Kinda want to choose all the Charitable options. The Diplo Seed Drills raise opinions among allies, the Ostland Seed Drills raise opinions among peasant and the maritime loans among maritime merchants and nobles. Probably a good chance to get some positive opinion especially with the nobles and mercantile classes while rolling out the legal changes and codes. Ease the transition through charitable donations so to speak.

Edit: Charity for the Albionese too just to be clear. Mostly cause 750 a turn isn't really that much anymore and getting them equipped faster and more thanfull to us sounds good long term dimplomacy wise.
We have maxed out opinion rating with the Trident and our peasants. Their opinions aren't going any higher. The Albionese are also fully capable of paying.
 
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
 
Sooo....

How does Oskana feel about inbreeding? Unless we can turn this arrangement with the Emperor into a regular thing?
 
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Let's prevent our coastline from getting any further fucked, please.


I don't want to be ready to deal with those Black Arks. I want to sink them. Wolfships and galleys will not cut it.

Arming Albion – Charity:

Best bang for the buck in terms of causing our sea-based enemies trouble.

Seeding The North – Proliferation

Strengthen the shield.

Approach The Jade College:

Just seems like a good idea, and more contact with the Jade might help get ua replacement journeymen sooner.


This sort of thing is the reason Mallus once again has an active Bugman's Brewery, only this is an order of magnitude bigger. I want this most of all the options.

The Lighthouse Of Salkalten, Foundation:

Expensive long term project, but, I like the idea of making Salkalten a world-class port.


I just want the income boost.

A Cataloguing Of Radicals

Necessary for obvious reasons.

Seek Out Myrmidian Artistic Priests:

This one just seems cool, honestly.


I want to normalize relations with Middenland, but a 5% chance is ridiculous. We need to find ways to improve those odds, and this seems Like a good place to start.


We make cannons. Magical metallurgists yes.

[] By Zealots Be Purged:

You had your chance, Manaan Cult, and it was before every goddamn coast into the empire burned.


Why not?


We have bank, and our county is suffering.


I'm kind of hoping that Logan might help relations like Anastasia did Kislev.


Obviously.


I'd like to develop more high elf contacts.

I AM CONCERNED BY WHAT THIS MAY DO. I wanna say no, but another part says yes, but also do we dare?

EDIT: On reflection, my gut says no. Not now, if ever. Don't wanna do this, no sir!

Bah! We're humans in this one, poking our noses in and suggesting horrifyingly radical courses of action is what we do!

But seriously, it's Karak Ungor. We have goodwill to burn in that mountain, and this could change the fortunes of the entire race. Let's roll the dice with a DD.

I can't be the only one who is thinking of applying both DD and our personal +20 to the Vapor Tanks...

I oppose this solely because I want the DD on Radical Ideas.
 
So Yeahm Ialso definitely want to do the light house action.

Get started on that.

Give our stewardship architect at least one big fancy project!
 
[X]: Plan: Too Lazy To Come Up With An Actual Name.
Military:
-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.
-Tracking Beast-Paths: The mercenaries found one last year, now it is time to find more. All, if possible. With aid from the Army of Ostland and the Army of the Forest, you need to start locating these assault vectors as soon as possible. With the beastmen hopefully scattered by the fighting at the Blood Fane, it will not nearly be as dangerous as before to investigate. By which you mean send the mercenaries in, and through fire and steel ensure their efforts succeed and that they live to continue doing the job you desire from them. The militia will likely help out as well, in different areas of course. Cost: 500. Time: 1 Year. Reward: At Least One Major Beast-Path Located. Chance Of Success: 75%

Third Imperial Navy:
-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.
-Wolf Focus: You need Wolf Ships more than you need Wargalleys, you think. They are sleek, fast, and have good rams. Plus, they're capable of ranging further out than wargalleys. Considering how things went last year, it would be better for your naval forces to be capable of ranging out that far. If only to keep them out of the coasts entirely, right? It will take more men to crew them, but that is simply the cost of building things in this manner. Cost: 2000. Time: 1 Years. Reward: 10 Wolf Ships.

Diplomacy:
-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%

Stewardship:
-Apple Expansions: Already, the elven apples are proving their worth. At first, it was just as a novelty item, something exotic from faraway lands. But others are quickly realizing their value, and it must be capitalized on! There must be more groves, supplying food and tradeable goods for the various settlements throughout the Middle Mountains, which will in turn improve the economy of the entire group up there in the valleys. The creation of special apple ciders and a supposed experimental apple thunderwater brew could also add yet further variety to the trade of alcohol in the province. Though ordinarily it might be a matter of split attentions, Sabine is sure that with the right guidance, the groves and alcohol testing with subsequent production could be done simultaneously for the growing villages up there. Cost: 1,500. Time: 1 Years. Reward: Increased financial security and economic strength for Middle Mountain settlements. Trade Income. Alcohol Trade Income.
-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.

Research:
-Off-Roading: Cyclers are a viable creation. However, they are thus far only exceedingly useful on paved roads. Off-road they are less viable for important things. But also there are concerns for weight and the effort it takes to use them. Anna can ride one around, a fully armored soldier never could. So, these two things must be worked upon. A way for the wheels to grip better, as well as testing truly what weights can and can't be used. The latter will determine what use they will have on the battlefield, though you know immediately that they will be of use for passing messages and packages at the very least amongst the roads. They do not require the same things that horses do, though they are not without cost in terms of maintenance. More research is required, but the goal is easily visible. Though the wheels are going to be the greater issue…and Anna is focusing on other projects now. Cost: 1,000. Time: 3 Years. Reward: Functional Cyclers For Both Road And Off-Road, Increased Knowledge. Chance of Success: 65%
-The Other Two Cannon Types: Valma refused to do anything more and now she's dead. Still, Helga and her daughter Agatha believe that with what they learned working on the Great Cannons they can improve the Dash and Bull Cannon types. Though the Dash Cannon was made smaller to be easier to move and aim and the second was made to be far hardier than the other two types, they are still cannons. It's going to take a while to upgrade them in a similar manner, and though the dwarfs are rather put out with Valma personally, it's likely that they'll justify any further improvements that your daughter makes as Valma's fault again. Cost: 1000. Time: 1 Year. Reward: Bull Cannons and Dash Cannons Improved As The Great Cannons Were. Chance of Success: 70%

Piety:
-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%

Intrigue:
-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

Personal:
-Helping Sabine: Sabine is still working on the Imperial Fighting League, and she has come to you in order to prevail upon your rather extensive knowledge of the workings of law. She wishes to come up with a codified section of rules for the fighting, covering everything from codes of conduct to health responsibilities to punishments and fees for not following them. Obviously, the IFL will not cater to death matches outside of, perhaps, incredibly particular circumstances, but that same requirement means that it will require extreme care to still provide the blood sport that so many crave. Different divisions, different weapon allotments, if any, things like that. It would be a nice bonding experience with your daughter-in-law, while also allowing you to test your legal knowledge on a smaller scale than your greater law reform project. Cost: 0. Time: 1 Year. Reward: Roll to determine extent/potency of aid given to IFL development.
-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.

Special:
-[X] By Zealots Be Purged: If this new Matriarch of the Cult of Manann, Maghda Sprenger, is truly dedicated to eradicating this group of zealots, then she will appreciate or at least allow the Witch Hunters to investigate. How can you truly know if this foolishness was pushed or at the least influenced by the forces of Chaos? Only one way to find out. Result: The Witch Hunters are given full reign to closely investigate Cult of Manann to find and capture/interrogate/execute the unlawful sect known as the Holders of the Shore within Ostland. Unknown effects on relation with the Cult of Manann.
-[X] Be Sure: You're reasonably sure that Bugman would prefer that it's left alone, but you could ask.
-[X] 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.
-[X] Let Logan Go: Logan has known his destiny lies within the Cult of Ulric all his life. You trust more in the Emperor's ability to restrain Gunthar than Gunthar himself. Not to mention, to personally apprentice under the Ar-Ulric would ensure your son's education in the Cult, while possibly providing better protection than he might have elsewhere
-[X] Leopold

-[X] Yes, Ask Them
-[X] Chrace: The expert that Magnus acquired is from the land of Chrace, where apparently many of the gryphons of Ulthuan roost. He is quite pleased with his own trainer, though you are rather sure that being the Emperor and being Magnus the Pious had something to do with his success on that front. You've got a bit of an in, very thinly, through your recent actions though, right? Cost: 150. Chance of Success: ??
 
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We have maxed out opinion rating with the Trident and our peasants. Their opinions aren't going any higher. The Albionese are also fully capable of paying.
Eh, opinion goes beyond numbers. There should be a lot of prestige behind the act too. Plus I fully expect the charity options to speed the spread or effectiveness of them faster than for profit would. Fine with either though honestly. Though do want to take the Charity for the Maritime Recovery option specifically to get some leeway with the nobles during the rollout of law changes.
 
I think we should pick all the charity options but not all at once like pick a one or two this turn while doing some economic development actions then picking the others next turn so we don't risk being low on fund when we might need it
 
Seems things are again going into the "Charity Huzzah!" Direction with people wanting to go for making Bugmans a Free Town, Albion Charity instead of Trade and not selling the Seeding Drill.

It always happens in CK2 Type Quests really, I'm not that suprised by it but may I remind y'all of how much we've already done for everyone else when we otherwise could have benefited atleast a little bit while helping people out? Our finances are not looking all that great and we have a lot of expenses that will only increase in the future. With how paranoid and obsessed some here for the most part can be with the whole "Long Term over Short Term"-thing there seems to be some of that thought process missing when it comes to finances..

So please...think before going for the charitable, kind or whatever you want to call it options.
 
[X}: Plan: Too Lazy To Come Up With An Actual Name.
Military:
-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.
-Tracking Beast-Paths: The mercenaries found one last year, now it is time to find more. All, if possible. With aid from the Army of Ostland and the Army of the Forest, you need to start locating these assault vectors as soon as possible. With the beastmen hopefully scattered by the fighting at the Blood Fane, it will not nearly be as dangerous as before to investigate. By which you mean send the mercenaries in, and through fire and steel ensure their efforts succeed and that they live to continue doing the job you desire from them. The militia will likely help out as well, in different areas of course. Cost: 500. Time: 1 Year. Reward: At Least One Major Beast-Path Located. Chance Of Success: 75%

Third Imperial Navy:
-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.
-Wolf Focus: You need Wolf Ships more than you need Wargalleys, you think. They are sleek, fast, and have good rams. Plus, they're capable of ranging further out than wargalleys. Considering how things went last year, it would be better for your naval forces to be capable of ranging out that far. If only to keep them out of the coasts entirely, right? It will take more men to crew them, but that is simply the cost of building things in this manner. Cost: 2000. Time: 1 Years. Reward: 10 Wolf Ships.

Diplomacy:
-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%

Stewardship:
-Apple Expansions: Already, the elven apples are proving their worth. At first, it was just as a novelty item, something exotic from faraway lands. But others are quickly realizing their value, and it must be capitalized on! There must be more groves, supplying food and tradeable goods for the various settlements throughout the Middle Mountains, which will in turn improve the economy of the entire group up there in the valleys. The creation of special apple ciders and a supposed experimental apple thunderwater brew could also add yet further variety to the trade of alcohol in the province. Though ordinarily it might be a matter of split attentions, Sabine is sure that with the right guidance, the groves and alcohol testing with subsequent production could be done simultaneously for the growing villages up there. Cost: 1,500. Time: 1 Years. Reward: Increased financial security and economic strength for Middle Mountain settlements. Trade Income. Alcohol Trade Income.
-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.

Research:
-Off-Roading: Cyclers are a viable creation. However, they are thus far only exceedingly useful on paved roads. Off-road they are less viable for important things. But also there are concerns for weight and the effort it takes to use them. Anna can ride one around, a fully armored soldier never could. So, these two things must be worked upon. A way for the wheels to grip better, as well as testing truly what weights can and can't be used. The latter will determine what use they will have on the battlefield, though you know immediately that they will be of use for passing messages and packages at the very least amongst the roads. They do not require the same things that horses do, though they are not without cost in terms of maintenance. More research is required, but the goal is easily visible. Though the wheels are going to be the greater issue…and Anna is focusing on other projects now. Cost: 1,000. Time: 3 Years. Reward: Functional Cyclers For Both Road And Off-Road, Increased Knowledge. Chance of Success: 65%
-The Other Two Cannon Types: Valma refused to do anything more and now she's dead. Still, Helga and her daughter Agatha believe that with what they learned working on the Great Cannons they can improve the Dash and Bull Cannon types. Though the Dash Cannon was made smaller to be easier to move and aim and the second was made to be far hardier than the other two types, they are still cannons. It's going to take a while to upgrade them in a similar manner, and though the dwarfs are rather put out with Valma personally, it's likely that they'll justify any further improvements that your daughter makes as Valma's fault again. Cost: 1000. Time: 1 Year. Reward: Bull Cannons and Dash Cannons Improved As The Great Cannons Were. Chance of Success: 70%

Piety:
-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%

Intrigue:
-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

Personal:
-Helping Sabine: Sabine is still working on the Imperial Fighting League, and she has come to you in order to prevail upon your rather extensive knowledge of the workings of law. She wishes to come up with a codified section of rules for the fighting, covering everything from codes of conduct to health responsibilities to punishments and fees for not following them. Obviously, the IFL will not cater to death matches outside of, perhaps, incredibly particular circumstances, but that same requirement means that it will require extreme care to still provide the blood sport that so many crave. Different divisions, different weapon allotments, if any, things like that. It would be a nice bonding experience with your daughter-in-law, while also allowing you to test your legal knowledge on a smaller scale than your greater law reform project. Cost: 0. Time: 1 Year. Reward: Roll to determine extent/potency of aid given to IFL development.
-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.

Special:
-[X] By Zealots Be Purged: If this new Matriarch of the Cult of Manann, Maghda Sprenger, is truly dedicated to eradicating this group of zealots, then she will appreciate or at least allow the Witch Hunters to investigate. How can you truly know if this foolishness was pushed or at the least influenced by the forces of Chaos? Only one way to find out. Result: The Witch Hunters are given full reign to closely investigate Cult of Manann to find and capture/interrogate/execute the unlawful sect known as the Holders of the Shore within Ostland. Unknown effects on relation with the Cult of Manann.
-[X] True Town: Acknowledging them as a full town would grant the dwarfs a measure of greater authority and respect in legal terms. Sure it would come with a few more responsibilities than before, like having to have a mayor or the like, but the relative prestige would not be small either. It might well just be the first town in the Empire that might end up having the majority of its legally acknowledged leadership being dwarfs. You would also pull a small amount of taxes from them as a town, rather than a business.
-[X] 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.
-[X] Let Logan Go: Logan has known his destiny lies within the Cult of Ulric all his life. You trust more in the Emperor's ability to restrain Gunthar than Gunthar himself. Not to mention, to personally apprentice under the Ar-Ulric would ensure your son's education in the Cult, while possibly providing better protection than he might have elsewhere
-[X] Leopold

-[X] Yes, Ask Them
-[X] Chrace: The expert that Magnus acquired is from the land of Chrace, where apparently many of the gryphons of Ulthuan roost. He is quite pleased with his own trainer, though you are rather sure that being the Emperor and being Magnus the Pious had something to do with his success on that front. You've got a bit of an in, very thinly, through your recent actions though, right? Cost: 150. Chance of Success: ??

not yet time for plans
GM NOTE: 6 Hour Moratorium.
 
Can we send troops to help Ostermark without going ourselves? Because honestly, I'd go for Festermark except that I don't want another war turn.
 
For military, can we take both Festermarsh and Not This Year? Bit unsure since Festermarsh involves having the army march into Ostermark, which isn't exactly on the coast. There are a lot of military options I really want us to get out of the way, but these two seems important to participate in this turn.

For the mercenary office I'm not really in favour of hiring any more. We are already going to use A LOT of gold this turn, if we are to use gold on armed forces then better those be parts of the actual army.

Not sure about the Navy. Getting the scouts seems like an easy improvement, but I figure we should probably rebuild what was lost, or go for yet another great ship.

For diplomacy I'm in favour of trading with Albion, trading the seed drills away and the last one either being diplomancing Reikland or getting paid more for the guns. Charity is sorta insulting in this case, and if we just give stuff away we present them as not worth a whole lot which is patently false. Furthermore we are already going to spend a whole lot this turn, let's not make Sabine foam at the mouth too much.

On stewardship we need to get the seed drills rolled out, but besides that I'm torn between a charcoal company or expanding the orchards, though I lean towards getting the charcoal up and running.

I'm one big shrug on the learning options, everything seems good so it just depends on what we want the army to look like. Though offroading vaporcycles cavalry with heavy blast guns sounds bad ass.

For piety cataloging radicals seem pertient, though I sorta fear for Fredricks sanity when he learns about the sects within Shallyas cult.

On intrigue Middenland is a problem that will keep, and they seem like the sort to come head on or be tricked to come head on. Might be worth it to get some spies in there if we are sending Logan off though. Besides that getting a proper overview of the actions of the Marienburgers seems important since they are more likely to come at us at an oblique angle, though I guess they might be a bit busy what with everything being on fire this year.

Among the personal options I was a bit suprised there wasn't one about working out, guess it is presumed Fredrick is doing that anyway. I think we should help Sabine, and I don't really have any strong feelings about the other two options, probably because I didn't have any strong feelings about any of the learning options.

The elector count decisions are a bit tricky. On one hand handing the witch hunters free reign seems like it is going to backfire, but on the other hand I am instantly sceptical of these foamborne since they come from the hive of scum and villainy calling itself Marienburg. If we can actually trust these guys not to be corrupt then I would be all aboard with giving them the leeway to deal with this internally, since I don't really care what they find out so long as the radicals are stamped out.

On Bugmans Brewery, it might be better for them in the long term if they are just a town honestly. Special privileges always attracts idiots who wants to tear them down, and I'm not talking about outside actors. Some future Elector count of Ostland might very well start a fuss over it if he thinks the town is challenging his authority. At the end of the day the town is in a legal limbo that really should be sorted out, though it is probably for the best to just talk to Bugman about it, since he is the de facto authority over there right now.

On emergency repair I'm in favour of doing it as a charity work. It isn't even really charity in this case since this is just a large infrastructure project within Ostland, but if the nobles get all excited about Fredrick rebuilding his coastline then who are we to gainsay them.

Logan should probably go to the Al-Ulric. Think he will be safest with the Al-Ulric honestly and insulting the cult of Ulric just doesn't seem like a great idea, but if we are sending him there then we should get the spy network up and running too. Some "people" (Skaven, Lahmians or Marienburgers) might think to inflame a conflict between Ostland and Middenheim by attacking Logan.

I would suggest calling on Laurelorn and the amber wizards for Oskanas chick. It gives us a chance to have closer ties to the wood elves and they do owe us.
 
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If Gunther tries anything. Frederick will skin him alive. Emperor's brother or not.
And we need to be freaking careful as our enemies might well know this. If they pull off a successful enough frame job it could throw the Empire into a new civil war. But for now I'll just sit in my corner and positively vibrate in concern, for letting Logan go is probably the only feasible option here...
 
Off-Roading: Cyclers are a viable creation. However, they are thus far only exceedingly useful on paved roads. Off-road they are less viable for important things. But also there are concerns for weight and the effort it takes to use them. Anna can ride one around, a fully armored soldier never could. So, these two things must be worked upon. A way for the wheels to grip better, as well as testing truly what weights can and can't be used. The latter will determine what use they will have on the battlefield, though you know immediately that they will be of use for passing messages and packages at the very least amongst the roads. They do not require the same things that horses do, though they are not without cost in terms of maintenance. More research is required, but the goal is easily visible. Though the wheels are going to be the greater issue…and Anna is focusing on other projects now. Cost: 1,000. Time: 3 Years. Reward: Functional Cyclers For Both Road And Off-Road, Increased Knowledge. Chance of Success: 65%
I'm interested in this mostly because of the Increased Knowledge aspect. Making the Cyclers more able to move off road while potentially making them useful also presumably helps with developing ideas for other offroading. To a certain extent I want to do this before vapor tanks just incase it improves it... on the other hand double down plus Freddy focus on vapor tanks might make vapor tank development swifter (i.e. crit success is more likely with a +40) and given certain orc and beastmen growth well might be a good idea to get that done quickly...

Not sure if blastweaving needs to be done this turn, my preference would be grenadiers. I imagine festermarsh would be an unpleasant place to bring cannons, however having infantry with explosives to help break up groups of rats might be beneficial.

I like the charity options, we can open proper trade with albion later and we currently have a lot of money in reserves
 
[] Plan: Money Conscious

Military: (Choose 2):
-[]Festermarsh: 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.
-[]Tracking Beast-Paths: Cost: 500. Time: 1 Year. Reward: At Least One Major Beast-Path Located. Chance Of Success: 75%
(100+500= 600)
Third Imperial Navy: (Choose 2)
-[]Greatship 4: Cost: 500. Time: 1 Year. Reward: 1 New Greatship.
-[]Galley Focus: Cost: 1500. Time: 1 Year. Reward: 10 Wargalleys.
(500+1500= 2000)
Diplomacy: (Choose 3):
-[]Arming Albion – Charity: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: 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: Cost: 500. Time: 1 Year. Reward: Amiable opening to relations with Count Rommel. Chance of Success: 65%
(750+2500+500= 3750)
Stewardship Choose 2):
-[]Lumbering Heat: Cost: 1,000. Time: 2 Years. Reward: Ostland Charocal Company created. New Income Source: Charcoal Sales.
-[]Seeding Drills: 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.
(1000+2500=3500)
Research: (Choose 2):
-[] Off-Roading: Cost: 1,000. Time: 3 Years. Reward: Functional Cyclers For Both Road And Off-Road, Increased Knowledge. Chance of Success: 65%
-[] Heavy Blastguns: 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%
(1000+100=2000)
Piety: (Choose 1):
-[]Seek Out Myrmidian Artistic Priests: Cost: 1,000. Time: 1 Year. Reward: Myrmidian clergy not purely focused around War arrive in Ostland, further Myrmidian options. Chance of Success: 75%
(1000)
Intrigue: (Choose 1):
-[] Examining Your Enemies: Cost: 1,000. Time: 1 Year. Reward: Information on the Houses of Geisen, Rutger, and Weiss. Chance of Success: 50%
(1000)
Personal: (Choose 2):
-[] Gold Journeymen: cost 100, at first
-[] Helping Sabine: cost 0
(100)
Total
Martial (600) + Diplomacy (3750) + Stewardship (3500) + Research (2000) + Piety (1000) + Intrigue (1000) + Personal (100) = 11950 Third Imperial Navy (2000) = 13950 + 3500 from donating funds = 17450
Elector Count Decision
-[] The Expected Inquisition: The Cult of Manann is reportedly sending out a rarely utilized group of individuals from Marienburg, their most zealous defenders of the official tenets of the Cult known as the Foamborne, a special class of interrogators and investigators usually used to investigate priests and adherents suspected of truly dire heresy or otherwise untoward practices that shame Manann. Matriarch Sprenger is asking for the allowance of those involved to allow the process to take place, the Foamborne being dispatched across the coastlines.
-[] Remain As Is: This is an issue you can revisit later, if necessary. For now, however, it isn't necessary to cause any changes or make any problems that you don't have to. It's just an inkling, a spur of the moment consideration based on the census return, nothing truly serious at the moment.
-[] 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.
-[] Let Logan Go: Logan has known his destiny lies within the Cult of Ulric all his life. You trust more in the Emperor's ability to restrain Gunthar than Gunthar himself. Not to mention, to personally apprentice under the Ar-Ulric would ensure your son's education in the Cult, while possibly providing better protection than he might have elsewhere.
-[] Name the Newborn: Octaine
AND
-[] Ask The Amber: Use the methods given to you to communicate with the Amber Brotherhood within Ostland. They have a connection with beasts, and will surely be able to help keep an eye on the newborn's growth and development on levels that you quite literally cannot comprehend.
--[] Yes, Ask Them.
AND
-[] Elven Expertise: You aren't foolish enough to deny that elves likely have a lot more experience tending to gryphons than you do, what with them living for thousands of years at a time. You could try and see if one of them would come help take care of Oskana, if only to prevent her from being mistreated at human hands or improperly trained, right? That sounds like something to appeal to their pride, you think.
--[] Laurelorn: They didn't call Morai-Wen the Sky-Mistress for nothing. Though she's currently likely still in the form of a Doomfire Dragon, you doubt that she personally handled everything avian and avian-adjacent related throughout Laurelorn Forest, right? Perhaps one of the elves of Laurelorn might be interested enough in seeing Oskana to come help. Damn it, they owe you anyway, right? Cost: 100. Chance of Success: ??

My thoughts
Martial: Get on those beast paths! And go to Ostermark.
Third Imperial Navy: Wargalleys and a greatship. More ships for ourselves. It'll have to do.
Diplomacy: Albion trade is given charity to fight the firmir, Albion isn't that valuable unless the humans own the whole island, give them free aid so we don't have to go there. Gain wealth from the seed drill it is going to be a good product, and reach out to Reikland.
Stewardship: The road to money.
Research: I want those two actions done already.
Piety: I want priests to protect our engineers from spiritual problems. This should be a path to that.
Intrigue: Only option we got really.
Personal Actions: Getting gold wizards should help us now that the Jades left in bulk. Aiding Sabine works better in this plan than adding a research bonus would.

Elector Count Decisions
Manaan, trust the Cult of Manaan to handle their internal issues, no need to go external nuke button yet. That's a pretty heavy option. Bugman's brewery, ignore the issue, it really isn't something that's a problem, and if it is a problem the dwarves can bring it up later. We can pay the price of the funds, and good will is hard to get. Logan going is inevitable with that CoS. Griffon kid named Octaine with trying for elven help and some amber wizard assist.

Overall, some of the actions available have a CoS of 50% like the intrigue action. I would prefer us to not take an action like the Vapor Tanks because of the 50% actions also available. We had some people unhappy before in a plan where we had multiple options, but chose something else instead of a different option.
 
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I'd advise against doing too many charity cases. It is perfectly fine and moral to get compensation for these kinds of things. Ostermark and Nordland don't constantly need handouts, they will be perfectly fine if they have to pay for the seedings drills. Likewise, Albion literally has tons of silver just lying around, they can pay for weapons. We don't need to infinitely white knight ourselves into financial ruin.
It's not a question of morality.

Albion 'Charity' is essentially us trying to make the Druchii Raider Presence less lucrative. And if they manage to damage the Fimir stronghold, it might further unclog the geomantic web.
Nice but not huge, kinda like the pricetag.

Drill Seeding is similar, essentially setting the stage for Nordland to afford further fleet expansions(meaning better Sea of Claws overall Order Naval Battle rolls) and for the both of them to provide more/better troops the next time marauding armies of evil try to ransack the Empire.
More importantly though? Drill Seeding is a potential political arrow for the next Elector's Meet and its Revised Pan-Imperial Trade Deal. Specifically this:
"If you truly wished to aid the Empire, you would have had Marienburg shoulder the burden of the 'loss', for there is no one better suited, no treasury healthier. And you know it."
Reward: Imperial Brownie Points, spitting Kaufmann and Starbrook in the face, being a good Sigmarite.

Gold4Influence.
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I can't be the only one who is thinking of applying both DD and our personal +20 to the Vapor Tanks...
That might actually shave a year off the project if we roll well.
 
For me we would sell to Albion, and sell the seed drills, them donate to the coast.
Another thing would be actually building a Ostland bank with the amount of Silver we will get from Albion.
 
That might actually shave a year off the project if we roll well.
Too many actions are near 50%. I mean yes you could go with the research bonus +vapor tanks, but you can't do both because the Intrigue action is at 50% and that one diplo action are at 65%.

For me we would sell to Albion, and sell the seed drills, them donate to the coast.
Another thing would be actually building a Ostland bank with the amount of Silver we will get from Albion.
Too little silver. This really doesn't come across well, because we profited from a CRIT! But Albion is poor.
Reward: Albion Connection To Chieftain Mardudd ab Owain Glyldŵrlyr. Albionese Whiskey, including their most potent and treasured, Albix, a single malt. Significant knowledge of current Albion situation – Fimir dominance and city, Druchii usage of Albion. +2000 Immediate Income To Treasury From Success. Translates to +500 net to treasury, after deducting cost of Hard Knock Shipping and Hard Drinking Markets.
An action that cost 1500, only returned 500 profit. FROM A CRIT! Not even a yearly net thing, but just one trip was extremely costly with minimum return on investment.
 
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If Gunther tries anything. Frederick will skin him alive. Emperor's brother or not.

Their is not a thing he can so much as suggest out loud let alone try as Logan is going to be apprenticed to the Ur-Ulric himself any sort of shenanigans would come at devastating political consequences at home not to mention targeting another elector count's son is the kind of thing that would earn him the contempt of the rest of the other counts and high nobles as well as truly burning any and all bridges with the Northern Trident for a good long time and finally any sort of scheme like say holding Logan hostage instantly hits the roadblock this is the emperor coming down on him like a like cannonball for nearly starting a war , so Logan is pretty safe well as an Ulrican can be any way
 
Seems things are again going into the "Charity Huzzah!" Direction with people wanting to go for making Bugmans a Free Town, Albion Charity instead of Trade and not selling the Seeding Drill.

It always happens in CK2 Type Quests really, I'm not that suprised by it but may I remind y'all of how much we've already done for everyone else when we otherwise could have benefited atleast a little bit while helping people out? Our finances are not looking all that great and we have a lot of expenses that will only increase in the future. With how paranoid and obsessed some here for the most part can be with the whole "Long Term over Short Term"-thing there seems to be some of that thought process missing when it comes to finances..

So please...think before going for the charitable, kind or whatever you want to call it options.
You should reread the albion rewards. The charity option makes them stronger than the trade option which as a force fighting Chaos and Dark Elves and not going to attack us or allies is something I am inclined to support. Our finances are also great, we have some hits from the rumor mill this turn but those will recover and we have options to improve our income. I even went with an expensive plan and we still have over a 20k treasury with it.
 
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Their is not a thing he can so much as suggest out loud let alone try as Logan is going to be apprenticed to the Ur-Ulric himself any sort of shenanigans would come at devastating political consequences at home not to mention targeting another elector count's son is the kind of thing that would earn him the contempt of the rest of the other counts and high nobles as well as truly burning any and all bridges with the Northern Trident for a good long time and finally any sort of scheme like say holding Logan hostage instantly hits the roadblock this is the emperor coming down on him like a like cannonball for nearly starting a war , so Logan is pretty safe well as an Ulrican can be any way
That's a problem in itself though. I don't really fear that Gunthar will go and try to kill Logan. That would be hilariously petty and stupid. And for all his faults Gunthar is a devout Ulrican, he won't touch the Al-Ulrics apprentice no matter who it is. However other people might try to frame him for doing it, to cause a war between Ostland and Middenheim and weaken the empire.

An action that cost 1500, only returned 500 profit. FROM A CRIT!

There is the extra value of information and Whiskey in that though, and it was a one time thing, not to mention the value of getting a diplomatic connection. Don't know for sure how poor or not Albion is, but I suspect there is a pretty good amount of cash in selling them weapons. Might be a good idea to go for the charity option still in a "strenghten the forces of order" sense, but I am leery of a "spend spend SPEND!" mindset.
 
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There is the extra value of information and Whiskey in that though, and it was a one time thing, not to mention the value of getting a diplomatic connection. Don't know for sure how poor or not Albion is, but I suspect there is a pretty good amount of cash in selling them weapons. Might be a good idea to go for the charity option still in a "strenghten the forces of order" sense, but I am leery of a "spend spend SPEND!" mindset.
Shrug. I don't view the Albion, with Black Arks using it as a port of call, giants, and firmir, safe just because of a diplomatic connection to the already insular tribes there.

My point was that the immense wealth obtained from the successful Albion expedition was more of the maximum limit of the gain from that. The players are unlikely to turn a metallic profit from Albion through trade. Better to spend pointlessly than try and profit by money from Albion. Like you said there are other sources of wealth to be gained, like a more formidable human tribe on Albion that can fight the dark elves.
 
That's a problem in itself though. I don't really fear the Gunthar will go and try to kill Logan. That would be hilariously petty and stupid. And for all his faults Gunthar is a devout Ulrican, he won't touch the Al-Ulrics apprentice no matter who it is. However other people might try to frame him for doing it, to cause a war between Ostland and Middenheim and weaken the empire.



There is the extra value of information and Whiskey in that though, and it was a one time thing, not to mention the value of getting a diplomatic connection. Don't know for sure how poor or not Albion is, but I suspect there is a pretty good amount of cash in selling them weapons. Might be a good idea to go for the charity option still in a "strenghten the forces of order" sense, but I am leery of a "spend spend SPEND!" mindset.
Chaos has the upperhand on Albion currently so even if there is resource wealth the tribes do not necessarily have the ability to access and thus trade with it except in limited quantities. We also switch between turns of spend and turns of save to have a treasury that when needs be we can take turns like this and spend.
 
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