could try building cities on the sides of mountains(on top as well) for griffons
So while Griffons would settle on top or sides of mountains the Diamond Dogs will settle on the inside while any other species that don't like heights or being in a cave can settle around the mountains.

Edit: I hope that our Griffons and other fliers don't think that they are better than the ones that live around or in the mountains.
 
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So while Griffons would settle on top or sides of mountains the Diamond Dogs will settle on the inside while any other species that don't like heights or being in a cave can settle around the mountains.

Edit: I hope that our Griffons and other fliers don't think that they are better than the ones that live around or in the mountains
yeah i also dont like skyscrapers(will change fligh paths,limit our griffons ability to fly and in siegies be a liability)
 
Wonder what needs to be done in order to make some sort of Department of Nature Preservation,seeing how we are still in the industrial revolution it would be wise to make something like this to lessen the negative impacts of heavy industrialisation
 
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Can we please mothball the peregrine line already?!
Personally I think that if we can do the move the line option (and after we move it take a refit the fortress option/hardbeak line option we can manage things well, we do need to take it at one point. However we have had bigger fish to fry up to now. (While building a new line would be best it would be a UNGODLY resource drain keeping the 2 fortifications running (even if we mothball the peregrine line if we ever need it we will need to invest time and resources to reactivate it (Also running the risk of the line being taken while mothballed as we wont really have much of a presence in a set of shut down fortifications.)
Military action
[X] "...And Push it somewhere else!" ( With Archimedes called in to see if he can draft up a conversion/modernization of the schematics so we can modernize the line up to the new standard while we break down and move the fortifications).
Stewardship:
[X]- Construct the sewer network (Couldnt remember the exact action name and SV being screwy). We do this as its more urgent than food (As while the pop explosion will make food supply and jobs a headache to address, that will be in a couple of turns as the newborn grifs/ponys/ citizens won't be eating an adults portions (As babies have lower intake) and cant work (So no market strain). They DO however use the loo... Alot. So that needs addressing

Also the rail network will ease food and job issues (As it means that if theres a food shortage in one area we can use the network to bring in supplies from other sectors till the issues resolved, also means that once we develop the network enough we can have travel between cities so more commerce and improved job opportunities.
 
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I will vote for airships. We've been sitting on them long enough.

I also don't want to move or mothball the Peregrine line. The upkeep is negligeble and it's excellent place for a fallback position or to station soldiers during peace time.
 
Personally I think that if we can do the move the line option (and after we move it take a refit the fortress option/hardbeak line option we can manage things well, we do need to take it at one point. However we have had bigger fish to fry up to now. (While building a new line would be best it would be a UNGODLY resource drain keeping the 2 fortifications running (even if we mothball the peregrine line if we ever need it we will need to invest time and resources to reactivate it (Also running the risk of the line being taken while mothballed as we wont really have much of a presence in a set of shut down fortifications.)
Meh, the cost is negligible and it will be useful if we ever need to implement Defense in Depth, especially if the Hoofbeard heist goes awry.
 
[ ] 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.
[ ] 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.

@Questor

Can these two be combined? If it's cheaper to relocate them can't the stone and other materials be used to diminish the costs of The Hardbeak Line? The stone is already worked and the Timber's treated so they should still be useable in some parts of the new construction.
 
why should we relocate the line.it gives us a second layer of defense,doesnt cost much and has grown obsolete if we built the hardbeak line it will be better
 
honestly I'm also kinda in favor of keeping the old defensive line where it's at as it doesn't hurt to have a fallback point should the worse happen and we lose the crystal empire and it is kind of a historical site and I've always have had a problem with things with a story behind them being torn down.
 
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
 
[X] Plan: Infrastructural Upgrades & More Wartime Prep v2
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Who Needs Harmony?: An MLP Empire Quest

[] 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...
 
why should we relocate the line.it gives us a second layer of defense,doesnt cost much and has grown obsolete if we built the hardbeak line it will be better

One problem is maintaining them including makeing sure that bandits or spy's don't set up shop in them which is costly. I agree that keeping any of overlooking a trade road active is a good idea but the stone can be better used helping the over population issues.

[ ] Island Investment: Now that Libertalia has set up diplomatic relations with you, several new opportunities have made themselves apparent as, despite the risks inherent, several wealthy and enterprising Imperial Citizens see the anarchical island nation as an ideal business opportunity. Some see the pirates as an untapped market for Imperial goods, others wish to finance the establishment of mines and plantations. Such enterprises would doubtless be a boon to both nations, and would enrich many. While the inhabitants of Libertalia are more than happy to have money pumped into their economy, there are a few issues that have to be sorted out, from currency exchange rates to how the Imperial-funded businesses will be run. These issues will likely require the assistance of the Foreign Ministry to resolve and allow trade between your nations to begin. 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%

With funding there could be knock on effects for the successes of a Treasure Fleet raid

[ ] Overtime: Your advisors can only do so much, and sometimes that's just not enough. If it's truly necessary, you can sacrifice some of your otherwise free time to carry out an additional action from another category, provided said action has a duration of only one year. The costs and chances of success for that action remain the same.

These can probably be best used to action another two piety actions both to avoid appearence of bias and to stop any intra faction fighting amoung the nacient Imperial Cult reflecting badly on Emperor and Empire. It would also make sure your true rather than read motives and reasoning would be properly recorded and less of a bomb waiting to go off for future generations.
 
[X] Plan: Infrastructural Upgrades & More Wartime Prep v2
-[X] The Hardbeak Line: Cost: 2200. Time: Two Years. Reward: Hardbeak Line Constructed using new fortification techniques. Southern Border Secured.
-[X] Black Knights: Cost: 800. Time: One Year. Reward: Knights of the Inner Circle equipped with Black Steel weapons.
-[X] 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.
-[X] 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%
-[X] 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
-[X] Imperial Sanitation Commission: Cost: 1500. Time: Three Years. Reward: City Sewage Networks Upgraded, lessened chance of disease outbreaks.
-[X] Flying without Wings: Cost: 200. Time: One Year. Reward: Viability of Airships explored, additional Learning Actions Unlocked.
-[X] Canterbury Magic Experts: Cost: 300. Time: One Year. Reward: Pony Magic Scholars Recruited, New Actions Unlocked. Chance of Success: 65%.
-[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. Will Finish This Turn
-[X] 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%.
-[X] The Imperial Truth: Cost: 100. Time: One Year. Reward: Imperial Cult doctrinal disputes resolved.
-[X] Overtime: Skill-Training Programs: Cost: 500. Time: One Year. Reward: Slightly Increased Tax Income, Crystal Protectorate no longer dependent on Imperial Expertise.
-[X] Imperial Priority: Imperial Sanitation Commission
-[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.

Total Plan Cost: 10300
Net Income: (1637)
Treasury (after plan): 10662

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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Hi, started watching a few days ago, didn't have any reason to post until now. Loving this quest so far. :)

[X] Plan: Infrastructural Upgrades & More Wartime Prep v2
 
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