OK Let's see what options we have:
-[] Establish proper royal court and administration institutions (roll difficulty 250, will continue rolling until fulfilled)
This we should grab this turn and just get it over with since it will continue rolling until it is finished. It is the new Royal Court and that should be gotten up as soon as possible.
-[] Building up military
--[] Continuous - ONGOING for 2 more turns
-
[] Securing the plains portion of the High shelf
--[] Continuous (120 out of 120) - ONGOING
These two will be acted on this turn. So we get some more military and we get to secure the plains portion of the High Shelf. Hopefully.
[] Sending out armed patrols into the near reaches of the forest (roll difficulty 35)
-[] Have them set up hidden caches, observation posts and scout hideouts (increases difficulty by 10)
-[] Continuous (will carry on into next turns without locking up any future choices. have to specify for how many turns. increases the roll difficulty by 10 for every additional turn)
Armed Patrols into the forest should probably be taken to keep the To-reil in check for other projects in the forest.
[] Scouting out the woodlands (roll difficulty 25)
-[] Have your scouts engage in guerrilla warfare with To-Reil (increases difficulty by 15)
-[] Have your scouts on the lookout for the 'ice demon' barbarians (increases difficulty by 5)
-[] Continuous (will carry on into next turns without locking up any future choices. have to specify for how many turns. increases the roll difficulty by 5 for every additional turn)
Sigh. The OP hasn't told you everything about this option (He actually hasn't told us everything about each of the options) and I know some of it. So I'm abstaining from arguing about this choice.
-[] Forray against the nearby barbarian villages
--[] Subjugate the more westerly village and capture as many barbarians alive as possible (roll difficulty 35, incompatible with razing the village)
--[] Raze the more westerly village and drive the barbarians away (roll difficulty 25, incompatible with subjugating the village)
--[] Subjugate the more northerly village and capture as many barbarians alive as possible (roll difficulty 35, incompatible with razing the village)
--[] Raze the more northerly village and drive the barbarians away (roll difficulty 25, incompatible with subjugating the village)
Hey
@yannoshka is this option about villages within the walls or outside the walls that were erected last turn?
-[] Eliminating monster nests and lairs near the settlement and farmlands (roll difficulty 45)
--[] Continuous (will carry on into next turns without locking up any future choices. have to specify for how many turns. increases the roll difficulty by 5 for every additional turn)
We took this choice last turn and we didn't take continuous last turn because the DC was considered too high. Same reasons for this action apply this turn as well. So it will be taken, but whether it will be continuous and for how long is another set of questions here.
-[] Send out a force to secure the site of the uncovered doors upon the mountainside (pick one)
--[] Minimal holding forces (roll difficulty 20)
--[] Substantial holding forces (roll difficulty 40)
--[] Proper encampment (roll difficulty 60)
--[] Full military post (2d100 cast, roll difficulty 120)
--[] Establish a secured settlement (2d100 cast, roll difficulty 150)
Please remember that the last two options are for two dice rolled and that the average DC for a single dice is 60 and 75 respectively. Also we should probably take some form of this action this turn.
[] Establishing at least somewhat secure path back towards the former lands of the empire (roll difficulty 60, 175+ finishes project)
-[] conceal it as much as possible (increases difficulty to 70, 200+ finishes project)
-[] Continuous (111 out of 225) - ONGOING
This was done last turn and will continue to be done this turn. Until it is done we have a trade penalty though.
-[] Further expanding and upgrading the granite quarries along the winding path (roll difficulty 20)
More building materials good for trade maybe, but not this turn probably. On the other hand it made climbing up onto the High Shelf easier last turn and it might do so again this turn. Still not this turn probably.
-[] Sending out groups of tamers and breeders under military escort to search for useful beasts (roll difficulty 65)
--[] Seek birds and birdlike monsters specifically (Roll difficulty 45; increases overall roll difficulty to 75)
Let's secure the bordered off part of the High Shelf first.
-[] Sending out groups of prospectors under military escort to seek out for useful deposits of stone and metals (roll difficulty 65)
We were told by the text itself this turn that we need to get this done as soon as possible. But the DC is 65, so is it possible this turn?
-[] Sending out healers and apothecaries under military escort to search for possible medicinal reagents (roll difficulty 65)
This would be useful, but we should get the College of Medicine first.
-[] Digging out a canal to divert a portion of the local river for capital usage (roll difficulty 50)
We need a form of this done for growth this turn.
-[] Securing a portion of the nearby forest and establishing a fortified outpost dedicated to woodcutting and wood processing operations (roll difficulty 75)
Our Fortune Roll is 58 this turn so this is a non-starter. Should probably clear the To-reil villages first. And make a Fortune Point this turn.
-[] Fortifying the winding path (roll difficulty 40)
-[] Establishing an elevator to the bottom of the shelf and fortifying the bottom terminal (roll difficulty 45)
We need to take one of these this turn and Fortifying the winding path has my vote as it will secure our rear better while the elevator will only give us a faster line to the Old Empire lands. Maybe take both?
-[] Establishing proper facilities to house your Royal Academy
--[] Centralized (roll difficulty 25. All colleges under a single big roof. Cannot be taken with Scattered. If taken with Specialized difficulty raises to 35)
--[] Specialized (roll difficulty 45. All colleges get personal building with space enough for additional facilities as suits their needs. If taken with Centralized difficulty lowers to 40. If taken with Scattered difficulty lowers to 35)
--[] Scattered (roll difficulty 35. Colleges are unconnected. Cannot be taken with Centralized. Can be taken with Specialized)
This failed last turn and needs to be taken again this turn to get a proper Royal Academy up and running finally. I still vote for Centralized and Specialized.
-[] Building a proper temple complex (roll difficulty 15. Must have at least one specific temple. Aditional temples can be delayed for following turns without locking in any options by appending FT at the end)
--[] To Isanela, the great goddess of stars, and the personal patron of Tasakar dynasty (due to Isanela being the family patron, and bringing people from the great temple along, base roll difficulty is reduced by 10 for any temple to her)
---[] Small (raises difficulty by 5)
---[] Medium (raises difficulty by 10)
---[] Large (raises difficulty by 25)
---[] Cathedral (raises difficulty by 30)
---[] Grand Cathedral (raises difficulty by 45)
This we take this turn, but the question is what of this do we take. Well the fortune roll is above the value for a Grand Cathedral so we could spend it here instead of making a Fortune Point.
[] Studying the To-Reil (roll difficulty 40)
-[] Continuous (will carry on into next turns without locking up any future choices. have to specify for how many turns. increases the roll difficulty by 5 for every additional turn)
This would yield actionable intelligence, but only if we have actions for it.
[] Have your priesthood study barbarian pantheon in depth (roll difficulty 35)
-[] To-reil (raises difficulty by 5)
-[] To-kruk (raises difficulty by 15)
-[] To-faun (raises difficulty by 15)
This I also have insider information for and as such I'm abstaining from arguing about it.
-[] Contact your agents within the lands of the former Tasakarim (roll difficulty 5, minimum of one suboption must be taken; suitable spousal candidates for royal children looked for)
--[] Order them to sow chaos and disorder (raises difficulty by 25, slightly increases the chance of discovery)
--[] Order them to seek out the remaining brotherhoods (raises difficulty by 5)
---[] Have the Talons, at their own discretion, eliminate anyone inimical to the new Tasakarim (raises difficulty by further 10, slightly increases the chance for discovery)
--[] Order Talons to seak out and eliminate people in power most inimical to the New Tasakarim (raises difficulty by 10, slightly increases the chance of discovery)
--[] Have Eagles investigate former legions (raises difficulty by 5 per legion investigated)
---[] I central legion
---[] II central legion
---[] III central legion
---[] IV central legion
---[] V border legion
---[] VIII border legion (difficulty further raised by 5)
---[] IX forward legion (difficulty reduced to 3)
--[] Have Owls investigate current power blocks (raises difficulty by 15)
--[] Order them to give covert aid to any loyalist they might encounter (raises difficulty by 5, slightly increases the chance of discovery)
---[] Allow the agents to, at their own discretion, approach the loyalists and convince them to join up with new Tasakarim (raises difficulty by further 5, further raises the chance of discovery penalty to low)
--[] Order them to, at their own discretion, remove the morally worst elements of society they encounter (raises difficulty by 5)
I'm for aiding the loyalists and removing the morally worst parts of society. Seeking out the other Brotherhoods would likewise work for this option, as would seeking out the VIII border legion since that one is MIA. Anyways we are taking this action to get spousal candidates for the next Royal generation since the next turn is 20 years from now.
-[] Reach out to the people of the former empire (can't pick more than 3)
--[] To trusted Fergaz cousins (roll difficulty 35, slightly increases the chance of discovery)
---[] Convince them to join you (raises difficulty by 20, further raises the chance of discovery penalty to low)
--[] To vetted members of the former imperial nobility of the north-western regions (roll difficulty 60, increases the chance of discovery by a low amount)
---[] Convince them to join you (raises difficulty by 30, further raises the chance of discovery penalty to middling-low)
--[] To the people of the city of Sastor (roll difficulty 5, increases the chance of discovery by a low amount)
---[] Enter into Trade agreements (raises difficulty by 10, roll for gains,
difficulty further raised by additional 30 until path between the plateaus and the former empire is secured, incompatible with convincing them to join you)
---[] Convince them to join you (raises difficulty by 25, further raises the chance of discovery penalty to middling-low, incompatible with trade agreements)
---[] Recruit from within the populace (raises difficulty by 10, roll for a small increase in population -tradesmen and common workforce, small chance for guildsmen)
--[] To the people of the city of Redol (roll difficulty 45, increases the chance of discovery by a low amount)
---[] Convince them to join you (raises difficulty by 25, further raises the chance of discovery penalty to middling-low)
--[] To the people of the city of Shingh (roll difficulty 40, increases the chance of discovery by a low amount)
---[] Convince them to join you (raises difficulty by 25, further raises the chance of discovery penalty to middling-low)
--[] To the people of Stalker's Run (roll difficulty 5)
---[] Enter into Trade agreements (raises difficulty by 10, roll for gains,
difficulty further raised by additional 30 until path between the plateaus and the former empire is secured, incompatible with convincing them to join you, increases the chance of discovery by a low amount)
---[] Convince them to join you (raises difficulty by 25, incompatible with trade agreements, increases the chance of discovery by a low amount - stacks)
---[] Recruit from within the populace (raises difficulty by 10, roll for a small increase in population - tradesmen and common workforce, small chance for skilled hunters/trappers, small chance for militia rangers)
--[] To the people of the north-western regions' towns (roll difficulty 40, slightly increases the chance of discovery, can be taken multiple times)
---[] Convince them to join you (raises difficulty by 25, further raises the chance of discovery penalty to low)
--[] To the people of the north-western regions' villages (roll difficulty 25, can be taken multiple times)
---[] Convince them to join you (raises difficulty by 15, increases the chance of discovery by a low amount)
--[] To the Sorcerers of Neris (roll difficulty 55, increases the chance of discovery by a medium amount)
This choice included some of the choices from below in it last turn. Take it it gives us three rolls for the price of one. I'll remind everyone that the city of Sastor is a merchant fief:
"What do you think Idri? Of course, I'm coming with you. All the emotional issues aside, Sastor is a merchant fief. We lack the fortifications, and what manpower we had was drained by the last failure of an incursion into Beast lands. Right now we simply have no chance whatsoever in a civil war. If I want to survive, sticking with a sparked one is my best bet. But it will take me some time to organize an orderly exodus..."
This means that if we pass the DC of 45 this turn we get some basic trade if nothing else. Again this is a spot where we can spend our Fortune Roll this turn.
Stalker's Run is a town of trappers and hunters:
Someone had almost dropped the ball when establishing contacts with the township of Stalker's Run, the primary hunter and trapper town situated on the northern edges of Seimiy woods, and thus the closest, decently sized, place of civilization to the New Tasakarim.
Thankfully, plentiful drink and bribes and one rousing brawl later everything settled down and proceeded amicably.
(Contact with the town of Stalker's Run established)
If we can get them to join us that would be great (DC is 35) , but we could also recruit from them.
Also could go grabbing villages again. That worked out great last turn.
Could reach out to our cousins to keep some family bonds back in the lands of the Old Empire.
-[] Reach out to priesthood in the former empire (can be taken once for every level of priesthood)
--[] To low-level priesthood (roll difficulty 15, slightly increases the chance of discovery)
---[] Convince them to join you (raises difficulty by 5)
--[] To mid-level priesthood (roll difficulty 25, slightly increases the chance of discovery)
---[] Convince them to join you (raises difficulty by 5)
--[] To high-level priesthood (roll difficulty 45, slightly increases the chance of discovery)
---[] Convince them to join you (raises difficulty by 10, further raises the chance of discovery penalty to low)
Hm. We should reach out to low-level priesthood and convince them to join us. Probably.
-[] Reach out to what remains of the former imperial academy (can't pick more than 2)
--[] College of Medicine (roll difficulty 25, slightly increases the chance of discovery)
---[] Convince them to join you (raises difficulty by 20)
--[] College of Horticulture (roll difficulty 35, slightly increases the chance of discovery)
---[] Convince them to join you (raises difficulty by 25)
--[] College of Husbandry (roll difficulty 35, slightly increases the chance of discovery)
---[] Convince them to join you (raises difficulty by 25)
--[] College of Alchemy (roll difficulty 35, increases the chance of discovery by a low amount)
---[] Convince them to join you (raises difficulty by 35)
--[] College of History and Law (roll difficulty 35, increases the chance of discovery by a low amount)
---[] Convince them to join you (raises difficulty by 25)
--[] College of Linguistics (roll difficulty 35, increases the chance of discovery by a low amount)
---[] Convince them to join you (raises difficulty by 10)
Either reach out to two colleges or grab one and have them join us.
-[] Reach out to one of the imperial knightly orders (roll for who you find, difficulty and chance of discovery depend on who is rolled but will not exceed difficulty 40 nor midling-low penalty to chance of discovery. can be taken multiple times, one or the other suboption must be taken)
--[] Convince the entire order to join you (raises difficulty by 10 (5 if Sanguine spear or Perilous Path are rolled), might raise penalty to chance of discovery by a tier, incompatible with convincing them to establish a chapterhouse)
--[] Convince them to establish a chapterhouse in your teritory (raises difficulty by 5 (0 if Sanguine spear / 2 if Perilous Path are rolled), raises penalty to chance of discovery by a tier, incompatible with convincing the entire order to join you)
Well we have more options here this turn and it is a separate communication option this time.
-[] Attempt to recruit one of the remaining spy brotherhoods (can be taken once for every brotherhood, roll for difficulty, minimal difficulty 50, chance of discovery scales with difficulty)
--[]Wren
--[]Crane
--[]Robin
This is each a separate roll and the difficulty doesn't stack on top of each other this time.
-[] Attempting to establish diplomatic and/or mercantile contacts with To-Faun (roll difficulty 35)
-[] Attempting to establish diplomatic and/or mercantile contacts with To-Kruk (roll difficulty 35)
--[] Try to reach Skaggi through To-Kruk (raises difficulty by 10, slightly increases the chance of discovery)
These Diplomacy rolls I think are lower than last turn.
-[] Attempting to establish diplomatic and/or mercantile contacts with 'Ice demons' (roll difficulty 30, must have taken action for scouts to be on the lookout)
This is new and needs another action taken for it to work at all.
Thomas
-[] Work with his wife to establish a native knightly order (results depend on the height of the roll. can DD)
This could be very useful, but there is no visible DC. Should still probably take it as it is only available because of critical on spouse options last turn.
-[] Work with his wife and the hunters, breeders and tamers to go out and search for useful beasts and/or monsters to tame and raise (roll difficulty 40. Results raise the higher the roll. If taken replaces the main monster seeking/taming project. Can DD)
This replaces the project with 65-75 DC down to 40 DC. It's an option.
-[] Take command of the expedition to secure the site of the doors upon the mountain (must have taken the main project to secure the site. can be combined with similar actions by siblings for greater/better results)
This would lower the DCs for the action with the door. Only take if you are rolling two dice for it.
-[] Attempt to establish diplomatic contacts among the To-reil (roll difficulty 50. Incompatible with leading a campaign against To-reil. Can DD)
Diplomatic contact with the To-reil that is a coin-flip. It's an option, but not a very appealing one.
-[] Attempt to establish diplomatic contacts with the To-kruk (roll difficulty 35. If taken replaces main To-kruk diplomacy action)
-[] Attempt to establish diplomatic contacts with the To-faun (roll difficulty 35. If taken replaces main To-faun diplomacy action)
These replace main diplomacy actions.
-[] Lead a military campaign against To-reil barbarians (military turns. Any main project that concerns To-reil affect the campaign. Incompatible with attempting to establish diplomatic relations with To-reil. If the same actions were also undertaken by Taesta, the project is further enhanced. Can DD)
This is about clearing out some of the To-reil in the neighborhood. Might be useful to take.
Taesta
-[] Involve himself in the expedition to secure the site and study the door upon the mountain (must have taken the main project to secure the site. can be combined with similar actions by siblings for greater/better results. Can DD)
Again door action. Should only be used if we roll 2 dice for that main action.
-[] Engage in a recreational spot of monster extermination (roll difficulty 45. Replaces main monster elimination project for the turn)
Monster elimination here instead of in main action, but the DC is the same.
-[] Lead a secured expedition to seek out possible metal and/or stone deposits (roll difficulty 50. Replaces main metals and stone seeking project. Can DD)
This action is something that we should probably DD. Since it has a better starting DC (50 instead of 65) and it is a needed action.
-[] Lead a military campaign against To-reil barbarians (military turns. Any main project that concerns To-reil affect the campaign. Incompatible with Thomases project to attempt to establish diplomatic relations with To-reil. If the same actions were also undertaken by Thomas, the project is further enhanced. Can DD)
Military action against the To-reil. Could be useful.
-[] Give personal aid to the project to secure a path back towards the former lands of the former empire (adds 1d20 per turn to the project until completed, or Taesta dies)
This could get us that trade action penalty removed this turn, but we would need a natural critical on both dice. Pass.
-[] Give personal aid to the project to dig out a canal to divert a portion of the local river for capital usage (relevant main project must be taken. Reduces main project roll difficulty by 15)
This makes the canal DC 35 instead of 50. Could be useful.
-[] Give personal aid to the project to fortify the winding path (relevant main project must be taken. Reduces main project roll difficulty by 10)
45 DC to 35 DC. Maybe.
-[] Give personal aid to the project to establish an elevator to the bottom of the shelf and fortifying the bottom terminal (relevant main project must be taken. Reduces main project roll difficulty by 5)
45 DC to 40 DC. We have better choices than this here.
-[] Give personal aid to the project to establish proper facilities to house your Royal Academy (relevant main project must be taken. Reduces main project roll difficulty by 5. Can be taken alongside similar project by Anora)
Maybe. If we want to stack the deck that the Royal Academy gets done this turn.
-[] Give personal aid to the project to build a proper temple complex (relevant main project must be taken. Reduces main project roll difficulty by 5. Can be taken alongside similar project by Anora. Only affects temples built this turn)
Isanela temple building action has a DC of the temple building itself. Maybe. Probably not.
Anora
-[] Study statecraft (roll for results. Can DD)
This gives her better training for when she is the ruler.
[] Study diplomacy and protocol (roll for results. Can DD)
Improving her skill in Diplomacy.
[] Involve herself in the expedition to secure the site and study the door upon the mountain (must have taken the main project to secure the site. can be combined with similar actions by siblings for greater/better results. Can DD)
Securing the door. Again only if we are rolling two dice.
[] Involve herself with the spy brotherhoods (roll for results)
Ah. Intrigue training.
[] Dedicate herself to the study of The Spark (roll for results. Must DD)
Spark study. Not sure she should take this.
[] Work with husband to establish proper royal library and archives
This would be useful alongside the Royal Academy.
[] Work with husband to take the helm of the project to establish proper facilities to house your Royal Academy (relevant main project must be taken. Reduces main project roll difficulty by 5. Can be taken alongside similar project by Taesta)
With Taesta's help this is a decrease of DC by a 10.
[] Personally dedicate herself to the effort to raise joint twin cathedrals to Camny and Satine (roll difficulty 40. Can be taken alongside similar project by Taesta)
This is a better DC than what we have in the main actions.
Alright I'll make a plan in the morning if there isn't one I like made in the meantime. This is a glut of choices and actions. Let's see how well we can get them. Just don't put the Fortune Roll on the Brotherhoods this time it is too low for that.