[ ] Let My People Go: You only know two things about the Kingdom of Maretonia: it's location, and the fact that your citizens are being held as slaves there. Before you do anything else, you must rectify this. While a military option is available, it is unappealing at this point in time. Ideally you'd like to resolve this with a minimum of bloodshed. Have Elva organize a diplomatic mission to make contact and sort out a method of getting your people back. Cost: 200. Time: One Year. Reward: Establish Diplomatic Contact with Maretonia, begin negotiations to ensure the release of your enslaved citizens.


[ ] International Anti-Piracy Force: Alternatively, if you're planning on dealing with the pirates in a more...direct fashion, it would be prudent to include the Neighponese in your efforts. They have as much reason to despise these pirates as you, and their great navy would prove an equally great help in purging the island of its corruption. Have your ambassador propose the establishment of a joint task force similar to the one that took down Sombra and sort out the numerous bureaucratic issues involved. Cost: 100. Time: One Year. Reward: Guarantee of Neighponese assistance in any future Anti-Piracy Operations. Chance of Success: 70%


I think we can all agree on these two for diplomacy.
 
alright, while I REALLY Want to double down on piracy, And I really do, I feel like we also have to at least help the Yaks out in the mean time. Or, at least use an overtime action to get two of the three anti-piracyactions right now and one for yaks. I really, really don't want that powder keg to explode in our face cause we did NOTHING. While they didn't officially help us out, we really should do something about it.

Other than that, I alway reccomend diplomacy ->subterfuge ->war as a flowchart, so don't immediatley jump to the last step.

other than that... I SPOT YOU STEAM ENGINES.

huh... also, on imperial priority... While probably not going to be doing it any time soon, or ever, can we do the reverse, too? lengthen a task to save money overall?
 
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I think we should infiltrate the pirate's den first, perhaps they have intel on other kingdoms. Would like to develop beets and the steam locomotive. I don't wanna get too involved in the yaks' disputes right now, though the Broken Horn clan might be up to something nasty.
Waving the flag and Keeping up with the Golden-Feathers sound system like a nice reprise for our family.
 
[] Plan for the people

[ ] Ships of the Line: With the new cannon armed Carracks available for construction, its time to start building them and putting them into service. While more expensive and difficult to build than their predecessors, they are expected to be supremely effective in naval combat. Put the foundries and shipyards to work building some of these new vessels to reinforce the Imperial Navy. Time: Two Years. Cost: 1000. Reward: +15 Warships (Carracks) added to Imperial Navy.

[ ] Let My People Go: You only know two things about the Kingdom of Maretonia: it's location, and the fact that your citizens are being held as slaves there. Before you do anything else, you must rectify this. While a military option is available, it is unappealing at this point in time. Ideally you'd like to resolve this with a minimum of bloodshed. Have Elva organize a diplomatic mission to make contact and sort out a method of getting your people back. Cost: 200. Time: One Year. Reward: Establish Diplomatic Contact with Maretonia, begin negotiations to ensure the release of your enslaved citizens.


[ ] International Anti-Piracy Force: Alternatively, if you're planning on dealing with the pirates in a more...direct fashion, it would be prudent to include the Neighponese in your efforts. They have as much reason to despise these pirates as you, and their great navy would prove an equally great help in purging the island of its corruption. Have your ambassador propose the establishment of a joint task force similar to the one that took down Sombra and sort out the numerous bureaucratic issues involved. Cost: 100. Time: One Year. Reward: Guarantee of Neighponese assistance in any future Anti-Piracy Operations. Chance of Success: 70%

[ ] From Water to Steam: Many mills and factories within your Empire rely on water or wind-powered machinery, the tides of nature driving the gears of industry. While this has numerous advantages over muscle-power, it is not without issues of its own. Archimedes' new Steam Engines are more reliable and more efficient than relying upon the whims of nature, and several of the more prosperous mills have already begun to slowly phase out their older machinery in favor of the newer, more productive method made available to them. Adoption is still slow however, and many of the smaller mills are unable to afford the new machinery. Subsidizing the modernization of your industrial infrastructure would go a long way towards improving your economy. Cost: 800. Time: One Year. Reward: Modernized Mills, Increased Tax Income.

[ ] Canned Foodstuffs: Archimedes has been collaborating with Redbeak in hopes of easing the military's logistical burdens. To this end, your chief scholar has devised a method of reliably preserving large amounts of food. By placing foodstuffs in sealed, airtight cans of tinned iron, the shelf life and portability of food can be greatly increased, ensuring that armies on campaign will not need to worry about spoilage. Small scale tests have already proven the theory behind the idea, but in order to be practical a cannery will have to be established to mass produce the canned goods your military will require. Cost: 400. Time: One Year. Reward: Decreased Military Upkeep, Additional Actions Unlocked.

[ ] Movement through Steam: Archimedes and Genevieve have raised the idea of a new form of transportation powered by the new steam engines. The idea is simple: an engine powers the movement of wheels attached to a carriage which will run along tracks much like those of a mine cart. Simple in theory, but they might need some time and funding to work out the flaws in the design and make sure it's actually suitable for real-life use. Cost: 400. Time: One Year. Reward: First Steam Locomotive, New Actions Unlocked.


[ ] South of the Brand New Border: You know next to nothing about Maretonia, and that's a problem. Its government, culture, inhabitants, economic and military strength are all things you need to know about if you're going to have any chance of dealing with them...in either sense of the word. Ravenburg's agents have proven adept at infiltrating hostile territory, and until you know otherwise that's what Maretonia is. Cost: 500. Time: One Year. Reward: Information on Maretonia and your Enslaved Citizens. Chance of Success: 65%

[ ] Keeping up with the Golden-Feathers: Gawain has been rubbing shoulders with the children of the Empire's movers and shakers, making connections that will serve him well later in life. At the risk of being an overbearing parent, it might be a good idea to familiarize yourself with those he's been associating with. Purely out a desire to be involved in your son's life, of course. Cost: 0. Time: One Year. Reward: Gawain Interlude, Choice of Childhood Friends and Future Contacts.

[ ] 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: 75%

this is basically my plan.
 
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Military: Well. No point in mothballing the Peregrine Line now, not with another potential hostile nation to the south. We'll need Watchtowers up along the southern Crystal border ASAP. The Crystal Ponies have only recently been freed from one slavemaster; even in the absence of overwhelming dark magic, we must prevent any other from picking up where Sombra left off.

Diplomacy: Offering a guiding talon to the Yaks can only strengthen our allies, and establishing a joint anti-piracy force with Neighpon will be essential to our inevitable attack on Libertalia.

Stewardship: There are no Ents in Gryphus, to object to lumber industry. And more steam engines can hardly go amiss in that regard. Mechanized lumbermills should provide us all the wood we need for a proper armada for when the time comes.

Learning: Improved blast furnaces to produce more metalwork, and a locomotive to haul more materials faster? What's not to love?

Intrigue: It's doubtful the Libertalians will have seen much in the way of Diamond Dogs; oceans and mountains seldom go together. Infiltrating the pirates should provide useful information; surely we can find crews to set against one another, if we know where to look...

Personal: Keeping a close eye on the friends and acquaintances of our son and heir is only logical. And our subjects opinion of us can never be too high.
 
If we do anything directly antipiracy, we ought to build Carracks now.

I have been thinking about mothballing the Peregrine Line and whether it would be a good idea, I am personally actually undecided.

Pro: We are relatively flush with funds now, and while it's only 100/turn, that adds up over a decade or more. Also, keeping manned fortifications between us and the Crystal Protectorate is not really good optics. It's the last step on stepping down from a war footing against Sombra and will represent unity between Gyphus and the Crystal Ponies.
Con: We might suddenly need it for any number of reasons. Not just rebellion or smuggling or activity of extremists from the south (manned forts serve as easy checkpoints for the paths north), but maybe even Maretonia pulling something really aggressive and smashing right through crystalzone, and we are relatively flush with money right now, gaining something like 7000 a year. 1000 over a decade probably won't make the difference between getting something we really want done, done, or not.

My personal opinion, it's not that expensive and status quo is god. Leave it be.
 
[] Plan Prepare for Pirate Hunting!

-[ ] Ships of the Line: With the new cannon armed Carracks available for construction, its time to start building them and putting them into service. While more expensive and difficult to build than their predecessors, they are expected to be supremely effective in naval combat. Put the foundries and shipyards to work building some of these new vessels to reinforce the Imperial Navy. Time: Two Years. Cost: 1000. Reward: +15 Warships (Carracks) added to Imperial Navy.

-[ ] Let My People Go: You only know two things about the Kingdom of Maretonia: it's location, and the fact that your citizens are being held as slaves there. Before you do anything else, you must rectify this. While a military option is available, it is unappealing at this point in time. Ideally you'd like to resolve this with a minimum of bloodshed. Have Elva organize a diplomatic mission to make contact and sort out a method of getting your people back. Cost: 200. Time: One Year. Reward: Establish Diplomatic Contact with Maretonia, begin negotiations to ensure the release of your enslaved citizens.

-[ ] International Anti-Piracy Force: Alternatively, if you're planning on dealing with the pirates in a more...direct fashion, it would be prudent to include the Neighponese in your efforts. They have as much reason to despise these pirates as you, and their great navy would prove an equally great help in purging the island of its corruption. Have your ambassador propose the establishment of a joint task force similar to the one that took down Sombra and sort out the numerous bureaucratic issues involved. Cost: 100. Time: One Year. Reward: Guarantee of Neighponese assistance in any future Anti-Piracy Operations. Chance of Success: 70%

-[ ] From Water to Steam: Many mills and factories within your Empire rely on water or wind-powered machinery, the tides of nature driving the gears of industry. While this has numerous advantages over muscle-power, it is not without issues of its own. Archimedes' new Steam Engines are more reliable and more efficient than relying upon the whims of nature, and several of the more prosperous mills have already begun to slowly phase out their older machinery in favor of the newer, more productive method made available to them. Adoption is still slow however, and many of the smaller mills are unable to afford the new machinery. Subsidizing the modernization of your industrial infrastructure would go a long way towards improving your economy. Cost: 800. Time: One Year. Reward: Modernized Mills, Increased Tax Income.

-[ ] 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.

-[ ] Canned Foodstuffs: Archimedes has been collaborating with Redbeak in hopes of easing the military's logistical burdens. To this end, your chief scholar has devised a method of reliably preserving large amounts of food. By placing foodstuffs in sealed, airtight cans of tinned iron, the shelf life and portability of food can be greatly increased, ensuring that armies on campaign will not need to worry about spoilage. Small scale tests have already proven the theory behind the idea, but in order to be practical a cannery will have to be established to mass produce the canned goods your military will require. Cost: 400. Time: One Year. Reward: Decreased Military Upkeep, Additional Actions Unlocked.


-[ ] How Do You Do Fellow Pirates?: Libertalia is a hub of criminal activity. Pirate vessels, smuggler's boats and slave barges come and go on an almost daily basis. It has no government or central authority, an anarchic territory divided amongst numerous gangs and criminal syndicates. It is the place where every outlaw goes when they need to disappear, where anything can be bought and sold for the right price. In other words, it's the perfect place for infiltration. Ravenburg is practically salivating at the thought of how much information could be gathered in such an environment, as well as other covert activities that could be carried out there. It should be child's play to slip a few Diamond Dogs ashore to gather information and report back on what they find. Cost: 400. Time: One Year. Reward: Additional Information on Libertalia, New Actions Unlocked. Chance of Success: 75%

-[ ] Keeping up with the Golden-Feathers: Gawain has been rubbing shoulders with the children of the Empire's movers and shakers, making connections that will serve him well later in life. At the risk of being an overbearing parent, it might be a good idea to familiarize yourself with those he's been associating with. Purely out a desire to be involved in your son's life, of course. Cost: 0. Time: One Year. Reward: Gawain Interlude, Choice of Childhood Friends and Future Contacts.

-[ ] 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: 75%
 
Ok so I think we should build ships and create dog knights, I like that the diamond dogs are going to be a bigger part of our elites
Diplomacy wise, I think asking for our people back and anti piracy would be our best choices
Stewardship I think water to steam and the cloth mills would be good at pushing us forward
Learning I say steam engines. Also I want airships
Intrigue getting info on pirates before we have to attack
Personal Golden-Feathers and waving flag has my vote
 
I vote that we make a wall, airships and steam engines in order to provide us with a good tech advantage against our foes down south.

I mean, can you imagine hords of griffon doing bombing runs with cantrips, oil and rock only rather than needing to go to ground to rest/restock they go into an airship?

It will be a decisive advantage against amy umprepared groundbound ponies, and a firm 'fortress' platform for any of those less firm footed.
 
Not a plan, but I'll be going over what I think's the most important

Martial
:

[ ] The Crystal Line-Watchtowers:

Watch towers... tempting, but we don't really know them, and that might send the wrong message. well, they already sent the wrong message with slaves, but don't think this is needed quite yet. on the table though

[ ] Ships of the Line

If we're going pirate hunting, this is it.

Diplomacy:

[ ] A Guiding Talon:

I'm serious about keeping the yaks from blowing up. I'd take a turn of overtime for this.

[ ] Let My People Go:

Locked

[ ] You Stop That!:

[ ] International Anti-Piracy Force:

Both of these send a message. One is much more severe than the other. Do we, in any capacity, tolerate piracy? at all? if not, one is definitely the more aggressive of the two...

Stewardship:

[ ] From Water to Steam:

Locked

Learning:

[ ] Flying without Wings:

NYEH NYEH NYEH NYEH NYEH! CANT CATCH US UP HERE NERDS!

but really, it might be a good time to look at alternative methods to avoid pirates

[ ] Open Hearth Furnaces:

More tech is good tech

[ ] Canned Foodstuffs:

An army runs on it's stomach. THIS is the solution. not to mention winters will be easily manageable. Its a strong choice.

[ ] Movement through Steam:

that said, BUT STEAM ENGINES THO. Kinda need these anyway to make efficient canneries.

Intrigue:

[ ] How Do You Do Fellow Pirates?:

[ ] South of the Brand New Border:

One or the other. doesn't really matter, since I assume we're doing both anyway

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

[ ] 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.

[ ] Keeping up with the Golden-Feathers:

Not sure when this will be cutoff. Could be anytime soon.

[ ] Waving the Flag:

Definitely need to do this at some point, but its not exactly a priority what with their love of us.

If we do anything directly antipiracy, we ought to build Carracks now.

I have been thinking about mothballing the Peregrine Line and whether it would be a good idea, I am personally actually undecided.

Pro: We are relatively flush with funds now, and while it's only 100/turn, that adds up over a decade or more. Also, keeping manned fortifications between us and the Crystal Protectorate is not really good optics. It's the last step on stepping down from a war footing against Sombra and will represent unity between Gyphus and the Crystal Ponies.
Con: We might suddenly need it for any number of reasons. Not just rebellion or smuggling or activity of extremists from the south (manned forts serve as easy checkpoints for the paths north), but maybe even Maretonia pulling something really aggressive and smashing right through crystalzone, and we are relatively flush with money right now, gaining something like 7000 a year. 1000 over a decade probably won't make the difference between getting something we really want done, done, or not.

My personal opinion, it's not that expensive and status quo is god. Leave it be.
Probably best to leave it unti we know for CERTAIN our new southern neighbors arent going to try to retaliate.
 
@Questor will we have the ability to convert some cogs to carracks?
 
For now... a tentative plan.

[] Plan Two front diplomacy.

Military:

[ ] Ships of the Line

Get those ships ready TO RAID SOME PIRATES.

Diplomacy:

[ ] A Guiding Talon

[ ] Let My People Go

[ ] International Anti-Piracy Force

Going on two fronts here. One to get the pirate situation in line, the other to keep the Yaks from exploding. At least for now.

Stewardship:

[ ] From Water to Steam

STEAM POWER HO!

Learning:

[ ] Open Hearth Furnaces

[ ] Movement through Steam

Canned goods are AMAZING for logistics and winters, but until we can get machinery up and running, it's not really feasible. THERES A TARGET ON ITS BACK THO.

Intrigue:

[ ] South of the Brand New Border:

I've been convinced to switch over


Personal:

[ ] Overtime:

On a diplo action

[ ] Keeping up with the Golden-Feathers:

While I would LOVE to do waving the flag, they love us plenty, and leaving it for next year is okay really. Keeping an eye on our son while hes soon to take the throne is more important sadly.
 
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For now... a tentative plan.

[] Plan Two front diplomacy.

Military:

[ ] Ships of the Line

Get those ships ready TO RAID SOME PIRATES.

Diplomacy:

[ ] A Guiding Talon

[ ] Let My People Go

[ ] International Anti-Piracy Force

Going on two fronts here. One to get the pirate situation in line, the other to keep the Yaks from exploding. At least for now.

Stewardship:

[ ] From Water to Steam

STEAM POWER HO!

Learning:

[ ] Open Hearth Furnaces

[ ] Movement through Steam

Canned goods are AMAZING for logistics and winters, but until we can get machinery up and running, it's not really feasible. THERES A TARGET ON ITS BACK THO.

Intrigue:

[ ] How Do You Do Fellow Pirates?

The other option has a higher DC and this has a higher priority.

Personal
:

[ ] Overtime:

On a diplo action

[ ] Keeping up with the Golden-Feathers:

While I would LOVE to do waving the flag, they love us plenty, and leaving it for next year is okay really. Keeping an eye on our son while hes soon to take the throne is more important sadly.
I can agree to most of those, though I would say that swapping the intrigue to scouting out what the heck Maretopia is about as a vital thing to do since we are going with diplomatic envoys first, I feel it would be best to follow the policy of trust but verify as for all we know the slave-owning buggers could simply lie to us about our people or even worse quietly dispose of them to not be called out on stealing Gyphus citizenry.
 
I can agree to most of those, though I would say that swapping the intrigue to scouting out what the heck Maretopia is about as a vital thing to do since we are going with diplomatic envoys first, I feel it would be best to follow the policy of trust but verify as for all we know the slave-owning buggers could simply lie to us about our people or even worse quietly dispose of them to not be called out on stealing Gyphus citizenry.
I suppose. I did put both as possible. I just thought how do you do would be easier since its lower DC. But yeah, probably would be better. Was just thinking, if were going pirate busting, knowing their routes and whatnot would be better when we did do it. Either way doesnt matter in the long run, right? Since wed have to wait a turn to do actual pirate busting after taking the join anti-pirate force action, so theres time to do both.

But yeah. I can switch it over
 
In my view we need to prioritize knowing and understanding Maretonia over Libertalia, and my reasoning is purely economic. Maretonia is apparently a nation larger than the Crystal Empire, with a functioning economy and slave labor, Libertalia literally only exists as an economic parasite of piracy in the...

Uh... @Questor What's the name of that sea? Sea of Selene? Gulf of Discord? Sea of Sirens? Grand Eastern Sea?

Regardless... Maretonia must be the economic engine, the population and economic centers of the region. We understand them and we get an idea why and how Libertalia has been able to operate for so long, unless almost all of Libertalia's sponsors are on the east coast of the sea... if it exists. we want to break the pirates, we have to understand how they have been able to persist.

I'm fully in favor of going International task force, and it might even be worth it to go overtime to get Maretonia and Libertalia actions done... Next turn we can do the Crystal Knights and crystal line. leave the yaks be for now.

EDIT: Although one thing I really want to know... just what were they doing during Sombra's reign?
 
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[] Plan Liberation
-[] Ships of the Line
-
[] A Guiding Talon
-[] Let My People Go
-[] From Water to Steam
-[] Open Hearth Furnaces
-[] Movement through Steam
-[] South of the Brand New Border
-[] Overtime
--[] International Anti-Piracy Force
-[] Overtime
--[] How Do You Do Fellow Pirates

Frankly, I believe that both Waving the Flag and Keeping up with the Golden-Feathers are actions that can be postponed for next turn, as we need to focus on dealing with the pirates and Maretonia. We've used our personal actions on personal\family stuff for long enough, it's about high time that we use our personal actions for the sake of the kingdom.
 
Although one thing I really want to know... just what were they doing during Sombra's reign?
either they were scared of what he did to the crystal empire or they tried something and got wrecked by either his forces or sombra himself coming down for a bit of fun. then there is the fact that he started focusing on us so hard which made him ignore them which gave them time to build up while we were grinding sombra down
 
either they were scared of what he did to the crystal empire or they tried something and got wrecked by either his forces or sombra himself coming down for a bit of fun. then there is the fact that he started focusing on us so hard which made him ignore them which gave them time to build up while we were grinding sombra down

There's a third possibility. They collaborated with him... which meant he could put ALL of his focus north if Sombra knew the south wouldn't move against him.
 
Is the Great Empire of Griffonia just gonna bow to some lesser Slave Kingdom like some wounded dog? Are we just gonna agree with diplomacy while we hold the big gun? Nay. I SAY WE FUCKING GO TO WAAAGH!

Plan: Griffonia Rising. World at WAAGH!

[X] Ships of the Line: Time: Two Years. Cost: 1000. Reward: +15 Warships (Carracks) added to Imperial Navy.

[X] You Stop That!: Cost: 400. Time: One Year. Reward: Libertalia momentarily pacified, Additional Options Unlocked. Chance of Success: 60%.

[X] International Anti-Piracy Force: Cost: 100. Time: One Year. Reward: Guarantee of Neighponese assistance in any future Anti-Piracy Operations. Chance of Success: 70%

[X] From Water to Steam: Cost: 800. Time: One Year. Reward: Modernized Mills, Increased Tax Income.

[X] Canned Foodstuffs: Cost: 400. Time: One Year. Reward: Decreased Military Upkeep, Additional Actions Unlocked.

[X] Movement through Steam: Cost: 400. Time: One Year. Reward: First Steam Locomotive, New Actions Unlocked.

[X] How Do You Do Fellow Pirates?: Cost: 400. Time: One Year. Reward: Additional Information on Libertalia, New Actions Unlocked. Chance of Success: 75%

[X] Keeping up with the Golden-Feathers: Cost: 0. Time: One Year. Reward: Gawain Interlude, Choice of Childhood Friends and Future Contacts.

[X] Overtime:
-[X] South of the Brand New Border: Cost: 500. Time: One Year. Reward: Information on Maretonia and your Enslaved Citizens. Chance of Success: 65%


Time to Waagh then!
 
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TL;DR: We start industrial buildup while scouting out or potential future enemies to ensure our initial diplomatic contact is as stacked in our favor as possible.

At this point we can't jump straight into war with another newly found nation, we need time, time to rebuild, secure our allies and tech up. We need time for our people to recover and most of all we need to buy that time. Just turning up and demanding our people back isn't going to go down well, Maretonia will see us an aggressor and as of now we have no idea what that would result in.

Think about it. Right now we only know they allow slavery, they are south of the crystal ponies and they are made of a menagerie of pony races. That's not enough to go on, certainly not enough to barge in and try to throw our weight around when we don't know what sort of response we will get.

So first we need to figure out what were dealing with, another empire? A federation of states? A mess of feuding city states just waiting to unite against a outside aggressor? Hell there might even be a faction with Maretonia who doesn't condone slavery, at this point we literally know nothing.

Total war is not in the cards right now, the Yaks are a powder keg just waiting for a spark between traditionalists and modernists, Neighpon is a serious contender to become a scientific and political rival and we have a Protectorate we need to keep secure and happy in order not have possible rebellion in our own borders.

The Pirates are a problem, yes, but they are more of a problem for Neighpon than us. Leave it to them for now, we can get back to them once the bigger risk has been accounted for.

TL;DR: We start industrial buildup while scouting out or potential future enemies to ensure our initial diplomatic contact is as stacked in our favor as possible.


Plan: Setting up the Pieces

Military
[ ] Mothball the Peregrine Line: Quite frankly at this point this is a drain we don't need now. The lands that are at risk is the Crystal Protectorate and most of that is a frozen wasteland. Decommission this, we need to be spending that money elsewhere, and it can be recommissioned at another time if needed.

[ ] The Crystal Line-Watchtowers: We need this. These are preventative measures that are absolutely needed in case we do have an aggressive neighbor, or one that likes to use privateers. Once we enter diplomatic negotiations we need to have our borders secure to keep them honest and prevent exploratory raids.

Diplomacy
[ ] Immigration Campaign: There is strength in diversity, and by bringing in and accepting the peoples of our allies, we make their strengths ours as well. This will need further investment down the line for integration, but it will be worth it when we can field our own magic users and living tanks without having to get it through requests of aid.

[ ] Gaze upon the mists of Fate: Information is what we need right now, and with how change is brewing internally among the Yaks, the availability of this information in the future will be in question. Take this now, before it becomes irrelevant, especially considering we're stepping into unknown territory.

Stewardship
[ ] From Water to Steam: Increasing the ubiquity of steam engines in our industrial base speaks for itself, though we may want to focus on trade and farming income in the future.

Learning:
[ ] Canned Foodstuffs: Lowered military upkeep can only help as our empire expands further and further. This syncs well with 'From Water to Steam'as improved factories will make canning easier.

[ ] Movement through Steam: Let us begin to build our heart of steam, from which our nation will grow strong.

Intrigue
[ ] South of the Brand New Border: This is the first step in dealing with Maretonia, seeing what we're dealing with and how we can turn it to our advantage to get our people back. We need to scout out potential allies and potential enemies, as well as finding our people. Maybe even get them out. After all, escaped slaves are a thing, and where there are slaves there is likely going to be an underground railroad for those seeking to free them.

[Overtime] How Do You Do Fellow Pirates?: Information, information, information. We need it, they have it. Undoubtedly these pirates have explored far and wide, and we can use that to get information on Maretonia, as well as the broader world, potentially to the east.

Personal
[ ] Keeping up with the Golden-Feathers: We're getting older, we need to make sure the future is secure, and our son has worthy friends. Also, our son. We don't want to become a distant uncaring father now do we?
 
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Link to the last time I did this.

Archival purposes: "Turn 20: No Rest for the Weary (posted by QM on Tuesday, May 28, 2019)"

OR

The Front Page as it appeared to me on Wednesday, May 29, 2019.

Character Sheet (last edited by QM on Monday, May 20, 2019)
- Not Changed
Name: Garrick Golden-Feather

Age: 46

Titles: Emperor of Gryphus, King of Griffonia, Inheritor of the Imperial House of Gryphus, The Unifier, Great Winged Alpha, The Lightbringer

Description: Before your wife got her talons on you, you were a fairly typical example of the Griffon species. An unmistakably masculine build, a strong, prominent beak, feathers and fur that seem to be perpetually well-groomed, and a pair of piercing amber eyes hiding a fierce intelligence. Not anymore though. Oh, you still have all those qualities, they're just overshadowed by the massive amount of muscle you've put on since you started your wife's "enhanced training regimen". Your wings can lift dumbbells, and your legs are like tree-trunks supporting a barrel chest rippling with abdominal muscles. In short, you have the build of a person who has been lifting heavy objects his entire life.


Martial: 9+2+1+2=14

Diplomacy: 14+2+2=18

Stewardship: 13+2=15

Learning: 16+2=18

Intrigue: 11+2=13


  • Trait-Attractive: You are a very handsome fellow. +2 Diplomacy, better spousal relationship
  • Trait-Genius: Smart doesn't even begin to describe you. +2 all skills
  • Trait-Strong: Working out with your wife has done great things for your body. +2 Martial

Inventory:

  • Blade of the King: an ornate and deadly sword you had forged for yourself after being crowned King of Griffonia. +1 Martial
  • Royal Armor: Serving to protect you as well as display your royal status to onlookers, this armor is both durable and aesthetically pleasing.

  • Orichalcum Sword: A blade made of an extremely durable, magic resistant metal


Wife: Gabriella Golden-Feather


Opinion of You: 10/10

Age: 45

Martial: 15+1+2=18
Diplomacy: 11+1=12
Stewardship: 8+1=9
Learning: 13+1=14
Intrigue: 10+1=11

Trait: Strong - Born stronger than most. (+2 Martial)
Trait: Experienced - Has been a mercenary for several years, ranging across the lands of the former Empire. Knows much about the world. (+1 All Stats)



Son: Gawain Golden-Feather


Age: 15

Martial: 14+2+2+1-5=14
Diplomacy: 13+2+2+2-5=14
Stewardship: 14+2-5=11
Learning: 10+2-5=7
Intrigue: 11+2-5=8

Status: Teenager-Malus to all Stats (-5 to all Stats)
Status: Designated Heir. Will become player character in event of Parent's Deaths.
Trait: Strong-Born stronger than most. (+2 Martial)
Trait: Attractive-A cute kid, and eventually a handsome fellow. (+2 Diplomacy, better spousal relationship)
Trait: Genius-Smart doesn't begin to describe him. (+2 All Stats)
Trait: Game Master-Years of playing games of strategy and wits with members of the Imperial Court has honed his sense of strategy and taught him how to read others. (+1 Martial, +2 Diplomacy)


(Adopted) Daughter: Gwyndlyn Golden-Feather

Age: 11
Status: Child-No Stats
Status-Designated Regent: In the event that no heir is capable of taking the throne, or in the event the rightful ruler is otherwise unavailable, she will take control of the kingdom until the situation can be resolved.
Trait: Dragon-A fire breathing reptile. (+4 Martial)


Daughter: Gilda Golden-Feather

Age: 8
Status: Child-No Stats


Daughter: Gleaming Pearl

Age: 9
Status: Child-No Stats
Adopted: Permanently last in the line of Royal Succession.


Informational: State of the Nation (last edited by QM on Tuesday, May 28, 2019)
- Changed
Economy

Treasury Reserves
: 8457

Net Income: 7130

Yearly Income: 7750

-Tax Revenue: 3325
-Farming Income: 2225
-Mining Income: 1100
-Logging Income: 200
-Trade Income: 900

Yearly Expenditures: 620

-Army Upkeep: 400
-Navy Upkeep: 100
-Office of Disease Control: 10
-Ministry of Foreign Affairs: 10
-Peregrine Line: 100


Military

Imperial Army
: Professional soldiers, paid and supplied by you. 500 soldier battalions cost 150 gold each to raise or replace. Additionally, Imperial Army soldiers have an upkeep cost of 150 gold per every ten thousand soldiers.

Imperial Army Morale: 80/100 (Strong)

Imperial Army Numbers: 26,764

-12,500 Warriors: Armed with a sword or hand-axe and shield, these Griffons make up the bulk of your army.

-6250 Polearms: For keeping your enemy at arms length or taking down opponents larger than a Griffon.

-6250 Archers: Griffons with bows and some arrows. Not much else to say.

-1500 Diamond Dogs: Armed with a variety of swords, maces, war axes, and other weapons suitable for close-quarters, Diamond Dogs are masters of subterranean combat, and are well suited to ambush tactics.

-264 Artillerists: Responsible for the transport, maintenance and operation of heavy weaponry, these Gryphons and Dogs are highly trained in their chosen field of ranged combat.

-4 Mobile Ballistae: Massively oversized mechanical bows that fire bolts big enough to pierce through tree trunks from vast distances.

-19 Cannons: Firing iron balls through the power of explosive black powder, these metal siege engines are one of the most powerful weapons in your arsenal.

-10 Flame Projectors: A product of Archimedes's "liquid fire", these static contraptions can shoot jets of flaming liquid vast distances, burning all in their path.



Knightly Orders (Self Maintained): In the old Empire, Knightly Orders were typically made up of Griffons of noble birth who joined a fraternal militant organization dedicated to martial excellence, honor, and a number of various edicts of moral strength. These great warriors dedicated themselves to the Emperor and the protection of the common Gryph. Tragically, few of these brave souls survived the reign of Discord. But a new breed of Knights now seeks to serve as your sword and shield, and will rally to your banner whenever you may need them.

The Knights Lion
1 Grandmaster Konrad Hardbeak, "The Kingslayer"
35 Knights of the Inner Circle
180 Imperial Knights
60 Squires
400 Griffons-at-Arms
Citadel: The Lion's Den, Griffonia

The Knights Talon
1 Grandmaster Colombroni Pigeonio
25 Knights of the Inner Circle
200 Imperial Knights
75 Squires
330 Griffons-at-Arms
Citadel: The Crow's Nest, Wingbardy

The Knights Panther
1 Grandmaster Adrian Dawnquill
30 Knights of the Inner Circle
200 Imperial Knights
50 Squires
250 Griffons-at-Arms
Citadel: The Black Fortress, Aquileia


Royal Navy: The vessels that guard your coastlines and patrol the oceans. Crewed by career sailors, they have an upkeep of five gold per ship, per year.

20 Cogs (Bolt-Throwers)



Auxiliaries: Auxiliary units are forces not part of a Knightly Order or the Royal Army and Navy that can be brought into battle alongside both of the former groups. They can be made up of allied nation units suborned to you, units drawn up from the militia, and mercenary outfits.



Politics

Nobility Opinion: 10/10 (All Hail the Glorious Emperor!).

General Public Opinion: 10/10 (All Hail the Glorious Emperor!).

Protectorate Opinion: 9/10 (Hail Golden-Feather the Brave and Glorious!)


Roll Bonuses

Improved Army Communications: +3 on certain Army Rolls
Naval Navigation Tools: +5 on certain Naval and Exploration Rolls
Gun-Cotton: +5 to all Cannon Rolls
Pre-Discord Map: +10 to next Exploration Roll
Scatter-Shot: Bonus to Certain Cannon Rolls
Blasting Jelly: +5 to Certain Explosive Rolls
Camouflage 101: +5 to Certain Intrigue/Army Rolls
Firebender Designed Flamethrowers: +5 to all Flamethrower/Liquid Fire Rolls
Imperial War Memorial: Army Morale may not fall below 20, Militia count as Regulars when defending Core Territory


Informational: Diplomatic Relations/Persons of Interest (last edited by QM on Tuesday, May 7, 2019)
- Not Changed
Diplomatic Relations

Kingdom of Neighpon: 8.0/10 (Steadfast Ally)

Yak Clans
Raw Hides: 7/10 (Friendly Neighbor)
River Walkers: 7/10 (Friendly Neighbor)
Broken Horns: 7/10 (Friendly Neighbor)
Thunder Warriors: 7/10 (Friendly Neighbor)


Persons of Interest

???: A friendly and strangely casual Griffon female you met at your inaugural ball. Despite having a wonderful evening chatting with her, you never got her name.

Garibaldi Talonuelli: Formerly the Duke of Wingbardy, now the Grand Duke of Wingbardy, Talonuelli is a beloved public figure in his home province and an experienced administrator. After saving his city and people from Brochard's attempted invasion and negotiating his province's vassalage over a few drinks, you'd like to think you can count him among your friends.

Federico Montefeathertro: Duke of the (former) City-State of Urbirdo, and your Father-in Law. He might just be the friendliest of the former Feathersians, having agreed to back you and your kingdom without question or condition during the Brochard Crisis, and hiring a mercenary outfit as a belated wedding gift. You're reasonably certain he likes you, as much as In-Laws can like each other anyway.

Koryū Ryuō: The draconic Emperor of the Island Kingdom of Neighpon. Having agreed to assist you in the war against the Shadow King and making fast friends with your adoptive daughter, you consider him a decent fellow who you can trust to keep his word, and a valuable ally against any destructive forces the world can throw at you.

Minamoto Tadakatsu: Shogun of Neighpon. Born to peasant farmers, he's more than earned his place as the most powerful Samurai amongst the Qilin. After he lead the Neighponese contingent during the Invasion of the Crystal Empire and kindly instructed you in the myriad varieties and intricacies of tea on the campaign trail, you've come to respect the more-than-century-old leader.

Konrad Hardbeak, "The Kingslayer": Grandmaster of the Knights Lion and Hero of the Empire. Beheaded Brochard the pretender, crippled Sombra the shadow king twice over, and received the very first Imperial Medal of Honor. Despite it all, he is surprisingly humble, insisting in vain that he was, and is, merely doing his duty to the Empire, and to you. He is the very model of an Imperial Knight.
 
[] Plan: Hark! The Age of Steam, Rush Order Watchtowers, & Pops Ain't Gettin' Any Younger
-[] The Great Hunt: Time: Three Years. Cost: 1500. Reward: Imperial Lands Purged of Monsters and Bandits, New Actions Unlocked. Will Finish Next Turn
-[] The Crystal Line-Watchtowers: Cost: 1000. Time: Two Years. Reward: Watchtowers built along Protectorate Southern Border, removes possibility of surprise attacks, discourages raids.
-[] Let My People Go: Cost: 200. Time: One Year. Reward: Establish Diplomatic Contact with Maretonia, begin negotiations to ensure the release of your enslaved citizens.
-[] International Anti-Piracy Force: Cost: 100. Time: One Year. Reward: Guarantee of Neighponese assistance in any future Anti-Piracy Operations. Chance of Success: 70%
-[] The Bronzeclaw Plan: Time: Two Years. Reward: 2000. Reward: Crystal Protectorate rebuilt, Increased Tax Income. Will Finish This Turn
-[] From Water to Steam: Cost: 800. Time: One Year. Reward: Modernized Mills, Increased Tax Income.
-[] Open Hearth Furnaces: Cost: 800. Time: Two Years. Reward: Increased Tax Income, Decreased Army Recruitment Costs.
-[] Movement through Steam: Cost: 400. Time: One Year. Reward: First Steam Locomotive, New Actions Unlocked.
-[] How Do You Do Fellow Pirates?: Cost: 400. Time: One Year. Reward: Additional Information on Libertalia, New Actions Unlocked. Chance of Success: 75%
-[] Imperial Priority: The Crystal Line-Watchtowers
-[] Keeping up with the Golden-Feathers: Cost: 0. Time: One Year. Reward: Gawain Interlude, Choice of Childhood Friends and Future Contacts.

Total Plan Cost: 8200
Yearly Income: 7750
Upkeep: -620
Net Income: -1070
Treasury: 7387

Plan Justification:
Okay so my plan is to basically Imperial ASAP Order those watchtowers on the Crystal Empire line so that we can keep a Martial action slot free for next turn while the Great Hunt finishes (as the new Line is the cheaper of the 2). Next, try diplomacy first and then establish our anti-piracy naval pact before starting our ship production (perhaps with another imperial order again) next turn. Then we can fix up our mills since those are our greatest strength, just basic shore up there.

I'm so PISSED we can't do Dog Knights yet, if I had an EXTRA SLOT I would've picked this, they've been with us for ages, they deserve Knighthoods after all they've stuck with us through. *sighs* Next turn, hopefully, maybe, I don't know, we might need ships first. Also Crystal Knights (& Frontier Knights) looks nice, I just REALLY want more knights right now but UGHh logistics and so little time! X/

So MANY learning options I waaaaaant! (Sorry Airships, some other time... Hopefully.)

We want to get better furnaces, so better start that now than later as well as starting what seems to be the first train engine, which will do WONDERS for supply and travel for not just our regular populace but our military. Foodstuffs looked tempting but that's pretty short so we can get that next turn. And of course the best Intrigue option is to spy on the pirates (and by proxy Libertalia) while we're establishing diplomatic contact with Libertalia, also it's days like this I wish we had another Intrigue action slot just for the sake of options lol.

Also look, we didn't get this far to start neglecting our kids now, secure Gawain's future so that the slot frees up for next turn when shit gets real and we NEED the overtime or another Rush Order. Also like, after we're like, retired or dead, I want our kids to remember that even when shit got busy, we still squeezed out a chunk of time for them all anyways. SUPER DAD, AWAY! Also like, when we get a slight lull in shit hitting the fan, we're taking that Family Vacation to the newly Rebuilt Crystal Protectorate tour.
 
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