Warhammer Fantasy: A Princess of the Borderlands

@birdmaster01 you need to put a - before the [X] for each component of the plan and a [X] before the plan name otherwise it won't be counted properly. Should look like this:

[X] Plan While You Were Partying, I Studied the Magic
-[x] Send some scouts to look for any local ruins
-[x] Attack the Nearby Orc Base
-[x] Escort trade
-[x] Arm your Merchant Ships:1 merchant ship
-[x] Trade with Wurtmoot Island:500 food for gold
-[x] Launch a Diplomatic Expedition to the Norscans -[x] Order Buildings Constructed:10 medium Farms
-[x] Begin Enlarging the Piers
-[x] Take Human Students
-[x] Study Magic
-[x] Study the Blade
-[x] Use Magic to Aid Your Farmers
 
[X] Plan Orc Be Gone
-[x] Attack the Nearby Orc Base: While you no longer think it is their main home port, because their captured steamship could never fit, there is a significant base near your settlement. Striking it from land could deal a serious blow to the Orcish pirates.
-[x] Train some Labourers as militia: With some discipline, basic equipment, and time you could expand your force. While they would only be lightly armoured spearmen, your mercenaries could train decent troops out of the civilian population without preventing them from holding gainful employment. Converts 50 Labourers to Militia, who act as both Soldiers and Labourers. Will require 25gc/turn for wages and upkeep. Can be taken multiple times.
-[x] Hunt the Steamship: Orcs capturing and then managing to successfully use a Dwarfish steamship is very unusual, and very concerning. Your Hawkship, with you and Eydis aboard, might be the only vessel capable of catching and defeating the threat - at least until the idiots over at Barak Var realise some Orcs are running around with their ship.Very Dangerous.
-[x] Escort trade: Whilst it is generally too dangerous for merchant ships to visit this region, with your troops and Hawkship, you could arrange a trade convoy to Tilea. Sell 500 Food for 500 GC
-[x] Trade with Wurtmoot Island: After your successful diplomatic visit, you can now export food to the nearby island. Sell 500 Food for 500 GC .Does not take an action.
-[x] Propose Something to Another Border Prince: Theodore make common cause against the orcs
-[x] Visit Akendorf: Akendorf is the largest Imperial settlement in the Border Princes and one of the few true cities in the region. A visit there will likely open many doors for you. Requires a personal action in addition to a diplomatic one.
-[x] Begin Enlarging the Piers: You only have so much space for ships and boats to dock at your settlement. You might benefit from enlarging it. Unlocks a new building.
-[X] Build 35 Medium Farms (700 Gold) 220 Decent Dwellings (440 Gold) 1 Small pier (150 Gold) 2 Herbalists (200 Gold) 2 Baths (200 Gold) 1 Market (200 Gold) Small Boatbuilders Guild (200 Gold) Total 2090 Gold
-[x] Take Human Students: With a number of candidates found, Eydis can take some time to begin to teach them the basics of magic. She will be unable to perform other duties for the first, most dangerous months of the apprenticeship.
-[x] Visit Akendorf: Akendorf is the largest Imperial settlement in the Border Princes and one of the few true cities in the region. A visit there will likely open many doors for you. Requires a diplomatic action in addition to a personal one.
-[x] Investigate the Elvish Ruins: Vadac located Elvish ruins on his last expedition into the nearby forests. They may be protected by wards or other magical defences, so you or Eydis must accompany any search party.
-[x] Use Magic to Aid Your Farmers: Both you and Eydis are capable of using Life magic to greatly enhance the yield of farms, though obviously, it would take you especially from other duties. Doubles Farm Output.

Reasoning

Martial
  1. We know what's going on now, time to deal with this problem before it gets any worse.
  2. 50 Troops, especially low quality ones are not that much of a garrison force, get them to at least 100
Naval
  1. We need to get rid of this thing if we are going to send ships out to Tilea, which we should since we should also arm the ships while we can
  2. We need to trade or we are leaving 600 GC in wine profits on the table.
  3. Finally sell more food to the Imperials because it is a free action and we need the money
Diplomacy
  1. You can never have too many wizards on hand. I was tempted to go with the Imperials again, but I'm concerend that that action may have a malus due to being repeated
  2. Since we need two diplo actions to talk to the Norscans might as well take this, see what there is to see
Stewardship
  1. No reason not do take this action seeing as we have a petition
  2. Once more we need more food and we certainly need more houses, if not quite as many as I had hoped we'd have. Build a pier for the new boats and also herbalists and bathhouses so that our booming population does not come down with a case of the galloping Nurgle-shits
Intrigue
  1. Need to start on getting the humans not to explode
Personal
  1. Need to take this because of the way diplomacy shakes out
  2. We found those ruins last turn, might as well see what's in there
  3. Still need to make food for the populace
 
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[X] Plan While You Were Partying, I Studied the Magic
-[x] Send some scouts to look for any local ruins
-[x] Attack the Nearby Orc Base
-[x] Escort trade
-[x] Arm your Merchant Ships:1 merchant ship
-[x] Trade with Wurtmoot Island:500 food for gold
-[x] Launch a Diplomatic Expedition to the Norscans -[x] Order Buildings Constructed:10 medium Farms
-[x] Begin Enlarging the Piers
-[x] Take Human Students
-[x] Study Magic
-[x] Study the Blade
-[x] Use Magic to Aid Your Farmers
 
Plan While You Were Partying, I Studied the Magic leaves us with a lot of money on the table instead of investing it. We have over 2000 GC to spend with that plan.
 
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[X] Plan While You Were Partying, I Studied the Magic
-[x] Send some scouts to look for any local ruins
-[x] Attack the Nearby Orc Base
-[x] Escort trade
-[x] Arm your Merchant Ships:1 merchant ship
-[x] Trade with Wurtmoot Island:500 food for gold
-[x] Launch a Diplomatic Expedition to the Norscans -[x] Order Buildings Constructed:10 medium Farms
-[x] Begin Enlarging the Piers
-[x] Take Human Students
-[x] Study Magic
-[x] Study the Blade
-[x] Use Magic to Aid Your Farmers
 
Plan While You Were Partying, I Studied the Magic leaves us with a lot of money on the table instead of investing it. We have over 2000 GC to spend with that plan.
Yeah, it completely fails to adress any if our issues, by just not building stuff?

It's weird, because building is a fre action. There's no reason not to do it.
 
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New Building Unlocked: Fortified Powder Mill

This complex is separated from your settlement by some distance, for safety reasons, and thus needs its own protection. Inside its walls, it contains all the facilities necessary to produce gunpowder on a large scale. Costs 1000GC, produces 200 Gunpowder/turn, and has an ongoing cost of 50GC/turn.

With 1 gunpowder for each troop requiring it, the costs of gunpowder dependant troops are cut in half. Gunpowder may also be sold as a trade good.
Btw, this thing isn't included in the building list.
 
[x] plan: opportunities and necessities

No idea if I'd prefer to attack the Orc base or not, but this is the only plan to properly arm our ships and have the correct number if naval actions.

......

Unless I'm missing something we only have two naval actions and plan Orc be gone uses three.
 
Oh, i see what you mean. It's only trading with Wurtmoot that doesn't cost a Naval Action.

@DragonParadox your plan uses one too many Naval Actions.
 
Something for everyone to consider: Wurtmoot Island. While expanding the docks is a good thing for the burgeoning port, it will be looked at as stealing attention, contacts, and trade away from Wurtmoot by them. It has already been suggested that someone, either on the inside of the island or another regional power, has convinced them of a plot to steal the Island from the current leader.

Success isn't looked upon kindly by the envious or jealous.
 
Oh, i see what you mean. It's only trading with Wurtmoot that doesn't cost a Naval Action.

@DragonParadox your plan uses one too many Naval Actions.


Yep.

We thinking is, we get as many cannons as we can so next turn we can have multiple ships attack this Orc ship, because the action is specifically mentioned to be super dangerous in the actual option itself, so we need to stack that deck as much as possible.

4 ships with cannon would help us out a lot.

Though, I would prefer to attack the Orc base this turn, so we aren't doing both Orc actions next turn, so we could have our wizards contribute to both battles hopefully.
 
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