Who Needs the Empire? (Successor, MLP Nation Game

[X] little foundations
-[x] Bigger Boats
-[x] A Regular Militia
-[x] Governing Campus
-[x] Hunting Talent

Not sure what the public is going to pick for its 2 actions but figure we should at least make sure we get food supplies secured, get a fighting force up since the question of if someone is going to attack us is more a question of when so best get that set up BEFORE we need it, government building to speed things up, and hunting talent to hopefully give us more actions in the future. Personally I'm hoping for a larger than average bodyguard we can ride into battle both because our personal combat is bad and because the image amuses me.
 
[X] Plan: Setting Up Shop
--[x] Economic
-[x] Tar Pit Rakers: The tar seeps are under exploited. By using sets of weighted boards to haul back entire piles at once and increasing the number of handcarts to match the new production, much more of the smelly stuff can be brought back to waterproof various things. (Base DC 10; Stewardship)
--[x] Government
-[x] Governing Campus: While there is a building set aside for meetings an inordinate amount of time is spent moving between the houses of different members of the government during the course of the day. Setting up a new district solely for the business of governing will see dramatic savings of time. (DC 10; Stewardship)
--[x] Military
-[x] Wave Watch: While the fishertails keep an eye out for each other, an easy first step for a combat force would be to set aside some boats and crews for the express purpose of the rescue of imperiled boats from accidents or aquatic creatures. (Base DC 10; Martial, Diplomacy).
--[x] Personal
-[x] Hunting Talent: Effectively all of your administration was brought in under your predecessor. Thus, finding people you can trust to manage a section of your efforts in your stead will take a personal touch. (Base DC 50; Diplomacy, Stewardship)


First day in office essentially requires setting up said office. Hunting Talent and Governing Campus are a must.
We can't afford to lose any numbers so setting up a Watch and a Militia is only practical.
Tar pits and bigger boats synergize, plus boats are kind of our thing. The sea will be our main exploited resource.

We should get our own house in order before exploring or trying to argue a new system with the other founding towns. Plus that particular action probably deserves a Direct Oversight.


Misunderstood the AP, removed boats and militia because neither are as immediate concerns as the other options. The tar pits are already over producing and the waves are always perilous.
Wouldn't bigger boats be better than tar pits, given that we already have plenty of tar?
 
First things first..

Where is the Tar as a resource going to? As a Stockpile to create roads? A resource trade good to traders that are independent?
 
[X] Plan: Setting Up Shop

before you can build the building, you need to stablize the base, else it will alll crumble under it's own wait.
 
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[X] Plan: Setting Up Shop

A question re: the uncontrolled AP:
As a Middle Centralization government, you have 3 AP under your direct command and 2 AP that is mostly independent save in times of crisis (will take actions based on the desires of established power blocks in your country). Both of these are currently "untyped" and can be used in any category.
Will we get something in the start-of-turn updates to give us an idea of what these desires are, or will we just have to figure it out based on what's stated in the narrative?
 
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