Personally i think in learning we should do sound the war horns for communication and the airmashine one because they could synergise well into a tool that can help in all other endeavors: military we could get better battlefield cordination and maybe bombers,spying eye in the sky and Hoofbeards airpirates,Stewardship big cargo and people haulers which can carry a lot and avoid many obstacles heck with big enough crit we could get telephones
 
Personally i think in learning we should do sound the war horns for communication and the airmashine one because they could synergise well into a tool that can help in all other endeavors: military we could get better battlefield cordination and maybe bombers,spying eye in the sky and Hoofbeards airpirates,Stewardship big cargo and people haulers which can carry a lot and avoid many obstacles heck with big enough crit we could get telephones
Securing our air superiority and communication technology would be Amazing. Also consider, explosive air mines, with magical runic radius triggers, to deal with the those pesky flight capable invaders.
 
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I didn't suggest anything. I just stated things that Maretonia has access to and the capability of doing. They have magic, they have slaves, they have the ability to send infiltrators, etc.
Besides we don't actually know their armies capabilities, just that the former queen didn't want to go to war.
They have access to many things, but they aren't deity-level to ignoring obstacles. If they can just magic up an supply line through our lands to Peregrine, then that means that no static defense will ever help: f you say "teleportation", why not just teleport around the bloody walls?

Either the defenses are something the enemy must circumvent and thus are likely to be similarly limited in logistic speeds and strategic movement, or all of our defenses are worthless. I bet on the former. Yet the former also makes it unlikely that we would ever be pushed down to the bloody Peregrine, or do you think we would just hold behind Peregrine while the Crystal protectorate was under siege or already occupied?
 
They have access to many things, but they aren't deity-level to ignoring obstacles. If they can just magic up an supply line through our lands to Peregrine, then that means that no static defense will ever help: f you say "teleportation", why not just teleport around the bloody walls?

Either the defenses are something the enemy must circumvent and thus are likely to be similarly limited in logistic speeds and strategic movement, or all of our defenses are worthless. I bet on the former. Yet the former also makes it unlikely that we would ever be pushed down to the bloody Peregrine, or do you think we would just hold behind Peregrine while the Crystal protectorate was under siege or already occupied?
There is the potential, of course, that it may not just be them attacking. We still have no idea where the Elk Raiders stand, plus the Minotaur cities that trade with them. Plus, if things got that bad, then the Crystal Empire is already gone, and the line would still be useful. Also, never underestimate your opponent. A trapped and wounded rat might kill a lion.
 
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There is the potential, of course, that it may not just be them attacking. We still have no idea where the Elk Raiders stand, plus the Minotaur cities that trade with them. Plus, if things got that bad, then the Crystal Empire is already gone, and the line would still be useful. Also, never underestimate your opponent. A trapped and wounded rat might kill a lion.
Never cripple yourself by overestimating an opponent, either.

If the Elk are to raid anyone right now, it would be the divided Maretonia with their rich trading cities and preoccupied armies.
 
Never cripple yourself by overestimating an opponent, either.

If the Elk are to raid anyone right now, it would be the divided Maretonia with their rich trading cities and preoccupied armies.
Or Neighpon, our dear neighbors and allies. Or the republics, who are divided and independent. Or Yakistan, a barely stable, just emerged power. That same wealth and weakness might entice the Maretonians to bribe them to raid us or allies.

Regardless of strength, I rather be prepared to kill my opponent in the first few moves, and be prepared in turn. However, this speculation is meaningless without information. Despite everything, we still don't have information on how their military operates in the practical, as opposed to the theoretical. Getting a first hand account would be nice.
 
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Hmm @Markala while I like your tentative plan I have some concern by delaying cold case that the trail could go cold and lower the success chance ( @Questor is that something that can happen). And we do have some omake points stored that could help it succeed if the writers are willing to donate.
Putting it off for one Turn is fine. Putting it off for multiple turns however, would lead to reduced chances of success, and the action eventually disappearing entirely.
 
Wait a minute, *squints at update*



@Questor, is Hoofbeard's Heist a FREE (Cost-wise, not slotwise, as in, "doesn't cost us money if we take it") 1YR ACTION NOW!??? (Or is it a typo? Because usually you put a "Cost: 0" on free things so...?)
Sorry, no, that's a typo. It takes only one year, but it still has a cost. I'll fix that now.

Edit: Fixed.
 
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The things that stand out to me as priorities are the refugees and the food supply. However I'm also deeply concerned about our tendency to be working all the time and neglecting our family. Quite apart from it being kind of cruddy to do (understandable though, considering the needs of the many outweigh the needs of the few, even if the few are our kids) these are our future characters and hero units. We need them to flourish. I mean, I certainly hope that the kids will be self sufficient and self motivated, but I really don't want them to be starved for attention.
 
[ ] 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. 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, Increased Income.
 
Three is stability."
Yes-yes, bird-horse understand Skaven very well, will win-win against surface-scum.

For real though, maybe its just me but that sounded so skaven haha. There was a portion in that Grey Mage WH:F quest where a captured skaven explains all the numbers in that style which was really good.

This is the first MLP FF I've ever read, I won't lie, I shied away from other because I couldn't imagine it being very good, but if there are other MLP ffs like this I might have to give them a try.
 
Yes-yes, bird-horse understand Skaven very well, will win-win against surface-scum.

For real though, maybe its just me but that sounded so skaven haha. There was a portion in that Grey Mage WH:F quest where a captured skaven explains all the numbers in that style which was really good.

This is the first MLP FF I've ever read, I won't lie, I shied away from other because I couldn't imagine it being very good, but if there are other MLP ffs like this I might have to give them a try.
This is a quest, not an FF.
 
[ ] Military Advisors

This needs to happen if the Abolitionists are going to be a credible break on Star and Storm

[ ] Meeting the Republicans

This is probably important as it gives us influence on what Star's treasure fleet gets if it arrives which might be important to stop Star collapsing before Storm can be similarly weakened. Also if the treasure fleet is taken the trade route becomes the Empire's/Libertalia's and is paid for by Star for the first year.

[ ] Orichalcum Trade

This is probably needed too, without magic of their own Griffons are going to need an equiliser if Star or Storm do something very stupid. Or for capturing the treasure ships.

[ ] Arcane Agricultural Practices

With the refugees and the expantion of our own population this is going to be critical to avoid food shortages.

[ ] Crystal Rune Replication

Magic for Griffons could be a game changer in every field of endevor for the country and probably should be pushed.

[ ] Subterranean Supplylines

Again something important to keep the Abolitionists as a viable third faction as well as give options for abandoning those areas with much less loss of life if needed and bleeding Storm of slave troops if not.

[ ] Hoofbeard's Heist

A stronger Libertalia and Hoofbeard's influence could see it brought into the Empire proper covering the Naval weakness with experienced crews and improving safety for trade routes and fishing fleets for food supplies.

[ ] Ancient Empire Excavations

This is a stability choice, by pushing the polytheists forward it will become more acceptable to follow multiple of the other traditions at the same time.

[ ] Overtime: Refugee Resettlement Program

Generates good will and if it's not done will lead to an increase in starvation, theft and other general banditry by the desperate.

[ ] Pet (Rock) Project

Could be very important to our abiliy to find materials for uses in runes or perhaps something else. Further Gaiwain if he wants to make is mark should be taking his own inititive on finding a position instead of having his father do it.


[ ] Plan Foundation and Preperations
-[ ] Military Advisors
-[ ] Meeting the Republicans
-[ ] Orichalcum Trade
-[ ] Arcane Agricultural Practices
-[ ] Crystal Rune Replication
-[ ] Subterranean Supplylines
-[ ] Hoofbeard's Heist
-[ ] Overtime: Refugee Resettlement Program
-[ ] Pet (Rock) Project
 
(Love this so much. Happy to lend a hand now.)

[ ] Military Advisors. We need to aid the Abolitionists in every way we can to at least try to keep the conflict away from our borders and at best, gain a new ally that can survive.


XXX



[ ] Meeting the Republicans. They have a history with Maretonia may prove more than useful in how we deal with the matter, let alone new friends and new trade.

[ ] Orichalcum Trade. Maybe next time, we got on a vision quest, sorry Yak shamans.

XXX

[ ] Refugee Resettlement Program.


XXX

[ ] Crystal Rune Replication.

[ ] Arcane Agricultural Practices.

(Magic for all! Magic-Tech! We need it.)
XXX

[ ] Spying on the Stars. (Just having a higher chance of working, that's all.)



[ ] Subterranean Supplylines. Doing everything to aid them is important.

XXX

[ ] Crystal Shrine

XXX.


[] Meeting Merlin.

[] The Good Prince. Your no God, one day, he will be King, he will be Emperor. Just need that push to get him on his way.

(We got a Arthurian thing going on, this could be the start of a much larger plotline we started, so let acts on it. But next time, Pearl. I promise.)
 
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So I just noticed but doesn't this song sort of fit what happened in the Sombra wars? Except for the part of our defenses being broken anyway. Hardbeak broke the enemies instead lol. Maybe this can be used in an omake?

How strong are our armies anyway? If we have veteran units that be similar to Cadian's that would be awesome. Actually can we gather the veterans of the war together and create a training plan for a specialized defense unit? In a few more decades the experience will be lost so it would be great if we could formalized these units now so they can be used far into the future. I'm thinking mechanics wise these units would have a bonus to defense rolls and reduced casualties, making them perfect to hold out against sieges.

If we ever find an equivalent to Death World units we can do the same thing so that such skills aren't lost.
 
Wasn't there a option involving seed drills? Did enough time pass for government involvement to become pointless due to people implementing it all on their own?
 
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Wanted to post this earlier but ran outta time...at least now I can break down things properly: ( Option already locked in; Option highly advisable; Option situationally possible; Option highly inadvisable )

Martial: (Two Actions Per Turn) One Action Locked

-The Hardbeak Line: Cost: 2200. Time: Two Years. Reward: Hardbeak Line Constructed using new fortification techniques. Southern Border Secured. Will Finish This Turn

Nothing more to say here - for this turn, it´s still taking up space.

[ ] Military Advisors: Cost: 400. Time: One Year. Reward: Abolitionists receive support from Gryphus Military Advisors. Chance of Success: 70%

The Abolotionists need our support to become a faction proper...not to mention the fact, that they are the best inlet for humanitarian aid aviable to us.

[ ] Doubling the Guard: Cost: 3000 Time: Two Years. Reward: Imperial Army Doubles in Size.

As much as doubling the guard might address that population boom we are currently experiencing in one possible way, I honestly expect doing so to be the straw that breaks the camel´s back in terms of the Maretonians banding together again for the moment and "oppose this obvious attempt at subjugating their nation in their moment of strife". So better not do that.

[ ] Cog Conversion: Cost: 700 Time: Two Years. Reward: 20 Cogs Converted into 14 Carracks.

By itself not a bad option upkeep-wise, but I´d rather wait until after the Maretonian situation got resolved first.

[ ] Knights of the Frontier: Cost: 400. Time: Two Years. Reward: New Knightly Order Established to guard Kestrella.

Pretty much the same reasoning as with "Cog Conversion", although if I had to choose between the two I´d prefer this one slightly on account of elevating Kestralla to the same military and social standing as our other provinces and the Protectorate.

[ ] Mothballing the Peregrines: Reward: Peregrine Line Mothballed, Removes Upkeep Costs. Does not cost an action.

I´m really undecided on that one. On one hand, it´d be nice to have as a last line of defense should either the Maretonian Crisis boil over into actual war or some other threat arise in the south, but given just how outdated it is already, we might need to invest into upgrades in order for it to be of use in that regard first.

[ ] Cautious Curiosity: Cost: 300. Time: Variable. Reward: Knowledge of Distant Lands.

—[ ] Far West:

—[ ] Far South:


Not while we are still trying to get our last exploratory "expansion" under control, guys. I don´t want us to stir up even more trouble by running into any additional hostile forces like the Changelings, the Zebras or whatnot.

Diplomacy: (Two Actions Per Turn)

[ ] Canterbury Caravans: Cost: 200. Time: One Year. Reward: Trade with Canterbury Established, Increased Trade Income.

Only if we can spare the action...as much as I would like to strenghten our bond to them, we might not have the opportunity right now

[ ] Immigration Campaign: Cost: 200. Time: One Year. Reward: Yak/Neighponese Immigrants. Chance of Success: 65%

We already got a home-grown population boom to deal with...actively encouraging immigration will put unnecessary strain on our economy.

[ ] Gaze upon the mists of Fate: Cost: 200. Time: One Year. Reward: Chance to gain information from Yak Seers. Chance of Success: 60%.

[ ] She can see the Futuuure!: Cost: 200. Time: One Year. Reward: Chance to gain Information from Queen Chevaline. Chance of Success: 50%


Honestly not sure what info we could need of either of them right now...that being said, if we are going for it, I´d say try the Yaks first since their success chance is 10% higher while costing the same in funds and time, making them more efficient.

[ ] Emerald Isles Emissary: Cost: 300. Time: One Year. Reward: Diplomatic Contact established with Emerald Isles, New Actions Unlocked.

I am very interested in how Gryphonian and Emerald Dogs react to each other...Best case we can sway the Emeralds into becoming our protectorate, worst case we can fend off all nefarious schemes they might be concocting regarding our peple.

[ ] Journey to the Frozen Coast: Cost: 400. Time: One Year. Reward: Contact made with Caribou Kingdoms, New Actions Unlocked.

Meeh, the Caribou currently aren´t that interesting and pretty far away while we got more immediate things to deal with...At least they aren´t like some questers feared, so we should have no problems on that front.

[ ] Meeting the Republicans: Cost: 200. Time: One Year. Reward: Diplomatic Relations Opened with Minotaurs, First Contact QA Interlude, New Actions Unlocked.

We really need to make sure that everything´s alright on their front and the Maretonians breaking apart doesn´t destabilize the Republics too much.

[ ] Orichalcum Trade: Cost: 100. Time: One Year. Reward: Yak Orichalcum Imports, Additional Actions Unlocked, -500 Gold per Turn.

We already got our own deposits and smelteries going strong enough to meet our demands...that being said, should we go to war against Maretonia after all, another way to obtain the stuff might be needed...we´ll keep that one up our sleeves, ok?


Stewardship: (Two Actions Per Turn) Two Actions Locked

-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


Those two are already locked in, but we should also plan ahead a bit.

[ ] Western Lumberjacks: Cost: 400. Time: One Year. Reward: Increased Logging Income.

[ ] Cloth Mills: Cost: 600. Time: One Year. Reward: Industrial Linen Production achieved, Increased Tax Income.


Not bad ideas at all, but not really all that pressing either.

[ ] Aggressive Agricultural Expansion: Cost: 1000. Time: Two Years. Reward: Expanded Agriculture, Secured Food Supply, Increased Income.

[ ] Refugee Resettlement Program: Cost: 500. Time: One Year Reward: Refugee Crisis Addressed.

That´s one tough call...Both are very important and viable targets for a Personal action getting alloted. That being said, after browsing the other fields, I think that the Refugees are winning here.


Learning: (Two Actions Per Turn)

[ ] Sugar Beets: Cost: 200. Time: Two Years. Reward: Sugar Beets acquired, new Learning and Stewardship Actions Unlocked.

[ ] Sound the War Horns!: Cost: 300. Time: One Year. Reward: Gain War Horns. Upgrade Army Communications Bonus.

[ ] A Different Kind of Mortar: Cost: 600. Time: One Year. Reward: Mortar Artillery Developed.


None of those are all that pressing right now.

[ ] Crystal Rune Replication: Cost: 400. Time: One Year. Reward: Reverse-Engineered Runes. Chance of Success: 70%.

Being able to reverse-engineer runes has the potential to help in so many different fields. Definitely not passing that one up.

[ ] Miniature Ballistae: Cost: 400. Time: One Year. Reward: Crossbows.

Not really interested in that one.

[ ] Arcane Agricultural Practices: Cost: 300. Time: One Year. Reward: Increased Agricultural Income. Chance of Success: 65%

After some thought, I am of the opinion that even if this won´t help us as much with our population boom as "Aggressive Agricultural Expansion" above, at least it´ll buy us some time and free up a Personal slot for "Refugee Resettlement Program"

[ ] Gas, Gas, Gas: Cost: 300. Time: One Year. Reward: Lifting Gases Identified.

I know that a while ago I argued in favor for building up our aerial superiority ASP and I still stand by that opinion, but right now it has to take a backseat to more immediately-important stuff.

Intrigue: (Two Actions Per Turn)

[ ] Trust but Verify: Cost: 400. Time: One Year. Reward: Intel on Canterbury and its people. Chance of Success: 60%.

[ ] Eyes on the Skies: Cost: 500. Time: One Year. Reward: Intel on House Storm Activities, New Actions Unlocked. Chance of Success: 55%

[ ] Spying on the Stars: Cost: 500. Time: One Year. Reward: Intel on House White Star Activities, New Actions Unlocked. Chance of Success: 60%.

Not really caring about either of those options, but with "Cold Case" being that bad chance-wise and the other two not being that important on account of us already having at least some intel into them, the Storm-option is the way to go...plus we need info how to keep them on Whitestars level

[ ] Cold Case: Cost: 500. Time: One Year. Reward: Information on Queen Mareia's Assassination. Chance of Success: 35%

Damn, I would really like to do that one, but not with that low a chance to succeed, while better-ish options are around...That being said, if omakers are willing to really double down with boni on it, I am willing to put my support behind it again.

[ ] Subterranean Supplylines: Cost: 600. Time: One Year. Reward: Abolitionist Supplylines established, Abolitionist Resistance Forces strengthened. Chance of Success: 70%

So much yes, guys...We need to bolster the Abolitionists as much as we can for reasons both self-serving and humanitarian. They are our "face" in Maretonia in a way, so let´s be nice.

[ ] 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%

No-no-no-no-no...we are doing that one and House Storm will win the civil war shortly afterwards. If Maretonia hadn´t broken apart it might have still value, but with everything being shit atm it´s just not good enough.


Piety: (One Action Per Turn)

[ ] Ancient Empire Excavations: Cost: 100. Time: One Year. Reward: Ancient Religious Artifacts recovered.

[ ] Crystal Shrine: Cost: 100. Time: One Year. Reward: Shrine to the Crystal Heart constructed.

[ ] A Sacred Stone: Cost: 100. Time: One Year. Reward: Neighponese Shrines constructed.

[ ] A Holy Lake: Cost: 100. Time: One Year. Reward: Church of the Lady granted a protected lake to worship at.


While I would normally prefer the Griffon option "Ancient Empire Excavations" on account of our species still needing their own spiritual identity, right now with all the Maretonian hubhub and the Crystallines bearing the brunt of it, I consider "Crystal Shrine" slightly more immediately important.

[ ] The Imperial Creed: Cost: 100. Time: One Year. Reward: Lectitio Divinitatus published.

Might be just my paranoia talking, but any religious text called "Lectitio Divinitatus" is suspect on account of the author(s) possibly being corrupted by dark powers...We really should have discouraged that Cult in retrospect. (To explain, in 40k the Lectitio Divinitatus was written by the Primarch Lorgar, who was the very first Primarch to fall to Chaos and was the one corrupting Horus in the first place - with also means that by its own definition, the Imperial Church itself is heretical and should be put to the torch)


Personal: (Two Actions per Turn)

[ ] 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.

Yeah, after thinking everything through, I think we should use this one for

- [ ] Refugee Resettlement Program: Cost: 500. Time: One Year Reward: Refugee Crisis Addressed.

[ ] Imperial Priority: Sometimes you need something done as quickly as possible, regardless of the cost. In such times, you can authorize and oversee the judicious and generous application of funds to speed things along. If necessary, you can reduce the duration of a select action by one year at the cost of a personal action and doubling the per-turn financial cost of the action. The chances of success for said action will remain the same.

[ ] Creative Accounting: Cost: 0. Time: One Year. Reward: One Small Lump-Sum of Funds. Chance of Success: 60%

[ ] Meeting Merlin: Cost: 0. Time: One Year. Reward: Information on Merlin Ambrosius, chance to unlock new Actions.

[ ] Pet (Rock) Project: Cost: 0. Time: One Year. Reward: ???


[ ] The Good Prince: Cost: 0. Time: One Year. Reward: Gawain gains a government post and job experience.

Sonny wanted an opportunity to prove himself? Alright, he is getting one.

--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Meaning that in the end, my plan would be

[ ] Plan "Pricey, but prudent" (Cost: 3300)

- [ ] The Hardbeak Line
- [ ] Military Advisors
- [ ] Emerald Isles Emissary
- [ ] Meeting the Republicans
- [ ] Rail Network
- [ ] Imperial Sanitation Commission
- [ ] Crystal Rune Replication
- [ ] Arcane Agricultural Practices
- [ ] Eyes on the Skies
- [ ] Subterranean Supplylines
- [ ] Crystal Shrine
- [ ] Overtime
- - [ ] Refugee Resettlement Program
- [ ] The Good Prince

Yeah, I know that it´s among the more costly plans. Regardless, I consider those options very needed right now.

That being said, I am open for negotiations or consolidation with similar-enough plans if the arguments are good enough.
 
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Did you forget that we were just advised not to weaken either house, or the other House will likely win the civil war?

No I didn't. If you notice however the major Abolitionist holds are in Storm Territory and they are the ones that will be far more affected and vulnerable to Abolitionist raids as they use slaves and conscripts (i.e. slave troops and those from recently and unhappily subjugated tribes).

With the Tunnel and Military knowledge to hold those enclaves Storm has far more Border to protect than Star thus has to not only dilute their strength across a larger area but those near Abolitionist holdings are going to bleed troops and resources to the Abolitionists because the majority of non-officer troops are going to sympathise with their cause and hate theirown commanders.

This helps with the balance as Star will only discover they're poor when the ships don't return towards the end of the year meaning that for the majority of the year Star will look to be having the advantage.

Next year is more up in the air but it's likely that Star can paper over the cracks for at least a year, maybe more if they managed to snach some lucritive border towns, giving the Abolitionists another year to weaken Storm simply by existing and running an underground railroad and maybe a few targeted assasinations at the Slavers that are the primary monetary supporters of Storm.
Even better the heavy tax that will be needed to support mercenary's means that the populous will be unhappy with Star or Star will start conscription themselves opening them to the Abolitionists in the same way Storm is.

Lastly when they can't pay we can ready to buy out any lapsed mercenary contracts in favour of the Abolitionists solidifying their position as a full faction and giving them time to solidify they're own military training.

Tl;Dr

Advantage this year:
Abolitionist are in a position to bleed Storm by existing due to force and ethis composition.
Star stable until year end when ships don't arrive back (the nature of maritime travel times gives them flex of a month or so here)

Advantage next year:
Abolitionist continue to weaken storm by existing and becoming more viable
Mercenaries can be bought out in favour of Abolitionists, meaning that Storm can't attack Star without opening themselves to a truely dangerous mercenary supported Abolitionist army.
 
12 hours are up! Plan time!

[X] Plan: So Much to Do So Little Action Slots Prepare for a Deficit v1
-[X] The Hardbeak Line: Cost: 2200. Time: Two Years. Reward: Hardbeak Line Constructed using new fortification techniques. Southern Border Secured. Will Finish This Turn
-[X] Military Advisors: Cost: 400. Time: One Year. Reward: Abolitionists receive support from Gryphus Military Advisors. Chance of Success: 70%
-[X] Meeting the Republicans: Cost: 200. Time: One Year. Reward: Diplomatic Relations Opened with Minotaurs, First Contact QA Interlude, New Actions Unlocked.
-[X] Orichalcum Trade: Cost: 100. Time: One Year. Reward: Yak Orichalcum Imports, Additional Actions Unlocked, -500 Gold per Turn.
-[X] Rail Network: Cost: 1500. Time: Four Years. Reward: National Freight Railway Network Constructed. Increased Tax Income. New Options Unlocked. Will Finish Next Turn
-[X] Imperial Sanitation Commission: Cost: 3000. Time: Two Years. Reward: City Sewage Networks Upgraded, lessened chance of disease outbreaks. Will Finish This Turn
-[X] Crystal Rune Replication: Cost: 400. Time: One Year. Reward: Reverse-Engineered Runes. Chance of Success: 70%.
-[X] Arcane Agricultural Practices: Cost: 300. Time: One Year. Reward: Increased Agricultural Income. Chance of Success: 65%
-[X] Subterranean Supplylines: Cost: 600. Time: One Year. Reward: Abolitionist Supplylines established, Abolitionist Resistance Forces strengthened. Chance of Success: 70%
-[X] Spying on the Stars: Cost: 500. Time: One Year. Reward: Intel on House White Star Activities, New Actions Unlocked. Chance of Success: 60%.
-[X] Crystal Shrine: Cost: 100. Time: One Year. Reward: Shrine to the Crystal Heart constructed.
-[X] Overtime: Refugee Resettlement Program: Cost: 500. Time: One Year Reward: Refugee Crisis Addressed.
-[X] 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 (after Plan, sans post-plan income changes): 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%
 
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