Semper Ad Meliora (Code Geass/Britannian Royalty Quest)

Interesting options.

Cross-Training
I note that it is described as the 'cost-effective' option. This is because it is a cheap but terrible option. Specialists are specialists for a reason. At best we drain our intrigue unit of manpower. At worst we try to train a single unit to do two wildly different roles.

Keep or Castle
The GM could not be more explicit, if we want more advisors we need a base.

Far East Approachment
Martial arts, probably some psi tricks, endless general sneakiness. Lots of goodies here if we had the action economy for it.


We currently have 850 net income. A base and a unit take 500 of that, 600 if we go for the knights. So ultimately we have the choice of preping to go on a campaign (which would have to be the land based one) or building up our holdings and character.

Looking at the current plans I wouldn't be averse to 'Plan Red Knight, A.S.' winning but I shall present an alternative.

[X] Plan A Solid Foundation
-[X] Royal Flight
-[X] Sailor, Soldier
-[X] Far East Approachment
-[X] Keep or Castle

Basically build a Castle and don't spend money. We would then spend next turn getting some income back and raising a unit before attacking Australia on turn 5.
 
[X] Plan A Solid Foundation

Just seems like a good deal.
Adhoc vote count started by Irritant on Jul 1, 2019 at 1:34 PM, finished with 998 posts and 28 votes.

  • [X] Plan A Solid Foundation
    -[X] Royal Flight
    -[X] Sailor, Soldier
    -[X] Far East Approachment
    -[X] Keep or Castle:
    [X] Plan Red Knight, A.S.
    -[X] Knights & Days
    -[X] Royal Flight
    -[X] Noble Birth
    -[X] Investment Opportunities
    [X] Plan Pirates Hunt: Air Superiority
    -[X] Raise a Unit
    -[X] Royal Flight
    -[X] Translators
    -[X] Resource Scouting
    [X] Plan: Laying the Foundations
    -[X] Cross-Training: The more 'cost-effective' option to raising your own unit. Instead of getting mainline combat troops, you'll be taking the men (and women) you already have and putting your spies through formal military training under Jeanne. Of course, you'll also be picking up a few more men and turn the ones you got last year into officers. This will take your specialists and allow them to be used in regular military operations, not just Intrigue operations. Cost: 300; Upkeep 0; DC: 30; Rewards: Turn your spies into soldier(-spies), broaden their uses. (OCCUPIES SPY UNIT FOR TURN THREE, WILL NOT BE AVAILABLE FOR INTRIGUE OPTIONS)
    -[X] Sailor, Soldier: The navy is no less important than the air force, though still not as glorious as the conquest of land for the empire. After all, one can hardly build impressive structure or erect monuments on water. Still, a battle won is a mighty thing. Cost: 50; Upkeep: 0; DC: 10; Rewards: Learn to captain a ship/Possible Martial Trait/Vary by degree of success.
    -[X] Translators: Hiring a few people who can speak foreign tongues would be a good idea if you intend to go abroad, but do you intend to? Still, having them available if you run into Chinese pirates in Australia, Russian-speaking tribes in Asia, or other odd tongues in odd places might be a good thing, just to cover your bases. Cost: 100; Upkeep: 50; DC: 20; Rewards: Remove any penalty for attempting diplomacy with non-english speaking foreign groups. Potential trait gain.
    -[X] Keep or Castle: You need somewhere to set up shop. Preferably, a very secure base of operation from which to run your general affairs out of before you even start considering sallying forth with a military unit in glorious conquest. Plus, it would help if your mother was no longer able to 'check in on you' while you were conducting meetings. Cost: 750; Upkeep: 300; DC: 20; Rewards: Base of Operations, Potential Bonuses.
    [X] Plan Ocean trade
    -[X] Sailor, Soldier
    -[X] Raise a Unit
    -[X] Translators
    -[X] Investment Opportunities
    [X] The Knights who Skulk
    -[X] Cross-Training:
    -[X] Royal Flight
    -[X] Noble Birth
    -[X] Keep or Castle:
    [X] The Knights who Skulk
 
@Slayer Anderson Sorry to bother you, but I was hoping you might be able to clarify the merits and capabilities of some of the different troop options. Obviously this is important to know, as it adds to the cost/benefit arithmetic for each option.

First of all, I assume that knightmare frames are best suited to direct battle rather than anything with more subtlety.

I would also have thought that the Cross-Training option would give us soldiers particularly skilled in stealth, and irregular or asymmetric warfare, essentially filling the role of special-ops forces.

Lastly, I would have thought that the option to directly raise a military unit would result in us having a more balanced force, albeit one that was less likely to excel in any particular field.

Are any of these thoughts and assumptions correct, or have I got it all wrong?
 
I see the trends of having keep/castle as base of operation. I hope we can afford Intrigue and learning options without going red in the next phase.

Maybe we can get a cheaper base of operation? I assume Royal flight will unlock the option to build airfield and Soldier, Sailor will unlock the option to build Military Port in the next turn. IF my assumption is right, we can use one of them as our base of operation instead of Keep/Castle.
 
Last edited:
I see the trends of having keep/castle as base of operation. I hope we can afford Intrigue and learning options without going red in the next phase.

Maybe we can get a cheaper base of operation? I assume Royal flight will unlock the option to build airfield and Soldier, Sailor will unlock the option to build Military Port in the next turn. IF my assumption is right, we can use one of them as our base of operation instead of Keep/Castle.

Even if we go for Keep or Castle, we should still have more than enough money for Intrigue, Learning, Piety and Personal actions, as those tend to be cheaper from what I've seen last turn.

Also, I suspect that trying to build an Airfield\Naval Port and then turning either one of those buildings into a base of operation is going to be just as, if not more expensive than just hunting for a keep or castle (provided that we can do that in the first place, which is unlikely), so I feel like we're going to have to bite the bullet here and go for the Keep or Castle action on this turn so we can start hunting for a Stewardship advisor and a Diplomacy advisor.
 
Also, I suspect that trying to build an Airfield\Naval Port and then turning either one of those buildings into a base of operation is going to be just as, if not more expensive than just hunting for a keep or castle (provided that we can do that in the first place, which is unlikely), so I feel like we're going to have to bite the bullet here and go for the Keep or Castle action on this turn so we can start hunting for a Stewardship advisor and a Diplomacy advisor.

Airfield and port can generate income while Keep/Castle are not. The act of building Airfield and Port in Caledonia offers a spartan base of operation and a boost to develop our fief at the cost of delaying advisors recruitment while buying a Castle/Keep offers a base of operation perfect for nobles without delaying advisors recruitment.

Accessiblity is important for Trade, Commerce, Tourism, and Patroling our Fief
 
Last edited:
[X] Plan A Solid Foundation

A solid plan. I do think next turn should probably be getting a diplo advisor, maybe a learning one, but making some more money, and then grabbing a stewardship advisor the turn after.

Also, I think we should stay out of EB at this stage. While we could go ahead and butt in, we really aren't at any stage of readiness, nor do I think we should go galiventing across the world when our base is still in pieces. Australia might be a more mid-term plan than anything at this stage, given the difficulties and expenses involved.

I also want to note that the very general idea of being so good at intrigue is to not have people find out that you're very good st intrigue. Becoming known for covert ops might be a double edged sword, both reputation wise, and threat wise. Might convince some to watch their step, and stay in line. Might also wind up getting people working to get rid us, potentially even putting aside differences to be safer.

Hopefully we can start making a lot of friends (and "friends") soon though! Even though we still don't have a lot of money, or actions...
 
[X] Plan A Solid Foundation
-[X] Royal Flight
-[X] Sailor, Soldier
-[X] Far East Approachment
-[X] Keep or Castle
 
Airfield and port can generate income while "Keep or Castle" are not. The act of building Airfield and Port in Caledonia offers a spartan base of operation and a boost to develop our fief at the cost of delaying advisors recruitment while buying a "Keep or Castle" offers a base of operation perfect for nobles without delaying advisors recruitment.

Accessiblity is important for Trade, Commerce, Tourism, and Patroling our Fief
If either of those two options offered an alternative to Castle/Keep, I think it would say so. In any event, Castle/Keep allows us to start getting Diplomatic and Stewardship advisors, who are vital for trade, industry, and more. Upkeep of 300 per turn is hardly crippling, particularly when we already have a full turn's worth of cash saved up.
 
If either of those two options offered an alternative to Castle/Keep, I think it would say so.
Sadly, those are my current assumptions. It may or may not be the alternatives to Castle/Keep.

I just hope we get at least an advisor from our current most favorable plan. May the dice be nice.
 
[X] Plan Red Knight, A.S.
Adhoc vote count started by shanagan on Jul 1, 2019 at 11:49 AM, finished with 995 posts and 25 votes.

  • [X] Plan A Solid Foundation
    -[X] Royal Flight
    -[X] Sailor, Soldier
    -[X] Far East Approachment
    -[X] Keep or Castle:
    [X] Plan Red Knight, A.S.
    -[X] Knights & Days
    -[X] Royal Flight
    -[X] Noble Birth
    -[X] Investment Opportunities
    [X] Plan: Laying the Foundations
    -[X] Cross-Training: The more 'cost-effective' option to raising your own unit. Instead of getting mainline combat troops, you'll be taking the men (and women) you already have and putting your spies through formal military training under Jeanne. Of course, you'll also be picking up a few more men and turn the ones you got last year into officers. This will take your specialists and allow them to be used in regular military operations, not just Intrigue operations. Cost: 300; Upkeep 0; DC: 30; Rewards: Turn your spies into soldier(-spies), broaden their uses. (OCCUPIES SPY UNIT FOR TURN THREE, WILL NOT BE AVAILABLE FOR INTRIGUE OPTIONS)
    -[X] Sailor, Soldier: The navy is no less important than the air force, though still not as glorious as the conquest of land for the empire. After all, one can hardly build impressive structure or erect monuments on water. Still, a battle won is a mighty thing. Cost: 50; Upkeep: 0; DC: 10; Rewards: Learn to captain a ship/Possible Martial Trait/Vary by degree of success.
    -[X] Translators: Hiring a few people who can speak foreign tongues would be a good idea if you intend to go abroad, but do you intend to? Still, having them available if you run into Chinese pirates in Australia, Russian-speaking tribes in Asia, or other odd tongues in odd places might be a good thing, just to cover your bases. Cost: 100; Upkeep: 50; DC: 20; Rewards: Remove any penalty for attempting diplomacy with non-english speaking foreign groups. Potential trait gain.
    -[X] Keep or Castle: You need somewhere to set up shop. Preferably, a very secure base of operation from which to run your general affairs out of before you even start considering sallying forth with a military unit in glorious conquest. Plus, it would help if your mother was no longer able to 'check in on you' while you were conducting meetings. Cost: 750; Upkeep: 300; DC: 20; Rewards: Base of Operations, Potential Bonuses.
    [X] Plan Pirates Hunt: Air Superiority
    -[X] Raise a Unit
    -[X] Royal Flight
    -[X] Translators
    -[X] Resource Scouting
    [X] Plan Ocean trade
    -[X] Sailor, Soldier
    -[X] Raise a Unit
    -[X] Translators
    -[X] Investment Opportunities
    [X] The Knights who Skulk
    -[X] Cross-Training:
    -[X] Royal Flight
    -[X] Noble Birth
    -[X] Keep or Castle:
    [X] The Knights who Skulk

Adhoc vote count started by shanagan on Jul 1, 2019 at 11:52 AM, finished with 995 posts and 25 votes.

  • [X] Plan A Solid Foundation
    -[X] Royal Flight
    -[X] Sailor, Soldier
    -[X] Far East Approachment
    -[X] Keep or Castle:
    [X] Plan Red Knight, A.S.
    -[X] Knights & Days
    -[X] Royal Flight
    -[X] Noble Birth
    -[X] Investment Opportunities
    [X] Plan: Laying the Foundations
    -[X] Cross-Training: The more 'cost-effective' option to raising your own unit. Instead of getting mainline combat troops, you'll be taking the men (and women) you already have and putting your spies through formal military training under Jeanne. Of course, you'll also be picking up a few more men and turn the ones you got last year into officers. This will take your specialists and allow them to be used in regular military operations, not just Intrigue operations. Cost: 300; Upkeep 0; DC: 30; Rewards: Turn your spies into soldier(-spies), broaden their uses. (OCCUPIES SPY UNIT FOR TURN THREE, WILL NOT BE AVAILABLE FOR INTRIGUE OPTIONS)
    -[X] Sailor, Soldier: The navy is no less important than the air force, though still not as glorious as the conquest of land for the empire. After all, one can hardly build impressive structure or erect monuments on water. Still, a battle won is a mighty thing. Cost: 50; Upkeep: 0; DC: 10; Rewards: Learn to captain a ship/Possible Martial Trait/Vary by degree of success.
    -[X] Translators: Hiring a few people who can speak foreign tongues would be a good idea if you intend to go abroad, but do you intend to? Still, having them available if you run into Chinese pirates in Australia, Russian-speaking tribes in Asia, or other odd tongues in odd places might be a good thing, just to cover your bases. Cost: 100; Upkeep: 50; DC: 20; Rewards: Remove any penalty for attempting diplomacy with non-english speaking foreign groups. Potential trait gain.
    -[X] Keep or Castle: You need somewhere to set up shop. Preferably, a very secure base of operation from which to run your general affairs out of before you even start considering sallying forth with a military unit in glorious conquest. Plus, it would help if your mother was no longer able to 'check in on you' while you were conducting meetings. Cost: 750; Upkeep: 300; DC: 20; Rewards: Base of Operations, Potential Bonuses.
    [X] Plan Pirates Hunt: Air Superiority
    -[X] Raise a Unit
    -[X] Royal Flight
    -[X] Translators
    -[X] Resource Scouting
    [X] The Knights who Skulk
    -[X] Cross-Training:
    -[X] Royal Flight
    -[X] Noble Birth
    -[X] Keep or Castle:
    [X] Plan Ocean trade
    -[X] Sailor, Soldier
    -[X] Raise a Unit
    -[X] Translators
    -[X] Investment Opportunities
 
Last edited:
@Slayer Anderson Sorry to bother you, but I was hoping you might be able to clarify the merits and capabilities of some of the different troop options. Obviously this is important to know, as it adds to the cost/benefit arithmetic for each option.

First of all, I assume that knightmare frames are best suited to direct battle rather than anything with more subtlety.

I would also have thought that the Cross-Training option would give us soldiers particularly skilled in stealth, and irregular or asymmetric warfare, essentially filling the role of special-ops forces.

Lastly, I would have thought that the option to directly raise a military unit would result in us having a more balanced force, albeit one that was less likely to excel in any particular field.

Are any of these thoughts and assumptions correct, or have I got it all wrong?
More or less correct in a broad sense. I mean you can, in theory, try to stealth with KMFs, it'll just be a horrible set of DCs. Likewise if you try to order spies into a frontline battle without cross-training them.

Also...hmm, looks like people are prioritizing Sayoko over trying to get Kallen this turn. Interesting.
Adhoc vote count started by chriswriter90 on Jul 1, 2019 at 2:55 PM, finished with 56 posts and 28 votes.

  • [X] Plan A Solid Foundation
    -[X] Royal Flight
    -[X] Sailor, Soldier
    -[X] Far East Approachment
    -[X] Keep or Castle:
    [X] Plan Red Knight, A.S.
    -[X] Knights & Days
    -[X] Royal Flight
    -[X] Noble Birth
    -[X] Investment Opportunities
    [X] Plan Pirates Hunt: Air Superiority
    -[X] Raise a Unit
    -[X] Royal Flight
    -[X] Translators
    -[X] Resource Scouting
    [X] Plan: Laying the Foundations
    -[X] Cross-Training: The more 'cost-effective' option to raising your own unit. Instead of getting mainline combat troops, you'll be taking the men (and women) you already have and putting your spies through formal military training under Jeanne. Of course, you'll also be picking up a few more men and turn the ones you got last year into officers. This will take your specialists and allow them to be used in regular military operations, not just Intrigue operations. Cost: 300; Upkeep 0; DC: 30; Rewards: Turn your spies into soldier(-spies), broaden their uses. (OCCUPIES SPY UNIT FOR TURN THREE, WILL NOT BE AVAILABLE FOR INTRIGUE OPTIONS)
    -[X] Sailor, Soldier: The navy is no less important than the air force, though still not as glorious as the conquest of land for the empire. After all, one can hardly build impressive structure or erect monuments on water. Still, a battle won is a mighty thing. Cost: 50; Upkeep: 0; DC: 10; Rewards: Learn to captain a ship/Possible Martial Trait/Vary by degree of success.
    -[X] Translators: Hiring a few people who can speak foreign tongues would be a good idea if you intend to go abroad, but do you intend to? Still, having them available if you run into Chinese pirates in Australia, Russian-speaking tribes in Asia, or other odd tongues in odd places might be a good thing, just to cover your bases. Cost: 100; Upkeep: 50; DC: 20; Rewards: Remove any penalty for attempting diplomacy with non-english speaking foreign groups. Potential trait gain.
    -[X] Keep or Castle: You need somewhere to set up shop. Preferably, a very secure base of operation from which to run your general affairs out of before you even start considering sallying forth with a military unit in glorious conquest. Plus, it would help if your mother was no longer able to 'check in on you' while you were conducting meetings. Cost: 750; Upkeep: 300; DC: 20; Rewards: Base of Operations, Potential Bonuses.
    [X] Plan Ocean trade
    -[X] Sailor, Soldier
    -[X] Raise a Unit
    -[X] Translators
    -[X] Investment Opportunities
    [X] The Knights who Skulk
    -[X] Cross-Training:
    -[X] Royal Flight
    -[X] Noble Birth
    -[X] Keep or Castle:
    [X] The Knights who Skulk
 
Back
Top