So, here's a plan, based off of
@DearestAnnabel's plan, but more focused on the men of the Enedwaith.
[] Plan Middle Path
[] Kings of Men: The Tall Men were not given Middle-Earth. They are not rulers and conquerors and takers of tribute, but friends and teachers and guiding hands. Those who hold this stance believe that it is the duty and the forbearance of the Númenóreans to safeguard and protect the Middle-Men however possible, to raise them up and shelter them from harm until they may take their place in the sun, as the elves sheltered us in older days. This is how the Faithful carry themselves, in their cities such as Pelargir, where they marry the Middle-Men freely. This is a
majority position among your people -- you can hardly help but hear them cheer for it in the streets
. Should you pick this option, you will be more friendly to the Middle-Men diplomatically, seeking to form deals, educate, and peacefully vassalize.
[] Council of the Sea-Lord: You form a representative Council drawn from the most influential factions in the city, to advise you on the people's feelings towards your actions and to serve as capable functionaries. Once the Guilds begin to burrow their tendrils into this city, as they do all cities, they will certainly like this familiar system -- it is how Númenór is governed, though at some point along the way 'influential factions' came to mean 'The Guilds, and the Guilds alone'. Dealing with them would likely interfere somewhat with your ability to get things done, and the Council's power may grow with time.
(Reduce the amount of vote options a turn to 8. Each turn, your advisors will inform you to a vague level what the people are most interested in seeing done. Your people will be only slightly disgruntled if you ignore their opinions. Councilors may attempt to increase the influence of their faction through...unsavory means.)
[] Begin Construction Project: Ûrîphêl and the Shapers have many plans for unique buildings and expansion projects that could dot the city. Hear them out and pick one.
[] Encourage Immigration From The Eastern Colonies: You encourage the wise and well-read Faithful to make their way from the eastern colonies to dwell in your city. Your proximity to the Elf-realms makes this easier, but being known as an open Elf-Friend would help matters further.
[] Expand the Militia: Enlist more volunteers to the defense of the city, should you think it necessary.
[] Watch the Mountains: Eyes in the crags, voices in the dells, a shadow on the heights. The White Mountains hold a threat that at any moment could spill over all Enedwaith. Plant a guard to watch the Pukel-Paths, and see who comes and who goes by them.
[] Forge Arms: With basic forges complete, you may begin forging blades and weapons to arm your people. With no source of iron presently, you will have to use inferior bog iron -- but a sword is better than no sword.
[] Send An Envoy To Lond Daer: Once the mighty harbor of Vinyalonde in days gone by, the port city now known as Lond Daer, sat on the mouth of the river Gwathlo, has declined since it's glory days. It's once-packed harbors are bare, and a dwindling population of mariners and woodsmen eke out a living among it's pillared halls. It is said the men of Lond Daer keep close contact with the elves.
[] Send an Envoy to Dol Amroth: The sister-settlements of Dol Amroth and Edhellond lie far to the southeast in the Bay of Belfalas beyond the Anduin. Populated by both men and elves, the greatest power in these lands are the Lord and Lady of Edhellond, the Elf-prince Celeborn and his wife, the Elf-Lady Galadriel. Belfalas is a rich land and a good land, packed thick with food and fair things, and establishing a relationship with it's masters might benefit your city.
The Tyrant in the Tower: The chieftain of the Middle-Men spins a tale of woe and horror. He speaks of tribes butchered and enslaved, of the lands north and south of the River Gwathlo bent in servitude to the fortress on the ford, to the Tyrant in the Tower. It is, to hear them tell it, a tyranny of centuries, one which has nearly reached it's grim conclusion. The Enedwaithrim of Brun Gledd throw themselves at your feet for aid. They, they claim, are the last of their people who breathe free air. Some among your advisors insist that the truth of this matter must be investigated, while others dismiss it as the ravings of Middle-Men -- or, worse yet, a lie of the Enemy. You must visit Brun Gledd, and learn the truth of it yourself.
(Requires Imrazor)
-[] Alternate: Do not visit the Middle-Men, but travel to Tharbad instead to question them on the Middle-Men's claims.
(Requires Imrazor)
[] The Misty Mountains: The Misty Mountains which straddle the spine of Eriador are some of the tallest mountains in Middle-Earth. From the great outposts of the dwarves to the deep caves of the goblin-kings, there are many secrets to be found amid the snowy peaks. You send men into the high mountains to explore and map them further.
(2/6)
[] The Gwathlo: You have made contact with the master of the Gwathlo, and the ford is held, as it has been for ten thousand lifetimes of the small men, by Númenór. If you so wish it, your men may pass beyond the ford, and see how Minhiriath has changed in ten centuries. The men of Tharbad speak of myraid towns and villages, and of civilizations flourishing in the wild. Venture past the Greyflood, and see what has become of these lands.
So, basically it's more focused on our neighbors and it should give us a better idea of what is going on. Is there anything egregiously wrong with the plan? The reason why I want to poke Lond Daer is that they might have a different view of the conflict. While mapping Minhiriath should give us an idea of what Tharbad really does to its neighbors.