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Reports & Dispatches

The Governor's Desk is where the island stops whispering and starts keeping records. Strikes, spy voyages, shipments, world notices, and approaching fleets all pass through it, but not with the same urgency.

Three tabs, three kinds of attention

The Desk separates what needs your eyes now from what belongs in the realm's memory.

  • Dispatches: personal notices and reports. Battles, raids, espionage, colonisation, trade, transport, sealed letters, storage warnings, friend requests, and world decrees arrive here.
  • Chronicle: the public record of the realm. It carries battles, campaigns, conflicts, alliance movement, rankings movement, arrivals, notices, and proclamations.
  • Watchtower: live warning for incoming attacks on your islands, drawn from the Watch-TowerWatch-Tower. No tower means no advance warning.

Dispatches are the personal pile

Dispatches merge personal notifications with formal reports. A battle report can sit beside a transport notice, a sealed anonymous letter, a storage warning, or an official decree. Pinned world notices stay near the top while their seal is still fresh.

Reports in the dispatch pile open into the full parchment. Notifications that point at a report lead to the same record, so the Desk avoids showing the same event twice when the report is already present.

Some attacks also create a sharper surface warning. The Island Attacked alert remains tied to that specific attack notice until it is opened.

The Chronicle is public memory

The Chronicle is not chat. It is the public record of what the realm will remember: who arrived, which banner moved, where major blows landed, when rank changed, and which decrees were proclaimed.

Chronicle filters let a Governor narrow the noise: all entries, battles, conflicts, realm events, or notices. The conflict view is where larger struggles between the same sides gather into a running war ledger.

When one banner keeps hammering another, the Chronicle can gather the immediate run of blows into a campaign entry. When the fighting widens into a true war, the conflict ledger keeps the long score: sides, fallen, structural damage, recent harbours struck, participants, and battle log.

When no urgent dispatch or watch warning is demanding attention, the Signal Desk can broaden into a slow Chronicle ticker above the chart. Opening it leads to the entry being shown.

Reports answer what actually happened

A report is the durable account behind a mission or delivery. Reports are stored by type and can be filtered when the archive grows heavy:

  • Battle: outcome, losses, plunder, and structural damage from siege engines.
  • Raid: stores seized from unclaimed islands, ships lost, and raiding pressure.
  • Colonisation: founded settlement, razed holding, liberation, or failed charter.
  • Espionage: mission outcome and intelligence gathered from spy work.
  • Trade and transport: marketplace exchanges, harbour dues, shipment delivery, and storage overflow.

Opening a report marks it as read. New reports are highlighted in the list while they remain unopened, even after the Desk has already been consulted for the day.

When reviewing a specific island on the chart, the Island Ledger narrows the archive to earlier spy, raid, and attack reports against that shore. Consult it before ordering another fleet; it preserves when the island was last scouted, stripped, or struck, and opens each report for the full account.

Raid logs punish lazy optimism

A raid report should answer one question quickly: did the voyage pay for the risk. The important lines are:

  • Sent, fallen, returning: measures the true fleet cost of the strike.
  • Plunder: shows what actually made it into the holds after protection and carrying limits.
  • Raiding pressure: shows when repeated strikes on one shore have thinned recoverable stores.

A good raid carries pain and profit together. If losses climb while pressure remains high, shift targets and let that shore recover.

As a rule of thumb, raiding pressure clears only after 12 hours without successful raids on that same shore.

Master Quill
Master Quill: Margin note
A single raid report can mislead. Compare several from the same shoreline before deciding whether to commit another wave.

The Watchtower changes the horizon

The Watchtower tab shows live incoming attacks across the islands where a tower can see the sails. Without a Watch-TowerWatch-Tower, the horizon is blind. Once constructed, each tower reveals incoming threats against its island, and higher levels reveal more detail:

Intel TierIntelligence Revealed
Tier ITime remaining until the fleet arrives
Tier IIThe attacker's name and island of origin
Tier IIIApproximate fleet size
Tier IVExact unit composition of the incoming force

The Watchtower also improves defence against espionage. Each level increases the chance of intercepting enemy spies before they gather intelligence.

Marshal Voss
Marshal Voss: Field order
A blind harbour is a dead harbour. Build the tower early, upgrade it often, and never let an enemy fleet arrive unannounced.

Common questions

Why did I get a dispatch and a report for the same event?

The dispatch is the alert. The report is the full record. When both exist, the Desk tries to lead you to the report rather than duplicate the same paperwork.

Where did conflicts go?

Conflicts live inside the Chronicle. Use the Chronicle filters to see active and recently ended wars, then open a conflict for the detailed battle ledger.

Why can I see one incoming attack but not another?

Watchtower sight is island by island. A tower warns for attacks on its own shore; islands without a tower remain blind.