Did everyone really need to tell the enemy about our antimagic charms in the battle reports. I can't say it was wrong, they do add some lovely flavour, and we got a revision out of it which is nice... but in a couple of turns they will have sound guns that shatter quartz and all we will have is dignity, good looks, and a smashing sense of style, and, well, maybe that will be enough?
I didn't think the reports would be posted to the other side as well, else I wouldn't have written that. Anyway, at least now we know their antimagic spell is named Tubikh Rrahim, though not sure what use that would be.
On the turn:
-the new armour is worrying. It's officer limited for now, but they may revise it down to normal cost.
-Jungle deforestation: basically it's the GM telling us to hurry up and finish them off already, else our chance to do so may slip away forever.
-while admittedly hilarious, was there any reason at all to do Fog training? I don't recall that our units were ever said to have a disadvantage working in fogs.
>install steam engines in the jungle to create hot steam, bringing the climate back to normal jungle. (10th century ecology!)
3 Plant Manipulation. Tyrant, RAM, Stabby
3 Antimagic bombs Andrea, 10ebbor10, Azzuro
0Codpiece-Rippers
0Spell permissions
0Antimagic crystals
0Plant-growth
0Pillar of unmagic
0Permanent conjuration
Blizzard tower
Shield Wall
Stable crystal lances
1 Crystal Weapons: Andres
Voting for the antimagic
bombsarrows because they're most likely to bypass the new Moskurg shields. They'll force Moskurg mages to either overpower the charms and be surrounded by a bunch of fires, or spend effort to uproot and replant their tower shields elsewhere, in the process exposing themselves to archer fire.
I would really rather implement our steam engines, but those provide a far more delayed effect to our combat in the jungle, which has just become time-sensitive. As for plant manipulation, while it sounds cool, it can wait until after the steamships are in play. We have enough half-finished spells as it is.
Also, what should we do about the trader? evictedSaint, from your writing it sounds like the trader has only approached us as he's in our harbour, but
can we ask him if he's approached the Moskurgians as well?
Anyway, I think we should either
sell him the Wand of Fireballs for shitloads of gold, or impound his ship for failing to comply with section-94-subsection-iii-clause-3a-amendment-4 of the Arstotzkan Harbor Tax Declaration. Before you go all "WTF!" at the thought of selling him the enormously powerful thing we only have one of, consider this: It's obsolete, we haven't used it for countless turns since Myark is busy with the Tower of Frost, we've already gotten many fireball-derivate magics such as firewalls, smaller fireballs, fire wasps out of it, and we've got clear expertise in making magical objects as well, such as the charms and gem-anchored crystals. In short, both the 'wand' and 'fireball' aspects we have down pat, so why not sell it off since we're not using it?
Also, the wand is the most attractive thing to sell. The Tower is obviously out of the question, and Antimagic Charms would be pretty useless as there aren't any magic-users outside of Forenia. Crystal weapons are cool, but definitely can't beat
fireballs for flashiness.
The other option is to take a gamble and seize his ship. Remember, he's a trader, and war is good for business - chance are he'll pay for whatever we sell him and sell it on to Moskurg for double the price. Although, this could be worth it if Moskurg takes a several-turn detour down fire magics. Although although, we probably don't want to mess with a guy who sailed across two oceans in a tenth-century ship.
Comedy option: convince him the steam engine is magical (it sort of is!) and sell him that instead. Then thirty years later, as Forenia is finally united, watch the Song dynasty invade Forenia with steam ironclads, having conquered the rest of Eurasia with steam power.
EDIT: Andres, I want to get our crystals working again, but how? Antimagic crystals don't seem likely to work, as that's essentially what we tried multiple times in the course of making the charms.