[X] Plan Dreams of Cider
-[X] Issue Command (Western Lords): Establish a Shipyard on the Bay of Ice in the Glover lands, with easy access to the Wolfswood. Resources: Gold: 550, a town charter at the selected location.
-[X] Issue Command (Manderly): Trade delegation to Braavos to secure a trade agreement. Resources: Gold: 300, Influence 1, Edwyle dispatched with them to provide the weight of his title, and any assistance he can offer. Ask Edwyle to visit the Isle of the Gods while he is there and see what he can learn, also make any contacts he can with various Braavosi artisans and engineers.
Military: (Choose 2)
-[X] Expand the Guard: Alternately, you could directly expand the Winterfell Guard. Increasing their size will upset your vassals less, since the cost will be borne entirely by you, and having the entire under your direct command is a comfort as well. If you increase the size of the guard anymore after this, you will likely need to build new barracks for them though. Time: 1 season. Cost: 800 gold, chance of vassal approval, high upkeep increase. DC: 45. Reward: Winterfell Guard increased in size.
-[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.
Diplomacy: (Choose 2)
-[X] A Polite Punishment (House): While a king can easily show favor, disfavor can also be demonstrated through slights and insults, both subtle and vicious. When a house disobeys you or a noble displeases you, a polite, restrained show of your displeasure can accomplish much to ensure they will correct themselves and serve as a warning to other houses who might consider testing you. Of course, pushing too far can cause unrest and trouble with the house in question and possibly others as well. Time: 1 season. Cost: 50 gold, 1 Influence. DC: 25/50/75. Reward: general vassal opinion boost, house opinion loss, 1d2-1 Influence/general vassal opinion boost, 1d2+1 Influence/ general vassal opinion boost, house opinion boost, 1d3+1 Influence.
--[X] double-down
-[X] Speak to the Sept: The Snowy Sept has no real influence or power in the North, but they could be useful in gaining leverage with southern houses and kingdoms. Perhaps if the High Septon spoke in your favor, it might even make King Lorren decided to be reasonable. Similarly, there could be information in the Snowy Sept about what exactly is happening in Oldtown. Have Septon Willem, the ambitious septon you have heard about, attend you to speak on his ambitions and the situation in the Starry Sept. Perhaps you could even offer him some support. Time: 1 season. Cost: 25 gold. DC: 15. Reward: Information on Septon Willem and the Starry Sept.
Stewardship: (Choose 2) (+1 Free Action)
-[X] From Wool To Yarn: You have arranged for a sheep farming business that is doing well enough, but you want to improve it. Selling yarn is much more valuable than selling raw wool. Hire some more workers and have them scour and card the raw wool and make it into yarn to sell. Time: 2 seasons. Cost: 300 gold. DC: 55. Reward: Increase to trade.
-[X] Improve Roads (Advanced): Use the concrete and hard labor to build Roman roads all around Winterfell and Wintertown, greatly facilitating trade and increasing the speed of travel all throughout your domain. Costly, but certainly worth it. Time: 5 seasons. Cost: 1700 gold, upkeep. DC: 50. Reward: Really good roads all through your lands, increase to trade.
-[X] FREE ACTION: Issue a Charter (Where the Shipyard is in the Glover's land): There are other places in the North that could reasonably be called towns or even a city. Barrowton is on the cusp where you could justify giving it a city charter. The castle town below Deepwood Motte is almost as large as Wintertown. There are a few other places, like the Dreadfort, that could also arguably deserve a town charter. Of course, the politics of giving such a charter would be somewhat complicated – every house has rivals you would need to placate. Time: 1 season. Cost: 50 gold, 2 Influence. DC: 25. Reward: Charter issued, opinion gained, increase to trade.
Learning: (Choose 1)
-[X] Search for Prophecies: Locked 1 season.
-[X] Copper on Ships: You have described the way to attach copper to ships so that it doesn't fall off, but the details are somewhat vague. You know it has something to do with the nails…fortunately its simple enough to dump some salt in water and set something up to test a few possible methods. Maybe it's the material the nails are made of? Maester Brynden will try some different materials and report back on what seems to work. And then he will test it on a small boat to make sure it works. Time: 2 seasons. Cost: 350 gold. DC: 45. Reward: New action unlocked.
Piety: (Choose 0)
-[X] The Barrow Seeking: Locked 1 season
-[X] Strange Magics: Locked 2 seasons
Intrigue: (Choose 2)
-[X] Spies in the Citadel: While the Hightower is besieged and the Starry Sept is a bloody killing ground, the Citadel has weathered this storm with surprising ease thanks to old spells carved within the stones and providing frequent aid to the Changelings. The Maesters claim neutrality in all things, but you doubt that – they certainly did not like you until very recently. Plant a few minor nobles as acolytes and give them orders to send frequent letters home telling you about the going-ons at the Citadel. You will also take the opportunity to place some more men in the Reach. Time: 2 seasons. Cost: 300 gold, upkeep. DC: 30. Reward: More information on Oldtown/the Citadel. Simple spy network (the Reach).
-[X] Further Afield (Iron Isles): You have ways of hearing what happens in the immediate south, but now you find yourself concerned with what's happening even further away. Pick a kingdom or nation and let Snow get to work. Time: 2 seasons. Cost: 100 gold. DC: Varies. Reward: Rumor mill for chosen location.
Personal: (Choose 1)
-[X] Beast Bonding: Go riding in the Wolfswood and find a worthy beast to bond with. You aren't entirely certain what the side effects would be. Time: 1 season. Cost: 0. DC: Special. Reward: You get some sort of beast bond, possible side effects.
-[X] Train Your Children (Diplomacy): Locked 1 season
Treasury: 5660 gold
Net Income: 3605 gold
-950 (Martial) -75 (Diplomacy) -2050 (Stewardship) -350 (Learning) -600 (Intrigue) -850 (Influence) = 4875 gold
Treasury after round: 4390 gold
The plans name is because apples can grow in the north and that means the Cider business.
Edit: The plan is similar to
@Marlowe310811 but with the caveat of changing out the Schooling action. I feel like the Town Charter would give us benefits sooner.