So for the new griffon?

Who wants to go with Aleblood for a name?

Because his plumage and fur is a kinda like dark ale or beer with nice cap of foam, and he's sure to get covered in blood on a regular basis!
 
Then we should show charity to our allies as well. The optics of giving away resources to a foreign tribe while charging our closest allies is quite negative.
Our relations with our Trident neighbors are both at 10, so optics isn't really a problem. Neither of them are destitute, they can pay for their share. The charity option is the long term option, so I prefer it.
 
Our relations with our Trident neighbors are both at 10, so optics isn't really a problem. Neither of them are destitute, they can pay for their share. The charity option is the long term option, so I prefer it.
They need to repair their ports as soon as possible Nordland especially as most of it's people live on the coast had there not been a worldwide terrorist attack on all ports then I would be all for charging them but right now they need all the gold they have.
 
@Qeqre any chance you would consider adding the mercs from my plan? We are going into combat with the rats, and we just lost 2 units of mercs. also your plan doesn't replace our screen ships. the mercs offered could off set our losses in the coming combat, and replace our screen ships quickly. We should have or almost have the docks for the ships by the end of the turn. The cavalry will also be useful along the coast against raids. for all the mercs it will probably cost about 600 gold for 30 ships and 2800 soldiers.

If you add them I'll be happy to switch my vote to your plan. I can see now the albion trade thing isn't going to happen.
It's not mine. I'm just voting.

Ambivalent between it and Baby's First Plan.
Our relations with our Trident neighbors are both at 10, so optics isn't really a problem. Neither of them are destitute, they can pay for their share. The charity option is the long term option, so I prefer it.
The bad optics is that, to an outside observer, we'd be treating our close and important allies within the Empire worse(in some sense) than a bunch of tribals on that island nobody cares about.
The timing is also a bit wonky due to the coastal situation. The aftermath of a coordinated terrorist attack would normally be considered a good time for people to come together instead of trying to turn a profit.
 
They need to repair their ports as soon as possible Nordland especially as most of it's people live on the coast had there not been a worldwide terrorist attack on all ports then I would be all for charging them but right now they need all the gold they have.
We aren't a money pit, so I'd advise against taking all three charity options, and the Seed Drills is the one I'll choose to ditch, since the other two options hold long term benefits that we'll need. If they couldn't afford it. it wouldn't have been an option.

On an unrelated note, I don't know why most of the plans don't have the beast paths selected. We ignored it the past two turns, but I don't think we can afford to ignore it for any longer.
 
@Qeqre any chance you would consider adding the mercs from my plan? We are going into combat with the rats, and we just lost 2 units of mercs. also your plan doesn't replace our screen ships. the mercs offered could off set our losses in the coming combat, and replace our screen ships quickly. We should have or almost have the docks for the ships by the end of the turn. The cavalry will also be useful along the coast against raids. for all the mercs it will probably cost about 600 gold for 30 ships and 2800 soldiers.

If you add them I'll be happy to switch my vote to your plan. I can see now the albion trade thing isn't going to happen.
Anyone else want his mercs?
 
We aren't a money pit, so I'd advise against taking all three charity options, and the Seed Drills is the one I'll choose to ditch, since the other two options hold long term benefits that we'll need. If they couldn't afford it. it wouldn't have been an option.
My philosophy on such thing is that money is there to be saved during times of plenty then spent during times of troubles and a world wide terrorist attack is definitely a time of troubles we should not be adding additional expenses upon our allies.
 
[X] Plan I'm awful with names
-[X] Festermarsh
-[X] Blastweave Upgrading
-[X] Galley Focus
-[X] Greatship 4
-[X] Arming Albion – Charity
-[X] Seeding The Future – Profit
-[X] Radical's Measures
-[X] Apple Expansions
-[X] Seeding Drills
-[X] Vapor Tanks
-[X] The Other Two Cannon Types
-[X] A Cataloguing Of Radicals
-[X] Examining Your Enemies
-[X] Engineering Aid
--[X] Vapor Tanks
-[X] By Zealots Be Purged
-[X] Be Sure
-[X] Loaning Funds
-[X] Let Logan Go
-[X] Newborn Name: See plan title
--[X] Ask The Amber:
---[X] Yes, Ask Them.
--[X] Elven Expertise
---[X] Laurelorn
 
Thing is, it's too hard to offer them trust in this matter when they let this catastrophe come to fruition. And I don't feel comfortable after losing 17 ships, 1000 gold and who knows how many citizens because of their incompetence, and then just letting them bury the details.
Given the amount of suspicion already pointed the Cult's way, I don't expect them to hide very many details - it'll just end up making them look worse.

The reason to involve the Witch Hunters is if we aren't confident in the Foamborne's ability to do their jobs. On a high roll, I expect the Witch Hunters will catch more heretics than the Foamborne would alone. On a low roll, on the other hand, I expect the Witch Hunters will burn innocent Manannites while unintentionally aiding the heretics by disrupting the Foamborne's operations.

I don't consider the risk worth the reward.
 
The 30 ships is way over what our docks can carry, so I wouldn't advise it, even if I'm not voting for it.

we have 9 docking empty, we will be adding 10 to 15 this turn when they finish, and i'm almost certain we will either loan or just give the gold for repairs for the docks adding some of what was lost. we should have most of the docking we need if not all by the end of the turn.

EDIT: @EVA-Saiyajin if the ships are too much remove them, I'd rather have she extra troops than nothing.
 
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Given the amount of suspicion already pointed the Cult's way, I don't expect them to hide very many details - it'll just end up making them look worse.

The reason to involve the Witch Hunters is if we aren't confident in the Foamborne's ability to do their jobs. On a high roll, I expect the Witch Hunters will catch more heretics than the Foamborne would alone. On a low roll, on the other hand, I expect the Witch Hunters will burn innocent Manannites while unintentionally aiding the heretics by disrupting the Foamborne's operations.

I don't consider the risk worth the reward.
That's the thing. I'm NOT confident in their ability to do the job after they let this catastrophe come about.
 
[X] Plan I'm awful with names
-[X] Festermarsh
-[X] Blastweave Upgrading
-[X] Galley Focus
-[X] Greatship 4
-[X] Arming Albion – Charity
-[X] Seeding The Future – Profit
-[X] Radical's Measures
-[X] Apple Expansions
-[X] Seeding Drills
-[X] Vapor Tanks
-[X] The Other Two Cannon Types
-[X] A Cataloguing Of Radicals
-[X] Examining Your Enemies
-[X] Engineering Aid
--[X] Vapor Tanks
-[X] By Zealots Be Purged
-[X] Be Sure
-[X] Loaning Funds
-[X] Let Logan Go
-[X] Newborn Name: See plan title
--[X] Ask The Amber:
---[X] Yes, Ask Them.
--[X] Elven Expertise
---[X] Laurelorn
Can I convince you to switch out Loaning Funds for Donating Funds? We aren't desperate for money and the opinion boost will come in handy when the Law Reform is finally done. I'll switch my vote to you if you do, since your plan is the most agreeable to me out of the ones I've seen.

Also, you didn't fill in the other Personal Action.
 
Can I convince you to switch out Loaning Funds for Donating Funds? We aren't desperate for money and the opinion boost will come in handy when the Law Reform is finally done. I'll switch my vote to you if you do, since your plan is the most agreeable to me out of the ones I've seen.

Also, you didn't fill in the other Personal Action.
What you're asking him to do would be identical to my plan.
 
Why are you guys giving away guns to albion yet selling the seed drills to our closest allies it should be the other way around we know albion has a ton of silver and while our allies still have to rebuild their ports.
Because it makes Albion more of a threat against Chaos and the Dark Elves and we want them away from us. In addition a higher CoS the boost to military is higher in the charity version compared to the trade
 
[X] Plan Generosity
-[X]Festermarsh:
-[X] Blastweave Upgrading
-[X] Wolf Focus:
-[X]Greatship 4:
-[X]Arming Albion – Charity:
-[X]Seeding The North – Proliferation:
-[X]An Open Hand:
-[X] Apple Expansions:
-[X]Seeding Drills:
-[X] Vapor Tanks:
-[X] The Other Two Cannon Types:
-[X] A Cataloguing Of Radicals:
-[X] Examining Your Enemies:
-[X] Helping Sabine:
-[X] The Law Of Ostland:
-[X] The Expected Inquisition
-[X] Be Sure
-[X] Donating Funds
-[X] Name the Newborn: Octaine
--[X] Elven Expertise:
---[X] Laurelorn:

I am basically going all in on spending money and helping our allies
 
Imperial Stipend Accounting:
+1900 Per Turn
Current Reserve: 900

Treasury Reserves: 27,334 Gold Crowns

Net Income: 16,824 Gold Crowns Per Year


[X] Plan: We can afford the lighthouse, you know?


-[X] Festermarsh: Cost: 100. Time: 1 Year. Reward: Army of Ostland Contributes To Festermarsh. Chance of Success: To Be Rolled By Ostermark, with Army of Ostland providing a bonus to Ostermark's Rolls.
-[X] Tracking Beast-Paths: Cost: 500. Time: 1 Year. Reward: At Least One Major Beast-Path Located. Chance Of Success: 75%

-[X] Greatship 4: Cost: 500. Time: 1 Year. Reward: 1 New Greatship.
-[X] Galley Focus: Cost: 1500. Time: 1 Year. Reward: 10 Wargalleys.

-[X] Arming Albion – Charity: Cost: 750 Per Turn Until Tribes Capable of Self-Training And Fully Equipped. Time: 1 Year For Training To Complete, 2 Years Until Fully Equipped. Reward: Albionese able to resist the Albion Fimir and druchii much better, significantly better equipped in arms and armor. Chance of Success: 70% Cannot Be Chosen If Albion Trade Is Chosen
-[X] Seeding The Future – Profit: Cost: 2,500. Time: 1 Turn. Reward: Seeding Drills freely produced and transported to Nordland and Ostermark, their farmers trained in its use. Significant increase to agricultural production in Nordland and Ostermark. Cannot Pick With Seeding The North – Proliferation.
-[X] An Open Hand: Cost: 500. Time: 1 Year. Reward: Amiable opening to relations with Count Rommel. Chance of Success: 65%

-[X] The Lighthouse Of Salkalten, Foundation: Cost: 3,500. Time: 2 Years. Reward: Salkalten Lighthouse Foundation Created/Bottom Third Of Structure Built.
-[X] Seeding Drills: Cost: 2,500. Time: 1 Year. Reward: Major Agricultural Income Increase Starting Next Year i.e. No immediate income boost this year, but in Turn 37.

-[X] Heavy Blastguns: Cost: 1,000. Time: 2 Years. Reward: Heavy Blastgun, an upgraded and more damaging version than the infantry version. Meant for cavalry use. Chance of Success: 75%
-[X] The Other Two Cannon Types: Cost: 1000. Time: 1 Year. Reward: Bull Cannons and Dash Cannons Improved As The Great Cannons Were. Chance of Success: 70%

-[X] A Cataloguing Of Radicals: Cost: 500. Time: 1 Year. Reward: Information on various Radical Sects of the Cults of the Empire. Chance of Success: 80%

-[X] Examining Your Enemies: Cost: 1,000. Time: 1 Year. Reward: Information on the Houses of Geisen, Rutger, and Weiss. Chance of Success: 50%

-[X] Gold Journeymen: Cost: 100 at first, fees to come afterwards. Time: 1 Year. Reward: 2+1d4 Gold Journeymen Wizards For Combat Purposes. Chance of Success: 75%
-[X] Helping Sabine: Cost: 0. Time: 1 Year. Reward: Roll to determine extent/potency of aid given to IFL development.

-[X] The Expected Inquisition: Result: Cult of Manann takes full control of religious investigation in Ostland coast, including in Salkalten. Results may vary, may not get full information on captives due to cultist secrecy, etc.
-[X] Be Sure: You're reasonably sure that Bugman would prefer that it's left alone, but you could ask.
-[X] Donating Funds: Result: -3500 Gold From The Treasury Loaned To Coastal Settlements, Including Salkalten, To Ensure Rapid Rebuilding From Damages. Fishing and Trade Income Recovery will quicker. No Repayment. Opinions Affected Positively.
-[X] Let Logan Go:
-[X] Name the Newborn:
-[X] Ask The Amber:
--[X] Yes, Ask Them.
-[X] Elven Expertise: Oskkhan
--[X] Laurelorn: Cost: 100. Chance of Success: ??

Expected Imperial Stipend: 800 reserves
Expected Treasury: 27,608
 
That's the thing. I'm NOT confident in their ability to do the job after they let this catastrophe come about.
I expect very-aware-and-absolutely-livid Manannites will be substantially more effective than happily-oblivious Manannites, and a Foamborne would be able to spot a Manannite heretic better than a Witch Hunter could due to better knowledge of the dogma. The only thing I doubt is their numbers: the Foamborne were a "rarely utilized group", i.e. not very large. And now they're expected to scour the entire Old World without having any time to meaningfully expand.

... I am now seriously considering the merits of involving the Witch Hunters.

And I'm not particularly confident in their neutrality, seeing how they come from Marienburg.
Ostland is a weird and controversial place. Makes a good scapegoat.
Of all the frequently-opposed power players in Marienburg, the Cult of Manann would be one of the ones with the least incentive to mess with us.

...as of right now.

Also, given how broad the treachery was, no way in hell they can pin it on anyone outside their cult.


[X] Plan: We can afford the lighthouse, you know?

Has at least most of the stuff I want, even if it also does have beast paths and the lighthouse.
 
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