ActionsYou manage to finish construction on the technology lab by the end of the summer.
( -30 wealth, -150 resources, -1 Admin Power )
Construction on the infirmary comes along nicely, but it is not quite finished.
( +Partially Constructed Hospital, -20 wealth, -100 resources, -1 Admin Power )
The forest animals manage to find small amounts of valuable goods, but didn’t find any valuable resources in abundance. You make a small profit off of the stuff they found.
( +20 wealth, -1 Admin Power )
You make a series of speeches focused on your foreign policies, and assure both your country and any others that might be listening that you will maintain your neutrality. Public support for your policies rises as a result of your convincing rhetoric.
( +3 Public Order, +Desire[neutrality], -1 Admin Power )
( BTW, isn’t a technology lab is the same thing as a research lab? )
Embassies from Serica, Istania, Salatia, and Narsis are constructed in your land, while you construct embassies in theirs.
( -40 wealth, -400 resources, +Embassy [Serica, Istania, Salatia, Narsis] )
Improvements are made to your road network, and outposts are set up along the most commonly traveled paths. Construction on a more advanced road network begins.
( -2 Admin Power, -75 wealth, -750 resources, -100 manpower, -7 income, +Partially Constructed Roads, +Border Posts LVL 1. )
Your explorers don’t run into any independent cities, but find a few islands which could prove economically beneficial. They set up a small settlement on one to act as a base of operations for future endeavors.
( -2 Admin Power, -25 wealth, -200 resources, -50 manpower, +Settlement )
Despite the extensive effort put into surveying your lands, no new resources are discovered.
( -1 Admin Power, -30 wealth )
You construct three small ships with very large teams of slaves acting as rowers. The sheer amount of rowers enables these ships to move extremely quickly in short bursts, even in the absence of sails. PS: feel free to name the ships, or leave them as “light ships”.
( -1 Military Power, -1500 resources, -30 wealth, -60 manpower, +3 Light Ships, Upkeep: [-30 resources, -6 income, -1 Manpower] )
You begin construction of a naval academy in Gioiella. Construction should be finished next season. You draw upon as many experienced naval officers as you can to act as teachers in the academy.
( -60 wealth, -600 resources, -2 Diplo Power, -2 Military Power, -1 Admin Power, +Partially Constructed Naval Academy )
Good news for the Doge: the renowned merchant Maaravi has volunteered his services, and is now acting as your advisor!
( +Advisor [merchant] )
You send one thousand soldiers to Mirevia to protect the city, and two thousand to the large island just colonized. They march north, but halfway up the island, spot a settlement belonging to a foreign power; they assume Rantessa. They claim as far as they get, but don’t make their presence known to the Rantessans. The forces sent south of Mirevia run into trouble, and are forced to withdraw.
( +Land, -1 Military Power, -1 Diplo Power )
There is still a large amount of resentment toward the military regarding the draft, but you manage to recruit a thousand men into the military without major incident.
( +1000 Recruits, -1 Military Power, -10 wealth, -2300 resources, -1000 manpower [Upkeep: -2 income, -8 manpower, -35 resources)
You expand the current police force, bringing their numbers up to five hundred. Meanwhile, the recently-trained police officers begin active duty, suppressing rebelliousness among the population. They act harshly but efficiently, but are restricted mostly to the Capital due to their sparse numbers.
( +300 Police Recruits, -300 Manpower, -3 wealth, -1 Admin Power, +1 Public Order/Turn, +3 Public Order, +Unrest[lower class], -9 income )
Construction on outposts guarding the border begins. They are sparse, but should afford at least a little protection.
( -1 Admin Power, -20 wealth, -250 resources, -100 manpower, -7 income, +Border Posts LVL 1. )
You order your scientists to focus on developing large, ranged weapons capable of killing multiple men in a single shot. They tell you they already have an idea, and get to work.
( -7 income, +Research Focus )
You build three boarding ships; one was constructed as a prototype. They are powered by teams of slaves and manned by groups of sixty soldiers; they are fast, but possess no direct weapons. PS: Feel free to name your ships or leave them as is.
( -1950 resources, -45 wealth, -210 manpower, -1 Military Power, +3 Boarding Ships, Upkeep: [-39 resources, -9 income, -4 manpower] )
You interrogate the captured spies, forcing them to reveal that they came from Rantessa. Not content with this knowledge, you continued to torture them; they were screaming for mercy by the end, and beggingly revealed that they were actually sent by Avezol.
( +Information, -1 Military Power )
People flock to the island, and join the soldiers that set up camp on the southern tip. You fund the mob of settlers, and a small town is set up. Roughly five hundred live in the town, and another five hundred are setting up outside the town.
( -25 wealth, +Population [large island, 1000], -1 Diplo Power )
The prospectors hired to search for resources on the large island fail to find anything of value.
( -5 wealth, -1 Admin Power )
You begin construction on a road network; they are not yet finished, but development is heavily under way.
( -2 Admin Power, -75 wealth, -1000 resources, +Partially Constructed Roads)
You put alot of cash into developing the bronze industry, but will never reach full production without a stable source of tin or antimony.
( -1 Admin Power, -35 wealth, +Industry [bronze] LVL 1 )
You expand the mines, increasing production; although it isn’t enough of an increase to give you additional trade goods, it heavily expands the amount of resources available to your country.
( -2 Admin Power, -50 wealth, -500 resources, +Resource Production LVL 1 )
The spies sent to Avezol return, reporting that their mission to infiltrate the country was a failure. The spies to Serica never return.
( -2 Diplo Power, -5 wealth )
A group of veteran spies answer the call to be trained as spy-hunters, but not much progress is made in turning them into true spy-hunters. More training is required.
( +15 Spy-Hunters [recruits], -1 Diplo Power, -5 wealth )
You establish an embassy in Serica and Narsis. Narsis also agrees to give you Dye in exchange for your supply of Nature Gems. Narsis establishes an embassy in your capital. You also trade your supply of stones to Istania in exchange for gems.
( -20 wealth, -200 resources, +Embassy [Serica, Narsis], +Dye, -Nature Gems, -Stone, +Gems )
You pay the noble family that lost one of their own a significant amount, and proceed to hand over the suspected killer. They are satisfied; the human population, on the other hand, is in an uproar! Someone being simply “handed over” to another? People are not property to be given away!
( -25 wealth, -Unrest[nobility], +Unrest[human], -1 Diplo Power )
Your spies manage to put down a few agitators, but they don’t manage to take down any of the major groups. They actually anger the population a bit with their brutal tactics.
( -10 wealth, -1 Admin Power, +3 Public Order, +Unrest[human] )
The main road system has been finished, and all major cities are now interconnected.
( -1 Admin Power, -75 wealth, -900 resources (discount: marble), +Roads LVL 1 )
You successfully push through several major reforms regarding the country’s agriculture, which will sure increase the availability of food.
( -3 Admin Power, -80 wealth, -500 resources, +Agriculture LVL 1 )
Though your prospectors fail to find any additional resources, the copper mine is successfully established; copper production begins at once.
( -1 Admin Power, -50 wealth, -500 resources, +Copper )
Istania is fully infiltrated; your spies feed you a constant stream of information. (YOU MAY NOW SEE HIS -COUNTRY- SHEET, BUT NOT HIS ACTIONS SHEETS. YOU MAY ALSO SEE HIS MAP). Due to a mistake regarding the infiltration of Salatia, all spies were forced to withdraw or risk discovery; Salatia is no longer infiltrated.
( -2 Diplo Power, -10 wealth, +Istania Infiltrated LVL 2, -Salatia Infiltrated )
You successfully introduce the idea of Order and its importance to the nation. It will require an initial investment of 20 Admin Power, and it will drain 2 Admin Power per turn until the proper roll is rolled; you’ll slowly get a higher and higher chance of achieving the roll. Upon its success, you will get Order as a National Idea, and it will drain 1 Admin per turn while active. If inactive for over two years, you will lose it as a National Idea.
( +Possible National Idea [Order], -2 Admin Power )
Your spies collect a great deal of discrepancies, contradictions, paradoxes, and generally bullshit regarding the Istanian religion.
( -1 Diplo Power, +Religious Discrepancies [Istanian] )
No new developments regarding the designs for the velite are made, but training is going handily; your army should be fully integrated with the new weapons by the end of the year.
( -2 Military Power, +Throwing Weapon Integration, -10 wealth )
Your spies set to counter-intelligence fail to find any foreign threats.
Embassies from Dunik, Serica, Avezol, and Rantessa are established in your capital. You establish embassies in their lands as well. Each embassy contains a small church.
( -60 wealth, -600 resources, +Embassy [Serica, Narsis, Avezol, Rantessa] )
Your diplomats manage to acquire a decent amount of information regarding the leading politicians and history of the countries they investigated.
( -1 Diplo Power, +Information )
You exchange your supply of Dye in exchange for Dunik’s small supply of nature gems.
( -Dye, +Nature Gems [half] )
Your exploration party sent to the north finds a city on the large island there. If it could be persuaded to join the nation, that would be the preferable option. A small island is also claimed in the name of Novis.
( +Information, -1 Diplo Power )
Scientists from Avezol arrive and conduct research experiments alongside your mages; so far, the program has not discovered anything new. The coffee donated to the university speeds up progress.
( +Research, -30 wealth, -Coffee [in use] )
The mages assigned to exploring the island failed to find anything new.
( -1 Admin Power, -5 wealth )
The gems received from Dunik are given to the University for research.
( -Nature Gems [in use] )
The merchants and producers that make up the middle class inform the government that what would aid them is reduced regulations and increased law and order.
You accept embassies from Dunik, Narsis, Avezol, and Rantessa, and build embassies in their lands in return. You also construct an embassy in Salatia.
( -50 wealth, -500 resources, +Embassy [Salatia, Dunik, Narsis, Avezol, Rantessa] )
You instruct your merchants to begin going to Avezol, as they’ve accepted the offer for a trade route. You also control which trade goods shall be traded where.
( -1 Trade Route Slots [0 left], +165 econ [Rantessa route; silk for pepper], +164 econ [Avezol route; pottery for silver] )
Your best and brightest engineers oversee the construction of a new road network. Construction is under way, but it’ll be atleast another season before even the basic road system is completed. The road network is mainly focused on linking up your cities to encourage trade, but they’ll be expanded to your neighbors once this is done.
( -2 Admin Power, -75 wealth, -1000 resources, +Partially Constructed Roads)
The attempts to establish the new coinage standards were met with heavy resistance, primarily by the merchants and businesses who sell what makes up the current coinage. The program stops in its tracks, and no one is really sure why...possible signs of corruption in the government?
( -2 Admin Power, -30 wealth )
The tin mines in Hanhai are quickly established, and tin begins to flow through Serica!
( -1 Admin Power, -50 wealth, -500 resources, +Tin )
Despite heavy government encouragement to emigrate to Hanhai, no one really wants to live there - the desolate steppes aren’t exactly the most homey place, and there are rumours of bandits in the foothills. If that wasn’t bad enough, some folk have even been taking the government incentives and then sneaking back south!
( -1 Admin Power, -30 wealth, -200 resources )
Hanhai, oh Hanhai! The desolate steppes have proven themselves to not be as desolate as you imagined. Silver was found by prospectors looking for a quick buck, and upon further discovery, a huge deposit was discovered! The men were paid off, and the land claimed in the name of the Empress.
( -1 Admin Power, -25 wealth, +Potential Silver Mine )
Despite efforts by private businessmen to expand the gold mines, these attempts were ill-funded and ultimately a failure.
( -1 Admin Power )
In all, about eighty watch towers were constructed over the summer, each with a small complement of soldiers and attached stable. They should offer atleast some protection to your trade routes.
( -1 Military Power, -40 wealth, -400 resources, -9 income, +Border Posts LVL 1. )
Ei-satra Academy is developed into a great School of Learning under the watchful eye of the Empress, where great men go to both teach and learn; one such man was soon discovered to be a genius, and rose to become the headmaster of the academy. Perhaps he could even advise the Empress herself…? The academy will also surely provide a backbone for any future educational programs instituted to increase the base of educated advisors.
( -1 Military Power, -1 Diplo Power, -1 Admin Power, -35 wealth, +Ei-satra Academy [+Advisors], +Possible Advisor [Teacher] )
Research is directed into the field of military tactics.
( Focused Research [military tactics], -9 income )
Your diplomats stationed within your embassies acquaint themselves with general knowledge and customs present within the nations they reside in.
( -1 Diplo Power, +Knowledgeable Diplomats )
A new government agency made up of Imperial Inspectors is established, and overseen by the Royal Family. They should prove most useful…
( -2 Diplo Power, -30 wealth, -50 manpower, +50 Inspectors LVL 1, +Agency [Imperial Inspectors], -10 income [-5/Inspectors, -5/Agency] )
Serica turns down the trade offer, but Dunik accepts Gems in exchange for Stone, and Xerithania accepts horses in exchange for timber.
( +Stone, +Timber, -Horses, -Gems )
The education program is kept up; and has already reaped results! A master theologian is discovered within the program and brought before you to serve as an Advisor.
( [Upkeep will remain as is], +Advisor [theologian] )
A gold mine is constructed where gold was previously discovered.
( -1 Admin Power, -50 wealth, -500 resources, +Gold )
You fund missionaries within your country, and inspire them to fervently spread the faith!
( -25 wealth, +Religious Unity )
A few thousand men volunteer to participate in the militia, but it’s more of an obligation than a full-time thing. A program will have to be developed in order to train men part-time.
( -1 Military Power, +2000 Potential Militia )
A new government agency designed to increase the skill of your spies is established, and fifty men sign up to work as the Moon’s agents.
( -2 Diplo Power, -30 wealth, -50 manpower, +50 Moonlit Agents, +Agency [New Moon], -10 income [-5/Agents, -5/Agency] )
A major uprising occurs within one of the fleets enroute to colonize, and is captured! Though very few soldiers were lost, this is bad news...the slaves might resort to piracy, or strike back at their old masters.
( -1 Diplo Power, -25 wealth, +Slave Fleet [enemy] )
Your search for advisors is a failure; no candidates are discovered among the upper classes.
( -1 Admin Power, -10 wealth )
An embassy is constructed in Serica; Serica, Salatia and Narsis construct embassies in your Capital, as well.
( -10 wealth, -100 resources, +Embassy [Serica] )
Attempting to build major universities in all major cities will take alot of time and effort. ( AKA: do it step by step, I’m not going to do it for you. You cannot do them all at once. )
You attempt to infiltrate Dunik, but fail once again. Atleast they weren’t caught this time.
( -1 Diplo Power, -10 wealth )
Your mages tell you the magical gems are magical gems. What exactly did you want, again? (Magical gems are commonplace, and aren’t exceedingly special. They are mainly used for increasing power and constructing magic items, but only when you have a large source. Treat them as a trade good; the amount you got was just enough to make a buck.)
The artifact, on the other hand, is of considerable interest to your mages. They are unsure who originally created it, but they can gather that it is considerably powerful, and can see into distant lands. It can also increase the power and extend the range of an Astral mage, or another magic system’s equivalent of an astral mage.
( -10 wealth, -1 Admin Power, +Information [stone eye] )
You open a trade route with Serica, trading precious silver for pottery. Your merchants are glad to finally have an open trading partner.
( -1 Trade Route Slot [1 left], -1 Diplo Power, +166 econ [silver for pottery] )
The assassin training goes exceedingly well, and you are told that the three assassins should be ready to be deployed into the field…
( -1 Diplo Power, -10 wealth, +Assassin Skill [LVL 3] )
Your men were unfortunately unable to reach the large island you’d ordered them to colonize, and returned to the mainland empty-handed. Atleast nobody died.
( -1 Diplo Power, -5 wealth )
Many of your best and brightest leave the country to head to Narsis, and begin researching alongside the mages.
PS: You are aware that Salatia has sent missionaries into your land. It is not a hostile action, but could be considered such depending on your viewpoint.
( PS: I assume you’re just telling me what you told Quanah, cuz I’M not telling him )
You fail to convert any high-ranking nobles in Avezol, but your missionaries manage to convert a small percentage of the population residing in the countryside.
( +Religious Spread [Avezol], -1 Diplo Power, -10 wealth )
Serica welcomes your missionaries, though will hold you accountable for their actions. The missionaries are highly successful in their mission, and even manage to convert the mayor of Voskiyu, a large city. A small percentage of the population residing within the city have converted; a small church is even constructed.
( +Religious Spread [Salatia; Voskiyu], -1 Diplo Power, -10 wealth, +Converted Mayor [Voskiyu] )
Many eager young men fill the ranks of Radiv, eager to fight for their beliefs.
( +1000 Recruits, -2 Military Power, -10 wealth, -2300 resources, -1000 manpower [Upkeep: -2 income, -10 manpower, -46 resources)
The poor flock to your churches, filling many of them to the brim. The poor, sick, homeless, downtrodden...your churches are soon overflowing. You end up having to spend more than you expected to keep up the standard you set. They certainly tell their friends, though.
( -21 income [-9 to -30], +Religious Unity, -1 Admin Power )
A new agency run by Kriedar is established, named ‘Ut Mendacii’. Kriedar assures you that she will deal with any internal strife...she seems to be quite pleased with her new power.
( -2 Diplo Power, -30 wealth, -50 manpower, +50 Tricksters, +Agency [Ut Mendacii], -10 income [-5/Tricksters, -5Agency], -Unrest [Kriellus] )
Dint is pleased with the investment put into her church, and gets to work on creating a holy book. PS: the holy book will probably NEVER be finished, just use it when you want/need to. The more time/wealth put into it, the better/less contradictory it will be.
( -30 wealth, -Unrest [Dint], +Holy Book [unfinished] )
Segregating the church seating appeased the nobles, and they stopped their grumbling. This might cause trouble in the future, however…
( -1 Admin Power, -Unrest [upper class] )