[X] Plan Turtle Adventwolf version
-[X] The Peregrine Line-The Gates to the North: (3) 1500
-[X] Hans, Get the Flamethrower: (1) 400
-[X] Ministry of Foreign Affairs: (1) 600
-[X] Mine Carts: (1) 500
-[X] Crop Rotation: (1) 600
-[X] Intro to Thaumatology: (1) 200
-[X] Shiny and Black: (1) 100
-[X] Yakity Yak: (1) 60% 300
-[X] Overtime: Nanban Trade: (1) 300
-[X] Combing the Archives: (1) 0

Treasury Reserves: 210
Yearly Income: 5150
Yearly Expenditures: 530
Net Income: 4620


Cost: 4620-4500=120
Net= 120
Treasury= 330

Right Here is my version of the Turtle plan. I take out the machine tools and add the Yak intrigue action. This brings the plan under budget and gives us a profit because using the no negative for first turn debt is gaming the system and I really think the QM should address that issue. The Yak Intrigue is two parts one it is cheaper, and the more important part it should allow us to influence the political and cultural shift going on with the Yaks. The faster we can get them to settle permanently and growing faster the better our chances in this long war become. Because if the have permanent settlements that means walls and defenses in place which mean fewer Yaks needed to defend their homes and more can deploy to fight. Also looking into the archives it got us something good last time it should get us something good this time and hopefully something that is easier to implement like info on our new material and others like it.
 
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Treasury: 210
Net Income: 4620
Total: 4830
Spent: 4400
New Treasury: 430

So the focus here is to take actions to get us ready for taking the fight to Sombra, just not launching an offensive this turn.

[X] Plan Prepping the Army
-[X] Hans, Get the Flamethrower
-[X] Army Artillery
-[X] Ministry of Foreign Affairs:
-[X] Imperial Irrigation Program
-[X] Mine Carts
-[X] Machine Tools
-[X] Intro to Thaumatology
-[X] Captain Karl Kaboom's Explosive Adventures
-[X] Overtime
--[X] Shiny and Black
-[X] Overtime
--[X] Big Sticks

So all the warmachine actions for our army. Diplo is the action to give us a 2nd diplo action each turn. I am taking the two turn agriculture since then we can finish both agriculture options next turn, mine carts to improve our resource output in the lead up to war and start the process towards trains. Machine tools is the fundamental learning action that lets us progress to a higher tier as we need machine tools to make precise equipment for things such as flying machines, steam engines, rifles and more. Intro to Thaumatology is to give us a better understanding of what we are facing while Shiny and Black let us know how to use our new metal so that next turn we can make sure to get the best anti-sombra use out of it that we can. Captain Kaboom, well more explosives under the enemy sounds like a good thing.




Martial +14, 900 Gold
[ ] 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
[ ] Army Artillery: The cannons have proven their effectiveness on the battlefield, and now that you have the foundries up and running, it's time to start cranking out some more of these explosive artillery pieces. Cost: 500. Time: One Year. Reward: +10 Cannons added to army

Diplomacy +18 600 Gold
[ ] Ministry of Foreign Affairs: Even with only two other nations to worry about, Elva and her staff are swamped. They simply don't have the resources they need to do everything that needs to be done. Only one way to fix this: Reorganize the existing diplomatic staff, hire on new prospective diplomats, and construct a dedicated building to act as a headquarters for the new government office. Expensive, yes, but necessary to coordinate matters of international relations. Cost: 600. Time: One Year. Reward: Ministry of Foreign Affairs Created, Additional Diplomacy Action Unlocked.

Stewardship +15 1300 Gold
[ ] Imperial Irrigation Program: The weather can be a fickle thing. If enough rain fails to fall, there goes a farmer's crop. Irrigation networks can fix this, but having every farmer build their own irrigation system is...messy, not to mention inefficient. A government funded public works program could bring a reliable source of water to farms across the Empire. This will of course be an expensive and time consuming program, but the benefits will be worth it. Cost: 800. Time: Two Years. Reward: Standardized Irrigation, Significantly Increased Farming Income.
[ ] Mine Carts: Carrying loads of ore out of mines and to smelters is difficult, slow-going work. A few of the larger mines in your Empire have come up with a solution involving the use of carts that run along wood or metal tracks, pushed by workers or pulled through the use of pulley systems. Prior to the construction of Genevieve's blast furnaces, such arrangements were too expensive to be widely implemented across the Empire, but now that a glut of cheap iron and steel is available, Imperial subsidies can make such systems a standard piece of mining equipment as common as pickaxes and shovels. Cost: 500. Time: One Year. Reward: Mine Carts Installed at all Imperial Mines, Increased Mining Income.

Learning +18 700 Gold
[ ] Machine Tools: Blacksmiths and other artisans of metal are vital to your realm's economy and technical advancement, but as demand for shaped metal products has begun to grow they have become a bottleneck, straining to keep pace with demand. Both Archimedes and Genevieve say they have some ideas to resolve this problem through the introduction of new tools meant to make the precision working of metal easier. Developing, producing and distributing these devices will be expensive, to say nothing of the time and effort that will have to be expended training Gryphons and Dogs in their use, but it is necessary of your Empire is to advance technologically in your lifetime. Cost: 500. Time: Two Years. Reward: Machine Tools Invented and Distributed, Slight Increase to Tax Income, New Actions Unlocked.
[ ] Intro to Thaumatology: From the Yak Shamans' abilities to see into the future to the Qilin's fire-bending and the Illusions of the Kitsune and Tanuki, magic has has become a much more easily accessible school of study. Of course, your people lack any magical abilities of their own...but that doesn't mean you can't understand the theory and natural laws surrounding the phenomenon. Cost: 200. Time: One Year. Reward: Gain basic understanding of Magical Laws and Phenomenon, Additional Actions Unlocked.

Intrigue +13 400 Gold
[ ] Captain Karl Kaboom's Explosive Adventures: The sabotage against your Southern enemy went well. So well there's almost nothing left to sabotage. Almost. At some point you're going to have to assault the Shadow King's fortress, and when you do it's going to be a hard fight. Perhaps you can make things easier for yourself by planting some explosives under and around your enemy's defenses in advance? You think you know the right person for the job. Cost: 400. Time: One Year. Reward: Explosives pre-planted on and under Crystal Empire defenses, to be triggered during attack. Chance of Success: 30%
43%


Personal 500 Gold
[ ] Overtime: Your advisors can only do so much, and sometimes that's just not enough. If it's truly necessary, you can sacrifice some of your otherwise free time to carry out an additional action from another category, provided said action has a duration of only one year. The costs and chances of success for that action remain the same.
-[ ] Shiny and Black: The Orichalcum has been smelted, now it's time to see what it can do. Have Archimedes put the dark metal through every test he can think up and record the results. With any luck, this stuff will have more interesting qualities than being really hard to break or melt. And if not...well, it's already better at that than steel. Cost: 100. Time: One Year. Reward: Orichalcum Qualities Revealed.
[ ] Overtime: Your advisors can only do so much, and sometimes that's just not enough. If it's truly necessary, you can sacrifice some of your otherwise free time to carry out an additional action from another category, provided said action has a duration of only one year. The costs and chances of success for that action remain the same.
-[ ] Big Sticks: The mobile Ballistae proved instrumental in your victory at the Battle of Wingbardy. Clearly they are a valuable battlefield asset. Build a few more. Cost: 400. Time: One Year. Reward: +10 mobile Ballistae added to army.
 
[x] Plan: No War Without Economy
-[x] Hans, Get the Flamethrower
-[x] Army Artillery
-[x] Ministry of Foreign Affairs
-[x] Imperial Irrigation Program
-[x] Mine Carts
-[x] Machine Tools
-[x] Intro to Thaumatology
-[x] Captain Karl Kaboom's Explosive Adventures
-[x] Overtime: Shiny and Black
-[x] Overtime: Nanban Trade

New Treasury: 530

If we're using approval voting:
[X] Plan Prepping the Army
 
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We really need to start the walls because we may have bought time but we do not know how much. With them started we can focus on building our special weapons stores in the next turns.
 
[ ] plan: prep time
[ ] The Peregrine Line-The Gates to the North: Cost: 1500. Time: Three Years. Reward: Southern Border Fortifications Built, Peregrine Line Completed.
[ ] Army Artillery: Cost: 500. Time: One Year. Reward: +10 Cannons added to army (can probably be switch for something cheaper to keep under budget/closer to budget)
[ ] Ministry of Foreign Affairs: Cost: 600. Time: One Year. Reward: Ministry of Foreign Affairs Created, Additional Diplomacy Action Unlocked.
Overtime:
[ ] Permanent Neighponese Ambassador: Cost: 400. Time: One Year. Reward: Permanent Diplomatic Mission established in Neighpon, Cheaper Neighpon Diplomatic Actions, New Diplomacy and Intrigue Actions Unlocked.
[ ] Mine Carts: Cost: 500. Time: One Year. Reward: Mine Carts Installed at all Imperial Mines, Increased Mining Income.
[ ] Crop Rotation: Cost: 600. Time: One Year. Reward: Crop Rotation becomes standard agricultural doctrine, increased Farming Income.
Overtime:
[ ] Intro to Thaumatology: Cost: 200. Time: One Year. Reward: Gain basic understanding of Magical Laws and Phenomenon, Additional Actions Unlocked.
[ ] Shiny and Black: Cost: 100. Time: One Year. Reward: Orichalcum Qualities Revealed.
[ ] Machine Tools: Cost: 500. Time: Two Years. Reward: Machine Tools Invented and Distributed, Slight Increase to Tax Income, New Actions Unlocked.
[ ] Captain Karl Kaboom's Explosive Adventures: Cost: 400. Time: One Year. Reward: Explosives pre-planted on and under Crystal Empire defenses, to be triggered during attack. Chance of Success: 30%

-470 left over
 
[X] Plan Prepping the Army
Adhoc vote count started by masterofmadness on Mar 3, 2019 at 12:27 AM, finished with 306 posts and 43 votes.
 
[X] Plan Turtle Adventwolf version
-[X] The Peregrine Line-The Gates to the North: (3) 1500
-[X] Hans, Get the Flamethrower: (1) 400
-[X] Ministry of Foreign Affairs: (1) 600
-[X] Mine Carts: (1) 500
-[X] Crop Rotation: (1) 600
-[X] Intro to Thaumatology: (1) 200
-[X] Shiny and Black: (1) 100
-[X] Yakity Yak: (1) 60% 300
-[X] Overtime: Nanban Trade: (1) 300
-[X] Combing the Archives: (1) 0


Let us Try to stay in the black, please?
 
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[X] Plan Turtle Adventwolf version
-[X] The Peregrine Line-The Gates to the North: (3) 1500
-[X] Hans, Get the Flamethrower: (1) 400
-[X] Ministry of Foreign Affairs: (1) 600
-[X] Mine Carts: (1) 500
-[X] Crop Rotation: (1) 600
-[X] Intro to Thaumatology: (1) 200
-[X] Shiny and Black: (1) 100
-[X] Yakity Yak: (1) 60% 300
-[X] Overtime: Nanban Trade: (1) 300
-[X] Combing the Archives: (1) 0
 
[X]Plan Turtle Up 1.1
-[X] The Peregrine Line-The Gates to the North: 1500
-[X] Hans, Get the Flamethrower 400
-[X] Ministry of Foreign Affairs: 600
-[X] Mine Carts: 500
-[X] Crop Rotation: 600
-[X] Intro to Thaumatology: 200
-[X] Shiny and Black: 100
-[X] Captain Karl Kaboom's Explosive Adventures:400
-[X] Overtime: Nanban Trade: 300
-[X] Overtime: Machine Tools: 500

This is someone else's plan, they just haven't made it an official vote yet, so I'm doing it.
 
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[X] Plan Turtle Adventwolf version
-[X] The Peregrine Line-The Gates to the North: (3) 1500
-[X] Hans, Get the Flamethrower: (1) 400
-[X] Ministry of Foreign Affairs: (1) 600
-[X] Mine Carts: (1) 500
-[X] Crop Rotation: (1) 600
-[X] Intro to Thaumatology: (1) 200
-[X] Shiny and Black: (1) 100
-[X] Yakity Yak: (1) 60% 300
-[X] Overtime: Nanban Trade: (1) 300
-[X] Combing the Archives: (1) 0


I am in favor of having Sombra try and launch another attack on a fortified position. We would have the home field advantage and give us the best chance of success to beat his army. Once his army is beaten, the counter-offensive would give us the best chance of success in defeating him once and for all.

That being said, I kinda wish that the plan also included the crop irrigation program somewhere there. I advocate for this mostly so that we can start working on the multi-year actions right away so that we can benefit from them as early as possible but that is just me. having a plan to fortify the southern border.

EDIT:

this message was incomplete. I wanted to say that having a plan that would fortify the southern border is the most important right now.
 
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[X]Plan Turtle Up 1.1
-[X] The Peregrine Line-The Gates to the North: 1500
-[X] Hans, Get the Flamethrower 400
-[X] Ministry of Foreign Affairs: 600
-[X] Mine Carts: 500
-[X] Crop Rotation: 600
-[X] Intro to Thaumatology: 200
-[X] Shiny and Black: 100
-[X] Captain Karl Kaboom's Explosive Adventures:400
-[X] Overtime: Nanban Trade: 300
-[X] Overtime: Machine Tools: 500

This is someone else's plan, they just haven't made it an official vote yet, so I'm doing it.
Thanks he went to sleep so he wasn't going to post the vote at least until some time in the morning.
 
[ ] Hans, Get the Flamethrower
[ ] Army Artillery
[ ] Permanent Neighponese Ambassador
[ ] Mine Carts
[ ] Crop Rotation
[ ] Scatter-Shot
[ ] Intro to Thaumatology
[ ] Yakity Yak
[ ] New Swords for Everybody!
[ ] Overtime
- [ ] Into the Frost and Snow

The longer we wait to strike at Sombra, the more time he has to recover his strength, rebuild his forces, and create more abominations. Not to mention the risk of Celestia and Luna stealing our kills, or the Empire getting banished as in canon.
Let's ask the Yak for assistance instead of doing the permanent Neighponese ambassador please. And let's do the western settlement please.
 
@Adventwolf why are you skipping machine tools? It is the learning action that really lets us advanced both military tech and civil tech. And anything like airships and other such items are going to be at reduced quality/quantity until that is done. Plus stuff like rifling for cannons and evolution to good guns.
 
Let's ask the Yak for assistance instead of doing the permanent Neighponese ambassador please. And let's do the western settlement please.
We have time for that later and budget is a bit of an issue. Next turn at least the settlement and irrigation option is being done. We are also not ready to attack Sombra we need more time to build up we are only just starting the third year post Battle of Red Pass.
I am in favor of having Sombra try and launch another attack on a fortified position. We would have the home field advantage and give us the best chance of success to beat his army. Once his army is beaten, the counter-offensive would give us the best chance of success in defeating him once and for all.

That being said, I kinda wish that the plan also included the crop irrigation program somewhere there. I advocate for this mostly so that we can start working on the multi-year actions right away so that we can benefit from them as early as possible but that is just me. having a plan to fortify the southern border.

Price is the issue but next turn it is on the docket.
 
My biggest issue with this turn is that all of the intrigue options are terrible, two of them are spying on our allies and the other is a very difficult mission, I really wish there were other options.
 
@Adventwolf why are you skipping machine tools? It is the learning action that really lets us advanced both military tech and civil tech. And anything like airships and other such items are going to be at reduced quality/quantity until that is done. Plus stuff like rifling for cannons and evolution to good guns.
The cost we need the forts and walls up more than we need the tools right now. Overhauling our economy during a war is a little more difficult. I am trying to get that for next turn when more defenses are built up. Every year that the forts and walls spend is a harder position for Sombra to attack if he somehow recovers faster than he reasonably is able to. The settlements are the next big budget restraint for next turn but with the increase in income from the carts, rotation, and trade along with its cheaper cost we should be able to do the required actions.

Speaking of cost @Questor the logging action said that construction cost and materials had gone down but the one action that should have affected is still the same price. Not to mention the abundance of new cheap metal should make it easier as well.

The Turn after the war with neither the logging camp or blast furnaces in effect.
[ ] 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.

Last Turn before the logging camps and with the blast furnaces in effect
[ ] 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.

This turn with both in effect no difference.
[ ] 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.
 
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My biggest issue with this turn is that all of the intrigue options are terrible, two of them are spying on our allies and the other is a very difficult mission, I really wish there were other options.
Thankfully, @Lisain volunteered his rare +20 omake bonus for the sabotage option:
[ ] Captain Karl Kaboom's Explosive Adventures
This one I'm willing to contribute my omakes to for success, since I really dont want to be worrying about our neighbors right now.
Add the intrigue stat and perhaps another omake, and we have decent chances.
 
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