[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] Demand territory (+3 Prestige, +3 Wealth, +2 Econ, +4 Econ expansion, -1 Centralization, requires further military commitment, likely requires more actions)
[X] [RB] Deploy against Highlanders from Hatvalley
[X] [React] Main Improve Annual Festival
[X] [City] No
[X] [Refugee] Just those who come of their own initiative (Potential stab loss, +2 Econ)
 
If I'm not mistaken, we've lost one of our values in this quest all of ONCE. And it was from us doing something like a double main in opposition to said value.

Is taking less refugees less advantages to CA? Yes. Is it going to lose use the value? No.



Because every extra level of refugees effectively costs us a secondary action. Getting back a stability costs a main, but the econ gains only come to a bit over a secondary.

It would be a worthwhile action even if it was net negative econ wise purely for posibility of diploannexing and techstealing.
Like, this is secondary Expand Econ with chance to gain techs and - no less valuable - moral tradition of not being an ass to different people. Which was probably narratively a big reason for our lack of civil wars, I suspect.
 
[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] Introduce black soil to improve their conditions (Teaches black soil to vassal)
[X][Low] Force them to follow the spirit of the law (Potential stability loss, potential war with vassal)
[X][Low] Introduce mill technology to improve their conditions (Teaches water mill to vassal)

[X][High] Extra tribute (+2 Prestige, +2 Wealth, probably completes this turn)

[X][RB] Deploy against Highlanders from Hatvalley

[X][React] Main Improve Annual Festival

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

[X][Refugee] Bring in a bit more than usual (-1 Stab, potential further loss, +4-5 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)
[X] [Low] Introduce mill technology to improve their conditions (Teaches water mill to vassal)
[X] [Low] Introduce black soil to improve their conditions (Teaches black soil to vassal)
[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 Improve Annual Festival
[X] [City] No
[X] [Refugee] Bring in a bit more than usual (-1 Stab, potential further loss, +4-5 Econ)
 
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If we max out econ, it effectively halves our wealth drain from taxes.

If you feel like this is a rounding error, you should feel similarly about our tax-drain.
Given that we have never overflowed Econ into Wealth in the past, I don't think these situations are parallel.
 
Can't address the questions asked, but one thing I noted:

Making a True City a Free City does not remove its refund capacity. It just stops churning through Econ and Econ Expansion each turn and stops reducing your Centralization Cap, at the cost of occupying a subordinate slot.
 
Given that we have never overflowed Econ into Wealth in the past, I don't think these situations are parallel.
We've certainly overflowed econ before, often. The fact that wealth was full at the time isn't of particular significance here.

In terms of what we are doing now, we are considering integrating the Stallion Tribes, which would fill all of our LTE needs and also get us close to the cap in terms of econ. And right now, we have the capacity to get +8 econ (or wealth, if we are at overflow) with a double main and still leave a secondary available, plus leave our vassals free to do stuff, and that is without counting the econ we get from refugees.

I suppose the situations aren't exactly parallel, but given that having an econ stockpile would be rather useful, that we can max econ quickly, I think it is reasonable to value an excess econ similarly to an excess overflow of econ (i.e. as a wealth).
 


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


How to deal with the lowlanders? (Pick as many as you like)
[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] 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)
[] [High] Demand territory (+3 Prestige, +3 Wealth, +2 Econ, +4 Econ expansion, -1 Centralization, requires further military commitment, likely requires more actions)
Either of these are ones we could do easily, heck just subjugating them outright is probably possible. Nonetheless, it looks like extra tribute will win, and that isn't too bad I suppose.



[X] [RB] Deploy against Highlanders from Hatvalley



[X] [React] Main Improve Annual Festival

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



[X] [Refugee] Just those who come of their own initiative (Potential stab loss, +2 Econ)
 
We've certainly overflowed econ before, often. The fact that wealth was full at the time isn't of particular significance here.

In terms of what we are doing now, we are considering integrating the Stallion Tribes, which would fill all of our LTE needs and also get us close to the cap in terms of econ. And right now, we have the capacity to get +8 econ (or wealth, if we are at overflow) with a double main and still leave a secondary available, plus leave our vassals free to do stuff, and that is without counting the econ we get from refugees.

I suppose the situations aren't exactly parallel, but given that having an econ stockpile would be rather useful, that we can max econ quickly, I think it is reasonable to value an excess econ similarly to an excess overflow of econ (i.e. as a wealth).
We've only done it once in our history, for 2 turns (From Horse Daughter to Banners heralding change).

You can check these things in my history sheet if you want.
 
Economy also directly feeds into our martial score and lowers the likelihood of losing economy or martial while at war.

Considering that we are currently at war with thre polities, and we have the prospect of both a nomad waaaagh and another polity joining in, we want economy to be as high as possible. Factor in that we also need to spend up to seven econ on the palace, another two econ for a temple in the Stallion Tribes, and that the Free City pays for itself in two turns, I think that reducing our econ drain is a no brainer. Especially since a Free City is no more able to agitate for its independence or act against the interests of the polity as a whole than a True City at this level of development.
 
Revote. We really need that wealth plus security.
Then why not send the mercenaries against the Highlanders then? The action does say that it would require further action
[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] Restrict right to wage war to defensive only (Potential stability loss, potential war with vassal)
[X] [Low] Permit their use of iron tools (Allows iron tools to be traded to vassal)
[X] [Low] Send over assistance (Transfer 1 Econ + 1 Martial)

[X] [High] Demand territory (+3 Prestige, +3 Wealth, +2 Econ, +4 Econ expansion, -1 Centralization, requires further military commitment, likely requires more actions)

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

[X] [React] Main Improve Annual Festival

[X] [City] No

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

The Lowlander part seems really likely to just make them mad and run off with our iron.

Also the Highland Kingdom requires further military commitment. Perhaps have the mercenaries attack from Hatriver?

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 mill technology to improve their conditions (Teaches water mill to vassal)
[X] [Low] Introduce black soil to improve their conditions (Teaches black soil to vassal)
[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 Improve Annual Festival
[X] [City] No
[X] [Refugee] Bring in a bit more than usual (-1 Stab, potential further loss, +4-5 Econ)

Missing an [ there
 
And now, full analysis:

Diplomacy 4 [+2] -> 8 [+2]
-Mature Trade Post +1
-King of the Hill +1
-Double Main New Trails +2

Ready to integrate the Stallions!

Economy 7 [-2] -> 5(+0+1) [-2]
-Double Main New Trails -2
-City Tax -2
-Expand Forests -1
-Transfer Province +3

Slightly tight, but the refugees will add at least 2 and the forest another 1 for

Econ Expansion 2 [+2] -> 11 [+2]
-Double Main New Trails +2
-City Tax +2
-Expand Forests +1 -1
-Transfer Province +5

Had to guess at the Transfer. Still could use a little bit more though.

Martial 7 (+1) {9} -> 6 (+1) {7}
-War Mission cash out +1
-War Mission losses -2

War is going meh-ish, we're building veterancy, but bleeding unless we can decisively tear one front off so we can round and pound the others.

One minor pro of this is that we can now absorb the Stallions without entering Base Red.

Wealth 10 [+2-1] -> 8 [+2-1]
-Saltern +1
-Trade Dominances +1
-Mercenaries -1
-Fucking Taxes -3

Taxes rear their ugly head, causing a nasty bleed. We can tank it for now but it'd get tight.

Fortunately we only have one mercenary company eh?

Centralization 3 -> 4
-Double Main Trails +2
-Transfer Province -1

Interestingly the cap went down by 1 for unknown reasons. Some hidden issues revealed or something else?
Hard to tell, it might be that the way roads are handled got integrated into this.

Art 4 -> 6
-Mysticism Overflow +2

Mysticism 15 (+1) [+1] -> 15 [+1]
-Library cashout +1
-Temple cashout +1
-Overflow to Art -2

Drip drip drip goes the Mysticism to Art

Disrupted Trade: Wealth gained from trade dominance halved
Tax reform needed - Lose 1-3 Wealth per turn until complete The Law (Iron Age) megaproject. Prereqs to unlock: The Census?, Grand Palace?

Well these two are a bitch of a tag team.


Trade Status
Resource Status Rivals
Luxuries    
Amber Known only  
Fine Pottery Minor  
Fine Dye Dominating Trelli
Fine Textiles None Swamp Folk, Trelli
Furs Known only  
Glass Dominant  
Gold Significant + Lesser trading (in) Metal Workers, Khem->Trelli
Incense None Khem->Trelli
Mercury Dominating None
Silver Leading (in, needing) MW, Trelli
Salt Dominating Trelli
Spices None (SI+Khem)->Trelli
Wine Dominating Trelli
Strategic    
Copper Leading Highlanders, Thunder Horse, MW, Trelli
Bronze Minor Trelli
Slaves Forbidden MW (in), Trelli
Tin Minor + Trading MW (in), TH (in), HK (in), Trelli->Khem
Iron Non-traded dominant None
Cultural    
Pilgrimage Leading Thunder Speakers

Glass - Leading->Dominant. Stallions did an Art Patronage to craft glass ornaments? Or is it Western Wall?

Slaves - Must have missed when the Trelli became dominant in them.

Pilgrimage - Dominant-> Leading. Thunder Speakers threatening. Looks like we found out why they aren't fighting. They're at home improving their natural wonder with the bounty of the wetter weather.
Construction
Arch
Wood
Masonry
Early City Walls
Early Surveying

Note that this has little to do with the actual Survey action. It basically means studying the landscape before building on it.

Lazy construction method would have roads wind through hills and be very inefficient.
Naive construction method would have roads punch through hills, where they'd be against the natural erosion patterns and cause much higher maintenance demands.

A surveyed road or aqueduct then, actually plans the route out ahead of time, so you make informed compromises.

Though survey techniques and cartography are still very primitive.

[X][Main] New Trails
[X][Main] New Trails x2
[X][Secondary] Expand Forests
[X][Policy] Offensive
[X][RB] Rest, restores strength
[X][Wonder] Library
-[X][Wonder] Valleyhome

Provinces – [Main] War Mission - Highlanders x2, [Main] War Mission – Lowlander Support
Stallions – [Main] Expand Econ, [Sec] Art Patronage, [Sec] Study Stars
Western – [Main] Transfer Province, [Main] Expand Snail Production, [Sec] Expand Econ, [Sec] Art Patronage, [Sec] Survey
Greenshore – [Main] More Boats, [Main] Build Wall
Hatvalley – [Main] War Mission - Highlanders, [Main] Build Walls
Heaven's Hawk – [Main] Expand Warriors x2
Lowland Minors – [Main] War Mission – Swamp Folk, [Main] New Settlement – Far East Redhills

Stallions have finally run out of places to spam forests and are now taking Art Patronage/Study Stars to generate the Art/Mysticism they need to build their Temple.

Western Wall had reached their administrative limit and just started dumping their extra provinces on us so they can keep walking westwards. They've also found a site which the snails like, to import the live snails from Redshore to start their own dye colonies.

Greenshore meanwhile realizes they really should make sure they're secure, and finally build a major wall...while continuin their boat addiction.

Hatvalley - Taking a swing at the Highlanders and fortifying near the pass.

Heaven's Hawk - Converting from a chariot based army to an infantry based one.

Lowlnad Minors - Interestingly they're taking the initiative to found the Far East Redhills province for us. They WANT to be connected to our people.

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.
Well, we've a long way to go, shame we've to rush into more megaprojects to put out fires instead of finishing the fix. More Double Mains would go well here.

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 it looks like the roads encourage our provinces to integrate themselves. This is good!

Secondly, our builders are getting to work, I think they're building bridges with Arch construction to cross streams without blocking flow and traffic.

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.
Our greatest foe returns.

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.
So basically taxation on luxuries gives you tax evasion by converting luxuries to coin, then converting the other way when coin stocks are assessed to prevent hoarding.

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.
And the capitalist economy emerges, where the free time of individuals are not created equal.
And more tax evasion

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.
More tax evasion now that the tailing pits are considered resources, and the alchemy and the poppy...and more tax evasion.
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.
And here you have the emergence of the stock market. Which complicates things, but actually serves to help balance supply and demand when functioning correctly.

It's basically clerk work even if it looks like they're getting paid without doing any real work. We'd need a caste of royal accountants to regulate it and make sure that the profits are fair and reasonable.

I move we treat it like prostitution.
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?
And of course, we don't have the INFORMATION to make a decision on what the new laws are supposed to be.
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.
Meanwhile PTSD-chan has communal psychological problems, while also revealing that we've had much easier time annexing people via diplomacy because they are in trouble and willing to accept anyone with a fix...and by conquest, who expect you to be gone in a few generations anyway.

And they've been conditioned to consider slaves as tribute. Sigh.

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.
Natural consequence without our omnipresent social pressures.

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.
And so here we have the merit/detriment of Religious Authority. It makes your culture harder to change...but this is double edged because it also stops you from picking up better traits or dropping bad ones.

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.
And the issue here is:
-In the Lowlands, the religion business is really just a front for the political interests of the area, which fall back on priestly authority because that's what the Xohyr did.

-In the Core, it's the culture clash of the Red Banner.

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.
Key notes, some mentioned previously:
-The Red Banner did not bring any priests home. Their warriors were converted while they were out there but you can expect any debate in Valleyhome to be relatively immature and favoring our home cultures.
--They did bring their wives taken by force home, who did a great deal of culture spreading that way. This here is why we shouldn't wife raid.

-There is an unfilled market for a war god. May not actually have mechanical effects here, beyond the narrative. But the lowlanders' heavily martial biased traits naturally appeal to warriors.

-Self Sacrifice is an adaptation of Honorable Death, a straight improvement I think.

-Community is less clear, since our Symphony is arguably just fine. Perhaps Symphony fused with Greater Good?

-Working for greater things is another fork of Greater Good. Sounds like a trait emphasizing ambition.

-Human sacrifice of any form was out, but fusing their human sacrifice trait into Greater Justice may encourage more brutal/zealous enforcement of the law, which might improve the returns on Restore Order.

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.
And heres the priesthood's problem, they're inherently conservative as culture guardians and thus are inherently xenophobic to some extent.

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.
So Swamp Folk are running Manifest Destiny casus belli and the Thunder Horse are running Revenge casus belli. Neither of them will stop.

The lowlanders have Martial Glory of some form however, and this demands that they go seek blood. Something we'd have to erode over time by pulling out the roots of their justification first.

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.
And here is our Martial 8 split two ways, so we're fighting either side at only half strength. Blaah.

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.
Highlanders are attacking on two fronts. Pushing them through the Hathatyn valley with the Red Banner is the best solution there, but unless we take and fortify the Hathatyn pass they'd repeat this shit over and over and over.

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.
Oh goody, horse riding nomads have arrived. Stallion Tribes and Heaven's Hawks have it covered for now, but we're integrating the Stallions soon.​
 
[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 mill technology to improve their conditions (Teaches water mill to vassal)
[X] [Low] Introduce black soil to improve their conditions (Teaches black soil to vassal)
[X] [High] Extra tribute (+2 Prestige, +2 Wealth, probably completes this turn)
[X] [React] Main Improve Annual Festival
[X] [City] Yes (Transfers 2 Econ + 2 Econ expansion, nulls cost of maintenance for Sacred Forest)
[X] [Refugee] Just those who come of their own initiative (Potential stab loss, +2 Econ)
[X] [RB] Deploy against Highlanders from Hatvalley

The Econ stuff isn't the real reason to switch Sacred Forest to a Free City, although that is important. Our centralization cap is killing us right now - we have to be between 4 and 1 Centralization now, with every indication that even 2 Centralization will be rather bad for our fragility. And a lot of the player base (me included) want to integrate the Stallions next turn, which if the new province gifted us by the Western Wall is any indication, could lower our centralization cap again. We need to do this.

Side note: anyone else think it's hilarious and ironic given it's name that the Western Wall keeps expanding? Like we put down a wall and then, over generations, keep on moving it farther and farther to the west...
 
If we max out econ, it effectively halves our wealth drain from taxes.

If you feel like this is a rounding error, you should feel similarly about our tax-drain.
As in, it doesn't affect LTE, so this is half a secondary action's value per turn here.

I feel that adding a True City, taking the hit of -2 Econ and -2 LTE, is the bigger problem here. We do not suffer from low econ because it's the cheapest stat to generate, but we DO suffer significantly from lowering LTE, which has always been the actual problem with maintaining enough Economy for use. With the switch to Wealth, we don't really pend much Economy anymore, and can obtain sufficient with even one Main Expand a turn fairly often
 
I've read the general arguments and have a vote for what little it will matter.

[X] [RA] Increase debates to determine the truth (-2 to +2 Religious Authority based on success of debates, potential shift in Spiritual Values)
This is what philosophy is. It might also give us some debate tech.

[X] [Low] Force them to follow the spirit of the law (Potential stability loss, potential war with vassal)
It's the one that's leading and I'd prefer to do only one stab hit action with our vassal at this time.

[X] [Low] Introduce black soil to improve their conditions (Teaches black soil to vassal)
Lesson's their need for better land and makes them more inclined to like us.

[X] [Low] Introduce mill technology to improve their conditions (Teaches water mill to vassal)
Lesson's their need for labor.

With one con and two pros, I'm mostly satisfied. I feel doing a different ratio would either be giving them too much, when we can use that as leverage for stuff latter, or pissing them off a bit too much.

[X] [High] Extra tribute (+2 Prestige, +2 Wealth, probably completes this turn)
I'd prefer subjugate, but that's not gonna win, so I'm going to vote for the leading option more likely to end the war faster.

[X] [RB] Deploy against Highlanders from Hatvalley
Threatening their tin supply will make them very eager to end the war. Especially when they have other stuff to bare down on them. It will let us swing our forces up north to defend against the coming nomads when the war ends.

[X] [React] Main Improve Annual Festival
We'll need both the stability and art.

[X] [City] No
I want to vote yes so much, but one of the explicit problems with our government at this exact moment is the amount of subordinates we're trying to manage. I'll probably start singing a different tune once we build the palace.

[X] [Refugee] Just those who come of their own initiative (Potential stab loss, +2 Econ)
We don't really need the Econ, and the Stab loss is too much of a problem.
 
[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] [Low] Send over assistance (Transfer 1 Econ + 1 Martial)
[X] [High] Demand territory (+3 Prestige, +3 Wealth, +2 Econ, +4 Econ expansion, -1 Centralization, requires further military commitment, likely requires more actions)
[X] [RB] Deploy against Highlanders from Hatvalley
[X] [React] Main Improve Annual Festival
[X] [City] Yes (Transfers 2 Econ + 2 Econ expansion, nulls cost of maintenance for Sacred Forest)
[X] [Refugee] Bring in a bit more than usual (-1 Stab, potential further loss, +4-5 Econ)
 
So, what's the plan for next turn?
Personal plan skeleton:
1) Integrate the Stallions and build the Sacred Forest Library(1 Main action does it). Library will refund it's own costs and ensure that the Census does not leave us burning away half our Mysticism. It should also be of narrative help against cultural woes by giving us more capacity to record things like foreign theology and develop specialized arguments against them.
2) Start the Palace, take Expand Econ if needed, or more roads if not(note that the Lowland Minors have colonized the land needed to bridge our territories, and will be available for assimilation by then), go to megaproject policy.
3) Finish the Palace, start the Census. Due to Triple Library bonus, the Census costs 0 Mysticism. We can one turn it and lose nothing.
4) Begin the Law

Then probably increase the turn count by 1.5x because as if things will be that predictable, right?
 
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Personal plan skeleton:
1) Integrate the Stallions and build the Sacred Forest Library(1 Main action does it). Library will refund it's own costs and ensure that the Census does not leave us burning away half our Mysticism. It should also be of narrative help against cultural woes by giving us more capacity to record things like foreign theology and develop specialized arguments against them.
2) Start the Palace, take Expand Econ if needed, or more roads if not(note that the Lowland Minors have colonized the land needed to bridge our territories, and will be available for assimilation by then), go to megaproject policy.
3) Finish the Palace, start the Census. Due to Triple Library bonus, the Census costs 0 Mysticism. We can one turn it and lose nothing.
4) Begin the Law

Then probably increase the turn count by 1.5x because as if things will be that predictable, right?

What about the Stallion Temple?
 
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