Sartier Quest: A Tale of Song, Gods, and Trouble (CK2-Let's Go Hunt Gods, SV!)

You still have another turn to go before Rita finishes her Naval Songweaver research, at which point we'll assess. If you do make breakthroughs regarding Naval Songweaving, then yet can share with the Royal Navy if you choose. If you do so, they will be very happy campers, especially if it's something major.
Training new characters in Naval Songweaving will still be restricted at the moment to getting permission (again if necessary) and sending them to the Arsenal, though, correct?

Does the Royal Army have anything similar in terms of special sauce that we're aware of and that they'd be potentially willing to teach?
 
Training new characters in Naval Songweaving will still be restricted at the moment to getting permission (again if necessary) and sending them to the Arsenal, though, correct?

Does the Royal Army have anything similar in terms of special sauce that we're aware of and that they'd be potentially willing to teach?
Once Rita finishes her action, she can arrange the training herself.

The Royal Army uses the standard techniques, since the standard techniques are land-focused.
 
There's a little over a dozen songs in the set, including four Elite songs that no one in Sartier outside of Rita can cast, because the Royal Navy's last elite songweaver retired and passed away a while ago.
Hmm, would having 2-3 (presuming Monica learns it and Evelyn makes Elite Songweaver) Elite Naval Songweavers be enough to qualify Tellar as a Naval House? You know, given that its 3 more Elite Naval Songweavers than anyone else has.
 
Hmm, would having 2-3 (presuming Monica learns it and Evelyn makes Elite Songweaver) Elite Naval Songweavers be enough to qualify Tellar as a Naval House? You know, given that its 3 more Elite Naval Songweavers than anyone else has.
Maritime Power, Infrastructure, Traditions, are the three pillars.

Being able to deploy multiple Elite Songweavers certainly gives you Maritime Power, and you now have a large amount of ships (enough that Carlisle and Sonissimmo are both, you may have noticed, attempting to lay down more hulls to overtake you again - not Dale, though...), and it goes a little to Traditions, particularly after Evelyn's work.

However, you have no shipyards, and decrepit docks, and your vassals can only provide you with 3 berths, and those only fit for Flutes rather than Oboes. There are relevant actions to take to start improving these things. The fact that you have Khironex ties helps as well, since they are very well respected in Sartieran naval circles.
 
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Maritime Power, Infrastructure, Traditions, are the three pillars.
Infrastructure's going to be a right bitch, it'll take forever to build and there's a tonne of other infrastructure we need to set down too.

I presume a functional set of docks and an Oboe Shipyard with say... four lanes would be enough for us to qualify on the basis of Infrastructure?
"Plus the bloody House down there is apparently trying to convince all who will listen that they should be the southern answer to Castle Mastiff, the first bulwark against Tranquility pirates. If we want to shut them up, we'll need to throw our weight around."
In the eyes of Antonia, Evelyn and Luna how much of a terrible idea is this?

Also, I've been convinced to submit a plan this turn, though I'll wait a day or two before I do so (when the update comes out).
 
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Notably, something interesting:

SONISSIMMO
Penny Sonissimmo - Expand Balan Arsenal to 5 Royal Slipways -10,000g, 4,000g/turn, 3 turns, +1,000g Civil Upkeep
Roll 29 + 33 + 14 + 13 = 89, success
Decrease duration, 101+: 31 + 33 = 64, fail
Decrease cost, 81+: 36 +33 = 69, fail
Decrease Civil Upkeep, 81+: 94+33 = success

Shipyard Capacity to 12/12/5, 10,000g, 4,000g/turn, 3 turns, +500g Civil Upkeep


LOCKED to end turn 4

*Shipbuilding Order
+8 Oboes at Balan Harbour for House Fleet, 6,800, 2 turns (1,200g savings)
  1. Sale of 4 oboes to Sarba nets 600g profit.

LOCKED to end turn 3, Influence Released
Because Sonissimmo still controls the Royal Navy, they took the action and cost to expand their shipyard. Technically good for Sartier overall, kinda bad for Tellar. Right now even if we managed to somehow get enough Influence back over the Royal Navy to win them over (ha fat chance of that any time soon), frankly Tellar won't be able to pay for them, especially if they keep expanding.

Maritime Power, Infrastructure, Traditions, are the three pillars.
I presume a functional set of docks and an Oboe Shipyard with say... four lanes would be enough for us to qualify on the basis of Infrastructure?
Well, really, the first question that should be asked is "what does achieving Naval House status actually get us?", other than the components to the act itself.

In the eyes of Antonia, Evelyn and Luna how much of a terrible idea is this?
Spitballing here, it might not strictly be a terrible idea militarily or strategically but it'll certainly a costly one.
 
Trade, I would imagine. There will probably be people interested in visiting Tellar as the new ascendant house but our docks are substandard. That's probably why they go to Carlisle instead. When you look at Carlisle's reaction to Tellar's move, the first thing they thought of was more trade going to their harbor.

Plus, we can fight off pirate raids better instead of depending on the Khironex. They're cool but they probably aren't willing to hang around on retainer for whenever we need them...

Also bridges this turn, yes? Bridges!
 
Well, really, the first question that should be asked is "what does achieving Naval House status actually get us?", other than the components to the act itself.
Nothing, I assume. However, as something to spitball for as a way of becoming a naval power it seems like a good first goal
Spitballing here, it might not strictly be a terrible idea militarily or strategically but it'll certainly a costly one.
Honestly, if its costly but militarily and strategically sound then I'm a lot less salty about it. We've got reserves of funds from the whole Vincennes/Dale debacle.
Also bridges this turn, yes? Bridges!
Honestly, whilst I like the bridge, I'm somewhat queasy about losing one of our stewardship agents for six turns. Hopefully the duration will have decreased somewhat with the new research. I'd rather blitz out the roads in one turn (spending 2 influence) and get a courier system done first.

On the topic of naval infrastructure though, would we be able to combine these two options @Macchiato?
[ ] - One of your immediate vassals, Minor House Rios, hasn't operated their own navy before, but with the current instability they are looking to start. They are reaching out to you to see if you can spare an advisor to help them start up. [-200g, +2 'Flute' Triremes for Rios, +1 Relations with Rios]
-[ ] - Subsidise the construction. This will allow Rios to build a larger force and also make the shipwrights in Gambier happy with you. [-1,000g, Additional +2 Flutes for Rios, +1 Relations with Rios, 30% chance of +1 Relations with Carlisle]

[ ] - The Reynolds of Billfarthing, from whom some of the members of your Court hail, are floating the idea that with Tellar help, they could greatly expand their shipyards. This will let your Minor Houses build their own Flute-grade warships, though it would take further expanding before they can manage the higher-quality Oboes that the major houses uses. After looking over the House Carlisle docks at Vicaria Bay, Juan has penned a number of potential improvements, as well as ways that this expansion can form part of the next wave of infrastructure for House Tellar.[60% base chance of success, 6,000g, 3,000g per turn (2,000g per turn for House Reynolds), +3 Relations with House Reynolds, 6 turns, Flute-grade Shipyard berths increase to 6, Agent available after 2 turns, Counts as 1 Infrastructure Action]

And if not, I presume we'll be able to slot in this as a sub action (not so much a coherent search of the Minor Houses, but more an instruction to keep an eye out for quality people at the House which we're dealing with).
[ ] - An Eye For Talent - Your Minor Houses can be your greatest resource. In addition to bolstering your armies and providing your income, they also provide many varied and useful Courtiers, some of whom can go on to become Councillors, Agents, Generals, or otherwise useful people. There is always a trickle of debutantes and others arriving, but perhaps the local Houses are hiding some gems who would be better off in Harper? [4,000g, Agent proclivities will determine what sort of prospects are located]
 
Also bridges this turn, yes? Bridges!
Honestly, if its costly but militarily and strategically sound then I'm a lot less salty about it. We've got reserves of funds from the whole Vincennes/Dale debacle.
Speaking of which, some projected expected costs this turn for things I believe we should buy. May want to hold that thought about reserves of funds when you see what we could be spending this turn.

1) Military Land Recruitment - 35-45k (see #s from my proposed midturn plan, the costs and amounts still hold)
2) Infrastructure Improvement - 10-20k (Docks or Bridge seem to be the leading choices, I'm content that we've had enough RTM to select one without having missed out while still continuing RTM to improve the other options)
3) Songweaver Research - 15-30k (depending on what is chosen, god forbid multiple are chosen...right now general research looks most appealing to me)
4) Everything else - probably somewhere around 10-15k

So, could be spending somewhere in the neighborhood of 90k this turn. Mind, before anyone gets sticker shock, this is why I deliberately didn't have us spend a ton of money last turn.
 
Infrastructure's going to be a right bitch, it'll take forever to build and there's a tonne of other infrastructure we need to set down too.

I presume a functional set of docks and an Oboe Shipyard with say... four lanes would be enough for us to qualify on the basis of Infrastructure?
It would go a long way, yes. Either in Harper itself, or in Billfarthing as a proxy.


In the eyes of Antonia, Evelyn and Luna how much of a terrible idea is this?
Between the three of them you would get a, very invective laden, explanation about how it'd be great to fortify it even further than they ask. To have Cape Sous as a southern fortification one to go with the northern Castle Mastiff protecting Harper, would be very helpful and improve the mood about the place. Luna Reynolds would also point out extending that further to the Reynolds at Billfarthing.

But, fortifications don't come cheap. High-end, conservative estimate, 42,000 crowns spread over four turns (probably in a ~10k up front, rest ongoing) to take Cape Sous from 1->2 (this is a smidgen cheaper than the Vincennes Harbour Fort project because it is only a minor house) for both their land fort and their harbour fort. But, obviously, it then means that you increase the security of the House that feels most exposed to Tranquility and Teuv (which is all SE of you). Also, they can support +1 semi-professional regiments.

Though a big part of level 2 upgrades is laying the groundwork for level 3 (which is what the Castle Districts of Great Houses use, and most Vassal Houses that aren't over-built Dale and Vincennes).

I'll try and make sure that the opinions of relevant people are clear in the action description.
Also, I've been convinced to submit a plan this turn, though I'll wait a day or two before I do so (when the update comes out).
Glad to hear it :D no plans makes me a sad QM, as @Macchiato will attest...

Well, really, the first question that should be asked is "what does achieving Naval House status actually get us?", other than the components to the act itself.
It's less of a mechanical matter, and more of a philosophical one, in terms of how event tables get altered, actions presented, who sidles up to you, what the Royal Navy thinks of you.
 
Between the three of them you would get a, very invective laden, explanation about how it'd be great to fortify it even further than they ask. To have Cape Sous as a southern fortification one to go with the northern Castle Mastiff protecting Harper, would be very helpful and improve the mood about the place. Luna Reynolds would also point out extending that further to the Reynolds at Billfarthing.

But, fortifications don't come cheap. High-end, conservative estimate, 42,000 crowns spread over four turns (probably in a ~10k up front, rest ongoing) to take Cape Sous from 1->2 (this is a smidgen cheaper than the Vincennes Harbour Fort project because it is only a minor house) for both their land fort and their harbour fort. But, obviously, it then means that you increase the security of the House that feels most exposed to Tranquility and Teuv (which is all SE of you). Also, they can support +1 semi-professional regiments.

Oh my god. I thought since all the Naval Houses seemed to occupy the North in an arc there, that Teuv and Tranquility were up there. You mean all of us on the coast most open to them has to depend on whether Carlisle feels like coming down to save us or Sonissimo / Royal Fleet sailing through basically an entire quadrant just to get to us?

I'm feeling queasy.

Edit: So - docks! I'm cool with docks. Let's build docks.
 
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Well, really, the first question that should be asked is "what does achieving Naval House status actually get us?", other than the components to the act itself.

It's less of a mechanical matter, and more of a philosophical one, in terms of how event tables get altered, actions presented, who sidles up to you, what the Royal Navy thinks of you.

Ninja'd by the quest master. Was guessing Royal Navy opinion would be a big factor.
 
Tellar: We're surrounded on three sides by water and the pirates and expansionist conquerors will probably see us first as a place to establish a foothold. Maybe we should build some amazing docks and navy?

Tellar: ... Nah, you're right. Let's just beat them up if they dare land on our shores.

I'm imagining an army just shadowing any hostile ships from side to side on the peninsula.

But seriously, no wonder Carlisle feels it could have easily been a Great House. They're in an amazing location, near the rest of the Houses and in the middle of the now-Tellar block and they even have a natural harbor. Meanwhile, Tellar feels like the strange people in the mists and forests.

Carlisle: So, we've got a lot of money and we can protect you from pirates with our cool fleet. What do you think?

Tellar: I think your arguments are invalid because Harperknights.

Carlisle: ... A compelling point.
 
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1) Military Land Recruitment - 35-45k (see #s from my proposed midturn plan, the costs and amounts still hold)
2) Infrastructure Improvement - 10-20k (Docks or Bridge seem to be the leading choices, I'm content that we've had enough RTM to select one without having missed out while still continuing RTM to improve the other options)
3) Songweaver Research - 15-30k (depending on what is chosen, god forbid multiple are chosen...right now general research looks most appealing to me)
4) Everything else - probably somewhere around 10-15k
1) I'm still not totally sold on the idea that we need to burn 45k on recruitment, but consider me provisionally on board with it. Have you done the maths for what this will do to our turnly expenses and the vassal houses turnly incomes?
2) I'd actually rather blitz the road option this turn whilst we have 6 influence a turn, so we should be able to burn a couple of influence points on it.
3) I'd like to choose multiple options, but yeah, we can't possibly afford it. I'm leaning towards either spellsword techniques or general research, they've got similar probabilities.

Add that 90k to the fortification cost for Hulland.... That's a lot of money.

But, fortifications don't come cheap.
Amen to that. But given that Teuv and Tranquillity are south of us and these fortifications would be in the south... I'm inclined to say its worth it.

It's less of a mechanical matter, and more of a philosophical one, in terms of how event tables get altered, actions presented, who sidles up to you, what the Royal Navy thinks of you.
Hmm, would it be replacing our status as a powerful land house, or simply in addition to it?
 
Thinking about it, would it be completely terrible if we set off a naval arms race? I mean, given that we know that Teuv is going to try its luck at some point, a naval arms race just means more and better ships.

Provided the arms race doesn't go hot, that is.

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If we have another intrigue action this turn (as in, if we have Mellody as an agent) I'm of the opinion we should do one of the research options for intrigue. I'm inclined towards either Loose Lips or Follow the Money. Probably Loose Lips; ensuring that our court remains spy free is pretty important IMHO.

Actually, @Macchiato, was the meeting in the Turn 1 results session because of a Capo Intrigue action to set up a meeting?

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Thinking further about action plans for the next turn, I'm pretty convinced that we need to have someone survey Greater Harper, probably Theo, thinking about it, unless we're using him somewhere else or we want him to get Veteran Songweaver status. Hmm, thinking about it, @Macchiato what gender and how old are the House Justices for Vincennes, Raleigh and Carlisle?
 
1) I'm still not totally sold on the idea that we need to burn 45k on recruitment, but consider me provisionally on board with it. Have you done the maths for what this will do to our turnly expenses and the vassal houses turnly incomes?
Sure.

Tellar:
+2k upkeep from Inner Guard - There's no upkeep savings by switching to House Spearmen other than a cheaper startup cost (which is part of Tellar's advantages) but they're our only source of Heavy Infantry so we're sort of obligated to take them
+2k upkeep from Tellar House Longbows - Tellar House Men-at-Arms would be the dirt cheap option but we already have a bunch of those and we don't have enough Longbows, which are really, really good. If we were going to spear spam, I'd rather do it in the Militia.
That leaves one Semi-Pro slot open which I've deigned not to fill this turn. That could be another big chunk of change and +2k upkeep for another Longbows regiment but it might instead be smarter to pick up a second Cavalry regiment instead for 11600/+1600 just to give us more options.

Altogether, +4k upkeep, which isn't cheap, but won't kill us, and frankly given the hints we're already getting about military matters we're going to need the troops.

Minors:
Current net income:
Lumen - 4k, Reynolds - 4.5k, Hulland - 4.5k, Rios - 4.5k, Tsu - 5k, Morcombe - 4k

Most of these houses have 1 Semi-Pro regiment and 4 Militia, Tsu has 2 Semi-Pro.

The plan was for Reynolds, Hulland, and Rios to recruit 1 Harper Longbows for +0.125k upkeep and Tsu to recruit 1 Harper Militia and 1 Harper Longbows for +0.25k upkeep. This is a few % upkeep increase for all of them in exchange for a 20% (or so) increase in available forces. I let Lumen and Morcombe off the hook since their finances are worse. Either way, lumping this in now conveniently saves us an Influence later. Technically we could punt this down the road until we do that last recruitment for the final Semi-Pro slot but again the climate is such that we'd really like to have the troops available if they're actually needed, rather than pinching pennies now.

And as a related point:
Also, they can support +1 semi-professional regiments.
This will technically be true but practically speaking they can't actually afford any more semi-pro regiments (and have extra space as it is), so for now it wouldn't do anything for us. I would absolutely love for us to get them each a Tellar House Cavalry regiment but it'd cut deeply into their net income for insufficient gain at this time.

2) I'd actually rather blitz the road option this turn whilst we have 6 influence a turn, so we should be able to burn a couple of influence points on it.
I'm not strictly opposed, but do remember that the sooner the important projects complete, the sooner the income and whatever else effects will be felt. Roads in a single turn is probably okay, barring competing Influence choices, but the courier one is IMHO such marginal benefit for locking up a Stewardship action that it simply shouldn't be considered at this time.

If we have another intrigue action this turn (as in, if we have Mellody as an agent) I'm of the opinion we should do one of the research options for intrigue. I'm inclined towards either Loose Lips or Follow the Money. Probably Loose Lips; ensuring that our court remains spy free is pretty important IMHO.
While we'll have to wait and see, I believe Melody is going to be autocommitted to the assassination of Arnold Vincennes. Even if not, given that she's already in Renmi, it may be smarter to have her do an action there instead if there is one. Establishing a spy ring, basic lay of the land, etc.

Thinking further about action plans for the next turn, I'm pretty convinced that we need to have someone survey Greater Harper, probably Theo, thinking about it, unless we're using him somewhere else or we want him to get Veteran Songweaver status.
Yes, I actually had penciled it into my plan, if we get to pick for Justice. Don't know who specifically yet, though.
 
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Ok, consider me sold on the militia spam. That 4k upkeep is going to be very painful though, given the projects it looks like we have coming up. I'm not totally sold on us actually having the money.
I'm not strictly opposed, but do remember that the sooner the important projects complete, the sooner the income and whatever else effects will be felt. Roads in a single turn is probably okay, barring competing Influence choices, but the courier one is IMHO such marginal benefit for locking up a Stewardship action that it simply shouldn't be considered at this time.
Barring influence cost I'd set up the roads at the same turn as we do either the docks or the bridge. Get the advantage as soon as we can for the roads, hell if we have three influence spare I'd be in favour of getting it done immediately with no cost.

The courier system isn't as big a priority, true. But the purpose of it is as an early warning system, allowing us to react to attacks.
While we'll have to wait and see, I believe Melody is going to be autocommitted to the assassination of Arnold Vincennes. Even if not, given that she's already in Renmi, it may be smarter to have her do an action there instead if there is one. Establishing a spy ring, basic lay of the land, etc.
Ohh of course, if she's already in Renmi then we absolutely should use that.
 
That 4k upkeep is going to be very painful though, given the projects it looks like we have coming up. I'm not totally sold on us actually having the money.
I present it as a project of equal weight that we should make the money for, especially when you consider the lead time: 4 turns for Tellar House Longbows, 3 turns for Tellar Inner Guard. Something else that needs to be kicked off to actually have it ready in time for any number of things that can happen by then.

Barring influence cost I'd set up the roads at the same turn as we do either the docks or the bridge.
We simply don't have the Stewards available to do more than one project at once. We have one (1) Architect who should be actually doing Infrastructure projects and one who can but I argue should be continuing the Read The Manual chain and hitting the rest of the Great and Vassal Houses that have something worth learning about. Picking up Louise Tellar this turn may alleviate that, but that'll then hit us in Influence.
 
I present it as a project of equal weight that we should make the money for, especially when you consider the lead time: 4 turns for Tellar House Longbows, 3 turns for Tellar Inner Guard. Something else that needs to be kicked off to actually have it ready in time for any number of things that can happen by then.
Hadn't considered the lead times. Consider me sold.

We simply don't have the Stewards available to do more than one project at once. We have one (1) Architect who should be actually doing Infrastructure projects and one who can but I argue should be continuing the Read The Manual chain and hitting the rest of the Great and Vassal Houses that have something worth learning about. Picking up Louise Tellar this turn may alleviate that, but that'll then hit us in Influence.
We kindof do. Given that the roads only take a single turn whilst all the other infrastructure projects are multi-turn monstrosities. We can do that and then get 3-4 turns of manual reading in between then and the next project. And that's without taking into account that we'd be benefiting from the roads for multiple turns by that point.

We also need to do the actions investigating trading too, thinking about it.

As for Louise Tellar, we can mostly afford her at current, with 6 influence points spare. Even if Carmen Rios dies we'll still have 3 points of influence with Louise Tellar which is how many we started with. And that's without counting for the fact that we've had some pretty hefty influence increases over the last few turns and those are likely to continue (to some degree).

@Macchiato, can we have a list of the main infrastructure features of each Great and Vassal House that we haven't visited so far?

I presume this sort of thing is fairly common knowledge, after all.
 
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We kindof do. Given that the roads only take a single turn whilst all the other infrastructure projects are multi-turn monstrosities. We can do that and then get 3-4 turns of manual reading in between then and the next project. And that's without taking into account that we'd be benefiting from the roads for multiple turns by that point.

We also need to do the actions investigating trading too, thinking about it.
Hmm. I suppose if we had the Influence to spare this turn, we could conceivably do Roads+2 Influence and Docks/Bridge, but I'd still probably prefer we RTM again instead of doing one of the two in hopes of getting another turn's worth of improvement on either of the big projects. Sonissimmo is almost certainly the next RTM target and they're going to have lots of interesting things to look at.

As for Louise Tellar, we can mostly afford her at current, with 6 influence points spare. Even if Carmen Rios dies we'll still have 3 points of influence with Louise Tellar which is how many we started with. And that's without counting for the fact that we've had some pretty hefty influence increases over the last few turns and those are likely to continue (to some degree).
FWIW, 4 Influence was actually starting, and having more Influence is *supposed* to be the Tellar thing and frankly necessary when doing Diplo maneuvers. Capo's Influence kinda sucks but Sonissimmo Influence is apparently pretty good also. Dropping to 3 is very risky. As for counting on increases, I don't believe we should expect any, they seem mostly tied to random events off amazing dice rolls in the correct areas, and we just got very lucky.
 
Hmm. I suppose if we had the Influence to spare this turn, we could conceivably do Roads+2 Influence and Docks/Bridge, but I'd still probably prefer we RTM again instead of doing one of the two in hopes of getting another turn's worth of improvement on either of the big projects. Sonissimmo is almost certainly the next RTM target and they're going to have lots of interesting things to look at.
That's certainly the other option, and one that likely won't hurt the treasury as much. I think people are eager to do one of the mega-projects though.

Honestly, the other thing I'd like to do would be to help expand House Reynolds' shipyards. Expanding them so they can take 6 flutes is the first step to being able to produce Oboes in Harper, IMHO, something we should aim towards.

Also of note is that unless we're going to say no to the Hullands we're going to have an 8k recurring cost for the next four turns there. Although, we could maybe decrease that by saying to them 'look we're prepared to stump up some of the cash (maybe 50%?) but you've got to stump up the rest'. I just checked at it looks like they can afford it so that's something. It'll drain their income though, they'll be left with only 500g a turn income and a treasury of only 1,000g until its done (assuming a 50% rate).

FWIW, 4 Influence was actually starting, and having more Influence is *supposed* to be the Tellar thing and frankly necessary when doing Diplo maneuvers. Capo's Influence kinda sucks but Sonissimmo Influence is apparently pretty good also. Dropping to 3 is very risky. As for counting on increases, I don't believe we should expect any, they seem mostly tied to random events off amazing dice rolls in the correct areas, and we just got very lucky.
My bad, I misremembered how many influence Carmen Rios contributed to the turn budget. Turns out its three influence, rather than two like I thought. Jesus, losing her is going to be painful.
 
So picking up Louise would still be good. Though is there a good way to develop the statesman trait for characters? That provides 1 influence which covers the influence cost of the character.

Though doing the trade research would be a good way to earn some more money. We only get 1k currently. Also starting on one of the steward mega projects would be a good idea. It will be interesting to see what the options are, also do we have a list of read the manual bonuses or do we need to go through the turns to see what we got?
 
It will be interesting to see what the options are, also do we have a list of read the manual bonuses or do we need to go through the turns to see what we got?
We currently have no idea but FriedIce did just ask for what the big features are of various house locations, so we might get more of a hint. I didn't care specifically beforehand aside from picking the wealthy houses that were accessible because frankly Tellar is so behind everywhere that anything is good, but optimizing towards the Docks or the Bridge would probably serve us well in terms of timing.

Also of note, the first time we did RTM on Carlisle we didn't get region specific bonuses, we just got a general improvement to all the actions.
 
For the sake of doing some 'homework' early, eyeballing potential Influence expenditures this turn based on last turn and current discussion:

2 Influence on accelerating Road development in Read The Manual
1 Influence on Military Recruitment
1 Influence on The Lady in Yellow (Miranda Long investigation)
1 Influence on Janie Tellar (vetting for apprentice Spymaster)
1 Influence on denying Minor House fortification (if we opted to based on funding)

So, we're already at 5-6 Influence of potential actions, not counting anything new and hilarious that will spring up on this turn, and of course remembering that we want to reserve ideally 2 Influence for the Mid-Turn. Oneiros and Macchiato may yet rule that the Non-Agent investigations could be done with an Agent instead to save Influence so that would save us a bit there, though, so we'll see about that.
 
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