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.
250, well basically spending an extra 200 to avoid using a construction action. And we need two units of bricks for current buildings, which give 50 income for one and 52.5 for the other or basically a year to break even if we buy the bricks compared to making them.
finally, caught up! awesome quest by the way! anyway, aside from horse trainer, how about a bear tamer? also can we do what the orks do and train wolf-riders of our own? how about a rookery for hunting birds and a kennel? how about sending invitations to master hunters and bored nobles to help clean up the place? also a tanner or a fur-worker?
[X][Contact] Father
- [x] Inquire if the dungeons are full and of the possibility of using said prisoners as fodder or as labor instead of them lounging somewhere dry and costing the royal treasury in feeding them. Inquire also if someone there have some notable skill (i.e. poachers, trappers).
[X] Plan Fireplaces and Ports
-[][Construction] Add brick fireplaces to the structures that need them. (1 unit of bricks, improves safety and comfort) 95+5 = 100
-[][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%. 99 +5 -15 = 89
Construction went well this season. The fireplaces came together nicely, looking quite professional despite your builders' inexperience with brick work. Your men were quite pleased by their installation as well as they promised a much warmer winter than those in the past.
You finally got around to building a dock for ships to arrive at as well. Splitting the costs with Nicola was a decent idea as it was quite a pricey construction due to the cranes and elevators needed to ascend the cliff face and the labor to move them. Really the dock itself is a rather simple affair, just a pier with a flat area for some cargo to be moved through at sea level. The naturally deep waters make it quite simple. It's the equipment to move it all up to the elevation of your base that's complicated.
You admit in your own mind that it's a dizzying ride on that elevator, especially knowing it's only powered by a man walking on the inside of a wheel. You don't admit that aloud though.
The completion of the port does offer some new opportunities for trade. You'll likely be able to sell a larger quantity of goods through it since more distant destinations are feasible. Though that would require some negotiation. As it is you'll see a few traders stopping by simply because your brother has already tipped them off to come here. The likelihood of a coastal frigate stopping by does wonders to chase away fears of pirate corsairs. Especially ones as diligently intent on fulfilling their duties, some might say excessively so, as Nicola can be.
(Morale rises one rank across the board as a result of high rolls, cost modifier set to 95%)
-[][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) 60 +25 -15 = 70
You decided since Kaleb fulfilled his end of the bargain you better get started on your end immediately, less he start to think you were slacking on it. Thus despite your aches and pains, you got to work. You figured you'd start with the defenses, though not for any particular reason.
There were of course the obvious enchantments, increasing the durability of each piece for instance. There were also more esoteric things on his list though.
He wanted you to make his helmet and shield invisible, except for the rim of the shield. Invisibility enchantments were very tricky. Right at the edge of your ability really. Trying to make one that wouldn't affect the rim simply wasn't working well at all. You felt rather stupid when the solution finally hit you. You ended up making the whole shield invisible and then wrapping the edge with a strip of leather afterwards. Dropping the invisible helmet and it rolling out the open door while you searched the room thoroughly was a rather embarrassing experience as well though.
You try to remain positive though, you've now packed the helmet away without any way of keeping track of it applied to it, so you can enjoy imagining Kaleb having to do the same thing.
Olivia's absence was very apparent to you this season, especially with how much she was hovering around you before she left. She was quite insistent on asking you to not overstrain yourself. You wonder if the unconscious state Kaleb left you in brought some tense memories of you when you were under the effects of the fruit to the surface.
Still by all accounts the merchant escort went smoothly. Hunters still aren't the best guards, but at least none of them desert at the first opportunity this time around. Partly that's because morale is better this season, though those who wanted to desert having already done so also contributes.
Olivia herself seemed a little relieved to be back. A smile back on her face as she returns to the normal rhythm of chores at your house. Over serving you some tea she admits the whole affair was quite strange for both her and the merchants. The traders didn't know what to make of her presence, and she felt quite out of place herself especially when she had to command men. She thought she spent as much time avoiding unwanted overtures as she did acting on the lookout for danger.
You weren't quite sure how you ended up hugging Olivia during her explanation, but by the way she leaned into you, you didn't think she minded at all.
It's fortunate that there weren't any attacks this season, but also fortunate you won't need land based merchants anymore.
-[][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 23+15+10-2 = 46, insufficient
-[][Captain] Train unit (must be taken with appropriate action)
Leo spends his time trying to turn the levy into proper soldiers. While this group is hardly comparable to a normal levy after a few years of being soldiers, there's still a difference in mentality. He's putting them through rigorous training in discipline and tactics now, to complement the simple combat skills they've gained over time and past training. They aren't taking to it as well as he'd like though, and there's still training with the new equipment to go, so he'd prefer another season of training.
The only unit you sent to keep an eye for raiders this season didn't have any trouble. You weren't really expecting any though with your brother having completely crushed their forward base just recently. The forest creatures were out in force seeking food after the devastating winter, but that made them weaker as well so your men had little trouble scaring the few that approached them off.
You take more than a little glee in hearing that the few wolves encountered shied away after stumbling over your men
-[][Skirmishers] Explore the forest, collect flora and fauna samples. Attempt to map out the notable locations Nat 100 (+25-5-15, but irrelevant)
With the wildlife a bit downtrodden and the orcs kicked completely out of the area for now you figured you had the opportunity to send the skirmishers to actually do some exploration this season.
They dived deep into the Overgrowth, far off the routes you'd explored. They traveled through twisted groves and thorny brambles. Far more daring than peasant hunters, these hardened soldiers ventured into uncharted paths where the forest grew denser and the light of the sun dimmer.
They cut twigs here and there as samples, though mapping where they came from would be near impossible.
By chance they came across a fruiting tree. Certainly anything that bears fruit was worth investigating. Taking a bite from something from this forest would be the height of foolishness though, as you can personally attest to. So as a test one of them decided to slice a fruit open and run it against the skin of his arm. Any reaction would be mild against the skin surely.
But his knife slipped, and sliced his hand as well as the fruit, the red juices dripping from his hand mixed with blood. Knowing this place he feared it would strike him dead, yet quickly washing his hand with his canteen showed no wound at all.
Knowing you'd be interested in this, they gathered all the fruits from the plant that they could, and a cutting they dropped in a canteen of water as well and hightailed it back to your base.
Your herbalist readily identifies the tree as the Saint's Blood tree, a species extinct in the wider world. Its fruit is a powerful restorative agent capable of healing minor wounds near instantly, and sealing major ones.
You're unsure how long the fruit's powers could last when taken beyond the Overgrowth's perimeter, though their self contained nature may help with that. Being something unavailable otherwise, you're not sure how much it would even be worth. Its value would be highest on the battlefield though where it could save a great many lives.
With proper exploitation, transportation, and storage, this could become a valuable strategic resource to your kingdom.
Usually wars are fought starting in late spring and continuing into autumn, but this year they were rather more delayed due to the unusually harsh winter. From the news you have received, it seems your father had decided that war was inevitable anyway so he would take the initiative.
He launched a preemptive strike and took Tedora completely by surprise. They must have thought no one would ever launch the first strike on a nation several times their size. It came at just the right time though as the roads were clear enough, but their levies were still being mustered as the late frosts had disrupted their planting season. While the kingdom of Tedora had a substantially larger economy than your home, they lacked the experience of Revarian troops, nor the motivation to invest so heavily in their military.
The Duchy's forces have advanced deeply into enemy territory and besieged several small castles whose siege stores have yet to be replenished from being used through the winter. Your brother Kaleb has already reached the front, and advanced beyond it, with rumors of him torching some towns just to deny their use to the enemy.
Tedora is undoubtedly mustering more troops deeper in their territory to counter, but they're decidedly on the backfoot now. Especially as news leaks of several of their nobles dying in mysterious and convenient circumstances. Rumors suggest that incompetence is being punished with death, or perhaps old scores are being settled while the war serves as a distraction.
The duchy's trade efforts are somewhat diminished though, as letters of marque are granted by both sides and piracy skyrockets. Nicola has been hard at work discouraging the pirates from venturing too close to Revaria's shores though, and has largely managed to protect the ports relevant to you at least.
Plans for Fall: (Base costs shown, decrease 5% for port)
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):
[][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] 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.
You can do 2x 1d100 or 1d100 +25
[][Personal] Research the Saint's Blood fruit, what will you have to do to monetize it?
[][Personal] Work on the laundry list of enchantments that Kaleb wants you to put on his equipment. (2 seasons work, or 4 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
(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)
-[] Upgrade to footmen, 50 upkeep when complete
[][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)
[][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
173 starting -1218 upkeep this turn -200 construction -100 enchanting -200 equipment +600 season payment +400 sawmill +200 Wood Workshop +200 charcoal +400 herb sales = 255
Upkeep next turn: (1390-100 forge-50 rabbits)-5%: (100 you +100 leo +50 assistant +200 sawmills + 200 construction crews +80 hunters + 50 levies +90 footmen +90 skirmishers +50 herbalist +100 woodworkers+50 harvesters+100 charcoal burner +40 forge +40 Nerissa +50 docks)
Income next turn: 600 base stipend + 400 Sawmill profit +200 Wood Workshop +200 charcoal +400 herb sales
AN: No side votes this time, and admittedly skipped doing a scene with Nerissa and the Pegasus, but I was sick the past few days and really wanted to get this up before I fell too far behind.
Those construction rolls and the skirmisher exploration roll... wow! That fruit, a healing potion would be extremely valuable for our father tempted to split personal actions this turn to try and exploit it. Levy not finishing upgrade is unfortunate but overall a solid turn, hunter low roll likely negated in part thanks to Olivia. And oh look the enemy nobles dying, my first thought is our sister is doing work.
Edit- How much is it to replace the losses to our skirmishers and footmen?
[][Construction] Repair the remaining damage from the weather to various facilities (1 action, 50 denier)
[][Construction] Your housing is overcrowded with your current population and so you'll need to build some more housing. 200 Denier, 1 space
Finishes repairs before the winter and gets us the housing we need so everyone is undercover this winter. Then during the winter have our workers make 2 units of brick, then expand fortifications in the spring to open more spaces.
[][Personal] Research the Saint's Blood fruit, what will you have to do to monetize it?
[][Personal] Work on the laundry list of enchantments that Kaleb wants you to put on his equipment. (2 seasons work, or 4 half season actions. 50 denier per half season)
Splitting between something that may not only provide us with money but also prove to be useful for our father and siblings in fighting the enemy and thus keep our country in one piece.
I have to believe we will see orcs at least making some sort of attack this fall if only for a probing force, so footmen and skirmishers patrol, levy train and keep 100% hunters for sawmill guards and 40% for base guards?
I'm in favor of researching the Saint Fruit. Based on the result we may be able to talk to Nerissa about it in the fall.
In terms of construction, repair and the Charcoal facility appeal to me. That way the current buildings are fixed and we will have time to waterproof them.
Meanwhile, I'm glad to hear the war started off on a positive note (for our Duchy). With any luck a few more successes can end it by the fall.
@inverted_helix
1. How much is it to replace the losses to our skirmishers and footmen?
2. If we order bricks from the merchants would they arrive for construction this season or the following season?
3. What was the -15 penalty on the port construction, footmen and skirmisher rolls?
I kept waiting for the other shoe to drop. And then it turned out to be full of gold!
[X] Plan Start Preparations For Winter
-[X][Construction] Repair the remaining damage from the weather to various facilities (1 action, 50 denier)
-[X][Construction] Reinforce the newest section of wall (1 action)
-[X][Personal] Work on the laundry list of enchantments that Kaleb wants you to put on his equipment. (2 seasons work, or 4 half season actions. 50 denier per half season)
-[X][Personal] Spend time with Nerissa
--[X] See about setting up a grove of Saint's Blood fruit with her help.
-[X][Hunters] Scout to reduce chance of enemies slipping by.
-[X][Hunters] Scout the orc side of the border to see what forces and structures they have, maybe do some opportunistic raiding too.
-[X][Skirmishers] Scout the orc side of the border to see what forces and structures they have, maybe do some opportunistic raiding too.
--[X] Olivia support
-[X][Levy] Train with the captain (must be taken with captain action)
--[X] Upgrade to footmen, 50 upkeep when complete
-[X][Footmen] Guard
--[X] The base and sawmill
-[X][Captain] Train unit (must be taken with appropriate action)
-[X][Stockpile] Fill warehouse with up to an extra season of supplies
--[X] 100 deniers worth
Personally I think we need to start preparing for winter.
Saint's Blood monetization can wait, but we probably want to start up planting first so we have a stock over the winter to use in emergencies.
Since the Orcs are rekt recently, harassment is easier and valuable. Keep them down and hope the next winter finishes them off.
[X] Plan Housing the Men
-[][Construction] Repair the remaining damage from the weather to various facilities (1 action, 50 denier)
-[][Construction] Your housing is overcrowded with your current population and so you'll need to build some more housing. 200 Denier, 1 space
-[][Personal] Work on the laundry list of enchantments that Kaleb wants you to put on his equipment. (2 seasons work, or 4 half season actions. 50 denier per half season)
-[][Personal] Spend time with Nerissa
--[] See about setting up a grove of Saint's Blood fruit with her help.
-[][Hunters] Guard Sawmill
--[] Olivia Support
-[][Hunters] Guard Base
-[][Skirmishers] Scout to reduce chance of enemies slipping by.
-[][Footmen] Patrol, reduce chance of enemies slipping by.
-[][Levy] Train with the captain (must be taken with captain action)
--[] Upgrade to footmen, 50 upkeep when complete
-[][Captain] Train unit (must be taken with appropriate action)
-[][Stockpile] Fill warehouse with up to an extra season of supplies
--[] 350 deniers worth
-[][Recruitment] Footmen and Skirmisher to get back to 100%
[X][Contact] Father
- [x] Congratulate him and your brother on their victories. Mention that you may have something of strategic importance that may help the war effort though you cannot say it in a letter since said letter may be intercepted. Ask that he send a trusted healer or herbalist (maybe potioneer?) to verify your claim.
Cost: 750 * .95 = 902.5
Left over: 212
Costs- Reinforcement 100
Enchantment 50
Stockpile 350
Construction 250
Same cost and same left thanks to more stockpile. Mainly waiting on a few questions to make a judgement but here are two of my ideas.
The idea here is to finish repairs and then either add the housing we need to make sure we are not overcrowded or if bricks can be used same to get the building that lets us do waterproofing moving forward plus gives us another 52 in net income.
Levy finish the training, the broken hunters guard the base which keeps them out of trouble, our other hunters guard the sawmill to protect our income while the skirmishers and footmen work together to try and keep the enemy away with patrols. Meanwhile a nice sized amount of upkeep for next turn is stocked in case of another bad winter.
Edit- changed contact father to @butchock version and removed other plan from the post.
She'll have to drop something else to do this. She's currently managing 2 units of lumber, 1 unit of herbs, 1 unit producing entrancing fruits. She can only manage 4 units of activity for you. By default she'll stop handling one of the units of lumber and you'll start having to roll (for one set of) the lumberjacks again. That's the only one that can function at all without her assistance, so I can't imagine you selecting otherwise, but I felt warning you would be fair.
Do we want to study the fruits first before moving them into Nerissa's domain or should we do that first then study them? If we do move them to Nerissa we need to guard the woodworkers (is that covered under guard sawmill?)
Maybe mention Saint's Blood fruit? Even if we can't exploit it for commercial success small amounts delivered to our father for use could help the war effort.
She'll have to drop something else to do this. She's currently managing 2 units of lumber, 1 unit of herbs, 1 unit producing entrancing fruits. She can only manage 4 units of activity for you. By default she'll stop handling one of the units of lumber and you'll start having to roll (for one set of) the lumberjacks again. That's the only one that can function at all without her assistance, so I can't imagine you selecting otherwise, but I felt warning you would be fair.
finally, caught up! awesome quest by the way! anyway, aside from horse trainer, how about a bear tamer? also can we do what the orks do and train wolf-riders of our own? how about a rookery for hunting birds and a kennel? how about sending invitations to master hunters and bored nobles to help clean up the place? also a tanner or a fur-worker?
You don't have any line on a bear tamer. You could send out for a falconer or a dog trainer, though the odds of a dog trainer succeeding on a man-eating wolf are rather low.
Tanner or furrier will open as options once you have sufficient source of skins/fur.
- [x] Inquire if the dungeons are full and of the possibility of using said prisoners as fodder or as labor instead of them lounging somewhere dry and costing the royal treasury in feeding them. Inquire also if someone there have some notable skill (i.e. poachers, trappers).
Do we want to study the fruits first before moving them into Nerissa's domain or should we do that first then study them? If we do move them to Nerissa we need to guard the woodworkers (is that covered under guard sawmill?)
Your guards will extend to cover the lumberjacks for the guard sawmill, that's kind of what it was meant to indicate. Though that just provides more coverage for them, not the near perfect protection Nerissa's grove provides.
What is this sorcery? How did it come to this? Dare I say it's the break we were waiting for?
Aced the dock construction roll and got a magical healing tree? I bet we are getting a visit from orcish Kaleb in the next several turns to compensate for all the luck we are enjoying now!
He wanted you to make his helmet and shield invisible, except for the rim of the shield. Invisibility enchantments were very tricky. Right at the edge of your ability really.
Ah, good old Kaleb. He wants to look photogenic as he cleaves enemies left and right! What hero would deny adoring fans the view of their face? Well, knowing Kaleb, it's more of a chance to paralyze the enemies and 'encourage' the troops with but a glare.
But that's no reason to be stupid about it!
The traders didn't know what to make of her presence, and she felt quite out of place herself especially when she had to command men. She thought she spent as much time avoiding unwanted overtures as she did acting on the lookout for danger.
[X][Contact] Father
- [x] Congratulate him and your brother on their victories. Mention that you may have something of strategic importance that may help the war effort though you cannot say it in a letter since said letter may be intercepted. Ask that he send a trusted healer or herbalist (maybe potioneer?) to verify your claim.
I would recommend keeping about 200 denier in cash in case of something unexpected. Supplies are well and good, but not all of our problems come from the lack of them.