As far as the commonts about the othermaretonian factions. I guess white star coasts off being a faction full of nobles, and likely playing up the angle of legitimacy to make up for lacking much else.
The issue with that is that by all accounts the vast majority of House White Star is dead, those who survived probably lost all of their land and power in the war and the nobility isn't particularly well liked by the average Abolitionist or the Royal Guard, you know for the whole still having slaves until the end of the war and planning to assassinate the queen things
The royal guard? hare elite soldiers whom presumably got influence both from how they handled the war,(staying out of it until the WMDs started coming out), and the legitimacy through being the royal guard...
If anything I would argue that their complete refusal to get involved until WMD's were deployed would cost them influence since people would be pissed that they sat in their high horse for so long and let people die as a result

And again the royal guard order have much legitimacy when there isn't any royalty to guard
 
How about the news about Discord? At the very least, Koryu, and maybe Rutherford, should have been given a very important letter from us about his rocky fate.
 
Meh, the idea that a pro-Empire group (even if only one group in a larger faction) - in a chapter compiling the wills of the faction remaining after the civil war - just decides "Hey let's be independent/join the empire!" instead of having views for what to do over all of Maretonia like literally every other faction is incredibly off.

Oh I don't mean the only people who are openly pro-Empire being Abolitionists, that makes perfect sense, I mean the fact that seemingly the only Abolitionists who are pro-Empire are also for some reason secessionists
I don't see anything strange with that.

After all, it just means that while THEY would enjoy/like/prefer being under Gryphus rule/protection, they don't care about forcing the other maretonians.

What's strange with that? They want a break from the past, and don't care about what the other ones do as long as they don't stop them.

color-coded priority list incoming, by the way
 
ok. colors in the quoted parts, comments below the quote.

Martial: Redbeak has been in good spirits lately. After having the threat of Pegicles finally removed as a concern, you can't blame him. But your military advisor has plenty of other possible dangers to the Empire to worry about. Between Storm Country and the revelations of potentially hostile Dragons to the South, he has a lot of contingency plans to draw up. (Two Actions per Turn)

[ ] 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.

[ ] Flying Fortresses: With the development of a final design for a military airship now complete, you can finally begin to fulfill the once impossible dream of an airborne navy. It will require a great deal of work, time and funds to create the manufacturing and support facilities, as well as train an entirely new breed of sky sailor, but once completed your military will possess an edge no other nation in the world can match. Cost: 1500 Time: Two Years. Reward: First Squadron of Military Airships

[ ] 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.

[ ] Security Runes: The combination of scrying, teleportation and explosives during the Maretonian Campaign led to a swift and relatively bloodless victory for your forces, but it also served to illuminate the danger a creative, magically gifted opponent can pose. You have no desire for you or your forces to be on the receiving end of a similar tactic. Merlin has already drawn up a set of anti-scrying and teleport inhibiting runes that are, thankfully, rather simple to inscribe. You won't be able to cover the nation with them, but the Hardbeak Line and other buildings of strategic importance should be doable. It will be expensive, but it is also necessary if you don't want any arcane enemies remotely spying on you or teleporting a bomb or strike force past your physical defenses. Cost: 1500. Time: Two Years. Reward: Strategic Fortifications reinforced with Anti-Scrying and Teleportation Runes.

[ ] Force Recon: The Expedition into Storm Country led to some unpleasant revelations. A slave taking society of raiders with access to Orichalcum? That's a recipe for disaster if you ever heard one. While Captain Dawnclaw's expedition provided invaluable intel, it raised as many questions as it answered. Where did the mined Orichalcum go? What is it being used for? What manner of leadership do the Yetis possess, if any? Ordinarily you would rely upon Ravenburg and Imperial Intelligence for these answers...but if the fate of the Equestrian Expedition taught you anything, it's that Storm Country is inhospitable and unforgiving. Sending a few lightly armed infiltrators will likely end with them being eaten by a Wyvern or a pack of wandering predators before even catching sight of a Yeti. Redbeak has proposed a more...aggressive intelligence gathering mission, one which Captain Dawnclaw has already volunteered to lead if authorized. Reconnaissance in force...a novel concept. Of course, the possibility of poking a hornets nest is something that cannot be discounted, but it may be worth the risk to get more information on this new threat that faces you. Cost: 800. Time: One Year. Reward: Assaults on known Yeti Concentrations, Intelligence on Storm Country. Chance of Success: 60%

[ ] Cautious Curiosity: The Expedition into Storm Country could have ended in disaster...but it didn't. Quite the opposite; it has already begun to be hailed as one of the greatest achievements of your military in recent memory. Such a triumph has done much to erase the stigma of similar missions, and some influential nobles and military figures have actually begun to petition for another such exploratory commission to be established. It might be a bit soon after the last one, but they say there's no time like the present. Cost: 400. Time: One Year. Reward: Knowledge of Distant Lands.

—[ ] Far South: The revelation of what appears to be a kingdom of dragons to Maretonia's South has raised the concerns of many within your privy council. The ones that you encountered and killed during the Battle of Mare-a-Thon were merely raiders acting alone, but that just makes you more nervous about what an actual armed force might look like. You need intel on what awaits you in the places marked "here be dragons", and you need it sooner rather than later.

—[ ] 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.

my opinion:

Red: Gryphus Foreign legion and cog conversion are just plain unnecessary.

We recently expanded our army, we JUST came out of a conflict with minimum casualties, and have no pressing need of more ships. They can wait.

Yellow: dragon lands or zebra lands offer opportunities, but I think we have enough polities to deal with right now, so we could delay those.

A new knight order is not strictly necessary as well, and I think it can wait until we find ourselves closer to a conflict with the Yeti.

And about Stormland exploration... I think I'd like to have military airships ready first, and also have the yaks' new fortifications ready as well in case we provoke a response.

Green: my picks here would then be Flying fortresses (airships are one of the best advantages we can get, ESPECIALLY against the land-bound yeti that are likely to be our next enemy!) And the Runes. We wouldn't want the changelings, or Canterburian spies, or Maretonian terrorists pushing for independence (not a problem now, but maybe in the future...) to take advantage of our new tactics, would we?


Diplomacy: Gisa, though disappointed that the Maretonian situation necessitated your personal armed intervention, is pleased that peace, however tenuous, has returned to your Southern neighbor. This does not mean she does not have concerns regarding the situation South of the border however, and she has a few proposals she wants you to look over in regards to how you should approach the issue. (Three Actions Per Turn, One Action Locked)

-The Iron Steppe: Cost: 1500. Time: Three Years. Reward: Yak-Storm Border Fortified, Improved YakYakistani Relations. Will Finish This Year

[ ] Post-War Summit: Though the civil war is now over, tensions still exist in Maretonia. For now the three remaining factions are content to sort out the problems within their own territory but eventually thoughts will run to the less immediate future, and already some are debating what shape the future Maretonia will take. Due your proximity as the ruined Kingdom's neighbor, the amount of aid you have provided the nation and its refugees, and your successful intervention which saw the defeat of Pegicles, Gryphus occupies a unique position in relation to Maretonia , and for various reasons you wield a considerable amount of influence with all the standing factions. It should not be too difficult to leverage this influence to call for a meeting of the three groups and help to broker an agreement between them. Cost: 300. Time: One Year. Reward: Maretonian Summit Interlude.

[ ] Libertalian Defense Agreement: You've invested a lot of effort and resources into Libertalia at this point. They have gone from a painful thorn in your side to a valued trade partner, even potential allies against any mutual foes. It would be terrible to see all of that time and money go to waste as a result of foreign aggression. While a mutual defense pact isn't possible on account of Libertalia not having a real military to speak of, you are certain that Hoofbeard and his people would appreciate a formal agreement to come to their aid should they ever be attacked. Send a diplomat and see if they'd be amicable. If they're willing to agree to this, it could open the door to further diplomatic agreements down the line. Cost: 150. Time: One Year. Reward: Signing of Formal Pledge to Aid Libertalia in the event if Foreign Aggression. Further Actions Unlocked. Chance of Success: 70%

[ ] 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. And, considering the actual source of said prophecies, they may not be trustworthy at all. Still, it may be worth a try to get some information that would otherwise be unattainable. Cost: 200. Time: One Year. Reward: Chance to gain Information from Queen Chevaline. Chance of Success: 50%

[ ] Emerald Isles Trade Delegation: The Emerald Dogs (as they have been popularly dubbed by the inhabitants of your Empire), have proven receptive to your diplomatic overtures, and the showcase of Griffon-made goods to the inhabitants of the islands was well received. All that remains is to sort out the details of a trade agreement with the Alphas and allow the wheels of commerce to start turning between your respective nations. Cost: 400. Time: One Year. Reward: Trade Agreement with the Emerald Isles, New Source of Income. Chance of Success: 75%


[ ] Equestrian Trade Delegation: Now that first contact with Equestria has been made, parties in both nations are chomping at the proverbial bit to gain access to a new and potentially lucrative market for their goods. But before trade can be opened up and profits made by anyone, details will have to be hammered out between your respective governments. Tariffs, currency exchange rates, items banned or restricted for sale to foreign markets, and a dozen other minor issues will have to be addressed. Send a party of economically minded diplomats back to meet with the Alicorn Sisters so that merchants can start plying their wares across the continent. Cost: 600. Time: One Year. Reward: Trade Agreement with Equestria, New Source of Income. Chance of Success: 70%

[ ] YakYakistan Mutual Defense Pact: The world increasingly seems to be a more and more dangerous place. Between the developing situation in Maretonia, the revelations of Changelings in Canterbury, and the ever-present possibility of another outside context problem like Sombra suddenly emerging, threats to the Empire are as numerous as they are worrying. You are therefore not surprised when Gisa draws up a proposal for a mutual defense treaty with the Kingdom of YakYakistan. They are your neighbors, trade partners. You fought alongside each other against Sombra. And, though they themselves are loathe to admit it, you did help them abandon their previous nomadic lifestyles and allowed them to become a unified nation. It would only make sense to ally. Of course, the Yaks are as prideful as they are stubborn, and you suspect that the only thing that would annoy King Rutherford more than the thought of being reliant upon the Empire would be the thought of getting dragged into a war they would have otherwise not been a part of. Still, the arguments in favor are sound, and the thought of a line of Yaks charging down the Empire's foes has a distinct appeal to it. The recent discovery and agitation of the Yetis bordering YakYakistan has only added further urgency to this task. Time: One Year. Cost: 300. Reward: Defensive Pact with YakYakistan. Chance of Success: 65%

[ ] Confronting Canterbury: The revelation of Queen Phalanx, the Changelings, and the conspiracy behind Canterbury and the Church of the Lady has added a new dimension to your previous plans to privately confront the Royarch of Canterbury. Letting her know you know may provide additional information...or show your hand too early. While Rose has assured you that Queen Chevaline and Phalanx are two distinct individuals, neither of you are certain if the Monarch has any idea of the truth behind her nation's history. The risks of such a course of action are obvious, and Rose herself has cautioned you against it...but it may be worth a try. Cost: 200. Time: One Year. Result: ???

[ ] Olenian Developmental Aid: Olenia has benefited a great deal from the introduction of Sugar Beets. For the first time, they have a valued trade good that is in high demand, giving their economy a much-needed boost and allowing them to abandon their destructive tradition of nautical raiding. But as far as they have come, they still have a ways to go in terms of development before they can hope to match even the poorest province of the Empire, or even the neighboring Emerald Isles. Gisa, along with several other nobles and business magnates, have approached you with a proposal: further invest in the Kingdom's development, similarly to how you invested in Libertalia to bolster it and ensure an end to the issue of piracy there. It will be a fair bit more difficult, and require a larger amount of funding from both you and private investors, but Gisa seems to think it's possible. The only real problem will be getting the Caribou to go along with it. Cost: 1000. Time: Two Years. Reward: Olenian Economy/Infrastructure Upgraded, Increased Trade Income, Improved Relations with Olenia. Chance of Success: 65%

Red: There's only two actions I'd actually be actively against: the summit (I've been convinced we want one year at least, to see the results of our intrigue action and to let them realize just how BAD things are for them right now. Hopefully it doesn't backfire...) and coming clean to Chevaline (too risky).

Yellow: nearly everything comes in here. They're basically the "nice to have, but not essential" actions. Standouts are Olenia, emerald islands and yaks. The first two gives sources of income AND improve diplomatic relationships, hopefully defusing Olenia and convincing them to give up piracy.

If I had to pick between dogs and olenia, I'd probably pick Olenia, as I trust Neighpon to have things in hand from the dogs side, while they can't really do much to calm the Caribou from their current position.

Yak defense treaty... it's nice, but not essential right now. We already built fortifications, a treaty can wait.

We don't really have a need for prophecy actions (though I'm kinda curious about both of them. I especially wonder what Phalanx would deign to reveal to us... and how those prophecies would be used to manipulate us. If you know their aim...)

Immigration is the eternal "I'd like it, but there's this one other thing I'd like more".

Green: My picks: Equestria because they're the biggest economy around AND one of the strongest countries as well (ELEMENTS OF HARMONY. DEFEATERS OF DISCORD. ALICORNS THAT CONTROL THE SUN AND MOON!), And I want the best relationship we can get.

Second pick is Libertalia, to consolidate our hold on them.

I'm willing to delay Libertalia in exchange for one of the yellow options though. Maybe Olenia, to smother the conflict with Neighpon and the emerald dogs by just making it unnecessary to their survival and prosperity.

Stewardship: Frida's recent successes in modernizing the nation's infrastructure can be plainly seen from any window in the Palace after dark, as hundreds of Gaslamps burn brightly through the night, illuminating the Capital. Despite performing what many would consider the crowning achievement of their careers, your Steward shows no intention of taking it easy, putting forward yet more plans to improve the lives of your people and invest in the Empire's development, though at the moment much of her focus is currently upon the construction of the Empire's first College of Magic. (Two Actions Per Turn, One Action Locked)

-Arcane College: Cost: 2500. Time: Two Years. Reward: Imperial College of Magic Constructed. New Options Unlocked. Will Finish This Year

[ ] 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.

[ ] 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.

[ ] Supplying a Demand: Last year, you invested in the Empire's textile industry, facilitating the construction of mills and weaving houses that quadrupled national linen production. Domestic sales of the material have taken off since then...but you have your eyes set on foreign markets. You want Imperial linen to rival Neighponese silk in the global textile trade. But to do that, you're going to have to drum up demand, and make the relatively unknown cloth seem like an appealing purchase to international customers. A series of tax breaks and subsidies intended to boost the production of linens intended for export, combined with a series of publicly funded publicity events intended to draw the attention of foreign buyers, might be able to accomplish that. Cost: 600. Time: One Year. Reward: Boosted Linen Exports, Additional Trade Income. Chance of Success: 65%

[ ] Griffonstone Revitalization, Part 1: Griffonstone. The original Capital of the first Empire in the Pre-Discordian era. Despite its storied history, it has fallen a long way from the height of its grandeur centuries ago. The rise of Discord and the collapse of the ancient Empire spelled the end of the city's golden age, and ushered in a decline that has only recently been reversed. While the city has been experiencing an economic and population boom alongside the rest of your Empire, it still has a long ways to go before it can hope to even think of recapturing the glory of its past. But Gisa has ideas. Big, big ideas. Her magnum opus, she calls it. A new Griffonstone for a new era, a city to inspire and awe the world, a truly Imperial City. You took the first step with the construction of the Imperial War Memorial, but Gisa says that that is only a glimpse of what could be. Give her some funding and time, and see what she can do. Cost: 3000. Time: Two Years. Reward: First Stage of Griffonstone Revitalization.

Yellow: I don't think there's a STRONG need to take any specific one of those. There's good arguments for all of them (Griffinstone will start an action chain and is a mark of prestige, textile and logging give income...), but If I had to choose a specific one, it would probably be Crystal Forests.

The reason is simple: I want to ride the high of the win against Pegicles, of freeing the slaves, and follow it up with regrowing the forests of the "protectorate"... as a way to further nudge public opinion in our favour before the so much desired crystal referendum.

I'm slightly sad we didn't get a reduction in the time needed to regrow the forests from the earth pony immigrants... but then again, three years is likely just to start the process. ACTUALLY growing forests will take longer than that...

Learning: Though Archimedes has passed wizened and is now nearing ancient, he remains the greatest Scholar in the Empire, with Genevieve not far behind him. From what you hear, your son's friend Sebastian has made quite an impression upon the two with his sudden deluge of research notes and prototype inventions, some of which may even have Empire-wide applications. (Two Actions Per Turn)

[ ] Paddle Steamers: Now that you finally have a steam-powered engine suitable for maritime use, it's time to draw up schematics for a vessel designed to make use of it. Assemble the shipwrights and engineers and have them put together a few prototypes for the world's first steamships. Cost: 250. Time: One Year. Reward: Designs for Coastal/Riverine Steam Ships.

[ ] 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.

[ ] 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 engineers 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.


[ ] Better Breweries: Archimedes' Mushroom Moonshine is not just a popular beverage within the Empire, but a valued Trade good purchased by Yaks, Minotaurs and Qilin alike, netting your government a pretty penny in export duties. Genevieve has been going over the brewing process, and thinks she's come up with a few methods to improve it. Give her some funds and time to see if her theory is workable. Cost: 800. Time: One Year. Reward: Increased Trade Income due to Higher Quality Alcohol.

[ ] Airships-Commercial Refinement: The prototype Airship has proven itself a resounding success, and your engineers have learned a wealth of new information as they observe its performance. The test flights have generated quite a bit of attention as well, from both the common people and from the rich and influential. You've already had several nobles and business magnates inquire as to how or when they can get their talons on a sky ship of their own. As a former merchant, it's not hard for you to imagine the numerous commercial applications for the new technology. But Archimedes and Genevieve still think the design can be improved, turning the current testbed into a dedicated airborne cargo hauler. Have them prioritize that avenue of research. Cost: 1000. Time: One Year. Reward: Designs for Commercial Airships. New Options Unlocked.

[ ] Weaponized Steam Wheels?: Gawain's friend Sebastian has turned out a great deal of research and innovations lately. Some, like his ship-mounted swivel cannons, have already been proven and are now being adopted across the Empire. Others are of...questionable utility. And no, you're not talking about the chemical stimulant he nearly overdosed on. His...steam wheel...seems like more a curiosity than a useful creation...but Archimedes isn't so sure. Sebastian insists it could form the basis of a new weapons system, and his Idol seems to think the idea holds at least some promise. Well, only one way to find out. Cost: 800. Time: One Year. Reward: New Weapon System?

[ ] Bio-magical Samples: Your troops recovered a large number of samples from both the Ursa Major and the Dragons that you encountered in Maretonia, and Archimedes, Genevieve and Merlin are very eager to study them and see what sort of practical uses they might be able to gain from them. Toss some funds at the issue and see if their research bears any fruit. Cost: 200. Time: One Year. Reward: Possible Applications of Ursa blood and Dragon Remains.

Red: Mortars and black steel cannonballs are weapons for large scale wars. We JUST finished one, and we shouldn't have another anytime soon.

EVEN if war with the Yeti started... well, they don't seem, as far as we've seen, to have much magic, but instead use orichalcum for ANTI-magic.

So, Mortars and Black Steels would be of limited value against them.

So, they can wait.

Yellow: Breweries for income, always nice. first step in steam ships is also nice, though not quite urgent. Sebastian's weapon is just "?" to me. I have no idea what it is, or how much we want it.

Green: my picks, for obvious reasons: Airships are a MASSIVE advantage, both for cargo and passengers, and We could likely make good money by selling or renting them to nobles and merchants. We could even sell/rent some to our allies, I imagine Neighpon would be VERY interested for example.

Ursa Blood and dragon remains are likely to be perishables, and I'd like to research them while they're fresh. They might also synergize with runic defenses
Intrigue: Ravenburg remains one of your busiest advisors, constantly keeping you informed of happenings and dangers inside and outside of the Empire. Between the rumblings in Canterbury, the developing Maretonian situation, maintaining security at home and keeping an eye on other developing situations abroad, your spymaster has his talons full. Thankfully he has Rose to serve as his assistant and advisor in matters of espionage...though the Changeling can at times be as much of a curse as she is a blessing. (Two Actions Per Turn)

[ ] Amenable Abolitionists: There exists a faction within the Abolitionists that calls not only for their separation from the rest of Maretonia, but for a closer relationship with Gryphus. Whether they would be allies, a protectorate, or even a new province of the Empire is a question which divides them even further, but the fact of the matter is that they support the foundation of a new nation that would be closely aligned with your interests. It shouldn't be too difficult to pull a few strings, call in a few favors, grease a few hooves, and covertly gather additional support for this idea. Both Ravenburg and Rose think it is reasonably doable. Cost: 400. Time: One Year. Reward: Additional support for Successionist Faction of the Abolitionists. Chance of Success: 65%

[ ] Equestrian Investigations: From what Gawain has said of his journey to Equestria, the Kingdom appears to be a peaceful place, and its rulers seem friendly, something doubtlessly helped along by your rescue of their expedition. But the revelation that the Alicorn Princesses were the ones responsible for Discord's defeat concerns you...and after the reveal of Canterbury's Changeling conspiracy, you don't believe there is such a thing as "too paranoid." It may be a good idea to have Ravenburg look into your new friends and see if there's anything concerning lying beneath their friendly exterior. Cost: 500. Time: One Year. Reward: Intelligence on Equestria, Potential to Unlock New Actions. Chance of Success: 60%


[ ] 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%

[ ] Storm Chasers: The Yetis of Storm Country. A society of slavers with access to Orichalcum. To say you are concerned is an understatement. You need more solid intel on what's going on in that mountainous, monster-infested land. Redbeak has proposed a dramatic armed reconnaissance mission, but Ravenburg has always been your go-to Griffon for gathering intelligence. You need detailed information, preferably gathered without the knowledge of the locals, and only the Office of Imperial Intelligence can give you that. You have the fullest confidence in Ravenburg's agents to achieve their mission. They've never let you down before have they? Cost: 500. Time: One Year. Reward: Detailed Intelligence on Storm Country and the Yetis. Chance of Success: 40%


[ ] Etymological Studies: Thanks to Rose, Ravenburg, and more than a little good old fashioned dumb luck, you now have an intelligence asset planted within the Hive of Queen Phalanx herself. And just in time too; the timing of the newly declared Errantry war with the goal of purging Canterbury's forests seems just a bit too convenient. Rose's intel had led you to believe that the monster population was intentionally cultivated by the Changelings...what has changed? And what else is Phalanx up to that you don't yet know about? Activate your sleeper agent and see if you can get some answers. Cost: 600. Time: One Year. Reward: Intel of Canterbury/Phalanx. Chance of Success: 60%.

Red: nothing, they all have merits.

Yellow: Yeti and minotaurs. While there's likely to be something interesting behind both, the low chance of success (for yeti) and better/more urgent targets (the minotaurs) makes me prefer other ones.

Yeah, I know, we'll never get around investigating the minotaurs...

Green: ...I have three actions here, but on second thought two are actually more important than the third one.

Changelings, because we need to know more

Abolitionists, because we need to prepare for the summit in 1-2 turns, and this is the only option we have ( I suppose we're likely to get an action to push/convince Copper Top to nudge White Star in our favour as well, promising wealth and to keep noble titles under us in exchange for giving up her (very weak) claim to the throne.

I'd like to investigate Equestria, more because they're IMPORTANT than because I expect to find anything bad (except maybe some casual racism, and maybe low-key corruption in their nobles)... but they're not as important as the other two actions.

They might not even be as important as the minotaurs, actually, as we actually SUSPECT them of something, while with Equestria it would be a "just in case".

Piety: The revelation of the true nature of the Church of the Lady of the Lake has brought new relevance to the issue of faith in your Empire. (One Action Per Turn)

[ ] Holy Icons: Now that they have their artifacts and a grand temple, the Pantheists have begun producing religious icons by the boatload, that all who wish to bear the symbol of their faith may wear it around their necks or build a shrine in their own homes. Naturally, this requires a great deal of raw materials that are very much in demand, and the Pantheists are having a hard time getting their talons on enough metal to make all the icons that they want to. The representative upon the Council of Faiths has petitioned you for some manner of assistance. You suppose you could use your influence and a small part of the treasury to clear this production bottleneck and allow the Pantheists production project to progress. Cost: 400. Time: One Year. Reward: Expanded Pantheist Influence.

[ ] 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.

[ ] Yak Shrine: While shrines, temples and other static buildings are not usually a part of Yak religion on account of their formerly nomadic lifestyles, they are no strangers to the concept. Particularly noteworthy locations or holy sites deemed suitable have seen the construction of permanent structures designed to accommodate the faithful. Such temples serve as rallying points for those who subscribe to such beliefs, and often become symbolic of the faith. The shamanists within your empire wish to construct one such temple, and have requested assistance both fast-tracking the bureaucratic process to secure the proper paperwork and authorization, and raising the funds required to actually build such a structure. Cost: 400. Time: One Year. Reward: Yak Shrine Constructed. Expanded Yak Shamanist Influence.


[ ] 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 so that they can finally build their shrines. Cost: 100. Time: One Year. Reward: Neighponese Shrines constructed.

[ ] 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.

Way I see it, it doesn't matter much. I'm, as always, slightly in favour of the Crystal Heart because runes and... well, just because I like it.

Also because I think it would help nudge crystal ponies even further in our favour for the coming (hopefully) referendum.

But I've seen other people wanting to push for Neighpon actions this turn with the personal ones, and I agree. So that one wins.

I'd probably rank them neighpon>crystal heart> everything else for me, right now. And yes, this is a VERY personal opinion, based just on my preferences. (well, mostly. I think the argument for Neighpon is pretty good this time around).

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: 400. Time: One Year. Reward: Rune-Blade.

[ ] 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: 500. Time: One Year. Reward: Rune Sword gifted to Emperor Ryuō.

[ ] The Land of the Rising Sun: For years, Gwyndlyn has maintained correspondence with the Emperor of Neighpon, ever since the two first met during your people's first contact so many years ago. She has nurtured a great fascination with and appreciation for Neighponese art and culture, and speaks the language fluently. It therefore did not come as much of a surprise when she (somewhat bashfully) asked to journey to the island nation in person, to see the country that has for so long captured her attentions. Though your fatherly overprotective instincts are threatening to kick in, you can't begrudge her the opportunity. And Gisa has been repeatedly advising you to try and strengthen your diplomatic ties with your oldest and closest ally. You're sure Koryū would be delighted to host his longtime pen-pal. Cost: 300. Time: One Year. Reward: Gwyndlyn visits Neighpon. Potential for rewards and other developments.


[ ] Dynasty of Duelists: You admit, you'd had some misgivings about encouraging Gilda to pursue dueling of all things...but your youngest Daughter has taken to her new pastime like a duck to water, honing her reflexes and martial skill through many hours of sparring and drills, first against her Mother, then with the soldiers and knights of the Palace Guard. She's shown a natural talent for the blade, and while she lacks experience, you have no doubt that she could one day become as capable as any knight. Gilda has recently come forwards with proposal...well, more of an idea. In the course of her training, and search for suitable sparring partners of similar experience levels, she's made the acquaintance of several noble scions who also share a love of dueling and games of martial skill. These young Griffons, many of whom aspire to achieve knighthood or serve as officers in the military when they come of age, often organize informal tournaments and competitions to test their mettle and hone their abilities. Gilda, ever enthusiastic, has put forward the idea of officially recognizing these "combat clubs" by hosting a real tournament for aspiring young warriors, like the ones once hosted by kings in the days of old. You admit, the idea does appeal to you...in a world as dangerous as this, it's never too early for the young to learn to defend themselves and others. Cost: 500. Time: One Year. Reward: Grand Tournament Held. Potential for further rewards and options.

[ ] The Prince and the Lady: It is obvious, to you and everyone else who sees the two of them together, that Gawain and Isabelle are desperately in love with each other. Though they've kept their relationship discrete (more for the sake of privacy on their dates than any desire to keep their love for each other hidden), at this point half the people in Gryphus Peak know about their nocturnal flights and romantic dinners in the subterranean dog town. It's gotten to the point where the palace staff have started placing bets on when the Prince will finally propose. Judging by his recent visit to a jewelers, it won't be much longer. Cost: 0. Time: One Year. Reward: Gawain asks Isabelle a Very Important Question. (Does not cost an action. Cannot be chosen in the same turn as Gotta get with my Friends)

[ ] Gotta get with my Friends: Though Gawain struggles to meet with his friends in person due to their mutual busy schedules, he cherishes the time he gets to spend with them. But it has occurred to him that the occasions where he has spent time with all of his friends together are few and far between. Perhaps it would be a good idea to find a time and place where they could all meet up at once? Cost: 0. Time: One Year. Reward: Get together of Gawain's Friends, Potential to Unlock New Actions or Trigger Other Events. (Does not cost an action. Cannot be chosen in the same turn as The Prince and the Lady)

Red seriously Questor, you could probably remove the Creative Accounting at this point XD

Yellow: Overtime and Imperial Priority are ALWAYS tempting, but we have some interesting personal actions, so they're kinda out. The tournament is, again, a nice-to-have, but I don't care for it too much right now.

I'm tempted to take BOTH rune sword actions, to have twin swords for the two emperors... BUT

Green: BUT I think having Gwindlyn come to Neighpon bearing an IMPERIAL gift for their emperor will look even better.

Maybe Garrick will even manage a quick visit on our airship to give it to him in person, before going back and leaving Gwindlyn there.

for the "friend" action... I prefer the "friend meeting" rather than the marriage proposal, because I want to see them all meet together.



And these are my 2 cents on things
 
so why do we need a crystal referendum? to integrate them?
Basically. It's not an official/sure thing yet, but some of us hope to take advantage of our good reputation and history with the protectorate and the high from winning a war of liberation to push for actual annexation/unification.

Basically there's not much the protectorate loses by joining us, and they're in many ways another province of the empire already.
 
I think the Imperial Creed would synergize well if we did the Griffinstone project but I'd also like to get the Crystal Forest off the back burner cause damn that's been there a while so the forest is more priority for me.
Otherwise I'd like to do send our dragon daughter to Neighpon along with gifting them our sword and bringing getting their faith off the ground because of the synergy.
Libertalia, and Oleina are what I'd like to work on too just cause of preference.
 
Also, I have to protest - @Questor
Why is the only intrigue action interacting with one abolitionist faction? Why aren't there at least few other options for those that would instead want to enhance reforming the country? While I'm all for the option presented, I would consider it fair for others if there was an alternative?
Further, wouldn't one or two options to either sabotage the other powers or maybe influence White Star to become more malleable for us in some way be within our reach? Our accomplice is in charge and albeit they might balk at an actual open cooperation, making the noble faction more willing to spit out abolitionists or just more submissive for abolitionist-backed policies should still be within reach?

Bear in mind that, after everything you've done for them, the Abolitionists are almost universally In Favor of working with Gryphus. Regardless of whether they separate from Maretonia or not, the faction as a whole will be in favor of closer relations with the Empire. The situation within the faction as it is now is such that, were you to not support the separatists (who are currently a minority within the faction), they would almost certainly seek a return to the status quo in the form of a reunited Maretonia. It is simply a question of whether you would prefer an almost guaranteed Protectorate or Annexation of Northern Maretonia, or whether you would like to take a gamble and try to exert control over the entirety of Maretonia by letting the Abolitionists stay within it.

A similar situation exists within the Royal Guard, in that the vast majority are in favor of reunification. Supporting the separatists within that faction (who are an even smaller minority than within the Abolitionists) wouldn't serve Gryphus' best interests.

In Regards to Copper Top and your influence over her, she is already working behind the scenes to clamp down on Anti-Imperial sentiment within White Star, and if given the opportunity would likely jump at the chance to receive support from Gryphus. That faction is as Malleable as you can make it at present, and in any upcoming diplomatic interludes you would be able to leverage that influence in any negotiations. She is already doing more than any intrigue Action could, without the risk or expense (in time and resources) that such an action would carry.
 
Last edited:
don't see anything strange with that.

After all, it just means that while THEY would enjoy/like/prefer being under Gryphus rule/protection, they don't care about forcing the other maretonians.

What's strange with that? They want a break from the past, and don't care about what the other ones do as long as they don't stop them.
My issue here lays in two places:

1) We're literally talking about people who cared enough about what happened to their fellow Maretonians to not just join the Abolitionists but stay behind and fight a bloody civil war when they could have just taken their loved ones and ran to the Empire

2) It reads as if the only people who are pro-Empire are the secessionists with there being no other major Empire supporters

It admittedly doesn't help that it feels like the Royal Guard and House White Star are being buffed o more than they should
A new knight order is not strictly necessary as well, and I think it can wait until we find ourselves closer to a conflict with the Yeti.
While I'm kind of split between the Knight order and the airships myself I'm leaning towards the former just because with the Canterbury purges there's a chance some monsters migrate in our direction and building some massive war machines right after another war has ended might send some bad signs

But like I said, I can do either
If I had to pick between dogs and olenia, I'd probably pick Olenia, as I trust Neighpon to have things in hand from the dogs side, while they can't really do much to calm the Caribou from their current position.
My issue with this is that this isn't a situation that has to be output under control, it's a potentially lucrative deal with an island rich in resources and who already like us

It's cheaper, easier and more lucrative to spend a turn in the Emerald Dogs and deal with the Caribou afterwards than deal with escalating situation now
Second pick is Libertalia, to consolidate our hold on them.
I think our hold on them is strong enough already that we can take a turn to focus on other things
The reason is simple: I want to ride the high of the win against Pegicles, of freeing the slaves, and follow it up with regrowing the forests of the "protectorate"... as a way to further nudge public opinion in our favour before the so much desired crystal referendum.
I would very much argue in favour of linen production, it's faster, likely to earn us more money, the Crystal Ponies like us well enough as it is and right now is arguably the best time to do it since Maretonia is probably desperate for cheap, sturdy material
Ursa Blood and dragon remains are likely to be perishables, and I'd like to research them while they're fresh. They might also synergize with runic defenses
I don't think @Questor would give us a time sensitive action and not say anything about it and I would say that the invention of steamships would be another huge win for our economy
But I've seen other people wanting to push for Neighpon actions this turn with the personal ones, and I agree. So that one wins.

I'd probably rank them neighpon>crystal heart> everything else for me, right now. And yes, this is a VERY personal opinion, based just on my preferences. (well, mostly. I think the argument for Neighpon is pretty good this time around).
My thought here is that we're doing enough this turn to keep Neighpon happy that boosting their religion isn't necessary whereas the Cult has been just as ignored as them and isn't getting any other support

I'm all for doing seaside shrines next turn but I think the Cult deserves the attention first
It is simply a question of whether you would prefer an almost guaranteed Protectorate or Annexation of Northern Maretonia, or whether you would like to take a gamble and try to exert control over the entirety of Maretonia by letting the Abolitionists stay within it.
I'm a little confused by this, does this mean that if we support the secessionist we're basically giving up a full Maretonian protectorate?

Because if so that's an issue considering they're literally the only faction we have an action to interact with rather than any of the other pro-Empire groups
 
I'm a little confused by this, does this mean that if we support the secessionist we're basically giving up a full Maretonian protectorate?

Because if so that's an issue considering they're literally the only faction we have an action to interact with rather than any of the other pro-Empire groups
What Questor is saying is as follows.

If we take the intrigue option to support the Secessionists. We will be guaranteed to annex/protectorate of Northern Maretonia.

If we do not take the intrigue action. We get the chance to annex/protectorate the whole of Maretonia but it is a gamble.
 
I don't think @Questor would give us a time sensitive action and not say anything about it and I would say that the invention of steamships would be another huge win for our economy

The Biological samples are not a time-sensitive action. You can wait to study them.

I'm a little confused by this, does this mean that if we support the secessionist we're basically giving up a full Maretonian protectorate?

Because if so that's an issue considering they're literally the only faction we have an action to interact with rather than any of the other pro-Empire groups

Supporting the Succesionists would not make a full Maretonian Protectorate impossible, but it would make it more difficult to achieve.
 
How about we push for Copper Top to claim the throne while making efforts to the Abolitionists to support another monarchy, the ones who would like to succeed and join us would likely support us no matter what, but some aid and help to Maretonia as a whole should gain us their support. The Royal Guard is a unknown in how they would react, they would likely support a new monarchy in general given their role as the ROYAL Guard, but they might figure out that we want Copper Top on the throne because it would turn them into a puppet state under our general control.

I want everyone to try and proceed with this goal in mind as it would generally satisfy everyone as long as RNG doesn't hate us, White Star gets the throne, Abolitionists get rid of slavery and a friendly Ruler, The Royal Guard doesn't get the Monarchy destroyed and replaced, and we get another Nation under our thumb. Win-Win-Win-Win, this should be much easier than trying to Protectorate the entirety of Maretonia and we would still be able to annex them down the line with a Royal Marriage down the road. Actually, @Questor how old is Copper Top anyway? And would she agree to a Royal Marriage in the first place, I think she would considering she works for us but I still have to ask.
 
[ ] Plan: Bringing the War to its end
[ ] Flying Fortresses: Cost: 1500 Time: Two Years. Reward: First Squadron of Military Airships
[ ] Security Runes: Cost: 1500. Time: Two Years. Reward: Strategic Fortifications reinforced with Anti-Scrying and Teleportation Runes.
[ ] Post-War Summit: Cost: 300. Time: One Year. Reward: Maretonian Summit Interlude.
[ ] YakYakistan Mutual Defense Pact: Time: One Year. Cost: 300. Reward: Defensive Pact with YakYakistan. Chance of Success: 65%
[ ] Crystal Forests: Cost: 400. Time: Three Years. Reward: Crystal Protectorate develops domestic logging industry, increased logging income.
[ ] Airships-Commercial Refinement: Cost: 1000. Time: One Year. Reward: Designs for Commercial Airships. New Options Unlocked.
[ ] Bio-magical Samples: Your troops recovered a large number of samples from both the Ursa Major and the Dragons that you encountered in Maretonia, and Archimedes, Genevieve and Merlin are very eager to study them and see what sort of practical uses they might be able to gain from them. Toss some funds at the issue and see if their research bears any fruit. Cost: 200. Time: One Year. Reward: Possible Applications of Ursa blood and Dragon Remains.
[ ] Amenable Abolitionists: Cost: 400. Time: One Year. Reward: Additional support for Successionist Faction of the Abolitionists. Chance of Success: 65%
[ ] Etymological Studies: Cost: 600. Time: One Year. Reward: Intel of Canterbury/Phalanx. Chance of Success: 60%.
[ ] Expanded Crystal Worship: Cost: 500. Time: One Year. Reward: Crystal Shrines outside the Crystal City. Expanded Crystal Disciples Influence.
[ ] A Gesture of Friendship: Cost: 500. Time: One Year. Reward: Rune Sword gifted to Emperor Ryuō.
[ ] The Land of the Rising Sun: Cost: 300. Time: One Year. Reward: Gwyndlyn visits Neighpon. Potential for rewards and other developments.
[ ] The Prince and the Lady: Cost: 0. Time: One Year. Reward: Gawain asks Isabelle a Very Important Question. (Does not cost an action. Cannot be chosen in the same turn as Gotta get with my Friends)

Cost: 7500

My reasoning:

Militarily, we need security runes to get the internal security we want and is required for more modernization. The Flying Fortresses will allow us to be mobile like never before, and while Knights of the Frontier might be useful, we don't have the appropriate impetus, after all we had a very successful war where we already doubled the guard. The other options... well if ever decide to stop dealing with the Continent first and Naval Affairs second, I would go for for Cog Conversion or Paddle Wheels but we aren't. We need to END this conflict in Maretonia, all we've done is bought a ceasefire.

Diplomatically, we have to finish what we started, we need to get the peace, we can't simply cut and run now that the battle is over. Does anyone want a Queen Chevaline, Luna, or heck Hoofbeeard showing up to arbitrate the peace. We got involved, we ended the war, now we just have to FINISH the treaty to roll it all up completely. In regards to Yakyakistan... we need our oldest allies after all we just built the Iron Steppe with them, and if Storm Country does become a war, we don't want to Diplomatically wrangle at the last minute

Stewardwise, Crystal Forests and Supplying a Demand to boost our linen markets for export. It seems we import a lot but don't export that much besides luxuries so let's turn Linen into such a product. Crystal Forests is more about building up the Crystal Empire, Kestrella seems to be doing just fine.

Learning and Intrigue, Commercial Airships while unlikely to EVER become like super-containerships in our world will prove vital in eventually setting up trade ties with Equestria, or over the seas. Bio-magical samples, well we don't want the Ursa or Dragon remains going bad after all. In terms of spying YES WE NEED Changeling Intel, and also if we are doing the summit, the more we understand what the abolitionists want we can direct them where needed. Personally I'm not on the protectorate bandwagon but we don't want the region to fracture, it's quite likely that the other two factions aren't sustainable without the abolitionists.

Piety, I want to see where increased Crystal worship goes and in terms of magical artifact to worship it's hard to do better (koff Storm Country) but also we seem to be on the cusp of actual effects occurring because of that artifact.

Personal Actions, I'm in agreement with consensus, send Gwyn to Neighpon with a Sword, and have a royal wedding
 
Last edited:
2) It reads as if the only people who are pro-Empire are the secessionists with there being no other major Empire supporters
That is often what happens in rebellions. When their goal is accomplished and the previous government falls they don't know what to do afterwards and splinter in response.
As for Copper Top and her factions opinion of us while she might like us that doesn't hold true of the rest of White Star. Granted It's been a while since the quest has updated and the details escape me but the general gist is they don't nearly have the same love for us as the abolitionist and see no reason why theyd want us as overlords when they can rebuild the nation on their own.
 
Supporting the Succesionists would not make a full Maretonian Protectorate impossible, but it would make it more difficult to achieve.
I have… issues with that

Establishing a Maretonian Protectorate was always going to be difficult but now we're being told that the only action available to us to influence the situation actually makes it more difficult because the only group we can support are the ones that want to carve the country up for some reason
Diplomatically, we have to finish what we started, we need to get the peace, we can't simply cut and run now that the battle is over. Does anyone want a Queen Chevaline, Luna, or heck Hoofbeeard showing up to arbitrate the peace. We got involved, we ended the war, now we just have to FINISH the treaty to roll it all up completely
Keep in mind that giving things time to settle down between the various factions before we push for a summit is genuinely a smart thing to do
 
[] Plan: Not Neglecting Your Buddies Retitled v2

This is currently my favourite plan. A mix of recovery and diplomacy.
 
Last edited:
That is often what happens in rebellions. When their goal is accomplished and the previous government falls they don't know what to do afterwards and splinter in response.
Yes that's never been in question but with how much we've done to help them, and with Questor saying that support for the Empire is near unanimous among the various different splinter groups, it seems very strange that the only group that are openly pro-Empire that we can support are specifically the ones who want to secede
As for Copper Top and her factions opinion of us while she might like us that doesn't hold true of the rest of White Star.
Copper Top was our spy inside House White Star and was more than willing to work with us, as for the rest of House White Star there should be very few of them left and they all seem to support Copper Top anyway
Granted It's been a while since the quest has updated and the details escape me but the general gist is they don't nearly have the same love for us as the abolitionist and see no reason why theyd want us as overlords when they can rebuild the nation on their own.
That's the issue, they can't

They've lost the industry that their entire economy was built around, tens of thousands of their citizens are dead, even more have emigrated, huge swathes of their farmland has been burnt down, most of their coast is flooded, their two biggest cities have been wiped off the map, their lands are plagued by bandits and they aren't liked by any nation

And that's all assuming the Abolitionists, whose territory is the most intact, don't secede, it would literally take them a decade to even begin properly rebuilding
 
Last edited:
From what I can gather our best chance of getting a larger Maretonian protectorate is to leave the summit for a turn or two, to let things stabilise and allow Copper Top to deal with any ant-Empire sentiments, and not do the Abolitionist action
Personally, I don't want a Maretonian protectorate, but I understand that others do (Imperialism gotta Imperialism after all). My best case scenario would be that they remain Independent, slave-free, and on good terms with us.
 
Actually, @Questor how old is Copper Top anyway?

Late 30s.

@Questor What option does Coppertop support/claim to support when communicating with us?

She personally wishes to see a fully reunified Maretonia. If she can be the one on the Throne when that happens, that would be ideal, but she doesn't want to push too far and send the country spiraling back into civil war, so she's biding her time and consolidating her power within the remnants of White Star at the moment.
 
Back
Top