[X] Plan Nautical Caution

[X]Trofurt Estates
[X] Why Not?
[X] Yes (250 Gold For Each, Recurring Retainer Cost Total = 500 Gold Per Turn)
[X] Go Down
 
[X]Plan: Prelude with Beast Paths

I can agree with this one.

[X] An unnamed area some 15 miles northeast of Dunkelstal
[X] Yes (250 Gold For Each, Recurring Retainer Cost Total = 500 Gold Per Turn)
[X] Go Down:
[X] Not Yet
 
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We need ogre archers because we WANT them to focus fire on heavies that the enemy has. Has everyone forget the power of each ogre specialized unit that we had?

Our thunderbringers MULCHED the opening orc army and served as both heavy mobile artillery and defenders of our own artillery for years.

In the first Laurelorn, our pulverizors held the line significantly and distracted darn near the entire beastmen army that our allies could rally once more.

Having a 100 ogre archers to focus fire onto heavy units and elites as well heroes, IS Important more so when the shit storm hits. Not to mention we are also gathering all available Ogre that worship Taal, where they can operate as our rangers far more effectively. I rather we gather our specialist first before letting them go into the beast path.

I also waited for 3 years for the day we got Ogre Archers. Please, can we get it?
Trust me I get it, I want ogre archers as well. However, I have to admit that the actual immediacy of them is not super needed from IC perspective.

Certainly vote for it if you want it.
 
That's a good point.

Brotherhood of Alms, Painted Ladies and White Company would be my picks if adding more mercs.

Yeah, these would be decent picks:

The Painted Ladies are a unique group of Pistoliers and in a pragmatic manner, more militarily useful than regular professional ladies that follow armies around on the march to provide "services". (I expect a number of them practice their old profession on the side)

The Brotherhood of Alms just looks to be a cheap unit of Spearmen. 1500 bodies to cover a hole is nothing to smirk at, even if they equipment and skill is likely to be a bit lacking.

The White Company: Another combined arms unit and one with a portentious name. One of the most famous mercenary companies that operated in enlightenment era europe was named the White Company.
 
Just how many canons does averland have now? We have been selling to them for what feels like half a decade. I imagine that Blackfire pass looks like a literal wall of guns at this point.
 
Just how many canons does averland have now? We have been selling to them for what feels like half a decade. I imagine that Blackfire pass looks like a literal wall of guns at this point.

I have a feeling that the Averland Elector is building up the Black Fire Pass fortifications to rival something out of A Song of Ice and Fire's list of mega-structure castles.

Fortifications that not only his personal armies can man, but something the entire mustered strength of the Empire can man and settle in.

And for something so massive; many, many cannons are needed.
 
[X] Plan Nautical Caution
-[X]Gold Testing
-[X]Intensive Hunting
-[X]Ogre Archery
-[X] Purchase Additional Mercenaries
--[X]Helmut's Free Company
--[X]Perdición de Los Nórdicos
--[X]The Smoking Manticores
-[X] Wolf Focus
-[X] Greatship 6
-[X] Extra Careful
-[X] An Open Hand
-[X] Northern Soils – Cold
-[X] Lumbering Heat
-[X] Iceborn Flame Guardians
-[X] Debating Rhya
-[X] Equivalent Exchange
-[X] Corporate Espionage – Rutger
-[X] Weighty Weiss
-[X] A Little More Conversation
-[X] Imperial Fighting Patronage
-[X] Tutoring The Herd

[X]Trofurt Estates
[X] Why Not?
[X] Yes (250 Gold For Each, Recurring Retainer Cost Total = 500 Gold Per Turn)
[X] Go Down
 
The fact that he (Averland) has been buying a large portion of Ostland's yearly production capacity of cannon (who rivals Nuln) for almost a solid decade with no sign of stopping.

Come to think of it, how many pieces of cannons and guns he has bought from us now?

Not that I am complaining about the money thougg.
 
[X]Plan: Prelude with Beast Paths
-[X]Gold Testing
-[X]Intensive Hunting
-[X]Tracking Beast-Paths
-[X] Purchase Additional Mercenaries
--[X]Helmut's Free Company
--[X]Perdición de Los Nórdicos
--[X]The Smoking Manticores
-[X] Galley Focus *
-[X] Checking For Yourself
-[X] Extra Careful
-[X] An Open Hand
-[X] Stirland Soils – By Handrich:
-[X] Have Laws, Need Judges:
-[X] Iceborn Flame Guardians
-[X] Debating Rhya
-[X] Equivalent Exchange
-[X] Corporate Espionage – Rutger
-[X] Corporate Espionage - Geisen:
-[X] A Little More Conversation
-[X] Imperial Fighting Patronage
-[X] Tutoring The Herd
 
I'm not sure if we have ever been given solid numbers. But it needs so many Engineers to produce and maintain, our Research has been handicapped the entire time.
That's simply to deliver quality gear in large numbers. At the time, Freddy had yet to stamp down on the engineer sabotage. Which will be a problem if any of that sabotage is still in existence or can reoccur.

One research action locked up to get the gear functional for a massive greenskin fight is a good price.
 
[X]Plan: Prelude to the Beast Storm

[X]Trofurt Estates
[X] Why Not?
[X] Yes (250 Gold For Each, Recurring Retainer Cost Total = 500 Gold Per Turn)
[X] Go Down
 
[X]Plan: Prelude to the Beast Storm

[X]Trofurt Estates
[X] Yes (250 Gold For Each, Recurring Retainer Cost Total = 500 Gold Per Turn)
[X] Go Down:
[X] Why Not?

I almost forgot to put in my votes again. Well here they are! I'm just hoping that we can get those Ogre Archers in the next turn or so.
 
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[X]Plan: Prelude with Beast Paths
[X] Why Not?
[X] Yes (250 Gold For Each, Recurring Retainer Cost Total = 500 Gold Per Turn)
[X] Go Down
 
Edit: fixed tally.
Adhoc vote count started by Massgamer on Jan 9, 2021 at 9:03 AM, finished with 466 posts and 48 votes.

  • [X] Yes (250 Gold For Each, Recurring Retainer Cost Total = 500 Gold Per Turn)
    [X] Go Down:
    [X] Why Not?
    [X]Trofurt Estates
    [X]Plan: Prelude to the Beast Storm
    -[X] Gold Testing:
    -[X] Intensive Hunting:
    -[X] Ogre Archery:
    -[X] Purchase Additional Mercenaries
    --[X]Helmut's Free Company
    --[X]Perdición de Los Nórdicos
    --[X] The Smoking Manticores
    -[X] Galley Focus:
    -[X] Checking For Yourself:
    -[X] Extra Careful:
    -[X] An Open Hand:
    -[X] Stirland Soils – By Handrich:
    -[X] Have Laws, Need Judges:
    -[X] Iceborn Flame Guardians:
    -[X] Debating Rhya:
    -[X] Equivalent Exchange:
    -[X] Corporate Espionage – Rutger:
    -[X] Corporate Espionage - Geisen:
    -[X] A Little More Conversation:
    -[X] Imperial Fighting Patronage
    -[X] Tutoring The Herd:
    [X]Plan: Prelude with Beast Paths
    -[X] Gold Testing:
    -[X] Intensive Hunting:
    -[X] Tracking Beast-Paths:
    -[X] Purchase Additional Mercenaries
    --[X]Helmut's Free Company
    --[X]Perdición de Los Nórdicos
    --[X] The Smoking Manticores
    -[X] Galley Focus:
    -[X] Checking For Yourself:
    -[X] Extra Careful:
    -[X] An Open Hand:
    -[X] Stirland Soils – By Handrich:
    -[X] Have Laws, Need Judges:
    -[X] Iceborn Flame Guardians:
    -[X] Debating Rhya:
    -[X] Equivalent Exchange:
    -[X] Corporate Espionage – Rutger:
    -[X] Corporate Espionage - Geisen:
    -[X] A Little More Conversation:
    -[X] Imperial Fighting Patronage
    -[X] Tutoring The Herd:
    [X] Plan Nautical Caution
    -[X] Gold Testing:
    -[X] Intensive Hunting:
    -[X] Ogre Archery:
    -[X] Purchase Additional Mercenaries
    --[X]Helmut's Free Company
    --[X]Perdición de Los Nórdicos
    --[X] The Smoking Manticores
    -[X] Wolf Focus
    -[X] Greatship 6:
    -[X] Extra Careful:
    -[X] An Open Hand:
    -[X] Northern Soils – Cold
    -[X] Lumbering Heat:
    -[X] Iceborn Flame Guardians:
    -[X] Debating Rhya:
    -[X] Equivalent Exchange:
    -[X] Corporate Espionage – Rutger:
    -[X] Weighty Weiss:
    -[X] A Little More Conversation:
    -[X] Imperial Fighting Patronage
    -[X] Tutoring The Herd:
    [X] An unnamed area some 15 miles northeast of Dunkelstal
    [X] Plan: Ten Seconds
    -[X] Tracking Beast-Paths:
    -[X] Gold Testing:
    -[X] Intensive Hunting:
    -[X] Purchase Additional Mercenaries: You have the money to pay, and you have the need. Mercenaries are omni-present in this world, and you could use some extra bodies. Or expertise, or training, or any other number of things. Send out the call, see who responds, and set up the contracts. Depending on what is being done and who is being hired, they would arrive some time into the year, with an absolute guarantee of arrival by end of the year. Cost: Depends. Time: 1 Year. Reward: Choose Which Mercenary Band To Hire, and For What.
    --[X] The Great Wind
    --[X] The Silver Lions
    --[X] The Sunburst Spear
    --[X] The Smoking Manticores
    -[X] Extra Careful:
    -[X] Greatship 6:
    -[X] Galley Focus:
    -[X] An Open Hand:
    -[X] Stirland Soils – By Morr:
    -[X] Have Laws, Need Judges:
    -[X] Seek Out Myrmidian Priests:
    -[X] Iceborn Flame Guardians:
    -[X] Debating Rhya:
    -[X] Corporate Espionage - Geisen:
    -[X] Corporate Espionage – Rutger:
    -[X] Engineering Aid
    -[X] Tutoring The Herd:
    -[X] Studying The Past:
    [X] Not Yet
    [X] Plan: Getting too old for this shit
    -[X] Tracking Beast-Paths:
    -[X] Gold Testing:
    -[X] Ogre Archery:
    -[X] Extra Careful:
    -[X] Checking For Yourself:
    -[X] Galley Focus:
    -[X] Stirland Soils – By Morr:
    -[X] Northern Soils - Warmth:
    -[X] Lumbering Heat:
    -[X] Iceborn Flame Guardians:
    -[X] A Pilgrimage Of Cold Fire DD
    -[X] Debating Rhya:
    -[x] Corporate Warfare – Rutger
    -[X] Corporate Espionage – Rutger:
    -[X] Imperial Fighting Patronage
    -[X] Tutoring The Herd:
    -[X] Studying The Past:
    [X] The Trofurt Estates
    [X] Why Not?: Let him wield it properly.
    [X] Go Down: Meet with Maghda Sprenger directly.
    [X] Go Down: Meet with Maghda Sprenger directly. Deal with this problem once and for all, lest the tension end up utterly ruining your water-based economics and the lives of tens of thousands in Ostland who rely directly on it. This needs to be solved, one way or the other, definitively. Cost: N/A. Reward: Marienburg Interlude(s)
    [X] Middle Mountains
    [X] Yes
    [X] Why Not?: Let him wield it properly. Cost: Frederick will not have Brain Wounder for a year. Time: 1 Year. Reward: Magnus wields Brain Wounder for the entire year, potent symbol of trust in your son as your heir, potent weapon for him to wield in battle.
    [X] Dunkelstal *
    [X] Plan: Defense on all sides
    -[X] Gold Testing:
    -[X] Intensive Hunting:
    -[X] Ogre Archery:
    -[X] Extra Careful:
    -[X] Checking For Yourself:
    -[X] Galley Focus:
    -[X] Stirland Soils – By Handrich:
    -[X] Northern Soils - Warmth:
    -[X] Lumbering Heat:
    -[X] Iceborn Flame Guardians:
    -[X] A Pilgrimage Of Cold Fire:
    -[X] Equivalent Exchange:
    -[X] Corporate Espionage – Rutger:
    -[X] Weighty Weiss:
    -[X] A Little More Conversation:
    -[X] Engineering Aid
    --[X] The Vapor tank
    -[X] Studying The Past:
    -[X] The Trofurt Estates
    -[X] Why Not?
    -[X] Yes (250 Gold For Each, Recurring Retainer Cost Total = 500 Gold Per Turn)
    -[X] Go Down:
    [X][Plan] Free Trade and Charity
    [X] Plan: Free Trade and Charity
    [X][Manann] Go Down: Meet with Maghda Sprenger directly. Deal with this problem once and for all, lest the tension end up utterly ruining your water-based economics and the lives of tens of thousands in Ostland who rely directly on it. This needs to be solved, one way or the other, definitively. Cost: N/A. Reward: Marienburg Interlude(s)
    [X][Runefang] Why Not?: Cost: Frederick will not have Brain Wounder for a year. Time: 1 Year. Reward: Magnus wields Brain Wounder for the entire year, potent symbol of trust in your son as your heir, potent weapon for him to wield in battle.
    [X][Urgdug] An unnamed area some 15 miles northeast of Dunkelstal
    [X][Plan] Free Trade and Charity
    -[X] Tracking Beast-Paths:Cost: 500. Time: 1 Year. Reward: At Least One Major Beast-Path Located. Chance Of Success: 75%
    -[X] Gold Testing: Cost: 500. Time: 1 Year. Reward: Armies of Ostland Suffers No Penalties From Unfamiliarity With Gold Wizards.
    -[X] Intensive Hunting: Cost: 1,000. Time: 1 Year. Reward: Especially cunning beastmen warherds that made it through an Ostland-Talabeclander Beast-Path hunted down and killed. Chance of Success: 50%
    -[X] Extra Careful: Cost: 250. Time: 1 Year. Reward: Assurance that even if Sea of Claw Rolls Fail, Albion Diplomacy Action Not Affected.
    -[X] Checking For Yourself: Cost: 500. Time: 2 Years. Reward: Southern Norscan Coastline scouted by Third Imperial Navy, in-depth, marking settlement sites past, possibly present, and likely future. Information. Chance of Success: 75%
    -[X] Galley Focus: Cost: 1500. Time: 1 Year. Reward: 10 Wargalleys.
    -[X] Stirland Soils – By Handrich: Cost: 1,000. Time: 1 Year. Reward: Stirland granted many seeding drills for usage across their province, vastly increasing agricultural production. Will make back costs by selling, i.e. +1000 To Treasury.
    -[X] Northern Soils - Warmth: Cost: 2,000. Time: 1 Year. Reward: Romanov Farmlands in Kislev gain access to seeding drill, vastly increasing farming production for Kattarin (and your daughter's) faction. Greater speed of introduction/usage. Chance of Success: 60% CANNOT VOTE NORTHERN SOILS-COLD IF CHOSEN.
    -[X] Have Laws, Need Judges: Cost: 1,000 Now, An Annual Fee To Maintain Traveling Judges Of Ostland Network Afterwards. Time: 2 Years. Reward: Traveling Judge Network set up with regular fair pay, who will work to utilize the Revised Law Code, thus making it more normalized. Also reduces corruption of Traveling Judges. Increases general Law and Order for province.
    -[X] Seek Out Myrmidian Priests: Cost: 1,000. Time: 1 Year. Reward: Myrmidian clergy not purely focused around War arrive in Ostland, further Myrmidian options. Chance of Success: 75%
    -[X] Iceborn Flame Guardians: Cost: 500. Time: 1 Year. Reward: New Detachment of White Wolves Dedicated To Defending Iceborn Flame Sent To Ostland. Chance of Success: 80%
    -[X] Debating Rhya: Cost: 500. Time: 1 Year. Reward: Cultists of Rhya relent on seeding drill as a 'work of science'. Increased Farming Income. Other Options In Future.
    -[X] Corporate Espionage - Geisen: Cost: 1,000 A Turn To Fund/Protect Lesser Goods Producers/Traders. Time: N/A. Reward: Corporate Brushfire War for challengers to House Geisen dominance of markets begun. Independents funded/aided by Hohenzollern/Nassau funding. Trade Income Reduction, As Harming Geisen Assets Does Affect Trade. Chance of Discovery: 50%
    -[X] Corporate Espionage – Rutger: Cost: 1,000 A Turn To Fund/Protect Lesser Transport Companies That Will Begin Damaging House Rutger Dominance. Time: N/A. Reward: Corporate Brushfire War for challengers to House Rutger dominance of northern transportation begun. Independents funded/aided by Hohenzollern/Nassau funding. Trade Income Reduction, As Harming Geisen Assets Does Affect Trade. Chance of Discovery: 65%
    -[X] A Little More Conversation:Cost: 0. Time: 1 Year. Reward: Exceedingly Rudimentary Foundation Of Eltharin, Language of the Elves, Positive Opinion On Part of Sadrina.
    -[X] Imperial Fighting Patronage: Cost: 0. Time: 1 Year. Reward: Considerable legitimacy given to Imperial Fighting League, increased IFL income.
    -[X] Tutoring The Herd: Cost: 100. Time: 1 Year. Reward: Chance for younger Hohenzollern Herd members to gain Martial Traits. Chance of Success: 65%
    [X] Plan: I Added the Mercs Because I Thought They Looked Cool
    -[X] Gold Testing:
    -[X] Intensive Hunting (Double Down)
    -[X] Ogre Archery:
    -[X] Purchase Additional Mercenaries
    --[X] The Great Wind
    --[X] The Sunburst Spear
    --[X] The Painted Ladies
    -[X] Extra Careful:
    -[X] Checking For Yourself:
    -[X] Galley Focus:
    -[X] An Open Hand:
    -[X] Northern Soils - Warmth:
    -[X] Have Laws, Need Judges:
    -[X] Iceborn Flame Guardians:
    -[X] Standing Taal
    -[X] Equivalent Exchange:
    -[X] Corporate Espionage – Rutger:
    -[X] Weighty Weiss:
    -[X] A Little More Conversation:
    -[X] Imperial Fighting Patronage
    -[X] Tutoring The Herd:
    [X][Jade] Yes (250 Gold For Each, Recurring Retainer Cost Total = 500 Gold Per Turn)
 
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Vote pretty close so far with only one difference between leading opinions.
Adhoc vote count started by Massgamer on Jan 9, 2021 at 8:32 AM, finished with 185 posts and 37 votes.
That's wrong. You started from the wrong post, which was when the votes were already being voted upon. Torroar interupted the voting tally with a post.

The difference is five.
 
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That's wrong. You started from the wrong post, which was when the votes were already being voted upon. Torroar interupted the voting tally with a post.

The difference is five.
Thanks, fixed now.

On another note, once we have helped locals a bit do people think it would be worth it to put up a trading post/military base on Albion as a counter to Dark Elves in general while also continuing to trade more regularly with locals? Our own little Sudenburg?
 
Thanks, fixed now.

On another note, once we have helped locals a bit do people think it would be worth it to put up a trading post/military base on Albion as a counter to Dark Elves in general while also continuing to trade more regularly with locals? Our own little Sudenburg?

We'll need to see where we stand at the start of next turn.

There are three issues we are aware of that can cause the players to abandon Albion. Money, the ATTACK, Turn Options.

Money is up in the air, as our net income is going to take a dive. Our expenses this turn are not solidified yet. Money is an object in the future.

The ATTACK, we know it's coming. Stretching ourselves too thin is a concern. There's going to Norsca, a druchi attack, the cult of Mannan, the beastmen land attack. Our Knightly orders have aided us on a crit before, so maybe they'll help out. Even so, we would be moving ships around different directions in the coming turns when a land attack is imminent.

Turn Options, always tricky to anticipate what'll be available, and what people will push for. One option can upset everything.
 
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