[X] Plan Foundations of a Empire
-[X] Tactical Eyes: A Tactician is an advisory role considered to be almost necessary for any proper kingdom. Now to say you need one would be absurd. You are a military genius! But it might be nice to have someone around to lighten the load. Cost 100, DC 0, Time 1 Turn, Reward: Get a Tactician Hero, Unlock more actions.
-[X] What do we have?: The state of your military is a complete mystery. You just got back and for all you know you might not even have a standing military outside your guards! You need to figure this out before you can do anything else. Cost 50, DC 0, Time 1 Turn, Reward: Get Army information, Unlock more actions.- Walhart
-[X] A warrior with words: A proper diplomat will be hard to find, in these lands of strife such people are usually tossed aside and end up joining one of the more peaceful fiefdoms. However the use for one can't be understated. Cost 100, DC 60, Time 1 Turn, Reward: Get a Diplomat Hero, Unlock more actions.
-[X] The Hearts and Minds: The people of your Kingdom are not fully on board with your return to leadership, you after all left to gain experience and strength elsewhere. But they're a loyal bunch and it shouldn't be too difficult to get them back on board. Cost 0, DC 40, Time 1 Turn, Reward: Morale raised, Diminish risk of rebellion, gain right to rule, ???
-[X] Call for a Supervisor: Getting a Chancellor to handle the workload would be useful, it would also give you a chance to figure out how things have changed in your absence. Cost 100, DC 0, Time 1 Turn, Reward: Gain a Chancellor Hero, Gain information about the state, Unlock more actions.
-[X] The farmhands of Valm: The rocky terrain provides little in the way of fertile soil, however it still exists and is required for a Kingdom and it's armies. Getting an idea of how much you should be making would be smart. DC Autosuccess, Time 1 Turn, Reward: Farming Income.
-[X] Wrangle a Snake: A Spymaster is important, they can handle the dirty schemes and plots of the Kingdom while you deal with the battles ahead. However you will have to make sure who you pick is...loyal. Cost 100, DC 50, Time 1 Turn, Reward: Gain Spymaster Hero, Unlock more actions.
-[X] Not so Noble intentions: You've been gone a long time and as such you can't entirely be sure of where the remaining nobles' loyalties truly lie. Your sure they don't hold treasonous thoughts since if they did they would have joined that rebellion or left by now. Still it would be good to know. Cost 200, DC 10, Time 1 Turn, Reward: Nobles investigated