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You have always wanted to be an emperor. That ambition has burned dimly in the past, tempered by reality. Now the opportunity to realise your ambition has arrived and you are determined not to let it slip. Now is the time to build your empire and become an emperor.

Last Thread: You are the knight, Talon York, and you are an emperor, but not the emperor… yet. Last thread you visited the Archangel Raphael and learnt more about yourself. Now you have to manage the next seven months of your empire.

Previous Threads: http://suptg.thisisnotatrueending.com/archive.html?tags=Aspiring%20Emperor%20Quest
Userscript for Suptg with quote previews/backlinks (not my work): https://greasyfork.org/scripts/2065-sup-tg-archive-quote-functions
Twitter: https://twitter.com/AspirationalQM
Master Pastebin (links to all pastebins for AEQ): http://pastebin.com/6Su7M3fh
GDocs Empire Spreadsheets: https://drive.google.com/folderview?id=0B1Qxe-FljPXpdHpLRWFVUlVJaFk&usp=sharing#list
>no changes to bins

>some housekeeping
1. Next thread is on October 5th at 5:30pm EDT. Start time is earlier due to DST starting in Australia.
2. There is no story content in this thread.

Rolls are d20 and the best of the first three posters. I may sometimes ask for more dice to be rolled by each player, but same rules apply otherwise. Please quote the post you are voting for or rolling against. Note there are hard-to-replace points that can be used to offset failures in rolls. Please see the General Pastebin, linked through the Master Bin above, for more info and detailed dice rules.

>Now, without further ado
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>>35159278
So, this thread is different to all the past threads. This is just some votes and rolling around the timeskip to mid-August in preparation for the Shropham arc. I hadn’t planned on running at all until October with all the IRL stuff throwing me about but I want to get this stuff out of the way ASAP so that I can get all the bins and GDocs stuff up-to-date.

We’ll be tackling the results of the Termina campaign, financial and territory management, Harrowmont expansion, foundry and military production and some construction projects (canal). In that order, roughly. If you think there’s something else that needs to be brought up while we’re doing this stuff, bring it up. This thread will be pretty slow in general as I tackle lots of numbers behind the scenes but it also should only go for about 5 hours or so.

Note that I will sometimes be working in the latest public GDocs sheet (during the thread) to build some estimates for the next thread and financial year and they might not make much sense.

Let’s kick this thread off with some rolling for the Farun and Compagnon conquest. This will determine how resilient the two nations are to your assault and the casualties both sides take. If you had any ideas for how the assault should be handled, post them and I may incorporate them into the results if they’re good.

[DC13 Farun Campaign 1; DC13 Farun Campaign 2]

[DC12 Compagnon Campaign 1; DC11 Compagnon Campaign 2]

Please roll 4d20 for me.
>>
Rolled 1, 6, 11, 15 = 33 (4d20)

>>35159289
>>
Rolled 8, 5, 15, 14 = 42 (4d20)

>>35159289
>Roll

Okay...?
>>
Rolled 3, 11, 9, 7 = 30 (4d20)

>>35159289
>>
>>35159325
>>35159359
>>35159375

>these rolls

Farun was a disaster I see.
>>
>>35159325
>>35159359
>>35159375

We might need to take a personal hand in the Farun campaign.
>>
>>35159289
So, did we land assault forces in Compagnon by sea or teleport and then get caught to a standstill against Farun on two massive fronts, or did some small nation suddenly get backing from a neighboring power?
>>
>>35159498

I'm going to guess Farun got a little bit more aggressive after the whole Princess debacle. Which resulted in some blood shed, and hurt feelings. This is going to be fun dealing with.
>>
Looks like Lyyph is more competent then expected. He handled his front at least.
>>
Goodness that Farun. A crit fail followed by a normal fail.

I actually kinda like it. It's been forever since we crit failed.
>>
>give command to Generals and Lynn
>receive the same mixed results we always do

I just wanted a blow out, why must life be so cruel.
>>
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This will probably be the only IC write-up in the entire thread.

>Farun Campaign 1: Dramatic Failure; 1, 8, 3

For an otherwise peaceful nation, the violent reaction Farun showed to Finn’s daring kidnapping of their favoured princess showed that the Terminan culture of decades past hadn’t faded. Rather than meekly surrendering or losing morale, the nobles of Farun rallied their troops and conscripted many peasants in order to launch an insane raid into your territory. They no doubt thought they were taking advantage of Fuurin’s troops behind north of Farun but Lynn had left sizeable garrisons along your northern front.

The problem was that they were acting as a distraction as they raided Vitria with a small force in a futile attempt to save Princess Annette. Your spies and the knights of Vitria easily repelled the force that attempted to infiltrate the Certam spire. Their remaining forces in Craol, cut-off and failing in their goals, resorted to burning and pillaging everything they could and Lynn had to step in with Arail and bloodily destroy their force. They didn’t fight to the last, but it was close enough to cause you no small amount of pain – especially as you now couldn’t turn those troops to your side.

The silver lining of this cloud had been that such a bloody loss had forced King Henry’s hand. He was to surrender, according to your spies. Was. When news spread among Farun, some nobles enacted a bloody coup and assassinated the king. Karise’s spies successfully removed his two sons from the palace but the damage was done and Farun was to fight until the bitter end under a military dictatorship.

>continued (1/?)
>>
>>35159751
>some nobles enacted a bloody coup and assassinated the king. Karise’s spies successfully removed his two sons from the palace but the damage was done and Farun was to fight until the bitter end under a military dictatorship.

Well that escalated quickly.
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>>35159751
>Farun Campaign 2: Target not met; 6, 5, 11

Despite their losses, the new Farunese rulers conscripted widely and attempts to assassinate their leaders did not go so well as they decentralised. Killing one noble made little difference to the war effort. By the end of March, three and a half months after the campaign started, most of Farun’s initial military were dead and the nation under your thumb. Farmland lay in ruin, burnt to the ground as the Farunese retreated. The city was half a ruin, having been devastated by a two-week siege as you had to make Sala and your HMKs available to Lynn so that she could clean out the insurgents.

>Compagnon Campaign 1: Target met; 11, 15, 9

Lyyph’s defense against Compagnon went well, however. He managed to continue cleaning out the remaining nobles opposing yours and his plans even as he repelled the continuous raids by the foe. Casualties on both sides were relatively minimal as he prepared his nation for both an assault on Compagnon and a handover to your rule.

>Compagnon Campaign 2: Target met; 15, 14, 7

With Farun conquered, Lynn deployed much of her force to assist Lyyph’s at the same time as Termina fell under your rule. It was a relatively simple affair in both cases. Compagnon’s mercenaries were swiftly captured in a daring assault, leaving the merchant’s without any forces capable of repelling you. By mid-April, Compagnon surrendered.

Bloody conquest in Farun. A peaceful handover in Termina. A boring surrender at Compagnon. Not too bad, overall. Not as good as you had hoped, particularly with your wealthiest new territory in Farun being under martial law and still containing pockets of rebellion.
>>
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Alright, so that screwed with my financial stuff a little bit.

FINANCES

Before any new expenses, you'll be ending the financial year (end of March) with about 500TBY. Farun had little money to seize and there was little to collect in agricultural tax with the war escalating the way it did. Termina had some small debts you had to assume to subsume the nation (which you covered reluctantly).

Assuming you manage to restore some order to Farun over the next year, you'll have a positive 1200 cashflow, meaning you have approx. 1800TBY to spend over this next year before you go into the red.

NEW TERRITORY
The first order of affairs is determining how to divvy up your territory and what to do with Lyyph.

For territory, the two proposals so far are to have the entire Termina region as one state. The other was to have Farun under Vitria as they might be less bitter over the situation than if they were ruled by Termina. The latter might make Lyyph unhappy if he's to be governor of the new state.

As for Lyyph, you could either leave him as governor of the Terminan state or you could do something else with him. He seems to be happy as governor of the large state or would want a similarly good position elsewhere (cabinet etc).

>Discussion time while I prepare some numbers for the Harrowmont stuff
>>
>>35160065
Well, we definitely need soon to calm the peasants. Seems like Annessetts just got the job. I think the extended vitria plan is a requirement now.
>>
>>35160065
Um, given the extreme situation of their conquest, is it still thought that living under Vitrian rule would be less bitter for the people of Farun?
>>
I think it makes sense to still pair Farun with Vitria as its own governance. We'll need to install our own bannermen there though to help things get back into place. The use of the previous royal family will help a lot to get people back on our side. Allowing them the degree of autonomy like that would also please them and show a degree of respect. The area has a lot of potential for cashflow still, and Vitria currently holds the best position to exploit the newly opened up land and remaining infrastructure.
>>
>>35160117

Seconded. Everyone needs a healthy helping of calm the fuck down. Using the old royal line in a power position will get people to rally behind them.
>>
>>35160065
Lyyph is just going to have to live with it, we can use the unusually bloody pacification and the need for better control as an excuse to take the province away from his rule into one of ours.
>>
For Lyyph I'd prefer to just give him the reigns over the Termina/Compagnon state, which we could probably just call Termina. It'll be less then he wanted, but he'll have to learn to deal.
>>
>>35160065
Question, assuming Farun is still a mess next year how bad a hit would our finances take and how are they doing on food? It sounds like we have the makings of a long term humanitarian crisis on our hands.
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>>35160201

Motioning to creating Imperial FEMA. Only less buttfuckingly incompetent.
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>>35160065
Can we just kick him off a cliff somewhere?
>>
>>35160245
Actually, given that we've got belligerent dragons and the like running around this setting creating a FEMA equivalent is probably a good idea.
>>
I don't see much reason not to put Farun under Vitria right now. The money that sits in Vitria would be put to good immediate use in rebuilding the area, more then we can dedicate at present moment at least.
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>>35160297

Imperial Emergency Management Agency. IEMA

Fund it.
>>
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Well, looks like the Vitria/Farun thing is practically unanimous. Anybody opposed to just making Lyyph governor of Termina/Compagnon?

>>35160201
Well, the population has dropped a bit with the war and you had some reserves so they're fine in the short-term in terms of feeding themselves.

If you get things back under control, food won't be a problem. If it stays out of control then you'll lose about 250TBY in profit and you'll lose about 1000TBY in food production (meaning Farun will be dependent on other parts of the empire for food). Plus there'll be population and economic decline and potential for more rioting etc.
>>
>>35160065
I like lypph, I want him in our cabinet to keep working for us.

If we want to palm him off though, then we either set him up as governor of
>Termina and Compagnom
or
>Termina and compagnom and farun

We should spend to finance direct aid to the people, reconstruction, etc. having our soldiers help rebuild. Especially considering we never burned any of it in the first place but the nobles did to deny it to us out of spite. Hopefully we can spin this with some PR.

Any noble house that directly participated in that scorched earth nonsense and the coup should have their assets seized and given as financial aid to those whose homes and farms were damages.

While at it, have taira heal anette's brother and the two of them can take some middling government
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>>35160395
>If we want to palm him off though,
by that i mean if consensus goes against me and tg votes to palm him off. but so far i only saw good things from the guy.
>>
>>35160369
>Anybody opposed to just making Lyyph governor of Termina/Compagnon?
Nope. Sounds good to me.

The Archduchy of Vitria & Governance of Farun is suitably ridiculous long name.
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LYYPH VOTE
>1. Governor of Termina/Compagnon
>2. Cabinet advisor
>3. Get rid of him
>>
>>35160510
>1. Governor of Termina/Compagnon

That said I wouldn't mind him being on our council a bit as well.
>>
>>35160510
>1. Governor of Termina/Compagnon
>>
>>35160510
>1
>>
>>35160510
1
>>
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Alright, so it's Harrowmont time. Lyyph is governor of Termina.

I've been working with architectanon on his idea for how to expand Harrowmont with a third wall and his star-fort-esque design. We've come up with two proposals but these aren't final. If people want something completely different then I can work with that.

Pic attached is architectanon's proposal. The canal within the walls and the bastions along the middle wall (the Crown Wall) are in both designs.

The bastions are basically just huge wall sections that must be breached before they can easily get inside the castle. They can be sealed off in a siege and can mount siege weapons. There are also sally ports in the cliffs.

The canal has two tunnels through the cliff faces running out into the plains where small drop-off locations and warehouses can be.

Architectanon's plan is to have a big hill/incline between the the new Lower Harrowmont development and the Crown Wall. It would be uninhabited and for defensive purposes it would have a 15m high platform wall at the bottom (the green line).

>continued
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>>35160712
>dat pic
I've never had such a raging boner for architecture before in my life.
>>
>>35160712

Could we have towers build higher up into the cliffs, possibly slightly further forward from the walls to provide extra space for archers/mages and to act as a deterrent for trying to skirt the walls to avoid the bulk of the bastions...
>>
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>>35160712
Oh, and the current Harrowmont plan complete with legend is at:
>>35159751

Pic attached is my alternative proposal for the expansion. The main difference (apart from the unexplained fact of the outermost wall being closer to the keep, which I literally just noticed) is that instead of a big uninhabited hill in the new outer section there is instead a series of terraces.

Basically, those brown lines are 6-8m high stone retaining walls that hold up each terrace. The terraces will be occupied by houses, commercial, industry etc. It loses some defensive capability in that the Crown Wall cannot rain hell on attackers inside the city as easily but instead the attackers must navigate through the city itself and you get more people.

Current pop of Harrowmont is 16k with garrison. The hill plan can support about 43k without accounting for additional garrison space. My terrace plan supports about 48k (maybe more if the outer wall is in the proper place?).

Again, people can propose additional ideas (like building into the cliff faces) or big changes. I'm keen to hear people's ideas for expanding Harrowmont (including if they don't want to).

>Discussion time
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>>35160510
>1
>>
>>35160806
>(apart from the unexplained fact of the outermost wall being closer to the keep, which I literally just noticed)

I did that to keep the additional population support within the 5k range. That's about the only reason, I thought I mentioned that, my bad.
>>
>>35159278

Sweet, the quest is live!

Here, have something people drew in a drawthread.
>>
>>35160806
If we do aspirational's plan we can just extend the keep wall again. Keep on adding levels until it gets a Minas tirith feel,
If we do arcetech anons plan we can grow food or turn the land into emergancy room for evacuees.

Frankly, we shouldnt underestimate the benefits of a larger population, it would make life allot easyer for future building projects, and allow for a bigger garrison size.
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>>35159278
>>35160864

And another one, because I won the drawfag lottery that day.
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>>35160806
I think I like the terrace idea better. There's an additional psychological factor in play that makes the city FEEL more defensible that will play into both the minds of the citizens and any potential invaders.

Also it winds up making the city seem more like Helm's Deep which gives me a big ol' nerd-boner not unlike >>35160787
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>>35160876
Not to mention draw focus to harrowmount as opposed to Rens village
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>>35160890
>>35160864
WOOOO!
>>
>>35160806

having some concealed firing positions in the cliffs flanking Harrowmont might prove useful in the case of breaking siege engines... after all, why defend all around when the enemy is directly in-front of you with no way round?
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>>35160896
>Helm's Deep
Oh man I fucked up. I meant Minas Tirith like >>35160876 said.
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>>35160876
>If we do aspirational's plan we can just extend the keep wall again. Keep on adding levels until it gets a Minas tirith feel,

I've got another design doc I'm working on that includes additional layers for both plans. Because I'm insane.

I personally have no preference. Just wanted to introduce two different types.
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>>35160788
So you mean to basically build fortifications up atop the bluffs? That could be done. It could potentially be part of expanding into the cliff section near the keep or it could just have lifts going up.

Or do you mean to just build some standalone towers atop the bluffs near each wall?

>>35160928
Tunneling into the cliffs and building fortifications in them, Dorf Fort style? ANd do you mean to extend them in front of the outermost wall? Or to place them along the cliffs inside the city?

>>35160860
Ah. You probably did and I just missed it.

>>35160864
That's a lot of fluffy tails.

>>35160890
Talon with fluffy tails? And a snout?

Pretty awesome, anon. I like them.
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>>35160939
An oft ignored part of Minas Tiriths design is the ring wall around pelanor fields. While not partic useful in long term defense, having such a building around harromount would help as a delaying tactic to buy time. Something we could install on a few key citys if we decide against building strong keeps in key positions.
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>>35160939
>Because I'm insane.
I love you and your insanity.
>>
>>35160788

Sticking to the walls is one of the harder parts to overcome I'd be interested in trying to magic something up with that. We could build a whole different military level on the cliff faces.

Combined with >>35160928, we'd prevent them from getting under the range of the higher towers/whatever.

We'd pretty much force them into awkward situations and open field.
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>>35161028

Something I need to get with Aspirational is the Greater Harrowmont area map, at some point here. Then we could plan out such walls, because a lot of the trip is down the mountaintious regions. Well placed delaying walls(maybe Fortress Walls?) could add to the sheer slog already coming with attacking Harrowmont.

>>35161057
And I'm glad for it. haha
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>>35160510
dammit i missed that vote

and what do people have against lypph? he surrendered to us instantly saying there is no point in even fighting us, merely asked that we will let him do something worthwhile, and he never mistreated the populace, only got rid of stupid and or corrupt nobles.
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>>35161151

Nothing? We kind of just gave him a state to run.
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>>35160959
Hey, while we're on city maintanence, how are we doing for sanitation infrastructure in Harromont and the other major cities in our empire?
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>>35160959
>Talon with fluffy tails? And a snout?

Nah, it's just a weird PoV, optical illusion. The flufyf tails are just chasing him, I think.
>>
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PLAN VOTE
>1. Terraced plan >>35160806
>2. Hill plan >>35160712
>3. Custom

I wouldn't mind a bit of elaboration from anons about building atop the bluffs and into the cliffs. Otherwise, I'll probably just work with architectanon with how we might do that.

>>35161185
Vitria has pseudo-modern plumbing in the spires. The rest of the city has public water reservoirs, baths etc that are maintained via subsidies for mages etc that ensure the water supplies are plentiful and of good quality. Darlesia and Taour work the same way, with wealthier areas having better sanitation, but aren't as good (particularly with less mages being about due to the war). Harrowmont has plumbing in the estates and keep and the same public system elsewhere.
>>
>>35161286
>2.

This is getting too complex for me.
>>
>>35161286
2

Basic plumbing should be everywhere... its bad to rely on magic with no fall back when you don't have to.
>>
>>35161286
1
>>
>>35161286
>2
>>
>>35159289
Few things. I was here on the first thread and the next several, up until the 15th or so. I really liked it but somehow had the feeling you were going to drop the quest, I think it was around the time a lot of QMs went missing. I stopped following since I was moving and wanted to focus on IRL problems of mine.
Very happy to see the quest is still alive, though very surprised you guys haven't conquered much yet judging by the map. I'll be reading the archive. Cheers Asp.
>>
>>35161286
A circular tunnel/road going through one end of the bluffs and coming out the other side would be neat. Especially if we put a heavy-duty security gate on each one. Could use that for secure storage and emergency shelter, and it'd be a great big jumping off point for further tunneling.

Maybe wait until we get some dorfs up in Harrowmont though.
>>
>>35161286
>1
>>
>>35161318
>Very happy to see the quest is still alive, though very surprised you guys haven't conquered much yet judging by the map. I'll be reading the archive. Cheers Asp.

We have actually, it's just that the world is a big place, and we also have to do things other than conquering like economics, building up what we already have, politicking, harem management, and touching all the fluffy tails.
>>
>>35161286
>1

But we might need to simplify the road plan a bit.
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>>35161364
>But we might need to simplify the road plan a bit.

But... That is simple.
>>
>>35161286
>2

Both sound good but then I remembered defense will be a lot easier once Talon can use god powers, thus making the higher population better imo.
>>
The only thing i can say about the road plan is it might be prudent to build in choke point stations instead of buildings so that should the level be breached folks arnt just trying to hold a road with no terrain advantage apart from a gentle incline.

Double them up as watch stations if 2 wins.
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>>35161286

For the cliff buildings, maybe something along the lines of a militarized version of these cliff dwellings?

Dig deeper in to hold the populace in case of siege/increase storage. The outside has elevated towers for defense and the only way in is a secure pathway from inside the crown/keep wall, with hidden passages to the bluffs as an escape route.
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>>35161411
Um, you voted for the wrong one then. Higher population is 1 (terraced plan) and more defensible is 2 (hill plan).

I accidentally reversed the order for the vote compared to how I posted them initially. Did that confuse anybody else?

>>35161430
I'm not quite sure what you mean. Do you mean to be fortify the roads as they run past each terrace or into the hill?
>>
>>35161286
>>35161411
Changing to 1 made a mistake.

>>35161477
Opps just got here, was trying to think and vote quickly before vote was over.
>>
>>35161378
Shh, it's okay ArchitectAnon. They're not a customer, you don't have to explain it to them.
>>
>>35161477
I was thinking like a square at the intersection with a small raised wall around it and simple wooden gates. stick a few plant pots, merchants, entertainers and a guard post in em during peace time, clear em out and use them as fall back points during a siege.
>>
>>35161477
That initially confused me but I figured it out before I voted. Good thing you linked the initial posts.
>>
>>35161518
Just spotted this and realized i did the same thing. Woops.

>>35161302
change to a 1 please
>>
Imma say the support in the thread leaned towards the Terraced plan. Which I actually put a lot more effort into, so that's fine by me.
>>
>>35161286

Towers built into the cliffs would be positioned in-front of the walls so that if an enemy managed to collapse the masonry, it would not damage the walls if it fell.
There would also be one or two towers placed between the wall layers to provide forward archery support if the outer walls fell...

Each section of cliff towers would run from the inner wall section to just before the next wall section so that if one wall falls, the inner defences are not compromised by it...

The DF style cliff fortifications should be concealed so that a surprise attack can be launched on Siege engines as they are being assembled... Then again, our ranged Hero units could probably destroy any siege equipment which the fortifications would be able to target...
though as the other Anon said it would fill in the minimum range of the towers...
>>
>>35161378
Hang on, did you use brown lines to indicate the terrace level walls/boundaries? Because if so sorry about that, it some of them look too much like the red for roadways to me.
>>
>>35161604

>Basically, those brown lines are 6-8m high stone retaining walls that hold up each terrace. The terraces will be occupied by houses, commercial, industry etc. It loses some defensive capability in that the Crown Wall cannot rain hell on attackers inside the city as easily but instead the attackers must navigate through the city itself and you get more people.

Yes I did. I tried to keep the colors different enough to avoid that, I might change it so they are more pleasing to the eye.
>>
>>35161585
So it'd be like between each wall there'd be a tower built into the cliff wall? So if a wall fell, the tower could still rain hell on that section of the city and the attackers would be forced to funnel in towards the center to avoid them
That's not a bad idea actually.
>>
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Short break while I have lunch. Sorry for the poor timing. Have to do the canal next so you guys can work out where you want to allocate construction resources and money.

This is a good time to bring up any other topics you guys want to discuss or vote on.

>>35161604
Yeah, the red lines indicate road boundaries (so two red lines indicates the causeway between them). Note that the scale of the map is pretty huge. Harrowmont is almost 1.5 square miles in size now (that's bigger than London in the... 1100s?). The only roads marked are major causeways, smaller roads and alleys are unmarked.

The brown lines indicate the location of the edge of the stone retaining walls or the cliff faces. Basically, walls that are 'natural' I think. ALso, those retaining walls are huge. Each wall is around 3 storeys and there are five of them. Then the walls themselves are 30m high... Harrowmont must be pretty terrifying.
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>>35161636
Yeah, I read that but being slightly colorblind apparently I missed two terrace levels. That's on me for not thinking to zoom in enough, sorry for the confusion.
>>
>>35161636
All we need is to lock some drawing in a basement somewhere and make them draw Harrowmont
>>
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>>35161699

My notebook has some drawings of the architecture of the city itself, and the sprawl. Let me tell you, this is zoomed out pretty far, we'd never get a proper drawing.

Also this is a zoomed in area I've been working on for the Order of the Leaf.
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>>35161699
>drawing

Typed faster than I could think should be

>Drawfag
>>
>>35161733
Oh, so that river at the bottom is less like a moat and more like the Hudson river then?
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>>35161793

It's the canal itself, Aspirational mused at one point it was a 15mx3m river. So that is what I've been working off of. So yeah it's a fairly sized river.

As a note, we had worked on an alternative plan using the canal as a moat, but scrapped it due to a lack of benefits.
>>
>>35161824
You mean 15 meters wide and 3 meters deep?
>>
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So the main problem with construction right now is how to allocate resources. I’m trying to simplify it a bit and I’ll explain how I’m doing that now. For those people not interested, just skip down to the last paragraph before the vote (next post) where it simply offers the trade-offs very openly.

You now have an Imperial Engineering Corps. I’m not sure of the structure of it (e.g. to what extent private ownership or operation comes into it) so people can feel free to throw around some ideas that I can include in the narrative. The job of the IEC is to build your big projects. Each IEC team is worth one Gnome (at her current level), which I simplify to be a GU (Gnome’s construction effort over an entire year) and consist of mages, elementals, engineers, expert labourers etc. The equivalent of an IEC team is 5000 labourers (including some engineers, foremen, draught animals etc).

For financials, the IEC is effectively cost-free but you’ll always have a limited number of teams that grows with your empire (you can invest or make deals with other nations to try to increase this). So if you want to build faster than your current IEC teams let you then you’ll need to hire labourers at a much higher cost (about 200TBY per year for 5000 labourers, equipment, food, shelter etc).

The upshot of all of this is that you have 3 IEC teams plus Gnome (who is often doing other things). You currently have two major construction projects. These projects have certain fixed costs (special materials, usually) plus the yearly costs of any additional labourers you hire. Everything else is just time as your IEC teams can conjure most materials for construction. So the faster you want both of these projects done, the more expensive it becomes.

>continued
>>
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>>35161995
Now for the actual trade-offs: The canal has a fixed cost of 250TBY; the Harrowmont expansion has a fixed cost of 50TBY. Harrowmont will be expanded at the same construction speed as the canal is constructed if you don’t spend extra resources on it. The canal will 3-4 years if you hire no extra labourers. If you hire an extra labourer team for two years (200TBY per year) then you’ll get it done in 2-3 years (shaving off a whole year). If you hire an extra labourer team for Harrowmont, you’ll get it done within a year (done by the end of March, 1954) – that’s 200TBY for one year.

Note that you have approx. 1700TBY to spend this next financial year (though this will change as circumstances change).

CANAL VOTE
>1. Spend no extra resources and construct the canal in 3-4 years. Fixed cost of 250TBY in the first year but no other expenses.
>2. Spend an extra 200TBY over the first 2 years and construct the canal in 2-3 years. Costs 450TBY in year one, 200TBY in year two and nothing after.
>3. Don’t build the canal now (and forfeit all military and economic benefits, plus annoy Alyce for going back on your plans).

HARROWMONT VOTE
>1. Construct the expansion in-between canal construction. Takes the same amount of time as the canal does (whatever that is from the vote). Costs 50TBY in the first year and nothing else.
>2. Spend an extra 200TBY and construct the expansion in one year. Costs 250TBY.
>3. Don’t expand Harrowmont now.
>>
>>35161995

Could it be that there are a set number of state owned IEC teams, but there is a percentage of the organisations budget set aside for hiring external contractors to do work either in times or crisis or when there are more high importance jobs than there are official teams,,,
>>
>>35162074
>1. Spend no extra resources and construct the canal in 3-4 years. Fixed cost of 250TBY in the first year but no other expenses.

>2. Spend an extra 200TBY and construct the expansion in one year. Costs 250TBY.

>>35161982

Yes I did. Sorry about not clarifying. I'm sure it's deeper and wider in certain areas, but for the most part that is what I'd expect it going through Harrowmont to look like.
>>
>>35162074
CANAL VOTE
>2. Spend an extra 200TBY over the first 2 years and construct the canal in 2-3 years. Costs 450TBY in year one, 200TBY in year two and nothing after.

HARROWMONT VOTE
>2. Spend an extra 200TBY and construct the expansion in one year. Costs 250TBY.
>>
>>35162074
so, canal goes from 3.5 years * 250 = 875 TBY
to 2.5 years * 250 + 200 * 2 = 1025 TBY

net cost of 150 TBY to shave off 1 year. (+/- a little since it can end up being 2 years, or can end up as 3 years)

also, when the canal is "finished" we intend to extend it to other territories, so its really never going to end
>>
>>35162074
>CANAL VOTE
>2. Spend an extra 200TBY over the first 2 years and construct the canal in 2-3 years. Costs 450TBY in year one, 200TBY in year two and nothing after.
>HARROWMONT VOTE
>1. Construct the expansion in-between canal construction. Takes the same amount of time as the canal does (whatever that is from the vote). Costs 50TBY in the first year and nothing else.
>>
>>35162074
>2. Spend an extra 200TBY over the first 2 years and construct the canal in 2-3 years. Costs 450TBY in year one, 200TBY in year two and nothing after.

>2. Spend an extra 200TBY and construct the expansion in one year. Costs 250TBY.
>>
>>35162074
2
1
>>
>>35162074
>1
>1
>>
>>35162074
2&2
>>
>>35162139
>also, when the canal is "finished" we intend to extend it to other territories, so its really never going to end
True, but I believe what Aspirational means is this being for the parts of the canal through our own current territory.
>>
>>35162074
>1
>2
>>
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>>35162139
No, no. The fixed cost for the canal is an up-front cost, not an annual cost. Hence why it says:

>Fixed cost of 250TBY in the first year but no other expenses.

Basically, the IEC is very effective and its costs are absorbed by your huge admin costs (seriously, your admin costs are 1320TBY per year - that's a lot). You only pay extra for special materials and that's typically just a one-off thing or you purchase extra labour at a high cost.
>>
>>35162074
Question for the future, assuming we Mal ends up creating a summoning focused Mage tower how easy would it be to commission civic/municiple summons to supplement our construction/maintenance forces?
>>
>>35162195
oh, I completely misread that. in this case I am changing my vote which I THINK is this post >>35162172
to 1, 1
>>
>>35162074
CANAL
>1
HARROWMONT
>2
>>
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Rolled 1 (1d2)

Canal vote is tied. Tie-breaker roll.

1 = Option 1
2 = Option 2

>>35162229
That would effectively boost the IEC by a team or two.

Foundry stuff coming up.
>>
>>35162369
So, we had a budget of 1800 TBY, we spent 300 TBY on the canal and harrowmont.
that leaves 1500 TBY, yes?

we should allocate max amount to army building
>>
>>35162229
>>35162369

Look at all of those empty slots in the Noble Manors district... So empty, just waiting for mages to take them over and build a tower for that sole purpose in them.
>>
>>35162409
Don't forget there's also funds that have to be funneled into rebuilding conquered areas. Farun, Taour, Darlesia, etc.
Then there's R&D to keep what military we do have ahead of the curve.
We also want to at least try to keep something in the bank in the event of an unforseen emergency.
>>
>>35162490
>Farun, Taour, Darlesia, etc.

Well Taour and Darlesia are done, unless we want to upgrade them. Farun will need our humanitarian efforts though. Yay money.

I'm all for dumping cash into military R&D.
>>
>>35162409
No, we have a projected budget of 1800 TBY, depending on how things go in Farun it might be significantly less (see >>35160369).
>>
>>35162490
the rebuilding of taour and darlesia has already been paid for and completed months ago
farun does need rebuilding though, so yes, that is an additional expense.

We are doing ongoin R&D so it might have already been counted in the expenses. then again, probably not since we got 3 machinists now
>>
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>>35160065
>1. & 2.

Alright, so that’s 500TBY this year and no other expenses leaving around 1200TBY (the 1800 estimate earlier >>35160065 was an addition error, which is obvious if you reread that part). Canal will be done in 3-4 years (which is pretty good for such a huge canal) and Harrowmont’s expansion within a year. The construction will be staged so certain parts will get done faster. I’ll try to work out what gets done by the timeskip.

FOUNDRY STUFF

So, the timeskip is until mid-August and you’ll have finished constructing your new AA factory by late April. You’ve also got two new machinists. The problem is that all three of your small foundries are full now and you’ll need to build more civilian factories (your six current factories are a little maxed out). You’ve got an MAA/Archer factory that is probably worth retrofitting for something else, though.

You also have an FMK template which takes up two slots and costs a mint to build. FMKs are expensive, too, even if they produce fast. Note that I am also simplifying construction times – foundries are constructed linearly now, for simplicity. They build faster, though.

FOUNDRIES

Vitria

5 factory slots
>Civilian factory (required)
>Civilian factory (required)
>AA factory (joint production)
>AA factory (joint production)
>MMK factory

Taour

5 factory slots
>Civilian factory (required)
>Civilian factory (required)
>HMK factory; Taouran design (bulky and blocky, purple)
>HMK factory (takes up two slots)
>MAA/Archer factory

Darlesia

5 factory slots
>Civilian factory
>Civilian factory
>AA factory (joint production)
>AA factory (joint production)
>MMK factory

>continued
>>
i think this describe's talon when he enjoys being an emperor or what ever you want to call him
http://www.youtube.com/watch?v=vcTlbi-dCjI
>>
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>>35162559
>Magitech Factories
Civilian Factory: 50TBY and takes 4 weeks. 1 slot.
New Factory (MAA, MMK): 100TBY and takes 4 weeks. 1 slot.
New Factory (2xAA, HMK): 200TBY and 8 weeks. 2 slots.
New Factory (FMK): 250TBY and 8 weeks. 2 slots.

>Foundry Expansion
Nothing to Small (+5 slots): 200TBY and 16 weeks
Small to Medium (+2 slots): 50TBY and 8 weeks
Medium to Large (+3 slots): 150TBY and 16 weeks

Basically, you have three new cities to build foundries in (they don't have one) but they won't help you with the Shropham war effort much (construction starts at the end of the January, so half a year of construction puts you right at the timeskip). You could also upgrade an existing foundry which is pricier for less space but faster. Also, I will let you build multiple foundries at once if you're willing to pay; just not multiple factories.

Getting rid of the MMK factory is free.

So, for instance, if you want an FMK factory producing before the timeskip, you could expand the Darlesian foundry and build one (16 weeks and 300TBY) and you would be able to produce 300 of them.

>Discussion time. I'm happy to cost and time proposals, just say roughly what you want to do.
>>
>>35162559
I think someone asks if Termina has an old factory from its heyday. I think it might have had HMAA gear from its war with Darlesia
>>
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Shield Knights when?
>>
I say...

>Get rid of the MAA/Archer factory
>Replace with AA or MMK

>Expand Vitrian Factory for a FMK before the timeskip.

>Consider building one in Harrowmont, despite the Source shenanigans.

>Definitely build one in Farun
>It's the furtherest in of the three new cities, so it'll be protected the best and they need the Civvie stuff the most.
>>
>>35162616
>Nothing to Small (+5 slots): 200TBY and 16 weeks
costs 40 TBY/slot
>Small to Medium (+2 slots): 50TBY and 8 weeks
costs 25 TBY/slot
>Medium to Large (+3 slots): 150TBY and 16 weeks
costs 50 TBY/slot

Large factories are ridiculously uneconomical and there is no reason to ever build one.
>>
>>35162683
>Replace with AA or MMK
you can't replace it with AA because AA takes up two slots.
>>
>>35162687
i'd rather have 5 factories with 10 slots, than 5 factories with 7 slots
>>
>>35162616
Personally I say we should get the FMK factory built soon and maybe build another factory in a place like Vale. Then load it up with HMK/MMK equipment in order to boost our rates before the war.
>>
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>>35162623
Termina's old foundry would be practically worthless for modern factories.

>>35162687
The problem is that two small foundries are harder to defend than a one large foundry in a city. That's one of Ahm's problems in the war - a dozen or more foundries and they often got sabotaged.
>>
>>35162724
For the price of 5 factories with 10 slots each (50 slots total), you can build 8 factories with 7 slots (56 slots total)
it is also faster to build those

You can build more than one factory in a city, and one machinist can handle multiple factories.
>>
>>35162723

Oh I thought that meant two different AA slots. My bad, yeah replace with MMK then.
>>
>>35162752
Alright, that is a decent enough justification.
>>
>>35162616
How much does it cost to run each factory at full capacity?
I think the cost of the actual factories is less of an issue compared to the cost of operation. And if we use up all our money building factories we would end up having them sitting idle. like how last year our HMK factory sat idle.

I am of a mind to upgrade all 3 foundries to medium.
Then maybe move the AA from darlesia to vitria (too close to border, and that way all AA is from the same foundry in vitria)
making vitria foundry
>Civilian factory (required)
>Civilian factory (required)
>AA factory (joint production)
>AA factory (joint production)
>AA factory (joint production)
>AA factory (joint production)
>MMK factory

Then build an FMK foundry in taour and MMK in all the remaining slots...

Or forget about the move just build a LOT of AA foundries because AA is ridiculously cheat and fast to produce, we should have every single archer in the army be AA
>>
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FACTORY PRODUCTION COSTS
MMK Factory: 200 units every 4 weeks for 10TBY; 120TBY per year at max for 2400 units
HMK Factory: 50 units every 4 weeks for 20TBY; 240TBY per year at max for 600 units
FMK Factory: 100 units every 4 weeks for 50TBY; 600TBY per year at max for 1200 units
AA Factory: 500 units every 4 weeks for 10TBY; 120TBY at max for 6000 units

You've got 7 4wk periods before the timeskip is over, btw.
>>
>>35162827
>Or forget about the move just build a LOT of AA foundries because AA is ridiculously cheat and fast to produce, we should have every single archer in the army be AA
Actually this will probably be best. AA is just ridiculously awesome weapon and we should mass produce it, it will make a huge difference. AA is also rather effective at battering down mages which we are going to face a lot of in shropam.
The fact that it produces really fast AND is really cheap just makes it ridiculously delicious

So, total suggestion
Upgrade three foundries with +2 each.
build FMK factory in 2 new slots in darlesia
build AA factory in 2 new slots in taour
build AA factory in 2 new slots in vitria
convert taour MAA/Archer factory to MMK factory.

End result:
Vitria
5 factory slots
>Civilian factory (required)
>Civilian factory (required)
>AA factory (joint production)
>AA factory (joint production)
>AA factory (joint production) (new)
>AA factory (joint production) (new)
>MMK factory

Taour

5 factory slots
>Civilian factory (required)
>Civilian factory (required)
>HMK factory; Taouran design (bulky and blocky, purple)
>HMK factory (takes up two slots)
>AA factory (joint production) (new)
>AA factory (joint production) (new)
>MAA/Archer factory converted to MMK

Darlesia

5 factory slots
>Civilian factory
>Civilian factory
>AA factory (joint production)
>AA factory (joint production)
>FMK (new)
>FMK (new)
>MMK factory
>>
>>35162872

I'd say put the FMK in Vitria, that's too precious of a factory to leave that far out. Otherwise I agree.
>>
>>35162902
But Darlesia is on the border of both magi league (who gave FMK to us, and we gave AA to) and RSK (who is enemy of magi league, has FMK, and doesn't have AA)

FMK is expensive factory, but its something everyone already has. AA isn't and is more lucrative to steal.

Actually it might be wiser to upgrade vitria to a large factory and leave darlesia factory as a small one...
>>
>>35162872
I'll toss in with this tho, I'd like to update the HMK template. For a better or at least redesigned for us version of it.
>>
>>35162872
The Problem there is we could wind up with a situation where we have a lot of archers but not a lot of men on the ground with enough armor to take the land.
>>
>>35162938

But it's far too close to the RSK line, a line we need to remember Falwick is on. We lose that factory and we've just lost a precious asset.
>>
>>35162871
Wait, you said we're at capacity for civilian goods production right? Is that including whatever drain Farun's reconstructing is going to be on our resources?
>>
>>35162969
right, so we should not upgrade darlesia foundry, leave darlesia as 5 slot, upgrade vitria to 10 slots to compensate?
Actually, we might want to shuffle stuff around too...
>>
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>>35162827
>like how last year our HMK factory sat idle.
Actually, it was voted to go from half production to full production a few threads ago so it never sat idle. Your point is still valid, however.

Note that your current yearly production at max is 12000 AAs, 4800 MMKs and 600 HMKs.

So, the idea for factory changes I'm hearing currently is to expand the small factories to medium and maybe build a new one? Note that building a foundry in Harrowmont costs twice as much and takes twice as long but is doable.

Factories themselves are more of a question mark. People seem to want an FMK factory but I'm not sure what else they want to fill their factories with. Note that you'll probably want a couple of new civilian factories for when you conquer Shropham as they've likely militarised their foundry, but you won't need those until a few months after the timeskip (probably).

>>35163008
Yes. You have 6 civvie factories and have almost exactly 3m urban pop (out of a total population of 12.3m).
>>
>>35162872
Eh, I say we should check our max current unit upkeep before making a decision based on production time.
Otherwise, we might end up with thousands of bows and no archers to wield them.
>>
>>35163056

We do have a lot of garrisons and normal Archers still sitting about. We could go ahead and upgrade a lot of them to AA gear.
>>
>>35162961
We are still producing other arms, its just that AA is so cheap that there is no point having regular bows anymore, the AA has rendered them obsolete.

we could give every soldier an AA bow, every single one. even ones armed with MAA non magical melee weapons, even ones armed with MMK.
Can you imagine the awesomeness of 10,000 soldiers shooting AA arrows at an enemy magic shield? BOOM!

We would still have melee soldiers though, just a LOT of archers to support them
>>
>checked out for a bit
>came back
>BLOT OUT THE SUN WITH ARROWS

Sure why not.
>>
>>35163030
>Note that building a foundry in Harrowmont costs twice as much and takes twice as long but is doable.
and also unlocks new research avenues.
so when we get the money, we definitely should do this.

Aspir, I am currently working out some heavy math on this issue. its hard to post about it in a timely manner

Also
>So, the idea for factory changes I'm hearing currently is to expand the small factories to medium and maybe build a new one?
Well, there is a movement to not expand the darlesia factory and instead expand the vitria one to size 10 because darlesia is too close to RSK
>>
>>35162871
I am not seeing the MAA/regular archers production rate and cost from the taour factory
>>
>>35163030
>So, the idea for factory changes I'm hearing currently is to expand the small factories to medium and maybe build a new one?

I'd argue we expand Vitria and Taour, and build a new one in Farun.
>>
>>35163095
Yeah problem I see is we may overload on them. Since in the end we only have so many factories now producing certain land troops. So all it takes is say Taour falling to remove HMK production.
>>
>>35162871
based on this

this >>35162872 plan will have a yearly production cost of:

Vitria
7 factory slots
>Civilian factory (required)
>Civilian factory (required)
>AA factory (joint production) 120TBY
>AA factory (joint production) linked
>AA factory (joint production) (new) 120TBY
>AA factory (joint production) (new) linked
>MMK factory 120TBY
total cost is 360 TBY a year to run to produce:
2400 MMK and 12,000 AA

Taour

7 factory slots
>Civilian factory (required)
>Civilian factory (required)
>HMK factory; Taouran design (bulky and blocky, purple) 240TBY
>HMK factory (takes up two slots) linked
>AA factory (joint production) (new) 120 TBY
>AA factory (joint production) (new) linked
>MAA/Archer factory converted to MMK 120 TBY
Cost 480 to produce:
2400 MMK, 6000 AA, 600 HMK

Darlesia

7 factory slots
>Civilian factory
>Civilian factory
>AA factory (joint production) 120TBY
>AA factory (joint production) linked
>FMK (new) 600TBY
>FMK (new) linked
>MMK factory 120TBY
cost 840 TBY to produce 1200 FMK, 6000 AA, 2400 MMK

Damn those FMK are EXPENSIVE!
>>
>>35163178
I think it's probably premature to build in Farun, convenient though that would be.
>>
>>35163292

I view it more as a long term investment in the city. Help bring back some industry and money. Use the extra civvie slots to help out. Stuff like that.
>>
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>>35163165
Tbh, you can produce so many from blacksmiths that there's no point. It was mostly there to explain how Taour was so rapidly expanding their military. I'm simply going to say you'll always have enough gear for MAAs and Archers, so long as you're willing to pay their salaries (10TBY per 300 soldiers).

CURRENT MAX COSTS
It currently costs 720TBY per year to produce from all of your factories at maximum. It's also an extra 580TBY in salaries (and you have to pay that every year).

Also, the financial estimates I'm producing are crazy unwieldy - if you kept your populace happy, especially your new Terminan region, you'd have an extra 1400TBY to play with on top of your 1200TBY. You could also lose several hundred if you don't restore order. Plus, you will probably get extra money from Shropham if things go well.

I'm going to try to simplify this down to a clear vote. Damned financials. Blargh.
>>
>>35163279
This brings a total of yearly production cost of 1680TBY, more than we have left in our yearly budget...
And does not even take into account the cost of actually building the factories.

The biggest hit is that ridiculously expensive FMK
I don't think we should actually build any FMK this year. We just don't have the budget with how badly farun was devastated. We should leave FMK construction for next year. This year focusing on rest of construction...
As such, revised plan

upgrade Vitria and Taour to 7 slots for 100 TBY, leave darlesia at 5.

Vitria
7 factory slots
>Civilian factory (required)
>Civilian factory (required)
>AA factory (joint production) 120TBY
>AA factory (joint production) linked
>AA factory (joint production) (new) 120TBY
>AA factory (joint production) (new) linked
>MMK factory 120TBY
upgrade cost is 250 (200 for AA factory pair and 50 for size upgrade)
production cost is 360 TBY a year to run to produce:
2400 MMK and 12,000 AA


Taour

7 factory slots
>Civilian factory (required)
>Civilian factory (required)
>HMK factory; Taouran design (bulky and blocky, purple) 240TBY
>HMK factory (takes up two slots) linked
>AA factory (joint production) (new) 120 TBY
>AA factory (joint production) (new) linked
>MAA/Archer factory converted to MMK 120 TBY
upgrade cost is 250 (200 for AA factory pair and 50 for size upgrade)
Cost 480 to produce:
2400 MMK, 6000 AA, 600 HMK

taour alternative is to add 2 MMK factories, cost in next post


Darlesia

7 factory slots
>Civilian factory
>Civilian factory
>AA factory (joint production) 120TBY
>AA factory (joint production) linked
>MMK factory 120TBY
cost 240 TBY to produce 6000 AA, 2400 MMK
>>
>>35163371
>Also, the financial estimates I'm producing are crazy unwieldy - if you kept your populace happy, especially your new Terminan region, you'd have an extra 1400TBY to play with on top of your 1200TBY.

So clearly the investment in a FEMA equivalent would help rebuild order and humanitarian efforts? Spend a little now, to achieve more later.
>>
>>35163399
Taour alternative

Taour alternative
7 factory slots
>Civilian factory (required)
>Civilian factory (required)
>HMK factory; Taouran design (bulky and blocky, purple) 240TBY
>HMK factory (takes up two slots) linked
>MMK (new) 120 TBY
>MMK (new) 120 TBY
>MAA/Archer factory converted to MMK 120 TBY
upgrade cost is 350 (100 for each MMK and 50 for size upgrade, I think. not sure if converting factory gives discount or not)
Yearly cost 600TBY to produce:
7200 MMK, 600 HMK
>>
>>35163436
remember that order is direct multiplier on tax income
if GDP is 4000TBY, tax is about 25%
taxes are thus 1000TBY
order 0 = 0% = 0 TBY
order 1 = 25% = 250 TBY
order 2 = 50% = 500 TBY
order 3 = 75% = 750 TBY
order 4 = 100% = 1000 TBY
>>
>>35163371
>It currently costs 720TBY per year to produce from all of your factories at maximum. It's also an extra 580TBY in salaries (and you have to pay that every year).
salaries to whom? the factory workers or the soldiers which we want to equip?
>>
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You have 1200TBY left. You can go as much as 1000TBY in the red (-1000TBY) before you start having major consequences and you may end up very heavily in the black as you take better control over your new territories and soothe Vitrian nerves more.

>1. Major expansion

Expand your 3 small foundries to medium. Then construct 3 factories. Also construct a new foundry in one of the northern cities and place a couple of civilian factories in it (for now). Total cost of construction exceeds 1000TBY before any unit production (which will add almost 400TBY plus salaries; or more with an FMK factory). You will almost certainly fall deep into the red before Farun recovers.

>2. Small expansion

Expand 2 small foundries to medium and build 2 factories in them. Costs around 500-550TBY before unit production costs. More financially safe but if your finances recover it will take longer to get new production online.

>3. No expansion

>4. Custom

>>35163507
The soldiers. You've always had to pay 1TBY per 30 soldiers you employ or 1TBY per 15 garrison soldiers. It's in the GDocs Balance Sheet. It's why AAs are cheap to produce - the soldiers cost more than the gear, so they still cost a fair bit.
>>
>>35163540
oh hey, civilian factories, i forgot we need those...

What is the state of civilian factories in the termina region? we got 3 new cities, if all 3 need new civilian factories it means buying 6 new civilian factories there!
>>
>>35163540
>2. Small expansion
MMK
+
HMK
>>
>>35163540
can't really vote until >>35163578 is answered... how many civilian factories are in termina region right now?
you said their foundry is really old, but is it producing the required civilian goods?
>>
>>35163540
....If option 1 wins can we reopen the Harrowmont expansion vote to claw back that 200 TBY?

Also, what other expenditure votes do we have coming up?
>>
>>35163540
>2
>>
>>35163540
>2
>>
>>35163540
>2
>>
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>>35163641
>....If option 1 wins can we reopen the Harrowmont expansion vote to claw back that 200 TBY?
No. This has already gone on long enough (I'm going to need to work more at simplifying this stuff as it still blows out too much for the quest format) and I said in the first post there was foundry and military stuff to be done.

>Also, what other expenditure votes do we have coming up?
The nation-building expenditure. A couple hundred TBY at most.

>>35163578
>>35163635
This has already been answered at >>35163030 and an earlier post. Each civvie factory supports 500k urban pop and you have the max now. It doesn't matter where the factory is and I already said that Termina doesn't have a foundry (effectively). They import their civilian magitech.
>>
>>35163540
can we place additional civilian factories in a foundry (say, in darlesia) and ship those to termina? or would that be too costly compared to building a new foundry there just for commercial stuff?

I am leaning towards 2.

Also, >>35163641 good point, we really need that money.
>>
>>35163715
>No to reopening the Harrowmont vote.
That is both completely fair and entirely understandable.

>>35163540
>2
>>
>>35162559
Aspir

what does the join production of the AA factories mean in terms of its cost per year and production rate?
Is vitria producing 12000 AA a year for 240 TBY or it producing 6000 AA a year for 120 TBY?
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2 wins. Almost over, folks, despite this blowing out horribly.

You've got 4 slots to split between these factory choices. Vote for any 2 of the below. You can even vote for the same option twice. All costs assume max production and salary costs.

>1. 2 MMK factories. 200TBY to construct, plus 400TBY per year. 4800 MMKs per year.
>2. MMK factory and civvie factory. 140TBY to construct plus 200TBY per year. 2400 MMKs per year.
>3. 2 civvie factories. 80TBY to construct.
>4. FMK factory. 250TBY to construct plus 640TBY per year. 1200 FMKs per year.
>5. AA factory. 200TBY to construct plus 320TBY per year. 6000 AAs per year.
>6. HMK factory. 200TBY to construct plus 260TBY per year. 600 HMKs per year.

Again, vote for any 2. You can vote for the same option twice, too.
>>
>>35163833
>2. MMK factory and civvie factory. 140TBY to construct plus 200TBY per year. 2400 MMKs per year.
>4. FMK factory. 250TBY to construct plus 640TBY per year. 1200 FMKs per year.
>>
>>35163833
4
6
>>
>>35163833
>2
>6
>>
>>35163715
If I might make a suggestion as to the formatting for future threads?

Perhaps when you outline what all we're going to be voting on in the first post, there should be a little more detail. Maybe with some greentext to highlight it?

So it'd look something more like:
>1. Termina Campaign
Conquest rolls, then the results.
Vote on what to do with Lyyph and how to consolidate the new territory.
>2. Harrowmont Expansion & Canal Project
Fund allocation to devote to each construction project, and a stylization choice for Harrowmont.
>3. Foundry and Military Production
A review of current foundries, as well as if and where to build new ones.

etc...
Basically, front load the posts a little more so it's easier to keep in mind what all is on the agenda and it's easier to refer back to when making a decision. I think some people kinda read over >>35159289
>>
>>35163833
>You've got 4 slots
we could potentially convert the MAA factory to an MMK factory, thus giving us effectively 5 slots.
>>
>>35163833
1
4
>>
>>35163833
1
5

we absolutely can't afford FMK this year

also, convert MAA factory MMK factory
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>>35163937
Oh, right. I forgot about that. I'm not sure it's worth the expense right now, though. I forgot how bad of a money-sink I made the foundry stuff. Military R&D and production is expensive.

I'll be doing a sneakpeak for the next thread after this, as a way of getting away from this mess. Assuming not everybody got scared away.
>>
>>35163833
2
6
>>
>>35163833
>1. 2 MMK factories. 200TBY to construct, plus 400TBY per year. 4800 MMKs per year.
earlier you said they cost 240 TBY per year to operate not 400

>5. AA factory. 200TBY to construct plus 320TBY per year. 6000 AAs per year.
that was also 120 TBY per year to operate in earlier post.
>>
>>35164000
I think you're being too hard on yourself, Aspirational.
>>
>>35164000
>Oh, right. I forgot about that. I'm not sure it's worth the expense right now,
we could convert it to a civvie factory
>>
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Rolled 1 (1d2)

Anyway, 6, 2 and 4 have 3 votes each so I'm going to roll a dice between 6 and 2 (because you'll want 4 - I don't want to have to revisit this after everybody sees what Shropham is like).

1 = option 6
2 = option 2

>>35164033
See:
>All costs assume max production and salary costs.
Salary costs have been a hidden cost and I'm trying to incorporate them in some way.

>>35164039
I'm just frustrated because every time I try to make the financial/production mess less of a mess something new comes up. It's an important part of the quest but I don't want it to be like pulling teeth.
>>
>>35164081
Do extra civvie factories give us any bonuses?
>>
>>35162871
FACTORY PRODUCTION COSTS
MMK Factory: 200 units every 4 weeks for 10TBY; 120TBY per year at max for 2400 units
HMK Factory: 50 units every 4 weeks for 20TBY; 240TBY per year at max for 600 units
FMK Factory: 100 units every 4 weeks for 50TBY; 600TBY per year at max for 1200 units
AA Factory: 500 units every 4 weeks for 10TBY; 120TBY at max for 6000 units

>>35163833
MMK production price stated as 200 TBY/year unlike above where it is 120 TBY a year
FMK production price stated as 640 TBY/year unlike above where it is 600 TBY a year
AA production price stated as 320 TBY/year unlike above where it is 120 TBY a year
HMK production price stated as 260 TBY/year unlike above where it is 240 TBY a year
>>
>>35164133
>>35164141
>Salary costs
oh, I see now.

I think salary should be mentioned in the same line, but a separate figure. Because we pay salary every year
Also, does getting better armor involve a pay increase? that is, if we take a regular archer and give him an AA suit, or a MAA and give him MMK, does his salary go up?
>>
>>35164133
For what its worth, you an admirable job and are still trucking along so that has to account for something
>>
>>35164000
I think you're under estimating the underlying desire of a lot of /tg/ anons to micromanage the administrative aspects of these games. I know it's a slog and a pain in the ass but thank you for running with this level of detail.

...that being said I just had an idea. Since we picked the terraced expansion of Harrowmont, would it be possible to install a system to raise all the stairwells between levels (I assume we're using ramps for the easy transportation of goods) to the full heigh of the higher terrace level in case of an invasion (or to prevent the spread of a riot or the like)? Just asking now since I'm guessing it'd be cheaper to install/build-in that kind of a system during the initial construction of the retaining walls etc.
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I'm currently calculating the number of troops you'll have, including those you acquired in Termina.

I'm assuming that people are happy to spend some money in Farun to make things better, given it'll almost certainly pay off. I need to revisit the financials given how much they might vary so I don't really know what your treasury really is.

>>35164201
No. It averages out across the troops.

>>35164207
I'd have to think on how that'd work given the size of where it would be done. If architectanon is here, I wouldn't mind knowing the width of the roads as that might help me.
>>
>>35164276

The roads are 30 feet. (The roads in the Residential District are 15ft) Kept them larger in Lower Harrowmont because of amount of business and traffic going through there.

I remember us talking about retractable stairwells before, but nothing of this size. That is a lot of separate installations.
>>
>>35163833
>>4. FMK factory. 250TBY to construct plus 640TBY per year. 1200 FMKs per year.
>2. MMK factory and civvie factory. 140TBY to construct plus 200TBY per year. 2400 MMKs per year.
>>
>>35164276
we had 1200 TBY, we spent 500-550TBY expanding the factories
then we took our 720 TBY a year cost to produce military armament and increased by by 840 TBY (FMK are so damn expensive!). so...
we are at -860 TBY to -910TBY...

Which is way too damn much.

>>35164276
>No. It averages out across the troops.
Then I honestly think the MAA and regular archers are just too expensive at this point then.
The price of AA + recruiting new archers to use them is 3x more than just upgrading our existing archers to AA.
Considering MAA are basically cannon fodder.... then again, that is actually needed against enemy mages to make them squander their blasty... but our AA can overwhelm them.

what do you think aspir? how much would it cost of an army that is made entirely of magic wielding units? MMK and AA for basic units, with FMK and HMK. no MAA and no Archers?
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New troop numbers for the timeskip are attached in a picture. There may be an event or two that increases their numbers more. I'm still trying to assess how difficult Shropham is and whether I might accidentally throw you against a cliff face.

Also, Phrace's HMKs are your first elite units after they got a ton of action against Farun. I still need to promote a few regulars to veteran, so expect me to move around some of your troops yet.

I'll be providing a preview of what sort of city Shropham is shortly. It's basically a small fantasy Hengsha (from DX:HR).
>>
>>35164422
>It's basically a small fantasy Hengsha (from DX:HR).

Prepare your anuses.
>>
Aspirational, I don't know if you ever followed Sorceress Quest by Exabyte, but I was a part of that one. Specifically when we dropped off the adventuring for a bit to do some empire management, Exabyte was reluctant to actually make anything granular or crunchy. So with Exa's blessing, I ran that sort of thing in the after-thread as the Steward. People would get to make decisions that affected how the empire grew.

I say all that not to brag, but so that when I say I know how hard it is to do this kind of thing and really keep up with it, you know I actually do.
You've got the crunchiest most granular system I've seen on /tg/ for empire management, and thusfar you've blown everyone else out of the water with it. Sometimes you fail in trying something new, but you've never let it stop you.

And somehow you still manage to draw in the more weeaboo minded crowd with the fluffy tail touching.
You are doing a good job. A very good job. So try not to get too frustrated, and keep at it.
>>
>>35164439
I am not familiar with the reference
>>
>>35164422

Questions:

Is this including the Imperial Order of the Griffon?
Is this including the Order of the Leaf? (Which may or may not be their own unit)
>>
>>35164458
http://deusex.wikia.com/wiki/Hengsha
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>>35164502
This but smaller and more battlements and dragons and shit
>>
>>35164439
Please explicate.

>fooksand you
Captcha seems to think your first description was sufficient...
>>
>>35164535
Whoops meant to link to>>35164458
>>
>>35164536

I'll let Aspirational. It's... It's something.
>>
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>>35164502
>Is this including the Imperial Order of the Griffon?
Yes. Those are your noble knights.

>Is this including the Order of the Leaf? (Which may or may not be their own unit)
No, because I forgot to add the extra row. You've got 100 regular Rangers on top of that - I'm still statting them for the Battle Calculator.

>>35164574
Good to see you're not ruining my surprise.
>>
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Shropham is basically two cities in one. It has a lower city (pic related) which is mostly like a normal city – a huge sprawl with a central keep that is about nine square miles in size and makes a rough circle in size. It contains approximately 400,000 people.

Above the lower city is an enormous stone platform, one square mile in size and a perfect circle of 0.56sq mi in radius. It sits 60m above the ground and is supported by eleven enormous support columns. The ten outer columns run the circumference of the platform and are equidistant from adjacent columns. Each outer column is 100m in diameter and houses more than 1000 people around a central reinforced support. The central column is 200m in diameter and is surrounded by a fortress wall and guarded by the central keep but houses no people.

The outer columns each contain one cargo lift that goes to the very top and is controlled from a warehouse from the platform. These lifts can be disabled by the platform in the case of attack, forcing an attack to ascend the twenty-plus storeys of the winding column. The central column contains a central lift into the palace above that works the same way but it also contains three chains of lifts. These chains of lifts each ascend five storeys before requiring their occupants to move to a separate lift to ascend another five – they must do this three times to reach the platform. These chained lifts cannot be disabled or activated remotely and are there to prevent an attacker from easily cutting off access between the platform and the lower city.

>continued
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>>35164717
The platform above (pic related) houses 40,000 people in wealthy apartments, noble estates and mage towers. The central palace is an enormous structure that is surrounded by a fortress wall and is heavily fortified itself. Atop it lay one of the seven great mage towers of the city and the three chained lifts of the column exit into the grounds around the palace. The six other great mage towers of the city have their own fortresses spread around the city. The city’s magitech foundry is contained within the palace.

The outer rim of the platform has no walls but there is a barrier to prevent projectiles from entering. This area is home to the other five mage towers of the city, as well as the large noble estates (prime view, after all). The central mage towers are home to the markets of the city and wealthy apartments and smaller residences separate them.

The platform was constructed in the Great War with the God-Knights and partially designed by Gnome.
>>
>>35164772
Interesting. That is going to be a pain to storm.
>>
>>35164717
Hey aspir, last quest you were asking
http://suptg.thisisnotatrueending.com/archive/34820340/#p34828408
>Well, if participation is at this level (and with many players leaving for the night) I might end the quest here for the night, even though it is hours earlier than normal. Given how few votes were put through earlier I wonder whether there'd be any participation in the social stuff at this point. Or the Sylvian stuff I still need to do, now that I think of it.

I posted
http://suptg.thisisnotatrueending.com/archive/34820340/#p34828210
saying its getting late
and then
http://suptg.thisisnotatrueending.com/archive/34820340/#p34828281
saying i am off.

This wasn't due to lack of interest, i was just ridiculously tired.
>>
>>35164772
Fascinating. Oh by the way, what was the reaction to our canal plan's announcement.
>>
I'm working on a detailed map of the city, not as much as Harrowmonts is, but just for size reference. Let me tell you, this shit is ridiculous.
>>
>>35164772
>>35164717
I hate it al fucking ready.

Can't wait to drop that stupid ass platform
>>
>>35164835
On that note, I'd just like to share that I'm also good to go this time where as last I'm pretty sure I passed out in the middle of writing a post. Was a rough week.
>>
>>35164924
For me I was unconscious seconds after i made the second post (i just dropped on my bed which is in the same room as pc and passed out).
my vision was swimming from exhaustion when i was making those posts.
>>
>>35164921
>drop platform

Sounds like there'd be a hell of a lot of collateral damage to our new city. Would be a cool cut scene, but not worth it.
>>
>>35164921
will it look fucking awesome?
yes
will we do it?
no, dammit, it will kill a fuckton of people and completely destroy a major resource.
>>
>>35164921
>Can't wait to drop that stupid ass platform

>killing hundreds of thousands
>ruining years of infrastructure
>destroying the city entirely
>destroying something Gnome had a part in

You're a bad person Anon.
>>
>>35164772
When it comes to empire things, the only stuff I can think of left to do are the secondary factions in termina (Monks, Dwarves, and that one religion), maybe the other fox clans if they want to start moving over, and I suppose any dragons that showed up, if any did. And deal with Finn's dragon girlfriend, who we still haven't offered a job to.
>>
>>35164422
Uh, weren't we supposed to have some fluffy tails? And I think we might have been getting a few spellblades as well.
>>
>>35165011
>>35165003
>>35164975
>Yes And.jpg

We all know it's going to be inevitable
>>
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>>35164857
A lot of positivity. The Vitrian nobles were disappointed at first that they couldn't directly invest in it but then they realised they could simply compete over the land, property and businesses that stood to benefit the most. Some of the larger towns, like the mining towns, are looking into how they'll connect with the canal etc.

>>35164921
>Can't wait to drop that stupid ass platform
It was actually built to survive a drop - they were pretty certain that the God-Knights would have the magic to drop the platform if they really needed to. Loads of enchantments to try to cushion the fall (mostly by destroying everything underneath it). Plus, you'd have to drop quite a few columns thanks to the sheer amount of enchantment layered into them.

Anything else people want to know about? I'm not sure if I'm up for any social scenes but I'll stick around and answer questions etc.

Oh, and with the timeskip Nate and Vad's three kits are about. That'll probably turn up at some point, I guess. Aladria's hanging around Felix a bit - she's contracted to you but still using the primal method (where she can read your surface thoughts). Also, dunno when the Taira FTB will get done - I've been busy and it's been hard to work out what I want to write in it.

>>35165038
Oh, right. Them. There's not much to do with the monks right now. The dwarves will become a big deal, I imagine. Theros can wait for now. I'll need to think on the foxes some more - I forgot about them.

I'll probably do a short scene with Rayza next thread.

>>35165081
Oh, yeah. You've got 50 fluffy tail soldiers IIRC. Spellblades were attached to the towers, weren't they?
>>
>>35165082
Actually, given that Gnome was involved in its construct I'm guessing it can probably survive a measly war/nuke equivalent.
>>
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Oh, and next thread is October 5th at 5:30pm EDT. I'm starting an hour earlier thanks to DST starting in Australia and I'm running two days later to give myself more time.
>>
>>35165120
>It was actually built to survive a drop - they were pretty certain that the God-Knights would have the magic to drop the platform if they really needed to. Loads of enchantments to try to cushion the fall (mostly by destroying everything underneath it). Plus, you'd have to drop quite a few columns thanks to the sheer amount of enchantment layered into them.
so it will still kill the poorer half of the city, while sparing the rich people living on top?
>>
>>35165038
>maybe the other fox clans if they want to start moving over,

This reminds me of something.

So we have access to the spy clan, and it's their job to infiltrate administrations and feed us information, among other things. Now we've also had it mentioned to us that the Pride Clan had a coup and a new younger Fox took the reigns with a council in his ear. An old guard council that was about ready to sell out the other clans during the betrayal.

So... We need to get someone distinctly pro-Talon in his ear. This is going to be a longer term project, and we'll need to build some people around him and infiltrate his council deeply. Start out early and get him on the fence before we go to war with the Mage Guard, and the Pride Clan ends up picking a side.
>>
>>35165038
>maybe the other fox clans if they want to start moving over
I have pushed hard to get this taken care of before the time skip.
i really wish we would have.
but there is still time to do it now after termina was taken and before we go to war with shropam and maybe the mage guard.
>>
>>35165120
>Oh, and with the timeskip Nate and Vad's three kits are about.

D'awww

>Aladria's hanging around Felix a bit

TALON YORK, MATCH MAKER EXTRAORDINAIRE.
>>
>>35165131
>>35165120
We clearly have to use a double nuke then.

When the time comes let me push the button. I'll carry the burden into the future
>>
>>35165120
>Spellblades were attached to the towers, weren't they?
Not sure how it works in the league, but I guess? Some of them would be attached to the tower of Harrowmont or others that are practically under our control though. Due to among other things us giving them the Tower buildings in places like Darlesia.

Also, the thrall cure would have been announced over the timeskip right? What was the reaction to that?
Also, possibly some VHMKs?
>>
>>35165120
>Nate and Vad's three kits are about

What color are they?
>>
>>35165120
>Vad's and nates kids
dawwww
>>
>>35165265
Red
>>
>>35165120
>Vad and Nate's THREE kits arrive

Point one: D'awww
point two: We will never stop teasing Vad about the fact that Nate is now in charge of him taking his contraceptive brew.
>>
>>35165120
We really should decide what to do with Aladria. Because as nice as having someone in the head can be I would rather get a full on contract to show off.

>>35165265
Pretty sure they won't have a color until a year.
>>
>>35165265
Well, they're growing up on top of a source, so who knows?
>>
>>35165332
>We really should decide what to do with Aladria. Because as nice as having someone in the head can be I would rather get a full on contract to show off.

For real. Talon supporting a powerful Vampire is like Alyce supporting Merce. We've got some egos to fuel here people, let's get to it.
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>>35165265
Indeterminate. They gain their colour over the first year. Presumably black like most foxes born outside Pharos.

>>35165193
The political situation with the MG is that although you might fight them over Shropham you won't actually be going to war with them. Unless you want to - the MG want to avoid actually having to declare war. So I might put off the fox situation until after Shropham, simply to minimise the sheer density of shit happening right now.

>>35165327
There will be no sex for Vad if he can't prove to Nate he's taken his contraceptive brew.

>>35165259
>Also, the thrall cure would have been announced over the timeskip right? What was the reaction to that?
Oh, damn. I forgot that got finished in the timeskip.

Probably a lot of disbelief. Big jump in Order and Control across former Taouran territories and Darlesia itself. Not sure if this means the vamps will be allowed to leave their internment camp.
>>
>>35165120
>Aladria's hanging around Felix a bit

Vamp'd Felix when?
>>
>>35165395
Just Felix when?
>>
>>35165394
>The political situation with the MG is that although you might fight them over Shropham you won't actually be going to war with them. Unless you want to - the MG want to avoid actually having to declare war. So I might put off the fox situation until after Shropham, simply to minimise the sheer density of shit happening right now.
I am wondering if we should/could let them bash their heads against shropam a bit, and then flank both?
>>
>>35165413

Never.

He'll stab us in the back and we'll all lament how we never got to talk to him ever.
>>
>>35165394
>Probably a lot of disbelief. Big jump in Order and Control across former Taouran territories and Darlesia itself. Not sure if this means the vamps will be allowed to leave their internment camp.
Also, literally everyone tries to buy it off of us. Especially the mage guard.
>>
>>35165395
Yeah, I don't see that happening. Maybe him chronicling some insane enhancement path to get stronger, but not through Aladria.
>>
>>35165394
>Probably a lot of disbelief. Big jump in Order and Control across former Taouran territories and Darlesia itself. Not sure if this means the vamps will be allowed to leave their internment camp.

Honestly I'd say that deserves its own scene. It's a pretty big discovery.
>>
>>35165457

But Anon, what if he does it for love? Would you deny him that?
>>
>>35165395
I hope note.

>>35165394
>Not sure if this means the vamps will be allowed to leave their internment camp.
I thought we are integrating them into the empire incrementally over time.
>>
>>35165394
>Vamp interment camp

Hmm, not sure about setting up a day-pass system yet, but I'd rather not mix them with the general population until our blood alternative project is complete. At least.
>>
>>35165382
It's going to be amazing if we do this and screw with Alyce with it. "Oh her? I really liked your idea with Merce so I decided to do the same."
>>
>>35165413
>30 years later
>Felix dies of a heart attack.
>>
>>35165394
Since the cure is finished I was wondering if my idea was right. Does enthrallment work though placing limitations on the body and not the mind?

Also this is absurdly useful now that we have Aladria. If we got a powerful mage or something we need info from before their execution or whatever we can just enthrall him and tell him to tell us everything we need. Then kill him or whatever.
>>
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>>35165461
I'm not really sure what I'd for an individual scene, though. I'll just try to squeeze in some references over time.

>>35165673
More or less. Thralldom just involves the vampire placing a piece of their soul (which is merged with their normal magic in a way) inside a thrall. They can then control that piece magic and use it to influence the thrall. It's why thralls have their own personalities and aren't properly dominated. It's also why conflicting orders turns them into vegetables - it basically causes a stroke because their will is being pulled in two separate directions at once.

>>35165438
Sylvian will be very interested in it, to say the least. As will Malataine and the Lords. The thrall-cure has basically put you on the map, so to speak.
>>
>>35165745
>More or less.

Haha. I had a feeling that was it after Lynn didn't get thralled that one time. Because mental effects should work.

>I'm not really sure what I'd for an individual scene, though.

There is only one answer. Praising Tssuchi With tail stroking and hand holding.
>>
>>35165542
anon, reread what you just posted and tell me that isnt silly
>>
>>35165745
Actually, do we need to set up a research queue (at least for the Machinist Research Line) for the time skip?
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>>35166058
Unfortunately, I haven't finalised research yet. I'm still trying to work out sutiable research times. I'll probably backdate any decisions once I do and I'm hoping to get it done within a week or two (which probably means a month, given my usual delays).
>>
>>35166095
No worries. Just checking.
>>
>>35166095
Just to ask how badly did the princess take King Henry getting offed by his own nobles?
>>
>>35166216
I'm guessing she's less than thrilled.

Just think, if we hadn't kidnapped her...nah, who am I kidding? With our rolls it would have ended up the same.
>>
>>35166262
Probably.
>>
I hope we get some type of magical war dog
>>
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I'll be providing an updated map along with Shropham's deployment shortly. They've got a lot of troops and you didn't get much chance to stop them without getting into a war with the League for reasons that will be explained next thread. The whole territory is loaded with spies, however.

>>35166216
Pretty poorly in private according to Finn. Not that she really showed it with Sarah around. Sarah's taken it a bit easy on her since then, however.
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>>35166095
Oh yeah I just remembered how's our summoner coming along?
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>>35166383
Oops that should be plural not singular
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>>35164422
Catching up since I got distracted with stuff mid way.
>Phrace's HMKs are your first elite units

HMK are the first elites geeze that frontline. Talon plus Elite Heavy Mage Knights.

I like it.
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>>35166642
Yeah I'm looking forward to seeing them in action too. Still, I wish things had gone more smoothly in Farun.
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Updated map. The MG will be attacking through Sirrashire, if that wasn't obvious but you'll get the jump thanks to Alyce telling you what's happening in advance. It's probably worth looking at the province info at:
http://pastebin.com/VVtPmKQz

if you want to make any battle-plans based off this information. The big thing is that the fastest ways to Shropham involve either going across a defensible river or going through the army at Corthshire.

>>35166383
They're doing fine, I guess.
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>>35164422
>Also, Phrace's HMKs are your first elite units after they got a ton of action against Farun.

Now that is great. I was wondering when we would ever get an elite unit.
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>>35166702
Actually, have a slightly updated map. Albanon hasn't separated from the League but their troops are in Shropham, in case you were wondering. Some political shenanigans taking place.
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>>35166702
I honestly get the feeling it would be better to wait a day for Shropham to start fighting the mage guard then fly straight though Sorruy or Sorsdain.
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>>35166702

>>35166803
Sorruy first yeah. Get that major bridge, should be a major tactical advantage imo.
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>>35166736
OP, just so you know, if Devon had a foundry I probably would have suggested (not seriously, but with some level of consideration) splitting the Provence between ourselves, Alyce and the Mage Guard. But Devon doesn't have a foundry, so that's a moot point.
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>>35166866
Another idea I was thinking was to check out what anti-mage tactics the mage guard uses. We could also take advantage of Tairas teleportation range to seed their territory with men where they don't have high defenses.
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>>35166976
>Another idea I was thinking was to check out what anti-mage tactics the mage guard uses.
They've basically got three units that help them against magic.

The first are their battle-mages. Instead of shooting fireballs, their mages are trained to use rituals that replicate Maloric's style of magical disruption. They tend to be pretty good at it, too. Instead of doing lots of damage, they simply lock down the enemy's mages and dispel their traps.

The second are the Wardens. These are the descendants of the anti-magic organisation from the Golden Age and earlier (the precursors to the Mage Guard). They're apparently spiritualists but they're also not monks. They wear heavy armour with wards and are pretty tough nuts in battle. They move fast, hit hard and have a strong short-range ranged attack. They can also disrupt spells like the battle-mages can. There's not too many of these guys, though.

The third are the spell-breaker knights and are the MG's version of HMKs (before HMKs were a thing). Take an MMK, make his armour super-bulky and then load him up with anti-magic and disruption wards. They're slow, no more effective in combat than MMKs but are incredibly tough against magical attacks. Their disruption wards also mean they can depower mage-knights and magical units if there's enough of them nearby. These guys are pretty common.
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>>35167168
Sounds like we are going to need a lot of Arcane archers for this one.
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>>35167241
I like how that's our response to everything. Throw as many arrows as we possibly can at it. Then throw some more.
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>>35167307
It's honestly a pretty big problem in a way. Once someone makes something to just walk though the arrows we are fucked. The big thing here to watch out for the the melee troops getting their enchantments turned off.
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>>35167320
Though this makes me glad we have fluffy tails to help here. We really should train them up to be magic assassins or something.
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>>35167320
we should start thinking of something to counter our AAs, so that we are prepared when our enemies start throwing them back at us.
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>>35167320

It really is. We should get back to brainstorming new troop types and utilizing different fields of magic. Making mounted combat relevant again has seemingly disappeared, as had written towards patterns. Spiritualism is something we've barely touched on as well. Lots of avenues to pursue right now, and Talon doesn't seem the type to fall behind the military curve.
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>>35167581
Mounted combat is pretty useless just due to magic enchantments. Patterns have the issue that we have no idea how to build them right now until Mal gets done with his research. Spiritualism doesn't compare to Talon and fluffy tails are fluffy. Although we do need to start thinking about making some guards or the likes with it.

I wonder if Vampires can learn how to do it? Though currently I mostly suggest placing points into getting a private enchanter and getting better factory quality.
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>>35167623
We were literally just told about Wardens, they seem useful to me.

And mounted combat is definitely still feasible it just needs spun to provide a clear benefit.
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>>35167581
>We should get back to brainstorming new troop types and utilizing different fields of magic.
You really should. AAs give you a pretty solid ranged contingent that is only really threatened by large numbers of battle-mages or HMKs. The problem is, as Raphael said when you first offered the AAs, Malataine and the GKs are outdoing you in that area.

You saw in the flashback that Garynth is kind of good with a bow - he's basically considered the best archer in the world and Gnome believes he could probably destroy one of Shropham's columns single-handedly. The other GKs are basically small ballistae. You don't really know what Malataine has.

So yeah, coming up with ideas outside of the standard improvements/research tree could be a very good idea in the long run. Juggernauts have been floated before (basically a super-heavy mage-knight) but you'd need to think of what sort of battlefield role you want to fill. Alternatively, you could simply rely on industrial power and bring together all the existing troop types (across races, too) and think of new ways to use them together. If you look closely in the Archery tab of the Battle Calculator, you should be able to spot a feasible AA counter using your current resources.
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>>35167643
We already have spiritualists in the fluffys though. Which have their tails to help out there. So while it could be useful it's not something we are really lacking. I do think it would be a pretty good idea to get one for our personal guard though.
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>>35167709
When we finally get patterns I think things will start getting crazy. Though I keep wanting to add invisibility to the Arcane archers. Or something like a enchanted poison.
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>>35167709
Though there is one unit I've been wanting to ask about the idea. We know the crystals Mal is so interested in take in magic. So so how hard would it be to build something that redirects magic in a certain zone towards something like a battery or the likes?
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>>35167751
Never discount diversification. Because while it is true that foxes are the superior unit, they are a limited resource comparably. Taking fox losses take longer to recoup and hurt far more then human. Having the human unit provide a back up role to fill out they section of or military more would be beneficial to all. And they could easily serve different purpose in wartime. Limiting ourselves to a select few on our person seems like we're underutilizing a potentially untapped resource.
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>>35167791
There was at some point like anti magic particles or something that was stopping us from entering or focusing or something... But, I'm wondering if we could make some kind of anti-magic chaff arrows for the Archers
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>>35167880
You shouldn't underestimate the time it will take though. Though LMK+Spiritualists sounds like a pretty brutal combo when I imagine it. It will be a while before we can build a core large enough to matter though given the Monks are about the only way to really get training.
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>>35167936
That was more a couple hundred years of dead magic everywhere.
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>>35167979
Monks and foxes really. And time is something we have to deal with no matter what direction we go with special/new units nature of the beast. We'd just need to define their combat perimeters, set up a curriculum, and wait. We are doing a lot of time jumps now after all.

I'm not saying focus solely on it. We need to have some lesser projects as well. But for hard hitters, something to consider.
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>>35167877
>So so how hard would it be to build something that redirects magic in a certain zone towards something like a battery or the likes?
That's kind of how disruption magic works. The problem is that you'd probably expend more energy redirecting the magic than you'd gain from the magic you redirected, if you meant to power a battery. When Mal gets skilled enough he might be able to be more efficient at it.

>>35167936
Using ether for anything isn't really possible. It's like using antimatter with modern technology, in a way (but with much less potential benefit).
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So there's a good chance we can smooth things over between Sarah and Annette now. Having both lost parents due to war and now tasked with rebuilding. Kind of fucked up but it might bring them together now that they share common ground and they'll be able to work with less cattiness.
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>>35167709

Obviously we need to work on a combined arms doctrine, along with a general strategy guide that is rigid enough to provide a suitable frame work for any operations, but fluid enough to be adaptable as to be useful in a large array of circumstances, not just for a select few...

Unit wise, we don't want to go gimmick heavy, simple and efficient designs will prove cost effective and shouldn't take up too many slots in a foundry...

The idea of a Super-Heavy Mage-Knight sounds like something that would be best used in city fights and CQC with it focusing the attention of a squad of defenders while more agile units flank them... Though in most situations a SHMK wouldn't be suitable, making it more of a piece of specialist Siege equipment rather than a standard unit.

Maybe some kind of magical charge on a modified siege ammunition designed to disrupt fortification wards... Kind of like a siege version of our Barrier Breaker ability... Possibly working through overloading the wards energy?
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>>35168581
Super heavy has an advantage in that they might not die instantly a god knight attacks.
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>>35159289
>>
Asp. may ask how propaganda/psyhological warfare works in this setting?
It is a big part of realworld warfare and works discustingly well.
It could be a separate unit from our spies, main purpose is to cause uncertanity and uproars within the pheasants against their current covernment or leaders.
It would make taking over areas much easier.
I think that most of non battle tasks are carried out by common people, supplies and supply lines etc. Also it might make some of the soldiers uncertain of their loyalty- their personal wievs or if they are local and they families support the antigovernment moving.
Having a specialiased unit just for that could easly weaken our enemies control and order over the area and their troops would have lower morale aswell.
Seeing as it works in our realty it should work IG aswell.
>http://en.wikipedia.org/wiki/Propaganda#Wartime
So guise what you think of that any ideas?
not sure if it has been discussed allready
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>>35168581
>Super-Heavy Mage-Knight
I'm imagining more of an armoured exo suit than a traditional suit of armour, and it is glorious.
We should also get around to scaling AA tech up to ballistas and repeater bolt throwers, then producing the ensuing abominations for our field armies.
Then we should see how large a shield MMKs can carry, if we can create a 'testudo' unit with massive rectangular shields immune to AA fire and LMK charges from the front when locked together, we gain a useful troop type.
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>>35170907
I honestly get the picture that LMK weapons are so potent that they would just cut though that. Testudo is mostly only useful when it comes to arrows.
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>>35171077
What, even if the shields are 30cm thick or something?
We could always modify the enchantments on the armour used by the testudo units, prioritizing strength and stability over speed and agility to create a unit of tanks, though that would likely require a dedicated foundry slot or two.
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>>35168061
How about really big guys4 u with really big shields 2 of them just jacked the fuck up anti magic enchantments
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>>35171403
Why do people think two shields provide better protection than a big one?
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>>35171403
>>35171423
Yeah, multiple shields are just pointless.
Anti-magic enchantments would probably be necessary though, wouldn't want the lot of them to die to one well-placed fireball.
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>>35171423
Dark Souls
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>>35171423
Because Todd Howard said I could use two.
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I understand wanting a physical barrier against arrows but the magic shield Taour used against us was just as effective(remember we only broke it because Talon rekt'd it with an Astral Arrow)and cost significantly less. We should look into making that a routine mage ritual.
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>>35171685
there is also the "anti arrow wards" research branch
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Overall where do we lack?

Whenever I think about I always think it's our speed and mobility for some reason and the fact that we don't have any ShowStoppers that aren't heroes or general units
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>>35171486
It is used as a big one
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>>35172400
It also fucking hurts goddamit
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>>35172217

I'd say we lack mage killers in close combat, Light Cav(LMK), Heavy Cav(No idea, maybe the mounted idea if we can figure it out), and like you said show stoppers (God-Knights, Combat Magisters, RSK Generals, etc.) that we have a large core of.

I'd say in terms of what we do have, it's borderline air superiority. The AAs, Foxes, Mages, and more Flyers will help us dominate the 3D aspect of battle, which affords us a lot of options and allows for a smaller core like we have. But when we have to deal with straight melee and air superiority means little, we are lacking. Mages especially whip us, and enemies are able to put flank us with larger armies. So dedicating done thought on proper units to combat these in different situations would be good to help us match our ground game, to the air.

Right now, we're aces at defending, I highly doubt anyone could take a city from us now, especially the expanded Harrowmont, without huge losses. So that might mean some more time dedicated towards mobile siege units(JuggHMK) or smaller units such as scorpions to outfit our MaAs with something useful in the ever evolving arms race. I'd agree, we do lack mobility units, as I said our forces are heavily skewed towards defense scenarios.
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>>35172726
Scorpion carrying Knights?
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>>35172852

That would be a crossbow. Haha Albeit a very large one.

I'd more suggest it as a two man assembly, enhance it up with magic, make it a repeater. Boom. Sniper. But then, I don't know if the times out class the weapon, which they very well may. I just really like scorpions as a mobile siege weapon, digging into a hill with those things is brutal.
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So when are we going to go full Richard the Lionheart and just conquer an island because we can?
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>>35173205
Once we can, anon.
Oh, and once we get a stronk navy, with arcane ballista broadsides, air-pattern carriers and submarines.
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>>35173267

I wonder if submarines are even feasible in the setting
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>>35173564
If they're not we'll just have to make aquatic patterns.
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So, what would the thoughts on creating Arcane Artillery be?
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>>35173698
I already suggested arcane ballistas and repeater bolt throwers, made-from-scratch arcane catapult ammo would be expensive as fuck but I'm sure we could pull it off.
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>>35173698

I'd agree with it. On the new Harrowmont expansion I left some room on the bastion walls to install such things, inspired by the fuck shit up ballista Taour used. I don't know if you can see them, little people dots. I'd imagine they could blow stuff up from the crown wall with magical enhancement.
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>>35173807
*little purple dots

Thanks phone.
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>>35173807
>>35173844
Are those dots to scale?
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>>35173863

I'm not with my computer right now, so I couldn't tell you the exact size, so I'm not quite sure. I mean those would be huge installations to scale, but sure why not.
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>>35173898
Well, at least now we know what to do if Darlesia falls.
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FLAMETHROWERS we need flamethrowers !
Oil+fire worked amazingly, even against vampires in heavy armour
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>>35175482
also they would work well combined with those bigass heavy shields.
Combined like shiled-wall and spears



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