Ok, let's review last turn and look to the future.
The Bretonnians opened an embassy in the South, so they are talking to us which is good.
We have a new Reiksmarshal and Sword of Justice which has already proved its use.
Repairs start from skaven trouble, the skaven mess with thee sewer in Altdorf.
And of some importance to us. GREENSKINS in the sea of claws. Along with beasts. Not sure if they are from chaos or DE pets.
In Kislev the Dolgan join the Roppsman, Ungor, and Gospodars. And Kat expanded the cities so they have a place to live.
In Karaz Ankor babies and skaven/greenskin problems.
Moving on, fighting league expanded and extortion was uncovered in the merc office.
Now the turn proper. The army and navy expands.
Then we found out the DE are in Abilon. Economy expands, and we get some not spain immigrants.
More expanding economy, and construction finishes.
We researched some stuff. (
@torroar you need to add 1 titan cannon to Army of Ostland from last turn).
We are building some temples, and helped Stirland. Which I think after all the help we have given them they should like us more than is reflected on the front page, but that's just me.
We started to look into our enemies, and found out that not all of Marienberg hates us.
And finally we upgraded our handgunners and did some soul-searching.
Now TO THE FUTURE!!! hem hack wheeze I really shouldn't yell like that.
Milatary 2 actions.
Tracking Beast-Paths: we can look for the secret paths the beastmen use and try to keep them out.
On Wings Of Canvas: We expand our small airforce.
Blastweave Upgrading: More accurate cannons.
Grenadiers?: adding them to the armies or just AoO?
Titan cannons?: adding the big guns to the armies?
Something else?: we get something else to choose from?
Personally, I'm thinking I'll probably go with Wings and Grenadiers. Ofcourse this could change later and I am not really sold on the grenadiers, soo...
Mercenary Office
Hire: I'd like to hire all the cavalry on offer to help guard the coastal plains.
Fire: What it says on the tin.
There is a lot that could change here. I've submitted 20 companies that may or may not be made canon. and may or may not be up for hire if they are. as it stands I'd like to add 2250 cavalry to our roster.
Navy 2 actions
Guarding Ships: Guarding our trade. meh
Scouts For Launching: Flying scouts. I like it.
Build Ships: There are four options here and we are finishing more docks this turn.I'm thinking another great ship.
Something else: New Ideas
I'm thinking scouts and a greatship.
Diplomacy 3 actions
Double Barreling: selling guns.
Grasping The Comet: a loan... yeaaah... No.
Approach The Jade College: From the last update I think we are losing this one.
Trying To Speak To Middenland: Talk to Gunther...
An Open Hand: Talk to Count Rommel.
Something else: whatever else that pops up
I'm thinking double barreling, and open hand, and hopefully something else, but we might get lucky with Gunther.
Stewardship 2 actions
Lumbering Heat: Charcoal
The Lighthouse Of Salkalten, Foundation: We start to build a lighthouse.
Apple next?: We planted the elf apple, now we (might) have new things to do with them.
Something Else: something new.
I'm thinking the lighthouse and lumbering heat. Less forests make us safer.
Research 2 actions
Off-Roading: mountain bikes
Heavy Blastguns: larger shotguns.
Vaporcyclers: motorcycles
Vapor Tanks: Tanks
Imperial Organs, Big: what's better than a cannon? A cannon with more barrels.
The Other Two Cannon Types: Better cannons
Something else: you have see this before.
I'm thinking Tanks and the other two cannons. that will give us 5 turns before we can argue about it again.
Piety 1 action
Seek Out Myrmidian Artistic Priests: Priest hunting
Something else: it's here too.
one action and only one choice to really spend it on.
Intrigue 1 action.
Into The Wolf Den: Spy on gunther
Something else: yes
Anything that is not poking Gunther again. trying to talk to him... fine. spying on him and probably getting caught? No thanks.
Personal 2 actions
Gold Journeymen: add wizards to the army.
Something else: yep
2 actions and one real choice.
And let's not forget, the beastmen are up to something, there is a WAAAGH to the south, there is a DE black ark in Albion, the greenskins have entered the sea of claws, Something drove the Dolgan into Kislev, the skaven are still being a problem, the norse are awefully quiet, the vampires are planning something, and several families in Marienberg are plotting against us... so you know it's just another tuesday in WH:F.