Category:EDICTS

Edicts: Through Edicts you can guide your kingdom on the path you want. You can enact edicts that will strengthen the economy of your kingdom or you can define what "normality" is. Edicts are split into Edicts that are temporary available or until you cancel them. Permanent edicts are highlighted as being permanent and once activated.... You guessed. Temporary edicts on other hand are either that have are active for a limited time only and there edicts are active until deactivated by you. The cost and benefits of the edicts are displayed on each edict section.

= List of Edicts: =

Economy:

 * 1) Raw Resources:
 * 2) *Mining: During various expedition, experts throughout the land have sent reports of areas where mine and colonies would ideally be built. In it's current state, the kingdom has not existing mining infrastructure and investment need to be made in order to have a steady supply of metal. Initially, you will need to sign a edict that will mark the beginning of construction basic mining infrastructure, afterwards, with coin and workforce, you can upgrade it.
 * 3) *Farming: Farming and agriculture serve as Backbone of any society, however, this area has been left underdeveloped under the rule of your father. Previously, the kingdom would buy grain and other food from closets neighboring kingdoms. After your father's death, and due to the turmoil in it's aftermath, you now have opportunity to invest in developing your own farms, cutting any future dependency on other Kingdoms. For this edict to be signed, you will need coin and people in order to start building. Every upgrade made after the edict is a active will cost money and members of your workforce, but you will be consolidating a strong economy by investing in farming.
 * 4) *Logging: Your current wood supply is provided by local peasants in exchange for coin. Even if war had not ravaged the land, a steady supply of wood would still be essential as it is the primary material for building, repairs, and as a basic material for smiths. The first time you enact this, you need to sign a edict that will mark the beginning of the construction for basic logging infrastructure and afterwards, with coin and workforce, you can upgrade it.
 * 5) Slavery: Even if your kingdom is a part of the empire, where the slavery is legal, your father did not give in to the pressure of nobility. He believed that chains not only imprison not only the slave but their master, too. Should you wish, you change that. You can made slavery legal, which will inevitable bring slave merchants into your lands. Unlocking this edict will create new options in the diplomacy screen, as well as for the farming, mining and logging industry, but will with a penalty regarding relationship with certain people. Even if you choose to cancel this edict, your actions will be remembered.
 * 6) Trade: During your father's reign, trading was done under the patronage of Alissian crown. For all the goods that passed through their land, our kingdom would have to pay a tax. During the turmoil in the aftermath of Gunther's death, the Alissian military decided to stop and confiscate any goods that were being transported through your kingdom. Until you find a way to officially trade with other kingdoms, you have to improvise and use way that are somewhat .... Ilegal. To begin, you are going to need the help of the smugglers. When trade routes have been established, you can build your own trade in industry.
 * 7) Black Cove:

Military:

 * 1) Royal Army: The royal army of the kingdom consist of soldiers that have been recruited from the lower ranks of society; in exchange for a tax cut and payment, they pledge their service to you. They are loyal and have low upkeep cost but they require time to train. After edict has been active, you need to wait four weeks in order to upgrade it. This will allow the necessary time for preparation.
 * 2) The Long Blade: These are the men and women from the shadows. They hear everything and they will do anything in order to ensure that your reign is met without any resistance. This organization was your own idea and will be led by Morrigan. The recruitment will be from the poor, orphan or any other lower ranks of person. It is crucial that they don't have any connection with boyar or any other rank of nobility. The recruitment process will be hard one, where their loyalty, will, skill and resistance are going to be tested to the limit. Those who succeed are going to be among the Long Blades, those won't do will be killed in order for the organization remain secret.

Societal:

 * 1) Festival: Due to the hardships of live, your people need distraction from their everyday duties and problems. There are artists, musicians and other performers that are willing perform in your city, for a fee of course. They will require time to prepare before accepting new contracts. Each festival has its own advantages, from improved happiness for your people to unlocking special events for you attend. It's up to you asking, which to enact.
 * 2) City Overseers: As King, you can't rely on just your army or diplomats to ensure that there are not uprisings in your kingdom. You need to fight from the shadows and now you can now exactly that. After the Long Knives are recruited, you can allocate a number of them to be permanent against any rebellious movement or signs of military coup.
 * 3) Ways Of Life: Through these edits, you can legalize or criminalize certain aspects of society. Every edit will come with it's own advantages or disadvantages but in the end, it's up to you, the King, to define what is allowed in your realm.
 * 4) City Expansion: