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Mechanical Ape
Aug 7, 2007

But yes, occasionally I am known to smash.
Well, that's a fine hello from a faction that's supposed to be about love and diplomacy. Maybe they're the goblin-crafted apparitions!

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Sybot
Nov 8, 2009
(Update on previous page)

Mechanical Ape posted:

Well, that's a fine hello from a faction that's supposed to be about love and diplomacy. Maybe they're the goblin-crafted apparitions!

It takes them a little while to get there. One might say they love too much. A small spoiler of what some of the early missions of the Ovdal Lodhum mission tree look like:

Sybot fucked around with this message at 23:41 on Mar 2, 2023

Jossar
Apr 2, 2018

Current status: Angry about subs :argh:
This is a pretty cool set of mechanics for adventurers, kind of makes me wish it was its own expanded stand-alone game.

The light of science kneels not before garnet madness!

Xerophyte
Mar 17, 2008

This space intentionally left blank

Sybot posted:


You can also see the expected loot and resources spent preparing, which will help give an idea of the profit you'll make. It's a delicate balancing act between making the expedition worth it, and the risk of losing it all if you don't send enough dwarves or supplies.

The expeditions are cool and thematic, but man do I dislike the mechanics of them. The planning UI offers very little indication of what reasonable parameter values are for a given expedition. You can guess that you should spend fewer points than the estimated loot value, but what that means in expected morale and supplies has to be learned through trial and error. The actual expeditions are almost entirely made up of smaller blind choices, something EU4 does its best to avoid. One event in a specific expedition is literally "Do you go left or right? Ok, right, *rolls dice*. Rocks fall and kill you.", which is the sort of half-joke a GM handbook might include as an example of what not to do.

You can also run out of supplies and lose a max-supply expedition if the duration is Long, and Long expeditions take 5+ years. Failed expeditions just eat all the time, manpower, gold and points you sunk into them, and then have to be restarted from scratch. Early game expedition failures can be crippling.

There's some perfectly fine CYOA nonsense in the text and there's a lot of care put in the UI, so I really wish they had come up with something better mechanically.

Hellioning
Jun 27, 2008

Hah, got a jewel already? Lucky.

Bloody Pom
Jun 5, 2011



Xerophyte posted:

There's some perfectly fine CYOA nonsense in the text and there's a lot of care put in the UI, so I really wish they had come up with something better mechanically.

Given the constraints of the game they're building upon, and the amount of code wizardry that was likely required to get even the current system to function correctly, I think this is probably the best that can be done with the tools available.

That said, I think the general consensus within the Anbennar community is to save the longer/more difficult expeditions for when you already have your economic base set up and are up to date on tech. Something to spend your mana on while your holds are busy digging deeper.

Bloody Pom fucked around with this message at 03:25 on Mar 3, 2023

wiegieman
Apr 22, 2010

Royalty is a continuous cutting motion


I know nothing about Anbennar, so I cannot wait to see what kinds of Hidden Fun Stuff awaits in The Deeps.

MonsieurChoc
Oct 12, 2013

Every species can smell its own extinction.
I loooove expeditions, but I wish they still had the %chance of positive/negative outcomes for the choices that were displayed during the testing phase on the bitbucket version.

Another note is that some race get unique decisions in some of the expedition events. For instance, if you're a goblin who meets other goblins you can try to recruit them.

Bloody Pom posted:

Ah, good old Ovdal Lodhum. Thankfully the remnants usually aren't much more than a speedbump early on. They don't appear to have fully colonized that rail section, so you can easily raze the colony and then take their lunch money.

Also, I don't believe it's explained anywhere, but morale decay scales based on the gap between the expedition party's cut and the estimated available loot.

Yeah, I don't remember the exact formula but it usually adds up to about half the minimum expected loot to not get the morale debuff.

Sybot
Nov 8, 2009

Bloody Pom posted:

That said, I think the general consensus within the Anbennar community is to save the longer/more difficult expeditions for when you already have your economic base set up and are up to date on tech. Something to spend your mana on while your holds are busy digging deeper.

Agreed, it's a lot easier to stop and delve when you aren't stuck in the early game where every point of mana you risk could mean losing out on a crucial tech before a war. Then you have expeditions that last multiple years, which could leave you stuck when you're supposed to be moving towards your target hold but you can't migrate or you lose the province.

MonsieurChoc posted:

I loooove expeditions, but I wish they still had the %chance of positive/negative outcomes for the choices that were displayed during the testing phase on the bitbucket version.

That sounds like a really neat feature, but I kind of prefer it this way. It reduces the kind of frustration you get when you roll a known 80% chance but hit the 20% instead.

Xerophyte posted:

You can also run out of supplies and lose a max-supply expedition if the duration is Long, and Long expeditions take 5+ years. Failed expeditions just eat all the time, manpower, gold and points you sunk into them, and then have to be restarted from scratch. Early game expedition failures can be crippling.

This is the bit that bothers me most about the mechanics. As there's no way to influence an expedition in progress it is far too easy to throw away everything you invested if you misjudged your starting stats, or just rolled very badly on the events. As thematic as that is, it is still frustrating.

Sybot
Nov 8, 2009
Chapter Two: From Hold to Hold
1449-1465



The Blackbeard Cartel's full strength

Blackbeard returned to the cartel camp with his heart hardened. He had no idea why was Balgar was so resistant to the cartel being allowed to pass through his lands. Conflict between fellow dwarves was unthinkable. Perhaps thousands of years of isolation had driven the garnet dwarves mad, or the king had delusions of reforming the Aul-Dwarov. In his command tent he looked at the Diamond once again and got to work.

Lieutenant Drominarsaraor was ordered to assemble the full armed strength of the cartel. A punitive expedition was needed to ensure that the remnants knew that their time was past.


Battle outside Ovdal Lodhum

Cartel sappers blasted through the barricade on the railway, and found no resistance. The garnet dwarves had pulled back to the junction leading into their hold, and that chokepoint was where they made their stand.

Dwarf fought dwarf, long-distant cousin against cousin, and flags bearing the Black Weave and the Garnet Heart fluttered amongst each other in the melee.

In the end, the mithril war golem was used to punch a hole in the defensive lines and cause a general rout. Hundreds of dwarves on both sides lay dead or dying, while the routed defenders retreated into the hold interior to force the cartel to besiege it. Those defenders who were captured were brought in for interrogation and it became increasingly clear that it wasn't just rage and madness that was pitting them against their brethren. All they could talk about was a great loss, and the death of love.

A Dwarven Hold gives a combat bonus of 2 to the defender. Unfortunately for Ovdal Lodhum, that doesn't overcome a numerical and technological advantage.


Ovdal Lodhum is forced open

At the entrance to the hold was a labyrinth. Once named the 'Tunnel of Love', it was a place where dwarven couples could lose themselves with one another and find quiet away from the bustling holds. In ancient times, couples from across the Dwarovar would visit.

Now it was a deathtrap.

As cartel scouts plied its tunnels, they found mounds of scorched and crushed orc and goblin bodies. This brought about some much-needed caution, and they narrowly avoided getting killed by the traps that had been set in the labyrinth, or the mechanisms that would pour boiling pitch on invaders.

Blackbeard considered the problem. Storming the hold would cause unacceptable casualties. Luckily, there was another solution. The war golem was used as the vanguard to trigger the traps. It was slow going, but eventually the cartel forces passed through the labyrinth and through the main gate of the hold.

You don't want this to happen to you. When a hold is successfully sieged, it gets a 'damaged hold' debuff that needs to be cleared by spending money and mana, with increasing costs the more developed the hold is. Every hold should have a fort, even if only a basic one that can hold out a couple of siege ticks until relief arrives.


The humiliation of Orcrend

When the cartel forces broke through the main gate, they were met with an unexpected sight. Not just the thousands of surviving garnet soldiers, but countless civilians were gathered in the great square that lay just inside the entrance. At one time it would have been a place for lovers to congregate, but now it looked like in contained all of Ovdal Lodhum, intending to make their final stand.

The strangest thing was a statue stood at the centre of the square. It wasn't of a dwarf, but a human. In front of it, King Balgar stood defiant against the invaders.

Things slotted into place for Blackbeard, as he recognised the man memorialised in stone. He ordered his forces to hold, and called again for parley. He and his retinue were met by Balgar, his mother the Queen Mother, and a number of other garnet dwarves.

This time, Blackbeard opened negotiations with an offer of his sincerest condolences for the death of Gerin Orcrend. The man had been a legend, with thousands of orc kills to his name and rumours that he had survived battle against Dookanson himself. However, he had disappeared into the Dwarovar decades ago during the chaos of the Greentide and was presumed dead.

Balgar's anger faded, and was replaced by a deep sorrow etched onto his face. He explained the rest of the story. Gerin had adopted him and married his mother after his father had been slain, and had been welcomed into Ovdal Lodhum. There, the inhabitants had grown to love him like one of their own and eventually made him king despite being a human. His stories of the Greentide sweeping out of the mountains, the fall of Khugdhir, and the sheer power displayed by the Dookanson had given the impression the rest of the world was besieged in the same manner as the dwarven holds leaving the idea of a whole company of reclaimers as unthinkable. His death had broken something in the people of the hold, and now they sought a way to repair their hearts in the caverns beyond their walls.

There is a lot of story in Ovdal Lodhum, it is a recommended play if you want to be a remnant hold.

Despite finding some common ground, negotiations were still fringed with anger. Thousands had died, and Balgar still disputed Blackbeard's right to traverse the Dwarovar and claim a hold. When Blackbeard produced the Diamond Gem, the Queen Mother almost spoke up, but Balgar stopped her before she could get out her words.

In the end, the superior negotiating position of the cartel won out. They were able to get Balgar to sign an acknowledgement of the Blackbeard Cartel's rightful possession of the Diamond of Arg- Ôrdstun, as well as allow them and associated merchants free passage along the Argrod rail line and provide monetary reparations for the cartel's losses.

The optimal thing here would have been to vassalize them, but I'm not here to be too gamey.


The most unusual member of Blackbeard's retinue

As the cartel departed from the vicinity of Ovdal Lodhum, they were left with the warning that all orcs and goblins were to be purged. No such creature ought to be tolerated in dwarven territory. Despite years of fighting against both, Blackbeard couldn't entirely agree with that outlook. It was true that the hostile ones needed to uprooted, but there were many secrets within the Dwarovar and not all of those lay within the hands of dwarves.

This was affirmed when the cartel encountered the Breakbeard tribe. They were a minor group of goblins that had settled in small cavern and built it into a miniature hold, and even turned to a form of ancestor worship similar to the dwarven religion. As they didn't present an immediate threat Blackbeard was willing to negotiate with them for information, and during that time a goblin by the name of Dolin insisted on signing up, saying that he was eager to see more of the world beyond his walls. He brought with him much needed experience in building actual structures underground, something that was sorely lacking in the mostly surface-originating members of the cartel.


And thus he spoke "Auirus"

Throughout the journey, Blackbeard sought out any knowledge that they were able to uncover. He studied ancient runes whenever he had a moment's peace from the administrative workings of the cartel. And yet, when faced with a rune that he had no idea how to pronounce he still had to take a stab at it. As luck would have it, everyone in attendance of the study session agreed that he had pronounced it correctly.

This event gives you several identical options. Hope you are good at guessing, or you get a stab/prestige hit instead.


The occupiers of Verkal Skomdihr

The next major obstacle on the path west was much more ramshackle than the barricade the garnet dwarves had set up. The scouts were driven off by packs of goblins who looked like they were setting up a permanent settlement along the rail line. Consulting ancient maps, it was determined that the goblins were probably squatting in the lost hold of Verkal Skomdihr. Even if the cartel managed to fight their way through the barricade, they could not allow a hostile horde to lurk behind them building strength and occupying ancient dwarves homes. Plans were drawn up to attack.

Monstrous nations, i.e. orcs, goblins, trolls have powerful CBs against non-monstrous nations, and vice-versa. Indulging in such CBs makes it harder to remove monstrous status.


The goblin rearguard is crushed

Battle was joined in Verkal Skomdihr, and the goblins were roundly crushed in surprisingly short order. Initial reports had said that the goblins outnumbered the dwarven forces, but the bulk of them were nowhere to be seen. Finally, as Blackbeard joined a scout team poking their heads out onto the surface, seeing natural light for the first time in years, the reason became clear.

The Deepwoods, an ancient woodland infused with fey magic, had encroached to the very doorstep of the hold. More than twenty thousand goblins had marched into the trees, perhaps intending to ambush the cartel forces, or retake the hold after the dwarves left. However, no goblins were in sight, not even sentries. Warily, the dwarves retreated back into the hold.


Verkal Skomdihr is cleansed


Some of the cartel debated settling in Verkal Skomdihr and rebuilding the hold to use as a base for further reclamations, but Blackbeard vetoed the idea. The Deepwoods were too unsettling. He would only ever return here if he had a safe home, far away from that fey canopy, to return to should something emerge from that treeline. The horrors of the caverns were something dwarves were used to, but not the horrors that could come from an alien realm like that forest.

The remainder of the goblins squatting in the hold were driven out, earning a good deal of loot and weapons in the process, and the cartel soldiers returned to camp to continue the rolling move towards the western holds.

We get a nice little bonus for clearing out this pack of goblins, but since we still have a long way to go before we settle down it strategically ends up more to Ovdal Lodhum's advantage than to ours.


The introduction of clockwork crossbows bolster the cartel's combat power

Development of military technology continued apace, with a combination of lost dwarven tactics and news from the surface of innovations within the Empire brought about a steady improvement to the quality of the cartel's forces.

This is a good time to talk about racial militaries. As you can see from the technology, as dwarves we get unique units. Most races are in one or more unique tech groups that mean that each race gets units that are customized to their style of warfare. In our case, ours are more defensive.

Additionally, each race gets a set of bonuses that more clearly define where their specialization lies. Dwarves specifically get worse navies, worse cavalry, worse manpower recovery, but in return are much better at sieges, holding against shock damage and artillery. Sadly we won't be seeing any of the latter for a while.



An influx of pioneers join the cartel

The regular trade with the surface was seeing an increasing influx of dwarves joining from across Cannor, as news of Blackbeard's exploits spread. It was far from the only adventuring company to catch the eye of the public back in Silverforge, but news of the acquisition of the Diamond made Blackbeard by the most talked-about dwarf since the reclamation began. On the other side of the coin, the new settlers arrived impatient to settle down, complaining constantly about the conditions within the camp and eager to find a proper, solidly built home to populate.

We get a colonist, but can't use it until we're ready to settle down. This will help us once we do arrive, at least.


Death can strike suddenly underground

Tragedy struck the cartel when Lieutenant Drominarsaraor was killed during a hunting trip out in the caverns. His skill as the frontline commander of the cartel's forces would be sorely missed, and all the work that Blackbeard had put into making him a worthwhile successor should the worst happen had been wasted. There was much debate and jockeying for power among the factions within the cartel as they sought to install a replacement sympathetic to their causes, but Blackbeard sidestepped all of them by elevating a promising young dwarf who had shown magical potential, by the name of Balin sil Ballgarionn. His reasoning was that the cartel now had a wide range of experience across the military, diplomatic, and administrative fields, but it did not have any true access to magic. Building a proper mage guild within the cartel would be Balin's task during his time as second-in-command.

This is interesting. There are a few ways to get a mage in charge of your nation, and this is one of them. Unfortunately, we can't interact with the ruler magic mechanics while they remain an heir, and Blackbeard still has another 100-ish years in him.


An uncertain direction

The cartel was continuing to grow in numbers, and the pressure was mounting on the administration to deal with the population, the economy, and the military all at once. It was coming to the time when a proper direction for their future would need to be selected, but Blackbeard refused to come to a decision until they had settled in a hold.


An expedition returns, but only with enough to cover costs

Expeditions continued to plumb the depths of the Dwarovar as the cartel steadily pushed west, although none of them were as dramatic as the first major one that brought back the Diamond Gem. An excess of caution in some cases meant that the amount of loot returned was less than was spent on the preparations in the first place.


Rising tension

Pressure mounted on Blackbeard to come to a decision on settling the cartel, and conflicts between the pioneers and the other factions flared up again and again. It was only Blackbeard's firm hand and the loyalty of the military that kept the cartel from fracturing and countless dwarves splitting off.


Shazstundihr, ruins of marble

The next hold that the cartel arrived in was Shazstundihr, and for a moment Blackbeard contemplated settling down and making this his capital for further reclamation. Those hopes were dashed, however, when the gates were pushed open and the state of the interior was seen. It was a ruin, moreso than any other fallen dwarven settlement they had ever seen on their journey so far. The marble constructions that made up the interior were practically dust, and the only habitable dwellings were ramshackle shacks set up by goblin squatters. It was almost as though something had caused any sign of civilization within the walls of the hold to be scoured away.

After some deliberation, the cartel agreed with Blackbeard's decision and moved on. There were still other holds to locate within the Reach.

Of course, the voters had to pick the hold that was as far as possible from the nearest dwarf adventurers…still further to go.


Innovations in cavern-dwelling

Even though they never settled in one place for long, the pioneers that had accumulated within the cartel were getting more and more experience in clearing and developing the rail lines and caverns of the Dwarovar. Such skill would be invaluable once the proper resettlement began.

One thing I like about the age objectives system in Anbennar is that there is a lot more availability in age abilities depending on your location. For example, three of those four greyed-out options are available to Cannor nations, Escann nations and members of the Empire respectively instead of the vanilla one-per-nation.


A fusion of ancient and modern dwarven culture

There was more than just discontent among the many cartel members. The steady flow of new arrivals bringing songs of the great victories being won in Escann and of the dramatic conflicts within the Empire combined with the resurrection of long-lost dwarven art and music uncovered by explorers, leading to a mingling of old and new. The cartel was comfortable enough that artists could flourish, and a new age of cultural development blossomed in the camps.


Home of the Glass Lords

After years more of trawling through caverns in the westernmost parts of the Reach, cartel scouts reported the discovery of another hold, though one infested by orcs. Blackbeard joined the party tasked with clearing the entrance, and after cutting down the orcish sentries they entered into the hold proper.

The dwarves were stunned by what they saw within. The towering central halls of the hold were ruined, but in spite of that they shone with a brilliant blue gleam. Ancient mechanisms redirected sunlight into the hold, and while they were mostly damaged and smashed there remained enough mirrors and lenses to filter a portion of the light inside and illuminate the cobalt-blue glass that adorned every structure. Even in ruins, it was beautiful.

This was Orlgehlovar, the Glass Hold, the home of brilliant glass crafters, of a university containing reams of knowledge from the ancient times, and countless laboratories and workshops where the original cobalt dwarves dove into developing their understanding of the world.


Now home to the Blackbeard Cartel

Blackbeard returned to the cartel camp and made his announcement. They had found their home.

To be continued…


Votes

There are two votes to be had this time.

First Vote:

Our first idea slot is currently sitting open, and we are highly likely to pick up the second in the next update. Please vote for two options, each from different categories below. The most voted in different categories will be selected for the first and second idea groups.

Besides game effects, this will also affect our disposition as we go forward.

Admin

A: Expansion – Reclaiming the Dwarovar is our highest priority!
B: Innovative – We have claimed the hold of science, let us begin our study.
C: Economic – A strong economic foundation is required to ensure that our hold prospers.

Diplomatic

1: Trade – A strong economic foundation can be found by engaging in trade with our brethren and the surface dwellers.
2: Influence – The remnant holds should be brought under our control to extend our influence across the Reach.
3: Espionage – We should root out those who might sabotage our new beginning, and start to build our own secret networks.

Military:

I: Quality – Dwarven warriors are the finest in the world!
V: Quantity – The dwarven diaspora should be called upon to fill our ranks with eager soldiers.
X: Defensive – A dwarf's greatest asset is the walls that they have built to protect their kindred.

Second vote:

Once the hold is officially re-founded, the government will need to be re-organized into a proper administration rather than a gaggle of adventurers led by military strength. What form should this take?

Monarchy – Blackbeard's possession of the Diamond Gem is a sign from the ancestors of his right to rule! His foresight and skill will support the hold for decades to come.
Clan Republic – Putting all faith in a single throne risks stagnation. Allowing debate and the ascendance of different clans ensures regular fresh blood in the administration.
Merchant Republic – The Blackbeard Cartel would never have made it this far without the merchants supporting it. They should be given the opportunity to lead us to a wealthy future.

So, to sum up, a vote should look like: 3V, Monarchy as an example


The vote will last 48 hours

Sybot fucked around with this message at 20:21 on Mar 5, 2023

Lord Cyrahzax
Oct 11, 2012

A2I, Clan Republic

McGavin
Sep 18, 2012

Lord Cyrahzax posted:

A2I, Clan Republic

:same:

Kanthulhu
Apr 8, 2009
NO ONE SPOIL GAME OF THRONES FOR ME!

IF SOMEONE TELLS ME THAT OBERYN MARTELL AND THE MOUNTAIN DIE THIS SEASON, I'M GOING TO BE PISSED.

BUT NOT HALF AS PISSED AS I'D BE IF SOMEONE WERE TO SPOIL VARYS KILLING A LANISTER!!!


(Dany shits in a field)
BX Monarchy

MonsieurChoc
Oct 12, 2013

Every species can smell its own extinction.
CV, Merchant Rpublic

We're gonna need money to make this work!

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!
AV Clan Republic

Just roll over everyone with a big ball of dwarf

Soylent Pudding
Jun 22, 2007

We've got people!


Lord Cyrahzax posted:

A2I, Clan Republic

This plan

e: I am bad at voting. Vote changed in next post

Soylent Pudding fucked around with this message at 01:15 on Mar 6, 2023

Kanthulhu
Apr 8, 2009
NO ONE SPOIL GAME OF THRONES FOR ME!

IF SOMEONE TELLS ME THAT OBERYN MARTELL AND THE MOUNTAIN DIE THIS SEASON, I'M GOING TO BE PISSED.

BUT NOT HALF AS PISSED AS I'D BE IF SOMEONE WERE TO SPOIL VARYS KILLING A LANISTER!!!


(Dany shits in a field)
Some people are voting for three idea groups instead of 2 as was requested
I'm telling the teacher

BraveLittleToaster
May 5, 2019
B1, Merchant Republic.

Sybot
Nov 8, 2009

Kanthulhu posted:

Some people are voting for three idea groups instead of 2 as was requested
I'm telling the teacher

It's no big deal, it's my fault for not making it clearer in the post. I've added an example vote that should hopefully do that. There's no need for people to go back and change their votes if they don't want to, I'll work something out if it causes weirdness in the final count.

NewMars
Mar 10, 2013
AI, Clan Republic

That there's my vote.

Lord Cyrahzax
Oct 11, 2012

Sybot posted:

It's no big deal, it's my fault for not making it clearer in the post. I've added an example vote that should hopefully do that. There's no need for people to go back and change their votes if they don't want to, I'll work something out if it causes weirdness in the final count.

Sorry about that! I promise to vote correctly next time

VideoWitch
Oct 9, 2012

AX, Clan Republic

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

AI:Monarchy

Poil
Mar 17, 2007

C3, Republico (clan)

I'm so smart I thought we were supposed to vote for two idea groups in each category. :downs:

ChaseSP
Mar 25, 2013



Lord Cyrahzax posted:

A2I, Clan Republic

GunnerJ
Aug 1, 2005

Do you think this is funny?
BX, Clan Republic

Aesculus
Mar 22, 2013

BV, Monarchy

Expansion is kind of a trap option for dwarven remnants, I feel. Sure extra colonists sound great, but it's usually really hard to afford them when starting off as a one province hold, and the dwarvorar usually gets colonized quickly enough by the AI that by the midgame you'll be sitting on 3 colonists with nothing to do. That, and only being able to colonize adjacent provinces meaning you'll never be able to use all your extra colonists anyway unless you really want some worthless caves that spawn a 10k native stack every month.

Average Lettuce
Oct 22, 2012


BI, Clan Republic

Hiveminded
Aug 26, 2014
BI, Monarchy

Expansion is very much a trap. It'll saddle us with more colonists than we'll be able to fund with our weak early economy, and more colonies than we would be able to defend against goblin and orcish uprisings and hordes. Keeping two provinces colonising at once would already maximally strain our manpower and forcelimit.

Economic and quantity would offer probably the most to us, as in this early stage we really want to be developing (a core mechanic for dwarves), raising our income/reducing upkeep, and offsetting the loss of manpower and forcelimit from transitioning out of an adventuring company into a monarchy/republic, but going for the "optimal" choice is a bit boring and unthematic. Innovative and quality will still be useful and keep to theme, even though they probably aren't ideal. Although, choosing innovative first will certainly provide some huge savings in the long-term between the tech cost and advisor cost reductions, and we'll have the highest quality non-cavalry army possible from idea groups this early on, even if it's a bit dangerously small against the huge numbers goblins can field.

ChaseSP
Mar 25, 2013



Changing to BI, Clan REpublic
Thinking on it assuming colonization is still absurdly expensive going for it off the bat is actually a trap as said earlier, economic/stronger is more value to buck typically in early game and the only reason you'd grab it early is to cut off other powers which doesn't seem like a threat at all.

Sybot
Nov 8, 2009
In a slight defence of Expansion as a option, our Adventuring Efficiency bonus pays for one colony by itself. The plan would be to spend a bit longer as adventurers and build up a proper economy before forming the hold making use of their extra income, discount on unit maintenance, and turning admin and mil mana directly into money via expeditions. Money would be tight running two colonies from the get go though, so it would still be risky.

eta:

Xerophyte posted:

Doesn't the Orlgehlovar mission tree have Opinions on what sort of government you should be? I vaguely remember it forcing a particular approach, but I could be confusing it with one of the (multiple) other dwarf holds whose MTs do that.

I just took a look and you are correct. This is partially on me for not deeply investigating the tree myself before starting up the LP. I'm mostly blind as to what it contains.

However, it doesn't look like any of the government choices will break the mission tree, so I am happy for the vote to continue and let the narrative deal with the fallout.

Sybot fucked around with this message at 23:35 on Mar 5, 2023

Xerophyte
Mar 17, 2008

This space intentionally left blank
Doesn't the Orlgehlovar mission tree have Opinions on what sort of government you should be? I vaguely remember it forcing a particular approach, but I could be confusing it with one of the (multiple) other dwarf holds whose MTs do that.

I don't think Expansion in the Dwarovar is necessarily wrong. There's value in painting in more stuff faster early on, especially with the enormous administrative efficiency malus you can get when settling adventurers early. It's definitely an idea group that you will be switching out of in a few decades, and it's more beneficial in regions where there's more to settle than the Serpentsreach, where Orlgehlovar is.

Aesculus
Mar 22, 2013

Comedy option: Monarchy, but have Blackbeard abdicate to his powerful mage heir ASAP, and then have the mage-king become a lich-king of a magocracy raising undead armies to solve our manpower problems :unsmigghh:

SIGSEGV
Nov 4, 2010


A2, Clan Republic.

Arioch
Oct 6, 2018
BI, Clan Republic

Soylent Pudding
Jun 22, 2007

We've got people!


Considering the chance expansion is a trap option, let's go
BI, Clan Republic

I still think we should eventually go for influence to try and vassalize and diploanex other holds if that's a feasible expansion path.

MonsieurChoc
Oct 12, 2013

Every species can smell its own extinction.

Aesculus posted:

Comedy option: Monarchy, but have Blackbeard abdicate to his powerful mage heir ASAP, and then have the mage-king become a lich-king of a magocracy raising undead armies to solve our manpower problems :unsmigghh:

We'll get an undead dwarf hold at some point!

There's Dak the goblin lich far east.

Jossar
Apr 2, 2018

Current status: Angry about subs :argh:
B1, Merchant Republic

KYOON GRIFFEY JR
Apr 12, 2010



Runner-up, TRP Sack Race 2021/22
BX and a Monarchy

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idhrendur
Aug 20, 2016

XC, whatever government the missions imply we should have

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