Eternal_0bserver
(Unverified Bookworm)
- Location
- Earth, Northern Europe
In general, I think we should reserve money for specific projects and use the rest to pay off loans.
I will point out, that the demobilization bonus was paid out, before we had got income, so that suggest that the money we pay for actions are paid, before we earn money, therefore we will need the money in our treasury at the start of a new turn, if we want to do any actions, that require money.
*Technically* it comes it in that order, but practically, it's all simultaneous. On the other hand, I would not encourage you to approve spending for more than you have in the treasury on the assumption you'll have the income as a general habit. Random events or other maluses to income can happ@Kylia Quilor Can you please clarify this so we don't get the wrong idea?
The first example plan is elegant in its simplicity, and if we look at this as a math problem it's the objective solution. If these loans were negotiated with no individual minimum payment per turn, we have no reason to go above and beyond our agreement. If we use the first turn as an example, the 36 dureks remaining in the treasury will give us plenty of spending money on Turn 2.
[ ][ROYAL VAULTS] Acquire Raw Materials To Mint New Gold and Silver Coins (Progress towards resolving Currency Contraction, Advances Royal Propaganda) (No Roll Required)
-[ ] Spend 5 Dureks
-[ ] Spend 10 Dureks
-[ ] Spend 15 Dureks
[ ][SECRETS] Rebuild Internal Spy Network (Phase 1 of ?) (No roll required. Each phase opens more [SECRETS] options down the line and improves chances of success of internal spy operations, as well as giving increased chance for intelligence to be 'passively' received)
-[ ]Provide Funds to Speed up/Improve Process. Write-in amount.
[ ][SECRETS] Rebuild an External Spy Network (Costs 5 Dureks) (Provides passive intelligence and improves chances of spy operations inside a given state)
Well, we should try to determine, how much money we are likely to spend on turn 2. I think that we might spend 5 Dureks on an external spy network or perhaps on an internal spy network.[ ][SHERIFFS AND REEVES] Repair War Damage (Strong Success means lower cost, Weak Success means higher cost) (Once done, it will take 5 Turns for the relevant modifier to be removed, but no additional costs) (Rebuilding the Roads will reduce this length and improve Base %)
-[ ]To the Coastal March (Costs 5 or 10 Dureks) (Base Chance: 50% + Stewardship)*
-[ ]To the Southmarch (Costs 3 or 7 Dureks) (Base Chance: 61% + Stewardship)*
-[ ]To the 3 Crown Reserves (Costs 1.5 or 3 Dureks) (Base Chance: 70% + Stewardship)*
Honestly, I came out swinging because of the misunderstandings and interest rate talk, not wanting to see a plan gain traction where we put a little bit towards everything. It's definitely valid to argue we need less of a cushion. I just like the two line plan, and think we might be spending a bit on road stuff this turn. I don't feel strongly about one of these plans over the other.("elegant in its simplicity" is not a phrase I would have heard from my professors on the matter, we need a different mindset here)
Honestly, I came out swinging because of the misunderstandings and interest rates, not wanting to see a plan gain traction where we put a little bit towards everything. It's definitely valid to argue we need less of a cushion. I just like the two line plan, and think we might be spending a bit on road stuff this turn. I don't feel strongly about one of these plans over the other.
The issue is that it will take time for our income to be big enough to both handle our debt and to pay for expensive actions, so if we only have 20 Dureks in the treasury, there is likely to be a limit to how much we can spend next turn.I don't think it makes sense to completely tie this to a new plan and as I said, it's only for emergencies.
Normally we have income and new expenses at the same moment.
It makes sense to cover this partially but not completely.
For example, banks always have money available when people want to withdraw something, but never so much that all people can get their money at the same time.
If we think about this logic further, we also had to hold back so much to be able to cover all regular expenses, which is simply not possible.
Edit:
Risk management is also about the fact that avoiding risks entails opportunity costs.
We can't and shouldn't go out of our way to insure everything; it's better to take a reasonable amount that we can hold on to in the future.
The issue is that it will take time for our income to be big enough to both handle our debt and to pay for expensive actions, so if we only have 20 Dureks in the treasury, there is likely to be a limit to how much we can spend next turn.
When it comes to tax assessments, then doing phase 2 of lordship land tax and Eaglecrest trade fees, seems like good choices to me.Tax Assessments (Pick 2 to get resolved this turn)
[ ][TAX ASSESSMENTS] Eaglecrest Trade Fees
[ ][TAX ASSESSMENTS] Port Lest Trade Fees
[ ][TAX ASSESSMENTS] Eaglecrest 3% Wealth Tax
[ ][TAX ASSESSMENTS] Port Lest 4% Wealth Tax
[ ][TAX ASSESSMENTS] South Tarkos Thanedom Land Tax & Mining Tax
[ ][TAX ASSESSMENTS] Lordship Land Tax Phase 1 (Of 2)
[ ][TAX ASSESSMENTS] Town Trade Revenue Phase 1 (Of 2)
[ ][TAX ASSESSMENTS] Write in Other Tax Source To Be Assessed (See Assets Post)
Of the actions available to the Keeper of Correspondence, I think overseeing tax assessments and gathering reports on banditry are the two most interesting actions. Since he had an action to gather reports on the roads, then he might gain actions to help rebuild the roads, that might be interesting.Keeper of Correspondence Tasks (Pick 1)
[ ][CORRESPONDENCE] Personally Oversee Tax Assessments (Up to 2 more Tax Assessments Will be Finished This Turn) (Base Chance 50% + Stewardship + 1/2 Learning)*
-[ ] Pick Priority (Weak or Strong Success Required)
-[ ] Pick Secondary (Strong Success Required)
[ ][CORRESPONDENCE] Gather Reports On Banditry (Improves Base Chance of future Anti-Banditry Tasks) (Base Chance 65% + Stewardship)
[ ][CORRESPONDENCE] Gather Reports On The State Of The Roads (Opens More Road-Repair Related Tasks) (Base Chance 70% + Stewardship)*
[ ][CORRESPONDENCE] Personally Oversee The Sale of Confiscated Property (Weak Success Results in 25% more money from Sales, Strong Success Results in 50% more money from sales) (Base Chance 45% + Stewardship + Diplomacy)
[ ][CORRESPONDENCE] Reorganize the Clerks (Improves Base Chance of [CORRESPONDENCE] Tasks by 4% or 8% for the next 5 turns) (Base Chance 55% + Stewardship + Learning)*
[ ][CORRESPONDENCE] Suggest additional task, subject to QM Veto (Base Chance Will be Set by QM If Approved)
Of the actions available to the Keeper of the Royal Vaults, then the only action, that I find interesting is the action to acquire raw materials to mint new coins, since the highest interest rate we will have on a loan is 12%, so we could at most make a saving of 3 Dureks from a bridge loan.Keeper of The Royal Vaults (Pick 1)
[ ][ROYAL VAULTS] Negotiate Bridge Loan of 100 Dureks To Help Pay Down Current Debts (Failure will mean no loan, Weak Success will mean the higher of the two offered interest rates, Strong Success will mean the lower of the two) (Must be Used To Pay Down Existing Debts)
-[ ] From The Goldaxe Bank (Lortan Dwarves) (11% or 9%) (Base Chance 50% + Stewardship)*
-[ ] From The Caragio Bank (Varaday Republic) (13% or 11%) (Base Chance 60% + Stewardship)*
-[ ] From the Veterger Bank (Selissa) (14% or 12%) (Base Chance 70% + Stewardship)*
[ ][ROYAL VAULTS] Negotiate Free-Standing Loan of 50 Dureks (Failure will mean no loan, Weak Success will mean the higher of the two offered interest rates, Strong Success will mean the lower of the two) (Can Be Used For Anything)
-[ ] From The Goldaxe Bank (Lortan Dwarves) (14% or 12%) (Base Chance 52% + Stewardship)*
-[ ] From The Caragio Bank (Varaday Republic) (15% or 13%) (Base Chance 63% + Stewardship)*
-[ ] From the Veterger Bank (Selissa) (17% or 15%) (Base Chance 74% + Stewardship)*
[ ][ROYAL VAULTS] Personally Oversee The Sale of Confiscated Property (Weak Success Results in 25% more money from Sales, Strong Success Results in 50% more money from sales) (Base Chance 45% + Stewardship + Diplomacy)
[ ][ROYAL VAULTS] Acquire Raw Materials To Mint New Gold and Silver Coins (Progress towards resolving Currency Contraction, Advances Royal Propaganda) (No Roll Required)
-[ ] Spend 5 Dureks
-[ ] Spend 10 Dureks
-[ ] Spend 15 Dureks
[ ][ROYAL VAULTS] Sell Tax-Farming Rights (Tax Farmers offer large sum of money up front and get full right to collect all taxes from a given source for a specified length of time) (Success of roll results on more money gained) (No matter what, you will get less money up front than you could get over that length of time) (Base Chance 55% + Stewardship + Diplomacy)
-[ ] Write In Tax Source And A Number of Turns
[ ][ROYAL VAULTS] Suggest additional task, subject to QM Veto (Base Chance Will be Set by QM If Approved)
Of the actions available to the High Marshall on turn 1, then I prefer inspecting the officer corps, but we could also try to survey the defenses at Thornmarch.High Marshall of the Armies (Pick 1)
[ ][HIGH MARSHALL] Have Rienne Personally Deal With Banditry (Will Result in Follow up Votes. All tasks there will be +Martial, with variable trait applicability) (If not picked, the option to assign other Generals to deal with bandits will be available in a followup vote)
-[ ] Banditry in the Thornmarch
-[ ] Banditry in the Coastal March
-[ ] Banditry in South Eyrist County
-[ ] Banditry Plaguing the Lordships (Multiple Phases)
-[ ] Banditry Plaguing the Free Towns (Multiple Phases)
[ ][HIGH MARSHALL] Recruit Additional Soldiers (Strong Success gets you all the soldiers you wanted. Weak Success or Failure gets you less soldiers) (Base Chance 50% + Martial)*
-[ ] Write in desired Types and Numbers of Soldiers
[ ][HIGH MARSHALL] Have Rienne Personally Demobilize Forces (Strong Success means quarter demobilization bonus must be paid, Weak Success means half demobilization bonus must be paid, failure means full demobilization bonus must be paid) (Demobilization Bonus is, by default, one third of the soldiers upkeep.) (Demobilization can still be done separately if Rienne is not assigned to oversee it) (Base Chance: 55% + Martial + Diplomacy)*
-[ ] Suggest Specific Demobilization Plan (I.e. specific numbers of what you want to get rid of)
-[ ] Suggest General Demobilization Plan (i.e. general idea of what you want to get rid of, but leave the details up to QM within those parameters)
-[ ] Straight 25% Demobilization (Reduce all categories of soldier by 25%)
[ ][HIGH MARSHALL] Survey Border Defenses (Opens Options for Future Improvement of Border Defenses) (Base Chance: 75% + Martial)*
-[ ]Thornmarch
-[ ]Ashdan March
-[ ] Write in (Suggest Other Border Area)
[ ][HIGH MARSHALL] Inspect the Officer Corps (Success will locate and purge incompetent, corrupt or disloyal officers. Runs the risk of lowering army morale and organization on Weak Success or failure) (Base Chance 48% + Martial + Diplomacy)*
[ ][HIGH MARSHALL] Suggest additional task, subject to QM Veto (Base Chance Will be Set by QM If Approved)
Of the actions available to the Keeper of Secrets on turn 1, then I would really like to claw back the money in Varaday Banks, but with the lower chance of success, then I would like to have a spy network in Varaday first. Building a spy network either in Morvak or internal would also be decent ideas.Keeper of Secrets (Pick 1)
[ ][SECRETS] Attempt to Claw Back some of the funds Syrokis and his cronies stashed away in foreign banks. (Better success means more money. More money available in the Varaday Banks all told))
-[ ] In the Varaday Banks (Base Chance: 40% + Intrigue)*
-[ ] In the Selissan Banks (Base Chance: 52% + Intrigue)*
[ ][SECRETS] Rebuild Internal Spy Network (Phase 1 of ?) (No roll required. Each phase opens more [SECRETS] options down the line and improves chances of success of internal spy operations, as well as giving increased chance for intelligence to be 'passively' received)
-[ ]Provide Funds to Speed up/Improve Process. Write-in amount.
[ ][SECRETS] Rebuild an External Spy Network (Costs 5 Dureks) (Provides passive intelligence and improves chances of spy operations inside a given state)
-[ ] In Veldros (Base Chance: 65% + Intrigue)*
-[ ] In Morvak (Base Chance: 60% + Intrigue)*
-[ ] In Selissa (Base Chance: 53% + Intrigue)*
-[ ] In The Kingdom of the Necromancers (Base Chance: 40% + Intrigue)*
-[ ] In the Varaday Republic (Base Chance: 43% + Intrigue)
-[ ] Pick a Target (Base Chance and Trait applicability to be set by QM)
[ ][SECRETS] Suggest additional task, subject to QM Veto (Base Chance Will be Set by QM If Approved)
Of the actions available to the Keeper of the Sheriffs and Reeves on turn 1, then either repairing war damage or appointing trustworthy people seems like decent action, but we will be getting actions to rebuild roads, that I would prefer to do.Keeper of the Sheriffs and Reeves (Pick 1)
[ ][SHERIFFS AND REEVES] Gather Reports On The State Of The Roads (Opens More Road-Repair Related Tasks) (Base Chance 70% + Stewardship)*
[ ][SHERIFFS AND REEVES] Repair War Damage (Strong Success means lower cost, Weak Success means higher cost) (Once done, it will take 5 Turns for the relevant modifier to be removed, but no additional costs) (Rebuilding the Roads will reduce this length and improve Base %)
-[ ]To the Coastal March (Costs 5 or 10 Dureks) (Base Chance: 50% + Stewardship)*
-[ ]To the Southmarch (Costs 3 or 7 Dureks) (Base Chance: 61% + Stewardship)*
-[ ]To the 3 Crown Reserves (Costs 1.5 or 3 Dureks) (Base Chance: 70% + Stewardship)*
[ ][SHERIFFS AND REEVES] Appoint trustworthy and capable people to fill leadership positions in the Reeves to manage royal properties (Base Chance: 53% + Diplomacy + 1/2 Stewardship)*
[ ][SHERIFFS AND REEVES] Oversee the Sheriffs in reducing bandit activity. (Success improves the Base Chance of [HIGH MARSHALL] or later General Tasks dealing with bandits in the relevant areas)
-[ ] In the Thornmarch (Base Chance: 55% + 1/2 Stewardship + 1/2 Diplomacy)*
-[ ] In the Coastal March (Base Chance: 60% + 1/2 Stewardship + 1/2 Diplomacy)
[ ][SHERIFFS AND REEVES] Suggest additional task, subject to QM Veto (Base Chance Will be Set by QM If Approved)
[ ][ENVOYS] Arandel Synvara, an elf who lives in Eaglecrest and a skilled wizard. Nearly 400 years old, Arandel is well-traveled and experienced, and has been an adventurer, a court wizard, a freelance enchanter and more. In recent decades, he's become an internationally respected mediator between mages disputing over all manner of things, as well as between mages and non-mages. A skilled diviner.
We will see, what actions our Keeper of envoys and our Keeper of Justice will have available, but we will likely use the Keeper of Envoys to find good marriage candidates.[ ][JUSTICE] Itrick Grosdan, a high-ranking cleric of Askiran. Most concerned with the maintenance of order, he is an advocate for flexible laws and clear, humane sentences. Vocal opponent of torture (which is legal under certain circumstances in Halrun, including as punishment for crimes. An old man, he has served as essentially a freelance investigator and prosecutor for Brunn, briefly Syrokis, and various nobles and towns, as well as Port Lest.
Of the actions available to our Queen on turn 1, then I think there is three interesting actions, the first action being us using divination to find potentially interested candidates for marriage, while the second action would be ruling on the County of Aloce, while the third action might be to rationalize laws. At some point, I also think, it would be interesting to start doing social actions.Queen Actions (Pick 2)
[ ][QUEEN] Personally Oversee The Sale of Confiscated Property (Weak Success Results in 25% more money from Sales, Strong Success Results in 50% more money from sales) (Base Chance 45% + Stewardship + Diplomacy)
[ ][QUEEN] Have Vanessa Personally Demobilize Forces (Strong Success means quarter demobilization bonus must be paid, Weak Success means half demobilization bonus must be paid, failure means full demobilization bonus must be paid) (Demobilization Bonus is, by default, one third of the soldiers upkeep.) (Demobilization can still be done separately if no one is not assigned to oversee it) (Base Chance: 55% + Martial + Diplomacy)†
-[ ] Suggest Specific Demobilization Plan (I.e. specific numbers of what you want to get rid of)
-[ ] Suggest General Demobilization Plan (i.e. general idea of what you want to get rid of, but leave the details up to QM within those parameters)
-[ ] Straight 25% Demobilization (Reduce all categories of soldier by 25%)
[ ][QUEEN] Scry on a Neighboring power to gather information on them. (Provides information, may increase odds of future [SECRETS] actions involving the country) (Base Chance: 55% + Magic)*
[ ][QUEEN] Scry on the Status of the Border Defenses (Opens Options for Future Improvement of Border Defenses) (Base Chance: 51% + Magic + Martial)*
-[ ]Thornmarch
-[ ]Ashdan March
-[ ] Write in (Suggest Other Border Area)
[ ][QUEEN] Try to get Cyril to be willing to provide direct assistance in some cases (Opens options in the future) (Base Chance 25% + Diplomacy)
[ ][QUEEN] Use divination to get an idea of what nearby realms might have potentially interested candidates for marriage (Base Chance: 60% + Magic)*
[ ][QUEEN] Decide what to do with the confiscated estates from the lords that were attainted. (Scene & Followup Vote)
[ ][QUEEN] Rule on the dispute over who gets the County of Aloce (Scene & Followup Vote)
[ ][QUEEN] Meet with representatives of merchants active on Lake Raida to try to increase dock revenues) (Base Chance: 47% + Diplomacy + Stewardship)
[ ][QUEEN] Social Action (May use both Queen Actions on Social Action)
-[ ] Get To Know Your Staff Better
-[ ] Write-in Councilor you'd like to improve relations with.
-[ ] Catch Up With Cyril
-[ ] Reach out to Vanessa's noble mother/family in Veldros
-[ ] Write-in (Subject to QM Veto)
[ ][QUEEN] Negotiate with the Estates to rationalize some incoherent and outdated laws regarding fishing, mining and logging rights. (Base Chance: 53% + Diplomacy + Stewardship)
[ ][QUEEN] Recruit more mages to Royal Service (If successful, costs 10 Dureks. No expenditure if failure) (Base Chance: 70% + Diplomacy)†
[ ][QUEEN] Suggest additional task, subject to QM Veto (Base Chance Will be Set by QM If Approved)
I agree.When it comes to tax assessments, then doing phase 2 of lordship land tax and Eaglecrest trade fees, seems like good choices to me.
Yeah, I suspect we should wait on declaring 'best actions' until we see what Rykall has to work with next turn.Of the actions available to the Keeper of Correspondence, I think overseeing tax assessments and gathering reports on banditry are the two most interesting actions. Since he had an action to gather reports on the roads, then he might gain actions to help rebuild the roads, that might be interesting.
If doing tax assessments, then I would likely prefer Town Trade Revenue and Port Lest wealth tax.
Indeed. More progress towards fixing that and the roads, plus time, will help fix economic dislocation.Of the actions available to the Keeper of the Royal Vaults, then the only action, that I find interesting is the action to acquire raw materials to mint new coins, since the highest interest rate we will have on a loan is 12%, so we could at most make a saving of 3 Dureks from a bridge loan.
Inspect the Officer Corps is a MUST. We cannot afford any useless or untrustworthy figures in the Royal Army after what Halrun has been through.Of the actions available to the High Marshall on turn 1, then I prefer inspecting the officer corps, but we could also try to survey the defenses at Thornmarch.
Try of far greater importance. The security of the nation is paramount. Internal spy network or Morvak, no exceptions.Of the actions available to the Keeper of Secrets on turn 1, then I would really like to claw back the money in Varaday Banks, but with the lower chance of success, then I would like to have a spy network in Varaday first. Building a spy network either in Morvak or internal would also be decent ideas.
We can let another month or two ride without additional employees. We need the roads rebuilt ASAP. It's not just a matter of commerce, but logistics if, goodness forbid, Morvak or other nations decide to invade.Of the actions available to the Keeper of the Sheriffs and Reeves on turn 1, then either repairing war damage or appointing trustworthy people seems like decent action, but we will be getting actions to rebuild roads, that I would prefer to do.
Social actions can wait at least one more month. And much as it appeals to me, fixing the laws can probably wait. A County-level succession dispute is a matter of major political weight and importance, so we'll want to settle it swiftly. And given our own necessary succession responsibilities, the sooner we start looking at suitors, the better.Of the actions available to our Queen on turn 1, then I think there is three interesting actions, the first action being us using divination to find potentially interested candidates for marriage, while the second action would be ruling on the County of Aloce, while the third action might be to rationalize laws. At some point, I also think, it would be interesting to start doing social actions.