[X] Plan Expansion and Levee
-[X][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 x2 30+2, 65+2 = 32+67
-[X][Construction] While Florian brought his equipment he'll still need the workspace to set up in. Build a potions workshop. (1 action, 100 denier, 1 space) 46+2 = 48
[X][Florian] Actively suggest a new eccentricity to try for your own amusement
-[X] Suggest that he walks around covered in flowers.
Expansion work on your base goes well enough. The wall extension is incomplete still, but at least on schedule. There's some psychological aspect to a gaping hole in the new section of wall that leaves you nervous.
Florian's laboratory goes up without much issue though. You kind of expected it to be more difficult given all of the equipment that goes into a potions laboratory: fume hoods, distilleries, rack upon rack of ingredients, and so forth. He only really needed a rather well built structure and a lot of shelves though, as the many crates he brought with him had all the instruments he needed neatly packed in straw. Apparently the entirety of his previous workshop was brought with him. It was much easier to do with your new dock facility, as the ship ride was smoother for the glass instruments than a wagon over a dirt road.
He is rather nervous about it currently being only partially protected by walls. Your assurances that he has legs to run back to the main base if there's an attack don't seem to comfort him. Oh well, it's not like you're in danger.
He takes to your idea of wearing flowers for a bit. Though the first time he went to inspect the rapidly maturing crop of Saints blood trees in Nerissa's grove they overgrow to such a degree that the peasants you employ to harvest the medical herbs had to prune him so that he could escape. Ah if only you could have been there to see it. Alas you weren't, and he's ceased wearing them since then, apparently rather disturbed.
On the plus side he expects to be able to produce healing potions without too much trouble, and the first grove of saints blood trees have reached the point of bearing fruit by the end of the season. So the first batch of healing potions should be ready for shipment to the front come summer.
You're curious about how he intends to overcome the issue of magic bleeding out, but he tells you that it's an issue his master taught him the secrets of overcoming, as all truly skilled potioneers can. Of course he informs you that you'd need to spend years as an apprentice before you were allowed to learn such secrets, irritating. Probably some sort of secondary stabilizing elements.
-[X][Personal] Work on the laundry list of enchantments that Kaleb wants you to put on his equipment. (1 season work, or 2 half season actions. 50 denier per half season) 60
With Kaleb's armor complete you begin work on his sword. High grade durability enchantments are the first step as with the armor. The anti-corrosion benefits alone would make them worthwhile. It was finely forged steel worthy of a champion, so it wasn't like there was much chance of it breaking in battle to begin with, but this should still help it last longer between maintenance.
The next step is to increase its sharpness. While you can churn out dozens of the most basic version of this enchantment, what he wants is far more difficult. The lowest version that you equip your own men with merely helps keep the edge alignment and sharpness unnaturally well. Basically ensuring a blade keeps cutting at its original forged level for far longer before dulling, and thus the average cut is better.
The highest grade—which takes far more magic, skill, and time—adds a sort of supernatural projection on the blade's edge which can slice through things which would take far more strength for any mundane steel to damage. You test the blade a little, easily pressing it through a block of wood without much force at all. A casual swing from you can chip away at an iron ingot without any damage to the blade. Even your brother should approve.
-[X][Personal] Spend time with Nerissa
--[X] Plant more Saints Blood? (Up to 3 more units, displacing things as you go, likely you won't have any issue from your father getting rid of enchanting fruit production for it)
---[X] Replace one groves with Saints Blood (keep fruits and herbs)
At the very least Nerissa wasn't making you try to grow them yourself this time. That had been just embarrassing really. Still you were essentially paying for her time with yours as you sat with her as she planted more of the highly valuable crop. The winged horse following her around just made the scene all the more amusing.
"I've been trying to train her," she explained, but had to pause as the pegasus tried to eat one of the leaves off her head. She batted the head away, but the equine just kept trying. "But she's just mean!"
The pegasus snorting at her was the last straw as you broke into laughter.
"S-stop that, it's not funny!" That just made you laugh harder.
You do try to rein it back in, but the adorable pout makes it really hard, especially when the pegasus tries for her leaves again.
Of course that just prompts her to make it worse. "Go spider, attack!" she shouts and throws something at you. You're not entirely sure where it came from as you weren't paying attention.
Surprisingly decent toss as she manages to almost hit you with the furry object, which lands in front of you. Some variety of unusually large tarantula you note as it pauses somewhat stunned from the throw. Fortunately you aren't afraid of spiders.
Of course once it rouses itself it immediately runs away from you and back to Nerissa, climbing up her body and vanishing into her hair.
You can't help the renewed cackle at that.
Your laughter dies out pretty quick at her teary face though, and you move over to hug her and pat her head, much to the annoyance of the spider that scurries away.
"There, there, it's alright," you say comfortingly, "I'm sure you'll get better, you just need some practice."
She made some muttering about other dryads into your chest while you batted the pesky pegasus away.
"They've all got a lot more practice. Spiders are also not really that trainable," you soothe her quietly.
She's unlikely to manage much of use any time soon, but perhaps you should encourage her.
[Non-plan vote]
[][Nerissa] You can do it, train those attack spiders!
[][Nerissa] Try something more normal like a dog first.
[][Nerissa] Maybe you should grow up a bit first before you have a pet.
(Besides her pet human of course.)
[][Nerissa] Write in
-[X][Hunters] Explore the forest, collect flora and fauna samples. Attempt to map out the notable locations 97 +7 -5 = 99
-[X][Hunters] Scout to reduce chance of enemies slipping by. 56 +7 -2 -5 +5 =61
-[X][Skirmishers] Scout to reduce chance of enemies slipping by. 19+25-5 +5 = 44
-[X][Footmen] Patrol, reduce chance of enemies slipping by. 31+11+10+10+5-5 = 61
-[X][Footmen] Guard 10+30+20-20-5 = 35
--[X] The base and sawmill
Your scout patrols are probed by orcs this season, who slip past and vanish with disturbing ease. They almost certainly could have inflicted casualties, but that doesn't seem to have been their goal. Instead gaining a sense of your positions and strength, retreating whenever discovered.
It's hard to say how many orcs were actually in the field given how quick they were to evade your forces. Still it's a harbinger that they're ready to move out again, and likely to hit you next season somehow. You can only hope they choose to go for raids again, though that's a bit callous to the peasants you're supposed to be protecting. Given the orcs were able to approach your base at least once, the amount of information they gathered could be quite dangerous.
Your guards were stretched a bit too thin guarding the extended logging operations and the incomplete wall that has to be patrolled. While your first inclination is that the wildlife was waiting for a moment of weakness to strike, you try to resist that paranoid thought. It was merely that guards stretched over much greater distances were vulnerable to things they might have avoided before. For instance one guard might vanish without a trace, that would have been saved by a partner. That a few guards have died, or vanished, doesn't mean the forest is out to get you.
Still you were able to use this season of calm for more inroads into the forest at least. You sent your second hunter unit deep into the forest in search of interesting life you could make use of. They had a bit of a tangle with one of the forest boars, probably a different one than the one at your abandoned barracks though hard to say for sure. While fleeing one of the hunters in a panic scrambled up a narrow tree, the boar's tusks scraping off a lower branch as it arrived seconds behind him.
The others looked on from thicker sturdier trees they had climbed as the boar backed off to get a running start. Well used to this pattern they drew their bows and fired a few arrows that failed to even penetrate its thick hide in a desperate effort to distract it. The lumbering beast charged at ever increasing speed, tons of angry muscle bearing down at a gallop. The hunters winced collectively as the target desperately looked for a way to escape his doomed perch.
Then the boar smashed into the tree, in a bone rattling, leaf shaking collision that echoed through the forest. The hunter fell shaken from his perch landing roughly in the brush below, but the boar was far worse off. The collision leaving it swaying and with a blood face. The narrow tree no more than a few inches thick tilted precariously, partially uprooted, yet its trunk held.
The stunned creature shook itself, scattering droplets of blood about. As if them moving would draw its attention again the hunters hardly dared to breathe, for their companion on the ground was certainly vulnerable no matter his good fortune thus far. After an endless moment the beast staggered away, unable to keep itself steady. A few moments elapsed after it vanished amongst the trees they let out a breath of relief.
After coming down from their perches they tried to carve off chunks of the tree as there was no doubt it would be considered an interesting plant. But their knives could barely score its surface. Perhaps if they had the strength of Olivia they'd just drag the whole tree back, but they didn't. Even if they had the boar's impact hadn't even fully uprooted it, so perhaps she'd be unable as well.
Luckily one of them spotted a branch sheared off by the boar. It was small enough to simply carry back with them, and lucky they retrieved it then. It seemed the beginnings of roots were already forming where it touched the ground. They decided that would have to do as they weren't willing to try their luck further.
Your assistant manages to recruit the new soldiers you requested, despite the ongoing war.
(Automatic recruitment +5% hunters)
-[X][Olivia] Get trained
-[X][Captain] Train Olivia (remove stealth malus) 72
You haven't quite worked up the courage to ask if the dress Olivia wears back from her stealth training these days is seriously stained or intentionally dyed a camouflage pattern. It seems like a potentially hazardous question, but you are rather curious at the mottled brown and green outfit you're sure she didn't used to have. She may be getting the wrong idea about it though as she's quick to change out of it into a pristine outfit. Really even though you know she gets new ones on a fairly regular basis it's impressive she can keep them so white in an area without paving.
Leo drew your attention with a snap of his fingers. Oh he's here too, and with Julia. "Hello," you respond vaguely. Julia is still staying in your home, though Florian has already moved out, and good riddance. Him spraying stuff around was irritating.
"Greetings Lord Revaria," Julia says with a smile and a nod, though her eyes have an odd look to them and you think you caught a glance at Olivia.
"Oh please Julia, I prefer to skip such formalities here. We're not in any noble court, and I find them tiresome," you reply.
"Of course… Tristan, as you wish," she smiles at you before taking a seat. Leo rolls his eyes at you for no explicable reason.
"Well training is going well. She's not your sister, but at least she's not plowing through every obstacle and giving her position away to everyone in a hundred yards anymore," he says bluntly initiating a new topic.
"I hope it wasn't too troublesome."
"Let's just say that having a healer on staff allows more aggressive training measures than would otherwise be advisable," Leo replies gruffly.
You send a meaningful look at Olivia who hides her head, and turn to Julia instead.
"Not to worry, I think Sir Leo was in more danger than your maid. Her biology really is quite interesting, and resilient. She's a credit to your skill Tristan. I'd be interested in how you went about it," Julia asks with obvious curiosity.
A glance at Olivia's reddened cheeks makes you think it better to deflect it a bit. "She's a credit to herself, I merely gave her a helping hand. I couldn't ask for someone better."
Olivia gives you a bit of a smile at that, though her blush doesn't decline.
"Of course, a capable servant is always worth appreciating," Julia replies. Though you suspect you might still be missing something.
War Results
The war began again scarcely before winter ended. There would be no surprise preemptive strike by Revaria this time, for Tedora's forces were martialed and ready. They stormed across the front in droves, vastly outnumbering the Duchy's forces. Your own forces remained holed up in the castles seized last year, denying any unfavorable field engagements. With the fortifications and their quality advantage they could maintain a defense against the ten to one odds they faced. There's rumors they've managed to inflict some losses against inadvisable assaults, but near as many rumors that half of them have already fallen.
Still it was a losing proposition in the long run. How much could they have possibly stored up beyond the winter supplies? You have a bit of a grim view on it. Especially when word arrives of attempts to disrupt your own noble courts, though so far there are only assassination attempts, not successes, well at least for the nobles themselves. Bodyguards have probably died in droves.
Late in the season you receive word that the Setan League, bloodsucking merchants that they are, have sacked the Tedoran port city of Ales and entered the war on your side.
You aren't really too aware of them beyond their role as traders, so you query Leo about them. According to him they aren't as large or as strong as Tedora, and they rely on mercenaries for their land forces, but their navy is strong. Between your two nations the odds are a lot more even. Your side is still on the defensive, but Tedora won't be able to keep so many troops on the front if they're going to protect their rear areas from Setan. They'll have to make some tough choices now.
Though you find yourself wondering whether they entered it just to take Tedora down a peg, or if your father had to give them something, and if so what.
Plans for Summer: (Base costs shown, decrease 5% for port)
You have 3 construction actions.
[][Construction] Complete a much larger wall encompassing quadruple the area so you won't need to expand for a long time. 1 actions, 50 denier, increases space by 36
[][Construction] An infirmary is needed to get the most out of having a healer. (1 action, 100 denier, 1 space)
[][Construction] Build an inn so you don't have to house guests in inadequate housing. Granted it won't exactly be profitable right now, but maybe as you get more people passing through it will be better? (1 action, 200 denier, 1 space)
[][Construction] Expand the moat around the new walls. There's very little cost involved, but it will be an enormous amount of labor. (6 actions remaining for defense bonus, increases cost of further expansion)
[][Constructions] Reinforce the new walls with earthen berms, another huge labor cost. (6 actions)
[][Construction] Build a larger amount of housing so that you won't run out for a while. Increases 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] Being blind to the world around you is proving really irritating, you suppose you should find out at least the publicly available information about the neighboring nations.
[][Personal] Work on the laundry list of enchantments that Kaleb wants you to put on his equipment. (1 half season action. 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, Civil Engineer) 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
-[] Plant more Saints Blood
-[] You wonder what other fruit she could produce
-[] Could she make a custom designed plant?
[][Personal] Spend time with someone in your camp
-[] Who?
[][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
[][Levy] Patrol, reduce chance of enemies slipping by.
[][Levy] Train with the captain (must be taken with captain action)
[][Levy] 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
Optional:
[][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.
[][Purchase] Unit of bricks (250 denier)
[][Purchase] Fill warehouse with up to an extra season of supplies
-[] How much?
[][Contact] Anyone you know
654 starting -1257 upkeep this turn +0.95*(-50 enchanting-200 construction) -430 recruitment +600 season payment +400 sawmill +200 Wood Workshop +200 charcoal +400 herb sales = 529
Upkeep next turn: (1520-100 forge-50 rabbits)-5%: (100 you +100 leo +50 assistant +200 sawmills + 200 construction crews+190 footmen +100 skirmishers +100 hunters +50 levy +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
Though you find yourself wondering whether they entered it just to take Tedora down a peg, or if your father had to give them something, and if so what.
Bear Cavalry from our dryad!!! There's a bear's den nearby if i recall the past update correctly.
Also we should contact our other sister, the one good with finances, and ask for the profitability of ironwood
Edit: or giant spiders for spider cavalry!
[X][Nerissa] Write in
-[x] suggest taming giant spiders or bears which can be used for cavalry or guards in the woods.
--[x] bonus points if said giant spiders can produce silk
[X][Assistant] Recruit Specialist: Specify what kind.
- [x] Ranger
[X][Contact] Anyone you know
- [x] your diplomat brother, ask about the rest of the world and the wonders that he has seen (might provide new insights and tech wonders?)
-[x] your navy brother, ask about the naval war and how you could assist
-[x] your accountant sister, ask about the profitability of ironwood
-[x] your father, inquire about the war and uses for ironwood
By the way, can we set up training camp and stuff?
Like, take untrained peasants in, train them up and send to Father in exchange for additional support (Like more specialists, materials, colonists and stuff).
As a bonus, we would have access to more troops.
[X][Nerissa] Write in
-[x] suggest taming giant spiders, wolf cubs or bear cubs which can be used for cavalry or guards in the woods. (Safely of course!)
--[x] bonus points if said giant spiders can produce silk
[X][Assistant] Recruit Specialist: Specify what kind.
- [x] Ranger (specializes in trapping and tracking)
[X][Contact] Anyone you know
-[x] your accountant sister, ask about the hypothetical profitability of ironwood, large animal fur, saints blood (if its not a security risk) and insights for profit growth as well as investments in our settlement. Ask also how to profit from this war.
The war began again scarcely before winter ended. There would be no surprise preemptive strike by Revaria this time, for Tedora's forces were martialed and ready. They stormed across the front in droves, vastly outnumbering the Duchy's forces. Your own forces remained holed up in the castles seized last year, denying any unfavorable field engagements. With the fortifications and their quality advantage they could maintain a defense against the ten to one odds they faced. There's rumors they've managed to inflict some losses against inadvisable assaults, but near as many rumors that half of them have already fallen.
It's hard to say how many orcs were actually in the field given how quick they were to evade your forces. Still it's a harbinger that they're ready to move out again, and likely to hit you next season somehow. You can only hope they choose to go for raids again, though that's a bit callous to the peasants you're supposed to be protecting. Given the orcs were able to approach your base at least once, the amount of information they gathered could be quite dangerous.
I am thinking another type of action, 'prepare an ambush', would be advisable here. Use our hunters and skirmishers to lure the enemy into unfavorable engagements with our footmen. We should probably care less about raids on the villages and more about the retaliatory ones this season.
Ironwood, huh? We don't have the tools to work it now, but it might come useful if we want to expand inside Nerissa's grove and wall it off from... basically, everything that can hurt her or us.
Would an enchanted sword cut through this wood?
And yes, there was a mother bear with cubs a few years ago. They've probably grown up by now, though. I wonder if Nerissa can tame them. She should probably start with something simpler, like wolf cubs.
@inverted_helix can we ask our dryad if there are flowers, fruits or plants that can repel wild animals from attacking our troops or camouflage their scent, making said animals think that we are an ally, not a threat or non-edible? Also plants/fruits that can make said animals calmer and more docile for training?
And yes, there was a mother bear with cubs a few years ago. They've probably grown up by now, though. I wonder if Nerissa can tame them. She should probably start with something simpler, like wolf cubs.
@inverted_helix can we ask our dryad if there are flowers, fruits or plants that can repel wild animals from attacking our troops or camouflage their scent, making said animals think that we are an ally, not a threat or non-edible? Also plants/fruits that can make said animals calmer and more docile for training?
By the way, can we set up training camp and stuff?
Like, take untrained peasants in, train them up and send to Father in exchange for additional support (Like more specialists, materials, colonists and stuff).
As a bonus, we would have access to more troops.
Eh what you're receiving as levies are already through a basic training process. But more generally no. Sending things out of the way like that just wouldn't be efficient when transport cost and time is so high.
I am thinking another type of action, 'prepare an ambush', would be advisable here. Use our hunters and skirmishers to lure the enemy into unfavorable engagements with our footmen. We should probably care less about raids on the villages and more about the retaliatory ones this season.
Ironwood, huh? We don't have the tools to work it now, but it might come useful if we want to expand inside Nerissa's grove and wall it off from... basically, everything that can hurt her or us.
Walling off Nerissa's grove with it is something of an option, and it can provide something of an upgrade to her inner sanctum mostly for free, but enough to wall off her entire territory would eat into her bandwidth for projects with a defensive work rather than productive one.
Well as this is a 97 not a 100, it's not as valuable to the war effort. Hence no immediate options initiated. There are three basic methods that you can see to deal with this material.
1. Have Nerissa grow it in the shape you want, but that has an issue of her limited bandwidth. More complex shapes are possible though.
2. Highly enchanted equipment (of the sort you spend an action making one of, like you just did) which would take ages to make enough of, because minor enchantments won't do.
3. Using grindstones to just grind the pieces into the shape you want. Highly labor intensive and you'll likely go through a lot of grindstones too, but no magic involved. Though how you'd cut down the trees in the first place with this method is a question mark.
Can we lure the orcs into attacking the base by pretending to leave a portion of the fence vulnerable?
Our outpost consists of several areas, and the one we keep the non-combatants - like the workers and the camp followers - in are properly walled off, it's just the new section that is vulnerable, since a part of the wall is missing. Maybe we can... I don't know, come up with something to incite them to come in, then trap them inside the camp (between the walled off Inner Camp section and the walls we are currently building) and slaughter them?
Code:
==================
|| || o - Florian's shop
|| Inner ||
|| Camp || New
|| || Area
==================
[X] Plan Finishing Expansion
-[X][Construction] Complete a much larger wall encompassing quadruple the area so you won't need to expand for a long time. 1 actions, 50 denier, increases space by 36
-[X][Construction] An infirmary is needed to get the most out of having a healer. (1 action, 100 denier, 1 space)
-[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] Work on the laundry list of enchantments that Kaleb wants you to put on his equipment. (1 half season action. 50 denier per half season)
-[X][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)
--[X] 1st Footmen.
-[X][Hunters] Scout to reduce chance of enemies slipping by.
-[X][Hunters] Scout to reduce chance of enemies slipping by.
-[X][Skirmishers] Scout to reduce chance of enemies slipping by.
-[X][Footmen] Patrol, reduce chance of enemies slipping by.
-[X][Footmen] Guard
--[X] The base and sawmill
-[X][Olivia] Guard
--[X] The base and sawmill
-[X][Levy] Guard
--[X] The docks
-[X][Captain] Command troops, raising morale and effectiveness
-[X][Assistant] Recruit Specialist: shipwright
-[X][Purchase] Unit of bricks (250 denier)
[X][Nerissa] Try something more normal like a dog first.
[X][Contact] Anyone you know
-[x] your father, inquire about the war and uses for ironwood
Reserves: 529
Net Income: 498.5
Available: 1,027.5
Costs: (50+100+200) Construction (50+100) Personal (250) Bricks = 750 * .95 = 712.5
Net: 315
Bricks so we can setup advanced charcoal production facility next turn to open up waterproofing. Drydocks this turn to add 305 to our net income. For troops I have moved us to a defensive stance with the 2 hunter units, skirmishers and one footmen patrolling, the other footmen guard our base with Olivia's help, and the levy do their job of guarding our docks and drydocks. Captain is boosting their effectiveness. Construction wise, finishing the expansion and getting an actual infirmary setup, plus the drydocks for money. And both finishing off our brothers enchantments as well as starting to work on enchanting our own units.
Nerissa and contact vote I am leaving off so people can vote for those separate from the plan. Though Nerissa was just completely adorable in her segment. Also looks like we got pushed a bit on the defensive in the war but another nation entering is always good news and losing a port city is going to hurt the finances of Tedora in addition to splitting their focus as mentioned.
@inverted_helix can our assistant get replacements as well as recruit a specialist (so replacing the 10% footmen we lost).
Also looks like we got pushed a bit on the defensive in the war but another nation entering is always good news and losing a port city is going to hurt the finances of Tedora in addition to splitting their focus as mentioned.
It brings the odds around much more towards even. Though medieval wars can drag on for a really long time inconclusively, and Revaria's in danger from the rear if that happens.
It brings the odds around much more towards even. Though medieval wars can drag on for a really long time inconclusively, and Revaria's in danger from the rear if that happens.
Yeah but with a second nation joining more can start to circle hopefully and jump in on a target that is already stretched thin. Also we can always hope the forest goes active when the orcs try a major crossing.