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950800 No. 950800 ID: 482fee

Okay, no idea what happened but updating the thread last night and it just died. Now it's gone. Gonna try again where I left off.

Same thing as before, Discussion and wiki below. Okay let's try this again where we left off.

https://questden.org/kusaba/questdis/res/129715.html
https://questden.org/wiki/The_Family_Business
625 posts omitted. Last 100 shown. Expand all images
>>
No. 979860 ID: 743cf5

>>979845
I think raiding for food is the better option here.
>>
No. 979991 ID: 6e6f32

>>979860
Yeah so do I.
We could send the Gorod Mercs, along with the Kobold Skirmishers, the gulpa, and that one unit of Sagura in Tamos.

Primary objective: Secure food.
Secondary objective: Cause as much damage as possible.
>>
No. 980004 ID: df76b1

>>979991
To Weka, perhaps? Sot Nasau is a fortress, and tog is across the entire province.
>>
No. 980005 ID: 6e6f32

>>980004
I mean... We could raid Weka. It's cheaper and the likelyhood of success is technically higher given that our other potential targets are hard.
But it's also unscouted so there could be unforseen consequences. We also don't get the side effect if disrupting a royalist power grab.

That said, the only real way of boosting success chance on a Sot Nasau Raid is to just pump more Kushel into raid supplies. Me have a lot to develop in the coming days and will need kushel. We could also just Buy food.

Not reaching out to Sarcra is kinda of biting us in the ass here. We've been treating the place like our own mini North Korea: As a buffer zone separating our interests from our enemies. If they fall both our trade partners will be under direct threat of expansionist royalists, and they're already operating at their limit.

I am of the opinion that disrupting Sot Nasau at this time will help safeguard our future interests while also serving our immediate needs. If that means we have to spend a ludicrous amount of kushel on the raid, like 1500+ even, I'd be behind it.

But maybe I'm over thinking and over focused on this.
If you settle on an alternative solution, I'll back you on it.
>>
No. 980017 ID: df76b1
File 160404170561.png - (197.49KB , 1098x691 , Raids.png )
980017

>>980005
I say we have 5 possible raid targets.
Weka is the easiest, and Sot Nasau is the hardest. We're also going to lose more supplies the longer the route back is.
>>
No. 980020 ID: 094652

>Weka
I don't know about this; without a proper road or a general strategy, carrying those supplies will take far longer than the pursuing retaliation army will need to catch up and kick down.
Still, it will take too long for them to retaliate and their fiefdom will be in danger of total takeover from Zovdeh if they try.
>>
No. 980021 ID: cb6eac

>>980017
Without scouting information all out of province targets are functionally identical for our purposes, making Weka the default choice due to proximity.

Tog is even further than Sot Nasau while also having hostile forces along all routes, even the wilderness route has Arglosian remnants skulking in it.
We have effectively 2 targets.
>>
No. 980664 ID: fd2dfa
File 160490106944.png - (232.62KB , 1239x1050 , 159.png )
980664

I only had access to a mouse today. The lines are all goofy. Today's more filler than anything to show I didn't abandon this

With your plans to split your forces, this Kobold may prove useful as a raiding leader, so you summoned him to offer the position after dinner. The hero of the Gulpa cleansing sits at a place of honor at your feast table. The kobold shivers and stares directly ahead, as if he's awaiting execution instead of a reward.

Perhaps he's not ready for command...
>>
No. 980665 ID: 094652

Quickly throw a board game on the table and demand he win against you or die. See how well he plays (but throw the match if he sucks so you don't have to kill him).
>>
No. 980668 ID: df76b1

I think he can command a strike force, but not an Leklos. Rezans won't respect him. And we'll lose civic respect if we make them.

But the board game sounds amusing, so let's do it.
>>
No. 980669 ID: a69305

Promote by small steps. Make him second-in-command of a raiding party so he can learn from an experienced commander.
>>
No. 980671 ID: 5950e9

>>980664
hmm, there could be any number of reasons for his reaction. make light conversation; learn his name and origin.
At worst, if he is unsuited to command for now he can be groomed for the position.
>>
No. 980677 ID: 6e6f32

Of course he's frightened! This is a most unprecedented occasion!

He has shown great promise in his performance in the gulpa cleanse a few months ago!

Soon he will have a chance to prove himself worthy of command!
While we send our mercs northward, he shall lead a smaller raid in search of food supplies consisting of Kobolds and Gulpa on our neighbors to the west.

Should he succeed in this task, he will be granted leadership of future raids as well, who knows, perhaps we might eve groom him as a general.
Today is a fine day indeed!
>>
No. 980785 ID: 7a1a17
File 160506853104.png - (184.22KB , 1400x1050 , 160.png )
980785

"Don't be so nervous solider. You're the reason for this party. Tell me, what's your name?"

"Yes My Lady! I mean Master! I mean Mistress! I mean My Mistress! I am Mistress My Deego! I mean Deego M-uh my Mistress!"

"Quit thinkin' so hard about what you want to say 'bold. Yer just stumblin'."

"Thank you Ralkoval. Deego is it? Do you play?"
>>
No. 980786 ID: 7a1a17
File 160506857857.png - (196.39KB , 1400x1050 , 161.png )
980786

"N-n-no! Gambling is strictly forbidden in the barracks and I have no involvement in that sort of thing! My-uh, my Mistress!"

"Easy 'bold she wasn't asking about chance, she means the usual stuff. You know, things yer commander might play."

"Yes, I'm asking if you ever played Fort."

"Uh...I used to. When I was much younger and before I enlisted. Uh-my Mistress."

"Well, show me what you can do. Maybe a game can help you unwind. I'll be black, you can have white."

>>
No. 980787 ID: 7a1a17
File 160506861433.png - (135.46KB , 1400x1050 , 162.png )
980787

Hmmm. He uses a straightforward tactic. It's a bold maneuver. Bold, and reckless. It's unconventional for veteran players to use this play, as it requires either a precise understanding of you opponent that you can anticipate every move, or sheer luck to win. Or he's nervous and deliberately throwing the match so he doesn't beat you. If he fights like he plays, he doesn't seem ideal for commanding armies. A single Pantoo maybe, a hundred or so soldiers, but not a full Leklos. If however it's the latter, then that could imply he has better knowledge of the game. Not many novice Fort players understand the game to hold out this long against a veteran after all, even with a play like that...

>>
No. 980811 ID: df76b1

Draw him out by stressing his line but not outright beating him. Let's see if he's good or just bold.
>>
No. 980812 ID: 4f5375

Ask him about it. Or do so after the game is over to not interfere with the result. Why did he do a certain movement? What was he trying to accomplish. If the answers are not enough try another match.
>>
No. 980816 ID: 094652

Threaten to eat him if he loses.
(You'll eat something, alright...)

Be ruthless and take a point advantage, then win squares patiently and by attrition. If he can outsmart you with trickery, he might be capable of on-field tactical ambushes and unconventional warfare, which is what you'll need for the sieges ahead.
>>
No. 980831 ID: 6e6f32

Play out the game. Give him no quarter.
If he manages to draw the game out, or resigns with dignity after this strange display, try to further relax him and then play once more. If you utterly crush him, perhaps command is not his destiny.
If he somehow pulls out a win though, well then he may have a future.

Let a victory over you also earn him the honor of your bed tonight, if he so desires.
>>
No. 980885 ID: baa6c7

Press him on it, maybe watch him play against someone which a radically different playstyle from yours, to better assess him.
>>
No. 981143 ID: fd2dfa
File 160556607636.png - (195.52KB , 1400x1050 , 163.png )
981143

It could just be he's afraid of playing you, so you opt to let Ralkoval step in. You make a subtle gesture he picks up and he steps over. "Hey is that Fort? I haven't played in an age and a half!" he declares, knocking the game over.

"Ralkoval! Damn it, we were in the middle of a game!" he bats away your hand.

"You were? Sorry" he offers a half-hearted apology. But I'm better at this that she is. Here let me set up and show you."
>>
No. 981144 ID: fd2dfa
File 160556609147.png - (141.16KB , 1400x1050 , 164.png )
981144

If ever there was anyone that was good at playing the idiot, it's Ralkoval. His brashnes stuns Deego enough he doesn't question the change in players. Ralkoval even employs Deego's headstrong tactics to play the amateur player.

Deego in turn seems to relax now that he's not playing the family Matriarch. His game shifts as well. His opening move is still the same as before, but once his forts are set up, he becomes even more aggressive. Ralk manages to get a leklos to his side of the board, but in turn Deego knocks out a fort and brings one of his own to Ralk's side! And what you thought might have been a reckless sacrifice of two pieces was actually a trick to redeploy them next turn...

>>
No. 981145 ID: fd2dfa
File 160556611199.png - (139.26KB , 1400x1050 , 165.png )
981145

Which he does! Essentially Ralk is deadlocked but Deego can still move one more leklos to the other end, making him the winner. His tactics, while brash and wasteful, are still useful for getting results. He's much more suited for a Pantoo right now, or a raiding party, but you wouldn't give him command of a Leklos unless casualties are inevitable.
>>
No. 981157 ID: df76b1

We have capable generals. Platoon leaders are more expendable, but just as valuable.

Besides, fortune favors such men, at least for awhile.
>>
No. 981161 ID: 094652

Deego still needs more training in terms of troop survival and fallback planning, but I appreciate his tactics and drive. Give him some extra training and then send him when the time is right.
>>
No. 981162 ID: 6e6f32

A perfect fit for the smaller raid and Weka then.
>>
No. 981390 ID: fd2dfa
File 160576468283.png - (453.21KB , 1400x1050 , 167.png )
981390

It's settled. Deego is made leader of the raid. A prestigious advancement for a kobold, and a test of his abilities in real battle. Of course that means he won't be sharing your bed tonight. Leading a Pantoo is simply not prestigious enough to get a Matriarch's attention.

That's alright though. There's always someone ready to keep you company. Sleep doesn't come easy though. With Deego now proclaimed leader of the raid, you can no longer put off your decision.

>Where's the raid target?
>>
No. 981395 ID: df76b1

I'm glad you're staying warm. I guess you're kinda mature for stuffed animals, after all.

Weka. We've all but earmarked it for expansion, anyway.
>>
No. 981497 ID: 6e6f32

Yeah Weka, especially if Deego is running the op.

If all goes well and Sarcra still stands next turn, we might consider using the mercs to to break that siege specifically, instead of attempting to pull double duty.

How much Kushel we putting toward the Weka Raid?
>>
No. 981989 ID: 7a1a17
File 160626233057.png - (289.18KB , 1400x1050 , 168.png )
981989

rolled 2 + 39 = 41

Your family never had business in Vek Sotao, and thus you have no direct experience with the terrain. You forces are forced to move further apart as dense forest and mountains are replaced by short bush of flat-palm and rolling hills. It's much harder to mask the movement of your forces.

>Raid Bonuses
>Gulpa (+1)
>Skirmishers (+1)
>Raid size (+7)
>Raid funds (+150)
>No direct route (-20)
>Unknown province (-100)
>>
No. 981991 ID: 7a1a17
File 160626265995.png - (660.55KB , 1400x1050 , 169.png )
981991

>Weka identified – Yish stronghold
The Yish Tribes: Not all Rezans accepted the new ways after the Final Dance of the Yishic Cult. Some stubbornly cling to the way of the priest kings, upholding their bizarre traditions and performing rituals to their heathen god. These wandering primitives have harnessed strange magics that let them control the Vermin races, especially the Scrshk, and mold and twist the bodies of their thralls into deadlier forms.

In the time of the Deinoka line, the Yish were purged by regular patrols of the royal armies and the Great Families until it was almost a sport to hunt their isolated pockets. Since the decline however they seem to have returned in greater numbers, some even growing bold enough to seize abandoned settlements and forts.


>Minor failure
The unfamiliar terrain, and the wards set up by the tribe alert your enemy before your forces are fully in place. What would have been a night raid becomes a panicked scrum in the middle of the day as you warriors abandon any pretense of organization. Gulpa ferocity is great on its own, but can only go so far in the face of Yish abominations; and Deego is forced to call a retreat before it's a total route. All you have to show for the raid is a diminished force, and a paltry sum of treasures

>+50 Kushel
>Raiding force - [3 Kobold Skirmishers] [4 Gulpa Auxilliary], Sagura(1 Spear) sustains 50% casualties
>>
No. 982001 ID: df76b1

Return with the survivors and adopt new training methods. We'll hit them again later.

Could our Karver do anything to nullify their strange rites?
>>
No. 982012 ID: 6e6f32

I'm willing to cut our losses and say lets just buy food at this point. Even if we have to go through inefficient diplomatic channels to do so since we don't have a streamlined way to do it yet. Maybe purchase it from Rokof merchants directly?

Speaking of Rokof, how goes the siege now that falling wall has joined? And is Sot Nasau still sieging up north? Perhaps those mercs can be put to use.
>>
No. 982045 ID: 094652

Well that sucked. Scout your next target and use a road next time.

At least Deego hasn't fled from his failures. Task him with redoing his raid next year after he has taken state-sponsored training and equipped forces, and be ready for improvements.

For now, see if you can hire some competent scouts.
>>
No. 982825 ID: fd2dfa
File 160724132126.png - (950.76KB , 1400x1050 , 170.png )
982825

The Falling Wall, according to reports, is making short work of the defense. Combining their efforts with the 'Bane of Sovokol', they had the riders climb the wall as the Kovatu fired from the ground and sappers moved beneath without notice. The defenders, amatuers that they are, could not focus on any single target, and the mercenaries climbed the wall, and started massacring the defenders, or throwing them off the wall. As they do so, the sappers from the Falling Wall, dig through to the cellars beneath the outer wall, creating a path for the Spear Kovatu to flood up from the bottom, meeting the Bane of Sovokol in the middle.

Avyaga admits reluctantly that Rokof's fighters did most of the hard work, and your forces are left to sweep the walls for defenders and possible hidden chambers. With the size of the Uvangto, this will be a lengthy process, even with the additional support. Additionally Kolchaff's defenders have already retreated to the inner walls, and destroyed most of the assets within making the ruins all but useless to your defenders. It will fall. That much is certain. But the trick was used once. They'll be ready for both the Falling Wall and the Bane of Sovokol. Avyaga estimates a season at least before it falls, two to be generous.

>1 more action remaining this turn
>>
No. 982942 ID: df76b1

Enact a Policy, or scout the underhive.
>>
No. 982960 ID: 6e6f32

Ask Soolaku if he has a policy ready to deal with the food situation that can be implemented faster than the River Clan Sponsorship.

If not, open up diplomatic channels with Sov and/or Niktorak. We'll have to negotiate our way through this.
>>
No. 983556 ID: fd2dfa
File 160794204786.png - (374.38KB , 1400x1050 , 171.png )
983556

Ssoolaku meets you in the library, where he proudly displays rows upon rows of collated records, drafts, laws, building plans, and all the recorded minutia that keeps the bureaucracy functioning.

Ssoolaku pulls a book nearly as big as his torso and directs you to look at three possible reforms he had drafted.

>Bushmeat For the Masses: Many of the slaves who are granted some autonomy will seek to gain extra money through oddjobs such as hunting city vermin such as the fanged rat. It's also no secret these rodents and other small animals wind up in the slave markets chopped up, spiced, and grilled until it is no longer clear what animal, or animals, they originally were. Some of the free citizens of the lower class have come forward proposing to establish their own businesses that would bring this untapped food source to the rest of the population.(+1 food per 2 slave populations, can build City Hunter's Guildhall(+2 food per assigned slave, +20 Kushel)

>Staggered Work Quotas:Not every slave can deliver the same amount as every other. By rearranging work groups and giving adjusted work quotas to each based on their race and performance, it is estimated we can get a much larger output than we currently do with no change to discipline or rewards(+1 extra resource output per assigned slave)

>Resettlement Initiative: Hunger is a powerful tool. And many of these refugees are hungry indeed. Promising a roof over their heads and food on their table for the price of their freedom may seem appealing to the homeless and the desperate. And as an incentive, these newly bonded souls can work the fields. Seeing the results of a harvest could persuade them to work all that much harder(Every slave pop assigned to an agriculture improvement provides a 1 turn boost of +3 food)
>>
No. 983559 ID: 094652

>>983556
Bushmeat for the Masses - you need a steady source of food, and your slaves need motivation to hunt stronger vermin. As long as you ensure proper safety guidelines for mass-processing the meat, it should be relatively safe to eat. As far as you're concerned, low-grade meat every day tastes like fillet mignion if you don't remember what fillet mignion tastes like!

(You'll eat daily jerky bits yourself)
>>
No. 983581 ID: df76b1

Bushmeat has the strongest short term potential, and we need the food now so our reserves don't diminish.

Let's do that
>>
No. 983622 ID: 6e6f32

Bushmeat?
It's not glamorous, but at least we can stop rationing.

Do it.
>>
No. 983841 ID: fd2dfa
File 160828648108.png - (940.42KB , 1636x2233 , 172.png )
983841

Turn 29
>The Great Families take advantage of the weakness of the raids to consolidate gains.
>Silida deploys forces to Voo Emesu as Vaa Telo falls.
>Makag meanwhile takes Vot Amta in a surprise offensive.
>Gamin destroys a pirate fortress upon Vetem and establishes their own port on the island
>Word from the north says Tuk'drav is massing their forces, as troop movements in V'ka T'del seem poised to march into neighboring territories.

Food(in tons):18
Industry:23
Kushel(money): 2400(+750)
Inertia: 605(+95)
Influence: 100 (+5)
Prosperity: 45% (-5)

Holdings :Tamos-[City] (9,3)
[Garrison]
[Library]
[Trading Post]
[Metallurgist]
[Closed Sewage]
[Scribe's Retreat]
[Undercroft]
[Fertile Field - Textiles] (1C,1S)
[Workshops](2C,1S)
[Full Hatchery]
[Shrine to Dof-ka]
Walled Garrison -[2 Kobold Tunnel Fighter], [3 Kobold Skirmishers] [4 Gulpa Auxilliary], Sagura(1 Spear)

Sazoga - [Stronghold] (8,2)
[Garrison]
[Tovaru Barracks]
[Taxing Office]
[Trading Post]
Walled Garrison: 2 Axe Tovaru, Sagura(Repeaters), 2 Gulpa Auxiliary

Assets
Cleared Land (Unworked)
Gemstone Deposit(Unworked)
House of Eyes (Ralkoval)

Armies:
-Defending Ozuva-
Tavurik 1st Leklos [Aligos |1 Axe Tovaru, Sagura(2Sword, 2 Repeating Bow, 2 Spear)] [7/7]
-Laying Siege-
Taruvik 2nd Leklos [Avyaga | Axe Tovaru. 6 Sagura(2 Spear, 2 Repeater, 2 Sword)][7/7]
The Falling Wall (Rokof)
The Bane of Sovokol (Mercenary Company)
-Idle-
Lady Kavonika

>While many people frown on eating things that swim in their refuse, hunger drives them to stomach the bizarre food source.
>Nevertheless, food stocks are still low, and more Rezans leave. Your allies report no refugees arriving in their holdings, making their disappearance worrying. (Tamos loses 1 pop)

>Consult Your Family
>Enact Policy: (-100 Inertia)
>Raise Army/Train Soldiers/Replenish troops
>Raid
>Build Improvements
>Scout the Land
>Diplomacy
>Other
>>
No. 983842 ID: 094652

More policies! We lost one population too many, we need steady increases in food production and preservation!
>>
No. 983846 ID: df76b1

Build improvements, hopefully a whole lot of them.

An improved city will keep people here longer.
>>
No. 983847 ID: 6e6f32

We still got that empty land. Even at half industry we can still efficiently build one thing at a time, right?

Lets build a farm there.

We could also enact River Clan Sponsership while we have this moment.

Though we will need to wait for the farm to finish construction and build a Clan house later for the River folk before we start using it, if we have Ralkoval disseminate word that we are actively working on permanent solutions to this food issue then people will likely be more willing to put up with bush meat for the time being.
>>
No. 983850 ID: 482f38

Alright time to stop screwing around. We got tons of citizens doing notbing. Turn the cleared land into food based farm production, assign 2 citizens, and 2 slave pop to it once done. Meanwhile build the City Hunter’s guildhall in both Sazoga and Tamos, and enact a policy that can rush construction. This will burn a hile in our coffers, so we should assign more people to the money producing buildings, like the metallurgist and trading post, and do something about our flagging prosperity. Would assigning people to the Shrine do that?
>>
No. 984639 ID: fd2dfa
File 160958850244.png - (334.00KB , 1400x1050 , 172.png )
984639

Slaves start breaking ground to divert a nearby river across the farmland and start churning the topsoil in preparation for food-based farming. Official cart out seeds and supplies as the ruins are salvaged for building material to make a slave commune (Completed in 3 turns)
>>
No. 984640 ID: fd2dfa
File 160958852919.png - (275.61KB , 1400x1050 , 173.png )
984640

Meanwhile, you clear space for a City Hunter's Guildhall, creating an organized legitimate, and more importantly taxable, system of work for all the vermin hunters. It also has the effect of spreading awareness of the bushmeat markets. Citizens are reluctant to eat the things that swam around in their waste, but dignity doesn't last long when their stomachs are empty.

>Ssoolaku enquires whether you wish to implement a new policy or pull from the archives.
>>
No. 984644 ID: 6e6f32

Archive, but honestly there are several economic tasks that need doing that it would be nice to not need to continuously focus our executive functions on.
We need:
River Clan Sponsership and it's associated building.

Entice Craftsmen along with a Weaponsmith and Seige Workshop at minimum.

Found Trade Guild along with a Guild House and Warehouse in Sazoga.

Reformed Servitude So slaves are actually useful.

We also need a few standalone upgrades

A Gemstone Mine for that magic glass.
Sazoga is ready for an upgrade to a City.
The Prison Processor still needs to be constructed.
Another Trading Post would be beneficial.

Would it be possible to put together an Edict to form a stand alone counsel that would be in charge of this or a similar economic expansion plan? We could continuously funnel a flat amount of kushel into it over the time it would take to complete, and turn our attention to more pressing matters of state.
If so, ask Soolaku to hash out the details for our review.
>>
No. 984657 ID: 7aebbb

>>984644
This. An edict sounds like a good way to streamline this even if our wallet takes a hit
>>
No. 985092 ID: 7a1a17
File 160992984476.png - (462.48KB , 1400x1050 , 174.png )
985092

>Rapid Development Edict

>Ssoolaku spends many a restless night trying to balance your accounts, take stock of local family holdings, whose palms need greasing, who needs favors called, who needs intimidating, and who needs threats of enslavement. He warns you in an exhausted voice that this is currently the best means he has of getting your demands met in the timeframe you desired, but that will incur a steep cost


The Edict demands
>A temporary council of architects and artisans to build your improvements in ONE city of your choosing. Buildings will be made in parallel so long as salaries can be paid(-1000 Kushel per turn)
>Accountants and Keepers in working families will be temporarily attatched to Ssoolaku's staff to perform the necessary work needed to enact all reforms called for(automatically enact 1 policy per turnn)(Policy enacted will be from pool of past policies chosen at random)(-150 Inertia per turn)

>The Edict will cost 8000 Kushel per year.
>The Edict will cost 100 Influence this year. 200
>>
No. 985098 ID: 094652

Ssoolaku is an unappreciated political architect, we should give him some rewards for his diligence, especially since
>2000 Kushel per turn
we're going to have to decline for now. I like the prospect of parallel building, but we just don't have the money.
>>
No. 985112 ID: 6e6f32

>>985098
Its 1000 per turn, there are 8 turns per year.

Let me analyze this...

We've the influence to run this for 1 year

We can afford the short-term shortfall in Kushel. After the siege ends we will be making a net positive again. Thanks to our patrons help, the siege should be over in 1 - 3 turns.

If we pick Sazoga as the beneficiary holding, 8 of the proposed upgrades will be built there, We'll need to build the gemstone mine in Tamos ourselves once we have manpower and kushel to do so.
With Tamos as the beneficiary holding, 7 Upgrades can be built, Sazoga will need a city upgrade and a warehouse under our own manpower.

We have enough Inertia to make a pool of 8 policies to be enacted at random through this at this time.
Question: We do make the pool, right? Or is it randomized from all available?

We don't have exact numbers for how much all the upgrades will cost, but it looks like they are 25-40 % more expensive through this plan, but they will be done faster. Weather or not this is worth depends on the siege. If it ends next turn then only a season faster. If the siege takes all winter then we save over half a year.

Executively, at 2 actions per turn this effectively grants us 4 free turns.
We have plenty of scouting to do (Local, Ozuva/Arglos Region, Vek Sotao), we have 3 families in province we've yet to open relations with, and we have Mercs to grind against Sot Nasau or elsewhere before winter.

On that note, is Sarcra still under siege?

----------------
In short, this gives us freedom to do less constructive but none-the-less vital things.

...however the best part about it are the policies. A more conservative approach would be to split the edict in half, taking only the policy portion of it. Thus saving us a few thousand Kushel in the long run. Assuming we can be trusted to order the improvements later.

What do yall think?
>>
No. 985115 ID: 094652

>>985112
Okay, NOW I'm sold. 1000 Kushel per turn is far more reasonable and I didn't notice the auto-cast random policy earlier. We can basically get so much done in a matter of a single year.
>>
No. 985392 ID: b3d3e9

Well then I guess my vote is yes, take the edict and improve Sazoga.

If we can define policies then I'd suggest the 4 already suggested, and have no preference on the rest, so long as "gold for irons" is excluded as it is redundant.
>>
No. 985841 ID: 7a1a17
File 161087564673.png - (924.31KB , 1636x2233 , 175.png )
985841

rolled 23 = 23

>The Edict is passed, and the funds are withdrawn from your treasury immediately to lay groundwork
>Before winter sets Silida agents execute the leaders of resistance in Voo Emesu. Following a last stand by stubborn imperialists, the province is annexed
>Rokof leads an army into Vek Sota, hiring scores of mercenaries to cover his flanks. The border of Vek Sota erupts into war as entire clans of Gulpa and Rezan families are drawn to the conflict
>>
No. 985842 ID: 7a1a17
File 161087695310.png - (870.06KB , 1636x2233 , 176.png )
985842

rolled 25 = 25

>The Festival of Chains- A traveling group of musicians, actors, entertainers, and merchants who make their living buying and selling the labor force of Great Families arrives in your territory. Their arrival is always a grand affair as they put extra effort to drawing the civilian and slave populations alike to watch their plays, listen to their songs, and sample exotic delicacies letting them live as the Great Families for a few days, or until their purses are empty.

>For you, this presents an opportunity to buy slave stock from Great Families who are often much better trained...alternatively you can play the host to the Festival, letting them set up in your city in exchange for a cut of the profits...

>>Sssoolaku informs you that while the edict is in effect, funds will deducted to pay wages AFTER the season's ending and income will remain unaffected

Turn 30
Food(in tons):18
Industry:23
Kushel(money):950 (+750)
Inertia: 595(+95)
Influence: 5 (+5)
Prosperity: 40% (-5)

Holdings :Tamos-[City] (9,3)
[Garrison]
[Library]
[Trading Post]
[Metallurgist]
[Closed Sewage]
[Scribe's Retreat]
[Undercroft]
[Fertile Field - Textiles] (1C,1S)
[Workshops](2C,1S)
[Full Hatchery]
[Shrine to Dof-ka]
Walled Garrison -[2 Kobold Tunnel Fighter], [3 Kobold Skirmishers] [4 Gulpa Auxilliary], Sagura(1 Spear)
[City Hunter's Guildhall] - 2 turns

Sazoga - [Stronghold] (8,2)
[Garrison]
[Tovaru Barracks]
[Taxing Office]
[Trading Post]
Walled Garrison: 2 Axe Tovaru, Sagura(Repeaters), 2 Gulpa Auxiliary


Assets
Cleared Land [Fertile Field - Crops](3 turns)
Gemstone Deposit(Unworked)
House of Eyes (Ralkoval)

Armies:
-Defending Ozuva-
Tavurik 1st Leklos [Aligos |1 Axe Tovaru, Sagura(2Sword, 2 Repeating Bow, 2 Spear)] [7/7]
-Laying Siege-
Taruvik 2nd Leklos [Avyaga | Axe Tovaru. 6 Sagura(2 Spear, 2 Repeater, 2 Sword)][7/7]
The Falling Wall (Rokof)
The Bane of Sovokol (Mercenary Company)
-Idle-
Lady Kavonika



>Consult Your Family(no cost) - speak with Ssoolaku, or other family members for their input. Alternatively attempt to form bonds between family members. A strongly bonded family member is less likely to defect, or jump to your rescue if an assassin gets close enough to stick a knife in your ribs...
>Enact Policy: (-100 Inertia) - Consult Soolaku
>Raise Army/Train Soldiers/Replenish troops (Can be done multiple times but all counts as 1 action per turn)
>Raid - Launch a raid against hostile (or unknown) population centers for resources.
>Build Improvements - Build new structures in your cities or exploit resource nodes outside your city
Rapid Development Edict in Effect! [Select 1 Free Rushed Improvement]
>Scout the Land(Costs 1 action) - Search land for possible resource nodes, or any other possible surprises in Rezo.
>Diplomacy (Costs 1 action) - Contact a family and negotiate everything from trade deals to rules of engagement for war.
>Other (1 Action) - Anything you may think would be productive to the city

>The Festival of Chains is in Tamos! Shall you buy slaves(pay for slave pop increase), or host the event(1d100*100 Kushel gained during the event)?
>>
No. 985860 ID: 031458

Upgrade Sazoga to a City.
We've a lot of upgrades to build, and it needs the the infrastructure to support them.

Host the Event
Though buying slaves is tempting, we really are strapped for cash at the moment. Also our food situation is still tenuous at best.
Though I worry our nobles will react badly to us NOT buying slaves regardless. Let's take care of that issue.
We should have enough stockpiled inertia to manually enact 2 policies during the edict.
If we enact River Clan Sponsorship now, we'll be able to build it's Clan House through the edict next turn. We will be ready to purchase slaves the moment our food situation stabilizes in the spring.
>>
No. 985864 ID: df76b1

If we let the private market handle the acquisition of slaves, the overhead will be lower, and the tax revenues will be higher.

It's in our own interest not to meddle, and just collect revenue from the festival.
>>
No. 985977 ID: 094652

Host the event; we need money or we'll go broke. Still, you should try to regulate the business; do audits and make sure the slaves aren't whipped into learning new skills. If they are, you can get 'compensation'...

We should build some stuff; can we get a recap of our construction options?

... Want to draft a policy? If we get lucky we might find something to ease the costs of our Edict, or even more options. Maybe 2 choices this time though.
>>
No. 985988 ID: 031458

>>985977
Drafting a new one might not be a bad idea.

...though unless we get another inertia upgrade, we can only afford 2 manual policies this year, so it better be good!

It couldn't hurt to look, though.
>>
No. 986639 ID: 2971b8

We could do some scouting. We done ran out of landmarks.
>>
No. 986833 ID: 7a1a17
File 161235153586.gif - (2.13MB , 1400x1050 , 177.gif )
986833

rolled 22 = 22

You agree to host the Festival of Chains. In a matter of days the work crews disassemble their caravan and rebuild it as a dome that encircles a sizeable portion of the city. It seems you'll receive more than money from this. You'll also get protection from Shardfall this year. Elevated ramps form extra venues as the Festival entertains your people with exotic beasts, snacks and strange foods from across the kingdom, songs new and old, and plays in every style of Rezan theater all while parading their merchandise-scores of slaves from across the world(so they promise) all freshly marked with a Makag Karving glyph to ensure loyalty and obedience. Everyday people come back for more, fidgeting with their coin as they measure the costs against the benefits of a Makag Karved slave from who knows where, while the upper class lead chains of newly purchased property home. Though you see dozens of dancing slaves in colorful silks being lead away by new masters, you doubt their numbers will even put a dent in the deficit. A shame...

A few enterprising mercenaries choose this time to sell hostages to the Festival staff at premium prices and letting someone else deal with the hassle of enslaving prisoners. Merchants who were lucky enough to bring in a bandit(and lucky enough to survive a bandit encounter) haggle over prices for hours attempting to convince the strange Festival organizers that their disheveled criminals are worth as much as the groomed thralls on display. Even your own soldiers take part in trading in local criminals, though their coin disappears as quickly as they earn it.

>And then there's you, getting a cut of every transaction

--------------------------
>Enact new policy or draw old one?
>Building upgrade still not selected
>>
No. 986861 ID: 094652

Enact Disable Royal Infrastructure.
Build whatever generates the most cash now.
>>
No. 987302 ID: 031458

Disable royal infrastructure is a small boost, but a welcome one.

Build the Proving Grounds improvement in Tamos. It generates income and is doubly useful, yes?
>>
No. 987424 ID: ce39da

Disable Royal Infrastructure. It's a bloated carcass of a system that only survived this long because we had better options available to us at the time, and it got lost in the ensuing backlog.

The rushed improvement should ideally generate food and wealth, but I seem to have lost track of the available improvements.
>>
No. 987477 ID: 031458

>>987424
This post >>956706
Has most of our building possibilities.

We have 3 direct income buildings to choose from
Metalurgists (100)
Trading Post(250 125 due to 1 existing in city)
Proving Grounds (Undisclosed)

There are mid term ways of boosting income that we could probably do within the year as well.
The Gem Mine could produce valuable trade goods, but we need a Warehouse and either a diplomatic arrangement or River Clan Sponsorship to sell them.

We can boost our trade route income in a few ways.
Upgrading Sazoga to a City, implementing Found Trade Guild, and building a Guild house and Guild Warehouse.
Establish a relationship with Sarcra and extend the route there.
Completing our trade partners quests may also increase our income, or at the very least give us fewer headaches.
We need to Scout (Ozuva/Arglos Area) and eliminate the forest bandits.
We need to supply Vogu with either Gem or Gretling weapons. We have a stash we could give them right now.
On that last note, we could gain income by convincing Vogu to swear fealty, but that requires a regular supply. We'd need the Entice Craftsmen Policy, the Gem Mine, and a Weaponsmith, at the very least. Lore-wise the gems are hard to work with, so an additional requirement might pop up.
>>
No. 987483 ID: ce39da

>>987477
Alright, then I vote for the Metallurgist for the rushed improvement this turn; it's less of an immediate crisis, but we also took a hit to Industry.

> Completing requests.
Oh, yeah, come to think of it, we should send that Gretling equipment to Vogu already if we aren't going to use it ourselves. I assume the House of Eyes already has the insignia recorded for reference. (We even have a guarded trade route between our cities.)
>>
No. 987516 ID: fd2dfa
File 161294816957.png - (920.23KB , 1636x2233 , 178.png )
987516

Turn 31
SHARDFALL!
Tamos is protected this year thanks to the Festival of Chains and the entertainment keeps people's attention off the inhospitable season. Sazoga however enjoys no such benefits, and the strict rationing has convinced some to brave Shardfall than stay with you...
Food(in tons):18
Industry:23
Kushel(money): 1030 (+860)
Inertia: 445(+95)
Influence: 10 (+5)
Prosperity: 40% (-5)

Holdings :Tamos-[City] (9,3)
[Garrison]
[Library]
[Trading Post]
[Metallurgist]
[Closed Sewage]
[Scribe's Retreat]
[Undercroft]
[Fertile Field - Textiles] (1C,1S)
[Workshops](2C,1S)
[Full Hatchery]
[Shrine to Dof-ka]
[Proving Grounds]
Walled Garrison -[2 Kobold Tunnel Fighter], [3 Kobold Skirmishers] [4 Gulpa Auxilliary], Sagura(1 Spear)
[City Hunter's Guildhall] - 2 turns

Sazoga - [Stronghold] (7,2)
[Garrison]
[Tovaru Barracks]
[Taxing Office]
[Trading Post]
Walled Garrison: 2 Axe Tovaru, Sagura(Repeaters), 2 Gulpa Auxiliary


Assets
Cleared Land [Fertile Field - Crops](3 turns)
Gemstone Deposit(Unworked)
House of Eyes (Ralkoval)

Armies:
-Defending Ozuva-
Tavurik 1st Leklos [Aligos |1 Axe Tovaru, Sagura(2Sword, 2 Repeating Bow, 2 Spear)] [7/7]
-Laying Siege-
Taruvik 2nd Leklos [Avyaga | Axe Tovaru. 6 Sagura(2 Spear, 2 Repeater, 2 Sword)][7/7]
The Falling Wall (Rokof)
The Bane of Sovokol (Mercenary Company)
-Idle-
Lady Kavonika

>Consult Your Family(no cost) - speak with Ssoolaku, or other family members for their input. Alternatively attempt to form bonds between family members. A strongly bonded family member is less likely to defect, or jump to your rescue if an assassin gets close enough to stick a knife in your ribs...
>Enact Policy: (-100 Inertia) - Consult Soolaku
>Raise Army/Train Soldiers/Replenish troops (Can be done multiple times but all counts as 1 action per turn)
>Raid - Launch a raid against hostile (or unknown) population centers for resources.
>Build Improvements - Build new structures in your cities or exploit resource nodes outside your city
>Scout the Land(Costs 1 action) - Search land for possible resource nodes, or any other possible surprises in Rezo.
>Diplomacy (Costs 1 action) - Contact a family and negotiate everything from trade deals to rules of engagement for war.
>Other (1 Action) - Anything you may think would be productive to the city
>>
No. 987517 ID: fd2dfa
File 161294818678.png - (964.14KB , 1400x1050 , 179.png )
987517

The siege of Uvangto Kolchaff has come to a head. The secondary emplacement has been breached and Avyaga moves as many warriors as as she can before Shardfall puts the siege on hold. However she didn't realize the rebels had something almost as deadly as the dreadshards: Azasahifamussal. These are one of a number of Jassanid caste bred specifically to serve as the elite guard of the Sirassar. The Azasahifamussal are some of the biggest examples of Jassanid caste-breeding, towering over your soldiers, sporting six arms, six eyes, and are resilient enough to hold back the tides all to protect their charges. Most Sirassar only have one, and they will fight to the death, which makes the capture of one alive a feat by itself. AND THESE REBELS HAVE THREE! HOW?! The massive lizards tear through your soldiers, and even the Bane of Sovokol suffer heavy losses as the Azasahifamussal impale Gorod and rider alike on their tree-sized glaives.

>Orders?
>>
No. 987573 ID: 87874f

...Offer triple what the rebels pay them?
>>
No. 987581 ID: ce39da

>>987517
> HOW?!
Probably more of Suzo's lost spoils.

... Holy crap, they've always been trying to put a conquering force together, haven't they?

> What do.
Are they blindly throwing themselves into the fray, or do they have some manner of restraint when you aren't actively assaulting their position? If the former, you should simply overwhelm them with projectiles and make sure Suzo doesn't get its spoils back alive this time. If the latter, tell them about the Sirassar egg you're raising; that it will be a more fitting leader for them than whoever it is that's leading this fort.
>>
No. 987585 ID: 094652

We still have that egg, right? What's the current hatching status, and will the Jassanids follow an unborn queen?

Well, this should help, in retrospect. Gather as much of the Jassanids' spilt blood as you can and smear it all over the egg.
>>
No. 987588 ID: 031458

They are nigh invincible grouped up like that. Separate them though and they are just big targets.

Mass fire from multiple directions with the repeaters.

Have one repeater regiment coordinate with the Falling Wall to draw one or two toward Rokof's forces.

Have Avyaga take personal command of the Tovaru regiment and bind the Bane of Sovokol to her, along with the spear regiments and a repeater regiment.

Position opposite of the other repeaters and begin firing in unison to draw them apart.
Have the spear Sagura surround but not directly engage. Have them keep some distance, attacking only opportunistically.
Have the Gorod focus purely on dog-pileing a single target. This method of restraint isn't intended to capture, merely make vulnerable to nearby troops.
Avyaga and the Tovaru's roll depends on weather 1 or 2 decide to split off this way. If it's 1 they direct the battle and attempt to critically wound the Azasahifamussal as they are made vulnerable by the gorod.

If two are drawn, a deadly dance begins. Avyaga and the Tovaru will focus on occupying the unrestrained jassanid. Instead of attempting to slay it outright they will fight as safely as possible in order to buy time until another jassanid is defeated and more soldiers join, be they from the Bane of Sovokol or The Falling Wall.
>>
No. 987599 ID: d95f41

These guys seem to be unbeatable in melee but no ranged defense. So have the Bane peel off and clear out the top floor where they are still useful, then position our ranged there while some expendable units keep the jassanids busy.
But try to cripple rather than kill. We should try to capture at least one alive. If anyone should get karved, it’s these guys. Imagine having them in your army, you'd walk all over the royalists.
The mangled bodies of the others will throw Suzo off thinking they were slain while we took the uvangto
>>
No. 987791 ID: df76b1

Alchemy comes to mind. Their physiognomy is different enough that someone with enough knowledge could maybe brew up some effective poison.

And we don't even have to kill them. Just wounding one will drain a lot of their limited supplies.
>>
No. 988272 ID: 7a1a17
File 161351843203.png - (252.48KB , 1400x1050 , 180.png )
988272

rolled 44 = 44

Avyaga doesn't know about the egg, so she cannot use that tactic. Not that the jassanids seem to be in a talking mood.

So she opts for divide and conquer. The Falling Wall lure one down the hall, where repeaters are positioned to pelt it with a hail of bolts, while the Falling Wall coordinates with Rokof's people to bring down another. Which leaves the blue one to your soldiers.

As it is encircled, the jassanid is fed fodder troops to keep it preoccupied, not realizing it is being separated. When it's done with its massacre, the trap is sprung. Repeaters pierce its hide, and distract it long enough for the great axe in your Tovaru to disarm it...mostly. It is still a deadly weapon with its bare hands, the large arms batting soldiers away like toys...
>>
No. 988275 ID: 7a1a17
File 161351890820.png - (535.02KB , 1400x1050 , 181.png )
988275

Mild Failure
By the time the Azasahifamussal collapses, it has cut through nearly half your Tovaru, and the repeaters have taken their share of casualties in a final gesture of defiance. Taking Kolchaff has indeed been bloody work. But it's still not over.

>One Azasahifamussal captured
>Avyaga has lost contact with the forces dealing with their own jassanid[Bane of Sovokol, The Falling Wall, 1 Repeater Sagura]
>Strategy?
>>
No. 988276 ID: 094652

Start by reinforcing the bindings on your captive Azasahifamussal, then interrogate them about the weaknesses of their siblings. Promise that you will attempt to capture rather than kill if they comply - and that you will torture them to lure the others if that prevents your soldiers from being slaughtered.
>>
No. 988365 ID: 031458

Secure a perimeter and get someone on top of one of these walls for a better view. Maybe climb one of those gargantuan weapons.

We need to rejoin with The Bane of Rokovol, but securing the VIP comes first. It must not fall back into enemy hands. Keep few soldiers near it at all times. Should we be ambushed, the option is of killing it should be on the table.
>>
No. 989561 ID: 7a1a17
File 161459525721.png - (280.94KB , 1400x1050 , 182.png )
989561

The interrogation goes poorly. It stares down the torturers as they demand he comply. When they cut into the jassanid flesh, it makes a rumbling chuckle and nothing else.

There are echos of battle coming from the East and North halls, as well as above. Avyaga can reinforce one, or two if she had proper coordination(which she doesn't)

>The East Hall
>The North Hall
>Send forces above.
>>
No. 989563 ID: 094652

Above
>>
No. 989607 ID: 031458

Above.
If that fighting bleeds down here on it's own were kinda screwed. Meanwhile, if we secure the high ground, we'll be in a good position to take the halls afterward.
>>
No. 990529 ID: 7a1a17
File 161537078119.png - (548.03KB , 1466x1200 , 183.png )
990529

Avyaga leads a contingent of her surviving soldiers upstairs. It's total chaos. There is no organization to the battle, just groups of soldiers holding out against others, corpses carpeting the floor with blood and no way to tell who is who. Aside from the center, where there is a tight knit group of Kovatu Royalists slaughtering anyone who gets too close. They bellow orders and encouragement, though if they have any affect on the battle is pure conjecture. Their deaths however could mean an end to the fighting...

She can make out the armor of the Falling Wall. Rokof's men, at least some of them, made it here.
>>
No. 990887 ID: 031458

Surround the group, tighten the formation inward, and have your men sing songs of victory as in unison. Eclipse their voices and their skill with the cold numerical reality of the battlefield.

I don't expect them to go quietly, but if even one could be taken alive, they'd make a fine bodyguard or instructor, with the correct carvings, of course.
>>
No. 994104 ID: 7a1a17
File 161726229759.png - (1.22MB , 1600x1200 , 184.png )
994104

The Falling Wall circle the Kovatu. They make a brave front, but surrounded from all sides, they are slowly cut down one by one to the blades of experienced warriors, slashing and cutting in time to their war songs. A shame to lose such warriors but such is the game the families play...
>>
No. 994105 ID: 7a1a17
File 161726233084.png - (658.46KB , 1636x2233 , 185.png )
994105

>Uvangto Kolchaff has fallen!
Your banner flies over the fallen uvangto, declaring to all you no longer heed the laws of kings, and dare your opponents to take it from you. What matters now is what Avyaga does.

>Secure the fortress for occupation. Anything that doesn't surrender will be cut down, or left to the mercy of Shardfall. Remaining enemies will be killed. Kolchaff will be defended from attacks
>Scour the fortress. Find every hidden enemy soldier and have them surrender or killed. Some prisoners may get away, some may be captured, depending on roll. Kolchaff will be open to attack as soldiers will not be on the walls.
>>
No. 994134 ID: 031458

Tempting as it is, spoils are not our prize here. The security this place brings is.

Cut down any fool who still dares raise a sword against us, present forth those wise enough to surrender, and Secure the fortress.
>>
No. 994135 ID: dad7c6

>>994105
Security, everything else for now is secondary until the place is locked down.
>>
No. 994175 ID: df76b1

Secure it is. We fought dearly for this place, and won't be giving it up soon.
>>
No. 996459 ID: 7a1a17
File 161856304974.png - (873.89KB , 1636x2233 , 186.png )
996459

Turn 31
Food(in tons):23
Industry:23
Kushel(money): 3290 (+2260)
Inertia: 540 (+95)
Influence: 115 (+105)
Prosperity: 42% (+2)

Holdings :Tamos-[City] (9,3)
[Garrison]
[Library]
[Trading Post]
[Metallurgist]
[Closed Sewage]
[Scribe's Retreat]
[Undercroft]
[Fertile Field - Textiles] (1C,1S)
[Workshops](2C,1S)
[Full Hatchery]
[Shrine to Dof-ka]
[Proving Grounds]
Walled Garrison -[2 Kobold Tunnel Fighter], [3 Kobold Skirmishers] [4 Gulpa Auxilliary], Sagura(1 Spear)
[City Hunter's Guildhall] - 2 turns

Sazoga - [Stronghold] (7,2)
[Garrison]
[Tovaru Barracks]
[Taxing Office]
[Trading Post]
Walled Garrison: 2 Axe Tovaru, Sagura(Repeaters), 2 Gulpa Auxiliary


Assets
Cleared Land [Fertile Field - Crops](3 turns)
Gemstone Deposit(Unworked)
House of Eyes (Ralkoval)

Armies:
-Defending Ozuva-
Tavurik 1st Leklos [Aligos |1 Axe Tovaru, Sagura(2Sword, 2 Repeating Bow, 2 Spear)] [7/7]
-Laying Siege-
Taruvik 2nd Leklos [Avyaga | Axe Tovaru. 6 Sagura(2 Spear, 2 Repeater, 2 Sword)][7/7]
The Falling Wall (Rokof)
The Bane of Sovokol (Mercenary Company)
-Idle-
Lady Kavonika

>Consult Your Family(no cost) - speak with Ssoolaku, or other family members for their input. Alternatively attempt to form bonds between family members. A strongly bonded family member is less likely to defect, or jump to your rescue if an assassin gets close enough to stick a knife in your ribs...
>Enact Policy: (-100 Inertia) - Consult Soolaku
>Raise Army/Train Soldiers/Replenish troops (Can be done multiple times but all counts as 1 action per turn)
>Raid - Launch a raid against hostile (or unknown) population centers for resources.
>Build Improvements - Build new structures in your cities or exploit resource nodes outside your city
>Scout the Land(Costs 1 action) - Search land for possible resource nodes, or any other possible surprises in Rezo.
>Diplomacy (Costs 1 action) - Contact a family and negotiate everything from trade deals to rules of engagement for war.
>Other (1 Action) - Anything you may think would be productive to the city

Your soldiers perform a sweep to secure Kolchaff. The remaining Azasahifamussal are discovered dead, one is surrounded by dead kovatu, the other was blasted apart by the chained Karvers.

Your soldiers begin to secure the new prize against Shardfall. The question remains. What shall be done with the survivor?

>Secure him for interrogation
>Arrange a deal with Rokof for Soul Karving
>Turn it over to Sagla for a payout.
>>
No. 996497 ID: 031458

>Scout the land.
The woods east of Ozuva have been harboring royalist bandits for some time now. They've been attempting to disrupt our trade route and raid Ozuva, forcing us to sit an army there indefinitely.
They are likely quite dug in by this point, but leaving it be will only make things worse.

----
Arrange for a Soul Karving. We'll get our interrogation AND a shiny new asset.

----
With Kolchaff taken our supplies should no longer be strained. Open the storehouses! TONIGHT WE ALL FEAST!
>>
No. 996516 ID: 094652

Bond a little with your generals.

Soul Karving. I don't want him to break out or come back under a new banner with a vengeance.

Use our free policy on something food related to celebrate the victory with more meat.

And invest in some stronger defenses. Start by building a fail-deadly sewer so we have pre-planned defenses against a second wave of underminers.
>>
No. 996607 ID: 031458

>>996516
If you want better defenses there is an Anti-Shirsk Construction policy we can enact, and then upgrade.

If you are trying to prevent bad shit from happening in general, we are currently experiencing a slave shortage and a genealogy crisis. Slave shortage can be solved by either passing Gold for Irons and buying some, or passing River Clan Sponsorship, building their Clan hall, and then buying some. We could raid, but we've no soft targets in province so raids will be extremely expensive.

Genealogy Crisis requires working with Soolaku and/or family to formulate a solution.
>>
No. 998068 ID: 7a1a17
File 161960070802.png - (667.46KB , 1600x1200 , 187.png )
998068

An allied scouting party from Ozuva with one of your own patrols follow trails of a broken camp, hastily covered up. Shardfall would have destroyed it completely had you let it. Instead it gives them a trail to follow

>Tonek identified – Bandit Stronghold
While it flies the colors and symbols of a Deinokan officer's family, the ragged state of the flags, the ramshackle defenses, and the uneven kit in their patrols tell a story the colors try to hide: these are lowborn bandits. Perhaps they stumbled on a cache of supplies meant for a royalist. Perhaps some disgraced officer has thrown their lot in with them with promises of titles and pardons. Whatever the reason, some bandit gang amassed enough numbers and power to capture a city. They have turned what was once a trading post between Vot Tikve and Vek Sotao into a military encampment, though that is being generous. The only 'military' part is the city itself. The barricades and walls placed around it scream of amateurish work. Bandits skilled in ambush have no skill is siegecraft. What they lack in knowledge, they'll no doubt make up in numbers. To take a city speaks of vast stores of manpower, and prying them out will be a challenge.
>>
No. 998069 ID: 7a1a17
File 161960075142.png - (705.04KB , 1400x1050 , 188.png )
998069

News of Kolchaff's capture reaches your stronghold. A feast is held to celebrate this momentous occasion. Expensive liquor is brought out, delicacies prepared, and specially trained slaves offered to all the guests. Your brother makes a number of toasts to you, backed up by your cousin to make sure everyone knows the victory is credited to you(+2 Prosperity). Kavonika celebrates with the family, and you note there is more enthusiasm there. Capturing an uvangto is as prestigious as it is-was-illegal. She's clearly seeing joining your family was one of the smarter decisions in her life.

Dao Hokowa is also invited to join, and while he politely refuses most of the comforts offered, the slaves are masters of persuasion. Even his stoic nature crumbles as they hand feed him morsels he never knew existed. The Tsang Naji is starting to see other benefits of working for you.
>>
No. 998070 ID: 7a1a17
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998070

A delegation from Makag is summoned to consult the karving of the Azasahifamussal. He carries all the self-importance someone from a Great Family normally has. After a few hours overseeing your prize, he comes to you with a price.

>The cost of soul karving the Azasahifamussal will cost 5000 Kushel
>Accept(downpayment now, the rest later)
>Refuse
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No. 998136 ID: 031458

If I remember correctly, the bandits are skilled with magical traps. They must have at least platoon of karvers.
Any assault on them will require Kavonika and an Experienced general. As we lack Chained Karvers, we'll need to rely on Hordes of Gulpa to overwhelm them again. Even more than last time. This will be messy without additional preparation, but I think we should take care of this by summer at the latest.

In the meantime Accept the Soul Karving deal. They are gouging us significantly, but simply keeping a disloyal Azasahifamussal prisoner is hazardous. I've no doubt they would happily sell that info should we refuse. With the siege over we should have the income to make regular payments, anyway.

As for Dao, With our new proving grounds providing him room to work, I wonder if there any further improvements he can think of.
Speaking of improvements, How long has the Development edict been in effect now? Are there building orders we need to direct? And what has the separate policy team been up to? With the siege and it's issues being in the forefront of everyone's minds, I've yet to hear a peep from them.
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No. 998158 ID: 094652

>5000 Kushel to brainwash a killing machine
Fffine, but only if the majority of your people vote 'yes'. This is going to come out of your colonies' coffers but it's like buying a giant pillaging factory that will generate four times its income over a period of twenty years.

Offer a long-term payment plan: 2,500 Kushel now, and 3,600 (44% profit of accounts receivable for them) paid in installments of 300 Kushel per season, with an opt-out discount of 15% (if we pay more than what we agreed to pay per season, we get a discount). In return, they send an intern to check in on the Soul Karve every two seasons for the next three years, make sure it's working as intended. Buyer's remorse is applied if something screws up and it's not your fault.
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