We can't use overtime on a multi-turn option. that is why the seeds were chosen they boost income work with what we are already doing and leave the overtime open for next turn.
? Bank is a one turn action, we CAN use overtime on it.

By the way saw the pre-edit post. Changed your mind? I still think Bank is more usefull than the drills right now, especially because

1)regulating paper money is easier the sooner we do it
2)seed drills will slowly be adopted by farmers anyway, and with irrigation we have already done enough for farming right now
Sombra is not going to stay weakened forever we need all the military tech now, I think we should attack in one or two turns, we have recovered and gotten stronger

Adventwolf has my vote when we can start voting
If we wanted to be the one to attack first we wouldn't have built the fortresses on the south border. We'll let him attack first unless we get a REALLY good reason not to so that we can take advantage of it.
 
[X] Plan: Preparing for the Future
-[X] 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
-[X] Asking for Assistance: The Yaks aided you in the fight against the Shadow King once before, at great cost to themselves. Now you face the prospect of launching an invasion into the very heart of the evil itself. You'd feel a lot better about your chances if you could elicit a promise from the Yaks to support you in the endeavor. But that might be a tough sell. The Yaks only moved to support you because the Shadow King's invasion threatened their homeland, and the casualties they took at Redstone have undoubtedly made them weary of another battle so soon after the last. Still, you have to try, as the weight of a Yak charge could decide the fate of a battle. Cost: 200. Time: One Year. Reward: Promises of Yak Assistance in Invasion of Crystal Empire. Chance of Success: 40%
-[X] Permanent Neighponese Ambassador: Rather than sending a party of diplomatic staff across the ocean whenever a deal needs to be negotiated or an issue smoothed over, why not simply have them stay in the host country more or less permanently, taking up residence in the court of the local ruler? You can't do this with the Yaks as their decentralized leadership prevents this, but Neighpon is a different story. See if they'd be agreeable to the idea. Cost: 400. Time: One Year. Reward: Permanent Diplomatic Mission established in Neighpon, Cheaper Neighpon Diplomatic Actions, New Diplomacy and Intrigue Actions Unlocked.
-[X] Imperial Irrigation Program: The weather can be a fickle thing. If 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.
-[X] The Bank of Gryphus: Nicklas Bones' treatise on paper currency has raised some...unsettling possibilities. Possibilities that are becoming less theoretical with the advent of paper currency in cities across the Empire. If you're going to prevent this whole paper tender craze from getting out of hand, you're going to need to act quickly. You, Frida, and Nicklas have all cobbled together a framework for a new kind of financial institution: a Central Bank. A bank backed by the government while still being distinct from it, an institution with the sole power to print national banknotes and government IOUs. A bank that will loan hard currency (gold and silver) to other banks, acting as the foundational center and rock of stability for the Imperial Economy. A bank intended to stabilize the economy rather than make a profit. It will also be tasked with handling the national debt, should you ever again find yourself in another Fiscal hole. Naturally, this is going to be a complicated endeavor, but it will be necessary to ensure a prosperous national economy in the long-term. Cost: 600. Time: One Year. Reward: Bank of Gryphus established, slight increase to Tax Income from economic growth, reduced chances of Economic Disasters, Lessens damage to approval when going into Debt.
-[X] 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.
-[X] Rotative Beam Engine: Archimedes and Genevieve have been going over the designs for the Steam Pumps in between other projects for the past couple of years, and they think they've come up with a way to make the devices more versatile. By replacing the piston with something called a flywheel, they can turn the single-use pump into a multi-use engine, allowing for much greater utility. Simple in theory. In practice...well, you'll need to give them some time and funding to see if it's worth it. Cost: 400. Time: Two Years. Reward: Invention of first true Steam Engine, New Actions Unlocked.
-[X] It's not Kidnapping, it's Liberation: The Shadow King has enslaved his subjects through some manner of foul sorcery. At Redstone the only means of breaking his hold over their minds and bodies was to kill them. But now you have a basic understanding of magical principles, allies with knowledge of magic, and a miracle metal that disrupts all spells and supernatural energies it comes into contact with. Have Ravenburg's spies infiltrate enemy territory and see if they can't free a few of these poor souls. With any luck, one of them might actually know something of importance they can share with you. Cost: 300. Time: One Year. Reward: Several Crystal Ponies freed from Sombra's Spell, chance to gain additional intelligence. Chance of Success: 40%
-[X] New Swords for Everybody!: Now that you've got a neat new metal, it's time to start forging it into blades. Unfortunately you only have the one deposit of Orichalcum, which, due to the nature of the material, has proven difficult to mine in large quantities. As such, you don't have a lot of the stuff to work with. But that still leaves you with more than enough to forge new blades for yourself, Gabriella, your children, and the Grandmasters of the Knightly Orders. Cost: 300. Time: One Year. Reward: Orichalcum blades for you, your family, and the Grandmasters.
-[X] Foreign Talent: Kōryū has recently been hiring a number of experts in various fields to come work in Neighpon and teach their skills to his people, or to offer their expertise as advisors in his court. Perhaps you should take a page out of his book and see about hiring some foreign experts on magic? Cost: 300. Time: One Year. Reward: Neighponese Magic-Experts hired, New Actions Unlocked. Chance of Success: 60%.

Wanted to get prepared for a future invasion, get the Yaks ready and arm ourselves with swords, as well as get what we need for an Industrial Revolution. Also wanted to prepare ourselves for future food troubles from blizzards, as well as prevent any economic issues that might pop up.

@Void Stalker I've got the plan up.
 
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? Bank is a one turn action, we CAN use overtime on it.

By the way saw the pre-edit post. Changed your mind? I still think Bank is more usefull than the drills right now, especially because

1)regulating paper money is easier the sooner we do it
2)seed drills will slowly be adopted by farmers anyway, and with irrigation we have already done enough for farming right now

If we wanted to be the one to attack first we wouldn't have built the fortresses on the south border. We'll let him attack first unless we get a REALLY good reason not to so that we can take advantage of it.
The bank is not crucial at the moment. Having more food and more reliable supplies of food is what increases population growth rates. The earlier that applies the faster and larger our population increasing bringing more taxes, soldiers, workers, and expansion of population centers. The bank is nice to have but we are not in a situation where we need it the Empire is spiraling out of control we already enforce certain standards on the banks and organizations that are giving out those bank notes and IOUs. They can't just go around printing a large number of notes because we would shut them down. So, for now, things are stable so we can focus on expanding our population.
 
The new version of my plan. Took out the sword and added the seed drill. Using overtime for multi-turn options is not a good idea. It locks our personal actions until that option is done after all so emergency actions that need overtime can't be done. The seed drill synergizes far too much with the irrigation program and the settlement program the increase is massive. The bank can wait till next turn we haven't gone into debt and the Empire has run just fine without it so we don't need to take it this turn. The scattershot is so that we can finish the last of our military research and concentrate on industrial and economic research.

[X] Plan Expansion and Groundwork v2

Martial: 2 actions
-[X] The Peregrine Line-The Gates to the North (2) Locked
-[X] Army Artillery (1) 500

Diplomacy: 2 action
-[X] Permanent Neighponese Ambassador (1) 400
-[X] Asking for Assistance (1) 40% 200

Stewardship: 2 action
-[X] Settling the Western Frontier (2) 1000
-[X] Imperial Irrigation Program (2) 800

Learning: 2 actions
-[X] Scatter-Shot (1) 100
-[X] Machine Tools (2) 500

Intrigue: 1 action
-[X] It's not Kidnapping, it's Liberation (1) 40% 300

Personal: 2 action
-[X] Overtime: The Bank of Gryphus (1) 600
-[X] Foreign Talent (1) 60% 300

Treasury Reserves: 330
Yearly Income: 6150
Yearly Expenditures: 540
Net Income: 5610

Cost: 5610-4700=910
Net= 910
Treasury= 1240


For martial thes option chosen are for the following reasons. Right so last turn we built the flamers this turn we need to focus on our bigger weapons. Both the cannons and scattershot research go well together. Next turn we should go for the ballistae that way our artillery division is fully reinforced.

For diplomacy the current option only leave the following two as real options. Right so the ambassadors are needed to do anything with the Neighpon easier so that is fairly straight forward. The assistance is to let the Yaks know that we are planning to take the fight to Sombra eventually and that they best get ready. This might also have a knock-on effect on the Modernists faction as well. This need to make ready for a war in an unknown land when the last war showed why their current lifestyle is unsuitable for it might sway so more people before we even try either of the support actions. We should not make a move to oppose or support until we can do both the diplomacy and intrigue action at the same time for synergy.

Stewardship has many good actions but these two are the ones with the greatest potential both to income as well as population growth. We need western land settled now. The increase in tax and growth room will increase the population allowing us to take the kind of losses an invasion might inflict on us. It would also make them mostly immune to the cold since it is farther away than Sombra's knowledge. The Irrigation is needed we are in the middle of an agricultural revolution and this action offers a major increase to that above any other option it also works with the settlement option as it synergizes well with it by building them into the farms and towns, to begin with instead of as an addon.

Edit: I have added an overtime to stack the agricultural bonus even further instead of doing the swords action.

Research has some good new shinnies, but we need to finish building up our foundation before we move on to something far more advanced. The Scatter-shot is to give our cannon a wider range of attack since we are building more cannon as well. The tools are needed to build the rest of the technology in any real numbers right now building any of them would be slow expensive and time-consuming. Getting the tools ready and done will allow us to push further into proper industrialization

Intrigue we need intel and this is the only way to get more. We already sent in spies to get a lay of the land now it is time to try for more personnel intel. This is taken because we need to see the effects our metal can have on them as well as much information we can get. In war, intelligence is usually the key to victory along with logistics.

Personal actions are clear get swords and aa magic adviser. We need to get our best fighter anti-magic swords and get a magic adviser now that we are starting to branch out.

Edit: I have removed the swords and added an overtime for the seed drill in order to increase our framing output even higher. Next turn we can do the bank action.

Costs are pretty straight forward for this. Most combinations of options will still bring us in under budget. This one is just the one most likely to expand of people the most. As well as increase the Treasury for when the war starts.
 
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Since we're pretty much for sure going to pick the kidnapping option, does anyone with an omake bonus want to dedicate it to that, it's very important.
 
No, he can not the losses he suffered then the destruction of his war economy will push any offensive he had planned for years more it has been less than two years since we destroyed his mines. It will take longer than that for him to recover because magic cannot fix everything.
Not True. While it would cause him difficulties in the long run, he could launch an attack on us at any time.
He could easily muster his entire nations population and send them against us if he wanter to, given the level of control he has over them.
It would wreck his nation, but he could do that.

The question becomes are those difficulties outweighed by the befits of conquering us? Currently, it's No by a fair margin. we are content to turtle up and build our own strength, allowing him to do the same at a faster or equal pace. We are harassing him, but he is harassing us right back with the mild winter.

but that could change at the drop of the hat. We poke him to hard with out spies. The fact that we are building the wall which will make invading us even more expensive to him. He learns of our contact with the neighponies and their magic. He learns of the yaks Internal desient. Of our incress in steel production. all these factors or a combination of them could easily tip the sacales in his decision making process to make takeing us out NOW be worth the long term costs to his empire, if simply because he won't be able to if he waits.

To many factors in play to make a deffinate call one way or the other on when he will attack. As long as he thinks the two sides are balanced or he thinks he has the advantage in the long term, were fine. the problem comes if he thinks he can't take us in the long term and he can take us now at some cost to him.

so Yhea, he can attack us at any time. It's a low percentage chance, but low enough to discount in our planning.

EDIT: Especially as if he won such an attack and defeated our army, he could then enslave our population with the same magic and take over our industrial and logistical base to replace the one he sacrificed to defeat us.
 
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[X] Plan Expansion and Groundwork v2
I happen to like this on a little more than the others currently presented at the moment. Next turn though I'll throw my vote be hind one that has blimps in it.
 
[X] Plan Expansion and Groundwork v2

I would personally swap in the bank for the seed drill overtime, but it's not important enough to quibble over.
 
[X] Plan Expansion and Groundwork v2
I happen to like this on a little more than the others currently presented at the moment. Next turn though I'll throw my vote be hind one that has blimps in it.
The airships are nowhere near being made the current action is literally looking the plans over to see if it can even work. It will not play a part in this war unless it lasts another decade or so.
 
[X] Plan Expansion and Groundwork v2

I would personally swap in the bank for the seed drill overtime, but it's not important enough to quibble over.
I would love airships, but due to the storms over the crystal empire, they're unlikely to be that useful, so they probably won't be picked for a while.
 
I would love airships, but due to the storms over the crystal empire, they're unlikely to be that useful, so they probably won't be picked for a while.
They also most likely will not be developed before the war is over. We need to do the research chain develop the infrastructure for them then build them before we can use them in a war. Unless the war drags on for a decade more I do not see them being deployable before it is over.
 
[X] Plan Expansion and Groundwork v2

My only worry is that Sombra could completely circumvent our wall by invading the yak's land, and just attack us from that direction.

Edit: This could also be a potential problem for any settlements we may have there, because I would imagine that even if we were to build the West wall, the settlements would more then likely be outside of it, since building it around them might be seen as an aggressive expansion by the yaks.
 
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Adventwolf said:
That is only if he can beat his neighbor on that side which means he has to fight another war which we could find out about then open up another front a entrap him.

Do we even know if he has a western neighbor? You might be thinking in squares a bit too much. Nothing suggests that just because we have a western nation means that there is anything but more frozen tundra out to his west.

Edit: On that note, if he does have a nation to the west, it may be a good idea to send diplomats to that area by way of the yak's land. See if we can't get more allies, as well as a new front to wage war from, like you pointed out.
 
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