Gunpowder isn't actually the big limit here. Iron balls for the Bombards are likely the big limit and we sorta produce a ton of iron. Ball for ball we can likely outshoot them by a significant margin. Remember, before this they purchased their bombards from us. We are cutting their supply chain at the same time as we divert their supply into our own army.
Actually, bombards can be used to shoot stones, like many other early firearms. We might have an advantage in the quality of projectiles, assuming we use iron balls rather than cheaper stones, but that won't prevent Hellas from using inferior projectiles. I think that the gunpowder is the limit because we introduced guns to Hellas, but only ever sold them the finished products. They don't know how to make guns or produce gunpowder. They will figure it out eventually, but we should have a decade or two before that and a decent advantage in the quality of the final product after it.
 
but they will run out of gunpowder eventually. Even with samples, recreating it won't an easy or fast process.
They don't know how to make guns or produce gunpowder.

We don't actually know the gunpowder production capabilities of the Hellas League or other states. I remember asking Aranfan and the answer I got was roughly the Ymaryn mocking those silly barbarians for wasting gunpowder on weaponry instead of fireworks and a follow up question on my end confirmed that the Ymaryn don't know. I'm not sure if that has changed since then, but I suspect our lack of knowledge remains.
 
Could we use iron towers to get a height advantage. Haul up a cannon and shoot our enemies from up high. I think that confer us better range for our cannons.



We have the range for our cannons to reach the city?
Depends on the angle of elevation we can fire from. Early bombards had a range around 1600 meters with a 3 degree angle of elevation. That's about what you could get with a bombard on flat ground. Anything more than that and you slam the bombard into it's carriage at to high of an angle and damage it.

If you had time though, nothing was stopping you from building earth berms to place your bombard on a slope and fire along something closer to a 10-45 degree angle and get significantly more range. Because you put the carriage on a slope your bombard remains only tilted up the same 3 degrees.
 
I realized I forgot to give y'all an influence for rolling so well against the Hellas last turn.

Would you prefer +1 Influence or +Hathytta loyalty from that?
 
I realized I forgot to give y'all an influence for rolling so well against the Hellas last turn.

Would you prefer +1 Influence or +Hathytta loyalty from that?
+Hathytta loyalty. They see the force we moved through their lands and slammed into their enemies. It makes rebellions seem less fun.

And besides influence is nice, but +Hathytta loyalty leads to integration and integration leads to income via taxes.
 
I realized I forgot to give y'all an influence for rolling so well against the Hellas last turn.

Would you prefer +1 Influence or +Hathytta loyalty from that?

Wasn't there two Lord Loyalty missions with two opportunities to receive loyalty from the Hathatyn? So it should be possible to receive two loyalty points from Hat-chan.

Also, I remembered Txolla rewarding us additional influence for great performance, but not loyalty. Will need to check. As far as I can tell, this is true.
 
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[X] +Hathytta loyalty

Getting this is why we took the action after all and we aren't exactly poor on Influence at the moment while loyalty is short supply.
 
So I've been wondering @Aranfan about what kind of room the Styrmyr being regarded as cousins gives to negotiations over control of Greenshore. Would a treaty where they acknowledge Melkut Ymaryn ownership of the land but remain the direct administrators either in a they're leasing it way or a William the Conqueror as Duke of Normandy is a vassal of the King of France while being the King of England way be acceptable to the Ymaryn?
 
Turn 2 (1595 Andyidh Dyadorn)
Turn 2 (1595 Andyidh Dyadorn)

Bedwyr rubbed his temples in consternation as he looked at the reports on his desk. He had dodged the worst of the Collapse, but the kingdom was still in danger. The guilds had papered it over, but the kingdom was spending much more than it was taking in. The state of the treasury was dire, and looked to become more so each year. By his best math, in five years the Kingdom would be out of money. The only way to prevent this would be to take Trelli, restore taxation across swaths of the kingdom, and get large infusions of cash from somewhere. And, of course, doing all that would be expensive in itself.

Out of the frying pan and into the fire.

Available Dice: 6 Influence, 4 Authority
Committed: 2 Influence, 1 Authority
Total Dice: 4 Influence, 3 Authority


Martial:

War Mission, MoS: Send the army to crush the rebels in Memory of Spirits. (100% 1 year. Success and length of campaign rolled separately. Possible influence gains or losses depending on result.)

War Mission, Western Wall: Send the army to crush the rebels in Western Wall. (100% 1 year. Success and length of campaign rolled separately. Possible influence gains or losses depending on result.)

War Mission, Greenshore: Send the army to crush the rebels in Greenshore. (100% 1 year. Success and length of campaign rolled separately. Possible influence gains or losses depending on result.)

War Mission, Tinshore: Send the army to crush the rebels in Tinshore. (100% 1 year. Success and length of campaign rolled separately. Possible influence gains or losses depending on result.)

War Mission, Black Sheep: Send the army to crush the Black Sheep and liberate the Thunder Plateau. (100% 1 year. Success and length of campaign rolled separately. Possible influence gains or losses depending on result.)

War Mission, Hathytta: Send the army to Hathytta and bring them back into line. (100% 1 year. Success and length of campaign rolled separately. Possible influence gains or losses depending on result. Possible -Hathytta Loyalty)

War Mission, Hellas: Send the army to retake Trelli from the Hellas, as well as the other land they have taken. (100% 1 year. Success and length of campaign rolled separately. Possible influence gains or losses depending on result.)

Lord's Loyalty War Mission, Hathytta: Send the army to Hathytta and put it at the disposal of the governor. (100% 1 year. Success and length of campaign rolled separately. Possible influence gains or losses depending on result. Possible +Hathytta Loyalty)

Lord's Loyalty War Mission, Txolla: Send the army to Txolla and put it at the disposal of the governor. (100% 1 year. Success and length of campaign rolled separately. Possible influence gains or losses depending on result. +Txolla Loyalty)

City Levy, Western Wall: Conscript some of the excess population of the cities and send them to crush the rebels in Western Wall. (95% 1 year. Success and length of campaign rolled separately. Possible influence gains or losses depending on result. Expensive)

City Levy, Greenshore: Conscript some of the excess population of the cities and send them to crush the rebels in Greenshore. (95% 1 year. Success and length of campaign rolled separately. Possible influence gains or losses depending on result. Expensive)

City Levy, Tinshore: Conscript some of the excess population of the cities and send them to crush the rebells in Tinshore. (95% 1 year. Success and length of campaign rolled separately. Possible influence gains or losses depending on result. Expensive)

City Levy, Hathytta: Conscript some of the excess population of the cities and send them to Hathytta to bring the province back in line. (95% 1 year. Success and length of campaign rolled separately. Possible influence gains or losses depending on result. Expensive. Possible -Hathytta Loyalty)

City Levy, Hellas: Conscript some of the excess population of the cities and send them to retake Trelli from the Hellas, and to free the other lands that the Hellas have taken. (95% 1 year. Success and length of campaign rolled separately. Possible influence gains or losses depending on result. Expensive)

Lord's Loyalty City Levy, Txolla: Conscript some of the excess population of the cities and send them to the Txolla governor to use as he sees fit. (95% 1 year. Success and length of campaign rolled separately. Possible influence gains or losses depending on result. Expensive. +Txolla Loyalty)

Lord's Loyalty City Levy, Hathytta: Conscript some of the excess population of the cities and send them to the Hathayan governor to use as he sees fit. (95% 1 year. Success and length of campaign rolled separately. Possible influence gains or losses depending on result. Expensive. Possible +Hathytta Loyalty)

Activate The Mass Levy!: Arm and mobilize up to a million soldiers. The earth quakes at your approach. None can stand against the might of The People. (90%. 1 year. Success and length of campaign rolled separately. Possible influence gains or losses depending on result. Unsustainably expensive)
-Write in Targets, may choose as many as you like

Construct Warships, Yllython: With unified control of the Yllython shattered, there are going to be pirates and rebels in the sea closest to the core. The people need to build warships to suppress pirates and fight enemies. (75%. 2 years. +Warships. Expensive)

Construct Warships, Salt Sea: You now share a sea with the Black Sheep. They will surely send foes by sea as well as land if they wish to achieve their ambition of displacing you. (75%. 2 years. +Warships. Expensive)

Construct Warships, Harmurri Gulf: Do you really need warships on the Monsoon Sea? The trade there is quite civilized with much less piracy than on the Saffron Sea. (75%. 2 years. +Warships. Expensive)

Adopt Gunpowder Weaponry: Now that you have been making it for a couple of years, you have a good enough understanding of basic safety procedures to begin adopting into your armies and issuing these weapons to your soldiers. It will take a long time to fully integrate these weapons into your doctrine, but after the Great Khan, none can deny their effectiveness. (90%. 10 years. Firearm and Bombard Adoption. Provides bonuses while in progress. Expensive.) In progress


Diplomacy:

Honor of Elites, Western Wall: Demand the rebels surrender and swear fealty once again to their rightful lord! (1%. 1 year, +Influence, Casus Belli if failed)

Honor of Elites, Tinshore: Demand the rebels surrender and swear fealty once again to their rightful lord! (1%. 1 year, +Influence, Casus Belli if failed)

Rage Against The Steppes!: Demand the Black Sheep savages surrender and abandon their oppression of the people of the Thunder Plateau. (1%?. 1 year. +Influence)

Personal Stewards of Nature, Styrmyr: Demand that the Styrmyr return the lands of greenshore to your rule. (1%?. 1 Year. +Influence. Casus Belli if failed)

Diplomatic Overview, North Saffron: You have no knowledge what barbarian powers are important in the realm of the Syffronites. In your current position of weakness that ignorance could be deadly. (90%, 1 year. Overview of North Saffron powers.)

Diplomatic Overview, Monsoon Sea: You have no knowledge of what barbarian powers are important in the Monsoon Sea. In your current position of weakness that ignorance could be deadly. (90%, 1 year. Overview of Kus and Monsoon Sea powers.)

Diplomatic Contact, Khemetri: Who are the Khemetri these days even? Try to reach out and establish dialogue and relations. (???%. 1 Year.)

Diplomatic Contact, Highlanders: What have the Highlanders gotten up to in these last thousand years? Do you even care so long as they stay in their hills? (???% 1 Year. Possible -Influence)

Diplomatic Contact, Styrmyr: You are most displeased to find that the Styrmyr have decided to immediately conquer Greenshore upon the cessation of the Games. Still, Greenshore were rebels, so maybe the Styrmyr could prove reasonable? (???% 1 Year.)

Diplomatic Contact, Berba: Who are the Berba and what do they want? (???%. 1 Year.)

Diplomatic Contact, Euskal: Who are the Euskal Herria and what do they want? (???%. 1 Year.)

Diplomatic Contact, Ruma: Who are the Ruma and what do they want? (???%. 1 Year.)

Diplomatic Contact, Vynta: Who are the Vynta and what do they want? (???%. 1 Year.)


Admin:

Reestablish Administrative Control, Hills: Restore the mechanisms of control over the hills between the Core and Txolla. The flow of taxes, orders, and information must be restored. (20%. 3 years. More defensible border, Profitable.)

Reestablish Administrative Control, Hathytta: Restore the mechanisms of control over Hathytta. The flow of taxes, orders, and information must be restored. (???%. 1 year. +1 Influence, Profitable, +.5 Income)

Survey Homevalley Province: Homevalley has been surveyed many times, but technology and the skill of surveyors is always improving. It might be possible to find something of use in the hills. (???%. 1 Year. Resources?)

Survey Memory of Spirits Province: Memory of Spirits has been surveyed many times, but technology and the skill of surveyors is always improving. It might be possible to find something of use in the hills. (???%. 1 Year. Resources?)

Survey Txolla Province: Txolla has been surveyed many times, but technology and the skill of surveyors is always improving. It might be possible to find something of use on the floodplains. (???%. 1 Year. Resources?)

Resettle Northern Core Areas: Stonepen, Blackmouth, Phygriftwin, and many other areas in the north have been destroyed by the Great Khan. But the Khan has left, and the mechanisms of state work again. It should be possible to resettle the refugees back on their own lands. Many new gentry and nobility will need to be raised to manage the famland brought back into cultivation, but the renewal of those tax incomes will greatly help the state. (95%. 3 Years. Profitable. +.5 Income) In progress





Mysticism:

Touch the Cow, Do it Now:, Txolla: The Sacred Warding in Txolla is in shambles. Order some of the priests to do their best to repair it. (???%. 2 years. +Txolla Loyalty. Possible +Influence)

Touch the Cow, Do it Now, MoS: The Sacred Warding in Memory of Spirits is destroyed. Order some of the priests to do their best to restore it. (???%. 3 years. +MoS Loyalty. Possible +Influence) In Progress.

Kus Numerals: The traders have some interesting things to say about their Kus counterpart's account books. Something about better numbers? The old number glyphs have served perfectly well for thousands of years, but maybe these numerals are worth looking into? (60%. 1 Year.)

Much Ado about Nothing: The Kus traders have said some things that have the priests in a titter. Some priests are asking for permission to travel to Kus to get more information. It's probably nothing important. (???%. 1 year.)

Praise the Sun: The Khem have had an upsurge in their old sun worshiping pagan communities recently for some reason. Should you bother to find out why? (???%. 1 year.)



MEGAPROJECTS:

Greenhouses: The Kings of old built a number of grand greenhouses to tend exotic plants from far away, so that they could be studied and for their own enjoyment. Most of these greenhouses were smashed by the Great Khan. Restore them. (Authority + 90%, 20 Years, -1 Treasury Status every four years)

Signal Towers: One of the issues that always plagued the governance of the Thunder Plateau was how far away and difficult to reach it was. It would be possible to set up signal relay towers along the way, which would greatly speed up messaging between the Plateau and the Core. It would take a lot of precision glasswork for the spyglasses, however. (Authority + 75%, 20 Years, -1 Treasury Status every four years)

Reform THE LAW: It has been a very long time since the last time the Law was compiled and streamlined. There has been much accumulation of loopholes, drifts, and patching as the times changed. The current law is confusing and difficult and in many ways outdated. It should be simplified, updated for the current age, and recodified. (Authority + 90%, 20 Years, -1 Treasury Status every four years, +1 Authority on completion)




Personal Action (Choose One):
[] Work Overtime (+1 temp Influence, +Stress)
[] Relax with Family (-Stress)
[] Catch up on the latest plays and theological debates (-Stress)
[] Attend to a particular action personally. (Provides bonus to action)
-[] Write in Action



Voting is by plan.
Two Hour Moratorium.
 
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Reestablish Administrative Control, Hills: Restore the mechanisms of control over the hills between the Core and Txolla. The flow of taxes, orders, and information must be restored. (20%. 3 years. More defensible border, Profitable.)

Reestablish Administrative Control, Hathytta: Restore the mechanisms of control over Hathytta. The flow of taxes, orders, and information must be restored. (???%. 1 year. +1 Influence, Profitable, +.5 Income)

These are our only two profitable actions this round. We need to do both. We can have our personal action set to attend a particular action without increasing stress. I say we point it at reestablish administrative control, Hathytta.

--

War Mission, Western Wall: Send the army to crush the rebels in Western Wall. (100% 1 year. Success and length of campaign rolled separately. Possible influence gains or losses depending on result.)

War Mission, Greenshore: Send the army to crush the rebels in Greenshore. (100% 1 year. Success and length of campaign rolled separately. Possible influence gains or losses depending on result.)

War Mission, Tinshore: Send the army to crush the rebels in Tinshore. (100% 1 year. Success and length of campaign rolled separately. Possible influence gains or losses depending on result.)

These actions are what we need to do to expand our ability to get taxes. I suggest we pick one. I think the Wester Wall one is the most logical due to it being closest. I want to do all three in sequence around the north side of the sea. This will circle around and allow us to take on the Hellans if we remain stuck on our side of the channel for those years.

Western Wall > Green Shore > Tin Shore and then we reach the northwest of Hathytta and pincer the Hellans.
 
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Lord's Loyalty War Mission, Hathytta: Send the army to Hathytta and put it at the disposal of the governor. (100% 1 year. Success and length of campaign rolled separately. Possible influence gains or losses depending on result. Possible +Hathytta Loyalty)

@Aranfan Do our advisors think doing this would help with taking the rest of Trelli?
 
@Aranfan the phrasing of the War Missions ("send the army to...") makes it sound like we are taking men away from East Trelli. Would we be leaving the levy behind to hold the city?
 
[] Plan Oshha
-[] Authority: Reestablish Administrative Control, Hills: Restore the mechanisms of control over the hills between the Core and Txolla. The flow of taxes, orders, and information must be restored. (20%. 3 years. More defensible border, Profitable.)
-[] Authority: Touch the Cow, Do it Now:, Txolla: The Sacred Warding in Txolla is in shambles. Order some of the priests to do their best to repair it. (???%. 2 years. +Txolla Loyalty. Possible +Influence)
-[] Authority: Diplomatic Contact, Khemetri: Who are the Khemetri these days even? Try to reach out and establish dialogue and relations. (???%. 1 Year.)
-[] Influence: Diplomatic Overview, Monsoon Sea: You have no knowledge of what barbarian powers are important in the Monsoon Sea. In your current position of weakness that ignorance could be deadly. (90%, 1 year. Overview of Kus and Monsoon Sea powers.)
-[] Influence: Diplomatic Overview, North Saffron: You have no knowledge what barbarian powers are important in the realm of the Syffronites. In your current position of weakness that ignorance could be deadly. (90%, 1 year. Overview of North Saffron powers.)
-[] Influence: Diplomatic Contact, Ruma: Who are the Ruma and what do they want? (???%. 1 Year.)
-[] Influence: Diplomatic Contact, Vynta: Who are the Vynta and what do they want? (???%. 1 Year.)
-[] Relax with Family (-Stress)

Since we will be down to 1/10 Treasury this turn, we can't take any expensive actions. I don't want to commit to any more wars while we are still trying to retake Trelli and after hearing the advice of our advisors, I want to wait until we get all of Trelli before trying to integrate Hathytha. Going for Authority on getting the Hills back so we can get some more money and better defences while another Authority is going towards fixing the Sacred Warding in Txolla.

The rest of the plan is diplomacy to both get more info and possible some allies against Hella. Authority on our historical friends and allies, the Khemetri as they are both rivals to the Hellas League and the strongest naval power on the Saffron Sea. With the Influence, we going to see what is going on in both the East and the North/North-West. I also want to look into Not!Italians to see if we can get any allies over there against the Hellas League. Finally, going for more relations for our king because he is a competent one who gives us an extra 2 Authority so I don't want to overstress him.

Thoughts or suggestions?
 
So wait, we have

Naval Status (Yllthon Mor): Anemic
Naval Status (Salt Sea): Weak
Naval Status (Monsoon Sea): Weak

The salt see is the inland sea to our East right?

Don't we have a canal connection between there and the Yllthon Mor, where we need navy?

Is it possible to direct our Salt Sea navy to sail up the river and join up with our Yllthon Mor navy to end up with an average Yllthon Mor navy and a non-existent Salt Sea navy? I would think it would be an undertaking, but we could tow them with draft animals and gallons are not deep drafted boats.
 
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