YO HO BITCH! COME ON, WE CAN STILL WIN THIS! <333
Adhoc vote count started by Markala on Aug 28, 2019 at 1:15 PM, finished with 83 posts and 15 votes.

  • [X] Plan Preparing and Delaying the War
    -[X] Dog Knights: Cost: 600. Time: One Year. Reward: Diamond Dog Knights.
    -[X] Elder Statesgryph: Cost: 100. Time: One Year. Reward: Elva Retires, New Diplomacy Advisor, New Actions Unlocked.
    -[X] Ahoy me Buckos!: Cost: 300. Time: One Year. Reward: Diplomatic Relations with Libertalia, Peace Agreement, Further Actions Unlocked. Chance of Success: 70%.
    -[X] Skill-Training Programs: Cost: 500. Time: One Year. Reward: Slightly Increased Tax Income, Crystal Protectorate no longer dependent on Imperial Expertise.
    -[X] Sea Mines: Cost: 500. Time: One Year. Reward: Naval Mines Developed.
    -[X] Crystal Heart Studies: Cost: 300. Time: One Year. Reward: Information on the Crystal Heart, Additional Actions Unlocked.
    -[X] Arming the Abolitionists: Cost: 700. Time: One Year. Reward: Abolitionists gain access to quality weapons and armor. Chance of Success: 60%
    -[X] Stirring up Trouble: Cost: 600. Time: Two Years. Reward: Maretonian nobility discredited/at each other's throats, Abolitionists gain more power and influence, Maretonia becomes less concerned about Gryphus. Chance of Success: 55%
    -[X] Overtime:
    --[X] Flying without Wings: Cost: 200. Time: One Year. Reward: Viability of Airships explored, additional Learning Actions Unlocked.
    -[X] A Question of Faith: Cost: 300. Time: One Year. Reward: Council of Faiths Interlude. Chance to unlock Piety Category.
    -[X] Getting to Know You: Cost: 0. Time: One Year. Reward: Gawain Improves Relationship with a Friend, May Lead to Further Developments and Benefits Down the Road. (Does not cost an Action. May only develop one relationship per Turn)
    --[X] 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 shell a bit.
    [X] Plan: YO HO BITCH
    -[X] Crystal Knights: Cost: 600. Time: Two Years. Reward: Establishment of Crystal Knightly Order. Will Finish This Turn
    -[X] The Hardbeak Line: Cost: 2500. Time: Three Years. Reward: Hardbeak Line Constructed using new fortification techniques. Southern Border Secured.
    -[X] Elder Statesgryph: Cost: 100. Time: One Year. Reward: Elva Retires, New Diplomacy Advisor, New Actions Unlocked.
    -[X] Ahoy me Buckos!: Cost: 300. Time: One Year. Reward: Diplomatic Relations with Libertalia, Peace Agreement, Further Actions Unlocked. Chance of Success: 70%.
    -[X] The Crystal Line: Cost: 800. Time: Two Years. Reward: Rail Line connecting Crystal City and Central Gryphus. Increased Income, New Actions Unlocked. Will Finish This Turn.
    -[X] RailNetwork: Cost: 1500. Time: Four Years. Reward: National Freight Railway Network Constructed. Increased Tax Income. New Options Unlocked.
    -[X] Sea Mines: Cost: 500. Time: One Year. Reward: Naval Mines Developed.
    -[X] Crystal Heart Studies: Cost: 300. Time: One Year. Reward: Information on the Crystal Heart, Additional Actions Unlocked.
    -[X] Arming the Abolitionists: Cost: 700. Time: One Year. Reward: Abolitionists gain access to quality weapons and armor. Chance of Success: 60%
    -[X] Hoofbeard's Heist: Cost: 1000. Time: Two Years (Cannot be hastened by Imperial Priority). Reward: Maretonian Nobility's Finances Ruined, Maretonia loses face with Trade Partner, Libertalia becomes more prosperous and less dependent on Crime to fuel its economy, Hoofbeard gains more influence and power in Libertalia. Chance of Success: 40% (Roll to be made at conclusion of Action)
    -[X] Overtime: Dog Knights: Cost: 600. Time: One Year. Reward: Diamond Dog Knights.
    -[X] A Question of Faith: Cost: 300. Time: One Year. Reward: Council of Faiths Interlude. Chance to unlock Piety Category.
    -[X] Getting to Know You: Cost: 0. Time: One Year. Reward: Gawain Improves Relationship with a Friend, May Lead to Further Developments and Benefits Down the Road. (Does not cost an Action. May only develop one relationship per Turn)
    —[X] 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.
    [X] Plan Enjoy The Peace While We Can
    [X] Plan: YO HO, A Peaceful Compromise!
 
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When we're on defense we can put our cannons on top of the walls, or even have small holes in the walls through which the cannons can shoot.

They seem to me to be more usefull on offensive sieges, being able to bypass the walls entirely.
Hey nothings more terrifying then random projectiles falling out of the sky from seemingly nowhere ;)
That and it would be hard for our enemies to know where they are since they can fire over our walls and hit any units trying to siege us.
 
I'm hoping that in future turns we get the options to perhaps integrate out newly freed Population of Pegasi/Unicorn/Earth Pony citizens (the ones that didn't go live in the Crystal Protectorate) into our tech base. That would be a great boon I think.
 
But we don't have any magic like pegasus and they can control the weather to make it hard for us.
We have an Hardbeak, your argument is invalid.


...also cannons, but mostly Hardbeak.

[X] Plan: YO HO BITCH

The two leading plans are fairly similar, but this one has traaaaaaaaaaaaains

Eh, I'd wait until we see the result of the first railway at this point, though i can understand your decision.

Personally I'm against Hoofbeard's heist (too risky, I'd prefer verifying who their trade partner is first), and a bit against building the fortifications right now (too obvious/likely to be seen as an aggressive move, abolitionists should distract them enough to make an invasion unlikely, crystal knights can start protecting their land from small raids if they dare to try)
 
Look, the train and wall options are going to take long enough (4 and 3 years) without Imperial Orders to speed things up (especially if we need to do other things, like overtimes or other Personal Actions) we Need to start them now otherwise we'll get locked into double imp-ordering something because we procrastinated. And as an experience procrastinator, I can tell you that cramming the Wall or the trains will be no bueno, but especially with the Hardbeak wall.

So again, my plan 'YO HO BITCH' covers for that all. Also that heist? The dice deities have blessed our Spy Ministry, and with a possible Omake bonus applied? Yeah, Maretonia's Nobles are about to be BROKE AF.
 
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