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

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.

Well, increases in internal trade due to new goods being added to the market as well as better travel conditions can also increase trade. Fewer bandits on the road mean more road safety and would lead to merchants travelling longer routes, selling more wares that would not have been possible with the bandit problem. And then there are also the external treaties we have signed with other kingdoms. As more wheat is also being produced, that can also increase sales, especially to the parts of the North that can't make wheat. There is also the brewery that was made in Wintertown.

What it means more financially secure for you?For me it means when our income is at least 3 time larger then our expenditure.And also we need the men and the experince to rule a bank.

Enough money that we aren't spending most of our treasury on actions and all that. I do agree in that a bank for merchants and smallfolk would be a good start for that experience.
 
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?
Look, mate, if you feel the need for (what you consider to be) a hyper-grounded, hyper-realistic quest, by all means go craft your own. This one hasn't dissatisfied its dozens of readers & posters, this one has its own internal logic (whether you like or are interested in that logic or not, it's still there) and this one has a system that has worked well for it. But being an inflexible prat while expecting everything here should kowtow to your unique vision of things and ignoring how everything works and has been established is not going to change anything, except wearing out your welcome that much faster (seriously. your post about the trade income? Every single turn has the economy broken down, and previous updates detail how each sector of the trade economy improves over time. It isn't our fault or our problem if you don't want to read or acknowledge details that don't satisfy your personal desires)

As was said to the one that complained about the magic, monsters & Fey appearing here: if you don't like it, nothing is keeping you here.
 
From just a quick read through I see that we are selling furs, wool, Minerals, Wood, recently some alcohol and have facilitated safer travel throughout our kingdoms. As well as the trade treaties we have with the other kingdoms in our alliance. I also don't see why concrete wouldn't be a good investment and we have had it for more than 8 turns at this point and have been using it for construction in the town so I see it being natural tbh
 
Why did we built a concrete factory?How de we transport the concrete from the factory to where we need it and stop it from harden from the factory to the place we need it?It will have been better to have a production and distribution chain that can get the materials where we need them
Today he have cement trucks that allow us to transport it on large distances.
 
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?
the problem with the western trade is that we can only reach the Riverland with some safety for our ship. But after that we have to deal with the ironborn and westerlands as they have go fully religious zealots and probably wont trade with us or allow our ships to trade with the Reach
 
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.

Okay, first of all, there is plenty of trade going on. Food most of all. Grains, and vegetables. We also have a large blacksmith operation, powered by water mills. We have meat and milk and wool from cattle. We have a lot of timber. We have mines producing iron, tin, and copper. All of these things have been built up over the last 21 turns. We, as the king, are entitled to tolls and taxes on that trade.

Additionally, you seem to contradict yourself, as you claim that we make too little money, but then also attack every means we have of producing money as unrealistic.

It's a little much for you to drop in and start criticizing the entire quest for a lack of realism when you don't have any knowledge of where we have been or what has happened so far. Furthermore every quest has to sacrifice a little realism to simplify things. Each QM has to determine how to do that in the best way possible. Most end up depending more on action economy restraints than resource restraints.

If you want to have that much criticism over realism vs simplicity, then you need to start your own quest. I wouldn't mind a CKII quest on hard mode, or a quest that takes resource restraints much more seriously than most do. Make a quest and ping me about it. If you want an example of a very good quest that was built around resource constraints then take a look at the Meguca Micro Empire Quest.

Why did we built a concrete factory?How de we transport the concrete from the factory to where we need it and stop it from harden from the factory to the place we need it?It will have been better to have a production and distribution chain that can get the materials where we need them
Today he have cement trucks that allow us to transport it on large distances.

Dry concrete mix is not that difficult to transport by wagon or sled. Of course it has to be mixed with water on site and immediately poured, and it is manpower intensive, but then so is everything currently. Concrete did exist and was used in the ancient world. It is not dependent on mechanization or motorized vehicles.
 
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Dry concrete mix is not that difficult to transport by wagon or sled. Of course it has to be mixed with water on site and immediately poured, and it is manpower intensive, but then so is everything currently. Concrete did exist and was used in the ancient world. It is not dependent on mechanization or motorized vehicles.

Oh god. That sounds intensive as all hell. Is this how the Romans did it?
 
Oh god. That sounds intensive as all hell. Is this how the Romans did it?

Most likely. The Romans often used layering of concrete (probably because mixing large batches of concrete and filling large forms was difficult, and because they didn't use steel reinforcement). Imagine an army of thousands of modern DIYs using hand tools to make any of the larger works. Probably supplemented by whatever could be powered by horses/oxen.

As far as I know there are no surviving records detailing the process so it is a bit of guesswork as to how they did it. But it can't be denied that they did in fact use large amounts of concrete, and did produce large structures, several of which have lasted a couple thousand years.

There is some evidence the Mayans also used concrete, though not as extensively.
 
The romans most probably produce concret at the site,they receive the materials they need and they produce it where they need it.With many sclaves to do the hard work wasnt to difficult for them to produce any amount they may need.
Dry concrete mix is not that difficult to transport by wagon or sled. Of course it has to be mixed with water on site and immediately poured
If you do something like this it destroy the concret.The concret needs a precise amount of mixture of sand,a bonding agent(cement) and water.More water equal a weaker concret.
And romans used vulcanic rock from a specific site around Vezuvius to make there famous concret(not cement.concret=building material,cement=bonding material need to make concret).So ash from ironwood is usseles for something like this and it is expensive like hell.So our chances to recreat roman concret that can be poured under water for docks is practically zero.
 
The romans most probably produce concret at the site,they receive the materials they need and they produce it where they need it.With many sclaves to do the hard work wasnt to difficult for them to produce any amount they may need.

If you do something like this it destroy the concret.The concret needs a precise amount of mixture of sand,a bonding agent(cement) and water.More water equal a weaker concret.
And romans used vulcanic rock from a specific site around Vezuvius to make there famous concret(not cement.concret=building material,cement=bonding material need to make concret).So ash from ironwood is usseles for something like this and it is expensive like hell.So our chances to recreat roman concret that can be poured under water for docks is practically zero.

We have not assumed that we can pour concrete underwater, rather that concrete will make the construction of the above ground portion of the docks easier to accomplish. In fact, the recent update specifically says that concrete did not make the construction of the shipyard significantly easier.
 
An imperial roman legion had on paper 4800 men,plus almost 1200 slaves for menial tasks.Also they had military engineers who planed the construction and lead the men.Roman style roads were the highways of there times,fast travel roads for military use and if the military didnt use them then the civilian could use them but they represent between 10 and 20% of the total lenght of the roads in the imperium.
Also romans legionare built a lot more then only roads.Several military enginers and a number of soldiers were present at every public building project in the empire bc they had the knowledge to build things.From roads to ports,to aquaducts to temple and stadium they were present.There are no historical evidence that the auxilia cohorts build anything by there owns.Maybe they supplied the manpower under the leadership of an engineer from a legion.
 
An amazing turn. Seems someone sacrificed a whole litter of puppies and kittens to the dice. And to make things ironic, the two things I was worried the most, the long time for the roads to finish and the side-effects from the beast-bonding, were among the best results.:lol:

[X] Permit it with supervision.
-[X] At least one of the Horned Men to ride with the party

Should we make a big diplomacy push for the Reach next round? As in, contacting the Gardeners, offering our assistance with the fey issues, etc.? My instinct would be to wait a round, until we have actionable intelligence, but if we want to move quickly on things I could be persuaded to that course.

From what I've seen so far, the info we get from the spy rings is mostly to give us an idea of the greater picture to guide our choices and not be blindsided, but doesn't give us benefits to what comes from the actions when we take them. Thus, I don't think it really matters if we contact the Gardeners before we complete the spy network in the Reach, and at the moment there isn't any urgent Diplomacy action that takes priority.

In-story, we can say we're aware of their problems because the septon told us of their situation.

We ought to have a talk with our maester at some point, otherwise all the uplifting we do could become an issue.

I agree with that. Speak to an Advisor (Brynden) has my vote for the personal actions next turn. We don't want him to become paranoid.

get the quest for Jeyne.

I'm not finding anything about a quest for Jeyne. Where is it?

Has the highest DC, so lets get the +15 bonus on this action.

Ugh, you make a good point, but I hope it benefits trade soon. It's just that it seems things keep happening that push taking money-making Stewardship actions for later when we very much need them now.

[] Hire Acolytes: The Citadel is the ordinary source kings turn to when there are more tasks that require literacy than there are literate people in the kingdom. You are reasonably certain you are not an ordinary king, and you remember that the Citadel is not always trustworthy, but there is no sense in not taking advantage of such a resource. Ask for the assistance of a few more acolytes and use them to assist your civil service while the school at Winterfell keeps teaching people. Time: 1 season. Cost: 500 gold, Citadel attention. DC: 35. Reward: Citadel attention, support for civil service.

We need this if we are going to expand the schools and increase the literacy in our realm. We could potentially put it off one more turn until we actually take Expand Schools.

I don't get this one. Aren't Hire Acolytes and Expand Schools redundant, since the goal of both is having enough people to better staff the Civil Service? Why take both? I'd rather use northerners for our bureaucracy than people that could be spies for the citadel, even if the action is more expensive. And not taking Hire Acolytes, we'd save ourselves some attention from the Citadel, which is already gonna get intense after we expand the school and get the Valyrian Steel link acolytes.

we can give an Issue Command for the Green Men to awaken the might of the Umbers to save an action here.

I think we'd get more mileage if we use it to command the Green Men to find a way to empower weapons and armor. When combined with the high production of quality steel from the Wintertown forges, we could get a way to enhance pretty much all our soldiers, rather than a small group.

I want to order the Barrow Houses to fortify the rivers once they finish the shipyards. I think we probably want to save money so we can build two more fleets...

I like the idea of using the western houses to do the more expensive work to save money, but I worry it's gonna be considered gaming the system too much and get us a penalty. @notbirdofprey What's your stance on that?

And since I've already pinged you, is there a reason that the fey are going from the Reach to the Riverlands and the North, but not to the Westerlands and the Stormlands (at least our spies and the Green Men envoy haven't told us news about them there)? Or do we chalk it up to coincidence?
 
okay I have a question the measters are trained in oldtown under the hightowers in the reach so why do other houses use them it seems strange I mean in the books lady dustin calls them grey rats and implies they were the reason rickard stark had his southern goals and lord mandaerly didn't trust his (cant recall if that was because he thought he was a lannister or not)
 
@notbirdofprey A few questions if you have the time.

If we assign a maester/acolyte to escort this septa around, will that have a noticeable cost on our other actions that require acolytes, like Expanding the Schools?

Also, what age is the new Justman king that the Blackwoods and Bracken are supporting? Does he have any siblings?

What ages are the children of the Dustin, Ryswell, Umber, and Karstark ruling families?

Just want to get an idea of the potential marriage matches around, not planning to commit to them or anything, just want some possibilities to be aware of.

I don't get this one. Aren't Hire Acolytes and Expand Schools redundant, since the goal of both is having enough people to better staff the Civil Service? Why take both? I'd rather use northerners for our bureaucracy than people that could be spies for the citadel, even if the action is more expensive. And not taking Hire Acolytes, we'd save ourselves some attention from the Citadel, which is already gonna get intense after we expand the school and get the Valyrian Steel link acolytes.

My thought here is are a few things:

1st: Expanding the Schools will divert our current acolytes to teaching instead of providing the bonuses they currently do. Bonuses that we really are not using much since we never got around to uplifting more chemistry and math related actions. It's mainly given us a bonus to our concrete development, and maybe to the math behind the waterwheels and windmills. Once we move on to developing fertilizer and gunpowder and a chemical industry to support it, they will become more useful, so I don't want them locked up teaching. Best to get more acolytes to aid in the teaching, and to aid the civil service while we are teaching more people.

-[] 3 people
--[] Brass - Alchemy/chemistry X2 links
--[] Lead - Math
-[] 3 people
--[] Silver - Medicine, Healing, and the functions of the body
--[] Brass - Alchemy/chemistry
--[] Electrum - Meteorology

2nd: Expanding the Schools will step on the Citadels toes in a way asking for acolytes will not. So I'd rather get the acolytes now before that.

3rd: Requesting Acolytes to man the schools will be a way of signalling that we are not looking to replace the Citadel with our schools, but rather supplementing them, and that we still are going to depend on the Citadel for most learning related actions. (This may be a false signal, but it's a useful one to send).
I think we'd get more mileage if we use it to command the Green Men to find a way to empower weapons and armor. When combined with the high production of quality steel from the Wintertown forges, we could get a way to enhance pretty much all our soldiers, rather than a small group.

That's a good thought. We need to consider what kind of anti-ship weapons we can develop.

-Rites of Battle: Frost hasn't learned quite as much of war magic as he did of the rites of the field. He's not certain, but he suspects something else aided him and his fellow Green Men in those attempts. Here he depended solely on flashes of memory from the weirwoods and his own wit. But he did find something…two somethings, actually. The first is a rite which spreads weirwood dust into the air, seeking the eyes of the foe and making one man appear to be two and ten to appear to be a hundred. It requires extensive preparation, however, and the dust must be fresh. The second rite also requires long and complex preparation, along with the blood of the brave, willingly given. Arrows of weirwood are carved and shaped before the eyes of the gods, creating a single immense, lethal bolt marked with runes that guide it through the air and grant it unnatural lethality. Rite of the Thousand Foes discovered, Rite of the Sacred Arrow discovered.

I suppose the Rite of the Thousand Foes might be useful... the main thing however would be to prepare numerous Sacred Arrows.

I wonder if a fire arrow version could be developed? That's probably the easiest of ways to make our cogs into anti-ship weapons.

Or maybe if we developed a ballista, and mounted it on the cogs. (Video). More ballista info.

@notbirdofprey Can we get this as an option next turn? I'm assuming that we already have knowledge on how to build these things? Or do we need to take a learning action to research siege weapons? I'm pretty sure these are known in the Game of Thrones world already.

And since I've already pinged you, is there a reason that the fey are going from the Reach to the Riverlands and the North, but not to the Westerlands and the Stormlands (at least our spies and the Green Men envoy haven't told us news about them there)? Or do we chalk it up to coincidence?

Probably because the Stormlands have adopted the Storm Father and Earth Mother religion which has led to them keeping it under control (though do note we don't have a Rumor Mill there), while the Westerlands have gone and used a religious crusade to enslave and bind the beasts of the area to suppress the fay?
 
@notbirdofprey A few questions if you have the time.

If we assign a maester/acolyte to escort this septa around, will that have a noticeable cost on our other actions that require acolytes, like Expanding the Schools?

Also, what age is the new Justman king that the Blackwoods and Bracken are supporting? Does he have any siblings?

What ages are the children of the Dustin, Ryswell, Umber, and Karstark ruling families?

Just want to get an idea of the potential marriage matches around, not planning to commit to them or anything, just want some possibilities to be aware of.




That's a good thought. We need to consider what kind of anti-ship weapons we can develop.



I suppose the Rite of the Thousand Foes might be useful... the main thing however would be to prepare numerous Sacred Arrows.

I wonder if a fire arrow version could be developed? That's probably the easiest of ways to make our cogs into anti-ship weapons.

Or maybe if we developed a ballista, and mounted it on the cogs. (Video). More ballista info.

@notbirdofprey Can we get this as an option next turn? I'm assuming that we already have knowledge on how to build these things? Or do we need to take a learning action to research siege weapons? I'm pretty sure these are known in the Game of Thrones world already.



Probably because the Stormlands have adopted the Storm Father and Earth Mother religion which has led to them keeping it under control (though do note we don't have a Rumor Mill there), while the Westerlands have gone and used a religious crusade to enslave and bind the beasts of the area to suppress the fay?

1. Assigning an acolyte to attend won't be a problem.
2. The new Justman King is only a year or so old.
3. The various noble families of the North mostly have children four or five years older than Eddard or about the age of Rodrik and Alys.
4. I will add action for making artillery and Sacred Arrows, although you already do have some - there's a bunch in the towers around Fever River.
5. And you will learn more about the fey when Strange Magics finishes.

Also, you will hear about the shadowcat and the results of the wandering at the next turn/rumor mill. Expect the Interlude sometime tomorrow.
Adhoc vote count started by Elder Haman on Mar 7, 2020 at 11:58 PM, finished with 31 posts and 11 votes.
 
2. The new Justman King is only a year or so old.
3. The various noble families of the North mostly have children four or five years older than Eddard or about the age of Rodrik and Alys.

Hmmm... so Alys is at least a potential match for the Justman King if we want to go that route. We have allied ourselves pretty firmly with the Riverlanders, what with us supporting them as an independent Kingdom.

Finding a match for Serena inside the North will be difficult unless we agree to a man older than her. Might keep an eye out for a good match outside the North.

For marriages inside the North Rodrick and Alys are more the correct age. I'm thinking that a marriage into the Barrow houses would be a good match, or potentially one of the Northern houses.

For this, there's a link that lists all metals and their known subjects. For this, the others are:

Brass is alchemy/chemistry.
Copper is astronomy.
Electrum is meteorology.
Lead is math.
Pewter is stewardship.
Platinum is law.
Red gold is smithing
Steel is engineering/architecture.
Tin is agriculture.

Having someone extra with a link in a subject provides a varying bonus to related rolls.

Thinking about it, we really ought to get someone who has both Brass and Tin (chemistry and agriculture), someone who has Lead and Steel (math and engineering), and someone with Red Gold and Brass (Smithing and chemistry).
 
so i know that this topic may have been done to dead, but now that we will gain giants and mammoths i maybe time to think about canals again
 
so i know that this topic may have been done to dead, but now that we will gain giants and mammoths i maybe time to think about canals again

Rather than canals I think we will want to build a major highway between Cerwyn and Torren's Lake, as that could be a major transport method. Up the White Knife to Cerwyn, then on the royal road to Torren's Lake, and then down the Rillwater to the western sea.
 
Can someone help me with a couple questions?

1. Has Torrhen's direwolf not been named yet? I can't find its name.

2. Has Eddard's Diplomacy increase been already added? I can't remember what score he had. He has 17 now, but I don't now if he had 15 and it has already been modified, of if it has yet to be increased to 19.
 
Can someone help me with a couple questions?

1. Has Torrhen's direwolf not been named yet? I can't find its name.

2. Has Eddard's Diplomacy increase been already added? I can't remember what score he had. He has 17 now, but I don't now if he had 15 and it has already been modified, of if it has yet to be increased to 19.

Eddard's diplomacy increase has been added. Edwyle's has not.
 
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