It seems that, unfortunately, further Guild Investment isn't possible; but, on the bright side, it's going to recover in 3 years regardless.

[X] Reclaim 1 Influence from Praise the Sun pt 2. Keep 1 Authority invested in Praise the Sun pt 2 and 1 Influence in Gunpowder Adoption.

I agree that the influence seems to be needed.

@Aranfan: I have two concerns about the new "one action per turn addressing Txollan concerns" mechanic:
  1. It seems to imply a constant favoritism toward [PROVINCE], an action being always taken to help it while most other provinces are rarely, if ever, supported. This seems like the sort of thing the Ymaryn would notice (and cause them to recruit from Core only) after however many thousands of years.
  2. This is made worse by there not being all that many province-benefiting actions to begin with. It's really not a good look if, year after year, we just Support Txolla or Send Troops to Txolla, regardless of whether anything's happening there.
To combat these concerns, I suggest one or a mixture of the following modifications:
  • The requirement is to perform a Txolla-benefiting action every X years, rather than every year (probably X should be at least 3). A "Support Txolla" action every 3 or 4 years is a lot less blatant than nonstop support.
  • The roll-reduction starts low but increases every turn
  • The roll-reduction, at least initially, only affects a single random action (and, preferably, an action that least benefits Txolla) rather than every action.
  • [Difficult questing mechanics, but can be used as narrative one-offs] The mechanic triggers when Balthazar perceives a need to help Txolla in some way (disaster? Black Sheep invasion? Depreciating infrastructure?), getting stressed/distracted otherwise.
    • Can also use Stress rather than reduced rolls in this case
Combined together (but with modest-level effects: say, X = 3-4, roll reduction starting at 5 but turning to 10 after the second year), the modifications would amount to a subtle, long-term bias towards Txolla without affecting Balthazar's immediate duties, which I feel would be more narratively appropriate. Mechanically, the two-stage model isn't that much more complicated, and it's unlikely that the players will allow the malus to progress past stage one regardless.
 
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What would be really nice is prepositioning of logistics across Txolla, preferablly with strong ironwork in Xohyr to support the war effort. Also great is some railing across lands in which canals don't make sense.

In between the two rivers should be dry areas with land locked villages.
 
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In the future, when we get new traits or maluses, can we get a thread post saying that things have changed. It would be very easy to miss a change like that.

It's also important for anyone playing catchup to understand when thing happened. Changing just the stay sheet doesn't maintain a history the way a blurb on the bottom of a thread marked post does.
 
[X] Reclaim 1 Influence from Praise the Sun pt 2. Keep 1 Authority invested in Praise the Sun pt 2 and 1 Influence in Gunpowder Adoption.
 
@Aranfan: I have two concerns about the new "one action per turn addressing Txollan concerns" mechanic:

"Txollan concerns" is defined broadly. If you found a merc company, that helps secure Txolla against the black sheep. If you do diplomacy on the Saffron Sea, that addresses Hathayan concerns. If you infiltrate the black sheep, that's addressing Txollan concerns.

Etc.

It very much is and not only that, it is vital. We need the income and Influence form it.

Alas. Balthazar is not an admin hero. I basically said outright that there won't be another guild investment action because he can't handle it.
 
[X] Keep the old policies

Keep the Influence in PtS2 as a bulwark against falling into a hugely disruptive and costly religious civil war
 
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"Txollan concerns" is defined broadly. If you found a merc company, that helps secure Txolla against the black sheep. If you do diplomacy on the Saffron Sea, that addresses Hathayan concerns. If you infiltrate the black sheep, that's addressing Txollan concerns.

So does the ongoing campaign to fight off the Black Sheep invasion count as addressing Txollan concerns?
Alas. Balthazar is not an admin hero. I basically said outright that there won't be another guild investment action because he can't handle it.
It would be better to explicitly state important information than just imply it. It leads to less confusion that way.
 
So does the ongoing campaign to fight off the Black Sheep invasion count as addressing Txollan concerns?

It would be better to explicitly state important information than just imply it. It leads to less confusion that way.

Yes.

I'm not sure how much more explicit I can be than:

Bedwyr and Rhys had managed to figure out some magic to help fix the guilds, but it needed the king to make certain decisions and he knew in his heart he was not up to it.

In a mostly narrative update.
 
Unfortunate that it takes two administrative heroes to restore the Guilds. This is some sucky setback.

Anyway, my tentative plan:

Authority: The Pomp. This is a really good opportunity to gain extra prestige. The rest, we spend the influences on making money or making further diplomatic contact, such as Ealam.

So, Influence for Elam diplomacy, Influence on selling guns to the Pomp, and building warships. Actually, any delay in building warships kinda help us out by buying more time from the revanchists.
 
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My hope is that with the mines settled and the guilds pushed as hard as posible we settle in and retake our lands around the Yon. This means ships and military and selling guns to pay for it.

We can hit positive income via conquest and then let the guilds restore themselves.
 
RethinkIng: I suggest we go:

1. Authority: Pomp
2. Influence: Warship
3. Influence: Warship
4. Influence: Ealam diplomacy
5. Influence: Sell guns to Pomp

This satisfies Txollan concerns with diplomacy to Ealam, with Pomp, two warships hopefully keep the revanchists at bay.

However, this means we will only be left with two influences as free actions.
 
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The King is Dead, Long Live the King! pt 2 [1]
It is time for the Parliament of the People, an ancient and august body of nobles, to exercise its one real power. The decision of who shall be the king's heir. A decision of weight and influence, that shall surely shape the kingdom. Wise kings have lead the Kingdom from strength to strength, while poor kings have come close to killing it again and again. Most notably, Bedwyr's predecessor.

The parliament considers four main frontrunners.

[] Admin Chief Rhys (.9x)

Rhys is one of the heroes of the collapse, but he is also ancient. It is considered a dubious prospect if he will outlive Balthazar. If he does however, his keen mind and vast administrative talent would surely lead the Kingdom back to greatness.

[] War Chief, Dragon General Dafydd (1x)

Dragon Generals have an even split of becoming king or not. Dafydd himself has not put his name forward, citing his failure to defeat Great Khan Sherynyt as disqualifying. Still, many others have expressed that his strong leadership is needed in the trying times that are sure to come.

[] Hathayan Governor Idari (1.3x)

The Hathayans and the Txollans are the ones who stayed true to the kingdom when it shattered. In return for this, the kingdom sold weapons to their enemies. Many think it would be wise and good to demonstrate the gains that loyalty to the Kingdom still offers to Hathytta.

[] Grandmaster Morcant of the Dyers Guild (1x)

Grandmaster Morcant is a man with many credentials. His family comes from a long line of greatness. His dyes are of excellent quality. Under his tenure as Grandmaster the guild has thrived, except for the chaos of the collapse where it fared no worse than others. He is also a charismatic political operator.


One Hour Moratorium
 
[X] War Chief, Dragon General Dafydd (1x)

There's going to be a lot of fighting before Ymaryn is restored - best we have someone in office who knows exactly how to do so. Giving a sop to the Anatolians is probably worthwhile, but we don't even have a name for our would-be heir, let alone their personality or skills, and this is a time when we need the most capable leadership possible, not to mention the potentially troubling precedent set. There'll be other ways to ensure their loyalty.
 
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I want our martial hero out leading our armies rather than at home in a castle. The general should be rewarded, but he's needed where he is.

The Hat governor and the guild master are likely to have action constrains similar to our current ruler, but directed at Hat and the Guilds repectively. The Hay governor would likely solidify Hay's loyalty.

Rhys would be a short lifetime leader.

Of these I think getting the Hat governor is best. It solidifies us at home and building navy in Trelli likely meets their needs as it sends work to their people. The guilds should be fully recovered by the time for the switch.

[] Hathayan Governor Idari (1.3x)
 
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I think that the hat gov is the best choice. We've been pushing for hat-chan's loyalty and have just annoyed her because of the mine lord. This can help calm the faction before they decide that they're better off on their own
 
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