My concern is the part where we'd be the ones inciting war for once.

Ideally, we go after the slavers and then work to disrupt things when we actually have a foundation set. We can run intelligence missions, find out their strength and weaknesses, perhaps cause sabotage or something, work to improve our military and technology and then declare casus belli.

Unlike the other times, this one, we shouldn't really be in a rush...
 
Unlike the other times, this one, we shouldn't really be in a rush...
Yeah no rush, just some of our citizens suffering under slavery after being kidnapped by pirates. :VMorally, the longer we take the more our people will grow displeased.
 
Yeah no rush, just some of our citizens suffering under slavery after being kidnapped by pirates. :VMorally, the longer we take the more our people will grow displeased.
Yeah, really need to set the gorundwork for playing a game of shadows with maretonia while being more upfront with libertaria.

[] Plan: A Ministry of Spies & There's No Time Like Overtime
-[] The Great Hunt: Time: Three Years. Cost: 1500. Reward: Imperial Lands Purged of Monsters and Bandits, New Actions Unlocked. Will Finish This Turn
-[] Ships of the Line: Time: Two Years. Cost: 1000. Reward: +15 Warships (Carracks) added to Imperial Navy. Will Finish This Turn
-[] A Guiding Talon: Time: Two Years. Cost: 800. Reward: Griffons assist Yak modernization efforts, Increased Gryphus-Yak Relations. Will Finish This Turn
-[] Gaze upon the mists of Fate: Cost: 200. Time: One Year. Reward: Chance to gain information from Yak Seers. Chance of Success: 60%.
-[] First Rail: Cost: 700. Time: One Year. Reward: First Rail-Line, Increased Income, New Actions Unlocked.
-[] Crystalline Investment: Cost: 1000. Time: Two Years. Reward: Increased Tax Income, Crystal Protectorate Becomes More Developed.
-[] Open Hearth Furnaces: Cost: 800. Time: Two Years. Reward: Increased Tax Income, Decreased Army Recruitment Costs. Will Finish This Turn
-[] Crystal University: Cost: 800. Time: Two Years. Reward: Crystal University Constructed, New Learning Actions Unlocked.
-[] How Do You Do Fellow Pirates?: Cost: 400. Time: One Year. Reward: Additional Information on Libertalia, New Actions Unlocked. Chance of Success: 75%
-[] Overtime: Ministry of Information: Cost: 600. Time: One Year. Reward: Ministry of Information Created, Additional Intrigue Action Per Turn.
-[] Overtime: Bringing People Together: Cost: 500. Time: One Year. Reward: Abolitionists Organized, New Actions Unlocked, Increased Chance of Success for Slave Liberation Actions. Chance of Success: 70%.

Currently leaning toward this plan myself, which I already mentioned, but doesn't quite do enough on the dip side. mentioned I might just take it and modify it to have a different action, since gazing into the mists of fate isn't as high a priority as getting an audience with the queen or telling the slavers to stop raiding. Maybe even crystal university for canned goods, but both are pretty decent. Depends on if we want to bolster our current army or try to get a handle on magic.
 
Yeah no rush, just some of our citizens suffering under slavery after being kidnapped by pirates. :VMorally, the longer we take the more our people will grow displeased.

If we do nothing, they will be displeased, yes. If we are running missions and people know that we aren't just sitting on our ass, you'd think they'd be a bit more reasonable about it.

And we're taking direct action against the slavers.

Plus, to be totally honest, we're at 10s across the board in terms of opinions, I think we'll survive losing a couple of points. Sometimes, you just have to make unpopular decisions,as long as the reason is good enough.
 
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Yeah, really need to set the gorundwork for playing a game of shadows with maretonia while being more upfront with libertaria.
Ironic, we would make diplomacy with the outlaws while using underhanded tactics against the sovereign nation!
I like it!
 
Would you like to fabricate a claim on Libertalia?
{X} Yes
{} No
"My liege, my work in Libertalia seems to have come to fruition. By bribing, cajoling, extroting, threatening, and forging documents, I have managed to fabricate a claim on the County of Libertalia presently held by Captain Jack The Sparrow. I leave it up to you whether to use it or not."

Your humble chancellor,
Elva Von Cleef.​
{} Use it!
--Lose 220899.18 gold.
--Lose 200 prestige.
--Garrick gains a claim on the County of Libertalia.
--Captain Jack The Sparrow's opinion of Garrick Golden-Feather changed by -25.
{} Let it go
-- Gain 2 piety.
 
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Would you like to fabricate a claim on Libertalia?
{X} Yes
{} No

This is just a week after I got back to euiv.

If this was that game, I would use that claim as an excuse for dragging in an one of the target's allies, so I can force-vassalize that co-belligerent (since that lets me expand outside of my coring range), and only after that will I annex the original wargoal.
 
This is just a week after I got back to euiv.

If this was that game, I would use that claim as an excuse for dragging in an one of the target's allies, so I can force-vassalize that co-belligerent (since that lets me expand outside of my coring range), and only after that will I annex the original wargoal.
No! You take their land in a bunch of nonsensical lines that block their sea access, and at the same time splits their territories into isolated chunks. Then, when their lands rise in independence revolts,
you can gobble up the newly "independent" nations!
Good thing we don't have too many neighbors and the ones we know of love us. Aggressive expansion will be worth it!


[X] Full Steam Ahead!

Technology for the win!
12 hour moratorium!
So should be open for voting in ~7 hours from now.
Adhoc vote count started by Plausitivity on Jun 24, 2019 at 2:47 AM, finished with 403 posts and 100 votes.

Adhoc vote count started by Plausitivity on Jun 24, 2019 at 2:48 AM, finished with 10813 posts and 1 votes.

 
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hmm..
[ ] High-Level Talks:
while only 40% chance.. it's the only option that feels palatable of the three options dealing with the issue. buying them off is out, as it's just as bad as buying our citizens back in terms of sending a message. Gunboat diplomacy has a worse chance, and I would rather wait till we have out new ships before trying that out.
[ ] First Rail:
Yes.. yes please. reduced internal logistics, potentially setting up a long range line between the our capitol and the protectorates capitol, along with the yaks once they establish one.
[ ] Crystalline Investment:
Of the two options to improve the crystal ponies.. I prefer this one. a bit more expensive, but leaves them dependent on us for technical expertise for a bit longer. next year, defiantly take the skill training program though. especially with...
[ ] Crystal University:
this is a fairly strong pick. a lot of potential long-term benefits, and if we time skill-training program to finish at the same time, there might be syngentric effects..
[ ] Ministry of Information:
more intrigue action is more intrigue action.
 
Yeah no rush, just some of our citizens suffering under slavery after being kidnapped by pirates. :VMorally, the longer we take the more our people will grow displeased.

We all want these people back home as soon as possible, and public pressure is definitely a good thing to keep in mind, but the potential to resolve this issue without war is important to keep in mind, considering we both aren't yet ready to fight and in the short term it's unlikely we can achieve a definitive advantage over our opponent. With our allies, maybe, but we don't know the full extent of Maretonia's allies or power, although we have a fairly good idea.

Although now is definitely the time to start burning omakes if we want to perform some riskier actions.
 
Eh? I'm confused...? What do you mean by this?
From Questor:
Edit: Due to concerns raised regarding the potential "game breaking" nature of Omake bonuses, only two Omake bonuses may be applied Per Action Per Turn.

So looking at the points given to omakes (10-20) basically we can have a max bonus of +20 to +40 to a single action, depending on the omakes?
 
From Questor:
Edit: Due to concerns raised regarding the potential "game breaking" nature of Omake bonuses, only two Omake bonuses may be applied Per Action Per Turn.

So looking at the points given to omakes (10-20) basically we can have a max bonus of +20 to +40 to a single action, depending on the omakes?
pretty much, yup. I have a total of 75 to toss around, but can only give a max of +40 to something. Which is still pretty strong.
 
[ ] The Good Kind of People Smuggling

Kinda wanna choose this and put everything we have at it. Omake bonuses, double overtime and writing more omakes. Really roll the dice.
Not a good idea though. Really want those citizens back. What would the chances be if absolutely everything was thrown at it I wonder?
 
[ ] The Good Kind of People Smuggling

Kinda wanna choose this and put everything we have at it. Omake bonuses, double overtime and writing more omakes. Really roll the dice.
Not a good idea though. Really want those citizens back. What would the chances be if absolutely everything was thrown at it I wonder?
I also really want to do it now, but I'm positive once we get the liberation movement organized, it will be easier to coordinate a rescue effort, thus lowering the DC of it.
 
Calculations for The Good Kind of People Smuggling and The Indispensables success chances:

The Good Kind of People Smuggling (35% + 13 from our Intrigue + 40 from 2 +20 omakes = 88%)

The Indispensables success (40% + 13 from our Intrigue + 40 from 2 +20 omakes = 93%)

I'd say we wait for Bringing People Together to finish first before we try a rescue, as I suspect that Bringing People Together is going to give us another +10 to the liberation actions, which would make The Indispensables an autosuccess and make The Good Kind of People Smuggling have a 98% chance of success.

Also, should we try to fan the flames and start a civil war in Maretonia the same turn we get our slaves out? We would have a 93% chance of success on Throwing a Match on the Pile and it should have synergy with The Indispensables (aka the more violent approach to rescuing our and Neighpon's people) action, which should be either an autosuccess or very close to being one after we take Bringing People Together.
 
ok, first thoughts

1) We're not ready for a war with a nation full of mages. We won't be ready for AT LEAST 3 turns, maybe more. This isn't "zerg rush" Sombra. While they're not likely to be completely unified in purpose, they WILL have good tactics and strategy that will take good advantage of their incredibly

2)With Lisain being able to put up to a +40 (all praise him!), diplomatic talks or intrigue actions seem pretty likely to work. We could even speed up talks with the queen, maybe reach an agreement in just one turn! Once we get our people back we can slowly strenghten the abolitionists so that they can change their country from the inside, hopefully without too much bloodshed.

3)Any plans that doesnt' have the "train" action has no chance to win. That's a fact. :p

I'll go write my usual action analysis (though really, Lisain's said nearly all i wanted to. Mine comes with pretty colors though!)


People, i know you want to go to war to punish the heretics free the slaves, but we're simply not ready.

And for those wanting to incite a civil war...these tend to be the bloodiest kind of war. Also the most likely to end with a war thirsty ruler at the helm (Think Napoleon for example)
 
Calculations for The Good Kind of People Smuggling and The Indispensables success chances:

The Good Kind of People Smuggling (35% + 13 from our Intrigue + 40 from 2 +20 omakes = 88%)

The Indispensables success (40% + 13 from our Intrigue + 40 from 2 +20 omakes = 93%)

I'd say we wait for Bringing People Together to finish first before we try a rescue, as I suspect that Bringing People Together is going to give us another +10 to the liberation actions, which would make The Indispensables an autosuccess and make The Good Kind of People Smuggling have a 98% chance of success.

Also, should we try to fan the flames and start a civil war in Maretonia the same turn we get our slaves out? We would have a 93% chance of success on Throwing a Match on the Pile and it should have synergy with The Indispensables (aka the more violent approach to rescuing our and Neighpon's people) action, which should be either an autosuccess or very close to being one after we take Bringing People Together.
I think that if we flame the civil war's flames, we should be ready to attack Libertania in quick succession. We can't let them endanger our naval supply lines.
 
3)Any plans that doesnt' have the "train" action has no chance to win. That's a fact.
All aboard the train train, next stop, NEVER CAUSE ITS GOT NO BRAKES

And for those wanting to incite a civil war...these tend to be the bloodiest kind of war. Also the most likely to end with a war thirsty ruler at the helm
Winding up with pony robespierre is probably not a good thing, me thinks. You know, just maybe.

On an unrelated note, anyone want to help me write an omake? Currently writing one and could probably finish it on my own, but having someone to bounce ideas off of and to check it would help.
 
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