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

Adhoc vote count started by notbirdofprey on Jan 14, 2020 at 9:16 PM, finished with 33 posts and 12 votes.

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notbirdofprey
The Game of Crusading Thrones, Self-Insert Edition (GoT CK2)
Post #979
Post #1011

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  • [X] Plan ending the First Night
    -[X] More Watchtowers: Bear Isle and many other of your vassal's lands are vulnerable to Ironborn raids. Ships are costly, but a system of watchtowers like the one you are building could help your lords respond to attacks faster. Time: 3 seasons. Cost: 1400 gold. DC: 30. Reward: Watchtower chain along the western coast.
    -[X] Northern Ghosts: One thing Brandon learned from the wildlings is about another tribe who headed south and vanished into the Wolfswood. By all accounts, they are incredibly skilled at ambushes and tracking, able to walk in fresh snow without leaving tracks and find the path a shadowcat took across stone. Brandon wants to seek them out and learn everything he can from them, and possibly even recruit them into your service. Time: 3 seasons. Cost: 50 gold. DC: 75. Reward: New options unlocked
    -[X] Speak with Vassals (North): 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] The First Night: The right of the First Night is a barbaric thing, in your opinion, and you knew many of your vassals and all of the smallfolk agree. Banning it would be a good deed, but it might upset even those who disapprove of the practice. Time: 1 season. Cost: 25 gold. DC: 20/40/60/80. Reward: First Night banned, chance of change in vassal/peasant opinion
    --[X] DD in the first night
    -[X] Concrete Construction: Concrete will be an extremely useful material, but unlike stone, it cannot be simply carved out of the ground. You must set up a building for it to be mixed, train some people in how to make it and use it, and then you will be able to use it. Time: 3 seasons. Cost: 800 gold. DC: 35. Reward: New options unlocked, increase to trade.
    -[X] City Planning: Wintertown is growing quickly, but haphazardly. Streets zig and zag and stop abruptly where someone decided to build a house or a shop or a tavern, there's no city wall, and many southerners have no idea how to make a building suitable for winter. Hire some men to survey land, mark where roads and walls will go, and generally help building go smoothly. Time: 1 season. Cost: 600 gold. DC: 45. Reward: City more organized, reduction in cost to other options
    -[X] The Old Carvings: There is power in the ancient carvings that line the walls of Winterfell. Of that, there can be no doubt. But it is a silent, distant power, grown weak from long neglect and fading strength. Restoring their power will be a long and difficult process. First, the old carvings must be renewed and deepened, so that they are more than barely visible scratches in stone. Time: 2 Seasons. Cost: 100 gold. DC: 65. Reward: Runes in Winterfell actually visible.
    -[X] Further Afield (Westerlands/ Kingdom of 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] 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] Seek a Healer: Maester Brynden has kept Serena alive through her many illnesses with the help of knowledge from the Citadel and what he learned from the woodwitches he spoke to so many years ago, but he has not been able to truly make her better. Go looking for someone who can…Time: 1 season. Cost: 50 gold. DC: 30/60/90. Reward: You find a healer who can truly help Serena.
    [X] Plan First contact with Reach
    -[X] More Watchtowers:
    -[X] Wardens of the Road:
    -[X] Speak to Kings (Reach):
    -[X] Speak with Vassals (North):
    -[X] City Planning:
    -[X] The Old Carvings:
    -[X] Further Afield (Iron Isles):
    -[X] Further Assistance:
    --[X] DD on Further Assistance
    -[X] Family Time:
    -[X] Seek a Healer:
    [X] Plan Let's deal with Harren and filth
    -[X] More Watchtowers: Bear Isle and many other of your vassal's lands are vulnerable to Ironborn raids. Ships are costly, but a system of watchtowers like the one you are building could help your lords respond to attacks faster. Time: 3 seasons. Cost: 1400 gold. DC: 30. Reward: Watchtower chain along the western coast.
    -[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] Speak to Kings (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] Try to strengthen the alliance between Vale nobles and friendly clans. Is there something Starks could assist Vale with?
    -[X] Speak with Vassals (North): 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] City Planning: Wintertown is growing quickly, but haphazardly. Streets zig and zag and stop abruptly where someone decided to build a house or a shop or a tavern, there's no city wall, and many southerners have no idea how to make a building suitable for winter. Hire some men to survey land, mark where roads and walls will go, and generally help building go smoothly. Time: 1 season. Cost: 600 gold. DC: 45. Reward: City more organized, reduction in cost to other options
    -[X] The Old Carvings: There is power in the ancient carvings that line the walls of Winterfell. Of that, there can be no doubt. But it is a silent, distant power, grown weak from long neglect and fading strength. Restoring their power will be a long and difficult process. First, the old carvings must be renewed and deepened, so that they are more than barely visible scratches in stone. Time: 2 Seasons. Cost: 100 gold. DC: 65. Reward: Runes in Winterfell actually visible.
    -[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 Rivers get to work. Time: 2 seasons. Cost: 100 gold. DC: Varies. Reward: Rumor mill for chosen location
    -[X] Further Assistance: Lord Blackwood has not yet won, so you will spend more Northern lives and Northern gold to aid him, thereby indebting him to you even further, or wasting even more if he loses. Time: 1 season. Cost: 500 gold. DC: 50. Reward: Further aid to Lord Blackwood
    --[X] DD on Further Assistance
    -[X] Uplift hygiene: 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
    --[X] Soap at the first hand, may be something more? Sterilisation of medicine instruments, natural antiseptics and so on.
    -[X] Seek a Healer: Maester Brynden has kept Serena alive through her many illnesses with the help of knowledge from the Citadel and what he learned from the woodwitches he spoke to so many years ago, but he has not been able to truly make her better. Go looking for someone who can…Time: 1 season. Cost: 50 gold. DC: 30/60/90. Reward: You find a healer who can truly help Serena.
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