[ ] 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.

Could be helpful for expansion as those relocated along the border wall defenses require a population and supply line so we can set up towns along the rail lines used to move the walls in the first place allowing for a wider growth along those lines as well as towns close to the walls to support the families of those walls as acting as a resting place for the soldiers. During the expansion of our rail network the time to set these up together are about the same time so they be incorporated at the same time thus allowing for something like a mechanize gate for incoming cargo shipping leaving our borders allowing for future expansion of the rails to any outside cities beyond the walls.
 
People don't magically start eating more food the moment that they're adults. Food demands should never go up drastically.

But unemployment can go up Dramatically.

It would be a gradual increase, but children do need less calories per day compared to teenagers and adults even after considering needs for their faster metabolism and growth. Mainly because they are smaller.
 
Link to the last time I did this.

Archival purposes: "Turn 24: Too Much Winning" (posted by QM on Saturday, October 26, 2019)

OR

The Front Page as it appeared to me on Saturday, October 26, 2019.

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

Age: 49

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

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


Martial: 9+2+1+2=14

Diplomacy: 14+2+2=18

Stewardship: 13+2=15

Learning: 16+2=18

Intrigue: 11+2=13


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

Inventory:

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

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

  • Sendak Manuscript: Recovered from the Archives of the Shadow King Sombra, this strange book is bound in the treated flesh of monsters and is written in numerous unknown tongues. It contains diagrams that seem to reference everything from the movements of stellar bodies to the biology of plants and animals to the complex physics of magical phenomenon. It's origins remain a mystery.




Wife: Gabriella Golden-Feather


Opinion of You: 10/10

Age: 48

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

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



Son: Gawain Golden-Feather


Age: 18

Martial: 14+2+2+1=19
Diplomacy: 13+2+2+2=19
Stewardship: 14+2=16
Learning: 10+2=12
Intrigue: 11+2=13

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


(Adopted) Daughter: Gwyndlyn Golden-Feather

Age: 14
Status: Child-No Stats
Status-Designated Regent: In the event that no heir is capable of taking the throne, or in the event the rightful ruler is otherwise unavailable, she will take control of the kingdom until the situation can be resolved.
Trait: Dragon-A fire breathing reptile. (+4 Martial)
Trait: Gardener-Years of studying and caring for plants has taught her much in the realm of botany, and has instilled in her an understanding of how hard work and patience can yield great dividends. (+2 Stewardship, +1 Learning, +1 Intrigue)



Daughter: Gilda Golden-Feather

Age: 11
Status: Child-No Stats


Daughter: Gleaming Pearl

Age: 12
Status: Child-No Stats
Adopted: Permanently last in the line of Royal Succession.



Informational: State of the Nation (last edited by QM on Saturday, October 26, 2019)
- Changed
Economy

Treasury Reserves
: 12,299

Net Income: 8,663

Yearly Income: 9,800

-Tax Revenue: 4675
-Farming Income: 2225
-Mining Income: 1100
-Logging Income: 200
-Trade Income: 1600

Yearly Expenditures: 1,137

-Army Upkeep: 268
-Navy Upkeep: 119
-Office of Disease Control: 10
-Ministry of Foreign Affairs: 10
-Ministry of Information: 10
-Crystal University: 10
-Peregrine Line: 100
-Naval Shipyards: 600


Military

Imperial Army
: Professional soldiers, paid and supplied by you. 500 soldier battalions cost 100 gold each to raise or replace. Additionally, Imperial Army soldiers have an upkeep cost of 100 gold per every ten thousand soldiers.

Imperial Army Morale: 80/100 (Strong)

Imperial Army Numbers: 26,764

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

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

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

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

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

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

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

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



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

The Knights Lion
1 Grandmaster Konrad Hardbeak, "The Kingslayer"
40 Knights of the Inner Circle
250 Imperial Knights
300 Squires
600 Griffons-at-Arms
200 Diamond Knights
Citadel: The Lion's Den, Griffonia

The Knights Talon
1 Grandmaster Colombroni Pigeonio
30 Knights of the Inner Circle
300 Imperial Knights
250 Squires
500 Griffons-at-Arms
200 Diamond Knights
Citadel: The Crow's Nest, Wingbardy

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

The Crystal Guardians
1 Grandmaster Glimmer Shine
10 Knights of the Inner Circle
100 Crystal Knights
120 Crystal Squires
200 Ponies-at-Arms
Citadel: The Ivory Keep, Crystal City



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

20 Cogs (Bolt-Throwers)
19 Carracks (Cannons)



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



Politics

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

General Public Opinion: 9.5/10 (Hail to the Emperor!).

Protectorate Opinion: 9.5/10 (Hail Golden-Feather the Brave and Glorious!)



Religion

Ancient Imperial Pantheism: Followers of the Polytheistic religion once practiced by the Griffons of the Old Empire, these citizens worship a Pantheon of gods and goddesses emphasizing honor, duty, and order. Though its popularity reached a record low during the reign of Discord, it has never truly died out, and has in fact seen a recent resurgence in several Imperial Cities.
Influence Level: 0 (No Benefits)

Disciples of the Crystal Heart: The dominant belief system of the Crystal Ponies with a growing number of Griffon and Diamond Dog adherents, the Disciples of the Crystal Heart believe that the eponymous artifact was crafted by the divine as a gift to mortals, a belief that your own scientific observations have only served to reinforce. While the Disciples were once pacifistic, the rise of Sombra and the revelation of Maretonia's slave culture has led to a reversal of this old policy, and the followers of the Crystal Heart are now as militant as those of any other major religion.
Influence Level: 1 (No Benefits)

Neighponese Spiritualism: Also known as Kami-no-Michi, the indigenous religion of Neighpon revolves around the veneration of countless nature spirits which inhabit and embody various facets of the landscape. The Qilin believe that these spirits can have a benevolent or destructive influence upon the material world, and must be appeased with worship and sacrifice. Neighponese spiritualism is unusual in that not only does it lack a specific moral code or organized religious hierarchy, but is considered compatible with other religious beliefs, with many of its adherents also subscribing to another faith.
Influence Level: 0 (No Benefits)

YakYakistani Shamanism: The animist beliefs of the Yaks stress the veneration of nature and ancestor worship. Sharing many similarities with both Imperial Pantheism and Neighponese Spiritualism, Shamans serve as both the leaders of the faith as well as intercessors between the physical and spiritual world. While it has found few adherents amongst Griffons and Diamond Dogs, almost all Yaks subscribe to its beliefs, regardless of their nationality or geographic location.
Influence Level: 0 (No Benefits)

Church of the Lady of the Lakes: The third religion introduced from a foreign people, and the only one to have an organized hierarchy with a foreign head of state serving as the leader of the faith. Worship of the Lady can be traced to the earliest days of the modern Kingdom of Canterbury, where it is claimed that she appeared to the first King of Canterbury, blessing him with the strength to unite the disparate peoples of the realm and fight back against the countless beasts that infested it. To this day, she is venerated across the Kingdom of Canterbury, and even in a select few areas outside it, including communities within your Empire.
Influence Level: 0 (No Benefits)

The Imperial Cult: Perhaps the most unusual of the faiths to have taken root in the Empire, the followers of the Imperial Cult embrace the radical belief that the Emperor and the Imperial family are divine beings made flesh, destined to lead the people of the world to greatness. While you personally are a bit uncomfortable with being worshipped as a divine figure, you can't deny it has its benefits.
Influence Level: 0 (No Benefits)



Roll Bonuses

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



Informational: Diplomatic Relations/Persons of Interest (last edited by QM on Wednesday, October 23, 2019)
- Changed
Diplomatic Relations

Kingdom of Neighpon: 8.0/10 (Steadfast Ally)
Kingdom of Canterbury: 7.3/10 (Respected Allies)
Libertalia: 5.0/10 (Cautiously Optimistic)
YakYakistan: 8/10 (Trusted Neighbor)


Persons of Interest

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

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

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

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

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

Konrad Hardbeak, "The Kingslayer": Grandmaster of the Knights Lion and Hero of the Empire. Beheaded Brochard the pretender, crippled Sombra the shadow king twice over, and received the very first Imperial Medal of Honor. Despite it all, he is surprisingly humble, insisting in vain that he was, and is, merely doing his duty to the Empire, and to you. He is the very model of an Imperial Knight.

Ivory Rook: Consul of the Crystal Protectorate and head of the Crystal Assembly. One of the first of the Crystal Ponies to be freed from Sombra's mind control, Rook has taken to his position of authority reluctantly, more out of a desire to help his people than any desire for power. Nevertheless, he's proven a charismatic leader and an able administrator, dedicated to doing right by his people, no matter what the cost.

Isabelle Brissette: Relatives of the infamous Brochard dynasty, Isabelle and the Brissette family have been ostracized by the Imperial Nobility, reduced to a shadow of their former influence and prosperity, though by some miracle they still cling to some of their lands. Isabelle herself is a painfully shy little thing, unused to having friends willing to look past her lineage. Gawain hopes to show her that her ancestry does not define her, and that she is more than her uncle's legacy.

Ki Seong: Daughter of the Neighponese ambassador to the Empire of Gryphus, Ki Seong has spent the past several years living in a nation far from the land of her birth, and, much like her father, is committed to being a shining example of Neighpon and conducting herself in an honorable manner at all times. That being said, Gawain suspects she enjoys the opportunity to "let her hair down" amongst others of similarly elevated status, where she will not have to worry as much about what others think of her.

Sebastian Rainfeather: A quiet and somewhat socially awkward young Gryph, Sebastian is an avowed scholar and the heir to the noble house of Rainfeather. Due to his somewhat sheltered upbringing, he, like Gawain, has struggled to make friends, something that Gawain seeks to remedy. For his part, the young Rainfeather is simply glad to have a chess partner his own age who can keep up with him.

Hoofbeard: A former slave turned Pirate Captain, now a respected and influential figure amongst the inhabitants of the island nation of Libertalia. He has agreed to help you and your people, seeing in you a chance to improve Libertalia and stick it to Maretonia's slaveholding class.

King Rutherford: The charismatic Yak responsible for the unification of the numerous Yak clans into a singular, unified Kingdom. From what you've heard, he is exactly what you'd expect a Yak King to be like.
 
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[] Plan: Infrastructural Upgrades & More Wartime Prep v2
-[ ] The Hardbeak Line: Cost: 2200. Time: Two Years. Reward: Hardbeak Line Constructed using new fortification techniques. Southern Border Secured.
-[ ] Black Knights: Cost: 800. Time: One Year. Reward: Knights of the Inner Circle equipped with Black Steel weapons.
-[ ] What's up King dude?: Cost: 300. Time: One Year. Reward: Information on King Rutherford and Yakyakistan Foreign Policy, Address the Issue of Yak Orichalcum.
-[ ] Island Investment: Cost: 300. Time: One Year. Reward: Griffon-funded businesses established on Libertalia, Increased Mining/Agricultural Income, Improved Libertalia Relations, Additional Actions Unlocked.Chance of Success: 70%
-[ ] Rail Network: Cost: 1500. Time: Four Years. Reward: National Freight Railway Network Constructed. Increased Tax Income. New Options Unlocked. Will Finish in Two More Turns
-[ ] Imperial Sanitation Commission: Cost: 1500. Time: Three Years. Reward: City Sewage Networks Upgraded, lessened chance of disease outbreaks.
-[ ] Flying without Wings: Cost: 200. Time: One Year. Reward: Viability of Airships explored, additional Learning Actions Unlocked.
-[ ] Canterbury Magic Experts: Cost: 300. Time: One Year. Reward: Pony Magic Scholars Recruited, New Actions Unlocked. Chance of Success: 65%.
-[ ] 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. Will Finish This Turn
-[ ] Follow the Money: Cost: 500. Time: One Year. Reward: Intel on Maretonian treasure fleet, Increased chance of Success for Hoofbeard's heist, Intel on Maretonian Trade partner. Chance of Success: 55%.
-[ ] The Imperial Truth: Cost: 100. Time: One Year. Reward: Imperial Cult doctrinal disputes resolved.
-[ ] Overtime: Skill-Training Programs: Cost: 500. Time: One Year. Reward: Slightly Increased Tax Income, Crystal Protectorate no longer dependent on Imperial Expertise.
-[ ] Imperial Priority: Imperial Sanitation Commission
-[ ] 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)
--[ ] 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.

Total Plan Cost: 10300
Net Income: (1637)

Plan % Success Chances (ya'll can decide what needs Omake Bonuses):
Island Investment: 70% + 18% (Garrick DIPLO) = Base 88%
Canterbury Magic Experts: 65% + 18% (Garrick LEARNING) = Base 83%
Follow the Money: 55% + 13% (Garrick INTRIGUE) = Base 68% << Most Need of Omake Bonus in plan afaik

Plan Shilling From the top:

MARTIAL: Hardbeak line is a nobrainer, having both Lines as stopgaps just in case of overrun invasion would be good buffer, all things considered. Black Knights are gonna hopefully be useful against mage enemies. Prep for if the Maretonia thing blows up into full conflict mode.

DIPLO: Okay, finally deal with the thing with the (newly united Yaks), and next lock Libertalia DOWN. Next turn we talk to Canterbury or something.

STWDSHP: Okay since we're down for finishing the railways, let's head off the plague shit off at the pass, stick an Imperial Order on it so that it finishes roughly the same time that the Railway does, that way when they're done, we get 2 actions AND two massive infrastructural upgrades working together in tandem.

LEARN: We need in-universe info on Pony Magic if we're gonna throw down with Maretonia, let's go hit up Canterbury and hope they'll be a bro pls. Also I've been convinced, let's do the Flying Machines and throw an overtime on the Skill Training Programs for the Crystal Ponies.

INTRIGUE: Finish stirring the shit in Maretonia, then Follow the Money because of course we want to know who the backer mcfucking IS so we can DO THE HEIST (better). << Gonna need some Omake Bonus love.

PIETY: Sort out the shit with the Cult, no infighting in our house nuh-uh.

PERSONAL: Overtime Skill Training Program & Imp Ordering that Sanitation thing bc no diseases in our country pls! Also time for our sonny boy to hang out with our girl, Ki Seong!
 
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Urban sprawl is bad for the environment
Um, I am pretty sure you got the term confused.

Urban Sprawl is when a city spreads out rather than condenses.

What I am suggesting will PREVENT urban sprawl by taking advantage of our vast lands and establishing NEW towns rather than expanding old ones to obscene levels (which is urban sprawl).

Establishing new villages leads to new towns and if we ensure they are in good locations, ensure the settlers are taught what they need to know, and so on it would increase economy especially with the formation of towns catering to specific niches such as pleasure ports and brew towns.

If we can get them to compete with one another that also stimulates income through the competition.
 
Why Flying Machines? Shouldn't that Overtime go into an agriculture pursuit, or finishing up teaching the crystal ponies, so they don't rely on Griffonia?

...All the agricultural options (Aggressive expansion [which we should start as our Next Infrastructural Upgrade after we prevent future possible disease outbreaks] & Sugar Beets) take more than a (1) year and the limit on an Overtime is 1 year actions only. But you might have a point about the Skill Training program for Crystal Ponies. Honestly I put it there because the Flying Machines thing has just been on my mind for a while on this quest too.

Actually concerning the One (1) Overtime in my plan ( [] Plan: Infrastructural Upgrades & More Wartime Prep v1 ) I'm torn between the Flying Machines, Skill Program, or trying to establish diplomatic contact with the Viking Caribou or doing the Canterbury Caravans. Thoughts?
 
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Urban Sprawl is when a city spreads out rather than condenses.

Yes, that is exactly what I meant.

What I am suggesting will PREVENT urban sprawl by taking advantage of our vast lands and establishing NEW towns rather than expanding old ones to obscene levels (which is urban sprawl).

Sure, by the technical definition. But that will still harm the environment by destroying natural habitats. We should build up and down rather than expanding across the surface. We already have decent capability to do that as seen with the Diamond Dog underground settlements.

Establishing new villages leads to new towns and if we ensure they are in good locations, ensure the settlers are taught what they need to know, and so on it would increase economy especially with the formation of towns catering to specific niches such as pleasure ports and brew towns.

Having a lot of cities where skilled workers are all spread out is less efficient than having a few big cities where millions of people live. Let's say you're a corporation that needs workers with a very niche skillset. You're not going to find those workers in a new small town, you're going to have a much easier time filling positions if you set up in one of the major megalopolises. There is also no need for "niche" towns. Pleasure ports and such only exist in real life because the legal system only allows gambling and prostitution in a handful of cities. The biggest cities already have enough people that they have amenities to cater for almost every need. For example, almost every major city has craft breweries, orchestras, zoos, theatres, museums, etc. The only new towns that might actually be needed are ones that exploit natural resources like coal mining. Even then, those towns naturally die out when the resources run out or are no longer profitable. A possible exception is towns built to serve the needs of a military base, but that's not an immediate concern.
 
I like your plan overall, but we could replace the 2 year rune replication for now with the 1 year airship study to make room for the skill program, and revisit it next turn.

Point. You've convinced me (also 1 less thing to vie for an Omake bonus the resulting turn, yay!), I've updated the plan post thusly to:

[] Plan: Infrastructural Upgrades & More Wartime Prep v2
-[ ] The Hardbeak Line: Cost: 2200. Time: Two Years. Reward: Hardbeak Line Constructed using new fortification techniques. Southern Border Secured.
-[ ] Black Knights: Cost: 800. Time: One Year. Reward: Knights of the Inner Circle equipped with Black Steel weapons.
-[ ] What's up King dude?: Cost: 300. Time: One Year. Reward: Information on King Rutherford and Yakyakistan Foreign Policy, Address the Issue of Yak Orichalcum.
-[ ] Island Investment: Cost: 300. Time: One Year. Reward: Griffon-funded businesses established on Libertalia, Increased Mining/Agricultural Income, Improved Libertalia Relations, Additional Actions Unlocked.Chance of Success: 70%
-[ ] Rail Network: Cost: 1500. Time: Four Years. Reward: National Freight Railway Network Constructed. Increased Tax Income. New Options Unlocked. Will Finish in Two More Turns
-[ ] Imperial Sanitation Commission: Cost: 1500. Time: Three Years. Reward: City Sewage Networks Upgraded, lessened chance of disease outbreaks.
-[ ] Flying without Wings: Cost: 200. Time: One Year. Reward: Viability of Airships explored, additional Learning Actions Unlocked.
-[ ] Canterbury Magic Experts: Cost: 300. Time: One Year. Reward: Pony Magic Scholars Recruited, New Actions Unlocked. Chance of Success: 65%.
-[ ] 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. Will Finish This Turn
-[ ] Follow the Money: Cost: 500. Time: One Year. Reward: Intel on Maretonian treasure fleet, Increased chance of Success for Hoofbeard's heist, Intel on Maretonian Trade partner. Chance of Success: 55%.
-[ ] The Imperial Truth: Cost: 100. Time: One Year. Reward: Imperial Cult doctrinal disputes resolved.
-[ ] Overtime: Skill-Training Programs: Cost: 500. Time: One Year. Reward: Slightly Increased Tax Income, Crystal Protectorate no longer dependent on Imperial Expertise.
-[ ] Imperial Priority: Imperial Sanitation Commission
-[ ] 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)
--[ ] 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.

Total Plan Cost: 10300
Net Income: (1637)

Plan % Success Chances (ya'll can decide what needs Omake Bonuses):
Island Investment: 70% + 18% (Garrick DIPLO) = Base 88%
Canterbury Magic Experts: 65% + 18% (Garrick LEARNING) = Base 83%
Follow the Money: 55% + 13% (Garrick INTRIGUE) = Base 68% << Most Need of Omake Bonus in plan afaik

Plan Shilling From the top:

MARTIAL: Hardbeak line is a nobrainer, having both Lines as stopgaps just in case of overrun invasion would be good buffer, all things considered. Black Knights are gonna hopefully be useful against mage enemies. Prep for if the Maretonia thing blows up into full conflict mode.

DIPLO: Okay, finally deal with the thing with the (newly united Yaks), and next lock Libertalia DOWN. Next turn we talk to Canterbury or something.

STWDSHP: Okay since we're down for finishing the railways, let's head off the plague shit off at the pass, stick an Imperial Order on it so that it finishes roughly the same time that the Railway does, that way when they're done, we get 2 actions AND two massive infrastructural upgrades working together in tandem.

LEARN: We need in-universe info on Pony Magic if we're gonna throw down with Maretonia, let's go hit up Canterbury and hope they'll be a bro pls. Also I've been convinced, let's do the Flying Machines and throw an overtime on the Skill Training Programs for the Crystal Ponies.

INTRIGUE: Finish stirring the shit in Maretonia, then Follow the Money because of course we want to know who the backer mcfucking IS so we can DO THE HEIST (better). << Gonna need some Omake Bonus love.

PIETY: Sort out the shit with the Cult, no infighting in our house nuh-uh.

PERSONAL: Overtime Skill Training Program & Imp Ordering that Sanitation thing bc no diseases in our country pls! Also time for our sonny boy to hang out with our girl, Ki Seong!
 
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I wish to point something out, regarding population. We are on the cusp, of not already undergoing an industrial revolution. Our economy is starting to change away from an agrarian one. There's only so much economic value you can get out of a plot of land, loosely speaking, so the faster we switch over the better off we'll be.
 
I realize we probably aren't going to do the flying machines this turn in favor of dealing with the incoming population boom, but I think we should get around to that sometime soon. Archimedes was already middle aged when we started and he's probably nearing the point where retirement or a sudden death takes his genius away from us. I'd like us to get the airships while our super-genius is still alive.
 
The only thing in Learning to do with the population boom in any way is Sugar Beets, but that really seems more like a luxury thing and only takes 1 slot. This is actually looking like the turn we start on flying machines, so far at least.
 
I see no need to spread people out. Urban sprawl is bad for the environment, and cities are more economically efficient anyway. What we really need is more dense housing and public transit. We have trains now, perhaps we can start working on either subways or elevated rail. We'll also need to continue to industrialize our agriculture. I think if we can start getting some Earth Pony immigration into the country their magic alone could be enough to fill the gap. And, of course, we can also import food if needed.

The downside of cities is they're a perfect breeding ground for plagues. Historically, cities used to have much higher mortality rates than the country, to the point where some cities regularly had more deaths than births, relying on people from the country coming in to look for work to make up the difference.

We've got the basics of germ theory and a department of health but I'm not confident our health care industry is prepared for the effects of heavy urbanization. It's honestly pretty vital that we take Sanitation Commission as soon as possible, which is why it's so crippling that it'll take 3 turns in a category that already has one of its slots locked for 2 and is further competing for that slot with a 2-turn famine prevention plan.
 
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So what I'm getting is that we don't urbanize our existing settlements and instead should establish new towns until our Health and safety gets up to code?

IIRC, There's a bunch of land in the Crystal Protectorate that isn't really being used since it's, you know, kind of a wasteland still and the only real settlement there is the Crystal City.
 
The downside of cities is they're a perfect breeding ground for plagues. Historically, cities used to have much higher mortality rates than the country, to the point where some cities regularly had more deaths than births, relying on people from the country coming in to look for work to make up the difference.

We've got the basics of germ theory and a department of health but I'm not confident our health care industry is prepared for the effects of heavy urbanization. It's honestly pretty vital that we take Sanitation Commission as soon as possible, which is why it's so crippling that it'll take 3 turns in a category that already has one of its slots locked for 2 and is further competing for that slot with a 2-turn famine prevention plan.

So take the risk for now while waiting on sanitation commission to complete. In the meantime start getting more magic advisors so we can at least get some healing magic in the meantime.
 
so do we know how long griffons live ?
Yes, the info was already posted, this was an early question in the thread.

All the species in the world, except dragons live about the average lifespan of RL humans in the Middle Ages (roughly within 100 years). That makes the lifespan about 40-80. Dragons get a thousand years, I think (was it ten thousand, or just a thousand?).
 
what about ponies,pegasi,unicorns etc?
I said all the species, except dragons (and those related to dragons? I'm not sure how kirin lifespans work), share the same lifespan in this quest. Maybe my writing is really flawed?

If we were to actually go with RL applied onto the MLP canon. Odd things like the Gryphons living longer than ponies might crop up.

Yes, ponies, pegasi, and unicorns share the same lifespan of about less than a hundred years, or less than fifty years, like RL humans.
 
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While I understand the concern for Urban Sprawl we have to consider a few things to stop that. One is building materials, and being able to build taller than 5 stories. Two, we already have wings, unlike humans who can't fly, the idea of lifting yourself 5 or 8 stories in the air isn't hard to believe. To solve the engineering problems of building higher than 5 stories, we will need steel, and lots of it...

Well that or we get the Diamond Dogs to dig expansions underground and go full Eloi and Morlock
 
So copy the Diamond Dogs Underground cities, we will probably need to make sure that they have defenses incase someone tries digging into our cities.

Actually that brings up the question if we should make an Underground Fortress to go with our second defensive line as well.
 
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