Turn II: Things Go Wrong
Okay, six prophet proclamations, including my own, and an event. Since I have Order 3, this isn't particularly likely. Let's see what it is-
Oh, wow.
Wow. That is
bad. In fact, since most events of that magnitude have, in a "recent" patch, been changed to not happen until about a year into the game at the earliest, that might be
the worst possible turn two event. Let's, let's just take a look at how bad it is...
Good grief. Look at my unrest. It's over one hundred. That is
terrible. My capital is now really unprofitable, and due to the population loss, will be worth a good bit less even when I get rid of all that unrest. And I can't recruit anything this turn, not that I can afford anything with less than 100 gold.
This is what your recruitment screen looks like when you have over 100 unrest or the area is being besieged (the other situation where you can't recruit). Hopefully we won't be seeing this anymore.
Anyway, as seen in the picture above, while Marceline's prophet is heading out to scout, Sir Slicer and his army are patrolling another turn to help stamp down on the unrest, which is aided by me setting my taxes to zero. Meanwhile, Finn, the Vanjarl I recruited last turn, is preparing to attack one of the three adjacent provinces; while the one to the west has fewer units, it also has two elephants, which trample things, and trampling ignores glamour, making them really bad news for my small attack force. Meanwhile, the one to the right has cavalry, who are tougher than unmounted units generally. Finn here is scripted to cast Blessing twice, which will activate Marceline's blessing on him and the Helhirdings with him; while Blessing has enough of an AoE to hit them all at once, sometimes it misses, somehow, so I script it twice to be safe. After that, he casts Air Shield on himself, which makes projectile attacks miss him, before moving in to attack, with the Helhirdings guarding him so they stay near him and help him murder things. Only three units may seem risky, but these guys are ridiculously strong; a single Vanjarl can take on most provinces alone. He's going to take that province, and things are going to get better.
Next turn: Things don't get better.