Actually, when you factor in the output from the fishing boats, we're actually past break even. I'd rather build some housing instead, given that half our population is homeless at the moment.
Actually, when you factor in the output from the fishing boats, we're actually past break even. I'd rather build some housing instead, given that half our population is homeless at the moment.
Six months that probably include winter, and we have more than enough food to last an entire year without any food income. That's a decent store at the very least. Plus, if we spend almost all of our gold on building more farms this turn, we won't have that much left to build houses next turn.
Edit: As for population growth, we have enough room for another 150 people. That's plenty of wiggle room for now, especially since we don't have that wiggle room in terms of housing.
Six months that probably include winter, and we have more than enough food to last an entire year without any food income. That's a decent store at the very least. Plus, if we spend almost all of our gold on building more farms this turn, we won't have that much left to build houses next turn.
Edit: As for population growth, we have enough room for another 150 people. That's plenty of wiggle room for now, especially since we don't have that wiggle room in terms of housing.
You're forgetting all the money we're paying the mercenaries. They cost 400 GC a turn after all. Therefore, our net income is 150 GC per turn, when we need at least 250 GC to get everyone shoved into overcrowded housing. If we want to get rid of that overcrowding, that goes up to 400 GC. If we also want to get people out of the shabby housing, it's 500 GC. All those numbers will be going up as our population increases by the way.
Also, and I missed this myself first time around, you didn't include how many farms you want to build in your plan.
Actually, when you factor in the output from the fishing boats, we're actually past break even. I'd rather build some housing instead, given that half our population is homeless at the moment.
It was stated that people might construct buildings on their own so we could assume that they could automatically pitch a tent or two as Shabby dwellings
You're forgetting all the money we're paying the mercenaries. They cost 400 GC a turn after all. Therefore, our net income is 150 GC per turn, when we need at least 250 GC to get everyone shoved into overcrowded housing. If we want to get rid of that overcrowding, that goes up to 400 GC. If we also want to get people out of the shabby housing, it's 500 GC. All those numbers will be going up as our population increases by the way.
Also, and I missed this myself first time around, you didn't include how many farms you want to build in your plan.
Hmm... that is fair, I had forgotten we actually have to pay the mercs.
What do you guys think about changing the farms from to Decent dwellings x200? That will solve the housing problem and it will leave us decent on food.
Edit: I have to go to bed, not changing the plan since I do not want to blindside people who voted for it, but if there are more people who thing I should by morning I will
Hmm... that is fair, I had forgotten we actually have to pay the mercs.
What do you guys think about changing the farms from to Decent dwellings x200? That will solve the housing problem and it will leave us decent on food.
Edit: I have to go to bed, not changing the plan since I do not want to blindside people who voted for it, but if there are more people who thing I should by morning I will
The Housing situation:
Population: 991 to 1100
25 Noble Quarters - Shelter for 25 people and their attendants
100 Shabby Dwellings - Shelter for 200 People, 400 if overcrowded
25 Decent Dwellings - Shelter for 100 People, 200 if overcrowded
It's not clear how many attendants the Noble Quarters house.
The closest on the List of Available Buildings is the Quality Dwellings.
If we take the same ratios we have 1 Noble Quarter houses 1 Noble and 6 People,
then 25 Noble Quarters shelters 150 people, 300 if overcrowding is allowed.
With these numbers we might have 900 housing for 1100 people which is insuficient.
A more generous assumption we could have 1200 housing but we still have lots of overcrowding which probably ungood.
Housing is critical.
List of Available Buildings Analysis Tables
Dwellings
Shelters
Cost
Efficiency(P/GC)
Shabby Dwellings
2
1
2
Decent Dwellings
4
2
2
Quality Dwellings
12, 2N
20
0.6, 0.1N
Noble Dwellings
100, 8N
200
0.5, 0.04N
Has we can see Shabby and Decent Dwellings have the same efficiency.
Furthermore we can see that Noble Dwellings is very inefficient, who ever wants theses better provide the money to build them.
Farms
Employs Farmer
Produces
Cost
Production Efficiency(Food/Farmer)
Construction Efficiency(Food/GC)
Small Farms
2
4
2
2
2
Medium Farms
5
25
20
5
1.25
If we had unlimited farmers Small farms would be preferable. As they are not(we are at 175/330) Medium Farms it will be until a higher density option shows up.
Cash Farms
Employs Farmer
Produces
Cost
Production Efficiency(Income/Farmer)
Construction Efficiency(Income/GC)
Vineyard+4 Medium Farms
40
300
180
7.5
1.6(6)
Horse Herd
20
200
400
10
0.5
Currently Vineyard does not have a cost to build which is likely an oversight, has it is while it's less efficient farmer utilization, its return on investment is very good.
Our Small Pier can support 15 more boats.
Naval
Produces
Cost
Construction Efficiency(Food/GC)
15 Boats + Small Boatbuilders Guild
375
500
0.75
Small Pier + 25 Boats
625
650
0.9615
We don't have enough sailors for this. 50/109 Fishing won't be a cheaper source of food then farming.
The Escort trade action where 500 Food is exchanged for 500 GC should be noted has Food producers have better return on investment than GC producers.
Naval
Employs Craftsperson
Produces
Cost
Production Efficiency(Income/Craftsperson)
Construction Efficiency(Income/GC)
Small Boatbuilders Guild(selling boats)
20
50
200
2.5
0.25
Economic
Employs Labourer
Produces
Cost
Production Efficiency(Income/Labourer)
Construction Efficiency(Income/GC)
Inn
10
50
200
5
0.25
Brewery
20
200
500
10
0.4
Market
-
100
200
-
0.5
Bakeries
5
20Food
20
4
1
Lumber Camp
40
200
400
5
0.5
Possible oversight, that on the List Inns do not mention the Morale loss negation that is on the Settlement Sheet.
Bakeries are a worse Medium Farm that use labourers.
Winter sweeps into the Border Princes with a whimper. Here, closer to the equator, there are no snow storms or frozen seas. Though the trees shed their leaves in Autumn, the stark forests and yellowed grasslands are some of the few physical signs of the season. In fact, the temperature is downright pleasant.
Your subjects from Sigmar's Empire seem unnerved by the mild winter, though the others are from nations Southerly enough to experience something similar. Still, with your rapidly growing settlement, you are gaining more and more subjects from the war-torn remnants of that once-great nation. Most sail down the Skull River from Akendorf after passing through Black Fire Pass, with many more passing you on the way to more distant settlements.
With your growing population, one of the most common petitions you've received was that labourers and supplies should be released to build more housing. The overcrowding and tent situation was concerning, certainly, and you authorised your Steward to begin allocating resources towards housing now that the food situation was under control.
The winter and the diseases ravaging parts of your crops were not ideal, but your life magic had given you a significant buffer - as had your prudent investment in more efficient farms.
New Mechanic: Petitions
Petitions are launched by your subjects, notable NPCs, and internal factions if they feel that they have an unmet need. If they're ignored, morale damage and possibly other negative consequences will be inflicted on your settlement. Some Petitions, especially those launched by notable NPCs or more affluent factions, might have rewards attached to success.
With your choice to construct housing this turn, you've successfully completed the first Petition.
Population Growth:
5d20 Children = 58
4 Children Age into... 2 Sailors, 2 Farmers
3d100 Immigration = 139 = 40 labourers, 40 Farmers, 30 Sailors, 20 Craftspeople
[x] Send scouts to look for any sources of the ingredients in gunpowder.
DC80: 1d100+22+19 = 58+22+19 = 89
Bare Success
Vadac roams through the forests of bare trees as winter sets in, and after a few weeks worth of effort the Eonir returns to your settlement with numerous locations - there is sufficient bat guano in the nearby caves to establish a significant gunpowder industry.
New Building Unlocked!
[x] Scout for pirate bases along the coast.
DC50: 1d100+22+19 = 33+22+19 = 74
Bare Success
Whilst Vadac is out in the woods scouting for bat droppings (a surprisingly vital component of human industry) your Eagle Knights scour the coast for pirate bases. With the vantage point offered by their mounts and the sheer speed of the eagles, they're able to cover far more ground than even your hawkship - and they're able to hide from detection much more easily.
While the major pirate bases seem to be located further from you, there is one minor base nearby. A nest of orcs, using crude boats to swarm merchant ships. Curiously, they do seem to be taking prisoners and loot rather than mindlessly destroying things.
[x] Protect your fishing boats
DC75: 1d100+22+19 = 81+22+19 = 122
Exceeded DC by 25, 1 extra degree of success.
Your converted merchant ships once more act as guards for your fishing boats, using Captain Hochtrasse's cannons to dominate the waters near your settlement. Your sailors appreciate the safety, and now that they feel secure they're able to spend more time worrying about catching fish rather than dodging pirates.
Your hawkship lurks in the waters off your settlement and quickly proves herself a menace to all kinds of pirates. It sinks a pair of small human boats on her very day of pirate hunting, and it is manifestly clear that the pirates here are used to dealing with, at worst, human or dwarfish ships.
A hawkship is no over-laden galleon, so slow to turn its mighty broadsides that small ships and boats can often evade or swarm it. It is no dwarfish gunboat, loud and obviously beyond any pirate.
It looks like a small warship. It is a small warship, but pirates do not know that it has a hull of starwood - as tough as metal. They do not know that its "mere bolt-throwers" fire bolts that can cut through the armour of a dwarfish ironclad. They do not know that she is faster than almost anything else afloat, certainly anything with a sail.
So when your hawkship takes advantage of one particularly misty morning, prime hunting conditions for pirates, they foolishly think that there is an opportunity to take the obviously wealth-laden elvish ship for themselves.
Small boats, crude things bristling with spikes and oars, rush forth from the coast towards your hawkship. There is a larger ship out there, somewhere in the mist. Your captain tells you that his crew heard it - a steamship. It hangs back, and so does one of the boats. A very unusual thing for orcs to do, especially ones mighty enough to have stolen a dwarfish ship.
Your hawkship did not deign to fight the orcs on their terms. It turned, the crew calling upon minor wind magics, and kept the boats well out of range of their crude weapons and well within the range of the hawkship's bolt throwers.
Such a conflict could not be called a battle. The only casualty on your side was a new entry on your requisition form to the Royal Fleet for more eagle-claw bolts.
Still, even when his fleet of small boats was massacred, the leader of the orcs did not send his captured steamship in - or, if he was on the boat that hung back, head in himself.
Something is wrong here.
Can now fish without an action.
[x] Investigate to the North.
DC50: 1d100+20 = 41+20 = 61
Bare success.
Emergency Witchsight, DC 90: 1d100+26 = 67+26 = 93
Bare success.
To the north, across the large bay that your settlement lies at one extreme of, is a castle in fine condition. Your hawkship has passed it from a distance, and several of the crew are excellent with paper and charcoal. It is a relatively small castle, true, and of an older design more common in Bretonnia.
You enjoy the trip out there, the simple routine of working on the hawkship in calm waters a nice escape from attempting to forge your settlement into something more than a band of mercenaries squatting in a ruin.
The day is cloudly, the sky grey and threatening to become much less pleasant for sailing at any moment. As you approach the castle, you see that there is also a small village outside it, and a number of small piers set up in the natural harbour below it. Pennants and flags bearing heraldry of some kind flutter in the wind.
You are not sure what causes you to suspect. Some uncomfortable, prickling sixth sense. Whatever small thing caused it, you open yourself to the Aethyr and look upon the castle with your witchsight.
What you see almost makes you sick. Shadows cling to every surface, casting the entire castle and the village into an unnatural night. You can smell fresh earth and old rot. Dhar saturates the place.
This is the lair of a necromancer... and perhaps, going by the rumour of a Bretonnian exile, a vampire.
Your ship passes the castle, sails angled so that it appears as if you never intended to dock there.
[x] Launch a Diplomatic Expedition to Baron von Wurtmoot.
DC75: 1d100+20 = 81+20 = 101
Exceeded DC by 25, one degree of success.
Thankfully, your reception on Wurtmoot Island (as it's latest ruler had decided to call it) was warmer than the previous time. Your hawkship was entirely unhindered on its journey there, and as your crew secured the ship to the docks, you saw an impressive party waiting for you.
Baron Von Wurtmoot was there, of course, dressed in fine clothing and a small fortune in gold. Even a few of his teeth were golden. A fine sword hung from his hip, long and thin in the fashion of Imperial duelling swords. The hilt bore the mark of a dwarfish smith, and the blade was etched neatly with runes.
Beside him were a number of dignitaries, including what looked to be his wife and children. You assumed they were children, at any rate. They looked young and underdeveloped, but how old they were was a confusing subject. Behind the Baron and his dignitaries were a number of soldiers; clad in full plate and carrying large two-handed swords.
At least, the humans carried swords. A number of this elite guard seemed to be Imperial Dwarfs, and they carried stout poleaxes. You try not to twitch. A few hold flags, bearing the symbols of the von Wurtmoot's and the baron's personal heraldry.
"Your Highness, welcome to my humble island! This ship of yous - why, I have never seen so fine a vessel!" the Baron says.
"I thank you for the compliment, Baron. She has been mine for many years, and I have grown quite fond of her. But you should take pride in your island - certainly, it is a bastion of civilisation in these lands," you say.
"As I am sure your realm is rapidly becoming, Your Highness. We are all terribly grateful for your assistance in containing the pirate menace - why, there are more merchant ships docked at the island now than anybody can remember," the Baron says.
"Perhaps we may be able to work together to that end, Baron."
"Well, certainly, there may be something we can do together..."
The two of you have a long, polite, and reserved conversation over a banquet. The food is human fare, though the baron's cook is a halfling and managed to prepare a few more delicate dishes for you passably. Though you're grateful for the respite, you've eaten across much of the world and enjoy sampling human food from time to time.
Still, Sigmarite cuisine is not your favourite human cuisine. That would have to be Ind but even amongst the Old World, Sigmarite cuisine did not measure up to Betonnia or Tilea.
You do manage to achieve a tentative agreement to work together on anti-piracy patrols, and to allow your warships to operate out of Wurtmoot Island. Additionally, you also manage to open up trade between your two realms - von Wurtmoot's island town requires more food than it can grow or fish, and your life magic means that you should have ample reserves to sell to him.
Gain the ability to trade up to 500 Food per turn to Baron von Wurtmoot for 1gc/food without an action spent.
[x] Construct a Building.
Your settlement is growing, both in population and size. The original palisade was far too small, and so buildings must be built outside of it. This is a temporary weakness, but the only way to house your expanding population. Instead of the cramped, shoddily built buildings preferred by the pirates who'd once lived here, your labourers construct simple but well made houses in carefully planned, wide streets.
Most of the shabby pirate dwellings have been replaced with this new construction, but they mostly seem to have been put back up again further out.
[x] Search the humans for magical potential.
DC70: 1d100+14+27 = 43+14+27 = 74
Bare success.
Eydis spends some time each week healing the sick, seeing to new mothers, and the like. Her life magic is an invaluable resource. It is the sort of thing a high noble might not be able to afford. This also allows her to check the humans for magical potential without alerting them to it.
She finds a few adults who might have enough potential to be taught, but they are unlikely to be dangerous. However, amongst the young, she does find a number of promising candidates. Specifically, a teenager strong enough to bother training, and several younger children.
This distribution isn't unexpected, as strong magical potential without training tends to go poorly in human society.
[x] Search for a Diplomat.
DC50: 1d100+20 = 50+20 = 70
Bare success.
Your search for a diplomat would've remained fruitless but for the arrival of the Bretonnian knight, Helene Carrad. Though she strikes you as perhaps too honourable to be a truly excellent diplomat (something you yourself are, though to a lesser degree) she is able to charm and negotiate with nobles better than nay of your other prospects.
So long as you don't do anything to underhanded or at least ask her to do it - she will serve you as a fine diplomat.
Critical Success! Exceeded DC by 125, 5 extra degrees of success..
Newcomers to your settlement seem shocked and afraid once they're told of what you're doing out in the fields, but they always come around when they see the size of the harvests your farms generate. Lady Ortiz helps with this too, her religious authority and obvious trust of you setting many at ease.
You were never the best at these sorts of spells when you were learning magic, but now you find them coming easier and easier to you. Not just helping crops grow, either - you heal the sick and the wounded, the Wind of Life an easy companion.
You have known much of war, of blood and death. It sets a part of your soul at ease to be gifted at creation, at healing. It does not clean your hands, not bring back what you have lost... but your soul is a little lighter.
Gain +1 Magic. Gain Progress towards Advancing a Trait! 1d2 = 2, Progress towards advancing Blessing of Isha.
[x] Spend time with a notable NPC: Sir Helene Carrad.
Opposed Roll: 1d100+ 30 (Prowess) + 5 (Eagle Knight) + 5 (Sword of Hoeth) vs 1d100 + 25 (Helene's Prowess) + 5 (Blessing of the Lady) + 5 (Knight of the Realm) = 59+30+5+5 vs 51+25+5+5 = 99 vs 86
Bare Success!
The practice ground in front of the lighthouse is deathly silent. Dozens of mercenaries are there, but all are silent. The sound of an armoured boot stepping forward echoes like the footsteps of a dragon.
It is Helene who steps forward first, her practice sword and shield held ready. Your own practice sword is specially made, replicating the lightness of your Ithilmar sword. Her stance is good, you realise.
She strikes, and you did not think a human capable of such speed. You step out of the way, seeming to give ground. She does not take your bait, stepping backwards - and not into the surely decisive counterblow that would've cleaved her head from her neck in a real bout.
It might be a worthy match after all.
You follow up, shifting your counterblow into an offensive lunge. Helene bats it away with her shield, but your greater height and longer weapon means she cannot punish such overextension.
She is fast, too fast for a purely natural human, but not fast enough to best you. It takes seven exchanges before your practice blade rests just above a gap in her armour, but that is still an enormous length of time.
Her Lady, whatever the enigmatic goddess was, clearly gave her some real power. As the bout ends, you nod towards her.
"Well fought, Sir Carrad," you say.
She beams with excitement and begins to chatter excitedly about the spar. Despite yourself, you find yourself chattering back.
Not as good a turn as last time in terms of crits, but by the same metric no failures.
Interesting that we have a vampire to deal with. If we were playing someone more underhanded I would be tempted to maybe negotiate with them, but our diplomat is a Bretonian Knight. Stakes it is. The sooner we deal with it the better. Since the vamp seems to be Bretonian maybe we can challenge them, kill them in a duel and take no losses.
Having dealt with the pirates I think we are now in the black on food. I'm inclined to build a market next so we have more money in subsequent turns.
Not as good a turn as last time in terms of crits, but by the same metric no failures.
Interesting that we have a vampire to deal with. If we were playing someone more underhanded I would be tempted to maybe negotiate with them, but our diplomat is a Bretonian Knight. Stakes it is. The sooner we deal with it the better. Since the vamp seems to be Bretonian maybe we can challenge them, kill them in a duel and take no losses.
Having dealt with the pirates I think we are now in the black on food. I'm inclined to build a market next so we have more money in subsequent turns.