Wolf Focus: You need Wolf Ships more than you need Wargalleys, you think. They are sleek, fast, and have good rams. Plus, they're capable of ranging further out than wargalleys. Considering how things went last year, it would be better for your naval forces to be capable of ranging out that far. If only to keep them out of the coasts entirely, right? It will take more men to crew them, but that is simply the cost of building things in this manner. Cost: 2000. Time: 1 Years. Reward: 10 Wolf Ships.

Galley Focus: Smaller ships, sure, but Wargalleys are perfect for quickly patrolling the coastline specifically. They might not be as directly powerful as wolf ships, but they can be built in greater numbers due to their size. Being ramships, they are more likely to actually engage Norscan raiders who are looking for a fight, in terms of boarding, while with wolf ships the raiders might try to sail around, or flee to attack from another direction. On the other hand, it is the wargalleys that will have more knights and soldiers on them, for just such a fight. It is a bloody work, but one worth it, you think. Cost: 1500. Time: 1 Year. Reward: 10 Wargalleys.

Greater Wolf Focus: You not only need more Wolf Ships, but you need a lot! They are sleek, fast, are good at ramming, and can range further out on the seas than the wargalleys. They are an invaluable and core part of your fleet, of any of the Imperial Fleets, and their usefulness cannot be understated. Plus, with the upgrades of cannons and scorpions, they are actually a bit more powerful than their peers in the other fleets - though you hear Nordland may or may not be changing that. It will take more men to crew them, and cost more to build more, but that is simple mathematics. This is the northern coast of the Emipre! You have plenty of Ostlanders who have grown up along the coast who could be willing, and others from further in who feel the call. Cost: 4000. Time: 1 Year. Reward: 20 Wolf Ships. [Due to Production Requirements, Dock Usage, Etc. Counts As Two Actions]

- We keep going over the ship capacity because of justified paranoia. Let's skip doing so this turn or take galleys at least for a change.
If it is confirmed that we do have a research option I'm taking the Titan Canon since it's only one turn and it gives us noticeable improvements. And I could be talked into switching from Galley Focus to Wolf Focus. That's it. This is the plan I believe is the best for this turn.

@Dmol8 what is your opinion on getting another Greatship instead of Galleys? Only 1 Capacity, costs 500 gold and brings a large amount of Dakka to our fleet. At our current 102/100 Capacity, this would probably dip below the maximum once Verborgenbucht finishes expanding.

Hate to disappoint but the quality of each mercenary company generated this way is random, we might get something of high quality but its equally likely we'll get a mob of armed peasants.
T3 offer means the Peasant mob has a high chance of being fairly large though. And a peasant mob that survives might decide they like the Mercenary business and buy some decent equipment for themselves. Could be the makings for another Whitestone Guard or Derelict Deadlies.
 
Just expanding our alcohol market, getting use out of ships since over capacity, and opening up any other options Albion will do in future.

Makes sense though wouldn't it be better to improve our southern relationships or coordinate with Hochlands general? I'm all for opening new market but at the moment I think that focusing on the southern elector counts to improve our relationship with them so were not blind sided by something like the recent electors meet.

Or coordination with Hochland to deal with the beastmen coming over the borders in via the beast paths it will also go a long way to helping improve our relationship with the as well as push back what ever they are planing. Also a bit of an off the wall idea but it could possibly allow us to improve relations with him personally since who knows maybe Magnus is setting him up to be the next elector count.
 
Makes sense though wouldn't it be better to improve our southern relationships or coordinate with Hochlands general? I'm all for opening new market but at the moment I think that focusing on the southern elector counts to improve our relationship with them so were not blind sided by something like the recent electors meet.

Or coordination with Hochland to deal with the beastmen coming over the borders in via the beast paths it will also go a long way to helping improve our relationship with the as well as push back what ever they are planing. Also a bit of an off the wall idea but it could possibly allow us to improve relations with him personally since who knows maybe Magnus is setting him up to be the next elector count.
I'm all for improved relations but we can tackle both next turn, ideally we can take other beast-path option then work with Hochland to cover our basses and we can speak with Rommel a little later as well.

We still have five turns before next Meet so no super rush there and we already have a pretty good voting block.
 
@Dmol8 what is your opinion on getting another Greatship instead of Galleys? Only 1 Capacity, costs 500 gold and brings a large amount of Dakka to our fleet. At our current 102/100 Capacity, this would probably dip below the maximum once Verborgenbucht finishes expanding.

Oh it's now. OK. I'll go take a look at the option and then see if I'll make an edit to the plan. Also tally:
Adhoc vote count started by Dmol8 on Jul 27, 2019 at 10:33 AM, finished with 89 posts and 23 votes.

  • [X] Plan Gold and Albion
    -[X] Making The Wolfways
    -[X] Gauschdorf
    -[X] Hard Knock Shipping
    -[X] Hard Drinking Markets
    -[X] Approach The Bright College
    -[X] Horse Trade – Averland
    -[X] Lumbering Heat
    -[X] The Stone Beneath Wulfenburg
    -[X] Bases Of Nature
    -[X] Science of War
    -[X] Gold Journeymen
    -[X] Old Metals
    [X] Plan Into the Roots
    -[X] Making The Wolfways
    -[X] Gauschdorf
    -[X] Galley Focus
    -[X] Coordinating With The General
    -[X] Approach The Bright College
    -[X] Horse Trade – Averland
    -[X] Agricultural Overhaul
    -[X] The Stone Beneath Wulfenburg
    -[X] Bases Of Nature
    -[X] Science of War
    -[X] Stabbing With Guns
    -[X] Old Metals
    [X] Plan Laying the Groundwork
    -[X] Making The Wolfways
    -[X] Purchase Additional Mercenaries
    --[X] High Quality Tier 3 Offer
    -[X] Greatship 2
    -[X] Gauschdorf
    -[X] Coordinating With The General
    -[X] An Open Hand
    -[X] Horse Trade – Averland
    -[X] Lumbering Heat
    -[X] The Stone Beneath Wulfenburg
    -[X] A True Mountain Garden
    -[X] Science of War
    -[X] Stabbing With Guns
    -[X] Gold Journeymen
    [X] Plan Securing the Interior
    - [X] Making the Wolfways
    - [X] Guarding Ships
    - [X] Gauschdorf
    - [X] Trying to speak to Middenland
    - [X] Approach the Jade College
    - [X] Coordinating with the General
    - [X] The Stone beneath Wulfenburg
    - [X] Agricultural Overhaul
    - [X] Vapor Tanks
    - [X] A True Mountain Garden
    - [X] Bases of nature
    - [X] Gold Journeymen
    - [X] Old metals
 
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Albion will obviously take some down time to mature and it has a deadline that we currently don't know the date of (when Be'lakor is freed to plan the trial for the next Everchosen, whoever and whenever that would be since Archaon is certainly butterflied away by now), so getting that ball rolling as soon as possible would be very beneficial.
 
Greatship 2: It's been many years, and the greatship hasn't capsized, exploded, or otherwise run into a disaster. It's proven itself in year after year of naval raids, so it is time to build another one. Considering the size of them and the actual specialized work it requires to make one compared to wolf ships or galleys, it will take a considerable bit of funds to produce another. But, hopefully, it should be worth it. Throw some money in, some lumber, and write up some new cannons to be granted. You can trust the Prince of Salkalten to select a proper captain for the ship. You'll also have to come up with a name for the thing. But, overall, it shouldn't be too hard to make one thanks to the repeated expansions on the docks of your major port city. Cost: 500. Time: 1 Year. Reward: 1 New Greatship.

Alright there is a new Greatship option in the Imperial Fleet Actions. Calling @Warmach1ne32 @Redhead222 @kelgar04 @Anime_Fan35 @Deathbybunnies and @instantia . Which would you prefer: the Galley Action or the Greatship action?
 
Alright there is a new Greatship option in the Imperial Fleet Actions. Calling @Warmach1ne32 @Redhead222 @kelgar04 @Anime_Fan35 @Deathbybunnies and @instantia . Which would you prefer: the Galley Action or the Greatship action?

Galley action

I'm all for improved relations but we can tackle both next turn, ideally we can take other beast-path option then work with Hochland to cover our basses and we can speak with Rommel a little later as well.

We still have five turns before next Meet so no super rush there and we already have a pretty good voting block.

I think the beast paths with Hochland need to be delt with sooner rather than later I'm worried about something creeping up on us like that bloody vampire.

Though I do agree with the point about Rommel.
 
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I wonder if Journeymen + Old Gold would have compounding effects...

Or if the Metal Wizards would start bugging us to acquire another Ironblaster.
 
[X] Plan Gold and Albion

[] Plan Owl
-[] Tracking Beast-Paths
-[] Gauschdorf
-[] Hard Knock Shipping
-[] Hard Drinking Markets
-[] Approach The Bright College
-[] Horse Trade – Averland
-[] Agricultural Overhaul
-[] The Stone Beneath Wulfenburg
-[] A True Mountain Garden
-[] Science of War
-[] Gold Journeymen
-[] Stabbing With Guns

edit: Ah, forget it. I'm posting my plan. And nobody else voted for it, so I changed my vote.
 
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@torroar no "Punch Gunthar" Diplomacy action?

Can we drop this nonsense. We don't like him, he said some hurtful things when we first met, but we have better things to do with our time than contemplate petty revenge or how to get into fistfights with important people. It gets tiring to read through over and over again and would gain us nothing but political headaches.
 
Can we drop this nonsense. We don't like him, he said some hurtful things when we first met, but we have better things to do with our time than contemplate petty revenge or how to get into fistfights with important people. It gets tiring to read through over and over again and would gain us nothing but political headaches.
Actually, no, it was specifically recommended by the Ar-Ulric and confirmed by the Emperor-if we want him to stop, we need to smack him in the schnozz. The real problem is that the Emperor isn't sure we'll win.
 
Actually, no, it was specifically recommended by the Ar-Ulric and confirmed by the Emperor-if we want him to stop, we need to smack him in the schnozz. The real problem is that the Emperor isn't sure we'll win.

That was a while ago, and most participants don't seem interested in perusing that course of action. Save it for when it might actually be relevant.
 
@torroar no "Punch Gunthar" Diplomacy action?

:wtf::

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%

Why exactly do you think the odds are at 5% for this. It's because it is, at least currently, the "Punch Gunthar" Diplomatic Action.
 
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