Now that leaders have been discussed, turn your attention to the other tabs along the right end of the screens: Events, Projects, Regions, and Map. These may have been mentioned a bit earlier when discussing leaders, but now it’s time to go over them in a bit more detail.
Events are random occurrences that you can attempt to exploit for your benefit (Opportunities), or that you must resolve lest you face some detrimental consequences (Problems). Individual events are represented by cards at the bottom of the screen, and many of them are random, appearing as time progresses. This gives you incentive to check your kingdom screen regularly and assign Leaders to oversee them, which you can fortunately do even when you’re away from Tuskdale. Succeeding at these events is one of the primary goals of a Leader, as doing so will either mitigate a penalty incurred by the event, or reward you for exploiting an opportunity. The currency of event cards is usually kingdom stats.
To handle an event you’ll need to click on the event card and assign a Leader to the task. The Leader(s) available will vary depending on the nature of the event, and they’ll make a skill check in a relevant kingdom-related field to determine success or failure of the endeavor. Fortunately, while a Leader is deployed on an event or project, they can still adventure with you (don’t ask why, just take the gift and be glad).
Sometimes you’ll get to choose which Leader you wish to deal with an event or problem, and this reflects the nature of your response. If you send your Regent, for example, the response is understood to be a diplomatic one, while sending your General is a military response. The nature of your response can influence the difficulty of the task, as well as the reward, and it’s not uncommon for the reward to reflect the kingdom stat the selected leader represents - succeeding at a task with your High Priest will typically boost your kingdom’s Divine stat, for instance.
While some event cards are random and will appear of their own volition (sometimes repeating several times - turns out religious festivals and bandit attacks aren’t always one-time affairs) others appear in response to specific events. Some quests may have events associated with them often being introduced by a stranger visiting your throne room and telling you about the problem (quest) they need you to resolve. Other time specific quest objectives - often optional - can be resolved via an event card. Event cards can also appear to reflect minor opportunities and problems that arise based on your actions and interactions with others.
By far the most important event cards, however, are the ones that accompany main quests. These frequently take the aforementioned role of introducing a quest to you, but they can also serve as… motivation for you to resolve the next main storyline quest. Main quests are usually centered around something that’s a vital threat to the stability of your kingdom, and while the time you have to resolve these quests is usually generous (and usually measured in weeks, if not months), the time available can also be rather variable. The longer a main quest-related threat endures, the more damage it will cause, lowering your kingdom stats to reflect the loss of life, trade, stability and loyalty inflicted by these hardships. Ignoring the problem entirely will cause the situation to deteriorate faster, but you can often send leaders to deal with event cards related to the quest, mitigating its effects and buying you more time, albeit at the cost of your leader’s time and always subject to the risk of failure. This will be covered in more detail when it occurs.
Note: Since the exact event cards that unlock - and when or whether events become available at all - can be random, their completion will be largely left up to your own initiative.
Projects are generally longer-term than Events, giving you more time to deal with them. Otherwise they’re very similar, often requiring the investment of one of your leader’s time and/or some material resources. Select them via the cards at the bottom of the screen, which will appear when the Projects tab is selected.
Note: Some projects requires the undivided attention of your assigned leader and your protagonist. For these, you’ll automatically skip the time it takes to complete the project, so have your affairs in order beforehand.
For events and projects, your assigned leader will still be able to adventure with you (provided it’s not something that must be immediately resolved via time-skip), so don’t worry too much about that. In fact, you should see to whatever business is currently available at your barony, and once you’ve assigned as many tasks as possible and made a note of the completion dates of assigned tasks and the expiration dates of outstanding ones, use that time to get some adventuring in.
Regions are the rarest of the three events, appearing when you’ve met the conditions required to claim a slice of territory. That being the case, don’t expect this to happen terribly frequently. Otherwise they function like events and projects: You’ll need to assign a Leader to prosecute the claim, which usually requires an investment of time (which you’ll automatically be forced to advance) and BP. Once a new territory is claimed you’ll be able to found a new settlement there, the mechanics of which is the same as building anywhere else, and can be learned about in the Building section below.
Note: You’ll generally be able to claim new territory as you complete quests, explore areas and eradicate monsters in a province. Even more incentive to go exploring!
Map allows you to get a wider view of the area, from which you can select various icons representing events or settlements.
Not much to say here, you can use this to take a gander at the map and scheme above regions you don’t yet control.