@Alivaril i'd argue that getting Flying without Wings would be good for the war. we may not use them in battle but the ability to more quickly get our non-fliers or supplies to the front is too good to pass up. being able to more quickly resupply, reinforce or retreat is something that could come in handy with how this war looks like it'll be a slog
 
Heading into the Crystal Empire itself is a disaster we can't afford right now, but I think it is definitely worth our time to sabotage and harass Sombra as much as possible, we need to deny him as many resources as we can after all, also we could gain more intel. Overall we need to gain money as much as we can and dig ourselves out of debt. The war with Sombra is far from over and we need to get our war machine primed and ready for action

In terms of personal action, I have an idea. Announce to the Yaks that Emperor Garrick wishes to invite Yakyaki Leaders to visit the Empire. As a result there would be following our model of success, economic system influence, modern culture... Of course it could blow up in our faces too but we have to try. We need to affect the positive change that we want in the Yaks without colonizing their lands. Oddly... this suits Garrick very well, he was a merchant originally and in sales. If anyone could sell the Yaks on Gryphus Civilization it is Garrick himself.

The Zeppelin is interesting but I think it's not going to be useful much in any war against Sombra's home territory, at least with the Wendigos around.
 
@Alivaril i'd argue that getting Flying without Wings would be good for the war. we may not use them in battle but the ability to more quickly get our non-fliers or supplies to the front is too good to pass up. being able to more quickly resupply, reinforce or retreat is something that could come in handy with how this war looks like it'll be a slog
I'd really rather improve our artillery. It served us well before, and it's less of a long shot. It's also cheaper. We made the canon foundry for a reason, afterall.
 
@Alivaril i'd argue that getting Flying without Wings would be good for the war. we may not use them in battle but the ability to more quickly get our non-fliers or supplies to the front is too good to pass up. being able to more quickly resupply, reinforce or retreat is something that could come in handy with how this war looks like it'll be a slog

It's a multi-step project that will likely be quite expensive. We can go for it once the Empire is dealt with and we (hopefully) have a breather. Right now, I feel like we need more and better methods of dealing with any abominations Sombra might field; the last batch was largely taken care of due to luck. We can't count on that happening a second time with even deadlier variants, let alone whatever Sombra comes up with later on.

EDIT: I need to sleep, so good night. Have fun!
 
So here's my plan. I swapped out Flying without Wings since I don't see zepplins being of much use against windigos or a flying shadow sorcerer. It's also only the first step in a multi-year creation process. Cannons worked pretty well against the abominations last time, so we should improve those further. Flamethrowers, same deal; we NEED those.

The airships give us a way to cross the tundra without having to make camp, might allow us to fly above the clouds entirely and avoid the storms on the way to the capital, provide a means of transport for our fixed flamethrowers (though unless we jump straight to helium we probably shouldn't mount them directly on the hull), and have applications in all manner of non-combat roles that involve transportation of things over difficult terrain and long distances. Graf Zeppelin had a top speed of 117 kph / 73 mph and a payload of 15,000 kg / 33,000 lb for a 10,000 km / 6,200 mi flight. We probably won't be as good as that on our first attempt, given that Graf was the product of decades of refinement and was one of the largest zeppelins ever made, but even a third of that would be a pretty huge leap in transportation capacity and movement speed for a society that doesn't even have the steam engine yet.

e: The multi turn drawback is fairly good reasoning though.
 
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I am very set on getting Eastern Exbibition not only do we need Pyromancers for the terrible terrian and countermagic of Sombra but it is incredible for our economy long term. Once we get access to Neighpon trade we will not only get use of their magic but markets for our raw resources and access to exoitc goods, they are the long term solution to our cash flow problem.
I'd be willing to do Eastern Expedition instead of Steppe Caravans on my Tithed Buildup plan.
 
Grabbing the trade caravans is an insured income buff while strengthening ties with neighbors while we have no idea how the easterners may react.
 
For once I'm good with the plan of invading the Crystal Empire, but we should stockpile our weapons and increase our artillery, as well as ask the Yaks for help.
 
Honestly, what we need to look into is the logistics of fighting Sombra on his home turf. Sure, we could just build a lot of defenses and hope he runs out of bodies to throw at us, but something makes me doubt that we will be so fortunate.

So, invasion plans.

The first obstacle is obviously the cold wasteland. The Nazis learned the hard way what happens when you invade cold ass places with proper supplies. As far as that goes, we'd either have to set up long supply lines, the likes of which the Empire has never had to do, or we need those flying machines to carry the cargo and solders to the front.

Then comes the firepower, we need more Dakka. Sombra's units are only getting beefier, so we need bigger guns.

Finally, we need something that can do a reasonable amount of damage to the crystal at the heart of the Empire. Hopefully the Orch will do the trick there.

Yak assistance would be nice, but with sufficient firepower we could handle this.

Just, want to keep that perspective in mind.
 
[]Balancing yaks and the budget
[ ] Hans, Get the Flamethrower: Cost: 400. Time: One Year. Reward: +4 Static Flame Projectors

[ ] Steepe Trade Caravans: Cost: 400. Time: One Year. Reward: Information on Yak Markets and Trade Goods, Potential for Trade Income. Chance of Success: 70%.

[ ] Overtime
-[ ] Eastern Expedition: Cost: 300. Time: One Year. Reward: Contact made with Eastern Neighbors. Chance of Success: 80%

[ ] Settling the Western Frontier: Cost: 1000. Time: Two Years. Reward: New Western Settlements Established, Additional Income.

[ ] Gun-Cotton: Cost: 300. Time: One Year. Reward: Gun-Cotton developed, +5 to all Cannon Rolls.

[ ] S is for Sabotage: Cost: 300. Time: One Year. Reward: Crystal Mines destroyed, production disrupted. Chance of Success: 40%

[ ] Plans for the Princess: Cost: 0. Time: One Year. Reward: Quality Time with Family, Plans made for Gilda's future upbringing and education.

So, this plan leaves us +190. RIght on budget. Currently, I can't see going to the yaks for help. I don't believe our relations are high enough quite yet, but with this, I hope it will be when we do ask them. Hopefully, next turn, if they're willing. Western frontier will hopefully get us some yak relations on top of steppe caravans. It slightly ignores the military aspect right now, but that''s because they're all a bit feeble in options... plus, more money!

Eastern expedition is there because, well, we REALLY need to get around to it. And overall this'll give us more money for future turns.

Only thing worrying is the sabotage option. We absolutely need it to succeed if we want to have more time, but its also risky.

as for not going for the flying machines this turn... well, could always swap gun cotton for it. doesn't really matter much to me. Same with out current martial action, since it could go towards big sticks or army artillery as well.
 
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[]Balancing yaks and budget
[ ] Hans, Get the Flamethrower: Cost: 400. Time: One Year. Reward: +4 Static Flame Projectors

[ ] Steepe Trade Caravans: Cost: 400. Time: One Year. Reward: Information on Yak Markets and Trade Goods, Potential for Trade Income. Chance of Success: 70%.

[ ] Overtime
-[ ] Eastern Expedition: Cost: 300. Time: One Year. Reward: Contact made with Eastern Neighbors. Chance of Success: 80%

[ ] Settling the Western Frontier: Cost: 1000. Time: Two Years. Reward: New Western Settlements Established, Additional Income.

[ ] Gun-Cotton: Cost: 300. Time: One Year. Reward: Gun-Cotton developed, +5 to all Cannon Rolls.

[ ] S is for Sabotage: Cost: 300. Time: One Year. Reward: Crystal Mines destroyed, production disrupted. Chance of Success: 40%

[ ] Plans for the Princess: Cost: 0. Time: One Year. Reward: Quality Time with Family, Plans made for Gilda's future upbringing and education.

So, this plan leaves us +190. RIght on budget. Currently, I can't see going to the yaks for help. I don't believe our relations are high enough quite yet, but with this, I hope it will be when we do ask them. Hopefully, next turn, if they're willing. Western frontier will hopefully get us some yak relations on top of steppe caravans. It slightly ignores the military aspect right now, but that''s because they're all a bit feeble in options... plus, more money!

Eastern expedition is there because, well, we REALLY need to get around to it. And overall this'll give us more money for future turns.

Only thing worrying is the sabotage option. We absolutely need it to succeed if we want to have more time, but its also risky.

as for not going for the flying machines this turn... well, could always swap gun cotton for it. doesn't really matter much to me. Same with out current martial action, since it could go towards big sticks or army artillery as well.
Can we do scattershot instead? It's cheaper, and gives us more tactical options.

And can we do cannon instead of flamethrower? It's 100 more for 6 more artillery, and scattershot makes it as good as flamethrower

It leaves you with 100 more money, and better equip.
 
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[]Plan: LSW
-[]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. Will Finish This Turn
-[] 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
-[] Steepe Trade Caravans: Establishing trade with Nomads is a difficult prospect, though a potentially lucrative one. Elva proposes sending a few caravans of enterprising Merchants out into the Steepes to show off their wares and gauge interest. The Yaks will get a look at the goods we have to offer, and hopefully we'll get a look at whatever they consider valuable enough to barter with. Of course, these caravans will require guards to protect them, and translators to help them strike deals with any potential customers. Cost: 400. Time: One Year. Reward: Information on Yak Markets and Trade Goods, Potential for Trade Income. Chance of Success: 70%.
-[]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. Will Finish This Turn
-[] 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, Discount on troop recruitment, new Learning Actions Unlocked, Can now Smelt Orichalcum. Will Finish This Turn
-[] Scatter-Shot: One of the engineers at the new Cannon Foundry has raised an interesting idea. What if, instead of firing one large projectile, the cannons could be made to fire many smaller projectiles all at once? A simple idea, but a potentially effective one if the technical difficulties surrounding it can be addressed. Cost: 100. Time: One Year. Reward: Scatter-Shot developed, Bonus to certain Cannon Rolls.
-[] 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%
-[] Plans for the Princess: You have another daughter, another potential ruler, another child whose future and education must be planned out and prepared for. You know the drill by now. Cost: 0. Time: One Year. Reward: Quality Time with Family, Plans made for Gilda's future upbringing and education.
-[] Combing the Archives: Your last trip to the Archives proved a fruitful endeavor that reintroduced long-lost technology to the Empire. Who knows what else you could find buried amongst the piles of faded parchment? Cost: 0. Time: One Year. Reward: Chance to gain information and knowledge from Pre-Discord Records.
 
Can we do scattershot instead? It's cheaper, and gives us more tactical options.

And can we do cannon instead of flamethrower? It's 100 more for 6 more artillery, and scattershot makes it as good as flamethrower

It leaves you with 100 more money, and better equip.

Could do that, yeah. Mostly wanted to go for gun cotton first cause its a straight +5 to all cannon actions, but I could do that. Want to get some more opinions on the plan first before going about making changes. it very flexible on martial and learning.

I don't personally equat scatter shot artillery to flame throwers in effectiveness, since they have different approaches (and the burning seemed to work quite well in hte last war) but again, its flexible. Yeah, could switch that around on a revised plan should others agree.
 
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Could do that, yeah. Mostly wanted to go for gun cotton first cause its a straight +5 to all cannon actions, but I could do that. Want to get some more opinions on the plan first before going about making changes. it very flexible on martial and learning
Traditionally grapeshot has been the great infantry killer, as used by cannon... until the invention of high altitude shrapnel bursts. That's why I think it's a better idea. It's also cheaper, allowing us to make more canon instead of flamethrowers... perfect for destroying both large monsters, and low level infantry, Though the flamethrowers operate better against the medium infantry, and the ballista are, uh... Well... they're cute, at least.

[]Plan: LSW
-[] Combing the Archives: Your last trip to the Archives proved a fruitful endeavor that reintroduced long-lost technology to the Empire. Who knows what else you could find buried amongst the piles of faded parchment? Cost: 0. Time: One Year. Reward: Chance to gain information and knowledge from Pre-Discord Records.
Why? There is no point, at this stage, to combing the archives. May as well do something productive instead with overtime.
 
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Traditionally grapeshot has been the great infantry killer, as used by cannon... until the invention of high altitude shrapnel bursts. That's why I think it's a better idea. It's also cheaper, allowing us to make more canon instead of flamethrowers... perfect for destroying both large monsters, and low level infantry, Though the flamethrowers operate better against the medium infantry, and the ballista are, uh... Well... they're cute, at least.


Why? There is no point, at this stage, to combing the archives. May as well do something productive instead.

Alright, how's this then?
[]Balancing yaks and the budget, cannon edition
[ ] Army Artillery: Cost: 500. Time: One Year. Reward: +10 Cannons added to army

[ ] Steepe Trade Caravans: Cost: 400. Time: One Year. Reward: Information on Yak Markets and Trade Goods, Potential for Trade Income. Chance of Success: 70%.

[ ] Overtime
-[ ] Eastern Expedition: Cost: 300. Time: One Year. Reward: Contact made with Eastern Neighbors. Chance of Success: 80%

[ ] Settling the Western Frontier: Cost: 1000. Time: Two Years. Reward: New Western Settlements Established, Additional Income.

[ ] Scatter-Shot: Cost: 100. Time: One Year. Reward: Scatter-Shot developed, Bonus to certain Cannon Rolls.

[ ] S is for Sabotage: Cost: 300. Time: One Year. Reward: Crystal Mines destroyed, production disrupted. Chance of Success: 40%

[ ] Plans for the Princess: Cost: 0. Time: One Year. Reward: Quality Time with Family, Plans made for Gilda's future upbringing and education.

This gives us 290 left over. And now there's 2 plans people can decide on, if they like option A or B better.
 
[ ] Hans, Get the Flamethrower: (400)
[ ] Eastern Expedition: (300)
[ ] I'm a Lumberjack and I'm OK: (100)
[ ] Flying without Wings: (200)
[ ] S is for Sabotage: (40)
[ ] Plans for the Princess:
[ ] Combing the Archives:
 
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Let us not invade the scary one on his home. Especially when we JUST demonstrated that Home Advantage can be used VERY effectively. Let us sabotage him to hell and back first, wait for the 2nd attack and THEN destroy him.

For that we will need a lot more artillery, better troops and possibly some knowledge about Magic.

As for the Intrige actions having low % I wouldn't say no to burning some Omakes there I guess.
 
[x] Hans, Get the Flamethrower: (400)
[x] Steepe Trade Caravans: (400)
[x] I'm a Lumberjack and I'm OK: (100)
[x] Flying without Wings: (200)
[x] S is for Sabotage: (400)
[x] Plans for the Princess:
[x] Combing the Archives:
 
I'm not sure what to go with, except that I promised lumberjack this turn, and we definitely aren't capable of invading the crystal empire.

@toxinator196 @berryy2 There's still a moratorium on voting.
 
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We need to contact our Eastern neighbors. like I keep saying you can't leave such an unknown on your border and you have hostile power to yourself we need to know what the hell is going on with then. also can we please not do the airships not only is do we get nothing out of this act it's going to be extremely expensive which we don't need. We also need to do The lumberjack action because that should bring down the price of a lot of our buildings either through lowering upkeep or lowering the price to settle the West.

@Questor 3 hours is barely anything. There is a reason most quest use a 12 hour period. that actually gives most people even those in different time zones a chance to get they're saying the only reason I got to say anything this time instead of being asleep is because I work during a night shift so I got up to see it.
 
[X] Hans, Get the Flamethrower
[X] Eastern Expedition
[X] I'm a Lumberjack and I'm OK
[X] Scatter-Shot
[X] S is for Sabotage
[X] Plans for the Princess
[X] Overtime
-[X] Steepe Trade Caravans
 
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[X] Plan East Trade
-[X] Hans, Get the Flamethrower
-[X] Eastern Expedition
-[X] I'm a Lumberjack and I'm OK
-[X] Gun-Cotton
-[X] S is for Sabotage
-[X] Plans for the Princess
-[X] Overtime
--[X] Steepe Trade Caravans
 
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