Aren't most/all the guys marching on us the viking/berserker/proud warrior types? I can't see offering an olive branch after we attacked them first really working.
No those are lost causes.

But offering olive branches to the ones not coming to kick us should still be possible, especially if we stack on the Bonuses.

Of course, this situation would be a lot more manageable if we still had 2 diplomatic actions, instead of just one.
 
*Sees a new update* Woot!
*Reads update* <To Much Raeg>

I was under the unfortunately misconception that this was using Torroar's Double Down, where using it once on a multi-turn action causes it to apply to all turns of that action. Perhaps the crit-fail was enough to cancle the +20, or maybe I'm remembering wrong.
 
Sonofva.

I just noticed. We are going to have to keep throwing bonuses at Diplomacy until Idea finishes, unless we want to risk our hard working coming crashing down on us.

This is good in that at least the 1 other action we have to do with diplomacy every turn is guaranteed to Crit.

This is bad in that we can't use our bonuses on anything else until Idea finishes.
 
Rumor Mill
Rumor Mill
The Return Of The Empire: This year marks the return of the Nerubian Empires resurgence into the surface-world. A massive show of force was unleashed upon Northrend early in the year, the Nerubians seemingly declaring war on all who dwell upon the surface. Large-scale, near simultaneous raids were conducted upon nearly all factions in almost every region in Northrend, slaying and kidnapping many of their people. A majority of the raids being focused on the Ice Trolls, the Magnataurs, and Vrykul. Though beaten back after the near slaying of their leader the Nerubian many are properly wary of their inevitable counterattack.

The Enemy Of My Enemy Is Still My Enemy: Though still hostile to one another, the Ice Trolls, Magnataurs, and Vrykul have chosen to ignore their differences and near constant aggression against each other as the three factions focus their efforts inwardly to unite their force and prepare to war against the Spider Kingdom. Many of the lesser, weaker factions in Northrend wonder how long it will last, but an alliance between the three major powers isn't on the table, thankfully.
 
Well people, let's look at the bright side! We more than doubled our income, unlocked research options, unlocked Saronite research, improved our food situation, made our race slightly less xenophobic, improved our base diplomacy, improved our mages, improved our war animals, gained two epic war animals that will be ready in two turns, improved our weapons, and our combat queen likes us more, and will aid in the smith research! These are all things we should be happy about, because they are all useful!
 
The Enemy Of My Enemy Is Still My Enemy
I wonder if we could increase tensions between the three to either cause the truce between the forces to fall apart (causing them to start fighting each other again) or simply snarl things up to give us more time to prepare.
 
Sonofva.

I just noticed. We are going to have to keep throwing bonuses at Diplomacy until Idea finishes, unless we want to risk our hard working coming crashing down on us.

This is good in that at least the 1 other action we have to do with diplomacy every turn is guaranteed to Crit.

This is bad in that we can't use our bonuses on anything else until Idea finishes.
Don't worry, Double Down still only needs to be applied to a multi-turn project once.

2. Double Down (DD) - By doubling the amount of money put into a single objective's cost, whatever it may be, a +20 will be applied to that options rolls per turn as designated by a bolded DD next to the Project Name. Once a project has been doubled down upon, it cannot have a second double down applied. However, other bonuses may be applied that turn as the players see fit.
 
I didn't mean to them. I meant to the alliance/tuskarr/more reasonable races.
These are exactly who i meant.

First things first we need to run Intrigue to get the three major enemies fighting each other and being less concerned with us.

We NEED NEED NEED to go DO IT OURSELVES for Diplomacy with the Tuskkar, Tunka, Expedition, and Gorelocks.


GM has basically confirmed that we would have already smoothed it all out if it hadn't been for the fact that we'd decided to try to make the EMPIRE like the idea more and done it ourselves there.

None the less, we can use it as an opportunity. Do that one (Diplomacy Ourself), Double down on it and Push hard so that we can basically try to smooth out the hard feelings of first contact (this shit happens at first contact ALL THE TIME, so I can see Brann being willing to forgive).

We might even be able to score some level of military assistance with making sure the 3 big assholes of the north can't actually put themselves into a position of power over this. And the best thing is, once we HAVE a settled peace treaty, our people will respect it. Apparently (was reading up some of the lore) Nerubian's are pound for pound EXTREMELY upfront and forthright on a whole.

Or at least had been before losing everything to the undead.
 
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Didn't we get some slaves of some of the races from the raids?

Can probably score some karma by releasing them or something.
 
Also, could we not use the Survey this turn? I don't feel too good about that place. Let's just go back to the old, someone makes a plan and then everyone votes with that guy's name method.
 
Again, there's no way we could've known that would fail and put RA there to prevent it when Idea of Diplomacy apparently needed it much more.
That's not Arc's point. The point is that whatever you say, a +10 on everything bonus is actually pretty goddamn huge and not being able to use it in other stuff now is pretty crippling.
 
Also, could we not use the Survey this turn? I don't feel too good about that place. Let's just go back to the old, someone makes a plan and then everyone votes with that guy's name method.
The survey wasn't the problem this turn, the dice were. I don't see the need to create so much more work for whoever tallies all those votes.

Hmm... I'll allow it. Keeping track of everything is going to be annoying, but I've counted massive vote tally's before so eh.
No don't do that, the survey's working just fine. It's proven to work well in all the CK2 quests that are running on here and on SB.
 
The survey wasn't the problem this turn, the dice were. I don't see the need to create so much more work for whoever tallies all those votes.
I'm not talking about the dice, I'm talking about the votes, cause I'm not sure that the results would have been the same if the Lurkers who voted had actually read the arguments instead of just waiting for the survey and vote without thinking too much about what the actions would do.

At least with the tally, people who want to vote would actually have to read the argument and defend their ideas, and thus hopefully leading to more informed voters.
 
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