Spoiler: Stewardship
Choose 1
[] Administrative Works: Contract administrators and other groups to handle most affairs giving you more time to handle other things. DC 10
Cost: 500
Time: 2 Years
Result: +2 Actions To all sections (Martial, Diplomacy, etc)
MORE ACTIONS!
[X] Centralization: Centralize all of the villages in the different dukedoms of your kingdom into single or multiple towns. DC 30
Cost: 100,000
Time: 5 Years
Result: Villages centralized into proper towns. New options. Cannot choose with decentralization.
Centralized
[] Dragon Hatcheries: The eggs of the dragons need to be kept in appropriate grounds and protected, for they are the future of the entire dragon race. DC 25
Cost: 120,000
Time: 5 Years
Result: Hatcheries built for all dragons, account of all dragon eggs, chance of dragon eggs being stolen or destroyed severely reduced.
[X] Dragon Orders: It is time to build the headquarters of the dragon orders. DC 15
Cost: 30,000
Time: 3 Years
Result: Headquarters of the dragon orders constructed and ready to be used.
Dragon Knights inbound (Our chaos warriors equivelent, aka elite infantry units)
[] Magical Schools; A proposal made by your mages, the creation of a magical school dedicated to teaching mages from all of the eight winds on how to use their powers, you would be lying if you don't really like the prospect of the idea. DC 20
Cost: 20,000
Time: 6 Years
Result: Magical Schools Created. New Options
[] Weaving Houses (Wallachia) - Creation of cloth is a necessary step if one has the clothing for winter, summer, and other seasons, merchants buy these cloths produced by the houses they sell them to populace and the cycle repeats. DC 30
Cost: 60,000
Expenses: 1,000
Time: 10 Years
Result: +80,000 Income
[] Weaving Houses (Northern Wallachia) - Creation of cloth is a necessary step if one has the clothing for winter, summer, and other seasons, merchants buy these cloths produced by the houses they sell them to populace and the cycle repeats. DC 15
Cost: 30,000
Expenses: 500
Time: 5 Years
Result: +40,000 Income
[] Weaving Houses (Southern Wallachia) - Creation of cloth is a necessary step if one has the clothing for winter, summer, and other seasons, merchants buy these cloths produced by the houses they sell them to populace and the cycle repeats. DC 15
Cost: 30,000
Expenses: 500
Time: 5 Years
Result: +40,000 Income
[] Farms (Wallachia) - While there are many farms in Wallachia those are all in poor conditions, introducing your more modern methods of farming will surely increase how much food is harvested. DC 35
Cost: 40,500
Time: 14 Years
Result: +400,000 Income; +800,000 Food
[] Farms (Northern Wallachia) - While there are many farms in Wallachia those are all in poor conditions, introducing your more modern methods of farming will surely increase how much food is harvested. DC 15
Cost: 20,500
Time: 9 Years
Result: +200,000 Income; +400,000 Food
[] The Future of War Part 1: Factories will be needed, their purpose to sorely create the supplies needed to use your new weapons and the weapons themselves. DC 25
Cost: 800
Expenses: 250
Times: 5 Years
Result: The Future of War Part 2 Unlocked
[] Mines (Wallachia) - There are many mines spread out in Wallachia but all of them are in poor conditions, both for a workplace and how to get said minerals, implementing your form of mining will certainly increase not only your popularity amongst the miners as well as the amount of minerals gained. DC 80
Cost; 600,000 Gold
Time: 10 Years
Result: +800,000 Income
[] Mines (Northern Wallachia) - There are many mines spread out in Wallachia but all of them are in poor conditions, both for a workplace and how to get said minerals, implementing your form of mining will certainly increase not only your popularity amongst the miners as well as the amount of minerals gained. DC 40
Cost: 300,000
Time: 5 Years
Result: +300,000 Income
[] Mines (Southern Wallachia) - There are many mines spread out in Wallachia but all of them are in poor conditions, both for a workplace and how to get said minerals, implementing your form of mining will certainly increase not only your popularity amongst the miners as well as the amount of minerals gained. DC 40
Cost: 300,000
Time: 5 Years
Result: +300,000 Income
[] Expand Mines (Mousilion) - Expanding both the gold and iron mines (hopefully without any accidents this time) will increase the amount of gold you get per year, while also allowing other things if the people of the engineering team are anything to go by. DC 23
Cost: 890
Time: 5 Years
Result: +1,200 income. New options
[] Clothier (Mousilion) - Clothes are necessary for the day to day living as well for surviving, warm clothes for winter are needed if you don't want to freeze to death after all. DC 15
Cost: 1,500
Time: 2 Years
Result: +500 Income
[] Cattle Pens (Wallachia) - Larger cattle farms have more land and better, more permanent, housing for the animals they keep. DC 10
Cost: 10,000 Gold
Time: 8 Years
Result: +20,000 Income, +80% For Human Pop Growth.
[] Cattle Pens (Southern Wallachia) - Larger cattle farms have more land and better, more permanent, housing for the animals they keep. DC 5
Cost: 5,000
Time: 4 Years
Result: +10,000 Income, +40% For Human Pop Growth
[] Hunting Camps (Wallachia) - Wallachia has many different animals present in it, their furs can be used for trade while the meat can be used for consumption. DC 20
Cost: 10,000
Time: 8 Years
Result: +2,000 Income, +10% to human population growth
[] Hunting Camps (Northern Wallachia) - Wallachia has many different animals present in it, their furs can be used for trade while the meat can be used for consumption. DC 10
Cost: 5,000
Time: 4 Years
Result: +1,000 Income; +5% To Human Population Growth
[] Hunting Camps (Southern Wallachia) - Wallachia has many different animals present in it, their furs can be used for trade while the meat can be used for consumption. DC 10
Cost: 5,000
Time: 4 Years
Result: +1,000 Income; +5% To Human Population Growth
[] Stone Cutters: Marble is a construction resource mainly used for construction of great buildings, while you do not have such projects in mind yet, it doesn't bother to be prepared, and many nations like marble themselves. DC 20
Cost: 1,000
Time: 3 Years
Result: New Options.
[] Cinnabar Mining Pits: Everyone likes colorful clothes after all, it is a great industry found all over the world. DC 20
Cost: 2,000
Time: 4 Years
Result: +2,000 Income
[] Vineyards: The wineries of Wallachia are famed for the wine they produce said to be the best in the whole world, but the wineries are way backwards in their approach of wine making, adding a more modern approach will certainly make so that production rises. DC 30
Cost: 3,000
Time: 5 Years
Result: +5,000 Income
[] Woodsman Huts: There are many forests in Wallachia, the wood they give is necessary for the construction or manufacture of many different objects and materials. DC 20
Cost: 35,000
Time: 7 Years
Result: +9,000 Income
[] Armorsmiths: Smiths with the sole purpose of creating high-end military armor such as plate and half plate. DC 35
Cost: 350
Expenses: 230
Time: 1 Year
Result: Unlocks higher-end armor production such as half-plate and full plate armor.
[] Weaponsmiths: Smiths with the sole purpose of creating weapons of war of high quality. DC 34
Cost: 340
Expenses: 220
Time: 1 Year
Result: Unlocks the production of higher-quality weapons.
[] Build Naval Infrastructure: Naval dockyards and harbors will be necessary for future actions involving the ocean, such as sea trade, the harbors and dockyards of Wallachia can be improved. DC 25
Cost: 10,000
Expenses: 200
Time: 4 Years
Result: Naval Infrastructure build. New options.