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

It's a single septa, not a host of them. We have enough Green Men to activate gifts all across the North, we can spare one to babysit one septa. And again, we only need one maester/acolyte. If her gift turns out to have some kind of scientific basis, I'd like a maester to witness and potentially be able to replicate it. And even if not, then the previously mentioned goal of ensuring that all five of the aforementioned factions are seen and no longer have the onus of the unknown still applies. And most importantly, it minimises how many FM members are let loose down to one, unlike the other vote.


Now that's not a bad idea.

...maybe not all of the books, though. We do want to maintain our edge & advantage over the other realms, after all

True, probably not the more applicable ideas, but I'm thinking that the more theoretical items that are good for building a solid base of knowledge, but don't have immediate applications might be good to send the Citadels way. That way it starts spreading so that when we do reach a point that that knowledge is needed for something it's available instead of us having to train a bunch of people in it.

As for the maester/acolyte issue, I sort of feel that we have so few of them that even one being lost to this mission is a major investment. Perhaps it can simply be an action to send an acolyte with a silver link to follow their group around for a single season?

That way it's not a permanent loss for us in that a maester is not required to follow her around for the rest of her life.

It just feels more like an action to observe, and not a good thing to put on as a requirement for her travel.
 
In all honesty it all went downhill after House Mudd died off. The Riverlands has had nothing but incompetence ever since.
well once The hammer of Justice died they got conquered by the stormlands since his son was no where near as good as him, also they was someone claiming to be a mud who fought agiansit the stormlands and then theres the two who are part of the golden company wonder if they were real Mudds. I also remember that in the ck2 mod they were two mudds at greywater watch no idea why though.
 
I think that to jump from muud tracks we call roads directly to advance ones is way to unrealistic.It should take more time bc we dont have any experience to build them,should be a lot more expensive then they are bc concrete roads are more expensive at start and we dont have experience building them or enough people with the necesary knowledge and that will result in a lot of mistakes and also have a high cost of mentenance per season,cost that i dont think can be equalled very fast by the trade increase.
To have all of our roads be buitl like this doesnt make any sense,we could have basic roads,intermediare ones with gravel or crushed stones and a highway sort of road made with concrete.
 
I think that to jump from muud tracks we call roads directly to advance ones is way to unrealistic.It should take more time bc we dont have any experience to build them,should be a lot more expensive then they are bc concrete roads are more expensive at start and we dont have experience building them or enough people with the necesary knowledge and that will result in a lot of mistakes and also have a high cost of mentenance per season,cost that i dont think can be equalled very fast by the trade increase.
To have all of our roads be buitl like this doesnt make any sense,we could have basic roads,intermediare ones with gravel or crushed stones and a highway sort of road made with concrete.
Already done the necessary steps. I think that's what happened, I don't want to check.

This isn't the result of one action completing, but multiple actions built up to reach the point we finally put cement roads down in an action/plan/turn. 21 turns to get to this point, not too fast.
 
Already done the necessary steps. I think that's what happened, I don't want to check.

This isn't the result of one action completing, but multiple actions built up to reach the point we finally put cement roads down in an action/plan/turn. 21 turns to get to this point, not too fast.
To be able to build them we need experience men to direct others(something like enginers),a expanded burecracy to direct and keep track of resourses needed and people and experience in building roads.The kingsroad isnt build,our best roads were well traveled earth tracks,so we jumped to far with this.Also a solid economy to be able to shoulder the cost of maintainig them.Also we dont have to much goods to sell and an increase in traffic also means an increase in bandits.We dont have any permanent force to patrol the roads.
The same with building fleets and docks.Only the Manderlays have the people and the experience needed for building ships and docks.Again we dont have enough people to build ships,we dont have an industry for ship building(rope maker,sail makers, carpen-ters and ship builders),we dont have the experince to build warships and also neither us or our vassals have an economy strong enough to support a fleet.And also we dont have people experince enough to crew the warships we built,we dont have captains for them or any idea of how to fight on the sea.
The best idea for building a fleet would have been to enlist the help of braavos to train our men in there shipyards and fleet.
Also with the monsters the ironborn can summon our fleet will be an expensive sitting duck.This magic was a mistake,the ironborn should be able to easily control the seas and destroy any kind of enemy navy and sea commerce.In a case of war they will be able to freely move around the sea and attack where they wish and any kind of naval defence should be just for target practice for them.
Also the idea that we can get any kind of information from iron island is ridiculos,there are no merchants who goes there,and we cant infiltrate our people on the island.At best we can pick some rumors from riverlands but this are very untrusty and out of date.
 
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To be able to build them we need experience men to direct others(something like enginers),a expanded burecracy to direct and keep track of resourses needed and people and experience in building roads.The kingsroad isnt build,our best roads were well traveled earth tracks,so we jumped to far with this.Also a solid economy to be able to shoulder the cost of maintainig them.Also we dont have to much goods to sell and an increase in traffic also means an increase in bandits.We dont have any permanent force to patrol the roads.
The same with building fleets and docks.Only the Manderlays have the people and the experience needed for building ships and docks.Again we dont have enough people to build ships,we dont have an industry for ship building(rope maker,sail makers, carpen-ters and ship builders),we dont have the experince to build warships and also neither us or our vassals have an economy strong enough to support a fleet.And also we dont have people experince enough to crew the warships we built,we dont have captains for them or any idea of how to fight on the sea.
The best idea for building a fleet would have been to enlist the help of braavos to train our men in there shipyards and fleet.
Also with the monsters the ironborn can summon our fleet will be an expensive sitting duck.This magic was a mistake,the ironborn should be able to easily control the seas and destroy any kind of enemy navy and sea commerce.In a case of war they will be able to freely move around the sea and attack where they wish and any kind of naval defence should be just for target practice for them.
Also the idea that we can get any kind of information from iron island is ridiculos,there are no merchants who goes there,and we cant infiltrate our people on the island.At best we can pick some rumors from riverlands but this are very untrusty and out of date.
This reads to me as even if the players did have competent people who could indeed need little instruction at implementing concrete roads. You will never accept that concrete roads could be built, unless fifty years of blatant build up that is constantly hammered in your face is implemented inside the quest.

All the progress that the quest has done is meaningless? We have industry inside our capital. The fleet isn't built up yet, I believe it's still in development?

As for the Iron Islands, that really depends on what spies we get, magic spies, normal spies, bird spies, native iron islander spies, no spies. It is possible to spy on the Iron Islands, and we know that distance isn't really an issue, so long as contact can be made once a year.
 
[X] Permit it with supervision.
-[X] At least one of the Horned Men to ride with the party
 
there are still 6 free Cities that are on the coast we can reach, and the other 2 are in land so it might be hard to reach. There is also Saath and the Ibbenese, so there is a lot of good to be earn from trade with them
Pentos definitely next, but Myr, Tyrosh and Lys maybe a bit too far while Volantis definitely is. Better improve nearby trade first. Maybe the western trade as well with the Lannisport?
 
[X] Write-in.
-[X] permit the Septa to travel with an escort of a green man and two horned men for protection but no warrior sons. If she requires additional protection two poor fellows may acompany them.
 
Do we have water powered sawmills?If we dont we need to build them fast.We need a lot of planks for our fleet and also selling planks to braavos is more profitable then selling logs.
 
This reads to me as even if the players did have competent people who could indeed need little instruction at implementing concrete roads. You will never accept that concrete roads could be built, unless fifty years of blatant build up that is constantly hammered in your face is implemented inside the quest.

All the progress that the quest has done is meaningless? We have industry inside our capital. The fleet isn't built up yet, I believe it's still in development?

As for the Iron Islands, that really depends on what spies we get, magic spies, normal spies, bird spies, native iron islander spies, no spies. It is possible to spy on the Iron Islands, and we know that distance isn't really an issue, so long as contact can be made once a year.
First the quest said that we have problems.The burecracy have to few people even for wintertown,the school is to small to give us enough educate peoples and it doesnt matter if we have someone who by miracle can build the roads,we need people who can direct the workers in what they need to build.This is way we should have build basic roads first.Also this type of roads all over our lands doesnt make any sens.Lets say that it is a village who is 2 days walk from wintertown and has 8 to 10 family living in it.They travell very little to wintertown,maybe once a year and the merchants do not go there.What for they need paved roads?Also our best roads before that were well traveled earth tracks,nothing else.
The same for the fleets and docks.Manderlays maybe build 1 or 2 ships a year at maximum,nothing more so they dont have the men,the experince or the industry to build large fleets.
Also the town charter doesnt make any sens.A town needs either rss or goods for trading to be a trading center.White harbour is a trading center,wintertown is our capital and the hearth of the north but the new city isnt either of these 2.With ironborns treats no merchant will dare to make the journey over sea and it doesnt have to.
Also we dont have enough goids for a profitable and balanced economy bc if you buy more then you sell it means that gold leaves your lands,no matter how much it seem we gain from taxes.If we sell goods in valour of 500 gold dragons but we buy for 1000 gold dragons a year(an example) we have a huge deficit no matter what taxes we gain.
Bravoos may buy logs and procesed wool but they will also sell us goods so we are in disavantage.

And other thing that nobody seem to notice.We are the king,and we barely avoid going in the red each turn.Why do you think that our vassals have more gold and rss the us?Maybe the manderlays to be close to us or even our equals,the rest are probaly worse then us.So all this things with building fleets and docks and a new town with there golds doesnt make absolute no sense.They should have gone in the red until now.
 
Hmm, I wonder how vassal land development is going. We have made a lot of progress on our end but we are the King and we spend a lot to improve shit. Maybe once we are more financially secure we should make a bank and start offering loans and such.
 
From where did ge that that 1550 gold income from trade?What do you sell and to who that we gain that much income from trade?
 
From where did ge that that 1550 gold income from trade?What do you sell and to who that we gain that much income from trade?

I would assume that came from every action that said: "Increase to Trade Income". I assume most of who bought and who sold is abstracted to the background. Those are details that aren't really important tbh.
 
Hmm, I wonder how vassal land development is going. We have made a lot of progress on our end but we are the King and we spend a lot to improve shit. Maybe once we are more financially secure we should make a bank and start offering loans and such.
A bank who can offer loans for noble is so far in the future that it isnt even funny right now.We barely avoid going in the red right now,we dont have the funds for a bank.Also we dont have the men or the experience to run a bank.Maybe we could start with a bank for the smallfolks(merchant,artisans) to get our feets wet in how a bank is run.
 
A bank who can offer loans for noble is so far in the future that it isnt even funny right now.We barely avoid going in the red right now,we dont have the funds for a bank.Also we dont have the men or the experience to run a bank.Maybe we could start with a bank for the smallfolks(merchant,artisans) to get our feets wet in how a bank is run.

Read the "Once we are more financially secure" bit in that paragraph.
 
I would assume that came from every action that said: "Increase to Trade Income". I assume most of who bought and who sold is abstracted to the background. Those are details that aren't really important tbh.
Yes it is important bc it offer more realism to the quest and the world.That trade increase doesnt make to much sense bc we dont have so many tread treaties or even valuable goods to sell.
 
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