Suggestions:
Martial-
Making The Wolfways: The Temple of the Iceborn Flame begins construction this year. You will have to carve paths to it, not just for the supplies but also for the pilgrims who will no doubt be coming to see it. It is time for a violent carving and uprooting through the forests. In the triangle between Smallhof, Ferlangen, and Bohsenfels is where the site lies, and so you will need three different roads. It will be somewhat profitable given that you'll have felled trees for sale afterwards. But damned if it won't be hard. It's many, many miles of forest. You'll start with the first path you carved up, reinforcing it, preparing it, before getting to the others. Ogres will have to be utilized in considerable number for this, but you're sure they'll be happy to be paid for the work. The name of 'Treebreaker' is one that Urgdug was recently granted by his peers due to them suddenly remembering his efforts in Nordland long ago, and one that has already been taken up by others. You'll have help from the Ulricans you'll be letting in at least, so there's that. Cost: 1,000. Time: 3 Years. Reward: Proper paths cut through the trees leading from Smallhof, Ferlangen, and Bohsenfels towards the Temple of the Iceborn Flame. Beastmen/goblins/bandits/etc. curtailed further from forest. Chance of Success: 75%
With two martial options finishing this year we can slot in blastweave upgrades and looking into more beast paths next year. As it is starting the wolfways will be easier the sooner we do it as it gives beastmen and goblins less time to replenish their numbers. Not to mention for blastweave we are still researching a blastweave upgrade so we may be able to do all the upgrading with one action by waiting.
Navy-
Verborgenbucht: Salkalten is as about as expanded as it can be. But there are other coastal settlements. The next largest would be Verborgenbucht, and it has nowhere near the defenses that the largest settlement possesses. For now. But you can change that. It will just take time. Grow its docks, put in a new watchtower, and so on and so forth. It will take another generation for it to grow too much larger, but for now, you can increase the size of its docks. Only a bit, as a test case to see how the area responds and construction ability, but more berths are never something to be given up easily. Expand the docks, build new sections entirely, and so on and so forth. The Salkalten Guard can shift a few of their soldiers to help guard it during the process. For without the walls of Salkalten, they are a far juicier target due to their vulnerability. It must not be like that forever. Starting now. Cost: 1,500. Time: 2 Years. Reward: Verborgenbucht docks expanded, defenses increased slightly. Ship Capacity Increase. Will Increase This Year.
Gauschdorf: A barely acknowledgeable town, more important due to the fact that it is a garrison location for your troops on the border of Kislev. They are more guard station than village, but then those soldiers still have their families. More importantly, they are stuck right on the edge of the Gulf of Kislev and are somewhat nearby – nautically speaking – to Erengrad. A small dock exists there, and it may be time for said small dock to be changed. That close to Erengrad and its formidable defenses mean that, much like Verborgenbucht, it could be a target to naval raiders avoiding the harder targets. The people of Gauschdorf are for the most part soldiers, former and current, and their families. They will likely be more than willing to let you do with the town as you will so long as you are building up the defenses. Some minor diplomatic efforts to get people to head there to assist in populating it won't hurt either. Cost: 1,500. Time: 3 Years. Reward: Gauschdorf gains military berthing-capable docks, defenses increased. Ship Capacity Increase.
As mentioned earlier we can quickly add ships in comparison to needing multiple turns on increasing dock space. In addition this increases the defenses of two locations so that anything that gets by has a harder time breaching our province. Also means we will have a turn of saving the stipend (and back at the full 1900 next turn) before taking a ship building action once Verborgenbucht finishes.
Diplo-
Coordinating With The General: Apparently, the Emperor is good friends with the man responsible from keeping Hochland from erupting into civil conflict. Largely by way of having complete control over the military who would be used in said fighting. Gustav Briggs seems a good man, and one willing to cooperate. You will not send troops into Hochland, and he will not do the same to Ostland. It's simply not done unless you are very much on your way elsewhere. While he may be the General in charge, you would have to negotiate with the nobility of Hochland to get permission to do anything more, and given historical precedent – armies of either province 'reclaiming land' which happened to be in the opposite province – it is something you are just as leery of. But you can try to work together in corralling the paths you locate on both sides. Cost: 500. Time: 1 Year. Reward: Coordination against beastmen attempting to cross between Hochland and Ostland going forward, penalty to beastmen's rolls. Chance of Success: 80% [Will not work if Army of Forest or Army of Ostland is not present in Ostland. So you'll need at least one present. Obviously.]
An Open Hand: You don't know Count Rommel personally, but then, the same could be said for many of the Electors. But Reikland is one of the strongest provinces in the Empire. It always has been, as befitting the land from where Sigmar himself once roamed. From there the Unberogen arose as a true power, a power they retain today. They are, you know, one of the wealthiest, strongest, and most populous provinces in the Empire and have been for a long, long time. It may be time to reach out to Count Rommel, as while he was not part of that odd little cabal which came up against you in the Meet, he was not one of those who was clearly on your side either. You could try reaching out to him, shoring up amiable relations. He will not simply become a friend out of nowhere, but you could get something out of it. Maybe. Cost: 500. Time: 1 Year. Reward: Amiable opening to relations with Count Rommel. Chance of Success: 65%
Horse Trade – Averland: There is something to be said for the stout horses that Ostland's march can produce, with generations spent rushing to the shore and back. But they are not, necessarily, the best horses in the land. But there is a place known in the Empire to be a very good place for finding quality horse flesh. Averland. Land of the Knightly Order of the Black Bear, to be sure, but they supply their horses all over the rest of the Empire and have done for many years. You could just as easily seek them out and see if they'd be willing to trade off some of their finer studs, or at least some mares of a quality bloodline, to you so that you could breed better horses yourself. Averland's Count is likely going to be willing to grant you quite the affordable price on such things considering the events of the Elector's Meet, but such contrition will not last forever. Time to strike while the iron is hot. Cost: 1,000. Time: 1 Year. Reward: Averland horse breeds added to Ostland horse breeds, to mix and strengthen. Increased income in Horse Trade as a result. Chance of Success: 100%
Last one is mentioned to be time limited so lets grab it now, it is both +income but also a boost to horses breed in ostland which in turns boosts any mounted troops we raise. Open hand, will we need to extend our contacts with the other provinces to avoid being cornered like last time, if we instead develop friendships we can more likely count on them to back us. And Hochland well it has a solid chance (80%) and deals with an upcoming martial problem while the other deal with beastmen is 5% (Gunthar, though that may be an error on the success chance)
Stewardship-
Lumbering Heat: Charcoal is one of the most common heating sources in the Empire, and is reasonably cheap. Everyone uses it in winter, even in Wulfenburg. But Sabine has spoken of diversifying your usages of lumber, for while a few minor charcoal producers exist in Ostland, most in Ostland independently make their own. Hamlets and villages make it themselves, and it is not necessarily the easiest work. Sabine has also brought up charcoal companies, entire organizations built around the production and selling of charcoal down in the southern parts of the Empire, where it doesn't even get as cold as it can up in the Trident! If it works down there, it should work here. Normally people do it on their own, but a full company could produce far more, and gain you some funds as well, if done properly. Sabine has, therefore, requested an allocation of funds given over to her to set up such a charcoal company. It would, by necessity, use Nassau traders and caravans, but your treasury should still be capable of making a profit. It will most likely not be based at Wulfenburg proper, but in Roezfels, Vandergart, or Jegow. Cost: 1,000. Time: 2 Years. Reward: Ostland Charocal Company created. New Income Source: Charcoal Sales.
The Stone Beneath Wulfenburg: Once upon a time, there were skaven beneath your city. You would prefer if that was never the case again. As such, speak with the dwarfs of your city and see if they would be willing to apply their expertise on guarding against such things, whilst simultaneously making use of the space to create things such as underground granaries, storage facilities, and the like. Some areas can become permanently livable, if they would prefer it, and you think they might. But also, they need to properly reinforce the entire thing, reroute the sewer systems with dwarf expertise, and completely lock down the underground. Gates, walls, reinforcing pillars and the like. The dwarfs will be happy to have permissions and ownership for buildings that they build down there for their own purposes, and you know that they will be certainly eager to help protect their homes. Plus, as you expand Wulfenburg above, it can only help to expand it below as well to compensate. Thankfully, with all the dwarfs there and the area previously already cleared with some work done in this vein, it is only a continuation of what you've already done. Cost: 2,000. Time: 3 Years. Reward: Under-Wulfenburg Further Reinforced for safety and settlement for dwarfs and particularly weird humans. Better sewer/plumbing systems.
Mainly because money is not a pressing need to increase I feel we can grab the two turn one for charcoal, plus it works to expand demand for logging industry to further push back the forest. Also securing the under city is a must! Screw skaven!
Research-
Removed as this should be locked (had vapor tanks with a DD on it)
Piety-
A True Mountain Garden: Minor temples are one thing, but Arthur wishes there to be a true Garden of Morr, similar to the greater ones that have been built in Ostland proper, below the mountains. A place not just for internment of the dead, but for sermons on the God of the Dead, his responsibilities to the living and theirs to him, and so on and so forth. As well as wings and areas for augurs to be contacted, rather than having to hope for them to just come by, or wander past. Ever little bit of civilization helps, and you know this well. The more secure the dead, the happier the living. A bit of an odd thing, likely in certain parts of the Empire, but the specter of Zacharias, of necromancy, remains strong. A quiet undercurrent of fear erupted, you find, when rumors of the sacking carried out by one of the abominable Tomb Kings trickled north. Far to the south of Ostland, to be sure, but the threat of an undead naval force spooked a lot of people. Plus, perhaps it will help people with their dreams. For that is one of the purviews of Morr as well. Reassurance goes a long way, if one believes in such things. And a good number do. Cost: 1,500. Time: 3 Years. Reward: Major Temple of Morr built in the Middle Mountains. Morale improvement to the people, hopeful protection against necromancy and the like.
Science of War: Verena and Myrmidia seem to share claims of science and knowledge, but you should investigate further. Because without a doubt, your engineering focus has and will be warfare, which the latter is said to also be more specialized in. But Verena is more known to those of the Empire, without the recent stigma surrounding Myrmidians. And yet, if your experiences have taught you anything about matters regarding the Gods, it is that faith is important in this world. A patron god could go a long way towards ensuring the long term success and regard held towards your school is amicable by the rest of the Empire. Patron Goddess? Patron Goddesses? Either or. A more in depth investigation as to their relationship with the things studied at the school, and the willingness to establish them as such, could go a long way. It can't precisely be Sigmar, it just doesn't quite fit, if only because you don't need the schools becoming an argument point between the cult of Sigmar and Ulric. You won't know for sure without checking. Cost: 500. Time: 1 Year. Reward: Study Complete For Deity Usage
Secure the middle mountains and spread Morr's protection while at the same time figuring stuff out for our college while we have time. Next turn grab the Bases of Nature (which may be a bit easier with more paths established into the forest) but also saves us 500 gold.
Personal-
Stabbing With Guns: Okay, maybe you are being a bit presumptuous here. You have only just begun to learn engineering, within the past handful of years. Far less than any senior or master engineer, Anna included. But, more than once, you have seen your handgunners forced to fight at close range. Maybe they aren't able to pull a knife or blade out before the enemy is upon them. Maybe they weren't carrying one at all. An ironfist would undeniably help, but that's largely for defense, and even closer range. You could offer a point beyond that, something that they could fight with to keep the enemy just that little bit further away. Just stick a blade on the end of the gun. How hard can that be? Just mix your knowledge of blacksmithing and engineering, and just…put a stabbing portion on the gun? It's going to take some time, of course, but it's a project that you can do on your own. Your experience in ironfists should help, even, in terms of melding blade with greater masses of metal. Cost: 100. Time: 3 Years. Reward: Gun-based Stabbery/Erdolchen (Stabby bit attached to handguns). Chance of Success: 85%
Gold Journeymen: You are reasonably sure you can handle this negotiation, considering it's been done multiple times with the Jade Wizards, and then the Amber. See if any of the Gold College would be willing to send some of their journeymen north to join your forces. Perhaps just helping out in your engineering works, or in combat. It is not an entire year's worth of attention after all, just a few letters, and some coin determination depending on how many of them come north. The ranks of the wizards are still slowly expanding, even though it's been over thirty years since the colleges first began. Cost: 100 at first, fees to come afterwards. Time: 1 Year. Reward: 2+1d4 Gold Journeymen Wizards. Chance of Success: 75%
Stabbing with guns is bayonets which gives our handgunners a last ditch defense when the beastmen breakthrough the front lines and is a multi turn projects so grabbing that and one of the two one turn projects is a good idea. As for the other I favor adding more wizards to our armies (we must have them all!) this turn and next turn grab the other gold college option assuming a better personal option does not show up. Mainly because I favor adding to our force capability before any beastmen show up (I hope that will be a few turns but in that case we may need to take an action or two to best integrate gold mages into our armies and if they show up sooner at least we have them)
Edit
Total Cost: 11,200
1,850 covered by stipend
9,350 remaining + DD option cost
Stipend: 1850 (reduced by 50 do to over capacity)
Reserve: 4,756 Gold Crowns
Net Income: 16,434 Gold Crowns Per Year (not sure if this includes the 200 income we gained in turn summary as the info sheet was updated last Jul 19th)
Available: 21,190
New Treasury: 11,840 - DD option cost
Boosts- +50 to stipend due to no longer being over capacity
+Horse Trade
Edit-
Removed research since it should be locked.
Also considering grabbing a high quality tier 3 merc band as there are no foot bands we want to hire currently and I expect additional fighting in the forests over the coming turns. That would spend 1,500 more but would still be less then our income.