Turn 8
Turn 8

The Mongols are coming.

Their great Khan sent a message to you, and all the lords of the Rus, demanding your fealty and surrender or die. The arrogance made you sick as you read the letter… You gritted your teeth and thought of what you wanted.

You remembered the oath you swore at your father's grave, how you would kill all the Mongols… But you also knew one thing that could happen if you choose to ask for the ability to go to war. Your home would be in danger. Zima would be in danger, and your children would be in danger.

But the war has not been declared... and there have been no armies crossing the borders of either side... It is the calm before the storm.

But at least your back in your homeland, ready to defend her if she needs it.

Diplomacy: There are matters of the state that you must attend too before you go to war.

(Choose 2)

[]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.

[]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.

[]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.

[]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.

Martial: War is coming… you don't know when, but at least you know who your fighting.

(Choose 3)

[]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.

[]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.

[]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.

[]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

[]Spar with Zima: Zima asked if you wanted to spar. Cost: 0 Chance of success: ???% Reward: You spar with Zima, Relation increase by 5.

[]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).

[]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.

[]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)


Stewardship: The trade is protected… The fur must flow!... Axel now is not the time to make jokes, we can work on getting spice up here later.

(Choose 2)

[]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.

[]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.

[]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.

[]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.

[]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.

[]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.

[]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.

Intrigue: You will do whatever you can in your power, you have to, to protect the people you love.

(Choose 2)

[]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.

[]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.

[]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.

Learning: A mind is a powerful tool, and you are going to use it as best you can.

(In Progress)

[X]Study Architecture: The Marble columns of Rome inspired you to look more into building structures. Structures that you will make worthy of Rome itself. Cost: 0 (This action will last for 2 turns) Chance of success: 70% Reward: You start to study architecture, Gain Trait Architect. New Actions become available

Choose 1

[]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.

[]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).

[]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?

Personal: Zima is so happy that your sons are okay… You are too.

(Choose 2)

[]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.

[]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.

[]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.

[]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.


[]Overlook: You can oversee a project personally, giving it a personal touch. Cost 0 Reward a single action can have a +15 roll added to the dice.

AN: Lots of things to vote for today.

THERE IS A MORATORIUM ON VOTING FOR 4 HOUR AFTER THIS IS POSTED FOR DISCUSSION! DO NOT VOTE BEFORE 2:30 PM PST!

Thank you.
 
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We definitely have to expose the Will publicly. Fuck the Pope and fuck his dog on the Polish Throne.

Also we need to spend time with our wife before the storm hits and she has to leave to take over Poland. It's for the best.
 
[]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.
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.
[]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.
Unless we have information they've started working with the Mongols, no.
[]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.
While profit is to be had, we unfortunately do not have the time.
[]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.
[]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.
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.
[]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.
No more responsibility at this time.
[]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.
[]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.
Given the poor state of our economy, I would reccomend holding off on this until we actually hit full-scale war.
[]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.
Not yet. We need to more build up more men and fortifications, not throw ourselves at an enemy we'll never hope to catch.
[]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
Outweighed by subsequent options.
[]Spar with Zima: Zima asked if you wanted to spar. Cost: 0 Chance of success: ???% Reward: You spar with Zima, Relation increase by 5.
Not really needed.
[]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).
We can't afford conscript hordes.
[]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.
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.
[]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)
Never enough soldiers.
[]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.
[]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.
These two should be our main economic activities.However, there are again more valuable options.
[]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.
Spending that kind of good will is not necessary yet.
[]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.
Same story here.
[]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.
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:
[]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.
[]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.
This is the applications of the lessons of Alectai and the IRL Hungarian campaign.
We do not know how soon it will be until the Mongols declare war and invade in force. We must not dally.
[]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.
Not worth the hate.
[]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.
This is what we're looking for. Discretion. We need not cause a civil war to get poland.
[]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.
[]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.
We need to know if the Mongols are spying on us, and to what extent.
[]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.
Will prove decisive in the upcoming campaign. But not this turn.
[]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.
Not necessary.
[]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).
I think we already did this, but OK.
[]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?
A random action we can roll the dice on to get random things.
pass.
[]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.
[]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.
Not a priority.
[]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.
[]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.
Any of these would make good counterparts to an Overlook action.
[]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.
No Bear Cavalry for you. No. No.
Bad SV.:V
 
[] Plan Don't Panic

Diplomacy:

-[]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.
Need to ensure in their loyalty in these trying times.

Don't know about the second action. Don't see a reason to reach out for other nations, don't see a reason to reach out for other province. Definitely don't see a reason to expose the will. We don't need an enemy on the east and an unrest in the west in the same time.
Reach out for Poland to try and deal with it quietly and peacefully?


Martial:

-[]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).
Will be useful if we actually manage to recruit more troops.

-[]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.
Let's finally do something with it. These raiders are not just suck our money, they also are scouts for Khan.

-[]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)
The fourth time is a charm? :V

Stewardship:

-[]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.
Sea transport is an efficient transport.

-[]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.
In Dire Times (Supplies) has too little duration, in my opinion. Novgorod is very far from the Steppe and is our sea port, after all.

Intrigue:

-[]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.
This. Let us hope, the Emperor will reason with the Pope.

-[]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.
Counter-intelligence is an obvious need.

Learning:

-[]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.
So, WTF is happened between Dad, Nick and Anya?

Personal:

-[]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.
We didn't spend a time with them for a while.

-[]Overlook: You can oversee a project personally, giving it a personal touch. Cost 0 Reward a single action can have a +15 roll added to the dice.
--[]The Raids, most probably.
 
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.
 
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.
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.
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.
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.
 
about 750 ducats a turn.
Cool, we should be able to afford that.
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.
I get your point, although it honestly hasn't really bothered me so far. *Shrugs*

Anyways, onto the my plan.

[X] Plan Oh Goodness
-[X]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.
-[X]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.
Let's get the lords ready to give the Mongols a big ol' Russian welcome.

-[X]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.
I'm all for replying to the Mongol's ultimatum with another ultimatum.
-[X]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).
The troops are going to need to be veterans before we can perform any fancy maneuvers with them, so we should try to get them there as soon as possible.
-[X]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.
One of the greatest advantages the Mongolians have over us is their speed. If we wait for the Mongols to attack before raising our troops, it's going to take time to consolidate our forces. Which is time that the Mongols will have to run down the smaller groups of men, thereby weakening our army before we are ready to move out. I'd rather have some part of the army ready to respond the moment that they begin their attack. Our vassals' forces are going to be the most spread out, so I'd rather summon them first (although I'd be willing to change that to our forces if the rest of you would rather not strain our relationships with our vassals).

-[X]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.
I want to get this done now, and do supplies next turn if still necessary. I have no idea what to do for a second action, though.

-[X]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.
Let's get this thing into the Emperor's hands ASAP, so he can take it away from here. We need Zima on the throne of Poland so we can begin utilizing their Hussars from Hell.
-[X]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.
If the Mongols are keeping tabs on us, then their spies need to be stopped before they reveal are troop movements, and if the Polish are spying on us, we need to stop them before they realize that we're revealing the will.

-[X]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).
Let's buff up a bit more before the hordes show up. I'd recommend Trickster in this case, but the other options also have their own appeals.

-[X]Overlook: You can oversee a project personally, giving it a personal touch. Cost 0 Reward a single action can have a +15 roll added to the dice.
--[X]Reveal the will (Discreetly)
Like I said, we needed Zima on the throne yesterday.
-[X]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
It might be corny, but considering everything that's about to go down, this might be our last chance to see our sons...
 
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Can we use overlook twice in one turn?

For example, once for "Reveal the will" and once for "The Raids" ?

Also, I agree that some of the dice chances feel odd. Especially the recruitment chance, I really thought that it would improve after each failure for example.

It is truly bizarre that our recruiters have failed to recruit a single soldier after years of concentrated efforts. I know there were in-story justifications but come on, this isn't a democracy where the population has forgotten what war looks like and the peasants can just say no without consequences. We are talking about a feudal nation (I think) that is on the crusp of being razed and conquered by borderline savages.

It's not a deal breaker and the explanation for it was ok at first, but it starts to feel more and more artifical and contrived. This and Vasily's dull attitude in dialogue have been the main issues in an otherwise gripping story.

Seriously though, trying to reconcile the character sheet with the way Vasily interacts with people is hard. I sort of diagnosed him as autistic in my own headcanon in an effort to fill in that plot hole.

Still, don't forget that I love the story, even though I mostly just lurk and pop in to drunkenly rag on it at random intervals, that's called tough love. SV is a family and every family works that way, right ?
 
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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.

I understand low chances of success for things when you're trying to skip around on options, but when you don't seem to have options to raise those chances that argument doesn't feel like it holds water. Like with training troops we don't really have options that would boost its chance of success from what I can tell, or recruiting troops also having a low chance. Both of those I've seen quest where the chance dropped if we'd been successful on them recently (the troops already being in top shape for example), but the option tends to look notably different with a clear indication for the reason why the chance changed.

The martial thing spot on, although why so many things get sorted under martial if your martial ability is of negligible effect to them brings up a different can of worms.

Although I think I might not have been clear enough in my complaint about Gregarious, so bear with my as I clarify.

gre·gar·i·ous
ɡrəˈɡerēəs/
adjective
  1. (of a person) fond of company; sociable.
My main complaint isn't that we're bad at diplomacy because I know we're only at the upper edge of competence. My complaint is that the trait is meaningless because we've been shown to be very much not Gregarious. We've been portrayed as not being very sociable, and seemingly not fond of company. Now I understand that Paranoid would likely effect the "fond of company" part, but it wouldn't negate it. I don't mind that people can out maneuver us in diplomacy. I do mind when it seems our perfect competent gregarious genius can't into social*. Sure he's paranoid, but that means he should expect betrayal or at least lack of sincerity from most people, not fail in social.


I hope that made more sense.

*yes I know that's hyperbole
 
@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?
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.
 
Okay...lots of things to think about, the largest one the Mongols. Take care of them first, THEN trigger civil war. Mongols are definitely the bigger problem, at least we can drop the hammer on the damned Polacks whenever we want.


[X] Plan: That's Not A War Plan!

[X] 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.
[X] 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.
(OOC: We'll need money, a LOT of money, and tapping into Egypt is fantastic for that, and allows us to avoid dealing with Rum for now. Lords of the Rus is obvious, better relations during war is obvious.)

[X] 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).
[X] 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.
[X] 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)
(OOC: I thought about these a LOT, but I can't see how us jumping the gun and declaring war is a good thing, we need to fight on the defensive. More troops bonuses is obvious and necessary if we're to be facing the legendary Mongols of all opponents. Recruit...well, I know we've failed this a lot, but we can't NOT take it, as we desperately need more men. Raids...well, sending messages and depleting Mongol targets of opportunity is a good thing.)

[X] 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.
[X] 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.
(OOC: Mines bc we desperately need more permanently incoming money, and Supplies bc it will finish a lot sooner AND has a higher success rate, though it is still low. While I would love to begin converting Novograd into a Super-Citadel, its too late for that, as we'll definitely be at war before 5 turns are up.)

[X] 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.
[X] 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.
(OOC: Not having a spy network by this point is really dumb, and will be damn useful during war. Also...assassins...war...hmm...)

[X]Study Architecture: The Marble columns of Rome inspired you to look more into building structures. Structures that you will make worthy of Rome itself. Cost: 0 (This action will last for 2 turns) Chance of success: 70% Reward: You start to study architecture, Gain Trait Architect. New Actions become available
[X] 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?
(OOC: Architecture bc we're finishing it up, and Workshops bc whatever they produce will be damn useful for the upcoming war, and of course afterwards.)

[X] 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.
[X] Overlook: You can oversee a project personally, giving it a personal touch. Cost 0 Reward a single action can have a +15 roll added to the dice.
-[x] Recruit More Troops
(OOC: Writing bc that is a very useful ability to cultivate during wartime (art less so), and Overlook bc we desperately need more men!)
 
[X]Plan Crash Defenses
[X]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.
[X]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.
[X]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).
[X]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.
[X]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)
[X]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.
[X]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.
[X]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.
[X]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.
[X]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).
[X]Overlook: The Raids.
[X]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.
 
[X] Plan Power UNLIMITED POWER!
[X]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.

[X]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.

[X]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.

[X]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.

[X]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.

[X]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.

[X]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.

[X]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.

[X]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.

[X]Study Architecture: The Marble columns of Rome inspired you to look more into building structures. Structures that you will make worthy of Rome itself. Cost: 0 (This action will last for 2 turns) Chance of success: 70% Reward: You start to study architecture, Gain Trait Architect. New Actions become available

[X]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.

[X]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.

[X]Overlook: You can oversee a project personally, giving it a personal touch. Cost 0 Reward a single action can have a +15 roll added to the dice.
-[X]In Dire Times (Fortifying):
 
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