The Wild Edge (Fantasy Border Outpost)

On this note I have been wondering, why are you only recruiting a group of footmen ?

To keep our budget manageable. We need more men, but doubling our size by hiring a second unit of levies and hunters isn't doable. Once we have a sawmill up and running, and the merchants are safe by our watchtower-reinforced patrols, then we can expand further. Plus I don't think an officer corps is worthwhile right now. When Leo starts complaining about having too many men to handle (and we have the income to pay for them...), that's when we hire a dedicated officer corps.

In my mind, we should build our watchtowers this turn to safeguard our patrols and take care of the merchants. Don't forget that our patrol was ambushed by orcs this past turn. Improving our defenses in the overgrowth should be our top priority. Next turn we can build the sawmill when we (hopefully) don't need to focus so much on defense.
 
To keep our budget manageable. We need more men, but doubling our size by hiring a second unit of levies and hunters isn't doable. Once we have a sawmill up and running, and the merchants are safe by our watchtower-reinforced patrols, then we can expand further. Plus I don't think an officer corps is worthwhile right now. When Leo starts complaining about having too many men to handle (and we have the income to pay for them...), that's when we hire a dedicated officer corps.

In my mind, we should build our watchtowers this turn to safeguard our patrols and take care of the merchants. Don't forget that our patrol was ambushed by orcs this past turn. Improving our defenses in the overgrowth should be our top priority. Next turn we can build the sawmill when we (hopefully) don't need to focus so much on defense.

Thing is long another levi and hunter together have the exact same upkeep as Footmen and we can send hunter to hunt to help with that, so from that point of view you are already chosing the worse option were we can do less thing for the same cost.

About the officer corps if you pay attention between training people and recruiting to counter loses Leo has yet to lead even once, we will need another Oficer corp if we are going to train Olivia and lead people as needed, specialy since each captain can only lead one unit so we already have as much as he can handle.

Then there is the action economy, if we recruit everyone now Leo will have two seasons to handpick the best, if we leave for latter it will take another action for worse results.

Finaly, while I thing you are overstimating the effect of two watchtowers while forgeting how we didn't have hunter scouting last turn , what is stoping us from building then next turn ? We build the sawmill now so our budget stay manageable and we can add all this personel and next turn we build the watchtowers and be spring we will have all you want and more.
 
[X][Construction] Construct a sawmill. (200 Denier startup cost, 100 Denier ongoing cost, 200 Denier expected profit.) [More difficult in winter]
[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] Levy
-[X] Hunters
[X][Hunters] Scout, learn more about the forest, reduce chance of enemies slipping by.
[X][Levy] Guard
-[X] The construction crew
[X][Captain] Recruit new units. Specify what kind. Will only return in spring due to winter travel being too difficult.
-[X] Replenish losses (50 denier hunters, 10 denier levies)
-[X] Levy
-[X] Hunters
-[X] Officer corp
 
Honestly just buy footmen if you want men with higher morale. I think another officer can make sense potentially, but you guys honestly don't have anywhere near the troop numbers to warrant it.

Remember an officer costs as much to buy as a levy, and as much to maintain as a group of footmen. You don't need an officer for every unit :p.

Words of wisdom, watch your income carefully. Consider the best bang for your buck.
 
[X][Construction] Construct a sawmill. (200 Denier startup cost, 100 Denier ongoing cost, 200 Denier expected profit.) [More difficult in winter]
-[X] Have Olivia help with the heavy work
[X][Personal] Spend time with your men. It might be useful.
[X][Hunters] Scout, learn more about the forest, reduce chance of enemies slipping by.
[X][Levy] Guard
-[X] The construction crew
[X][Captain] Recruit new units. Specify what kind. Will only return in spring due to winter travel being too difficult.
-[X] Replenish losses (50 denier hunters, 10 denier levies)
--[X] Hunters
--[X] Levies
-[X] Recruit Footmen


don´t think the Levys are worth the cost of enchanted gear.
They break way to easily and die way to fast for that to be worth the 100 Denier.
 
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[X][Construction] Construct a sawmill. (200 Denier startup cost, 100 Denier ongoing cost, 200 Denier expected profit.) [More difficult in winter]
-[X] Have Olivia help with the heavy work
[X][Personal] Spend time with your men. It might be useful.
[X][Hunters] Scout, learn more about the forest, reduce chance of enemies slipping by.
[X][Levy] Guard
-[X] The construction crew
[X][Captain] Recruit new units. Specify what kind. Will only return in spring due to winter travel being too difficult.
-[X] Replenish losses (50 denier hunters, 10 denier levies)
-[X] Recruit Footmen

We need the footmen to fight and to give time to the levies to train, the entire point of getting the officer corp it was to give us good troops cheaply, and we aren't doing that because they are always fighting. Also, I don't understand why some people is voting to get another officer corp when we already have one.
 
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don´t think the Levys are worth the cost of enchanted gear.
They break way to easily and die way to fast for that to be worth the 100 Denier.
Well that is kind of the point, we have a handpicked and trained Levy, now we need to add soe magical gear on top so they won't die and we can train then more.
Also were do you get that they break easily.


We need the footmen to fight and to give time to the levies to train, the entire point of getting the officer corp it was to give us good troops cheaply, and we aren't doing that because they are always fighting. Also, I don't understand why some people is voting to get another officer corp when we already have one.

Because one simple isn't enought, we need to train troops, we need to train Olivia, We sometimes need to recruit replenishiments and new units and we also would like for then to lead an unit at some point.

We many not need an offfice corp for every Levy but we need at least two so we can deal with everything they need to do, otherwise who knows when our Elite will be trained or the captain will have time to actualy lead his troops.
 
Well that is kind of the point, we have a handpicked and trained Levy, now we need to add soe magical gear on top so they won't die and we can train then more.
Also were do you get that they break easily.
from what we have seen from them at this point.

They are also a very cheap unit and what we pay them very much reflects what we can expect from them and that is not much at all.
 
Super glad to finally see some back and forth discussion in this thread. I always enjoy that.

I fell the need to point out but the intetion behind my vote was replenishing loses then adding another Levi and Group of Hunters on top of that
I understood that at least. The replenish line was meant to do both since it's relatively cheap.

Guys this is the plan for winter we kind of need the fireplace.
Pretty sure all this does is to try and figure out a way to start fires inside the overgrowth. Outside of it (where our camp is) things are normal and we have actual fireplaces.
It is meant for starting fires inside the overgrowth while your camp is outside it. Currently you have fire pits outdoors rather than proper fireplaces in your buildings because those would require stonework that you can't do right now. You'd have to hire stonemasons to unlock that. It's not too bad though because your camp location didn't seem to get that cold, and you no longer have to worry about the wet getting into the buildings which was your main concern last year.

the merchants are safe by our watchtower-reinforced patrols, then we can expand further.
I will say the watchtowers are meant to give you better odds at detecting orcs before they slip past you. So they protect the merchants in that way, but its indirect. Felt need to clarify since I thought you might think the watchtowers were actually along the merchants route.

About the officer corps if you pay attention between training people and recruiting to counter loses Leo has yet to lead even once, we will need another Oficer corp if we are going to train Olivia and lead people as needed, specialy since each captain can only lead one unit so we already have as much as he can handle.
I've screwed up the impression of the officer corp slightly it seems. You don't need one for each unit you have. The command option is more to focus on one unit more. Leo already does stuff like setup your patrol schedules and oversee the men in the camp. Commanding a unit is going out with a specific unit personally and continuously. You're getting a small passive bonus from him in terms of not having to deal with all sorts of other problems, but focusing on one unit instead gives a much more significant bonus.

Because one simple isn't enought, we need to train troops, we need to train Olivia, We sometimes need to recruit replenishiments and new units and we also would like for then to lead an unit at some point.

We many not need an offfice corp for every Levy but we need at least two so we can deal with everything they need to do, otherwise who knows when our Elite will be trained or the captain will have time to actualy lead his troops.
Though admittedly I do see your point about getting more done that way.

I will say that if you get a second officer unit, don't expect another Character in the way I've been doing Leo. Just a summary result in the way I do the other actions. I'm kind of doing a strange sort of empire quest/personal quest hybrid here, but I have to keep the writing manageable.

Wow you really need to change the site for this image because that place and the ads are incredibly NSFW.
I didn't think of that because the image I selected is SFW. Rehosted.
 
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I will say the watchtowers are meant to give you better odds at detecting orcs before they slip past you. So they protect the merchants in that way, but its indirect. Felt need to clarify since I thought you might think the watchtowers were actually along the merchants route.

That's what I thought. Just lookouts to help cover the areas where our patrols aren't, and possibly provide reinforcements / a safe area for them to retreat to if ambushed.

Also this just popped into my head at work, but could we farm the giant rabbits of the overgrowth? If we have our hunters capture say 10, and then build an enclosure for them in our camp, we could have them reproduce a stable population fairly easily. Since they're so much bigger than normal rabbits, they should provide a good source of food for our men (reducing upkeep) and since their fur is supposed to be so "luxurious," we could sell it to the merchants with our lumber (more income).
 
That's what I thought. Just lookouts to help cover the areas where our patrols aren't, and possibly provide reinforcements / a safe area for them to retreat to if ambushed.

Also this just popped into my head at work, but could we farm the giant rabbits of the overgrowth? If we have our hunters capture say 10, and then build an enclosure for them in our camp, we could have them reproduce a stable population fairly easily. Since they're so much bigger than normal rabbits, they should provide a good source of food for our men (reducing upkeep) and since their fur is supposed to be so "luxurious," we could sell it to the merchants with our lumber (more income).

Wouldn't work, we tested and the giant animals seen to need the overgrowth ambient to stay healthy long term, so any enclosure would need to be in the overgrownt wich kind defeats the purpose.
Honestly Half the reason I want another team of hunters is that they would then be free to hunt regularly, wich should open options like selling fur.
 
Your own efforts in examining the rabbits have at least born some fruit. You can definitely detect magic in the live rabbits beyond the normal level found in the world. Though without proper instruments it's hard to determine how much or what it's doing. With the benefit of two rabbits you have one fed with material from outside the Overgrowth and one fed with bits from within it. By the end of the season there has been a barely noticeable decline in the magic in the one with normal food, though no sign of it shrinking yet it does seem less healthy.

You've also tested their ability to heal from damage. Though you aren't actually a rabbit expert so you aren't sure what their normal healing rate is, they seem to recover unusually fast. The healing rate in later experiments is lower, more markedly in the one fed mundane food. You are uncertain if this is because they are outside the Overgrowth or simply as a result of having to heal repeatedly.

Nothing in this says they can't stay healthy outside the overgrowth. We repeatedly injured them to test their recovery rate, which resulted in slower heal rates. As long as they are fed foliage from the overgrowth (just gather a ton at the end of each patrol), and we don't purposely hurt them every day, they should be fine.
 
I'll say that you're able to try such a thing. Feel free to create a write in action for it.

You don't have enough information to really know how successful it would be though.
 
[X][Construction] Construct a sawmill. (200 Denier startup cost, 100 Denier ongoing cost, 200 Denier expected profit.) [More difficult in winter]
-[X] Have Olivia help with the heavy work
[X][Personal] Spend time with your men. It might be useful.
[X][Hunters] Scout, learn more about the forest, reduce chance of enemies slipping by.
[X][Levy] Guard
-[X] The construction crew
[X][Captain] Recruit new units. Specify what kind. Will only return in spring due to winter travel being too difficult.
-[X] Replenish losses (50 denier hunters, 10 denier levies)
-[X] Recruit Footmen

Honestly another officer right now would be a waste, the same as enchanted gear. Sure, they would give bonuses, but the costs involved are too much right now. Our main concern should be finding a balance to keeping our guys alive, getting more income and doing our work, which is stopping orcs. Since we need resources for the other two, increasing our income takes precedence, but since our guys are dying left and right, having better troops (AKA Footmen) is a reasonable cost, if nothing else to test if they can survive better.
 
[X][Construction] Construct a sawmill. (200 Denier startup cost, 100 Denier ongoing cost, 200 Denier expected profit.) [More difficult in winter]
[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] Levy
-[X] Hunters
[X][Hunters] Scout, learn more about the forest, reduce chance of enemies slipping by.
[X][Levy] Guard
-[X] The construction crew
[X][Captain] Recruit new units. Specify what kind. Will only return in spring due to winter travel being too difficult.
-[X] Replenish losses (50 denier hunters, 10 denier levies)
-[X] Levy
-[X] Hunters
 
Season 8: Winter
[X][Hunters] Scout, learn more about the forest, reduce chance of enemies slipping by. 69 (79-20+5+5) vs 91 enemy

The hunters return to the field this season, but their limited numbers prevent them from fully canvasing the forest. The weather is similar to the previous winter, with heavy storm after heavy storm, feet of cold rain soaking through clothing followed by snow to cling to it. The wildlife seems to have settled down this winter though. Perhaps they were more successful at getting food and are hibernating or staying close to their dens.

There's no losses at least. Though neither do they see the orcs that you know to be slipping past.

[X][Construction] Construct a sawmill. (200 Denier startup cost, 100 Denier ongoing cost, 200 Denier expected profit.) [More difficult in winter] 27-20 = 7
[X][Levy] Guard 47+15
-[X] The construction crew

Construction of the saw mill suffers heavy setbacks. Heavy rains and occasional snow slow merchant caravans with the needed supplies and hamper all work outside. The occasional orc scout doesn't help as even though the guards keep them off the carpenters, they run for cover each time. You aren't able to get the lumberjacks in during the winter anyways; the builders barely get a frame up as it is. It's going to take more time to finish it.

At the very least posting guards seems to have kept the orcs from pressing. They spotted the occasional scout, but there weren't any real raids. Really the only reason they could find the them was running patrols and stationary lookouts around a fixed position making it difficult for scouts to get close undetected. They weren't able to stop the scouts from retreating, but it seems just being grouped up and on guard was enough to discourage them from trying anything.

(Sawmill incomplete, cost paid, but needs another season of work)

[X][Personal] Spend time with your men. It might be useful. 62

Spending time with the men under your command is a bit odd to you. While fraternizing with soldiers is fairly normal for the more martially inclined nobles, you've never had cause to in the past. They're rather nervous with you around, though whether that's because you're their boss, or because Olivia is hovering behind you and they've seen her smashing trees, you can't really say.

It doesn't help that they've heard the fate of the previous unit they replaced. It's not like you tried to gag the rest of your people about it. Fortunately while it's made them nervous, the rumors have also explained just how bad their predecessors were. Some of them may be smart enough to think you arranged the death of the previous unit, but if they have they aren't unduly worried about their own future yet.

As you gradually get them to open up to you, you can't help but think that they're a crude and uncouth bunch. Then again you can expect little more of peasants.

You have the occasional sparring match with them as well. Their hesitancy to hit you is appreciated compared to the time you had practiced against the earlier levy. Without Leo to supervise you can't be certain, but you'd make a fair wager that you'd have been beaten in short order if the opponent had been willing to hit you. Olivia shouting encouragement from the sidelines is nice though, even if she doesn't seem to have a clue the other guy is going easy on you. Still you think you've made a more positive impression with them for being willing to try.

They do appreciate that this winter they aren't desperately digging ditches and piling dirt to keep the water out of their barracks. Though the lack of heating is still an issue, at the very least they can dry out more easily.

[X][Captain] Recruit new units. Specify what kind. Will only return in spring due to winter travel being too difficult.
-[X] Replenish losses (50 denier hunters, 10 denier levies)
-[X] Recruit Footmen

You send Leo off to recruit replacements for your lost forces, and this time direct him to recruit a unit of fully trained and experienced soldiers as well. He's quite pleased to be getting some real soldiers that won't need handholding, and is hopeful that he can use his connections to get some quality ones rather than ones no one wants. You won't know how successful he is until next spring though.





Plans for Spring: (Base costs shown, increase 10% for merchants issue)

[][Construction] Try to put up a couple wooden watchtowers in the Overgrowth. (50 Denier in needed materials)
-[] Treehouses
[][Construction] Improve the wall with guard towers offering some protection from ranged weapons and a higher vantage point. (50 Denier)
[][Construction] Expand a palisade to cover a larger area. (50 Denier in needed materials)[][Construction] Improve the barracks with more furniture, bedding, separated rooms with sturdy doors for the officers. (100 Denier in needed materials)
[][Construction] Construct a sawmill. (100 Denier ongoing cost, 200 Denier expected profit.)
[][Construction] Write in

Thanks to Olivia handling many of the mundane tasks of life for you now that she has her gloves, you have more time free for other things. You could squeeze in two actions now, but they would be on d85 rather than d100. You can also assign her to assist in any other task, though some jobs she'll obviously be of more use in.
[][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] Spend time with your men. It might be useful.
[][Personal] Have Leo give you a bit of training. However much you hate the idea, it might be worthwhile to be able to swing a weapon if you get ambushed.
[][Personal] Produce a fireplace exclusion enchant to try in the forest. (50 Denier in needed materials)
[][Personal] Try to convince your father to increase your funding. That seems like squeezing blood from a stone, an angry stone, but might be worth trying.
[][Personal] Recruit new units. Specify what kind. Will only return in spring due to winter travel being too difficult. (Will allow you to set orders in advance, but what happens more variable)
-[] Replenish losses (50 denier hunters, 10 denier levies)
-[] What units?

Unit Assignments
[][Hunters] Hunt for food, reduce upkeep by 25
[][Hunters] Scout, learn more about the forest, reduce chance of enemies slipping by.
[][Levy] Patrol, reduce chance of enemies slipping by.
[][Levy] Guard
-[] The construction crew
-[] The merchants that bring your supplies (eliminate 10% modifier)

The captain is currently recruiting units, will return next season. Note that this is giving a bonus to their rolls for him having had the chance to spend a longer period searching for better peasants to train than the last bunch. You could send him a quick letter to recruit additional units. He's automatically purchasing supplies this time, because why not.
[][Captain] Pick up? (Can do multiple things, assuming he's competent to buy them. Non-military at a penalty.)
-[] Write in

800 starting -410 upkeep this turn -220 construction - 360 recruitment +600 season payment = 410 Denier
Upkeep next turn: 375 (discounted for the captain buying and escorting them, will be 500 base normally then a 10% surcharge for danger)


AN: Didn't have as much time to work on this as usual, wanted to get something out though since it's already been 4 days. Hopefully manage something more substantial for the next, but I'm going to prioritize keeping updates regular over larger.
 
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[X][Construction] Construct a sawmill. (100 Denier ongoing cost, 200 Denier expected profit.)
[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] Hunters
[X][Personal] Produce a fireplace exclusion enchant to try in the forest. (50 Denier in needed materials)
[X][Hunters] Scout, learn more about the forest, reduce chance of enemies slipping by.
[X][Levy] Patrol, reduce chance of enemies slipping by.
[X][Captain] Pick up? (Can do multiple things, assuming he's competent to buy them. Non-military at a penalty.)
-[X] Hunters
 
[X][Construction] Construct a sawmill. (100 Denier ongoing cost, 200 Denier expected profit.)
[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] Hunters
[X][Personal] Produce a fireplace exclusion enchant to try in the forest. (50 Denier in needed materials)
[X][Hunters] Scout, learn more about the forest, reduce chance of enemies slipping by.
[X][Levy] Patrol, reduce chance of enemies slipping by.
[X][Captain] Pick up? (Can do multiple things, assuming he's competent to buy them. Non-military at a penalty.)
-[X] Hunters
 
[X][Construction] Construct a sawmill. (100 Denier ongoing cost, 200 Denier expected profit.)
[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] Hunters
[X][Personal] Produce a fireplace exclusion enchant to try in the forest. (50 Denier in needed materials)
[X][Hunters] Scout, learn more about the forest, reduce chance of enemies slipping by.
[X][Levy] Patrol, reduce chance of enemies slipping by.
[X][Captain] Pick up? (Can do multiple things, assuming he's competent to buy them. Non-military at a penalty.)
-[X] Hunters
 
[X][Construction] Construct a sawmill. (100 Denier ongoing cost, 200 Denier expected profit.)
[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] Hunters
[X][Personal] Produce a fireplace exclusion enchant to try in the forest. (50 Denier in needed materials)
[X][Hunters] Scout, learn more about the forest, reduce chance of enemies slipping by.
[X][Levy] Patrol, reduce chance of enemies slipping by.
[X][Captain] Pick up? (Can do multiple things, assuming he's competent to buy them. Non-military at a penalty.)
-[X] Hunters
 
[X][Construction] Construct a sawmill. (100 Denier ongoing cost, 200 Denier expected profit.)
[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] Hunters
[X][Personal] Produce a fireplace exclusion enchant to try in the forest. (50 Denier in needed materials)
[X][Hunters] Scout, learn more about the forest, reduce chance of enemies slipping by.
[X][Levy] Patrol, reduce chance of enemies slipping by.
[X][Captain] Pick up? (Can do multiple things, assuming he's competent to buy them. Non-military at a penalty.)
-[X] Hunters
 
[X][Construction] Construct a sawmill. (100 Denier ongoing cost, 200 Denier expected profit.)
[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] Hunters
[X][Personal] Produce a fireplace exclusion enchant to try in the forest. (50 Denier in needed materials)
[X][Hunters] Scout, learn more about the forest, reduce chance of enemies slipping by.
[X][Levy] Patrol, reduce chance of enemies slipping by.
[X][Captain] Pick up? (Can do multiple things, assuming he's competent to buy them. Non-military at a penalty.)
-[X] Hunters

I don't see any other good options.
 
[X][Construction] Construct a sawmill. (100 Denier ongoing cost, 200 Denier expected profit.)
[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] Hunters
[X][Personal] Produce a fireplace exclusion enchant to try in the forest. (50 Denier in needed materials)
[X][Hunters] Scout, learn more about the forest, reduce chance of enemies slipping by.
[X][Levy] Patrol, reduce chance of enemies slipping by.
[X][Captain] Pick up? (Can do multiple things, assuming he's competent to buy them. Non-military at a penalty.)
-[X] Hunters

Usually I'd advocate about not getting the enchanted gear, but we're surprising high on resources this season, so why not?
 
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