On the economic side of things, tanks can be sold/leased/rented to other Imperials. Which also slightly increases the demand for alcohol in the Empire.
 
Yeah, I would argue that the Vapor Tanks are also a prestige project. What other province has anything similar? They'll be like a provincial product.

And they also kill things.
It certainly would since no one has been able to recreate Leo's steam tanks since he died, leaving only 8 of the original 12 tanks left to be brought out only for emergencies and even then not certain to work.

Anna will be the first to succeed, and arguably improve upon it since vaporware will be efficient compared to steam. It also makes a nice proof of concept for Sven's work, and once it becomes widespread dwarfs will have to make their own better version to prove theirs is, just like they are likely doing with Deathspinners and Doomspheres.

It also helps that Anna will build more and teach others how to build them so Empire can make more vapor tanks to be used as major force multipliers in conflict.

The only downside is that once tanks become more widespread they will naturally become looted by Chaos and Orks use themselves.
 
It certainly would since no one has been able to recreate Leo's steam tanks since he died, leaving only 8 of the original 12 tanks left to be brought out only for emergencies and even then not certain to work.

Anna will be the first to succeed, and arguably improve upon it since vaporware will be efficient compared to steam. It also makes a nice proof of concept for Sven's work, and once it becomes widespread dwarfs will have to make their own better version to prove theirs is, just like they are likely doing with Deathspinners and Doomspheres.

It also helps that Anna will build more and teach others how to build them so Empire can make more vapor tanks to be used as major force multipliers in conflict.

The only downside is that once tanks become more widespread they will naturally become looted by Chaos and Orks use themselves.
This isn't 40k, I really don't think the Greenskins could keep a tank running.
 
[X] Plan My Plan

Building major naval infrastructure when we lack basic defenses and we suspect a major assault? A pretty high chance we'll lose all progress.
 
Alright let's see the state of the votes:
Adhoc vote count started by Dmol8 on Oct 3, 2020 at 4:47 AM, finished with 345 posts and 63 votes.

  • [X] Plan My Plan
    -[X]Festermarsh:
    -[X] Blastweave Upgrading
    -[X] Scouts For Launching:
    -[X]Greatship 4:
    -[X]Arming Albion – Charity:
    -[X]Seeding The Future – Profit:
    -[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] Engineering Aid
    -[X] By Zealots Be Purged
    -[X] Be Sure
    -[X] Donating Funds:
    -[X] Let Logan Go:
    -[X] Name the Newborn: Octaine
    -[X] Ask The Amber:
    --[X] Yes, Ask Them
    -[X] Elven Expertise:
    --[X] Laurelorn
    [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: ??
    [X] Plan: It's Investment, Not Charity
    -[X]Festermarsh:
    -[X] Blastweave Upgrading - All:
    -[X] Scouts For Launching:
    -[X]Greatship 4:
    -[X]Arming Albion – Charity:
    -[X]Seeding The North – Proliferation:
    -[X]An Open Hand:
    -[X] The Lighthouse Of Salkalten, Foundation
    -[X]Seeding Drills:
    -[X] Vapor Tanks
    -[X] The Other Two Cannon Types:
    -[X] A Cataloguing Of Radicals
    -[X] Examining Your Enemies:
    -[X] Gold Journeymen:
    -[X] Engineering Aid
    --[X] On Vapor Tanks
    -[X] By Zealots Be Purged
    -[X] Be Sure
    -[X] Donating Funds:
    -[X] Let Logan Go:
    -[X] Ask The Amber:
    --[X] Yes, Ask Them
    -[X] Elven Expertise:
    --[X] Chrace
    [X] Plan Lighthouse, Cannons and Tanks
    -[X]Festermarsh:
    -[X] Blastweave Upgrading
    -[X]Galley Focus:
    -[X]Greatship 4:
    -[X]Arming Albion – Charity:
    -[X]Seeding The Future – Profit:
    -[X]An Open Hand:
    -[X] The Lighthouse Of Salkalten, Foundation
    -[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] Engineering Aid
    -[X] By Zealots Be Purged
    -[X] Be Sure
    [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:
    [X] Plan Full Recovery Effort
    -[X]Festermarsh:
    -[X] Blastweave Upgrading
    -[X] Scouts For Launching:
    -[X]Greatship 4:
    -[X]Arming Albion – Charity:
    -[X]Seeding The North – Proliferation:
    -[X]An Open Hand:
    -[X] Apple Expansions:
    -[X]Seeding Drills:
    -[X] Off-Roading:
    -[X] The Other Two Cannon Types:
    -[X] A Cataloguing Of Radicals
    -[X] Examining Your Enemies:
    -[X] Helping Sabine:
    -[X] Engineering Aid
    --[X] Off-Roading
    -[X] The Expected Inquisition:
    -[X] Be Sure
    -[X] Donating Funds:
    -[X] Let Logan Go:
    -[X] Name the Newborn: Octaine
    --[X] Ask The Amber:
    ---[X] Yes, Ask Them
    --[X] Elven Expertise:
    ---[X] Laurelorn:
    [X] Baby's first plan
    [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:
    [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: ??
    [X] Plan Massgamer
    -[X]Festermarsh:
    -[X] Blastweave Upgrading
    -[X] Scouts For Launching:
    -[X]Greatship 4:
    -[X]Arming Albion – Charity:
    -[X]Seeding The Future – Profit:
    -[X]An Open Hand:
    -[X] Apple Expansions:
    -[X]Seeding Drills:
    -[X] Imperial Organs, Big
    -[X] The Other Two Cannon Types:
    -[X] A Cataloguing Of Radicals
    -[X] Examining Your Enemies:
    -[X] Helping Sabine:
    -[X] Engineering Aid
    -[X] By Zealots Be Purged
    -[X] Be Sure
    -[X] Donating Funds:
    -[X] Let Logan Go:
    -[X] Newborn Name: Oskkhan
    --[X] Ask The Amber:
    ---[X] Yes, Ask Them
    --[X] Elven Expertise:
    ---[X] Laurelorn:
    [X] Plan My Plan
    -[X]Festermarsh:
    -[X] Blastweave Upgrading
    -[X] Scouts For Launching:
    -[X]Greatship 4:
    -[X]Arming Albion – Charity:
    -[X]Seeding The Future – Profit:
    -[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] Engineering Aid
    -[X] By Zealots Be Purged
    -[X] Be Sure
    -[X] Donating Funds:
    -[X] Let Logan Go:
    -[X] Name the Newborn: Octaine
    -[X] Ask The Amber:
    --[X] Yes, Ask Them
    -[X] Elven Expertise:
    --[X] Laurelorn
    [X] Plan: It's Investment, Not Charity
    -[X]Festermarsh:
    -[X] Blastweave Upgrading - All:
    -[X] Scouts For Launching:
    -[X]Greatship 4:
    -[X]Arming Albion – Charity:
    -[X]Seeding The North – Proliferation:
    -[X]An Open Hand:
    -[X] The Lighthouse Of Salkalten, Foundation
    -[X]Seeding Drills:
    -[X] Vapor Tanks
    -[X] The Other Two Cannon Types:
    -[X] A Cataloguing Of Radicals
    -[X] Examining Your Enemies:
    -[X] Gold Journeymen:
    -[X] Engineering Aid
    --[X] On Vapor Tanks
    -[X] By Zealots Be Purged
    -[X] Be Sure
    -[X] Donating Funds:
    -[X] Let Logan Go:
    -[X] Ask The Amber:
    --[X] Yes, Ask Them
    -[X] Elven Expertise:
    --[X] Chrace


Edit: The Lighthouse vote is still keeping up. Alright I'm going to vote in an hour or two. See you guys later.
 
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[X] Plan: We can afford the lighthouse, you know?

I don't like either of the leading plans, but this one has only one 50 percent CoS that will be DD on and I will be voting the DD on Examining Your Enemies regardless of which plan wins, but the Lighthouse plan also has us actually letting the Cult of Manann try to fix it's fuck up. I would rather they expand their Foamborne as a consequence of this then start an inter-cult war. Also I want the Gold Wizards which the other plan doesn't take.

I just wish that the Griffon name gets another vote because Oskkhan is just ugh for me.
 
[X] Plan: We can afford the lighthouse, you know?

I am not married to many particular actions, but letting the cult handle its own matters is where I won't budge,
 
No, they've fucked up too hard to be allowed to do any investigations by themselves. Their failure to stop the Holders of The Shore from damaging most of the docks/ports/ships in The Old World is too big for us to ignore.

agreed , they already broke both trust and faith on a massive scale , if it was one or two ports then fine they could handle it but it wasn't it's the entirety of the old World that got hit they had their chance and failed to keep their own in line , let the witch hunters have theirs
 
what is the leading plan that doesn't let the cult self police? When the rot runs as deep as it appears to here, self-policing doesn't work.
 
No, they've fucked up too hard to be allowed to do any investigations by themselves. Their failure to stop the Holders of The Shore from damaging most of the docks/ports/ships in The Old World is too big for us to ignore.
agreed , they already broke both trust and faith on a massive scale , if it was one or two ports then fine they could handle it but it wasn't it's the entirety of the old World that got hit they had their chance and failed to keep their own in line , let the witch hunters have theirs
what is the leading plan that doesn't let the cult self police? When the rot runs as deep as it appears to here, self-policing doesn't work.

We don't know how deep the Rot runs. All we know OOC is that an extremist organization of the Cult of Manann that used to be individual cells now has an ISIS level organization. We don't even know what we don't know. Let the main cult handle it this one time to give them rope to hang them with if they don't do a proper enough job of it.
 
Let the main cult handle it this one time to give them rope to hang them with if they don't do a proper enough job of it.
How do we know Holder of Shore has not slipped agents amongs the internal investigators? We might get zilch from them for all we know and would not have power to investigate again if they cover it up.
 

Because then they can't play the Cult Suppression Card. They had their chance to do an internal investigation and failed. We and the Witch Hunters can take over.

How do we know Holder of Shore has not slipped agents amongs the internal investigators? We might get zilch from them for all we know and would not have power to investigate again if they cover it up.

o_O :wtf: ? Your argument is very paranoid. I've lived with paranoia for most my life so I actually know a lot of the faults in such logic.

The Holders of the Shore's goal is to end all human ships everywhere so even if they manage to make the Foamborne give us zilch from their investigation nothing us stopping is from loosing the Witch Hunters afterwards to constantly keep an eye out for this bunch of Fanatics on top of every other bunch.
 
The Holders of the Shore had infiltrated the cult of the sea god to such an extent that they managed to get agents into every single notable human dock and port in the Old World and were both numerous and organized enough to simultaneously sabotage every single human major port and dock in the old world with the notable exceptions of Kislave and Sartosa . the larger the number of people who know a secret the more likely it is to get out and the bigger an organization the more likely it starts to leak , that such a massive number of the holders of the Shore were operating on such a massive organized scale within the sea god's cult means that either that the Foamborn are incredibly incompetent or the Foamborn have been thoroughly subverted after all how else could a massive clandestin undertaking involving so many people go down without anyone being the wiser
 
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Because then they can't play the Cult Suppression Card. They had their chance to do an internal investigation and failed. We and the Witch Hunters can take over.
I don't understand what you're trying to do here.

If the cult does the investigation, and even if they roll well or not, they won't really tell us everything. If we want to get to the bottom of why the attacks Holders of The Shore committed were so successful, we should let the Witch Hunters off their leash. Considering the fact the whole of The Old World was affected it makes more sense for The Witch Hunters to do their job.
nothing is stopping is from loosing the Witch Hunters afterwards
I don't think we can actually do that. Voting for letting the Cult do the investigation is letting them do all of it.
 
The Holders of the Shore had infiltrated the cult of the sea god to such an extent that they managed to get agents into every single notable human dock and port in the Old World and were both numerous and organized enough to simultaneously sabotage every single human major port and dock in the old world with the notable exceptions of Kislave and Sartosa . the larger the number of people who know a secret the more likely it is to get out and the bigger an organization the more likely it starts to leak , that such a massive number of the holders of the Shore were operating on such a massive organized scale within the sea god's cult means that either that the Foamborn are incredibly incompetent or the Foamborn have been thoroughly subverted after all how else could a massive clandestin undertaking involving so many people go down without anyone being the wiser

Wow. So that's another paranoid argument you're making there: If this catastrophic event has occurred than that automatically means that multiple other catastrophic events have occurred.

What if the Foamborne were only looking for individual cells of the Keepers of the Shore and this new organization is not connected to those?

What if this terrorist organization grew from a single terror cell deciding not to continually split into two, but instead to lie low and bide their time so they could do what they think of as Manann's work properly?

What if they sold out the cells that refused to join them to the Foamborne to hide their own tracks?

What if they lived in isolated churches in places where a Priest of Manann was needed/wanted, but ships weren't?

All of these actions are things real life terrorist cells have done. I have yet to see an argument for not letting the Foamborne do their work that isn't a paranoid one.

I don't understand what you're trying to do here.

If the cult does the investigation, and even if they roll well or not, they won't really tell us everything. If we want to get to the bottom of why the attacks Holders of The Shore committed were so successful, we should let the Witch Hunters off their leash. Considering the fact the whole of The Old World was affected it makes more sense for The Witch Hunters to do their job.

I don't think we can actually do that. Voting for letting the Cult do the investigation is letting them do all of it.

We don't need to know everything that goes on in this quest. More importantly we can't know everything that goes on in this quest unless we have @torroar's notes on what is going on in this setting. We are not getting those because it will make this quest a lot more boring. In fact one of the traps in Warhammer (both Fantasy and 40K) stories is that a character gets too paranoid and wants to know everything without trusting anyone.

The job of the Witch Hunters is to hunt proscribed cults. The Keepers of the Shore are now a proscribed cult:

Shockwaves have torn through the naval trade due to so many ships burning, or otherwise being damaged or destroyed, while the true Cult of Manann is working frantically with all authorities to root out these decentralized cells of what has been openly declared as of this year to be a heretical cult subject to extermination by Grand Conclave. Any found to be a member of the 'Holders of the Shore' are to be interrogated and executed, by assent of all Cults represented at the Grand Conclave. The newly chosen Matriarch of the cult, Maghda Sprenger, personally drowned the members of the cell that resided within Marienburg in front of witnesses, before declaring her intent to exterminate the entire heretical sect within her tenure. A powerful statement, alas one that is couched in the knowledge that ships and port facilities across the coastline have been so savaged.

And as a proscribed cult they fall under the responsibility of the Witch Hunters. So once the Foamborne are done we can still let loose the Witch Hunters.
 
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