[X] Plan: Force a single front on our side, many on the enemy
 
OK everyone: how many omake-bonuses are currently available and are willing to use them this turn?

If we coordinate with whichever plan ends up winning, we can either guarantee an action succeeding, or increase chances of success in multiple ones!
 
[X] Plan: Force a single front on our side, many on the enemy

Not perfect, but still the best plan so far. I would prefer the anti-mercenary personal action and I'm not sold on the fleet over army expansion/upgrade 100% but its still a good plan.
 
If this plan does win i think we should use an omake on integration of the diamond dogs to ensure or atleast improve the odds of getting a good roll for it. Next would probably be the espionage on our rival.
Adhoc vote count started by Raptor580 on Jan 1, 2019 at 6:21 PM, finished with 31 posts and 13 votes.

  • [X] Plan: Force a single front on our side, many on the enemy
    -[X]More Boats? More Boats: You now have a navy to defend your coasts and to serve as a counter to Aquileia's maritime ambitions, but as of now you're simply maintaining parity. If you want to truly ensure your control of the seas, you'll need to construct more ships. Cost: 200. Time: One Year. Reward: 10 Cogs added to Navy
    -[X]Calling on Old Friends: Gabriella has numerous contacts throughout the Feathersian League, from nobles and scholars to mercenaries and merchants. You should try to leverage these connections for better relations and additional trade deals with the League. It might also get you some mercenary contacts, which you could use right about now. Cost: 100. Time: One Year. Reward: Better Feathersian relations and additional trade income, chance for Mercenary Contacts. Chance of Success: 60%
    -[X]The Diggingest Dogs: You need good miners. Griffons are not good miners. Diamond Dogs are excellent miners. You've recently acquired the loyalty of several packs of Diamond Dogs. The solution seems obvious. Cost: 100. Time: One Year. Reward: Increased Mining Income.
    -[X]Aquaculture: One of Archimedes' assistants has proposed a strange new idea. Why don't we just farm fish the same way we farm other foodstuffs? After being accused of Discordian sympathies he hastily clarifies that he did not mean to invoke the memory of the horrific squid-plant hybrids created by the mad trickster god, but something much more mundane: "corralling" fish in artificial lakes and ponds, feeding and harvesting them in a similar manner to other livestock. Well…you've heard of crazier ideas. Cost: 400. Time: Two Years. Reward: Fish Farms established.
    -[X]Noxious Nitrates: Archimedes has been experimenting with some of the minerals your miners have started digging up, seeing how they react chemically with other elements. He's found a way to make a sort of...explosive powder out of sulfur, charcoal, and saltpeter. You're...kind of concerned about that last one, seeing as how it's extracted from feces of all things, but his practical demonstrations cannot be denied or ignored. But Archimedes has an issue: the difficulty in acquiring large amounts of the components needed to make this Fire-powder. He's going to need funds to construct sulfur mines and...saltpeter distilleries. Ewww. Cost: 500. Time: Two Years. Reward: Supply of Fire-Powder Acquired. Chance of Success: 75%
    -[X]Aquileian Espionage: King Brochard has been making some waves over the past few years. He's tried (unsuccessfully) to challenge your naval supremacy, he's been not-so-subtly discouraging your neighbors from pursuing trade and diplomatic relations with you, and he seems almost personally offended by your very existence. You need eyes and ears on the ground in Aquileia as soon as possible. Cost: 200. Time: One Year. Reward: Gain intel on Aquileia. Chance of Success: 55%
    -[X]The King In Iron: With war seeming increasingly like an inevitability, it might be a good idea to invest in some proper armor for yourself. Your wife knows a good smith that made her own armor plate, perhaps you should pay him a visit? Cost: 50. Time: One Year. Reward: Suit of Personal Armor.
    -[X]Who let the Dogs Out?: Several packs of Diamond Dogs have sworn their fealty to you. This isn't necessarily a good thing. Most Griffons only know Diamond Dogs as subterranean creatures that occasionally raid, plunder, and pillage their farms and towns. It would come as a surprise to a great many of your subjects that the canines are even capable of intelligent thought beyond the use of simple tools. If you are to have any hope of integrating these packs into your population, you'll need to clear up more than a few misconceptions. Cost: 100. Time: 1 Year. Reward: Griffon public learns Diamond Dogs are people too. Chance of success: 70%
    [X]Plan Prepare For War!
    [X] Plan War Prep
    -[X]Quality over Quantity
    -[X]Calling on Old Friends
    -[X]Fungus Farming for Fun and Profit
    -[X]Aquaculture
    -[X]Noxious Nitrates
    -[X]Aquileian Espionage
    -[X]The King In Iron
    -[X]Who let the Dogs Out?
    [X] Who needs war?
    -[X]The Lion's Den
    -[X]Big Sticks
    -[X]Calling on Old Friends
    -[X]The Diggingest Dogs
    -[X]Aquaculture
    -[X]Selective Breeding
    -[X]Spying on the League
    -[X]Shut up and Take my Money!
    -[X]Who let the Dogs Out?
    [X] Plan: To secure peace is to prepare for war
    -[X]Quality over Quantity: Cost: 500. Time: One Year. Reward: Better Equipment issued to Royal Army, Upkeep Costs Doubled.
    -[X]Just Say No: Cost: 100. Time: One Year. Reward: Fewer Mercenaries employed by Brochard. Chance of Success: 40%
    -[X]Fungus Farming for Fun and Profit: Cost: 200. Time: One Year. Reward: Mushroom Farms Constructed, Increased Farming Income.
    -[X]Mushroom Moonshine: During his research on fungal growth and nutrition, Archimedes discovered that a few particular species of mushroom could potentially be used to produce alcohol. It's...ok, it's a weird idea, but so was mushroom farming, and that turned out pretty well. Grant him some funds to investigate these...alcoholic mushrooms...further. Cost: 50. Time: One Year. Reward: New Source of Alcohol?
    -[X]Noxious Nitrates: Cost: 500. Time: Two Years. Reward: Supply of Fire-Powder Acquired. Chance of Success: 75%
    -[X]Aquileian Espionage Cost: 200. Time: One Year. Reward: Gain intel on Aquileia. Chance of Success: 55%
    -[X]The King In Iron: Cost: 50. Time: One Year. Reward: Suit of Personal Armor.
    -[X]Shut up and Take my Money!: Cost: 700. Time: One Year. Reward: Mercenaries persuaded not to fight for Brochard. Chance of Success: 65%
 
hmm.. This is a bit of convoluted logic.. but we might want to pledge to defend any Feathersian liuge city, and state that we do not expect them to pledge the same in return.
In CK and EU terms, were issuing garrentees of independence to them. If anyone declares war upon them, we are automaticly pulled into that war.
good set of terms to add to "just say no" diplo action.
might also add withdrawing mercenaries from being hired by us, if we don't plan to hire them ourselves, to make the league seem more neutral.

[]Prepare to fight
-[]Quality over Quantity
-[]Just say no.
--[] with Guarantees of independence in the letters, not dependent on them agreeing to the deal
--[] combo with "Shut up and take my money"
-[]The Diggingest Dogs:
-[]Noxious Nitrates
-[]Selective breeding
-[]Aquileian Espionage
-[] shut up and take my money!
-[]Who let the dogs out?

Q over Q is the best pick of those to expand our military force. Expand the army is the most powerful, but the cost is a bit much, and would be most effective with a strong core to build around. aim for next turn if available then. Militia is just turning our common folk into cannon fodder. any militias defending their homes are going to be overwhelmed quickly, but the larger and better equipped proper armies. maybe later, but for now not even worth it at it's low cost.
Just say no squeaks out just ahead of Calling on old friends. Less allies for Blowhard Vs more for us. only reason it squeaks out ahead if the possibility to combo with a later personal action.
Diamond dogs to the mines has most impact, and is guaranteed. we need the iron and other raw materials for the war to boot, more so them a boost to food or lumber.
noxious nitrates for fire powder. explosions yay.
Selective breeding to get more out of our existing farms.
Aquileian Espionage, simply to know what blowhard is up to. we don't have any other issues internal of externally as close to as important as this, despite it's low odds.
Shut up and take our money combos very well with just says no. we are not asking the league to pull their mercenaries for free.
Who let the dogs out is needed to keep the peace with our new diamond dog subjects.
 
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OK everyone: how many omake-bonuses are currently available and are willing to use them this turn?
I have a +10. Might be able to get another tonight or tomorrow night.

[X] Plan: To secure peace is to prepare for war
-[X]Quality over Quantity: Cost: 500. Time: One Year. Reward: Better Equipment issued to Royal Army, Upkeep Costs Doubled.
-[X]Just Say No: Cost: 100. Time: One Year. Reward: Fewer Mercenaries employed by Brochard. Chance of Success: 40%
-[X]Fungus Farming for Fun and Profit: Cost: 200. Time: One Year. Reward: Mushroom Farms Constructed, Increased Farming Income.
-[X]Mushroom Moonshine: During his research on fungal growth and nutrition, Archimedes discovered that a few particular species of mushroom could potentially be used to produce alcohol. It's...ok, it's a weird idea, but so was mushroom farming, and that turned out pretty well. Grant him some funds to investigate these...alcoholic mushrooms...further. Cost: 50. Time: One Year. Reward: New Source of Alcohol?
-[X]Noxious Nitrates: Cost: 500. Time: Two Years. Reward: Supply of Fire-Powder Acquired. Chance of Success: 75%
-[X]Aquileian Espionage Cost: 200. Time: One Year. Reward: Gain intel on Aquileia. Chance of Success: 55%
-[X]The King In Iron: Cost: 50. Time: One Year. Reward: Suit of Personal Armor.
-[X]Shut up and Take my Money!: Cost: 700. Time: One Year. Reward: Mercenaries persuaded not to fight for Brochard. Chance of Success: 65%

Total cost: 2300 (with +100 upkeep)
Final treasury before t5 income: 3400

I feel that it's best that we upgrade our soldiers before war breaks out. Putting a couple of actions in denying him mercanaries to try and lessen his army/bleed his coffers (he may keep trying to throw more and more money at them). Fungus farming gives money and winter food source. Taking the moonshine so that we'll still have a research action free (and it synergizes with the fungus farm). NN because well, gunpowder OP (pls nerf:p).

Espionage because we need information yesterday and armor since we are likely going to be fighting soon.
 
OK everyone: how many omake-bonuses are currently available and are willing to use them this turn?

If we coordinate with whichever plan ends up winning, we can either guarantee an action succeeding, or increase chances of success in multiple ones!
I believe the only Omake-bonuses are your +15 from the diplomat omake and @jwolfe_beta who has a +10 from the mushroom Omake.

However, I went back to check in detail and @Neathbow dedicated his +10 to whenever we choose an option with 50% chance or lower that we haven't used and he could change if he wanted.

Will need to check the art bonuses separately however.
 
@Neathbow

In case my plan or some other plan with this action is selected, would you be willing to support Calling on old friends?
If we succeed well with that action, we should gain mercenaries of our own as well as further enhance our diplomatic relations with the League - which should hopefully make economic sanctions against Aquileia more likely and offer further diplomatic options with their armies of mercenaries
 
[X]Plan Prepare For War!

same plan as I made, just with moonshine instead of breeding.

@LuckyShadowWolf , would you be adverse to put the comment notes I made to the Just say no action into your plan?



Also, those voteing "
[] Plan: Force a single front on our side, many on the enemy
" Why?
Winning or losing on the sea is going to do Nothing to our chances of winning or losing the war, unless it becomes a long and protracted one, something nether us nor blowhard can remotely afford. There is no major sea-based trade at this point. some minor stuff, enough to devote enough effort to maintain parity with him. Spending an action towards ANY of the other land based option, which is where the major focuse of the war is going to be, is better then the boats.

 
[X]Plan Prepare For War!

same plan as I made, just with moonshine instead of breeding.

@LuckyShadowWolf , would you be adverse to put the comment notes I made to the Just say no action into your plan?



Also, those voteing "

[] Plan: Force a single front on our side, many on the enemy

" Why?

Winning or losing on the sea is going to do Nothing to our chances of winning or losing the war, unless it becomes a long and protracted one, something nether us nor blowhard can remotely afford. There is no major sea-based trade at this point. some minor stuff, enough to devote enough effort to maintain parity with him. Spending an action towards ANY of the other land based option, which is where the major focuse of the war is going to be, is better then the boats.
Because the last thing we need it to have a war on two fronts from land and from our back at sea and based on how hes recruiting he could feasibly do it and thats what we want to prevent. Atleast thats my take on it.
 
Also, those voteing for building boat.. Why?
Winning or losing on the sea is going to do Nothing to our chances of winning or losing the war, unless it becomes a long and protracted one, something nether us nor blowhard can remotely afford. There is no major sea-based trade at this point. some minor stuff, enough to devote enough effort to maintain parity with him. Spending an action towards ANY of the other land based option, which is where the major focuse of the war is going to be, is better then the boats.

Because I rather not deal with naval raiding simultaneously with a land war. We also can't be certain if our opponent isn't going to have some mass produced, shitty barges ready to carry a naval invasion of their own - something which is much easier for griffons who can just fly to the shores.

More than that, with naval supremacy we also gain the ability to raid them ourselves and force him to keep strong garrisons around his ports, tying up his troops. Hence the forcing many fronts on them, see?
 
[X] Plan: Force a single front on our side, many on the enemy

Well with that answered I'm going with this one. Has enough of my own plan in it to make it worth the vote.
 
Continuing on about dem boats: there is a reason why many of the learning actions were about upgrading our naval battle-rolls and maneuverability/mobility, even without any actual actions currently where the boats are used.
 
Shut up and Take my Money!: Brochard is trying to pay some mercenaries a lot of gold to fight his battles for him. Try offering them slightly less gold to not fight for him and just stay home. Cost: 700. Time: One Year. Reward: Mercenaries persuaded not to fight for Brochard. Chance of Success: 65%

I'm kinda confused with this option. Why wouldn't we just pay the same amount and add them to our army rather than get them to stay home?
 
[X] Plan: Force a single front on our side, many on the enemy

Perhaps someone could do an omake of Brochard's POV.
 
Because I rather not deal with naval raiding simultaneously with a land war. We also can't be certain if our opponent isn't going to have some mass produced, shitty barges ready to carry a naval invasion of their own - something which is much easier for griffons who can just fly to the shores.

More than that, with naval supremacy we also gain the ability to raid them ourselves and force him to keep strong garrisons around his ports, tying up his troops. Hence the forcing many fronts on them, see?
Because the last thing we need it to have a war on two fronts from land and from our back at sea and based on how hes recruiting he could feasibly do it and thats what we want to prevent. Atleast thats my take on it.
… so Proof agains the QM Pulling stuff out of nowhere without even hinting at it, and to hit the very small amount of shoreline he has in a way that's going to have very little to no impact on his actual armies.

add to this the fact that WE HAVE AN ACTION ECONOMY PROBLEM.
We have a direct and major threat to deal with before we have the luxury of dealing with what if's and minor advantages. We have ONE action to spend to deal with the threat this turn. the knights are a nice elite core, but buffing our army in someway takes priority here.

Buffing the navy can happen next turn when we have 2 actions again, or even later when the war actualy starts(though at slight higher cost).

Also, he dose not even need boats/barges to raid our shore in the way your describing. like you said, griffons can fly.

everything your trying to accomplish with the boats can be done almost as well by simply improving the army.
 
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