ok, my analysis. So much to do, so few actions..
Martial: (Two Actions Per Turn)
[ ] 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.
Yaks are too busy deciding their future to actually turn hostile right now, and we also have MANY more important things to do.
[ ] 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.
The upkeep is...let me check... 100?! who'd waste an action on that?!
[ ] Knights of the Frontier: Cost: 400. Time: Two Years. Reward: New Knightly Order Established to guard the Western Frontier.
finally a decent option, though Great Hunt would be more usefull right now. If we deal with most monsters and bandits there is less of an urgent need for knights after all. Maybe after Great Hunt? It would be good for morale at least,and our knights are our strongest soldiers after all.
[ ] Logistics Reform: Cost: 800. Time: One Year. Reward: Strengthened Logistical Network, decreased Army Upkeep.
Logistics win wars, it is knows. I hope better logistics would also synergize with Great Hunt, making it easier/faster, but that might be wishfull thinking.
At least it's certainly better than the "Mothball" option, as it gives something MORE than just a -100 costs..
[ ] The Great Hunt: Time: Three Years. Cost: 1500. Reward: Imperial Lands Purged of Monsters and Bandits, New Options Unlocked. Chance of Success: 70%
We defeated our enemies outside the kingdom, but to have TRUE peace we need to defeat the enemies inside as well. And once monsters and bandits are no longer a problem trades become easier, as it does building new towns and infrastructures (i want my rails for the TRAINS!)
[ ] We are the Imperial Navy!: Time: Two Years. Cost: 800. Reward: +20 Warships (Cogs) added to Imperial Navy.
why build cogs when we could build bigger, stronger cannonships starting next year?
[ ] Black Knights: Cost: 800. Time: One Year. Reward: Knights of the Inner Circle equipped with Black Steel weapons.
decent, but not urgent. Our enemies right now are monster and bandits, not mages and sorcerers.
[ ] We got ourselves a Convoy: Cost: 200. Time: One Year. Reward: Convoy system established, Shipping lanes guarded, Chance to encounter the source of missing ships.
not horrible, but we just happen to have a strong sea-power as our best ally.. let them do it!
[ ] Cautious Curiosity: Cost: 200. Time: Variable. Reward: Knowledge of Distant Lands.
No. We have already enough troubles, we don't need more. Though once the ponies have recovered a bit (so in 2-3 turns) it might be smart to check what's south of the crystal empire if nothing happened yet, as they're probably the most vulnerable of the knows races right now (and they're also ours to protect)
Diplomacy: (Two Actions Per Turn)
[ ] Immigration Campaign: Cost: 200. Time: One Year. Reward: Yak/Neighponese Immigrants. Chance of Success: 60%
Once we have dealt with the immediate problems we should take it. We could use firebenders, illusionists and "superstrenght" Oni and Yaks. I'm imagining a firebender chef that can cook anything to perfection by controlling the flames, Tanuki and Kitsune using their illusions in theatre, Oni working in constructing buildings...and of course a few of them might enter our army in the future, giving us some new interesting fighting options!
[ ] A Guiding Talon: Time: Two Years. Cost: 800. Reward: Griffons assist Yak modernization efforts, Increased Gryphus-Yak Relations. Chance of Success: 70%
a strong, stable shield to our west, so that we don't need to worry about that side. Maybe we could take the intrigue action to strenghten their modernist faction first though.
[ ] Could You Check That Out For Me?: Cost: 100. Time: One Year. Reward: Neighpon dispatches their navy to investigate the Ghost Ships. Chance of Success: 80%
Ah, Neighpon. You protect our seas, you trade us your magic and tech... a best ally we couldn't have hoped for. Time to ask for help, they're the best pick for this duty at least until we modernize our navy
[ ] Crystal Hearts and Minds: Cost: 300. Time: One Year. Reward: Crystal Nationalist Influence reduced, Cement Positive view of Gryphus in the eyes of the Crystal Empire. Chance of Success: 75%
a must. This is an important time for the ponies, we should make certain to nip any potential dissenter movement in the bud. For the Empire!
[ ] Gaze upon the mists of Fate: Cost: 200. Time: One Year. Reward: Chance to gain information from Yak Seers. Chance of Success: 60%.
I like this one, i really do... but we can choose to try to see what troubles the future will bring, or we can deal with the troubles we already have. Easy choice for me right now.
Stewardship: (Two Actions per Turn)
One Action Locked
[ ] Neighponese Seed Drills: Cost: 400. Time: One Year. Reward: Increased Farming Income.
Well, our farming is good enough right now, so we should look somewhere else to boost our income. I expect this action to disappear sooner or later, as more farmers start to use the drills of their own initiative
[ ] Western Lumberjacks: Cost: 400. Time: One Year. Reward: Increased Logging Income.
well, more income is always nice, but the next option is a bit better i think
[ ] Cloth Mills: Time: One Year. Cost: 500. Reward: Industrial Linen Production achieved, Increased Tax Income.
more income AND a tradable product with our neighbours. i like this one slightly more than the others income boost options
[ ] The Bronzeclaw Plan: Time: Two Years. Reward: 2000. Reward: Crystal Protectorate rebuilt, Increased Tax Income.
Well, we need this. both for them and for us (taxes, approval, to make every other action about them we took worth it)
[ ]
Adopt a Pony Program: Time: Three Years. Cost: 1500. Reward: Crystal Refugee Situation Resolved. Crystal Ponies integrated into Gryphonian society.
Will Finish this Turn.
...Our little ponies will ADORE US by year's end with all we're doing for them. Also these are actually Empire's citizens now, so we can use them more directly then the crystal empire's ones
Learning: (Two Actions per Turn)
One Action Locked
[ ] Cannon Ships: Cost: 100. Reward: New Ship Class Designed.
necessary, especially if we want a decent navy. We DO have an alliance with Neighpon after all, how will we help them if they ever need us without this? And of course there is also our "little" sea problem, if Neighpon doesn't resolve it by the year's end.
This has also been waiting for quite a few years too!
[ ] Flying without Wings: Cost: 200. Time: One Year. Reward: Viability of Airships explored, additional Learning Actions Unlocked.
I so want this... but we have other things to do
[ ] Sugar Beets: Cost: 200. Time: Two Years. Reward: Sugar Beets acquired, new Learning and Stewardship Actions Unlocked.
so many things to do
. This would give another source of sugar, alcohol, potentially even bioethanol! and yet we don't have the actions to spare right now.
[ ]
Rotative Beam Engine: Cost: 500. Time: Two Years. Reward: Invention of first true Steam Engine, New Actions Unlocked.
Will Finish This Turn
...the TRUE industrial revolution is about to start
[ ] Sound the War Horns!: Cost: 300. Time: One Year. Reward: Gain War Horns. Upgrade Army Communications Bonus.
We're at (relative) peace, it can wait. Especially with all the interesting projects we have to boost our economy and upgrade our tech!
[ ] Open Hearth Furnaces: Time: Two Years. Cost: 800. Reward: Increased Tax Income, Decreased Army Recruitment Costs.
Well, we always need more and better steel. Income boost and lower army costs are also nice. Maybe next year?
Intrigue: (One Action Per Turn)
[ ] Sleeping Dragons: Cost: 400. Time: One Year. Reward: New Intel on Neighpon, New Intrigue Actions. Chance of Success: 60%
Even with them being our allies i'd like to take this at some point. Koryu is great, but as a ruler (nay, nearly a "God Emperor" to his people) he could very easily not be that in touch with the common Qilin, and what he does not know he can't tell us. Also "Trust, but verify".
Still, the Yaks are both closer AND more likely to become a problem, so this can wait for now
[ ] The Cursed Mountain: Cost: 200. Time: One Year. Reward: Information on Potential Orichalcum Deposit in Yakyakistan. Chance of Success: 70%
Not a priority, simple as that. And it's not like the Yaks would have much use of it against us even in the worst case scenario.
[ ] Covert Kingmaker: Cost: 300. Time: One Year. Reward: Potential Yak Unifier Identified, New Actions Unlocked. Chance of Success: 70%
interesting
[ ] Fanning the Flames: Chance of Success: 65%
Interesting
Personal: You refuse to let your duties as Emperor take up every moment of your day. (Two Actions per Turn)
[ ] Overtime:
always something to consider, but this year we have some pretty important personal actions to take
[ ] Draconic Past-Time: Time: One Year. Cost: 0. Reward: Gwyndlyn gets a hobby and a new trait.
Nice, but we kinda have a new daughter in need of affection and care after years of slavery that takes precedence. Next year, i swear!
[ ] Gleaming Pearl gets Schooled: Cost: 0. Time: One Year. Reward: Quality Time with Family, Plans made for Pearl's future upbringing and education.
Welcome to the family little Pearl!
[ ] Waving the Flag: Cost: 100. Time: One Year. Reward: Family "Vacation", Tour of the Crystal Empire, Better Opinion of you among the Crystal Ponies. Chance of Success: 65%
Max approval get!
So my ideal plan would be:
[]Plan Rebuild
-[]
Logistics Reform: Cost: 800. Time: One Year. Reward: Strengthened Logistical Network, decreased Army Upkeep.
-[]
The Great Hunt: Time: Three Years. Cost: 1500. Reward: Imperial Lands Purged of Monsters and Bandits, New Options Unlocked. Chance of Success: 70%
-[]
Could You Check That Out For Me?: Cost: 100. Time: One Year. Reward: Neighpon dispatches their navy to investigate the Ghost Ships. Chance of Success: 80%
-[]
Crystal Hearts and Minds: Cost: 300. Time: One Year. Reward: Crystal Nationalist Influence reduced, Cement Positive view of Gryphus in the eyes of the Crystal Empire. Chance of Success: 75%
-[]
The Bronzeclaw Plan: Time: Two Years. Reward: 2000. Reward: Crystal Protectorate rebuilt, Increased Tax Income.
-[]
Adopt a Pony Program: Time: Three Years. Cost: 1500. Reward: Crystal Refugee Situation Resolved. Crystal Ponies integrated into Gryphonian society.
Will Finish this Turn.
-[]
Cannon Ships: Cost: 100. Reward: New Ship Class Designed.
-[]
Rotative Beam Engine: Cost: 500. Time: Two Years. Reward: Invention of first true Steam Engine, New Actions Unlocked.
Will Finish This Turn
-[]
Fanning the Flames: Chance of Success: 65%
-[]
Gleaming Pearl gets Schooled: Cost: 0. Time: One Year. Reward: Quality Time with Family, Plans made for Pearl's future upbringing and education.
-[]
Waving the Flag: Cost: 100. Time: One Year. Reward: Family "Vacation", Tour of the Crystal Empire, Better Opinion of you among the Crystal Ponies. Chance of Success: 65%