We should talk to the scholars as they pretty much proved somewhat capable of stopping the storm. Also possibility of magic tower within Gryphus.
 
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Anything and everything to aid the civilians of maretonia. Other stuff can wait in my opinion. Although, an assassination of PegiFucker might be in order.
 
Scholars lets strike while the iron is hot
War horns because we run a serious risk of logistic problems if we go to war
 
[X] Plan: Stabilization, Overtures, and Yaks!
Martial: (Two Actions Per Turn) One Action Locked
- Runic Fortifications-Hardbeak Line: Will Finish This Turn
-[X] Gryphus Foreign Legion: Imperial Foreign Legion established, Foreign Auxiliaries recruited.
-[X] Cautious Curiosity: Reward: Knowledge of Distant Lands.
—[X] Far West

Runic Fortifications are a given, while the Legion and Exploration seem best. The Legion creates more jobs and adds security, while Exploration can be done with the Yaks to further secure the continent. It seems like routine exploration would be good to gain more resources and avoid situations like Sombra.

Diplomacy: (Three Actions Per Turn)
-[X] Gaze upon the mists of Fate: Reward: Chance to gain information from Yak Seers. Chance of Success: 60%.
-[X] Appeal to the Praetorians: Reward: Royal Guard Negotiations Mini-Turn.
-[X] International Relief Effort: Reward: International Relief Effort Organized, Maretonian Situation Improved. Chance of Success: 60%, Auto-Pass if Appeal to the Praetorians Succeeds.
-[X] Talking to Scholars: Cost: 1000. Time: One Year. Reward: Opened Relations with the Maretonian Colleges of Magic. Chance of Success: 60%

Some knowledge of the future sounds great, especially with all these unknowns. We need the Royal Guard on board, and the situation in Maretonia to improve through the Relief Effort. Can't say no to more magic and denying it to that maniac Pegicles so we need the Scholars on our side rather than his.

Stewardship: (Two Actions Per Turn) One Action Locked
-Aggressive Agricultural Expansion: Reward: Expanded Agriculture, Secured Food Supply, Increased Income. Will Finish This Turn
-[X] Crystal Agriculture: Reward: Crystal Protectorate gains a substantial agricultural base and is no longer dependent upon food imports from the Griffonlands. Increased Agricultural Income.

Gotta love the Crystal Ponies, so creating more food and jobs via the Agriculture sounds good. Pearl is bound to like this too.

Learning: (Two Actions Per Turn)
-[X] Miniature Ballistae: Reward: Crossbows.
-[X] Black-Steel Balls: Reward: Army gains Black-Steel Cannonballs

The idea of airborne troops armed with Crossbows is very appealing, and the Black-Steel Balls is the next step on the ladder of anti-magic weaponry. Smaller versions, infantry-scale bolts, lie down this path.

Intrigue: (Two Actions Per Turn)
-[X] Assisted Abolitionist Raids-House Storm: Reward: Abolitionists raid House Storm Infrastructure, Storm forces weakened and thrown into disarray. Chance of Success: 60%
-[X] Generous Pirates: Reward: Relief Supplies smuggled in, Maretonian situation does not degrade further. Chance of Success: 75%

Need to stop any notions of Storm's resumption of attacks, and the Pirates helps stabilize the situation while the Empire explores other options in dealing with everything.

Piety: (One Action Per Turn)
-[X] A Sacred Stone: Cost: 100. Time: One Year. Reward: Brod the Wise carves the first Yakyakistani Runestone for the Empire.

The Yaks are one of our oldest allies, and it's about time we did something with that. Plus, it sounds fun to meet Brod and we've done enough with the Crystal Heart for now.

Personal: You refuse to let your duties as Emperor take up every moment of your day. (Two Actions per Turn)
-[X] Overtime
--[X] Cautious Curiosity: Far West
--[X] Talking to Scholars

Hope this plan is approved!
 
Non-canon Omake: Total War Disharmony - "Let's play Total War: Disharmony - The Griffonian campaign. Ep 1: You have a Brochard? I have a *censor beep*-ing Terminator!"


Hilarious. Is there going to be a part 2 or are you going to skip ahead to the Sombra wars?

So no idea why, was just bored but i decided to count up how much we have in stored omakes and it was around 610 so yeah... good job us cause my god thats alot of points to throw around.

Wow that is a lot. I wonder what we would even spend it on.
 
@Markala I think you're plan ios great but it could do with some minor changes.

[] Plan: Grinding Our Old Beak Into the Overtime-stone v1
-[] Runic Fortifications-Hardbeak Line: Cost: 2000. Time: Two Years. Reward: Hardbeak Line Fortifications Strengthened with Runic Enchantments, increased upkeep costs. Will Finish This Turn
-[] Gryphus Foriegn Legion: Cost: 500. Time: One Year. Reward: Imperial Foreign Legion established, Foreign Auxiliaries recruited.
-[] Appeal to the Praetorians: Cost: 500. Time: One Year. Reward: Royal Guard Negotiations Mini-Turn.
-[] International Relief Effort: Cost: 1200 (only paid if action succeeds). Time: One Year. Reward: International Relief Effort Organized, Maretonian Situation Improved. Chance of Success: 60%, Auto-Pass if Appeal to the Praetorians Succeeds.
-[] International Peacekeeping Force: Cost: 500. Time: One Year. Reward: Promises (or lack thereof) of Support in event of Maretonian Intervention.
-[] 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.
-[] Sound the War Horns!: Cost: 300. Time: One Year. Reward: Gain War Horns. Upgrade Army Communications Bonus.
-[] Miniature Ballistae: Cost: 400. Time: One Year. Reward: Crossbows.
-[] Scaling the Ivory Towers: Cost: 600. Time: One Year. Reward: Information on the Maretonian Colleges of Magic, New Actions Unlocked. Chance of Success: 50%
-[] Riddle of the Labyrinth: Cost: 500. Time: One Year. Reward: Information on the Minotaur Republics. Chance of Success: 60%

-[] Ancient Empire Excavations: Cost: 100. Time: One Year. Reward: Ancient Religious Artifacts recovered.
-[] Overtime: Thaumatological Education: Cost: 600. Time: One Year. Reward: Magical Education established. Enables future Magic Actions.
-[] Overtime: Generous Pirates: Cost: 700. Time: One Year. Reward: Relief Supplies smuggled in, Maretonian situation does not degrade further. Chance of Success: 75%

The three I've outlined won't really help us with taking down House Storm/Helping the Abolitionists. I propose these three actions below.

[ ] Abolitionist Army

The Abolitionists need an actual army if/when House Storm/White Star focuses on them.

[ ] Hoofbeard's Other Heist

We haven't done this in a long while, we need to do this to strengthen our ally on Libertalia.

[ ] Assisted Abolitionist Raids-House Storm

Because House Storm needs a flank-kicking.
 
[X] Plan: Stabilization, Overtures, and Yaks!
Martial: (Two Actions Per Turn) One Action Locked
- Runic Fortifications-Hardbeak Line: Will Finish This Turn
-[X] Gryphus Foreign Legion: Imperial Foreign Legion established, Foreign Auxiliaries recruited.
-[X] Cautious Curiosity: Reward: Knowledge of Distant Lands.
—[X] Far West

Runic Fortifications are a given, while the Legion and Exploration seem best. The Legion creates more jobs and adds security, while Exploration can be done with the Yaks to further secure the continent. It seems like routine exploration would be good to gain more resources and avoid situations like Sombra.

Diplomacy: (Three Actions Per Turn)
-[X] Gaze upon the mists of Fate: Reward: Chance to gain information from Yak Seers. Chance of Success: 60%.
-[X] Appeal to the Praetorians: Reward: Royal Guard Negotiations Mini-Turn.
-[X] International Relief Effort: Reward: International Relief Effort Organized, Maretonian Situation Improved. Chance of Success: 60%, Auto-Pass if Appeal to the Praetorians Succeeds.
-[X] Talking to Scholars: Cost: 1000. Time: One Year. Reward: Opened Relations with the Maretonian Colleges of Magic. Chance of Success: 60%

Some knowledge of the future sounds great, especially with all these unknowns. We need the Royal Guard on board, and the situation in Maretonia to improve through the Relief Effort. Can't say no to more magic and denying it to that maniac Pegicles so we need the Scholars on our side rather than his.

Stewardship: (Two Actions Per Turn) One Action Locked
-Aggressive Agricultural Expansion: Reward: Expanded Agriculture, Secured Food Supply, Increased Income. Will Finish This Turn
-[X] Crystal Agriculture: Reward: Crystal Protectorate gains a substantial agricultural base and is no longer dependent upon food imports from the Griffonlands. Increased Agricultural Income.

Gotta love the Crystal Ponies, so creating more food and jobs via the Agriculture sounds good. Pearl is bound to like this too.

Learning: (Two Actions Per Turn)
-[X] Miniature Ballistae: Reward: Crossbows.
-[X] Black-Steel Balls: Reward: Army gains Black-Steel Cannonballs

The idea of airborne troops armed with Crossbows is very appealing, and the Black-Steel Balls is the next step on the ladder of anti-magic weaponry. Smaller versions, infantry-scale bolts, lie down this path.

Intrigue: (Two Actions Per Turn)
-[X] Assisted Abolitionist Raids-House Storm: Reward: Abolitionists raid House Storm Infrastructure, Storm forces weakened and thrown into disarray. Chance of Success: 60%
-[X] Generous Pirates: Reward: Relief Supplies smuggled in, Maretonian situation does not degrade further. Chance of Success: 75%

Need to stop any notions of Storm's resumption of attacks, and the Pirates helps stabilize the situation while the Empire explores other options in dealing with everything.

Piety: (One Action Per Turn)
-[X] A Sacred Stone: Cost: 100. Time: One Year. Reward: Brod the Wise carves the first Yakyakistani Runestone for the Empire.

The Yaks are one of our oldest allies, and it's about time we did something with that. Plus, it sounds fun to meet Brod and we've done enough with the Crystal Heart for now.

Personal: You refuse to let your duties as Emperor take up every moment of your day. (Two Actions per Turn)
-[X] Overtime
--[X] Cautious Curiosity: Far West
--[X] Talking to Scholars

Hope this plan is approved!
The moratorium is still in place my friend.
 
My current view of things:

Martial: (Two Actions Per Turn) One Action Locked

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

Currently locked in, so no real debate there

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

This option isn´t quite as politically problematic as before thanks to Pegicles fucking things up, but without special Personal attention we don´t have the ressources aviable, so right now I am putting this on hold.

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

Meeeh...on one hand having auxilliaries would be nice to broaden the abilities of forces under our command, on the other hand I am wary of the strain the influx of completly new populace will put on our economy, so I am not behind this option yet.

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

The single-most unimportant of our Military actions. I don´t think there will ever be a time where we´ll be able/willing to pick it over other stuff.

[ ] Knights of the Frontier: Cost: 500. Time: Two Years. Reward: New Knightly Order Established to guard Kestrella.

Nice, but not immediately pressing.

[ ] Abolitionist Army: Cost: 1500. Time: One Year. Reward: Abolitionist Military Strengthened.

Let´s be honest: The Abolitionists currently have got no way to survive any form of military opposition on their own - only our all-but-assured intervention in the event of them getting attacked even keeps them in them game. Time to set that right, especially since their have been talks about wanting the Abolitionists to inherit the throne.

The fact that this way we can free up our own army a bit in terms of peacekeeping (indirectly enlarging our military influecnce in a sneaky way) is a nice bonus to me.

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

—[ ] Far West:

—[ ] Far South:

—[ ] Far East:


Nothing really changed about this option not being immediately important, although Pegicles becoming very hated thanks to the devastation his superweapon brought indirectly made a trek far south less explicitly bad in comparison to the other two sub-choices.

Diplomacy: (Three Actions Per Turn)

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

Just no...our economy is already creaking under the strain of refugees Pegicles kicked off and that´s sure to get even worse thanks to that - no need to pour oil into the fire.

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

Not important right now.

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

Normally I wouldn´t go for this option, both because of the lower success chance compared to the Yak option and the relatively low importance. That being said, the revelations about the poison used on Queen Mareia has made some kind of talk with Chevaline needed. Who knows? Maybe her gazing into the mists will unveil something to us - either who outside of Canterbury tries to frame her nation or who of her subjects did it without her says-so. Even if she ordered it after all, she might confide in us or slip up. Either way, we need to know more.

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

While knowing about the EDs would be nice, right now we got more important stuff to do.

[ ] Appeal to the Praetorians: Cost: 500. Time: One Year. Reward: Royal Guard Negotiations Mini-Turn.

[ ] International Relief Effort: Cost: 1200 (only paid if action succeeds). Time: One Year. Reward: International Relief Effort Organized, Maretonian Situation Improved. Chance of Success: 60%, Auto-Pass if Appeal to the Praetorians Succeeds.


This is it, guys - our chance to make things right again in the eyes of the Maretonian public. By coordinating a great relief effort for all those rendered hopeless by the civil war and especially Pegicles shitting the bed with the closest thing they have left of an officially recognized government we can help those in need (because that´s what Heroes do) and show that we are not the villain they have been led to believe by propaganda.

[ ] International Peacekeeping Force: Cost: 500. Time: One Year. Reward: Promises (or lack thereof) of Support in event of Maretonian Intervention.

I know that this option would fit perfectly with the two above, but unfortunately an actual military alliance with other nations (even for peacekeeping purposes) might still be too early for Maretonia to feel comfortable with it. So it will have to wait until next turn.

[ ] Talking to Scholars: Cost: 1000. Time: One Year. Reward: Opened Relations with the Maretonian Colleges of Magic. Chance of Success: 60%

While Star seems to be the slightly lesser evil of the two main factions of the Civil War, I am still wary of talking to him while there are still such strong anti-Gryphon sentiments around. That means that they have to wait for a bit.

Stewardship: (Two Actions Per Turn) One Action Locked

-Aggressive Agricultural Expansion: Cost: 1000. Time: Two Years. Reward: Expanded Agriculture, Secured Food Supply, Increased Income. Will Finish This Turn

That one is still underway and should help alleviate the strain our economy at least a bit, even though it´s the less effective of the two options to do so.

[ ] Thaumatological Education: Cost: 600. Time: One Year. Reward: Magical Education established. Enables future Magic Actions.

Would be nice to eduacte the wider populace on magic (even if those like Gryphons would only benefit from it on a purely theoretical basis, but right now we have slightly more pressing matters to deal with.

[ ] 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 that pressing right now.

[ ] 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.

Would be nice to battle crime and recieve more income in the process, but we just haven´t got the slots for it.

[ ] 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.

You know, last turn I was voting for this Agriculture option to help weather the strain Maretonian refugees will put on our economy, but I was overruled in favor for the centralised option for very nebolous reasons by more short-sighted people. Let´s make things better this time, yes?

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

Would be very advantageous to have considering the fact that the Protectorate s) is still underdeveloped in comparison to the Heartlands and b) has to deal with the influx of Maretonian refugees, but alas, thanks to certain decisions in the past we are missing the necessary slot for it we might have had if we had gone with "Crystal Agriculture" from the start.

Learning: (Two Actions Per Turn)

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

I was thinking about picking that one, but its long duration coupled with the threat of it cluttering our Learning and Stewardship brackets too much stayed my hand.

[ ] Portable Explosives: Cost: 500. Time: One Year. Reward: Imperial Army gains access to early grenades.

You´d be surprised, how muchdamage, confusion and pressure a quickly-lobbed grenade can do in the heat of battle - to say nothing of our high percentage of winged soldiers making for some nice impromptu bombers with grenades at the ready.

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

Communication on the battlefield is very important, plus it could serve as the framework for more civillian applications.

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

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

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


Not that interesting right now, although of the three "Black-Steel Balls" would win thanks to it enabling our artillery to really put the pressure on magical defenses.

Intrigue: (Two Actions Per Turn)

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

We nee that one thanks to what we know/suspect regarding Mareias murder, guys.

[ ] 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: 65%

[ ] Assisted Abolitionist Raids-House White Star: Cost: 600. Reward: Abolitionists raid House White Star Infrastructure, White Star forces weakened and thrown into disarray. Chance of Success: 75%


No kicking the already downed White Stars, guys...I don´t want Pegicles to gain even more ground.

[ ] Assisted Abolitionist Raids-House Storm: Cost: 800. Time: One Year. Reward: Abolitionists raid House Storm Infrastructure, Storm forces weakened and thrown into disarray. Chance of Success: 60%

Time to let Pegicles bleed for what he has done.

[ ] Scaling the Ivory Towers: Cost: 600. Time: One Year. Reward: Information on the Maretonian Colleges of Magic, New Actions Unlocked. Chance of Success: 50% (Overtime option)

Depending on whether we can make room for some more Personal Attention, that one would be good to prevent us getting blindsided by anything Star might cook up to answer Pegicles´ nuclear option.

EDIT: Yep, going for it.


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

Will have to wait, unfortunately.

[ ] Generous Pirates: Cost: 700. Time: One Year. Reward: Relief Supplies smuggled in, Maretonian situation does not degrade further. Chance of Success: 75% (Overtime option)

I really like that one. Not only does it involve Libertalia in the Maretonian Mess in a beneficial way, it also helps support our own relief efforts over at Diplomacy

[ ] The Frame-Up Job: Cost: 600. Time: One Year. Reward: Pegicles framed for Queen Mareia's murder. Chance of Success: 35%

NO

Seriously, guys: that one is a bad idea if I ever saw one. Not only is its success chance about as bad as the one for "Cold Case" (which even after accounting for stats boni and cramming the maximum of omakes into it almost failed, you know?), but the fallout would be disastrous if it failed - to say nothing of the sheer immorality of us using knowledge that might have been fabricated anyway to get rid of some opposition (as loathsome as Pegicles undoubtably is, admittedly), but then again some voters have shown a rather amoral interpretation of statesmanship, so I am not surprised that it´s even on the table right now.


Piety: (One Action Per Turn)

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

I really want our people gain their own spiritual identity so that they can fall back on it in times of need.

[ ] Expanded Crystal Worship: Cost: 500. Time: One Year. Reward: Crystal Shrines outside the Crystal City. Expanded Crystal Disciples Influence.

We already crammed a lot of support into Crystal - let´s move our focus elsewhere for the moment, yes?

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

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


*non-commital shrug*

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

Normally I´d consider it, but right now we should clear the air between us and Canterbury regarding our findings regarding Mareias death first.

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

I already made my opinion on the Imperial Cult quite clear in the past - no support unless we really have to pacify those nutjobs.

Personal: (Two Actions per Turn)

[ ] Overtime:
- [ ] Generous Pirates
- [ ] Scaling the Ivory Towers


[ ] Imperial Priority:

To be honest, I never got the benefit of that option, so I tend to ignore it.

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

Not needed right now.

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

Damn, that one looks interesting, but we need all slots for "Overtime" right now.

So, my current plan would look like this:

[ ] Plan "That´s what Heroes do"

- [ ] Runic Fortifications-Hardbeak Line (Cost - 2000)
- [ ] Abolitionist Army (Cost - 1500)
- [ ] She can see the Futuuure! (Cost - 200)
- [ ] Appeal to the Praetorians (Cost - 500)
- [ ] International Relief Effort (Cost - 1200)
- [ ] Aggressive Agricultural Expansion (Cost - 1000 ALREADY PAID!)
- [ ] Crystal Agriculture (Cost - 800 ALREADY PAID!)
- [ ] Sound the War Horns! (Cost - 300)
- [ ] Portable Explosives (Cost - 500)
- [ ] Trust but Verify (Cost - 400)
- [ ] Assisted Abolitionist Raids - House Storm (Cost - 800)
- [ ] Scaling the Ivory Towers (Cost - 600 Overtime option)
- [ ] Generous Pirates (Cost: 700 Overtime option)
- [ ] Ancient Empire Excavations (Cost - 100)
- [ ] Overtime x2 (see above)


Total cost: 8800
 
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"While some of the mercenaries in Duke Haygle's service have deserted, many have remained, some even willingly taking pay cuts in order to oppose the Stormmaker. ".

Heh Peri is now seen as fucking Nazi it appears.
 
So, my current plan would look like this:

[ ] Plan "That´s what Heroes do"

- [ ] Runic Fortifications-Hardbeak Line (Cost - 2000)
- [ ] Abolitionist Army (Cost - 1500)
- [ ] She can see the Futuuure! (Cost - 200)
- [ ] Appeal to the Praetorians (Cost - 500)
- [ ] International Relief Effort (Cost - 1200)
- [ ] Aggressive Agricultural Expansion (Cost - 1000 ALREADY PAID!)
- [ ] Crystal Agriculture (Cost - 800 ALREADY PAID!)
- [ ] Sound the War Horns! (Cost - 300)
- [ ] Portable Explosives (Cost - 500)
- [ ] Trust but Verify (Cost - 400)
- [ ] Assisted Abolitionist Raids - House Storm (Cost - 800)
- [ ] Scaling the Ivory Towers (Cost - 600 Overtime option)
- [ ] Generous Pirates (Cost: 700 Overtime option)
- [ ] Ancient Empire Excavations (Cost - 100)
- [ ] Overtime x2 (see above)


Total cost: 8800

I would replaced she can see the furure with contact the scholars here.


[ ] Talking to Scholars: Cost: 1000. Time: One Year. Reward: Opened Relations with the Maretonian Colleges of Magic. Chance of Success: 60%

While Star seems to be the slightly lesser evil of the two main factions of the Civil War, I am still wary of talking to him while there are still such strong anti-Gryphon sentiments around. That means that they have to wait for a bit.

We wont be speaking with white star (he leads nobles), we will be speaking with M. College of Magic who are their own faction.
 
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Link to the last time I did this.

Archival purposes: "Turn 27: A Storm Down South" (posted by QM on Friday, March 20, 2020)

OR

The Front Page as it appeared to me on Saturday, March 21, 2020.

Character Sheet (last edited by QM on Wednesday, February 19, 2020)
- Not Changed
Name: Garrick Golden-Feather

Age: 52

Titles: Emperor of Gryphus, King of Griffonia, Inheritor of the Imperial House of Gryphus, The Unifier, Great Winged Alpha, The Lightbringer, The Liberator, the King of the North.

Description: Before your wife got her talons on you, you were a fairly typical example of the Griffon species. An unmistakably masculine build, a strong, prominent beak, feathers and fur that seem to be perpetually well-groomed, and a pair of piercing amber eyes hiding a fierce intelligence. Not anymore though. Oh, you still have all those qualities, they're just overshadowed by the massive amount of muscle you've put on since you started your wife's "enhanced training regimen". Your wings can lift dumbbells, and your legs are like tree-trunks supporting a barrel chest rippling with abdominal muscles. In short, you have the build of a person who has been lifting heavy objects his entire life.


Martial: 9+2+1+2=14

Diplomacy: 14+2+2=18

Stewardship: 13+2=15

Learning: 16+2=18

Intrigue: 11+2=13


  • Trait-Attractive: You are a very handsome fellow. +2 Diplomacy, better spousal relationship
  • Trait-Genius: Smart doesn't even begin to describe you. +2 all skills
  • Trait-Strong: Working out with your wife has done great things for your body. +2 Martial

Inventory:

  • Blade of the King: an ornate and deadly sword you had forged for yourself after being crowned King of Griffonia. +1 Martial
  • Runic Royal Armor: Serving to protect you as well as display your royal status to onlookers, this armor is both durable and aesthetically pleasing. With Merlin's assistance, it has been enhanced with runic magic, making it even more durable.

  • Orichalcum Sword: A blade made of an extremely durable, magic resistant metal

  • Sendak Manuscript: Recovered from the Archives of the Shadow King Sombra, this strange book is bound in the treated flesh of monsters and is written in numerous unknown tongues. It contains diagrams that seem to reference everything from the movements of stellar bodies to the biology of plants and animals to the complex physics of magical phenomenon. It's origins remain a mystery.




Wife: Gabriella Golden-Feather


Opinion of You: 10/10

Age: 51

Martial: 15+1+2=18
Diplomacy: 11+1=12
Stewardship: 8+1=9
Learning: 13+1=14
Intrigue: 10+1=11

Trait: Strong - Born stronger than most. (+2 Martial)
Trait: Experienced - Has been a mercenary for several years, ranging across the lands of the former Empire. Knows much about the world. (+1 All Stats)



Son: Gawain Golden-Feather


Age: 21

Martial: 14+2+2+1=19
Diplomacy: 13+2+2+2=19
Stewardship: 14+2=16
Learning: 10+2=12
Intrigue: 11+2=13

Status: Designated Heir. Will become player character in event of Parent's Deaths.
Trait: Strong-Born stronger than most. (+2 Martial)
Trait: Attractive-A handsome fellow. (+2 Diplomacy, better spousal relationship)
Trait: Genius-Smart doesn't begin to describe him. (+2 All Stats)
Trait: Game Master-Years of playing games of strategy and wits with members of the Imperial Court has honed his sense of strategy and taught him how to read others. (+1 Martial, +2 Diplomacy)


(Adopted) Daughter: Gwyndlyn Golden-Feather

Age: 17

Martial: 15+4-5=14
Diplomacy: 9-5=4
Stewardship: 6+2-5=3
Learning: 8+1-5=4
Intrigue: 9+1-5=5

Status: Adolescent-Malus to all stats
Status-Designated Regent: In the event that no heir is capable of taking the throne, or in the event the rightful ruler is otherwise unavailable, she will take control of the kingdom until the situation can be resolved.
Trait: Dragon-A fire breathing reptile. (+4 Martial)
Trait: Gardener-Years of studying and caring for plants has taught her much in the realm of botany, and has instilled in her an understanding of how hard work and patience can yield great dividends. (+2 Stewardship, +1 Learning, +1 Intrigue)



Daughter: Gilda Golden-Feather

Age: 14

Martial: 8-5=3
Diplomacy: 11+2-5=8
Stewardship: 11-5=6
Learning: 7-5=2
Intrigue: 6-5=1

Trait: Beautiful- A stellar example of feminine grace. (+2 Diplomacy)
Status: Teenager-Malus to all stats


Daughter: Gleaming Pearl

Age: 15

Martial: 7+2-5=4
Diplomacy: 10+2-5=7
Stewardship: 12-5=7
Learning: 5+2-5=2
Intrigue: 8-5=3

Status: Teenager-Malus to all stats
Trait: Beautiful-A stellar example of feminine grace. (+2 Diplomacy)
Trait: Studious-Knows her way around the written word. (+2 Learning)
Adopted: Permanently last in the line of Royal Succession.
Crystalmancer: A prodigy in the arcane art of Crystal Manipulation, able to turn a few pebbles into a forest of glittering spires. (+2 Martial)


Informational: State of the Nation (last edited by QM on Saturday, February 8, 2020)
- Not Changed
Economy

Treasury Reserves
: 8710

Net Income: 10,146

Yearly Income: 12,150

-Tax Revenue: 5925
-Farming Income: 2425
-Mining Income: 1200
-Logging Income: 200
-Trade Income: 2400

Yearly Expenditures: 2004

-Army Upkeep: 268
-Navy Upkeep: 146
-Office of Disease Control: 10
-Ministry of Foreign Affairs: 10
-Ministry of Information: 10
-Crystal University: 10
-Peregrine Line: 100
-Hardbeak Line: 250
-YakYakistan Orichalcum Imports: 500
-Naval Shipyards: 600
-Maretonian Refugees: 100


Military

Imperial Army
: Professional soldiers, paid and supplied by you. 500 soldier battalions cost 100 gold each to raise or replace. Additionally, Imperial Army soldiers have an upkeep cost of 100 gold per every ten thousand soldiers.

Imperial Army Morale: 80/100 (Strong)

Imperial Army Numbers: 26,764

-12,500 Warriors: Armed with a sword or hand-axe and shield, these Griffons make up the bulk of your army.

-6250 Polearms: For keeping your enemy at arms length or taking down opponents larger than a Griffon.

-6250 Archers: Griffons with bows and some arrows. Not much else to say.

-1500 Diamond Dogs: Armed with a variety of swords, maces, war axes, and other weapons suitable for close-quarters, Diamond Dogs are masters of subterranean combat, and are well suited to ambush tactics.

-264 Artillerists: Responsible for the transport, maintenance and operation of heavy weaponry, these Gryphons and Dogs are highly trained in their chosen field of ranged combat.

-4 Mobile Ballistae: Massively oversized mechanical bows that fire bolts big enough to pierce through tree trunks from vast distances.

-19 Cannons: Firing iron balls through the power of explosive black powder, these metal siege engines are one of the most powerful weapons in your arsenal.

-10 Flame Projectors: A product of Archimedes's "liquid fire", these static contraptions can shoot jets of flaming liquid vast distances, burning all in their path.



Knightly Orders (Self Maintained): In the old Empire, Knightly Orders were typically made up of Griffons of noble birth who joined a fraternal militant organization dedicated to martial excellence, honor, and a number of various edicts of moral strength. These great warriors dedicated themselves to the Emperor and the protection of the common Gryph. Tragically, few of these brave souls survived the reign of Discord. But a new breed of Knights now seeks to serve as your sword and shield, and will rally to your banner whenever you may need them.

The Knights Lion
1 Grandmaster Konrad Hardbeak, "The Kingslayer" (Orichalcum Katana, Runic Armor)
40 Knights of the Inner Circle (Black Steel Weapons)
250 Imperial Knights
300 Squires
600 Griffons-at-Arms
200 Diamond Knights
Citadel: The Lion's Den, Griffonia

The Knights Talon
1 Grandmaster Colombroni Pigeonio (Orichalcum Blade, Runic Armor)
30 Knights of the Inner Circle (Black Steel Weapons)
300 Imperial Knights
250 Squires
500 Griffons-at-Arms
200 Diamond Knights
Citadel: The Crow's Nest, Wingbardy

The Knights Panther
1 Grandmaster Adrian Dawnquill (Orichalcum Blade, Runic Armor)
35 Knights of the Inner Circle (Black Steel Weapons)
250 Imperial Knights
300 Squires
600 Griffons-at-Arms
200 Diamond Knights
Citadel: The Black Fortress, Aquileia

The Crystal Guardians
1 Grandmaster Glimmer Shine (Black Steel Blade, Runic Armor)
10 Knights of the Inner Circle (Black Steel Weapons)
100 Crystal Knights
120 Crystal Squires
200 Ponies-at-Arms
Citadel: The Ivory Keep, Crystal City



Imperial Navy: The vessels that guard your coastlines and patrol the oceans. Crewed by career sailors, they have an upkeep of three gold per ship, per year.

20 Cogs (Bolt-Throwers)
28 Carracks (Cannons)



Auxiliaries: Auxiliary units are forces not part of a Knightly Order or the Imperial Army and Navy that can be brought into battle alongside both of the former groups. They can be made up of allied nation units suborned to you, units drawn up from the militia, and mercenary outfits.



Politics

Nobility Opinion: 10/10 (All Hail the Glorious Emperor!).

General Public Opinion: 9.5/10 (Hail to the Emperor!).

Protectorate Opinion: 9.5/10 (Hail Golden-Feather the Brave and Glorious!)



Religion

Ancient Imperial Pantheism: Followers of the Polytheistic religion once practiced by the Griffons of the Old Empire, these citizens worship a Pantheon of gods and goddesses emphasizing honor, duty, and order. Though its popularity reached a record low during the reign of Discord, it has never truly died out, and has in fact seen a recent resurgence in several Imperial Cities.
Influence Level: .3 (No Benefits)

Disciples of the Crystal Heart: The dominant belief system of the Crystal Ponies with a growing number of Griffon and Diamond Dog adherents, the Disciples of the Crystal Heart believe that the eponymous artifact was crafted by the divine as a gift to mortals, a belief that your own scientific observations have only served to reinforce. While the Disciples were once pacifistic, the rise of Sombra and the revelation of Maretonia's slave culture has led to a reversal of this old policy, and the followers of the Crystal Heart are now as militant as those of any other major religion.
Influence Level: 3.0 (Strengthened Crystal Heart, Minor Runic Literacy)

Neighponese Spiritualism: Also known as Kami-no-Michi, the indigenous religion of Neighpon revolves around the veneration of countless nature spirits which inhabit and embody various facets of the landscape. The Qilin believe that these spirits can have a benevolent or destructive influence upon the material world, and must be appeased with worship and sacrifice. Neighponese spiritualism is unusual in that not only does it lack a specific moral code or organized religious hierarchy, but is considered compatible with other religious beliefs, with many of its adherents also subscribing to another faith.
Influence Level: .4 (No Benefits)

YakYakistani Shamanism: The animist beliefs of the Yaks stress the veneration of nature and ancestor worship. Sharing many similarities with both Imperial Pantheism and Neighponese Spiritualism, Shamans serve as both the leaders of the faith as well as intercessors between the physical and spiritual world. While it has found few adherents amongst Griffons and Diamond Dogs, almost all Yaks subscribe to its beliefs, regardless of their nationality or geographic location.
Influence Level: .2 (No Benefits)

Church of the Lady of the Lakes: The third religion introduced from a foreign people, and the only one to have an organized hierarchy with a foreign head of state serving as the leader of the faith. Worship of the Lady can be traced to the earliest days of the modern Kingdom of Canterbury, where it is claimed that she appeared to the first King of Canterbury, blessing him with the strength to unite the disparate peoples of the realm and fight back against the countless beasts that infested it. To this day, she is venerated across the Kingdom of Canterbury, and even in a select few areas outside it, including communities within your Empire.
Influence Level: .5 (No Benefits)

The Imperial Cult: Perhaps the most unusual of the faiths to have taken root in the Empire, the followers of the Imperial Cult embrace the radical belief that the Emperor and the Imperial family are divine beings made flesh, destined to lead the people of the world to greatness. While you personally are a bit uncomfortable with being worshipped as a divine figure, you can't deny it has its benefits.
Influence Level: .3 (No Benefits)



Roll Bonuses

Improved Army Communications: +3 on certain Army Rolls
Naval Navigation Tools: +5 on certain Naval and Exploration Rolls
Gun-Cotton: +5 to all Cannon Rolls
Pre-Discord Map: +10 to next Exploration Roll
Scatter-Shot: Bonus to Certain Cannon Rolls
Blasting Jelly: +5 to Certain Explosive Rolls
Camouflage 101: +5 to Certain Intrigue/Army Rolls
Firebender Designed Flamethrowers: +5 to all Flamethrower/Liquid Fire Rolls
Imperial War Memorial: Army Morale may not fall below 20, Militia count as Regulars when defending Core Territory


Informational: Diplomatic Relations/Persons of Interest (last edited by QM on Monday, February 3, 2020)
- Not Changed
Diplomatic Relations

Kingdom of Neighpon: 8.0/10 (Steadfast Ally)
Kingdom of Canterbury: 7.5/10 (Respected Allies)
Libertalia: 6.5 (Business Partners)
YakYakistan: 8/10 (Trusted Neighbor)
Minotaur Republics: 6/10 (Trading Partner)


Persons of Interest

???: A friendly and strangely casual Griffon female you met at your inaugural ball. Despite having a wonderful evening chatting with her, you never got her name.

Garibaldi Talonuelli: Formerly the Duke of Wingbardy, now the Grand Duke of Wingbardy, Talonuelli is a beloved public figure in his home province and an experienced administrator. After saving his city and people from Brochard's attempted invasion and negotiating his province's vassalage over a few drinks, you'd like to think you can count him among your friends.

Federico Montefeathertro: Duke of the (former) City-State of Urbirdo, and your Father-in Law. He might just be the friendliest of the former Feathersians, having agreed to back you and your kingdom without question or condition during the Brochard Crisis, and hiring a mercenary outfit as a belated wedding gift. You're reasonably certain he likes you, as much as In-Laws can like each other anyway.

Koryū Ryuō: The draconic Emperor of the Island Kingdom of Neighpon. Having agreed to assist you in the war against the Shadow King and making fast friends with your adoptive daughter, you consider him a decent fellow who you can trust to keep his word, and a valuable ally against any destructive forces the world can throw at you.

Minamoto Tadakatsu: Shogun of Neighpon. Born to peasant farmers, he's more than earned his place as the most powerful Samurai amongst the Qilin. After he lead the Neighponese contingent during the Invasion of the Crystal Empire and kindly instructed you in the myriad varieties and intricacies of tea on the campaign trail, you've come to respect the more-than-century-old warrior.

Konrad Hardbeak, "The Kingslayer": Grandmaster of the Knights Lion and Hero of the Empire. Beheaded Brochard the pretender, crippled Sombra the shadow king twice over, and received the very first Imperial Medal of Honor. Despite it all, he is surprisingly humble, insisting in vain that he was, and is, merely doing his duty to the Empire, and to you. He is the very model of an Imperial Knight.

Ivory Rook: Consul of the Crystal Protectorate and head of the Crystal Assembly. One of the first of the Crystal Ponies to be freed from Sombra's mind control, Rook has taken to his position of authority reluctantly, more out of a desire to help his people than any desire for power. Nevertheless, he's proven a charismatic leader and an able administrator, dedicated to doing right by his people, no matter what the cost.

Isabelle Brissette: Relatives of the infamous Brochard dynasty, Isabelle and the Brissette family have been ostracized by the Imperial Nobility, reduced to a shadow of their former influence and prosperity, though by some miracle they still cling to some of their lands. Isabelle herself is a painfully shy little thing, unused to having friends willing to look past her lineage. Gawain hopes to show her that her ancestry does not define her, and that she is more than her uncle's legacy.

Ki Seong: Daughter of the Neighponese ambassador to the Empire of Gryphus, Ki Seong has spent the past several years living in a nation far from the land of her birth, and, much like her father, is committed to being a shining example of Neighpon and conducting herself in an honorable manner at all times. That being said, Gawain suspects she enjoys the opportunity to "let her hair down" amongst others of similarly elevated status, where she will not have to worry as much about what others think of her.

Sebastian Rainfeather: A quiet and somewhat socially awkward young Gryph, Sebastian is an avowed scholar and the heir to the noble house of Rainfeather. Due to his somewhat sheltered upbringing, he, like Gawain, has struggled to make friends, something that Gawain seeks to remedy. For his part, the young Rainfeather is simply glad to have a chess partner his own age who can keep up with him.

Hoofbeard: A former slave turned Pirate Captain, now a respected and influential figure amongst the inhabitants of the island nation of Libertalia. He has agreed to help you and your people, seeing in you a chance to improve Libertalia and stick it to Maretonia's slaveholding class.

King Rutherford: The charismatic Yak responsible for the unification of the numerous Yak clans into a singular, unified Kingdom. From what you've heard, he is exactly what you'd expect a Yak King to be like.
 
Its been a while since I read this quest. How does Gawain feel about his dad? If I remember correctly it was similar to Drunken Dynsasty with him feeling anxiety about filling in after us but luckily it should be easy to deal with due to him legititamitly being better then us and our main deeds focused on being a good leader unlike Fredrick who does the impossible and slays demons.



How powerful are our armies anyway? Is it just me or is it an outlier for an empire with a powerful military to focus so heavily on fortification and defense? Dealing with Sombra caused that to become our main doctrine, I wonder what our enemies would do to try and deal with that.
 
[x] Plan "That´s what Heroes do"
- [x] Runic Fortifications-Hardbeak Line (Cost - 2000)
- [x] Abolitionist Army (Cost - 1500)
- [x] She can see the Futuuure! (Cost - 200)
- [x] Appeal to the Praetorians (Cost - 500)
- [x] International Relief Effort (Cost - 1200)
- [x] Aggressive Agricultural Expansion (Cost - 1000 ALREADY PAID!)
- [x] Crystal Agriculture (Cost - 800 ALREADY PAID!)
- [x] Sound the War Horns! (Cost - 300)
- [x] Portable Explosives (Cost - 500)
- [x] Trust but Verify (Cost - 400)
- [x] Assisted Abolitionist Raids - House Storm (Cost - 800)
- [x] Scaling the Ivory Towers (Cost - 600 Overtime option)
- [x] Generous Pirates (Cost: 700 Overtime option)
- [x] Ancient Empire Excavations (Cost - 100)
- [x] Overtime x2 (see above)
 
[x] Plan "That´s what Heroes do" But with Scholars
- [x] Runic Fortifications-Hardbeak Line (Cost - 2000)
- [x] Abolitionist Army (Cost - 1500)
- [x] Talking to Scholars (Cost - 1000)
- [x] Appeal to the Praetorians (Cost - 500)
- [x] International Relief Effort (Cost - 1200)
- [x] Aggressive Agricultural Expansion (Cost - 1000 ALREADY PAID!)
- [x] Crystal Agriculture (Cost - 800 ALREADY PAID!)
- [x] Sound the War Horns! (Cost - 300)
- [x] Portable Explosives (Cost - 500)
- [x] Trust but Verify (Cost - 400)
- [x] Assisted Abolitionist Raids - House Storm (Cost - 800)
- [x] Scaling the Ivory Towers (Cost - 600 Overtime option)
- [x] Generous Pirates (Cost: 700 Overtime option)
- [x] Ancient Empire Excavations (Cost - 100)
- [x] Overtime x2 (see above)
 
I for one am not complaining about extra preptime. Also I have since updated my plan, and switched out Foreign Legion for Abolitionist Army. The only different here between mine and the other plan above is that I think we should go for the Crossbows and do the Magic Education first (magic is a good investment force-multiplier that will be worth it, soon hopefully) while Pegicles takes that shovel he picked up and keeps digging. Thoughts?

[X] Plan: Grinding Our Old Beak Into the Overtime-stone v2
-[X] Runic Fortifications-Hardbeak Line: Cost: 2000. Time: Two Years. Reward: Hardbeak Line Fortifications Strengthened with Runic Enchantments, increased upkeep costs. Will Finish This Turn
-[X] Abolitionist Army: Cost: 1500. Time: One Year. Reward: Abolitionist Military Strengthened.
-[X] Appeal to the Praetorians: Cost: 500. Time: One Year. Reward: Royal Guard Negotiations Mini-Turn.
-[X] International Relief Effort: Cost: 1200 (only paid if action succeeds). Time: One Year. Reward: International Relief Effort Organized, Maretonian Situation Improved. Chance of Success: 60%, Auto-Pass if Appeal to the Praetorians Succeeds.
-[X] International Peacekeeping Force: Cost: 500. Time: One Year. Reward: Promises (or lack thereof) of Support in event of Maretonian Intervention.
-[X] Aggressive Agricultural Expansion: Cost: 1000. Time: Two Years. Reward: Expanded Agriculture, Secured Food Supply, Increased Income. Will Finish This Turn
-[X] 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.
-[X] Sound the War Horns!: Cost: 300. Time: One Year. Reward: Gain War Horns. Upgrade Army Communications Bonus.
-[X] Miniature Ballistae: Cost: 400. Time: One Year. Reward: Crossbows.
-[X] Trust but Verify: Cost: 400. Time: One Year. Reward: Intel on Canterbury and its people. Chance of Success: 60%.
-[X] Scaling the Ivory Towers: Cost: 600. Time: One Year. Reward: Information on the Maretonian Colleges of Magic, New Actions Unlocked. Chance of Success: 50%
-[X] Ancient Empire Excavations: Cost: 100. Time: One Year. Reward: Ancient Religious Artifacts recovered.
-[X] Overtime: Thaumatological Education: Cost: 600. Time: One Year. Reward: Magical Education established. Enables future Magic Actions.
-[X] Overtime: Generous Pirates: Cost: 700. Time: One Year. Reward: Relief Supplies smuggled in, Maretonian situation does not degrade further. Chance of Success: 75%

Total Plan Cost: 10600 (9400 if International Relief Effort fails, Crystal Heart forbid)
Net Income/Loss: (454) (746 if International Relief Effort fails)
Treasury after Plan: 8256 (9456 if International Relief Effort fails)

Success % Chances of Plan (which would again, need Omake love):
International Relief Effort: 60% (Auto-Pass if Appeal to the Praetorians Succeeds tho) + 18% (Garrick) = 78%
Scaling the Ivory Towers: 50% + 13% (Garrick) = 63%
Trust but Verify: 60% + 13% (Garrick) = 73%
Generous Pirates: 75% + 13% (Garrick) = 88%
 
Last edited:
[x] Plan "That´s what Heroes do" But with Scholars
- [x] Runic Fortifications-Hardbeak Line (Cost - 2000)
- [x] Abolitionist Army (Cost - 1500)
- [x] Talking to Scholars (Cost - 1000)
- [x] Appeal to the Praetorians (Cost - 500)
- [x] International Relief Effort (Cost - 1200)
- [x] Aggressive Agricultural Expansion (Cost - 1000 ALREADY PAID!)
- [x] Crystal Agriculture (Cost - 800 ALREADY PAID!)
- [x] Sound the War Horns! (Cost - 300)
- [x] Portable Explosives (Cost - 500)
- [x] Trust but Verify (Cost - 400)
- [x] Assisted Abolitionist Raids - House Storm (Cost - 800)
- [x] Scaling the Ivory Towers (Cost - 600 Overtime option)
- [x] Generous Pirates (Cost: 700 Overtime option)
- [x] Ancient Empire Excavations (Cost - 100)
- [x] Overtime x2 (see above)

Honestly, I mainly picked "She can se the future!" because I totally forgot about "Trust, but verify" and got worried about us being unable to get anything about Canterbury. Totally fine with your overhaul in retrospect.


[x] Plan "That´s what Heroes do" But with Scholars
- [x] Runic Fortifications-Hardbeak Line (Cost - 2000)
- [x] Abolitionist Army (Cost - 1500)
- [x] Talking to Scholars (Cost - 1000)
- [x] Appeal to the Praetorians (Cost - 500)
- [x] International Relief Effort (Cost - 1200)
- [x] Aggressive Agricultural Expansion (Cost - 1000 ALREADY PAID!)
- [x] Crystal Agriculture (Cost - 800 ALREADY PAID!)
- [x] Sound the War Horns! (Cost - 300)
- [x] Portable Explosives (Cost - 500)
- [x] Trust but Verify (Cost - 400)
- [x] Assisted Abolitionist Raids - House Storm (Cost - 800)
- [x] Scaling the Ivory Towers (Cost - 600 Overtime option)
- [x] Generous Pirates (Cost: 700 Overtime option)
- [x] Ancient Empire Excavations (Cost - 100)
- [x] Overtime x2 (see above)
 
...How is Crystal Agriculture "already paid" though? It's a new action and therefore not paid yet? (Unless I've misread something in the new chapter turn?)
 
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