ActionsRemember: only look at your spoiler.
An elaborate rally was held at the Capital, where Shiranui gave a speech about the importance of wildlife conversation and the necessity of caring for the environment; it was well received, but mostly but those who already cared about those sorts of things. Attendance was high, but only in the capital - the other 95% or so of the population heard rumours at best about the speech.
( +2 Public Order, -20 wealth, -1 Admin Power )
The propaganda plan is successfully designed by a wildlife enthusiast, who creates a to-be icon named Walter the Wolf. It’s targeted at those who are afraid of genetically modified animals, and paints such animals in a positive light - they will bring greatness to the nation, not destruction!
( +Propaganda Plan, -5 wealth, -1 Admin Power )
Construction on a technology lab is started. It’s over halfway finished by the end of the month, and should be done by the end of summer.
( +Partially Constructed Tech Lab, -30 wealth, -150 resources, -2 Admin Power )
Construction on a massive hospital is started in the Capital; it receives less attention than the technology lab, and is only ⅓ of the way finished by the end of the season.
( +Partially Constructed Hospital, -20 wealth, -100 resources, -1 Admin Power )
You form a trade route with Rantessa. Your merchants begin to trade timber and chocolate in exchange for pepper.
( -1 Trade Route Slots, -2 Diplo Power, +165 econ )
The nation of Istania has not responded to your request for a trade agreement. The nations of Xerithania and Serica, however, have agreed to your request. Your merchants have begun to trade pepper and other mundane goods to Serica in exchange for Gold, Silk, and Pottery; while Xerithania have received your superior pearls in exchange for timber and chocolate.
( -2 Trade Route Slots, -2 Diplo Power, +393 econ)
The exploration party ran into pirates, and after an extended fight were captured. The Doge was forced to pay ransom, leading to both an economic loss and a humiliation.
( -15 wealth, -1 Diplo Power, +Unrest [upper classes])
Despite an extensive search for any individuals willing to divulge information regarding Mann’s advanced sailing technology, none were found.
(-10 wealth, -1 Admin Power)
Research is focused on advancing seafaring techniques and construction
( -10 income, +Research)
Your colonizing forces meet great success. A thousand went south and found a large town named Mirevia, which agreed to join you for a considerable financial sum; your advisors convinced you to do so. Also, a group went to the large island to your north and discovered very good farming land. A small settlement was established (population: ~30).
( +7,000 Population, +Territory, -150 wealth, -3 Diplo Power)
The mayor of Mirevia informed your soldiers that the woods were magical, and there were strange myths originating from the forest. Upon further inspection, a cache of magical Nature gems were found inside the forest. A small mine was soon established to take advantage of this resource.
( +Nature Gems, -1 Admin Power, -40 wealth, -300 resources)
People are very eager to sign up for the glory of their country, especially if it gets them out of military duty (dealing with crooks > going on campaign). Several hundred fit men sign up for training. They learn rapidly, and should be ready by the end of Summer.
( +200 Police Recruits, -200 Manpower, -20 wealth, -1 Admin Power, -1 Military Power)
Despite worry that the military would be overzealous or abusive to the general populace, these notions are quickly forgotten. Unrest settles down as the cities, through a combination of fear and respect, settle down. The population is happy that they are well-protected by the government.
( +10 Public Order, -2 Admin Power, -1 Military Power)]
Though a draft is in effect, recruitment goes poorly. After an incident where a man refused to answer the draft, the population has acted defiantly to your recruitment; in order to keep the situation from spiraling out of control, your advisors urged you to stop the recruitment early, resulting in unsatisfactory results.
( +500 Recruits, -1 Military Power, -5 wealth, -1150 resources, -500 manpower [Upkeep: -1 income, -5 manpower, -23 resources)
After a mine collapse as a result of rushed construction jobs, the plan to expand the mines and quarries was scrapped.
( -5 wealth, -50 resources, -1 Admin Power)
Diplomats are sent to look for possible trade partners; though any would do, it is reported that Serica would be the most profitable to trade with.
( -1 Diplo Power )
Word reaches you from your generals that several spies have been captured; interrogation has not yet begun, and the spies have not yet revealed who they are working for.
( +3 Captured Spies )
The crackdown backfires, causing a major revolt in Risyrr. Though it doesn’t escalate into a rebellion, an important noble was killed during the revolt, causing an uproar within the ranks of the elven nobility. The humans and elves are at each others’ throats.
( -5 Public Order, -5 wealth, -1 Military Power, -1 Admin Power, +Unrest[upper classes])
The spies to Xerithania fail to infiltrate the country; the spies to Salatia have managed to infiltrate the country, but not the administration (CANNOT SEE SPOILERS; HIGHER CHANCE OF SUCCESS ON FUTURE ESPIONAGE ACTIONS). The spies to Istania manage to infiltrate the country and send you a full sample of their religious texts.
( -3 Diplo Power, -10 wealth, +Istanian religious texts, +Salatia infiltrated, +Istania infiltrated )
Despite considerable resistance to the government at the present time, the roads are - expensively - started. After a disastrous incident, the push to expand the country’s farming capabilities is dropped.
( -2 Admin Power, -75 wealth, -900 resources (discount: marble), +Partially Constructed Roads)
A small deposit of copper is discovered in Garnvor, but considerable time and investment will be required to exploit this discovery.
( -1 Admin Power, -10 wealth, +Potential Copper Mine )
Construction of the university is started, but the architects are waiting until the University is finished to begin construction on the foundry. The university should be finished by the end of Summer at the current rate.
( -2 Admin Power, -60 wealth, -700 resources, +Partially Constructed University )
Your military scientists are confident in this new unit they’ve been developing, which they have branded a “Velite”; experimentation is not yet finished, but it acts as a moderately armored skirmisher armed with throwing weapons.
( -2 Military Power, -20 wealth, -50 resources, +Velite Plans [unfinished])
All infantry are equipped with throwing weapons, raising their resource costs but increasing their effectiveness; they’ll have to be trained to use these throwing weapons effectively as a unit.
( -1 Military Power, -2400 Resources, Upkeep: [ -79 resources])
Several spies are set to counter-intelligence; no spies were found inside your borders this season.
You have yet to receive word from your diplomats to Avezol, so disperse your trade goods among those working on constructing the university, helping speed up progress.
( -Coffee [this turn], +University Construction Speed)
The educational structure planned out earlier this season is rapidly constructed due to the aid of several mages orientated towards schools of magic associated with the earth and building.
( -100 wealth, -1000 resources, -2 Admin Power, +University )
Unfortunately, the expedition fleet ran into a storm, causing the destruction of several ships, deaths of many sailors, and prevention of further exploration this season.
( -40 wealth, -200 resources, -2 Diplo Power, +Unrest [naval])
Though no major facets for mass-exportation or usage were located, your nature mages found many interesting things. A small profit was made through the selling of these items; however, one such item was kept, due to profound interest regarding its potential use.
( +25 wealth, +50 resources, -2 Admin Power, +3 Public Order, +Strange Artifact [unicorn-horn sword])
Two small oar-powered galleys are constructed, commanded by elemental mages and manned by groups of veteran soldiers.
( -30 wealth, -1000 resources, -50 Manpower, -1 Military Power, Upkeep: [-20 resources, -2 income, -½ Manpower], +2 Elementaships)
After a long search, a prime deposit of tin was discovered by your prospectors in the foothills deep in the western reaches of Hanhai. Though the discovery is exciting, the lack of infrastructure or established towns makes long-term development difficult, and the discovery has not yet been taken advantage of.
( -2 Admin Power, -10 wealth, +Potential Tin Mine )
Rantessa welcomed your merchants with open arms, but Avezol has yet to respond to your request for a trade route (Note: contact the player directly if you have not already done so). Merchants bearing pepper and mundane goods have begun exchanging it for your supplies of gold, silk, and pottery.
( -1 Trade Route Slot, -1 Diplo Power, +182 econ )
Shortly after the order was given to begin quarrying for stone, a major accident killed several dozen workers and destroyed all progress.
( -20 wealth, -2 Admin Power, -200 resources, -30 manpower, -3 Public Order )
Your attempts to expand the smithies within the Empire’s major cities floundered and then stopped; your Advisors convinced you to stop your attempts to meddle in the business of the middle class, who apparently don’t want government handouts. *shrug*
( -10 wealth, -1 Admin Power )
Initial attempts to seize land belonging to the aristocracy were immediately shot down, and the project was scrapped to prevent unrest among the upper class; the forestry would have to wait until a later date.
( -1 Admin Power )
You begin to fund a small school residing in the Capital. Expansion begins immediately.
( -1 Admin Power, -30 wealth, -200 resources, +Ei-satra Academy )
A major education plan is pushed through, which will surely increase the amount of educated people in your nation.
( -3 Admin Power, -50 wealth, -17 income, +Education Program )
Though several advertisement campaigns are attempted, they are largely a failure.
( -1 Admin Power, -20 wealth )
At the announcement that any insight into valuable or strategic resources would be greatly rewarded, a swarm of prospectors and mages furiously began searching; for the Goddess’ glory, of course. The lower class suffers because of the chaos that this mad rush has caused, but not without waste - Gold is discovered in Brienia.
( -3 Admin Power, -15 wealth, -5 Public Order, +Unrest [lower class], +Potential Gold Mine )
Due to the welcoming programs for immigrants, several thousand religious who were simply too poor to move flock to your nation. The middle class complains that the immigrants are being given THEIR money, only to have them displace the people already living here and take their jobs.
( +5,000 Population, -50 wealth, -3 Public Order, +Unrest [middle class], -1 Admin Power )
A research program is established to fund monks and scholars performing important research. For the Mother Goddess!
( -3 Admin Power, -50 wealth, -17 income, +Research Program )
A ‘nation watch’ is established, focused on keeping areas with weak government control safe and controlled. Several hundred sign up for this quasi-police force.
( -2 Admin Power, -20 wealth, +400 Nation Watch, -400 Manpower, -6 income, +Nation Watch Program, +1 Public Order/Turn )
A government-funded education program is established, which will undoubtedly increase the supply of well-educated people in your country.
( -50 wealth, -3 Admin Power, -19 income, +Education Program )
Although the government begins the project to build roads between all the major cities, it will take additional time and resources before it is completed.
( -40 wealth, -500 resources, -2 Admin Power, +Partially Constructed Roads )
Despite a considerably thorough search, no potential Advisors were found within your government’s upper ranks.
( -15 wealth, -1 Admin Power )
Your lynts managed to find several small deposits of magical gems, as well as a strange artifact. They could not, however, find any potential resources. The poor treatment shown the slaves by the Lynts has caused Unrest to rise among the slave class.
( +30 wealth, +Strange Artifact [stone eye], -1 Admin Power, +Unrest [slaves] )
Your attempts to focus research on advanced seafaring techniques were met with catastrophe, after a very hopeful prototype sunk with an important noble onboard. Wealth and resources are lost, and Unrest rises among the upper classes.
( -25 wealth, -200 resources, +Unrest [upper class], -2 Admin Power, +Research [seafaring] )
You train three assassins of the steel ministry in the religion of Salatia.
( -1 Admin Power, -10 wealth, +3 Religious Assassins )
Over four thousand soldiers set sail for the island off the coast of both you and Salatia; only three thousand made it. The other one thousand were forced to turn back due to bad weather. Upon landing, they set up a base camp. After several days scouting the island, they ran into soldiers belonging to the nation of Salatia, and a battle ensued. The island has been secured, but not yet colonized.
( SEE: BATTLE OF IELES. -1 Diplo Power, -1 Military Power )
The two thousand men sent to secure the island off of your coast send word that they successfully landed and set up camp. Efforts to settle the island have begun.
( -1 Diplo Power, -20 wealth, +Tela [name given be initial landing force, not permanent if desired] )
The mission to infiltrate Dunik’s military and underground was a complete catastrophe, and several spies were captured.
( -2 Diplo Power, -10 wealth )
The boats sent to Narsis ran into some trouble concerning weather, and were forced to turn back. A few boats never made it back…
( -1 Diplo Power, -10 wealth, -500 Soldiers )
A major education plan is pushed through, which will surely increase the amount of educated people in your nation.
( -3 Admin Power, -50 wealth, -18 income, +Education Program )
Several reforms begin in the church, allowing those of less affluence to enter the Church. This increases church attendance and the pool of people you may draw upon concerning church activities, but also builds resentment among the upper class. It also means you’ll have to provide for the less fortunate who join the Church.
( -1 Admin Power, -20 wealth, -9 income, +Church Attendance, +Unrest [upper classes])
The missionaries meet mostly failure, but managed to spread the word regarding the allowance of the less fortunate into the Church. Religious unity rises slightly.
( -1 Admin Power, +Religious Unity )
Your soldiers manage to arrive at the island off your SE coast, but run into trouble. An army belonging to Avezol is spotted on the island, and battle ensues. The survivors of the clash retreated to Salaedar Stes.
( SEE: BATTLE OF IELES. -1 Diplo Power, -1 Military Power )
After an accident involving incompetence among the newer members of the Church of Kriellus caused the death of a senior member, the leader of the Church of Kriellus expelled the newer members that you allowed into his Church. You send some funding to...quiet the concerns of the followers of Kriellus; despite this, unrest rises amongst their ranks.
( -2 Admin Power, -25 wealth, +Unrest [Kriellus] )
The Spring of Dunt goes over well, as people across the nation partake in the hedonistic pleasures offered by the followers of Dunt. The Church of Dint denounces the festival, and unrest rises among their ranks.
( -2 Admin Power, -50 wealth, +Religious Unity, +5 Public Order, -Unrest[All], +Unrest [Dint])
Battles( As always, do not look unless the GM tells you to. )
Three thousand Avezol soldiers attacked a camp of two thousand five hundred Salatians. The battle was quick and bloody.
Several volleys of arrows rained down upon the Salatian camp. They rallied, but were unable to come to bear against the Avezolan battle line. The Salatian soldiers were fierce, but the battle was decided quickly. Within several minutes, the Salatian army had routed, and fled via ship.
VICTOR: Avezol.
CASUALTIES: Seven hundred Salatians, Five hundred Avezolans.