Magoose
SV's Questing Fanatic
- Location
- California USA
- Pronouns
- He
The Turks are a thing and they are a problem to the Balkans, but they are confined to turkey and parts of Mesopotamia. And the ottomans are not the ruling dynasty, the Seljuks rule.
The Turks are a thing and they are a problem to the Balkans, but they are confined to turkey and parts of Mesopotamia. And the ottomans are not the ruling dynasty, the Seljuks rule.
Derp... Let me fix that.
We cannot afford to spark a civil war right as the Mongols are at our door. The Emperor has favored a stable empire over plying us in the past, we shouldn't be rash.[]Expose the Will (Publicly): The will you have proves that the succession in Poland is illegal. Damn the political backlash, you are going to reveal it. Cost: 50 Chance of success: 45% Reward: The will and the illegal succession is public knowledge and Poland and the rest of the empire will be forced to act.
Unless we have information they've started working with the Mongols, no.[]Reaching Out: (The Sultanate of Rum): The Buffer state between the Persian Empire and the warring states in the Levant, Egypt, and Arabia, They do little to extend their diplomatic channels to anyone within the empire itself. But you need to establish diplomatic ties with them. You need to have people ready to negotiate if the Black Sea becomes contested. Cost: 50 Chance of success: 35% Reward: Foreign contact made, further diplomatic negotiations can be made.
While profit is to be had, we unfortunately do not have the time.[]Reaching Out: (The Sultanate of Egypt): The Richest of the warring kingdoms of the Middle East, they have vast swaths of cotton, grain, and influence. The Empire has long been allied with the easternmost kingdom of North Africa and has profited greatly from it. To tap into that wealth, you need to be able to talk. Cost: 50 Chance of success: 65% Reward: Foreign contact made, further diplomatic negotiations can be made.
[]Reaching In: (Random Province): Your father said that there are men throughout the empire who understood the dangers of the Frontier, and they are more than willing to meet and discuss its future and safety. Cost: 50 Chance of success: 70% Reward: Domestic lords met. New actions become available.
These two are my recommendation. We cannot afford disloyalty at this most critical hour, and our relations will worsen so long as we fail to stop the raids.[]Lords of the Rus: You need to make sure the Lords of the Rus are going to be on your side. Cost: 10 Chance of success: 50% Reward: Relations with the Russian Lords improved.
No more responsibility at this time.[]The Offer: Alexander has not forgotten the offer he made to you. He wants to talk to you about becoming the Martial of the Realm. Cost: 0 Chance of success: ???% Reward: You have a choice to become the marshal of the Empire.
[]Muster the troops (Personal): You will bring your troops to Novgorod to prepare for a campaign. Cost: 400, Chance of success: 100% Reward: Your troops are ready for campaign. Campaign expenses will begin.
Given the poor state of our economy, I would reccomend holding off on this until we actually hit full-scale war.[]Muster the Troops (Vassals): You need to call your Vassals troops up for campaign. The Rus is at stake. Cost: 0, Chance of success: 90% Reward: Your Vassals troops are ready and waiting at Novgorod.
Not yet. We need to more build up more men and fortifications, not throw ourselves at an enemy we'll never hope to catch.[]Declare War on the Mongols: your oath is at the forefront of your mind. War will be declared. Cost: 0 Chance of success: 100% Reward: You declare war with the blood oath caucus Beli.
Outweighed by subsequent options.[]Spar with Nicholas: You want to know how well that man fights. Cost: 0 Chance of success: ???% Reward: You spar with Nicholas, Relation increase by 5
Not really needed.[]Spar with Zima: Zima asked if you wanted to spar. Cost: 0 Chance of success: ???% Reward: You spar with Zima, Relation increase by 5.
We can't afford conscript hordes.[]Drilling the Troops: You need your men in top shape. To be prepared for battle at any minute, and fight as well as any Imperial Infantryman. Cost: 250 Chance of success: 15% Reward: Troop quality of local troops will increase (Gain roll bonuses).
This is the big one. We need to stop the raids before we can get anything truly going. They hurt our vassals and our economy.[]The Raids: You need to send a message to the Mongols who are raiding your territory. You are not going to tolerate their continued presence. Their transgression and the blood of your people will be paid with their own blood. Even though you are not there to do it, you can Send Nicholas to do it for you. Cost: 100 Chance of success: 35% Reward: The Mongols will not raid your territory. Disaster Roll reduced.
Never enough soldiers.[]Recruit More Troops: You need more able-bodied men in your army, and you know the Rus has a larger population to call upon. Cost: 100 Chance of success: 30% Reward: A D10,000 is rolled for soldiers recruited. Soldiers experience will be placed at (Recruits)
[]Mines in the Mountains: The Urals are rich in gold and silver, you need to set up the mines. And keep them safe. Cost: 500 (This action lasts for three turns) Chance of success: 40% Reward: The mines are set up. Taxes and trade income increased by 500.
These two should be our main economic activities.However, there are again more valuable options.[]Land offerings: Offer parcel of land to anyone who is willing to venture to the east. Cost: 100 Chance of success: 30% Reward: Domestic income for taxes increased by 400.
Spending that kind of good will is not necessary yet.[]Tax Breaks: You need to ask the emperor if you can be exempted from the yearly taxes to the empire for next year so that you may use it for other projects. Cost: 0 Chance of success: 40% Reward: You do not need to pay the Imperial tax next turn. The Emperor and the House of Lords will not like you asking for it if it succeeds.
Same story here.[]Imperial Funds: You can request for funds to improve the Infrastructure in the Rus. Though considering the Rus is not high on the empire's to do list, it will take a lot of political arm wrestling. Cost: 20 Chance of success: 30% Reward: You get a random (d2000) amount of money from the Imperial treasury to use as funds for the next turn.
While a functioning sea lane may prove to be the key to keeping our nation afloat, no pun intended, there are two more important actions:[]Ship Repairs: You need to spend money on repairs for your ships so they can patrol the waters. Cost: 400 Chance of success: 40% Reward: Your ships are repaired.
[]In Dire Times (Supplies) You need Novgorod ready for a siege. That means food and clear lanes of supply for the city. Cost: 200, (This action lasts for 2 turns) Chance of success: 40% Reward: Novgorod will be ready for a prolonged siege.
This is the applications of the lessons of Alectai and the IRL Hungarian campaign.[]In Dire Times (Fortifying): Fortifications are needed to survive the Mongols. You need to get your hands on everything that you need to defend your city. You found some notes in your father's old books about making Novgorod into a citadel, along with other defenses like ballista towers. It will take time and coin, but it will make Novgorod safe. Cost: 2000, (This action lasts for 5 turns) Chance of success: 30% Reward: You begin construction of extra fortifications on Novgorod.
Not worth the hate.[]In Dire Times (Taxes): You need money to pay for armies… There is no doubt about that. But you are going to need to go about that in a very dangerous fashion. Taxing your already poor nobles to raise funds would not endear you to them. But you can make up for it in time. Cost: 10 Chance of success: 40% Reward: Your taxes are tripled for 5 turns. Your lords will hate you.
This is what we're looking for. Discretion. We need not cause a civil war to get poland.[]Reveal the will (Discreetly) You have the will, but the public outrage might be too much for you to handle. Release it to a select group of people and let justice take over from there… Hopefully. Cost 20 Chance of success ???% Reward: Poland and the empire are forced to react.
[]Spies...spies everywhere: You need to know who's keeping tabs on you...and whether you should leave them be or purge the sons of bitches to send a message. Cost: 100 Chance of success 50%. Reward: You learn who might be spying on you.
We need to know if the Mongols are spying on us, and to what extent.[]Spy networking: You want to get agents out around the world, and the empire. Natasha knows people that can help, but it will take time. Cost 100 Chance of success 75% reward: International and Domestic espionage unlocked.
Will prove decisive in the upcoming campaign. But not this turn.[]Spiders hiding steel: Natasha is willing to get you some contacts within the imperial assassin network, as a thank you for killing Gavelo. Cost 0 Chance of success 30% Reward: You get assassins on your beck and call. Assassination rolls get a -10. New actions will become available.
Not necessary.[]Study your family history: You have never really bothered looking into your family's past, mostly because you always wanted to be a soldier. Cost: 0 Chance of success: 100% Reward: You learn a bit more about your family that wasn't told to you as a child in stories.
I think we already did this, but OK.[]Specialize in tactics: You want to specialize leading a particular group of forces in your army: Cost: 0 Chance of success: 100% Reward: You get to choose your force specialization (Combat modifiers).
A random action we can roll the dice on to get random things.[]Workshops Galore: Rurik had an idea. Maybe you could hire some carpenters, metalworkers, and other skilled laborers and have them try to build whatever the hell they want and you get the device's patent for half of the cut. You were going to call him crazy until Jory said that was a great idea. And you didn't want to hurt the old man's feelings so you agreed to it. Cost: 200 Chance of success: 40% Reward: You get a workshop of skilled laborers and craftsmen experimenting on… stuff. What could possibly go wrong?
[]Practice writing: You have no idea what came to you, but you wanted to start writing. Maybe your exploits and journals will be like Caesar's conquest of Gaul or Otto the Strong's brilliant strategic victories against your ancestors. Cost: 0 Chance of success: 100% Reward: You start to practice writing. Trait gained: Writer. New actions will become available. Learning stat will increase.
Not a priority.[]Practice Artistry: You do not know why, but the wondrous paintings and sculptures and drawings caught your eye, and the splendor of Rome has imprinted itself onto your mind. That and you need something to do besides the usual business of running the state. Cost: 0 Chance of success: 100% Reward: You start going through the fine arts to find out what works for you. Gain trait: Patron, New actions available, Learning stat will increase.
[]Spend Time with Zima: You want to spend time with your lovely wife. . Cost: 0 Chance of success 100% Reward: You spend time with Zima, a potential for pregnancy rolls to begin.
[]Spend time with your children: You will find some time in your schedule to be there for them. What kind of man would you be if you were not? You are their father after all. Cost: 0 Chance of success: 100% Reward: You spend time with your children
[]A Night on the Town: So your bodyguards want to go out and drink, and want to bring you along. You'll go with them to shut them up. Cost: 0 Chance of success 100% Reward: Interesting events might occur.
Any of these would make good counterparts to an Overlook action.[]Walk the City: You want to walk the city and see how your people are doing. Maybe you can learn something your spies haven't told you. Cost: 0 Chance of success 100% Reward: Interesting Events might happen.
No Bear Cavalry for you. No. No.[]The Circus is in Town!: There is a traveling show coming into Novgorod. It has everything, from singers to exotic dancers, to bears playing chess and being ridden on like horses. Cost: 10 Chance of success: 70% Reward: You have some fun at the Traveling Show.
You are allowed up to three combat modifiers. We got two because we went to the academy.
about 750 ducats a turn.Out of curiosity, how much would our campaign expenses be with our entire force having been raised?
Actions with low chances can be improved if you do certain actions first. It's like trying to make a gun before you have figured out a proper barrel. You can get it all working right if you just go with a general idea, but it's just common sense to figure things out.I have to complain about how low some of the chances for success are on some of these. The fortification option for example has a reasonable cost and time, but it also has a poor chance of success. Now I can understand if failing would make it take longer or cost more, but the way the system seems to be set up if we fail we loose all the money and we have to start from scratch the next turn. Admittedly that's normal for CK2 quests, but they tend not to have consistently dismal odds for our actions.
1. Given our actions range from recruiting troops to making a fortress to drilling, and IRL!CK2 has very limited benefits for martial, you seem to be more used to other CK2 quests where martial does just about everything.Another complaint is that the stats and some traits seem meaningless. We have more points in our martial stat than half of the options with a revealed chance of success. Our martial stat is absurdly high, and yet it hasn't seemed to help in our actions at all. We have the trait gregarious, and yet our character seems anything but in conversation.
Cool, we should be able to afford that.
I get your point, although it honestly hasn't really bothered me so far. *Shrugs*I have to complain about how low some of the chances for success are on some of these. The fortification option for example has a reasonable cost and time, but it also has a poor chance of success. Now I can understand if failing would make it take longer or cost more, but the way the system seems to be set up if we fail we loose all the money and we have to start from scratch the next turn. Admittedly that's normal for CK2 quests, but they tend not to have consistently dismal odds for our actions.
Another complaint is that the stats and some traits seem meaningless. We have more points in our martial stat than half of the options with a revealed chance of success. Our martial stat is absurdly high, and yet it hasn't seemed to help in our actions at all. We have the trait gregarious, and yet our character seems anything but in conversation. The only thing that seems to matter would be the dice. The rolls honestly have come across as altering the world to fit the rolls. Admittedly dice altering the world to fit the rolls is normal, but it's a lot more noticeable (in a bad way) when a supposed genius acts like an idiot than when an idiot has a stroke of genius.
Sorry, just had to get that off my chest. It's been bothering me for some time now, and I'm probably the only one who feels this way.
Yes you can. But you can't choose anything else on the personal actions.
Actions with low chances can be improved if you do certain actions first. It's like trying to make a gun before you have figured out a proper barrel. You can get it all working right if you just go with a general idea, but it's just common sense to figure things out.
1. Given our actions range from recruiting troops to making a fortress to drilling, and IRL!CK2 has very limited benefits for martial, you seem to be more used to other CK2 quests where martial does just about everything.
2. You know what would happen if we didn't have gregarious? We'd be worse than competent. These things interact. You almost sound like you're cherry picking. Unintentional, almost certainly, but poor phrasing and tone has never been an excuse.
My reasoning is that said overlook action would only give drilling the troops a 30% chance of success, and I also really want to get the Polish forces added onto our armyas soon as possible, so I want a better guarantee of success on exposing the will.@RandomMan01 Considering the chance of succeeding at Drilling the Troops is only 15%, wouldn't it be better to allocate Overlook to that instead of Reveal the Will?