Warcraft: Fallen Kingdoms (Old)

[x] Build Defenses at Corin´s Crossing
[x] Examine The Battle
[x] Rebuild Out Forces

[x] Refugees - Injured
[x] We Need Mines
[x] Search For Sabotage

[x]Priest Training Setup

[x] Study The Book
 
[x] Build Defenses at Corin´s Crossing
[x] Examine The Battle
[x] Rebuild Out Forces

[x] Refugees - Injured
[x] We Need Mines
[x] Search For Sabotage

[x] Priest Training Setup

[x] Study The Book

Solidifying our territory, learning from mistakes, and rebuilding our Forces in preparation for additional pushes. Reduces the pool of individuals the Scourge can more easily recruit from, obvious choice, and looking for additional sabotage in case they did it something vital.

Training priests takes time, and we need Priests so the sooner we start regularly recruiting more of them the better, especially since they'll be needed to purify the Blight.

We gained the Book on a natural 100 so I'm really curious what knowledge it contains.
 
[x] Build Defenses at Corin´s Crossing
[x] Examine The Battle
[x] Rebuild Out Forces

[X]Send a Message - Stormwind
[x] We Need Mines
[x] Search For Sabotage

[x] Priest Training Setup

[x] Study The Book
 
[] Build Defenses at Corin´s Crossing
[] Examine The Battle
[] Rebuild Out Forces

For those planning to take this, do consider that Rebuilding our forces takes 4 turns, examining the battle and building defences at Corin's Crossing take 2 turns each. Meaning we'll be locked for martial actions for the next 2 turns(and unable to react to anything happening on turn 6).

Meanwhile, by not expanding to the Thondroril river this turn and locking in like this 800 refugees will die, their numbers added to the Scourge forces.
I highly recommend dropping either Defences or battle examinations(my preference is on the latter) for one turn. For tactical flexibility if nothing else.

Plus, this way we'll be able to hinder Scholomance/Andorhall reinforcements to Fungal Vale better.

@Genezz if we don't do battle examinations this turn, can we still do it next month?
 
[x] Rebuild Our Forces:

[x] Examine The Battle:

[x] Build Defenses at Corin´s Crossing:


[x] Light´s Hope Chapel:


[x] Rebuild Corin´s Crossing:


[x] Expand the Network:


[x] Priest Training Setup:


[x] Silver Glow?:
 
[x] Rebuild Our Forces:

[x] Examine The Battle:

[x] Build Defenses at Corin´s Crossing:


[x] Light´s Hope Chapel:


[x] Rebuild Corin´s Crossing:


[x] Expand the Network:


[x] Priest Training Setup:


[x] Silver Glow?:
 
Thanks for the survey. It is a good idea.

Could you add the number of slots we have available for each section please?
 
Does this mean it's automatically done if we expand the spy network?
No, you will still need to vote for it, it was more of an hint for what you need to do for that option to appear.
Could you add the number of slots we have available for each section please?
I´m not sure what you mean, you can only vote for one thing in every category, except Military where you can vote for three options, which I have put as Military (Pick 3).
 
And once again: I urge people to consider Crown Guard/Eastwall tower or expanding the patrols to the Thondroril river.

These three actions only take one turn, ensuring we'll be able to select at least one military action next turn.

Corin's Crossing, Battle Examinations and Rebuilding our Forces all take a minimum of 2 turns.
 
Survey: Closed

Martial
Rebuild Our Forces
Examine The Battle
Expand Patrols – Thondroril River

Diplomacy
Refugees - Injured

Stewardship
We Need Mines

Intrigue
Search For Sabotage

Piety
Priest Training Setup

Personal Action

Silver Glow?
 
Hm... happy that we're expanding the patrols, though I would've prefered to build the defenses, first, and then do the examination.
 
...Not fortifying the new holdings, leaving them open to counterattack, why?

Not sure, personally would have preferred delaying battle examinations.

At least we're not completely locked in next turn.

For stewardship next turn we should probably expand the integration office if possible(and, if it's a multi-turn action capture livestock, if it's single-turn, either Corin's Crossing or Scalet Enclave. Or just capture livestock first in the hope that it will let us speed up multi-turn construction projects).

The good news is that there's no civilians in Corin's Crossing yet.
 
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The good news is that there's no civilians in Corin's Crossing yet.
Considering that we rolled a *6* on searching/examining the town, I'd really, really rather not have any civilians there, ever.

Also, for Stewardship, it would probably best to pick both the Lifestock and the Docks. We're currently running a slight food deficit, which both should help with, and then there's the secondary options/effects of having animals to move supplies, or boats/ships to contact other factions.
 
Considering that we rolled a *6* on searching/examining the town, I'd really, really rather not have any civilians there, ever.

Also, for Stewardship, it would probably best to pick both the Lifestock and the Docks. We're currently running a slight food deficit, which both should help with, and then there's the secondary options/effects of having animals to move supplies, or boats/ships to contact other factions.

Yes but both the Livestock and Docks mitigate the food problem. they don't fix it.

By locking in Scarlet enclave next turn we can actually *solve* our food problems for our current population.

We have 3-4 months of food left. Which should allow us to complete the Scarlet Enclave before starvation sets in if we lock it in next turn. Especially if we do the Docks the turn after for further mitigation. Since we don't know how much they mitigate it, I'd like to get that enclave started fairly soon

If the Integration office's upgrade takes 2 turns or less however, we should consider taking it alongside livestock next turn(turn 6) and do Scarlet Enclave on turn 7, allowing us to build the Docks on turn 8. which depends on 3 months of livestock plus 1 month of fishing to give us 1-2 months worth of extra food supplies before we can finish expanding the enclave on turn 11. We also might get more food options on turns 9 and 10...

The reason behind upgrading integration office first is because the one we're currently building lets us process 500 refugees/turn into tax-paying citizens when it's done and we currently gain upward of 1700 refugees every turn. Too many refugees compared to ordinary citizens might create resentment. And having slums/tent camps like that allows us to be infiltrated more easily so I'm not entirely comfortable with leaving them as they are right now.

I really hope we get the option to find a diplomacy and/or stewardship advisor soon(Light's hope chapel might have some hero units for this, or we might find some amongst the refugees we just healed or at the river crossing we're expanding our patrols towards)...
 
Turn 5 Results
May 27 AFW (After First War)

Turn 5 Results

Thanks to capturing Corin´s Crossing the way for refugees are safer, therefore four rolls will become +400 instead of a random number.

New Refugees: 1000+[16+70+4+99+90+100]=1379

Military: Saidan Dathrohan has been appointed the Grand Crusader, the one in charge of all military matters with Highlord Alexandros Mograine and High General Richard Abbendis as his subordinates. They have given you a report on the state of the military and the options that are open to you. They have also appointed Brigitte Abbendis as your bodyguard. (Pick 3)

Rebuild Our Forces: We took heavy losses in the battle for Corin´s Crossing and we will need to recover our troop numbers as soon as possible. Luckily we have enough armor and weapons available to let us outfit enough troops to return to pre-battle condition, though it will take time to train the troops to an acceptable level. Cost: 5,000. Time: 3 Month. Chance for Success: 90% Reward: Scarlet Defenders, Crusaders and Archers restored to pre-battle numbers. Required: 10. Rolled: 53

-There were no shortage of volunteers that wanted to join the Crusade, it will take some time to screen the applicants, before training can start. Will be completed in two months.

Examine The Battle: We took unacceptable losses in the battle for Corin´s Crossing, we need to know what mistakes we made and what worked and didn´t work, so that we will be better prepared in future engagement, it will take some time to gather the information. Cost: 1,000. Time: 2 Month. Chance for Success: 80% Reward; Knowledge on mistakes made in battle. Required: 20. Rolled: 78

-We have started studying the battle, it will take some time to get everything in order. Will be completed next month.

Expand Patrols – Thondroril River: Once we expand the patrols to Thondroril River we have covered the western approach of the Eastern Plaguelands, once the area is secured we can either build defenses at the bridge to try and hold it against any assault on it or we can start to prepare for a push further into the Western Plaguelands, thanks to getting Corin´s Crossing under our control it will be easier to transport the material needed out west, though the Fungal Vale will still be danger to any caravan.
Cost: 500. Time: 1 Month. Chance for Success: 70% Reward: Control over the bridge into Western Plaguelands, Can Expand into Western Plaguelands, 400 Refugees each Month patrols are out, Patrol Upkeep -500. Required: 30. Rolled: 45

-Apart from mutated/diseased animals and the occasional undead roaming around, the patrol sent to the river encountered no problems, they have setup camp in the hills near the bridge in order to have sight of it while remaining safe, some of the Refugees the patrols have been escorting have been talking about a paladin that has saved them from the Scourge in the area, maybe you should look into it, another paladin is always good to have. With the river under your tentative control you should order defenses to be built to stop any future attacks. Reward: Control over Thondroril River, Can fortify the bridge, Can expand into Western Plaguelands, +400 Refugees each month, Rumors about a Paladin helping refugees, Patrol Upkeep -500.

Diplomacy: You are smart, beautiful and able to charm almost everyone you meet, is there any wonder why you have taken over the diplomatic aspect of the Crusade? (Pick 1)

Refugees - Injured: The Refugees needs help with their wounded, helping them will cause more able bodied men and women to be available in the future, it will also lessen the strain on the refugees supplies.
Cost: 500. Time: 1 Month. Chance for Success: 85% Reward: No injured refugees, refugees are grateful. Required: 15. Rolled: 56

-Priests and medical personal flood the Refugees houses and camps helping the wounded and you could see the relief on the patients friends and family, for while they have been doing the best they could, their supplies were starting to strain under the pressure of new arrivals with their own wounded. The refugees also had a pleasant surprise for you, the refugees have been training themselves to serve in the Militia, it seems that they have gotten those that are in the Militia to help train them as a thank you to you for helping them with all their problems. Reward: Injured Refugees have been healed, Medical supplies given to Refugees, Refugees are very grateful, Refugee Morale Increase, +1,000 Militia.

Stewardship: You are a Genius and nowhere has that been more apparent than now, seeing you quickly and efficiently going through piles of reports and paperwork concerning every little thing in running the realm is awe-inspiring. (Pick 1)

We Need Mines: Now that we have the location of the ores we only have to start the mining operations, luckily thanks to your genius you were able to hash out a plan to plan to open up a mine that will encompass all ores, instead of opening up several mines for each ore, which would take unnecessary time and money. Cost: 2,000. Time: 1 Month. Chance for Success: 90% Reward: Iron, Tin and Copper Mine open, No more Ore problems, +1,500 Mining Income. Required: 10. Rolled: 17

-There were a couple of close calls with a few cave ins, but the mine is up and running, with this your ore problems are gone, of course one small mine will not be able to supply an entire army forever but for now it is enough and you can finally expand the army beyond its original size. Reward: No more Ore problems, Can expand the Army, +1,500 Mining Income.

Integration Office: It is probably time to help integrate the refugees join your population, making them a part of your realm and able to get a job or join the military, as well as making them able to pay taxes.
Cost: 2,000. Time: 2 Month. Chance for Success: 70% Reward: 500 Refugees become 500 Low Class Citizens each month. Required: 30. Rolled: 79

-With the Integration Office up you can finally start to thin the Refugees number out, but with more and more refugees coming in each month you will have to expand the office before a sizable dent is noticed. Reward: 500 Refugees become 500 Low Class Citizens each month.

Intrigue: Now that you have a spymaster in the form of Invar and a small spy network, Invar is able to take on some projects. (Pick 1)

Search For Sabotage: When the Cultists escaped/were rescued last month we did a quick search of the city and found no further signs of sabotage, but that does not mean there were none, a thorough search of the city under better conditions would be for the best. Cost: 1,000. Time: 1 Month. Chance for Success: 70% Reward: Knowledge of any Sabotage. Required: 30. Rolled: 77

-It is a good thing that you ordered a search of the city, it seems that some of your preserved food supplies were poisoned, possibly with the Plague, during the escape, not the ones that would be used in the coming months, but those that were going to be used towards the end of the year, we have isolated the infected food and will let the research team take a look at it when it is re-created. Reward: Sabotage averted, Poisoned Supplies for Research.

Learning: With both a Research Leader and a Research Building you can finally start researching the heavier projects. (Pick 1) Locked

Explosives: If the explosion a couple of months ago indicated something, it is that Aldan is good at making explosives, albeit accidently in most cases. Given the order Aldan will start working on different types of explosives and their uses.
Cost: 2,000. Time: 2 Months. Chance for Success: 80% Reward: Discover different types of explosives and their uses. Required: 20. Rolled: 46

-During his experiments Aldan has come up with two different types explosives.

The first type is called TNT, it is primarily designed to be used in construction, demolition and mining, while it is stable, if it is not handled correctly it can still accidently explode.

The second explosive is called Dynamite, while more stable than TNT, and can take more abuse, it contains poisonous material that makes it unsuited for use in home territory, therefore Aldan has made it more suitable for sabotage, as it is more durable than TNT our saboteurs can safely carry it into hostile territory without having to worry about accidents happening.

We will need to open up workshops to start producing these explosives. Reward: Two types of Explosives, Can open up workshops for Explosives.

Piety: High Priest Isillien has taken on the priestly duties that is needed. While he still continues his sermons about the undead, he has started to focus on rebuilding Lordaeron. He also has some proposals. (Pick 1)

Priest Training Setup: Last month we lost twenty-five Priests, both due to enemy action and battle, Isillien wants to start training new Priests to help with our cause, but he needs both funding and time before he is ready to start training new priests. Cost: 3,000. Time: 2 Month. Chance for Success: 90% Reward: Can start training Priests. Required: 10. Rolled: 100 Massive Crit!

-It seems that Isillien was a lot more passionate, and diligent, about training new priests then you thought, what was projected to take at least two month Isillien finished in one and with better result than expected, leading us to be able to increase the number of Priests that can be trained at the same time. Reward: Finished this turn, Can train Priests, +10 Priests trained each batch, Can train 25 Priests at a time, Isillien gained Diligent.

Personal Actions: With the help of Brigitte you are finally able to have some real free time. (Pick 1)

Silver Glow?: You still don´t know how you made the Silver Glow appear or what it can do except cut through swords and plate armor, but it is important that you try and control when it appears so that you don´t hurt your comrades, that is why you have decided to try and make it appear at will, you hope that once you are able to do that, it won´t happen at random.
Cost: 0. Time: 1 Month. Chance for Success: 50% Reward: No accidental activation of the Silver Glow. Required: 50. Rolled: 97 Crit!

-You glare at the sword in your hand, for weeks you have tried to control when the Silver Glow appears, but you haven´t had any luck so far, sometimes it doesn´t appear for a whole day and sometimes it happens several time a day. It is starting to really frustrate you, but it is not all hopeless, over the past few days you have started to feel when the Glow appears, you just haven´t had any luck in stopping it or making appear at will.

You look over the beautiful sword, forged form an unknown metal, the blade looks as though it is made from silver, starting from the hilt where the silver mixes with a red metal to create a beautiful combination, going up a third of the blade before the silver takes over and continues to the point of the sword, red symbols adorn the blade, starting from the hilt where the red metal ends and stops at the point, unfortunately it seems that time has worn on the sword, not all symbols are filled with red and are just empty engravings.

Running your finger over the sharp edge, which hasn´t dulled no matter what you have done to it, you don´t even feel the wound that appears and starts bleeding, removing your finger you look it over before ignoring it and looking at the blood running down the blade, as the blood run over the engravings a weak red light start to shine from them, as more and more engravings gets filled with blood they start to shine brighter, looking at your wounded finger you draw it over the empty engravings, as soon as all the engravings are filled with blood the red light grow strong, almost blinding you before disappearing, showing that the engravings are filled in but your blood is gone.

Having an idea of what happened you decide to focus on the feeling that the Silver Glow brings and you can feel it respond and Clarent starts to glow silver, slashing at the training dummy the sword goes through it with no problem, grinning at the fact that you managed to figure out how to use the Silver Glow whenever you want and to the fact that you have gotten another weapon in the fight to restore Lordaeron, but even now you feel yourself being steadily drained of mana, not enough that you can´t keep it up for a while, but enough that you can´t keep it up for a whole battle. Feeling giddy you dismiss the Glow and walk away to find the others and show them what you discovered. Reward: Can activate Clarent when you want, Clarent: +8 Martial, +4 Diplomacy, +2 Piety, Bonus against All forces when activated.
 
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Explosives, personal badassery, rumours of a new hero and our priest has directed his Zeal into productive pursuits.

Awesome. Especially when combined with the militia and the greater refugee security(and avoiding the potential disaster that was the food supplies, though that probably means we have even less time than projected to stabilize our food deficit).
 
Next turn, we will have to take care of our food problem and solidify our positions.

The paladin in the west is nice, but we should be careful to not extend too much. There is already plenty to do where we are.
 
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