Hmm, I'll take some time to do the analysis before voting. It's not like people can post that quickly anyway.
*Looks at thread*
Mein Gott
Lets see now:
Diplomacy
16 [+1] -> 10 [+1]
-Integrate Stallions -6
Normal.
Economy 12 [-2+12] {11} -> 14 [-2+14]
-Yenyna -1
-The Games -2
-Stallions +5
Normal
Sustainable Forests 10/11 -> 12/14
-Integrate Stallions +2/+3
Got wood?
Econ Expansion 10 [+2-12] -> 18 [+2-14]
-Integrate Stallions +5
-The Games +2
-Yenyna +1
This is going to burn away in a blaze of overflow. I'm okay with it!
Martial 3 (+7) {7} -> 20 {25}
-Veterancy +7
-Integrate Stallions +10
Holy shit, that is a fuckload of
non-red martial. Heck of a shock when the Khemetri come over for the Games. They killed nearly the entire core military population and less than half a generation later it's back to full.
AND our Economy will be maxed out again
Wealth 3 [+5-2] -> 2 [+6-2]
-Yenyna -1
New Lead! Witness the Pilgrimage Gift
Culture 8 ->
15 (+1)
-Yenyna -1
-The Games -4
-Integrate Stallions +4
-The Games(Reformers) +8
Holy shit, Reformers refunded the whole Mysticism + Culture cost of The Games into one big stack of Culture
If we finish the International Games by the mid-turn via megaproject support, we'd get:
-Mysticism 16 (+6) [+2] -> 7 (+6) [+2] -> 15 (+6)
-Diplomacy 10 [+1] -> 1 [+1] -> 2
-Culture 15 (+1) -> 6 (+1) -> 7 (+27)
Just imagine maxing out Tech from overflowing Culture.
Mysticism 13 (+1) [+1] ->
16 (+6) [+2]
-Yenyna -1
-The Games -4
-Integrate Stallions +8
Then the Library refunded the Games
again.
Current pending refunds:
-Blackbirds +1
-Yenyna +1
-The Games +4
Tech 4 -> 6
-Integrate Stallions +2
Slowly dripping up.
Prestige 64 -> 65
-The Games +1
Let the games begin!
Stability 2 (hopeful) -> 1 (optimistic)
-Kicked Megaproject -1
Totally worth it.
Centralization 3 -> 3
-Stallion Tribes -1
-Stallion Tribe Trails +1
Confused me for a bit, but once I looked up our trails level it lines up. If they already have good road networks, the Cent costs equalize out.
But we don't get progress towards the next discount!
Baby Boom: Converting 7 Econ Expansion to 7 Econ a turn
Population Explosion: Converting 7 Econ Expansion to 7 Econ a turn
My god it's accelerating.
Trade Goods:
-Fine Textiles - Odd that the Khemetri don't seem to have a presence despite cotton featuring. I guess they import that.
-Slaves - Likewise odd that you don't see the Khemetri here. Also is it just me or did the Saffron Islands just vanish at some point?
-Pilgrimage - Major Competition -> Leading. We're in the clear lead now. Kicking everyone's ass is a powerful way to show your gods are stronger! Interestingly Khemetri are also exporting Pilgrimage, but are too far to hit us. Must be weird for the Trelli to be between both.
Kind of funny to think about Guild Mercantile bonus applying to Pilgrimage income. Pilgrimage transport operators? Tacky souvenier salesmen? An oddly greasy C.M.O.T. Dwybllr?
Subordinates:
The alarm about Gulvalley isn't reflected. They're doing fine statwise.
Tech:
Melee
Daggers
Short swords
Maces
Light Shields
Spears
Two-Handed Clubs
Stabbys are official now.
The Games - An organized series of athletic events and mock battles to maintain fighting trim and vent the aggression of less composed warriors, this also helps foster friendly rather than destructive rivalry between major settlements. Increases Martial Tolerance by 2, gives +1 Culture for every 2 True Cities, and opens up new possibilities.
That was quick.
So combined with Census and Arsenal we have a safe Martial of
5 above normal.
This is a lot of stabby. It also churns a shitload of culture from true cities, but we're already getting that.
Dragon Graveyard - Gives +1 Mysticism/turn for every level of temple at the site
...and now the Infrastructure Passive isn't a problem because they can invest into this all day and the bullshit only grows bigger.
It's hilarious when combined with Libraries for the Mysticism overflow.
"So... what's the king asking for this time?" Hertythyn asked as he picked up the documents for the season's orders.
"He wants us to search every Person in the Land for someone who can understand the madness of the Dragon General, organize the average village rough housing between boys into an organized system of games and military practice, and begin the process of integrating and spreading out the warriors of the Stallions to compensate for losses in the war," his assistant Ullystyn said by way of explanation.
Hertythyn's right eye twitched slightly before he nodded and said, "Right, guess we'll just have to turn his magic into actual miracles."
"It's why you're here boss," Ullystyn pointed out.
"Damn straight."
Heh, our poor clerks. Truly they bear the heavens upon their backs.
Complying with the demands of the king and nobles was no mean feat, but Hertythyn and the clerks under him managed to pull it off. The search for someone who might be able to interact with Yenyna on her level was no easy task, but through a couple iterations of the screening process they managed to bring a young man to the capital with a most peculiar condition. Also afflicted by spirits, he suffered from fits where his body locked up in spasm and he would have strange, frightening visions. It had started happening late enough in life that he could not receive the sort of training to become a proper priest and shaman - he did not really have the aptitude for it anyway - and his guest could not be trusted not to throw a fit at some inopportune time so he could not even do any particularly heavy, complex, or dangerous task, leaving him in a rather miserable sort of limbo within society. Still, given his visions, he had been brought to interact with Yenyna to see if there were any points of similarity that could aid in the priest's understanding of the spirits.
The decision to treat the head injury sufferer is one of the best ones for precedent. The poor guy.
To everyone's delight, the Dragon General found him absolutely adorable in her own strange way, and while he was obviously a little awed to be brought before her, he also didn't react badly to her the way some did. While both suffered from their conditions, the spirits they carried within them also seemed to get along and there was a definite soothing effect. Yenyna and Giidygyry could also have strange discussions about what they saw in their fits, and with priests recording their discussions, new insights were definitely made.
And the priests are making leaps in psychology from studying their dates.
No result yet except...
That one priest in the back - records said that someone like him was always there - who distantly shouted "Kiss already!" was given a savage beating before being put on black soil detail for a year. Although Desdydyn did have to admit that he did hope these two spirit afflicted people might find something more than just comfort in each other's presence.
The bolded really killed me here.
Historically, there is always That Guy.
And whoever dealt with That Guy each generation was always annoyed enough to write it into the histories.
By the time of Desdydyn's passing the clerks had also managed to organize the veterans of the conflict and the various holy sites into a coordinated network of sacred games to help maintain war readiness, morale, and to find the best examples of the People to hold up as examples for the rest.
Oh cool, the Games are spread out across multiple venues instead of only in one place. So horse and chariot races north, but abseiling has to be in the south, boat racing to the west and all that.
There was almost a riot at one point from a bunch of warriors going at some of the athletics competitions a bit harder than was entirely sensible, but the clever clerk organizing it all had decided to employer a bunch of hardened veterans ahead of time as competition judges, and thus with some judicious application of wooden cudgels the event had been contained and new rules to minimize contact in a few events were put in place. All in all the situation very rapidly became a new draw for Redshore, and some internal tensions between warriors were eased in that instead of trying to kill each other over slights they were directed to take it to the games to prove who was better.
People got shanked over the games now, but the rate was somewhat lower, so that definitely helped!
But the center was Redshore because it is the nexus for our trade network
And I see our First Football riot was quelled because our Admin hero made sure that the judges are 120kg Ex Marines, who just spanked everyone and put in fouling rules.
[] [Mega] Upgrade Best of the Best to Life of Arete
To be the very best, like no one ever was.
Arete was the original goal of taking Honor of Elites to begin with.
It is not only for the best to seek perfection, it is not only for warriors to pursue supremacy, but all should live their lives in excellence.
Puts a lot of pressure on our elite castes to perform
[] [Mega] Randomly upgrade an Honour Code Value
Well this is likely another step in Swords and Ploughshares or Honorable Death, since the narrative doesn't fit Lord's Loyalty here.
[] [Mega] Free Upgrade of Holy Sea to a temple
This would take all of 0.75 turns under infrastructure passives, if it's a priority. Does help with the religious friction however.
[] [Mega] Free Main Proclaim Glory
...well, if you REALLY wanted a Golden Age right the hell now...
We Have Reserves
The People are well served by having a large contingent of warriors, although these warriors are also drawn in part from the labouring classes, such that losses can negatively affect productivity
Pros: Gain +1/3 of Econ as bonus Martial, chance of negating Martial (and thus Econ) damage dependent upon Econ strength
Cons: Damage to Martial can carry over to Econ (additional damage from Honour of Elites does not count)
We Have Reserves -> Swords and Ploughshares
Farmers can fight in wars, the marching of armies can pound out roads, and axes are good for splitting wood and skulls.
Pros: Gain +1/3 of Econ as bonus Martial, chance of negating Martial (and thus Econ) damage dependent upon Econ strength, increased power of Raise Army and Retraining
Cons: Damage to Martial can carry over to Econ (additional damage from Honour of Elites does not count)
So we refined our understanding here to realize that the flow goes both ways, not just towards war.
Raise Army and Retraining got boosted.
@Academia Nut need to update the additional damage label when you get around to putting it into the OP. Either Life of Arete or Best of the Best.
Before;
Raise Army - More men can be inducted into the ranks of the warriors every year and not face major food shortfalls
* S: -1 Econ, -2 Wealth, +3 Martial, +1 Culture, potential additional effects
*M: -3 Econ, -4 Wealth, +7 Martial, +1 Culture, potential additional effects
*2M: -4 Econ, -5 Wealth, +1 Culture, founds Martial 10 Mercenary Company
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
After:
Raise Army - More men can be inducted into the ranks of the warriors every year and not face major food shortfalls
* S: -2 Econ, -3 Wealth, +5 Martial, +1 Culture, potential additional effects
*M: -3 Econ, -5 Wealth, +9 Martial, +2 Culture, potential additional effects
*2M: -4 Econ, -5 Wealth, +2 Culture, founds Martial 10 Mercenary Company
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: -4 Martial, -2 Econ Expansion, +2 Econ, Culture, and Tech
*M: -6 Martial, -3 Econ Expansion, +3 Econ, Culture, and Tech
Differences:
-Raise Army
--S: Econ -1, Wealth -1, Martial +2
--M: Wealth -1, Martial +2, Culture +1
--2M: Culture +1
-Retraining
--S: Martial -1, Econ Expansion -1, Econ/Culture/Tech +1,
--M: Martial -1, Econ Expansion -1, Econ/Culture/Tech +1,
Stat efficiency is still the same, but action efficiency for when we need an emergency resupply or emergency Martial drop against redness during the mid turn are greatly boosted
Defense levels:
-Significant: 6/40 -> 14/45
-Massive 2/40 -> 4/45
-Watchtowers 30% -> 35%
Stallion Tribes have added a fair chunk of significant walls, but the road is long. Their 100% towers helped when merged in at least
Distribute Land now only adds Progress on Mains. Much better!
Integrate Colony - Part of the colony of Western Wall, Txolla, or Hatvalley can be integrated into the People more fully, transitioning from a Colony to a province
*S: -6 Diplomacy, gain Econ and Martial from integrating Colony
*M: Same as above, completes at mid-turn
Integrate March - Better communications and administration means that the Heaven's Hawk can be integrated into the People more fully, transitioning from a March to a province
*S: -6 Diplomacy, gain Econ and Martial from integrating March
*M: Same as above, completes at mid-turn
Txolla and Hawks has moved closer to integration! Still need to push culture on them, but they can be administratively blobbed now.
Road levels have gone from 2/3; 5/14 -> 2/3; 7/16
Stallions are apparently quite well roaded.
Guild actions:
-Art Patronage
-Build Docks
-Build Glassworks
-Expand Snail Cultivation
-Expand Vineyards
-More Boats
-Plant Hemp
-Plant Poppies
-Support Artisans
-Grand Docks
Oddly enough, Mills and Theaters aren't included. I suppose they only count tangible, tradable goods. Distinctively Second Kind work.
Special: At least one partner guaranteed for International Games if completed this turn
Special: Increased innovations for Build Mills this turn
If we can use this to drag the Khemetri Heroic Diplomat over to us for the Games it'd be quite amazing. And if two Great Powers are participating, then that sends a message to the world "if you want to be cool, be here"
We got a metalworking innovation buried in Build Mills, but hopefully we can still do that on the mid turn, we don't have the Wealth to spare.
International Games - Festivals of pure sport have been organized across the land, and more friendly rivalries develop between different settlements. Could this extend to different kingdoms? (3 action commitment, -3 Diplomacy, Mysticism and Culture per action) [CA]
This should help show off the strength of our military to mitigate the "We can take them" of CA. If I'm not mistaken it should also boost the trade power of Culture items, which is currently just Pilgrimage, but if we build the theaters there might be a market for plays.
I notice this is the first CA flagged Megaproject. Only a cosmopolitan culture can even CONSIDER it.
Expensive as hell, but we can afford it. And refund the whole cost a turn later
Triangle Canal - There is land in the north where the soil is mostly clay and can be cut efficiently, allowing for a great canal to be cut between the two forks of the Black River, from which smaller irrigation canals can be built to water the land of the Stallions, massively increasing the available well watered land (8-11? action commitment, -3 Econ and -1 Tech per action)
Hideously expensive, but it generates a rich, defensible pocket in the North. I'd prefer to wait until the Waaghs are gone and get it done before they're back though. It's rather expensive, but the Pop Explosion soaks it up.
Going by the 24 Econ cost, this should be counted as a True Wonder like Greater Sacred Forest.
One Main and Two Secondary actions, and One Main [Guild] action. Entering the midturn under 2 Wealth costs 1 Stability, but over 10 Wealth gives 1 Stability
And here we see Guild Mercantile being pretty awesome in some ways. Too many things cost Wealth to trigger this ofte, but free Stability is free Stability.
Now to see what to vote once I catch up.