Build Theatre - Having a place for the presentation of plays should be a great way to propagate the People's culture and entertain the masses
*S: -1 Econ, -1 Wealth, -1 Culture, +4 Culture end of turn, other effects
*M: -1 Econ, -2 Wealth, -1 Culture, +4 Culture end of turn, +2 Culture next turn, other effects
Plant Hemp - This sturdy plant has been planted in limited quantities before, but you now have cultivars that can take well to being planted in large areas and could use it for
*S: -2 Econ, -2 Econ Expansion, +1 Tech, +1 Mysticism, +2 Diplo if have boats, +1 Econ next turn
*M: -3 Econ, -3 Econ Expansion, +2 Tech, +1 Mysticism, +3 Diplo if have boats, +1 Econ next turn, other effects
Retraining - When there are more warriors than the People know what to do with, it may be a good idea to find them something else to do
*S: -3 Martial, -1 Econ Expansion, +1 Econ, Culture, and Tech
*M: -5 Martial, -2 Econ Expansion, +2 Econ, Culture, and Tech
Support Artisans - With the growing importance of skilled artisans to the maintenance of society, additional support may sometimes be needed
*S: -1 Econ, -2 Wealth, +3 Tech, +1 Culture, potential innovations
*M: -1 Econ, -4 Wealth, +5 Tech, +1 Culture, higher chance of innovations
Buncha new actions.
The Law (Iron Age) - With new technologies, innovations, and social structures, old laws require a thorough redo in order to align with modern expectations (3-4? action commitment, -2 Mysticism and -2 Tech per action)
We want more points in tech - 1 more to ensure we've enough for the Law, more 'cause there's a fair number of actions we'll want to take that use it.
 
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[X] [Main] The Law (Iron Age)
[X] [Secondary] Trade Mission: Metal Miners
[X] [Secondary] Plant Hemp
[X][Free] Found Colony - Change Greenshore Trading Post to a Colony
[X][Free] Change Passive Policy - Defence (+1 significant walls/turn)
 
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Hmm, Build Theater looks nice, but I think we should aim for starting The Law and getting a Golden Age.

[X][Main] The Law (Iron Age)
[X][Policy] Infrastructure
[X][Secondary] Enforce Justice

This will ensure that our stability reaches 3, and will increase our centralization.
 
[X] [Main] The Law (Iron Age)
[X](Sec) Plant Hemp
Get us back down to 12 EE to avoid popping Sacred Forest

[X] (Sec)New Trails
Increase our cent cap
 
Quick, turn Greenshore into a Colony and tell the Metal Workers to join it! Then the Nomads won't be able to attack them.

I mean, they said they wouldn't.

And they would totally accept this scheme.

Because they are nice people.
 
[X] [Main] The Law (Iron Age)
[X] [Secondary] Trade Mission: Metal Miners
[X] [Secondary] Plant Hemp
[X] [Passive Policy] Defense
[X] [Greenshore] Convert to Colony
 
[X] [Main] The Law (Iron Age)
[X] [Secondary] New Trails

We should do exactly one of the following:
[X] [Secondary] Proclaim glory
[X] [Secondary] Enforce Justice
Or if we're feeling arrogant...
[X] [Secondary] Great Dam
[X] [Secondary] Great Dam x2

(Dam gives stability on completion)


edit: forgot to include the free choices
Either of these are good passive policies
[X] [Free] Change Passive Policy - Infrastructure (+1 Free Progress to an infrastructure project (Aqueduct, governor's palace, saltern, etc.)/turn)
[X] [Free] Change Passive Policy - Defence (+1 significant walls/turn)

[X] [Free] Found Colony - Change Greenshore Trading Post to a Colony
Won't that let Sacred Forest pop, since we currently have 14 EE?
 
@Academia Nut Is there ANY action we can take now to militarily support the Metal Workers? Can we move the Red Banner there?
 
Stone Age Canal
The People cut an artificial river in the hills without the use of metal. Not only does this improve the internal economy and trade, but as long as its memory remains it will be a source of pride in collective labour. Whenever the People complete a major engineering project, they also gain Art and Mysticism.
So, this is in need of an update. Did it obsolete, or are we getting Mysticism and Tech out of it? Mysticism and Culture?
 
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