50 cultists: find a better base. Rest: Recruit
[1] They are too busy tasting all the dragon blood to looks for a base (-50 cultists).
[1] Apparently they missed a day in their recruiting sessions and only told people the bad things about you rather than the good things... there are good things right? (+25 inquisitors)
Paul: recruit from MM's cultists
[1] He does such a bad job that some of his cultists feel like they made a mistake joining him and return to you. (25 P. cultists to MM)
P. cultists: get weapons
[4] They find some handguns and combat knives at a weapon shop/black market. They are combat-ready (Paul's cultists now armed).
Can I deport Lucius and make him the Mad Matron's responsiblity?
Cultists: Save the plushies!
Assassins: Train 35 cultists to become assassins.
[4] You can send him to the Mad Matron, but do you really want to be that guy? I guess so (Lucius now being cared for by MM).
cultists:
[2] They are already thoroughly soaked, they decide it isn't worth the effort.
assassins: [6] They do well at teaching some of your cultists how to not poison themselves and do poison others. Their practice dummies are not salvageable, I'm afraid (+20 assassins, -20 plagued cultists).
Lucius: ask your new mother figure why Nightmare is such a meanie-face
[4] He asks, but the only response he gets is a low groaning sound. Turns out Mad Matron isn't much of a conversationalist.
Chosen: forge a weapon for your soon-to-be-grown lord
[4] They use light magic to create a sword that rends the darkness. They build it as well as they can with their limited numbers, but the magic is definitely what gives it the oomf, not the admittedly lackluster craftsmanship. (Shadow's bane forged)
Cultists: acquire armor for Lucius, maybe a little larger so he can wear it after he grows
[5] They happen to find some excellent armor that looks like it would fit a large person and has some weird slots in the back. Why does this exist? They're not sure, but it seems to be pretty useful (angelic armor found).
Inquisitors: recruit
[3] They find some support, but they don't get as far as they wanted to (+25
cultists inquisitors).
Me: Summon Ogres and Personally Recruit more Cultists with the Recruiters.
New Ogres, 10 Wizards, 5 Scrap Golems and 10 Minotaurs: Attack the Inquisitors.
10 Minotaurs: Guard the Tower.
5 Wizards: Try to find a Scrapyard near the Wizard Tower.
5 Wizards and 30 Cultists: Repair The Wizard Tower while the Wizards supervise.
15 Cultists and 4 Minotaurs: Recruit more Cultists while using the Minotaurs as Proof.
15 Dying Cultists: Again, Use the Internet Smear Campaign and Encourage Governments Worldwide to Take Military Action against The Plague Doctor. Also Pull up some Photos of The Dying Cultists to inspire Rage and Monetary Donations.
10 Wizards: Make some actual Friendly Steel Golems.
5 Wizards: Attempt to get the Plague Doctor's Inquisitors to heal my Dying Cultists in exchange for Magical Favors.
((Jesus christ, how many commands is that?))
Summoning Ogres: [2] You can't seem to find any ogres... oh right, they went extinct after the swamps in the land of Myth were drained to make room for the Arcane Libraries...
Summoning steel golems: [3] They summon a few steel golems, but these things are hard to make. Presumably because they are so powerful in combat (+5 steel golems)
guarding: [5] They hold a solid patrol and will keep all trespassers at bay. Well, all the trespassers they can given their few numbers (10 minotaurs guarding base).
Attacking inquisitors: [1] It is a catastrophic failure. Nobody even makes it back to tell you how badly it went. (-10 wizards, -5 scrap golems, -10 minotaurs)
Finding scrapyard: [1] They get lost. Forever. (-5 wizards)
Repair: [2] They can't seem to organize well enough to get started. Ah well, at least it's still standing for the most part.
Recruit: [3] they manage to get some people to join them, but then some of the new recruits get eaten by your minotaurs (+25 cultists, -16 cultists).
Smear campaign: [6] They do an expert job of getting people to hate Plague doctor. Of course, some new loonies come out of the woodwork and support him, but that's neither here nor there. (+50 PD inquisitors, +25 PD cultists)
Ask for healing: [6] They agree to give treatment at no cost (they are a charitable organization after all), but it turns out quite a few of those dying cultists were allergic to the antibiotics. Whoops (15 cultists cured of plague, -10 cultists).
Steel inquisitors: DESTROY DESTROY DESTROY!
[5] They march right up to your tower and are confronted by your minotaurs. It's a pretty one sided battle, and they push over your tower afterwards. (-10 minotaurs, tower destroyed)
It seems as though my rival is a bit bitter about my recent successful razing of his base. I think that I will require more allies.
Me: Make friends with Lucius (Without Nightmare knowing) before he transforms into an adult and murders everyone!
75 Cultists: Find weapons to guard thyself with!
25 Cultists: call up, win over, enlist, enroll, induct and build up all of the cultists you can!
Jeffrey: If you are still here, Smoke out the guys that are trying to give me a bad name!
[3] You send a fruit basket with a letter asking Lucius not to attack you. He'll go after you last if he survives that long. (PD now Lucius' least hated)
cultists:
[4] They find combat gear at the gun store. Just some handguns, pepper spray, and knives, but they'll reliably win over someone that doesn't have that stuff (75 cultists armed).
[1] They accidentally tell everyone how you keep plaguing your own followers. Turns out people don't like that. (+25 inquisitors)
Jeff: [5] Jeff does a thing, hopefully well. Though he's still not here so you still can't give him orders.
J. Recruit:
[2] He can't seem to stop coughing long enough to ask people to follow him.
Inquisitors: treat some of those poor saps with the plague
[3] They are too late for many, but through number manage to cure the plague victims in NM's cult (20 NM cultists cured... but they're dead, so it doesn't matter).