Suit yourself. I’m going to wait patiently outside Havie’s window until he gives me more information on the Abhumans.
Nice run. Did you choose to take all the merchant’s cargo or half?
30 outlaws (mostly yeomen archers, not helots, by the way) are all but impossible to track down in a wilderness, as compared to the small villages that most MCs are toting around with them.
The only thing the Theurges have that can find the needle in this particular haystack is a Plektos hound.
I say again: you’re going to do fine.
A bit off topic, except Halassar is a thing, but I always imagined the Plektoi dogs as something akin to, like, the LV 1 Blood Summon from Summoner 2.
If I can’t associate a fantastical something with Tellius, it seems, for one reason or another, then my brain railroads it into another game.
Then how in hell i kill the dogs with archers? If only the Lacoste weapons can. The weapons were so bulk that my girl could not beat the stuff. I am scared for poor Evil Gandhi. The rest of people have money weapons and big armies prepared for slain enemies.
Who said you have to kill them?
Run
They are faster and are tied to their masters so they will know where Am I . So if a mutant hound sniff my oeople we are death already
I took half, but to avoid the morale penalty for be merciful when the band needs food, I went with only two mules (the other two being reserved for the sick).
Detailed week 1:
Don’t ever sell mules or weapons, buy 2 bushels: 141 healty adults remain
Raid Owlscap with Elery (leave Zvad behind to avoid the morale penalty for having both leaders away), cheer her up, take half, stay behind with archers: no casualties, +7 arms
Send 20 outlaws to steal mules from merchants
Hunt rabbits with 41 bandits
Adjust rations, depending on how many rabbits you got (with minimum rabbits, don’t adjust and you’ll barely have enough food) and set 8 mules for sick (so that they don’t get used in next weeks grain order; you’ll readjust to 0 next week and use them for raiding the Owlscap)
Beg food with Breden leading 60 outlaws (you can foster kids if you want to and you got enough food from rabbits)
Week 2
Reassure, for a large morale boost if compassion is 35 or less (you need to play through chapter 1 for this; the default choices if you skip to chapter 2 and are very devout won’t be enough)
Use caravan loot to buy max bushels
Scout for mules to steal
Have Breden beg for mules
Go with Zvad to convince Alaine to let you smuggle
Beg for food from helots, 60 helots led by yourself
Adjust rations if you didn’t have enough food to do so in week 1. I like keeping it at subsistence for healthy and healthy for sick. Also adjust sick mules to 0.
As a standing order, have Elery lead 20 outlaws and 8 mules to raid the Owlscap
Send scouts for temples and hunt rabbits (or recruit)
Week 3
Buy max food (which is low, because no loot obtained previous week)
Raid tithe barn (don’t take Breden, don’t burn it, and ask Ecclesiast for permission)
Beg with Breden (perhaps for mules)/hunt/recruit
Week 4
Buy lots, using loot from Owlscap
Send Radmar (who should be healthy again) to steal mules from alastors; he brings back recruits
Raid temple, countering with your rhetoric
Beg/hunt/recruit
Week 5
Buy lots, using loot from temple
Scout for tax collector using a noble (Ismene)
Scout for nobles/alastors
Beg, hunt, recruit, lay traps
Week 6
Continue buying as necessary (trying to minimize mules required for grain in weeks when Theurges might hit)
Visit Alaine, stop raiding, and smuggle
While in rim (after smuggling), beg for mules: you should get some from both yeomen and merchants
Subsequently:
One week you lead tax mission, one week noble, and one week alastor (bringing Radmar and Elery), and one week (towards the end) personally lead recruitment and bring lots of rebels, thereby boosting your relationship with helots and yeomen; ideally do the de Merre raid after the Theurges, so you can send the sick mules to maximize loot (though that’s meta-gaming, and I didn’t do that in my playthrough); avoid anything that boosts anarchy, including sabotaging the harrowers (though you can sabotage them after week 7 if you do so secretly: sifting in the gears).
Result: good relationships with almost everyone, lots of loot, arms, and rebels, high morale, 20 anarchy for Simon/Suzane, and 175 cred_p for Diakon Edwer
@Havenstone
Alaine talks about smuggling as a first step, with other possibilities in the future. Previously there was the option to continue smuggling after the first week. Was that deliberately removed?
Also, when committing mules for a standing raid on the Owlscap, it doesn’t check how many free mules you have, so you can commit mules that are already committed elsewhere.
Do you have to visit Alaine twice?
Also you looted the town after the Harrowing, right?
You’re an aristo who chose to steal from the Hegemony.
Your morale is 189.
Your notoriety is 119.
Your anarchy is 14.
You have 279 followers, 7896 drachems, and 23 arms.
Your credibility with aristos is 228, helots 160, merchants 250, priests 105, and yeomen 230.
Your followers’ leadership is: Breden 10, Zvad 4, Elery 2, Radmar 0]
Shyard true and true…XD
I did not loot the town after Harrowing. I presided over a trial and showed mercy, so I start week 1 with 3 anarchy. I visit Alaine in week 2 with Zvad to request smuggling. She’s not thrilled, because I stole mules and raided the Owlscap in week 1, but she says she’ll get in touch with her contacts and get back to me. I also visit her in week 6, when she wants me to stop raiding the Owlscap. I agree, and as a gesture of good faith she immediately lets me smuggle that week.
While visiting Alaine it’s also possible to beg for food from helots (which I do during weeks 2 and 6) and to beg for mules (which I do during week 6, since during week 2 I’m not yet on good terms with the yeomen or merchants). During week 6 I choose the smuggle option before choosing the beg mules option, to ensure that my relationship with merchants is positive enough for them to give me mules.
Anarchy should be 3 (trial, don’t raid town) +1 (steal merchant mules) +1(first owlscap raid) +1 (raid tithe barn) +2 (ongoing owlscap raids, which return in weeks 3 and 5) +2 (stealing mules from alastors) +1 (temple raid) -2 (cancelling owlscap raiding as Alaine requests) +6 (tax collector raid, without killing) +4 (alastor garrison raid, without stealing) +1 (de Merre raid without killing them) = 20; just enough for Suzane.
Wait, you can kidnap him to keep him alive? How?
[runvote = 6, zv_lead = 4, el_lead = 2]
[govote = 10, bred_lead = 10, simz_lead = 0]
[warvote = 1, rad_lead = 0, kal_lead = 0]
For reference, warvote can be affected by other things than Kalt and Radmar, so when you see a number there that’s different from the sum of their leaderscores, that’s why.
I always imagine them as oversized hairless rottweilers with glowing red eyes.
I don’t understand why people death could vote. BREDEN IS NOT IN MY GAME and she votes same Elery. Also why couldn’t myself infiltrate helot camp and let Zapdos to be slained. I still scared.
Schrödinger’s Breden strikes again!
Hey, are the de Merre family still int he game, so you can raid them?
And can you recruit Bleys to join your group?
And, by the way @poison_mara, I’m pretty sure you’ll do well. A small band can move a lot faster than 300+ people who have to march in a organised way. Especially in a forest with trees coming out of everywhere where they lived for the past months.
Just to say:
I’m sending Adam from COG a complete game draft tonight to start getting his editorial thoughts. (If we’re going to have any hope of publishing this thing in time for the Christmas rush, we’ve got to get those underway now.)
Of course, it’s only complete in the sense that it’s a complete framework for the game. It’s full of placeholder brackets toward the bottom bit of Chapter 4 with things like [Plektos attack!] and [Simon dies!] and whatever.
But I finally purged enough of the bugs that, for the first time, my web browser is displaying the text:
Here ends Part One of Choice of Rebels.
And I gotta say, that feels pretty good.