It´s not really me thinking "others are stupid for disagreeing with me", but instead "others disagree because they think I am stupid"...which isn´t really all that better either, admittedly.
But what baffles me right now is your saying "As I thought, my idea are being left in the dust completly again...Not really surprised" When your plan is very much in the running to win here so i dont see why you needed to say that at all.
 
But what baffles me right now is your saying "As I thought, my idea are being left in the dust completly again...Not really surprised" When your plan is very much in the running to win here so i dont see why you needed to say that at all.

Because my mind tends to overemphasize bad stuff and so I have a very hard time believing that I ever could measure up as soon as any alternatives come up (especially if those start to gain traction)
 
Will we finally build the textile looms? We took at least two actions to get this far if I remember correctly and than have forgotten about what appears to be the capstone since it appears to me.
 
It's neck and neck.
Adhoc vote count started by b-wolf95 on Mar 21, 2020 at 4:19 PM, finished with 78 posts and 21 votes.

  • [x] Plan "That´s what Heroes do" But with Scholars
    - [x] Runic Fortifications-Hardbeak Line (Cost - 2000)
    - [x] Abolitionist Army (Cost - 1500)
    - [x] Talking to Scholars (Cost - 1000)
    - [x] Appeal to the Praetorians (Cost - 500)
    - [x] International Relief Effort (Cost - 1200)
    - [x] Aggressive Agricultural Expansion (Cost - 1000 ALREADY PAID!)
    - [x] Crystal Agriculture (Cost - 800 ALREADY PAID!)
    - [x] Sound the War Horns! (Cost - 300)
    - [x] Portable Explosives (Cost - 500)
    - [x] Trust but Verify (Cost - 400)
    - [x] Assisted Abolitionist Raids - House Storm (Cost - 800)
    - [x] Scaling the Ivory Towers (Cost - 600 Overtime option)
    - [x] Generous Pirates (Cost: 700 Overtime option)
    - [x] Ancient Empire Excavations (Cost - 100)
    - [x] Overtime x2 (see above)
    [X] Plan: Grinding Our Old Beak Into the Overtime-stone v2
    -[X] Runic Fortifications-Hardbeak Line: Cost: 2000. Time: Two Years. Reward: Hardbeak Line Fortifications Strengthened with Runic Enchantments, increased upkeep costs. Will Finish This Turn
    -[X] Abolitionist Army: Cost: 1500. Time: One Year. Reward: Abolitionist Military Strengthened.
    -[X] Appeal to the Praetorians: Cost: 500. Time: One Year. Reward: Royal Guard Negotiations Mini-Turn.
    -[X] International Relief Effort: Cost: 1200 (only paid if action succeeds). Time: One Year. Reward: International Relief Effort Organized, Maretonian Situation Improved. Chance of Success: 60%, Auto-Pass if Appeal to the Praetorians Succeeds.
    -[X] International Peacekeeping Force: Cost: 500. Time: One Year. Reward: Promises (or lack thereof) of Support in event of Maretonian Intervention.
    -[X] Aggressive Agricultural Expansion: Cost: 1000. Time: Two Years. Reward: Expanded Agriculture, Secured Food Supply, Increased Income. Will Finish This Turn
    -[X] 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.
    -[X] Sound the War Horns!: Cost: 300. Time: One Year. Reward: Gain War Horns. Upgrade Army Communications Bonus.
    -[X] Miniature Ballistae: Cost: 400. Time: One Year. Reward: Crossbows.
    -[X] Trust but Verify: Cost: 400. Time: One Year. Reward: Intel on Canterbury and its people. Chance of Success: 60%.
    -[X] Scaling the Ivory Towers: Cost: 600. Time: One Year. Reward: Information on the Maretonian Colleges of Magic, New Actions Unlocked. Chance of Success: 50%
    -[X] Ancient Empire Excavations: Cost: 100. Time: One Year. Reward: Ancient Religious Artifacts recovered.
    -[X] Overtime: Thaumatological Education: Cost: 600. Time: One Year. Reward: Magical Education established. Enables future Magic Actions.
    -[X] Overtime: Generous Pirates: Cost: 700. Time: One Year. Reward: Relief Supplies smuggled in, Maretonian situation does not degrade further. Chance of Success: 75%
    [X] Plan: Stabilization, Overtures, and Yaks!
    -[X] Gryphus Foreign Legion: Imperial Foreign Legion established, Foreign Auxiliaries recruited.
    -[X] Cautious Curiosity: Reward: Knowledge of Distant Lands.
    —[X] Far West
    -[X] Gaze upon the mists of Fate: Reward: Chance to gain information from Yak Seers. Chance of Success: 60%.
    -[X] Appeal to the Praetorians: Reward: Royal Guard Negotiations Mini-Turn.
    -[X] International Relief Effort: Reward: International Relief Effort Organized, Maretonian Situation Improved. Chance of Success: 60%, Auto-Pass if Appeal to the Praetorians Succeeds.
    -[X] Talking to Scholars: Cost: 1000. Time: One Year. Reward: Opened Relations with the Maretonian Colleges of Magic. Chance of Success: 60%
    -[X] Crystal Agriculture: Reward: Crystal Protectorate gains a substantial agricultural base and is no longer dependent upon food imports from the Griffonlands. Increased Agricultural Income.
    -[X] Miniature Ballistae: Reward: Crossbows.
    -[X] Black-Steel Balls: Reward: Army gains Black-Steel Cannonballs
    -[X] Assisted Abolitionist Raids-House Storm: Reward: Abolitionists raid House Storm Infrastructure, Storm forces weakened and thrown into disarray. Chance of Success: 60%
    -[X] Generous Pirates: Reward: Relief Supplies smuggled in, Maretonian situation does not degrade further. Chance of Success: 75%
    -[X] A Sacred Stone: Cost: 100. Time: One Year. Reward: Brod the Wise carves the first Yakyakistani Runestone for the Empire.
    -[X] Overtime
    --[X] Cautious Curiosity: Far West
    --[X] Talking to Scholars
    [x] Plan "That´s what Heroes do" But with Scholars
    - [x] Runic Fortifications-Hardbeak Line (Cost - 2000 ALREADY PAID!)
    - [x] Abolitionist Army (Cost - 1500)
    - [x] Talking to Scholars (Cost - 1000)
    - [x] Appeal to the Praetorians (Cost - 500)
    - [x] International Relief Effort (Cost - 1200)
    - [x] Aggressive Agricultural Expansion (Cost - 1000 ALREADY PAID!)
    - [x] Crystal Agriculture (Cost - 800)
    - [x] Sound the War Horns! (Cost - 300)
    - [x] Portable Explosives (Cost - 500)
    - [x] Trust but Verify (Cost - 400)
    - [x] Assisted Abolitionist Raids - House Storm (Cost - 800)
    - [x] Scaling the Ivory Towers (Cost - 600 Overtime option)
    - [x] Generous Pirates (Cost: 700 Overtime option)
    - [x] Ancient Empire Excavations (Cost - 100)
    - [x] Overtime x2 (see above)
 
...Why does my plan get counted twice?

Also, that third plan got voted for during the moraturium, so I don´t know if it should count
 
[X] Plan: My Plan Best Plan
-[X] Doubling the Guard
-[X] Abolitionist Army
-[X] International Relief Effort
-[X] International Peacekeeping Force:
-[X] Talking to Scholars
-[X] Crystal Agriculture
-[X] Cloth Mills
-[X] Sound the War Horns!
-[X] Miniature Ballistae
-[X] Hoofbeard's Other Heist
-[X] Assisted Abolitionist Raids-House Storm
-[X] Overtime
--[X] The Frame-Up Job
--[X] Appeal to the Praetorians
-[X] Seaside Shrines

There, I made my plan. It won't win, but I made it. I am willing to switch out Seaside Shrines for the Yak Stone option, Cloth Mills for others, and the Crossbow action for others.

Also, the name is tongue-in-cheek because I wanted a laugh. I may believe my plan to subjectively be the best course of action, but I do not believe my plan (or any other plan) is objectively better than all the others :p
 
Last edited:
So was looking through the maps and what have you of the various things we have and I noticed that there is a river running between our freedom fighter friends and the house storm folks and it got me thinking. Are the freedom fighters basically creating a series of bunkers and the like to hold specific fordings of the river or using it more sneakily where they delve deeper into the house storm lands to launch bushfires and the like? I was thinking of how that would wind up working out; but I wanted to get some thoughts on it before trying to write about it myself.
 
I would go for scholars because this is perfect chance to settle things on the ground in Maretonia, it secures us only faction capable to disperse the storm while denying house white star more power in favour of abolitionists.

Also it goes good with other options of approaching royal guard and helping the population. It's all in on Maretonia option.
 
I would go for scholars because this is perfect chance to settle things on the ground in Maretonia, it secures us only faction capable to disperse the storm while denying house white star more power in favour of abolitionists.

Also it goes good with other options of approaching royal guard and helping the population. It's all in on Maretonia option.

In that case just vote for my plan...it´s got anything you wanted, friend.
 
[x] Plan "That´s what Heroes do" But with Scholars
- [x] Runic Fortifications-Hardbeak Line (Cost - 2000)
- [x] Abolitionist Army (Cost - 1500)
- [x] Talking to Scholars (Cost - 1000)
- [x] Appeal to the Praetorians (Cost - 500)
- [x] International Relief Effort (Cost - 1200)
- [x] Aggressive Agricultural Expansion (Cost - 1000 ALREADY PAID!)
- [x] Crystal Agriculture (Cost - 800 ALREADY PAID!)
- [x] Sound the War Horns! (Cost - 300)
- [x] Portable Explosives (Cost - 500)
- [x] Trust but Verify (Cost - 400)
- [x] Assisted Abolitionist Raids - House Storm(Cost - 800)
- [x] Scaling the Ivory Towers (Cost - 600Overtime option)
- [x] Generous Pirates (Cost: 700 Overtimeoption)
- [x] Ancient Empire Excavations (Cost - 100)
- [x] Overtime x2 (see above)
 
you know what, i already voted, but I want to propose another possible plan.

I'll call it Plan Get Ready Yesterday. The idea is to get ready to intervene as quickly as possible

[x] Plan Get Ready Yesterday
-[x] Runic Fortifications-Hardbeak Line: Will Finish This Turn
-[x] Doubling the Guard: Cost: 3000 Time: Two Years. Reward: Imperial Army Doubles in Size.
--[x]Imperial order: Doubling the Guard
-[x] Overtime: Abolitionist Army: Th Cost: 1500. Time: One Year. Reward: Abolitionist Military Strengthened.
-[x] International Relief Effort: Cost: 1200 (only paid if action succeeds). Time: One Year. Reward: International Relief Effort Organized, Maretonian Situation Improved. Chance of Success: 60%, Auto-Pass if Appeal to the Praetorians Succeeds.
-[x] International Peacekeeping Force: Cost: 500. Time: One Year. Reward: Promises (or lack thereof) of Support in event of Maretonian Intervention.
-[x] Talking to Scholars: Cost: 1000. Time: One Year. Reward: Opened Relations with the Maretonian Colleges of Magic. Chance of Success: 60%
-[x] 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.
-[x] Sound the War Horns!: Cost: 300. Time: One Year. Reward: Gain War Horns. Upgrade Army Communications Bonus.
-[x] Miniature Ballistae: Cost: 400. Time: One Year. Reward: Crossbows.
-[x] Assisted Abolitionist Raids-House Storm: Cost: 800. Time: One Year. Reward: Abolitionists raid House Storm Infrastructure, Storm forces weakened and thrown into disarray. Chance of Success: 60%
-[x] Scaling the Ivory Towers: Cost: 600. Time: One Year. Reward: Information on the Maretonian Colleges of Magic, New Actions Unlocked. Chance of Success: 50%
-[x] Ancient Empire Excavations: Cost: 100. Time: One Year. Reward: Ancient Religious Artifacts recovered.

The idea is:

For Martial we complete both abolitionist military and doubling of the guard in one turn. This leaves us ready to act as soon as the end of this turn. All personal actions are used here.

For Diplomacy: international reliefs for the civilian (without talks to the royal guards. if Maretonia refuses we have ANOTHER excuse to justify the intervention) and international peacekeeping force, so that we can discuss both possible approaches with our allies. Ideally both will succeed, allowing us to gain good will with the "common pony" so that our troops won't be seen with too much distrust once we send them.

We also talk to the mages, as it seems like they COULD be reasoned with. They're honestly more important than the royal guard to me.

For Stewardship agriculture, to deal with the refugees and to raise our production in view of the relief efforts.

For Learning war horns (communications on the battlefield are important) and crossbows (to help the new recruits that don't have enough experience with longbows. Grenades would have been nice too, but are slightly worse in my view as
1)some of our enemies can fly, and grenades in the air would be a lot less precise
2)first gen grenades are likely to be risky for our troops as well
3)I fear that, after the first few uses, unicorns might get the idea to simply grab them in tk and throw them back.

They'd still be usefull, but I think crossbows would be more important. Grenades can be taken next turn

For Intrigue: the raids on house storm (the most dangerous faction as of right now) and intrigue on the mages, to make certain that whatever agreement we reach with them through diplomacy is not actually a trick, and so that we can really understand what they're like and what we might offer that they would want.

For Piety our own original religion. I don't really care much for it, but it seems like most of us want it. I'd honestly prefer the lake, but it's not that important to me.

I'm still fine with

[X] Plan: Grinding Our Old Beak Into the Overtime-stone v2

but I wanted to offer an alternative in which we're ready to attack immediately, without talking with the royal guards (which are, at this point, mostly a symbol. We can talk with them from a position of strenght later I think, once we've "done their job" and helped the people, taking down the evil and selfish tyrants (especially Pegicles)).

Let me know your thoughts, and consider approval voting for this if you like the idea.
 
Back
Top