Upkeep: 1461.1
Forge reduction remaining: 23
Income: 2250
Treasury: 85
Net: 873.9 (plus 23 discount from forge)
Current Costs: 50 (Construction) + 200 (Enchantment) + 200 (Supplies) - 23 (Forge) = 427 *.95 = 405.65
New Treasury: 468.25
Estimates for next turn: no construction but the same enchantment and supplies(drop supplies for replacements if needed) 430.75 + 468 = 898.75
Elite Ranger cost: 1200 * .95 = 1140
Prelim Thoughts:
[X] Plan Training ground and engagements
-[X][Construction] Build a training ground for your personnel. Some targets, some dummies, and obstacle course, and a big area set aside to practice on. Grants a bonus to training. (1 action, 50 denier, 2 space)
-[X][Construction] Expand the moat around the new walls. There's very little cost involved, but it will be an enormous amount of labor. (2/6 actions, increases cost of further expansion)
-[X][Construction] Expand the moat around the new walls. There's very little cost involved, but it will be an enormous amount of labor. (2/6 actions, increases cost of further expansion) 2nd time
-[X][Hunters 1] Scout to reduce chance of enemies slipping by.
-[X][Hunters 2] Guard
--[X] The base and sawmill
-[X][Skirmishers] Scout to reduce chance of enemies slipping by.
-[X][Footmen 1] Patrol, reduce chance of enemies slipping by.
--[X] Olivia Helps
-[X][Footmen 2] Guard
--[X] The docks
-[X][Levy 1] Guard
--[X] The base and sawmill
-[X][Levy 2] Patrol, reduce chance of enemies slipping by.
-[X][Captain] Command troops, raising morale and effectiveness
-[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] Construction Workers
--[X] Skirmishers
-[X][Assistant] Look for additional experienced shipwrights
-[X][Purchase] Fill warehouse with supplies (200 deneier) (subject to change)
-[X][Contact] Adolphine
--[X] Since you are thinking of recruting both Civil and Siege Engineer ask her if she can help you find higly qualified ones, perhaps even at a cheaper price if you are lucky. Also since she manages a port town ask if she would be able to find you some experienced shipwright to suplement you current ones.
Okay if we have the 2nd footmen guarding the docks for the foreseeable future then we do not need to boost their enchantment right away, instead we finish enchanting the skirmishers which are going to be engaged with the orcs. Also since we have more construction workers our enchantment there has been reduced to a +2 bonus so time to fix that and make construction more likely to succeed. We should not have a -5 penalty for the moat this time around which makes it more likely for both to succeed leaving us at 4/6 and allowing us to finish next turn. Training ground is to make sure we have time to follow up on finishing it in the fall so it is ready for training in the winter of the two levys. If it and both moat actions succeed then next turn I want to build a unit of bricks and then the turn after build the rabbit pens to both get a bit more money and make us a bit better at handling a siege due to more food.
Okay looking at it we can recruit an elite ranger over the winter at our current expenditure cost.
@inverted_helix is it possible to try for improved shipwright to up our drydock income or do we just need to let the current guys become more experienced at this point.
Edit- changed to a plan, the idea is to move out in force to try and contest during the summer then fall back in the fall to see if they will follow us to our base, along with replacements coming in during the fall for any losses we take. Training ground so that this winter when we train both levy it will go better and the enchantment continues to try and give our troops the edge they need. Next turn for fall do footmen and construction enchantment which will hopefully finish off both and then we can start enchanting the levy over the winter. In addition the savings will allow us to recruit an elite ranger in the winter to give us someone to counter the orc hero unit. That way coming out of winter our forces should be:
Two footmen full enchant
One skirmisher full enchant
Two levy trained and partial enchant
Two hunters
One Elite Ranger
Spring I would do enchant for Elite Ranger and one of the levy and just keep on working until everyone is at full enchant. Though when we reach the hunters we can probably drop to one enchant a turn and one other personal action.
Edit- added in contact and have assistant looking for better shipwrights since they are not doing anything else this turn.