Turn 3 (1596 Andyidh Dyadorn)
[x] Accept (Khemetri gain King of the Hill, possible delay in guild industry recovery, -1 Authority, unlikely +1 Influence, probably take Trelli next year)
It rankles. To accept such humiliation is excruciating. Yet you must. As great as the People are, their might has waned, and they cannot beat back the barbarian Syffronites alone. So you humble yourself and your kingdom before the Khemetri, and in return you get their naval support for Dafydd's pushes on western Trelli. It hurts in the moneypouch as well, for word quickly gets out and the favorable trade deals you had enjoyed as the preeminent power of the area shift around to give succor to the Lords of the Djeb.
Still, you need Trelli. If this gets you Trelli, then it was worth it.
(-1 Authority, -.5 Income)
Available Dice: 5 Influence, 3 Authority
Committed: 2 Influence, 2 Authority
Total Dice: 3 Influence, 1 Authority
Martial:
War Mission, MoS: Send the army to crush the rebels in Memory of Spirits. (100% 1 year. Success and length of campaign rolled separately. Possible influence gains or losses depending on result.)
War Mission, Western Wall: Send the army to crush the rebels in Western Wall. (100% 1 year. Success and length of campaign rolled separately. Possible influence gains or losses depending on result.)
War Mission, Greenshore: Send the army to crush the rebels in Greenshore. (100% 1 year. Success and length of campaign rolled separately. Possible influence gains or losses depending on result.)
War Mission, Tinshore: Send the army to crush the rebels in Tinshore. (100% 1 year. Success and length of campaign rolled separately. Possible influence gains or losses depending on result.)
War Mission, Black Sheep: Send the army to crush the Black Sheep and liberate the Thunder Plateau. (100% 1 year. Success and length of campaign rolled separately. Possible influence gains or losses depending on result.)
War Mission, Hathytta: Send the army to Hathytta and bring them back into line. (100% 1 year. Success and length of campaign rolled separately. Possible influence gains or losses depending on result. Possible -Hathytta Loyalty)
War Mission, Hellas: Send the army to retake Trelli from the Hellas, as well as the other land they have taken. (100% 1 year. Success and length of campaign rolled separately. Possible influence gains or losses depending on result.)
Lord's Loyalty War Mission, Hathytta: Send the army to Hathytta and put it at the disposal of the governor. (100% 1 year. Success and length of campaign rolled separately. Possible influence gains or losses depending on result. Possible +Hathytta Loyalty)
Lord's Loyalty War Mission, Txolla: Send the army to Txolla and put it at the disposal of the governor. (100% 1 year. Success and length of campaign rolled separately. Possible influence gains or losses depending on result. +Txolla Loyalty)
City Levy, Western Wall: Conscript some of the excess population of the cities and send them to crush the rebels in Western Wall. (95% 1 year. Success and length of campaign rolled separately. Possible influence gains or losses depending on result. Expensive)
City Levy, Greenshore: Conscript some of the excess population of the cities and send them to kick the Styrmyr out of Greenshore. (95% 1 year. Success and length of campaign rolled separately. Possible influence gains or losses depending on result. Expensive)
City Levy, Tinshore: Conscript some of the excess population of the cities and send them to crush the rebells in Tinshore. (95% 1 year. Success and length of campaign rolled separately. Possible influence gains or losses depending on result. Expensive)
City Levy, Hathytta: Conscript some of the excess population of the cities and send them to Hathytta to bring the province back in line. (95% 1 year. Success and length of campaign rolled separately. Possible influence gains or losses depending on result. Expensive. Possible -Hathytta Loyalty)
City Levy, Hellas: Conscript some of the excess population of the cities and send them to retake Trelli from the Hellas, and to free the other lands that the Hellas have taken. (95% 1 year. Success and length of campaign rolled separately. Possible influence gains or losses depending on result. Expensive)
Lord's Loyalty City Levy, Txolla: Conscript some of the excess population of the cities and send them to the Txolla governor to use as he sees fit. (95% 1 year. Success and length of campaign rolled separately. Possible influence gains or losses depending on result. Expensive. +Txolla Loyalty)
Lord's Loyalty City Levy, Hathytta: Conscript some of the excess population of the cities and send them to the Hathayan governor to use as he sees fit. (95% 1 year. Success and length of campaign rolled separately. Possible influence gains or losses depending on result. Expensive. Possible +Hathytta Loyalty)
Activate The Mass Levy!: Arm and mobilize up to a million soldiers. The earth quakes at your approach. None can stand against the might of The People. (90%. 1 year. Success and length of campaign rolled separately. Possible influence gains or losses depending on result. Unsustainably expensive)
-Write in Targets, may choose as many as you like
Construct Warships, Yllython: With unified control of the Yllython shattered, there are going to be pirates and rebels in the sea closest to the core. The people need to build warships to suppress pirates and fight enemies. (75%. 2 years. +Warships. Expensive)
Construct Warships, Salt Sea: You now share a sea with the Black Sheep. They will surely send foes by sea as well as land if they wish to achieve their ambition of displacing you. (75%. 2 years. +Warships. Expensive)
Construct Warships, Harmurri Gulf: Do you really need warships on the Monsoon Sea? The trade there is quite civilized with much less piracy than on the Saffron Sea. (75%. 2 years. +Warships. Expensive)
Adopt Gunpowder Weaponry: Now that you have been making it for a couple of years, you have a good enough understanding of basic safety procedures to begin adopting into your armies and issuing these weapons to your soldiers. It will take a long time to fully integrate these weapons into your doctrine, but after the Great Khan, none can deny their effectiveness. (90%. 10 years. Firearm and Bombard Adoption. Provides bonuses while in progress. Expensive.) In progress
Found Banner Company: The storied mercenary companies of the Melkut Ymaryn were ancient institutions, that played important roles in both martial and diplomatic matters. Having a banner company at your beck and call, able to be loaned out to allies or against enemies, it is a powerful tool. An expensive one though. (100%. 3 Years. Expensive, -.5 Income, potentially profitable)
Control the Hills, Martial: The Hills of the Kingdom are in rebellion, bring them to heel. (???%. ? years. Requires Authority. Profitable. Mutually Exclusive with Control the Hills, Diplomatic.)
Diplomacy:
Honor of Elites, Western Wall: Demand the rebels surrender and swear fealty once again to their rightful lord! (1%. 1 year, +Influence, Casus Belli if failed)
Honor of Elites, Tinshore: Demand the rebels surrender and swear fealty once again to their rightful lord! (1%. 1 year, +Influence, Casus Belli if failed)
Rage Against The Steppes!: Demand the Black Sheep savages surrender and abandon their oppression of the people of the Thunder Plateau. (1%?. 1 year. +Influence)
Personal Stewards of Nature, Styrmyr: Demand that the Styrmyr return the lands of greenshore to your rule. (1%?. 1 Year. +Influence. Casus Belli if failed)
Diplomatic Overview, Saffron Sea: You have no knowledge what barbarian powers are important in the realm of the Syffronites. In your current position of weakness that ignorance could be deadly. (90%, 1 year. Overview of Saffron and Saffron Sea powers.)
Diplomatic Overview, Monsoon Sea: You have no knowledge of what barbarian powers are important in the Monsoon Sea. In your current position of weakness that ignorance could be deadly. (90%, 1 year. Overview of Kus and Monsoon Sea powers.)
Deepen Diplomacy, Khemetri: The Khemetri are a major power in the Saffron Sea and a known player in the Monsoon Sea. Becoming closer to them may be valuable. (???%. 1 Year. Unlocks Opinion Guage, unlocks interaction options.)
Diplomatic Contact, Highlanders: What have the Highlanders gotten up to in these last thousand years? Do you even care so long as they stay in their hills? (???% 1 Year. Possible -Influence)
Diplomatic Contact, Styrmyr: You are most displeased to find that the Styrmyr have decided to immediately conquer Greenshore upon the cessation of the Games. Still, Greenshore were rebels, so maybe the Styrmyr could prove reasonable? (???% 1 Year.)
Diplomatic Contact, Berba: Who are the Berba and what do they want? (???%. 1 Year.)
Diplomatic Contact, Euskal: Who are the Euskal Herria and what do they want? (???%. 1 Year.)
Diplomatic Contact, Ruma: Who are the Ruma and what do they want? (???%. 1 Year.)
Diplomatic Contact, Vynta: Who are the Vynta and what do they want? (???%. 1 Year.)
Control the Hills, Diplomatic: The Hills are in a state of partial rebellion. Send in diplomats and priests to bring that back into the fold. (???%. ? Years. Requires Authority. Profitable. Mutually Exclusive with Control the Hills, Martial)
Admin:
Math Reform: The Kus have made advances in the notation of mathematics beyond the wildest dreams of the people. Not to mention the substance of math. "Zero"… it will change everything once people get a handle on it. If you were to institute reforms that changed the Melkut Ymaryn to the superior Kus system of math, then there would be immense savings simply from more precise ability to keep track of things. Of course, until the bureaucracy got a hang of the new numbers, it would be pure chaos. (5%. 5 Years. Extremely Expensive, -1 Authority immediately, +1 Income)
Reestablish Administrative Control, Hathytta: Restore the mechanisms of control over Hathytta. The flow of taxes, orders, and information must be restored. (???%. 1 year. +1 Influence, Profitable, +.5 Income)
Survey Homevalley Province: Homevalley has been surveyed many times, but technology and the skill of surveyors is always improving. It might be possible to find something of use in the hills. (???%. 1 Year. Resources?)
Survey Memory of Spirits Province: Memory of Spirits has been surveyed many times, but technology and the skill of surveyors is always improving. It might be possible to find something of use in the hills. (???%. 1 Year. Resources?)
Survey Txolla Province: Txolla has been surveyed many times, but technology and the skill of surveyors is always improving. It might be possible to find something of use on the floodplains. (???%. 1 Year. Resources?)
Resettle Northern Core Areas: Stonepen, Blackmouth, Phygriftwin, and many other areas in the north have been destroyed by the Great Khan. But the Khan has left, and the mechanisms of state work again. It should be possible to resettle the refugees back on their own lands. Many new gentry and nobility will need to be raised to manage the famland brought back into cultivation, but the renewal of those tax incomes will greatly help the state. (95%. 3 Years. Profitable. +.5 Income) In progress
Mysticism:
Touch the Cow, Do it Now:, Txolla: The Sacred Warding in Txolla is in shambles. Order some of the priests to do their best to repair it. (???%. 2 years. +Txolla Loyalty. Possible +Influence) In Progress
Touch the Cow, Do it Now, MoS: The Sacred Warding in Memory of Spirits is destroyed. Order some of the priests to do their best to restore it. (???%. 3 years. +MoS Loyalty. Possible +Influence) In Progress.
Praise the Sun: The Khem have had an upsurge in their old sun worshiping pagan communities recently for some reason. Should you bother to find out why? (???%. 1 year.)
Damn Fool Apprentices: An apprentice has made a mess of things, but their master thinks the result might bear looking into further. (???%. 1 year.)
MEGAPROJECTS:
Greenhouses: The Kings of old built a number of grand greenhouses to tend exotic plants from far away, so that they could be studied and for their own enjoyment. Most of these greenhouses were smashed by the Great Khan. Restore them. (Authority + 90%, 20 Years, -1 Treasury Status every four years)
Signal Towers: One of the issues that always plagued the governance of the Thunder Plateau was how far away and difficult to reach it was. It would be possible to set up signal relay towers along the way, which would greatly speed up messaging between the Plateau and the Core. It would take a lot of precision glasswork for the spyglasses, however. (Authority + 75%, 20 Years, -1 Treasury Status every four years)
Reform THE LAW: It has been a very long time since the last time the Law was compiled and streamlined. There has been much accumulation of loopholes, drifts, and patching as the times changed. The current law is confusing and difficult and in many ways outdated. It should be simplified, updated for the current age, and recodified. (Authority + 90%, 20 Years, -1 Treasury Status every four years, +1 Authority on completion)
Personal Action (Choose One):
[] Work Overtime (+1 temp Influence, +Stress)
[] Relax with Family (-Stress)
[] Catch up on the latest plays and theological debates (-Stress)
[] Attend to a particular action personally. (Provides bonus to action)
-[] Write in Action
Voting is by plan.
Two Hour Moratorium.
Note: You MUST spend a point of Authority on one of the two "Control the Hills" options.