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

We are already getting that bonus from Water and Steel
We don't get the bonus from that until next turn, so doing Other Artisans now is pointless if you want the bonus applied. And "we" aren't killing his smallfolk; "Harren's men" are.
Welp I guess that expanding the trade routes and going further and further east is the only way to know for sure then.
I dunno much about alcohol distilling, but can't you use most grains? Like isn't scotch made with barley?
 
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I dunno much about alcohol distilling, but can't you use most grains? Like isn't scotch made with barley?

A quick google search says yes to that. We could uplift distillation and make Scotch and sell it. And if we find potatoes we can do the same with them. I just want potatoes. They are game-changers in terms of food.

Edit: Turns out, from a quick google search, that you don't necessarily need Potatoes for Vodka. You can use Rye or Wheat. Also if the temp in the North was warm we could make Sake...because it is rice fermentation. Maybe something for the Greenhouses.
 
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-[X] Issue Command (Wintertown)
--[X] Improve Roads (Basic): The roads in Winterfell are little more than mud tracks, and you can quite literally drown in them after a spring thaw. It will take extensive time and lots of gold to make them proper roads, but there's plenty of room for improvement. Time: 1 season. Cost: 500 gold. DC: 40. Reward: Better (but not good) roads around Winterfell.
Did @notbirdofprey accept this action? Because this seems a little like trying to game the system and create an action where there is none basically gaining an extra free action. I though the Issue Order was basically for the group we do that to use their action pool to perform it. I don't think Wintertown could do it because all the overseers in Wintertown are already busy with other projects we ordered them to do. This seems to be "Go my common, illiterate subjects. Build me roads. Here is some money.".
We don't get the bonus from that until next turn, so doing Other Artisans now is pointless if you want the bonus applied. And "we" aren't killing his smallfolk; "Harren's men" are.
We want to grab Other Artisans to finish this quest:
[*]Quest: Develop another guild in Wintertown. Reward: 1d2-1 Influence, additional trade income. Failure: Loss to trade. Time: Summer 109.
We are grabbing this since we missed the favorable trade deal result by 3 points (it was DC80) and we only got a normal trade deal. That means we won't be getting the bonus from this quest:
[*]Quest: Make a favorable trade arrangement with a kingdom or one of the Free Cities. Reward: 1d3 Influence, +10 bonus to Other Artisans. Failure: - 1 Opinion. Time: By Summer 110
 
The thing is that I don't know how cold the North gets. The Summer growing seasons, if hot enough, could be used to grow rice. However, I doubt that the Northern summer is hotter than 22 Celcius continuously. We will probably have to do that in the Greenhouses and sell Sake to the South

Maize is a bit better because it is 10 Celcius which is quite nice for the Northern Summers.

Potatoes are monster plants because they require 6 Celcius to grow and start showing up above ground in a couple of weeks.

I would honestly have to look into cold season crops like lettuce, onion and broccoli for the northern condition.
 
I missed who the command was for. Yeah, that Issue Command action won't work. You could order the bureaucracy to do it, but 500 gold would give it a DC of 65 for that.
 
I missed who the command was for. Yeah, that Issue Command action won't work. You could order the bureaucracy to do it, but 500 gold would give it a DC of 65 for that.
Okay. Thanks for the clarification.
We want to grab Other Artisans to finish this quest
No, I get that. I'm saying we don't get the +15 to the action if we try to do it this turn, because we don't get that bonus until Water and Steel is completed. Which will not be until next round. So I am saying we wait, do it next time, and burn a double-down on it then.
 
Sure, I will add one in for next turn. Note that it will be super unlikely to succeed unless you have contacts in Essos, and even then they will need to be from pretty far away to give you good odds.
 
No, I get that. I'm saying we don't get the +15 to the action if we try to do it this turn, because we don't get that bonus until Water and Steel is completed. Which will not be until next round. So I am saying we wait, do it next time, and burn a double-down on it then.
Better to use a DD on a more important action. Like dealing with the results of our prophecy.
Grabbing the action now (Spring 109) is to try and get the reward before the deadline (Summer 109) without being forced to focus to much on it. We don't want to decrease our trade income. And we have other actions that would benefit from a +15 bonus that we will get next turn more.
 
Better to use a DD on a more important action. Like dealing with the results of our prophecy.
Grabbing the action now (Spring 109) is to try and get the reward before the deadline (Summer 109) without being forced to focus to much on it. We don't want to decrease our trade income. And we have other actions that would benefit from a +15 bonus that we will get next turn more.
If we're not burning a DD, then why shouldn't we wait to get a +15 on it? I'd rather do it next turn with a +15 than burn our Free Action on it this turn. I agree that there's probably better/more important things to burn the DD on, but if there isn't, it would definitely help make sure that Artisans goes off well.

Also, just to state, I updated my vote to include elder's proposed Barrow action
 
No, I get that. I'm saying we don't get the +15 to the action if we try to do it this turn, because we don't get that bonus until Water and Steel is completed. Which will not be until next round. So I am saying we wait, do it next time, and burn a double-down on it then.

But doing it twice costs just as much as a double down, and even if we don't get the new guild on the first attempt we still get benefits. It's a sliding scale reward, not a do or die action. So it's not a total loss to do it twice if we have to. And of course we might get lucky this turn.

The only real cost is that we can't do an intrigue action this turn. As I said before, I don't feel the fake Ironborn attack is needed, seems like high risk for little reward. What if the Westerlings discover that we are behind it and not the Ironborn? It just paints a big target on us.

But even if we do do it, I'd rather wait and do it when our intrigue adviser is available to help, since Intrigue is not our strongest stat.
 
[X] Plan: Diplomacy and Magic

Allow me to back my choice.

I prefer to use Double Down in Strange Magics. It's a very, very important action. Likely our main defense against the sea-magic of the ironborn and the undead magic of Harren. We need to make the most of it.

I also prefer not to make a last minute gamble in Other Artisans. If we don't succeed the quest this turn, we'll still have another chance. And whatever happens with the quest, it's a useful action since in increases the trade income. Look at the prices that are appearing. 2500 gold for anti-ironborn defenses. 1000 gold plus upkeep for the school to improve our bureaucracy. We need to take as many gold-increasing Stewardship actions as we can, or we'll be forced, due to lack of gold, to leave action slots empty as has already happened once.

I'm not interested in the Deceptive Attack action. DC 75 is too high when the consequences of failing is Loren putting the North in his crosshairs. And with the Stormlands joining the anti-ironborn alliance, the participation of the Westerlands would be welcome, but not needed.

Finally, I think we're taking Uplift Actions too often. Remember that the QM said there'd be questions and consequences if we do that. Plus, we still have a lot of backlog in uplifted techs to implement. We still have the seed drills and the metric system in waiting, and we have just added the anti-fouling sheathing. We should finish those before we bring forth more.
 
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Why hello everyone, I just finished binge reading this quest and holy shit is it impressive. What's this next plan looking like and how will it benefit us.
 
Why hello everyone, I just finished binge reading this quest and holy shit is it impressive. What's this next plan looking like and how will it benefit us.
welcome and the plan is to get rid of whatever the hell the ironborn have become and how to deal with the targerans (lets not start that debate again till it arrives)
 
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Adhoc vote count started by notbirdofprey on Mar 2, 2020 at 12:45 AM, finished with 50 posts and 15 votes.

  • [X] Plan: Diplomacy and Magic
    -[X] Issue Command (Barrow Houses): Establish Shipyards (Barrowtown). Resources provided: 700 Gold, permission to use establish a concrete factory, instructions on how to make and use concrete, along with some of the concrete already produced in our factory, and workers from our concrete factory to train and aid the Dustin effort.
    -[X] Issue Command (Green Men): Send a delegation to the Storms End, and learn what is going on with the planting of the weirwoods and the Storm God symbols. Also attempt to ascertain the state of religion in the Stormlands. Make nice with the Durrandons and feel out whether they would welcome Green Men in their lands. Resources: 100 Gold, a member of the Septwood faith (militant riverlander)
    -[X] Gifted Warriors: There are nearly a thousand wargs in Wintertown, and more scattered about your lands. There are a few hundred men and women blessed with incredible strength, albeit not to the level of the Mormont berserkers. There are people who can heal with a touch, people who can steal the courage of their foes with a song…the blessings of the Old Gods are many and mighty. Brandon intends to organize some of the Gifted into a force to be reckoned with upon the battlefield, or possibly in the more strategic sense. He has filled papers with possible uses for wargs alone – everything from delivering messages to using armored bulls as living battering rams. Time: 3 seasons. Cost: 600 gold, upkeep. DC: 55. Reward: Some sort of Gifted force attached to Winterfell guard. Type will be determined by dice rolls.
    -[X] Speak to Kings (Sealord of Bravoos): 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.
    -[X] FREE ACTION: Other Artisans: The forges are already bringing in wealth, and the amount will certainly grow. But people need more than iron and steel. They need houses and furniture and carts and all manner of things. Some will come naturally, but more will come if you encourage them. Having the carpenter's guild will certainly accelerate the process, and the civil service attracts some as well. But if you want to rival Barrowton or White Harbor or the great cities of the south, you will need to do more. Time: 1 season. Cost: 300 gold. DC: Special. Reward: Increase to trade, increased chance of guilds forming, chance of new options.
    -[X] The Barrow Seeking: Whatever Frost has learned from his consultations has filled him with a thirst for more knowledge. He wants to examine the runes in Winterfell, he wants to visit Oldstones and Runestone and Storm's Ends and Casterly Rock…but most of all he urgently wants to enter the Great Barrow, and he wants you to accompany him. Time: 2 seasons. Cost: 150 gold. DC: Special. Reward: Interludes, ??
    -[X] Strange Magics: Frost has heard reports of strange and dangerous magic in the Westerlands and on the sea, not to mention whatever is going on in Harrenhal and the Riverlands in general. And of course, there is the ritual in the Vale, although that is probably far less hostile than the other examples. He does not know them, or how to counter them, and so he intends to retreat to Castle Green for a time to contemplate what they could be and visit the sea to try and make his own judgment on this skin as well. You have your suspicions, which you have shared, but unless you examine it again you will not be able to confirm them. And you need more skill for that…Time: 3 seasons. Cost: 50 gold. DC: 60. Reward: Information about the Beasts of the Westerlands and the skin on the ocean.
    --[X] DOUBLE DOWN on Strange Magics
    -[X] The God's Eyes: While you can open the God's Eyes more or less at will now, it can be difficult to keep them open, especially in places full of magic like Winterfell. You also suspect you are missing a great deal of nuance when you look at people or more complicated items like your crown, which just looks like plain metal. Or that skin, which makes you shudder whenever you think of it. Further practice could also extend how long you can use this gift. Time: 1 season. Cost: 0. DC: 70. Reward: Greater control and skill with the God's Eyes, more information about the skin.
    [X] Over the land there lies a long shadow,
    [X] Over the land there lies a long shadow,
    -[X] Issue Command (Barrow Houses): Establish Shipyards (Barrowtown). Resources provided: 700 Gold, permission to use establish a concrete factory, instructions on how to make and use concrete, along with some of the concrete already produced in our factory, and workers from our concrete factory to train and aid the Dustin effort.
    -[X] Train the Scouts: Brandon and the Ghost-folk are incredibly stealthy. It seems likely that this has something to do with those cloaks you see sometimes, but it's also at least partly mundane skill. Have them show this to your Scouts and make them even stealthier. Time: 1 season. Cost: 150 gold. DC: 55. Reward: Winterfell Scouts better trained, more recruits.
    -[X] Speak to Kings (Braavos): 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.
    -[X] Blood of the Bear: House Mormont were never kings, and they have been conquered many times. Umber blood runs in their veins, as does the salty blood of Ironborn. Nevertheless, they have their own gift. Some could call bears to their side, some could become them. Have Frost try and awaken this in Lyanna Mormont. Time: 1 season. Cost: 150 gold. DC: 55. Reward: The Gift of the Bear-kin reawakens in Lyanna Mormont.
    -[X] Strange Magics: Frost has heard reports of strange and dangerous magic in the Westerlands and on the sea, not to mention whatever is going on in Harrenhal and the Riverlands in general. And of course, there is the ritual in the Vale, although that is probably far less hostile than the other examples. He does not know them, or how to counter them, and so he intends to retreat to Castle Green for a time to contemplate what they could be and visit the sea to try and make his own judgment on this skin as well. You have your suspicions, which you have shared, but unless you examine it again you will not be able to confirm them. And you need more skill for that…Time: 3 seasons. Cost: 50 gold. DC: 50. Reward: Information about the Beasts of the Westerlands and the skin on the ocean.
    -[X] Deceptive Attack: Instead of using the Hunters to assassinate a specific lord or king, you will have them unleash havoc near the Golden Tooth, trying to make it look like Harren's reavers are the ones responsible. Bandits will be given gold to attack farms and caravans, villages will be slaughtered, and scraps of black cloth will be left behind. Attempts will be made at suggesting it was the Ironborn through other methods, such as shouting about the Drowned God and making sure there are survivors. Time: 2 seasons. Cost: 100 gold. DC: 75. Reward: Loren grows more hostile to Ironborn.
    --[X] Doubledown
    -[X] Uplift Textile Loom Mill: 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
 
Turn 20 Results
-Issue Command (Barrow Houses): Establish Shipyards (Barrowtown). Resources provided: 700 Gold, permission to use establish a concrete factory, instructions on how to make and use concrete, along with some of the concrete already produced in our factory, and workers from our concrete factory to train and aid the Dustin effort. DC: 50.

--1d100+18 = 39. Work begins on the shipyard you ordered, but it is clear from the reports that this is a secondary priority to House Dustin as they focus on building the concrete factory. There is some logic to their priorities – it will be easier to build the shipyard with a good source of concrete on-hand and they are using it to fortify the Barrow River – but they are still disobeying a command from their king. Not reprimanding them for this may make you look weak…Concrete factory mostly complete, minimal progress on shipyard due to House Dustin mostly ignoring your orders.

-Issue Command (Green Men): Send a delegation to the Storms End, and learn what is going on with the planting of the weirwoods and the Storm God symbols. Also, attempt to ascertain the state of religion in the Stormlands. Make nice with the Durrandons and feel out whether they would welcome Green Men in their lands. Resources: 100 Gold, a member of the Septwood faith (militant riverlander)

--1d100+20 = 77. The Green Men, in contrast to House Dustin, are willing and even enthusiastic to obey your command. Speaker Anders of the Mossrock Grove, the most militant branch of the Septwood Faith currently in existence (they tend to come and go, you have noticed, except for a few) is not happy about traveling to the Stormlands during winter, but he is fully aware that the only reason his faith exists is you permitted it to do so, defending it against the more regular Faith, so he obeys as well. They find a captain willing to take them and the next you hear is a raven from Tarth, where they landed and were met by an odd sort of Green Man. The Stormlands have a Green Man equivalent, their faith focuses on the Storm Father, the Earth Mother, and the remembrance of the Ferryman. Weirwoods are grown in their shrines to help keep the peace with followers of the Old Gods. More information to come next turn.

--Establish Shipyards (Bear Island): Bear Island has a shipyard now. Stout wooden docks resting on pilings of stones jut out into Bear Bay, where a half-dozen galleys are anchored, sheltered from the weather. With them are twelve cogs to transport additional warriors in war or to sell fur and fish and timber at Barrowton or Oldtown. The bare skeleton of several additional galleys lie in carefully dug out coves to keep them protected, but they have not been fully completed yet due to a lack of people to crew the vessels. Shipyard built at Bear Island, fleet completed.

Military:

-Gifted Warriors: 1d100+23 = 41. Brandon was very eager when you gave him permission to recruit a group similar to the Sea's Eyes of White Harbor, and he decided to start off by speaking to their First Watcher about how they were recruited. Unfortunately, on the way back from White Harbor a blizzard struck unexpectedly, getting him lost. Somehow in the confusion the pouch of coin you gave him for recruitment vanished. There will be some lucky smallfolk when the snow melts, you suppose. And maybe you will get it back in taxes? Failure

-Build a Fleet (Torrhen's Square): The flagship, a double-decked galley named the Queen Jeyne, is the first ship launched onto the waters of Torrhen's Lake, its prow carved into the shape of a creature resembling a fierce combination of a great wolf and a mermaid. You notice a pair of iron chains clamped in its jaws. Behind it come another eleven galleys, smaller but no less sleek and just as well made. Waddling behind them, far less graceful but no less important are several cogs that will help transport the majority of your warriors to the Iron Islands when the time is right. Master Tallhart is effusively grateful for your assistance in building this fleet and the harbor they shelter in, which he plans to use to help defend his shores against raiders. His allies are similarly enthusiastic. Fleet completed.

Diplomacy:

-Speak to Kings (Sealord of Braavos): 1d100+20+ 10 (Hatred of Slavery) = 89. The Sealord of Braavos isn't quite a king, which is one of the reasons you like him. The famous First Law of Braavos is another. The Arsenal of Braavos (which doesn't really seem to exist yet), the famous canals, and the Iron Bank are all reasons to want to strengthen your ties with the Secret City. Fortunately, the Secret City is happy to strengthen ties with you. The Braavosi despise slavery just as much as any Northman does, the new opportunities for trade will fill many of their coffers, and they may desire the services of some of your Green Men, for strange beings have been spotted in their swamps which resemble the legendary woods dwellers of the Ifeqeveron. Aside from trade and coin, they also speak of some of the happenings in Essos- swarms of stone men under the command of cursed princes, sweeping hordes of Dothraki granted unnatural strength and horses swifter than the wind, priests of the Red God calling down fire and choking their foes with ash, and many stranger things besides. But Braavos has remained relatively protected from such things by both its geography and a great many mysterious deaths. Contact made with Braavos.

-Matters of Trade: 1d100+20 = 77. You hear the first reports trickle in from distant ports that all is ready soon after your representatives arriving, introducing themselves to the local monarchs and then setting themselves up in various ports to ensure the smoothing of trade between your various kingdoms. At a sudden request from Aegon, you even send one such representative to Dragonstone…it would not do to offend him, considering you are uncertain how you will handle his conquest. +200 gold from trade, closer relationships with the Vale and Stormlands. House Targaryen is also interested in closer ties with other kingdoms.

Stewardship:

-Other Artisans: 1d100+18 = 45. You have a smith's guild, possibly the largest one in Westeros, certainly the largest one in the North thanks to your forge complex. You have a small but growing carpenter's guild. So far, your efforts at attracting more artisans have mostly gathered more of those two professions, but as luck would have it, several brewers came into town, catering to the increased demand thanks to there being more people during winter. They might not stay, but if they do they will form a guild almost certainly. +50 gold from trade, chance of Brewer's Guild

-Building on Gifts: Wargs and shapers are obviously useful in building, but it takes surprisingly long to realize the benefits of those blessed with strength. It takes even longer to realize that those with the blessing of song wit can sing to help improve the skill and speed of labor. Unfortunately, that gift is extremely rare, but you will keep an eye out for it as the Gifted begin to help labor, building new houses and gathering more wood for fires to heat them. Reduced action cost.

-Water and Steel: The clamor of hammer on metals is louder than ever as waterwheels, spun by the might of the rivers, turn, a system of gears raising and lowering a hammer to bring it down with immense force as a rate steadier than any but the most skilled smiths could match. Better quality iron tools and weapons are being produced for cheaper than ever, and everyone in Wintertown benefits. Farmers buy them for use, traders buy them by the dozen to sell elsewhere, and a fraction of all that gold goes into your coffers. +25 gold (farming), +50 gold (trade)

Learning:

-What about Wind?: A first windmill is built under Maester Brynden's careful supervision, rising high above the walls of Winterfell on slender wooden legs, the axle linked to a cam linked to a shaft linked to millstones, grinding what little grain is produced into flour without requiring others to turn them. It saves some time and effort, if not much coin. New actions unlocked

-Search for Prophecies: He has begun his translation, searching through old book after old book, trying to find out everything he could about the strange language the prophecy was written in. With a snarl, he informs you that it seems to be in some sort of cipher as well as being in an unfamiliar dialect of the Old Tongue. Locked 1 season.

Piety:

-The Barrow Seeking: 1d100+25 = 70. Frost has borrowed a map of Westeros and placed it on the floor of one of the lesser-used storage rooms. On it, he marks every location with magical significance. The Wall, of course, and Winterfell are colored gray, as is Storm's End and Runestone and the Hightower. Other places like Casterly Rock are given different colors – Dragonstone is bright red – and there are several places about the North marked in green. But above the First Barrow, there is only a question mark. "I must try and learn more," Frost tells you. "There are stories of the curse of the First King, and I fear those stories have truth to them. If so, the curse must be broken." Locked 1 Season.

-Strange Magics: 1d100+25+20+10 = 133. 1d100+33 = 89. Magic is clearly a potent force, one strong enough to break a kingdom…or to save one. While you and Frost understand the magic of the Old Gods well enough, there are many other sources of power whose magic functions differently. You will need to gain more knowledge of it if you wish to successfully defeat the Ironborn or the Lannisters, not to mention the Targaryens, or whatever other terrible things could be out there. The Others will come to bring frozen death to the world, perhaps the beastmen have their own foul spells…whatever comes, you will find the tools to defeat it. And Frost is determined to help you, retreating to Castle Green to commune with the Old Gods and find knowledge of distant times and strange magic. Locked 1 season.

Intrigue:

-Further Afield (The Reach): Now that you have some agents in place, several of the stories you have heard are clarified. The fey have run rampant in the Reach, some kindly and others much less so. The North was spared this onslaught thanks to the strength of the Old Gods and old pacts still maintained by the Green Men, but the Reach actively scorned and rejected such protection and has paid a heavy price for it. A prince has been trapped in enchanted slumber, many towns have danced themselves to death, House Hightower is besieged by all manner of fey, and many have amused themselves by slaughtering and savaging the Faithful in the Starry Sept, which despite its sanctity provided no protection. Frost is quite happy to tell you the reason. Rumor Mill (The Reach)

-Make a Prophecy (The Wolf and the Dragon*): Eventually you do use the glass candle, wincing as the blood runs down it, watching in amazement as the light glows in its core, turning bright red then seeming to expand into three inhumanly beautiful faces. The dragonlords look down at you and share a prophecy of their own, apparently, the last one of Daenys the Dreamer: that a time must come when all the kingdoms kneel to one ruler or eternal Night shall rule in the end. They thank you for sharing your knowledge so willingly and promise to remember your aid. It's slightly terrifying for you. Rhaenys seemed almost puppy-like in how she trusted you and in her enthusiastic kindness, although she was certainly no fool. Aegon carried himself with almost insulting confidence. But Visenya's eyes seemed to flay you and search for your every secret. Just remembering the intensity of her gaze makes you pale. House Targaryen has a prophecy about needing to unite Westeros to stand against the Long Night. In light of your prophecy, they intend to gain control through subtler means than outright conquest.

Personal:

-The God's Eyes: 1d100+20 = 31. Ow. Your head. Your aching head. Failure

-Train Your Children (Diplomacy): They continue these roleplays, enjoying them even as they learn more about people. More books are gathered so that they can learn about people from distant lands to try and pretend to be one, although you do caution both of them that the books likely do not provide a picture even remotely close to accurate like those people mentioned who supposedly castrate 99 men out of every hundred. They keep your words in mind, although a few of their friends who have begun joining in are less careful. Locked 1 season, chance of traits improved.

I am going to be revising the Issue Command system I think.
 
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