- Location
- Somewhere
[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.
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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