[X] Deal with it yourself. She's your heiress and the Terrorist just used a mind altering spell on her.
Because sending her to Dumbledore feels like a greater misstep than keeping her here, but I'm not sure we should risk Dace's life like this.
[X] Yes ( Dace will now pay her 1 000G/T)
Since she is a GASL Alumnus, Dace can decide for her Advisor action for the first turn of her employment.
-[X] Bookkeeping for dummies: Myriam will study and draft plans to increase the efficiency of Dace's finances and/or businesses by a margin. (Animal (mundane and magical) Ranches)
I mean, the ranches gross over half a million, produce rare potions ingredients and are probably staffed by some of the most badass magic users in the Commonwealth given Australia's ecosystem.
An argument could be made about it being a risky venture with potentially higher gains than the Potions until the Shadow consumes Australia(higher gains, unknown duration probably meaning mostly early game, possibly edging into the midgame) while not edging out competition on the potions market in order to avoid raising Dace's heat profile in the British isles(thanks insular economies) and that admittedly is a downside of Montmorency in England but if we wanted to go completely safe we should probably start with the Manor's maintenance costs and tax situation(which itself carries the potential risk of gaining the ire of the ministry for tax evasion) or GASL. Both of which seem lower in yield(unless GASL results in implementing tuition fees and student loans at reasonable prices but that could drive down attendance).
The Curse of the Kinslayer, created by one Salazar Slytherin, was a dark and insidious curse that inhibited the victim's thinking processes while heightening their sense of danger, essentially rewiring their thought processes to feel threatened by their blood relatives . Then came the second part of the spell, where the compulsion kicked in and drove the victim to first feel pleasure from their relative's pain, quickly followed by the enhancement of any subsequent murderous impulses, once again aimed at said relatives.
That's pretty impressive. Unquestionably vile and horrifying, but an impressive bit of cursecraft all the smae
[X] Deal with it yourself. She's your heiress and the Terrorist just used a mind altering spell on her.
[X] Yes ( Dace will now pay her 1 000G/T)
Since she is a GASL Alumnus, Dace can decide for her Advisor action for the first turn of her employment.
-[X] Aggressive expansion: Myriam will look around and point out good business opportunities ripe for the picking.
Really don't want to have anything to do with her, but hey, we apparently have someone who just vanished Americas. We can always throw our sadly not a literal bastard at this problem in the future. She'll die for the Greater Good and hopefully take whatever OP bull there is, everyone happy
[X] Deal with it yourself. She's your heiress and the Terrorist just used a mind altering spell on her.
[X] Yes ( Dace will now pay her 1 000G/T)
Since she is a GASL Alumnus, Dace can decide for her Advisor action for the first turn of her employment.
-[X] All hands on deck: Myriam will take care of a stewardship action for Dace.
-[X] Bookkeeping for dummies: Myriam will study and draft plans to increase the efficiency of Dace's finances and/or businesses by a margin. (Potion shops 'Montmorency' in England)
-[X] Bookkeeping for dummies: Myriam will study and draft plans to increase the efficiency of Dace's finances and/or businesses by a margin. (Animal (mundane and magical) Ranches)
Hrm, I don't really want to take the risk of Ranches or the heat from hostile takeovers(though Aife can probably smooth things over somewhat on that front and we need money if we want to move some of our Aussie personnel to Britain, which would probably raise Dace's threat profile further but allow him to discourage overt military action against him)...
Yeah, I'll switch to:
[X] Deal with it yourself. She's your heiress and the Terrorist just used a mind altering spell on her.
[X] Yes ( Dace will now pay her 1 000G/T)
Since she is a GASL Alumnus, Dace can decide for her Advisor action for the first turn of her employment.
-[X] All hands on deck: Myriam will take care of a stewardship action for Dace.
Faster development(if we can afford it), less gold early until we can get our income sorted.
[X] Deal with it yourself. She's your heiress and the Terrorist just used a mind altering spell on her.
[X] Yes ( Dace will now pay her 1,000 G/T)
Since she is a GASL Alumnus, Dace can decide for her Advisor action for the first turn of her employment.
-[X] All hands on deck: Myriam will take care of a stewardship action for Dace.
Turn 1.
It is now September 16th 1981.
Gains:
-Animal (mundane and magical) Ranches in Australia : +45,000 Galleon (after salaries and charges), 1d6 Epic animal components/ Turn
-- 1,000 Employees, paid 544 G/m on average.
Potion shops 'Montmorency' in England: + 50,000 Galleons/ Turn
--500 Employees paid 502 G/m on average
Spendings:
Gwallawg Academy of Superior Learning : -25,000 Galleon / turn , 1d6 – 3 Chance of Loyal Superior Unit, 1d100-95 chance of Loyal Hero Unit. (Muggleborn population : 95%)
Loan: 20,000 Galleons/turn (10 turns left)
Maintenance, taxes, salaries of the manor: 18,900 Galleons/turn (50 of them, 376 G/T on average)
Order funding: 20,000 Galleons/turn.
Salaties : Myriam : 1,000 G/T
= 10,100 Galleons / Turn
Gained :
10,100 Galleons.
Due to problems at the Ranch, no ingredients have been forwarded.
Heroic unit secured : Myriam Wells
Treasury:
18,600 Galleons
Turn 1
Diplomacy: Adviser : No one : Actions : 1
Elizabeth would have taken care of this if she wasn't... You know. In any case, Dace can't act like a complete hermit, even when the world is literaly falling apart, and he already decided that seclusion was the way to go.
[] Have a chat with Dumbledore. He's put it off long enough, and as much as he loathes the old man, he is a major player and Dace shouldn't let him run around unchecked. This will open up funding options.
40% Chance of success.
[] Visit the Ministry, try to build up contacts. The people over there like him well enough, but one never knows who they can meet, and what they can find. Besides, he's been acting like a recluse the last month, that's bound to make some people nervous.
60% Chance of success.
[] Attend Academy graduation. He is, after all, the owner, founder, and the one who funds the Gwallawg Academy of Superior Learning, located in Cardiff. This will increase his chance of people with exceptional potential stepping up next year, such as Myriam and Miss Evans.
40% Chance of success.
[] Meet with your people (write in option). Just because they're already working for him doesn't mean that he has to neglect them.
40 % Chance of success. Chance to establish a SL with a named subordinate, chance to discover promising people, chance to increase loyalty.
Stewardship: Advisor : Myriam Wells : Actions : 3
[X] All hands on deck: Myriam will take care of one stewardship action for Dace. Please mark the selected action as hers, since she will use her own skills to do it.
While administration isn't really her specialty, she does well enough. Economy and finances, however, are where she truly shines.
[] Develop your budding empire, you need to spend gold to earn more gold, after all.
Costs: 10,000 G. Gains variable.
20% Chances of success (65 for Myriam)
[] Work on coordinating Rosier's and Dace's shops. This should lessen some expenses while increasing profits for both.
Costs: 5,000 G.
[] Find sources of building materials. Your contacts went out of business not that long ago, and you need good sources. Guaranteed access to Wood and Stone production facilities. Chance of getting access to Gem, Crystal, Sulfur, or Mercury production facilities.
[] Sell business:
-[]Ranches : 800,000 G
--[] Salvage operations: You may recall some personnel and creatures back to your base, but results wil be variable and will dock 100,000G off the ranches' value.
-[]Montmorency : 1,200,000 G
-[]GASL : 2,000,000 G
[] Buy the surrounding lands. Dace's manor is situated in a forest, with no neighbors in sight. More space would mean more room to expand.
Costs: 100,000 G
[] Build accomodations[Requires: Buy the surrounding lands] . Having those nearby means that Dace's servants could invite people to live there, increasing the pool of manpower he can draw on. It will also increase their happiness, since they won't have to worry overly much about their families. -[] Basic accomodations: Just a few houses, nothing too fancy.
Costs: 500 G
Once settled, will gain Dace 91,250 G (all charges and taxes taken care of) per turn.
-[] Middling accomodations: Enough houses to found a small village, with basic services in place.
Costs: 35,500 G
Once settled, will gain Dace 182,500 G (all charges and taxes taken care of) per turn.
-[] Major settlement: Housing, entertainment, animal pens and room for expansion, this small town is pretty much self sufficient.
Costs: 179,000 G (Available due to previous choices)
Once settled, will gain Dace 912,500 G (all charges and taxes taken care of) per turn.
The Abbot Family will like you more. + 10 to recruitment rolls.
-[] Massive project: An expansive, fortified, and self sufficient large town that can house up to a hundred thousand people, finished in time due to the abuse of the shortcut called magic. It has everything Myriam and you could think of, save for advanced magical learning establishments.
Costs: 521,500 G (Available due to previous choices)
Once settled, will gain Dace 1,825,000 G (all charges and taxes taken care of) per turn. + 20 to recruitment rolls.
The Abbot, Carrow and Fawley families will like you more.
[] Resource hunt. This is a natural preserve, after all, there should be some resources to be found, right?
Costs: 500 G
Natural resources of the land around Gwallawg manor will be discovered.
[] Real estate hunt. Everyone knows where Dace lives, so it may be a good idea to set up a secondary base of operations somewhere.
Costs: 10,000 G
Will get the names of three plots of land available and priority to buy them.
Martial: Advisor: No one. Actions : 1
This isn't really Dace's cup of tea, and it kind of shows. He also really hopes someone will come to do it for him soon, because he knows he isn't good at it either.
[] Hire more security staff. -10 to enemy infiltration rolls. 2,000 G
[] Find a Security Chief (Martial adviser). Dace needs all the help. 5,000 G
[] But will that security chief be the best? No. Try to poach an auror or two! Considering what they're doing with them, they won't be missed. Risky, though. And costly. 7,500 G
Intrigue: Advisor: No one. Actions : 2
Dace is not sure he'll ever find anyone he can trust with this to help him. Especially since... You know.
[] Plot against: (Will receive intel on their moves, plus additional actions if the opportunity arises.)
-[] Dumbledore's little club of vigilantes.
35% Chance of success.
-[] Voldemort's band of hooligans.
50% Chance of success
-[] The muggles
100% Chance of success
-[] The Ministry of Magic (English).
60% Chance of success
-[] The Ministry of Magic (Welsh).
5% Chance of success
[] Plots are good for the purse! With all those people dying left and right... A whole continent disappeared, someone has to step in, in the stead of those poor foreign investors...
-[] Plot to take over shops in Diagon Alley (England, London).
--[] Plot to have them come to Dace's new settlement. [Requires Major settlement or above]
Costs 10,000 G/Business.
-[] Plot to take over shops in the Green Alley (Wales, Cardiff)
--[] Plot to have them come to Dace's new settlement. [Requires Major settlement or above]
Costs 10,000 G/Business.
[] Compulsive plotting is also good for the morale!
-[] Go on a matchmaking spree. Chance to increase Diplomacy, gain RP with some people, reputation. Need to select your targets.
-[] Go on a trolling rampage an adventure! Chance to increase Intrigue, inconvenience enemies, gain RP with some people.
[] Keep an ear to the ground. Things happen around here, that Dace should keep an eye on.
Opens Rumor mill.
Learning: Advisor: No one. Actions : 2
Dace's not letting anyone not from his family handle those books. Ever. Allowances may be made for a few other people, but he can count them on his fingers.
[] Attend lessons to his own Academy. Since he's the owner, he can attend for free. [You may only attend five of them in total, and then, never again] Choose 1 to 5 (will only take one action) :
-[] There were a few lectures about history and Nobility, but most importantly, about Basic Diplomacy. + 1,000 Experience.
-[] The economy section is booming with activity right now, because of the panic from America disappearing, and they have been taking upon themselves the tasks of studying the effects of this event. Still, a few lecturers put together some lessons about Basic Estates. + 1,000 Experience.
-[] He didn't think there were classes about basic self defense here, but there they were. Basic Combat is always reliable in a pinch. + 1,000 Experience.
-[] Strangely enough, there were a few shady personalities there, and it appears that there is a black market in his Academy. Oh well, life is the best teacher, and he was fairly sure Basic Stealth wouldn't be taught in a magical academy anyways. + 1,000 Experience.
-[] With all of the things going on right now, few people choose to focus on the old texts of old battles, however, Dace thinks Basic Tactics are still very much important. + 1,000 Experience.
-[] Half of the work with magic is to know how to defend against it, and here, in the wizarding world, knowing Basic Magic Resistance is paramount. [Requires Combat classes to be taken] + 1,000 Experience.
[] Relocate the Academy[Available due to previous choices][Requires massive project] : The world as Dace knows it is ending. He was certain of it. As such, it wouldn't be unreasonable to gather his resources and assets in order to keep them safe.
Costs: 100,000 G
The Gwallawg Academy of Superior Learning will be relocated to the unnamed town. It will be safer and open the way for upgrades, but the number of subjects taught to heroes will go down to four.
[] Open a new academy[Requires massive project]: This one will directly enter in conflict with Hogwarts, as it will take care of children from middle to high school. However, it won't teach just magic. As the GASL did, this one will teach everything the muggles do, plus magical subjects.
Cost : 1,000,000 G
Will increase people's loyalty and happiness, give bonuses to GASL due to synergy and open further options.
[] The old tales are sometimes true. Dace deals with facts, and those facts point towards something very alarming. He may want to look into that.
75% Chance of success.
Dace learns what is the 'darkness' that was reported to have eaten both Americas.
Mysticism : Actions : 1
It stings a bit that Dace is just on the lower spectrum of powerful, but he'll deal. Though, he'd really like it if someone could step up and help him with all of that, he's got too much work to do.
[] Find himself an assistant. With all the chaos, someone has to be found. There are a lot of GASL alumni running around, so it shouldn't be too hard to find anyone.
40% Chance of success.
Cost: 5,000 G
Dace finds a Mysticism advisor.
[] Saint Graal.[Requires sorting Memories]Dace has a Holy Grail. It's nice and shiny, but what would be even better would be two of them.
80% Chance of success.
Dace finds another Grail.
[] Anchor hunting.[Requires sorting Memories] Dace remembers those, and the power they bring to bear. However, he still needs to look for them.
-[] Write in Anchor type (Order, Death, Chaos, Nature or Life)
85% Chance of success.
Personal: Actions : 2
[] Spend time with Social Links.(+2 RP)
-[]Write-in
-[] Aife (+3 RP) : She's mentally ill, and Dace is fairly sure that if he lets her go out, she'll do something that will damage his reputation, so he might as well try to fix her.
[] Sorting Memories. Dace currently has two sets of memories, which sometimes contradict, and unless it's too important, he leans towards letting that inaccurate information go. It's not worth the debilitating headaches and confusion.
Chance of success: ???
Dace sorts his memories and salvages actionable information.
[] Personal supervision. Supervise an action from the other sections. Gain +10 to rolls if Stewardship or Diplomacy action, +20 if Martial, Learning or Mysticism action, +30 if Intrigue action. (May be used multiple times, but not on the same actions.)
Needless to say, plan required here. Votes end in 48 hours.
[X] Plan: Frostpunk (Magic Apocalypse edition) Diplomacy [X] Visit the Ministry, try to build up contacts Stewardship [X] Sell business
-[X]Ranches
--[X] Salvage operations [X] Buy the surrounding lands.
[X] Build accomodations (Myriam bonus)
-[X] Massive project Martial [X] But will that security chief be the best? Intrigue [X] Plot against
-[X] Voldemort's band of hooligans.
[X] Keep an ear to the ground. Things happen around here, that Dace should keep an eye on. Learning [X] Attend lessons to his own Academy. Since he's the owner, he can attend for free. [You may only attend five of them in total, and then, never again] Choose 1 to 5 (will only take one action)
-[X] Basic Diplomacy. + 1,000 Experience.
-[X] Basic Estates. + 1,000 Experience.
-[X] Basic Combat. + 1,000 Experience.
-[X] Basic Stealth. + 1,000 Experience.
-[X] Basic Magic Resistance. + 1,000 Experience.
[X] The old tales are sometimes true. Mysticism [X] Anchor hunting.
-[X] Nature Personal [X] Sorting Memories.
[X] Spend time with Social Links.(+2 RP)
-[X] Aife (+3 RP) Total Gs = 18.6k + 700k - 100k - 521.5k - 7.5k = 89.6k
Firstly, Building a small city and grabbing an auror after being a recluse might make people nervous about what we're doing. We should reassure them that everything is fine.
Secondly, selling the ranches gives us enough money to buy our land and the biggest settlement option, which helps recruitment and makes some purebloods really like us.
Next, our favorite Auror is dead, but maybe one of his compatriots can help.
Continuing on, we need to keep an eye on Voldemort, and open up the rumor mill.
We definitely need to discover the Darkness IC, the lessons are the best combonation for dace to take, we need diplo training, and estates will give us 40150G per turn, magic resistance is the difference between life and death as we saw at Yr Wyddfa, stealth will help us with intrigue since Dace no longer has anyone he can trust with that and will be doing it all himself.
The Nature anchor works best with OG Ceridwen, who I plan to ally with soon. It also allows us to plant the grail.
Finally, we need to sort out our memories, and get to work on Aife ASAP.
Didn't she puppet Dace last time. I'm fine with the Nature anchor, although I'm told the Order one would synergies better with him, but to ally with Ceridwen again?
Didn't she puppet Dace last time. I'm fine with the Nature anchor, although I'm told the Order one would synergies better with him, but to ally with Ceridwen again?
That was a Meta 2 that meatpuppeted the OG Ceridwen's body, which is why she was called Cerridwen or Cherry, OG Ceridwen is perfectly cool, and has good bonuses for crafting and potions, which is something Dace is really good at.
The death anchor, the necropolis, would produce dead or undead units like skeletons or vampires. So I'm sure Death here does in fact mean/ result in dead creature.
Reminder that if we don't create a new Chibi, we'll have to go about gaining divine favour the hard way.
[X] Plan: Stay calm and keep being a Boomer. Diplomacy [X] Visit the Ministry, try to build up contacts Stewardship [X] Sell business
-[X]Ranches
--[X] Salvage operations [X] Buy the surrounding lands.
[X] Build accomodations (Myriam bonus)
-[X] Massive project Martial [X] Find a Security Chief (Martial adviser). Dace needs all the help. 5,000 G Intrigue [X] Plot against
-[X] Voldemort's band of hooligans.
-[X] The muggles Learning [X] Relocate the Academy
[X] The old tales are sometimes true. Mysticism [X] Anchor hunting.
-[X] Order Personal [X] Sorting Memories.
[X] Spend time with Social Links.(+2 RP)
-[X] Aife (+3 RP)
Selling the Ranches and salvaging Personnel means we should have a decently-sized initial force and setting up the massive settlement should fix most of our Manpower and Gold issues. if we can keep it. Reducing the need to rush Advanced Nobility or lock in Estates early.
Keeping this city is of vital importance if we go for it. Which is why we're Salvaging the Ranches instead of flat-out selling them(because simply selling them would've given us the opportunity to sell the potions shop Montmerency which could've provided us the funding to set up the High School for a further recruitment boost). Tactics further boosts our core of Australians(plus Battle Maids and poached Aurors), making us less likely to get rolled over like a scrub.
But it's because the Settlement solves our money issues that we don't need to lock in Estates early(aside from maybe trying to rush Advanced Nobility, which still requires Mining because we're using the HoMM4 skill system for Dace).
Rather, with the sheer amount of income the Massive settlement generates, it's more a question of whether or not we can secure and ragnarok-proof other resource nodes(like Quarries) before Magical Britain collapses(or if we can build a second settlement in that time with the current levels of income).
Sure, Dace won't get involved in the Rumour mill or looking out for plots against him if he infiltrates Muggle society. But I doubt many people are paying attention to the Muggles aside from other factions looking for manpower(especially Death factions seeking to harvest) and/or factions that want to either save Muggle society(or at least keep the government managing the Nukes from collapsing) or loot it for all it's worth.
Given that the Muggles are a massive target and given that the Wizarding World is rather insular, this is a case where we might be able to locate problem areas by watching the collateral damage(or lack thereof if other factions have the same idea) and might be able to slow the local area's(e.g. Wales, though it could also just be our province or Municipality) descent into barbarism. It's also less likely we run into steep competition from other magical factions due to the sheer size of it.
Or it could lead to taking over Muggle resource production facilities(which will probably be inoperative but might be possible to salvage/loot, or spam charms and enchantments until it starts working), similar to how plotting to take over Green Alley's shops can get us Mercury/Sulpur producers.
The death anchor, the necropolis, would produce dead or undead units like skeletons or vampires. So I'm sure Death here does in fact mean/ result in dead creature.
The death anchor, the necropolis, would produce dead or undead units like skeletons or vampires. So I'm sure Death here does in fact mean/ result in dead creature.
So say you find an anchor. What infrastructure do you need build to actually use it? To answer that we turn to the factions in Homm3. Each faction there had a town type and in order to use your anchor you need to model your infrastructure one of those towns. Furthermore, the towns are connected to a certain type of anchor. Each CK2 province can contain 1 town.
Castle: Life
Tower: Order
Inferno: Death
Fortress:Nature
Rampart:Nature
Dungeon:Chaos
Stronghold:Muggles
Necropolis: Death
Conflux:Order
Reminder that Inferno also uses the Death Anchor(though granted, the demon summoner doesn't exactly get better PR than the necromancer).
Also that that Conflux uses the Order Anchor. In case we wanted to go for the faction of Elementals(Though their grail is a tad obvious, being an Aurora and all..).