back so I don't know if we want skirmishers to maybe do some searching of the forest with footmen on patrol in case the orcs launch without a base. Footmen on patrol, Olivia with the Hunters to escort the merchants for the season. Levy to get upgraded to footmen and Skirmishers to explore the forest while the Orcs are on the back foot.
As tempted as I was for the waterproofing, that take a unit of bricks and we need to get the fireplaces up and running before this winter. Next turn I figure we build a unit of bricks and do repairs then try the waterproofing over the winter with both construction teams.
We do have two build actions and the only thing we cant do with the fireplaces this turn is the charcoal and tar facility as that requires a unit of bricks as well. I am tentatively in favor of doing the port this turn with repairs next turn so we can get rid of the upkeep (costing us about 260 this turn). That is going to do a lot for our cash flow and let us support more troops and get to the building projects we want to do.
Edit- While fire places is a fairly safe pick what do people feel about the 2nd construction option?
Myself- Repair, more bricks and the port seem to be the most rewarding with the port helping our cash flow a lot (savings are 250+ a turn after account for its upkeep). More bricks if we want to get the waterproofing option for next turn, and repair if we want our stuff fixed before port or waterproofing comes online. I do right now favor repair for next turn and view the port as vital to fix our cash flow.
So Port + Fire Places this turn, next turn repair + more bricks, then winter put both teams on the charcoal and tar to open waterproofing for the spring (plus a bit more cash as well)
So Port + Fire Places this turn, next turn repair + more bricks, then winter put both teams on the charcoal and tar to open waterproofing for the spring (plus a bit more cash as well)
@Void Stalker , since the port facility is outside the wall, should you divert a unit to guard it/the construction crews from the wildlife? Not sure if our proposed location for the naval facilities needs guarding. Otherwise your plan is good.
"It's just not the same without a good cavalry charge," Kaleb lamented as he stood over the bleeding body of his fallen opponent. "Men fetch me one of their steeds so I might ride upon them!"
Alas, Kaleb is the memetic Space Marine before we managed to discover space technology! No matter, I am sure he can launch things into orbit with his punches alone.
The change from the routine patrols is certainly welcome, we get to explore the forest again for the first time in years. Less sure about Fireplaces in the Summer of all seasons - would be best built in Fall in preparation to the Winter - but then again the dice may fail us. I'd still favor the repairs first to get our income back up, though.
Edit: huh, our income is back? What's up with that, the repairs weren't finished this season!
Not that I am complaining.
You're basically still tearing out rotting material and replacing bits, and refurbishing roofs.
Waterproofing would still require this sort of replacement process anyway, it would just reduce the need to do it again later. So waterproofing will require its own action, and it's likely going to be quite expensive to do on everything.
Alas, Kaleb is the memetic Space Marine before we managed to discover space technology! No matter, I am sure he can launch things into orbit with his punches alone.
I thought that line quite amusing. Kaleb was very displeased with this battle overall. There wasn't a single opportunity for a massed cavalry charge. He'll charge you extra for that in the future.
Remaining repairs don't currently impede functionality much. Suffice it to say if you head into winter without them completed things will get bad. (Starting with your men will probably go on... sabbatical in the fall.) I was perhaps a little too nice here, but you can use a building whose structure is rotting, for a time.
If we build the brick fireplaces this turn and build more houses next turn will they also have been upgraded with the fireplaces? or will we need to make more bricks to upgrade them later?
The change from the routine patrols is certainly welcome, we get to explore the forest again for the first time in years. Less sure about Fireplaces in the Summer of all seasons - would be best built in Fall in preparation to the Winter - but then again the dice may fail us. I'd still favor the repairs first to get our income back up, though.
Edit: huh, our income is back? What's up with that, the repairs weren't finished this season!
Not that I am complaining.
I want to get the fire places up just so that if we have a bad roll and need to work on it next turn we can have it in place before the winter. I'd call it paranoia but it has already happened. Oh and I figure that these next three turns we should just do the enchantment on our brother's gear so we can just do that as a single action.
I want to get the fire places up just so that if we have a bad roll and need to work on it next turn we can have it in place before the winter. I'd call it paranoia but it has already happened. Oh and I figure that these next three turns we should just do the enchantment on our brother's gear so we can just do that as a single action.
I believe the author also put in a bit about anything other than the immediate completion of expanded winter survival would basically result in total morale collapse and possible open revolt. It may not be about what we "need" rather than about what will appease the shattered ranks of men who just lost fingers and friends to the greatest winter of a generation. They just need to know that we are doing our damndest to ensure that never happens again.
Weak! Think not of the toll it takes on your troops and their morale, think of how terrifying it would be for the enemy to go against the warriors that have been through the grinder of the harshest winters with nary a fire to warm them!
It meant he had scarce half a moon before the demons arrived.
The creatures looked like men, but they were clearly anything but. More likely they were something else that the Two-Souls had bargained with. A great spirit in the Antlered One, and countless hungry ghosts for the demons. Aart had killed one, by some miracle. A frantic fight in the darkening twilight; a spear hurled in panic, and the creature had dropped. After Aart's allies fended off the other demons, he rolled his kill over to reclaim the remains of his spear and Aart was horrified by what he saw. The creature looked human, but it had no nose; its left hand had three fingers, its right four. Around the demon's neck was a set of grisly trophies; ears, cut from what Aart were sure were his kinsmen. Neither did it bleed when Aart pulled his spear from its body. There was blood on the spear point, but it was congealed. Thick and sticky; it was almost clotted.
@inverted_helix can we order bricks from the merchants or do we have to make them all ourselves? Not so relevant for this turn but could come into play next turn.
I suppose I can figure out a price for horses and let you try that. You'd need males as well for breeding though. I'm also not sure that larger horses would actually be a good thing since they'd be more difficult to ride.
If we build the brick fireplaces this turn and build more houses next turn will they also have been upgraded with the fireplaces? or will we need to make more bricks to upgrade them later?
I believe the author also put in a bit about anything other than the immediate completion of expanded winter survival would basically result in total morale collapse and possible open revolt. It may not be about what we "need" rather than about what will appease the shattered ranks of men who just lost fingers and friends to the greatest winter of a generation. They just need to know that we are doing our damndest to ensure that never happens again.
@inverted_helix can we order bricks from the merchants or do we have to make them all ourselves? Not so relevant for this turn but could come into play next turn.