[X] Plan ANV

This is a nice balance of options, while not decreasing our unity to such an extent it can cause problems nor that it can't be used later on for something else.
 
And as a plus we gain a plus 1 in learning and more troops to send after the drug dealers.
Except enforcement would seem to affect that effort since it's not a military operation but civic policing. Having corrupt guards busting the guys that were probably paying them off for just this eventuality strikes me as counterproductive.

@storybookknight
Do these decision impact each other in a way where order matters? Ie, bring X on first to help with Y, or does this all kind of resolve at once?
 
Except enforcement would seem to affect that effort since it's not a military operation but civic policing. Having corrupt guards busting the guys that were probably paying them off for just this eventuality strikes me as counterproductive.

@storybookknight
Do these decision impact each other in a way where order matters? Ie, bring X on first to help with Y, or does this all kind of resolve at once?
True.

But at the same time, keeping the guard, without integration, could bring it's own kind of problem, as our unity is bound to take a hit, no matter the plan.
 
But at the same time, keeping the guard, without integration, could bring it's own kind of problem, as our unity is bound to take a hit, no matter the plan.
Not really, they finish out whatever transition period remains then go on their merry way to try and set up a new racket in a new place (or if Hantei is keeping up with things, the unit is split apart and put under the hardest of hard ass commanders in the worst parts of Rokugan he can find).
 
Not really, they finish out whatever transition period remains then go on their merry way to try and set up a new racket in a new place (or if Hantei is keeping up with things, the unit is split apart and put under the hardest of hard ass commanders in the worst parts of Rokugan he can find).
Hmm, the fact that the Emperor wants his cousin's misdeeds kept on the down low could potentially make giving the Guards the boot a somewhat worse option, since it would draw attention to something being wrong with his former command.
 
No... in the middle option there is the chance for them to try and corrupt some of our men.

The option without that chance is the third one.
 
Except enforcement would seem to affect that effort since it's not a military operation but civic policing. Having corrupt guards busting the guys that were probably paying them off for just this eventuality strikes me as counterproductive.

@storybookknight
Do these decision impact each other in a way where order matters? Ie, bring X on first to help with Y, or does this all kind of resolve at once?

It all sort of resolves at once unless there are clear reasons not to. The longer you stretch out changes to the Clan, the worse the Unity hit will be.
 
Basically, they can try, but I don't see them getting much headway unless we really tank our Unity.
This, pretty much.
Plus, let's be honest; if they can corrupt our men in the time it takes them to finish their tour here, chances are they could corrupt them even more in the much larger amount of time they'd have if we'd adopt them.
 
Hmm, the fact that the Emperor wants his cousin's misdeeds kept on the down low could potentially make giving the Guards the boot a somewhat worse option, since it would draw attention to something being wrong with his former command.
Which is why we let them go without comment, as opposed to chasing them out of town. Options 2 and 3 both see them gone, but you're right only one of them lets everyone involved save face and not cause a stir, which is good.
 
@storybookknight what sort of scale is Infamy on? How much approx. do other clans like Scorpion or Mantis have, for comparison? How hard is infamy to reduce?

So, the thing about Infamy is that it's effects are mitigated by Glory.

Scorpion are Infamy 6, Glory 5. So they have an unsavory reputation, but are nonetheless accepted as a Great Clan with their own peculiar brand of honor.

Mantis are Infamy 5, Glory 2, and are widely held as dishonorable rogues and pirates, and generally have a worse reputation than the Scorpion despite having a lower Infamy. (This is before they saved the Empire and blackmailed it all at the same time, remember - they're still pirates, and still a Minor Clan.)

The Unicorn are Infamy 4 Glory 7, and are known as an 'honorable clan, shame about their gaijin ways but they're only following Shinjo's example, don't you know.'

The Lion are Glory 8 Infamy 2, and the Crane are Glory 6 Infamy 0, and they have about the same reputation. Same with Dragon (Glory 5) and Phoenix (Glory 6 Infamy 1).

EDIT: Infamy can be reduced as long as you stop doing infamous things. See for example: the Mantis, after they became a Great Clan and stopped with all the piracy.
 
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So, the thing about Infamy is that it's effects are mitigated by Glory.

Scorpion are Infamy 6, Glory 5. So they have an unsavory reputation, but are nonetheless accepted as a Great Clan with their own peculiar brand of honor.

Mantis are Infamy 5, Glory 2, and are widely held as dishonorable rogues and pirates, and generally have a worse reputation than the Scorpion despite having a lower Infamy. (This is before they saved the Empire and blackmailed it all at the same time, remember - they're still pirates, and still a Minor Clan.)

The Unicorn are Infamy 4 Glory 7, and are known as an 'honorable clan, shame about their gaijin ways but they're only following Shinjo's example, don't you know.'

The Lion are Glory 8 Infamy 2, and the Crane are Glory 6 Infamy 0, and they have about the same reputation. Same with Dragon (Glory 5) and Phoenix (Glory 6 Infamy 1).

EDIT: Infamy can be reduced as long as you stop doing infamous things. See for example: the Mantis, after they became a Great Clan and stopped with all the piracy.
Interesting. Thanks!

This means that taking both the Canaries and the Ronin (plan ANV) would put us at Glory 2,5 Infamy 2, almost as good as the Scorpion :V
Improving this is going to have to be a priority, if this plan wins.
 
[X] Plan Give and Take

As has been pointed out, some of our long-term threats are diplomatic. We should try to avoid taking hits to our diplomacy and infamy, so keeping the Canaries at arms reach is important.

Taking the ronin hurts - but they're the only way to get Information in Wave Province above 1, and that's going to be important if we want to keep the place. That said, we might be able to get that in other ways, and as mentioned, taking the ronin hurts - If I was to change anything about Give and Take, recruiting these guys would be it. Depends how much we need those points of Honor and Unity vs. Information on Wave and that last point of Battle.

The Firemen give Battle and Enforcement for a Popularity and Unity hit. We can afford the popularity, and we're going to need the Battle and Enforcement if we want to make our attempt to end the opium trade stick.

And I'm all for ending the opium trade. If we pull it off, we can probably get recruiting options for those stats we'd really like - and a fair boost to Honor and Glory, as well.
 
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