With the Conquest of Constantinople on the horizon, the only hope for Byzantium may be beyond the Pillars of Heracles and into the uncharted West - even if it means leaving the known world behind.
We're back - lessons have been learned from the original quest. This improvement has a mechanical accounting of population, a more robust estate system, new army mechanics, new technology mechanics, and new expansion mechanics. That's a lot of mechanics. It has been completely divorced from the game engine and allows tweaks in real-time. The update style will also have changed somewhat, integrating the usual quest narrative with historical looks back from the present day - one much changed by events under your control. Hopefully this will create a more engaging story, rather than one that compresses itself to only your viewpoint.
The year is 1444. The last hope of the Romans has been crushed. The hated Turks of the House of Osman have won a great victory at Varna over the combined Christian forces of Hungary and Wallachia. The King of Hungary is dead, and with that the main opposition to Ottoman expansion has been left to a four year-old child. The crowns of Hungary and Poland have once again been severed from each other with his demise - the hope of the Turks being pushed from the Balkans has come to naught. Their hungry eyes shall soon turn once again to the shattered remains of Byzantium.
What of that empire, that great state that once stretched from one end of the Mediterranean to the other? The disaster at Manzikert had begun her decline, but the deathblow of the treacherous crusaders in 1204 made current events all but certain. The loss of the Aegean islands, the fracturing of the Empire that only ended with the entry of Michael Palaiologos into the recaptured Constantinople in 1261 - these were blows which rendered Byzantium unable to resist the ascension of the Ottoman Turks. Now what remained? Lip service from the Morea and Athenians, who lack independence only because of their lack of interest. Thrace controlled by the Turks, their domain visible from the very walls of Constantinople! The great city herself, once envy of all the world, now plays host to vast fields within the curtain of the Theodosian fortifications. The Emperor of the Hellenes, once master of the world, now master of fewer souls than minor duchies in the West.
This and more weighs on your mind. You are Ioannes VIII Palaiologos, and you can feel in your bones that should you live another decade you will be called the Last Emperor of the Romans. You and your brother Konstantinos, who will God-willing be Emperor after you, have searched for some means by which to survive the coming storm. The present offers no hope of deliverance - the coffers of the Empire are nearly empty. You cannot raise mercenaries enough to defeat an assault on Constantinople, let alone drive the Turks from Hellas itself. The Imperial Library is ransacked on your order, ancient tomes opened and scrolls unwound from their cases. You seek the experience of ancient generals, the ingenuity of natural philosophers, the wisdom of past emperors. The last you find in the most unexpected place - a small hidden cache, containing among other things a slim book written in the hand of Alexios Komnenos himself. Nearly 400 years ago the Komnenian Restoration under his hand brought the Empire back from the brink of destruction. Yet here you find the strangest tale.
He speaks of a planned trading expedition past the Pillars of Heracles. In the dry ink you sense an echo of whimsy there, an audacious plot for when Manzikert was reversed in totality and the Imperial Eagle once more was in the ascendant. He speaks of legends passed to him by the Varangian Guard, those soldiers of yore from the far north, legends which tell of an ancient expedition into the far west. Untamed lands rich in milk and honey, wealthy in precious things. But there is more here. Schematics for ships that could make the journey across the forbidding ocean, laden with goods. At once it strikes you that here may be your deliverance from the Turk, not in battle but in survival.
The shipwrights of the Golden Horn are impressed, yet time has marched on. What Alexios dreamed of can be surpassed with modern techniques and construction. By Imperial Command you order that ships be refit to Alexios' specifications and improved where possible. It is madness. It is sublime, magnificent madness. But in the rays of the sun on your skin you can feel the approval of God Almighty, his blessing on this endeavour. Space and supplies are limited - you and Konstantinos will go, but your other brothers will remain behind, hoping against hope that Europe will come at the head of deliverance. But not you - you will flee west, a new odyssey. As Aeneas fled Troy in antiquity, so shall the Emperor of the Hellenes flee Constantinople.
It is not so simple a matter as loading people and provisions. The City of Constantine has wealth beyond her people, ancient secrets that are hers alone. It is not a simple decision - each ship that is loaded with treasure, each ship that puts aside space for other things - those are vessels that do not carry the supplies that a settlement needs to truly thrive. So many come to you with pleas to save this or that. Each is valuable in a way that causes pains at the idea of being abandoned. How much of the present are you willing to sacrifice for the legacy of the past?
First comes an excited scholar, granted admission to your chambers for his part in discovering the secret cache that was the seed of your plan. He has searched the Imperial Library for similar things and found a manuscript detailing how to create Greek Fire! The secret had been lost, yet there was once a time when the Eastern Roman Empire was feared at sea for these gouts of liquid flame. The power to create fire that leaps through the air, that water cannot quench, that burns hotter than any torch - this is a magnificent power. Yet the process to make it requires equipment and supplies, a load on the fleet that will displace other more basic needs. Barrels of napatha instead of barrels of flour.
Second is the librarian. He begs that the knowledge of the Greeks back to antiquity should not be lost. So much knowledge is kept in the City, so much that should be saved for the future. Already these tomes and scrolls have brought the deliverance you have sought, and across centuries they have enlightened men who went on to do great things. Can it be abandoned to the Turk? So many books, so many scrolls. So much space aboard ship for paper and parchment. It is the curse of knowledge that it fades if not preserved by men.
Third is one of the few remaining producers of silk in the city. He speaks eloquently about the monopoly that Byzantium once had on silk, and how the secret has spread to Europe since the sack of the Fourth Crusade. If there are new lands across the sea, then once again the Hellenes may be the sole producers. Surely such a thing is worth preserving? The removal of the apparatus for creating the luxurious fabric would certainly spite the Turks, as well, should they take the city. The silk quarter has been much diminished, but the silkworms, food, and the all-important equipment would displace supplies that may be needed in the days ahead.
Last is the surprise proposal from a pair of Venetian traders who have sold their trading ships to bolster the Exodus. They claim that to cross the ocean to the west of Hispania would be challenging, even for the modernised designs taken from the secret archives. They propose that money and supplies be set aside not just to buy Italian and Portugese vessels, but also the services of expert navigators and commanders from the current masters of the Mediterranean. As difficult as it is to hear it put so starkly, it has been a long time since the Roman navy has ventured beyond the relatively cluttered Aegean. Yet accounting of the plans reveal that it will reduce space rather than improve it, making the true question whether you want Venetian expertise and weaponry. The cannon and mercenary escorts would certainly make the fleet that much more secure as you traverse the Barbary Coast, and the Venetians themselves...well, they have talents that Constantinople cannot provide.
Yet as these requests pour in, you begin to realise the difficulty in moving an entire culture of people across thousands of leagues. If only you had more ships! Yet the only source of such a thing would be the powers in Europe, none of whom would be willing to hand over valuable vessels for the goodwill of a disintegrating state. You would have to give them something irresistible in exchange for that kind of aid. The devalued coinage of the Empire is worthless here - the gold hyperpyron hasn't been minted in nearly a century, and the debased silver will not do. Your advisors have several ideas.
As it happens, only one idea proves viable and causes instinctive revulsion. The Venetians are always interested in expanding their trading power in the Aegean Sea. The offer of the Peloponnese would be no great loss given they barely pay any taxes anyway, and the Doge would salivate at it. But territorial concessions to Venice? The hated architects of the Fourth Crusade, vultures that have fed on the misery and destitution of the Empire for two hundred years? There would be riots. The alternative, of course, is to formally sever the links between the Morea and Constantinople. Selling the local magnates their independence from an emperor to which they only pay lip-service would provide a much-needed injection of gold and silver to the treasury. You could even turn it into an affirmation of your rule, casting yourself as a principled leader who would rather let this child of the Empire go than sell their loyalty to greedy merchants. Stability and confidence may be just as valuable as ships in the days ahead.
Each of these options you take will reduce your starting Development - a number which dictates your income from taxation and production, but also your level of supply for the journey.
[ ] Greek Fire.
[ ] Books of Knowledge.
[ ] The Silk of Constantinople.
[ ] Venetian Captains and Cannon.
The Question of the Peloponnese (Pick One)
[ ] Sell the Morea to Venice.
[ ] Grant the Morea independence.
Important Glossary
Development: Development is the numerical value of a province. Higher is better. While internally split into taxation and production as a round number it provides a good idea of how valuable an area is.
Stability: Stability ranges from -3 and 3. At -3, the state is on the verge of collapse, and as a consequence it is that much more difficult and expensive to enact the ruler's will. At high stability administration is easier, resulting in more successful taxation.
The decision to release the Peloponnese is not especially popular with your advisors - but far less popular would have been selling them to the Serene Republic. But it does provide a much needed injection of coinage into the treasury, and when discontent burbles on the street a strategic leak of news soon recontextualises the decision. Instead of anger the people are approving that the honor of the Empire has been upheld against the schemes of the Emperor's advisors, and the Patriarch is persuaded to give a sermon on the virtues of holding fast to your convictions. The miseries of Job are a fine parable, but you would rather avoid the miseries if you can help it. Regardless of the method you have headed off any real problems with the mob and emerged from the decision with more money and more respect. You turn your attention to the minutae of preparation.
The days leading up to the departure of the Grand Fleet are hectic as you and your brother take a personal interest in the preparedness of each and every ship. You visit the meticulous operation of wrapping the contents of the Imperial Library in waterproofed skins, and spend time giving audiences to the Venetian captains who have agreed to join the Exodus in exchange for what treasures you can provide from the diminished treasury. Some immediately set sail once the understated lunacy of the undertaking became clear, but the majority have been tempted to remain thanks to the sheer largess of the Imperial treasury. Mercenaries risk their lives for gold all the time - this is just on a grander scale.
Such a vast undertaking has not escaped notice. While the news of your foolhardy venture has yet to spread beyond the Balkans and the Serene Republic itself, you already have reports that the young Sultan is preparing to muster his armies. You know in your heart he intends to take Constantinople. What the Crusaders did not take, you have. Better that they reside in the depths of the sea than in the hands of the enemies of Rome. There is an audience with Orhan Celebi, the pretender to the Ottoman throne who is hostage in the city, but when you will not be swayed from taking as much of the population as you can the prince practically begs to be permitted to join. He knows that his fate lies with a taut bowstring about his neck if he remains.
[ ] Taking a Turkish prince aboard is a headache you don't need. Give him the greek fire used for testing the formula and let him make the Ottoman entrance into the City one to remember.
[ ] Orhan is royalty of a sort, regardless of his heathen faith and barbaric culture. Allow his group lodging on one of the ships.
The departure of the Grand Fleet is mingled joy and melancholy. You have declared that God Almighty has prepared a place in the West for the Hellenes, that your expedition is fated to succeed and begin a new era of prosperity to the Heirs of Augustus, Constantine, and Justinian. Almost the entire population of the city has boarded, and as the ships finally set off you can see streams of people from the merchant quarter entering the city. No doubt they will attempt to loot anything of value before the Ottomans arrive and then leave themselves - but you have already taken everything of true worth. Your heart aches to see it, and you murmur a prayer that they will at least respect the sanctity of the Hagia Sofia. The city dwindles in the distance, then disappears entirely.
The Mediterranean is calm, an auspicious omen. Yet a fleet of ships so sturdy and laden is slow going, and news of your coming races ahead of you. As the Pillars of Heracles approach, you worry at your closeness to the corsairs of the North African coast. The day before you expect to pass through the Pillars, a small fleet of nimble galleys moves to intercept the Grand Fleet - it is as you feared! The heraldry is that of Morocco and Tunis, who have joined forces to demand a toll to pass. You allow a representative to speak with you from a rowboat, and the sum demanded makes your blood boil. They have deduced that the great treasures of Constantinople are aboard, for why else would so large a fleet carrying the King of the Greeks abandon their home?
But this is not a fleet of fattened cattle as they presume, for while none are true warships every ship has been fitted with at least a few of the Venetian cannon, and the mercenary captains themselves are better armed still. You leave the negotiators with a scathing message of defiance, and very nearly order the boat riddled with arrows. Yet in the face of determined resistance you do hope that the pirates will slink away, and so refrain from the order. Your hopes prove fruitless, however, as the galleys begin to move towards the fleet and pick up speed. The roar of cannon-fire greets them, shattering several of the oncoming ships. But when the battle enters close quarters it devolves into a confusing melee that lasts several hours. When the dust and smoke settles the pirates are limping home with little to show for it, but several ships are taking on water and listing - you are forced to abandon their supplies and instead take the people aboard already cramped vessels. The fleet sails on, leaving the stricken ships to slip below the waves.
The open ocean looms before you. Yet all is not done in Europe, for a squadron of Portuguese ships intercepts your small armada not far out of the Pillars. You do not require fellow Christians to shout up to you from a little rowboat, regardless if they are followers of the Latin Rite. You receive the envoy with all dignity. He brings hasty word from the court of Infante Afonso V, By the Grace of God King of Portugal and the Algarve and Lord of Ceuta. Word the Byzantine flight has reached his Majesty, and they have deduced that it is your intention to sail down the coast of Africa. He offers the friendship of Portugal, and the commander of squadron offers the use of one of his supply ships under Byzantine command and crew - on the condition that all discoveries are shared with the Portuguese Crown.
It creates something of an opportunity you had not thought to look for. You withdraw for conference with your brother and advisors. It is inevitable that it will be discovered you did not sail down the coast of Africa as they believe you intend, but the provision of birds trained to allow communication with Lisboa give you the opportunity to send a message back. One message of course must be one of disaster, that the fleet has sailed into the West and found nothing but storms and endless ocean - that terrible things lurk there. You cannot bring your people to the Promised Land only for the wealthier and more equipped nations of Europe to usurp your place. But Portugal could prove a very useful ally in the future if they were to know the truth and seek you out in secret, and the deal they are offering is exceedingly generous in its terms.
[ ] No. They shall have the same message as the rest of the world, that the Byzantines have perished in this foolish voyage into the unknown and of the grave dangers that lie there.
[ ] Yes. They have offered their hand in friendship, and should be rewarded with truth for it. Friends in Europe would not go amiss.
The great controversy of Exodus history is, of course, the message that arrived in the court of the Infante Carlos on January 5th, 1445. Two messenger birds (in some sources three) arrived after a long journey from across the ocean, the contents of which would influence colonial policy across Europe for decades to come. What the Pope would call 'the Byzantine Perfidy' was by all accounts taken seriously once copied and distributed by the Portuguese crown, describing the cataclysmic disaster that befell the fleet. As a result colonial efforts were notably scaled back and redirected down the coast of Africa, with the exception of Portugal. The revelation of this deception caused significant diplomatic problems, and the sheer outcry has caused historians to develop two theories. The first is that all is as it appears, and the Byzantines conspired with Lisbon to deceive the European world. Certainly the warm relations and unique privileges that Portugal enjoyed in its Elysian trade supports this theory. The second is that Portugal independently created the false message as a means to deter its rivals. Which story you believe often depends on your nationality, and unfortunately the original messages were destroyed in a fire in 1621 so no modern examinations can be made. The only certainty is that there was a conspiracy of some description surrounding the Byzantine Exodus, but a conspiracy of whom?
After a short council, the decision comes down to you. You elect to send two messages, one to be shared with the Princes of Europe, and one for the Infante. The first is a thing of despair and doom, an accounting of horrendous storms and winds. The second will be released only when you make landfall, with a true accounting of the journey. The Portuguese ships provide much needed rations and the opportunity to transfer the refugees that had been displaced by the battle with the Barbary Pirates back into less cramped conditions. The Grand Fleet sets sail into the great unknown. It sails. It sails. It sails. By the time a month has passed, whispers begin to circulate. The supplies were meant to be enough for a small city to be established on the other side, but you did not imagine the trip would take so long, would be so endless without sight of land. The vast majority of the passengers are tiring of the conditions, the endless ocean. They want hope.
But you can't give it to them. You can only trust in God. But as the first week of a new month passes, even your faith begins to fray at the edges. It is only worse when a storm boils up out of the horizon, thundering dark and angry. It hits your ships head on, the damp of it seeps into the very air you breathe, the raging wind strains to overturn the vessels. You pray earnestly and endlessly with the priests for deliverance from this terrible storm. You hope beyond hope that the modifications to the ships are enough to weather this kind of fury. When after two days the storm abates, the fleet is scattered across miles of open ocean. Over the next few days the Grand Fleet reforms as best it can, but one of your number is missing. The large dromon carried much of Constantinople's silver, and though you pray you will not desperately need it the loss of a small fortune and the crew of the ship stings.
It isn't the only thing that stings. It starts as a light cough, but soon pain spreads through your chest as you spit up thickened sputum. The best physicians are summoned, but they seem to argue among themselves even as the weight pressing down on you grows heavier. The news is grim: you have phthisis, the terrible consumption that turns men to withered husks. You are not the only one to be so stricken, but few of them are over the age of fifty. Not like you. As the fleet sails on with its Emperor bedridden, you pray silently to Almighty God to fulfill his promise to you, to deliver your people to a land of milk and honey. Then, in the presence of your brother and your personal physician, you take your last breath.
It is over. Your brother is cold on the bed, his expression smoothed by the immutable hand of Death on his brow. You wonder what will be said of this - divine punishment for the flight of Constantinople? Or will he one day be as Moses, who guided his people to the promised land but died before setting foot on its soil? The Imperial Diadem is lowered onto your head by the Patriarch a mere room away from where the body of your brother lies abed. You are Konstantinos XI Palaiologus, Emperor of the Hellenes. No sooner have you been anointed than a cry goes up from the ship - land, land at last! You abandon the cabin to rush out on deck, and fall to your knees as you see the black smudge on the horizon, stretching out with a vastness beyond that of any island.
"Praise be to Almighty God!" you cry at the top of your lungs, and all eyes turn towards you. What must they think? The Emperor, kneeling on the wet deck of a ship in his coronation robes of purple silk? The crown lies heavy on your head, glinting in the sun. Soon the men are all crowding up on deck, but they are all kneeling with you. Only one still stands - the Patriarch of Constantinople raises a hand.
"Hail Konstantinos Palaiologos, Vice-Gerent of Christ, Emperor of the Hellenes!" Then he kneels.
The cheer drowns out all other sound. It echoes from the other ships of the fleet, a throaty roar. The Emperor is dead. Long live the Emperor.
God has delivered you to the promised land.
Despite everything - despite the hardship and toil, the storm and plague - here you are. The Grand Fleet has moored in a colossal bay where the water is calm, and a verdant and green land stretches out before you. Surely such a magnificent territory beyond the Pillars of Heracles can only be the fabled Elysium of ancient myth? It is only now as you watch the beginnings of a settlement, however, that you realise the true cost of your decisions. Every book, every barrel, every scrap of technology; they have all replaced a bushel of wheat, a craftsman, a worker. You can only hope it was worth it. You have declared there will be a grand service in thanks to God as soon as the ships have been unloaded and all the people disembarked. There you will declare the name of this new land: Elysia. Here you will build a new Constantinople, one that will outstrip the glory of the old.
The priests have been tasked to foster a sense of unity and purpose, and they have gone beyond the order of their Emperor and the Patriarch. Almost wherever you look you can see the black-robed men holding sermons and guiding the people, offering aid and charity to those who need spiritual guidance. The possibilities of this new world are overwhelming to you, an Emperor! What must the common man think? You look out across the men and women clearing space for fields that will soon grow crops and you know only this: the twin swords of Emperor and Church will conquer this wild land.
But first things first. Having been able to put the Grand Fleet at anchor and unload, it has become apparent that the ships took much more damage from the storm than was initially obvious. Almost every vessel is in urgent need of repair, but you certainly don't have the capacity to do so. The Venetian captains and mercenaries are in a state of despair, and their private councils have been unable to find a way to repair their ships. One or two do as much as they can to make their vessels seaworthy, loading their holds with some game and fruits for the journey back, but even their compatriots regard their chances as bleak at best. You do not think they will see land again. The remainder have elected to join with the settlement effort, although it will take time for them to truly unify with the people.
The ships, Venetian included, are broken down for their valuable timber. Only the Argo, the royal flagship, escapes this fate. As supplies are offloaded and fifty thousand souls to their utmost to build shelter the narrow margin by which disaster has been averted becomes apparent. Even now supplies are stretched to the limit, and had you taken any more in the way of non-essential cargo the rationing would have been severe. While food is measured out at present, there is no risk that the refugees will starve. You have less than a year to ensure that the land will give up a bounty sufficient for all of Elysia. Your landing site will not suffice, and the population has scattered over the surrounding area, although nearly thirteen thousand have remained in New Constantinople. Yet this dispersal of people has brought the Dynatoi to your doorstep, requesting that they be given first pick of the land and generous allotments. Your decision will no doubt have great import on your future relations with this influential member of the court, friendly or otherwise.
[ ] The Dynatoi shall have their ancient rights to land, but only the bare minimum will be provided. (10% of Elysia's land will be allocated to the Dynatoi.)
[ ] The combined wealth of the old families contributed much to the Exodus, and they shall have a reward equal to that of old Byzantium. (30% of Elysia's land will be allocated to the Dynatoi.)
[ ] As the cornerstone of a robust military and as a symbol of their importance to Imperial rule, the Dynatoi will be provided all the land necessary for their upkeep. (50% of Elysia's land will be allocated to the Dynatoi).
Ioannes VIII Palaiologos
Last Emperor of the Romans
1425 - 1445
Konstantinos XI Palaiologos
First Emperor of Elysia
1445 -
Administrative Skill: 6
Diplomatic Skill: 3
Imperial Court: 1
As time passes, your ruler will accrue monarch points, the amount depending on their skill in each area. These skills range from 0-6. Projects will require a certain amount of points (representing the talent and influence of your ruler) to start. Some monarch points are automatically allocated to advancing Elysian technology and practices, and a low-skill ruler may make improving the country domestically almost impossible during their reign. Counteracting this may require investment in the Imperial Court, a group of close advisors who can enhance the operation of the state.
Development Projects
[ ] Increase Urbanisation: 100 Administrative Points
[ ] The Farms of New Constantinople: 100 Diplomatic Points
[ ] The Chewing Leaf of Alouion: 100 Diplomatic Points
[ ] The Trappers of Methenai: 125 Diplomatic Points
Each Development Project gives 2 development. Some regions are easier to develop than others!
It is often taken for granted by historians that the current state of the New World (the Elysian continent in particular) is the inevitable result of natural forces set into motion the moment the Exodus landed. Many books have been written of the events that followed, entire dissertations describing step by step the means by which Natives were confronted with the Old World, but precious little thought given to the possibilities that did not materialise. It is generally accepted that the disease outbreaks following the Landing in late 1444 did vitally weaken the tribes and communities in the area surrounding the new Elysian state, but less thought is given to how little the same applied to the foreign settlement. By all logic the diseases of the New World should have had equal effect on the people of the Old. But in fact this had already happened, and played a vital role in the apparent 'failure' of the Vinlandic settlements, though not before some of the Scandanavian peoples had returned home...
The Vinlandic Exchange, Copenhagen Bibliotech, 1972.
In the end you decide to grant the Dynatoi lands which are far greater than those they left behind, which were mostly titular by the Exodus. None can complain of Imperial grants for large estates, ones more than sufficient to fund their expected lifestyles - once the harvests are in, of course. Food is currently the main currency in the fledgling Elysia, and they should have no difficulty in funding the upkeep of their horses and commissioning arms and armor from those with the skill. You may have need of them in the days to come, for so many reports of foreigners being sighted come to your attention that they can no longer be ignored. Elysium is not solely yours, and seems to have tenants well-used to the terrain.
The revelation that you are not alone should not be surprising - it is after all in the accounts of the Varangians that you first learned of these foreign shores. Yet it is no descendant of those peoples who you find occupying the land throughout what you have claimed as Elysium. They speak a foreign tongue and have foreign customs, but they have a strange and noble beauty very much different from the savagery you would expect from their conditions. Your scouts report that they dwell in huts of wood and hide, much like nomadic wanders of the Steppes, yet their habits are decidedly agrarian. While the settlements of hundreds of these people seem well established they seem too temporary to be long lasting, suggesting that they may move between multiple sites with season or supply, leaving behind a solid foundation for their return. With this in mind much of the seeming abundance of this land makes sense, for there is the gentle hand of Man in its order. Hands that do not know the best way to exploit the land, true, but hands which nonetheless know to sow seeds and reap plenty.
The curiosity of their presence aside, the more pressing problem is that there have been violent skirmishes between settlers searching for land and the natives, as well as hunters who happen across each other in the dense forests. The growing town of Alouion in particular seems close to these barbaroi villages, which at present seem to house more of the natives than the slowly developing skeleton of the Elysian settlement itself! At present the natives appear unwilling to muster in force, and the frustrated dynatoi in particular are requesting guidance from you. Robust showing of force now may stave off a number of headaches later, rather than allowing a slowly escalating series of altercations.
[ ] Defend claimed land from encroachment and secure routes of passage. (This will please the Dynatoi.)
[ ] Try to avoid armed conflict. (This will displease the Dynatoi.)
The issues facing the more adventurous and ambitious landholders has revealed a small headache - messengers and settlers alike are getting lost in the unfamiliar terrain. While simply clearing paths and tamping the soil is a far cry from a suitable road it will at least make navigating the area substantially easier. Drawing men from their own efforts will require financial compensation, but that is what your admittedly diminished treasury is for. There is no doubt that generous stipends now will become more valuable once surveyers have found a new source of gold or silver, and so there is an incentive to take a highly-paid role for something that is mostly worthless now for future prosperity. You can find the men. The only question is if now is the time. The people seem to have found their feet, no longer fearing starvation or privation. The squealing cries of newborns split the air through the city, and you have never heard a more beautiful sound.
Konstantinos XI Palaiologos
First Emperor of Elysia
1445 -
Administrative Skill: 6
Diplomatic Skill: 3
Development Projects
[ ] Increase Urbanisation: 100 Administrative Points
[ ] The Farms of New Constantinople: 100 Diplomatic Points
[ ] The Chewing Leaf of Alouion: 100 Diplomatic Points
[ ] The Trappers of Methenai: 125 Diplomatic Points
Each Development Project gives 2 development. Some regions are easier to develop than others!
Treasury Projects
[ ] The Paths of New Constantinople (50 Silver)
It is necessary to at least construct paths in all owned settlement areas before new settlements can be established!
It is generally accepted by historians that the decision of Konstantinos XI to retain what small armed forces he had in the capital rather than mount punitive expeditions was purely a pragmatic one - the Elysian state was still fragile, and if a conflict were to escalate then calling the militia would deal a body-blow to the developing towns which would come to constitute the heartlands of this new country. Unfortunately in the immediate years after the Exodus the practice of scholarship was at an all-time low, and the only contempary records are scarce imperial records of the Emperor's proclamations. The content of "Regarding the Barbaroi" is in itself worthy of scholarship, but can only be viewed as an instrument of politics, not an impartial accounting. In it Konstantinos emphasised the natives had yet to hear the Word of Christ and the Hellenes had a duty to take the barbaroi in hand and guide them to salvation. The character of the proclamation in comparison the usual exhortative quality that characterised Konstantinos XI's other declarations has prompted speculation that the Patriarch Gregory III was the primary author - one that has some merit, given that the nobility were those most eager to resort to force to protect their new investments. It was not in the interests of the Emperor to take responsibility for an unpopular decision, and it was easier for all parties to blame self-interested or overly pious advisors than it was the Crown itself...
Barbaroi at the Gates: The Great Lie of Elysian History. New Constantinople, 2004.
Keeping the Dynatoi from lashing out on their own accord was not especially difficult - the whole reason they had to come to New Constantinople in the first place instead of remaining on their new estates was that they lacked the ability to do more than threaten intruders and defend their homes. With no support forthcoming all they could do was grumble and take out their frustration on any local native incursions onto their new fields, something that even they had the sense to realise was often riskier than it was worth. There are unfortunately several incidents of attacks that go beyond mere skirmishes on the outskirts, and willingness of the Dynatoi to proactively carry out policy is somewhat diminished when lurid tales of the barbaroi carrying off the family of Nikophoros Doukas becomes the subject of court gossip. Sometimes it is better to say nothing than comment, a principle you religiously adhere to in the following weeks.
The difficulties with the barbaroi do not end there, as their very presence has stirred the interest of the church. The Patriarch in particular has been keenly interested in the unknown peoples beyond (and unfortunately within) the borders, and it is no coincidence that the first translators able to speak with the native barbaroi are priests. It is unfortunate that some have been driven away after learning the tongue and been found annoying, although you thank God that you have not had to deal with a dead missionary on top of your other problems. Now that the barbaroi tongue is intelligible the Patriarch is pressing for support to convert the heathens, which necessitates Imperial support. The priests will need guards to protect them from harm, gifts that they cannot otherwise afford, plenty of supplies...
[ ] You desperately need every man and resource at present. The priests will have to wait.
[ ] Let them go with your blessing to share the Gospel of Christ.
Despite the large place they occupy in your thoughts, the barbaroi are only a minority of the issues you are faced with every day. New Constantinople and the surrounding countryside are now somewhat more navigable than they were in the past, thanks in large part to the concerted efforts of hundreds of labourers clearing paths. It is a far cry from proper roads, but it is at least a start. The next step will be expanding the network to the neighbouring towns of Nea Alexandria and Odessos, although it has become apparent that the treasury will not be able to bear much beyond that. Certainly not at the generous rates needed to secure the cooperation of the necessary labourers. While the wives of the workers did their utmost you are told there has been a measurable decrease in the harvest below expected levels as a result, which has in turn diminished the tithe to the state. You may have given out (currently) worthless silver, but as the current economy is still based on food you have nonetheless suffered real economic damage.
Fortunately the church has been there to support people despite the smaller rations, and the dominant emotion is still one of hope. You are to attend the opening service of the first permanent church in Elysium, one built of stone and by the cooperation of the entire community. The Patriarch himself will give the sermon, but afterwards you will be giving an address from the steps outside. With the symbol of the Church establishing itself firmly on these new shores, this is your opportunity to establish what you will do to support the works of Christ.
[ ] You will announce that all churches will henceforth be the property of the re-established Patriarchate of Constantinople. (5% of Elysia's land will be given to the Presbyteroi.)
[ ] ...and dispensation will be given for the establishment of monasteries for the continuation of the monastic traditions. (10% of Elysia's land will be given to the Presbyteroi.)
[ ] ...with special consideration given to the land's value so the brothers and sisters may support themselves and the Church. (20% of Elysia's land will be given to the Presbyteroi.)
Konstantinos XI Palaiologos
First Emperor of Elysia
1445 -
Administrative Skill: 6
Diplomatic Skill: 3
Development Projects
[ ] Increase Urbanisation: 100 Administrative Points
[ ] The Farms of New Constantinople: 100 Diplomatic Points
[ ] The Chewing Leaf of Alouion: 100 Diplomatic Points
[ ] The Trappers of Methenai: 125 Diplomatic Points
Each Development Project gives 2 development. Some regions are easier to develop than others!
Treasury Projects
[ ] The Paths of New Alexandria (50 Silver)
[ ] The Paths of Odessos (50 Silver)
It is necessary to at least construct paths in all owned settlement areas before new settlements can be established!
The paths first established in the area of Nea Konstantinopolis have been expanded to the neighbouring towns of Nea Aleksandreia and Odessos. For the first time there is actually meaningful transit between the two, although it will be some time before you can muster the resources to complete the nascent road network. Certainly any major travel or - God forbid - army movements will need a more robust infrastructure. New paths have already snaked out to areas that were slated for farm estates but are now the site of a few small monasteries. The brothers and sisters may only number in the dozens, but their numbers will likely grow as more feel the call to service in Christ by the tonsure. They may also be useful in the future in their capacity as educated individuals, as each adherent to their vows must be literate. Assistance can come from unlikely places, although the church is currently short of assistance in any meaningful capacity. Only when they feel that the state is truly invested in their wellbeing will they reciprocate beyond necessity.
Missionaries have been dispatched to barbaroi villages and the feared violence has not materialised. The presbyteroi are certainly grateful for the permission and aid in their holy mission, and though they boast of a few scattered converts their work is just beginning. The most valuable service they have provided is in softening the opinion of the natives towards settlers, and incidents ending in blood have become less common. But you sense that the conflicts between Elysia and the barbaroi have merely been delayed, as the hungry forestry and expansion of the new empire will inevitably impinge on what they consider their own territory. But the longer that reckoning can be postponed, the more prepared you will be. The natives have been afflicted with disease, and the longer the Dynatoi have the opportunity to raises horses the better. Some the Venetian mercenaries may also be useful, and you are surprised by what you find when enquiries are made.
The Venetian mercenaries have not been idle that past years, but until present have been just as hard-pressed as everybody else to establish themselves. But now that things are beginning to settle down they have loosely organised into a merchant group, relying on prior associations and experience in running a profitable business to carve a niche for themselves in daily life. At present this small community is concentrated in Nea Konstantinopolis, but if you were to apply some lubrication to the processes of development you could kick-start the economy into something useful. It would be a far cry from the bustling markets and transport of goods that characterised the Bosphorus, but it would be an excellent first step. As it stands they have obviated much of the effort that would be required with their preparation, and by next year they expect to be able to start some trade caravans regardless of sponsorship - just at a significantly lowered capacity than if they had the support of the administrative apparatus.
For the moment however your primary source of income is the new taxes being levied in Nea Konstantinopolis, primarily thanks to encouragement and subsidy of useful professions by the small but nonetheless effective imperial bureaucracy. With some support craftsmen have been able to take up their trades full-time rather than subsistence farming, and the capital has had an explosion of candlemakers, woodworkers, cobblers and more. What little you have lost in the production of food has been returned by the profits these tradesmen have made - everybody needs new shoes, after all, and every family has a little excess when it comes to food that can be traded for useful items. Although that trade is causing you a minor headache, because a blacksmith has been making axes and iron tools to trade with the barbaroi. There are those in the court who feel that this falls afoul of laws against trading outside the city walls by local craftsmen. Not to mention the implications of trading such useful things with the barbaroi. There is something to be said for continuity of law in a Godly and just society, but others are complaining that much of the municipal law is irrelevant in a city under construction, being legislated to deal with the problems in the Old Empire.
[ ] It's time for a review of the legal code after the Flight, anyway.
[ ] Reaffirm existing municipal craft law.
Konstantinos XI Palaiologos
First Emperor of Elysia
1445 -
Administrative Skill: 6
Diplomatic Skill: 3
Development Projects
[ ] Increase Urbanisation in New Constantinople: 100 Administrative Points
[ ] Patronise the Emporoi (50 Diplomatic Points)
[ ] The Farms of New Constantinople: 100 Diplomatic Points
[ ] The Chewing Leaf of Alouion: 100 Diplomatic Points
[ ] The Trappers of Methenai: 125 Diplomatic Points
Each Development Project gives 2 development. Some regions are easier to develop than others!
Treasury Projects
[ ] The Paths of Alouion (50 Silver)
[ ] The Paths of Methenai (50 Silver)
[ ] The Paths of Ivos (50 Silver)
It is necessary to at least construct paths in all owned settlement areas before new settlements can be established!
It was presumed by all those who cared to think of the matter - which was few indeed, if any - that the settlements in Vinland had failed. The failure of contact between the Scandanavian settlements in Greenland and Vinland notably predated the Little Ice Age, which later thoroughly extinguished the Norse presence in Greenland. It is now the general consensus among historians that the Vinlandic Exchange had a much greater toll on the local settlers than it did Europe, with only a few diseases (notably the Great Pox, which which some argue to be the first incident of Syphilis, although this is disputed) successfully migrating into Europe proper. These were the most virulent and so by the time of the Byzantine Exodus they had been endemic for some time and the corresponding resistances had evolved. But the Vinlandic colonies took a heavier blow, with genetic analysis suggesting the total population dipped below one hundred. The introduction of indigenous genetics as well as a migration south to more favourable climes goes some way to explaining why the Greenlandic timber expeditions did not encounter the settlements and may have presumed them abandoned. It was several hundred years before the coast was again settled by a revitalised Vinland, one now tightly bound in local politics and trade - though not necessarily popular with their neighbours.
Vinland: The Colony that Europe Forgot. (Leiflending Times Editorial, 2013.)
The arrival of the northmen is an...unpleasant surprise. At first there is the fear that some expedition for Europe has already reached these shores, but interaction with these traders and their small ships puts this worry to rest. There are still many things to worry about - their heathen religion is one familiar to history before Christianity finally overthrew the demonic paganism of Scandanavia, although oddly different. Instead of believing in Thor and Odin as gods in the style of the Hellenic pantheon and others the world over, they instead seem to hew to the native interpretations of such beings as manifestations of forces in the world. Theology aside, they are fortunately unlikely to interfere in Elysian affairs for some time. Not only are they quite some distance up the coast, but they are also in a time of political uncertainty. Their realm has been divided between two lineages, each of which claims the mantle of High King. Furthermore, you are given to understand that their population is diffuse and scattered, and less numerous than Elysia. Hopefully it stays that way. You send them away with some minor trinkets of good will and hope they stay out of your affairs.
Among those trinkets are small goods from both Odessos and Nea Aleksandreia, both of which have begun to exchange goods with the capital. This is primarily thanks to the individual initiative of the Venetians, who have been true to their word and begun caravans between the major settlements. So far they are falling far short of their potential profit (and your tithes), but that is to be expected without any lubrication from the authorities. But for the moment your focus is set on the disruption caused by the announcement that ordinances and laws will be reconsidered as needs require. There have been a flurry of challenges to long-standing rules by those set to benefit, and the fledgling courts are overwhelmed. It has also made people more reluctant to take the initiative, fearing that the law and their understanding of it may shift and cause them problems. The situation is far from chaotic, but things are certainly less ordered and stable than they were last year.
But for the moment you are embroiled in a minor scandal. The family of Nikophorus Doukas (God rest his soul) have been seen by traders and repatriated to Nea Konstantinopolis. Or rather they should have been. Nikophorus' widow has returned, as well as his youngest son and eldest daughter. You gather they had been taken as hostages to prevent further bloodshed on the part of Nikophorus or his brother, who had now taken over their estate. That the brother had elected to not share this news does not reflect well on him, though he claims his motives were purely to safeguard the lives of his family. You expect he will be unpopular in Court for quite some time. But the real scandal is that the youngest daughter has not returned, having barely entered her majority and adapted to life in the barbaroi village. The eldest daughter further made the scandal the only topic anybody could talk about when she claimed her sister was 'rutting like a beast' with one of the natives. Suffice to say that she is even less popular than Nikophorus' brother - one does not say such a thing in the presence of the Basileus nor publically shame your family. By the expression of Nikophorus' widow you expect the nunnery will be gaining a new sister shortly. If the girl cannot control herself you might just send her there yourself. But even if it should not have been said, it has been said. Which means you now have to do something about it.
[ ] Mount a punitive expedition to sack the native settlement. Roman citizens are not hostages.
[ ] Direct General Rhadinos to take a detachment of soldiers and the girl's uncle to retrieve her.
[ ] The girl made her choice, distasteful as it may be. You will not spill the blood of men for it.
Konstantinos XI Palaiologos
First Emperor of Elysia
1445 -
Administrative Skill: 6
Diplomatic Skill: 3
Development Projects
[ ] Increase Urbanisation in New Constantinople: 100 Administrative Points
[ ] Patronise the Emporoi (50 Diplomatic Points)
[ ] The Farms of New Constantinople: 100 Diplomatic Points
[ ] The Chewing Leaf of Alouion: 100 Diplomatic Points
[ ] The Trappers of Methenai: 125 Diplomatic Points
Each Development Project gives 2 development. Some regions are easier to develop than others!
Treasury Projects
[ ] The Paths of Alouion (50 Silver)
[ ] The Paths of Methenai (50 Silver)
[ ] The Paths of Ivos (50 Silver)
It is necessary to at least construct paths in all owned settlement areas before new settlements can be established!
At the end of the day there are two daughters of the Doukas family who are going to a nunnery, which is no great tragedy. The elder daughter can scarcely show her face at court or escape her now dire reputation, and the younger has irrevocably soiled her family's reputation with her actions. About the only change to come out of the entire affair is that Nikophorus' devoted brother has been politely ejected from the estate and the man's young son taken over. While the General recounts an initially tense encounter with the barbaroi, a full explanation of the situation had the tribe hand over the girl without contest. It seems they are not entirely unfamiliar with willful daughters, although they are less gracious when they are delivered a warning about kidnapping. Although the family hardly lived in squalor in captivity, it's the principle of the matter. But with the sordid affair in the past you can move on with more important matters, like the further construction and expansion of the capital.
The urbanisation of Nea Konstantinopolis continues apace, and you are pleased to see that the city is becoming the locus of the surrounding area. Farmers come to the city to sell their grain and flour, trappers to the leatherworkers, and new guilds and associations are springing up seemingly every day to regulate their trades. At last the city is becoming the center of Elysia in the way it should be. It must be how Konstantine the Great felt when building his new capital, feeling in his bones that it will be the center of a new and prosperous empire. Hopefully the new city bearing his name will be as successful as the old. Although only time can grant it the same grandeur, and some ambition will be needed to match its wonders. The Patriarch has no Hagia Sofia to dwell in, although the Presbyteroi are still just as active in political life as they are in the spiritual. In fact they have offered to integrate church officials with the bureaucracy, something that would help take the strain off the institution but bring them closer to the center of power. Although in a sense it also brings the court closer to the people, as the clergy have ever been closer to the mob than imperial officials. That touch can provide useful insights that would be advantageous to have close at hand.
[ ] Establish clerical ministers to deal directly with church-related matters, rather than burdening your own administration.
[ ] You are touched by their pious and gracious offer, but you do not at present require it.
The new wealth flowing into the coffers is almost indisputably the result of the Emporoi carrying out their trade with vigor. Now that commerce is flowing from Nea Konstantinopolis and other settlements, the merchants are requesting that the Emperor grant them certain freedoms. Instead of navigating the complex laws and guild organisations, the Venetians and independent merchants are requesting an Imperial Charter granting them the right to move freely and sell their goods wherever they please. The revitalised guilds have risen up as one in protest at the suggestion, arguing persuasively that it would beggar them and make tatters of the careful economies and balances on which the city rests. Not only will this make the Emporoi a law unto themselves, they say, but you can be assured that tariff-dodging will become a matter of course. The Emporoi claim that the freedom will let them sell more goods and therefore enrich the treasury. Your advisors suggest a compromise in establishing a merchant's quarter in Nea Konstantinopolis - one subject to reduced tariffs - which would defuse the situation. Although not quite the result either party had hoped for.
[ ] The Emporoi overstep, attempting to enrich themselves to the detriment of the Crown.
[ ] Establish a merchant's quarter with reduced tariffs in the capital.
[ ] They make a persuasive case, and they have been a great help. Grant the charter.
Konstantinos XI Palaiologos
First Emperor of Elysia
1445 -
Administrative Skill: 6
Diplomatic Skill: 3
Development Projects
[ ] Increase Urbanisation in Odessos: 100 Administrative Points
[ ] The Farms of New Constantinople: 100 Diplomatic Points
[ ] The Chewing Leaf of Alouion: 100 Diplomatic Points
[ ] The Trappers of Methenai: 125 Diplomatic Points
Each Development Project gives 2 development. Some regions are easier to develop than others!
Treasury Projects
[ ] The Paths of Alouion (50 Silver)
[ ] The Paths of Methenai (50 Silver)
[ ] The Paths of Ivos (50 Silver)
It is necessary to at least construct paths in all owned settlement areas before new settlements can be established!
The methodical expansion of the paths down to Alouion finally integrates the settlement with the capital, and new goods and people flood the city. With transport links more reliable it also brings the town into Nea Konstantinopolis orbit, which means more work for the administration. Fortunately the first ministers and helpers sent by the church to assist are settling in, and things are running smoothly. While it is undeniable that the Presbyteroi have come out of the agreement with the better part of the deal, that doesn't mean your approval of the proposal hasn't engendered a certain good will. If anything the church is being proactively helpful instead of merely cooperative, and a great many things at court seem to be running more smoothly than they were before. One of the first tasks they were handed was establishing a merchant's quarter in the city, and the lower tariffs have further concentrated the activity of the Emporoi, bringing traders from far and wide to enjoy the financial benefits. It has increased activity on the fledgling roads, and that has in itself spurred the expansion of the city with inns and rest stops. Too close to the natives, as it turns out.
After half a decade, the barbaroi situation has become untenable. Nea Konstantinopolis and its environs is expanding - this is a fact, and cannot be changed. The natives have lived with the Elysian presence long enough to learn the language and the priests are a tolerated if not necessarily listened to presence in their towns. With land clearance and general activity now quite close to the settlements they inhabit, the local rulers have called together some kind of council to discuss the matter. This in turn has resulting in a representative offering you a compromise. They recognise the inevitable reality that the city is expanding, and that they cannot effectively resist the sheer population of Elysia. Unhappy or not, it is simply true. So they offer a compromise - if you implement a ban on further development in the areas of their settlements, they will provide goods and some guidance about developing nearby land. But it would mean leaving valuable territory off the table.
[ ] The future prosperity of the Elysian people is not negotiable. If they make an issue of it, they will be removed.
[ ] Getting rid of the local barbaroi is more trouble than it's worth. They can have their treaty.
The entire situation has revealed the difficulties involved in armed conflict. Your advisors discussed both options and the processes of summoning the militia featured prominently. It is therefore with prescient timing that a Vinlandic trade ship stuffed to the brim with men arrives at the city. News has spread in Vinland of Elysia's founding, and it has sparked ancient memories of Miklagard - the greatest city in the world. The young men of Markland and Helluland have been uneasily prepared for a war since they first entered manhood, but no such conflict is forthcoming. They wonder if they can instead serve the Emperor like the Varangians of old. Even a few hundred well-equipped soldiers would represent a substantial improvement to your military capability, but emulating the Varangians may be a double-edged sword given their history.
[ ] We need all the soldiers we can get in this strange new world, especially those free of domestic politics.
[ ] The offer is intriguing, but the treasury and the Dynatoi would prefer the Northmen stay home.
Konstantinos XI Palaiologos
First Emperor of Elysia
1445 -
Administrative Skill: 6
Diplomatic Skill: 3
Development Projects
[ ] Increase Urbanisation in Odessos: 100 Administrative Points
[ ] The Farms of New Constantinople: 100 Diplomatic Points
[ ] The Chewing Leaf of Alouion: 100 Diplomatic Points
[ ] The Trappers of Methenai: 125 Diplomatic Points
Each Development Project gives 2 development. Some regions are easier to develop than others!
Treasury Projects
[ ] The Paths of Methenai (50 Silver)
[ ] The Paths of Ivos (50 Silver)
It is necessary to at least construct paths in all owned settlement areas before new settlements can be established!
Native-descended people will point to the Expulsion of the Barbaroi as the start of the Elysian antipathy towards the rights of the indigenous peoples of the continent, but this is a reductionist view which has rightfully never gained much traction in academia. The first sin of this theory is that it assumes an overarching objective or policy on the part of the Elysian administration to displace native peoples in preference of its own, but this requires a continuity of effort which is difficult to maintain even in modern nations, let alone a medieval setting. The stop-and-start nature of expulsions in the region of what would become the Elysian heartlands points instead a situational responsiveness that was just as often carried out by local militias in response to escalating aggression by native tribes who felt increasingly pressured. In this the Byzantine remnant was merely carrying out what was considered natural law in Europe - competition over resources is inevitably resolved by force of arms. If anything the soft approach taken by the Elysian capital was remarkably accommodating for the era.
The Gentle Hand: The Unpopular Truth of Elysian Settlement. Alexandriea University Press, 1962.
Accepting the Northmen into the heart of Elysian power proves an interesting change, although the Presbyteroi are waging a war of words with the mercenary soldiers that could match the intensity of any battle. The real loser in the Emperor having a personal armed force is the the Dynatoi, who are feeling increasingly marginalised. Your advisors are suggesting that you make a concession to make them feel valued. By legally codifying the principle that any head of household can petition the Emperor for a resolution to their grievances you will confirm that they remain a vital part of the Empire. The tradition goes back as far as ancient Rome, when any citizen could demand their case heard by the Emperor, though that particular rule is no longer followed. But the idea has persisted for the noble families, and from the perspective of the Dynatoi confirming it would reaffirm their importance. It would also cut the argument that they are being excluded from court off at the knees and help bring them back into line - at the cost of giving them direct access to the Emperor.
[ ] Confirm the Right of Appeal.
[ ] Keep things as they are.
The decision to the reject the treaty offered by the barbaroi is only natural, and over the next months the situation does escalate. Foresters need armed guards, and localised clashes see men dead on both sides. Here the new Varangians prove useful, more than earning their new wages. The people of Vinland have experience fighting the barbaroi thanks to the occasional raiding expedition down the great rivers of the North, and they put their practice to good use. When it seems that the volatility of the 'border' will erupt into open confrontation you make preparations to summon the militia, but violence abruptly ceases. Scouts report that the local villages have been stripped bare and abandoned, with signs that the barbaroi have retreated further into the continent's interior. You suspect you have not heard the last of the Powhatan or the other minor tribes in their orbit, but their departure has made available some of the best farmland in the area - land which is promptly repurposed to the benefit of Nea Konstantinopolis.
Freeing up the area has had a surprising advantage in that the Emporoi have gleefully seized on the opportunity to plan more direct paths to Nea Alexandreia and Odessos without the risks of barbaroi interference. But the initial round of fundraising on their part to pay has rapidly run away from them, and now they have petitioned the Court for assistance. Instead of merely improving the local paths to their benefit, they are proposing that the network in the vicinity of Nea Konstantinopolis should be improved with drainage and better materials. The rub is that they cannot afford such an extensive project, and neither can the treasury. Instead they propose that they will subsidize the work with the initial donation and loan the rest to the treasury. Except the money doesn't exist, so in effect the treasury will be frozen for some years as it repays the fictitious loan from the Emporoi. You could wait until the crown can pay for the work, although that would mean forgoing the portion that the merchants are willing to outright pay.
[ ] Approve the project.
[ ] Decline the offer.
Accepting will instantly construct roads in Nea Konstantinopolis, but the treasury will be reduced by 70 silver. There will be no penalties for being in debt.
Konstantinos XI Palaiologos
First Emperor of Elysia
1445 -
Administrative Skill: 6
Diplomatic Skill: 3
Development Projects
[ ] Increase Urbanisation in Alouion: 100 Administrative Points
[ ] The Farms of New Constantinople: 100 Diplomatic Points
[ ] The Chewing Leaf of Alouion: 100 Diplomatic Points
[ ] The Trappers of Methenai: 125 Diplomatic Points
Each Development Project gives 2 development. Some regions are easier to develop than others!
Treasury Projects
[ ] The Roads of Nea Konstantinopolis (100 Silver)
[ ] The Paths of Methenai (50 Silver)
[ ] The Paths of Ivos (50 Silver)
It is necessary to at least construct paths in all owned settlement areas before new settlements can be established!