ActionsTaxes are raised to 6%; though many of your population is accepting and even supportive of this raise, unsurprisingly many are greatly opposed to it. This tax raise also has the side effect of suffocating the private sector somewhat; though a small change, the economy is downsized. Many of your wealthier citizens have also packed up and left, presumably for the negligible taxes in Salatia.
( -2 Admin Power, Tax Rate [6%], +27 income, -5 Public Order, -80 Econ Size, +Unrest [upper class] )
Prospectors are sent north to search for tin and other minerals in Torkalan Candria. Nothing has been discovered yet, but there is still lots of unsearched land to scour.
( -1 Diplo Power, -1 Admin Power, -15 wealth )
Your government begins to incorporate the ideals of Discipline into the general population, attempting to make it part of the country’s culture and national identity ( Twenty MP spent, will cost 2 MP per turn for a chance of gaining it as a national idea. Once it is gained as a national idea, it will cost 1 MP per turn permanently ).
( -20 Military Power, +Chance [Nat Idea: Discipline; -2 MP/Turn] )
Border control regulations are relaxed, increasing the amount of people and goods flowing in and out of your country; an unfortunate side effect of this was the wealthier citizens leaving the country with their wealth. All in all, though, people are pleased with the relaxed borders. This should also make Dunik a more appealing destination for merchants.
( -1 Admin Power, -Border Control [relaxed], +2 Public Order )
The soldiers in Torkal’s new acquisition protect the borders and begin to stabilize the region. Though there’s some violence with the more nationalistic locals, no casualties are reported. The area has still yet to be fully reigned in.
( -1 Military Power, +Stabilization [Torkal] )
You attempt to start communications with the magical fox using more subtle means. Through trial and error, you’ve discovered that she doesn’t seem to mind simple observation too much, nor is she usually frightened off by a single person. Getting too close causes her to turn into a fox and run off, however.
Though you fail to communicate with her, you do discover some fascinating things. She stays in or near the spring whenever possible; your scholars speculate that she may be connected to it somehow. Every once in a while she runs off; though attempts to track her are made, they always result in failure - she’s extremely crafty and good at masking her movements. While in her female form at the spring, she bathes and sings. Those who hear her report feeling lulled by the sound; memory loss and feelings of utmost content are common side effects of the music.
( -1 Admin Power, -3 wealth )
The method used to craft the magical tools is refined; mages are trained in specific tasks. Upon completion of one task, the tool is passed on to the next mage. This goes on until all necessary tasks are completed, and the tool is finished. This new system allows for faster specialization and faster completion of tools overall.
( -1 Admin Power, +magical tools [weak; some] )
Though the exact way to craft steel still eludes your smiths, they have refined the crafting of wrought iron. This new type of iron is stronger and less brittle than the previously used cast iron, making it practical for military use.
( -1 Admin Power, -15 wealth, +Technology [wrought iron] )
Your military is trained.
( -1 Military Power, -5 wealth, -375 resources, -500 Soldiers [SK 1], -250 Soldiers [SK 2], +500 Soldiers [SK 3], +250 Soldiers [SK 4] )
Your military is reorganized using the Istanian model, which should allow for increased military organization and increase the efficiency of military actions.
( -1 Military Power, -1 Admin Power, -25 wealth, +Military Organization [-5 income] )
You have drilled the notion of Military Quality into the minds of your population and soldiers. The foes of your country are many, and only through superior force of arms can you achieve Domination of Etraxia! (Requires initial investment of 20 MP, costs 2 MP per turn for an increasing chance of getting it. Upon getting it as an idea, costs 1 MP per turn permanently).
( -2 Military Power, +Possible Idea [Military Quality] )
The man who discovered the iron deposit in Istania is checked thoroughly; he does not appear to be a spy, though he does originate from Istania. He is still waiting for his reward.
( N/A )
Your man in the Istanian military fails to climb in the ranks any; none of the agents sent to infiltrate the military manage to get any sort of promotions.
( -1 Diplo Power, -5 wealth )
Your Intelligence Agency is filled with agents; several of them are experienced with intrigue from the country’s many missions, though most are raw recruits who possess raw talent and little else.
( -1 Diplo Power, -15 wealth, +50 Shadows [LVL 1], +10 Shadows [LVL 2]
Prospectors are sent into the Strip and go to the location pointed out to you. There, they discover a deposit of iron; as of yet, they are unsure how large it is. They have yet to discover any other deposits of metal.
( -1 Admin Power, -15 wealth, +Deposit [Iron, unmined] )
The Craftsmen Program is cancelled, freeing up the mages for more useful purposes.
( -Craftsmen Program )
Human experimentation is legalized, on a set of conditions preventing Narsis’ citizens, followers of Novus, friends of Novus, or citizens captured on Narsis’ soil from becoming research subjects. Though the actual effect will likely be minor, there is a huge uproar from the populace - many see it as inhumane. Many of your mages and researchers view it as a good step in the right direction.
( -2 Admin Power, -5 wealth, -6 Public Order, +Unrest [all], -Unrest [mages], +Human Experimentation [low, restricted] )
The soul research continues; though your mages still have yet to implant a soul into an inanimate object, they have successfully completed a related experiment! In it, they ripped the soul out of a test subject, held it in stasis for a short time (6.7 seconds) using magic (requiring incredible concentration on the part of the mage), and then placed it back inside the body. The subject’s mind was deteriorated, but he was confirmed to have survived the experiment.
( -1 Admin Power, -20 wealth, -Subjects [25], +Research [souls] )
Your Black Robes successfully infiltrate a small coastal town and capture twenty or so Avezolans. They should make for good research subjects. One of your mages does express concern over forced experimentation on these captured people - particularly the children.
( -1 Diplo Power, -5 wealth, +Subjects [20], +Experience [Black Robes] )
One of your more experienced Black Robes trains the new recruits.
( -1 Diplo Power, -5 wealth, +Experience [Black Robes] )
The Government hires prominent shipbuilders to design a small, lightly armed transport ship. The end result is the Novus Raider, a swift little galley which excels in coastal areas and inland seas (the body of water between you and the mainland counts as an inland sea). It will perform poorly if used in open ocean, however. It is able to be manned with only a handful of sailors.
( -2 Military Power, -20 wealth, +Plans; Novus Raider [-450 Resources, -10 wealth, -10 manpower] )
The mages in the military are reorganized; about two thirds of them are assigned to auxiliary roles, while the remaining (roughly thirty) are assigned into five squads of around six each. These squads are skilled in destructive magic, and should prove a formidable tool on the battlefield. Sixty military mages have yet to be assigned, as they are currently in the civil sector.
( -2 Military Power, +Organization, Mages [Auxiliary, Destruction] )
The Narsis servants, though still a branch of the military, are trained and equipped to better deal with their roles in the public sector. They become much more effective at this, helping to increase public order within the nation.
( -1 Military Power, -10 wealth, -1500 resources, +Training [Narsis Servants], +1 PO/Turn [Narsis Servants] )
The faith continues to spread, carried on the shoulders of your many faithful missionaries. They run into alot of success, particularly in Istania itself; many pagans and nonbelievers are swayed into belief of the True Faith.
( -3 Diplo Power, -25 wealth, +Religious Spread, +Religious Unity )
Refugees fleeing from Dunikan stabilization of South Candria have flooded Entranti; the Royalist government is thankful for any aid you can spare for them. Several hundred take haven in Istania, while food is sent to any who need it.
( -1 Diplo Power, -15 wealth, +Relations [Candria] )
Firebrand preachers take root across the country, rallying the people around the Mother! It becomes socially unacceptable in certain parts of the country to skip Church; an unfortunate (or fortunate, depending on how you look at it) side effect is ensuing religious discrimination toward pagans, agnostics, and heretics.
( -1 Diplo Power, -5 wealth )
Though you advertise your open borders and many opportunities, not many deign to move to Istania. They simply do not SEE these “opportunities” that the country possesses; Serica has a wealthier economy, Salatia has lower taxes, both have less religious discrimination. Dunicians are extremely patriotic, and you aren’t exactly expecting any immigration from Rakdar. There might be a few interested people in Rantessa, but they probably won’t be extraordinarily wealthy (or religiously similar).
( -1 Diplo Power, -5 wealth, +Open Borders )
Grain is used to supply your troops in Xerithania (though this was already in consideration for 5800 of them; you’ll lose a couple wealth from taking it away last season and me forgetting to calculate that).
( -2 wealth, +1 income, -Grain )
Research focus is shifted to medicine and hygeine.
( -1 Admin Power, Research Focus [Medicine, Hygeine] )
You begin to improve the road system, establishing waystations and a messenger system in order to allowing faster travel and communication. The roads themselves are subtly improved, though further technological advance will be needed to do so any further.
( -2 Admin Power, -35 wealth, -1000 resources, +Construction [Roads LVL 2] )
The Nation Watch swells by two hundred strong; any further increase in the number of Watchmen will require the program to be expanded first.
( -1 Admin Power, -10 wealth, -500 resources, +200 Watchmen )
Your soldiers in Istania await reinforcements and then advance deeper into Xerithania. The 7800-strong army encounters a few ragged groups of animals and beastmen, but nothing that caused much trouble. They’re quite a few miles past the border, now.
( -1 Military Power, 7800 Soldiers [Xerithania], +Territory [Unexplored] )
The Steel Ministry hunts down and kills a few of their own who were believed to have been informants. This “leak” problem shouldn’t be one any longer.
( -1 Admin Power, -5 Ministers [LVL 3] )
The populace is calmed down, though the riot in Vinesse continues. It’s descalated, though; no longer is the city on the verge of collapse and/or revolution. The conservatives refuse to be placated by such nonsense; they demand a de-escalation of the military and a return to good old fashioned values.
( -1 Admin Power, -10 wealth, -Unrest[Vinesse] )
The plans for a completely free market continue. The wealth disparity grows despairingly larger; the top few percent control over twenty percent of the country’s wealth! This centralization of money, however, has allowed these richer citizens to invest heavily in their businesses, growing the private sector and thus the market of Salatia.
The businesses get riled up about the subsidy fund, already making plans to get the biggest chunk of the pie.
( -3 Admin Power, -31 wealth, -6000 resources, Subsidy Fund [+55 wealth], +120 econ size )
An unemployment census is started; a rough estimate is given, though not much wealth or effort is put into it. At the current moment, of the roughly 100,000 working citizens there are about 4,000 unemployed. These unemployed tend to be living in the churches. The census could become a constant program if enough money is put into it.
( -1 Admin Power, -5 wealth, +Rough Unemployment Census )
No masterful architects are located within your country.
( -1 Admin Power, -3 wealth )
A large portion of the army sails to South Candria to secure it under Torkalan rule. Dunician forces present in the area help in stabilizing the region. There exists alot of unrest and anti-Loyalist (your faction) sentiment, and many actively protest the annexation by your usurper government. There appears to be a small but strong movement to return to Candria, who they view as their true country. Further stabilization is required in order to truly take control of the area.
( -1 Military Power, +Stabilization [Candria] )
The area under your control is scoured for bandits, but none are found.
( -1 Military Power )
A parade is held in the Capital, with many minor celebrations being held throughout the country, which helps to reduce civil unrest and raise the population’s spirits. Though the turmoil is dying down, it still exists.
( -1 Admin Power, -15 wealth, -Unrest[all], +3 Public Order )
Plans for the election are put into place, and the vote is announced. Many people are excited, and turmoil dies down; though there are still alot of unruly folks stirring up trouble, the general population has been placated by the announcement. Many are unsure whether the election will be fair, but that’s to be seen.
( -2 Admin Power, -5 wealth, +Elections [next season], -Turmoil )