Turn 32 Plan
A diplomatic message from Aleppo comes in late, the Mirdasids have retaken their region from the Romans, causing out 1. Ordu to change plans as they now no longer can make a march on the Sea.
Which sets them and the Cilician's up for our next conquest.
We send an insult to each to make war cheaper in auth as we plan to declare immediately when we accept peace with the Romans so that our vassal troops won't go home.
Also our intelligence from the battle of Mardin was faulty, the enemy general killed there was only a 1-1 general so did the old super general die and was replaced or did he just leave to take command of a better unit?
Reports from the capital:

- Turn32.JPG (102.71 KiB) Viewed 780 times
Altan one of our good generals proves his loyalty.
So the light horse go training, was that from our fine horse breeders in Navahand or was it from Gorgan or 3rd place? (still unsure if the training is nation wide, I think it is).

- Spearmaker.JPG (139.04 KiB) Viewed 780 times
Here is a spearmaker, and we get upgraded our Merc to a very nice Veteran Muslem Spearmen, can this only happen when we have the explicit building in the capital or can it be done everywhere.

- SpearmakerText.JPG (101.89 KiB) Viewed 780 times
The building says everywhere, but that means I should see my Daylami mercs upgrade too? I'll keep an eye out for this too.
Tus: Some heretics show up, the Sultan considers building a Musalla here next time we get the option.
Amol: The former regimes palace is plundered for material, +25 infra.
Gorgan; Village, noble created -> Traders (2 more slots are free).
Sus: Discreet hamlet, +25 food -> Beekeeper
Germanikeia: slaves dismantle, it was just made ...
Isfahan: Iqta, Rich citizen donate 332 gold to the nation, a "We love the Sultan" event? Move freement to food, we need some growth to fulfil our destiny.
Arzes: Musalla, invaded by the Hadhabani, but no enemy troops here -> Well, recruit light Javelinman to keep an eye on enemy troop movements and to play RGSs on.
Theodosioupolis: recruit a Javelinman to keep an eye on enemy troops, and to play RGDs on.
Darabgerd: Small Mosque, palads torn down +25 infra, seems to be a thing now -> Sufi, we hope we can get the upgrade at next pop growth.
Edessa: More heretics, low Piety, low loyalty, high revolt, this region got it all.
Heet: +1 pop -> has so low piety and stewardship we can't build the good stuff!!! also no Iman and noble. But we also need a Tanner to remove the Dune storm, so we will Edit that, Tanner, fore impediment and leather.
Termez: Landlord, +1 pop -> Mourner, pies and loyalty is need more than the other choices. Imam goes back to piety.
Balkh: Shepherd -> Seed store, we needs a lot of nuts.
Maymana: Dung cart, there is money in that! -> Hamlet
Merv: +1 pop -> Seeds, 15 nuts needed, 4 consumed and 2 produced, the market will go nuts!
Sarah: lead mine, we now away customers!
Hilah: Reinforced palisade -> Pilgrims, too low piety, too many Shiite and it gives gold from ripping off the pilgrims with cheap souveniers.
Anbar: Rudimentory earthworks -> still zero slots. Freemen to food.
Aghtamar: Wood cutting, Baghdad can finally get good wood for their spears. -> Cemetery, loyalty, health and pies.
The cavalry from Isfahan moves to 2. Ordu for now.
The new infantry moves to 3. Ordu for now.
We order 2 more light turcomen in Bahgdad to beef up our armies, and 2 more Mamluk in Ishfahan, the vassals are sadly lacking in appearing.
Slight change of plan, the Hadhabani army is found sieging our vassals region 3. Ordu will move to intercept, 3 of the resting infantry will join it, bringing it to 8 units, a light cav from Baghdad will try to run ahead and join it and 2 archers is detached from 1. Ordu to join them, should bring it to 11 units vs. the 12 on the enemy.
We also send a gift to Annazids as they are not nearly high enough to either annex or join the war effort.
RGD
+ Gift to peer
+ Forfeit claim