The Wild Edge (Fantasy Border Outpost)

There is no plan to interact with Nerissa. Even if i understand why, i will pass on this vote for now.
 
Season 30: Summer
[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) 57+2 = 59
-[X][Construction] An infirmary is needed to get the most out of having a healer. (1 action, 100 denier, 1 space) 48+2 = 50
-[X][Construction] Drydocks, 200 denier, 100 upkeep, 400 profit, allows construction and maintenance of ships. Requires recruit shipwright specialist action, but includes their cost. 35+2 = 37

Your builders finish up the new section of wall relatively quickly, giving you an area to expand into large enough that you doubt you'll need to worry about filling for quite some time. Though of course when you were sent out here years ago you wouldn't have anticipated the base getting as big as it is now either.

The infirmary for Julia to work out of is likewise completed this summer, though you do wish you'd had it a bit earlier with the losses you took this season. It will help her mitigate future casualties at least. It's fairly similar to a barracks in that it is mostly open with lines of bed, but much smaller and better sealed, including the floor. You're a bit uncertain how painting the inside white is supposed to make it easier to ensure it's clean though, seems like that would accomplish the opposite.

The drydocks are giving your carpenters trouble as the only flat area they can reach at sea level is somewhat exposed. Waves occasionally threaten the build site, though it hasn't yet been too much of an issue. You're now rather worried about what happens when the winter storms roll in though. It will take a bit more work to finish.

(Drydocks still needs 1 action)




-[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) 49

The final bit of enchanting you do for your brother is on a separate weapon. While the sword you had lovingly crafted could deal with lesser armors, even your work couldn't defeat the finest of armors. For that he would need another weapon, a mace in this case. You started with improving basic durability, then added on a rather specialized and high power enchantment. This one took quite a lot of magic to power, and gathering that took much of your time.

The final product worked exactly as you intended though, allowing the weapon to absorb heat from a forge to release on impact later. It had only a limited capacity to store heat, and so would only work for a certain number of blows before needing to be recharged, but the searing heat it would release into a target would rapidly render any armor an oven, cooking the target inside it. It would be a fine secondary weapon.

With your work complete everything was boxed up and sent off to the capital where it could be forwarded to wherever Kaleb was now. Your debt was certainly paid now, and it was quite the masterwork if you do say so yourself.

-[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) 43
--[X] 1st Footmen.

It's been years since you've had the free time to invest in your troops' equipment this way. Still your 1st Footmen unit has some of the enchanted gear you gave them back then left. It's in sorry shape though, and you have to spend some time making repairs to the damaged magics before you move on to producing more.

Last time you did their swords and helmets. This time you work a bit on their armor and shields, making them able to stand up to just a little bit more punishment. Though how much difference it will make is hard to say.




-[X][Hunters] Scout to reduce chance of enemies slipping by. 8+7 +10 -10=15
-[X][Hunters] Scout to reduce chance of enemies slipping by. 62+7 +10 -10= 69
-[X][Skirmishers] Scout to reduce chance of enemies slipping by. 22 +25 +10 -10 +5= 52
-[X][Footmen] Patrol, reduce chance of enemies slipping by. 11+57+10+15-10 +5 = 88
-[X][Captain] Command troops, raising morale and effectiveness
-[X][Footmen] Guard
--[X] The base and sawmill
-[X][Olivia] Guard
--[X] The base and sawmill
-[X][Levy] Guard
--[X] The docks

"So what happened?" you ask to your little council. Leo, Olivia, and Julia sit around your table.

"Disaster," Leo admits bluntly.

"That much is clear," you reply with annoyance. "I'm looking for something a bit more specific."

"They took the intel they gathered on us this spring and used it to the fullest this season. They played around a while to make it look like it was just going to be normal skirmishing, concealing their numbers. Then hit us hard with far more troops than we even thought they had. Coordinated ambushes on multiple patrol routes at once," he says in irritation. "The footmen mostly fought their way free, but the other troops took a lot more damage. The skirmishers are trained military men, and I might have expected better, but the orcs really went after the scouts hard, trying to blind us probably."

"Ugh," you complain loudly, slumping a bit in your chair. "What about the base defenses?"

"We didn't see anything," Olivia replies as she squirms in her seat, her back has been a bit sore lately.

"They didn't try the defenses at all, which is bad. They're trying to eliminate as much of our forces away from the outpost as they can. It would be better if they'd attack the base where the defenses would at least give us the advantage," Leo adds.

"What were our casualties like?" For this you turn to Julia, who hasn't had much to add so far.

"We've lost a few that we wouldn't have if the infirmary had been ready sooner, but with my help around a quarter of your men should recover Tristan," she replies evenly. She's not broken up about the ones that died, not even the wince Olivia gives. She's no soft hearted healer, but given she's a noble daughter it's hard to say how much she's concealing. "A lot of times the biggest killer in war is infection, and I can mostly deal with that."

"Having a healer around is a great relief, dying in battle isn't as good as making the other guy being the one who dies, but it's still better than a drawn out death half lucid afterwards," Leo adds. "Casualties would have been worse if we weren't as ready to withdraw, but being so overwhelmed meant we left some people behind that might have lived," he concludes with a notable lack of emotion.

"I could save even more if Florian would let me use some of the healing potions he's been making," Julia explains with a bit of annoyance. Though you're not sure it's annoyance precisely over the casualties that would have been averted.

You'd excluded Florian from this because he was currently wearing something rather pungent, and you had no mind to deal with that on top of this calamity. You were torn on his decision on the potions though. He'd already shipped a few boxes off, and he was quite clear that he was sent to provide them to the front. He is your inferior though, and you could certainly force the issue. Of course that could turn against you if your father disagreed.

[][Potions] They're all needed on the front, you can hold.
[][Potions] Surely a few doses won't make much of a difference there, but they could save men here. (Will reduce casualties by 10% hunters 1, 5% footmen, and 5% skirmishers)

(-80% hunters 1 morale broken, -15% hunters 2 morale low, -15% footmen morale medium, -25% skirmishers morale medium)




-[X][Assistant] Recruit Specialist: shipwright 60 -20 = 40
-[X][Purchase] Unit of bricks (250 denier)

Your assistant's results this season are mixed. The bricks you wanted have arrived and are ready for use. But he had a bit of a struggle in getting a shipwright crew to move out to your unknown little outpost. He has to settle for one of the more inexperienced teams that struggles to compete at a larger city. That's good enough probably, at least considering your shipyard still isn't done.




[x][Nerissa] Try something more normal like a dog first.

"Why don't you try something more normal and easier to train first? Like a dog maybe."

"What's a dog?" she asks curiously looking up at you past her leaves and the hair falling over the front of her face.

You grope for a description since she's never seen one before. "It's um, four legs, furry… basically a small less violent wolf," you finish more certainly having realized that she would have seen those at least.

The widening of her eyes and smile somehow fills you with dread. The emotion precedes the realization that she can probably get a wolf, and you really don't want to be attacked by a poorly trained predator.

"You know what, I'll just get you a dog," you say rapidly.

"You don't need to Tristan, I'm sure I could get one myself," Nerissa replies full of optimism and determination that only confirms to you how she would get one.

"No!" you say a bit too abruptly. "I mean, don't worry it's no trouble at all, I'm happy to get you one, and it will be the best, and you wanted more human things anyway," you bluster a little, really not wanting to be mauled.

"Um, if you want to that badly, okay," Nerissa says a bit uncertainly, shuffling her feet a bit.

You slump and sigh in relief.


Introducing her to her adorable new puppy was even more satisfying knowing what you averted.

It's a bit uncertain about her, sniffing around curiously and not quite sure what to make of her at first. But some petting and a few belly rubs make it decide that her smelling weird isn't a problem.





War Results

The news of the war you get is somewhat mixed. It seems that Tedora's nobility have managed to pull themselves together into a semi-coherent front in the face of an actual threat. When it was just Revaria they likely felt no matter how much they screwed up they wouldn't lose, with Setan added into things they have to work together.

They were slow to divert their forces to the new southern front however and Setan has secured a solid beachhead around the port city they captured and landed significant troops there. It will now be very difficult to dislodge them. Furthermore the naval battles have gone heavily in the League's favor, which will allow them to continue to ship supplies to their mercenary army.

Tedora being slow to divert troops to crush the landing meant those soldiers were still pressuring your own nation's front though. From what you've heard that's not going well, with much of the lands captured last year now lost, and significant forces with them.







Plans for Fall: (Base costs shown, decrease 5% for port)

You have 3 construction actions. (Space 14/48) (1 unit of bricks available)
[][Construction] Finish the Drydocks
[][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] To keep your rabbits trapped will require bricks it seems. 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] 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, 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


(1 Hunter unit 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. [][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.

(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] Any one you know



529 starting -1302 upkeep this turn +0.95*(-150 enchanting-350 construction-250 bricks) +600 season payment +400 sawmill +200 Wood Workshop +200 charcoal +400 herb sales = 314
Upkeep next turn: (1433-100 forge-50 rabbits)-5%: (100 you +100 leo +50 assistant +200 sawmills + 200 construction crews+175 footmen +75 skirmishers +53 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




AN: Implemented new system for determining mass casualties in multi-unit battles for this turn since determining individually was no longer sensible as both sides field larger and larger forces. A little over-complicated in mechanics, but gist is still that higher rolls favor better results. It also means that unlike the barely thought out previous system, you inflict casualties even when you lose (though obviously less than if you win). So the orcs took some losses as well, though about half as many as you did.

The orcs had a huge scouting modifier from their last turn and a leadership bonus like Leo provides, which made a huge difference in their performance.
 
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I forgot how much of a blender our front was. Good thing we can still recruit those people for relatively cheap.

What would happen if the healing potions were cut with water? Reduced effectiveness for increased number of potions?
 
What would happen if the healing potions were cut with water? Reduced effectiveness for increased number of potions?
That doesn't really change anything. It's like if you cut a pill in half. That's the same amount of medicine. You still need however much medicine you needed before, you're just taking it in halves instead of wholes.

@inverted_helix father too busy to reply to our letter? Oh well, going to message one of our siblings then this turn..
Did not receive enough votes to send.
 
That doesn't really change anything. It's like if you cut a pill in half. That's the same amount of medicine. You still need however much medicine you needed before, you're just taking it in halves instead of wholes.
But lowered dose if two people drink it? Might save two lives. Might be a waste of potion.

We have test subjects. !!SCIENCE!! demands we find out.
 
[X] Plan Preventing Problems
-[X][Potions] They're all needed on the front, you can hold.
-[X][Construction] Finish the Drydocks
-[X][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)
-[X][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.
-[X][Personal] Recruit one Specialist unit (Expert Horse Trainer) These units need special persuasion or negotiation so can't be hired in bulk. (Note this will involve traveling to them)
-[X][Personal] Investigate what's happened with your siblings.
-[X][Hunters] Scout to reduce chance of enemies slipping by.
-[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 Helps
-[X][Footmen 1] Patrol, reduce chance of enemies slipping by.
-[X][Footmen 2] Guard
--[X] The docks
-[X][Levy] Guard
--[X] The base and sawmill
-[X][Captain] Command troops, raising morale and effectiveness
-[X][Assistant] Recruitment : Replenish loses as far as financialy possible.
 
[X][Potions] They're all needed on the front, you can hold.

[x] Plan Finishing and Low-lying fruits
-[x][Construction] Finish the Drydocks
-[x][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)
-[x][Construction] To keep your rabbits trapped will require bricks it seems. A brick lined rabbit pit could improve your output. Maybe enough to sell furs as well. (Requires 1 unit of bricks, +50 denier in food, opens tanner, uses 1 space.)
-[x][Personal] Recruit one Specialist unit (Enchanter, Elite, Healer, Potioneer, 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)
--[x] Ranger (elite)
-[X][Personal] Spend time with Nerissa
--[x] Could she make a custom designed plant?
-[X] Plants that can specifically attack or repel orks
-[x][Hunters] Train
-[x][Skirmishers] Scout to reduce chance of enemies slipping by.
-[x][1st Footmen] Guard
--[x] The base and sawmill
-[x][2nd Footmen] Guard
--[x] The docks
-[X][Levy] Train with the captain (must be taken with captain action)
-[x][Captain] Train unit (must be taken with appropriate action)
--[x] Levy

-[X][Assistant] Recruitment : Replenish loses as far as financialy possible.
[X][Purchase] Unit of bricks (250 denier)
[X][Contact] Any one you know
-[x] your financial wizard sister, ask regarding the war and its financial side. Send her a copy of our finances and expenditures and if she has financial advise for our settlement. Also, if she knows any willing investors businesses that may be interested.

- alright, as i see it we need a Ranger Hero hence spent both personal actions for it though i can be persuaded to add a nerissa action.

Edit: added the Nerissa action, we are going to ask if she can make a plant designed to target orcs.

@inverted_helix how many unit of bricks do we currently have?
 
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@inverted_helix would taking the potions be a one time thing or an every turn? Mainly because I can see us taking some when we are hit hard (after all if the orcs push us back to far the front will get no potions) but don't want to take them when we only have light losses. Also do we need to try and recruit again for the shipwright or is what we found good enough? Elite Ranger. would that be an elite character and is it impacted by a x2 or x3 modifier due to the war?
Edit-
Also does horse trainer have an upfront cost or only upkeep cost?

And ouch those rolls, guess we are back to normal: 57, 48 , 35, 49 , 43, 8, 62, 22, 11, 60

On other news Nerissa has a puppy, which can only be cute.

Net Income: 581.15
Treasury: 314
Turn: 895.15
Costs: 200 (construction) + 460 (replacements) = 627
Net: 268

[X] Plan Going Defensive
-[X][Construction] Finish the Drydocks
-[X][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)
-[X][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.
-[X][Personal] Recruit one Specialist unit- Shipwright
-[X][Personal] Spend time with Nerissa
--[X] Plant more Saints Blood (Replace Hypno Fruit)
-[X][Hunters] Scout to reduce chance of enemies slipping by.
-[X][Skirmishers] Shadow Footmen 1, try to get a drop on anyone who attacks them
-[X][Footmen 1] Patrol, reduce chance of enemies slipping by.
-[X][Olivia] Assist Footmen 1
-[X][Footmen 2] Shadow Footmen 1, try to get a drop on anyone who attacks them
-[X][Levy] Guard
--[X] The base and sawmill
-[X][Captain] Command ambush troops, raising morale and effectiveness
-[X][Assistant] Recruitment? Footmen and Skirmishers to full (180 and 120 for 300) 65% Hunter 1, 15% Hunter 2 (160 total)

[X][Potions] Surely a few doses won't make much of a difference there, but they could save men here. (Will reduce casualties by 10% hunters 1, 5% footmen, and 5% skirmishers)

Okay we need to keep our numbers up to survive the orcs attention, and doing so with the potions is our best bet to keep casualties lower. Further more if our force is pushed back then there will be no potions for the front at all. Now footmen and skirmishers I am moving to full replacements as our main combat power. Hunter 2 is getting full replacements, Hunter 1 is not but 35% unit strength in replacements plus whatever we get auto for the turn should be good. It is going to cost a pretty penny but we need to keep our combat power high. To that end enchanting another unit will be helpful and since skirmishers see action boosting them. Also grabbing another shipwright ourselves to avoid lower income from the drydocks as we need income to bring in replacements. Plus the charcoal facility will add another 50 or so net income.

For orders still patrolling and scouting but not risking our units in crossing the woods as I expect an attack this coming season or next to follow up, if it is next then I want to avoid damage from trying to examine their base.

Edit- replaced enchantment for more saints blood production (so we can keep some ourselves without impacting the front expected of 2, also this way turns we do not need any even more will be available for the war effort then the amount from the expected 2 groves worth). Also increase replacement hunters to bring Hunter 1 back to 85% strength. The rest of our units are getting full replacements.
 
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AN: Implemented new system for determining mass casualties in multi-unit battles for this turn since determining individually was no longer sensible as both sides field larger and larger forces. A little over-complicated in mechanics, but gist is still that higher rolls favor better results. It also means that unlike the barely thought out previous system, you inflict casualties even when you lose (though obviously less than if you win).

Can you share if you don't mind? I'm searching a decent mechanics for my home-brew semi strategy RP and I'm really curious.
 
@inverted_helix how many unit of bricks do we currently have?
1, added this to description.

@inverted_helix would taking the potions be a one time thing or an every turn? Mainly because I can see us taking some when we are hit hard (after all if the orcs push us back to far the front will get no potions) but don't want to take them when we only have light losses. Also do we need to try and recruit again for the shipwright or is what we found good enough? Elite Ranger. would that be an elite character and is it impacted by a x2 or x3 modifier due to the war?
Edit-
Also does horse trainer have an upfront cost or only upkeep cost?
Well I was planning to have it be just a one time decision (possibly impacted by response to that decision). However it's worth pointing out that if you have only light losses your use would be lower as well.

What you found for the shipwright is acceptable to operate, though can negatively impact profit.

An elite ranger will be impacted by the x3 modifier because people with the useful skills you're looking for are useful as scouts on the front as well.

The horse trainer I decided to give the same recruitment cost as upkeep, now noted.

Can you share if you don't mind? I'm searching a decent mechanics for my home-brew semi strategy RP and I'm really curious.
I'm doing it a bit simply, but still not simply enough to feel comfortable saying outright, as I find most of the time players tend to get confused by too much math.
 
With your work complete everything was boxed up and sent off to the capital where it could be forwarded to wherever Kaleb was now. Your debt was certainly paid now, and it was quite the masterwork if you do say so yourself.
Don't flatter yourself, Tristan, we all know you can do better.
Hopefully some tales of our brother's test run will reach us from the frontlines. I'd like to know how much grievous harm he can do with those.
-80% hunters 1 morale broken
So I would assume these ones would also lose the experience and equipment bonuses since there's almost no one left.

The Saint's Blood is for the front only. Not only it is more important than holding some dingy outpost on the outskirts of the duchy, but this is also our screw up, and we need to solve it locally.

On the other hand, we could probably get away with it if we used another of Nerissa's slots for Saint's Blood. Two groves' worth of potions is the production the Duke expects, so we might be able to reallocate some fruits if we had the 3rd one.

Now that we have a port city, maybe it's time to contact our sister. What was her name, Adolphine?

Okay we need to keep our numbers up to survive the orcs attention, and doing so with the potions is our best bet to keep casualties lower.
What we need is to develop a strategy. The orcs have changed tactics, and we keep going as if they aren't there. Well, they are happy to prove otherwise.

We need to adapt our ways of patrolling and combat to the new situation, the one where they are shifting their priorities away from the raiding to murdering us personally. I am pretty sure they will be riding the high of the recent success and keep doing what they've been doing. If we bait them by pretending we didn't learn our lesson, I am certain we can make them abandon caution and attempt a repeat performance.

Going defensive is a natural response after a defeat, but that gives them free reign of the forest and lets them pull ahead even further. Instead I propose a gambit: bring everyone out in the forest and try to kill as many of them as we can, foregoing the normal patrols. Send one unit of footmen ahead to act as the hapless patrol, and send skirmishers and the other unit hot on their heels to finish off whatever bites. If engaged, the footmen need to dig their heels in and wait for the reinforcements. Use hunters (the ones not broken) to act as a multi-purpose unit: feelers, ambush scouters (better them than our main forces), lure (if the enemy is detected, all the hunters can do is RUN... and hope the orcs pursue) and communication between the 'bait footmen' and the strike force behind them.

If we feel extra-daring, bring both Leo and Olivia. The base will be left nearly empty safe for the levy, but they aren't targeting it anyway.

-[ ][Footmen 1] Patrol around, act as bait
-[ ][Hunters] Scout for Footmen 1, act as a liason between the groups
-[ ][Skirmishers] Shadow Footmen 1, try to get a drop on anyone who attacks them
-[ ][Footmen 2] Shadow Footmen 1, try to get a drop on anyone who attacks them
-[ ][Olivia] Assist Footmen 1
-[ ][Captain] Coordinate the troops

I mean, sure we can sit this one out, but we are already on the back foot. If we want a breather, we need to act more and react less. We have few troops, but by concentrating them in one big unit we can have local superiority, and that can be the difference between winning and losing this round.
-[X][Potions] Surely a few doses won't make much of a difference there, but they could save men here. (Will reduce casualties by 10% hunters 1, 5% footmen, and 5% skirmishers)
The potions vote is not the part of the plan. It's a separate one.
Did not receive enough votes to send.
How many votes are needed for contact? A set number? More than half?
 
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Part of the issue is we need to guard against forest creatures as well to keep our workers and base safe. I might be able to switch the levy to that in exchange for putting the second foot as a shadow force.

If we do go for a third saints blood grove though what do we drop as Nerissa can only keep 4 things going.
 
Part of the issue is we need to guard against forest creatures as well to keep our workers and base safe. I might be able to switch the levy to that in exchange for putting the second foot as a shadow force.
The levy can do it. If not, they can die in droves protecting it - I sure care less about them than about our other units, as they are just replenishable meat for the grinder at this point.

I'd like to start training them sometime this season, but we need a victory to allow us some temporary peace and quiet.

If we do go for a third saints blood grove though what do we drop as Nerissa can only keep 4 things going.
The hypnofruit, of course. Right now we have no use for it, and we can't touch the St.'s Blood groves without affecting the front, since we have our quota. With an extra grove we can still meet the quota and take a little for ourselves. Even if Dad reduces our stipend proportionately to what we take, it can't hurt much more than replacing the losses.
 
I will do that, likely dropping the enchant action this turn as we will need to try and keep our income as high as possible just to keep replacements cycling in.

As for the levy tentative plans were to train them or the hunters during the winter season when making a push through the forest is a bad idea.
 
So I would assume these ones would also lose the experience and equipment bonuses since there's almost no one left.
I did think about that, but figured it would be better to adjust it down when the numbers are replenished.

What was her name, Adolphine?
Yes. All other spellings have been edited.

How many votes are needed for contact? A set number? More than half?
Last time it didn't even reach a third I think. Over half would be best, but if it's not potentially problematic I'd probably go with a bit lower than that.
 
-[X][Captain] Command troops, raising morale and effectiveness
Is Leo going with us, i.e. with Olivia and footmen? There isn't a lot of other troops to command... and I think the bonus is greater if it is applied to a single group.
-[X][Hunters] Shadow Footmen 1, try to get a drop on anyone who attacks them
-[X][Skirmishers] Scout to reduce chance of enemies slipping by.
-[X][Footmen 1] Patrol, reduce chance of enemies slipping by.
-[X][Olivia] Assist Footmen 1
-[X][Footmen 2] Shadow Footmen 1, try to get a drop on anyone who attacks them
I think you might want to swap Hunters and Skirmishers.
Hunters do no damage against orcs, but can scout just fine. Skirmishers can break out of the ambush, but why send them there in the first place? They are much better at complementing the footmen, making sure they don't give away their game, etc.

Footmen x2 and Skirmishers are our main fighting force, and should stick together, especially faced with a lot of orc infantry. If we split them again, we will lose them in detail - again.

If you are willing to make that change, I am perfectly willing to vote for the plan.

Or how do you intend this to work?

[X] Plan Going Defensive
[X][Potions] Surely a few doses won't make much of a difference there, but they could save men here. (Will reduce casualties by 10% hunters 1, 5% footmen, and 5% skirmishers)
 
Last edited:
Made the change to have hunters scout for the footmen while our captain, 2nd footmen and skirmishers try to lurk in ambush. I had assumed that scouting action would keep them near the footmen, but hunters are more replaceable as a scout/picket force.
Adhoc vote count started by Void Stalker on Oct 31, 2018 at 8:42 AM, finished with 65 posts and 15 votes.

  • [x][Nerissa] Try something more normal like a dog first.
    [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][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][Purchase] Unit of bricks (250 denier)
    -[X][Levy] Guard
    --[X] The docks
    -[X][Captain] Command troops, raising morale and effectiveness
    -[X][Assistant] Recruit Specialist: shipwright
    [X][Potions] Surely a few doses won't make much of a difference there, but they could save men here. (Will reduce casualties by 10% hunters 1, 5% footmen, and 5% skirmishers)
    [X] Plan Going Defensive (incomplete)
    -[X][Construction] Finish the Drydocks
    -[X][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)
    -[X][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.
    -[X][Personal] Recruit one Specialist unit (Shipwright)
    -[X][Personal] Spend time with Nerissa
    --[X] Plant more Saints Blood (Replace Hypno Fruit)
    -[X][Hunters] Scout to reduce chance of enemies slipping by.
    -[X][Skirmishers] Shadow Footmen 1, try to get a drop on anyone who attacks them
    -[X][Footmen 1] Patrol, reduce chance of enemies slipping by.
    -[X][Olivia] Assist Footmen 1
    -[X][Footmen 2] Shadow Footmen 1, try to get a drop on anyone who attacks them
    -[X][Levy] Guard
    --[X] The base and sawmill
    -[X][Captain] Command ambush troops, raising morale and effectiveness
    -[X][Assistant] Recruitment? Footmen and Skirmishers to full (180 and 120 for 300) 65% Hunter 1, 15% Hunter 2 (160 total)
    [X] Plan Going Defensive
    [X][Contact] Anyone you know
    -[x] your father, inquire about the war and uses for ironwood
    [X][Nerissa][Maybe just focus on the Pegasus before he gets more of your leaves.] Because as hilarious as that is, if she's already got a Pegasus to work with maybe the attack spiders should wait.
    [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) 57+2 = 59
    -[X][Construction] An infirmary is needed to get the most out of having a healer. (1 action, 100 denier, 1 space) 48+2 = 50
    -[X][Construction] Drydocks, 200 denier, 100 upkeep, 400 profit, allows construction and maintenance of ships. Requires recruit shipwright specialist action, but includes their cost. 35+2 = 37
    -[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) 49
    -[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) 43
    --[X] 1st Footmen.
    -[X][Hunters] Scout to reduce chance of enemies slipping by. 8+7 +10 -10=15
    -[X][Hunters] Scout to reduce chance of enemies slipping by. 62+7 +10 -10= 69
    -[X][Skirmishers] Scout to reduce chance of enemies slipping by. 22 +25 +10 -10 +5= 52
    -[X][Footmen] Patrol, reduce chance of enemies slipping by. 11+57+10+15-10 +5 = 88
    -[X][Captain] Command troops, raising morale and effectiveness
    -[X][Footmen] Guard
    --[X] The base and sawmill
    -[X][Olivia] Guard
    -[X][Levy] Guard
    --[X] The docks
    -[X][Assistant] Recruit Specialist: shipwright 60 -20 = 40
    -[X][Purchase] Unit of bricks (250 denier)
    [X] Plan Preventing Problems
    -[X][Potions] They're all needed on the front, you can hold.
    -[X][Construction] Finish the Drydocks
    -[X][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)
    -[X][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.
    -[X][Personal] Recruit one Specialist unit (Expert Horse Trainer) These units need special persuasion or negotiation so can't be hired in bulk. (Note this will involve traveling to them)
    -[X][Personal] Investigate what's happened with your siblings.
    -[X][Hunters] Scout to reduce chance of enemies slipping by.
    -[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 helps.
    -[X][Footmen 1] Patrol, reduce chance of enemies slipping by.
    -[x][Footmen2] Guard
    --[X] The docks
    -[X][Levy] Guard
    --[X] The base and sawmill
    -[X][Captain] Command troops, raising morale and effectiveness
    -[X][Assistant] Recruitment : Replenish loses as far as financialy possible.
    [X][Potions] They're all needed on the front, you can hold.
    [x] Plan Finishing and Low-lying fruits
    -[X][Construction] Finish the Drydocks
    -[x][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)
    -[x][Construction] To keep your rabbits trapped will require bricks it seems. A brick lined rabbit pit could improve your output. Maybe enough to sell furs as well. (Requires 1 unit of bricks, +50 denier in food, opens tanner, uses 1 space.)
    -[x][Personal] Recruit one Specialist unit (Enchanter, Elite, Healer, Potioneer, 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)
    --[x] Ranger (elite)
    -[X][Personal] Spend time with Nerissa
    --[x] Could she make a custom designed plant?
    -[X] Plants that can specifically attack or repel orks
    -[x][Hunters] Train
    -[X][Skirmishers] Scout to reduce chance of enemies slipping by.
    -[x][1st Footmen] Guard
    --[X] The base and sawmill
    -[x][2nd Footmen] Guard
    --[X] The docks
    -[x][Levy] Train with the captain (must be taken with captain action)
    -[x][Captain] Train unit (must be taken with appropriate action)
    --[x] Levy
    -[X][Assistant] Recruitment : Replenish loses as far as financialy possible.
    [X][Purchase] Unit of bricks (250 denier)
    [X][Contact] Anyone you know
    -[x] your financial wizard sister, ask regarding the war and its financial side. Send her a copy of our finances and expenditures and if she has financial advise for our settlement. Also, if she knows any willing investors businesses that may be interested.
    [X] Plan Preventing Problems
    -[X][Potions] They're all needed on the front, you can hold.

Adhoc vote count started by Void Stalker on Oct 31, 2018 at 8:42 AM, finished with 20 posts and 7 votes.

  • [X][Potions] Surely a few doses won't make much of a difference there, but they could save men here. (Will reduce casualties by 10% hunters 1, 5% footmen, and 5% skirmishers)
    [X] Plan Going Defensive (incomplete)
    -[X][Construction] Finish the Drydocks
    -[X][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)
    -[X][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.
    -[X][Personal] Recruit one Specialist unit- Shipwright
    -[X][Personal] Spend time with Nerissa
    --[X] Plant more Saints Blood (Replace Hypno Fruit)
    -[X][Hunters] Scout to reduce chance of enemies slipping by.
    -[X][Skirmishers] Shadow Footmen 1, try to get a drop on anyone who attacks them
    -[X][Footmen 1] Patrol, reduce chance of enemies slipping by.
    -[X][Olivia] Assist Footmen 1
    -[X][Footmen 2] Shadow Footmen 1, try to get a drop on anyone who attacks them
    -[X][Levy] Guard
    --[X] The base and sawmill
    -[X][Captain] Command ambush troops, raising morale and effectiveness
    -[X][Assistant] Recruitment? Footmen and Skirmishers to full (180 and 120 for 300) 65% Hunter 1, 15% Hunter 2 (160 total)
    [X] Plan Going Defensive
    [X] Plan Preventing Problems
    -[X][Potions] They're all needed on the front, you can hold.
    -[X][Construction] Finish the Drydocks
    -[X][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)
    -[X][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.
    -[X][Personal] Recruit one Specialist unit (Expert Horse Trainer) These units need special persuasion or negotiation so can't be hired in bulk. (Note this will involve traveling to them)
    -[X][Personal] Investigate what's happened with your siblings.
    -[X][Hunters] Scout to reduce chance of enemies slipping by.
    -[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 Helps
    -[X][Footmen 1] Patrol, reduce chance of enemies slipping by.
    -[X][Footmen 2] Guard
    --[X] The docks
    -[X][Levy] Guard
    --[X] The base and sawmill
    -[X][Captain] Command troops, raising morale and effectiveness
    -[X][Assistant] Recruitment : Replenish loses as far as financialy possible.
    [X][Potions] They're all needed on the front, you can hold.
    [x] Plan Finishing and Low-lying fruits
    -[X][Construction] Finish the Drydocks
    -[x][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)
    -[x][Construction] To keep your rabbits trapped will require bricks it seems. A brick lined rabbit pit could improve your output. Maybe enough to sell furs as well. (Requires 1 unit of bricks, +50 denier in food, opens tanner, uses 1 space.)
    -[x][Personal] Recruit one Specialist unit (Enchanter, Elite, Healer, Potioneer, 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)
    --[x] Ranger (elite)
    -[X][Personal] Spend time with Nerissa
    --[x] Could she make a custom designed plant?
    -[X] Plants that can specifically attack or repel orks
    -[x][Hunters] Train
    -[x][Skirmishers] Scout to reduce chance of enemies slipping by.
    -[x][1st Footmen] Guard
    --[X] The base and sawmill
    -[x][2nd Footmen] Guard
    --[X] The docks
    -[X][Levy] Train with the captain (must be taken with captain action)
    -[x][Captain] Train unit (must be taken with appropriate action)
    --[x] Levy
    -[X][Assistant] Recruitment : Replenish loses as far as financialy possible.
    [X][Purchase] Unit of bricks (250 denier)
    [X][Contact] Any one you know
    -[x] your financial wizard sister, ask regarding the war and its financial side. Send her a copy of our finances and expenditures and if she has financial advise for our settlement. Also, if she knows any willing investors businesses that may be interested.
    [X] Plan Preventing Problems
    -[X][Potions] They're all needed on the front, you can hold.

Adhoc vote count started by Void Stalker on Oct 31, 2018 at 8:43 AM, finished with 20 posts and 7 votes.

  • [X] Plan Going Defensive
    -[X][Construction] Finish the Drydocks
    -[X][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)
    -[X][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.
    -[X][Personal] Recruit one Specialist unit- Shipwright
    -[X][Personal] Spend time with Nerissa
    --[X] Plant more Saints Blood (Replace Hypno Fruit)
    -[X][Hunters] Scout to reduce chance of enemies slipping by.
    -[X][Skirmishers] Shadow Footmen 1, try to get a drop on anyone who attacks them
    -[X][Footmen 1] Patrol, reduce chance of enemies slipping by.
    -[X][Olivia] Assist Footmen 1
    -[X][Footmen 2] Shadow Footmen 1, try to get a drop on anyone who attacks them
    -[X][Levy] Guard
    --[X] The base and sawmill
    -[X][Captain] Command ambush troops, raising morale and effectiveness
    -[X][Assistant] Recruitment? Footmen and Skirmishers to full (180 and 120 for 300) 65% Hunter 1, 15% Hunter 2 (160 total)
    [X][Potions] Surely a few doses won't make much of a difference there, but they could save men here. (Will reduce casualties by 10% hunters 1, 5% footmen, and 5% skirmishers)
    [X] Plan Preventing Problems
    -[X][Potions] They're all needed on the front, you can hold.
    -[X][Construction] Finish the Drydocks
    -[X][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)
    -[X][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.
    -[X][Personal] Recruit one Specialist unit (Expert Horse Trainer) These units need special persuasion or negotiation so can't be hired in bulk. (Note this will involve traveling to them)
    -[X][Personal] Investigate what's happened with your siblings.
    -[X][Hunters] Scout to reduce chance of enemies slipping by.
    -[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 Helps
    -[X][Footmen 1] Patrol, reduce chance of enemies slipping by.
    -[X][Footmen 2] Guard
    --[X] The docks
    -[X][Levy] Guard
    --[X] The base and sawmill
    -[X][Captain] Command troops, raising morale and effectiveness
    -[X][Assistant] Recruitment : Replenish loses as far as financialy possible.
    [X][Potions] They're all needed on the front, you can hold.
    [x] Plan Finishing and Low-lying fruits
    -[X][Construction] Finish the Drydocks
    -[x][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)
    -[x][Construction] To keep your rabbits trapped will require bricks it seems. A brick lined rabbit pit could improve your output. Maybe enough to sell furs as well. (Requires 1 unit of bricks, +50 denier in food, opens tanner, uses 1 space.)
    -[x][Personal] Recruit one Specialist unit (Enchanter, Elite, Healer, Potioneer, 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)
    --[x] Ranger (elite)
    -[X][Personal] Spend time with Nerissa
    --[x] Could she make a custom designed plant?
    -[X] Plants that can specifically attack or repel orks
    -[x][Hunters] Train
    -[x][Skirmishers] Scout to reduce chance of enemies slipping by.
    -[x][1st Footmen] Guard
    --[X] The base and sawmill
    -[x][2nd Footmen] Guard
    --[X] The docks
    -[X][Levy] Train with the captain (must be taken with captain action)
    -[x][Captain] Train unit (must be taken with appropriate action)
    --[x] Levy
    -[X][Assistant] Recruitment : Replenish loses as far as financialy possible.
    [X][Purchase] Unit of bricks (250 denier)
    [X][Contact] Any one you know
    -[x] your financial wizard sister, ask regarding the war and its financial side. Send her a copy of our finances and expenditures and if she has financial advise for our settlement. Also, if she knows any willing investors businesses that may be interested.
    [X] Plan Preventing Problems
    -[X][Potions] They're all needed on the front, you can hold.

Adhoc vote count started by Void Stalker on Nov 1, 2018 at 12:38 PM, finished with 23 posts and 10 votes.

  • [X] Plan Going Defensive
    -[X][Construction] Finish the Drydocks
    -[X][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)
    -[X][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.
    -[X][Personal] Recruit one Specialist unit- Shipwright
    -[X][Personal] Spend time with Nerissa
    --[X] Plant more Saints Blood (Replace Hypno Fruit)
    -[X][Hunters] Scout to reduce chance of enemies slipping by.
    -[X][Skirmishers] Shadow Footmen 1, try to get a drop on anyone who attacks them
    -[X][Footmen 1] Patrol, reduce chance of enemies slipping by.
    -[X][Olivia] Assist Footmen 1
    -[X][Footmen 2] Shadow Footmen 1, try to get a drop on anyone who attacks them
    -[X][Levy] Guard
    --[X] The base and sawmill
    -[X][Captain] Command ambush troops, raising morale and effectiveness
    -[X][Assistant] Recruitment? Footmen and Skirmishers to full (180 and 120 for 300) 65% Hunter 1, 15% Hunter 2 (160 total)
    [X][Potions] Surely a few doses won't make much of a difference there, but they could save men here. (Will reduce casualties by 10% hunters 1, 5% footmen, and 5% skirmishers)
    [X][Potions] They're all needed on the front, you can hold.
    [X] Plan Preventing Problems
    -[X][Potions] They're all needed on the front, you can hold.
    -[X][Construction] Finish the Drydocks
    -[X][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)
    -[X][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.
    -[X][Personal] Recruit one Specialist unit (Expert Horse Trainer) These units need special persuasion or negotiation so can't be hired in bulk. (Note this will involve traveling to them)
    -[X][Personal] Investigate what's happened with your siblings.
    -[X][Hunters] Scout to reduce chance of enemies slipping by.
    -[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 Helps
    -[X][Footmen 1] Patrol, reduce chance of enemies slipping by.
    -[X][Footmen 2] Guard
    --[X] The docks
    -[X][Levy] Guard
    --[X] The base and sawmill
    -[X][Captain] Command troops, raising morale and effectiveness
    -[X][Assistant] Recruitment : Replenish loses as far as financialy possible.
    [x] Plan Finishing and Low-lying fruits
    -[X][Construction] Finish the Drydocks
    -[x][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)
    -[x][Construction] To keep your rabbits trapped will require bricks it seems. A brick lined rabbit pit could improve your output. Maybe enough to sell furs as well. (Requires 1 unit of bricks, +50 denier in food, opens tanner, uses 1 space.)
    -[x][Personal] Recruit one Specialist unit (Enchanter, Elite, Healer, Potioneer, 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)
    --[x] Ranger (elite)
    -[X][Personal] Spend time with Nerissa
    --[x] Could she make a custom designed plant?
    -[X] Plants that can specifically attack or repel orks
    -[x][Hunters] Train
    -[x][Skirmishers] Scout to reduce chance of enemies slipping by.
    -[x][1st Footmen] Guard
    --[X] The base and sawmill
    -[x][2nd Footmen] Guard
    --[X] The docks
    -[X][Levy] Train with the captain (must be taken with captain action)
    -[x][Captain] Train unit (must be taken with appropriate action)
    --[x] Levy
    -[X][Assistant] Recruitment : Replenish loses as far as financialy possible.
    [X][Purchase] Unit of bricks (250 denier)
    [X][Contact] Any one you know
    -[x] your financial wizard sister, ask regarding the war and its financial side. Send her a copy of our finances and expenditures and if she has financial advise for our settlement. Also, if she knows any willing investors businesses that may be interested.
    [X] Plan Preventing Problems
    -[X][Potions] They're all needed on the front, you can hold.
 
I was thinking of starting to write the update today, but only 6 votes is pretty pathetic, lowest turnout I've had in a long time. And only 3 of those for the highest vote. I don't think it's too unfair to ask for at least a few more votes.
 
[X] Plan Going Defensive
[X][Potions] Surely a few doses won't make much of a difference there, but they could save men here. (Will reduce casualties by 10% hunters 1, 5% footmen, and 5% skirmishers)
 
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