Rise of the Immortal King [Cultivation, CK2]

For future reference this can be avoided on the QM's part by putting the parenthesis stuff on a separate line, so that nobody includes it in their vote.

(the tallying can also do merging but that's a bad hack)
 
Year 3 / Turn 3; Turn Start
[X][Wang Family] Execute the head of household and leave the rest of the family penniless stripped of their titles. (Fair Justice, everyone agrees this was reasonable and expected)
[X][Master] Ling Fe
[X][Life Failure] Dark Affinity 20

Yufei ordered the execution of the Wang patriarch and left the rest penniless and living off the streets. It would be a rough life for those used to nobility but they abused his family's trust and that was reason enough for the punishment.

Master Ling Fe would be a boon economically and economic growth was the most important duty of a Fief Lord after the safety of the fief.

Ultimately, the failure of his attempt to cultivate Life Affinity was a problem. The twisted, dark aspects of his soul had boiled to the surface. It took an effort of will now to keep such things under control, knowing any obvious change in behavior would be a death sentence at the hands of the Emperor's justice. There would be a trial, of course, but the verdict was certain to be guilty if Yufei's knew affinity was discovered.

Yufei had some concern about a lack of intelligence on the region. The idea he was operating blind did not appeal.

Tutorial Turns End

This is the last tutorial turn. Afterwards, negative events and other issues will begin to crop up. This will lengthen turns (in terms of posts) as each event is probably going to be its own post and you can have 1-3 of those a turn.

Growth

Tax Revenue decreased from 11,000 Imperials to 8,475 Imperials. (Economic Growth: 22.5%)
The Tax Base had grown to 13,475 Imperials. A 5000 penalty is applied due to stimulus measures.
As one of the few provinces actually growing in the region, you experience above average population growth. +750 Pop

It has become clear the neighbors are stagnating under the weight of their obligations. An advantage Yufei needs to exploit if he is to survive the coming civil war with his head attached to his body.

You also have stockpiled most of the spirit stones you've collected as well built up an impressive reserve of Imperials. Perhaps you should go shopping?

Reserves
21,000 Imperials
2 Energy Cycling Spirit Stone Unit
2 Core Formation Spirit Stone Unit
2 Ascendant Spirit Stone Unit

Strategic Decisions

Diplomacy: +25

[] Meet with a Neighbor
--- [] Which Neighbor?

Come to understand their needs, their concerns, and a way to make a positive relationship moving forward.

[] Trade Negotiations

You have a valuable resource in Ascendant Soul spirit stones. 30,000 Imperials a year can buy alot. Find stuff to buy and negotiate the exchange. Treasures, rare alchemy ingredients, whatever you want is possible with such a resource.

[] Town Hall

Meet with the people. Find out their concerns, their needs, and so forth.


Martial: +15

[] Increase Household Troops

Exact increase depends on roll but ranges from 1 to 100% increase in Household Troops. Cost is 10 Imperials/Turn/Troop.

[] Establish Mage-Knight Sect

Mage-Knight is a valuable secret technique and one that can be taught to cultivators to build a following. This reduces your personal actions by 1 per turn for 5 turns while you train people. Once that payment is complete, the cycle becomes self-sustaining. In return, you gain a source of combat trained cultivators in your fief that are nominally loyal to you.


Stewardship: +25

[] Establish Beast Ranch (Step 1)

This is a 3 step process to establish a Beast Ranch and the related supply chain to produce Bondable Beasts. Without Beast Taming skills, this activity is substantially less effective as you can be swindled on the price of beasts and labor.

+20% Economic Growth (With Beast Taming Skills); Easy access to beasts to bond. +3 Foundation Establishment Beasts / Turn worth 2,000 Imperials each go into your coffers. Does not upgrade with you but will grow the number of beasts per time.

[] Establish Spirit Grain Farms (Step 1)

This is a 3 step process to establish a series of Spirit Grain Farms to supply you with foodstuffs that speed up cultivation by 10%. Without farming skills, this activity is substantially less effective as you can be swindled on the price of seed and labor.

+20% Economic Growth (with Farming Skills); +10% Cultivation Speed w/o Corruption; +6,000 Imperials of spirit grain a turn. Revenue grows as time passes.

[] Financial Stimulus

Lower taxes on the poor, increase subsidies to the poor. They are going to spend that money buying essentials of life and more spending speeds up economic growth.

Can only be taken once.

Reduces Imperials income by 5000.
Improve economic conditions 1 step. (-75% -> -65% Reduced Economic Growth)

[] Raise Taxes

The opposite of stimulus, if you need more cash and need it now? This is the way.

Can only be taken once.

Increases Imperials income by 5000.
Worses economic conditions 1 step. (-75% -> -85% Reduced Economic Growth)

[] Commission Treasures & Talismans
---[] Write in what you want to commission. 70% of normal price. Limited to 1 Major Treasure (+9), 3 Treasures (+3 each) or 9 Talismans (+8 each but one use).

You now possess a proper Artifice Hall run by 3 Master Artificers, one of who is a local legend.

Intrigue: +15

[] Spy on Neighbor
--- [] Which Neighbor?

Find out the target's secrets if they are easily accessible. Discover information about them as if you met with them. Chance of annoying them with your spies.

[] Establish Spy Network
Gain access to a 4 item Rumor Mill.

[] Spy on your People

Find out what makes the locals tick. Their questions, their concerns. Ferrets out secrets at the risk of offending people.

Learning: +25

[] Create Technique (Genius Unlock)
--- [] Write in what you want and how many successful actions you want it to cost. Effectiveness will be determined by quantity of actions and the rolls. You will not know ahead of time what the results will be as this is basically random technique R&D with some guidance.

[] Acquire Technique
--- [] Write in what you are looking to buy. These will not be secret techniques but even "common" techniques are expensive to gain and to filter through all the subpar stuff.

5000 Imperials is the rough cost expectation here.

[] Study the Wilds

Reduces the risks and increases the rewards of the next Adventure! attempt. Provides a +30 to the roll, basically.

Also uncovers a random piece of information about the Wilds unrelated to the roll bonus.


Personal Actions

[] Cultivate: Gain +11 Power (110% Cultivation Speed)
--- [] Use Foundation Establishment Spirit Stone Supply for +30% Cultivation Speed (+3 Power)
--- [] Use Common Grade Pill for +10 to Cultivation Roll for 5% Corruption

[] Purification Ritual: Reduce Corruption by 10%

[] Produce High Quality Pills (Produces 5 pills, 1 consumed per action, 0% Corruption)
---[] Write in what you want to boost. +5 to any Strategic Area. +10 if limited to a specific activity (i.e. Cultivation or Personal Combat) within that area.

[] Produce High Quality Breakthrough Pill (Produces 1 pill for Core Formation Breakthrough)

Cost: 5000 Imperials in supplies.
Result: 10% increased Breakthrough Bonuses (i.e. You go from +200% to +210% for core formation, rounded up)

[] Adventure!

Go into the wilds and see what you get. Ranges from technique manuals to ancient treasures. If bad result, lose all other personal actions that turn while you recover.

[] Go Shopping!

Find and purchase valuable item(s) with your supply of Imperials. Also, allows you to sell your Spirit Stone production which is more valuable than your tax income.

[] Quest: Improve Affinity by 20%
---[] Soul (2/5)
---[] Fire (1/5)
---[] Write in which Element

[] Quest: Gain Artifice Skills

[] Quest: Gain Beast Taming Skills

[] Quest: Gain Farming Skills

[] Quest: Gain Horticulture Secret Technique (Boosts economy due to increased spirit herb production)

[] Quest: Write In
 
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@Abydon
Is there a way to get rid of Affinity?

@Abydon Is there a way to conceal our Darkness Affinity better and reduce chances of discovery?

Both are valid uses of the "Quest: Write In" option. Getting rid of an affinity is 5 actions. Concealing it is probably 2-3 depending on how much you want to reduce risk of discovery. I'd reduce it to 2% for 2 turns, 1% for 3 turns probably. It'll never be 0%.

Keep in mind its Dark, not Darkness and these are different affinities.

Darkness is legal and involves ninja-style shenanigans.

Dark is just dark/negative energy that drains cultivators of their powers.
 
[X] Plan Conceal Our True Nature
-[X] Financial Stimulus
-[X] Establish Spy Network
-[X] Commission Treasures & Talismans
---[X] Major Treasure enhancing Quests (+9)
-[X] Cultivate: Gain +11 Power (110% Cultivation Speed)
--- [X] Use Foundation Establishment Spirit Stone Supply for +30% Cultivation Speed (+3 Power)
-[X] Quest: Improve Affinity by 20%
---[X] Life
-[X] Quest: Conceal our Dark Affinity
---[X] Aiming to get chances down to 1%
-[X] Free Treasure: +3 to Diplomacy

Basically, we need to keep our new Affinity a secret. This is all sort of in aid of that...we continue social programs because it's good for the fief and looks good, we get a spy network to hear about any plots against us and we get an enhancement to our sneakiness for obvious reasons given our new secret.

Alternatively:

[X] Plan Redemption
-[X] Financial Stimulus
-[X] Establish Spy Network
-[X] Commission Treasures & Talismans
---[X] Major Treasure enhancing Quests (+9)
-[X] Cultivate: Gain +11 Power (110% Cultivation Speed)
--- [X] Use Foundation Establishment Spirit Stone Supply for +30% Cultivation Speed (+3 Power)
-[X] Quest: Improve Affinity by 20%
---[X] Life
-[X] Quest: Remove Our Dark Affinity
-[X] Free Treasure: +3 to Diplomacy

This is the same plan, for most of the same reasons, but planning on actually ditching the Dark Affinity entirely, which also seems valid. I slightly prefer the first and may remove my vote for this if they tie, but it's a very mild preference.

EDIT: Switched from Intrigue to Quest for the good Treasure. We'll get a similar one for Cultivation next turn.
 
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Personally I believe Dark affinities use makes this aspect of the plan less preferable compared to affinity gain.

Nah, I think it's still good. Two turns of it is almost as good as forming a Core for combat...it never stops being solid.

So, my question is. Are we ditching fire affinity in this plan?

Depends on how fast we can get through the quest to conceal Dark and how things are looking afterwards. We're doing the concealment Quest every turn until it's done, but if we get through it in, like, 2 turns, it's probably still worth going for Fire. If we finish it and Life and Soul are almost done, then it depends on how urgent things look.
 
[X] Plan Redemption
-[X] Financial Stimulus
-[X] Establish Spy Network
-[X] Commission Treasures & Talismans
---[X] Major Treasure enhancing Intrigue (+9)
-[X] Cultivate: Gain +11 Power (110% Cultivation Speed)
--- [X] Use Foundation Establishment Spirit Stone Supply for +30% Cultivation Speed (+3 Power)
-[X] Quest: Improve Affinity by 20%
---[X] Life
-[X] Quest: Remove Our Dark Affinity

I like the plan as a whole, but I really don't want the MC to have Dark Affinity.
 
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Hmm I don't remember saying you got free Treasures unless you crafted them yourself. Can you remind me where I said that?

Here (emphasis mine):

+20% Economic Growth (with Artifice Skills); Easy access to Treasures up to your tier through the Artifice Hall and local markets; +1 Treasure per tier into the fief's coffers from taxes that can be used/sold. Roughly 5,000 Imperials/Turn in tax revenue if all are sold.

This bit of the initial action to make the Treasure Hall...that seems like we get one Treasure per turn without paying as the Treasure Hall's taxes to the fief? I mean, I guess technically they'd be the Fief's not ours personally, but we can still use them, so...
 
Here (emphasis mine):



This bit of the initial action to make the Treasure Hall...that seems like we get one Treasure per turn without paying as the Treasure Hall's taxes to the fief? I mean, I guess technically they'd be the Fief's not ours personally, but we can still use them, so...

Ah thanks, yeah. Technically the fiefs but as the lord you can use them, yeah.

First commission is free and doesn't require an action then for 1 Treasure or 3 Talismans. Please add to your plan.
 
Ah thanks, yeah. Technically the fiefs but as the lord you can use them, yeah.

First commission is free and doesn't require an action then for 1 Treasure or 3 Talismans. Please add to your plan.

Added (specifically, a Diplomacy item since we're gonna want to make some friends). Do the current listed Talisman bonuses include the +5 bonus from Ling Fe? I'm guessing yes, but would like to make sure. And do Talismans stack with other Treasure bonuses or not?
 
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Including Cultivation or Quests, and how broadly? We may want to switch up Treasures.

@DeadmanwalkingXI i think I have a better idea for the treasure.

Add a bonus to the turn discovery roll for Dark affinity. A nat 1 is still likely going to cause us to fail, but it is a specific roll.

Yeah, but I'm pretty sure asking for that from the treasure house would blow our cover if it's that narrow.
 
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