Turn 15
The IronbeardsYou sell 48 Bars of Gold for a good 1440☼
WIth this influx of wealth new families join your clan and your influence increases.
Hungover from the marriage celebrations your miners bring in only 2kg of Galena.
CopperbacksYou gain 10 Influence from the Galena Vein. Which you imediately spend to reopen Mineshaft 2.
2 more Influence goes to pushing war with the Serpentmen, a motion which fails due to clan Yungbloods interference. Now you sit on 40 Mercenaries with nothing to do. They are happy due to the wealth spent...for now.
Smelting the Galena down gives you 40 Bars of Lead and 20 Bars of Silver. Selling it brings you 280☼. The Zircon another 100☼.
Then you set your clan to work.
7 Sapphires
6kg of Lignite
7 Picture Jaspers (the cluster of that has been mined out)
2kg of Hematite (mined out)
5 Banded Agate
1 Claro Opal
The YoungbloodsYou manage to move the King to peace with the serpentmen and then lean on him to close all mining shafts...The fortress is less than pleased.
So he opens a new Mining Shaft.
____________________________
EVENT:In the Political Infighting between the Hawks of the Copperbacks and the Doves backed by the Yungbloods, the latter came out on top.
Trade with Snakemen is now possible. Thoroughly mercurial beings, they do not trade ☼ but rather in goods.
Notably three Goods are available from them:
Rough Gems
Ores
Slaves
While you can certainly ask for a specific form of reimbursement, what the Snakemen want in return depends on their whims. To trade you need to send down a squad or a family of miners with the goods which you want to sell. How much you get in return and what they take (including your miners) is rather random.
Again the Fortress is growing, however the crafting guilds are filled to the brim and so other occupations grow in numbers...this has no effect. For now.
Wealth: 1500☼
Influence: 1
Families: 2
Stores:
2kg Galena
Claims:
Wealth: 3230☼
Influence: 28
Families: 6
Private Military:
An Unnamed Group of Raiders - a Squad of King Cobramen 400☼
A Group of Deserters - Squad of Humans 400☼
"The Fliers of Emptiness" - a Squad of Batmen 400☼
Younglings from Cebela Athama - a Squad of Elves 1000☼
Stocks:
7 Sapphires
6kg of Lignite
7 Picture Jaspers
2kg of Hematite
5 Banded Agate
1 Claro Opal
Claims:
Mineshaft 1:
Limonite Vein
Mineshaft 2:
Lignite Vein
Sapphire cluster
Mineshaft 3:
Claro opal
Wealth: 3030☼
Influence: 21
Families: 1(4)
Stores:
8 bars of gold
12 bars of iron
Claims:
Mineshaft 2:
Hematite Vein
Mineshaft 3:
Hematite Vein occupied by a voracious cave crawler
____________________________
Public ClaimsMineshaft 2:
Lignite Vein
Lace Agate (Copperbacks)
Banded Agate Cluster
Limonite Vein (Yungbloods)
Mineshaft 3:
Gold Vein (Yungbloods)
Galena Vein (Copperbacks)
Price FluctuationsThe KingSending a Squad of Men: 10 Influence
Sending a Company: 100 Influence
Sending an Army: 1000 Influence
Closing a Shaft: 10 Influence
Opening a Shaft: 10 Influence
Closing or Opening a Shaft to certain Parties: 100 Influence
New Shaft: 100 Influence
The Foundry500 Capacity
The Jewellers50 Capacity
The Smiths50 Capacity
The Crafters50 Capacity
The SnakemenPopulation: 400 Adults
Military: 80 Snakemen
Mood: Mercurial
Goods Available:
Ores
Gems
Slaves
____________________________
Mineshaft 2 ON LOCKDOWN
Sedimentary Layer: SandstoneLevel 1Lignite Vein
Lace Agate Cluster
Limonite Vein
Sapphire ClusterLignite VeinLevel 2Banded Agate Cluster
Hematite VeinMineshaft 3 ON LOCKDOWN
Igneous Extrusive Layer: BasaltLevel 1Gold Vein
Galena Vein
Claro Opal Cluster
Hematite Vein Voracious Cave Crawler occupiedLevel 2 Jabberer Infestation
Mineshaft 4Level 1GM NOTE:
Okay first things first, the new Mineshaft appears automatically due to the Snakemen one being closed forevermore.
Second Do you want such events in the future to last multiple turns so players can increase their influence spending if they notice they come up short?
Finally:
SlavesMiners which do not create influence
can absolutely positively not fight
and produce half the amount of normal miners
but hey numbers!
can potentially be sold later on
MercsAfter hiring mercs will stay with you even if you have no work for them. After every mission they will require a bonus if you want them to stay on. That bonus fluctuates randomly and if not paid simply causes them to leave.