So yeah
While I do love freeform duties, regarding your health and interpreting style of our many, many actions (given that you're playing with a 20+ playerbase--we need a system to account for everyone's action [nobody likes to be skipped! D:]).
What may we generally perform?
[ie Reform to the state...]
I'll describe the basics in order of which advisor you'd be asking.
Military:
I described the formation of an Army unit in the IC thread, and how it takes 3 turns from start to finish (Unless you think you can win with untrained farmers, or don't believe your people need to eat, or don't plan on having them leave your territory.)
Once an army is formed, their unit type will be presented.
There are three levels of units:
Peasant: Untrained, poorly equipped farmers and shop owners, these are a militia at best, and the forces you face when there is a rebellion.
Military: Trained troops with forged weapons and armor. These should form the bulk of your army, but it takes time and money.
Nobility: Each Noble House (Including your own!) has at least one unique unit available to it. These are your most powerful troops, but also the rarest, and you will have very few. Don't waste them!
There are also multiple classes of units, like Infantry, Archers, Cavalry, and possibly more. Some may only be available to certain levels.
For Navel Warfare, There are two types, "Boats" and "Ships". Boats can traverse rivers (water tiles where two opposite borders touch land) and coasts (water tiles when one border touches land). Ships can traverse Coasts and Oceans (No land borders)
Boats/Ships generally have no attack on their own, and instead rely on the units that occupy them.
Boats can hold 20 troops, and cost 5 gold per boat.
Ships can hold 100 troops, and cost 20 gold per ship.
When military forces enter hostile territory, the game shifts (for that area) to basically a turn-based affair that takes place within the single season, where the attacking general and defending general both post orders for how they want their forces to move through the area. This is before the armies actually meet and engage in battle. The goal is basically to try and reach more advantageous ground, flank your enemy, lay ambushes, and otherwise prepare in every way possible before the final confrontation. (Read up on Sun Tzu's Art of War, pretty much all factors of tactics are ripped straight from that, including morale, supplies, and everything. Even scouts and spies, which are important if you want to know where your enemy's forces are while maneuvering your own!)
Once battle is actually met, there are no rolls. It boils down to whichever general did the better job of commanding their armies into advantageous positions, aided by relevant traits and skills. Basically, the game runs on a 1 sided die in war. It's all about stacking up the bonuses.
Internal Affairs:
You don't need to worry about placing houses, ordering people to plant crops, or otherwise interfere with the lowly peasantry. They can take care of themselves.
You
do, however, need to worry about keeping you people happy.
Just about anything you do will irritate your populous, such as drafting soldiers, raising taxes, watching them get cut down by enemies, etc.
Your social policies will, at the start, resemble the typical feudal-age vassalage system that is considered typical of a fantasy setting.
You can change this, and I won't go over all the details of it, because that's why too much work for something that most people will likely ignore.
If you want to begin some massive construction project or whatever along those lines, just ask me for specifics and I'll indulge you as much as I can on details.
Foreign Affairs:
Foreign affairs involves dealing with the low-lifers that refuse to kiss your feet already.
Also know as other players.
In order to talk to players, you have to send runners.
In order to find out what other players are up to, you have to send spies.
Basically, you're going to be dealing with a large web of spies, emissaries, dignitaries, and other wretched individuals who will like get intercepted by other players spies, counter-spies, and wretched individuals before being thrown into dungeons.
The possibilities are nearly endless.
Intercept an enemy's message to declare peace, and replace the letter with one that insults the recipient's mother? You need only give the order.
Intentionally give a captured enemy spy mis-information and release them, knowing the enemy trusts them? You devious person, you.
Again, the possibilities are endless, and Sun Tzu himself devoted an entire chapter of the Art of War to discussing spies.
Economy:
Ah, money!
A lot of things require a fat lot of gold. You obtain gold through taxing the pants of your intrepid serfs.
You typically gain 1 gold per season for every 10 people that is accounted for in your kingdom.
Gold is used for equipping armies (to turn peasant soldiers into military ones), acquiring provisions for your army, building fortifications, paying your spies, you name it.
If you're strapped for cash, you can always raise the tax rate, or perhaps loot it from some poor sod.
I edited my action, adding certain things.
When we talk to our advisors, we get answers on the following season? (start of the next turn?)
No, I'll try to have them answer you within the same season.
They are in the same room as you, after all. I think ignoring someone's question for 3 months is reason for beheading in most territories.