The Game of Crusading Thrones, Self-Insert Edition (GoT CK2)

Plan: Doggo
-[X] Royal Stables: You only have a few horses in Winterfell and generally very few in the North. Work with the Dustins though, and you could increase both the number of horses and the quality. You don't know much about horses, but you can rely on the expertise of others, thankfully. Time: 2 seasons. Cost: 700 gold. DC: 35. Reward: More horses in the North, new options unlocked.
-[X] More Watchtowers: Bear Isle and many other of your vassal's lands are vulnerable to Ironborn raids. Ships are costly, but a system of watchtowers like the one you are building could help your lords respond to attacks faster. Time: 3 seasons. Cost: 2000 gold. DC: 30. Reward: Watchtower chain along the western coast.

-[X] Foster Children: The Boltons and the Umbers both want to foster some children at Winterfell, and there will be others. See who else is interested before you make any decisions. Time: 1 season. Cost: 25 gold. DC: 30. Reward: More information about fostering.
-[X] Crop Rotation Part 2: Convincing the local smallfolk was relatively easy. All you had to do was show up and tell them. Spreading this system across the North will take time…or you could short-circuit the process by inviting your lords to come see for themselves. Time: 1 season. Cost: 1000 gold. DC: 30/60. Reward: Vassals adopt crop rotation system to varying degrees, possible information.

-[X] Purchase Livestock: Most of the smallfolk don't have much in the way of livestock. Some of the poorest have to pull their plows themselves! Poole wants to buy some goats from the mountain clans and some cows and draft horses from the barrowland houses and give them out to your smallfolk. Time: 1 Season. Cost: 1500 gold. DC: 30. Reward: More food produced, increase to farming income, new options unlocked.
-[X] Concrete Construction: Concrete will be an extremely useful material, but unlike stone, it cannot be simply carved out of the ground. You must set up a building for it to be mixed, train some people in how to make it and use it, and then you will be able to use it. Time: 3 seasons. Cost: 800 gold. DC: 35. Reward: New options unlocked, increase to trade.

-[X] Ancient Rites: There are many ceremonies of the Old Gods, simple things like the marriage ceremony or the rite of becoming a thane. Many, however, have been lost to time or fragmented. With so many gathered once more, Frost hopes to recall what was forgotten. Time: 1 season. Cost: 100 gold. Reward: Knowledge, new options unlocked

-[X] Beyond the Wall: The Night's Watch doesn't always fight the wildlings. Sometimes they talk and trade. Rivers thinks he can get someone to share what they talk about. Time: 2 seasons. Cost: 25 gold. DC: 50. Reward: Rumor mill (Beyond the wall)

-[X] Uplift: Double Entry Bookkeeping: You recall an invention or system, and try to figure out how it worked well enough that someone else can make it a reality. Time: 1 season. Cost: 0. DC: Varies. Reward: New action unlocked

-[X] The Beast of the Wolfswood: You have heard of this beast several times. Clearly something must be done. You will go yourself, taking along Frost and Brandon along with some guards. Time: 1 season. Cost: 0. DC: Special. Reward: Interludes

You seem to be spending quite a bit. I think you break the bank.

Edit: Yeah, unless I am missing something, you are currently spending about twice as much as we currently have in our treasury. So what is you plan for us going into debt?

Edit2: Just added it all together. You currently have us spending 6,150 Gold. We have 3560 gold in our treasury currently with a net income of 1670 gold. Not nearly enough for our needs.
 
Last edited:
You seem to be spending quite a bit. I think you break the bank.

Edit: Yeah, unless I am missing something, you are currently spending about twice as much as we currently have in our treasury. So what is you plan for us going into debt?

Edit2: Just added it all together. You currently have us spending 6,150 Gold. We have 3560 gold in our treasury currently with a net income of 1670 gold. Not nearly enough for our needs.

bankrupt bad. bank good.
 
Yeah, I would remind everybody that make sure you use the State Of The Realm Info threadmark and actually do the math on your actions like I had to do last turn.

As for me, I would avoid Crop Rotation until we can get more agricultural enhancements under our belt, then present it as a complete upgrade package.

Here's the current treasury this turn:

Economy:
- Treasury: 3560 gold
- Income: 400 gold (taxes) + 1000 gold (trade) + 290 gold (farming)
- Expenditures: -20 gold (signal towers)
- Net Income: 1670 gold
- Food Supply: Small surplus


[X] Plan: A King's Work

Military (Choose 2):
- Guard Equipment: The Winterfell Guard are now the best-trained force in the Seven Kingdoms. The next step is to make them the best-equipped force in the Seven Kingdoms. Full plate is impractical, but while buying them half-plate and good quality weapons and shields will further improve their effectiveness. Time: 1 season. Cost: 700 gold. DC: 50. Reward: Winterfell guard becomes better equipped.
- Royal Stables: You only have a few horses in Winterfell and generally very few in the North. Work with the Dustins though, and you could increase both the number of horses and the quality. You don't know much about horses, but you can rely on the expertise of others, thankfully. Time: 2 seasons. Cost: 700 gold. DC: 35. Reward: More horses in the North, new options unlocked.
SUBTOTAL: 700+700=1400 gold spent.
(OOC: Equipment bc further strengthening our centralized military is a good idea so we can dominate our vassals/fellow nobles better, and Stables so we get more damn horses, so useful!)

Diplomacy (Choose 2):
- Speak to Kings (Kingdom of the Vale): There are other kings to the south of you. Perhaps you should open up talks with one of them. Though all of them are Andals and ironborn, you doubt any of them would outright refuse you…Time: 1 season. Cost: 50 gold. DC: 50. Reward: Positive diplomatic contact.
- Speak with Vassals (East): Most of your direct vassals are loyal and trustworthy, but it's good to keep an eye on them all the same. And if any of them have trouble, you might be able to help. Time: 1 season. Cost: 100 gold. DC: 30. Reward: Vassal relations boosted, aware of problems
SUBTOTAL: 50+100=150 gold spent.
(OOC: Vale bc with Harren's increasing aggressiveness, slavery, and other bad shit, we need allies against him, and the Val is also a neighbor to Harren. Eastern vassals bc we need to figure out their needs eventually.)

Stewardship (Choose 2):
- Purchase Livestock: Most of the smallfolk don't have much in the way of livestock. Some of the poorest have to pull their plows themselves! Poole wants to buy some goats from the mountain clans and some cows and draft horses from the barrowland houses and give them out to your smallfolk. Time: 1 Season. Cost: 1500 gold. DC: 30. Reward: More food produced, increase to farming income, new options unlocked.
- Survey the Mountains: The mines of the Westerlands give them incredible wealth, but you have mountains as well. While most of these mountains are in the land of various clans sworn to you, some belong directly to you. Search that portion for resources. Time: 1 season. Cost: 100 gold. DC: 45. Reward: You know what minerals are in the mountains.
SUBTOTAL: 1500+100=1600 gold spent.
(OOC: Livestock bc we desperately need to push agriculture further onward, and Survey bc a lot of our future plans are dependent on knowing where exactly materials and such are. Plus, both of these actions are only 1 turn long, so we'll be unlocking a lot of good stuff quickly.)

Learning (Locked):
- Woodwitches and Midwives: The Citadel supposedly knows everything about healing, but Maester Brynden disagrees. He wants your leave to seek knowledge among the midwives and woodwitches and other hedge healers in and around Winterfell. Time: 2 seasons. Cost: 50 gold. DC: 45. Reward: Maester Brynden is better at healing. Locked 1 Season.
- Grinding Grain: Brynden was apparently born in Riverrun, where they had a giant waterwheel they used to grind grain. He could design and build a similar one for the river by Wintertown. While it's smaller than the White Knife it joins with, it's large enough to rarely freeze. Time: 3 seasons. Cost: 400 gold. DC: 45. Reward: Increase to farming income, new stewardship options. Locked 2 Seasons.
SUBTOTAL: N/A
(OOC: It's locked already, all good stuff we need.)

Piety (Choose 1):
- The Sword Crown: The Sword Crown dates back to the days of Brandon the Builder, or possibly even before. The runes on it are of no known language. Frost claims not to recognize them either, but he thinks there is a Green Man in Umber lands who would. Let him go talk to his fellow and see what he can find. Time: 3 seasons. Cost: 75 gold. DC: 35. Reward: More knowledge about the Sword Crown/ Crown of Winter. Locked 1 Season
- Ancient Rites: There are many ceremonies of the Old Gods, simple things like the marriage ceremony or the rite of becoming a thane. Many, however, have been lost to time or fragmented. With so many gathered once more, Frost hopes to recall what was forgotten. Time: 1 season. Cost: 100 gold. Reward: Knowledge, new options unlocked
SUBTOTAL: 100 gold spent.
(OOC: Rites bc it will massively help with the Horned Men action, which is why I'm putting it off until after this is done.)

Intrigue (Choose 1):
- Of the Vale: The Vale has been a longtime foe of yours. They are one of the greatest strongholds of Andal chivalry, and the North has fought with them several times. Have Rivers make some contacts among the sistermen and Gulltown, and you will gain some knowledge of their doings. Time: 1 season. Cost: 100 gold. DC: 45. Reward: Rumor mill (The Vale)
- Deeper Secrets: You hear all sorts of rumors. You want Rivers to find the truth behind them. Have him cultivate some contacts in various households so that you can find out about anything your vassals are trying to hide from you. Time: 2 seasons. Cost: 400 gold. DC: 45. Reward: Simple Spy Network (The North). Locked 1 Season
SUBTOTAL: 100 gold spent.
(OOC: Vale bc I want to push to knowing more about them, it will help with us trying to work with them against the Harrens in the near future.)

Personal (Choose 2):
- Uplift (Roman-style Roads): You recall an invention or system, and try to figure out how it worked well enough that someone else can make it a reality. Time: 1 season. Cost: 0. DC: Varies. Reward: New action unlocked
- The Beast of the Wolfswood: You have heard of this beast several times. Clearly something must be done. You will go yourself, taking along Frost and Brandon along with some guards. Time: 1 season. Cost: 0. DC: Special. Reward: Interludes
SUBTOTAL: 0 gold spent.
(OOC: Roman Roads bc they'll allow us to build radically better roads than what we know how to do right now, and Beast bc it resolves this issue, plus shinies.)

TOTAL: 1400+150+1600+N/A+100+100+0=3350 gold spent
3560 (current treasury)-3350=210 gold still available.
 
Plan: Doggo Without Breaking The Bank
-[X] Guard Equipment: The Winterfell Guard are now the best-trained force in the Seven Kingdoms. The next step is to make them the best-equipped force in the Seven Kingdoms. Full plate is impractical, but while buying them half-plate and good quality weapons and shields will further improve their effectiveness. Time: 1 season. Cost: 700 gold. DC: 50. Reward: Winterfell guard becomes better equipped.
-[X] Knowledge is Power: Now that Brandon has the Winterfell guard trained to his standards, he wants to expand it. Just a little. Specifically, he wants to hire some men you are pretty sure are poachers and have them work for you as scouts. He seems confident he can win their loyalty, and you can see the use of having such men serve as outriders. Time: 2 seasons. Cost: 500 gold. DC: 50. Reward: Winterfell guard expanded with scouts
Reasoning: Cheapest options and ones we would have taken anyways. Also, guard equipment only takes 1 turn to complete, so we can get it done quicker than the horses.

-[X] Foster Children: The Boltons and the Umbers both want to foster some children at Winterfell, and there will be others. See who else is interested before you make any decisions. Time: 1 season. Cost: 25 gold. DC: 30. Reward: More information about fostering.
-[X] Crop Rotation Part 2: Convincing the local smallfolk was relatively easy. All you had to do was show up and tell them. Spreading this system across the North will take time…or you could short-circuit the process by inviting your lords to come see for themselves. Time: 1 season. Cost: 1000 gold. DC: 30/60. Reward: Vassals adopt crop rotation system to varying degrees, possible information.
--Use Double Down on Crop Rotation
Reasoing: Cheap for the Fostering. I want the crop rotation done as early as possible. If our vassals take it up then it only makes us stronger as well. Earlier this is done the better. Also likely to make our income go up from more taxes.

-[X] Hunting and Trapping: Most of the wolfswood is reserved for your use and for that of other noble houses. While it wouldn't do to completely end those privileges, if you expand the amount of free forest, hunting and trapping would be more profitable. Time: 1 Season. Cost: 0. DC: 45. Reward: Small amount of more food, small new income source, new options unlocked.
-[X] Survey the Mountains: The mines of the Westerlands give them incredible wealth, but you have mountains as well. While most of these mountains are in the land of various clans sworn to you, some belong directly to you. Search that portion for resources. Time: 1 season. Cost: 100 gold. DC: 45. Reward: You know what minerals are in the mountains.
Reasoning: Cheap. And if there are gold in those mountains then it will only help our income.

-[X] Winter's Runes: If one looks close enough on the walls of Winterfell, one can find faint carvings. According to legend, they were made by the Children to strengthen the fortress where the Others were defeated. Have Frost examine the runes and see if there ever was any magic to them. Time: 1 season. Cost: 0 gold. DC: 75. Reward: Knowledge of the original runes of Winterfell, hints about the truth…
Reasoning: Nothing really pressing here and it is cheap.

-[X] Beyond the Wall: The Night's Watch doesn't always fight the wildlings. Sometimes they talk and trade. Rivers thinks he can get someone to share what they talk about. Time: 2 seasons. Cost: 25 gold. DC: 50. Reward: Rumor mill (Beyond the wall)

-[X] Family Time: You have a daughter, a wife, and two sons. Even though Torrhen remembers them, you don't. Time to fix that. Time: 1 season. Cost: 0. DC: 50. Reward: You feel better, your family feels better.
Reasoning: Changed this because I don't want to do too many uplift projects in a row. I remember it being stated that doing too many at one time would cause people to get suspicious of us. Also, we have a lot of things on our plate already. We can afford to slow it down a bit right here and spend time to relax.

-[X] The Beast of the Wolfswood: You have heard of this beast several times. Clearly something must be done. You will go yourself, taking along Frost and Brandon along with some guards. Time: 1 season. Cost: 0. DC: Special. Reward: Interludes

I had to cut the watchtowers and concrete. But really, we shouldn't have that many big projects running at once anyways. I can see us being able to do watchtowers next turn and concrete the following one though.

Total cost is 2350 Gold. Witch will afford us to take Watchtowers next turn, and maybe concrete the following one.

- Speak to Kings (Kingdom of the Vale): There are other kings to the south of you. Perhaps you should open up talks with one of them. Though all of them are Andals and ironborn, you doubt any of them would outright refuse you…Time: 1 season. Cost: 50 gold. DC: 50. Reward: Positive diplomatic contact.
Honestly, I really don't think that this action is needed. Harren isn't going to try to conquer us, especially when he has his own fires to put out. Also, getting through Moat Cailin is pretty much impossible for him. And the Vale aren't friends of ours either. Tbh, Harren would probably be more likely to attack them than us, and that is only to our benefit. Any agreement reached with the Vale would likely include coming to their aid if they were attacked by Harren, which again doesn't benefit us. Sending Northern men and troops to die to help the Vale would probably also lower our vassel's opinion on us. So unless Harren attacks us, unlikely because he isn't stupid, then reaching some sort of agreement with the Vale about Harren benefits them more than it does us.
 
Last edited:
Honestly, I really don't think that this action is needed. Harren isn't going to try to conquer us, especially when he has his own fires to put out. Also, getting through Moat Cailin is pretty much impossible for him. And the Vale aren't friends of ours either. Tbh, Harren would probably be more likely to attack them than us, and that is only to our benefit. Any agreement reached with the Vale would likely include coming to their aid if they were attacked by Harren, which again doesn't benefit us. Sending Northern men and troops to die to help the Vale would probably also lower our vassel's opinion on us. So unless Harren attacks us, unlikely because he isn't stupid, then reaching some sort of agreement with the Vale about Harren benefits them more than it does us.
I honestly have always it kind of bizarre that the 7 kingdoms in GOT always seemed antagonistic, and never seemed to trade, exchange anything culturally, etc. IRL there's a lot of that going on with nations from medieval times, even during times of war.

Realistically speaking, it is stupid for the North to not have allies. Harren is a pretty blatant monster, and just because he may be in a slump now doesn't mean the North shouldn't plan for the future. Our power is more secure if we can at least arrange some form of neutrality with Vale, because it would be one less thing to worry about. Right now everybody seems to be default set to "enemy", and we need to change that.

At bare minimum there is trade (and thus profit) to be had with some form of semi-peace with the Vale; they are close to us so we can mutually protect trade ships, and with one less ring of enemies around both of us both of our kingdoms will prosper that much more.
 
I honestly have always it kind of bizarre that the 7 kingdoms in GOT always seemed antagonistic, and never seemed to trade, exchange anything culturally, etc. IRL there's a lot of that going on with nations from medieval times, even during times of war.

Realistically speaking, it is stupid for the North to not have allies. Harren is a pretty blatant monster, and just because he may be in a slump now doesn't mean the North shouldn't plan for the future. Our power is more secure if we can at least arrange some form of neutrality with Vale, because it would be one less thing to worry about. Right now everybody seems to be default set to "enemy", and we need to change that.

At bare minimum there is trade (and thus profit) to be had with some form of semi-peace with the Vale; they are close to us so we can mutually protect trade ships, and with one less ring of enemies around both of us both of our kingdoms will prosper that much more.
That is true. Trade is a great motivator for talking with the Vale. I just feel that there are a few more things more important than them. I basically want to talk with all of our vassals and try to see to their concerns first before working too much on actions outside our kingdom. We also started on the Crop Field Rotation thing and I want to get that finished up. Basically, I'm not against talking to the Vale, it is just that I want to make sure our vassals are all doing alright and that the Crop Rotation is implemented with them before we start taking up other projects.

Edit: I also want to get the Wildlings to an understanding and our Western coasts secure (intrigue wise and watchtower wise) before we start trying to meddle with things south of the Neck.
 
Last edited:
[X] Plan: Doggo Without Breaking The Bank
I dont feel that there is a need to do anything about Harren or his family or the vale Aegon is gonna come in less than 10 years and fuck there shit up for us.
 
[X] Plan: A King's Work

Found this quest today and it's really interesting thus far. I like the fostering kids idea and that is why I picked this plan over @avatar11792's plan. Both are excellent plans, I just haave one preference over the other. It's just the way things are.

Also a quick question to @notbirdofprey our QM because there is something that confuses me: Why are our children 12 while Tohrren is around 24-25? Did he and his wife had them while they were 12-13? Or are the ages slightly different than in the character pages?

Edit: Changed plans because I was informed that the other one breaks the bank.
 
Last edited:
Back
Top