Warcraft: Fallen Kingdoms (Old)

Turn 11
November 27 AFW (After First War)

Turn 11

"You Majesty, I request permission to become your bodyguard and serve you in any way possible." Lilians voice rings clear in the arena.

You are a bit surprised by the request as most applicants seemed more interested in advancing in the military or being trained by one of the commanders, but giving it some thought you agree with the request.

"Very well, your request shall be granted, but know this, I will not tolerate you doing anything but your best, now go celebrate your victory, I will send for you in the morning." As soon as you stop speaking the crowd cheer again and though you can't see her face the way she behaves it is obvious that Lilian is very happy that you granted her request. Lilian Voss becomes your Bodyguard, +1 Personal Actions, -100 Gold, Angelica is now 21 years old.

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)

[]Expand Barracks: Expanding our current barracks will allow us to recruit more soldiers to our army, of course we will need to make sure we can handle an increase in soldiers so that we don´t tank our economy.
Cost: 12,000. Value Needed: 0/250. Reward: Can expand army.

[]Build Basic Defenses at Corin´s Crossing: Now that we have taken Corin´s Crossing we are not about to lose it again and while we are not under threat of an immediate attack it is better to be safe than sorry and build defenses to give us an advantage in battle.
Cost: 2,000. Time: 1 Month. Chance for Success: 80% Reward: Basic defenses at Corin´s Crossing. Need to complete Fill The Holes first.

[]Build a Tower at Corin´s Crossing: While we are protected by towers both in the north and west they can be taken out quietly, building a tower in the vicinity of the town will not only let us see an attack come from distance, it will also make the civilians in the town feel safer.
Cost: 2,000. Value Needed: 0/100. Reward: Tower at Corin´s Crossing, Tower Upkeep -1,000.

[]Build Fortifications at Thondroril River Bridge: Now that we control the bridge into the Western Plaguelands we should fortify it, this will not only make it easier to defend from any attack, it will also serve as an beachhead for future operations into the Western Plaguelands.
Cost: 3,000. Time: 2 Month. Chance for Success: 80% Reward: Thondroril River fortified, beachhead into Western Plaguelands.

[]Send Scouts into Western Plaguelands: With control over the bridge into the Western Plaguelands we can finally send in Scouts to see how the situation is there.
Cost: 500. Time: 1 Month. Chance for Success: 75% Reward: Information on Western Plaguelands.

[]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 this month.

[]Refit Soldiers with Bronze: Now that we produce bronze we can refit our troops to have bronze weapons, armor and shields, this will give us an small advantage in combat but it will be more expansive to upkeep.
Cost: 4,000. Time: 3 Month. Chance for Success: 100% Reward: +5 Combat bonus, +1 Upkeep cost for Defender, Crusaders, Knights and Paladins. Note: Bonus won´t last forever, enemies can also upgrade their equipment.

[]City Guards: Right now our soldiers are guarding our city, preventing them from joining the battle against the Scourge and other enemies, widening the number gap between us and our enemies, therefore Richard have been proposing that we create the City Guard, a separate entity from our army, the Guards is to take over our soldiers duty in the city and protect it from attack, giving the army time to arrive and help drive the enemy back, as well as free up our soldiers for battles.
Cost: 4,000. Value Needed: 0/140. Reward: City Guard created, Soldiers no longer need to stay behind and defend City.

[]Upgrade Militia Equipment: Our Militia is using whatever weapons and armor it can get its hand on and that equipment would not be enough to defend themselves in case of an attack without taking heavy casualties, therefore Alexandros wants to upgrade the Militias equipment, giving them iron swords or axes, iron shields and iron armor, this will allow the Militia to be more effective in battle and reduce their casualties.
Cost: 2,500. Value Needed: 0/100. Reward: Militias equipment upgraded.

[]Secure Darrowshire: Now that both Scourge bases are barricaded we can start to secure the lands under our control and one such area is the town of Darrowshire, destroyed by the Scourge during their invasion the town is a burnt husk with no buildings standing, we will need to rebuild it for the town to be of any use.
Cost: 2,000. Time: 1 Month. Chance for Success: 90% Reward: Darrowshire Secured, More options with Darrowshire.

[]Fortify New Avalon: As it is right now the town of New Avalon has no defenses, making it very easy for an enemy attack to do a great deal of damage before we can drive them back out, building defenses will ensure that our civilians are safe and make it so that we can protect our farmlands better.
Cost: 5,000. Value Needed: 0/120 Reward: New Avalon Fortified.

[]Fortify Coast Line: We have nothing protecting us from an attack from the sea, if the enemy wanted to land a force on our coast there would be nothing we could to stop it, building defenses may not stop the enemies landing but it would make it harder for them to gain any worthwhile ground.
Cost: 6,000. Value Needed: 0/140 Reward: Coast Line Fortified.

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: 110/150. Reward: Light´s Hope Chapel integrated. Will continue this month.

[]Send a Message - Dalaran: We need allies in the battle against the Scourge and Dalaran has some of the best mages in the world, outside the elves, even getting a couple of mages from them will give us a great advantage and their enchanters would be a massive boon for us.
Cost: 0. Time: 1 Month. Chance for Success: 100% Reward: A message is sent to Dalaran.

[]Send a Message - Stromgarde: The Kingdom of Stromgarde is considered to have the strongest human military force, during the second war their army was able to hold off the entire Horde on their own for a while, if we could get an expeditionary force from them it would give us a massive advantage in our fight against the Scourge.
Cost: 0. Time: 1 Month. Chance for Success: 100% Reward: A message is sent to Stromgarde.

[]Send a Message - Aerie Peak: The Wildhammer clan has always been supporters of the Alliance and master Gryphon riders, if we could get a couple of Gryphon´s from them we could start our own air force, letting us counter the enemies Gargoyles.
Cost: 0. Time: 1 Month. Chance for Success: 100% Reward: A message is sent to Aerie Peak.

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 2)

[]Rebuild Corin´s Crossing: Now that Corin´s Crossing is under our control we can start rebuilding it, it will take time and money but getting the town up and running will relieve the pressure of our ever expanding Refugee Camp.
Cost: 8,000. Time: 3 Month. Chance for Success: 80% Reward: Corin´s Crossing rebuilt, alleviate housing problems. Need to complete Fill The Holes first.

[]Fill The Holes: We will need to fill the holes that appeared in Corin´s Crossing, until we do so we will not be able to repair it or build defenses.
Cost: 3,000. Time: 2 Month. Chance for Success: 85% Reward: Holes in Corin´s Crossing filled.

[]Stone Quarry: Building a Stone Quarry would let us store stones for future use, making future building projects that uses a lot of stone take a shorter time to complete.
Cost: 2,000. Value Needed: 0/120. Reward: Shorter completion time on projects that uses a lot of stone, +1,750 Mining Income.

[]Repair Roads: The road between Corin´s Crossing and Tyr´s Hand is in bad shape, the same with the road from the Thondroril River to Eastwall Tower, fixing them would make it easier to move between the various points.
Cost: 1,000. Value Needed: 0/60. Reward: Easier road travel, bonus to future trade income.

[]Expand Mine: While the size of our current mine gives us more than enough ores to work with, we can expand it further, getting us more ore to use in future projects and getting us more money, we may also discover ores too deep for our survey team to discover.
Cost: 2,000. Value Needed: 0/120 Reward: Mine expanded, more ore, +2,250 Mining Income.

[]Survey for Ores in Eastern Plaguelands: There may be ores in our newly acquired land that we don´t know about and don´t have a supply of, even if there isn´t any new ores we can still build new mines, getting us more ore and money.
Cost: 2,000. Value Needed: 0/60. Reward: Knowledge of ore in controlled land.

[]Expand Integration Office: Now that we have an Integration Office we can expand it to speed the process up, while it isn´t a pressing need the option exists.
Cost: 2,000. Value Needed: 0/80. Reward: Integration Office expanded, +500 Refugees becomes Low Class Citizens each month.

[]Expand Dock: We will need a bigger dock so that our future ships will have a place to unload and load troops and supplies, as well as properly receive guests.
Cost: 4,000. Value Needed: 0/100. Reward: Bigger dock, Can build Galleys.

[]Expand the Scarlet Enclave Once More: We can expand the Enclave one more time, filling the remaining area with farms, bringing us more food and a bit more housing, this would of course expand New Avalon as well, giving us housing.
Cost: 8,000. Time: 3 Month. Chance for Success: 80% Reward: +1,250 Farming Income, New Avalon becomes a Large Town, Havenshire expanded to the remaining lands.

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) Locked

[]Infiltrate - Noxious Glade: We need information on the Scourge Base north of Light´s Hope Chapel, now called The Noxious Glade, knowing the troop numbers and equipment that they have there will be vital in case of an attack.
Cost: 1,000. Time: 1 Month. Chance for Success: 80% Reward: Information on Noxious Glade.

[]Infiltrate - Fungal Vale: We also need information on the Scourge Base north of Crown Guard Tower, now called The Fungal Vale, knowing what the Scourge have placed there will be important so that we are not blindsided by an attack.
Cost: 1,000. Time: 1 Month. Chance for Success: 80% Reward: Information on Fungal Vale.

[]Infiltrate - Stratholme: You need information on Stratholme and the area around the city, we still don´t know what the Scourge has there, sending in our spies are a better alternative than our soldiers as they have more training in infiltration.
Cost: 1,000. Time: 1 Month. Chance for Success: 80% Reward: Information on Stratholme and the area in front.

[]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.

[]Zul'Mashar - Sabotage Military Equipment: Sabotaging the equipment of the Trolls will severely hinder them, making it sufficiently harder for them to launch any raids against their enemies and making them unable to defend themselves properly, if we want to weaken them this is one way of doing it.
Cost: 3,000. Time: 1 Month. Chance for Success: 70% Reward: Trolls military equipment sabotaged, Penalty for Trolls in battle.

[]Zul'Mashar - Sabotage Defenses: Sabotaging the Trolls defenses will make it harder for them to defend against attacks, making it more likely that they will stay on the defensive until the defenses are repaired, this is another way of weakening them.
Cost: 3,000. Time: 1 Month. Chance for Success: 70% Reward: Troll defenses sabotaged, No or lower bonus for Trolls when attacked.

[]Zul'Mashar - Disease: With a disease affecting more and more Trolls you find yourself with a choice, find the source of the disease or let it continue unhindered, there are advantages and disadvantages to both options, if we can find and remove the source of the disease the Trolls will be more able to put pressure on the Scourge but also on you and the High Elves, if we let it continue it will weaken the Trolls but it will make them more vulnerable to attacks from the Scourge and if the Scourge manages to defeat them and raise their corpses they will get an even larger advantage in numbers.
Cost: 2,000. Time: 2 Month. Chance for Success: 75% Reward: Knowledge of how the Disease spreads.

[]Zul'Mashar - Food: We can always destroy what little food they have left, this will slowly weaken them over time as more and more Trolls succumb to starvation and disease, of course doing this may not be the best choice when they still have prisoners.
Cost: 2,000. Time: 1 Month. Chance for Success: 80% Reward: Food destroyed for Trolls, Trolls may become desperate, Trolls may suffer penalties.

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

[]Field Ballistae: Manned by a small crew of two people, the Field Ballista is meant to take out less-fortified targets and does not have the power to take down walls or well-fortified structures. With steel-tipped bolts able to impale multiple enemies before stopping, it would be a good weapon against the Scourge. Aldan has some future designs for different types of Ballistae if the Field Ballistae proves successful.
Cost: 3,000. Value Needed: 0/160. Reward: Can produce Field Ballistae.

[]Human Guns: Aldan has a few designs in mind for a gun tailored to be used by humans, given the funds he can make prototypes of the designs and work out any flaws that exists before showing the finished products.
Cost: 1,500. Value Needed: 0/120. Reward: Can start production of different types of guns.

[]Workshop - Dynamite: Invar has requested that you approve of Aldan setting up a Dynamite Workshop, he says that the explosives will help with future Sabotage operations.
Cost: 2,000. Time: 2 Month. Chance for Success: 80% Reward: Can use Dynamite in Sabotage Missions.

[]Ship Design - Light Ship: Before we can produce any ships we need designs for them, unfortunately we don´t have any plans for ships in Tyr´s Hand as it wasn´t a city with a port, but Aldan with help of experiment sailors and dock workers will be able to design something useful.
Cost: 4,000. Value Needed: 0/150. Reward: Light Ship Designs.

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) Locked

[]Capture - Plagued Animals: The researches requests that you capture different kinds of Plagued Animals, they wish to study why the Plague has a different effects on animals and humans.
Cost: 1,000. Time: 1 Month. Chance for Success: 75% Reward: Can study Plagued Animals.

[]Study - Undead Corpses: Isillien believes that by studying the undead corpses that we have, we can figure out their weak points, at least for their most basic troops, those being ghouls, zombies and skeletons.
Cost: 1,000. Value Needed: 0/60. Reward: Knowledge of weaknesses for Ghouls, Zombies and Skeletons.

[]Study - Humans: Isillien has requested permission to study those we believe has the Plague, he wants to study how the Plague converts humans to undead, he hopes to find a way to stop the Plague at one of the stages and a way to revert the transformation.
Cost: 3,000. Value Needed: 0/150. Reward: Information on how the Plague effects humans, Further research on Humans, ???.

[]Train - Priests: With Isillien overlooking the training of new Priests we can be sure that they will be well trained, but we can only train 25 Priests at a time, luckily those that will receive training has been part of the Church for a long time and has studied the Light for since they were young, so it will only take a couple of months to get them ready for their duties.
Cost: 2,000. Time: 3 Month. Chance for Success: 100% Reward: Can train 25 Priests each time chosen.

[]Expand the Church: As of now we can only house 150 Priests before we run out of space, we will need to expand the Church before we can house more than that.
Cost: 6,000. Value Needed: 0/200 Reward: Can house 250 Priests.

[]Make a Safe Container: We will need a safe container to keep abomination bodies in before we can study them, the Research Team will see if they can come up with something.
Cost: 3,000. Value Needed: 0/100 Reward: Can contain abomination bodies for study.

[]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: 39/150. Reward: Further Research with Fungus in Soil, Knowledge of how Fungus spreads in Nature.

[]Fungus in Humans: Now that we know of an possibility of detecting the plague in humans we need to study and do research if it is possible, using volunteers we hope to discover a method to safely find out if a human is infected by the plague, of course some of the experiments can be painful and invasive and it may be best to try the methods on animals first.
Cost: 3,000. Value Needed: 0/160. Reward: Able to detect Fungus in Humans.

Personal Actions: With both Brigittes and Lilians help you are able to do your work faster, giving you more free time to spend as you wish.. (Pick 2)

[]Train With Brigitte: The battle last month showed you that you need to work on your endurance, training with Brigitte will not only help you with that, but it will also let you spend some personal time with her, something both your duties has prevented for some time.
Cost: 0. Value Needed: 0/60. Reward: Increased Closeness with Brigitte, Can last longer in Battle, Less penalty in a long Battle. Note: Will use Martial stat.

[]Horseback Combat Riding: Before the battle you were prohibited from joining the cavalry portion of the army, it is time to make sure that you can do several roles in battle, whether from foot or horseback.
Cost: 0. Value Needed: 0/100. Reward: Can fight from horseback. Note: Will use Martial stat.

[]Warfare with Saidan: You have decided it is time to learn what it means to lead during a war and in battle, and to do this you have sought the help of Saidan, he is more than willing to teach you what being a leader encompasses.
Cost: 0. Value Needed: 0/200. Reward: Learn how to lead in battle, Increased Closeness with Saidan. Note: Will use Martial stat.

[]Sparring with Alexandros: Until you are able to control the Silver Glow it has been decided that the only person you should spar with is Alexandros, it is believed that you would be unable to cut through the Ashbringer.
Cost: 0. Value Needed: 0/60. Reward: +1 Martial, Increased Closeness with Alexandros.

[]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: 0/65. Reward: +1 Intrigue, Increased Closeness with Invar.

[]Study under Aldan: Aldan has some interesting ideas going on and you are interested in learning about them, he is also well traveled from his search of technology and can offer tales of what he has seen on his journeys.
Cost: 0. Value Needed: 0/60. Reward: +1 Learning, Increased Closeness with Aldan.

[]Religion with Isillien: What you have learned about the Light fascinates you, wanting to learn more you have continued your lessons with Isillien.
Cost: 0. Value Needed: 0/80. Reward: Increased Closeness with Isillien, Knowledge about the Light. Note: Will use Piety stat.

[]Translate the Notes: You are very curious about what the book contains, translating the notes written in it will be the first step in understanding it, but it will take some time to properly translate it.
Cost: 0. Value Needed: 44/200. Reward: Notes in Book translated. Note: Will use Learning stat.

[]Stop the Marriage: Lady Ganett has been gathering support to make you see how much of a good idea it is to marry her brother, of course you are not about to let that happen and to stop Lady Ganetts plan you will have to convince the other nobles that it is a bad idea for you to marry anybody right now and that it would be better to wait to see if your marriage can bring needed support from another kingdom.
Cost: 0. Time: 1 Month. Chance for Success: 80% Reward: Less support for you to marry inside the kingdom.


You will get Lilians stats with the turn results.

Survey.
 
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Looks like we needed that Personal after all.

Kind of want to fill the holes now, it's too easy for the enemy to retake, and shouldn't be left that way too long.
 
Hm, let's see...

Martial;
I think we should fortify the river, and scout into the western plaguelands. This would secure our existing territory, and potentially allow us to get into contact with Heartglen and the Scarlet Monastery (or whatever it's called at the moment).

Stewardship;
Filling the holes, and expanding the Integration Office seem like the best bets to me. The latter gives us more income to work with and will also reduce drain on our food supplies a little, as well as hopefully preventing unrest amongst the refugees, and the former will allow us to really secure Corin's Crossing.

Learning;
Torn between the Human Guns and the Field Ballistae. The latter would provide our forces with a great deal more firepower and also enhance our fortifications with heavy weapons, but takes longer and the weapons themselves would eventually become obsolete. Human guns, meanwhile, is faster, and would likely allow us to build things like cannons in time, but doesn't have the same amount of impact immediately.
Personally, I'm tending towards the Ballistae, since non-magical heavy firepower/weapons is something we're decidedly lacking in at the moment.

Personal:
Definitely should pick "Stop the Marriage", before we get saddled with someone useless. For the second personal action, I'm tending towards Training with Brigitte, since lack of endurance is a pretty big issue in battle and could easily get us killed. Though I'd also be open to learning Warfare from Saidan; the sooner we start, the sooner it'll be completed, and it might also become important in the future.
 
[]Build Fortifications at Thondroril River Bridge: Now that we control the bridge into the Western Plaguelands we should fortify it, this will not only make it easier to defend from any attack, it will also serve as an beachhead for future operations into the Western Plaguelands.
Cost: 3,000. Time: 2 Month. Chance for Success: 80% Reward: Thondroril River fortified, beachhead into Western Plaguelands.

[]Fortify Coast Line: We have nothing protecting us from an attack from the sea, if the enemy wanted to land a force on our coast there would be nothing we could to stop it, building defenses may not stop the enemies landing but it would make it harder for them to gain any worthwhile ground.
Cost: 6,000. Value Needed: 0/140 Reward: Coast Line Fortified.

Trolls have been stopped from attacking us from overland but they have a navy(and a dearth of food supplies) and, like I said, I would like to go for a 2-1 split, fortifying 2 more avenues of attack would make our position much, much more secure.

The Thondroril river bridge will help further actions into the western plaguelands and we might be able to finish building Roads next turn if we RI on it or just roll well(further boosting the first scouting action we take).

[]Expand Integration Office: Now that we have an Integration Office we can expand it to speed the process up, while it isn´t a pressing need the option exists.
Cost: 2,000. Value Needed: 0/80. Reward: Integration Office expanded, +500 Refugees becomes Low Class Citizens each month.
-[] RI

[]Stone Quarry: Building a Stone Quarry would let us store stones for future use, making future building projects that uses a lot of stone take a shorter time to complete.
Cost: 2,000. Value Needed: 0/120. Reward: Shorter completion time on projects that uses a lot of stone, +1,750 Mining Income.

We need to expand our church and barracks soon, both of these actions take a lot of stone and a lot of turns, Integration office for obvious reasons.

I want to hold off on Corin's Crossing for a little while to be honest, I really dislike Filling the Holes since we're unlikely to be able to farm much from there until plague research has progressed a fair bit.

Also, we still haven't sabotaged either of the two Scourge bases yet so I don't really feel safe about Corin's Crossing or Darrowshire.

[]Workshop - Dynamite: Invar has requested that you approve of Aldan setting up a Dynamite Workshop, he says that the explosives will help with future Sabotage operations.
Cost: 2,000. Time: 2 Month. Chance for Success: 80% Reward: Can use Dynamite in Sabotage Missions.

Like I said above, we need this for sabotaging the Scourge bases into being less of a threat to us. Even if we have fortifications to delay them at the moment.

[]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: 0/65. Reward: +1 Intrigue, Increased Closeness with Invar.

[]Stop the Marriage: Lady Ganett has been gathering support to make you see how much of a good idea it is to marry her brother, of course you are not about to let that happen and to stop Lady Ganetts plan you will have to convince the other nobles that it is a bad idea for you to marry anybody right now and that it would be better to wait to see if your marriage can bring needed support from another kingdom.
Cost: 0. Time: 1 Month. Chance for Success: 80% Reward: Less support for you to marry inside the kingdom.

Want to stop having an intrigue penalty, also want to be able to choose our husbando(so we're not saddled with a useless one).

Thinking of this. Thoughts?
 
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I want to refit our army with bronze + 1 fortification. Right now there is lull in combat, perhaps we should improve our armies fighting capabilities?
 
I want to refit our army with bronze + 1 fortification. Right now there is lull in combat, perhaps we should improve our armies fighting capabilities?

We're already equipping the defenders with spears though... I kind of want to do the bronze refit next turn(when Spears is finished). That way we can entrench ourselves faster and/or expand our holdings(securing a land route to the Heartglen or Alliance territory would be huge).

Nothing stopping you though... @Genezz if we expand the mines and/or survey for ore and find Iron, can we skip the bronze refit and go straight to iron equipment?
 
Yes, if it is possible to completely skip some steps that would be good, but isn't bronze gives us more bonuses on the sea, or was that fluff text?
 
Nothing stopping you though... @Genezz if we expand the mines and/or survey for ore and find Iron, can we skip the bronze refit and go straight to iron equipment?
I am going to assume you mean Steel as you are currently using Iron equipment, but yes you can skip an upgrade and get the one after, the upgrade cost will be the same if you go Iron-Steel or Bronze-Steel.

Yes, if it is possible to completely skip some steps that would be good, but isn't bronze gives us more bonuses on the sea, or was that fluff text?
The Navy will have separate upgrades from the Army, which will be revealed when you start building ships, but yes, Bronze will be better with ships as Bronze doesn´t rust and can be used as plating on ships.
 
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The Navy will have separate upgrades from the Army, which will be revealed when you start building ships, but yes, Bronze will be better with ships as Bronze doesn't rust and can be used as plating on ships.
so does that mean that we have to research a way to make our ship not rust if we go for other type of metal that not bronze
 
I am going to assume you mean Steel as you are currently using Iron equipment, but yes you can skip an upgrade and get the one after, the upgrade cost will be the same if you go Iron-Steel or Bronze-Steel.

I meant iron(ore) because we should have the knowledge and means to produce ordinary steel anyway if we have a steady supply of iron. Unless you're talking about getting the stuff required for making a better steel alloy?
 
Martial :
[X]Send Scouts into Western Plaguelands
[X]City Guards

We finally have some time to breath, we should gather information. Having city guards would help mobilize more soldiers when necessary.

Stewardship :
[X]Fill The Holes
[X]Stone Quarry

We don't have to worry about food anymore. So make sure we are ready to build a lot.

Learning :
[X]Field Ballistae
It would be nice to have some big weapon to use against abominations. Dynamite is a good idea, but we will first need to have an idea on what is going on in the Scourge's bases.

Personal actions :
[X]Warfare with Saidan
[X]Stop the Marriage

Lessons from Saidan will be important in the future, taking it now would mean we are more prepared later on. We shouldn't marry now, bad momentum, no one good enough for us right now.
 
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I have a question: In the past the idea was brought up that excess points on Personal actions (training with ...) would carry over to the next iteration. Has this been disregarded?

Regardless, I pretty much agree with this!
Martial:
[]Build Fortifications at Thondroril River Bridge

[]Fortify Coast Line or [] Upgrade to Bronze

Stewardship:
[]Expand Integration Office -[x] RI

[]Stone Quarry

Learning:
[]Workshop - Dynamite

Personal:
[]Learn from Invar

[]Stop the Marriage
 
I meant iron(ore) because we should have the knowledge and means to produce ordinary steel anyway if we have a steady supply of iron. Unless you're talking about getting the stuff required for making a better steel alloy?
You already have Iron ore coming in, what you don´t have is the coal needed to make steel.

I have a question: In the past the idea was brought up that excess points on Personal actions (training with ...) would carry over to the next iteration. Has this been disregarded?
It will only happen if you succeed on the first roll.
 
[]Build Fortifications at Thondroril River Bridge: Now that we control the bridge into the Western Plaguelands we should fortify it, this will not only make it easier to defend from any attack, it will also serve as an beachhead for future operations into the Western Plaguelands.
Cost: 3,000. Time: 2 Month. Chance for Success: 80% Reward: Thondroril River fortified, beachhead into Western Plaguelands.

[]Fortify New Avalon: As it is right now the town of New Avalon has no defenses, making it very easy for an enemy attack to do a great deal of damage before we can drive them back out, building defenses will ensure that our civilians are safe and make it so that we can protect our farmlands better.
Cost: 5,000. Value Needed: 0/120 Reward: New Avalon Fortified.
More fortifications and getting started on defenses for New Avalon sound good to me.

[]Fill The Holes: We will need to fill the holes that appeared in Corin´s Crossing, until we do so we will not be able to repair it or build defenses.
Cost: 3,000. Time: 2 Month. Chance for Success: 85% Reward: Holes in Corin´s Crossing filled.

[]Expand Integration Office: Now that we have an Integration Office we can expand it to speed the process up, while it isn´t a pressing need the option exists.
Cost: 2,000. Value Needed: 0/80. Reward: Integration Office expanded, +500 Refugees becomes Low Class Citizens each month.
Let's fill those holes and get rolling on expanding the integration office.

[]Field Ballistae: Manned by a small crew of two people, the Field Ballista is meant to take out less-fortified targets and does not have the power to take down walls or well-fortified structures. With steel-tipped bolts able to impale multiple enemies before stopping, it would be a good weapon against the Scourge. Aldan has some future designs for different types of Ballistae if the Field Ballistae proves successful.
Cost: 3,000. Value Needed: 0/160. Reward: Can produce Field Ballistae.
I want to get siege weaponry for our forces. Guns will be nice, but we all ready have ranged forces.


[]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: 0/65. Reward: +1 Intrigue, Increased Closeness with Invar.

[]Stop the Marriage: Lady Ganett has been gathering support to make you see how much of a good idea it is to marry her brother, of course you are not about to let that happen and to stop Lady Ganetts plan you will have to convince the other nobles that it is a bad idea for you to marry anybody right now and that it would be better to wait to see if your marriage can bring needed support from another kingdom.
Cost: 0. Time: 1 Month. Chance for Success: 80% Reward: Less support for you to marry inside the kingdom.
More work with Invar to bring us closer to to Intrigue penalty, and we need to put a stop to this marriage stuff right away.
 
No desire to explode scourge weapons caches or corpse stashes?

No demolition charges on their ziggurats? No collapsing essential supports for that tunnel to the Scarlet Enclave they were digging in Canon?
Oh sure I want that too, but it's not as pressing as a lack of siege weaponry imo.
 
No desire to explode scourge weapons caches or corpse stashes?

No demolition charges on their ziggurats? No collapsing essential supports for that tunnel to the Scarlet Enclave they were digging in Canon?
This:
Oh sure I want that too, but it's not as pressing as a lack of siege weaponry imo.
Improved sabotage is nice, but that's an active ability, so to speak; it only really comes into play when we go out and, well, *sabotage* an enemy. It doesn't help us with things like scouting, rescueing prisoners as we're currently doing in troll territory, and so on. Developing field-usable heavy weapons, on the other hand, improves our forces as well as our fortifications as a whole, regardless of whether that's on the offense or defense.
 
Improved sabotage is nice, but that's an active ability, so to speak; it only really comes into play when we go out and, well, *sabotage* an enemy. It doesn't help us with things like scouting, rescueing prisoners as we're currently doing in troll territory, and so on. Developing field-usable heavy weapons, on the other hand, improves our forces as well as our fortifications as a whole, regardless of whether that's on the offense or defense.

Offensive use: Blow up the enemy gatehouse/wall/armoury(mining charges are kind of risky for these things), possibly ahead of time.
Defensive use: light long fuse and throw it into the enemy lines near your gates(from the top of the walls).
:p

I would argue that Ballistae would mainly give us a new unit type and that sticks of dynamite can give us improvised grenadier-militia(making dynamite more versatile) but I've done this kind of gunpowder discussion before and it got the other side extremely frustrated last time.

But basically, I see Ballistae as giving us a long-range, low(for a siege weapon)damage high purchase cost(cost to train a unit), low maintenance(upkeep) weapon that gives us longer tower range whereas dynamite gives us a short-range medium damage, medium purchase cost, medium maintenance that can help us whittle down the enemy forces better before they attack us.

Basically the choice of defences+Y or enemy forces-X. The Scourge camp north of Light's hope in particular is one I want to get rid of fast...
 
Offensive use: Blow up the enemy gatehouse/wall/armoury(mining charges are kind of risky for these things), possibly ahead of time.
Defensive use: light long fuse and throw it into the enemy lines near your gates(from the top of the walls).
:p

I would argue that Ballistae would mainly give us a new unit type and that sticks of dynamite can give us improvised grenadier-militia(making dynamite more versatile) but I've done this kind of gunpowder discussion before and it got the other side extremely frustrated last time.

But basically, I see Ballistae as giving us a long-range, low(for a siege weapon)damage high purchase cost(cost to train a unit), low maintenance(upkeep) weapon that gives us longer tower range whereas dynamite gives us a short-range medium damage, medium purchase cost, medium maintenance that can help us whittle down the enemy forces better before they attack us.

Basically the choice of defences+Y or enemy forces-X. The Scourge camp north of Light's hope in particular is one I want to get rid of fast...
If we could use the dynamite as impromptu grenades, chances are very good that it'd be mentioned as such in the "Reward" section of the option.
 
If we could use the dynamite as impromptu grenades, chances are very good that it'd be mentioned as such in the "Reward" section of the option.

This bit was more important.

can help us whittle down the enemy forces better before they attack us.

Basically the choice of defences+Y or enemy forces-X. The Scourge camp north of Light's hope in particular is one I want to get rid of fast...

Better fortifications are nice but I'd rather cause a few explosions in the scourge base that outnumbers our army 2-1, see how many scourge it kills while we research ballistas instead of researching ballistas, then researching dynamite and only starting to sabotage after that.

There's no fortified enemy target nearby that we should be attacking with the forces we have right now IMO so its utility would mainly be defensive in the near future. Unless we can get ballista-chariots but that's not listed in the "Reward" section of the option either.

It might get unlocked by it but that's more R&D than I'm comfortable with...

It's still a siege weapon after all...
 
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