Military
[x] Retraining
[x] Survey
[x] Outposts

Diplomacy
[x] Improve Your Standing

Intrigue
[x] Search Yourself

Stewardship
[x] Educational Expansion
[x] Settlements

Research
[x] Leadership
[x] Improved Husbandry

Personal Actions
[x] Tutoring
 
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Military (3) Retraining, Survey, Fortified Entrances (37,000)
We get our army back up to snuff, see what's out there currently and get the entrances to our realm secured.

Diplomacy (1) Improve Your Standing
No reasons to do the other options.

Intrigue (1) Search Yourself
I'd prefer having a less skilled spymaster that we can trust more then a skilled one we can't.

Stewardship (2) Educational Expansion, Settlements (81,000)
More cities equals more people equals more income. The bonuses to research are helpful as well. We can start the mines when we find a way to protect our workers.

Research (2) Leadership, Improved Husbandry (20,000)
Get the gaggle of researchers organized and improve our food supply along with our war beasts.

Personal Actions (1) Stat increase
The Queen might take up a fair amount of our time and we should work on some of our inadequacies while things are still calm.
 
[X] Millitary
- [X] Retraining
- [X] Raiding
- [X] Survey
[X] Diplomacy
- [X] Improve Your Standing
[X] Intrigue
- [X] Search Yourself
[X] Stewardship
- [X] Educational Expansion
- [X] Settlements
[X] Reseach
- [X] Leadership
- [X] Improved Husbandry
[X] Personal Actions
- [X] Of Consorts and Queens
 
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Right so Millitary wise

Retraining: A necessity We need our Army to improve itself for coming conflicts.
Raiding: Another Necessity for now and doubles as a way to train our army up some more, keep our Badass General happy, and GETS RESOURCES FOR THE EMPIRE that doesn't come attached to Old God whispers. While this breaks some eggs, it doesn't break any eggs which aren't long cracked. And more than this having our General badass FIRMLY on our side knowing that we are WILLING to use force will be a boon for when we decide to use words as well.
Survey: A necessity for getting us info about the world... And I rather go with this than outposts for the simple reason that outposts will invite attacks once we start Raiding. Which means The Vykul, Trolls, and Magnitaur won't have obvious targets to strike at... at least not obvious targets which are low fortification that is.

Improving our standing: is a good investment for the future. The better we are with our people, the more we can get done.

Search yourself: We put our Diplomacy stat to use here in working against our intrigue stat.

Settlements: Yes this is a primary link in our plans for eventual Diplomacy. Instead of sticking our heads out little by little this gives us a fair and DEFENSIBLE presence which can then be used to spring board out and get our people out of their shells.
Educational Expansion: A solid choice especially since ALL of the empire can use technology acquired and upgraded... where as only a portion can use acquired magics.

Improved Husbandry: This one's an obvious choice and will go really well with Settlements.
Enchantment!: I chose this over Leadership for a few reasons. First one being it goes well with strengthening our Army which means that our Army won't feel left out and neglected ever (I plan for us to be a fairly aggressive force to some extent.) And going towards enchantment means that MAGITECH will later be able to benefit from this kind of research.

Of Consorts and Queens: Because we will breed a loyal generation of sons to help in our agenda. And Having the pick of the queens means that we can much more carefully select for ways of keeping our backs safe from knives.



As a side mention I'm opposed to Leadership as a research choice for 2 reasons.

1) We don't want to be stepping on toes as yet. We need the empire looking Outward successfully first. Stepping on toes means more knives aimed at our backs.
2) We don't want the Scholar faction united as yet under their brightest minds... especially since it is quite clearly noted "Many of are smarter than you, much to your displeasure."
 
Right so Millitary wise

Retraining: A necessity We need our Army to improve itself for coming conflicts.
Raiding: Another Necessity for now and doubles as a way to train our army up some more, keep our Badass General happy, and GETS RESOURCES FOR THE EMPIRE that doesn't come attached to Old God whispers. While this breaks some eggs, it doesn't break any eggs which aren't long cracked. And more than this having our General badass FIRMLY on our side knowing that we are WILLING to use force will be a boon for when we decide to use words as well.
Survey: A necessity for getting us info about the world... And I rather go with this than outposts for the simple reason that outposts will invite attacks once we start Raiding. Which means The Vykul, Trolls, and Magnitaur won't have obvious targets to strike at... at least not obvious targets which are low fortification that is.

Improving our standing: is a good investment for the future. The better we are with our people, the more we can get done.

Search yourself: We put our Diplomacy stat to use here in working against our intrigue stat.

Settlements: Yes this is a primary link in our plans for eventual Diplomacy. Instead of sticking our heads out little by little this gives us a fair and DEFENSIBLE presence which can then be used to spring board out and get our people out of their shells.
Educational Expansion: A solid choice especially since ALL of the empire can use technology acquired and upgraded... where as only a portion can use acquired magics.

Improved Husbandry: This one's an obvious choice and will go really well with Settlements.
Enchantment!: I chose this over Leadership for a few reasons. First one being it goes well with strengthening our Army which means that our Army won't feel left out and neglected ever (I plan for us to be a fairly aggressive force to some extent.) And going towards enchantment means that MAGITECH will later be able to benefit from this kind of research.

Of Consorts and Queens: Because we will breed a loyal generation of sons to help in our agenda. And Having the pick of the queens means that we can much more carefully select for ways of keeping our backs safe from knives.



As a side mention I'm opposed to Leadership as a research choice for 2 reasons.

1) We don't want to be stepping on toes as yet. We need the empire looking Outward successfully first. Stepping on toes means more knives aimed at our backs.
2) We don't want the Scholar faction united as yet under their brightest minds... especially since it is quite clearly noted "Many of are smarter than you, much to your displeasure."

Yes, yes, and more yes.

We chose this race to be unique and to eradicate the isolationist tendencies. For that, we need our people to like us a lot. We dont need to be making waves right now, right now we need to be laying the groundwork for the future years.
 
We don't need an account right? I submitted the survey but I dont know if it's important to sign up or not.
 
Military: 3
[X] Retraining
[X] Outposts
[X] Fortified Entrances

Intrigue: 1
[X] Search Yourself (RA)

Diplomacy: 1
[X] Improve Your Standing

Stewardship: 2
[X] Educational Expansion
[X] Settlements (DD)

Reseach: 2
[X] Improved Husbandry
[X] Enchantment!

Personal Actions: 1
[X] Of Consorts and Queens
 
Retraining: While your current army is utterly massive by the standards of most other nations, it hasn't been used in a long, long time. Well... other than dealing with the occasional raid from the hated Ice Trolls, Vrykul, and Magnatuar on the few outposts the Empire has near the surface world, close to the few entrances leading to Azjol-Nerub. While their discipline is still strong like in all Nerubians, everything else has slackened. Anub-Rekhan wants to fix this and get them, their gear, and his officers back up to standard.
Time: 1 year. Costs: 10,000 Gold. Reward: A restored professional, if untested army. Anub-Rekhan relieves a bit of boredom.

Logistics and Infrastructure: Anub-Rekhan has depressingly reported a general lack of military infrastructure inside Azjol-Nerub itself. While there are a number of barracks scattered throughout the Empire and are kept clean, repaired, and ready for use by the local Nerubian Workers, they are too few and ill prepared to house and command the Nerubian Army from if they ever go to war. Anub-Rekhan wants to fix this.
Time: 2 year. Costs: 90,000 Gold. Reward: Easier mobilization and travel for the army in Azjol-Nerub, bonus to defense rolls for underground combat, increase of military presence in the Empire.

Fortified Entrances: Five heavily guarded gates lead to Azjol-Nerub, protected more by their secluded and hidden nature more than anything else. Always a firm believer in the art of being prepared, Anub-Rekhan wishes to fortify and enchant and station more troops at these entrances in case of an attack.
Time: 1 year. Costs: 27,000 Gold. Reward: Better protection, bonus to defense rolls for attacks on the gates, able to hold out longer for reinforcements.
Let's get our army back into fighting shape, make sure it can respond and move more easily within the Empire, and the Empire is well defended from outside attack.

Improve Your Standing: While your reputation is currently good with all the Queens, Spider Lords, Viziers, Seers, and every other Caste in your Empire... you feel you could improve it more. This time, you'll firmly bring them to your side.
Time: 1 Year. Chance of Success 70%. Rewards: Improved reputation with your subjects, increased chance at internal diplomatic actions by 5%
Let's start off by boosting our chances of the other actions working.

Search Yourself: You have have numerous contacts and powerful allies you've gained with your silver tongue and promises of reward. Surely, some of them are able to serve as your new Spymaster, if not then you'll find one some other way?
Time 1 year. Chance of Success: 75% Rewards: New Spymaster of dubious quality, +1 or 2 Intrigue actions.
A personally vetted spymaster is more important than an extra Intrigue action.

Mine Expansion and Cleansing: Over the course of thousands of years, the Nerubian Empire has just about mapped out nearly all the underground, Copper, Tin, Bronze, Silver, Iron, Gold, Steel, Mithril, Truesilver, Thorium, Cobalt, Titanium ore veins in Northrend. But they abandoned anywhere they encountered the accursed Saronite ore though. Unfortunately, there are far more of the last than all the others combined in continent, and are mixed in with the other veins at times. As you can expect this prevents a substantial number of your mines from expanding. You want to fix this, and Elder Nadox is still hesitant to support this despite being convinced by you, everyone else might not.
Time: 2 years. Costs 90,000 Gold. Chance of Success 70% per year. Rewards: +200,000 yearly income once cleared. Mines are open and ready for further expansion. 20% lower cost for metal research and forging actions, Saronite Ore available for research. Cons: Workers sent to clear might go mad, lower opinion for trying this stupid idea.

Settlements: While your Empire has spread through nearly all of Northrend with its expansive and intricate tunnel system, most of it is sparsely populated. Azjol-Nerub is the Nerubians home and capital city, and most never want to leave its borders. Often times its overcrowded when their explosive population growth kicks in, forcing it to expand everywhere but down. Not that you mind, but it would be nice to see other underground settlements and cities build elsewhere in the Empire. You could persuade them to try... and the Elder Nadox thinks so too.
Time: 1 year. Costs 36,000 Gold. Chance of Success: 70% Rewards: Numerous starting Settlements. Helps getting the Nerubians out of their reclusive habits
We need more income BAD, and we can deal with lower opinion, and settlements will help a lot with spreading out our population and becoming less reclusive.

Improved Husbandry: A number of handlers of the numerous tamed beasts your Empire uses for everyday life, has asked for funding to expand the zoos and farms and improve upon the animals themselves. Evidently, things are started to get crowded in there and the handlers have been forced to keep the populations down through various means.
Time: 2 years. Costs: 20,000 Gold. Chance of Success 75% Rewards: More food. More and stronger Locusts, Giant Spider, Beetle, and Jormungar strains for use.

Armor Sets: Looking through the vast stores of unused metals neatly sorted and organized inside the numerous vaults that make up your treasury and after listening to Anub-Rekhan military proposals it might be good to commission an actual armor set for all castes to use. Possibly. Made out of what you aren't sure, you're no blacksmith. It'll be best if you leave it to the experts.
Time: Goes on till its canceled or finished. Costs: 5,000 Gold per turn. Chance of Success 60%. Rewards: New sets of armor made of different metals available for use for all castes every year.
Better beasties, and better armor.

Of Consorts and Queens: Already, even before you were declared King, you received numerous offers from the various Queens residing in Azjol-Nerub, both from the minor and major communities. As is your right as King you could bring in and mate with as many Queens you want in the Royal Citadel, the heart and center of Azol-Nerub, but you are no a hedonist like Anub-Rekhan. A single Queen would serve you fine... after you sort out a thousand or so of them.
Time 1 year. Rewards: Spousal choices.
Let's get a Queen first.
 
Guys.

We NEED The raiding to establish ourselves with the Military. And we will be going after targets who are going to be problems one way or another.

AND there's likely hood that in raiding we can bring home Loot from engaging them.


The fact is that by digging deeper and mining here we expose ourselves to the Old God Koolaid.


The very first thing we said we WOULDN'T BE DOING.

Raiding lets us target potential enemies who would STILL attack us later on (Magnotaur are bastards, Frost Trolls WILL try to kill us one way or another, and The Vykul will also... and Both the Trolls and Vykul have LOTS of resources for our armies to bring home loot from.
 
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Whatever plan is made, I'm for Logistics and Infrastructure for obvious reasons. I'd rather not do a raid yet as it might hurt our diplomacy down the line, unless we don't like the people we're raiding.
 
Whatever plan is made, I'm for Logistics and Infrastructure for obvious reasons. I'd rather not do a raid yet as it might hurt our diplomacy down the line, unless we don't like the people we're raiding.
Ice Trolls.
Vykul.
Magnotaur.


NONE of these are nice guys, and ALL of them hostile to us and to everything else that lives.
 
people no mining it's a bad very very bad thing to do we would be inviting what amounts to a chaos god in to our people though that ore leave it alone please. this option is a poison apple.

I what to hold off on raiding because I would like to prepare for it.
 
Also, anyone who doesn't pick Survey needs to pick Survey. It's something that we need to do for our long term plan and will help in changing attitudes in the empire immensely.

It literally has no cons for us, the only bad thing is that it'll take 3 years for it to finish. Which is why we want to do it now.
 
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