Good news: The update has a fair chance of coming today, the lizardmen did not enter a crisis of faith and are going to seek their own ends which depends on their own respective ideals (This can be both good and bad but let's see how it goes)

Bad News: The blood tide is coming very soon and is not only norscans that will participate in it, Grimgor is making his move.
...Eh. The bad Part seems like fairly Standard Warhammer-Stuff to me. Only scaled up a bit of course.
We should be more then equipped to deal with this.
 
Massive Khornate Invasion, is my Guess.
Oh, in that case they aren't much of a problem since we have this spell
Daemonbane - Rends the very Aethyr and casts a group of daemons within a large area back to whence they came. Anyone looking at a daemon at its time of banishment is blinded by a great flash of light.
- Type: Banishment
- Range: Inter-planetary
- Mana Cost: 10
So that works out well for us. Not so much for everywhere else. We will have to assist the dwarves to so we should use our new spell The Crucible to teleport to them once we have finished in our territory.

Edit: or is it cultists and not demons? Either way it still isn't much of a problem for us.
 
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Oh, in that case they aren't much of a problem since we have this spell

So that works out well for us. Not so much for everywhere else. We will have to assist the dwarves to so we should use our new spell The Crucible to teleport to them once we have finished in our territory.
Well, I mean, it won't be just Demons. Orks are gonna join in too, apparently. Led by good ol' Grimgor Ironhide.
 
(I'm putting this here as reminder to myself and anyone who makes a plan for the invasion)
Some things to remember for when we fight the blood tide is all our buffs, debuffs, and our large AOE attacks.

Buffs- Barkskin, call of vanhel, and birona's timewarp.
Debuffs- Curse of years, fountains of blood, and armor of lead.
Large AOE attacks- Hands of karkoa, crevasse, and awakening of the wood, ashes and dust, and curse of thorns.

On an unrelated I just realized we could teleport over to Tilea using the crucible spell and offer our help but instead of sending an army just have dracul cast banish undead and the problem would be solved.
 
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@Alucard Vampiry this coming turn can we have personal actions to do what some people have been talking about. Specifically dealing with the von carsteins personally and going to tilea to offer assistance in their war in exchange for trade and an alliance?
 
I want both fort actions(borders and coastal) for military, We just need to not get involved until our forts are finished! (also known as no moving army out of our territory untill we build the forts please).
 
Turn 16
The Year is 2076 By The Imperial Calendar

A new empire is born, named Wallachia; it has already sent waves throughout the entire world. The men of the empire fortify their borders with Wallachia fearing an invasion, the elves of Ulthuan sense the disturbance in the flows of fate and wait to see if the new nation will become either an enemy or ally.

The ancient servants of the old ones panic as the great plan lay in shambles, the plan that the old ones left for their servants is never going to be realized and maybe, some Slanns argue is a good thing, they now seek other ends now that they are free from the plan of the dead and forgotten creators. And maybe, just maybe their creators would have liked that.

In the north the servants of the Hound gather under the banner of his mightiest champion, and are nearly ready to strike the realms of men. The skaven their secrecy now finally uncovered, after a failed assassination plot against all of the elector counts bicker and argue with each other as their god watches.

These are indeed strange times.

This will be a five year turn



Choose 2

[] Blasphemous Bulwark: The great curtain walls are massive bulwarks of stone, compacted bone and cursed relics, topped by leering gargoyles. They make any potential siege a formidable prospect, especially when such walls are guarded by observers that never tire, and will always stand ready to repulse any foolish mortal invaders..
Cost: 20,000
Time: 10 Years
Result: +25 To The Mousilion Rose Defense Rolls

[] Abyssal Wood: there are abyssal things in the woods, even more, terrifying than the trees themselves. Such things are sought by the Midnight Aristocracy, who wish to add them to their hordes. DC 29
Cost: 2,000
Time: 2 Years
Result: Can now recruit vargheists

[] Build Defiled Cairn: Technically is not really defiled but whatever, defiled cairns is where the cannibalistic creatures are known as ghouls spawn, the process of transformation is a heinous affair with bones breaking and then reforming back in a new shape, the flesh starts turning green and ugly along with dozens of other changes, their claws also possess some kind of a mix between a poison and a virus any living thing which takes the slightest marks will transform into a ghoul no matter how long it takes. There is no cure to this effect. DC 38
Cost: 2,000
Time: 1 Year
Result: Can Now Recruit: Crypt Ghouls

[] Barracks (Mousilion) - There is a need to ensure they have a battle-ready defence at any time, a barracks that houses the majority of state troops. More prestigious regiments, such as Greatswords, may have their own wing of the barracks or even separate quarters, earned for their prowess in battle. DC 25
Cost: 4,000 Gold
Time: 4 Years
Result: +15 To Human Troops, New Martial Actions

[] Training Field (Wallachia) - The peasants of Wallachia know very little in terms of war, training them into beter combatants is a must if they are going to be useful in future conflicts. DC 30
Cost: 800,000 Gold
Time: 10 Years
Result:+5 To All Human Forces of Wallachia

[] Training Fields (Northern Wallachia) - The peasants of Wallachia know very little in terms of war, training them into beter combatants is a must if they are going to be useful in future conflicts. DC 15
Cost: 400,000 Gold
Time: 5 Years
Result: +5 To North Wallachia Human Forces

[] Training Fields (South Wallachia) - The peasants of Wallachia know very little in terms of war, training them into beter combatants is a must if they are going to be useful in future conflicts. DC 15
Cost: 400,000 Gold
Time: 5 Years
Result: +5 To South Wallachia Human Forces

[] Guard House (Mousilion) - Guard houses are effectively small bases and mustering stations for the settlement's guards. These may be state troops on defensive duty, older veterans or even young ones. DC 30
Cost: 1,500
Time: 2 Years
Result: Human Towns in Mousilion Gain +15 To Their Defense Rolls

[] Border Fortifications (Wallachia) - You have borders with various nations it is better to fortify them, just in case. DC 40
Cost: 1,000,000 Gold
Time: 20 Years
Result: Borders with the other nations fortified.

[] Border Fortifications (Northern Wallachia) - You have borders with various different nations it is better to fortify them, just in case. DC 20
Cost: 500,000 Gold
Time: 10 Years
Result: Borders with the nations localized in the north fortified.

[] Border Fortifications (Southern Wallachia) - You have borders with various different nations it is better to fortify them, just in case. DC 20
Cost: 500,000 Gold
Time: 10 Years
Result: Borders with the nations localized in the south fortified.

[] Coastal Fortifications (Wallachia) - There are many threats that can come from the sea, from monsters to raiders, fortifying the coast is a wise decision. DC 80
Cost: 3,000,000 Gold
Time: 20 Years
Result: Wallachia Coasts Fortified against raiders and invaders.

[] Coastal Fortifications (Northern Wallachia) - There are many threats that can come from the sea, from monsters to raiders, fortifying the coast is a wise decision. DC 40
Cost: 1,500,000 Gold
Time: 10 Years
Result: Northern Wallachia coast fortified against raiders and invaders

[] Coastal Fortifications (Southern Wallachia) - There are many threats that can come from the sea, from monsters to raiders, fortifying the coast is a wise decision. DC 40
Cost: 1,500,000 Gold
Time: 10 Years
Result: Southern Wallachia coast fortified against raiders and invaders

[] Garrisons (Write-in Number) - Some of your holdings do not have a proper garrison in them, those include the dukedoms of Brionne and Carcassonne localized in the south holdings. DC 0
Cost: 0
Time: 1 Year
Result: Territories selected gain or change designated garrison.
[] Lyonesse (Existing Garrison: 150,000 skeletons, 150,000 zombies, 100 fire dragons, 100 storm dragons, 1 Great Storm, 10,000 grave guard, 10,000 black knights, and 7 necromancers)

[] Artois (Existing Garrison: 150,000 skeletons, 150,000 zombies, 100 fire dragons, 100 storm dragons, 1 Great Storm Dragon, 10,000 grave guard, 10,000 black knights, and 7 necromancers)

[] L'Anguille (Existing Garrison: 150,000 skeletons, 150,000 zombies, 100 fire dragons, 100 storm dragons, 10,000 grave guard, 10,000 black knights, and 7 necromancers)
Gisoreux (Existing Garrison: 150,000 skeletons, 150,000 zombies, 100 fire dragons, 100 storm dragons, 1 Great Storm Dragon, 10,000 grave guard, 10,000 black knights, and 7 necromancers)

[] Couronne (Existing Garrison: 150,000 skeletons, 150,000 zombies, 100 fire dragons, 100 storm dragons, 1 Great Storm Dragon, 10,000 grave guard, 10,000 black knights, and 7 necromancers)

[] Montfort (Existing Garrison: 150,000 skeletons, 150,000 zombies, 100 fire dragons, 100 storm dragons, 1 Great Storm Dragon, 10,000 grave guard, 10,000 black knights, and 7 necromancers)

[] Bastonne (Existing Garrison: 150,000 skeletons, 150,000 zombies, 100 fire dragons, 100 storm dragons, 1 Great Storm Dragon, 10,000 grave guard, 10,000 black knights, and 7 necromancers)


[] Quenelles (Existing Garrison: 150,000 skeletons, 150,000 zombies, 100 fire dragons, 100 storm dragons, 1 Great Storm Dragon, 10,000 grave guard, 10,000 black knights, and 7 necromancers)

[] Parravon (Existing Garrison: 150,000 skeletons, 150,000 zombies, 100 fire dragons, 100 storm dragons, 1 Great Storm Dragon, 10,000 grave guard, 10,000 black knights, and 7 necromancers)

[]Borderlaux (Existing Garrison: 150,000 skeletons, 150,000 zombies, 100 fire dragons, 100 storm dragons, 1 Great Storm Dragon, 10,000 grave guard, 10,000 black knights, and 7 necromancers)

[] Aquitaine (Existing Garrison: 150,000 skeletons, 150,000 zombies, 100 fire dragons, 100 storm dragons, 1 Great Storm Dragon, 10,000 grave guard, 10,000 black knights, and 7 necromancers)

[] Brionne (Existing Garrison: 150,000 skeletons, 150,000 zombies, 100 fire dragons, 100 storm dragons, 100 fire dragons, 1 doom fire dragon, 1 Great Storm Dragon, 10,000 grave guard, 10,000 black knights, and 7 necromancers)

[] Carcassonne (Existing Garrison: 150,000 skeletons, 150,000 zombies, 100 fire dragons, 100 storm dragons, 100 fire dragons, 1 doom fire dragon, 1 Great Storm Dragon, 10,000 grave guard, 10,000 black knights, and 7 necromancers)

[] Flag Signals: Using flags to improve coordination between various moving army elements will help large armies move much more smoothly, and enable coordinated assaults across large distances. DC 35
Cost: 500 Gold
Time: 2 Year's
Result: +5 to all living forces combat rolls, the possibility of ambushes, and large-scale feints unlocked.

[] Drums: Using drums or other musical instruments to keep a steady march across long distances is vital to ensuring that formations are kept together, ensuring a more powerful striking force on contact with the enemy. DC 40
Cost: 350 Gold
Time: 2 Year's
Result: +5 to all living forces combat rolls.

[] (Living) Siege Workshops: Constructing workshops to build siege engines will prove useful. DC 10
Cost: 2,000
Time: 2 Year's
Result: Unlocks the production of siege weapons such as Arbalests, Catapults, and Trebuchets. New Options

[X] (Undead) Infantry Rearmament: Mousilion's undead is equipped often with what they wielded in life, which is often as rotten and decayed as they are. Taking the undead's weapons and armor and replacing them with properly maintained equivalents will provide a substantial edge across all of the undead in the land. DC 0
Cost: 5,000
Time: 5 Years
Result: +10 to all undead infantry combat rolls, +10% maintenance cost (due to maintaining said weapons and armor).

[] Recruit Dark Beasts: Your dark beast population is not only stable but booming you can recruit a fair share of them to your army. DC 5
Cost: 500 Gold
Time: 2 Years
Result: +35,000 Fell Bats; +40,000 Direwolves

[] Army of The Living: You have literally millions of subjects, you can start recruiting living troops off them. DC 25
Cost: 15,000 Gold
Expenses: 10,000 Gold
Time: 4 Years
Result: +50,000 Swordsmen

Choose 3

[] Dwarven Negotiations (Grey Mountains) - Commerce talks with the dwarves f. DC 40
Cost: 0
Time: 2 Years
Results: sub vote and update.

[] Elven Relations (Athel Loren): Build relations with the Asrai. DC 90
Cost: 0
Time: 1 Year
Results: Talks opened with Athel Loren. ???

[] Tilea Trade Talks: Open trade talks with the Tilean government. DC 50
Cost: 0
Time: 2 Years
Result: Roll Dependable

[] Estalian Relations: Talking with geographic neighbors is always a good thing, and Estalia has much to offer, but first your diplomats must, secretly, reach them. DC 40
Cost: 0
Time: 2 Years
Results: Talks with Estalia opened up, roll dependent on what emerges from them.

Choose 3

[] Cathedrals: Build grand cathedrals all over your empire where thousands can pray to your glory. DC 10
Cost: 35,000
Time: 5 Years
Result: Population further indoctrinated.

[] Temples of Shallya: The goddess Shallya is very popular amongst your subjects, and you personally have nothing against her, so building temples dedicated to her will definitely increase your popularity among them. What's the worst that can happen? DC 20
Cost: 5,000
Time: 3 Years
Result: Popularity increased; ???

[] Emissaries (Empires of Man): Send Emissaries towards the location to spread a new faith, your faith. DC 45
Cost: 0
Time: 5 Years
Result: Roll Dependent

[] Emissaries (Estalia): Send Emissaries towards the location to spread a new faith, your faith. DC 35
Cost: 0
Time: 5 Years
Result: Roll Dependent

Choose 1

[] Administrative Works: Contract administrators and other groups to handle most affairs giving you more time to handle other things. DC 10
Cost: 500
Time: 2 Years
Result: +2 Actions To all sections (Martial, Diplomacy, etc)

[X] Centralization: Centralize all of the villages in the different dukedoms of your kingdom into single or multiple towns. DC 30
Cost: 100,000
Time: 5 Years
Result: Villages centralized into proper towns. New options. Cannot choose with decentralization.

[] Dragon Hatcheries: The eggs of the dragons need to be kept in appropriate grounds and protected, for they are the future of the entire dragon race. DC 25
Cost: 120,000
Time: 5 Years
Result: Hatcheries built for all dragons, account of all dragon eggs, chance of dragon eggs being stolen or destroyed severely reduced.

[X] Dragon Orders: It is time to build the headquarters of the dragon orders. DC 15
Cost: 30,000
Time: 3 Years
Result: Headquarters of the dragon orders constructed and ready to be used.

[] Magical Schools; A proposal made by your mages, the creation of a magical school dedicated to teaching mages from all of the eight winds on how to use their powers, you would be lying if you don't really like the prospect of the idea. DC 20
Cost: 20,000
Time: 6 Years
Result: Magical Schools Created. New Options

[] Weaving Houses (Wallachia) - Creation of cloth is a necessary step if one has the clothing for winter, summer, and other seasons, merchants buy these cloths produced by the houses they sell them to populace and the cycle repeats. DC 30
Cost: 60,000
Expenses: 1,000
Time: 10 Years
Result: +80,000 Income

[] Weaving Houses (Northern Wallachia) - Creation of cloth is a necessary step if one has the clothing for winter, summer, and other seasons, merchants buy these cloths produced by the houses they sell them to populace and the cycle repeats. DC 15
Cost: 30,000
Expenses: 500
Time: 5 Years
Result: +40,000 Income

[] Weaving Houses (Southern Wallachia) - Creation of cloth is a necessary step if one has the clothing for winter, summer, and other seasons, merchants buy these cloths produced by the houses they sell them to populace and the cycle repeats. DC 15
Cost: 30,000
Expenses: 500
Time: 5 Years
Result: +40,000 Income

[] Farms (Wallachia) - While there are many farms in Wallachia those are all in poor conditions, introducing your more modern methods of farming will surely increase how much food is harvested. DC 35
Cost: 40,500
Time: 14 Years
Result: +400,000 Income; +800,000 Food

[] Farms (Northern Wallachia) - While there are many farms in Wallachia those are all in poor conditions, introducing your more modern methods of farming will surely increase how much food is harvested. DC 15
Cost: 20,500
Time: 9 Years
Result: +200,000 Income; +400,000 Food

[] The Future of War Part 1: Factories will be needed, their purpose to sorely create the supplies needed to use your new weapons and the weapons themselves. DC 25
Cost: 800
Expenses: 250
Times: 5 Years
Result: The Future of War Part 2 Unlocked

[] Mines (Wallachia) - There are many mines spread out in Wallachia but all of them are in poor conditions, both for a workplace and how to get said minerals, implementing your form of mining will certainly increase not only your popularity amongst the miners as well as the amount of minerals gained. DC 80
Cost; 600,000 Gold
Time: 10 Years
Result: +800,000 Income

[] Mines (Northern Wallachia) - There are many mines spread out in Wallachia but all of them are in poor conditions, both for a workplace and how to get said minerals, implementing your form of mining will certainly increase not only your popularity amongst the miners as well as the amount of minerals gained. DC 40
Cost: 300,000
Time: 5 Years
Result: +300,000 Income

[] Mines (Southern Wallachia) - There are many mines spread out in Wallachia but all of them are in poor conditions, both for a workplace and how to get said minerals, implementing your form of mining will certainly increase not only your popularity amongst the miners as well as the amount of minerals gained. DC 40
Cost: 300,000
Time: 5 Years
Result: +300,000 Income

[] Expand Mines (Mousilion) - Expanding both the gold and iron mines (hopefully without any accidents this time) will increase the amount of gold you get per year, while also allowing other things if the people of the engineering team are anything to go by. DC 23
Cost: 890
Time: 5 Years
Result: +1,200 income. New options

[] Clothier (Mousilion) - Clothes are necessary for the day to day living as well for surviving, warm clothes for winter are needed if you don't want to freeze to death after all. DC 15
Cost: 1,500
Time: 2 Years
Result: +500 Income

[] Cattle Pens (Wallachia) - Larger cattle farms have more land and better, more permanent, housing for the animals they keep. DC 10
Cost: 10,000 Gold
Time: 8 Years
Result: +20,000 Income, +80% For Human Pop Growth.

[] Cattle Pens (Southern Wallachia) - Larger cattle farms have more land and better, more permanent, housing for the animals they keep. DC 5
Cost: 5,000
Time: 4 Years
Result: +10,000 Income, +40% For Human Pop Growth

[] Hunting Camps (Wallachia) - Wallachia has many different animals present in it, their furs can be used for trade while the meat can be used for consumption. DC 20
Cost: 10,000
Time: 8 Years
Result: +2,000 Income, +10% to human population growth

[] Hunting Camps (Northern Wallachia) - Wallachia has many different animals present in it, their furs can be used for trade while the meat can be used for consumption. DC 10
Cost: 5,000
Time: 4 Years
Result: +1,000 Income; +5% To Human Population Growth

[] Hunting Camps (Southern Wallachia) - Wallachia has many different animals present in it, their furs can be used for trade while the meat can be used for consumption. DC 10
Cost: 5,000
Time: 4 Years
Result: +1,000 Income; +5% To Human Population Growth

[] Stone Cutters: Marble is a construction resource mainly used for construction of great buildings, while you do not have such projects in mind yet, it doesn't bother to be prepared, and many nations like marble themselves. DC 20
Cost: 1,000
Time: 3 Years
Result: New Options.

[] Cinnabar Mining Pits: Everyone likes colorful clothes after all, it is a great industry found all over the world. DC 20
Cost: 2,000
Time: 4 Years
Result: +2,000 Income

[] Vineyards: The wineries of Wallachia are famed for the wine they produce said to be the best in the whole world, but the wineries are way backwards in their approach of wine making, adding a more modern approach will certainly make so that production rises. DC 30
Cost: 3,000
Time: 5 Years
Result: +5,000 Income

[] Woodsman Huts: There are many forests in Wallachia, the wood they give is necessary for the construction or manufacture of many different objects and materials. DC 20
Cost: 35,000
Time: 7 Years
Result: +9,000 Income

[] Armorsmiths: Smiths with the sole purpose of creating high-end military armor such as plate and half plate. DC 35
Cost: 350
Expenses: 230
Time: 1 Year
Result: Unlocks higher-end armor production such as half-plate and full plate armor.

[] Weaponsmiths: Smiths with the sole purpose of creating weapons of war of high quality. DC 34
Cost: 340
Expenses: 220
Time: 1 Year
Result: Unlocks the production of higher-quality weapons.

[] Build Naval Infrastructure: Naval dockyards and harbors will be necessary for future actions involving the ocean, such as sea trade, the harbors and dockyards of Wallachia can be improved. DC 25
Cost: 10,000
Expenses: 200
Time: 4 Years
Result: Naval Infrastructure build. New options.

Choose 2

[X] Root Out Cultists: You can feel the presence of the ruinous powers in this land faint as it is, rooting out the weeds before they grow into something problematic is definitely a good thing to do. DC ???
Cost: 0
Time: 1 Year
Result: Roll Dependable

[] Support Radicals: Contact the radicals of the vampire civil war and offer support to their cause. DC 30
Cost: 0
Time: 3 Years
Result: Sub vote and update if successful.

[] Steal Technology (Kislev) - The people of Kislev have lived centuries off the frozen wasteland they call home, thanks to their environment they have developed several technologies both civic and militaristic to better survive their environment. DC 75
Cost: 0
Time: 5 Years
Result: New tech stolen gained.

[] Steal Technology (Estalia): The steel of Estalia is famous around the world, obtaining the methods of forging will give your forces great benefits. DC 120
Cost: 0
Time: 5 Years
Result: Estalia Steel Acquired.

Choose 3

[] Radio: Long range communications through energy waves, which replicates the original signal and sends the message. DC 95
Cost: 1,000
Time: 12 Years
Result: New Options

[] Oil: Your research team has theorized of a substance that will allow new avenues and progress. DC 75
Cost: 900
Time: 10 Years
Result: New tech trees unlocked

[] Improved Weapons I - Personal and crew served weapons for infantry as well as the various other bits of kit a soldier needs. Improved weapon models and more specialized equipment.. DC 40
Cost: 150
Time: 3 Years
Result: +5 To Units With firearms, new weapons.

Choose 2

[X] Study the runeblade: The broken runeblade was quite the found, you heard of the power behind these blades, it will take time but that power will be yours. DC 100
Cost: 0
Time: 3 Years
Result: Ability to create runeblades.

[] Change Your Banner (Image) - You have a banner though you can change it to something else.
Cost: 0
Time: 1 year
Result: Banner Changed, warning this a one time change only.

[] Practice Your Light Magic: Hysh the lore of light it is the first lore of magic you have, you never had time to properly train it as it had more pressing matters at the moment. DC 25
Cost: 0
Time: 1 Year
Result: New light spell

[] Practice your vampire magic: Vampires have their own type of magic, it is similar to common necromancy but it is more strong whether because of the nature of vampires as undead or something else no one knows. DC 15
Cost: 0
Time: 1 Year
Result: New vampiric spell

[] Practice Your Shadow Magic: Ulgu, is the lore of shadows which you recently learned, one of its main focuses are the art of illusions. DC 20
Cost: 0
Time: 1 Year
Result: New shadow spell

[] Practice Beast Magic: Ghur, the Lore of Beasts is the Brown Wind of Magic, which is often called the Aethyrs wild and bestial spirit, its spells range from shapeshifting to offensive, defensive and even communication of the beasts of the wild. DC 60
Cost: 0
Time: 1 Year
Result: Learns New Beast Spell

[] Practice Your Life Magic: The lore of life focuses itself on the manipulation of the woods and the waters of the world, the latter being in any state. 40
Cost: 0
Time: 1 Year
Result: New Life Spells

[] Practice Your Death Magic: The lore of death is the inevitability that death comes, mortals fear the cold touch of death but immortals fear just as much. DC 15
Cost: 0
Time: 1 Year
Result: New Death Spells

[] Practice Your Metal Magic: The lore of metal focuses on the manipulation or transmutation of any metal. DC 20
Cost: 0
Time: 1 Year
Result: New Metal Spells

[] Learn Fire Magic: Aqshy, the Lore of Fire, is the Red Wind of Magic, and it is the coalescence of the emotional experience and abstract of passion in its widest possible sense. It is the projection of brashness, courage, and enthusiasm. It is also an expression of the mortal feelings of warmth and heat that is often felt in a state of high emotion. DC 69
Cost: 0
Time: 1 Year
Result: Learns New Lore: Lore of Fire

[] Learn Heaven Magic: Azyr, the Lore of Heavens is the Blue Wind of Magic, and it is said to be a manifestation of the Aethyr's reflection of inspiration and that which is out of reach. DC 45
Cost: 0
Time: 1 Year
Result: Learn New Lore: Lore of The Heavens

Treasury: 10,800,383,630
Income: 580,225
Expenses: 2,340
 
[X] Plan: Get To Work
-[X] Army of The Living: You have literally millions of subjects, you can start recruiting living troops off them. DC 25
Cost: 15,000 Gold
Expenses: 10,000 Gold
Time: 4 Years
Result: +50,000 Swordsmen
-[X] Coastal Fortifications (Northern Wallachia) - There are many threats that can come from the sea, from monsters to raiders, fortifying the coast is a wise decision. DC 40
Cost: 1,500,000 Gold
Time: 10 Years
Result: Northern Wallachia coast fortified against raiders and invaders
-[X] Tilea Trade Talks: Open trade talks with the Tilean government. DC 50
Cost: 0
Time: 2 Years
Result: Roll Dependable
-[X] Estalian Relations: Talking with geographic neighbors is always a good thing, and Estalia has much to offer, but first your diplomats must, secretly, reach them. DC 40
Cost: 0
Time: 2 Years
Results: Talks with Estalia opened up, roll dependent on what emerges from them.
-[X] Dwarven Negotiations (Grey Mountains) - Commerce talks with the dwarves f. DC 40
Cost: 0
Time: 2 Years
Results: sub vote and update.
-[X] Temples of Shallya: The goddess Shallya is very popular amongst your subjects, and you personally have nothing against her, so building temples dedicated to her will definitely increase your popularity among them. What's the worst that can happen? DC 20
Cost: 5,000
Time: 3 Years
Result: Popularity increased; ???
-[X] Cathedrals: Build grand cathedrals all over your empire where thousands can pray to your glory. DC 10
Cost: 35,000
Time: 5 Years
Result: Population further indoctrinated.
-[X] Emissaries (Estalia): Send Emissaries towards the location to spread a new faith, your faith. DC 35
Cost: 0
Time: 5 Years
Result: Roll Dependent
-[X] Administrative Works: Contract administrators and other groups to handle most affairs giving you more time to handle other things. DC 10
Cost: 500
Time: 2 Years
Result: +2 Actions To all sections (Martial, Diplomacy, etc)
-[X] Support Radicals: Contact the radicals of the vampire civil war and offer support to their cause. DC 30
Cost: 0
Time: 3 Years
Result: Sub vote and update if successful.
-[X] Steal Technology (Kislev) - The people of Kislev have lived centuries off the frozen wasteland they call home, thanks to their environment they have developed several technologies both civic and militaristic to better survive their environment. DC 75
Cost: 0
Time: 5 Years
Result: New tech stolen gained.
-[X] Improved Weapons I - Personal and crew served weapons for infantry as well as the various other bits of kit a soldier needs. Improved weapon models and more specialized equipment.. DC 40
Cost: 150
Time: 3 Years
Result: +5 To Units With firearms, new weapons.
-[X] Oil: Your research team has theorized of a substance that will allow new avenues and progress. DC 75
Cost: 900
Time: 10 Years
Result: New tech trees unlocked
-[X] Radio: Long range communications through energy waves, which replicates the original signal and sends the message. DC 95
Cost: 1,000
Time: 12 Years
Result: New Options
-[X] Practice Your Life Magic: The lore of life focuses itself on the manipulation of the woods and the waters of the world, the latter being in any state. 40
Cost: 0
Time: 1 Year
Result: New Life Spells
-[X] Learn Heaven Magic: Azyr, the Lore of Heavens is the Blue Wind of Magic, and it is said to be a manifestation of the Aethyr's reflection of inspiration and that which is out of reach. DC 45
Cost: 0
Time: 1 Year
Result: Learn New Lore: Lore of The Heavens

Any suggestions?

Edit: my reasoning for choosing army of the living instead of another fortification is because if we lock in that slot now we may end up needing it later. Like how we couldn't declare war on Bretonnia when we wanted to because of us not having any martial actions.

Edit 2: If it becomes allowed I plan on changing practice life magic to assisting estalia or tilea in exchange for an alliance and trade.
 
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@Alucard Vampiry can we get a personal action to teleport over to Tilea to offer our assistance against the undead over there to them in exchange for trade and an alliance? Or if it's to far away could we do the same offer but to estalia
 
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[X]Fortifaction for the long haul
-[X] Border Fortifications (Wallachia) - You have borders with various nations it is better to fortify them, just in case. DC 40
Cost: 1,000,000 Gold
Time: 20 Years
Result: Borders with the other nations fortified.
-[X] Coastal Fortifications (Wallachia) - There are many threats that can come from the sea, from monsters to raiders, fortifying the coast is a wise decision. DC 80
Cost: 3,000,000 Gold
Time: 20 Years
Result: Wallachia Coasts Fortified against raiders and invaders.
-[X] Dwarven Negotiations (Grey Mountains) - Commerce talks with the dwarves f. DC 40
Cost: 0
Time: 2 Years
Results: sub vote and update.
-[X] Tilea Trade Talks: Open trade talks with the Tilean government. DC 50
Cost: 0
Time: 2 Years
Result: Roll Dependable
-[X] Estalian Relations: Talking with geographic neighbors is always a good thing, and Estalia has much to offer, but first your diplomats must, secretly, reach them. DC 40
Cost: 0
Time: 2 Years
Results: Talks with Estalia opened up, roll dependent on what emerges from them.
-[X] Cathedrals: Build grand cathedrals all over your empire where thousands can pray to your glory. DC 10
Cost: 35,000
Time: 5 Years
Result: Population further indoctrinated.
-[X] Temples of Shallya: The goddess Shallya is very popular amongst your subjects, and you personally have nothing against her, so building temples dedicated to her will definitely increase your popularity among them. What's the worst that can happen? DC 20
Cost: 5,000
Time: 3 Years
Result: Popularity increased; ???
-[X] Emissaries (Estalia): Send Emissaries towards the location to spread a new faith, your faith. DC 35
Cost: 0
Time: 5 Years
Result: Roll Dependent
-[X] Administrative Works: Contract administrators and other groups to handle most affairs giving you more time to handle other things. DC 10
Cost: 500
Time: 2 Years
Result: +2 Actions To all sections (Martial, Diplomacy, etc)
-[X] Support Radicals: Contact the radicals of the vampire civil war and offer support to their cause. DC 30
Cost: 0
Time: 3 Years
Result: Sub vote and update if successful.
-[X] Steal Technology (Kislev) - The people of Kislev have lived centuries off the frozen wasteland they call home, thanks to their environment they have developed several technologies both civic and militaristic to better survive their environment. DC 75
Cost: 0
Time: 5 Years
Result: New tech stolen gained.
-[X] Radio: Long range communications through energy waves, which replicates the original signal and sends the message. DC 95
Cost: 1,000
Time: 12 Years
Result: New Options
-[X] Oil: Your research team has theorized of a substance that will allow new avenues and progress. DC 75
Cost: 900
Time: 10 Years
Result: New tech trees unlocked
-[X] Improved Weapons I - Personal and crew served weapons for infantry as well as the various other bits of kit a soldier needs. Improved weapon models and more specialized equipment.. DC 40
Cost: 150
Time: 3 Years
Result: +5 To Units With firearms, new weapons.
-[X] Learn Fire Magic: Aqshy, the Lore of Fire, is the Red Wind of Magic, and it is the coalescence of the emotional experience and abstract of passion in its widest possible sense. It is the projection of brashness, courage, and enthusiasm. It is also an expression of the mortal feelings of warmth and heat that is often felt in a state of high emotion. DC 69
Cost: 0
Time: 1 Year
Result: Learns New Lore: Lore of Fire
-[X] Learn Heaven Magic: Azyr, the Lore of Heavens is the Blue Wind of Magic, and it is said to be a manifestation of the Aethyr's reflection of inspiration and that which is out of reach. DC 45
Cost: 0
Time: 1 Year
Result: Learn New Lore: Lore of The Heavens

I asummed the pre X'd votes were already taken and not counted in the options to choose. So the idea for the plan is Fort up and prepare for the long haul, which is the reason I went for Adminstrative work for the more actions.


Edit: my reasoning for choosing army of the living instead of another fortification is because if we lock in that slot now we may end up needing it later. Like how we couldn't declare war on Bretonnia when we wanted to because of us not having any martial actions.
You should take the Administrative Works for the more actions.
 
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-[X] Administrative Works: Contract administrators and other groups to handle most affairs giving you more time to handle other things. DC 10
Cost: 500
Time: 2 Years
Result: +2 Actions To all sections (Martial, Diplomacy, etc)
I didn't even see this. I feel stupid. I'm definitely adding it to my plan.

Edit: Thanks for the heads up
 
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[X] Plan MOAR ACTIONS!
-[X] Border Fortifications (Wallachia)
-[X] Coastal Fortifications (Wallachia)
-[X] Elven Relations (Athel Loren)
-[X] Estalian Relations
-[X] Tilea Trade Talks
-[X] Cathedrals
-[X] Temples of Shallya
-[X] Emissaries (Empires of Man)
-[X] Administrative Works
-[X] Support Radicals
-[X] Steal Technology (Kislev)
-[X] Radio
-[X] Oil
-[X] Improved Weapons I
-[X] Learn Fire Magic
-[X] Learn Heaven Magic


Okay Martial wise, we don't really need more troops just yet. More fortifications to protect our fleshy weak subjects, yes please. Yes actions will be taken up for the next few turns, but it's five years right? Plus admin selection gives us more actions. Diplomacy, we already have decent relationship with the dwarves, so it's better to improve our other ones. For Piety, Shallya always seemed decent and more indoctrination for our church is not bad considering all the new subjects. And might as well start infiltrating the empire and build up worshippers there.

Admin works is well self explanatory as per the plan name. For Intrigue, picked Kislev instead of Estalia, as we don't really need that much steel right now. Might get something inserting either way. Just picked all available actions for learning and personal, well, just wanted to round us out by learning all the Winds.

edit: @dbRevned, DAMN YOU!! All the time typing!!

Well I guess this is an alt plan for the diplomacy side.
 
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[X] Plan: Get To Work

I don't think fortifying is worth it unless we take the options that take 10 years because the blood tide is probably going to be here in 1-2 turns.

Also I'm pretty upset about us not getting cattle pens again but it is necessary.
 
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