Ok, here´s my in-depth analysis and plan:

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Martial: (Two Actions Per Turn)

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

[ ] Gryphus Foriegn Legion: Cost: 500. Time: One Year. Reward: Imperial Foreign Legion established, Foreign Auxiliaries recruited.


Big NO to both, because us directly swelling the numbers of our soldiers in any way will be seen as an act of agression by at least Maretonia, only worsening the problems at hand.

We need to de-escalate as much as possible, not beat the drums of war.


[ ] Runic Fortifications-Hardbeak Line: Cost: 2000. Time: Two Years. Reward: Hardbeak Line Fortifications Strengthened with Runic Enchantments, increased upkeep costs.

I know, seems a bit hypocritical of me to advocate for this option yet arguing against bolstering our armies. The difference is that souping up the walls is akin to our army getting better equiment instead of the army itself getting bigger (which looks far more aggressive from an investment-standpoint). Plus, we can sell those augmentations as "always having been part of the Hardlbeak Line´s planned outfitting" that simply dragged on for a bit to any other polities getting suspicious.

[ ] Runic Armor: Cost: 1500. Time: One Year. Reward: Runic Armor for Knightly Grandmasters and Imperial Royal Family.

Very important, because it keeps our Elite units alive in the heat of battles or against assasination attempt. Plus, elites being decked in bling is nothing outta the usual, so other powers shouldn´t bat an eye at us getting our family and commanders that gear.

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

At first I was thinking of voting for this, but after a while I started doubting its value in the grand scheme of things and decided to rethink my aversion against "Runic Fortifications-Hardbeak Line"

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

As much as I´d love to give out western province its own Knightly Order, right now it´s not that important compared to other options.

[ ] Cautious Curiosity: Cost: 400. Time: One Year. Reward: Knowledge of Distant Lands.

—[ ] Far West: The Yaks can't tell you anything about what lies beyond their lands, aside from the fact that they know such lands exist. Prior to meeting you and Sombra they never had any reason to wonder about the lands beyond their steppe. Now you have a chance to satisfy both their curiosity and your own.

—[ ] Far South: As of now, it doesn't appear that you and Maretonia will be going to war anytime soon. As such, some have proposed sending a flotilla of exploration ships South along the coast, to see if your rival kingdom has any neighbors that might prove less antagonistic to you and your people. With any luck, you might find another ally or trade partner, or new resources that you could grab before the Maretonians can.

—[ ] Far East: The Minotaurs hinted at the existence of a land to the East, across the great ocean. But aside from these cryptic hints, you know little about this strange land. The journey will be long, but it is one you and your people must make if they are to have answers to the many questions that have been raised regarding this mysterious nation.


Not really that pressing right now, although I actively dislike "Far South" quite a bit on accout of leading our explorers too close to Maretonia, which might be seen as another military maneuver and so falls into the same category as similarly-problematic Military options.

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Diplomacy: (Three Actions Per Turn)


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

Really tough decision between this and "Yak Cannons", but in the end trading with the Canterburians simply wins on account of being cheaper and not having a chance to failure - meaning that in the end it´s a far safer investment of our ressources (to say nothing of getting to know them on a more personal level than through talking to Queen Chevaline)

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

Nonononono...not with both the Maretonian Crisis and the population boom still smoldering on, guys

[ ] 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%


Both options aren´t that important right now...that beign said, if I had to choose between either, the Yaks would win on account of a higher success chance.

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

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


Even though @Questor will probably groan in frustration at having to write two two-part diplo interludes back-to-back, I´d really like to get those two done asap to nip any bad reputation we might have gotten from Maretonian word-of-mouth in the bud. As for anyone raising an eyebrow about me nixing any expeditions to the far east to find Saddle Arabia, that´s the problem: Those we would have to find first, while we already know roughly where the EDs and Caribou are thanks to the Neighponese having done the "blindly sailing around" for us already. Simple pragmatism essentially.

[ ] Minotaurs against Maretonia: Cost: 400. Time: One Year. Reward: Minotaur Republics cease trade with Maretonia. Chance of Success: 60%

Doing this would almost assuredly hand the victory to House Storm, since White Star is only kept afloat by their vast money reserves right now

[ ] Yak Cannons: Cost: 400. Time: One Year. Reward: Yaks begin purchasing Imperial Cannons. Chance of Success: 60%

For a long time I was in favor of this option, because having our unofficial second ally aside from Neighpon be able to field cannons as well just sounded too good to pass (especially since unlike the Neighponese cannons, those are on the same continents as us and therefore would be more aviable to help us if the need arises). After a while I changed my mind and decided to go with Canterbury trade.

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Stewardship: (Two Actions Per Turn) One Action Locked

-Rail Network: Reward: National Freight Railway Network Constructed. Increased Tax Income. New Options Unlocked. Will Finish This Turn

Already in-progress...no further need to clarify.

[ ] 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 really that important right now imho.

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

Daaaaamn, normally I´d be all over this one, but "Crystal Agriculture" wins for reasons detailed below.

[ ] Gas Lighting: Cost: 1200. Time: Two Years. Reward: Gas Lamps installed in all major population centers in the Empire, Increased Tax Income due to Increased Productivity and Reduced Crime Rates.

That one fails at least partly because of the lack of slots to me. Otherwise I wouldn´t be against installing gas lamps.

[ ] Crystal Agriculture: Cost: 800. Time: Two Years. Reward: Crystal Protectorate gains a substantial agricultural base and is no longer dependent upon food imports from the Griffonlands. Increased Agricultural Income.

That one wins hands-down for a few simple reasons: It´s cheaper and - most importantly, it decentralizes our food production, freeing a lot of equipment, time, ressources and "man"power that previously would go into carting the produce from Gryphonia Proper all across our sphere of influence into the Crystal Protectorate. Additionally, any food we don´t have to transport into the Protectorate can feed the core regions - pragmatism at its best.

[ ] Crystal Forests: Cost: 400. Time: Three Years. Reward: Crystal Protectorate develops domestic logging industry, increased logging income.

Interesting, but not immediately pressing.


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Learning: While Archimedes and Genevieve form the core of your scholastic efforts, the Neighponese Trio and the newly arrived Canterbury Experts, particularly the venerable Merlin, have become increasingly important to your Empire's research and development efforts, providing new insights and research opportunities to exploit. (Two Actions Per Turn)

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

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

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

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


None of these are important enough to me to vote for, although "War Horns" only narrowly misses it - that´s why I moved it in the voting list a bit.

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

[ ] Runic Airships: Cost: 500. Time: One Year. Reward: Explored Viability of Runes in Potential Flying Machines.


We have to take those two to capitalize on Gryphonese air superiority and to me, they just synergize too well together to ignore even one of them - each side of the equation (gas & runes) can address problems the other one faces...to say nothing of the sheer thematic boons.

[ ] Black-Steel Balls: Cost: 400. Time: One Year. Reward: Army gains Black-Steel Cannonballs

Same problem as so many times before - not enough slots and other stuff is more important.

Intrigue: (Two Actions Per Turn)

[ ] Trust but Verify: Chance of Success: 60%

Would be nice, but it isn´t urgent enough to slot it in right now.

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

Getting intel on the other side of the Maretonian Civil would be really important, but unfortunately the Minotaur talk has raised a few troubling questions that need addressing ASAP...so it has to wait for the moment.

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

Time and again I have stressed just how important it is to find out who kill Queen Mareia - the omake about the Royal Guard and now the Minotaur talks only proved my point, since Gryphonia apparently - and honestly quite understandably so - has become one of the prime suspects internationally. I´d rather not be seen as an evil expansionist that crushes annoying polities just because, you know?

[ ] Hoofbeard's Heist: Cost: 1000. 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%

[ ] Hoofbeard's Other Heist: Cost: 1500. Time: One Year. Reward: House White Star's Treasury Raided, Libertalia becomes more prosperous and less dependent on Crime to fuel its economy, Hoofbeard gains more influence and power in Libertalia. Chance of Success: 50%

[ ] Assisted Abolitionist Raids-House White Star: Cost: 800. Reward: Abolitionists raid House White Star Infrastructure, White Star forces weakened and thrown into disarray. Chance of Success: 65%


The old problem, guys: Doing any of those options would hand Storm the win in the end, although I admit that leaving Hoofbeard or Lady Ambrosia hanging like that isn´t ideal either...We really need to somehow gain intel on Storm - which makes my decision to not spy on them because other stuff is more immediately important even more bitter.

[ ] Scaling the Ivory Towers: Cost: 600. Time: One Year. Reward: Information on the Maretonian Colleges of Magic, New Actions Unlocked. Chance of Success: 40%

Time...never enough time...(or slots for that matter)

[ ] Riddle of the Labyrinth: Cost: 500. Time: One Year. Reward: Information on the Minotaur Republics. Chance of Success: 60%

What can I say? The Minos seem to be hiding something, to say nothing of us needing to know the opinion of their people about both the Maretonian Crisis and our (perceived) role in it all...Sucks to have that appear right now and take up valuable slot place.

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Piety: (One Action Per Turn)

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

AAAAAAARRRRRGGGGGGHHHH! It really sucks to put that one on the backburner, but stuff keeps cropping up that simply is more pressing.

[ ] Runic Literacy: Cost: 200. Time: One Year. Reward: Crystal Heart Worshippers gain access to basic Runic Knowledge, Runic literacy spreads.

I know that we have been pushing a lot of support into the Crystal Protectorate and its religion, but worshippers learning to read runes just synergizes too well with my other Magitek votes. The more people can use runes, the more use we are getting outta cramming our equipment full of that stuff.

That being said, @Questor: Will us progressing in one faith tree start to lock us outta the other ones (because of say, their followers getting pissed about being ignored by us and deciding to no longer talk to us? That would really suck, tbh.


[ ] A Sacred Stone: Cost: 100. Time: One Year. Reward: Brod the Wise carves the first Yakyakistani Runestone for the Empire.

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


Maybe another time (-fingers-crossed-)

[ ] Seaside Shrines: Cost: 100. Time: One Year. Reward: Neighponese Shrines constructed.

Yes, I know, I vouched for this option during previous talks and normally I would stand by my decision, but as I said: The possible Runic synergy is far too tempting.

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

Still not trusting those guys (not just because they decided to call their Holy Book "Lectitio Divinitatus", but that´s definitely a big reason)

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Personal: (Two Actions per Turn)

[ ] Overtime:

[ ] Imperial Priority:

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


Naaah, not really all that interested right now.

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

The old guy is integral to our endeavours regarding the widespread use of runic enchantments - best capitalize on that and get to know him on a personal basis.

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

Even if it isn´t about Golems like some have theorized, I am genuinely intrigued and willing to look what our sweet adopted daugthter has discovered.

[ ] Rune-Sword of the Emperor: Cost: 300. Time: One Year. Reward: Rune-Blade.

Not immediately important rn, since our Runic Gear from Military should help boosting our prowess enough by itself for the moment...also, our old sword still being at our side after all those years dutifully is actually a sentimental point in its favor.

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After this very extensive evaluation, that leaves us with the following plan proposal:

[ ] Plan "Diplomatic De-Escalation & Runic Refurbishing" (version 1.5)
- [ ] Runic Fortifications-Hardbeak Line: Cost: 2000
- [ ] Runic Armor: Cost: 1500
- [ ] Canterbury Caravans: 200
- [ ] Emerald Isles Emissary: Cost: 300
- [ ] Journey to the Frozen Coast: Cost: 400
- [ ] Rail Network: Will Finish This Turn
- [ ] Crystal Agriculture: Cost: 800
- [ ] Gas, Gas, Gas: Cost: 300
- [ ] Runic Airships: Cost: 500
- [ ] Cold Case: Cost: 500
- [ ] Riddle of the Labyrinth: Cost: 500
- [ ] Runic Literacy: Cost: 200
- [ ] Meeting Merlin: Cost: 0
- [ ] Pet (Rock) Project: Cost: 0

Total Cost: 7200

...That´s actually comparetively affordable, all things considered.



 
[ ] Plan Diplomatic De-Escalation, Runic Refurbishing and Preparing to Stop the Storm
- [ ] Runic Fortifications-Hardbeak Line: Cost: 2000
- [ ] Runic Armor: Cost: 1500
- [ ] Canterbury Caravans: 200
- [ ] Emerald Isles Emissary: Cost: 300
- [ ] Journey to the Frozen Coast: Cost: 400
- [ ] Rail Network: Will Finish This Turn
- [ ] Crystal Agriculture: Cost: 800
- [ ] Gas, Gas, Gas: Cost: 300
- [ ] Runic Airships: Cost: 500
- [ ] Cold Case: Cost: 500
- [ ] Riddle of the Labyrinth: Cost: 500
- [ ] Runic Literacy: Cost: 200
- [ ] Meeting Merlin: Cost: 0
- [ ] Overtime: Eyes on the Skies: Cost: 500

Frankly, Pet (Rock) Project isn't all that important to be taken right now (we don't even know what it does, it could easily be something that isn't all that useful to us), and we really need to investigate House Storm now, so Overtime into Eyes on the Skies is a better action to take than Pet (Rock) Project. We are still stuck in the crisis that is the Maretonian Civil War, and we can not afford to slack off in our duties to the Gryphus Empire. There will be a better time for family-related personal actions, but this turn isn't one of them.
 
[ ] Plan Diplomatic De-Escalation, Runic Refurbishing and Preparing to Stop the Storm
- [ ] Runic Fortifications-Hardbeak Line: Cost: 2000
- [ ] Runic Armor: Cost: 1500
- [ ] Canterbury Caravans: 200
- [ ] Emerald Isles Emissary: Cost: 300
- [ ] Journey to the Frozen Coast: Cost: 400
- [ ] Rail Network: Will Finish This Turn
- [ ] Crystal Agriculture: Cost: 800
- [ ] Gas, Gas, Gas: Cost: 300
- [ ] Runic Airships: Cost: 500
- [ ] Cold Case: Cost: 500
- [ ] Riddle of the Labyrinth: Cost: 500
- [ ] Runic Literacy: Cost: 200
- [ ] Meeting Merlin: Cost: 0
- [ ] Overtime: Eyes on the Skies: Cost: 500

Frankly, Pet (Rock) Project isn't all that important to be taken right now (we don't even know what it does, it could easily be something that isn't all that useful to us), and we really need to investigate House Storm now, so Overtime into Eyes on the Skies is a better action to take than Pet (Rock) Project. We are still stuck in the crisis that is the Maretonian Civil War, and we can not afford to slack off in our duties to the Gryphus Empire. There will be a better time for family-related personal actions, but this turn isn't one of them.

True enough...sorry, but after a while I got a bit tunnel-vision-y about everything

Honestly? Your plan is better than mine by far (finally unlocks ways to harass Storm as well as Whitestar, which really has started to annoy me during planning) and only 500 gold more costly
 
Of the two plans (and color coded reports) I agree much more with @TheGleeman .

Army doubling can wait, and we should first adopt the crossbows anyway. Quality improvements are easier to pass in this tense climate compared to quantity ones.

I'm a bit annoyed at having to pass over some options, but the slots are what they are.
 
Of the two plans (and color coded reports) I agree much more with @TheGleeman .

Army doubling can wait, and we should first adopt the crossbows anyway. Quality improvements are easier to pass in this tense climate compared to quantity ones.

I'm a bit annoyed at having to pass over some options, but the slots are what they are.

Tbf, @ThatGuyWithIdeas raised a good point about switching out "Pet (Rock) Project" for "Overtime: Eyes on the Skies" in my plan, because we really need to find ways to also harass Storm and not just Whitestar.
 
Tbf, @ThatGuyWithIdeas raised a good point about switching out "Pet (Rock) Project" for "Overtime: Eyes on the Skies" in my plan, because we really need to find ways to also harass Storm and not just Whitestar.
That's a good point, though I have to admit I'm curious about whatever Pearl ended up discovering.

She probably discovered something along the lines of how to grow or animate crystals.

...I'm kind of imagining her coming to us with a crystal golem the size of a doll :p.

Still, I'm really fine with either of the two actions.
 
That's a good point, though I have to admit I'm curious about whatever Pearl ended up discovering.

She probably discovered something along the lines of how to grow or animate crystals.

...I'm kind of imagining her coming to us with a crystal golem the size of a doll :p.

Still, I'm really fine with either of the two actions.

Trust me, I wouldn´t mind at all to listen to Pearl about she wants us to see, but right now we really could use some way to harass Storm (atm, all Intrigue actions are about fucking over Whitestar one way or another, which just sucks)
 
Trust me, I wouldn´t mind at all to listen to Pearl about she wants us to see, but right now we really could use some way to harass Storm (atm, all Intrigue actions are about fucking over Whitestar one way or another, which just sucks)
Really, if there's something I'd change in the current plan it would be the contact with dogs and caribou.l (especially the caribou). I would have somewhat preferred strengthening our current relationships instead, maybe even trying one of the prophecy actions.

I think ONE new contact would be enough, instead of two. It's not like the caribou are a threat to us, and I don't think they're going to be that important in the short term at least.

Oh, and maybe I would have delayed the runic armour.
 
Really, if there's something I'd change in the current plan it would be the contact with dogs and caribou.l (especially the caribou). I would have somewhat preferred strengthening our current relationships instead, maybe even trying one of the prophecy actions.

I think ONE new contact would be enough, instead of two. It's not like the caribou are a threat to us, and I don't think they're going to be that important in the short term at least.

Oh, and maybe I would have delayed the runic armour.

I´d rather preemtively rectify any bad reputation we accumulated thanks to the Maretonian Mess travelling outwards and turning either the EDs or Caribou hostile, further causing strife.

But I do admit that doing both First Contacts is a bit much possibly.
 
If we aren't doing both first contact actions... what should our third diplomacy action be then?

EDIT: Also, if we are delaying Runic Armor, what should we replace it with?
 
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I´d rather leave the plan as-is, but if I had to swap out, I´d go for:

- Swapping out Runic Armor for Kestrellan Knights
- Swapping out either ED or probably Caribou (they are the farthest away from us and therefore can wait for a bit) for Yak Cannons

But again, I prefer not swapping out anything
 
If we aren't doing both first contact actions... what should our third diplomacy action be then?

EDIT: Also, if we are delaying Runic Armor, what should we replace it with?

Well, I am probably late to this, but Diplomacy actions are limited to 3 choices in my mind, because I don't want to see the future, sell the Yaks cannons, or coerce the minotaurs. If I had to choose it would be to spend time on looking at the fortuneteller, either one.

[ ] Canterbury Caravans: Your newly discovered neighbors, while not having quite the economy that you do, are still a nation of potential customers for Imperial Products, and your people are always hungry for new and exciting novelties and luxury goods. While it may be difficult to brave the cursed forests of Canterbury, enterprising merchants have done riskier things in pursuit of profit, and you're sure that your chivalrous neighbors will be more than happy to assist and escort traders through their lands, as you will theirs. Cost: 200. Time: One Year. Reward: Trade with Canterbury Established, Increased Trade Income.
[ ] Emerald Isles Emissary: The discovery of an entire independent kingdom of Diamond Dogs has raised more than a little bit of interest amongst your people...and the realization that it was the Neighponese who met them first has more than a few members of your diplomatic corps kicking themselves at the missed opportunity. But there's still time to rectify this and properly introduce yourself to the inhabitants of the Emerald Isles. A diplomatic mission seems to be in order. Cost: 300. Time: One Year. Reward: Diplomatic Contact established with Emerald Isles, New Actions Unlocked.
[ ] Journey to the Frozen Coast: The Caribou are an interesting people. A maritime culture, divided between multiple petty kingdoms, subsisting through a combination of trade and raiding. Whether they will be enemies, allies, or simply another divided people to keep an eye on has yet to be determined. A diplomatic mission to introduce your people to theirs may be in order. Cost: 400. Time: One Year. Reward: Contact made with Caribou Kingdoms, New Actions Unlocked.
 
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Those are exactly the diplo option I intend to choose
Well, if I had to drop one diplo option and choose another. I'd choose caribou to drop, and replace it with one of the fortune telling options.

Your abbreviation of ED left me so confused. I didn't memorize all the available actions, so assumed it referred to a different group. The abbreviation also looks strange to me.
 
Okay so I've swapped out the Gryphus Foreign Legion in favor of Runic Fortifications-Hardbeak Line, if only for the future utility value and since we don't have a freeslot to Imp Order it, that means we gotta get it done sooner than later. Also swapped out war horns for airship tech Gas, Gas, Gas research. Also changed the Piety option in order to synergize with all the sweet runic stuff (Both Martials, the airships, the piety option, and Pearl's Pet Rock Project) we'll be doing in this plan.

I'm sticking with Yak Cannons because it has twofold benefits, one we get more income (especially since we've just imported their Orichalcum at 500/turn) and two, we get stronger Yak ties and Yak's are strengthened in case Maretonia gets any Bright ideas.

This way nothing gets destablized this year, as well working on our infrastructure. And I'm HOPING that we can coordinate diplomatically with Neighpon with the Emerald Isles, while we say hi to the Caribou on the other side of things. But at worst, we'll at least get to meet the new polity without getting caught with our pants down, again. Also I argue that we can't keep putting off Aggressive Agricultural Expansion, our trainline is about to finish, so crystal protectorate agriculture can wait until after that's done.

[X] Plan: Good Assassin Hunting (this time with More Runes) v3
-
[X] Runic Fortifications-Hardbeak Line: Cost: 2000. Time: Two Years. Reward: Hardbeak Line Fortifications Strengthened with Runic Enchantments, increased upkeep costs.
-[X] Runic Armor: Cost: 1500. Time: One Year. Reward: Runic Armor for Knightly Grandmasters and Imperial Royal Family.
-[X] Canterbury Caravans: Cost: 200. Time: One Year. Reward: Trade with Canterbury Established, Increased Trade Income.
-[X] Journey to the Frozen Coast: Cost: 400. Time: One Year. Reward: Contact made with Caribou Kingdoms, New Actions Unlocked.
-[X] Yak Cannons: Cost: 400. Time: One Year. Reward: Yaks begin purchasing Imperial Cannons. Chance of Success: 60%
-[X] Rail Network: Cost: 1500. Time: Four Years. Reward: National Freight Railway Network Constructed. Increased Tax Income. New Options Unlocked. Will Finish This Turn
-[X] Aggressive Agricultural Expansion: Cost: 1000. Time: Two Years. Reward: Expanded Agriculture, Secured Food Supply, Increased Income.
-[X] Gas, Gas, Gas: Cost: 300. Time: One Year. Reward: Lifting Gases Identified.
-[X] Runic Airships: Cost: 500. Time: One Year. Reward: Explored Viability of Runes in Potential Flying Machines.
-[X] Cold Case: Cost: 500. Time: One Year. Reward: Information on Queen Mareia's Assassination. Chance of Success: 35%
-[X] Eyes on the Skies: Cost: 500. Time: One Year. Reward: Intel on House Storm Activities, New Actions Unlocked. Chance of Success: 55%
-[X] Runic Literacy: Cost: 200. Time: One Year. Reward: Crystal Heart Worshippers gain access to basic Runic Knowledge, Runic literacy spreads.
-[X] Meeting Merlin: Cost: 0. Time: One Year. Reward: Information on Merlin Ambrosius, chance to unlock new Actions.
-[X] Pet (Rock) Project: Cost: 0. Time: One Year. Reward: ???

Total Plan Cost: 9000
Net Income: (555)
Treasury (post-plan): 8718

Success % for Plan that need Omake love:

Yak Cannons: 60% + 18% (Garrick's DIPLO) = Base 78%
Cold Case: 35% + 13% (Garrick's INTRIGUE) = Base 48%
Eyes on the Skies: 55% + 13% (Garrick's INTRIGUE) = Base 68%
 
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[x] Plan Diplomatic De-Escalation, Runic Refurbishing and Preparing to Stop the Storm
- [x] Runic Fortifications-Hardbeak Line: Cost: 2000
- [x] Runic Armor: Cost: 1500
- [x] Canterbury Caravans: 200
- [x] Emerald Isles Emissary: Cost: 300
- [x] Journey to the Frozen Coast: Cost: 400
- [x] Rail Network: Will Finish This Turn
- [x] Crystal Agriculture: Cost: 800
- [x] Gas, Gas, Gas: Cost: 300
- [x] Runic Airships: Cost: 500
- [x] Cold Case: Cost: 500
- [x] Riddle of the Labyrinth: Cost: 500
- [x] Runic Literacy: Cost: 200
- [x] Meeting Merlin: Cost: 0
- [x] Overtime: Eyes on the Skies: Cost: 500

sorry, but I like this one more
 
[ ] Runic Fortifications-Hardbeak Line: Cost: 2000. Time: Two Years. Reward: Hardbeak Line Fortifications Strengthened with Runic Enchantments, increased upkeep costs.
I've swapped out the Gryphus Foreign Legion in favor of Runic Fortifications-Hardbeak Line
Except...
Anyways, are we... Sure that there isn't something better we could be doing with the incredibly expensive, extremely useful and VERY limited anti-magic metal other than lobbing it at our enemies at sufficient velocity?
I'd like to point out that the same should apply to Runes - there's a limited supply of dragon bone:
While she has uncovered the ideal mixture of magical reagents to ensure a reusable and long-lasting rune, the ingredients are rare. Powdered diamonds and dragon-bones rare.
As a result, even for future turns I'd argue against using a considerable part of our reagent supply for enhancing a fortification that will probably soon be as obsolete as the Peregrine Line. Especially when there's a decent chance that the Hardbeak Line will never come under attack.

In particular, if one of the two big players in Maretonia attacks the Abolitionists, would we really stand back and just tell them to evacuate behind the Hardbeak Line? No. Any intervention and battle would be far more likely to happen inside Maretonia. Ergo, the civil war rendered those fortifications rather useless.

freeing a lot of equipment, time, ressources and "man"power
We're about to have an unemployment crisis, so the additional jobs from transporting food are actually a boon.

laid the groundwork for the creation of many more. For the first time, non-Unicorns can harness the power of magic in a similar fashion! Merlin stresses that, despite his best efforts, the runes that he has devised are but a pale imitation of the ones found upon the Crystal Heart. He theorizes that one could study the object for over a century and not be able to replicate it's capabilities.
There's no learning action to enhance our library of runes, or to let Merlin reference the Sendak Manuscript in hopes of runic knowledge?

I guess those are locked behind the personal action to meet him?
 
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Except...

I'd like to point out that the same should apply to Runes - there's a limited supply of dragon bone:

As a result, even for future turns I'd argue against using a considerable part of our reagent supply for enhancing a fortification that will probably soon be as obsolete as the Peregrine Line. Especially when there's a decent chance that the Hardbeak Line will never come under attack.

In particular, if one of the two big players in Maretonia attacks the Abolitionists, would we really stand back and just tell them to evacuate behind the Hardbeak Line? No. Any intervention and battle would be far more likely to happen inside Maretonia. Ergo, the civil war rendered those fortifications rather useless.

Maybe so, but it´s still not too unlikely that the Maretonians will attack us and even if not, we can still turn thoose buildings into a tourist attraction.

Also, Dragon bones are just the most potent and rare example of material - we can still make do with other stuff

We're about to have an unemployment crisis, so the additional jobs from transporting food are actually a boon.

So, just to reach "full employment" ( a term that´s just callous reduction of people to their value as workers, btw), we now should refrain from spreading out our farm into the Crystal Protectorate and hold them essentially hostage with shipments from the Herzland? Sorry, but even aside from the danger of pests wreaking havoc on tightly packed farmland, that idea is just not acceptable
 
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