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Aspiring Emperor Quest Empire Pastebin #3

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  2. Aspiring Emperor Quest Empire Pastebin
  3. - - - - - - - - - - - - - - - - - - - -
  4.  
  5. This pastebin will contain information about the empire under the player's control. Descriptions of the main castle, finances, military etc are all to be found here. Note that information on the provinces and regions in the empire are contained in the general pastebin or the region info bin.
  6.  
  7. --------------
  8. OTHER EDITIONS
  9. --------------
  10.  
  11. This is the Thread XXVI edition of the empire pastebin of AEQ.
  12.  
  13. A master pastebin with links to all editions for all bins is below.
  14.  
  15. http://pastebin.com/6Su7M3fh
  16.  
  17. NB: All content added since the most recent edition has a #NEW# tag above it. Use Ctrl+F to find new content this way.
  18.  
  19. -----------------
  20. TABLE OF CONTENTS
  21. -----------------
  22.  
  23. 1. Empire Structure
  24. 1.1. Harrowmont
  25. 1.2. Archduchy of Vitria
  26. 1.3. The Remainder
  27. 2. Harrowmont (Fortress)
  28. 3. Cabinet
  29. 4. Military
  30. 4.1. Current Military
  31. 4.2. Military Ranks
  32. 4.3. Military Descriptions
  33. 5. Mages
  34. 5.1. Mage Towers and Mage Numbers
  35. 5.2. Notable Specialists
  36. 5.2.1. Specialist Breakdowns
  37. 5.2.2. Specialist Descriptions
  38. 5.3. Magic Research
  39. 6. Finances
  40. 7. Foundry and Magitech
  41. 7.1. Foundries
  42. 7.2. Magitech Research
  43.  
  44. -------------------
  45. 1. EMPIRE STRUCTURE
  46. -------------------
  47.  
  48. This section details the management structure of the various parts of your empire (that might be something to name).
  49.  
  50. ///1.1. Harrowmont
  51.  
  52. Provinces: Harrowmont
  53. Capital: Harrowmont
  54. Population: 200,000
  55. Role: Empire-wide Seat of Power
  56. Manager: Imperator Talon York
  57. Additional Notes on Management: Directly controlled and ruled by the Imperator.
  58.  
  59. Additional Notes in General:
  60. Taxation and laws are currently the same as in the Archduchy of Vitria.
  61. Control is higher due to state ownership of agricultural land.
  62.  
  63. #NEW# Population updated after Hiien evacuation.
  64.  
  65. ///1.2. Archduchy of Vitria
  66. Provinces: Vitria, Vale, Port Temby, Craol
  67. Capital: Vitria
  68. Population: 1,970,000
  69. Role: Economy and Trade
  70. Manager: Archduchess Sarah Hawkins
  71. Additional Notes on Management: Ruled by a ruling council of four houses plus a small council that sits immediately under the archduchess.
  72. >Ruling House: Hawkins (Archduchess Sarah Hawkens)
  73. >Great Houses: Tabeth, Argyle, Rorek
  74. >Ruling Cabinet: Sarah (archduchess), Aaron (chancellor), Argyle and Rorek, members of the Archduchess' Council, additional members appointed by the legislature, but assigned portfolios by Aaron and Sarah (and yes, there is a post or two specifically for people they don’t want)
  75. >Legislative branch: Unicameral legislature drawn from multiple sources with varying representation. House Hawkens has the most delegates, followed closely by Tabeth (Aaron has speakership of the legislature incidentally) with Argyle and Rorek in distant third. Other members of parliament include: Mages and Knightly orders, the two most powerful groups outside the four, the merchant guilds and other prominent “commoners”, a few for the more common commoners and the lesser houses.
  76. >Archduchess' Council: Aaron, Grandmaster Lucas, Grand Magister Spoker
  77.  
  78. Additional Notes in General:
  79. Nobles are currently unhappy due to the introduction of state ownership of agricultural land, lowering Order.
  80. Control is higher due to state ownership plus direct taxation and management by the Archduchess.
  81. Currently the administrative centre of the empire.
  82.  
  83. #NEW# Added Raupe to the list.
  84.  
  85. ///1.3. The Remainder
  86. Provinces: Olmm, Mier, Raupe
  87. Capital: N/A
  88. Population: 1,450,000
  89. Role: N/A
  90. Manager: Archduchy of Vitria
  91. Additional Notes on Management:
  92. Managed by the Archduchy of Vitria currently.
  93.  
  94. Additional Notes in General:
  95. Taxation and laws are currently the same as in the Archduchy of Vitria.
  96. Control is higher due to state ownership of agricultural land.
  97. Order in Olmm is higher due to military deployment.
  98.  
  99. -------------
  100. 2. HARROWMONT
  101. -------------
  102.  
  103. NB: This section will change over time as the PC changes the fortress.
  104.  
  105. Description: A large fortress built forty years ago during the heyday of Darlesia. It was initially built to maintain the eastern front of the nation, but the border expanded faster than expected and the castle was abandoned shortly before it was completely finished. A noble from Vitria decided to claim the fortress for himself with the near complete collapse of Darlesia and his excavation team have reportedly discovered a Source. Whether the noble knows exactly what he found is unknown, but whoever takes control of it will have the only functional Source in existence. The fortress itself is large, containing an outer wall, inner wall and a keep. It backs into a cliff side, making it easily defensible once it is repaired.
  106.  
  107. Very rough map, the boxes are gatehouses: http://imgur.com/47q9Vha
  108.  
  109. #NEW# Your men have done some work on various areas of the castle, mostly relating to cleaning and simple repairs.
  110.  
  111. OUTSIDE THE WALLS – this is immediate surroundings of the outer wall of the fortress, up to the cliffs. It is currently overgrown.
  112.  
  113. OUTER WALL – this is the outer wall of the fortress, which stretches downhill into the fields before returning to the cliff side. It has been completely rebuilt. With assistance from your barrier mages, the walls and barriers are sturdier than they were previously and won't collapse over a relatively short-time. It is 10m wide and 30m high, with a sturdy foundation and imposing battlements. The barriers on it merely protect from high speed magical and physical impacts, not from general physical intrusion (e.g. siege ladders).
  114. >Outer courtyard, lower area – the outer courtyard stretches between the two main gatehouses and is separated into lower and upper areas by some manmade platforms.
  115. >Outer courtyard, upper area – the upper area consists consists of a mix of the space on top of the platforms and the natural incline.
  116. >Merchant area – separated from the courtyard by a short wall, there is an area of housing and structures that contains a number of shopfronts, stalls and plazas for merchants. It also contains a number of sturdier buildings for administrative activities. It has its own small gatehouse in the outer wall, large enough to fit most wagons. It also connects to the noble manors on the other side of the inner wall.
  117. >Residential area – a tall stone wall with no battlements or rampart access separates the courtyard from the main residential area in the fortress. Fully half the outer area of the fortress is dedicated to this area. This area is connected to both courtyards - the south side contains the gatehouse through the inner wall. Gareth and Bartom have recently reconstructed the housing, roads and other infrastructure of the area and they estimate it can house 6000 people comfortably (if a little cramped - houses are built high).
  118.  
  119. INNER WALL – this is the inner wall of the fortress, protecting an inner courtyard and the keep. The wall has been completely rebuilt and, like the outer wall, is sturdier than before. The barriers of this wall, unlike the outer wall, will try to prevent all physical intrusion as high as 50m above it and connects with a similar barrier underneath the entire fortress. As such, mages must man the gates at all time to allow anybody through.
  120. >Inner courtyard – The inner courtyard surrounds the keep, which is itself built into the cliff side. The entire courtyard is paved with flagstones and has been cleared for easy transit into the keep.
  121. >Noble manors – the fortress has a dedicated area for three small manors, all of which are in ruin. An archery range has been set up out here.
  122.  
  123. KEEP – Harrowmont’s keep is a large, multi-level castle with many rooms and supply stores. The keep interior has been restored to a structurally safe state, but the outside is still in need of repair. The keep itself extends into the cliff.
  124. >Lower floors – The lower floors include audience chambers, guard rooms and supply rooms for the most part. It is the working area of the keep. Your men and officers have filled most of the rooms here with furniture and general clutter, keeping them clean and using them a lot.
  125. >Upper floors – the upper floors are where all the bedrooms and private hearing rooms are. All rooms have been cleaned but many remain empty as there hasn't been a huge need for too many of these rooms (it was intended to house the Darlesian royal court and yours in nowhere near so grandiose).
  126. >Mage tower - An extension from the existing mage workshop space in the keep has recently been completed, resulting a decently sized tower. You estimate that the tower (including the former workshop area) can hold roughly 50 mages. Gnome and Bartom left some room for further extension, too, though it will be more time-consuming than the extension was due to the addition of structural supports and a need to construct new barriers/wards rather than just extend the old ones.
  127. + Underground – vaults and supply stores lie under the keep. Not all of these areas are structurally sound. Bartom is currently working to fix any problems and build some additional extensions.
  128. + Source vault – The lowest floor that was recently excavated is a sturdy vault that contains the Source. The Source itself is a large prismatic stone inside a large room on this floor - there is an illusion over the Source to prevent people from seeing its natural form and freaking out.
  129.  
  130. ----------
  131. 3. CABINET
  132. ----------
  133.  
  134. This keeps track of the current members of your cabinet, to simplify matters. The NPCs listed below will be present at war, economics and strategy meetings if they are with you and it is relevant that they are present. They will offer advice and your decisions will affect their respect for you more directly. You can add and remove cabinet members as you wish, but you may lose respect depending on the individual and your reasons (e.g. you might remove a captain with no issues once you have three generals, but removing your arms master might be troublesome).
  135.  
  136. See the NPC list for more details on each NPC.
  137.  
  138. EXECUTIVE
  139. Imperator Talon York (PC)
  140. Neir Gendarme
  141. Undine
  142. Gnome
  143.  
  144. MAGES
  145. Archmagister Maloric Reegan
  146. Magister Saril
  147.  
  148. MILITARY & LOGISTICS
  149. General Arail Malaine
  150. Arms Master Cormann
  151. General Parras
  152.  
  153. ADMINISTRATION
  154. Archduchess Sarah Hawkins
  155. Marcus the Merchant
  156.  
  157. -----------
  158. 4. MILITARY
  159. -----------
  160.  
  161. #NEW# Added the volunteers from Hiien. Note that they're all conscripts.
  162.  
  163. ///4.1. Current Military
  164.  
  165. TOTAL FORCE = 5,886 soldiers
  166. Overall Military Presence = High
  167. Overall Military Experience = Moderate
  168.  
  169. 315 Flying Mage-Knights
  170. >85 Veteran
  171. >150 Regular
  172. >80 Green
  173. 140 Heavy Mage-Knights
  174. >40 Regular
  175. >100 Green
  176. 1508 Medium Mage-Knights
  177. >658 Veteran
  178. >450 Regular
  179. >400 Green
  180. 250 Arcane Archers
  181. >250 Veteran
  182. 2045 Archers
  183. >25 Veteran
  184. >1320 Regular
  185. >700 Conscripts
  186. 550 Heavy Men-at-arms
  187. >300 Regular
  188. >250 Green
  189. 3005 Men-at-arms
  190. >575 Veteran
  191. >1130 Regular
  192. >1300 Conscripts
  193. 73 Battlemages
  194. >50 Veteran
  195. >23 Regular
  196. Satisfactory support and logistics corps
  197.  
  198. ///4.2. Military Ranks
  199.  
  200. SOLDIER UNITS
  201. Conscripts - Untrained and inexperienced, conscripts and levies are both less effective and have weak morale.
  202. Green - Trained but inexperienced, green soldiers have lower morale and are less intimidating.
  203. Regulars - Soldiers that perform to expected standards of their unit.
  204. Veterans - Veterans are highly experienced and possess high morale and are effective at intimidation.
  205. Elites - The best of the best, elite soldiers fight with high effectiveness and with very high morale.
  206.  
  207. OFFICER RANKS
  208. Lord General – commands generals
  209. General – commands a battlefront
  210. LT General – commands a legion
  211. Captain – commands a company
  212. LT – 2IC to a Captain, commands half a company (platoon)
  213. Sergeant – Commands a squad
  214. Corporal – 2IC to sergeant, commands half a squad (fire-team?)
  215. Man at Arms
  216.  
  217. UNIT/ARMY STRUCTURES
  218. Squads of 10, companies of 100, legions of 1000. Specialist units like heavy and flying mage knights might have 5 person squadrons.
  219.  
  220. WEAPONS DEV BOARD
  221. Council designed to coordinate military related research. Comprised of mages and soldiers representing each type of unit we field (MK, AA, Heavy MK, Flying MK).
  222.  
  223. ///4.3. Military Descriptions
  224.  
  225. FLYING MAGE-KNIGHTS (FMK)
  226.  
  227. Flying mage knights are a specialist unit of mage-knights. They are suited to scouting and harassment, and the expense of their equipment means the wearers are typically highly skilled. They typically wear a suit of magical plate with special gauntlets and carry a small weapon. The plate has a flying enchantment on it, with all the requisite control abilities for the wearer (i.e. so they can actually control the thing), and also carries mass-lightening charms - there are usually no other enchantments on the plate due to complexity of the flying enchantment. The gauntlets however, are loaded with spells. The Darlesian spell armament are binding and explosive spells - the knights can swap between the two with a delay of 15-20 seconds and a small expenditure of their current charges (which recover reasonably quickly). The binding spells are suited to restraining movement of enemy elites but the explosive spells are mostly about a lot of damage, despite being slower to cast. Their weapon typically carries a standard magical bolt enchantment, with relatively few charges, and a cutting enchancement.
  228.  
  229. HEAVY MAGE-KNIGHTS (HMK)
  230.  
  231. Heavy mage-knights are a recent attempt by the RSK to make anti-mage units. The magical plate is not only made thick and bulky but is loaded with a large amount of enchantments (typically defensive, strength and barriers, with only enough speed and mass-reduction to make the armor usable). Earlier, machined plate could never stand against mages - now heavy mage-knights can wear this (expensive) machined plate and withstand powerful spells and empowered blows. With that said, the focus on defensive enchantment means the wearers move slowly and exhaust themselves quickly. Units of heavy mage-knights are best used as strikeforce units to break combat magister formations or elite shock troops.
  232.  
  233. MEDIUM MAGE-KNIGHTS (MMK)
  234.  
  235. The core of any modern army, it is said that every mage-knight is worth five regular soldiers. As it is, they cost a lot more than five soldiers but as morale breaks faster than bodies they make up for it. The equipment of most mage-knights is a suit of magical plate, an enchanted weapon and a shield. The weapon typically has the ability to fire magical bolts and has a large number of charges with a short recharge time. The shield is typically all metal with a mass-lightening charm and some better shields may have limited-charge momentum-nullification barriers (to be used against powerful blows). The plate itself has passive strength, speed and defensive enchantments for the wearer, and typically one other enchantment - Darlesia favoured silence charms whereas Vitria preferred more speed enchantment.
  236.  
  237. LIGHT MAGE-KNIGHTS (LMK)
  238.  
  239. Note: You do not currently have any of these in your army and have not encountered any.
  240.  
  241. When magical plate first started being machined fifty years ago (for the first time since the Golden Age) all plate would fit into the category of light. Now though, the equipment of the light mage-knight is aimed more at making them devastatingly powerful glass cannons. Their plate is loaded with speed enchantments and their weapons with cutting enchantments - the idea is that they close with an enemy unit, deal a lot of damage with their armor-piercing weapons, and then retreat. If caught in a dedicated melee, LMKs will collapse very quickly.
  242.  
  243. ARCANE ARCHERS
  244.  
  245. Seeing the uses of enchanted equipment for mage-knights, you decided to start giving it to your archers. Mage-knights have ranged ability, but it is close range and of limited usefulness - by giving your skilled archers heavily enchanted bows and armor to enhance their ability to penetrate enemy armor and strike accurately at a great distance you have added a powerful force to your army. All archers also have a full supply of enchanted arrows that enable penetration of heavier armor. As arcane archers are new, there are bound to be ways to further improve them and to better use magic with archery.
  246.  
  247. ARCHERS
  248.  
  249. The mainstay of long-range combat outside battle-mages, regular soldiers can be trained to use bows (longbows, crossbows etc are functionally similar for simplicity reasons). Although their arrows have great difficulty piercing magical plate, they still occasionally strike true and are great for weakening morale - and of course, they fell men-at-arms with little difficulty.
  250.  
  251. MEN-AT-ARMS
  252.  
  253. Up until fifty years ago, when machined plate returned to warfare, men-at-arms made up the vast bulk of any army. Professional soldiers supplied with mass-produced mundane equipment were the core of any army. Now, men-at-arms are still very common but are playing a back-up role to mage-knights. Mage-knights are responsible for winning battles by breaking through enemy formations or shattering morale but the men-at-arms are still responsible for holding the line otherwise.
  254.  
  255. BATTLEMAGES
  256.  
  257. Although magic is very common and most people can cast magic with lethal consequences being a battlemage is of considerable difficulty. It is not enough to simply be able to strike down a foe with magic at range - a battlemage must also be able to cast continuously at longbow range, be able to lay and trigger traps and be able to cast a variety of damaging spells. A failure of a battlemage unit to do any of the above leaves them very vulnerable to enemy soldiers or mages - as such, battlemages are much rarer than their ordinary mage cousins. There is a subtype of battlemage known as the combat magister that is used in a very different manner.
  258.  
  259. COMBAT MAGISTERS
  260.  
  261. If a battlemage is to a mage what a mage-knight is to a peasant, then combat magisters are the same again to their battlemage cousins. Exceedingly skilled and experienced warriors, combat magisters field in small tight-knit units and unless a wide-array of magical death to their foes. The Magi League uses them as surprise shock troops, hiding them in regular units only for them to suddenly charge out and obliterate the unit they are facing. A highly skilled magister can destroy a unit of mage-knights at range but a unit of elite combat magisters can shatter the entire core of an army in a few brief minutes. Luckily for the RSK, combat magisters are both rare and difficult to replace so every one they kill is a serious blow to the League.
  262.  
  263. --------
  264. 5. MAGES
  265. --------
  266.  
  267. ///5.1. Mage Towers and Mage Numbers
  268.  
  269. This section includes details on the number of towers under your control, the number of mages in your military and towers (the latter includes Maloric and Gareth) and a breakdown of the ranks of mages. Notable specialists are in a separate section below. Although your tower mages may assist your military, the latter is not true. Battlemages in your standing army are professional soldiers not scholars. Combat magisters are included under towers. See section of 4.1.3. of the lorebin for details on what each rank means.
  270.  
  271. NO. OF MAGE TOWERS IN PC TERRITORY: 5
  272. TOTAL NO. OF MAGES IN MILITARY: 73
  273. Grand Magisters: 0
  274. Magisters: 0
  275. Journeymen: 15
  276. Adepts: 58
  277. TOTAL NO. OF MAGES IN TOWERS: 489
  278. Grand Magisters: 1
  279. Magisters: 46 (including Gareth and Maloric)
  280. Journeymen: 196
  281. Adepts: 246
  282.  
  283. ///5.2. Notable Specialists
  284.  
  285. This section contains a breakdown of the specialists in your towers loyal to you and descriptions of what each means. Mages with multiple specialities (like Maloric) are counted once for each speciality (so there is an element of double-counting). Mages must be at least Magister rank or have the skill of one to be considered a specialist. All-rounder magisters are excluded from this list (they contribute like lower-ranked mages, but better). Note that lower-ranked mages can still assist what specialists do. Military mages are excluded from this section.
  286.  
  287. /////5.2.1. Specialist Breakdowns
  288.  
  289. Enchanters: 4
  290. Structural Mages: 4
  291. Summoners: 1
  292. Machinists: 1
  293. Combat Magisters: 0
  294. Channelers: 6
  295. Transmuters: 0
  296.  
  297. /////5.2.2. Specialist Descriptions
  298.  
  299. ENCHANTER
  300. Enchanters specialise in enchantment. They can add magical effects to weapons and items in general. Enchanters are both useful in terms of production as well as research. Production-wise they can produce weapons or goods of worth. When researching, they can give you new ideas for enchantment or possibly achieve things not believed possible earlier (or simply make them easier). Enchanters are vital to the creation of all magitech.
  301.  
  302. STRUCTURAL MAGE
  303. Structural mages include barrier experts, permanent magical reinforcement of large physical objects (similar but different to enchantment), the creation of large physical objects with magic (like an earth elemental) and general magical wards (e.g. anti-teleportation wards). Production-wise they assist with civil and military works (city and fortress construction). Research-wise they can develop new barriers and wards and improve existing ones. Structural mages are vital to the creation of large pieces of magitech (including factories).
  304.  
  305. SUMMONERS
  306. Summoners are mages who specialise in creating summons, patterns and/or constructs. They can be useful to create small armies in combat or to produce patterns/constructs to be used for civil or military jobs. Research-wise, all they can do is improve the former - though this could be very useful. Summoners would be useful if you attempted to design and make magitech that produces summons, patterns or constructs (this has not been done since the Golden Age).
  307.  
  308. MACHINISTS
  309. Machinists specialise in the creation and design of magitech. They possess varied magical skills, which otherwise makes them an all-rounder. They can help create magitech both large and small, but they will always need the assistance of other mages. They can be used to produce magitech small and large, and research new types of magitech.
  310.  
  311. COMBAT MAGISTERS
  312. Devastating combatants - combat magisters can be a huge boon to your military and your garrisons. They cannot help with research or production, but instead they make the region/province they are in much more orderly and harder to assault and can be used to assist your military.
  313.  
  314. CHANNELERS
  315. Channeler is a general term for mages who specialise in manipulating large amounts of magical energy for a variety of uses. Some, like Maloric, use this to disrupt other mages. Others, like Archmage Alyce, use it to create devastating artillery-like bombardment spells. Channeling is also useful for anything involving understanding and manipulating raw magical energy and is a deep theoretical topic. Channelers have broad production capabilties and research uses. They are useful, but typically not vital to, the production of almost all magitech - large magitech machines will benefit greatly from a skilled channeler.
  316.  
  317. TRANSMUTERS
  318. Rare amongst mages, even rarer for one to be capable of doing more than creating a small glass a day, transmuters have the rare ability to directly shape magic (and the world). Transmutation is one step away from using astral power and is more similar to the powerful abilities of non-human sorcery such as that of devils, dragons and dwarves. A skilled transmuter can outperform every other specialist in their own field, but finding one capable of doing that more than once a day is nigh-impossible. Furthermore, their research pursuits are useless for anybody other than themselves.
  319.  
  320. ///5.3. Magic Research
  321.  
  322. Currently some of the journeymen mages in Harrowmont are researching thralls without much success. They have two subjects.
  323.  
  324. Mal is, in between his many other projects, researching the magical crystals found near Undine's PoP and those recovered at Hiien. He hasn't had that much time to do this. If successful, they may be useful in powering magitech or mages.
  325.  
  326. There is a proposed idea of researching patterns or constructs, a field of magic not often studied. Mal would have to undertake this.
  327.  
  328. The towers in Vitria are likely undertaking a range of research, most of which probably isn't that useful to the empire at large but is good for the economy.
  329.  
  330. #NEW# Significant changes to finances. Plus a burb about it being in flux.
  331.  
  332. -----------
  333. 6. FINANCES
  334. -----------
  335.  
  336. This section deals with the empire's finances, largely in the role of taxation. Taxes collected vary with the Control of a province, as well as if it is rebelling (and therepore not paying taxes).
  337.  
  338. ///6.1. Agricultural Taxation
  339.  
  340. All agricultural land is effectively owned by the state/empire. This means the only payments farmers are required to make are an annual percentage of all crops harvested. Nobles that formerly owned agricultural land are paid an annuity in compensation, which are reflected in admin expenses.
  341.  
  342. Agricultural taxation is levied in the last two weeks of March each year.
  343.  
  344. Current Agricultural Tax Rate = 25%
  345.  
  346. ///6.2. Tradeables Taxation
  347.  
  348. IMPORTANT: Due to the way tradeables are modelled I may significant changes to them that will impact on taxes. This includes population and economic growth as well as the impact of natural resources.
  349.  
  350. This covers taxation of goods, services and property. Currently, there are taxes on trade in common marketplaces, property taxes and import/export duties.
  351.  
  352. Current Property Tax Rate = Low
  353.  
  354. Tariffs are currently on all imported and export manufactured goods, though it is important to note this includes all alcohol. Merchants can also pay unfront for a five year license that applies a 5% reduction to all tariffs on a specific volume of goods.
  355.  
  356. Current Tariff Rate = 10%
  357.  
  358. ///6.3. Financial Position Statement
  359.  
  360. FINANCIAL POSITION STATEMENT FOR YEAR ENDING 30 JUNE, 1953 (NEXT YEAR)
  361.  
  362. (Current as of July 26th, 1952)
  363.  
  364. TBY = Currency unit
  365.  
  366. Current Treasury = 600TBY
  367.  
  368. Maximum Agricultural Tax = 1364TBY
  369. Estimated Agricultural Tax = 1079TBY
  370. Maximum Tradeables Taxes (Property, Duties etc) = 376TBY (excludes preferred merchant license profits)
  371. Estimated Tradeables Taxes = 292TBY (excludes preferred merchant license profits)
  372. Trade Licenses = 276TBY (five-year license)
  373.  
  374. #NEW# Note that military expenses now includes garrisons.
  375.  
  376. Military Expenses = 467TBY
  377. Admin Expenses = 494TBY
  378. Foundry Expenses = 100TBY
  379.  
  380. Projected Net Revenue = 586TBY
  381. Projected EoY Treasury = 1186TBY
  382.  
  383. --------------------
  384. FOUNDRY AND MAGITECH
  385. --------------------
  386.  
  387. ///7.1. Foundries
  388.  
  389. VITRIAN FOUNDRY
  390. Location: Vitria
  391. Manager: Magister Alistair Farrell
  392. Defences: Strong
  393. Facilities: Testing and design area; three magitech factories; automated feeding, transport and assembly equipment
  394. Production Capability: Heating units x1 (unchangeable); general manufactures x1; enchanted arrows x1
  395.  
  396. ///7.2. Magitech Research
  397.  
  398. Current research project is in putting the enchanted bows of the arcane archers into mass production.
  399.  
  400. A proposed project is a small, portable sending device for use by officers incapable of sendings (e.g. Talon himself).
  401.  
  402. A proposed project is a magitech motorbike. This would be expensive and take a long time, as well as require incremental improvements and research. An alternative project is proposed using magic rather than magitech and involves using patterns or constructs (which may later require magitech for mass production).
  403.  
  404. #NEW# Arail acquired you a template from a damaged Darlesian factory
  405.  
  406. A proposed project is to create medium mage-knight armour. You have the Darlesian template for this but would need to construct a factory for it.
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