Inselnova Wiki

Reports & Dispatches

The Governor's Desk is the central intelligence ledger. Every engagement, reconnaissance mission, completed project, and incoming threat is recorded here — new dispatches demand attention, and detailed reports preserve the full account for later review.

The Governor's Desk

The Desk organises information across four ledgers:

  • Dispatches — Short notices that arrive as events unfold. Within this ledger, the paperwork is divided between Reports and Orders. Reports cover battles, raids, espionage, transport, and charter actions; Orders cover completed works such as training, research, and construction.
  • Chronicle — The formal world ledger. Shared milestones such as new arrivals, alliance changes, rank movements, great raids, and proclamations are preserved here for the whole world.
  • Conflicts — The war ledger for larger struggles between the same sides. These entries keep the long score, total the fallen and structural damage across the whole war, and open into the running battle log.
  • Watchtower — A live summary of incoming threats to the selected island, drawn from the Watch-TowerWatch-Tower. The depth of intelligence depends on the tower's level.

Dispatches

Dispatches are brief alerts delivered the moment something happens — a building finishes, a spy returns, a trade completes, or an enemy fleet strikes. A count appears on the Signal Desk above the navigation bar until opened. Official decrees from the administration may also be pinned at the top of the Desk.

When a hostile fleet strikes, the Desk keeps two records: a short attack alert and the full battle report. The floating alert reads Island Attacked and remains until that specific attack notice is opened, even if the Desk has already been consulted.

Each dispatch links to its full report for detailed review. Opening the Desk clears the Signal Desk alert state; individual dispatches remain highlighted until read.

Chronicle

The Chronicle is the Governor's Desk tab for world-facing developments. It is not a chat room. Instead, it preserves the notable rhythm of the archipelago: who arrived, which banner gained or lost standing, where major blows landed, when the Black Tide was thrown back or broke a harbour, and which decrees were proclaimed.

Entries are arranged as illustrated cards rather than bare lines. Names, alliance flags, places, and striking verbs are dressed for quick reading so that a Governor may skim the realm's mood at a glance.

When one banner keeps hammering another, the Chronicle still gathers the immediate run of blows into an ongoing campaign entry. As fresh waves land, that smaller live record climbs with updated counts for waves, fallen, and seized stores so a Governor can read the tempo of the latest exchange at a glance.

When the fighting widens into a true war between the same sides, the Chronicle also raises a separate Conflict ledger. That larger card keeps the long score between the two sides, totals the fallen and structural damage across the whole struggle, and opens into a dedicated war page with the latest battle entries and harbours struck.

When no urgent dispatch or watch warning is demanding attention, the Signal Desk broadens into a slow ticker and carries one short Chronicle line across the map. Opening it takes you straight to the Chronicle entry being shown.

Reports

Where dispatches announce, reports document. Each report is a sealed record preserved on parchment, containing the full detail of the event. Reports are categorised by type and can be filtered accordingly:

  • Battle — Outcome, unit losses, resources plundered, and structural damage from siege engines.
  • Raid — Stores seized from unclaimed islands, ships lost, and raiding pressure status.
  • Colonisation — Charter result: new settlement founded, occupied island razed, or charter failed.
  • Espionage — Mission outcome and intelligence gathered, based on espionage research and spy count.
  • TradeMarketplace transactions, resources exchanged, and coin harbour dues.
  • TransportResource shipment delivery confirmations. Garrison arrivals appear as dispatches only.

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.

Reading Raid Logs

Raid logs are meant to answer one question quickly: was the voyage worth the risk. Review these lines in order:

  • 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 notes
A single raid report can mislead. Compare several from the same shoreline before deciding whether to commit another wave.
Envoy Vale
Envoy Vale notes
When the council fixes a decree to the top of the Desk, it is because the matter touches every harbour. Read those notices before tending routine correspondence.

The Watchtower

The Watchtower tab provides a live view of fleets approaching the selected island. Without a Watch-TowerWatch-Tower, the horizon is blind — no advance warning is given. Once constructed, the tower reveals incoming threats, and upgrading it increases the depth of intelligence available:

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 notes
A blind harbour is a dead harbour. Build the tower early, upgrade it often, and never let an enemy fleet arrive unannounced.