[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
- We know what's going on now, time to deal with this problem before it gets any worse.
- 50 Troops, especially low quality ones are not that much of a garrison force, get them to at least 100
Naval
- 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
- We need to trade or we are leaving 600 GC in wine profits on the table.
- Finally sell more food to the Imperials because it is a free action and we need the money
Diplomacy
- 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
- Since we need two diplo actions to talk to the Norscans might as well take this, see what there is to see
Stewardship
- No reason not do take this action seeing as we have a petition
- 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
- Need to start on getting the humans not to explode
Personal
- Need to take this because of the way diplomacy shakes out
- We found those ruins last turn, might as well see what's in there
- Still need to make food for the populace