Military
-Logistics and Infrastructure
-Deep Strikes

Diplomacy
-Do it Yourself!

Intrigue
-Sabotage
-Make Fight Each Other

Stewardship
-More Settlements
-Outposts Down Below

Research
-We Have Ways
-Colbat Bows

Persona; Actions
-Tutoring
-Your Queens II

Mainly focusing on delaying and causing trouble for the enemy forces. I also want RA and DD on diplomacy to increase our chances, and since we are doing the action personally our large diplomacy bonus should add to the success rate. Also increase settlements and outpost will help our empire down the line. Research will gain use a useful ranged units and more information about the races in the area in general (if we know more about their culture it may help in are diplomacy). Personal Actions just help use in general.

Survey done just explaining my viewpoint for anyone who wants it.
Why vote for more settlements when the ones we have are in financial trouble? Let's make sure they're stable, and full towns, first with the Expansion action.
 
Last edited:
This is what I voted for.

Millitary

Deep Strikes
Logistics

Diplomacy
Do it yourself!

Intrigue
Sabotage
Make fight each other Sowing Dissent

Stewardship
Expansions
Roads

Research
We Have Ways
Colbat Bows

Personal Actions

Tutoring*
Your Queens II

*What I clicked, but In hindsight, I wanted learning. Oops.

Edit: In case I forget later. If Do it yourself wins, these are my RA and DD votes.

[X]RA: Do it yourself!
[X]DD: Do it yourself!
 
Last edited:
Personal Actions
Tutoring*
Your Queens II

*What I clicked, but In hindsight, I wanted learning. Oops.

Edit: In case I forget later. If Do it yourself wins, these are my RA and DD votes.

[X]RA: Do it yourself!
[X]DD: Do it yourself!
If you send Arcman a PM asking him to correct that he should do so, that's how post-vote vote changes in CK2 quests are usually handled.
 
@Arcman will our high diplomacy score will help us in Do it yourself by increasing the success rate since we are presonally involved?
 
anything to do with below is a big no no its one thing to mine out new resource's its another to willingly walk in to the heart of old god territory and set up shop just no
 
@Arcman
A few things I'm not sure are entirely clear.

1. I'm under the impression that the Double Down bonus continues until the action is completed. However, I don't see any indication of this for Foreign Relations in the turn list. I'm also under the impression that Double Down can be used on another action the next turn, even while a Doubled Down action is underway from a previous turn. Can you clarify?

2. It seems implied that DD and RA can only be applied once each per turn, but I can't find explicit mention of this.

3. It's been mentioned that half the relevant stat is added as a bonus to each roll. It's been assumed that half the best spouse's bonus is added as well (or a quarter of their stat). Can you clarify? Are these bonuses included in the given percentage chances of success in the lists of actions for a turn, or added later?

4. How do the various bonuses (ruler, spouse, RA, DD) affect the chance of crit successes and failures?
 
What's the legal status of the explorer's guild? Does it count as an invasion or are they considered equal to the magnataur/trolls/etc tribes?
 
I'm pretty sure there is basically no legal status in the effective era we're in. Only the lands you lay claim to, as well as the land you can actually manage to hold on to.
 
We're a multi-million strong empire but we're unfettered by bureaucrats and legal red tape? Impossible!
Caste system which actually works perfectly with the psychology of the species. No need for bureaucrats like others would because there's a place for everyone and everyone knows their place.

There are probably a few, but its likely not a huge number nor are the laws all that complex.
 
It should be noted that the Explorers league are just that, explorers. They probably only know about us from stories heard by the local people.
 
1. I'm under the impression that the Double Down bonus continues until the action is completed. However, I don't see any indication of this for Foreign Relations in the turn list. I'm also under the impression that Double Down can be used on another action the next turn, even while a Doubled Down action is underway from a previous turn. Can you clarify?

For multi-year projects DD is applied to all years.

2. It seems implied that DD and RA can only be applied once each per turn, but I can't find explicit mention of this.

Only once per turn.

3. It's been mentioned that half the relevant stat is added as a bonus to each roll. It's been assumed that half the best spouse's bonus is added as well (or a quarter of their stat). Can you clarify? Are these bonuses included in the given percentage chances of success in the lists of actions for a turn, or added later?

I add them during rolls.

4. How do the various bonuses (ruler, spouse, RA, DD) affect the chance of crit successes and failures?

Crit Success and Crit failures still occur from 95-100, 1-15 respectively, lower for the latter depending on the percentage of said action.

And...

Calling the Survey, seeing as there are a solid set of winners supported by a ton of votes.

Here are the winners:

Military
Deep Strikes
Surface Training

Diplomacy
Do it Yourself!

Intrigue
Sabotage
Make Fight Each Other

Stewardship
Expansions
Outposts Down Below

Research
We Have Ways
Colbat Bows

Personal
Martial Training
Your Queens II

-

Do you guys want to contest one thing on the list? If not then what do you want to apply RA and DD on this turn?
 
For multi-year projects DD is applied to all years.



Only once per turn.



I add them during rolls.



Crit Success and Crit failures still occur from 95-100, 1-15 respectively, lower for the latter depending on the percentage of said action.

And...

Calling the Survey, seeing as there are a solid set of winners supported by a ton of votes.

Here are the winners:

Military
Deep Strikes
Surface Training

Diplomacy
Do it Yourself!

Intrigue
Sabotage
Make Fight Each Other

Stewardship
Expansions
Outposts Down Below

Research
We Have Ways
Colbat Bows

Personal
Martial Training
Your Queens II

-

Do you guys want to contest one thing on the list? If not then what do you want to apply RA and DD on this turn?
I want to contest Surface Training. Logistics and Infrastructure is MUCH more important than a simple bonus to fighting on the surface, especially since Deep Strikes all ready has an 80% chance of success and the Intrigue actions might not benefit from it.
 
Last edited:
I also want to contest Surface Training and replace it with Logistics and Infrastructure due to the fact since we are taking all the war delaying options this turn. We want to use that delay to improve our troops and cause choas in the enemy ranks.

DD and RA on Do it Yourself!
 
Last edited:
I also want to contest Surface Training and replace it with Logistics and Infrastructure due to the fact since we are taking all the war delaying options this turn. We want to use that delay to improve our troops and cause choas in the enemy ranks.
Right, that too. If all three actions succeed we'll be able to finish Logistics with plenty of time to spare before the war begins.
 
Back
Top