[] A New Guard, A New Phase
I got hit with the idea that we could make use of The New Guard and be symbolic as hell, mostly for the martial actions and I was inspired. Then I realized the symbolism was stupid, but I still liked my ideas.
-[] Mothball the Peregrine Line: Cost: 0. Time: One Year. Reward: Peregrine Line mothballed and will no longer require upkeep. May be reactivated at a later date.
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The New Guard: Time: One Year. Cost: 0. Reward: New Martial Advisor, New Actions Unlocked.
Practically, the sooner we mothball the line, the less money we spend needlessly, but 100 a turn is chump change when our income is 6000. I'm confident that no significant force will manage to get through the Crystal Empire all the to the line without some warning. Exploration can wait until we secure our borders, and the Navy can wait until we get the new boats, and someone to use them against besides the Neighpon.
Next turn, I want to do rebuild the army again, and make the Frontier Knights. After that, I want to start the Great Hunt, unless it becomes urgent sooner.
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Licking Wounds: Cost: 1313 Time: One Year. Reward: Army returned to pre-Invasion Strength.
On further thinking, courtesy of
@Pittauro, the Line costs us basically piss all, the action spent mothballing it would cost more than we'd ever spend keeping it running, and the symbolism behind it and the plans for next turn were dumb. Rebuild the Army this turn, start the Great Hunt and the Frontier Knights next turn. Half the land in our borders being filled with monsters is unacceptable and should be dealt with swiftly.
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The Gryphus-Neighpon Mutual Defense Pact: Time: One Year. Cost: 150. Reward: Mutual Defense Treaty with the Kingdom of Neighpon. Chance of Success: 70%
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The Crystal Conundrum: Time: One Year. Cost:0 Reward: Resolve the ambiguous status of the Crystal Empire and the Crystal Ponies, New Actions Unlocked.
I want to get the Crystal Empire into the fold pronto, whether it's as a part of our empire, a vassal, a protectorate, whatever, as long as we can start securing the borders. Good sapients died for them, and I'm not willing to let some fuckwit stroll on in and lay claim to the land we paid for. It's a hard choice between Neighpon and Yaks, but gun to my head, I'd rather jump on the defense pact that the Yaks.
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Adopt a Pony Program: Time: Three Years. Cost: 1500. Reward: Crystal Refugee Situation Resolved. Crystal Ponies integrated into Gryphonian society. Chance of Success: 65%
I don't think we need more cash, and we're not in desperate need of any supplies, so it's either this or the Relocation program, and that's just asking for infighting.
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Rotative Beam Engine: Cost: 500. Time: Two Years. Reward: Invention of first true Steam Engine, New Actions Unlocked.
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The Book: Time: One Year. Cost: 100. Reward: Info on the Mysterious Book
Let's take another step towards the industrial Age, and of all the other stuff, I'd much rather deal with the potentially evil book now. Just got to make sure they have Orichalcum and flamethrowers on hand incase things get dicey.
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Clan Politics: Time: One Year. Reward: Information on Yak Politics/the Modernist Movement, New Intrigue Options. Chance of Success: 70%
It's always a good idea to keep our finger on the pulse of the people, even if they aren't ours. I'm thinking we scout out that mountain next turn before the Yaks properly settle in, and I'm not touching Sleeping Dragons until it's at least 65%. Not risking our good relationship on whats basically a coin toss. Also thinking that it could get easier once we do the immigration campaign, and get some natives to snoop for us.
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Son's Socialization: Cost: 0. Time: One Year. Reward: Gawain makes some friends. Chance to develop future contacts.
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Setting an Example: Time: One Year. Cost: 0. Reward: Crystal Pony Adopted.
A boy needs friends and we can't just
not adopt a pony when we're telling other people to. Gwyndlyn can wait a turn, she has more time than any of us to screw around and also to learn better.