I will add those options and the options raised earlier in a moment. Will repost it after I am done.
 
Either way, we see enough actions taken where we know we didn't get double progress on the megaproject in question that I can say we should assume megaprojects will take the full, worst-case time and count ourselves lucky if it takes less.
Pretty much, but I don't think anyone's listening. We started the Canal project without enough Econ to finish it either, and avoided trouble largely by pure luck of absorbing a giant refugee infusion to crash complete it.

That said, after the Eastern Hills settlement and the Badlands settlement we should be in a position where we can assess whether we want to start The Dam(potential advantage to badlands settlement since it might be a good dam site given the geography) or The Gardens(potential advantage to Dry Hills to create aqueducts).

Assuming of course, nothing dramatic is on fire(again) next turn.
I don't put much stock into expanding into lowlands unimpeded, the DPs are definitely less encumbered at present than the time we pulled out from the war(they just had to withdraw their raids for a while to show the stick to their eastern tributaries...who aren't even on our map, that's how bloody huge they are). The Eastern Hills we can secure by dint of being too much trouble if it's at all fortified at least.
 
Pretty much, but I don't think anyone's listening. We started the Canal project without enough Econ to finish it either, and avoided trouble largely by pure luck of absorbing a giant refugee infusion to crash complete it.

That said, after the Eastern Hills settlement and the Badlands settlement we should be in a position where we can assess whether we want to start The Dam(potential advantage to badlands settlement since it might be a good dam site given the geography) or The Gardens(potential advantage to Dry Hills to create aqueducts).

Assuming of course, nothing dramatic is on fire(again) next turn.
I don't put much stock into expanding into lowlands unimpeded, the DPs are definitely less encumbered at present than the time we pulled out from the war(they just had to withdraw their raids for a while to show the stick to their eastern tributaries...who aren't even on our map, that's how bloody huge they are). The Eastern Hills we can secure by dint of being too much trouble if it's at all fortified at least.
So are you thinking along the lines that our next actions should be:

[Main] New Settlement - Eastern Hills
[Secondary] Walls - Eastern Hills
[Secondary] Study Metal

I am completely okay with this.
 
Pretty much, but I don't think anyone's listening. We started the Canal project without enough Econ to finish it either, and avoided trouble largely by pure luck of absorbing a giant refugee infusion to crash complete it.

That said, after the Eastern Hills settlement and the Badlands settlement we should be in a position where we can assess whether we want to start The Dam(potential advantage to badlands settlement since it might be a good dam site given the geography) or The Gardens(potential advantage to Dry Hills to create aqueducts).

Assuming of course, nothing dramatic is on fire(again) next turn.
I don't put much stock into expanding into lowlands unimpeded, the DPs are definitely less encumbered at present than the time we pulled out from the war(they just had to withdraw their raids for a while to show the stick to their eastern tributaries...who aren't even on our map, that's how bloody huge they are). The Eastern Hills we can secure by dint of being too much trouble if it's at all fortified at least.

I think we should largely stick to the hills and expand all the way to Thunder Horse.

I know we're basically avoiding all the nice places for agriculture, but the problem with the lowlands is that there are no natural defenses, so it's liable to constant war and conflict.
 
I'm simply going to hope that that the new Province gives us enough time to put off the new settlement.

I still want to take

[Main] Expand Warriors
[Secondary] Study Metal
[Secondary] Expand Annual Festival
 
The villagers are restless
[X] More boats would allow for easier transit to let them know they are being paid attention to (-2 Econ to build more boats)
[X] Seek some new method of addressing the issue (Significant chance of stability loss, small chance of new innovation)
[X] Leave them be

The king proposed that there must be some way to reduce the incidence of corruption and cheating and people being generally unpleasant to each other. Perhaps he was right and there was some way, but after a few years of trying all that got him was more people annoyed and mad at him for failing to actually do anything productive, let alone actually manage to successfully address the issue, leaving people madder than ever. They were tired of the way things were run, and wanted something new, something more fair than having elders and clan heads manipulate the system against them, and then tell them that if they worked harder they too might be able to screw over other people one day. The movement to change how land management was done was growing, and the king and chiefs needed to figure out a solution relatively soon.

At least the integration of the fishing minors went relatively smoothly, although unfortunately the Dead Priests didn't have the good sense to collapse into chaos and anarchy yet.

Art Patronage - Wealth of the first and second kind can be used to create wealth of the third kind to the benefit of all
* S: -1 Econ, +2 Art
* M: -2 Econ, +3 Art, +1 Prestige, potential innovations

Black Soil - Production is now regular and huge amounts of trash are turned to black soil every year, but there's always room for more production [Shapers] [King]
* S: -1 Econ, +1 Econ next turn, additional effects
* M: +1 Econ, additional effects
* used 2 times

Build Chariots - Once the domain of rich nomad chieftains, there is now enough copper to make construction of this new design practical for the People and deployable on a large scale. Used: 0 times
* S: -1 Econ, +1 Martial
*M: -2 Econ, +3 Martial, other effects

Build Wall - Long experience with retaining walls has lead to the idea of a settlement wall for protection (Redshore and Stonepen capitals walled)
* S: -1 Econ, minor walls
* M: -1 Econ, major walls

Enforce Authority - The power of the king is not to be questioned, and the army can be used to demonstrate that
* S: -1 to 0 Stability, +1-3 Centralization
* M: -1 to 0 Stability, lower odds of Stability loss, +2-3 Centralization
* the more settlements with walls outside of the capital, particularly large walls, the less effective this action is

Establish Annual Festival - A yearly harvest festival and a planting festival brings entertainment and stability by reminding people of the good things in life, and can help teach newcomers the ways of the People, so perhaps another festival might be of use?
* S: -1 Econ, +1 Stability, chance for additional effects
* M: -1 Econ, +1 Stability, +1 Art, chance for additional effects
* Max Stability: Legitimacy - 1

Expand Economy - Encourage the growth of food producing activities such as farming, pastures, or fishing, depending on where focus is placed
* +1 Econ, potential additional effects
* 12 uses remain before requiring new territory

Expand Forests - The People have knowledge of how to regrow and repair forests, which extends to bringing them to places they have never been, with considerable effort
* S: -1 Econ, grows forest, +1 Econ next turn if in settled territory and controlled
* M: -1 Econ, grows forest, +2 Econ next turn if in settled and controlled territory

Expand Holy Sites - The current places dedicated to the spirits and wisdom have accumulated interesting objects and tellers of stories, but they could be made a bit better
* S: -1 Econ, +1 Mysticism
* M: -2 Econ, +2 Mysticism, +1 Art, potential additional effects

Expand Snail Cultivation - While now more reliably grown and harvested, the snail domestication has only managed to hold environmental changes at bay rather than increase production. More investment would increase cultivation
* S: -1 Econ, +1 Diplo
* M: -2 Econ, +2 Diplo, potential additional effects

Expand Warriors - More men can be inducted into the ranks of the warriors every year and not face major food shortfalls
* S: -1 Econ, +1 Martial
* M: -2 Econ, +2 Martial, potential additional effects

Grand Sacrifice - Communal sacrifice is a great way to bring the People together, and to also even out class distinctions. NOTE: Because the People do not use human sacrifice, the Econ costs are especially harsh. Max Stability: Legitimacy
*S: -2 Econ, +1 Stability
*M: -3 Econ, +2 Stability

More Blackbirds - Elite scouts and woodsmen, the Blackbirds are a potent force, if not exactly mainline fighters. More of them could prove useful
* S: -1 Mysticism, +1 Martial more Blackbirds
* M: -1 Econ, -1 Mysticism, +1 Martial, many more Blackbirds, additional effects

More Carrion Eaters - Keepers of sacred and profane knowledge, the Carrion Eaters thread a dangerous path but bring valuable knowledge for treating wounds and inspiring courage, greatly bolstering the morale of warriors by ensuring them that their companions are not doomed if they fall. More could prove useful.
*S: -1 Mysticism, +1 Martial, more Carrion Eaters
*M: -1 Econ, -1 Mysticism, +1 Martial, many more Carrion Eaters, additional effects

More Boats - The things are expensive but oh so useful, so having more of them will increase your capacity for trade, travel, and fishing
* S: -2 Econ, +1 Econ and +1 Diplo next turn, other potential effects
* M: -2 Econ, +1 Econ end of turn, +1 Econ and Diplo next turn, additional effects, tiny chance of innovation;
* used 3 times

New Settlement - There are a few new sites that could have new settlements placed on them: a new settlement within Redshore (can go further south), within Northshore (further to the west, inland to the north into the plains), badlands, eastern hills, northern pastures within Stonepen
* S: +1 Econ next turn, increases number of times Expand Econ can be taken
* M: +1 Econ and +1 Mysticism end of turn, increases the number of times Expand Econ can be taken
Special: Badlands settlement requires a Main action to work at all and only returns as a Secondary, but increases response time and decreases logistics for movement in and out of the badlands
Special: Main action for Eastern Hills produces a new province

New Trails - The new coastal settlement is supported mostly by boats and the expansion of the limited trails there would be of great utility
* S: -1 Econ, +1 Centralization, other effects
* M: -1 Econ, +1 Centralization, +1 Diplo, other effects

Proclaim Glory - A recent innovation from the south, by using art the King can promote people to trust his decisions
* S: -2 Art, +1 Legitimacy
* M: -3 Art, -1 Econ, +1 Legitimacy, +1 Stability, potential +1 Prestige
* Max 3 Stability; modified by Diplomacy skill

Restoration of Order - The people are uncertain, and into that uncertainty bad behaviour can flow. Send in the warriors to reassure people and root out corruption and dissent, restoring the proper function of the People. Max Stability: 0
* S: Gain -1 to 2 Stability
* M: Roll twice, take best result
* modified by Administrative skill

Sailing Mission - The new boats have proven themselves capable of exploring long distances, so what else might they discover along the shores of the sea?
* S: Potential new discoveries
* M: -1 Econ, improved odds of success

Study Forests - The holy site within the sacred forest is the repository of lore on the forests and the things within them, but could the shamans learn more?
* S: Potential new discoveries
* M: -1 Econ, improved odds of success

Study Health - What secrets of nature can be used to improve the health of the People?
* S: Potential new discoveries
* M: -1 Econ, improved odds of success

Study Metal - With intense heat certain rocks can be transformed into metal, but what exactly is going on?
* S: -1 Mysticism, chance of new insights
* M: -1 Econ, greater chance of new insights

Study Stars - What secrets do the heavens hold when you study the stars and their motions carefully? 2 Uses, 2 Uses in a Row
*S: +1 Mysticism, tiny chance of new insights
Cannot be used as a Main action

Survey Lands - Foreigners have discovered strange materials within their lands, are these materials perhaps also found within the lands of the People?
* S: Potential new discoveries
* M: -1 Econ, improved odds of success; used 1 time

Trade Mission - Sending a major caravan to another large group can bring new opportunities and find out more about the outside world
* S: -1 Diplo, additional effects depending on target, +1-2 Diplo end of of turn;
* M: -1 Diplo, -1 Econ, additional effects depending on target, +1-2 Diplo end of turn, +1-2 Diplo next turn

War Mission - You can send raiding parties against groups that have declared themselves hostile
* S: Potential loss of Martial, can prevent Econ and Diplo damage when being attacked, can damage enemy Martial and Diplo
* M: Probable loss of Martial, can prevent Econ and Diplo damage when being attacked, can damage enemy Martial, Diplo, and Econ, always has a mid-turn decision point

Reminder: 2 {S} applied to the same project = 1 {M}
Additionally: 2 Mains may have non-linear effects

Mega-Projects - Mega-Projects can require many generations to complete, take an unknown amount of time to do so, and drain Econ while active, but can produce massive benefits once complete. Once chosen, the occupy the Main Focus slot until either completed or stopped early. Early stopping once started does not refund any of the investments and increases social strife. To reduce confusion, mega-projects are not listed as part of the voting project list and must be "written-in".
The Garden - The canal has greatly expanded the People's knowledge of controlling and directing water. A smaller but more personal project has been proposed to improve Valleyhome [Stewards] [King] (3-6? action commitment, -1 Econ per action)
Great Dam - The river can run wild and dangerous when the rains come strong, but could it not be controlled by the same principles by which the water on the hills is channelled and contained, merely on a larger scale? [Stewards][King] (4-7? action commitment, -1 Econ per action)

[Stewards] special kicker: Pay 1 Stability to double the effort on a megaproject action, consuming twice the required per turn resources but advancing the job faster. If taking a second main action on a megaproject, requires additional Stability payment to double that as well.

Currently have one [Main] action slot and leaving two [Secondary] actions. If Diplo or Econ above 6 and there is no megaproject active local chiefs are able to select actions that may consume these resources

[] Art Patronage
[] Black Soil
[] Build Chariots
[] Build Wall
[] Enforce Authority
[] Establish Annual Festival
[] Expand Economy
[] Expand Forests
[] Expand Holy Sites
[] Expand Snail Cultivation
[] Expand Warriors
[] Grand Sacrifice
[] More Blackbirds
[] More Carrion Eaters
[] More Boats
[] New Settlement
[] New Trails
[] Proclaim Glory
[] Restore Order
[] Sailing Mission
[] Study Forests
[] Study Health
[] Study Metal
[] Study Stars
[] Survey Lands
[] Trade Mission
-Target Options: Highland Kingdom, Thunder Horses, Metal Miners, Coastal Minors, Lowland Minors, Into the Wild
[] War Mission
-Target Options: Dead Priests

Provinces for Projects: Valleyhome, Redshore, Stonepen, Sacred Forest, Northshore
Major Holy Sites: Rainbow Trail, Sacred Forest, Holy Sea, Horse Valley
 
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I'm simply going to hope that that the new Province gives us enough time to put off the new settlement.

I still want to take

[Main] Expand Warriors
[Secondary] Study Metal
[Secondary] Expand Annual Festival

"I'm simply going to hope that that the new Province gives us enough time to put off the new settlement."?

Not sure... The only new province we can get is East Hills by making a settlement there. Are you talking about the Redcoast South Settlement?

I like this action choice to. It's a nice prepatory thing to an invasion or something else. It gives us options.
 
[X] More boats would allow for easier transit to let them know they are being paid attention to (-2 Econ to build more boats)
[X] Seek some new method of addressing the issue (Significant chance of stability loss, small chance of new innovation)
[X] Leave them be

The king proposed that there must be some way to reduce the incidence of corruption and cheating and people being generally unpleasant to each other. Perhaps he was right and there was some way, but after a few years of trying all that got him was more people annoyed and mad at him for failing to actually do anything productive, let alone actually manage to successfully address the issue, leaving people madder than ever. They were tired of the way things were run, and wanted something new, something more fair than having elders and clan heads manipulate the system against them, and then tell them that if they worked harder they too might be able to screw over other people one day. The movement to change how land management was done was growing, and the king and chiefs needed to figure out a solution relatively soon.

At least the integration of the fishing minors went relatively smoothly, although unfortunately the Dead Priests didn't have the good sense to collapse into chaos and anarchy yet.

Art Patronage - Wealth of the first and second kind can be used to create wealth of the third kind to the benefit of all
* S: -1 Econ, +2 Art
* M: -2 Econ, +3 Art, +1 Prestige, potential innovations

Black Soil - Production is now regular and huge amounts of trash are turned to black soil every year, but there's always room for more production [Shapers] [King]
* S: -1 Econ, +1 Econ next turn, additional effects
* M: +1 Econ, additional effects
* used 2 times

Build Chariots - Once the domain of rich nomad chieftains, there is now enough copper to make construction of this new design practical for the People and deployable on a large scale. Used: 0 times
* S: -1 Econ, +1 Martial
*M: -2 Econ, +3 Martial, other effects

Build Wall - Long experience with retaining walls has lead to the idea of a settlement wall for protection (Redshore and Stonepen capitals walled)
* S: -1 Econ, minor walls
* M: -1 Econ, major walls

Enforce Authority - The power of the king is not to be questioned, and the army can be used to demonstrate that
* S: -1 to 0 Stability, +1-3 Centralization
* M: -1 to 0 Stability, lower odds of Stability loss, +2-3 Centralization
* the more settlements with walls outside of the capital, particularly large walls, the less effective this action is

Establish Annual Festival - A yearly harvest festival and a planting festival brings entertainment and stability by reminding people of the good things in life, and can help teach newcomers the ways of the People, so perhaps another festival might be of use?
* S: -1 Econ, +1 Stability, chance for additional effects
* M: -1 Econ, +1 Stability, +1 Art, chance for additional effects
* Max Stability 2

Expand Economy - Encourage the growth of food producing activities such as farming, pastures, or fishing, depending on where focus is placed
* +1 Econ, potential additional effects
* 12 uses remain before requiring new territory

Expand Forests - The People have knowledge of how to regrow and repair forests, which extends to bringing them to places they have never been, with considerable effort
* S: -1 Econ, grows forest, +1 Econ next turn if in settled territory and controlled
* M: -1 Econ, grows forest, +2 Econ next turn if in settled and controlled territory

Expand Holy Sites - The current places dedicated to the spirits and wisdom have accumulated interesting objects and tellers of stories, but they could be made a bit better
* S: -1 Econ, +1 Mysticism
* M: -2 Econ, +2 Mysticism, +1 Art, potential additional effects

Expand Snail Cultivation - While now more reliably grown and harvested, the snail domestication has only managed to hold environmental changes at bay rather than increase production. More investment would increase cultivation
* S: -1 Econ, +1 Diplo
* M: -2 Econ, +2 Diplo, potential additional effects

Expand Warriors - More men can be inducted into the ranks of the warriors every year and not face major food shortfalls
* S: -1 Econ, +1 Martial
* M: -2 Econ, +2 Martial, potential additional effects

More Blackbirds - Elite scouts and woodsmen, the Blackbirds are a potent force, if not exactly mainline fighters. More of them could prove useful
* S: -1 Mysticism, +1 Martial more Blackbirds
* M: -1 Econ, -1 Mysticism, +1 Martial, many more Blackbirds, additional effects

More Carrion Eaters - Keepers of sacred and profane knowledge, the Carrion Eaters thread a dangerous path but bring valuable knowledge for treating wounds and inspiring courage, greatly bolstering the morale of warriors by ensuring them that their companions are not doomed if they fall. More could prove useful.
*S: -1 Mysticism, +1 Martial, more Carrion Eaters
*M: -1 Econ, -1 Mysticism, +1 Martial, many more Carrion Eaters, additional effects

More Boats - The things are expensive but oh so useful, so having more of them will increase your capacity for trade, travel, and fishing
* S: -2 Econ, +1 Econ and +1 Diplo next turn, other potential effects
* M: -2 Econ, +1 Econ end of turn, +1 Econ and Diplo next turn, additional effects, tiny chance of innovation;
* used 3 times

New Settlement - There are a few new sites that could have new settlements placed on them: a new settlement within Redshore (can go further south), within Northshore (further to the west, inland to the north into the plains), badlands, eastern hills, northern pastures within Stonepen
* S: +1 Econ next turn, increases number of times Expand Econ can be taken
* M: +1 Econ and +1 Mysticism end of turn, increases the number of times Expand Econ can be taken
Special: Badlands settlement requires a Main action to work at all and only returns as a Secondary, but increases response time and decreases logistics for movement in and out of the badlands
Special: Main action for Eastern Hills produces a new province

New Trails - The new coastal settlement is supported mostly by boats and the expansion of the limited trails there would be of great utility
* S: -1 Econ, +1 Centralization, other effects
* M: -1 Econ, +1 Centralization, +1 Diplo, other effects

Proclaim Glory - A recent innovation from the south, by using art the King can promote people to trust his decisions
* S: -2 Art, +1 Legitimacy
* M: -3 Art, -1 Econ, +1 Legitimacy, +1 Stability, potential +1 Prestige
* Max 3 Stability; modified by Diplomacy skill

Restoration of Order - The people are uncertain, and into that uncertainty bad behaviour can flow. Send in the warriors to reassure people and root out corruption and dissent, restoring the proper function of the People. Max Stability: 0
* S: Gain -1 to 2 Stability
* M: Roll twice, take best result
* modified by Administrative skill

Sailing Mission - The new boats have proven themselves capable of exploring long distances, so what else might they discover along the shores of the sea?
* S: Potential new discoveries
* M: -1 Econ, improved odds of success

Study Forests - The holy site within the sacred forest is the repository of lore on the forests and the things within them, but could the shamans learn more?
* S: Potential new discoveries
* M: -1 Econ, improved odds of success

Study Health - What secrets of nature can be used to improve the health of the People?
* S: Potential new discoveries
* M: -1 Econ, improved odds of success

Study Metal - With intense heat certain rocks can be transformed into metal, but what exactly is going on?
* S: -1 Mysticism, chance of new insights
* M: -1 Econ, greater chance of new insights

Study Stars - What secrets do the heavens hold when you study the stars and their motions carefully? 1 Uses, 1 Uses in a Row
*S: +1 Mysticism, tiny chance of new insights
Cannot be used as a Main action

Survey Lands - Foreigners have discovered strange materials within their lands, are these materials perhaps also found within the lands of the People?
* S: Potential new discoveries
* M: -1 Econ, improved odds of success; used 1 time

Trade Mission - Sending a major caravan to another large group can bring new opportunities and find out more about the outside world
* S: -1 Diplo, additional effects depending on target, +1-2 Diplo end of of turn;
* M: -1 Diplo, -1 Econ, additional effects depending on target, +1-2 Diplo end of turn, +1-2 Diplo next turn

War Mission - You can send raiding parties against groups that have declared themselves hostile
* S: Potential loss of Martial, can prevent Econ and Diplo damage when being attacked, can damage enemy Martial and Diplo
* M: Probable loss of Martial, can prevent Econ and Diplo damage when being attacked, can damage enemy Martial, Diplo, and Econ, always has a mid-turn decision point

Reminder: 2 {S} applied to the same project = 1 {M}
Additionally: 2 Mains may have non-linear effects

Mega-Projects - Mega-Projects can require many generations to complete, take an unknown amount of time to do so, and drain Econ while active, but can produce massive benefits once complete. Once chosen, the occupy the Main Focus slot until either completed or stopped early. Early stopping once started does not refund any of the investments and increases social strife. To reduce confusion, mega-projects are not listed as part of the voting project list and must be "written-in".
The Garden - The canal has greatly expanded the People's knowledge of controlling and directing water. A smaller but more personal project has been proposed to improve Valleyhome [Stewards] [King] (3-6? action commitment, -1 Econ per action)
Great Dam - The river can run wild and dangerous when the rains come strong, but could it not be controlled by the same principles by which the water on the hills is channelled and contained, merely on a larger scale? [Stewards][King] (4-7? action commitment, -1 Econ per action)

[Stewards] special kicker: Pay 1 Stability to double the effort on a megaproject action, consuming twice the required per turn resources but advancing the job faster. If taking a second main action on a megaproject, requires additional Stability payment to double that as well.

Currently have one [Main] action slot and leaving two [Secondary] actions. If Diplo or Econ above 6 and there is no megaproject active local chiefs are able to select actions that may consume these resources

[] Art Patronage
[] Black Soil
[] Build Chariots
[] Build Wall
[] Enforce Authority
[] Establish Annual Festival
[] Expand Economy
[] Expand Forests
[] Expand Holy Sites
[] Expand Snail Cultivation
[] Expand Warriors
[] More Blackbirds
[] More Carrion Eaters
[] More Boats
[] New Settlement
[] New Trails
[] Proclaim Glory
[] Restore Order
[] Sailing Mission
[] Study Forests
[] Study Health
[] Study Metal
[] Study Stars
[] Survey Lands
[] Trade Mission
-Target Options: Highland Kingdom, Thunder Horses, Metal Miners, Coastal Minors, Lowland Minors, Into the Wild
[] War Mission
-Target Options: Dead Priests

Provinces for Projects: Valleyhome, Redshore, Stonepen, Sacred Forest, Northshore
Major Holy Sites: Rainbow Trail, Sacred Forest, Holy Sea, Horse Valley
Huh. Not too bad. We got pressure building for changing property laws. Some interesting things might turn up.

Pretty alright.

[] [Main] Expand Warriors
[] [Secondary] Study Metal
[] [Secondary] Expand Annual Festival

Edit!:
Actually. Button Time!

[] [Main] Restore Order
[] [Secondary ] Study Metal
[] [Secondary ] Expand Warriors

I used the

Nope doing this:

[X] [Main] New Settlement - Eastern Hills
[X] [Secondary] Establish Annual Festival
[X] [Secondary] Study Metal
Adhoc vote count started by BungieONI on Apr 18, 2017 at 8:33 PM, finished with 18873 posts and 11 votes.
 
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[X] [Main] Expand Warriors
[X] [Secondary] Study Metal
[X] [Secondary] Expand Annual Festival

Okay we have twelve uses of Expand Economy right now, the new settlement can afford to wait.
"I'm simply going to hope that that the new Province gives us enough time to put off the new settlement."?

Not sure... The only new province we can get is East Hills by making a settlement there. Are you talking about the Redcoast South Settlement?

I like this action choice to. It's a nice prepatory thing to an invasion or something else. It gives us options.
Well people are being gung-ho about a new Pronvince in the hills to the East to take advantage of the baby boom. Update shows it is unnecessary right now.
 
[X] [Main] New Settlement - Eastern Hills
[X] [Secondary] Establish Annual Festival
[X] [Secondary] New Trails

Willing to change to build wall, but idk yet. New trails would just help the province grow faster, I feel...
 
[X] [Main] New Settlement - Eastern Hills
[X] [Secondary] Establish Annual Festival
[X] [Secondary] Study Metal

Stabilize to 0, get metal and keep that action economy+baby boom going.
 
@Academia Nut A couple questions.

If our local chiefs are building new settlements, why don't we have the option of building new holy sites?

What about the new actions Greater Good was supposed to give?

Is the baby boom over? I thought we were supposed to get 6 econ...but we only got 3.
 
@Academia Nut A couple questions.

If our local chiefs are building new settlements, why don't we have the option of building new holy sites?

What about the new actions Greater Good was supposed to give?

Is the baby boom over? I thought we were supposed to get 6 econ...but we only got 3.
The Greater Good does not give extra actions. :)
 
[X] [Main] New Settlement - Eastern Hills
[X] [Secondary] Establish Annual Festival
[X] [Secondary] New Trails
 
[X] [Main] New Settlement - Eastern Hills
[X] [Secondary] Establish Annual Festival
[X] [Secondary] Study Metal

Stabilize to 0, get metal and keep that action economy+baby boom going.
Don't need it
Expand Economy - Encourage the growth of food producing activities such as farming, pastures, or fishing, depending on where focus is placed
* +1 Econ, potential additional effects
* 12 uses remain before requiring new territory
We've got time :V
 
The Greater Good does not give extra actions. :)
new actions, not more
The Greater Good (LoO Linked)
The good of the many outweighs the good of the few, or the one. Temporary discomfort is to be endured for future prosperity and safety. And sometimes, more profound sacrifices must be made...
Pros: Any decision that can cause stability loss has a tiny chance of causing stability gain instead, new actions available
Cons: Sometimes people start looking for someone else to make the hard sacrifices, certain bad behaviours are more self-justifiable
 
The Greater Good does not give extra actions. :)
The Greater Good (LoO Linked)
The good of the many outweighs the good of the few, or the one. Temporary discomfort is to be endured for future prosperity and safety. And sometimes, more profound sacrifices must be made...
Pros: Any decision that can cause stability loss has a tiny chance of causing stability gain instead, new actions available
Cons: Sometimes people start looking for someone else to make the hard sacrifices, certain bad behaviours are more self-justifiable

Edit: ninja'd :ninja:
 
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Don't you guys want to study metal? Having our own production on that would be a huge game-changer.

EDIT: Game-changer for literally everything--weapons, farming tools, art, medicine, etc etc.
 
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