Behind the Serpent Throne (CK2)

Pretty much, this quest has way to many actions for me to keep track of.
I know the feeling, but despite that I usually I could come up with something of a plan.

The problem with this turn is that there are so many actions I deem important that I can't make any plan without giving up quite a few of them. And unlike other turns I'm not sure if "meh, I'll pick that next turn" is a good idea or even possible.
 
[x] Plan Bakkasama
Ok. First, we need to make sure the army we have works properly. So we need:

[]Title: The Signs of Victory?

Morale.

[]Title: A Cart, A Cart, My Empire...

Food and mobility.

[] Title: Marching Drills

Training.

[]Title: Let The Forges Sing

Not-defective equipment

4/13

Then we need to make sure we don't fall because of internal issues like

[]Title: The War Room

Politics and incompetence.

[]Title: The Choosing of Generals

Incompetence in general

[] Title: Watching the City

Betrayal.

7/13

Also to gather more soldiers and allies by:

[] Title: Near-Southland Temptations

Nabbing them from Jinhai's power base.

[] Title: Young, Bold Fools

Getting allies that care for their families.

[]Title: Hari-Bueli Hopes

Promising reinforcements against the Bueli raiders (which we were going to do anyways?)

[][]Title: A Last Northern Throw

Getting an in to Hari-Nat. I think that "A last Northern throw" would have a greater effect tan "A Hiro to the people" but I don't trust our intrigue that much and it is implied it would subtly remind Hiro's father his son is in our hands and that if it backfires he could side with Jinhai so two dice

12/13

Finally, minor improvements to loyalty

[]Title: A Friend's Greeting
 
[x] Plan Bakkasama
Ok. First, we need to make sure the army we have works properly. So we need:

[]Title: The Signs of Victory?

Morale.

[]Title: A Cart, A Cart, My Empire...

Food and mobility.

[] Title: Marching Drills

Training.

[]Title: Let The Forges Sing

Not-defective equipment

4/13

Then we need to make sure we don't fall because of internal issues like

[]Title: The War Room

Politics and incompetence.

[]Title: The Choosing of Generals

Incompetence in general

[] Title: Watching the City

Betrayal.

7/13

Also to gather more soldiers and allies by:

[] Title: Near-Southland Temptations

Nabbing them from Jinhai's power base.

[] Title: Young, Bold Fools

Getting allies that care for their families.

[]Title: Hari-Bueli Hopes

Promising reinforcements against the Bueli raiders (which we were going to do anyways?)

[][]Title: A Last Northern Throw

Getting an in to Hari-Nat. I think that "A last Northern throw" would have a greater effect tan "A Hiro to the people" but I don't trust our intrigue that much and it is implied it would subtly remind Hiro's father his son is in our hands and that if it backfires he could side with Jinhai so two dice

12/13

Finally, minor improvements to loyalty

[]Title: A Friend's Greeting
I'm fine with this plan actually, although I do think we're missing out on something by not training with Aiyistin, but I think that would require two dice because of the moderate chance of success. Personally, I wouldn't have taken 'A Friend's Greeting' and instead put a 2nd dice on 'The Choosing of Generals', 'The Signs of Victory?' or 'A Cart, A Cart, My Empire...', but I can see why people would take that action, so this is fine.

[x] Plan Bakkasama
 
I'm fine with this plan actually, although I do think we're missing out on something by not training with Aiyistin, but I think that would require two dice because of the moderate chance of success. Personally, I wouldn't have taken 'A Friend's Greeting' and instead put a 2nd dice on 'The Choosing of Generals', 'The Signs of Victory?' or 'A Cart, A Cart, My Empire...', but I can see why people would take that action, so this is fine.

[x] Plan Bakkasama
Yeah, I know. One of the reasons I added it to the plan was because I just KNEW people would want it in and it would make it more atractive. Not that I don't want to include it but the risk of a plan that takes out important actions for other things winning just becuse of friendship winning is what decided me. I still expect that there will be other plan that will gain momentum just for adding the Kuojah and Yanmae actions but I hope to minimize it a bit with this, ya know?
 
[x] Plan Bakkasama

Looks good. And I'm one of people who appreciates sparing an action for personal pursuit, so there :)
 
Plan Bakkasama looks good. I would prefer to get rid of the Young Fools and to double down on the Southlands, as I think the control of the Southlands is going to be vital and I would like to have a good success on that action. But that is not worth making a new plan for.

[X] Plan Bakkasama
 
Hmm, I agree with Gingganz

I also think Marching Drills is likely better than "The Signs of Victory?" at this juncture, as morale is probably fine atm. If there's a bumpy start, it might be thrown into doubt somewhat, and this action therefore be better used when morale is flagging? Failure here, as it involves bribery, is likely worse than elsewhere, and it involves some of our weaker stats. Still,

[X] Plan Bakkasama
 
Hmm, I agree with Gingganz

I also think Marching Drills is likely better than "The Signs of Victory?" at this juncture, as morale is probably fine atm. If there's a bumpy start, it might be thrown into doubt somewhat, and this action therefore be better used when morale is flagging? Failure here, as it involves bribery, is likely worse than elsewhere, and it involves some of our weaker stats. Still,

[X] Plan Bakkasama
Hmm, but if we don't consult the augurs, it's going to look weird. Or it happens anyway and if it goes badly we're unable to intervene.
 
Bleh, where did free time go.
At least I have time to run an assessement tonight

A Sister's Farewell
-Optional. It would be nice if we could, but war is rarely so convenient.

A Father's Decision
-Actually useful here, even if it satisfies a personal thing. Kuojah is going to be working the court while we're at war, and we know for a fact a lot of his standard policies don't work well with war. Coordinate with him.

A Friend's Greeting
-Useful and nice, though not super critical. We do need to prepare them for the court mess, but not a top tier priority

Learning To Hold The Leash
-Extremely powerful, especially if we encounter some other nasty spirits, but we're going to have little time to finish this before war turns start, and this would require two dice.

Bring Me to Life
-Going on campaign without your own trusted doctor is extremely hazardous. In it goes.

The Science of Spiritual Warfare
-Valuable in war definitely, and we're going to need every edge.

A Last Northern Throw
-A gamble, but given the risk of backfire, we're going to get some mid-war benefits out of this. Two dicer. Failing this will dramatically fuck everything.

Hari-Bueli Hopes
-Allies much needed, and we've put a lot into this that we should try it I think.

Near-Southland Temptations
-Same as the above, we can't leave this uncontested for Jinhai.

Know Thy Enemy (Prince)
-We know surprisingly little of this here...

Down In The Vaults
-If theres any lingering assassin type things hanging around while we're on campaign and unable to do anything about it...best find out and pass word for someone else to look after this...or we can leave it to the spies

Magical Assurances.
-Pretty much required, we need the army to be working in coordination. Especially with mages where capabilities are nonstandard.

Hunting Buddies
-No time to chase this lead.

Let The Forges Sing
-I think we would seriously not enjoy having our army coming without any gear. :V

Envoy's Raiment
-Extremely valuable for personal survival and almost certainly going to see use at some point. I'm not sure if it's one of the most optimal actions to take compared to boosting the army, but they WILL be trying to off us.

The War Room
-Essential unless we want to look at departmental rivalry in the middle of war

The Choosing of Generals
-Also essential. Going to war without picking decent commanders is suicide.

The Signs of Victory?
-Potentially devastating for morale if not taken. Theres a lot of unease going around. Having word that yes, the spirits say this will go fine is important or the soldiers will seek their own augurs, and that'd be a pickle. It's a known historical sabotage technique in fact to spread rumors of ill omens, which does as expected for morale.

A Cart, A Cart, My Empire...
-Logistics. Nuff said

Young, Bold Fools
-Useful, but far from critical now.

Watching the City
-Extremely valuable, if the city falls while the army marches, we're just as screwed. On the other hand from what I can tell, others may have got this covered and the war is FAR too close a call that I think I'll gladly take the city in unrest as whoever else is left behind organizes the guard. Perhaps Kuojah can see to a thing or two here

Marching Drills
-No joking matter if the army is completely uncoordinated.

A Night Out On the Town?
-Wat

Just Have to Put Your Lips Together...
-Signaling clearly in battle is certainly a valued skill. Goes well with drills.

Shaking Off the Rust
-Personal combat ability like the armor. Probably going to wind up being missed for the same reason

A Hiro To the People
-Too late, too late.

[X] Plan Strategic Over Personal
-[X] A Father's Decision
-[X] The Science of Spiritual Warfare
-[X] Hari-Bueli Hopes
-[X] Near-Southland Temptations
-[X] Know Thy Enemy (Prince)
-[X] Magical Assurances.
-[X] Let The Forges Sing
-[X] The War Room
-[X] The Choosing of Generals
-[X] The Signs of Victory?
-[X] A Cart, A Cart, My Empire...
-[X] Marching Drills
-[X] Just Have to Put Your Lips Together...
 
Both of those plans seem pretty risky, given only one dice is going on all options which I particularly feel that Hari-Su needs as it would limit Prince Jinhai to the east of the country, and if enough of Hari-Su falls behind us could allow them to threaten Hari-Os so it serves a vital dual purpose.

Similar but opposite to the above, I don't think taking the Hari-Buelli option is necessary. We have enough support there that they aren't going to fall to Prince Jinhai and they're facing their own problems that they need the troops for. Due to that, they are also one of the provinces that are likely to provide the least amount of troops so a dice shouldn't be spent there.

Taking the Kuojah option is for me, essential. He is going to be running the home front and managing the politics which is of vital importance as he can help limit Prince Jinhai's available troops, and increase our own. It also means that the disloyal elements of the provinces that are likely going to fall to Prince Jinhai can be taken greater advantage of. The saying the pen is mightier than the sword can be more than apt when applied to Kuojah.
 
The Kuojah option doesn't seem that important to me. Kuojah is going to be managing the home front to the best of his ability, whether we talk to him or not.

On the other hand, I think the Know Thy Enemy option is pretty crucial.
Sun Tzu said:
If you know the enemy and know yourself, you need not fear the result of a hundred battles.

In fact, it is important enough to me to propose my own plan:

[] Plan Allies

[X] A Last Northern Throw x2
[X] Hari-Bueli Hopes
[X] Near Southland Temptations x2

Nothing is more important than making sure that we have as many allies as possible, and Prince Jinhai as few.

[X] Let The Forges Sing
[X] A Cart, A Cart, My Empire...
[X] Marching Drills

Try to make our army as well prepared as possible.

[X] The War Room
[X] The Choosing of Generals

We need capable generals, and we need to coordinate with them.

[X] Watching the City

The imperial city is the ultimate prize and needs to defended.

[X] The Signs Of Victory

Probably necessary for morale.

[X] Know Thy Enemy (Prince)

As said above, I think it is vital to understand the enemy leader.

Edit: Switched to Plan Random
 
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On second thought, I've decided to make my own plan, with blackjack and hookers! (Basically Gigganz's plan with Kuojah instead of Hari-Bueli.)

[X] Plan Random
[] A Last Northern Throw x2
[] Near Southland Temptations x2

Getting more allies. No Hari-Bueli since they seem safe, two dice on the others to grab as much of Hari-Su as possible and because Hari-Nat going over to the Prince would be a disaster.

[] Let The Forges Sing
[] A Cart, A Cart, My Empire...
[] Marching Drills

Improvements to the army.

[] The War Room
[] The Choosing of Generals

No infighting and capable leaders for our troops.

[] A Father's Decision

Coordination with Kuojah. Yes, he'll do his thing, but warfare is not his thing. So maybe we can convince him to do stuff Kiralo thinks is essential but that he would never do on his own.

[] Watching the City

Guard the city, possible prevent a dastardly scheme by the Prince.

[] The Signs Of Victory

Morale.

[] Know Thy Enemy (Prince)

Learn more about the enemy we're facing.
 
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[X] Plan Random

The only thing I would maybe change is moving the city dice to knowing more about Prince Jinhai, as I feel Kuojah even though he doesn't like warfare he should be more than smart and competent enough to know about the security of the capital, and as the roll for Prince Jinhai is variable in results.
 
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