To be fair i think most if not all of us are generally all united on what needs to be done, more men, better equipment and start a rebellion.
I was not actually expecting to be able to deal with the rebellion. I was okay just letting them fight it out among themselves. Then we come in after they are weak. I was hoping for an action to sabotage their lines and homeland.
 
Hopefully we get a few more omakes for these but i was thinking put the plus 20 into cavalry to almost guarantee it because Wingbardy cannot fall before we arrive and hopefully the other plus 10 into rebellion.
 
[X]Plan dogsboy
Martial
Onwards, to Glory!: You have an army and a navy. You have a suit of armor and a blade worthy of your station. You have Knights. And now you have an excuse, one that no one will begrudge you. Wingbardy won't last long on its own. Rally your forces and march to war! (Wingbardy Campaign Begins!)

Quality over Quantity: It's one thing to have a large army, quite another to have a well-equipped one. With all the ore your mines have started to churn out, you can start equipping your troops with high-quality armor and weapons usually reserved for elite units. This will be expensive however, both to purchase, and to maintain. Cost: 500. Time: One Year. Reward: Better Equipment issued to Royal Army, Upkeep Costs Doubled.

Dog Fighters: Diamond Dogs may not be capable of flight, but they can dig like nothing else, and their numerous raids against your territory in the past have proven their martial capabilities. Now that you have the loyalty of several packs, it might be a good idea to gather some volunteers willing to join your army and fight on your behalf, especially now that there's no risk of infighting between them and your regular units. Cost: 200. Time: One Year. Reward: Diamond Dog Soldiers Recruited


Diplomacy:

Pulling the League off the Fence
: Despite Montefeathertro's best efforts, the Feathersian League remains paralyzed with indecision. The economic sanctions some have instituted are better than nothing, but you'd really like it if they took a more direct approach to halting Aquileian aggression. Send envoys to the more hesitant League member cities and convince them that they can no longer afford to sit idly by while Brochard threatens them all. Cost: 200. Time: One Year. Reward: The whole of the Feathersian League rallies against Aquileia and will contribute to the war effort. Chance of Success: 65%



Stewardship:

Fungus Farming for Fun and Profit: Archimedes' theories were sound, now it's time to put them into practice. Fund the construction of several mushroom farms and start harvesting your new foodstuff! Cost: 200. Time: One Year. Reward: Mushroom Farms Constructed, Increased Farming Income.

Learning: Archimedes is an almost comically small and scrawny Griffon, often mistaken for a teenager despite being middle-aged. What he lacks in physical stature, he more than makes up for with brainpower. He has authored numerous works on history, biology, and physics, making him an ideal choice for an advisor. (Two Actions Per Turn) Choices Locked

Aquaculture: One of Archimedes' assistants has proposed a strange new idea. Why don't we just farm fish the same way we farm other foodstuffs? After being accused of Discordian sympathies he hastily clarifies that he did not mean to invoke the memory of the horrific squid-plant hybrids created by the mad trickster god, but something much more mundane: "corralling" fish in artificial lakes and ponds, feeding and harvesting them in a similar manner to other livestock. Well…you've heard of crazier ideas. Cost: 400. Time: Two Years. Reward: Fish Farms established. Will Finish This Turn

Noxious Nitrates: Archimedes has been experimenting with some of the minerals your miners have started digging up, seeing how they react chemically with other elements. He's found a way to make a sort of...explosive powder out of sulfur, charcoal, and saltpeter. You're...kind of concerned about that last one, seeing as how it's extracted from feces of all things, but his practical demonstrations cannot be denied or ignored. But Archimedes has an issue: the difficulty in acquiring large amounts of the components needed to make this Fire-powder. He's going to need funds to construct sulfur mines and...saltpeter distilleries. Ewww. Cost: 500. Time: Two Years. Reward: Supply of Fire-Powder Acquired. Chance of Success: 75% Will Finish This Turn



Intrigue
:

Fluent in Treason: Brochard's taxation policies haven't been popular amongst his subjects. Should he fail to deliver a victory in Wingbardy and acquire it's fertile lands, he risks facing a revolt. Your spies are still present in Aquileia. Have them contact a few of the more openly resentful nobles and see if you can get the ball rolling on that whole "rebellion" thing, as well as lay the groundwork for a transfer of power once Brochard is out of the way. Cost: 400. Time: One Year. Reward: Increased chance of Revolt against Brochard, Less risk of opposition to your taking the throne. Chance of Success: 50%



Personal:

Gabriella's Greatswords: Your wife spent much of the previous year calling in favors from old friends and acquaintances. Among them were several mercenary captains that agreed to offer their services at discounted rates should you choose to acquire their services. Time to take them up on their offers. Cost: Varies, depending on Choices. Time: One Year. Reward: Mercenary Hires Interlude

Logic: don't need to tell wingbardy that help is on the way unless we're planning to wait multiple turns to help.

Diamond dogs will give us access to strategies that our enemy won't be able to counter, and will expand our army.
 
[X]Plan dogsboy

I agree, no point in talking to Wingbardy while we are already charging in, better bring in more allies for the next phase of the war.
 
@Tithed_Verse you do realize dogs only gives us 500 more troops while recruiting gives us 5000 more troops. Also the fact that we dont know if Wingbard will even hold out until we get there he may just surreder to save his people if he thinks no one is coming to aid him.
 
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Logic: don't need to tell wingbardy that help is on the way unless we're planning to wait multiple turns to help.

Diamond dogs will give us access to strategies that our enemy won't be able to counter, and will expand our army.
We don't know how things are going, if he surrenders our intervention will be invalid and will be seen as aggression.
You must realise that mobilisation of our army takes time, especially in medival standards, enough time for Wingbardy to surrenders
 
I agree, no point in talking to Wingbardy while we are already charging in, better bring in more allies for the next phase of the war.

I think we should tell the wingbardians (?) that help is coming, not only because we will be the Ray of Hope letting their outclassed and massively outnumbered army fight on, but also because it will all but Guarantee that they join us after the war is finished.
 
Entire Griffonia has diamond dogs raids.
What makes you think that Aquileia didn't fight them.
Not intigrated with gryphons they don't. Gryphons could carry dogs, and dogs can use crossbows on gryphonback.

Contracting the league also means we will likely have a larger army from league reinforcements.

The 'contact the duke' option is for if we don't complete the issue right off of the bat.
 
I'd like to propose an alteration to the plan:

It might be wise to go for lumber rather than mushrooms. We already have the fish farms, so our food supply shouldn't be in immediate danger, but if we're going on a war footing we're going to really appreciate having a large secure wood supply available.
 
I'd like to propose an alteration to the plan:

It might be wise to go for lumber rather than mushrooms. We already have the fish farms, so our food supply shouldn't be in immediate danger, but if we're going on a war footing we're going to really appreciate having a large secure wood supply available.
except stated by the action we would need to waste soldiers on it which we cant afford to do right now. And possible anger whats in the forest which we would need to fight.
Adhoc vote count started by Raptor580 on Jan 6, 2019 at 2:49 PM, finished with 35 posts and 16 votes.
 
Turn 6: The Unification War
A fairly straightforward turn.

[X] Plan WAR

Wonder if Gabriella actually likes greatswords if or she just wanted a catchy name for her company.

Logic: don't need to tell wingbardy that help is on the way unless we're planning to wait multiple turns to help.

Diamond dogs will give us access to strategies that our enemy won't be able to counter, and will expand our army.
1) You underestimate how quickly a country can collapse when outnumbered three-to-one.

2) Given Diamond Dog raids are apparently the number one cause of trouble in the Griffin lands it makes no sense for Griffin armies to not be well experienced in fighting them.
 
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