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Story
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Once the council left after the meeting, Bazil stayed behind, thinking on how there was so much to do, and so many hard decisions ahead. A broken kingdom was no kingdom at all. Even if he was not the true ruler, he had to once more rebuild it for the future king to rule, for that was the way it had been before, and that would probably be the way again.
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Bazil's personal logs
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Turn 0 - Game Turn 140 // 600 AD
Our reputation seems to have taken a turn, and now we can't even trade copper with Casimir for his silver, so we can't solve our happiness problem like that. I've moved a few units around to prepare the western area for the future expansion.
Decide to build a hilly farm near Khirra
Turn 1 - Game Turn 141 // 620 AD
China completes a great work they called "The Hanging Gardens". Sounds very majestic, I'd like to visit it some day.
Casimir denounces us to the other leaders, as he believes we're a threat. I cannot blame him since we've waged a 20 year war on Siam, we must not be well seen outside. But they could not understand how much Siam and us had problems. It matters not now.
I do notice that China is investigating the western area the council asked to settle in the future. This does not bode well for us, we need to send emissaries to prevent that from happening. But if they fail, we need to be ready to settle the area in a thunder's flash. Thus, we're gonna use our vast accumulated gold to pay for a new group of settlers to be ready and explore the area. Also, our batallions that once waged war will now be used to secure the area.
Khirra is now ready to start working on our first cargo ship, we need the gold it can provide. We will also need to get more iron for our kingdom, so a new mine is comissioned near Khirra. Muang is a broken city still, we need to support the city, and a deer camp seems like the best first step. Also, we need to build the needed roads to connect the kingdom once more.
Interestingly, a new prophet was discovered today, and he brings a lot of new ideas.
> He spoke to us on how music can enhance our own culture (Choral Music) and suggested we start taking notes of our own religion's thoughts and bases, to help it spread far and wide (Religious Texts)
Turn 2 - Game Turn 142 // 640 AD
Milan and Zanzibar have declared an alliance with Poland, and I do not like Milan becoming a threat to us. I send an emissary with 250 gold as a gift, to keep Zurich friendly, or that'd be a possible hapiness hit, and we can't take that now.
I've received a map of how the western area is being watched
Dostana finished building a granary that should help our people handle the harsh winters, I've requested a new work boat to be built.
Turn 3 - Game Turn 143 // 660 AD
Finally a worker has arrived to build a camp near Muang, let's hope this apeases the people there. The Meldian Highway keeps on growing in the meantime and our settling party moves west as normal. Our research finishes and our scientists suggest looking into a new explosive powder they have taken to calling "gunpowder". I wonder what they'll come up with.
Turn 4 - Game Turn 144 // 680 AD
A scout sent from our western area brings news, it seems a new barbarian camp on the southern part of the area was found. A map is brought to better see its location
The settler has been protected with the chariot for now, but in order to attack the camp safely, we need to trade chariot with the spearman.
Further exploration near Milan allows us to see the missing Silk they have been trading away in the last few years. Also, a chinese cargo ship is seen trading with Milan. Since Beijing is the only coastal city, it's expect that they are doing a Milan - Beijing trade route, which should be profitable. Maybe we should try to get into that trade later.
Turn 5 - Game Turn 145 // 700 AD
Khirra keeps on getting more built around it, as we have more people ready for work. However, we'll have to consider moving most of our expert workers to the north to rebuild our war-thorn areas, as Si Satchanalai has moved out of resistance and seems more open to rebuilding now.
A new trade route with Zurich is established, since it's close and gives us enough gold. I stayed 2 nights in Zurich, at the house of the royal Scientist. By exchanging a few words with him, I've managed to understand that the Netherlands have 4 technologies we do not know of (unfortunately my knowledge doesn't allow me to understand the basics of them), yet, they say we're more advanced in war, and they estimate we've got two technologies they do not have. It's expected since we're specializing so much, but we need to correct that somehow. I'll meet with the council later to analyze this.
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The meeting
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Current state:
Delphi Nova
Khirra
Dostana
I'd like to get feedback from the council on the following topics:
1) Khirra will finish the cargo ship, suggest either a trirerme or the massive statue named Colossus ((12 turns, would boost our trades nicely, even though it's kind of late already)). Also, we're very unknowledgable in the ways of the sea, we should consider dedicating some research to it, if we want to secure our water trade routes. Another possibility is to produce a new work boat to use the fish already available on the coast ((we can't grow just yet, but we will in 2 turns)).
2) Delphi finishes the Notre Dame in 2 turns, I'd suggest either a workshop to move production, a caravansary to base all our land routes from the capital, or a market to boost our economy.