Speculation is good, let those creative clouds blow up!

At least with Gawain granting an extra diplomacy action I'm eager to visit the Jade Dogs.
 
Same, I'm itching to write a Omake meeting between the two different Diamond dogs cultures. Plus profit is always nice
Well, the Jade dogs are supposed to have a top dog, but the land was invaded by caribou under protection of the top dog, so there might be something suspicious about that claim. Which is why I want to see the meeting between the Jade dogs and Gryphus. Garrick only needed to send a message to the diamond dogs for most in Griffonia to swear fealty to him with tribute.
 
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Well, the Jade dogs are supposed to have a top dog, but the land was invaded by caribou under protection of the top dog, so there might be something suspicious about that claim. Which is why I want to see the meeting between the Jade dogs and Gryphus. Garrick only needed to send a message to the diamond dogs for most in Griffonia to swear fealty to him with tribute.
True, but that was the result of a crit roll, plus it's hard to refuse such a call when you literally live on their land. These have been alone for decades presumably and may not be similar or as welcoming.

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I hope I'm wrong of course, but considering our luck I'm worried. Still want to meet them though.
 
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So let's not forget that this turn we now have to take the action to try and figure out who killed the queen or else the trail will start going cold.
 
Turn 26: Growing Pains
You take a sip of tea from your cup as you survey the game board before you. For the third time in a row you'd been backed into a corner, only a single move or two away from a checkmate. Still, you were improving. It had taken Gawain half again as many turns to best you as it had the previous round. All things considered, you'd say you were doing fairly well. After all, he has the weight of practice and experience behind him, having played against the best strategists of your court since his childhood.

It wasn't often that the two of you got a chance to play like this. Between Gawain's lessons and social obligations and your own duties, it was rare for your schedules to match up. But that only encouraged you to make the most of your time together.

Gawain patiently awaits your next move, his expression betraying little. His poker face had become legendary amongst the Empire's nobility, something that you know will serve him well in his new role as a diplomat and negotiator.

You move a pawn forward, placing it in a position to threaten a hostile knight, prompting Gawain to immediately snatch it up and remove it from play with his bishop. You show no concern. That had been the plan, to move that piece away from your King...but all that's done is buy you some time and given you breathing space.

"Has Gisa given you your first assignment yet?"

Gawain shakes his head.

"Not yet. I think she's still trying to decide where it would be best to put me. Honestly, I could wind up anywhere at this point."

You nod, moving your remaining Knight to block Gawain's Queen. Again, you lose a piece, but you've bought time to maneuver your King behind your last remaining pair of pawns. But now you have nowhere left to run. The only question now is whether you'll last one or two more turns.

Gawain stares at the board for a time before finally moving his Queen forward, bypassing your pawns and cornering your King. You contemplate dragging on the match for another turn or two to make a point...before tipping over your King in the traditional move of surrender.

If Gawain takes any pleasure in his victory, he doesn't show it.

As the two of you reorder the board, Gawain pauses.

"I'll make you proud Dad. I promise."

You stare silently at your eldest child before standing and pulling the surprised young Gryph into a hug.

"You make me proud every day Son. Don't ever forget that."

The two of you stand there in that embrace for a time...until the moment is broken by Gleaming Pearl slamming open the door to the gaming parlor.

"Dad, Gwyndlyn set the dining room drapes on fire again!"

You sigh, pulling yourself out of Gawain's grip and making your way out the door, towards the sounds of draconic panic and your Wife's laughter.

There was never a dull moment in the Imperial Palace.


Martial: Redbeak rivals Ravenburg with his concern over the events unfolding south of your Protectorate, drawing up numerous contingency plans, though the presence of the newly completed Hardbeak Line has reassured him somewhat. (Two Actions Per Turn)

[ ] Doubling the Guard: The recent population explosion has brought problems, but it has also brought opportunities, chief among them an end to the previous shortage of able-bodied Griffons and Dogs available for military service. Redbeak has long been considering an expansion of the army, and if given sufficient funding to do so he could double the size of your Empire's primary fighting force within two years. With the onset of the Maretonian Civil War, such an expansion may soon become a necessity. Cost: 3000 Time: Two Years. Reward: Imperial Army Doubles in Size.

[ ] Gryphus Foriegn Legion: In a bid to quickly swell the Empire's troop numbers in preparation for a future conflict with Maretonia, Redbeak has made a radical proposal: the recruitment of foreign volunteers. These foreign born soldiers would serve for several years in the military of Gryphus in exchange for citizenship, bringing their own unique skills and abilities to your military. Such an idea is not without merit, you must admit. You figure there's no harm in giving Redbeak the funds to give it a try. Cost: 500. Time: One Year. Reward: Imperial Foreign Legion established, Foreign Auxiliaries recruited.

[ ] Runic Fortifications-Hardbeak Line: Runes are useful, this much is obvious. They allow Griffons, Diamond Dogs, and the other less magically inclined races to harness the arcane powers that they otherwise could never dream of wielding. Unsurprisingly, Redbeak's mind has been awash with ideas as to how to use this new addition to the Empire's arsenal, and amongst his more conservative and practical ideas is the plan to place fortifying and hardening runes upon the walls of the fortresses of the Hardbeak Line, making the defensive emplacements even more durable. While such a thing is possible, it is also expensive. Still, it may be worth it to ensure that, should the line be assaulted, it's walls can withstand as much punishment as possible. Cost: 2000. Time: Two Years. Reward: Hardbeak Line Fortifications Strengthened with Runic Enchantments, increased upkeep costs.

[ ] Runic Armor: Merlin's introduction of Runic magic to the Empire has caused a fervor amongst academics and common peoples alike, attracting the attention of artisans and laborers of all stripes as they ponder the implications for their crafts and daily lives. One of the more notable individuals whose interest has been piqued by the possibility of magical weapons is the hero-knight Hardbeak himself, who has personally written to you expressing interest in the idea of rune-enhanced armor to protect himself and his fellow grandmasters and enhance their capabilities upon the battlefield. This naturally has raised ideas of Runic Armor for yourself and your family. It will be expensive, that much is obvious, but can one really put a price on the lives of your loved ones and most valued warriors? Cost: 1500. Time: One Year. Reward: Runic Armor for Knightly Grandmasters and Imperial Royal Family.

[ ] Cog Conversion: The creation of your new Carracks have left much of your existing naval assets obsolete. Rather than simply scrapping them or continuing to field outdated ships, a few clever shipwrights have drawn up a plan to convert the hulls of the Cogs into new cannon-armed Carracks. While it won't be a perfect conversion (the Carracks requiring more building material than a Cog) and the cannons will still have to be sourced from the foundries, it will likely be cheaper than building new vessels from scratch. Cost: 700 Time: Two Years. Reward: 20 Cogs Converted into 14 Carracks.

[ ] Knights of the Frontier: With the settlement and rapid expansion of the frontier territories, now dubbed Kestrella, some have begun to call for the establishment of a new Knightly Order to serve as the guardians of the new province, small and relatively underdeveloped as it is now. Though the war against Sombra has depleted the public's appetite for conflict, there is never any shortage of Griffons willing and eager to join an esteemed Knightly Order. Construct a suitable citadel and begin the search for any aspiring Knights. Cost: 400. Time: Two Years. Reward: New Knightly Order Established to guard Kestrella.

[ ] Cautious Curiosity: While the now-infamous expedition that discovered Sombra has caused some to question the wisdom of venturing beyond the Empire's borders, you feel that such things are a necessity. Without such scouting missions you would have never encountered the Yaks or the Neighponese, who are now your trading partners and steadfast allies. And as some of the more pessimistic have said: "better our scouts meet them than their invasion force meet us." Cost: 400. Time: One Year. Reward: Knowledge of Distant Lands.

—[ ] Far West: The Yaks can't tell you anything about what lies beyond their lands, aside from the fact that they know such lands exist. Prior to meeting you and Sombra they never had any reason to wonder about the lands beyond their steppe. Now you have a chance to satisfy both their curiosity and your own.

—[ ] Far South: As of now, it doesn't appear that you and Maretonia will be going to war anytime soon. As such, some have proposed sending a flotilla of exploration ships South along the coast, to see if your rival kingdom has any neighbors that might prove less antagonistic to you and your people. With any luck, you might find another ally or trade partner, or new resources that you could grab before the Maretonians can.

—[ ] Far East: The Minotaurs hinted at the existence of a land to the East, across the great ocean. But aside from these cryptic hints, you know little about this strange land. The journey will be long, but it is one you and your people must make if they are to have answers to the many questions that have been raised regarding this mysterious nation.


Diplomacy: Having returned from her meeting with the Minotaurs with a trade agreement and a wealth of new information, Gisa is feeling much more confident in her ability to lead her diplomatic corps, a feeling only reinforced by the sudden addition of the Crown Prince to her staff. (Three Actions Per Turn)

[ ] Canterbury Caravans: Your newly discovered neighbors, while not having quite the economy that you do, are still a nation of potential customers for Imperial Products, and your people are always hungry for new and exciting novelties and luxury goods. While it may be difficult to brave the cursed forests of Canterbury, enterprising merchants have done riskier things in pursuit of profit, and you're sure that your chivalrous neighbors will be more than happy to assist and escort traders through their lands, as you will theirs. Cost: 200. Time: One Year. Reward: Trade with Canterbury Established, Increased Trade Income.

[ ] Immigration Campaign: The addition of Magical Advisors to your court, and the memory of how much the integration of the Diamond Dogs improved your Kingdom, has led some to propose the idea of advertising abroad for immigrants, from Neighpon, Yakyakistan and Canterbury. You're not sure how many takers you'll get, but it can't hurt to try. Cost: 200. Time: One Year. Reward: Yak/Neighponese Immigrants. Chance of Success: 65%

[ ] Gaze upon the mists of Fate: The seers and shamans of Yakyakistan have been a subject of interest to you ever since you learned that they had warned their people of the threat of Sombra long before encountering him themselves. In a way, they were partially responsible for your victory at the battle of Redstone, as well as your ensuing positive relationship with the Yak Clans. With the threat of Sombra now extinguished, you find yourself wondering what else these mystics may know...and if they might be willing to share this information with you. There's no harm in asking, right? Cost: 200. Time: One Year. Reward: Chance to gain information from Yak Seers. Chance of Success: 60%.

[ ] She can see the Futuuure!: First the Yak Shamans, now Queen Chevaline. Seriously, how many races can predict the future? Regardless, while the Seer of the Waters may not publish as many prophecies as the Yaks, her predictions tend to be less vague and more detailed. It appears that quality vs quantity is also a problem for prophets. Perhaps you could convince her to share any pertinent vision she may have regarding you or your nation? It might not be as easy as just asking though. Her prophecies are the Word of The Lady, and she might not be eager to share them with outsiders, not even allies. Cost: 200. Time: One Year. Reward: Chance to gain Information from Queen Chevaline. Chance of Success: 50%

[ ] Emerald Isles Emissary: The discovery of an entire independent kingdom of Diamond Dogs has raised more than a little bit of interest amongst your people...and the realization that it was the Neighponese who met them first has more than a few members of your diplomatic corps kicking themselves at the missed opportunity. But there's still time to rectify this and properly introduce yourself to the inhabitants of the Emerald Isles. A diplomatic mission seems to be in order. Cost: 300. Time: One Year. Reward: Diplomatic Contact established with Emerald Isles, New Actions Unlocked.

[ ] Journey to the Frozen Coast: The Caribou are an interesting people. A maritime culture, divided between multiple petty kingdoms, subsisting through a combination of trade and raiding. Whether they will be enemies, allies, or simply another divided people to keep an eye on has yet to be determined. A diplomatic mission to introduce your people to theirs may be in order. Cost: 400. Time: One Year. Reward: Contact made with Caribou Kingdoms, New Actions Unlocked.

[ ] Minotaurs against Maretonia: While the Minotaur city-state of Labyrinthian has led several of its fellows in severing their economic ties with House White Star, others continue to trade with the slavers, either out of ignorance or a sheer desire for profit. See if Gisa and Gawain can convince them to follow the example of their neighbors and boycott the nobles. Cost: 400. Time: One Year. Reward: Minotaur Republics cease trade with Maretonia. Chance of Success: 60%

[ ] Yak Cannons: One of the first things that the newly crowned King Rutherford did was organize the numerous warbands of the now unified Yak Clans into an army with a centralized command structure, which he has begun to equip with weapons and armor. Now flush with spendable currency in the wake of his deal with your Empire to supply you with Orichalcum, he is sparing no expense in his quest to ensure that the Yaks can defend their homeland from any would-be invader. Gisa has raised the possibility of trying to gain back some of the money you've been paying the Yaks by selling their newly formed army some cannons, as you had done with the Neighponese. Given that they haven't asked, it's going to be more of a sales pitch this time around, but you're convinced that you can convince your neighbors of the benefits of ranged weapons to their arsenal. Cost: 400. Time: One Year. Reward: Yaks begin purchasing Imperial Cannons. Chance of Success: 60%


Stewardship: As the national rail network nears its completion, Frida is eager to see the long-running project finished, and has even begun to propose additional infrastructure projects that could better your Empire, provide jobs and inject some currency into the national Economy.
(Two Actions Per Turn) One Action Locked

-Rail Network: Your first railway has been proven a great success, and leaders and business magnates from across the Empire are clamoring to have more lines built across the provinces, to facilitate the flow of goods and raw materials. The establishment of such a network will be both time consuming and costly, but it will more than pay for itself through the boost to national productivity, and the economic benefits of cheap transportation. Cost: 1500. Time: Four Years. Reward: National Freight Railway Network Constructed. Increased Tax Income. New Options Unlocked. Will Finish This Turn

[ ] Western Lumberjacks: The woods of the Western Frontier (now dubbed Kestrella), while not quite as expansive and vast as the forests of the Imperial heartland, are still a potential resource and an ample supply of raw timber. Subsidize the establishment of logging camps and lumber mills in the newly settled territory. Cost: 400. Time: One Year. Reward: Increased Logging Income.

[ ] Cloth Mills: While sufficient Flax has been planted to allow for textile production, and a significant cottage industry has already sprung up to exploit this, you're far from rivaling the Neighponese for textile production. Mass production is the name of the game here: subsidize the construction and start-up costs of some weaving mills and see if you can increase productivity. Cost: 600. Time: One Year. Reward: Industrial Linen Production achieved, Increased Tax Income.

[ ] Aggressive Agricultural Expansion: Now that your nation has purged its forests of beasts and monsters, it's time to clear some of that untamed wilderness and prepare it for farming. Having enough food to feed so many new mouths is going to be vitally important for the security and prosperity of the nation going into the future. Cost: 1000. Time: Two Years. Reward: Expanded Agriculture, Secured Food Supply, Increased Income.

[ ] Gas Lighting: While Genevieve's gas lamps have become a more and more common sight in the Empire, they are far from ubiquitous, especially outside of the Capital and major industrial centers. The benefits of reliable 24-hour lighting are significant: crime rates drop, and workers can continue their labors even once the sun begins to dip below the horizon. Despite these benefits, few local governments and businesses have invested in gas lamps due to the installation costs involved, to say nothing of the costs to keep them lit. Frida has been considering plans for another great public works project to stimulate the economy. Lighting up the night seems like a suitably ambitious goal. Cost: 1200. Time: Two Years. Reward: Gas Lamps installed in all major population centers in the Empire, Increased Tax Income due to Increased Productivity and Reduced Crime Rates.

[ ] Crystal Agriculture: As time has gone on, the unnatural chill that has permeated the Crystal Protectorate has begun to fade, the Crystal Heart's growing power and influence stripping away the last lingering remnants of Sombra's dark magic and bringing life back to what was once a dead land. For the first time in decades, fields of grass and beds of wild flowers grow untended in the wilderness behind the Crystal City. For the first time since the establishment of the Protectorate, large-scale agriculture is now possible, raising the possibility of a population not dependent on shipments of food from the Imperial Heartland. Of course, such a thing will require great effort and expenditure to make a reality. Help the Crystal Assembly accelerate their plans with an injection of capital and Imperial expertise. Cost: 800. Time: Two Years. Reward: Crystal Protectorate gains a substantial agricultural base and is no longer dependent upon food imports from the Griffonlands. Increased Agricultural Income.

[ ] Crystal Forests: As the soil fertility and climate of the Crystal Protectorate begins to lend itself towards agriculture, some within the assembly have made an unusual proposal: the planting and cultivation of forests for the express purpose of providing the Protectorate with a domestic source of lumber. An unusual idea...but one worth exploring. Cost: 400. Time: Three Years. Reward: Crystal Protectorate develops domestic logging industry, increased logging income.


Learning: While Archimedes and Genevieve form the core of your scholastic efforts, the Neighponese Trio and the newly arrived Canterbury Experts, particularly the venerable Merlin, have become increasingly important to your Empire's research and development efforts, providing new insights and research opportunities to exploit. (Two Actions Per Turn)

[ ] Sugar Beets: Among the numerous crops that have been introduced to the Empire as a result of trade with Neighpon, Sugarcane has been one of the most sought after, particularly due to its inability to be farmed on the mainland. However, Genevieve claims to have an idea. By selectively breeding a particular species of root vegetable for increased production of Sucrose (the thing that gives Sugarcane its distinctively sweet taste), she believes it to be possible to engineer a hardier alternative to sugarcane that can be grown domestically. This will of course take a while to do. Cost: 200. Time: Two Years. Reward: Sugar Beets acquired, new Learning and Stewardship Actions Unlocked.

[ ] Sound the War Horns!: The Battle of the Peregrines demonstrated the need for a means of long range communication between commanders and units spread across multiple fronts. Couriers and banners simply aren't good enough. An enterprising army officer and former musician by the name of Major Shrike has proposed building and utilizing specialized horns, designed to communicate coded messages through the pitch, tune and frequency of their blasts. The idea might hold merit. Cost: 300. Time: One Year. Reward: Gain War Horns. Upgrade Army Communications Bonus.

[ ] A Different Kind of Mortar: The prospect of war with Maretonia (or what's left of it) has raised numerous concerns amongst the military. Your cannons, while effective at targeting enemies and destroying unreinforced architecture, may not be as effective against the enchanted walls and fortifications of Maretonia. Archimedes has proposed a potential solution: a weapon similar to a cannon, designed to lob projectiles over walls and other obstructions. While these weapons are unlikely to be as useful against mobile targets, they may prove a decisive advantage in siege warfare. Give Archimedes the go-ahead to try and build a few of these new weapons. Cost: 600. Time: One Year. Reward: Mortar Artillery Developed.

[ ] Miniature Ballistae: The recent completion of the great hunt, while ridding your lands of monsters and dangerous creatures, has also had the (perhaps expected) side effect of depriving the forests of dangerous game. As a result, the people of your nation have much fewer targets to practice their craft on. This may result in a shortage of skilled archers in the near-future, which may endanger your military's ability to engage enemies from range. Archimedes claims to have a solution to this: a miniaturized ballistae that can be used and carried by one person. Such a weapon could be used by anyone with only a relatively small amount of training, readily solving the issue. Of course, he will need time and funding to perfect the design and make it suitable for mass production. Cost: 400. Time: One Year. Reward: Crossbows.

[ ] Gas, Gas, Gas: The designs for a flying machine you found so long ago in the Imperial Archives have proven feasible...in theory. Archimedes tells you that, in order to create a craft large enough to be practical, a suitable lifting gas must be found to serve as a means of airborne buoyancy. Naturally, this will take time and dedication of resources. Cost: 300. Time: One Year. Reward: Lifting Gases Identified.

[ ] Black-Steel Balls: With the sudden influx of Orichalcum from YakYakistan, you can now afford to produce additional weapons with antimagic properties. One of the weapons that your scientists have been particularly eager to attempt developing is one that will complement the powerful siege weapons that they've made in the past: Black-Steel cannonballs. Sadly, it is not as simple as swapping one metal for another. Black-Steel is notably denser and heavier than simple iron, and the procedures and calculations regarding the use of your cannons will have to be altered to accommodate these properties. Still, you're sure it's nothing Archimedes and his team can't handle. Cost: 400. Time: One Year. Reward: Army gains Black-Steel Cannonballs

[ ] Runic Airships: While Merlin does not have the engineering knowledge to allow him to completely understand what Archimedes and Genevieve are trying to accomplish with the ongoing airship project, his arcane knowledge base is vast enough to make up for it, and he finds himself intrigued by the concept of inorganic flight. Though Archimedes is somewhat hesitant to accept arcane assistance, he cannot deny the potential benefits of incorporating runes into any potential flying machine. Of course, whether such a thing is feasible will require testing, which will in turn require time and funding. Cost: 500. Time: One Year. Reward: Explored Viability of Runes in Potential Flying Machines.


Intrigue: Ravenburg is more than a little embarrassed at how his meddling in Maretonia's affairs accidentally started a civil war that now threatens the stability of the region, but he hasn't let that stop him from doing his job of keeping the Empire safe and keeping the Emperor informed. (Two Actions Per Turn)

[ ] Trust but Verify: Everything you know about the kingdom to your Southwest has come from the mouths of its rulers. While you'd like to imagine otherwise, it's entirely possible that Queen Chevaline and Lord Bohemond weren't entirely honest with you about the conditions of their nation. And what exactly is the deal with this Lady of the Lake? Ravenburg and his infiltrators are ready to fact check. Cost: 400. Time: One Year. Reward: Intel on Canterbury and its people. Chance of Success: 60%.

[ ] Eyes on the Skies: House Storm worries you and the abolitionists. A House with such a militant history and reputation, simply waiting and reacting to what the other factions will do? Not likely. You need to know what they are up to, but finding out is going to be easier said than done, due to the fact that many of their higher-ups live and work in the cloud-settlements that Pegasi are famous for. Getting an infiltrator inside is going to be a difficult task...but it will be worth it to have a source of intel on the warlike faction. Cost: 500. Time: One Year. Reward: Intel on House Storm Activities, New Actions Unlocked. Chance of Success: 55%

[ ] Cold Case: In all the chaos surrounding the aftermath, it's easy to forget that a Queen has been murdered. But that would be a mistake. Whoever killed the monarch of Maretonia is still out there, and their identity and motivations are a mystery. A pity that no one seems interested in trying to figure this mystery out, though that's hardly surprising since at this point half of Maretonia is a suspect and the other half have the more pressing concern of survival on their minds. Solving the murder of a foreign Queen without the support or knowledge of her subjects is a nearly impossible task...but the Abolitionists and your own spy corps have made a habit of exceeding your expectations. If anyone has any hope of figuring out who killed Queen Mareia, it's Ravenburg and Ambrosia. Cost: 500. Time: One Year. Reward: Information on Queen Mareia's Assassination. Chance of Success: 35%

[ ] Hoofbeard's Heist: While Maretonia's recent collapse has disrupted much, it hasn't prevented House White Star from continuing to make a profit from the Trade route to the Minotaur Republics. If anything, it's actually increased their profit margins, as they are no longer obligated to pay taxes to the crown. However, the conflict between them and House Storm has forced them to shift personnel away from convoy security to the front lines, creating a unique opportunity. And with the Intel gathered by Light Step, you now know their exact route and force composition. You won't get a better chance than this. Give Hoofbeard the go-ahead and a blank check to carry out the heist. Even if things go wrong, you'll only be going to war with House White Star, so any potential blowback should be minimal. Cost: 1000. Time: One Year. Reward: House White Star's Finances Ruined, Libertalia becomes more prosperous and less dependent on Crime to fuel its economy, Hoofbeard gains more influence and power in Libertalia. Chance of Success: 60%

[ ] Hoofbeard's Other Heist: Making contact with the Minotaurs had the unexpected side effect of reducing the amount of trade between the bipeds and their former partners in House White Star. This in turn has raised the possibility that trade between the two groups will soon cease entirely. Ordinarily this would be a good thing, but it would doubtlessly deprive Hoofbeard of his long awaited triumph over his former masters, and remove an opportunity to enrich Libertalia. Thankfully, your efforts to insert infiltrators into House White Star has paid dividends and opened up a new opportunity. Countess Copper Top has provided you with invaluable information regarding the status House White Star's treasury...specifically, its gold reserves. To protect its wealth from enemies both within and without, House White Star does not keep all its funds in one place, and moves its stores of gold often. And, while she is not really supposed to have access to such information, Countess Copper Top does possess knowledge of several such shipments of gold and silver bullion. Knowledge which she has graciously shared with you.

Everything from the routes the carriages and barges shall take to the times of departure and the composition of the security detachments that shall escort the riches of House White Star has been provided to you. Several of these routes of transit are located on or near the coast, where the pirates of Libertalia could conceivably strike. It's not a treasure fleet, but if trade between the Minotaurs and Maretonia dries up, its a viable alternative, if a more risky one. The fact that the abolitionists may be able to provide support to such a venture just another reason to consider such an otherwise risky operation. Cost: 1500. Time: One Year. Reward: House White Star's Treasury Raided, Libertalia becomes more prosperous and less dependent on Crime to fuel its economy, Hoofbeard gains more influence and power in Libertalia. Chance of Success: 50%

[ ] Assisted Abolitionist Raids-House White Star: The Abolitionists have conducted numerous raids of varying effect and degrees of success against both of the Noble Houses of Maretonia, striking lines of supply and freeing their still-enslaved brethren. Still, many of these attacks are little more than nuisance raids, not having any significant effect on the war capability of either of the Noble Houses. However, with proper support and intelligence from the Empire, it is hoped that these attacks could do some real damage to the Noble War Machine. Ravenburg has already identified several supply depots, barracks and outposts that, if attacked intelligently and in a coordinated manner, could seriously harm and hinder House White Star forces. Coordinate with Ambrosia to provide the support needed to make such coordinated assaults a reality. Cost: 800. Reward: Abolitionists raid House White Star Infrastructure, White Star forces weakened and thrown into disarray. Chance of Success: 65%

[ ] Scaling the Ivory Towers: It's a matter of debate whether House White Star's greatest strength is it's treasury or its magical might, but regardless of the answer you already know the state of its treasury. You do not however know the status of the Colleges of Magic that supposedly swear fealty to Duke Haygle, on account of their carefully cultivated culture of secrecy. Getting eyes and ears inside the halls of arcane education where not even the nobility dare to intrude will of course be obscenely difficult. But given Ravenburg's prior successes in the field of espionage against all odds, you think that such a thing may be possible. Cost: 600. Time: One Year. Reward: Information on the Maretonian Colleges of Magic, New Actions Unlocked. Chance of Success: 40%

[ ] Riddle of the Labyrinth: Gisa suspects that there's something up with the Minotaur Republics, and after hearing the detailed report on her journey to Labyrinthian, you're inclined to agree. Whether they simply didn't tell you everything or outright lied to your diplomats isn't clear, but you are almost certain that they're hiding something. See if Light Step is willing to act as a spy one last time and have him get to the bottom of this mystery. Cost: 500. Time: One Year. Reward: Information on the Minotaur Republics. Chance of Success: 60%


Piety: The newly established "Council of Faiths", a gathering of representatives from every major religion in the Empire, has wasted no time in clamoring for your attention and attempting to leverage their newfound place in the Imperial Court to expand the influence of their respective beliefs. Each of the six beings upon the Council (Including a Qilin, a Yak, and a Crystal Pony) have submitted a proposal for your consideration. Whether you intend to act on any of them is up to you. (One Action Per Turn)

[ ] Ancient Empire Excavations: When the old Empire fell, many of the sacred texts and holy artifacts of the Griffon Pantheon were lost. A scant few have been pieced together from remnants found during the age of Discord, but if the Pantheon is to be the spiritual force it once was, its modern day adherents will need more than a few scraps of old parchment to serve as the centerpiece of its temples. The representative of the Polytheists has requested permission to organize an excavation of several ruins where it is hoped that he and his colleagues may find greater and more impressive holy relics to serve as objects of worship. Cost: 100. Time: One Year. Reward: Ancient Religious Artifacts recovered.

[ ] Runic Literacy: The Disciples of the Crystal Heart are fascinated by the news that the runes that make up the object of their worship have been partially translated, and have been chomping at the proverbial bit to get their hooves, paws and talons on Merlin's notes. Unfortunately, due to a myriad of issues including the scarcity of copies and Merlin's hesitance to have his research notes used as an object of worship, the Disciples have been unable to secure access to the knowledge they desire. Perhaps you should intercede? Cost: 200. Time: One Year. Reward: Crystal Heart Worshippers gain access to basic Runic Knowledge, Runic literacy spreads.

[ ] A Sacred Stone: The Yaks' shamanistic beliefs have little need for temples, shrines, or more conventional sites of worship. Instead they mark sites of spiritual significance via raised stones or boulders with intricately carved inscriptions and artwork dedicated to their gods. While the followers of Yak Shamanism within your borders could simply pick a stone and carve an inscription into it themselves, they have deemed such an approach insufficient for the first Runestone to be placed in the Empire, and have attempted to contract the famous Shaman Brod the Wise to create the inscription. There's just one problem: Brod the Wise has left his self-imposed exile from his mountaintop home exactly three times in the past thirty years. Once to confirm the disappearance of Discord, once to give a prophecy concerning the coming of Sombra, and most recently to legitimize the reign of King Rutherford as a worthy ruler of Yak-kind. To say that it's unlikely he'll agree to travel beyond the borders of Yakyakistan to simply carve some runes in a rock is perhaps the understatement of the year. Still...if he were to receive a letter requesting his presence from a foreign Emperor, one that has done so much to help his people...well, he'd be much less likely to refuse then wouldn't he? Cost: 100. Time: One Year. Reward: Brod the Wise carves the first Yakyakistani Runestone for the Empire.

[ ] Seaside Shrines: While all natural phenomenon are associated with Kami, and all are important in their own way, the spirits of the winds and waters are regarded as particularly important by followers of Neighponese Spiritualism. Combine this with the fact that most of the practitioners of the Neighponese faith live on or near the coast, and it's fairly obvious what the first shrines they seek to build are going to be dedicated to. Unfortunately, the construction of the shrines is not a simple matter, for two reasons. The first is a matter of material; the followers of a religion originating in Neighpon naturally want materials from said nation to be used in their shrines, which means they'll have to go through the bureaucracy that is the Imperial Customs Office. The second and much larger issue is the fact that several of these shrines are intended to be built in or on the water itself, which may pose a navigational hazard for shallow-draft ships. Naturally, this is a bureaucratic nightmare of its own. The spiritualists would greatly appreciate it if you would grease the wheels of bureaucracy for them do that they can finally build their shrines. Cost: 100. Time: One Year. Reward: Neighponese Shrines constructed.

[ ] A Holy Lake: Obviously, Lakes and Ponds are central to the worship of the Lady of the Lakes. While technically any pure body of water could be considered holy by the worshippers of the Lady, certain ones are selected by members of the church to serve as sites of worship. Exactly how they determine which lake or pond should be more holy than others is a mystery to those outside of the priesthood, but the followers of the Lady within your borders have identified one lake in particular which they believe to be a conduit for the Lady's divine will. The fact that it is near your shared border with Canterbury is a total coincidence, you're sure. Regardless, the followers of the Lady have petitioned you to recognize the lake as a protected area, off limits to development or exploitation, save the construction of shrines and houses of worship. Given that the lake in question is far from any major cities or sources of pollution, this shouldn't be too difficult to pull off. Cost: 100. Time: One Year. Reward: Church of the Lady granted a protected lake to worship at.

[ ] The Imperial Creed: Now that the Imperial Cult and it's adherents have agreed on a singular doctrine, they are ready to begin truly spreading their faith across the Empire. But to do this, they will require a sacred text, a holy book to convey their message. Thankfully they already have one: the Lectitio Divinitatus, collaboratively written by several of the cult's founders. Unfortunately, they currently only have the one full copy, with a handful of excerpts transcribed by talon for congregations across the Empire. If they're going to make any headway in converting citizens to their faith, they're going to need to publish their scriptures. Unfortunately, they have been experiencing some difficulties in acquiring the services of bookmakers and printing presses, mostly because, due to their earlier doctrinal disputes, they were late to the holy book publishing party. It appears they'll need some help finding a publisher not already swamped with orders. Cost: 100. Time: One Year. Reward: Lectitio Divinitatus published.


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

[ ] Overtime: Your advisors can only do so much, and sometimes that's just not enough. If it's truly necessary, you can sacrifice some of your otherwise free time to carry out an additional action from another category, provided said action has a duration of only one year. The costs and chances of success for that action remain the same.

[ ] Imperial Priority: Sometimes you need something done as quickly as possible, regardless of the cost. In such times, you can authorize and oversee the judicious and generous application of funds to speed things along. If necessary, you can reduce the duration of a select action by one year at the cost of a personal action and doubling the per-turn financial cost of the action. The chances of success for said action will remain the same.

[ ] Creative Accounting: Even for an Empire as prosperous as yours, money can be tight. Balancing the budget can be a difficult task at the best of times, but your prior experience as a Merchant has taught you many financial "magic tricks". Taking some time out of your busy schedule to squeeze a few extra coins out of the bureaucracy could be the difference between staying in the black and dipping into your reserve funds. Cost: 0. Time: One Year. Reward: One Small Lump-Sum of Funds. Chance of Success: 60%

[ ] Meeting Merlin: The Archmage Ambrosius is a mystery to you. His arcane power is obvious, his knowledge of magic unparalleled in the known world, but his reasons for leaving his homeland to serve in a foreign ruler's court are vague. You should probably have a chat with the elder Unicorn and see what he's all about. Cost: 0. Time: One Year. Reward: Information on Merlin Ambrosius, chance to unlock new Actions.

[ ] Pet (Rock) Project: Pearl's hobby of geology and the study of crystals is well known to you, and she has become increasingly passionate regarding her study of how magic and minerals interact, traveling across the length and breadth of the Empire and the Crystal Protectorate to learn all she can. After one such journey to the Crystal City, she excitedly claims to have something to show you. You wonder what it could be? Cost: 0. Time: One Year. Reward: ???

[ ] Rune-Sword of the Emperor: While you possess a blade of forged Orichalcum for combat against magical threats, you still wear the blade forged when you were merely the King of Griffonia. Over the years, it has become as symbolic of you and your rule as your crown has. When Merlin cracked the code of the Runes upon the Crystal Heart, he sparked an idea in your mind: could such Runes be used to make your trusty blade more powerful? Only one way to find out. Cost: 300. Time: One Year. Reward: Rune-Blade.




As always, there will be a twelve hour moratorium to allow for discussion and plan-building.
 
Ok so
I propose both Martial Runic options, as well as this turn getting the Dogs, the Caribou, and Canterbury Caravans squared away in Diplomacy so Gawain can prove himself, and of course meet Merlin and see the Pet Rock in Personal.
We can get a Runic Sword later it isn't a pressing concern, but the Agricultural Expansion is definately a must with our population boom. Revitilizing the Crystal Empire's agriculture and building street lights can wait for now.

Runic Airships, Cold Case, and doing Ancient Empire Excavations is alao appealing.
 
Ok so
I propose both Martial Runic options, as well as this turn getting the Dogs, the Caribou, and Canterbury Caravans squared away in Diplomacy so Gawain can prove himself, and of course meet Merlin and see the Pet Rock in Personal.
We can get a Runic Sword later it isn't a pressing concern, but the Agricultural Expansion is definately a must with our population boom. Revitilizing the Crystal Empire's agriculture and building street lights can wait for now.

Runic Airships, Cold Case, and doing Ancient Empire Excavations is alao appealing.
I would wish not to contact the Caribou yet.

On my preferences, I would hope we actually research the war horns now. As mundane as it is, bad communication does kill in the battlefield.
 
Well then, a pleasant surprise to come home from work to.

I leave the Military to others, but I would definitely prefer to establish some form of contact with the Emerald Dogs and Caribou. Also, we need to start on finding the Queens killer before it runs dry.


Economic growth and expansion are a necessity for dealing with the population boom.
 
Holy tap-dancing Discord, again, TOO MANY GOODIES! ARG! MORE SLOTS CAN'T COME SOON ENOUGH! I'm so pissed, everything looks SO GOOD! I LOVE IT! Now from the TOP!

Martial:
[ ] Doubling the Guard: Cost: 3000 Time: Two Years. Reward: Imperial Army Doubles in Size.
We want it, but can rush it later.

[ ] Gryphus Foriegn Legion: Cost: 500. Time: One Year. Reward: Imperial Foreign Legion established, Foreign Auxiliaries recruited.
The smarter way to expand our army without wigging out Maretonia... Too much.

[ ] Runic Fortifications-Hardbeak Line: Cost: 2000. Time: Two Years. Reward: Hardbeak Line Fortifications Strengthened with Runic Enchantments, increased upkeep costs.
I wish this were shorter, and cheaper, but it sounds so Tasty. Imagine our lines tanking magical fire and shrugging off other esoteric bullshit.

[ ] Runic Armor: Cost: 1500. Time: One Year. Reward: Runic Armor for Knightly Grandmasters and Imperial Royal Family.
Oh my Discord, YES. Make our special units hit more shit even harder!

[ ] Cog Conversion: Cost: 700 Time: Two Years. Reward: 20 Cogs Converted into 14 Carracks.
Too much time, not enough slots.

[ ] Knights of the Frontier: Cost: 400. Time: Two Years. Reward: New Knightly Order Established to guard Kestrella.
And once more, alas poor Kestrella, no knights for thee.

[ ] Cautious Curiosity: Cost: 400. Time: One Year. Reward: Knowledge of Distant Lands.
—[ ] Far West:
—[ ] Far South:
—[ ] Far East:
If wishes were fishes, or in this case, slots.

Diplomacy:
[ ] Canterbury Caravans: Cost: 200. Time: One Year. Reward: Trade with Canterbury Established, Increased Trade Income.
We've waited long enough, time to parlay with the knights.

[ ] Immigration Campaign: Cost: 200. Time: One Year. Reward: Yak/Neighponese Immigrants. Chance of Success: 65%
Hahahahahaha. Maybe when war isn't banging pots and pans at our doorstep at 2am.

[ ] Gaze upon the mists of Fate: Cost: 200. Time: One Year. Reward: Chance to gain information from Yak Seers. Chance of Success: 60%.
The likelihood we'll ever have enough time to get our fortunes told fades with each passing year.

[ ] She can see the Futuuure!: Cost: 200. Time: One Year. Reward: Chance to gain Information from Queen Chevaline. Chance of Success: 50%
Second verse, same as the first.

[ ] Emerald Isles Emissary: Cost: 300. Time: One Year. Reward: Diplomatic Contact established with Emerald Isles, New Actions Unlocked.
Meet other-dogs peoples! Interesting!

[ ] Journey to the Frozen Coast: Cost: 400. Time: One Year. Reward: Contact made with Caribou Kingdoms, New Actions Unlocked.
Tempting to meet vikings, but kinda difficult to fit in even with an extra slot due to sonny boy. Do ya'll think we could coordinate Diplomatic stuff with the Neighponese diplomats taking care of the Emerald Isles' side? @Questor?

[ ] Minotaurs against Maretonia: Cost: 400. Time: One Year. Reward: Minotaur Republics cease trade with Maretonia. Chance of Success: 60%
I mean, maybe after we get some info or something? Might destabilize the situation early, minor chance, but still a chance. So not yet.

[ ] Yak Cannons: Cost: 400. Time: One Year. Reward: Yaks begin purchasing Imperial Cannons. Chance of Success: 60%
Ey yo, King Rutherford! We got a deal fors ya! Buy our cannons, rattle them at Maretonia!

Stewardship:
-Rail Network: Cost: 1500. Time: Four Years. Reward: National Freight Railway Network Constructed. Increased Tax Income. New Options Unlocked. Will Finish This Turn
We're already doing it, time to herald in the age of steam, baby!

[ ] Western Lumberjacks: Cost: 400. Time: One Year. Reward: Increased Logging Income.
Again, Kestrella will probably be Gawain's project, lol.

[ ] Cloth Mills: Cost: 600. Time: One Year. Reward: Industrial Linen Production achieved, Increased Tax Income.
Not happening compared to everything else we gotta do.

[ ] Aggressive Agricultural Expansion: Cost: 1000. Time: Two Years. Reward: Expanded Agriculture, Secured Food Supply, Increased Income.
We put it off long enough, now it's time to feed everybody.

[ ] Gas Lighting: Cost: 1200. Time: Two Years. Reward: Gas Lamps installed in all major population centers in the Empire, Increased Tax Income due to Increased Productivity and Reduced Crime Rates.
I'm so angry there isn't another slot to do this, next year, always next year.

[ ] Crystal Agriculture: Cost: 800. Time: Two Years. Reward: Crystal Protectorate gains a substantial agricultural base and is no longer dependent upon food imports from the Griffonlands. Increased Agricultural Income.
Would be really nice to do when we have slots.

[ ] Crystal Forests: Cost: 400. Time: Three Years. Reward: Crystal Protectorate develops domestic logging industry, increased logging income.
Good idea, but not as pressing as the rest.

Learning:
[ ] Sugar Beets: Cost: 200. Time: Two Years. Reward: Sugar Beets acquired, new Learning and Stewardship Actions Unlocked.
It's like this one will never happen or something lmao.

[ ] Sound the War Horns!: Cost: 300. Time: One Year. Reward: Gain War Horns. Upgrade Army Communications Bonus.
Unless we can just hop up to magical or technological radio, there's no getting around this one.

[ ] A Different Kind of Mortar: Cost: 600. Time: One Year. Reward: Mortar Artillery Developed.
I'm screaming at how much good shit there is to research for our limited slottage. Truly we will be a nation of explosioneers.

[ ] Miniature Ballistae: Cost: 400. Time: One Year. Reward: Crossbows.
Better home weapons also.

[ ] Gas, Gas, Gas: Cost: 300. Time: One Year. Reward: Lifting Gases Identified.
Airships are so cool! Must be coupled with the Runic Airships option, both would be nice.

[ ] Black-Steel Balls: Cost: 400. Time: One Year. Reward: Army gains Black-Steel Cannonballs
*snerks at the title* Anyways, are we... Sure that there isn't something better we could be doing with the incredibly expensive, extremely useful and VERY limited anti-magic metal other than lobbing it at our enemies at sufficient velocity? I'm not saying that it's a completely terrible idea, it just doesn't seem... The most optimal one? Maybe?

[ ] Runic Airships: Cost: 500. Time: One Year. Reward: Explored Viability of Runes in Potential Flying Machines.
Pretty please?

Intrigue:
[ ] Trust but Verify: Cost: 400. Time: One Year. Reward: Intel on Canterbury and its people. Chance of Success: 60%.
Not worth the slot, not worth the time.

[ ] Eyes on the Skies: Cost: 500. Time: One Year. Reward: Intel on House Storm Activities, New Actions Unlocked. Chance of Success: 55%
Time to go look at the other side of the mess next door.

[ ] Cold Case: Cost: 500. Time: One Year. Reward: Information on Queen Mareia's Assassination. Chance of Success: 35%
I'm confused @Questor, wasn't this supposed to have gone up at least a little, or did our intel search come up nothing related earlier? Isn't it not supposed to degrade yet? Or am I just not remembering numbers good? (And thanks for such a awesome update! :3)

[ ] Hoofbeard's Heist: Cost: 1000. Time: One Year. Reward: House White Star's Finances Ruined, Libertalia becomes more prosperous and less dependent on Crime to fuel its economy, Hoofbeard gains more influence and power in Libertalia. Chance of Success: 60%
Unless we want war Now, I don't suggest we do this.

[ ] Hoofbeard's Other Heist: Cost: 1500. Time: One Year. Reward: House White Star's Treasury Raided, Libertalia becomes more prosperous and less dependent on Crime to fuel its economy, Hoofbeard gains more influence and power in Libertalia. Chance of Success: 50%
I really wanna help Hoofbeard out, because he's been a real bro yanno? The window's closing and I want to have at least One Massive Heist under our belt...?

[ ] Assisted Abolitionist Raids-House White Star: Cost: 800. Reward: Abolitionists raid House White Star Infrastructure, White Star forces weakened and thrown into disarray. Chance of Success: 65%
Not yet.

[ ] Scaling the Ivory Towers: Cost: 600. Time: One Year. Reward: Information on the Maretonian Colleges of Magic, New Actions Unlocked. Chance of Success: 40%
Really cool, but that success rate's in the shitter.

[ ] Riddle of the Labyrinth: Cost: 500. Time: One Year. Reward: Information on the Minotaur Republics. Chance of Success: 60%
So much shit to do, so little time or slot.

Piety:
[ ] Ancient Empire Excavations: Cost: 100. Time: One Year. Reward: Ancient Religious Artifacts recovered.
Finding our history is always good.

[ ] Runic Literacy: Cost: 200. Time: One Year. Reward: Crystal Heart Worshippers gain access to basic Runic Knowledge, Runic literacy spreads.
I want this, more literacy of any kind is pretty good.

[ ] A Sacred Stone: Cost: 100. Time: One Year. Reward: Brod the Wise carves the first Yakyakistani Runestone for the Empire.
I mean, they're behind Neighpon Shrines in this religious line, so... Future to-dos, I guess.

[ ] Seaside Shrines: Cost: 100. Time: One Year. Reward: Neighponese Shrines constructed.
Would be pretty rad considering Neighpon's been our ally since practically the beginning.

[ ] A Holy Lake: Cost: 100. Time: One Year. Reward: Church of the Lady granted a protected lake to worship at.
Too new and not enough info, they reside in the back of the line.

[ ] The Imperial Creed: Cost: 100. Time: One Year. Reward: Lectitio Divinitatus published.
The other options are just so much cooler than this one.

Personal:
[ ] Overtime:
Too many goodies in Personal to do this.

[ ] Imperial Priority:
Same explanation as Overtime.

[ ] Creative Accounting: Cost: 0. Time: One Year. Reward: One Small Lump-Sum of Funds. Chance of Success: 60%
Waste of a slot considering we're actually pretty good with our finances.

[ ] Meeting Merlin: Cost: 0. Time: One Year. Reward: Information on Merlin Ambrosius, chance to unlock new Actions.
Can't put it off this meeting, we must know if our son is Destined for Great Destiny!

[ ] Pet (Rock) Project: Cost: 0. Time: One Year. Reward: ???
COME ON, GOLEMS!

[ ] Rune-Sword of the Emperor: Cost: 300. Time: One Year. Reward: Rune-Blade.
So. Angry. Not. Enough. Slot. Fuck.



Now for a tentative plan, and am open to arguments on for revisions on literally everything except Aggressive Agricultural Expansion and the Personal Options because those are too good to pass up (Rune Sword Next Turn tho):

[] Plan: Good Assassin Hunting v2
-
[] Gryphus Foriegn Legion: Cost: 500. Time: One Year. Reward: Imperial Foreign Legion established, Foreign Auxiliaries recruited.
-[] Runic Armor: Cost: 1500. Time: One Year. Reward: Runic Armor for Knightly Grandmasters and Imperial Royal Family.
-[] Canterbury Caravans: Cost: 200. Time: One Year. Reward: Trade with Canterbury Established, Increased Trade Income.
-[] Journey to the Frozen Coast: Cost: 400. Time: One Year. Reward: Contact made with Caribou Kingdoms, New Actions Unlocked.
-[] Yak Cannons: Cost: 400. Time: One Year. Reward: Yaks begin purchasing Imperial Cannons. Chance of Success: 60%
-[] Rail Network: Cost: 1500. Time: Four Years. Reward: National Freight Railway Network Constructed. Increased Tax Income. New Options Unlocked. Will Finish This Turn
-[] Aggressive Agricultural Expansion: Cost: 1000. Time: Two Years. Reward: Expanded Agriculture, Secured Food Supply, Increased Income.
-[] Sound the War Horns!: Cost: 300. Time: One Year. Reward: Gain War Horns. Upgrade Army Communications Bonus.
-[] Runic Airships: Cost: 500. Time: One Year. Reward: Explored Viability of Runes in Potential Flying Machines.
-[] Cold Case: Cost: 500. Time: One Year. Reward: Information on Queen Mareia's Assassination. Chance of Success: 35%
-[] Eyes on the Skies: Cost: 500. Time: One Year. Reward: Intel on House Storm Activities, New Actions Unlocked. Chance of Success: 55%
-[] Ancient Empire Excavations: Cost: 100. Time: One Year. Reward: Ancient Religious Artifacts recovered.
-[] Meeting Merlin: Cost: 0. Time: One Year. Reward: Information on Merlin Ambrosius, chance to unlock new Actions.
-[] Pet (Rock) Project: Cost: 0. Time: One Year. Reward: ???

Total Plan Cost: 7400
Net Income: 1055
Treasury (post-plan): 10328

Success % for Plan that may need Omake love:

Yak Cannons: 60% + 18% (Garrick's DIPLO) = Base 78%
Cold Case: 35% + 13% (Garrick's INTRIGUE) = Base 48%
Eyes on the Skies: 55% + 13% (Garrick's INTRIGUE) = Base 68%
 
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Now for a tentative plan, and am open to arguments on for revisions on literally everything except Aggressive Agricultural Expansion and the Personal Options because those are too good to pass up (Rune Sword Next Turn tho):

[] Plan: Good Assassin Hunting v1
-
[] Gryphus Foriegn Legion: Cost: 500. Time: One Year. Reward: Imperial Foreign Legion established, Foreign Auxiliaries recruited.
-[] Runic Armor: Cost: 1500. Time: One Year. Reward: Runic Armor for Knightly Grandmasters and Imperial Royal Family.
-[] Canterbury Caravans: Cost: 200. Time: One Year. Reward: Trade with Canterbury Established, Increased Trade Income.
-[] Journey to the Frozen Coast: Cost: 400. Time: One Year. Reward: Contact made with Caribou Kingdoms, New Actions Unlocked.
-[] Yak Cannons: Cost: 400. Time: One Year. Reward: Yaks begin purchasing Imperial Cannons. Chance of Success: 60%
-[] Rail Network: Cost: 1500. Time: Four Years. Reward: National Freight Railway Network Constructed. Increased Tax Income. New Options Unlocked. Will Finish This Turn
-[] Aggressive Agricultural Expansion: Cost: 1000. Time: Two Years. Reward: Expanded Agriculture, Secured Food Supply, Increased Income.
-[] Sound the War Horns!: Cost: 300. Time: One Year. Reward: Gain War Horns. Upgrade Army Communications Bonus.
-[] Runic Airships: Cost: 500. Time: One Year. Reward: Explored Viability of Runes in Potential Flying Machines.
-[] Cold Case: Cost: 500. Time: One Year. Reward: Information on Queen Mareia's Assassination. Chance of Success: 35%
-[] Hoofbeard's Other Heist: Cost: 1500. Time: One Year. Reward: House White Star's Treasury Raided, Libertalia becomes more prosperous and less dependent on Crime to fuel its economy, Hoofbeard gains more influence and power in Libertalia. Chance of Success: 50%
-[] Ancient Empire Excavations: Cost: 100. Time: One Year. Reward: Ancient Religious Artifacts recovered.
-[] Meeting Merlin: Cost: 0. Time: One Year. Reward: Information on Merlin Ambrosius, chance to unlock new Actions.
-[] Pet (Rock) Project: Cost: 0. Time: One Year. Reward: ???

Total Plan Cost: 8400
Net Income: 55
Treasury (post-plan): 9328

As said previously, don't destroy the economy of one of the factions, unless you are also sabotaging the other one in the same turn.
Otherwise, we will get a Maretonia led by a militarist Emperor.
 
As said previously, don't destroy the economy of one of the factions, unless you are also sabotaging the other one in the same turn.
Otherwise, we will get a Maretonia led by a militarist Emperor.

Oof, thanks, I knew missed something! Plan is now in v2, with us checking out the other side of the mess-next-door, the Star house! Still open to plan changes that aren't Stewardship or Personal options. Time to give ourselves even worse indecision-itus next turn! X'D

[] Plan: Good Assassin Hunting v2
-
[] Gryphus Foriegn Legion: Cost: 500. Time: One Year. Reward: Imperial Foreign Legion established, Foreign Auxiliaries recruited.
-[] Runic Armor: Cost: 1500. Time: One Year. Reward: Runic Armor for Knightly Grandmasters and Imperial Royal Family.
-[] Canterbury Caravans: Cost: 200. Time: One Year. Reward: Trade with Canterbury Established, Increased Trade Income.
-[] Journey to the Frozen Coast: Cost: 400. Time: One Year. Reward: Contact made with Caribou Kingdoms, New Actions Unlocked.
-[] Yak Cannons: Cost: 400. Time: One Year. Reward: Yaks begin purchasing Imperial Cannons. Chance of Success: 60%
-[] Rail Network: Cost: 1500. Time: Four Years. Reward: National Freight Railway Network Constructed. Increased Tax Income. New Options Unlocked. Will Finish This Turn
-[] Aggressive Agricultural Expansion: Cost: 1000. Time: Two Years. Reward: Expanded Agriculture, Secured Food Supply, Increased Income.
-[] Sound the War Horns!: Cost: 300. Time: One Year. Reward: Gain War Horns. Upgrade Army Communications Bonus.
-[] Runic Airships: Cost: 500. Time: One Year. Reward: Explored Viability of Runes in Potential Flying Machines.
-[] Cold Case: Cost: 500. Time: One Year. Reward: Information on Queen Mareia's Assassination. Chance of Success: 35%
-[] Eyes on the Skies: Cost: 500. Time: One Year. Reward: Intel on House Storm Activities, New Actions Unlocked. Chance of Success: 55%
-[] Ancient Empire Excavations: Cost: 100. Time: One Year. Reward: Ancient Religious Artifacts recovered.
-[] Meeting Merlin: Cost: 0. Time: One Year. Reward: Information on Merlin Ambrosius, chance to unlock new Actions.
-[] Pet (Rock) Project: Cost: 0. Time: One Year. Reward: ???

Total Plan Cost: 7400
Net Income: 1055
Treasury (post-plan): 10328

Success % for Plan that may need Omake love:

Yak Cannons: 60% + 18% (Garrick's DIPLO) = Base 78%
Cold Case: 35% + 13% (Garrick's INTRIGUE) = Base 48%
Eyes on the Skies: 55% + 13% (Garrick's INTRIGUE) = Base 68%
 
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If Rune-Sword uses the runes from Crystal Heart... Then it's going to function like one.
Leading us straight into God-Emperor piety path...?
 
@Markala I like it!

However, building any troops has the same result of being seen as arming ourselves either way. I'd prefer to start bulking up our defensive walls. Recruiting can be done in one turn afterall.

And if were going to meet the Caribou we should really meet the Dogs at the same time. Especially after putting it off so long. Dogs could feel snubbed, especially since they were curious of our own canine citizenry while I dont think the caribou cared.
Rutherford cannons can wait, especially since they aren't asking for them. I think putting Gawain here was also mostly so we could finally get our introductions out of the way.
 
We need some omakes to boost that cold case chance.

My previous ideas for such omakes (don't have time to track down them all) if anyone wants to use them

I have a few.

More letters between our dragon daughter and the Not!Japanese emperor. Just some cute things

Family game night

Family Sparring Day (Two martially inclined parents basically guarantees this)

Tall Tales of the Empire (and some that are not but seem so) for example tales about Hardbeak with things like a (Possibly) fictional birth story like as a hatchling he found a knife and managed to kill a discordian snake with it when it tried to smother him in bubblegum and things like (potentially) fictional training stories like how he beat the grandmaster on his first day.

Archimedes studying magic and getting frustrated over how much "Feelings" have to do with it. Can't measure and quantify feelings and this irks him.

The royal children being kids with little misadventures like raiding the kitchen and escaping down the stairs with a roast chicken atop a serving platter or trying to prank their parents or siblings only to have it backfire doing experiments with archimedes that get out of hand (Examples include things like filling the castle with suds, accidentally blowing up the classroom, turning the royal guard's armor a bright pink, and similar things) and more.

Garrick realizing his little girls are now teenagers and going all protective dad and actively glaring down any guys who try to talk to them. Possibly from the POV of both the unfortunate suitor and Garrick himself for extra laughs. Just imagine the princess smiling at him gently but behind her Garrick looms emitting an aura of death and danger as he glares at them and the guy just goes "Nope!". Princess is confused, Garrick is filled with the satisfaction only a protective father who scared off a guy can know, and the suitor is suitably frightened by the prospect of earning Garrick's ire.


A lot of these would be a lot of fun to read (and possibly write)
 
Many interesting options with a lot to consider.

Will formulate my own in-depth analysis later today (pressed for time rn), that´ll differ from Markala´s in some to-me crucial points while agreeing in some others

That being said, one specific thing right up:


[ ] Cold Case: Cost: 500. Time: One Year. Reward: Information on Queen Mareia's Assassination. Chance of Success: 35%
I'm confused @Questor, wasn't this supposed to have gone up at least a little, or did our intel search come up nothing related earlier? Isn't it not supposed to degrade yet? Or am I just not remembering numbers good? (And thanks for such a awesome update! :3)

No, Questor said that the turn we are having right now is fine and only after it, chances for it will start to deteriorate...that´s why I once more say:

Guys, we have to focus on Cold Case NOW or suffer the consequences even sooner and more severly than I though before after the implications offered by the Minotaur Talks.
 
I just caught up, haven't read anything other than the updates yet, but if anyone remotely trusts this 'Steel Will' in any capacity I will be very disappointed in them. My trope senses just scream "Danzo Expy!" I bet my non existent pension that he is at least partly responsible for their slave practices. High will means high potential for more extreme view points. This trade partner should be thoroughly investigated, I think Bronze was throwing us a line.

Also if they are even a little based on ancient Greece and the like, they definitely have a shit ton of slaves. Didn't know about it my ass
 
We need some omakes to boost that cold case chance.

My previous ideas for such omakes (don't have time to track down them all) if anyone wants to use them

As I said before, including all stat boni and the like "Cold Case" atm has a success chance of 48% - quite literally a coin flip.

Which means that yes, omake boni would be very welcome (for example the one offered by the canon omake centering on the Maretonian Royal Guard that would even fit thematically)
 
Oof, thanks, I knew missed something! Plan is now in v2, with us checking out the other side of the mess-next-door, the Star house! Still open to plan changes that aren't Stewardship or Personal options. Time to give ourselves even worse indecision-itus next turn! X'D

[] Plan: Good Assassin Hunting v2
-
[] Gryphus Foriegn Legion: Cost: 500. Time: One Year. Reward: Imperial Foreign Legion established, Foreign Auxiliaries recruited.
-[] Runic Armor: Cost: 1500. Time: One Year. Reward: Runic Armor for Knightly Grandmasters and Imperial Royal Family.
-[] Canterbury Caravans: Cost: 200. Time: One Year. Reward: Trade with Canterbury Established, Increased Trade Income.
-[] Journey to the Frozen Coast: Cost: 400. Time: One Year. Reward: Contact made with Caribou Kingdoms, New Actions Unlocked.
-[] Yak Cannons: Cost: 400. Time: One Year. Reward: Yaks begin purchasing Imperial Cannons. Chance of Success: 60%
-[] Rail Network: Cost: 1500. Time: Four Years. Reward: National Freight Railway Network Constructed. Increased Tax Income. New Options Unlocked. Will Finish This Turn
-[] Aggressive Agricultural Expansion: Cost: 1000. Time: Two Years. Reward: Expanded Agriculture, Secured Food Supply, Increased Income.
-[] Sound the War Horns!: Cost: 300. Time: One Year. Reward: Gain War Horns. Upgrade Army Communications Bonus.
-[] Runic Airships: Cost: 500. Time: One Year. Reward: Explored Viability of Runes in Potential Flying Machines.
-[] Cold Case: Cost: 500. Time: One Year. Reward: Information on Queen Mareia's Assassination. Chance of Success: 35%
-[] Eyes on the Skies: Cost: 500. Time: One Year. Reward: Intel on House Storm Activities, New Actions Unlocked. Chance of Success: 55%
-[] Ancient Empire Excavations: Cost: 100. Time: One Year. Reward: Ancient Religious Artifacts recovered.
-[] Meeting Merlin: Cost: 0. Time: One Year. Reward: Information on Merlin Ambrosius, chance to unlock new Actions.
-[] Pet (Rock) Project: Cost: 0. Time: One Year. Reward: ???

Total Plan Cost: 7400
Net Income: 1055
Treasury (post-plan): 10328

Success % for Plan that may need Omake love:

Yak Cannons: 60% + 18% (Garrick's DIPLO) = Base 78%
Cold Case: 35% + 13% (Garrick's INTRIGUE) = Base 48%
Eyes on the Skies: 55% + 13% (Garrick's INTRIGUE) = Base 68%

i like this plan, but i would preffer if you changed meeting the caribou for meeting the emerald dogs.
 
Why meet the damn caribou? What for?

Confirmation they are the Slaneeshi bastards they are?
These are not the caribou from the fic you might be thinking of.

Questor himself confirmed it.

At most, these are just viking men/women.

And as much as vikings were intense raiders, they were also merchants and farmers. This means as long as we are too strong to raid, they are going to want to buy our weapons and grain. Or even hire themselves out as mercenaries. (NOTE: I am not advocating selling a hostile nation weapons. )

Unless being caribou means they are able to graze and ignore the need to farm.
 
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