Since we've gotten these new options for the Yaks, we need to decide what we want, do we want the Modernists to win? We don't need to do anything right now but we should probably start thinking about it.
Honestly i dont think we should get involved right now lets let them figure it out for them selves right now and see which direction it starts going in.
 
Since we've gotten these new options for the Yaks, we need to decide what we want, do we want the Modernists to win? We don't need to do anything right now but we should probably start thinking about it.
I'd say... yes, honestly. Our lands have a vast amount of resources. by getting the modernists on board, we have A, a better fighting force, and B, guarantee for future trade with them, since then they'd be sure to trade with us. Given we have some pretty nice ties with them atm, I kinda want to strengthen them, and allowing the modernist movement to go into full swing is one way to do that. that, and more invetive minds from a different perspective is always good, since that leads to more discoveries.

Not that I'd want to get involved in their internal conflicts atm, would rather let the modernist sentiments trickle in while we worry about our foreign enemies.
 
While I can understand the desire to end Sombra ASAP, we should at least contact our western neighbors first, and see if they will give us anything. Not to mention we could always use additional forces to ensure overwhelming victory. Last time we were lucky to beat Sombra - and we don't have a full understanding of the number of slaves he has, as well as how many dark creations he has made. While we certainly should do it sooner than later, another turn or two at least could especially help with our artillery situation, the only units that could effectively fight Sombra beasts of war last time, and while now e have magic users to help, we don't know how much they'll really be able to do.
 
While I can understand the desire to end Sombra ASAP, we should at least contact our western neighbors first, and see if they will give us anything. Not to mention we could always use additional forces to ensure overwhelming victory. Last time we were lucky to beat Sombra - and we don't have a full understanding of the number of slaves he has, as well as how many dark creations he has made. While we certainly should do it sooner than later, another turn or two at least could especially help with our artillery situation, the only units that could effectively fight Sombra beasts of war last time, and while now e have magic users to help, we don't know how much they'll really be able to do.
That's exactly why I'm voting to get the Yak's assistance, I want to get that out of the way, we won't be attacking Sombra until at least after the walls finished.
 
I swear I keep hearing music from Rise of Nations playing whenever I read this quest...

Establishing a permanent Embassy in Neighpon sounds like a no-brainer. No chance of failure, unlocks new options for diplomacy and intrigue, and makes further actions regarding Neighpon less expensive? Yes please!

As for Military, we should use an Overtime to get both ballistae and cannons. If only Archimedes had come up with an idea to make our flame projectors mobile, instead of mere fixed emplacements...
 
Right so I think we should use the diplomacy actions this turn to do the ambassador action and to ask the Yaks for assistance so they start getting ready for when we counter-attack. Gives them some time to train and getting everything settled so the don't have to drop everything like the last time. Also if we get our fort line and wall built I don't think we should call on our allies to help defend but have them ready to launch an attack once we have broken Sombra's army against our wall and defenses.
 
The Modernists support a way of life that integrates much better with our civilization - on the other hand such a civilization maybe more inclined to want independence (assuming we want the Yaks to join us). To answer this question I think we must ask ourselves - what is the Modernist's view on the Griffon Empire and what do they think of joining us (assuming they have considered the question and as a movement have a unified opinion).
 
Right so I think we should use the diplomacy actions this turn to do the ambassador action and to ask the Yaks for assistance so they start getting ready for when we counter-attack. Gives them some time to train and getting everything settled so the don't have to drop everything like the last time. Also if we get our fort line and wall built I don't think we should call on our allies to help defend but have them ready to launch an attack once we have broken Sombra's army against our wall and defenses.
I think we should still have our allies there when we defend for 2 reasons 1 incase shit goes sideways real fast and 2 if we do manage to defeat his army at the wall then they are already there to start a counter invasion.
 
I'm not sure on the chances of these options, Should we drop a Diplomatic Action or pile-on the omake bonuses?
I'd go with the omake bonuses. I don't really LIKE these options, but wasting an action is a big no for me.
[ ] It's not Kidnapping, it's Liberation: The Shadow King has enslaved his subjects through some manner of foul sorcery. At Redstone the only means of breaking his hold over their minds and bodies was to kill them. But now you have a basic understanding of magical principles, allies with knowledge of magic, and a miracle metal that disrupts all spells and supernatural energies it comes into contact with. Have Ravenburg's spies infiltrate enemy territory and see if they can't free a few of these poor souls. With any luck, one of them might actually know something of importance they can share with you. Cost: 300. Time: One Year. Reward: Several Crystal Ponies freed from Sombra's Spell, chance to gain additional intelligence. Chance of Success: 40%
YES! THIS IS WHAT I WANTED! :lol

Honestly i dont think we should get involved right now lets let them figure it out for them selves right now and see which direction it starts going in.
i'm kinda annoyed 3 of the four actions are yak ones, though it's probably our fault for not having done the embassy last turn.
I don't want to choose a faction yet, low chances and possible bad consequences if we fail the roll, and i would have gladly waited before asking for a promise of help.
As for Military, we should use an Overtime to get both ballistae and cannons. If only Archimedes had come up with an idea to make our flame projectors mobile, instead of mere fixed emplacements...
i think we have better things to use an overtime on. mostly stewardship/learning actions.


action analysis incoming...
 
ok, guys... I know this is not a total priority right now... I know we would be (more) insane to pick this right now, but we really really should remember this part about Sugar Beets.
Why? Because we make great licquor, but we don't have sweets. Because we have awesome grains for everyday food, but our culinary when it comes to desserts is bad...no, thats not the reason
the reason is a DREAM.
a DREAM where you can raise your kids on true happiness, where everyone can have a smile on their faces. A dream where you can save crystal ponies by despair taking a page from Harry Potter.
a DREAM, where we have CAKE! IT WILL NOT BE A LIE!
Yes this is a completely nonsense thing.
 
[] Plan Expansion and Groundwork

Martial: 2 actions
[] The Peregrine Line-The Gates to the North (2) Locked
[] Army Artillery (1) 500


Right so last turn we built the flamers this turn we need to focus on our bigger weapons. Both the cannons and scattershot research go well together. Next turn we should go for the balistas that way our artillery division is fully reinforced.

Diplomacy: 2 action
[] Permanent Neighponese Ambassador (1) 400
[] Asking for Assistance (1) 40% 200


Right so the ambassadors are needed to do anything with the Neighpon easier so that is fairly straight forward. The assistance is to let the Yaks know that we are planning to take the fight to Sombra eventually and that they best get ready. This might also have a knock-on effect on the Modernists faction as well. This need to make ready for a war in an unknown land when the last war showed why there current lifestyle is unsuitable for it might sway so more people before we even try either of the support actions. We should not make a move to oppose or support until we can do both the diplomacy and intrigue action at the same time for synergy.

Stewardship: 2 action
[] Settling the Western Frontier (2) 1000
[] Imperial Irrigation Program (2) 800


We need western land settled now. The increase in tax and growth room will increase the population allowing us to take the kind of losses an invasion might inflict on us. It would also make them mostly immune to the cold since it is farther away than Sombra's knowledge. The Irrigation is needed we are in the middle of an agricultural revolution and this action offers a major increase to that above any other option it also works with the settlement option as it synergizes well with it by building them into the farms and towns, to begin with instead of asana addon.

Learning: 2 actions
[] Scatter-Shot (1) 100
[] Machine Tools (2) 500


The Scatter-shot is to give our cannon a wider range of attack since we are building more cannon as well. The tools are needed to build the rest of the technology in any real numbers right now building any of them would be slow expensive and time-consuming. Getting the tools ready and done will allow us to push further into proper industrialization.

Intrigue: 1 action
[] It's not Kidnapping, it's Liberation (1) 40% 300


This is taken because we need to see the effects our metal can have on them as well as much information we can get. In war, intelligence is usually the key to victory along with logistics.

Personal: 2 action
[] New Swords for Everybody! (1) 300
[] Foreign Talent (1) 60% 300


We need to get our best fighter anti-magic swords and get a magic adviser now that we are starting to branch out.

Treasury Reserves: 330
Yearly Income: 6150
Yearly Expenditures: 540
Net Income: 5610

Cost: 5610-4400=1210
Net= 1210
Treasury= 1540

Costs are pretty straight forward for this. Most combinations of options will still bring us in under budget. This one is just the one most likely to expand of people the most. As well as increase the Tresary for when the war starts.
 
we definetly want the modernists to win. i don't think it will be possible for them to lose unless everyone else decides to gang up on them and wage civil war.

completely reforming the yaks into a "modern" society makes them a bigger economic block and therefore they will trade more. so we have a direct insentive in pushing the issue along.

it really isn't necessary though since the modernist block will experience far greater growth than the other class.


except for one possibility. a really bad scenario.

we don't really know how the yak trade with us looks right now but if they are buying a lot of stuff from us and NOT selling us much then that trade deficit will eventually threaten the entire yak economy. if all of their coin, gold and silver flows to us (like how england shiped all their silver to china for tea) then that can have very bad consequenses. consequesnses that would start in the clans that sell the modernist yaks all their coin.

now this can be solved, you just need to find some resource except for precious metal or coin that we want to buy. hell, if yaks just work in griffonia and then spend their wages in yakyakistan then everything turns out fine.

again, this might not be an issue but this part from turn 13 worries me: "The Yaks prove exceedingly receptive to trade with your merchants. Caravans cross the Black Cliffs and are met by itinerant Yak merchants, who buy everything from paper and glassware to lumber and sheets of copper, paying gold and silver coins in exchange for the goods, which they sell for profit throughout Yakyakistan."
 
The modernists are a small minority in Yak society if the other wanted to the could crush them without an issue. No civil war no animosity just a quick culling. The only reason it hasn't is that the majority doesn't feel the need to. The modernists can lose there is no guarantee that they must win.
 
Red for "not now!"
Yellow for "maybe"
Green for "NOW DAMN IT!"


Martial: (Two Actions Per Turn) One Action Locked

[ ] Big Sticks: Cost: 400. Time: One Year. Reward: +10 mobile Ballistae added to army.

cannons are USUALLY better.

[ ] Hans, Get the Flamethrower: Cost: 400. Time: One Year. Reward: +4 Static Flame Projectors

we made them last turn. we could double down, but i kinda want more cannons instead.

[ ] Army Artillery: Cost: 500. Time: One Year. Reward: +10 Cannons added to army

more dakka is always good

[ ] The West Wall-Watchtowers: Cost: 1000. Time: Two Years. Reward: Western Border Watchtowers built, removes possibility of surprise attacks, may discourage raids into core territory.

It doesn't help against Sombra, why would we take it now?

[ ] Into the Frost and Snow: Cost: 0. Time: One Year. Reward: Crystal Empire Invasion Arc.

not ready yet. We should let him attack first. We made our fortresses after all

Diplomacy: (Two Actions Per Turn)

[ ] Asking for Assistance: Cost: 200. Time: One Year. Reward: Promises of Yak Assistance in Invasion of Crystal Empire. Chance of Success: 40%

I would have preferred waiting, but it's the...let's say "lesser evil". Shame we didn't have the embassy done last turn, we might have something more interesting to choose.

[ ] Permanent Neighponese Ambassador: Cost: 400. Time: One Year. Reward: Permanent Diplomatic Mission established in Neighpon, Cheaper Neighpon Diplomatic Actions, New Diplomacy and Intrigue Actions Unlocked.

A must.

[ ] Leaning on the Elders, Pro-Modernist: Cost: 100. Time: One Year. Reward: Yak Leadership agrees to modest reforms, Modernists gain more influence. Chance of Success: 30%.

We have more to gain from modern Yaks that from nomad yaks, but we might want to wait before visibly interfering in their politics.

[ ] Leaning on the Elders, Pro-Traditionalist: Cost: 100. Time: One Year. Reward: Yak Leaders suppress modernists, Modernists lose influence. Chance of Success: 30%

It makes sense if we want to keep them weak, but EVEN if they became hostile to us it would take quite a bit for them to become a real threat. We'll deal with that if it ever becomes a problem.

Stewardship: (Two Actions Per Turn)

[ ] Imperial Brew: Cost: 400. Time: 1 Year. Reward: Government Controlled Breweries. Gain Alcohol Sales Income. May raise Peasant Opinion. May lower Peasant Opinion. 50% chance of either outcome.

We have more important things to do. Maybe in peace time

[ ] Settling the Western Frontier: Cost: 1000. Time: Two Years. Reward: New Western Settlements Established, Additional Income.

If we want to interfere in Yak's business, we need to understand them. If we want to understand them, we need to know them. Living close will help. Also the extra income

[ ] Neighponese Seed Drills: Cost: 400. Time: One Year. Reward: Increased Farming Income.

Nice, but we already boosted farming quite a bit, and farmers are starting to use them anyway. Irrigation would be more important.

[ ] Imperial Irrigation Program: Cost: 800. Time: Two Years. Reward: Standardized Irrigation, Significantly Increased Farming Income.

If Sombra makes the blizzard worse this might help (maybe?). Also more important, and probably much more effective, than the seed drills.

[ ] The Bank of Gryphus: Cost: 600. Time: One Year. Reward: Bank of Gryphus established, slight increase to Tax Income from economic growth, reduced chances of Economic Disasters, Lessens damage to approval when going into Debt.

it COULD wait a turn, but other than that it IS important. It's the start of a modern economic system after all, and it will help a lot if we need to go overbudget to prepare the counterattack in near future.

Learning: (Two Actions per Turn)

[ ] Cannon Ships: Cost: 100. Reward: New Ship Class Designed.

useless against Sombra. NEXT

[ ] Scatter-Shot: Cost: 100. Time: One Year. Reward: Scatter-Shot developed, Bonus to certain Cannon Rolls.

Can wait next turn, when our fortresses are complete and we can move our cannons (and army) there.

[ ] Flying without Wings: Cost: 200. Time: One Year. Reward: Viability of Airships explored, additional Learning Actions Unlocked.

worth considering. a lot of applications, both for military and trading.

[ ] Sugar Beets: Cost: 200. Time: Two Years. Reward: Sugar Beets acquired, new Learning and Stewardship Actions Unlocked.

Other than the obvious, it can be a NEW source of fuel AND alcohol.

[ ] Machine Tools: Cost: 500. Time: Two Years. Reward: Machine Tools Invented and Distributed, Slight Increase to Tax Income, New Actions Unlocked.

Necessary for our industrial revolution

[ ] Rotative Beam Engine: Cost: 400. Time: Two Years. Reward: Invention of first true Steam Engine, New Actions Unlocked.

EVEN MORE NECESSARY for our industrial revolution

Intrigue: (One Action Per Turn)

[ ] Sleeping Dragons: Cost: 400. Time: One Year. Reward: New Intel on Neighpon, New Intrigue Actions. Chance of Success: 50%

[ ] Captain Karl Kaboom's Explosive Adventures: Cost: 400. Time: One Year. Reward: Explosives pre-planted on and under Crystal Empire defenses, to be triggered during attack. Chance of Success: 30%

Can wait

[ ] It's not Kidnapping, it's Liberation: Cost: 300. Time: One Year. Reward: Several Crystal Ponies freed from Sombra's Spell, chance to gain additional intelligence. Chance of Success: 40%

THIS! we need intel!

[ ] Backing the Modernists: Cost: 300. Time: One Year. Reward: Modernists gain Influence in Yakyakistan. Chance of Success: 35%

[ ] Undermining the Modernists: Cost: 300. Time: One Year. Reward: Modernists lose Influence in Yakyakistan. Chance of Success: 35%


Whatever faction we choose, intrigue would probably be better than Diplomacy for now (though we MIGHT do both...).

Still it can wait. I'd do the settlements first, to strenghten the modernist indirectly by showing them how good life is in our cities.


Personal: (Two Actions per Turn)

[ ] Overtime:

We'll probably need one. Sadly we can't afford two this time.

[ ] Combing the Archives: Cost: 0. Time: One Year. Reward: Chance to gain information and knowledge from Pre-Discord Records.

More important things to do, and it would probably require quite an high roll to be immediately usefull.

[ ] New Swords for Everybody!: Cost: 300. Time: One Year. Reward: Orichalcum blades for you, your family, and the Grandmasters.

Look, i like the shiny...But we're not fighting Sombra yet. We don't NEED the anti-magic swords right now!

[ ] Foreign Talent: Cost: 300. Time: One Year. Reward: Neighponese Magic-Experts hired, New Actions Unlocked. Chance of Success: 60%.

We DO need this instead! new ideas and points of view, especially for our magical studies! They might even have ideas about the nature/uses of the Oricalchum





...my analysis last turn came out better...
 
Idk, can we really spend our limited amount of anti-magic ore on new swords? Like , I would support it for a symbolic gesture of each Grandmaster of an Order has one; as a tie to the Imperial family, but should we do that now?

Also, I want Ballista as it would be lighter to carry in the snow.
 
Total Plan Cost: 4200
Net Income: 1410 + 330 (Treasury) = 1740

[ ] Plan: Flight Plans, Industry Prep, and Get Dat Bank
-[ ] Army Artillery: The cannons have proven their effectiveness on the battlefield, and now that you have the foundries up and running, it's time to start cranking out some more of these explosive artillery pieces. Cost: 500. Time: One Year. Reward: +10 Cannons added to army

-[ ] Asking for Assistance: The Yaks aided you in the fight against the Shadow King once before, at great cost to themselves. Now you face the prospect of launching an invasion into the very heart of the evil itself. You'd feel a lot better about your chances if you could elicit a promise from the Yaks to support you in the endeavor. But that might be a tough sell. The Yaks only moved to support you because the Shadow King's invasion threatened their homeland, and the casualties they took at Redstone have undoubtedly made them weary of another battle so soon after the last. Still, you have to try, as the weight of a Yak charge could decide the fate of a battle. Cost: 200. Time: One Year. Reward: Promises of Yak Assistance in Invasion of Crystal Empire. Chance of Success: 40%

-[ ] Permanent Neighponese Ambassador: Rather than sending a party of diplomatic staff across the ocean whenever a deal needs to be negotiated or an issue smoothed over, why not simply have them stay in the host country more or less permanently, taking up residence in the court of the local ruler? You can't do this with the Yaks as their decentralized leadership prevents this, but Neighpon is a different story. See if they'd be agreeable to the idea. Cost: 400. Time: One Year. Reward: Permanent Diplomatic Mission established in Neighpon, Cheaper Neighpon Diplomatic Actions, New Diplomacy and Intrigue Actions Unlocked.

-[ ] Imperial Irrigation Program: The weather can be a fickle thing. If rain fails to fall, there goes a farmer's crop. Irrigation networks can fix this, but having every farmer build their own irrigation system is...messy, not to mention inefficient. A government funded public works program could bring a reliable source of water to farms across the Empire. This will of course be an expensive and time consuming program, but the benefits will be worth it. Cost: 800. Time: Two Years. Reward: Standardized Irrigation, Significantly Increased Farming Income.

-[ ] The Bank of Gryphus: Nicklas Bones' treatise on paper currency has raised some...unsettling possibilities. Possibilities that are becoming less theoretical with the advent of paper currency in cities across the Empire. If you're going to prevent this whole paper tender craze from getting out of hand, you're going to need to act quickly. You, Frida, and Nicklas have all cobbled together a framework for a new kind of financial institution: a Central Bank. A bank backed by the government while still being distinct from it, an institution with the sole power to print national banknotes and government IOUs. A bank that will loan hard currency (gold and silver) to other banks, acting as the foundational center and rock of stability for the Imperial Economy. A bank intended to stabilize the economy rather than make a profit. It will also be tasked with handling the national debt, should you ever again find yourself in another Fiscal hole. Naturally, this is going to be a complicated endeavor, but it will be necessary to ensure a prosperous national economy in the long-term. Cost: 600. Time: One Year. Reward: Bank of Gryphus established, slight increase to Tax Income from economic growth, reduced chances of Economic Disasters, Lessens damage to approval when going into Debt.

-[ ] Machine Tools: Blacksmiths and other artisans of metal are vital to your realm's economy and technical advancement, but as demand for shaped metal products has begun to grow they have become a bottleneck, straining to keep pace with demand. Both Archimedes and Genevieve say they have some ideas to resolve this problem through the introduction of new tools meant to make the precision working of metal easier. Developing, producing and distributing these devices will be expensive, to say nothing of the time and effort that will have to be expended training Gryphons and Dogs in their use, but it is necessary of your Empire is to advance technologically in your lifetime. Cost: 500. Time: Two Years. Reward: Machine Tools Invented and Distributed, Slight Increase to Tax Income, New Actions Unlocked.

-[ ] Rotative Beam Engine: Archimedes and Genevieve have been going over the designs for the Steam Pumps in between other projects for the past couple of years, and they think they've come up with a way to make the devices more versatile. By replacing the piston with something called a flywheel, they can turn the single-use pump into a multi-use engine, allowing for much greater utility. Simple in theory. In practice...well, you'll need to give them some time and funding to see if it's worth it. Cost: 400. Time: Two Years. Reward: Invention of first true Steam Engine, New Actions Unlocked.

[ ] It's not Kidnapping, it's Liberation: The Shadow King has enslaved his subjects through some manner of foul sorcery. At Redstone the only means of breaking his hold over their minds and bodies was to kill them. But now you have a basic understanding of magical principles, allies with knowledge of magic, and a miracle metal that disrupts all spells and supernatural energies it comes into contact with. Have Ravenburg's spies infiltrate enemy territory and see if they can't free a few of these poor souls. With any luck, one of them might actually know something of importance they can share with you. Cost: 300. Time: One Year. Reward: Several Crystal Ponies freed from Sombra's Spell, chance to gain additional intelligence. Chance of Success: 40%

-[ ] Overtime: Your advisors can only do so much, and sometimes that's just not enough. If it's truly necessary, you can sacrifice some of your otherwise free time to carry out an additional action from another category, provided said action has a duration of only one year. The costs and chances of success for that action remain the same.
--[ ] Flying without Wings: The fragment of the ancient design you found, while sparse on details due to its decay, has given both of your scientific advisors ideas. Big, big ideas. Of course, in order to make those ideas reality they'll need equally big amounts of funding and time. Just for starters they're going to have to figure out whether they can even build such a contraption with the materials they have available, and what other steps will need to be accomplished before they can even start to build this "flying machine". Cost: 200. Time: One Year. Reward: Viability of Airships explored, additional Learning Actions Unlocked.

-[ ] Foreign Talent: Kōryū has recently been hiring a number of experts in various fields to come work in Neighpon and teach their skills to his people, or to offer their expertise as advisors in his court. Perhaps you should take a page out of his book and see about hiring some foreign experts on magic? Cost: 300. Time: One Year. Reward: Neighponese Magic-Experts hired, New Actions Unlocked. Chance of Success: 60%.
 
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Can wait next turn, when our fortresses are complete and we can move our cannons (and army) there.

Point of order: Both Machine Tools and Rotative Beam Engine are two-turn actions. If we take both, we won't be able to take another Learning action next turn, whether we want to or not. Don't get me wrong, I agree they're both very important, but losing the option of doing something else is not an insignificant tradeoff to doing them both at once.
 
Idk, can we really spend our limited amount of anti-magic ore on new swords? Like , I would support it for a symbolic gesture of each Grandmaster of an Order has one; as a tie to the Imperial family, but should we do that now?

Also, I want Ballista as it would be lighter to carry in the snow.
We have enough to equip them all with weapons if we didn't it would not be an option. We need to give our best fighter the best weapons available so they have the best chance at beating Sombra. We got lucky last time we might not get lucky this time so it is important to stack the deck in our favor as much as possible.
 
Martial
-The Peregrine Line-The Gates to the North: The Watchtowers have been completed and staffed with sentries. Now that you no longer have any need to worry about a surprise attack, you can begin building proper defensive works made to withstand all-out assaults. Walls shall be built, firing positions prepared, and strong points will be constructed in and along the mountain passes that serve as the only routes through the Peregrines. It will be costly and time consuming, but by the end of it you'll have a barrier for the enemy to throw themselves against while your troops cut them down. Cost: 1500. Time: Three Years. Reward: Southern Border Fortifications Built, Peregrine Line Completed. Will Finish Next Turn
[ ] Into the Frost and Snow: You have the Army back up to pre-war levels, and you now have reliable intel on your enemy and an army of magic users ready to back you up. The Shadow King has been weakened from his defeat at Redstone Pass, but destroying him will require one more push, a strike against his own lands. Gather your army and march South, to victory or death. Cost: 0. Time: One Year. Reward: Crystal Empire Invasion Arc.

Diplomacy
[ ] Permanent Neighponese Ambassador: Rather than sending a party of diplomatic staff across the ocean whenever a deal needs to be negotiated or an issue smoothed over, why not simply have them stay in the host country more or less permanently, taking up residence in the court of the local ruler? You can't do this with the Yaks as their decentralized leadership prevents this, but Neighpon is a different story. See if they'd be agreeable to the idea. Cost: 400. Time: One Year. Reward: Permanent Diplomatic Mission established in Neighpon, Cheaper Neighpon Diplomatic Actions, New Diplomacy and Intrigue Actions Unlocked.
[ ] Leaning on the Elders, Pro-Modernist: The Yaks' internal political struggles have attracted a lot of attention throughout your government, and there's been a great deal of debate as to what the Empire's response should be, or if it should respond at all. One of the ideas that's been circulating has been to exert diplomatic pressure on the leaders of the Yak Clans to encourage them to comply with some of the modernist's demands, or at least to not clamp down on them. While this could have the desired effect, it is equally likely that such pressure could be seen as Imperial meddling in Yak affairs, risking damage to relations between your peoples. Cost: 100. Time: One Year. Reward: Yak Leadership agrees to modest reforms, Modernists gain more influence. Chance of Success: 30%.

Stewardship
[ ] Imperial Irrigation Program: The weather can be a fickle thing. If rain fails to fall, there goes a farmer's crop. Irrigation networks can fix this, but having every farmer build their own irrigation system is...messy, not to mention inefficient. A government funded public works program could bring a reliable source of water to farms across the Empire. This will of course be an expensive and time consuming program, but the benefits will be worth it. Cost: 800. Time: Two Years. Reward: Standardized Irrigation, Significantly Increased Farming Income.
[ ] The Bank of Gryphus: Nicklas Bones' treatise on paper currency has raised some...unsettling possibilities. Possibilities that are becoming less theoretical with the advent of paper currency in cities across the Empire. If you're going to prevent this whole paper tender craze from getting out of hand, you're going to need to act quickly. You, Frida, and Nicklas have all cobbled together a framework for a new kind of financial institution: a Central Bank. A bank backed by the government while still being distinct from it, an institution with the sole power to print national banknotes and government IOUs. A bank that will loan hard currency (gold and silver) to other banks, acting as the foundational center and rock of stability for the Imperial Economy. A bank intended to stabilize the economy rather than make a profit. It will also be tasked with handling the national debt, should you ever again find yourself in another Fiscal hole. Naturally, this is going to be a complicated endeavor, but it will be necessary to ensure a prosperous national economy in the long-term. Cost: 600. Time: One Year. Reward: Bank of Gryphus established, slight increase to Tax Income from economic growth, reduced chances of Economic Disasters, Lessens damage to approval when going into Debt.

Learning
[ ] Scatter-Shot: One of the engineers at the new Cannon Foundry has raised an interesting idea. What if, instead of firing one large projectile, the cannons could be made to fire many smaller projectiles all at once? A simple idea, but a potentially effective one if the technical difficulties surrounding it can be addressed. Cost: 100. Time: One Year. Reward: Scatter-Shot developed, Bonus to certain Cannon Rolls.
[ ] Machine Tools: Blacksmiths and other artisans of metal are vital to your realm's economy and technical advancement, but as demand for shaped metal products has begun to grow they have become a bottleneck, straining to keep pace with demand. Both Archimedes and Genevieve say they have some ideas to resolve this problem through the introduction of new tools meant to make the precision working of metal easier. Developing, producing and distributing these devices will be expensive, to say nothing of the time and effort that will have to be expended training Gryphons and Dogs in their use, but it is necessary of your Empire is to advance technologically in your lifetime. Cost: 500. Time: Two Years. Reward: Machine Tools Invented and Distributed, Slight Increase to Tax Income, New Actions Unlocked.

Intrigue
[ ] Captain Karl Kaboom's Explosive Adventures: The sabotage mission against your Southern enemy went well. So well there's almost nothing left to sabotage. Almost. At some point you're going to have to assault the Shadow King's fortress, and when you do it's going to be a hard fight. Perhaps you can make things easier for yourself by planting some explosives under and around your enemy's defenses in advance? You think you know the right person for the job. Cost: 400. Time: One Year. Reward: Explosives pre-planted on and under Crystal Empire defenses, to be triggered during attack. Chance of Success: 30%

Personal:
[ ] Combing the Archives: Your last trip to the Archives proved a fruitful endeavor that reintroduced long-lost technology to the Empire. Who knows what else you could find buried amongst the piles of faded parchment? Cost: 0. Time: One Year. Reward: Chance to gain information and knowledge from Pre-Discord Records.
[ ] Foreign Talent: Kōryū has recently been hiring a number of experts in various fields to come work in Neighpon and teach their skills to his people, or to offer their expertise as advisors in his court. Perhaps you should take a page out of his book and see about hiring some foreign experts on magic? Cost: 300. Time: One Year. Reward: Neighponese Magic-Experts hired, New Actions Unlocked. Chance of Success: 60%.
 
i don't think air-ships will have any military application for a long time. at least until we can make a dedicated factory. until then they are just to fragile and probably to expensive for something that can be destroyed with one hit to the balloon.

also, WE IMPORT SUGAR CANE!? no, more importantly...

@Questor did the Neighponese beat us to making Rum!?!
 
Both Machine Tools and Rotative Beam Engine are two-turn actions. If we take both, we won't be able to take another Learning action next turn, whether we want to or not.
What new Learning option do you expect to appear next year? The only source I can think of is Neighpon, and if we do get an important new Learning action, there's always Overtime.
 
Learning: 2 actions
[] Scatter-Shot (1) 100
[] Machine Tools (2) 500


The Scatter-shot is to give our cannon a wider range of attack since we are building more cannon as well. The tools are needed to build the rest of the technology in any real numbers right now building any of them would be slow expensive and time-consuming. Getting the tools ready and done will allow us to push further into proper industrialization.
it will still be a bit before Sombra attacks, Scatter shot could wait until at least the fortresses on the south border are ready.

I prefer LITERALLY any other learning action other than the ships.

Personal: 2 action
[] New Swords for Everybody! (1) 300
[] Foreign Talent (1) 60% 300


We need to get our best fighter anti-magic swords and get a magic adviser now that we are starting to branch out.

It will still be AT LEAST 2 years before we fight...we don't need the swords yet. We can even make them the exact turn we fight! An Overtime is more usefull


Other than these two i agree.

Idk, can we really spend our limited amount of anti-magic ore on new swords? Like , I would support it for a symbolic gesture of each Grandmaster of an Order has one; as a tie to the Imperial family, but should we do that now?

Also, I want Ballista as it would be lighter to carry in the snow.
agree with the swords, but while Ballistas might be lighter cannons are A LOT stronger. They'll do more damage both to the crystal monsters and to the crystal fortifications of Sombra.

Ballistas would be better against the infantry...but we have the flamethrowers for that!

Total Plan Cost: 4200
Net Income: 1410 + 330 (Treasury) = 1740

[ ] Plan: Flight Plans, Industry Prep, and Get Dat Bank
-[ ] Army Artillery: The cannons have proven their effectiveness on the battlefield, and now that you have the foundries up and running, it's time to start cranking out some more of these explosive artillery pieces. Cost: 500. Time: One Year. Reward: +10 Cannons added to army

-[ ] Asking for Assistance: The Yaks aided you in the fight against the Shadow King once before, at great cost to themselves. Now you face the prospect of launching an invasion into the very heart of the evil itself. You'd feel a lot better about your chances if you could elicit a promise from the Yaks to support you in the endeavor. But that might be a tough sell. The Yaks only moved to support you because the Shadow King's invasion threatened their homeland, and the casualties they took at Redstone have undoubtedly made them weary of another battle so soon after the last. Still, you have to try, as the weight of a Yak charge could decide the fate of a battle. Cost: 200. Time: One Year. Reward: Promises of Yak Assistance in Invasion of Crystal Empire. Chance of Success: 40%

-[ ] Permanent Neighponese Ambassador: Rather than sending a party of diplomatic staff across the ocean whenever a deal needs to be negotiated or an issue smoothed over, why not simply have them stay in the host country more or less permanently, taking up residence in the court of the local ruler? You can't do this with the Yaks as their decentralized leadership prevents this, but Neighpon is a different story. See if they'd be agreeable to the idea. Cost: 400. Time: One Year. Reward: Permanent Diplomatic Mission established in Neighpon, Cheaper Neighpon Diplomatic Actions, New Diplomacy and Intrigue Actions Unlocked.

-[ ] Imperial Irrigation Program: The weather can be a fickle thing. If rain fails to fall, there goes a farmer's crop. Irrigation networks can fix this, but having every farmer build their own irrigation system is...messy, not to mention inefficient. A government funded public works program could bring a reliable source of water to farms across the Empire. This will of course be an expensive and time consuming program, but the benefits will be worth it. Cost: 800. Time: Two Years. Reward: Standardized Irrigation, Significantly Increased Farming Income.

-[ ] The Bank of Gryphus: Nicklas Bones' treatise on paper currency has raised some...unsettling possibilities. Possibilities that are becoming less theoretical with the advent of paper currency in cities across the Empire. If you're going to prevent this whole paper tender craze from getting out of hand, you're going to need to act quickly. You, Frida, and Nicklas have all cobbled together a framework for a new kind of financial institution: a Central Bank. A bank backed by the government while still being distinct from it, an institution with the sole power to print national banknotes and government IOUs. A bank that will loan hard currency (gold and silver) to other banks, acting as the foundational center and rock of stability for the Imperial Economy. A bank intended to stabilize the economy rather than make a profit. It will also be tasked with handling the national debt, should you ever again find yourself in another Fiscal hole. Naturally, this is going to be a complicated endeavor, but it will be necessary to ensure a prosperous national economy in the long-term. Cost: 600. Time: One Year. Reward: Bank of Gryphus established, slight increase to Tax Income from economic growth, reduced chances of Economic Disasters, Lessens damage to approval when going into Debt.

-[ ] Machine Tools: Blacksmiths and other artisans of metal are vital to your realm's economy and technical advancement, but as demand for shaped metal products has begun to grow they have become a bottleneck, straining to keep pace with demand. Both Archimedes and Genevieve say they have some ideas to resolve this problem through the introduction of new tools meant to make the precision working of metal easier. Developing, producing and distributing these devices will be expensive, to say nothing of the time and effort that will have to be expended training Gryphons and Dogs in their use, but it is necessary of your Empire is to advance technologically in your lifetime. Cost: 500. Time: Two Years. Reward: Machine Tools Invented and Distributed, Slight Increase to Tax Income, New Actions Unlocked.

-[ ] Rotative Beam Engine: Archimedes and Genevieve have been going over the designs for the Steam Pumps in between other projects for the past couple of years, and they think they've come up with a way to make the devices more versatile. By replacing the piston with something called a flywheel, they can turn the single-use pump into a multi-use engine, allowing for much greater utility. Simple in theory. In practice...well, you'll need to give them some time and funding to see if it's worth it. Cost: 400. Time: Two Years. Reward: Invention of first true Steam Engine, New Actions Unlocked.

[ ] It's not Kidnapping, it's Liberation: The Shadow King has enslaved his subjects through some manner of foul sorcery. At Redstone the only means of breaking his hold over their minds and bodies was to kill them. But now you have a basic understanding of magical principles, allies with knowledge of magic, and a miracle metal that disrupts all spells and supernatural energies it comes into contact with. Have Ravenburg's spies infiltrate enemy territory and see if they can't free a few of these poor souls. With any luck, one of them might actually know something of importance they can share with you. Cost: 300. Time: One Year. Reward: Several Crystal Ponies freed from Sombra's Spell, chance to gain additional intelligence. Chance of Success: 40%

-[ ] Overtime: Your advisors can only do so much, and sometimes that's just not enough. If it's truly necessary, you can sacrifice some of your otherwise free time to carry out an additional action from another category, provided said action has a duration of only one year. The costs and chances of success for that action remain the same.
--[ ] Flying without Wings: The fragment of the ancient design you found, while sparse on details due to its decay, has given both of your scientific advisors ideas. Big, big ideas. Of course, in order to make those ideas reality they'll need equally big amounts of funding and time. Just for starters they're going to have to figure out whether they can even build such a contraption with the materials they have available, and what other steps will need to be accomplished before they can even start to build this "flying machine". Cost: 200. Time: One Year. Reward: Viability of Airships explored, additional Learning Actions Unlocked.

-[ ] New Swords for Everybody!: Now that you've got a neat new metal, it's time to start forging it into blades. Unfortunately you only have the one deposit of Orichalcum, which, due to the nature of the material, has proven difficult to mine in large quantities. As such, you don't have a lot of the stuff to work with. But that still leaves you with more than enough to forge new blades for yourself, Gabriella, your children, and the Grandmasters of the Knightly Orders. Cost: 300. Time: One Year. Reward: Orichalcum blades for you, your family, and the Grandmasters.
Why the swords RIGHT NOW?

We're not fighting yet, the advisors would be much more usefull!

We can pick swords once Sombra attacks
Point of order: Both Machine Tools and Rotative Beam Engine are two-turn actions. If we take both, we won't be able to take another Learning action next turn, whether we want to or not. Don't get me wrong, I agree they're both very important, but losing the option of doing something else is not an insignificant tradeoff to doing them both at once.
Good point. I think it's worth it, but for those who don't agree i'd go with the airship plans then.

We have enough to equip them all with weapons if we didn't it would not be an option. We need to give our best fighter the best weapons available so they have the best chance at beating Sombra. We got lucky last time we might not get lucky this time so it is important to stack the deck in our favor as much as possible.
true, but it will be still AT LEAST two turns before Sombra is ready. Probably more. Swords are NOT a priority.

i don't think air-ships will have any military application for a long time. at least until we can make a dedicated factory. until then they are just to fragile and probably to expensive for something that can be destroyed with one hit to the balloon.
they can still be used for civilian transport/trading, and for military logistics (moving the wounded/mobile hospital, food, munitions..)
I also imagine it would impress the Yaks quite a bit, maybe even give strenght to their modernist faction
 
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