Calculation, how much does 1 person costs us:
Food, Assuming a Medium Farm is Magic Aided or a Small Boat(it's the same)
20/50 or 10/25= 0.4 GC/Person
200/1000=0.2 GC/P |Herbalist + Bathhouses
500/1000=0.5 GC/P |City Walls
1000/1000=1 GC/P |Sewage System
Total
2.1 GC/Person
We need to spend 2.1 GC for every new person who enters our domain. Since the growth rate keeps increasing, we also need to keep increasing our income to match.
My guess for the increase of the rate is two child dice per turn and an adult dice every other turn.
2*10.5*2+50.5/2=46.25
Which we multiply by the bonus we will get once we build the sewer.
46.25*1.25=57.8125
57.8125*2.1= 121,40625 GC
In the future we ought increase our income by 121 GC every turn.
For now an increase of 97 GC every turn is sufficient to keep up with the growth rate's growth rate.
I think we should get either both powder mills or none since I believe we won't have enough for trade with just 2 so building one doesn't give us anything and just costs money.
We need 500 for trade and each produces 200 so we need minimum 3 to be able to trade. If we don't build both we won't gain the trade income next turn.
I think we should get either both powder mills or none since I believe we won't have enough for trade with just 2 so building one doesn't give us anything and just costs money.
We need 500 for trade and each produces 200 so we need minimum 3 to be able to trade. If we don't build both we won't gain the trade income next turn.
If we didn't actually use up our Gunpowder from last turn and instead stockpiled it, then we would have enough from making one more to start selling it, at least for two turns, but only @Tekomandor would be able to comment on what we did with the initial powder run.
I think we should get either both powder mills or none since I believe we won't have enough for trade with just 2 so building one doesn't give us anything and just costs money.
We need 500 for trade and each produces 200 so we need minimum 3 to be able to trade. If we don't build both we won't gain the trade income next turn.
I think gunpowder is a stats that merits keeping track of, but understandably it is an onerous task so i wont begrudge the QM for simplifying its production into the more manageable troop discount and gold/turn if trade taken.
I think gunpowder is a stats that merits keeping track of, but understandably it is an onerous task so i wont begrudge the QM for simplifying its production into the more manageable troop discount and gold/turn if trade taken.
15d20 Children = 182
21 Children Age into... 21 Farmers.
7d100 Immigration = 493 = Supersered by Private Construction: 493 Farmers
Private Construction:
Budget: 600GC.
Result: 1d24 = 5, Small Farms. Cost 2GC = 300 Small Farms
Word of your vast, well-protected tracts of bountiful farmland has spread across the Border Princes, and would-be farmers of all stripes have flooded into your lands. Local merchants invest into something of an oversupply of farming equipment, leaving you with more equipment than farmers.
Something of a small crisis begins to brew among the merchants who somewhat overinvested in the endeavour, but you instruct them to offer the various unemployed petty labourers loans to finance the purchase of the equipment, seed, and animals required. Many take up the offer, seeing it as a chance for a rare kind of stability for their families in these chaotic lands.
With your establishment of sufficient local forces, more investment has begun to pour into your settlement. A number of locals, hearing of your study on what a proper sewage system would require, decided to raise the funds to begin construction. They would, of course, appreciate your help finishing the system of tunnels (and keeping space with population growth).
182 Labourers Converted to Farmers.
[x] Recruit locals to replace mercenary casualties
Your dogs of war have been somewhat battered as of late, and their professional core is key to your forces - for now, at least. With the recent explosion of farms on offer, many of the discontented labourers you might have relied on to fill the ranks are otherwise occupied. Still, you manage to scrape together enough replacements. [x] Train and Equip Light Cavalry
Unlike your mercenaries, your own forces have the benefit of a burgeoning sense of hometown pride. Combined with the prestige of fighting from horseback, it is a powerful draw. You now have twenty five light horsemen (andwomen). They ride decent but unbarded horses, are armed with sabres and pistols, and are armoured with a steel cuirass, a thick coat, boots, and a steel helmet.
Your Eagle Knights train them to act as scouts, harassers, and to act on weaknesses in an enemy line. They will also be useful as messengers, or could be used as schok cavalry if you were truly desperate.
You purchase a number of elf-crafts in exchange for supplies from trading ships bound for the East - the innumerable kingdoms of Ind, and the mighty empire of Catahy - and then send your personal hawkship on a fast run to Marienburg.
Not only do you make a healthy profit out of the exchange, your representative also comes across something quite unusual - a small group of Forestborn Eonir, seeking a better life. They had thought to hire onto a colonial expedition to the New World, but have heard of your settlement. Though forestborn, most of them have served in the urban centre of Laurelorn for generations now.
They gladly accept passage on your ship, and their presence means you will have your first civilian elvish subjects.
Gain 20 x Eonir Warriors, 10 x Elvish Farmers, 20 x Elvish Craftspeople, 10 x Elvish Children. Unlock New Buildings (Elf Workshop, Eonir Orchard)
[x] Attempt to improve the attitude of another Border Prince: Baron Wurtmoot
Sir Carrad takes the next merchant boat over to Wurtmoot Island and manages to impress upon the Baron the magnitude of your victory over the chaos-corrupted dwarves (still a thing you can barely believe existed, let alone so close to human lands). He is understandably terrified of the daemonship, and thankful for your efforts to sink it below the waves.
Though your reputation as a kinslayer forever mars your name upon the shore sof Ulthuan, you are still a Princess of a noble house, and you have the support of the Phoenix King. Those two factors combined are enough to entice some young, lower-class smiths from Lothern to your settlement. They are no priests of Vaul, but they can work the basics of elvish craft.
Unlock New Trade Good: Elf-Crafts, representing various items (often with very minor enchantments) made for export to human lands. These inevitably demand very high prices. Would unlock Elf Workshop, but it's already unlocked.
[x] Order Buildings Constructed: 10 Medium Farms (200 Gold) 200 Decent Dwellings (400 Gold); City Walls x4 (2000 Gold); 2xFortified Powder Mill (2000 GP) 3x Stable (60 Gold)
Your settlement continues to expand - you had planned on constructing more communal farms, but the explosion of single-family farms has made that somewhat superfluous for now. More orderly, well-paved streets of housing expand out from your settlement. Whilst you might not rule the largest town in the Border Princes, you certainly rule the most orderly.
Amongst your rapidly growing farmland, two more fortified structures capable of producing gunpowder are built, giving you insurance against accidents and a much greater production capacity.
Your wooden palisade was suitable when you were merely a camp around the old Lighthouse, but now your settlement is a rich and bustling town. You engage proper stonemasons (eagre for once not to be competing against the dwarfs of Barak Var) to construct a set of city walls to your specifications. You build in some slack for expansion, though if you intend for all of your settlements to shelter behind them, you will need to pay for continual expansion.
Eydis is somewhat distracted with training her students, training you, and her own studies - still, her spies report that no one seems to be scouting your territory or infiltrating your settlement for now.
Unfortunately, there have been several murders in the town - all late at night, with savaged necks.
[x] Study Magic
DC 150 = 1d100 +27 (Magic) + 40 (Eydis's Magic) + 15 (Mage of the White Tower III) = 92+30+40+15 = 177
Exceeded DC by 25, one extra degree of success.
You take the time to focus on your studies, mastering not only each wind but also High Magic - the gift of the Old Ones. It is far beyond the petty spells and colour magic you have mastered thus far, and beyond any save the elves and the Slann of Lustria.
Eydis teaches you the workings of Vaul - not enchantment, for you still remain unskilled at that area of magic, but of unmaking. There, you find you possess an uncommon talent. It is a dangerous and volatile art, but with the proper prayers and manipulations of magic, you can unmake even powerful magical items.
Your mind turns to the daemon-bound items created by the strange Chaos-worshipping dwarfs. If you could get close enough, you might even be able to unmake a lesser daemonship.
+2 Magic, +2 Progress Towards Wizard II. Wizard II unlocked, progress overflows.
[x] Spend time with a notable NPC: Anna the Apprentice mage
Eydis's oldest human apprentice is a strange creature. After ruling several thousand of them, you have come to understand their variation in age somewhat better. This girl is still in the last throws of childhood, certainly too young to marry for a good half-decade yet. The daughter of a farmer, it is no surprise that she finds herself drawn to the Wind of Life.
"Oh, I'm sorry mila - your highness. I didn't see you there," Anna says. She is dressed as she usually is, a dress much like most of the other peasant girls her age wear but amde of slightly finer green cloth. Her face is rounded, her eyes a dull sort of brown. Her hair is a dirty blonde, faded by years in the harsh southern sun; much like her sin.
"It is no matter. Pause for a while, and I will take over," you say. Anna had been making her rounds of the farms, a slow patrol that would take months to cover every area. She walked a small section every morning, both to practice her control and to improve crop yields.
Anna nods, and you wordlessly take over the blessing. Her incantations had been surprisingly pleasing to the ear - not well sung, perhaps, but a good effort for a human. You have long since dispensed with the need for such things in basic magic.
"Soon enough there will be others joining you, Apprentice," you say. A part of you can't help but smile at the look of relief on her face.
"Ah, your highness -"
"I shan't hold your relief against you. But you do know the importance of this work, don't you?"
"I've seen it on my father's farm. Even back home, before we had to leave, I've never seen crops grow like this, or cattle so healthy. It's a true miracle, your highness," Anna says.
"Just so. Indulge my curiosity, apprentice. Who do you call on to steady your soul, to bless these fields?" you ask her.
"Well, Lady Eydis taught me the usual incantation at first, and that worked alright. Your goddess Isha is mighty generous, to be giving out blessings to humans too. But when I ask Rhya too, it works even better," Anna says.
"Curious. You do not ask only your own Goddess for her aid?"
"Well, she can help me grow crops all day long, your highness. But it's Isha that keeps me safe from the whispers," Anna says. You nod your head and wonder if the girl truly is praying to two different goddesses. The fertility deity she asks for aid is indeed called Rhya in her Sigmarite homeland, but in Tilea they call her by a different name - Ishea.
The workings of the gods are beyond your sight, but something scratches at your mind, a stray thought bubbling just beneath the surface.
Anna gains +1 Magic, and is now listed under your forces. Though mostly a support element for now, in a few years she might become a powerful battle wizard... so long as she survives.
[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.
You set out for Akendorf aboard you hawkship, the grey and blue sails full with the strong winds that blow down the Black Gulf. One of your merchant ships follows you, carrying the human component of your visit - Captain Hochstresse and Sir Carrad. Lady Ortiz and Eydis will take care of things while you're gone.
Both ships have their holds full of trade goods - wine, smoked meats, hard cheese, pickled vegetables... all the sorts of preserved foodstuff that you export. Not only food and wine too - they also carry samples of your blackpowder, swords and armour. Even a few horses travel aboard the larger merchant ship - steeds of that quality being a rare commodity in the Borderlands.
An elvish warship and a single merchant ship, festooned with Tilean cannons, is no inviting set of targets for the type of pirates that prowl the Black Gulf after your victory over the Daemonship. Thus your journey is unimpeded even as you sail up the Skull River.
You make occasional sport of hunting river pirates, taking wing atop Galerion and raining fire and lightning down upon them. Soon word of your ships spreads up the river, for you find even the well hidden pirate bases are deserted.
Akendorf rises in the distance. It is no Altdorf, no Marienburg - but for the Border Princes, it is practically a metropolis. Only Barak Varr, perhaps, could claim a high population. Ships and small riverboats crowd its docks, and its ancient walls feature well-maintianed cannons. Smoke rises from a thousand chimneys, and long roads wind away from its aged gates.
Your hawkship glides into dock, under the watchful eye of a pair of cannon-armed towers. Galerion perches on the deck, further adding to the awe of your approach. The merchant ship has pulle din ahead of you, and Captain Hochstrasse has disembarked, along with twenty of his halberdiers as a guard force. In their black munitions plate, adorned with grey and blue feathers, they cut an intimidating sight.
You are followed by only two guards, each one of your eagle knights in full ithilmar plate. The locals have gathered into quite a crowd by this point, including several local officials.
"Who are you, to sail into Akendorf so armed, and in the company of... monsters?" one askes, eyeing Galerion nervously. You stride forward, but the good captain is more suited to engage such a low-ranking functionary in conversation.
"Have some respect, sire, for you speak to Her Royal Highness, Princess Osydin of Eataine and Exarch of..."
[x] Write In: What is your settlement named?
The rest of the Akendorf trip will be in the voting update, so you can make your choices then.
The settlement name has to have something with the lighthouse in its name. Maybe the same with Isha as framing and life magic are important.
A city watch is needed in the future.
What to do with the ruins? Ask the dwarfs to help in a way that helps (Dwarfen stuff goes to the dwarfs and the same for elvish things) or some other idea.
It just means City of Dawn (WHF 3rd Edition RPG), which can be taken aspirationally as a new dawn for Ulthuan, but it is also literally to the east of Ulthuan.
It just means City of Dawn (WHF 3rd Edition RPG), which can be taken aspirationally as a new dawn for Ulthuan, but it is also literally to the east of Ulthuan.
With Elf Workshop and Eonir Orchard should earn us a good amount of money, and since we dont have many laborers to turn into soldiers, might be worth hiring more mercs
He's definitely much more receptive to the idea now - you've demonstrated that you actually can offer protection, and you clearly have powerful patrons. The Norscans are probably closer, because they think you are a powerful wise woman blessed by your gods and a great warrior.
He's definitely much more receptive to the idea now - you've demonstrated that you actually can offer protection, and you clearly have powerful patrons. The Norscans are probably closer, because they think you are a powerful wise woman blessed by your gods and a great warrior.
Those would be just as a good, we need people, doesn't matter what language they speak. Do we have any guess on what the diplomacy DC would be for that?