Well, all Dragons do need a home.

[x] Plan: Shit-time to house these crazy Dragons!
 
[X] Plan: Population growth
-[x] Martial
--[x] Raise Undead (Giants) - There are many giant bodies left over from the conquest for you to use to bolster your forces. DC 0
Cost: 0
Time: 1 Year
Result: Undead Giants Added To Army
-[x] Diplomacy
--[x] Dwarven Relations (Grey Mountains) - Build up good relations with the dwarves. DC 40
Cost: 0
Time: 2 Years
Results: Roll Dependable
--[x] Elven Outreach (Athel Loren): The Wood Elves of Athel Loren are mighty and know the true power of nature, turning it on invaders and foreigners alike. Establishing relations with these proud dwellers of the forest may yield unexpected benefits. DC 95
Cost: 0
Time: 1 Year
Results: Talks opened with Athel Loren. ???
+(Use Randomdwarf Omakes, all of them)
-[x] Piety
--[x] Organize Church: The religion branched out during your coming towards Bretonnia, organizing them under the official religious organization will cause less problems to everyone involved. DC 20
Cost: 0
Time: 3 Years
Result: Church Organized
--[x] Churches (Bretonnia) - Building Churchers along Bretonnia will make all of your subjects for a place to pray. DC 10
Cost: 20,000
Time: 4 Years
Result: Churchers build all over Bretonnia
--[x] Cleanse The Battlefield: While many herdstones were destroyed, there still is a chance that artifacts of the fell powers of chaos are still in place somewhere around Bretonnia, this also includes locations that have been completely corrupted by the forces of ruin. DC 40
Cost: 0
Time: 5 Years
Result: Roll Dependable.
-[x] Stewardship
--[X] Centralization: Centralize all of the villages in the different dukedoms of your kingdom into single or multiple towns. DC 30
Cost: 100,000
Time: 10 Years
Result: Villages centralized into proper towns. New options. Cannot choose with decentralization.
--[x] Dragon Homes: Expanding or building new homes for your dragons will be beneficial in the long term for making sure that deaths do not happen. DC 25
Cost: 25,000
Time: 4 Years
Result: Homes built or expanded for dragons. New options.
--[x] Cattle Pens (Southern Bretonnia) - Larger cattle farms have more land and better, more permanent, housing for the animals they keep. DC 5
Cost: 5,000
Time: 4 Years
Result: +10,000 Income, +40% For Human Pop Growth
-[x] Intrigue
--[x] Root Out Cultists: You can feel the presence of the ruinous powers in this land faint as it is, rooting out the weeds before they grow into something problematic is definitely a good thing to do. DC ???
Cost: 0
Time: 6 Years
Result: Roll Dependable
--[x] Expand Spy Network (Sylvania) - It is smart to keep tabs on the activities of your kin. DC 75
Cost: 0
Time: 3 Years
Result: Sylvania Rumor Mill Unlocked.
-[x] Learning
--[x] Weapon I - New firearms as well as small scale explosives. DC 50
Cost: 120
Time: 4 Years
Result: +15 To Units With firearms, new weapons.
--[x] Support weapons I - Automatic weapons are becoming more portable. Submachine guns have already proven effective and the development of hand-held support weapons must continue. DC 20
Cost: 100
Time: 5 Years
Result: +5 To Units With Firearms
-[x] Personal
--[x] Study the runeblade: The broken runeblade was quite the found, you heard of the power behind these blades, it will take time but that power will be yours. DC 100
Cost: 0
Time: 8 Years
Result: Ability to create runeblades.
--[x] Rename Your Kingdom (Empire Of Wallachia) - Name your new kingdom or empire. DC 0
Cost: 0
Time: 1 Year
Result: Finally a name for your faction, warning this can not be changed.
--[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 Year
Result: Learns New Lore: Lore of Metal

Its basically the same as randomdwarf's plan but I swapped out the dragon order creation for cattle pens to increase population growth because its important to do it as early as possible to get the most out of it and because the creation of the dragon order wouldn't really help with much right now. The dragon knights and Bahamut can only be used for stuff during war turns so im guessing the creation of the order will just provide them with a bonus to their rolls or maybe more men but either way thats only really helpful during war turns and because of this I think doing cattle pens is more important right now.

Edit: Next turn we probably want to make some units with firearms so the bonuses we have going towards them actually get put to use.
 
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[X] Plan: Population growth

For now I'm voting for this since I think cattle pens are important but it could change.

[] Dragon Orders: It is time to build the headquarters of the dragon orders. DC 15
Cost: 30,000
Time: 8 Years
Result: Headquarters of the dragon orders constructed and ready to be used.
@Alucard Vampiry what can it be used for? Does it give a bonus when they are used in war turns or are there special actions they can take during turns?
 
Its basically the same as randomdwarf's plan but I swapped out the dragon order creation for cattle pens to increase population growth because its important to do it as early as possible to get the most out of it and because the creation of the dragon order wouldn't really help with much right now. The dragon knights and Bahamut can only be used for stuff during war turns so im guessing the creation of the order will just provide them with a bonus to their rolls or maybe more men but either way thats only really helpful during war turns and because of this I think doing cattle pens is more important right now.

Edit: Next turn we probably want to make some units with firearms so the bonuses we have going towards them actually get put to use.

I'm actually kind of surprised people like my plan enough to base their own on it, still next turn im planning for defenses as well as getting more long-term stuff up and running. also the dragon knights are supposed to be more of a passive defense that keeps shit from snowballing. In times of peace bahamaut and the dragon lords are probably out and about getting shit done and/or managing certain territories. Also hunting down beasties, chaos cultists, ect.

also doing knightly things because thats what knights were originally supposed to do (Not-Be-Bucket-Heads). Plus I'm sure bahamaut is taking the time to bask in the simple fact he can go out and smash some skulls again, as well as enjoy the simple things in life once more.

and cattle pens will be next turn, then clothier, then huntsmen/woodsmen, ect. ect. we have such a massive suprlus of economy that we might accidently break our own economy due to the sheer wealth were spending on building stuff up. Heck at one point our people will become utterly fanatics in terms of belief.

this is why organzing the church is a good idea, keeps things from going nuts, as well as establishing temples across bretonnia proper. And hey, shylla has done good shit for us so far, so might as well get her some major temples because our own pride will not allow us to skimp on this shit.
 
@Alucard Vampiry what can it be used for? Does it give a bonus when they are used in war turns or are there special actions they can take during turns?
The are the headquarters of the dragon orders you know the places where they train their recruits and organize themselves. I am talking about beings just like your dragon knights being deployed in their thousands though it will definitely take time for the orders to reach those numbers.
 
[] Build Naval Infrastructure: Naval dockyards and harbors will be necessary for future actions involving the ocean, such as sea trade, the harbors and dockyards of Bretonnia can be improved. DC 25
Cost: 10,000
Expenses: 200
Time: 4 Years
Result: Naval Infrastructure build. New options.
Now that I'm thinking about it shouldn't we already have a naval infrastructure from the duchies we took over?

[X] Plan: Population growth

I'm okay with whatever plan wins I just think higher population growth is better to get first.
 
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[X] Plan: Shit-time to house these crazy Dragons!

Population growth is nice but getting a rapid response force(I believe the Dragon knights rode on dragons during the war) trained is more important in my mind while we dont have proper defences built yet. (the potential lives saved by the orders I believe will outway the pop growth), Ideally we would want both however I tend to want to get decent defense before focusing on long term growth.
 
yeah defenses first before long-term growth...otherwise we get side-tracked, and yes a mobile army IS a good defense...if not a permanent one, ill be making more omakes soon to make the defense of bretonnia (fortifying it) easier, even if it takes 2-3 turns to do so, even with costal defenses taking a second slot. at least this way we can easily leave 1/4 of our army behind as we head north when the enevitable chaos incursion hits, or at least go stomp on some idoits around us.

edited:

@Alucard Vampiry will we have to conquer some land during this chaos tide

dude calm the heck down, we need to digest bretonnia, and right now ild rather the empire and kislev in charge of that fucking huge as forest that the empire is in as well as THEM being the targets of the Chaos tide whiel we deal with everything else...that and making estalia and tilea get actually good before chaos/undead tides hit is a nice idea...that and we STILL need in character info to go smash the orks, skaven, and other nasty little pits around our homelands.
 
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I wonder if we can make a portal of our world to go to a different world so our people can meet the people of that world

that can happen as said by the QM earlier when the question was asked...we need to be a intermediate god of course for that to happen, and a Greater God allows us to litteraly have the same daemon be in any reality we are in. Aka Bahamut can be here, but also in X and Y, because the fucking warp thats why!

i also request when we get to a new world we expand as hard as we can without tipping off any real nasty powers.
 
Adhoc vote count started by Whenyouseeyou on Dec 29, 2020 at 2:27 AM, finished with 28 posts and 15 votes.

  • [X] Plan: Shit-time to house these crazy Dragons!
    -[x] Martial
    --[x] Raise Undead (Giants) - There are many giant bodies left over from the conquest for you to use to bolster your forces. DC 0
    -[x] Diplomacy
    --[x] Dwarven Relations (Grey Mountains) - Build up good relations with the dwarves. DC 40
    --[x] Elven Outreach (Athel Loren): The Wood Elves of Athel Loren are mighty and know the true power of nature, turning it on invaders and foreigners alike. Establishing relations with these proud dwellers of the forest may yield unexpected benefits. DC 95
    -[x] Piety
    --[x] Organize Church: The religion branched out during your coming towards Bretonnia, organizing them under the official religious organization will cause less problems to everyone involved. DC 20
    --[x] Churches (Bretonnia) - Building Churchers along Bretonnia will make all of your subjects for a place to pray. DC 10
    --[x] Cleanse The Battlefield: While many herdstones were destroyed, there still is a chance that artifacts of the fell powers of chaos are still in place somewhere around Bretonnia, this also includes locations that have been completely corrupted by the forces of ruin. DC 40
    -[x] Stewardship
    --[X] Centralization: Centralize all of the villages in the different dukedoms of your kingdom into single or multiple towns. DC 30
    --[x] Dragon Homes: Expanding or building new homes for your dragons will be beneficial in the long term for making sure that deaths do not happen. DC 25
    --[x] Dragon Orders: It is time to build the headquarters of the dragon orders. DC 15
    -[x] Intrigue
    --[x] Root Out Cultists: You can feel the presence of the ruinous powers in this land faint as it is, rooting out the weeds before they grow into something problematic is definitely a good thing to do. DC ???
    --[x] Expand Spy Network (Sylvania) - It is smart to keep tabs on the activities of your kin. DC 75
    -[x] Learning
    --[x] Weapon I - New firearms as well as small scale explosives. DC 50
    --[x] Support weapons I - Automatic weapons are becoming more portable. Submachine guns have already proven effective and the development of hand-held support weapons must continue. DC 20
    -[x] Personal
    --[x] Study the runeblade: The broken runeblade was quite the found, you heard of the power behind these blades, it will take time but that power will be yours. DC 100
    --[x] Rename Your Kingdom (Empire Of Wallachia) - Name your new kingdom or empire. DC 0
    --[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
    [X] Plan: Population growth
    -[x] Martial
    --[x] Raise Undead (Giants) - There are many giant bodies left over from the conquest for you to use to bolster your forces. DC 0
    -[x] Diplomacy
    --[x] Dwarven Relations (Grey Mountains) - Build up good relations with the dwarves. DC 40
    --[x] Elven Outreach (Athel Loren): The Wood Elves of Athel Loren are mighty and know the true power of nature, turning it on invaders and foreigners alike. Establishing relations with these proud dwellers of the forest may yield unexpected benefits. DC 95
    -[x] Piety
    --[x] Organize Church: The religion branched out during your coming towards Bretonnia, organizing them under the official religious organization will cause less problems to everyone involved. DC 20
    --[x] Churches (Bretonnia) - Building Churchers along Bretonnia will make all of your subjects for a place to pray. DC 10
    --[x] Cleanse The Battlefield: While many herdstones were destroyed, there still is a chance that artifacts of the fell powers of chaos are still in place somewhere around Bretonnia, this also includes locations that have been completely corrupted by the forces of ruin. DC 40
    -[x] Stewardship
    --[X] Centralization: Centralize all of the villages in the different dukedoms of your kingdom into single or multiple towns. DC 30
    --[x] Dragon Homes: Expanding or building new homes for your dragons will be beneficial in the long term for making sure that deaths do not happen. DC 25
    --[x] Cattle Pens (Southern Bretonnia) - Larger cattle farms have more land and better, more permanent, housing for the animals they keep. DC 5
    -[x] Intrigue
    --[x] Root Out Cultists: You can feel the presence of the ruinous powers in this land faint as it is, rooting out the weeds before they grow into something problematic is definitely a good thing to do. DC ???
    --[x] Expand Spy Network (Sylvania) - It is smart to keep tabs on the activities of your kin. DC 75
    -[x] Learning
    --[x] Weapon I - New firearms as well as small scale explosives. DC 50
    --[x] Support weapons I - Automatic weapons are becoming more portable. Submachine guns have already proven effective and the development of hand-held support weapons must continue. DC 20
    -[x] Personal
    --[x] Study the runeblade: The broken runeblade was quite the found, you heard of the power behind these blades, it will take time but that power will be yours. DC 100
    --[x] Rename Your Kingdom (Empire Of Wallachia) - Name your new kingdom or empire. DC 0
    --[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
    [X] Plan: Houses for Dragons
    -[x] Martial
    --[X] Border Fortifications (Southern Bretonnia) - You have borders with various different nations it is better to fortify them, just in case. DC 20
    -[x] Diplomacy
    --[x] Dwarven Relations (Grey Mountains) - Build up good relations with the dwarves. DC 40
    --[X] Tilea Trade Talks: Open trade talks with the Tilean government. DC 50
    -[x] Piety
    --[x] Organize Church: The religion branched out during your coming towards Bretonnia, organizing them under the official religious organization will cause less problems to everyone involved. DC 20
    --[x] Churches (Bretonnia) - Building Churchers along Bretonnia will make all of your subjects for a place to pray. DC 10
    --[x] Cleanse The Battlefield: While many herdstones were destroyed, there still is a chance that artifacts of the fell powers of chaos are still in place somewhere around Bretonnia, this also includes locations that have been completely corrupted by the forces of ruin. DC 40
    -[x] Stewardship
    --[X] Centralization: Centralize all of the villages in the different dukedoms of your kingdom into single or multiple towns. DC 30
    --[x] Dragon Homes: Expanding or building new homes for your dragons will be beneficial in the long term for making sure that deaths do not happen. DC 25
    --[x] Dragon Orders: It is time to build the headquarters of the dragon orders. DC 15
    -[x] Intrigue
    --[x] Root Out Cultists: You can feel the presence of the ruinous powers in this land faint as it is, rooting out the weeds before they grow into something problematic is definitely a good thing to do. DC ???
    --[x] Expand Spy Network (Sylvania) - It is smart to keep tabs on the activities of your kin. DC 75
    -[x] Learning
    --[x] Weapon I - New firearms as well as small scale explosives. DC 50
    --[x] Support weapons I - Automatic weapons are becoming more portable. Submachine guns have already proven effective and the development of hand-held support weapons must continue. DC 20
    -[x] Personal
    --[x] Study the runeblade: The broken runeblade was quite the found, you heard of the power behind these blades, it will take time but that power will be yours. DC 100
    --[x] Rename Your Kingdom (Empire Of Wallachia) - Name your new kingdom or empire. DC 0
    --[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
 
Population growth is nice but getting a rapid response force(I believe the Dragon knights rode on dragons during the war) trained is more important in my mind while we dont have proper defences built yet. (the potential lives saved by the orders I believe will outway the pop growth), Ideally we would want both however I tend to want to get decent defense before focusing on long term growth.
We don't really need the dragon knights for a rapid response force since we kinda already have one. Our response to danger is probably just going to be use birona's timewarp on some dragons and have them deal with it. I don't think the dragon knights would be any faster than that.

I do still want them later on though.

[X] Plan: Population growth
 
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