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

@notbirdofprey -- I have a question about the Attitudes & Power Blocs page. Will we only get the insights/quests for the Northern blocs/houses, or will we eventually get that for the others (our family members, the Arryns, etc.) as well? And, just curious about this, how many septons are in the North?
 
[X] Plan: Diplomacy and Learning

I prefer to combine multi-turn and single turn actions in military, to punish the Dustins without antagonizing them, spend the double down into spying in the Iron Islands, and not risk side effects for Torrhen.
 
Plan Health and grow.
-[X] Issue Command (Western Lords): Establish a Shipyard on the Bay of Ice in the Glover lands, with easy access to the Wolfswood. Resources: Gold: 550, a town charter at the selected location.

-[X] Issue Command (Manderly): Trade delegation to Braavos to secure a trade agreement. Resources: Gold: 300, Influence 1, Edwyle dispatched with them to provide the weight of his title, and any assistance he can offer. Ask Edwyle to visit the Isle of the Gods while he is there and see what he can learn, also make any contacts he can with various Braavosi artisans and engineers.
Military:
[X]Guard training
[X]Train the scouts
Diplomacy
[X]Speak with kings(Reach)
[X]A polite punisment(House Dustin)
[X]Double down
Stewardship
[X]Improve road(basic)
[X]Setting standards
[X]Free action-Expand schools
Learning
[X]Copper on ships
Intrigue
[X]Spies in the citadel
[X]Even deeper secrets
Personal action
[X]Uplift-Either sauna(if it doesnt exist) or hyghiene and basic cleanliness rules
For military our vassals gain a core a higly trained soldiers who can form an elite unit who can hold the line and boost the morale of other soldiers,expecially against the new creatures in iron born service.
For learning we must first improve the mudd tracks we call roads before going advance and we can gain experience in road building so that may reduce the cost and difficulty of building advance one.Also we may convinve other lords to at least build some basic roads.The roman style roads take a lot of rss and experience to properly build and mantain.Also schools are good for us.
For the intrigue some spies in the citadel are best to keep an eye on what citadel thinks about or action and to be able to fi d what information the maester from the north and other kingdoms send to the citadel,what they know about this new magic and what accolites we may gain are trusworty.Also a better spie network in the north will be better to find how our vassals might react and think about our plans and what they need or expect from us.
For personal action introducing sauna if they dont exist or better hyghine and cleanliness rules are better in the long run.Things like a better soap,washing the clothes and bed lines often,boiling water or milk expecially for children,keeping a more clean house and animal separated from humans(a real thing in medieval world,expecially in winter),more baths,expecially in winter(people ussualy didnt bath in winters bc they thought that they may became sick bc of it.True bc of cold not water.Sauna will help with that),a more varied diet,a better waste and trash disposal(both from humans and from animals) and a more active fight against rodents of any kind(encourage people to keep cats and a cleaner house).
Plan cost 4100.
 
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One question,for basic roads do we pavex the roads with something like crushed stone or we just,level them but thet are still eart roads?
 
[X] Plan Dreams of Cider
@notbirdofprey just out of curiosity did we use our Eye's when we were talking to the Targaryen's or does that only work when we are with them physically? Also how are the Wildlings integrating with the North? I'm asking because it has been a few years since they came south of the wall and we've only had one major incident.
 
@notbirdofprey -- I have a question about the Attitudes & Power Blocs page. Will we only get the insights/quests for the Northern blocs/houses, or will we eventually get that for the others (our family members, the Arryns, etc.) as well? And, just curious about this, how many septons are in the North?

You will only get quests for those you rule or those who rule over you. And there are not that many, probably less than 500.

One question,for basic roads do we pavex the roads with something like crushed stone or we just,level them but thet are still eart roads?

They are just earth roads. Also, please do turn votes in plan format.

[X] Plan Dreams of Cider
@notbirdofprey just out of curiosity did we use our Eye's when we were talking to the Targaryen's or does that only work when we are with them physically? Also how are the Wildlings integrating with the North? I'm asking because it has been a few years since they came south of the wall and we've only had one major incident.

Your Eyes currently only work in person, although you can see the candle is shrouded in magic. And the wildlings have had a couple incidents with the Glovers and their bannermen which have been handled. They mostly live off hunting and gathering, but plenty have sold their services as Gifted or caravan guards.
 
They are just earth roads. Also, please do turn votes in plan format.
Sorry for my plan.New to this.
Also i think that for advance road we need something like roads of crushed stone or something,roman roads are to advanced for us,they didnt use concret,they use a complex construction with sand and small stones at the base,with a second layer of crushed stones and a third with paved stone with drainage ditches.They are expensive,time consuming and manpower intensive.Also we need learned men to design the roads and there paths.That is way i think roman roads needs to be the third stage of roads,with first being slighty rised and curved earth road with drainage ditches and trees planted on the side against snow and flood,second type of roads having a layer of crushed stones over a layer of sand and small stones plus drainages and trees and third stage being the roman road.Like this we gain experince and we dont need to improve all the roads at oance,we can improve roads based on uses and money.Also roads made only of concret are very poor choices bc they dont resist to much to traffic,the concret need to be covered with something to make it durable enough.
 
Sorry for my plan.New to this.
Also i think that for advance road we need something like roads of crushed stone or something,roman roads are to advanced for us,they didnt use concret,they use a complex construction with sand and small stones at the base,with a second layer of crushed stones and a third with paved stone with drainage ditches.They are expensive,time consuming and manpower intensive.Also we need learned men to design the roads and there paths.That is way i think roman roads needs to be the third stage of roads,with first being slighty rised and curved earth road with drainage ditches and trees planted on the side against snow and flood,second type of roads having a layer of crushed stones over a layer of sand and small stones plus drainages and trees and third stage being the roman road.Like this we gain experince and we dont need to improve all the roads at oance,we can improve roads based on uses and money.Also roads made only of concret are very poor choices bc they dont resist to much to traffic,the concret need to be covered with something to make it durable enough.

Advanced Roads is all of that, when the action was first created, it included all the bit about sand, stones, etc as a base. They are expensive, and very time consuming, the action takes 5 seasons, which is 15 months.

Also, for those voting for Dreams of Cider, is it because you want the Polite Punishment? Or is it because of something else like Improved Roads?

Also, @notbirdofprey Are Advanced Roads still suffering from a cost penalty due to the concrete workers sent to help the Dustins, or has that penalty lapsed?
 
I will say that the plan has absolutely nothing to do with Cider. I would not be touching the fruit trees action till Winter ends.
Thank you for that information, all things considered, it is a great plan. looking at the other plans however it falls short in price reduction and accuracy of production. With more price measurements we may be able to make a much better drink and orchards if we are able to get the measurements set up as well.

Quick question as well, is the seed drill alredy invented? Because that should make our farming efficiency go through the roof due to less seeds beaing lost.
 
I'd like to comment that, while I also want the roads and think they'll give trade a big boost, they cost extra at the moment and also it'll take 5 turns to get the extra money. Given that we've already waited this long without building them we could wait a bit more till the cost penalty ends.

Plus, we're trying to get as much money as we can for the ships. There are many shorter actions to increase income faster: mills, cattle, logging...

Quick question as well, is the seed drill alredy invented? Because that should make our farming efficiency go through the roof due to less seeds beaing lost.

It has been researched, but we still haven't take the action to put it to use. I think the current idea is to wait till winter ends.

And talking about research, has uplifting glass been discussed? Wouldn't it have plenty of applications?
 
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Advanced Roads is all of that, when the action was first created, it included all the bit about sand, stones, etc as a base. They are expensive, and very time consuming, the action takes 5 seasons, which is 15 months.
I think it is to big of a jump from mudd tracks to roman style roads.Wedoent have the experience or knowledge to build something like this.We could do it is stage.Normal basic roads to unite farms and small village,gravel roads as the most common type of roads and a roman style road as a sort of highway connecting the most import points of the realm with winterfell(sort of like the kingsroad in canon and real roman roads in history) for ease of transportation and military movement.Also i think it will be a good idea to plant trees on the side of the roads to both protect the road and use them in the winter as landmarks so when you see them you know there is a road and it leads somewhere.
Also can we introduce as a vehicle for winter a type of sleigh with sails like it was used in russia and north america?
 
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i think it will be a good idea to plant trees on the side of the roads to both protect the road and use them in the winter as landmarks so when you see them you know there is a road and it leads somewhere.
Also can we introduce as a vehicle for winter a type of sleigh with sails like it was used in russia and north america?
I dunno about the former idea (given that this kind of cover can be an aid to highwaymen & other miscreants) but I do like the latter. Who knows, it might even be good training for our future sailors.

And sorry to pester on the septon front, @notbirdofprey but I do have other questions about potentially fulfilling their quest -- would they be amenable to being accompanied by Green Men as a compromise that ensures their safety without letting FM roam our countryside unmonitored?
 
The next couple of turns we should spend on getting more influence. We are at 5 and after this turn we will be at 2
Best method of that, in terms of bang for the buck, is to:
Step 1) get extra food from the Reach
Step 2) Big Damn Feast
Nets us 2d6 influence without any of the hampering modifiers, and the respective DCs make the actions all but gimmes (the effective DCs are respectively 2 & 5, for gods' sake) so I think they are the most practical investments on the influence front, rather than scrounging for 1 or 2 of it at a time
 
I dunno about the former idea (given that this kind of cover can be an aid to highwaymen & other miscreants) but I do like the latter. Who knows, it might even be good training for our future sailors.

And sorry to pester on the septon front, @notbirdofprey but I do have other questions about potentially fulfilling their quest -- would they be amenable to being accompanied by Green Men as a compromise that ensures their safety without letting FM roam our countryside unmonitored?
Since the Septs quest is the most long term of any I think we can take a more long term approach. If we have a good connection with the Most Devout, and can get Northmen into positions of influence in the Starry Sept (most likely by brokering a deal with the Green Men to tell them how to pacify the fay in their lands) then we can move on to allowing some more interaction. First by having Warrior Son's be drawn from northmen allowed to do more (since they are less likely to make cultural mistakes) and possibly by having Warrior Sons escorted around by a Horned Man while in the North. Basically a guide to make sure they don't something stupid like attack one of our smallfolk for blasphemy.

These are all some of the reasons I think we need to take the Intrigue option on the Sept and not just the diplomacy action this turn. I'd like to have more information to make sure that everything we are told by the septons is the actual situation, and not a rose colored one.


Best method of that, in terms of bang for the buck, is to:
Step 1) get extra food from the Reach
Step 2) Big Damn Feast
Nets us 2d6 influence without any of the hampering modifiers, and the respective DCs make the actions all but gimmes (the effective DCs are respectively 2 & 5, for gods' sake) so I think they are the most practical investments on the influence front, rather than scrounging for 1 or 2 of it at a time

Another reason to establish contact with the Reach instead of Polite Punishment.
 
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