In the years since you ascended the Throne, the lands and people of the Empire have known prosperity thought unthinkable during the age of Discord. Peace is more than a dream, and the economy is in such a state that a new "middle class" has begun to flourish as your citizens find work in the numerous factories, mills and industries that have sprung up as innovation drives the engine of progress.
But not all is well in the Empire, as even these things that appear objectively good have hidden downsides, as you have recently discovered.
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You sigh, rubbing your temples as you stare down at the census report before you. It wasn't one of the extensive, detailed censuses that were conducted once a generation, just an approximation of population growth according to the reports of the nobility and the bureaucrats whose job it was to keep track of this sort of thing.
You look across the table at Frida Bronzeclaw, your advisor in all domestic policy.
"Run it by me one more time."
The Griffoness nods.
"After Discord's...disappearance, defeat, whatever you want to call it...when civilization started to put itself back together, there was an upswing in the birth rate, one that only became more pronounced as agricultural productivity began to increase. Combine that with the inclusion of the Crystal Ponies, their own upswing in births after their liberation from Sombra, the former slaves from Maretonia and the occasional immigrant from Neighpon or Yakyakistan...we're seeing a population explosion that is unprecedented in recorded history. We expect the first members of the Post-Discord generation to reach adulthood within the year."
You blink.
"But that's a good thing, isn't it?"
It certainly sounds like one. During the reign of Discord, and even years afterwards, the concern had not been overpopulation but a lack of it. A lack of labor, a lack of skilled workers, a lack of able-bodies citizens to serve as soldiers in the line of battle. Even food shortages tended to be the result of there not being enough farmers, rather than having too many mouths to feed. A surplus of subjects sounds like it would be a great boon to your nation.
Frida dashes those thoughts, making a so-so gesture with a talon.
"It's a bit more complicated than that. A population explosion as dramatic and rapid as this is going to have some massive side effects. There are some that are questioning whether we can support this many people."
You stare. Frida must see the look on your face, because she immediately begins trying to break it down for you.
"Even though we have a massive surplus of food, the increased demand is going to result in higher food prices. The cities are going to swell rapidly, taxing our existing infrastructure which wasn't designed to handle this many people. And then there's the question of whether our economy can employ all these people that will all be entering the job market virtually all at once."
You wince. None of that sounds good.
"So what do we do?"
Frida sighs, rubbing a talon through her head-feathers.
"It's going to be expensive, but we're going to have to do a lot of construction. More farms, more roads, more sewers and water pumps. Build up our infrastructure to deal with our growing population...putting so many people to work building it should help stimulate the economy, hopefully kick the private sector into high gear...its going to be years before we see results though...it's probably going to come right down to the wire."
You sigh, rubbing your forehead to stave off the impending headache. It's true what they say...too much of a good thing...you'd never thought the good thing would be children of all things...especially not everyone else's children.
But such is the life of an Emperor.
You nod to Frida and reach for your pen and parchment. You need to write up a few orders.
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Martial: Redbeak, fresh from adding strength to the Imperial Bulwark that is it's Knightly Orders, has spent much of his time in recent days examining the reports from the Neighponese expedition to the East, considering the new culture's level of threat to the Empire and its interests. While he still views Maretonia as the primary threat to the Empire and its people, he has begun to view the growing Imperial navy as more than the afterthought you suspect he considered it previously.
[ ] Cog Conversion: The creation of your new Carracks have left much of your existing naval assets obsolete. Rather than simply scrapping them or continuing to field outdated ships, a few clever shipwrights have drawn up a plan to convert the hulls of the Cogs into new cannon-armed Carracks. While it won't be a perfect conversion (the Carracks requiring more building material than a Cog) and the cannons will still have to be sourced from the foundries, it will likely be cheaper than building new vessels from scratch. Cost: 700 Time: Two Years. Reward: 20 Cogs Converted into 14 Carracks.
[ ] And Push It Somewhere Else!: One particularly eccentric military engineer has proposed an unusual solution to the problem of fortifying the Maretonian border region. Rather than mothball the already existing fortifications in the Peregrine mountains and build new ones from scratch, he proposes disassembling the existing defense infrastructure, transporting it across the Protectorate, and reassembling it along the new border. The craziest part of the whole thing is that, after running the numbers and performing some small-scale simulations to test the plan's feasibility, it appears that not only is the idea possible, it would actually be cheaper and faster than the alternative! An...unusual solution, but if it works, it works. Cost: 1500. Time: Three Years. Reward: Peregrine Line "Relocated" to Maretonian Border.
[ ] Mothballing the Peregrines: But then again, the recent innovations in fortress construction have rendered the Peregrine line largely obsolete. Perhaps it may be better to simply halt the expensive maitenance and garrisoning of the mountain forts and construct some more modern fortifications further South. Cost: 0. Time: Instant. Reward: Peregrine Line Mothballed, Removes Upkeep Costs. Does not cost an action.
[ ] The Hardbeak Line: The architects and engineers of the Imperial Army have drawn up plans for a line of "star forts" to be constructed South of the Crystal City, intended to serve as a defensive line against any potential Maretonian aggression. Naturally, the construction and maintenance of these forts is going to be expensive, and they're not going to be built overnight. Still, if you're looking to build modern fortresses to defend your Protectorate, it's the best plan you've got. The recent completion of the Crystal Line has made such an endeavor cheaper and easier, though still nothing to sneeze at. Cost: 2200. Time: Two Years. Reward: Hardbeak Line Constructed using new fortification techniques. Southern Border Secured.
[ ] Knights of the Frontier: With the settlement and rapid expansion of the frontier territories, now dubbed Kestrella, some have begun to call for the establishment of a new Knightly Order to serve as the guardians of the new province, small and relatively underdeveloped as it is now. Though the war against Sombra has depleted both the fighting age population and the public's appetite for conflict, there is never any shortage of Griffons willing and eager to join an esteemed Knightly Order. Construct a suitable citadel and begin the search for any aspiring Knights. Cost: 400. Time: Two Years. Reward: New Knightly Order Established to guard the Western Frontier.
[ ] Black Knights: The Orichalcum/Steel Alloy, now dubbed Black Steel, has many of the benefits of Orichalcum at a fraction of the cost. Despite this, it is still a resource that must be carefully husbanded, and reserved for use by elite units. Elite units like the Knights of the Inner Circle. Have them equipped with weapons forged of the new alloy, that they may serve the Empire more effectively. Cost: 800. Time: One Year. Reward: Knights of the Inner Circle equipped with Black Steel weapons.
[ ] Cautious Curiosity: While the now-infamous expedition that discovered Sombra has caused some to question the wisdom of venturing beyond the Empire's borders, you feel that such things are a necessity. Without such scouting missions you would have never encountered the Yaks or the Neighponese, who are now your trading partners and steadfast allies. And as some of the more pessimistic have said: "better our scouts meet them than their invasion force meet us." Cost: 300. Time: Variable. Reward: Knowledge of Distant Lands.
—[ ] Far West: The Yaks can't tell you anything about what lies beyond their lands, aside from the fact that they know such lands exist. Prior to meeting you and Sombra they never had any reason to wonder about the lands beyond their steppe. Now you have a chance to satisfy both their curiosity and your own.
—[ ] Far South: As of now, it doesn't appear that you and Maretonia will be going to war anytime soon. As such, some have proposed sending a flotilla of exploration ships South along the coast, to see if your rival kingdom has any neighbors that might prove less antagonistic to you and your people. With any luck, you might find another ally or trade partner, or new resources that you could grab before the Maretonians can.
—[ ]Far Southeast: Rumors of Maretonia's mysterious trade partner, and whispers of lands further South of the recently discovered Caribou kingdoms, had led some to propose an expedition into the open ocean, in hopes of finding these rumored places. A risky venture, but a potentially fruitful one, if successful.
Diplomacy: Gisa Eagleclaw, though momentarily overwhelmed by the new authority and responsibility her promotion has given her, quickly sets about familiarizing herself with her new position and duties, even proposing a talonful of new diplomatic initiatives that she had prepared in light of the recent Neighponese Expedition.
[ ] Canterbury Caravans: Your newly discovered neighbors, while not having quite the economy that you do, are still a nation of potential customers for Imperial Products, and your people are always hungry for new and exciting novelties and luxury goods. While it may be difficult to brave the cursed forests of Canterbury, enterprising merchants have done riskier things in pursuit of profit, and you're sure that your chivalrous neighbors will be more than happy to assist and escort traders through their lands, as you will theirs. Cost: 200. Time: One Year. Reward: Trade with Canterbury Established, Increased Trade Income.
[ ] Immigration Campaign: The addition of Magical Advisors to your court, and the memory of how much the integration of the Diamond Dogs improved your Kingdom, has led some to propose the idea of advertising abroad for immigrants, from Neighpon, Yakyakistan and Canterbury. You're not sure how many takers you'll get, but it can't hurt to try. Cost: 200. Time: One Year. Reward: Yak/Neighponese Immigrants. Chance of Success: 65%
[ ] Gaze upon the mists of Fate: The seers and shamans of Yakyakistan have been a subject of interest to you ever since you learned that they had warned their people of the threat of Sombra long before encountering him themselves. In a way, they were partially responsible for your victory at the battle of Redstone, as well as your ensuing positive relationship with the Yak Clans. With the threat of Sombra now extinguished, you find yourself wondering what else these mystics may know...and if they might be willing to share this information with you. There's no harm in asking, right? Cost: 200. Time: One Year. Reward: Chance to gain information from Yak Seers. Chance of Success: 60%.
[ ] She can see the Futuuure!: First the Yak Shamans, now Queen Chevaline. Seriously, how many races can predict the future? Regardless, while the Seer of the Waters may not publish as many prophecies as the Yaks, her predictions tend to be less vague and more detailed. It appears that quality vs quantity is also a problem for prophets. Perhaps you could convince her to share any pertinent vision she may have regarding you or your nation? It might not be as easy as just asking though. Her prophecies are the Word of The Lady, and she might not be eager to share them with outsiders, not even allies. Cost: 200. Time: One Year. Reward: Chance to gain Information from Queen Chevaline. Chance of Success: 50%
[ ] Demilitarized Zone: Tensions With Maretonia are currently at a fever pitch, and it doesn't seem like they'll be normalizing anytime soon. Still, you don't really desire a war with your Southern Neighbor, if for no other reason than the expense and bloodshed such a conflict would entail. While a non-aggression pact is likely off the table at this point, an agreement to create a "buffer zone" between your protectorate and Maretonian territory is something they might agree to. Of course, such an agreement would prevent you from building fortifications right on the border, but there's plenty of places you can build them elsewhere. Cost: 300. Time: One Year. Reward: Maretonia/Gryphus Demilitarized Zone Established, Slightly Eased Relations with Maretonia, Slightly Reduced Risk of War. Chance of Success: 50%
[ ] What's up King dude?: The Yaks are united and have a new king! You should pay your respects, congratulate the new monarch, and see what his priorities are going forward. And if you can bring up the issue of the rumored Orichalchum deposits within his country, so much the better. Arrange an Emissary to see King Rutherford. Cost: 300. Time: One Year. Reward: Information on King Rutherford and Yakyakistan Foreign Policy, Address the Issue of Yak Orichalcum.
[ ] Island Investment: Now that Libertalia has set up diplomatic relations with you, several new opportunities have made themselves apparent as, despite the risks inherent, several wealthy and enterprising Imperial Citizens see the anarchical island nation as an ideal business opportunity. Some see the pirates as an untapped market for Imperial goods, others wish to finance the establishment of mines and plantations. Such enterprises would doubtless be a boon to both nations, and would enrich many. While the inhabitants of Libertalia are more than happy to have money pumped into their economy, there are a few issues that have to be sorted out, from currency exchange rates to how the Imperial-funded businesses will be run. These issues will likely require the assistance of the Foreign Ministry to resolve and allow trade between your nations to begin. Cost: 300. Time: One Year. Reward: Griffon-funded businesses established on Libertalia, Increased Mining/Agricultural Income, Improved Libertalia Relations, Additional Actions Unlocked.Chance of Success: 70%
[ ] Emerald Isles Emissary: The discovery of an entire independent kingdom of Diamond Dogs has raised more than a little bit of interest amongst your people...and the realization that it was the Neighponese who met them first has more than a few members of your diplomatic corps kicking themselves at the missed opportunity. But there's still time to rectify this and properly introduce yourself to the inhabitants of the Emerald Isles. A diplomatic mission seems to be in order. Cost: 300. Time: One Year. Reward: Diplomatic Contact established with Emerald Isles, New Actions Unlocked.
[ ] Journey to the Frozen Coast: The Caribou are an interesting people. A maritime culture, divided between multiple petty kingdoms, subsisting through a combination of trade and raiding. Whether they will be enemies, allies, or simply another divided people to keep an eye on has yet to be determined. A diplomatic mission to introduce your people to theirs may be in order. Cost: 400. Time: One Year. Reward: Contact made with Caribou Kingdoms, New Actions Unlocked.
Stewardship: Much of Frida's attention and time is taken up by the historic task that is the establishment of a national Rail network, but she cautiously states that she and her subordinates are capable of multitasking and taking on other work without delaying the progress of her primary task. (Two Actions Per Turn) One Action Locked
-Rail Network: Your first railway has been proven a great success, and leaders and business magnates from across the Empire are clamoring to have more lines built across the provinces, to facilitate the flow of goods and raw materials. The establishment of such a network will be both time consuming and costly, but it will more than pay for itself through the boost to national productivity, and the economic benefits of cheap transportation. Cost: 1500. Time: Four Years. Reward: National Freight Railway Network Constructed. Increased Tax Income. New Options Unlocked. Will Finish in Two More Turns
[ ] Western Lumberjacks: The woods of the Western Frontier (now dubbed Kestrella), while not quite as expansive and vast as the forests of the Imperial heartland, are still a potential resource and an ample supply of raw timber. Subsidize the establishment of logging camps and lumber mills in the newly settled territory. Cost: 400. Time: One Year. Reward: Increased Logging Income.
[ ] Cloth Mills: While sufficient Flax has been planted to allow for textile production, and a significant cottage industry has already sprung up to exploit this, you're far from rivaling the Neighponese for textile production. Mass production is the name of the game here: subsidize the construction and start-up costs of some weaving mills and see if you can increase productivity. Cost: 600. Time: One Year. Reward: Industrial Linen Production achieved, Increased Tax Income.
[ ] Aggressive Agricultural Expansion: Now that your nation has purged its forests of beasts and monsters, it's time to clear some of that untamed wilderness and prepare it for farming. Your staff has predicted a massive population boom in the near future, and having enough food to feed so many new mouths is going to be vitally important for the security and prosperity of the nation. Cost: 1000. Time: Two Years. Reward: Expanded Agriculture, Secured Food Supply, Increases Income.
[ ] Skill-Training Programs: Your Southern protectorate, while showing steady economic growth, is hitting a bit of a roadblock in the form of a lack of skilled workers. While they have no shortage of able-bodies to form a pool of laborers, when it comes to artisans and specialized vocations they don't have many to go around. While they've managed to supplement their native talent with hired Imperial experts, this isn't a good long-term solution. Have Frida coordinate with Ivory Rook and the Crystal Assembly to set up some impromptu schools and vocational training classes to resolve the Crystal Ponies' skilled labor shortage. Cost: 500. Time: One Year. Reward: Slightly Increased Tax Income, Crystal Protectorate no longer dependent on Imperial Expertise.
[ ] Imperial Sanitation Commission: Your growing population has raised concerns amongst the healers and physicians of the Office of Disease Control. The issue of...waste management...has been raised more than once. Simply put, you are rapidly reaching a point where the existing infrastructure will become unable to handle so many people, which may in turn lead to outbreaks of disease. Frida and the Office of Disease Control have been coordinating with a team of architects and civic planners to draw up an expansion of the existing sewage network in your major cities. Needless to say, it's going to be expensive, and will take a significant amount of time to implement. But it may be the only way to prevent the recent population explosion from becoming the catalyst for a plague. Cost: 1500. Time: Three Years. Reward: City Sewage Networks Upgraded, lessened chance of disease outbreaks.
Learning: Archimedes and Genevieve continue their work as always, despite the former's advancing age that doesn't seem to slow him down. Both of the learned Griffons, as well as the Trio of Neighponese magic experts, continue their studies, drawing upon research from their academic equivalents in Canterbury, the Crystal Protectorate, and Neighpon. (Two Actions Per Turn)
[ ] Flying without Wings: The fragment of the ancient design you found, while sparse on details due to its decay, has given both of your scientific advisors ideas. Big, big ideas. Of course, in order to make those ideas reality they'll need equally big amounts of funding and time. Just for starters they're going to have to figure out whether they can even build such a contraption with the materials they have available, and what other steps will need to be accomplished before they can even start to build this "flying machine". Cost: 200. Time: One Year. Reward: Viability of Airships explored, additional Learning Actions Unlocked.
[ ] Sugar Beets: Among the numerous crops that have been introduced to the Empire as a result of trade with Neighpon, Sugarcane has been one of the most sought after, particularly due to its inability to be farmed on the mainland. However, Genevieve claims to have an idea. By selectively breeding a particular species of root vegetable for increased production of Sucrose (the thing that gives Sugarcane its distinctively sweet taste), she believes it to be possible to engineer a hardier alternative to sugarcane that can be grown domestically. This will of course take a while to do. Cost: 200. Time: Two Years. Reward: Sugar Beets acquired, new Learning and Stewardship Actions Unlocked.
[ ] Sound the War Horns!: The Battle of the Peregrines demonstrated the need for a means of long range communication between commanders and units spread across multiple fronts. Couriers and banners simply aren't good enough. An enterprising army officer and former musician by the name of Major Shrike has proposed building and utilizing specialized horns, designed to communicate coded messages through the pitch, tune and frequency of their blasts. The idea might hold merit. Cost: 300. Time: One Year. Reward: Gain War Horns. Upgrade Army Communications Bonus.
[ ] A Different Kind of Mortar: The prospect of war with Maretonia has raised numerous concerns amongst the military. Your cannons, while effective at targeting enemies and destroying unreinforced architecture, may not be as effective against the enchanted walls and fortifications of Maretonia. Archimedes has proposed a potential solution: a weapon similar to a cannon, designed to lob projectiles over walls and other obstructions. While these weapons are unlikely to be as useful against mobile targets, they may prove a decisive advantage in siege warfare. Give Archimedes the go-ahead to try and build a few of these new weapons. Cost: 600. Time: One Year. Reward: Mortar Artillery Developed.
[ ] Canterbury Magic Experts: The Neighponese Trio have been invaluable in the study of arcane phenomenon, providing a unique perspective that has allowed your scholars to expand their knowledge of the world and its workings. Archimedes has recently proposed expanding your cadre of Foreign Experts with experts from Canterbury, who may offer valuable new insights and further build your Empire's knowledge base on matters of magic. You're sure that a few open letters to Queen Chevaline should be enough to attract some Thaumatological scholars to your court. Cost: 300. Time: One Year. Reward: Pony Magic Scholars Recruited, New Actions Unlocked. Chance of Success: 65%.
[ ] Crystal Rune Replication: While the replication of the Crystal Heart has been deemed impossible, the individual runes found on it may be a different story. Genevieve and the Neighponese Trio stand ready to make the attempt at reverse engineering the more easily comprehensible components of the Crystal Heart. It will take time and funding, but if successful, you may have a method of harnessing the power of magic. Cost: 400. Time: Two Years. Reward: Reverse-Engineered Runes. Chance of Success: 60%.
[ ] Miniature Ballistae: The recent completion of the great hunt, while ridding your lands of monsters and dangerous creatures, has also had an unexpected side effect of depriving the forests of dangerous game. As a result, the people of your nation have much fewer targets to practice their craft on. This may result in a shortage of skilled archers in the near-future, which may endanger your military's ability engage enemies from range. Archimedes claims to have a solution to this: a miniaturized ballistae that can be used and carried by one person. Such a weapon could be used by anyone with only a relatively small amount of training, readily solving the issue. Of course, he will need time and funding to perfect the design and make it suitable for mass production. Cost: 400. Time: One Year. Reward: Crossbows.
Intrigue: Ravenburg joins his more militarily-minded colleague in examining the reports from the recent Neighponese expedition, as well as reports from his own subordinates on the suddenly unified Kingdom of Yakyakistan. Thus far he can't tell you anything that isn't already public knowledge, something that you both find disappointing. He assures you that he can remedy this situation with the proper resources and authorization, though he stresses that much of his current assets are tied up in Maretonia. (Two Actions Per Turn) One Action Locked.
-Stirring up Trouble: You've gotten your people back, but you're not quite finished with Maretonia. You and your people aren't comfortable sharing a border with a kingdom of slavers, and the abolitionists, riding high on their success, are jonesing to take further action against the Maretonian nobility, with or without your support. Ravenburg and Ambrosia have been sending a flurry of secret missives back and forth, exchanging ideas and opinions, and have come up with a complicated series of interlocking plans meant to spread disorder and discord throughout Maretonia by spreading misinformation and sowing strife between the rival noble houses of the realm. If the plan works, Queen Mareia and her vassals will be too busy searching for traitors and schemers amongst themselves to worry about you and their escaped property. You might even be able to leverage the situation to get some of the Abolitionists into greater positions of power and usurp some of the biggest slaveowners in Maretonia. It's worth a shot at least. Cost: 600. Time: Two Years. Reward: Maretonian nobility discredited/at each other's throats, Abolitionists gain more power and influence, Maretonia becomes less concerned about Gryphus. Will Finish This Turn
[ ] Trust but Verify: Your new Equine neighbors seem much easier to talk to than the Maretonians. But everything you know about the kingdom to your Southwest has come from the mouths of its rulers. While you'd like to imagine otherwise, it's entirely possible that Queen Chevaline and Lord Bohemond weren't entirely honest with you about the conditions of their nation. And what exactly is the deal with this Lady of the Lake? Ravenburg and his infiltrators are ready to fact check. Cost: 400. Time: One Year. Reward: Intel on Canterbury and its people. Chance of Success: 60%.
[ ] Hoofbeard's Heist: Hoofbeard has alerted your agents to a curious occurrence in Maretonia. It seems that, despite their ideology of racial superiority and attempts to enslave every people they come across, the Maretonians do have a trade partner. Once a year, a convoy of vessels bearing the sigils of the Maretonian Noble houses departs from the port city of Cantergena with a heavy mercenary escort, their holds loaded with gold, and every year the convoy returns with cargos of exotic spices, wines, and other luxury goods bound for the mansions and villas of the Maretonian elite, netting the Noble houses involved a significant profit as they sell their imported wares to their less powerful peers. Exactly where these ships go and who they do business with is unknown, but their arrival and departure times, as well as their routes of travel, are well known to the pirates of Libertalia. The treasure ships are a legend amongst the crews of the anarchical island nation, and many a charismatic captain has attempted to pull off the raid of a lifetime and seize the riches aboard the ships for themselves...but none have ever succeeded, their ships torn apart in Pegasi directed storms or blasted apart by Unicorn Battlemages.
Hoofbeard has always dreamed of being the Pony to finally pull off the nautical heist of the century, simultaneously ruining the finances and reputations of numerous Maretonian nobles and gaining enough riches to transform Libertalia from a collection of shipwrecks and shanties into a self-sustaining city-state. Before, he'd thought that such an ambition would remain nothing but a dream...but his deal with Gryphus has given him hope that you might help him make such a thing possible. Ravenburg has been exchanging letters with the former slave, and he thinks that, with enough Imperial assistance, such a thing may be possible. Of course, if the whole thing goes south and your involvement is discovered, the Maretonians will likely consider this raid on their trade route to be an act of war, and Hoofbeard will probably either be dead or discredited in the eyes of his colleagues, costing you a valuable diplomatic and intelligence asset. Still, it may be worth it to throw such a massive wrench into the machinations of the Maretonian elite. Cost: 1000. Time: Two Years (Cannot be hastened by Imperial Priority). Reward: Maretonian Nobility's Finances Ruined, Maretonia loses face with Trade Partner, Libertalia becomes more prosperous and less dependent on Crime to fuel its economy, Hoofbeard gains more influence and power in Libertalia. Chance of Success: 40% (Roll to be made at conclusion of Action)
[ ] Follow the Money: Hoofbeard's tales of the mysterious Maretonian treasure fleet have led Ravenburg to propose a risky gambit: slipping a spy aboard the trade fleet to document its route and determine exactly who the Maretonians are making deals with. Needless to say, this is a dangerous gamble. The crews of the treasure ships are thoroughly vetted, and there's no telling how long your infiltrator(s) will have to keep up the ruse. In addition, the abolitionists will be of little help to you, as they possess no connections within the Noble houses responsible for the treasure fleet. Still, such a thing may be possible, and would be an intelligence coup second only to the liberation of your people from Maretonian captivity. And, as Ravenburg stresses, even if your spy is discovered, the diplomatic blowback should be minimal, assuming they can even trace the infiltrator back to you in the first place. Hopefully it doesn't come to that though. Cost: 500. Time: One Year. Reward: Intel on Maretonian treasure fleet, Increased chance of Success for Hoofbeard's heist, Intel on Maretonian Trade partner. Chance of Success: 55%.
Piety: The newly established "Council of Faiths", a gathering of representatives from every major religion in the Empire, has wasted no time in clamoring for your attention and attempting to leverage their newfound place in the Imperial Court to expand the influence of their respective beliefs. Each of the six beings upon the Council (Including a Qilin, a Yak, and a Crystal Pony) have submitted a proposal for your consideration. Whether you intend to act on any of them is up to you. (One Action Per Turn)
[ ] Ancient Empire Excavations: When the old Empire fell, many of the sacred texts and holy artifacts of the Griffon Pantheon were lost. A scant few have been pieced together from remnants found during the age of Discord, but if the Pantheon is to be the spiritual force it once was, its modern day adherents will need more than a few scraps of old parchment to serve as the centerpiece of its temples. The representative of the Polytheists has requested permission to organize an excavation of several ruins where it is hoped that he and his colleagues may find greater and more impressive holy relics to serve as objects of worship. Cost: 100. Time: One Year. Reward: Ancient Religious Artifacts recovered.
[ ] Crystal Shrine: Thus far, the religious services for disciples of the Crystal Heart have been held in a corner of the Crystal Palace, just below the object of their worship. The Crystal assembly has promised funding and authorization for the construction of a permanent shrine, but with their focus on growing the local economy and preparing their people for the possibility of war with Maretonia, they have had other priorities as of late. Perhaps you could pen a letter to the assembly reminding them of the importance of faith, and of the need for more suitable amenities for worshippers. You can even offer up a little bit of funding yourself, just to show how seriously you take the matter. Cost: 100. Time: One Year. Reward: Shrine to the Crystal Heart constructed.
[ ] A Sacred Stone: The Yaks' shamanistic beliefs have little need for temples, shrines, or more conventional sites of worship. Instead they mark sites of spiritual significance via raised stones or boulders with intricately carved inscriptions and artwork dedicated to their gods. While the followers of Yak Shamanism within your borders could simply pick a stone and carve an inscription into it themselves, they have deemed such an approach insufficient for the first Runestone to be placed in the Empire, and have attempted to contract the famous Shaman Brod the Wise to create the inscription. There's just one problem: Brod the Wise has left his self-imposed exile from his mountaintop home exactly three times in the past thirty years. Once to confirm the disappearance of Discord, once to give a prophecy concerning the coming of Sombra, and most recently to legitimize the reign of King Rutherford as a worthy ruler of Yak-kind. To say that it's unlikely he'll agree to travel beyond the borders of Yakyakistan to simply carve some runes in a rock is perhaps the understatement of the year. Still...if he were to receive a letter requesting his presence from a foreign Emperor, one that has done so much to help his people...well, he'd be much less likely to refuse then wouldn't he? Cost: 100. Time: One Year. Reward: Brod the Wise carves the first Yakyakistani Runestone for the Empire.
[ ] Seaside Shrines: While all natural phenomenon are associated with Kami, and all are important in their own way, the spirits of the winds and waters are regarded as particularly important by followers of Neighponese Spiritualism. Combine this with the fact that most of the practitioners of the Neighponese faith live on or near the coast, and it's fairly obvious what the first shrines they seek to build are going to be dedicated to. Unfortunately, the construction of the shrines is not a simple matter, for two reasons. The first is a matter of material; the followers of a religion originating in Neighpon naturally want materials from said nation to be used in their shrines, which means they'll have to go through the bureaucracy that is the Imperial Customs Office. The second and much larger issue is the fact that several of these shrines are intended to be built in or on the water itself, which may pose a navigational hazard for shallow-draft ships. Naturally, this is a bureaucratic nightmare of its own. The spiritualists would greatly appreciate it if you would grease the wheels of bureaucracy for them do that they can finally build their shrines. Cost: 100. Time: One Year. Reward: Neighponese Shrines constructed.
[ ] A Holy Lake: Obviously, Lakes and Ponds are central to the worship of the Lady of the Lakes. While technically any pure body of water could be considered holy by the worshippers of the Lady, certain ones are selected by members of the church to serve as sites of worship. Exactly how they determine which lake or pond should be more holy than others is a mystery to those outside of the priesthood, but the followers of the Lady within your borders have identified one lake in particular which they believe to be a conduit for the Lady's divine will. The fact that it is near your shared border with Canterbury is a total coincidence, you're sure. Regardless, the followers of the Lady have petitioned you to recognize the lake as a protected area, off limits to development or exploitation, save the construction of shrines and houses of worship. Given that the lake in question is far from any major cities or sources of pollution, this shouldn't be too difficult to pull off. Cost: 100. Time: One Year. Reward: Church of the Lady granted a protected lake to worship at.
[ ] The Imperial Truth: Perhaps unsurprisingly, the Imperial Cult has some difficulty attracting new converts, primarily due to the radical nature of its ideas, but also due to the fact that its varying sects often have very different ideas as to how they should worship, spending just as much time competing with each other as they do with the other faiths for new converts. While the Council of Feathercaea did much to smooth over these differences and bring the differing sects together, there are still some lingering doctrinal disputes preventing your most fanatically loyal of subjects from uniting into a singular religion. You could just let them sort out their differences on their own...or you could intervene directly and speed up the process a bit more. Cost: 100. Time: One Year. Reward: Imperial Cult doctrinal disputes resolved.
Personal: You refuse to let your duties as Emperor take up every moment of your day. (Two Actions per Turn)
[ ] Overtime: Your advisors can only do so much, and sometimes that's just not enough. If it's truly necessary, you can sacrifice some of your otherwise free time to carry out an additional action from another category, provided said action has a duration of only one year. The costs and chances of success for that action remain the same.
[ ] Imperial Priority: Sometimes you need something done as quickly as possible, regardless of the cost. In such times, you can authorize and oversee the judicious and generous application of funds to speed things along. If necessary, you can reduce the duration of a select action by one year at the cost of a personal action and doubling the per-turn financial cost of the action. The chances of success for said action will remain the same.
[ ] Creative Accounting: Even for an Empire as prosperous as yours, money can be tight. Balancing the budget can be a difficult task at the best of times, but your prior experience as a Merchant has taught you many financial "magic tricks". Taking some time out of your busy schedule to squeeze a few extra coins out of the bureaucracy could be the difference between staying in the black and dipping into your reserve funds. Cost: 0. Time: One Year. Reward: One Small Lump-Sum of Funds. Chance of Success: 60%
[ ] Getting to Know You: Gawain has made some very interesting friends. You're relieved to see him getting along with kids his own age, though you do wonder what he gets up to with them. Cost: 0. Time: One Year. Reward: Gawain Improves Relationship with a Friend, May Lead to Further Developments and Benefits Down the Road. (Does not cost an Action. May only develop one relationship per Turn)
—[ ] Isabelle Brissette: The young Noble heiress appears to be quite fond of your son, though given her former status as a virtual social outcast among the nobility that's not too surprising. You're glad that your eldest has been able to give such a nice young hen a new lease on life...of course, given his age you're also happy that he's finally reciprocating the interest of one of the many eligible bachelorettes that would give their wings to earn his attention.
—[ ] Ki Seong: The Cultured Qilin is exactly what you'd expect the daughter of Neighponese Nobility to be...and that might actually be a problem. Gawain tells you she likely feels pressured by the expectations of society and her family to hold herself to a high standard at all times. Hopefully he can convince her to let her hair down around him.
There will be a twelve hour moratorium to allow for discussion and plan-building.