General
Diplomacy 12 [+1]
Economy 9
Martial 15 {18} (over limit)
Diplo 14 [+1] -> 12 [+1]
Difference is just the loss of trade deals. I think the next time the [+1] applies is at the start of next turn? (that is, it applies after we vote for main actions next)
Martial 5 {7} (+1) -> 15 {18}
5 +1 (veterancy delayed boost from last turn) +4 (iron mine finishing) +3 Main warriors + 2 blackbirds = 15
Econ 7 -> 9
7 -3 (GS) -2 (Warriors) -1 (Blackbird) +4 (Mine) + 4 (2x expand econ) = 9
Stability
Stability 1 (confident)
Legitimacy 3 (max)
Organizational
Centralization 3
Hierarchy 6
Stab up from -2 to 1, so RoO only got +1, not +2.
Cultural
Art 7
Mysticism 3
Prestige 8
Art 6 -> 7, from diplo overflow
Mysticism 4 -> 3 from blackbirds use
So actually kind of annoying that the provinces did blackbirds since we need mysticism for studying :/
Warriors
Hereditary elites
Semi-hereditary specialist
Spiritually trained elites
Yeomanry
Yeomanry is new; wikipedia describes it thusly:
A
yeoman /ˈjoʊmən/ was a member of a
social class in
late medieval to
early modern England. In early recorded uses, a yeoman was an attendant in a noble household; hence titles such as "Yeoman of the Chamber", "Yeoman of the Crown", "Yeoman Usher", "King's Yeoman",
Yeomen Warders,
Yeomen of the Guard. The later sense of yeoman as "a
commoner who cultivates his own land" is recorded from the 15th century; in
military context, yeoman was the rank of the third order of "fighting men", below
knights and
squires, but above
knaves. A specialized meaning in
naval terminology, "
petty officer in charge of supplies", arose in the 1660s.
So i think maybe this is the "farmers that double as militia"?
Ranged
Composite Bows
Massed fire
Slings
Spear Throwers
Massed fire is new, and awesome. Do we have iron tipped arrows yet, AN? I assume we do, but i vaguely remember someone saying it would require archers to retrain to the new weight, and it's not listed, so i wasn't sure...
Iron Mine Reached Equilibrium
+4 Econ, +4 Martial
Sweet! This means the iron mine in total gave us 12 econ, 6 martial, or 18 stat points, as well as the project unlocks/upgrades and narrative boosts =D
Here's the diff checker i used:
Diff Checker
Also,
@Academia Nut now that we've finally hit the cap on martial (assuming that the math is right, and not an error like i think might be the case), can you say whether it is a bad thing like everyone suggests, or if (like capping other stats) its actually good?
[X] [March] Yes, send out the warriors (-5 Martial, -2 Econ)
[X] [Caravan] Attempt peaceful contact
[X] [Challenge] Survey Lands (-1 Econ, improved odds of success)
Restore Order failed blandly. It wasted options... thanks dice. So we are going to need to run secondary main grand sacrifice at some point.
what do you mean it failed? we got +1 from it...