Looking at the spreadsheet it appears that we own 3 hexes and built 3 farms but only have 1 road. Roads eventually give 2 Econ/1 Stability per 8 BP invested (meaning that the benefit only appears after we have 8 hexes of Road). That's better than the cheap buildings with the best return on investment (mill/smith/tannery at 6 BP to 1 Econ/Stab) so we should be building roads in every hex we claim to eventually get those bonuses.
The exploration map only shows 2 hexes as claimed- did we claim the Fangberry Thicket hex, too? I'd try to claim up toward the abandoned mining camp so we can get the resource bonus there then try to claim hexes up to Oleg's. There's no real bonus involved in building a road up to the South Rostland Road, but it seems like a reasonable IC goal to connect Stagfall to the only real road in the region. Plus that would get us close to our 8 roads goal.
Right now I'm not sure establishing another settlement makes sense. It would raise our command DC by 1 and double our need to build buildings to keep down unrest. IC, Stagfall is still tiny; why would we send out a group of settlers to start another city when we should be using that manpower there?
Edit: I just read the IC post; if Unrest is an issue for some reason, we probably need more Houses (-1 Unrest each) and could always build a City Wall or a Barracks for our militia, both of which we could easily justify IC.
All of what is being said makes sense.
My reason for suggesting another settlement was that I sort of got the impression our Dm was recommending it, but I might have got that wrong perhaps.
The long-term goal should absolutely be to claim hexes so we can include Oleg's in the fold of our kingdom, and we should work towards building a connecting road to there as well.
Quite aside from the economy/stability boost it gives, it also means we can send trade caravans to Restov in the long term.
The reason for suggesting a shop over mills or smithies is that shops could be upgraded later, at the same time, that may not justify the extra cost now, since we are fairly tight budget wise.
One idea could be, claim the next northernmost hex on the road to Oleg, convert it to farmland (to keep the consumption down) for 2 Bp, build the first step of the road from Stagfall for 1 Bp, and build the first of a set of city walls for 2 more BP.
Total cost 5 BP, -1 for the Stability check.
Total remaining treasury 11 BP, plus whatever we roll on the economics roll.
After my first read I thought that Stagfall's population was at critical levels with crime on the rise, but on re-reading it the post actually says that Restov's population is at critical levels, not Stagfall's. I think that's there to show why people might be emigrating from the Restov area to Stagfall.
Didn't mean to recommend creating a settlement... and the cons do seem to outweigh the pros at the moment.
Only 2 hexes are shown as claimed because there was some stalling to see if either the Skunk River Lizards' or Beldame's hex would be available.
You should have 2 roads... I'm pretty sure I distinctly remember that.
Regarding news in Restov... Mr Chaudair (The Lord Mayor's PA) mentioned on his last visit...
"As you know, Restov is within Brevoy's borders, but largely operates independently. As of late, the relationship between our Lord Mayor and the Dragonscale Throne of Brevoy has soured. Recently, a request to expand the borders of Restov was denied... the city is already suffering the effects of overpopulation. We do not ask anything other more than to count on you as an ally who will one day be a future power. Our alliance with you will bring weight to our words to the Dragonscale Throne, and a safe border to our south."
... so it is as Sonechka said, but also politics off the gameboard.
Well, unless Norton or Dolgrym has other ideas, it seems like our long term goal is clear enough.
Expand north, build a road to connect Stagfall and Oleg's, and at the time, incorporate Oleg's place into our growing kingdom.
With a few decent economics rolls, we should be able to build something significant every other turn.
That would keep us busy for maybe a years worth of time in game.
Sounds like we are all more or less in agreement on the long term plans, I seem to recall Norton being in favour of that before as well.
That just leaves the short term, this month.
So far the alternatives seem to be
A: Claim the north-eastern hex, build a road, convert it to farmland and begin constructing city walls.
B: Claim north-eastern hex, build a road, build a smithy/Windmill (And possibly a house).
Did I miss anything?
No clear consensus it seems?
I really hope I'm not going to upset anyone, but if nobody disagrees I say we go with plan A and move on to the economy roll and then see about setting up our first army unit.
Going with plan A may be better for now, since an army unit apparently has a consumption once a week rather than once a month like everything else.
Ok, so lets move on to the army bit.
Creating an army doesn't cost anything from what I have gathered, but they do have a consumption.
For a standing army that is paid once a week, and for an army in reserve it is paid once a month.
I suggest we create one unit now, an active unit under Furiels control.
We can't make it too big for obvious reasons, so I'm thinking we make it a unit of (Army large).
Then we create another unit of militia that we put in reserve.
That consumption is probably going to be negated by farmlands in the long run, but gives us a reserve if things go bad.
We should also look into giving the first unit bows (2 BP) since under Furiels command they will become sharpshooters.
I'm not sure I get the mass combat rules completely, but from what I get so far, that SEEMS like a good idea.
I disagree as it cost 8 bps a month (2 for archer units a week).
I would rather pay for a large reserve unit, it requires a castle to put in reserve, a reason I pushed for the castle buy at first.
When we mobilize them we can pay 4 a month or give them bows and pay 8 a month.
Ah, I was under the impression that resources was a one time cost.
Hmm, in that case I agree that starting with a unit in reserves is a good idea.
And since we are going to war, we might as well make it an army rather than a militia.
I think in the beginning we have to be somewhat flexible with our plans. The economy is our weakest bit so far, which is why it needs to be increased.
Hopefully, by being conservative this month, we can afford to buy something like a foundry next month.
That's the idea at least.
With two mines close to Stagfall, that will give us a nice boost, and allow us a cheap smithy possibly as soon as the month after.
You are currently -6 consumption now (including the newest farm).
One 1 consumption/week army, and one castle-dwelling reserve unit will cost you 0BP.
EDIT: Ah just read gameplay post. So 2BP to arm the reserve unit with crossbows, and increase consumption by 1. That would bring you to 0 consumption/month and a one-time cost of 2BP.
That would put the total cost at 7 BP this phase, reduced to 6 for the stability roll leaving us with 9 BP in the treasury, before the economics roll.
+1 Hex (Farmland)
One city wall (As one side is mostly water, do we need to build a full city wall there or do we get a discount?)
+1 Road (for a total of 3?)
One large army unit (With Crossbows) Placed in Reserves
One large Army unit active. (Commander to be decided)