Okay then...plan time.
[X] Plan: Gotcha By The Spirits
[X] Gather The Undead of Mousillon: While you have gathered thousands of undead there are still thousands more out there in the darkness of Mousillon, and as its ruler, it is only natural for they serve you in death while they could not in life. DC 30
Cost: 0
Time: 1 Turn
Result: Gains New Undead
(OOC: More Free troops is always a good thing.)
[X] Gather The Beasts of Mousillon: Mousillon not only holds undead, dark beasts such as direwolves, vargheists, ghouls, and many more inhabit the shadowlands of Mousillon. DC 35
Cost: 0
Time: 1 Turn
Result: Gains Dark Beast Army
(OOC: More free troops is always a good thing.)
[X] (Living) Training Fields: Soldiers need proper facilities to train in. DC 10
Cost: 500
Time: 1 turn
Result: +5 to all living units
(OOC: Trained units are better than not trained, very basic but needed before we can develop our living forces more.)
[X] Diplomatic Department: This department will handle all diplomatic affairs set by you but you can interfere with it as long you wish. DC 27
Cost: 950
Time: 2 turns
Result: Official diplomatic department created. +2 Diplomatic actions
(OOC: Very much needed, we'll be able to speak and interact with many more nations and organizations at the same time than before.)
[X] Fanged Greetings: There are other vampires like you out there, younger ones who need guidance under a strong will such as yours. Recruitment seems a good idea to extend your reach farther than before. DC 50
Cost: 0
Time: 1 turn
Results: vampires from varying bloodlines recruited based on passing DC checks.
(OOC: Very much needed, what is a god without lackies after all?)
[X] 3rd Diplo slot empty
(OOC: Still don't want to do any actions that might trigger outside concern.)
[X] Organize your church: Your religious right now is scattered with multiple and different sects preaching something different from one another but while still the same, the less said about the fanatical sects the better, organizing them into a single organization and building their headquarters is not only needed but necessary.
Cost: 980
Time: 1 turn
Result: Religious organization created. +1 piety action. No chance of 'holy wars' happening. New options
[X] Talk to your followers: Your worshippers – you are still getting used to the word – believe that you are a god but they do not know which domain you hold and await your words about the subject. DC 0
Cost: 0
Time: 1 turn
Result: Domain and portfolio selected.
[X] Organize your religion: Set out to do things for your religion, like writing a holy book, making the words of prayers, name of priests and how their hierarchy is like, give a name to it, etc. In other words make a religion. DC 5
Cost: 0
Time: 1 turn
Result: Everything about your religion sorted out.
(OOC: Only 3 Piety options there, all needed too.)
[X] Underground Mines: There are several mineral veins at your abode deep underground extracting them will prove wisely, thought you would still have to account the potential dangers of the underground.
Cost: 500
Time: 1 turn
Results: +850 income. Possible Problems
(OOC: Huge income boost, we need it. Have to risk possible problems.)
[X] Blacksmith: Encouraging already here and providing them with funding to either improve their tools or expand their training, is a great idea.
Cost: 2,000
Time: 1 Turn
Result: Boosts civilian trade, improves quality of life. Unlocks Smith variant types.
(OOC: Without smiths we can't properly arm or maintain our armies. Enough said.)
[X] Engineering Workshop: There are few true engineers and machinists in Mousillon, and most of them are passing through. The few that exist though can be brought together to work in larger teams, and a dedicated workshop built to their unique needs and specifications. Not only is this needed for producing complex equipment on a large scale, this will also bring their minds together, unleashing new innovative ideas to give Mousillon any further edge it can get. DC 26
Cost: 500
Time: 1 turn
Result: Unlocks: new research and infrastructure options.
(OOC: This expands our abilities without doing anything...risky.)
[X] Incite Rebellions: Your spies have reported to you that various parts of Brettonia are feeling quite rebellious towards the remaining lords, inciting these rebellions will cause much-sought chaos in the land of chivalry. DC 34
Cost: 0
Time: 1 Turn
Rewards: Brettonia now has to deal with rebellions.
(OOC: We were nice to Brettonia last turn, if civil war is inevitable let it be as bad as possible.)
[X] Incite The Dukes: The dukes of Borderlaux and Aquitaine will be in conflict, that is inevitable but you can certainly speed it up. DC 10
Cost: 0
Time: 2 Turns
Rewards: Aquitaine and Borderlux in open conflict at the worst time possible.
(OOC: We were nice to Brettonia last turn, if civil war is inevitable let it be as bad as possible.)
[X] Brettonian Horse Blood: Brettonian warhorses are legendary for how terrifying and tough they are in the field of battle. With Mousillon's cavalry so anemic by comparison, as a vampire you know all that the quality of bloodlines matters quite a bit. Sending out teams to acquire Brettonian foals of high quality breeding is essential to injecting Mousillon's horses with new blood. DC 45
Cost: 0
Time: 1 Turn
Result: Unlocks: Mousillon Heavy Cavalry.
(OOC: Love me some super-cavalry.)
[X] Infuse the Tireless Hordes: The dead do not tire, nor do they need sustenance - that is an affliction of the living. Nevertheless, they are bound to travel only as quickly as they can put one rotting leg in front of the other. Infusing the hordes with this incantation will speed up the Undead marchers, although has to be limited lest their legs be worn away! DC 15
Cost: 0
Time: 1 turn
Result: Undead armies move much more faster than once thought possible.
(OOC: Faster undead are always better. Maybe we could build War Wagons or something to carry undead in the future, reduce the wear and tear on their everything?)
[X] (Living) Medical Kits: Living soldiers need to be patched up during battle, unlike undead. Provide medical kits with basic supplies such as bandages, very high grade alcohol to numb pain, and a variety of really sharp knives to help keep our living soldiers alive for longer. No use in wasting talent before its time, right? DC 10
Cost: 30
Time: 1 turn
Result: -10% campaign casualties.
[X] Combat Healers: Ensure that those individuals with some level of talent in the healing arts get basic training and are distributed throughout the army to provide aid on the battlefield.
Cost: 100
Time: 1 turn
Result: -20% campaign casualties.
(OOC: Our living troops will need such basic things as this.)
[X] Hatch The Eggs: There must be some way of hatching the carmine dragon eggs you have in your possession. DC 120
Cost: 0
Time: 3 turns
Result: Eggs hatched.
(OOC: Yeah, if Brettonia is to fall, we'll need these ASAP so we can expand as much as possible. Start now.)
[X] Practice Your Shadow Magic: Ulgu, is the lore of shadows which you recently learned, one of its mainly focus are the art of illusions. DC 27
Rewards: New shadow spell
(OOC: Our Shadow magic is kind of neglected, pushing for this this turn to compensate.)
[X] Learn Metal Magic: the Lore of Metal is the Yellow Wind of Magic, and it is a manifestation of the Aethyric abstract and reality of logic, the desire to quantify, the desire and need to learn and instruct, and the wish to implement learning to practical or tangible ends. DC 65
Cost: 0
Time: 1 turn
Rewards: Learns New Lore: Lore of Metal
(OOC: I feel this will help with our Smithing actions.)
COST:
Available: 6,573 (Treasury) + 1500 (Income) = 8073
Plan Cost: 5560
Remaining: 2513
***
Okay, so my plan works within our Treasury budget, let alone the Income part, so cost is covered.
I have to admit I wish we could auto-recruit the Undead and Beasts from the Military actions, like roll a dice per turn to see what we automatically get. Its really sucking up most of our available 3 actions, when we could be building up military infrastructure or developing new things with that time.
@Alucard vampiry , what would it take to have the Gather options be automatic per turn?
Aside from that, in general I'm aiming for establishing a good foundation for our living troops, but getting to that point is taking awhile. They'll need basic training and quarters, they'll need medics and basic care. Can't wait to begin expanding that part of our armed forces.