So I feel the following is optimal


[ ] The Peregrine Line-Watchtowers: You snagged a victory and prevented an invasion of your country by the skin of your beak, and it was a costly victory at that. You're not stupid enough to think that you've seen the last of that foe forever, and if you have to worry about another invasion you're going to need serious fortifications along your Southern Border. Your military leaders have drawn up a multi-year step-by-step plan to turn the Peregrine mountains into a nearly impassible fortress. The first step, much like the plan to fortify the Black Cliffs, begins with watchtowers. Well, technically they're watchtowers but they're more like miniature forts designed to act as signaling stations. The squadrons of soldiers assigned to these defenses won't be able to repel any significant assaults, but they'll discourage infiltration and raids into your territory, and give vital warning in the event of another border assault. And they will serve as the foundation for a much larger and more impressive set of fortifications. Cost: 1000. Time: Two Years. Reward: Southern Border Watchtowers built, removes possibility of surprise attacks, may discourage raids into core territory.

[ ] Licking Wounds: Your Forces were ravaged at the battle of Redstone Pass. Thousands of Griffons, Dogs and Yaks were killed in the defense of their homes. The enemy may have been defeated, but the Dark King is still out there, and you've no idea what state he or his slave-kingdom are in. If he returns before you can rebuild your forces, you won't stand a chance. The casualty rates from the battle were a shock to your people...but they know that any war against your Southern Neighbor is a war for the very survival of your culture. If you call for citizens to fill the ranks of your army, you know that they shall answer. Cost: 3560. Time: One Year. Reward: Army returned to Pre-War Numbers.

[ ] The Neighborly Thing to Do: The Yaks came to your assistance when the shadow king sought to invade your lands, and their warriors fought and died alongside your own. You don't know if you can repay them for that, but you can try. Gather some steel armor, weapons, tools, and assorted trade goods, and distribute them to the four clans. Such an action should soften the blow of losing so many of their number, and foster better relations with the clans, reinforcing the importance of unity against threats to your mutual security. Cost: 1000. Time: One Year. Reward: Better relations with Yak Clans, Yaks gain access to steel tools, armor and weapons. Chance of Success: 70%

[ ] Tomb of Fallen Heroes: Thousands of Imperial citizens died in defense of their homeland at Redstone Pass. And, the world being the dangerous place that it is, thousands more are likely to give their lives in service to the Empire at some point in the near-future. Such sacrifice deserves more than a simple headstone or makeshift memorial in a town square. It deserves a monument. A hall of ancestors greater than any other in the Empire, a building like the great temples of the ancient Gods. The honored dead deserve no less. Cost: 800. Time: One Year. Reward: War Memorial Constructed, Bonus to morale and certain combat rolls.

[ ] Settling the Western Frontier: While the Western Steepes are largely inhospitable and unsuitable for permanent settlement, a significant portion of the land beyond the Black Cliffs is quite similar to your core territory. The Yaks don't appear to have any claims on these stretches of forest, and they may hold resources that could add to the economy. Even if they don't, it would be nice to have some settlements outside of your heartland to make interaction with the Yaks easier, or as a buffer should they prove hostile. Subsidize the construction of a few towns and encourage some of your people to establish homesteads on the unsettled land. Cost: 1000. Time: Two Years. Reward: New Western Settlements Established, Additional Income.

[ ] Coke-Fired Blast Furnaces: Iron and Steel are the lifeblood of your economy, constituting everything from tools to building materials to weapons. However, they are difficult to produce in vast amounts. The only reason your people have been able to do so thus far is because of the sheer amount of ore available to you in your mountains, and the number of mining and smelting operations currently underway as a result. Genevieve has come up with a potential solution to allow for greater production of these metals. Using coal that has been treated in much the same way wood is treated to produce charcoal, a new form of dense, cleaner-burning fuel can be used to heat a new kind of massive, vertical smelting furnace the size of a building with a much greater output of metals. Naturally, this will be expensive, but Genevieve states that the increased metal production will be necessary to allow for greater innovation and widespread implementation of new devices, not to mention the smelting of this new "Orichalcum". Cost: 600. Time: Two Years. Reward: Increased Iron/Steel Production, new Learning Actions Unlocked, Can now Smelt Orichalcum.

[ ] Cannon Foundry: Archimedes' new type of explosive siege weapons proved highly effective in combat. Unfortunately, Archimedes tells you that if you're going to be building large numbers of the things with any hope of consistent, reliable performance, you're going to have to build a dedicated foundry and associated tools for their production and future improvement. After seeing a few of his sketches for variations and improvements on the current design, you see his point. Cost: 400. Time: One Year. Reward: Cannon Foundry Constructed, additional Learning and Martial Actions Unlocked.

[ ] Into the Storm: The Blizzard may have ended for you, but it still rages over the border. Despite the scouting expedition sent last year that gathered the vital intelligence needed to halt the invasion, you still know very little about your new enemy, or the land it calls home. You know this war isn't over, and if you're going to have any hope of winning it, you'll need intel on what exactly is waiting for you on the other side of the Peregrines. Cost: 400. Time: One Year. Reward: New Intel on Sombra/Crystal Empire. Chance of Success: 40%


[ ] Getting Swole: One of the numerous reasons you refused to fight Brochard was that he was so much stronger than you. A blade and a suit of armor mitigated that advantage a great deal, but it didn't remove it completely. You trained with your wife not long ago, and that training showed results, but the results weren't quite as big an improvement as you'd hoped. If you're going to be an Emperor worthy of the title, you need to be strong, especially if you're going to be throwing yourself into harms way like you did in the Winter War. Have Gabriella put you through an even more grueling fitness regimen and see if you can't improve your physique a bit more. Just because she's pregnant doesn't mean she can't put you through your paces! Cost: 0. Time: One Year. Reward: Increased martial stat, chance to upgrade Toned Trait, chance to improve Gabriella's opinion of you. Chance of Success: 55%

We need to protect the southern border and recover which locks in pergerine line and licking wounds, we need to further yak relations which locks in the neighborly thing to do and settling the western frontier, We need to properly lay tribute to the fallen which locks in tomb of the fallen heroes, and we need to figure out how to deal with sombra locking in into the storm.

Following I think coke furnaces is nigh on essential because they heavy up our ability to steel, unlock magic metal, and lead to being able to into metals. I personally think gun cotton or canon boats is the most significant but we need canons for either of those to mean anything and just in general so canon foundry is the enabling not necessarily prerequisite but practically prerequisite.

and getting swole because we need to be more swole.

need I name the plan it would be something like [] Recovery and Relations but I agree with @ConfusedCanuck that we need to have a discussion period for voting.

edit: it was @Revan4221X , sorry.
 
I feel like we need to take Licking Wounds and The Peregrine Line-Watchtowers as our martial actions.
Agreed but for me the real question is our Diplomacy action honestly I think we need to contact the Kirin. We need to get magic users if we are going to fully kill Sombra and the Yak can maybe wait a turn. I don't think if we take the open trade or gifts action next turn while we are recovering they will hold it against us, especially if we role well on the war memorial.
 
Agreed but for me the real question is our Diplomacy action honestly I think we need to contact the Kirin. We need to get magic users if we are going to fully kill Sombra and the Yak can maybe wait a turn. I don't think if we take the open trade or gifts action next turn while we are recovering they will hold it against us, especially if we role well on the war memorial.
yes... this reasoning is sound.
 
Budget is tight, if we want to rebuild the army. Tried my hand for once making a plan. It is under budjet, though we will only have 20 in the reserve afterwords (out of
7030 to spend this turn)

Main cost are rebuilding the army, paying the yaks back for helping us (though we don't have to, it's the right thing to do), honoring our dead, getting the blast furnaces running, and spying on sombra.

I'm not even sure I want to go with it myself, as I half suspect that the blast furnaces will drasticly drop the costs of rebuilding the army if we wait one turn.


[] rebuild the Army, with a hand to freindship
-[] Hans, Get the Flamethrower: The flame projectors proved to be one of the most important assets of the Winter War, being the only viable method of destroying the shadow-beasts, and serving as excellent counters to the abominations. Now that the Troll-Busters' contract has expired, it's probably a good idea to build a few more of these devices for yourself. Cost: 400. Time: One Year. Reward: +4 Static Flame Projectors
-[] Licking Wounds(limited: Your Forces were ravaged at the battle of Redstone Pass. Thousands of Griffons, Dogs and Yaks were killed in the defense of their homes. The enemy may have been defeated, but the Dark King is still out there, and you've no idea what state he or his slave-kingdom are in. If he returns before you can rebuild your forces, you won't stand a chance. The casualty rates from the battle were a shock to your people...but they know that any war against your Southern Neighbor is a war for the very survival of your culture. If you call for citizens to fill the ranks of your army, you know that they shall answer. Cost: 3560. Time: One Year. Reward: Army returned to Pre-War Numbers.
-[] The Neighborly Thing to Do: The Yaks came to your assistance when the shadow king sought to invade your lands, and their warriors fought and died alongside your own. You don't know if you can repay them for that, but you can try. Gather some steel armor, weapons, tools, and assorted trade goods, and distribute them to the four clans. Such an action should soften the blow of losing so many of their number, and foster better relations with the clans, reinforcing the importance of unity against threats to your mutual security. Cost: 1000. Time: One Year. Reward: Better relations with Yak Clans, Yaks gain access to steel tools, armor and weapons. Chance of Success: 70%
-[] Tomb of Fallen Heroes: Thousands of Imperial citizens died in defense of their homeland at Redstone Pass. And, the world being the dangerous place that it is, thousands more are likely to give their lives in service to the Empire at some point in the near-future. Such sacrifice deserves more than a simple headstone or makeshift memorial in a town square. It deserves a monument. A hall of ancestors greater than any other in the Empire, a building like the great temples of the ancient Gods. The honored dead deserve no less. Cost: 800. Time: One Year. Reward: War Memorial Constructed, Bonus to morale and certain combat rolls.
[] I'm a Lumberjack and I'm OK: Were it not for the fact that they were infested with monsters, the forests of your kingdom would provide a nearly inexhaustible supply of lumber. That's not to say that your people don't cut down trees, it's just that they've never really done it on a large scale for fear of angering the things living in the woods. If your kingdom is going to grow and prosper, you'll need that timber. Gather some soldiers and have them assist with the construction of water-powered sawmills and woodcutting camps. Cost: 150. Time: One Year. Reward: Logging income. Chance of Success: 70%
[ ] Coke-Fired Blast Furnaces: Iron and Steel are the lifeblood of your economy, constituting everything from tools to building materials to weapons. However, they are difficult to produce in vast amounts. The only reason your people have been able to do so thus far is because of the sheer amount of ore available to you in your mountains, and the number of mining and smelting operations currently underway as a result. Genevieve has come up with a potential solution to allow for greater production of these metals. Using coal that has been treated in much the same way wood is treated to produce charcoal, a new form of dense, cleaner-burning fuel can be used to heat a new kind of massive, vertical smelting furnace the size of a building with a much greater output of metals. Naturally, this will be expensive, but Genevieve states that the increased metal production will be necessary to allow for greater innovation and widespread implementation of new devices, not to mention the smelting of this new "Orichalcum". Cost: 600. Time: Two Years. Reward: Increased Iron/Steel Production, new Learning Actions Unlocked, Can now Smelt Orichalcum.
[] Cannon Ships: Archimedes' new cannons are much more powerful than the old bolt-throwers, if more volatile and expensive. Unfortunately, small scale tests have shown that your current Cog designs are not suited for the weight of the new weapons, or the force of their recoil. You'll need to design a new class of ship from the ground up to accommodate these new weapons. Cost: 100. Reward: New Ship Class Designed.
[] Into the Storm: The Blizzard may have ended for you, but it still rages over the border. Despite the scouting expedition sent last year that gathered the vital intelligence needed to halt the invasion, you still know very little about your new enemy, or the land it calls home. You know this war isn't over, and if you're going to have any hope of winning it, you'll need intel on what exactly is waiting for you on the other side of the Peregrines. Cost: 400. Time: One Year. Reward: New Intel on Sombra/Crystal Empire. Chance of Success: 40%
[] Getting Swole: One of the numerous reasons you refused to fight Brochard was that he was so much stronger than you. A blade and a suit of armor mitigated that advantage a great deal, but it didn't remove it completely. You trained with your wife not long ago, and that training showed results, but the results weren't quite as big an improvement as you'd hoped. If you're going to be an Emperor worthy of the title, you need to be strong, especially if you're going to be throwing yourself into harms way like you did in the Winter War. Have Gabriella put you through an even more grueling fitness regimen and see if you can't improve your physique a bit more. Just because she's pregnant doesn't mean she can't put you through your paces! Cost: 0. Time: One Year. Reward: Increased martial stat, chance to upgrade Toned Trait, chance to improve Gabriella's opinion of you. Chance of Success: 55%
[] Combing the Archives: The Imperial Archives hold many secrets and much wisdom. It contains not only reams upon reams of records from recent years, but also what scraps of information have been recovered from the ruins of Pre-Discord civilization. Perhaps some of these decaying scraps of old parchment could contain bits of knowledge relevant to you in the present? Cost: 0. Time: One Year. Reward: Chance to gain information and knowledge from Pre-Discord Records.
 
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I feel like we need to take Licking Wounds and The Peregrine Line-Watchtowers as our martial actions.
It's just that the Watchtowers don't really offer us anything we can't get with Intrigue actions, and they take up two years - after which we have to invest more actions to get actual fortifications. Considering that one of our starting advantages is
Fortified Dwellings: Frequent wars, bandit raids and monster attacks have led to a tradition of Griffons erecting walls and fortifications around their settlements. Every village is a bulwark, every city a fortress.
I think we might be better off investing the four or five martial actions we'd sink into border fortifications into clearing our own lands from monsters. We still haven't dealt with this, after all:
Untamed Land: Griffonia is utterly infested with monsters, brigands, rogue dragons, and worse. Purging the land of threats to your people will be a difficult task.
 
[X] Recovery
Martial
:
[X] The Peregrine Line-Watchtowers: You snagged a victory and prevented an invasion of your country by the skin of your beak, and it was a costly victory at that. You're not stupid enough to think that you've seen the last of that foe forever, and if you have to worry about another invasion you're going to need serious fortifications along your Southern Border. Your military leaders have drawn up a multi-year step-by-step plan to turn the Peregrine mountains into a nearly impassible fortress. The first step, much like the plan to fortify the Black Cliffs, begins with watchtowers. Well, technically they're watchtowers but they're more like miniature forts designed to act as signaling stations. The squadrons of soldiers assigned to these defenses won't be able to repel any significant assaults, but they'll discourage infiltration and raids into your territory, and give vital warning in the event of another border assault. And they will serve as the foundation for a much larger and more impressive set of fortifications. Cost: 1000. Time: Two Years. Reward: Southern Border Watchtowers built, removes possibility of surprise attacks, may discourage raids into core territory.

[X] Licking Wounds: Your Forces were ravaged at the battle of Redstone Pass. Thousands of Griffons, Dogs and Yaks were killed in the defense of their homes. The enemy may have been defeated, but the Dark King is still out there, and you've no idea what state he or his slave-kingdom are in. If he returns before you can rebuild your forces, you won't stand a chance. The casualty rates from the battle were a shock to your people...but they know that any war against your Southern Neighbor is a war for the very survival of your culture. If you call for citizens to fill the ranks of your army, you know that they shall answer. Cost: 3560. Time: One Year. Reward: Army returned to Pre-War Numbers.

Diplomacy:
[X] Eastern Expedition: You don't really know anything about them, but they haven't done anything to harm your people, which already places them a league ahead of your Southern Neighbor. Send a ship and some volunteer diplomats to make contact and establish some sort of diplomatic relations. At the very least, it would be nice to know that you don't have to worry about a war on two fronts. Cost: 300. Time: One Year. Reward: Contact made with Eastern Neighbors. Chance of Success: 80%

Stewardship:
[X] Tomb of Fallen Heroes: Thousands of Imperial citizens died in defense of their homeland at Redstone Pass. And, the world being the dangerous place that it is, thousands more are likely to give their lives in service to the Empire at some point in the near-future. Such sacrifice deserves more than a simple headstone or makeshift memorial in a town square. It deserves a monument. A hall of ancestors greater than any other in the Empire, a building like the great temples of the ancient Gods. The honored dead deserve no less. Cost: 800. Time: One Year. Reward: War Memorial Constructed, Bonus to morale and certain combat rolls.

[X] Steam Pumped Land Drainage: Due to the mountainous and heavily forested nature of the Griffonlands, arable land is often at a premium. If one wishes to establish a farm, one must clear the land of trees (and the beasts that live among them), or risk trying to farm on rocks. There are a handful of places in the Empire that would be prime farmland were they not flooded or otherwise too wet to plant crops on. Ordinarily these lands would be impossible to drain, but Archimedes' new Steam Pump offers a new potential option for land drainage. It'll be expensive and time consuming, but the extra agricultural output just might be worth it. Cost: 500. Time: Two Years. Reward: Water-logged areas cleared, additional farming income.

Learning:
[X] Coke-Fired Blast Furnaces: Iron and Steel are the lifeblood of your economy, constituting everything from tools to building materials to weapons. However, they are difficult to produce in vast amounts. The only reason your people have been able to do so thus far is because of the sheer amount of ore available to you in your mountains, and the number of mining and smelting operations currently underway as a result. Genevieve has come up with a potential solution to allow for greater production of these metals. Using coal that has been treated in much the same way wood is treated to produce charcoal, a new form of dense, cleaner-burning fuel can be used to heat a new kind of massive, vertical smelting furnace the size of a building with a much greater output of metals. Naturally, this will be expensive, but Genevieve states that the increased metal production will be necessary to allow for greater innovation and widespread implementation of new devices, not to mention the smelting of this new "Orichalcum". Cost: 600. Time: Two Years. Reward: Increased Iron/Steel Production, new Learning Actions Unlocked, Can now Smelt Orichalcum.

[X] Gun-Cotton: Black Powder weapons are powerful, but they have some flaws, one of the most significant of which is the massive amount of smoke they produce. Archimedes believes he may have stumbled upon a solution. When paper or cloth is soaked in aqua fortis and sulfuric acid and then dried, the resulting material produces more than three times the force of a similar volume of blackpowder with much less smoke. Of course, finding a way to mass produce the stuff and apply it to your cannons is a difficult task, one that Archimedes will need time and funding to perform. Cost: 300. Time: One Year. Reward: Gun-Cotton developed, +5 to all Cannon Rolls.

Intrigue:
[X] Yakity Yak: The Yaks showcased their strength when they fought alongside you and yours at the Battle of Redstone Pass. They proved to be great allies...but they could also become a powerful enemy if things were to go wrong. The war has stirred up the Yaks' cultural and political landscape. You need to know what exactly is going on in the lands of your Western
neighbor, and whether you should be concerned. Cost: 300. Time: One Year. Reward: New Intel on Yak Clans and the Fallout from the Winter War, possibility of new Intrigue Options. Chance of Success: 60%

Personal:
[X] Getting Swole: One of the numerous reasons you refused to fight Brochard was that he was so much stronger than you. A blade and a suit of armor mitigated that advantage a great deal, but it didn't remove it completely. You trained with your wife not long ago, and that training showed results, but the results weren't quite as big an improvement as you'd hoped. If you're going to be an Emperor worthy of the title, you need to be strong, especially if you're going to be throwing yourself into harms way like you did in the Winter War. Have Gabriella put you through an even more grueling fitness regimen and see if you can't improve your physique a bit more. Just because she's pregnant doesn't mean she can't put you through your paces! Cost: 0. Time: One Year. Reward: Increased martial stat, chance to upgrade Toned Trait, chance to improve Gabriella's opinion of you. Chance of Success: 55%

[X] Combing the Archives: The Imperial Archives hold many secrets and much wisdom. It contains not only reams upon reams of records from recent years, but also what scraps of information have been recovered from the ruins of Pre-Discord civilization. Perhaps some of these decaying scraps of old parchment could contain bits of knowledge relevant to you in the present? Cost: 0. Time: One Year. Reward: Chance to gain information and knowledge from Pre-Discord Records.
 
So I feel the following is optimal


[ ] The Peregrine Line-Watchtowers: You snagged a victory and prevented an invasion of your country by the skin of your beak, and it was a costly victory at that. You're not stupid enough to think that you've seen the last of that foe forever, and if you have to worry about another invasion you're going to need serious fortifications along your Southern Border. Your military leaders have drawn up a multi-year step-by-step plan to turn the Peregrine mountains into a nearly impassible fortress. The first step, much like the plan to fortify the Black Cliffs, begins with watchtowers. Well, technically they're watchtowers but they're more like miniature forts designed to act as signaling stations. The squadrons of soldiers assigned to these defenses won't be able to repel any significant assaults, but they'll discourage infiltration and raids into your territory, and give vital warning in the event of another border assault. And they will serve as the foundation for a much larger and more impressive set of fortifications. Cost: 1000. Time: Two Years. Reward: Southern Border Watchtowers built, removes possibility of surprise attacks, may discourage raids into core territory.

[ ] Licking Wounds: Your Forces were ravaged at the battle of Redstone Pass. Thousands of Griffons, Dogs and Yaks were killed in the defense of their homes. The enemy may have been defeated, but the Dark King is still out there, and you've no idea what state he or his slave-kingdom are in. If he returns before you can rebuild your forces, you won't stand a chance. The casualty rates from the battle were a shock to your people...but they know that any war against your Southern Neighbor is a war for the very survival of your culture. If you call for citizens to fill the ranks of your army, you know that they shall answer. Cost: 3560. Time: One Year. Reward: Army returned to Pre-War Numbers.

[ ] The Neighborly Thing to Do: The Yaks came to your assistance when the shadow king sought to invade your lands, and their warriors fought and died alongside your own. You don't know if you can repay them for that, but you can try. Gather some steel armor, weapons, tools, and assorted trade goods, and distribute them to the four clans. Such an action should soften the blow of losing so many of their number, and foster better relations with the clans, reinforcing the importance of unity against threats to your mutual security. Cost: 1000. Time: One Year. Reward: Better relations with Yak Clans, Yaks gain access to steel tools, armor and weapons. Chance of Success: 70%

[ ] Tomb of Fallen Heroes: Thousands of Imperial citizens died in defense of their homeland at Redstone Pass. And, the world being the dangerous place that it is, thousands more are likely to give their lives in service to the Empire at some point in the near-future. Such sacrifice deserves more than a simple headstone or makeshift memorial in a town square. It deserves a monument. A hall of ancestors greater than any other in the Empire, a building like the great temples of the ancient Gods. The honored dead deserve no less. Cost: 800. Time: One Year. Reward: War Memorial Constructed, Bonus to morale and certain combat rolls.

[ ] Settling the Western Frontier: While the Western Steepes are largely inhospitable and unsuitable for permanent settlement, a significant portion of the land beyond the Black Cliffs is quite similar to your core territory. The Yaks don't appear to have any claims on these stretches of forest, and they may hold resources that could add to the economy. Even if they don't, it would be nice to have some settlements outside of your heartland to make interaction with the Yaks easier, or as a buffer should they prove hostile. Subsidize the construction of a few towns and encourage some of your people to establish homesteads on the unsettled land. Cost: 1000. Time: Two Years. Reward: New Western Settlements Established, Additional Income.

[ ] Coke-Fired Blast Furnaces: Iron and Steel are the lifeblood of your economy, constituting everything from tools to building materials to weapons. However, they are difficult to produce in vast amounts. The only reason your people have been able to do so thus far is because of the sheer amount of ore available to you in your mountains, and the number of mining and smelting operations currently underway as a result. Genevieve has come up with a potential solution to allow for greater production of these metals. Using coal that has been treated in much the same way wood is treated to produce charcoal, a new form of dense, cleaner-burning fuel can be used to heat a new kind of massive, vertical smelting furnace the size of a building with a much greater output of metals. Naturally, this will be expensive, but Genevieve states that the increased metal production will be necessary to allow for greater innovation and widespread implementation of new devices, not to mention the smelting of this new "Orichalcum". Cost: 600. Time: Two Years. Reward: Increased Iron/Steel Production, new Learning Actions Unlocked, Can now Smelt Orichalcum.

[ ] Cannon Foundry: Archimedes' new type of explosive siege weapons proved highly effective in combat. Unfortunately, Archimedes tells you that if you're going to be building large numbers of the things with any hope of consistent, reliable performance, you're going to have to build a dedicated foundry and associated tools for their production and future improvement. After seeing a few of his sketches for variations and improvements on the current design, you see his point. Cost: 400. Time: One Year. Reward: Cannon Foundry Constructed, additional Learning and Martial Actions Unlocked.

[ ] Into the Storm: The Blizzard may have ended for you, but it still rages over the border. Despite the scouting expedition sent last year that gathered the vital intelligence needed to halt the invasion, you still know very little about your new enemy, or the land it calls home. You know this war isn't over, and if you're going to have any hope of winning it, you'll need intel on what exactly is waiting for you on the other side of the Peregrines. Cost: 400. Time: One Year. Reward: New Intel on Sombra/Crystal Empire. Chance of Success: 40%


[ ] Getting Swole: One of the numerous reasons you refused to fight Brochard was that he was so much stronger than you. A blade and a suit of armor mitigated that advantage a great deal, but it didn't remove it completely. You trained with your wife not long ago, and that training showed results, but the results weren't quite as big an improvement as you'd hoped. If you're going to be an Emperor worthy of the title, you need to be strong, especially if you're going to be throwing yourself into harms way like you did in the Winter War. Have Gabriella put you through an even more grueling fitness regimen and see if you can't improve your physique a bit more. Just because she's pregnant doesn't mean she can't put you through your paces! Cost: 0. Time: One Year. Reward: Increased martial stat, chance to upgrade Toned Trait, chance to improve Gabriella's opinion of you. Chance of Success: 55%

We need to protect the southern border and recover which locks in pergerine line and licking wounds, we need to further yak relations which locks in the neighborly thing to do and settling the western frontier, We need to properly lay tribute to the fallen which locks in tomb of the fallen heroes, and we need to figure out how to deal with sombra locking in into the storm.

Following I think coke furnaces is nigh on essential because they heavy up our ability to steel, unlock magic metal, and lead to being able to into metals. I personally think gun cotton or canon boats is the most significant but we need canons for either of those to mean anything and just in general so canon foundry is the enabling not necessarily prerequisite but practically prerequisite.

and getting swole because we need to be more swole.

need I name the plan it would be something like [] Recovery and Relations but I agree with @ConfusedCanuck that we need to have a discussion period for voting.

edit: it was @Revan4221X , sorry.
there are 2 personal actions we can take. So if you want to take getting swole, I'd suggest getting the small blades action as well. Though, personally I think the potential for those pre-discord discoveries is interesting, and I might switch out getting swole for it. Still though, I agree with the rest of your plan.
 
there are 2 personal actions we can take. So if you want to take getting swole, I'd suggest getting the small blades action as well. Though, personally I think the potential for those pre-discord discoveries is interesting, and I might switch out getting swole for it. Still though, I agree with the rest of your plan.
Yes though I have been persuaded that diplo to qilin is more optimal.
 
I can't tell if you are being genuine or being sarcastic here. Not your fault really, getting tone from text is just impossible sometimes.
Well, I hope it is now clear ya ninja.

anyway, since we can't wait I'll just post a plan

[X] Plan Recovery and Reparations.

[ ] The Peregrine Line-Watchtowers: You snagged a victory and prevented an invasion of your country by the skin of your beak, and it was a costly victory at that. You're not stupid enough to think that you've seen the last of that foe forever, and if you have to worry about another invasion you're going to need serious fortifications along your Southern Border. Your military leaders have drawn up a multi-year step-by-step plan to turn the Peregrine mountains into a nearly impassible fortress. The first step, much like the plan to fortify the Black Cliffs, begins with watchtowers. Well, technically they're watchtowers but they're more like miniature forts designed to act as signaling stations. The squadrons of soldiers assigned to these defenses won't be able to repel any significant assaults, but they'll discourage infiltration and raids into your territory, and give vital warning in the event of another border assault. And they will serve as the foundation for a much larger and more impressive set of fortifications. Cost: 1000. Time: Two Years. Reward: Southern Border Watchtowers built, removes possibility of surprise attacks, may discourage raids into core territory.

[ ] Licking Wounds: Your Forces were ravaged at the battle of Redstone Pass. Thousands of Griffons, Dogs and Yaks were killed in the defense of their homes. The enemy may have been defeated, but the Dark King is still out there, and you've no idea what state he or his slave-kingdom are in. If he returns before you can rebuild your forces, you won't stand a chance. The casualty rates from the battle were a shock to your people...but they know that any war against your Southern Neighbor is a war for the very survival of your culture. If you call for citizens to fill the ranks of your army, you know that they shall answer. Cost: 3560. Time: One Year. Reward: Army returned to Pre-War Numbers.

[ ] The Neighborly Thing to Do: The Yaks came to your assistance when the shadow king sought to invade your lands, and their warriors fought and died alongside your own. You don't know if you can repay them for that, but you can try. Gather some steel armor, weapons, tools, and assorted trade goods, and distribute them to the four clans. Such an action should soften the blow of losing so many of their number, and foster better relations with the clans, reinforcing the importance of unity against threats to your mutual security. Cost: 1000. Time: One Year. Reward: Better relations with Yak Clans, Yaks gain access to steel tools, armor and weapons. Chance of Success: 70%

[ ] Tomb of Fallen Heroes: Thousands of Imperial citizens died in defense of their homeland at Redstone Pass. And, the world being the dangerous place that it is, thousands more are likely to give their lives in service to the Empire at some point in the near-future. Such sacrifice deserves more than a simple headstone or makeshift memorial in a town square. It deserves a monument. A hall of ancestors greater than any other in the Empire, a building like the great temples of the ancient Gods. The honored dead deserve no less. Cost: 800. Time: One Year. Reward: War Memorial Constructed, Bonus to morale and certain combat rolls.

[ ] Settling the Western Frontier: While the Western Steepes are largely inhospitable and unsuitable for permanent settlement, a significant portion of the land beyond the Black Cliffs is quite similar to your core territory. The Yaks don't appear to have any claims on these stretches of forest, and they may hold resources that could add to the economy. Even if they don't, it would be nice to have some settlements outside of your heartland to make interaction with the Yaks easier, or as a buffer should they prove hostile. Subsidize the construction of a few towns and encourage some of your people to establish homesteads on the unsettled land. Cost: 1000. Time: Two Years. Reward: New Western Settlements Established, Additional Income.

[ ] Coke-Fired Blast Furnaces: Iron and Steel are the lifeblood of your economy, constituting everything from tools to building materials to weapons. However, they are difficult to produce in vast amounts. The only reason your people have been able to do so thus far is because of the sheer amount of ore available to you in your mountains, and the number of mining and smelting operations currently underway as a result. Genevieve has come up with a potential solution to allow for greater production of these metals. Using coal that has been treated in much the same way wood is treated to produce charcoal, a new form of dense, cleaner-burning fuel can be used to heat a new kind of massive, vertical smelting furnace the size of a building with a much greater output of metals. Naturally, this will be expensive, but Genevieve states that the increased metal production will be necessary to allow for greater innovation and widespread implementation of new devices, not to mention the smelting of this new "Orichalcum". Cost: 600. Time: Two Years. Reward: Increased Iron/Steel Production, new Learning Actions Unlocked, Can now Smelt Orichalcum.

[ ] Cannon Foundry: Archimedes' new type of explosive siege weapons proved highly effective in combat. Unfortunately, Archimedes tells you that if you're going to be building large numbers of the things with any hope of consistent, reliable performance, you're going to have to build a dedicated foundry and associated tools for their production and future improvement. After seeing a few of his sketches for variations and improvements on the current design, you see his point. Cost: 400. Time: One Year. Reward: Cannon Foundry Constructed, additional Learning and Martial Actions Unlocked.

[ ] Into the Storm: The Blizzard may have ended for you, but it still rages over the border. Despite the scouting expedition sent last year that gathered the vital intelligence needed to halt the invasion, you still know very little about your new enemy, or the land it calls home. You know this war isn't over, and if you're going to have any hope of winning it, you'll need intel on what exactly is waiting for you on the other side of the Peregrines. Cost: 400. Time: One Year. Reward: New Intel on Sombra/Crystal Empire. Chance of Success: 40%


[ ] Getting Swole: One of the numerous reasons you refused to fight Brochard was that he was so much stronger than you. A blade and a suit of armor mitigated that advantage a great deal, but it didn't remove it completely. You trained with your wife not long ago, and that training showed results, but the results weren't quite as big an improvement as you'd hoped. If you're going to be an Emperor worthy of the title, you need to be strong, especially if you're going to be throwing yourself into harms way like you did in the Winter War. Have Gabriella put you through an even more grueling fitness regimen and see if you can't improve your physique a bit more. Just because she's pregnant doesn't mean she can't put you through your paces! Cost: 0. Time: One Year. Reward: Increased martial stat, chance to upgrade Toned Trait, chance to improve Gabriella's opinion of you. Chance of Success: 55%

[ ] Small Blades: The world is a dangerous place, especially for Griffons in positions of power. Your son is one such individual. In this world, one of the greatest gifts you can bestow upon someone is something they can defend themselves with. Your son is young, but you could commission him a blade for when he is a bit older. Not just any hunk of steel, but a dagger worthy of a Prince. Hell, while you're at it, make one for Gwyndlyn. She'll definitely outgrow it at some point, but it's probably a good idea to give her one too, just in case. Cost: 50. Time: One Year. Reward: Master-Crafted Daggers for Gawain and Gwyndlyn.
 
Rather than making a plan, I'm just going to go and put forth what I think would be the most important

[ ] The Peregrine Line-Watchtowers

[ ] Licking Wounds

Getting more weaponry is great and all, but honestly I think we should upgrade our existing weaponry before getting more. As for the yak defenses.... yeah, would rather not cause any tensions with them at all right now. Maybe, and I mean a hard maybe, after sombra is dealt with, but Id rather have a realtionship with them like the US and canada with free trade and pretty muich open borders, or even integration.

[ ] The Neighborly Thing to Do

[ ] Steepe Trade Caravans

[ ] Eastern Expedition

All of these are amazing. All of them. There's no wrong answer here. I'd prefer Neighborly thing to do though, get on that trust as soon as possible, and help them out. There might not be profit in it, but in te long term, getting solid relations is a must.

Really do wish we had 2 actions though. Would have taken that and eastern expedition

Alright, for the next one, I'll just go through them one by one

[ ] Tomb of Fallen Heroes

This is a locked in action

[ ] I'm a Lumberjack and I'm OK/[ ] Steam Pumped Land Drainage

THese two would basically provide the same outcome, except one would help with logging, thus more balistae ammo, and the other would probably provide more agriculture.

[ ] Imperial Brew

Could be a decent morale bonus...? This is probably the least likely option to be picked

[ ] Settling the Western Frontier

I'd actually want to ask the yaks about this, if they'd be willing to make a colony out there with a few of them. Would strengthen relations more and they are strong as hell, would make cutting down trees easier. It's not an important option, but I like this option.

[ ] Coke-Fired Blast Furnaces

[ ] Cannon Foundry

[ ] Gun-Cotton

I really want these three. But, we can only pick two... coke furances and the foundry would be a production boost, cannon foundry and gun cotton would be more cannons, and coke furnace and gun cotton would probably net us some really strong cannons right now, but in little supply

[ ] Into the Storm

Its a low chance of success, but we absolutely need to figure out what the hell is going on there

Personal: You refuse to let your duties as Emperor take up every moment of your day. (Two Actions per Turn)

[ ] Getting Swole

[ ] Combing the Archives

Id prefer these two honestly. swole for SWOLE, and the archives for just anything of note. Maybe the griffons do have something on magic...? or enchanted metals. Plus we could probably organize it and make space for storing further knowledge
 
Treasury Reserves: 2710

Net Income:
4320

[X] Plan: The Southern Wall
Martial
: (Two Actions per Turn)
-[X] Hans, Get the Flamethrower: Cost: 400. Time: One Year. Reward: +4 Static Flame Projectors
-[X] The Peregrine Line-Watchtowers: Cost: 1000. Time: Two Years. Reward: Southern Border Watchtowers built, removes possibility of surprise attacks, may discourage raids into core territory.
Diplomacy: (One Action per Turn)
-[X] The Neighborly Thing to Do: Cost: 1000. Time: One Year. Reward: Better relations with Yak Clans, Yaks gain access to steel tools, armor and weapons. Chance of Success: 70%
Stewardship: (Two Actions per Turn)
-[X] Tomb of Fallen Heroes: Cost: 800. Time: One Year. Reward: War Memorial Constructed, Bonus to morale and certain combat rolls.
-[X] I'm a Lumberjack and I'm OK: Cost: 150. Time: One Year. Reward: Logging income. Chance of Success: 70%
Learning: (Two Actions per Turn)
-[X] Coke-Fired Blast Furnaces: Cost: 600. Time: Two Years. Reward: Increased Iron/Steel Production, new Learning Actions Unlocked, Can now Smelt Orichalcum.
-[X] Cannon Ships: Cost: 100. Reward: New Ship Class Designed.
Intrigue:. (One Action per Turn)
-[X] Yakity Yak: Cost: 300. Time: One Year. Reward: New Intel on Yak Clans and the Fallout from the Winter War, possibility of new Intrigue Options. Chance of Success: 60%
Personal: (Two Actions per Turn)
-[X] Getting Swole: Cost: 0. Time: One Year. Reward: Increased martial stat, chance to upgrade Toned Trait, chance to improve Gabriella's opinion of you. Chance of Success: 55%
-[X] Small Blades: Cost: 50. Time: One Year. Reward: Master-Crafted Daggers for Gawain and Gwyndlyn.

Next Turn Treasury Reserves:
2,630

I would still like to build The West Wall-Watchtowers, but I figure we can match that with Steepe Trade Caravans and Settling the Western Frontier next turn.
 
I do feel like spying on the yaks is rather rude even now since we just fought a battle with ALL of the tribes I feel like trading with them would get us the answers we want just by talking
 
[X] Plan: Rebuild and Expand

[ ] The Peregrine Line-Watchtowers: You snagged a victory and prevented an invasion of your country by the skin of your beak, and it was a costly victory at that. You're not stupid enough to think that you've seen the last of that foe forever, and if you have to worry about another invasion you're going to need serious fortifications along your Southern Border. Your military leaders have drawn up a multi-year step-by-step plan to turn the Peregrine mountains into a nearly impassible fortress. The first step, much like the plan to fortify the Black Cliffs, begins with watchtowers. Well, technically they're watchtowers but they're more like miniature forts designed to act as signaling stations. The squadrons of soldiers assigned to these defenses won't be able to repel any significant assaults, but they'll discourage infiltration and raids into your territory, and give vital warning in the event of another border assault. And they will serve as the foundation for a much larger and more impressive set of fortifications. Cost: 1000. Time: Two Years. Reward: Southern Border Watchtowers built, removes possibility of surprise attacks, may discourage raids into core territory.

[ ] Licking Wounds: Your Forces were ravaged at the battle of Redstone Pass. Thousands of Griffons, Dogs and Yaks were killed in the defense of their homes. The enemy may have been defeated, but the Dark King is still out there, and you've no idea what state he or his slave-kingdom are in. If he returns before you can rebuild your forces, you won't stand a chance. The casualty rates from the battle were a shock to your people...but they know that any war against your Southern Neighbor is a war for the very survival of your culture. If you call for citizens to fill the ranks of your army, you know that they shall answer. Cost: 3560. Time: One Year. Reward: Army returned to Pre-War Numbers.

[ ] The Neighborly Thing to Do: The Yaks came to your assistance when the shadow king sought to invade your lands, and their warriors fought and died alongside your own. You don't know if you can repay them for that, but you can try. Gather some steel armor, weapons, tools, and assorted trade goods, and distribute them to the four clans. Such an action should soften the blow of losing so many of their number, and foster better relations with the clans, reinforcing the importance of unity against threats to your mutual security. Cost: 1000. Time: One Year. Reward: Better relations with Yak Clans, Yaks gain access to steel tools, armor and weapons. Chance of Success: 70%

[ ] Tomb of Fallen Heroes: Thousands of Imperial citizens died in defense of their homeland at Redstone Pass. And, the world being the dangerous place that it is, thousands more are likely to give their lives in service to the Empire at some point in the near-future. Such sacrifice deserves more than a simple headstone or makeshift memorial in a town square. It deserves a monument. A hall of ancestors greater than any other in the Empire, a building like the great temples of the ancient Gods. The honored dead deserve no less. Cost: 800. Time: One Year. Reward: War Memorial Constructed, Bonus to morale and certain combat rolls.

[ ] Steam Pumped Land Drainage: Due to the mountainous and heavily forested nature of the Griffonlands, arable land is often at a premium. If one wishes to establish a farm, one must clear the land of trees (and the beasts that live among them), or risk trying to farm on rocks. There are a handful of places in the Empire that would be prime farmland were they not flooded or otherwise too wet to plant crops on. Ordinarily these lands would be impossible to drain, but Archimedes' new Steam Pump offers a new potential option for land drainage. It'll be expensive and time consuming, but the extra agricultural output just might be worth it. Cost: 500. Time: Two Years. Reward: Water-logged areas cleared, additional farming income.

[ ] Coke-Fired Blast Furnaces: Iron and Steel are the lifeblood of your economy, constituting everything from tools to building materials to weapons. However, they are difficult to produce in vast amounts. The only reason your people have been able to do so thus far is because of the sheer amount of ore available to you in your mountains, and the number of mining and smelting operations currently underway as a result. Genevieve has come up with a potential solution to allow for greater production of these metals. Using coal that has been treated in much the same way wood is treated to produce charcoal, a new form of dense, cleaner-burning fuel can be used to heat a new kind of massive, vertical smelting furnace the size of a building with a much greater output of metals. Naturally, this will be expensive, but Genevieve states that the increased metal production will be necessary to allow for greater innovation and widespread implementation of new devices, not to mention the smelting of this new "Orichalcum". Cost: 600. Time: Two Years. Reward: Increased Iron/Steel Production, new Learning Actions Unlocked, Can now Smelt Orichalcum.

[ ] Cannon Foundry: Archimedes' new type of explosive siege weapons proved highly effective in combat. Unfortunately, Archimedes tells you that if you're going to be building large numbers of the things with any hope of consistent, reliable performance, you're going to have to build a dedicated foundry and associated tools for their production and future improvement. After seeing a few of his sketches for variations and improvements on the current design, you see his point. Cost: 400. Time: One Year. Reward: Cannon Foundry Constructed, additional Learning and Martial Actions Unlocked.

[ ] Into the Storm: The Blizzard may have ended for you, but it still rages over the border. Despite the scouting expedition sent last year that gathered the vital intelligence needed to halt the invasion, you still know very little about your new enemy, or the land it calls home. You know this war isn't over, and if you're going to have any hope of winning it, you'll need intel on what exactly is waiting for you on the other side of the Peregrines. Cost: 400. Time: One Year. Reward: New Intel on Sombra/Crystal Empire. Chance of Success: 40%

[ ] Getting Swole: One of the numerous reasons you refused to fight Brochard was that he was so much stronger than you. A blade and a suit of armor mitigated that advantage a great deal, but it didn't remove it completely. You trained with your wife not long ago, and that training showed results, but the results weren't quite as big an improvement as you'd hoped. If you're going to be an Emperor worthy of the title, you need to be strong, especially if you're going to be throwing yourself into harms way like you did in the Winter War. Have Gabriella put you through an even more grueling fitness regimen and see if you can't improve your physique a bit more. Just because she's pregnant doesn't mean she can't put you through your paces! Cost: 0. Time: One Year. Reward: Increased martial stat, chance to upgrade Toned Trait, chance to improve Gabriella's opinion of you. Chance of Success: 55%

[ ] Combing the Archives: The Imperial Archives hold many secrets and much wisdom. It contains not only reams upon reams of records from recent years, but also what scraps of information have been recovered from the ruins of Pre-Discord civilization. Perhaps some of these decaying scraps of old parchment could contain bits of knowledge relevant to you in the present? Cost: 0. Time: One Year. Reward: Chance to gain information and knowledge from Pre-Discord Records.
 
Master-Crafted Daggers for Gawain and Gwyndlyn.
If our children need to defend their lives, something went horribly wrong, especially since we have no internal enemies. Second, they'll grow and a mass-produced dagger of the right size is better than a masterwork that's too small. Third, we'll soon have a third child and only two daggers.

@Questor: Can we just buy a dozen mass-produced produced daggers of various sizes (child to adult) instead and save the action?
 
I do feel like spying on the yaks is rather rude even now since we just fought a battle with ALL of the tribes I feel like trading with them would get us the answers we want just by talking

I agree it isn't the nicest thing to do, but sending the spies in with all the gift givers is basically the perfect cover.
 
Uh guys, the settlement actions explicitly state that they make yak interaction easier. I highly doubt we'll just be moving up on yak turf on that as trhatwould kinda nullify the whole point.
 
If our children need to defend their lives, something went horribly wrong, especially since we have no internal enemies. Second, they'll grow and a mass-produced dagger of the right size is better than a masterwork that's too small. Third, we'll soon have a third child and only two daggers.

@Questor: Can we just buy a dozen mass-produced produced daggers of various sizes (child to adult) instead and save the action?
A six inch blade is just as good in the hands of a 4 year old as an adult. Not really the same kinda thing as a longsword, at all. A dagger isn't sized on the size of the wielder and any dagger will work for pretty much anyone. At worst they'll be more shortword like for the small children but if it's a masterwork that's not an issue.
 
I do feel like spying on the yaks is rather rude even now since we just fought a battle with ALL of the tribes I feel like trading with them would get us the answers we want just by talking
While it isn't the nicest thing, it is responsible thing. It gives us more insight into the tribe politics as some things aren't spoken about in the open.
 
If our children need to defend their lives, something went horribly wrong, especially since we have no internal enemies. Second, they'll grow and a mass-produced dagger of the right size is better than a masterwork that's too small. Third, we'll soon have a third child and only two daggers.

@Questor: Can we just buy a dozen mass-produced produced daggers of various sizes (child to adult) instead and save the action?

You'd make three daggers, will correct that. And, honestly, at this particular moment I'm struggling to come up with ideas for personal actions. Gabriella's already pregnant, the kids are too young to get really involved in the family business in any significant capacity, and most of the ideas I do have require some other event take place first.
 
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