This AAR incorporates a number of the new features we're adding, with the goal being that we'll have an early version to release to the general public.
Autumn, 204AC - The House of Mourngrym
We begin by ordering the construction of a pair of Taverns in our two provinces, WestKeep and EastGate. Of course, the people hate it when their leaders do ANYTHING, even if they'll love the drinking halls when completed, so amid the general grumbling, unhappiness among the masses occurs. Nothing to be done about it though, so we endure it.
The lowered loyalty hurts our coffers, and even though we are the wealthiest House in the Kingdom, there are limits to what we can do. Turn 2 sees us only able to afford a single festival in WestKeep, but the citizens there respond favorably to it, and Loyalty begins to recover.
The party in WestKeep turns into a month long affair, and loyalty is recovering nicely in that province. The scent of war is on the air though, and the fragile peace will not hold long. We must prepare.
Autumn, 204AC - The House of Mourngrym
We begin by ordering the construction of a pair of Taverns in our two provinces, WestKeep and EastGate. Of course, the people hate it when their leaders do ANYTHING, even if they'll love the drinking halls when completed, so amid the general grumbling, unhappiness among the masses occurs. Nothing to be done about it though, so we endure it.
The lowered loyalty hurts our coffers, and even though we are the wealthiest House in the Kingdom, there are limits to what we can do. Turn 2 sees us only able to afford a single festival in WestKeep, but the citizens there respond favorably to it, and Loyalty begins to recover.
The party in WestKeep turns into a month long affair, and loyalty is recovering nicely in that province. The scent of war is on the air though, and the fragile peace will not hold long. We must prepare.
), so off he goes.
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