[X] Plan Strong Frontier
Martial
[ ] The Imperial Army: You've got a lot more territory to guard now, and a larger treasury to dip into. It might be a good idea to take a page out of Brochard's book and expand your army so that it's worthy of the moniker "Imperial". Cost: 2000. Time: One Year. Reward: Warriors recruited, Army Expanded.
[ ] The West Wall-Watchtowers: You have neighbors to your West. Large, strong, and surprisingly fast neighbors that are used to living off the land and crossing great distances in a relatively short period of time. They don't seem hostile at the moment, but it couldn't hurt to take precautions. The Black Cliffs of Aquileia serve as a natural barrier, but one that could be crossed by the Yaks if they really wanted to. It only makes sense to fortify this barrier and make it more difficult for any Yak raiders or warbands to cross into your core territory. You can start with some watchtowers. These small posts won't be able to prevent any sizable force from crossing the border, but their vigil will prevent a surprise attack and give you some warning in the event of a Yak mountain crossing. Cost: 1000. Time: Two Years. Reward: Western Border Watchtowers built, removes possibility of Yak surprise attacks, may discourage Yak raids into core territory.
Diplomacy
[ ] My Hovercraft is Full of Eels, Yak Edition: Your scouts, specifically the diplomats among them, managed to communicate with the Yaks through the use of pictographs, body language, and the handful of Yakyakistani words and phrases they managed to pick up. But if you're going to have any kind of meaningful diplomatic relationship you'll need to know how to actually speak their language. Gather a few interpreters and linguists, give them some gold and simple trade goods, and send them off to learn from the natives. Cost: 200. Time: One Year. Reward: Diplomats learn Yakyakistani language, removes chance of mistranslation mishaps. Chance of Success: 80%.
Stewardship
[ ] New Management: Rosewing has been asking for a replacement. The Lady Bronzeclaw seems agreeable to taking his position. Fill out the necessary paperwork, replace any outgoing staff, arrange a generous severance package, and have Frida throw Claus a retirement party. After all his hard work on your behalf, it's the least you can do for him. Cost: 50. Time: One Year. Reward: Frida Bronzeclaw becomes Imperial Steward, +1 Stewardship Action per Turn
Research
[ ] Quarantine Standards: You now know how the Feral Disease that affects the Diamond Dogs spreads, and by association, how to prevent it from spreading should an outbreak occur. Have Archimedes put together official, detailed contingency plans for local government and military units, and distribute them throughout the Empire. Should the worst come to pass, these plans should assist in the containment of any disease outbreaks. Cost: 100. Time: 1 Year. Reward: Quarantine Plans, Bonus to Disease Outbreak Rolls.
[ ] Office of Disease Control: All his work on the Feral Disease has made Archimedes realize just how dangerous diseases can be to the Empire as a whole, and not just diseases that only affect Diamond Dogs. Talon-Rot, Feather-Flu, Bird-Pox, these are all sicknesses that have ravaged segments of your population in the past. Thus far you've managed to avoid a serious outbreak, but it's only a matter of time until some new strain appears, especially with your people going beyond your borders and mixing with new peoples who are likely to have their own diseases. Archimedes proposes creating a permanent government office tasked with the monitoring, containment, and treatment of communicable diseases. It'll be expensive, but the public's health is too valuable to risk. Cost: 500. Time: One Year. Reward: Office of Disease Control established, Bonus to Disease Outbreak Rolls.
Intrigue
[ ] Foreign Intelligence: Spying on fellow Griffons was one thing. Spying on other races is something else entirely. You can't just send a Griffon into potentially hostile territory where they'll stick out like a sore thumb amongst the locals. You'll have to get Ravenburg to come up with alternative methods of intelligence gathering for this sort of thing. Cost: 100. Time: One Year. Reward: New Intrigue Options, Ability to Spy on Non-Griffons
Personal
[ ] Royal Hobbies: Your son is beginning to reach the age where simple "playing" isn't enough to keep his attention. He needs a hobby. You could wait for him to develop his own interests, but there's no reason you can't try to introduce him to some activities that could expand his horizons a bit. Who knows, he might even develop some skills that could aid him in ruling. Cost: 0. Time: One Year. Reward: Choice of activities for Gawain, chance for him to develop new traits and increase stats.
[ ] The Royal Dragon: Gwyndlyn, the young Dragoness you've more or less adopted, has been unusually docile. Despite being a fire-breathing reptile, she has acted almost exactly like a Griffon of similar age and development. You, your wife, and the castle staff entrusted to help you care for her have been very careful about not overfeeding her or letting her enter the infamous "greed growth" that the ancient records speak of. Still, while you've made the decision to adopt and care for her, there are many things you have not yet decided. How will you raise her? Will she be in line for the Throne? These are only some of the decisions you need to make about the newest addition to your family. Cost: 0. Time: One Year. Reward: Plans made for Gwyndlyn's Future.
Intrigue is the only option, royal hobbies and royal dragon are because developing our childs strengths is the best long term investment in ever situation much less when one is to head the empire and the other is a dragon, new management because more actions sooner is best long term gain, disease research becasue we are going into contact with new polities in the near future and a prime concern when doing so is disease and this mitigates a major risk and makes diplomacy safer, language learning because it's really a prerequisite to any meaningful and positive diplomatic contact, imperial military because again we're going into contact with new polities we wan't to be able to defend our borders if need be and this is the most versitile and universally useful way to do so.
However, I do not choose further expiditions. Why? Because we just met one new polity we know nearly nothing about and I would like to either set up standing defense against them in case of hostilities or get a read on them or both before going ahead and initiating another contact. Luckily we can do both this turn and kinda next by taking the border fortification.
Especially since it looks like mongolian expies and nomadic raiders are definetly something to defend against.
Initiating further contacts I feel would be better done next turn.