@inverted_helix not something we need for this turn but can you add in the option to purchase a unit of bricks as if the wall expansion is a success we will want to buy at least one unit next turn for use the following turn.
Sure I'll add it as something the assistant can arrange.
We already have a tavern. Does this include lodgings? I wouldn't assume so, since it was built for locals who all have their own, but I suppose it's something that can be added as an upgrade?
The tavern doesn't include lodgings because as you correctly identified it was meant for locals that all have their own. Upgrading it with lodgings wouldn't be that feasible because you'd basically have to tear it all down to rebuild. You can't just put a second floor on a one story building. The only reason to do that is if you really wanted to save on your construction space, and that really doesn't seem all that reasonable when I'm almost certain you're going to expand your area soon.
I can't quite make out whether that answers the question or not. Is the mapping part of the action relevant, or is it a lost cause? I know I was the one who phrased it that way, but if it does not work and can not work by design, maybe the wording should just be changed to reflect that.
It's pretty much a lost cause. I imported it directly from you to the permanent list, I'll strike it now I guess.
Hm. Can you run the math by me?
Suppose we have upkeep and income as they are currently:
Suppose our supplies number 1000 Denier.
What happens if we are besieged for 6 months (i.e. two seasons)?
Do all sources of income get blocked (we still had a stipend last winter, even though all outpost operations stopped running)? Can we cut some of the expense by stopping some of the facilities if we aren't getting income from them anyway? What starts happening once we run out of supplies?
I need an example with numbers to understand the mechanics and how critical supplies are to keep.
Okay so as last winter all income sources besides the stipend immediately cease, and you can't actually spend the stipend directly it's just held up. So if you're sieged 2 seasons then the season after the siege you'll get those 2 seasons of saved value plus that season. So 1200 in backpay + the first season you're free.
Now somewhat debating on cutting expenses. Most of your upkeep is actually more on staffing than running the facilities, and unless you murder them (which will have consequences) the staff is still stuck there during a siege. I'm of two minds about how to handle upkeep in a siege. I'm leaning towards upkeep just staying flat because any savings on extraneous bits you aren't running is canceled out by new bits you need like extra arrows to discourage the enemy from raining arrows on you.
The other is to give you the option to discount your upkeep say 25% for not paying them wages (which you'll have to pay back later) and eat a morale penalty. Realistically they're spending most of their wages on stuff at the camp anyway, so modeling it as just having those supplies isn't unreasonable either.
But basically in the case of a siege you'll be immediately devolved into a miniturn where you'll be presented with options on how you want to proceed. One of those will be on whether you want to implement rationing immediately. This will draw out your supplies by 2x in exchange for a significant penalty to effectiveness and morale that might make the enemy choose to just storm you instead depending on circumstance. You can also choose to proceed as normal hoping you can break the siege before your supplies run out.
Case 1. No rationing. You run out of supplies towards the end of the first season (1000/1323 to be precise, remember the mod is accounted for buying them, so not double counted here) and start declining in effectiveness. The second season you see a rapid collapse in combat effectiveness as starvation mounts, you probably see some extreme failures and get overrun once you're sufficiently softened up. (For the sake of SV the graphics level will be turned down.)
Case 2. You ration. Your supplies extend through the first season and about halfway through the second (2000/1323 = 1.51). You have a manageable malus up to that point. The last half of the second season you'll see rapidly rising penalties and
maybe get overrun anyway.
When you're in starvation you'll see deaths amongst your troops just from starvation, let alone if the enemy tries to attack.
Certain options are disallowed because this is SV and gore levels are limited.
(what happens to Nerissa if we are besieged?)
Depends. They might ignore her, she might kill off enough of them to make her not worth the effort. They might kill her. She might get rescued by the other dryads. It's variable.
@inverted_helix do we get additional spaces if the wall is partially finished or only when the action finishes in full? Is 1 action in the wall expansion enough if partial or would we need 2 actions to get some new spaces for building?
You can assume you'll build in area that the wall
will enclose when it completes. It will be vulnerable if you're attacked while the wall is incomplete, but otherwise there's not a significant problem.
It would be useful to have that information displayed on the character sheet (I didn't find it), buuut... our third slot is the Hypnofruit, and it contributes 200 Denier towards our stipend right now.
Our father probably wouldn't mind swapping the fruit for Saint's Blood, given that he is the one ordering both, and the war has probably shifted his priorities. Or maybe him and Mina are making full use of the fruit to gather valuable intel and wage a much more successful campaign than they otherwise would have. No way to know unless we ask them first, so I'd rather not change our production too much.
I'll add it to Nerissa's entry for you.
I thought I noted in the update, but the duke is ambivalent about which one is the priority and won't reduce your stipend if you switch. He is certainly using the hypnofruit (which is a very useful description and I'll steal now) for interrogation and so waging a bit more informed campaign. The values are hard to identify which is more useful. Once the healing potions are available it will lean that way, but the hypnofruit is available right now.