Martial +14, 900 Gold
[ ] Hans, Get the Flamethrower: The flame projectors proved to be one of the most important assets of the Winter War, being the only viable method of destroying the shadow-beasts, and serving as excellent counters to the abominations. Now that the Troll-Busters' contract has expired, it's probably a good idea to build a few more of these devices for yourself. Cost: 400. Time: One Year. Reward: +4 Static Flame Projectors
[ ] Army Artillery: The cannons have proven their effectiveness on the battlefield, and now that you have the foundries up and running, it's time to start cranking out some more of these explosive artillery pieces. Cost: 500. Time: One Year. Reward: +10 Cannons added to army
Diplomacy +18 600 Gold
[ ] Ministry of Foreign Affairs: Even with only two other nations to worry about, Elva and her staff are swamped. They simply don't have the resources they need to do everything that needs to be done. Only one way to fix this: Reorganize the existing diplomatic staff, hire on new prospective diplomats, and construct a dedicated building to act as a headquarters for the new government office. Expensive, yes, but necessary to coordinate matters of international relations. Cost: 600. Time: One Year. Reward: Ministry of Foreign Affairs Created, Additional Diplomacy Action Unlocked.
Stewardship +15 1300 Gold
[ ] Imperial Irrigation Program: The weather can be a fickle thing. If enough rain fails to fall, there goes a farmer's crop. Irrigation networks can fix this, but having every farmer build their own irrigation system is...messy, not to mention inefficient. A government funded public works program could bring a reliable source of water to farms across the Empire. This will of course be an expensive and time consuming program, but the benefits will be worth it. Cost: 800. Time: Two Years. Reward: Standardized Irrigation, Significantly Increased Farming Income.
[ ] Mine Carts: Carrying loads of ore out of mines and to smelters is difficult, slow-going work. A few of the larger mines in your Empire have come up with a solution involving the use of carts that run along wood or metal tracks, pushed by workers or pulled through the use of pulley systems. Prior to the construction of Genevieve's blast furnaces, such arrangements were too expensive to be widely implemented across the Empire, but now that a glut of cheap iron and steel is available, Imperial subsidies can make such systems a standard piece of mining equipment as common as pickaxes and shovels. Cost: 500. Time: One Year. Reward: Mine Carts Installed at all Imperial Mines, Increased Mining Income.
Learning +18 700 Gold
[ ] Machine Tools: Blacksmiths and other artisans of metal are vital to your realm's economy and technical advancement, but as demand for shaped metal products has begun to grow they have become a bottleneck, straining to keep pace with demand. Both Archimedes and Genevieve say they have some ideas to resolve this problem through the introduction of new tools meant to make the precision working of metal easier. Developing, producing and distributing these devices will be expensive, to say nothing of the time and effort that will have to be expended training Gryphons and Dogs in their use, but it is necessary of your Empire is to advance technologically in your lifetime. Cost: 500. Time: Two Years. Reward: Machine Tools Invented and Distributed, Slight Increase to Tax Income, New Actions Unlocked.
[ ] Intro to Thaumatology: From the Yak Shamans' abilities to see into the future to the Qilin's fire-bending and the Illusions of the Kitsune and Tanuki, magic has has become a much more easily accessible school of study. Of course, your people lack any magical abilities of their own...but that doesn't mean you can't understand the theory and natural laws surrounding the phenomenon. Cost: 200. Time: One Year. Reward: Gain basic understanding of Magical Laws and Phenomenon, Additional Actions Unlocked.
Intrigue +13 400 Gold
[ ] Captain Karl Kaboom's Explosive Adventures: The sabotage against your Southern enemy went well. So well there's almost nothing left to sabotage. Almost. At some point you're going to have to assault the Shadow King's fortress, and when you do it's going to be a hard fight. Perhaps you can make things easier for yourself by planting some explosives under and around your enemy's defenses in advance? You think you know the right person for the job. Cost: 400. Time: One Year. Reward: Explosives pre-planted on and under Crystal Empire defenses, to be triggered during attack. Chance of Success: 30%
43%
Personal 500 Gold
[ ] Overtime: Your advisors can only do so much, and sometimes that's just not enough. If it's truly necessary, you can sacrifice some of your otherwise free time to carry out an additional action from another category, provided said action has a duration of only one year. The costs and chances of success for that action remain the same.
-[ ] Shiny and Black: The Orichalcum has been smelted, now it's time to see what it can do. Have Archimedes put the dark metal through every test he can think up and record the results. With any luck, this stuff will have more interesting qualities than being really hard to break or melt. And if not...well, it's already better at that than steel. Cost: 100. Time: One Year. Reward: Orichalcum Qualities Revealed.
[ ] Overtime: Your advisors can only do so much, and sometimes that's just not enough. If it's truly necessary, you can sacrifice some of your otherwise free time to carry out an additional action from another category, provided said action has a duration of only one year. The costs and chances of success for that action remain the same.
-[ ] Big Sticks: The mobile Ballistae proved instrumental in your victory at the Battle of Wingbardy. Clearly they are a valuable battlefield asset. Build a few more. Cost: 400. Time: One Year. Reward: +10 mobile Ballistae added to army.