How about putting Valachia and Tilea/Estalia in a pseudo federation? with maybe the guys in Borderlands too. This way we can slowly anex them instead of just outright conquer. thoughts?
 
How about putting Valachia and Tilea/Estalia in a pseudo federation? with maybe the guys in Borderlands too. This way we can slowly anex them instead of just outright conquer. thoughts?
I feel like you have misunderstood what a federation is. It's a group of states with a central government but independence in internal affairs. So if we made a federation we would already completely control them barring their internal affairs so making one in order to conquer them is kind of pointless.
 
I would like to discuss what we plan to do for our actions next turn since it always seems like by the time we get to the time to make plans we never really discuss anything until after the plans have already been made and people have voted for them. So these are the actions I'm thinking of taking next turn so far

Martial
-Border Fortifications (Northern Wallachia)
-Border Fortifications (Southern Wallachia)
-Coastal Fortifications (Southern Wallachia)
-Undecided but we might have to use a martial slot to assist Estalia or Tilea. If not then we probably want to do Flag signals or maybe recruit some sailors/soldiers for our navy we plan on building.
Diplomacy(We don't know what actions we will have for this but this is what I want to use them for if we are able to)
-Vampire Radicals (To increase our popularity with them.)
-Tilea
-Estalia
-Undecided
-Undecided
Piety
-Send emissaries to the empire of man.
-Maybe send more emissaries to Tilea.
-Maybe send more emissaries to Estalia.
-Undecided
-Undecided
Stewardship
-Dragon Hatcheries
-Magical Schools
-Cattle Pens (Southern Wallachia)
-Build Naval Infrastructure
-Mines (Northern Wallachia)
Intrigue
-Root out cultists again
-Maybe try to find magical artifacts
-Undecided
-Undecided
-Undecided
Learning
-Ship schematics(If possible)
-Undecided
-Undecided
Personal
-Practice Your Light Magic
-Learn Fire Magic
-Practice your vampire magic
-Help Estalia(If we are able to use a personal action to do so)
-Help Tilea(If we are able to use a personal action to do so)

My mind might change depending on the rumor mill and how things turn out this turn but this is what I'm thinking so far. What does everyone else think we should do next turn? This ended up being entirely to long. I'm sorry about that.
 
I feel like you have misunderstood what a federation is. It's a group of states with a central government but independence in internal affairs. So if we made a federation we would already completely control them barring their internal affairs so making one in order to conquer them is kind of pointless.
oh nvm, thought federation means a group of nations that keep their autonomy etc...
I guess we could go for something like making the state dependent on us, have them have the same laws , economy, as us.
And slowly erod their autonomy?
Could that work?
 
oh nvm, thought federation means a group of nations that keep their autonomy etc...
I guess we could go for something like making the state dependent on us, have them have the same laws , economy, as us.
And slowly erod their autonomy?
Could that work?
I can't really see anyway to make them dependent on us and if we forced them to have the same laws and other such it would be pretty much be the same thing as forcefully conquering them anyway.

If we want to take over another the nation there is pretty much only three ways I think we could do it. The first is through forcefully conquering them.
The second is by the nation having such a large problem that when we come in to fix it the people want us to rule since we were capable of protecting them unlike their current rulers.
The third is by spreading our religion to the point the majority of a nations kingdom worships us which would make it very easy to have the leaders of that nation that still don't worship us to be dealt with at which point the nation would likely be handed to us.

Really we still have a lot to do in our empire before we take over anywhere else so it would probably be best to just make some alliances for now. Of course if some place attacks us or any of our worshippers I'm still going to advocate we conquer that nation.
 
I was leaning more on economic reliant thingie, i.e. make a monopoly on lots of basic/important goods, influence politics to our view, apoint pupets, etc..
 
I don't really see how we could do that though? Like how would we make them economically reliant on us.
like, we sell cheaper-their local manufactories can't keep up with our better/more goods, we "make" it so that they can only export non-processed goods (preferably mostly only to us). This would mean that all the rich ppl and nobles in said country are either afraid/controlled(puppet) by us, or simply their best option at getting richer, which means that we can influence the highclass i.e. their politics, which means we get a way of making them even more reliant on our stuff (food, drinks, clothes, weapons, good wood , mercenaries/soldiers, which even if not in a complete maner, would heavily stack our interests being theirs too, cause even just 10% of any basic/esential goods is a lot).
Basically, we try having them give an inch, and swiftly go in taking as much as possible. And since this is pretty much a deathworld, a lot of ppl wouldn't mind small things like slowly , and increasingly, let a foreign cult in their land for stuff like lots of guns etc..., or even just food if there's a famine .
That's just an example, we could otherwise force them to stay neutral in any fights we get into (or even have them help), get raw material like iron, 'n stuff, Maybe have them send those "troublesome" kids with magic potential?
idk, I only know WHF from the total war game and quests such as this .
 
like, we sell cheaper-their local manufactories can't keep up with our better/more goods, we "make" it so that they can only export non-processed goods (preferably mostly only to us). This would mean that all the rich ppl and nobles in said country are either afraid/controlled(puppet) by us, or simply their best option at getting richer, which means that we can influence the highclass i.e. their politics, which means we get a way of making them even more reliant on our stuff (food, drinks, clothes, weapons, good wood , mercenaries/soldiers, which even if not in a complete maner, would heavily stack our interests being theirs too, cause even just 10% of any basic/esential goods is a lot).
Basically, we try having them give an inch, and swiftly go in taking as much as possible. And since this is pretty much a deathworld, a lot of ppl wouldn't mind small things like slowly , and increasingly, let a foreign cult in their land for stuff like lots of guns etc..., or even just food if there's a famine .
That's just an example, we could otherwise force them to stay neutral in any fights we get into (or even have them help), get raw material like iron, 'n stuff, Maybe have them send those "troublesome" kids with magic potential?
idk, I only know WHF from the total war game and quests such as this .
I don't think this would be to effective in the current time period. It isn't like modern society, most of the people will just buy based on what they can get to the quickest due to the size of the world and how the social classes are broken up. I guess the nobles and wealthy merchants and such would be interested in buying stuff cheap and then reselling it but that wouldn't give us a strangle hold on their economy since the poor people would just continue doing as they always have since it wouldn't really change anything for them. Even if we stopped trading with them they could still continue on just fine. It's also just a really bad business deal for us. Also giving away guns seems like a stupid idea that would backfire on us.

The first is through forcefully conquering them.
The second is by the nation having such a large problem that when we come in to fix it the people want us to rule since we were capable of protecting them unlike their current rulers.
The third is by spreading our religion to the point the majority of a nations kingdom worships us which would make it very easy to have the leaders of that nation that still don't worship us to be dealt with at which point the nation would likely be handed to us.
If we plan on taking over a place I think we should do one of these.
 
guys do you have ideas of side stories I can make ?. am locked in my house because of a cold , so I have free time to make some .
 
Turn 16 Results
[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
-[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
-[X] Tilea Trade Talks: Open trade talks with the Tilean government. DC 50
-[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
-[X] Dwarven Negotiations (Grey Mountains) - Commerce talks with the dwarves f. DC 40
-[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
-[X] Cathedrals: Build grand cathedrals all over your empire where thousands can pray to your glory. DC 10
-[X] Emissaries (Estalia): Send Emissaries towards the location to spread a new faith, your faith. DC 35
-[X] Administrative Works: Contract administrators and other groups to handle most affairs giving you more time to handle other things. DC 10
-[X] Support Radicals: Contact the radicals of the vampire civil war and offer support to their cause. DC 30
-[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
-[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
-[X] Oil: Your research team has theorized of a substance that will allow new avenues and progress. DC 75
-[X] Radio: Long range communications through energy waves, which replicates the original signal and sends the message. DC 95
-[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
-[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



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: Completed
Roll: 1d100+35 = 74

The majority of the recruits came from the various militias or retired men at arms that were still in fighting shape, they were drilled to your stands and given weapons and armor that were on par with the stand leather and steel of the empire. They were ready for any order that you give to them.

Result: +50,000 Swordsmen

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: 5 Years
Roll: 1d100+35 = 119

Fortifications of the northern coast are progressing well, forts are being built along with watchtowers, all along the coast the sounds of the building of the defenses are being heard.

(Undead) Infantry Rearmament: Mousilion's undead are equipped often with what they wield 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: Completed
Roll = autosuccess

The rearmament is finished all of your undead forces now possess brand new equipment, of course they need to be maintained.

Result: +10 to all undead infantry combat rolls, +10% maintenance cost (due to maintaining said weapons and armor).

Tilea Trade Talks: Open trade talks with the Tilean government. DC 50
Cost: 0
Time: Complete
Roll: 1d100+35 = 118
Talks with the king of Tilea and his council went well despite initial tensions, a trade agreement was accepted since the king and his advisors saw no problem in it, Tilea would get more coin to support themselves in the war against the undead and you would get richer as well even if you did not lak in coin at the moment, everybody won.

Result: Trade deals with the Kingdom of Tilea, +35,000 Income, new options.

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: Complete
Roll: 1d100+35 = 42

Talks with the estalian council went well, but while relations with them can at best be considered neutral they aren't much interested in trade between you and them even if the option is at the table, but they come around anyway they were merchants after all.

Results: Talks with Estalia opened up, new options.

Dwarven Negotiations (Grey Mountains) - Commerce talks with the dwarves. DC 40
Cost: 0
Time: Complete
Roll: 1d100+35 = 69

Mini-Turn - Dwarven Negotiations

Results: sub vote and update.

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: Completed
Roll: 1d100+35 = 92

Building temples dedicated to Shallya proved to be a very smart choice as your popularity amongst the human population has reached a new level also, there is also a high increase in the amount of doves in the region where the temples were built. they also seem to be whispering something with stupid smiles on their faces, it is probably nothing

Result: Popularity increased; Your worshippers now ship you with Shallya congratulations.

Cathedrals: Build grand cathedrals all over your empire where thousands can pray to your glory. DC 10
Cost: 35,000
Time: Completed
Roll: 1d100+35 = 120

Cathedrals were built all over the regions of your empire where thousands of men, women and children go to pray to you. The congregations are headed by the cardinals assigned to said cathedrals.

Result: Population further indoctrinated.

Emissaries (Estalia): Send Emissaries towards the location to spread a new faith, your faith. DC 35
Cost: 0
Time: Complete
Roll: 1d100+35 = 105

Emissaries were sended over to the Kingdom of Estalia, they laid the foundations of your faith upon the nation approximately 10% of the entire population of Estalia now prays to you.

Result: 10% of Estalia Converted.

Centralization: Centralize all of the villages in the different dukedoms of your kingdom into single or multiple towns. DC 30
Cost: 100,000
Time: Complete
Roll: 1d100+35 = 106

the villages that were decentralized over your territory are now centralized into a single or multiple towns, this makes things easier if you want to do projects that affect all of them.

Result: Villages centralized into proper towns. New options.

Administrative Works: Contract administrators and other groups to handle most affairs giving you more time to handle other things. DC 10
Cost: 500
Time: Completed
Roll; 1d100+35 = 49

You contacted several administrators, engineers, scientists, and other groups who are handling several other things, liberating you from several mountains of paperwork and freeing you time for other actions.

Result: +2 Actions To all sections (Martial, Diplomacy, etc)

Dragon Orders: It is time to build the headquarters of the dragon orders. DC 15
Cost: 30,000
Time: Completed
Roll: 1d100+35 = 87

The headquarters of the dragon orders are all built in the regions which are accessible to their respective order of dragon, the forest dragon order stays in the forest, the lighting dragon order on a mountain, and so on and so on.

Result: Headquarters of the dragon orders constructed and ready to be used.

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: Completed
Roll: 1d100+35 = 116

Your agents have caught thousands of cultists all over the empire, the most prominent of cultist cells being the ones from Lyonesse, while they were many cells destroyed there are still those who are so hidden that is almost impossible to find as they have decided to lay low after your purges, but fortunately there is a high chance that they won't cause any problems as their numbers are to low too guarantee a immediate purge.

Result: Territory cleansed of cultist activity, about 99.99% of the cultists of chaos purged from Wallachia.

Support Radicals: Contact the radicals of the vampire civil war and offer support to their cause. DC 30
Cost: 0
Time: Complete
Roll: 1d100+35 = 102

Mini-Turn: Support The Radicals

Result: Sub vote and update.

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: Complete
Roll: 1d100+35 = 120

the technology of Kislev focuses on the survival on what could very well be the worst climate in the world, the cold is so rigid that without the proper protection you can freeze in a matter of minutes, so your agents stole the method of clothing that were developed through many centuries of trial and error to endure the harshest of winters, as for military the Kislev put better emphasis on cavalry than on land infantry and so they have better lances, horse breeding, saddlers, etc. Which was stolen as well.

Result: New tech gained: Civic - Bette clothing and survival methods for winters; Military - Advanced Lances, Saddlers, Horse Breeding Methods, Etc (Basically what you need fo a advanced cavalry unit.

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: Complete
Roll: 1d100+35 = 88

Improved models of firearms which allowed a faster firing rate, and less chance of malfunction in the midst of a battle , personal and crew served weapons along with a basic maintenance kit for the soldier to use on his weapon if it has a light malfunction.

Result: +5 To Units With firearms, new weapons.

Oil: Your research team has theorized of a substance that will allow new avenues and progress. DC 75
Cost: 900
Time: 5 Years
Roll: 1d100+35 = 101

Your researchers continue apace at the possible applications of this new resource and how to extract it, they already have found a couple of deposits that are accessible and are making experiments with it.

Radio: Long range communications through energy waves, which replicates the original signal and sends the message. DC 95
Cost: 1,000
Time: 12 18 Years
Roll: 1d100+35 = 1

There was an accident on the project, an explosion which resulted in the deaths of various members of the senior staff, as well as the injury of dozens of others; the notes of the project that were going on were completely destroyed. the project is now delayed by multiple years.

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: Complete
Roll: 1d100+35 = 101

You have finished your studies on the runeblade, at least for now, and you can make your own variation of the runes. Your version being an offshoot of the original being very similar in shape and inscription but is totally different from the runes inscribed on the blade, you also can not make unes on the same level as those on the runeblade they are way too advanced to you. But you can always study the rune lore more so you can advance your studies upon the subject

Result: Learned Rune Magic. Can create lesser runes.

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: Complete
Roll: 1d100+35 = 75

You continue your studies on the lore of life, you feel the bond between you and the earth you walk upon never felt stronger.

Result: New Life Spells - The Cloak of Dain, The Dwellers Below, Drain Life, Earth Blood, Earth Gate (or Earthpool), The Emerald Pool, Father of Thorns, Fat of the Land

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: Complete
Result: Learned New Lore: Lore of The Heavens - Azure Blades, Birdspeak, The Cerulean Shield, Chain Lightning, Clear Sky, Comet of Casandora, Crystal Charioteer, Curse.

Treasury: 10,798,113,195
Income: 580,225
Expenses: 13,584
 
Last edited:
I gonna go dwarven negotiations -> support radicals - > rumor mill -> turn 17. Gonna also do a informational sheet about runes so don't worry about that, as well as firearms for better visualization.
 
Learn Heaven Magic was cut off.
It wasn't the name of the spell is literaly curse:
Warhammer Wiki said:
Curse - Curses one opponent within the immediate area. For the next twenty-four hours, the target suffers a greater chance at failure in all endeavors, and is more susceptible to harm. A target person can only be the subject of one curse at a time.
 
Back
Top