Wich wolf cavalry ? They are all death and honestly more than anything we have a lack of suport staff to keep morale. We have enought troops, right now we should use the money to increase our income instead of reducing it.
The wolf cavalry that orcs have access to and will be raiding us with again in a few seasons?
Do you think the guys who were preparing an invasion will stop because they have lost a single base? Or that they somehow lost the skills to tame and ride wolves?
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.
We likely cannot stop the invasion outright. But if we learn to work around and with Overgrowth better, we can bleed them dry as they march through. Softened orcs can be easier dealt with by the duchy's other forces.
Make supply trains either impossible or require excessive guards to get through. Hungry orcs cannot fight their A game. Some evacuations and scorched earth tactics on the home front and the orcs will realise far too late the trap they've sprung by attacking.
The orcs know where our base is, so it should be fortified heavily, or we will be overrun once invasion proper begins.
Bows are fairly useless in the Overgrowth. Javelins and javelineers are better in the cramped battlefields.
We likely cannot stop the invasion outright. But if we learn to work around and with Overgrowth better, we can bleed them dry as they march through. Softened orcs can be easier dealt with by the duchy's other forces.
Make supply trains either impossible or require excessive guards to get through. Hungry orcs cannot fight their A game. Some evacuations and scorched earth tactics on the home front and the orcs will realise far too late the trap they've sprung by attacking.
The orcs know where our base is, so it should be fortified heavily, or we will be overrun once invasion proper begins.
i meant for it to be sold/sent to the rest of the duchy's forces. maybe build a crossbow shop or a siege workshop for the rest of the army though we need a lot of specialists and a huge workforce (i.e. a village) by the time we can build something like that.
@inverted_helix does our army use crossbows? does the duchy know how to make turn-tables to be used by ballistas? are there menageries in the duchy who needs animals for their shows?
Do you think the guys who were preparing an invasion will stop because they have lost a single base? Or that they somehow lost the skills to tame and ride wolves?
They will be rebuilding, and quickly. We must be ready for when they do.
My timeline is to increase our forces by two new units in a year.
It is largely the idea that now that you have money you start getting more troops recruited to help deal with the coming invasion force. Though the war to the south complicates things potentially.
We likely cannot stop the invasion outright. But if we learn to work around and with Overgrowth better, we can bleed them dry as they march through. Softened orcs can be easier dealt with by the duchy's other forces.
Make supply trains either impossible or require excessive guards to get through. Hungry orcs cannot fight their A game. Some evacuations and scorched earth tactics on the home front and the orcs will realise far too late the trap they've sprung by attacking.
The orcs know where our base is, so it should be fortified heavily, or we will be overrun once invasion proper begins.
Yeah if you have a fortified enough base at that point you can hold out and harass their supply train enough to make an attack past you break. If you aren't fortified enough they'll just wreck you on the way through to prevent that.
You guys have a lot more money available now, but there's still a lot to spend on in that regard.
Hiring a master hunter sounds nice... maybe (in the far future and with assistance with our bro) our own form of sea raiders that can do seaborne landinga and harass the orc lands on the other side of the forest. Its about time that we do unto them what they do unto us.
@inverted_helix does our army use crossbows? does the duchy know how to make turn-tables to be used by ballistas? are there menageries in the duchy who needs animals for their shows?
Crossbows exist, but aren't used overmuch. The advantages of a crossbow are somewhat lessened in a fantasy setting where people's abilities don't plateau as quickly. Which makes crossbows fit more into the box of a militia weapon for those with almost no training. Something you're more likely to run into in Tedora than Revaria.
The duchy isn't wealthy enough for menageries to be a significant market.
I'm not sure what you mean by a ballista turntable. Usually you'd just mount a ballista on wheels.
Votes are tied right now 6 to 6, they weren't before. Hopefully tie will break sometime in the next couple hours so I can start the update this afternoon.
Yeah if you have a fortified enough base at that point you can hold out and harass their supply train enough to make an attack past you break. If you aren't fortified enough they'll just wreck you on the way through to prevent that.
That means we should invest more heavily in scouting their part of the border, to know what they are packing and what we should expect, so that we could react in time.
Another unit of Skirmishers with a dedicated officer, perhaps? We'll see.
Yeah if you have a fortified enough base at that point you can hold out and harass their supply train enough to make an attack past you break. If you aren't fortified enough they'll just wreck you on the way through to prevent that.
You guys have a lot more money available now, but there's still a lot to spend on in that regard.
We likely cannot stop the invasion outright. But if we learn to work around and with Overgrowth better, we can bleed them dry as they march through. Softened orcs can be easier dealt with by the duchy's other forces.
Make supply trains either impossible or require excessive guards to get through. Hungry orcs cannot fight their A game. Some evacuations and scorched earth tactics on the home front and the orcs will realise far too late the trap they've sprung by attacking.
The orcs know where our base is, so it should be fortified heavily, or we will be overrun once invasion proper begins.
Well, making sure they can't rebuild their base is a good start there(always kick enemies when down, its way easier than once they are done rebuilding), but yes, we need to harden things up.
Well, making sure they can't rebuild their base is a good start there(always kick enemies when down, its way easier than once they are done rebuilding)
-[ ][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.
-[ ][Skirmishers] Scout the orc side of the border to see what forces and structures they have, maybe do some opportunistic raiding too.
--[ ] Olivia support
-[ ][Levy] Train with the captain (must be taken with captain action)
--[ ] Upgrade to footmen, 50 upkeep when complete
-[ ][Footmen] Guard
--[ ] The base and sawmill
-[ ][Captain] Train unit (must be taken with appropriate action)
I'll admit to liking the deployment plan more in Preparations For Winter...
But it might be late to change tack now. We should probably train an extra unit of Skirmishers and see how the orcs are doing in the spring.
[X] Plan Housing the Men
-[][Construction] Repair the remaining damage from the weather to various facilities (1 action, 50 denier) 35+5
-[][Construction] Your housing is overcrowded with your current population and so you'll need to build some more housing. 200 Denier, 1 space 19+5
Construction runs into trouble this season. Your workers are rather frantic about replacing bits of roof and supports that are rotting in preparation for a potentially terrifying winter season. They're far more interested in that than building a new structure. Having more space is a good idea, but having the space you have be less likely to collapse just seems a higher priority to them. You can't exactly disagree with them on that either, not enough to redirect them at least. Especially since some of the beams they replace from under the floors are decayed to the point you wonder at how you've gone without a rotten floorboard collapsing under someone's weight.
The new barracks remains but a framework of structural members at the end of the season. Though admittedly it has a fully complete fireplace attached.
(Repairs complete, supplies to build housing purchased but need another construction action to finish building 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) 54
You finish Kaleb's armor off with a finicky temperature adjusting enchant meant to keep the inside more comfortable. If it had been last year you'd have just done a cooling effect and called it done, thinking he'd never know the difference with the padding beneath his plate, but after last winter that seems a recipe for Kaleb's fist up your rear end. You debate various ways to make it contingent on conditions, but ultimately decide the best solution is just a couple of switches he can use. They look a bit tacky glued on his gleaming armor, but you hide them under an arm so it shouldn't matter too much.
-[][Personal] Spend time with Nerissa 54
--[] See about setting up a grove of Saint's Blood fruit with her help.
Nerissa taking care of her pegasus is rather adorable. It isn't forced to stay there by anything, so it often flies off for a bit going who knows where above the treetops. It's kind of a niggling question as you haven't seen it leave the Overgrowth, and the only clearing you've ever encountered is the one Nerissa maintains for you. So you kind of wonder where else it can land. It likes Nerissa enough that it comes back on its own though it seems, reminding you a bit of a cat. The very shiny and well groomed coat speak to her care for it though.
Nerissa insists on planting the Saint's Blood together with you. You expect it's more for the companionship than anything else. Some years ago you might have been taken aback at being asked to plant something in dirt with your bare hands. But whether it's the mystical nature—or the profitability at least—of the trees you're planting, or the dryad by your side enthusiastically walking you through it, the thought doesn't bother you so much any more.
"I just don't get why yours haven't grown yet, are you even trying?" she asks with her hands on her hips looking up to you after inspecting the couple saplings that have sprouted out of the fruits she planted. Yours on the other hand are still just empty patches of dirt.
"You do realize that these fruits aren't even naturally fertile?" You had done some research with the herbalist about this species. There wasn't a whole lot of information on it, just a few pages in her books. They required special conditions to grow, though what exactly wasn't clear.
"You just aren't trying," she pouted at you, stamping her foot. "You don't even properly encourage them."
"I'm still not even sure what that means," you say. You don't bother resisting the urge to pat her on the head when she insists on being so cute.
"Ugh, your language just doesn't have the right words!" she huffs and rustles her leaves at you incomprehensibly.
In the end she gave up on getting you to grow them yourself, which is more a relief for you. She manages to get the ones you failed with to sprout too. Though as magical plants these don't seem to grow nearly as fast as more mundane ones, well mundane plants in the Overgrowth. They're still obviously growing faster than any fruit trees you've seen grown elsewhere.
-[][Hunters] Guard Sawmill 48 -25 +7 +5= 35
--[] Olivia Support 1d50 = 5
-[][Hunters] Guard Base 86 +30 +20 -25 -20 -5 +7 = 93
-[][Skirmishers] Scout to reduce chance of enemies slipping by. 58 +25 +5 -5 -25 = 58
-[][Footmen] Patrol, reduce chance of enemies slipping by. 65 +10+10+10+5-5-25 = 70
-[][Levy] Train with the captain (must be taken with captain action)
--[] Upgrade to footmen, 50 upkeep when complete 24+16+10 (bare pass)
-[][Captain] Train unit (must be taken with appropriate action)
As often the case you have a relaxed meeting with Leo and Olivia. Leo is as at ease as ever, possibly more so. Olivia served you all tea, but then settled into a seat beside you with much less worry about decorum than she once had.
"So how goes the training?" you prompt before taking a sip of it, slightly bitter but sweetened with some honey.
"Well they've not interrupted my sleep with bad ideas, so not the worst I've dealt with, but I've certainly trained better under your lord father in the past. I figured they had enough experience to train to a military grade easily, but they're more stubborn than I thought, survived too many battles as they were. It's harder sometimes to get rid of flaws troops have practiced too long than train them from scratch. Still managed to shape them up relatively well. They aren't a crack unit, but they'll do," Leo concedes grudgingly.
"I expected their combat experience would help," you commented idly.
"Unfortunately it's mostly experience fighting animals and plants. They're downright vicious… and more cunning than I like, but it still isn't the same as fighting orcs or other humans that can strategize more."
"On a related subject how is the defense going? I know there were some troubles with that recently," you ask.
"Well the orcs are still absent. Your lord brother did a good job clearing them out, though I expect they're probably rebuilding their base as we speak. If the new leader they have is green, he might try to rebuild their old base. Which would give us an opportunity to strike at them while they're still exposed. Would probably want to rustle up some more men, and can't be sure they're actually there without scouting. Hadn't passed my notice that their last structure was built up for more men than they need, so if they prioritize reading for larger armies rather than defensibility, they might be vulnerable. Of course they might have already set up enough defenses to make it too risky for us, but harassing them could still slow them down," Leo suggests.
"We could just stay defensive though. I'm sure they'll be back to raiding in the spring. For now though all our soldiers have been dealing with are the local wildlife. Mostly the plants actually," he continues.
Olivia cuts in a bit at that point a little defensively, "I've been trying to help, but the plants are everywhere. I smash them apart in one place and someone's being tangled up elsewhere."
"I'm sure you're doing your best," you say, wrapping an arm around her comfortingly. The scales have spread across much of her back at this point, somewhat cooler to the touch than skin.
"Well it's just those guarding the lumberjacks that get caught. The skirmishers and footmen moving through the forest have had better luck avoiding being ensnared. It does seem like the forest is trying harder than usual though."
"I wonder if it's preparing for a harsh winter too?" you contemplate, a little worried about that level of intelligence from the Overgrowth in general, even though you know there are dryads you don't think they're controlling everything directly.
"I'd prefer not to think that way. Better to deal with the solid. You're the one that deals in that sort of thing," Leo says dismissively hand waving.
(-5% hunters)
-[][Stockpile] Fill warehouse with up to an extra season of supplies
--[] 350 deniers worth
-[][Recruitment] Footmen and Skirmisher to get back to 100%
Procurement of extra supplies is rather comforting to the men and to you as well. This winter you won't starve for sure at least.
[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.
97
Your letter to your father prompts a surprisingly large response, as he sends out not one of the sorts you suggest, but all three. A healer, an herbalist, and a potioneer are all sent out. Their competence is beyond question, all three are masters in their respective discipline. But so is their...clear disregard for one another.
"And I say your worthless plants wouldn't pass muster as flavoring worthy of the delicious tea this young woman makes!" declared the potioneer as he sampled the tea Olivia brewed.
You were meeting the three of them in your home, as given their station there wasn't anywhere to receive them in the camp that wouldn't come as an insult.
"The traditions of my forebearers stretches back into antiquity! Before your sorry excuse for a founder even first thought of your brews we were already tending to the people's needs well enough!" the female herbalist grouses back. Olivia refilled her tea, seemingly doing her best to blend into the background.
You're not sure if their arguing is because of their different disciplines.
"So simple any child could do it you mean. I'm not sure how you justify the surcharge you make to what you sell us,," the healer complains.
The potineer nodded in sympathy. "Truly if our ingredients cost less we could charge less."
Or if they actually dislike each other.
"Good Quality takes money," The herbalist grumbled. "A reputation for consistency is currency in my trade! If you're happy with garbage ingredients by all means take the first discounted leaves you find. I expect you lot would line your pocket with any 'savings' you'd make that way anyways, and charge the buyer the same price assuring them of the quality!"
"Are you implying that I defraud my customers!? Rich when you came come up with your supply by digging in the ground!!!"
Though clearly they're quite willing to make their biting remarks personal. It's not that you aren't used to suppressing your own reaction. Though it does get a bit tedious doing it when they don't stop.
The silence as all three were speechless upon meeting Nerissa was a joy. The healer seemed to be trying to tell if the leaves on her head were fake. Nerissa seemed to actually enjoy the attention, until the herbalist started inspecting her tree, seeing Nerissa's spine straighten and her eyes widen as the herbalist brushed through the leaves of her tree almost made you laugh.
"S-stop that!" Nerissa uttered in a jittery embarrassed tone. "Here, this is what you're here to see, not that, stop touching that," she cried as she thrust the shiny, bright red saints fruit at the woman who had paused in looking between the leaves awkwardly.
"Oh, I was wondering about that. Though a Dryad is truly fascinating, the others wouldn't have been called just over you my dear," the suitably chastised woman said comfortingly, while taking the fruit from Nerissa.
The potioneer on the other hand eyed the fruit skeptically, seemingly unsure of its merit.
For once you were a bit glad for once that Olivia still had some animosity—if lessened by time— for Nerissa, as it meant she hadn't accompanied you to her garden. You knew she would have surely protested what you did next.
Producing a knife, you sliced your hand, ending their bickering.
"What was that for! Are you crazy?! Let me treat that before you get infected," the healer exclaimed, grabbing your hand with a sort of manic strength and reaching into her satchel for some sort of implement.
"Ah, best let me provide the antiseptic, who knows what she's using," the potioneer sneers. You roll your eyes.
"It's purely for demonstration, you all agree my hand is clearly cut, there is no trickery?" you say before they can get far along.
All three of the experts look at you like you were crazy, though Nerissa caught a few drops of your blood to look at, seemingly fascinated by it as she rubbed it between her fingers. You were a bit surprised she wasn't concerned, but then you guess plants aren't really affected by wounds in the same way.
You took the fruit and cut it next, applying its juices to your wound. The wound rapidly sealed before your eyes.
"This is what I sent the message to my father about. My men found a single tree in the Overgrowth, and with Nerissa's generous aid we've grown a small grove of them. The Saint's Blood tree. Capable of healing minor wounds near instantly, I thought that of too much value to mention in a mere letter."
"I had thought I recognized the fruit, I know just about every plant that's ever been, but I'd thought them extinct," the herbalist claims, inspecting the still oozing fruit.
"I've heard of them, of course, though I've also heard some of the richer kingdoms use magic to keep a few alive, but to see one used is fascinating," the healer said, inspecting the wound more closely than the fruit.
"It does seem rather more effective than your efforts doesn't it? Makes you almost obsolete," the potioneer observed, smiling disparagingly. No doubt his business was too diversified to be much impacted.
"Even Saintsblood has its limits. This is an incredible benefit to my profession, and many lives will be saved, but it is no replacement for a skilled healer," she replies curtly.
You resist the urge to throttle them with only slight effort. "So you all confirm its veracity then?"
"Yes." "Indeed, a marvelous find." "Tentatively yes, I'd still prefer some tests."
They quickly returned to your father after that, and shortly after you received orders to develop it with all possible haste. He's prepared to seize any raw materials you need to expand production, and within reason, send relevant specialists. He's admitted privately in follow up correspondence he expects losses to add up in the Spring and having a stockpile of this might be key. It goes without saying if the tide turned against Revaria despite your initial success, the repercussions for your nation would be dire.
Given the campaign against Tedora any military resources wouldn't be possible, though he notes if the campaign ends on a positive note he might be able to reinforce you afterwards. Particularly if you're able to produce enough to help stem any injuries they have.
What do you ask for, keeping in mind the more you request, the more is expected. Resources you'd be strained to justify as relevant for growing the fruit are possible, but you'd face repercussions if you didn't deliver. (I.e. stuff to improve defenses from orcs is relatively easy, unrelated stuff for say expanding your lumberjack squads less so)
[][Request]
-[] An enchanter to help you develop something to seal magic in the fruit
-[] A potioneer or healer to help you refine the effect into a more stable form.
-[] ?
(IC Tristan has some sense of what the Duke has available. Ask in thread if you need to clarify something.)
War News
The war continues to progress quite well for Revaria, though less well than it had been in the past. Some of the poorly prepared castles along the border have already surrendered. While the Duchy's forces have continued to push south resistance has begun to strengthen with the initial shock of their attack seemingly wearing off. But Kaleb continues more deep strike raids against the enemy, further crippling their ability to muster a counteroffensive as they're forced to spread themselves thin defending their rear areas and supplies.
It doesn't help that each lord seems unwilling to commit more than a fraction of their men to defend the others, each insistent on keeping a lot of their forces guarding their holdings.
While there are ripples of discontent through their noble court the enemy kingdom is managing to hold together in the face of the external threat. There's plenty of blame slinging to go around though as the war's catastrophic beginning has tarnished the positions of those that agitated for it.
Leo is quick to point out though they can afford to take losses in a way the Duchy cannot. The amount of territory seized and Tedoran troops killed is ultimately a small portion of their strength, whereas the same amount of losses on your own side would have essentially meant your defeat.
As the season draws to an end both sides draw back from active fighting for the winter, with the Revarian forces working to rapidly stockpile supplies in those castles they've seized. Leo notes that come Spring with Tedora likely pressing on the gains Revaria has made, they might finally be able to apply their numbers decisively against you.
Plans for Winter: (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 12/12):
[][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, 1 space Spent, action required to finish
[][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, You should probably spend time on the Saints Blood though considering your father reacted with such intense desire for it.
[][Personal] Research the Saint's Blood fruit, what will you have to do to utilize it
[][Personal] Work on the laundry list of enchantments that Kaleb wants you to put on his equipment. (2 seasons work, or 3 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
(2 footmen units available)
[][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 docks
[][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
[][Assistant] Recruitment? Specify what kind, full military units at 3x cost multiplier and possibly unavailable, peasant grade at 2x still
[][Assistant] Recruit 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
255 starting -1178 upkeep this turn +0.95*(-250 construction -50 enchanting -350 advance supplies) -100 recruitment +600 season payment +400 sawmill +200 Wood Workshop +200 charcoal +400 herb sales = 159
Upkeep next turn: (1473-100 forge-50 rabbits)-5%: (100 you +100 leo +50 assistant +200 sawmills + 200 construction crews+200 footmen +100 skirmishers +93 hunters +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: I'm actually quite pleased with this update. Your rolls were pretty good this turn too, it's kind of suspicious if I'm honest. My only regret with this update is I didn't come up with a non-plan vote for it. I feel like there probably would be a place for it and I just missed it.
Note I converted the levy to a footman group but averaged their starting bonus with the current footman group, lowering effective combat rating on the one you had. This is reasonable in universe as just mixing the units together. Out of universe this quest is complex enough that I don't really want to track separate skill ratings too.
[X][Request] An elite potioneer to help you refine the effect into a more stable form.
[X] Plan Recon In Force
-[X][Construction] Your housing is overcrowded with your current population and so you'll need to build some more housing. 200 Denier, 1 space Spent, action required to finish
-[X][Construction] Reinforce the newest section of wall (1 action)
-[X][Personal] Research the Saint's Blood fruit, what will you have to do to utilize it
-[X][Personal] Work on the laundry list of enchantments that Kaleb wants you to put on his equipment. (2 seasons work, or 3 half season actions. 50 denier per half season)
-[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] Olivia supports
-[X][Skirmishers] Scout the orc side of the border to see what forces and structures they have, maybe do some opportunistic raiding too.
-[X][Footmen] Patrol, reduce chance of enemies slipping by.
-[X][Footmen] Guard
--[X] The base and sawmill
-[X][Captain] Command troops, raising morale and effectiveness
For the request, I think the potioneer is probably the best value we can find, since they'd let us increase the profitability of our single most profitable and irreplacable product.
Its also the one we can make up for, the potioneer would be doing much more refining fruit than keeping up with injuries
Actions are largely spoken for(and we lack much spare cash), but we really want to make sure we know where the orcs are before they get even harder to deal with.
Lowered skill hurts, and ouch on not finishing the barracks before winter. Still that give us something to work on over the winter. Saint's Blood is high priority though and it does seem that we are continuing the momentum. I do wonder if there are any kingdoms or duchies bordering our enemy that might be sharpening their own blades after seeing the early losses they have suffered.
@inverted_helix
1. If we train the footmen can they regain their skill?
2. For the specialist for request will that cost us upkeep as normal?
3. The supplies apply to upkeep before the 5% discount correct?
4. Peasent grade is just hunters and levee correct?
[X][Request] A potioneer or healer to help you refine the effect into a more stable form.
[] Plan Finishing and Recon
-[X][Construction] Reinforce the newest section of wall (1 action)
-[X][Construction] Your housing is overcrowded with your current population and so you'll need to build some more housing. 200 Denier, 1 space Spent, action required to finish
-[X][Personal] Research the Saint's Blood fruit, what will you have to do to utilize it
-[X][Personal] Work on the laundry list of enchantments that Kaleb wants you to put on his equipment. (2 seasons work, or 3 half season actions. 50 denier per half season)
-[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] Olivia supports
-[X][Skirmishers] Scout the orc side of the border to see what forces and structures they have, maybe do some opportunistic raiding too.
-[X][Footmen] Patrol, reduce chance of enemies slipping by.
-[X][Footmen] Guard
--[X] The base and sawmill
-[X][Captain] Command troops, raising morale and effectiveness
Costs: 50 * .95 = 47.5
Net: 1,034.65 - 47.5 = 987
Difference is reinforcing the wall instead of work on the moat as I want to expand our area and the moat will need to be redone plus it will cost us more to do expansion.
Edit
[X] veekie
Consolidating now that plans are the same
[X] Plan Fruit Farming and Recon
-[X][Request]
--[X] An enchanter to help you develop something to seal magic in the fruit
--[X] A potioneer or healer to help you refine the effect into a more stable form.
--[X] A coulple construction teams and materials to quick expand defences and build relevant production facilities.
-[X][Construction] Your housing is overcrowded with your current population and so you'll need to build some more housing. 200 Denier, 1 space Spent, action required to finish
-[X][Construction] Drydocks, 200 denier, 100 upkeep, 400 profit, allows construction and maintenance of ships. Requires recruit shipwright specialist action, but includes their cost.
-[X][Personal] Research the Saint's Blood fruit, what will you have to do to utilize it
-[X][Personal] Spend time with Nerissa
--[X] See about setting up another grove of Saint's Blood fruit with her help.
-[X][Hunters 1] Explore the forest, collect flora and fauna samples. Attempt to map out the notable locations
-[X][Hunters 2] Train
-[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 supports
-[X][Footmen] Patrol, reduce chance of enemies slipping by.
-[X][Footmen] Guard
--[X] The base and sawmill
-[X][Captain] Train unit (must be taken with appropriate action)
-[X][Assistant] Recruit Specialist: Shipwright
Okay, first I am requesting multiple specialist because with another enchanter we can try figuring out the overgrownth again and maybe expand Nerissas production ability.
For contruction the Docks and recruiting a Shipwright since we can use the income.
For deploy I am not worry about winter raids, so beyond reconnaissance in force the hunter will focus on being more usefull.
For the request, I think the potioneer is probably the best value we can find, since they'd let us increase the profitability of our single most profitable and irreplacable product.
Its also the one we can make up for, the potioneer would be doing much more refining fruit than keeping up with injuries
Keep in mind that the request line in this case is open ended to a degree, you can request as much as you like. It's just that whatever value you get out of this he's expecting equivalent returns.
This was the result of a 97 as the duke's response to a nat 100 reward. It's quite a payoff.
I thought it unlikely anyone would prefer to track the two units separately. The decrease wasn't that much anyway. 16 went to 45, and 57 went to 45. You still gained.
@inverted_helix
1. If we train the footmen can they regain their skill?
2. For the specialist for request will that cost us upkeep as normal?
3. The supplies apply to upkeep before the 5% discount correct?
4. Peasent grade is just hunters and levee correct?
1. Yes
2. Well I was originally going to have him paying their upkeep as part of it (at least for a little while). Though if you'd just like the initial hiring cost paid you can do that as well.
3. I'm not entirely clear what you're asking here? Going to make a guess. When you purchase advance supplies the 5% discount is applied, it won't be applied again if you have cause to use them, so it will be applied pre-discount to upkeep.
4. Yes.
Just as a reminder in case forgotten, 2 more construction crews will give you one more action. This is a balance consideration that you don't linearly get more actions with more units. Though a partial explanation is we haven't been accounting for steady normal wear and tear repair taking actual crew time to this point, it's just been "upkeep", when really that takes labor too. The third construction team doing steady maintenance work can be an in universe explanation. Not sure how I'll handle construction crews beyond 4, didn't think through beyond that.
Just as a reminder in case forgotten, 2 more construction crews will give you one more action. This is a balance consideration that you don't linearly get more actions with more units. Though a partial explanation is we haven't been accounting for steady normal wear and tear repair taking actual crew time to this point, it's just been "upkeep", when really that takes labor too. The third construction team doing steady maintenance work can be an in universe explanation. Not sure how I'll handle construction crews beyond 4, didn't think through beyond that.
Difference is reinforcing the wall instead of work on the moat as I want to expand our area and the moat will need to be redone plus it will cost us more to do expansion.
[X][Request] A potioneer or healer to help you refine the effect into a more stable form.
[X] Plan Recon In Force
-[X][Construction] Your housing is overcrowded with your current population and so you'll need to build some more housing. 200 Denier, 1 space Spent, action required to finish
-[X][Construction] Reinforce the newest section of wall (1 action)
-[X][Personal] Research the Saint's Blood fruit, what will you have to do to utilize it
-[X][Personal] Work on the laundry list of enchantments that Kaleb wants you to put on his equipment. (2 seasons work, or 3 half season actions. 50 denier per half season)
-[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] Olivia supports
-[X][Skirmishers] Scout the orc side of the border to see what forces and structures they have, maybe do some opportunistic raiding too.
-[X][Footmen] Patrol, reduce chance of enemies slipping by.
-[X][Footmen] Guard
--[X] The base and sawmill
-[X][Captain] Command troops, raising morale and effectiveness
For the request, I think the potioneer is probably the best value we can find, since they'd let us increase the profitability of our single most profitable and irreplacable product.
Its also the one we can make up for, the potioneer would be doing much more refining fruit than keeping up with injuries
Actions are largely spoken for(and we lack much spare cash), but we really want to make sure we know where the orcs are before they get even harder to deal with.
Keep in mind that the request line in this case is open ended to a degree, you can request as much as you like. It's just that whatever value you get out of this he's expecting equivalent returns.
This was the result of a 97 as the duke's response to a nat 100 reward. It's quite a payoff.
I get the feeling MC likes Olivia more than he's letting on.
Anyway I'm once again abstaining my vote, I shall let the smarter heads do that. I'm just enjoying the wonderful character story filling the crunchy bread that makes up the quest. Keep up the awesome work!
So lon as it isn't another Winter of the Century the penalties are manageable, since the orcs won't be raiding unti at least spring the expected worst for work outside the overgrowth is that not much is done and we need to spend another action, wich applies to any construction action we try.
Much worse is the waste that comes from how much people are underutilizing the giant reward we just got, seriously the basic vote is structured for asking mutiple things and people are only getting a single specialist when could ask so much more and actualy deliver on it.
We currently have 3 action that don't cost money.
We also have 3 cheap actions to expand walls.
Wich will lead into some 6 free actions to reinforce then.
Wich will lead into a bunch of free actions to expand the moat.
Economy will be no reason for to skip construction for a long yet, and be then we will have more money due to capitalizing on specialists and money making buidings.
It's part of why he wasn't willing to send any military forces. He can't spare those without compromising the front.
You're generally not going to take too significant an amount of forces away compared to what you're going to add is the hope. If you can start providing healing potions (even if low grade ones by a higher magic setting's standard) it would be more than worth sparing a handful of specialists.
We currently have 3 action that don't cost money.
We also have 3 cheap actions to expand walls.
Wich will lead into some 6 free actions to reinforce then.
Wich will lead into a bunch of free actions to expand the moat.
Economy will be no reason for to skip construction for a long yet, and be then we will have more money due to capitalizing on specialists and money making buidings.
I thought it unlikely anyone would prefer to track the two units separately. The decrease wasn't that much anyway. 16 went to 45, and 57 went to 45. You still gained.
Technicaly yes, both are basicaly an Elite focused on scouting.
Practicaly we don't have the money and can't justify as part of our request, trought maybe we may have the money soon if people don't severily underutilize the request like they seen to want to.
Basically accurate. Elites are going to be eating that huge military modifier as a major military unit.
Also something to clarify here. You're not going to get immediate returns from developing the saintsblood. These are strategic war materials that are pretty much going straight to the front as soon as they're available. The resources to develop them are partial payment, but it's a necessary thing. You may receive the fair value later if he can afford it. Your immediate payoff is what you request, and feeling good about assisting the war effort. It's what counts as paying the upkeep on the units you requisition. After the war is over, assuming it doesn't turn into a catastrophe more monetary values will be assessed.
Also planning that the saints blood trees require 2-3 season growth before providing fruit, even in these conditions (so your first production unit will be ready in spring or summer, you handwaves have enough for research). I am curious if people prefer the static levels of return on stuff that I've been doing so far, or if a more realistic variable value is preferred (since harvests are not identical every time, and stacking massive bonuses on that should still leave some variability).