[X] Plan Gold and Albion
apart from maybe wanting to be "friends" with reikland more i think this plan if over all better.

lots of trade to go around and lots of stuff piggy backing one and other
 
The Albion action is likely to bring in less money, takes an extra action to defend it (in this case, costing us a Greatship) and has a 50% chance of failure. Its only possible benefit is opening up future Albion actions, at a time when we are very much not starved for things to pursue.
Wolfships are used on the expedition. Greatship is opportunity cost.

That said, building extra Greatships might upgrade the boosting action.

I don't remember what this is, despite having reread the quest fairly recently. Could you remind me?
Front page has a link to this:
As to actually answer your question @Beyogi, give me a moment.

You only have one real port, Salkalten, which hasn't been rebuilt yet. Verborgenbucht is a little thing with a little dock. Very small. Mostly a fishing settlement.

Schonfeld is your major border city with Kislev, while Gauschdorf is a small village, again, fishing mostly with no real naval capacity.

Ferlangen is a nicely sized city, and is the main connector between your coast stuff and inner Ostland. It is very important because its the first/last supply stop one can make before making the run through the road along the forest. (Hint, This is a dangerous route due to Forest of Shadows on both sides)

Roezfels is a small defensive outpost. Essentially, when an idiot wants to try the big western chunk of the Forest of Shadows, that is the last point of civilization. Also, it is supposed to send warnings if shit is going down there as well. It has recently been turned to further guarding one of the passes into the Middle Mountains.

Wurzen, Vandergart, are important for different reasons. Vandergart is your logging industry headquarters, while Wurzen is your major river trade settlement, who works closely with Talabeclanders for stuffs.

Forts and Castles on the map are important for obvious reasons.

Grensburg is another Guard/Outpost/Settlement thing on Kislevs Border, but is a bit less important as it is not as close to Erengrad.
Salkalten has been fully rebuilt and refurbished and is now the home of the Third Imperial Fleet. Elvish Traders ply the waters here when the seasons permit, and it possesses a sizable Temple to Manaan. Its defenses are considerable, with cannons and soldiery present at all times.

Verborgenbucht is a little thing with a little dock. Very small. Mostly a fishing settlement.

Schonfeld is your major border city with Kislev, while Gauschdorf is a small village, again, fishing mostly with no real naval capacity.

Ferlangen was a nicely sized city, and acted as the main connector between your coast stuff and inner Ostland. It is very important because its the first/last supply stop one can make before making the run through the road along the forest. During the Vampire War it has been sacked and burnt to the ground.

Roezfels is a small defensive outpost. Essentially, when an idiot wants to try the big western chunk of the Forest of Shadows, that is the last point of civilization. Also, it is supposed to send warnings if shit is going down there as well. It has recently been turned to further guarding one of the passes into the Middle Mountains. It was not destroyed by the horrors at the Everliving's command due to the Army of the Range.

Wurzen, Vandergart, are important for different reasons. Vandergart is your logging industry headquarters, while Wurzen is your major river trade settlement, who works closely with Talabeclanders for stuffs.

Forts and Castles on the map are important for obvious reasons.

Grensburg is another Guard/Outpost/Settlement thing on Kislevs Border, but is a bit less important as it is not as close to Erengrad.
Wulfenburg is your capital city. A center of trade and power in the province, it has come a far way from when you first came into possession of it. It is the home of the prestigious Ostland School of Gunnery and Engineering, which controversially accepts male and female students of both human and halfling varieties, and has produced a small array of strange yet effective creations. It is also home to the biggest Garden of Morr in the province and perhaps even the Empire, as well as a series of small Shallyan temple/hospices, a large Temple to Sigmar, and a sizeable Temple of Ulric. Its Dwarf Quarter is quite large indeed, and your city is constantly visited by ale lovers everywhere, including a lot of dwarves due to the nearness of the Bugman Brewery just on the outskirts. Recently the Dwarf Quarter expanded largely again as a result of the immigration and settling down of an entire Branch Family of Clan Yinlinsson, the current most famous Brewing Clan in all of dwarven society

Salkalten has been fully rebuilt and refurbished and is now the home of the Third Imperial Fleet. Elvish Traders ply the waters here when the seasons permit, and it possesses a sizable Temple to Manaan. Its defenses are what some say is excessive, with three rings of staggered defensive walls all covered with cannons and soldiery present at all times. Tower batteries stand tall as well, while the armories are full of guns and weapons. The Salkalten Guard, a specialized military force, resides here in great strength. The whole of the city is quite large now, almost the equal of Erengrad or Marienburg.

Verborgenbucht is an average sized village with an average sized dock. It is mostly a fishing settlement, though the Salkalten Guard has a sizable posting here.

Schonfeld is your major border city with Kislev, while Gauschdorf is a small village, again, fishing mostly with no real naval capacity.

Ferlangen is a nicely sized city, and acted as the main connector between your coast stuff and inner Ostland. An important trade stop for much of the Ostland.

Roezfels was formerly a small defensive outpost to defend against denizens of the Forest of Shadows. It ballooned with refugees during the Vampire War of 2315, and has never gotten smaller since. It is now a prominent logging town, and a trade route for one of the few passes up into the Middle Mountains.

Wurzen and Vandergart are important for different reasons. Vandergart is your logging industry headquarters, while Wurzen is your major river trade settlement, who works closely with Talabeclanders for various things.

Forts and Castles on the map are important for obvious reasons.

Grensburg is another Guard/Outpost/Settlement thing on Kislevs Border, but is a bit less important as it is not as close to Erengrad.
Wulfenburg is your capital city. A center of trade and power in the province, it has come a far way from when you first came into possession of it. It is the home of the prestigious Ostland School of Gunnery and Engineering, which controversially accepts male and female students of both human and halfling varieties, and has produced a small array of strange yet effective creations. It is also home to the biggest Garden of Morr in the province and perhaps even the Empire, as well as a series of small Shallyan temple/hospices, a large Temple to Sigmar, and a sizeable Temple of Ulric. Its Dwarf Quarter is quite large indeed, and your city is constantly visited by ale lovers everywhere, including a lot of dwarves due to the nearness of the Bugman Brewery just on the outskirts. Recently the Dwarf Quarter expanded largely again as a result of the immigration and settling down of an entire Branch Family of Clan Yinlinsson, the current most famous Brewing Clan in all of dwarven society.

Salkalten has been fully rebuilt and refurbished and is now the home of the Third Imperial Fleet. Elvish Traders ply the waters here when the seasons permit, and it possesses a sizable Temple to Manaan. Its defenses are what some say is excessive, with three rings of staggered defensive walls all covered with cannons and soldiery present at all times. Tower batteries stand tall as well, while the armories are full of guns and weapons. The Salkalten Guard, a specialized military force, resides here in great strength. The whole of the city is quite large now, almost the equal of Erengrad or Marienburg.

Jegow is notable for a few reasons, amongst which being the former backwater that Frederick von Hohenzollern's father exiled him to for being an embarrassment at court. It is also now the home of the Citadel of the Bull Warriors, a truly massive fortification which outweighs any other castle or guard post in all of Ostland. As the home of the Bull Warriors, the premier and most famous home Knightly Order of Ostland, one destroyed multiple times yet stubbornly rebuilt once more, the entire settlement and the area it watches over are guarded by these doughty warriors. The Citadel itself has been built time and again, each time improving, until now. Cannons line its thick walls, its layered defenses contain multiple kill zones, its supply stores are consistently kept full, and its guardsmen and more immediate Road Wardens work and train with the knights.

Verborgenbucht is an average sized village with an average sized dock. It is mostly a fishing settlement, though the Salkalten Guard has a sizable posting here.

Schonfeld is your major border city with Kislev, while Gauschdorf is a small village, again, fishing mostly with no real naval capacity.

Ferlangen is a nicely sized city, for the northern provinces at least, and acts as the main connector between your coast stuff and inner Ostland. An important trade stop for much of the Ostland.

Roezfels was formerly a small defensive outpost to defend against denizens of the Forest of Shadows. It ballooned with refugees during the Vampire War of 2315, and has never gotten smaller since. It is now a prominent logging town, and a trade route for one of the few passes up into the Middle Mountains.

Wurzen and Vandergart are important for different reasons. Vandergart is your logging industry headquarters, while Wurzen is your major river trade settlement, a nexus for traders from all over the Empire who take the river paths.

Forts and Castles on the map are important for obvious reasons.

Grensburg is another Guard/Outpost/Settlement thing on Kislevs Border, but is a bit less important as it is not as close to Erengrad.
Wulfenburg is your capital city. A center of trade and power in the province, it has come a far way from when you first came into possession of it. It is the home of the prestigious Ostland School of Gunnery and Engineering, which controversially accepts male and female students of both human and halfling varieties, and has produced a small array of strange yet effective creations. It is also home to the biggest Garden of Morr in the province and perhaps even the Empire, as well as a series of small Shallyan temple/hospices, a large Temple to Sigmar, and a sizeable Temple of Ulric. Its Dwarf Quarter is quite large indeed, and your city is constantly visited by ale lovers everywhere, including a lot of dwarves due to the nearness of the Bugman Brewery just on the outskirts. Recently the Dwarf Quarter expanded largely again as a result of the immigration and settling down of an entire Branch Family of Clan Yinlinsson, the current most famous Brewing Clan in all of dwarven society. The sewers possess fortifications and regular patrols, especially focused on any tunnels in and out of the city. It is the largest and most populated settlement in Ostland, not just in terms of humanity, but boasting a substantial population of halflings, ogres, and dwarfs as well.

Salkalten has been fully rebuilt and refurbished and is now the home of the Third Imperial Fleet. Elvish Traders ply the waters here when the seasons permit, and it possesses a sizable Temple to Manaan. Its defenses are what some say is excessive, with five rings of staggered defensive walls all covered with cannons and soldiery present at all times. Tower batteries stand tall as well, while the armories are full of guns and weapons. The Salkalten Guard, a specialized military force, resides here in great strength. The whole of the city is quite large now, almost the equal of Erengrad or Marienburg in its defensive implements. While in terms of population it is not even half that of either of those two giants of port peers, it has recently gained something known as the Sea Wall of Salkalten, a sixth massive wall which extends out into the waters. It is of dwarf design with runic reinforcement, a wall so thick that patrols, cannons, and weaponry can be held inside of it at certain hollowed chambers with secured hallways connecting them over the length of the wall. Three massive gates are the only water-based passageway in and out of the wall which goes from one entire end of the waterfront to the other for Salkalten.

Jegow is notable for a few reasons, amongst which being the former backwater that Frederick von Hohenzollern's father exiled him to for being an embarrassment at court. It is also now the home of the Citadel of the Bull Warriors, a truly massive fortification which outweighs any single other castle or guard post in all of Ostland. As the home of the Bull Warriors, the premier and most famous Knightly Order of Ostland, one destroyed multiple times yet stubbornly rebuilt again and again, the entire settlement and the area it watches over are guarded by these doughty warriors. The Citadel itself has been built time and again, each time improving, until now. Cannons line its thick walls, its layered defenses contain multiple kill zones, its supply stores are consistently kept full, and its guardsmen and more immediate Road Wardens work and train with the knights. Camp followers, knights marrying and giving birth, and so forth remaining here for so long has steadily grown the population here, while a Great Kitchen of Esmeralda has opened its doors as well. The many who took refuge here during the Vampire War gave birth to many children, who, in typical Ostlander fashion even now, don't see too much point in leaving their home when there's work to be done there. The Grand Master of the order is also the ruling authority of this place.

Verborgenbucht is an average sized village with an average sized dock. It is mostly a fishing settlement, though the Salkalten Guard has a sizable posting here. It now possesses a larger and more secure dock, and greater regular patrols from the Salkalten Guard. Ruled by the Von Wolder family.

Bugman's Brewery is not technically a settlement of Ostland, legally speaking, rather it is a business compound which has grown substantially. Home of the New Bugman's Brewery, the legendary Bugman himself, his wife, his apprentice, and many other dawi, it has become a major pilgrimage point for many a dwarf whether Imperial or otherwise. It is dedicated to the sole production of the finest ales, bitters, beers, and general alcohol in the world - or so those who live there say at least. As its population is near entirely slanted towards dwarfs in terms of permanent residence, it is most certainly one of the more heavily defended locations in the whole of the province.

Schonfeld is the major border settlement with Kislev, while Gauschdorf is a small village, again, fishing mostly with no real naval capacity. Schonfeld has been growing over the years due to the regular transport of goods too and fro in Kislev. During the winter months, when Erengrad is frozen shut, the trade flows largely through here to get to Erengrad and further out to Praag. Outside of Wulfenburg, it holds the largest Kislevite population in the province, regularly seeing patrols of Winged Lancers and otherwise protecting convoys into and out of the Oblast.

Ferlangen is a nicely sized city and acts as the main connector between the Northern March and the rest of Ostland. An important trade stop for much of the province, or anyone who wants to bring or get something from Salkalten's traders. Due to its position, the nobility in charge here have willingly worked to improve its defensive capabilities through increased walls of stone, and the swivel cannons granted throughout the province by the Steel Bull. It's population is starting to benefit from the large amount of births after the Vampire War, causing the need to increase its own size, districts, walls, etc. to have there be room. Something not too many folk are complaining about.

Roezfels was formerly a small defensive outpost to defend against denizens of the Forest of Shadows, now known as the Hohenzollern Forest. It ballooned with refugees during the Vampire War of 2315, and has never gotten smaller. It is now a prominent logging town, and a trade route for one of the few passes up into the Middle Mountains. It is one of the larger towns in the province, nearly approaching what might be considered a small city now, as the many youths sired during the year-long celebrations following the Vampire War are reaching adulthood.

Wurzen and Vandergart are important for different reasons. Vandergart is your logging industry headquarters, while Wurzen is your major river trade settlement outside of Wulfenburg, a nexus for traders from all over the Empire who take the river paths.

Forts and Castles on the map are important for obvious reasons, but some stand out more than others.

Grensburg is another Guard/Outpost/Settlement on Kislev's Border, but is a bit less important as it is not as close to Erengrad.

Bohsenfels is a fort known as 'Little Middenheim' due to how strangely it imitates the city of Ulric. Specifically, that it is a fortress built upon a large rocks with tunnels and caves beneath.
Current pattern has the next update on 2338
 
We always need more money. When we have more income, toroar swaps out actions for more effective, more expensive actions that wouldn't have previously been viable. On top of that, opportunities to spend large sums of money unexpectedly like the Soup Tank should be prepared for.

The Albion action is likely to bring in less money, takes an extra action to defend it (in this case, costing us a Greatship) and has a 50% chance of failure. Its only possible benefit is opening up future Albion actions, at a time when we are very much not starved for things to pursue.
If we defend it that chance of success goes up to 70%, that is the point of the action.

Also if we open up Albion we could have an entire untapped market of islanders from everything to booze to guns to other goods they don't have access to. The island itself would be useful and Ostland could set up a colony on it since no unified human nation on it and would be an Ostland tradition.

I think it is worth the investment if we do so.
 
Wolfships are used on the expedition. Greatship is opportunity cost.

That said, building extra Greatships might upgrade the boosting action.
Yes, I meant costing in the sense of not getting a new one this year.

And ramping up Greatship production is the dream, here. A large ship to anchor each group of smaller ships? I can taste the reduced Naval DCs already.
If we defend it that chance of success goes up to 70%, that is the point of the action.

Also if we open up Albion we could have an entire untapped market of islanders from everything to booze to guns to other goods they don't have access to. The island itself would be useful and Ostland could set up a colony on it since no unified human nation on it and would be an Ostland tradition.

I think it is worth the investment if we do so.
That's still a 70% chance versus a 100% chance for probably lesser returns, but yeah my mistake.

So what I'm hearing is that you're expecting it to turn into a multi-action chain, culminating in a large reward at the end? Like Agricultural Overhaul is?

I agree it's worth doing at some point, I just think it's madness to go and get started on a new chain of actions to chase a reward when we have the final action of a previous chain as the main contender. Especially when it's both not a guaranteed success, and frankly based mostly on speculation.
 
That's still a 70% chance versus a 100% chance for probably lesser returns, but yeah my mistake.

So what I'm hearing is that you're expecting it to turn into a multi-action chain, culminating in a large reward at the end? Like Agricultural Overhaul is?

I agree it's worth doing at some point, I just think it's madness to go and get started on a new chain of actions to chase a reward when we have the final action of a previous chain as the main contender. Especially when it's both not a guaranteed success, and frankly based mostly on speculation.
Fair enough, it is clear neither side will change their mind so I will drop it.

Just saying is that we have been putting this off for awhile and if we don't do it now we are just going to keep putting it off and lose quite possibly a neat series of opportunities while greatship will always be there and no time limit.
 
You know, I wonder if we could set up a cottage industry selling downscaled versions of our metal doom flowers as art? With us actively wanting it to fail, we could make them from other metals like silver or mixtures.
 
The agricultural overall can wait, like said it is one turn action and we aren't short on food.

As for fleet thing we spend literally all our actions expanding it but little time actually using it, next turn everyone will want to focus actions on expansion since we will have more space and not care about Albion.

Sure we can do action with using fleet but with only 50% chance of success by itself no one will want to go for it unless DD and everyone wants to put DD somewhere else like military for good reason.

We have been putting off Albion ever since it first turned up, only attempted it once without a boost and it naturally failed, and now we are going to keep putting it off and close off an entire area of potential.

:facepalm: And yet you continue to make arguments that would sway you. Albion first turned up on turn 27:

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 swampland 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%

Right now it's turn 34. Some of the Actions we have to vote on have been there longer precisely because people found stuff that is easier/more economical/rewarding to do than those actions. And yet those actions are still there. About the only way actions get removed is if a part of the thread doesn't like them or if something happens to change them. And I still remember the Teeth Action for +1 Diplomacy and I am waiting for the end of the Law Project to bring it back.

The attempt to get to Albion was on turn 31:

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%.

- Required: 50. Rolled: 28.

You purchased the ships, hired the crews and captains, filled their hulls with goods…and then never heard from them again. Whether it was from pirates, the land of Albion itself taking them and not letting go, you do not know. Sabine was furious for weeks after you had to give the entire small trade fleet up for lost. It's not as if no one has ever been to Albion, right? The myths about their mists are apparently true, for all you know the ships crashed entirely. Perhaps they were lost to pirates and raiders upon the sea. Either way, you've lost the money you invested. Frustrating, but not entirely unplanned for, you have to admit. Maybe you needed more guards or something, who knows. Or perhaps a storm got them? Speculation does nothing than make you wonder, because it is not as if you'll receive the answer anytime soon. Failure.

alongside the first Blood Fane Action and the option to use our Imperial Fleet Assets and an Imperial Fleet Action to create a +20 on our chances for the Albion Action turned up on turn 32 in response to the failure:

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?

So while I get that you would like to get Albion and actions on it I am (and some other people also are) currently in "run around like a headless chicken mode and try to put out as much of the problems/fires that are current" mode that focuses on hitting and following trough on the hits for the various problems that have come up in the meanwhile. This includes tying up the Blood Fane Action Chain into a nice little bow so that we don't have to think about it again. Try again next turn when some of the Action Chains that have been dragging trough the turns are wrapped up or at least are not active for the moment.

Finally a vote tally:
Adhoc vote count started by Dmol8 on Jul 27, 2019 at 1:11 PM, finished with 139 posts and 32 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] Greatship 2
    -[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
    [X] Plan Owl
    -[X] Tracking Beast-Paths
    -[X] Gauschdorf
    -[X] Hard Knock Shipping
    -[X] Hard Drinking Markets
    -[X] Approach The Bright College
    -[X] Horse Trade – Averland
    -[X] Agricultural Overhaul
    -[X] The Stone Beneath Wulfenburg
    -[X] A True Mountain Garden
    -[X] Science of War
    -[X] Gold Journeymen
    -[X] Stabbing With Guns
 
@Ebanu8 and @Night_stalker please be aware that there are no research actions this turn:

Research: Helga and her daughter have taken up this position, switching off whenever the other has to be teaching a class or engineering something or other in your engineering facilities. ONE OPTION LOCKED OVERALL DUE TO AVERLAND PRODUCTION REQUIREMENTS (LOCKED):
Research options fixed, will get to Mass's pmed corrections about words/grammar whatever tomorrow due to busy RL today, steam boiler had a turn cut because of the information gained from vapor engine studies [dwarf boiling/vapor based knowledge has the same broad foundation, one helped the other] and I'll see about sticking in a greatship construction option, sure. It is now there.

Adjust your plan to the lack of Research Actions this turn or pick/make a new one.

@Deathbybunnies @Massgamer how about a compromise? What about switching Lumbering Heat with Agricultural Overhaul in the Albion and Gold vote? That way we neatly finish one action chain and move on to the next.

This doesn't work for me as a compromise since the problem is the number of Diplomatic Actions to choose from and not the Stewardship/Imperial Navy Actions.
 
We always go for the defensive, surefire plan. It's the gamer natural instinct. But this is a quest format and it should be narrative over numbers. I'm willing to use a turn for a chance to give our GM a chance to explore other possibilities.

[X] Plan Gold and Albion
 
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@Deathbybunnies @Massgamer how about a compromise? What about switching Lumbering Heat with Agricultural Overhaul in the Albion and Gold vote? That way we neatly finish one action chain and move on to the next.
I'd be willing if everyone was okay but as @Dmol8 said that isn't the issue here.

Hey Dmol, I personally want Bright Wizards but I can put hold on horses. How important are they to you?
 
Honestly I just consider "stabbing with guns" to be comparatively useless to having research bonuses, more gold, potential synchronization, etc. People talk about how it's essential and benefits everything but it only makes our gunners a bit more survivable, and we can get it easily next turn.
 
I'd be willing if everyone was okay but as @Dmol8 said that isn't the issue here.

Hey Dmol, I personally want Bright Wizards but I can put hold on horses. How important are they to you?

As far as I understand it the Horse Trade - Averland Action isn't simply getting the horses, it's also burying the hatchet with Averland's Elector Count over the mess that happened at the Elector's Meet and the next Action in the Kakarol Piety Action Chain that will get us Temples of Kakarol down the line. So taking it as soon as possible means that we have less problems down the line with Averland (at least unless/until the Heir that got beaten to a bloody pulp comes into power and we have to deal with his daddy issues that he projects on us in part/whole) and it advances Serhild further into the Kakarol Cult as a focal point for it.

So pretty important, especially since Frederick and his family have the favor of Kakarol for the slaying of Ghorros Warhoof. I didn't just pick my Diplomacy Actions because of their ease of success. I want to fix the rift between Hochland and Ostland as much as possible and this is the first step that might lead somewhere with their leadership since we do in fact have a 7/10 with Hochland's populace ever since we did mop up the mess left in the wake of that Orc WAAAGH! that spilled from the Middle Mountains because of that Dark Elf mess. I want the Bright College in our armies for the boon they would give us in combat situations. So all of the actions I picked in Diplomacy are the most important actions to me.

Albion is important to me. Just not as important as these three Actions and as we can only pick three Actions this turn I left it out.
 
Honestly I just consider "stabbing with guns" to be comparatively useless to having research bonuses, more gold, potential synchronization, etc. People talk about how it's essential and benefits everything but it only makes our gunners a bit more survivable, and we can get it easily next turn.

Aye. Getting bayonets would be nice, but I can live with putting them on hold in exchange for getting the Gold Order sett up.
 
So while I get that you would like to get Albion and actions on it I am (and some other people also are) currently in "run around like a headless chicken mode and try to put out as much of the problems/fires that are current" mode that focuses on hitting and following trough on the hits for the various problems that have come up in the meanwhile. This includes tying up the Blood Fane Action Chain into a nice little bow so that we don't have to think about it again. Try again next turn when some of the Action Chains that have been dragging trough the turns are wrapped up or at least are not active for the moment.
Hum, @Dmol8 if you added a T3 non-Company Merc offer, that could compensate for getting the Bright Wizards a turn later. Might be a way to compromise with Plan Laying the Foundations...

@Void Stalker while Lumbering Heat might increase the demand for extra lumber, Agricultural Overhaul would increase the demand for more farmlands.
And Bases of Nature is a Taalite option. Which means they're going to try and avoid places where things like Roads have been built. Waiting a year might not make Nature Bases easier like you predict and might instead make it harder as the Beastmen/Greenskin populations of Ostland have more time to recover.
 
So taking it as soon as possible means that we have less problems down the line with Averland
I'm pretty sure waiting on it isn't going to sour things with Averland, the count seemed pretty eager to make up for son's actions so unlikely to take wait badly.

Horses aren't super vital and as long as hatchet is buried before next Meet it won't feel like we are holding issue over his head.
 
[X] Plan Into the Roots:
-[X] Making The Wolfways
-[X] Gauschdorf
-[X] Greatship 2
-[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

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.

Edit: Changed Galley Focus to Greatship 2 by demand of most of my voters.
You've already heard my other statements. Beyond that, if we DO end up doing Titan Cannon, the Metal Personal Option has decent chance of synchronizing with it. If nothing else, it will make up some of the gold we spend.

Honestly I quite favor your plan save for "Stabbing with guns".
 
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