Warcraft: Fallen Kingdoms (Old)

IIRC the text said that it would be better to try it with animals first. Guess that's the reason it didn't get picked.

Because some of the experiments could be painful. However, the option also stated that it would use volunteers only.

There was also the option to capture plague animals, been there since turn 1 I think(necessary to do the experiments on animals)...

A reliable way to detect people who are about to turn into hostile undead is pretty useful in the now, Fungus in the Soil would take 3 turns on average and it's mainly to unlock further plague research...
 
Because some of the experiments could be painful. However, the option also stated that it would use volunteers only.

There was also the option to capture plague animals, been there since turn 1 I think(necessary to do the experiments on animals)...

A reliable way to detect people who are about to turn into hostile undead is pretty useful in the now, Fungus in the Soil would take 3 turns on average and it's mainly to unlock further plague research...

We could also discover a way to heal the land to obtain more food.
 
We could also discover a way to heal the land to obtain more food.

That might unlock from soil research so it would be a minimum of 3 months away(assuming we average a roll of 75+ on the soil research and the next unlock provides it as a 1-month action)

We're close to stabilizing our food situation as it is. I'm just kind of baffled we didn't take the unlocked option with immediate benefits.
 
Too late to worry about that now. Maybe next turn, since I don't think Soil locks the action.
 
Turn 10 Results
October 27 AFW (After First War)

Turn 10 Results

1400+[51+26+94+95+26+2]=1694-500=1194

New Low Class Citizens: 500

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 2)

[]Build Barricades at Fungal Vale: With Fungal Vale still under Scourge control we should build a barricade to contain the Scourge inside their base, it may not stop them if they do an all in attack but it will give us time to prepare our army, luckily the road to the Vale is surrounded by mountains preventing the Scourge from overwhelming us. Cost: 2,000. Time: 1 Month. Chance for Success: 80% Reward: Fungal Vale barricaded, easier to defend, other options becomes safer. Required: 20. Rolled:
61+11+5=77.

-The barricades are up and the road between Thondroril River and Colin´s Crossing is safe, at least until Fungal Vale decides that it don´t like the new decorations, but with men and women guarding the entrance to Fungal Vale the Scourge will have a difficult time getting out. Reward: Fungal Vale barricaded, Easier to defend, Other options becomes safer.

[]Spears for Scarlet Defenders: Spears would be more suited for our frontline than swords, this would let us keep the enemy at a distance, keeping our soldiers safe and whittling down the enemies, they will of course keep a short sword in case they need to engage in close combat.
Cost: 4,000. Time: 2 Month. Chance for Success: 100% Reward: Scarlet Defenders uses Spears. Will be completed next month.

- Our Defenders have been issued spears and has started training in their use, with the current progress in training they will be done next month. Will be completed next month.

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) Locked

[]Integrate Light's Hope Chapel: Now that we have contacted the Chapel and worked out a deal we can start to integrate them, it will take some time to make sure that our soldiers work well together and to ensure that there are no hidden cultists.
Cost: 7,000. Value Needed: 37/150. Reward: Light´s Hope Chapel integrated. Rolled:
59+9+5=73. New Value: 110/150

-Work continues on integrating Light´s Hope Chapel, this month's work has been great and a lot has been done, but there are still things that will need ore work before the integration is completed. Reward: Will continue next month.

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)

[]Expand The Scarlet Enclave: While the small farming community, now called The Scarlet Enclave, has helped with the food situation, you still need more, both now and in the future. With the success last month you have decided that the next expansion will turn the community into a small town, though this will empty your ore supply.
Cost: 25,000. Time: 8 Month. Chance for Success: 80% Reward: The Scarlet Enclave becomes a small town, +1,500 Farming Income. Required: 20. Rolled:
95+5+5=105. Crit! Success.

-With the Scarlet Enclave so close to completion, our workers and soldier worked twice as hard, so hard in fact that we completed it several weeks ahead of schedule, taking advantage of the remaining time you ordered a small expansion be done, thankfully no accidents happened and the expansion were done just before the month ended.

The town built alongside the farming community will be called New Avalon and the community will be called Havenshire, with the whole area called The Scarlet Enclave. With the Enclave finished it has been calculated that we will be able to feed around seventy-five thousand people, assuming that nothing happens to one of our food operations.

With their work done the soldiers have been sent back to the army and will be able to return to their duties. Reward: Farming Income restored, +1,750 Farming Income, Military Actions restored to 3, New Avalon created, Havenshire created, Food Situation changed to Large Surplus.

[]Royal Investment: An idea has come to you, while for most part every plan you and the council has decided on has worked, with a few exceptions, it is only time until one of them fail spectacularly and damage what you are fighting for, and to prevent this from happening you have fallen back on an old idea, throw money at it until it works.
Cost: 0. Time: 1 Month. Chance for Success: 100% Reward: Can do Royal Investment (RI), Pay double the cost for an action and get +20 to that roll.

-You have made the idea a reality, by paying the right people you can ensure that the workers and material is of the highest quality, ensuring that it will be hard for accidents to happen, though not impossible. Reward: Can do Royal Investment (RI), Pay double the cost for an action and get +20 to that roll.

Intrigue: With a competent Spymaster and with a proper Spy Network in our employee we will finally be able to do some real danger to our enemies. (Pick 1)

[]Zul'Mashar - Rescue: We can´t let the prisoners stay with the Trolls, especially with how the food situation is with them and the cannibalistic tendencies that the Trolls in these lands have exhibited in the past, of course it will also give us a reputation boost with the High Elf Refugees.
Cost: 2,000. Time: 2 Month. Chance for Success: 80% Reward: Prisoners Rescued. Required: 20. Rolled:
41+8+5=54.

-Our agents on Zul'Mashar has begun making preparations to rescue the prisoners, they will begin the plan next month. Will be completed next month.

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

[]Workshop - TNT: Given enough time and money Aldan can setup a Workshop and teach people how to make TNT, the Construction Explosive.
Cost: 2,000. Time: 2 Month. Chance for Success: 80% Reward: TNT is made, +500 for all future Mining Income (not current), Shorter time to demolish buildings, Helps with building projects that require big objects to be cleared. Required: 20. Rolled:
96+7+5=108. Crit! Success.

-It seems that Aldan is an excellent teacher, instead of the two months the project was calculated to take he finished building and educating the workers in just one. He also discovered a design that would make the TNT more effective making our mining and demolishing more effective. Reward: TNT is made, +750 for all future Mining Income (not current), Shorter time to demolish buildings, Helps with building projects that require big objects to be cleared.

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)

[]Fungus in Soil: We will need to know exactly how the fungus effects the soil to be able to remove it, does the fungus only suck the nutrients out of the soil, leaving the flora and such to die of malnutrition, or does it have a more sinister way of killing nature, such as spreading its spore and when other flora and animals absorb it in different ways, slowly killing them from the inside, eating their way out before whatever it is they have infected dies and the process repeats somewhere else.
Cost: 3,000. Value Needed: 0/150. Reward: Further Research with Fungus in Soil, Knowledge of how Fungus spreads in Nature. Rolled:
27+7+5=39. New Value: 39/150

-Our researchers has started to do experiments on the fungus and has started to watch it in nature, it will be some time before they have anything concrete to present. Will continue next month.

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

[]Learn from Invar: With the threat of Scourge assassins looming over you, you have decided to seek the help of Invar and learn how to protect yourself from the tricks that could be used to kill you.
Cost: 0. Value Needed: 12/60. Reward: +1 Intrigue, Increased Closeness with Invar. Rolled: 84+5=89. New Value: 101/60.

-Luckily you were able to spend enough time with Invar this month to learn something about subterfuge, Invar decided to teach you about actions you should take that would lower the chance of being attacked and assassinated, things like not standing in front of a door when you open it, open a door so that it touches the wall on the other side, don´t stand in full view of a window and such things. You have also gotten to know Invar a bit more this month, he has been telling you stories of past operations as a way of showing examples of what you should and should not do and though he doesn´t mention any names you suspect that some of what he tells you was missions he was part of. Reward: +1 Intrigue, Increased Closeness with Invar.
 
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Very nice. Two critical successes, with the one for the Scarlet Enclave making up somewhat for the previous crit-failures. And having our 3rd military action back will help with trying to secure our current position.

We could really use additional actions for Intrigue and Piety, though.
 
We are safe from starvation, we have taken back our military slot, and we have put barricades eveywhere. It's beautiful. T-T
 
Food for 75.000 people... we have 50.519... Scourge bases barricaded...

Alright, I think we should be able to expand the integration office and prepare to begin expanding into the Western Plaguelands(Fortifying the Thondroril river beachhead and scouting the zone out).

More patrols will mean a larger populace. We should probably also start to expand our army.

Remember: people are a strategic resource(cold as this may sound). Any refugee we save is one that the undead won't get their hands on.

Aside from that, we probably want to fill in the holes. If the Message to Stormwind was successful we'll want to be able to house them when they arrive(also the refugees but I prefer to integrate them if possible).
 
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Should we not secure the Noxious Glade, Fungal vale and Darrowshire before expanding further?

Once they're secure we have two clear and defensible boarders at the Thondroril River and the Eastwall Tower.
 
Should we not secure the Noxious Glade, Fungal vale and Darrowshire before expanding further?

Once they're secure we have two clear and defensible boarders at the Thondroril River and the Eastwall Tower.

Darrowshire was empty when we last scouted it. And we've cleared out the Undercroft.

Personally this is why I wanted to research dynamite. That way we'd be able to use Intrigue actions to slowly whittle down Noxious Glade and Fungal Vale's numbers.

As it is, I want to expand into the Western Plaguelands because not only will it hopefully let us open up a land-route to Alliance territory there's also an unknown Hero wandering the lands. Additionally, every citizen we don't save is one that will probably fall to the Scourge and/or Forsaken(and therefore, becomes an enemy).

Noxious Glade had an estimated 10.000 Scourge last time we scouted it(Fungal Vale had 8.000), we're not going to be capable of clearing it out for a while.

We really need to train more troops soonish though...
 
We really need to train more troops soonish though...
Upgrading our troops and improving our combat-performance (such as by studying the undead bodies for weaknesses) would probably help a lot as well, and would arguably work out better with our shortage of people. The more effective our soldiers are at killing the enemy, the less casualties we'll suffer.
 
Upgrading our troops and improving our combat-performance (such as by studying the undead bodies for weaknesses) would probably help a lot as well, and would arguably work out better with our shortage of people. The more effective our soldiers are at killing the enemy, the less casualties we'll suffer.

We need both. Not one or the other.

And rescuing and integrating refugees takes time(in addition to >10% of our current population being part of our military) so I want to get started on increasing our population/army size.

Also, we'd not only be decreasing our own population by rescuing refugees. We'd be denying them to the enemy. We're already horribly outnumbered, I don't want the Scourge to outnumber us any harder than we can't prevent them from doing.
 
Plus, the west has Hearthglen, under the stewardship of the son of one of the greatest paladins ever. As far as I know it was remarkably untouched by the Scourge in the game.
 
Yes; my point was more that we should seek to do the upgrades first, to minimize our casualties in the long run.

And I somewhat disagree with you there.

Our current patrols decrease the number of scourge that rise per turn by ~1.700(i.e. the number of refugees we save each turn).

The Scourge are also capable of upgrading their forces, by denying them more sources of fresh bodies we can decrease the number of skeletal mages/abominations/zombies they can bring to bear on us.

By expanding patrols over Y number of turns and upgrading for X number of turns after instead of vice versa we'll have the X number of turns we spent upgrading our troops less enemies for the same tech level.

If we save 2.000 refugees per turn over 5 turns that's 10.000 potential scourge less to fight us(a full-blown army, outnumbering ours 2-1).

Sure, upgrading troops is important to our overall goal of reducing casualties but making certain that the armies they can field are manageable in number is also an excellent way of preserving lives. If I had to choose between slightly shoddier equipment vs an army of 10.000 or slightly better equipment vs an army of 20.000 I'd prefer the former.

The best kind of enemy is one you don't have to fight after all...
 
Still, it's best to have both. Upgrade our unit, equip them and rescue all the refugees. Though main important part is the refugees, not only as resource but they're people(metaphorically and IC wise) as well.

That and it boost morale, though we still need to be wary of who comes in and such. The cult can easily sneak a few people in to our place if we aren't careful.
 
Still, it's best to have both. Upgrade our unit, equip them and rescue all the refugees. Though main important part is the refugees, not only as resource but they're people(metaphorically and IC wise) as well.

That and it boost morale, though we still need to be wary of who comes in and such. The cult can easily sneak a few people in to our place if we aren't careful.

Personally I'm thinking of a 2-1 split in martial actions. 2 for the western Plaguelands/emergency fortifications (setting up patrols, scouting and entrenching ourselves in Western Plaguelands and/or Corin's Crossing) and 1 into R&D/recruitment, at least until we have about half of that zone back.

Destroying most of the Plague Cauldrons is pretty important to prevent the death of the zone. Andorhal and Caer Darrow/Scholomance are too difficult to attempt for at least a year probably(though Andorhal should hopefully be busy fighting the Forsaken to the West(and possibly the Alliance/Syndicate/Alterac to the South).
 
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Always happy to see this quest update :)

One question: Is the Economy spreadsheet up to date? Just checking how much money we can afford to use on RI.

As for actions next turn... I think we still have our work cut out for us. We have:
2 available military actions: From the old ones expand barracks (maybe after quarry ..), fortify the river, sent scouts into Western Plaguelands (reasons for expanding into WPL stated by others above) or equip bronze(again see above) seem like the most important to me.
2 available Stewardship actions: Expand Integration Office with RI (pretty much a must do!) ; Just need to roll 50 to finish in one turn. For the second option either Quarry, for future building (See barracks), or fill the holes.
The Learning action should be dynamite, so that it is ready by the time we infiltrate the Noxious Glade.
Don't know if we can change Piety like Personal but I prefer Fungus in Humans, especially with the increased influx of refugees.
And keep training with Ivar (need Intrigue 12)

I repeat myself but great quest Genezz, really gets me excited for Warcraft again^^, keep up the good work!
 
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