Warhammer Fantasy: A Princess of the Borderlands

I think they would want yo know anyway. Dawi-Zharr pevert runes, their ancestors, the BOOK, keep dawi slaves, give dawi souls to some aspect of the four and all that.
 
Personally speaking, I'd rather not involve the Dwarves. Ideally we minimize any interactions we have with them, because I sincerely doubt we'll be in any position to improve relations, and it honestly doesn't feel like its worth the effort. Mutual disgruntled tolerance is where its at.

Okay, I've been trying to come up with a preliminary spending plan for next turn, and I'm definitely thinking we should build the Boatbuilders next turn. We can (and should) get very close to full Farmer utilization next turn, so I want to open up our options for getting food. Plus, once the Boatbuilder is done, building fishing boats is a more GC-efficient way of increasing our food production compared to farms.

We probably can't afford to build the gunpowder building though. 1000 GC is quite a hefty sum after all.

We also need to expand our docks, since we now have more ships than berths for them, so that's our Stewardship action handled.
A little painful, but we have been steadily working on gunpowder and we're in a solid spot with it, so we can likely afford to not do anything on it for a turn. Especially with a 1K price tag on the gunpowder building. I do agree that we need to expand our docks, work a little bit on the navy. Our hawkship is working wonders, but if it gets damaged or, god forbid, destroyed then we'd be rather fucked. I doubt we'll be able to build anything like it, but getting some decent-ish ships and expanding our ability to trade can't hurt.
 
Something worth noting:

Vineyard: These specialised farms transform Food into wine, a valuable commodity. Costs 100 food/turn to operate, but generates 300GC/turn if any trade action is taken, or trade routes are secure enough not to require one. Employs 20 Farmers.

We have two of these. Which means if we take this and a food trade to the island, that is a cool 1100 Gold added to that 150 gold from the Tavern and the Marketplace, 100 from leftover Phoenix king money. Even taking out the 25 from the Militia that is 1325. We can afford the Powder Mill and I think we should take it. We went all the way to Tilea to get that equipment, every turn that it is not set up it's not producing. Gunpowder is also a valuable trade good which gives us soft power especially with people like the Imperials over on the island. They are a bit boneheaded but we can work on that.
 
I guess that in OG Timeline, Theodore was most probably "rounded out" by Teclis to become one of Wizards of will-be Celestial Order.
 
this ship is dawi-zharr.
that means we can capture it and study it to our hearts intend without (additional)grudges.

Of course its chaos,but hear me out:
We capture it,ask for a favour from home to have it cleansed completely, and everything that doesnt break down without chaos or dhar or demons is fair game to study.
If the elves dont want to, get some humans to study it.
After all,they wont be stealing from the dawi.
 
They're ordered into neat rows, with wide, well-swept streets
Someone correct me if I am wrong, but wasn't this something that was not done due to such wide straight streets creating wind tunnels that made fires even more of a hazard they already were?
OG Theodore would be dead of old age.

Teclis doesn't come by the Empire to train human wizards and create the Colleges of Magic for another 50 years.
Human wizards tend to live longer then regular humans, so depending how old he is, he might last long enough.
 
Something worth noting:

Vineyard: These specialised farms transform Food into wine, a valuable commodity. Costs 100 food/turn to operate, but generates 300GC/turn if any trade action is taken, or trade routes are secure enough not to require one. Employs 20 Farmers.

We have two of these. Which means if we take this and a food trade to the island, that is a cool 1100 Gold added to that 150 gold from the Tavern and the Marketplace, 100 from leftover Phoenix king money. Even taking out the 25 from the Militia that is 1325. We can afford the Powder Mill and I think we should take it. We went all the way to Tilea to get that equipment, every turn that it is not set up it's not producing. Gunpowder is also a valuable trade good which gives us soft power especially with people like the Imperials over on the island. They are a bit boneheaded but we can work on that.


On the other hand, we have quite the infrastructure debt right now.

We still need to build :

521 food production => 21 farms => 420 gold
421 housing => 106 decent dwellings =>212 gold
1 small pier => 150 gold
2 Herbalists (optional) 200 gold
2 baths (optional) 200 gold
1 market(optional) 200 gold

And with 6d20 pop growth and 4d100 immigration, we're likely to need
260 extra food 11 farms => 275 gold
260 extra housing 65 decent dwelings => 130 gold
Next turn too
 
Someone correct me if I am wrong, but wasn't this something that was not done due to such wide straight streets creating wind tunnels that made fires even more of a hazard they already were?
I'm not sure. I studied spatial planning, and did have some courses about historical city design.

First of all: climate plays a role. If you are located in a region with frequent strong winds, you would want your streets to be winding to prevent strong winds blowing along your street, straight through your entire city. That is uncomfortable, creates dust during dry summers while taking away precious heat during cold winters.
Secondly: we should establish what we consider a 'wide' or a 'narrow' street. some Americans from the suburbs might consider a main street of a Roman city during the Julian-Claudian dynasty to be narrow, while to anyone who grew up in the narrow alleyways of, say, pre-industrial revolution Shanghai, would have considered those same Roman roads to be very expansive.

I'm from north-western Europe, so I will be taking inspiration from cities like Amsterdam and Hamburg here as a general guideline:
- buildings in urban area are between 2 and 5 stories high. Especially within the walls and center of cities, this will be trending to be 4 to 5 on average
- alleyway fits 2 pedestrians passing each other.
- A narrow road can contain a small horse-drawn wagon, but leaves no space for anything or anyone else.
- a medium road fits a wagon and pedestrians on both sides.
- A wide road fits 2 wagons, pedestrians on both sides and leaves room for stuff like a road-side terrace, trees or other street furniture.

When discussing fire we should consider what kind of fire. If a single house is burning but not yet ablaze, then wide streets can acts as firebreaks that prevent the fire spreading across the street, though it will not help the fire spreading sideways to the ajoining buildings. This helps slow down the spread of the fire and assist in preventing a single fire spreading out into a firestorm that consumes entire city blocks. Medium to wide streets can also facilitate the movement of horse-drawn fire engines, as we saw in the late 1800s and early 1900s. I don't know if something similar existed earlier or if such exists in Warhammer cities, but I'd say they would be usefull. I happen to know that during Augustus, the City of Rome had 1 of the first known fire services in the world, so I would not necesarrily be suprised.

If the fire does spread into a firestorm, you have an interesting problem. Your city is going to burn to the ground, the question now is how fast and how effectively can you save the population (and maybe some of their portable wealth). On the one hand, wide streets will probably deliver more oxygen in total, helping the firestorm grow more quicly and burn more intensely. At the same time, a narrow street may be a worse windtunnel hazzard, as when large amount of air is forced through a narrow street you get higher windspeeds and thus make it hard, dangerous or impossible to walk on the street, without being hit by flying debris or worst-case being litarly picked up by the wind and carried into the blaze. That might mean that a wide street would speed up the firestorm, but it might also give the population a better chance to flee, whereass the narrow streets prevent evacuation. That, however, is assuming the fire is already at 'firestorm' level: aka consuming large parts of the city in a high-intensity blaze. City management 101 is that you don't want to lose the city, obviously, so planning on in which manner the city gets destroyed is a bit redundant.

There is something else we should consider as an Elf princess ruling a primarely human city. Seen also in the famous boulevards of Paris: wide streets & boulevards are very usefull for a absolute monarch or occupying army when trying to controll a rebelious urban population. The wide streets prevent effective building of barricades by the population while enabling heavy cavelry charges into crowds. I think I heard something similar is seen in Altdorf in the first Gotrek & Felix book, where the Reiksguard charge the population. Though I haven't read those books, so i'm not sure. Furthermore, if the wide roads converse on a central location, then that location is a prime spot to place artilery and 'clean' long stretches of road, up to a kilometer in each direction if I remember my artillery ranges correctly.
 
Last edited:
All this fire talk made me think of something:
Can you use Aqshy to put out fires ?
Like,draw the fire out of the building,compress it into a ball then dunk the ball into the sea ?
 
All this fire talk made me think of something:
Can you use Aqshy to put out fires ?
Like,draw the fire out of the building,compress it into a ball then dunk the ball into the sea ?

Fire draws Aqshy, but fire is not itself Aqshy so drawing the magic away does not do anything. If you wanted to cool something I expect you would be using Ghyan to call up water from underground, there is a spell for that.
 
Well damn, actual Chaos Dorfs. That'll be a pain to deal with.
 
On the other hand, we have quite the infrastructure debt right now.

We still need to build :

521 food production => 21 farms => 420 gold
421 housing => 106 decent dwellings =>212 gold
1 small pier => 150 gold
2 Herbalists (optional) 200 gold
2 baths (optional) 200 gold
1 market(optional) 200 gold

And with 6d20 pop growth and 4d100 immigration, we're likely to need
260 extra food 11 farms => 275 gold
260 extra housing 65 decent dwelings => 130 gold
Next turn too

Hmm... OK so for the sake of sanity and round numbers let;s say we make
  • 35 Medium Farms for 700 Gold
  • 170 Decent Dwellings for 340 Gold
  • 1 Small pier for 140 Gold
That is a total of 1180 gold

Our total budget is 850 (base)+150gc (Tavern+Market) +100gc (Leftover elf money) +600GC (Wine) +500 CG (Food to the isle) = 2200 GC

This technically still leaves with enough to get gunpowder, though I agree that it's cutting things too close so how about this:
  • 2 Herbalists (200 Gold)
  • 2 Baths (200 Gold)
  • 1 Horse Herd (400 Gold)
The horse herd is as gold efficient as twp markets while also providing horses for military use.
 
This technically still leaves with enough to get gunpowder, though I agree that it's cutting things too close so how about this:
We could maybe secure another 500-1000 GC if we're allowed to export to Tilea afain, but the orc pirates know we exist now, and know we know about them, so I expect them to show up.
 
Here are some economic plan sketches, if anyone has any requests of me, please ask.

Population: 1721
Pop growth: 6*10.5 + 4*50.5 = 265
Housing: 1525 Overcrowding rate 13%
Predicted Population next turn: 1986

We have lots of Money

Net Income: 150 + 500 - 400 -25 + 600 + 1000= 1825
Gold: 850gc
200gc from Keep up the pressure on the Orcs, 600 from Vineyards and 50 from leftover budget
Budget: 850gc + 1825 Income = 2675

116 DDwellings 232gc | 464 Housing, for both this turn and the next
1 SPier 150gc
Food production: 1150 Farms*2 + 200 New Farms*2 + 250 Fishing - 200 Vineyards -1721 Pops -1000 Trade = 4
8 MFarms 160gc
2 Herbalist 200gc
2 Baths 200gc
1 FPowder Mill 1000gc | I don't know that we need this so promptly, but we can

Leftover 733
1 SBoatbuildersG 200gc | With the new pier we will have space for 40 fishing boats
1 Horse Herd 400gc
50GC to pay to build the 5 fishing boats

Leftover 83
4 MFarms 80gc | Might as well


---
If we don't trade to Tilea because we are afraid of pirates

Net Income: 150 + 500 - 400 -25 + 600 + 500= 1325
Gold: 850gc
Budget: 850gc + 1325 Income = 2175

116 DDwellings 232gc
1 SPier 150gc
Food production: 1150 Farms*2 + 250 Fishing - 200 Vineyards -1721 Pops -500 Trade = 129
as we can see if we restrain from trading 500 we don't even need to build farms
2 Herbalist 200gc
2 Baths 200gc
1 FPowder Mill 1000gc

Leftover 393
1 SBoatbuildersG 200gc
50GC to pay to build the 5 fishing boats

Leftover 143


---
No Tilea and no magic aid

116 DDwellings 232gc | 464 Housing, for both this turn and the next
1 SPier 150gc
Food production: 1150 Farms + 875 New Farms + 250 Fishing - 200 Vineyards -1721 Pops -500 Trade = -146
35 MFarms 700gc | Can't build more, at max farmer employment

Leftover 1093
2 Herbalist 200gc
2 Baths 200gc
1 SBoatbuildersG 200gc | Trying to get other food sources
50GC to pay to build the 5 fishing boats

Leftover 443
1 Lumber Camp 400gc | Lumber probably needed for an eventual shipbuilding industry


---
No food export, only wines

Net Income: 150 + 500 - 400 -25 + 600= 825
Gold: 850gc
Budget: 850gc + 825 Income = 1675
116 DDwellings 232gc | 464 Housing, for both this turn and the next
1 SPier 150gc

Free Farmers:178
Food production: 1150 Farms*2 + 100 New Farms*2 + 250 Fishing - 900 Vineyards -1721 Pops = 129
7 Vineyards 600gc | Vineyards are the best in terms of return on investment(2100GC!) but building them will keep us dependent on magic farmer's aid
4 MFarms 80gc
Free Farmers:18

Leftover 613
2 Herbalist 200gc
1 SBoatbuildersG 200gc | Trying to get other food sources
50GC to pay to build the 5 fishing boats

Leftover 163
 
Thanks @Chanceseal

Speaking of that Overcrowding Rate I think it would make sense to not just give people enough houses that they no longer have to double up, but also get rid of the shit houses, from the way they are described they are probably fire traps and just generally the start of out very own slum with all the nastiness that involves.

Would you guys be down for less production buildings, say putting off the Horse Pasture an getting a market so that instead we can put everyone in decent houses?
 
Would you guys be down for less production buildings, say putting off the Horse Pasture an getting a market so that instead we can put everyone in decent houses?
On the other hand we are already spending 400gc on plague prevention this turn, are we spending enough on income?
Surely we can put off this 100gc worth expenditure.
 
Back
Top