There's a one vote difference between the two leading plans.

Since I don't like to call votes when they're so close, I'm going to leave the poll open for a few more hours.
 
There's a one vote difference between the two leading plans.

Since I don't like to call votes when they're so close, I'm going to leave the poll open for a few more hours.

Then let me surprise you with this:

Switching to:

[X] Plan: Preparing for the Future

Oh and before I forget; is their room left for my omake bonus on It's Not Kidnapping, It's Liberation?
 
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Then let me surprise you with this:

Switching to [X] Plan: Preparing for the Future

Oh and before I forget; is their room left for my omake bonus on It's Not Kidnapping, It's Liberation?
Yes there is you just need to say the name of the omake and the bonus it has.
Adhoc vote count started by Raptor580 on Mar 7, 2019 at 2:32 PM, finished with 6931 posts and 42 votes.

  • [X] Plan: Preparing for the Future
    -[X] 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
    -[X] 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%
    -[X] 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.
    -[X] 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.
    -[X] 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.
    -[X] 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.
    -[X] 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.
    -[X] 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%
    -[X] 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.
    -[X] 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%.
    [X] Plan Expansion and Groundwork v2
    -[X] The Peregrine Line-The Gates to the North (2) Locked
    -[X] Army Artillery (1) 500
    -[X] Permanent Neighponese Ambassador (1) 400
    -[X] Asking for Assistance (1) 40% 200
    -[X] Settling the Western Frontier (2) 1000
    -[X] Imperial Irrigation Program (2) 800
    -[X] Scatter-Shot (1) 100
    -[X] Machine Tools (2) 500
    -[X] It's not Kidnapping, it's Liberation (1) 40% 300
    -[X] Overtime: Neighponese Seed Drills (1) 400
    -[X] Foreign Talent (1) 60% 300
    [X] Plan: A peace of sorts
    -[X] Big Sticks
    -[X] Permanent Neighponese Ambassador
    -[X] Asking for Assistance
    -[X] Neighponese Seed Drills
    -[X] Imperial Irrigation Program
    -[X] Sugar Beets
    -[X] Scatter-Shot
    -[X] It's not Kidnapping, it's Liberation
    -[X] Combing the Archives
    -[X] Foreign Talent
 
You all really are that inpatient aren't you? You would rather waste time on something that will not have a large impact on our war, and you want to keep our people from expanding into a entire new region full of potential and resources. The bank can wait one turn it is not that crucial right now. The engine will not provide anything that is usable outside of the very largest of engines built for a factory. The steam engines are not the ones used during the Industrial revolution these are the first set of steam engines that could be called steam engines. That means they are either small and weak or extremely large an unmovable.
 
I question why people are prioritizing banks over land expansion the banks can wait but the western land cannot for should the yaks claim it we cannot do a damn thing about it the banks can wait a turn the expansion has been put off for to long.
 
You all really are that inpatient aren't you? You would rather waste time on something that will not have a large impact on our war, and you want to keep our people from expanding into a entire new region full of potential and resources. The bank can wait one turn it is not that crucial right now

Land will be there and we can get it later. No banks, or better said banks that are at the moment printing their own money and giving IOUs mean economic disaster that can cripple us especially in time of war.
Or are you willing to bail the banks and citizens.
As for Yaks. They are in questioning the way they had done things till now so i doubt that they will jump and expand this instant when they have internal problems to deal with.
 
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Land will be there and we can get it later. No banks mean economic disaster that can cripple us especially in time of war.
Or are you willing to bail the banks and citizens.
As for Yaks. They are in questioning the way they had done things till now so i doubt that they will jump and expand this instant when they have internal problems to deal with.
One never knows what might happen with our neighbor some may break off and start their own clans and use that land as their own.
 
One of the things that made the Great Depression so devastating was the fact that the gold standard limited the amount of damage control the banks could do. Right now we don't even have the gold standard, just gold. We're not going to be able to jump straight to fiat currency without the gold standard as an intermediary. Better get on it as soon as possible.
 
Everything we've learned from the QM indicates that that land is ours and that the Yaks aren't going to suddenly take it, I think your being paranoid for absolutely no reason.
Where has it been stated that we have claimed that land as ours? as of now it is no ones and i can be a paranoid as i feel like since i doubt you know what the yaks can do on their turns.
Adhoc vote count started by Raptor580 on Mar 7, 2019 at 3:15 PM, finished with 6944 posts and 43 votes.

  • [X] Plan: Preparing for the Future
    -[X] 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
    -[X] 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%
    -[X] 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.
    -[X] 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.
    -[X] 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.
    -[X] 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.
    -[X] 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.
    -[X] 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%
    -[X] 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.
    -[X] 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%.
    [X] Plan Expansion and Groundwork v2
    -[X] The Peregrine Line-The Gates to the North (2) Locked
    -[X] Army Artillery (1) 500
    -[X] Permanent Neighponese Ambassador (1) 400
    -[X] Asking for Assistance (1) 40% 200
    -[X] Settling the Western Frontier (2) 1000
    -[X] Imperial Irrigation Program (2) 800
    -[X] Scatter-Shot (1) 100
    -[X] Machine Tools (2) 500
    -[X] It's not Kidnapping, it's Liberation (1) 40% 300
    -[X] Overtime: Neighponese Seed Drills (1) 400
    -[X] Foreign Talent (1) 60% 300
    [X] Plan: A peace of sorts
    -[X] Big Sticks
    -[X] Permanent Neighponese Ambassador
    -[X] Asking for Assistance
    -[X] Neighponese Seed Drills
    -[X] Imperial Irrigation Program
    -[X] Sugar Beets
    -[X] Scatter-Shot
    -[X] It's not Kidnapping, it's Liberation
    -[X] Combing the Archives
    -[X] Foreign Talent
 
Land will be there and we can get it later. No banks, or better said banks that are at the moment printing their own money and giving IOUs mean economic disaster that can cripple us especially in time of war.
Or are you willing to bail the banks and citizens.
As for Yaks. They are in questioning the way they had done things till now so i doubt that they will jump and expand this instant when they have internal problems to deal with.
Except that's not the case. the banks aren't allowed to print IOUs the only IOUs are the ones that government has issued if a bank is printing their own they're going to get shut down. we already have standards put in place to keep shit like Mass producing a bunch of notes when you don't have anything to back them. it said so in the damn update the bank isn't setting up an organization it is backing one powerful Bank so it can be the standard it's not going to stop anything is just going to say this is what you have to adhere to here's a model. we're not letting them do everything on their own already we've already set up regulations and rules.
 
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Honestly my biggest problem with the currently winning plan are the swords.
We're not fighting yet, we don't NEED them.

An overtime in its place, so that the plan had BOTH settlements and bank would have been much better.


Come on, the settlements have been waiting for ages!

While I would have liked to have them both though SURELY the bank can wait ONE turn.
 
You know what does everyone wants the damn Bank I'm switching out the seeds for the bank. I would rather not have to deal with everyone complaining about something like this. It's a minor issue so whatever.
 
One never knows what might happen with our neighbor some may break off and start their own clans and use that land as their own.
All of their clans helped against Sombra, all of them lost members. I doubt yaks are going to split off from their clans anytime soon, especially when the trend is towards merging further.

Switching to [X] Plan: Preparing for the Future
A vote only country if the [X] is at the start of a line, so the tally doesn't recognize that you switched the vote...
 
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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.

Here is the plan adjusted for the bank so we can get both it and the settelment that we need to take now. If the Modernist win and we are not already settled in the area it is likley that that is where the Yaks will settle. It is fertile, rich in resources and empty so no one can complain if they take it.
Adhoc vote count started by Adventwolf on Mar 7, 2019 at 3:13 PM, finished with 6943 posts and 43 votes.

  • [X] Plan: Preparing for the Future
    -[X] 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
    -[X] 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%
    -[X] 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.
    -[X] 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.
    -[X] 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.
    -[X] 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.
    -[X] 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.
    -[X] 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%
    -[X] 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.
    -[X] 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%.
    [X] Plan Expansion and Groundwork v2
    -[X] The Peregrine Line-The Gates to the North (2) Locked
    -[X] Army Artillery (1) 500
    -[X] Permanent Neighponese Ambassador (1) 400
    -[X] Asking for Assistance (1) 40% 200
    -[X] Settling the Western Frontier (2) 1000
    -[X] Imperial Irrigation Program (2) 800
    -[X] Scatter-Shot (1) 100
    -[X] Machine Tools (2) 500
    -[X] It's not Kidnapping, it's Liberation (1) 40% 300
    -[X] Overtime: Neighponese Seed Drills (1) 400
    -[X] Foreign Talent (1) 60% 300
    [X] Plan: A peace of sorts
    -[X] Big Sticks
    -[X] Permanent Neighponese Ambassador
    -[X] Asking for Assistance
    -[X] Neighponese Seed Drills
    -[X] Imperial Irrigation Program
    -[X] Sugar Beets
    -[X] Scatter-Shot
    -[X] It's not Kidnapping, it's Liberation
    -[X] Combing the Archives
    -[X] Foreign Talent
 
A Light At The Heart of Darkness +10
Yes, you just have to tag the GM, say the name of the Omake, how much it was worth, and what action you want to add it to.
He already did.
Adhoc vote count started by Raptor580 on Mar 7, 2019 at 3:28 PM, finished with 6949 posts and 43 votes.

  • [X] Plan: Preparing for the Future
    -[X] 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
    -[X] 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%
    -[X] 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.
    -[X] 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.
    -[X] 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.
    -[X] 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.
    -[X] 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.
    -[X] 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%
    -[X] 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.
    -[X] 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%.
    [X] Plan Expansion and Groundwork v2
    -[X] The Peregrine Line-The Gates to the North (2) Locked
    -[X] Army Artillery (1) 500
    -[X] Permanent Neighponese Ambassador (1) 400
    -[X] Asking for Assistance (1) 40% 200
    -[X] Settling the Western Frontier (2) 1000
    -[X] Imperial Irrigation Program (2) 800
    -[X] Scatter-Shot (1) 100
    -[X] Machine Tools (2) 500
    -[X] It's not Kidnapping, it's Liberation (1) 40% 300
    -[X] Overtime: The Bank of Gryphus (1) 600
    -[X] Foreign Talent (1) 60% 300
    [X] Plan: A peace of sorts
    -[X] Big Sticks
    -[X] Permanent Neighponese Ambassador
    -[X] Asking for Assistance
    -[X] Neighponese Seed Drills
    -[X] Imperial Irrigation Program
    -[X] Sugar Beets
    -[X] Scatter-Shot
    -[X] It's not Kidnapping, it's Liberation
    -[X] Combing the Archives
    -[X] Foreign Talent
 
Quick Tally
Adhoc vote count started by Zarion on Mar 7, 2019 at 3:29 PM, finished with 6950 posts and 43 votes.

  • [X] Plan: Preparing for the Future
    -[X] 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
    -[X] 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%
    -[X] 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.
    -[X] 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.
    -[X] 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.
    -[X] 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.
    -[X] 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.
    -[X] 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%
    -[X] 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.
    -[X] 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%.
    [X] Plan Expansion and Groundwork v2
    -[X] The Peregrine Line-The Gates to the North (2) Locked
    -[X] Army Artillery (1) 500
    -[X] Permanent Neighponese Ambassador (1) 400
    -[X] Asking for Assistance (1) 40% 200
    -[X] Settling the Western Frontier (2) 1000
    -[X] Imperial Irrigation Program (2) 800
    -[X] Scatter-Shot (1) 100
    -[X] Machine Tools (2) 500
    -[X] It's not Kidnapping, it's Liberation (1) 40% 300
    -[X] Overtime: The Bank of Gryphus (1) 600
    -[X] Foreign Talent (1) 60% 300
    [X] Plan: A peace of sorts
    -[X] Big Sticks
    -[X] Permanent Neighponese Ambassador
    -[X] Asking for Assistance
    -[X] Neighponese Seed Drills
    -[X] Imperial Irrigation Program
    -[X] Sugar Beets
    -[X] Scatter-Shot
    -[X] It's not Kidnapping, it's Liberation
    -[X] Combing the Archives
    -[X] Foreign Talent
 
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