We're arming up as best we can.

Strategic expenditures for enchanting are already extremely high this month. A lot of this stuff will have to wait until next month.

I like the idea of Farstrike turrets. Having weapons whose range is only limited by Line of Sight is great. The problem is their low damage. A Farstrike Turret crafted at 3rd caster level, the minimum, would only inflict 3d4 Fire damage and cost 1080 IM to enchant. At 10th caster level, the turret would inflict 10d4 Fire damage and cost 3600 IM.

Truly mass producing them isn't feasible at even the cheapest price and the damage is a bit too easy to defend against, not to mention all the creatures with Fire Resistance.

I would rather spend 1080 IM to enchant six Launchers and arrange them in a six-barrel cylindrical formation. The range would only be 440 feet, but they could put out an hellacious amount of anti-air fire. Even just firing steel bolts, that would be 3d6x6 potential damage, and things really get nasty if we give them special Launcher munitions, such as the explosives used in the Wyvern. 8d6 piercing/bludgeoning damage in a 15ft radius is no joke.

A pair of six-barreled Launcher turrets per cannon would be pretty great. The steel bolts they fire would even be eligible to be affected by a Magic Armor spell, so they would all be considered +3 weapons (+4 next time Viserys levels).

440 feet is WAY too little. If you could somehow mix the enchantment to give it longer range, that would work better. The LoS range was the important part of its capabilities in the first place.
 
@Goldfish @egoo Economics of the 10th Month 293 AC for Dummies:

Sell the Adamantine.

"But Crake, how mu--"

Sell the Adamantine.
We should sell some, but a solid figure would be good to have. We have a fuckton of the stuff, but we don't want to tank the Adamantine market.

I can include it in the Planar Trade free action in the turn plan.
 
@Goldfish @egoo Economics of the 10th Month 293 AC for Dummies:

Sell the Adamantine.

"But Crake, how mu--"

Sell the Adamantine.
Only if you answer this. Now. :evil:
@Crake, @Goldfish, am I correct in assumption that we'll be adding 1 mirrorvision and 1 (regular) Whispering Brazier to Sen'Tesh'vis?
Also, 1 ACSEC office at Port of Lamentation (Draconys)?
Also also, 1 MirrorVision set to Bazilisk Isles?

As in, with this turnvote?
 
@Goldfish @egoo Economics of the 10th Month 293 AC for Dummies:

Sell the Adamantine.

"But Crake, how mu--"

Sell the Adamantine.
I'd like to keep a generous stockpile.

Selling 2,000,000 lbs of Adamantine directly to the Sultana of the Shaitan and the Caliph of the Djinn should be plenty, while leaving us with the other 600,000 lbs of Adamantine as a nice backup reserve for our own projects.

One day in the distant future I'd like to try to equip the First Legion in Adamantine Fullplate.
 
We should sell some, but a solid figure would be good to have. We have a fuckton of the stuff, but we don't want to tank the Adamantine market.

I can include it in the Planar Trade free action in the turn plan.

It shouldn't be an issue if we split the sale between Armun Kelisk and the Opaline Vault. Use our trade contacts with Adjar to determine how much the market can manage without taking a hit then sell that amount to the limit.

If it can absorb all two and a half million, sell all two and a half, and if you hesitate to do so, please have some kind of project penned for it. This is what happens when you balance the books by being a Pirate Dragon Sorcerer King.
 
440 feet is WAY too little. If you could somehow mix the enchantment to give it longer range, that would work better. The LoS range was the important part of its capabilities in the first place.
I know it's not ideal, but that's still further than any Short- or Medium-ranged spell. Anything closing within that range would be in danger and anything capable of attacking beyond that range is almost certainly a spellcaster of some sort who could easily ward themselves against Fire damage. The Steam Cannons themselves can hopefully engage enemies at longer range.

Also, Farstrike allows a Reflex save to avoid the damage entirely. The Reflex save on them would only have a DC of 13.

If we Enlarged the spell on the Launchers, the range would increase to 880 feet each, but that would raise the cost from 180 IM each to 1,080 IM each. We could put two six-barreled Launcher Turrets on each Steam Cannon for just 2160 IM in enchanting, or just two double-ranged Launchers per cannon for the same price.
 
@Goldfish

Azel's writeup of the Moonchaser, which includes a bit on the Steam Cannons

Azel's writeup on the Moonchaser and the Dauntless, which also includes a bit on the Steam Cannons

What I believe to be the full mechanics:
Mechanics
Range increment: 400ft; 10d10 physical damage for standard ammunition; 20/4x crit
Keep in mind that this is for direct fire at small targets. Firing at a ship would require the siege-engine rules and most likely still hit at larger distances. This also doesn't take into account specially trained gunners operating the thing.

Description
The basic principle is to heat water beyond its boiling temperature within an enclosed vessel and then to open a valve to cause a directed steam-explosion that propels the projectile. The system has two major components for that. The first is a closed water cycle that circulates super-heated water (ca. 500°C) between the heat source (usually a Everflame Engine) and the cannon. It bears mentioning here that, beside the effects of the heat, the water is very corrosive in this state, so all piping must be constructed of thick, hardened steel with an inner layer of hardened quartz to prevent the water from corroding the piping. The quartz can be easily made from transmuted stone and steel is plenty available.

On the cannon side of the cycle, there are two tanks that contain 1m³ of water and are connected to the closed cycle by heat-exchangers. Usually, only one of those heat-exchangers is actually in use at any one time, the other being in the process of being re-filled after a shot is fired. The process of filling and heating a tank takes 12 seconds, so with two tanks, the cannon can fire once each round.

When the firing mechanism is triggered, a valve on the tank opens and the contents flash-boil with quite tremendous force. Through the valve, they travel through a thick, reinforced pipe to the gun-breach and thus behind the projectile. The projectile closes the barrel completely, thus the steam pushes it ahead while trying to expand and accelerates it to supersonic speeds (ca. 1,000 to 1,200 m/s muzzle velocity). The projectile itself is a thin, hardened steel spike, stabilized by fins (or more simply called fletching) and markedly smaller than the barrel. Thus, it comes with a wrapping of wood and cloth (a sabot) to fully close the barrel. These spikes can and will punch even through a few centimeters of steel, as they exert a lot of force on a very small area.

The cannon itself is mounted on a swivel, which also houses the piping, to traverse vertically and the whole construction in turn sits on a turnable platform to traverse horizontally. Barring restrictions of the surroundings, the cannon could turn a full 360* horizontally and realistically -20* to 45* vertical elevation. Usually, the cannon should be fully enclosed in armor plating to protect the crew.

Cost

Cannon (armored)
Communication Unit - 90 IM
Targeting Optics - 270 IM
Lubrication - 400 IM
Heat Protection - 200 IM
30 tons of steel

These are all enchantment costs, but they are all CL 1 and we can outsource the Communicator and the Targeting Optics to the Opaline Vault or Amun Kelisk, leaving us with 3 days of baby-enchanter per cannon.

Furthermore, the setup needs an Everflame Generator to provide the heat, with each one supporting up to 10 cannons and costing 5,000 IM for itself and two more Communicators for a total of 180 IM.

Lastly, the whole battery should have a command center, needing another Communicator and two independent spotters, requiring Communicator and Targeting optics.

Thus:

Full Battery (10 cannons, including two spotting stations and fire control center)
Communicators - 1,170 IM (outsourcable)
Targeting Optics - 3,240 IM (outsourcable)
Lubrication - 4,000 IM
Heat Protection - 2,000 IM
Everflame Generator - 5,000 IM

Total Cost (no outsourcing) - 15,410 IM / 52.05 enchanting days
Total Cost (with outsourcing) - 19,820 IM / 30 enchanting days
 
It shouldn't be an issue if we split the sale between Armun Kelisk and the Opaline Vault. Use our trade contacts with Adjar to determine how much the market can manage without taking a hit then sell that amount to the limit.

If it can absorb all two and a half million, sell all two and a half, and if you hesitate to do so, please have some kind of project penned for it. This is what happens when you balance the books by being a Pirate Dragon Sorcerer King.
I've added selling a million pounds each to the Djinni and the Shaitan in the Planar Trade action.
 
I know it's not ideal, but that's still further than any Short- or Medium-ranged spell. Anything closing within that range would be in danger and anything capable of attacking beyond that range is almost certainly a spellcaster of some sort who could easily ward themselves against Fire damage. The Steam Cannons themselves can hopefully engage enemies at longer range.

Also, Farstrike allows a Reflex save to avoid the damage entirely. The Reflex save on them would only have a DC of 13.

If we Enlarged the spell on the Launchers, the range would increase to 880 feet each, but that would raise the cost from 180 IM each to 1,080 IM each. We could put two six-barreled Launcher Turrets on each Steam Cannon for just 2160 IM in enchanting, or just two double-ranged Launchers per cannon for the same price.

Double range is better than 440, I suppose. 880 is about the edge of close engagement range for most non-aircraft enemies I would say. We would have our own aircraft for long range and aerial attackers for medium.
 
I know we are not close to being able to do this yet but could we eventually take over that giant absconded city we flew over in heaven maybe when we get up to the 10 and 11 legion ready. We could take some titan tools a bunch of the builder fey and just rebuild it. @DragonParadox Would doing something like that invite attack from the devil legion in heaven because it is outside heaven shore.
It's right outside his part of Heaven, the current Heaven's Shore, is only a small part of the size of the Heaven's Shore of old, the ruined city we saw, was the abandoned parts of Heaven's Shore, I don't think Asmodeus would like us setting up shop there, if we can find another ruined city or town in Heaven, then we can certainly set up shop there, but the ruined parts of Heaven's Shore, is probably too close to Asmodeus part of Heaven.
@Goldfish @egoo Economics of the 10th Month 293 AC for Dummies:

Sell the Adamantine.

"But Crake, how mu--"

Sell the Adamantine.
Do we get enough profit from that, that we can afford to burn 100k or more, making CR10 creatures in the Fungus Forge?
I'd like to keep a generous stockpile.

Selling 2,000,000 lbs of Adamantine directly to the Sultana of the Shaitan and the Caliph of the Djinn should be plenty, while leaving us with the other 600,000 lbs of Adamantine as a nice backup reserve for our own projects.

One day in the distant future I'd like to try to equip the First Legion in Adamantine Fullplate.
We need money now, and it's not like we wont be stealing plenty more from the Sultan, we might as well sell what we currently have.
 
Hey @Crake, I'm very impressed by your handling of military and province numbers. Thank you. But where do you get those numbers from?

Strategic Rules lists most everything.

For Manufacturing, it's 1000 * Size x Profitability.

The numbers used in the new sections are the same formulae used for all previous sections, don't have the full list at the moment. And calculating cost is generally based on multiplying one provincial stat and another to deliver the sum.
 
@Goldfish Also as I've discovered, there's 10 cannons per battery. Which is actually optimal for long term defensive needs. If we build two more steam cannon batteries in SD, we will have sufficient coverage at least for the moment. Can probably still aim for two launchers per steam cannon spread out along the edge of the settlement toward the coast, then layer the other half along the inner settlement, camouflaged by dense rooftop foliage by leshies.

Final count would be 40 cannons and 80 double-range launchers in SD and Braavos each, hopefully by the end of our build-up.
 
It's right outside his part of Heaven, the current Heaven's Shore, is only a small part of the size of the Heaven's Shore of old, the ruined city we saw, was the abandoned parts of Heaven's Shore, I don't think Asmodeus would like us setting up shop there, if we can find another ruined city or town in Heaven, then we can certainly set up shop there, but the ruined parts of Heaven's Shore, is probably too close to Asmodeus part of Heaven.

Do we get enough profit from that, that we can afford to burn 100k or more, making CR10 creatures in the Fungus Forge?

We need money now, and it's not like we wont be stealing plenty more from the Sultan, we might as well sell what we currently have.

I will earmark 100,000 IM for forge purposes. If you had suggestions, now is literally the time to make them before other people with voracious plant creature appetites eat that budget up faster than you can blink.
 
Guys, @TalonofAnathrax isn't the first to ask me about spreadsheet numbers, and I'm just going to guess it is because some even among the regulars have completely given up at even checking the front page due to how information dense it is.

Fair enough.

With that in mind, here you go, the completely unabridged Strategic Play guide.

1. Game Board
The system divides the world into a playing field consisting of provinces. Provinces are sea or land areas, divided either by historical borders or geographical features. Sea provinces are essentially empty, baring the presence of special buildings, while land provinces usually contain settlements and are firmly owned by a polity. Each land province has the following statistics:
Population - The number of people living in the province in thousands.
Manpower - The number of people living in the province in thousands, who can be trained to serve in a military. Whenever a military unit is trained, the owner must mark the appropriate amount of manpower of any one of his provinces as "in use". Should the military unit be destroyed through high losses, the associated manpower is also destroyed.
Wealth - This statistic gives the average wealth and income of the province, given on a scale from 1 to 20. Low values are found in rural or underdeveloped areas, while high values indicate major trade or production centers.
Infrastructure - How well the area is developed, given on a scale from 1 to 20. Low values indicate the area being mostly compromised of untamed wilderness, while provinces with high infrastructure have well developed networks of roads, channels and ports. This statistic also influences the speed of troop movements through this area.
Administration - How much administrative control the government of the area has, given on a scale from 1 to 20. Low values mean that either through corruption, lack of institutions or fiercely independent local rulers, the province is barely more then nominally in control of the owner, while high values represent a well developed and efficient bureaucracy.
Law - How well the owner of the province can enforce his laws and protect the area, given on a scale from 1 to 20. Low values indicate rampant crime, banditry and a lack of stability and order, while high values indicate a well developed law enforcement group being present that can effectively combat crime.
Life-Quality - How good the life is for the average inhabitant of the area, given on a scale from 1 to 20. Low values mean a suffering, often unruly or impoverished population, while high values indicate a good place to live that will often draw immigrants from less well-developed areas.

These statistics can change over time, either through dedicated actions, random events or as the results of war and intrigue. They interact with each other in the following fashion:
- Manpower can never be higher then 1/10th of Population
- If Administration is lower then Wealth, any Wealth above the Administration value is considered wasted and will not generate income.
- If Law is lower then Wealth, any Wealth above the Law value is lost to graft and banditry and will thus not generate income.
- If any of the statistics Wealth, Administration or Law are more then twice the value of Infrastructure, the value is lowered to twice that of Infrastructure. Note: Unlike the capping of Wealth by Law and Administration, this is a permanent effect.
- Life-Quality is calculated by adding Wealth, Infrastructure, Administration and Law, including bonuses, then dividing the result by 5 and rounded down.

At the end of each turn, a province incurs expenses and generates income by the following formulas:
Tax Income - (Population - Manpower) * Wealth * 25 IM
Military Expenses - Manpower * 3,000 IM
Administrative Expenses - Population * Administration * 2 IM
Law Enforcement Expenses - Population * Law * 2 IM
Infrastructure Expenses - Population * Infrastructure * 1 IM

Furthermore, a province can contain special improvements, with each of them having special effects. These are covered in a later section.

2. Actions & Hero Units
Actions represent a consistent effort by either a province or a Hero Unit towards a specific goal. They are used to change province statistics, construct province improvements or achieve other goals. The following types of actions exist:
- Economy
- Government
- Law Enforcement
- Military
- Research
- Intrigue
- Diplomacy
- Expedition
- Colonization

By default, each province can perform one action each turn, which can be either a Economy, Government, Law Enforcement, Military or Colonization action. Should the province have a Administration rank of 15 or higher, it can furthermore perform an additional Economy or Government action. Should the province have a Law rank of 15 or higher, it can also perform an additional Law Enforcement or Military action. By building certain Province Improvements, a province might become able to take more actions of different types, which is determined by the improvement in question.
For the ease of notation, these actions are called Province Action, Administration Action and Law-Enforcement Action.

Hero Units are special characters with extraordinary abilities, which can take one action per turn of a type available to that specific unit. They can furthermore have special qualities, which allow them to construct special Improvements or to use special equipment to aid other actions. All Hero Units can perform Research, Diplomacy, Intrigue and Expedition actions, though not every Hero is equally suited to these tasks. Furthermore, a Hero can be used once per turn to take part in a combat action related to a Expedition he is not part of. Doing this does not impact the results of their action in this turn.

At the end of the turn, the results of actions is determined. Usually this means progress towards the specific goal of the action, but special actions might have different requirements and some actions are resolved entirely outside of this system, especially those performed by Hero units. Per default, for each action spend on a given task, it gains 2d6 of progress. Once the progress bar of a action is filled up in this fashion, it is completed and the effects are applied.

Any action that affects a province must be performed by this province itself, but other provinces or hero units can aid these efforts freely.

Colonization is a special case, as it usually affects a province that can not yet take it's own actions and works slightly different. The details are given in a a later section.

3. Standard Actions & Province Improvements
This is a non-exhaustive lists of possible goals towards which actions can be spent. Each goal has a progress bar that needs to be filled to complete the goal. These effects can be to change the statistics of a province, to construct or expand improvements or more specialized things. The rules and effects are explained in each entry. For each of these goals, the required action is given and they might further have a cost that needs to be paid or special requirements that need to be fulfilled before they can be started.

Increase Manpower
By starting a recruitment drive, you can increase the available manpower in a province. When this action completes, throw 1d4 and an additional 1d4 for every multiple of 500 of Population the province has. The sum of these dice gives the number of Population that is converted into Manpower. If the Manpower would exceed the cap, no Population above the cap will be converted.
Requirements: None
Action: Military
Progress Needed: 10
Cost: 20,000 IM

Improve Infrastructure
Effort is put into constructing new roads, harbors, bridges and channels in the province to ease traffic and aid trade. When completed, the Infrastructure rating of the province improves by 1
Requirements: None
Action: Economy
Progress Needed: the current Infrastructure rating * 5
Cost: the current Infrastructure rating * 50,000 IM (Construction)

Expand Administration
By recruiting additional personal and constructing new offices, the reach of the local administration is expanded. When completed, the Administration rating of the province improves by 1
Requirements: None
Action: Government
Progress Needed: the current Administration rating * 5
Cost: the current Administration rating * 5,000 IM, the current Administration rating * 10,000 IM (Construction)

Expand Law Enforcement
By recruiting additional personal and constructing new offices, the reach of the local law enforcement forces is expanded. When completed, the Law rating of the province improves by 1
Requirements: None
Action: Law Enforcement
Progress Needed: the current Law rating * 5
Cost: the current Law rating * 5,000 IM, the current Law rating * 10,000 IM (Construction)

Create / Expand Manufacturing Business
This represents a local business that produces either raw materials or refines them into goods. It has the following statistics:
- Size - This gives the number of people in thousands who are employed in the business. When creating this business, the size is always 1 and additional actions be used to expand it.
- Profitability - How much income is produced each turn. At the end of each turn, a Manufacturing Business generates Size x Profitability x 1,000 IM of income for the owner. The profitability of a given business is decided on a case by case base by the GM.
Requirements: None
Action: Economy
Progress Needed: 10
Cost: 100,000 IM, 50,000 IM (Construction)

Establish Espionage Outpost
By establishing a base of operations for a espionage group, it can more easily work in the area. An Espionage Outpost allows the owner to perform 1 Intrigue action in the province in which it is built, which can also be used to support other Intrigue actions that target this specific province.
Requirements: None
Action: Intrigue
Progress Needed: 1/50th of the Population of the province
Cost: Population * 20 IM
Upkeep: Population * 3 IM

Establish Espionage Base
By improving upon a Espionage Outpost, the organisation gains more power and reach in the area, and the resources necessary to act outside of it. In addition to the free Intrigue action that can only be used in the province itself, the Espionage Base provides another Intrigue action that can be used anywhere. Furthermore, if the owner of the province and the Espionage Base are the same, it gives a +1 Bonus to Administration and Law.
Requirements: Espionage Outpost
Action: Intrigue
Progress Needed: 1/50th of the Population of the province
Cost: Population * 20 IM
Upkeep: Population * 6 IM

Establish Orphanages
Providing care for orphans ensures that they do not have to beg and slightly lowers crime-rates in the area. An orphanage system gives a +1 bonus to Life-Quality.
Requirements: None
Action: Government
Progress Needed: 1/10th of the Population of the province
Cost: Population * 10 IM, Population * 50 IM (Construction)
Cost: Population * 5 IM

Establish Public Schools
Providing general education to the population allows a higher standard of living and makes it easier to recruit learned workers. Public Schools give a +1 bonus to Life-Quality and can give 2d6 of additional progress to one action performed in or by the province per turn.
Requirements: At least 50 Population and at least 10 Administration and Law
Action: Government
Progress Needed: 1/10th of the Population of the province
Cost: Population * 20 IM, Population * 50 IM (Construction)
Upkeep: Population * 10 IM

Establish Higher Learning Institution
Every institution of this type has a focus, such as magic, natural science, law or economics and provides 1 Research action per turn that can be only used for matching topics. Alternatively, it can provide an additional 2d6 of progress to any action that matches it's specialization. A province can have an arbitrary number of these institutions, but each must have a different focus.
Requirements: At least 25 Population and at least 5 Administration and Law
Action: Government
Progress Needed: 20
Cost: 20,000 IM, 100,000 IM (Construction)
Upkeep: 2,000 IM

Establish Healthcare Services
Providing free healing for the population increases the quality of life significantly and lower the effect of diseases and plagues. It provides +2 Life-Quality.
Requirements: None
Action: Government
Progress Needed: 1/10th of the Population of the province
Cost: Population * 20 IM, Population * 50 IM (Construction)
Upkeep: Population * 10 IM

Construct Sanitation Systems
Providing good sanitation increases the quality of life and lowers the effect of diseases and plagues. It provides +1 Life-Quality.
Requirements: None
Action: Government
Progress Needed: 1/20th of the Population of the province
Cost: Population * 50 IM (Construction)
Upkeep: Population * 2 IM

Construct Guard Posts
A network of posts that can be used by the military and law-enforcement to better control the province. Grants a +1 bonus to Law. If the province also has a Messenger Service, this bonus is doubled.
Requirements: None
Action: Military
Progress Needed: 1/20th of the Population of the province
Cost: Population * 50 IM (Construction)
Upkeep: Population * 5 IM

Establish Messenger Service
A organized group of messengers or similar system that allows fast communication in the province. Grants a +1 bonus to Admnistration. If the province also has Guard Posts, this bonus is doubled.
Requirements: None
Action: Government
Progress Needed: 1/20th of the Population of the province
Cost: Population * 50 IM (Construction)
Upkeep: Population * 5 IM

Construct Shipyard
Allows the construction and maintenance of ships. Each shipyard can support up to 20 ships and create one ship per turn.
Requirements: Coastal Province
Action: Economy
Progress Needed: 20
Cost: 20,000 IM, 100,000 IM (Construction)
Upkeep: 1,000 IM

Construct Training Center
Allows the training of soldiers. Each Training Center can accommodate 1 manpower (1,000 people).
Requirements: Must be a coastal province or have a major river.
Action: Military
Progress Needed: 20
Cost: 10,000 IM, 50,000 IM (Construction)
Upkeep: 500 IM

Encourage Immigration
Try to attract Population from another Province. At the end of the turn, a number of Population equal to 2d6 + local Life-Quality - target province Life-Quality moves from the target to the local province. Note: A large influx of people into a currently sparsely populated province can have impact on it's statistics.
Requirements: None
Action: Economy
Cost: 5,000 IM per moved Population, 50,000 IM (Construction) per moved Population

Enforce Martial Law
By using military force, the Administration and Law of a province can be forcefully raised. While under martial law, the province makes progress against both Expand Administration and Expand Law-Enforcement simultaneously as if every action assigned to Enforce Martial Law were used for both of those projects at the same time. However, for every turn under martial law, the Life-Quality of a province is lowered by 1. Once martial law ends, this penalty is reduced by 1 per turn. This action can't raise the Administration or Law scores higher then half of the maximum value.
Requirements: Need to have at least 10 soldiers per Population of the province present. This can be halved by spending an additional Military action and quartered by spending three additional Military actions.
Action: Military
Cost: None

5. Special Qualities & Equipment
Both provinces and Hero Units can have special qualities that either provide bonuses or allow special actions. These qualities can only be gained or lost by special events, though occasionally a special action might become available to gain or loose a quality.

The following special qualities for provinces exist:
Poor Region - Loose 50% on Tax Income.
Trade Center - Gain +50% on Tax Income.
Major Trade Center - Gain +100% on Tax Income.
Backwater - For the purpose of migration, the Life-Quality is considered 5 points lower.
Cultural Center - For the purpose of migration, the Life-Quality is considered 5 points higher.
Major Cultural Center - For the purpose of migration, the Life-Quality is considered 10 points higher.
Primitive - The area is either inhabited by primitive tribes or significantly underdeveloped. The statistics Wealth, Infrastructure, Administration, Law and Life-Quality can not rise beyond 5.
Barbaric - The locals are primitive, wild or simply opposed to modern civilization. The statistics Wealth, Infrastructure, Administration, Law and Life-Quality can not rise beyond 10.
Center of Learning - Provides 2d6 of extra progress to one Research action performed in the province per turn.
Holy Site - The province contains a major holy site of a widely followed faith. It produces a set amount of free income, depending on significance of the site and how widespread the faith is.
Slavery - This province practices slavery. Population from here can be moved freely to other provinces, but the Life-Quality is lowered by -2 due to the often inhumane conditions under which slaves live.

The following special qualities for Hero Units exist:
Bard - Can use a Lyre of Building.
Architect - When performing actions that require only construction efforts, provides 2d6 additional progress.
Researcher - Either through a depth of knowledge or natural genius, this Hero adds and additional 2d6 of progress when performing Research actions.
Famous Leader - Through military experience or simple fame, this Hero is better at organizing troops and inspiring them to work harder. He adds additional 2d6 of progress to Military actions.
Organizer - Through experience in working with beraucracies, this Hero adds additional 2d6 of progress to Government actions.
Business Prodigy - Having much experience in matters of money, this Hero adds additional 2d6 of progress to Economy actions.
Lawgiver - Through experience in legal matters, this Hero adds additional 2d6 of progress to Law-Enforcement actions.
Elusive Shadow - Having mastered the art of intrigue, this Hero adds additional 2d6 of progress to Intrigue actions.
Diplomat - Mingling with the rich and mighty is a second nature for this Hero and he adds additional 2d6 of progress to Diploamcy actions.
Yeoman - This Hero Unit can take Colonisation actions, except Send Colonists. For the purpose of these actions, he is assumed to have province statistics of 10.


Furthermore, there exist some specialized equipment that can be used to aid some actions:
Lyre of Building - Lowers all costs marked Construction by 90%.
Titan Tools - Due to the powerful magic of these tools, they lower all costs marked as Construction by 99% and double all progress on the task, but can be only used for tasks that require only construction.

6. Colonization
To colonize a currently empty province is a major undertaking that usually requires persistent effort from a large realm. When a colony is established, it begins with all statistics set to 0 and is dependent on another province sending supplies and taking over functions of the government. This is called the parent province and while the colony exists, the action to support it is locked in and can't be re-assigned. Other provinces can spend Colonization actions to aid the development of a colony.

The owner of a colony can declare it self-sufficient at any point as a free action, but doing so makes it impossible to use further Colonization actions to further it's development and the colony must have at least a rating of 1 in every statistic before this can be done. A colony can't take actions until it has become self-sufficient. A colony automatically becomes self-sufficient if it exceeds the population of the parent province, the parent province becomes unable to take a Colonization action or the realm that established the colony crumbles. Should the colony still have any statistic at rank 0 at this point, it descends into chaos and is immediately destroyed.

Each uncolonized province has a hidden Wealth statistic, which gives the expected wealth of the resulting colony once it has become self-sufficient. If no preset value exists, roll 2d6 to determine the expected wealth at random. Special events can change the expected Wealth of a colony. This wealth often takes the form of special resources and trade-goods available in the area, which require a certain minimum amount of population and a dedicated action to realize this potential.

To establish a colony, one of the following actions must be chosen:

Establish Trade Colony
The focus of this colony is to extract wealth from the lands and send it as tribute to the parent realm. While remaining a colony, it is uses Administration, Law-Enforcement and Life-Quality equal to half that of the parent province for all purposes. Due to the increased focus on economic exploitation, the initial expected Wealth of a trade colony is doubled.
Action: Colonization
Cost: Population of the colony * 100 IM

Establish Yeoman Colony
Used as an outlet for those wishing to leave behind their current lives and homes or just to see the world, this colony attracts settlers all on it's own. While remaining a colony, it is uses Administration, Law-Enforcement and Life-Quality equal to half that of the parent province for all purposes. A Yeoman colony attracts 1d4 population per turn, usually taken from provinces with low Life-Quality. This can include neighboring provinces, colonies or even the provinces of other realms.
Action: Colonization
Cost: Population of the colony * 100 IM

Establish Military Colony
Created not to claim wealth or lands, these colonies are much tighter controlled by their parent province. While remaining a colony, it uses Administration and Law-Enforcement equal to that of the parent province and Life-Quality equal to half that of the parent province for all purposes.
Action: Colonization
Cost: Population of the colony * 50 IM

Furthermore, the development of a province can be aided by other provinces. Any province in the realm can target a colony with the actions Increase Manpower, Improve Infrastructure, Expand Administration, Expand Law-Enforcement, any project requiring a Government type action and Encourage Immigration, with the targeted colony being the one receiving the population.. Depending on the colony type, other actions can also be targeted at a colony.

Trade Colony: Any actions requiring a Economy action.
Yeoman Colony: No special actions, but the effects of Encourage Immigration are doubled.
Military Colony: All actions requiring a Military action and Construct Shipyard.

7. Military
To establish a military, a realm needs Manpower and either a Training Facility or a Shipyard. Each turn, these province improvements can train soldiers and construct ships without needing a dedicated action, though a Military action can be spend to double the productivity of any one such improvement. Each point of Manpower represents 1,000 people and ships require a certain number of people to support, while soldiers are counted by head. Depending on the soldier and ship type, a facility creates a different amount of them per turn.

The detailed costs and capabilities of military units are determined by the GM. The values here are mainly shown as a general outline.

Soldier Types:

Militia
Peasants armed with whatever weapons and armor they could get hold of on short notice. When a unit of Manpower is thrown into battle without any kind of training, they are fielded as Militias.
Trained per Turn: -

Levies
A step above basic rabble, these peasants got some basic combat training and were supplied with simple weapons.
Trained per Turn: 1,000

Men-At-Arms
Having received decent gear and combat training, these soldiers are the core of most feudal combat formations.
Trained per Turn: 500

Elite Soldiers
Through expensive equipment and high-quality training, these units represent the pinnacle of warfare.
Trained per Turn: 200

Specialists
Some tasks on the battlefield require more then swinging a sword and holding up a shield. Specialists like siege engineers and healers can be found in most armies and their training takes much time and effort.
Trained per Turn: 50

Ship Types:

Small Galley
A small vessel, usually used in coastal waters, that is propelled mainly by rowing. Due to it's large crew, it has a distinct advantage during boarding.
Crew: 200
Construction Time: 1 Turn

Medium Galley
A well armed military vessel used to patrol coastlines, that is propelled mainly by rowing. Due to it's large crew, it has a distinct advantage during boarding.
Crew: 400
Construction Time: 1 Turn

Large Galley
A small vessel, usually used in coastal waters, that is propelled mainly by rowing. Due to it's large crew, it has a distinct advantage during boarding.
Crew: 600
Construction Time: 2 Turns

Small Galleon
An average sized ship with much cargo space and decent armaments, useful both for trading and warfare.
Crew: 50
Construction Time: 1 Turn

Medium Galleon
Due to it's size, this ship type can bring a lot of strength to bear in combat and can transport large amounts of cargo.
Crew: 200
Construction Time: 2 Turns

Large Galleon
Often the backbone of large combat fleets, these ships bring overwhelming power to every naval engagement.
Crew: 500
Construction Time: 3 Turns

Sloop
A small and nimble craft, often a trading or fishing vessel appropriated for military matters, but their speed makes them valuable in combat.
Crew: 25
Construction Time: 0.5 Turns
 
We've graduated to using Pathfinder prices for exotic metals, so at 340 gp/lbs = ~68 IM/lbs this nets us... 136,000,000 IM.

...
...
...

Sell that Adamantine.
Fill a bathtub with coins and swim through it in dragon form.

edit: Also, for the love of god we need to start throwing money at problems. PLEASE.
 
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Current turn plan.

Here it is plugged into the turn plan spreadsheet. Please note that the spreadsheet is not complete. I've only plugged in actions for the people listed in the plan below, with some assistance from @Crake filling in shipbuilding and military training. The action allotment for provinces will have to be finished later by me (when I'm not feeling crappy and after I've learned that part of the system better) or someone else. They're not necessary right at the moment, though, so we have some time.

Color-coded for my viewing ease. I hope it does not make your eyes bleed.

Please review and let me know if anything needs to be added, adjusted, changed, removed, etc.

[X] Research Actions
[X] The Secret of Life and Death: Analyze the lore obtained from Lord Bolton and Qyburn and see to bring the efforts made by the ex-maester to their conclusion, creating undead creatures that neither spread decay, nor need the constant attention of a skilled mage.(Progress 25, Cost 30,000 IM)
-[X] Qyburn
--[X] Elaheh Marita - Assisting

[X] Dagger-Wyrms: Find a way to create more Dragon-daggers like Feeder (Pre-requisite for other living weapons and armor) (Progress: 6)
-[X] Tyrosh Scholarium

[X] The Godhunter: The fortress-ruin that held the Orb of Dragonkind still holds leashed power unlike anything you've ever sensed, but it remains dormant for now. With time, it might be possible to reconstruct the controls of that power, and with proper preparation use it as a weapon to slice away part of a god. (Progress: 16)
-[X] Valeria
--[X] Lady Saenna – Assisting

[X] Forge of Creation: With Anu having finally restored the ritual necessary for creation of his kin, much may change... But for now, that is but a single ritual. To truly bring his people to life, something yet grander Is needed.
-[X] Organise a magi-industrial complex capable of producing Warforged en-mass.(Progress: 30)
--[X] Anu

[X] Weaving Deepest Veils: Research the lore promised by Fey of Orphne court, wards capable of evading even a god's eye... even if not a perfect defense all by themselves. (Progress: 18 Cost: 11,000 IM)
-[X] Lya
--[X] Svitran – Assisting

[X] The Broken Pact: With many an Outsider now being a part of your Empire, developing ways of breaking them off the influence of their home planes may be a good idea.
-[X] Break off Barghests from Hells (Progress: 5; Cost: ??)
--[X] Mercy of the Soul

[X] The Tree Connection: While the Old Gods gave you what they remember about their beginning, the knowledge retained within the first dreams is still vague and hard to grasp for mortal minds. However, by examining the magic imbued in a Heart Tree both in the physical and other planes, you might be able to deepen your understanding of their true nature. It will be slow work though, as you can hardly take a tree apart for dissection.(Progress: 30, Cost: 50,000 IM)
-[X] Vee
--[X] Naria – Assisting
--[X] Stepstones - Research (Scholarum) - Assisiting

[X] Ancestor's Return: Develop a ritual to return Laenor Targaryen back to life, using rituals used for Amrelath, Wyla and leftover lore from Garin/Selyse's ritual (Progress: 8 Cost: 9,500)
-[X] Dany
--[X] Wyla Drekelis - Assisting

[X] Blood Maiden Plaques: Much as they were creatures undeserving of existence, they weren't always like that… or at least their ancestors weren't. It would do you good to understand where they came from to those shores. (Likely information on Drow history and society) (Progress: 6)
-[X] Drow Assassins (Tuin & Morwyn)
[X] NAME TO BE DETERMINED - Force/Sonic Cannon Research
-[X] Beryl
[X] Hedge Mage's Spell Book (Qartheen/Mixed, partially decoded). Content: The travels of Hyndar the Lame, gleamings of ancient lore about the lands that became the Red Waste, desert magic spells. (Progress: 4)
-[X] Naathi Scholarium

[X] Intrigue Actions
[X] Sway Ruler: The hero gathers support among the ruling elite of another realm to gain alliance, vassalage or some other favorable diplomatic position.
-[X] Journey to Lorath to make contact with the ruling factions, with an eye toward peacefully bringing the city into the Imperium.
--[X] Assigned: Windward Society (Aubert Flowers, Grazdan the Grim, Koron Redmane, Lohos Saan, Menel Goldtooth), Aradia, Erinyes (x1)

[X] Gold and Shadow: The Fleet sailing to Yi Ti is your main counter to the Golden Company, but it is slow in coming, perhaps it would be best to send a set of eyes ahead, a set of hands too to tangle their plans
-[X] Assigned: Tyene, Garin, Waymar, Nuri, Erinyes (x2)
--[X] Special: Visit the Yi-Ti Expedition Fleet beforehand to pick up one the ancient Yi-Ti Scholars currently inhabiting a Construct.

[X] Sober Truth: Deal with the darker elements of the the Cult of Zargreus once and for all, whether it be merely perilous excess or something worse
-[X] Assigned: Glyra and Roaming Chaos, Xor, Sandor, Herald (x1), Guardian Naga (x1), Anya the Inquisitor, Mia the Inquisitor, Argo, Erinyes (x5), additional military and Scholarium forces (including Minotaur Fighters)

[X] Goblins in order: Bring the Goblin market into accordance with the law of the realm before any of your citizens can be harmed though malice or ignorance
-[X] Assigned: Malarys, Richard, Rina, Harbinger, Guardian Nagas (x2), Erinyes (x5), Fey Guide(s) from the Orphne Court
[/SPOILER]

[X] Events
[X] Southern Journeys: Sothoryos holds many dangers and just as many opportunities for those who would dare to reap them. There as in no other place you have visited, monsters stride across the face of the earth and even the common beasts of the Jungle could put entire armies of men to flight.
-[X] Delve deeper into the Necropolis which once sheltered the remnants of the "civilized" Serpent Folk.
--[X] Assigned: Viserys, Dany, Lya, Richard, Malarys, Vee, Rizz'Neth

[X] Under the Boiling Sea: Scry for the Char Serpent swimming through molten sea of Plane of Fire
-[X] As a result of his anti-divination protections being overcome by scrying, hunters will rush towards it. Counter-ambush them.
--[X] Assigned: Viserys, Rina, Bloom, Richard, Dany

---[X] NOTE: If possible, this action should occur toward the end of the month in order to give Siduri time to contact us with intel regarding the delivery of reagents for the Sultan's Archmage. If we get that intel, this action will be postponed.
[X] Government
[X] Form a Diplomatic Corps: Ambassadors have long since been used from the Summer Islands to Ibben and from the Iron Islands to Yi-Ti. However in most cases they boast either connections of blood to the lord or his personal seal. As you begin to deal with lords far lesser in power, though not in pride like those of Omber however it might serve you well to create an institution for the task. (Progress: 40, Cost: 50,000 IM)
-[X] Assigned: Rhaella, Kira, Hermetia, Alinor

[X] Singers upon the flaming sea: Train phoenixes to safely harvest Fire Whale Gems for the betterment of both the pods and your own treasury, as well as setting up a safe trade route for all the gems (Progress: 15, Cost: 10,000 IM)
-[X] Assigned: Velen
--[X] Azema - Assisting

[X] Free Actions
[X] Planar Trade
-[X] Visit Armun Kelisk: Pick up previous commission (x4 Soulfire Bracers), purchase 1,000,000 IM in enchanting reagents
--[X] Checks shops for anything of interest, including True Resurrection scrolls, rare plants (Golden Desert Tree seeds or sap, Arkas Grass, etc), materials (Djezet, Horacalum, etc), and so on.
-[X] Arrange meeting with Djinni Vizier to inform him of the success of our latest raid on the Efreeti.
-[X] Sell one million pounds of Adamantine to the Djinni and one million pounds to the Shaitan.

--[X] Viserys, Lya, Richard, Vee
[X] Assigning the fresh troops
-[X] The Barghests are placed with Khal Rhango
-[X] Send the Fallen Shield Archon to Rhango
--[X] Ask Yrael to send a trusted Archon (maybe a Shield or Preceptor) to Rhango to help him and keep an eye on the newcomers for a month or two
-[X] The former Bandits (2 Fallen Hound Archons, 2 Yaenit Demons, 1 neutral Spyglass Archon) are now assets of the Inquisition, Garin should decide where to use them best
-[X] The Legion Devils will, under the command of an Erinyes, help the Legion train against devils, while also mastering the Hellfire Crossbows we have left over
--[X] They will only fight on an actual battlefield by special need, or once we have severed their ties to Hell

[X] Infrastructure Enhancement
-[X] Whispering Brazier added to Snake Port.
-[X] Mirrorvision added to Bazilisk isles.
-[X] ACSES office added to Draconys
 
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Being so rich the Lannisters aren't just figurative paupers in comparison, but literal per capita poorer than us Inc.

If the Small Council could get a glance at one of our End of Month financial reports via 'Varys', that would be hilarious. I am pretty sure making more money in a month than Tywin breaks in a year would give the man a stroke Lanna would be reluctant to heal him from.
 
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