8k words... uh.
ok, color coded analysis (quicker to write version) is a go!
(actions in the quotes, why I picked each below those)
Martial: Pegicles Storm has rattled Redbeak. The idea that a potential enemy has such destructive power at his command isn't something he's particularly comfortable with. But magic isn't his area of expertise, so for now, he focuses his efforts on expanding the military and writing up contingencies for any situation he can imagine. (Two Actions Per Turn)
[ ] Doubling the Guard: The recent population explosion has brought problems, but it has also brought opportunities, chief among them an end to the previous shortage of able-bodied Griffons and Dogs available for military service. Redbeak has long been considering an expansion of the army, and if given sufficient funding to do so he could double the size of your Empire's primary fighting force within two years. With the onset of the Maretonian Civil War, such an expansion may soon become a necessity. Cost: 3000 Time: Two Years. Reward: Imperial Army Doubles in Size.
[ ] Gryphus Foriegn Legion: In a bid to quickly swell the Empire's troop numbers in preparation for a future conflict with Maretonia, Redbeak has made a radical proposal: the recruitment of foreign volunteers. These foreign born soldiers would serve for several years in the military of Gryphus in exchange for citizenship, bringing their own unique skills and abilities to your military. Such an idea is not without merit, you must admit. You figure there's no harm in giving Redbeak the funds to give it a try. Cost: 500. Time: One Year. Reward: Imperial Foreign Legion established, Foreign Auxiliaries recruited.
[ ] Specialized Anti-Magic Training: Your encounters with Necronancy notwithstanding, your army doesn't have much experience fighting opponents capable of using magic to alter the battlefield, particularly in regards to the weather manipulation House Storm has become infamous for. While there's no way to prepare your troops for another artificial hurricane like the one that decimated House White Star, you can take steps to prepare them to quickly adapt to changing battlefield conditions. You are sure that the numerous arcane advisors in your court would be willing to assist in devising a few training exercises to prepare for the possibility of conflict with magic users. Cost: 500. Time: One Year. Reward: Army receives specialized training and experiencing facing magical foes. Bonus to certain future rolls.
[ ] Artillery Investment: It feels like forever ago that Archimedes first introduced the concept of field artillery to you and the Empire at large through his Ballistae, and refined the idea further via black powder and his cannons. Since that time, these war machines have become a cornerstone upon which your battle plans are built. It is therefore vitally important that your army has an adequate supply of artillery pieces. Commission the foundries and workshops of the Empire for a new order of Cannons and Ballistae. Cost: 1000. Time: One Year. Reward: 10 Mobile Ballistae and 10 Cannons added to the Imperial Army.
[ ] Cog Conversion: The creation of your new Carracks have left much of your existing naval assets obsolete. Rather than simply scrapping them or continuing to field outdated ships, a few clever shipwrights have drawn up a plan to convert the hulls of the Cogs into new cannon-armed Carracks. While it won't be a perfect conversion (the Carracks requiring more building material than a Cog) and the cannons will still have to be sourced from the foundries, it will likely be cheaper than building new vessels from scratch. Cost: 700 Time: Two Years. Reward: 20 Cogs Converted into 14 Carracks.
[ ] Knights of the Frontier: With the settlement and rapid expansion of the frontier territories, now dubbed Kestrella, some have begun to call for the establishment of a new Knightly Order to serve as the guardians of the new province, small and relatively underdeveloped as it is now. Though the war against Sombra has depleted the public's appetite for conflict, there is never any shortage of Griffons willing and eager to join an esteemed Knightly Order. Construct a suitable citadel and begin the search for any aspiring Knights. Cost: 500. Time: Two Years. Reward: New Knightly Order Established to guard Kestrella.
[ ] Cautious Curiosity: While the now-infamous expedition that discovered Sombra has caused some to question the wisdom of venturing beyond the Empire's borders, you feel that such things are a necessity. Without such scouting missions you would have never encountered the Yaks or the Neighponese, who are now your trading partners and steadfast allies. And as some of the more pessimistic have said: "better our scouts meet them than their invasion force meet us." 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: Maretonia's coastal defenses have...languished as a result of the ongoing civil war. 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: Both the Minotaurs and the Caribou have 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 land.
From Green to Red
Doubling the guard and anti-magic training are the obvious ones to take to strenghten the army. quantity AND quality.
Foreign Legion is a decent alternative that requires just one year, but I'd wait for us to clarify things with Canterbury first, and I'd maybe accompany it with an immigration push in a few years.
Some extra artillery wouldn't be bad, but it's not as important as a DOUBLING of the army, or the anti-magic training, in my opinion.
Cogs is just not worth it, we're getting more ships every turn anyway.
The knight order is also too low in priority compared to everything else.
The first contact actions, finally, would just open us to more fronts (and problems) when we are already dealing with too many of those.
@Questor one question though. Does nobody of the maretonians refugee and abolitionists know anything about what's to their south? Not even rumors?
Diplomacy: Gisa, though as concerned with the events in Maretonia as everyone else, is more focused upon the international reaction to the magically created superstorm, as well as the potential reactions to any Imperial intervention in the conflict. Gawain continues to assist her, volunteering to act an emissary to your allies. (Three Actions Per Turn)
[ ] Immigration Campaign: The addition of Magical Advisors to your court, and the memory of how much the integration of the Diamond Dogs improved your Kingdom, has led some to propose the idea of advertising abroad for immigrants, from Neighpon, Yakyakistan and Canterbury. You're not sure how many takers you'll get, but it can't hurt to try. Cost: 200. Time: One Year. Reward: Yak/Neighponese Immigrants. Chance of Success: 65%
[ ] Gaze upon the mists of Fate: The seers and shamans of Yakyakistan have been a subject of interest to you ever since you learned that they had warned their people of the threat of Sombra long before encountering him themselves. In a way, they were partially responsible for your victory at the battle of Redstone, as well as your ensuing positive relationship with the Yak Clans. With the threat of Sombra now extinguished, you find yourself wondering what else these mystics may know...and if they might be willing to share this information with you. There's no harm in asking, right? Cost: 200. Time: One Year. Reward: Chance to gain information from Yak Seers. Chance of Success: 60%.
[ ] She can see the Futuuure!: First the Yak Shamans, now Queen Chevaline. Seriously, how many races can predict the future? Regardless, while the Seer of the Waters may not publish as many prophecies as the Yaks, her predictions tend to be less vague and more detailed. It appears that quality vs quantity is also a problem for prophets. Perhaps you could convince her to share any pertinent vision she may have regarding you or your nation? It might not be as easy as just asking though. Her prophecies are the Word of The Lady, and she might not be eager to share them with outsiders, not even allies. Cost: 200. Time: One Year. Reward: Chance to gain Information from Queen Chevaline. Chance of Success: 50%
[ ] 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.
[ ] International Peacekeeping Force: With each passing day, an intervention in the Maretonian Civil War seems more and more necessary. But as great as your military is, you're not sure they're up to the task of pacifying the divided nation, even with the help of the Abolitionists. Additionally, having support from other nations would lend recognition to your intervention into another kingdom's affairs, no matter how warranted it may be. Float the idea of a multinational "peacekeeping force" to your allies and see if any of them would be willing to contribute. Cost: 500. Time: One Year. Reward: Promises (or lack thereof) of Support in event of Maretonian Intervention.
[ ] Qilin and Caribou: The situation in the Emerald Isles is tense, and no one is entirely sure what to expect going forward. There haven't been any further raids or vikinger activity since the Labsfarne incident, but many fear that this is the calm before a storm. You believe it's in your best interest to prevent Neighpon and Olenia from coming to blows with each other or allowing the situation to escalate. With that in mind, Gisa has proposed leveraging Gryphus' status as a relatively neutral third party to bridge the gap between the leadership of both sides and hopefully prevent the situation from deteriorating. Of course, this is assuming that both sides agree to your proposal...and are willing to speak to each other in the first place. Cost: 600. Time: One Year. Reward: Diplomatic Intervention in regards to the Emerald Isles, reduced chance of further tensions or an escalation of hostility. Chance of Success: 55%.
[ ] Confronting Canterbury: Ravenburg's report on his findings in Canterbury has raised more than a few eyebrows, and has stirred up those privileged few trusted enough to have been briefed. Neither you nor any member of your privy council is content to simply let these revelations slide. Gisa has, uncharacteristically of her, proposed an unusually aggressive course of action: request a private meeting with Canterbury's Royarch and demand an explanation. It's risky, and the fact that it could jeopardize your relationship with the kingdom goes without saying, but you're guaranteed to get some results at least...and it doesn't run the risks that further acts of espionage would. Cost: 200. Time: One Year. Result: ???
[ ] Caribou Crop-Sharing: Gisa and her fellow diplomats are quite eager to open up trade with the Caribou in the hopes of opening the door to closer economic and diplomatic ties. This is easier said than done however, as while your Empire possesses numerous products to sell to the denizens of Olenia, they do not have many goods to sell back to you. The Jarls of the frozen kingdoms across the sea are understandably concerned about the possibility of a trade imbalance, especially since they still use the gold and silver coinage that your people have long since begun to phase out. A potential solution to this problem has been proposed however...by Puissant Arbre of all people. The Canterburian agriculturalist's plan is as simple as it is unorthodox: give the Caribou something worth trading for. Specifically, the proposed/theorized sugary root vegetables that Genevieve had first proposed attempting to breed several years ago...and which everyone had promptly forgotten about.
Puissant's plan is thus: offer to dispatch some scholars from the Empire to the courts of the Olenian kingdoms, in a similar manner to how Neighpon and Canterbury dispatched their own experts to share their knowledge with you. These experts would not be there simply to educate and advise however, but to pitch, establish and supervise the root vegetable breeding project that, with any luck, will see the Caribou gain access to a new trade good that will be in high demand amongst the people of Gryphus. A sound plan...provided the Caribou themselves play along. Cost: 400. Time: Two Years. Reward: Caribou breed Sugar Beets, Trade Relations with Olenian Kingdoms established. Chance of Success: 70%.
[ ] Collegiate Coordination: Now that you are more or less allied with both the Maretonian Royal Guard and the Colleges of Magic, it's time to ensure that your allies start working together...or at least tell them that they shouldn't kill each other. Establish a connection between the mages and the Guard Commander with the Empire as a go-between. With any luck you might be able to get the two groups to cooperate against their mutual foe...or at least smooth over any potential problems before they can become apparent. Cost: 400. Time: One Year. Reward: Coordination between Maretonian Royal Guard and Maretonian Colleges of Magic. Chance of Success: 60%.
With the progress we're making with the Maretonian civil war I'd like it if we could avoid a new conflict starting between the Emeral Isles/Neighpon and the Caribous.
To this proposit i suggest we establish contact with both factions, play peacemakers and try to give the caribous an alternative focus, namely trading with us. If all goes well those actions should synergize in making us seem approachable to both factions.
I'm not sure I care enough about the canterburian mages to take their action, but I acknowledge that not doing that might make us look bad to our new allies.
I'm honestly tempted to confront Canterbury directly. It would probably be an unexpected move to many, but it might deprive us of the element of surprise. We should probably think more about it.
I'm now LESS interested in the peacekeeping force. Neighpon is busy, the yaks are likely not interested, and Canterbury is possibly not completely trustworthy. Also we promised not to interfere directly anyway, so it's less urgent.
about the prophecies, I might be convinced to go for the Yak's, but I wouldn't trust Chevaline's as of right now. I'd prefer we clarified things with her first.
Finally we have enough refugees that we probably don't want the problems new immigrants would bring as of right now. Maybe after the end of the Maretonian problem.
Stewardship: Although as pleased with the completion of the national rail network as everyone else, Frida is now struggling to come up with a program to follow it or rival its impact upon the Empire. This, combined with the renewed flow of refugees from Maretonia, has your steward a little stressed. (Two Actions Per Turn) One Action Locked.
-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. Will Finish This Turn.
[ ] Thaumatological Education: The science of magic is poorly understood by the inhabitants of your Empire, and for good reason. Griffons and Diamond Dogs have no magic of their own, and much of the knowledge gathered by the Crystal Ponies was lost when Sombra enslaved their people. This state of affairs was of little concern in the past...but with the growing Hippogriff population and the inevitability of these new magical minorities access the arcane abilities of their parents, it is becoming apparent that this lack of magical education cannot stand. Frida has been consulting with Merlin and your other magical experts to devise a curriculum for "gifted" individuals that will allow them to better understand and harness their powers. Of course, such knowledge will need to be disseminated. Frida has a few ideas for that. Cost: 600. Time: One Year. Reward: Magical Education established. Enables future Magic Actions.
[ ] Western Lumberjacks: The woods of the Western Frontier (now dubbed Kestrella), while not quite as expansive and vast as the forests of the Imperial heartland, are still a potential resource and an ample supply of raw timber. Subsidize the establishment of logging camps and lumber mills in the newly settled territory. Cost: 400. Time: One Year. Reward: Increased Logging Income.
[ ] Cloth Mills: While sufficient Flax has been planted to allow for textile production, and a significant cottage industry has already sprung up to exploit this, you're far from rivaling the Neighponese for textile production. Mass production is the name of the game here: subsidize the construction and start-up costs of some weaving mills and see if you can increase productivity. Cost: 600. Time: One Year. Reward: Industrial Linen Production achieved, Increased Tax Income.
[ ] Gas Lighting: While Genevieve's gas lamps have become a more and more common sight in the Empire, they are far from ubiquitous, especially outside of the Capital and major industrial centers. The benefits of reliable 24-hour lighting are significant: crime rates drop, and workers can continue their labors even once the sun begins to dip below the horizon. Despite these benefits, few local governments and businesses have invested in gas lamps due to the installation costs involved, to say nothing of the costs to keep them lit. Frida has been considering plans for another great public works project to stimulate the economy. Lighting up the night seems like a suitably ambitious goal. 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.
[ ] Crystal Forests: As the soil fertility and climate of the Crystal Protectorate begins to lend itself towards agriculture, some within the assembly have made an unusual proposal: the planting and cultivation of forests for the express purpose of providing the Protectorate with a domestic source of lumber. An unusual idea...but one worth exploring. Cost: 400. Time: Three Years. Reward: Crystal Protectorate develops domestic logging industry, increased logging income.
Put it simply we should start to prepare a magic curriculum for the next generations. Everything else is nice, but not urgent, while our youngest hyppogryphs are growing and will soon need those instructions.
This might also help rune research and crystal magic research, or unlock new actions in those directions.
Learning: While Archimedes and Genevieve form the core of your scholastic efforts, the Neighponese Trio and the Canterbury Magic 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: Among the numerous crops that have been introduced to the Empire as a result of trade with Neighpon, Sugarcane has been one of the most sought after, particularly due to its inability to be farmed on the mainland. However, Genevieve claims to have an idea. By selectively breeding a particular species of root vegetable for increased production of Sucrose (the thing that gives Sugarcane its distinctively sweet taste), she believes it to be possible to engineer a hardier alternative to sugarcane that can be grown domestically. This will of course take a while to do. Cost: 200. Time: Two Years. Reward: Sugar Beets acquired, new Learning and Stewardship Actions Unlocked. (Incompatible With Caribou Crop-Sharing)
[ ] Prototype Flying Machine: You have the schematics, you have the runes, and now you have a suitable lifting gas. All that's left is to put theory into practice and actually build one of these "airships". Archimedes has cautioned you not to expect much...this Machine is going to be the first of its kind after all, and will likely need to be refined even after after its built, as theory and reality rarely agree with each other. Still, this will bring you one step closer to having a fleet that can sail the skies as well as any navy sails the seas. Cost: 1000. Time: One Year. Reward: First Airship Constructed, New Actions Unlocked.
[ ] A Different Kind of Mortar: The prospect of war with Maretonia (or what's left of it) has raised numerous concerns amongst the military. Your cannons, while effective at targeting enemies and destroying unreinforced architecture, may not be as effective against the enchanted walls and fortifications of Maretonia. Archimedes has proposed a potential solution: a weapon similar to a cannon, designed to lob projectiles over walls and other obstructions. While these weapons are unlikely to be as useful against mobile targets, they may prove a decisive advantage in siege warfare. Give Archimedes the go-ahead to try and build a few of these new weapons. Cost: 600. Time: One Year. Reward: Mortar Artillery Developed.
[ ] Miniature Ballistae: The recent completion of the great hunt, while ridding your lands of monsters and dangerous creatures, has also had the (perhaps expected) side effect of depriving the forests of dangerous game. As a result, the people of your nation have much fewer targets to practice their craft on. This may result in a shortage of skilled archers in the near-future, which may endanger your military's ability to engage enemies from range. Archimedes claims to have a solution to this: a miniaturized ballistae that can be used and carried by one person. Such a weapon could be used by anyone with only a relatively small amount of training, readily solving the issue. Of course, he will need time and funding to perfect the design and make it suitable for mass production. Cost: 400. Time: One Year. Reward: Crossbows.
[ ] Black-Steel Balls: With the sudden influx of Orichalcum from YakYakistan, you can now afford to produce additional weapons with antimagic properties. One of the weapons that your scientists have been particularly eager to attempt developing is one that will complement the powerful siege weapons that they've made in the past: Black-Steel cannonballs. Sadly, it is not as simple as swapping one metal for another. Black-Steel is notably denser and heavier than simple iron, and the procedures and calculations regarding the use of your cannons will have to be altered to accommodate these properties. Still, you're sure it's nothing Archimedes and his team can't handle. Cost: 400. Time: One Year. Reward: Army gains Black-Steel Cannonballs.
[ ] Steam Drills: Archimedes has been brainstorming additional applications for his steam engines, and has recently come up with the idea of a mining tool combining the attributes of a hammer and a chisel to bore through solid rock. Such a device would be a useful asset for the miners and tunnelers in your Empire, and would likely lead to an increase in overall mining productivity. Naturally, your lead researcher is going to require time, funds and facilities to make his idea reality...and create enough of the new tools to raise interest amongst the general public. Cost: 500. Time: One Year. Reward: Steam Drills Invented, Additional Mining Income.
Crossbows would be really useful and would especially make it easier to train new soldiers. We should definitely take it if we're going to double the army.
I want the Airship both to finally get our prototype and also because I think it would make for a poweful symbol. We'd be the first race to make air vessels. The pegasi will be jealous
Steam Drills would be nice to continue pushing our steam engines, and we're going to need the money anyway.
Of those three I think crossbows are the most important. The second action can be either of the other two.
Mortars and black steel balls should not be necessary yet, and hopefully we're going to oursource development of the sugar beets (possibly giving something else to do to the Caribou other than raiding)
Intrigue: Ravenburg's attentions are torn between the ongoing civil war in Maretonia and the recent revelation of an apparent connection between Canterbury and the late King Brochard. He seems determined to make up for his perceived failure in allowing the mysterious Lady Nightingale to evade his agents in the wake of the Unification War, and seems intently focused on not allowing her to give him the slip again. Still, that is not to say that he has been neglecting his duties in other areas of the world, continuing to keep tabs on Maretonia, Minotauria, and the rest of the world besides. (Two Actions Per Turn)
[ ] Hoofbeard's Other Heist: Pegicles Storm has completely severed the trade route between House White Star and the Minotaur Republics. Naturally, this has also thrown Hoofbeard's plan for a dream heist completely out the window. Thankfully, your efforts to insert infiltrators into House White Star has paid dividends and opened up a new opportunity. Countess Copper Top had provided you with invaluable information regarding the status of House White Star's treasury...specifically, its gold reserves. To protect its wealth from enemies both within and without, House White Star does not keep all its funds in one place, and moves its stores of gold often. And, while she is not really supposed to have access to such information, Countess Copper Top does possess knowledge of several such shipments of gold and silver bullion. Knowledge which she has graciously shared with you. While Pegicles Storm has rendered some of this Intel obsolete, much if it still remains relevant, especially as the Countess continues to feed you Intel even as House White Star slowly crumbles.
Everything from the routes the carriages and barges shall take to the times of departure and the composition of the security detachments that shall escort the riches of House White Star has been provided to you. Several of these routes of transit are located on or near the coast, where the pirates of Libertalia could conceivably strike. It's not a treasure fleet, but its a viable alternative to the now sunk treasure fleet, if a more risky one. The fact that the abolitionists may be able to provide support to such a venture is just another reason to consider such an otherwise risky operation. 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: The Abolitionists have conducted numerous raids of varying effect and degrees of success against both of the Noble Houses of Maretonia, striking lines of supply and freeing their still-enslaved brethren. Still, many of these attacks are little more than nuisance raids, not having any significant effect on the war capability of either of the Noble Houses. However, with proper support and intelligence from the Empire, it is hoped that these attacks could do some real damage to the Noble War Machine. Ravenburg has already identified several supply depots, barracks and outposts that, if attacked intelligently and in a coordinated manner, could seriously harm and hinder House White Star forces. Coordinate with Ambrosia to provide the support needed to make such coordinated assaults a reality. Cost: 600. Reward: Abolitionists raid House White Star Infrastructure, White Star forces weakened and thrown into disarray. Chance of Success: 75%
[ ] Riddle of the Labyrinth: Gisa suspects that there's something up with the Minotaur Republics, and after hearing the detailed report on her journey to Labyrinthian, you're inclined to agree. Whether they simply didn't tell you everything or outright lied to your diplomats isn't clear, but you are almost certain that they're hiding something. See if Light Step is willing to act as a spy one last time and have him get to the bottom of this mystery. Cost: 500. Time: One Year. Reward: Information on the Minotaur Republics. Chance of Success: 60%
[ ] The Frame-Up Job: While you don't have sufficient evidence to make a solid conclusion regarding who really killed Queen Mareia, you do know how she died, as well as how the assassination would likely have been carried out. You also know how the Maretonian Royal Guard have been investigating the death of their Monarch, and that the leaders of the Noble factions now warring over the country are their prime suspects. With this information at hand, it wouldn't be impossible to say...fabricate evidence that it was Pegicles who had ordered the assassination of Queen Mareia. The Maretonian Royal Guard are already on the brink of war with House Storm, but a final push of such magnitude as this would ensure that the two fight to the death rather than negotiate. Of course, if things go wrong, the consequences of such blatant forgery of evidence and direct interference in the investigation of the Queen's murder will likely be disastrous. Cost: 600. Time: One Year. Reward: Pegicles framed for Queen Mareia's murder. Chance of Success: 40%
[ ] Canterbury Investigations: The unearthing of an apparent connection between Canterbury and the late King Brochard's spymaster has Ravenburg up in arms. Combined with everything else that was uncovered during his agents' brief sojourn into the feudal kingdom, Ravenburg is insisting upon another, far more extensive covert investigation in hopes of finding answers to the numerous questions that have been raised. Of course such a through investigation may be discovered by the Canterburians themselves. You're not quite sure what might happen if they do. Cost: 500. Time: One Year. Reward: Intel on Canterbury-Aquileia Connection, Further Revelations. Chance of Success: 50%.
[ ] Bursting the Cloudburst: The spell matrix currently in development by the Maretonian Colleges of Magic has the potential to be used as a weapon of unimaginable destruction if it is ever perfected. While you are technically now allied with the mages of the Colleges, they do not answer to you directly, and their insistence upon maintaining their autonomy could be pose a point of contention going forward. For these reasons, it is vitally important that the Cloudburst spell is never completed. Your new relationship with the Colleges opens up numerous opportunities to infiltrate and interfere with their activities, which may allow your agents to slow or halt the progress of their research. Of course, such an operation carries great risks, not the least of which being the severing of a relationship you've only just created. Still, preventing the development of a magical WMD may be worth that cost, if it comes down to it. Cost: 600. Time: One Year. Reward: Project Cloudburst Sabotaged. Chance of Success: 45%.
[ ] Maretonian Intel Sharing: Officially, the Maretonian Royal Guard are on the brink of open conflict with House Storm. Unofficially, several of their units have already been waging a guerrilla war against Pegicles' faction, ever since the Great Storm. The attacks have been small scale, targeting individual patrols or isolated encampments, and are invariably pinned on the abolitionists or the remnants of House White Star. But you feel these attacks could be bigger, and cause more damage to the militant noble house. Your alliance with the Abolitionists, combined with your own extensive spy network, provides intelligence that the Maretonians simply can't hope to acquire themselves. Sharing this Intel as you receive it, and encouraging the Maretonians to use it, may allow for your new allies to launch larger and more ambitious raids against House Storm...hopefully without showing their Hoof before they are ready for open conflict. Cost: 500. Time: One Year. Reward: Intelligence Shared with Maretonian Royal Guard, Additional Raids on House Storm Holdings.
investigating Canterbury (possibly combined with straight out asking: trust but verify) and Maretonian intel sharing are the obvious picks, but there's a decent argument for a check of the minotaur's intentions, just to stop a possibly new problem from taking us by surprise later on.
This might be the last turn Hoofbeard is an option, so it should at least be considered. Better relationships with Libertalia would be useful in the final phase of the civil war, and this would give them the means to modernize a bit and stop (or at least tone down) the piracy.
I'm not sure if we want to weaken house white storm too much. On the one hand they can be a good distraction, on the other we're about to deal with pegicles anyway.
I'm not sure we should risk trying to sabotage the Cloudburst spell. At the very least I don't think the mages would use it as carelessly as Pegicles would, but it's still a dangerous WMD. We probably can't do much about it, we have too many balls to juggle.
Also NO, we SHOULDN'T frame Pegicles for the queen's assassination. The chance is too low, the risk too great, and we STILL don't know all the facts.
We should at least investigate Canterbury a bit more.
Piety: The newly established "Council of Faiths", a gathering of representatives from every major religion in the Empire, has wasted no time in clamoring for your attention and attempting to leverage their newfound place in the Imperial Court to expand the influence of their respective beliefs. Each of the six beings upon the Council (Including a Qilin, a Yak, and a Crystal Pony) have submitted a proposal for your consideration. Whether you intend to act on any of them is up to you. (One Action Per Turn)
[ ] A Temple to the Old Gods: The followers of the Ancient Pantheon have their sacred relics. Now they need a place to put them. Designs have been drawn up for a temple in the pre-Imperial style, large enough to serve as a gathering place and point of pilgrimage for all those that still worship the old Gods. Unfortunately, a few problems have popped up. The land which they wish to construct the temple on is technically owned by the Imperial Crown, and the wheels of bureaucracy are too turning slowly for people's liking. Combine that with a lack of funds to actually construct the temple itself, and the Pantheists are facing a significant roadblock. Funds and direct intervention from the crown will likely be necessary to ensure the speedy construction of the Temple. Cost: 400. Time: One Year. Reward: Temple to the Old Gods Constructed.
[ ] Expanded Crystal Worship: The Crystal Disciples, though quite pleased with the growth of their faith in recent years, are still struggling to expand their influence beyond the Crystal City, something only compounded by the object of their worship being either unable or (as some assume) unwilling to leave the cities limits. The question of how to worship the central object of their religion without it being present is one that almost all of the disciples have been wrestling with, but a preacher by the name of Varado has come up with what he believes to be a solution after studying the Crystal Heart and the Runes upon it. A particular rune array, intended to be carved upon a miniaturized Crystal Heart that can be placed in shrines and houses of worship across the Empire. Supposedly, it would allow the "worship energy" from distant shrines to reach the Heart itself. In theory. Of course, the rune array is the work of a comparative novice, and the Disciples would appreciate some discretionary funding to produce a few of these miniature hearts for a sort of trial run, to see if the preacher's idea has merit. Cost: 500. Time: One Year. Reward: Crystal Shrines outside the Crystal City. Expanded Crystal Disciples Influence.
[ ] A Sacred Stone: The Yaks' shamanistic beliefs have little need for temples, shrines, or more conventional sites of worship. Instead they mark sites of spiritual significance via raised stones or boulders with intricately carved inscriptions and artwork dedicated to their gods. While the followers of Yak Shamanism within your borders could simply pick a stone and carve an inscription into it themselves, they have deemed such an approach insufficient for the first Runestone to be placed in the Empire, and have attempted to contract the famous Shaman Brod the Wise to create the inscription. There's just one problem: Brod the Wise has left his self-imposed exile from his mountaintop home exactly three times in the past thirty years. Once to confirm the disappearance of Discord, once to give a prophecy concerning the coming of Sombra, and most recently to legitimize the reign of King Rutherford as a worthy ruler of Yak-kind. To say that it's unlikely he'll agree to travel beyond the borders of Yakyakistan to simply carve some runes in a rock is perhaps the understatement of the year. Still...if he were to receive a letter requesting his presence from a foreign Emperor, one that has done so much to help his people...well, he'd be much less likely to refuse then wouldn't he? Cost: 100. Time: One Year. Reward: Brod the Wise carves the first Yakyakistani Runestone for the Empire.
[ ] Seaside Shrines: While all natural phenomenon are associated with Kami, and all are important in their own way, the spirits of the winds and waters are regarded as particularly important by followers of Neighponese Spiritualism. Combine this with the fact that most of the practitioners of the Neighponese faith live on or near the coast, and it's fairly obvious what the first shrines they seek to build are going to be dedicated to. Unfortunately, the construction of the shrines is not a simple matter, for two reasons. The first is a matter of material; the followers of a religion originating in Neighpon naturally want materials from said nation to be used in their shrines, which means they'll have to go through the bureaucracy that is the Imperial Customs Office. The second and much larger issue is the fact that several of these shrines are intended to be built in or on the water itself, which may pose a navigational hazard for shallow-draft ships. Naturally, this is a bureaucratic nightmare of its own. The spiritualists would greatly appreciate it if you would grease the wheels of bureaucracy for them do that they can finally build their shrines. Cost: 100. Time: One Year. Reward: Neighponese Shrines constructed.
[ ] A Holy Lake: Obviously, Lakes and Ponds are central to the worship of the Lady of the Lakes. While technically any pure body of water could be considered holy by the worshippers of the Lady, certain ones are selected by members of the church to serve as sites of worship. Exactly how they determine which lake or pond should be more holy than others is a mystery to those outside of the priesthood, but the followers of the Lady within your borders have identified one lake in particular which they believe to be a conduit for the Lady's divine will. The fact that it is near your shared border with Canterbury is a total coincidence, you're sure. Regardless, the followers of the Lady have petitioned you to recognize the lake as a protected area, off limits to development or exploitation, save the construction of shrines and houses of worship. Given that the lake in question is far from any major cities or sources of pollution, this shouldn't be too difficult to pull off. Cost: 100. Time: One Year. Reward: Church of the Lady granted a protected lake to worship at.
[ ] The Imperial Creed: Now that the Imperial Cult and it's adherents have agreed on a singular doctrine, they are ready to begin truly spreading their faith across the Empire. But to do this, they will require a sacred text, a holy book to convey their message. Thankfully they already have one: the Lectitio Divinitatus, collaboratively written by several of the cult's founders. Unfortunately, they currently only have the one full copy, with a handful of excerpts transcribed by talon for congregations across the Empire. If they're going to make any headway in converting citizens to their faith, they're going to need to publish their scriptures. Unfortunately, they have been experiencing some difficulties in acquiring the services of bookmakers and printing presses, mostly because, due to their earlier doctrinal disputes, they were late to the holy book publishing party. It appears they'll need some help finding a publisher not already swamped with orders. Cost: 100. Time: One Year. Reward: Lectitio Divinitatus published.
Simply put I think we should finish the job with the old pantheon faith. We found the relics, now they need a temple to put them in.
I AM slightly tempted to support the lake action (as a gesture of good will to accompany the canterbury actions), but in the end I don't think I trust them enough right now. First we investigate, then maybe we give them the lake as an apology/gift.
Personal: You refuse to let your duties as Emperor take up every moment of your day. (Two Actions per Turn)
[ ] Overtime: Your advisors can only do so much, and sometimes that's just not enough. If it's truly necessary, you can sacrifice some of your otherwise free time to carry out an additional action from another category, provided said action has a duration of only one year. The costs and chances of success for that action remain the same.
[ ] Imperial Priority: Sometimes you need something done as quickly as possible, regardless of the cost. In such times, you can authorize and oversee the judicious and generous application of funds to speed things along. If necessary, you can reduce the duration of a select action by one year at the cost of a personal action and doubling the per-turn financial cost of the action. The chances of success for said action will remain the same.
[ ] Creative Accounting: Even for an Empire as prosperous as yours, money can be tight. Balancing the budget can be a difficult task at the best of times, but your prior experience as a Merchant has taught you many financial "magic tricks". Taking some time out of your busy schedule to squeeze a few extra coins out of the bureaucracy could be the difference between staying in the black and dipping into your reserve funds. Cost: 0. Time: One Year. Reward: One Small Lump-Sum of Funds. Chance of Success: 60%
[ ] Rune-Sword of the Emperor: While you possess a blade of forged Orichalcum for combat against magical threats, you still wear the blade forged when you were merely the King of Griffonia. Over the years, it has become as symbolic of you and your rule as your crown has. When Merlin cracked the code of the Runes upon the Crystal Heart, he sparked an idea in your mind: could such Runes be used to make your trusty blade more powerful? Only one way to find out. Cost: 300. Time: One Year. Reward: Rune-Blade.
[ ] Meeting with the Dukes: Federico Montefeathertro, your Father-In-Law and the Duke of Urbirdo, has asked you to join him and the Grand Duke of Wingbardy, Garibaldi Talonuelli, on a hunting trip. The grand hunt so many years previous may have culled the monster population, but much game still exists to those who know how to look for it. Of course, you strongly suspect that there's more to this invitation than a simple jaunt in the wilderness. You suspect that the two aging nobles have a few things they'd like to talk to you about...privately and away from any intruding ears. Cost: 0. Time: One Year. Reward: ???
[ ] A Gesture of Friendship: The Neighponese have been your closest allies since your battle against Sombra, their soldiers shedding their blood alongside yours in the streets of the Crystal City. You and your family have forged personal connections with your new friends from across the sea, from your son's friendship with the young Qilin Ki Seong, to Gwyndlyn's correspondence with the Emperor Ryuō himself. You feel it's important to show them that you value the relationship you have with your fellow Empire...and Hardbeak's Sword gives you an idea. Cost: 400. Time: One Year. Reward: Rune Sword gifted to Emperor Ryuō.
[ ] The Maretonian Question: The influx of refugees from Maretonia has, predictably, led to tensions between the new arrivals and the citizens of the Empire, primarily within the Crystal City, where the largest population of Maretonians have settled after leaving the refugee camps. Protests and confrontations have occurred, not just between Citizens and Refugees, but between former slaves and the ponies that once looked down upon their enslaved countrymen. It may be prudent to pay a visit to the Crystal City and make a statement. Cost: 200. Time: One Year. Reward: Publicly Address the Refugee Integration Issue.
[ ] Getting to Know You More: Gawain has made some very interesting friends. Despite his new busy work schedule, he still goes out of his way to make time for them and maintain the connections he's made. You're happy to know your son has others which he can confide in and rely on, though you do wonder what sort of things they talk about when they meet. Cost: 0. Time: One Year. Reward: Gawain and Friends Interlude, potential for Further Rewards. (Does not cost an Action. May only be taken once per Turn.)
-Brochard's Legacy: Isabelle Brissete is a fine young Griffon, one that your son feels immensely lucky to have met. You suspect she feels even luckier to have met him. But while you and your family have been willing to look beyond the unfortunate matter of the young heiress's ancestry, many others within your Empire are not so kind. But while Isabelle has resigned herself to her status as a veritable outcast amongst the Empire's nobility, Gawain is not content to simply let things be. He is determined to help her escape the shadow of her uncles legacy...and has gone so far to request your assistance in the matter. You think you may have an idea.
-Dueling Practice: In many ways, Ki Seong is a typical example of a Neighponese noble lady. She has spent much of her life being educated on the finer points of etiquette and can host an organize a tea ceremony fit for the Dragon Emperor himself. But Gawain knows better than to assume that she is a dainty flower of the Far East, for the young Qilin hides a core of steel and fire that would put any Griffon to shame. She is shockingly well versed in the realms of strategy, politics and diplomacy, and can wield a bow or blade as well as any professional soldier. It is this last quality that piques Gawain's interest. He does not often get the chance to spar with a talented opponent that will not hesitate to hold back against him because of his status. You're interested to see how he fares against the young Qilin.
-Sebastian's Innovations: Sebastian Rainfeather, one of your son's closest friends, seems determined to become the next Archimedes. The young Griffon has been spending a great deal of time cooped up in his "laboratory" (the basement of his family's manor) in hopes of creating something novel and useful enough to impress Archimedes, Genevieve and the rest of the Empire. Gawain has recently received a letter from his scholarly friend, politely inviting him to stop by his home at his earliest convenience. You wonder what the aspiring inventor wishes to show him?
I think we should probably NOT take overtime and imperial order this turn. There are other interesting things to take.
Maretonian question and dukes are the obvious picks. This is the first time the dukes asked to meet us, and it might be important. The refugee problem is also better dealt with quickly.
I think we should consider making the rune swords for both emperors at the same time if possible. Maybe next turn?
Of Gawain's friends I'm more interested in Sebastian right now. We need to find a successor to Archimedes, and if he thinks he can hold up...
why do we want to give sugar beets to the carribu? shouldn't we keep it and actually research it ourselves?
obviously the sugar trade is lucerative and it's tasty so it may keep our people in high spirits. plus we can make alchahol with it for medicine and fuel for the flame throwers.
It's a learning action that we've been delaying for years. It also gives the Caribous something to do that is not raiding and pillaging, which might prevent more conflicts in the future.
so, my tentative plan
[]plan color coded
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Doubling the Guard: Cost: 3000 Time: Two Years. Reward: Imperial Army Doubles in Size.
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Specialized Anti-Magic Training: Cost: 500. Time: One Year. Reward: Army receives specialized training and experiencing facing magical foes. Bonus to certain future rolls.
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Emerald Isles Emissary: Cost: 300. Time: One Year. Reward: Diplomatic Contact established with Emerald Isles, New Actions Unlocked.
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Qilin and Caribou: Cost: 600. Time: One Year. Reward: Diplomatic Intervention in regards to the Emerald Isles, reduced chance of further tensions or an escalation of hostility. Chance of Success: 55%.
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Caribou Crop-Sharing: Cost: 400. Time: Two Years. Reward: Caribou breed Sugar Beets, Trade Relations with Olenian Kingdoms established. Chance of Success: 70%.
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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.
Will Finish This Turn.
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Thaumatological Education: Cost: 600. Time: One Year. Reward: Magical Education established. Enables future Magic Actions.
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Miniature Ballistae: Cost: 400. Time: One Year. Reward: Crossbows.
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Prototype Flying Machine: Cost: 1000. Time: One Year. Reward: First Airship Constructed, New Actions Unlocked.
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Canterbury Investigations: Cost: 500. Time: One Year. Reward: Intel on Canterbury-Aquileia Connection, Further Revelations. Chance of Success: 50%.
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Maretonian Intel Sharing: Cost: 500. Time: One Year. Reward: Intelligence Shared with Maretonian Royal Guard, Additional Raids on House Storm Holdings.
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A Temple to the Old Gods: Cost: 400. Time: One Year. Reward: Temple to the Old Gods Constructed.
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Meeting with the Dukes: Cost: 0. Time: One Year. Reward: ???
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The Maretonian Question: Cost: 200. Time: One Year. Reward: Publicly Address the Refugee Integration Issue.
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Getting to Know You More: Cost: 0. Time: One Year. Reward: Gawain and Friends Interlude, potential for Further Rewards. (Does not cost an Action. May only be taken once per Turn.)
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Sebastian's Innovations: Sebastian Rainfeather, one of your son's closest friends, seems determined to become the next Archimedes. The young Griffon has been spending a great deal of time cooped up in his "laboratory" (the basement of his family's manor) in hopes of creating something novel and useful enough to impress Archimedes, Genevieve and the rest of the Empire. Gawain has recently received a letter from his scholarly friend, politely inviting him to stop by his home at his earliest convenience. You wonder what the aspiring inventor wishes to show him?
Total cost: 9200.