that last bit under personal actions does not look good to me...
Yeah I don't want to take it.

Oracles, the Frenzyhearts can go die in a ditch. Plus the Oracles actually have an idea about how the artifacts work.
Right.
Here's my suggestion:

Military
Thor Modan
Banishment
To the Stormpeaks
-This clears up enemies, helps the Earthen and the Watchers (we can go to the vaults when we get the Watchers to help us - might not need mini-Turns there at all, could in fact get them as friendlies).
Drop RA on this and they're all guaranteed to success (our bonuses should all get it to at least 100%)

Diplomacy
The Oracles
Alliance Trading
The Light
Druidism
-We need the Light so we can give Furbolgs something, Alliance gives us better relations and can help give us a warning in case shit goes down elsewhere, Druidism means another magic system so it's all good

Intrigue
The Kvaldir
An Arcane Mystery
-The Kvaldir mentions they're undead, that sounds like Scourge (it's not actually paranoia if they ARE out to get you)... and, if it's possible, I'd deeply love to see if we can't help a certain Aspect to properly return (seriously, imagine how much better the world would be if he would go back to, you know, being sane).

Stewardship
Drakkari Eugenics
-We're not doing mini-Turns this time so no need for golems.
Might as well make sure shit doesn't go down with the trolls

Research
Dire Trolls
Ships
Demonology
-We need to destroy the Burning Legion, I want to figure out what's up with Dire Trolls and I want a fleet so we can go to Kalimdor and kick ass when the time comes... or, really, just go and hunt the Burning Legion wherever they decide to put up shop.

Personal
Vacation
NO CLUE
-We need a vacation. We SO need a vacation
 
???: You've had something on your mind for a time since last year as you quaffed a myriad of concoctions and brews to keep you up day and night. But something in particular stuck with you. It had loosened your mind, and opened it to... to... something. You can't really recall what it was in the morning after, and attempts at finding it had ended in failure. But you could taste it. And... a... you want to drink more of it. Simple as that. If you can make or find the stuff again.
Time: 2 Years. Chance of Success: 70% Rewards: ???
No to addiction, I say!
 
...So Oracles or Frenzyhearts?

Also, this Turn we're gonna have to help both Stormpeaks and destroy the Iron Dwarfs; we need the Watchers and their Earthen allies to be strong.
Drop RA on that and both operations would be guaranteed successses.
We should wait with the Vault until we can get the Watchers to get down there and tell the elementals to back off.

As for Intrigue...
I definitely want to check on the Kvaldir, because I'm having a sneaking suspicion this is a last "fuck you" left behind by our enemies ('undead' screams 'Scourge' to me right now).
It might just be paranoia, but why take the chance?
Fuck the frenzyheart bastards always. Oracles is the one to pick.
 
Military
Thor Modan
Banishment
To the Stormpeaks
-This clears up enemies, helps the Earthen and the Watchers (we can go to the vaults when we get the Watchers to help us - might not need mini-Turns there at all, could in fact get them as friendlies).
Drop RA on this and they're all guaranteed to success (our bonuses should all get it to at least 100%)
I would mostly agree, but you must remember that our armies are heavily damaged at this time. We need to start recruiting again and luckily, this time that action will turn into a yearly, automatic thing.
 
My plan for this turn.
Military-3
[X]Recruitment II
[X]Thor Moden
[X]To The Stormpeaks
Refershing our military becomes an automatic action, gaining Earthen allies, and messing with Loken's plans
Diplomacy-4
[X]The Tuanka
[X]The Fubolgs
[X]The Oracles
[X]Alliance Trading
Finishing making diplomatic contact, getting insights on titan tech, and getting trade income.
Intrigue-2
[X]The Kvalidr
[X]Order of Assassins
Finding out what the sea trolls are up to, and making refreshing our assassins an automatic action.
Stewardship-1
[X]Golem Factories
Making the lives of our citizens easier, and making troops that can't be subverted by the Old Gods.
Research-3
[X]Dire Trolls
[X]Necromancy
[X]Demonology
Getting more badass army animals, finding out the limits of necromancy so we can have an easier time of beating it, and finding out the weaknesses and strengths of demons so we have an easier time of beating them.
Personal-2
[X]Vacation
[X]Maexxna
Unwinding after a few very busy years, and cementing the giant murder spider's loyalty.
Any comment, questions, or criticisms?

Also, @Arcman, if we were to choose fewer actions in a category than were needed, for example we choose 2 military options when we can choose 3, could we get some sort of bonus for those actions? Or do we have to choose as many actions as are allowed?
 
Civil War: The Vrykul are at war with one another these days. Numerous clans are fighting for dominance, though many have somewhat banded together to oppose Queen Angerboda and the Dragonflayer Clan. It is apparent that the Queen is allied with the undead and their demonic masters and wants to the rest of the Vrykul to join her. But now that all support from then has vanished Angerboda is steadily losing to opposing clans. Her defeat is likely certain, but your strike teams will make sure, just in case.
Time: 1 Year. Chance of Success: 95%. Rewards: Various Dragonflayer operations sabotaged.
Will you make a roll for the conflict if we don't pick this?
 
Recruitment II: The losses suffered last year have significantly weakened the Nerubian Army. Obviously, Anub-Rekhan needs to recruit more to fill those losses and replace those sent off for garrison duty. But this time he wants to establish a permanent system so that he can call upon and train Nerubian recruits to replace any loss suffered during the long campaigns.
Time: 1 Year. Costs: 20,000 Gold. Rewards: Current army losses replaced and trained. Any future army Losses will be replaced and trained at start of every turn.

Thor Modan: With the defeat of the Scourge and the Burning Legion it is time for the army to finally focus its attention upon the Iron Dwarves. Anub-Rekhan wants to start by helping the Earthen Army besieging the ancient Iron Dwarf city Thor Modan and take it for the Empire. Muradin and various members of the Explorers' Guild wish to help too and might go even if the army does nothing.
Time: 1 Year. Cost: 3,000 Gold. Chance of Success: 90%. Rewards: Thor Modan Taken, Earthen Army relived. Iron Dwarf Prisoners.

To The Stormpeaks: As the Nerubian army works to replace its heavy losses the Scouting Legion has gotten off relatively light compared to them. It is just about at full strength, awaiting further orders. And now that you have knowledge of what is going on there, and the regions the Scouting Legion divisions are stationed in are now properly settled and defended, they wish to do something more. Commander Anub-Niwre and his subordinates have asked to launch an expedition into the forbidden Stormpeaks, to discover more about the region and support the remaining Titan Watchers and fight off Loken's iron armies.
Time: 1 Year. Costs: 5,000 Gold. Chance of Success: 85%. Rewards: Titan Watchers and their allies hold out longer. Intelligence on Loken's operations and on Stormpeaks .
Let's replace our losses and set up auto-replenishment so that we don't need to use actions on it anymore, and let's hit Thor Modan and the Stormpeaks.

The Oracles: After several years of hostilities the gorloc tribe known as the Oracles in Sholazar Basin has finally ceased hostilities with the Nerubians in the region. Realizing that they'll never drive the Nerubians out and the titan artifacts within their territory aren't being defiled, but maintained instead, the Oracles are willing to negotiate with the Empire. But only if you are willing to help the Oracles drive their rivals, the Frenzyheart tribe, away from Sholazar Basin, permanently.
Time: 1 year. Costs: 3,000 Gold. Rewards: Warm relations with the Oracles. Greater access to Titan artifacts in Sholazar Basin. Bonus to Waygate Research action. Frenzyhearts removed from Sholazar Basin.

Alliance Trading: Muradin says that the samples you traded with him before have been a great hit in the Eastern Kingdoms. From what you hear Nerubian silk has had the greatest success so far. Unsurprising, and it is enough that Muradin has received numerous offers from Alliance trade ships and guilds to help ferry the goods from Northrend and sell them to various buyers in the Eastern Kingdoms. The ships he's hired are now waiting in the newly expanded docks of Valiance Keep, buying goods from the Explorers' Guild, Tuskarr, and Tanuka tribes. They are quite eager to start buying from you, at prices that Muradin says are well worth it.
Time: 1 Year. Costs: 0. Rewards: Trade with the Eastern Kingdoms established. Better relations with the nations that make up the Alliance. +20,000 Alliance Trade Income.

The Light: Though Azhar-Menthas still has much to learn about the Light and mastering the abilities it gives she feels that she's ready to start spreading the word about it. You can't truly help her out on this, but she won't be alone. The paladins and clerics from the Explorers' Guild are willing to help, eager to spread the word about the Light. While you admire their enthusiasm, you worry that their… religious fervor might alienate your people as they seek new followers. Hopefully, that sort of foolishness won't happen.
Time: 2 Years. Costs: 2,500 Gold. Chance of Success: 85%. Rewards: Knowledge, interest, and usage of the Light spreads across the Empire.

Druidism: Valithria Dreamseeker's offer to train Nerubians she thinks is able to learn the art of Druidism still stands. You see no problems with it; it is always good expand the Empire's knowledge in magic. But first you need to find Nerubians capable and willing to learn Druidism first. Valithria is personally willing to make a trip to Azjol-Nerub to help with the former. You just need to work on the latter.
Time: 2 Years. Costs: 2,500 Gold. Chance of Success: 80%. Rewards: Druid Acolytes. Knowledge and interest in Druidism spreads across the Empire.
Kick out the Furyhearts, open up trade with the Eastern Kingdoms, and get started on the Light and Druidism.

Civil War: The Vrykul are at war with one another these days. Numerous clans are fighting for dominance, though many have somewhat banded together to oppose Queen Angerboda and the Dragonflayer Clan. It is apparent that the Queen is allied with the undead and their demonic masters and wants to the rest of the Vrykul to join her. But now that all support from then has vanished Angerboda is steadily losing to opposing clans. Her defeat is likely certain, but your strike teams will make sure, just in case.
Time: 1 Year. Chance of Success: 95%. Rewards: Various Dragonflayer operations sabotaged.

Order of Assassins: With the incredible losses suffered last year the number of Nerubian assassins and teams at your disposal is at an all-time low. Once again, their numbers need to be replenished and trained up to standard. Luckily, a majority of the veteran assassins and Imuruk have survived, forming a solid pool of experience the new recruits can draw from. And like Anub-Rekhan's proposal for the army, Imuruk and Nezar-Azret want to make this a permanent thing and establish a school completely dedicated to recruiting and training future assassins.
Time: 1 Year. Costs: 8,000 Gold. Rewards: Current Nerubian Assassin numbers restored. Future losses will always be restored in one turn.
Sabotage the Dragonflayers and do the same for our Assassins as with our military.

Drakkari Eugenics: Your current population of Drakkari slaves will only last a decade or so if you keep sacrificing them to the Loa. And while they are breeding, there isn't much of it. They simply aren't in the mood or have the time for it. The quarters they stay in alone doesn't help either. Or the 24/7 surveillance on them too, but that is a necessity. The quarters can be redesigned and your alchemists have the necessary brews to ensure that a stable population growth gets going.
Time: 1 Year. Costs: 9,000 Gold. Rewards: Greater increase in Drakkari Slave population per year. Slave District is better secured.
More slaves for our rerolls and a more secure district.

Necromancy: From what you know the idea of necromancy has been theorized by countless mages throughout the Empire's history, even implemented at one point before being discarded as implausible by a coven of mages working on the project. The dead they raised were too weak, unsuited for anything but hard labor where the average Nerubian worker easily reigned supreme. Revulsion had a hand in it too. No Nerubian wants to see filthy, rotten creatures wandering Azjol-Nerub's streets. But they can be of use, and your mages need to learn more of Necromancy to use it to strengthen the Empire and develop effective countermeasures against it. The Lich King is out there after all, surely plotting the downfall of the Empire.
Time: 1 Year. Costs: 1,000 Gold. Rewards: Necromancers. Basic countermeasures against the Undead.

The Waygate: There is a Titan Waygate in Sholazar Basin. While its value as an object of research vault is incredible, its potential as a means of traveling to what is likely the other continents in Azeroth is invaluable. But your researchers haven't a clue on how to activate it, yet. They suspect that the answer lies in the other Titans structures that likely exist in Sholazar Basin. While they try to find those they'll work on studying the Waygate in the meantime for other applications.
Time: 2 Years. Costs: 4,500 Gold. Chance of Success: 85%. Rewards: Titan Waygate in Sholazar Basin open.

Demonology: Around ten-thousand Burning Legions and a powerful Pit Lord and imprisoned in the most secure and guarded prisons in the Empire. Ones designed to hold things equivalent to Maexxna. They haven't been used in hundreds of years up till now, but have been maintained like all the areas in Azjol-Nerub. A myriad of demonic races occupy the various cells. Mo'arg engineers, felguard warriors, gan'arg tinkers, imp minons, eredar sorcerers and their lesser wraithguard kin, six-armed shivarra priestesses, succubus seducers', ered'ruin terror and doomguards, and fel hounds and beasts. Disappointingly, Anub-Rekhan couldn't acquire any dreadlords, but you can start with what you have. Your researchers and mages are ready to acquiring all they can from the demons by whatever means necessary.
Time: 1 year. Costs: 2,500 Gold. Chance of Success: 85%. Rewards: Warlocks and bound demonic servants. Greater intelligence on the Burning Legion, and possible countermeasures against them.
Necromancy for our use and to counter the Scourge, opening the Waygate for easier travel, and studying our demon captives to be better prepared for next time.

Vacation: The stress and weariness plaguing your body is doing you no good. You know that, your Queens and heirs know that, the Empire knows that. Evidently, something needs to be done. You need to… take time off. From… well, everything. It needs to be done if you don't want your health to degrade any further.
Time: 1 year. Rewards: Personal health greatly recovers.

Maexxna: You feel that it is finally time to permanently cement Maexxna's loyalty to the Empire. She is still neutral on it, but is seemingly thankful to the Empire after the army forced the Lich King out of her mind. And a bit fearful of your army again too. But fear can't always ensure loyalty. Something more needs to be done.
Time: 1 Year. Chance of Success: 60%. Rewards: Maexxna loyalty to the Empire.
After last turn we've earned a vacation, and getting Maexxna loyal, not just intimidated into work with us, is awesome.
 
Also if we unlock warlocks, we can access teleportation. Cause nothin beats being able to summon an army with just two guys who snuck behind enemy lines. LOCK CLOSETS FOREVER!
 
I would mostly agree, but you must remember that our armies are heavily damaged at this time. We need to start recruiting again and luckily, this time that action will turn into a yearly, automatic thing.
While true, I feel it better to replace them next Turn, as we've got several vital actions we need taken right now.
Saving the Watchers and helping the Earthen are both incredibly important, and doing the cleansing is also very good so nothing else comes up (corrupting an area strikes me as just what the Burning Legion would do in order to cause a bigger distraction).

Compared to these, I think replenishing our losses can wait a Turn, especially since we're not doing any mini-Turns this time around.

If I'm allowed to participate, I would choose the Frenzyhearts.
Why wouldn't you be allowed to participate?
 
Hmm, seems that if we support the Oracles, we get limited access to the artefacts, and their help with some research, but we won't get everything possible.

If we help the Frenzyhearts, we'll get all the artefacts, and have their military support for future operations, and they'd probably also be a very nice buffer in case of hostiles coming out of the Waygate from the other side. Then again, no research bonuses.

Personally, I'm leaning towards the Frenzyhearts. All the shinies and additional military allies sounds pretty nice.
 
While true, I feel it better to replace them next Turn, as we've got several vital actions we need taken right now.
Saving the Watchers and helping the Earthen are both incredibly important, and doing the cleansing is also very good so nothing else comes up (corrupting an area strikes me as just what the Burning Legion would do in order to cause a bigger distraction).

Compared to these, I think replenishing our losses can wait a Turn, especially since we're not doing any mini-Turns this time around.
I don't really see how Banishment is vital compared to making sure that we'll never have to use actions to recover our losses again. We can just as easily do Banishment next turn, and we'll have our military at full strength for Thor Modan and the Stormpeaks this turn.
 
Hmm, seems that if we support the Oracles, we get limited access to the artefacts, and their help with some research, but we won't get everything possible.

If we help the Frenzyhearts, we'll get all the artefacts, and have their military support for future operations, and they'd probably also be a very nice buffer in case of hostiles coming out of the Waygate from the other side. Then again, no research bonuses.

Personally, I'm leaning towards the Frenzyhearts. All the shinies and additional military allies sounds pretty nice.
The problem is that the Frezyheart are raging traitorous assholes. So any alliance with them would never be a sure thing.
 
Recruitment II: The losses suffered last year have significantly weakened the Nerubian Army. Obviously, Anub-Rekhan needs to recruit more to fill those losses and replace those sent off for garrison duty. But this time he wants to establish a permanent system so that he can call upon and train Nerubian recruits to replace any loss suffered during the long campaigns.
Time: 1 Year. Costs: 20,000 Gold. Rewards: Current army losses replaced and trained. Any future army Losses will be replaced and trained at start of every turn.

Thor Modan: With the defeat of the Scourge and the Burning Legion it is time for the army to finally focus its attention upon the Iron Dwarves. Anub-Rekhan wants to start by helping the Earthen Army besieging the ancient Iron Dwarf city Thor Modan and take it for the Empire. Muradin and various members of the Explorers' Guild wish to help too and might go even if the army does nothing.
Time: 1 Year. Cost: 3,000 Gold. Chance of Success: 90%. Rewards: Thor Modan Taken, Earthen Army relived. Iron Dwarf Prisoners.

To The Stormpeaks: As the Nerubian army works to replace its heavy losses the Scouting Legion has gotten off relatively light compared to them. It is just about at full strength, awaiting further orders. And now that you have knowledge of what is going on there, and the regions the Scouting Legion divisions are stationed in are now properly settled and defended, they wish to do something more. Commander Anub-Niwre and his subordinates have asked to launch an expedition into the forbidden Stormpeaks, to discover more about the region and support the remaining Titan Watchers and fight off Loken's iron armies.
Time: 1 Year. Costs: 5,000 Gold. Chance of Success: 85%. Rewards: Titan Watchers and their allies hold out longer. Intelligence on Loken's operations and on Stormpeaks .
Let's replace our losses and set up auto-replenishment so that we don't need to use actions on it anymore, and let's hit Thor Modan and the Stormpeaks.
Can I convince you to pick banishment instead of replenishing our forces?
As we're not doing any mini-Turns now, those will be less important, IMO.

Civil War: The Vrykul are at war with one another these days. Numerous clans are fighting for dominance, though many have somewhat banded together to oppose Queen Angerboda and the Dragonflayer Clan. It is apparent that the Queen is allied with the undead and their demonic masters and wants to the rest of the Vrykul to join her. But now that all support from then has vanished Angerboda is steadily losing to opposing clans. Her defeat is likely certain, but your strike teams will make sure, just in case.
Time: 1 Year. Chance of Success: 95%. Rewards: Various Dragonflayer operations sabotaged.

Order of Assassins: With the incredible losses suffered last year the number of Nerubian assassins and teams at your disposal is at an all-time low. Once again, their numbers need to be replenished and trained up to standard. Luckily, a majority of the veteran assassins and Imuruk have survived, forming a solid pool of experience the new recruits can draw from. And like Anub-Rekhan's proposal for the army, Imuruk and Nezar-Azret want to make this a permanent thing and establish a school completely dedicated to recruiting and training future assassins.
Time: 1 Year. Costs: 8,000 Gold. Rewards: Current Nerubian Assassin numbers restored. Future losses will always be restored in one turn.
Sabotage the Dragonflayers and do the same for our Assassins as with our military.[/QUOTE]
I don't suppose I could convince you to go for arcane observation?
Imagine the massive amount of Dragonflight goodwill we could earn if we help that guy.
Not to mention bringing a Titan-aligned heavyhitter back would be incredible.

Hmm, seems that if we support the Oracles, we get limited access to the artefacts, and their help with some research, but we won't get everything possible.

If we help the Frenzyhearts, we'll get all the artefacts, and have their military support for future operations, and they'd probably also be a very nice buffer in case of hostiles coming out of the Waygate from the other side. Then again, no research bonuses.

Personally, I'm leaning towards the Frenzyhearts.
It's not like their military matters compared to ours...
 
I'm thinking we should also try to talk with the Furbolgs, because, you know, horrible corruption. Might be a problem with them.

Also, I like Furbolgs.
 
I don't really see how Banishment is vital compared to making sure that we'll never have to use actions to recover our losses again. We can just as easily do Banishment next turn, and we'll have our military at full strength for Thor Modan and the Stormpeaks this turn.
Thing is, the land being corrupted strikes me as likely to lead to bad things; we'd leave the area alone for a year.
Would not surprise me if there's some sort of trap or something happening there, that's gonna end up screwing us over (there was talk of dragon eggs during the rumor section, wasn't there?)

And being at full strength is less important given we're not gonna be doing mini-Turns.
 
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