AND NOW, FOR MY (TENTATIVE) PLAN!
[]
Plan: So Much to Do So Little Action Slots Prepare for a Deficit v1
-[ ]
The Hardbeak Line: Cost: 2200. Time: Two Years. Reward: Hardbeak Line Constructed using new fortification techniques. Southern Border Secured.
Will Finish This Turn
-[ ]
Military Advisors: Cost: 400. Time: One Year. Reward: Abolitionists receive support from Gryphus Military Advisors. Chance of Success: 70%
-[ ]
Meeting the Republicans: Cost: 200. Time: One Year. Reward: Diplomatic Relations Opened with Minotaurs, First Contact QA Interlude, New Actions Unlocked.
-[ ]
Orichalcum Trade: Cost: 100. Time: One Year. Reward: Yak Orichalcum Imports, Additional Actions Unlocked, -500 Gold per Turn.
-[ ]
Rail Network: Cost: 1500. Time: Four Years. Reward: National Freight Railway Network Constructed. Increased Tax Income. New Options Unlocked.
Will Finish Next Turn
-[ ]
Imperial Sanitation Commission: Cost: 3000. Time: Two Years. Reward: City Sewage Networks Upgraded, lessened chance of disease outbreaks.
Will Finish This Turn
-[ ]
Crystal Rune Replication: Cost: 400. Time: One Year. Reward: Reverse-Engineered Runes. Chance of Success: 70%.
-[ ]
Arcane Agricultural Practices: Cost: 300. Time: One Year. Reward: Increased Agricultural Income. Chance of Success: 65%
-[ ]
Subterranean Supplylines: Cost: 600. Time: One Year. Reward: Abolitionist Supplylines established, Abolitionist Resistance Forces strengthened. Chance of Success: 70%
-[ ]
Spying on the Stars: Cost: 500. Time: One Year. Reward: Intel on House White Star Activities, New Actions Unlocked. Chance of Success: 60%.
-[ ]
Crystal Shrine: Cost: 100. Time: One Year. Reward: Shrine to the Crystal Heart constructed.
-[ ]
Overtime: Refugee Resettlement Program: Cost: 500. Time: One Year Reward: Refugee Crisis Addressed.
-[ ]
The Good Prince: Cost: 0. Time: One Year. Reward: Gawain gains a government post and job experience.
Plan Cost: 9300 G
Net Income: (889)
Treasury: 9773
% Success Chances for this Plan (for questers to Apply Omake Bonuses to):
MARTIAL:
Military Advisors 70% + 14% (Garrick) = Base 84%
LEARNING:
Crystal Rune Replication: 70% + 18% (Garrick) = Base 88%
Arcane Agricultural Practices: 65% + 18% (Garrick) = Base 83%
INTRIGUE:
Spying on the Stars: 60%. + 13% (Garrick) = Base 73%
OOOOO
Okay so I'm gonna go down the Line (I think I did this right?):
MARTIAL:
[ ] Military Advisors: Cost: 400. Time: One Year. Reward: Abolitionists receive support from Gryphus Military Advisors. Chance of Success: 70%
Supporting our Abolitionist friendos will keep the peace (for now) and hopefully give us more turns to prepare for the mounting future conflict.
[ ] Doubling the Guard: Cost: 3000 Time: Two Years. Reward: Imperial Army Doubles in Size.
Next turn definitely, and mayyyybe with an Imperial Order if necessary, but there are too many things to deal with at the moment to start it this turn.
[ ] Cog Conversion: Cost: 700 Time: Two Years. Reward: 20 Cogs Converted into 14 Carracks.
We need a Navy upgrade, but that day isn't today.
[ ] Knights of the Frontier: Cost: 400. Time: Two Years. Reward: New Knightly Order Established to guard Kestrella.
I have the distinct feeling that by the time Garrick steps down and Gawain is Coronated, Kestrella's development in general will be Gawain's project.
[ ] Mothballing the Peregrines: Cost: 0. Time: Instant. Reward: Peregrine Line Mothballed, Removes Upkeep Costs. Does not cost an action.
Sweet Discord am I tired of the inevitable cries to mothball this line. My vote it no, keep the line ffs. My less salty reasoning is that it's our worst-case scenario last defense line net. It literally only eats slightly less than a single percent of our total budget, less than peanuts (100/10050 = 0.0099 = 1%).
[ ] Cautious Curiosity: Cost: 300. Time: Variable. Reward: Knowledge of Distant Lands.
—[ ] Far West:
—[ ] Far South:
AHahahahaha, we wish.
DIPLO:
[ ] Canterbury Caravans: Cost: 200. Time: One Year. Reward: Trade with Canterbury Established, Increased Trade Income.
Do we want it, yes, can we do it now? No, maybe on the next turn though.
[ ] Immigration Campaign: Cost: 200. Time: One Year. Reward: Yak/Neighponese Immigrants. Chance of Success: 65%
We wish, not a huge concern right now though.
[ ] Gaze upon the mists of Fate: Cost: 200. Time: One Year. Reward: Chance to gain information from Yak Seers. Chance of Success: 60%.
We would if there were time and action slots for it.
[ ] She can see the Futuuure!: Cost: 200. Time: One Year. Reward: Chance to gain Information from Queen Chevaline. Chance of Success: 50%
Second verse, same as Gaze upon the mists of Fate.
[ ] Emerald Isles Emissary: Cost: 300. Time: One Year. Reward: Diplomatic Contact established with Emerald Isles, New Actions Unlocked.
Would if we could, but bigger fires, this is something to think about however.
[ ] Journey to the Frozen Coast: Cost: 400. Time: One Year. Reward: Contact made with Caribou Kingdoms, New Actions Unlocked.
Would if we could, think about it in the future.
[ ] Meeting the Republicans: Cost: 200. Time: One Year. Reward: Diplomatic Relations Opened with Minotaurs, First Contact QA Interlude, New Actions Unlocked.
Considering their connections to Maretonia, this is a Priority.
[ ] Orichalcum Trade: Cost: 100. Time: One Year. Reward: Yak Orichalcum Imports, Additional Actions Unlocked, -500 Gold per Turn.
We want anti-magic rocks, and we need them now.
STEWARDSHIP (NO SLOTS RN, FUCK):
[ ] Western Lumberjacks: Cost: 400. Time: One Year. Reward: Increased Logging Income.
Poor Kestrella.
[ ] Cloth Mills: Cost: 600. Time: One Year. Reward: Industrial Linen Production achieved, Increased Tax Income.
Not of concern yet, maybe during a PEACETIME THAT LASTS LONGER THAN 2-3 YEARS!
[ ] Aggressive Agricultural Expansion: Cost: 1000. Time: Two Years. Reward: Expanded Agriculture, Secured Food Supply, Increased Income.
This is a next-turn must, but right now we DON'T HAVE THE SLOTS.
[ ] Refugee Resettlement Program: Cost: 500. Time: One Year Reward: Refugee Crisis Addressed.
Toss this an overtime so that we can alleviate that 500G/turn bleed on our income, especially since this can only strengthen us in the long run.
LEARNING:
[ ] Sugar Beets: Cost: 200. Time: Two Years. Reward: Sugar Beets acquired, new Learning and Stewardship Actions Unlocked.
I have the feeling that this will be among the first things Gawain does during his reign, mark my words.
[ ] Sound the War Horns!: Cost: 300. Time: One Year. Reward: Gain War Horns. Upgrade Army Communications Bonus.
Communication technology is a must, but not this year.
[ ] A Different Kind of Mortar: Cost: 600. Time: One Year. Reward: Mortar Artillery Developed.
We can do this with the war horns, when we're beefing up our army and such, in the next one or two turns.
[ ] Crystal Rune Replication: Cost: 400. Time: One Year. Reward: Reverse-Engineered Runes. Chance of Success: 70%.
Merlin is here, let's science this magical puppy.
[ ] Miniature Ballistae: Cost: 400. Time: One Year. Reward: Crossbows.
We can do this as a next-turn thing, along with the army doubling.
[ ] Arcane Agricultural Practices: Cost: 300. Time: One Year. Reward: Increased Agricultural Income. Chance of Success: 65%
Since we can't do the Aggressive Agricultural Expansion yet, let's at least attempt to keep the impending food crisis at bay, this'll need an omake bonus though.
[ ] Gas, Gas, Gas: Cost: 300. Time: One Year. Reward: Lifting Gases Identified.
On the wishlist, but not immediately pressing compared to everything else.
INTRIGUE:
[ ] Trust but Verify: Cost: 400. Time: One Year. Reward: Intel on Canterbury and its people. Chance of Success: 60%.
Not today lol, bigger fires to put out rather than spying on our non-aggressive neighbors with massive killer pest problems.
[ ] Eyes on the Skies: Cost: 500. Time: One Year. Reward: Intel on House Storm Activities, New Actions Unlocked. Chance of Success: 55%
We need to to this or Spying on the Stars, either or, this turn.
[ ] Spying on the Stars: Cost: 500. Time: One Year. Reward: Intel on House White Star Activities, New Actions Unlocked. Chance of Success: 60%.
Either this or Eyes on the Skies, this turn we must.
[ ] Cold Case: Cost: 500. Time: One Year. Reward: Information on Queen Mareia's Assassination. Chance of Success: 35%
Is there anything we can do to make this base success chance marginally less shitty? SPYCRAFT PERHAPS?!? We should save this for 1-2~ turns in the future.
[ ] Subterranean Supplylines: Cost: 600. Time: One Year. Reward: Abolitionist Supplylines established, Abolitionist Resistance Forces strengthened. Chance of Success: 70%
Support our Abolitionist buffer-friends, yes, must do.
[ ] Hoofbeard's Heist: Time: One Year. Reward: House White Star's Finances Ruined, Libertalia becomes more prosperous and less dependent on Crime to fuel its economy, Hoofbeard gains more influence and power in Libertalia. Chance of Success: 60%
ABSOLUTELY DO NOT unless we want less turns to prepare, do not destabilize the factions YET.
PIETY:
[ ] Ancient Empire Excavations: Cost: 100. Time: One Year. Reward: Ancient Religious Artifacts recovered.
There are more pressing options, but not an entirely bad thing to think about in the coming years (turns).
[ ] Crystal Shrine: Cost: 100. Time: One Year. Reward: Shrine to the Crystal Heart constructed.
The Crystal Ponies have been with us for a while, it's a toss up.
[ ] A Sacred Stone: Cost: 100. Time: One Year. Reward: Brod the Wise carves the first Yakyakistani Runestone for the Empire.
Maybe somewhere down the line, but not now.
[ ] Seaside Shrines: Cost: 100. Time: One Year. Reward: Neighponese Shrines constructed.
Would love to, toss up between this and the Crystal Shrine, though.
[ ] A Holy Lake: Cost: 100. Time: One Year. Reward: Church of the Lady granted a protected lake to worship at.
Least of concern right now, we don't even have a trade route with them yet.
[ ] The Imperial Creed: Cost: 100. Time: One Year. Reward: Lectitio Divinitatus published.
We already helped settle doctrinal disputes, not of most concern yet.
PERSONAL:
[ ] Overtime:
We're gonna need to use one of these.
[ ] Imperial Priority:
Nothing to use this on unless we wanna apply it to "
The Rail Network"? But it really isn't worth the action slot considering, well, everything else we need to do.
[ ] Creative Accounting: Cost: 0. Time: One Year. Reward: One Small Lump-Sum of Funds. Chance of Success: 60%
Not worth the action slot, nope.
[ ] Meeting Merlin: Cost: 0. Time: One Year. Reward: Information on Merlin Ambrosius, chance to unlock new Actions.
Much as I'd love to, there are just more pressing matters to deal with at the moment, next turn, definitely.
[ ] Pet (Rock) Project: Cost: 0. Time: One Year. Reward: ???
Next turn, Pearl, absolutely on next turn, Daddy's sorry.
[ ] The Good Prince: Cost: 0. Time: One Year. Reward: Gawain gains a government post and job experience.
Gawain is an asset we need to keep developing, and perhaps this will FINALLY net us that FABLED third action slot somewhere... Hopefully.