I don't care about annexing highlanders. I suggest we should just straight up talk to them so that we stop being straight up boogeyman to them used to scare highlander children.

Once we beat up and crush their army of course.
 
Crazy thought: maybe we can use the Highlanders as a negative Prestige pump.

Make proclamations about how we're going to strike back at them, and then invade so halfheartedly that there's essentially no progress for however many years.

Everyone in the know knows that the Ymaryn could curbstomp the Highlanders whenever they want (so no negative results among our neighbors), but everyone who is only vaguely familiar with the Ymaryn would find them a laughingstock (reduced prestige, primarily among those farther away).

This probably wouldn't work out as planned, but it's a thought. We need, as ever, more sources of negative prestige. especially harmless sources.
 
So, uh, what do the Tin Tribes do? They're our vassal state, I think, but is there info on them, are they expected to aid us in war, anything like that?
 
"Vassal" is the wrong word, since the Tin Tribes technically have no obligations to us, we don't control them politically, or anything. The Tin Tribes are a "client state" in that the Ymaryn are so dominant over them that they could technically ask for anything and the Tin Tribes couldn't refuse. Also, we've been known to leap to their defense, so they're informally a protected state for the Ymaryn.

Do the Tin Tribes sell to the Ymaryn's enemies? (It was probably mentioned earlier, but I can't remember.) If they refrain from doing so (as I think likely), that would be an example of the Ymaryn's domination over them. If they outright sell to enemies, then... well, I suppose it's a remarkably lenient form of domination.
 
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Map updated.

"Vassal" is the wrong word, since the Tin Tribes technically have no obligations to us, we don't control them politically, or anything. The Tin Tribes are a "client state" in that the Ymaryn are so dominant over them that they could technically ask for anything and the Tin Tribes couldn't refuse. Also, we've been known to leap to their defense, so they're informally a protected state for the Ymaryn.

Do the Tin Tribes sell to the Ymaryn's enemies? (It was probably mentioned earlier, but I can't remember.) If they refrain from doing so (as I think likely), that would be an example of the Ymaryn's domination over them. If they outright sell to enemies, then... well, I suppose it's a remarkably lenient form of domination.

Formally speaking, they can sell to whoever they want.

In practice the only way to practically get stuff to other places is to go through the Yllython Mor. So they dare not piss off the Ymaryn by selling to their enemies lest they close the gates of Trelli to them.
 
Potential Diplomacy with Pulska

Looking at the map, it seems that the expanded Western Wall directly borders Pulska. Given Western Wall's antics, it's more than a little likely that they've come to blows. So, we should make Diplomatic Contact with Pulska next turn, and see if they aren't willing to force Western Wall to another front. Selling them guns might work, or we could coordinate with them.

A problem is that Pulska is near enough to Amber Road that selling guns is likely to lead to a negative opinion. If this is the case, we might bring both to the negotiating table and try to forge friendly relations.

Friendly relations would be advantageous for all three of our polities. Pulska could be a buffer state between Amber Road and some of the unfriendlies (as measured by negative opinion if we sell to them) of the Rex Germanum. As a recently recognized major state, Pulska is likely also looking for allies, and the Melkut Ymaryn as a ally would be a pretty major boost. For our part, they provide a land route to Northern Syffron, and we're interested in any allies that might synergize with Amber Road.

A major problem is if Pulska is looking to expand eastward. Amber Road's potential territory is everything east of Pulska. Our potential territory is not!Ukraine up to the natural boundaries (a fallback plan to prevent Northern invasion, in case our preferred plan of Amber Road friendship doesn't end up working). Worse, these are only potential territories, not territories that we actually have a claim on. (Amber Road is still a nascent state. The Ymaryn could conquer not!Ukraine but prefer to diplomatically annex it over centuries.) So, any friendship with Pulska would have to have them acknowledging these eventual claims on territory.

(Dressed in fancy terms, the Ymaryn would treat it as territory it recognizes on behalf of Amber Road or the not!Ukraine tribes. Sort of like a protected state, but in a very, very loose sense.)

The Ymaryn might be an attractive enough ally that Pulska is willing to make such concessions. Payment (post-war) for giving up those claims is also a possibility, so long as it's not too much. This will very much color relations going forward.

...

Should Pulska accept, we would have them make incursions on Western Wall, forcing them to split their army to defend the flank. The advantages here are significant, and obvious. Post-war, Pulska would then retreat back to beyond the relinquished territories.

On the other hand, if it comes to a choice between Pulska and Amber Road... there is no choice. Amber Road is (on the verge of becoming) the not!Russia of this world, and friendship with them is our golden ticket into the future: to trade in the not!Baltic, to the vast resources of Kyberia and to the not!Pacific. Meanwhile, Western Wall has its own internal issues, from its overstretched conquests, even without the help of Pulska.
 
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Our Shadow King had been busy lately. She's rooting out spies while setting up network and doing reports on the Black Sheep. I bet she's clacking with glee with all the works she's getting from the King.
 
Turn 22 (1615 Andyidh Dyadorn)
Turn 22 (1615 Andyidh Dyadorn)

Although the running of the Kingdom is far more complex than running a city, however large, Brynn has adapted quickly. Balthazar comes to the realization one day as he looks over her proposals, that she is a magician of numbers on par with Rhys and Bedwyr.

(Brynn is an admin hero, +.5 Income while she lives and holds high office)

Total Dice: 7 Influence, 2 Authority
Committed: 3 Influence, 1 Authority
Available Dice: 4 Influence, 1 Authority


Martial:

War Mission: Send the army to fight enemies. Can only be taken once per turn for any given enemy. (95%. 1 Year. Success and length of campaign rolled separately. Possible influence gains or losses depending on the result.)
-Write in Targets, one per influence

[] City Levy: Gather up some of the excess population in the cities and throw them at an enemy. Can only be taken once per turn for any given enemy. (90%. 1 Year. Expensive. Success and length of campaign rolled separately. Possible influence gains or losses depending on the result.)
-Write in Targets, one per influence

[] Activate The Mass Levy!: Arm and mobilize up to a million soldiers. The earth quakes at your approach. None can stand against the might of The People. (85%. 1 year. Success and length of campaign rolled separately. Possible influence gains or losses depending on result. Unsustainably expensive)
-Write in Targets, may choose as many as you like

Unavailable while the Mass Levy is active

[] Shift Deployment: The Mass Levy is large and unwieldy. Changing circumstances require a shift in deployment patterns. (80%, 1 year, Deployment shifted, malus to war rolls if failed)

[] Construct Warships, Redshore: With unified control of the Yllython shattered, there are going to be pirates and rebels in the sea closest to the core. The people need to build warships to suppress pirates and fight enemies. (70%. 2 years. +Warships. Expensive)

[] Construct Warships, New Blackmouth: The shipyards of New Blackmouth are once more ready and operational. (70%. 2 years. +Warships. Expensive)

[] Construct Warships, Trelli: You once more have Trelli. Its dockyards and shipyards are robust and capable. With those facilities you can build even more warships. (70%. 2 years. +Warships. Expensive)

[] Construct Warships, Salt Sea: You now share a sea with the Black Sheep. They will surely send foes by sea as well as land if they wish to achieve their ambition of displacing you. (70%. 2 years. +Warships. Expensive)

[] Construct Warships, Harmurri Gulf: Do you really need warships on the Monsoon Sea? The trade there is quite civilized with much less piracy than on the Saffron Sea. (70%. 2 years. +Warships. Expensive)

[] Found Banner Company: The storied mercenary companies of the Melkut Ymaryn were ancient institutions, that played important roles in both martial and diplomatic matters. Having a banner company at your beck and call, able to be loaned out to allies or against enemies, it is a powerful tool. An expensive one though. (100%. 3 Years. Expensive, -.5 Income, potentially profitable, may be taken more than once)



Diplomacy:

[] Seek Loan: You are strapped for cash. Other states have money that you could use. Ask them if they would be willing to float a loan. (85%, +1 Treasury Status, -.1 Income, -1 Prestige and probable -influence)
-Write in who to seek loan from, requires at least 5/10 opinion, may be taken more than once

[] Diplomatic Contact, Highlanders: What have the Highlanders gotten up to in these last thousand years? Do you even care so long as they stay in their hills? (???% 1 Year. Possible -Influence)

[] Diplomatic Contact, Pulska: Who are the Pules and what do they want? (???%. 1 Year.)

[] Sell Weapons: It turns out an easy way to make a lot of money quickly is to sell weapons to countries who are at, or planing to go to, war. (Variable Success, 1 year, Profitable, may be taken multiple times with different targets who must be either a major power or the minors of a region)
-write in target

[] Negotiate Trade Deal: In the cutthroat world of commerce it is said that for one to benefit another must lose. Even so, it might be worthwhile to formalize trade deals with various powers. (85%. 1 Year. +.1 Income and -1 Opinion if Prestige > Target or -.1 Income and +1 Opinion if Prestige < Target, may pay 1 prestige to give a favorable deal to a less prestigious state, may be taken multiple times with different targets, possible opinion effects on third parties)
-Write in target
--Khem on Cooldown until 1618

Seek Western Wall's Surrender Insufficient victories

Seek Black Sheep's Surrender Insufficient victories


Admin:

[] Demobilize: The Mass Levy has been active long enough. Demobilize them and give the veterans the training they need to reintegrate into civilian society. (60%, 2 years, .5 per year)

[] Math Reform: The Kus have made advances in the notation of mathematics beyond the wildest dreams of the people. Not to mention the substance of math. "Zero"… it will change everything once people get a handle on it. If you were to institute reforms that changed the Melkut Ymaryn to the superior Kus system of math, then there would be immense savings simply from more precise ability to keep track of things. Of course, until the bureaucracy got a hang of the new numbers, it would be pure chaos. (42%. 5 Years. Extremely Expensive, -1 Authority immediately, +1 Income)

[] Survey Hathytta Province: Hathytta has long been the center of your mining industries. Many enterprising citizens will even try to survey and find valuable resources on their own initiative. Still, the land is rich and another survey can do no harm. (???%. 1 Year. Resources?)
-On cool-down until turn 31

[] Survey Txolla Province: Txolla has been surveyed many times, but technology and the skill of surveyors is always improving. It might be possible to find something of use on the floodplains. (???%. 1 Year. Resources?)

[] Survey Tinshore Province: Tinshore has been surveyed many times, but technology and the skill of surveyors is always improving. It might be possible to find something of use there. (???%. 1 Year. Resources?)

[] Survey Core: The Core has been surveyed many times, but technology and the skill of surveyors is always improving. It might be possible to find something of use there. (???%. 1 Year. Resources?)

[] Survey Stallion Province: Stallion Province has been surveyed many times, but technology and the skill of surveyors is always improving. It might be possible to find something of use there. (???%. 1 Year. Resources?)

[] Survey Memory of Spirits Province: Memory of Spirits has been surveyed many times, but technology and the skill of surveyors is always improving. It might be possible to find something of use there. (???%. 1 Year. Resources?)

[] Survey Greenshore Province: Greenshore Province has been surveyed many times, but technology and the skill of surveyors is always improving. It might be possible to find something of use there. (???%. 1 Year. Resources?)

[] Develop Wagon Ways, Stonepen: Stonepen was always the smallest of your great cities, as it did not have an easily navigable waterway to help feed it. With wagonways, such as you have in mines and in the great cities of Redshore and Trelli, it would be possible to roughly quadruple the ammount of goods shipped to and from Stonepen. (55%. 4 years. Very Expensive, +.1 Income, +15% on Wagonways Megaprojects)

[] Support Province: Give one of the provinces considerable sums of money to assist in their current infrastructural projects. (85%, 1 Year, Expensive, +Province Loyalty)
-Write in which province

[] Train Thunder Plateau Administrators, Appointive: Appoint new administrators from among spare nobles, army officers, and local luminaries. This has the advantage of getting the administration off the ground quicker, but may make the younger generation perceive you as conquerors. (90%. Length of Thunder Plateau Campaign+2 years. +1 Influence. Ability to reestablish administrative control of Thunder Plateau. Mutually Exclusive with Elective)

[] Train Thunder Plateau Administrators, Elective: Long ago, in the oldest laws, nobles were elected and gentry appointed by the nobles. Even now, the legitimization ceremonies of the nobility involve leaders of the places they administer giving consent to their authority. The families with the greatest aptitude naturally rose to the top and their ability recognized to the point where the elections eventually became a formality that was done away with by the Dragon King. With the former nobility of Thunder Plateau… erased it may be wise to implement the system of the Ancients, at least until the best families have revealed themselves. (70%, Length of Thunder Plateau Campaign+2 years, possible -1 Influence, ability to reestablish administrative control of Thunder Plateau. Mutually exclusive with Appointive)


Intrigue:

[] Establish Spy Network: Establish a spy network in one of the places you have diplomatic contact with. (33%. 3 Years. Fails entirely if it fails once. Unlocks options. May be taken multiple times, but only with different targets.)
-Write in Target

[] Determine Internal Factions: Receive a dossier on the relevant internal factions of a polity you have diplomatic relations with. This will allow you to support or oppose their internal factions to be more favorable to your interests.
-[] Write in a polity you have diplomatic relations with, may be taken more then once with different targets for each time the action is taken.

[] Incite Unrest, Black Sheep: Significant portions of Black Sheep society are unhappy. By stirring the pot you can cause issues that will divide their focus, and possibly even end in rebellions that Dafydd can link up with.

[] Assassinate Faction Leaders: Assassinate the leaders of political factions that have been identified in foreign polities.

[] Fund Faction: Fund a faction in a foreign polity that has been identified.


Mysticism:

[] Spreading the Warding, Abyss: The land of Abyss seems to be a robust and centralized state. It can be trusted with the knowledge of the Sacred Warding. Fighting the starpox is always desirable. (50%. 5 Years. +1 Abyss Opinion, possible +1 Abyss Opinion. Starpox fought.)

[] Spreading the Warding, Amber Road: Amber Road lost their herds when the Great Khan rolled through. However, the institutions they have been building are robust. It would be quite simple to restore the warding to them. (75%. 4 years. +Amber Road Opinion. Starpox fought)

[] Spreading the Warding, Pamplona: Pamplona has established a robust enough bureaucracy that they can be trusted with the Sacred Warding. Give it to them to continue Bynwyn's work. (50%. 4 years. +Pamplona Opinion. Starpox fought.)

[] Calendar Reform: The calendar adopted from the Khemetri in the wake of the Godfist has the disadvantage that the year shifts, losing a day every four years. It had been planned that once a full rotation had been completed, there would be a reform that adds an extra day every four years. However, the Collapse serves as an important enough event that a new calendar that begins at the end of the collapse would be warranted and allow the reform to occur thousands of years ahead of schedule. (60%, 3 years, +1 Influence, better calendar)


FREE ACTIONS:

[] Rent out Banner Companies: Uncommitted Banner Companies may be rented out for a five year term. (Profitable).

[] Deploy Banner Companies: Uncommitted Banner Companies may be deployed to a war zone of your choice.

[] Shift Banner Companies between fronts: Banner Companies may be shifted between active fronts and reserves as a free action while the Mass Levy is active.

[] Uncommit 2 Influence from Black Sheep Sleeper Cells.


MEGAPROJECTS:

Greenhouses: The Kings of old built a number of grand greenhouses to tend exotic plants from far away, so that they could be studied and for their own enjoyment. Most of these greenhouses were smashed by the Great Khan. Restore them. (Authority + 90%, 20 Years, -1 Treasury Status every four years)

Signal Towers: One of the issues that always plagued the governance of the Thunder Plateau was how far away and difficult to reach it was. It would be possible to set up signal relay towers along the way, which would greatly speed up messaging between the Plateau and the Core. It would take a lot of precision glasswork for the spyglasses, however. (Authority + 75%, 20 Years, -1 Treasury Status every four years)

Wagonways, Thunder Plateau: One of the issues that has always plagued the governance of the Thunder Plateau was how far away and difficult to reach it was. The transportation of goods especially suffered from this. However, it is possible to remedy this. There are rails used in the mines to ease transportation, and such things are also used in the Great Docks of Redshore. It would be possible to make rails of iron to vastly improve the carrying capacity of the horse wagons. However, this would require truly vast amounts of iron. (Authority + 50%, 25 years, -1 Treasury Status every four years, Expensive)

Reform THE LAW: It has been a very long time since the last time the Law was compiled and streamlined. There has been much accumulation of loopholes, drifts, and patching as the times changed. The current law is confusing and difficult and in many ways outdated. It should be simplified, updated for the current age, and recodified. (Authority + 90%, 20 Years, -1 Treasury Status every four years, +1 Authority on completion)



Personal Action (Choose One):
[] Work Overtime (+1 temp Influence, +Stress)
[] Relax with Family (-Stress)
[] Catch up on the latest plays and theological debates (-Stress)
[] Attend to a particular action personally. (Provides bonus to action)
-[] Write in Action



Voting is by plan.
Two Hour Moratorium.
 
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Although the running of the Kingdom is far more complex than running a city, however large, Brynn has adapted quickly. Balthazar comes to the realization one day as he looks over her proposals, that she is a magician of numbers on par with Rhys and Bedwyr.

(Brynn is an admin hero, +.5 Income while she lives and holds high office)
We should work overtime to die faster.
 
@Aranfan Which sea would Dafydd like new warships the most? And could do the Sacred Warding for somewhere like Amber Road and still be able to do it for Western Wall and Thunder Plateau once the war is over.

We should work overtime to die faster.
This sounds like a bad idea, especially since it would mean losing our king in a middle of a three-front war.
 
[] Incite Unrest, Black Sheep: Significant portions of Black Sheep society are unhappy. By stirring the pot you can cause issues that will divide their focus, and possibly even end in rebellions that Dafydd can link up with.
Well hello there. Guess what we are going to be using our Authority action this turn.
 
[] Plan Oshha
-[] Authority: Incite Unrest, Black Sheep: Significant portions of Black Sheep society are unhappy. By stirring the pot you can cause issues that will divide their focus, and possibly even end in rebellions that Dafydd can link up with.
-[] Influence: Train Thunder Plateau Administrators, Elective: Long ago, in the oldest laws, nobles were elected and gentry appointed by the nobles. Even now, the legitimization ceremonies of the nobility involve leaders of the places they administer giving consent to their authority. The families with the greatest aptitude naturally rose to the top and their ability recognized to the point where the elections eventually became a formality that was done away with by the Dragon King. With the former nobility of Thunder Plateau… erased it may be wise to implement the system of the Ancients, at least until the best families have revealed themselves. (70%, Length of Thunder Plateau Campaign+2 years, possible -1 Influence, ability to reestablish administrative control of Thunder Plateau. Mutually exclusive with Appointive)
-[] Influence: Spreading the Warding, Amber Road: Amber Road lost their herds when the Great Khan rolled through. However, the institutions they have been building are robust. It would be quite simple to restore the warding to them. (75%. 4 years. +Amber Road Opinion. Starpox fought)
-[] Influence: Construct Warships, Harmurri Gulf: Do you really need warships on the Monsoon Sea? The trade there is quite civilized with much less piracy than on the Saffron Sea. (70%. 2 years. +Warships. Expensive)
-[] Influence: Seek Loan: You are strapped for cash. Other states have money that you could use. Ask them if they would be willing to float a loan. (85%, +1 Treasury Status, -.1 Income, -1 Prestige and probable -influence)
--[] Pamplona
-[] Personal: Relax with Family (-Stress)

Another tentative plan of mine. Authority goes to inciting unrest amongst the Black Sheep to make that campaign easier. I also want to get started on training the new Thunder Plateau administrators, but that is just a tenative plan as I am unsure of if it is a good idea to take the action now or wait until we are closer to victory. Since giving Amber Road the Sacred Warding has a 75% chance of success and only takes 4 Years, I feel it is a good action to take with an Influence. Especially since we can afford to do it and the fact it is in a foreign country and not our own land means we don't need to worry about backlash from it suffering delays or at least not as much.

Since we can afford it and we still need warships, I want to build some more on the Harmurri Gulf since that is where Dafydd wants them the most. I don't know about the final Influence, but for now, I have stuck it on contacting the Pulska since that should have benefits and it only takes a single turn. For now, I have stuck our Personal action on reducing Stress, but I am tempted to stick it on Warships since we have regularly have bad luck with our efforts to construct warships.

Edit: I have swapped out contacting the Pulska in exchange for getting a loan from Pamplona. We need the extra money if we want to do an Expensive action next turn and losing prestige is good. Pamplona has been chosen because we got good relations with them and them having a bureaucracy like us means that they should be rich enough to afford it.

Thoughts? My biggest concern is how it potentially leaves us only able to take a couple of actions next turn, but the completion of the spy network in Western Wall this turn means we will have an Authority to work with next turn.

@Aranfan Is there any benefit to taking either of the Train Thunder Plateau Administrators actions now or are we better off waiting until we are closer to winning?
 
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-[] Influence: Construct Warships, Harmurri Gulf: Do you really need warships on the Monsoon Sea? The trade there is quite civilized with much less piracy than on the Saffron Sea. (70%. 2 years. +Warships. Expensive
Is an expensive actions worthwhile when we're losing so much money from the Mass Levy?
-[] Personal: Relax with Family (-Stress)
Why this over Plays and Debates? We did with family last time, and they're both -stress.
 
Is an expensive actions worthwhile when we're losing so much money from the Mass Levy?
We aren't actually losing that much to the Mass Levy. We get 0.2 Treasury this year even with the Mass Levy costs and next year, we break even even with the Guild Industry. We lost 1 Treasury in 1617 and another in 1619, but we break even again in 1618 and we will currently gain 1.2 Treasury in 1920.

Meanwhile, we still have insufficient amounts of warships and right now, our best way to support the ongoing war efforts is by building more warships.
Why this over Plays and Debates? We did with family last time, and they're both -stress.
Plays and Debates has gained us stress in the past so I have become leery of taking it.
 
I note that Abyss is cash rich and marginally lower in prestige than us - chance for a trade deal perhaps. Or target them for asking for a loan but at only 5 opinion might not get the best terms. Magyar or Kurna would normally be good for loans but they're at war with each other which sucks up cash. Brynn makes loans easier to service anyway.

I also note the reserves are tied up smacking Highlanders. Given current sentiments that's a severe sphering at least.

[] Plan Noliar
-[] Authority: Incite Unrest, Black Sheep: Significant portions of Black Sheep society are unhappy. By stirring the pot you can cause issues that will divide their focus, and possibly even end in rebellions that Dafydd can link up with.
-[] Influence: Construct Warships, Harmurri Gulf: Do you really need warships on the Monsoon Sea? The trade there is quite civilized with much less piracy than on the Saffron Sea. (70%. 2 years. +Warships. Expensive)
-[] Influence: Train Thunder Plateau Administrators, Appointive: Appoint new administrators from among spare nobles, army officers, and local luminaries. This has the advantage of getting the administration off the ground quicker, but may make the younger generation perceive you as conquerors. (90%. Length of Thunder Plateau Campaign+2 years. +1 Influence. Ability to reestablish administrative control of Thunder Plateau. Mutually Exclusive with Elective)
-[] Influence: Seek Loan: You are strapped for cash. Other states have money that you could use. Ask them if they would be willing to float a loan. (85%, +1 Treasury Status, -.1 Income, -1 Prestige and probable -influence)
--[] Abyss
-[] Influence: Diplomatic Contact, Pulska: Who are the Pules and what do they want? (???%. 1 Year.)
Available Dice: 4 Influence, 1 Authority
-[] Personal: Catch up on the latest plays and theological debates (-Stress)

I went with Abyss for the loan because of the marginal opinion - give them an investment in our success!
I went with public relaxation to increase public confidence.
Good relations with Pulska would strengthen our influence in the not!Baltic region which could be useful for Amber Road.
 
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