Turn 21: Interesting Times
- Location
- Maryland
You sigh, looking over your weekly intelligence briefing from Ravenburg, a mug of precious energy-giving tea at your side. Under ordinary circumstances he would be here to go over it with you, but with all the recent developments and his need to constantly be on top of them, his schedule is even busier than yours. He doesn't let it show, and you know he'd sooner die than complain, but you're considering another expansion of the governmental bureaucracy to lighten the burden upon his shoulders. Though even that wouldn't change the fact that you both have an awful lot to deal with these days.
Both Maretonia and Yakyakistan are experiencing some level of internal strife. Combine that with the hostage crisis in the former and the presence of Orichalcum in the latter, and it's a tricky situation you find yourselves in. Combine that with the still-ongoing campaign against the beasts within your borders, the continued existence of the den of outlaws and scoundrels known as Libertalia, and the need to see to the continued recovery of the Crystal Protectorate, and you and your council have your talons, and schedules, full.
"Still", you muse, taking a sip from your cup, "we all knew there would be days like this when we took the job."
You shuffle the papers on your desk, considering the information before you even as another part of your mind begins to drift to thoughts of your family. Pearl was finally starting to settle in to her newfound role as a princess, albeit nervously and with the continual support of you, her mother and her siblings. Gwyndlyn was keeping up in her correspondence with Kōryū, and you'd somehow managed to keep your promise to yourself to not violate her privacy by reading the letters that passed in and out of the palace. Gilda was keeping up with her studies, Gabriella was the same gruff but beautiful Griffon you'd married, and Gawain had finally found himself some true friends. You couldn't have been more proud of your family.
With a slight smile and a more contented sigh, you return your attentions to the parchment before you. You honestly have no idea how you'd make it through your day without the through of your loved ones to keep you going.
Martial: The dual revelations of Maretonia and Libertalia have whipped Redbeak into a frenzy of activity as he draws up plans for military actions both offensive and defensive in nature. Unfortunately, most of your defensive assets are tied up in the massive purge of your territory's internal threats, leaving you presently incapable of acting on these plans. (Two Actions per Turn) Two Actions Locked
-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 your 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 Actions Unlocked. Will Finish This Turn
-Ships of the Line: With the new cannon armed Carracks available for construction, its time to start building them and putting them into service. While more expensive and difficult to build than their predecessors, they are expected to be supremely effective in naval combat. Put the foundries and shipyards to work building some of these new vessels to reinforce the Imperial Navy. Time: Two Years. Cost: 1000. Reward: +15 Warships (Carracks) added to Imperial Navy. Will Finish This Turn
[ ] The West Wall-Watchtowers: You have neighbors to your West. Large, strong, and surprisingly fast neighbors that are used to living off the land and crossing great distances in a relatively short period of time. They don't seem hostile at the moment, but it couldn't hurt to take precautions. The Black Cliffs of Aquileia serve as a natural barrier, but one that could be crossed by the Yaks (or another foe) if they really wanted to. It only makes sense to fortify this barrier and make it more difficult for any Yak raiders or warbands to cross into your core territory. You can start with some watchtowers. These small posts won't be able to prevent any sizable force from crossing the border, but their vigil will prevent a surprise attack and give you some warning in the event of a hostile mountain crossing. Cost: 1000. Time: Two Years. Reward: Western Border Watchtowers built, removes possibility of surprise attacks, may discourage raids into core territory.
[ ] And Push It Somewhere Else!: One particularly eccentric military engineer has proposed an unusual solution to the problem of fortifying the Maretonian border region. Rather than mothball the already existing fortifications in the Peregrine mountains and build new ones from scratch, he proposes disassembling the existing defense infrastructure, transporting it across the Protectorate, and reassembling it along the new border. The craziest part of the whole thing is that, after running the numbers and performing some small-scale simulations to test the plan's feasibility, it appears that not only is the idea possible, it would actually be cheaper and faster than the alternative! An...unusual solution, but if it works, it works. Cost: 1500. Time: Three Years. Reward: Peregrine Line "Relocated" to Maretonian Border.
[ ] Knights of the Frontier: With the settlement and rapid expansion of the frontier territories, now dubbed Kestrella, some have begun to call for the establishment of a new Knightly Order to serve as the guardians of the new province, small and relatively underdeveloped as it is now. Though the war against Sombra has depleted both the fighting age population and the public's appetite for conflict, there is never any shortage of Griffons willing and eager to join an esteemed Knightly Order. Construct a suitable citadel and begin the search for any aspiring Knights. Cost: 400. Time: Two Years. Reward: New Knightly Order Established to guard the Western Frontier.
[ ] Black Knights: The Orichalcum/Steel Alloy, now dubbed Black Steel, has many of the benefits of Orichalcum at a fraction of the cost. Despite this, it is still a resource that must be carefully husbanded, and reserved for use by elite units. Elite units like the Knights of the Inner Circle. Have them equipped with weapons forged of the new alloy, that they may serve the Empire more effectively. Cost: 800. Time: One Year. Reward: Knights of the Inner Circle equipped with Black Steel weapons.
[ ] Dog Knights: The idea of inducting Diamond Dogs into the Imperial Knightly Orders is not a new one, but it is only recently, after tales of the bravery of canine volunteers during the Winter War began to spread throughout the Empire, that the idea has begun to be seriously considered at the highest echelons of power. It is not a simple thing to do. Specialized equipment will have to be provided, unique tactics will have to be developed, and several Knight Citadels will require modifications to accommodate the differing physiology of the Dogs. Still, it may be worth it to have a larger pool of recruits to draw new Knights from. Cost: 600. Time: One Year. Reward: Diamond Dog Knights.
[ ] Crystal Knights: The recent revelations regarding a slave-holding state just South of the Crystal Protectorate's borders have led to a marked upswing in the militancy of its inhabitants. Several prominent Crystal Ponies have begun to call for the establishment of a formal military of their own, in addition to the already existing militias. Several members of the Crystal Assembly have signed a petition forwarded to you, requesting the resources and expertise required to establish a homegrown Knightly Order to serve as the protectors of their lands. As with the establishment of any Knightly Order, such an endeavor will be expensive, but worth it to ensure the protection of your latest group of subjects. Cost: 400. Time: Two Years. Reward: Establishment of Crystal Knightly Order.
[ ] Cautious Curiosity: While the now-infamous expedition that discovered Sombra has caused some to question the wisdom of venturing beyond the Empire's borders, you feel that such things are a necessity. Without such scouting missions you would have never encountered the Yaks or the Neighponese, who are now your trading partners and steadfast allies. And as some of the more pessimistic have said: "better our scouts meet them than their invasion force meet us." Cost: 200. Time: Variable. Reward: Knowledge of Distant Lands.
—[ ] Far West: The Yaks can't tell you anything about what lies beyond their lands, aside from the fact that they know such lands exist. Prior to meeting you and Sombra they never had any reason to wonder about the lands beyond their steppe. Now you have a chance to satisfy both their curiosity and your own.
—[ ] Far East: On rare occasions, wreckage of ships unknown to the Qilin will wash up on the shores of Neighpon, evidence of lands and peoples beyond their own. Koryū has been pondering sending out a scouting party of his own in the near future. You're sure he wouldn't mind if some of your vessels accompanied his.
—[ ] South West: Neither the Yaks nor the Crystal Ponies know anything about the territory between them, save a few frustratingly vague prophecies from the Yak Shamans about a "land of lakes". Only one way to see if the seers are accurate.
Diplomacy: The failure to resolve the Maretonian hostage crisis last year has left Elva in a bit of a funk. You think she holds herself somewhat responsible for the breakdown of negotiations, and no amount of reassurances or logical counter arguments can change her mind. As a consequence, she's focused on seeking out other ways to get your people back, in between the handling of your other foreign commitments. (Two Actions per Turn) One Action Locked
-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. Will Finish This Turn
[ ] Immigration Campaign: The addition of Magical Advisors to your court, and the memory of how much the integration of the Diamond Dogs improved your Kingdom, has led some to propose the idea of advertising abroad for immigrants, from both Neighpon and Yakyakistan. You're not sure how many takers you'll get, but it can't hurt to try. Cost: 200. Time: One Year. Reward: Yak/Neighponese Immigrants. Chance of Success: 60%
[ ] Gaze upon the mists of Fate: The seers and shamans of Yakyakistan have been a subject of interest to you ever since you learned that they had warned their people of the threat of Sombra long before encountering him themselves. In a way, they were partially responsible for your victory at the battle of Redstone, as well as your ensuing positive relationship with the Yak Clans. With the threat of Sombra now extinguished, you find yourself wondering what else these mystics may know...and if they might be willing to share this information with you. There's no harm in asking, right? Cost: 200. Time: One Year. Reward: Chance to gain information from Yak Seers. Chance of Success: 60%.
[ ] Calling the Old Yaks Out: The Broken Horns are sitting on a large deposit of Orichalcum, one that they've repeatedly denied all knowledge of. Despite their inability to make use of it themselves, they seem determined to hold onto it. You don't know what their game is, but you know that the other Yak clans are unlikely to approve of their behavior. Confronting the Broken Horns and their rival clans with evidence of their misdirection is the first move in a diplomatic game with the Orichalcum as the prize. This plan will of course have the downside of letting everyone know about the valuable mineral lying basically unguarded, and there's no guarantee the Yaks will respond as you hope they will. You did send spies into their country to get such evidence after all. Cost: 300. Time: One Year. Reward: Broken Horns publicly confronted with evidence of their deception, other Yak Clans alerted to potential power-play. Further Diplomatic Actions Available. Chance of Success: 55%
[ ] You Stop That!: Libertalia is, by all accounts, a den of scum and villainy, a haven for every outlaw, pirate and smuggler this side of the Ocean. Some of it's inhabitants have already raided your trade routes, kidnapped your people and sold them into slavery. You'd be well within your rights to raze the entire island to ashes. But such an endeavor would be as expensive as it would be dangerous. Pirates may be vicious, but they aren't stupid. They know they can't stand against a large, organized navy. Perhaps they can be...persuaded...to stop raiding your ships? Cost: 400. Time: One Year. Reward: Libertalia momentarily pacified, Additional Options Unlocked. Chance of Success: 60%.
[ ] High-Level Talks: First contact with Maretonia didn't go very well, but a diplomatic solution is not yet completely off the table. From what little you've seen or been able to infer, Queen Mareia is at least somewhat reasonable, and actually seems to desire a quick and peaceful resolution of this crisis. It's the nobility below her that are stymying things and refusing to give up your people, even seeking to sabotage relations between you to further their own ends. While it may be premature, perhaps even dangerous at this juncture, it may be prudent to see if you can negotiate with the Queen face to face. A meeting of monarchs, with no intermediaries to twist words or chances for things to get lost in translation. Naturally, such an action may be seen as controversial by your own people, and even if Mareia agrees to meet with you under suitable conditions, there's no guarantee that anything will actually come of such an encounter. Still, it may be worth a shot to clear the air and ensure you're both on the same page regarding your intentions towards each other. Cost: 500. Time: Two Years. Reward: Face-to-Face meeting with Queen Mareia, Chance to Normalize Relations with Maretonia. Possibility to Unlock New Actions, Gain Information. Chance of Success: 40%
[ ] Gunboat Diplomacy: Apparently your delegations' show of covert prowess was not sufficient to convince the Maretonians to take your veiled threats seriously. Perhaps it's time for a less subtle threat? Sail a fleet of warships along the coast of Maretonia as a show of force, then reiterate your request for the return of your people. Perhaps that will encourage them to reconsider their position? Elva cautions you that this move has the potential to accidentally spark a conflict, and even if it works the Maretonians aren't going to take very kindly to it. Cost: 600. Time: One Year. Reward: Maretonia Reconsiders. Chance of Success: 30% (Critical Failure Leads to War)
Stewardship: Frida is still feeling the effects of the hangover from the Crystal Liberation celebration. Apparently, being so beloved by the Crystal Ponies that she never needs to buy her own drinks has a bit of a downside. Despite this, she retains her usual work ethic and effectiveness, striving to ensure the prosperity of the Empire. (Two Actions Per Turn)
[ ] Neighponese Seed Drills: An invention from the East has been seeing slow but steady adoption amongst your farmers. The Neighponese call it a seed drill, a device that sows seeds for planting at regular depth and intervals with minimal effort on the farmer's part. A few larger farms have already built or purchased their own, but most Imperial farms remain without them. Subsidize the purchase of these new devises and ensure they are widely adopted by the Empire's agricultural base. Cost: 400. Time: One Year. Reward: Increased Farming Income.
[ ] Western Lumberjacks: The woods of the Western Frontier (now dubbed Kestrella), while not quite as expansive and vast as the forests of the Imperial heartland, are still a potential resource and an ample supply of raw timber. Subsidize the establishment of logging camps and lumber mills in the newly settled territory. Cost: 400. Time: One Year. Reward: Increased Logging Income.
[ ] Cloth Mills: While sufficient Flax has been planted to allow for textile production, and a significant cottage industry has already sprung up to exploit this, you're far from rivaling the Neighponese for textile production. Mass production is the name of the game here: subsidize the construction and start-up costs of some weaving mills and see if you can increase productivity. Cost: 600. Time: One Year. Reward: Industrial Linen Production achieved, Increased Tax Income.
[ ] First Rail: Archimedes's latest invention, this "locomotive", has raised some interesting possibilities for the mass-transit of goods from place to place. Of course, outside of some very limited tests on a small test track in the middle of nowhere, no one has really had the opportunity to put this steel behemoth through its paces as a practical means of transport. Set up a stretch of track between a mining complex and one of your industrial centers and see what the contraption can do. Cost: 700. Time: One Year. Reward: First Rail-Line, Increased Income, New Actions Unlocked.
[ ] Crystalline Investment: The Bronzeclaw Plan turned a bombed-out ruin in the middle of the frozen tundra into a functioning city capable of a degree of self-sustainability and economic prosperity. Yet, the Crystal Protectorate is still underdeveloped, both in terms of infrastructure and economic activity. See about remedying this through a cash infusion and the supplying of a few steam engines to boost their productivity. Cost: 1000. Time: Two Years. Reward: Increased Tax Income, Crystal Protectorate Becomes More Developed.
[ ] Skill-Training Program: Your Southern protectorate, while showing steady economic growth, is hitting a bit of a roadblock in the form of a lack of skilled workers. While they have no shortage of able-bodies to form a pool of laborers, when it comes to artisans and specialized vocations they don't have many to go around. While they've managed to supplement their native talent with hired Imperial experts, this isn't a good long-term solution. Have Frida coordinate with Ivory Rook and the Crystal Assembly to set up some impromptu schools and vocational training classes to resolve the Crystal Ponies' skilled labor shortage. Cost: 500. Time: One Year. Reward: Slightly Increased Tax Income, Crystal Protectorate no longer dependent on Imperial Expertise.
Learning: Archimedes and Genevieve continue their work as the Empire's top scholars, Archimedes focusing on improvements to the Imperial War Machine while Genevieve focuses on more Domestic improvements. This does not mean that the two do not collaborate and share information, merely that the two Griffons divide the work between them. They are further joined by the Neighponese trio, the Magical Experts you convinced to work for you. (Two Actions per Turn) One Action Locked
-Open Hearth Furnaces: While Genevieve's blast furnaces have revolutionized the field of metallurgy, the scholarly griffoness has been refining her design, incorporating lessons learned from the process, and claims to have an idea for an improved version capable of producing stronger steel in larger batches more efficiently. Naturally she's going to need funds and time in order to see about installing these improvements to the existing metalworking infrastructure. Cost: 800. Time: Two Years. Reward: Increased Tax Income, Decreased Army Recruitment Costs. Will Finish This Turn
[ ] Flying without Wings: The fragment of the ancient design you found, while sparse on details due to its decay, has given both of your scientific advisors ideas. Big, big ideas. Of course, in order to make those ideas reality they'll need equally big amounts of funding and time. Just for starters they're going to have to figure out whether they can even build such a contraption with the materials they have available, and what other steps will need to be accomplished before they can even start to build this "flying machine". Cost: 200. Time: One Year. Reward: Viability of Airships explored, additional Learning Actions Unlocked.
[ ] Sugar Beets: Among the numerous crops that have been introduced to the Empire as a result of trade with Neighpon, Sugarcane has been one of the most sought after, particularly due to its inability to be farmed on the mainland. However, Genevieve claims to have an idea. By selectively breeding a particular species of root vegetable for increased production of Sucrose (the thing that gives Sugarcane its distinctively sweet taste), she believes it to be possible to engineer a hardier alternative to sugarcane that can be grown domestically. This will of course take a while to do. Cost: 200. Time: Two Years. Reward: Sugar Beets acquired, new Learning and Stewardship Actions Unlocked.
[ ] 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.
[ ] Canned Foodstuffs: Archimedes has been collaborating with Redbeak in hopes of easing the military's logistical burdens. To this end, your chief scholar has devised a method of reliably preserving large amounts of food. By placing foodstuffs in sealed, airtight cans of tinned iron, the shelf life and portability of food can be greatly increased, ensuring that armies on campaign will not need to worry about spoilage. Small scale tests have already proven the theory behind the idea, but in order to be practical a cannery will have to be established to mass produce the canned goods your military will require. Cost: 400. Time: One Year. Reward: Decreased Military Upkeep, Additional Actions Unlocked.
[ ] A Different Kind of Mortar: The prospect of war with Maretonia has raised numerous concerns amongst the military. Your cannons, while effective at targeting enemies and destroying unreinforced architecture, may not be as effective against the enchanted walls and fortifications of Maretonia. Archimedes has proposed a potential solution: a weapon similar to a cannon, designed to lob projectiles over walls and other obstructions. While these weapons are unlikely to be as useful against mobile targets, they may prove a decisive advantage in siege warfare. Give Archimedes the go-ahead to try and build a few of these new weapons. Cost: 600. Time: One Year. Reward: Mortar Artillery Developed.
[ ] Crystal University: Now that the Crystal City is no longer a bombed-out ruin, your scholars are chomping at the bit to establish a center of learning and scholarship to facilitate study of the inhabitants' unique magic, as well as that of the Crystal Heart. Naturally, the establishment of such an institution will not be fast or cheap, but the potential future benefits more than outweigh the immediate costs. Cost: 800. Time: Two Years. Reward: Crystal University Constructed, New Learning Actions Unlocked.
Intrigue: Ravenburg's intelligence coup the previous year succeeded in bringing the Maretonians to the negotiating table, though there was little he could do to prevent the failure of the talks. Naturally, before Olive Branch had even left the capital, your spymaster had already begun drawing up more...underhanded means of liberating your enslaved citizens. (One Action Per Turn)
[ ] Covert Kingmaker: Some in the Yak Modernist movement have begun to speak privately of a unified Yakyakistan. Such a unified Kingdom would need a King, or at least a leadership figure of some renown capable of uniting the Clans. You could wait for such a figure to arise naturally...or you could seek one out and begin to covertly "groom them" for leadership. Whether they'll be made aware of such grooming is still up for debate. Cost: 300. Time: One Year. Reward: Potential Yak Unifier Identified, New Actions Unlocked. Chance of Success: 70%
[ ] Putting Out Feelers: The Broken Horns are sitting on a literal mountain of Orichalcum, one they've denied any knowledge of. While they lack the capacity to mine and smelt it, you don't like the idea of such a strategically important resource being in the possession of a Clan with mysterious motivations. Truthfully, you just don't like the fact that you don't have access to it. You could wait for the Yaks to unify themselves and then negotiate with the new leadership, but that's a risk you might not want to take. Ravenburg has raised a potential solution to this problem: organize a coup. Surely there is an ambitious young Yak within the Broken Horns willing to overthrow the clan's Elder Council...several such individuals are known to exist within the local group of modernists. Such a aspiring leader would likely be amicable to allowing Imperial access to the Orichalcum deposits in exchange for support and recognition. Of course, you'll have to find such a Yak before you can even think of going through with this, provided you do actually want to go through with this. Cost: 300. Time: One Year. Reward: Identify potential Broken Horn Coup leader. Chance of Success: 60%.
[ ] How Do You Do Fellow Pirates?: Libertalia is a hub of criminal activity. Pirate vessels, smuggler's boats and slave barges come and go on an almost daily basis. It has no government or central authority, an anarchic territory divided amongst numerous gangs and criminal syndicates. It is the place where every outlaw goes when they need to disappear, where anything can be bought and sold for the right price. In other words, it's the perfect place for infiltration. Ravenburg is practically salivating at the thought of how much information could be gathered in such an environment, as well as other covert activities that could be carried out there. It should be child's play to slip a few Diamond Dogs ashore to gather information and report back on what they find. Cost: 400. Time: One Year. Reward: Additional Information on Libertalia, New Actions Unlocked. Chance of Success: 75%
[ ] Ministry of Information: He won't say it, or let it show to anyone, but Ravenburg is having difficulty keeping up with the numerous covert activities he's been entrusted with. Between managing your domestic intelligence assets and coordinating actions in multiple foreign nations, he's having a hard time coordinating everything...and his responsibilities are likely to expand further in the near-future. Take some pity on him and establish a dedicated government bureaucracy for managing your numerous intelligence assets. Cost: 600. Time: One Year. Reward: Ministry of Information Created, Additional Intrigue Action Per Turn.
[ ] The Good Kind of People Smuggling: Buying your people back from Maretonia was deemed an unacceptable course of action. Still, ensuring the return of your people remains a top priority. Naturally, Ravenburg has a comprehensive plan to do so using his usual brand of stealth and guile. Through a combination of blackmail, bribes, infiltration, and the forging of official documents, your spies will secret away every Imperial Citizen, one by one, out of Maretonia. You'll even be able to grab the few Qilin that were taken! Of course, this plan carries a degree of risk, and even if it goes perfectly the Maretonians are going to notice when all their "rare merchandise" goes missing, but hopefully by the time they realize what's happened they won't be able to do anything about it. Cost: 600. Time: Two Years. Reward: Enslaved Citizens Liberated. Chance of Success: 35%.
[ ] The Indispensables: Ravenburg has also cooperated with Redbeak in drawing up a more...aggressive plan for getting your people back. Put very simply, the plan calls for the creation of a team of highly trained operatives, equally skilled in combat and infiltration, to be inserted into Maretonia to conduct a series of raids against the nobles that are in possession of your people in the interests of rescuing them and escorting them over the border. Unlike the more traditionally covert option, this plan relies less upon stealth, and more upon the assumption that anyone who notices the presence of your agents won't live long enough to tell anyone. If all goes well, the attacks will be blamed on bandits, rogue mercenaries, rival nobles, or any other group within Maretonia, rather than you. Of course, should anything go wrong, not only will your people be captured or killed, but you will almost certainly be at war with Maretonia...and since you technically will have engaged in hostilities first, Neighpon will not be obligated to come to your defense (though this doesn't mean they won't). Still, it may be worth the risk. Cost: 800. Time: One Year. Reward: Enslaved Citizens Rescued, Chaos in Maretonia, Chance to Inflame Tensions. Chance of Success: 40%
[ ] Bringing People Together: Ambrosia and her fellow abolitionists are an invaluable intelligence asset. As natives of Maretonia, they know and can do things you and your agents can't. That said, they're not very organized, being divided into dozens of small groups scattered across Maretonia operating more or less independently of each other. Many such groups aren't even aware of each other's existence! If the abolitionists are going to be of any real help to you, you're going to have to rally them together into a semblance of organization. Cost: 500. Time: One Year. Reward: Abolitionists Organized, New Actions Unlocked, Increased Chance of Success for Slave Liberation Actions. Chance of Success: 70%.
[ ] Calming Things Down: The Maretonian political scene is getting pretty tense. The nobility and the monarchy are increasingly at odds with each other, and there's no sign that things are going to calm down anytime soon. While you ordinarily wouldn't care too much, a potential civil war in a nation right on your border doesn't seem like the sort of thing you should allow to happen. In addition, a lessening of tensions between the two factions might allow a peaceful solution to the hostage crisis. Of course, if your machinations are discovered, the anger of both parties may shift to you, though you can't imagine they'd get too mad about someone trying to prevent a war. Cost: 500. Time: One Year. Reward: Lessened Tensions between Maretonian Political Factions, Potential to Peacefully Resolve the Hostage Crisis. Chance of Success: 30%
[ ] Throwing a Match on the Pile: Alternatively, perhaps you want to incite an internal conflict within Maretonia. Such a conflagration would provide a cover for any covert activities, and may make it easier to rescue your people from under the noses of your slaveholding neighbors, as well as weakening a potential rival for dominance in the region. With the current situation within their borders, it should be a simple matter to fan the flames of strife. Of course, should you fail and be discovered, both sides may just unite against their new common enemy. Cost: 500. Time: One Year. Reward: Increased Tensions between Maretonian Political Factions, Potential to Incite a Civil War. Chance of Success: 40%
Personal: You refuse to let your duties as Emperor take up every moment of your day. (Two Actions per Turn)
[ ] 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.
[ ] Imperial Priority: Sometimes you need something done as quickly as possible, regardless of the cost. In such times, you can authorize and oversee the judicious and generous application of funds to speed things along. If necessary, you can reduce the duration of a select action by one year at the cost of a personal action and doubling the per-turn financial cost of the action. The chances of success for said action will remain the same.
[ ] Creative Accounting: Even for an Empire as prosperous as yours, money can be tight. Balancing the budget can be a difficult task at the best of times, but your prior experience as a Merchant has taught you many financial "magic tricks". Taking some time out of your busy schedule to squeeze a few extra coins out of the bureaucracy could be the difference between staying in the black and dipping into your reserve funds. Cost: 0. Time: One Year. Reward: One Small Lump-Sum of Funds. Chance of Success: 60%
[ ] Getting to Know You: Gawain has made some very interesting friends. You're relieved to see him getting along with kids his own age, though you do wonder what he gets up to with them. Cost: 0. Time: One Year. Reward: Gawain Improves Relationship with a Friend, May Lead to Further Developments and Benefits Down the Road.
—[ ] Isabelle Brissette: Brochard's Niece is not what you'd expected...then again you're not really sure what you'd have expected her to be like. You're proud of your son for looking beyond her family's past. Hopefully he can help her come out of her she'll a bit.
—[ ] Ki Seong: The Cultured Qilin is exactly what you'd expect the daughter of Neighponese Nobility to be...and that might actually be a problem. Gawain tells you she likely feels pressured by the expectations of society and her family to hold herself to a high standard at all times. Hopefully he can convince her to let her hair down around him.
—[ ] Sebastian Rainfeather: The shy young Gryph reminds you a bit of Gawain when he was younger and less sure of himself...you can see why Gawain sought to take him under his wing. He shares your son's passion for chess, and practically worships Archimedes...you wonder how he'll turn out in the future.
There will be a twelve hour moratorium to allow for discussion and plan-building. Feel free to ask me any necessary questions.
Wasn't too sure about a couple of these actions (or lack of others). Let me know what you think, or if you reckon there should be others.
Both Maretonia and Yakyakistan are experiencing some level of internal strife. Combine that with the hostage crisis in the former and the presence of Orichalcum in the latter, and it's a tricky situation you find yourselves in. Combine that with the still-ongoing campaign against the beasts within your borders, the continued existence of the den of outlaws and scoundrels known as Libertalia, and the need to see to the continued recovery of the Crystal Protectorate, and you and your council have your talons, and schedules, full.
"Still", you muse, taking a sip from your cup, "we all knew there would be days like this when we took the job."
You shuffle the papers on your desk, considering the information before you even as another part of your mind begins to drift to thoughts of your family. Pearl was finally starting to settle in to her newfound role as a princess, albeit nervously and with the continual support of you, her mother and her siblings. Gwyndlyn was keeping up in her correspondence with Kōryū, and you'd somehow managed to keep your promise to yourself to not violate her privacy by reading the letters that passed in and out of the palace. Gilda was keeping up with her studies, Gabriella was the same gruff but beautiful Griffon you'd married, and Gawain had finally found himself some true friends. You couldn't have been more proud of your family.
With a slight smile and a more contented sigh, you return your attentions to the parchment before you. You honestly have no idea how you'd make it through your day without the through of your loved ones to keep you going.
Martial: The dual revelations of Maretonia and Libertalia have whipped Redbeak into a frenzy of activity as he draws up plans for military actions both offensive and defensive in nature. Unfortunately, most of your defensive assets are tied up in the massive purge of your territory's internal threats, leaving you presently incapable of acting on these plans. (Two Actions per Turn) Two Actions Locked
-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 your 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 Actions Unlocked. Will Finish This Turn
-Ships of the Line: With the new cannon armed Carracks available for construction, its time to start building them and putting them into service. While more expensive and difficult to build than their predecessors, they are expected to be supremely effective in naval combat. Put the foundries and shipyards to work building some of these new vessels to reinforce the Imperial Navy. Time: Two Years. Cost: 1000. Reward: +15 Warships (Carracks) added to Imperial Navy. Will Finish This Turn
[ ] The West Wall-Watchtowers: You have neighbors to your West. Large, strong, and surprisingly fast neighbors that are used to living off the land and crossing great distances in a relatively short period of time. They don't seem hostile at the moment, but it couldn't hurt to take precautions. The Black Cliffs of Aquileia serve as a natural barrier, but one that could be crossed by the Yaks (or another foe) if they really wanted to. It only makes sense to fortify this barrier and make it more difficult for any Yak raiders or warbands to cross into your core territory. You can start with some watchtowers. These small posts won't be able to prevent any sizable force from crossing the border, but their vigil will prevent a surprise attack and give you some warning in the event of a hostile mountain crossing. Cost: 1000. Time: Two Years. Reward: Western Border Watchtowers built, removes possibility of surprise attacks, may discourage raids into core territory.
[ ] And Push It Somewhere Else!: One particularly eccentric military engineer has proposed an unusual solution to the problem of fortifying the Maretonian border region. Rather than mothball the already existing fortifications in the Peregrine mountains and build new ones from scratch, he proposes disassembling the existing defense infrastructure, transporting it across the Protectorate, and reassembling it along the new border. The craziest part of the whole thing is that, after running the numbers and performing some small-scale simulations to test the plan's feasibility, it appears that not only is the idea possible, it would actually be cheaper and faster than the alternative! An...unusual solution, but if it works, it works. Cost: 1500. Time: Three Years. Reward: Peregrine Line "Relocated" to Maretonian Border.
[ ] Knights of the Frontier: With the settlement and rapid expansion of the frontier territories, now dubbed Kestrella, some have begun to call for the establishment of a new Knightly Order to serve as the guardians of the new province, small and relatively underdeveloped as it is now. Though the war against Sombra has depleted both the fighting age population and the public's appetite for conflict, there is never any shortage of Griffons willing and eager to join an esteemed Knightly Order. Construct a suitable citadel and begin the search for any aspiring Knights. Cost: 400. Time: Two Years. Reward: New Knightly Order Established to guard the Western Frontier.
[ ] Black Knights: The Orichalcum/Steel Alloy, now dubbed Black Steel, has many of the benefits of Orichalcum at a fraction of the cost. Despite this, it is still a resource that must be carefully husbanded, and reserved for use by elite units. Elite units like the Knights of the Inner Circle. Have them equipped with weapons forged of the new alloy, that they may serve the Empire more effectively. Cost: 800. Time: One Year. Reward: Knights of the Inner Circle equipped with Black Steel weapons.
[ ] Dog Knights: The idea of inducting Diamond Dogs into the Imperial Knightly Orders is not a new one, but it is only recently, after tales of the bravery of canine volunteers during the Winter War began to spread throughout the Empire, that the idea has begun to be seriously considered at the highest echelons of power. It is not a simple thing to do. Specialized equipment will have to be provided, unique tactics will have to be developed, and several Knight Citadels will require modifications to accommodate the differing physiology of the Dogs. Still, it may be worth it to have a larger pool of recruits to draw new Knights from. Cost: 600. Time: One Year. Reward: Diamond Dog Knights.
[ ] Crystal Knights: The recent revelations regarding a slave-holding state just South of the Crystal Protectorate's borders have led to a marked upswing in the militancy of its inhabitants. Several prominent Crystal Ponies have begun to call for the establishment of a formal military of their own, in addition to the already existing militias. Several members of the Crystal Assembly have signed a petition forwarded to you, requesting the resources and expertise required to establish a homegrown Knightly Order to serve as the protectors of their lands. As with the establishment of any Knightly Order, such an endeavor will be expensive, but worth it to ensure the protection of your latest group of subjects. Cost: 400. Time: Two Years. Reward: Establishment of Crystal Knightly Order.
[ ] Cautious Curiosity: While the now-infamous expedition that discovered Sombra has caused some to question the wisdom of venturing beyond the Empire's borders, you feel that such things are a necessity. Without such scouting missions you would have never encountered the Yaks or the Neighponese, who are now your trading partners and steadfast allies. And as some of the more pessimistic have said: "better our scouts meet them than their invasion force meet us." Cost: 200. Time: Variable. Reward: Knowledge of Distant Lands.
—[ ] Far West: The Yaks can't tell you anything about what lies beyond their lands, aside from the fact that they know such lands exist. Prior to meeting you and Sombra they never had any reason to wonder about the lands beyond their steppe. Now you have a chance to satisfy both their curiosity and your own.
—[ ] Far East: On rare occasions, wreckage of ships unknown to the Qilin will wash up on the shores of Neighpon, evidence of lands and peoples beyond their own. Koryū has been pondering sending out a scouting party of his own in the near future. You're sure he wouldn't mind if some of your vessels accompanied his.
—[ ] South West: Neither the Yaks nor the Crystal Ponies know anything about the territory between them, save a few frustratingly vague prophecies from the Yak Shamans about a "land of lakes". Only one way to see if the seers are accurate.
Diplomacy: The failure to resolve the Maretonian hostage crisis last year has left Elva in a bit of a funk. You think she holds herself somewhat responsible for the breakdown of negotiations, and no amount of reassurances or logical counter arguments can change her mind. As a consequence, she's focused on seeking out other ways to get your people back, in between the handling of your other foreign commitments. (Two Actions per Turn) One Action Locked
-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. Will Finish This Turn
[ ] Immigration Campaign: The addition of Magical Advisors to your court, and the memory of how much the integration of the Diamond Dogs improved your Kingdom, has led some to propose the idea of advertising abroad for immigrants, from both Neighpon and Yakyakistan. You're not sure how many takers you'll get, but it can't hurt to try. Cost: 200. Time: One Year. Reward: Yak/Neighponese Immigrants. Chance of Success: 60%
[ ] Gaze upon the mists of Fate: The seers and shamans of Yakyakistan have been a subject of interest to you ever since you learned that they had warned their people of the threat of Sombra long before encountering him themselves. In a way, they were partially responsible for your victory at the battle of Redstone, as well as your ensuing positive relationship with the Yak Clans. With the threat of Sombra now extinguished, you find yourself wondering what else these mystics may know...and if they might be willing to share this information with you. There's no harm in asking, right? Cost: 200. Time: One Year. Reward: Chance to gain information from Yak Seers. Chance of Success: 60%.
[ ] Calling the Old Yaks Out: The Broken Horns are sitting on a large deposit of Orichalcum, one that they've repeatedly denied all knowledge of. Despite their inability to make use of it themselves, they seem determined to hold onto it. You don't know what their game is, but you know that the other Yak clans are unlikely to approve of their behavior. Confronting the Broken Horns and their rival clans with evidence of their misdirection is the first move in a diplomatic game with the Orichalcum as the prize. This plan will of course have the downside of letting everyone know about the valuable mineral lying basically unguarded, and there's no guarantee the Yaks will respond as you hope they will. You did send spies into their country to get such evidence after all. Cost: 300. Time: One Year. Reward: Broken Horns publicly confronted with evidence of their deception, other Yak Clans alerted to potential power-play. Further Diplomatic Actions Available. Chance of Success: 55%
[ ] You Stop That!: Libertalia is, by all accounts, a den of scum and villainy, a haven for every outlaw, pirate and smuggler this side of the Ocean. Some of it's inhabitants have already raided your trade routes, kidnapped your people and sold them into slavery. You'd be well within your rights to raze the entire island to ashes. But such an endeavor would be as expensive as it would be dangerous. Pirates may be vicious, but they aren't stupid. They know they can't stand against a large, organized navy. Perhaps they can be...persuaded...to stop raiding your ships? Cost: 400. Time: One Year. Reward: Libertalia momentarily pacified, Additional Options Unlocked. Chance of Success: 60%.
[ ] High-Level Talks: First contact with Maretonia didn't go very well, but a diplomatic solution is not yet completely off the table. From what little you've seen or been able to infer, Queen Mareia is at least somewhat reasonable, and actually seems to desire a quick and peaceful resolution of this crisis. It's the nobility below her that are stymying things and refusing to give up your people, even seeking to sabotage relations between you to further their own ends. While it may be premature, perhaps even dangerous at this juncture, it may be prudent to see if you can negotiate with the Queen face to face. A meeting of monarchs, with no intermediaries to twist words or chances for things to get lost in translation. Naturally, such an action may be seen as controversial by your own people, and even if Mareia agrees to meet with you under suitable conditions, there's no guarantee that anything will actually come of such an encounter. Still, it may be worth a shot to clear the air and ensure you're both on the same page regarding your intentions towards each other. Cost: 500. Time: Two Years. Reward: Face-to-Face meeting with Queen Mareia, Chance to Normalize Relations with Maretonia. Possibility to Unlock New Actions, Gain Information. Chance of Success: 40%
[ ] Gunboat Diplomacy: Apparently your delegations' show of covert prowess was not sufficient to convince the Maretonians to take your veiled threats seriously. Perhaps it's time for a less subtle threat? Sail a fleet of warships along the coast of Maretonia as a show of force, then reiterate your request for the return of your people. Perhaps that will encourage them to reconsider their position? Elva cautions you that this move has the potential to accidentally spark a conflict, and even if it works the Maretonians aren't going to take very kindly to it. Cost: 600. Time: One Year. Reward: Maretonia Reconsiders. Chance of Success: 30% (Critical Failure Leads to War)
Stewardship: Frida is still feeling the effects of the hangover from the Crystal Liberation celebration. Apparently, being so beloved by the Crystal Ponies that she never needs to buy her own drinks has a bit of a downside. Despite this, she retains her usual work ethic and effectiveness, striving to ensure the prosperity of the Empire. (Two Actions Per Turn)
[ ] Neighponese Seed Drills: An invention from the East has been seeing slow but steady adoption amongst your farmers. The Neighponese call it a seed drill, a device that sows seeds for planting at regular depth and intervals with minimal effort on the farmer's part. A few larger farms have already built or purchased their own, but most Imperial farms remain without them. Subsidize the purchase of these new devises and ensure they are widely adopted by the Empire's agricultural base. Cost: 400. Time: One Year. Reward: Increased Farming Income.
[ ] Western Lumberjacks: The woods of the Western Frontier (now dubbed Kestrella), while not quite as expansive and vast as the forests of the Imperial heartland, are still a potential resource and an ample supply of raw timber. Subsidize the establishment of logging camps and lumber mills in the newly settled territory. Cost: 400. Time: One Year. Reward: Increased Logging Income.
[ ] Cloth Mills: While sufficient Flax has been planted to allow for textile production, and a significant cottage industry has already sprung up to exploit this, you're far from rivaling the Neighponese for textile production. Mass production is the name of the game here: subsidize the construction and start-up costs of some weaving mills and see if you can increase productivity. Cost: 600. Time: One Year. Reward: Industrial Linen Production achieved, Increased Tax Income.
[ ] First Rail: Archimedes's latest invention, this "locomotive", has raised some interesting possibilities for the mass-transit of goods from place to place. Of course, outside of some very limited tests on a small test track in the middle of nowhere, no one has really had the opportunity to put this steel behemoth through its paces as a practical means of transport. Set up a stretch of track between a mining complex and one of your industrial centers and see what the contraption can do. Cost: 700. Time: One Year. Reward: First Rail-Line, Increased Income, New Actions Unlocked.
[ ] Crystalline Investment: The Bronzeclaw Plan turned a bombed-out ruin in the middle of the frozen tundra into a functioning city capable of a degree of self-sustainability and economic prosperity. Yet, the Crystal Protectorate is still underdeveloped, both in terms of infrastructure and economic activity. See about remedying this through a cash infusion and the supplying of a few steam engines to boost their productivity. Cost: 1000. Time: Two Years. Reward: Increased Tax Income, Crystal Protectorate Becomes More Developed.
[ ] Skill-Training Program: Your Southern protectorate, while showing steady economic growth, is hitting a bit of a roadblock in the form of a lack of skilled workers. While they have no shortage of able-bodies to form a pool of laborers, when it comes to artisans and specialized vocations they don't have many to go around. While they've managed to supplement their native talent with hired Imperial experts, this isn't a good long-term solution. Have Frida coordinate with Ivory Rook and the Crystal Assembly to set up some impromptu schools and vocational training classes to resolve the Crystal Ponies' skilled labor shortage. Cost: 500. Time: One Year. Reward: Slightly Increased Tax Income, Crystal Protectorate no longer dependent on Imperial Expertise.
Learning: Archimedes and Genevieve continue their work as the Empire's top scholars, Archimedes focusing on improvements to the Imperial War Machine while Genevieve focuses on more Domestic improvements. This does not mean that the two do not collaborate and share information, merely that the two Griffons divide the work between them. They are further joined by the Neighponese trio, the Magical Experts you convinced to work for you. (Two Actions per Turn) One Action Locked
-Open Hearth Furnaces: While Genevieve's blast furnaces have revolutionized the field of metallurgy, the scholarly griffoness has been refining her design, incorporating lessons learned from the process, and claims to have an idea for an improved version capable of producing stronger steel in larger batches more efficiently. Naturally she's going to need funds and time in order to see about installing these improvements to the existing metalworking infrastructure. Cost: 800. Time: Two Years. Reward: Increased Tax Income, Decreased Army Recruitment Costs. Will Finish This Turn
[ ] Flying without Wings: The fragment of the ancient design you found, while sparse on details due to its decay, has given both of your scientific advisors ideas. Big, big ideas. Of course, in order to make those ideas reality they'll need equally big amounts of funding and time. Just for starters they're going to have to figure out whether they can even build such a contraption with the materials they have available, and what other steps will need to be accomplished before they can even start to build this "flying machine". Cost: 200. Time: One Year. Reward: Viability of Airships explored, additional Learning Actions Unlocked.
[ ] Sugar Beets: Among the numerous crops that have been introduced to the Empire as a result of trade with Neighpon, Sugarcane has been one of the most sought after, particularly due to its inability to be farmed on the mainland. However, Genevieve claims to have an idea. By selectively breeding a particular species of root vegetable for increased production of Sucrose (the thing that gives Sugarcane its distinctively sweet taste), she believes it to be possible to engineer a hardier alternative to sugarcane that can be grown domestically. This will of course take a while to do. Cost: 200. Time: Two Years. Reward: Sugar Beets acquired, new Learning and Stewardship Actions Unlocked.
[ ] 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.
[ ] Canned Foodstuffs: Archimedes has been collaborating with Redbeak in hopes of easing the military's logistical burdens. To this end, your chief scholar has devised a method of reliably preserving large amounts of food. By placing foodstuffs in sealed, airtight cans of tinned iron, the shelf life and portability of food can be greatly increased, ensuring that armies on campaign will not need to worry about spoilage. Small scale tests have already proven the theory behind the idea, but in order to be practical a cannery will have to be established to mass produce the canned goods your military will require. Cost: 400. Time: One Year. Reward: Decreased Military Upkeep, Additional Actions Unlocked.
[ ] A Different Kind of Mortar: The prospect of war with Maretonia has raised numerous concerns amongst the military. Your cannons, while effective at targeting enemies and destroying unreinforced architecture, may not be as effective against the enchanted walls and fortifications of Maretonia. Archimedes has proposed a potential solution: a weapon similar to a cannon, designed to lob projectiles over walls and other obstructions. While these weapons are unlikely to be as useful against mobile targets, they may prove a decisive advantage in siege warfare. Give Archimedes the go-ahead to try and build a few of these new weapons. Cost: 600. Time: One Year. Reward: Mortar Artillery Developed.
[ ] Crystal University: Now that the Crystal City is no longer a bombed-out ruin, your scholars are chomping at the bit to establish a center of learning and scholarship to facilitate study of the inhabitants' unique magic, as well as that of the Crystal Heart. Naturally, the establishment of such an institution will not be fast or cheap, but the potential future benefits more than outweigh the immediate costs. Cost: 800. Time: Two Years. Reward: Crystal University Constructed, New Learning Actions Unlocked.
Intrigue: Ravenburg's intelligence coup the previous year succeeded in bringing the Maretonians to the negotiating table, though there was little he could do to prevent the failure of the talks. Naturally, before Olive Branch had even left the capital, your spymaster had already begun drawing up more...underhanded means of liberating your enslaved citizens. (One Action Per Turn)
[ ] Covert Kingmaker: Some in the Yak Modernist movement have begun to speak privately of a unified Yakyakistan. Such a unified Kingdom would need a King, or at least a leadership figure of some renown capable of uniting the Clans. You could wait for such a figure to arise naturally...or you could seek one out and begin to covertly "groom them" for leadership. Whether they'll be made aware of such grooming is still up for debate. Cost: 300. Time: One Year. Reward: Potential Yak Unifier Identified, New Actions Unlocked. Chance of Success: 70%
[ ] Putting Out Feelers: The Broken Horns are sitting on a literal mountain of Orichalcum, one they've denied any knowledge of. While they lack the capacity to mine and smelt it, you don't like the idea of such a strategically important resource being in the possession of a Clan with mysterious motivations. Truthfully, you just don't like the fact that you don't have access to it. You could wait for the Yaks to unify themselves and then negotiate with the new leadership, but that's a risk you might not want to take. Ravenburg has raised a potential solution to this problem: organize a coup. Surely there is an ambitious young Yak within the Broken Horns willing to overthrow the clan's Elder Council...several such individuals are known to exist within the local group of modernists. Such a aspiring leader would likely be amicable to allowing Imperial access to the Orichalcum deposits in exchange for support and recognition. Of course, you'll have to find such a Yak before you can even think of going through with this, provided you do actually want to go through with this. Cost: 300. Time: One Year. Reward: Identify potential Broken Horn Coup leader. Chance of Success: 60%.
[ ] How Do You Do Fellow Pirates?: Libertalia is a hub of criminal activity. Pirate vessels, smuggler's boats and slave barges come and go on an almost daily basis. It has no government or central authority, an anarchic territory divided amongst numerous gangs and criminal syndicates. It is the place where every outlaw goes when they need to disappear, where anything can be bought and sold for the right price. In other words, it's the perfect place for infiltration. Ravenburg is practically salivating at the thought of how much information could be gathered in such an environment, as well as other covert activities that could be carried out there. It should be child's play to slip a few Diamond Dogs ashore to gather information and report back on what they find. Cost: 400. Time: One Year. Reward: Additional Information on Libertalia, New Actions Unlocked. Chance of Success: 75%
[ ] Ministry of Information: He won't say it, or let it show to anyone, but Ravenburg is having difficulty keeping up with the numerous covert activities he's been entrusted with. Between managing your domestic intelligence assets and coordinating actions in multiple foreign nations, he's having a hard time coordinating everything...and his responsibilities are likely to expand further in the near-future. Take some pity on him and establish a dedicated government bureaucracy for managing your numerous intelligence assets. Cost: 600. Time: One Year. Reward: Ministry of Information Created, Additional Intrigue Action Per Turn.
[ ] The Good Kind of People Smuggling: Buying your people back from Maretonia was deemed an unacceptable course of action. Still, ensuring the return of your people remains a top priority. Naturally, Ravenburg has a comprehensive plan to do so using his usual brand of stealth and guile. Through a combination of blackmail, bribes, infiltration, and the forging of official documents, your spies will secret away every Imperial Citizen, one by one, out of Maretonia. You'll even be able to grab the few Qilin that were taken! Of course, this plan carries a degree of risk, and even if it goes perfectly the Maretonians are going to notice when all their "rare merchandise" goes missing, but hopefully by the time they realize what's happened they won't be able to do anything about it. Cost: 600. Time: Two Years. Reward: Enslaved Citizens Liberated. Chance of Success: 35%.
[ ] The Indispensables: Ravenburg has also cooperated with Redbeak in drawing up a more...aggressive plan for getting your people back. Put very simply, the plan calls for the creation of a team of highly trained operatives, equally skilled in combat and infiltration, to be inserted into Maretonia to conduct a series of raids against the nobles that are in possession of your people in the interests of rescuing them and escorting them over the border. Unlike the more traditionally covert option, this plan relies less upon stealth, and more upon the assumption that anyone who notices the presence of your agents won't live long enough to tell anyone. If all goes well, the attacks will be blamed on bandits, rogue mercenaries, rival nobles, or any other group within Maretonia, rather than you. Of course, should anything go wrong, not only will your people be captured or killed, but you will almost certainly be at war with Maretonia...and since you technically will have engaged in hostilities first, Neighpon will not be obligated to come to your defense (though this doesn't mean they won't). Still, it may be worth the risk. Cost: 800. Time: One Year. Reward: Enslaved Citizens Rescued, Chaos in Maretonia, Chance to Inflame Tensions. Chance of Success: 40%
[ ] Bringing People Together: Ambrosia and her fellow abolitionists are an invaluable intelligence asset. As natives of Maretonia, they know and can do things you and your agents can't. That said, they're not very organized, being divided into dozens of small groups scattered across Maretonia operating more or less independently of each other. Many such groups aren't even aware of each other's existence! If the abolitionists are going to be of any real help to you, you're going to have to rally them together into a semblance of organization. Cost: 500. Time: One Year. Reward: Abolitionists Organized, New Actions Unlocked, Increased Chance of Success for Slave Liberation Actions. Chance of Success: 70%.
[ ] Calming Things Down: The Maretonian political scene is getting pretty tense. The nobility and the monarchy are increasingly at odds with each other, and there's no sign that things are going to calm down anytime soon. While you ordinarily wouldn't care too much, a potential civil war in a nation right on your border doesn't seem like the sort of thing you should allow to happen. In addition, a lessening of tensions between the two factions might allow a peaceful solution to the hostage crisis. Of course, if your machinations are discovered, the anger of both parties may shift to you, though you can't imagine they'd get too mad about someone trying to prevent a war. Cost: 500. Time: One Year. Reward: Lessened Tensions between Maretonian Political Factions, Potential to Peacefully Resolve the Hostage Crisis. Chance of Success: 30%
[ ] Throwing a Match on the Pile: Alternatively, perhaps you want to incite an internal conflict within Maretonia. Such a conflagration would provide a cover for any covert activities, and may make it easier to rescue your people from under the noses of your slaveholding neighbors, as well as weakening a potential rival for dominance in the region. With the current situation within their borders, it should be a simple matter to fan the flames of strife. Of course, should you fail and be discovered, both sides may just unite against their new common enemy. Cost: 500. Time: One Year. Reward: Increased Tensions between Maretonian Political Factions, Potential to Incite a Civil War. Chance of Success: 40%
Personal: You refuse to let your duties as Emperor take up every moment of your day. (Two Actions per Turn)
[ ] 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.
[ ] Imperial Priority: Sometimes you need something done as quickly as possible, regardless of the cost. In such times, you can authorize and oversee the judicious and generous application of funds to speed things along. If necessary, you can reduce the duration of a select action by one year at the cost of a personal action and doubling the per-turn financial cost of the action. The chances of success for said action will remain the same.
[ ] Creative Accounting: Even for an Empire as prosperous as yours, money can be tight. Balancing the budget can be a difficult task at the best of times, but your prior experience as a Merchant has taught you many financial "magic tricks". Taking some time out of your busy schedule to squeeze a few extra coins out of the bureaucracy could be the difference between staying in the black and dipping into your reserve funds. Cost: 0. Time: One Year. Reward: One Small Lump-Sum of Funds. Chance of Success: 60%
[ ] Getting to Know You: Gawain has made some very interesting friends. You're relieved to see him getting along with kids his own age, though you do wonder what he gets up to with them. Cost: 0. Time: One Year. Reward: Gawain Improves Relationship with a Friend, May Lead to Further Developments and Benefits Down the Road.
—[ ] Isabelle Brissette: Brochard's Niece is not what you'd expected...then again you're not really sure what you'd have expected her to be like. You're proud of your son for looking beyond her family's past. Hopefully he can help her come out of her she'll a bit.
—[ ] Ki Seong: The Cultured Qilin is exactly what you'd expect the daughter of Neighponese Nobility to be...and that might actually be a problem. Gawain tells you she likely feels pressured by the expectations of society and her family to hold herself to a high standard at all times. Hopefully he can convince her to let her hair down around him.
—[ ] Sebastian Rainfeather: The shy young Gryph reminds you a bit of Gawain when he was younger and less sure of himself...you can see why Gawain sought to take him under his wing. He shares your son's passion for chess, and practically worships Archimedes...you wonder how he'll turn out in the future.
There will be a twelve hour moratorium to allow for discussion and plan-building. Feel free to ask me any necessary questions.
Wasn't too sure about a couple of these actions (or lack of others). Let me know what you think, or if you reckon there should be others.
Last edited: