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!?!
No they haven't invented Rum. They tend to eat the sugarcane raw or cooked as a tasty treat, or just suck out the unfermented juices. They haven't figured out how to make it into alcohol yet.
 
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I think we should get the It's not kidnapping, it's Liberation! option. A lot of people wanted to get some crystal ponies on our side; and seeing that we are turtling up, this seems to be the right time.

Let's save some crystal ponies !!!
I agree, also if we crit I wonder if we could get Radiant? Her talent is literally heal anything and she has the potential to become an Alicorn... could be useful to have one of those around.
 
Why the swords RIGHT NOW?

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

We can pick swords once Sombra attacks
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.

The swords aren't needed but the users need to train for them I can push it out since it is not a major issue so overtime can be used to set up the seed drills so it synergizes even more with the settlement and irrigation actions. As for why the scattershot the forts do not have cannons they are still too expensive to make for that. We are not moving our army to the fort until the attack is coming. Our troops need experience and training on the new dynamics of the new weapons. That takes a lot of time so getting them ready quickly so all of our weapon upgrades are done so we can concentrate on of industrial and economic technologies instead are required.
 
I'm thinking of changing my plan, replacing the swords with an overtime for the western frontier.

@Void Stalker what do you think, since we already agreed on everything else?
 
[]Plan: I Don't have a catchy name

Martial: (Two Actions Per Turn) One Action Locked

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

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%

[ ] 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.

Stewardship: (Two Actions Per Turn)

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

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

Learning: (Two Actions per Turn)

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

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

Intrigue: (One Action Per Turn)

[ ] 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%

Personal: (Two Actions per Turn)

[ ] Overtime: 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.

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



Cost: 5000

EDIT: not completely convinced... too many 2 years action, though they ARE important
 
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I agree, also if we crit I wonder if we could get Radiant? Her talent is literally heal anything and she has the potential to become an Alicorn... could be useful to have one of those around.
She is currently a rock according to the Canon omakes.

Alive but I'm pretty sure we can't get her out until we get a better understanding of unmaking magic or if the quilin can un-petrify her
 
I'm thinking of changing my plan, replacing the swords with an overtime for the western frontier.

@Void Stalker what do you think, since we already agreed on everything else?
the stewardship action? I don't want to tie up a personal on a multi turn action and perfer to use the category actions for that to keep flexibility. My thoughts were take the two personal ones now so that next turn either we can take the new personal actions or do an overtime for scattershot as needed.
 
The new version of my plan. Took out the sword and added the Bank. Using overtime for multi-turn options is not a good idea. It locks our personal actions until that option is done after all so emergency actions that need overtime can't be done. The bank can wait till next turn we haven't gone into debt and the Empire has run just fine without it so we don't need to take it this turn. But since everybody seem to really want it I will add it. The scattershot is so that we can finish the last of our military research and concentrate on industrial and economic research.

[] Plan Expansion and Groundwork v2

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

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

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

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

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

Personal: 2 action
[] Overtime: The Bank of Gryphus (1) 600
[] Foreign Talent (1) 60% 300

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

Cost: 5610-4700=910
Net= 910
Treasury= 1240


For martial thes option chosen are for the following reasons. 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 ballistae that way our artillery division is fully reinforced.

For diplomacy the current option only leave the following two as real options. 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 their 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 has many good actions but these two are the ones with the greatest potential both to income as well as population growth. 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 as an addon.

Edit: I have added an overtime to stack the agricultural bonus even further instead of doing the swords action.

Research has some good new shinnies, but we need to finish building up our foundation before we move on to something far more advanced. 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 we need intel and this is the only way to get more. We already sent in spies to get a lay of the land now it is time to try for more personnel intel. 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 actions are clear get swords and aa magic adviser. We need to get our best fighter anti-magic swords and get a magic adviser now that we are starting to branch out.

Edit: I have removed the swords and added an overtime for the seed drill in order to increase our framing output even higher. Next turn we can do the bank action.

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 Treasury for when the war starts.
 
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the stewardship action? I don't want to tie up a personal on a multi turn action and perfer to use the category actions for that to keep flexibility. My thoughts were take the two personal ones now so that next turn either we can take the new personal actions or do an overtime for scattershot as needed.
You people do realize that the overtime action for personal can only be done on actions that are at MOST one year right it cant do multi turn actions. It states it right in the action itself.
 
The new version of my plan. Took out the sword and added the seed drill. Using overtime for multi-turn options is not a good idea. It locks our personal actions until that option is done after all so emergency actions that need overtime can't be done. The seed drill synergizes far too much with the irrigation program and the settlement program the increase is massive. The bank can wait till next turn we haven't gone into debt and the Empire has run just fine without it so we don't need to take it this turn. The scattershot is so that we can finish the last of our military research and concentrate on industrial and economic research.

[] Plan Expansion and Groundwork v2

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

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

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

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

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

Personal: 2 action
[] Overtime: Neighponese Seed Drills (1) 400
[] Foreign Talent (1) 60% 300

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

Cost: 5610-4500=1110
Net= 1110

Treasury= 1440


For martial thes option chosen are for the following reasons. 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 ballistae that way our artillery division is fully reinforced.

For diplomacy the current option only leave the following two as real options. 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 their 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 has many good actions but these two are the ones with the greatest potential both to income as well as population growth. 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 as an addon.

Edit: I have added an overtime to stack the agricultural bonus even further instead of doing the swords action.

Research has some good new shinnies, but we need to finish building up our foundation before we move on to something far more advanced. 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 we need intel and this is the only way to get more. We already sent in spies to get a lay of the land now it is time to try for more personnel intel. 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 actions are clear get swords and aa magic adviser. We need to get our best fighter anti-magic swords and get a magic adviser now that we are starting to branch out.

Edit: I have removed the swords and added an overtime for the seed drill in order to increase our framing output even higher. Next turn we can do the bank action.

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 Treasury for when the war starts.
pretty solid plan... would rather have banks and the engine now though, since getting a method of propulsion going is valuable for getting through sombra's lands.
 
pretty solid plan... would rather have banks and the engine now though, since getting a method of propulsion going is valuable for getting through sombra's lands.
The bank can wait while we expand our population because overtime only works on 1 turn actions. The engine needs the tools first to be economical to produce. Making a prototype is worthless if you can't mass-produce it at an affordable price. The scattershot is the last military research that applies to this war because we will not be getting flying machines for this war or trains set up before we get attacked and then counter attack. So the engine can wait until the next turn and the flying machine even further out.
 
Only option I have a strong opinion on right now is "[]New swords for everyone." While we don't expect sombra to attack for a while, the possibility is there for him to attack at any time, especcialy with some of the more offensive intrigue actions against him. We might not have a turn of actions to produce them and making sure that we get weapons that can actually kill sombra into the hands of our Martial heroes is high priority in light of this fact.
 
The bank can wait while we expand our population because overtime only works on 1 turn actions. The engine needs the tools first to be economical to produce. Making a prototype is worthless if you can't mass-produce it at an affordable price. The scattershot is the last military research that applies to this war because we will not be getting flying machines for this war or trains set up before we get attacked and then counter attack. So the engine can wait until the next turn and the flying machine even further out.
I'll meet ya in the middle on the bank, since I also think it'd be fine... for a turn. speically since we're not going into debt this turn. On the engine though, we'd complete machine tools and the engine the same turn, so I don't see a problem with taking both.
 
Only option I have a strong opinion on right now is "[]New swords for everyone." While we don't expect sombra to attack for a while, the possibility is there for him to attack at any time, especcialy with some of the more offensive intrigue actions against him. We might not have a turn of actions to produce them and making sure that we get weapons that can actually kill sombra into the hands of our Martial heroes is high priority in light of this fact.

No, he can not the losses he suffered then the destruction of his war economy will push any offensive he had planned for years more it has been less than two years since we destroyed his mines. It will take longer than that for him to recover because magic cannot fix everything.

I'll meet ya in the middle on the bank, since I also think it'd be fine... for a turn. speically since we're not going into debt this turn. On the engine though, we'd complete machine tools and the engine the same turn, so I don't see a problem with taking both.

And just would the engine get us at this point trains? Still far too weak to pull the amount of materials need to make them economical these are first generation engine after all. The definitely won't make the airships viable for a long time still. We can hold off on the engine after we the scatter shots them focus on the most advantageous of the actions available.
 
[] Plan Expansion and Groundwork v2
I'm mostly convinced, but I'll add that bank can wait MAYBE one turn. After that we risk losing control of the "paper money" situation.

Honestly I'd go with the Bank instead of the drills, we already have a strong farming sector, we're strenghtening it with the irrigation system and farmers will buy the drills by themselves anyway given time. Other than that I agree
 
How about something along the lines of this

[]Plan Settling the west with banks
total cost: 4,400

[ ] 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

[ ] 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.

[ ] Settling the Western Frontier: While the Western Steepes are largely inhospitable and unsuitable for permanent settlement, a significant portion of the land beyond the Black Cliffs is quite similar to your core territory. The Yaks don't appear to have any claims on these stretches of forest, and they may hold resources that could add to the economy. Even if they don't, it would be nice to have some settlements outside of your heartland to make interaction with the Yaks easier, or as a buffer should they prove hostile. Subsidize the construction of a few towns and encourage some of your people to establish homesteads on the unsettled land. Cost: 1000. Time: Two Years. Reward: New Western Settlements Established, Additional 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%

[ ] 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%.


[ ] 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.
 
And just would the engine get us at this point trains? Still far too weak to pull the amount of materials need to make them economical these are first generation engine after all. The definitely won't make the airships viable for a long time still. We can hold off on the engine after we the scatter shots them focus on the most advantageous of the actions available.
its more im looking toward the futre right now. first engine might make a primitive car or steam engine, but itd put us in a better position to upgrade it further. plus engines have all sorts of uses. logistics is the backbone of an army, and id rather have that than slightly better cannons. nnot that I wouldnt mind better cannons.
 
I'm mostly convinced, but I'll add that bank can wait MAYBE one turn. After that we risk losing control of the "paper money" situation.

Honestly I'd go with the Bank instead of the drills, we already have a strong farming sector, we're strenghtening it with the irrigation system and farmers will buy the drills by themselves anyway given time. Other than that I agree
We can't use overtime on a multi-turn option. that is why the seeds were chosen they boost income work with what we are already doing and leave the overtime open for next turn. So we can use it for the bank.
its more im looking toward the futre right now. first engine might make a primitive car or steam engine, but itd put us in a better position to upgrade it further. plus engines have all sorts of uses. logistics is the backbone of an army, and id rather have that than slightly better cannons. nnot that I wouldnt mind better cannons.

We can look to the future when we are not facing an existential threat. Until then it is a waste of resources and time when we have options that increase our chance of survival. The engine will not be strong enough or small enough to be of use in a war.
 
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Sombra is not going to stay weakened forever we need all the military tech now, I think we should attack in one or two turns, we have recovered and gotten stronger

Adventwolf has my vote when we can start voting
 
Sombra is not going to stay weakened forever we need all the military tech now, I think we should attack in one or two turns, we have recovered and gotten stronger

Adventwolf has my vote when we can start voting
We aren't planning on attacking first we are planning on letting Sombra smash another army against our hugely improved defenses then invade once he has lost his army again to take out his capital and that damn orb.
 
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