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In Progress [LP] Lord Captain, you've served your time in Hell! Codex plays Lords of Infinity, a text RPG of Politics and Warfare

Kalarion

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Messages
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Strap Yourselves In Codex Year of the Donut Shadorwun: Hong Kong BattleTech Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I helped put crap in Monomyth
1) Now's the time to end it! I take the roadsmen camp by storm!

Soldiers? Turned to brigandry?! They could have come hat in hand and I would gladly have voted to beggar our estates and drain our fortunes dry in giving aid and succor! Instead they turn their rifles and their training, the gifts of Tierra (deadly gifts and bitter, it is true), upon their own? Beatings, robbery, and murder. For what?!

 
Joined
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Messages
1,832
Now's the time to end it! I take the roadsmen camp by storm!

You wait for the right moment, counting the seconds as you watch the roadsmen prepare and fire off another volley.

Now! While they're reloading! You step out into the open, sabre held high. "Houseguard!" you cry. "Charge!"

Your men follow you as you rush forward, roaring at the top of their lungs as they tear across road and brush like a single enraged creature.

The next thing you know, you're at the abatis, hacking furiously at the barrier of branches and brush with the blade of your sabre. Your men are with you, some chopping at the obstruction with axes, others prying loose sections with the butts of their muskets or simply ripping out boughs of dead wood with their bare hands. They know as well as you do that you must get through before the enemy reload, and so do they. You can hear them shouting frantically as they work their ramrods, just half a dozen paces away. Some of your men fire back as they can, but their volley has little visible effect. Your enemies are behind stout cover, whereas you and your men are out in the relative open. If you're caught by a volley here…

But there's no chance of that now! You're through. You push the last stubborn branch out of the way as you shoulder past the abatis, three of your tenants following you. There are others too, breaking through just a moment after you do, crashing through the remnants of the barrier until it is no more than a broken levee being toppled by a tide of furious, screaming men.

After the branches and brambles of the abatis, the waist-high log barricade is almost child's play. With two steps, you're past it, and face to face with a knot of scruffy roadsmen, their eyes wide with fear as you lead your men over. Some try to resist, swinging the butts of their yet-unloaded muskets like clubs. Others reach for knives or pistols. But there are too many of you through now. Those who resist are quickly beaten down with pistol butts and boots and bare fists. You see one raise a blunderbuss, only to be neatly transfixed by a wild-eyed tenant armed with no more than a pitchfork.

It is only when you hear the stricken roadsman's death rattle that you notice the absence of any other sound save the pounding of blood in your ears and the rhythm of your own heavy breathing. Those brigands still on their feet have their hands up in surrender, their weapons lying at their feet.

It's over.

---

There's little time to celebrate your victory. Much still remains to be done.

The surviving roadsmen are a ragged, ill-favoured lot. There are only maybe a dozen in all. Without their weapons, they're almost pathetic figures, scrawny to the point of starvation, with unkempt beards and dressed in a ragged motley of yeoman's broadcloth and the patched remnants of soldiers' uniforms. It seems almost ludicrous that this knot of hungry ruffians has held your entire barony in terror for almost the whole of the summer.

But the acts they have committed are very real. They have robbed, they have murdered, and it is quite likely that the King's justice will deliver them to a hanging for what they've done.

But before the royal courts can deliver judgement, you must deliver your prisoners to them. You assign Saundersley to the task and ask for volunteers to act as escort. You get no shortage of eager replies. It would seem that after this morning, more than a few of your men would rather get as far away as possible from the sight of trees and the smell of powder.

And you have no doubt they have other reasons for wanting to leave the village behind for a while…

---

Your total losses come to six wounded and three dead. For a battalion of foot or a squadron of cavalry in Antar, that would have been a light price to pay for a victorious skirmish.

For many of those in your fief, who haven't seen war or plague or famine for nearly a hundred years, it is the worst tragedy they've seen in a generation. The whole village is in grief over the cost of your victory, and although they do not say it, you can see well enough that more than a few place the blame on your shoulders. After all, it was you who embodied the Houseguard, who led them out to fight, who led them out to die.

Maybe you could have done something differently, but it's too late to consider that now.

Men will praise you outside your fief, of course. At least there, matters will be placed in a proper perspective. "Brave Lord Ezinbrooke!" folk in Aetoria will say when they hear about what happened here. "Didn't cry for help. When he saw the problem, he handled it himself! Damned good fellow!" The tenants of your fief may wail and weep and sling blame, but such things are of little concern to you.

They are simply the price of victory.

---

With the roadsmen gone, your Houseguard disbanded, and the roads open once more, things return almost to normal with a surprising rapidity. Your tenants throw themselves into the work of the harvest with a focus and intensity which do them remarkable credit, especially considering all they've gone through this past season—or perhaps because of it. They set out with their produce, bound for market with a look of fierce, quiet pride on their faces. It is a countenance the likes of which you've seen before, on the faces of soldiers who have faced the worst the foe had to offer and survived, a mask of defiance not just towards the vanquished foe, but to the whole of creation. A boast that one has survived the worst, and no further hardship might ever faze them again.

You do not begrudge them the privilege; they have earned it.

That year's High Harvest proves to be a memorable one. Its decorations and accoutrements are no less grandiose than the last, and there is no great increase in attendance, and no famous guest of honour, either. Yet your tenants seem to throw themselves into dancing and feasting and drinking with a raw-edged ferocity. Even the music sounds more brazen and aggressive than usual. Perhaps it too is a look of defiance pointed at the world, a show that your people have endured despite all the tribulations of the past few months. A show that they're ready for whatever comes next…

…and that they will not be broken.

---

The opening of the roads brings something else with it, too.

A few days after the High Harvest, the Intendancy courier arrives, laden as usual with his pouch of letters, reports, bills, and back copies of the Gazette.

It is this last part of his burden which you seize upon most eagerly. You've heard little of the wide world outside your fief these past few months. The roadsmen cut you off from the flow of information just as thoroughly and violently as they cut you off from passage of commerce. Only the barest and vaguest rumours and innuendo managed to slip through, and those could obviously not be credited as reliable.

So, it is with some anticipation that you set the stack of back copies on your desk and begin to go through them.

They do not make for comforting reading.

The news from Aetoria is none of it good.

The harsh winter which struck your own lands at the end of the year previous had done far worse to the city of Aetoria. Many, made destitute by the war taxes and thrown out of their homes, had little with which to shelter themselves when the greatest winter storms in a generation bore down upon them. It was said that the dead choked the streets, as if after the aftermath of a battle, too many to be moved before they were covered by the snow. It was only when spring came that they could be dug out, recovered, and tallied.

In a back issues of the Gazette, you find an accounting of the dead. It's higher than the number of men lost at Noringia, Blogia, and the Second Battle of Kharangia combined.

It is in the wake of such great mortality that the year's Cortes opened, with the whole of city still stinking of the funeral pyres. With such a reminder, the Duke of Wulfram and his supporters had pushed for the adoption of his budget with a renewed vigour, calling once again for an end to the war taxes. For the whole of the summer, the city had been in a tumult, with those in support of the King doing their utmost to maintain their primacy while supporters of the Duke of Wulfram's party did all in their power to persuade those lords still undecided to join them. It wasn't until nearly the very last session that Wulfram took the floor and presented his budget for a vote once again.

Only this time, he won.

It was by the very narrowest of margins, barely half a dozen votes, but the majority decision was clear. Wulfram's budget had passed—

Until the King ordered it vetoed.


---


CHAPTER IV
In which the LORD OF THE CORTES
considers the FORTUNES of his HOUSE

and of the UNIFIED KINGDOM.


The news from Aetoria is none of it good.

The harsh winter which struck your own lands at the end of the year previous had done far worse to the city of Aetoria. Many, made destitute by the war taxes and thrown out of their homes, had little with which to shelter themselves when the greatest winter storms in a generation bore down upon them. It was said that the dead choked the streets, as if after the aftermath of a battle, too many to be moved before they were covered by the snow. It was only when spring came that they could be dug out, recovered, and tallied.

In a back issues of the Gazette, you find an accounting of the dead. It's higher than the number of men lost at Noringia, Blogia, and the Second Battle of Kharangia combined.

It is in the wake of such great mortality that the year's Cortes opened, with the whole of city still stinking of the funeral pyres. With such a reminder, the Duke of Wulfram and his supporters had pushed for the adoption of his budget with a renewed vigour, calling once again for an end to the war taxes. For the whole of the summer, the city had been in a tumult, with those in support of the King doing their utmost to maintain their primacy while supporters of the Duke of Wulfram's party did all in their power to persuade those lords still undecided to join them. It wasn't until nearly the very last session that Wulfram took the floor and presented his budget for a vote once again.

Only this time, he won.

It was by the very narrowest of margins, barely half a dozen votes, but the majority decision was clear. Wulfram's budget had passed—

Until the King ordered it vetoed.

---

The royal veto is supposed to be an emergency power, one only used in a time of greatest crisis, a time when the majority of the Cortes might have proved subverted by some outside force, or mutiny, or something otherwise understood to be against the interests of the Unified Kingdom. Edmund II had used it once, to great controversy. Alaric Spitfire had done the same. At the height of the war in Antar, the current King had done so, to give the Duke of Havenport the time he needed to secure victory against Prince Khorobirit.

No king has used it twice in his reign. Not until now.

It is a blatant overreach of royal power, a violation of the very covenant betwixt King and Cortes—says one commentator in a paper you know to favour the Duke of Wulfram. It's a necessity to preserve the dignity and rights of the Crown—says another, in the staunchly Royalist Aetoria Gazette—for only the King through his Chancellor of the Exchequer ought to have the power to present a budget.

Neither side seems to have any will to admit the merits of the other's arguments. Words like "traitor" and "tyrant" and "enemy of the Crown" flow off the pages like water. Aetoria is divided into two camps, and those who do not choose one side or the other seem only to attract the scorn of both.


1) One can only hope that cooler heads will prevail.

2) With the realm in such dire crisis, how can I remain here?

3) Perhaps one could find a way to profit from such events?

4) I chose wisely to avoid that viper's pit.

[This is a choice of sentiment, not action - you will not immediatelly fuck off to Aetoria if you pick option 2

Anyway, note the changes to our reputation and the Barony's stats now that the roadsman crisis has been successfully dealt with.]


As of the Autumn of the 615 of the Old Imperial Era:

Sir Alaric d'al Ortiga, Baron Ezinbrooke
Captain, Royal Dragoons (half-pay)
Age: 27

Current Funds: 51 Crown
Debts: 10660 Crown

Bi-Annual Income (Personal): 135 Crown
Bi-Annual Estate Revenues: 260 Crown

Bi-Annual Estate Expenses: 350 Crown
Bi-Annual Interest Payments: 107 Crown

Total Net Income (Next Six Months): -62 Crown


Soldiering: 70%

Charisma: 41%

Intellect: 9%


Reputation: 46%

Health: 62%


Idealism: 60% ; Cynicism: 40%

Ruthlessness: 42% ; Mercy: 58%

You are a Knight of the Red, having the right to wear Bane-hardened armour and wield a Bane-runed sword.

Friends and Associates

Javier Campos: Colour Sergeant, the Royal Dragoons.
(Born 583 OIE)

Victor d'al Reyes: Eldest son of Baron Reyes. Major, the 8th Regiment of Foot. Formerly Commander, the Experimental Corps of Riflemen. ~Lost arm at Blogia~
(Born: 583 OIE)

James d'al Sandoral: Captain (half-pay), the Royal Dragoons.
(Born 592 OIE)

Efraim Saundersley: Solicitor-on-Retainer to the House of Ortiga.
(Born 570 OIE)

Octave d'al Touravon: Baron Touravon, Father of Alisanne d'al Touravon.
(Born 556 OIE)

Enemies

Hiir Cassius vam Holt: Takaran Ambassador to Tierra. Eldest son to Richsgraav vam Holt.
(Born 527 OIE)

Eleanora d'al Welles: Countess Welles. Proponent of Military Reform. Friend to Isobel, the Princess-Royal. ~Died at Blogia~
(Born 587 OIE)

Ezinbrooke, a barony within the Duchy of Cunaris, possessed of 130 rent-paying households.

Respectability: 39%

Prosperity: 48%

Contentment:
37%

Manor...

…Being a country house of middling size in very poor condition. encompassed by a low stone fence in a state of much disrepair. Outbuildings include stables, coach house, and guard house, all in exceptionally poor condition.

Interior consists of eighteen rooms, including six bedrooms, a kitchen, a library, a small ballroom, a dovecote and a gun room.

Estate and Grounds...

…Being a barony of middling size, composed of a manor house, market village, and surrounding fields and hinterlands. It is located a week's ride west from the city of Fernandescourt, a journey rendered easier by the fine state of local roads.

The village of Ezinbrooke is a small hamlet, possessed of a traveller's inn, a publick house, a somewhat worn shrine to the major Saints, and an open market square. The surrounding cottages are few in number but of excellent condition, having recently been repaired and refurbished. Fields bound the village on all sides, and all available land is under cultivation.

Bi-Annual Estate Revenues
Rents:
260 Crown

Bi-Annual Expenditures
Estate Wages:
150 Crown
Food and Necessities: 75 Crown
Luxuries and Allowances: 75 Crown
Groundskeeping and Maintenance: 50 Crown
Other Expenses: 0 Crown

Total Balance: -90 Crown
 
Joined
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Messages
1,832
I'm glad the crisis is over. I was running out of apropos RULES OF NATURE meme animal videos to post. But its good to see our boy finally do something right, and to such an effect (quite sure that we got the highest success variation of resolving the roadsman scenario with force.)

And I think we can all agree that Alaric has demonstrated both the steadfast spirit of a rabies-ridden raccoon, and the fearsome ferocity of a gallant goose goon.
 

Kalarion

Serial Ratist
Patron
Joined
Jan 30, 2015
Messages
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Location
San Antonio, TX
Strap Yourselves In Codex Year of the Donut Shadorwun: Hong Kong BattleTech Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I helped put crap in Monomyth
1) One can only hope that cooler heads will prevail.

A war of a dozen years, and now the prospect of brother shedding the blood of brother looming on the horizon? Tierran patriots and brave soldiers, turned to mere brigandry, murder and destitution? Dark times indeed.

Yet... our Homeguard did us - and themselves - proud. They rightly hold their heads high. We, at least, will do our best to remain a small holdfast of quiet, security, pride and humble strength.
 

Endemic

Arcane
Joined
Jul 16, 2012
Messages
4,478
Seems our barony fared much better than the rest of the kingdom...

1) One can only hope that cooler heads will prevail.
 
Joined
Nov 29, 2016
Messages
1,832
Autumn, 615 OIE

The Kian Ambassador suggests a treaty by which the crown may be allowed to levy price controls on Kian grain imports, in exchange for certain trade concessions and other diplomatic advantages. While supporters of the King tout the proposal as a potential means of reducing the cost of the annual grain subsidy and therefore the deficit, many—including much of the Duke of Wulfram's party—allege that accepting such a treaty would be effectively mortgaging away the Unified Kingdom's sovereignty to a foreign power.

Summer, 615 OIE
The Duke of Wulfram again presents his budget to the Cortes. This time, it almost passes, much to the consternation of the supporters of the King in the Chamber. The King is obliged to use his royal veto to quash the motion, the second time he has had to do so in his reign—something without precedent in Tierran history. Undeterred, Wulfram vows to rally his supporters and present the budget again the next year.

Driven to desperation by the increasingly dire economic situation and beyond any hope of relief, thousands turn to brigandage, roaming the countryside in armed gangs, robbing groups of travellers and looting market caravans. Certain particularly audacious groups—usually made up of former soldiers—go so far as to hold isolated communities for ransom. Overstretched and underfunded, the Intendancy struggles to reply to every local crisis.

Spring, 615 OIE

The Duke of Wulfram once again announces his plans to present a budget without the assent of the Crown in the upcoming session of the Cortes. This time, he is believed to have the support of much—if not the majority—of the chamber.

Winter, 614 OIE

Tierra suffers its hardest winter in thirty years. For the tens of thousands of homeless vagrants and and Antari refugees caught in the open, it is an almost certain death sentence. The Orders of the Blue stretch themselves to the breaking point to offer aid, but by the end of the winter, the country roads and city streets of the Unified Kingdom are choked with frozen corpses.

Autumn, 614 OIE

The Count of Leannejouwe, a veteran diplomat, arrives in Aetoria as an envoy from the Kian Emperor and his Grand Staff, with the stated mission of establishing and maintaining a permanent embassy in Tierra. Some speculate that this move is intended to counter the recent establishment of a permanent Takaran embassy, another move in the deadly game betwixt the two great powers.

Changing fashions in the capital create a sudden demand for cotton and linen, offering some relief to a Tierran textile industry hard hit by the end of the war.

Summer, 614 OIE

During the first session of the Cortes, the Duke of Wulfram proposes a budget which calls for the reduction of the King's Army, an end to war taxes, and a moratorium on spending for the next five years. He does this without the King's approval, an unheard-of act of defiance against the Crown's authority and conventions of the Cortes. It is defeated on the Cortes floor—by a narrow margin.

The first session of the Army Reform Commission meets in Aetoria. Comprised mostly of veteran army officers, the commission seeks to use the lessons learned from the War in Antar to reform the King's Army into a more effective force. Already, voices in the Cortes are denouncing it as a wasteful expenditure in a time of fiscal crisis.

Spring, 614 OIE

With the arrival of spring, many groups of Antari refugees take to the countryside in search of work. Many find themselves met with hostility by distrustful locals, who fear that their lords may evict them from their plots to replace them with the Antari.

Faced with worsening brigandage in the country, increasing poverty and unrest in the cities, and widespread political opposition to his plans for reforming the army, the King calls his Cortes to draft the year's budget and hopefully strike a compromise with the Duke of Wulfram's increasingly powerful faction.

Winter, 613 OIE

Destitute veterans and war refugees from the War in Antar become common sights on the streets of Tierran towns and cities, joining those impoverished and rendered homeless by the Crown's high taxes. Shunned by many communities, thousands freeze or starve to death through the winter. In desperation, some turn to theft or brigandage to survive.

In Tannersburg and in Aetoria, the Duke of Wulfram organises a relief programme to bring food and warm clothing to the worst affected. Despite the best of intentions, it seemingly does little to alleviate the problem.

Autumn, 613 OIE

The draft peace treaty is quickly ratified by the Cortes. The League Congress similarly agrees to the draft after a "mere" nine weeks of deliberation. The war between Tierra and Antar is finally over.

With the end of the war, the Royal Tierran Army is drawn down from wartime strength. The Houseguard regiments are disbanded into their component forces, and the permanent regiments are placed on a peacetime footing, leaving tens of thousands of officers and men without work, or on half-pay.

Displaced by the terms of the peace settlement and the vagaries of Antari politics, hundreds of thousands of Antari serfs leave (or are removed from) their homes. Many head for Tierra in hopes of rebuilding their lives.

Summer, 613 OIE

The news that the Crown's war taxes will be retained for at least another year triggers widespread demonstrations and disorder in major cities throughout the Unified Kingdom.

For his crucial role in winning the pivotal Second Battle of Kharangia, Sir Louis-Auguste d'al Palliser is awarded a victory title by the King. He is now Viscount Palliser of Kharangia.

The Tierran delegation to Antar, headed by the ailing Earl of Leoniscourt, reports that a peace agreement with terms generally in Tierra's favour has been drafted. Copies are sent to the Tierran Cortes and the Antari League Congress for ratification.

Spring, 613 OIE

Under Takaran mediation, peace negotiations betwixt the Unified Kingdom of Tierra and the League of Antar continue. A draft treaty begins to take shape.

Confident that an official end to the war is soon to be at hand, Grenadier Square begins the return of the King's Army's regiments from Antar.

Sporadic publick demonstrations against the Crown's war taxation continues in Aetoria and Tannersburg.

[Tie-roll die-roll goes to 4-roll roll roll roll vroom vrooom wvrooooosh (I'm driving a batmobile btw) vroooooooooooooom pshhh dakadakadakadakadakadaka (that's the integrated autocannon firing) vroooooooo- chk-chk kaBOOOOOOM (heat-seeking nuclear-missile rocket-bombs!) vroooooosh vrooooom, etc]

I chose wisely to avoid that viper's pit.
It seems like almost an absurdity to think that little more than a year ago, you were idly considering your prospects in Aetoria. Worse yet, for a little while, you had actually encompassed the idea of returning to the capital to take your seat in the Cortes.

There's damned little chance of that now, for sure. Given what you know regarding the conditions in the city, it would take two good teams of horses pulling in shifts to drag you back. Where some may see opportunity in the divided Cortes or a means to rise to power or influence in the buffeting currents of the current dispute betwixt Wulfram and the King, you can only see danger. True, a select few may prove smart or lucky enough, or simply unscrupulous enough to make out of that situation to their advantage, but you do not credit yourself any of those things. For one such as you to try your fortune in such a time and place is likely to serve you nothing but to lose it.

No, better to remain where you are, where you're safe from such commotions. The storm will blow itself out, the opposing parties will come to a compromise, as they always have. If such a resolution requires casualties, if the good of the realm should require that one minor lord or another be thrown to the wolves or sacrificed in the name of expediency, then so be it. You will content yourself with knowing that you will not be he.

You have more pressing matters to deal with. Winter is soon to be at hand once again, and with the harvest come in and the rents due, you must turn your attention to the management of your fief.

---

By your reckoning, your fief has attracted 7 new rent-paying households over the past six months. Unfortunately, you have also lost 5 households, who have chosen to leave your fief out of dissatisfaction with your policies and decisions.

In addition, Your fief's relatively low rents allow your tenants some measure of surplus coin, which invariably offers some small increase to prosperity and contentment. The repairs to your home are now complete as well, The broken windows have been repaired, the old staircase reinforced, and the most worn parts of the structure have been replaced entirely.

While the seat of your barony remains rather plain, it no longer carries with it the air of a dilapidated half-ruin, which will certainly do some good for your fief's respectability.

---

Ezinbrooke, a barony within the Duchy of Cunaris, possessed of 132 rent-paying households.

Respectability: 48%

Prosperity: 49%

Contentment:
38%

Manor...

…Being a country house of middling size in good condition, but of very rustic appearance. encompassed by a low stone fence in a state of much disrepair. Outbuildings include stables, coach house, and guard house, all in exceptionally poor condition.

Interior consists of eighteen rooms, including six bedrooms, a kitchen, a library, a small ballroom, a dovecote and a gun room.

Estate and Grounds...

…Being a barony of middling size, composed of a manor house, market village, and surrounding fields and hinterlands. It is located a week's ride west from the city of Fernandescourt, a journey rendered easier by the fine state of local roads.

The village of Ezinbrooke is a small hamlet, possessed of a traveller's inn, a publick house, a somewhat worn shrine to the major Saints, and an open market square. The surrounding cottages are few in number but of excellent condition, having recently been repaired and refurbished. Fields bound the village on all sides, and all available land is under cultivation.

With the latest reports taken into account, your current financial situation is as follows:

Bi-Annual Revenues
Rents:
264 Crown
Personal Income: 135 Crown

Bi-Annual Expenditures
Estate Wages:
150 Crown
Food and Necessities: 75 Crown
Luxuries and Allowances: 75 Crown
Groundskeeping and Maintenance: 50 Crown
Interest Payments: 107 Crown
Special Expenses: 0 Crown

Total Net Income (Next Six Months): -58 Crown

New Loans: 0 Crown

Current Wealth: -7 Crown
Projected Wealth Next Half-Year: -65
You will incur a negative balance within the next six months. If you do not rectify this by taking a loan immediately, you will face bankruptcy.

What do you wish to do?

[Yeah okay onee-chan ufufu~ ^^, as if there is much we can do. Can't build shit (no money,) can't pay back debt (no money,) can't buy the liquor sufficient to drink ourselves into the sort of oblivion that would render us unaware of our financial plight (no money.)

Two sets of choices do present themselves, however.]


1a) I mean to ask for a modest loan; 1000 crown, perhaps?

1b) I am in need of a sizeable loan, 2500 crown or so.

1c) I shall require a great deal of money; 5000 crown, at least.


[We cannot progress without taking on a loan. Perhaps the debt-vary individuals who voted to stretch Alaric's finances in order to avoid taking on additional credit will note the irony of this whole, like, thingymabbober.

Additionally, we can still take this opportunity to plan out one of the 4 major projects available for us - as you know, building a Wonder will instantly win us the game. A game of Age of Empires, not Lords of Infinity, but that is neither here nor there. Now I'm a bit confused (to be fair, I am confused often) as to whether or not commencing this project will prevent us from building anything else until it is completed, and I'm a bit too sleepy to look that all up in present - hopefully one of your doods knows, otherwise I'll look it up after - and if (^: - I wake up.]


2a) Yo I ain't buildin' nothin' that ain't reppin' the fiddy-five, cuuuh~ ^^

[Otherwise, reference the CAT-alogue below:]

:shitposting::shitposting::shitposting::shitposting::shitposting::shitposting::shitposting::shitposting::shitposting:

It's one thing to commit a few hundred crown and a season's labour to the improvement of a road or the expansion of your house. What you have in mind is something altogether more ambitious: a great undertaking which may well transform the shape of your entire fief and the lives of those who live within it for generations, if not centuries.

Such a project would be far from easy, of course. The material costs alone would be substantial, perhaps even overwhelming. The work of planning, organising, and finally realising such a feat would no doubt prove massively time-consuming, as well. And that's to say nothing about the way such an effort might build unrest amongst your tenants, who have more reason to resent the disruption to their lives which such a project might entail than to celebrate the potential for positive change which may not even manifest itself for years to come.

But you're committed to the idea. The costs may be great; but the potential benefits to the prosperity of your fief, the prominence of your family, and your personal fortune cannot be denied.

The only question that remains is which project, precisely, you mean to pursue.


:shitposting::shitposting::shitposting::shitposting::shitposting::shitposting::shitposting::shitposting::shitposting:

After some thought, you manage to narrow your options down to four.

The most straightforward means of increasing the prominence of your fief would be to turn it into a local centre of commerce, and you suspect you already know how that might be achieved. The route of a major canal passes not two days' ride from your barony. If you were able to secure the funds and resources needed to extend that canal to your own lands, then you would not only allow your tenants to sell their produce further afield with much greater ease, but make your own barony the primary transshipment centre for the entire region, with the inhabitants of neighbouring villages being required to come to your fief and use your canal docks if they mean to compete with your tenants.

Alternatively, instead of making your village a centre of transport, you could just as likely render it a centre of production. A manufactory, appropriately equipped to turn locally produced raw materials into finished goods, could be precisely what your fief needs to elevate it to prominence. In addition, with so many Tierrans out of work, the prospect of employment in such an establishment would surely bring you a fresh influx of tenants—and a commensurate increase in income.

Of course, the problem with either of those two courses of action is that the costs of such an undertaking would be enormous, and that any benefit one might receive from them would surely be gradual in coming. It may take years before a canal or a factory might turn a profit, decades before they're able to make good on the vast fortune you would inevitably have to expend in their establishment.

You could certainly think of easier ways to make a profit quickly, and for less investment in time and money: your fief has a considerable amount of common land, broad expanses which aren't really being put to any organised, productive use. With permission from the Cortes, you could enclose it and use it to graze sheep or cattle, deriving substantial income from the proceeds. Of course, your tenants have long considered their access to common land as something of a right. They're unlikely to respond well to any news that you intend to enclose it.

Finally, there's the possibility of using the unique regional characteristics of your fief to some use. After all, Cunaris is well-regarded for its horses, if not necessarily famous for them. If you were to establish a stud farm, you would certainly have no trouble seeking out likely animals to populate it. With some luck, you might even be able to secure a contract to provide horses for your old regiment, especially if you introduce Thunderer's formidable Takaran bloodline into your prospective breeds. or any other which might be interested.

Ideally, had you the ability and the resources, you wouldn't have to choose at all, completing one project after the other. Alas, that is quite obviously not an option. Even one such undertaking will greatly tax the resources of your fief in its establishment and upkeep. It would be folly to embark upon a second.

Thus, you'll only be able to choose to embark upon one major project. It would be best to do so carefully…


:shitposting::shitposting::shitposting::shitposting::shitposting::shitposting::shitposting::shitposting::shitposting:

2b) I think a canal would be the best option.

It would be easy to consider the extension of a canal not unduly different from the extension of a road, but after some thought, it becomes evident that such an assumption would be far from the truth.

While a road would only require a shallow bed to be dug and surfaced, a canal would have to be excavated to a substantial depth, to the point where many tonnes of earth would have to be moved simply to advance the whole of the route a dozen paces. That would only be the first of your concerns. Then there's the matter of lining the sides of the channel to prevent erosion, the installation of locks and weirs to control the water level, and the negotiation of the route with your neighbours—who may not necessarily approve of the idea of you digging a canal though their lands to benefit your own.

Even getting the necessary materials together would be a massive undertaking in itself: thousands of tonnes of timber and stone; implements of excavations large and small; hundreds of surveyors, diggers, and engineers. Actually finishing the project would require at least three or four years' worth of labour and thousands—perhaps tens of thousands—of crown.

But surely, such an effort would be worth it. Right?


:shitposting::shitposting::shitposting::shitposting::shitposting::shitposting::shitposting::shitposting::shitposting:

2c) I ought to consider building a manufactory more closely.

Regardless of the particulars, building a manufactory hall and its outbuildings would surely be a considerable endeavour. Its size alone would almost certainly make it the most expensive and expansive construction project which your fief has ever seen. Once complete, you suspect that it would dwarf even your own manor.

Yet the hall itself promises to be neither the most costly nor the most important part of the whole undertaking, for a factory without the actual mechanisms of production would be little more than an empty shell. It is the machinery which will be at the heart of the project, and it will be that machinery which will almost certainly take up the lion's share of the cost: once ordered, it shall have to be painstakingly assembled in some faraway workshop, only to be shipped in pieces to the building site. Only once it is once again assembled and workers are trained in its use can even the first manufactured product be turned out.

The whole process could take three or four years to complete. Its cost would almost certainly stretch into the tens of thousands of crown. Yet a successful manufactory will not only bring you immense profit, but provide your fief's tenants with a reliable source of work and income—and elevate its stature greatly.


:shitposting::shitposting::shitposting::shitposting::shitposting::shitposting::shitposting::shitposting::shitposting:

2d) I would like to consider enclosing my fief's common lands more closely.

In truth, enclosing your fief's common lands would almost certainly be the potential major project requiring the least expenditure of time and resources. The work of enclosing the commons itself could only be a matter of surveying and fence-building—the work of a season or two, at most. The acquisition of the needed stock to populate your new enclosures would only take another season more. Likewise, it would only take a year or two and maybe two thousand crown worth of investment for the whole enterprise to begin turning a reliable profit. Indeed, in terms of cost and benefit, enclosure has much to recommend it.

Where the problem lies is in the fact that enclosing your fief's common lands will inevitably cause great damage to your relationship with your tenants. Though they do not put the land to any real organised use, it still possesses some utility as a source of edible herbs and other plants, a playground for children, and grazing land for the small number of animals which the tenants themselves possess. Every tenant has a different, minor use for the commons, but what they all agree upon is the fact that they have an ancient right to do so. Deny them that privilege, and you'll surely arouse some substantial discontent.

Of course, that may not necessarily be so great a deterrent. The mood of the mob is fickle and ever changeable. Perhaps the proceeds from enclosure will be well worth the condemnation of your inferiors—and if things get too bad, you could always find some other way to secure their goodwill.

Right?


:shitposting::shitposting::shitposting::shitposting::shitposting::shitposting::shitposting::shitposting::shitposting:

2e) Horse-breeding sounds like an interesting prospect.

There's little doubt at all that vast fortunes might be made through the careful and conscientious breeding of horses. After all, there's no sort of industry, cultivation, or warfare which doesn't need such animals bred to the appropriate specifications. Men will pay great sums of money to purchase the results of the finest bloodlines, or even for the right simply to introduce those lines into the inhabitants of their own stables. Succeed in an endeavour like this, and the rewards would be quite substantial, indeed.

Yet you're also well aware that such an undertaking will only lead to ruin if set in motion with too much ignorance or too little caution. Horse-breeding is a careful art, one which offers few tolerances for failure. A single oversight may well lead to the ruin of a promising bloodline, or one extinguished altogether. It may take two or three years of painstaking work and thousands of crown to establish a stud. Should you wish to set up a whole bloodline as well, it may take two or three years more.

If you succeed, you'll create a source of income which may well provide for your house for generations to come. If you fail, all of your efforts will have been for nothing.


:shitposting::shitposting::shitposting::shitposting::shitposting::shitposting::shitposting::shitposting::shitposting:

[Will be counting these votes as set, not individually, or like you know whatever]
 
Joined
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Messages
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golly-gee ain't I so random and quirky sometimes, just like a manic pixie e-something of your dreams ufufu ^^^

Nah, more like an eight year old - except not even Epstein would want to touch me (^:^)
 
Joined
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Messages
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Endemic Optimist

Might either of you fellows know if starting the mega project prevents other construction until it is completed - or however that works, exactly? I was going to look it up or examine the code today, but will be quite busy, so If you happen to know I'd appreciate it.

Perhaps the debt-vary wary individuals who voted to stretch Alaric's finances in order to avoid taking on additional credit will note the irony of this whole, like, thingymabbober.

The funniest thing, I caught that mistake upon re-reading the post but didn't want to edit it because doing so is like a 50/50 coinflip on breaking all of the fucking spoilers xdd
 

Kipeci

Arcane
Joined
May 22, 2012
Messages
3,027
Location
Vicksburg
Endemic Optimist

Might either of you fellows know if starting the mega project prevents other construction until it is completed - or however that works, exactly? I was going to look it up or examine the code today, but will be quite busy, so If you happen to know I'd appreciate it.

Perhaps the debt-vary wary individuals who voted to stretch Alaric's finances in order to avoid taking on additional credit will note the irony of this whole, like, thingymabbober.

The funniest thing, I caught that mistake upon re-reading the post but didn't want to edit it because doing so is like a 50/50 coinflip on breaking all of the fucking spoilers xdd
This run inspired me to buy the game and dust off the old guides I made to get some hideously minmaxed character rich as hell from a certain opportunity in the prior game. I’ve run a couple of mega projects and:
The way they basically work is like a lot of smaller improvements strung together with costs and sacrifices spread throughout each stage and the big payoff is only at the end of the project. I have actually been able to do one extra estate action on the turn just starting a mega project but I think that’s because the lawyer or whoever was just making inquiries initially so I didn’t need the whole labor force for that in that half year. After you get it kicked off it’s basically the same menu where you can either go under the mega project option and continue or you can choose some other improvement at the village/manor, do nothing, take more debt etc. They require a shitload of actions and money to get anywhere though, at least the big ticket ones. Maybe something like enclosure is way cheaper and gets to payoff sooner. But in any case I think you’d want to get the major project out of the way ASAP if you have the resources rather than stopping and starting as they bring in serious coin and fief stats in the later turns if they’re around and if they’re only partial you get nothing while still having paid a ton.
 
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Messages
1,832
Ok thank you my special friend so if I understand correctly starting a major project will not lock us out of other construction, but it uses up a turn and will give us the option to spend more turns working on it in the future, so it is still a bit of a commitment.

Given the new information I will lock in 1b), but will leave voting open for at least 12 hours for choice 2.

Currently, the only vote is for 2c (manufactory,) so, if no one else commits to a vote, that is what we will go with. Grimgravy if you are opposing this motion, then please specifically vote for 2a because I will only recognize votes done in that format ever since my humiliation in StoryfagGate.

golly-gee ain't I so random and quirky sometimes, just like a manic pixie e-something of your dreams ufufu ^^^

Nah, more like an eight year old - except not even Epstein would want to touch me (^:^)
Rename yourself to Lithium Junkie already. It's not like we're unaware or something...

I am not, but you are far from the only person in my life to suggest a chemical explanation for the more obnoxious aspects of my character. Given my slav origins, FAS seems the obvious explanation, but I have a pronounced philtrum and plump, luscious lips, so it can't be that. I suppose its also possible that I am some sort of meth-based lifeform and the stuff is native to my brain. Let me know if you have other theories, babe xo
 

Endemic

Arcane
Joined
Jul 16, 2012
Messages
4,478
Sorry, forgot about that. 2a) it is.
 

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