Turn 6 (1599 Andyidh Dyadorn)
Available Dice: 7 Influence, 3 Authority (Max political will of 10 reached, cannot gain more without government upgrade or decentralization)
Committed: 4 Influence, 2 Authority
Total Dice: 3 Influence, 1 Authority
Martial:
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, Styrmyr: Send the army to take back Greenshore from the Styrmyr. (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.)
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, Styrmyr: 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)
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) in progress
Construct Warships, Saffron Sea: You once more have Trelli. Its dockyards and shipyards are robust and capable. With those facilities you can build even more warships. (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, may be taken more than once)
In Progress, can be taken again
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, North Saffron: 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 North Saffron powers.)
Diplomatic Overview, Steppes: Nomads are like a gas, they expand and they do not stay in one place. The Great Khan has been gone for almost a decade now. That means new nomads have likely moved in, some of whom may know about what happened with the Khan after he left. (90%. 2 Years. Overview of local steppe politics. Out of date quickly.)
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.)
Diplomatic Contact, Magyar: The Barbarians in Kus are a blight, but they do seem to command the majority of the realm there. (???%. 1 Year. Probable -Influence)
Diplomatic Contact, Ealam: Who are the Ealam and what do they want? (???%. 1 Year.)
Deepen Diplomacy, Kurna: You should seek closer ties to Kurna, they may want to buy your wares. (???%. 1 Year. Unlocks Opinion Gauge, unlocks interaction options. )
Diplomatic Contact, Abyss/Damut: Who are they and what do they want? (???%. 1 Year)
Sell Bombards, Khem: The Khemetri seem to really like buying bombards from you. See if they want some more. (55%. 1 year. Probable Profit)
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. (11%. 5 Years. Extremely Expensive, -1 Authority immediately, +1 Income)
Survey Hathytta Province: Hathytta has long been the center of your mining industries. Many enterprising citizens will even try to survey and find valuable resources on their own initiative. Still, the land is rich and another survey can do no harm. (???%. 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?)
Guild Investment: You did a number on the guilds. Rhys and the Guild Chief have put their heads together and drawn up plans that would allow a faster recovery. (75%. 1 year. Very Expensive. +1 Guild Industry Level)
Mine Troubles, Open: Where are the mine taxes? Investigate this through open channels. (???%. ? years. ???)
Develop Wagon Ways, Stonepen: Stonepen was always the smallest of your great cities, as it did not have an easily navigable waterway to help feed it. With wagonways, such as you have in mines and in the great cities of Redshore and Trelli, it would be possible to roughly quadruple the ammount of goods shipped to and from Stonepen. (60%. 4 years. Very Expensive, +.1 Income, +15% on Wagonways Megaprojects)
Requires Fully Functional Guild Industry
Intrigue:
Mine Troubles, Skullduggery: Something is up with your mining taxes. Find out why you aren't getting the money, but discreetly. (???%. ? years. ???) In Progress
Establish Spy Network: Establish a spy network in one of the places you have diplomatic contact with.
(33%. 3 Years. Fails entirely if it fails once. Unlocks options. May be taken multiple times, but only with different targets.)
-Write in Target
Infiltration, Styrmyr: You can't imagine the People of Greenshore are happy to be under the occupation of the Styrmyr. See if you can't find some organized resistance to speak to or fund. (???%. ? Years. ???)
Infiltration, Black Sheep: You can't imagine the People of the Thunder Plateau are happy to be under nomad bootheel. See if you can't find some organized resistance to speak to or fund. (???%. ? Years. ???)
Mysticism:
Against Cholera, Khem: Somewhere along the way the Khemetri lost the treatment for Cholera you gifted them so long ago. It should be fairly easy to send it over to them again. (85%. 1 Year. Possible +Khem Opinion)
Spreading the Warding, Khem: Long ago, the People spread knowledge of the Sacred Warding to the Khemetri, trusting that they where the only power sophisticated enough to maintain it. Somewhere along the way, the knowledge was lost. Probably during the Samynish conquest, since a lot of the old priests died then. Still, they remain a sophisticated civilization, and likely able to handle the Sacred Warding correctly. (50%. 5 Years. +1 Khem Opinion, possible +1 Khem Opinion. Starpox fought.)
Praise the Sun, part 2 In progress.
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)
Wagonways, Thunder Plateau: One of the issues that has always plagued the governance of the Thunder Plateau was how far away and difficult to reach it was. The transportation of goods especially suffered from this. However, it is possible to remedy this. There are rails used in the mines to ease transportation, and such things are also used in the Great Docks of Redshore. It would be possible to make rails of iron to vastly improve the carrying capacity of the horse wagons. However, this would require truly vast amounts of iron. (Authority + 50%, 25 years, -1 Treasury Status every four years, Expensive)
Requires fully functional Guild Industry
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 (provides no benefit while Praise the Sun, pt2 is active)
[] Attend to a particular action personally. (Provides bonus to action)
-[] Write in Action
Voting is by plan.
Two Hour Moratorium.