[X] Plan Neighpon, Economy and Protectorates

After double checking all the actions I think I'll have to pick this one as my preferred choice, even if I'd rather it had found a way to replace something with Crystal Forests. Other than that I definitely like the more economic/diplomatic focus it has. I was mildly concerned about going into flying fortresses so soon after intervening into the civil war.
 
... Ok, I will admit that in my reading I have not technically yet reached this point of the quest, even if I read the latest updates, but...

Are you sure you aren't overestimating how much high the chance to get the entire country as a protectorate is?

What was said by the QM, from my perspective, seemed to imply more of a long term effort, and a costly one at that, both in resources and number of actions, which is problematic due to how random events are a constant in the quest.
And that may simply not be worth it at the end of the day.

In contrast, the intrigue action to basically get the abolitionist as a protectorate would probably only take a few turns to achieve a smaller goal, but one that would be a lot less problematic to handle.

And I think that's something that should not be mostly ignored like it seems to me right now.
 
... Ok, I will admit that in my reading I have not technically yet reached this point of the quest, even if I read the latest updates, but...

Are you sure you aren't overestimating how much high the chance to get the entire country as a protectorate is?

What was said by the QM, from my perspective, seemed to imply more of a long term effort, and a costly one at that, both in resources and number of actions, which is problematic due to how random events are a constant in the quest.
And that may simply not be worth it at the end of the day.

In contrast, the intrigue action to basically get the abolitionist as a protectorate would probably only take a few turns to achieve a smaller goal, but one that would be a lot less problematic to handle.

And I think that's something that should not be mostly ignored like it seems to me right now.
It's never been denied that a larger Protectorate would be more difficult and require more micromanagement over a longer period of time but the general consensus is that it would be worth it and that it is genuinely good for the people of Maretonia

Conversely while a smaller protectorate would be easier to handle we'd get less from it, it would be an obvious land grab, it would force us to split our attention between helping to rebuild our new protectorate or the rest of Maretonia and it would piss off all the other Maretonians
 
It's never been denied that a larger Protectorate would be more difficult and require more micromanagement over a longer period of time but the general consensus is that it would be worth it and that it is genuinely good for the people of Maretonia

Thing is, this general consensus is based on nothing, so it may be completely wrong.

We just do not have a reference from which draw some parallelisms (the crystal kingdom was in a too specific situation to be usable as one).

This is mostly like trying a shot in the dark twice: once to see if you have the resources and actions to spare at the right time, and the other to see if that will be enough to win the hearth of the ponies, which I think it is probably not a guarantee.
 
Thing is, this general consensus is based on nothing, so it may be completely wrong.
I mean it is based on something, primarily the fact that control over all of Maretonia would mean more land, more resources, a larger workforce and access to even more varied forms of magic

Of course we can't be sure how difficult dealing with the protectorate will actually be but that's true for just about anything we could do
We just do not have a reference from which draw some parallelisms (the crystal kingdom was in a too specific situation to be usable as one).
I disagree, there are definitely notable differences between the two situations but they do share enough similarities to give us a decent idea of how things will go, most noticeably that they're both countries that have been left completely ravaged with no government or economy that owe the end of their suffering to the Empire and would significantly struggle to rebuild without our help
This is mostly like trying a shot in the dark twice: once to see if you have the resources and actions to spare at the right time, and the other to see if that will be enough to win the hearth of the ponies, which I think it is probably not a guarantee.
Except we're one of the largest economies on the planet, which means we will almost certainly have the necessary resources to spare, and we have proven to be very good at winning hearts and minds, especially when most of the largest group in the country already likes us
 
Another note, splitting Maretonia WILL NOT make ANY FREINDS, especially since we would be snatching up the good mostly untouched lands and leaving the others to flounder trying to rebuild with possibly opportunist dragons down south, and they almost certainly be people, especially those in positions of power knowing that we are partly to blame for their current situation. And if we still manage to maneuver things so they all become a protectorate, they would still be wary because we split them up and assimilated the most intact land.
 
Hey @Black.Horus, @Wing101 & @SufficientEnergy, since it doesn't seem that my plan [] Plan: Not Neglecting Your Buddies Retitled ft More Revenue v3 will be much of a winner so I've decided to vote for one of the two frontrunners, just letting you know since I well, made the plan. It's cool that you thought my plan was adequate, ty. <3

[X] Plan Calm Water's

Listen this is the only plan in the running with Gawain hanging with the whole scooby gang, and by Tartarus we're gonna fight tooth and nail for it!

EDIT: Okay shit, me and my airheadedness accidentally deleted the original post with the whole plan vote (*my prev vote) on it if you still wanna vote it, there is a template on an old planning post (Who Needs Harmony?: An MLP Empire Quest) for it if you need a ref to copy-paste for it to count, but I don't recommend it (the plan I mean). Sorry.
 
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Didn't we also promise the Maretonia mages we wouldn't take any land as well?
No, our deal with them was that they'd work with/for us and in exchange we wouldn't compromise their autonomy nor would we annex Maretonia, which is different from being a protectorate

However even if we had promised that it wouldn't really matter because the College almost immediately collapsed after that and didn't fulfil their end of the bargain so the deal is null and void
 
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After double checking all the actions I think I'll have to pick this one as my preferred choice, even if I'd rather it had found a way to replace something with Crystal Forests. Other than that I definitely like the more economic/diplomatic focus it has. I was mildly concerned about going into flying fortresses so soon after intervening into the civil war.
That was mainly for the upcoming war for the yetis and just in case for the dragons. I don't think their going to be sitting on their mountain pickin their noses forever.
 
I just want their oricalcrum, like if im not mistaken they are evil even on the age of harmony. So... Fuck them.
 
Not too upset about the leading vote kept maybe for the synergy with the shrine gah :V

A reason I was putting in the crystal forest I don't think has been brought up is that it'd be easier to rebuild Maretonia after everything they've been through with the easier to access lumber. Lotta homes have been demolished and it'd be goodwill towards the crystal ponies and by proxy us as well.
 
The only thing I am dissappointed on the leading votes are that of non Gilda votes. We have been neglecting her lately and with her becoming 18 years old that Tournament would be perfect of her coming of age.
 
Didn't we also promise the Maretonia mages we wouldn't take any land as well?
We did not. On the civil war we did not.
o_O

It has been a long while, so I might've misremembered, but I'm still in the memory that to get the mages to join up with the royal guard and abandon White Star we promised both agreeing in not lowering their influence and to not splintering Maretonia/Maretonia losing land. Do you remember differently?
 
Adhoc vote count started by Whenyouseeyou on Oct 13, 2021 at 12:08 AM, finished with 223 posts and 55 votes.

  • [X] Plan Neighpon, Economy and Protectorates
    -[X] Knights of the Frontier: Cost: 500. Time: Two Years. Reward: New Knightly Order Established to guard Kestrella.
    -[X] Security Runes: Cost: 1500. Time: Two Years. Reward: Strategic Fortifications reinforced with Anti-Scrying and Teleportation Runes.
    -[x] The Iron Steppe: Cost: 1500. Time: Three Years. Reward: Yak-Storm Border Fortified, Improved YakYakistani Relations. Will Finish This Year
    -[X] Emerald Isles Trade Delegation: Cost: 400. Time: One Year. Reward: Trade Agreement with the Emerald Isles, New Source of Income. Chance of Success: 75%
    -[X] Equestrian Trade Delegation: Cost: 600. Time: One Year. Reward: Trade Agreement with Equestria, New Source of Income. Chance of Success: 70%
    -[x] Arcane College: Cost: 2500. Time: Two Years. Reward: Imperial College of Magic Constructed. New Options Unlocked. Will Finish This Year
    -[X] Supplying a Demand: Cost: 600. Time: One Year. Reward: Boosted Linen Exports, Additional Trade Income. Chance of Success: 65%
    -[X] Paddle Steamers: Cost: 250. Time: One Year. Reward: Designs for Coastal/Riverine Steam Ships.
    -[X] Airships-Commercial Refinement: Cost: 1000. Time: One Year. Reward: Designs for Commercial Airships. New Options Unlocked.
    -[X] Equestrian Investigations: Cost: 500. Time: One Year. Reward: Intelligence on Equestria, Potential to Unlock New Actions. Chance of Success: 60%
    -[X] Etymological Studies: Cost: 600. Time: One Year. Reward: Intel of Canterbury/Phalanx. Chance of Success: 60%.
    -[X] The Imperial Creed Cost: 100. Time: One Year. Reward: Lectitio Divinitatus published.
    -[X] A Gesture of Friendship: Cost: 500. Time: One Year. Reward: Rune Sword gifted to Emperor Ryuō.
    -[X] The Land of the Rising Sun: Cost: 300. Time: One Year. Reward: Gwyndlyn visits Neighpon. Potential for rewards and other developments.
    -[X] The Prince and the Lady: Cost: 0. Time: One Year. Reward: Gawain asks Isabelle a Very Important Question. (Does not cost an action. Cannot be chosen in the same turn as Gotta get with my Friends)
    [X] Plan Calm Water's
    -[X] Flying Fortresses: Cost: 1500 Time: Two Years. Reward: First Squadron of Military Airships
    -[X] Security Runes: Cost: 1500. Time: Two Years. Reward: Strategic Fortifications reinforced with Anti-Scrying and Teleportation Runes.
    -[X] Libertalian Defense Agreement: Cost: 150. Time: One Year. Reward: Signing of Formal Pledge to Aid Libertalia in the event if Foreign Aggression. Further Actions Unlocked. Chance of Success: 70%
    -[X] Olenian Developmental Aid Cost: 1000. Time: Two Years. Reward: Olenian Economy/Infrastructure Upgraded, Increased Trade Income, Improved Relations with Olenia. Chance of Success: 65%
    -[X] Crystal Forests: Cost: 400. Time: Three Years. Reward: Crystal Protectorate develops domestic logging industry, increased logging income.
    -[X] Airships-Commercial Refinement: Cost: 1000. Time: One Year. Reward: Designs for Commercial Airships. New Options Unlocked.
    -[X] Bio-magical Samples: Cost: 200. Time: One Year. Reward: Possible Applications of Ursa blood and Dragon Remains.
    -[X] Riddle of the Labyrinth Cost: 500. Time: One Year. Reward: Information on the Minotaur Republics. Chance of Success: 60%
    -[X] Etymological Studies: Cost: 600. Time: One Year. Reward: Intel of Canterbury/Phalanx. Chance of Success: 60%.
    -[X] Seaside Shrines: Cost: 100. Time: One Year. Reward: Neighponese Shrines constructed.
    -[X] A Gesture of Friendship: Cost: 500. Time: One Year. Reward: Rune Sword gifted to Emperor Ryuō.
    -[X] The Land of the Rising Sun: Cost: 300. Time: One Year. Reward: Gwyndlyn visits Neighpon. Potential for rewards and other developments.
    -[X] Gotta get with my Friends: Cost: 0. Time: One Year. Reward: Get together of Gawain's Friends, Potential to Unlock New Actions or Trigger Other Events. (Does not cost an action. Cannot be chosen in the same turn as The Prince and the Lady)
    [X] Plan: Peace, Money Making, and Family
    -[X] Gryphus Foriegn Legion: Cost: 500. Time: One Year. Reward: Imperial Foreign Legion established, Foreign Auxiliaries recruited.
    -[X] Knights of the Frontier: Cost: 500. Time: Two Years. Reward: New Knightly Order Established to guard Kestrella.
    -[X] Post-War Summit: Cost: 300. Time: One Year. Reward: Maretonian Summit Interlude.
    -[X] Libertalian Defense Agreement: Cost: 150. Time: One Year. Reward: Signing of Formal Pledge to Aid Libertalia in the event if Foreign Aggression. Further Actions Unlocked. Chance of Success: 70%
    -[X] Supplying a Demand: Cost: 600. Time: One Year. Reward: Boosted Linen Exports, Additional Trade Income. Chance of Success: 65%
    -[X] Paddle Steamers: Cost: 250. Time: One Year. Reward: Designs for Coastal/Riverine Steam Ships.
    -[X] Better Breweries: Cost: 800. Time: One Year. Reward: Increased Trade Income due to Higher Quality Alcohol.
    -[X] Equestrian Investigations: Cost: 500. Time: One Year. Reward: Intelligence on Equestria, Potential to Unlock New Actions. Chance of Success: 60%
    -[X] Etymological Studies: Cost: 600. Time: One Year. Reward: Intel of Canterbury/Phalanx. Chance of Success: 60%.
    -[X] Seaside Shrines: Cost: 100. Time: One Year. Reward: Neighponese Shrines constructed.
    -[X] The Land of the Rising Sun: Cost: 300. Time: One Year. Reward: Gwyndlyn visits Neighpon. Potential for rewards and other developments.
    -[X] Dynasty of Duelists: Cost: 500. Time: One Year. Reward: Grand Tournament Held. Potential for further rewards and options.
    -[X] The Prince and the Lady: Cost: 0. Time: One Year. Reward: Gawain asks Isabelle a Very Important Question.
    [X] Plan: Not Neglecting Your Buddies Retitled ft More Revenue v3
    [X] Plan: Bringing the War to its end v2
    -[X] Flying Fortresses: Cost: 1500 Time: Two Years. Reward: First Squadron of Military Airships
    -[X] Security Runes: Cost: 1500. Time: Two Years. Reward: Strategic Fortifications reinforced with Anti-Scrying and Teleportation Runes.
    -[X] Post-War Summit: Cost: 300. Time: One Year. Reward: Maretonian Summit Interlude.
    -[X] YakYakistan Mutual Defense Pact: Time: One Year. Cost: 300. Reward: Defensive Pact with YakYakistan. Chance of Success: 65%
    -[X] Crystal Forests: Cost: 400. Time: Three Years. Reward: Crystal Protectorate develops domestic logging industry, increased logging income.
    -[X] Airships-Commercial Refinement: Cost: 1000. Time: One Year. Reward: Designs for Commercial Airships. New Options Unlocked.
    -[X] Bio-magical Samples: Your troops recovered a large number of samples from both the Ursa Major and the Dragons that you encountered in Maretonia, and Archimedes, Genevieve and Merlin are very eager to study them and see what sort of practical uses they might be able to gain from them. Toss some funds at the issue and see if their research bears any fruit. Cost: 200. Time: One Year. Reward: Possible Applications of Ursa blood and Dragon Remains.
    -[X] Amenable Abolitionists: Cost: 400. Time: One Year. Reward: Additional support for Successionist Faction of the Abolitionists. Chance of Success: 65%
    -[X] Etymological Studies: Cost: 600. Time: One Year. Reward: Intel of Canterbury/Phalanx. Chance of Success: 60%.
    -[X] Expanded Crystal Worship: Cost: 500. Time: One Year. Reward: Crystal Shrines outside the Crystal City. Expanded Crystal Disciples Influence.
    -[X] A Gesture of Friendship: Cost: 500. Time: One Year. Reward: Rune Sword gifted to Emperor Ryuō.
    -[X] The Land of the Rising Sun: Cost: 300. Time: One Year. Reward: Gwyndlyn visits Neighpon. Potential for rewards and other developments.
    -[X] The Prince and the Lady: Cost: 0. Time: One Year. Reward: Gawain asks Isabelle a Very Important Question. (Does not cost an action. Cannot be chosen in the same turn as Gotta get with my Friends)
    [X] Plan: Raising Income and Other Matter
    -[X] Knights of the Frontier: Cost: 500. Time: Two Years. Reward: New Knightly Order Established to guard Kestrella.
    -[X] Security Runes: Cost: 1500. Time: Two Years. Reward: Strategic Fortifications reinforced with Anti-Scrying and Teleportation Runes.
    -[X] Equestrian Trade Delegation: Cost: 600. Time: One Year. Reward: Trade Agreement with Equestria, New Source of Income. Chance of Success: 70%
    -[X] Olenian Developmental Aid Cost: 1000. Time: Two Years. Reward: Olenian Economy/Infrastructure Upgraded, Increased Trade Income, Improved Relations with Olenia. Chance of Success: 65%
    -[X] Western Lumberjacks: Cost: 400. Time: One Year. Reward: Increased Logging Income.
    -[X] Better Breweries: Cost: 800. Time: One Year. Reward: Increased Trade Income due to Higher Quality Alcohol.
    -[X] Bio-magical Samples: Cost: 200. Time: One Year. Reward: Possible Applications of Ursa blood and Dragon Remains.
    -[X] Storm Chasers Cost: 500. Time: One Year. Reward: Detailed Intelligence on Storm Country and the Yetis. Chance of Success: 40%
    -[X] Etymological Studies: Cost: 600. Time: One Year. Reward: Intel of Canterbury/Phalanx. Chance of Success: 60%.
    -[X] The Imperial Creed Cost: 100. Time: One Year. Reward: Lectitio Divinitatus published.
    -[X] The Land of the Rising Sun: Cost: 300. Time: One Year. Reward: Gwyndlyn visits Neighpon. Potential for rewards and other developments.
    -[X] Dynasty of Duelists: Cost: 500. Time: One Year. Reward: Grand Tournament Held.
    -[X] Gotta get with my Friends: Cost: 0. Time: One Year. Reward: Get together of Gawain's Friends, Potential to Unlock New Actions or Trigger Other Events. (Does not cost an action. Cannot be chosen in the same turn as The Prince and the Lady)
    [X] Plan Neighpon, Economy and Protectorates
    -[X] Knights of the Frontier: Cost: 500. Time: Two Years. Reward: New Knightly Order Established to guard Kestrella.
    -[X] Security Runes: Cost: 1500. Time: Two Years. Reward: Strategic Fortifications reinforced with Anti-Scrying and Teleportation Runes.
    -[x] The Iron Steppe: Cost: 1500. Time: Three Years. Reward: Yak-Storm Border Fortified, Improved YakYakistani Relations. Will Finish This Year
    -[X] Emerald Isles Trade Delegation: Cost: 400. Time: One Year. Reward: Trade Agreement with the Emerald Isles, New Source of Income. Chance of Success: 75%
    -[X] Equestrian Trade Delegation: Cost: 600. Time: One Year. Reward: Trade Agreement with Equestria, New Source of Income. Chance of Success: 70%
    -[x] Arcane College: Cost: 2500. Time: Two Years. Reward: Imperial College of Magic Constructed. New Options Unlocked. Will Finish This Year
    -[X] Supplying a Demand: Cost: 600. Time: One Year. Reward: Boosted Linen Exports, Additional Trade Income. Chance of Success: 65%
    -[X] Paddle Steamers: Cost: 250. Time: One Year. Reward: Designs for Coastal/Riverine Steam Ships.
    -[X] Airships-Commercial Refinement: Cost: 1000. Time: One Year. Reward: Designs for Commercial Airships. New Options Unlocked.
    -[X] Equestrian Investigations: Cost: 500. Time: One Year. Reward: Intelligence on Equestria, Potential to Unlock New Actions. Chance of Success: 60%
    -[X] Etymological Studies: Cost: 600. Time: One Year. Reward: Intel of Canterbury/Phalanx. Chance of Success: 60%.
    -[X] The Imperial Creed Cost: 100. Time: One Year. Reward: Lectitio Divinitatus published.
    -[X] A Gesture of Friendship: Cost: 500. Time: One Year. Reward: Rune Sword gifted to Emperor Ryuō.
    -[X] The Land of the Rising Sun: Cost: 300. Time: One Year. Reward: Gwyndlyn visits Neighpon. Potential for rewards and other developments.
    -[X] The Prince and the Lady: Cost: 0. Time: One Year. Reward: Get together of Gawain's Friends, Potential to Unlock New Actions or Trigger Other Events. (Does not cost an action. Cannot be chosen in the same turn as The Prince and the Lady)
    [X] Plan: Bringing the War to its end
    [X] Plan: Flying High Into The Sunrise
    -[x] Flying Fortresses: With the development of a final design for a military airship now complete, you can finally begin to fulfill the once impossible dream of an airborne navy. It will require a great deal of work, time and funds to create the manufacturing and support facilities, as well as train an entirely new breed of sky sailor, but once completed your military will possess an edge no other nation in the world can match. Cost: 1500 Time: Two Years. Reward: First Squadron of Military Airships
    -[X] Security Runes: Cost: 1500. Time: Two Years. Reward: Strategic Fortifications reinforced with Anti-Scrying and Teleportation Runes.
    -[x] The Iron Steppe: Cost: 1500. Time: Three Years. Reward: Yak-Storm Border Fortified, Improved YakYakistani Relations. Will Finish This Year
    -[X] Post-War Summit: Cost: 300. Time: One Year. Reward: Maretonian Summit Interlude.
    -[X] Libertalian Defense Agreement: Cost: 150. Time: One Year. Reward: Signing of Formal Pledge to Aid Libertalia in the event if Foreign Aggression. Further Actions Unlocked. Chance of Success: 70%
    -[x] Arcane College: Cost: 2500. Time: Two Years. Reward: Imperial College of Magic Constructed. New Options Unlocked. Will Finish This Year
    -[x] Griffonstone Revitalization, Part 1: Cost: 3000. Time: Two Years. Reward: First Stage of Griffonstone Revitalization.
    -[x] Airships-Commercial Refinement: The prototype Airship has proven itself a resounding success, and your engineers have learned a wealth of new information as they observe its performance. The test flights have generated quite a bit of attention as well, from both the common people and from the rich and influential. You've already had several nobles and business magnates inquire as to how or when they can get their talons on a sky ship of their own. As a former merchant, it's not hard for you to imagine the numerous commercial applications for the new technology. But Archimedes and Genevieve still think the design can be improved, turning the current testbed into a dedicated airborne cargo hauler. Have them prioritize that avenue of research. Cost: 1000. Time: One Year. Reward: Designs for Commercial Airships. New Options Unlocked.
    -[X] Bio-magical Samples: Cost: 200. Time: One Year. Reward: Possible Applications of Ursa blood and Dragon Remains.
    -[X] Amenable Abolitionists: Cost: 400. Time: One Year. Reward: Additional support for Successionist Faction of the Abolitionists. Chance of Success: 65%
    -[X] Etymological Studies: Cost: 600. Time: One Year. Reward: Intel of Canterbury/Phalanx. Chance of Success: 60%.
    -[X] Seaside Shrines: Cost: 100. Time: One Year. Reward: Neighponese Shrines constructed.
    -[X] A Gesture of Friendship: Cost: 500. Time: One Year. Reward: Rune Sword gifted to Emperor Ryuō.
    -[X] The Land of the Rising Sun: Cost: 300. Time: One Year. Reward: Gwyndlyn visits Neighpon. Potential for rewards and other developments.
    -[x] The Prince and the Lady: It is obvious, to you and everyone else who sees the two of them together, that Gawain and Isabelle are desperately in love with each other. Though they've kept their relationship discrete (more for the sake of privacy on their dates than any desire to keep their love for each other hidden), at this point half the people in Gryphus Peak know about their nocturnal flights and romantic dinners in the subterranean dog town. It's gotten to the point where the palace staff have started placing bets on when the Prince will finally propose. Judging by his recent visit to a jewelers, it won't be much longer. Cost: 0. Time: One Year. Reward: Gawain asks Isabelle a Very Important Question. (Does not cost an action. Cannot be chosen in the same turn as Gotta get with my Friends)
    [X] Plan: Let's get down to basics, to defeat the Yetis
    -[X] Security Runes:
    -[X] Force Recon:
    -[X] Post-War Summit:
    -[X] YakYakistan Mutual Defense Pact:
    -[X] Griffonstone Revitalization, Part 1:
    -[X] Better Breweries:
    -[X] Airships-Commercial Refinement:
    -[X] Amenable Abolitionists:
    -[X] Storm Chasers:
    -[X] Holy Icons:
    -[X] The Land of the Rising Sun:
    -[X] Dynasty of Duelists:
    -[X] Gotta get with my Friends:
 
The only thing I am dissappointed on the leading votes are that of non Gilda votes. We have been neglecting her lately and with her becoming 18 years old that Tournament would be perfect of her coming of age.
I'd say it's not exactly fair to say that we've been ignoring Gilda since this is only the second turn that that option has been a thing and on turn 29 we took the action to find her a hobby

In fact if we're going to argue that any of our children have been ignored recently, which I don't think any of them have, it would be Gwyndlyn
 
My God! The Imperial Creed was right!? Garrick really is the God-Emperor of Griffon kind!

"The Emperor was a brilliant merchant, a powerful warrior, and great leader, but he was a terrible father..."
Princess Gilda probably...

Meme's aside maybe we should do something nice for our family, like make a national holiday and just spend a turn doing all the family stuff.
 
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