I think its worth asking at least

@Questor if we picked [ ] We are the Imperial Navy! And [ ] Cannon Ships together this turn would we get 20 cogs still or would the option update and we get 20 cannon ships?

Either way probably a good idea to make rules for this kind of thing going forward.
20 Cogs. Cannon ship research needs to be completed before you can build cannon ships.
 
Right now, we're surrounded by water and to countries, severely limiting our options of expansion right now, and in the future.

Sure we could go the colonial way but then our lands would be separated and we'd need a strong navy to keep them so it would take a lot of time.

And don't forget that our lands don't have luxury goods so we'd need to import them eventually while at the same time we've other resources (like iron) they're a lot more suited for war (with our development level) than anything else.

This is not an immediate problem, but if we don't address it now it'd become a lot more severe in the future, and we've chosen Protectorate for the CP so until we get them to join us (if we even are, because apart from helping with the reconstruction we can't do anything else because it's a Protectorate) we're gonna be severely limited in our expansion.

It's, for this reason, I think we should conquer the Yaks. They're having an internal fight right now so it's both the best time to do so and the only time we'd be able to.

So I propose for this to help both groups (although I suppose helping the Modernist would do the same as they are weaker right now) at the same time, balancing the help so no group is stronger than the other and covering our tracks so it seems the help comes from Nobles of our Empire instead of the Empire itself, increasing the tension until a Civil War starts.

Then while we let it run out we "create" a third group that wants nothing more than the war to stop (although probably refugees would serve, creating a leader among them could be ideal), and comes to the Empire for help (casus belli get).

So we intervene to stop the war (as both forces should be a lot weaker by now it should be easy) and this time we annex it (partially or totally).

Of course, we'd do this while helping the Crystal Ponies as much as we can, keeping up that good reputation. Actually, the CP could even join our army and fight in the war for more integration.

So my ideal plan would be this:

Martial

The Great Hunt

To clean the monsters and get our army (the new recruits) some experience.

The West Wall-Watchtowers

To increase the tension and have a safe line in case something goes wrong and because seeing us build a fortress when we're their allies could incite some interesting rumors if all goes well.

Diplomacy

Crystal Hearts and Minds

Helping the CP to max affection.

Immigration Campaign

I'm aiming for synergy with my other options when the war starts, that and getting more immigrants can't be bad.

Stewardship

The Bronzeclaw Plan

Again helping the CP.

Learning

Cannon Ships

We need to start getting our Marine in some shape and right seems like a good time to do it.

Intrigue

Fanning the Flames

Helping the Modernist gain more Influence so to increase the tension that could lead to a Civil War in the future if we want. Well, at least that is how I'm interpreting it given its name if @Questor could confirm it'd be nice.

Personal

Gleaming Pearl gets Schooled

We need to educate her soon. She's lived all her life under Sombra's rule so she has a lot of cath up to do.

Waving the Flag

And more for reputation with the CP. We need to strike while the iron it's hot of we want them to join us eventually, and given our inability to intervene in their domestic policy this is our best chance. In fact, it could even become a tradition to pass our vacations in the CE.

Although I'd really like to get our dragon daughter a pass time, especially because she will live for a long long time so she should end being an extremely important member of our Empire.


[X]Plan Helping the Crystal Ponies and Increasing Tension.
-[X] The Great Hunt
-[X] The West Wall-Watchtowers

-[X] Immigration Campaign
-[X] Crystal Hearts and Minds

-[X] The Bronzeclaw Plan

-[X] Cannon Ships
-[X] Rotative Beam Engine

-[X] Fanning the Flames

-[X] Gleaming Pearl gets Schooled
-[X] Waving the Flag


Just in case but would the plan I'd done work for what I want in case it goes well? (Increasing tension which in a few turns we could use to cause a Civil War) I ask because there's no explicit option for that...

Also, @Questor, would it be possible to make a Knightly Order in the Crystal Empire (admitting Crystal Ponies of course)? We can use the pretext that it's for their own protection (which it'd be) in case of another nation attacks if they don't accept.

Whether the Fanning the Flames Action will lead to a civil war is still up in the air, depending on dice rolls. As of now you're simply trying to make it a more prominent political movement within the Yak population, not incite a civil war.

And the option to start a Crystal Pony Knightly Order will likely be one you receive in the future...assuming they don't form one themselves.
 
20 Cogs. Cannon ship research needs to be completed before you can build cannon ships.

To clarify for the future, your saying is that any production based action only applies to units that exist at the begini ng of the turn?

Right now, we're surrounded by water and to countries, severely limiting our options of expansion right now, and in the future.

Sure we could go the colonial way but then our lands would be separated and we'd need a strong navy to keep them so it would take a lot of time.

And don't forget that our lands don't have luxury goods so we'd need to import them eventually while at the same time we've other resources (like iron) they're a lot more suited for war (with our development level) than anything else.

This is not an immediate problem, but if we don't address it now it'd become a lot more severe in the future, and we've chosen Protectorate for the CP so until we get them to join us (if we even are, because apart from helping with the reconstruction we can't do anything else because it's a Protectorate) we're gonna be severely limited in our expansion.

It's, for this reason, I think we should conquer the Yaks. They're having an internal fight right now so it's both the best time to do so and the only time we'd be able to.

So I propose for this to help both groups (although I suppose helping the Modernist would do the same as they are weaker right now) at the same time, balancing the help so no group is stronger than the other and covering our tracks so it seems the help comes from Nobles of our Empire instead of the Empire itself, increasing the tension until a Civil War starts.

Then while we let it run out we "create" a third group that wants nothing more than the war to stop (although probably refugees would serve, creating a leader among them could be ideal), and comes to the Empire for help (casus belli get).

So we intervene to stop the war (as both forces should be a lot weaker by now it should be easy) and this time we annex it (partially or totally).

Of course, we'd do this while helping the Crystal Ponies as much as we can, keeping up that good reputation. Actually, the CP could even join our army and fight in the war for

Personally i think we are at the perfect point in time to peacefully annex the both of them in within 10-20 turns at the most. Both nations are unstable and view us in a good light, making them vulnerable to soft power and more importantly we are about to explode technologically/economically. In the next ten years we are going to put down a huge amount of railroads and basically over run their economies while boosting migration and transfer of our culture to the point where they'll just drown in it. At that point it would be a formality to properly integrate them into the empire.
 
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Uhhhh, I meant Total New Plan cost itself? Not the locked actions (since those are paid for already afaik?? Maybe I should relabel that then).

800 + 1500 + 100 + 300 + 2000 + 100 + 200 + 0 + 0 = 5000

EDIT: So I added the locked actions to my plan list even though I'm sure we paid for them already (it won't matter really), I also listed both costs either way.

No it doesn't. You pay the price every turn. Ta
Hat means you are 2000 short. By not putting the full cost you are lying about how much things are going to be in reality.
 
Uhhhh, I meant Total New Plan cost itself? Not the locked actions (since those are paid for already afaik?? Maybe I should relabel that then).

800 + 1500 + 100 + 300 + 2000 + 100 + 200 + 0 + 0 = 5000

EDIT: So I added the locked actions to my plan list even though I'm sure we paid for them already (it won't matter really), I also listed both costs either way.
Advent is right the new way questor has made payment work is that now we pay said price every turn instead of a one time payment so for the adopt a pony thing yes we paid last turn for it but we also have to pay it again this turn.
 
[X] Plan: Ally Detectives, Cleaning House & Happy Hunting! v2
 
lets see where it stands
Adhoc vote count started by Raptor580 on May 17, 2019 at 2:38 PM, finished with 66 posts and 24 votes.

  • [X] Plan Family, Growth, Reorganization
    -[X] Logistics Reform: (1) 800
    -[X] We got ourselves a Convoy: (1) 200
    -[X] A Guiding Talon: (2) (70%) 800
    -[X] Crystal Hearts and Minds (1) (75%) 300
    -[X] Western Lumberjacks: (1) 400
    -[X] Adopt a Pony Program: (1) Locked 1500
    -[X] Cannon Ships: (1) 100
    -[X] Rotative Beam Engine: (1) Locked 500
    -[X] Fanning the Flames: (1) (65%) 500
    -[X] Draconic Past-Time: (1) 0
    -[X] Gleaming Pearl gets Schooled: (1) 0
    [X] Plan: Ally Detectives, Cleaning House & Happy Hunting! v2
    -[X] Logistics Reform: Cost: 800. Time: One Year. Reward: Strengthened Logistical Network, decreased Army Upkeep.
    -[X] The Great Hunt: Time: Three Years. Cost: 1500. Reward: Imperial Lands Purged of Monsters and Bandits, New Options Unlocked. Chance of Success: 70%
    -[X] Could You Check That Out For Me?: Cost: 100. Time: One Year. Reward: Neighpon dispatches their navy to investigate the Ghost Ships. Chance of Success: 80%
    -[X] Crystal Hearts and Minds: Cost: 300. Time: One Year. Reward: Crystal Nationalist Influence reduced, Cement Positive view of Gryphus in the eyes of the Crystal Empire. Chance of Success: 75%
    -[X] The Bronzeclaw Plan: Time: Two Years. Reward: 2000. Reward: Crystal Protectorate rebuilt, Increased Tax Income.
    -[X] Adopt a Pony Program: Time: Three Years. Cost: 1500. Reward: Crystal Refugee Situation Resolved. Crystal Ponies integrated into Gryphonian society. Will Finish this Turn.
    -[X] Cannon Ships: Cost: 100. Reward: New Ship Class Designed.
    -[X] Rotative Beam Engine: Cost: 500. Time: Two Years. Reward: Invention of first true Steam Engine, New Actions Unlocked. Will Finish This Turn
    -[X] The Cursed Mountain: Cost: 200. Time: One Year. Reward: Information on Potential Orichalcum Deposit in Yakyakistan. Chance of Success: 70%
    -[X] Draconic Past-Time: Time: One Year. Cost: 0. Reward: Gwyndlyn gets a hobby and a new trait.
    -[X] Gleaming Pearl gets Schooled: Cost: 0. Time: One Year. Reward: Quality Time with Family, Plans made for Pearl's future upbringing and education.
    [X]Plan Reformation, Defense and Diplomacy
    -[X] Logistics Reform: Cost: 800. Time: One Year. Reward: Strengthened Logistical Network, decreased Army Upkeep.
    -[X] The Great Hunt: Time: Three Years. Cost: 1500. Reward: Imperial Lands Purged of Monsters and Bandits, New Options Unlocked. Chance of Success: 70%
    -[X] A Guiding Talon: Time: Two Years. Cost: 800. Reward: Griffons assist Yak modernization efforts, Increased Gryphus-Yak Relations. Chance of Success: 70%
    -[X] Crystal Hearts and Minds: Cost: 300. Time: One Year. Reward: Crystal Nationalist Influence reduced, Cement Positive view of Gryphus in the eyes of the Crystal Empire. Chance of Success: 75%
    -[X] The Bronzeclaw Plan: Time: Two Years. Reward: 2000. Reward: Crystal Protectorate rebuilt, Increased Tax Income.
    -[X] Open Hearth Furnaces: Time: Two Years. Cost: 800. Reward: Increased Tax Income, Decreased Army Recruitment Costs.
    -[X] Covert Kingmaker: Cost: 300. Time: One Year. Reward: Potential Yak Unifier Identified, New Actions Unlocked. Chance of Success: 70%
    -[X] 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.
    --[X] Cannon Ships: Cost: 100. Reward: New Ship Class Designed.
    -[X] Waving the Flag: Cost: 100. Time: One Year. Reward: Family "Vacation", Tour of the Crystal Empire, Better Opinion of you among the Crystal Ponies. Chance of Success: 65%
    [X] Plan: In Peace, War
    -[X] Logistics Reform: Your army learned many lessons on the long road from Gryphus to the Crystal City. The dangers of terrain, the need for scouts and reliable means of navigation, and the importance of robust supply lines and logistical networks. Manfred Redbeak has a few ideas when it comes to the latter, from the establishment of permanent supply depots to the creation of dedicated logistical companies within larger units. While expensive in the short term, these reforms are expected to result in a net decrease in Army upkeep costs in the long-term. Cost: 800. Time: One Year. Reward: Strengthened Logistical Network, decreased Army Upkeep.
    -[X] The Great Hunt: While the greatest external threat to the Empire (that you know of) has been dealt with, the internal threats still remain. Trolls, Manticores, Hydras, Chimeras, Cockatrices, Feral Diamond Dogs and common bandits infest the lands of your Empire, and their numbers have only been growing while you have been occupied with Sombra. Local militias and the Knightly orders are enough to protect settlements, but few are comfortable with the fact that roughly half the land within your borders is dangerously infested with monsters. You have no shortage of veterans willing to get their talons dirty. Gather the full might of the Empire and purge the land of these dangerous beasts. Time: Three Years. Cost: 1500. Reward: Imperial Lands Purged of Monsters and Bandits, New Options Unlocked. Chance of Success: 70%
    -[X] A Guiding Talon: The Yak elder councils, at the behest of the increasingly vocal Modernists, have begun to slowly adopt a more sedentary lifestyle, exchanging cloth yurts for more permanent stone and wood dwellings, erecting permanent settlements on the little arable land present in the Northern Steppes. But they have little experience with sustained agriculture or advanced metalworking, and you're sure they would appreciate some advice and assistance. Such a project would strengthen the bonds between the Clans and the Empire, and bring you a step closer towards having a strong neighbor to guard the West from any potential foe. They haven't technically asked for help, but you're sure offering can't hurt. Time: Two Years. Cost: 800. Reward: Griffons assist Yak modernization efforts, Increased Gryphus-Yak Relations. Chance of Success: 70%
    -[X] Could You Check That Out For Me?: The disappearance of multiple ship crews over the previous year have sailors spooked. Few are the ship captains now willing to go beyond sight of the shores, and this has had a serious effect upon international trade, impacting the economies of both Gryphus and Neighpon. Unfortunately, while your military might is great, your navy is relatively weak, especially when compared to the Kingdom of Neighpon and its vast armada. While your nation is ill-suited to investigating this maritime mystery, your ally is well equipped for the task. Kōryū is already contemplating dispatching his navy to scour the sea for clues, perhaps applying some diplomatic pressure could cement such a decision? Cost: 100. Time: One Year. Reward: Neighpon dispatches their navy to investigate the Ghost Ships. Chance of Success: 80%
    -[X] The Bronzeclaw Plan: While its inhabitants are doing their best to rectify the situation, the lands of your new Protectorate are still largely in ruins. What infrastructure wasn't destroyed in the war was seriously neglected under the rule of Sombra. Frida has proposed a comprehensive plan to rectify this, drawing inspiration from her predecessor's successful program to modernize the infrastructure of Aquileia in the aftermath of the Unification War. The plan essentially involves supplying the existing Crystal Government with vast sums of funding and support from Griffon and Diamond Dog experts to be directed where they are needed. Naturally, rebuilding a nation is going to be an expensive and time-consuming endeavor, but it's an investment that needs to be made if you're going to start making a profit off your newest territorial acquisition. Time: Two Years. Reward: 2000. Reward: Crystal Protectorate rebuilt, Increased Tax Income.
    -[X] Adopt a Pony Program: Thousands of Crystal Ponies inhabit hastily erected tent-cities, having been freed from Sombra before his defeat or fled the frost-blasted wasteland their homeland has been reduced to in order to escape the threat of famine. They are unsuitable for long-term habitation, and consuming vast amounts of resources for maitenance. Before anything else, these camps need to be emptied. Ideas have been passed around of a sort of "adopt a pony" program, where the Citizens of the Empire will open up their homes to these former victims of Sombra in exchange for a sizable tax cut, providing them with the care and sense of community they require while simultaneously assisting their integration into the wider Empire of Gryphus. Some Griffons and Dogs have already begun to do this on a small scale individually, but many feel that this should become an official government policy. This will of course be a significant undertaking that will require a massive bureaucracy and boatloads of funding, but it is both necessary and worth it to help those who have already suffered so much. Time: Three Years. Cost: 1500. Reward: Crystal Refugee Situation Resolved. Crystal Ponies integrated into Gryphonian society. Will Finish this Turn.
    -[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: 500. Time: Two Years. Reward: Invention of first true Steam Engine, New Actions Unlocked. Will Finish This Turn
    -[X] Sound the War Horns!: The Battle of the Peregrines demonstrated the need for a means of long range communication between commanders and units spread across multiple fronts. Couriers and banners simply aren't good enough. An enterprising army officer and former musician by the name of Major Shrike has proposed building and utilizing specialized horns, designed to communicate coded messages through the pitch, tune and frequency of their blasts. The idea might hold merit. Cost: 300. Time: One Year. Reward: Gain War Horns. Upgrade Army Communications Bonus.
    - [X] The Cursed Mountain: The River Walkers Clan has informed you of a potential site of a sizable Orichalcum deposit: a mountain recently absorbed into the territory of the rival Broken Horns Clan. The Broken Horns, for their part, claim that no deposits of Orichalcum are present within their territory. Either they're simply unaware of the existence of the deposit...or one of the Clans is attempting to deceive you. Dispatch Ravenburg' Spies to investigate. Cost: 200. Time: One Year. Reward: Information on Potential Orichalcum Deposit in Yakyakistan. Chance of Success: 70%
    - [X] Gleaming Pearl gets Schooled: Another child, another education to arrange. You know the drill by now. Cost: 0. Time: One Year. Reward: Quality Time with Family, Plans made for Pearl's future upbringing and education.
    - [X] Waving the Flag: The Crystal Empire is now your protectorate, a part of the Empire of Gryphus. Though it has its own government, laws and culture, it's inhabitants are citizens of your Empire, and are technically your subjects. While you visited the city for the now famous Crystal Summit that resulted in the Empire's protectorate status, it might be a good idea to visit again to learn more about the people and show them that you are looking out for them, that you are not some distant overlord but a Griffon that cares. It would also give Pearl a chance to see her homeland. Cost: 100. Time: One Year. Reward: Family "Vacation", Tour of the Crystal Empire, Better Opinion of you among the Crystal Ponies. Chance of Success: 65%
    [X]Plan Helping the Crystal Ponies and Increasing Tension.
    -[X] The Great Hunt
    -[X] The West Wall-Watchtowers
    -[X] Immigration Campaign
    -[X] Crystal Hearts and Minds
    -[X] The Bronzeclaw Plan
    -[X] Cannon Ships
    -[X] Rotative Beam Engine
    -[X] Fanning the Flames
    -[X] Gleaming Pearl gets Schooled
    -[X] Waving the Flag
    [X] Plan Steady Growth
    -[X] Logistics Reform
    -[X] The Great Hunt
    -[X] A Guiding Talon
    -[X] Crystal Hearts and Minds
    -[X] The Bronzeclaw Plan
    -[X] Open Hearth Furnaces
    -[X] The Cursed Mountain
    -[X] Draconic Past-Time
    -[X] Gleaming Pearl gets Schooled
    [X]Plan Rebuild
    -[X] Logistics Reform: Cost: 800. Time: One Year. Reward: Strengthened Logistical Network, decreased Army Upkeep.
    -[X] The Great Hunt: Time: Three Years. Cost: 1500. Reward: Imperial Lands Purged of Monsters and Bandits, New Options Unlocked. Chance of Success: 70%
    -[X] Could You Check That Out For Me?: Cost: 100. Time: One Year. Reward: Neighpon dispatches their navy to investigate the Ghost Ships. Chance of Success: 80%
    -[X] Crystal Hearts and Minds: Cost: 300. Time: One Year. Reward: Crystal Nationalist Influence reduced, Cement Positive view of Gryphus in the eyes of the Crystal Empire. Chance of Success: 75%
    -[X] The Bronzeclaw Plan: Time: Two Years. Reward: 2000. Reward: Crystal Protectorate rebuilt, Increased Tax Income.
    -[X] Adopt a Pony Program: Time: Three Years. Cost: 1500. Reward: Crystal Refugee Situation Resolved. Crystal Ponies integrated into Gryphonian society. Will Finish this Turn.
    -[X] Cannon Ships: Cost: 100. Reward: New Ship Class Designed.
    -[X] Rotative Beam Engine: Cost: 500. Time: Two Years. Reward: Invention of first true Steam Engine, New Actions Unlocked. Will Finish This Turn
    -[x] Fanning the Flames: Chance of Success: 65%
    -[X] Gleaming Pearl gets Schooled: Cost: 0. Time: One Year. Reward: Quality Time with Family, Plans made for Pearl's future upbringing and education.
    -[X] Waving the Flag: Cost: 100. Time: One Year. Reward: Family "Vacation", Tour of the Crystal Empire, Better Opinion of you among the Crystal Ponies. Chance of Success: 65%
 
[X] Plan Family, Growth, Reorganization

Between the leading plans, I prefer this one, as it focuses on helping the Yak modernists, rather than wasting time trying to get the Neighponese to do something that they should be doing anyways and scouting for possible Orichalcum deposits. For anyone who wished to vote for\voted for my plan, please vote for Plan Family, Growth, Reorganization instead, as my plan has no chance of winning right now.
 
[X] Plan: Ally Detectives, Cleaning House & Happy Hunting! v2

"Family, Growth, Reorganization" doesn't have The Bronzeclaw Plan, and delaying that is just unacceptable for me.
 
My poor, ignored plan :cry:

[X] Plan: Ally Detectives, Cleaning House & Happy Hunting! v2

[X]Plan Rebuild
-[X] Logistics Reform: Cost: 800. Time: One Year. Reward: Strengthened Logistical Network, decreased Army Upkeep.
-[X] The Great Hunt: Time: Three Years. Cost: 1500. Reward: Imperial Lands Purged of Monsters and Bandits, New Options Unlocked. Chance of Success: 70%
-[X] Could You Check That Out For Me?: Cost: 100. Time: One Year. Reward: Neighpon dispatches their navy to investigate the Ghost Ships. Chance of Success: 80%
-[X] Crystal Hearts and Minds: Cost: 300. Time: One Year. Reward: Crystal Nationalist Influence reduced, Cement Positive view of Gryphus in the eyes of the Crystal Empire. Chance of Success: 75%
-[X] The Bronzeclaw Plan: Time: Two Years. Reward: 2000. Reward: Crystal Protectorate rebuilt, Increased Tax Income.
-[X] Adopt a Pony Program: Time: Three Years. Cost: 1500. Reward: Crystal Refugee Situation Resolved. Crystal Ponies integrated into Gryphonian society. Will Finish this Turn.
-[X] Cannon Ships: Cost: 100. Reward: New Ship Class Designed.
-[X] Rotative Beam Engine: Cost: 500. Time: Two Years. Reward: Invention of first true Steam Engine, New Actions Unlocked. Will Finish This Turn
-[x] Fanning the Flames: Chance of Success: 65%
-[X] Gleaming Pearl gets Schooled: Cost: 0. Time: One Year. Reward: Quality Time with Family, Plans made for Pearl's future upbringing and education.
-[X] Waving the Flag: Cost: 100. Time: One Year. Reward: Family "Vacation", Tour of the Crystal Empire, Better Opinion of you among the Crystal Ponies. Chance of Success: 65%


 
[X] Plan: Ally Detectives, Cleaning House & Happy Hunting! v2

"Family, Growth, Reorganization" doesn't have The Bronzeclaw Plan, and delaying that is just unacceptable for me.
It is delayed so we can get all the other Regions to full to get more support to the ponies and because the family tour makes the support plan more effective when they are started on the same year. The ponies are not the only thing we need to focus on. We have our own responsibility to our people and to their advancement and protection. Since the majority of the ponies live in our territory anyways making our lands and people better helps more of them anyways.
 
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