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

Adhoc vote count started by notbirdofprey on Dec 30, 2019 at 10:44 PM, finished with 33 posts and 21 votes.

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notbirdofprey
The Game of Crusading Thrones, Self-Insert Edition (GoT CK2)
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  • [x]plan Black Wolves
    [x] Bear Island Towers: Time: 2 seasons. Cost: 400 gold. DC: 30. Reward: Watchtower chain along Bear Island
    [x] The Grand Ranging: Time: 1 season. Cost: 400 gold. DC: 30. Reward: Better chances of success for the Grand Ranging.
    [x] Wildling Troubles:Time: 2 seasons. Cost: 200 gold. DC: 30/60/90. Reward: Reduced tensions in the North.
    [x] For the Watch:Time: 2 seasons. Cost: 150 gold. DC: 50. Reward: Night's Watch is stronger.
    [x] A Proper Town:Time: 1 season. Cost: 200 gold. Reward: Town charter given out, new options unlocked.
    [x] Other Artisans: Time: 1 season. Cost: 400 gold. Reward: Increase to trade.
    [x] Strange Wood: Time: 1 season. Cost: 50 gold. DC: 55. Reward: Information
    [x] From Skagos to the Neck: Time: 2 seasons. Cost: 0 gold. DC: 55. Reward: New actions unlocked.
    [x] Create an Organization: Time: 3 seasons. Cost: 1000 gold. DC: 50. Reward: Group of assassins/spies/smugglers/saboteurs available for use.
    [x] A Little Help:Time: 1 season. Cost: 300 gold. DC: 45. Reward: Extra weapons sent to aid Lord Blackwood.
    [x] Uplift Seed Drill: Time: 1 season. Cost: 0. DC: Varies. Reward: New action unlocked
    [x] Warging Practice: Time: 1 season. Cost: 0. DC: 55. Reward: You get more skilled at warging.
    [x] Family Time: Time: 1 season. Cost: 0. DC: 50. Reward: You feel better, your family feels better.
    [X] Plan: Lower Risk
    -[X] +1 Free Action
    --[X] Intrigue
    -[X] Bear Island Towers: Watchtowers are expensive things, even if they are very useful. While some of your vassals have successfully built their own, an infusion of coin, laborers, and men-at-arms to guard them would do wonders for helping out others, like the Mormonts. Time: 2 seasons. Cost: 400 gold. DC: 30. Reward: Watchtower chain along Bear Island
    -[X] Expand the Patrols: The Wardens have been doing a good job, but they could do better. Considering the threat beastmen have proven themselves to be, it would be wise to make sure they do not receive another such opportunity. Send more men to join them, get them better equipment, perhaps expand House Forrester's fortifications some. Your people shall not have to live in fear of these beasts! Time: 1 season. Cost: 800 gold. DC: 45. Reward: Wolfswood Wardens expanded, better trained, better equipped.
    -[X] 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
    -[X] Wildling Troubles: Many are displeased by the presence of wildlings in your kingdom, on both sides. The oaths sworn by the chiefs have kept the bloodshed to a minimum, but you see no reason to let this tension fester. Remind the chiefs of their oaths, remind the nobles of witnessing the oaths, remind the smallfolk on both sides that they have better things to do than killing each other. Perhaps make a few examples…Time: 2 seasons. Cost: 200 gold. DC: 30/60/90. Reward: Reduced tensions in the North.
    -[X] Cattle Ranching: There's lots of cows now on your land. There's lots of land without any people. Put the two together to begin expanding your cattle herds and selling the meat and leather and milk. Time: 2 seasons. Cost: 400 gold. DC: 45. Reward: New options unlocked, increase to trade.
    --[X] Apply DD to Cattle Ranching
    -[X] New Mills: Build more water wheels and set them up with grindstones. Free up livestock and grind grain faster. Poole gets quite the gleam in his eye when he talks about all the things he could do with more waterwheels. Time: 2 seasons. Cost: 500 gold. Reward: Increase to farming income.
    -[X] Strange Wood: The gray wood is an unusual material. It reminds you of weirwood in the grain, but other than that it is completely unfamiliar. Have Maester Brynden study it. Perhaps it is something significant… Time: 1 season. Cost: 50 gold. DC: 55. Reward: Information
    -[X] Further Afield (The Rock): 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 Rivers get to work. Time: 2 seasons. Cost: 100 gold. DC: Varies. Reward: Rumor mill for chosen location
    -[X] Further Afield (Iron Islands): 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 Rivers get to work. Time: 2 seasons. Cost: 100 gold. DC: Varies. Reward: Rumor mill for chosen location
    -[X] A Little Help: You are desperately strapped for gold and silver, even with the new mines. You do have some extra weapons though. Send them south past the ironborn armies and hopefully it will be enough to give Lord Blackwood some momentum. Time: 1 season. Cost: 300 gold. DC: 45. Reward: Extra weapons sent to aid Lord Blackwood.
    -[X] Warging Practice: You know that you are a warg now, if it wasn't obvious beforehand. You have had the occasional wolf dream, but you want to practice it with greater focus and effort and actively try to slip into the skin of your wolf. Time: 1 season. Cost: 0. DC: 55. Reward: You get more skilled at warging.
    -[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.
    [X] Plan Cheap but Important!
    -[X] Guard Training: Brandon has replaced all the dead or severely wounded guardsmen by now, or at least selected men who will serve as adequate replacements after their training is done. With some of his spare time, he could train other men to a similar standard for other houses. And naturally, he will encourage those men to remember their loyalties to Winterfell should the unthinkable happen…Time: 2 seasons. Cost: 200 gold. DC: 50. Reward: Other houses gain small number of men trained and equipped equivalent to Winterfell guard, vassal loyalty increased.
    -[X] Wildling Warriors: The wildlings have many fierce warriors among them. Brandon wants to see if they have any unique insights for battle, whether it's special tactics for fighting in beastmen or a way to use those elk they ride sometimes as cavalry. Time: 1 season. Cost: 50 gold. DC: 65. Reward: ??
    -[X] The Grand Ranging: You do want to know what happened to the giants, and get a better idea of what's north of the Wall. Sending some men and supplies to the Shadow Tower will cost you a little, and it has potential for great rewards. Time: 1 season. Cost: 400 gold. DC: 30. Reward: Better chances of success for the Grand Ranging.
    -[X] 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
    -[X] Wildling Troubles: Many are displeased by the presence of wildlings in your kingdom, on both sides. The oaths sworn by the chiefs have kept the bloodshed to a minimum, but you see no reason to let this tension fester. Remind the chiefs of their oaths, remind the nobles of witnessing the oaths, remind the smallfolk on both sides that they have better things to do than killing each other. Perhaps make a few examples…Time: 2 seasons. Cost: 200 gold. DC: 30/60/90. Reward: Reduced tensions in the North.
    --[X] Apply DD to Wildling Troubles.
    -[X] A Proper Town: Between the forges, an influx of smallfolk from across the north, and the increased prosperity on your lands, there are enough people in Winter-town that you can reasonably declare it a town and give them a charter. It will be a long process to make it more than just ink on parchment, but the results will be worth it. Time: 1 season. Cost: 200 gold. Reward: Town charter given out, new options unlocked.
    -[X] 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 some. Time: 1 season. Cost: 400 gold. Reward: Increase to trade.
    -[X] Strange Wood: The gray wood is an unusual material. It reminds you of weirwood in the grain, but other than that it is completely unfamiliar. Have Maester Brynden study it. Perhaps it is something significant… Time: 1 season. Cost: 50 gold. DC: 55. Reward: Information
    -[X] From Skagos to the Neck: What does Frost want with all those wargs and healers and wise men? Why have they gone to Castle Green? And how can you get the North to benefit from their presence? You have seen the power of wargs, and the healers from Skagos saved many lives and limbs with their strange herbs and unicorn horns. Time: 2 seasons. Cost: 0 gold. DC: 55. Reward: New actions unlocked.
    -[X] Blackwood Aid, Part Two: Now that you know the Blackwoods are interested in working with you, further steps can be taken. Sending men south in the guise of a sellsword company will help, especially if they bring extra equipment with them. It's not as much as the riverlords would like, but you cannot afford another war at the moment. Time: 1 season. Cost: 1000 gold. DC: 45. Reward: "Sellswords" with extra equipment sent to aid Lord Blackwood.
    -[X] A Little Help: You are desperately strapped for gold and silver, even with the new mines. You do have some extra weapons though. Send them south past the ironborn armies and hopefully it will be enough to give Lord Blackwood some momentum. Time: 1 season. Cost: 300 gold. DC: 45. Reward: Extra weapons sent to aid Lord Blackwood.
    -[X] Warging Practice: You know that you are a warg now, if it wasn't obvious beforehand. You have had the occasional wolf dream, but you want to practice it with greater focus and effort and actively try to slip into the skin of your wolf. Time: 1 season. Cost: 0. DC: 55. Reward: You get more skilled at warging.
    -[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.
    [x] Plan: Cheaper and with Income Generating Investments
    -- [x] Wardens of the Road: The beastmen probably aren't a significant threat anymore. Most of the Wardens have had minimal encounters, and there have been no reports of beastmen attacks from any of your subjects, new or old. Have some of them patrol the roads around the Wolfswood and help deal with any bandits of other threats instead. Time: 1 season. Cost: 200 gold. DC: 30. Reward: Potential increase to trade income
    -- [x] Guard Training: Brandon has replaced all the dead or severely wounded guardsmen by now, or at least selected men who will serve as adequate replacements after their training is done. With some of his spare time, he could train other men to a similar standard for other houses. And naturally, he will encourage those men to remember their loyalties to Winterfell should the unthinkable happen…Time: 2 seasons. Cost: 200 gold. DC: 50. Reward: Other houses gain small number of men trained and equipped equivalent to Winterfell guard, vassal loyalty increased.
    -- [x] 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.
    -- [x] 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
    -- [x] Cattle Ranching: There's lots of cows now on your land. There's lots of land without any people. Put the two together to begin expanding your cattle herds and selling the meat and leather and milk. Time: 2 seasons. Cost: 400 gold. DC: 45. Reward: New options unlocked, increase to trade.
    -- [x] From Wool To Yarn: You have arranged for a sheep farming business which 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: 400 gold. DC: 65. Reward: Increase to trade.
    -- [x] 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 some. Time: 1 season. Cost: 400 gold. Reward: Increase to trade.
    -- [x] The Power of Water: Water is an amazing thing, Brynden says, and you definitely agree. It's truer than he knows, really. And the North has plenty of streams which flow fast enough to never freeze. You can use them to grind grain, but what else can you do a waterwheel? Time: 2 seasons. Cost: 300 gold. DC: 30/60/90. Reward: New options unlocked.
    -- [x] From Skagos to the Neck: What does Frost want with all those wargs and healers and wise men? Why have they gone to Castle Green? And how can you get the North to benefit from their presence? You have seen the power of wargs, and the healers from Skagos saved many lives and limbs with their strange herbs and unicorn horns. Time: 2 seasons. Cost: 0 gold. DC: 55. Reward: New actions unlocked.
    -- [x] Beyond the Wall Part 2: Snow is unnerved by the news from the North. He considers it something unnatural and unusual, which means he wants to know more about it. Let him bribe wildlings into spilling their secrets with him, and he promises to get to the bottom of the matter. Time: 3 seasons. Cost: 200 gold. DC: 65. Reward: Simple Spy Network (Beyond the Wall)
    -- [x] A Little Help: You are desperately strapped for gold and silver, even with the new mines. You do have some extra weapons though. Send them south past the ironborn armies and hopefully it will be enough to give Lord Blackwood some momentum. Time: 1 season. Cost: 300 gold. DC: 45. Reward: Extra weapons sent to aid Lord Blackwood.
    -- [x] Uplift Fertilizer: presumably organic (e.g., animal waste such as manure, bloodmeal, bone meal, fish meal, feather meal, fowl litter, guano, peat, greensand, limestone, plant waste such as compost) but if we can find some phosphate rock or generate useful quantities of ammonia (the tanners probably want fermented urine, but alchemists might be able to generate gaseous ammonia, Haber-Bosch is probably beyond us at the moment).
    -- [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.
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