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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
675 posts omitted. Last 50 shown. Expand all images
>>
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
File 161960078127.png - (832.43KB , 1600x1200 , 189.png )
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
>>
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.
>>
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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