Current thoughts:
Martial (2)
Festermarsh: Ortrud has offered up the chance to fight alongside her as she purges a significant skaven infestation. This is something you could certainly participate in, but it is not required as she repeatedly made clear in her letters. Especially because of the fact that she knows you and Stephan might need to concentrate on defending your coastlines should the Sea of Claws prove especially dangerous this year. Still, should you choose to contribute, you could bring the Army of Ostland forth to aid in crushing the skaven alongside Ostermark and the dwarfs of the northern Karaz Ankor. It would be a good thing to get back into the practice of commanding them again. It somehow feels like it's been far longer than it actually has been since the Army of Ostland marched as a single group rather than broken up detachments throughout the province. It would also be good to fight alongside Urgdug again, more of the family in general, though you could leave Magnus behind to hold things down just in case. It would be another good bout of experience, even. Anna seems eager to come…or at least, as eager as she can manage. Cost: 100. Time: 1 Year. Reward: Army of Ostland Contributes To Festermarsh. Chance of Success: To Be Rolled By Ostermark, with Army of Ostland providing a bonus to Ostermark's Rolls.
Blastweave Upgrading: Understandably, it will take time for you to take the cannons you have, of Great and Dash varieties, return them to Wulfenburg, and upgrade them properly. The results would obviously speak to themselves, and you need to do it, but while doing so you will have a varying number of cannons available for usual military work. Nothing too bad, but numbers are numbers. It is simply a matter of authorizing it and extremely exacting work to make sure that the blastweave is as well done as possible. Some of the engineers have begun speaking about more exacting molds and other such machines to make things uniform, or 'standard', but this is what you can do for now. Cost: 1,000. Time: 1 Year. Reward: Great+Dash Cannons Upgraded With Blastweave, and all that comes with it.
Help our friends and not letting the skaven stick around. And blastweave to get our army equipped with the upgrades we have come out with. Also this may lead to standardized molds which would be helpful in the long run.
Mercenary
Hire additional- Skaven expedition and costal concerns plus the bestmen are going to come at some point
Navy (2)
Greatship 4: It's been many years, and the greatship hasn't capsized, exploded, or otherwise run into a disaster. It's proven itself in year after year of naval raids, so it is time to build another one. Considering the size of them and the actual specialized work it requires to make one compared to wolf ships or galleys, it will take a considerable bit of funds to produce another. But, hopefully, it should be worth it. Throw some money in, some lumber, and write up some new cannons to be granted. You can trust the Prince of Salkalten to select a proper captain for the ship. You'll also have to come up with a name for the thing. But, overall, it shouldn't be too hard to make one thanks to the repeated expansions on the docks of your major port city. Cost: 500. Time: 1 Year. Reward: 1 New Greatship.
Galley Focus: Smaller ships, sure, but Wargalleys are perfect for quickly patrolling the coastline specifically. They might not be as directly powerful as wolf ships, but they can be built in greater numbers due to their size. Being ramships, they are more likely to actually engage Norscan raiders who are looking for a fight, in terms of boarding, while with wolf ships the raiders might try to sail around, or flee to attack from another direction. On the other hand, it is the wargalleys that will have more knights and soldiers on them, for just such a fight. It is a bloody work, but one worth it, you think. Cost: 1500. Time: 1 Year. Reward: 10 Wargalleys.
We have 86/95 used though we have an action that finishes this turn to increase capacity and we have 15 lost capacity from damage currently (which should recover over time). More importanly we have 51 wolfships to 19 wargalleys so grabbing 10 more to balance out some additional heavier ships. And add another greatship to the fleet. We end up leaving 800 in the stipend reserves once all is said and done.
Diplo(3)
Arming Albion – Charity: It is entirely possible for you to sell steel weapons to the Albionese. However, it would also be possible for you to simply give it to them. The thought of it appeared to have caused Sabine to get green in the face, but she nevertheless acknowledged that it was possible. Do these people not fight against the horrible beasts of primordial times, beings that have worshipped Chaos since time immemorial and performed all manner of profane and horrific deeds upon humanity? As well as the Druchii? For the most part, the Albionese fight practically naked, and too much steel would have them sinking into the mud during one of the near constant rains that lash the island. But that doesn't mean a bit of chainmail and hardened studded leather couldn't improve things, as well as steel weaponry and crossbows. They could be simply given these things, which would understandably cost you, and if you wished them to get proper training with all of that it would require trainers to be present there for some time, at least a good half the year to more. Yet doing so would grant them significant aid against the literal forces of Chaos which – to your extreme distaste – seem to rule most of an island which is too close to Ostland and the Empire! Cost: 750 Per Turn Until Tribes Capable of Self-Training And Fully Equipped. Time: 1 Year For Training To Complete, 2 Years Until Fully Equipped. Reward: Albionese able to resist the Albion Fimir and druchii much better, significantly better equipped in arms and armor. Cannot Be Chosen If Albion Trade Is Chosen
Seeding The Future – Profit: The Seeding Drill has already proven itself in multiple prototyping tests. The only thing that remains is expansion of production and selling it properly. Now, Sabine thinks that something so valuable should definitely be sold at a both accessible and profitable price. Anna, on the other hand, says that profit is not the goal for this, only increasing agricultural yields in as many sectors as possible. The two have gone multiple rounds on this conversation. But in the end, it is up to you as to which of the two options should be selected. For now, sales are dedicated purely to the Northern Trident. Not even to Kislev, nor to any southern provinces. Sabine notes that your fellow Trident Members are fully willing to buy it from you, even if you'll be gaining a bit of profit for yourself. It would, in turn, possibly let others know that it is clearly valuable enough that you're selling it even to friends, making it seem more desirable. Maybe. Either way, it would reduce cost to your own treasury if you charged a bit. Cost: 2,500. Time: 1 Turn. Reward: Seeding Drills freely produced and transported to Nordland and Ostermark, their farmers trained in its use. Significant increase to agricultural production in Nordland and Ostermark. Cannot Pick With Seeding The North – Proliferation.
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%
Arming Albion- going for charity since that leaves them better to fight the Firmir and the Druichi, and the better they fight the Druichi the less we have to. Compare the reward texts: Time: 1 Year For Training To Complete, 2 Years Until Fully Equipped. Reward: Albionese able to resist the Albion Fimir and druchii much better, significantly better equipped in arms and armor. vs Time: 1 Year. Reward: Human Tribes of Albion are able to begin upgrading their weapons from bronze and stone to steel, the better to fight off the fimir and druchii. Trade Income
Charity has them better able to fight. In such I consider it less charity and more an investment in helping to reduce the pressure that can be brought to bear in the seas of claws as well as goodwill to open up trade later. Keep in mind Chaos has the upper hand on Albion currently so I would rather see them pushed back we do not want Chaos or the Dark Elves to have a secure base so close to us. For Seed Drill, profit as our friends are capable of pulling their own weight and it could be somewhat insulting to give them away for free, as it is this looks more like partial subsidies as we still have a cost of 2500. The last is open hand as it gets us info and I do not want to ever do the other two options.
Stewardship (2)
The Lighthouse Of Salkalten, Foundation: Morgan wishes to create what is, effectively, a prestige project. Not vanity, no, the value of an actual lighthouse greatly improves a port's standing amongst its peers. In bad weather, storms and the like, such things are often all that can help a ship find its way home. Or, at the very least, avoid smashing itself into the coastline. And, not untruly, Morgan has noted that major ports do possess something similar which, if you want Salkalten to be taken seriously, will require. The actual lighthouse itself is something quite gigantic in the schematics, and she wishes to have it be an actual extension of the Temple of Manann located in Salkalten. The foundation itself will be enormous. She wishes to pull, once again, from the dwarf engineers of Barak Varr, to help. By the end of it, she wants it to stretch up above the walls, quite high, so that it can be visible from quite far away. She wishes to, at to start, have the most vital part be the 'light' portion, with the possibility of adding a bell or foghorns or the like to it later. This will involve the Bright Wizards – possibly more than the ones you have currently for it to be more advanced – but either way, it stands to be quite a thing. But first, you need to start. Cost: 3,500. Time: 2 Years. Reward: Salkalten Lighthouse Foundation Created/Bottom Third Of Structure Built.
Seeding Drills: Now that the Seeding Drill is complete, it is time for it to be spread across the rest of the province. Farms in the mountains, in the valleys, and on the plains. The Seeding Drill's worth is obvious, and its results known. The only difficult is costs of production and transport and training. Thankfully, because it will all be within Ostland, it shouldn't be too difficult, all things considered. It will still take time for everyone to get used to using them, and you won't be able to make enough to blanket the entire province in one go. It will have to be an installment sort of thing, produced in batches over the course of the entire year. Cost: 2,500. Time: 1 Year. Reward: Major Agricultural Income Increase Starting Next Year i.e. No immediate income boost this year, but in Turn 37.
Lighthouse is a long term multi part project lets get started on it now. Seeding Drill is the type of thing that pays off the sooner we start it, better agriculture means better ability to feed people which leads to increased population capacity which in turn means bigger armies and more taxes.
Research (2)
Heavy Blastguns: The blastgun itself is not too bad of a weapon. An insanely short match, a quick light, and pop goes a concentrated shot straight to who or whatever is in front of the barrel. But it could be improved, especially with what you've learned of gunnery and metallurgy over the past years. If it were larger, it could fire more. If the barrel's internals were altered, they could increase the spray without losing penetration capabilities. But more specifically, recent pistolier developments elsewhere in the Empire have inspired some of your engineers. They want to make weapons capable of firing a much more powerful blast, much more than the damage a pair of pistols could manage. As such, they wish to create heavy blastguns, something that, say, a lightly armored horse could manage with ease. Allowing light cavalry to ride up to the enemy, fire, retreat, and then reload before turning about. With all of the experience and advances made in gunnery, it shouldn't be too difficult. Cost: 1,000. Time: 2 Years. Reward: Heavy Blastgun, an upgraded and more damaging version than the infantry version. Meant for cavalry use. Chance of Success: 75%
Vapor Tanks: You know the Soup Tank intimately. As does Anna. The actual steam system was heavily modified by the halflings over many years. It likely bears very little resemblance to the steam systems present in the other steam tanks in Nuln. Not least of which is because each of the tanks have their own individualized internal components and systems. Leonardo may have been brilliant, but for wide-scale production he was perhaps just a bit less able. But that's fine. You don't need the steam systems anymore, or so Anna say. The 'fucking be-damned skaven', by Anna's own words, managed to create their precious rat tanks with the aid of warpstone. While you'll never touch the stuff out of your own volition if you can help it you don't need it either. You know how the frame works, both skaven and soup tank designs are well known to you for various reasons. You have an engine. Time put all of that knowledge together. Anna is willing to make an effort at it. It will be expensive, but your engineers have had years and years to study the damn tank, with the engine…well. You can fit on a cannon as well, that part is simple. Cost: 2,000. Time: 5 Years. Reward: The Vapor Tank, a war machine powered by alcoholic vapor based upon a foundation of knowledge gained from studying destroyed rat tanks and long-term possession of the soup tank, and knowledge skimmed of the steam tanks in Nuln. Chance of Success: 50%
Tanks! More to the point we can DD and apply our personal action to boost it to 90%. Blastguns took a small edge over cannon improvements for me as this gives our light cav a very good skirmish weapon against foes and able to deal out more damage as well.
Piety(1)
A Cataloguing Of Radicals: There are a great many divergent sects amongst any of the Cults, depending on province, town, barony, or so on. Beliefs molded by experience and history and distance. Everyone knows this. But after this most recent…event? Coupled with that entire 'Knights of Magritta' debacle? You cannot simply let yourself wallow in ignorance. You need to know. Manann. Ulric. Even Sigmar. You are aware of various radical organizations within the cults, but now they've cost you in blood and gold, and now you need to know which are benign and which are your enemies. The Witch Hunters are eager to help, even, for the most part. They are a bit leery of you looking at the Cult of Sigmar, but that's something they'll simply have to deal with. Cost: 500. Time: 1 Year. Reward: Information on various Radical Sects of the Cults of the Empire. Chance of Success: 80%
May as well make sure there are no other radical cults about to blow up on us, this makes 2 such cults that have caught us unawares
Intrigue (1)
Examining Your Enemies: So. You know their names now. Giesen. Rutger. Weiss. Three of the ten largest merchant houses of Marienburg, and the three who have most principally joined their forces against you. Their trading concerns are tied up across the Northern Trident, Hochland, and portions of Talabecland, connected not just through the coastlines but the rivers as well. You need to know which of them is weakest, what their most focused business areas are, general vulnerabilities and strengths, and just who are their enemies amongst the other merchants of that accursed city. Once that is done, you will know how to destroy them properly, one way or another. Options abound, of course. Sabine favors subverting their routes, their caravans, their contacts, while Hagrid implied you should be killing said routes and caravans and contacts instead. Both thought that it might be possible to turn other portions of Marienburg against these three houses, allowing you to punish them punitively – but at the same time, they both then agreed that whoever rose up in the aftermath to fill the gap would find themselves also opposed to you for the exact same reasons. You could, if you were furious enough, just hire assassins to clear them out completely, but if such a thing could be traced to you it would be quite an issue. For now, you need more information now that you've got their names. Cost: 1,000. Time: 1 Year. Reward: Information on the Houses of Geisen, Rutger, and Weiss. Chance of Success: 50%
Know your enemies and +25% CoS compared to the other choice.
Personal (2)
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 For Combat Purposes. Chance of Success: 75%
Engineering Aid: While you are not technically accredited by the school you founded, your engineering knowledge is undeniable, even if you started a bit later than others. And, frankly, it is perhaps time that you put that knowledge to use. Not just for yourself, minor projects and the like, but with the big things. Actually enter the College, ensure that you are visible and participating in the research and development, which in turn will both hopefully help out the actual projects ongoing there, while also ensuring a positive relationship with all of those scholars and educated folk. Many of them might go on to just take on other lucrative scholarly positions, only some have the right grit for the army, but either way, there's likely some benefit to associating with them. And they with you! Cost: 0. Time: 1 Year. Reward: +20 To One Research Action's Roll This Turn thanks to Masterful Engineer+Blacksmith traits.
Acquire more magical aid and get a +20 to apply to tank research.
Decisions with costs:
[] Donating Funds: It would be quite the move to simply give out gold, not as a loan, but as pure charity. Especially given the amounts being discussed. It would greatly ease the burden on the noble families involved, and thus those that said nobles would tax to make up the difference, to simply give them a strong chunk of crowns to ensure proper rebuilding is undertaken. Result: -3500 Gold From The Treasury Loaned To Coastal Settlements, Including Salkalten, To Ensure Rapid Rebuilding From Damages. Fishing and Trade Income Recovery will quicker. No Repayment. Opinions Affected Positively.
Help our people rebuild and gain more opinion from it.
Turn cost: 20,950 with DD on Vapor Tanks+ Mercenary costs
Treasury Reserves: 25,334 Gold Crowns
Net Income: 16,724 Gold Crowns Per Year
To spend this turn: 42,058
New Treasury: 21,108
We reduce treasury by about 4k but still have good reserves. We increase costs with Gold wizards and more mercs but increase income this turn with donating funds and next turn from seed drills for ourselves. We still are in a good spot and will likely have a reduced cost for next turn as we are not likely to have as many charity and rebuild projects to do.
Naval Spending (2000) is less than Stipend (2,800) and leaves a new reserve of 800