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%

We promised we would help with the skaven, and we've ignored the beast paths for too long. I'd like to take pull back, but the army of ostland is otherwise occupied.

Mercenary Office

Purchase Additional Mercenaries: The Great Wind, Leola's Lancers, The Silver Lions, The Sunburst Spear, The Castoffs, Mott's Motleys.

Yes it's all that is available. We are going to take losses on this campaign in Ostermark, this will replace them. the cavalry will also be useful on the coast as added defense. We don't have the docking NOW for all the ships, but we will by the end of the year when they arrive. between the current empty docks, new docks that finish this turn, and our repairs, we will have the docking.

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.

Scouts For Launching: The wing-suit launchers have worked well thus far on the guard towers throughout the province. A particularly drunk pair of messenger carriers, off-duty and having taken their wing-suits with them, flew over Salkalten on a 'joy flight'. They then crashed onto a ship before managing to escape by leaping from one ship to the next. Over the course of several hours, they evaded the garrison before colliding with one another and falling into the waters. At which point they were dragged out of the drink, and fired from their duties. Apparently they have been pressed into naval service for their constant disturbances. But an idea was hatched. Maybe some of the ships could have them installed, allowing vessels to have scouts capable of flight and return, with the crossbows they've been granted. Installing them and training the men will cost more than just money, it will take time. But if successful, it will help your ships considerably in seeing foes across the waves. Cost: 1,000. Time: 2 Years. Reward: Wing-Suit Scouts added to your ships, increasing sight range, slight damage capability/harassment capabilities.

This gives us another heavy ship and adds to our scouting ability for early warning and engagement. The Mercs will fill the hole left in our line of battle when they arrive, and it will allow us to see what we need to build.

Diplomacy

Arming Albion - Trade: Whether or not the Druchii are taken care of, there is a land of humanity – of customers – who are direly in need of what you can provide to them. While the sheer rainy mugginess of the land means that black powder weaponry is going to be at a rather severe disadvantage, there are other things you can provide. Like with actual steel. Considering that the Albionese are mostly wielders of bronze and stone, it is like looking backwards through time at the tribal folk of the Empire in ancient days. Only this time, you are like the dwarfs, wielding weaponry and wearing armor that the people of Albion can scarcely believe. They are capable of trade, and are currently fighting either each other or the fimir. The cyclopean Chaos-worshipping menaces from the mists of time are alive and well, even thriving almost on Albion, each more than a match for a good number of regular human men. The people of Albion are flush with silver and alcohol, both things you could trade for whether on pure monetary value or through barter. You would, in turn, be able to help them fight the fimir and possibly the druchii, while also enriching yourself. A bit mercenary, but reasonable, perhaps. Cost: 1,000. 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. Cannot Be Chosen If Albion Charity 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%

We are just helped Nordland with their elf problems, and we are going to help Ostermark with their rat problem. they aren't poor, they can pay a reasonable price for the seed drill. As for Albion, we just took a hit to our sea trade, and we will have to run the gauntlet to get past the DE, giants, and treacherous coast. I'm all for a reasonable price, and it's for a good cause, but they need to atleast pay enough to cover our costs. lastly, Closer ties with Reikland can only help. Rommel seems to be a good man that wants whats best for the empire. we should have closer ties.

I know others want to help the dwarfs, but it really should use a DD and I want to use that for Beast Paths.

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.

While I'd like the light house, that is a vanity project. more food and drink are more important.

Research

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%

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%

Tanks are a long term time investment, the cannons are a short one with a high probability of success.

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%

We were taken by surprise this time. let's not let it happen again. Myrmidia will be there next year.

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%

Know thy enemy, and don't poke the wolf.

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.

I really want Gold wizards, but TANKS!! and we should help our daughter-in-law.

[] 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.

They had their chance to weed these fanatics out before they became a problem, now the sane forces are weakened while our enemies gather from all around. besides, it's been a while since we let the Witch Hunters off their leash.

[] Be Sure: You're reasonably sure that Bugman would prefer that it's left alone, but you could ask.

It costs us nothing to be polite and ask.

[] 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.

The nobility is going to pitch a fit when our laws of Ostland finishes. we could use the good rep.

[] 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.

We knew this was coming. I don't think Gunthar will piss off the Al-Ulric just because he doesn't like us. he knows better than to shit where he sleeps.

[] Name the Newborn: Write-In
meh don't care, I suck at names.

[] 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.

[] 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: ??

It never hurts to ask for professional help.

cost: 18200 + mercs
estimated merc cost: 580 per turn

Estimated total cost 18780
 
Can we start on big organ guns? Considering what we are likely to be up against in the future I will certainly love bigger dakka, and our customers will as well.

Sure Titan Cannon is great, but it can't fire three shots at once.

In fact... @torroar forgive me if I'm pushing but since the Other Cannon types have better success chances now shouldn't Big Organ Guns should as well? Like maybe 70% at least?

Granted I could be wrong, that is why asking.
 
Ok s o my thoughts....
Military
Festermarsh is a MUST so that 1 option gone without issue.
That leaves our second action. I'm waffling on a few options, but it comes down to how badly nordland's navy was hit. If it's bad we need to pull not this year, full stop. If it was just unpleasant? Probably either blast weave upgrades to make our gun more reliable or beast paths. We use cannons a LOT so making them both more accurate and less prone to misfire is huge, as is isolating enemy attack vectors.
we'll probably need more mercs too for the losses we will take.
Navy
Great Ship: Full stop we need more if we have 20 or so we might be able to ding a black arc into not obliterating everything in it's path.
Galley focus: need a better fleet balance imo
Diplo
Albion charity: We need to get them fighting now, and we can hopefully continue trade with them later on with rates
seeding profit: we need the money and both ostermark and nordland can pay.
Open hand: We need to make allies in the empire, and reikland is not out and out hostile
Steward
seeding drills: no brainer for more money.
So the second option has me really pulling for the lighthouse... but we can't afford it yet with all the hits our economy took. So apples. That said we need to start it soon. It's our advisor's baby and she is not doing well according to the latest
research
Cannon improvements: Cannons are a huge deal to use and have been a huge help to ostland in general. In addition we have good odds on them too. Better guns with some factions bringing out their big guns is a must.
Tank: Tankie goodness is something we want and need, and if we can make them even half as well as the original steam tanks? That's going to be a huge morale boost to the empire.
Piety
Find radicals is literally the only sensical options
intrigue
While i want to poke the wolf, frankly with it's horrible odds the marienburg is the only realistic choice right now
Personal
Gold wizards: We need them for the festermarsh, full stop. Underground fighting against enemies with lots of finished metal products but little chaos sorcery other than bs warpstone tech? Literally nothing better for them to mangle., except maybe dwarves, but we're a dwarf friend not an enemy.
Help sabine Frankly a DD on the tanks should be enough imo, and this helps her focus on other things to uncluster our economy after the shore holders bungledit up for us so badly.

Manaan
Send in the witch hunters: This was too big, too much, and doesn't even fit the shore holder's MO entirely with the target of inland ships as well. We'll never be rid of these idiots, but we can catch as many as possible.

Bugman's
ASk him, this is going to be his legacy, and it's the least we can do being polite.

Repairs
Donate: We can afford this if only just and we'll be needing support for our law reform.

Logan:
Let him Go, but make sure to keep in touch like we did with the twins.


Baby bird:
Ask the wizards and the wood elves.
 
Can we start on big organ guns? Considering what we are likely to be up against in the future I will certainly love bigger dakka, and our customers will as well.

Sure Titan Cannon is great, but it can't fire three shots at once.

In fact... @torroar forgive me if I'm pushing but since the Other Cannon types have better success chances now shouldn't Big Organ Guns should as well? Like maybe 70% at least?

Granted I could be wrong, that is why asking.

Altered CoS a bit. Making it all work is different than pure metallurgy alterations, though.

Has Frederick talked to Scarloc any regarding what he learned and/or what occurred @torroar ?

FUCK

Knew I forgot something. Damn it damn it damn it.

Okay, so, I'm actually in the middle of dinner prep IRL, so can't go back in and edit it yet. The WE Mercs are gone, they had to leave to go back home because of the damage sustained in Athel Loren thanks to the Wild Hunt/Drycha. All hands on deck situation, called back by King's Council. Skarloc and the other Athel Loren-based mercs had to cancel their contracts early, but they offered up an apology repayment in gold. Skaloc left behind +1000 Gold and Oreon did +1000 for sudden cancellation of contracts.
 
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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.

How about we talk to fucking bugman before we do anything about the brewery?

It's his brewery.

Also we should start on the vapor tanks this turn.

Get some of the big long term sutff going, like the lighthouse and the tanks
 
[] Loaning Funds: Give out a significant chunk of cash to help with the rebuilding of port facilities major and minor along the coast. The repayment can come out over the course of several years, so that those who receive funding can rebuild properly while also ensuring reimbursement if possible. Result: -3500 Gold From The Treasury Loaned To Coastal Settlements, Including Salkalten, To Ensure Rapid Rebuilding From Damages. Fishing And Trade Income Recovery will be quicker. Repayment Would Be Over 5 Years, Starting Next Turn. Opinions Affected Positively For Some, Negatively For Others.

The loan has no interest right and maybe not having to pay until repairs are complete so there income is back to normal when they start to repay the loan?

As for the Elf trainer we can ask the Wood Elves first as their pretty damn close and we know the queen. If no one volunteers(bad roll) we can send a letter to the High elves.

Finally we can use our murder bird in battle in the rat swamp.
 
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Navy
Great Ship: Full stop we need more if we have 20 or so we might be able to ding a black arc into not obliterating everything in it's path.
Galley focus: need a better fleet balance imo
Galleys are coastal specialists that trade ranged firepower for speed and boarding.
Probably better to continue focusing our fleet towards shooting down enemy ships on open water and further fortifying the coastline with cannons.

If the goal is an improved ability to intercept enemy flotillas, there's the option of flying crossbowmen scouts to give ourselves more time to prepare(and Greatships are pretty fast regardless).
 
They are grayed out meaning they are not available for hire at this time.

EDIT: I'm hoping that the navy flying scouts get armed with H. Cocktails.
 
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FUCK

Knew I forgot something. Damn it damn it damn it.

Okay, so, I'm actually in the middle of dinner prep IRL, so can't go back in and edit it yet. The WE Mercs are gone, they had to leave to go back home because of the damage sustained in Athel Loren thanks to the Wild Hunt/Drycha. All hands on deck situation, called back by King's Council. Skarloc and the other Athel Loren-based mercs had to cancel their contracts early, but they offered up an apology repayment in gold. Skaloc left behind +1000 Gold and Oreon did +1000 for sudden cancellation of contracts.
Could do a remark about it in the results later, like in Making Wolf Paths mention how Wood Elves no longer on hand to help out.

That or a tiny interlude about meeting up with Freddy and talking about it, up to you.
 
Galleys are coastal specialists that trade ranged firepower for speed and boarding.
Probably better to continue focusing our fleet towards shooting down enemy ships on open water and further fortifying the coastline with cannons.

If the goal is an improved ability to intercept enemy flotillas, there's the option of flying crossbowmen scouts to give ourselves more time to prepare(and Greatships are pretty fast regardless).

Issue is Norscan ships can outspeed ours, the galley are to slow them and trying to hem them in so our guns can do their job.

On another issue if you really want to focus our navy into dakka? We need to proliferate blastweave across our military cannons ASAP, as it improves both the accuracy and reliability of the guns. I'd rank that above beast paths since we're missing the Asrai and would have to brute force finding them likely spending many lives to do so.
 
We really need to focus on making more money huh but at the same time proliferating the seed drills is also important.
 
Needless to say these holders of the shore must be annihilated. Their cowardice has cost us dearly, and we must demonstrate to any who may hold similar views what fate awaits the scum that would impact our profit margins with pathetic notions like the "will of a god".
 
Arming Albion - Trade: Whether or not the Druchii are taken care of, there is a land of humanity – of customers – who are direly in need of what you can provide to them. While the sheer rainy mugginess of the land means that black powder weaponry is going to be at a rather severe disadvantage, there are other things you can provide. Like with actual steel. Considering that the Albionese are mostly wielders of bronze and stone, it is like looking backwards through time at the tribal folk of the Empire in ancient days. Only this time, you are like the dwarfs, wielding weaponry and wearing armor that the people of Albion can scarcely believe. They are capable of trade, and are currently fighting either each other or the fimir. The cyclopean Chaos-worshipping menaces from the mists of time are alive and well, even thriving almost on Albion, each more than a match for a good number of regular human men. The people of Albion are flush with silver and alcohol, both things you could trade for whether on pure monetary value or through barter. You would, in turn, be able to help them fight the fimir and possibly the druchii, while also enriching yourself. A bit mercenary, but reasonable, perhaps. Cost: 1,000. 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. Cannot Be Chosen If Albion Charity Is Chosen

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

so, these two are both going to arm albion and gather good will, but charity will do do more of both. Way I see it, if we go charity we're comitting to building albion up as a friendly power. Position wise, their right at the mouth of the sea of claws, so an anchorage there would be of use in patrolling the western edge of norsica, and trying to catch druchi ships on their way into the sea. The issue would be they are close to bretonia, so them ending up in the empires sphere could ratchet up tensions.
 
Issue is Norscan ships can outspeed ours, the galley are to slow them and trying to hem them in so our guns can do their job.

On another issue if you really want to focus our navy into dakka? We need to proliferate blastweave across our military cannons ASAP, as it improves both the accuracy and reliability of the guns. I'd rank that above beast paths since we're missing the Asrai and would have to brute force finding them likely spending many lives to do so.
it turned out to be Ostland's greatship to be a great killer. Its massive sails allowed it to reach retreating longships and turn them to so much kindling.
Norscan ships can outspeed Wolf Ships. Doesn't mean they can outspeed Greatships. Or that they can reliably sail around our Wolf Ships' cannon range and still reach Ostland. And by the time the Galleys come into play, the enemy is already pretty close to our coast. Better to have a wingman shoot a few crossbow bolts through the enemy sails/rowers if you want to slow down enemy ships.

Blastweave proliferation is a military option I'd be interested in yeah. Especially since we put cannons on the town walls and coastal forts.
 
I'm against the charity for either Albion or the Trident. Both have the ability to pay. Albion in silver and alcohol, and the Trident in gold, silver, and other trade.

As for the damages, we should have caught that. That one is on us. We had Hagrid looking everywhere else, and we keep the witch hunters on a leash to some extent. we have the gold, let's just fix the damage as quickly as possible and gain some good will with our people. we are going to need it soon when we radically change the laws.
 
The moratorium is over, so here's my plan in case some people missed it when I posted it.

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: ??
 
Galleys are coastal specialists that trade ranged firepower for speed and boarding.
Probably better to continue focusing our fleet towards shooting down enemy ships on open water and further fortifying the coastline with cannons.

If the goal is an improved ability to intercept enemy flotillas, there's the option of flying crossbowmen scouts to give ourselves more time to prepare(and Greatships are pretty fast regardless).
We have 19 wargalleys, and 51 Imperial Wolf Ships. You can go on about the greatness of Wolf Ships, but our wargalleys took a hit. Less than 20 are good enough for our coasts?
 
I'm against the charity for either Albion or the Trident. Both have the ability to pay. Albion in silver and alcohol, and the Trident in gold, silver, and other trade.
It's not really a question for me of, like, morality or charity- it's just that I think that Albion would be better armed to fight the Fimir and Drucchi, and quicker armed as well, if we take the charity option.
 
I'm against the charity for either Albion or the Trident. Both have the ability to pay. Albion in silver and alcohol, and the Trident in gold, silver, and other trade.

As for the damages, we should have caught that. That one is on us. We had Hagrid looking everywhere else, and we keep the witch hunters on a leash to some extent. we have the gold, let's just fix the damage as quickly as possible and gain some good will with our people. we are going to need it soon when we radically change the laws.
Read the albion action, the charity one makes them stronger than the trade one which means they can be more effective in dealing with Chaos and Dark Elves on Albion which is good for us. Trident I am for the profit option.

Norscan ships can outspeed Wolf Ships. Doesn't mean they can outspeed Greatships. Or that they can reliably sail around our Wolf Ships' cannon range and still reach Ostland. And by the time the Galleys come into play, the enemy is already pretty close to our coast. Better to have a wingman shoot a few crossbow bolts through the enemy sails/rowers if you want to slow down enemy ships.

Blastweave proliferation is a military option I'd be interested in yeah. Especially since we put cannons on the town walls and coastal forts.
We have cannons everywhere, defenses, our navy, our army. We love gunpowder so upping that is going to have knock on effects everywhere and given the repeated issues in the mountains having the defenses there get an upgrade would be nice.
 
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