[X][Wang Family] Execute the head of household and leave the rest of the family penniless stripped of their titles. (Fair Justice, everyone agrees this was reasonable and expected)
[X][Master] Ling Fe
[X][Life Failure] Dark Affinity 20
Yufei ordered the execution of the Wang patriarch and left the rest penniless and living off the streets. It would be a rough life for those used to nobility but they abused his family's trust and that was reason enough for the punishment.
Master Ling Fe would be a boon economically and economic growth was the most important duty of a Fief Lord after the safety of the fief.
Ultimately, the failure of his attempt to cultivate Life Affinity was a problem. The twisted, dark aspects of his soul had boiled to the surface. It took an effort of will now to keep such things under control, knowing any obvious change in behavior would be a death sentence at the hands of the Emperor's justice. There would be a trial, of course, but the verdict was certain to be guilty if Yufei's knew affinity was discovered.
Yufei had some concern about a lack of intelligence on the region. The idea he was operating blind did not appeal.
Tutorial Turns End
This is the last tutorial turn. Afterwards, negative events and other issues will begin to crop up. This will lengthen turns (in terms of posts) as each event is probably going to be its own post and you can have 1-3 of those a turn.
Growth
Tax Revenue decreased from 11,000 Imperials to 8,475 Imperials. (Economic Growth: 22.5%)
The Tax Base had grown to 13,475 Imperials. A 5000 penalty is applied due to stimulus measures.
As one of the few provinces actually growing in the region, you experience above average population growth. +750 Pop
It has become clear the neighbors are stagnating under the weight of their obligations. An advantage Yufei needs to exploit if he is to survive the coming civil war with his head attached to his body.
You also have stockpiled most of the spirit stones you've collected as well built up an impressive reserve of Imperials. Perhaps you should go shopping?
Reserves
21,000 Imperials
2 Energy Cycling Spirit Stone Unit
2 Core Formation Spirit Stone Unit
2 Ascendant Spirit Stone Unit
Strategic Decisions
Diplomacy: +25
[] Meet with a Neighbor
--- [] Which Neighbor?
Come to understand their needs, their concerns, and a way to make a positive relationship moving forward.
[] Trade Negotiations
You have a valuable resource in Ascendant Soul spirit stones. 30,000 Imperials a year can buy alot. Find stuff to buy and negotiate the exchange. Treasures, rare alchemy ingredients, whatever you want is possible with such a resource.
[] Town Hall
Meet with the people. Find out their concerns, their needs, and so forth.
Martial: +15
[] Increase Household Troops
Exact increase depends on roll but ranges from 1 to 100% increase in Household Troops. Cost is 10 Imperials/Turn/Troop.
[] Establish Mage-Knight Sect
Mage-Knight is a valuable secret technique and one that can be taught to cultivators to build a following. This reduces your personal actions by 1 per turn for 5 turns while you train people. Once that payment is complete, the cycle becomes self-sustaining. In return, you gain a source of combat trained cultivators in your fief that are nominally loyal to you.
Stewardship: +25
[] Establish Beast Ranch (Step 1)
This is a 3 step process to establish a Beast Ranch and the related supply chain to produce Bondable Beasts. Without Beast Taming skills, this activity is substantially less effective as you can be swindled on the price of beasts and labor.
+20% Economic Growth (With Beast Taming Skills); Easy access to beasts to bond. +3 Foundation Establishment Beasts / Turn worth 2,000 Imperials each go into your coffers. Does not upgrade with you but will grow the number of beasts per time.
[] Establish Spirit Grain Farms (Step 1)
This is a 3 step process to establish a series of Spirit Grain Farms to supply you with foodstuffs that speed up cultivation by 10%. Without farming skills, this activity is substantially less effective as you can be swindled on the price of seed and labor.
+20% Economic Growth (with Farming Skills); +10% Cultivation Speed w/o Corruption; +6,000 Imperials of spirit grain a turn. Revenue grows as time passes.
[] Financial Stimulus
Lower taxes on the poor, increase subsidies to the poor. They are going to spend that money buying essentials of life and more spending speeds up economic growth.
Can only be taken once.
Reduces Imperials income by 5000.
Improve economic conditions 1 step. (-75% -> -65% Reduced Economic Growth)
[] Raise Taxes
The opposite of stimulus, if you need more cash and need it now? This is the way.
Can only be taken once.
Increases Imperials income by 5000.
Worses economic conditions 1 step. (-75% -> -85% Reduced Economic Growth)
[] Commission Treasures & Talismans
---[] Write in what you want to commission. 70% of normal price. Limited to 1 Major Treasure (+9), 3 Treasures (+3 each) or 9 Talismans (+8 each but one use).
You now possess a proper Artifice Hall run by 3 Master Artificers, one of who is a local legend.
Intrigue: +15
[] Spy on Neighbor
--- [] Which Neighbor?
Find out the target's secrets if they are easily accessible. Discover information about them as if you met with them. Chance of annoying them with your spies.
[] Establish Spy Network
Gain access to a 4 item Rumor Mill.
[] Spy on your People
Find out what makes the locals tick. Their questions, their concerns. Ferrets out secrets at the risk of offending people.
Learning: +25
[] Create Technique (Genius Unlock)
--- [] Write in what you want and how many successful actions you want it to cost. Effectiveness will be determined by quantity of actions and the rolls. You will not know ahead of time what the results will be as this is basically random technique R&D with some guidance.
[] Acquire Technique
--- [] Write in what you are looking to buy. These will not be secret techniques but even "common" techniques are expensive to gain and to filter through all the subpar stuff.
5000 Imperials is the rough cost expectation here.
[] Study the Wilds
Reduces the risks and increases the rewards of the next Adventure! attempt. Provides a +30 to the roll, basically.
Also uncovers a random piece of information about the Wilds unrelated to the roll bonus.
Personal Actions
[] Cultivate: Gain +11 Power (110% Cultivation Speed)
--- [] Use Foundation Establishment Spirit Stone Supply for +30% Cultivation Speed (+3 Power)
--- [] Use Common Grade Pill for +10 to Cultivation Roll for 5% Corruption
[] Purification Ritual: Reduce Corruption by 10%
[] Produce High Quality Pills (Produces 5 pills, 1 consumed per action, 0% Corruption)
---[] Write in what you want to boost. +5 to any Strategic Area. +10 if limited to a specific activity (i.e. Cultivation or Personal Combat) within that area.
[] Produce High Quality Breakthrough Pill (Produces 1 pill for Core Formation Breakthrough)
Cost: 5000 Imperials in supplies.
Result: 10% increased Breakthrough Bonuses (i.e. You go from +200% to +210% for core formation, rounded up)
[] Adventure!
Go into the wilds and see what you get. Ranges from technique manuals to ancient treasures. If bad result, lose all other personal actions that turn while you recover.
[] Go Shopping!
Find and purchase valuable item(s) with your supply of Imperials. Also, allows you to sell your Spirit Stone production which is more valuable than your tax income.
[] Quest: Improve Affinity by 20%
---[] Soul (2/5)
---[] Fire (1/5)
---[] Write in which Element
[] Quest: Gain Artifice Skills
[] Quest: Gain Beast Taming Skills
[] Quest: Gain Farming Skills
[] Quest: Gain Horticulture Secret Technique (Boosts economy due to increased spirit herb production)
[] Quest: Write In