New settlements aren't going to impact centralization anymore, however there will eventually be the 'New Province' button that emerges and that will.
Ah ok. At Provincial model, new settlements only hit the Provincial Centralization, which is below our level of abstraction(sort of like minor settlements didn't count on the previous tier), while our centralization considers trails linking provinces rather than linking settlements.
Delegation!
New Province probably would take a chunk of new territory.
Cons: May be eaten by Dead Priests before you can do anything
Pros: If you act fast Diplo-Annexation is possible (which may be a con for some people)
Hmm...well, it'd put us stuck in with the lowlands, while our Martial has yet to recover, and the Nomads may or may not start up a new raiding season...
We have indeed invested a lot of work, hence all the techs. I think I got the impression that we had more leeway from that time when we went down to zero econ (or was it one?) and everyone panicked thinking we'd starve while all that happened was that the graincounters complained that they couldn't maintain an acceptably high buffer crop in storage. There was some speculation afterward that what techs you have in any given area affect what the specific numbers mean. A score of econ 1 for us might be vastly more than an econ 1 for the Spirit talkers. I may be misremembering, of course.
Either way, I'd prefer being at one econ and one mysticism than two econ and zero mysticism and planning on spending both econ.
Edit to clarify.
The issue being that the combination of actions would leave us temporarily at 0, which means inability to react to events without taking Economy hits, and greater Stability risks from drought and the like.
And also that yes, Econ 0 for us means different things to Econ 0 for Lowlanders, but at the same time we're running an economy of many specialists, who'd not do well in the face of such a lack.
@Academia Nut Could you list our provinces on the front page, please? Perhaps with a description?
We got descriptions for them though, and they'd keep changing. I think putting them in the options of each update works well enough:
Provinces for Projects: Valleyhome, Redshore, Stonepen, Sacred Forest
-Valleyhome is our starting settlement/province(as the name refers), and extends through the valley on the right, covering the former settlement of Lower Valleyhome(which no longer appears on the political map). It's fully cultivated and the most heavily farmed area. They had trade links to the former Spirit Talkers, but have yet to establish trade with the Hill Kingdom.
-Redshore is the original Fishing Village, named for the dye they make. It extends along the coast of our western border, and covering the settlement of Newnet. It's mainly fishing dependent economically, but has coastal forests(mainly to protect the fishieries) and some Pastures we added at Newnet. They have trade links along the coast to the Metal Workers, established last turn, as well to minor settlements along the coast in the north.
-Stonepen is the Northern Villages, so named for us walling EVERYTHING up there and the pens we keep our herd animals in when they're not grazing. It is the least forested region, with low hills and the vast majority of our pastures. This region has some trade with the Nomads and raids with the same, a common generational problem.
-Sacred Forest contains our first and second Holy Sites, at the waterfall between Valleyhome and Redshore, then extending north to the mountains through the forests, including the Lapis Lazuli discovery. It's the site of both our megaprojects to date, the Sacred Forest work covers this region heavily and the Canal runs through this province. It has relatively few farms and pastures, with the land being managed forests, and it has no external trade, but it straddles our internal trade routes.
Major Holy Sites: Rainbow Trail, Sacred Forest, Holy Sea, Horse Valley
-Rainbow Trail lies in Sacred Forest(Province), and is our first Holy Site, known for it's treatment of the drowned dead and ministering to travelers between our settlements. It's notable for the waterfall along the road, though this road has since reduced greatly in importance ever since we made the Canal.
-Sacred Forest are the many shrines within our Sacred Forest territory, with this Site at particularly magnificent trees. It's notable for being where the Blackbirds are trained and taught their arts, as well as where Bynwyn learned the trade.
-Holy Sea we lack much information on, but it's the newest major Holy Site, built only a few generations ago. It's our first Holy Site built in a settlement(rather than the reverse of the settlement growing after a site at Rainbow Trail).
-Horse Valley lies in Stonepen to the north, presumably in a valley which the horses like. Not much information on it, but it's been there ever since we included the Shamans in the political process.
Worth using the Major Holy Sites to determine what kind of Sacred Warriors are possible.
@Academia Nut
You didn't answer me before (maybe i wrote the wrong way), but i was wondering if we can vote on the titles used by our ruler and their spouse in a mini-turn instead. I even had a great idea that many seemed to like on page 579.
If you read the update itself, it's been called out and specifically rejected
Is it time for me to be smug again? It's time for me to be smug again.
Smug away! I love it when I'm wrong and it's to our advantage!
Centralization makes corruption more noticeable (without telling you where it is) as the high chief has more oversight. Administration lets you pinpoint where the corrupt are skimming your system (and thus makes restore harmony more effective as you know who to shake down).
Also should help assauge fears of Restore Harmony being nasty if it's keyed off Administration.
SOME STUFF:
The turn after this one, our governors will begin performing at least 2 but likely no more than 3 secondary actions, using resources higher than 6, or raising economy to 6 in order to enable the former. This means that as long as diplomacy is >6, there is a chance that we will get free (trade missions) from them. Doubling up on trade actions this turn means we could potentially start with 8 next turn, which would allow the chiefs to spend up to 2 actions on trade missions themselves (anticipate 1 at most, northern governor attempting to trade with the nomads to turn them off of raiding us). Otherwise they will probably do economy-increasing actions.
What I pull from this is that next turn we have a very high chance of gaining 1-2 economy automatically in almost every turn, which means we always have a buffer of 1-2 invisible economy. This is fantastic information considering a lot of people want to double-main warriors, or at least seem to.
Dangerous assumption btw. Expand Economy is limited by unworked land and we have only 4 unworked slots at present. Each new settlement adds another 3-6 unworked slots(I think, need more data) depending on the location, but currently we have only 3 new settlement sites, of which two are in Redshore(so Redshore will grow quickly in Economy, but Valleyhome and Stonepen are basically stuck for now)
@Academia Nut: There are a few anomolies, like "Build War Carts" not having a main action version and "Expand Action" not being split into main / secondary. I'm not sure if these are deliberate.
Deliberate. We already checked.
A main trade action would have extended it by 0-3 turns. Like RH, the odds of a better boost are less likely with a secondary. Heroic diplomacy only helps if we can find them, and also requires that the Thunder Horse remain in power, a possibility undercut by the potential emergence of a new nomad hero unit unaffiliated with the clan (which they're about due for any turn now), or simply if the clan loses their grasp with the death of the current head.
Though I'd note that due to their high Legitimacy and large size(due to the legitimacy), it's slightly more probable that Heroes would spawn in Thunder Horse than smaller clans due to having more dudes.
Nah, they are just Roman expies and provide decent economic situation and military protection (mostly from themselves, so...just like historical Romans) for the subjugated. You know, besides the whole 'slavery' thing.
Including the whole slavery thing. People tended to forget the Romans were brutal as fuck about slavery