[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / w / wg] [i / ic] [r9k] [cm / hm / y] [3 / adv / an / cgl / ck / co / diy / fa / fit / hc / int / jp / lit / mlp / mu / n / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / x] [rs] [status / ? / @] [Settings] [Home]
Board:  
Settings   Home
4chan
/qst/ - Quests


File: ChristAsSol.jpg (162 KB, 462x494)
162 KB
162 KB JPG
Over one thousand years ago, it was a dark time, where mankind was nothing but divided into many barbaric tribes, where there was nothing but the dark night, where sin and chaos roamed free and where civilization itself was but a luxury for the few lucky.

Yet, all of this changed when one dark day like always, a miracle occured, out of nowhere, a shining object, more bright and luminous than anything else people had seen, rose up into the skies, iluminating the world with it's divine and gracious rays, thus, allowing for the rise of mankind into an golden age of culture and civilization, with numerous empires rising up to unite mankind into a single banner, that of Sol.
>>
File: Oscania.png (92 KB, 1457x395)
92 KB
92 KB PNG
>>4340225
Yet, one thousand years later, things couldn't have been different from that gracious golden age, as the numerous empires that had seen the word of Sol spread, had all but collapse, new barbaric tribes had invaded what was once land of Sol, and heretic cults have splintered the church, all each offering different interpretations of his massage, killing each other over who is the true leader of the church, and what's worse, the light of Sol itself has began to dwindle bit by bit over the years, weakening, and making the winters longer, the nights darker.


And so, in the year 1001 since it's rise, that's the situation of the world, with countless petty kingdoms, duchies, and empires, all battling each other for control of the sea of light. With wise princes, mad kings, and daring invaders in each corner.

Yet, it is you, who have been selected by Sol itself to guide mankind into a new golden age, so come on, and select the nation who you shall guide towards glory.
>>
>>4340229
>Despotate of Laconia
>>
>>4340229
>Kingdom of the Lusitani
>>
>>4340229
Crown of Almeria
>>
>>4340229
>Artashesian Dynasty
>>
File: Laconia.jpg (295 KB, 1043x800)
295 KB
295 KB JPG
>>4340333
Since you got trips, let's go with you.

The history of the despotate of Laconia is as violent as it is interesting, from simple barbarians migrating from the south, the laconians build one of the most longeve states in the sea of light.

The despote is described as an heavely militarized nation, an army with an state if you will, governed by two equal kings, alongside an elected asembly of citizens. Laconian citizenship itself is something to be earned, not something you are born with, as only adult, native-born, non-slave, males, can obtain it, and that's only after finishing military service to the despotate.

Empires have come and gone, kingdoms have risen and falles, yet, for centuries, the despotate has stood independent, at least, until the disaster at Megali, where our brave soldier were, for the first time in centuries, beaten and our nation made a vassal of the Byzaian Empire, and forced to play as their pawn in their ever common internal struggles.

Yet, it seems that Sol has been kind to us recently, as the Byzaian empire has now fallen, replaced by foreign conquerors,and their governors now battling with the conqueror and each other for the throne, granting us a good opportunity to control our destiny.

Before we can continue, however, what's is thou name, chosen one of Sol
>>
>>4340767
Ben Dover
>>
>>4340767
Thales giosíliou
>>
>>4340767

Despot Raddhia
>>
>>4340767
Thalia Aiakides
>>
>>4340844

+1
>>
>>4340786
+1
>>
>>4340844
+1
>>
>>4340844
>>4340786
>>4340831
Your name is Despot Raddhia, son of the previous Despot, your father Thales, who died the previous week out of health complications, making you the new Despot of Laconia.

As stated Previously, the Despotate is ruled by not one, but two despots, each coming from diferents dynasties, in this case, your co-equal is Ben Dover, who is your senior by 10 years, making him the most experienced with governance out of the two. Your relationship with him has been decent thus far, but there's always the risk of him trying to push you aside, either way, it would be good to have him as a reliave partner.
>>
>>4341076
Now that is pretty cool
>>
>>4341076
Thank you for not adhering us too closely to Greece.
>>
>>4341083
>>4341088
So when do we kill Ben and take his power?
>>
>>4341103
When he truly believe us to be too stupid to do something like that.
>>
>>4341103
Squabbling with the other despot weakens the state, and having only one source of power invites tyranny. Let's have this playthrough be about preserving our warrior culture and freedom above all else.
>>
>>4341120
At the expense of others prefferably
>>
File: Byzaia.png (20 KB, 493x217)
20 KB
20 KB PNG
>>4341076
Moving on with the daily affairs of the state, the first important thing for you to do would be diplomacy, more specifically, what will be the Despotate's role in the ongoing civil war ragin across the former Byzaian empire.

To begin explaining, there's three mayor players in the region for control of the core of the former empire, each with their own different policies, and styles of governance, something relevant if we wish to assert ourselves within the empire.

>The excharchate of Salonika (Silver), has the most legitimate claim to the empire of old, being ruled by the cousin of the last emperor, and having the loyalty of most of the cities in the peninsula, their policies basically amount to the same as to the old empire, promising to keep our relative status of vasallage without much change if we side with them, however, they also threatening us with harsh pushiment, should be don't back them in the war.

>The Empire of the Trakians (Purple) is ruled by the Traki, a foreign people from the south, who conquered the capital of the old empire, and now wish to create a new empire of their own. Thus far, their policies have been inconsistent and contradictory at times, sometimes promising benevolent rule only to act with harshness, and viceversa. Siding with them would be playing with dice, but at the same time, they are unlikely to invade us, should they win the war.

>Finally we have the Empire of Pontus ( light blue), a rival empire proclaimed by the former Byzaian governor of the region, after he decided to declare independence from the dying empire, to create a new empire of his own with a new capital. So far they have proven themselves to be actually pretty lenient in terms of rulership, being more open-minded and less authoritarian than either the Trakians or Salonikans, however, siding with them would put at at odds with pretty much all of our close neighboors, and they would be unlikely to help us when the time comes.

>Besides the three claimants, we could also decide to remain neutral in the conflict, and gather enough strength to possibly even declare independence some time in the future, however, that would be the riskiest of all the options.

At the end of day though, you have to choose between one of the options, lest Ben do that for you, and make yourself look weak and undecisive.
>>
>>4341135
>Besides the three claimants, we could also decide to remain neutral in the conflict, and gather enough strength to possibly even declare independence some time in the future, however, that would be the riskiest of all the options.

Let's trust ourselves.
>>
>>4341135
>Besides the three claimants, we could also decide to remain neutral in the conflict, and gather enough strength to possibly even declare independence some time in the future, however, that would be the riskiest of all the options.
OP this kinda reminds me of Byzantium (Not just because of the name similarities)
>>
>>4341135
It's interesting... I think the best course of action may be to follow the Salonikoi half-heartedly, and when their attentions are focused elsewhere, stab them in the back.
>>
>>4341139
>>4341141
After thinking it for a while, you decided that it would for the best for Laconia to remain neutral in the conflict, and focus on internal issues at least for now.

After talking with Ben about it, you two made a public announcement in which you declared that the Despotate will not back any of the claimants in the conflict for the time being.

While the Ben and the assembly were pleased with the decision, and the people a bit disappointed that they weren't going to war, the claimants in questions reacted a bit differently, with mixed responses from the big three.

>Relationship with Salonika goes from Neutral to cold.
>Relationship with the Trakians goes from Neutral to Ambivalent
>Relationship with Pontus remains neutral.

With the matter of the conflict decided for now, it's time for you young Despot to take a look at the internal management of the despotate.

>Review Economy
>Review Military
>Review Politics
>Review Diplomacy others
>>
>>4341238
How many choices do we get?
>Review Military
>Review Diplomacy others
I need an excuse to beat up some not-Thebans
>>
>>4341135
Can you specify which one of those is Pontus? There are a few blues on that map so it's confusing to me.
>>
>>4341238
>Review Military
>>
>>4341238
>Review Economy
>Review Diplomacy others
We gotta get lots of money
>>4341253
It’s the one right below us
>>
>>4341253
Salonika, Trakia, and Pontus are east to west in that order on the bottom of this map >>4341135
>>
>>4341249
You can review them all, but what do you want to check first ?
>>
>>4341296
Military
>>
>>4341296
Let’s go with military first since we get to look at all of them
>>
>>4341266
Thanks
>>
>>4341305
>>4341254
>>4341249
>Review Military

The military of Laconia has always been famous through the sea of light for it's courage and dicipline, for even in these troubling times, it remains one of the most high quality in this side of the sea.

>Laconian Citizen spearmen, (Inf) (Atk 7/ Def 9/ Discipline 9/ Tactics 6/ Equip 7) Numbers: 7000

Composed of Citizen Levies, these brave spearmen, are the best of it's kind. However, that comes with a price, in that it's only limited by the amount of full blooded citizens within the despotate, making their numbers low, and any loss more desvastating.

To compensate this, sometimes of need, the Helotian slaves, are given the most basic of weapons and thrown into the battle, to serve as skirmirshers and meatshields.

>Helotian slaves (Atk 2/Def 4/Discipline 3/Tactics 5/ Equip 1) Numbers 7500

Having reviewed the military, do want to make any changes (train troops/ improve tactics/ manufacture equip), rolling a dice of 6 ?

Either way, regardless of the latter, who you would like to review next.
>Review Economy
>Review Politics
>Review Diplomacy others
>>
Rolled 6 (1d6)

>>4341333
>manufacture equip
>Review Economy

I want them to be the most heavily armed army in the world!
>>
>>4341336
+1
>>
Rolled 1 (1d6)

>>4341333
I suggest we eventually begin training the Helotians in the use of ranged weaponry. Give them an actual purpose beyond being fodder.

But for now, backing this post in both ways >>4341336
>>
>>4341336
+1
That 6 is looking quite good
>>
>>4341336
Rolled 6 (1d6)
Deciding to make the Laconians the best elite soldiers in the known world, you decided to order the nation's blacksmiths to make the best equipment they could to arm your soldiers, and luckily for you, they delivered in their promise, and free of charge too.

>Laconian Citizen spearmen Equip goes from 7 to 9. No change in upkeep

However, making this stuff isn't going to be free all the time, which reminds you that soldiers require an upkeep to remain on your side (6 solidus yearly for the Laconian spearmen, 1 for the helots.

Related to this is the economy, right now, the economy of the despotate, isn't in the best of shapes, with the small size of the country, relative poverty in natural resources, and lack of major trade partners all contribuiting to this.

Either way, this is the state for each of our economic sectors right now.

>Agriculture, Size: 7/10, type: Slave plantations, profit :7
>Fishing, Size 2/8, type: Basic, profit: 2
>Woodcutting, Size 2/9. type: Basic. profit: 2

That leaves us with 4 solidus of surplus each year, a good amount, but not enough if we are to build bigger stuff.

Having reviewed the military, do want to make any changes (Upscale production/ improve techonology/ develop other industries), rolling a dice of 6 ?

Either way, regardless of the latter, who you would like to review next.
>Review Economy
>Review Diplomacy others
>>
>>4341379
Sorry, for the last part was:

Having reviewed the ECONOMY, do want to make any changes (Upscale production/ improve techonology/ develop other industries), rolling a dice of 6 ?

Either way, regardless of the latter, who you would like to review next.
>Review POLITICS
>Review Diplomacy others
>>
Rolled 6 (1d6)

>>4341384
>improve technology for Agriculture

then

>Review Politics
>>
>>4341386
+1

Nice rolls
>>
>>4341386
Off to a strong start it looks
+1
>>
>>4341386
Rolled 6 (1d6)
Deciding to improve the methods by which the Despotate grows food, you met with the biggest landowners in the country for a solution, and luckily for you, they agreed to help, in this case, rather than making slaves do hard labor all day in the field with their bare hands, they decided to invest into some actual tools like shovels and handcarts to improve production
>Agriculture, goes from type: Slave plantations (Production 1), to type: Improved Plantations (P 1.5), Profit from agriculture goes from 7 to 10.5
With the matters of the military and the economy all settled, you decided to go now in the realm of politics.
So far everything has been good though the nation, as compared with your cold-distant predecessor, you seem to be more well liked, maybe because you have been a decent ruler in these weeks. Either way, it’s important to keep a check on the various figures of the nation, and keep it’s newfound stability high.
>Stability: High
>The Assembly: Content
>Your Co-despot: Satisfied
That said, corruption has always been an issue in the nation, and all effort to fight have been in vain so far, but maybe you can be more succesfull in this regard ?.
>Corruption: Medium-high. (eats 2 solidus each year)
Having reviewed the Politics, before we explore more of the diplomacy, do want to make any changes (Improve relations/ make new policies/ fight corruption), rolling a dice of 6 ?
>>
Rolled 4 (1d6)

>>4341406
>Fight corruption
Hopefully I won’t disappoint
>>
>>4341410
+1, not bad
>>
>>4341410
+1
>>
File: Byzaia.png (10 KB, 223x256)
10 KB
10 KB PNG
>>4341410
Rolled 4(1d6)
Riding in your recent wave of popularity, you decided to introduce new laws making punishments harder for crimes such as tax evasion, which you managed to get approved without much trouble.
While the biggests offenders and those high up in the totem pole managed to simply avoid the punishment by the way of their usual tricks, those in the lower end of the pole and smaller offenders got what they deserved, making some small progress in your fight against corruption.
>Corruption goes from Medium-High (eats 2) to Medium (eats 1.5)
Moving on to diplomacy, aside from the tree claimants, there’s also three other minor nations that are of relevance to ourselves.
>The principiate of Illyria (green), Status: Friendly, is multiethnic nation that has been an historical ally of Laconia since times inmemorial, while our relationship suffered a bit during the Byzaian occupation, as we were forced to fight against them in many occasions, still our relationship towards seem to be still in the positive.
>The Boetian League (Grayish blue), Status: Neutral, is a league of city-states to our south, that are currently involved in the Byzaian War, fighting the Salonikans in the south, while we have no common grievances towars each other at the moment, we currently have a historical claim to the province of Euboeia bording us to the south.
>Finally, there’s the Tulinid Emirate across the sea in the north, (Green-Blue), Status: Unfriendly, a rich and cultured nation thanks to their Dyes and spices merchant ventures that follows a different religion that us, making relations awkward. In top of that however, the emirate has been rading our coasts for quite some time now, not to mention that they currently desire our province of Krita to further their hold over the sea, making relations even more tense than usual.

Having analized the situation, before we end the year, do you want to do anything related to diplomacy, (offer an alliance, Threaten War, Improve relations, ect.), with a dice of 6 ?
>>
Rolled 3 (1d6)

>>4341466
>Improve relations (Boetian League)

Staying neutral probably means we should stay out of alliances for now, but let's improve relations with out neighbors.
>>
>>4341471
Support
>>
>>4341471
Deciding to improve relations with your southern neighbors, you sent one of your diplomats over to the boeotians to smooth over things, specially relating to the ongoing war and border conflicts.

At the end though, while you made some small progress with them, it wasn't as much as you wanted, given the still ongoing issues.

>Relationship with the Trakians goes from Neutral to slightly warm

And so, with that the year 1001 ends, and so your first year in power.
>>
>>4341515
Sorry,
>Relationship with the BOEOTIANS goes from Neutral to slightly warm
>>
>>4341518
Either way, without much further ado.

YEAR 1002

After you first year in power, you a feeling that everything thus far has been great, however, given how much work you had to do, not to mention that your period of Honeymoon has ended, you have been feeling more tired than usual, and so, your advisors recomended to take it easy from now on. Regardless of that, there's still some work to do. So let's check what you can do in this year.

REVIEW
--MILITARY

>Laconian Citizen spearmen, (Inf) (Atk 7/ Def 9/ Discipline 9/ Tactics 6/ Equip 9) Numbers: 7000
>Helotian slaves (Atk 2/Def 4/Discipline 3/Tactics 5/ Equip 1) Numbers 7500

--ECONOMY

>Agriculture, Size: 7/10, type: Improved plantations, profit :10.5
>Fishing, Size 2/8, type: Basic, profit: 2
>Woodcutting, Size 2/9. type: Basic. profit: 2
>Yearly profit: 5.5 Solidus

--POLITICS

>Stability: High
>The Assembly: Content
>Your Co-despot: Satisfied
>Corruption: Medium (Eats 1.5)

--DIPLOMACY - STATUS

>Salonika: Cold
>Trakians: Ambivalent
>Pontus: Neutral
>Illyria: Friendly
>Boeotia: Slightly warm
>Tulunids: Unfriendly.

Having review the situation for the current year, it's time for you to chose TWO actions to take during the year, rolling a dice of 6 for each.

>Military action: (train troops/ improve tactics/ manufacture equip)
>Economic action: (Upscale production/ improve techonology/ develop other industries)
>Political action: (Improve relations/ make new policies/ fight corruption)
>Diplomatic action: (offer an alliance, Threaten War, Improve relations, ect.)

( thank you guys for your support in this thread, i didn't thought that it was going to be this well, by the way, i need to take some sleep, so i'll see you guys in about 10 hours, see ya)
>>
We should get all the gold
>>
Rolled 2, 3 = 5 (2d6)

>>4341552
>Military action (Manufacture equip)
>develop other industries (pasture)

I just want our troops to have the best equipment ever! Also let's try developing another industry see how it works out.
>>
Rolled 1, 3 = 4 (2d6)

>>4341552
>Economic action: develop woodcutting industry
>Diplomatic action: Set up trade with the Boeotian
>>
I have a question QM. How do we decide which anon's policies are carried out? It seems a bit lackluster if it's just first come first serve. Maybe we can try doing a vote each time, and then the QM rolls for us?
>>
>>4341613
Normal voting for each year sounds good for me.
>>
Rolled 4, 1 = 5 (2d6)

>>4341552
I support this >>4341580
>>
>>4341618
How will the rolls work with multiple people? Best of 3 or what?
>>
>>4341645
Sorta yes i guess
>>
Rolled 3, 6 = 9 (2d6)

>>4341580
+1, but no 1's rolled this time
>>
>>4342075
Thanks for the decent roll, m8.
>>
>>4341580
>>4341576
>>4341580
>>4342075
Alright, for rolls i suppose i will take the average of three, Rolled 1, 3 = 4 (2d6),Rolled 4, 1 = 5 (2d6) ,Rolled 3, 6 = 9 (2d6).

1+4+3 / 3 = 2.66 3
Deciding to develop the often neglected other sectors of the Despotate's economy, you ordered an increase in production from the sector as well as the creation of a new Noble forest in order to create more timber over time.

>Woodcutting increases size in 1, increases max size in 1

3+1+6 / 3 = 3.33 4
Following that, you then decided to set some trade relations with the Boeotians, sending a diplomat over there to see the negotiations. And luckily for you, they agreed without trouble.

>Relationship with the Boeotians goes from slightly warm to warm
>Trade set up with the Boeotians, generates 1.5 solidus of profit each year
>>
>>4342126
Yay, we can afford our military now!
>>
>>4342126
Are we creating a pool of solidus with our profits each year?
>>
>>4342126
YEAR 1003

Following your second year in power, you feel a little more confident and experienced of what you used to be when you started, there's still some things you need to learn, but overall you're in a good position

REVIEW
--MILITARY

>Laconian Citizen spearmen, (Inf) (Atk 7/ Def 9/ Discipline 9/ Tactics 6/ Equip 9) Numbers: 7000, upkeep 6
>Helotian slaves (Atk 2/Def 4/Discipline 3/Tactics 5/ Equip 1) Numbers 7500, upkeep 1
>Yearly upkeep 7

--ECONOMY

>Agriculture, Size: 7/10, type: Improved plantations, profit :10.5
>Fishing, Size 2/8, type: Basic, profit: 2
>Woodcutting, Size 3/10. type: Basic. profit: 3

--POLITICS

>Stability: High
>The Assembly: Content
>Your Co-despot: Satisfied
>Corruption: Medium (Eats 1.5)

--DIPLOMACY - STATUS

>Salonika: Cold
>Trakians: Ambivalent
>Pontus: Neutral
>Illyria: Friendly
>Boeotia: Warm, trading (1.5 ◘/y)
>Tulunids: Unfriendly.

--OVERALL--
>Income 16
>Expenses 7
>Yearly profit 9

Having review the situation for the current year, it's time for you to chose TWO actions to take during the year, rolling a dice of 6 for each.

>Military action: (train troops/ improve tactics/ manufacture equip)
>Economic action: (Upscale production/ improve techonology/ develop other industries)
>Political action: (Improve relations/ make new policies/ fight corruption)
>Diplomatic action: (offer an alliance, Threaten War, Improve relations, ect.)
>>
>>4342132
I'll include that in the third year
>>
Rolled 6, 1 = 7 (2d6)

>>4342134
>Military action (improve tactics)
>Political action(fight corruption)

We should do military stuff every other years since we're going to be going for independence eventually. Also let's get corruption down it's taking as much as our trade deal makes
>>
Rolled 1, 5 = 6 (2d6)

>>4342134
>Military action (Military academies training officers (tactics?)
>Economic action: (Roads)
>>
Rolled 6, 3 = 9 (2d6)

>>4342141
+1
>>
Rolled 1, 6 = 7 (2d6)

>>4342134
One of our territories is an island. Let us build a military fleet to get our men around. Furthermore, our Helotians should be given a real military purpose.

>Military Action (build fleet)
>Military Action (skirmisher training)
>>
Rolled 4, 3 = 7 (2d6)

>>4342141
This one
>>
>>4342134
Are you sure we should be doing average of 3 for rolls? It seems like we're just going to get 3's/4's every time like that.
>>
>>4342172
Any other suggestions then ?
>>
>>4342182
How about 6's and 1's count as positive and negative crits. So 6's stay locked in if someone rolls it, and 1's stay locked in if someone rolls it. It'll make stuff more spicy and make sure that we aren't just winning all the time.
>>
>>4342186
Oh that's a good idea, adds risk to additional rolls. But what about for rolls that aren't 1 or 6? Are we sticking to average or going to best of, or maybe just first roll?
>>
I'd say stick to averaging for rolls that aren't 1 or 6.
>>
>>4342141
>>4342155
>>4342167
>>4342186
Ok, then.

Rolled a 1(2d6)
After all that your previous succeses in the job, you decided to try something that no other despot in Laconian history has ever tried, try to make our troops do something other than simply poke, shield, and advance.

Unfortunately for yuo however, traditions in the army are very strong, and to an obstanite degree, for when you tried to pitch your idea to the soldiers, they simply laughed at you out. Moreover, this incidents has only serve to reinforce such antiquate mentality among our comanders

>Laconian Citizen spearmen Tactics goes from 6 to 5

5+3+3 / 3 = 3.66 4
Luckily for you however, your efforts to improve the road infrastructure of the country have been much more positive, something that surely will pay itself of, in the near future.

New Building,
>Improved roads, (profit from trade +1)
>>
>>4342217
YEAR 1004

While you had your first political defeat so far in your reign, you're still confident in your abilities to manage the realm, as this only serves as learning experience for you to learn from.
Moreover, with the new roads now built, you're starting to think about what other bulding projects you could make.

REVIEW
--MILITARY

>Laconian Citizen spearmen, (Inf) (Atk 7/ Def 9/ Discipline 9/ Tactics 5/ Equip 9) Numbers: 7000, upkeep 6
>Helotian slaves (Atk 2/Def 4/Discipline 3/Tactics 5/ Equip 1) Numbers 7500, upkeep 1
>Yearly upkeep 7

--ECONOMY

>Agriculture, Size: 7/10, type: Improved plantations, profit :10.5
>Fishing, Size 2/8, type: Basic, profit: 2
>Woodcutting, Size 3/10. type: Basic. profit: 3

Buildings
> Improved roads ( +1 /y from trade)
> Palace of the despots (yearly upkeep 1 /y)

--POLITICS

>Stability: High
>The Assembly: Content
>Your Co-despot: Satisfied
>Corruption: Medium (Eats 1.5 /y)

--DIPLOMACY - STATUS

>Salonika: Cold
>Trakians: Ambivalent
>Pontus: Neutral
>Illyria: Friendly
>Boeotia: Warm, trading (1.5 /y)
>Tulunids: Unfriendly.

--OVERALL--
>Income 16.5
>Expenses 8
>Yearly profit 8.5

Having review the situation for the current year, it's time for you to chose TWO actions to take during the year, rolling a dice of 6 for each.

>Military action: (train troops/ improve tactics/ manufacture equip/ Drill the troops)
>Economic action: (Upscale production/ improve techonology/ develop other industries/ build something)
>Political action: (Improve relations/ make new policies/ fight corruption)
>Diplomatic action: (offer an alliance, Threaten War, Improve relations, ect.)
>>
Rolled 5, 2 = 7 (2d6)

>>4342231

>Military Action (build fleet)
>Military Action (skirmisher training)
>>
>>4342231
To buil buildings and train troops you're going to need a treasury, and luckily for you, Ben made the effort to stablish one for you.

Treasury: 30 Solidus in reserve
>>
Rolled 3, 6 = 9 (2d6)

>>4342232
+1
>>
>>4342237
lol I only roll 3's and 6's
>>
Rolled 4, 3 = 7 (2d6)

>>4342232
+1

@QM, we should probably decide on actions and then roll for results - will slow things down, but will avoid us always having basically the same dice roll
>>
>>4342255
How will it change anything?
>>
>>4342232
5+3+4 /3 = 4
moving on from the land and into the sea, you decided to build a navy to protect the Laconian coasts from Tulunid raiders, overall, you spent 4◘ to build 4 dromons, with an yearly outkeep of 2◘

>New Unit, Dromon, (Light ship) (Atk 4/ Def 5/ Speed 5/ Tactics 5/ Discipline 4) Numbers: 4, upkeep 2

2+6+3 / 3 = 3
Following that, you decided that the Helotians,
should be given a real military purpose other than meatshields, and so, you spent a good part of the year, overseeing their training as skirmirshers

>Helotian slaves become Helotian Skirmirshers (Skir) (Atk 3/Def 4/Discipline 3/Tactics 6/ Equip 1) Numbers 7500, upkeep 2
>>
>>4342291
I doubt four ships can hold all 14.5k of our troops. What is their carrying capacity?

Also, how do we intend to deal with the Tulunid problem? I'm always open to a fight, but it may be best to wring some money out of them if we can.
>>
>>4342291

YEAR 1005

As you move on with the next year of your rule, a frightening report comes right at your door, it appears that the Tulunids have decided to intensify their piracy actions agaisn't our costal settlements, making stopping them a goal in the future.

REVIEW
--MILITARY STATUS

>Laconian Citizen spearmen, (Inf) (Atk 7/ Def 9/ Discipline 9/ Tactics 5/ Equip 9) Numbers: 7000, upkeep 6
>Helotian Skirmirshers (Skir) (Atk 3/Def 4/Discipline 3/Tactics 6/ Equip 1) Numbers 7500, upkeep 2
>Dromon, (Light ship) (Atk 4/ Def 5/ Speed 5/ Tactics 5/ Discipline 4) Numbers: 4, upkeep 2
>Yearly upkeep 10

--ECONOMIC STATUS
---Industries
>Agriculture, Size: 7/10, type: Improved plantations, profit :10.5
>Fishing, Size 2/8, type: Basic, profit: 2
>Woodcutting, Size 3/10. type: Basic. profit: 3

---Buildings
> Improved roads ( +1 ◘/y from trade)
> Palace of the despots (yearly upkeep 1 ◘/y)

--POLITICAL STATUS

>Stability: High
>The Assembly: Content
>Your Co-despot: Satisfied
>Corruption: Medium (Eats 1.5 ◘/y)
>Piracy & Banditry: Medium (Eats 1.5 ◘/y)

--DIPLOMACY - STATUS

>Salonika: Cold
>Trakians: Ambivalent
>Pontus: Neutral
>Illyria: Friendly
>Boeotia: Warm, trading (1.5 /y)
>Tulunids: Unfriendly.

--OVERALL--
>Income 15
>Expenses 11
>Yearly profit 4
>Treasury 34.5◘

Having review the situation for the current year, it's time for you to chose TWO actions to take during the year, rolling a dice of 6 for each.

>Military action: (train troops/ improve tactics/ manufacture equip/ Drill the troops)
>Economic action: (Upscale production/ improve techonology/ develop other industries/ build something)
>Political action: (Improve relations/ make new policies/ fight corruption/ fight bandits)
>Diplomatic action: (offer an alliance, Threaten War, Improve relations, ect.)
>>
Rolled 5, 4 = 9 (2d6)

>>4342300
Alright kids, let's get to fightan

>Military Action
Build more dromons.
>Diplomatic Action
Threaten war with the Tulunids unless piracy stops immediately.
>>
>>4342309
+1 but not rolling because I like those rolls
>>
How should we play this? Attack their mainland? Finish their pirate fleet first? Maybe hunker down in our settlements and wait for the invasion to come?

I get the feeling our soldiers do well on the defensive.
>>
>>4342309
+1
Also not rolling because those are decent
>>4342334
They want our island with the glass furnaces so I say go on the defensive while hunting those pirates. We should also get trade relations with our green pals soon since they actually like us.
>>
>>4342337
>>4342334
I feel like this could be good pretense for "establishing another base of operations" for "ensuring free trade" (Invading their territory). But since we don't have enough ships for transportation yet, yeah we just hunker down for now, but we should invest in our navy more going forward.
>>
>>4342346
If we take the invasion to them, it should be in a province without a large town since we do not have siege weapons as of yet.

>>4342337
Krita island would be a good place to station our men.
>>
>>4342353
Agreed, they only want that island so they have more control over the sea and we can’t let them.
>>
Have to bail for a bit, but please have qm clarify the ships' troop capacity, and I would suggest building the fleet even more and maybe improving the skirmishers before setting off.
>>
>>4342309
Rolled 5, 4 = 9 (2d6)

In anticipation of further Tulunid raids, you decided to continue building more Dromons to strenghen the Laconian Navy and to act as a deterrent to their ambitions,

>4 more Dromons built for a total of 8, unkeep changes duplicates from 2 to 4

Having built a decent navy, you then sent one of your diplomats to the Tulunids with a simple message, "Stop your raids or suffer the consequences".

In a surprise move for you, the Tulunids decided to comply, maybe because they were busy elsewhere, or maybe because they feared our new navy, either way, they decided to put at hold all "Official"raids, though those informal are still a bit of a problem.

>Piracy & Banditry goes from Medium (Eats 1.5 ◘/y) to Small (eats 0.5)
>>
>>4342365
>>4342373

YEAR 1005

While you obtained a important diplomatic victory the previous year, there's no doubt that conflict with the Tulunids will eventually arise again some time in the future, only that this time it will result in war, so you must prepare in the meanwhile.

REVIEW
--MILITARY STATUS

>Laconian Citizen spearmen, (Inf) (Atk 7/ Def 9/ Discipline 9/ Tactics 5/ Equip 9) Numbers: 7000, upkeep 6
>Helotian Skirmirshers (Skir) (Atk 3/Def 4/Discipline 3/Tactics 6/ Equip 1) Numbers 7500, upkeep 2
>Dromon, (Light ship) (Atk 4/ Def 5/ Speed 5/ Tactics 5/ Discipline 4/ Carrying capacity 1,000 each) Numbers: 8, upkeep 4
>Yearly upkeep 12

--ECONOMIC STATUS
---Industries
>Agriculture, Size: 7/10, type: Improved plantations, profit :10.5
>Fishing, Size 2/8, type: Basic, profit: 2
>Woodcutting, Size 3/10. type: Basic. profit: 3

---Buildings
> Improved roads ( +1 ◘/y from trade)
> Palace of the despots (yearly upkeep 1 ◘/y)

--POLITICAL STATUS

>Stability: High
>The Assembly: Content
>Your Co-despot: Satisfied
>Corruption: Medium (Eats 1.5 ◘/y)
>Piracy & Banditry: Small (Eats 0.5 ◘/y)

--DIPLOMACY - STATUS

>Salonika: Cold
>Trakians: Ambivalent
>Pontus: Neutral
>Illyria: Friendly
>Boeotia: Warm, trading (1.5 /y)
>Tulunids: Unfriendly.

--OVERALL--
>Income 15.5
>Expenses 13
>Yearly profit 2.5
>Treasury 34.5◘

Having review the situation for the current year, it's time for you to chose TWO actions to take during the year, rolling a dice of 6 for each.

>Military action: (train troops/ improve tactics/ manufacture equip/ Drill the troops)
>Economic action: (Upscale production/ improve techonology/ develop other industries/ build something)
>Political action: (Improve relations/ make new policies/ fight corruption/ fight bandits)
>Diplomatic action: (offer an alliance, Threaten War, Improve relations, ect.)
>>
>>4342380
Sorry, i forgot to update the treasury
>Treasury 38.5◘
>>
Rolled 1, 3 = 4 (2d6)

>>4342373
>stop raiding us
>ok
I believe it.
>>4342380
>Diplomatic action: set up a trade network between us, the Boeotia and Illyria
>Diplomatic action: Create a defensive alliance with the same guys.
>>
>>4342383
OP, what is our carrying capacity with our light ships?
>>4342385
Gonna need help on this one, mostly on the defensive alliance part since it’s the most important.
>>
Rolled 4, 1 = 5 (2d6)

>>4342380
>Economic action
Improve our dockyards, for the purpose of being able to create more ships faster, and also perhaps more efficiently (so it costs less and reduces their upkeep).

>Diplomatic action: set up a trade network between us and Illyria
>>
>>4342388
QM specified carrying capacity in MILITARY STATUS, it is 1000 men per ship.
>>
>>4342390
Oh shit I didn’t see that
That’s 8k so around half our army. Pretty good.
>>
>>4342383
And also Year is 1006, sorry
>>
>>4342389
Since you got a higher roll total, let's go with you.

Mainting a navy is an expensive affair, and with our current navy size, we're already dipping deep into our surplus income.
To fix that, you decided to invest some 5 solidus into some proper dockyards as opposed to the ad-hoc system you had before. At end of the day though, you were able to build something decent.

New Building,
>Improved dockyards, (Navy upkeep reduction -1)

Sadly though, your efforts to improve trade with your neighboors ended up in disaster after one of your diplomats sneezed in front of the prince's face.
While he didn't took this offense seriously, your assembly though, were a bit dissapointed at your choice of diplomat.

>Status: The Assembly goes from Content to Satisfied.
>>
>>4342422
YEAR 1007

According to your spies in the Tulunid Capital, it's expected that whatever conflict they were into, will finish in about three years, allowing them to attack us once again.

REVIEW
--MILITARY STATUS

>Laconian Citizen spearmen, (Inf) (Atk 7/ Def 9/ Discipline 9/ Tactics 5/ Equip 9) Numbers: 7000, upkeep 6
>Helotian Skirmirshers (Skir) (Atk 3/Def 4/Discipline 3/Tactics 6/ Equip 1) Numbers 7500, upkeep 2◘
>Dromon, (Light ship) (Atk 4/ Def 5/ Speed 5/ Tactics 5/ Discipline 4/ Carrying capacity 1,000 each) Numbers: 8, upkeep 4◘
>Yearly upkeep 12◘

--ECONOMIC STATUS
---Industries
>Agriculture, Size: 7/10, type: Improved plantations, profit :10.5◘/y
>Fishing, Size 2/8, type: Basic, profit: 2◘/y
>Woodcutting, Size 3/10. type: Basic. profit: 3◘/y

---Buildings
> Improved roads ( +1 ◘/y from trade)
> Palace of the despots (yearly upkeep 1 ◘/y)
>Improved dockyards, (Navy upkeep reduction -1)

--POLITICAL STATUS

>Stability: High
>The Assembly: Content
>Your Co-despot: Satisfied
>Corruption: Medium (Eats 1.5 ◘/y)
>Piracy & Banditry: Small (Eats 0.5 ◘/y)

--DIPLOMACY - STATUS

>Salonika: Cold
>Trakians: Ambivalent
>Pontus: Neutral
>Illyria: Friendly
>Boeotia: Warm, trading (1.5◘/y)
>Tulunids: Unfriendly.

--OVERALL--
>Income 15.5◘
>Expenses 12◘
>Yearly profit 2.5◘
>Treasury 32◘

Having review the situation for the current year, it's time for you to chose TWO actions to take during the year, rolling a dice of 6 for each.

>Military action: (train troops/ improve tactics/ manufacture equip/ Drill the troops)
>Economic action: (Upscale production/ improve techonology/ develop other industries/ build something)
>Political action: (Improve relations/ make new policies/ fight corruption/ fight bandits)
>Diplomatic action: (offer an alliance, Threaten War, Improve relations, ect.)
>>
>>4342429
Sorry.
>The Assembly: SATISFIED
>Yearly profit 3.5◘
>>
Rolled 4, 4 = 8 (2d6)

>>4342429
>Political action: fight corruption
>Diplomatic action: set up that trade agreement
I want that damn trade network
>>
>>4342437
+1
>>
>>4342429
Rolled 4, 4 = 8 (2d6)

Deciding to continue the ever present fight agaisn't the corruption that has been eating your income, you went to the assemby to proclaim new laws to closing up existing tax and legal loopholes, as well as enact a proper census of the land.
As always the biggest benefactors of corruption simply moved on to new tricks and methods to circumvent the law, but at the same time, they will have a harder time stealing public funds.
>Corruption goes from Medium (eats 1.5◘) to Medium-small (eats 1◘)

Moving on from internal politics, looks like this time you actually managed to set up that trade agreement with the illyrians that you always wanted.

>Trade set up with the Illyria, generates 1.5 solidus of profit each year
>>
>>4342463
YEAR 1008
With the conflict with the Tulunids coming closer, it would be wise to prepare for it. But at the same time, you shouldn't neglet the economy of the despotate.

REVIEW
--MILITARY STATUS

>Laconian Citizen spearmen, (Inf) (Atk 7/ Def 9/ Discipline 9/ Tactics 5/ Equip 9) Numbers: 7000, upkeep 6
>Helotian Skirmirshers (Skir) (Atk 3/Def 4/Discipline 3/Tactics 6/ Equip 1) Numbers 7500, upkeep 2◘
>Dromon, (Light ship) (Atk 4/ Def 5/ Speed 5/ Tactics 5/ Discipline 4/ Carrying capacity 1,000 each) Numbers: 8, upkeep 4◘
>Yearly upkeep 12◘

--ECONOMIC STATUS
---Industries
>Agriculture, Size: 7/10, type: Improved plantations, profit :10.5◘/y
>Fishing, Size 2/8, type: Basic, profit: 2◘/y
>Woodcutting, Size 3/10. type: Basic. profit: 3◘/y

---Buildings
> Improved roads ( +1 ◘/y from trade)
> Palace of the despots (yearly upkeep 1 ◘/y)
>Improved dockyards, (Navy upkeep reduction -1)

--POLITICAL STATUS

>Stability: High
>The Assembly: Content
>Your Co-despot: Satisfied
>Corruption: Medium-small (Eats 1 ◘/y)
>Piracy & Banditry: Small (Eats 0.5 ◘/y)

--DIPLOMACY - STATUS

>Salonika: Cold
>Trakians: Ambivalent
>Pontus: Neutral
>Illyria: Friendly, trading (1.5◘/y)
>Boeotia: Warm, trading (1.5◘/y)
>Tulunids: Unfriendly.

--OVERALL--
>Income 17.5◘
>Expenses 12◘
>Yearly profit 5.5◘
>Treasury 35◘

Having review the situation for the current year, it's time for you to chose TWO actions to take during the year, rolling a dice of 6 for each.

>Military action: (train troops/ improve tactics/ manufacture equip/ Drill the troops)
>Economic action: (Upscale production/ improve techonology/ develop other industries/ build something)
>Political action: (Improve relations/ make new policies/ fight corruption/ fight bandits)
>Diplomatic action: (offer an alliance, Threaten War, Improve relations, ect.)
>>
Rolled 4, 3 = 7 (2d6)

>>4342470
>Military action: Build more ships, we need naval supremacy if we want a hope in the coming fight.

>Military action: Improve tactics. Seeing as directly telling them to change their ways won't work (at least not initially), we should look into more subtle ways to change the minds of the old guard.
>>
Rolled 2, 4 = 6 (2d6)

>>4342481
support
those ships are gonna eat our income up
>>
>>4342481
By the way, with our new dockyards, we can build now war galleys, (galley) Atk 3/ Def 2/ Speed 8/ Tactics 5/ Discipline 3/ Carrying capacity 500 each) upkeep 0.25 for each,

Do you want to continue building dromons, or do you want to build galleys, if so, how many
>>
>>4342507
Can we have around 8 Galleys and 2 Dromons? That should be 3 Solidus
>>
>>4342507
>>4342514
this, but
>>
>>4342522
ignore the but, I was thinking of adding more but decided against it
>>
>>4342514
Rolled 4, 3 = 7 (2d6)

Deciding to increase the navy even more, you ordered the construction of 2 more dromons as well as 8 war galleys to support them

In other news, you have decided to improve the tactics of the army somehow, which in this case, you manage to do by telling them to play team sports, as a way to learn how to fight both in group and as an unit

>Laconian Citizen spearmen Tactics goes from 5 to 6, attack goes from 7 to 8
>>
>>4342533
YEAR 1009

In your ninth year in power, a troubling report report arrives at the capital from your spies, telling that the Tulunids have ended their internal struggles, and are now preparing their navy to continue the raids, you should use this year to finish preparations.

REVIEW
--MILITARY STATUS

>Laconian Citizen spearmen, (Inf) (Atk 7/ Def 9/ Discipline 9/ Tactics 5/ Equip 9) Numbers: 7000, upkeep 6
>Helotian Skirmirshers (Skir) (Atk 3/Def 4/Discipline 3/Tactics 6/ Equip 1) Numbers 7500, upkeep 2◘
>Dromon, (Light ship) (Atk 4/ Def 5/ Speed 5/ Tactics 5/ Discipline 4/ Carrying capacity 1,000 each) Numbers: 10, upkeep 0.5 each, 5◘ total
>war galleys, (galley) Atk 3/ Def 2/ Speed 8/ Tactics 5/ Discipline 3/ Carrying capacity 500 each) numbers 8, upkeep 0.25 each, 2 total.
>Yearly upkeep 12◘

--ECONOMIC STATUS
---Industries
>Agriculture, Size: 7/10, type: Improved plantations, profit :10.5◘/y
>Fishing, Size 2/8, type: Basic, profit: 2◘/y
>Woodcutting, Size 3/10. type: Basic. profit: 3◘/y

---Buildings
> Improved roads ( +1 ◘/y from trade)
> Palace of the despots (yearly upkeep 1 ◘/y)
>Improved dockyards, (Navy upkeep reduction -1)

--POLITICAL STATUS

>Stability: High
>The Assembly: Content
>Your Co-despot: Satisfied
>Corruption: Medium-small (Eats 1 ◘/y)
>Piracy & Banditry: Small (Eats 0.5 ◘/y)

--DIPLOMACY - STATUS

>Salonika: Cold
>Trakians: Ambivalent
>Pontus: Neutral
>Illyria: Friendly, trading (1.5◘/y)
>Boeotia: Warm, trading (1.5◘/y)
>Tulunids: Unfriendly.

--OVERALL--
>Income 17.5◘
>Expenses 15◘
>Yearly profit 2.5◘
>Treasury 35◘

Having review the situation for the current year, it's time for you to chose TWO actions to take during the year, rolling a dice of 6 for each.

>Military action: (train troops/ improve tactics/ manufacture equip/ Drill the troops)
>Economic action: (Upscale production/ improve techonology/ develop other industries/ build something)
>Political action: (Improve relations/ make new policies/ fight corruption/ fight bandits)
>Diplomatic action: (offer an alliance, Threaten War, Improve relations, ect.)
>>
Rolled 2, 2 = 4 (2d6)

>>4342546
>Military action: More drills for naval combat
>Diplomatic Action: Defensive Alliance with Illyria
>>
Rolled 1, 4 = 5 (2d6)

>>4342546
>Military action: Create some better equipment for the skirmishers. If we expect them to be more than meatshields, they need to be armed to do their jobs.

>Economic action: Further improve dockyards. It's looking like our navy will be a significant drain on our funds going forward. We should further invest into expanding and improving our dockyards to reduce that burden as much as possible.
>>
>>4342552
It seems I can only roll low
>>
>>4342546
By the way, don't forget to update our Spearmen's Atk and Tactics
>>
>>4342580
Sure
>>
Rolled 5, 4 = 9 (2d6)

>>4342552
I support this.
>>
>>4342546
Why didn't our treasury increase from last year?
>>
>>4342552
>>4342553
2+5 / 2 = 3.5(3)

Having created a large navy to protect Laconia from those Tulunid Pirates, you decided to begin working on improving the quality and training of it's crew, since the Despotate it's still largely unused to naval warfare.

>Dromon Dicipline goes from 4 to 5
>War galley Discipline goes from 3 to 4

4+2 / 2 = 3

As the navy grows, so does the costs of mantaining and supplying it. For that reason, you decided to order the expansion of all local dockyards using 6 solidus, in order to maintanaince reduce costs.

>Docks go from Improved dockyards, (Navy upkeep reduction -1), to Expanded Dockyards, ( upkeep reduction -1.5)
>>
>>4342707
YEAR 1010

At last though, after years preparing for the invation, the Tulunids have returned, and this time, it looks like it will not be a simple raid, but rather, an invation from the sea, as a large navy has been spotting sailing towards our lands.


Gathering yourself alongside Ben and the Despotate's generals in the Palace of the Despots, you began and discuss what should be the course of action.

>Option A) Meet their navy head on in the sea before they arrive. The more conventional option, this would involve sending our entire fleet to skin theirs before they can even reach our lands.

>Option B) Fortify and let them come to us. In this option we would play defensively, building various sea forts around our costal settlements, and save our navy for when we need it.

>Option C) Raid them back. The most daring option, this would involve sending our fleet towards the Tulunid Lands to raid them and give them a taste of their own medicine. Of course, this would put ourselves more vulnerable, but we may end the war quicker that way.
>>
>>4342743
>Option B) Fortify and let them come to us. In this option we would play defensively, building various sea forts around our costal settlements, and save our navy for when we need it.
>>
>>4342743
B
>>
>>4342743
>Option B) Fortify and let them come to us. In this option we would play defensively, building various sea forts around our costal settlements, and save our navy for when we need it.

I'd love to sink them before they land, but we don't know how big/good their fleet is yet, we need more information.
>>
>>4342766
According to recent developments, we have learned that the Tulunid Fleet in question outnumbers us, with the ratio being 3/4. However aditional information has revealed that they have a bigger Galley to Light ship ratio than us.
>>
>>4342776
Then I don't know enough about naval combat mechanics to know if we have a stronger fleet or not, but it sounds even enough to be too risky for a head on engagement. We should look for engagements in our favor and/or to defeat them in detail.
>>
>>4342776
Do we know anything about their army?
>>
>>4342743
>Option B) Fortify and let them come to us. In this option we would play defensively, building various sea forts around our costal settlements, and save our navy for when we need it.
>>
File: Byzaia.png (6 KB, 209x147)
6 KB
6 KB PNG
>>4342747
>>4342753
>>4342766
>>4342963
Either way, after talking about it for hours, you and the assembly came to the conclution that it would be for the best to fortify and wait for them to come to us.

That said, in order to do that, we would have to build many coastal forts though the despotate as well as station our soldiers in key points, ready to respond no matter where the enemy lands.

This will be a challenging task, and given the little time we have avaiable, we must prioritize some provinces over the rest, but what should be it.

> A) Prioritize Krita, the island to our north, and a key naval base.

> B ) Prioritize Mystras, our capital, and the most suculent target for Tulunids.

> C) Prioritize Achaeia, where we grow most of our food, and relatively less defended than the other two.
>>
>>4343005
> A) Prioritize Krita, the island to our north, and a key naval base.

If we're going to counterattack we're going to need the island. Also I think our land troops are strong enough to hold capital as it is, we more have to worry about their navy running amok.
>>
>>4343005
> A) Prioritize Krita, the island to our north, and a key naval base.

>>4343011
Our capital has a castle anyways, right?
>>
>>4343011
Support
>>4343005
Can we ask Illyria to look after our coasts near Achaeia? They are friendly to us and it won’t be too much of a hassle for them
>>
>>4343017
Yes, but that's a land fort, we're talking about costal forts here
>>
>>4343005
Krita

Do we know which of those provinces is the Tulunid capital?
>>
>>4343035
Kidnap the Sultans children
>>
>>4343045
Hostages are a thing, but I'd rather subdue them with mutually beneficial trade agreements and the wholesale of all their fighting men.
>>
>>4343076
*wholesale slaughter
>>
>>4343076
I think it'd be nice if we manage to disperse of a good portion of their fleet/army to counter attack and occupy/raid their coastal territories.
>>
>>4343117
All but one of their territories seems to be coastal, and the one that isn't has a nice big river we can access. I don't want this to become a protracted conflict where our low numbers can hurt us. We should see off their attack and then go for the throat. The only worry I have is our lack of siege weaponry.
>>
>>4343127
That's fair, then I say we occupy that territory to the right (>>4343005) with the farming that doesn't have a castle, then come to the table with peace talks.
>>
>>4343128
That's the gamble. We can take an easy target like that and hope they give up when we dangle it in front of their faces, or we can try to take their capital straight away even though we don't have siege weapons. Either way, I want those brave enough to take up arms dead so that both the war and the piracy will stop.
>>
>>4343134
I got an idea: we hire privateers. Can't raid us if your merchant vessels are being attacked by Jack Sparrow
>>
>>4343141
Not all the pirates take their orders from the sultan, he just gives them let and hindrance. I doubt he can call them to arms or even stop them completely. I think we ought to create a situation where trade is more viable and profitable to those people than piracy, and the most lasting way to do that is to cull the men, especially the ones that are already armed.
>>
>>4343011
>>4343017
Anyway, you decided to prioritize the defense of the island of Krita due to it's strategic importance as a naval base, building a couple of costal forts along it's shores, and transporting a good portion of the army there.

>Basic coastal forts built in Krita
>3000 spearmen and 5000 helotians available for the battle.

And it just so happens that your predictions were correct, for just a month after the preparations were ready, the Tulunids appeared on the horizon, with a fleet of about 10 galleys and 2 carrying about 12 000 soldiers.

With our navy close by, and our troops ready to defend, the question now is should at the moment, do we intercept the landing with our navy to sink their troops, or do we let them disermbark so that we can fight them and use the navy later to destroy their way of escape.

>Write in using a d100 roll
>>
Rolled 60 (1d100)

>>4343166
>We intercept the landing with our navy to sink their troops
Could ran them off before they even land. Also we could save our troops while they lose a good part of theirs.
>>
>>4343166
Stats of the Tulinid navy

>War galley (galley) Atk 4/ Def 2/ Speed 7/ Tactics 4/ Discipline 4/ Carrying capacity 500 each) numbers 10
>Dhow (light ship) (Atk 3/ Def 6/ Speed 4/ Tactics 5/ Discipline 5/ Carrying capacity 1,000 each) Numbers: 2
>>
Rolled 18 (1d100)

>>4343168
support
>>4343170
Best of 3 or average for this one?
>>
Rolled 4 (1d100)

>>4343168
+1
dice gods answer my call
>>
>>4343172
God damnit, every time
>>
Pls stop with the bad rolls. Dice gods are hurting my soul
>>
Rolled 86 (1d100)

>>4343166
If most of what they've got are galleys, then we should intercept.

May the Sun's light guide these prows!
>>
>>4343174
Oh no
>>4343177
Finally, a good roll
>>
>>4343174
Have you read the premise for this quest? You're supposed to pray to the sun god, like >>4343177
>>
>>4343168
Rolled 60 (1d100)
Let's take this one for now.

Deciding to intercept the Tulunid landing , you sent your entire navy towards theirs in a planned manouver.

As the enemie's navy is mostly consisted of wargalley, you didn't have trouble picking them off one by one with your own galleys, and with your relatively big dromons.

>Tulunid fleet loses 4 galleys, and 1000 troops, you lost 2 galleys, and got a dromon damaged.

That said, even with their loses, the evemy fleet still has plenty of ships, not to mention that they have their 2 dhows still intact, do we keep focusing on the galleys, or do we focus on getting rid of the dhow. If so, how ?.

>Write in using a d100 roll
>>
Rolled 95 (1d100)

>>4343187
Continue picking them apart with numbers, if we can avoid fighting the dhows while we have our full fighting strength all the better. Also retreat the damaged dromon.
>>
>>4343187
Can I just support this >>4343190?
>>
>>4343190
+1
>>
>>4343190
+1

No one else roll please
>>
>>4343190
+1
Praise Sol for this amazing roll
>>
>>4343190
Rolled 95 (1d100)

In what can be only be described as an manouver worthy of legends, you continued beating up the Tulunid fleet with everything you got, sinking ship after ship, and not even letting the dhows get close to you. At the end of the day, though, most of the Tulunid fleet laid at the bottom of the sea.

>Tulunid fleet loses 6 galleys, 1 Dhow, and 5000 troops,
>You only lost 1 galley as well a getting another dromon damaged.

That said, despite the victory at sea, the remaining Dhow managed to escape from the scene alongside with whatever soldiers they could pick up.

Sneaking past way your ships, the lone managed to arrive barely scrapping by at the Kritan shore, disembarking 4000 tired and battered soldiers.

For once in their history, the Laconians now posess the numerical superiority, but that doens't mean that those soldier are going to give up now, to deal with them you have to options.

>A) send our mighty spearmen to crush them all at once.
>B) play it safe, and use the Helotians instead.

Roll 100 for either option
>>
>>4343250
Tulunid raiding party.

>Misr spearmen, (Inf) (Atk 6/ Def 4/ Discipline 7/ Tactics 6/ Equip 4) Numbers: 2000
>Cyrene archers, (Arch) (Atk 5/ Def 3/ Discipline 6/ Tactics 6/ Equip 4) Numbers: 1000
>Desert horseman, (L.Cav) (Atk 6/ Def 3/ Discipline 4/ Tactics 7/ Equip 3) Numbers: 1000
>>
Rolled 33 (1d100)

>>4343250
>A) send our mighty spearmen to crush them all at once.
They are tired and weak, our footsoldiers are fresh and emboldened by our decisive victory at sea. Press the attack and give them no quarter!
>>
Rolled 69 (1d100)

>>4343250
>B) play it safe, and use the Helotians instead.
Let’s hope that training is put into good use.
Cmon Sol give me that good roll
>>4343262
These rolls
>>
Rolled 13 (1d100)

>>4343250
>Use the Helotians to form the center, the Spearmen forming the flanks so we can enclose on them
>>
Rolled 94 (1d100)

>>4343257
>B) play it safe, and use the Helotians instead.

They're skirmishers let's let them do their job and whittle down the enemy first
>>
>>4343267
Praise Sol
QM bless us with this one
>>
>>4343267
This
>>
>>4343262
Rolled 33+69 /2 = 51(1d100)

Filled with battle euphoria, you sent the
Spearman charging head on towards the battered enemy, expecting a quick and easy victory. Unfortunately for you however, the Tulunid soldiers turned out to be more resistent than you expected, giving your spearman a good fight as they refused to give ground or retreat.

That said, despite this final act of bravery, at the end of the day though, all of them laid dead, maimed or captured, defeating the raiding party once an for all.

That said, during the struggle, one your spearman units collapsed during the human stampede.

>1 spearman unit lost.
>>
>>4343267
>>4343279

Sorry, i didn't see that, by the way, i think that for the next battles, you should write him the options, and let me do the rollings, is that ok ?
>>
>>4343279
How many are in a unit? I’m assuming 1000
>>
>>4343283
No. How about we vote than roll
>>
>>4343284
Yes
>>
>>4343283
*Write in
>>
>>4343257
We can win glory on their home soil. For now, let the slaves mop up these dregs. I support >>4343267
>>
>>4343283
It would be quickest to vote on what we want to do, and then all roll. You could instate a minimum of three rolls and take the average instead of us all using one.
>>
>>4343289
the fight is over I believe
>>
>>4343295
Sounds good, i suppose
>>
>>4343279
>>4343279
Either way, with the battle won, and Krita secured, the Laconians are now in very different posititon than when the war started, as now, they are the lords of the sea, and the Tulunids have lost most of their tranports.

That said, the war continued, and surely enough, the Tulunids will build another fleet to invade us, and so, the question becomes now.

>A) Continue fortifying our lands, and prepare for the second fleet.

Or....

>B) Prepare our ships and soldiers to bring the war to them, and invade their lands.

or C) write him.

(well guys, it has been fun for today, but now i have to get some sleep, see ya in 12 hours )
>>
>>4343335
>B) Prepare our ships and soldiers to bring the war to them, and invade their lands.
Operation kidnap the Sultans kids is soon
>>
>>4343343
+1, they just suffered a crushing defeat and we lost very little relatively
>>
>>4343335
>B) Prepare our ships and soldiers to bring the war to them, and invade their lands.
>>
>>4343335
>B) Prepare our ships and soldiers to bring the war to them, and invade their lands.

Thank you qm. I knew building that fleet was a good idea.
>>
To anyone that's left, where do we want to hit? Do you want to strike the middle province and split his territory in half? It doesn't seem to have a major fortification.
>>
>>4343384
I say we go for the little island near the farm province, it can serve as our attack point and base of operations for the invasion.
>>
File: byziaEdit1.png (8 KB, 386x280)
8 KB
8 KB PNG
>>4343384
Actually it does have a castle in the middle province, I vote capture the right province without a fort and bring them to the negotiating table
>>
>>4343393
>>4343395
I don't think the islands are separate from the mainland province, and it seems you'd both rather go there anyway. I'll agree to that, although there may be merit in taking their sea port now that I think of it. It won't be as well defended as their capital, hopefully, but is still valuable enough to pressure the sultan in negotiations.
>>
>>4343395
Support
Yoink the farm land and bring him to the negotiation table. After the war let’s take that small island near the farming province to secure our sea supremacy.
>>
>>4343335
>>B) Prepare our ships and soldiers to bring the war to them, and invade their lands.

Do we know anything of the Tulanid's own alliances? Who would support them, who would be willing to look the other way or help us jump them?

I agree that the island near the farm province (and the farm province itself, perhaps) would be a good permanent seizure, but perhaps before that we should use our victorious forces and sack their port - we don't want them quickly rebuilding their fleet, after all.
>>
>>4343343
>>4343351
>>4343357

YEAR 1011

After defending yourself from the Tulunid raiders, you decided that it was time to bring the war to them, and so, you began to prepare the invation effort.

That said, before we go, we should give a review of our current situation, so that we can make the proper preparations.

REVIEW
--MILITARY STATUS

>Laconian Citizen spearmen, (Inf) (Atk 7/ Def 9/ Discipline 9/ Tactics 5/ Equip 9) Numbers: 6000, upkeep 5◘
>Helotian Skirmirshers (Skir) (Atk 3/Def 4/Discipline 3/Tactics 6/ Equip 1) Numbers 7500, upkeep 2◘
>Dromon, (Light ship) (Atk 4/ Def 5/ Speed 5/ Tactics 5/ Discipline 4/ Carrying capacity 1,000 each) Numbers: 8 complete, 2 damaged, upkeep 0.5 each, 5◘ total
>War galleys, (galley) Atk 3/ Def 2/ Speed 8/ Tactics 5/ Discipline 3/ Carrying capacity 500 each) numbers 5, upkeep 0.25 each, 1.25◘ total.
>Yearly upkeep 13.25◘

--ECONOMIC STATUS
---Industries
>Agriculture, Size: 7/10, type: Improved plantations, profit :10.5◘/y
>Fishing, Size 2/8, type: Basic, profit: 2◘/y
>Woodcutting, Size 3/10. type: Basic. profit: 3◘/y

---Buildings
> Improved roads ( +1 ◘/y from trade)
> Palace of the despots (yearly upkeep 1 ◘/y)
> Improved dockyards, (Navy upkeep reduction -2◘)
>Kritan costal forts (Yearly upkeep 0.25◘/y)

--POLITICAL STATUS

>Stability: High
>The Assembly: Content
>Your Co-despot: Satisfied
>Corruption: Medium-small (Eats 1 ◘/y)
>Piracy & Banditry: Small (Eats 0.5 ◘/y)

--DIPLOMACY - STATUS

>Salonika: Cold
>Trakians: Ambivalent
>Pontus: Neutral
>Illyria: Friendly, trading (1.5◘/y)
>Boeotia: Warm, trading (1.5◘/y)
>Tulunids: Hostile, at war

--OVERALL--
>Income 17.5◘
>Expenses 12.5◘
>Yearly profit 5◘
>Treasury 30◘

Having review the situation for the current year, it's time for you to chose TWO actions to take during the year, rolling a dice of 6 for each.

>Military action: (train troops/ improve tactics/ manufacture equip/ Drill the troops)
>Economic action: (Upscale production/ improve techonology/ develop other industries/ build something)
>Political action: (Improve relations/ make new policies/ fight corruption/ fight bandits)
>Diplomatic action: (offer an alliance, Threaten War, Improve relations, ect.)
>>
Rolled 3, 4 = 7 (2d6)

>>4344164
>Military action (Build more Dromons)
>Military action (Construct siege equipment)

Sun god aid my rolls!
>>
>>4344170
You got my support
>>
>>4344170
Wasn't the plan to attack the right territory with no fortifications? Why would we need siege equipment?
>>
>>4344180
The plan may be to attack the territory with no fortifications but I think it's important to have siege equipment anyways. We might need to siege Tulunid forts or atleast put pressure on Tulunid forts to get them to surrender. Also having siege equipment is just in general a good thing.
>>
>>4344184
The city in that province might have some fortified points that would just be easier to take with the siege equipment
>>
>>4344170
Rolled 3, 4 = 7 (2d6)
Alright then

As you prepared your troops and ships for what it was to be the first experience Laconians ever had with naval invations, you knew that to pull that off, you would have to construct more ships to transport your troops, and fight back any remaining Tulunid fleet.

>2 more Dromons built for a total of 10, unkeep changes duplicates from 5 to 6

In adition to that, you decided to build to some battering rams to take down any enemy fortifications along the way.

> 3 Battering rams (Atk 10/ Def 3/ Discipline 7/ Tactics 3/ Equip 5/ Speed 2) built. Upkeep 1◘
>>
>>4344200
With all preparations set, now all that remained to do was to decide where should we make the invation effort, for there's a multitude of potential targets, each with their own benefits and risks.

> 1), Cyrene and it's surrounding islands, the granary of the Tulunid emirate with it's fertile soil, and the least defended province of the three, while capturing the place would be an easy task, the sheer size of the place would mean that our troop would have to spend more time securing it, potentially allowing the Tulunids some time to reorganize.

>2) Matras, a rich city thanks to their dye manufacturies, capturing the city not only would grant us the resource, but it would allow us to split the emirate in half, dividing their forces. That said, Matras has a fort, meaning that capturing it to begin with wouldn't be easy.

>3) Tuludia itself, the capital of the emirate, and another rich target due to it's position as an end node for the Spice belt, in adition to that, capturing the capital would allow us to end the war much quicker. That said, it should be expected that such important place will the most difficult to capture, as surely the Tulunids will pour everything they have into it's defense.
>>
File: Byzaia.png (6 KB, 197x158)
6 KB
6 KB PNG
>>4344215
>>
>>4344215
> 1), Cyrene and it's surrounding islands, the granary of the Tulunid emirate with it's fertile soil, and the least defended province of the three, while capturing the place would be an easy task, the sheer size of the place would mean that our troop would have to spend more time securing it, potentially allowing the Tulunids some time to reorganize.
Can we attempt to trick the Sultanate into thinking we are attacking the Capital?
>>
>>4344215
> 1), Cyrene and it's surrounding islands, the granary of the Tulunid emirate with it's fertile soil, and the least defended province of the three, while capturing the place would be an easy task, the sheer size of the place would mean that our troop would have to spend more time securing it, potentially allowing the Tulunids some time to reorganize.
>>
>>4344215
> 1), Cyrene and it's surrounding islands, the granary of the Tulunid emirate with it's fertile soil, and the least defended province of the three, while capturing the place would be an easy task, the sheer size of the place would mean that our troop would have to spend more time securing it, potentially allowing the Tulunids some time to reorganize.
>>
>>4344218
We are too proud for tricks at least while we're still winning.
>>
>>4344218
>>4344224
>>4344232

Having thinking about it for a while, you eventually decided that Cyrene would the target for our naval invation. Gathering all posible troops for the effort, you amass quite the respectable force.

>3000 spearmen, 6000 helotians, and 3 battering rams available for the battle.
> 8 dromons and 5 galleys availble for the battle.

Either way, a few months of preparations late, you and your troops finally arrive at the desertic yet lush coasts of Cyrene. At first glance, there's no visible navy or army in the nearby, nor any sort of major fortifications beyond the city wall. That said, the climate has been quite cloudy today, and it looks like it' going to rain soon, do we press on with everything we have right now, or not.

>Write in using a d100,
>>
>>4344309
How does the terrain look? Are there ample spots for ambush (like with hills, tall grass, etc.)?
>>
Rolled 80 (1d100)

>>4344309
>Start the landings and set up a fortified position to outlast the rain
My bet is that they are gonna try to repel us back to the ocean
>>
Rolled 15 (1d100)

>>4344309
Strike up the camp, we're in no hurry.
>>
>>4344324
supporting
>>
>>4344324
Rolled 80 (1d100)

Deciding to make the landings before the rain began, you sent your fleet towards the cyrenian coast, just outside of the city, and luckily for you, it all went well, as your ship were able to disembark the soldiers and the siege equipment without much trouble.

Following the landings, you inmediately ordered your troops to build some camps to rest for the night, as well to prepare the rams for tomorrow's assault.

After a good night of rest, you began to plan with your comanders the how you should execute the siege. The city walls are everything that the city has for defense, and
they aren't too big to begin with. That said, the garrison inside isn't something you should ignore, for as small as it is.

Should you siege the city now, or should you starve them to death by capturing the fields and blocking the ports ?.

>Write in using a d100
>>
>>4344357
Cyrene City Garrison
>Cyrene archers, (Arch) (Atk 5/ Def 3/ Discipline 6/ Tactics 6/ Equip 4) Numbers: 2000
>Tulunid City guard, (inf) (Atk 3/ Def 6/ Discipline 4/ Tactics 6/ Equip 5) Numbers: 2000
>>
>>4344357
>Capture the fields and ports
>Ask for a complete surrender in exchange for good treatment and us not starving them
>>
Rolled 64 (1d100)

>>4344362
supporting with a +1 and a roll
>>
Rolled 92 (1d100)

>>4344362
Forgot to roll
Cmon Sol give me some luck
>>
Rolled 30 (1d100)

>>4344357
Surround them. We're in no hurry.
>>
>>4344362
>>4344363
>>4344364
64 + 92 /2 = 77

Deciding that wasting the precious lives of your soldiers sieging a minor city, you decided to instead, send them to take the surrounding fields and farms around the city, as well sending your ship to block their ports in order to starve them into submission.

Surely enough, after some two months of siege, the city eventually ran out of food, and were forced to surrender to us peacefully.

>Tulunid City garrison surrenders without blooshed.
>Cyrene captured

Thats said, it appears that Tulunids weren't sitting idly during the time we spent securing the countryside of the province and sieging the city, for reports in the distance speak now of a large 15,000 men strong army moving in the distance towards us, making a battle with them inavoidable, the question being now, do we met them in the fields ?, or do we fortify inside the city and let them come to us.

>Write in using a d100
>>
Rolled 58 (1d100)

>>4344408
>fortify inside the city
Our boys are more defence based
>>
>>4344410
+1
>>4344408
Since we needed to blockade the ports to prevent food from coming in, does this mean that we can resupply the city through the port?
>>
>>4344408
Also, could you answer >>4344316?

If this is the case we might be able to harrass them on their way in.
>>
Rolled 5 (1d100)

>>4344408
Let them besiege their own city. May the Sun burn out their eyes.
>>
>>4344421
>>4344374
>>4344328
In the future, could you please abstain from rolling in support of a roll that already has a decent roll?
>>
>>4344416
>>4344419

Yes, but how sucessful is the suplying effort depends on the roll
>>
>>4344427
Ok, did the reports include any cavalry, or is it exclusively infantry?
>>
>>4344427
The terrain is mostly flat and semiarid with the ocassional lush green areas, not much cover though
>>
>>4344430
Tulunid relief army

>Cyrene archers, (Arch) (Atk 5/ Def 3/ Discipline 6/ Tactics 6/ Equip 4) Numbers: 4000
>Misr spearmen, (Inf) (Atk 6/ Def 4/ Discipline 7/ Tactics 6/ Equip 4) Numbers: 3000
>Desert horseman, (L.Cav) (Atk 6/ Def 3/ Discipline 4/ Tactics 7/ Equip 3) Numbers: 3000
>Camel riders, (L.cav) ( Atk 5/ def 5/ discipline 3/ tactics 8/ equip 3) numbers 3000
>Amazigh skirmirshers, (skir) ( Atk 5/ def 4/ discipline 5/ tactics 6/ equip 3) numbers 3000
>>
>>4344423
I was under the impression that we were going to start using minimum rolls and averages during battles.
>>
>>4344453
I'm under the impression that we're using averages for everything. That's why when we roll high we have people saying "please no one else roll".
>>
>>4344410
Anyway
Rolled 59 d100

Since the Tulunid army was too big as to take them head on with our troops, you gave the order to strip the surrounding lands bare of food, and fortify inside the city.

As expected, the Tulunids began sieging the city, but thanks to our access to the sea, and the food we stockpiled, we shouldn't have problems lasting inside.

That said, one month later, after getting tired of sieging a city that will never run out of food, the Tulunids decided to send their new navy to blockade us.

Stats of the Tulinid navy

>War galley (galley) Atk 4/ Def 2/ Speed 7/ Tactics 4/ Discipline 4/ Carrying capacity 500 each) numbers 7
>Dhow (light ship) (Atk 3/ Def 6/ Speed 4/ Tactics 5/ Discipline 5/ Carrying capacity 1,000 each) Numbers: 5

We have equal numbers in ships and still the advantage of having the more bigger ships, but it looks like things wont go so
Easy as the last time.


>Write in using a d100 for the course of action
>>
Rolled 31 (1d100)

>>4344524
Double attack. Our army attacks theirs, our navy attacks theirs.

Also, are we using minimum rolls?
>>
Rolled 99 (1d100)

>>4344535
Why would we sally out of our defenses into greater numbers? Seems like a poor idea.
>>4344524
Maintain our position inside the walls with ground forces, make them come to us.
On the sea, focus on destroying the Galleys first while avoiding the Dhows using our superior speed. Once they are taken care of, the Dhows will be easy prey.
>>
>>4344537
oh vey
>>
>>4344537
Supporting this
>>
>>4344537
Rolled 99 (1d100)

Feeling confident after your recent victories both at land and at sea, you ordered your fleet to intercept the Tulunid one with all of their strenght.

Just like the battle at Krita, you focused your efforts into using the superior velocity of your Galleys to divide the Tulunid fleet with great manouvers, and follow up by destroying each of their ships one by one using your dromons.

At the end of the day, almost all of the Tulunid ships laid at the bottom of the sea, with only an scant few managing to retreat away, all with minimal losses in your side.

>Tulunid fleet loses 6 galleys, 4 dhows
> you lost 1 galley.

Moreover, thanks to the recent victories at sea, the ability of the Laconians in the arts of naval warfare have increased, from an unknown field to them, they are now quite the experts at it.

>Dromon tactics goes from 5 to 6
>War galley tactics goes from 6 to 7
>>
>>4344623
With another Tulunid fleet almost completely destroyed, their ability to project power at sea, has been seriously damaged, limiting them to only land operations for now.

With that said, following our victory at sea, our ability to supply our troops inside cyrene has been become unbroken, allowing us to stay indefinitely well fed inside the city for as long as we want.

Hearing news of the disaster at sea, the Tulunid comander of the sieging army, furious, gave the orders to prepare for a full assault of the city, set to tomorrow morning.

Having heard of this through our scouts, some comanders have suggested that we could raid them at night while they're sleeping, while others call this a risky move, given our inexperience with night combat, and prefer that we should prepare our defenses for the siege.

>Write in using a d100
>>
Rolled 1 (1d100)

>>4344630
No need to be making risky moves, they are desperate. Let them throw themselves upon their own walls.
>>
>>4344633
LMAO ok or not, my rolls are something else today
>>
Rolled 75 (1d100)

>>4344630
Let’s do this raid to anger them even more
>>
>>4344633
Rolled 1 (1d100)

While you and your commander were discussing about the plan of action, a troubling report comes in as one of your soldiers enter into your tent gasping for breath.

>"They are attacking us right now sir", the soldier says before collapsing in the floor.

Indeep it appears that the scout you sent was fed false information, and now, you find yourselves about to be attacked by the Tulunids with your pants down.

>"Don't worry my despot i'll take care of this", one of your comanders said, before leaving the tent and rallying up his unit.

Before you could even say anything, the man proceeds to lead 1000 brave laconians towards the city door and into the mass of enemy soldiers.

What follows is nothing but the stuff of true legends, as the man and his soldier bear the full front of the Tulunid attack with all of their couraage, teither taking an step back, nor breaking formation.

> 1000 Laconians are lost, but you gain some much needed time.

It was then that you realized that this man sacrificed himself and his unit to buy you time to reorganize the defense of the city, and sol itself you will.

>Write in using a d100 for the next course of action
>>
Rolled 88 (1d100)

>>4344671
Take to the walls, a mix of spearmen and skirmishers. Wherever enemies get up on the wall spearmen will take them, everywhere else the skirmishers rain down death. Additionally spearmen should be positioned behind the gate and the gates further braced by moving our heavy battering Rams behind them. Have some men patrol the city and make sure the locals aren't going to backstab us.
>>
>>4344684
Supporting the defense.
>>
>>4344684
Support
Defeat this force and I’m sure the Sultan will be forced into negotiations
>>
>>4344671
>>4344722
My roll didnt work in the options field, I don't see an email field anymore when I reply, does rolling work differently now? I havent posted in a year
>>
>>4344684
Rolled 88 (1d100)

Deciding not to make the man's death in vain, you inmediately began giving out orders to all soldiers to reorganize for the defense of the city, and to repel the Tulunid assault.

To begin with, you sent part of your spearmen to man the walls of the city, while ordering the helotians to rain down javelins upon the enemy, dealing great damage and blocking off those atempted to scale the walls.

At the same time, you positioned some spearmen behind the city gate alongside the battery rams to block off the entrace of the city. Aditionally had some men patrol the city in search of any would be revolter.

While you were sucessfull in repeling the first wave of the assault, the Tulunid archers and skirmirshers still quite a dent in your numbers

> The Tulunids lose 2000 spearmen,1000 skirmirshers, as well as 1000 horseman due to the earlier efforts of the sacrificed unit.

> You lost 1000 Helotian skirmirshers, as well as 500 spearmen
>>
>>4344752
With the first wave repeled, the enemy comander, furious, decided to send the second one straight one, but not before retreating the remnants of the first wave, allowing you time to act.

> Write in using a d100 for the next course of action
>>
Rolled 43 (1d100)

>>4344760
>Keep holding the walls of the city. Make sure no Tulunids even step a foot in the city!

We have to whittle down the enemy numbers before sallying out. Let's just keep our position.
>>
Rolled 63 (1d100)

>>4344764
Support
>>
>>4344740
You put the roll in the options filed
eg. dice+1d100

>>4344752
Dang this is really bloody
>>
Rolled 54 (1d100)

>>4344764
Support
>>
>>4344764
>>4344768
>>4344792
43+63+54 / 3 = 53.3

As the first wave retires and the second wave advances, you order your men to keep holding the walls of the city, and to make sure no Tulunid even steps a foot inside the city.

With such strategy decided, your men continue the effort to block off the Tulunid assault no matter what. What follows is but a cruel and bloody battle, with high casualties among both sides, eventually though, after enduring attack after attack from the Tulunids, you were able to repel them back, and them back from they were came from.

That said, you still lost a good amount of men in the battle, making this round more closer than the last.

> The Tulunids lose 1000 spearmen
, 2000 archers, as well as 1000 horsemen, and 1000 camel riders.

> You lost 2000 Helotians, as well as 1000 spearmen.


Either way, with the second round defeated, the enemy comander decided to hold off the attack for today, and ordered his men back to the camp to rest. Should you attack them now that you have the opportunity, or should you rest your men too ?.

>Write in using a d100 for the next course of action
>>
Rolled 76 (1d100)

>>4344887
Why the hell would we ever stop attacking? Sun be with us!
>>
>>4344888
That’s a good roll and you got trips so let’s go with that!
>>
Rolled 34 (1d100)

>>4344887
Send the best men out to set fires to the enemy camp to destroy tents, and food. So they don't be able to sleep if they spent all night putting out fires.
>>
>>4344888
+1
>>
>>4344888
Rolled 76 (1d100)

Following the enemy retreat, not wanting to waste such good opportunity to rout them, you ordered your remaining men to charge after them before they can regroup.

Just like before, the battle is intense and bloody, with the Laconians doing their best to slaughter the retreating Tulunids, and them fighting for their life in spite of their tiredness and wounds.

As the sun set though, only one banner stood among the dust, that of the Laconians, for in their bravery and courage, they were able to obtain a decisive victory over the Tulunids, but without paying the price.

> The Tulunids lose 1000 spearmen, 1000 archers, 1000 skirmirshers, and 1000 horsemen, the remaining troops rout.

> You lost 1000 Helotians and 500 spearmen.
>>
>>4344917
Total troops lost? Killed?
>>
>>4344917
I do believe it's time to send for some reinforcements.
>>
>>4344923
This. We also just demolished what is probably their main force. They just finished with a three year conflict and lost their invasion force too. We should call for reinforcements and start pushing west with the fresh troops.
>>
>>4344917
>>4344917
Having inflicted such decisive victories over both land and sea agains't the Tulunids, the Laconians have managed to almost completely destroy their entire military, leaving them almost completely defenseless agaisn't other foreign threats.

Facing both internal revolts due to the dissatisfaction from war, as well as numerous invations from external threads, and an almost empty treasury, the emir of the Tulunids decided to cut his loses and so, he sent an offer of peace to the laconians.

In this offer of peace, the emir agrees to surrender the province of Cyrene as well as it's surrounding islands to the Laconians, as well as to stop their raids agaisn't them, along with a 10 year truce.

While this is a very generous treaty, given the situation, some of your generals believe that you should reject the treaty, and instead, march towards the Tulunid capital to annex them complete. While this would grant you more posible gains, you are aware of the fact that your armies have lost a lot of numbers, and that even if the Tulunids don't put much of a fight, they might not be able to secure their entire territory.

Total Soldiers remaining.
>3000 Laconian Spearmen
>3500 Helotians


But at the end though, you reach a decision.
> a) Accept the treaty
> b) Reject the treaty
>>
>>4344948
> a) Accept the treaty

I say we accept, it's a generous treaty and annexing them would probably overextend ourselves. Also don't forget our main goal is to get independence from the empire, so let's not get too bogged down in other conflicts and be too weak when one of the nations vying for the throne comes out on top and wants us to swear fealty.
>>
>>4344948
>Counter Offer
You can keep Cyrene (we have farmland aplenty) but we shall keep the islands and you can become our client king. Don't fuck with the despot, motherfucker.
>>
>>4344964
I'm supporting this. We need to start gathering support, willing or otherwise, of the other nations if we want to become independent and eventually rule the empire. We can always work on improving relations with them later.

Leaving them independent will lead to future conflicts either way.
>>
>>4344959
+1, I'd love to annex them but we lost too much, we should consolidate our gains.

>>4344964
Getting a client kingdom of our own makes our intentions clear to the world that we plan to break away and become independent. Heck, it might be considered a declaration of independence in itself. We don't have the troops to hold off imperial forces right now, and we don't know how much longer that civil war is gonna last. I don't want to take the risk.
>>
I don't see how trying to make a country that's much larger than us a client king is going to work. They lost this war but they can always rebuild and declare independence. They're richer than us and have more provinces than us, we wouldn't have won the war if it wasn't defensive. I'd rather annex them than make them a client king. Having vassals pretty much only work if they're smaller than us, like a one province nation.
>>
>>4344948
>a) Accept the treaty
Let's just use Cyrene farmland to feed our people and get more population so we can raise more units. Right now we have to rebuild and get some of our units back. We won, let's not push our luck.
>>
>>4344959
support
>>4344948
along with accepting the offer can we also take the Sultans kid? Just to make him remember not to fuck with us.
>>
>Tulunid Landing Party
12 000 soldiers Killed

>Tulunid relief army
16 000 Soldiers
Killed 13k?

>Cyrene City Garrison
4 000 soldiers Surrender

>Starting Soldier Numbers
7000 Laconian Spearmen
7500 Helotians

>Total Soldiers remaining.
3000 Laconian Spearmen
3500 Helotians

So we lost 4k of our best boys, 4k of the slaves.
Enemy Lost like 29k of their boys.

They really had the numbers over us, we fucked them up.
>>
>>4345015
we still have more at home
>>
>>4345019
He included those

>>4345015
Hell yeah we did, this oughta earn us some brownie points with the people.
>>
>>4344984
A client kingdom is an excellent bargaining chip in imperial politics. Whichever of the three can court us gets the sultan in the deal without having to deal with him separately.
>>
>>4345026
I still think we should get a triple alliance with Boeotia and Illyria to secure our south and be somewhat of a bigger political force because of it
>>
>>4345072
We can do that, too. But those guys didn't attack us. Remember, we have an advantage that the other regional big-boys don't: We're not slaves to the dream of imperium. If we can be prosperous with others, then that's ok. It is a Laconian's job to be strong and keep with tradition, not to rule over vast tracts of land and legions of foreigners. Just don't let the Helotians know I said that.
>>
>>4344948
>>4344959
>>4344984
>>4344990
>>4345003
After thinking about it for a while, you decided that it would be for the best of the Despotate to just accept the treaty and reap what we gained, rather than overextend our troops.

>Cyrene has been annexed, war with the Tulunids has ended,

In adition to that, in order to make sure that the emir fulfills his promise of a 10 year truce, you added to the treaty that the emir should send one of his sons as a political hostage to the despotate. Strangely enough, the emir agrees with the proposal, and so, he sends us a 8 year boy named Jaysh to our palace.

>10 year old truce with the Tulunids enacted.

(well you guys, we managed to win the war, i have to get some sleep, so see ya tomorrow )
>>
>>4345098
thanks for your work QM
>>
>>4345098
I'm surprised we did that well. We are truly blessed.

gn mate.
>>
>>4345098
We ought to get at rebuilding the army, then. Thank you qm.
>>
>>4345092
We got the sea covered and with a province up north. We are going to be over extended. If we enter into that alliance than we can start pulling troops away from the border.
>>4345098
My bet is that the kid is some random peasant
Good job QM, have a good rest.
>>
>>4345107
I hear that the northerners keep whole stables of wives, so one son is probably nothing to him. How shall we treat the boy, anyway? Prisoner? Slave? Adopted noble?
>>
>>4345114
Convert him into being a worshipper of Sol, raise him as our own and when he is of age launch a coup against the Emir and use him as a puppet king.
>>
>>4345115
Come to think of it...

Does Raddhia have any children? What about Dover?
>>
File: Byzaia.png (16 KB, 288x296)
16 KB
16 KB PNG
>>4345098
Alright, let's continue with this.

YEAR 1012.
After so much struggle and sacrifice you were finally able to return home victorious alongside your soldiers for a glorious celebration of the despotate's resurgense as a power to be feared.

That said, war isn't cheap, and to obtain that same victory, you had to sacrifice a good deal of Laconian lives to do it. So you think about rebuilding the army.

In adition to that, with the capture of Cyrene, you have gained access to it's rich fields, and agricultural resources, but befor you can exploit them at full, you should also think about integrating the new province into the despotate, either by by converting the local Lunarian population to the Solist faith, or by sending Laconian settlers to populate the place.

REVIEW
--MILITARY STATUS

>Laconian Citizen spearmen, (Inf) (Atk 7/ Def 9/ Discipline 9/ Tactics 5/ Equip 9) Numbers: 3000, upkeep 2◘
>Helotian Skirmirshers (Skir) (Atk 3/Def 4/Discipline 3/Tactics 6/ Equip 1) Numbers 3500, upkeep 1◘
>Dromon, (Light ship) (Atk 4/ Def 5/ Speed 5/ Tactics 5/ Discipline 4/ Carrying capacity 1,000 each) Numbers: 8 complete, 2 damaged, upkeep 0.5 each, 5◘ total
>War galleys, (galley) Atk 3/ Def 2/ Speed 8/ Tactics 5/ Discipline 3/ Carrying capacity 500 each) numbers 4, upkeep 0.25 each, 1◘ total.
>Battering rams (Atk 10/ Def 3/ Discipline 7/ Tactics 3/ Equip 5/ Speed 2)numbers 3. Upkeep 1◘
>Yearly upkeep 10◘

--ECONOMIC STATUS
---Industries
>Agriculture, Size: 7/15, type: Improved plantations, profit :10.5◘/y
>Fishing, Size 2/8, type: Basic, profit: 2◘/y
>Woodcutting, Size 3/10. type: Basic. profit: 3◘/y

---Buildings
> Improved roads ( +1 ◘/y from trade)
> Palace of the despots (yearly upkeep 1 ◘/y)
> Improved dockyards, (Navy upkeep reduction -2◘)
> Kritan costal forts (Yearly upkeep 0.25◘/y)

--POLITICAL STATUS

>Stability: High
>The Assembly: Content
>Your Co-despot: Satisfied
>Corruption: Medium-small (Eats 1 ◘/y)
>Piracy & Banditry: Small (Eats 0.5 ◘/y)

---Province Integration
>Cyrene, (2/10), Natives: Skeptical, Religion: Lunarian majority

--DIPLOMACY - STATUS

>Salonika: Cold
>Trakians: Ambivalent
>Pontus: Neutral
>Illyria: Friendly, trading (1.5◘/y)
>Boeotia: Warm, trading (1.5◘/y)
>Tulunids: Hostile, truce (expires 1022)

--OVERALL--
>Income 17.5◘
>Expenses 11.25◘
>Yearly profit 6.25◘
>Treasury 40◘

Having review the situation for the current year, it's time for you to chose TWO actions to take during the year, rolling a dice of 6 for each.

>Military action: (train troops/ improve tactics/ manufacture equip/ Drill the troops)
>Economic action: (Upscale production/ improve techonology/ develop other industries/ build something)
>Political action: (Improve relations/ make new policies/ fight corruption/ fight bandits)
>Diplomatic action: (offer an alliance, Threaten War, Improve relations, ect.)
>>
>>4345929
Sorry, i forgot to update the stats of the soldiers again.

>Laconian Citizen spearmen, (Inf) (Atk 8/ Def 9/ Discipline 9/ Tactics 6/ Equip 9) Numbers: 3000, upkeep 2◘

>Dromon, (Light ship) (Atk 4/ Def 5/ Speed 5/ Tactics 6/ Discipline 5/ Carrying capacity 1,000 each) Numbers: 8 complete, 2 damaged, upkeep 0.5 each, 5◘ total

>War galleys, (galley) Atk 3/ Def 2/ Speed 8/ Tactics 7/ Discipline 4/ Carrying capacity 500 each) numbers 4, upkeep 0.25 each, 1◘ total.
>>
Rolled 2, 2 = 4 (2d6)

>>4345929
>Military action (Construct fort at Cyrene-Tulunid border)
>Economic action (Send Laconian settlers to Cyrene)
>>
Rolled 3, 3 = 6 (2d6)

>>4345929
>Military action: recruit more troops
>Economic action: start the conversion of the Cyrene population
Also can we build a statue of that one commander in his home town? He deserves it.
>>
Rolled 3, 4 = 7 (2d6)

>>4345936
supporting
>>
>>4345936
Yes, but it's gonna cost an action to do
>>
>>4345952
Damn
We can do it next turn than
>>
>>4345929
Oh shit Tulunids lost their western territory too, they were fighting a war on two fronts it looks like. Odd timing they had attacking us, or maybe they were overconfident due to our recent lower status in the world
>>
>>4345936
How many troops do you want to recruit and what type ?
>>
>>4345978
If we're getting the choice, it'd be nice to have 5k more spearmen
>>
>>4345978
I say we start with the spearmen. We should have a fresh lot of citizens now considering that we just had a war.
>>
>>4345978
4500 Laconian Citizen spear men
7000 Helotian skirmishers
>>
>>4345929
It also seems like the Trakians are getting slapped around a bit. If we're going to start that alliance against the Salonikoi, we'd better do it now.
>>
>>4345936
>>4346001
Rolled 3, 3 = 6 (2d6)

Given that the high cost in soldiers that our victory took to achieve, the Laconian army right now, is severely lacking in men, making the recruitment of soldiers a urgent necessity, something you took an interest into make reality, not matter how expensive it took to do it.

>4500 Laconian citizen spearmen recruited for a total of 7500, upkeep changes from 2 to 7.5
>7000 Helotian skirmishers recruited for a total of 10500, upkeep changes from 1 to 3.
>30 funds spent, 10 remaining in the treasury.

In adition to that, you began your efforts to integrate the people of Cyrene into the despotate by sending heralds there to preach the word of Sol Invictus among the Luna-workshiping population, while some success was achieved in this regard, most of the population still remains true to their old beliefs.

>Cyrene changes from (2/10) integration to (3/10) integration, Religion changes from Lunarian Majority, to Lunarian slight majority.
>>
>>4346025
At what point can we start making them citizens, or is that just never going to happen?
>>
>>4346025
YEAR 1013.
With the war over, the army rebuilding itself, and the new province slowly getting integrated, things are looking good for the despotate for the next few years, that said, with the Byzain war raging on in the south, you should be careful of whatever comes out of it.

REVIEW
--MILITARY STATUS

---Land army
>Laconian Citizen spearmen, (Inf) (Atk 8/ Def 9/ Discipline 9/ Tactics 6/ Equip 9) Numbers: 7500, upkeep 7.5◘
>Helotian Skirmirshers (Skir) (Atk 3/Def 4/Discipline 3/Tactics 6/ Equip 1) Numbers 10500, upkeep 3◘
>Battering rams (Atk 10/ Def 3/ Discipline 7/ Tactics 3/ Equip 5/ Speed 2)numbers 3. Upkeep 1◘

---Navy
>Dromon, (Light ship) (Atk 4/ Def 5/ Speed 5/ Tactics 6/ Discipline 5/ Carrying capacity 1,000 each) Numbers: 8 complete, 2 damaged, upkeep 0.5 each, 5◘ total
>War galleys, (galley) Atk 3/ Def 2/ Speed 8/ Tactics 7/ Discipline 4/ Carrying capacity 500 each) numbers 4, upkeep 0.25 each, 1◘ total.

>Yearly upkeep 17.5◘

--ECONOMIC STATUS
---Industries
>Agriculture, Size: 7/15, type: Improved plantations, profit :10.5◘/y
>Fishing, Size 2/8, type: Basic, profit: 2◘/y
>Woodcutting, Size 3/10. type: Basic. profit: 3◘/y

---Buildings
> Improved roads ( +1 ◘/y from trade)
> Palace of the despots (yearly upkeep 1 ◘/y)
> Improved dockyards, (Navy upkeep reduction -2◘)
> Kritan costal forts (Yearly upkeep 0.25◘/y)

--POLITICAL STATUS

>Stability: High
>The Assembly: Content
>Your Co-despot: Content
>Corruption: Medium-small (Eats 1 ◘/y)
>Piracy & Banditry: Small (Eats 0.5 ◘/y)

---Province Integration
>Cyrene, (3/10), Natives: Skeptical, Religion: Lunarian slight majority

--DIPLOMACY - STATUS

>Salonika: Cold
>Trakians: Ambivalent
>Pontus: Neutral
>Illyria: Friendly, trading (1.5◘/y)
>Boeotia: Warm, trading (1.5◘/y)
>Tulunids: Hostile, truce (expires 1022)

--OVERALL--
>Income 18◘
>Expenses 16.75◘
>Yearly profit 1.25◘
>Treasury 16.25◘

Having review the situation for the current year, it's time for you to chose TWO actions to take during the year, rolling a dice of 6 for each.

>Military action: (train troops/ improve tactics/ manufacture equip/ Drill the troops)
>Economic action: (Upscale production/ improve techonology/ develop other industries/ build something)
>Political action: (Improve relations/ make new policies/ fight corruption/ fight bandits)
>Diplomatic action: (offer an alliance, Threaten War, Improve relations, ect.)
>>
>>4346041
>Economic Action
Scale up farming. We have so much farmland now.

>Diplomatic Action
Send envoys to the Boeotians and Illyrians offering a defensive alliance.
>>
Rolled 1, 6 = 7 (2d6)

>>4346047
>>
Rolled 1, 1 = 2 (2d6)

>>4346047
Support with a dice roll to plug up that 1
>>
>>4346051
nice try but (luckily?) 1's and 6's are locked in
>>
>>4346051
You have to be joking me
>>
I noticed during the war that, while our infantry was perfect as always, the emir's skirmishers operated a good deal more skillfully than our Helotians. And they were fielding cavalry, too. What say we update the lesser elements of the army after the economy is up and running?
>>
>>4346062
Yeah, earlier I tried to update our Helotian equipment, we'll have to do that some
>>
>>4346051
Rolled 1, 1 = 2 (2d6)
Let's do this, i guess.

With the new army eating up much of the Despotate's income, you decided to focus on it's economy in order to support further expansion.

Your plan was to send settlers to the newly adquired Cyrene farmlands to increase food production, unfortunately for you, however, when the settler arrived in, they were killed by the some locals after one of them accidentaly insulted one their customs. Putting your economic expansion plans at hold, and angering the locals.

>Cyrene natives go from Skeptical to Annoyed.

In another news, you tried to form an diplomatic alliance with the Illyrians and the Boeotians in order to protect ourselves from whoever is the Winner of the Byzaian war. However, just like that other time, your choice of diplomat was less than ideal, as the guy you choose insulted the cooking of the wife of the Prince of the Illyrians, making a small dent in what was otherwise a flawless relationship between the two countries.

>Relationship with Illyria goes from Friendly to Amicable.
>>
>>4346122
YEAR 1014.
While the previous year didn't go so well for the plans that you had prepared, you're confident that things will go well this year, after all, given the enormous sucess and luck that you had during the war, you can't ask more for now.

REVIEW
--MILITARY STATUS

---Land army
>Laconian Citizen spearmen, (Inf) (Atk 8/ Def 9/ Discipline 9/ Tactics 6/ Equip 9) Numbers: 7500, upkeep 7.5◘
>Helotian Skirmirshers (Skir) (Atk 3/Def 4/Discipline 3/Tactics 6/ Equip 1) Numbers 10500, upkeep 3◘
>Battering rams (Atk 10/ Def 3/ Discipline 7/ Tactics 3/ Equip 5/ Speed 2)numbers 3. Upkeep 1◘

---Navy
>Dromon, (Light ship) (Atk 4/ Def 5/ Speed 5/ Tactics 6/ Discipline 5/ Carrying capacity 1,000 each) Numbers: 8 complete, 2 damaged, upkeep 0.5 each, 5◘ total
>War galleys, (galley) Atk 3/ Def 2/ Speed 8/ Tactics 7/ Discipline 4/ Carrying capacity 500 each) numbers 4, upkeep 0.25 each, 1◘ total.

>Yearly upkeep 17.5◘

--ECONOMIC STATUS
---Industries
>Agriculture, Size: 7/15, type: Improved plantations, profit :10.5◘/y
>Fishing, Size 2/8, type: Basic, profit: 2◘/y
>Woodcutting, Size 3/10. type: Basic. profit: 3◘/y

---Buildings
> Improved roads ( +1 ◘/y from trade)
> Palace of the despots (yearly upkeep 1 ◘/y)
> Improved dockyards, (Navy upkeep reduction -2◘)
> Kritan costal forts (Yearly upkeep 0.25◘/y)

--POLITICAL STATUS

>Stability: High
>The Assembly: Content
>Your Co-despot: Content
>Corruption: Medium-small (Eats 1 ◘/y)
>Piracy & Banditry: Small (Eats 0.5 ◘/y)

---Province Integration
>Cyrene, (3/10), Natives: Skeptical, Religion: Lunarian slight majority

--DIPLOMACY - STATUS

>Salonika: Cold
>Trakians: Ambivalent
>Pontus: Neutral
>Illyria: Friendly, trading (1.5◘/y)
>Boeotia: Warm, trading (1.5◘/y)
>Tulunids: Hostile, truce (expires 1022)

--OVERALL--
>Income 18◘
>Expenses 16.75◘
>Yearly profit 1.25◘
>Treasury 16.25◘

Having review the situation for the current year, it's time for you to chose TWO actions to take during the year, rolling a dice of 6 for each.

>Military action: (train troops/ improve tactics/ manufacture equip/ Drill the troops)
>Economic action: (Upscale production/ improve techonology/ develop other industries/ build something)
>Political action: (Improve relations/ make new policies/ fight corruption/ fight bandits)
>Diplomatic action: (offer an alliance, Threaten War, Improve relations, ect.)
>>
>>4346128
Updated stats.

>Cyrene, (3/10), Natives: Annoyed, Religion: Lunarian slight majority

>Illyria: Amicable, trading (1.5◘/y)
>>
>>4346122
Sorry anons
>>
>>4346122
Why did you go with the two 1's when the 1 6 was rolled already? I thought we were going with 1's and 6's are locked in?? This feels arbitrary.
>>
>>4346140
I didn't see the six, my mistake.
>>
Rolled 1, 3 = 4 (2d6)

>>4346128
>Economic
Continue to work on those farms. We'll get this right.

>Economic
Integrate Cyreneans
>>
Rolled 6, 2 = 8 (2d6)

>>4346158
Help me Sol
>>
>>4346171
Someone should just propose something different.
>>
>>4346158
>>4346171
1+6 /2 = 3.5 (3)

Not wanting to give up in your plans to increase the farming production of the nation, you once again, decide to send Laconian settlers to Cyrene, only that this time, you also sent a detachment of Laconian spearmen to protect them from the natives. As expected, this time things go better than the last time, with Laconians now working the rich fields of Cyrene.

>Agriculture size increased from 7/15 to 9/15, Profit increases from 10.5◘ yearly to 13.5◘/y

3+2 /2 = 2.5 (2)

Following that, you decide to continue the integration of Cyrene into the despotate by replacing the Native administrators with Laconian ones, to make sure that it's agricultural resources can be exploited further. That said, the Natives of course, don't see with good eyes, and become more upset as a result.

>Cyrene changes from (3/10) integration to (5/10) integration,
>Cyrene natives go from Annoyed to Upset
>>
>>4346203
YEAR 1015.
As you manage to recuperate from your defeats of the previous year, you once again, feel that eveything is going to be fine, that said, with all the work that you have been doing the last 15 years, you're thinking of going easy the next year to relieve some stress.

REVIEW
--MILITARY STATUS

---Land army
>Laconian Citizen spearmen, (Inf) (Atk 8/ Def 9/ Discipline 9/ Tactics 6/ Equip 9) Numbers: 7500, upkeep 7.5◘
>Helotian Skirmirshers (Skir) (Atk 3/Def 4/Discipline 3/Tactics 6/ Equip 1) Numbers 10500, upkeep 3◘
>Battering rams (Atk 10/ Def 3/ Discipline 7/ Tactics 3/ Equip 5/ Speed 2)numbers 3. Upkeep 1◘

---Navy
>Dromon, (Light ship) (Atk 4/ Def 5/ Speed 5/ Tactics 6/ Discipline 5/ Carrying capacity 1,000 each) Numbers: 8 complete, 2 damaged, upkeep 0.5 each, 5◘ total
>War galleys, (galley) Atk 3/ Def 2/ Speed 8/ Tactics 7/ Discipline 4/ Carrying capacity 500 each) numbers 4, upkeep 0.25 each, 1◘ total.

>Yearly upkeep 17.5◘

--ECONOMIC STATUS
---Industries
>Agriculture, Size: 7/15, type: Improved plantations, profit :10.5◘/y
>Fishing, Size 2/8, type: Basic, profit: 2◘/y
>Woodcutting, Size 3/10. type: Basic. profit: 3◘/y

---Buildings
> Improved roads ( +1 ◘/y from trade)
> Palace of the despots (yearly upkeep 1 ◘/y)
> Improved dockyards, (Navy upkeep reduction -2◘)
> Kritan costal forts (Yearly upkeep 0.25◘/y)

--POLITICAL STATUS

>Stability: High
>The Assembly: Content
>Your Co-despot: Content
>Corruption: Medium-small (Eats 1 ◘/y)
>Piracy & Banditry: Small (Eats 0.5 ◘/y)

---Province Integration
>Cyrene, (5/10), Natives: Upset, Religion: Lunarian slight majority

--DIPLOMACY - STATUS

>Salonika: Cold
>Trakians: Ambivalent
>Pontus: Neutral
>Illyria: Amicable, trading (1.5◘/y)
>Boeotia: Warm, trading (1.5◘/y)
>Tulunids: Hostile, truce (expires 1022)

--OVERALL--
>Income 18◘
>Expenses 16.75◘
>Yearly profit 1.25◘
>Treasury 16.25◘

Having review the situation for the current year, it's time for you to chose TWO actions to take during the year, rolling a dice of 6 for each.

>Military action: (train troops/ improve tactics/ manufacture equip/ Drill the troops)
>Economic action: (Upscale production/ improve techonology/ develop other industries/ build something)
>Political action: (Improve relations/ make new policies/ fight corruption/ fight bandits)
>Diplomatic action: (offer an alliance, Threaten War, Improve relations, ect.)
>>
>>4346208
I think you forgot to update our profit
>>
>>4346208
Let's try to improve our fishing and woodcutting efficiency.
>>
Rolled 1, 1 = 2 (2d6)

>>4346225
Daylight shine upon our efforts!
>>
>>4346228
What the fuck is this? No more rolling for me today.
>>
Rolled 5, 6 = 11 (2d6)

>>4346228
Lemme attempt to save this
>>
>>4346225
>>4346228
>>4346240
1+5/2 = 3, 1+6/2 = 3.5(3)
Following your efforts to increase your agricultural production, you decided to focus your atention into the other sectors of the laconian economy.

To begin with, with your newly increased coastlines, you decided to invest into some new fishing ports around your costal settlements to increased the amount of fish capture per year, as well as importing some new fishing methods from the illyrians

>Fishing, goes from type: Basic (Production 1), to type: Improved (P 1.5), Profit from fishing goes from 2 to 3

The same happened with the woodcutting industry, which saw it's production increase after you invested into some new two-handed axes for equipment

>Woodcutting, goes from type: Basic (Production 1), to type: Improved (P 1.5), Profit from fishing goes from 3 to 4.5
>>
>>4346299
Our new profit should be 6.75
>>
>>4346299
In another news, you decided to tale the next year easy as to celebrate your 15th year since your succeded your father.

That said, one day, you decided to take a scroll around the palace, and it was than you saw that prince boy you took as hostage years ago reading in his guarded room

The boy , Jaysh, was now 12, and had now showed quite the interest into Laconian culture and customs, even considering to convert himself to the zunist faith at one point.

As you look at him, you began to think about what shoud you do with him.

>Write in using a d100 for the next course of action
>>
Rolled 32 (1d100)

>>4346306
Our culture only comes into full flower through the person of the warrior.
>>
>>4346312
And here I go, rolling like crap again.
>>
Rolled 44 (1d100)

>>4346306
>Adopt and convert him
>>
>>4346312
>>4346315
Pain
>>
Rolled 33 (1d100)

>>4346306
Agree with the adoption and conversion.

But lets hire a tulunid tutor (who is more motivated by money than loyalty to tulunid) to teach him his homelands culture as well. He will need to be familiar with them if we want to use him as a regional governor/puppet ruler there. Unless that would require a full action, qm?
>>
Alright, since everyone's tied, i need for someone to vote in one of the options, unless you want me pick one ramdomly
>>
>>4346366
Changing my vote to >>4346315 to break the split.
>>
>>4346315
Rolled 44 (1d100)

Feeling generous today, you decided to approach the boy and speak with him about various things.

>"Jaysha, right ?", you spoke to him.
>"Yes ?", he replied.
>"Soo, reading about the word Sol Invictus", you commented.
>"Yes is suppose, i'm thinking about becoming a zunist", he replied.
>"Well, that's good for you, but tell me, do you want me to adopt you", you asked.
>"No thanks, i'm fine by myself", he responded.

While your efforts to adopt the boy ultimately went nowhere, he did eventually decided to follow the cult of Sol, making the exchange at least somewhat productive for you
>>
>>4346452
YEAR 1016

Either way, having now relieved some stress from ruling the despotate, you resumed your job as the co-ruler of nation, trying to build up it's economy, while continuing to integrate the conquered lands.

REVIEW
--MILITARY STATUS

---Land army
>Laconian Citizen spearmen, (Inf) (Atk 8/ Def 9/ Discipline 9/ Tactics 6/ Equip 9) Numbers: 7500, upkeep 7.5◘
>Helotian Skirmirshers (Skir) (Atk 3/Def 4/Discipline 3/Tactics 6/ Equip 1) Numbers 10500, upkeep 3◘
>Battering rams (Atk 10/ Def 3/ Discipline 7/ Tactics 3/ Equip 5/ Speed 2)numbers 3. Upkeep 1◘

---Navy
>Dromon, (Light ship) (Atk 4/ Def 5/ Speed 5/ Tactics 6/ Discipline 5/ Carrying capacity 1,000 each) Numbers: 8 complete, 2 damaged, upkeep 0.5 each, 5◘ total
>War galleys, (galley) Atk 3/ Def 2/ Speed 8/ Tactics 7/ Discipline 4/ Carrying capacity 500 each) numbers 4, upkeep 0.25 each, 1◘ total.

>Yearly upkeep 17.5◘

--ECONOMIC STATUS
---Industries
>Agriculture, Size: 7/15, type: Improved plantations(1.5), profit :10.5◘/y
>Fishing, Size 2/8, type: Improved(1.5), profit: 3◘/y
>Woodcutting, Size 3/10. type: Improved(1.5). profit: 4.5◘/y

---Buildings
> Improved roads ( +1 ◘/y from trade)
> Palace of the despots (yearly upkeep 1 ◘/y)
> Improved dockyards, (Navy upkeep reduction -2◘)
> Kritan costal forts (Yearly upkeep 0.25◘/y)

--POLITICAL STATUS

>Stability: High
>The Assembly: Content
>Your Co-despot: Content
>Corruption: Medium-small (Eats 1 ◘/y)
>Piracy & Banditry: Small (Eats 0.5 ◘/y)

---Province Integration
>Cyrene, (6/10), Natives: Upset, Religion: Lunarian slight majority

--DIPLOMACY - STATUS

>Salonika: Cold
>Trakians: Ambivalent
>Pontus: Neutral
>Illyria: Amicable, trading (1.5◘/y)
>Boeotia: Warm, trading (1.5◘/y)
>Tulunids: Hostile, truce (expires 1022)

--OVERALL--
>Income 20.5◘
>Expenses 16.75◘
>Yearly profit 3.25◘
>Treasury 18.75◘

Having review the situation for the current year, it's time for you to chose TWO actions to take during the year, rolling a dice of 6 for each.

>Military action: (train troops/ improve tactics/ manufacture equip/ Drill the troops)
>Economic action: (Upscale production/ improve techonology/ develop other industries/ build something)
>Political action: (Improve relations/ make new policies/ fight corruption/ fight bandits)
>Diplomatic action: (offer an alliance, Threaten War, Improve relations, ect.)
>>
>>4346469
We should work on cyrene for one action. If they get angry enough we might have to put down a rebellion and that will just further decrease our relationship. And profits.
>>
Rolled 5 (1d6)

>>4346489
Forgot dice
>>
>>4346490
Alright, and what more ?
>>
Rolled 2 (1d6)

>>4346492
Lemme do it
>offer the triple alliance again
>>
>>4346498
God damnit
>>
Rolled 1 (1d6)

>>4346492
Try to set up trade with the Salonikoi.
>>
Rolled 2 (1d6)

>>4346506
breh
>>
>>4346498
>>4346490
Rolled 5 (1d6)

Deciding to focus once again into the integration of Cyrene into the despotate, you decided to change up your strategy a bit in order to both sped up the integration as well to apease the natives to avoid rebellion.

What you did, was both elegant but simple, make all Solists in Cyrene tax exempt. And so, in the single stroke of a pen, you managed to not just further empower the Solist minority inside Cyrene, but also manage to apease the natives, and motivate rhem to change their religion, as now they scramble by the hundreds to covert, in order to reap it's economic benefits.

>Cyrene changes from (6/10) integration to (8/10) integration,
>Cyrene natives go from Upset to annoyed.
>Cyrene religion changes from Lunarian slight majority to Solist plurality
>>
>>4346498
Rolled 2 (1d6)

That said, your efforts with diplomacy were less than what you expected, for rather than the military alliance you hope to create with the Boeotians and Illyrian, only the Illyrians caved in, and only as an Defensive alliance.

>Defensive alliance with the Illyrians set.


YEAR 1017
Another year comes and goes, as you continue your effort to improve the Despotate's situation the best you can.

That said, a troubling report comes right a you door, as it appears that the Byzaian war in the south is finally ending, meaning that whoever is set to win that damn war, will probably soon put their eyes into restoring the borders of the Byzain empire, putting the despotate in a uncertain position.

REVIEW
--MILITARY STATUS

---Land army
>Laconian Citizen spearmen, (Inf) (Atk 8/ Def 9/ Discipline 9/ Tactics 6/ Equip 9) Numbers: 7500, upkeep 7.5◘
>Helotian Skirmirshers (Skir) (Atk 3/Def 4/Discipline 3/Tactics 6/ Equip 1) Numbers 10500, upkeep 3◘
>Battering rams (Atk 10/ Def 3/ Discipline 7/ Tactics 3/ Equip 5/ Speed 2)numbers 3. Upkeep 1◘

---Navy
>Dromon, (Light ship) (Atk 4/ Def 5/ Speed 5/ Tactics 6/ Discipline 5/ Carrying capacity 1,000 each) Numbers: 8 complete, 2 damaged, upkeep 0.5 each, 5◘ total
>War galleys, (galley) Atk 3/ Def 2/ Speed 8/ Tactics 7/ Discipline 4/ Carrying capacity 500 each) numbers 4, upkeep 0.25 each, 1◘ total.

>Yearly upkeep 17.5◘

--ECONOMIC STATUS
---Industries
>Agriculture, Size: 7/15, type: Improved plantations(1.5), profit :10.5◘/y
>Fishing, Size 2/8, type: Improved(1.5), profit: 3◘/y
>Woodcutting, Size 3/10. type: Improved(1.5). profit: 4.5◘/y

---Buildings
> Improved roads ( +1 ◘/y from trade)
> Palace of the despots (yearly upkeep 1 ◘/y)
> Improved dockyards, (Navy upkeep reduction -2◘)
> Kritan costal forts (Yearly upkeep 0.25◘/y)

--POLITICAL STATUS

>Stability: High
>The Assembly: Content
>Your Co-despot: Content
>Corruption: Medium-small (Eats 1 ◘/y)
>Piracy & Banditry: Small (Eats 0.5 ◘/y)

---Province Integration
>Cyrene, (8/10), Natives: Annoyed, Religion: Solist plurality, (tax exempt -1◘ yearly)

--DIPLOMACY - STATUS

>Salonika: Cold
>Trakians: Ambivalent
>Pontus: Neutral
>Illyria: Amicable, trading (1.5◘/y)
>Boeotia: Warm, trading (1.5◘/y)
>Tulunids: Hostile, truce (expires 1022)

--OVERALL--
>Income 19.5◘
>Expenses 16.75◘
>Yearly profit 2.25◘
>Treasury 21.25◘

Having review the situation for the current year, it's time for you to chose TWO actions to take during the year, rolling a dice of 6 for each.

>Military action: (train troops/ improve tactics/ manufacture equip/ Drill the troops)
>Economic action: (Upscale production/ improve techonology/ develop other industries/ build something)
>Political action: (Improve relations/ make new policies/ fight corruption/ fight bandits)
>Diplomatic action: (offer an alliance, Threaten War, Improve relations, ect.)
>>
Rolled 4, 4 = 8 (2d6)

>>4346571
Political action: finish the integration of cyrene by increasing the annual harvest festivals into a grand event that last a full week (2-4 gold spent?)

Diplomatic action: Can we send a diplomatic mission down the coast of the tulunids and contact their western neighbors. Find out what their intentions are, culture, relationship with the tulunids, and any other information they are willing to share.
>>
>>4346616
Support
Now nobody else roll
>>
>>4346616
+1
>>
>>4346616
>>4346624
Rolled 4, (2d6)

With conflict in the south being a real posibility with each year passing, you decided to focus into finishing the integration of Cyrene into the despotate once and for all to exploit it's rich agricultural resources. The way you do this, is by taking advantage of the local summer fair to send hundreds of Laconians to settle and farm the area. At the end of the year, the majority of the Cyrenian populations is now either Laconian or Sol invictus converts, making the integration of the province a sucess.

>Cyrene integrated into the empire.
>Agricultural max size increased from 15 to 18, current size increased by 1.

Rolled 4,(2d6)

In other news, you decided to sent a diplomatic mission down the Tulunid coast to meet their western neighboors.

As the diplomats return from their mission, they tell of great state ruled by a group of former soldier-slaves called the Memlukes, they are Workshipers of the moon, just like the Tulunids, but they tolerate other religions inside of their borders to some degree. They also sent us a gift of 30 solidus, for having inadvertently helped them during their struggle agaisn't the Tulunids.

New country discovered.
>Memlukes: Neutral.
>>
>>4346676
QM I forgot to ask, but now that we have control of cyrene and straddle that sea route, do we notice any shipping moving through?
>>
File: Byzaia.png (5 KB, 191x183)
5 KB
5 KB PNG
>>4346676
YEAR 1017
Listening to the reports from your spies, it appears that the Byzaian war has now finally ended, with the winner defeating all of their rivals both at land and sea.

While who was the winner in question it's still ambiguous, due to the chaotic nature and contradictory nature of the reports, it appears that for now, they are going to be busy rebuilding for a couple of years, upon which, they will probably began looking after the former territories of the Byzaian empire. Making preparing agaisn't them a must.

REVIEW
--MILITARY STATUS

---Land army
>Laconian Citizen spearmen, (Inf) (Atk 8/ Def 9/ Discipline 9/ Tactics 6/ Equip 9) Numbers: 7500, upkeep 7.5◘
>Helotian Skirmirshers (Skir) (Atk 3/Def 4/Discipline 3/Tactics 6/ Equip 1) Numbers 10500, upkeep 3◘
>Battering rams (Atk 10/ Def 3/ Discipline 7/ Tactics 3/ Equip 5/ Speed 2)numbers 3. Upkeep 1◘

---Navy
>Dromon, (Light ship) (Atk 4/ Def 5/ Speed 5/ Tactics 6/ Discipline 5/ Carrying capacity 1,000 each) Numbers: 8 complete, 2 damaged, upkeep 0.5 each, 5◘ total
>War galleys, (galley) Atk 3/ Def 2/ Speed 8/ Tactics 7/ Discipline 4/ Carrying capacity 500 each) numbers 4, upkeep 0.25 each, 1◘ total.

>Yearly upkeep 17.5◘

--ECONOMIC STATUS
---Industries
>Agriculture, Size: 10/18, type: Improved plantations(1.5), profit :15◘/y
>Fishing, Size 2/8, type: Improved(1.5), profit: 3◘/y
>Woodcutting, Size 3/10. type: Improved(1.5). profit: 4.5◘/y

---Buildings
> Improved roads ( +1 ◘/y from trade)
> Palace of the despots (yearly upkeep 1 ◘/y)
> Improved dockyards, (Navy upkeep reduction -2◘)
> Kritan costal forts (Yearly upkeep 0.25◘/y)

--POLITICAL STATUS

>Stability: High
>The Assembly: Content
>Your Co-despot: Content
>Corruption: Medium-small (Eats 1 ◘/y)
>Piracy & Banditry: Small (Eats 0.5 ◘/y)

--DIPLOMACY - STATUS

>Salonika: Cold
>Trakians: Ambivalent
>Pontus: Neutral
>Illyria: Amicable, trading (1.5◘/y)
>Boeotia: Warm, trading (1.5◘/y)
>Tulunids: Hostile, truce (expires 1022)

--OVERALL--
>Income 24◘
>Expenses 16.75◘
>Yearly profit 2.25◘
>Treasury 51.25◘

Having review the situation for the current year, it's time for you to chose TWO actions to take during the year, rolling a dice of 6 for each.

>Military action: (train troops/ improve tactics/ manufacture equip/ Drill the troops)
>Economic action: (Upscale production/ improve techonology/ develop other industries/ build something)
>Political action: (Improve relations/ make new policies/ fight corruption/ fight bandits)
>Diplomatic action: (offer an alliance, Threaten War, Improve relations, ect.)
>>
>>4346691
Shouldn't the yearly profit be 7.25?

Anyway, I think now may be the time to up the stats on our skirmishers. Maybe give them more powerful bows or something.
>>
Rolled 3 (1d6)

>>4346691
We badly need to ramp up our yearly profits to get ready for the huge army we will need to sustain if the southern state becomes hostile.

Military Action: I suggest we setup a schedule of patrols with our navy around the cyrene "sea gate" and our coastlines to stamp out the piracy hitting us and any traveling through the gate. It will be very important for our ships to become feared because we are in a very good position to become a major sea trade hub sitting in the middle.
>>
Rolled 3, 2 = 5 (2d6)

>>4346691
>Military action: (Repair Dromons, make more War Galleys)
>Economic action: (Coastal Ports on our shoreline)
>>
Rolled 1, 1 = 2 (2d6)

>>4346732
supporting
>>
>>4346727
support
>>
File: 1339635145955.jpg (13 KB, 378x301)
13 KB
13 KB JPG
>>4346742
>>
Rolled 3, 4 = 7 (2d6)

>>4346691
Alright, I'll back the patrols as laid out in >>4346727 and propose military action of improving our skirmishers.
>>
>>4346742
>>4346228
>>4346051
Fuck these double 1 rolls
No double 6 rolls in sight.
>>
>>4346754
That's okay. We didn't end up voting for those choices anyway.
>>
>>4346757
1's and 6's get locked in, even if it's not the majority choice unfortunately.
>>
>>4346742
>>4346727
Rolled 1, 1 = 2 (2d6)
Alright then, let's do this i guess.

Deciding to improve the navy in light of the upcoming conflict, you ordered the reparation of the 2 damaged dromons from the Tulunid war.

Unfortunately for you, however, the carperters you selected for the job, turned out to be complete idiots, as they botched the job of reparation, leaving the ships unusable.

>2 damaged dromons lost.

That said, not wanting their materials go to waste, you ordered for their wood to be scavenged and used to build some Galleys at least.

>4 war galleys built for free.

In adition to that, you decided to also fight piracy in the straits of Cyrene, in order to improve our economic situation.

That said, the guy you selected for the job turned out to be a complete corrupt slacker, who rather than fight the pirate itself, he decided to just pay them off to not attack us, using public funds up of course. While you wanted to changed this situation, other matter are more pressing for now.


>Piracy and Banditry goes from small(eats 0.5◘/y) to non-existent (0 ◘/y).

>Corruption goes from Medium-small (Eats 1 ◘/y) to Medium-high (2◘/y)
>>
>>4346752
supporting the second action too
>>
>>4346795
YEAR 1019.
With conflict with the winners of the Byzaian war growing more and more inminent, and recent failures not helping one bit your situation, you decided to reform the way people are selected for certain task, reviewing them before considering them for the job, so that incidents as the ones from the previous year, don't happen again.

REVIEW
--MILITARY STATUS

---Land army
>Laconian Citizen spearmen, (Inf) (Atk 8/ Def 9/ Discipline 9/ Tactics 6/ Equip 9) Numbers: 7500, upkeep 7.5◘
>Helotian Skirmirshers (Skir) (Atk 3/Def 4/Discipline 3/Tactics 6/ Equip 1) Numbers 10500, upkeep 3◘
>Battering rams (Atk 10/ Def 3/ Discipline 7/ Tactics 3/ Equip 5/ Speed 2)numbers 3. Upkeep 1◘

---Navy
>Dromon, (Light ship) (Atk 4/ Def 5/ Speed 5/ Tactics 6/ Discipline 5/ Carrying capacity 1,000 each) Numbers: 8, upkeep 0.5 each, 4◘ total
>War galleys, (galley) Atk 3/ Def 2/ Speed 8/ Tactics 7/ Discipline 4/ Carrying capacity 500 each) numbers 8, upkeep 0.25 each, 2◘ total.

>Yearly upkeep 17.5◘

--ECONOMIC STATUS
---Industries
>Agriculture, Size: 10/18, type: Improved plantations(1.5), profit :15◘/y
>Fishing, Size 2/8, type: Improved(1.5), profit: 3◘/y
>Woodcutting, Size 3/10. type: Improved(1.5). profit: 4.5◘/y

---Buildings
> Improved roads ( +1 ◘/y from trade)
> Palace of the despots (yearly upkeep 1 ◘/y)
> Improved dockyards, (Navy upkeep reduction -2◘)
> Kritan costal forts (Yearly upkeep 0.25◘/y)

--POLITICAL STATUS

>Stability: High
>The Assembly: Content
>Your Co-despot: Content
>Corruption: Medium-high (Eats 2◘/y)
>Piracy & Banditry: Non-existent (0 ◘/y).

--DIPLOMACY - STATUS

>Salonika: Cold
>Trakians: Ambivalent
>Pontus: Neutral
>Illyria: Amicable, trading (1.5◘/y), (defensive alliance)
>Boeotia: Warm, trading (1.5◘/y)
>Tulunids: Hostile, truce (expires 1022)
>Memlukes: Neutral.


--OVERALL--
>Income 23.5◘
>Expenses 16.75◘
>Yearly profit 6.75◘
>Treasury 58◘

Having review the situation for the current year, it's time for you to chose TWO actions to take during the year, rolling a dice of 10 for each.

>Military action: (train troops/ improve tactics/ manufacture equip/ Drill the troops)
>Economic action: (Upscale production/ improve techonology/ develop other industries/ build something)
>Political action: (Improve relations/ make new policies/ fight corruption/ fight bandits)
>Diplomatic action: (offer an alliance, Threaten War, Improve relations, ect.)
>>
Rolled 4, 1 = 5 (2d10)

>>4346824
>Military action: start creating coastal forts
>Diplomatic action: get the Boeotians into the alliance
I will not stop until we get that triple alliance
>>
>>4346854
all right im not rolling anymore
>>
Rolled 5, 2 = 7 (2d6)

>>4346824
Military Action: Attempt to invite the local pirate leaders to a meeting at kritia to discuss an increase in tribute pay. But have our navy ready to ambush their ships and pin them between the us and the coastal forts. And fire that coward who insulted sol by paying our enemies instead of proving our devotion through glorious combat.

Military Action: Increase training of our skirmishers. (ignore this one if we cant do two military actions in the same year)
>>
Idea : We get married to a country. One of the princesses of the counties. To get a ally, and so we can have kids to rule after our death.
>>
>>4346867
I'm not going to count this, as we're working with a d10 now, so i'm letting you roll again.
>>
>>4346869
Good idea
>>
I'll going to eat, just wanted to say my idea. See you all later
>>
Rolled 2, 5 = 7 (2d10)

>>4346882
Forgive my ignorance, qm, it shant happen again.

>>4346867
Rerolling
>>
Rolled 6, 3 = 9 (2d10)

>>4346824
We have lots of money. Let's use it for our projects
>Economic Action: Build roads, and outposts on roads to keep them safe and allow trading
>Military Action: Coastal Posts. So we can build ships and be used for trading
>>
>>4346938
Rolled 6, 3 = 9 (2d10)
Since you rolled highest, let's go with you.

With coming on the horizon, the despotate is going to need a lot of money to pay the troops, the navy, and too raise more of them should the situation require it.

With that reason, you decided to improve the road situation of the despotate, conecting cites, builing outposts on key locations, as well as renovate existing roads. The job ended up pretty well all things considered, and though it cost quite the money to make, you're confident that it will pay for itself soon.

>Buiding roads goes from Improved ( +1 ◘/y from trade), to Improved & with outposts (+2 ◘/y from trade)
> 5 solidus used for the construction

With the new roads now functioning properly, you decided to follow up by constructing new ports around out provices in order to improve trade. That said, due to strong rains and storms, the project was delayed, and through construction is still happening, it's speed has been seriouly hampered.

>Trade ports will be added for the next year.
> 8 solidus used for construction
>>
>>4346968
YEAR 2020
In your 20th aniversary since your ascension, things aren't looking good for the despotate, as resports come from the south, that the winner of the Byzaian war has finished putting down all remaining rebels inside their territories, and now, are looking to restore the old Byzaian borders the next year, meaning that you should prepare, should war become a possibility.

REVIEW
--MILITARY STATUS

---Land army
>Laconian Citizen spearmen, (Inf) (Atk 8/ Def 9/ Discipline 9/ Tactics 6/ Equip 9) Numbers: 7500, upkeep 7.5◘
>Helotian Skirmirshers (Skir) (Atk 3/Def 4/Discipline 3/Tactics 6/ Equip 1) Numbers 10500, upkeep 3◘
>Battering rams (Atk 10/ Def 3/ Discipline 7/ Tactics 3/ Equip 5/ Speed 2)numbers 3. Upkeep 1◘

---Navy
>Dromon, (Light ship) (Atk 4/ Def 5/ Speed 5/ Tactics 6/ Discipline 5/ Carrying capacity 1,000 each) Numbers: 8, upkeep 0.5 each, 4◘ total
>War galleys, (galley) Atk 3/ Def 2/ Speed 8/ Tactics 7/ Discipline 4/ Carrying capacity 500 each) numbers 8, upkeep 0.25 each, 2◘ total.

>Yearly upkeep 17.5◘

--ECONOMIC STATUS
---Industries
>Agriculture, Size: 10/18, type: Improved plantations(1.5), profit :15◘/y
>Fishing, Size 2/8, type: Improved(1.5), profit: 3◘/y
>Woodcutting, Size 3/10. type: Improved(1.5). profit: 4.5◘/y

---Buildings
> Improved roads with outposts ( +2 ◘/y from trade)
> Palace of the despots (yearly upkeep 1 ◘/y)
> Improved dockyards, (Navy upkeep reduction -2◘)
> Kritan costal forts (Yearly upkeep 0.25◘/y)

--POLITICAL STATUS

>Stability: High
>The Assembly: Content
>Your Co-despot: Content
>Corruption: Medium-high (Eats 2◘/y)
>Piracy & Banditry: Non-existent (0 ◘/y).

--DIPLOMACY - STATUS

>Salonika: Cold
>Trakians: Ambivalent
>Pontus: Neutral
>Illyria: Amicable, trading (1.5◘/y), (defensive alliance)
>Boeotia: Warm, trading (1.5◘/y)
>Tulunids: Hostile, truce (expires 1022)
>Memlukes: Neutral.


--OVERALL--
>Income 24.5◘
>Expenses 16.75◘
>Yearly profit 7.75◘
>Treasury 51.75◘

Having review the situation for the current year, it's time for you to chose TWO actions to take during the year, rolling a dice of 10 for each.

>Military action: (train troops/ improve tactics/ manufacture equip/ Drill the troops)
>Economic action: (Upscale production/ improve techonology/ develop other industries/ build something)
>Political action: (Improve relations/ make new policies/ fight corruption/ fight bandits)
>Diplomatic action: (offer an alliance, Threaten War, Improve relations, ect.)
>>
Rolled 10, 1 = 11 (2d10)

>>4346978
>Political action: (Royal Marriage with Boeotia)
>Military action: (Better Equip the Helotian)
Royal marriage to get us a ally, and Boeotia have warm relations with us.
Better equipment for the Helotian so they can do more work in combat
>>
>>4346989
What could this mean?
>>
>>4346989
Rolled 10, 1 = 11 (2d10)

As conflict with the empire seems to be inevitable, friendship with other nations becomes crucial in order to survive these dark times.

After years trying to set up an alliance with Boeotians, finally, you were able to secure an military alliance with them through the use of a royal marriage.

In this case, you married the youngest daughter of the leader of the league, Olympia, with your eldest son, Desmon. With cheers and celebration, an alliance has been born between the two nations.

>Boeotia goes from Warm to Friendly
>Royal marriage with Boeotia
>Military alliance with Boeotia.

With allies on both east and west, you then decided to focus on your army, more specifically, in your Helotian skirmirshers, who despite their usefulness in the offensive, they are completely useless on the defense, mostly due to their lack of equipment, having only a tunid and a hat for armor, and rudimentary javelins for weapons.

Your plan was to give them better weapons to defend themselves and to attack the enemy, however when you came to the blacksmiths for the equipment, it turned out that they had run out of iron trying to equip all of our spearmen.

Not wanting to wait until new iron was available, you decided instead, to give the Helotians some hand me downs and old and outdated leather armour sets from the spearmen. It wasn't the best to begin with, and the spearmen weren't to happy to share things with simple slaves, but it was something at least.

>Laconian citizen spearmen Equip goes from 9 to 8
>Helotian skirmirshers Equip goes from 1 to 2

In other news, construction on the new trade docks that you had ordered last year had finished, and now, they were ready to go.
>New building, Improved trading docks, (+1◘/y from trading)


(Well guys, that was a lot to writting that i had to do, but either way, it's getting late, see you tomorrow )
>>
>>4347122
Good shit. See you QM
>>
>>4347122
See you tomorrow QM
I think now that we have our alliances we can most likely win a war against the discount Byzantines
>>
>>4347122
Do we know of or have any contact with the other nation that warred with the Tulunids - the Misr Memalukes, I think? Is that war still going, or is there now peace there as well?

And what relationships do we have with the Garamantians and Fatimites, now we have land borders with these?
>>
>>4347519
We made contact with the memulkes >>4346676 and they are neutral to us, but thankful for indirectly helping them with their war with the tulunids.

Was hoping we can improve our relations with them at some point before the tulunid truce ends so we would have an ally to pincer them with. Might be hard though considering they are are former slaves and we are a slaver nation.
>>
File: Byzaia.png (25 KB, 495x308)
25 KB
25 KB PNG
>>4347122
YEAR 1021
At last, after years of speculation and confusing reports, the indentity of the winner of the Byzaian war becomes clear, as an official envoy arrives to the door of the despotate.

>"The emperor of the Trakians, and heir of the Byzaian empire of old, your highness Simon the great,demands that as an former territory of the old empire, you swear us fielty and loyalty, and acknowledge him as your Dominus, we know that your people admires liberty above all else, and for that reason, rather than make you a simple vassal, we want you to be our march agaisn't the Lunarian thread both to the south, and to the east. Beware that, should you decide to decline, we will reserve the right to take appropiate mesures".

Indeed, despite everything that they had agaisn't them, the Trakian conquerors managed to best all of their rivals and added their territories to their new empire. With the core of the old Byzaian empire secured, they are now looking to expand to their former vassals and territories, putting their eyes in our great despotate.

>A)Should we accept the deal, and become their southern march, (no taxes, more soldiers sent),

>B) Or should we reject the deal and become independent ( and risk their wrath).

>C) Other Write in
>>
>>4347755
>B) Or should we reject the deal and become independent ( and risk their wrath).

I don't know if we're ready yet, but we have an alliance and a large war chest, so let's try it.
>>
>>4347755
>>B) Or should we reject the deal and become independent ( and risk their wrath).
Better to die fighting than to kneel. Hopefully our allies dont take up their offer.
>>
>>4347755
>B) Or should we reject the deal and become independent ( and risk their wrath).
We must defend our liberty
>>
>>4347755
Well it looks like the decision is made.
>B)
After we hopefully win, we should make an irrigation system in Cyrene.
>>
>>4347870
>>4347771
>>4347769
>>4347765
Sorry, for the wait, i had to do some cleaning.

>B) Or should we reject the deal and become independent ( and risk their wrath).

Even if the terms were better than during the Byzaians, the Trakians were still asking for us to become their subjects, something that we unacceptable to everyone within the despotate. Indeed, in face of such outrageous request, you almost wanted to kill the messenger and send his head back to Simon, but after calming down for a while, you simply politely said no to their request. Leaving the messenger upset, and saying that the emperor will take matters for himself.
>>
>>4347884
>>4347884
YEAR 2020
Having made your decision, the Trakians have begun movilizing in order to capture the northern territories, meaning that the next year the war will begin, meaning that should prepare your military for such struggle.

REVIEW
--MILITARY STATUS

---Land army
>Laconian Citizen spearmen, (Inf) (Atk 8/ Def 9/ Discipline 9/ Tactics 6/ Equip 8) Numbers: 7500, upkeep 7.5◘
>Helotian Skirmirshers (Skir) (Atk 3/Def 4/Discipline 3/Tactics 6/ Equip 2) Numbers 10500, upkeep 3◘
>Battering rams (Atk 10/ Def 3/ Discipline 7/ Tactics 3/ Equip 5/ Speed 2)numbers 3. Upkeep 1◘

---Navy
>Dromon, (Light ship) (Atk 4/ Def 5/ Speed 5/ Tactics 6/ Discipline 5/ Carrying capacity 1,000 each) Numbers: 8, upkeep 0.5 each, 4◘ total
>War galleys, (galley) Atk 3/ Def 2/ Speed 8/ Tactics 7/ Discipline 4/ Carrying capacity 500 each) numbers 8, upkeep 0.25 each, 2◘ total.

>Yearly upkeep 17.5◘

--ECONOMIC STATUS
---Industries
>Agriculture, Size: 10/18, type: Improved plantations(1.5), profit :15◘/y
>Fishing, Size 2/8, type: Improved(1.5), profit: 3◘/y
>Woodcutting, Size 3/10. type: Improved(1.5). profit: 4.5◘/y

---Buildings
> Improved roads with outposts ( +2 ◘/y from trade)
> Palace of the despots (yearly upkeep 1 ◘/y)
> Improved dockyards, (Navy upkeep reduction -2◘)
> Improved trading ports, (+1◘/y from trading)
> Kritan costal forts (Yearly upkeep 0.25◘/y)

--POLITICAL STATUS

>Stability: High
>The Assembly: Content
>Your Co-despot: Content
>Corruption: Medium-high (Eats 2◘/y)
>Piracy & Banditry: Non-existent (0 ◘/y).

--DIPLOMACY - STATUS


>Trakians: Cold
>Illyria: Amicable, trading (1.5◘/y), (defensive alliance)
>Boeotia: Friendly, trading (1.5◘/y), (military alliance)
>Tulunids: Hostile, truce (expires 1022)
>Memlukes: Neutral.


--OVERALL--
>Income 25.5◘
>Expenses 16.75◘
>Yearly profit 8.75◘
>Treasury 59◘

Having review the situation for the current year, it's time for you to chose TWO actions to take during the year, rolling a dice of 10 for each.

>Military action: (train troops/ improve tactics/ manufacture equip/ Drill the troops)
>Economic action: (Upscale production/ improve techonology/ develop other industries/ build something)
>Political action: (Improve relations/ make new policies/ fight corruption/ fight bandits)
>Diplomatic action: (offer an alliance, Threaten War, Improve relations, ect.)
>>
Rolled 1, 7 = 8 (2d10)

>>4347919
>Military action (Hire Mercanaries)
>Diplomatic action (Contact allies, make sure they have our backs)

I think we definitely need mercenaries, they probably outnumber us by a ton, we can't get by just on manpower. Also let's make sure our allies are with us.
>>
Rolled 5, 4 = 9 (2d6)

>>4347929
The diplomatic action seems like a waste, they already like us and we are in an alliance, I doubt they will break that.

>>4347919
>Military action: (improve tactics) Review our encounters with the Tulunids to see how we can better organize our troops and respond to enemy action.
>Military action: (train troops) Our numbers are insufficient currently to resist the might of the resurgent empire, we need more. (looking for +5000 spearmen, +6500 skirmishers)
>>
Rolled 7, 5 = 12 (2d10)

>>4347959
+1
>>
>>4347959
Supporting.
>>
Rolled 6, 8 = 14 (2d10)

>>4347929
support
>>
>>4347919
QM, would sending spies into an enemy country to try forming rebel groups be something we could do?
>>
>>4347929
>>4347979
Support
>>
>>4347988
>>4347979
Why are you supporting a response with a 1 locked in and a wasted action?
>>
>>4348003
For fun
>>
>>4347929
Rolled 1,

With war on the horizon, and the laconian army still pretty small compared to the Trakian one, you decided that it would be for the best to hire some mercenaries to supplement the weak points of the army.

Unfortunately for you however, the guys that you hired never showed up when you called for them, meaning that they just took the money and fleed, the sons of a bitches.

>20 solidus losts.

That said, it was then that Ben decided to act save your ass as would a true co-despot do, in just a couple of weeks, he managed to form a small, but relatively well trained regiment of cavalry composed mainly of voluntary recruits from the Perioikoi, a free but non-citizen class of Laconia, who largely work as merchants, artisans or small-scale farmers.

>1000 Perioikoi cavalry (Atk 6/ Def 4/ Discipline 6/ Tactics 4/ Equip 4/ Speed 6) built. Upkeep 0.5◘

Rolled 7,

In other news, you sent diplomats to the Boeotians and the Illyrians regarding the alliance, and if they are going to support us in the war. They largely confirmed that, Yes, they are going to guard our backs during the war.

>Boeotia and Illyria join the war in your side.
>>
>>4348041
Either way, after bulding something resembling a cavalry unit, as well as confirming our alliances. The war can begin now.

Having rejected the Trakian deal, the emperor of the Trakians, Simon the great, officialy declared war on the tripple alliance, with the official reason of "Bringing the rebellious governorates to the fold".

With the Trakians now marching from their capital towards the Boeotian borders, you begin to discuss with your generals and commanders about what should be the plan of action. With some saying that we should meet them directly into the field like true warriors, while others saying that we should let them come to us, and play defensively, given that this strategy worked great for us during the Tulunid war.

>Write in about the next course of action.
>>
Rolled 57 (1d100)

>>4348060
>Play defensive while our ships start raiding coastal towns
>>
>>4348060
Lets reinforce our boeotian allies and prepare defenses. We dont know the size of their trakian army or if it's the only one. Send 5000 spearmen, 8000 skirmirshers. Will leave a small force to defend our shores if any enemy ships make a landing.

We should also have our navy start patrolling the trakian islands to intercept any of their ships that might try to ferry forces to our holdings.
>>
Bunch of retards wasting 3 years of profit on Mercenaries.

>>4348088
+1
>>
>>4348090

Wouldn't surprise me if these 'Mercenaries' were already in the employ of the Trakians.

>>4348088
+1
>>
>>4348088
Anyway.

With after discussing about the matter for a bit, you decided that the best option for Laconia to take, would to play defensively, since that's what worked during the Tulunid war, and you have a lot of experience fighting in this style.

With that said, you ordered to send 5000 spearmen, 8000 skirmirshers to the Boeotian borderlands, in hope of joining up with their forces, and prevent an Trakian incursion, with the remaining soldiers being put into defending the Despotate's shores, should the empire make a landing. In addition to that, you sent the navy into patrolling the White sea in search of any Trakian navy.

In one of those patrols, the navy passed nearby the Kikladian islands, which currently stand almost completely ungarrisoned, due to the both the present war and the Byzaian one, One of the islands, Nesotia, has only a few scant guards for defense, and given it's status as the official capital of the islands, capturing it would be a great boon to the war effort. However, just beacuse the islands are short in men, doesn't mean that they are short in ships, for currently the status of the Trakian navy is unknown, making an invation somewhat risky.


>Write in using a d100 about the next course of action.
>>
>>4348259
Do we know if its a few scant guards meaning less than a hundred or closer to a thousand?
>>
>>4348275
Good point, the last time there was "barely a garrison" it was 4000 men
>>
>>4348298
Yeah, if its a few hundred than taking that port would be a HUGE win for us in the war. Even if our navy is bigger now, they could outproduce us with their three ports left unchecked.
>>
>>4348298
>>4348313
It's 2000 men total of garrison in the province of Nesotia, but they are spread among the islands, so the city of Nesotia itself only has like 400 men.
>>
>>4348338
I vote we send 500 spearmen / 1000 skirmishers to seize nesotia, escorted by our full navy. Hopefully we can just talk them into surrendering bloodlessly. Even if the trakians have beaten doen the rebellions I doubt they are beloved by the populace. That will leave a small garrison for our capital unless someone else has an idea.
>>
>>4348353
Sorry, didnt specify that that invasion force would come out of the capital garrison we left, not the boeotian army.
>>
>>4348353
Make a roll please, so that i can write what happens next.
>>
Rolled 38 (1d100)

>>4348377
>>
Rolled 29 (1d100)

>>4348377
Take this roll
>>
Rolled 97 (1d100)

>>4348377
Sol preserve us.
>>
>>4348396
This is the only roll who called on Sol's aid like they were supposed to. Guess we will have to ignore the earlier rolls, right QM?
>>
>>4348383
Rolled 38 (1d100)

With such a succulent target barely unprotected, you decide to send a invation fleet towards nesotia to capture, consisting of all of 16 ships that our navy has, along with
500 spearmen / 1000 skirmishers drawn from the coastal defenses.

Unfortunately for you, just as the invation force was about to arrive near Nesotia, a large 20-ships strong fleet is seen on the horizons, as it appears that the Trakians noticed what you were trying to do, and sent their navy to intercept us.

With the climate in the verge of raining, and the currents agaisn't our favour, it looks like avoiding the battle will be all but imposible, so....

>Write in using a d100 about the next course of action.
>>
>>4348396

Sol blessed this roll
>>
>>4348396
You had to either link the post with the you were supporting action, or writing one yourself, so that i could average them out.
>>
Rolled 10 (1d100)

>>4348401
The trakians will learn the folly of attacking our navy just as the tulunids did. Sol is with us.
>>
>>4348401
Hey QM, FYI against doesn't have an apostrophe ('). Also, it might be beneficial to run your posts through spell check before posting. I for one would be willing to wait an extra minute or two to not have to read through spelling errors every sentence.
>>
>>4348414
Sorry, i'll make sure i write things better next time.
>>
Rolled 22 (1d100)

>>4348401
Sol will bless our ships as the sea calms down as we ram them to shit
>>
File: 1325988476141.jpg (16 KB, 336x229)
16 KB
16 KB JPG
>>4348428
>>4348410
Our poor navy.
>>
Rolled 3 (1d100)

>>4348401
I support >>4348410
>>
>>4348438
Wait, shit, I forgot to pray.
>>
Rolled 98 (1d100)

>>4348410
This
Nat 100
>>
>>4348454
supporting this
>>
>>4348454
>>4348401
Fuck up the ships.
I linked don't say I didn't
>>
>>4348410
>>4348438
>>4348454

10+98 /2 = 54

The battle that follows is anything but simple, with harsh climate, the rapid currents, and the audacity of the comanders of both forces, all contribuiting to what could only be described as a shitfest, as the ships sink as fast as they arrive, and the soldiers conducting boarding parties nonstop, there's no strategy on what's happening, but pure caos.

As the climate begins to calm down a little, and the battle becomes a little less intese, you stop for a moment to analize the situation, and how many ships remains on each side.

>Trakians lose 5 war galleys, and 2 dromons.
>You lose 3 dromons.

With the chaotic first round of the combat ending, and the more formal second one beginning, you must now implement some strategy into the fight, lest things become even disorganized than they are already are.

>Write in using a d100 about the next course of action.
>>
Rolled 99 (1d100)

>>4348518
Do what we did with the Sultanate navy and focus on the outermost ones.
Cmon Sol help me here
>>
>>4348538
Now nobody else roll
>>
Rolled 88 (1d100)

>>4348518
The current is still against us? Then run away, so that their swifter ships will separate from their slower ones. Then we turn around on the slower ships and kill them before support arrives. Sol bring us the dawn!
>>
>>4348538
NO MORE ROLLING
>>
>>4348538
+1

STOP ROLLING.
>>
>>4348538
YES! Sol is with us this day!
>>
>>4348538
Rolled 99 (1d100)

Remembering the similar situation you faced yourself during the Tulunid war, you inmediately began reorganizing the navy and giving orders to the ships, so that they move in formation.

Similar to what you did to the emirate's ships, you used your galleys to encircle the bigger ships and separate them from the smaller ones using superior manouvers to keep them busy, upon which, you used the Dromons to sink the Trakian ships one by one, starting with the smaller ones, and then moving one to the bigger ones.

At the end of the day, all of the enemy's ships laid dead in the bottom of the occean, and to your surprise, you didn't suffer any casualty during the round, with only a single dromon being damaged as a result of the fighting.

>Trakian navy destroyed completely
>You got 1 dromon damaged.

In adition to that, just like that naval battle at cyrene, thanks to the recent victories at sea, the ability of the Laconians in the arts of naval warfare has increased, from panicking during the ambush, their ability to remain calm during the storm is now much better.

>Dromon discipline goes from 5 to 6
>War galley discipline goes from 4 to 5
>>
>>4348541
>>4348538
Good shit guys.
>>
>4348571
Laconia rules the seas!
>>
>>4348571
With the ability of the Trakians to defend their seas completely obliterated, it's time for you to finally capture Nesotia, and gain control of the Kikladian islands inside of the white sea.

Even after the spectacular naval battle that they witnessed back in the shore, the Trakian garrison is still willing to defend themselves from our naval invation.

Some of your commander think that you should unleash your soldiers at them inmediately, while others think that maybe we could force them into surrendering by blockading their docks.

>Write in using a d100 about the next course of action.
>>
Started
>16 ships that our navy 8 Dromon, 8 War galleys
>Large 20-ships strong fleet

Ended
>5 Dromons, 8 War Galleys (1 Damaged)
>Enemy all destroyed
Good shit. We can rule the seas
>>
Rolled 39 (1d100)

>>4348583
>invation
invasion

Blockade them, there's no rush now that there navy is at the bottom of the sea.
>>
Rolled 32 (1d100)

>>4348583
Order a full attack on the town, but try to avoid civilian casualties if possible.

If they wont surrender quickly then they leave us no choice. We cant get bogged down here when our ships can be better used raiding the other traikan shipyards.
>>
Rolled 81 (1d100)

>>4348583
offer them mercy and tax excemption if they surrender
>>
>>4348595
>>4348583
+1
>>
>>4348595
Changing vote to this
>>
>>4347755
Guys, if we win this war, we can get territory on the western side of the sea. Think of the trade opportunities! I say we don't end the war until we nab some of that particular territory.
>>
>>4348652
Don't get too excited just yet, we havent seen what's coming at us on land yet.
>>
>>4348653
as long as our allies can possibly do a naval invasion of the Capital and take the head of the Dominus
>>
>>4348658
*can hold , we could possibly
>>
>>4348658
>>4348652
I completely forget we only have two years left on the tulunid truce, and I bet they were not just knitting tapestries of how much they love us the last ten years.
>>
>>4348658
I think that would be best if we want to end this war quickly.

>>4348664
We've still got our hostage.
>>
>>4348664
We should prepare our puppet ruler to launch that coup
>>
>>4348674
>>4348673
True, but I doubt he is really worth enough for us to consider our northern border safe. Like other anon's mentioned, he was given up too easily at the time.
>>
>>4348595
Rolled 81 (1d100)

After the difficult and intense that you had just been through, you were to tired as to engage in another battle for the moment, so rather than sieging the place, you simply sent an envoy to the denizens of Nesotia to simply surrender in exchange of mercy and a tax excemption.

That last bit, was everything that the Nesoti wanted to hear, before opening their gates and docks to the victorious laconian soldiers and ships.

With island after island surrending similary, in just a couple of weeks, you were able to claim the entire Kikladian archipelago as yours, will all the military benefits that it entails.

>Nesotian garrison surrenders peacefully.
>Nesotia province captured.
>>
>>4348707
Anons I believe we should reinforce our navy next so we can start flexing outside the Capital while sieging it. We can also try to entice revolt in the conquered provinces.
>>
>>4348709
You wanna try a bait and switch, where we float our ships outside some important city and wait for them to converge their forces around it, and then landing our actual troops outside the capital?
>>
File: Byzaia.png (25 KB, 494x306)
25 KB
25 KB PNG
>>4348707
YEAR 2021.

Following your decisive victory in the white sea, the war has turned in your favour slightly, as the Trakians, defenseless, scramble to build another navy.

Moving on to the land front, the army that the Trakians had sent to the Boeotian border arrived to late as to take part in any military actions, as the winter set before they could cross the border. Not wanting to deal with the hastle that is winter warfare, the Trakians decided to instead, simply fortify and prepare for next year's campaing, reminding you that you too, should use this time to make some military preparations.

REVIEW
--MILITARY STATUS

---Land army
>Laconian Citizen spearmen, (Inf) (Atk 8/ Def 9/ Discipline 9/ Tactics 6/ Equip 8) Numbers: 7500, upkeep 7.5◘
>Helotian Skirmirshers (Skir) (Atk 3/Def 4/Discipline 3/Tactics 6/ Equip 2) Numbers 10500, upkeep 3◘
>Battering rams (Atk 10/ Def 3/ Discipline 7/ Tactics 3/ Equip 5/ Speed 2)numbers 3. Upkeep 1◘

---Navy
>Dromon, (Light ship) (Atk 4/ Def 5/ Speed 5/ Tactics 6/ Discipline 5/ Carrying capacity 1,000 each) Numbers: 8, upkeep 0.5 each, 4◘ total
>War galleys, (galley) Atk 3/ Def 2/ Speed 8/ Tactics 7/ Discipline 4/ Carrying capacity 500 each) numbers 8, upkeep 0.25 each, 2◘ total.

>Yearly upkeep 17.5◘

--OVERALL--
>Income 25.5◘
>Expenses 16.75◘
>Yearly profit 8.75◘
>Treasury 59◘

Having review the situation for the current year, it's time for you to chose ONE military action to take during the season rolling a dice of 10 for it.
>>
>>4348714
Do we know which of their western coastal provinces besides the capital is the most important? Or do we need to put an action towards that?
>>
>>4348714
*Updated navy
>Dromon, (Light ship) (Atk 4/ Def 5/ Speed 5/ Tactics 6/ Discipline 6/ Carrying capacity 1,000 each) Numbers: 4 complete,1 damaged, upkeep 0.5 each, 2.5 ◘ total
>War galleys, (galley) Atk 3/ Def 2/ Speed 8/ Tactics 7/ Discipline 5/ Carrying capacity 500 each) numbers 8, upkeep 0.25 each, 2◘ total.
>>
>>4348716
We can make another naval invasion once we deal with the land army next season.
>>
Rolled 64 (1d100)

>>4348714
Its going to take a small bit to recreate a proper navy so lets get to dealing with the land armies to help our friends.
>Start building catapults
>>
Rolled 88 (1d100)

>>4348709
>>4348712
The islands are one thing, but I think we will want a larger army to siege their capital fortress. We only have 4000 troops sitting in nesotia and our capital to use, and MAYBE the 2000 garrison troops we just captured if the QM is being generous. General rule for sieges is x3 the defending number.

Lets focus on expanding our navy and moving the nesotian troops to the boeotian border.
>>
>>4348714
Supporting this >>4348721
>>
Rolled 81 (1d100)

>>4348720
catapults are largely useless and expensive outside of assaulting a fortified position.

>>4348721
>We need a larger army and here's why
>Let's not do that and get a bigger navy instead
idk bro I feel like you just explained why not to support you.

>>4348714
>recruit more (5000 more spearmen and 6500 more skirmishers)
>>
>>4348727
You make a fair point but we are going to need those catapults for long sieges which will happen. I will switch votes to this to handle the immediate situation
>>
>>4348727
I'm not saying we shouldnt get a bigger army, just that we should wait to seige the capital when we know we can win. Throwing 4-8 thousand there wont be worth much if we lose at the boeotian border and have to pull them back east instead of reinforcing the boeotian border. The larger navy would let us guarantee we control the sea for the rest of the war.
>>
>>4348720
>>4348727
The navy makes it so that the Trakians can only attack us from one direction.

On another note, I suggest we find a narrow mountain pass in Boeotia and plop our spearmen down in it.
>>
>>4348727
I will change my vote >>4348721 to support this to break the tie. The larger army will be more useful in the boeotian battle. We bought at least a year of naval superiority by sinking their whole navy.
>>
>>4348721
This
>>
>>4348727
Rolled 81 (1d100)

Taking advantage of the winter season to make military preparations, you issued the order to recruit 5000 more spearmen and 6500 more skirmishers into the army to make sure that the despotate has enough troops to win the war.

>5000 Laconian citizen spearmen recruited for a total of 12500, upkeep changes from 7.5 to 11.5
>6500 Helotian skirmishers recruited for a total of 17000, upkeep changes from 3 to 5.

>35 funds spent, 19 remaining in the treasury.

In adition to that, your co-ruler Ben, decided to recruit some more 1000 Perioikoi cavalry into the army, for a total of 2000, and what's more, he decided to lend you his little force as he trusts that you will use them well.

>2000 Perioikoi cavalry available for the battle.
>>
File: Byzaia.png (25 KB, 494x306)
25 KB
25 KB PNG
>>4348829
And so, using the winter to recruit and train more troops. you managed to amass a pretty large, if expensive, army worthy to take on the Trakians, however, in order to mantain your hold over Nesotia, and guard your coast agaisn't any future Trakian naval assault, you had to leave them elsewhere, but still, your numbers are looking good for the next battle.

>9500 Laconians spearmen available for the battle
>14000 Helotian skirmirshers available for the battle.
>2000 Perioikoi cavalry available for the battle.
>3 Batterin rams available for the battle

And so, as soon as the snow began melting away in the Trakian-Boeotian border, the Trakians decided to lauch their full offensive, using some 48,000 troops total divided in three armies to capture all the boeotian cities they camed across.

Using your battle strategy of "let them come to us", rather than meet them head on, you decided to fortify inside of the city of Thebes, the Boeotian capital alongside their troops.

>15000 allied Boeotian soldiers will assist you next battle.

Eventually, after some much long weeks awaiting and preparing for the moment, the Trakian army finally appears on the horizon, as they march fowards to Thebes, sure looking to conquer it.

While things aren't looking good for the moment, you're confident that somehow you will be able to win the battle, given that you have been in worse situations before.

>Write in using a d100 about the next course of action.
>>
Rolled 26 (1d100)

>>4348847
Scour the fields and bring anything useful into the city. Since it's spring time, there shouldn't be any ripe crops yet, but it's still a good precaution to take. May the sunlight guide us through this trial.
>>
>>4348847
What is the surrounding area look like, what are thebes defenses like, and do we know what the enemy army composition is?
>>
Rolled 15 (1d100)

>>4348859
Supporting
>>
Rolled 20 (1d100)

>>4348847
Raid the enemies supply lines using our cavalry to hit and flee
>>
Rolled 52 (1d100)

>>4348847
Attempt to provoke the enemy into an assault as we wait for them
>>
>>4348847
Here's the Boeotian and Trakian armies by the way

Boeotian army

>Militia spearmen (Inf) (Atk 6/ Def 7/ Discipline 6/ Tactics 6/ Equip 6) Numbers: 4000,
>Thessalian cavalry (Cav) (Atk 8/ Def 3/ Discipline 5/ Tactics 5/ Equip 4/ Speed 7) ,Numbers: 3000
>Thorax swordsmen, (inf) (Atk 7/ Def 5/ Discipline 5/ Tactics 6/ Equip 7) Numbers: 3000,
>Light Peltasts, (Skir) (Atk 4/Def 4/Discipline 4/Tactics 6/ Equip 3) Numbers 5000

Trakian army

>Trakian nobles, (H.Inf) (Atk 8/ Def 8/ Discipline 7/ Tactics 6/ Equip 7) Numbers: 4000.
>Royal Peltasts, (Skir) (Atk 5/Def 5/Discipline 5/Tactics 6/ Equip 5) Numbers 10000
>Trakian horsemen, (L.cav) (Atk 7/ Def 4/ Discipline 6/ Tactics 4/ Equip 4/ Speed 7) Numbers 6000
>Trakian royal cavalry, (H.cav) (Atk 7/ Def 6/ Discipline 8/ Tactics 5/ Equip 7/ Speed 3) Numbers 4000
>Trakian Archers, (Arch) (Atk 6/Def 3/Discipline 6/Tactics 4/ Equip 5) Numbers 10000
>Levy spearmen, (L.Inf) (Atk 4/ Def 3/ Discipline 4/ Tactics 5/ Equip 3) Numbers: 12000,
>>
>>4348861
The terrain is mostlyhilly and irregular, full of numerous hills and small mountains, providing a attack boost for all skirmirsher units.

As for the army composition, see above >>4348887
>>
Rolled 70 (1d100)

>>4348878
This
>>4348847
>>
>>4348847
>>4348878
I will change my vote >>4348874 to support this to break the tie.
>>
>>4348878
Alright, since it looks like it's going to be a tie, i will select you.
Rolled 52 (1d100)

Compared to the small walls of Nesotia or Cyrene, the walls of the great city of thebes are large and talls, making a siege of it rather difficult for the party involved.

With the Trakian army being so preocupied securing the Boeotian countryside, you decided that it would the best option to divide their forces in order to avoid facing their entire army all at once. With that logic in mind, you decided to tease one of the Trakian commanders by insulting his manhood, and impliying that he doesn't have neither the strenght nor the courage to siege the city.

Not wanting to ashame is antecesors, the commander proceeded to lead his portion of the army (16,000), to siege the city alone and without notifing the other commanders, quickly surrounding the city with his troops, and setting up his camp, ready to prepare the assault.

So, Good News!, we now only have to face one third of the entire Trakian force, and Bad News!, we are now being sieging, and between the number of soldiers inside the city, and the fact that it's spring, food supplied are rather low, meaning that unless we defeat the sieging army soon, we will face starvation within too months.

>Write in using a d100 about the next course of action.

(Well, it's getting late, see you tomorrow)
>>
Rolled 60 (1d100)

>>4348977
Get the enemy to assault the city as we open the gates to let them in. Once a sizeable chunk enters the gate we ambush them while a small contingent goes around to trap them.
>>
Rolled 52 (1d100)

>>4348977
Bait him with a fake weak point and when they come to rush in they get encircled and killed off. Large stones could drop to cut off their escape
>>
>>4348997
Rolled 60 (1d100)

Not wanting to get bogged down in a war of atrition that you weren't going to win, you decided to instead, provoke the enemy into attacking prematuraly before they were prepared.

You made that, by opening the gates of thebes for the invading trakians as if you were surrendering, with 6000 of their soldiers taking the bait.

Once they entered into the city, you had one regiment close the gates behind them. By the time the enemy soldiers had noticed what was going on, it was too late, as the masacre had begun.

At the end of the exchange, all of the enemy trakians were dead in the floor, but not before killing a good bunch of your soldiers too.

>Trakian army group A loses 6000 soldiers.
>Boeotians lost 1000 militia spearmen.
> You lost 1000 skirmirshers.

That said, while you were able to destroy a good chunk of the trakian army, you're still under siege. And it appears that the Trakian comander has now decided to call reinforcements.

>Write in using a d100 about the next course of action.
>>
Rolled 20 (1d100)

>>4349678
It was worth it
>Attempt to build some catapults inside the city
We can start throwing shit at them which is sure to decrease enemy morale.
>>
>>4349678
>Hold the city!
>Send out the cavalry every once to harass siege equipment and supply lines
>>
Rolled 88 (1d100)

>>4349678
Burn some of the enemy camp down at night.
>>
Rolled 28 (1d100)

>>4349678
forgot to roll
>>
>>4349702
>>4349678
This
>>
>>4349702
Rolled 88 (1d100)

Following you success at the first wave of the siege, you knew that the enemy was going to call reinforcements in order to overwhelmed us with thier numbers.

With such a short window of time before they arrived, and starvation sat in the city, you decided to launch a night raid towards their camps using your cavalry, both to disrupt their supply lines, and capture their food, as well as to kill as many of them as possible.

In the dead of night, when the trakians were asleep, the raid began as hundreds of the best trained horsemen you had, trampled all over their camp, stealing food and murdering soldiers in their sleep before they could even react, before retreating back inside the city.

>Supplies capture, (two more months before starvation)
>Trakians lose 500 elite and 500 non elite troops.

Either way, with the night raid a sucess, you can be sure that you can hold a few months more inside the city, however, that doesn't undermine the fact, that the trakian army group B it's still coming towards Thebes, meaning that you should prepare to do something about it.

>Write in using a d100 about the next course of action.
>>
Alright someone think of something. I bought us more time
>>
Rolled 46 (1d100)

>>4349766
>Try to get out a few messengers with a message asking our other ally Illyria to attack the Trakian homeland, since like 2/3rds of their army is tied up with the siege.

I think Illyra should either help relieve the siege or use this opportunity to attack Trakian provinces.

Also I added up the numbers. Our side has 40500 troops, and the other side currently has 46000 without their reinforcements. If other anons want to break the siege they probably could. The number difference is big, but not huge.
>>
Rolled 58 (1d100)

>>4349766
>Attempt to build some catapults inside the city
>Tell allies they can attack enemy lands their forces are sieging
>>
>>4349859
Rolled 58 (1d100)

Having secured more time for the defenders, You decided to use it by ordering you soldier to construct some catapults inside of the city. While the end result wasn't the best it was still better than what you expected for them to do.

>3 Basic Catapults(Atk 8/ Def 3/ Discipline 4/ Tactics 4/ Equip 5/ Speed 3) built, Upkeep 1◘

In addition to that, you decided to sent a messenger to the illyrians requesting for them to attack the Trakians from the south to relieve us.

While they did confirm that yes, they were going to follow the plan, due to Internal issues they won't be able to send their attack until next season.

>Illyrian army (16,000) will attack the Trakians next season.
>>
>>4349901
As this was happening, the Trakian army group B, having finally secured the Boeotian hills, joined up forces with the siege alongside Army group A, adding their 16,000 soldiers to the 9000 remaining of army group A for a total of 25000. Meanwhile, army group C was too busy putting down rebellions in the newly adquired territories down south as to take part in the siege, meaning that they won't join up with the siege for a year at least.

With the enemy having joined up with their forces, and supplies only remaining for one more month, the only way you will be able to get out of this is by the way of blood.

>Write in using a d100 about the next course of action.
>>
Rolled 56 (1d100)

>>4349911
>Use Catapults to hit the enemy and bomb them to shit send cavalry to harass them
>Our force sally out and prepare to meet them in battle.
>Keep using catapults on enemies as they march to meet us in battle
>>
Rolled 21 (1d100)

>>4349937
+1
Dice don't fail me now
>>
shit
>>
Someone please post a solution and roll
>>
Rolled 8 (1d100)

>>4349911
>Surprise Attack right before Dawn, with catapults raining down fire balls on their camp. Normal balls if we don't have fire balls.
>>
>>4349937
>>4349911
Do this
>>
>>4349937
>Rolled 56 (1d100)

And so, having gathered enough forces to make an assault, the Trakians began gathering their forces near walls and gates of the city, no doubtly in order to break open them, as not soon thereafter, five battering rams arrived to do that.

Knowing that under no circumstances, those rams should even touch the gates and walls of the city, you ordered for you catapults to hit their battering rams as well as the soldiers manning them. Unfortunatel for you however, lack of amunition was a big problem, as boulders and iron were on shortage in the city, nevertheless, they managed to destroy the rams, and kill a good number of troops while at it.

>Trakian battering rams destroyed.
>Trakians lose 2000 levy spearmen.

With their battering rams destroyed, the Trakians rather than retreat back, decided to just force open the door by themselves using their superior numbers, and they would have done so, if it wasn't for the power of your Laconian citizen spearmen holding them off, if only barely.

>Trakians lose 3000 levy spearmen.
>You lose 1000 Laconian citizen spearmen.

Either way, just because their atempts at opening the gates failed, doesn't mean that the Trakians decided to gave up, but rather the opposite, for they are now bringing siege towers to scale the walls of Thebes, something you should respond to.

>Write in using a d100 about the next course of action.
>>
>>4350125
How many troops do we have, and how many troops does the enemy have?
>>
Rolled 50 (1d100)

>>4350125
Get the cavalry some torches to try and burn some of the siege engines before retreating back into the walls. Sun be with us.
>>
>>4350142
The trakians have 20000 sieging us, with 16000 in reserve sieging the south.

We have 23 000 soldiers, while the Boeotians have 14000. and the Illyrians 16000 attacking the south.
>>
Rolled 27 (1d100)

>>4350125
>Surprise hit and run attack right before Dawn, using the horse troops we have. They can set fire to the siege machines and kill some enemies
>>
Rolled 28 (1d100)

>>4350125
>Our force sally out and prepare to meet them in battle. Use tactics with commanders
>>
Rolled 13 (1d100)

>>4350144
>>4350125
+1
Dice don't fail me now
>>
>>4350144
>>4350204
50+13 /2 = 31.5

As the siege towers aproach the walls of thebes, in a effort to stop them, you sent 1000 peroikoi cavalry with torches to burn the towers

Unfortunately for you, they only manage to burn half of them, before the Trakian Noble infantry stops them dead in their tracks.

>Half of the Trakian Siege towers lost.
>You lose 1000 peroikoi cavalry.

With your atempt at stopping the towers turned out to be less sucessfully that you planned, you now have to decide how to best man the walls, as the first of the remaining towers touches the Thebian walls.

>Write in using a d100 about the next course of action.
>>
Rolled 39 (1d100)

>>4350245
>Defend the walls
>>
Rolled 85 (1d100)

>>4350245
>We get some of our forces out through the side gates while they are attack and pancake them hitting them from both sides as they try to get through the walls.
>>
>>4350258
>>4350245
Supporting
>>
>>4350258
Rolled 85 (1d100)

With the remaining siege towers hitting the walls, you order your soldiers to man the walls, while at the same time, you direct the Boeotians to hit them through the side gates.

Through a combitation of good luck and good timing as well as your ever good leadershi, you are able to repel the enemy from walls, while at the same time, destroying their remaining siege towers by putting them on fire, with their soldiers still inside them.

>The trakians lose their remaining siege towers.
>Trakians lose 3000 levy infantry and 1000 noble infantry and 1000 royal peltasts.

>Boeotians lose 1000 thorax swordsmen.
>You lose 500 laconian spearmen and 500 skirmirshers.
>>
Rolled 12 (1d100)

>>4350312
>Surprise Attack the enemy right before Dawn.
>Cavalry and allies cover flanks our spear man hold the center
>>
>>4350312
With all of their siege weapons destroyed and the Illyrians finally launching their attack through the south, the Trakian comander reluctanly decided to abbandon the siege, for they had lost many valuable soldiers for little progress. And so, during the night, he retreated his soldiers back to the south in order to bolster up their defenses.

With the siege broken, and Thebas saved from the Trakian claws, you are now able to use this opportunity to reorganize your military before joining up with the Illyrians in the south.

YEAR 1021-Harvest season

REVIEW
--MILITARY STATUS

---Land army
>Laconian Citizen spearmen, (Inf) (Atk 8/ Def 9/ Discipline 9/ Tactics 6/ Equip 8) Numbers: 11000, upkeep 10◘
>Helotian Skirmirshers (Skir) (Atk 3/Def 4/Discipline 3/Tactics 6/ Equip 2) Numbers 15500, upkeep 3◘
> Perioikoi cavalry (Atk 6/ Def 4/ Discipline 6/ Tactics 4/ Equip 4/ Speed 6) Numbers 1000. Upkeep 0.5◘
>Battering rams (Atk 10/ Def 3/ Discipline 7/ Tactics 3/ Equip 5/ Speed 2)numbers 3. Upkeep 1◘
>3 Basic Catapults(Atk 8/ Def 3/ Discipline 4/ Tactics 4/ Equip 5/ Speed 3) built, Upkeep 1◘


---Navy
>Dromon, (Light ship) (Atk 4/ Def 5/ Speed 5/ Tactics 6/ Discipline 5/ Carrying capacity 1,000 each) Numbers: 4 complete, (1 damaged), upkeep 0.5 each, 2.5◘ total
>War galleys, (galley) Atk 3/ Def 2/ Speed 8/ Tactics 7/ Discipline 4/ Carrying capacity 500 each) numbers 8, upkeep 0.25 each, 2◘ total.

>Yearly upkeep 17.5◘

--OVERALL--
>Income 25.5◘
>Expenses 16.75◘
>Yearly profit 8.75◘
>Treasury 23◘

Having review the situation for the current season, it's time for you to chose ONE military action to take during the season rolling a dice of 10 for it.
>>
Can someone just list an action and roll please ?
>>
Rolled 100 (1d100)

>>4350327
Train 3000 spearmen and 3000 cavalry. We've still got some money left.
>>
>>4350482
C-can I get a few dromons out of this roll?
>>
>>4350482
Rolled 100 (1d100)

As the war begins to turn agains't the Trakian's favour,you knew that in order to defeat them, you would have to train more soldiers, and so, calling over for the defense of the Despotate, you issued a call for all brave laconians to voluntarily come to our aid in our struggle for independece.

The amount of soldiers that enlisted in the army were more than you had expected to come, truly a sign of how proud Laconians are of their homeland, and how precious they value their honor and liberty. Not only that, but some of the Perioikoi, rather than coming with horses, they came with pikes, creating a new unit for us to use.

>4000 spearmen and 3000 cavalry recruited free of charge for a total of 11000 and 4000 respectively.
>3000 Perioikoi pikemen (Inf) ( Atk 5/ Def 7/ Discipline 7/ Tactics 6/ Equip 7/ Speed 4) recruited.
>>
File: Byzaia.png (25 KB, 494x306)
25 KB
25 KB PNG
>>4350537
And so, with all preparations ready, you marched south to recaptured the occupied Boetian towns that the Trakians had captured before abandoning them with a shell of a garrison there to defend it. Not that it mattered anyways, as every single one of them opened their gates towards the victorious Laconian and Boeotian troops as they marched.

Meanwhile, back in the south, The Illyrians had managed to capture some of the Trakians eastern territories that used to be owned by the Salonikans. However, their march was halted when the Trakian army group C alongside the remains of the Army group A and B stopped their advance short with a close victory, putting them in the defensive. And as if that wasn't bad enough, the Trakians had also sent the newly created army group D with another 16,000 soldier to form the counteroffensive.

With a combined 52,000 troops in the field, the 12000 remaining Illyrians may have been just about to be wipped out, if it wasn't for the Laconians, and their 30000 troops arriving just in time near the hills and plains of Salonika to save their encircled friends.

And so, with everyone in the field, and ready to battle out, the battle of Salonika appears to be one the biggest battles in the region ever since the initial Trakian invasion, as well as the one that most likely, will end up deciding the war.

>Write in using a d100 about the next course of action.
>>
>>4350557
Illyrian army composition.

>Agrarian axemen (Inf) ( Atk 6/ Def 4/ Discipline 4/ Tactics 6/ Equip 5/ Speed 6), numbers 3000
>Molossian war dogs (dog), ( Atk 6/ Def 2/ Discipline 3/ Tactics 6/ Equip 2/ Speed 9), numbers 2000
>Skirmirsher cavalry (H. arch), ( Atk 5/ Def 3/ Discipline 4/ Tactics 6/ Equip 4/ Speed 8), numbers 2000
>Illyrian marines (inf) ( Atk 6/ Def 4/ Discipline 2/ Tactics 6/ Equip 5/ Speed 6), numbers 3000
>Slavonian archers, (arch) ( Atk 5/ Def 4/ Discipline 4/ Tactics 7/ Equip 4/ Speed 4), numbers 3000
>>
Rolled 59 (1d100)

>>4350557
Attempt to find a nice defensive position nearby and get the enemy to make an attack on us. By the light of Sol we won’t move a single inch
>>
Rolled 67 (1d100)

>>4350557
Have our skirmishers engage first with spearmen behind them to ward off cavalry attacks. Bring the skirmisher cavalry out to scout the enemy's flanks and see if they can't draw their cavalry forward towards us. If this succeeds, have the skirmishers redirect their fire towards the enemy horsemen. May we pierce them like the morning sun pierces the horizon.
>>
>>4350583
Rolled 67 (1d100)

As the battle begins, you decide to use the Helotian skirmirshers to engage first with the enemy Trakians , while putting spearmen behind them to ward off cavalry attacks. While you were able to repeal the enemy cavalry from encircling your flank, some of them managed to get through and slay some troops before getting put out. But there's no need to worry, as they were just simple Helotians.

>Trakians lose 2000 Trakian royal cavalry, and 4000 Trakian horsemen.
>You lose 3000 Helotian skirmirshers.

While is washappening, you also used the Peroikoi cavalry to scout the enemy, revealing a notable gap within the Noble infantry in the center and the levies in the flanks. We can use this opportunity to strike at their weak point and kills some of their troops, but we would have to chose between killing the noble and royal troops in ther center, and risk being encircled by the mass of levies like what happened during the disaster at Megali, or go after the levy troops in the wings directly, but allowing the noble troops to reorganize.

>Write in using a d100 about the next course of action.

In adition to that, we should also coordinate our efforts with the Illyrians to make sure they can manage to escape their encirclement, and avoid getting their army wiped out.

>Write in using a d10 for the Illyrians.

(well guys, i know this is kinda anticlimatic, but it's getting late, and i need to sleep, so i'll see you tommorrow )
>>
Rolled 17 (1d100)

>>4350716
I'm sorry, but since when have we ever ignored a strong foe in favor of a weak? As a precaution, have the pikemen advance in a second reserve line behind the spearmen. They move more slowly anyway.

Thank you qm.
>>
>>4350733
You want to get CANNAE'D ?
>>
Rolled 2 (1d10)

>>4350741
With the way I'm rolling, anything is possible.
>>
Rolled 97 (1d100)

>>4350716
>Try to exploit the weakpoint and kill as many royal troops as possible
>>
Rolled 5 (1d10)

>>4350716
>Have Illyrian try to exploit any softness in the enemy's lines and breakout of an encirclement
>>
>>4350755
>>4350758
Supporting
>>
>>4350755
>>4350758
Thank you for saving our shit.
>>
>>4350755
>>4350758
Rolled 97 (1d100)

With such a clear gap open for you to take, you order an inmediate attack at this weak point of the enemy to take advantage of it, and kill as many elite Trakian troops as you can, now that they are away from the fodder.

Not wanting to repeat the disaster at Megali where the Laconians were encircled, surrouded, and defeated for pushing too much into the enemy's center, you take the precaution to putting pikemen in the behind the frontline of the assault, so that they can repel any would be encirclement.

The exchange that follows is quick but brutal, as your brave laconian spearmen attack the Trakian nobles without mercy, while your pikemen deal with the levies at the sides. Eventually though, after some bloody fighting, a portion of the trakian army breaks, allowing you to destroy it in full, while the rest of it desperately tries to reorganize themselves.

>Trakians lose 2000 Trakian nobles, 2000 Royal peltasts and 4000 levy spearmen.
>You lost 1000 pikemen and 1000 laconian spearmen.

Rolled 5 (1d10)

At the same time, using the opportunity that you had created for them, the Illyrians manage to break through their encirclement by fighting their way through the weaker Trakian troops. It was a costly move for them to do, but it was worth it

>Illyrians lose 1000 Illyrian marines, 1000 slavonian archers, and 1000 agrarian axemen.
>Illyrians no longer encircled.

With their cavalry charged stopped, and their infantry trying to organize, the Trakians decided to move now for an archer volley, using their archers and skirmirshers in numbers to rain arrows and javelins from the skies, while at the time, putting stakes around them to protect themselves from a cavalry charge.

>Write in using a d100 about the next course of action.
>Write in using a d10 for the Illyrians.
>>
Rolled 87 (1d100)

>>4351447
Just charge them
Sol please don’t let me have another shit role
>>
Rolled 4 (1d10)

>>4351447
And our friends shall attempt to go around them to cause confusion and hopefully a retreat
>>
>>4351511
+1
to this and the illyrian thing
>>
>>4351511
>>4351515
Rolled 87 (1d100)

As the enemy prepares their archer volleys and puts their stakes up, you knew what to do as you respond immedieately by ordering your laconian spearman to charge against the Trakian archers as fast as they can.

Despite their heavy armour, the Laconian spearmen are surprisingly mobile, allowing them to take the archers by surprise as they pour down upon down, slaughtering a good chunk of them while the others escape uphill. That said, the peltast resulted being a lot more competent in melee that the laconians expected, and the archers actually managed to get volley before getting interrupted.

>Trakians lose 3000 Trakian archers and 2000 royal peltasts.
>You lose 500 Laconian spearmen and 1500 skirmirshers.

At the same time, now having broken out of their encirclement, you order the Illyrians to cause confusion among the Trakian troops, and retreat if things get though.

They do this, by unleashing their fearsome Molossian war dogs upon the Trakians, and while they manage to cause a lot of chaos and disruption among Trakian troops, they also fall victim to an Trakian arrow volley, forcing them to retreat behind the Laconians to avoid further casualties.

>Trakians lose 2000 levy spearmen.
>Trakians lose unit cohesion

>Illyrians lose 1000 molossian war dogs and 500 marines
>Illyrians retreat behind Laconian lines.

One would think that the confusion would mean the end of the Trakian army, but far from it, experts in all kinds of tactics, the Trakians rather than devolve into chaos, simply organize a retreat of their archers and peltasts into the better fortified uphills, from which they continue their javelin volleys, while they prepare for another calvary charge

>Write in using a d100 about the next course of action.
>Write in using a d10 for the Illyrians.
>>
>>4351532
Can someone just roll please ?
>>
Rolled 48 (1d100)

>>4351532
Let them charge right into our spears and pikes.
>>
Rolled 83 (1d100)

>>4351532
And for the Illyrians, Sol protect them.
>>
Rolled 65 (1d100)

>>4351700
>>
>>4351701
This is what I get for phone posting.
>>
Rolled 5 (1d10)

>>4351704
>>
>>4351691
>>4351700
Rolled 48 (1d100)

Facing another big cavalry charge, you once again, order your pikemen and spearmen to form a defensive wall around your army to counteract them. While some of the trakian horsemen indeed ended up at the tip of your pikes, some of them managed to avoid the wall to instead, hit your skirmirshers.

>Trakians lose 3000 horsemen.
>You lose 2000 Skirmirshers.

Rolled 8 (1d10)

At the same time, the Illyrians managed to regroup and reorganize behind the laconian frontline, and proceeded to take out the Trakian archers uphill by sending their rowdy and tough marines and axemen to deal with them. Some of the trakian archers weren't fast enough to avoid from their wrath, and most of them had to decend from their defensive position in the hills to escape.

>Trakians lose 1500 archers
>Illyrians lose 250 marines and 250 axemen

Either way, the fighting continues as a complete slog, with neither side managing to break the other completely. It was then however, that the sky turned dark, signaling that rain would come soon. As this is happening, the Trakians in their desperation, decide to lauch a full infantry offensive agains't our files.

>Write in using a d100 about the next course of action.
>Write in using a d10 for the Illyrians.
>>
>>4351723
Sorry, for the illyrians, it should be Rolled 5 (1d10)
>>
Rolled 22 (1d100)

>>4351723
It's feigned retreat time. If we can get their men advancing away from the high ground in the night and in the rain, their formation will grow brittler than my mother's hip. That is when we charge with everything we've got! Have the cavalry on standby to mop up the stragglers.
>>
Rolled 5 (1d10)

>>4351723
>>
>>4351804
For Illyrians
>>
Rolled 12 (1d100)

>>4351723
Suppol>>4351789
>>
>>4351789
>>4351804
Rolled 22 (1d100)

In light of their new offensive you tried to executed a feigned retreat, however, there were too little time as to execute the manouver properly, so the best thing that you could do, was to leave a lot of helotians behind to buy time for you.

>You lose 1000 helotians.

Rolled 5 (1d10)

That said, following their somewhat successfull assault agains't the Traikian archers, the Illyrians used half of their remaining war dogs to attack a lot of the enemy cavalry, scaring them off, and provocking accidents and confusion in their unit.

>Trakians lose 1000 horsemen and 500 royal cavalry.
>Illyrians lose 500 molossian war dogs.

As the Enemy infantry continues beating up the helotians you left behind, it's time now for you to execute a counteroffensive agains't them.

>Write in using a d100 about the next course of action.
>Write in using a d10 for the Illyrians.
>>
Rolled 28 (1d100)

>>4351532
First Roll i ever Made
>>
Rolled 32 (1d100)

>>4351830
Charge back encircle them as they beat up the helotians
>>
>>4351830
For>>4351860
>>
>>4351860
Rolled 32 (1d100)

As the Trakians were beating up the Helotians, you ordered your laconian spearmen to charge back at them and to encircle them, however, just as they were doing that, the Trakian nobles intervened, preventing an encirclement, and fighting toe with toe with your spearmen.

>Trakians lose 2000 Noble infantry.
>Laconians lose 1500 Spearmen.

Either way, the fighting continued as an stalemate, until at last, the climate changed as it began to rain in the battlefield, turning many hills and dirt pathways into mud.

Having lost close to half of their entire forces with little gain, and with the raining complicating things further, The trakian commander decided to cut his loses and retreat back to the east to fortify and reinforce. Giving us a succulent opportunity to cut them down as they retread, however, with the rain and mud, pursuing them might not be the best of options, as they could always fight back.

>Write in using a d100 about the next course of action.
>Write in using a d10 for the Illyrians.
>>
Rolled 87 (1d100)

>>4351860
>>4351830
+1
>>
>>4351950
Can you use my roll? I was about to post before you updated
>>4351949
>Chase them down kill them as they fall back
>>
>>4351952
Yes
>>
Rolled 10 (1d10)

>>4351949
>llyrains will cut off their retreat
>>
>>4351965
>>4351952
>>4351950
>>4351949
I support both of these things.
>>
>>4351952
>>4351965
+1

Very nice rolls anon
>>
>>4351950
>>4351965
Rolled 87 (1d100)
Rolled 10 (1d10)

Knowing that this was the golden opportunity that you had been waiting for to destroy the Trakian army once and for all, you ordered a mass charge of all your remaining soldiers as well as the illyrians against their retreating soldiers to cut them all down, fancy tactics be damned.

Facing such mass of soldiers charging towards them, the Trakians desperatly tried to regroup and form files, however, the heavy mud in their side of their battlefield prevented them from moving quickly, meaning that all that they could do at the moment was pray and hope for the best.

The exchanged that followed, was one of the most bloddy and brutal that the known world had seen in the moment, with hundred and hundred of soldiers slain every minute, as retreat was impossible for either side. Only one army would come out victorious out of it.

That army being the Illyro-Laconian one, who after suffering heavy casualties during the fight, managed to break the Trakian army completely, killing, maiming, injuring or capturing almost every last Trakian soldier. With some few lucky ones only barely managing to escape to tell the story.

>Trakians lose 4000 Noble Infanry, 6000 levy spearmen, 4000 archers, 3000 royal peltasts, 3000 noble cavalry, and 4000 horsemen.
>Remaining soldiers break formation and escape.

>You lost 2000 laconian spearmen, 500 pikemen, 500 Perioikoi cavalry, 3000 skirmirshers.
>Illyrians lose 1000 skirmirsher cavalry.
>>
>>4351994
About a week later after the battle, Simon the great of the Trakians receives the news about the complete destruction of their army, and out of the shock that he felt at that moment, he recieves a heart attack that almost kills him, barely surving it, but leaving him catatonic.

With their armies in shambles and with their emperor incapacitated, the scrappled together Trakian regency council decides that enough was enough, and so, they sent us the tripple aliance, a peace deal.

I.-In the contents of the peace deal, the Trakians renouce their claims to the Nations of Boeotia, Laconia and Illyria, effectively making us independent, as well as recognition of said independence.

II.- In adition to the independence, the Trakians decide to surrender and recognize the annexation of the regions of Nesotia to the Laconians, Olympus to the Boeotians, and Paeonia to the Illyrians.

II.- Beyond territorial concesions, the Trakians also offer an 12 year long truce to the Triple alliance.

With such excellent terms, you're almost inclined to sign the treaty right away, only to stopping to think about it, when one of your generals mentions that without their armies nor their leadership, the trakian empire might as well be free for us to take completely, however, with the casualties that you had to sustain fighting the battle of Salonika, you aren't sure that your armies will be big enough as to manage to occupy completely the empire.

>A) Accept the treaty
>B) Reject the treaty
>>
>>4352036
>A) Accept the treaty
>Demand a hostage
>Ask for all the island territory we occupied (if that isn't Paeonia)

We're almost as beat up as them and the Illyrians and Boetians are the ones that have territory next to the Trakians, so even if we continued and won they'd be the ones who would occupy most of the lands and get the most benefit.
>>
>>4352036
Accept
>>
File: New borders.png (185 KB, 2126x1374)
185 KB
185 KB PNG
>>4352036
So this will be the new map?
>>
>>4352071
No, Olympia is the small one between Salonika ( the ex-capital of the Salonikans) and Tessalia, ( The one with the pastures)
>>
>>4352080
Otherwise, yes.
>>
>>4352036
>A) Accept the treaty
>Demand a hostage
>>
>>4352103
>>4352062
>>4352057
>A) Accept the treaty

Like with what happened during the Tulunid war, you knew that continuing the war would cause more problems than anything, and so, you decided to accept the terms offered by the Trakians, and you urged your allies to do the same.

In adition to that, you also decided to demand from the trakians a diplomatic hostage like you did with the Tulunids, to make sure they abide by their treaty. Wanting to just finish the war once and for all, the Trakian regency council sends you one of Simon's the great daughters, a 10 year old girl named Eiren

With war over, and with peace returning to the continent, you return home with your troops victorious for a big celebration before you demovilize the army a bit in order to save money.
>>
File: Byzaia.png (25 KB, 494x306)
25 KB
25 KB PNG
>>4352200
YEAR 1022

In your 22th anniversary since your ascension, you find yourself as just not a simple ruler of a minor former vassal kingdom of the Byzaian empire, but as the hegemon of a league of states ruling over the entirety of the Dardanian peninsula. In order to mantain such hegemony, you should focus on integrating the isles you annexed as well improving the economy.

REVIEW
--MILITARY STATUS

---Land army
>Laconian Citizen spearmen, (Spear.Inf) (Atk 8/ Def 9/ Discipline 9/ Tactics 6/ Equip 8) Numbers: 10000, upkeep 9◘
>Helotian Skirmirshers (Skir) (Atk 3/Def 4/Discipline 3/Tactics 6/ Equip 2) Numbers 14000, Upkeep 3◘
> Perioikoi cavalry (Atk 6/ Def 4/ Discipline 6/ Tactics 4/ Equip 4/ Speed 6) Numbers 2000. Upkeep 1◘
>Perioikoi pikemen (Pike.Inf) ( Atk 5/ Def 7/ Discipline 7/ Tactics 6/ Equip 7/ Speed 4) Numbers 3000, Upkeep 1◘

---Siege units
>Battering rams (Atk 10/ Def 3/ Discipline 7/ Tactics 3/ Equip 5/ Speed 2)Numbers 3. Upkeep 0.33◘ each,1◘ total
>Basic Catapults(Atk 8/ Def 3/ Discipline 4/ Tactics 4/ Equip 5/ Speed 3) Numbers 3, Upkeep 0.33◘ each,1◘ total

---Navy
>Dromon, (Light ship) (Atk 4/ Def 5/ Speed 5/ Tactics 6/ Discipline 5/ Carrying capacity 1,000 each) Numbers: 4 complete, upkeep 0.5 each, 2◘ total
>War galleys, (galley) Atk 3/ Def 2/ Speed 8/ Tactics 7/ Discipline 4/ Carrying capacity 500 each) numbers 8, upkeep 0.25 each, 2◘ total.

>Yearly upkeep 20◘

--ECONOMIC STATUS
---Industries
>Agriculture, Size: 10/18, type: Improved plantations(1.5), profit :15◘/y
>Fishing, Size 2/12, type: Improved(1.5), profit: 3◘/y
>Woodcutting, Size 3/10. type: Improved(1.5). profit: 4.5◘/y

---Buildings
> Improved roads with outposts ( +2 ◘/y from trade)
> Palace of the despots (yearly upkeep 1 ◘/y)
> Improved dockyards, (Navy upkeep reduction -2◘)
> Improved trading ports, (+1◘/y from trading)
> Kritan costal forts (Yearly upkeep 0.25◘/y)

--POLITICAL STATUS

>Stability: High
>The Assembly: Content
>Your Co-despot: Content
>Corruption: Medium-high (Eats 2◘/y)
>Piracy & Banditry: Non-existent (0 ◘/y).

---Province Integration
>Nesotia, (3/10), Natives: Content.

--DIPLOMACY - STATUS


>Trakians: Hostile, truce (expires 1034)
>Illyria: Friendly, trading (1.5◘/y), (defensive alliance)
>Boeotia: Friendly, trading (1.5◘/y), (military alliance)
>Tulunids: Hostile,
>Memlukes: Neutral.


--OVERALL--
>Income 26.5◘
>Expenses 19.25◘
>Yearly profit 7.5◘
>Treasury 30◘

Having review the situation for the current year, it's time for you to chose TWO actions to take during the year, rolling a dice of 10 for each.

>Military action: (train troops/ improve tactics/ manufacture equip/ Drill the troops)
>Economic action: (Upscale production/ improve techonology/ develop other industries/ build something)
>Political action: (Improve relations/ make new policies/ fight corruption/ fight bandits)
>Diplomatic action: (offer an alliance, Threaten War, Improve relations, ect.)
>>
Rolled 10, 1 = 11 (2d10)

>>4352220
Improve relations with the Memlukes

Hammer down on corruption
>>
>>4352220
>Political action (Convert Nesotia to Sol)
>Political action (Build a giant statue to commemorate our victory over the trakians and our independence)

It's great wonder time
>>
Rolled 3, 7 = 10 (2d10)

>>4352220
Forgot to roll
>>
>>4352241
>>4352243
Rolled 3
With things calming down finally, you decide to begin the year by beggining the integration of Nesotia into the despotate, by first, sending priests of sol to covert the local population. However, you receive the news that the population of Nesotia is already Solist majority, so religion isn't going to be problem there. Either way, you use the opportunity to covert what few pagans remained there.

>Integration of Nesotia goes from (3/10) to (4/10)

Rolled 7

With no wars in the horizon for the first time in years, you decide to make an official commemoration to those brave laconians that gave up their lives during both the Tulunid and Trakian wars, by ordering a giant statue to commemorate our victory over the trakians and our independence.

>Monument of Victory and Heroism built, (-2◘ upkeep to Laconian soldiers)
>25 solidus spent
>>
>>4352359
YEAR 1023

With your new monument of victory to commemorate your victories in both wars, you have now secured yourself a place in the history books as one of the greatest Despots in Laconian history. That said, you should't let the ego get over your head, if you want to remain beloved and feared.

REVIEW
--MILITARY STATUS

---Land army
>Laconian Citizen spearmen, (Spear.Inf) (Atk 8/ Def 9/ Discipline 9/ Tactics 6/ Equip 8) Numbers: 10000, upkeep 8◘
>Helotian Skirmirshers (Skir) (Atk 3/Def 4/Discipline 3/Tactics 6/ Equip 2) Numbers 14000, Upkeep 3◘
> Perioikoi cavalry (Atk 6/ Def 4/ Discipline 6/ Tactics 4/ Equip 4/ Speed 6) Numbers 2000. Upkeep 1◘
>Perioikoi pikemen (Pike.Inf) ( Atk 5/ Def 7/ Discipline 7/ Tactics 6/ Equip 7/ Speed 4) Numbers 3000, Upkeep 1◘

---Siege units
>Battering rams (Atk 10/ Def 3/ Discipline 7/ Tactics 3/ Equip 5/ Speed 2)Numbers 3. Upkeep 0.33◘ each,1◘ total
>Basic Catapults(Atk 8/ Def 3/ Discipline 4/ Tactics 4/ Equip 5/ Speed 3) Numbers 3, Upkeep 0.33◘ each,1◘ total

---Navy
>Dromon, (Light ship) (Atk 4/ Def 5/ Speed 5/ Tactics 6/ Discipline 5/ Carrying capacity 1,000 each) Numbers: 4 complete, upkeep 0.5 each, 2◘ total
>War galleys, (galley) Atk 3/ Def 2/ Speed 8/ Tactics 7/ Discipline 4/ Carrying capacity 500 each) numbers 8, upkeep 0.25 each, 2◘ total.

>Yearly upkeep 20◘

--ECONOMIC STATUS
---Industries
>Agriculture, Size: 10/18, type: Improved plantations(1.5), profit :15◘/y
>Fishing, Size 2/12, type: Improved(1.5), profit: 3◘/y
>Woodcutting, Size 3/10. type: Improved(1.5). profit: 4.5◘/y

---Buildings
> Improved roads with outposts ( +2 ◘/y from trade)
> Palace of the despots (yearly upkeep 1 ◘/y)
> Improved dockyards, (Navy upkeep reduction -2◘)
> Improved trading ports, (+1◘/y from trading)
> Kritan costal forts (Yearly upkeep 0.25◘/y)
> Monument of Victory and Heroism (-2◘ upkeep to Laconian soldiers)

--POLITICAL STATUS

>Stability: High
>The Assembly: Content
>Your Co-despot: Content
>Corruption: Medium-high (Eats 2◘/y)
>Piracy & Banditry: Non-existent (0 ◘/y).

---Province Integration
>Nesotia, (4/10), Natives: Content.

--DIPLOMACY - STATUS

>Trakians: Hostile, truce (expires 1034)
>Illyria: Friendly, trading (1.5◘/y), (defensive alliance)
>Boeotia: Friendly, trading (1.5◘/y), (military alliance)
>Tulunids: Hostile,
>Memlukes: Neutral.

--OVERALL--
>Income 26.5◘
>Expenses 18.25◘
>Yearly profit 8.5◘
>Treasury 12.5◘
>>
>>4352368

Having reviewed the situation for the current year, it's time for you to chose TWO actions to take during the year, rolling a dice of 10 for each.

>Military action: (train troops/ improve tactics/ manufacture equip/ Drill the troops)
>Economic action: (Upscale production/ improve techonology/ develop other industries/ build something)
>Political action: (Improve relations/ make new policies/ fight corruption/ fight bandits)
>Diplomatic action: (offer an alliance, Threaten War, Improve relations, ect.)
>>
Rolled 1, 4 = 5 (2d10)

>>4352368
>Political action (Encourage settlers from our core provinces to move to Nesotia)
>Diplomatic action ( Offer a trade agreement with the Memlukes
>>
Rolled 9, 5 = 14 (2d10)

>>4352376
Improve relations with the Memlukes with a trade deal
Increase settlers to the islands
>>
>>4352409
>>4352376
>>4352368
+1
>>
>>4352376
Seconding this >>4352409
>>
Let's try to keep spending down for a while. That statue is great, though. Never would have thought of that. Also maybe check on Daysh and Eiren.
>>
>>4352409
Rolled 9, 5 = 14 (2d10)

Money is always a good thing to have, specially if you are the ruler of a regional power, and a good way to obtain it is through trade with other nations.

Despite the religious differences and the question of slavery, the realms of Laconia and the Memlukes have always been more warm that one would have expected, no thanks to their shared enemy in the Tulunids, as well as numerous diplomatic ventures between the two, that today, resulted in the approbation of a permanent trade delegation between the two.

>Relationship with the Memlukes goes from Neutral to Warm.
>Trade set up with the memlukes,(1.5◘/y)

Moving on from diplomacy to politics, in order to speed up the integration of Nesotia within the despotate, you decided to send some settlers to colonize some of the more sparcely populated islands in the archipelago, while the locals aren't too happy about it, they mostly roll with it.

>Integration of Nesotia goes from (4/10) to (6/10)
>Fishing size goes from (2/12) to (3/12), Profit goes from 3 to 4.5
>>
>>4352496
Year 2024.

As you celebrate your 44 birthday inside of the palace of the despots, you decide to use the free time, to make a visit to the hostages kids, as you haven't seen them in a while.

For starters, Jaysh is now 21, being an adult now, as well as a devout follower of the Sol faith after converting a few years back. Having spent much of his youth inside Laconia, he has learned the language and customs of the land, and is practicaly as much of native here as he was back in Tuludia.

With the Truce with the Tulunids having expired a couple of years ago, he has no longer any reason for being here to say the least. Having not seen his native land in more than 13 years, he wants to go back to the Tulunids, however, he cannot do that without your permit, which he requests for you to grant to.

>Write in what to do with Jaysh.

Moving on with the next guest, we have Eirene, the youngest daugther of Simon the Great, as well as your other political hostage.

Coming here with 10 years of age, she's now 12, and compared with how quiet and respectful Jaysh was, she's basically her complete opposite, for she's mischievious and vain, not wanting to learn Laconian culture, and playing pranks with her guards.

Maybe you should do something about her, to make sure she stays quiet at least.

>Write in what to do with Eirene (d10)

(Well guys, you know the deal, see you tomorrow )
>>
Rolled 6 (1d10)

>>4352530
Been awhile since I checked into this thread and I am quite happy the triple alliance has won
>Speak to Jaysh about if he would like to overthrow the Emir and become our puppet king
I mean becoming a king, even a puppet one is pretty good
>Attempt to bond with Eirene and teach her some Laconian culture
The biggest insult we can give to Simon is making his daughter like us
>>
Rolled 1 (1d10)

>>4352638
support
>>
Rolled 9 (1d10)

>>4352530
>Ask Jaysh if he would be willing to help us spread the Sol religion to the Tulunid people. Save them.
>Attempt to get Eirene more comfortable with us

I think using religion with Jaysh will be better since he seems more connected to our religion than ourselves.
>>
>>4353056
>Ask Jaysh if he would be willing to help us spread the Sol religion to the Tulunid people. Save them.

You knew that with his pourpose fulfilled, Jaysh no longer wanted to be here, for he desired to return to his homeland, and there was nothing that you could do to deny him that wish, however, with his devout following of Sol, you knew you could use this opportunity for something good, and so, you allowed him to go, in the condition that he goes alongside some priests of Sol and that he spreads his word throught the Tulunid People. He accepts this mission, and so, he departs from the Capital to return home.

Moving one with Eirene, you knew that dealing with her was going to be more tricky than when Jaysh, for you needed for her to behave better, however knowing her attitude, you knew that if you were to give her a harsh punishment, she would only react by acting worse, and so, you decided to instead speak with the girl directly to see what could make her more comfortable inside the palace.

>"So, what would you like for me to do to make yourself more comfortable ?", you asked.
>"I don't want to be trapped here all day, i want to play outside", Eirene said.

Having heard her demands, you gave your word to the guards to allow her some free roaming time through the palace, as well as giving her a better room. As you expected the girl began behaving herself better starting that day.

>Eirene will be more behaved inside the palace.
>>
>>4353104
YEAR 1024

With your birthday out of the way, it's time for you to continue dealing with matters of state. Specially since you discovered, that corruption had increased somewhat during your absence during the war.

REVIEW
--MILITARY STATUS

---Land army
>Laconian Citizen spearmen, (Spear.Inf) (Atk 8/ Def 9/ Discipline 9/ Tactics 6/ Equip 8) Numbers: 10000, upkeep 8◘
>Helotian Skirmirshers (Skir) (Atk 3/Def 4/Discipline 3/Tactics 6/ Equip 2) Numbers 14000, Upkeep 3◘
> Perioikoi cavalry (Atk 6/ Def 4/ Discipline 6/ Tactics 4/ Equip 4/ Speed 6) Numbers 2000. Upkeep 1◘
>Perioikoi pikemen (Pike.Inf) ( Atk 5/ Def 7/ Discipline 7/ Tactics 6/ Equip 7/ Speed 4) Numbers 3000, Upkeep 1◘

---Siege units
>Battering rams (Atk 10/ Def 3/ Discipline 7/ Tactics 3/ Equip 5/ Speed 2)Numbers 3. Upkeep 0.33◘ each,1◘ total
>Basic Catapults(Atk 8/ Def 3/ Discipline 4/ Tactics 4/ Equip 5/ Speed 3) Numbers 3, Upkeep 0.33◘ each,1◘ total

---Navy
>Dromon, (Light ship) (Atk 4/ Def 5/ Speed 5/ Tactics 6/ Discipline 5/ Carrying capacity 1,000 each) Numbers: 4 complete, upkeep 0.5 each, 2◘ total
>War galleys, (galley) Atk 3/ Def 2/ Speed 8/ Tactics 7/ Discipline 4/ Carrying capacity 500 each) numbers 8, upkeep 0.25 each, 2◘ total.

>Yearly upkeep 20◘

--ECONOMIC STATUS
---Industries
>Agriculture, Size: 10/18, type: Improved plantations(1.5), profit :15◘/y
>Fishing, Size 3/12, type: Improved(1.5), profit: 4.5◘/y
>Woodcutting, Size 3/10. type: Improved(1.5). profit: 4.5◘/y

---Buildings
> Improved roads with outposts ( +2 ◘/y from trade)
> Palace of the despots (yearly upkeep 1 ◘/y)
> Improved dockyards, (Navy upkeep reduction -2◘)
> Improved trading ports, (+1◘/y from trading)
> Kritan costal forts (Yearly upkeep 0.25◘/y)
> Monument of Victory and Heroism (-2◘ upkeep to Laconian soldiers)

--POLITICAL STATUS

>Stability: High
>The Assembly: Content
>Your Co-despot: Content
>Corruption: Concerning (Eats 2.5◘/y)
>Piracy & Banditry: Non-existent (0 ◘/y).

---Province Integration
>Nesotia, (6/10), Natives: Satisfied.

--DIPLOMACY - STATUS

>Trakians: Hostile, truce (expires 1034)
>Illyria: Friendly, trading (1.5◘/y), (defensive alliance)
>Boeotia: Friendly, trading (1.5◘/y), (military alliance)
>Tulunids: Hostile,
>Memlukes: Warm. trading (1.5◘/y)

--OVERALL--
>Income 29.◘
>Expenses 18.25◘
>Yearly profit 10.75◘
>Treasury 21◘

Having reviewed the situation for the current year, it's time for you to chose TWO actions to take during the year, rolling a d10 for each.

>Military action: (train troops/ improve tactics/ manufacture equip/ Drill the troops)
>Economic action: (Upscale production/ improve techonology/ develop other industries/ build something)
>Political action: (Improve relations/ make new policies/ fight corruption/ fight bandits)
>Diplomatic action: (offer an alliance, Threaten War, Improve relations, ect.)
>>
Rolled 5, 9 = 14 (2d10)

>>4353115
>Military action (Build a capital ship to lead the navy!)
>Political action (Smuggle in more Sol missionaries into the Tulunids)

Hoping for some kind of religious revolt in Tulunids, then we can support the zealots and vassalize the zealots when they win. Also going to bed now cya later QM
>>
>>4353165
>>4353165
Rolled 5, 9 = 14 (2d10)

In order to rule the disparate territories that the Despotate adquired in both wars, you are going to need a powefull navy, and what better way to demostrate our naval superiority than with a capital ship.

It's gonna cost a lot of money, and take some time to build, but it will be worth it.

>Capital ship will be constructed next year.

With Jaysh returning to the Tulunid lands, he has begun preaching the word of Sol through the native Lunarian population, and while his succeses have been limited in that regard. You decided to help him more, by sending some priests of sol, as well some armed guards with him both to spread the word of Sol, and to cause internal unrest inside the Tulunids.

>Tulunids now have internal unrest
>>
>>4353174
YEAR 1025

Another year passes in the Despotate of Laconia, with everything just seeming like everything is going to well for the next few years, meaning that you can finally relax for now. That said, you should finish integrating Nesotia within the Despotate.

REVIEW
--MILITARY STATUS

---Land army
>Laconian Citizen spearmen, (Spear.Inf) (Atk 8/ Def 9/ Discipline 9/ Tactics 6/ Equip 8) Numbers: 10000, upkeep 8◘
>Helotian Skirmirshers (Skir) (Atk 3/Def 4/Discipline 3/Tactics 6/ Equip 2) Numbers 14000, Upkeep 3◘
> Perioikoi cavalry (Atk 6/ Def 4/ Discipline 6/ Tactics 4/ Equip 4/ Speed 6) Numbers 2000. Upkeep 1◘
>Perioikoi pikemen (Pike.Inf) ( Atk 5/ Def 7/ Discipline 7/ Tactics 6/ Equip 7/ Speed 4) Numbers 3000, Upkeep 1◘

---Siege units
>Battering rams (Atk 10/ Def 3/ Discipline 7/ Tactics 3/ Equip 5/ Speed 2)Numbers 3. Upkeep 0.33◘ each,1◘ total
>Basic Catapults(Atk 8/ Def 3/ Discipline 4/ Tactics 4/ Equip 5/ Speed 3) Numbers 3, Upkeep 0.33◘ each,1◘ total

---Navy
>Dromon, (Light ship) (Atk 4/ Def 5/ Speed 5/ Tactics 6/ Discipline 5/ Carrying capacity 1,000 each) Numbers: 4 complete, upkeep 0.5 each, 2◘ total
>War galleys, (galley) Atk 3/ Def 2/ Speed 8/ Tactics 7/ Discipline 4/ Carrying capacity 500 each) numbers 8, upkeep 0.25 each, 2◘ total.

>Yearly upkeep 20◘

--ECONOMIC STATUS
---Industries
>Agriculture, Size: 10/18, type: Improved plantations(1.5), profit :15◘/y
>Fishing, Size 3/12, type: Improved(1.5), profit: 4.5◘/y
>Woodcutting, Size 3/10. type: Improved(1.5). profit: 4.5◘/y

---Buildings
> Improved roads with outposts ( +2 ◘/y from trade)
> Palace of the despots (yearly upkeep 1 ◘/y)
> Improved dockyards, (Navy upkeep reduction -2◘)
> Improved trading ports, (+1◘/y from trading)
> Kritan costal forts (Yearly upkeep 0.25◘/y)
> Monument of Victory and Heroism (-2◘ upkeep to Laconian soldiers)

--POLITICAL STATUS

>Stability: High
>The Assembly: Content
>Your Co-despot: Content
>Corruption: Concerning (Eats 2.5◘/y)
>Piracy & Banditry: Non-existent (0 ◘/y).

---Province Integration
>Nesotia, (6/10), Natives: Satisfied.

--DIPLOMACY - STATUS

>Trakians: Hostile, truce (expires 1034)
>Illyria: Friendly, trading (1.5◘/y), (defensive alliance)
>Boeotia: Friendly, trading (1.5◘/y), (military alliance)
>Tulunids: Hostile,
>Memlukes: Warm. trading (1.5◘/y)

--OVERALL--
>Income 29.◘
>Expenses 18.25◘
>Yearly profit 10.75◘
>Treasury 21◘

Having reviewed the situation for the current year, it's time for you to chose TWO actions to take during the year, rolling a d10 for each.

>Military action: (train troops/ improve tactics/ manufacture equip/ Drill the troops)
>Economic action: (Upscale production/ improve techonology/ develop other industries/ build something)
>Political action: (Improve relations/ make new policies/ fight corruption/ fight bandits)
>Diplomatic action: (offer an alliance, Threaten War, Improve relations, ect.)
>>
Rolled 9, 2 = 11 (2d10)

>>4353178
>fight corruption
>Integrate Nesotia
We have neglected these issues for too long,
please be good rolls
>>
>>4353244
Rolled 9, 2 = 11 (2d10)

With corruption rising due to your absence in your war, as well as the practice of paying off pirates rather than fighing them. you decide to fix the problem by arresting the most notable offenders, and confiscating their property for the good of the despotate. While this severely weakened the corruption nextworks within the despotate, it also brought a short revival of piracy through the white sea, as pirates are no longer paid off.

>Corruption goes from Concerning (eats 2.5) to small (eats 0.5)
>Priacy and banditry goes from non-existent (eats 0) to small (eats 0.5)

In adition to that, you also continued the integration of Nesotia within the despotate by revoking the tax exemption status that they got when you asked them to surrender, while this means that the Wealth of the Island now goes to the benefict of the Depotate, it also pissed off the natives big.

>Integration of Nesotia goes from (6/10) to (7/10)
>Nesotian natives go from Satisfied to Annoyed.
>>
>>4353322
In adition to the above, this year, the construction of our grand capital ship has now been finished, as it launches into the sea from the dockyard it was built, in a great public celebration you and Ben attend,

>Capital ship (Heavy ship) (Atk 8/ Def 10/ Speed 5/ Tactics 7/ Discipline 8/ Carrying capacity 3,000) built, upkeep 2.5◘

As you watch the sea go into it's first voyage, the head of her construction crew comes closer to you, and asks you how should be the ship named, as you were the one of order it's construction in the first place.

>Write in name of Capital ship
>>
>>4353334

Let's go with Delias
>>
>>4353334
Thales after our father
>>
Actually what the fuck has our co-ruler been doing all this time?
>>
>>4353405
He has been mostly focusing on the daily affairs of the state, as well as managing the budget, the army's logistics, the asembly, and administrating the city of Laconia.
>>
>>4353384
>>4353401

In a gesture of kindness, you honor the capital ship to your late father, who despite not being with you as much as he wanted due to work, he always made sure that you had an excellent upbringing in order to one manage the despotate, something you that you're thankful of, as without him, you might not been the great ruler that you're today.

>Ship named Thales
>>
>>4353455
YEAR 1026

Things have continued as normal in the despotate ever since the end of the Trakian war, however, troubling reports come from the south, telling of a civil war ocurring in the remaining territories of the Tulunids, as the previous emir died without designating an heir, prompting a civil war between all of his 12 children that he had with his various wives and mistresses, with Jaysh, being one of them. You should keep an eye on this situation.

REVIEW
--MILITARY STATUS

---Land army
>Laconian Citizen spearmen, (Spear.Inf) (Atk 8/ Def 9/ Discipline 9/ Tactics 6/ Equip 8) Numbers: 10000, upkeep 8◘
>Helotian Skirmirshers (Skir) (Atk 3/Def 4/Discipline 3/Tactics 6/ Equip 2) Numbers 14000, Upkeep 3◘
> Perioikoi cavalry (Atk 6/ Def 4/ Discipline 6/ Tactics 4/ Equip 4/ Speed 6) Numbers 2000. Upkeep 1◘
>Perioikoi pikemen (Pike.Inf) ( Atk 5/ Def 7/ Discipline 7/ Tactics 6/ Equip 7/ Speed 4) Numbers 3000, Upkeep 1◘

---Siege units
>Battering rams (Atk 10/ Def 3/ Discipline 7/ Tactics 3/ Equip 5/ Speed 2)Numbers 3. Upkeep 0.33◘ each,1◘ total
>Basic Catapults(Atk 8/ Def 3/ Discipline 4/ Tactics 4/ Equip 5/ Speed 3) Numbers 3, Upkeep 0.33◘ each,1◘ total

---Navy
>Dromon, (Light ship) (Atk 4/ Def 5/ Speed 5/ Tactics 6/ Discipline 5/ Carrying capacity 1,000 each) Numbers: 4 complete, upkeep 0.5 each, 2◘ total
>War galleys, (galley) Atk 3/ Def 2/ Speed 8/ Tactics 7/ Discipline 4/ Carrying capacity 500 each) numbers 8, upkeep 0.25 each, 2◘ total.
>Capital ship "Thales" (Heavy ship) (Atk 8/ Def 10/ Speed 5/ Tactics 7/ Discipline 8/ Carrying capacity 3,000) built, upkeep 2.5◘

>Yearly upkeep 20◘

--ECONOMIC STATUS
---Industries
>Agriculture, Size: 10/18, type: Improved plantations(1.5), profit :15◘/y
>Fishing, Size 3/12, type: Improved(1.5), profit: 4.5◘/y
>Woodcutting, Size 3/10. type: Improved(1.5). profit: 4.5◘/y

---Buildings
> Improved roads with outposts ( +2 ◘/y from trade)
> Palace of the despots (yearly upkeep 1 ◘/y)
> Improved dockyards, (Navy upkeep reduction -2◘)
> Improved trading ports, (+1◘/y from trading)
> Kritan costal forts (Yearly upkeep 0.25◘/y)
> Monument of Victory and Heroism (-2◘ upkeep to Laconian soldiers)

--POLITICAL STATUS

>Stability: High
>The Assembly: Content
>Your Co-despot: Content
>Corruption: small (Eats 0.5◘/y)
>Piracy & Banditry: small (eats 0.5◘/y).

---Province Integration
>Nesotia, (7/10), Natives: Annoyed.

--DIPLOMACY - STATUS

>Trakians: Hostile, truce (expires 1034)
>Illyria: Friendly, trading (1.5◘/y), (defensive alliance)
>Boeotia: Friendly, trading (1.5◘/y), (military alliance)
>Tulunids: Hostile, Currently having a civil war.
>Memlukes: Warm. trading (1.5◘/y)

--OVERALL--
>Income 30.5.◘
>Expenses 20.75◘
>Yearly profit 9.75◘
>Treasury 21◘

Having reviewed the situation for the current year, it's time for you to chose TWO actions to take during the year, rolling a d10 for each.
>>
Rolled 6, 9 = 15 (2d10)

>>4353473
>get rid of piracy with our fine navy
>Finish integrating Nesotia
Better not let piracy get too bad
>>
>>4353473
Supporting >>4353512
>>
>>4353512
+1
>>
>>4353512

Rolled 6, 9 = 15 (2d10)

Either way, with the pirates once again causing trouble in the sea, you decided to led an official pirate hunting party to get rid of dem sea rats, and bring order to the white sea.

After months of struggle, you were eventually able to bring down piracy to almost non existent levels.

>Piracy and Banditry goes from small (eats 0.5◘/y) to negligible (eats 0.25)

While you were at it, you went in all, at finishing the integration of Nesotia within the despotate once an for all, which you were able to do with a bit of strong-arming and cajouling.

>Nesotia integrated into the despotate.
>Fishing max size goes from 12 to 15
>>
>>4353608
YEAR 1026.

With the war inside the remains of the Tulunid realm raging on, you suddenly recieve a letter from none other than Jaysh, who's now one of the major players in the civil war, and one of the contendants for it's throne.

He's asking for you to help him win the war by sending him soldiers and supplies, to which he in return, will pay back once he becomes the undisputed ruler of the emirate.

At the same time though, you recieve another letter from the Mameluke sultan asking for you to not intervene in the Tulunid civil war, as they are planning to annex the emirate once the war ends, taking advantage of the emirate's weakness.

As you read both letters in your desk, a person comes entering the door of your chamber, that person being Eirene, now 16, who was merely passing by as she explored the palace of the despots, reminding you that maybe you should do something with the girl, so that you can have another ace up your sleeve in the future.

>Write in what to do with the Tulunid civil war using a d10
>Write in what to do with Eirene using a d10
>>
Rolled 1, 3 = 4 (2d10)

>>4353622
Support Jaysh with some soldiers.

Instruct Eirene in statesmanship. Woman rulers may not be acceptable to us, but the Trakians are foreigners whom we wouldn't mind pushing that on.
>>
Rolled 2, 1 = 3 (2d10)

>>4353622
>Support Jaysh with some weapons and some trainers. So he can train soldiers within the Tulunid realm
>Eirene, learns how to handle a sword, pike, or horsemanship. She likes being outside why not instruct to be a warrior
>>
>>4353733
Rolled 1, 3 = 4 (2d10)

With such a golden opportunity in your hands to secure the northern border, you decide to send Jaysh all the soldiers and military advisors that he wanted in order for him to win the war.

A month after we send the soldiers, he sends another letter to you, sending his thanks for all the crucial support that you gave him, and promises to pay you back once he wins the war. That said, just a moment later, another letter arrives in your desk, that being of the Mamelukes, who were angry at you, for interfering in what they thought was their home turf, to which in retaliation, they broke the trade treaty that they had with laconia , damaging your relationship with them severely.

>Jaysh will win the war in a couple of years.
>Memlukes relationship goes from warm to cold
>Memlukes trade treaty canceled.

Moving on from the mess in the north, you decided that just as you groomed Jaysh into being a powerful asset for the despotate, you would do the same with Eilene, by training her to be your future puppet queen in case you needed to have someone amicable in the Trakian throne.

Unfortunately for you, Eilene isn't the kind of person that would just play along for you, for she knows what are your plan with her, and she doesn't want to end up a puppet queen for you, that said, she still decides to attend the statemanship classes that you offered to her, if only to please you.

>Eilene trains herself in the arts of statemanship at your custody with other plans in mind.
>>
>>4353828
YEAR 1027.

With the recent events concerning your northwestern neighboors, and the cancellation of the trade agreement with the Mamelukes, you know that at some point or another, war with either nation will come knocking at your door eventually, meaning that you should prepare for such event.

REVIEW
--MILITARY STATUS

---Land army
>Laconian Citizen spearmen, (Spear.Inf) (Atk 8/ Def 9/ Discipline 9/ Tactics 6/ Equip 8) Numbers: 10000, upkeep 8◘
>Helotian Skirmirshers (Skir) (Atk 3/Def 4/Discipline 3/Tactics 6/ Equip 2) Numbers 14000, Upkeep 3◘
> Perioikoi cavalry (Atk 6/ Def 4/ Discipline 6/ Tactics 4/ Equip 4/ Speed 6) Numbers 2000. Upkeep 1◘
>Perioikoi pikemen (Pike.Inf) ( Atk 5/ Def 7/ Discipline 7/ Tactics 6/ Equip 7/ Speed 4) Numbers 3000, Upkeep 1◘

---Siege units
>Battering rams (Atk 10/ Def 3/ Discipline 7/ Tactics 3/ Equip 5/ Speed 2)Numbers 3. Upkeep 0.33◘ each,1◘ total
>Basic Catapults(Atk 8/ Def 3/ Discipline 4/ Tactics 4/ Equip 5/ Speed 3) Numbers 3, Upkeep 0.33◘ each,1◘ total

---Navy
>Dromon, (Light ship) (Atk 4/ Def 5/ Speed 5/ Tactics 6/ Discipline 5/ Carrying capacity 1,000 each) Numbers: 4 complete, upkeep 0.5 each, 2◘ total
>War galleys, (galley) Atk 3/ Def 2/ Speed 8/ Tactics 7/ Discipline 4/ Carrying capacity 500 each) numbers 8, upkeep 0.25 each, 2◘ total.
>Capital ship "Thales" (Heavy ship) (Atk 8/ Def 10/ Speed 5/ Tactics 7/ Discipline 8/ Carrying capacity 3,000) built, upkeep 2.5◘

>Yearly upkeep 20◘

--ECONOMIC STATUS
---Industries
>Agriculture, Size: 10/18, type: Improved plantations(1.5), profit :15◘/y
>Fishing, Size 3/15, type: Improved(1.5), profit: 4.5◘/y
>Woodcutting, Size 3/10. type: Improved(1.5). profit: 4.5◘/y

---Buildings
> Improved roads with outposts ( +2 ◘/y from trade)
> Palace of the despots (yearly upkeep 1 ◘/y)
> Improved dockyards, (Navy upkeep reduction -2◘)
> Improved trading ports, (+1◘/y from trading)
> Kritan costal forts (Yearly upkeep 0.25◘/y)
> Monument of Victory and Heroism (-2◘ upkeep to Laconian soldiers)

--POLITICAL STATUS

>Stability: High
>The Assembly: Content
>Your Co-despot: Content
>Corruption: small (Eats 0.5◘/y)
>Piracy & Banditry: Negligible (eats 0.25◘/y).

--DIPLOMACY - STATUS

>Trakians: Hostile, truce (expires 1034)
>Illyria: Friendly, trading (1.5◘/y), (defensive alliance)
>Boeotia: Friendly, trading (1.5◘/y), (military alliance)
>Tulunids: Hostile, Currently having a civil war.
>Memlukes: Warm.

--OVERALL--
>Income 29.25 .◘
>Expenses 20.75◘
>Yearly profit 8.5◘
>Treasury 30.5◘

Having reviewed the situation for the current year, it's time for you to chose TWO actions to take during the year, rolling a d10 for each.
>>
Rolled 9, 7 = 16 (2d10)

>>4353840
>Economic Action: Increase our Fishing, we rule the seas, let's get more fishermans and docks up at the islands
>Military Action: Let's make more War Galleys, so they can patrol our islands and sea routes
>>
>>4353848
>>4353840
+1
>>
>>4353848
>Rolled 9, 7 = 16 (2d10)

With trade with the mamelukes no longer a possibilty, you decided to focus your attention into improving the internal economy so that the despotate wouldn't be left vulnerable in case someone else decided to stop trading with us.

To do that, you decided to take advantage of your newly adquired coastlines in order to increase the fishing industry, setting up port towns around major islands, and encouraging migration to the costal areas. The end result being a major increase in the industry.

>Fishing size goes from 3/15 to 7/15, profit increases from 4.5◘ to 10.5◘/y

With such increase in the fishing industry, the need to protect it as well the major sea routes increases too, making the need of a more powerful navy more prominent. With such logic in mind, you order the construction of another 6 war galleys to complement your navy

>6 more war galleys built for a total of 12, upkeep increases from 2◘ to 3.5◘.
>>
>>4353899
YEAR 1028.

At last, after so much speculation and doubt, another letter from Jaysh arrives at your door to tell you about the current status of the Tulunid civil war.

In the contents of the letter, Jaysh informs you that he has managed to won the war, having beaten all other rival claimants using the troops that you sent him, and becoming the new emir of the Tulunids, and that as a symbol of gratitute, he wants to for you to be his military ally.

While you are bit confused as to why Jaysh the first thing he would do as an emir would be to offer to be his ally, another letter coming just moment later from the Mamelukes clears your confusion.

In this letter, the mamelukes warn you that allying with whoever is in the Tulunid throne, would result in a war between the two nations, for the Sultan of the Mamelukes sees the Tulunid territory as rightfully his, and won't tolerate anyone interfeering with what they consider to be their sphere of influence. In adition to the thread, the Letter also tells you that if you were to accept the Mameluke's demand, they would restore the trade relationship that you had with them. Making this scenario, about choosing who to support in the upcoming war.

>A) Accept Jaysh's alliance and go to war with the Mamelukes.
>B) Reject Jaysh's offer, and restore relations with the Mamelukes.
>C) Wait to see how things develop.
>>
>>4353919
>C) Wait to see how things develop.
We should sent scouts/spys to see how powerful is each side. And what is Mamelukes weak points, and how is there navy looking like
>>
>>4353919
Can I do a write in here?
>A) Accept Jaysh's offer if he agrees for the Tulunids to become a vassal state.
>>
Well guys, it's getting late, so i'll write the follow up tomorrow, be sure to vote on the option that you want so there's a clear winner, see you tomorrow.
>>
>>4354060
Support
Just as we fucked the Sultanate and the Trakians we shall defeat these enemies too!
I suggest we get Eirene to control the northern most provinces of the Trakians as another puppet ruler.
>>
>>4354159
She is not willing to become a puppet it seems
>>
Do we happen to have a son her age?
>>
>>4354159
>>4354060
>A) Accept Jaysh's offer if he agrees for the Tulunids to become a vassal state.

Not wanting to let a perfectly good opportunity such as this go to waste, you decide to side with Jaysh, even if that meant war with the mamelukes, for you had other plans in mind for him.

Rather than just a simple alliance, you say to him as you write him back, what the Tulunids need to face the mamelukes in the war, is proper "guideance", "direction" and "expertise", which we the laconian we happily provide for you in the form of military advisors as well as a permanent laconian garrison in Tuludia to make sure that it doesn't fall to the mameluke invader.

Partly out of desperation of his situation, but also partly because of his naivety and lack of experience managing a proper state, Jaysh decides to accept our "Help", inadvertedly becoming nothing but our puppet, without him never knowing.

>Tulunids become a vassal state.

Of course, the Mameluke reaction to this development was what you expected, for not soon after declaring your support to Emir Jaysh, the mamelukes officialy declare war on both nations, and begin building their forces near the border.

>War has been declared between the mamelukes and you.
>>
>>4354512
YEAR 1028

With the despotate finding itself at war once again against a foreign threat, preparating our military becomes once again, an important priority if you are to win the war. In adition to that, with your hold over the Tulunid emirate confirmed, you should also coordinate with them, lest them fall at the slightest of presures.

REVIEW
--MILITARY STATUS

---Land army
>Laconian Citizen spearmen, (Spear.Inf) (Atk 8/ Def 9/ Discipline 9/ Tactics 6/ Equip 8) Numbers: 10000, upkeep 8◘
>Helotian Skirmirshers (Skir) (Atk 3/Def 4/Discipline 3/Tactics 6/ Equip 2) Numbers 14000, Upkeep 3◘
> Perioikoi cavalry (Atk 6/ Def 4/ Discipline 6/ Tactics 4/ Equip 4/ Speed 6) Numbers 2000. Upkeep 1◘
>Perioikoi pikemen (Pike.Inf) ( Atk 5/ Def 7/ Discipline 7/ Tactics 6/ Equip 7/ Speed 4) Numbers 3000, Upkeep 1◘

---Siege units
>Battering rams (Atk 10/ Def 3/ Discipline 7/ Tactics 3/ Equip 5/ Speed 2)Numbers 3. Upkeep 0.33◘ each,1◘ total
>Basic Catapults(Atk 8/ Def 3/ Discipline 4/ Tactics 4/ Equip 5/ Speed 3) Numbers 3, Upkeep 0.33◘ each,1◘ total

---Navy
>Dromon, (Light ship) (Atk 4/ Def 5/ Speed 5/ Tactics 6/ Discipline 5/ Carrying capacity 1,000 each) Numbers: 4 complete, upkeep 0.5 each, 2◘ total
>War galleys, (galley) Atk 3/ Def 2/ Speed 8/ Tactics 7/ Discipline 4/ Carrying capacity 500 each) numbers 8, upkeep 0.25 each, 2◘ total.
>Capital ship "Thales" (Heavy ship) (Atk 8/ Def 10/ Speed 5/ Tactics 7/ Discipline 8/ Carrying capacity 3,000) built, upkeep 2.5◘

>Yearly upkeep 20◘

--ECONOMIC STATUS
---Industries
>Agriculture, Size: 10/18, type: Improved plantations(1.5), profit :15◘/y
>Fishing, Size 3/15, type: Improved(1.5), profit: 4.5◘/y
>Woodcutting, Size 3/10. type: Improved(1.5). profit: 4.5◘/y

---Buildings
> Improved roads with outposts ( +2 ◘/y from trade)
> Palace of the despots (yearly upkeep 1 ◘/y)
> Improved dockyards, (Navy upkeep reduction -2◘)
> Improved trading ports, (+1◘/y from trading)
> Kritan costal forts (Yearly upkeep 0.25◘/y)
> Monument of Victory and Heroism (-2◘ upkeep to Laconian soldiers)

--POLITICAL STATUS

>Stability: High
>The Assembly: Content
>Your Co-despot: Content
>Corruption: small (Eats 0.5◘/y)
>Piracy & Banditry: Negligible (eats 0.25◘/y).

--DIPLOMACY - STATUS

>Trakians: Hostile, truce (expires 1034)
>Illyria: Friendly, trading (1.5◘/y), (defensive alliance)
>Boeotia: Friendly, trading (1.5◘/y), (military alliance)
>Tulunids: Neutral, Puppet state ( You can give them orders)
>Memlukes: Cold, at war.

--OVERALL--
>Income 29.25 .◘
>Expenses 20.75◘
>Yearly profit 8.5◘
>Treasury 39◘

Having reviewed the situation for the current year, it's time for you to chose TWO actions to take during the year, rolling a d10 for each.
>>
Rolled 9, 8 = 17 (2d10)

>>4354605
>Military action: Recruit more Periokoi Cavalry
>Military action: Construct more War Galleys
>Order Tulunids: Focus on defense and build forts, we'll do the heavy lifting in the war.
>>
>>4354632
+1
>>
>>4354632
+1
>>
>>4354632
Rolled 9, 8 = 17 (2d10)

With war coming back to business, the despotate is going to need a bigger army to deal with the Mamelukes, however, rather than just simply recruiting infantry like in the previous wars, you decided instead, to recruit more cavalry to suplement the ranks of the army, given their good performance during the battle of Salonika.

>4000 Perioikoi cavalry recruited for a total of 6000, upkeep changes from 1◘ to 3◘

Moving on to the navy, you once again, ordered the construction of more war galleys to bolster up your numbers. While they might not be as good as the dromons, their faster speed and movement allows us to cover more areas.

>6 War galleys built for a total of 14, upkeep changes from 2 to 3.5

In adition to that, you "recomended" Jaysh back in Tuludia to build some forts and focus on the defense of the emirate, as we would be doing the heavy lifting.

>Tulunids focus on defense.
>>
File: Byzaia.png (25 KB, 494x306)
25 KB
25 KB PNG
>>4354828
First things first, with war with the Mamelukes breaking out, that means that there's going to be two fronts in this war, the land front with the Tulunids against the Mameluke army, and the naval front at sea against the Mameluke navy. Both of which are very respectable and relatively equal in power to us. However, while in terms of quality of troops we are similar, their speed of their troops is not, for the mamelukes are experts in the art of rushing down the enemy before they are prepared, meaning that we should be careful with dealing with them.

Either way, as the war begins, we have to choose on which front we are going to focus first, for this will ramifications in the outcome of the war. Do we focus on the land front to try to help the Tulunids, and let their navy the freedom to raid us ?. Or do we focus on destroying their navies first and obtaining naval superiority but letting the Tulunids at their mercy ?.

>A)Focus on the land
>B)Focus on the sea.
>>
>>4354850
Did the Thrakians take back a province from Boeotia?

>Focus on the land
>>
>>4354850
>A)Focus on the land
>>
>>4354850
We should focus on the Navy. But we should also reinforce the Tulunid garrisons to slow the Mamelukes down.
>>
>>4354862
No, that's Salonika, the one that the Boeotians annexed was Olympus, the one to the northwest.
>>
>>4354873
Ah, ok. It's a shame, because we made them our bitch in that province.
>>
>>4354869
>>4354862
>Focus on the land

Due to the laconian involment in the war, being due to you relationship with the new Tulunid emirate, letting them fall would be a grave mistake for you to do. And so, with that logic, you decided to focus on repeling the initial Mameluke attack, and get rid of their navy later.

With that said, you sailed towards Tuludia, alongside 3000 of your best spearmen, 3000 Periokoi cavalry, 2000 Periokoi pikemen, and 3000 Helotian skirmirshers.

The voyage was long and difficult, with storms almost sinking many ships, and the Mameluke navy following you at each step. But fortunately for however, you were able to land safely in the harbor to Tuludia without losing anyone, upon which, you were greeted by the now Emir of Tulunids, Jaysh, who offered you housing and food for you and your troops.

That said, he also tells you that the Mameluke advance as been faster than they had expected, with them capturing town after town in just a few days, and that they will soon be here in just a few days, meaning that you should prepare yourself for another siege as the defender.

In adition to that, between the storms and the dominant Mameluke Navy patroling the sea, your own navy is effectively trapped inside the Tulunid Harbor, meaning that getting reinforcements from the homeland won't be a thing.

>Write in what to do using a d100

>
>>
Rolled 84 (1d100)

>>4354977
>Set up traps on the outskirts of the Tulunid capital, use the Mamelukes speed against them.
>>
>>4354992
support
>>
>>4354992
+1
>>
>>4354992
Rolled 84 (1d100)

Knowing that there was too little time to build conventional defenses, you instead, ordered your men to set up many traps around Tuludia, such as holes filled with spikes, and tripping wires, in order to stop, or at least delay the Memluke attack.

After a couple days of hard work, you were able to construct a greal deal of traps and constructions around the city. Now you have to hope that they work.

>Traps set up around Tuludia.

The morning after you finished constructing the traps, was nothing but filled with equal parts excitement and fear, for they were here, the Memlukes had begun their attack to the City as soon as the sun rose, yet, due to the traps that you set up around the city, they were unable to use their famous speed to their advantage, as they had to spent a lot of time clearing up the traps. Thus giving us plenty of time to set up our defenses.

>Memluke attack delayed.
>Memlukes lose 1000 Camel riders, and 500 Desert horsemen.

It's time now, for you to use this opportunity to either prepare the defense of Tuludia, or beat the Memlukes while they are down.

>Write in using a d100 for the next course of action.
>Write in using a d10 for the Tulunids.
>>
>>4355066

Army composition

Tulunid garrison army

>Cyrene archers, (Arch) (Atk 5/ Def 3/ Discipline 6/ Tactics 6/ Equip 4) Numbers: 1500
>Misr spearmen, (Inf) (Atk 6/ Def 4/ Discipline 7/ Tactics 6/ Equip 4) Numbers: 1500
>Desert horseman, (L.Cav) (Atk 6/ Def 3/ Discipline 4/ Tactics 7/ Equip 3) Numbers: 1500
>Camel riders, (L.cav) ( Atk 5/ def 5/ discipline 3/ tactics 8/ equip 3) numbers 1500
>Amazigh skirmirshers, (skir) ( Atk 5/ def 4/ discipline 5/ tactics 6/ equip 3) numbers 1500
>Tulunid City guard, (inf) (Atk 3/ Def 6/ Discipline 4/ Tactics 6/ Equip 5) Numbers: 2500

Total: 10,000 men

Mameluke army

>Misr spearmen (Inf) (Atk 6/ Def 4/ Discipline 7/ Tactics 6/ Equip 4) Numbers: 5000
>Desert horseman, (L.Cav) (Atk 6/ Def 3/ Discipline 4/ Tactics 7/ Equip 3/ Speed 7) Numbers: 5000
>Camel riders, (L.cav) ( Atk 5/ def 5/ discipline 3/ tactics 8/ equip 3/ Speed 5) numbers 4000
>Misr archers, (Arch) (Atk 4/ Def 4/ Discipline 5/ Tactics 6/ Equip 5) Numbers: 4000
>Memlukes, (Cav) ( Atk 7/ def 6/ discipline 5/ tactics 8/ equip 5/ Speed 6) numbers 4000
>Memluke archers, (Horse arch) ( Atk 8/ def 4/ discipline 5/ tactics 9/ equip 4/ Speed 7) numbers 4000

Total: 26,000 men
>>
Rolled 28 (1d100)

>>4355066
Just as we had done before:
Provoke the enemy into an ill fated attack on the city
>>
Rolled 8 (1d10)

>>4355077
Our allies just prepare themselves for defence
>>
Rolled 33 (1d100)

>>4355066
Supporting >>4355084

May Sol guide our hand, as always.
>>
Rolled 72 (1d100)

>>4355084
Please he a good roll
>>
>>4355084
>>4355100
>>4355150
Rolled 28+33+72 /3 = 44

With the Memlukes currently dealing with all the traps that you constructed for them, you decided to take things easy time, and just use the good 'ol "Provoke the enemy into an ill fated attack on the city" strategy that had worked great for the Laconians in the past.

Unfortunately for you however, it seems that you understatimated the ability of the Memlukes to see through such tricks, for right after they finished dealing with all the traps, rather than rush into the city walls as you expected for them to do, they instead sent a trio of guarded Onagers to take down the walls of the city, though thankfully, they have to set them up first.

>Mamelukes bring 3 Onagers to the battle.

Rolled 8 (1d10)

Moving on with your Tulunid allies, knowing the Memlukes tactics from first-hand experience, they began to set up some rudimentary catapults inside the city, as well as position their archers atop it's walls, from which they landed a few shots at some still trapped Memluke spearmen.

>Memlukes lose 500 Misr spearmen.
>Tulunids build 3 rudementary catapults inside the city.

With such a complex situation at your hand, you must choose carefully what to do next.

>Write in using a d100 for the next course of action.
>Write in using a d10 for the Tulunids.
>>
Rolled 72 (1d100)

>>4355182
Sneak some of our Calvary out during the night and launch a surprise raid on them to destroy those Onagers and possibly even take the commanders head.
May Sol lend a hand to us
>>
Rolled 1 (1d10)

>>4355182
As for our Tulunid puppets: they shall prepare more defences
>>
>>4355283
>>4355278
Rolled 72 (1d100)

With the Memlukes bringing their heavy weapons to the field, you know that unless you took them out, they will eventually a big problem for you. And so, taking advantage of the Delay in the Memluke attack, you send one regiment of Perioikoi cavalry at night to take down their heavy weapons and, hopefully, gut their leadership.

As the Perioikoi ride in the dark of the night, they manage to locate the Onagers in the enemy camp, upon which, they set them ablaze. Unfortunately for them however, the fire and the noise, alerted everyone in the camp, prompting a night brawl that ends with heavy loses for both sides.

>Tulunids lose 3 onagers, and 500 Misr Spearmen.
>You lose 500 Perioikoi cavalry.

Rolled 1 (1d10)

With their siege weapons destroyed, you were confident that everything would be going good, as the Memlukes lost all their ways to breach the city walls, but unfortunately for you. Everything would change all of the sudden, as a minor explosion rocks the eastern wall, opening a breach gap in it.

It turned out that the Tulunids, wanting to prepare more defenses of the city, and short in munition for their catapults, decided to experiment with different substance such a manure, coal, and sulfur in order to create incendiary munition, only to accidentaly blow up their own wall.

>Eastern wall breached.
>Tulunid lose 500 Misr spearmen.

With such a clear breach open in your defenses, the Mamelukes decided to launch their cavalry attack through there. You're going to need to do something about it, and quick, lest this be your end.

>Write in using a d100 for the next course of action.
>Write in using a d10 for the Tulunids.
>>
Sorry.

>MEMLUKES lose 3 onagers, and 500 Misr Spearmen.
>>
Rolled 25 (1d100)

>>4355300
Send in the pikemen to neutralize the incoming Calvary with support from the rest of our troops
>>
Rolled 2 (1d10)

>>4355300
The Tulunids help us in defending the breach
>>
>>4355344
>>4355347
Rolled 25

With the wall breach, albeit in a way they never saw coming, the memlukes began their upon Tuludia by ordering a camel rider charge through the gap. You tried your best to fix the issue by sending your pikemen there, but arrived to late as to mounter a proper defense of the wall.

>Memlukes lose 500 camel riders.
>You lose 1000 pikemen.

Rolled, seeing the dire situationg they themselves created, the Tulunids tried to use their catapults with their newly found substance as amunition, the end result wasn't pretty by any means, as the explosive substance burned both foe and friend alike.

>Memlukes lose 500 camel riders
>You lose 500 helotians.

With chaos and destruction sweeping through the city as your soldiers do everything in their power to stop the memluke advance, you must do something, and now!!!

>Write in using a d100 for the next course of action.
>Write in using a d10 for the Tulunids.
>>
Rolled 86 (1d100)

>>4355504
Cover that breach and not a single step back!
Cmon Sol I need some love again
>>
Rolled 7 (1d10)

>>4355504
Aim those napalm catapults at the enemy camp. Hopefully these future converts are being watched by Sol.
>>
>>4355545
>>4355547
Rolled 86 (1d100)

Giving up just now would be to go against everything that the Laconians represent, valour, bravery and courage in the face of impossible odds. With renewed vigour, you once again, order you men to cover that damn breach, with eveything that they got. And it appears that this time, you words of encouragement worked, as you were able to repel the Memlukes out.

>Memlukes lose 2000 camel riders.
>You lose 500 laconian spearmen.

Rolled 7 (1d10)

Witnessing such destructive yet powerful power in the hands of the Tulunids, you order them to aim those explosive catapults to the enemy camp outside of the city in order to avoid friendly fire.

> Memlukes lose 1000 Misr archers and 500 Misr spearmen.

With the Memluke attack repeled, you have now the time to decide what to do next, for you could either try to fix the breach in the wall, or sally out to attack the enemy before they attack us again, either option has it's cons and pros, but after thinking for a while, you reach a conclusion.

>Write in using a d100 for the next course of action.
>Write in using a d10 for the Tulunids.

(Thank for you all your support guys, i'll see you tomorrow)
>>
Rolled 32 (1d100)

>>4355606
>Sally out! Route the Memluke dogs!
>>
Rolled 40 (1d100)

>>4355606
We will not stop the defence of this city till everybody is dead.
By Sol himself not a single step back!
>>
Rolled 2 (1d10)

>>4355606
Also continue shooting those medieval napalm shells
>>
>>4355504
>Tulunids bombard the Memlukes with their catapults while we do our thing
>>
Rolled 57 (1d100)

>>4355606
Aggression.
>>
Rolled 3 (1d10)

>>4355606
forgot to roll
>>
Rolled 3 (1d10)

>>4355606
Have them sally out with us!
>>
Rolled 32 (1d100)

>>4355606
>Set traps and fix the breach in the wall
>>
Rolled 88 (1d100)

>>4355606
>Hold the walls
>>
Rolled 2 (1d10)

>>4355606
>Allies use the catapults to set their camp on fire
>>
Rolled 4 (1d10)

>>4356188
>>4355679
>>4355684
>>4355606
This
>>
>>4356188
>>4356191
Rolled 88

Even with their loses, the memlukes still have the numerical superiority, sallying out just now would a very risky manouver, instead, you decided that the best option would be to fix the breach in the wall, and man the walls

>Eastern wall fixed.

Rolled 2

That said, you are not just going to wait for them to you, no, you're going to burn their camp, and cripple them before they can attack, and to do that, you ordered the Tulunids to use their catapults to set them in fire.

The end result was glorious, as you could see the enemy scramble to put the fire in their camp, only to blow up when the next projectile hit. Unfortunately for you, however, one of the catapults exploded after firing, and while it didn't destroy a wall this time, it killed a lot of your allies as the fire sweept through the city

>Memlukes lose 1000 memlukes, and 1000 misr archers.

>Tulunids lose 1 catapult and 1000 town guards.

Not wanting to comto near that explosive substance again, the memlukes decided to change their strategy to just built their new camp away from the range of the catapults, surround the city with their bigger army and navy, and wait for you to starve to death. You are to need something about this.

>Write in using a d100 for the next course of action.
>Write in using a d10 for the Tulunids
>>
Rolled 35 (1d100)

>>4356219
>Send out Helotian skirmishers to harass the memluke army using the freed up space, then send out a small group of cavalry on a mad dash towards the Memluke ships with torches (firebombs if those are a thing anything that can set stuff on fire really) to burn down the ships in the Tulunid harbor.

Tell me if this plan's too unrealistic or can't be done QM.
>>
>>4356227
No, i'ts fine, but remember to roll for the Tulunids too
>>
Rolled 4 (1d10)

>>4356219
>Have the Tulunids join with the skirmishers in distracting the enemy too
>>
>>4356227
>>4356268
>>4356268
>>4356227
Rolled 35 (1d100)

Not wanting to get bogged down in a war of attrition like during the Trakian war, you decided, screw it, and ordered your helotian skirmirshers to harrass the memlukes from afar using the freed up space, while at the same time, you sent a regiment of Perioikoi cavalry with some "experimental" weapons made up of the substance the Tulunids found to blow up the Memluke ships blocking the harbor.

The end result was this, good news!, the helots actually managed to fulfill their mission to harrass the retreating army, with miminal casualties even. And bad news!, the "experimental" weapons that you gave to your cavalry exploted before they could even arrive at their destined target, killing or wounding the entire unit.

>Memlukes lose 1000 Memluke archers and 500 desert horsemen.
>You lose 500 helotians and 1000 Periokoi cavalry.

Rolled 4 (1d10)

Meanwhile as this was happening, the Tulunids also joined in with the Helots to harrass the enemy, albeit, a little less sucessfull than them.

>Memlukes lose 500 Memlukes, and 500 desert horsemen.
>Tulunids lose 500 desert horsemen

Either way, despite these developments, you're still trapped inside the city, with no way to recieve supplies or reinforcements from the homeland, Maybe it's time that you should use your navy now ?

>Write in using a d100 for the next course of action.
>Write in using a d10 for the Tulunids.
>>
Rolled 25 (1d100)

>>4356304
>Send in the navy, break the blockade!
>>
Rolled 7 (1d10)

>>4356304
>Have Tulunids continue to occassionally harrass the memluke army

Man the dice are not liking me today. going to bed now
>>
Rolled 37 (1d100)

>>4356304
Summon the navy to start harassing the Memluke ships and repeat our famous strategy of picking off the outermost ones
>>
Rolled 81 (1d100)

>>4356304
Supporting >>4356325
>>
>>4356325
>>4356351
25 + 81 / 2 = 53

With the land front calmed for now, you decided that it was time now to send in you navy to break in the memluke blockade, using your famous strategy of picking off the outermost ones.

As you sally out with your ships, you see that the enemy navy has more or less the same number of ships as you, however, this time, they have the more bigger amount of Dhows compared to your only 4 Dromons, meaning that this battle will more different that the ones you have fought before, that said, with your capital ship, the Thales, you're confident that this will go well.

Memluke navy
>War galley (galley) Atk 4/ Def 2/ Speed 7/ Tactics 4/ Discipline 4/ Carrying capacity 500 each) numbers 7
>Dhow (light ship) (Atk 3/ Def 6/ Speed 4/ Tactics 5/ Discipline 5/ Carrying capacity 1,000 each) Numbers: 6

Either way, you began your usual strategy of picking the outer ships off with your bigger ships, while using the galleys to divide the enemy navy, however, as soon as you began doing this, the Memlukes appeared to take notice of what were your plans, for rapidly they divided their navy into two close halfs to prevent you from executing your strategy.

>Memlukes lose 2 war galleys
>You lose 2 war galleys.

Rolled 7 (1d10)

Meanwhile, back in shore, the Tulunids continued on with their strategy of harrasing the Memluke army at knight, achieving modest, but decent results.

>Memlukes lose 500 Misr archers.

Either way, back at the sea, it appears that the Memluke navy is now trying to encircle you, meaning that unless you do something, they will surround you completely.

>Write in using a d100 for the next course of action
>>
Rolled 4 (1d100)

>>4356371
Let's not get surrounded now. Spread the fleet out in a broad line facing the enemy with the Thales on the far right side of it. After the Thales blows through its opposition, have it begin rolling down the enemy lines, striking their boats in the side. It should target the dhows and leave the galleys.
>>
Rolled 50 (1d100)

>>4356371
>Have the Capital ship take point and break through any encirclement they try, it's bigger and heavier than any of their ships.

dice please
>>
Rolled 87 (1d100)

>>4356371
Find the weakest link in the attempted encirclement and break through
Cmon dice help me here
>>
>>4356389
>>4356396
I'd imagine these count as the same, more or less.
>>
>>4356396
Rolled 87 (1d100)

Either way, with the Memluke beggining their encirclement of your navy, you knew that there something you could do to turn the tide of battle, for indeed there was, and you were directing it right now, your capital ship, the thales. A ship more bigger and powerfull that whatever the Memlukes had in their navy. And what's more, the Memlukes had also overextended themselves with their encirclement, creating a weak link.

With this revelation in mind, you led the Thales through a full ramming attack at the weakest link of their encirclement at full speed. None of the Memluke sailor knew what was happening until it was already too late, as you smashed your ships through their tiny vessels, breaking them and leaving them open for your others ships to attack. The thales suffered some damage during this manouver, but nothing too serious.

>Memlukes lose 2 Dhows and war 1 galley.
>Your capital ship "Thales", recieves minor damage (1/4)

That said, your effort to break through the encirclement, while it worked, it also left you somewhat separated from the rest of your navy, and with the enemy slowly reorganizing to encircle your capital ship, you must do something.
>>
>>4356477
Just continue sailing all the way around to our friendly forces
>>
>>4356479

And the roll ?, sorry i forgot to put it.
>>
Rolled 60 (1d100)

>>4356561
this better be good
>>
>>4356479
>>4356562

Rolled 60 (1d100)

Not wanting to get encircled, you ordered your crew to sail all the way around to the rest of your navy before you got encircled.

You had to ram agains't a couple of war galleys around the way, taking some medium damage with it, but eventually though, you were able to rejoin the rest of the fleet.

>Memlukes lose 2 galleys and get a dhow damaged.
>Your capital ship "Thales", recieves medium damage (1/4)

With your navy back in form, and the memluke fleet still struggling to reorganize in wake of their failed encirclement, it's now time to strike the decisive blow.

>Write in using a d100 for the next course of action
>>
Rolled 11 (1d100)

>>4356564
Land the decisive blow. Sol, guide these prows!
>>
Rolled 10 (1d100)

>>4356564
>Take out the Memluke Fleet, pick them off
>>
Rolled 70 (1d100)

>>4356564
Surround them this time!
>>
>>4356697
>>4356564
This
>>
>>4356697
Rolled 70 (1d100)

Using the confusion of the Memluke navy, you rapidly proceded to execute a counter attack against them by surrounding them, and attacking them until there was no one left.
The exchanged that ensued, was chaotic and bloody, with ships sinking every minute, and sailors desperately fighting for their lives. It was a cruel and hard fight, but at the end of the day, you were able to either destroy or capture almost every single memluke ship, with what few survivors remaining escaping in the horizon. Albeit, not without suffering some damaged.

>Memlukes lose 4 Dhows and 3 war galleys.
>Memluke navy defeated.

>You get all four of your dromons damaged
>>
>>4356747
YEAR 1028--Harvest Season--

With dominance over the sea secured for now, you now are able to send reinforcements and supplies to your troops in Tuludia, so make sure to think well about what to do.
Having review the situation for the current season, it's time for you to chose ONE military action to take during the season rolling a dice of 10 for it.

REVIEW
--MILITARY STATUS

---Land army
>Laconian Citizen spearmen, (Spear.Inf) (Atk 8/ Def 9/ Discipline 9/ Tactics 6/ Equip 8) Numbers: 9500, upkeep 7.5◘
>Helotian Skirmirshers (Skir) (Atk 3/Def 4/Discipline 3/Tactics 6/ Equip 2) Numbers 13000, Upkeep 3◘
> Perioikoi cavalry (Atk 6/ Def 4/ Discipline 6/ Tactics 4/ Equip 4/ Speed 6) Numbers 500. Upkeep 0.5◘
>Perioikoi pikemen (Pike.Inf) ( Atk 5/ Def 7/ Discipline 7/ Tactics 6/ Equip 7/ Speed 4) Numbers 2000, Upkeep 0.5◘

---Siege units
>Battering rams (Atk 10/ Def 3/ Discipline 7/ Tactics 3/ Equip 5/ Speed 2)Numbers 3. Upkeep 0.33◘ each,1◘ total
>Basic Catapults(Atk 8/ Def 3/ Discipline 4/ Tactics 4/ Equip 5/ Speed 3) Numbers 3, Upkeep 0.33◘ each,1◘ total

---Navy
>Dromon, (Light ship) (Atk 4/ Def 5/ Speed 5/ Tactics 6/ Discipline 5/ Carrying capacity 1,000 each) Numbers: 4 damaged, upkeep 0.5 each, 2◘ total
>War galleys, (galley) Atk 3/ Def 2/ Speed 8/ Tactics 7/ Discipline 4/ Carrying capacity 500 each) numbers 2, upkeep 0.25 each, 1.5◘ total.
>Capital ship "Thales" (Heavy ship) (Atk 8/ Def 10/ Speed 5/ Tactics 7/ Discipline 8/ Carrying capacity 3,000), Somewhat damaged (2/4) , upkeep 2.5◘

>Yearly upkeep 20◘

--OVERALL--
>Income 29.25 .◘
>Expenses 17.75◘
>Yearly profit 11.5◘
>Treasury 39◘

Having reviewed the situation for the current season, it's time for you to chose ONE military action to take during the season rolling a dice of 10 for it.
>>
Rolled 2 (1d10)

>>4356757
>Repair and build more ships
>>
Rolled 1 (1d10)

>>4356757
>Raid the enemy country side and their coastlines
>>
>>4356806
Rolled 2 (1d10)

With most of your navy in state of disrepair thanks to the recent battle, you sent your ships back to the homeland in order to repair them, unfortunately for you, however, there was only enough crew in the docks to repair one ship at the time. With such a limiting constrain, you decided that at the very least, the Thales should be the first one to be repaired.

>Capital ship "Thales" repaired.
>The reparation of the resto of the ships has been delayed to the next year.

Either way, back to Tuludia, even with the naval blockade lifted, you're still under siege by the memlukes, who are determined to starve you to death one way or another. Sallying out to meet them in battle could be an option, but with the numbers not in your favour, you consider it a risky option.

>Write in using a d100 for the next course of action
>>
Rolled 48 (1d100)

>>4356917
>Use boats to raid up and down enemy coastlines.
>>
Rolled 27 (1d100)

>>4356917
>Pay some pirates to go raiding the memlukes as they have no navy to protect themselves
>>
Rolled 99 (1d100)

>>4356917
With our naval victory start informing the Memluke locals of how weak they are and how easy it would be to overthrow the ruling class.
>>
>>4357071
Full Blown revolution is now it seems
>>
>>4357071
>>4356917
Supporting
>>
>>4357071
Rolled 99 (1d100)

Deciding to change tactics for once, you decided to venture into the unknown arts of espionage and subversion. For not matter how many battles you win or enemy troops slain, the Memlukes will always have the local number superiority, or not ?....

In this case, word comes to you that your complete victory at sea has made the Memluke goverment unstable. And that largely derives from the Nature of the Memluke sultanate itself, as leaders getting couped or overthrown if they dare to show weakness, isn't a uncommon sight there. And that's what's happening right now in Iskandaria, the memluke capital, as numerous plots and conspiraces against the sultan have been uncovered, leading to a mass wave of arrests in response, which pissed off the wrong people, leading to riots, that have led to an open rebellion against the "weak" and "decadent" sultan, that is unfit to lead the nation.

With the memluke capital in chaos, the army that was supposed to siege us, defected to one of the claimants to the sultanate's throne, abandoning the siege, and returning to the capital to put their preffered leader in charge. In adition to that, you have also recieved a letter from a particulary shamelessly corrupt and self-interested memluke general, only interested in his self-gain, asking for you to help him get the throne in return for a favourable treaty.

>The Memluke siege has been lifted.
>You have recieved a letter asking you to intervene in a civil war.

These series of events, that have unfolded in just a few days, gives you an interesting idea on what to do next, you could support this currupt general and install him as your puppet just as you did with Jaysh, but at the same time, his egocentric personality could make it much harder to control him compared to the naive Jaysh.

In the other hand, you could also say, screw everyone, and take advantage of the situation to march on iskandaria, and beat up everyone that stands in your way. Decisions, Decisions....

>Write in using a d100 for the next course of action

(I hope you're all enjoying this, see ya tomorrow )
>>
Rolled 46 (1d100)

>>4357128
Indeed I am
Agree to aid the corrupt general and start marching towards the capital
>>
Rolled 56 (1d100)

>>4357128

We send a reply to the corrupt General, but we leave it nebulous as to if we are supporting him or not. We march a Tulanid Army into the Memlukes with our troops in support to re-gain our Tulanid puppet the lands they lost to the Memalukes.
>>
Rolled 50 (1d100)

>>4357128
Fuck it lets march into their Capital and kill anyone on the way that isnt on our Side
>>
Rolled 20 (1d100)

>>4357128
Send a message that we'll help him get the throne. First we reconquest the lands that were lost to the Memalukes. Next we cut down Memalukes armies that are part of the Corrupt General control
>>
Rolled 18 (1d100)

>>4357128
>Join the general and March behind him to the capital
>>
>>4357306
Rolled 56 (1d100)

Knowing the less than good reputation of that Memluke general, you knew that helping him with his ambitions would only lead to trouble for you, and so, you decided that you weren't going to help him. However, rather than simply rejecting him, you instead, wrote him a vague and nebolous letter, just ambigous enough to make him believe that you were going to help him, but also unclear enough as to not promise anything concrete to him.

The Memluke General didn't take the vague letter well, but given his dire situation, he let it pass, and instead decided to simply ignore our forces and pretend as we have a NAP treaty.

>The Memluke General won't help you, but won't attack you either.

With that matter settled, it's time now for you to march on the Memlukes, starting with the city they conquered from the Tulunids in their previous war, Qattaria, a decently fortified city laying next to the Qattara Lake, conected to the sea with the Matruh river.

Attacking the city head on would be unwise, but perhaps we can use the geography to our advantage, as well as the Tulunids to help them reconquer their city.

>Write in using a d100 for the next course of action.
>Write in using a d10 for the Tulunids.
>>
Rolled 4 (1d100)

>>4357718
Starve the city out cutting it off from supplies by land and sea
>>
Rolled 70 (1d100)

>>4357718
Inform the enemy garrison of what’s happening in the Memluke capital and that we will allow them to return home if they hand over the city that is rightfully ours.
>>
Rolled 7 (1d10)

>>4357746
+1
>Tell the Tulunids to look very threatening to intimidate the city
>>
>>4357718
>>4357746
>>4357755
Supporting
>>
>>4357746
>>4357755
Rolled 70
Rolled 7

Sieging cities has never been your strenght, as you have always been more of a defence type. Nevertherless, you have to capture the city, and the way you're going to do that is simple, by convincing the garrison to just go away by informing them about the situation of the memluke capital.

Unfortunately for you, however, they already knew about the chaos in iskandaria, and that they will not abandon their duty as soldiers.....unless we pay them an exorbitant amount of money.

Not wanting to waste money in such a simple operation, you order the Tulunids to scare them into submission or something. Which they do by making a live demostration of their newly found explosive powers in fron of the city. Even with all the precautions, a lot of Tulunid soldiers did, but that managed to convince the garrison to give up, fearing getting burned alive.

>Qattaria garrison surrenders.
>Tulunids capture Qattaria
>Tulunids lose 250 cyrene archers
>>
>>4357766
YEAR 1028--Winter Season--

Camping down in Qattaria for the winter, the next season is going to be very active, as you will venture into the memluke homelands for the first time, meaning that you shoul prepare for the next campaing.

REVIEW
--MILITARY STATUS

---Land army
>Laconian Citizen spearmen, (Spear.Inf) (Atk 8/ Def 9/ Discipline 9/ Tactics 6/ Equip 8) Numbers: 9500, upkeep 7.5◘
>Helotian Skirmirshers (Skir) (Atk 3/Def 4/Discipline 3/Tactics 6/ Equip 2) Numbers 13000, Upkeep 3◘
> Perioikoi cavalry (Atk 6/ Def 4/ Discipline 6/ Tactics 4/ Equip 4/ Speed 6) Numbers 500. Upkeep 0.5◘
>Perioikoi pikemen (Pike.Inf) ( Atk 5/ Def 7/ Discipline 7/ Tactics 6/ Equip 7/ Speed 4) Numbers 2000, Upkeep 0.5◘

---Siege units
>Battering rams (Atk 10/ Def 3/ Discipline 7/ Tactics 3/ Equip 5/ Speed 2)Numbers 3. Upkeep 0.33◘ each,1◘ total
>Basic Catapults(Atk 8/ Def 3/ Discipline 4/ Tactics 4/ Equip 5/ Speed 3) Numbers 3, Upkeep 0.33◘ each,1◘ total

---Navy
>Dromon, (Light ship) (Atk 4/ Def 5/ Speed 5/ Tactics 6/ Discipline 5/ Carrying capacity 1,000 each) Numbers: 4 damaged, upkeep 0.5 each, 2◘ total
>War galleys, (galley) Atk 3/ Def 2/ Speed 8/ Tactics 7/ Discipline 4/ Carrying capacity 500 each) numbers 2, upkeep 0.25 each, 1.5◘ total.
>Capital ship "Thales" (Heavy ship) (Atk 8/ Def 10/ Speed 5/ Tactics 7/ Discipline 8/ Carrying capacity 3,000), upkeep 2.5◘

>Yearly upkeep 20◘

--OVERALL--
>Income 29.25 .◘
>Expenses 17.75◘
>Yearly profit 11.5◘
>Treasury 39◘

Having reviewed the situation for the current season, it's time for you to chose ONE military action to take during the season rolling a dice of 10 for it.
>>
Rolled 6 (1d10)

>>4357771
Spread the flame of rebellion within the Memluke homeland.
Sol guide my die
>>
Rolled 9 (1d10)

>>4357771
>Prepare to attack the nearest Memluke province

We should really have the Tulunids take over the provinces the Memlukes took from them, it'll probably make it really easy for them to integrate the provinces.
>>
>>4357783
Support
>>
>>4357783
+1
>>
>>4357783
Rolled 7

With the next campaign approaching, you decided to use the winter to prepare your men for the march against the memluke capital, for you know this is going to be one the hardest fought battles in your life.

> +20 to next d100 roll.

At the same time, you decided to give the administration of the newly conquered lands to the Tulunids, in order to make managing them easier.

>Any conquered will be given to the Tulunids, unless specified.
>>
>>4357833
Year 1029--Spring season--

With all preparations set, you began your march towards Iskandaria alongside Jaysh and his 12,0000 strong force.

The capital of the memluke s, iskandaria, is a very ancient and big costal city with a great port and tall stone walls protecting it. Surrounding the city is the Misr river, one of the widest in the world, and navigable by boats, giving life to the green fertile plains around the city.

Inside the city itself, there's not one, but many defender forces inside, that we will have to fight to conquer the city, these being the loyalist garrisons, the various rebel armies, the personal guard of the sultan, many revolting citizens in the streets, and feuding generals battling for power. Which while completely separate of each other, they all united in their interest to not let the city fall to the Laconian invader.

This is going to be a tricky one, but you know you can do it.

>Write in using a d100 for the next course of action.
>Write in using a d10 for the Tulunids.
>>
>>4357836
For jaysh, it's 12 000,


(Stupid phone)
>>
Rolled 45 (1d100)

>>4357836
>Catapults!

We brought our catapults right?
>>
Rolled 100 (1d100)

>>4357836
>Blockage and Siege
>>
>>4357848
Nvm +1 to this holy shit
>>
>>4357848
>>4357836
+1
>>
Rolled 2 (1d10)

>>4357836
>Tulunid Catapults!
>>
Rolled 7 (1d10)

>>4357836
>Tulunids will rain fire onto the city.
>>
>>4357848
>>4357856
support
>>
>>4357848
Support.
>>
>>4357848
>>4357856
Rolled 100 (1d100) +´20 = 120

With such huge yet disparate resistance in the city, and not wanting to get bogged down in a siege like earlier, you proceeded to execute your masterplan to capture the city without losing a single soldier. It was Unhonorable ?, yes, but these didn't moon-workshippers didn't deserve honor. It was Cruel ?, Yes, but war is cruel in itself. It was Unnecessarily destructive ?, Yes, but it was also the easiest way to do it.

First, you ordered your now fixed navy to block the entrances to the city ports, as well as to patrol the Misr river to control it completety. With the Memluke navy destroyed, and the nation too disorganized to built another navy, your dominance of the waters was total, preventing the capital from recieving any outside help.

Next, you ordered your soldiers to capture all the farms and fields surrounding the city, and to burn down all the villages in their path, forcing the peseants to flee into the already crowded city for safety.

Unable to recieved shipsments of food, nor able to collect the outside harvest, the crowded city almost inmediately began to run out of food, with the peseant refugees not helping in the slightest. Soon enough, what little order or unity existed in the city disappeared, as all the rival groups and factions began to battle in the open streets for what little food remained, preventing the formation of an organized resistance, and plunging the city into chaos and starvation.

Rolled 7 (1d10)

As if that wasn't bad, the next and final step of your plan came, as you ordered Jaysh to lauch his explosive catapults to rain fire upon the city.

What followed could only be described as hell incarnate, as the chaotic, starving city, began to burn, with the fire destroying coultless neighborhoods and historical monuments in it's path, and with no single group in the city organized enough to mount a firefighting operation, the city was practically destroyed.

By the time you and Jaysh entered into the undefended city, it was nothing but a husk of what it had been, as it once beautiful streets were now filled with burnt bulidings, corpses, mass graves and starving children. It's population decimated into a fraction of what it had been. And the center of power behind the Memluke sultanate gone, as it was like the country itself, who no longer existed in any organized form.

While Jaysh weeped and cried out of all the destruction and death he knew he was responsible for, you simply smiled, for a work well done.

>Iskandaria surrenders.
>Iskandaria garrison destroyed.
>Iskandaria left almost completely destroyed.
>Tulunids ocuppy Iskandaria

>Memluke Sultanate collapses.
>You and the Tulunids won the war.
>>
File: Byzaia.png (22 KB, 388x316)
22 KB
22 KB PNG
>>4357943
YEAR 1030

And some struggle, the war ended up with the collapse of the Memluke sultanate, with you and Jaysh mopping up the whatever remains existed in the area. Jaysh managed to consolidate himself as the legitimate Emir of the Tulunids, and thanks to his conquests in the delta region of the former Memluke sultanate, he's now very popular and beloved with his people, which allowed him to install the cult of Sol as the new state religion of the Emirate.

Your relation ship with him as been quite cold in these months however, as he struggles to move on from things he saw back in Iskandaria. You reasure him that everything was necessary to avoid wasting the lives of our soldiers, but he's still unsure if that was the best option. You should fix your relationship with him some day.

REVIEW
--MILITARY STATUS

---Land army
>Laconian Citizen spearmen, (Spear.Inf) (Atk 8/ Def 9/ Discipline 9/ Tactics 6/ Equip 8) Numbers: 9500, upkeep 7.5◘
>Helotian Skirmirshers (Skir) (Atk 3/Def 4/Discipline 3/Tactics 6/ Equip 2) Numbers 13000, Upkeep 3◘
> Perioikoi cavalry (Atk 6/ Def 4/ Discipline 6/ Tactics 4/ Equip 4/ Speed 6) Numbers 500. Upkeep 0.5◘
>Perioikoi pikemen (Pike.Inf) ( Atk 5/ Def 7/ Discipline 7/ Tactics 6/ Equip 7/ Speed 4) Numbers 2000, Upkeep 0.5◘

---Siege units
>Battering rams (Atk 10/ Def 3/ Discipline 7/ Tactics 3/ Equip 5/ Speed 2)Numbers 3. Upkeep 0.33◘ each,1◘ total
>Basic Catapults(Atk 8/ Def 3/ Discipline 4/ Tactics 4/ Equip 5/ Speed 3) Numbers 3, Upkeep 0.33◘ each,1◘ total

---Navy
>Dromon, (Light ship) (Atk 4/ Def 5/ Speed 5/ Tactics 6/ Discipline 5/ Carrying capacity 1,000 each) Numbers: 4 damaged, upkeep 0.5 each, 2◘ total
>War galleys, (galley) Atk 3/ Def 2/ Speed 8/ Tactics 7/ Discipline 4/ Carrying capacity 500 each) numbers 2, upkeep 0.25 each, 1.5◘ total.
>Capital ship "Thales" (Heavy ship) (Atk 8/ Def 10/ Speed 5/ Tactics 7/ Discipline 8/ Carrying capacity 3,000), upkeep 2.5◘

>Yearly upkeep 20◘

--ECONOMIC STATUS
---Industries
>Agriculture, Size: 10/18, type: Improved plantations(1.5), profit :15◘/y
>Fishing, Size 3/15, type: Improved(1.5), profit: 4.5◘/y
>Woodcutting, Size 3/10. type: Improved(1.5). profit: 4.5◘/y

---Buildings
> Improved roads with outposts ( +2 ◘/y from trade)
> Palace of the despots (yearly upkeep 1 ◘/y)
> Improved dockyards, (Navy upkeep reduction -2◘)
> Improved trading ports, (+1◘/y from trading)
> Kritan costal forts (Yearly upkeep 0.25◘/y)
> Monument of Victory and Heroism (-2◘ upkeep to Laconian soldiers)

--POLITICAL STATUS

>Stability: High
>The Assembly: Content
>Your Co-despot: Content
>Corruption: small (Eats 0.5◘/y)
>Piracy & Banditry: Negligible (eats 0.25◘/y).

--DIPLOMACY - STATUS

>Trakians: Hostile, truce (expires 1034)
>Illyria: Friendly, trading (1.5◘/y), (defensive alliance)
>Boeotia: Friendly, trading (1.5◘/y), (military alliance)
>Tulunids: Cold, Puppet state ( You can give them orders)
>>
>>4357962
--OVERALL--
>Income 29.25 .◘
>Expenses 17.75◘
>Yearly profit 11.5◘
>Treasury 39◘

Having reviewed the situation for the current season, it's time for you to chose ONE military action to take during the season rolling a dice of 10 for it.
>>
>>4357969
Sorry (This happens to me for not checking what do i copy and paste)

*Having review the situation for the current year, it's time for you to chose TWO actions to take during the year, rolling a dice of 10 for each.
>>
Rolled 3, 9 = 12 (2d10)

>>4357962
>Diplomatic action (Go to the Tulunid capital personally and have prayers with Jaysh)
>Economic action (Increase fishing industry size)
>>
Rolled 96, 48 = 144 (2d100)

>>4357962
Well we are kind of old so lets create a monument to commemorate our rule forever! unless something happens to it later on
>build a grand temple of sol
Can we also add a masoleum under it?
Maybe a political marriage with Jaysh could help?
>>
>>4357943
Thank god the Geneva convention doesn’t exist or else we would be hanged for war crimes.
>>4357994
Supporting this
>>4357995
Next year we can start flexing our glorious reign unless something happens
>>
>>4357962
Wait QM, did the Memluke sultan have any kids? Gotta keep that child taking streak.
>>
>>4358007
He had, but they are all dead now.
>>
>>4358031
Nice
>>
>>4357994
Rolled 3, 9 = 12 (2d10)

Feeling a little bad about what you made Jaysh do, you decided to go a nice diplomatic visit to him, in order to calm him down, and do some prayers with him.

The visit, while it went fine by all things considered, it still left Jaysh a little unsure of his actions. And while you were able to improve relations with him, there's work still to do.

>Tulunids relationship goes from (Cold) to (a bit Cold)

In other news, with the southwestern half of the Sea of Light completely at your mercy, you were able to expand your fishing operations inside the zone as piracy has almost become a thing of the past now.

>Fishing size goes from 7/15 to 10/15, profit increases from 10.5◘ to 15◘/y
>>
>>4358060
YEAR 1031

With the war over, you decided to take this year easy to relax, for not only you managed to win another great war in a row, but also because it marks the 30th aniversary of your rule in power.

However, once you began thinking about it, you came with an worrisome revelation, for you realized that you're 51 now, and even though you're still as full of energy when you were young. You know that you will eventually die some day, as all humans do. And be succeded by your eldest son, Desmon, who's almost 30 now.

This revelation makes you not only troubled but also unsure of your future. Though you may have won numerous wars as the leader of the despotate and won it's independence from the Trakians, you're still unsure of how will the future generations think of you, or what will be your legacy. Y

On one hand, you could cement your reputation as a glorious conqueror and general by going for one last glorious campaign before you die, like all great Laconian despots have done in the past.

On the other, you could do something different, and cement the Despotate as the economic powerhouse of the sea of light, by embracing your achievements as an great stateman, and let your legacy be one of development, rather than war.

Finally, you could become a sort of Wise ruler in your later years, and promote the arts and culture in the despotate, such as monuments, so that your name becomes synonymous with an Golden Age of the Laconian civilization.

After thinking about it for a while, you know how do you want to be remembered.

>A Glorious Conqueror (Military Victory)
>A Great Statesman (Economic Victory)
>A Wise Ruler (Cultural Victory)
>>
>>4358074
>A Wise Ruler (Cultural Victory)
Monument!
>>
>>4358074
>A Wise Ruler (Cultural Victory)
I rather people not know about our war crimes
>>
>>4358074
>Wise Ruler

Let’s build a great temple of sol that will double as our resting place. Also we need to rebuild navy.
>>
Will the quest end when Raddhia dies?
>>
>>4358087
+1
>>
>>4358097
If you decide to, we can either continue the game, or switch to another country
>>
>>4358146
That sounds pretty cool. But right now Laconia sounds good
>>
>>4358079
>>4358084
>>4358087
>A Wise Ruler (Cultural Victory)

So far, all great Laconian rulers have been remembered as glorious conquerors and warriors, but you wanted to be different, as despite your impressives feats in the battlefield, you wanted to be remembered differently. And for that reason, you decided that you would be remembered as an Wise Ruler. For eveyone can be a great statesman or general with practice, but few can boast of having created a golden age.

>Cultural Victory route selected.

In order to cement your legacy to be one of cultural and artistic achievements, you will need to construct at least three great monuments or wonders for all the world to see. Such as a basilica of sol, a new grand palace for the capital, or an even better monument of Victory.

Since you have already constructed a monument of Victory, you can improve it to a wonder level monument, using the base to save time and money.

What do you want to build first.

>Improve Monument of victory (10◘)
>Begin Basilica of Sol (20◘)
>Begin Grand palace of the despots (30◘)

Your treasury: 50◘
>>
>>4358167
>Improve Monument of victory (10◘)

Let's do the easiest one first.
>>
>>4358167
>Improve Monument of victory (10◘)
let's start with this
I say we start bullying the Trakians after this to get some tribute out of them.
>>
>>4358170
sounds good, we should have our heir help
>>
>>4358170
>>4358171
>Improve Monument of victory (10◘)

Deciding to start with something easy first, you decided to improve the existing Monument of Victory at the capital, by constructing a few more colossus soldiers around the main structure, as well as to make the main pillar taller, and engrave it with decorative engravings of your numerous victories and campaings. You're planning to make it be one of the biggest victory columns in the known world, and a testament of your great rule.

>Construction of Monument of Eternal Victory begins (33% done) (10◘ spent)

That said, building these monuments are going to be expensive, and you will need a lot of money to do them. Thankfully though, you're planning to get that money by simply bullying the Trakians into giving us tribute. As even after 10 years of the Trakian war, they still haven't fully recovered.

It was then however, that one of your advisors came in at your chamber with a troubling message, for it turns out that Eirene, the trakian princess you had as an hostage, has escaped!!.

At first, you don't seem let it matter to you, after all, your relationship with her wasn't as close as the one you had with Jaysh back when he was your hostage. And even then, she was just a young woman with little statesman training, what was she going to do ?

However, the gravity of the sitaution sinks in, as your advisors tell you, that due to you allowing her free roam through the palace, she has come to know many state secrets of the despotate, as the other day she was caught snooping around the archives room. Meaning that if were to give those secrets to the Trakians, it could give them the edge necessary to beat us.

In that moment you wanted to just declare war on the Trakians and wipe them out of the map like you did with the Memlukes, however, even if she has gone missing, we still have our truce with them, and if we were to violate that truce, everyone would be more afraid to do diplomatic deals with us. "What can we do ?", you pondered.

>Write in using a d100 for the next course of action.
>>
>>4358277
>The Trakians violated their part of the treaty when the hostage that they sent to us decided to escape.
>Demand tribute from the Trakians since they broke the treaty by having the hostage escape.
>>
Rolled 65 (1d100)

>>4358277
>>
Rolled 54 (1d100)

>>4358277
Fucking find her and give her a good reprimand, unless she just wandered out of the castle. In that case we just scold her normally.
Bully the trakians while we attempt to find her so we can get our money before she spills the beans.
>>
>>4358280
>>4358284
Rolled 65 (1d100)

You wanted to just fucking find the girl and give her a good reprimant, but not matter how hard or long you and your advisors looked through the palace, they couldn't manage to find even a clue of where she was.

Tired and upset, you wrote a letter to the new emperor of the Trakians, saying that since the girl that they sent as hostage decided to escape, the treaty was no longer valid, and that unless they paid up some tribute, the tripple alliance was going to fuck 'em hard.

Fearing your wrath, the new emperor of the Trakians, Aldimir, agreed to send you some small tribute in order to avoid war.

>15◘ solidus recieved as tribute from the Trakians.
>Truce between the Trakians and Laconia broken.

While not the huge amount of money that you expected, you decided to let the matter slide, after all, you had some monument building to do. But that doesn't stop the fact that Eirene's location is still unknown to you.
>>
>>4358400
YEAR 1032

Either way, after dealing with the Eirene problem, you decided to go back to ruling the country as normal, for you had monuments to build, and a legacy to cement. Which you can by either focusing your yearly efforts to advance a chunck of the construction in a year, or by increasing the construction budget so that the % increases faster each year.

REVIEW
--MILITARY STATUS

---Land army
>Laconian Citizen spearmen, (Spear.Inf) (Atk 8/ Def 9/ Discipline 9/ Tactics 6/ Equip 8) Numbers: 9500, upkeep 7.5◘
>Helotian Skirmirshers (Skir) (Atk 3/Def 4/Discipline 3/Tactics 6/ Equip 2) Numbers 13000, Upkeep 3◘
> Perioikoi cavalry (Atk 6/ Def 4/ Discipline 6/ Tactics 4/ Equip 4/ Speed 6) Numbers 500. Upkeep 0.5◘
>Perioikoi pikemen (Pike.Inf) ( Atk 5/ Def 7/ Discipline 7/ Tactics 6/ Equip 7/ Speed 4) Numbers 2000, Upkeep 0.5◘

---Siege units
>Battering rams (Atk 10/ Def 3/ Discipline 7/ Tactics 3/ Equip 5/ Speed 2)Numbers 3. Upkeep 0.33◘ each,1◘ total
>Basic Catapults(Atk 8/ Def 3/ Discipline 4/ Tactics 4/ Equip 5/ Speed 3) Numbers 3, Upkeep 0.33◘ each,1◘ total

---Navy
>Dromon, (Light ship) (Atk 4/ Def 5/ Speed 5/ Tactics 6/ Discipline 5/ Carrying capacity 1,000 each) Numbers: 4 upkeep 0.5 each, 2◘ total
>War galleys, (galley) Atk 3/ Def 2/ Speed 8/ Tactics 7/ Discipline 4/ Carrying capacity 500 each) numbers 2, upkeep 0.25 each, 1.5◘ total.
>Capital ship "Thales" (Heavy ship) (Atk 8/ Def 10/ Speed 5/ Tactics 7/ Discipline 8/ Carrying capacity 3,000), upkeep 2.5◘

>Yearly upkeep 19.5◘

--ECONOMIC STATUS
---Industries
>Agriculture, Size: 10/18, type: Improved plantations(1.5), profit :15◘/y
>Fishing, Size 10/15, type: Improved(1.5), profit: 15◘/y
>Woodcutting, Size 3/10. type: Improved(1.5). profit: 4.5◘/y

---Buildings
> Improved roads with outposts ( +2 ◘/y from trade)
> Palace of the despots (yearly upkeep 1 ◘/y)
> Improved dockyards, (Navy upkeep reduction -2◘)
> Improved trading ports, (+1◘/y from trading)
> Kritan costal forts (Yearly upkeep 0.25◘/y)

----Special projects---
> Monument of Eternal Victory (33% finished) (2◘/y construction outkeep) (-2◘ upkeep to Laconian soldiers)

--POLITICAL STATUS

>Stability: High
>The Assembly: Content
>Your Co-despot: Content
>Corruption: Negligible (Eats 0.25◘/y)
>Piracy & Banditry: Negligible (eats 0.25◘/y).

--DIPLOMACY - STATUS

>Trakians: Hostile,
>Illyria: Friendly, trading (1.5◘/y), (defensive alliance)
>Boeotia: Friendly, trading (1.5◘/y), (military alliance)
>Tulunids: A bit Cold, Puppet state ( You can give them orders)

--OVERALL--
>Income 40◘
>Expenses 18.75◘
>Yearly profit 21.25◘
>Treasury 55◘

Having review the situation for the current year, it's time for you to chose TWO actions to take during the year, rolling a dice of 10 for each.
>>
Rolled 4, 9 = 13 (2d10)

>>4358413
Economic action: Develop the wood cutting industry
Military action: find that girl
>>
>>4358425
Rolled 4, 9 = 13 (2d10)

With the building project using a lot of money, you determined that building an stronger economy would make supporting the project more easier, and so, to that end, you ordered the expansion of the Woodcutting industry both to provide wood and money to the nation.

Woodcutting goes from size 3/10 to size 5/10, profit goes from 4.5 to 7.5

In adition to that, not wanting to let it go the matter of Eirene, you ordered all of your spies, both inside, and outside of the despotate, to discover the location of that girl.

After a couple of weeks waiting for an reply, you recieve one from your spy inside the Trakian capital, who informs you that Eirene has somehow managed to return home back to her family, making this situation even more complicated to you as she will no doubtly spill all kind of secrets of the Despotate to the Trakian court and military. At the same time though, with her location asured, maybe we could enginer something to our advantage.

>Trakians recieves state secrets (-10 to all rolls against them)
>>
>>4358540
YEAR 1032

With Eirene's exact location now discovered, perhaps we can use to her advantage somehow, by either enginering and "Accident" for her, or by feeding her false information. Either way though, you shouldn't let the matter distract you from your master projects.

REVIEW
--MILITARY STATUS

---Land army
>Laconian Citizen spearmen, (Spear.Inf) (Atk 8/ Def 9/ Discipline 9/ Tactics 6/ Equip 8) Numbers: 9500, upkeep 7.5◘
>Helotian Skirmirshers (Skir) (Atk 3/Def 4/Discipline 3/Tactics 6/ Equip 2) Numbers 13000, Upkeep 3◘
> Perioikoi cavalry (Atk 6/ Def 4/ Discipline 6/ Tactics 4/ Equip 4/ Speed 6) Numbers 500. Upkeep 0.5◘
>Perioikoi pikemen (Pike.Inf) ( Atk 5/ Def 7/ Discipline 7/ Tactics 6/ Equip 7/ Speed 4) Numbers 2000, Upkeep 0.5◘

---Siege units
>Battering rams (Atk 10/ Def 3/ Discipline 7/ Tactics 3/ Equip 5/ Speed 2)Numbers 3. Upkeep 0.33◘ each,1◘ total
>Basic Catapults(Atk 8/ Def 3/ Discipline 4/ Tactics 4/ Equip 5/ Speed 3) Numbers 3, Upkeep 0.33◘ each,1◘ total

---Navy
>Dromon, (Light ship) (Atk 4/ Def 5/ Speed 5/ Tactics 6/ Discipline 5/ Carrying capacity 1,000 each) Numbers: 4 upkeep 0.5 each, 2◘ total
>War galleys, (galley) Atk 3/ Def 2/ Speed 8/ Tactics 7/ Discipline 4/ Carrying capacity 500 each) numbers 2, upkeep 0.25 each, 1.5◘ total.
>Capital ship "Thales" (Heavy ship) (Atk 8/ Def 10/ Speed 5/ Tactics 7/ Discipline 8/ Carrying capacity 3,000), upkeep 2.5◘

>Yearly upkeep 19.5◘

--ECONOMIC STATUS
---Industries
>Agriculture, Size: 10/18, type: Improved plantations(1.5), profit :15◘/y
>Fishing, Size 10/15, type: Improved(1.5), profit: 15◘/y
>Woodcutting, Size 5/10. type: Improved(1.5). profit: 7.5◘/y

---Buildings
> Improved roads with outposts ( +2 ◘/y from trade)
> Palace of the despots (yearly upkeep 1 ◘/y)
> Improved dockyards, (Navy upkeep reduction -2◘)
> Improved trading ports, (+1◘/y from trading)
> Kritan costal forts (Yearly upkeep 0.25◘/y)

----Special projects---
> Monument of Eternal Victory (33% finished) (2◘/y construction outkeep) (-2◘ upkeep to Laconian soldiers)

--POLITICAL STATUS

>Stability: High
>The Assembly: Content
>Your Co-despot: Content
>Corruption: Negligible (Eats 0.25◘/y)
>Piracy & Banditry: Negligible (eats 0.25◘/y).

--DIPLOMACY - STATUS

>Trakians: Hostile, Has our secrets (-10 to all rolls against them)
>Illyria: Friendly, trading (1.5◘/y), (defensive alliance)
>Boeotia: Friendly, trading (1.5◘/y), (military alliance)
>Tulunids: A bit Cold, Puppet state ( You can give them orders)

--OVERALL--
>Income 43◘
>Expenses 18.75◘
>Yearly profit 24.25◘
>Treasury 80◘

Having review the situation for the current year, it's time for you to chose TWO actions to take during the year, rolling a dice of 10 for each.
>>
>>4358545
Progress for the Monument of eternal Victory: (38%), 2.5 yearly% for each 1◘ spent, current spending 2◘, current rate 5% yearly.
>>
Rolled 10, 8 = 18 (2d10)

>>4358545
Military action: Start building more ships, around 6 Dromons, 12 Galleys and another capital ship called the Ben
Military action: Assassinate Eirene
Not letting that kid possibly ruin our war efforts in the future.
>>
>>4358558
amazing
>>
>>4358558
Rolled 10, 8 = 18 (2d10)

With most of your navy damaged due to the previous wars with the Trakians and the Memlukes, you decided to build more ships in order to cement Laconia's dominace over the sea, from galleys, to Dromons to even another capital ship named after your almost senile co-despot. You were able to built one of the largest navies in this side of the sea of light.

>6 more dromons built for a total of 10, upkeep changes from 2 to 5
>12 more galleys built for a total of 14, upkeep changes from 0.5 to 3.5
>Capital ship "Ben" built, upkeep for capital ships changes from 2.5 to 5

In adition to that, with the Position of Eirene confirmed, you decided to get rid of her once and for all, by ordering one of your spied to arrange and accident for her, while she taking dinner

Surely enough, after a cup of "wine", she dropped dead almost instantly, taking her state secrets to the grave. That said, the Trakians obvioulsly knew that you were responsible for the murder, from which they responded by enacting an embargo agains't your goods.

>Eirene has died.
>Trakians lose state secrets
>Trakians enact an embargo agains't you (-1◘ yearly)
>>
>>4358655
YEAR 1033
Having streghten your navy, and dealt with the Eirene problem, you're confident that with this security, you can now fully focus on advancing the construction of the monument. Specially since you have a full treasury now.

REVIEW
--MILITARY STATUS

---Land army
>Laconian Citizen spearmen, (Spear.Inf) (Atk 8/ Def 9/ Discipline 9/ Tactics 6/ Equip 8) Numbers: 9500, upkeep 7.5◘
>Helotian Skirmirshers (Skir) (Atk 3/Def 4/Discipline 3/Tactics 6/ Equip 2) Numbers 13000, Upkeep 3◘
> Perioikoi cavalry (Atk 6/ Def 4/ Discipline 6/ Tactics 4/ Equip 4/ Speed 6) Numbers 500. Upkeep 0.5◘
>Perioikoi pikemen (Pike.Inf) ( Atk 5/ Def 7/ Discipline 7/ Tactics 6/ Equip 7/ Speed 4) Numbers 2000, Upkeep 0.5◘

---Siege units
>Battering rams (Atk 10/ Def 3/ Discipline 7/ Tactics 3/ Equip 5/ Speed 2)Numbers 3. Upkeep 0.33◘ each,1◘ total
>Basic Catapults(Atk 8/ Def 3/ Discipline 4/ Tactics 4/ Equip 5/ Speed 3) Numbers 3, Upkeep 0.33◘ each,1◘ total

---Navy
>Dromon, (Light ship) (Atk 4/ Def 5/ Speed 5/ Tactics 6/ Discipline 5/ Carrying capacity 1,000 each) Numbers: 10 upkeep 0.5 each, 5◘ total
>War galleys, (galley) Atk 3/ Def 2/ Speed 8/ Tactics 7/ Discipline 4/ Carrying capacity 500 each) numbers 14, upkeep 0.25 each, 3.5◘ total.
>Capital ship "Thales""Ben" (S.Heavy ship) (Atk 8/ Def 10/ Speed 5/ Tactics 7/ Discipline 8/ Carrying capacity 3,000), upkeep 5◘

>Yearly upkeep 27◘

--ECONOMIC STATUS
---Industries
>Agriculture, Size: 10/18, type: Improved plantations(1.5), profit :15◘/y
>Fishing, Size 10/15, type: Improved(1.5), profit: 15◘/y
>Woodcutting, Size 5/10. type: Improved(1.5). profit: 7.5◘/y

---Buildings
> Improved roads with outposts ( +2 ◘/y from trade)
> Palace of the despots (yearly upkeep 1 ◘/y)
> Improved dockyards, (Navy upkeep reduction -2◘)
> Improved trading ports, (+1◘/y from trading)
> Kritan costal forts (Yearly upkeep 0.25◘/y)

----Special projects---
> Monument of Eternal Victory (33% finished) (2◘/y construction outkeep) (-2◘ upkeep to Laconian soldiers)

--POLITICAL STATUS

>Stability: High
>The Assembly: Content
>Your Co-despot: Content
>Corruption: Negligible (Eats 0.25◘/y)
>Piracy & Banditry: Negligible (eats 0.25◘/y).

--DIPLOMACY - STATUS

>Trakians: Hostile, Embargo (-1◘ yearly)
>Illyria: Friendly, trading (1.5◘/y), (defensive alliance)
>Boeotia: Friendly, trading (1.5◘/y), (military alliance)
>Tulunids: A bit Cold, Puppet state ( You can give them orders)

--OVERALL--
>Income 43◘
>Expenses 27.25◘
>Yearly profit 15.75◘
>Treasury 100◘

Having review the situation for the current year, it's time for you to chose TWO actions to take during the year, rolling a dice of 10 for each.
>>
>>4358666
Progress for the Monument of eternal Victory: (43%), 2.5 yearly% for each 1◘ spent, current spending 2◘, current rate 5% yearly.

At this rate, the project will be finished in 12 years
>>
>>4358666
>Fucking bitch gets what she deserves
>Satan trips
Age of Eirene? Like 20 or 22 years old?
>>
Rolled 9, 5 = 14 (2d10)

>>4358666
Military action: start convincing Trakian generals and politicians to start planning a coup against the current Emperor
Diplomatic action: Get Illyria to go from a defensive alliance into a military one.
>>4358668
21 years I believe
>>
(either way, i forgot to put it, so, thank you for all, see ya tomorrow)
>>
>>4358667
In that case let us add 10◘ for next year
>>
>>4358989
+1

We have to construct three of these things, at the rate we're going we're going to finish all of these when we're one hundred
>>
>>4358991
>>4358989
Actually lets do +11◘ to finish the monument by next year. Then we can focus on the next one.
Also how about if the third monument is a great capital city?
>>
>>4358672
>>4358989
Rolled 9, 5 = 14 (2d10)

With conflict with the Trakians once again on the horizon, you decided to deal with them in a more... subtle way, as you ordered your informants and spies inside Byzantion to convince the major generals and politicians to overthrow their current emperor to one more favourable to their interests. Which after seeing the weakness of Aldimir, they agreed to. Pluging the capital in chaos for the next year, as the coup progresses.

>Trakians now have Internal revolts for the next year.

In another diplomatic note, you decided to send diplomats to the Illyrian court in order to upgrade our current alliance to a military one. After haggling and cajouling, as well as well placed bribe or two, a deal is made.

>Illyria becomes our military ally
>You lose 10◘
>>
>>4359084
YEAR 1034

In adition to that, you have also increased the yearly budget for the construction of the monument of enternal victory, from 2◘ yearly to 13◘, increasing the yearly progress starting next year from 5% to 35%.


REVIEW
--MILITARY STATUS

---Land army
>Laconian Citizen spearmen, (Spear.Inf) (Atk 8/ Def 9/ Discipline 9/ Tactics 6/ Equip 8) Numbers: 9500, upkeep 7.5◘
>Helotian Skirmirshers (Skir) (Atk 3/Def 4/Discipline 3/Tactics 6/ Equip 2) Numbers 13000, Upkeep 3◘
> Perioikoi cavalry (Atk 6/ Def 4/ Discipline 6/ Tactics 4/ Equip 4/ Speed 6) Numbers 500. Upkeep 0.5◘
>Perioikoi pikemen (Pike.Inf) ( Atk 5/ Def 7/ Discipline 7/ Tactics 6/ Equip 7/ Speed 4) Numbers 2000, Upkeep 0.5◘

---Siege units
>Battering rams (Atk 10/ Def 3/ Discipline 7/ Tactics 3/ Equip 5/ Speed 2)Numbers 3. Upkeep 0.33◘ each,1◘ total
>Basic Catapults(Atk 8/ Def 3/ Discipline 4/ Tactics 4/ Equip 5/ Speed 3) Numbers 3, Upkeep 0.33◘ each,1◘ total

---Navy
>Dromon, (Light ship) (Atk 4/ Def 5/ Speed 5/ Tactics 6/ Discipline 5/ Carrying capacity 1,000 each) Numbers: 10 upkeep 0.5 each, 5◘ total
>War galleys, (galley) Atk 3/ Def 2/ Speed 8/ Tactics 7/ Discipline 4/ Carrying capacity 500 each) numbers 14, upkeep 0.25 each, 3.5◘ total.
>Capital ship "Thales""Ben" (S.Heavy ship) (Atk 8/ Def 10/ Speed 5/ Tactics 7/ Discipline 8/ Carrying capacity 3,000), upkeep 5◘

>Yearly upkeep 27◘

--ECONOMIC STATUS
---Industries
>Agriculture, Size: 10/18, type: Improved plantations(1.5), profit :15◘/y
>Fishing, Size 10/15, type: Improved(1.5), profit: 15◘/y
>Woodcutting, Size 5/10. type: Improved(1.5). profit: 7.5◘/y

---Buildings
> Improved roads with outposts ( +2 ◘/y from trade)
> Palace of the despots (yearly upkeep 1 ◘/y)
> Improved dockyards, (Navy upkeep reduction -2◘)
> Improved trading ports, (+1◘/y from trading)
> Kritan costal forts (Yearly upkeep 0.25◘/y)

----Special projects---
> Monument of Eternal Victory (48% finished) (14◘/y construction outkeep) (-2◘ upkeep to Laconian soldiers) (Will be finished in 2 years)

--POLITICAL STATUS

>Stability: High
>The Assembly: Content
>Your Co-despot: Content
>Corruption: Negligible (Eats 0.25◘/y)
>Piracy & Banditry: Negligible (eats 0.25◘/y).

--DIPLOMACY - STATUS

>Trakians: Hostile, Internal revolts, Embargo (-1◘ yearly)
>Illyria: Friendly, trading (1.5◘/y), (military alliance)
>Boeotia: Friendly, trading (1.5◘/y), (military alliance)
>Tulunids: A bit Cold, Puppet state ( You can give them orders)

--OVERALL--
>Income 43◘
>Expenses 38.25◘
>Yearly profit 4.75◘
>Treasury 105.75◘

Having review the situation for the current year, it's time for you to chose TWO actions to take during the year, rolling a dice of 10 for each.
>>
Rolled 1, 2 = 3 (2d10)

>>4359090
>Political Action: (Make sure inheritance is clear, firmly announce the our eldest son, Desmon, is our heir to both the people and our family.)
>Politcal Action: (Become more involved in grooming Desmon for leadership, have him meet our allies leader's such as Jaysh, and have him shadow us while we rule day to day)

Let's make sure our boy is going to be ready.
>>
Rolled 10, 8 = 18 (2d10)

>>4359090
>Economy Action: Improve technology for Agriculture
>Economy Action: improve technology for Fishing
>>
>>4359102
support
>>
>>4359102
>>4359102
Rolled 10, 8

With the expenses of the navy and construction taking their toll in the economy, you decided to look way to improve the despotate's economy.

First, you set up a meeting with the biggest landowners of the despotate once again, asking for their cooperation, which they agreed to do.

In this case, they used their agricultural profits to import a new technology from the east, that of the water mill, to process the grains and wheat using the rivers of the despotate, instead to having the slaves mill it with their bare hands.

>Agriculture goes from type improved plantation (1.5 production) to type advanced plantations (2 production), proffit goes from 15 to 20

In adition to that, you also had your fishermen import another new technology, that of the fish trap, to trap the fishes in a big area, rather than capturing all of them manually.

>Fishing goes from type improved (1.5) to advanced (2), profit goes from 15 to 20
>>
>>4359192
YEAR 1035
The year begins with an interesting development as aldimir of the trakians was deposed in a palace coup and replaced by his cousin Ivan who is rumoured to be nothing but a puppet of his mother Anna. You should look at the situation carefully.

REVIEW
--MILITARY STATUS

---Land army
>Laconian Citizen spearmen, (Spear.Inf) (Atk 8/ Def 9/ Discipline 9/ Tactics 6/ Equip 8) Numbers: 9500, upkeep 7.5◘
>Helotian Skirmirshers (Skir) (Atk 3/Def 4/Discipline 3/Tactics 6/ Equip 2) Numbers 13000, Upkeep 3◘
> Perioikoi cavalry (Atk 6/ Def 4/ Discipline 6/ Tactics 4/ Equip 4/ Speed 6) Numbers 500. Upkeep 0.5◘
>Perioikoi pikemen (Pike.Inf) ( Atk 5/ Def 7/ Discipline 7/ Tactics 6/ Equip 7/ Speed 4) Numbers 2000, Upkeep 0.5◘

---Siege units
>Battering rams (Atk 10/ Def 3/ Discipline 7/ Tactics 3/ Equip 5/ Speed 2)Numbers 3. Upkeep 0.33◘ each,1◘ total
>Basic Catapults(Atk 8/ Def 3/ Discipline 4/ Tactics 4/ Equip 5/ Speed 3) Numbers 3, Upkeep 0.33◘ each,1◘ total

---Navy
>Dromon, (Light ship) (Atk 4/ Def 5/ Speed 5/ Tactics 6/ Discipline 5/ Carrying capacity 1,000 each) Numbers: 10 upkeep 0.5 each, 5◘ total
>War galleys, (galley) Atk 3/ Def 2/ Speed 8/ Tactics 7/ Discipline 4/ Carrying capacity 500 each) numbers 14, upkeep 0.25 each, 3.5◘ total.
>Capital ship "Thales""Ben" (S.Heavy ship) (Atk 8/ Def 10/ Speed 5/ Tactics 7/ Discipline 8/ Carrying capacity 3,000), upkeep 5◘

>Yearly upkeep 27◘

--ECONOMIC STATUS
---Industries
>Agriculture, Size: 10/18, type: Advanced(2), profit :20◘/y
>Fishing, Size 10/15, type: Advanced(2), profit: 20◘/y
>Woodcutting, Size 5/10. type: Improved(1.5). profit: 7.5◘/y

---Buildings
> Improved roads with outposts ( +2 ◘/y from trade)
> Palace of the despots (yearly upkeep 1 ◘/y)
> Improved dockyards, (Navy upkeep reduction -2◘)
> Improved trading ports, (+1◘/y from trading)
> Kritan costal forts (Yearly upkeep 0.25◘/y)

----Special projects---
> Monument of Eternal Victory (73% finished) (14◘/y construction outkeep) (-2◘ upkeep to Laconian soldiers) (Will be finished in 2 years)

--POLITICAL STATUS

>Stability: High
>The Assembly: Content
>Your Co-despot: Content
>Corruption: Negligible (Eats 0.25◘/y)
>Piracy & Banditry: Negligible (eats 0.25◘/y).

--DIPLOMACY - STATUS

>Trakians: Unfriendly, Embargo (-1◘ yearly)
>Illyria: Friendly, trading (1.5◘/y), (military alliance)
>Boeotia: Friendly, trading (1.5◘/y), (military alliance)
>Tulunids: A bit Cold, Puppet state ( You can give them orders)

--OVERALL--
>Income 53◘
>Expenses 38.25◘
>Yearly profit 14.75◘
>Treasury 110.5◘

Having review the situation for the current year, it's time for you to chose TWO actions to take during the year, rolling a dice of 10 for each.
>>
Rolled 8, 1 = 9 (2d10)

>>4359213
>Politcal Action: (Become more involved in grooming Desmon for leadership, have him meet our allies leader's such as Jaysh, and have him shadow us while we rule day to day)
>Politcal Action: (Trade with the Tulunids, and allow Jaysh to meet and talk with our son they may get along.) (Hopefully improves relations)
>>
Rolled 10, 3 = 13 (2d10)

>>4359213
>introduce the heir to the realm by inviting the most important nobles and Jaysh
>begin the construction of the temple of Sol monument.
>>
>>4359220
>>4359213
+1
Can we just use money to improve stuff without rolling?
>>
Rolled 3, 8 = 11 (2d10)

>>4359220
Let's do this. Btw OP, you're really quick at updating
>>
>>4359220
Rolled 10

With you having been in power for more than 30 years, as wells with you now hitting your mid 50s, you began to think about your sucession, as well as the future of your dinasty.

With that end, you announced in apublic ceremony that your heir would be your eldest son Desmon, who's now 30, and had served as honourably commander in the army for quite some time now. While administraction isn't his strenght, he is know to be very creative and has quite some ambitious reforms to the military.

Either way, the crowd cheered at the announcement, for he's popular with people. With even old Ben and his son Leo seeing good potential in him.

>Sucession secured.

Rolled 3

In another good news, the construction of the monument of eternal Victory has finished, and oh boy!, It's really impresive. This will surely be a reminder of your glory for all generations to come.

>Monument of eternal Victory constructed (-5◘ upkeep to Laconian soldiers)

That said, due to heavy rains, the construction of the basilica of Sol will have to wait until next year to begin

>Construction of Basilica of sol will begin next year
>>
>>4359320
YEAR 1036
With your sucession and the first of your monuments secured, you can be asured that thing will go well this year, in adition to that, you managed to repair your relationship with Jaysh during Desmon's ceremony. That said, you cannot but feel as if something big is waiting to happen soon.

REVIEW
--MILITARY STATUS

---Land army
>Laconian Citizen spearmen, (Spear.Inf) (Atk 8/ Def 9/ Discipline 9/ Tactics 6/ Equip 8) Numbers: 9500, upkeep 7.5◘
>Helotian Skirmirshers (Skir) (Atk 3/Def 4/Discipline 3/Tactics 6/ Equip 2) Numbers 13000, Upkeep 3◘
> Perioikoi cavalry (Atk 6/ Def 4/ Discipline 6/ Tactics 4/ Equip 4/ Speed 6) Numbers 500. Upkeep 0.5◘
>Perioikoi pikemen (Pike.Inf) ( Atk 5/ Def 7/ Discipline 7/ Tactics 6/ Equip 7/ Speed 4) Numbers 2000, Upkeep 0.5◘

---Siege units
>Battering rams (Atk 10/ Def 3/ Discipline 7/ Tactics 3/ Equip 5/ Speed 2)Numbers 3. Upkeep 0.33◘ each,1◘ total
>Basic Catapults(Atk 8/ Def 3/ Discipline 4/ Tactics 4/ Equip 5/ Speed 3) Numbers 3, Upkeep 0.33◘ each,1◘ total

---Navy
>Dromon, (Light ship) (Atk 4/ Def 5/ Speed 5/ Tactics 6/ Discipline 5/ Carrying capacity 1,000 each) Numbers: 10 upkeep 0.5 each, 5◘ total
>War galleys, (galley) Atk 3/ Def 2/ Speed 8/ Tactics 7/ Discipline 4/ Carrying capacity 500 each) numbers 14, upkeep 0.25 each, 3.5◘ total.
>Capital ship "Thales""Ben" (S.Heavy ship) (Atk 8/ Def 10/ Speed 5/ Tactics 7/ Discipline 8/ Carrying capacity 3,000), upkeep 5◘

>Yearly upkeep 27◘

--ECONOMIC STATUS
---Industries
>Agriculture, Size: 10/18, type: Advanced(2), profit :20◘/y
>Fishing, Size 10/15, type: Advanced(2), profit: 20◘/y
>Woodcutting, Size 5/10. type: Improved(1.5). profit: 7.5◘/y

---Buildings
> Improved roads with outposts ( +2 ◘/y from trade)
> Palace of the despots (yearly upkeep 1 ◘/y)
> Improved dockyards, (Navy upkeep reduction -2◘)
> Improved trading ports, (+1◘/y from trading)
> Kritan costal forts (Yearly upkeep 0.25◘/y)

----Special projects---
> Monument of Eternal Victory (-5 upkeep to laconian spearmen)

--POLITICAL STATUS

>Stability: High
>The Assembly: Content
>Your Co-despot: Content
>Corruption: Negligible (Eats 0.25◘/y)
>Piracy & Banditry: Negligible (eats 0.25◘/y).

--DIPLOMACY - STATUS

>Trakians: Unfriendly, Embargo (-1◘ yearly)
>Illyria: Friendly, trading (1.5◘/y), (military alliance)
>Boeotia: Friendly, trading (1.5◘/y), (military alliance)
>Tulunids: Warm, Puppet state ( You can give them orders)

--OVERALL--
>Income 53◘
>Expenses 35.25◘
>Yearly profit 17.75◘
>Treasury 124.5◘

Having review the situation for the current year, it's time for you to chose TWO actions to take during the year, rolling a dice of 10 for each.
>>
Rolled 3, 4 = 7 (2d10)

>>4359329
>Political Action: (Invite Artisans, Inventors, Artists, Engineers, and other creatives to the capital and offer patronage)
>Military action (Recruit more troops in general)

I think if we're going to for a cultural legacy we might as well go all out! Culture is about the people too, not just the buildings. Also let's recruit more troops Trakians might try shit later.
>>
Rolled 5, 5 = 10 (2d10)

>>4359332
supporting with hopefully better rolls
Also will the temple take the same amount of time as the previous one?
>>
Rolled 8, 2 = 10 (2d10)

>>4359329
Political action: create a university in the capital
Military action: get our spies to check out the internal discussions of all nearby nations to figure out what our feeling is about.
>>
Rolled 5, 2 = 7 (2d10)

>>4359329
>Military action (Increase the number of Cavalry and Spearman)
Military action (Set up a series of Forts at key locations to delay the future enemy)
>>
Rolled 6, 2 = 8 (2d10)

>>4359329
>More ships
>More troops
>>
>>4359332
>>4359335
Rolled 4 and 5

As you look into constructing your new basilica, you're going to need a lot of skilled artisans and artists, as well as enginers to do it. You do this by inviting as many skilled persons into your court as possible. The effirt ended up costing a lot of money, but it was totally worthy.

>+15 to basilica of sol construction starting progress, 15 solidus spent.

In another matter, you decided to increase the number of your troops by doubling the number of pikemen and cavalrymen in the army
>Perioikoi cavalrymen and Perioikoi pikemen doubled, 15 spent.

With all that set, you can now begin the construction of the grand basilica of sol.

>Construction of Monument of Eternal Victory begins (15% done) (10◘ spent)
>>
>>4359406
YEAR 1037.
Word comes out from one of your priests of sol, that heavy winters and rains will be expected for the year, let us hope that this doesn't end up causing too much throuble
>Roll a d6 for event.

REVIEW
--MILITARY STATUS

---Land army
>Laconian Citizen spearmen, (Spear.Inf) (Atk 8/ Def 9/ Discipline 9/ Tactics 6/ Equip 8) Numbers: 9500, upkeep 7.5◘
>Helotian Skirmirshers (Skir) (Atk 3/Def 4/Discipline 3/Tactics 6/ Equip 2) Numbers 13000, Upkeep 3◘
> Perioikoi cavalry (Atk 6/ Def 4/ Discipline 6/ Tactics 4/ Equip 4/ Speed 6) Numbers 2000. Upkeep 2◘
>Perioikoi pikemen (Pike.Inf) ( Atk 5/ Def 7/ Discipline 7/ Tactics 6/ Equip 7/ Speed 4) Numbers 4000, Upkeep 1◘

---Siege units
>Battering rams (Atk 10/ Def 3/ Discipline 7/ Tactics 3/ Equip 5/ Speed 2)Numbers 3. Upkeep 0.33◘ each,1◘ total
>Basic Catapults(Atk 8/ Def 3/ Discipline 4/ Tactics 4/ Equip 5/ Speed 3) Numbers 3, Upkeep 0.33◘ each,1◘ total

---Navy
>Dromon, (Light ship) (Atk 4/ Def 5/ Speed 5/ Tactics 6/ Discipline 5/ Carrying capacity 1,000 each) Numbers: 10 upkeep 0.5 each, 5◘ total
>War galleys, (galley) Atk 3/ Def 2/ Speed 8/ Tactics 7/ Discipline 4/ Carrying capacity 500 each) numbers 14, upkeep 0.25 each, 3.5◘ total.
>Capital ship "Thales""Ben" (S.Heavy ship) (Atk 8/ Def 10/ Speed 5/ Tactics 7/ Discipline 8/ Carrying capacity 3,000), upkeep 5◘

>Yearly upkeep 29◘

--ECONOMIC STATUS
---Industries
>Agriculture, Size: 10/18, type: Advanced(2), profit :20◘/y
>Fishing, Size 10/15, type: Advanced(2), profit: 20◘/y
>Woodcutting, Size 5/10. type: Improved(1.5). profit: 7.5◘/y

---Buildings
> Improved roads with outposts ( +2 ◘/y from trade)
> Palace of the despots (yearly upkeep 1 ◘/y)
> Improved dockyards, (Navy upkeep reduction -2◘)
> Improved trading ports, (+1◘/y from trading)
> Kritan costal forts (Yearly upkeep 0.25◘/y)

----Special projects---
> Monument of Eternal Victory (-5 upkeep to laconian spearmen)
>Basilica of sol (10% complete)(2◘/y construction outkeep)

--POLITICAL STATUS

>Stability: High
>The Assembly: Content
>Your Co-despot: Content
>Corruption: Negligible (Eats 0.25◘/y)
>Piracy & Banditry: Negligible (eats 0.25◘/y).

--DIPLOMACY - STATUS

>Trakians: Unfriendly, Embargo (-1◘ yearly)
>Illyria: Friendly, trading (1.5◘/y), (military alliance)
>Boeotia: Friendly, trading (1.5◘/y), (military alliance)
>Tulunids: Warm, Puppet state ( You can give them orders)

--OVERALL--
>Income 53◘
>Expenses 25.25◘
>Yearly profit 27.75◘
>Treasury 108.25◘

Having review the situation for the current year, it's time for you to chose TWO actions to take during the year, rolling a dice of 10 for each.
>>
Rolled 4, 7 = 11 (2d10)

>>4359417
>Military action (Set up a series of Forts at key locations to delay the future enemy)
>Military action (Set up a series of Sea Forts/ports at key locations to house ships to be repaired or build)
>>
>>4359418
+1
Our treasury is huge right now. Also when we die do we want to stick with Laconia? I think it would be interesting to switch to a different nation far away from Laconia.
>>
>>4359420
If you guys want to
>>
>>4359420
Fuck switching
>>
>>4359418
+1
>>4359420
I say stick with Laconia
>>
Rolled 4 (1d6)

>>4359417
Roll for event
>>
>>4359420
Stick with our boissss
>>
>>4359418
Rolled 4, 7 = 11 (2d10)

You began the year by starting the construction of multiple series of forts both inland and in the shores in key locations of the despotate with two objetives in mind. A) delay future enemies and B), provide a safe heaven for your ships to be repaired and rebuilt in case of war.

The end result is pretty satisfactory for you, though you went a little overbudget with it.

>Kritan coastal forts becomes Kritan costal fort network (upkeep changes from 0.25 to 1)
>Achaean land fort built (Upkeep 0.5)

Rolled 4 (1d6)

In adition to that, the heavy winters and strong rains that the priest of sol predicted arrived, but thankfully, you were able to prepare just enough to resist the worst effects.

>-5 to Agricultural profit next year.
>>
>>4359545
YEAR 1038
In the light of your 58 birthday, you decided to visit a local fortune teller to ask him about your future as well as the fate of your family and the despotate.

The fortune teller makes a prediction that you will die out of severe illness in the year 1050 of our lord Sol, at the old age of 70 surrounded by your loved ones. Always a believer of fortune, and content that you will have a long life with a good end, you decided to accept your fate.

REVIEW
--MILITARY STATUS

---Land army
>Laconian Citizen spearmen, (Spear.Inf) (Atk 8/ Def 9/ Discipline 9/ Tactics 6/ Equip 8) Numbers: 9500, upkeep 7.5◘
>Helotian Skirmirshers (Skir) (Atk 3/Def 4/Discipline 3/Tactics 6/ Equip 2) Numbers 13000, Upkeep 3◘
> Perioikoi cavalry (Atk 6/ Def 4/ Discipline 6/ Tactics 4/ Equip 4/ Speed 6) Numbers 2000. Upkeep 2◘
>Perioikoi pikemen (Pike.Inf) ( Atk 5/ Def 7/ Discipline 7/ Tactics 6/ Equip 7/ Speed 4) Numbers 4000, Upkeep 1◘

---Siege units
>Battering rams (Atk 10/ Def 3/ Discipline 7/ Tactics 3/ Equip 5/ Speed 2)Numbers 3. Upkeep 0.33◘ each,1◘ total
>Basic Catapults(Atk 8/ Def 3/ Discipline 4/ Tactics 4/ Equip 5/ Speed 3) Numbers 3, Upkeep 0.33◘ each,1◘ total

---Navy
>Dromon, (Light ship) (Atk 4/ Def 5/ Speed 5/ Tactics 6/ Discipline 5/ Carrying capacity 1,000 each) Numbers: 10 upkeep 0.5 each, 5◘ total
>War galleys, (galley) Atk 3/ Def 2/ Speed 8/ Tactics 7/ Discipline 4/ Carrying capacity 500 each) numbers 14, upkeep 0.25 each, 3.5◘ total.
>Capital ship "Thales""Ben" (S.Heavy ship) (Atk 8/ Def 10/ Speed 5/ Tactics 7/ Discipline 8/ Carrying capacity 3,000), upkeep 5◘

>Yearly upkeep 29◘

--ECONOMIC STATUS
---Industries
>Agriculture, Size: 10/18, type: Advanced(2), profit :*15◘/y
>Fishing, Size 10/15, type: Advanced(2), profit: 20◘/y
>Woodcutting, Size 5/10. type: Improved(1.5). profit: 7.5◘/y

---Buildings
> Improved roads with outposts ( +2 ◘/y from trade)
> Palace of the despots (yearly upkeep 1 ◘/y)
> Improved dockyards, (Navy upkeep reduction -2◘)
> Improved trading ports, (+1◘/y from trading)
> Kritan costal fort network (Yearly upkeep 1◘/y)
>Achaean land forts (Yearly upkeep 0.5◘/Y)

----Special projects---
> Monument of Eternal Victory (-5 upkeep to laconian spearmen)
>Basilica of sol (15% complete)(2◘/y construction outkeep)

--POLITICAL STATUS

>Stability: High
>The Assembly: Content
>Your Co-despot: Content
>Corruption: Negligible (Eats 0.25◘/y)
>Piracy & Banditry: Negligible (eats 0.25◘/y).

--DIPLOMACY - STATUS

>Trakians: Unfriendly, Embargo (-1◘ yearly)
>Illyria: Friendly, trading (1.5◘/y), (military alliance)
>Boeotia: Friendly, trading (1.5◘/y), (military alliance)
>Tulunids: Warm, Puppet state ( You can give them orders)

--OVERALL--
>Income 48◘
>Expenses 25.25◘
>Yearly profit 22.75◘
>Treasury 135◘

Having review the situation for the current year, it's time for you to chose TWO actions to take during the year, rolling a dice of 10 for each.
>>
>>4359552
>economic
send envoys around the world to establish new trade routes.
we should also increase the upkeep to 15◘ for the next year so we can hope to get a third monument.
>>
Rolled 6 (1d10)

>>4359557
forgot to roll
>>
Rolled 7, 8 = 15 (2d10)

>>4359552
>Economic Action: (Import livestock from Illyria/Boetians whatever the blue nation is, develop a pasture/livestock industry)
>Diplomatic Action: (Send envoys to nearby nations we haven't made contact with)
>>
>>4359557
Support
>>
>>4359567
I support his economic action while still having my own in account
>>
>>4359567
>>4359552
Supporting this
also can we just use 35◘ from our Treasury to finish the Basilica of sol by next year
>>
>>4359574
Good point. Supporting this
>>
>>4359567
supporting this
>>
File: Byzaia.png (29 KB, 471x372)
29 KB
29 KB PNG
>>4359567
Rolled 7, 8 = 15 (2d10)

With a booming population and an agricultural and fishing sector unable to fulfil their food demands due to overfarming and overfishing. You decided to look towards establishing a new economic sector in Laconia in order to provide food and jobs it's citizens. That sector being that of pastures.

Importing the best of the best livestock from your allies as well as abroad, you issued an edict giving out pastures for small scale animal husbandry aroung the despotate to some wealthy Periokoi as well as large tracks of lands to the usual Laconian landowners. Eventually, the raising of cattle and goats becomes one of the main economic activities of the despotate.

>New industry, Pastures, type: Rudimentary(1), size: 2/15: proffit: 2◘/y

In adition to that, you also decided to send various diplomatic envoys to the various nations we haven't made contact with in this side of the sea of light, in order to establish diplomatic relations with them.

NEW NATIONS DISCOVERED

>Second Memluke sultate (Pale yellow): Unfriendly. As restored sultanate established in the shores of the Crimson sea, by one of the previous sultan's surviving relatives.

>The Outremer (light grey): Friendly: a kingdom established in the middle of Lunarian territory by knights of Sol coming from the east.

>The Beyliks of Karasid (Red): Neutral, a Turuk state that split off from the remnants of the Sultanate of Konya, though Lunarian, they are also suprinsingly tolerant in religious matters, as they are mysticists.

>Sultanate of Konya (Pale green); Cold, the remnants of the once mighty Saljuq empire, they constanly wrestle with the Karasids in the north and the Galatians in the West for control of eastern Asiana, they are also more conservative religiously than their neighboors.

Though these are some of the nations we managed to contact, there are still many others nations out there waiting to be discovered by us.
>>
>>4359690
YEAR 1039

In adition to that, you also decided to increase your efforts for the construction of the new basilica, by spending 35◘ on it.

In another news. It seems your co-despot Ben, already on the edge of senility, is suffering from a severe illness, being already near 70, he doesn't have much time on this earth left.

REVIEW
--MILITARY STATUS

---Land army
>Laconian Citizen spearmen, (Spear.Inf) (Atk 8/ Def 9/ Discipline 9/ Tactics 6/ Equip 8) Numbers: 9500, upkeep 7.5◘
>Helotian Skirmirshers (Skir) (Atk 3/Def 4/Discipline 3/Tactics 6/ Equip 2) Numbers 13000, Upkeep 3◘
> Perioikoi cavalry (Atk 6/ Def 4/ Discipline 6/ Tactics 4/ Equip 4/ Speed 6) Numbers 2000. Upkeep 2◘
>Perioikoi pikemen (Pike.Inf) ( Atk 5/ Def 7/ Discipline 7/ Tactics 6/ Equip 7/ Speed 4) Numbers 4000, Upkeep 1◘

---Siege units
>Battering rams (Atk 10/ Def 3/ Discipline 7/ Tactics 3/ Equip 5/ Speed 2)Numbers 3. Upkeep 0.33◘ each,1◘ total
>Basic Catapults(Atk 8/ Def 3/ Discipline 4/ Tactics 4/ Equip 5/ Speed 3) Numbers 3, Upkeep 0.33◘ each,1◘ total

---Navy
>Dromon, (Light ship) (Atk 4/ Def 5/ Speed 5/ Tactics 6/ Discipline 5/ Carrying capacity 1,000 each) Numbers: 10 upkeep 0.5 each, 5◘ total
>War galleys, (galley) Atk 3/ Def 2/ Speed 8/ Tactics 7/ Discipline 4/ Carrying capacity 500 each) numbers 14, upkeep 0.25 each, 3.5◘ total.
>Capital ship "Thales""Ben" (S.Heavy ship) (Atk 8/ Def 10/ Speed 5/ Tactics 7/ Discipline 8/ Carrying capacity 3,000), upkeep 5◘

>Yearly upkeep 29◘

--ECONOMIC STATUS
---Industries
>Agriculture, Size: 10/18, type: Advanced(2), profit :*15◘/y
>Fishing, Size 10/15, type: Advanced(2), profit: 20◘/y
>Woodcutting, Size 5/10. type: Improved(1.5). profit: 7.5◘/y

---Buildings
> Improved roads with outposts ( +2 ◘/y from trade)
> Palace of the despots (yearly upkeep 1 ◘/y)
> Improved dockyards, (Navy upkeep reduction -2◘)
> Improved trading ports, (+1◘/y from trading)
> Kritan costal fort network (Yearly upkeep 1◘/y)
>Achaean land forts (Yearly upkeep 0.5◘/Y)

----Special projects---
> Monument of Eternal Victory (-5 upkeep to laconian spearmen)
>Basilica of sol (50% complete)(2◘/y construction outkeep)(Will finish in 10 year)

--POLITICAL STATUS

>Stability: High
>The Assembly: Content
>Your Co-despot: Content
>Corruption: Negligible (Eats 0.25◘/y)
>Piracy & Banditry: Negligible (eats 0.25◘/y).

--DIPLOMACY - STATUS

>Trakians: Unfriendly, Embargo (-1◘ yearly)
>Illyria: Friendly, trading (1.5◘/y), (military alliance)
>Boeotia: Friendly, trading (1.5◘/y), (military alliance)
>Tulunids: Warm, Puppet state ( You can give them orders)

--OVERALL--
>Income 48◘
>Expenses 25.25◘
>Yearly profit 22.75◘
>Treasury 122.75◘

Having review the situation for the current year, it's time for you to chose TWO actions to take during the year, rolling a dice of 10 for each.
>>
>>4359702
Progress of the construction

Basilica of Sol: (50%), 2.5 yearly% for each 1◘ spent, current spending 2◘, current rate 5% yearly.

You can either focus your yearly efforts to advance a chunck of the construction in a year by spending money at at rate of 1% for each 2◘, or by increasing the construction budget so that the % increases faster each year.


At this rate, the project will be finished in 10 years
>>
>>4359710
We should put 100 of our monies into the Basilica and finish it before Ben Dover dies. I want the Basilica to house both our and Ben's bodies.
>>
Rolled 7, 6 = 13 (2d10)

>>4359702
>Economic Action: Increase size of pastures
>Economic action: Improve technology of pastures

Let's focus on our new industry
>>
>>4359728
Support
Next year I say we become allies with those Knights of Sol people
>>
>>4359728
Support, after all these wars, it makes sense to pick up an industry that we're lacking in
>>
File: 1067px-Mistra_12.jpg (256 KB, 1067x800)
256 KB
256 KB JPG
>>4359721
>>4359728
Rolled 7, 6 = 13 (2d10)

You decide to begin the year by ordering the the selling of more grazing lands inside the despotate to individual herders and farmers, as well as by sending more settlers and colonists to Cyrene in order to futher colonize the interior of the province.

>Pastures goes from size 2/15 to size 5/15, profit goes from 2 to 5

In adition to that, you also decide to improve the technology of the pastures, by importing some techiques and knowledge from our Illyrian allies, such as animal medicines and basic crossbredding.

>Pastures goes from type Rudimentary (production 1) to Improved (production 1.5), profit goes from 5 to 7.5

Finally, willing to complete all of your projects before dying, you invest dozens and dozens of solidus into the construction of the Basilica, hiring hundreds of new workers, and inviting artists and artisans all across the sea of light to do it.

And the end of the year, though, your majestuous project finally finished it's contruction, as a wide, beautiful church decorated with the best engravings and mosaics money could buy. Though it's austere in nature and it the outside, it's gracious interior more than makes it one of the best of it's kind.

>Basilica of Sol completed (+2 when integrating provinces)

At the ceremony of it's inauguration, Ben as well as Leo, follows you in the daily prayer for it's first mass. However, just after the ceremony finished, Ben collapsed in the floor, for he was seriously ill and dying. His last words were that of thankitude to you for handling the despotate from a backwater country to the now regional power it is. And also words of encouragement to Leo, for soon enough, he will become the new co-despot of the country. Following those las few words, he is buried in the new basilica in another public ceremony.

>Ben dies and his succeded by Leo.

With him dead, you began to feel your own mortality coming you closer and closer to you, upon which, you order to begin the construction of the last of your great monuments, the New Grand palace of the despots.

>Construction of Basilica of sol will begin next year
>>
Rolled 7, 8 = 15 (2d10)

>>4359702
>Diplomatic Action: Make contact with Dark Green (Galatians?) so we can trade for their gems resources
>Political Action: Establish an Office of Public Works

The Grand Palace looks like it will take as much resources as both of the previous ones combined, so let's lay down the foundation to get it done quickly.
>>
>>4359829
YEAR 1040

With Ben gone, and with only ten years left to live according to that fortune teller, you decide to spent your remaining day finishing to secure your legacy and prepare the despotate for it's new rulers.

Either way, now that Ben is dead, his 32 year old son Leo, has become your new co-despot. Though he can be a bit more uncooperative than Ben at times, you're confident that you two will get along eventually.

REVIEW
--MILITARY STATUS

---Land army
>Laconian Citizen spearmen, (Spear.Inf) (Atk 8/ Def 9/ Discipline 9/ Tactics 6/ Equip 8) Numbers: 9500, upkeep 7.5◘
>Helotian Skirmirshers (Skir) (Atk 3/Def 4/Discipline 3/Tactics 6/ Equip 2) Numbers 13000, Upkeep 3◘
> Perioikoi cavalry (Atk 6/ Def 4/ Discipline 6/ Tactics 4/ Equip 4/ Speed 6) Numbers 2000. Upkeep 2◘
>Perioikoi pikemen (Pike.Inf) ( Atk 5/ Def 7/ Discipline 7/ Tactics 6/ Equip 7/ Speed 4) Numbers 4000, Upkeep 1◘

---Siege units
>Battering rams (Atk 10/ Def 3/ Discipline 7/ Tactics 3/ Equip 5/ Speed 2)Numbers 3. Upkeep 0.33◘ each,1◘ total
>Basic Catapults(Atk 8/ Def 3/ Discipline 4/ Tactics 4/ Equip 5/ Speed 3) Numbers 3, Upkeep 0.33◘ each,1◘ total

---Navy
>Dromon, (Light ship) (Atk 4/ Def 5/ Speed 5/ Tactics 6/ Discipline 5/ Carrying capacity 1,000 each) Numbers: 10 upkeep 0.5 each, 5◘ total
>War galleys, (galley) Atk 3/ Def 2/ Speed 8/ Tactics 7/ Discipline 4/ Carrying capacity 500 each) numbers 14, upkeep 0.25 each, 3.5◘ total.
>Capital ship "Thales""Ben" (S.Heavy ship) (Atk 8/ Def 10/ Speed 5/ Tactics 7/ Discipline 8/ Carrying capacity 3,000), upkeep 5◘

>Yearly upkeep 29◘

--ECONOMIC STATUS
---Industries
>Agriculture, Size: 10/18, type: Advanced(2), profit :20◘/y
>Fishing, Size 10/15, type: Advanced(2), profit: 20◘/y
>Woodcutting, Size 5/10. type: Improved(1.5). profit: 7.5◘/y
>Pastures,, Size 5/15, Type Improved(1.5), profit: 7.5◘/y

---Buildings
> Improved roads with outposts ( +2 ◘/y from trade)
> Palace of the despots (yearly upkeep 1 ◘/y)
> Improved dockyards, (Navy upkeep reduction -2◘)
> Improved trading ports, (+1◘/y from trading)
> Kritan costal fort network (Yearly upkeep 1◘/y)
>Achaean land forts (Yearly upkeep 0.5◘/Y)

----Special projects---
> Monument of Eternal Victory (-5 upkeep to laconian spearmen)
>Basilica of sol, (+2 when integrating provinces)
>Grand palace of the despots (1% complete)(2◘/y construction outkeep)

--POLITICAL STATUS

>Stability: High
>The Assembly: Content
>Your Co-despot: Neutral
>Corruption: Negligible (Eats 0.25◘/y)
>Piracy & Banditry: Negligible (eats 0.25◘/y).

--DIPLOMACY - STATUS

>Trakians: Unfriendly, Embargo (-1◘ yearly)
>Illyria: Friendly, trading (1.5◘/y), (military alliance)
>Boeotia: Friendly, trading (1.5◘/y), (military alliance)
>Tulunids: Warm, Puppet state ( You can give them orders)
>Memlukes: Unfriendly
>Outremer: Friendly
>Karasids: Neutral
>Konya: Cold
>>
>>4359859
--OVERALL--
>Income 60.5◘
>Expenses 25.25◘
>Yearly profit 32.75◘
>Treasury 45.5◘

Having review the situation for the current year, it's time for you to chose TWO actions to take during the year, rolling a dice of 10 for each.

(by the way, i'm tired, so let's cut this a bit short than normal, i hope you're all enjoying this, see you tomorrow)
>>
>>4359832
Supporting this
>>4359862
Have a good night QM
>>
>>4359862
Two Question for later QM:
1. Do our allies believe in Sol?
2. Is there a central head of the religion? Like a pope of any kind or is it just on a per nation basis?

If there is no pope I say we create one, make the Basilica the seat of power and get our allies to support our claim, thus strengthening our position globally. We can also use the claim of spreading the faith with the defeat of the Tulunids and Memlukes who both praised the moon.
>>
>>4360019
>Two Question for later QM:
>1. Do our allies believe in Sol?

R.- Yes they do as most of the nations of the sea of light, as it's the most widespread religion around the sea of light as well as the most important. That said, there's many differences between country from country, with some calling Sol as Helios, while others as El Gabal or Mythras. As well as differences regarding the structure of the church and it's relation with the goverment, and church customs.

We Laconians, as well as Boeotians and Trakians, Salonikans, Pontics, Nesotians as well as half of Illyria, we believe in Sol, the Dawning Sol. Which compared to the other churches, is more decentralized, with every major country having their metropolitan church.

>2. Is there a central head of the religion? Like a pope of any kind or is it just on a per nation basis?

R.- Depends of who you're asking, as like with the many denominations of Sol, there's a multitude of answers. For example, in the eastern regions of the sea of light such as the oscanian and Hispalian peninsulas, the cult of Sol, known there as the Rising sun, the head of the church is known as the Patriach of Sol Invictus, who is an official title elected by the pontifex of each Diocese to serve as Sol's representative on earth. In adition to that, he's also the ruler of his own domain, the Patriachate of Sol invictus (Pink on the map)

Since we are of the dawning Sun, while techically we are the same religion, we do not follow the patriarch, and instead, we follow the principles of autocephaly, were we follow the ArchPriest of our local autonomous branch.
>>
>>4360243
(Basically we are eastern orthodox, while those in the east are catholic)
>>
>>4360243
>>4360247
Quite interesting, so we could possibly create a centralized figure for the western parts in the sea of light or at the very least, of our Peninsula.
>>
I just noticed but this map is Earth's Greece, Turkey, Egypt, and North Africa upside down.
>>
>>4360422
Dont forget spain
>>
>>4359832
>>4359862
+1
>>
>>4359832
Rolled 7, 8

With plenty of nations still unknown to us, we decided to send another diplomatic envoy to the asianan inlands in order to know about the nations there.

The Galatian khaganate (dark green) is a tribal nation composed of nomadic migrants and invaders from the west, who arrived at the peninsula not long ago.

Their men are vastly different from those around them, for their skin is fair, and their hair red. They dress in simple clothes, yet adorned in the most elaborate gold jewelry ever seen. In adition to that, they love their horses, yet, they are also incredible swordsmen.

They are ruled by a khan, and tend to live in yurts and simple stone huts. They bury their dead by putting them in stone towers, to be devoured by carrion birds, and give back to earth. Religiouly, while they are lunarian, they also retain most of their pagan elements, calling their gods the sky father and night mother.

>New nation discovered, Galatia, neutral.

Moving on from diplomacy, in order to sped up the construction of the new palace, you ordered the creation of the house of public works, to manage the construction of new building, and make everything is spent correctly.

>House of public works built, (increases money to progress ratio from 2.5 per 1 solidus to 3 per 1 solidus)
>>
>>4360690
YEAR 1041

Another year passes by with not much to talk about, except that you notice that you're not as strong and full of energy as you used to be.

REVIEW
--MILITARY STATUS

---Land army
>Laconian Citizen spearmen, (Spear.Inf) (Atk 8/ Def 9/ Discipline 9/ Tactics 6/ Equip 8) Numbers: 9500, upkeep 7.5◘
>Helotian Skirmirshers (Skir) (Atk 3/Def 4/Discipline 3/Tactics 6/ Equip 2) Numbers 13000, Upkeep 3◘
> Perioikoi cavalry (Atk 6/ Def 4/ Discipline 6/ Tactics 4/ Equip 4/ Speed 6) Numbers 2000. Upkeep 2◘
>Perioikoi pikemen (Pike.Inf) ( Atk 5/ Def 7/ Discipline 7/ Tactics 6/ Equip 7/ Speed 4) Numbers 4000, Upkeep 1◘

---Siege units
>Battering rams (Atk 10/ Def 3/ Discipline 7/ Tactics 3/ Equip 5/ Speed 2)Numbers 3. Upkeep 0.33◘ each,1◘ total
>Basic Catapults(Atk 8/ Def 3/ Discipline 4/ Tactics 4/ Equip 5/ Speed 3) Numbers 3, Upkeep 0.33◘ each,1◘ total

---Navy
>Dromon, (Light ship) (Atk 4/ Def 5/ Speed 5/ Tactics 6/ Discipline 5/ Carrying capacity 1,000 each) Numbers: 10 upkeep 0.5 each, 5◘ total
>War galleys, (galley) Atk 3/ Def 2/ Speed 8/ Tactics 7/ Discipline 4/ Carrying capacity 500 each) numbers 14, upkeep 0.25 each, 3.5◘ total.
>Capital ship "Thales""Ben" (S.Heavy ship) (Atk 8/ Def 10/ Speed 5/ Tactics 7/ Discipline 8/ Carrying capacity 3,000), upkeep 5◘

>Yearly upkeep 29◘

--ECONOMIC STATUS
---Industries
>Agriculture, Size: 10/18, type: Advanced(2), profit :20◘/y
>Fishing, Size 10/15, type: Advanced(2), profit: 20◘/y
>Woodcutting, Size 5/10. type: Improved(1.5). profit: 7.5◘/y
>Pastures,, Size 5/15, Type Improved(1.5), profit: 7.5◘/y

---Buildings
> Improved roads with outposts ( +2 ◘/y from trade)
> Palace of the despots (yearly upkeep 1 ◘/y)
> Improved dockyards, (Navy upkeep reduction -2◘)
> Improved trading ports, (+1◘/y from trading)
> Kritan costal fort network (Yearly upkeep 1◘/y)
>Achaean land forts (Yearly upkeep 0.5◘/Y)
>House of public works.

----Special projects---
> Monument of Eternal Victory (-5 upkeep to laconian spearmen)
>Basilica of sol, (+2 when integrating provinces)
>Grand palace of the despots (7% complete)(2◘/y construction outkeep)

--POLITICAL STATUS

>Stability: High
>The Assembly: Content
>Your Co-despot: Neutral
>Corruption: Negligible (Eats 0.25◘/y)
>Piracy & Banditry: Negligible (eats 0.25◘/y).

--DIPLOMACY - STATUS

>Trakians: Unfriendly, Embargo (-1◘ yearly)
>Illyria: Friendly, trading (1.5◘/y), (military alliance)
>Boeotia: Friendly, trading (1.5◘/y), (military alliance)
>Tulunids: Warm, Puppet state ( You can give them orders)
>Memlukes: Unfriendly
>Outremer: Friendly
>Karasids: Neutral
>Konya: Cold
>Galatians: neutral

--OVERALL--
>Income 60.5◘
>Expenses 25.25◘
>Yearly profit 32.75◘
>Treasury 75.5◘

Having review the situation for the current year, it's time for you to chose TWO actions to take during the year, rolling a dice of 10 for each.
>>
Rolled 2, 3 = 5 (2d10)

>>4360698
>Diplomatic action: offer the Outremer a defensive alliance
Gotta have the back of our sol bro’s
>Military action: start inciting revolution into the old Salonika territories within Trakian lands saying how easy it would be considering the other internal revolts and the triple alliance ass whooping awhile ago.
>>
>>4360698
>Military action: (Improve equipment of troops)
>Diplomatic Action: (Invite the leader of the Outremer to come see the Basilica of Sol and negotiate a trading agreement)
>>
Rolled 6, 1 = 7 (2d10)

>>4360698
Forgot to roll
>>
>>4360726
>>4360727
Rolled 6

With our economy in the rise, it's natural that we would want to increase the equipment of our troops, for currently, the laconian spearmen are the only ones with ehat could be called proper armor. The effort to equip the helotians and Perioikoi is going to be expensive, but it's going to be worth it.

>Helotian skirmirshers equipment goes from 2 to 3
>Perioikoi pikemen equipment goes from 4 to 5
>Perioikoi cavalrymen equipment goes from 4 to 5.
>25 solidus spent.

Moving from the army, you tried to establishb a trade relationship with the outremer by inviting their king to see our great basilica, however during the visit, you and he couldn't stop discussing about the true nature of Sol, as the outremer is loyal to the supreme patriarch, while you don't.

While the visit, did't go as well as you expected, the king of the outremer, decided to give you some luxury items from the holy lands as a gift, which you decided to use towards the construction of your new palace.

>Relationship with the outremer goes from friendly to warm
>Construction of the grand palace increases by 10%
>>
>>4360760
YEAR 1042
Reports come from the south of new civil strife inside the the empire of the Trakians, as many disloyal gobernors plan to use the weakness of the current emperor to seize power, you shoul keep an eye on it.

REVIEW
--MILITARY STATUS

---Land army
>Laconian Citizen spearmen, (Spear.Inf) (Atk 8/ Def 9/ Discipline 9/ Tactics 6/ Equip 8) Numbers: 9500, upkeep 7.5◘
>Helotian Skirmirshers (Skir) (Atk 3/Def 4/Discipline 3/Tactics 6/ Equip 2) Numbers 13000, Upkeep 3◘
> Perioikoi cavalry (Atk 6/ Def 4/ Discipline 6/ Tactics 4/ Equip 4/ Speed 6) Numbers 2000. Upkeep 2◘
>Perioikoi pikemen (Pike.Inf) ( Atk 5/ Def 7/ Discipline 7/ Tactics 6/ Equip 7/ Speed 4) Numbers 4000, Upkeep 1◘

---Siege units
>Battering rams (Atk 10/ Def 3/ Discipline 7/ Tactics 3/ Equip 5/ Speed 2)Numbers 3. Upkeep 0.33◘ each,1◘ total
>Basic Catapults(Atk 8/ Def 3/ Discipline 4/ Tactics 4/ Equip 5/ Speed 3) Numbers 3, Upkeep 0.33◘ each,1◘ total

---Navy
>Dromon, (Light ship) (Atk 4/ Def 5/ Speed 5/ Tactics 6/ Discipline 5/ Carrying capacity 1,000 each) Numbers: 10 upkeep 0.5 each, 5◘ total
>War galleys, (galley) Atk 3/ Def 2/ Speed 8/ Tactics 7/ Discipline 4/ Carrying capacity 500 each) numbers 14, upkeep 0.25 each, 3.5◘ total.
>Capital ship "Thales""Ben" (S.Heavy ship) (Atk 8/ Def 10/ Speed 5/ Tactics 7/ Discipline 8/ Carrying capacity 3,000), upkeep 5◘

>Yearly upkeep 29◘

--ECONOMIC STATUS
---Industries
>Agriculture, Size: 10/18, type: Advanced(2), profit :20◘/y
>Fishing, Size 10/15, type: Advanced(2), profit: 20◘/y
>Woodcutting, Size 5/10. type: Improved(1.5). profit: 7.5◘/y
>Pastures,, Size 5/15, Type Improved(1.5), profit: 7.5◘/y

---Buildings
> Improved roads with outposts ( +2 ◘/y from trade)
> Palace of the despots (yearly upkeep 1 ◘/y)
> Improved dockyards, (Navy upkeep reduction -2◘)
> Improved trading ports, (+1◘/y from trading)
> Kritan costal fort network (Yearly upkeep 1◘/y)
>Achaean land forts (Yearly upkeep 0.5◘/Y)
>House of public works.

----Special projects---
> Monument of Eternal Victory (-5 upkeep to laconian spearmen)
>Basilica of sol, (+2 when integrating provinces)
>Grand palace of the despots (25% complete)(2◘/y construction outkeep)

--POLITICAL STATUS

>Stability: High
>The Assembly: Content
>Your Co-despot: Neutral
>Corruption: Negligible (Eats 0.25◘/y)
>Piracy & Banditry: Negligible (eats 0.25◘/y).

--DIPLOMACY - STATUS

>Trakians: Unfriendly, Embargo (-1◘ yearly)
>Illyria: Friendly, trading (1.5◘/y), (military alliance)
>Boeotia: Friendly, trading (1.5◘/y), (military alliance)
>Tulunids: Warm, Puppet state ( You can give them orders)
>Memlukes: Unfriendly
>Outremer: Warm
>Karasids: Neutral
>Konya: Cold
>Galatians: neutral

--OVERALL--
>Income 60.5◘
>Expenses 25.25◘
>Yearly profit 32.75◘
>Treasury 82.5◘

Having review the situation for the current year, it's time for you to chose TWO actions to take during the year, rolling a dice of 10 for each.
>>
Rolled 4, 6 = 10 (2d10)

>>4360769
>Military action: continue trying to start rebellions all over the Trakian Empire
Breakup of Yugoslavia 2: Trakian boogaloo
>Diplomatic action: make contact with the eastern nations
We should really start looking at the other direction
>>
>>4360785
+1
Also when it comes time to war with Trakians, I think we should send our son as the leader of the army rather than ourselves. Get him some experience.
>>
Rolled 10, 5 = 15 (2d10)

>>4360769
Train more cavalry.

Improve our relationship with Leo, maybe with a gift.
>>
>>4360792
Supporting this. I don't like the idea of destroying the Empire. That would allow the Lunarians to fill the power gap and take over. We are not in position to take over the empire (yet?!) so we should be careful about trying to destroy it.

Totally not metagaming with my historical knowledge of how Byzantine infighting allowed the Turks to take over and utterly fuck Eastern Christianity...
>>
>>4360785
Rolled 4

Seeing such excellent opportunity to break up the trakians, you decided to send arms and money to the various rebelious governors of the empire. While the operation was a success, the Trakians didn't took the well. And so, in a desperate atempt to improve his own reputation, emperor ivan of the Trakians decided to declare war on you.
>Trakians suffer internal revolts.
>Trakians declare war on you.

Rolled 6
Meanwhile, back in your diplomatic adventures, your next destination for your envoys was the principiate of cicilia (violet), a solist nation founded by Hayastani refugees from the west alongside many Sol knights and mercebaries from the east. While it's population is faithful followers of Sol, they know him as Mythras, the midday Sun. With one the key differences between it and other denominations of sol being that they believe that Sol one single nature, begin both divine and human at the same time. While we laconians believe that Sol divine and human forms are separate, yet united.

New nation discovered
>Cicilia: Warm

Either way, with the war with the Trakians being now a thing, how should we proceed to do with them, should we send an army at them directly, or let the rebellions deal with them, while we help them.

>Write in using a d100 for the next course of action
>>
Rolled 91 (1d100)

>>4360877
That was a stupid move considering the triple alliance+Tulunids will come help
>Hunt down the Trakian navy while a Tulunid force will aid Illyria and Boeotia on the ground
>>
>>4360884
Might as well. We've always been good at sea battles
>>
>>4360893
I’m planning to repeat what happened at the Memluke capital
>>
>>4360877
Supporting this >>4360884
>>
>>4360898
You mean basically destroying the entire city of Not!Constantinople and its populace? I think that's a very bad idea. We would cement our reputation as a bloodthirsty killer, as well as severely weaken the power of Dawning Sol worshipers. We're going for Cultural Victory, so I believe we should focus on getting a quick peace so we can finish making that Palace and win.
>>
>>4360912
Trakians are foreigners who squatted in the imperial remnants. We will be seen as liberating the city.
>>
>>4360912
This >>4360917
The old empire is dead and the Trakians are imposters attempting to imitate the greatness of a bygone era. Once we carve up the land and create a few puppet states we can start crusading and bring the light of Sol to those moon worshippers.
>>
You guys want to bumrush the capital or invade outlying provinces? I don't know if we can/want to utterly destroy them in this war.
>>
>>4360954
We can and will destroy them during this war. We can focus on the north most provinces while our allies move towards the capital. We can create a puppet state out of the old Ionnian territory and the conquered Punic confederacy.
>>
>>4360962
Then we ought to get a province or two in the west, probably the northernmost ones.
>>
File: Byzaia.png (29 KB, 471x372)
29 KB
29 KB PNG
>>4360884
Rolled 91 (1d100)

Since you're seeking to just build your masterpiece and spent your last years in peace, you decide that you're going to finish the war as quickly as possible, without overextending yourself.

First, you ordered your navy to hunt down any possible Trakian navies in the white sea in order to clear the route for an invasion of Asiana, which they managed to do without much trouble.

>Trakian navy destroyed.
>You lose 2 galleys and 2 dromons.

Next, you sent Desmon along with most of your army to the southern front alongside the Illyrians and the Boeotians. The desperate Trakians, already suffering from multiple rebellions, had no choice but to retread back to the capital and it's surrounding territories, ceding us the core of the old Salonikan Exarchate, which the Boeotians take advantage of, by instaling one of the rebellious generals as the exarch of a restored Salonika as their puppet.

>Salonika restored and made a puppet of the Boeotians.

With the Trakians on the defensive, you decided that it would be time now, for laconia to move in into the almost undefended Ionnian coast, however, before you can do that, you will need to think how will you present yourself to them, will you be a victorious conqueror and add the Ionnians to the Despotate ?, or you will be their liberator from Trakian tyrany, and grant them "Independence", and add them to your league ?

>A) Conquer Ionnia
>B) Liberate Ionnia
>>
>>4361015
>B) Liberate Ionnia

The League is the tool by which we remain strong and free, without all the hassle of empire.
>>
>>4361015
>B) Liberate Ionnia
>>
>>4361015
>B) Liberate Ionnia
I believe we should start preparing to conquer Not!Constantinople
>>
>>4361015
>B) Liberate Ionnia
They will be more useful as allies rather than our burden right now. Mostly worried about their neighbors.
Are all of them Lunarians?
>>
>>4361051
Yes
>>
Fuck
>>
>>4361066
That's why our next move is to set up seminaries and get that wololo going.
>>
>>4361080
Perhaps there is a sol population in some of those kingdoms that can suddenly revolt with a bit of foreign support.
>>
>>4361089
There's an entire kingdom of eastern fanatics we can leverage. They are heretics though.
>>
>>4361090
Nah, I meant the minority population in the Lunarian states. Although it will only work if there is a sizable minority if any.
>>
File: Byzaia.png (30 KB, 485x379)
30 KB
30 KB PNG
>>4361028
>>4361034
>>4361049
>B) Liberate Ionnia

After thinking it for a while, you decided that it would be for the best for the despotate to Liberate the Ionnians and rule them through a vassal kingdom, rather than overextend ourselves pacifying new territories.

With that in mind, as soon as you arrived in Ionnia, your first order of business was to meet with the rebellious generals and local governors that revolted agains't the Trakians. At the end of the meeting, the newly created Ionnian alliance of free cities agreed to recognize Laconia as their overlord, with them in exchange granting them a high degree of autonomy, and well as numerous priviledges in changes for a yearly tribute. Making them a new part of our growing power.

>Laconia liberates Ionnia as a vassal state.

Either way, with almost all of the asianan coast in our dominion, it was time now to march south towards the Trakian capital, the grand city of Byzantion. However, before you could arrive there, a message arrives at your tent, from a Graechi noble, saying that the Trakian dinasty is now on the verge of losing power due to numerous revolts in the capital, and that we should abstain to intervene in the matter, in exchange a healthy bribe.

As you read the note, you couldn't help but remember the last time you sieged a city of a dying power in the middle of the civil war, and while you don't regret what you did there, you also kinda don't want to repeat what happened. But at the same time though, capturing Byzantion would make us the undispusted grand master of the west, and cement your legacy as one of the greatest conquerors of all time. But capturing the city could also have some serious consequences for all of Solistism.

What to do ?...What to do ?....

>Onwards to Byzantion, not matter what!! (Military victory)
>Let's let the Trakians collapse by themselves while we build our legacy (continue with Cultural victory)
>>
>>4361169
>Let's let the Trakians collapse by themselves while we build our legacy (continue with Cultural victory)

Let's leave the conquering to the young
>>
>>4361170
Agreed
>>
>>4361169
>Let's let the Trakians collapse by themselves while we build our legacy (continue with Cultural victory)
>>
>>4361169
>Let's let the Trakians collapse by themselves while we build our legacy (continue with Cultural victory)
Can we still puppet them though?
>>
>>4361169
We should encourage the new Salonikans and Pontics to finish the Trakians off, and then force them to share the strait. The old capital cannot belong to any one man, for obvious reasons.
>>
>>4361187
No, we would leave them alone, for whoever is the victor of their struggles to finish them off. What we would be doing essentially would be to take Ionnia and nothing else.
>>
>>4361206
Are both sides of the strait part of the same province? Can we split the city?
>>
>>4361209
No, it's the same province.
>>
File: Byzaia.png (30 KB, 485x379)
30 KB
30 KB PNG
>>4361170
>>4361185
>>4361187

Content with what you gained in the war, and not wanting to deal with the absolute mess that is Byzaian politics, you decided to just accept the bribe and return back to Laconia, while informing your allies to do the same.

YEAR 1043

A couple of weeks after the war ended, the Trakians were finally kicked out of Byzantion by that very man who wrote you that letter, Constance, who has now restored the old Byzaian empire. It might be limited to it's old core now, but the man has ambitions. Either way, he's also grateful of your cooperation, and wants closer ties to the now clearly dominant power of the west.

Using the bribe he gave you, as well as some war spoils from the southern front, you advanced the construction of your new palace, who by now, is halfway done to be finished.

>+15 to Palace of the despots construction progress.
>>
>>4361238
REVIEW
--MILITARY STATUS

---Land army
>Laconian Citizen spearmen, (Spear.Inf) (Atk 8/ Def 9/ Discipline 9/ Tactics 6/ Equip 8) Numbers: 9500, upkeep 7.5◘
>Helotian Skirmirshers (Skir) (Atk 3/Def 4/Discipline 3/Tactics 6/ Equip 2) Numbers 13000, Upkeep 3◘
> Perioikoi cavalry (Atk 6/ Def 4/ Discipline 6/ Tactics 4/ Equip 4/ Speed 6) Numbers 2000. Upkeep 2◘
>Perioikoi pikemen (Pike.Inf) ( Atk 5/ Def 7/ Discipline 7/ Tactics 6/ Equip 7/ Speed 4) Numbers 4000, Upkeep 1◘

---Siege units
>Battering rams (Atk 10/ Def 3/ Discipline 7/ Tactics 3/ Equip 5/ Speed 2)Numbers 3. Upkeep 0.33◘ each,1◘ total
>Basic Catapults(Atk 8/ Def 3/ Discipline 4/ Tactics 4/ Equip 5/ Speed 3) Numbers 3, Upkeep 0.33◘ each,1◘ total

---Navy
>Dromon, (Light ship) (Atk 4/ Def 5/ Speed 5/ Tactics 6/ Discipline 5/ Carrying capacity 1,000 each) Numbers: 8 upkeep 0.5 each, 4◘ total
>War galleys, (galley) Atk 3/ Def 2/ Speed 8/ Tactics 7/ Discipline 4/ Carrying capacity 500 each) numbers 12, upkeep 0.25 each, 3◘ total.
>Capital ship "Thales""Ben" (S.Heavy ship) (Atk 8/ Def 10/ Speed 5/ Tactics 7/ Discipline 8/ Carrying capacity 3,000), upkeep 5◘

>Yearly upkeep 27.5◘

--ECONOMIC STATUS
---Industries
>Agriculture, Size: 10/18, type: Advanced(2), profit :20◘/y
>Fishing, Size 10/15, type: Advanced(2), profit: 20◘/y
>Woodcutting, Size 5/10. type: Improved(1.5). profit: 7.5◘/y
>Pastures,, Size 5/15, Type Improved(1.5), profit: 7.5◘/y

---Buildings
> Improved roads with outposts ( +2 ◘/y from trade)
> Palace of the despots (yearly upkeep 1 ◘/y)
> Improved dockyards, (Navy upkeep reduction -2◘)
> Improved trading ports, (+1◘/y from trading)
> Kritan costal fort network (Yearly upkeep 1◘/y)
>Achaean land forts (Yearly upkeep 0.5◘/Y)
>House of public works.

----Special projects---
> Monument of Eternal Victory (-5 upkeep to laconian spearmen)
>Basilica of sol, (+2 when integrating provinces)
>Grand palace of the despots (25% complete)(2◘/y construction outkeep)

--POLITICAL STATUS

>Stability: High
>The Assembly: Content
>Your Co-despot: Neutral
>Corruption: Negligible (Eats 0.25◘/y)
>Piracy & Banditry: Negligible (eats 0.25◘/y).

--DIPLOMACY - STATUS

>Byzaians: Warm
>Illyria: Friendly, trading (1.5◘/y), (military alliance)
>Boeotia: Friendly, trading (1.5◘/y), (military alliance)
>Tulunids: Warm, Puppet state ( You can give them orders)
>Memlukes: Unfriendly
>Outremer: Warm
>Karasids: Neutral
>Konya: Cold
>Galatians: neutral
>Cilicians: Neutral

--OVERALL--
>Income 60.5◘
>Expenses 22.5◘
>Yearly profit 33.75◘
>Treasury 116◘

Having review the situation for the current year, it's time for you to chose TWO actions to take during the year, rolling a dice of 10 for each.
>>
Rolled 6, 6 = 12 (2d10)

>>4361241
We ought to improve our relations with Leo and continue work on the palace.

Also, where are the Ionnians on the diplomacy table?
>>
>>4361246
You know, i always forget things.
>>
Rolled 9, 10 = 19 (2d10)

>>4361241
>Diplomatic action: trade agreement with the new Byzaian Empire
>Create a centralized position of Solistism in the west with the title of Pope, having our allies and vassals support our claim.
>>
>>4361255
nice
>>
>>4361255
Support
>>
>>4361255
Autocephaly saves us from the domination of one city over all the others. This will lead to the weakening of the league and eventually, war.
>>
>>4361255
Rolled 9,10

Seeking to improve our position, and to deter further wars in the region, you agreed to stablish a trade agreement with the restored Byzaian empire. While Constance was more than happy to improve relationships between the two nations, and get some money. You couldn't help but notice during the meeting, that he may or may not had something else in mind, during the negotiations.

>Trade agreement signed with the Byzaians (2◘/y)

Moving on from trade to religion, you made the public anouncement in front of the basilica of sol, that in order to compete with the easterners and their supreme patriach, the followers of the dawning sun, would have to reform their religious structure to be more united in action, while at the same time preserving the advantages of autocephaly.

>>4361273

In this new reform, rather than simply copying the Rising sun, and make a supreme Patriach, you instead, divided the responsabilites of the head of chuch among six locally elected Archpriests, who would have seniority above other archpriests, and would work together to settle religious disputes and controversies.

These six grand archpriests, would come from the cities of Byzantion, Mystras, Thebes, Iskandaria, Salonika and Ephesus, and would form the Hextarchy, a union of equals to serve as the collective leader of the church.

Hearing this announcement, the crowds cheered in your name, and the leaders of your allies and vassals, agreed to to the arrangement, either out of loyalty to you, or fearing your wrath if they didn't. And so, with that announcement, the Hextarchy was officialy born.

>Converting other solists to the Dawning sun will be faster.
>>
>>4361325
YEAR 1044.
With the Hextarchy assembled, and the Byzaians pacified, you can know spent the rest of your years finishing your final monument.

REVIEW
--MILITARY STATUS

---Land army
>Laconian Citizen spearmen, (Spear.Inf) (Atk 8/ Def 9/ Discipline 9/ Tactics 6/ Equip 8/ Speed 4) Numbers: 9500, upkeep 7.5◘
>Helotian Skirmirshers (Skir) (Atk 3/Def 4/Discipline 3/Tactics 6/ Equip 3/ Speed 6) Numbers 13000, Upkeep 3◘
> Perioikoi cavalry (Atk 6/ Def 4/ Discipline 6/ Tactics 4/ Equip 5/ Speed 6) Numbers 2000. Upkeep 2◘
>Perioikoi pikemen (Pike.Inf) ( Atk 5/ Def 7/ Discipline 7/ Tactics 6/ Equip 6/ Speed 4) Numbers 4000, Upkeep 1◘

---Siege units
>Battering rams (Atk 10/ Def 3/ Discipline 7/ Tactics 3/ Equip 5/ Speed 2)Numbers 3. Upkeep 0.33◘ each,1◘ total
>Basic Catapults(Atk 8/ Def 3/ Discipline 4/ Tactics 4/ Equip 5/ Speed 3) Numbers 3, Upkeep 0.33◘ each,1◘ total

---Navy
>Dromon, (Light ship) (Atk 4/ Def 5/ Speed 5/ Tactics 6/ Discipline 5/ Carrying capacity 1,000 each) Numbers: 8 upkeep 0.5 each, 4◘ total
>War galleys, (galley) Atk 3/ Def 2/ Speed 8/ Tactics 7/ Discipline 4/ Carrying capacity 500 each) numbers 12, upkeep 0.25 each, 3◘ total.
>Capital ship "Thales""Ben" (S.Heavy ship) (Atk 8/ Def 10/ Speed 5/ Tactics 7/ Discipline 8/ Carrying capacity 3,000), upkeep 5◘

>Yearly upkeep 27.5◘

--ECONOMIC STATUS
---Industries
>Agriculture, Size: 10/18, type: Advanced(2), profit :20◘/y
>Fishing, Size 10/15, type: Advanced(2), profit: 20◘/y
>Woodcutting, Size 5/10. type: Improved(1.5). profit: 7.5◘/y
>Pastures,, Size 5/15, Type Improved(1.5), profit: 7.5◘/y

---Buildings
> Improved roads with outposts ( +2 ◘/y from trade)
> Palace of the despots (yearly upkeep 1 ◘/y)
> Improved dockyards, (Navy upkeep reduction -2◘)
> Improved trading ports, (+1◘/y from trading)
> Kritan costal fort network (Yearly upkeep 1◘/y)
>Achaean land forts (Yearly upkeep 0.5◘/Y)
>House of public works.

----Special projects---
> Monument of Eternal Victory (-5 upkeep to laconian spearmen)
>Basilica of sol, (+2 when integrating provinces)
>Grand palace of the despots (25% complete)(2◘/y construction outkeep)

--POLITICAL STATUS

>Stability: High
>The Assembly: Content
>Your Co-despot: Neutral
>Corruption: Negligible (Eats 0.25◘/y)
>Piracy & Banditry: Negligible (eats 0.25◘/y).

--DIPLOMACY - STATUS

>Byzaians: Warm, trading (2 ◘/y)
>Illyria: Friendly, trading (1.5◘/y), (military alliance)
>Boeotia: Friendly, trading (1.5◘/y), (military alliance)
>Tulunids: Warm, Puppet state ( You can give them orders)
>Memlukes: Unfriendly
>Outremer: Warm
>Karasids: Neutral
>Konya: Cold
>Galatians: neutral
>Cilicians: Neutral
>Ionnia: Warm, Vassal state (2◘/y)

--OVERALL--
>Income 60.5◘
>Expenses 26.5◘
>Yearly profit 37.75◘
>Treasury 144◘

Having review the situation for the current year, it's time for you to chose TWO actions to take during the year, rolling a dice of 10 for each.
>>
>>4361342
Progress of the construction
Grand Palace of the despots: (55%), 3 yearly% for each 1◘ spent, current spending 2◘, current rate 6% yearly.

You can either focus your yearly efforts to advance a chunck of the construction in a year by spending money at at rate of 1% for each 2◘, or by increasing the construction budget so that the % increases faster each year.


At this rate, the project will be finished in 9 years
>>
Rolled 3, 1 = 4 (2d10)

>>4361342
An elegant solution. Let's devote both rolls towards the palace.
>>
Rolled 8, 4 = 12 (2d10)

>>4361342
>Economic action: Increase Pastures
>Economic action: Increase Agriculture get that population boom

Spend 15◘ to finish the building or whatever it needs to be done. We have the money let's use it.
>>
Rolled 7, 10 = 17 (2d10)

>>4361342
>Send missionaries to Karasid and Konya
Gotta spread the faith
>continue construction of the Palace
>>
Rolled 1, 3 = 4 (2d10)

>>4361342
Devote all of our yearly profit to the palace
>Political Action: (Make a new national holiday celebrating the creation of the Hextarchy and the Dawning Sun)
>Political Action (Ask the Hextarchy to christen us as a saint)
>>
>>4361342
Changing my vote to >>4361361 to break the tie.
>>
>>4361361
>>4361342
+1
>>
>>4361361
Rolled 7, 10 = 17 (2d10)

>Send missionaries to Karasid and Konya

Withy your new authority over the church settled, you decided to use that power to spread the word of sol through your neighboors by sending them missionaries, starting with the Asianan nations of Karasid and Konya.

The end result, while good, was still a bit mixed, as while the Karasids, always tolerant, allowed your missionaries to preach over designed areas. The Konyans, always true to their faith, not only denied your missionaries access over their lands, but also imprisoned them when they tried to cross anyways, this needs to be settled at some point, but it would be Desmon the one to do it.

>continue construction of the Palace

In a more happy note, the your efforts to construct the grand palace of the despots has given fruits, as after a year of tiredless supervision, planning and overseeing, the palace is now only a few stone throws way from being finally finished, meaning that you will end up seeing it's inauguration alive after all.

>Construction of the grand palace of despots is now at 90%
>>
>>4361448
YEAR 1045

The beggining of the year isn't kind to you as you almost died from an accident climbing up some staircases, as you look into your mirror to see your injuries, you see nothing but an old man, with wrincles in his face, and his head full of white. This is you now, and you're now an elder, and only a few years away from your death.

REVIEW
--MILITARY STATUS

---Land army
>Laconian Citizen spearmen, (Spear.Inf) (Atk 8/ Def 9/ Discipline 9/ Tactics 6/ Equip 8/ Speed 4) Numbers: 9500, upkeep 7.5◘
>Helotian Skirmirshers (Skir) (Atk 3/Def 4/Discipline 3/Tactics 6/ Equip 3/ Speed 6) Numbers 13000, Upkeep 3◘
> Perioikoi cavalry (Atk 6/ Def 4/ Discipline 6/ Tactics 4/ Equip 5/ Speed 6) Numbers 2000. Upkeep 2◘
>Perioikoi pikemen (Pike.Inf) ( Atk 5/ Def 7/ Discipline 7/ Tactics 6/ Equip 6/ Speed 4) Numbers 4000, Upkeep 1◘

---Siege units
>Battering rams (Atk 10/ Def 3/ Discipline 7/ Tactics 3/ Equip 5/ Speed 2)Numbers 3. Upkeep 0.33◘ each,1◘ total
>Basic Catapults(Atk 8/ Def 3/ Discipline 4/ Tactics 4/ Equip 5/ Speed 3) Numbers 3, Upkeep 0.33◘ each,1◘ total

---Navy
>Dromon, (Light ship) (Atk 4/ Def 5/ Speed 5/ Tactics 6/ Discipline 5/ Carrying capacity 1,000 each) Numbers: 8 upkeep 0.5 each, 4◘ total
>War galleys, (galley) Atk 3/ Def 2/ Speed 8/ Tactics 7/ Discipline 4/ Carrying capacity 500 each) numbers 12, upkeep 0.25 each, 3◘ total.
>Capital ship "Thales""Ben" (S.Heavy ship) (Atk 8/ Def 10/ Speed 5/ Tactics 7/ Discipline 8/ Carrying capacity 3,000), upkeep 5◘

>Yearly upkeep 27.5◘

--ECONOMIC STATUS
---Industries
>Agriculture, Size: 10/18, type: Advanced(2), profit :20◘/y
>Fishing, Size 10/15, type: Advanced(2), profit: 20◘/y
>Woodcutting, Size 5/10. type: Improved(1.5). profit: 7.5◘/y
>Pastures,, Size 5/15, Type Improved(1.5), profit: 7.5◘/y

---Buildings
> Improved roads with outposts ( +2 ◘/y from trade)
> Palace of the despots (yearly upkeep 1 ◘/y)
> Improved dockyards, (Navy upkeep reduction -2◘)
> Improved trading ports, (+1◘/y from trading)
> Kritan costal fort network (Yearly upkeep 1◘/y)
>Achaean land forts (Yearly upkeep 0.5◘/Y)
>House of public works.

----Special projects---
> Monument of Eternal Victory (-5 upkeep to laconian spearmen)
>Basilica of sol, (+2 when integrating provinces)
>Grand palace of the despots (90% complete)(2◘/y construction outkeep)

--POLITICAL STATUS

>Stability: High
>The Assembly: Content
>Your Co-despot: Neutral
>Corruption: Negligible (Eats 0.25◘/y)
>Piracy & Banditry: Negligible (eats 0.25◘/y).

--DIPLOMACY - STATUS

>Byzaians: Warm, trading (2 ◘/y)
>Illyria: Friendly, trading (1.5◘/y), (military alliance)
>Boeotia: Friendly, trading (1.5◘/y), (military alliance)
>Tulunids: Warm, Puppet state ( You can give them orders)
>Memlukes: Unfriendly
>Outremer: Warm
>Karasids: Neutral
>Konya: Unfriendly
>Galatians: neutral
>Cilicians: Neutral
>Ionnia: Warm, Vassal state (2◘/y)
>>
>>4361450
--OVERALL--
>Income 60.5◘
>Expenses 26.5◘
>Yearly profit 37.75◘
>Treasury 144◘

Having review the situation for the current year, it's time for you to chose TWO actions to take during the year, rolling a dice of 10 for each.
>>
We have the money, we can do more special projects before we suffer death.
>>
Rolled 2, 4 = 6 (2d10)

>>4361450
>Personal Action: (Spent time with the family. Tell stories to our grandkids. Listen to what they have to say during our final years)
>Special Project: (University of learning with the added bonus of having a massive library)
Spend ◘ until we have 100 in Treasury for next year. So that's like 81.75◘
>>
Rolled 5, 6 = 11 (2d10)

>>4361450
>Personal Action: Write a work about our life and philosophies. Something like Marcus Aurelius's Meditations or Saint Augustine's Confessions
>Economic Action: Spend the necessary funds to finish the wonder and obtain Cultural Victory
>>
Rolled 6, 7 = 13 (2d10)

>>4361452
>Sewer systems
>Aqueduct systems
>>
>>4361470
support
Gotta finish the palace before we bite the dust
>>
File: 800px-Mistra_1.jpg (178 KB, 800x600)
178 KB
178 KB JPG
>>4361470
Rolled 5 + 6 /2 = 5.5

With your live near it's end, you decide to spent your last few years away from the goverment and instead, dedicate yourself into writing your life memoirs, from your rise as despot of Laconian, your numerous victories against' the trakians, memlukes and Tulunids, your experiences governing a nation, and your patronage of your great monuments.

While you were able to finish your writings in time, that didn't come free either, as they contained some various grammar errors, as well as some falsehoods and misremembered facts about yourself, such as that the destruction of Iskandaria was Jaysh's idea. Still though, your writting were appreaciated through the despotate, and were quickly transcribed into numerous copies and languages, as a national epic of the Laconian people for next generation to come.

>Personal Memoirs written.

Rolled 6+7 /2 = 6.5

In adition to your memoirs, you choose to dedicate your last years overseeing the last tracks of the construction of the grand palace of the despots. At last, though, after some years in development, the construction of your masterwork finished just a year before your premedited death.

The grand palace of the despots, is a massive building complex that serves not only as the residence of the despots of Laconia and their extended family, but also houses much of the goverment of the nation, beeing more akin to a mini city rather than a simple palace. In adition to that, it also bears some impresive defenses, such as thick and tall stone walls, and numerous defensive mechanisms, serving too, as the ultimate fortress inside Laconia, being constructed with the expectation that it would be the last building to fall ever, should someone invade laconia, and beat the defenses of Mystras.

>Grand palace of the despots built (upkeep 3◘) (Fort lv 5)

And so, with the palace done, and joining your other epic achievements such as the basilica of sol, the monument of eternal victory, as well as your memoirs, and the reformation of the dawning sun. You can finally be asure that you will die being known as not only one of the best if not, the greatest despot Laconia has ever seen, but also one of the greatest statemen, generals, and rulers of all of history in the known world. It has been quite the journey ever since you succeded your father at the young age of twenty, and proceeded to elevate a backwater vassal of the Byzaians into a major power. But finally, after all these years, you can now relax and wait for your inevitable death with an smile on your face.

>Cultural Victory achieved.

(Well guys, it as been quite a ride, tomorrow i will write the epilogue, so thank you all for all your support through the game, if you want to continue with laconia or switch to another nation it's up to you, but be asured that this is not the end, for i have many surprises left for you, see ya)
>>
(By the way, i have now archived the thread in suptg.thisisnotatrueending, so that we can make this into a multithread series)
>>
>>4361644
Thanks qm, really good Quest, i Like your style
>>
>>4361662
could you explain to me how you chose rolls?
am confuse, i just read through the quest, i enjoyed it, but it seemed kinda random which rolls were chosen. average/best of ?#. people screaming "stop rolling" if the first roll was good
>>
>>4361986
I just selected whatever was the most voted, but if there was a tie, i just selected the highest average.
>>
>>4362107
>>4362107
>>4362107
By the way, since the thread is near it's limits, let's go to another one, shall we ?
>>
>>4362112
my pleasure best qm



Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.