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Over one thousand years ago, it was a dark time, where mankind was nothing but divided into many barbaric tribes, where there was nothing but the dark night, where sin and chaos roamed free and where civilization itself was but a luxury for the few lucky.

Yet, all of this changed when one dark day like always, a miracle occured, out of nowhere, a shining object, more bright and luminous than anything else people had seen, rose up into the skies, iluminating the world with it's divine and gracious rays, thus, allowing for the rise of mankind into an golden age of culture and civilization, with numerous empires rising up to unite mankind into a single banner, that of Sol.
>>
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>>4340225
Yet, one thousand years later, things couldn't have been different from that gracious golden age, as the numerous empires that had seen the word of Sol spread, had all but collapse, new barbaric tribes had invaded what was once land of Sol, and heretic cults have splintered the church, all each offering different interpretations of his massage, killing each other over who is the true leader of the church, and what's worse, the light of Sol itself has began to dwindle bit by bit over the years, weakening, and making the winters longer, the nights darker.


And so, in the year 1001 since it's rise, that's the situation of the world, with countless petty kingdoms, duchies, and empires, all battling each other for control of the sea of light. With wise princes, mad kings, and daring invaders in each corner.

Yet, it is you, who have been selected by Sol itself to guide mankind into a new golden age, so come on, and select the nation who you shall guide towards glory.
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>>4340229
>Despotate of Laconia
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>>4340229
>Kingdom of the Lusitani
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>>4340229
Crown of Almeria
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>>4340229
>Artashesian Dynasty
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>>4340333
Since you got trips, let's go with you.

The history of the despotate of Laconia is as violent as it is interesting, from simple barbarians migrating from the south, the laconians build one of the most longeve states in the sea of light.

The despote is described as an heavely militarized nation, an army with an state if you will, governed by two equal kings, alongside an elected asembly of citizens. Laconian citizenship itself is something to be earned, not something you are born with, as only adult, native-born, non-slave, males, can obtain it, and that's only after finishing military service to the despotate.

Empires have come and gone, kingdoms have risen and falles, yet, for centuries, the despotate has stood independent, at least, until the disaster at Megali, where our brave soldier were, for the first time in centuries, beaten and our nation made a vassal of the Byzaian Empire, and forced to play as their pawn in their ever common internal struggles.

Yet, it seems that Sol has been kind to us recently, as the Byzaian empire has now fallen, replaced by foreign conquerors,and their governors now battling with the conqueror and each other for the throne, granting us a good opportunity to control our destiny.

Before we can continue, however, what's is thou name, chosen one of Sol
>>
>>4340767
Ben Dover
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>>4340767
Thales giosíliou
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>>4340767

Despot Raddhia
>>
>>4340767
Thalia Aiakides
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>>4340844

+1
>>
>>4340786
+1
>>
>>4340844
+1
>>
>>4340844
>>4340786
>>4340831
Your name is Despot Raddhia, son of the previous Despot, your father Thales, who died the previous week out of health complications, making you the new Despot of Laconia.

As stated Previously, the Despotate is ruled by not one, but two despots, each coming from diferents dynasties, in this case, your co-equal is Ben Dover, who is your senior by 10 years, making him the most experienced with governance out of the two. Your relationship with him has been decent thus far, but there's always the risk of him trying to push you aside, either way, it would be good to have him as a reliave partner.
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>>4341076
Now that is pretty cool
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>>4341076
Thank you for not adhering us too closely to Greece.
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>>4341083
>>4341088
So when do we kill Ben and take his power?
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>>4341103
When he truly believe us to be too stupid to do something like that.
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>>4341103
Squabbling with the other despot weakens the state, and having only one source of power invites tyranny. Let's have this playthrough be about preserving our warrior culture and freedom above all else.
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>>4341120
At the expense of others prefferably
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>>4341076
Moving on with the daily affairs of the state, the first important thing for you to do would be diplomacy, more specifically, what will be the Despotate's role in the ongoing civil war ragin across the former Byzaian empire.

To begin explaining, there's three mayor players in the region for control of the core of the former empire, each with their own different policies, and styles of governance, something relevant if we wish to assert ourselves within the empire.

>The excharchate of Salonika (Silver), has the most legitimate claim to the empire of old, being ruled by the cousin of the last emperor, and having the loyalty of most of the cities in the peninsula, their policies basically amount to the same as to the old empire, promising to keep our relative status of vasallage without much change if we side with them, however, they also threatening us with harsh pushiment, should be don't back them in the war.

>The Empire of the Trakians (Purple) is ruled by the Traki, a foreign people from the south, who conquered the capital of the old empire, and now wish to create a new empire of their own. Thus far, their policies have been inconsistent and contradictory at times, sometimes promising benevolent rule only to act with harshness, and viceversa. Siding with them would be playing with dice, but at the same time, they are unlikely to invade us, should they win the war.

>Finally we have the Empire of Pontus ( light blue), a rival empire proclaimed by the former Byzaian governor of the region, after he decided to declare independence from the dying empire, to create a new empire of his own with a new capital. So far they have proven themselves to be actually pretty lenient in terms of rulership, being more open-minded and less authoritarian than either the Trakians or Salonikans, however, siding with them would put at at odds with pretty much all of our close neighboors, and they would be unlikely to help us when the time comes.

>Besides the three claimants, we could also decide to remain neutral in the conflict, and gather enough strength to possibly even declare independence some time in the future, however, that would be the riskiest of all the options.

At the end of day though, you have to choose between one of the options, lest Ben do that for you, and make yourself look weak and undecisive.
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>>4341135
>Besides the three claimants, we could also decide to remain neutral in the conflict, and gather enough strength to possibly even declare independence some time in the future, however, that would be the riskiest of all the options.

Let's trust ourselves.
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>>4341135
>Besides the three claimants, we could also decide to remain neutral in the conflict, and gather enough strength to possibly even declare independence some time in the future, however, that would be the riskiest of all the options.
OP this kinda reminds me of Byzantium (Not just because of the name similarities)
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>>4341135
It's interesting... I think the best course of action may be to follow the Salonikoi half-heartedly, and when their attentions are focused elsewhere, stab them in the back.
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>>4341139
>>4341141
After thinking it for a while, you decided that it would for the best for Laconia to remain neutral in the conflict, and focus on internal issues at least for now.

After talking with Ben about it, you two made a public announcement in which you declared that the Despotate will not back any of the claimants in the conflict for the time being.

While the Ben and the assembly were pleased with the decision, and the people a bit disappointed that they weren't going to war, the claimants in questions reacted a bit differently, with mixed responses from the big three.

>Relationship with Salonika goes from Neutral to cold.
>Relationship with the Trakians goes from Neutral to Ambivalent
>Relationship with Pontus remains neutral.

With the matter of the conflict decided for now, it's time for you young Despot to take a look at the internal management of the despotate.

>Review Economy
>Review Military
>Review Politics
>Review Diplomacy others
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>>4341238
How many choices do we get?
>Review Military
>Review Diplomacy others
I need an excuse to beat up some not-Thebans
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>>4341135
Can you specify which one of those is Pontus? There are a few blues on that map so it's confusing to me.
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>>4341238
>Review Military
>>
>>4341238
>Review Economy
>Review Diplomacy others
We gotta get lots of money
>>4341253
It’s the one right below us
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>>4341253
Salonika, Trakia, and Pontus are east to west in that order on the bottom of this map >>4341135
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>>4341249
You can review them all, but what do you want to check first ?
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>>4341296
Military
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>>4341296
Let’s go with military first since we get to look at all of them
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>>4341266
Thanks
>>
>>4341305
>>4341254
>>4341249
>Review Military

The military of Laconia has always been famous through the sea of light for it's courage and dicipline, for even in these troubling times, it remains one of the most high quality in this side of the sea.

>Laconian Citizen spearmen, (Inf) (Atk 7/ Def 9/ Discipline 9/ Tactics 6/ Equip 7) Numbers: 7000

Composed of Citizen Levies, these brave spearmen, are the best of it's kind. However, that comes with a price, in that it's only limited by the amount of full blooded citizens within the despotate, making their numbers low, and any loss more desvastating.

To compensate this, sometimes of need, the Helotian slaves, are given the most basic of weapons and thrown into the battle, to serve as skirmirshers and meatshields.

>Helotian slaves (Atk 2/Def 4/Discipline 3/Tactics 5/ Equip 1) Numbers 7500

Having reviewed the military, do want to make any changes (train troops/ improve tactics/ manufacture equip), rolling a dice of 6 ?

Either way, regardless of the latter, who you would like to review next.
>Review Economy
>Review Politics
>Review Diplomacy others
>>
Rolled 6 (1d6)

>>4341333
>manufacture equip
>Review Economy

I want them to be the most heavily armed army in the world!
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>>4341336
+1
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Rolled 1 (1d6)

>>4341333
I suggest we eventually begin training the Helotians in the use of ranged weaponry. Give them an actual purpose beyond being fodder.

But for now, backing this post in both ways >>4341336
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>>4341336
+1
That 6 is looking quite good
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>>4341336
Rolled 6 (1d6)
Deciding to make the Laconians the best elite soldiers in the known world, you decided to order the nation's blacksmiths to make the best equipment they could to arm your soldiers, and luckily for you, they delivered in their promise, and free of charge too.

>Laconian Citizen spearmen Equip goes from 7 to 9. No change in upkeep

However, making this stuff isn't going to be free all the time, which reminds you that soldiers require an upkeep to remain on your side (6 solidus yearly for the Laconian spearmen, 1 for the helots.

Related to this is the economy, right now, the economy of the despotate, isn't in the best of shapes, with the small size of the country, relative poverty in natural resources, and lack of major trade partners all contribuiting to this.

Either way, this is the state for each of our economic sectors right now.

>Agriculture, Size: 7/10, type: Slave plantations, profit :7
>Fishing, Size 2/8, type: Basic, profit: 2
>Woodcutting, Size 2/9. type: Basic. profit: 2

That leaves us with 4 solidus of surplus each year, a good amount, but not enough if we are to build bigger stuff.

Having reviewed the military, do want to make any changes (Upscale production/ improve techonology/ develop other industries), rolling a dice of 6 ?

Either way, regardless of the latter, who you would like to review next.
>Review Economy
>Review Diplomacy others
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>>4341379
Sorry, for the last part was:

Having reviewed the ECONOMY, do want to make any changes (Upscale production/ improve techonology/ develop other industries), rolling a dice of 6 ?

Either way, regardless of the latter, who you would like to review next.
>Review POLITICS
>Review Diplomacy others
>>
Rolled 6 (1d6)

>>4341384
>improve technology for Agriculture

then

>Review Politics
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>>4341386
+1

Nice rolls
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>>4341386
Off to a strong start it looks
+1
>>
>>4341386
Rolled 6 (1d6)
Deciding to improve the methods by which the Despotate grows food, you met with the biggest landowners in the country for a solution, and luckily for you, they agreed to help, in this case, rather than making slaves do hard labor all day in the field with their bare hands, they decided to invest into some actual tools like shovels and handcarts to improve production
>Agriculture, goes from type: Slave plantations (Production 1), to type: Improved Plantations (P 1.5), Profit from agriculture goes from 7 to 10.5
With the matters of the military and the economy all settled, you decided to go now in the realm of politics.
So far everything has been good though the nation, as compared with your cold-distant predecessor, you seem to be more well liked, maybe because you have been a decent ruler in these weeks. Either way, it’s important to keep a check on the various figures of the nation, and keep it’s newfound stability high.
>Stability: High
>The Assembly: Content
>Your Co-despot: Satisfied
That said, corruption has always been an issue in the nation, and all effort to fight have been in vain so far, but maybe you can be more succesfull in this regard ?.
>Corruption: Medium-high. (eats 2 solidus each year)
Having reviewed the Politics, before we explore more of the diplomacy, do want to make any changes (Improve relations/ make new policies/ fight corruption), rolling a dice of 6 ?
>>
Rolled 4 (1d6)

>>4341406
>Fight corruption
Hopefully I won’t disappoint
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>>4341410
+1, not bad
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>>4341410
+1
>>
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>>4341410
Rolled 4(1d6)
Riding in your recent wave of popularity, you decided to introduce new laws making punishments harder for crimes such as tax evasion, which you managed to get approved without much trouble.
While the biggests offenders and those high up in the totem pole managed to simply avoid the punishment by the way of their usual tricks, those in the lower end of the pole and smaller offenders got what they deserved, making some small progress in your fight against corruption.
>Corruption goes from Medium-High (eats 2) to Medium (eats 1.5)
Moving on to diplomacy, aside from the tree claimants, there’s also three other minor nations that are of relevance to ourselves.
>The principiate of Illyria (green), Status: Friendly, is multiethnic nation that has been an historical ally of Laconia since times inmemorial, while our relationship suffered a bit during the Byzaian occupation, as we were forced to fight against them in many occasions, still our relationship towards seem to be still in the positive.
>The Boetian League (Grayish blue), Status: Neutral, is a league of city-states to our south, that are currently involved in the Byzaian War, fighting the Salonikans in the south, while we have no common grievances towars each other at the moment, we currently have a historical claim to the province of Euboeia bording us to the south.
>Finally, there’s the Tulinid Emirate across the sea in the north, (Green-Blue), Status: Unfriendly, a rich and cultured nation thanks to their Dyes and spices merchant ventures that follows a different religion that us, making relations awkward. In top of that however, the emirate has been rading our coasts for quite some time now, not to mention that they currently desire our province of Krita to further their hold over the sea, making relations even more tense than usual.

Having analized the situation, before we end the year, do you want to do anything related to diplomacy, (offer an alliance, Threaten War, Improve relations, ect.), with a dice of 6 ?
>>
Rolled 3 (1d6)

>>4341466
>Improve relations (Boetian League)

Staying neutral probably means we should stay out of alliances for now, but let's improve relations with out neighbors.
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>>4341471
Support
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>>4341471
Deciding to improve relations with your southern neighbors, you sent one of your diplomats over to the boeotians to smooth over things, specially relating to the ongoing war and border conflicts.

At the end though, while you made some small progress with them, it wasn't as much as you wanted, given the still ongoing issues.

>Relationship with the Trakians goes from Neutral to slightly warm

And so, with that the year 1001 ends, and so your first year in power.
>>
>>4341515
Sorry,
>Relationship with the BOEOTIANS goes from Neutral to slightly warm
>>
>>4341518
Either way, without much further ado.

YEAR 1002

After you first year in power, you a feeling that everything thus far has been great, however, given how much work you had to do, not to mention that your period of Honeymoon has ended, you have been feeling more tired than usual, and so, your advisors recomended to take it easy from now on. Regardless of that, there's still some work to do. So let's check what you can do in this year.

REVIEW
--MILITARY

>Laconian Citizen spearmen, (Inf) (Atk 7/ Def 9/ Discipline 9/ Tactics 6/ Equip 9) Numbers: 7000
>Helotian slaves (Atk 2/Def 4/Discipline 3/Tactics 5/ Equip 1) Numbers 7500

--ECONOMY

>Agriculture, Size: 7/10, type: Improved plantations, profit :10.5
>Fishing, Size 2/8, type: Basic, profit: 2
>Woodcutting, Size 2/9. type: Basic. profit: 2
>Yearly profit: 5.5 Solidus

--POLITICS

>Stability: High
>The Assembly: Content
>Your Co-despot: Satisfied
>Corruption: Medium (Eats 1.5)

--DIPLOMACY - STATUS

>Salonika: Cold
>Trakians: Ambivalent
>Pontus: Neutral
>Illyria: Friendly
>Boeotia: Slightly warm
>Tulunids: Unfriendly.

Having review the situation for the current year, it's time for you to chose TWO actions to take during the year, rolling a dice of 6 for each.

>Military action: (train troops/ improve tactics/ manufacture equip)
>Economic action: (Upscale production/ improve techonology/ develop other industries)
>Political action: (Improve relations/ make new policies/ fight corruption)
>Diplomatic action: (offer an alliance, Threaten War, Improve relations, ect.)

( thank you guys for your support in this thread, i didn't thought that it was going to be this well, by the way, i need to take some sleep, so i'll see you guys in about 10 hours, see ya)
>>
We should get all the gold
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Rolled 2, 3 = 5 (2d6)

>>4341552
>Military action (Manufacture equip)
>develop other industries (pasture)

I just want our troops to have the best equipment ever! Also let's try developing another industry see how it works out.
>>
Rolled 1, 3 = 4 (2d6)

>>4341552
>Economic action: develop woodcutting industry
>Diplomatic action: Set up trade with the Boeotian
>>
I have a question QM. How do we decide which anon's policies are carried out? It seems a bit lackluster if it's just first come first serve. Maybe we can try doing a vote each time, and then the QM rolls for us?
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>>4341613
Normal voting for each year sounds good for me.
>>
Rolled 4, 1 = 5 (2d6)

>>4341552
I support this >>4341580
>>
>>4341618
How will the rolls work with multiple people? Best of 3 or what?
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>>4341645
Sorta yes i guess
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Rolled 3, 6 = 9 (2d6)

>>4341580
+1, but no 1's rolled this time
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>>4342075
Thanks for the decent roll, m8.
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>>4341580
>>4341576
>>4341580
>>4342075
Alright, for rolls i suppose i will take the average of three, Rolled 1, 3 = 4 (2d6),Rolled 4, 1 = 5 (2d6) ,Rolled 3, 6 = 9 (2d6).

1+4+3 / 3 = 2.66 3
Deciding to develop the often neglected other sectors of the Despotate's economy, you ordered an increase in production from the sector as well as the creation of a new Noble forest in order to create more timber over time.

>Woodcutting increases size in 1, increases max size in 1

3+1+6 / 3 = 3.33 4
Following that, you then decided to set some trade relations with the Boeotians, sending a diplomat over there to see the negotiations. And luckily for you, they agreed without trouble.

>Relationship with the Boeotians goes from slightly warm to warm
>Trade set up with the Boeotians, generates 1.5 solidus of profit each year
>>
>>4342126
Yay, we can afford our military now!
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>>4342126
Are we creating a pool of solidus with our profits each year?
>>
>>4342126
YEAR 1003

Following your second year in power, you feel a little more confident and experienced of what you used to be when you started, there's still some things you need to learn, but overall you're in a good position

REVIEW
--MILITARY

>Laconian Citizen spearmen, (Inf) (Atk 7/ Def 9/ Discipline 9/ Tactics 6/ Equip 9) Numbers: 7000, upkeep 6
>Helotian slaves (Atk 2/Def 4/Discipline 3/Tactics 5/ Equip 1) Numbers 7500, upkeep 1
>Yearly upkeep 7

--ECONOMY

>Agriculture, Size: 7/10, type: Improved plantations, profit :10.5
>Fishing, Size 2/8, type: Basic, profit: 2
>Woodcutting, Size 3/10. type: Basic. profit: 3

--POLITICS

>Stability: High
>The Assembly: Content
>Your Co-despot: Satisfied
>Corruption: Medium (Eats 1.5)

--DIPLOMACY - STATUS

>Salonika: Cold
>Trakians: Ambivalent
>Pontus: Neutral
>Illyria: Friendly
>Boeotia: Warm, trading (1.5 ◘/y)
>Tulunids: Unfriendly.

--OVERALL--
>Income 16
>Expenses 7
>Yearly profit 9

Having review the situation for the current year, it's time for you to chose TWO actions to take during the year, rolling a dice of 6 for each.

>Military action: (train troops/ improve tactics/ manufacture equip)
>Economic action: (Upscale production/ improve techonology/ develop other industries)
>Political action: (Improve relations/ make new policies/ fight corruption)
>Diplomatic action: (offer an alliance, Threaten War, Improve relations, ect.)
>>
>>4342132
I'll include that in the third year
>>
Rolled 6, 1 = 7 (2d6)

>>4342134
>Military action (improve tactics)
>Political action(fight corruption)

We should do military stuff every other years since we're going to be going for independence eventually. Also let's get corruption down it's taking as much as our trade deal makes
>>
Rolled 1, 5 = 6 (2d6)

>>4342134
>Military action (Military academies training officers (tactics?)
>Economic action: (Roads)
>>
Rolled 6, 3 = 9 (2d6)

>>4342141
+1
>>
Rolled 1, 6 = 7 (2d6)

>>4342134
One of our territories is an island. Let us build a military fleet to get our men around. Furthermore, our Helotians should be given a real military purpose.

>Military Action (build fleet)
>Military Action (skirmisher training)
>>
Rolled 4, 3 = 7 (2d6)

>>4342141
This one
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>>4342134
Are you sure we should be doing average of 3 for rolls? It seems like we're just going to get 3's/4's every time like that.
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>>4342172
Any other suggestions then ?
>>
>>4342182
How about 6's and 1's count as positive and negative crits. So 6's stay locked in if someone rolls it, and 1's stay locked in if someone rolls it. It'll make stuff more spicy and make sure that we aren't just winning all the time.
>>
>>4342186
Oh that's a good idea, adds risk to additional rolls. But what about for rolls that aren't 1 or 6? Are we sticking to average or going to best of, or maybe just first roll?
>>
I'd say stick to averaging for rolls that aren't 1 or 6.
>>
>>4342141
>>4342155
>>4342167
>>4342186
Ok, then.

Rolled a 1(2d6)
After all that your previous succeses in the job, you decided to try something that no other despot in Laconian history has ever tried, try to make our troops do something other than simply poke, shield, and advance.

Unfortunately for yuo however, traditions in the army are very strong, and to an obstanite degree, for when you tried to pitch your idea to the soldiers, they simply laughed at you out. Moreover, this incidents has only serve to reinforce such antiquate mentality among our comanders

>Laconian Citizen spearmen Tactics goes from 6 to 5

5+3+3 / 3 = 3.66 4
Luckily for you however, your efforts to improve the road infrastructure of the country have been much more positive, something that surely will pay itself of, in the near future.

New Building,
>Improved roads, (profit from trade +1)
>>
>>4342217
YEAR 1004

While you had your first political defeat so far in your reign, you're still confident in your abilities to manage the realm, as this only serves as learning experience for you to learn from.
Moreover, with the new roads now built, you're starting to think about what other bulding projects you could make.

REVIEW
--MILITARY

>Laconian Citizen spearmen, (Inf) (Atk 7/ Def 9/ Discipline 9/ Tactics 5/ Equip 9) Numbers: 7000, upkeep 6
>Helotian slaves (Atk 2/Def 4/Discipline 3/Tactics 5/ Equip 1) Numbers 7500, upkeep 1
>Yearly upkeep 7

--ECONOMY

>Agriculture, Size: 7/10, type: Improved plantations, profit :10.5
>Fishing, Size 2/8, type: Basic, profit: 2
>Woodcutting, Size 3/10. type: Basic. profit: 3

Buildings
> Improved roads ( +1 /y from trade)
> Palace of the despots (yearly upkeep 1 /y)

--POLITICS

>Stability: High
>The Assembly: Content
>Your Co-despot: Satisfied
>Corruption: Medium (Eats 1.5 /y)

--DIPLOMACY - STATUS

>Salonika: Cold
>Trakians: Ambivalent
>Pontus: Neutral
>Illyria: Friendly
>Boeotia: Warm, trading (1.5 /y)
>Tulunids: Unfriendly.

--OVERALL--
>Income 16.5
>Expenses 8
>Yearly profit 8.5

Having review the situation for the current year, it's time for you to chose TWO actions to take during the year, rolling a dice of 6 for each.

>Military action: (train troops/ improve tactics/ manufacture equip/ Drill the troops)
>Economic action: (Upscale production/ improve techonology/ develop other industries/ build something)
>Political action: (Improve relations/ make new policies/ fight corruption)
>Diplomatic action: (offer an alliance, Threaten War, Improve relations, ect.)
>>
Rolled 5, 2 = 7 (2d6)

>>4342231

>Military Action (build fleet)
>Military Action (skirmisher training)
>>
>>4342231
To buil buildings and train troops you're going to need a treasury, and luckily for you, Ben made the effort to stablish one for you.

Treasury: 30 Solidus in reserve
>>
Rolled 3, 6 = 9 (2d6)

>>4342232
+1
>>
>>4342237
lol I only roll 3's and 6's
>>
Rolled 4, 3 = 7 (2d6)

>>4342232
+1

@QM, we should probably decide on actions and then roll for results - will slow things down, but will avoid us always having basically the same dice roll
>>
>>4342255
How will it change anything?
>>
>>4342232
5+3+4 /3 = 4
moving on from the land and into the sea, you decided to build a navy to protect the Laconian coasts from Tulunid raiders, overall, you spent 4◘ to build 4 dromons, with an yearly outkeep of 2◘

>New Unit, Dromon, (Light ship) (Atk 4/ Def 5/ Speed 5/ Tactics 5/ Discipline 4) Numbers: 4, upkeep 2

2+6+3 / 3 = 3
Following that, you decided that the Helotians,
should be given a real military purpose other than meatshields, and so, you spent a good part of the year, overseeing their training as skirmirshers

>Helotian slaves become Helotian Skirmirshers (Skir) (Atk 3/Def 4/Discipline 3/Tactics 6/ Equip 1) Numbers 7500, upkeep 2
>>
>>4342291
I doubt four ships can hold all 14.5k of our troops. What is their carrying capacity?

Also, how do we intend to deal with the Tulunid problem? I'm always open to a fight, but it may be best to wring some money out of them if we can.
>>
>>4342291

YEAR 1005

As you move on with the next year of your rule, a frightening report comes right at your door, it appears that the Tulunids have decided to intensify their piracy actions agaisn't our costal settlements, making stopping them a goal in the future.

REVIEW
--MILITARY STATUS

>Laconian Citizen spearmen, (Inf) (Atk 7/ Def 9/ Discipline 9/ Tactics 5/ Equip 9) Numbers: 7000, upkeep 6
>Helotian Skirmirshers (Skir) (Atk 3/Def 4/Discipline 3/Tactics 6/ Equip 1) Numbers 7500, upkeep 2
>Dromon, (Light ship) (Atk 4/ Def 5/ Speed 5/ Tactics 5/ Discipline 4) Numbers: 4, upkeep 2
>Yearly upkeep 10

--ECONOMIC STATUS
---Industries
>Agriculture, Size: 7/10, type: Improved plantations, profit :10.5
>Fishing, Size 2/8, type: Basic, profit: 2
>Woodcutting, Size 3/10. type: Basic. profit: 3

---Buildings
> Improved roads ( +1 ◘/y from trade)
> Palace of the despots (yearly upkeep 1 ◘/y)

--POLITICAL STATUS

>Stability: High
>The Assembly: Content
>Your Co-despot: Satisfied
>Corruption: Medium (Eats 1.5 ◘/y)
>Piracy & Banditry: Medium (Eats 1.5 ◘/y)

--DIPLOMACY - STATUS

>Salonika: Cold
>Trakians: Ambivalent
>Pontus: Neutral
>Illyria: Friendly
>Boeotia: Warm, trading (1.5 /y)
>Tulunids: Unfriendly.

--OVERALL--
>Income 15
>Expenses 11
>Yearly profit 4
>Treasury 34.5◘

Having review the situation for the current year, it's time for you to chose TWO actions to take during the year, rolling a dice of 6 for each.

>Military action: (train troops/ improve tactics/ manufacture equip/ Drill the troops)
>Economic action: (Upscale production/ improve techonology/ develop other industries/ build something)
>Political action: (Improve relations/ make new policies/ fight corruption/ fight bandits)
>Diplomatic action: (offer an alliance, Threaten War, Improve relations, ect.)
>>
Rolled 5, 4 = 9 (2d6)

>>4342300
Alright kids, let's get to fightan

>Military Action
Build more dromons.
>Diplomatic Action
Threaten war with the Tulunids unless piracy stops immediately.
>>
>>4342309
+1 but not rolling because I like those rolls
>>
How should we play this? Attack their mainland? Finish their pirate fleet first? Maybe hunker down in our settlements and wait for the invasion to come?

I get the feeling our soldiers do well on the defensive.
>>
>>4342309
+1
Also not rolling because those are decent
>>4342334
They want our island with the glass furnaces so I say go on the defensive while hunting those pirates. We should also get trade relations with our green pals soon since they actually like us.
>>
>>4342337
>>4342334
I feel like this could be good pretense for "establishing another base of operations" for "ensuring free trade" (Invading their territory). But since we don't have enough ships for transportation yet, yeah we just hunker down for now, but we should invest in our navy more going forward.
>>
>>4342346
If we take the invasion to them, it should be in a province without a large town since we do not have siege weapons as of yet.

>>4342337
Krita island would be a good place to station our men.
>>
>>4342353
Agreed, they only want that island so they have more control over the sea and we can’t let them.
>>
Have to bail for a bit, but please have qm clarify the ships' troop capacity, and I would suggest building the fleet even more and maybe improving the skirmishers before setting off.
>>
>>4342309
Rolled 5, 4 = 9 (2d6)

In anticipation of further Tulunid raids, you decided to continue building more Dromons to strenghen the Laconian Navy and to act as a deterrent to their ambitions,

>4 more Dromons built for a total of 8, unkeep changes duplicates from 2 to 4

Having built a decent navy, you then sent one of your diplomats to the Tulunids with a simple message, "Stop your raids or suffer the consequences".

In a surprise move for you, the Tulunids decided to comply, maybe because they were busy elsewhere, or maybe because they feared our new navy, either way, they decided to put at hold all "Official"raids, though those informal are still a bit of a problem.

>Piracy & Banditry goes from Medium (Eats 1.5 ◘/y) to Small (eats 0.5)
>>
>>4342365
>>4342373

YEAR 1005

While you obtained a important diplomatic victory the previous year, there's no doubt that conflict with the Tulunids will eventually arise again some time in the future, only that this time it will result in war, so you must prepare in the meanwhile.

REVIEW
--MILITARY STATUS

>Laconian Citizen spearmen, (Inf) (Atk 7/ Def 9/ Discipline 9/ Tactics 5/ Equip 9) Numbers: 7000, upkeep 6
>Helotian Skirmirshers (Skir) (Atk 3/Def 4/Discipline 3/Tactics 6/ Equip 1) Numbers 7500, upkeep 2
>Dromon, (Light ship) (Atk 4/ Def 5/ Speed 5/ Tactics 5/ Discipline 4/ Carrying capacity 1,000 each) Numbers: 8, upkeep 4
>Yearly upkeep 12

--ECONOMIC STATUS
---Industries
>Agriculture, Size: 7/10, type: Improved plantations, profit :10.5
>Fishing, Size 2/8, type: Basic, profit: 2
>Woodcutting, Size 3/10. type: Basic. profit: 3

---Buildings
> Improved roads ( +1 ◘/y from trade)
> Palace of the despots (yearly upkeep 1 ◘/y)

--POLITICAL STATUS

>Stability: High
>The Assembly: Content
>Your Co-despot: Satisfied
>Corruption: Medium (Eats 1.5 ◘/y)
>Piracy & Banditry: Small (Eats 0.5 ◘/y)

--DIPLOMACY - STATUS

>Salonika: Cold
>Trakians: Ambivalent
>Pontus: Neutral
>Illyria: Friendly
>Boeotia: Warm, trading (1.5 /y)
>Tulunids: Unfriendly.

--OVERALL--
>Income 15.5
>Expenses 13
>Yearly profit 2.5
>Treasury 34.5◘

Having review the situation for the current year, it's time for you to chose TWO actions to take during the year, rolling a dice of 6 for each.

>Military action: (train troops/ improve tactics/ manufacture equip/ Drill the troops)
>Economic action: (Upscale production/ improve techonology/ develop other industries/ build something)
>Political action: (Improve relations/ make new policies/ fight corruption/ fight bandits)
>Diplomatic action: (offer an alliance, Threaten War, Improve relations, ect.)
>>
>>4342380
Sorry, i forgot to update the treasury
>Treasury 38.5◘
>>
Rolled 1, 3 = 4 (2d6)

>>4342373
>stop raiding us
>ok
I believe it.
>>4342380
>Diplomatic action: set up a trade network between us, the Boeotia and Illyria
>Diplomatic action: Create a defensive alliance with the same guys.
>>
>>4342383
OP, what is our carrying capacity with our light ships?
>>4342385
Gonna need help on this one, mostly on the defensive alliance part since it’s the most important.
>>
Rolled 4, 1 = 5 (2d6)

>>4342380
>Economic action
Improve our dockyards, for the purpose of being able to create more ships faster, and also perhaps more efficiently (so it costs less and reduces their upkeep).

>Diplomatic action: set up a trade network between us and Illyria
>>
>>4342388
QM specified carrying capacity in MILITARY STATUS, it is 1000 men per ship.
>>
>>4342390
Oh shit I didn’t see that
That’s 8k so around half our army. Pretty good.
>>
>>4342383
And also Year is 1006, sorry
>>
>>4342389
Since you got a higher roll total, let's go with you.

Mainting a navy is an expensive affair, and with our current navy size, we're already dipping deep into our surplus income.
To fix that, you decided to invest some 5 solidus into some proper dockyards as opposed to the ad-hoc system you had before. At end of the day though, you were able to build something decent.

New Building,
>Improved dockyards, (Navy upkeep reduction -1)

Sadly though, your efforts to improve trade with your neighboors ended up in disaster after one of your diplomats sneezed in front of the prince's face.
While he didn't took this offense seriously, your assembly though, were a bit dissapointed at your choice of diplomat.

>Status: The Assembly goes from Content to Satisfied.
>>
>>4342422
YEAR 1007

According to your spies in the Tulunid Capital, it's expected that whatever conflict they were into, will finish in about three years, allowing them to attack us once again.

REVIEW
--MILITARY STATUS

>Laconian Citizen spearmen, (Inf) (Atk 7/ Def 9/ Discipline 9/ Tactics 5/ Equip 9) Numbers: 7000, upkeep 6
>Helotian Skirmirshers (Skir) (Atk 3/Def 4/Discipline 3/Tactics 6/ Equip 1) Numbers 7500, upkeep 2◘
>Dromon, (Light ship) (Atk 4/ Def 5/ Speed 5/ Tactics 5/ Discipline 4/ Carrying capacity 1,000 each) Numbers: 8, upkeep 4◘
>Yearly upkeep 12◘

--ECONOMIC STATUS
---Industries
>Agriculture, Size: 7/10, type: Improved plantations, profit :10.5◘/y
>Fishing, Size 2/8, type: Basic, profit: 2◘/y
>Woodcutting, Size 3/10. type: Basic. profit: 3◘/y

---Buildings
> Improved roads ( +1 ◘/y from trade)
> Palace of the despots (yearly upkeep 1 ◘/y)
>Improved dockyards, (Navy upkeep reduction -1)

--POLITICAL STATUS

>Stability: High
>The Assembly: Content
>Your Co-despot: Satisfied
>Corruption: Medium (Eats 1.5 ◘/y)
>Piracy & Banditry: Small (Eats 0.5 ◘/y)

--DIPLOMACY - STATUS

>Salonika: Cold
>Trakians: Ambivalent
>Pontus: Neutral
>Illyria: Friendly
>Boeotia: Warm, trading (1.5◘/y)
>Tulunids: Unfriendly.

--OVERALL--
>Income 15.5◘
>Expenses 12◘
>Yearly profit 2.5◘
>Treasury 32◘

Having review the situation for the current year, it's time for you to chose TWO actions to take during the year, rolling a dice of 6 for each.

>Military action: (train troops/ improve tactics/ manufacture equip/ Drill the troops)
>Economic action: (Upscale production/ improve techonology/ develop other industries/ build something)
>Political action: (Improve relations/ make new policies/ fight corruption/ fight bandits)
>Diplomatic action: (offer an alliance, Threaten War, Improve relations, ect.)
>>
>>4342429
Sorry.
>The Assembly: SATISFIED
>Yearly profit 3.5◘
>>
Rolled 4, 4 = 8 (2d6)

>>4342429
>Political action: fight corruption
>Diplomatic action: set up that trade agreement
I want that damn trade network
>>
>>4342437
+1
>>
>>4342429
Rolled 4, 4 = 8 (2d6)

Deciding to continue the ever present fight agaisn't the corruption that has been eating your income, you went to the assemby to proclaim new laws to closing up existing tax and legal loopholes, as well as enact a proper census of the land.
As always the biggest benefactors of corruption simply moved on to new tricks and methods to circumvent the law, but at the same time, they will have a harder time stealing public funds.
>Corruption goes from Medium (eats 1.5◘) to Medium-small (eats 1◘)

Moving on from internal politics, looks like this time you actually managed to set up that trade agreement with the illyrians that you always wanted.

>Trade set up with the Illyria, generates 1.5 solidus of profit each year
>>
>>4342463
YEAR 1008
With the conflict with the Tulunids coming closer, it would be wise to prepare for it. But at the same time, you shouldn't neglet the economy of the despotate.

REVIEW
--MILITARY STATUS

>Laconian Citizen spearmen, (Inf) (Atk 7/ Def 9/ Discipline 9/ Tactics 5/ Equip 9) Numbers: 7000, upkeep 6
>Helotian Skirmirshers (Skir) (Atk 3/Def 4/Discipline 3/Tactics 6/ Equip 1) Numbers 7500, upkeep 2◘
>Dromon, (Light ship) (Atk 4/ Def 5/ Speed 5/ Tactics 5/ Discipline 4/ Carrying capacity 1,000 each) Numbers: 8, upkeep 4◘
>Yearly upkeep 12◘

--ECONOMIC STATUS
---Industries
>Agriculture, Size: 7/10, type: Improved plantations, profit :10.5◘/y
>Fishing, Size 2/8, type: Basic, profit: 2◘/y
>Woodcutting, Size 3/10. type: Basic. profit: 3◘/y

---Buildings
> Improved roads ( +1 ◘/y from trade)
> Palace of the despots (yearly upkeep 1 ◘/y)
>Improved dockyards, (Navy upkeep reduction -1)

--POLITICAL STATUS

>Stability: High
>The Assembly: Content
>Your Co-despot: Satisfied
>Corruption: Medium-small (Eats 1 ◘/y)
>Piracy & Banditry: Small (Eats 0.5 ◘/y)

--DIPLOMACY - STATUS

>Salonika: Cold
>Trakians: Ambivalent
>Pontus: Neutral
>Illyria: Friendly, trading (1.5◘/y)
>Boeotia: Warm, trading (1.5◘/y)
>Tulunids: Unfriendly.

--OVERALL--
>Income 17.5◘
>Expenses 12◘
>Yearly profit 5.5◘
>Treasury 35◘

Having review the situation for the current year, it's time for you to chose TWO actions to take during the year, rolling a dice of 6 for each.

>Military action: (train troops/ improve tactics/ manufacture equip/ Drill the troops)
>Economic action: (Upscale production/ improve techonology/ develop other industries/ build something)
>Political action: (Improve relations/ make new policies/ fight corruption/ fight bandits)
>Diplomatic action: (offer an alliance, Threaten War, Improve relations, ect.)
>>
Rolled 4, 3 = 7 (2d6)

>>4342470
>Military action: Build more ships, we need naval supremacy if we want a hope in the coming fight.

>Military action: Improve tactics. Seeing as directly telling them to change their ways won't work (at least not initially), we should look into more subtle ways to change the minds of the old guard.
>>
Rolled 2, 4 = 6 (2d6)

>>4342481
support
those ships are gonna eat our income up
>>
>>4342481
By the way, with our new dockyards, we can build now war galleys, (galley) Atk 3/ Def 2/ Speed 8/ Tactics 5/ Discipline 3/ Carrying capacity 500 each) upkeep 0.25 for each,

Do you want to continue building dromons, or do you want to build galleys, if so, how many
>>
>>4342507
Can we have around 8 Galleys and 2 Dromons? That should be 3 Solidus
>>
>>4342507
>>4342514
this, but
>>
>>4342522
ignore the but, I was thinking of adding more but decided against it
>>
>>4342514
Rolled 4, 3 = 7 (2d6)

Deciding to increase the navy even more, you ordered the construction of 2 more dromons as well as 8 war galleys to support them

In other news, you have decided to improve the tactics of the army somehow, which in this case, you manage to do by telling them to play team sports, as a way to learn how to fight both in group and as an unit

>Laconian Citizen spearmen Tactics goes from 5 to 6, attack goes from 7 to 8
>>
>>4342533
YEAR 1009

In your ninth year in power, a troubling report report arrives at the capital from your spies, telling that the Tulunids have ended their internal struggles, and are now preparing their navy to continue the raids, you should use this year to finish preparations.

REVIEW
--MILITARY STATUS

>Laconian Citizen spearmen, (Inf) (Atk 7/ Def 9/ Discipline 9/ Tactics 5/ Equip 9) Numbers: 7000, upkeep 6
>Helotian Skirmirshers (Skir) (Atk 3/Def 4/Discipline 3/Tactics 6/ Equip 1) Numbers 7500, upkeep 2◘
>Dromon, (Light ship) (Atk 4/ Def 5/ Speed 5/ Tactics 5/ Discipline 4/ Carrying capacity 1,000 each) Numbers: 10, upkeep 0.5 each, 5◘ total
>war galleys, (galley) Atk 3/ Def 2/ Speed 8/ Tactics 5/ Discipline 3/ Carrying capacity 500 each) numbers 8, upkeep 0.25 each, 2 total.
>Yearly upkeep 12◘

--ECONOMIC STATUS
---Industries
>Agriculture, Size: 7/10, type: Improved plantations, profit :10.5◘/y
>Fishing, Size 2/8, type: Basic, profit: 2◘/y
>Woodcutting, Size 3/10. type: Basic. profit: 3◘/y

---Buildings
> Improved roads ( +1 ◘/y from trade)
> Palace of the despots (yearly upkeep 1 ◘/y)
>Improved dockyards, (Navy upkeep reduction -1)

--POLITICAL STATUS

>Stability: High
>The Assembly: Content
>Your Co-despot: Satisfied
>Corruption: Medium-small (Eats 1 ◘/y)
>Piracy & Banditry: Small (Eats 0.5 ◘/y)

--DIPLOMACY - STATUS

>Salonika: Cold
>Trakians: Ambivalent
>Pontus: Neutral
>Illyria: Friendly, trading (1.5◘/y)
>Boeotia: Warm, trading (1.5◘/y)
>Tulunids: Unfriendly.

--OVERALL--
>Income 17.5◘
>Expenses 15◘
>Yearly profit 2.5◘
>Treasury 35◘

Having review the situation for the current year, it's time for you to chose TWO actions to take during the year, rolling a dice of 6 for each.

>Military action: (train troops/ improve tactics/ manufacture equip/ Drill the troops)
>Economic action: (Upscale production/ improve techonology/ develop other industries/ build something)
>Political action: (Improve relations/ make new policies/ fight corruption/ fight bandits)
>Diplomatic action: (offer an alliance, Threaten War, Improve relations, ect.)
>>
Rolled 2, 2 = 4 (2d6)

>>4342546
>Military action: More drills for naval combat
>Diplomatic Action: Defensive Alliance with Illyria
>>
Rolled 1, 4 = 5 (2d6)

>>4342546
>Military action: Create some better equipment for the skirmishers. If we expect them to be more than meatshields, they need to be armed to do their jobs.

>Economic action: Further improve dockyards. It's looking like our navy will be a significant drain on our funds going forward. We should further invest into expanding and improving our dockyards to reduce that burden as much as possible.
>>
>>4342552
It seems I can only roll low
>>
>>4342546
By the way, don't forget to update our Spearmen's Atk and Tactics
>>
>>4342580
Sure
>>
Rolled 5, 4 = 9 (2d6)

>>4342552
I support this.
>>
>>4342546
Why didn't our treasury increase from last year?
>>
>>4342552
>>4342553
2+5 / 2 = 3.5(3)

Having created a large navy to protect Laconia from those Tulunid Pirates, you decided to begin working on improving the quality and training of it's crew, since the Despotate it's still largely unused to naval warfare.

>Dromon Dicipline goes from 4 to 5
>War galley Discipline goes from 3 to 4

4+2 / 2 = 3

As the navy grows, so does the costs of mantaining and supplying it. For that reason, you decided to order the expansion of all local dockyards using 6 solidus, in order to maintanaince reduce costs.

>Docks go from Improved dockyards, (Navy upkeep reduction -1), to Expanded Dockyards, ( upkeep reduction -1.5)
>>
>>4342707
YEAR 1010

At last though, after years preparing for the invation, the Tulunids have returned, and this time, it looks like it will not be a simple raid, but rather, an invation from the sea, as a large navy has been spotting sailing towards our lands.


Gathering yourself alongside Ben and the Despotate's generals in the Palace of the Despots, you began and discuss what should be the course of action.

>Option A) Meet their navy head on in the sea before they arrive. The more conventional option, this would involve sending our entire fleet to skin theirs before they can even reach our lands.

>Option B) Fortify and let them come to us. In this option we would play defensively, building various sea forts around our costal settlements, and save our navy for when we need it.

>Option C) Raid them back. The most daring option, this would involve sending our fleet towards the Tulunid Lands to raid them and give them a taste of their own medicine. Of course, this would put ourselves more vulnerable, but we may end the war quicker that way.
>>
>>4342743
>Option B) Fortify and let them come to us. In this option we would play defensively, building various sea forts around our costal settlements, and save our navy for when we need it.
>>
>>4342743
B
>>
>>4342743
>Option B) Fortify and let them come to us. In this option we would play defensively, building various sea forts around our costal settlements, and save our navy for when we need it.

I'd love to sink them before they land, but we don't know how big/good their fleet is yet, we need more information.
>>
>>4342766
According to recent developments, we have learned that the Tulunid Fleet in question outnumbers us, with the ratio being 3/4. However aditional information has revealed that they have a bigger Galley to Light ship ratio than us.
>>
>>4342776
Then I don't know enough about naval combat mechanics to know if we have a stronger fleet or not, but it sounds even enough to be too risky for a head on engagement. We should look for engagements in our favor and/or to defeat them in detail.
>>
>>4342776
Do we know anything about their army?
>>
>>4342743
>Option B) Fortify and let them come to us. In this option we would play defensively, building various sea forts around our costal settlements, and save our navy for when we need it.
>>
File: Byzaia.png (6 KB, 209x147)
6 KB
6 KB PNG
>>4342747
>>4342753
>>4342766
>>4342963
Either way, after talking about it for hours, you and the assembly came to the conclution that it would be for the best to fortify and wait for them to come to us.

That said, in order to do that, we would have to build many coastal forts though the despotate as well as station our soldiers in key points, ready to respond no matter where the enemy lands.

This will be a challenging task, and given the little time we have avaiable, we must prioritize some provinces over the rest, but what should be it.

> A) Prioritize Krita, the island to our north, and a key naval base.

> B ) Prioritize Mystras, our capital, and the most suculent target for Tulunids.

> C) Prioritize Achaeia, where we grow most of our food, and relatively less defended than the other two.
>>
>>4343005
> A) Prioritize Krita, the island to our north, and a key naval base.

If we're going to counterattack we're going to need the island. Also I think our land troops are strong enough to hold capital as it is, we more have to worry about their navy running amok.
>>
>>4343005
> A) Prioritize Krita, the island to our north, and a key naval base.

>>4343011
Our capital has a castle anyways, right?
>>
>>4343011
Support
>>4343005
Can we ask Illyria to look after our coasts near Achaeia? They are friendly to us and it won’t be too much of a hassle for them
>>
>>4343017
Yes, but that's a land fort, we're talking about costal forts here
>>
>>4343005
Krita

Do we know which of those provinces is the Tulunid capital?
>>
>>4343035
Kidnap the Sultans children
>>
>>4343045
Hostages are a thing, but I'd rather subdue them with mutually beneficial trade agreements and the wholesale of all their fighting men.
>>
>>4343076
*wholesale slaughter
>>
>>4343076
I think it'd be nice if we manage to disperse of a good portion of their fleet/army to counter attack and occupy/raid their coastal territories.
>>
>>4343117
All but one of their territories seems to be coastal, and the one that isn't has a nice big river we can access. I don't want this to become a protracted conflict where our low numbers can hurt us. We should see off their attack and then go for the throat. The only worry I have is our lack of siege weaponry.
>>
>>4343127
That's fair, then I say we occupy that territory to the right (>>4343005) with the farming that doesn't have a castle, then come to the table with peace talks.
>>
>>4343128
That's the gamble. We can take an easy target like that and hope they give up when we dangle it in front of their faces, or we can try to take their capital straight away even though we don't have siege weapons. Either way, I want those brave enough to take up arms dead so that both the war and the piracy will stop.
>>
>>4343134
I got an idea: we hire privateers. Can't raid us if your merchant vessels are being attacked by Jack Sparrow
>>
>>4343141
Not all the pirates take their orders from the sultan, he just gives them let and hindrance. I doubt he can call them to arms or even stop them completely. I think we ought to create a situation where trade is more viable and profitable to those people than piracy, and the most lasting way to do that is to cull the men, especially the ones that are already armed.
>>
>>4343011
>>4343017
Anyway, you decided to prioritize the defense of the island of Krita due to it's strategic importance as a naval base, building a couple of costal forts along it's shores, and transporting a good portion of the army there.

>Basic coastal forts built in Krita
>3000 spearmen and 5000 helotians available for the battle.

And it just so happens that your predictions were correct, for just a month after the preparations were ready, the Tulunids appeared on the horizon, with a fleet of about 10 galleys and 2 carrying about 12 000 soldiers.

With our navy close by, and our troops ready to defend, the question now is should at the moment, do we intercept the landing with our navy to sink their troops, or do we let them disermbark so that we can fight them and use the navy later to destroy their way of escape.

>Write in using a d100 roll
>>
Rolled 60 (1d100)

>>4343166
>We intercept the landing with our navy to sink their troops
Could ran them off before they even land. Also we could save our troops while they lose a good part of theirs.
>>
>>4343166
Stats of the Tulinid navy

>War galley (galley) Atk 4/ Def 2/ Speed 7/ Tactics 4/ Discipline 4/ Carrying capacity 500 each) numbers 10
>Dhow (light ship) (Atk 3/ Def 6/ Speed 4/ Tactics 5/ Discipline 5/ Carrying capacity 1,000 each) Numbers: 2
>>
Rolled 18 (1d100)

>>4343168
support
>>4343170
Best of 3 or average for this one?
>>
Rolled 4 (1d100)

>>4343168
+1
dice gods answer my call
>>
>>4343172
God damnit, every time
>>
Pls stop with the bad rolls. Dice gods are hurting my soul
>>
Rolled 86 (1d100)

>>4343166
If most of what they've got are galleys, then we should intercept.

May the Sun's light guide these prows!
>>
>>4343174
Oh no
>>4343177
Finally, a good roll
>>
>>4343174
Have you read the premise for this quest? You're supposed to pray to the sun god, like >>4343177
>>
>>4343168
Rolled 60 (1d100)
Let's take this one for now.

Deciding to intercept the Tulunid landing , you sent your entire navy towards theirs in a planned manouver.

As the enemie's navy is mostly consisted of wargalley, you didn't have trouble picking them off one by one with your own galleys, and with your relatively big dromons.

>Tulunid fleet loses 4 galleys, and 1000 troops, you lost 2 galleys, and got a dromon damaged.

That said, even with their loses, the evemy fleet still has plenty of ships, not to mention that they have their 2 dhows still intact, do we keep focusing on the galleys, or do we focus on getting rid of the dhow. If so, how ?.

>Write in using a d100 roll
>>
Rolled 95 (1d100)

>>4343187
Continue picking them apart with numbers, if we can avoid fighting the dhows while we have our full fighting strength all the better. Also retreat the damaged dromon.
>>
>>4343187
Can I just support this >>4343190?
>>
>>4343190
+1
>>
>>4343190
+1

No one else roll please
>>
>>4343190
+1
Praise Sol for this amazing roll
>>
>>4343190
Rolled 95 (1d100)

In what can be only be described as an manouver worthy of legends, you continued beating up the Tulunid fleet with everything you got, sinking ship after ship, and not even letting the dhows get close to you. At the end of the day, though, most of the Tulunid fleet laid at the bottom of the sea.

>Tulunid fleet loses 6 galleys, 1 Dhow, and 5000 troops,
>You only lost 1 galley as well a getting another dromon damaged.

That said, despite the victory at sea, the remaining Dhow managed to escape from the scene alongside with whatever soldiers they could pick up.

Sneaking past way your ships, the lone managed to arrive barely scrapping by at the Kritan shore, disembarking 4000 tired and battered soldiers.

For once in their history, the Laconians now posess the numerical superiority, but that doens't mean that those soldier are going to give up now, to deal with them you have to options.

>A) send our mighty spearmen to crush them all at once.
>B) play it safe, and use the Helotians instead.

Roll 100 for either option
>>
>>4343250
Tulunid raiding party.

>Misr spearmen, (Inf) (Atk 6/ Def 4/ Discipline 7/ Tactics 6/ Equip 4) Numbers: 2000
>Cyrene archers, (Arch) (Atk 5/ Def 3/ Discipline 6/ Tactics 6/ Equip 4) Numbers: 1000
>Desert horseman, (L.Cav) (Atk 6/ Def 3/ Discipline 4/ Tactics 7/ Equip 3) Numbers: 1000
>>
Rolled 33 (1d100)

>>4343250
>A) send our mighty spearmen to crush them all at once.
They are tired and weak, our footsoldiers are fresh and emboldened by our decisive victory at sea. Press the attack and give them no quarter!
>>
Rolled 69 (1d100)

>>4343250
>B) play it safe, and use the Helotians instead.
Let’s hope that training is put into good use.
Cmon Sol give me that good roll
>>4343262
These rolls
>>
Rolled 13 (1d100)

>>4343250
>Use the Helotians to form the center, the Spearmen forming the flanks so we can enclose on them
>>
Rolled 94 (1d100)

>>4343257
>B) play it safe, and use the Helotians instead.

They're skirmishers let's let them do their job and whittle down the enemy first
>>
>>4343267
Praise Sol
QM bless us with this one
>>
>>4343267
This
>>
>>4343262
Rolled 33+69 /2 = 51(1d100)

Filled with battle euphoria, you sent the
Spearman charging head on towards the battered enemy, expecting a quick and easy victory. Unfortunately for you however, the Tulunid soldiers turned out to be more resistent than you expected, giving your spearman a good fight as they refused to give ground or retreat.

That said, despite this final act of bravery, at the end of the day though, all of them laid dead, maimed or captured, defeating the raiding party once an for all.

That said, during the struggle, one your spearman units collapsed during the human stampede.

>1 spearman unit lost.
>>
>>4343267
>>4343279

Sorry, i didn't see that, by the way, i think that for the next battles, you should write him the options, and let me do the rollings, is that ok ?
>>
>>4343279
How many are in a unit? I’m assuming 1000
>>
>>4343283
No. How about we vote than roll
>>
>>4343284
Yes
>>
>>4343283
*Write in
>>
>>4343257
We can win glory on their home soil. For now, let the slaves mop up these dregs. I support >>4343267
>>
>>4343283
It would be quickest to vote on what we want to do, and then all roll. You could instate a minimum of three rolls and take the average instead of us all using one.
>>
>>4343289
the fight is over I believe
>>
>>4343295
Sounds good, i suppose
>>
>>4343279
>>4343279
Either way, with the battle won, and Krita secured, the Laconians are now in very different posititon than when the war started, as now, they are the lords of the sea, and the Tulunids have lost most of their tranports.

That said, the war continued, and surely enough, the Tulunids will build another fleet to invade us, and so, the question becomes now.

>A) Continue fortifying our lands, and prepare for the second fleet.

Or....

>B) Prepare our ships and soldiers to bring the war to them, and invade their lands.

or C) write him.

(well guys, it has been fun for today, but now i have to get some sleep, see ya in 12 hours )
>>
>>4343335
>B) Prepare our ships and soldiers to bring the war to them, and invade their lands.
Operation kidnap the Sultans kids is soon
>>
>>4343343
+1, they just suffered a crushing defeat and we lost very little relatively
>>
>>4343335
>B) Prepare our ships and soldiers to bring the war to them, and invade their lands.
>>
>>4343335
>B) Prepare our ships and soldiers to bring the war to them, and invade their lands.

Thank you qm. I knew building that fleet was a good idea.
>>
To anyone that's left, where do we want to hit? Do you want to strike the middle province and split his territory in half? It doesn't seem to have a major fortification.
>>
>>4343384
I say we go for the little island near the farm province, it can serve as our attack point and base of operations for the invasion.
>>
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>>4343384
Actually it does have a castle in the middle province, I vote capture the right province without a fort and bring them to the negotiating table
>>
>>4343393
>>4343395
I don't think the islands are separate from the mainland province, and it seems you'd both rather go there anyway. I'll agree to that, although there may be merit in taking their sea port now that I think of it. It won't be as well defended as their capital, hopefully, but is still valuable enough to pressure the sultan in negotiations.
>>
>>4343395
Support
Yoink the farm land and bring him to the negotiation table. After the war let’s take that small island near the farming province to secure our sea supremacy.
>>
>>4343335
>>B) Prepare our ships and soldiers to bring the war to them, and invade their lands.

Do we know anything of the Tulanid's own alliances? Who would support them, who would be willing to look the other way or help us jump them?

I agree that the island near the farm province (and the farm province itself, perhaps) would be a good permanent seizure, but perhaps before that we should use our victorious forces and sack their port - we don't want them quickly rebuilding their fleet, after all.
>>
>>4343343
>>4343351
>>4343357

YEAR 1011

After defending yourself from the Tulunid raiders, you decided that it was time to bring the war to them, and so, you began to prepare the invation effort.

That said, before we go, we should give a review of our current situation, so that we can make the proper preparations.

REVIEW
--MILITARY STATUS

>Laconian Citizen spearmen, (Inf) (Atk 7/ Def 9/ Discipline 9/ Tactics 5/ Equip 9) Numbers: 6000, upkeep 5◘
>Helotian Skirmirshers (Skir) (Atk 3/Def 4/Discipline 3/Tactics 6/ Equip 1) Numbers 7500, upkeep 2◘
>Dromon, (Light ship) (Atk 4/ Def 5/ Speed 5/ Tactics 5/ Discipline 4/ Carrying capacity 1,000 each) Numbers: 8 complete, 2 damaged, upkeep 0.5 each, 5◘ total
>War galleys, (galley) Atk 3/ Def 2/ Speed 8/ Tactics 5/ Discipline 3/ Carrying capacity 500 each) numbers 5, upkeep 0.25 each, 1.25◘ total.
>Yearly upkeep 13.25◘

--ECONOMIC STATUS
---Industries
>Agriculture, Size: 7/10, type: Improved plantations, profit :10.5◘/y
>Fishing, Size 2/8, type: Basic, profit: 2◘/y
>Woodcutting, Size 3/10. type: Basic. profit: 3◘/y

---Buildings
> Improved roads ( +1 ◘/y from trade)
> Palace of the despots (yearly upkeep 1 ◘/y)
> Improved dockyards, (Navy upkeep reduction -2◘)
>Kritan costal forts (Yearly upkeep 0.25◘/y)

--POLITICAL STATUS

>Stability: High
>The Assembly: Content
>Your Co-despot: Satisfied
>Corruption: Medium-small (Eats 1 ◘/y)
>Piracy & Banditry: Small (Eats 0.5 ◘/y)

--DIPLOMACY - STATUS

>Salonika: Cold
>Trakians: Ambivalent
>Pontus: Neutral
>Illyria: Friendly, trading (1.5◘/y)
>Boeotia: Warm, trading (1.5◘/y)
>Tulunids: Hostile, at war

--OVERALL--
>Income 17.5◘
>Expenses 12.5◘
>Yearly profit 5◘
>Treasury 30◘

Having review the situation for the current year, it's time for you to chose TWO actions to take during the year, rolling a dice of 6 for each.

>Military action: (train troops/ improve tactics/ manufacture equip/ Drill the troops)
>Economic action: (Upscale production/ improve techonology/ develop other industries/ build something)
>Political action: (Improve relations/ make new policies/ fight corruption/ fight bandits)
>Diplomatic action: (offer an alliance, Threaten War, Improve relations, ect.)
>>
Rolled 3, 4 = 7 (2d6)

>>4344164
>Military action (Build more Dromons)
>Military action (Construct siege equipment)

Sun god aid my rolls!
>>
>>4344170
You got my support
>>
>>4344170
Wasn't the plan to attack the right territory with no fortifications? Why would we need siege equipment?
>>
>>4344180
The plan may be to attack the territory with no fortifications but I think it's important to have siege equipment anyways. We might need to siege Tulunid forts or atleast put pressure on Tulunid forts to get them to surrender. Also having siege equipment is just in general a good thing.
>>
>>4344184
The city in that province might have some fortified points that would just be easier to take with the siege equipment
>>
>>4344170
Rolled 3, 4 = 7 (2d6)
Alright then

As you prepared your troops and ships for what it was to be the first experience Laconians ever had with naval invations, you knew that to pull that off, you would have to construct more ships to transport your troops, and fight back any remaining Tulunid fleet.

>2 more Dromons built for a total of 10, unkeep changes duplicates from 5 to 6

In adition to that, you decided to build to some battering rams to take down any enemy fortifications along the way.

> 3 Battering rams (Atk 10/ Def 3/ Discipline 7/ Tactics 3/ Equip 5/ Speed 2) built. Upkeep 1◘
>>
>>4344200
With all preparations set, now all that remained to do was to decide where should we make the invation effort, for there's a multitude of potential targets, each with their own benefits and risks.

> 1), Cyrene and it's surrounding islands, the granary of the Tulunid emirate with it's fertile soil, and the least defended province of the three, while capturing the place would be an easy task, the sheer size of the place would mean that our troop would have to spend more time securing it, potentially allowing the Tulunids some time to reorganize.

>2) Matras, a rich city thanks to their dye manufacturies, capturing the city not only would grant us the resource, but it would allow us to split the emirate in half, dividing their forces. That said, Matras has a fort, meaning that capturing it to begin with wouldn't be easy.

>3) Tuludia itself, the capital of the emirate, and another rich target due to it's position as an end node for the Spice belt, in adition to that, capturing the capital would allow us to end the war much quicker. That said, it should be expected that such important place will the most difficult to capture, as surely the Tulunids will pour everything they have into it's defense.
>>
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>>4344215
>>
>>4344215
> 1), Cyrene and it's surrounding islands, the granary of the Tulunid emirate with it's fertile soil, and the least defended province of the three, while capturing the place would be an easy task, the sheer size of the place would mean that our troop would have to spend more time securing it, potentially allowing the Tulunids some time to reorganize.
Can we attempt to trick the Sultanate into thinking we are attacking the Capital?
>>
>>4344215
> 1), Cyrene and it's surrounding islands, the granary of the Tulunid emirate with it's fertile soil, and the least defended province of the three, while capturing the place would be an easy task, the sheer size of the place would mean that our troop would have to spend more time securing it, potentially allowing the Tulunids some time to reorganize.
>>
>>4344215
> 1), Cyrene and it's surrounding islands, the granary of the Tulunid emirate with it's fertile soil, and the least defended province of the three, while capturing the place would be an easy task, the sheer size of the place would mean that our troop would have to spend more time securing it, potentially allowing the Tulunids some time to reorganize.
>>
>>4344218
We are too proud for tricks at least while we're still winning.
>>
>>4344218
>>4344224
>>4344232

Having thinking about it for a while, you eventually decided that Cyrene would the target for our naval invation. Gathering all posible troops for the effort, you amass quite the respectable force.

>3000 spearmen, 6000 helotians, and 3 battering rams available for the battle.
> 8 dromons and 5 galleys availble for the battle.

Either way, a few months of preparations late, you and your troops finally arrive at the desertic yet lush coasts of Cyrene. At first glance, there's no visible navy or army in the nearby, nor any sort of major fortifications beyond the city wall. That said, the climate has been quite cloudy today, and it looks like it' going to rain soon, do we press on with everything we have right now, or not.

>Write in using a d100,
>>
>>4344309
How does the terrain look? Are there ample spots for ambush (like with hills, tall grass, etc.)?
>>
Rolled 80 (1d100)

>>4344309
>Start the landings and set up a fortified position to outlast the rain
My bet is that they are gonna try to repel us back to the ocean
>>
Rolled 15 (1d100)

>>4344309
Strike up the camp, we're in no hurry.
>>
>>4344324
supporting
>>
>>4344324
Rolled 80 (1d100)

Deciding to make the landings before the rain began, you sent your fleet towards the cyrenian coast, just outside of the city, and luckily for you, it all went well, as your ship were able to disembark the soldiers and the siege equipment without much trouble.

Following the landings, you inmediately ordered your troops to build some camps to rest for the night, as well to prepare the rams for tomorrow's assault.

After a good night of rest, you began to plan with your comanders the how you should execute the siege. The city walls are everything that the city has for defense, and
they aren't too big to begin with. That said, the garrison inside isn't something you should ignore, for as small as it is.

Should you siege the city now, or should you starve them to death by capturing the fields and blocking the ports ?.

>Write in using a d100
>>
>>4344357
Cyrene City Garrison
>Cyrene archers, (Arch) (Atk 5/ Def 3/ Discipline 6/ Tactics 6/ Equip 4) Numbers: 2000
>Tulunid City guard, (inf) (Atk 3/ Def 6/ Discipline 4/ Tactics 6/ Equip 5) Numbers: 2000
>>
>>4344357
>Capture the fields and ports
>Ask for a complete surrender in exchange for good treatment and us not starving them
>>
Rolled 64 (1d100)

>>4344362
supporting with a +1 and a roll
>>
Rolled 92 (1d100)

>>4344362
Forgot to roll
Cmon Sol give me some luck
>>
Rolled 30 (1d100)

>>4344357
Surround them. We're in no hurry.
>>
>>4344362
>>4344363
>>4344364
64 + 92 /2 = 77

Deciding that wasting the precious lives of your soldiers sieging a minor city, you decided to instead, send them to take the surrounding fields and farms around the city, as well sending your ship to block their ports in order to starve them into submission.

Surely enough, after some two months of siege, the city eventually ran out of food, and were forced to surrender to us peacefully.

>Tulunid City garrison surrenders without blooshed.
>Cyrene captured

Thats said, it appears that Tulunids weren't sitting idly during the time we spent securing the countryside of the province and sieging the city, for reports in the distance speak now of a large 15,000 men strong army moving in the distance towards us, making a battle with them inavoidable, the question being now, do we met them in the fields ?, or do we fortify inside the city and let them come to us.

>Write in using a d100
>>
Rolled 58 (1d100)

>>4344408
>fortify inside the city
Our boys are more defence based
>>
>>4344410
+1
>>4344408
Since we needed to blockade the ports to prevent food from coming in, does this mean that we can resupply the city through the port?
>>
>>4344408
Also, could you answer >>4344316?

If this is the case we might be able to harrass them on their way in.
>>
Rolled 5 (1d100)

>>4344408
Let them besiege their own city. May the Sun burn out their eyes.
>>
>>4344421
>>4344374
>>4344328
In the future, could you please abstain from rolling in support of a roll that already has a decent roll?
>>
>>4344416
>>4344419

Yes, but how sucessful is the suplying effort depends on the roll
>>
>>4344427
Ok, did the reports include any cavalry, or is it exclusively infantry?
>>
>>4344427
The terrain is mostly flat and semiarid with the ocassional lush green areas, not much cover though
>>
>>4344430
Tulunid relief army

>Cyrene archers, (Arch) (Atk 5/ Def 3/ Discipline 6/ Tactics 6/ Equip 4) Numbers: 4000
>Misr spearmen, (Inf) (Atk 6/ Def 4/ Discipline 7/ Tactics 6/ Equip 4) Numbers: 3000
>Desert horseman, (L.Cav) (Atk 6/ Def 3/ Discipline 4/ Tactics 7/ Equip 3) Numbers: 3000
>Camel riders, (L.cav) ( Atk 5/ def 5/ discipline 3/ tactics 8/ equip 3) numbers 3000
>Amazigh skirmirshers, (skir) ( Atk 5/ def 4/ discipline 5/ tactics 6/ equip 3) numbers 3000
>>
>>4344423
I was under the impression that we were going to start using minimum rolls and averages during battles.
>>
>>4344453
I'm under the impression that we're using averages for everything. That's why when we roll high we have people saying "please no one else roll".
>>
>>4344410
Anyway
Rolled 59 d100

Since the Tulunid army was too big as to take them head on with our troops, you gave the order to strip the surrounding lands bare of food, and fortify inside the city.

As expected, the Tulunids began sieging the city, but thanks to our access to the sea, and the food we stockpiled, we shouldn't have problems lasting inside.

That said, one month later, after getting tired of sieging a city that will never run out of food, the Tulunids decided to send their new navy to blockade us.

Stats of the Tulinid navy

>War galley (galley) Atk 4/ Def 2/ Speed 7/ Tactics 4/ Discipline 4/ Carrying capacity 500 each) numbers 7
>Dhow (light ship) (Atk 3/ Def 6/ Speed 4/ Tactics 5/ Discipline 5/ Carrying capacity 1,000 each) Numbers: 5

We have equal numbers in ships and still the advantage of having the more bigger ships, but it looks like things wont go so
Easy as the last time.


>Write in using a d100 for the course of action
>>
Rolled 31 (1d100)

>>4344524
Double attack. Our army attacks theirs, our navy attacks theirs.

Also, are we using minimum rolls?
>>
Rolled 99 (1d100)

>>4344535
Why would we sally out of our defenses into greater numbers? Seems like a poor idea.
>>4344524
Maintain our position inside the walls with ground forces, make them come to us.
On the sea, focus on destroying the Galleys first while avoiding the Dhows using our superior speed. Once they are taken care of, the Dhows will be easy prey.
>>
>>4344537
oh vey
>>
>>4344537
Supporting this
>>
>>4344537
Rolled 99 (1d100)

Feeling confident after your recent victories both at land and at sea, you ordered your fleet to intercept the Tulunid one with all of their strenght.

Just like the battle at Krita, you focused your efforts into using the superior velocity of your Galleys to divide the Tulunid fleet with great manouvers, and follow up by destroying each of their ships one by one using your dromons.

At the end of the day, almost all of the Tulunid ships laid at the bottom of the sea, with only an scant few managing to retreat away, all with minimal losses in your side.

>Tulunid fleet loses 6 galleys, 4 dhows
> you lost 1 galley.

Moreover, thanks to the recent victories at sea, the ability of the Laconians in the arts of naval warfare have increased, from an unknown field to them, they are now quite the experts at it.

>Dromon tactics goes from 5 to 6
>War galley tactics goes from 6 to 7
>>
>>4344623
With another Tulunid fleet almost completely destroyed, their ability to project power at sea, has been seriously damaged, limiting them to only land operations for now.

With that said, following our victory at sea, our ability to supply our troops inside cyrene has been become unbroken, allowing us to stay indefinitely well fed inside the city for as long as we want.

Hearing news of the disaster at sea, the Tulunid comander of the sieging army, furious, gave the orders to prepare for a full assault of the city, set to tomorrow morning.

Having heard of this through our scouts, some comanders have suggested that we could raid them at night while they're sleeping, while others call this a risky move, given our inexperience with night combat, and prefer that we should prepare our defenses for the siege.

>Write in using a d100
>>
Rolled 1 (1d100)

>>4344630
No need to be making risky moves, they are desperate. Let them throw themselves upon their own walls.
>>
>>4344633
LMAO ok or not, my rolls are something else today
>>
Rolled 75 (1d100)

>>4344630
Let’s do this raid to anger them even more
>>
>>4344633
Rolled 1 (1d100)

While you and your commander were discussing about the plan of action, a troubling report comes in as one of your soldiers enter into your tent gasping for breath.

>"They are attacking us right now sir", the soldier says before collapsing in the floor.

Indeep it appears that the scout you sent was fed false information, and now, you find yourselves about to be attacked by the Tulunids with your pants down.

>"Don't worry my despot i'll take care of this", one of your comanders said, before leaving the tent and rallying up his unit.

Before you could even say anything, the man proceeds to lead 1000 brave laconians towards the city door and into the mass of enemy soldiers.

What follows is nothing but the stuff of true legends, as the man and his soldier bear the full front of the Tulunid attack with all of their couraage, teither taking an step back, nor breaking formation.

> 1000 Laconians are lost, but you gain some much needed time.

It was then that you realized that this man sacrificed himself and his unit to buy you time to reorganize the defense of the city, and sol itself you will.

>Write in using a d100 for the next course of action
>>
Rolled 88 (1d100)

>>4344671
Take to the walls, a mix of spearmen and skirmishers. Wherever enemies get up on the wall spearmen will take them, everywhere else the skirmishers rain down death. Additionally spearmen should be positioned behind the gate and the gates further braced by moving our heavy battering Rams behind them. Have some men patrol the city and make sure the locals aren't going to backstab us.
>>
>>4344684
Supporting the defense.
>>
>>4344684
Support
Defeat this force and I’m sure the Sultan will be forced into negotiations
>>
>>4344671
>>4344722
My roll didnt work in the options field, I don't see an email field anymore when I reply, does rolling work differently now? I havent posted in a year
>>
>>4344684
Rolled 88 (1d100)

Deciding not to make the man's death in vain, you inmediately began giving out orders to all soldiers to reorganize for the defense of the city, and to repel the Tulunid assault.

To begin with, you sent part of your spearmen to man the walls of the city, while ordering the helotians to rain down javelins upon the enemy, dealing great damage and blocking off those atempted to scale the walls.

At the same time, you positioned some spearmen behind the city gate alongside the battery rams to block off the entrace of the city. Aditionally had some men patrol the city in search of any would be revolter.

While you were sucessfull in repeling the first wave of the assault, the Tulunid archers and skirmirshers still quite a dent in your numbers

> The Tulunids lose 2000 spearmen,1000 skirmirshers, as well as 1000 horseman due to the earlier efforts of the sacrificed unit.

> You lost 1000 Helotian skirmirshers, as well as 500 spearmen
>>
>>4344752
With the first wave repeled, the enemy comander, furious, decided to send the second one straight one, but not before retreating the remnants of the first wave, allowing you time to act.

> Write in using a d100 for the next course of action
>>
Rolled 43 (1d100)

>>4344760
>Keep holding the walls of the city. Make sure no Tulunids even step a foot in the city!

We have to whittle down the enemy numbers before sallying out. Let's just keep our position.
>>
Rolled 63 (1d100)

>>4344764
Support
>>
>>4344740
You put the roll in the options filed
eg. dice+1d100

>>4344752
Dang this is really bloody
>>
Rolled 54 (1d100)

>>4344764
Support
>>
>>4344764
>>4344768
>>4344792
43+63+54 / 3 = 53.3

As the first wave retires and the second wave advances, you order your men to keep holding the walls of the city, and to make sure no Tulunid even steps a foot inside the city.

With such strategy decided, your men continue the effort to block off the Tulunid assault no matter what. What follows is but a cruel and bloody battle, with high casualties among both sides, eventually though, after enduring attack after attack from the Tulunids, you were able to repel them back, and them back from they were came from.

That said, you still lost a good amount of men in the battle, making this round more closer than the last.

> The Tulunids lose 1000 spearmen
, 2000 archers, as well as 1000 horsemen, and 1000 camel riders.

> You lost 2000 Helotians, as well as 1000 spearmen.


Either way, with the second round defeated, the enemy comander decided to hold off the attack for today, and ordered his men back to the camp to rest. Should you attack them now that you have the opportunity, or should you rest your men too ?.

>Write in using a d100 for the next course of action
>>
Rolled 76 (1d100)

>>4344887
Why the hell would we ever stop attacking? Sun be with us!
>>
>>4344888
That’s a good roll and you got trips so let’s go with that!
>>
Rolled 34 (1d100)

>>4344887
Send the best men out to set fires to the enemy camp to destroy tents, and food. So they don't be able to sleep if they spent all night putting out fires.
>>
>>4344888
+1
>>
>>4344888
Rolled 76 (1d100)

Following the enemy retreat, not wanting to waste such good opportunity to rout them, you ordered your remaining men to charge after them before they can regroup.

Just like before, the battle is intense and bloody, with the Laconians doing their best to slaughter the retreating Tulunids, and them fighting for their life in spite of their tiredness and wounds.

As the sun set though, only one banner stood among the dust, that of the Laconians, for in their bravery and courage, they were able to obtain a decisive victory over the Tulunids, but without paying the price.

> The Tulunids lose 1000 spearmen, 1000 archers, 1000 skirmirshers, and 1000 horsemen, the remaining troops rout.

> You lost 1000 Helotians and 500 spearmen.
>>
>>4344917
Total troops lost? Killed?
>>
>>4344917
I do believe it's time to send for some reinforcements.
>>
>>4344923
This. We also just demolished what is probably their main force. They just finished with a three year conflict and lost their invasion force too. We should call for reinforcements and start pushing west with the fresh troops.
>>
>>4344917
>>4344917
Having inflicted such decisive victories over both land and sea agains't the Tulunids, the Laconians have managed to almost completely destroy their entire military, leaving them almost completely defenseless agaisn't other foreign threats.

Facing both internal revolts due to the dissatisfaction from war, as well as numerous invations from external threads, and an almost empty treasury, the emir of the Tulunids decided to cut his loses and so, he sent an offer of peace to the laconians.

In this offer of peace, the emir agrees to surrender the province of Cyrene as well as it's surrounding islands to the Laconians, as well as to stop their raids agaisn't them, along with a 10 year truce.

While this is a very generous treaty, given the situation, some of your generals believe that you should reject the treaty, and instead, march towards the Tulunid capital to annex them complete. While this would grant you more posible gains, you are aware of the fact that your armies have lost a lot of numbers, and that even if the Tulunids don't put much of a fight, they might not be able to secure their entire territory.

Total Soldiers remaining.
>3000 Laconian Spearmen
>3500 Helotians


But at the end though, you reach a decision.
> a) Accept the treaty
> b) Reject the treaty
>>
>>4344948
> a) Accept the treaty

I say we accept, it's a generous treaty and annexing them would probably overextend ourselves. Also don't forget our main goal is to get independence from the empire, so let's not get too bogged down in other conflicts and be too weak when one of the nations vying for the throne comes out on top and wants us to swear fealty.
>>
>>4344948
>Counter Offer
You can keep Cyrene (we have farmland aplenty) but we shall keep the islands and you can become our client king. Don't fuck with the despot, motherfucker.
>>
>>4344964
I'm supporting this. We need to start gathering support, willing or otherwise, of the other nations if we want to become independent and eventually rule the empire. We can always work on improving relations with them later.

Leaving them independent will lead to future conflicts either way.
>>
>>4344959
+1, I'd love to annex them but we lost too much, we should consolidate our gains.

>>4344964
Getting a client kingdom of our own makes our intentions clear to the world that we plan to break away and become independent. Heck, it might be considered a declaration of independence in itself. We don't have the troops to hold off imperial forces right now, and we don't know how much longer that civil war is gonna last. I don't want to take the risk.
>>
I don't see how trying to make a country that's much larger than us a client king is going to work. They lost this war but they can always rebuild and declare independence. They're richer than us and have more provinces than us, we wouldn't have won the war if it wasn't defensive. I'd rather annex them than make them a client king. Having vassals pretty much only work if they're smaller than us, like a one province nation.
>>
>>4344948
>a) Accept the treaty
Let's just use Cyrene farmland to feed our people and get more population so we can raise more units. Right now we have to rebuild and get some of our units back. We won, let's not push our luck.
>>
>>4344959
support
>>4344948
along with accepting the offer can we also take the Sultans kid? Just to make him remember not to fuck with us.
>>
>Tulunid Landing Party
12 000 soldiers Killed

>Tulunid relief army
16 000 Soldiers
Killed 13k?

>Cyrene City Garrison
4 000 soldiers Surrender

>Starting Soldier Numbers
7000 Laconian Spearmen
7500 Helotians

>Total Soldiers remaining.
3000 Laconian Spearmen
3500 Helotians

So we lost 4k of our best boys, 4k of the slaves.
Enemy Lost like 29k of their boys.

They really had the numbers over us, we fucked them up.
>>
>>4345015
we still have more at home
>>
>>4345019
He included those

>>4345015
Hell yeah we did, this oughta earn us some brownie points with the people.
>>
>>4344984
A client kingdom is an excellent bargaining chip in imperial politics. Whichever of the three can court us gets the sultan in the deal without having to deal with him separately.
>>
>>4345026
I still think we should get a triple alliance with Boeotia and Illyria to secure our south and be somewhat of a bigger political force because of it
>>
>>4345072
We can do that, too. But those guys didn't attack us. Remember, we have an advantage that the other regional big-boys don't: We're not slaves to the dream of imperium. If we can be prosperous with others, then that's ok. It is a Laconian's job to be strong and keep with tradition, not to rule over vast tracts of land and legions of foreigners. Just don't let the Helotians know I said that.
>>
>>4344948
>>4344959
>>4344984
>>4344990
>>4345003
After thinking about it for a while, you decided that it would be for the best of the Despotate to just accept the treaty and reap what we gained, rather than overextend our troops.

>Cyrene has been annexed, war with the Tulunids has ended,

In adition to that, in order to make sure that the emir fulfills his promise of a 10 year truce, you added to the treaty that the emir should send one of his sons as a political hostage to the despotate. Strangely enough, the emir agrees with the proposal, and so, he sends us a 8 year boy named Jaysh to our palace.

>10 year old truce with the Tulunids enacted.

(well you guys, we managed to win the war, i have to get some sleep, so see ya tomorrow )
>>
>>4345098
thanks for your work QM
>>
>>4345098
I'm surprised we did that well. We are truly blessed.

gn mate.
>>
>>4345098
We ought to get at rebuilding the army, then. Thank you qm.
>>
>>4345092
We got the sea covered and with a province up north. We are going to be over extended. If we enter into that alliance than we can start pulling troops away from the border.
>>4345098
My bet is that the kid is some random peasant
Good job QM, have a good rest.
>>
>>4345107
I hear that the northerners keep whole stables of wives, so one son is probably nothing to him. How shall we treat the boy, anyway? Prisoner? Slave? Adopted noble?
>>
>>4345114
Convert him into being a worshipper of Sol, raise him as our own and when he is of age launch a coup against the Emir and use him as a puppet king.
>>
>>4345115
Come to think of it...

Does Raddhia have any children? What about Dover?
>>
File: Byzaia.png (16 KB, 288x296)
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16 KB PNG
>>4345098
Alright, let's continue with this.

YEAR 1012.
After so much struggle and sacrifice you were finally able to return home victorious alongside your soldiers for a glorious celebration of the despotate's resurgense as a power to be feared.

That said, war isn't cheap, and to obtain that same victory, you had to sacrifice a good deal of Laconian lives to do it. So you think about rebuilding the army.

In adition to that, with the capture of Cyrene, you have gained access to it's rich fields, and agricultural resources, but befor you can exploit them at full, you should also think about integrating the new province into the despotate, either by by converting the local Lunarian population to the Solist faith, or by sending Laconian settlers to populate the place.

REVIEW
--MILITARY STATUS

>Laconian Citizen spearmen, (Inf) (Atk 7/ Def 9/ Discipline 9/ Tactics 5/ Equip 9) Numbers: 3000, upkeep 2◘
>Helotian Skirmirshers (Skir) (Atk 3/Def 4/Discipline 3/Tactics 6/ Equip 1) Numbers 3500, upkeep 1◘
>Dromon, (Light ship) (Atk 4/ Def 5/ Speed 5/ Tactics 5/ Discipline 4/ Carrying capacity 1,000 each) Numbers: 8 complete, 2 damaged, upkeep 0.5 each, 5◘ total
>War galleys, (galley) Atk 3/ Def 2/ Speed 8/ Tactics 5/ Discipline 3/ Carrying capacity 500 each) numbers 4, upkeep 0.25 each, 1◘ total.
>Battering rams (Atk 10/ Def 3/ Discipline 7/ Tactics 3/ Equip 5/ Speed 2)numbers 3. Upkeep 1◘
>Yearly upkeep 10◘

--ECONOMIC STATUS
---Industries
>Agriculture, Size: 7/15, type: Improved plantations, profit :10.5◘/y
>Fishing, Size 2/8, type: Basic, profit: 2◘/y
>Woodcutting, Size 3/10. type: Basic. profit: 3◘/y

---Buildings
> Improved roads ( +1 ◘/y from trade)
> Palace of the despots (yearly upkeep 1 ◘/y)
> Improved dockyards, (Navy upkeep reduction -2◘)
> Kritan costal forts (Yearly upkeep 0.25◘/y)

--POLITICAL STATUS

>Stability: High
>The Assembly: Content
>Your Co-despot: Satisfied
>Corruption: Medium-small (Eats 1 ◘/y)
>Piracy & Banditry: Small (Eats 0.5 ◘/y)

---Province Integration
>Cyrene, (2/10), Natives: Skeptical, Religion: Lunarian majority

--DIPLOMACY - STATUS

>Salonika: Cold
>Trakians: Ambivalent
>Pontus: Neutral
>Illyria: Friendly, trading (1.5◘/y)
>Boeotia: Warm, trading (1.5◘/y)
>Tulunids: Hostile, truce (expires 1022)

--OVERALL--
>Income 17.5◘
>Expenses 11.25◘
>Yearly profit 6.25◘
>Treasury 40◘

Having review the situation for the current year, it's time for you to chose TWO actions to take during the year, rolling a dice of 6 for each.

>Military action: (train troops/ improve tactics/ manufacture equip/ Drill the troops)
>Economic action: (Upscale production/ improve techonology/ develop other industries/ build something)
>Political action: (Improve relations/ make new policies/ fight corruption/ fight bandits)
>Diplomatic action: (offer an alliance, Threaten War, Improve relations, ect.)
>>
>>4345929
Sorry, i forgot to update the stats of the soldiers again.

>Laconian Citizen spearmen, (Inf) (Atk 8/ Def 9/ Discipline 9/ Tactics 6/ Equip 9) Numbers: 3000, upkeep 2◘

>Dromon, (Light ship) (Atk 4/ Def 5/ Speed 5/ Tactics 6/ Discipline 5/ Carrying capacity 1,000 each) Numbers: 8 complete, 2 damaged, upkeep 0.5 each, 5◘ total

>War galleys, (galley) Atk 3/ Def 2/ Speed 8/ Tactics 7/ Discipline 4/ Carrying capacity 500 each) numbers 4, upkeep 0.25 each, 1◘ total.
>>
Rolled 2, 2 = 4 (2d6)

>>4345929
>Military action (Construct fort at Cyrene-Tulunid border)
>Economic action (Send Laconian settlers to Cyrene)
>>
Rolled 3, 3 = 6 (2d6)

>>4345929
>Military action: recruit more troops
>Economic action: start the conversion of the Cyrene population
Also can we build a statue of that one commander in his home town? He deserves it.
>>
Rolled 3, 4 = 7 (2d6)

>>4345936
supporting
>>
>>4345936
Yes, but it's gonna cost an action to do
>>
>>4345952
Damn
We can do it next turn than
>>
>>4345929
Oh shit Tulunids lost their western territory too, they were fighting a war on two fronts it looks like. Odd timing they had attacking us, or maybe they were overconfident due to our recent lower status in the world
>>
>>4345936
How many troops do you want to recruit and what type ?
>>
>>4345978
If we're getting the choice, it'd be nice to have 5k more spearmen
>>
>>4345978
I say we start with the spearmen. We should have a fresh lot of citizens now considering that we just had a war.
>>
>>4345978
4500 Laconian Citizen spear men
7000 Helotian skirmishers
>>
>>4345929
It also seems like the Trakians are getting slapped around a bit. If we're going to start that alliance against the Salonikoi, we'd better do it now.
>>
>>4345936
>>4346001
Rolled 3, 3 = 6 (2d6)

Given that the high cost in soldiers that our victory took to achieve, the Laconian army right now, is severely lacking in men, making the recruitment of soldiers a urgent necessity, something you took an interest into make reality, not matter how expensive it took to do it.

>4500 Laconian citizen spearmen recruited for a total of 7500, upkeep changes from 2 to 7.5
>7000 Helotian skirmishers recruited for a total of 10500, upkeep changes from 1 to 3.
>30 funds spent, 10 remaining in the treasury.

In adition to that, you began your efforts to integrate the people of Cyrene into the despotate by sending heralds there to preach the word of Sol Invictus among the Luna-workshiping population, while some success was achieved in this regard, most of the population still remains true to their old beliefs.

>Cyrene changes from (2/10) integration to (3/10) integration, Religion changes from Lunarian Majority, to Lunarian slight majority.
>>
>>4346025
At what point can we start making them citizens, or is that just never going to happen?
>>
>>4346025
YEAR 1013.
With the war over, the army rebuilding itself, and the new province slowly getting integrated, things are looking good for the despotate for the next few years, that said, with the Byzain war raging on in the south, you should be careful of whatever comes out of it.

REVIEW
--MILITARY STATUS

---Land army
>Laconian Citizen spearmen, (Inf) (Atk 8/ Def 9/ Discipline 9/ Tactics 6/ Equip 9) Numbers: 7500, upkeep 7.5◘
>Helotian Skirmirshers (Skir) (Atk 3/Def 4/Discipline 3/Tactics 6/ Equip 1) Numbers 10500, upkeep 3◘
>Battering rams (Atk 10/ Def 3/ Discipline 7/ Tactics 3/ Equip 5/ Speed 2)numbers 3. Upkeep 1◘

---Navy
>Dromon, (Light ship) (Atk 4/ Def 5/ Speed 5/ Tactics 6/ Discipline 5/ Carrying capacity 1,000 each) Numbers: 8 complete, 2 damaged, upkeep 0.5 each, 5◘ total
>War galleys, (galley) Atk 3/ Def 2/ Speed 8/ Tactics 7/ Discipline 4/ Carrying capacity 500 each) numbers 4, upkeep 0.25 each, 1◘ total.

>Yearly upkeep 17.5◘

--ECONOMIC STATUS
---Industries
>Agriculture, Size: 7/15, type: Improved plantations, profit :10.5◘/y
>Fishing, Size 2/8, type: Basic, profit: 2◘/y
>Woodcutting, Size 3/10. type: Basic. profit: 3◘/y

---Buildings
> Improved roads ( +1 ◘/y from trade)
> Palace of the despots (yearly upkeep 1 ◘/y)
> Improved dockyards, (Navy upkeep reduction -2◘)
> Kritan costal forts (Yearly upkeep 0.25◘/y)

--POLITICAL STATUS

>Stability: High
>The Assembly: Content
>Your Co-despot: Content
>Corruption: Medium-small (Eats 1 ◘/y)
>Piracy & Banditry: Small (Eats 0.5 ◘/y)

---Province Integration
>Cyrene, (3/10), Natives: Skeptical, Religion: Lunarian slight majority

--DIPLOMACY - STATUS

>Salonika: Cold
>Trakians: Ambivalent
>Pontus: Neutral
>Illyria: Friendly, trading (1.5◘/y)
>Boeotia: Warm, trading (1.5◘/y)
>Tulunids: Hostile, truce (expires 1022)

--OVERALL--
>Income 18◘
>Expenses 16.75◘
>Yearly profit 1.25◘
>Treasury 16.25◘

Having review the situation for the current year, it's time for you to chose TWO actions to take during the year, rolling a dice of 6 for each.

>Military action: (train troops/ improve tactics/ manufacture equip/ Drill the troops)
>Economic action: (Upscale production/ improve techonology/ develop other industries/ build something)
>Political action: (Improve relations/ make new policies/ fight corruption/ fight bandits)
>Diplomatic action: (offer an alliance, Threaten War, Improve relations, ect.)
>>
>>4346041
>Economic Action
Scale up farming. We have so much farmland now.

>Diplomatic Action
Send envoys to the Boeotians and Illyrians offering a defensive alliance.
>>
Rolled 1, 6 = 7 (2d6)

>>4346047
>>
Rolled 1, 1 = 2 (2d6)

>>4346047
Support with a dice roll to plug up that 1
>>
>>4346051
nice try but (luckily?) 1's and 6's are locked in
>>
>>4346051
You have to be joking me
>>
I noticed during the war that, while our infantry was perfect as always, the emir's skirmishers operated a good deal more skillfully than our Helotians. And they were fielding cavalry, too. What say we update the lesser elements of the army after the economy is up and running?
>>
>>4346062
Yeah, earlier I tried to update our Helotian equipment, we'll have to do that some
>>
>>4346051
Rolled 1, 1 = 2 (2d6)
Let's do this, i guess.

With the new army eating up much of the Despotate's income, you decided to focus on it's economy in order to support further expansion.

Your plan was to send settlers to the newly adquired Cyrene farmlands to increase food production, unfortunately for you, however, when the settler arrived in, they were killed by the some locals after one of them accidentaly insulted one their customs. Putting your economic expansion plans at hold, and angering the locals.

>Cyrene natives go from Skeptical to Annoyed.

In another news, you tried to form an diplomatic alliance with the Illyrians and the Boeotians in order to protect ourselves from whoever is the Winner of the Byzaian war. However, just like that other time, your choice of diplomat was less than ideal, as the guy you choose insulted the cooking of the wife of the Prince of the Illyrians, making a small dent in what was otherwise a flawless relationship between the two countries.

>Relationship with Illyria goes from Friendly to Amicable.
>>
>>4346122
YEAR 1014.
While the previous year didn't go so well for the plans that you had prepared, you're confident that things will go well this year, after all, given the enormous sucess and luck that you had during the war, you can't ask more for now.

REVIEW
--MILITARY STATUS

---Land army
>Laconian Citizen spearmen, (Inf) (Atk 8/ Def 9/ Discipline 9/ Tactics 6/ Equip 9) Numbers: 7500, upkeep 7.5◘
>Helotian Skirmirshers (Skir) (Atk 3/Def 4/Discipline 3/Tactics 6/ Equip 1) Numbers 10500, upkeep 3◘
>Battering rams (Atk 10/ Def 3/ Discipline 7/ Tactics 3/ Equip 5/ Speed 2)numbers 3. Upkeep 1◘

---Navy
>Dromon, (Light ship) (Atk 4/ Def 5/ Speed 5/ Tactics 6/ Discipline 5/ Carrying capacity 1,000 each) Numbers: 8 complete, 2 damaged, upkeep 0.5 each, 5◘ total
>War galleys, (galley) Atk 3/ Def 2/ Speed 8/ Tactics 7/ Discipline 4/ Carrying capacity 500 each) numbers 4, upkeep 0.25 each, 1◘ total.

>Yearly upkeep 17.5◘

--ECONOMIC STATUS
---Industries
>Agriculture, Size: 7/15, type: Improved plantations, profit :10.5◘/y
>Fishing, Size 2/8, type: Basic, profit: 2◘/y
>Woodcutting, Size 3/10. type: Basic. profit: 3◘/y

---Buildings
> Improved roads ( +1 ◘/y from trade)
> Palace of the despots (yearly upkeep 1 ◘/y)
> Improved dockyards, (Navy upkeep reduction -2◘)
> Kritan costal forts (Yearly upkeep 0.25◘/y)

--POLITICAL STATUS

>Stability: High
>The Assembly: Content
>Your Co-despot: Content
>Corruption: Medium-small (Eats 1 ◘/y)
>Piracy & Banditry: Small (Eats 0.5 ◘/y)

---Province Integration
>Cyrene, (3/10), Natives: Skeptical, Religion: Lunarian slight majority

--DIPLOMACY - STATUS

>Salonika: Cold
>Trakians: Ambivalent
>Pontus: Neutral
>Illyria: Friendly, trading (1.5◘/y)
>Boeotia: Warm, trading (1.5◘/y)
>Tulunids: Hostile, truce (expires 1022)

--OVERALL--
>Income 18◘
>Expenses 16.75◘
>Yearly profit 1.25◘
>Treasury 16.25◘

Having review the situation for the current year, it's time for you to chose TWO actions to take during the year, rolling a dice of 6 for each.

>Military action: (train troops/ improve tactics/ manufacture equip/ Drill the troops)
>Economic action: (Upscale production/ improve techonology/ develop other industries/ build something)
>Political action: (Improve relations/ make new policies/ fight corruption/ fight bandits)
>Diplomatic action: (offer an alliance, Threaten War, Improve relations, ect.)
>>
>>4346128
Updated stats.

>Cyrene, (3/10), Natives: Annoyed, Religion: Lunarian slight majority

>Illyria: Amicable, trading (1.5◘/y)
>>
>>4346122
Sorry anons
>>
>>4346122
Why did you go with the two 1's when the 1 6 was rolled already? I thought we were going with 1's and 6's are locked in?? This feels arbitrary.
>>
>>4346140
I didn't see the six, my mistake.
>>
Rolled 1, 3 = 4 (2d6)

>>4346128
>Economic
Continue to work on those farms. We'll get this right.

>Economic
Integrate Cyreneans
>>
Rolled 6, 2 = 8 (2d6)

>>4346158
Help me Sol
>>
>>4346171
Someone should just propose something different.
>>
>>4346158
>>4346171
1+6 /2 = 3.5 (3)

Not wanting to give up in your plans to increase the farming production of the nation, you once again, decide to send Laconian settlers to Cyrene, only that this time, you also sent a detachment of Laconian spearmen to protect them from the natives. As expected, this time things go better than the last time, with Laconians now working the rich fields of Cyrene.

>Agriculture size increased from 7/15 to 9/15, Profit increases from 10.5◘ yearly to 13.5◘/y

3+2 /2 = 2.5 (2)

Following that, you decide to continue the integration of Cyrene into the despotate by replacing the Native administrators with Laconian ones, to make sure that it's agricultural resources can be exploited further. That said, the Natives of course, don't see with good eyes, and become more upset as a result.

>Cyrene changes from (3/10) integration to (5/10) integration,
>Cyrene natives go from Annoyed to Upset
>>
>>4346203
YEAR 1015.
As you manage to recuperate from your defeats of the previous year, you once again, feel that eveything is going to be fine, that said, with all the work that you have been doing the last 15 years, you're thinking of going easy the next year to relieve some stress.

REVIEW
--MILITARY STATUS

---Land army
>Laconian Citizen spearmen, (Inf) (Atk 8/ Def 9/ Discipline 9/ Tactics 6/ Equip 9) Numbers: 7500, upkeep 7.5◘
>Helotian Skirmirshers (Skir) (Atk 3/Def 4/Discipline 3/Tactics 6/ Equip 1) Numbers 10500, upkeep 3◘
>Battering rams (Atk 10/ Def 3/ Discipline 7/ Tactics 3/ Equip 5/ Speed 2)numbers 3. Upkeep 1◘

---Navy
>Dromon, (Light ship) (Atk 4/ Def 5/ Speed 5/ Tactics 6/ Discipline 5/ Carrying capacity 1,000 each) Numbers: 8 complete, 2 damaged, upkeep 0.5 each, 5◘ total
>War galleys, (galley) Atk 3/ Def 2/ Speed 8/ Tactics 7/ Discipline 4/ Carrying capacity 500 each) numbers 4, upkeep 0.25 each, 1◘ total.

>Yearly upkeep 17.5◘

--ECONOMIC STATUS
---Industries
>Agriculture, Size: 7/15, type: Improved plantations, profit :10.5◘/y
>Fishing, Size 2/8, type: Basic, profit: 2◘/y
>Woodcutting, Size 3/10. type: Basic. profit: 3◘/y

---Buildings
> Improved roads ( +1 ◘/y from trade)
> Palace of the despots (yearly upkeep 1 ◘/y)
> Improved dockyards, (Navy upkeep reduction -2◘)
> Kritan costal forts (Yearly upkeep 0.25◘/y)

--POLITICAL STATUS

>Stability: High
>The Assembly: Content
>Your Co-despot: Content
>Corruption: Medium-small (Eats 1 ◘/y)
>Piracy & Banditry: Small (Eats 0.5 ◘/y)

---Province Integration
>Cyrene, (5/10), Natives: Upset, Religion: Lunarian slight majority

--DIPLOMACY - STATUS

>Salonika: Cold
>Trakians: Ambivalent
>Pontus: Neutral
>Illyria: Amicable, trading (1.5◘/y)
>Boeotia: Warm, trading (1.5◘/y)
>Tulunids: Hostile, truce (expires 1022)

--OVERALL--
>Income 18◘
>Expenses 16.75◘
>Yearly profit 1.25◘
>Treasury 16.25◘

Having review the situation for the current year, it's time for you to chose TWO actions to take during the year, rolling a dice of 6 for each.

>Military action: (train troops/ improve tactics/ manufacture equip/ Drill the troops)
>Economic action: (Upscale production/ improve techonology/ develop other industries/ build something)
>Political action: (Improve relations/ make new policies/ fight corruption/ fight bandits)
>Diplomatic action: (offer an alliance, Threaten War, Improve relations, ect.)
>>
>>4346208
I think you forgot to update our profit
>>
>>4346208
Let's try to improve our fishing and woodcutting efficiency.
>>
Rolled 1, 1 = 2 (2d6)

>>4346225
Daylight shine upon our efforts!
>>
>>4346228
What the fuck is this? No more rolling for me today.
>>
Rolled 5, 6 = 11 (2d6)

>>4346228
Lemme attempt to save this
>>
>>4346225
>>4346228
>>4346240
1+5/2 = 3, 1+6/2 = 3.5(3)
Following your efforts to increase your agricultural production, you decided to focus your atention into the other sectors of the laconian economy.

To begin with, with your newly increased coastlines, you decided to invest into some new fishing ports around your costal settlements to increased the amount of fish capture per year, as well as importing some new fishing methods from the illyrians

>Fishing, goes from type: Basic (Production 1), to type: Improved (P 1.5), Profit from fishing goes from 2 to 3

The same happened with the woodcutting industry, which saw it's production increase after you invested into some new two-handed axes for equipment

>Woodcutting, goes from type: Basic (Production 1), to type: Improved (P 1.5), Profit from fishing goes from 3 to 4.5
>>
>>4346299
Our new profit should be 6.75
>>
>>4346299
In another news, you decided to tale the next year easy as to celebrate your 15th year since your succeded your father.

That said, one day, you decided to take a scroll around the palace, and it was than you saw that prince boy you took as hostage years ago reading in his guarded room

The boy , Jaysh, was now 12, and had now showed quite the interest into Laconian culture and customs, even considering to convert himself to the zunist faith at one point.

As you look at him, you began to think about what shoud you do with him.

>Write in using a d100 for the next course of action
>>
Rolled 32 (1d100)

>>4346306
Our culture only comes into full flower through the person of the warrior.
>>
>>4346312
And here I go, rolling like crap again.
>>
Rolled 44 (1d100)

>>4346306
>Adopt and convert him
>>
>>4346312
>>4346315
Pain
>>
Rolled 33 (1d100)

>>4346306
Agree with the adoption and conversion.

But lets hire a tulunid tutor (who is more motivated by money than loyalty to tulunid) to teach him his homelands culture as well. He will need to be familiar with them if we want to use him as a regional governor/puppet ruler there. Unless that would require a full action, qm?
>>
Alright, since everyone's tied, i need for someone to vote in one of the options, unless you want me pick one ramdomly
>>
>>4346366
Changing my vote to >>4346315 to break the split.
>>
>>4346315
Rolled 44 (1d100)

Feeling generous today, you decided to approach the boy and speak with him about various things.

>"Jaysha, right ?", you spoke to him.
>"Yes ?", he replied.
>"Soo, reading about the word Sol Invictus", you commented.
>"Yes is suppose, i'm thinking about becoming a zunist", he replied.
>"Well, that's good for you, but tell me, do you want me to adopt you", you asked.
>"No thanks, i'm fine by myself", he responded.

While your efforts to adopt the boy ultimately went nowhere, he did eventually decided to follow the cult of Sol, making the exchange at least somewhat productive for you
>>
>>4346452
YEAR 1016

Either way, having now relieved some stress from ruling the despotate, you resumed your job as the co-ruler of nation, trying to build up it's economy, while continuing to integrate the conquered lands.

REVIEW
--MILITARY STATUS

---Land army
>Laconian Citizen spearmen, (Inf) (Atk 8/ Def 9/ Discipline 9/ Tactics 6/ Equip 9) Numbers: 7500, upkeep 7.5◘
>Helotian Skirmirshers (Skir) (Atk 3/Def 4/Discipline 3/Tactics 6/ Equip 1) Numbers 10500, upkeep 3◘
>Battering rams (Atk 10/ Def 3/ Discipline 7/ Tactics 3/ Equip 5/ Speed 2)numbers 3. Upkeep 1◘

---Navy
>Dromon, (Light ship) (Atk 4/ Def 5/ Speed 5/ Tactics 6/ Discipline 5/ Carrying capacity 1,000 each) Numbers: 8 complete, 2 damaged, upkeep 0.5 each, 5◘ total
>War galleys, (galley) Atk 3/ Def 2/ Speed 8/ Tactics 7/ Discipline 4/ Carrying capacity 500 each) numbers 4, upkeep 0.25 each, 1◘ total.

>Yearly upkeep 17.5◘

--ECONOMIC STATUS
---Industries
>Agriculture, Size: 7/15, type: Improved plantations(1.5), profit :10.5◘/y
>Fishing, Size 2/8, type: Improved(1.5), profit: 3◘/y
>Woodcutting, Size 3/10. type: Improved(1.5). profit: 4.5◘/y

---Buildings
> Improved roads ( +1 ◘/y from trade)
> Palace of the despots (yearly upkeep 1 ◘/y)
> Improved dockyards, (Navy upkeep reduction -2◘)
> Kritan costal forts (Yearly upkeep 0.25◘/y)

--POLITICAL STATUS

>Stability: High
>The Assembly: Content
>Your Co-despot: Content
>Corruption: Medium-small (Eats 1 ◘/y)
>Piracy & Banditry: Small (Eats 0.5 ◘/y)

---Province Integration
>Cyrene, (6/10), Natives: Upset, Religion: Lunarian slight majority

--DIPLOMACY - STATUS

>Salonika: Cold
>Trakians: Ambivalent
>Pontus: Neutral
>Illyria: Amicable, trading (1.5◘/y)
>Boeotia: Warm, trading (1.5◘/y)
>Tulunids: Hostile, truce (expires 1022)

--OVERALL--
>Income 20.5◘
>Expenses 16.75◘
>Yearly profit 3.25◘
>Treasury 18.75◘

Having review the situation for the current year, it's time for you to chose TWO actions to take during the year, rolling a dice of 6 for each.

>Military action: (train troops/ improve tactics/ manufacture equip/ Drill the troops)
>Economic action: (Upscale production/ improve techonology/ develop other industries/ build something)
>Political action: (Improve relations/ make new policies/ fight corruption/ fight bandits)
>Diplomatic action: (offer an alliance, Threaten War, Improve relations, ect.)
>>
>>4346469
We should work on cyrene for one action. If they get angry enough we might have to put down a rebellion and that will just further decrease our relationship. And profits.
>>
Rolled 5 (1d6)

>>4346489
Forgot dice
>>
>>4346490
Alright, and what more ?
>>
Rolled 2 (1d6)

>>4346492
Lemme do it
>offer the triple alliance again
>>
>>4346498
God damnit
>>
Rolled 1 (1d6)

>>4346492
Try to set up trade with the Salonikoi.
>>
Rolled 2 (1d6)

>>4346506
breh
>>
>>4346498
>>4346490
Rolled 5 (1d6)

Deciding to focus once again into the integration of Cyrene into the despotate, you decided to change up your strategy a bit in order to both sped up the integration as well to apease the natives to avoid rebellion.

What you did, was both elegant but simple, make all Solists in Cyrene tax exempt. And so, in the single stroke of a pen, you managed to not just further empower the Solist minority inside Cyrene, but also manage to apease the natives, and motivate rhem to change their religion, as now they scramble by the hundreds to covert, in order to reap it's economic benefits.

>Cyrene changes from (6/10) integration to (8/10) integration,
>Cyrene natives go from Upset to annoyed.
>Cyrene religion changes from Lunarian slight majority to Solist plurality
>>
>>4346498
Rolled 2 (1d6)

That said, your efforts with diplomacy were less than what you expected, for rather than the military alliance you hope to create with the Boeotians and Illyrian, only the Illyrians caved in, and only as an Defensive alliance.

>Defensive alliance with the Illyrians set.


YEAR 1017
Another year comes and goes, as you continue your effort to improve the Despotate's situation the best you can.

That said, a troubling report comes right a you door, as it appears that the Byzaian war in the south is finally ending, meaning that whoever is set to win that damn war, will probably soon put their eyes into restoring the borders of the Byzain empire, putting the despotate in a uncertain position.

REVIEW
--MILITARY STATUS

---Land army
>Laconian Citizen spearmen, (Inf) (Atk 8/ Def 9/ Discipline 9/ Tactics 6/ Equip 9) Numbers: 7500, upkeep 7.5◘
>Helotian Skirmirshers (Skir) (Atk 3/Def 4/Discipline 3/Tactics 6/ Equip 1) Numbers 10500, upkeep 3◘
>Battering rams (Atk 10/ Def 3/ Discipline 7/ Tactics 3/ Equip 5/ Speed 2)numbers 3. Upkeep 1◘

---Navy
>Dromon, (Light ship) (Atk 4/ Def 5/ Speed 5/ Tactics 6/ Discipline 5/ Carrying capacity 1,000 each) Numbers: 8 complete, 2 damaged, upkeep 0.5 each, 5◘ total
>War galleys, (galley) Atk 3/ Def 2/ Speed 8/ Tactics 7/ Discipline 4/ Carrying capacity 500 each) numbers 4, upkeep 0.25 each, 1◘ total.

>Yearly upkeep 17.5◘

--ECONOMIC STATUS
---Industries
>Agriculture, Size: 7/15, type: Improved plantations(1.5), profit :10.5◘/y
>Fishing, Size 2/8, type: Improved(1.5), profit: 3◘/y
>Woodcutting, Size 3/10. type: Improved(1.5). profit: 4.5◘/y

---Buildings
> Improved roads ( +1 ◘/y from trade)
> Palace of the despots (yearly upkeep 1 ◘/y)
> Improved dockyards, (Navy upkeep reduction -2◘)
> Kritan costal forts (Yearly upkeep 0.25◘/y)

--POLITICAL STATUS

>Stability: High
>The Assembly: Content
>Your Co-despot: Content
>Corruption: Medium-small (Eats 1 ◘/y)
>Piracy & Banditry: Small (Eats 0.5 ◘/y)

---Province Integration
>Cyrene, (8/10), Natives: Annoyed, Religion: Solist plurality, (tax exempt -1◘ yearly)

--DIPLOMACY - STATUS

>Salonika: Cold
>Trakians: Ambivalent
>Pontus: Neutral
>Illyria: Amicable, trading (1.5◘/y)
>Boeotia: Warm, trading (1.5◘/y)
>Tulunids: Hostile, truce (expires 1022)

--OVERALL--
>Income 19.5◘
>Expenses 16.75◘
>Yearly profit 2.25◘
>Treasury 21.25◘

Having review the situation for the current year, it's time for you to chose TWO actions to take during the year, rolling a dice of 6 for each.

>Military action: (train troops/ improve tactics/ manufacture equip/ Drill the troops)
>Economic action: (Upscale production/ improve techonology/ develop other industries/ build something)
>Political action: (Improve relations/ make new policies/ fight corruption/ fight bandits)
>Diplomatic action: (offer an alliance, Threaten War, Improve relations, ect.)
>>
Rolled 4, 4 = 8 (2d6)

>>4346571
Political action: finish the integration of cyrene by increasing the annual harvest festivals into a grand event that last a full week (2-4 gold spent?)

Diplomatic action: Can we send a diplomatic mission down the coast of the tulunids and contact their western neighbors. Find out what their intentions are, culture, relationship with the tulunids, and any other information they are willing to share.
>>
>>4346616
Support
Now nobody else roll
>>
>>4346616
+1
>>
>>4346616
>>4346624
Rolled 4, (2d6)

With conflict in the south being a real posibility with each year passing, you decided to focus into finishing the integration of Cyrene into the despotate once and for all to exploit it's rich agricultural resources. The way you do this, is by taking advantage of the local summer fair to send hundreds of Laconians to settle and farm the area. At the end of the year, the majority of the Cyrenian populations is now either Laconian or Sol invictus converts, making the integration of the province a sucess.

>Cyrene integrated into the empire.
>Agricultural max size increased from 15 to 18, current size increased by 1.

Rolled 4,(2d6)

In other news, you decided to sent a diplomatic mission down the Tulunid coast to meet their western neighboors.

As the diplomats return from their mission, they tell of great state ruled by a group of former soldier-slaves called the Memlukes, they are Workshipers of the moon, just like the Tulunids, but they tolerate other religions inside of their borders to some degree. They also sent us a gift of 30 solidus, for having inadvertently helped them during their struggle agaisn't the Tulunids.

New country discovered.
>Memlukes: Neutral.
>>
>>4346676
QM I forgot to ask, but now that we have control of cyrene and straddle that sea route, do we notice any shipping moving through?
>>
File: Byzaia.png (5 KB, 191x183)
5 KB
5 KB PNG
>>4346676
YEAR 1017
Listening to the reports from your spies, it appears that the Byzaian war has now finally ended, with the winner defeating all of their rivals both at land and sea.

While who was the winner in question it's still ambiguous, due to the chaotic nature and contradictory nature of the reports, it appears that for now, they are going to be busy rebuilding for a couple of years, upon which, they will probably began looking after the former territories of the Byzaian empire. Making preparing agaisn't them a must.

REVIEW
--MILITARY STATUS

---Land army
>Laconian Citizen spearmen, (Inf) (Atk 8/ Def 9/ Discipline 9/ Tactics 6/ Equip 9) Numbers: 7500, upkeep 7.5◘
>Helotian Skirmirshers (Skir) (Atk 3/Def 4/Discipline 3/Tactics 6/ Equip 1) Numbers 10500, upkeep 3◘
>Battering rams (Atk 10/ Def 3/ Discipline 7/ Tactics 3/ Equip 5/ Speed 2)numbers 3. Upkeep 1◘

---Navy
>Dromon, (Light ship) (Atk 4/ Def 5/ Speed 5/ Tactics 6/ Discipline 5/ Carrying capacity 1,000 each) Numbers: 8 complete, 2 damaged, upkeep 0.5 each, 5◘ total
>War galleys, (galley) Atk 3/ Def 2/ Speed 8/ Tactics 7/ Discipline 4/ Carrying capacity 500 each) numbers 4, upkeep 0.25 each, 1◘ total.

>Yearly upkeep 17.5◘

--ECONOMIC STATUS
---Industries
>Agriculture, Size: 10/18, type: Improved plantations(1.5), profit :15◘/y
>Fishing, Size 2/8, type: Improved(1.5), profit: 3◘/y
>Woodcutting, Size 3/10. type: Improved(1.5). profit: 4.5◘/y

---Buildings
> Improved roads ( +1 ◘/y from trade)
> Palace of the despots (yearly upkeep 1 ◘/y)
> Improved dockyards, (Navy upkeep reduction -2◘)
> Kritan costal forts (Yearly upkeep 0.25◘/y)

--POLITICAL STATUS

>Stability: High
>The Assembly: Content
>Your Co-despot: Content
>Corruption: Medium-small (Eats 1 ◘/y)
>Piracy & Banditry: Small (Eats 0.5 ◘/y)

--DIPLOMACY - STATUS

>Salonika: Cold
>Trakians: Ambivalent
>Pontus: Neutral
>Illyria: Amicable, trading (1.5◘/y)
>Boeotia: Warm, trading (1.5◘/y)
>Tulunids: Hostile, truce (expires 1022)

--OVERALL--
>Income 24◘
>Expenses 16.75◘
>Yearly profit 2.25◘
>Treasury 51.25◘

Having review the situation for the current year, it's time for you to chose TWO actions to take during the year, rolling a dice of 6 for each.

>Military action: (train troops/ improve tactics/ manufacture equip/ Drill the troops)
>Economic action: (Upscale production/ improve techonology/ develop other industries/ build something)
>Political action: (Improve relations/ make new policies/ fight corruption/ fight bandits)
>Diplomatic action: (offer an alliance, Threaten War, Improve relations, ect.)
>>
>>4346691
Shouldn't the yearly profit be 7.25?

Anyway, I think now may be the time to up the stats on our skirmishers. Maybe give them more powerful bows or something.
>>
Rolled 3 (1d6)

>>4346691
We badly need to ramp up our yearly profits to get ready for the huge army we will need to sustain if the southern state becomes hostile.

Military Action: I suggest we setup a schedule of patrols with our navy around the cyrene "sea gate" and our coastlines to stamp out the piracy hitting us and any traveling through the gate. It will be very important for our ships to become feared because we are in a very good position to become a major sea trade hub sitting in the middle.
>>
Rolled 3, 2 = 5 (2d6)

>>4346691
>Military action: (Repair Dromons, make more War Galleys)
>Economic action: (Coastal Ports on our shoreline)
>>
Rolled 1, 1 = 2 (2d6)

>>4346732
supporting
>>
>>4346727
support
>>
File: 1339635145955.jpg (13 KB, 378x301)
13 KB
13 KB JPG
>>4346742
>>
Rolled 3, 4 = 7 (2d6)

>>4346691
Alright, I'll back the patrols as laid out in >>4346727 and propose military action of improving our skirmishers.
>>
>>4346742
>>4346228
>>4346051
Fuck these double 1 rolls
No double 6 rolls in sight.
>>
>>4346754
That's okay. We didn't end up voting for those choices anyway.
>>
>>4346757
1's and 6's get locked in, even if it's not the majority choice unfortunately.
>>
>>4346742
>>4346727
Rolled 1, 1 = 2 (2d6)
Alright then, let's do this i guess.

Deciding to improve the navy in light of the upcoming conflict, you ordered the reparation of the 2 damaged dromons from the Tulunid war.

Unfortunately for you, however, the carperters you selected for the job, turned out to be complete idiots, as they botched the job of reparation, leaving the ships unusable.

>2 damaged dromons lost.

That said, not wanting their materials go to waste, you ordered for their wood to be scavenged and used to build some Galleys at least.

>4 war galleys built for free.

In adition to that, you decided to also fight piracy in the straits of Cyrene, in order to improve our economic situation.

That said, the guy you selected for the job turned out to be a complete corrupt slacker, who rather than fight the pirate itself, he decided to just pay them off to not attack us, using public funds up of course. While you wanted to changed this situation, other matter are more pressing for now.


>Piracy and Banditry goes from small(eats 0.5◘/y) to non-existent (0 ◘/y).

>Corruption goes from Medium-small (Eats 1 ◘/y) to Medium-high (2◘/y)
>>
>>4346752
supporting the second action too
>>
>>4346795
YEAR 1019.
With conflict with the winners of the Byzaian war growing more and more inminent, and recent failures not helping one bit your situation, you decided to reform the way people are selected for certain task, reviewing them before considering them for the job, so that incidents as the ones from the previous year, don't happen again.

REVIEW
--MILITARY STATUS

---Land army
>Laconian Citizen spearmen, (Inf) (Atk 8/ Def 9/ Discipline 9/ Tactics 6/ Equip 9) Numbers: 7500, upkeep 7.5◘
>Helotian Skirmirshers (Skir) (Atk 3/Def 4/Discipline 3/Tactics 6/ Equip 1) Numbers 10500, upkeep 3◘
>Battering rams (Atk 10/ Def 3/ Discipline 7/ Tactics 3/ Equip 5/ Speed 2)numbers 3. Upkeep 1◘

---Navy
>Dromon, (Light ship) (Atk 4/ Def 5/ Speed 5/ Tactics 6/ Discipline 5/ Carrying capacity 1,000 each) Numbers: 8, upkeep 0.5 each, 4◘ total
>War galleys, (galley) Atk 3/ Def 2/ Speed 8/ Tactics 7/ Discipline 4/ Carrying capacity 500 each) numbers 8, upkeep 0.25 each, 2◘ total.

>Yearly upkeep 17.5◘

--ECONOMIC STATUS
---Industries
>Agriculture, Size: 10/18, type: Improved plantations(1.5), profit :15◘/y
>Fishing, Size 2/8, type: Improved(1.5), profit: 3◘/y
>Woodcutting, Size 3/10. type: Improved(1.5). profit: 4.5◘/y

---Buildings
> Improved roads ( +1 ◘/y from trade)
> Palace of the despots (yearly upkeep 1 ◘/y)
> Improved dockyards, (Navy upkeep reduction -2◘)
> Kritan costal forts (Yearly upkeep 0.25◘/y)

--POLITICAL STATUS

>Stability: High
>The Assembly: Content
>Your Co-despot: Content
>Corruption: Medium-high (Eats 2◘/y)
>Piracy & Banditry: Non-existent (0 ◘/y).

--DIPLOMACY - STATUS

>Salonika: Cold
>Trakians: Ambivalent
>Pontus: Neutral
>Illyria: Amicable, trading (1.5◘/y), (defensive alliance)
>Boeotia: Warm, trading (1.5◘/y)
>Tulunids: Hostile, truce (expires 1022)
>Memlukes: Neutral.


--OVERALL--
>Income 23.5◘
>Expenses 16.75◘
>Yearly profit 6.75◘
>Treasury 58◘

Having review the situation for the current year, it's time for you to chose TWO actions to take during the year, rolling a dice of 10 for each.

>Military action: (train troops/ improve tactics/ manufacture equip/ Drill the troops)
>Economic action: (Upscale production/ improve techonology/ develop other industries/ build something)
>Political action: (Improve relations/ make new policies/ fight corruption/ fight bandits)
>Diplomatic action: (offer an alliance, Threaten War, Improve relations, ect.)
>>
Rolled 4, 1 = 5 (2d10)

>>4346824
>Military action: start creating coastal forts
>Diplomatic action: get the Boeotians into the alliance
I will not stop until we get that triple alliance
>>
>>4346854
all right im not rolling anymore
>>
Rolled 5, 2 = 7 (2d6)

>>4346824
Military Action: Attempt to invite the local pirate leaders to a meeting at kritia to discuss an increase in tribute pay. But have our navy ready to ambush their ships and pin them between the us and the coastal forts. And fire that coward who insulted sol by paying our enemies instead of proving our devotion through glorious combat.

Military Action: Increase training of our skirmishers. (ignore this one if we cant do two military actions in the same year)
>>
Idea : We get married to a country. One of the princesses of the counties. To get a ally, and so we can have kids to rule after our death.
>>
>>4346867
I'm not going to count this, as we're working with a d10 now, so i'm letting you roll again.
>>
>>4346869
Good idea
>>
I'll going to eat, just wanted to say my idea. See you all later
>>
Rolled 2, 5 = 7 (2d10)

>>4346882
Forgive my ignorance, qm, it shant happen again.

>>4346867
Rerolling
>>
Rolled 6, 3 = 9 (2d10)

>>4346824
We have lots of money. Let's use it for our projects
>Economic Action: Build roads, and outposts on roads to keep them safe and allow trading
>Military Action: Coastal Posts. So we can build ships and be used for trading
>>
>>4346938
Rolled 6, 3 = 9 (2d10)
Since you rolled highest, let's go with you.

With coming on the horizon, the despotate is going to need a lot of money to pay the troops, the navy, and too raise more of them should the situation require it.

With that reason, you decided to improve the road situation of the despotate, conecting cites, builing outposts on key locations, as well as renovate existing roads. The job ended up pretty well all things considered, and though it cost quite the money to make, you're confident that it will pay for itself soon.

>Buiding roads goes from Improved ( +1 ◘/y from trade), to Improved & with outposts (+2 ◘/y from trade)
> 5 solidus used for the construction

With the new roads now functioning properly, you decided to follow up by constructing new ports around out provices in order to improve trade. That said, due to strong rains and storms, the project was delayed, and through construction is still happening, it's speed has been seriouly hampered.

>Trade ports will be added for the next year.
> 8 solidus used for construction
>>
>>4346968
YEAR 2020
In your 20th aniversary since your ascension, things aren't looking good for the despotate, as resports come from the south, that the winner of the Byzaian war has finished putting down all remaining rebels inside their territories, and now, are looking to restore the old Byzaian borders the next year, meaning that you should prepare, should war become a possibility.

REVIEW
--MILITARY STATUS

---Land army
>Laconian Citizen spearmen, (Inf) (Atk 8/ Def 9/ Discipline 9/ Tactics 6/ Equip 9) Numbers: 7500, upkeep 7.5◘
>Helotian Skirmirshers (Skir) (Atk 3/Def 4/Discipline 3/Tactics 6/ Equip 1) Numbers 10500, upkeep 3◘
>Battering rams (Atk 10/ Def 3/ Discipline 7/ Tactics 3/ Equip 5/ Speed 2)numbers 3. Upkeep 1◘

---Navy
>Dromon, (Light ship) (Atk 4/ Def 5/ Speed 5/ Tactics 6/ Discipline 5/ Carrying capacity 1,000 each) Numbers: 8, upkeep 0.5 each, 4◘ total
>War galleys, (galley) Atk 3/ Def 2/ Speed 8/ Tactics 7/ Discipline 4/ Carrying capacity 500 each) numbers 8, upkeep 0.25 each, 2◘ total.

>Yearly upkeep 17.5◘

--ECONOMIC STATUS
---Industries
>Agriculture, Size: 10/18, type: Improved plantations(1.5), profit :15◘/y
>Fishing, Size 2/8, type: Improved(1.5), profit: 3◘/y
>Woodcutting, Size 3/10. type: Improved(1.5). profit: 4.5◘/y

---Buildings
> Improved roads with outposts ( +2 ◘/y from trade)
> Palace of the despots (yearly upkeep 1 ◘/y)
> Improved dockyards, (Navy upkeep reduction -2◘)
> Kritan costal forts (Yearly upkeep 0.25◘/y)

--POLITICAL STATUS

>Stability: High
>The Assembly: Content
>Your Co-despot: Content
>Corruption: Medium-high (Eats 2◘/y)
>Piracy & Banditry: Non-existent (0 ◘/y).

--DIPLOMACY - STATUS

>Salonika: Cold
>Trakians: Ambivalent
>Pontus: Neutral
>Illyria: Amicable, trading (1.5◘/y), (defensive alliance)
>Boeotia: Warm, trading (1.5◘/y)
>Tulunids: Hostile, truce (expires 1022)
>Memlukes: Neutral.


--OVERALL--
>Income 24.5◘
>Expenses 16.75◘
>Yearly profit 7.75◘
>Treasury 51.75◘

Having review the situation for the current year, it's time for you to chose TWO actions to take during the year, rolling a dice of 10 for each.

>Military action: (train troops/ improve tactics/ manufacture equip/ Drill the troops)
>Economic action: (Upscale production/ improve techonology/ develop other industries/ build something)
>Political action: (Improve relations/ make new policies/ fight corruption/ fight bandits)
>Diplomatic action: (offer an alliance, Threaten War, Improve relations, ect.)
>>
Rolled 10, 1 = 11 (2d10)

>>4346978
>Political action: (Royal Marriage with Boeotia)
>Military action: (Better Equip the Helotian)
Royal marriage to get us a ally, and Boeotia have warm relations with us.
Better equipment for the Helotian so they can do more work in combat
>>
>>4346989
What could this mean?
>>
>>4346989
Rolled 10, 1 = 11 (2d10)

As conflict with the empire seems to be inevitable, friendship with other nations becomes crucial in order to survive these dark times.

After years trying to set up an alliance with Boeotians, finally, you were able to secure an military alliance with them through the use of a royal marriage.

In this case, you married the youngest daughter of the leader of the league, Olympia, with your eldest son, Desmon. With cheers and celebration, an alliance has been born between the two nations.

>Boeotia goes from Warm to Friendly
>Royal marriage with Boeotia
>Military alliance with Boeotia.

With allies on both east and west, you then decided to focus on your army, more specifically, in your Helotian skirmirshers, who despite their usefulness in the offensive, they are completely useless on the defense, mostly due to their lack of equipment, having only a tunid and a hat for armor, and rudimentary javelins for weapons.

Your plan was to give them better weapons to defend themselves and to attack the enemy, however when you came to the blacksmiths for the equipment, it turned out that they had run out of iron trying to equip all of our spearmen.

Not wanting to wait until new iron was available, you decided instead, to give the Helotians some hand me downs and old and outdated leather armour sets from the spearmen. It wasn't the best to begin with, and the spearmen weren't to happy to share things with simple slaves, but it was something at least.

>Laconian citizen spearmen Equip goes from 9 to 8
>Helotian skirmirshers Equip goes from 1 to 2

In other news, construction on the new trade docks that you had ordered last year had finished, and now, they were ready to go.
>New building, Improved trading docks, (+1◘/y from trading)


(Well guys, that was a lot to writting that i had to do, but either way, it's getting late, see you tomorrow )
>>
>>4347122
Good shit. See you QM
>>
>>4347122
See you tomorrow QM
I think now that we have our alliances we can most likely win a war against the discount Byzantines
>>
>>4347122
Do we know of or have any contact with the other nation that warred with the Tulunids - the Misr Memalukes, I think? Is that war still going, or is there now peace there as well?

And what relationships do we have with the Garamantians and Fatimites, now we have land borders with these?
>>
>>4347519
We made contact with the memulkes >>4346676 and they are neutral to us, but thankful for indirectly helping them with their war with the tulunids.

Was hoping we can improve our relations with them at some point before the tulunid truce ends so we would have an ally to pincer them with. Might be hard though considering they are are former slaves and we are a slaver nation.
>>
File: Byzaia.png (25 KB, 495x308)
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>>4347122
YEAR 1021
At last, after years of speculation and confusing reports, the indentity of the winner of the Byzaian war becomes clear, as an official envoy arrives to the door of the despotate.

>"The emperor of the Trakians, and heir of the Byzaian empire of old, your highness Simon the great,demands that as an former territory of the old empire, you swear us fielty and loyalty, and acknowledge him as your Dominus, we know that your people admires liberty above all else, and for that reason, rather than make you a simple vassal, we want you to be our march agaisn't the Lunarian thread both to the south, and to the east. Beware that, should you decide to decline, we will reserve the right to take appropiate mesures".

Indeed, despite everything that they had agaisn't them, the Trakian conquerors managed to best all of their rivals and added their territories to their new empire. With the core of the old Byzaian empire secured, they are now looking to expand to their former vassals and territories, putting their eyes in our great despotate.

>A)Should we accept the deal, and become their southern march, (no taxes, more soldiers sent),

>B) Or should we reject the deal and become independent ( and risk their wrath).

>C) Other Write in
>>
>>4347755
>B) Or should we reject the deal and become independent ( and risk their wrath).

I don't know if we're ready yet, but we have an alliance and a large war chest, so let's try it.
>>
>>4347755
>>B) Or should we reject the deal and become independent ( and risk their wrath).
Better to die fighting than to kneel. Hopefully our allies dont take up their offer.
>>
>>4347755
>B) Or should we reject the deal and become independent ( and risk their wrath).
We must defend our liberty
>>
>>4347755
Well it looks like the decision is made.
>B)
After we hopefully win, we should make an irrigation system in Cyrene.
>>
>>4347870
>>4347771
>>4347769
>>4347765
Sorry, for the wait, i had to do some cleaning.

>B) Or should we reject the deal and become independent ( and risk their wrath).

Even if the terms were better than during the Byzaians, the Trakians were still asking for us to become their subjects, something that we unacceptable to everyone within the despotate. Indeed, in face of such outrageous request, you almost wanted to kill the messenger and send his head back to Simon, but after calming down for a while, you simply politely said no to their request. Leaving the messenger upset, and saying that the emperor will take matters for himself.
>>
>>4347884
>>4347884
YEAR 2020
Having made your decision, the Trakians have begun movilizing in order to capture the northern territories, meaning that the next year the war will begin, meaning that should prepare your military for such struggle.

REVIEW
--MILITARY STATUS

---Land army
>Laconian Citizen spearmen, (Inf) (Atk 8/ Def 9/ Discipline 9/ Tactics 6/ Equip 8) Numbers: 7500, upkeep 7.5◘
>Helotian Skirmirshers (Skir) (Atk 3/Def 4/Discipline 3/Tactics 6/ Equip 2) Numbers 10500, upkeep 3◘
>Battering rams (Atk 10/ Def 3/ Discipline 7/ Tactics 3/ Equip 5/ Speed 2)numbers 3. Upkeep 1◘

---Navy
>Dromon, (Light ship) (Atk 4/ Def 5/ Speed 5/ Tactics 6/ Discipline 5/ Carrying capacity 1,000 each) Numbers: 8, upkeep 0.5 each, 4◘ total
>War galleys, (galley) Atk 3/ Def 2/ Speed 8/ Tactics 7/ Discipline 4/ Carrying capacity 500 each) numbers 8, upkeep 0.25 each, 2◘ total.

>Yearly upkeep 17.5◘

--ECONOMIC STATUS
---Industries
>Agriculture, Size: 10/18, type: Improved plantations(1.5), profit :15◘/y
>Fishing, Size 2/8, type: Improved(1.5), profit: 3◘/y
>Woodcutting, Size 3/10. type: Improved(1.5). profit: 4.5◘/y

---Buildings
> Improved roads with outposts ( +2 ◘/y from trade)
> Palace of the despots (yearly upkeep 1 ◘/y)
> Improved dockyards, (Navy upkeep reduction -2◘)
> Improved trading ports, (+1◘/y from trading)
> Kritan costal forts (Yearly upkeep 0.25◘/y)

--POLITICAL STATUS

>Stability: High
>The Assembly: Content
>Your Co-despot: Content
>Corruption: Medium-high (Eats 2◘/y)
>Piracy & Banditry: Non-existent (0 ◘/y).

--DIPLOMACY - STATUS


>Trakians: Cold
>Illyria: Amicable, trading (1.5◘/y), (defensive alliance)
>Boeotia: Friendly, trading (1.5◘/y), (military alliance)
>Tulunids: Hostile, truce (expires 1022)
>Memlukes: Neutral.


--OVERALL--
>Income 25.5◘
>Expenses 16.75◘
>Yearly profit 8.75◘
>Treasury 59◘

Having review the situation for the current year, it's time for you to chose TWO actions to take during the year, rolling a dice of 10 for each.

>Military action: (train troops/ improve tactics/ manufacture equip/ Drill the troops)
>Economic action: (Upscale production/ improve techonology/ develop other industries/ build something)
>Political action: (Improve relations/ make new policies/ fight corruption/ fight bandits)
>Diplomatic action: (offer an alliance, Threaten War, Improve relations, ect.)
>>
Rolled 1, 7 = 8 (2d10)

>>4347919
>Military action (Hire Mercanaries)
>Diplomatic action (Contact allies, make sure they have our backs)

I think we definitely need mercenaries, they probably outnumber us by a ton, we can't get by just on manpower. Also let's make sure our allies are with us.
>>
Rolled 5, 4 = 9 (2d6)

>>4347929
The diplomatic action seems like a waste, they already like us and we are in an alliance, I doubt they will break that.

>>4347919
>Military action: (improve tactics) Review our encounters with the Tulunids to see how we can better organize our troops and respond to enemy action.
>Military action: (train troops) Our numbers are insufficient currently to resist the might of the resurgent empire, we need more. (looking for +5000 spearmen, +6500 skirmishers)
>>
Rolled 7, 5 = 12 (2d10)

>>4347959
+1
>>
>>4347959
Supporting.
>>
Rolled 6, 8 = 14 (2d10)

>>4347929
support
>>
>>4347919
QM, would sending spies into an enemy country to try forming rebel groups be something we could do?
>>
>>4347929
>>4347979
Support
>>
>>4347988
>>4347979
Why are you supporting a response with a 1 locked in and a wasted action?
>>
>>4348003
For fun
>>
>>4347929
Rolled 1,

With war on the horizon, and the laconian army still pretty small compared to the Trakian one, you decided that it would be for the best to hire some mercenaries to supplement the weak points of the army.

Unfortunately for you however, the guys that you hired never showed up when you called for them, meaning that they just took the money and fleed, the sons of a bitches.

>20 solidus losts.

That said, it was then that Ben decided to act save your ass as would a true co-despot do, in just a couple of weeks, he managed to form a small, but relatively well trained regiment of cavalry composed mainly of voluntary recruits from the Perioikoi, a free but non-citizen class of Laconia, who largely work as merchants, artisans or small-scale farmers.

>1000 Perioikoi cavalry (Atk 6/ Def 4/ Discipline 6/ Tactics 4/ Equip 4/ Speed 6) built. Upkeep 0.5◘

Rolled 7,

In other news, you sent diplomats to the Boeotians and the Illyrians regarding the alliance, and if they are going to support us in the war. They largely confirmed that, Yes, they are going to guard our backs during the war.

>Boeotia and Illyria join the war in your side.
>>
>>4348041
Either way, after bulding something resembling a cavalry unit, as well as confirming our alliances. The war can begin now.

Having rejected the Trakian deal, the emperor of the Trakians, Simon the great, officialy declared war on the tripple alliance, with the official reason of "Bringing the rebellious governorates to the fold".

With the Trakians now marching from their capital towards the Boeotian borders, you begin to discuss with your generals and commanders about what should be the plan of action. With some saying that we should meet them directly into the field like true warriors, while others saying that we should let them come to us, and play defensively, given that this strategy worked great for us during the Tulunid war.

>Write in about the next course of action.
>>
Rolled 57 (1d100)

>>4348060
>Play defensive while our ships start raiding coastal towns
>>
>>4348060
Lets reinforce our boeotian allies and prepare defenses. We dont know the size of their trakian army or if it's the only one. Send 5000 spearmen, 8000 skirmirshers. Will leave a small force to defend our shores if any enemy ships make a landing.

We should also have our navy start patrolling the trakian islands to intercept any of their ships that might try to ferry forces to our holdings.
>>
Bunch of retards wasting 3 years of profit on Mercenaries.

>>4348088
+1
>>
>>4348090

Wouldn't surprise me if these 'Mercenaries' were already in the employ of the Trakians.

>>4348088
+1
>>
>>4348088
Anyway.

With after discussing about the matter for a bit, you decided that the best option for Laconia to take, would to play defensively, since that's what worked during the Tulunid war, and you have a lot of experience fighting in this style.

With that said, you ordered to send 5000 spearmen, 8000 skirmirshers to the Boeotian borderlands, in hope of joining up with their forces, and prevent an Trakian incursion, with the remaining soldiers being put into defending the Despotate's shores, should the empire make a landing. In addition to that, you sent the navy into patrolling the White sea in search of any Trakian navy.

In one of those patrols, the navy passed nearby the Kikladian islands, which currently stand almost completely ungarrisoned, due to the both the present war and the Byzaian one, One of the islands, Nesotia, has only a few scant guards for defense, and given it's status as the official capital of the islands, capturing it would be a great boon to the war effort. However, just beacuse the islands are short in men, doesn't mean that they are short in ships, for currently the status of the Trakian navy is unknown, making an invation somewhat risky.


>Write in using a d100 about the next course of action.
>>
>>4348259
Do we know if its a few scant guards meaning less than a hundred or closer to a thousand?
>>
>>4348275
Good point, the last time there was "barely a garrison" it was 4000 men
>>
>>4348298
Yeah, if its a few hundred than taking that port would be a HUGE win for us in the war. Even if our navy is bigger now, they could outproduce us with their three ports left unchecked.
>>
>>4348298
>>4348313
It's 2000 men total of garrison in the province of Nesotia, but they are spread among the islands, so the city of Nesotia itself only has like 400 men.
>>
>>4348338
I vote we send 500 spearmen / 1000 skirmishers to seize nesotia, escorted by our full navy. Hopefully we can just talk them into surrendering bloodlessly. Even if the trakians have beaten doen the rebellions I doubt they are beloved by the populace. That will leave a small garrison for our capital unless someone else has an idea.
>>
>>4348353
Sorry, didnt specify that that invasion force would come out of the capital garrison we left, not the boeotian army.
>>
>>4348353
Make a roll please, so that i can write what happens next.
>>
Rolled 38 (1d100)

>>4348377
>>
Rolled 29 (1d100)

>>4348377
Take this roll
>>
Rolled 97 (1d100)

>>4348377
Sol preserve us.
>>
>>4348396
This is the only roll who called on Sol's aid like they were supposed to. Guess we will have to ignore the earlier rolls, right QM?
>>
>>4348383
Rolled 38 (1d100)

With such a succulent target barely unprotected, you decide to send a invation fleet towards nesotia to capture, consisting of all of 16 ships that our navy has, along with
500 spearmen / 1000 skirmishers drawn from the coastal defenses.

Unfortunately for you, just as the invation force was about to arrive near Nesotia, a large 20-ships strong fleet is seen on the horizons, as it appears that the Trakians noticed what you were trying to do, and sent their navy to intercept us.

With the climate in the verge of raining, and the currents agaisn't our favour, it looks like avoiding the battle will be all but imposible, so....

>Write in using a d100 about the next course of action.
>>
>>4348396

Sol blessed this roll
>>
>>4348396
You had to either link the post with the you were supporting action, or writing one yourself, so that i could average them out.
>>
Rolled 10 (1d100)

>>4348401
The trakians will learn the folly of attacking our navy just as the tulunids did. Sol is with us.
>>
>>4348401
Hey QM, FYI against doesn't have an apostrophe ('). Also, it might be beneficial to run your posts through spell check before posting. I for one would be willing to wait an extra minute or two to not have to read through spelling errors every sentence.
>>
>>4348414
Sorry, i'll make sure i write things better next time.
>>
Rolled 22 (1d100)

>>4348401
Sol will bless our ships as the sea calms down as we ram them to shit
>>
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>>4348428
>>4348410
Our poor navy.
>>
Rolled 3 (1d100)

>>4348401
I support >>4348410
>>
>>4348438
Wait, shit, I forgot to pray.
>>
Rolled 98 (1d100)

>>4348410
This
Nat 100
>>
>>4348454
supporting this
>>
>>4348454
>>4348401
Fuck up the ships.
I linked don't say I didn't
>>
>>4348410
>>4348438
>>4348454

10+98 /2 = 54

The battle that follows is anything but simple, with harsh climate, the rapid currents, and the audacity of the comanders of both forces, all contribuiting to what could only be described as a shitfest, as the ships sink as fast as they arrive, and the soldiers conducting boarding parties nonstop, there's no strategy on what's happening, but pure caos.

As the climate begins to calm down a little, and the battle becomes a little less intese, you stop for a moment to analize the situation, and how many ships remains on each side.

>Trakians lose 5 war galleys, and 2 dromons.
>You lose 3 dromons.

With the chaotic first round of the combat ending, and the more formal second one beginning, you must now implement some strategy into the fight, lest things become even disorganized than they are already are.

>Write in using a d100 about the next course of action.
>>
Rolled 99 (1d100)

>>4348518
Do what we did with the Sultanate navy and focus on the outermost ones.
Cmon Sol help me here
>>
>>4348538
Now nobody else roll
>>
Rolled 88 (1d100)

>>4348518
The current is still against us? Then run away, so that their swifter ships will separate from their slower ones. Then we turn around on the slower ships and kill them before support arrives. Sol bring us the dawn!
>>
>>4348538
NO MORE ROLLING
>>
>>4348538
+1

STOP ROLLING.
>>
>>4348538
YES! Sol is with us this day!
>>
>>4348538
Rolled 99 (1d100)

Remembering the similar situation you faced yourself during the Tulunid war, you inmediately began reorganizing the navy and giving orders to the ships, so that they move in formation.

Similar to what you did to the emirate's ships, you used your galleys to encircle the bigger ships and separate them from the smaller ones using superior manouvers to keep them busy, upon which, you used the Dromons to sink the Trakian ships one by one, starting with the smaller ones, and then moving one to the bigger ones.

At the end of the day, all of the enemy's ships laid dead in the bottom of the occean, and to your surprise, you didn't suffer any casualty during the round, with only a single dromon being damaged as a result of the fighting.

>Trakian navy destroyed completely
>You got 1 dromon damaged.

In adition to that, just like that naval battle at cyrene, thanks to the recent victories at sea, the ability of the Laconians in the arts of naval warfare has increased, from panicking during the ambush, their ability to remain calm during the storm is now much better.

>Dromon discipline goes from 5 to 6
>War galley discipline goes from 4 to 5
>>
>>4348541
>>4348538
Good shit guys.
>>
>4348571
Laconia rules the seas!
>>
>>4348571
With the ability of the Trakians to defend their seas completely obliterated, it's time for you to finally capture Nesotia, and gain control of the Kikladian islands inside of the white sea.

Even after the spectacular naval battle that they witnessed back in the shore, the Trakian garrison is still willing to defend themselves from our naval invation.

Some of your commander think that you should unleash your soldiers at them inmediately, while others think that maybe we could force them into surrendering by blockading their docks.

>Write in using a d100 about the next course of action.
>>
Started
>16 ships that our navy 8 Dromon, 8 War galleys
>Large 20-ships strong fleet

Ended
>5 Dromons, 8 War Galleys (1 Damaged)
>Enemy all destroyed
Good shit. We can rule the seas
>>
Rolled 39 (1d100)

>>4348583
>invation
invasion

Blockade them, there's no rush now that there navy is at the bottom of the sea.
>>
Rolled 32 (1d100)

>>4348583
Order a full attack on the town, but try to avoid civilian casualties if possible.

If they wont surrender quickly then they leave us no choice. We cant get bogged down here when our ships can be better used raiding the other traikan shipyards.
>>
Rolled 81 (1d100)

>>4348583
offer them mercy and tax excemption if they surrender
>>
>>4348595
>>4348583
+1
>>
>>4348595
Changing vote to this
>>
>>4347755
Guys, if we win this war, we can get territory on the western side of the sea. Think of the trade opportunities! I say we don't end the war until we nab some of that particular territory.
>>
>>4348652
Don't get too excited just yet, we havent seen what's coming at us on land yet.
>>
>>4348653
as long as our allies can possibly do a naval invasion of the Capital and take the head of the Dominus
>>
>>4348658
*can hold , we could possibly
>>
>>4348658
>>4348652
I completely forget we only have two years left on the tulunid truce, and I bet they were not just knitting tapestries of how much they love us the last ten years.
>>
>>4348658
I think that would be best if we want to end this war quickly.

>>4348664
We've still got our hostage.
>>
>>4348664
We should prepare our puppet ruler to launch that coup
>>
>>4348674
>>4348673
True, but I doubt he is really worth enough for us to consider our northern border safe. Like other anon's mentioned, he was given up too easily at the time.
>>
>>4348595
Rolled 81 (1d100)

After the difficult and intense that you had just been through, you were to tired as to engage in another battle for the moment, so rather than sieging the place, you simply sent an envoy to the denizens of Nesotia to simply surrender in exchange of mercy and a tax excemption.

That last bit, was everything that the Nesoti wanted to hear, before opening their gates and docks to the victorious laconian soldiers and ships.

With island after island surrending similary, in just a couple of weeks, you were able to claim the entire Kikladian archipelago as yours, will all the military benefits that it entails.

>Nesotian garrison surrenders peacefully.
>Nesotia province captured.
>>
>>4348707
Anons I believe we should reinforce our navy next so we can start flexing outside the Capital while sieging it. We can also try to entice revolt in the conquered provinces.
>>
>>4348709
You wanna try a bait and switch, where we float our ships outside some important city and wait for them to converge their forces around it, and then landing our actual troops outside the capital?
>>
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>>4348707
YEAR 2021.

Following your decisive victory in the white sea, the war has turned in your favour slightly, as the Trakians, defenseless, scramble to build another navy.

Moving on to the land front, the army that the Trakians had sent to the Boeotian border arrived to late as to take part in any military actions, as the winter set before they could cross the border. Not wanting to deal with the hastle that is winter warfare, the Trakians decided to instead, simply fortify and prepare for next year's campaing, reminding you that you too, should use this time to make some military preparations.

REVIEW
--MILITARY STATUS

---Land army
>Laconian Citizen spearmen, (Inf) (Atk 8/ Def 9/ Discipline 9/ Tactics 6/ Equip 8) Numbers: 7500, upkeep 7.5◘
>Helotian Skirmirshers (Skir) (Atk 3/Def 4/Discipline 3/Tactics 6/ Equip 2) Numbers 10500, upkeep 3◘
>Battering rams (Atk 10/ Def 3/ Discipline 7/ Tactics 3/ Equip 5/ Speed 2)numbers 3. Upkeep 1◘

---Navy
>Dromon, (Light ship) (Atk 4/ Def 5/ Speed 5/ Tactics 6/ Discipline 5/ Carrying capacity 1,000 each) Numbers: 8, upkeep 0.5 each, 4◘ total
>War galleys, (galley) Atk 3/ Def 2/ Speed 8/ Tactics 7/ Discipline 4/ Carrying capacity 500 each) numbers 8, upkeep 0.25 each, 2◘ total.

>Yearly upkeep 17.5◘

--OVERALL--
>Income 25.5◘
>Expenses 16.75◘
>Yearly profit 8.75◘
>Treasury 59◘

Having review the situation for the current year, it's time for you to chose ONE military action to take during the season rolling a dice of 10 for it.
>>
>>4348714
Do we know which of their western coastal provinces besides the capital is the most important? Or do we need to put an action towards that?
>>
>>4348714
*Updated navy
>Dromon, (Light ship) (Atk 4/ Def 5/ Speed 5/ Tactics 6/ Discipline 6/ Carrying capacity 1,000 each) Numbers: 4 complete,1 damaged, upkeep 0.5 each, 2.5 ◘ total
>War galleys, (galley) Atk 3/ Def 2/ Speed 8/ Tactics 7/ Discipline 5/ Carrying capacity 500 each) numbers 8, upkeep 0.25 each, 2◘ total.
>>
>>4348716
We can make another naval invasion once we deal with the land army next season.
>>
Rolled 64 (1d100)

>>4348714
Its going to take a small bit to recreate a proper navy so lets get to dealing with the land armies to help our friends.
>Start building catapults
>>
Rolled 88 (1d100)

>>4348709
>>4348712
The islands are one thing, but I think we will want a larger army to siege their capital fortress. We only have 4000 troops sitting in nesotia and our capital to use, and MAYBE the 2000 garrison troops we just captured if the QM is being generous. General rule for sieges is x3 the defending number.

Lets focus on expanding our navy and moving the nesotian troops to the boeotian border.
>>
>>4348714
Supporting this >>4348721
>>
Rolled 81 (1d100)

>>4348720
catapults are largely useless and expensive outside of assaulting a fortified position.

>>4348721
>We need a larger army and here's why
>Let's not do that and get a bigger navy instead
idk bro I feel like you just explained why not to support you.

>>4348714
>recruit more (5000 more spearmen and 6500 more skirmishers)
>>
>>4348727
You make a fair point but we are going to need those catapults for long sieges which will happen. I will switch votes to this to handle the immediate situation
>>
>>4348727
I'm not saying we shouldnt get a bigger army, just that we should wait to seige the capital when we know we can win. Throwing 4-8 thousand there wont be worth much if we lose at the boeotian border and have to pull them back east instead of reinforcing the boeotian border. The larger navy would let us guarantee we control the sea for the rest of the war.
>>
>>4348720
>>4348727
The navy makes it so that the Trakians can only attack us from one direction.

On another note, I suggest we find a narrow mountain pass in Boeotia and plop our spearmen down in it.
>>
>>4348727
I will change my vote >>4348721 to support this to break the tie. The larger army will be more useful in the boeotian battle. We bought at least a year of naval superiority by sinking their whole navy.
>>
>>4348721
This
>>
>>4348727
Rolled 81 (1d100)

Taking advantage of the winter season to make military preparations, you issued the order to recruit 5000 more spearmen and 6500 more skirmishers into the army to make sure that the despotate has enough troops to win the war.

>5000 Laconian citizen spearmen recruited for a total of 12500, upkeep changes from 7.5 to 11.5
>6500 Helotian skirmishers recruited for a total of 17000, upkeep changes from 3 to 5.

>35 funds spent, 19 remaining in the treasury.

In adition to that, your co-ruler Ben, decided to recruit some more 1000 Perioikoi cavalry into the army, for a total of 2000, and what's more, he decided to lend you his little force as he trusts that you will use them well.

>2000 Perioikoi cavalry available for the battle.
>>
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>>4348829
And so, using the winter to recruit and train more troops. you managed to amass a pretty large, if expensive, army worthy to take on the Trakians, however, in order to mantain your hold over Nesotia, and guard your coast agaisn't any future Trakian naval assault, you had to leave them elsewhere, but still, your numbers are looking good for the next battle.

>9500 Laconians spearmen available for the battle
>14000 Helotian skirmirshers available for the battle.
>2000 Perioikoi cavalry available for the battle.
>3 Batterin rams available for the battle

And so, as soon as the snow began melting away in the Trakian-Boeotian border, the Trakians decided to lauch their full offensive, using some 48,000 troops total divided in three armies to capture all the boeotian cities they camed across.

Using your battle strategy of "let them come to us", rather than meet them head on, you decided to fortify inside of the city of Thebes, the Boeotian capital alongside their troops.

>15000 allied Boeotian soldiers will assist you next battle.

Eventually, after some much long weeks awaiting and preparing for the moment, the Trakian army finally appears on the horizon, as they march fowards to Thebes, sure looking to conquer it.

While things aren't looking good for the moment, you're confident that somehow you will be able to win the battle, given that you have been in worse situations before.

>Write in using a d100 about the next course of action.
>>
Rolled 26 (1d100)

>>4348847
Scour the fields and bring anything useful into the city. Since it's spring time, there shouldn't be any ripe crops yet, but it's still a good precaution to take. May the sunlight guide us through this trial.
>>
>>4348847
What is the surrounding area look like, what are thebes defenses like, and do we know what the enemy army composition is?
>>
Rolled 15 (1d100)

>>4348859
Supporting
>>
Rolled 20 (1d100)

>>4348847
Raid the enemies supply lines using our cavalry to hit and flee
>>
Rolled 52 (1d100)

>>4348847
Attempt to provoke the enemy into an assault as we wait for them
>>
>>4348847
Here's the Boeotian and Trakian armies by the way

Boeotian army

>Militia spearmen (Inf) (Atk 6/ Def 7/ Discipline 6/ Tactics 6/ Equip 6) Numbers: 4000,
>Thessalian cavalry (Cav) (Atk 8/ Def 3/ Discipline 5/ Tactics 5/ Equip 4/ Speed 7) ,Numbers: 3000
>Thorax swordsmen, (inf) (Atk 7/ Def 5/ Discipline 5/ Tactics 6/ Equip 7) Numbers: 3000,
>Light Peltasts, (Skir) (Atk 4/Def 4/Discipline 4/Tactics 6/ Equip 3) Numbers 5000

Trakian army

>Trakian nobles, (H.Inf) (Atk 8/ Def 8/ Discipline 7/ Tactics 6/ Equip 7) Numbers: 4000.
>Royal Peltasts, (Skir) (Atk 5/Def 5/Discipline 5/Tactics 6/ Equip 5) Numbers 10000
>Trakian horsemen, (L.cav) (Atk 7/ Def 4/ Discipline 6/ Tactics 4/ Equip 4/ Speed 7) Numbers 6000
>Trakian royal cavalry, (H.cav) (Atk 7/ Def 6/ Discipline 8/ Tactics 5/ Equip 7/ Speed 3) Numbers 4000
>Trakian Archers, (Arch) (Atk 6/Def 3/Discipline 6/Tactics 4/ Equip 5) Numbers 10000
>Levy spearmen, (L.Inf) (Atk 4/ Def 3/ Discipline 4/ Tactics 5/ Equip 3) Numbers: 12000,
>>
>>4348861
The terrain is mostlyhilly and irregular, full of numerous hills and small mountains, providing a attack boost for all skirmirsher units.

As for the army composition, see above >>4348887
>>
Rolled 70 (1d100)

>>4348878
This
>>4348847
>>
>>4348847
>>4348878
I will change my vote >>4348874 to support this to break the tie.
>>
>>4348878
Alright, since it looks like it's going to be a tie, i will select you.
Rolled 52 (1d100)

Compared to the small walls of Nesotia or Cyrene, the walls of the great city of thebes are large and talls, making a siege of it rather difficult for the party involved.

With the Trakian army being so preocupied securing the Boeotian countryside, you decided that it would the best option to divide their forces in order to avoid facing their entire army all at once. With that logic in mind, you decided to tease one of the Trakian commanders by insulting his manhood, and impliying that he doesn't have neither the strenght nor the courage to siege the city.

Not wanting to ashame is antecesors, the commander proceeded to lead his portion of the army (16,000), to siege the city alone and without notifing the other commanders, quickly surrounding the city with his troops, and setting up his camp, ready to prepare the assault.

So, Good News!, we now only have to face one third of the entire Trakian force, and Bad News!, we are now being sieging, and between the number of soldiers inside the city, and the fact that it's spring, food supplied are rather low, meaning that unless we defeat the sieging army soon, we will face starvation within too months.

>Write in using a d100 about the next course of action.

(Well, it's getting late, see you tomorrow)
>>
Rolled 60 (1d100)

>>4348977
Get the enemy to assault the city as we open the gates to let them in. Once a sizeable chunk enters the gate we ambush them while a small contingent goes around to trap them.
>>
Rolled 52 (1d100)

>>4348977
Bait him with a fake weak point and when they come to rush in they get encircled and killed off. Large stones could drop to cut off their escape
>>
>>4348997
Rolled 60 (1d100)

Not wanting to get bogged down in a war of atrition that you weren't going to win, you decided to instead, provoke the enemy into attacking prematuraly before they were prepared.

You made that, by opening the gates of thebes for the invading trakians as if you were surrendering, with 6000 of their soldiers taking the bait.

Once they entered into the city, you had one regiment close the gates behind them. By the time the enemy soldiers had noticed what was going on, it was too late, as the masacre had begun.

At the end of the exchange, all of the enemy trakians were dead in the floor, but not before killing a good bunch of your soldiers too.

>Trakian army group A loses 6000 soldiers.
>Boeotians lost 1000 militia spearmen.
> You lost 1000 skirmirshers.

That said, while you were able to destroy a good chunk of the trakian army, you're still under siege. And it appears that the Trakian comander has now decided to call reinforcements.

>Write in using a d100 about the next course of action.
>>
Rolled 20 (1d100)

>>4349678
It was worth it
>Attempt to build some catapults inside the city
We can start throwing shit at them which is sure to decrease enemy morale.
>>
>>4349678
>Hold the city!
>Send out the cavalry every once to harass siege equipment and supply lines
>>
Rolled 88 (1d100)

>>4349678
Burn some of the enemy camp down at night.
>>
Rolled 28 (1d100)

>>4349678
forgot to roll
>>
>>4349702
>>4349678
This
>>
>>4349702
Rolled 88 (1d100)

Following you success at the first wave of the siege, you knew that the enemy was going to call reinforcements in order to overwhelmed us with thier numbers.

With such a short window of time before they arrived, and starvation sat in the city, you decided to launch a night raid towards their camps using your cavalry, both to disrupt their supply lines, and capture their food, as well as to kill as many of them as possible.

In the dead of night, when the trakians were asleep, the raid began as hundreds of the best trained horsemen you had, trampled all over their camp, stealing food and murdering soldiers in their sleep before they could even react, before retreating back inside the city.

>Supplies capture, (two more months before starvation)
>Trakians lose 500 elite and 500 non elite troops.

Either way, with the night raid a sucess, you can be sure that you can hold a few months more inside the city, however, that doesn't undermine the fact, that the trakian army group B it's still coming towards Thebes, meaning that you should prepare to do something about it.

>Write in using a d100 about the next course of action.
>>
Alright someone think of something. I bought us more time
>>
Rolled 46 (1d100)

>>4349766
>Try to get out a few messengers with a message asking our other ally Illyria to attack the Trakian homeland, since like 2/3rds of their army is tied up with the siege.

I think Illyra should either help relieve the siege or use this opportunity to attack Trakian provinces.

Also I added up the numbers. Our side has 40500 troops, and the other side currently has 46000 without their reinforcements. If other anons want to break the siege they probably could. The number difference is big, but not huge.
>>
Rolled 58 (1d100)

>>4349766
>Attempt to build some catapults inside the city
>Tell allies they can attack enemy lands their forces are sieging
>>
>>4349859
Rolled 58 (1d100)

Having secured more time for the defenders, You decided to use it by ordering you soldier to construct some catapults inside of the city. While the end result wasn't the best it was still better than what you expected for them to do.

>3 Basic Catapults(Atk 8/ Def 3/ Discipline 4/ Tactics 4/ Equip 5/ Speed 3) built, Upkeep 1◘

In addition to that, you decided to sent a messenger to the illyrians requesting for them to attack the Trakians from the south to relieve us.

While they did confirm that yes, they were going to follow the plan, due to Internal issues they won't be able to send their attack until next season.

>Illyrian army (16,000) will attack the Trakians next season.
>>
>>4349901
As this was happening, the Trakian army group B, having finally secured the Boeotian hills, joined up forces with the siege alongside Army group A, adding their 16,000 soldiers to the 9000 remaining of army group A for a total of 25000. Meanwhile, army group C was too busy putting down rebellions in the newly adquired territories down south as to take part in the siege, meaning that they won't join up with the siege for a year at least.

With the enemy having joined up with their forces, and supplies only remaining for one more month, the only way you will be able to get out of this is by the way of blood.

>Write in using a d100 about the next course of action.
>>
Rolled 56 (1d100)

>>4349911
>Use Catapults to hit the enemy and bomb them to shit send cavalry to harass them
>Our force sally out and prepare to meet them in battle.
>Keep using catapults on enemies as they march to meet us in battle
>>
Rolled 21 (1d100)

>>4349937
+1
Dice don't fail me now
>>
shit
>>
Someone please post a solution and roll
>>
Rolled 8 (1d100)

>>4349911
>Surprise Attack right before Dawn, with catapults raining down fire balls on their camp. Normal balls if we don't have fire balls.
>>
>>4349937
>>4349911
Do this
>>
>>4349937
>Rolled 56 (1d100)

And so, having gathered enough forces to make an assault, the Trakians began gathering their forces near walls and gates of the city, no doubtly in order to break open them, as not soon thereafter, five battering rams arrived to do that.

Knowing that under no circumstances, those rams should even touch the gates and walls of the city, you ordered for you catapults to hit their battering rams as well as the soldiers manning them. Unfortunatel for you however, lack of amunition was a big problem, as boulders and iron were on shortage in the city, nevertheless, they managed to destroy the rams, and kill a good number of troops while at it.

>Trakian battering rams destroyed.
>Trakians lose 2000 levy spearmen.

With their battering rams destroyed, the Trakians rather than retreat back, decided to just force open the door by themselves using their superior numbers, and they would have done so, if it wasn't for the power of your Laconian citizen spearmen holding them off, if only barely.

>Trakians lose 3000 levy spearmen.
>You lose 1000 Laconian citizen spearmen.

Either way, just because their atempts at opening the gates failed, doesn't mean that the Trakians decided to gave up, but rather the opposite, for they are now bringing siege towers to scale the walls of Thebes, something you should respond to.

>Write in using a d100 about the next course of action.
>>
>>4350125
How many troops do we have, and how many troops does the enemy have?
>>
Rolled 50 (1d100)

>>4350125
Get the cavalry some torches to try and burn some of the siege engines before retreating back into the walls. Sun be with us.
>>
>>4350142
The trakians have 20000 sieging us, with 16000 in reserve sieging the south.

We have 23 000 soldiers, while the Boeotians have 14000. and the Illyrians 16000 attacking the south.
>>
Rolled 27 (1d100)

>>4350125
>Surprise hit and run attack right before Dawn, using the horse troops we have. They can set fire to the siege machines and kill some enemies
>>
Rolled 28 (1d100)

>>4350125
>Our force sally out and prepare to meet them in battle. Use tactics with commanders
>>
Rolled 13 (1d100)

>>4350144
>>4350125
+1
Dice don't fail me now
>>
>>4350144
>>4350204
50+13 /2 = 31.5

As the siege towers aproach the walls of thebes, in a effort to stop them, you sent 1000 peroikoi cavalry with torches to burn the towers

Unfortunately for you, they only manage to burn half of them, before the Trakian Noble infantry stops them dead in their tracks.

>Half of the Trakian Siege towers lost.
>You lose 1000 peroikoi cavalry.

With your atempt at stopping the towers turned out to be less sucessfully that you planned, you now have to decide how to best man the walls, as the first of the remaining towers touches the Thebian walls.

>Write in using a d100 about the next course of action.
>>
Rolled 39 (1d100)

>>4350245
>Defend the walls
>>
Rolled 85 (1d100)

>>4350245
>We get some of our forces out through the side gates while they are attack and pancake them hitting them from both sides as they try to get through the walls.
>>
>>4350258
>>4350245
Supporting
>>
>>4350258
Rolled 85 (1d100)

With the remaining siege towers hitting the walls, you order your soldiers to man the walls, while at the same time, you direct the Boeotians to hit them through the side gates.

Through a combitation of good luck and good timing as well as your ever good leadershi, you are able to repel the enemy from walls, while at the same time, destroying their remaining siege towers by putting them on fire, with their soldiers still inside them.

>The trakians lose their remaining siege towers.
>Trakians lose 3000 levy infantry and 1000 noble infantry and 1000 royal peltasts.

>Boeotians lose 1000 thorax swordsmen.
>You lose 500 laconian spearmen and 500 skirmirshers.
>>
Rolled 12 (1d100)

>>4350312
>Surprise Attack the enemy right before Dawn.
>Cavalry and allies cover flanks our spear man hold the center
>>
>>4350312
With all of their siege weapons destroyed and the Illyrians finally launching their attack through the south, the Trakian comander reluctanly decided to abbandon the siege, for they had lost many valuable soldiers for little progress. And so, during the night, he retreated his soldiers back to the south in order to bolster up their defenses.

With the siege broken, and Thebas saved from the Trakian claws, you are now able to use this opportunity to reorganize your military before joining up with the Illyrians in the south.

YEAR 1021-Harvest season

REVIEW
--MILITARY STATUS

---Land army
>Laconian Citizen spearmen, (Inf) (Atk 8/ Def 9/ Discipline 9/ Tactics 6/ Equip 8) Numbers: 11000, upkeep 10◘
>Helotian Skirmirshers (Skir) (Atk 3/Def 4/Discipline 3/Tactics 6/ Equip 2) Numbers 15500, upkeep 3◘
> Perioikoi cavalry (Atk 6/ Def 4/ Discipline 6/ Tactics 4/ Equip 4/ Speed 6) Numbers 1000. Upkeep 0.5◘
>Battering rams (Atk 10/ Def 3/ Discipline 7/ Tactics 3/ Equip 5/ Speed 2)numbers 3. Upkeep 1◘
>3 Basic Catapults(Atk 8/ Def 3/ Discipline 4/ Tactics 4/ Equip 5/ Speed 3) built, Upkeep 1◘


---Navy
>Dromon, (Light ship) (Atk 4/ Def 5/ Speed 5/ Tactics 6/ Discipline 5/ Carrying capacity 1,000 each) Numbers: 4 complete, (1 damaged), upkeep 0.5 each, 2.5◘ total
>War galleys, (galley) Atk 3/ Def 2/ Speed 8/ Tactics 7/ Discipline 4/ Carrying capacity 500 each) numbers 8, upkeep 0.25 each, 2◘ total.

>Yearly upkeep 17.5◘

--OVERALL--
>Income 25.5◘
>Expenses 16.75◘
>Yearly profit 8.75◘
>Treasury 23◘

Having review the situation for the current season, it's time for you to chose ONE military action to take during the season rolling a dice of 10 for it.
>>
Can someone just list an action and roll please ?
>>
Rolled 100 (1d100)

>>4350327
Train 3000 spearmen and 3000 cavalry. We've still got some money left.
>>
>>4350482
C-can I get a few dromons out of this roll?
>>
>>4350482
Rolled 100 (1d100)

As the war begins to turn agains't the Trakian's favour,you knew that in order to defeat them, you would have to train more soldiers, and so, calling over for the defense of the Despotate, you issued a call for all brave laconians to voluntarily come to our aid in our struggle for independece.

The amount of soldiers that enlisted in the army were more than you had expected to come, truly a sign of how proud Laconians are of their homeland, and how precious they value their honor and liberty. Not only that, but some of the Perioikoi, rather than coming with horses, they came with pikes, creating a new unit for us to use.

>4000 spearmen and 3000 cavalry recruited free of charge for a total of 11000 and 4000 respectively.
>3000 Perioikoi pikemen (Inf) ( Atk 5/ Def 7/ Discipline 7/ Tactics 6/ Equip 7/ Speed 4) recruited.
>>
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>>4350537
And so, with all preparations ready, you marched south to recaptured the occupied Boetian towns that the Trakians had captured before abandoning them with a shell of a garrison there to defend it. Not that it mattered anyways, as every single one of them opened their gates towards the victorious Laconian and Boeotian troops as they marched.

Meanwhile, back in the south, The Illyrians had managed to capture some of the Trakians eastern territories that used to be owned by the Salonikans. However, their march was halted when the Trakian army group C alongside the remains of the Army group A and B stopped their advance short with a close victory, putting them in the defensive. And as if that wasn't bad enough, the Trakians had also sent the newly created army group D with another 16,000 soldier to form the counteroffensive.

With a combined 52,000 troops in the field, the 12000 remaining Illyrians may have been just about to be wipped out, if it wasn't for the Laconians, and their 30000 troops arriving just in time near the hills and plains of Salonika to save their encircled friends.

And so, with everyone in the field, and ready to battle out, the battle of Salonika appears to be one the biggest battles in the region ever since the initial Trakian invasion, as well as the one that most likely, will end up deciding the war.

>Write in using a d100 about the next course of action.
>>
>>4350557
Illyrian army composition.

>Agrarian axemen (Inf) ( Atk 6/ Def 4/ Discipline 4/ Tactics 6/ Equip 5/ Speed 6), numbers 3000
>Molossian war dogs (dog), ( Atk 6/ Def 2/ Discipline 3/ Tactics 6/ Equip 2/ Speed 9), numbers 2000
>Skirmirsher cavalry (H. arch), ( Atk 5/ Def 3/ Discipline 4/ Tactics 6/ Equip 4/ Speed 8), numbers 2000
>Illyrian marines (inf) ( Atk 6/ Def 4/ Discipline 2/ Tactics 6/ Equip 5/ Speed 6), numbers 3000
>Slavonian archers, (arch) ( Atk 5/ Def 4/ Discipline 4/ Tactics 7/ Equip 4/ Speed 4), numbers 3000
>>
Rolled 59 (1d100)

>>4350557
Attempt to find a nice defensive position nearby and get the enemy to make an attack on us. By the light of Sol we won’t move a single inch
>>
Rolled 67 (1d100)

>>4350557
Have our skirmishers engage first with spearmen behind them to ward off cavalry attacks. Bring the skirmisher cavalry out to scout the enemy's flanks and see if they can't draw their cavalry forward towards us. If this succeeds, have the skirmishers redirect their fire towards the enemy horsemen. May we pierce them like the morning sun pierces the horizon.
>>
>>4350583
Rolled 67 (1d100)

As the battle begins, you decide to use the Helotian skirmirshers to engage first with the enemy Trakians , while putting spearmen behind them to ward off cavalry attacks. While you were able to repeal the enemy cavalry from encircling your flank, some of them managed to get through and slay some troops before getting put out. But there's no need to worry, as they were just simple Helotians.

>Trakians lose 2000 Trakian royal cavalry, and 4000 Trakian horsemen.
>You lose 3000 Helotian skirmirshers.

While is washappening, you also used the Peroikoi cavalry to scout the enemy, revealing a notable gap within the Noble infantry in the center and the levies in the flanks. We can use this opportunity to strike at their weak point and kills some of their troops, but we would have to chose between killing the noble and royal troops in ther center, and risk being encircled by the mass of levies like what happened during the disaster at Megali, or go after the levy troops in the wings directly, but allowing the noble troops to reorganize.

>Write in using a d100 about the next course of action.

In adition to that, we should also coordinate our efforts with the Illyrians to make sure they can manage to escape their encirclement, and avoid getting their army wiped out.

>Write in using a d10 for the Illyrians.

(well guys, i know this is kinda anticlimatic, but it's getting late, and i need to sleep, so i'll see you tommorrow )
>>
Rolled 17 (1d100)

>>4350716
I'm sorry, but since when have we ever ignored a strong foe in favor of a weak? As a precaution, have the pikemen advance in a second reserve line behind the spearmen. They move more slowly anyway.

Thank you qm.
>>
>>4350733
You want to get CANNAE'D ?
>>
Rolled 2 (1d10)

>>4350741
With the way I'm rolling, anything is possible.
>>
Rolled 97 (1d100)

>>4350716
>Try to exploit the weakpoint and kill as many royal troops as possible
>>
Rolled 5 (1d10)

>>4350716
>Have Illyrian try to exploit any softness in the enemy's lines and breakout of an encirclement
>>
>>4350755
>>4350758
Supporting
>>
>>4350755
>>4350758
Thank you for saving our shit.
>>
>>4350755
>>4350758
Rolled 97 (1d100)

With such a clear gap open for you to take, you order an inmediate attack at this weak point of the enemy to take advantage of it, and kill as many elite Trakian troops as you can, now that they are away from the fodder.

Not wanting to repeat the disaster at Megali where the Laconians were encircled, surrouded, and defeated for pushing too much into the enemy's center, you take the precaution to putting pikemen in the behind the frontline of the assault, so that they can repel any would be encirclement.

The exchange that follows is quick but brutal, as your brave laconian spearmen attack the Trakian nobles without mercy, while your pikemen deal with the levies at the sides. Eventually though, after some bloody fighting, a portion of the trakian army breaks, allowing you to destroy it in full, while the rest of it desperately tries to reorganize themselves.

>Trakians lose 2000 Trakian nobles, 2000 Royal peltasts and 4000 levy spearmen.
>You lost 1000 pikemen and 1000 laconian spearmen.

Rolled 5 (1d10)

At the same time, using the opportunity that you had created for them, the Illyrians manage to break through their encirclement by fighting their way through the weaker Trakian troops. It was a costly move for them to do, but it was worth it

>Illyrians lose 1000 Illyrian marines, 1000 slavonian archers, and 1000 agrarian axemen.
>Illyrians no longer encircled.

With their cavalry charged stopped, and their infantry trying to organize, the Trakians decided to move now for an archer volley, using their archers and skirmirshers in numbers to rain arrows and javelins from the skies, while at the time, putting stakes around them to protect themselves from a cavalry charge.

>Write in using a d100 about the next course of action.
>Write in using a d10 for the Illyrians.
>>
Rolled 87 (1d100)

>>4351447
Just charge them
Sol please don’t let me have another shit role
>>
Rolled 4 (1d10)

>>4351447
And our friends shall attempt to go around them to cause confusion and hopefully a retreat
>>
>>4351511
+1
to this and the illyrian thing
>>
>>4351511
>>4351515
Rolled 87 (1d100)

As the enemy prepares their archer volleys and puts their stakes up, you knew what to do as you respond immedieately by ordering your laconian spearman to charge against the Trakian archers as fast as they can.

Despite their heavy armour, the Laconian spearmen are surprisingly mobile, allowing them to take the archers by surprise as they pour down upon down, slaughtering a good chunk of them while the others escape uphill. That said, the peltast resulted being a lot more competent in melee that the laconians expected, and the archers actually managed to get volley before getting interrupted.

>Trakians lose 3000 Trakian archers and 2000 royal peltasts.
>You lose 500 Laconian spearmen and 1500 skirmirshers.

At the same time, now having broken out of their encirclement, you order the Illyrians to cause confusion among the Trakian troops, and retreat if things get though.

They do this, by unleashing their fearsome Molossian war dogs upon the Trakians, and while they manage to cause a lot of chaos and disruption among Trakian troops, they also fall victim to an Trakian arrow volley, forcing them to retreat behind the Laconians to avoid further casualties.

>Trakians lose 2000 levy spearmen.
>Trakians lose unit cohesion

>Illyrians lose 1000 molossian war dogs and 500 marines
>Illyrians retreat behind Laconian lines.

One would think that the confusion would mean the end of the Trakian army, but far from it, experts in all kinds of tactics, the Trakians rather than devolve into chaos, simply organize a retreat of their archers and peltasts into the better fortified uphills, from which they continue their javelin volleys, while they prepare for another calvary charge

>Write in using a d100 about the next course of action.
>Write in using a d10 for the Illyrians.
>>
>>4351532
Can someone just roll please ?
>>
Rolled 48 (1d100)

>>4351532
Let them charge right into our spears and pikes.
>>
Rolled 83 (1d100)

>>4351532
And for the Illyrians, Sol protect them.
>>
Rolled 65 (1d100)

>>4351700
>>
>>4351701
This is what I get for phone posting.
>>
Rolled 5 (1d10)

>>4351704
>>
>>4351691
>>4351700
Rolled 48 (1d100)

Facing another big cavalry charge, you once again, order your pikemen and spearmen to form a defensive wall around your army to counteract them. While some of the trakian horsemen indeed ended up at the tip of your pikes, some of them managed to avoid the wall to instead, hit your skirmirshers.

>Trakians lose 3000 horsemen.
>You lose 2000 Skirmirshers.

Rolled 8 (1d10)

At the same time, the Illyrians managed to regroup and reorganize behind the laconian frontline, and proceeded to take out the Trakian archers uphill by sending their rowdy and tough marines and axemen to deal with them. Some of the trakian archers weren't fast enough to avoid from their wrath, and most of them had to decend from their defensive position in the hills to escape.

>Trakians lose 1500 archers
>Illyrians lose 250 marines and 250 axemen

Either way, the fighting continues as a complete slog, with neither side managing to break the other completely. It was then however, that the sky turned dark, signaling that rain would come soon. As this is happening, the Trakians in their desperation, decide to lauch a full infantry offensive agains't our files.

>Write in using a d100 about the next course of action.
>Write in using a d10 for the Illyrians.
>>
>>4351723
Sorry, for the illyrians, it should be Rolled 5 (1d10)
>>
Rolled 22 (1d100)

>>4351723
It's feigned retreat time. If we can get their men advancing away from the high ground in the night and in the rain, their formation will grow brittler than my mother's hip. That is when we charge with everything we've got! Have the cavalry on standby to mop up the stragglers.
>>
Rolled 5 (1d10)

>>4351723
>>
>>4351804
For Illyrians
>>
Rolled 12 (1d100)

>>4351723
Suppol>>4351789
>>
>>4351789
>>4351804
Rolled 22 (1d100)

In light of their new offensive you tried to executed a feigned retreat, however, there were too little time as to execute the manouver properly, so the best thing that you could do, was to leave a lot of helotians behind to buy time for you.

>You lose 1000 helotians.

Rolled 5 (1d10)

That said, following their somewhat successfull assault agains't the Traikian archers, the Illyrians used half of their remaining war dogs to attack a lot of the enemy cavalry, scaring them off, and provocking accidents and confusion in their unit.

>Trakians lose 1000 horsemen and 500 royal cavalry.
>Illyrians lose 500 molossian war dogs.

As the Enemy infantry continues beating up the helotians you left behind, it's time now for you to execute a counteroffensive agains't them.

>Write in using a d100 about the next course of action.
>Write in using a d10 for the Illyrians.
>>
Rolled 28 (1d100)

>>4351532
First Roll i ever Made
>>
Rolled 32 (1d100)

>>4351830
Charge back encircle them as they beat up the helotians
>>
>>4351830
For>>4351860
>>
>>4351860
Rolled 32 (1d100)

As the Trakians were beating up the Helotians, you ordered your laconian spearmen to charge back at them and to encircle them, however, just as they were doing that, the Trakian nobles intervened, preventing an encirclement, and fighting toe with toe with your spearmen.

>Trakians lose 2000 Noble infantry.
>Laconians lose 1500 Spearmen.

Either way, the fighting continued as an stalemate, until at last, the climate changed as it began to rain in the battlefield, turning many hills and dirt pathways into mud.

Having lost close to half of their entire forces with little gain, and with the raining complicating things further, The trakian commander decided to cut his loses and retreat back to the east to fortify and reinforce. Giving us a succulent opportunity to cut them down as they retread, however, with the rain and mud, pursuing them might not be the best of options, as they could always fight back.

>Write in using a d100 about the next course of action.
>Write in using a d10 for the Illyrians.
>>
Rolled 87 (1d100)

>>4351860
>>4351830
+1
>>
>>4351950
Can you use my roll? I was about to post before you updated
>>4351949
>Chase them down kill them as they fall back
>>
>>4351952
Yes
>>
Rolled 10 (1d10)

>>4351949
>llyrains will cut off their retreat
>>
>>4351965
>>4351952
>>4351950
>>4351949
I support both of these things.
>>
>>4351952
>>4351965
+1

Very nice rolls anon
>>
>>4351950
>>4351965
Rolled 87 (1d100)
Rolled 10 (1d10)

Knowing that this was the golden opportunity that you had been waiting for to destroy the Trakian army once and for all, you ordered a mass charge of all your remaining soldiers as well as the illyrians against their retreating soldiers to cut them all down, fancy tactics be damned.

Facing such mass of soldiers charging towards them, the Trakians desperatly tried to regroup and form files, however, the heavy mud in their side of their battlefield prevented them from moving quickly, meaning that all that they could do at the moment was pray and hope for the best.

The exchanged that followed, was one of the most bloddy and brutal that the known world had seen in the moment, with hundred and hundred of soldiers slain every minute, as retreat was impossible for either side. Only one army would come out victorious out of it.

That army being the Illyro-Laconian one, who after suffering heavy casualties during the fight, managed to break the Trakian army completely, killing, maiming, injuring or capturing almost every last Trakian soldier. With some few lucky ones only barely managing to escape to tell the story.

>Trakians lose 4000 Noble Infanry, 6000 levy spearmen, 4000 archers, 3000 royal peltasts, 3000 noble cavalry, and 4000 horsemen.
>Remaining soldiers break formation and escape.

>You lost 2000 laconian spearmen, 500 pikemen, 500 Perioikoi cavalry, 3000 skirmirshers.
>Illyrians lose 1000 skirmirsher cavalry.
>>
>>4351994
About a week later after the battle, Simon the great of the Trakians receives the news about the complete destruction of their army, and out of the shock that he felt at that moment, he recieves a heart attack that almost kills him, barely surving it, but leaving him catatonic.

With their armies in shambles and with their emperor incapacitated, the scrappled together Trakian regency council decides that enough was enough, and so, they sent us the tripple aliance, a peace deal.

I.-In the contents of the peace deal, the Trakians renouce their claims to the Nations of Boeotia, Laconia and Illyria, effectively making us independent, as well as recognition of said independence.

II.- In adition to the independence, the Trakians decide to surrender and recognize the annexation of the regions of Nesotia to the Laconians, Olympus to the Boeotians, and Paeonia to the Illyrians.

II.- Beyond territorial concesions, the Trakians also offer an 12 year long truce to the Triple alliance.

With such excellent terms, you're almost inclined to sign the treaty right away, only to stopping to think about it, when one of your generals mentions that without their armies nor their leadership, the trakian empire might as well be free for us to take completely, however, with the casualties that you had to sustain fighting the battle of Salonika, you aren't sure that your armies will be big enough as to manage to occupy completely the empire.

>A) Accept the treaty
>B) Reject the treaty
>>
>>4352036
>A) Accept the treaty
>Demand a hostage
>Ask for all the island territory we occupied (if that isn't Paeonia)

We're almost as beat up as them and the Illyrians and Boetians are the ones that have territory next to the Trakians, so even if we continued and won they'd be the ones who would occupy most of the lands and get the most benefit.
>>
>>4352036
Accept
>>
File: New borders.png (185 KB, 2126x1374)
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>>4352036
So this will be the new map?
>>
>>4352071
No, Olympia is the small one between Salonika ( the ex-capital of the Salonikans) and Tessalia, ( The one with the pastures)
>>
>>4352080
Otherwise, yes.
>>
>>4352036
>A) Accept the treaty
>Demand a hostage
>>
>>4352103
>>4352062
>>4352057
>A) Accept the treaty

Like with what happened during the Tulunid war, you knew that continuing the war would cause more problems than anything, and so, you decided to accept the terms offered by the Trakians, and you urged your allies to do the same.

In adition to that, you also decided to demand from the trakians a diplomatic hostage like you did with the Tulunids, to make sure they abide by their treaty. Wanting to just finish the war once and for all, the Trakian regency council sends you one of Simon's the great daughters, a 10 year old girl named Eiren

With war over, and with peace returning to the continent, you return home with your troops victorious for a big celebration before you demovilize the army a bit in order to save money.
>>
File: Byzaia.png (25 KB, 494x306)
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25 KB PNG
>>4352200
YEAR 1022

In your 22th anniversary since your ascension, you find yourself as just not a simple ruler of a minor former vassal kingdom of the Byzaian empire, but as the hegemon of a league of states ruling over the entirety of the Dardanian peninsula. In order to mantain such hegemony, you should focus on integrating the isles you annexed as well improving the economy.

REVIEW
--MILITARY STATUS

---Land army
>Laconian Citizen spearmen, (Spear.Inf) (Atk 8/ Def 9/ Discipline 9/ Tactics 6/ Equip 8) Numbers: 10000, upkeep 9◘
>Helotian Skirmirshers (Skir) (Atk 3/Def 4/Discipline 3/Tactics 6/ Equip 2) Numbers 14000, Upkeep 3◘
> Perioikoi cavalry (Atk 6/ Def 4/ Discipline 6/ Tactics 4/ Equip 4/ Speed 6) Numbers 2000. Upkeep 1◘
>Perioikoi pikemen (Pike.Inf) ( Atk 5/ Def 7/ Discipline 7/ Tactics 6/ Equip 7/ Speed 4) Numbers 3000, Upkeep 1◘

---Siege units
>Battering rams (Atk 10/ Def 3/ Discipline 7/ Tactics 3/ Equip 5/ Speed 2)Numbers 3. Upkeep 0.33◘ each,1◘ total
>Basic Catapults(Atk 8/ Def 3/ Discipline 4/ Tactics 4/ Equip 5/ Speed 3) Numbers 3, Upkeep 0.33◘ each,1◘ total

---Navy
>Dromon, (Light ship) (Atk 4/ Def 5/ Speed 5/ Tactics 6/ Discipline 5/ Carrying capacity 1,000 each) Numbers: 4 complete, upkeep 0.5 each, 2◘ total
>War galleys, (galley) Atk 3/ Def 2/ Speed 8/ Tactics 7/ Discipline 4/ Carrying capacity 500 each) numbers 8, upkeep 0.25 each, 2◘ total.

>Yearly upkeep 20◘

--ECONOMIC STATUS
---Industries
>Agriculture, Size: 10/18, type: Improved plantations(1.5), profit :15◘/y
>Fishing, Size 2/12, type: Improved(1.5), profit: 3◘/y
>Woodcutting, Size 3/10. type: Improved(1.5). profit: 4.5◘/y

---Buildings
> Improved roads with outposts ( +2 ◘/y from trade)
> Palace of the despots (yearly upkeep 1 ◘/y)
> Improved dockyards, (Navy upkeep reduction -2◘)
> Improved trading ports, (+1◘/y from trading)
> Kritan costal forts (Yearly upkeep 0.25◘/y)

--POLITICAL STATUS

>Stability: High
>The Assembly: Content
>Your Co-despot: Content
>Corruption: Medium-high (Eats 2◘/y)
>Piracy & Banditry: Non-existent (0 ◘/y).

---Province Integration
>Nesotia, (3/10), Natives: Content.

--DIPLOMACY - STATUS


>Trakians: Hostile, truce (expires 1034)
>Illyria: Friendly, trading (1.5◘/y), (defensive alliance)
>Boeotia: Friendly, trading (1.5◘/y), (military alliance)
>Tulunids: Hostile,
>Memlukes: Neutral.


--OVERALL--
>Income 26.5◘
>Expenses 19.25◘
>Yearly profit 7.5◘
>Treasury 30◘

Having review the situation for the current year, it's time for you to chose TWO actions to take during the year, rolling a dice of 10 for each.

>Military action: (train troops/ improve tactics/ manufacture equip/ Drill the troops)
>Economic action: (Upscale production/ improve techonology/ develop other industries/ build something)
>Political action: (Improve relations/ make new policies/ fight corruption/ fight bandits)
>Diplomatic action: (offer an alliance, Threaten War, Improve relations, ect.)
>>
Rolled 10, 1 = 11 (2d10)

>>4352220
Improve relations with the Memlukes

Hammer down on corruption
>>
>>4352220
>Political action (Convert Nesotia to Sol)
>Political action (Build a giant statue to commemorate our victory over the trakians and our independence)

It's great wonder time
>>
Rolled 3, 7 = 10 (2d10)

>>4352220
Forgot to roll
>>
>>4352241
>>4352243
Rolled 3
With things calming down finally, you decide to begin the year by beggining the integration of Nesotia into the despotate, by first, sending priests of sol to covert the local population. However, you receive the news that the population of Nesotia is already Solist majority, so religion isn't going to be problem there. Either way, you use the opportunity to covert what few pagans remained there.

>Integration of Nesotia goes from (3/10) to (4/10)

Rolled 7

With no wars in the horizon for the first time in years, you decide to make an official commemoration to those brave laconians that gave up their lives during both the Tulunid and Trakian wars, by ordering a giant statue to commemorate our victory over the trakians and our independence.

>Monument of Victory and Heroism built, (-2◘ upkeep to Laconian soldiers)
>25 solidus spent
>>
>>4352359
YEAR 1023

With your new monument of victory to commemorate your victories in both wars, you have now secured yourself a place in the history books as one of the greatest Despots in Laconian history. That said, you should't let the ego get over your head, if you want to remain beloved and feared.

REVIEW
--MILITARY STATUS

---Land army
>Laconian Citizen spearmen, (Spear.Inf) (Atk 8/ Def 9/ Discipline 9/ Tactics 6/ Equip 8) Numbers: 10000, upkeep 8◘
>Helotian Skirmirshers (Skir) (Atk 3/Def 4/Discipline 3/Tactics 6/ Equip 2) Numbers 14000, Upkeep 3◘
> Perioikoi cavalry (Atk 6/ Def 4/ Discipline 6/ Tactics 4/ Equip 4/ Speed 6) Numbers 2000. Upkeep 1◘
>Perioikoi pikemen (Pike.Inf) ( Atk 5/ Def 7/ Discipline 7/ Tactics 6/ Equip 7/ Speed 4) Numbers 3000, Upkeep 1◘

---Siege units
>Battering rams (Atk 10/ Def 3/ Discipline 7/ Tactics 3/ Equip 5/ Speed 2)Numbers 3. Upkeep 0.33◘ each,1◘ total
>Basic Catapults(Atk 8/ Def 3/ Discipline 4/ Tactics 4/ Equip 5/ Speed 3) Numbers 3, Upkeep 0.33◘ each,1◘ total

---Navy
>Dromon, (Light ship) (Atk 4/ Def 5/ Speed 5/ Tactics 6/ Discipline 5/ Carrying capacity 1,000 each) Numbers: 4 complete, upkeep 0.5 each, 2◘ total
>War galleys, (galley) Atk 3/ Def 2/ Speed 8/ Tactics 7/ Discipline 4/ Carrying capacity 500 each) numbers 8, upkeep 0.25 each, 2◘ total.

>Yearly upkeep 20◘

--ECONOMIC STATUS
---Industries
>Agriculture, Size: 10/18, type: Improved plantations(1.5), profit :15◘/y
>Fishing, Size 2/12, type: Improved(1.5), profit: 3◘/y
>Woodcutting, Size 3/10. type: Improved(1.5). profit: 4.5◘/y

---Buildings
> Improved roads with outposts ( +2 ◘/y from trade)
> Palace of the despots (yearly upkeep 1 ◘/y)
> Improved dockyards, (Navy upkeep reduction -2◘)
> Improved trading ports, (+1◘/y from trading)
> Kritan costal forts (Yearly upkeep 0.25◘/y)
> Monument of Victory and Heroism (-2◘ upkeep to Laconian soldiers)

--POLITICAL STATUS

>Stability: High
>The Assembly: Content
>Your Co-despot: Content
>Corruption: Medium-high (Eats 2◘/y)
>Piracy & Banditry: Non-existent (0 ◘/y).

---Province Integration
>Nesotia, (4/10), Natives: Content.

--DIPLOMACY - STATUS

>Trakians: Hostile, truce (expires 1034)
>Illyria: Friendly, trading (1.5◘/y), (defensive alliance)
>Boeotia: Friendly, trading (1.5◘/y), (military alliance)
>Tulunids: Hostile,
>Memlukes: Neutral.

--OVERALL--
>Income 26.5◘
>Expenses 18.25◘
>Yearly profit 8.5◘
>Treasury 12.5◘
>>
>>4352368

Having reviewed the situation for the current year, it's time for you to chose TWO actions to take during the year, rolling a dice of 10 for each.

>Military action: (train troops/ improve tactics/ manufacture equip/ Drill the troops)
>Economic action: (Upscale production/ improve techonology/ develop other industries/ build something)
>Political action: (Improve relations/ make new policies/ fight corruption/ fight bandits)
>Diplomatic action: (offer an alliance, Threaten War, Improve relations, ect.)
>>
Rolled 1, 4 = 5 (2d10)

>>4352368
>Political action (Encourage settlers from our core provinces to move to Nesotia)
>Diplomatic action ( Offer a trade agreement with the Memlukes
>>
Rolled 9, 5 = 14 (2d10)

>>4352376
Improve relations with the Memlukes with a trade deal
Increase settlers to the islands
>>
>>4352409
>>4352376
>>4352368
+1
>>
>>4352376
Seconding this >>4352409
>>
Let's try to keep spending down for a while. That statue is great, though. Never would have thought of that. Also maybe check on Daysh and Eiren.
>>
>>4352409
Rolled 9, 5 = 14 (2d10)

Money is always a good thing to have, specially if you are the ruler of a regional power, and a good way to obtain it is through trade with other nations.

Despite the religious differences and the question of slavery, the realms of Laconia and the Memlukes have always been more warm that one would have expected, no thanks to their shared enemy in the Tulunids, as well as numerous diplomatic ventures between the two, that today, resulted in the approbation of a permanent trade delegation between the two.

>Relationship with the Memlukes goes from Neutral to Warm.
>Trade set up with the memlukes,(1.5◘/y)

Moving on from diplomacy to politics, in order to speed up the integration of Nesotia within the despotate, you decided to send some settlers to colonize some of the more sparcely populated islands in the archipelago, while the locals aren't too happy about it, they mostly roll with it.

>Integration of Nesotia goes from (4/10) to (6/10)
>Fishing size goes from (2/12) to (3/12), Profit goes from 3 to 4.5
>>
>>4352496
Year 2024.

As you celebrate your 44 birthday inside of the palace of the despots, you decide to use the free time, to make a visit to the hostages kids, as you haven't seen them in a while.

For starters, Jaysh is now 21, being an adult now, as well as a devout follower of the Sol faith after converting a few years back. Having spent much of his youth inside Laconia, he has learned the language and customs of the land, and is practicaly as much of native here as he was back in Tuludia.

With the Truce with the Tulunids having expired a couple of years ago, he has no longer any reason for being here to say the least. Having not seen his native land in more than 13 years, he wants to go back to the Tulunids, however, he cannot do that without your permit, which he requests for you to grant to.

>Write in what to do with Jaysh.

Moving on with the next guest, we have Eirene, the youngest daugther of Simon the Great, as well as your other political hostage.

Coming here with 10 years of age, she's now 12, and compared with how quiet and respectful Jaysh was, she's basically her complete opposite, for she's mischievious and vain, not wanting to learn Laconian culture, and playing pranks with her guards.

Maybe you should do something about her, to make sure she stays quiet at least.

>Write in what to do with Eirene (d10)

(Well guys, you know the deal, see you tomorrow )
>>
Rolled 6 (1d10)

>>4352530
Been awhile since I checked into this thread and I am quite happy the triple alliance has won
>Speak to Jaysh about if he would like to overthrow the Emir and become our puppet king
I mean becoming a king, even a puppet one is pretty good
>Attempt to bond with Eirene and teach her some Laconian culture
The biggest insult we can give to Simon is making his daughter like us
>>
Rolled 1 (1d10)

>>4352638
support
>>
Rolled 9 (1d10)

>>4352530
>Ask Jaysh if he would be willing to help us spread the Sol religion to the Tulunid people. Save them.
>Attempt to get Eirene more comfortable with us

I think using religion with Jaysh will be better since he seems more connected to our religion than ourselves.
>>
>>4353056
>Ask Jaysh if he would be willing to help us spread the Sol religion to the Tulunid people. Save them.

You knew that with his pourpose fulfilled, Jaysh no longer wanted to be here, for he desired to return to his homeland, and there was nothing that you could do to deny him that wish, however, with his devout following of Sol, you knew you could use this opportunity for something good, and so, you allowed him to go, in the condition that he goes alongside some priests of Sol and that he spreads his word throught the Tulunid People. He accepts this mission, and so, he departs from the Capital to return home.

Moving one with Eirene, you knew that dealing with her was going to be more tricky than when Jaysh, for you needed for her to behave better, however knowing her attitude, you knew that if you were to give her a harsh punishment, she would only react by acting worse, and so, you decided to instead speak with the girl directly to see what could make her more comfortable inside the palace.

>"So, what would you like for me to do to make yourself more comfortable ?", you asked.
>"I don't want to be trapped here all day, i want to play outside", Eirene said.

Having heard her demands, you gave your word to the guards to allow her some free roaming time through the palace, as well as giving her a better room. As you expected the girl began behaving herself better starting that day.

>Eirene will be more behaved inside the palace.
>>
>>4353104
YEAR 1024

With your birthday out of the way, it's time for you to continue dealing with matters of state. Specially since you discovered, that corruption had increased somewhat during your absence during the war.

REVIEW
--MILITARY STATUS

---Land army
>Laconian Citizen spearmen, (Spear.Inf) (Atk 8/ Def 9/ Discipline 9/ Tactics 6/ Equip 8) Numbers: 10000, upkeep 8◘
>Helotian Skirmirshers (Skir) (Atk 3/Def 4/Discipline 3/Tactics 6/ Equip 2) Numbers 14000, Upkeep 3◘
> Perioikoi cavalry (Atk 6/ Def 4/ Discipline 6/ Tactics 4/ Equip 4/ Speed 6) Numbers 2000. Upkeep 1◘
>Perioikoi pikemen (Pike.Inf) ( Atk 5/ Def 7/ Discipline 7/ Tactics 6/ Equip 7/ Speed 4) Numbers 3000, Upkeep 1◘

---Siege units
>Battering rams (Atk 10/ Def 3/ Discipline 7/ Tactics 3/ Equip 5/ Speed 2)Numbers 3. Upkeep 0.33◘ each,1◘ total
>Basic Catapults(Atk 8/ Def 3/ Discipline 4/ Tactics 4/ Equip 5/ Speed 3) Numbers 3, Upkeep 0.33◘ each,1◘ total

---Navy
>Dromon, (Light ship) (Atk 4/ Def 5/ Speed 5/ Tactics 6/ Discipline 5/ Carrying capacity 1,000 each) Numbers: 4 complete, upkeep 0.5 each, 2◘ total
>War galleys, (galley) Atk 3/ Def 2/ Speed 8/ Tactics 7/ Discipline 4/ Carrying capacity 500 each) numbers 8, upkeep 0.25 each, 2◘ total.

>Yearly upkeep 20◘

--ECONOMIC STATUS
---Industries
>Agriculture, Size: 10/18, type: Improved plantations(1.5), profit :15◘/y
>Fishing, Size 3/12, type: Improved(1.5), profit: 4.5◘/y
>Woodcutting, Size 3/10. type: Improved(1.5). profit: 4.5◘/y

---Buildings
> Improved roads with outposts ( +2 ◘/y from trade)
> Palace of the despots (yearly upkeep 1 ◘/y)
> Improved dockyards, (Navy upkeep reduction -2◘)
> Improved trading ports, (+1◘/y from trading)
> Kritan costal forts (Yearly upkeep 0.25◘/y)
> Monument of Victory and Heroism (-2◘ upkeep to Laconian soldiers)

--POLITICAL STATUS

>Stability: High
>The Assembly: Content
>Your Co-despot: Content
>Corruption: Concerning (Eats 2.5◘/y)
>Piracy & Banditry: Non-existent (0 ◘/y).

---Province Integration
>Nesotia, (6/10), Natives: Satisfied.

--DIPLOMACY - STATUS

>Trakians: Hostile, truce (expires 1034)
>Illyria: Friendly, trading (1.5◘/y), (defensive alliance)
>Boeotia: Friendly, trading (1.5◘/y), (military alliance)
>Tulunids: Hostile,
>Memlukes: Warm. trading (1.5◘/y)

--OVERALL--
>Income 29.◘
>Expenses 18.25◘
>Yearly profit 10.75◘
>Treasury 21◘

Having reviewed the situation for the current year, it's time for you to chose TWO actions to take during the year, rolling a d10 for each.

>Military action: (train troops/ improve tactics/ manufacture equip/ Drill the troops)
>Economic action: (Upscale production/ improve techonology/ develop other industries/ build something)
>Political action: (Improve relations/ make new policies/ fight corruption/ fight bandits)
>Diplomatic action: (offer an alliance, Threaten War, Improve relations, ect.)
>>
Rolled 5, 9 = 14 (2d10)

>>4353115
>Military action (Build a capital ship to lead the navy!)
>Political action (Smuggle in more Sol missionaries into the Tulunids)

Hoping for some kind of religious revolt in Tulunids, then we can support the zealots and vassalize the zealots when they win. Also going to bed now cya later QM
>>
>>4353165
>>4353165
Rolled 5, 9 = 14 (2d10)

In order to rule the disparate territories that the Despotate adquired in both wars, you are going to need a powefull navy, and what better way to demostrate our naval superiority than with a capital ship.

It's gonna cost a lot of money, and take some time to build, but it will be worth it.

>Capital ship will be constructed next year.

With Jaysh returning to the Tulunid lands, he has begun preaching the word of Sol through the native Lunarian population, and while his succeses have been limited in that regard. You decided to help him more, by sending some priests of sol, as well some armed guards with him both to spread the word of Sol, and to cause internal unrest inside the Tulunids.

>Tulunids now have internal unrest
>>
>>4353174
YEAR 1025

Another year passes in the Despotate of Laconia, with everything just seeming like everything is going to well for the next few years, meaning that you can finally relax for now. That said, you should finish integrating Nesotia within the Despotate.

REVIEW
--MILITARY STATUS

---Land army
>Laconian Citizen spearmen, (Spear.Inf) (Atk 8/ Def 9/ Discipline 9/ Tactics 6/ Equip 8) Numbers: 10000, upkeep 8◘
>Helotian Skirmirshers (Skir) (Atk 3/Def 4/Discipline 3/Tactics 6/ Equip 2) Numbers 14000, Upkeep 3◘
> Perioikoi cavalry (Atk 6/ Def 4/ Discipline 6/ Tactics 4/ Equip 4/ Speed 6) Numbers 2000. Upkeep 1◘
>Perioikoi pikemen (Pike.Inf) ( Atk 5/ Def 7/ Discipline 7/ Tactics 6/ Equip 7/ Speed 4) Numbers 3000, Upkeep 1◘

---Siege units
>Battering rams (Atk 10/ Def 3/ Discipline 7/ Tactics 3/ Equip 5/ Speed 2)Numbers 3. Upkeep 0.33◘ each,1◘ total
>Basic Catapults(Atk 8/ Def 3/ Discipline 4/ Tactics 4/ Equip 5/ Speed 3) Numbers 3, Upkeep 0.33◘ each,1◘ total

---Navy
>Dromon, (Light ship) (Atk 4/ Def 5/ Speed 5/ Tactics 6/ Discipline 5/ Carrying capacity 1,000 each) Numbers: 4 complete, upkeep 0.5 each, 2◘ total
>War galleys, (galley) Atk 3/ Def 2/ Speed 8/ Tactics 7/ Discipline 4/ Carrying capacity 500 each) numbers 8, upkeep 0.25 each, 2◘ total.

>Yearly upkeep 20◘

--ECONOMIC STATUS
---Industries
>Agriculture, Size: 10/18, type: Improved plantations(1.5), profit :15◘/y
>Fishing, Size 3/12, type: Improved(1.5), profit: 4.5◘/y
>Woodcutting, Size 3/10. type: Improved(1.5). profit: 4.5◘/y

---Buildings
> Improved roads with outposts ( +2 ◘/y from trade)
> Palace of the despots (yearly upkeep 1 ◘/y)
> Improved dockyards, (Navy upkeep reduction -2◘)
> Improved trading ports, (+1◘/y from trading)
> Kritan costal forts (Yearly upkeep 0.25◘/y)
> Monument of Victory and Heroism (-2◘ upkeep to Laconian soldiers)

--POLITICAL STATUS

>Stability: High
>The Assembly: Content
>Your Co-despot: Content
>Corruption: Concerning (Eats 2.5◘/y)
>Piracy & Banditry: Non-existent (0 ◘/y).

---Province Integration
>Nesotia, (6/10), Natives: Satisfied.

--DIPLOMACY - STATUS

>Trakians: Hostile, truce (expires 1034)
>Illyria: Friendly, trading (1.5◘/y), (defensive alliance)
>Boeotia: Friendly, trading (1.5◘/y), (military alliance)
>Tulunids: Hostile,
>Memlukes: Warm. trading (1.5◘/y)

--OVERALL--
>Income 29.◘
>Expenses 18.25◘
>Yearly profit 10.75◘
>Treasury 21◘

Having reviewed the situation for the current year, it's time for you to chose TWO actions to take during the year, rolling a d10 for each.

>Military action: (train troops/ improve tactics/ manufacture equip/ Drill the troops)
>Economic action: (Upscale production/ improve techonology/ develop other industries/ build something)
>Political action: (Improve relations/ make new policies/ fight corruption/ fight bandits)
>Diplomatic action: (offer an alliance, Threaten War, Improve relations, ect.)
>>
Rolled 9, 2 = 11 (2d10)

>>4353178
>fight corruption
>Integrate Nesotia
We have neglected these issues for too long,
please be good rolls
>>
>>4353244
Rolled 9, 2 = 11 (2d10)

With corruption rising due to your absence in your war, as well as the practice of paying off pirates rather than fighing them. you decide to fix the problem by arresting the most notable offenders, and confiscating their property for the good of the despotate. While this severely weakened the corruption nextworks within the despotate, it also brought a short revival of piracy through the white sea, as pirates are no longer paid off.

>Corruption goes from Concerning (eats 2.5) to small (eats 0.5)
>Priacy and banditry goes from non-existent (eats 0) to small (eats 0.5)

In adition to that, you also continued the integration of Nesotia within the despotate by revoking the tax exemption status that they got when you asked them to surrender, while this means that the Wealth of the Island now goes to the benefict of the Depotate, it also pissed off the natives big.

>Integration of Nesotia goes from (6/10) to (7/10)
>Nesotian natives go from Satisfied to Annoyed.
>>
>>4353322
In adition to the above, this year, the construction of our grand capital ship has now been finished, as it launches into the sea from the dockyard it was built, in a great public celebration you and Ben attend,

>Capital ship (Heavy ship) (Atk 8/ Def 10/ Speed 5/ Tactics 7/ Discipline 8/ Carrying capacity 3,000) built, upkeep 2.5◘

As you watch the sea go into it's first voyage, the head of her construction crew comes closer to you, and asks you how should be the ship named, as you were the one of order it's construction in the first place.

>Write in name of Capital ship
>>
>>4353334

Let's go with Delias
>>
>>4353334
Thales after our father
>>
Actually what the fuck has our co-ruler been doing all this time?
>>
>>4353405
He has been mostly focusing on the daily affairs of the state, as well as managing the budget, the army's logistics, the asembly, and administrating the city of Laconia.
>>
>>4353384
>>4353401

In a gesture of kindness, you honor the capital ship to your late father, who despite not being with you as much as he wanted due to work, he always made sure that you had an excellent upbringing in order to one manage the despotate, something you that you're thankful of, as without him, you might not been the great ruler that you're today.

>Ship named Thales
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>>4353455
YEAR 1026

Things have continued as normal in the despotate ever since the end of the Trakian war, however, troubling reports come from the south, telling of a civil war ocurring in the remaining territories of the Tulunids, as the previous emir died without designating an heir, prompting a civil war between all of his 12 children that he had with his various wives and mistresses, with Jaysh, being one of them. You should keep an eye on this situation.

REVIEW
--MILITARY STATUS

---Land army
>Laconian Citizen spearmen, (Spear.Inf) (Atk 8/ Def 9/ Discipline 9/ Tactics 6/ Equip 8) Numbers: 10000, upkeep 8◘
>Helotian Skirmirshers (Skir) (Atk 3/Def 4/Discipline 3/Tactics 6/ Equip 2) Numbers 14000, Upkeep 3◘
> Perioikoi cavalry (Atk 6/ Def 4/ Discipline 6/ Tactics 4/ Equip 4/ Speed 6) Numbers 2000. Upkeep 1◘
>Perioikoi pikemen (Pike.Inf) ( Atk 5/ Def 7/ Discipline 7/ Tactics 6/ Equip 7/ Speed 4) Numbers 3000, Upkeep 1◘

---Siege units
>Battering rams (Atk 10/ Def 3/ Discipline 7/ Tactics 3/ Equip 5/ Speed 2)Numbers 3. Upkeep 0.33◘ each,1◘ total
>Basic Catapults(Atk 8/ Def 3/ Discipline 4/ Tactics 4/ Equip 5/ Speed 3) Numbers 3, Upkeep 0.33◘ each,1◘ total

---Navy
>Dromon, (Light ship) (Atk 4/ Def 5/ Speed 5/ Tactics 6/ Discipline 5/ Carrying capacity 1,000 each) Numbers: 4 complete, upkeep 0.5 each, 2◘ total
>War galleys, (galley) Atk 3/ Def 2/ Speed 8/ Tactics 7/ Discipline 4/ Carrying capacity 500 each) numbers 8, upkeep 0.25 each, 2◘ total.
>Capital ship "Thales" (Heavy ship) (Atk 8/ Def 10/ Speed 5/ Tactics 7/ Discipline 8/ Carrying capacity 3,000) built, upkeep 2.5◘

>Yearly upkeep 20◘

--ECONOMIC STATUS
---Industries
>Agriculture, Size: 10/18, type: Improved plantations(1.5), profit :15◘/y
>Fishing, Size 3/12, type: Improved(1.5), profit: 4.5◘/y
>Woodcutting, Size 3/10. type: Improved(1.5). profit: 4.5◘/y

---Buildings
> Improved roads with outposts ( +2 ◘/y from trade)
> Palace of the despots (yearly upkeep 1 ◘/y)
> Improved dockyards, (Navy upkeep reduction -2◘)
> Improved trading ports, (+1◘/y from trading)
> Kritan costal forts (Yearly upkeep 0.25◘/y)
> Monument of Victory and Heroism (-2◘ upkeep to Laconian soldiers)

--POLITICAL STATUS

>Stability: High
>The Assembly: Content
>Your Co-despot: Content
>Corruption: small (Eats 0.5◘/y)
>Piracy & Banditry: small (eats 0.5◘/y).

---Province Integration
>Nesotia, (7/10), Natives: Annoyed.

--DIPLOMACY - STATUS

>Trakians: Hostile, truce (expires 1034)
>Illyria: Friendly, trading (1.5◘/y), (defensive alliance)
>Boeotia: Friendly, trading (1.5◘/y), (military alliance)
>Tulunids: Hostile, Currently having a civil war.
>Memlukes: Warm. trading (1.5◘/y)

--OVERALL--
>Income 30.5.◘
>Expenses 20.75◘
>Yearly profit 9.75◘
>Treasury 21◘

Having reviewed the situation for the current year, it's time for you to chose TWO actions to take during the year, rolling a d10 for each.
>>
Rolled 6, 9 = 15 (2d10)

>>4353473
>get rid of piracy with our fine navy
>Finish integrating Nesotia
Better not let piracy get too bad