The Game of Crusading Thrones, Self-Insert Edition (GoT CK2)

Tentative Plan: Diplomacy and Magic

[] Issue Command (Barrow Houses): Establish Shipyards (Barrowtown). Resources provided: 700 Gold, permission to use establish a concrete factory, instructions on how to make and use concrete, along with some of the concrete already produced in our factory, and workers from our concrete factory to train and aid the Dustin effort.

@notbirdofprey My thoughts on this are that we will be giving the house Dustin what they want, the main cost to us beside the gold being that any projects in Wintertown that require concrete (Advanced Roads, Walls, etc) will not be available for... say 2 seasons? So we give them what they want, ask for what we want, and since concrete ought to be useful in making the shipyards, there is also some synergy.

[] Issue Command (Green Men): Send a delegation to the Storms End, and learn what is going on with the planting of the weirwoods and the Storm God symbols. Also attempt to ascertain the state of religion in the Stormlands. Make nice with the Durrandons and feel out whether they would welcome Green Men in their lands. Resources: 100?? Gold, a member of the Septwood faith?

@notbirdofprey Is that the right amount of gold? I think I'd like for it to appear that this a Green Men effort, not a King of Winter effort. And would a member of the Septwood faith help? Probably a rivermen from the more militant minded version (I could see that going over well in Storm's End).

[] Gifted Warriors: There are nearly a thousand wargs in Wintertown, and more scattered about your lands. There are a few hundred men and women blessed with incredible strength, albeit not to the level of the Mormont berserkers. There are people who can heal with a touch, people who can steal the courage of their foes with a song…the blessings of the Old Gods are many and mighty. Brandon intends to organize some of the Gifted into a force to be reckoned with upon the battlefield, or possibly in the more strategic sense. He has filled papers with possible uses for wargs alone – everything from delivering messages to using armored bulls as living battering rams. Time: 3 seasons. Cost: 600 gold, upkeep. DC: 55. Reward: Some sort of Gifted force attached to Winterfell guard. Type will be determined by dice rolls.

I'd prefer to do this one, as it is 3 seasons long and much less expensive than fortifying the rivers.

[] Speak to Kings (Sealord of Bravoos): There are other kings to the south of you. Perhaps you should open up talks with one of them. Though all of them are Andals and ironborn, you doubt any of them would outright refuse you…Time: 1 season. Cost: 50 gold. DC: 50. Reward: Positive diplomatic contact.

The above was what I was originally planning, but maybe we can wait one more turn on it (we have 3 more seasons before the deadline) and should instead do the below? @notbirdofprey How time sensitive is the politics of advancing to the Most Devout? A couple seasons? Right now? Or several years?

[] Speak to the Sept: The Snowy Sept has no real influence or power in the North, but they could be useful in gaining leverage with southern houses and kingdoms. Perhaps if the High Septon spoke in your favor, it might even make King Lorren decided to be reasonable. Similarly, there could be information in the Snowy Sept about what exactly is happening in Oldtown. Have Septon Willem, the ambitious septon you have heard about, attend you to speak on his ambitions and the situation in the Starry Sept. Perhaps you could even offer him some support. Time: 1 season. Cost: 25 gold. DC: 15. Reward: Information on Septon Willem and the Starry Sept.

[] FREE ACTION: Other Artisans: The forges are already bringing in wealth, and the amount will certainly grow. But people need more than iron and steel. They need houses and furniture and carts and all manner of things. Some will come naturally, but more will come if you encourage them. Having the carpenter's guild will certainly accelerate the process, and the civil service attracts some as well. But if you want to rival Barrowton or White Harbor or the great cities of the south, you will need to do more. Time: 1 season. Cost: 300 gold. DC: Special. Reward: Increase to trade, increased chance of guilds forming, chance of new options.

Need to do this with our Free Action so that we can get the merchant bonus and avoid the penalty.

[] The Barrow Seeking: Whatever Frost has learned from his consultations has filled him with a thirst for more knowledge. He wants to examine the runes in Winterfell, he wants to visit Oldstones and Runestone and Storm's Ends and Casterly Rock…but most of all he urgently wants to enter the Great Barrow, and he wants you to accompany him. Time: 2 seasons. Cost: 150 gold. DC: Special. Reward: Interludes, ??

[] Strange Magics: Frost has heard reports of strange and dangerous magic in the Westerlands and on the sea, not to mention whatever is going on in Harrenhal and the Riverlands in general. And of course, there is the ritual in the Vale, although that is probably far less hostile than the other examples. He does not know them, or how to counter them, and so he intends to retreat to Castle Green for a time to contemplate what they could be and visit the sea to try and make his own judgment on this skin as well. You have your suspicions, which you have shared, but unless you examine it again you will not be able to confirm them. And you need more skill for that…Time: 3 seasons. Cost: 50 gold. DC: 60. Reward: Information about the Beasts of the Westerlands and the skin on the ocean.
-[] DOUBLE DOWN on Strange Magics

Definitely want to do these two. With a Double Down on Strange Magics.

[] The God's Eyes: While you can open the God's Eyes more or less at will now, it can be difficult to keep them open, especially in places full of magic like Winterfell. You also suspect you are missing a great deal of nuance when you look at people or more complicated items like your crown, which just looks like plain metal. Or that skin, which makes you shudder whenever you think of it. Further practice could also extend how long you can use this gift. Time: 1 season. Cost: 0. DC: 70. Reward: Greater control and skill with the God's Eyes, more information about the skin.

Need to do this one as well.
 
[X] Over the land there lies a long shadow,
westward reaching wings of darkness


(aka "start on some quests for our allies and spend as little as possible")

-[X] Issue Command (Barrow Houses): Establish Shipyards (Barrowtown). Resources provided: 700 Gold, permission to use establish a concrete factory, instructions on how to make and use concrete, along with some of the concrete already produced in our factory, and workers from our concrete factory to train and aid the Dustin effort.

Military: (Choose 1)
-[] Build a Fleet (Torrhen's Square): Locked 1 Season
-[X] Train the Scouts: Brandon and the Ghost-folk are incredibly stealthy. It seems likely that this has something to do with those cloaks you see sometimes, but it's also at least partly mundane skill. Have them show this to your Scouts and make them even stealthier. Time: 1 season. Cost: 150 gold. DC: 55. Reward: Winterfell Scouts better trained, more recruits.

Diplomacy: (Choose 1)
-[X] Speak to Kings (Braavos): There are other kings to the south of you. Perhaps you should open up talks with one of them. Though all of them are Andals and ironborn, you doubt any of them would outright refuse you…Time: 1 season. Cost: 50 gold. DC: 50. Reward: Positive diplomatic contact.
-[] Matters of Trade: Locked 1 Season

Stewardship: (Choose 0)
-[] Water and Steel: Locked 1 Season
-[] Building on Gifts: Locked 1 Season

Learning: (Choose 0)
-[] What about Wind Locked 1 Season
-[] Search for Prophecies Locked 2 Seasons

Piety: (Choose 2)
-[X] Blood of the Bear: House Mormont were never kings, and they have been conquered many times. Umber blood runs in their veins, as does the salty blood of Ironborn. Nevertheless, they have their own gift. Some could call bears to their side, some could become them. Have Frost try and awaken this in Lyanna Mormont. Time: 1 season. Cost: 150 gold. DC: 55. Reward: The Gift of the Bear-kin reawakens in Lyanna Mormont.
-[X] Strange Magics: Frost has heard reports of strange and dangerous magic in the Westerlands and on the sea, not to mention whatever is going on in Harrenhal and the Riverlands in general. And of course, there is the ritual in the Vale, although that is probably far less hostile than the other examples. He does not know them, or how to counter them, and so he intends to retreat to Castle Green for a time to contemplate what they could be and visit the sea to try and make his own judgment on this skin as well. You have your suspicions, which you have shared, but unless you examine it again you will not be able to confirm them. And you need more skill for that…Time: 3 seasons. Cost: 50 gold. DC: 50. Reward: Information about the Beasts of the Westerlands and the skin on the ocean.

Intrigue: (Choose 0) (+1 Free Action)
-[] Further Afield (Reach): Locked 1 Season
-[] Make a Prophecy (The Wolf and the Dragon): Locked 1 Season
-[X] Deceptive Attack: Instead of using the Hunters to assassinate a specific lord or king, you will have them unleash havoc near the Golden Tooth, trying to make it look like Harren's reavers are the ones responsible. Bandits will be given gold to attack farms and caravans, villages will be slaughtered, and scraps of black cloth will be left behind. Attempts will be made at suggesting it was the Ironborn through other methods, such as shouting about the Drowned God and making sure there are survivors. Time: 2 seasons. Cost: 100 gold. DC: 75. Reward: Loren grows more hostile to Ironborn.
--[X] Doubledown

Personal: (Choose 1)
-[X] Uplift Textile Loom Mill: You recall an invention or system, and try to figure out how it worked well enough that someone else can make it a reality. Time: 1 season. Cost: 0. DC: Varies. Reward: New action unlocked
-[] Train Your Children (Diplomacy): Locked 2 Seasons


Plan cost: 1200 gold

The idea is to accomplish a couple things: 1, spend as little as necessary (we were down to ~800 gold at the end of last round) 2, start in on some of those quests for our vassal/allied blocs, and 3, try to take advantage of those quest rewards as we need them. Hence, starting with a building project in Winterfell/Wintertown, so we gain the +15 to Stewardship actions (which will be helpful for developing another guild, as will uplifting textile mill tech) and the +15 to Review the Levies, which we can use an action on next round to buff up for the coming war. Not to mention reaching out to Braavos, to satisfy the Green Men and get a start towards a trade deal with Braavos for House Manderly (and speaking for myself, I'd love to get canal ideas from Braavos so we have some more justification to start that work around the North). I was strongly tempted to add "More War Rites", but I'm hesitant about another 4-season sink when we've got other stuff to do. (Also, @notbirdofprey -- ever since it showed up as an option, I've had the song "Strange Magic" stuck in my head. I blame you.)

Plus, we can spare a double-down for the false flag operation against the Westerlands, so this is the best time for it, I feel.

Next round we try to move in on a trade deal, consider a shipyard at Barrowton for those houses' favour, maybe talk to the Reach, poke at Dorne or the Iron Islands (if we're considering them as a separate entity from Harren's Riverlands) and most of all, see how things shake out with Dragonstone.
 
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We could make it a general uplift Alchohol action. Scotch doesn't exist either I am pretty sure.

Well... wine and beer exist right? Wine is made from grapes, and beer from grain, so it's very likely that various other grain based alcohols like whisky and scotch exist. Vodka is made from potatoes, so maybe it doesn't?

Just went and looked on the wiki, and while vodka is not mentioned, liquor is. Vodka is the most common form of liquor so... maybe alcohol is the one place where there is not much uplifting to be done? Wiki also mentions rum (sugercane) and mead (honey) so probably not much in the way of possible liquor sources have been left untried.
 
Tentative Plan: Diplomacy and Magic

[] Issue Command (Barrow Houses): Establish Shipyards (Barrowtown). Resources provided: 700 Gold, permission to use establish a concrete factory, instructions on how to make and use concrete, along with some of the concrete already produced in our factory, and workers from our concrete factory to train and aid the Dustin effort.

@notbirdofprey My thoughts on this are that we will be giving the house Dustin what they want, the main cost to us beside the gold being that any projects in Wintertown that require concrete (Advanced Roads, Walls, etc) will not be available for... say 2 seasons? So we give them what they want, ask for what we want, and since concrete ought to be useful in making the shipyards, there is also some synergy.

[] Issue Command (Green Men): Send a delegation to the Storms End, and learn what is going on with the planting of the weirwoods and the Storm God symbols. Also attempt to ascertain the state of religion in the Stormlands. Make nice with the Durrandons and feel out whether they would welcome Green Men in their lands. Resources: 100?? Gold, a member of the Septwood faith?

@notbirdofprey Is that the right amount of gold? I think I'd like for it to appear that this a Green Men effort, not a King of Winter effort. And would a member of the Septwood faith help? Probably a rivermen from the more militant minded version (I could see that going over well in Storm's End).

[] Gifted Warriors: There are nearly a thousand wargs in Wintertown, and more scattered about your lands. There are a few hundred men and women blessed with incredible strength, albeit not to the level of the Mormont berserkers. There are people who can heal with a touch, people who can steal the courage of their foes with a song…the blessings of the Old Gods are many and mighty. Brandon intends to organize some of the Gifted into a force to be reckoned with upon the battlefield, or possibly in the more strategic sense. He has filled papers with possible uses for wargs alone – everything from delivering messages to using armored bulls as living battering rams. Time: 3 seasons. Cost: 600 gold, upkeep. DC: 55. Reward: Some sort of Gifted force attached to Winterfell guard. Type will be determined by dice rolls.

I'd prefer to do this one, as it is 3 seasons long and much less expensive than fortifying the rivers.

[] Speak to Kings (Sealord of Bravoos): There are other kings to the south of you. Perhaps you should open up talks with one of them. Though all of them are Andals and ironborn, you doubt any of them would outright refuse you…Time: 1 season. Cost: 50 gold. DC: 50. Reward: Positive diplomatic contact.

The above was what I was originally planning, but maybe we can wait one more turn on it (we have 3 more seasons before the deadline) and should instead do the below? @notbirdofprey How time sensitive is the politics of advancing to the Most Devout? A couple seasons? Right now? Or several years?

[] Speak to the Sept: The Snowy Sept has no real influence or power in the North, but they could be useful in gaining leverage with southern houses and kingdoms. Perhaps if the High Septon spoke in your favor, it might even make King Lorren decided to be reasonable. Similarly, there could be information in the Snowy Sept about what exactly is happening in Oldtown. Have Septon Willem, the ambitious septon you have heard about, attend you to speak on his ambitions and the situation in the Starry Sept. Perhaps you could even offer him some support. Time: 1 season. Cost: 25 gold. DC: 15. Reward: Information on Septon Willem and the Starry Sept.

[] FREE ACTION: Other Artisans: The forges are already bringing in wealth, and the amount will certainly grow. But people need more than iron and steel. They need houses and furniture and carts and all manner of things. Some will come naturally, but more will come if you encourage them. Having the carpenter's guild will certainly accelerate the process, and the civil service attracts some as well. But if you want to rival Barrowton or White Harbor or the great cities of the south, you will need to do more. Time: 1 season. Cost: 300 gold. DC: Special. Reward: Increase to trade, increased chance of guilds forming, chance of new options.

Need to do this with our Free Action so that we can get the merchant bonus and avoid the penalty.

[] The Barrow Seeking: Whatever Frost has learned from his consultations has filled him with a thirst for more knowledge. He wants to examine the runes in Winterfell, he wants to visit Oldstones and Runestone and Storm's Ends and Casterly Rock…but most of all he urgently wants to enter the Great Barrow, and he wants you to accompany him. Time: 2 seasons. Cost: 150 gold. DC: Special. Reward: Interludes, ??

[] Strange Magics: Frost has heard reports of strange and dangerous magic in the Westerlands and on the sea, not to mention whatever is going on in Harrenhal and the Riverlands in general. And of course, there is the ritual in the Vale, although that is probably far less hostile than the other examples. He does not know them, or how to counter them, and so he intends to retreat to Castle Green for a time to contemplate what they could be and visit the sea to try and make his own judgment on this skin as well. You have your suspicions, which you have shared, but unless you examine it again you will not be able to confirm them. And you need more skill for that…Time: 3 seasons. Cost: 50 gold. DC: 60. Reward: Information about the Beasts of the Westerlands and the skin on the ocean.
-[] DOUBLE DOWN on Strange Magics

Definitely want to do these two. With a Double Down on Strange Magics.

[] The God's Eyes: While you can open the God's Eyes more or less at will now, it can be difficult to keep them open, especially in places full of magic like Winterfell. You also suspect you are missing a great deal of nuance when you look at people or more complicated items like your crown, which just looks like plain metal. Or that skin, which makes you shudder whenever you think of it. Further practice could also extend how long you can use this gift. Time: 1 season. Cost: 0. DC: 70. Reward: Greater control and skill with the God's Eyes, more information about the skin.

Need to do this one as well.
I like this. I think we should establish contact with Essos so we don't have to pray for a last chance success next turn for our Green Men quest. I doubt the Sept will explode in our face this turn since the faith of the seven is focused on the problems in the south. We should grab that action next turn together with dealing with what our prophecy caused with our resident pyromaniacs.
 
Hence, starting with a building project in Winterfell/Wintertown, so we gain the +15 to Stewardship actions (which will be helpful for developing another guild, as will uplifting textile mill tech) and the +15 to Review the Levies,

We already got that bonus from the Water and Steel action (GM confirmed). The most time sensitive is the merchant bonus for which we need a new guild in Wintertown.

Also, I admit I don't like the false flag action. I don't see the need to kill innocent smallfolk when we already outnumber the ironborn so much.
 
[] Issue Command (Barrow Houses): Establish Shipyards (Barrowtown). Resources provided: 700 Gold, permission to use establish a concrete factory, instructions on how to make and use concrete, along with some of the concrete already produced in our factory, and workers from our concrete factory to train and aid the Dustin effort.

@notbirdofprey My thoughts on this are that we will be giving the house Dustin what they want, the main cost to us beside the gold being that any projects in Wintertown that require concrete (Advanced Roads, Walls, etc) will not be available for... say 2 seasons? So we give them what they want, ask for what we want, and since concrete ought to be useful in making the shipyards, there is also some synergy.

[] Issue Command (Green Men): Send a delegation to the Storms End, and learn what is going on with the planting of the weirwoods and the Storm God symbols. Also attempt to ascertain the state of religion in the Stormlands. Make nice with the Durrandons and feel out whether they would welcome Green Men in their lands. Resources: 100?? Gold, a member of the Septwood faith?

@notbirdofprey Is that the right amount of gold? I think I'd like for it to appear that this a Green Men effort, not a King of Winter effort. And would a member of the Septwood faith help? Probably a rivermen from the more militant minded version (I could see that going over well in Storm's End).


The above was what I was originally planning, but maybe we can wait one more turn on it (we have 3 more seasons before the deadline) and should instead do the below? @notbirdofprey How time sensitive is the politics of advancing to the Most Devout? A couple seasons? Right now? Or several years?
Making workers part of the cost would raise the price on some actions temporarily.

Yeah, 100 would work. Sending a member of the Septwood Faith...you don't know enough to guess how that would be received.

And you are pretty sure it can take years for someone to join the Most Devout.


@notbirdofprey

Are Vodka and Scotch a thing or is that something we can uplift?

Potatoes are not a thing, so neither is vodka. And since the process of making whiskey is different, I am going to say distillation might be known in Westeros, but it is not widely used.

@Marlowe310811, I don't know the song but I accept full responsibility. And yes, the Iron Islands are separate from the Riverlands.
 
[X] Plan: Diplomacy and Magic

-[X] Issue Command (Barrow Houses): Establish Shipyards (Barrowtown). Resources provided: 700 Gold, permission to use establish a concrete factory, instructions on how to make and use concrete, along with some of the concrete already produced in our factory, and workers from our concrete factory to train and aid the Dustin effort.

-[X] Issue Command (Green Men): Send a delegation to the Storms End, and learn what is going on with the planting of the weirwoods and the Storm God symbols. Also attempt to ascertain the state of religion in the Stormlands. Make nice with the Durrandons and feel out whether they would welcome Green Men in their lands. Resources: 100 Gold, a member of the Septwood faith (militant riverlander)

-[X] Gifted Warriors: There are nearly a thousand wargs in Wintertown, and more scattered about your lands. There are a few hundred men and women blessed with incredible strength, albeit not to the level of the Mormont berserkers. There are people who can heal with a touch, people who can steal the courage of their foes with a song…the blessings of the Old Gods are many and mighty. Brandon intends to organize some of the Gifted into a force to be reckoned with upon the battlefield, or possibly in the more strategic sense. He has filled papers with possible uses for wargs alone – everything from delivering messages to using armored bulls as living battering rams. Time: 3 seasons. Cost: 600 gold, upkeep. DC: 55. Reward: Some sort of Gifted force attached to Winterfell guard. Type will be determined by dice rolls.

-[X] Speak to Kings (Sealord of Bravoos): There are other kings to the south of you. Perhaps you should open up talks with one of them. Though all of them are Andals and ironborn, you doubt any of them would outright refuse you…Time: 1 season. Cost: 50 gold. DC: 50. Reward: Positive diplomatic contact.

-[X] FREE ACTION: Other Artisans: The forges are already bringing in wealth, and the amount will certainly grow. But people need more than iron and steel. They need houses and furniture and carts and all manner of things. Some will come naturally, but more will come if you encourage them. Having the carpenter's guild will certainly accelerate the process, and the civil service attracts some as well. But if you want to rival Barrowton or White Harbor or the great cities of the south, you will need to do more. Time: 1 season. Cost: 300 gold. DC: Special. Reward: Increase to trade, increased chance of guilds forming, chance of new options.

-[X] The Barrow Seeking: Whatever Frost has learned from his consultations has filled him with a thirst for more knowledge. He wants to examine the runes in Winterfell, he wants to visit Oldstones and Runestone and Storm's Ends and Casterly Rock…but most of all he urgently wants to enter the Great Barrow, and he wants you to accompany him. Time: 2 seasons. Cost: 150 gold. DC: Special. Reward: Interludes, ??

-[X] Strange Magics: Frost has heard reports of strange and dangerous magic in the Westerlands and on the sea, not to mention whatever is going on in Harrenhal and the Riverlands in general. And of course, there is the ritual in the Vale, although that is probably far less hostile than the other examples. He does not know them, or how to counter them, and so he intends to retreat to Castle Green for a time to contemplate what they could be and visit the sea to try and make his own judgment on this skin as well. You have your suspicions, which you have shared, but unless you examine it again you will not be able to confirm them. And you need more skill for that…Time: 3 seasons. Cost: 50 gold. DC: 60. Reward: Information about the Beasts of the Westerlands and the skin on the ocean.
--[X] DOUBLE DOWN on Strange Magics

-[X] The God's Eyes: While you can open the God's Eyes more or less at will now, it can be difficult to keep them open, especially in places full of magic like Winterfell. You also suspect you are missing a great deal of nuance when you look at people or more complicated items like your crown, which just looks like plain metal. Or that skin, which makes you shudder whenever you think of it. Further practice could also extend how long you can use this gift. Time: 1 season. Cost: 0. DC: 70. Reward: Greater control and skill with the God's Eyes, more information about the skin.

Total Cost: 2000 Gold

Expected Treasury next turn: 5310
 
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We already got that bonus from the Water and Steel action (GM confirmed). The most time sensitive is the merchant bonus for which we need a new guild in Wintertown.

Also, I admit I don't like the false flag action. I don't see the need to kill innocent smallfolk when we already outnumber the ironborn so much.
@notbirdofprey -- if we did Other Artisans next round, would that be too late? If so, I'll switch it out in my plan, but if not I'd like to get as big a boost to Other Artisans as possible.

As to the false flag op...here's the thing. It isn't so much about needing to outnumber the Ironborn. It's about Loren having no inclination to take their side against us and the others. He's a fundamentalist and no friend of the old gods or their worshippers, so anything to keep him off Harren's side is a good plan in my book.
 
I'd like to get as big a boost to Other Artisans as possible.

You mean from the trade deal? That didn't work out, we need to clear the DC for a favorable trade deal, not just a normal one, and a second try of a trade deal is at least 2 seasons away because we'd need to contact Bravoos first. So the only bonus we got available is the +15 to Stewardship rolls from the Water and Steel action we took last turn. So why should we wait until next turn? Better to try this turn, and then try again next turn if it fails.

As to the false flag op...here's the thing. It isn't so much about needing to outnumber the Ironborn. It's about Loren having no inclination to take their side against us and the others. He's a fundamentalist and no friend of the old gods or their worshippers, so anything to keep him off Harren's side is a good plan in my book.

But Harren worships the Drowned God. I mean, I could see Loren staying neutral, and maybe even attacking the Riverlands after Harren is defeated. But joining Harren? That just seems incredibly implausible.
 
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I just started reading this quest (and what an interesting quest it is).

I am curious: do we have any plans to address the coming Dragons?
 
You mean from the trade deal? That didn't work out, we need to clear the DC for a favorable trade deal, not just a normal one, and a second try of a trade deal is at least 2 seasons away because we'd need to contact Bravoos first. So the only bonus we got available is the +15 to Stewardship rolls from the Water and Steel action we took last turn. So why should we wait until next turn? Better to try this turn, and then try again next turn if it fails.
No, not from the trade deal. If we start a construction/infrastructure action in Wintertown, we get a +15 to our next few Stewardship actions and a bump to the Levies martial action. Which, given levies are the bulk of our forces, I want to train them up.

But Harren worships the Drowned God. I mean, I could see Loren staying neutral, and maybe even attacking the Riverlands after Harren is defeated. But joining Harren? That just seems incredibly implausible.
And I want it to stay implausible. Fundamentalists will ally with infidels out of convenience against a greater foe, but not ally with infidels who keep killing your people and pissing you off.
 
No, not from the trade deal. If we start a construction/infrastructure action in Wintertown, we get a +15 to our next few Stewardship actions and a bump to the Levies martial action. Which, given levies are the bulk of our forces, I want to train them up.
We are already getting that bonus from Water and Steel:

[*]Quest: Reassure them by launching a building project in or around Wintertown. Reward: +15 to Review the Levies, + 15 to the next three Stewardship actions in or around Wintertown. Failure: No penalty. Autumn 109.
3.It will trigger when the project completes.

-------

And I want it to stay implausible. Fundamentalists will ally with infidels out of convenience against a greater foe, but not ally with infidels who keep killing your people and pissing you off.

All the more reason to not kill any of his smallfolk.
 
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