Hrmmmmmm!!!!
So my vote:
[X] [Mystic] Search the entire kingdom for someone who might understand her and put her at ease (-1 Mystic, -1 Econ, -1 Wealth, -1 Culture)
[X] [Hero] The smiths working overtime produced a prodigy (Heroic to Genius level artisan)
[X] [Prov] Integrate Stallions (-6 Diplo, +5 Econ, +5 Econ Expansion, +8 Mysticism, +4 Culture, +2 Tech, +10 Martial, new core province)
[X] [React] Megaproject - The Games
-[X][React] Kick Megaproject
[X] [Policy] Infrastructure (+1 Free Progress to an infrastructure project (Aqueduct, governor's palace, saltern, etc.)/turn) x1
[X] [Policy] Defence (+1 significant walls/turn) x1
[X] [Bonus] At least two technology upgrades (exploding rolls)
It's the most sensible to me, she needs a devoted caregiver. Plus it's probably the best thanks we can give her. I don't have a lot of logical explanations for this, because it is not such a decision in my mind.
The artisan sounds like a good step towards steel, which given the release of iron requires us to step up. Or if not steel, then a ton of other useful things which will cement our tech lead much more strongly. This also synergizes with my later choices.
Integrating the Stallions is useful for the stats. We will be overflowing from Mysticism into Culture and drop at least +1 overflow into Tech. I judge the risk of Nomad safe enough to do this because Yenyna is still alive. We can safely stand them off, especially with the Martial flowing in. We're gonna be high and tight for martial but I feel at this point they have been loose too long. Time to bring the Stallion in from the pasture. We can dump Martial next turn if we really need to or desire to.
This was a really hard decision about the Games. I really wanted to do poppies in order to fix our wealth, but looking at our Wealth income and the possible overflows from other options I am okay with not touching it. The games also has a single turn(?), some limited amount of time bonus at least, that makes it
better. And it's a long term boost to our military, holy crap is it. That's really shiny. It's totally a shiny. It's also a shiny that doesn't really get in the way of ripping the HK a new orifice. I'll have to go for it and go for a single kick in hopes of finishing it before next update. If we don't though, oh well we can do it next update.
Infrastructure I will pick because it ensures the Redshore Aqueduct is finished, and it will also likely start on the Redhills one too which sounds important. Probably a work flow upgrade for metallurgy. With this and the Law I think we will have 3 devoted to it. Can someone check my math?
Defence is simple, we could use more walls on our edges in Redhill, which is vulnerable to the HK and TH. As well as any other holes we may have missed like the cataract settlements of which there are two now, one ours and one donated by the Txolla.
On the Bonus, I am having an
incredibly tough time choosing. If we take the artisan we should really take the tech to get way ahead. But value upgrades are rare as hell and usually useful.
And I did say I wanted the value upgrade in my first post...
However, after careful consideration I want to pick the tech. Get as far ahead as we can.
Also point of commentary:
Legacy Gained
Kings Do Not Kneel (Three): Gain +1 Martial every phase during a Take the Crown or Great Power war
This. Is broken as fuck. We now do several things in Take the Crown war. We trigger stability losses every turn, which means we suck away econ and martial if CA triggers. We have WHR to tank the crap out of hits as we did here. We can kick using Divine Stewards. And with this we gain 1 Martial every
phase which I think means 4 per turn if our war missions cause 4 rolls/phases per turn. That is
insane.
We are like some demented regenerating berserker vampire plant.