The Wild Edge (Fantasy Border Outpost)

Well those rolls happened.... ugh that really hurt though Olivia punching out their hero for a season lets us pull back and lick our wounds for a turn or two. With no attacks at the dock I would say just put a levy on it from now on.

@inverted_helix what does the moat count as, military construction?

Edit- Also any costs for hiring either engineer?
 
Last edited:
I feel like we are so very long overdue for MOLE HUNTING!!!
Of course I'm not actually a dedicated plan-maker so all I can do is present this short-sighted opinion.
 
Well those rolls happened.... ugh that really hurt though Olivia punching out their hero for a season lets us pull back and lick our wounds for a turn or two.
The orcs actually took worse casualties than you this turn so keep that in mind.
@inverted_helix what does the moat count as, military construction?

Edit- Also any costs for hiring either engineer?
Military construction yes.

The costs are the same as they would be hiring them normally. Listed on the front page.
 
Just looked back at the status... @inverted_helix Didn't we hire a second group of Camp Followers at some point?

On the update... I think we can afford to hire both Engineers and pay the shipwrights the one off cost this turn without serious issue...
 
The orcs actually took worse casualties than you this turn so keep that in mind.
Military construction yes.

The costs are the same as they would be hiring them normally. Listed on the front page.
I was hoping that was the case, but Olivia knocking their elite out for a turn may have been just as big. For costs, is that without the x2 or x3 currently or do we pay that. Also brickmackers, do they cost 75 upfront as well as upkeep, and how much additional housing does the two space housing action provide?
 
Yeah, I want both engineers.

We need all the help on that front that we can get.

To go with that, I'd like to get the brick workers that were just added. 75 upkeep to produce 1 unit of bricks a turn is a must as we start going into the more advanced building tree.

Looks like the civil engineer is 100 denier a turn and the Siege Engineer is 150 (50 normally, war eh).

Hmm, is that even doable? That's an increase in upkeep by 325, then you add in the 100 that the shipwrights want and I'm not sure we have enough cash to acquire them all this turn.

So, for now I'd say pay the Shipwrights, get the Civil Engineer and start building some more profitable enterprises on the side. Maybe get the brick workers next turn.

@inverted_helix Is there anyway to get rid of the morale debuff on 2nd Hunters? Would a training action help, or do we need a civilian building like a church or brothel built to alleviate the issue?
 
I'm kind of loathe to keep throwing hunters out in the following seasons, if for nothing else than the cost of recruiting more when we lose them. Our skirmisher's bonuses have reached a point where they're doing pretty well against the orcs with subpar rolls, so we should be doing decently well with just skirmishers active at patrolling, while focusing on training up the hunters to at least a net +0 to the scout roll. Plus all signs point to a relatively inactive fall, so a bunch of training actions could be just the thing.

On the construction end, it looks like we have enough to afford the experienced civil engineer, and construction bonuses do sound pretty nice. I think its worth the cost. On the other hand, cutting into our stocks cuts into the massive 1200 it takes for an Elite Ranger.

It's worth noting that our footmen are doing fairly well, and the orcs are reeling from a rough summer. It might be worth a shot at an attack, though I'm more inclined to just sit back on the season we've been given, knowing that winter isn't going to be super active either, so we're given essentially a two-season respite.

We also probably shouldn't be throwing any more actions at replacing shipwrights with a -20 to the roll.
 
[X][Sundew] Wait until a soldier gets trapped to try to get a sample while cutting them free (could be never)
[X][Shipwrights] Pay bonus 100 Denier (one time)
[X][Adolphine] Hire Civil Engineer without additional action, opens new construction actions, offers +15 bonus to all construction projects from qualified oversight and Hire an apprentice Siege Engineer without additional action, opens ability to construct siege engines and +5 to military construction.

[X] Plan Forting Up
-[X][Construction] Expand the moat around the new walls. There's very little cost involved, but it will be an enormous amount of labor. (3/6 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. (3/6 actions, increases cost of further expansion) 2nd time
-[X][Construction] Build a larger amount of housing so that you won't run out for a while. Increases housing capacity. 400 denier, 2 spaces
-[X][Hunters] Train
-[X][Skirmishers] Guard
--[X] The base and sawmill
-[X][Footmen 1] Guard
--[X] The base and sawmill
--[X] Olivia Helps
-[X][Footmen 2] Guard
--[X] The base and sawmill
-[X][Levy 1] Guard
--[X] The docks
-[X][Levy 2]Train
-[X][Captain] Train units (Hunter 2 and Levy 2)
-[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][Personal] Spend time with Nerissa
--[X] Try instaling a circle of wardstones designed to influence magic so it flows inwards around her tree, since a higher concentration should alow her to do more.
---[X] If this works as her to restart Hypnofruit production, also ask Olivia to spend as much time os possible in the higher concentration of magic and eat mostly food from the ovegrownth so her wings can finish growing sonner.
-[X][Assistant] Recruitment? Footmen 5% (45), Skirmishers 30% (180), Levy 10% (40) Farmers (200) Brickmakers (150)
-[X] Contact Edgar Revaria
--[X] ask about neighboring kingdoms, their specialties and notable persons.

Upkeep: 1318.6
Income: 2,250
Treasury: 423
Net: 1,354.4
Costs: 615 (Recruitment) + 100 (Enchantment) + 100 (Civil Engineer) + 100 (Military Engineer) + 400 (Construction) - 40 (forge) = 1275 *.95 = 1211.25 + 100 (one time bonus) = 1311.25
New Treasury: 43.15

Civil engineer will help with all the non moat and wall construction of which we still have a lot as well as hopefully open up new revenue sources for us to tap so that we can continue to afford replacements for our units (and at some point start hiring more again). Two moat actions to keep on working on it, also expanding our housing as we are over our limit and at the very least we will be adding farmers (and maybe brickworkers). So we need to prevent overcrowding before winter sets in the following season (when we don't want to be building more housing).

Hunters and one of the levy on training while the other levy covers the docks just in case. Otherwise the footmen, olivia and skirmishers are back guarding the base letting us rest and recover for fall and winter. Enchantment construction workers still can get more added to their bonus which would help us do better in construction. The other using at @Zaratustra idea from last vote to try and get another area that Nerissa can provide for us.

Assistant is getting replacements and getting farmers to both give Nerissa another grove and really establish the people.

Depending on the costs and if we can grab both engineers then those are possible. Brickmakers are another possible recruitment which does push the elite ranger back but does help us get prepped better. Of course ideally next turn over the winter we would just do 3 wall construction actions (no need to take both digging and winter penalties trying to finish up the moat) so we can save money there along with hopefully low to no casualties meaning no money spent on recruitment we might be able to afford the elite ranger over the winter. Let me know your thoughts and any changes.

Edit- added buying both engineers and brickmackers based on clarifications

Edit 2- forgot to double cost of brickmackers
Adhoc vote count started by Void Stalker on Nov 26, 2018 at 6:43 AM, finished with 30 posts and 8 votes.

  • [X][Sundew] Wait until a soldier gets trapped to try to get a sample while cutting them free (could be never)
    [X][Shipwrights] Pay bonus 100 Denier (one time)
    [X] Plan Forting Up
    -[X][Construction] Expand the moat around the new walls. There's very little cost involved, but it will be an enormous amount of labor. (3/6 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. (3/6 actions, increases cost of further expansion) 2nd time
    -[X][Construction] Build a larger amount of housing so that you won't run out for a while. Increases housing capacity. 400 denier, 2 spaces
    -[X][Hunters] Train
    -[X][Skirmishers] Guard
    --[X] The base and sawmill
    -[X][Footmen 1] Guard
    --[X] Olivia Helps
    -[X][Footmen 2] Guard
    -[X][Levy 1] Guard
    --[X] The docks
    -[X][Levy 2]Train
    -[X][Captain] Train units (Hunter 2 and Levy 2)
    -[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][Personal] Spend time with Nerissa
    --[X] Try instaling a circle of wardstones designed to influence magic so it flows inwards around her tree, since a higher concentration should alow her to do more.
    ---[X] If this works as her to restart Hypnofruit production, also ask Olivia to spend as much time os possible in the higher concentration of magic and eat mostly food from the ovegrownth so her wings can finish growing sonner.
    -[X][Assistant] Recruitment? Footmen 5% (45), Skirmishers 30% (180), Levy 10% (40) Farmers (200) Brickmakers (75)
    -[X] Contact Edgar Revaria
    --[X] ask about neighboring kingdoms, their specialties and notable persons.
    [X][Adolphine] Hire Civil Engineer without additional action, opens new construction actions, offers +15 bonus to all construction projects from qualified oversight and Hire an apprentice Siege Engineer without additional action, opens ability to construct siege engines and +5 to military construction.
    [X][Adolphine] Hire Civil Engineer without additional action, opens new construction actions, offers +15 bonus to all construction projects from qualified oversight.
    [X] Contact Kaleb
    [X] Contact Edgar Revaria
    -[X] ask about neighboring kingdoms, their specialties and notable persons.
 
Last edited:
-[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) 6+2-5 = 3
-[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 14+2-5 = 11
Ok this is actually getting hilarious. Starting to wonder if it wouldn't be easier just to dig holes down into the mole's cave system and see if we can't get them to try and defend our base since any attack on our fort would also disturb their nest.
 
I feel like we are so very long overdue for MOLE HUNTING!!!
Of course I'm not actually a dedicated plan-maker so all I can do is present this short-sighted opinion.
You want to fight tunnelers in their home domain?
Because they're worse than orcs.

Flooding their tunnels would collapse the base.
Let me know your thoughts and any changes.

I suggest using a pack of bait animals to search for the sundew. A herd of Pigs with Hunters behind should be about the right size range. Costly, but cheaper than men.
 
You know what, sure. We can get the brick workers next turn and building the housing now will let us accommodate them later.

[X][Sundew] Wait until a soldier gets trapped to try to get a sample while cutting them free (could be never)
[X][Shipwrights] Pay bonus 100 Denier (one time)
[X][Adolphine] Hire Civil Engineer without additional action, opens new construction actions, offers +15 bonus to all construction projects from qualified oversight and Hire an apprentice Siege Engineer without additional action, opens ability to construct siege engines and +5 to military construction.

[X] Plan Forting Up

Who knows, we may actually complete both moat actions in autumn. Wouldn't that be a change of pace.

I'm sure I'm not alone in hoping that the Tedorans will sue for peace soon. Then again, that may just be the trigger for the Orc invasion, so maybe not. Or with our luck, the Orcs attack while the war is still in full swing.
 
Last edited:
I suggest using a pack of bait animals to search for the sundew. A herd of Pigs with Hunters behind should be about the right size range. Costly, but cheaper than men.
That might work as a rough plan once we can send units back out to explore the forest again.

You know what, sure. We can get the brick workers next turn and building the housing now will let us accommodate them later.
I'm sure I'm not alone in hoping that the Tedorans will sue for peace soon. Then again, that may just be the trigger for the Orc invasion, so maybe not. Or with our luck, the Orcs attack while the war is still in full swing.
Depending on any additional costs I would like to add brick workers in if we can afford them this turn but I want to make sure on costs for actions and recruitment first. As for the war, if we can get them to sue for peace and our costs go back to normal I know I would want to add two or three more units, another officer and an elite ranger to our lineup.
 
Just looked back at the status... @inverted_helix Didn't we hire a second group of Camp Followers at some point?
I did a quick search, but I can't find that. If you can cite a turn where it happened then I'll adjust it.
I was hoping that was the case, but Olivia knocking their elite out for a turn may have been just as big. For costs, is that without the x2 or x3 currently or do we pay that. Also brickmackers, do they cost 75 upfront as well as upkeep, and how much additional housing does the two space housing action provide?
Looks like the civil engineer is 100 denier a turn and the Siege Engineer is 150 (50 normally, war eh).
For it being an apprentice only, I'll let you pay the x2 rate. Brickmakers yes, the upfront is essentially moving costs. 10 additional housing.
@inverted_helix Is there anyway to get rid of the morale debuff on 2nd Hunters? Would a training action help, or do we need a civilian building like a church or brothel built to alleviate the issue?
More along the lines of the latter.
Ok this is actually getting hilarious. Starting to wonder if it wouldn't be easier just to dig holes down into the mole's cave system and see if we can't get them to try and defend our base since any attack on our fort would also disturb their nest.
I did find that a little funny to be honest. I partly gave you the engineer options so you could buy good rolls.


Incidentally not sure if anyone was confused, but sundews are this type of plant: Drosera - Wikipedia
Though normally those aren't a threat to anything bigger than insects.
 
[X][Sundew] Wait until a soldier gets trapped to try to get a sample while cutting them free (could be never)
[X][Shipwrights] Pay bonus 100 Denier (one time)
[X][Adolphine] Hire Civil Engineer without additional action, opens new construction actions, offers +15 bonus to all construction projects from qualified oversight.

[X] Plan Forting Up
 
@Valerian @Swedish15 updated the sister vote to:
Hire Civil Engineer without additional action, opens new construction actions, offers +15 bonus to all construction projects from qualified oversight and Hire an apprentice Siege Engineer without additional action, opens ability to construct siege engines and +5 to military construction.

Since we can buy both and both will be very useful.

Also anyone have ideas for a contact sibling action? They have proven useful so far.
 
You want to fight tunnelers in their home domain?
Because they're worse than orcs.

Flooding their tunnels would collapse the base.


I suggest using a pack of bait animals to search for the sundew. A herd of Pigs with Hunters behind should be about the right size range. Costly, but cheaper than men.
They're just magic moles-they've two advantages-ferocity enhanced by magic and home-turf advantage. That, and I figure it's probably a sound idea to get those pests out of there so we stop eating their debuff to construction works.
 
@Void Stalker - that's okay; I think both Engineers are important for us.
As for contacts...

[X] Contact Kaleb
Give our dearest oldest brother an overview of our current situation and resources, and ask him what the best plan for us is.

We do have a tactical genius. Sure, he's off fighting, but giving advice might be the same thing as downtime for him.

Otherwise...
[ ]Contact Mina
And ask her for a dossier on Julia and especially her family
 
They're just magic moles-they've two advantages-ferocity enhanced by magic and home-turf advantage. That, and I figure it's probably a sound idea to get those pests out of there so we stop eating their debuff to construction works.

Tunnel fighting is hard enough without fighting physically superior opponents in lose quarters without large weapons.
The moles leave us alone when we aren't digging and thats fine enough.

Frankly a decent engineer can apply the same skills to identify underground cavities during construction and just avoid the problem entirely.
Wouldn't a herd of bait animals attract wolves, etc?
Then more bait for the sundew.
 
[X][Sundew] Wait until a soldier gets trapped to try to get a sample while cutting them free (could be never)
[X][Shipwrights] Pay bonus 100 Denier (one time)
[X][Adolphine] Hire Civil Engineer without additional action, opens new construction actions, offers +15 bonus to all construction projects from qualified oversight

[X] Plan Forting Up
 
Last edited:
Back
Top