[X] [RA] Increase debates to determine the truth (-2 to +2 Religious Authority based on success of debates, potential shift in Spiritual Values)
[X] [Low] Crack down on their priests (-1 Stability, potential war with vassal, potential +1 Religious authority)
[X] [Low] Introduce black soil to improve their conditions (Teaches black soil to vassal)
[X] [Low] Introduce mill technology to improve their conditions (Teaches water mill to vassal)
[X] [High] Humiliate (+1 Prestige, completes immediately)
[X] [RB] Deploy north to guard against nomads
[X] [React] Main Expand Econ
[X] [City] No
[X] [Refugee] Just those who come of their own initiative (Potential stab loss, +2 Econ)
 
Last edited:
[X] [Low] Send over assistance (Transfer 1 Econ + 1 Martial)

[X] [Low] Introduce black soil to improve their conditions (Teaches black soil to vassal)

[X] [High] Subjugate (+5 Prestige, +5 Wealth, gain new vassal, unlikely to complete this turn)

[X] [RB] Deploy against Highlanders from Valleyhome

[X] [React] Main Improve Annual Festival

[X] [City] Yes (Transfers 2 Econ + 2 Econ expansion, nulls cost of maintenance for Sacred Forest)

[X] [Refugee] Let everyone know that your environment is stable (-3 Stab, potential further loss, +9-11 Econ, ???)
 
[X] [Low] Send over assistance (Transfer 1 Econ + 1 Martial)

[X] [Low] Introduce black soil to improve their conditions (Teaches black soil to vassal)

[X] [High] Subjugate (+5 Prestige, +5 Wealth, gain new vassal, unlikely to complete this turn)

[X] [RB] Deploy against Highlanders from Valleyhome

[X] [React] Main Improve Annual Festival

[X] [City] Yes (Transfers 2 Econ + 2 Econ expansion, nulls cost of maintenance for Sacred Forest)

[X] [Refugee] Let everyone know that your environment is stable (-3 Stab, potential further loss, +9-11 Econ, ???)
This has a decent chance of killing us, if we get a bad roll on refugees we will be at -2 stab and will start to fold like a wet napkin.
 
[X] [RA] Increase debates to determine the truth (-2 to +2 Religious Authority based on success of debates, potential shift in Spiritual Values)
[X] [Low] Force them to follow the spirit of the law (Potential stability loss, potential war with vassal)
[X] [Low] Crack down on their priests (-1 Stability, potential war with vassal, potential +1 Religious authority)
[X] [Low] Restrict right to wage war to defensive only (Potential stability loss, potential war with vassal)
[X] [Low] Introduce black soil to improve their conditions (Teaches black soil to vassal)
[X] [Low] Introduce mill technology to improve their conditions (Teaches water mill to vassal)
[X] [Low] Send over assistance (Transfer 1 Econ + 1 Martial)
[X] [High] Extra tribute (+2 Prestige, +2 Wealth, probably completes this turn)
[X] [RB] Deploy against Highlanders from Valleyhome

Trouble's brewing, how to prepare?
[] [React] Main Expand Econ
[X] [React] Main Build Mills
[] [React] Main Improve Annual Festival
[] [React] Main Expand Forests

You're having trouble with the management of cities, make Sacred Forest a Free City?
[] [City] Yes (Transfers 2 Econ + 2 Econ expansion, nulls cost of maintenance for Sacred Forest)
[] [City] No

[X] [Refugee] Just those who come of theirown initiative (Potential stab loss, +2 Econ)
 
[X] [RA] Increase debates to determine the truth (-2 to +2 Religious Authority based on success of debates, potential shift in Spiritual Values)
[X] [Low] Force them to follow the spirit of the law (Potential stability loss, potential war with vassal)

The consequences of keeping RA low it seems. Also it doesn't matter if we win debates when the other side uses belief so I think we should bite the stability bullet to crack down on their preists.


[X] [Low] Crack down on their priests (-1 Stability, potential war with vassal, potential +1 Religious authority)
[X] [Low] Introduce black soil to improve their conditions (Teaches black soil to vassal)
[X] [Low] Introduce mill technology to improve their conditions (Teaches water mill to vassal)

For our lowland vassals the best choices would be to get rid of their preists immediately but give them water mills as a carrot and stick move.

[X] [High] Subjugate (+5 Prestige, +5 Wealth, gain new vassal, unlikely to complete this turn)
[X] [RB] Deploy against Highlanders from Hatvalley

If we establish a white peace it will be very temporary but it will at least give us some breathing room however the downside is that the HK will be stronger next time we fight them.



[X] [React] Main Improve Annual Festival
[X] [City] Yes

We must make Sacred Forest a Free city since the admin is getting too large. One day we should pop it though


[X] [Refugee] Bring in a bit more than usual (-1 Stab, potential further loss, +4-5 Econ)

Annual festival is tempting to choose however we need to take a higher number of refugees to fuel

Its great to see our vassals meeting us halfway on connecting and integrating. However we must never let our infrastructure fall to such disrepair. Also we shouldn't let new tech gain like the Census sit fallow once we gain it but try our best to conplete them.
 
*Hisses*

Taxes! Our greatest weakness!

Though I note that there's a Tier Two Law Megaproject, which is quite interesting. How many Tiers are there? Is there like a Space Age Law Megaproject that unlocks once we get to modern times?

Oh, and it turns out that the Lowlanders are shitheads with shitty religious practices. God damn it all.
I feel like we need to do Grand Palace, Census, and Place of the Stars. The former two are obvious, while the latter is speculated to provide us with better math. I feel that better math is going to be helpful with establishing a better tax code... somehow. Mostly I just want people to remember that this megaproject exists. We also probably want more libraries (need 1 more to make The Census free).

@Abby Normal as far as I can tell we still have dominance, unless your table was the old one?
 
Not putting down an actual vote yet to promote the continued debate,

How to deal with foreign gods?
[] [RA] Stamp down on all of this (-2 Stability, +2 Religious Authority)
[Vote] [RA] Increase debates to determine the truth (-2 to +2 Religious Authority based on success of debates, potential shift in Spiritual Values)
[] [RA] The correct gods will make themselves known (-1 Religious Authority, potential shift in Spiritual Values)

Out of all the choices, I prefer letting the debate go further. We shouldn't coddle Philosophy, we should challenge it. That is how we evolve it further.

How to deal with the lowlanders? (Pick as many as you like)
[Vote] [Low] Force them to follow the spirit of the law (Potential stability loss, potential war with vassal)
[] [Low] Crack down on their priests (-1 Stability, potential war with vassal, potential +1 Religious authority)
[Vote] [Low] Restrict right to wage war to defensive only (Potential stability loss, potential war with vassal)
[Vote] [Low] Introduce black soil to improve their conditions (Teaches black soil to vassal)
[Vote] [Low] Introduce mill technology to improve their conditions (Teaches water mill to vassal)
[Vote] [Low] Permit their use of iron tools (Allows iron tools to be traded to vassal)
[] [Low] Send over assistance (Transfer 1 Econ + 1 Martial)

I want to crack down on them to ensure that follow our rules, and that requires that we make some Concession. Black Soil and Mill Technology is an easy choice as they live on terrible land and that is part of the reason they want to attack their neighbors. Iron I was a bit hesitant on, but they would be very unlikely to find any iron themselves in the flat lowlands with several feet of topsoil. It would create a dependency on Ymaryn that they wouldn't be able to shake off and thus less likely to break away.
War Goals for Highlanders
[] [High] Humiliate (+1 Prestige, completes immediately)
[Vote] [High] Extra tribute (+2 Prestige, +2 Wealth, probably completes this turn)
[] [High] Demand territory (+3 Prestige, +3 Wealth, +2 Econ, +4 Econ expansion, -1 Centralization, requires further military commitment, likely requires more actions)
[] [High] Subjugate (+5 Prestige, +5 Wealth, gain new vassal, unlikely to complete this turn)

I feel we could really use that extra wealth especially since there is still a chance that it completes this turn. I do understand the desirability the first option has with its certainty.
Deploy the Red Banner
[] [RB] Remain at rest
[] [RB] Deploy north to guard against nomads
[Vote] [RB] Deploy against Highlanders from Valleyhome
[] [RB] Deploy against Highlanders from Hatvalley
[] [RB] Deploy to assist vassal against the Swamp Folk

If we do chose Extra Tribute, then best to attack the Highlanders, Otherwise send them north to help our northern provinces and keep them happy.

Trouble's brewing, how to prepare?
[] [React] Main Expand Econ
[] [React] Main Build Mills
[Vote] [React] Main Improve Annual Festival
[] [React] Main Expand Forests
[] [React] Main Survey

I really want that Stability, especially since my Vassal Choices have a chance of losing some. It also gives us some art for the Palace Megaproject as well as help evenly spread our culture out.
You're having trouble with the management of cities, make Sacred Forest a Free City?
[] [City] Yes (Transfers 2 Econ + 2 Econ expansion, nulls cost of maintenance for Sacred Forest)
[] [City] No

Undecided. Narratively, I wouldn't want for our Religious Capital to be a free city. Mechanically having that extra point of Centralization would be a great boon...

Everyone else isn't coping with the weather well
[Vote] [Refugee] Just those who come of their own initiative (Potential stab loss, +2 Econ)
[] [Refugee] Bring in a bit more than usual (-1 Stab, potential further loss, +4-5 Econ)
[] [Refugee] Encourage people to abandon their homes for you territory (-2 Stab, potential further loss, +6-8 Econ)
[] [Refugee] Let everyone know that your environment is stable (-3 Stab, potential further loss, +9-11 Econ, ???)
[] [Refugee] Bring in absolutely everyone you can (-4 Stab, potential further loss, +11-14 Econ, overcrowding, ???)

Minimal Grab, We can't risk the Stability with everything that is happening.
 
Unfortunately, laying out the roads also began to expose a number of other issues, namely that somewhere along the lines the tax code had become a tangled mess. The tremendous stress of dealing with the weather had either caused or masked the issues, but now they were starting to bubble forth unpleasantly. Essentially, the emergence of currency was disrupting how taxes were taken and good were distributed. Many leaders had switched to giving out luxuries as currency because people would swap that around anyway when they weren't interested in their current allotment of materials, but this was playing merry havoc with assessing taxes. Beyond that, there were also many who were paying others to do their work quotas for them, viewing their regular occupations as being more worth their time. Again, this was playing merry havoc with assessing taxes and figuring out if anyone was hording goods. Old laws mandating certain quotas and assessment were also utterly lacking in dealing with the presence of new goods and the fact that with deeper external and internal trade people could leverage internal differentials to generate wealth without actually doing anything. Even traders had to move things from Point A to Point B, this was more like shuffling tablets around and forcing the king to pay you for proving that one tablet had higher numbers than the other.

Unfortunately, the standard adjustments to the law didn't seem to be the sort of thing that would fix this. A fundamental overhaul of how things were thought about was needed, because there were new ways of living and doing things that the old laws could not account for, and trying to just put them in just kept giving nonsense results.

New Status: Tax reform needed - Lose 1-3 Wealth per turn until complete The Law (Iron Age) megaproject. Prereqs to unlock: The Census?, Grand Palace?
Fucking Hell. Luckily we have the solution in our laps. It just takes a fuckload of time.

(yes I am going to be swearing a bit here)

Hallelujah that this is not as bad as the First Tax Crisis, since we actually know what the fucking solution is.

The wars in the south had exposed several problems to the People and the king after Phygrif, notably that movements of troops and supplies could become painfully slow during a major fight. The trails needed improving, needed a lot of improving, and simply maintaining them wasn't going to be enough. They needed widening, to be made less meandering where possible, for gravel to be laid down as much as possible. As it was, even despite an enormous amount of effort being invested in the project they only managed to uncover just how deep the problems went. It did however improve many of the main trails, allowing for more contact with the furthest parts of the kingdom, which helped prompt the Western Wall to move one of their internal provinces more fully under the administration of the king - they needed to reorganize to account for their own spread anyway. The practice of laying out trails was also considerably improved as builders from the cities went out to work on the roads in large numbers and applied skills for erecting truly tall buildings to the task.
So our trails helped a lot, made us discover a new action too. This is good and bad. The key points here are that West Wall hit their comfortable Cent cap and basically did that integration we wanted for us, in miniature, and that we really do need more trails.

We've popped the lid off the big stinking pile of doodoo and need to clean it out. Also remember that we need to build the Palace to handle the extra work extra Trails brings.

And speaking of law, the lowlanders were proving to be a major headache. They had a vast number of grudges against their neighbours, and since they had been absorbed as entire communities all at once via military force rather than in crisis they also weren't entirely keen on actually adopting the laws of the People, and were repeatedly asking if they could just pay some sort of tribute to the king instead. Given that the only thing they had of significant value was their own population, this was a definite problem. They were also only paying lip service to a number of laws, such as the prohibition on slavery had resulted in what amounted to a name change rather than any change in behaviour.

A big part of it was that the local priests from the lowlands had all learned at the feet of the Xohyssiri and simply carried themselves differently and the People didn't quite know how to deal with them. The priests of the People argued and debated and tried to divine the secrets and intentions of the gods through careful study of the world. The priests of the lowlanders simply declared something to be so with such utter faith and conviction that it was hard to argue against them, and their certainty was definitely inspiring. Where the People had definite answers they crushed the foreign priests in debate, frequently leaving them speechless with demonstrations of magic, but the world was so mysterious that they frequently had to give ground in the face of unyielding belief.
So their Martial Glory and possibly Revenge traits are playing Merry Havoc down south. This is two pronged that in stopping them from attacking will de-escalate and push the wars toward ending, which we really need, but it pisses them the hell off in the mean time and it takes time to wind down.

The big ones are: Lip Service to the Law(Covered by "force them to follow the spirit of the law" vote), their ability to wage war(the "defensive war only" vote), their priests(the "crack down on their priests" vote). Taking all three at once, even giving them stuff sounds very bad and like lighting a match in a black powder mill. Crack down on their priests synergizes with any RA vote that is either of "Debate" or "Stamp them out". Minor possible synergy with the third vote of "Let the best gods win".

While this was an issue in their own territory where it was a rallying point for political issues, it actually got considerably more attention in Valleyhome where the Red Banner Company was spending a few years recovering their strength. With years of campaigning in the south and numerous brides taken in war, they had picked up a number of traits from their hosts, and the bloody minded gods from the south had followed them home. The confidence of the priests and the way the gods of the lowland seemed to speak to a warrior's life had earned many converts, and the general themes of self-sacrifice, community, and working for greater things resonated strongly with the People. While obviously human sacrifice was out, there were many who worried that the the fact that the lowlanders had a conspicuously higher number of "criminal" executions might leak further north.

The priests obviously wanted the influences of the foreign gods stamped out, but given all the troubles the People had been having, the king was having a hard time justifying the degree of disruption it would likely cause, especially if it had to be paired with the troublesome new people under their protection.

How to deal with foreign gods?
[] [RA] Stamp down on all of this (-2 Stability, +2 Religious Authority)
[] [RA] Increase debates to determine the truth (-2 to +2 Religious Authority based on success of debates, potential shift in Spiritual Values)
[] [RA] The correct gods will make themselves known (-1 Religious Authority, potential shift in Spiritual Values)

1) We need a Stab opiton with this, but it protects our values from mutation, and I ain't keen on risking Love of Wisdom even if it is likely very unlikely to change due to it's advancement.
2) Goes well and we might get something interesting out of it. Should probably support with synergistic actions.
3) Leaving it to fate. Really needs some synergistic support to come out in our favor.
4) Human sacrifice is not on the table. And suppressing foreign gods is important, because this is our first instance of this kind of decision, this determines what our initial reaction is. However, this is tempered by Symphony and CA.

Aside from the problem of their not obeying the law, the lowlanders also had a problem with being way too interested in fighting with their neighbours. While some of it was that the Swamp Folk and Thunder Horse seemed more interested in claiming territory or gaining vengeance for Xohyr than in having peaceful relations and that couldn't entirely be solved easily, a big part too was that the lowlanders seemed overly eager to fight and were definitely driving some of the conflict with their belligerence. There were several solutions to dealing with the issue, although there were also many problems as well, not least of which was that the lowlanders were having more than a bit of trouble with the fighting with the Swamp Folk, even with the support of the warriors of the People. This was all inflicting a cost that the People were going to have trouble with paying to support, especially as they were also taking losses fighting with the Highlanders.

That fight was going well enough in the east, but the Highlanders had proven adept fighters in their hills and as such Hatvalley was being pushed back to their walled settlements. The People could however probably force the Highlanders to submit and admit that they were wrong to attack... although many called for more intense action to punish the Highlanders for their treachery in attacking.

Also, nomads were starting to move back into the north in significant numbers, so that was something to keep an eye on, especially since more than a few had been seen riding horses as part of herding their animals and thus probably had some sort of enhanced courier system like the People.

How to deal with the lowlanders? (Pick as many as you like)
[] [Low] Force them to follow the spirit of the law (Potential stability loss, potential war with vassal)
[] [Low] Crack down on their priests (-1 Stability, potential war with vassal, potential +1 Religious authority)
[] [Low] Restrict right to wage war to defensive only (Potential stability loss, potential war with vassal)
[] [Low] Introduce black soil to improve their conditions (Teaches black soil to vassal)
[] [Low] Introduce mill technology to improve their conditions (Teaches water mill to vassal)
[] [Low] Permit their use of iron tools (Allows iron tools to be traded to vassal)
[] [Low] Send over assistance (Transfer 1 Econ + 1 Martial)
Another ping on Martial Glory traits. Nomads are getting active again, but they may not be totally hostile since they just seem to be moving in. They also seem familiar, due to the horses. Might be friendly, probably are not.

So the options:
1) Force to follow the spirit. Neutral risk maybe? Helped by sending the Red Banner to support and mills and black soil. Noting that sending the RB away should have positive effects on the debate since they are not their to rally support for their gods.
2) Crack down seems super risky but is a synergistic action with the first RA option.
3) De-escalation, difficult though. I rate this and the second option at about equal, and rather high risk of war. War may be desired though to get them out of our hair.

If we do want to incite war, we should not give them anything more.

War Goals for Highlanders
[] [High] Humiliate (+1 Prestige, completes immediately)
[] [High] Extra tribute (+2 Prestige, +2 Wealth, probably completes this turn)
[] [High] Demand territory (+3 Prestige, +3 Wealth, +2 Econ, +4 Econ expansion, -1 Centralization, requires further military commitment, likely requires more actions)
[] [High] Subjugate (+5 Prestige, +5 Wealth, gain new vassal, unlikely to complete this turn)
The Highlanders are also a problem. We need the actions and the focus so I am really going to support Humiliating them and being done with this so we can keep our hair from catching fire.
Useful to end this if we go for Vassal War.

Deploy the Red Banner
[] [RB] Remain at rest
[] [RB] Deploy north to guard against nomads
[] [RB] Deploy against Highlanders from Valleyhome
[] [RB] Deploy against Highlanders from Hatvalley
[] [RB] Deploy to assist vassal against the Swamp Folk
Sending these folks away, for instance to help fight the HK will mitigate their effects as the source(?) of these gods, or at least a armed militant support for them, inside Valleyhome.

Trouble's brewing, how to prepare?
[] [React] Main Expand Econ
[] [React] Main Build Mills
[] [React] Main Improve Annual Festival
[] [React] Main Expand Forests
[] [React] Main Survey
Oo boi. Festival I like at -2 Econ. We need to grab at least the second Refugee wave size in order to pay for it safely.
Synergy with somethings potentially, the stab and art are rather useful.

You're having trouble with the management of cities, make Sacred Forest a Free City?
[] [City] Yes (Transfers 2 Econ + 2 Econ expansion, nulls cost of maintenance for Sacred Forest)
[] [City] No
This raises our Cent cap back up, possible positive synergy with the various RA options as we give them more authority. Will also likely drop cent and ease some admin strain. Expensive, requires some refugees. Might or might not make tax interesting, not much of my concern though since the Law (Iron Age) covers it I think.
Also nulls some of our costs which are really helpful, while still providing all the benefits of a second True City.


Everyone else isn't coping with the weather well
[] [Refugee] Just those who come of their own initiative (Potential stab loss, +2 Econ)
[] [Refugee] Bring in a bit more than usual (-1 Stab, potential further loss, +4-5 Econ)
[] [Refugee] Encourage people to abandon their homes for you territory (-2 Stab, potential further loss, +6-8 Econ)
[] [Refugee] Let everyone know that your environment is stable (-3 Stab, potential further loss, +9-11 Econ, ???)
[] [Refugee] Bring in absolutely everyone you can (-4 Stab, potential further loss, +11-14 Econ, overcrowding, ???)
We need Econ to pay for some of the bullarky here.

After some deliberation here is my vote:

[X] [RA] Increase debates to determine the truth (-2 to +2 Religious Authority based on success of debates, potential shift in Spiritual Values)

[X] [Low] Force them to follow the spirit of the law (Potential stability loss, potential war with vassal)
[X] [Low] Introduce black soil to improve their conditions (Teaches black soil to vassal)
[X] [Low] Introduce mill technology to improve their conditions (Teaches water mill to vassal)

[X] [High] Humiliate (+1 Prestige, completes immediately)

[X] [RB] Deploy to assist vassal against the Swamp Folk

[X] [City] Yes (Transfers 2 Econ + 2 Econ expansion, nulls cost of maintenance for Sacred Forest)

[X] [React] Main Improve Annual Festival

[X] [Refugee] Bring in a bit more than usual (-1 Stab, potential further loss, +4-5 Econ)

Might change later depending on what eventuates.
 
Current leading options has us at negative econ.

We need to be taking Expand Econ as our reaction, not festivals. We can't afford the costs on that, whether it be the Main action itself or the econ/wealth.
 
ok, debate possibilities and analysis
Hard loss: -2 RA, Xoh priests dominate. human sacrifice tiem. Likelihood: highly unlikely, as our shamans can prove they know their shit.
Soft Loss: -1 RA, Xoh priests tough out getting proven wrong. "I don't care what you say, I'mma sacrifice doods no matter what." Likelihood: moderate
Tie: Null RA, Xoh priests insist on the gaps. Likelihood: high (blind faith is a hell of a drug)
Soft Win: +1 RA, Xoh priests convinced that everything can be figured out. Likelihood: high (mysticism overflow, see below)
Hard Win: +2 RA, Xoh priests astounded by what our gods have helped us learn and accomplish. Likelihood: moderate (library of knowledge, great temple, mysticism overflow, number of megaprojects built)

Any Thoughts?
 
Last edited:
What a shitshow.

[X] [RA] Increase debates to determine the truth (-2 to +2 Religious Authority based on success of debates, potential shift in Spiritual Values)
[X] [Low] Force them to follow the spirit of the law (Potential stability loss, potential war with vassal)
[X] [Low] Introduce black soil to improve their conditions (Teaches black soil to vassal)
[X] [Low] Send over assistance (Transfer 1 Econ + 1 Martial)
[X] [High] Extra tribute (+2 Prestige, +2 Wealth, probably completes this turn)
[X] [RB] Deploy to assist vassal against the Swamp Folk
[X] [React] Main Expand Econ
[X] [City] No
[X] [Refugee] Bring in a bit more than usual (-1 Stab, potential further loss, +4-5 Econ)

1) Get out of the war ASAP, it's a distraction we can't afford. Get some Wealth to stave off the tax disaster, the Highlanders will still probably capitulate on that.
2) Other provinces aren't strictly forced to be defensive only, won't force the vassals to do it. Still need to fix their shit otherwise. Debate, debate, debate, adhere to the laws, it's who we are.
3) Taking heavier econ choices for looking ahead to the Grand Palace and that sucking up a bunch as well as getting people back in the cities. I'm comfortable still keeping the True City econ engine going. edit: Moreso I'm also concerned about subordinate slots given all the uncertainty around the surrounding states.
 
Last edited:
New Status: Tax reform needed - Lose 1-3 Wealth per turn until complete The Law (Iron Age) megaproject. Prereqs to unlock: The Census?, Grand Palace?
You're making us work for the privledge of doing a tax reform?
You monster.
How to deal with foreign gods?
[] [RA] Stamp down on all of this (-2 Stability, +2 Religious Authority)
[] [RA] Increase debates to determine the truth (-2 to +2 Religious Authority based on success of debates, potential shift in Spiritual Values)
[] [RA] The correct gods will make themselves known (-1 Religious Authority, potential shift in Spiritual Values)
AKA do you want Greater Good enough to risk Love of Wisdom.
 
[] [Low] Force them to follow the spirit of the law (Potential stability loss, potential war with vassal)
[] [Low] Introduce black soil to improve their conditions (Teaches black soil to vassal)
[] [Low] Introduce mill technology to improve their conditions (Teaches water mill to vassal)
[] [Low] Send over assistance (Transfer 1 Econ + 1 Martial)

@Academia Nut how likely would this combination be to lose us stability compared to the base option?
 
3) Taking heavier econ choices for looking ahead to the Grand Palace and that sucking up a bunch as well as getting people back in the cities. I'm comfortable still keeping the True City econ engine going.
Free city gives all the benefits of a Second True City, just does it's own maintenance.

We've got two Econ at the moment. Why are you betting on the refugees handing over econ in time to not drop under 0 when we can simply not spend as much stability and take an econ-booster instead of a stability action?
I'm thinking. I'll get back to you in a sec. :D
 
[X] [RA] Increase debates to determine the truth (-2 to +2 Religious Authority based on success of debates, potential shift in Spiritual Values)

[X] [Low] Force them to follow the spirit of the law (Potential stability loss, potential war with vassal)
[X] [Low] Introduce black soil to improve their conditions (Teaches black soil to vassal)
[X] [Low] Introduce mill technology to improve their conditions (Teaches water mill to vassal)

[X] [High] Humiliate (+1 Prestige, completes immediately)

[X] [City] Yes (Transfers 2 Econ + 2 Econ expansion, nulls cost of maintenance for Sacred Forest)

[X] [React] Main Expand Econ

[X] [Refugee] Just those who come of theirown initiative (Potential stab loss, +2 Econ)
 
Last edited:
Back
Top