Finally caught up with this quest, now it´s time to actuallyparticapate
Martial:
[x] Mothballing the Peregrines: But then again, the recent innovations in fortress construction have rendered the Peregrine line largely obsolete. Perhaps it may be better to simply halt the expensive maitenance and garrisoning of the mountain forts and construct some more modern fortifications further South. Cost: 0. Time: Instant. Reward: Peregrine Line Mothballed, Removes Upkeep Costs. Does not cost an action.
Let´s be honest: we no longer need those fortifications and they are simply too outdated to be of use after being relocated further South
[x] The Hardbeak Line: The architects and engineers of the Imperial Army have drawn up plans for a line of "star forts" to be constructed South of the Crystal City, intended to serve as a defensive line against any potential Maretonian aggression. Naturally, the construction and maintenance of these forts is going to be expensive, and they're not going to be built overnight. Still, if you're looking to build modern fortresses to defend your Protectorate, it's the best plan you've got. The recent completion of the Crystal Line has made such an endeavor cheaper and easier, though still nothing to sneeze at. Cost: 2200. Time: Two Years. Reward: Hardbeak Line Constructed using new fortification techniques. Southern Border Secured.
I´d rather not wage another war so relatively soon after the last few, but sometimes it´s better to be prepared
Diplomacy: Gisa Eagleclaw, though momentarily overwhelmed by the new authority and responsibility her promotion has given her, quickly sets about familiarizing herself with her new position and duties, even proposing a talonful of new diplomatic initiatives that she had prepared in light of the recent Neighponese Expedition.
[x] What's up King dude?: The Yaks are united and have a new king! You should pay your respects, congratulate the new monarch, and see what his priorities are going forward. And if you can bring up the issue of the rumored Orichalchum deposits within his country, so much the better. Arrange an Emissary to see King Rutherford. Cost: 300. Time: One Year. Reward: Information on King Rutherford and Yakyakistan Foreign Policy, Address the Issue of Yak Orichalcum.
With the Yaks unifying under a single banner, a completly new polity essentially popped into existence just west of our most remote settlements. Best make sure that we are/remain on good terms with our neighbours...plus, even if they don´t end up refining their Orichalcum deposits into actual anti-magic equipment, they at least widely know why that particular mountain range is "cursed" and might appriciate that.
Stewardship: Much of Frida's attention and time is taken up by the historic task that is the establishment of a national Rail network, but she cautiously states that she and her subordinates are capable of multitasking and taking on other work without delaying the progress of her primary task. (Two Actions Per Turn) One Action Locked
-Rail Network: Your first railway has been proven a great success, and leaders and business magnates from across the Empire are clamoring to have more lines built across the provinces, to facilitate the flow of goods and raw materials. The establishment of such a network will be both time consuming and costly, but it will more than pay for itself through the boost to national productivity, and the economic benefits of cheap transportation. Cost: 1500. Time: Four Years. Reward: National Freight Railway Network Constructed. Increased Tax Income. New Options Unlocked. Will Finish in Two More Turns
That one is already locked, so it goes without saying
[x] Aggressive Agricultural Expansion: Now that your nation has purged its forests of beasts and monsters, it's time to clear some of that untamed wilderness and prepare it for farming. Your staff has predicted a massive population boom in the near future, and having enough food to feed so many new mouths is going to be vitally important for the security and prosperity of the nation. Cost: 1000. Time: Two Years. Reward: Expanded Agriculture, Secured Food Supply, Increases Income.
It´s the option that´s both cheaper and finished earlier, so it should buy us at least some time to address the expected population boom
Learning: Archimedes and Genevieve continue their work as always, despite the former's advancing age that doesn't seem to slow him down. Both of the learned Griffons, as well as the Trio of Neighponese magic experts, continue their studies, drawing upon research from their academic equivalents in Canterbury, the Crystal Protectorate, and Neighpon. (Two Actions Per Turn)
[x] Canterbury Magic Experts: The Neighponese Trio have been invaluable in the study of arcane phenomenon, providing a unique perspective that has allowed your scholars to expand their knowledge of the world and its workings. Archimedes has recently proposed expanding your cadre of Foreign Experts with experts from Canterbury, who may offer valuable new insights and further build your Empire's knowledge base on matters of magic. You're sure that a few open letters to Queen Chevaline should be enough to attract some Thaumatological scholars to your court. Cost: 300. Time: One Year. Reward: Pony Magic Scholars Recruited, New Actions Unlocked. Chance of Success: 65%.
[x] Crystal Rune Replication: While the replication of the Crystal Heart has been deemed impossible, the individual runes found on it may be a different story. Genevieve and the Neighponese Trio stand ready to make the attempt at reverse engineering the more easily comprehensible components of the Crystal Heart. It will take time and funding, but if successful, you may have a method of harnessing the power of magic. Cost: 400. Time: Two Years. Reward: Reverse-Engineered Runes. Chance of Success: 60%.
Those two taken together should allow us to bypass our species´magic malus quite effectively and enable cultural exchange between two probably vastly different magic schools as a bonus.
Intrigue: Ravenburg joins his more militarily-minded colleague in examining the reports from the recent Neighponese expedition, as well as reports from his own subordinates on the suddenly unified Kingdom of Yakyakistan. Thus far he can't tell you anything that isn't already public knowledge, something that you both find disappointing. He assures you that he can remedy this situation with the proper resources and authorization, though he stresses that much of his current assets are tied up in Maretonia. (Two Actions Per Turn) One Action Locked.
-Stirring up Trouble: You've gotten your people back, but you're not quite finished with Maretonia. You and your people aren't comfortable sharing a border with a kingdom of slavers, and the abolitionists, riding high on their success, are jonesing to take further action against the Maretonian nobility, with or without your support. Ravenburg and Ambrosia have been sending a flurry of secret missives back and forth, exchanging ideas and opinions, and have come up with a complicated series of interlocking plans meant to spread disorder and discord throughout Maretonia by spreading misinformation and sowing strife between the rival noble houses of the realm. If the plan works, Queen Mareia and her vassals will be too busy searching for traitors and schemers amongst themselves to worry about you and their escaped property. You might even be able to leverage the situation to get some of the Abolitionists into greater positions of power and usurp some of the biggest slaveowners in Maretonia. It's worth a shot at least. 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
That one is already locked, so it goes without saying
[x] Trust but Verify: Your new Equine neighbors seem much easier to talk to than the Maretonians. But everything you know about the kingdom to your Southwest has come from the mouths of its rulers. While you'd like to imagine otherwise, it's entirely possible that Queen Chevaline and Lord Bohemond weren't entirely honest with you about the conditions of their nation. And what exactly is the deal with this Lady of the Lake? Ravenburg and his infiltrators are ready to fact check. Cost: 400. Time: One Year. Reward: Intel on Canterbury and its people. Chance of Success: 60%.
We share a border with them according to the map, so it´d be best to get to know them a bit better
Piety: The newly established "Council of Faiths", a gathering of representatives from every major religion in the Empire, has wasted no time in clamoring for your attention and attempting to leverage their newfound place in the Imperial Court to expand the influence of their respective beliefs. Each of the six beings upon the Council (Including a Qilin, a Yak, and a Crystal Pony) have submitted a proposal for your consideration. Whether you intend to act on any of them is up to you. (One Action Per Turn)
[x] Ancient Empire Excavations: When the old Empire fell, many of the sacred texts and holy artifacts of the Griffon Pantheon were lost. A scant few have been pieced together from remnants found during the age of Discord, but if the Pantheon is to be the spiritual force it once was, its modern day adherents will need more than a few scraps of old parchment to serve as the centerpiece of its temples. The representative of the Polytheists has requested permission to organize an excavation of several ruins where it is hoped that he and his colleagues may find greater and more impressive holy relics to serve as objects of worship. Cost: 100. Time: One Year. Reward: Ancient Religious Artifacts recovered.
All other polities have a spiritual identity, only we don´t thanks to Discord wiping the slate clean (I honestly don´t count the Imperial Cult, because it´s just that - a cult with no real identity past "We love our Emperor"). We need to know who we were before Discord, so we can at least decide whether we want to be that again.
Personal: You refuse to let your duties as Emperor take up every moment of your day. (Two Actions per Turn)
[x] Overtime - The Imperial Truth
Might as well squeeze that one in, if we got nothing better to do
[x] 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%
Never hurts to tidy up your finances a bit...you never know when money might get tight
[x] 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. (Does not cost an Action. May only develop one relationship per Turn)
—[x] Isabelle Brissette: The young Noble heiress appears to be quite fond of your son, though given her former status as a virtual social outcast among the nobility that's not too surprising. You're glad that your eldest has been able to give such a nice young hen a new lease on life...of course, given his age you're also happy that he's finally reciprocating the interest of one of the many eligible bachelorettes that would give their wings to earn his attention.
Let´s face it: Gawain is getting into that certain age, so it doesn´t hurt to get to know our possible future daughter-in-law