we might want to consider doing overtime for either the Indispensibles or the good guy of people trafficking.
The success rates are too low, and failure could mean starting a war we aren't quite ready for.
we might want to consider doing overtime for either the Indispensibles or the good guy of people trafficking.
Yeah no rush, just some of our citizens suffering under slavery after being kidnapped by pirates. Morally, the longer we take the more our people will grow displeased.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. Morally, 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.Yeah no rush, just some of our citizens suffering under slavery after being kidnapped by pirates. Morally, the longer we take the more our people will grow displeased.
[] 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%.
Yeah no rush, just some of our citizens suffering under slavery after being kidnapped by pirates. Morally, the longer we take the more our people will grow displeased.
Ironic, we would make diplomacy with the outlaws while using underhanded tactics against the sovereign nation!Yeah, really need to set the gorundwork for playing a game of shadows with maretonia while being more upfront with libertaria.
Would you like to fabricate a claim on Libertalia?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
Would you like to fabricate a claim on Libertalia?
{X} Yes
{} No
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,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.
12 hour moratorium!
Yeah no rush, just some of our citizens suffering under slavery after being kidnapped by pirates. Morally, the longer we take the more our people will grow displeased.
75 points to toss at the ready!Although now is definitely the time to start burning omakes if we want to perform some riskier actions.
Only +15 to plot armor for each action though, right?75 points to toss at the ready!
and probably more to add to that pile soonish.
Eh? I'm confused...? What do you mean by this?
From Questor:
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.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?
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.[ ] 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 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.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.
All aboard the train train, next stop, NEVER CAUSE ITS GOT NO BRAKES3)Any plans that doesnt' have the "train" action has no chance to win. That's a fact.
Winding up with pony robespierre is probably not a good thing, me thinks. You know, just maybe.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