ActionsDespite significant investment, your scientists and mages fail to come up with a better way of expanding the forest.
( -25 wealth, -1 Admin Power )
Construction on an infirmary is finished.
( +Infirmary, -20 wealth, -500 resources, -1 Admin Power )
The animals sent to scout out the forest find a huge valley filled with strange herbs. Upon further testing, it is revealed that they have regenerative properties.
PS: Feel free to experiment further and/or come up with a name for the herb.
( -20 wealth, -1 Admin Power, +Herb (regenerative)
During the first of many speeches aimed at enforcing the protection of your nation, a massive explosion rocks the fairground. A mage of immense power slays your guards and approaches you. He snaps his fingers, and you can feel a burning sensation...the last sensation you ever feel. You can see him receding from your view as the life goes out of your eyes.
Shiranui has been assassinated. A new leader will have to take the throne...[/i]
( -Shiranui, -1 Admin Power, -15 wealth, -Stability )
With the death of Shiranui, all plans for military expansion were thrown off balance. The country is unstable, and no one joins the military.
A payment of 150 wealth arrives from Avezol.
( +150 wealth )
The bulk of your army moves to the border, and is ready to march on your command.
( -1 Military Power, 12500 Border, 1000 Large Island, 2000 Mirevia, 4500 cities, 1500 SK 1 [training camp] )
Construction on a military academy begins; a major engineering failure sets you back, but you should be able to make up for the architect’s mistake. You will have to draw upon your country’s educated military officers once the academy is finished.
( -50 wealth, -1500 resources, -1 Admin Power, +Partially Constructed Military Academy )
You successfully set up a military training camp, and station your recruits and several skilled officers there. You staff it with the most veteran soldiers you can get your hands on, and send one of your most trusted men to take charge of the camp.
( -25 wealth, -300 resources, -3 Military Power, +Training Camp )
Despite continued efforts, your spy-hunters simply will not learn. You decide to station them throughout the country anyway; they are not top-notch, but they are certainly skilled.
( -1 Military Power, -15 wealth )
Your police force is expanded by five hundred strong young men.
( +500 Police Recruits, -500 Manpower, -5 wealth, -1 Military Power, -3 income/turn )
You scour the country for resources and items of magical significance. The search was deemed a failure, until news spread from the north regarding a soldier.
The soldier, named Rowan Dumont, has raided the tower of a feared dark knight with a band of soldiers. Though many were slayed, the dark knight was vanquished and a powerful magic sword was recovered.
( +Rowan Dumont, +Magic Sword (properties unknown), +5 Public Order, +30 wealth, -1 Admin Power )
Construction on the road system is completed.
( -1 Admin Power, -75 wealth, -1500 resources, +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, -60 wealth, -500 resources, +Agriculture LVL 1 )
Attempts to place more spies in Avezol is a failure, but atleast they are not caught by the country’s authorities.
( -2 Diplo Power, -10 wealth )
Your court is not fully convinced of your ideas for the direction of the country; additional “encouragement” will be required to introduce discipline as a national idea.
( -2 Military Power )
The military is redeployed, the border with Istania holding most of your troops.
( -1 Military Power )
Fur coats are distributed among your troops stationed on the border. This will certainly help prevent attrition among your soldiers.
( +Supply Limit, -Attrition [most effective when mobilized/on campaign] )
The spies sent to rouse up trouble among the lower classes succeed in creating anti-religious sentiment in several pockets of the lower classes.
( -1 Diplo Power, -10 wealth )
You are unable to contact any major bandit groups, but near the end of the season your spies discover the headquarters of The Syndicate in Istanaia; an international, underground organization geared toward filling the pockets of its members. They could prove a potentially useful ally against the Istanian state.
( -1 Diplo Power, -5 wealth )
Spies sent to infiltrate the New Moon send back word, informing you that they’ve discovered its purpose and managed to infiltrate it with three spies. The organization is a spy agency.
( -2 Diplo Power, -15 wealth, +3 Spies [New Moon Agents] )
One spy has managed to infiltrate the command structure, and, using his extensive skills, manages to climb the ranks to the office of Captain.
( -1 Diplo Power, -10 wealth, +1 Spy [Istanian Captain] )
Your spies, however, fail to spread much dissent among Istania’s populace.
( -1 Diplo Power, -5 wealth )
Your agents go to work, brutally working to ensure all Istanians are out of the country. Though their tactics are largely successful, many doubt that the immigrants being turned in are actually spies...unrest rises sharply in the cities, with the exception of the capital.
( +Unrest [human], -1 Diplo Power, -25 wealth, -Immigrants [Istanian] )
You manage to infiltrate several the circles of several dissident groups and organizations. You discover that there is talk of revolution among the lower orders, and that two of the largest reasons for their organizing is lack of religious freedom and what is essentially feudalism: they’re tired of being treated like serfs.
( -1 Diplo Power, -20 wealth, +Infiltrated [dissidents] )
Several dissident leaders agree to meet with you, several don’t. They voice their concerns to you (largely what you saw last action) and assure you that they never had any allegiance toward Istania or their beliefs. They promise to do their best to cool the populace if you do your best to make the nation more fair. (NOTE: They are not asking for a complete equalization of the country; they are essentially asking for “Emancipation”, allowing humans freedom, but not necessarily equality. Complete equality is obviously their long term goal, however.
( -1 Admin Power, -10 wealth )
Despite large investment into prospecting missions, no resources are discovered.
( -1 Admin Power, -25 wealth )
Construction on the university is finished, and the country scoured for bright minds to staff the building.
( -2 Admin Power, -1 Diplo Power, -1 Military Power, -60 wealth, -1250 resources [discount: marble], +University )
You fail to find any spies present within your country.
( -1 Diplo Power, -5 wealth )
The city states that it will be willing to join Narsus if it maintains its sovereignty as an independent city but recognizes Narsus’ lordship over the surrounding islands. It also states that it will, as an island that is mostly religiously atheist at the current time, maintain its atheistic doctrine. The mayor of the island awaits your acceptance/counter-offer.
( -1 Diplo Power, -5 wealth )
You begin construction on a road network; they are not yet finished, but development is heavily under way. The nature gems are applied to the project to decrease the cost and increase the speed.
( -2 Admin Power, -65 wealth [discount], -1350 resources [discount], +Partially Constructed Roads, -Nature Gems [this turn] )
Three new elamentaships are constructed by the end of the season, and the two you already have are stationed in coastal cities; the escorts they provide are appreciated, but doesn’t really accomplish too much.
( -45 wealth, -1500 resources, -75 Manpower, -1 Military Power, Upkeep: [-30 resources, -3 income, -1 Manpower], +3 Elementaships )
Colonization efforts go well, and you claim several of the smaller islands in the name of Narsis; private groups set up three small settlements, each with about a hundred settlers.
( -1 Diplo Power, -30 wealth, +Land )
The discussion between the leaders, generals, and mages generally devolves into arguments over which branch of the military should receive the most attention from the government. Though several good ideas are thrown out and implemented, it won’t do much to increase the effectivity of your military; they are just ideas.
( -1 Military Power, -10 wealth )
The military is successful reformed, with the majority of the Light Infantry acting as Novis Servants. The rest are trained as scouts, which will give your military decent intelligence.
( +6525 Novis Servants [will stay in military pool - 45% of your units are these], -2 Military Power, -25 wealth )
Your embassies simply do not have enough reach to convert many people in the countries in which they are present.
( -1 Diplo Power, -5 wealth )
Trade begins with Istania, boosting economic prosperity within both countries. Your trade advisors change the plans to ship gold to Istania, as that is what they are shipping to you. You instead ship silver to Istania in exchange for gold, and gold to Rantessa in exchange for pepper.
( -1 Trade Route Slot [-1 left], -1 Diplo Power/turn, +1 econ [Rantessan trade route], +168 econ [trade route], -Gold [trade route; Rantessa], Silver → [trade route; Istania] )
Istania constructs an embassy in your capital.
( +Istanian Embassy )
In response to a speech given by your glorious Empress proposing the idea of adopting a more tolerant stance in the nation as a whole, religious extremists attack the Palace. The Empress is wounded when a hostile mage annihilates her bedchamber, but she was fortunately saved thanks to the timely actions of her bodyguard (many suggest he is celebrated as a hero). Despite a thorough investigation, the extremists could not be found. The introduction of tolerance as a national idea was a failure.
( -2 Diplo Power, -20 wealth )
In the chaos that followed the initial attack on the Palace, your magistrates were unable to keep track of the religions of the citizenry - the people were too afraid of religious extremists to openly declare their beliefs.
( -1 Admin Power, -10 wealth )
Despite his loyalty to the Empress and the Empire, Radama vei Ui-Valona refuses offers to act as the Empress’ advisor, stating that his place is in the Academy.
( -1 Admin Power, -5 wealth )
The Imperial Inspectors successfully rooted out several hotbeds of corruption, primarily led by a higher-ranking Magistrate. He is imprisoned, to be dealt with as the Empress pleased. The Inspectors also bring in several merchants hired by the Magistrate to sabotage your earlier attempts. Their assets are seized and public order increases; economic potential drops slightly do to the loss of such large businessesmen.
( -1 Diplo Power, +25 wealth, -Corruption, +3 Public Order, +Experience [Inspectors], -20 econ )
Unfortunately, midway through his research, Magister Rauvenn vei Tul-Khien died of natural causes, his secret research lost.
( -1 Military Power, -5 wealth )
After a call to arms from the Empress herself, the young men of the country crowded the recruitment centers! Thousands signed up to be part of the Empire’s sword arm.
( -2 Military Power, +2000 Soldiers [SK 1], -2000 Manpower, -5000 Resources, -20 wealth. Upkeep: [-4 income, -40 manpower, -100 resources] )
The bandits were largely dispersed by the military force sent into Hanhai. Though there are undoubtedly still rowdy elements in the foothills, they’ll provide little trouble to your operations in the region.
( -2 Military Power, -Bandit Presence [Hanhai] )
Note: you are made aware of attempts by Salatia to sabotage your efforts to spread religion in Avezol.
The season’s supply of stone and lumber that you had believed was being used to improve the well-being of the country was in fact not being used to do so, and has actually gone missing. Corruption is suspected.
( -1 Admin Power, -5 wealth )
No new strategic resources are discovered within your borders.
( -1 Admin Power, -25 wealth )
Attempts to introduce the Idea of Social Equality to the nation as a whole are unsuccessful, largely due to opposition by the upper classes and those with something to gain from keeping things unequal.
( -2 Diplo Power )
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 [-9 income] )
Research is focused on agricultural efficiency (PS: please only choose one thing to focus research on, thanks).
( +Research Focus [agriculture], -9 income )
Unfortunately, Rakdar has completely shut down the borders with you. Almost all missionaries who were already inside Rakdar come back; only a handful still have their heads.
( -1 Diplo Power, -10 wealth )
A welfare program is established, geared toward helping the poor and downtrodden within the country. Public order rises within the country, and unrest among the masses drops.
( -2 Diplo Power, -1 Admin Power, -30 wealth, -250 resources, +Welfare Program LVL 1 [-9 income], +1 Public Order/Turn, -Unrest[lower classes] )
Domestic industry is funded by the central government, increasing the economic prosperity of the country as a whole.
( -1 Admin Power, -30 wealth, +50 Econ Size )
The New Moon is expanded and trained, creating a solid corps of experienced agents. You could not use them to spy on Rakdar this season, as you were busy training them.
( +50 Agents [New Moon], +Experience [Moonlit Agents], -1 Diplo Power, -25 wealth )
The Full Moon, an agency geared toward counter-espionage, is established in the Capital. Forty promising young men sign up to become Lunar Guard.
( -1 Admin Power, -1 Diplo Power, -30 wealth, -40 manpower, +40 Lunar Guard, +Agency [Full Moon], -7 income [-2/Agents, -5Agency] )
Six thousand troops move to the border with Rakdar, ready to march on the enemy if given the order. Rakdaran troop movements can be spotted across the border.
( -1 Military Power, -5 wealth, 6000 Troops at Border )
At this point, your propaganda against Rakdar seems to be exactly that: propaganda. You fail to either distract the lower classes or build up hatred toward the elves any further.
( -1 Admin Power, -10 wealth )
Although the majority of your stone and lumber has vanished [see: earlier in turn], you still manage to build a couple forts across the border with Rakdar. Though not entirely extensive, it should provide atleast some defense incase the elves invade.
( -2 Military Power, -50 wealth, -1000 resources, +Defenses LVL 1 [Rakdar Border] )
Many missionaries flood into Avezol, spreading the word of the Mother. They clash (non-violently, of course) with missionaries from Salatia, but seem to get the upper hand in their conversions.
( -2 Diplo Power, -30 wealth, +Religious Spread [Avezol] )
A trade route is established with Serica; gold flows into Serica, and silver flows into Istania.
( -1 Trade Route Slot [1 left], +168 econ [trade route], -Gold [trade route; Serica] )
Embassies are established in all nations except for Rakdar and Narsis.
( -70 wealth, -700 resources, +Embassy [Serica, Istania, Salatia, Narsis, Avezol, Rantessa, Xerithania] )
Note: both Istanian and Salatian missionaries have been flocking into your land. You are made aware of attempts by Salatian spies to sabotage Istania’s missionaries.
At significant expense due to the necessity of keeping the agency under wraps, the steel ministry is expanded into a functioning agency. The staff from the previously underfunded program are recruited into the reformed steel agency.
( -1 Diplo Power, -1 Admin Power, -50 wealth, -50 manpower, +small agency [Steel Ministry], +50 Ministers, -8 income )
150 wealth is transferred to Dunik
( -150 wealth )
Your astral mages fail to locate any spies in your court.
( -1 Diplo Power, -10 wealth )
A ship carrying one of your court’s astral mages goes missing while searching for the missing slave fleet. Concern rises among the nobility.
( -1 Diplo Power, -20 wealth, +Unrest [upper class] )
A large university is swiftly constructed and staffed at great expense.
( -100 wealth, -2500 resources, -2 Admin Power [ -1 Admin Power, -2 Military Power], -1 Diplo Power, -1 Military Power, +University )
One of your astral mages discovers what he believes to be a spy attempting to infiltrate your country from Dunik, but by the time he’s locked on, the spy has already left. It appears he failed to even get into your country.
( -1 Diplo Power, -10 wealth )
You discover a man possessing many eloquent words speaking in the marketplace, and bring him before the Court. He impresses them with his rhetoric, and is hired as your advisor.
( +Advisor [diplomat], -1 Admin Power [-2 Military Power], -15 wealth, +1 Diplo Power/Turn )
Though there are many astral mages within your court, there are very few blood mages; certainly none that meet your criteria.
( -1 Diplo Power, -5 wealth )
The islands are colonized by small groups of workers, but the settlements are small and reliant upon the State.
( -1 Diplo Power, -15 wealth, -200 manpower, +Settlements [islands] )
Ten thousand soldiers amass on the border with Dunik. Thanks to the small border you two share, there is little no chance that you will not spot an invasion force.
( -1 Military Power, -5 wealth 10,000 Soldiers [Border, Dunik] )
The abundance of unused fish is spread throughout your churches, helping to feed the poor and hungry who flock to your churches.
( -Fish [in use], +10 income [-30 → -20] )
You manage to successfully reform the church system, much to the complaints of adherents of the old ways.
( -2 Diplo Power, -1 Admin Power, -25 wealth, +Church Reform )
You fail to convert any new officials in Serica, but last that you heard there was a new church in Voskiyu.
( -1 Diplo Power, -25 wealth, +Religious Spread [Serica] )
Many missionaries flood into Avezol, spreading the faith. They encounter many missionaries from Istania, and attempt to discredit them...but do not manage to do so. The Istanian missionaries seem to be more successful than your missionaries.
( -2 Diplo Power, -30 wealth, +Religious Spread [Avezol] )
A thousand young men join the Church of Radiv. Meanwhile, the soldiers you recruited last season are trained.
( -2 Military Power, +Skill [Soldiers], +1000 Soldiers [SK 1], -1000 Manpower, -2300 Resources, -10 wealth, Upkeep: [-2 income, -20 manpower, -46 resources] )
The tricksters’ training goes exceedingly well, and are soon some of the most sneaky, fast-talking, unflinching men in the nation.
( -1 Diplo Power, -10 wealth, +Experience [Tricksters, → LVL 3] )
You put the poor to work, helping to improve the nation and take on jobs from the government. Many have even offered to join the Church of Radiv: this will surely increase your manpower. The salt is working wonders as an incentive.
( -2 Admin Power, -5 wealth, +5 income [-20 → -15], +Manpower [+20%], -Cost [Government Projects], -Salt [in use] )
The land is scoured for exemplary writers, and one is found...a Great Writer steps forward to participate in the project. Perhaps afterwards, he could even be hired as an advisor…
( -1 Admin Power, -15 wealth, +Possible Advisor [Writer], -10 income )
Despite your border patrols, no missionaries from Istania are discovered.
( -1 Military Power, -5 wealth )
The Tricksters sent to sabotage the efforts of Istanian missionaries in Avezol fail; even worse, both Istania and Avezol are made aware of your actions!
( -1 Diplo Power, -10 wealth )
You successfuly introduce the idea of Religious Fervor and its importance to the nation. It will require an initial investment of 20 Diplo Power, and it will drain 2 Diplo 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 Fervor as a National Idea, and it will drain 1 Diplo per turn while active. If inactive for over two years, you will lose it as a National Idea.
( +Possible National Idea [Fervor], -2 Diplo Power )