[X] Plan: Money Conscious

Military: (Choose 2):
-[X]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.
-[X]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)
-[X]Greatship 4:
Cost: 500. Time: 1 Year. Reward: 1 New Greatship.
-[X]Galley Focus:
Cost: 1500. Time: 1 Year. Reward: 10 Wargalleys.
(500+1500= 2000)
Diplomacy: (Choose 3):
-[X]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
-[X]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.
-[X]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):
-[X]Lumbering Heat:
Cost: 1,000. Time: 2 Years. Reward: Ostland Charocal Company created. New Income Source: Charcoal Sales.
-[X]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):
-[X] Off-Roading:
Cost: 1,000. Time: 3 Years. Reward: Functional Cyclers For Both Road And Off-Road, Increased Knowledge. Chance of Success: 65%
-[X] The Other Two Cannon Types:
Cost: 1000. Time: 1 Year. Reward: Bull Cannons and Dash Cannons Improved As The Great Cannons Were. Chance of Success: 70%
(1000+100=2000)
Piety: (Choose 1):
-[X]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):
-[X] 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):
-[X] Gold Journeymen:
cost 100, at first
-[X] 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 +100 (from elves)= 17550
Elector Count Decision
-[X] The Expected Inquisition:
-[X] Remain As Is:
-[X] Donating Funds:
-[X] Let Logan Go:
-[X] Name the Newborn: Octaine
--[X] Ask The Amber:
---[X] Yes, Ask Them
--[X] Elven Expertise:
---[X] Laurelorn:

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. At least the cyclers thing done. Taking the 1 year for completion action as well, so we can get that this turn then use the available research action on the vapor tanks next turn.
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 (the blurb itself mentions that Bugman doesn't want to bring it up, I also would prefer not taking the option that pushes responsibility off the players, which I view as talking to Bugman for confirmation as). 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, a CoS of 50% for the intrigue action worries me. 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 to DD on instead of a different option.
 
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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%
So, @torroar, is this option still available and unchanged, given that we lost our Wood Elf mercs? My understanding was that they were integral to the process.
 
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[X] Plan My Plan
-[X] Festermarsh
-[X] Blastweave Upgrading
-[X] Scouts For Launching
:
-[X] Greatship 4
-[X] Arming Albion – Charity
-[X] Seeding The Future – Profit
-[X] An Open Hand
-[X] Apple Expansions
:
-[X] Seeding Drills:
-[X] Vapor Tanks
-[X] The Other Two Cannon Types
-[X] A Cataloguing Of Radicals

-[X] Examining Your Enemies
-[X] Helping Sabine
:
-[X] Engineering Aid
-[X] By Zealots Be Purged
-[X] Be Sure
-[X] Donating Funds
-[X] Let Logan Go
-[X] Name the Newborn: Octaine
-[X] Ask The Amber:
--[X] Yes, Ask Them
-[X] Elven Expertise:
--[X] Laurelorn
 
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So, @torroar, is this option still available and unchanged, given that we lost our Wood Elf mercs? My understanding was that they were integral to the process.

Years of fighting/training/learning alongside Wood Elves and increased in-depth familiarity with the deeper forests compared to previous knowledge/capabilities plus Taal priests and flying scouts with the wing suits = unchanged and available, yes.
 
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?
Greatships, Wolf Ships, Salkalten Guard and coastal forts are good enough for our coasts yes.

The thing about Galleys isn't that they're the only ones who can patrol the coasts, it's that their speed makes them more likely to come across an ongoing coastal raid.
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.
My point exactly.

[X] Plan My Plan
 
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[X] Plan Lighthouse, Cannons and Tanks
-[X] Festermarsh
-[X] Blastweave Upgrading
-[X] Galley Focus
-[X] Greatship 4

-[X] Arming Albion – Charity
-[X] Seeding The Future – Profit
-[X] An Open Hand
-[X] The Lighthouse Of Salkalten, Foundation
-[X] Seeding Drills
-[X] Vapor Tanks

-[X] The Other Two Cannon Types
-[X] A Cataloguing Of Radicals
-[X] Examining Your Enemies
-[X] Helping Sabine
-[X] Engineering Aid

-[X] By Zealots Be Purged
-[X] Be Sure
[X] Donating Funds
[X] Let Logan Go
[X] Elven Expertise:
-[X] Laurelorn

Helping out with the skaven, getting our cannons upgraded while also grabbing a new greatship and 10 more galleys to increase the striking power of our fleet. Charity for the albion action since that makes them stronger than the trade version. Lighthouse is a long term project so getting started on it now, seeding drills because more food allows us to support more population. Vapor tanks because between DD and personal we can get it to 90% and letting the Empire field new tanks is going to be big in giving the Empire a replaceable high end unit.
 
[X] Baby's first plan
-[X] Festermarsh
-[X] Blastweave Upgrading
-[X] Scouts For Launching
:
-[X] Greatship 4
-[X] Arming Albion – Charity
-[X] Seeding The Future – Profit
-[X] An Open Hand
-[X] Apple Expansions
:
-[X] Seeding Drills:
-[X] Vapor Tanks
-[X] The Other Two Cannon Types
-[X] A Cataloguing Of Radicals

-[X] Examining Your Enemies
-[X] Helping Sabine
:
-[X] Engineering Aid
-[X] The Expected Inquisition
-[X] Be Sure
[X] Loaning Funds
[X] Let Logan Go
[X] Elven Expertise:
-[X] Laurelorn

The only difference to EVA's plan is a switch out of the purge by zealot option. Just personal preference tbh. The witch Hunters tend to go overboard when purging the heretic and it's not long ago they were on the out with the emperor himself. It also gives the sea priest a chance to earn back some good will, whilst giving us good will from them for the accomodation.

First time putting a plan out so any feed back is welcome.
 
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They weren't the only ones leaving, of course. Just as the year turned, you'd been approached by both Skarloc and Oreon
Minor nitpick, but the Bowmen of Oreon aren't actually led by Oreon right now. They're led by "Champion Ilfrun" so she should probably be the one to approach Freddy, unless Oreon came out of retirement to explain things, which I wouldn't discount as an option.
 
Inclined towards trying to set things up so the enormous amount of money that needs to be spending this turn comes back to us. So loans and profits for the coast and the drills, maybe helping sabine with the fighting league, and going for the apple expansion.

I'll have to think about it a bit more.
 
Can we please start on that light house?

is a useful thing to have.
Here's what the lighthouse option is competing with in the stewardship section.
Lumbering Heat:
...
Cost: 1,000. Time: 2 Years. Reward: Ostland Charocal Company created. New Income Source: Charcoal Sales.
Apple Expansions:
...
Cost: 1,500. Time: 1 Years. Reward: Increased financial security and economic strength for Middle Mountain settlements. Trade Income. Alcohol Trade Income.
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.
And here's what the lighthouse option does.
The Lighthouse Of Salkalten, Foundation:
...
Cost: 3,500. Time: 2 Years. Reward: Salkalten Lighthouse Foundation Created/Bottom Third Of Structure Built.
Every other option is cheaper then the lighthouse option and takes a shorter amount of time except for the Lumbering Heat action which only takes the same amount of time. The thing is that they give immediate or near immediate benefits. The lighthouse doesn't seem to give us anything until we finish all three actions for the lighthouse. That requires a big investment of action slots, money, and time. And we currently took a hit to our income due to the cultists' actions and are going to take a further hit to our reserves just to fix the damage they did to our stuff.
 
[X] Baby's first plan

I'm going for this one solely because I don't feel the need to upset the cult of Manann here let there own witch hunters do the job.
 
Lumbering Heat might also lead to another logging expansion, allowing us to establish more farmlands for the Seed Drill.
:VOne more step in the campaign against our forest foes... for profit of course.:V
 
[X] Plan Cannons, Tanks and Gold
-[X] Festermarsh
-[X] Blastweave Upgrading
-[X] Galley Focus
-[X] Greatship 4
-[X] Arming Albion – Charity
-[X] Seeding The Future – Profit
-[X] An Open Hand
-[X] Apple Expansions
-[X] Seeding Drills
-[X] Vapor Tanks
-[X] The Other Two Cannon Types
-[X] A Cataloguing Of Radicals
-[X] Examining Your Enemies
-[X] Helping Sabine
-[X] Gold Journeymen
-[X] By Zealots Be Purged
-[X] Be Sure
[X] Donating Funds
[X] Let Logan Go
[X] Ask The Amber:
-[X] Yes, Ask Them.
[X] Elven Expertise:
-[X] Laurelorn

I like the light house, but we need more money and the middle mountains need some security. Light house next turn once our finances are less shot,
 
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