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either the Maretonian Crisis boil over into actual war or some other threat arise in the south, but given just how outdated it is already, we might need to invest into upgrades in order for it to be of use in that regard first.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.
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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.