Logistics reform is not important right now. Our army upkeep is only 535/turn. We have more important things to be focusing on right now. If we get much larger we'll definitely need it, but we don't need it right now.

This plan goes for the immediate short-term solutions for the shipping problem, and then uses the temporarily safe lanes to do several actions there- immigration and intrigue. Longer term the plan begins development of airships and begins to immediately help the Crystal Ponies rebuild. I'd prefer to show off the practical benefits immediately before turning on the PR at full blast.

[] Plan Shipping and Hunting
-[] The Great Hunt (Time: Three Years. Cost: 1500. Reward: Imperial Lands Purged of Monsters and Bandits, New Options Unlocked. Chance of Success: 70%)
-[] 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.)

-[] Immigration Campaign (Cost: 200. Time: One Year. Reward: Yak/Neighponese Immigrants. Chance of Success: 60%)
-[] 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%)

-[] The Bronzeclaw Plan (Time: Two Years. Reward: 2000. Reward: Crystal Protectorate rebuilt, Increased Tax Income.)

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


-[] Sleeping Dragons (Cost: 400. Time: One Year. Reward: New Intel on Neighpon, New Intrigue Actions. Chance of Success: 60%)

-[] Draconic Past-Time (Time: One Year. Cost: 0. Reward: Gwyndlyn gets a hobby and a new trait.)
-[] Gleaming Pearl gets Schooled (Cost: 0. Time: One Year. Reward: Quality Time with Family, Plans made for Pearl's future upbringing and education.)
 
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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 :cry:

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

so many things to do :cry::cry:. 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%
 
Right now, we're surrounded by water and to countries, severely limiting our options of expansion right now, and in the future.

Sure we could go the colonial way but then our lands would be separated and we'd need a strong navy to keep them so it would take a lot of time.

And don't forget that our lands don't have luxury goods so we'd need to import them eventually while at the same time we've other resources (like iron) they're a lot more suited for war (with our development level) than anything else.

This is not an immediate problem, but if we don't address it now it'd become a lot more severe in the future, and we've chosen Protectorate for the CP so until we get them to join us (if we even are, because apart from helping with the reconstruction we can't do anything else because it's a Protectorate) we're gonna be severely limited in our expansion.

It's, for this reason, I think we should conquer the Yaks. They're having an internal fight right now so it's both the best time to do so and the only time we'd be able to.

So I propose for this to help both groups (although I suppose helping the Modernist would do the same as they are weaker right now) at the same time, balancing the help so no group is stronger than the other and covering our tracks so it seems the help comes from Nobles of our Empire instead of the Empire itself, increasing the tension until a Civil War starts.

Then while we let it run out we "create" a third group that wants nothing more than the war to stop (although probably refugees would serve, creating a leader among them could be ideal), and comes to the Empire for help (casus belli get).

So we intervene to stop the war (as both forces should be a lot weaker by now it should be easy) and this time we annex it (partially or totally).

Of course, we'd do this while helping the Crystal Ponies as much as we can, keeping up that good reputation. Actually, the CP could even join our army and fight in the war for more integration.

So my ideal plan would be this:

Martial

The Great Hunt

To clean the monsters and get our army (the new recruits) some experience.

The West Wall-Watchtowers

To increase the tension and have a safe line in case something goes wrong and because seeing us build a fortress when we're their allies could incite some interesting rumors if all goes well.

Diplomacy

Crystal Hearts and Minds

Helping the CP to max affection.

Immigration Campaign

I'm aiming for synergy with my other options when the war starts, that and getting more immigrants can't be bad.

Stewardship

The Bronzeclaw Plan

Again helping the CP.

Learning

Cannon Ships

We need to start getting our Marine in some shape and right seems like a good time to do it.

Intrigue

Fanning the Flames

Helping the Modernist gain more Influence so to increase the tension that could lead to a Civil War in the future if we want. Well, at least that is how I'm interpreting it given its name if @Questor could confirm it'd be nice.

Personal

Gleaming Pearl gets Schooled

We need to educate her soon. She's lived all her life under Sombra's rule so she has a lot of cath up to do.

Waving the Flag

And more for reputation with the CP. We need to strike while the iron it's hot of we want them to join us eventually, and given our inability to intervene in their domestic policy this is our best chance. In fact, it could even become a tradition to pass our vacations in the CE.

Although I'd really like to get our dragon daughter a pass time, especially because she will live for a long long time so she should end being an extremely important member of our Empire.


[X]Plan Helping the Crystal Ponies and Increasing Tension.
-[X] The Great Hunt
-[X] The West Wall-Watchtowers

-[X] Immigration Campaign
-[X] Crystal Hearts and Minds

-[X] The Bronzeclaw Plan

-[X] Cannon Ships
-[X] Rotative Beam Engine

-[X] Fanning the Flames

-[X] Gleaming Pearl gets Schooled
-[X] Waving the Flag


Just in case but would the plan I'd done work for what I want in case it goes well? (Increasing tension which in a few turns we could use to cause a Civil War) I ask because there's no explicit option for that...

Also, @Questor, would it be possible to make a Knightly Order in the Crystal Empire (admitting Crystal Ponies of course)? We can use the pretext that it's for their own protection (which it'd be) in case of another nation attacks if they don't accept.
 
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Moratorium should be over by now, so I'm posting my plan...

[X]Plan Reformation, Defense and Diplomacy
-[X] Logistics Reform: Cost: 800. Time: One Year. Reward: Strengthened Logistical Network, decreased Army Upkeep.
-[X] The Great Hunt: Time: Three Years. Cost: 1500. Reward: Imperial Lands Purged of Monsters and Bandits, New Options Unlocked. Chance of Success: 70%
-[X] A Guiding Talon: Time: Two Years. Cost: 800. Reward: Griffons assist Yak modernization efforts, Increased Gryphus-Yak Relations. Chance of Success: 70%
-[X] 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%
-[X] The Bronzeclaw Plan: Time: Two Years. Reward: 2000. Reward: Crystal Protectorate rebuilt, Increased Tax Income.
-[X] Open Hearth Furnaces: Time: Two Years. Cost: 800. Reward: Increased Tax Income, Decreased Army Recruitment Costs.
-[X] Covert Kingmaker: Cost: 300. Time: One Year. Reward: Potential Yak Unifier Identified, New Actions Unlocked. Chance of Success: 70%
-[X] 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.
--[X] Cannon Ships: Cost: 100. Reward: New Ship Class Designed.
-[X] 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%
 
There's one thing I'm pretty sure nobody's asked yet, and it's kind of important to determining how viable our sea-related plans are. We've usually had upgrades apply in whatever order is most advantageous to us, but a lot of people are assuming otherwise right now. Thus:

@Questor, if we pick both We are the Imperial Navy and Cannon Ships, will our new ships be of the new cannon-capable class?
 
The no voting period is up so putting up my plan. For my plan it is more about getting things ready for next turn and setting up our family for success both in our territory and for next turn where we go all in for the ponies with tours and a fully backed support program.
For my plan, I had the seed drills but that is mostly just to get more money and food since we want to keep increasing our population I decided to switch to the other one year actions. Specifically the Lumberjack action since it will help fully set up the new region that way we can let it be and focus all our efforts on the Ponies with the resources from the new region also flowing into the rebuilding efforts.

[X] Plan Family, Growth, Reorganization

Martial: 2 actions
-[X] Logistics Reform: (1) 800
-[X] We got ourselves a Convoy: (1) 200

Diplomacy: 2 action
-[X] A Guiding Talon: (2) (70%) 800
-[X] Crystal Hearts and Minds (1) (75%) 300


Stewardship: 2 action
-[X] Western Lumberjacks: (1) 400
-[X] Adopt a Pony Program: (1) Locked 1500

Learning: 2 actions
-[X] Cannon Ships: (1) 100
-[X] Rotative Beam Engine: (1) Locked 500

Intrigue: 1 action
-[X] Fanning the Flames: (1) (65%) 500

Personal: 2 action
-[X] Draconic Past-Time: (1) 0
-[X] Gleaming Pearl gets Schooled: (1) 0

Treasury Reserves: 8862
Yearly Income: 7550
Yearly Expenditures: 955
Net Income: 6595

Cost: 6595-5100=1495
Net= 1495
Treasury= 10357
 
I still don't get why people think we need logistics reforms right now. It'll be invaluable as we expand, certainly, but right now I can't see it being worth much. Gold-wise it's unlikely to be more than one or two hundred gold per turn in upkeep reduction. It'll also be useful if we do any large-scale force projection (like the Sombra assault) but while the army stays local it won't help, and War Horns for communication are likely to be just as if not more important (but obviously those are conpletely useless while not at war, whereas the logistics upgrade just seems mostly useless until at war)
 
[X] Plan: Ally Detectives, Cleaning House & Happy Hunting! v2
-[X] Logistics Reform: Cost: 800. Time: One Year. Reward: Strengthened Logistical Network, decreased Army Upkeep.
-[X] The Great Hunt: Time: Three Years. Cost: 1500. Reward: Imperial Lands Purged of Monsters and Bandits, New Options Unlocked. Chance of Success: 70%
-[X] 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%
-[X] 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%
-[X] The Bronzeclaw Plan: Time: Two Years. Reward: 2000. Reward: Crystal Protectorate rebuilt, Increased Tax Income.
-[X] Adopt a Pony Program: Time: Three Years. Cost: 1500. Reward: Crystal Refugee Situation Resolved. Crystal Ponies integrated into Gryphonian society. Will Finish this Turn.
-[X] Cannon Ships: Cost: 100. Reward: New Ship Class Designed.
-[X] Rotative Beam Engine: Cost: 500. Time: Two Years. Reward: Invention of first true Steam Engine, New Actions Unlocked. Will Finish This Turn
-[X] The Cursed Mountain: Cost: 200. Time: One Year. Reward: Information on Potential Orichalcum Deposit in Yakyakistan. Chance of Success: 70%
-[X] Draconic Past-Time: Time: One Year. Cost: 0. Reward: Gwyndlyn gets a hobby and a new trait.
-[X] Gleaming Pearl gets Schooled: Cost: 0. Time: One Year. Reward: Quality Time with Family, Plans made for Pearl's future upbringing and education.

Total Plan Cost: 7000
Revenue: 7550
Net Income: 550
Treasury Next Turn: 9412

Okay so I decided that maybe we should save the Crystal Protectorate family vacay tour for next turn, as 65% is actually kinda terrible; so we'll just make sure our kiddos are squared away. Let's beef up that percentage with Diplomacy on this turn first. Also I guess if we get caught on the Intrigue option of trying to influence the Modernist movement with the Yaks, that would hurt the movement (and Us) a bad-ton, so let's just go check out the mountain instead.
 
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[X] Plan: Ally Detectives, Cleaning House & Happy Hunting! v2
-[X] Logistics Reform: Cost: 800. Time: One Year. Reward: Strengthened Logistical Network, decreased Army Upkeep.
-[X] The Great Hunt: Time: Three Years. Cost: 1500. Reward: Imperial Lands Purged of Monsters and Bandits, New Options Unlocked. Chance of Success: 70%
-[X] 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%
-[X] 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%
-[X] The Bronzeclaw Plan: Time: Two Years. Reward: 2000. Reward: Crystal Protectorate rebuilt, Increased Tax Income.
-[X] Cannon Ships: Cost: 100. Reward: New Ship Class Designed.
-[X] The Cursed Mountain: Cost: 200. Time: One Year. Reward: Information on Potential Orichalcum Deposit in Yakyakistan. Chance of Success: 70%
-[X] Draconic Past-Time: Time: One Year. Cost: 0. Reward: Gwyndlyn gets a hobby and a new trait.
-[X] Gleaming Pearl gets Schooled: Cost: 0. Time: One Year. Reward: Quality Time with Family, Plans made for Pearl's future upbringing and education.

Total Cost: 5000

Okay so I decided that maybe we should save the Crystal Protectorate family vacay tour for next turn, as 65% is actually kinda terrible; so we'll just make sure our kiddos are squared away. Let's beef up that percentage with Diplomacy on this turn first. Also I guess if we get caught on the Intrigue option of trying to influence the Modernist movement with the Yaks, that would hurt the movement (and Us) a bad-ton, so let's just go check out the mountain instead.

Your cost is wrong by 2000 the total cost is 7000.

Everyone you have to remember to place the locked actions and their cost in your plans or they are not going to actually represent the cost and outcome of the turn.
 
Your cost is wrong by 2000 the total cost is 7000.

Everyone you have to remember to place the locked actions and their cost in your plans or they are not going to actually represent the cost and outcome of the turn.

Uhhhh, I meant Total New Plan cost itself? Not the locked actions (since those are paid for already afaik?? Maybe I should relabel that then).

800 + 1500 + 100 + 300 + 2000 + 100 + 200 + 0 + 0 + 1500 + 500 = 7000

EDIT: Okay nvm, I read ur explains, fixed it.
 
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For my plan it is more about getting things ready for next turn and setting up our family for success both in our territory and for next turn where we go all in for the ponies with tours and a fully backed support program.
Okay so I decided that maybe we should save the Crystal Protectorate family vacay tour for next turn, as 65% is actually kinda terrible
Convinced me as well, the tour might work better next turn...

[X] Plan Steady Growth
-[X] Logistics Reform
-[X] The Great Hunt
-[X] A Guiding Talon
-[X] Crystal Hearts and Minds
-[X] The Bronzeclaw Plan
-[X] Open Hearth Furnaces
-[X] The Cursed Mountain
-[X] Draconic Past-Time

-[X] Gleaming Pearl gets Schooled

Balance = 6595g - 8400g = -1805g
Treasury = 8862g -1805g = 7057g
 
Link to the last time I did this.

Archival purposes: "Turn 19: Never a Dull Moment (posted by QM on Thursday, May 16, 2019)"

OR

The Front Page as it appeared to me on Friday, May 17, 2019.

Character Sheet (last edited by QM on Tuesday, May 7, 2019)
- Not Changed
Name: Garrick Golden-Feather

Age: 45

Titles: Emperor of Gryphus, King of Griffonia, Inheritor of the Imperial House of Gryphus, The Unifier, Great Winged Alpha

Description: Before your wife got her talons on you, you were a fairly typical example of the Griffon species. An unmistakably masculine build, a strong, prominent beak, feathers and fur that seem to be perpetually well-groomed, and a pair of piercing amber eyes hiding a fierce intelligence. Not anymore though. Oh, you still have all those qualities, they're just overshadowed by the massive amount of muscle you've put on since you started your wife's "enhanced training regimen". Your wings can lift dumbbells, and your legs are like tree-trunks supporting a barrel chest rippling with abdominal muscles. In short, you have the build of a person who has been lifting heavy objects his entire life.


Martial: 9+2+1+2=14

Diplomacy: 14+2+2=18

Stewardship: 13+2=15

Learning: 16+2=18

Intrigue: 11+2=13


  • Trait-Attractive: You are a very handsome fellow. +2 Diplomacy, better spousal relationship
  • Trait-Genius: Smart doesn't even begin to describe you. +2 all skills
  • Trait-Strong: Working out with your wife has done great things for your body. +2 Martial

Inventory:

  • Blade of the King: an ornate and deadly sword you had forged for yourself after being crowned King of Griffonia. +1 Martial
  • Royal Armor: Serving to protect you as well as display your royal status to onlookers, this armor is both durable and aesthetically pleasing.

  • Orichalcum Sword: A blade made of an extremely durable, magic resistant metal


Wife: Gabriella Golden-Feather


Opinion of You: 10/10

Age: 44

Martial: 15+1+2=18
Diplomacy: 11+1=12
Stewardship: 8+1=9
Learning: 13+1=14
Intrigue: 10+1=11

Trait: Strong - Born stronger than most. (+2 Martial)
Trait: Experienced - Has been a mercenary for several years, ranging across the lands of the former Empire. Knows much about the world. (+1 All Stats)



Son: Gawain Golden-Feather


Age: 14

Martial: 14+2+2+1-5=14
Diplomacy: 13+2+2+2-5=14
Stewardship: 14+2-5=11
Learning: 10+2-5=7
Intrigue: 11+2-5=8

Status: Teenager-Malus to all Stats (-5 to all Stats)
Status: Designated Heir. Will become player character in event of Parent's Deaths.
Trait: Strong-Born stronger than most. (+2 Martial)
Trait: Attractive-A cute kid, and eventually a handsome fellow. (+2 Diplomacy, better spousal relationship)
Trait: Genius-Smart doesn't begin to describe him. (+2 All Stats)
Trait: Game Master-Years of playing games of strategy and wits with members of the Imperial Court has honed his sense of strategy and taught him how to read others. (+1 Martial, +2 Diplomacy)


(Adopted) Daughter: Gwyndlyn Golden-Feather

Age: 10
Status: Child-No Stats
Status-Designated Regent: In the event that no heir is capable of taking the throne, or in the event the rightful ruler is otherwise unavailable, she will take control of the kingdom until the situation can be resolved.
Trait: Dragon-A fire breathing reptile. (+4 Martial)


Daughter: Gilda Golden-Feather


Age: 7
Status: Child-No Stats


Daughter: Gleaming Pearl

Age: 8
Status: Child-No Stats
Adopted: Permanently last in the line of Royal Succession.


Informational: State of the Nation (last edited by QM on Sunday, May 12, 2019)
- Not Changed
Economy

Treasury Reserves
: 8862

Net Income: 6595

Yearly Income: 7550

-Tax Revenue: 3325
-Farming Income: 2225
-Mining Income: 1100
-Logging Income: 200
-Trade Income: 700

Yearly Expenditures: 955

-Army Upkeep: 535
-Navy Upkeep: 100
-Office of Disease Control: 10
-Ministry of Foreign Affairs: 10
-Peregrine Line: 100
-Crystal Refugees: 200


Military

Imperial Army
: Professional soldiers, paid and supplied by you. 500 soldier battalions cost 150 gold each to raise or replace. Additionally, Imperial Army soldiers have an upkeep cost of 200 gold per every ten thousand soldiers.

Imperial Army Morale: 75/100 (Above Average)

Imperial Army Numbers: 26,764

-12,500 Warriors: Armed with a sword or hand-axe and shield, these Griffons make up the bulk of your army.

-6250 Polearms: For keeping your enemy at arms length or taking down opponents larger than a Griffon.

-6250 Archers: Griffons with bows and some arrows. Not much else to say.

-1500 Diamond Dogs: Armed with a variety of swords, maces, war axes, and other weapons suitable for close-quarters, Diamond Dogs are masters of subterranean combat, and are well suited to ambush tactics.

-264 Artillerists: Responsible for the transport, maintenance and operation of heavy weaponry, these Gryphons and Dogs are highly trained in their chosen field of ranged combat.

-4 Mobile Ballistae: Massively oversized mechanical bows that fire bolts big enough to pierce through tree trunks from vast distances.

-19 Cannons: Firing iron balls through the power of explosive black powder, these metal siege engines are one of the most powerful weapons in your arsenal.

-10 Flame Projectors: A product of Archimedes's "liquid fire", these static contraptions can shoot jets of flaming liquid vast distances, burning all in their path.



Knightly Orders (Self Maintained): In the old Empire, Knightly Orders were typically made up of Griffons of noble birth who joined a fraternal militant organization dedicated to martial excellence, honor, and a number of various edicts of moral strength. These great warriors dedicated themselves to the Emperor and the protection of the common Gryph. Tragically, few of these brave souls survived the reign of Discord. But a new breed of Knights now seeks to serve as your sword and shield, and will rally to your banner whenever you may need them.

The Knights Lion
1 Grandmaster Konrad Hardbeak, "The Kingslayer"
35 Knights of the Inner Circle
180 Imperial Knights
60 Squires
400 Griffons-at-Arms
Citadel: The Lion's Den, Griffonia

The Knights Talon
1 Grandmaster Colombroni Pigeonio
25 Knights of the Inner Circle
200 Imperial Knights
75 Squires
330 Griffons-at-Arms
Citadel: The Crow's Nest, Wingbardy

The Knights Panther
1 Grandmaster Adrian Dawnquill
30 Knights of the Inner Circle
200 Imperial Knights
50 Squires
250 Griffons-at-Arms
Citadel: The Black Fortress, Aquileia


Royal Navy: The vessels that guard your coastlines and patrol the oceans. Crewed by career sailors, they have an upkeep of five gold per ship, per year.

20 Cogs (Bolt-Throwers)



Auxiliaries: Auxiliary units are forces not part of a Knightly Order or the Royal Army and Navy that can be brought into battle alongside both of the former groups. They can be made up of allied nation units suborned to you, units drawn up from the militia, and mercenary outfits.



Politics

Nobility Opinion: 10/10 (All Hail the Glorious Emperor!).

General Public Opinion: 10/10 (All Hail the Glorious Emperor!).


Roll Bonuses

Improved Army Communications: +3 on certain Army Rolls
Naval Navigation Tools: +5 on certain Naval and Exploration Rolls
Gun-Cotton: +5 to all Cannon Rolls
Pre-Discord Map: +10 to next Exploration Roll
Scatter-Shot: Bonus to Certain Cannon Rolls
Blasting Jelly: +5 to Certain Explosive Rolls
Camouflage 101: +5 to Certain Intrigue/Army Rolls
Firebender Designed Flamethrowers: +5 to all Flamethrower/Liquid Fire Rolls
Imperial War Memorial: Army Morale may not fall below 20, Militia count as Regulars when defending Core Territory


Informational: Diplomatic Relations/Persons of Interest (last edited by QM on Tuesday, May 7, 2019)
- Not Changed
Diplomatic Relations

Kingdom of Neighpon: 8.0/10 (Steadfast Ally)

Yak Clans
Raw Hides: 7/10 (Friendly Neighbor)
River Walkers: 7/10 (Friendly Neighbor)
Broken Horns: 7/10 (Friendly Neighbor)
Thunder Warriors: 7/10 (Friendly Neighbor)


Persons of Interest

???: A friendly and strangely casual Griffon female you met at your inaugural ball. Despite having a wonderful evening chatting with her, you never got her name.

Garibaldi Talonuelli: Formerly the Duke of Wingbardy, now the Grand Duke of Wingbardy, Talonuelli is a beloved public figure in his home province and an experienced administrator. After saving his city and people from Brochard's attempted invasion and negotiating his province's vassalage over a few drinks, you'd like to think you can count him among your friends.

Federico Montefeathertro: Duke of the (former) City-State of Urbirdo, and your Father-in Law. He might just be the friendliest of the former Feathersians, having agreed to back you and your kingdom without question or condition during the Brochard Crisis, and hiring a mercenary outfit as a belated wedding gift. You're reasonably certain he likes you, as much as In-Laws can like each other anyway.

Koryū Ryuō: The draconic Emperor of the Island Kingdom of Neighpon. Having agreed to assist you in the war against the Shadow King and making fast friends with your adoptive daughter, you consider him a decent fellow who you can trust to keep his word, and a valuable ally against any destructive forces the world can throw at you.

Minamoto Tadakatsu: Shogun of Neighpon. Born to peasant farmers, he's more than earned his place as the most powerful Samurai amongst the Qilin. After he lead the Neighponese contingent during the Invasion of the Crystal Empire and kindly instructed you in the myriad varieties and intricacies of tea on the campaign trail, you've come to respect the more-than-century-old leader.

Konrad Hardbeak, "The Kingslayer": Grandmaster of the Knights Lion and Hero of the Empire. Beheaded Brochard the pretender, crippled Sombra the shadow king twice over, and received the very first Imperial Medal of Honor. Despite it all, he is surprisingly humble, insisting in vain that he was, and is, merely doing his duty to the Empire, and to you. He is the very model of an Imperial Knight.
 
Side note. I noticed in her description in the last few updates that our Diplomatic hero is growing quite old. It might be time to consider her retirement like our Martial hero just got.

She should be able to enjoy at least a few years of not having to worry about things now that we have some peace and don't have to deal with Pony Sauron.
 
Uhhhh, I meant Total New Plan cost itself? Not the locked actions (since those are paid for already afaik?? Maybe I should relabel that then).

800 + 1500 + 100 + 300 + 2000 + 100 + 200 + 0 + 0 = 5000

EDIT: So I added the locked actions to my plan list even though I'm sure we paid for them already (it won't matter really), I also listed both costs either way.

Questor explained a few pages ago that the cost of an action is payed each year we're implementing it.

So a 2 year option is payed BOTH on year 1 and year 2.

Yeah, I know, it's a bit different from most other ck2 quest's.

Also my plan

[X]Plan Rebuild
-[x] Logistics Reform: Cost: 800. Time: One Year. Reward: Strengthened Logistical Network, decreased Army Upkeep.
-[x] The Great Hunt: Time: Three Years. Cost: 1500. Reward: Imperial Lands Purged of Monsters and Bandits, New Options Unlocked. Chance of Success: 70%
-[x] 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%
-[x] 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%
-[x] The Bronzeclaw Plan: Time: Two Years. Reward: 2000. Reward: Crystal Protectorate rebuilt, Increased Tax Income.
-[x] Adopt a Pony Program: Time: Three Years. Cost: 1500. Reward: Crystal Refugee Situation Resolved. Crystal Ponies integrated into Gryphonian society. Will Finish this Turn.
-[x] Cannon Ships: Cost: 100. Reward: New Ship Class Designed.
-[x] Rotative Beam Engine: Cost: 500. Time: Two Years. Reward: Invention of first true Steam Engine, New Actions Unlocked. Will Finish This Turn
-[x] Fanning the Flames: Chance of Success: 65%
-[x] Gleaming Pearl gets Schooled: Cost: 0. Time: One Year. Reward: Quality Time with Family, Plans made for Pearl's future upbringing and education.
-[x] 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%

With this plan after dealing with the enemies outside our kingdom we're finally dealing with the ones inside (bandits and monsters) also taking the improved logistic option to hopefully help and also to prepare for future expansions of our army ( and NAVY) ( the reduced upkeep is nice too)

As we still don't have cannon ships we're researching them, leaving the sea problem to Neighpon for one turn in preparation of a major navy expansion. Also we're taking all the crystal ponies options (they will certainly synergize with each other !)

We're also taking the "strengthen modernist faction" option, so that when we (hopefully) take the "help yak modernize" option next turn it will be more appreciated

Total cost 6900. We do have enough money for now that it's not really something we need to worry about yet, though we should take some more income boost options in the next turns to make sure that remain the case
 
As we still don't have cannon ships we're researching them, leaving the sea problem to Neighpon for one turn in preparation of a major navy expansion. Also we're taking all the crystal ponies options (they will certainly synergize with each other !)

I dont know it might actually work, it depends on how the qm wants the actions to go off and stuff. So if he decides to makes the ship first and then amend the build a navy action to build our newest ship then we get both done on the same turn. Pretty sure something similar happened with cannons.
 
I dont know it might actually work, it depends on how the qm wants the actions to go off and stuff. So if he decides to makes the ship first and then amend the build a navy action to build our newest ship then we get both done on the same turn. Pretty sure something similar happened with cannons.
I don't know, the cannons were upgraded if I remember right (we don't have both "old" and "new" models of cannons after all) while the cogs are explicitly incompatible with the cannons, which means we can't upgrade them to the new model once we research it. The build navy action explicitly says it will build us 20 cogs, so I'd expect every ship built this turn would be the old model.

We should wait to build the new models and not the already outdated ones
 
I don't know, the cannons were upgraded if I remember right (we don't have both "old" and "new" models of cannons after all) while the cogs are explicitly incompatible with the cannons, which means we can't upgrade them to the new model once we research it. The build navy action explicitly says it will build us 20 cogs, so I'd expect every ship built this turn would be the old model.

We should wait to build the new models and not the already outdated ones

I think its worth asking at least

@Questor if we picked [ ] We are the Imperial Navy! And [ ] Cannon Ships together this turn would we get 20 cogs still or would the option update and we get 20 cannon ships?

Either way probably a good idea to make rules for this kind of thing going forward.
 
[X] Plan: In Peace, War

Martial

-[X] Logistics Reform: Your army learned many lessons on the long road from Gryphus to the Crystal City. The dangers of terrain, the need for scouts and reliable means of navigation, and the importance of robust supply lines and logistical networks. Manfred Redbeak has a few ideas when it comes to the latter, from the establishment of permanent supply depots to the creation of dedicated logistical companies within larger units. While expensive in the short term, these reforms are expected to result in a net decrease in Army upkeep costs in the long-term. Cost: 800. Time: One Year. Reward: Strengthened Logistical Network, decreased Army Upkeep.
-[X] The Great Hunt: While the greatest external threat to the Empire (that you know of) has been dealt with, the internal threats still remain. Trolls, Manticores, Hydras, Chimeras, Cockatrices, Feral Diamond Dogs and common bandits infest the lands of your Empire, and their numbers have only been growing while you have been occupied with Sombra. Local militias and the Knightly orders are enough to protect settlements, but few are comfortable with the fact that roughly half the land within your borders is dangerously infested with monsters. You have no shortage of veterans willing to get their talons dirty. Gather the full might of the Empire and purge the land of these dangerous beasts. Time: Three Years. Cost: 1500. Reward: Imperial Lands Purged of Monsters and Bandits, New Options Unlocked. Chance of Success: 70%

Diplomacy

-[X] A Guiding Talon: The Yak elder councils, at the behest of the increasingly vocal Modernists, have begun to slowly adopt a more sedentary lifestyle, exchanging cloth yurts for more permanent stone and wood dwellings, erecting permanent settlements on the little arable land present in the Northern Steppes. But they have little experience with sustained agriculture or advanced metalworking, and you're sure they would appreciate some advice and assistance. Such a project would strengthen the bonds between the Clans and the Empire, and bring you a step closer towards having a strong neighbor to guard the West from any potential foe. They haven't technically asked for help, but you're sure offering can't hurt. Time: Two Years. Cost: 800. Reward: Griffons assist Yak modernization efforts, Increased Gryphus-Yak Relations. Chance of Success: 70%
-[X] Could You Check That Out For Me?: The disappearance of multiple ship crews over the previous year have sailors spooked. Few are the ship captains now willing to go beyond sight of the shores, and this has had a serious effect upon international trade, impacting the economies of both Gryphus and Neighpon. Unfortunately, while your military might is great, your navy is relatively weak, especially when compared to the Kingdom of Neighpon and its vast armada. While your nation is ill-suited to investigating this maritime mystery, your ally is well equipped for the task. Kōryū is already contemplating dispatching his navy to scour the sea for clues, perhaps applying some diplomatic pressure could cement such a decision? Cost: 100. Time: One Year. Reward: Neighpon dispatches their navy to investigate the Ghost Ships. Chance of Success: 80%

Stewardship

-[X] The Bronzeclaw Plan: While its inhabitants are doing their best to rectify the situation, the lands of your new Protectorate are still largely in ruins. What infrastructure wasn't destroyed in the war was seriously neglected under the rule of Sombra. Frida has proposed a comprehensive plan to rectify this, drawing inspiration from her predecessor's successful program to modernize the infrastructure of Aquileia in the aftermath of the Unification War. The plan essentially involves supplying the existing Crystal Government with vast sums of funding and support from Griffon and Diamond Dog experts to be directed where they are needed. Naturally, rebuilding a nation is going to be an expensive and time-consuming endeavor, but it's an investment that needs to be made if you're going to start making a profit off your newest territorial acquisition. Time: Two Years. Reward: 2000. Reward: Crystal Protectorate rebuilt, Increased Tax Income.
-[X] Adopt a Pony Program: Thousands of Crystal Ponies inhabit hastily erected tent-cities, having been freed from Sombra before his defeat or fled the frost-blasted wasteland their homeland has been reduced to in order to escape the threat of famine. They are unsuitable for long-term habitation, and consuming vast amounts of resources for maitenance. Before anything else, these camps need to be emptied. Ideas have been passed around of a sort of "adopt a pony" program, where the Citizens of the Empire will open up their homes to these former victims of Sombra in exchange for a sizable tax cut, providing them with the care and sense of community they require while simultaneously assisting their integration into the wider Empire of Gryphus. Some Griffons and Dogs have already begun to do this on a small scale individually, but many feel that this should become an official government policy. This will of course be a significant undertaking that will require a massive bureaucracy and boatloads of funding, but it is both necessary and worth it to help those who have already suffered so much. Time: Three Years. Cost: 1500. Reward: Crystal Refugee Situation Resolved. Crystal Ponies integrated into Gryphonian society. Will Finish this Turn.

Learning

-[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: 500. Time: Two Years. Reward: Invention of first true Steam Engine, New Actions Unlocked. Will Finish This Turn
-[X] Sound the War Horns!: The Battle of the Peregrines demonstrated the need for a means of long range communication between commanders and units spread across multiple fronts. Couriers and banners simply aren't good enough. An enterprising army officer and former musician by the name of Major Shrike has proposed building and utilizing specialized horns, designed to communicate coded messages through the pitch, tune and frequency of their blasts. The idea might hold merit. Cost: 300. Time: One Year. Reward: Gain War Horns. Upgrade Army Communications Bonus.

Intrigue

- [X] The Cursed Mountain: The River Walkers Clan has informed you of a potential site of a sizable Orichalcum deposit: a mountain recently absorbed into the territory of the rival Broken Horns Clan. The Broken Horns, for their part, claim that no deposits of Orichalcum are present within their territory. Either they're simply unaware of the existence of the deposit...or one of the Clans is attempting to deceive you. Dispatch Ravenburg' Spies to investigate. Cost: 200. Time: One Year. Reward: Information on Potential Orichalcum Deposit in Yakyakistan. Chance of Success: 70%

Personal

- [X] Gleaming Pearl gets Schooled: Another child, another education to arrange. You know the drill by now. Cost: 0. Time: One Year. Reward: Quality Time with Family, Plans made for Pearl's future upbringing and education.
- [X] Waving the Flag: The Crystal Empire is now your protectorate, a part of the Empire of Gryphus. Though it has its own government, laws and culture, it's inhabitants are citizens of your Empire, and are technically your subjects. While you visited the city for the now famous Crystal Summit that resulted in the Empire's protectorate status, it might be a good idea to visit again to learn more about the people and show them that you are looking out for them, that you are not some distant overlord but a Griffon that cares. It would also give Pearl a chance to see her homeland. 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%
 
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