I feel like this is yet another lesson of long-history nation quests that being number one is never worth it. I feel like this always happens, like clockwork, when a nation goes out of their way to be king of the hill.
 
Vynta is likely to want more bombards.

Hopefully. All we know is that demands for our bombard will rise in the future.

Sell black powder equipment to Vynta and Ruma ?

The only relationship we developed is with Vynta. It takes like three actions to start selling our bombards.

Maybe we should back the rebels in KMT after all, if they've come to an alliance even as the princes war amongst each other. We could maybe try to negotiate further peace with the Abyss if it works out. That could do very well for regional stability.

I am happy to watch on the sideline, and I rather focus our effort on Kus.

Turn 9 (1602 Andyidh Dyadorn) Results

News from Txolla

Glorious news from Txolla! Dragon General Dafydd has pushed the nomad savage Maximilian out of the lowlands once more!

(+1 Influence)

Very nice! I hope Max suffer more than he looted. Because he likely stolen and enslaved Txollan farmers. The golds and luxuries can be replaced, but the power of any civilization lies in its farms and the peasants who work the land.

Praise the Sun, pt 2.

Tensions continue to rise, and the number of duels that result in death has increased even further.

[5/10]

Unfortunate, but we are at least on the halfway point.

Sell Bombards, Pamplona
Needed: Irrelevant, Authority

It turns out that Pamplona does want bombards. Your ships carry trade across the saffron sea to them.

Great! I Hope they want more.

Assist Bureaucratic Reforms, Pamplona
Needed: 16+. Rolled: Nat 100. Great Success.

Melek Balthazar receives the request of Pamplona and sends over a number of bureaucrats to assist them in their reforms. The bureaucrats find that their teachings take root in good soil. The Euskera are skilled and eager learners.

[2/5]

2 progress in one turn! 3 more turns then it's completed.

A Census
Needed: 6+. 53-5 = 48. Success.

The census has come in. Melek Balthazar has approximately 30 Million bodies under his command. The actual number of people living in the kingdom is probably as much as half again larger, but 30 Million is how many obey his commands and pay their taxes.

Humbling, to have less than a third of the pre-Collapse numbers at ones disposal.

(+1 Influence)

Yes! Influence!
Construct Warships, Redshore
Needed: 31+. Rolled: 44-5 = 39. Success.

Orders go out that more ships must be built. The materials are transported, and work beings.

[1/2]


Construct Warships, New Blackmouth
Needed: 31+. Rolled 19-5 = 14. Failure.

Severe delays have been encountered transporting the materials to New Blackmouth.

[0/2]

Am somewhat of mixed feeling. The uncertainty of progress in our shipbuilding making timings more difficult, but it gives us more time to prep for an invasion.

Adopt Gunpowder Weaponry
Needed: 11+. Rolled: 12-5 = 7. Failure.

Progress continues in adopting and refining these new weapons. [7/10]

Ugh. We stalled again twice in a row. Can this hurry up?



Rumor Mill:

Khem devolves further into chaos!: The king of KMT has died. His sons, rather than combining their forces to put down the rebellion, have immediately started fighting each other for the succession. At the same time, the pagans and imperfectionists have appeared to come to some sort of arrangement, as they focus on the royalist forces.

War in Etal!: Vynta and Ruma have declared war upon each other. This is apparently a fairly common event, as they both consider themselves the true successor of Rum Impyra.

Money making opportunities! Though I am not enthused about the Khem. I want to stay neutral and then sell guns to the victor.
 
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Lands have been torn apart by chaotic civil war and reunited successfully, especially if they're long standing culturally cohesive entities like the KMT, but it looks like they've torn down any chance of becoming the Mediterranean's hegemon this century - assuming the civil war wraps up soon.
 
Vynta is likely to want more bombards.
As any student of Ymaryn history knows, the national pastime is lighting the Syffryn on fire. Sometimes accidentally, sometimes on purpose. This sounds like it would be on purpose.

Then again, if we can make friends with Vynta as well as Pamplona, and keep them strong, then we'll be in a pretty fantastic position once our own country stops being on fire. Having an alliance of all the important northern Med nations would be amazing.
 
Though the actual solution to the problem is to add regular cows to the sacred herds and split them anyway. It would be the work of generations to get the bloodlines to stop producing brown or spotted cows with regularity, but the herd populations would be stable and it would allow us to spread the "Blessed" white cattle as far as we needed them to with at least some white cows in every herd to spread their blessings.
IIRC how it turned out was that the herds used to keep a living continuity of the correct strain of cowpox AND being free of other diseases was the important part. Them being white was a result of secondary selection factors and a decent marker for the cow being from a herd with continuous cowpox lineage and not being allowed to mingle with non-quarantined cows.

I.e. if you 'fixed' the color it WOULD actually cause the Warding to degrade, but over a matter of generations, as the isolation procedures broke down and non-cowpox diseases get mixed into the innoculation pool.
I feel like this is yet another lesson of long-history nation quests that being number one is never worth it. I feel like this always happens, like clockwork, when a nation goes out of their way to be king of the hill.
Basically, the only way to safely be King of the Hill is to naturally be the strongest due to intrinsic factors. If you had to FIGHT to stay King, then you do not actually have the superiority to stay King, and are actually burning resources to do so.
 
So... "How Now Brown Cow" is not an action one wants to take?

Eh...

It's not like the colour itself matters. What's important here is that the colour is proxy to the specially cultivated herds. Those are special in that the cowpox they contain has been specifically bred to be minimally dangerous to humans while still offering immunity to smallpox. We could easily bred the cows to be a different colour, but it would mean it's harder to track which herds have the right strain of cowpox for the Sacred Warding to work. White cows are reserved for the Sacred Herds and we know they're infected with the right cowpox. If we start breeding in alternative colours, it's going to make it harder to track which cow is infected with the right pox.

Once our biomedical and statistical knowledge advances, colour will cease to matter (except perhaps religiously). For now, though, we lack those tools and colour just happens to be an easier idiot proof proxy.
 
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Honestly, it sounds far-fetched that the Ymaryn would manage herds that have been isolated from all other cow diseases. If anything, the human experience shows that there are serious problems in trying to isolate away from all disease.

It's far more realistic that the Warders would be experienced at identifying and quarantining disease outbreaks over the long-term, than that they've eradicated disease completely and it's going to come back the moment we mix in brown cows. The Warders would use the same ancient procedures on the brown cows; the only disadvantage would be quick identification and an initial increase in average disease from the influx of non-quarantined populations, which reverts to the mean the longer the Warders work on the problem. None of these concerns outweigh the depredations of the Starpox.
 
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Advantages in intervening in Khem:
  1. Increased opinion of likely-winning faction
  2. Might come with closer relations as well (we'd be seen as an ally)
  3. Maybe gives us more ground to negotiate peace with Abyss
Concerns in intervening in Khem:
  1. Resentment/suspicion/reduced trust: we'll be looked upon as "the neighbor who might mess with our internal politics", possibly by other countries as well
  2. Might compromise our neutrality in Praise The Sun
  3. A foreign "invader" tends to unify multiple factions against our side.
Mixed bag:
  1. Khem ends up stronger and loses less prestige from the earlier resolution
I'm maybe leaning against intervention, but not strongly against. When added to the sparsity of our action economy, I don't think it's worth it, overall (unless the civil war lasts long enough that we have free actions).

Another thing we have to worry about is Txollan Concerns. Because Maximilian's invasion did, in fact, end this year, I'm in alignment with Oshha's earlier suggestion to appease them by founding a second Banner Company (3 years). Infiltration of the Black Sheep (probably 3+ years) is also a good option--we'd really like forewarning for the next time they're about to invade--but will de facto require 1 Authority until it's done. ???

...

Snapshot of frequently-changing stats:

Naval Status (Yllython Mor): 2 (Anemic)
Naval Status (Saffron Sea): 2 (Anemic)
Naval Status (Salt Sea): 4 (Weak)
Naval Status (Monsoon Sea): 5 (Weak)
(Combined Yllython+Saffron Naval: 4 [weak])
Total Naval Score: 13

Professional Army Formations:
Iron Flower Company (Pike & Shot [crossbow]) - Deployed to Txolla


Treasury Status: 1.6/10
Income: -.3

Provinces and Loyalty

Core: Rock Solid
Memory of Spirits: Rock Solid
Txolla: Unshakable
Hathytta: Decently Loyal
Western Wall: In Rebellion
Greenshore: In Rebellion/Under Foreign Occupation
Tinshore: In Rebellion
Thunder Plateau: Under Foreign Occupation


Opinions of you:

Khemetri: 6/10 In Flux
Kurna: 6/10
Vynta: 5/10
Pamplona: 5/10
Abyss: 5/10


Prestige Rankings:

Melkut Ymaryn: 42


Saffron Sea:

Khem: 74 In Flux
Vynta: 52
Berba: 49
Hellas: 48
Pamplona: 40
Ymaryn: 42
Ruma: 35


North Saffron:

???
Styrmyr: 45
Pamplona: 40
???


Kus:

Magyar: 50
Kurna: 30
Ealam: 25


Afryk:

Abyss: 65

Additional Stats (1603)
Authority: 1 (+1 in 1608)
Influence: 3 (+1 in 1604, 1605; +2 in 1606)
Estimated Stress (unknown start point): -0.1
Other Notables: -5 All Rolls (expires in 1606)
Revaunchists Appeasement: 2 Build Warships (-1 in 1604, 1605)
Txollan Concerns Met: None?

Num Profitable Markets: 0
Num Semi-Profitable Markets (Estimated Treasury): 4 (2.5)

Next Guild Income: 1606
Treasury: 1.6 (-0.3 in 1605, +1 in 1606, 1608, 1610,...)

All dates are tentative estimates; they can change in response to circumstances (e.g. failures, crits). +/-1 in [year] means that an extra +/-1 will be available for us during Turn [year].
 
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Honestly, it sounds far-fetched that the Ymaryn would manage herds that have been isolated from all other cow diseases. If anything, the human experience shows that there are serious problems in trying to isolate away from all disease.

It's far more realistic that the Warders would be experienced at identifying and quarantining disease outbreaks over the long-term, than that they've eradicated disease completely and it's going to come back the moment we mix in brown cows. The Warders would use the same ancient procedures on the brown cows; the only disadvantage would be quick identification and an initial increase in average disease from the influx of non-quarantined populations, which reverts to the mean the longer the Warders work on the problem. None of these concerns outweigh the depredations of the Starpox.
Actually it doesn't need to be complete isolation, but keep in mind the normal process of cow herding is the cheap and uncontrolled method of letting them roam over an area to graze then rounding them up.

The Sacred Herds are expensive because they're isolated from all 'wild' cow populations AND only actually contact with priests dedicated to maintaining the Warding, who are only exposed in the third remove from the common population through the larger priesthood.

Basically, if there is a containment breach it's likely to be isolated to a specific temple, at which point you'd need to bring in a new batch from a 'clean' temple.
Eh...

It's not like the colour itself matters. What's important here is that the colour is proxy to the specially cultivated herds. Those are special in that the cowpox they contain has been specifically bred to be minimally dangerous to humans while still offering immunity to smallpox. We could easily bred the cows to be a different colour, but it would mean it's harder to track which herds have the right strain of cowpox for the Sacred Warding to work. White cows are reserved for the Sacred Herds and we know they're infected with the right cowpox. If we start breeding in alternative colours, it's going to make it harder to track which cow is infected with the right pox.

Once our biomedical and statistical knowledge advances, colour will cease to matter (except perhaps religiously). For now, though, we lack those tools and colour just happens to be an easier idiot proof proxy.
Basically yeah. People are lazy, so if you let them BE lazy, they would go ahead and be lazy.

Just because they are correct doesn't mean they are right!
 
The Warding almost certainly maintains isolation at a greater granularity than one herd per temple; you'd need more than that just to partition off the cowpox infected/uninfected population! You don't want to have to replace an entire temple, and surely someone over the past thousands of years would have realized that.

In any event, a non-quarantined cow population is introduced, with the intention of eventually being used for the herds. The population is split off into groups as small as possible, and each group is monitored for disease using the methods passed on over thousands of years. If a group exhibits evidence of disease (including any form of cowpox), they're out. The ones that don't, pass, and get inducted into the Sacred Pens for the Non-Immune. (They might, as it may turn out, be previously immune, in which case they go to wherever the Immune cows go, and one of the other groups replaces them.)

All this should already be known to the Warders (aside from the cows not being white), because containment isn't perfect. They had to have had groups that were falsely assumed to be Non-Immune before, or caught diseases despite their best efforts. These are the very same procedures they would use, the only addition being the vetting of the influx population beforehand.

Will there be mistakes? Sure, but it's not rocket science either (unlike the medieval-level suborbital rocket), and more importantly, the system is already well-practiced in handling these mistakes.
 
So would there be a way for us to get King of the Hill back?

Sure. Just have the most prestige.

Well, it's a bit more complicated than that. I have marked out a number of areas that are basically their own geopolitical playgrounds. North Saffron, the Saffron Sea, Kus, etc. You can be in more than one playground, such as Pamplona being in North Saffron and Saffron Sea. In such cases, you can be king of the hill in one area but not the other.

Actually, I should probably switch out Kus for "Western Monsoon Sea" and add Khem, Black Sheep, and Abyss to the tally there.
 
Additional Stats (1603)
Authority: 1 (+1 in 1608)
Influence: 3 (+1 in 1604, 1605, 1606)
Estimated Stress (unknown start point): -0.1
Other Notables: -5 All Rolls (expires in 1606)
Revaunchists Appeasement: 2 Build Warships (-1 in 1604, 1605)
Txollan Concerns Met: None?

Num Profitable Markets: 0
Num Semi-Profitable Markets (Estimated Treasury): 4 (2.5)

Next Guild Income: 1606

All dates are tentative estimates; they can change in response to circumstances (e.g. failures, crits). +/-1 in [year] means that an extra +/-1 will be available for us during Turn [year].

Would be nice if it includes projected tax income and the tax date.
 
Turn 10 (1603 Andyidh Dyadorn)
Turn 10 (1603 Andyidh Dyadorn)


Balthazar let out a sigh of relief at the reports on his desk. Maximilian once more had retreated back to the Thunder Mountains. He was still conducting the occasional raid, but that was not something that could be stopped until the Thunder Plateau was once more under the kingdom's control.

Other problems abounded, of course, with the civil war in Khemet everyone on the Saffron Sea seemed to have gone mad. The only ones who hadn't started engaging in aggression towards the nearest minor powers were Ruma and Vynta, who engaged in aggression against each other instead, and Pamplona, who was busy with their reforms.

Additionally, the cries to do something about the Yllython rebels were growing ever more stringent. He wasn't sure how much longer he could delay without making pushing his agenda significantly harder. Bedwyr had gotten quite a bit of slack for having saved the kingdom from the Collapse, but it seemed he wasn't so lucky.


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

Note: The Revaunchists are getting antsy, they will not be satisfied with half measures this turn.

Martial:

War Mission, Western Wall: Send the army to crush the rebels in Western Wall. (95% 1 year. Success and length of campaign rolled separately. Possible influence gains or losses depending on result.)

War Mission, Styrmyr: Send the army to take back Greenshore from the Styrmyr. (95% 1 year. Success and length of campaign rolled separately. Possible influence gains or losses depending on result.)

War Mission, Tinshore: Send the army to crush the rebels in Tinshore. (95% 1 year. Success and length of campaign rolled separately. Possible influence gains or losses depending on result.)

War Mission, Black Sheep: Send the army to crush the Black Sheep and liberate the Thunder Plateau. (95% 1 year. Success and length of campaign rolled separately. Possible influence gains or losses depending on result.)

Lord's Loyalty War Mission, Hathytta: Send the army to Hathytta and put it at the disposal of the governor. (95% 1 year. Success and length of campaign rolled separately. Possible influence gains or losses depending on result. Possible +Hathytta Loyalty)

Lord's Loyalty War Mission, Txolla: Send the army to Txolla and put it at the disposal of the governor. (95% 1 year. Success and length of campaign rolled separately. Possible influence gains or losses depending on result. +Txolla Loyalty)

City Levy, Western Wall: Conscript some of the excess population of the cities and send them to crush the rebels in Western Wall. (90% 1 year. Success and length of campaign rolled separately. Possible influence gains or losses depending on result. Expensive)

City Levy, Styrmyr: Conscript some of the excess population of the cities and send them to kick the Styrmyr out of Greenshore. (90% 1 year. Success and length of campaign rolled separately. Possible influence gains or losses depending on result. Expensive)

City Levy, Tinshore: Conscript some of the excess population of the cities and send them to crush the rebells in Tinshore. (90% 1 year. Success and length of campaign rolled separately. Possible influence gains or losses depending on result. Expensive)

City Levy, Hathytta: Conscript some of the excess population of the cities and send them to Hathytta to bring the province back in line. (90% 1 year. Success and length of campaign rolled separately. Possible influence gains or losses depending on result. Expensive. Possible -Hathytta Loyalty)

Lord's Loyalty City Levy, Txolla: Conscript some of the excess population of the cities and send them to the Txolla governor to use as he sees fit. (90% 1 year. Success and length of campaign rolled separately. Possible influence gains or losses depending on result. Expensive. +Txolla Loyalty)

Lord's Loyalty City Levy, Hathytta: Conscript some of the excess population of the cities and send them to the Hathayan governor to use as he sees fit. (90% 1 year. Success and length of campaign rolled separately. Possible influence gains or losses depending on result. Expensive. Possible +Hathytta Loyalty)

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

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) in progress

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

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)

Adopt Gunpowder Weaponry: Now that you have been making it for a couple of years, you have a good enough understanding of basic safety procedures to begin adopting into your armies and issuing these weapons to your soldiers. It will take a long time to fully integrate these weapons into your doctrine, but after the Great Khan, none can deny their effectiveness. (85%. 10 years. Firearm and Bombard Adoption. Provides bonuses while in progress. Expensive.) In progress

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

Honor of Elites, Western Wall: Demand the rebels surrender and swear fealty once again to their rightful lord! (Narrative%. 1 year, +Influence, Casus Belli if failed)

Honor of Elites, Tinshore: Demand the rebels surrender and swear fealty once again to their rightful lord! (Narrative%. 1 year, +Influence, Casus Belli if failed)

Rage Against The Steppes!: Demand the Black Sheep savages surrender and abandon their oppression of the people of the Thunder Plateau. (Narrative%. 1 year. +Influence)

Personal Stewards of Nature, Styrmyr: Demand that the Styrmyr return the lands of greenshore to your rule. (Narrative%?. 1 Year. +Influence. Casus Belli if failed)

Diplomatic Overview, North Saffron: You have no knowledge what barbarian powers are important in the realm of the Syffronites. In your current position of weakness that ignorance could be deadly. (85%, 1 year. Overview of North Saffron powers.)

Diplomatic Overview, Steppes: Nomads are like a gas, they expand and they do not stay in one place. The Great Khan has been gone for almost a decade now. That means new nomads have likely moved in, some of whom may know about what happened with the Khan after he left. (85%. 2 Years. Overview of local steppe politics. Out of date quickly.)

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, Styrmyr: You are most displeased to find that the Styrmyr have decided to immediately conquer Greenshore upon the cessation of the Games. Still, Greenshore were rebels, so maybe the Styrmyr could prove reasonable? (???% 1 Year.)

Diplomatic Contact, Berba: Who are the Berba and what do they want? (???%. 1 Year.)

Diplomatic Contact, Ruma: Who are the Ruma and what do they want? (???%. 1 Year.)

Diplomatic Contact, Magyar: The Barbarians in Kus are a blight, but they do seem to command the majority of the realm there. (???%. 1 Year. Probable -Influence)

Diplomatic Contact, Ealam: Who are the Ealam and what do they want? (???%. 1 Year.)

Sell Bombards, Khem: The Khemetri seem to really like buying bombards from you. See if they want some more. (70%. 1 year. Profitable)
-Specific Faction

Sell Bombards, Vynta: Vynta has just gotten into a war. Do they want more bombards? (70%. 1 Year. Profitable.)

Sell Bombards, Kus Minors: Do any of the minor powers of Kus want bombards? (75%, 1 Year, Probable Profit)

Sell Bombards, Saffron Sea Minors: Do any of the minor powers of the Saffron Sea want bombards? (75%, 1 Year, Probable Profit)

Assist Bureacratic Reform, Pamplona: Pamplona is having increasing difficulty maintaining their heavy cavalry without giving the knights their own grazing fields. However, they have seen the direction that led the Doych, and they want to avoid it. So they have come to you seeking assistance in reforming their bureaucracy so that they may better marshal people and resources. (85%, 5 Years, +3 Pamplona Opinion, -5 for all rolls while in effect, +5 Prestige, Narrative Effects)

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 be taken multiple times with different targets, possible opinion effects on third parties)
-Write in target


Admin:

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. (8%. 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?)

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?)

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)
Requires Fully Functional Guild Industry

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


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

Infiltration, Styrmyr: You can't imagine the People of Greenshore are happy to be under the occupation of the Styrmyr. See if you can't find some organized resistance to speak to or fund. (???%. ? Years. ???)

Infiltration, Black Sheep: You can't imagine the People of the Thunder Plateau are happy to be under nomad bootheel. See if you can't find some organized resistance to speak to or fund. (???%. ? Years. ???)

Intervene in Khem Civil War: KMT's civil war offers opportunities. By intervening to aid one side you gain their favor even as you make them more likely to win. (+Khem Faction Opinion, great chance of that faction winning civil war, -other khem factions opinion)


Mysticism:

Spreading the Warding, Khem: Long ago, the People spread knowledge of the Sacred Warding to the Khemetri, trusting that they where the only power sophisticated enough to maintain it. Somewhere along the way, the knowledge was lost. Probably during the Samynish conquest, since a lot of the old priests died then. Still, they remain a sophisticated civilization, and likely able to handle the Sacred Warding correctly. (50%. 5 Years. +1 Khem Opinion, possible +1 Khem Opinion. Starpox fought.)

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.)

Praise the Sun, part 2 In progress.

Against Cholera, Khem: Somewhere along the way the Khemetri lost the treatment for Cholera you gifted them so long ago. It should be fairly easy to send it over to them again. (80%. 1 Year. Possible +Khem Opinion)

Against Cholera, Vynta: The people of Vynta do not appear to know the way to treat and fight cholera. Spread it to them. (85%. 1 Year. Possible +Vynta Opinion.)

Against Cholera, Pamplona: The people of Pamplona are without a treatment for cholera. Help them fight it. (85%. 1 Year. Possible + Pamplona Opinion)

Against Cholera, Abyss: The people of Abyss lack a treatment for the cholera. Demonstrate your might and generosity by giving your to them. (85%. 1 Year. Possible +Abyss Opinion)


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.


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)
Requires fully functional Guild Industry

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 (provides no benefit while Praise the Sun, pt2 is active)
[] Attend to a particular action personally. (Provides bonus to action)
-[] Write in Action



Voting is by plan.
Two Hour Moratorium.
 
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There is only one plan. The one true meme plan.

[] Lighting Fires for fun and profit
-[] Authority : Sell Bombards, Khem: The Khemetri seem to really like buying bombards from you. See if they want some more. (70%. 1 year. Profitable)
- First Son's faction
-[] Influence : Sell Bombards, Khem: The Khemetri seem to really like buying bombards from you. See if they want some more. (70%. 1 year. Profitable)
- Second Son's facton
-[] Influence : Sell Bombards, Khem: The Khemetri seem to really like buying bombards from you. See if they want some more. (70%. 1 year. Profitable)
- Pagans
-[] Influence : Sell Bombards, Khem: The Khemetri seem to really like buying bombards from you. See if they want some more. (70%. 1 year. Profitable)
- Imperfectionists
-[] Influence : Honor of Elites, Tinshore: Demand the rebels surrender and swear fealty once again to their rightful lord! (Narrative%. 1 year, +Influence, Casus Belli if failed)
-[] Work Overtime (+1 temp Influence, +Stress)
-[] Free : Deploy Banner Companies: Uncommitted Banner Companies may be deployed to a war zone of your choice - Deploy them along the Thunder Plateu boarder to prevent raiding to satisfy Txollan King.

It sucks that next turn we are going to have to announce a war that we can't really power through until the navy gets into shape, but if we have to spend a year or so fronting up along our boarder and getting the army ready to advance in small steps to not outrun our supply lines then we do that. It will at least satisfy the Revaunchists.

But on the plus side we exploit the chaos in Khem to produce between 1 and 4 treasury while apeasing our king and the Revaunchists and hopefully set ourselves up to deal with the Tinshore war kicking off to a rough start.

EDIT - Next turn I would love a diplomacy action for us to rent cargo lift from the Khem navy who is sitting out the war in Cyprus. They may be hesitant to run war missions, but they are likely sitting on a bunch of naval forces who are not getting paid and would LOVE to be able to meet their salaries.

Hell, it would be hilarious if we went down to Cyprus with a ton of cash and just straight up offered to buy ships. It would be expensive as hell, but it would solve our navy problem next turn.
 
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[] Plan Oshha
-[] Authority: Sell Bombards, Khem: The Khemetri seem to really like buying bombards from you. See if they want some more. (70%. 1 year. Profitable)
--[] Rebel Alliance
-[] Influence: Honour of Elites, Tinshore: Demand the rebels surrender and swear fealty once again to their rightful lord! (Narrative%. 1 year, +Influence, Casus Belli if failed)
-[] Influence: 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 be taken multiple times with different targets, possible opinion effects on third parties)
--[] Ruma
-[] Influence: 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)
-[] Relax with Family (-Stress)

Okay. Since the Khem royalists have fallen into infighting while the two rebel factions have allied, I want to sell them guns with Authority. I don't want to sell guns to Vynta since I want their war to drag out some more and I don't want to give Vynta the edge needed to win and become King of the Hill if we can help it. I also want to leave selling guns to Vynta as an option for money next turn since I doubt the war will be over in a single year and maybe we'll get lucky and they'll come to us for guns.

One Influence on Honour of the Elites to appease the revanchists even if I would rather wait a turn while another Influence goes to hopefully getting us some more income at Ruma's expense though I am open to using opening up a new market instead. Finally, I want to get started on a second Banner Company since it will prove useful in the future against both Western Wall and the Black Sheep and doing it now means we get a few years of free use before we start to pay income for it. I'm also hoping that it will appease Txollan King due to how it will be useful against the Black Sheep once it is ready, but if it doesn't, I will swap it out for an action that does deal with Txollan King.

This should leave us with 1 Authority and 2-3 Influence next turn depending on how things go alongside enough Treasury to pay for a City Levy and the option to get more money next turn with an Authority on selling bombards to Vynta. The Iron Flowers are being kept in reserve for the Tinshore campaign next year.

@Aranfan Would founding a second Banner Company count for Txollan King due to how useful the first proved against the Black Sheep?
 
[] Styrmyr Diplomatic Contact
-[] Influence : Honor of Elites, Tinshore: Demand the rebels surrender and swear fealty once again to their rightful lord! (Narrative%. 1 year, +Influence, Casus Belli if failed)
-[] Influence : 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?)
-[] Influence :Sell Bombards, Vynta: Vynta has just gotten into a war. Do they want more bombards? (70%. 1 Year. Profitable.)
-[] Authority : Diplomatic Contact, Styrmyr: You are most displeased to find that the Styrmyr have decided to immediately conquer Greenshore upon the cessation of the Games. Still, Greenshore were rebels, so maybe the Styrmyr could prove reasonable? (???% 1 Year.)

The Styrmyr are a potential ally for the wars against tinshore and the western wall if we can get a agreement with them regarding Greenshore that would fix a lot of the problems on that side of the empire.
Best case is we thank and reward them for crushing the rebels(very unlikely). We might also get something our of them in exchange of them being recognized as the new rules of Greenshore.
Worst case we restart trade with them to pay for the armies and fleets we need to retake our empire
 
[] Styrmyr Diplomatic Contact
-[] Influence : Honor of Elites, Tinshore: Demand the rebels surrender and swear fealty once again to their rightful lord! (Narrative%. 1 year, +Influence, Casus Belli if failed)
-[] Influence : 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?)
-[] Influence :Sell Bombards, Vynta: Vynta has just gotten into a war. Do they want more bombards? (70%. 1 Year. Profitable.)
-[] Authority : Diplomatic Contact, Styrmyr: You are most displeased to find that the Styrmyr have decided to immediately conquer Greenshore upon the cessation of the Games. Still, Greenshore were rebels, so maybe the Styrmyr could prove reasonable? (???% 1 Year.)

The Styrmyr are a potential ally for the wars against tinshore and the western wall if we can get a agreement with them regarding Greenshore that would fix a lot of the problems on that side of the empire.
Best case is we thank and reward them for crushing the rebels(very unlikely). We might also get something our of them in exchange of them being recognized as the new rules of Greenshore.
Worst case we restart trade with them to pay for the armies and fleets we need to retake our empire
I mean, if you REALLY want to get the king murdered by Revaunchists mobs this is a pretty good way to get that to happen. I am not sure we can do diplomacy with Styrmyr more detailed than "REEEE GIB CLAY!"
 
The Styrmyr are a potential ally for the wars against tinshore and the western wall if we can get a agreement with them regarding Greenshore that would fix a lot of the problems on that side of the empire.
Best case is we thank and reward them for crushing the rebels(very unlikely). We might also get something our of them in exchange of them being recognized as the new rules of Greenshore.
Worst case we restart trade with them to pay for the armies and fleets we need to retake our empire

Way too optimistic and in some cases wrong. We aren't going to be getting allies out of Styrmyr while they hold Greenshore and the chances of them giving Greenshore are low enough that we should assume that they aren't going to do it. Since we aren't getting any sort of non-hostile diplomatic relations with Styrmyr whilst they control Greenshore, the worst case is war and that is also the most likely case.

Furthermore, non-war revanchist appeasing actions are rare about that we should take two of them in one turn as we need to drag things out so we have time to prepare for the wars that the revanchists are going to be forcing us into.
 
Way too optimistic and in some cases wrong. We aren't going to be getting allies out of Styrmyr while they hold Greenshore and the chances of them giving Greenshore are low enough that we should assume that they aren't going to do it. Since we aren't getting any sort of non-hostile diplomatic relations with Styrmyr whilst they control Greenshore, the worst case is war and that is also the most likely case.

Furthermore, non-war revanchist appeasing actions are rare about that we should take two of them in one turn as we need to drag things out so we have time to prepare for the wars that the revanchists are going to be forcing us into.
I think it's possible for us to order troops to war next round with instructions to not outrun their supply lines. It would be a pain in the ass, and likely not accomplish much, but it SHOULD satisfy the people's need for blood.

Thus we should save Stymyr until later still. The last thing we need is to roll badly and have them decide to war dec us while we are still at war with TInshore.
 
I think it's possible for us to order troops to war next round with instructions to not outrun their supply lines. It would be a pain in the ass, and likely not accomplish much, but it SHOULD satisfy the people's need for blood.

Thus we should save Stymyr until later still. The last thing we need is to roll badly and have them decide to war dec us while we are still at war with TInshore.

I believe we will just take penalties for not having enough warships to secure out supply lines. It won't be pleasant, but we can fight on with it and as you say, it will keep the revanchists happy, which is the important thing .

With Styrmyr, I fully agree that we should wait. We take out Tinshore then we liberate Greenshore before reclaiming Western Wall and then finally moving on Thunder Plateau. While we can fight two wars at once, we should do our best to avoid doing so as our vast resources are still limited.

On a more general note, we cannot engage in regular diplomacy with Styrmyr and the Black Sheep until they return the Ymaryn land that they have conquered. We cannot engage in diplomacy with Tinshore or Western Wall at all as they can either peacefully return to the empire or we make them return by force.
 
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