For this turn, all [Aca] dice can be used in place of [CoH] with the same bonuses applied.
Also, due to the quality of the work, choose one extra reward (choose by putting * in between the brackets like so [*], so as to not disturb the votes)
[] Lesson is in session - Professor Gamgee gains his own heroic dice next turn
[] What the rotten had begotten - Open some Rot-begotten actions next turn
[] Legions and order: SHIU - Special herbology investigation unit is formed and gains dice
Well thank you so much. I assume that Setting up, academy: Horticultue is an action about plants? (Due to collection of new samples, planting of old samples we brought with us, etc). The only others that
might be plant related are... The Curse and by the Prickling of my thumbs? Are either of those useful application of [CoH] die? If not that is fine, I'll move some dice around. In fact, with the nearness of the vote I'll move a die under that assumption. Let me know if it is otherwise.
As for the other question... Rot-begotten actions sound like they will become available eventually. Professor Gamgee is
very tempting as a way to gain more heroic Learning dice, but I think I'm going to go with the special herbology investigation unit.
[*] Legions and order: SHIU - Special herbology investigation unit is formed and gains dice
Thank you again!
@Mathematicae Thought I'd give you a heads up that all the [Aca] dice can be converted into [CoH] dice this turn (you'll obviously want to put one on Scouting Botanical). Also, from a glance at your plan you are missing the [RCr] die (Royal Crannog). I'd suggest putting that one on the Curse actions, since just about every other action is effected by it.
Early thoughts on next turn:
Diplomacy and boats.
I'm guessing there will also be a lot of new magic/witch actions available next turn, but since I don't know what they can't consider them yet.
[] Consolidating power, upper-class - The future is uncertain Your new residence has a dreadful reputation and is sure to be perilous in ways not even imagined, yet. And your cousins' misbehavior has cast a pall over your dynasty's reputation. Reach out to people, and assure them that they were not wrong in putting trust in you. (Diplomacy, Intrigue, Piety; Synergises with other Consolidating power actions; DC 20 Risk 1; Affected by Curse of Man-Mell; Temporary malus -5 for this turn)
--[AEG]x1[SAs]x1[WtC]x2
[] Consolidating power, middle-class - The future is uncertain Your new residence has a dreadful reputation and is sure to be perilous in ways not even imagined, yet. And your cousins' misbehavior has cast a pall over your dynasty's reputation. Reach out to people, and assure them that they were not wrong in putting trust in you. (Diplomacy, Intrigue, Stewardship; Synergises with other Consolidating power actions; DC 30; Affected by Curse of Man-Mell)
--[Jus]x1[WtC]x3
[] Consolidating power, lower-class - The future is uncertain Your new residence has a dreadful reputation and is sure to be perilous in ways not even imagined, yet. And your cousins' misbehavior has cast a pall over your dynasty's reputation. Reach out to people, and assure them that they were not wrong in putting trust in you. (Diplomacy, Stewardship, Piety; Synergises with other Consolidating power actions; DC 20; Affected by Curse of Man-Mell)
--[Jus]x1[T&B]x1[Tem]x1
Do all of these. Right now have [WtC] being used for their Intrigue effect, probably will change when new options are available. But fine for now as a rough idea of the number of dice to spend.
[] What happened here, Livvy? - There is obviously a lot of history to this place. Try asking Liffannenn or one of her kin to elucidate (Diplomacy; Synergises with other What happened here actions; DC 50; Affected by Curse of Man-Mell; Cannot benefit from Gen, T&B or InK)
-[Ty]x1[As]x1[SAs]x2[SCr]x1
High DC so it would require some resources. No risk, so I suppose we could put maybe three die on it. One Ty and two Astaria I guess? Shouldn't leave to Ty alone considering how he gets along with Livvy. This is the action that we would probably end up dropping if attractive new options are available.
[] Navy, riverine - Man-Mell faces a broad, fast river. You need river ships and crews for them to project power across it. (Requires River Docks; Martial; Synergises with other Navy actions; DC 30; Affected by Curse of Man-Mell)
--[Wel]x1[Leg]x1[Gen]x2[SBS]x1
[] Navy, sea - You have a lot of ships. What you do not have are all that many trained ship crews. Time to fix that. (Martial; Synergises with other Navy actions; Continuous 10/100; Affected by Curse of Man-Mell)
--[RSpy]x1[Gen]x1[SBS]x1
[] Scouting, riverine - You need to know what is beyond the walls of your city. Proper reconisance, means proper intelligence, means proper risk assessment. Send some boats up and down the river to investigate. (Requires Navy, riverine; Martial; Synergises with other Scouting actions; DC 30 Risk 4, synergies lower risk)
--[Wel]x2[Leg]x1[TSpy]x1[T&B]x1[Gen]x1
Definitely need to do the Navy actions and Scouting riverine, will have to see what other scouting there is. Hopefully risk will decrease with scouting this turn.
[] Scouting, extended - You need to know what is beyond the walls of your city. Proper reconisance, means proper intelligence, means proper risk assessment. Organize some long-term scouting expeditions. (Minimum 3 dice; Martial; Synergises with other Scouting actions; DC 60 Risk 8, synergies lower risk)
--[Wel]x2[Leg]x1[GhK]x1[Ty]x1[Ass]x1[RSpy]x1[T&B]x1[Gen]x2
Hopefully the risk and DC will change after this turn. Maybe sending Ty will get the household guards to go to? Might need to put off.
[] There once was a ship - You are on an island. To get anywhere not the island, you need ships. And you have them. You have a lot of them. Unfortunately, just sitting on top of the harbor wall and gazing at the sea is enough to give very graphic evidence that none of them will last long out past the harbor mouth. None, except for the seven Fae Swanships you have stumbled over and commandeered. And if there ever was any doubt that reaching Gurni was anything but an act of divine providence, finding those ships ready for the taking completely removes it. All that said, Fae are utterly inhuman, and their ships are completely unnatural. Before allowing any of your people to risk themselves by crewing those things, you are going to study them to the bottom nail, to ensure that they will be as safe as you can humanly accomplish! (Stewardship; DC 50/100/150/200/250/300/350/400/450/500 risk 2)
-[] Destructive examination - The ships are valuable, but nowhere near as valuable as lives. Make the examinations as thorough and detailed as you can, even if it risks damaging the ships.
--[] 2 ships (1d3-1 ships destroyed; reduces DC by a factor of 2)
---[SBS]x1[Cr]x1[Leg]x1[OSpy]x2[Aca]x3[Gen]x1[Ink]
We need to do this, and I think sacrificing zero to 2 ships is worth it to decrease the DC. Seems like the place to expend a Crannog die, might need to be Spark?
[] Here fishy, fishy - Securing food is the number one priority to ensure survival. Luckily there is ready access to both sea and river. Time to cast out lines and see what bites! (Stewardship; Synergizes with River Docks; DC 20/40/60/80/100+; Urgency can also be solved with Setting up, agriculture, inside, food; Affected by Curse of Man-Mell)
--[SBS]x1[Gen]x2
[] Securing the Sea, coast - Controlling the coasts is one of the first steps toward establishing maritime control over Gurni. (Requires Navy, sea; Martial; Synergises with Securing the Sea, lanes; DC 120 Risk 10, synergies lower risk; Chance of discovery by Skeggi, Northern successor states)
I don't know if we can do this yet. Might need to wait until next turn instead of just throwing lots of dice at it.
[] Setting up, industry, inside - Raw resources do you little good without a dedicated industry. Dedicate a portion of the city for the use of the Artisians and craftspeople. (Requires Logistical concerns; Stewardship; Synergizes with other Setting up actions; DC 10/20/40/80/150+; Affected by Curse of Man-Mell)
--[T&B]x1[OSpy]x1[CoH]x1
[] A tall tower and a pointy hat - Towers and wizardry go hand in hand like witches and newts, meat and potatoes, Tywin and trouble. And, would you look at that - there is an old lighthouse out on top of one of the outermost harbor forts, currently empty, and not required for quite some time, that could easily be turned into a splendid wizard's workshop. (Requires Taking command of the fortifications, Requires at least one Crannog die; Stewardship, Learning; DC 20; Affected by Curse of Man-Mell)
--[Cr]x1[Leg]x1[Arc]x1
[] Cups on the divine string - It will not be easy, by any measure, but, through the powers of the Gods, it would be possible to reach out and open lines of communication with their counterparts back on the mainland. Let the prayers and the rituals commence. (Piety; Synergizes with College of Theology, Synergizes with Setting up, temples; Continuous 0/100; Affected by Curse of Man-Mell)
--[Tem]x1[Gen]x1
[] Hostis humani generis - There are Fae somewhere on this island, and the Forsaken Isle and its unholy undead hosts are one strong, fel miasma carrying squall away. It behooves all servants of gods to prepare the most stringent countermeasures for the universal enemies. (Piety; DC 25/50/75/100+; Not necessary so long as the Curse of Man-Mell maintains)
--[Tem]x2[AEG]x1[RCr]x1
[] Setting up, academy - Your scholars need a proper place for themselves, to conduct their scholarly pursuits (Requires Weed-whacking; Learning; Synergizes with other Setting up actions; Continuous, must take one option at a time, recieves +10 InK bonus each turn or double InK bonus if assigned; Affected by Curse of Man-Mell)
-[] College of Theology (10/100)
--[Tem]x1[Arc]x1
-[] College of Husbandry (5/100)
--[GhK]x1[Arc]x1
-[] College of Medicine (0/100)
--[WtC]x1[CoH]x1
-[] College of Architecture (0/100)
--[Leg]x1[Arc]x1
[] Fortifying the rivershore, advanced - Man-Mell sports most impressive walls. On three sides. Unfortunately, the entire riverfront has been left entirely open. General Tastacore considers this an unacceptable risk to the safety of the city. (Requires basic action to be undertaken; Martial, Stewardship; Synergises with Taking command of the fortifications; Synergises with other Fortifying the rivershore actions; DC
80 40 Halved due to VII Legion specialization; Affected by Curse of Man-Mell)
[] Fortifying the rivershore, high - Man-Mell sports most impressive walls. On three sides. Unfortunately, the entire riverfront has been left entirely open. General Tastacore considers this an unacceptable risk to the safety of the city. (Requires advanced action to be undertaken; Requires at least 1 Legion die; Martial, Stewardship; Synergises with Taking command of the fortifications; Synergises with other Fortifying the rivershore actions; DC
150 75 Halved due to VII Legion specialization; Affected by Curse of Man-Mell)
I think we can leave these till the following turn.