So diplomacy we should definitely go for horse trade and opening up talks with count rommel having an ally in the south is a must to have. i'm pretty open towards any of the piety options for research vapor tank nuff said and I think for martial we need to create paths to the flame and for anything else im pretty open to any of the options really.
 
Suggestions:

Martial-
Making The Wolfways: The Temple of the Iceborn Flame begins construction this year. You will have to carve paths to it, not just for the supplies but also for the pilgrims who will no doubt be coming to see it. It is time for a violent carving and uprooting through the forests. In the triangle between Smallhof, Ferlangen, and Bohsenfels is where the site lies, and so you will need three different roads. It will be somewhat profitable given that you'll have felled trees for sale afterwards. But damned if it won't be hard. It's many, many miles of forest. You'll start with the first path you carved up, reinforcing it, preparing it, before getting to the others. Ogres will have to be utilized in considerable number for this, but you're sure they'll be happy to be paid for the work. The name of 'Treebreaker' is one that Urgdug was recently granted by his peers due to them suddenly remembering his efforts in Nordland long ago, and one that has already been taken up by others. You'll have help from the Ulricans you'll be letting in at least, so there's that. Cost: 1,000. Time: 3 Years. Reward: Proper paths cut through the trees leading from Smallhof, Ferlangen, and Bohsenfels towards the Temple of the Iceborn Flame. Beastmen/goblins/bandits/etc. curtailed further from forest. Chance of Success: 75%

With two martial options finishing this year we can slot in blastweave upgrades and looking into more beast paths next year. As it is starting the wolfways will be easier the sooner we do it as it gives beastmen and goblins less time to replenish their numbers. Not to mention for blastweave we are still researching a blastweave upgrade so we may be able to do all the upgrading with one action by waiting.

Navy-
Verborgenbucht: Salkalten is as about as expanded as it can be. But there are other coastal settlements. The next largest would be Verborgenbucht, and it has nowhere near the defenses that the largest settlement possesses. For now. But you can change that. It will just take time. Grow its docks, put in a new watchtower, and so on and so forth. It will take another generation for it to grow too much larger, but for now, you can increase the size of its docks. Only a bit, as a test case to see how the area responds and construction ability, but more berths are never something to be given up easily. Expand the docks, build new sections entirely, and so on and so forth. The Salkalten Guard can shift a few of their soldiers to help guard it during the process. For without the walls of Salkalten, they are a far juicier target due to their vulnerability. It must not be like that forever. Starting now. Cost: 1,500. Time: 2 Years. Reward: Verborgenbucht docks expanded, defenses increased slightly. Ship Capacity Increase. Will Increase This Year.

Gauschdorf: A barely acknowledgeable town, more important due to the fact that it is a garrison location for your troops on the border of Kislev. They are more guard station than village, but then those soldiers still have their families. More importantly, they are stuck right on the edge of the Gulf of Kislev and are somewhat nearby – nautically speaking – to Erengrad. A small dock exists there, and it may be time for said small dock to be changed. That close to Erengrad and its formidable defenses mean that, much like Verborgenbucht, it could be a target to naval raiders avoiding the harder targets. The people of Gauschdorf are for the most part soldiers, former and current, and their families. They will likely be more than willing to let you do with the town as you will so long as you are building up the defenses. Some minor diplomatic efforts to get people to head there to assist in populating it won't hurt either. Cost: 1,500. Time: 3 Years. Reward: Gauschdorf gains military berthing-capable docks, defenses increased. Ship Capacity Increase.

As mentioned earlier we can quickly add ships in comparison to needing multiple turns on increasing dock space. In addition this increases the defenses of two locations so that anything that gets by has a harder time breaching our province. Also means we will have a turn of saving the stipend (and back at the full 1900 next turn) before taking a ship building action once Verborgenbucht finishes.

Diplo-
Coordinating With The General: Apparently, the Emperor is good friends with the man responsible from keeping Hochland from erupting into civil conflict. Largely by way of having complete control over the military who would be used in said fighting. Gustav Briggs seems a good man, and one willing to cooperate. You will not send troops into Hochland, and he will not do the same to Ostland. It's simply not done unless you are very much on your way elsewhere. While he may be the General in charge, you would have to negotiate with the nobility of Hochland to get permission to do anything more, and given historical precedent – armies of either province 'reclaiming land' which happened to be in the opposite province – it is something you are just as leery of. But you can try to work together in corralling the paths you locate on both sides. Cost: 500. Time: 1 Year. Reward: Coordination against beastmen attempting to cross between Hochland and Ostland going forward, penalty to beastmen's rolls. Chance of Success: 80% [Will not work if Army of Forest or Army of Ostland is not present in Ostland. So you'll need at least one present. Obviously.]

An Open Hand: You don't know Count Rommel personally, but then, the same could be said for many of the Electors. But Reikland is one of the strongest provinces in the Empire. It always has been, as befitting the land from where Sigmar himself once roamed. From there the Unberogen arose as a true power, a power they retain today. They are, you know, one of the wealthiest, strongest, and most populous provinces in the Empire and have been for a long, long time. It may be time to reach out to Count Rommel, as while he was not part of that odd little cabal which came up against you in the Meet, he was not one of those who was clearly on your side either. You could try reaching out to him, shoring up amiable relations. He will not simply become a friend out of nowhere, but you could get something out of it. Maybe. Cost: 500. Time: 1 Year. Reward: Amiable opening to relations with Count Rommel. Chance of Success: 65%

Horse Trade – Averland: There is something to be said for the stout horses that Ostland's march can produce, with generations spent rushing to the shore and back. But they are not, necessarily, the best horses in the land. But there is a place known in the Empire to be a very good place for finding quality horse flesh. Averland. Land of the Knightly Order of the Black Bear, to be sure, but they supply their horses all over the rest of the Empire and have done for many years. You could just as easily seek them out and see if they'd be willing to trade off some of their finer studs, or at least some mares of a quality bloodline, to you so that you could breed better horses yourself. Averland's Count is likely going to be willing to grant you quite the affordable price on such things considering the events of the Elector's Meet, but such contrition will not last forever. Time to strike while the iron is hot. Cost: 1,000. Time: 1 Year. Reward: Averland horse breeds added to Ostland horse breeds, to mix and strengthen. Increased income in Horse Trade as a result. Chance of Success: 100%

Last one is mentioned to be time limited so lets grab it now, it is both +income but also a boost to horses breed in ostland which in turns boosts any mounted troops we raise. Open hand, will we need to extend our contacts with the other provinces to avoid being cornered like last time, if we instead develop friendships we can more likely count on them to back us. And Hochland well it has a solid chance (80%) and deals with an upcoming martial problem while the other deal with beastmen is 5% (Gunthar, though that may be an error on the success chance)

Stewardship-
Lumbering Heat: Charcoal is one of the most common heating sources in the Empire, and is reasonably cheap. Everyone uses it in winter, even in Wulfenburg. But Sabine has spoken of diversifying your usages of lumber, for while a few minor charcoal producers exist in Ostland, most in Ostland independently make their own. Hamlets and villages make it themselves, and it is not necessarily the easiest work. Sabine has also brought up charcoal companies, entire organizations built around the production and selling of charcoal down in the southern parts of the Empire, where it doesn't even get as cold as it can up in the Trident! If it works down there, it should work here. Normally people do it on their own, but a full company could produce far more, and gain you some funds as well, if done properly. Sabine has, therefore, requested an allocation of funds given over to her to set up such a charcoal company. It would, by necessity, use Nassau traders and caravans, but your treasury should still be capable of making a profit. It will most likely not be based at Wulfenburg proper, but in Roezfels, Vandergart, or Jegow. Cost: 1,000. Time: 2 Years. Reward: Ostland Charocal Company created. New Income Source: Charcoal Sales.

The Stone Beneath Wulfenburg: Once upon a time, there were skaven beneath your city. You would prefer if that was never the case again. As such, speak with the dwarfs of your city and see if they would be willing to apply their expertise on guarding against such things, whilst simultaneously making use of the space to create things such as underground granaries, storage facilities, and the like. Some areas can become permanently livable, if they would prefer it, and you think they might. But also, they need to properly reinforce the entire thing, reroute the sewer systems with dwarf expertise, and completely lock down the underground. Gates, walls, reinforcing pillars and the like. The dwarfs will be happy to have permissions and ownership for buildings that they build down there for their own purposes, and you know that they will be certainly eager to help protect their homes. Plus, as you expand Wulfenburg above, it can only help to expand it below as well to compensate. Thankfully, with all the dwarfs there and the area previously already cleared with some work done in this vein, it is only a continuation of what you've already done. Cost: 2,000. Time: 3 Years. Reward: Under-Wulfenburg Further Reinforced for safety and settlement for dwarfs and particularly weird humans. Better sewer/plumbing systems.

Mainly because money is not a pressing need to increase I feel we can grab the two turn one for charcoal, plus it works to expand demand for logging industry to further push back the forest. Also securing the under city is a must! Screw skaven!

Research-
Removed as this should be locked (had vapor tanks with a DD on it)

Piety-
A True Mountain Garden: Minor temples are one thing, but Arthur wishes there to be a true Garden of Morr, similar to the greater ones that have been built in Ostland proper, below the mountains. A place not just for internment of the dead, but for sermons on the God of the Dead, his responsibilities to the living and theirs to him, and so on and so forth. As well as wings and areas for augurs to be contacted, rather than having to hope for them to just come by, or wander past. Ever little bit of civilization helps, and you know this well. The more secure the dead, the happier the living. A bit of an odd thing, likely in certain parts of the Empire, but the specter of Zacharias, of necromancy, remains strong. A quiet undercurrent of fear erupted, you find, when rumors of the sacking carried out by one of the abominable Tomb Kings trickled north. Far to the south of Ostland, to be sure, but the threat of an undead naval force spooked a lot of people. Plus, perhaps it will help people with their dreams. For that is one of the purviews of Morr as well. Reassurance goes a long way, if one believes in such things. And a good number do. Cost: 1,500. Time: 3 Years. Reward: Major Temple of Morr built in the Middle Mountains. Morale improvement to the people, hopeful protection against necromancy and the like.

Science of War: Verena and Myrmidia seem to share claims of science and knowledge, but you should investigate further. Because without a doubt, your engineering focus has and will be warfare, which the latter is said to also be more specialized in. But Verena is more known to those of the Empire, without the recent stigma surrounding Myrmidians. And yet, if your experiences have taught you anything about matters regarding the Gods, it is that faith is important in this world. A patron god could go a long way towards ensuring the long term success and regard held towards your school is amicable by the rest of the Empire. Patron Goddess? Patron Goddesses? Either or. A more in depth investigation as to their relationship with the things studied at the school, and the willingness to establish them as such, could go a long way. It can't precisely be Sigmar, it just doesn't quite fit, if only because you don't need the schools becoming an argument point between the cult of Sigmar and Ulric. You won't know for sure without checking. Cost: 500. Time: 1 Year. Reward: Study Complete For Deity Usage

Secure the middle mountains and spread Morr's protection while at the same time figuring stuff out for our college while we have time. Next turn grab the Bases of Nature (which may be a bit easier with more paths established into the forest) but also saves us 500 gold.

Personal-
Stabbing With Guns: Okay, maybe you are being a bit presumptuous here. You have only just begun to learn engineering, within the past handful of years. Far less than any senior or master engineer, Anna included. But, more than once, you have seen your handgunners forced to fight at close range. Maybe they aren't able to pull a knife or blade out before the enemy is upon them. Maybe they weren't carrying one at all. An ironfist would undeniably help, but that's largely for defense, and even closer range. You could offer a point beyond that, something that they could fight with to keep the enemy just that little bit further away. Just stick a blade on the end of the gun. How hard can that be? Just mix your knowledge of blacksmithing and engineering, and just…put a stabbing portion on the gun? It's going to take some time, of course, but it's a project that you can do on your own. Your experience in ironfists should help, even, in terms of melding blade with greater masses of metal. Cost: 100. Time: 3 Years. Reward: Gun-based Stabbery/Erdolchen (Stabby bit attached to handguns). Chance of Success: 85%

Gold Journeymen: You are reasonably sure you can handle this negotiation, considering it's been done multiple times with the Jade Wizards, and then the Amber. See if any of the Gold College would be willing to send some of their journeymen north to join your forces. Perhaps just helping out in your engineering works, or in combat. It is not an entire year's worth of attention after all, just a few letters, and some coin determination depending on how many of them come north. The ranks of the wizards are still slowly expanding, even though it's been over thirty years since the colleges first began. Cost: 100 at first, fees to come afterwards. Time: 1 Year. Reward: 2+1d4 Gold Journeymen Wizards. Chance of Success: 75%

Stabbing with guns is bayonets which gives our handgunners a last ditch defense when the beastmen breakthrough the front lines and is a multi turn projects so grabbing that and one of the two one turn projects is a good idea. As for the other I favor adding more wizards to our armies (we must have them all!) this turn and next turn grab the other gold college option assuming a better personal option does not show up. Mainly because I favor adding to our force capability before any beastmen show up (I hope that will be a few turns but in that case we may need to take an action or two to best integrate gold mages into our armies and if they show up sooner at least we have them)

Edit
Total Cost: 11,200
1,850 covered by stipend
9,350 remaining + DD option cost

Stipend: 1850 (reduced by 50 do to over capacity)
Reserve: 4,756 Gold Crowns
Net Income: 16,434 Gold Crowns Per Year (not sure if this includes the 200 income we gained in turn summary as the info sheet was updated last Jul 19th)
Available: 21,190

New Treasury: 11,840 - DD option cost
Boosts- +50 to stipend due to no longer being over capacity
+Horse Trade

Edit-
Removed research since it should be locked.

Also considering grabbing a high quality tier 3 merc band as there are no foot bands we want to hire currently and I expect additional fighting in the forests over the coming turns. That would spend 1,500 more but would still be less then our income.
 
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Vapor Tanks, meanwhile, aren't worth it for the cost and five turns of coin flips that will likely be even longer.

Titan Cannon is a very affordable and useful choice, though. Maybe see if we can up the ante after we finish the Steam Engine research.


Gold Journeymen: You are reasonably sure you can handle this negotiation, considering it's been done multiple times with the Jade Wizards, and then the Amber. See if any of the Gold College would be willing to send some of their journeymen north to join your forces. Perhaps just helping out in your engineering works, or in combat. It is not an entire year's worth of attention after all, just a few letters, and some coin determination depending on how many of them come north. The ranks of the wizards are still slowly expanding, even though it's been over thirty years since the colleges first began. Cost: 100 at first, fees to come afterwards. Time: 1 Year. Reward: 2+1d4 Gold Journeymen Wizards. Chance of Success: 75%

Old Metals: The Gold College is willing to pay you to study the Ironblaster. They'd even be willing to send their people north to do it rather than have you deliver it down south. They are simply fascinated by the ancient metals making up its body. The survivability, and so on, are admittedly impressive. You've had something akin to substantial amounts of experience with a lot of magic users, and with metallurgy. You know the value of metals and their study almost as well as you do fighting and war. This is something you can actually negotiate in, though it is a step higher than an upstart young exiled noble shouting with a merchant over ore delivery fees. But your treasury is a bit lighter than it has been for a while, and it is whispered that the Gold College may in fact be quite wealthy indeed as befitting the name. Cost: 100. Time: 1 Year. Reward: Large financial fee added to treasury, improved relations with Gold College. Gold College members come north to study [NOT FOR COMBAT, will be stationed within Wulfenburg]

This is a no brainer, assuming we do the appropriate options there's good potential for synergy, nevermind everything else.
 
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Here is my plan.

Making The Wolfways

Important cause we are building temple and fits in well with already clearing action.

Gauschdorf
Hard Knock Shipping

Ship capacity is at full so lets raise it and send ships out to be useful.

Hard Drinking Markets
Approach The Bright College
Horse Trade – Averland

Lets finally establish trade with Albion, guarding ships increases odds and maybe DD, while also asking for Bright College support and more horse trade.

Lumbering Heat
The Stone Beneath Wulfenburg

We are cutting down a lot of trees so lets get charcoal industry started and since we are expanding city better fix the undercarriage as well, side benefit of making it so dirty skaven have harder time trying to set up below us.

Research should be locked due to two actions in use and Averland trade so no option there.

Bases Of Nature
Science of War


Lets take advantage of culling to expand Taal's influence and help ogres, also lets finally get to know about two goddesses who's domains are useful.

Gold Journeymen
Old Metals

Take both gold actions to get as many wizards as possible and get something out of studying Sky Titan bronze.
 
Vapor Tanks, meanwhile, aren't worth it for the cost and five turns of coin flips that will likely be even longer.

Titan Cannon is a very affordable and useful choice, though. Maybe see if we can up the ante after we finish the Steam Engine research.
If we double down that goes up to 70% and if it gets us anything close to a steam tank then it is worth it. Plus we have small blastweave finishing this turn that we can slot into titan cannon next turn.

Steam tanks by the way are really really good just very limited in numbers
 
@torroar when you have a chance tomorrow Steam Boiler should show 2 more turns not 3, also as mentioned above by @Massgamer research should be locked not show 1 available

Steam Boiler Improvements: Okay, so Valma refused and cannot be expected to release any more dwarfen truths, especially with her death. Still, Helga, and Agatha are willing to try and work on the Steam Boilers of your equipment, usually in the Doomspheres, though you hear that the steam power of the dwarfs helps their impressive Ironclad vessels move about. If you managed to improve your own steam power, your Doomspheres would be faster, and would probably just be far better in general. The more power in them, the harder they can hit things and…well. Who knows what improved steam power could bring in the future? You'll never know if you don't work on it. With the study of the Soup Tank completed so thoroughly, you can use ideas and concepts taken from the soup…boiler…and contribute to this project instead. It should certainly help! And if your engineers can do this, perhaps they can apply the knowledge they've gained on other sorts of engines… Cost: 1500. Time: 4 Years. Reward: Improved Steam Power For Future Projects. Doompsheres improved, though cost will go up equivalently. Better knowledge on boiler systems and engine works for other projects. Chance of Success: 65%. Will Complete In 3 More Turns.

-
Required: 35. Rolled: 53.

Work continues. Not much to say other than a few morbidly inspired steamed pork recipes being tested now in the Grand Kitchens after a bit too much of a success by one Tuck Applefork. Will Complete In 2 More Turns.
 
[] Plan: Owl
Military (1 choice)
-[]Tracking Beast-Paths: The mercenaries found one last year, now it is time to find more. All, if possible. With aid from the Army of Ostland and the Army of the Forest, you need to start locating these assault vectors as soon as possible. With the beastmen hopefully scattered by the fighting at the Blood Fane, it will not nearly be as dangerous as before to investigate. By which you mean send the mercenaries in, and through fire and steel ensure their efforts succeed and that they live to continue doing the job you desire from them. The militia will likely help out as well, in different areas of course. Cost: 500. Time: 1 Year. Reward: At Least One Major Beast-Path Located. Chance Of Success: 75%

Third Imperial Navy (2 choices)
-[]Gauschdorf: A barely acknowledgeable town, more important due to the fact that it is a garrison location for your troops on the border of Kislev. They are more guard station than village, but then those soldiers still have their families. More importantly, they are stuck right on the edge of the Gulf of Kislev and are somewhat nearby – nautically speaking – to Erengrad. A small dock exists there, and it may be time for said small dock to be changed. That close to Erengrad and its formidable defenses mean that, much like Verborgenbucht, it could be a target to naval raiders avoiding the harder targets. The people of Gauschdorf are for the most part soldiers, former and current, and their families. They will likely be more than willing to let you do with the town as you will so long as you are building up the defenses. Some minor diplomatic efforts to get people to head there to assist in populating it won't hurt either. Cost: 1,500. Time: 3 Years. Reward: Gauschdorf gains military berthing-capable docks, defenses increased. Ship Capacity Increase.
-[]Hard Knock Shipping: The ships to Albion were lost last time. It need not happen again. Dedicate some of the wolf ships in extra to guard the trade caravan. It will pull them away from the coastal defenses, but it could still be useful in the run. After all, pirates, raiders, or worse might be an issue. Plus, the marines on the ships might be able to help guard the merchants once they actually hit land. It is up to you, of course, they're your ships to do with as you will, but it might be worth it. Or not, who knows. Cost: 500. Time: 1 Year. Reward: +20 To Hard Drinking Markets Action. Don't Select Unless Hard Drinking Markets Chosen, Because…Like, Don't Be Silly?

Diplomacy (3 choices)
-[]Hard Drinking Markets: The land of Albion is strange, hard to find, harder to get to, and harder still to land on without dashing oneself against the rocks. Or into swamplands infested with Fimir. You've even heard tale that there exists giant wagon-sized crustaceans on what shores it does possess. Worse at the rumors that one side of the island simply cannot be approached, though the reasons why are unknown. Nevertheless, Sabine has turned her eyes onto the wealth available through the alcohol markets, tapped heavily by Ostland as it is. As such, one of the things that makes the most money is rarity, which in this case means…Albion. You have a fleet, you have ships, and she wants to see if it is possible to establish some sort of post or contact with the strange island, beyond the occasional daring trader who makes it every few years. Cost: 1,000. Time: 1 Year. Reward: Albion Connection, more access to Albionese drinks? Chance of Success: 50%
-[] Approach The Bright College: You have known, very well, that magic is useful in combat. And nowhere was that more prevalent than with Odelia Flamestar. She was one of the major lynchpins in keeping the fighting going in Nordland, alongside Stephan and a small cadre of devoted priests. Now she is a Magister of her College, and surely she would not say no to helping you speak to the College for perhaps seeing if some of their wizards would be willing to join up with your constantly patrolling and fighting armies? Just a few for the Army of Ostland in the here and now. After all, after your conversation with her on starting up some sort of Bright Whiskey Company – she said she'd approach the College with the idea but told you not to get your hopes up – she did mention that she'd been gathering some journeymen to join with Stephan's armies. Perhaps she could do the same with your own? You'd certainly be willing to pay the retainer. Cost: 100. Time: 1 Year. Reward: Bright Wizard Journeymen Join Army of Ostland. Bright Wizard Retainer Fees Added To Costs. Chance of Success: 60%
-[] Horse Trade – Averland: There is something to be said for the stout horses that Ostland's march can produce, with generations spent rushing to the shore and back. But they are not, necessarily, the best horses in the land. But there is a place known in the Empire to be a very good place for finding quality horse flesh. Averland. Land of the Knightly Order of the Black Bear, to be sure, but they supply their horses all over the rest of the Empire and have done for many years. You could just as easily seek them out and see if they'd be willing to trade off some of their finer studs, or at least some mares of a quality bloodline, to you so that you could breed better horses yourself. Averland's Count is likely going to be willing to grant you quite the affordable price on such things considering the events of the Elector's Meet, but such contrition will not last forever. Time to strike while the iron is hot. Cost: 1,000. Time: 1 Year. Reward: Averland horse breeds added to Ostland horse breeds, to mix and strengthen. Increased income in Horse Trade as a result. Chance of Success: 100%

Stewardship (2 choices)
-[]Agricultural Overhaul: The improvements have already begun, but why not continue them! More specified crop types in every area, as designated, with personalized rotations and fertilization efforts. With the results literally already proven, there should be no issues at all in organizing a widespread overhaul of farming practices. It might take some money to make up the fallout for differences in harvest times and amounts, as well as convincing the farmers to actually do as you ask, but, again, previous results have made such a prospect easier. The only issue, more likely than not, is the areas being in so many different parts of Ostland. On the bright side, trade and prep work will ensure that getting all of the seeds required will work out, as well as what planting efforts will be needed. Experts in the processes designed will be allocated as required. Cost: 1,500. Time: 1 Year. Reward: Major Ostland Agricultural Overhall. Major Agricultural Income Per Turn Boost.
-[]The Stone Beneath Wulfenburg: Once upon a time, there were skaven beneath your city. You would prefer if that was never the case again. As such, speak with the dwarfs of your city and see if they would be willing to apply their expertise on guarding against such things, whilst simultaneously making use of the space to create things such as underground granaries, storage facilities, and the like. Some areas can become permanently livable, if they would prefer it, and you think they might. But also, they need to properly reinforce the entire thing, reroute the sewer systems with dwarf expertise, and completely lock down the underground. Gates, walls, reinforcing pillars and the like. The dwarfs will be happy to have permissions and ownership for buildings that they build down there for their own purposes, and you know that they will be certainly eager to help protect their homes. Plus, as you expand Wulfenburg above, it can only help to expand it below as well to compensate. Thankfully, with all the dwarfs there and the area previously already cleared with some work done in this vein, it is only a continuation of what you've already done. Cost: 2,000. Time: 3 Years. Reward: Under-Wulfenburg Further Reinforced for safety and settlement for dwarfs and particularly weird humans. Better sewer/plumbing systems.

Research (??none??)


Piety (2 choices)
-[]A True Mountain Garden: Minor temples are one thing, but Arthur wishes there to be a true Garden of Morr, similar to the greater ones that have been built in Ostland proper, below the mountains. A place not just for internment of the dead, but for sermons on the God of the Dead, his responsibilities to the living and theirs to him, and so on and so forth. As well as wings and areas for augurs to be contacted, rather than having to hope for them to just come by, or wander past. Ever little bit of civilization helps, and you know this well. The more secure the dead, the happier the living. A bit of an odd thing, likely in certain parts of the Empire, but the specter of Zacharias, of necromancy, remains strong. A quiet undercurrent of fear erupted, you find, when rumors of the sacking carried out by one of the abominable Tomb Kings trickled north. Far to the south of Ostland, to be sure, but the threat of an undead naval force spooked a lot of people. Plus, perhaps it will help people with their dreams. For that is one of the purviews of Morr as well. Reassurance goes a long way, if one believes in such things. And a good number do. Cost: 1,500. Time: 3 Years. Reward: Major Temple of Morr built in the Middle Mountains. Morale improvement to the people, hopeful protection against necromancy and the like.
-[]Science of War: Verena and Myrmidia seem to share claims of science and knowledge, but you should investigate further. Because without a doubt, your engineering focus has and will be warfare, which the latter is said to also be more specialized in. But Verena is more known to those of the Empire, without the recent stigma surrounding Myrmidians. And yet, if your experiences have taught you anything about matters regarding the Gods, it is that faith is important in this world. A patron god could go a long way towards ensuring the long term success and regard held towards your school is amicable by the rest of the Empire. Patron Goddess? Patron Goddesses? Either or. A more in depth investigation as to their relationship with the things studied at the school, and the willingness to establish them as such, could go a long way. It can't precisely be Sigmar, it just doesn't quite fit, if only because you don't need the schools becoming an argument point between the cult of Sigmar and Ulric. You won't know for sure without checking. Cost: 500. Time: 1 Year. Reward: Study Complete For Deity Usage

Personal (2 choices)
-[]Gold Journeymen: You are reasonably sure you can handle this negotiation, considering it's been done multiple times with the Jade Wizards, and then the Amber. See if any of the Gold College would be willing to send some of their journeymen north to join your forces. Perhaps just helping out in your engineering works, or in combat. It is not an entire year's worth of attention after all, just a few letters, and some coin determination depending on how many of them come north. The ranks of the wizards are still slowly expanding, even though it's been over thirty years since the colleges first began. Cost: 100 at first, fees to come afterwards. Time: 1 Year. Reward: 2+1d4 Gold Journeymen Wizards. Chance of Success: 75%
-[]Stabbing With Guns: Okay, maybe you are being a bit presumptuous here. You have only just begun to learn engineering, within the past handful of years. Far less than any senior or master engineer, Anna included. But, more than once, you have seen your handgunners forced to fight at close range. Maybe they aren't able to pull a knife or blade out before the enemy is upon them. Maybe they weren't carrying one at all. An ironfist would undeniably help, but that's largely for defense, and even closer range. You could offer a point beyond that, something that they could fight with to keep the enemy just that little bit further away. Just stick a blade on the end of the gun. How hard can that be? Just mix your knowledge of blacksmithing and engineering, and just…put a stabbing portion on the gun? It's going to take some time, of course, but it's a project that you can do on your own. Your experience in ironfists should help, even, in terms of melding blade with greater masses of metal. Cost: 100. Time: 3 Years. Reward: Gun-based Stabbery/Erdolchen (Stabby bit attached to handguns). Chance of Success: 85%

Total cost = 10 300 gold

Military - Tracking down the Beast paths is a greater concern than building up the Ulricans this year. Next year we will have the actions available to handle more than keeping aware of the Beast Paths.

Imperial Navy - Gauschdorf for the ship capacity increase later. And the Hard Knock Shipping to finally find Albion. We are likely to push this aside over and over again, so I'm including Alion in this plan to have it in one plan.

Diplomacy - Clean up the DIplomacy choices. I'd like to DD on the Bright WIzards, and pull them in now to deal with the Wood Elf issue, or the future Beastmen issue, because most of this plan will not be taking the obvious 'secure' forest protection options. The Albion to have a connection, and Averland due to it's time sensitive nature.

Stewardship - Get the under Wolfenburg built, and put in place the farming practises. The under Wolfenburg for protection, and the farming practises to establish a new farming system we need established. Sorry charcoal, your time will come.

Research - ....

Piety - I want the mountains protected better and I want the Myrmidian examination to find a way to use them to eventually protect our engineers in faith. We already took a Piety forest related action last turn.

Personal - Get some Gold Wizards added to our combat forces, and get Freddy at a forge to do some relaxing work. I know this is a sticking point for some people, but I can see the benefits in getting Freddy's design done before the wood elf thing (assuming the wood elf event isn't this turn, which is possible, but instead the same turn Freddy completes the design if all goes well.).
 
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Science of War: Verena and Myrmidia seem to share claims of science and knowledge, but you should investigate further. Because without a doubt, your engineering focus has and will be warfare, which the latter is said to also be more specialized in. But Verena is more known to those of the Empire, without the recent stigma surrounding Myrmidians. And yet, if your experiences have taught you anything about matters regarding the Gods, it is that faith is important in this world. A patron god could go a long way towards ensuring the long term success and regard held towards your school is amicable by the rest of the Empire. Patron Goddess? Patron Goddesses? Either or. A more in depth investigation as to their relationship with the things studied at the school, and the willingness to establish them as such, could go a long way. It can't precisely be Sigmar, it just doesn't quite fit, if only because you don't need the schools becoming an argument point between the cult of Sigmar and Ulric. You won't know for sure without checking. Cost: 500. Time: 1 Year. Reward: Study Complete For Deity Usage

This seems like a good idea in order to bring in extra brains into our Engineering department. Or maybe new methods of thinking which are always nice I think :)
 
"It regards the…," his lips twist downwards, "Asrai. Of Laurelorn, specifically. No doubt they will be communicating with Count Kessel soon as well about the business at hand. She would send a Handmaiden to you, to speak with you on this, but knows she can demand nothing of you."
I just remembered something funny, soon for High Elves can be up to a decade or something.:p

More seriously though @torroar, do we have any idea when whatever the Everqueen wants will come up? Maybe before the results turn or after it?
 
Yeah, I think Void has the best pick of options.

As for research...I'm still not that excited by cyclers, and while the motorcycles do sound really cool, it feels just a bit wrong to have primitive motorcycles before mountain bikes. On the other hand, new Steam Tanks should be taken as soon as it's most feasible. Steam Tanks are symbols of Man's ingenuity and strength and rightly so. If we can make new Steam Tanks, and make them more reliable, we'll have done something that no-one has done since Leonardo. It will be a boon to Ostland's reputation, it's armies, it's coffers, and a significant win for our school. That said, it will take a while, and while we only have a single research option, maybe something a little more cheaper and faster might be the best call, and there's nothing on the research list that fits that better than the Titan Cannons.

Also, say it with me. Steam Tanks with Titan Cannons. We can take Steam Tank firepower to the level of WW2 Era tanks. And that sounds beautiful.

I just remembered something funny, soon for High Elves can be up to a decade or something.:p

More seriously though @torroar, do we have any idea when whatever the Everqueen wants will come up? Maybe before the results turn or after it?

I mean, it sounded like a High Elf ship docked in Nordland this turn. Whatever is going on, it's happening fast elf-wise. I don't think more than 2 turns, with it very likely something is going to happen next turn, or possibly even in a Campaign Interlude this turn.
 
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I still feel Vapor tank is what we should go for but looking at our economic situation and the fact that it will take several turns to complete i'll have to say we go with titan cannons it will give us benefits far sooner then vapor tanks besides that I agree with what @Void Stalker maybe change the charcoal option to the large scale agriculture reform i feel that has greater benefits for us long term.
 
Steam Tanks with Titan Cannons
the only thing this combo would create is a Train Cannon

i remember there being one that was use in WW2

wasn't all that good since it was so big and can only be use near places with train track

if we make one with current tech, don't expect to bring it outside our Province
 
the only thing this combo would create is a Train Cannon

i remember there being one that was use in WW2

wasn't all that good since it was so big and can only be use near places with train track

if we make one with current tech, don't expect to bring it outside our Province
Steam tanks, aren't trains, but the logistics of a giant cannon are irritating anyway. If Ostland was flatland, and if we could build steam tanks...
 
For Piety, I really think we should go with Morr's Garden and the Myrmidia option. Leave out the forest shrines this turn because the Garden and the Myrmiddia research will likely not give us anything if we keep putting off taking them. I'd prefer to fortify the action chains we already have built on, instead of more forest work like we did last turn.
It is specifically said in the option that it is better to do it now, before the dangers in the forest recover.
 
the only thing this combo would create is a Train Cannon

i remember there being one that was use in WW2

wasn't all that good since it was so big and can only be use near places with train track

if we make one with current tech, don't expect to bring it outside our Province

I mean...the Titan Cannons are going to be big, I get that, but...they're aren't that big are they? I mean rail cannon's were massive, literally the length of train cars, but I don't think Titans are going to be that big. Also, Torroar has soft-vetoed railways as being too difficult to maintain on Mallus, so no rails, no trains, no rail cannons.

My idea was one part just grandstanding, but the idea of an armored, self-propelled Titan cannon is...well that's a Steam Tank. With a Titan cannon. And it might be bigger than the current models, and we might need to come up with the idea of treads, but it's not that much of a leap from what we're already doing. It'll still take a while, not to mention prerequisite tech is needed, but I think it can be done.

I'm actually thinking it would have to be something like A-10 Warthog, a chassis (similar in design to Tank destroyers or self-propelled guns) built around the main gun. No turret (or a very limited one) to reduce stress on the frame and to ensure that the main armament won't be ripped off the chassis when it fires and the cannon low to the ground to prevent the tank from flipping...hmm. Well, that's just all fanciful thinking.

Edit: After actually looking at Railway guns, ones like the French 320mm actually fits the scale of my mental image of the Titan cannons, and my idea of Steam Titans. I suppose my sense-of-scale got screwy because I was thinking of Germany's Schwerer Gustav, the 80 cm (31.5 in) caliber Railway gun.
 
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I mean...the Titan Cannons are going to be big, I get that, but...they're aren't that big are they?
depend really

Empire manage to build really big Cannon like the Hellhammer Cannon ( and it Vampirate modify variant, the Queen Bess)

if the Titan cannon hit that size then we would need to hook like 4 Tank to the thing to act as wheel

if it a bit smaller then the Ironblaster then we gonna have to build a Big Doom Turtle Tank, still slow but not crawl speed slow
 
It is specifically said in the option that it is better to do it now, before the dangers in the forest recover.
I think that won't be a concern for at least this turn, because we are still running the forest patrol action. Unless the forest patrol flops, we should be okay in ignoring the dangers of the forest this turn. Not like the forest related piety action should be removed after a single turn of going unused.
 
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Trying To Speak To Middenland: At the very least, Gunthar's wife seemed less immediately and virulently hostile towards you. Somewhat. A bit. Considering the fact that she has her own reputation as a war leader and harsh law-giver in that she has performed the duties of executioner personally more than once. The beastmen are everyone's problem, and considering the situation going on in the Drakwald, it might be prudent to make plans or at least give the option of making plans for mutual defensive aid against one of mankind's greatest threats since the time of Sigmar. But you'll have to talk to Gunthar as well, because you've learned enough from Talabecland to not even try to go around the main roadblock. In one case, Adolf. In this, Gunthar. Maybe he'll be more considerate if you are a mountain range away and not pissing him off by being in the same city as him. Cost: 100. Time: 1 Year. Reward: Middenland approached on working together in defense on the off-chance the beastmen erupt from the Drakwald in greater numbers than the usual. Chance of Success: 5%
Chance of Success: 5%
Oof.

I suspect we'll want to have some way of increasing that OTHER than a double down, as a double down, y'know, makes things worse if it fails.

Coordinating With The General: Apparently, the Emperor is good friends with the man responsible from keeping Hochland from erupting into civil conflict. Largely by way of having complete control over the military who would be used in said fighting. Gustav Briggs seems a good man, and one willing to cooperate. You will not send troops into Hochland, and he will not do the same to Ostland. It's simply not done unless you are very much on your way elsewhere. While he may be the General in charge, you would have to negotiate with the nobility of Hochland to get permission to do anything more, and given historical precedent – armies of either province 'reclaiming land' which happened to be in the opposite province – it is something you are just as leery of. But you can try to work together in corralling the paths you locate on both sides. Cost: 500. Time: 1 Year. Reward: Coordination against beastmen attempting to cross between Hochland and Ostland going forward, penalty to beastmen's rolls. Chance of Success: 80% [Will not work if Army of Forest or Army of Ostland is not present in Ostland. So you'll need at least one present. Obviously.]
Might even taket his and double down on it since it seems kinda important, and a double down would make it a guaranteed success.
Leaning towards horses for second and either an open hand or bright college for the third action.


Bases Of Nature: You are working now to thoroughly clear the forests, hopefully for at least a few years at least But what will certainly help is making use of the new Longshanks you have in your province to re-establish holy places for Taal and Rhya and create new ones as well where possible. You know, very well, how valuable the influence of the Gods can be in combating the darkness. By doing this, you could hopefully make sure that the said evils will have to at least work just a little harder to encroach on your people when they inevitably come pushing back. Even better, however, is the thought that Urgdug had with putting ogres in the forefront of this. A place for them, to guard with all the zealous fervor his people can be capable of as Taalites. Sure, it will be a harsh for them to live in the forests of the Empire as deep as these places will be, but do not the ogres thrive in the mountains of the east? It is better to do this now rather than wait, in order to take full advantage of the clearing your armies are performing currently. Cost: 1,000. Time: 1 Year. Reward: Re-establishment and creation of new shrines/holy places/hardpoints of Taal and Rhya within the forests of Ostland, to better hold off the possibility of darker powers and their influences encroaching once more.
Seems like a good thing to do considering how much we've been provoking the beastmen lately.

I'd put off the myrmiddia reasearch again and maybe get a mor's garden in the middle mountains with the second piety action?




As for personal, I think we should take both gold wizard actions. I think that'll improve the odds of us gaining access to gold-wizard assisted smithing more than just taking one of them. Putting off the stabby stuff may be a bit of a risk, but I think gold-wizard assistance will do our smithing WONDERS in the long run.
 
Coordinating With The General: Apparently, the Emperor is good friends with the man responsible from keeping Hochland from erupting into civil conflict. Largely by way of having complete control over the military who would be used in said fighting. Gustav Briggs seems a good man, and one willing to cooperate. You will not send troops into Hochland, and he will not do the same to Ostland. It's simply not done unless you are very much on your way elsewhere. While he may be the General in charge, you would have to negotiate with the nobility of Hochland to get permission to do anything more, and given historical precedent – armies of either province 'reclaiming land' which happened to be in the opposite province – it is something you are just as leery of. But you can try to work together in corralling the paths you locate on both sides. Cost: 500. Time: 1 Year. Reward: Coordination against beastmen attempting to cross between Hochland and Ostland going forward, penalty to beastmen's rolls. Chance of Success: 80% [Will not work if Army of Forest or Army of Ostland is not present in Ostland. So you'll need at least one present. Obviously.]

An Open Hand: You don't know Count Rommel personally, but then, the same could be said for many of the Electors. But Reikland is one of the strongest provinces in the Empire. It always has been, as befitting the land from where Sigmar himself once roamed. From there the Unberogen arose as a true power, a power they retain today. They are, you know, one of the wealthiest, strongest, and most populous provinces in the Empire and have been for a long, long time. It may be time to reach out to Count Rommel, as while he was not part of that odd little cabal which came up against you in the Meet, he was not one of those who was clearly on your side either. You could try reaching out to him, shoring up amiable relations. He will not simply become a friend out of nowhere, but you could get something out of it. Maybe. Cost: 500. Time: 1 Year. Reward: Amiable opening to relations with Count Rommel. Chance of Success: 65%

We really need to make contact with both the General and Rommel they really saved our bacon at the meet we need to foster better relations with both so we have stronger allies to the south of us and support in case that someone tries to screw us over again. Also potential more markets open in the Reik would be good for us and guarding our borders against the beasts in hochland will help in the long run for whatever they are planning.
 
I see no reason not to see if getting gold retainers synchronizes with getting them for research, or researching the Titan Cannon. Besides, having some wizard buffers that don't cause crazy psychological and social issues (re: Amber) could do well in acclimating the troops to more and more magic on the field.
 
: You know the Soup Tank intimately. As does Anna. The actual steam system was heavily modified by the halflings over many years. It likely bears very little resemblance to the steam systems present in the other steam tanks in Nuln. Not least of which is because each of the tanks have their own individualized internal components and systems. Leonardo may have been brilliant, but for wide-scale production he was perhaps just a bit less able. But that's fine. You don't need the steam systems anymore, or so Anna say. The 'fucking be-damned skaven', by Anna's own words, managed to create their precious rat tanks with the aid of warpstone. While you'll never touch the stuff out of your own volition if you can help it you don't need it either. You know how the frame works, both skaven and soup tank designs are well known to you for various reasons. You have an engine. Time put all of that knowledge together. Anna is willing to make an effort at it. It will be expensive, but your engineers have had years and years to study the damn tank, with the engine…well. You can fit on a cannon as well, that part is simple. Cost: 2,000. Time: 5 Years. Reward: The Vapor Tank, a war machine powered by alcoholic vapor based upon a foundation of knowledge gained from studying destroyed rat tanks and long-term possession of the soup tank, and knowledge skimmed of the steam tanks in Nuln. Chance of Success: 50%
:D Oh baby! :cool:
 
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