Just a reminder to everyone: Forest Policy is MASSIVELY weaker than our top choices.

Defensive Policy takes a secondary action (Build Significant Walls) and improves on it, removing the 2 Econ cost.
Skullduggery Policy takes a secondary action (Develop Intrigue Web) and improves on it, removing the 2 Wealth cost.
Infrastructure Policy takes a category of secondary actions (Extended Project actions) and modifies them; the costs are removed, but they only progress 2/3 as fast. Looking at it a different way, if you look at every three Infrastructure Policies as a combination of two secondary Project actions and a secondary Expand Econ, it is clear that the policies are an improvement over our actions.


What about Forest Policy? Well, it takes the expand forest action... and makes it worse. Each Forest Policy give us +1/2 Forest and -1/2 LTE; in contrast, a Secondary Expand Forest action would give us the same +1/2 Forest, but also +1 LTE and research advancement. In other words, compared to a forest secondary action, each Forest Policy costs us 1.5 LTE/turn, as well as killing the research progress we could be making.



You want to plant more forests? Set our policies to e.g. Infrastructure to get it chipping away Ironworks and the like so we don't have to, and then spend our actual actions on expanding forests.
 
Honestly, it feels like it's much too easy to get into a gilded age. Is this because we're currently in a crisis, and it'll be harder to start one normally?
 
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Its also the first step to getting the random free megaproject from the Guild quest.

We have 3 turns to do it as of Myranyn Reforms I:

Actually, for the action planners:
True City with Block Housing (-3 Econ, -3 Tech, increases upkeep cost by 1 Econ/turn for the city, must be built in a city with sufficient shipping capacity to bring in supplies, +5 EE to remain stable, other cities without Block Housing have their limit reduced by 4 EE, allows for repetition of infrastructure).

Nowhere in the list of requirements for Block Housing does it say it requires an Ironworks. This means that we could potentially do both actions in the coming turn and reduce the risk of missing the deadline for the quest. Just something to consider.
 
Gilded Ages are even worse because they can't transition into Golden Ages, at least by the mechanics as we know them. Since Gilded Ages cause -1 Stab every turn, that means it's impossible to meet the maxed Stab for 1 whole turn requirement necessary to enter a Golden Age.

Additionally, Gilded Ages are entered into immediately upon maxing Wealth; Golden Ages have a full turn delay between maxing 2 stats and actually entering the Golden Age. This makes it even harder to get into Golden Ages because if we ever max wealth (such as by overflowing from Mysticism/Tech/Culture), we'll immediately spoil any effort to set up a Golden Age as it's pre-empted by a Gilded Age.

We're actually on a razor thin margin; if Wealth drops below 5, the Guilds freak out and we lose one Stab, cancelling the Golden Age. Conversely, if we overflow from Mysticism/Tech/Culture into Wealth, we can rapidly be forced into a Gilded Age instead of the preferred Golden Age. Just by their nature, Mysticism/Tech/Culture are easier to max out as stats which then causes their income to be translated to Wealth. Given the fact that Guild Actions often are at least stat neutral or create a lot of Wealth directly and shift Econ into Wealth or Mysticism/Tech/Culture, we will have very limited options to safely max them out while avoiding a Gilded Age.
Point of note, Gilded Ages aren't quite immediate. Looking back, we were at maxed wealth in Frayed Edges, with the midturn stats, and only after maintaining that through the midturn to the end-of-turn/beginning-of-turn stats did we enter the GA.

But yeah, thats part of why i decided to add max wealth to the infrastructure tracker. That and the fact that we now have two variable changes to it to keep track of...

Incidentally, i forget, when did we find out 5 was the limit for low wealth stab hits again? Also, while i'd have to find the update in question again, and i'm wary of assuming it wasn't just "you get the first time easier", wasn't the one example we had actually "just" a 'if you dont get above 2 or 3 wealth by midturn take stab" not an immediate stab hit?
 
Hope to Crow the Patricians don't try to hijack us doing the Ironworks(which lends some idea to putting it in a Guild action even if it is just a Secondary because hopefully the extra cost deters them as it would send them down to 2 strength and it may come out better if a Main is applied) with a Distribute Land. Then do the Survey with a Secondary for 0 econ.
I don't think they CAN hijack that. They can only steal the lowest voted action to do their own thing.
Remember our faction strengths:
-Patrician (5*)
-Guild (6)
-Traders (3*)
-Yeomen (3)
-Priests (3)
-Urban Poor (3*)

Considering that a hijack costs 3 Faction power, this will drop the Patricians below the Urban Poor. The Guilds getting more stuff in the form of ironworks isn't worth it.

Also running a crude faction opposition chart:
-Patricians
--Supports: Patricians, Rivals of their Dislikes
--Dislikes: Whoever is stronger than/as strong as them(so Guild currently).

Noble class always looks out for noble class.
You can count on the Patricians increasing the power of themselves first, then that of the weakest factions second(to play off against their rivals).
When all factions are equal power, the Patricians wind up on top by default.

-Guilds
--Supports: Traders(while selling their stuff), Urban Poor(while weaker than them)
--Dislikes: Urban Poor(while as strong as they are or stronger), Traders(while selling competitors stuff)

The Guilds draw heavily from the Urban Poor, so any improvements there improve the Guilds...unless the Urban Poor gets powerful enough to start demanding things like better pay.


-Traders
--Supports: Guilds, Yeomen(where cash crops are concerned), War(when for profit)
--Dislikes: Priests, Patricians, Urban Poor, War(when not for profit)

Traders are simple enough, they want money and hate things that cost them money. The most reliable opposition to them are the priests, who give inconvenient and appalling statements like "plant more trees instead of cash crops", "don't use slaves", and most horrifying of all "you should give away your money".
But the Patricians are always wary of the Traders ability to social climb, the Urban Poor are always wanting non-profitable facilities, and the warriors are a love-hate relationship.

-Yeomen
--Supports: Patricians, Priests
--Dislikes: Urban Poor, Guilds

Yeomen are rural nobility, so they want what the Patricians like because it lets more Yeomen become Patricians, while beyond that, in the more rural areas, religion is the dominant cultural force rather than trade and cities.

They don't like the guilds and urban poor much since every bit of power those get are drawn from THEIR losses.

-Priests(note, this is specific to our current values)
--Supports: Urban Poor(Charity), Yeomen(Nature)
--Dislikes: Traders(Charity), Guilds(Nature)

Priests are relatively reliable here with our current values, but they took a bit of a beating recently.

-Urban Poor
--Supports: Priests, Quality of Life
--Dislikes: Patricians, Traders, Guilds

Theres' not really a whole lot that the Urban Poor LIKES to be honest, since everyone else gets their position by stepping on them.

So looking at our current strength charts:
-We want stronger Priests to counterweight the Guilds and Traders.
-We want stronger Urban Poor to counterweight the Patricians(but NOT exceeding the Patricians, Traders and Guilds, because fuck-ya-all populism is not a healthy mode of government)
-We want the Yeomen where they are currently

And that's about it!
 
I can just imagine the absolute chaos this faction system could potentially become if we ever embrace democracy...
 
I can just imagine the absolute chaos this faction system could potentially become if we ever embrace democracy...


Yeah, with the faction system we would explode if we take Democracy any time soon.

Though even before that we'd break up into little tiny pieces due to communication lag.
 
Astrological information will be spottier. It's just that difficult to accurately record what you see until you develop the kinds of celestial references to be interpreted correctly and rescribed exactly. Until then, rescribed star maps will wander simply because of human error and suffer from perspective skews.
Star maps will also wander because the Earth's tilt shifts, the stars themselves will wander, and because the stars will go out, usually spectacularly. Fun fact: the ancient Egyptians actually used an entirely different North Star than we did.

Still hoping for a supernova sometime. I'd be interested to see what the various civilizations make of it.

Prediction: Prototype Deployment Organization will be gone next turn.
I hope not. That's the reform I really wanted to get out of this: the infrastructure and the institution running that infrastructure will be extremely useful.

I can just imagine the absolute chaos this faction system could potentially become if we ever embrace democracy...
"Twitch Plays Paths of Civilization"
 
Hmm something just occurred to me.

Anyone remember how we always used to joke about how the Xohyr would always come back?
I think the Trelli are getting set up to do the same.
 
Considering that a hijack costs 3 Faction power
Its only 1 strength if its a secondary; that was (i think) bungie's point--if we do the ironworks this turn, and we do it as a secondary, then if its teh lowest voted one, its relatively easy for a faction to take it over. Putting it as a guild main would cost 4 strength (3 for a main, +1 surcharge for guild action) for any non-guild faction to hijack it, assuming they wanted to hijack the guild action instead of just grabbing one of our secondaries for something.

Nowhere in the list of requirements for Block Housing does it say it requires an Ironworks. This means that we could potentially do both actions in the coming turn and reduce the risk of missing the deadline for the quest. Just something to consider.
True--admittedly, i'd be wary of the upkeep increase, since we're about to get a bunch of cities back...but i guess at that point, 1 more wouldn't make a difference...i am curious how exactly the EE threshold change works, since i can think of two ways for it to work...


Hmm...and since it might be relevant to plans after the update drops, @Academia Nut how does the Block Housing EE threshold change work? Is the -4 to other cities only applied to lower priority cities, or is it to all other cities, even higher priority ones? How does the priority list itself change? I assume the -4 is only applied once, but is applied at the same time as the "normal" modifiers?
Like, imagine a vastly simplified situation with 5 cities:
City 1 (Capital, Aqueduct, Walls) [23 EE Threshold]
City 2 (Aqueduct, Baths, Walls) [22 EE Threshold]
City 3 (Aqueduct) [18 EE Threshold]
City 4 (Walls) [13 EE Threshold]
City 5 (Walls) [7 EE Threshold]

Then City 3 gets block housing (assuming baths and walls aren't prereqs of course :p)

Would it be:
City 1 (Capital, Aqueduct, Walls) [23 EE Threshold]
City 2 (Aqueduct, Baths, Walls) [22 EE Threshold]
City 3 (Aqueduct, Block Housing) [23 EE Threshold]
City 4 (Walls) [14 EE Threshold]
City 5 (Walls) [8 EE Threshold]

Where city 4 and 5 actually gain 1 EE, since its threshold is based on city 3's? (Note that this also assumes that the +5 for BH is total, not "+5 from effect, +1 for additional infrastructure as normal, total +6"). And where city 3 is priority 3 but has the second highest threshold? Or would it be:

Or maybe:
City 1 (Capital, Aqueduct, Walls) [23 EE Threshold]
City 3 (Aqueduct, Block Housing) [25 EE Threshold]
City 2 (Aqueduct, Baths, Walls) [19 EE Threshold]
City 4 (Walls) [14 EE Threshold]
City 5 (Walls) [8 EE Threshold]

Where in the end only city 2 is worse off, being bumped down in priority, and again city 3 has the highest threshold but still "only" priority 2 since iirc you said the capital is always priority 1...or would this work differently, and any block housing city is automatically higher priority? o_O

That said, i'm still trying this "actually go to sleep when i know i should" thing out, so i look forward to AN again updating right after i get ready for bed (and hopefully after i actually fall asleep as well; last night i got to read the update in bed cause i couldn't sleep :p)
 
@Academia Nut While we're at it, what are the limits for infrastructure repeating from Block Housing? Could we, for instance, have multiple Ironworks in a city? Or is it limited to things like Aqueducts and Baths?
 
The whole point of getting Block Housing is to access the level 2 Ironworks, so I imagine that's it's required to get the higher levels of infrastructure in general.
So you're saying you think it allows us to upgrade our existing extended projects to level two? Hadn't considered that, though I could easily see that being the case.
 
Myranyn Reforms III
[X][War] Attempt to mediate a peace between the Trelli and Freehills (-4 Diplomacy, +1 Stability, chance to open the Strait for free)
[X][Mercs] Stick around unless they intend to go after the Khemetri (Mercs still paid by Freehills barring war dec on Khemetri)
[X][HS] Prototype Weapon Storage (Palace Arsenal + Storehouse Annexes, Reforms advance)

Sometimes people behave like belligerent, braying jackasses.

Sometimes, they realize that when they sit down and talk things out, they realize that they don't need to actually keeping hitting each other.

This was one of the latter cases, thankfully enough. With the fig leaf of 'suppressing piracy', the Trelli were able to swallow the loss of their eastern holdings to Freehills and accept a peace treaty. With just a bit of pressure they were also convinced to allow for (mostly) free movement in the strait. Part of it all was of course that the Trelli desperately needed trade to flow again, and they remained the best stopover point for trade anyway, so while it was obvious that they weren't happy they were more concerned with ending the disruption to trade. For their part, Freehills seemed more than a little interested in taking a swing at the Khemetri colonies, but upon hearing that the People weren't interested in letting them have their mercenaries for such an affair, decided to just work on getting their coastlines secured.

And as for the glory hounding idiots who kept making trouble...

"They're going after the pirates?" The king asked of the advisor giving the report.

"Yes sir. The Western People are in something of an unstable back and forth with the Storm Tribes, so the big draw right now is to go south of Tinshore to raid 'bandit' villages, under the assumption that it is both safer and will be more condoned," the man informed him.

"Huh," was the king's reply.

Second Sons Crisis is attacking a group you are already attacking
[] [Crisis] If they want to go play bandit they can get caught up along the way (-3 Martial, -1 Stability)
[] [Crisis] Bring them back in with the fighting (Change Tinriver from Trading Post to Colony, will claim additional territory when fighting pirates, -1 Legitimacy)

"However, in other news I think that the army reforms have significantly culled the number of young idiots with the right combination of skills, motivation, and ability to just run off. This will probably be the last time we get a large movement of warriors out of our control and into the surrounding areas. The remaining rural warriors have enough ties to their homes that they're no longer interested, while the urban ones don't have the means to run very far with their equipment," the advisor explains.

"Finally!" The king exclaimed. "The reforms Myranyn has been pushing have finally paid off?"

"In part. The generals are thinking that there are a few more details to sort out, but they seem close to being in proper shape. Part of it too was a number of the urban patrician families leaning on their rural cousins to actually restrain the yeomanry. They also think that the new expansions the guilds are pushing in the cities may have something to do with it," the war chief stated, although it sounded like he was going off his own second-hand reports on those last tidbits of information.

"It will almost assuredly be part of your job now to keep an eye on such developments, while I have to increase the attention I pay," the king noted. "Do you think there might be any military trouble on that front?"

"No, I think that at most the guilds might just pull out some bribes to get more housing or industry built to improve their lot, but I don't think I've heard anything dangerous. Doesn't mean its not there, just, you know, I haven't heard anything," the general said.

"Well, fortunately I have people whose job it is to find such whispers. Now, as to the pirates..."

"We need more men and boats to ensure that the pirates are put down... but I think we might be able to pressure them into behaving, at least for a generation or two. We have trouble stopping them on the water, but our traders have a mostly secure route so they can't make as many opportunistic strikes from their home villages so long as we take the southern routes. That still makes a mess of the Tinriver route, and their king can still make long distance strikes, but it's not something that we can't deal with long term, and if we hit them enough they might decide to just settle down and stop raiding in any sort of organized manner."

"Good to hear, good to hear."

Art Patronage [Guild] - Wealth of the first and second kind can be used to create wealth of the third kind to the benefit of all
*S: -1 Econ, -3 Wealth, +3 Culture, +1 Tech, +1 Prestige, potential innovations x2
*M: -1 Econ, -5 Wealth, +5 Culture, +1 Tech, +1 Prestige, higher chance of innovations x2

Black Soil - There are many places that could benefit from further black soil, but making more is starting to take up more resources than it is currently returning
*S: +2-3 Econ Expansion
*M: -2 Econ, 1 Forest Slot Consumed, +6 Econ Expansion, other effects [King]
* used 3 times

Build Chariots - The vehicle of the elite, chariots are the most effective way of waging war the People know.
*S: -1 Econ, -2 Wealth, +4 Martial, +1 Culture
*M: -2 Econ, -5 Wealth, +8 Martial, +2 Culture, +1 Prestige

Build Docks [Guild] - With large numbers of ships being built, a new place to store them all, the goods they bring in, and a place to build them might be a good idea
*S: -1 Econ, +1 Diplo, increased trade power
*M: -2 Econ, -1 Wealth, +3 Diplo, potential for new innovations x2, increased trade power

Build Glassworks [Guild] - A new material discovered recently, new luxuries and trade goods could be made from relatively cheap materials
*S: -1 Econ, -2 Tech, 1 Sustainable Forest used, +1 Wealth, +2 Culture, chance of new innovations x2
*M: -2 Econ, -2 Tech, 1 Sustainable Forest used, +1 Wealth, +4 Culture, increased chance of new innovations x2

Build Gymnasium - With the games on people's minds, a place to train for them would be most useful. +2 to Games, +1 non-primary Tolerance
*S: -2 Wealth, -2 Culture, +2 Bonus to Games rolls per turn, +1 non-primary Martial tolerance
*M: -3 Wealth, -3 Culture, +5 Bonus to Games rolls per turn, +1 non-primary Martial tolerance

Build Mills - By harnessing the power of flowing water, work can be done, freeing up considerable amounts of labour
*S: -3 Wealth, -1 Tech, +3 Econ, potential for innovation x2
*M: -4 Wealth, - 1 Tech, +4 Econ, increased potential for innovation x2

Build Porcelain Works [Guild] - With special kilns and techniques, it is possible to make some truly fine pottery that surpasses all others in quality - if also cost
*S: -1 Econ, -2 Tech, +1 Wealth, +2 Culture, potential innovations x2
*M: -2 Econ, -2 Tech, 1 sustainable forest, +2 Wealth, +3 Culture, increased chance of innovations x2

Build Roads - New roads can better tie the people together, so more could be useful. (17/46) +5 Centralization Tolerance
* S: -1 Econ, -2 Wealth, -1 Tech, +1 Centralization, +1 Diplo, other effects
* M: -3 Econ, -2 Wealth, -2 Tech, +2 Centralization, +2 Diplo, other effects

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

Build Wall - The practice of building city walls has reached new heights with access to superior tools making the cutting of stone simpler (26/58 significant walls, 4/45 massive walls)
*S: -2 Econ, +1 significant walls
*M: -4 Econ, +1 massive walls

Build Watchtowers - Stone and brick towers for warriors to sit in and scan the horizon for trouble, these towers can help stave off raids and improve response against attacks. (35% coverage)
*S: -1 Econ, +5% coverage
*M: -1 Econ, +10% coverage

Change Policy - Adjust the current Policy to one better fitting the situation
*S: Change Active Policy to one of the available ones listed below
Balanced - Takes whatever actions seem reasonable. Expand Economy is considered a Policy action for interaction with other effects
Defence - Builds walls and watchtowers
Expansion - Builds new settlements, expands economy, expands forests, and can even create new provinces
Infrastructure - Extended projects
Megaproject Support - Provinces can spend actions in support of a megaproject
Offence - Can recruit warriors and specialists, can send war actions against declared enemies
Progress - Takes studying actions and art patronage
Restoration - Takes stability improving actions
Spirits - Builds temples
Trade - Sends out trade missions, produce art and luxuries

*S: Change up to two Passive Policies (5/5) to one of the available ones listed below
Agriculture (+1 Econ and -1 Econ Expansion/turn)
Diplomacy (+1 Diplo/turn)
Skullduggery (+1 Intrigue/turn, -2 Diplo)
Trade (+1 Wealth/turn)
Armament (+1 Martial/turn)
Patronage (+1 Culture/turn)
Mysticism (+1 Mysticism/turn)
Industry (+1 Tech/turn)
City Support (2 True Cities have their maintenance paid for each turn)
Expansion (So long as there is land to expand into, +1 Econ Expansion/turn, reduces threshold to produce new provinces the longer active)
Innovation (Extra 2 innovation rolls each turn, -1 Wealth)
Infrastructure (+1 Free Progress to an infrastructure project (Aqueduct, governor's palace, saltern, etc.)/turn) x2
Defence (+1 significant walls/turn) x1
Special: Forestry (+1 Sustainable Forest and -1 Econ Expansion/2 turns)
x1
Special: Vassal Support (+1 Subordinate while active, increases Loyalty while active at less than full subordinates) x1

Develop Intrigue Web
- With contacts in the right places, all sorts of fun things can be done
S: -2 Wealth, -2 Diplo, +1 Intrigue
M: -3 Wealth, -3 Diplo, +2 Intrigue

Distribute Land - By reworking the distribution of land, the king can improve tax income and reduce pressures administrative overhead. 0/4 Progress to Min Centralization increase
*S: -1 Centralization, +2 Wealth
*M: -2 Centralization, +5 Wealth, +1 Progress

Enforce Justice - The king is a servant of the law, and he can use the army to remind people of that fact [GJ]
* S: 1 Stability, +1-3 Centralization
* M: 1 to 2 Stability, +2-3 Centralization
* the more settlements with walls outside of the capital, particularly large walls, the less effective this action is
*Max Stability: Legitimacy

Efficient Charcoal Kilns [Guild] - With better processes, large Guild controlled kilns can be built to efficiently turn wood into charcoal
*S: -1 Econ, Wealth, & Tech, -2 Sustainable Forest used
*M: -2 Econ & Wealth, -1 Tech, -3 Sustainable Forest used, other effects
Note: Efficient Charcoal production cannot take the total Sustainable Forest usage below 1/2 of the total

Expand Economy - Encourage the growth of food producing activities such as farming, pastures, or fishing, depending on where focus is placed
*S: +4 Econ, -4 Econ Expansion, potential additional effects

Expand Forests - The People have knowledge of how to regrow and repair forests, which extends to bringing them to places they have never been, with considerable effort. With charcoal now in higher demand, can also provide a sustainable supply (7/8 currently locked up)
* S: -2 Econ, -1 Econ Expansion, grows forest, +2 Econ next turn if in settled territory and controlled, potential discoveries, +0.5 Sustainable Forest
* M: -3 Econ, -3 Econ Expansion, grows forest, +4 Econ next turn if in settled and controlled territory, improved odds of success, other effects, +1 Sustainable Forest

Expand Snail Cultivation [Guild] - While now more reliably grown and harvested, the snail domestication has only managed to hold environmental changes at bay rather than increase production. More investment would increase cultivation
* S: -1 Econ, +1 Wealth, +1 Culture, potential additional effects
* M: -3 Econ, +3 Wealth, +1 Culture, increased chance of additional effects

Expand Vineyard [Guild] - There is a location in Blackriver that is judged an ideal place to grow the small fruits that are favoured for making a particularly potent drink
*S: -1 Econ, -1 Econ Expansion, +1 Wealth, +1 Culture
*M: -3 Econ, -2 Econ Expansion, +4 Wealth, +1 Culture

Found Colony - When a province gets too distant, sometimes it is best to grant it additional autonomy so that they can get down to the business of working the land and gathering resources without needing to talk to the king about every little thing. Current Target: None
*F: Change Greenshore Trading Post to a Colony
*S: -1 Econ, 4 Econ Transfer, -2 Martial, founds colony to produce raw resources


Found Free City - Cities are hard to manage, giving them increased autonomy to manage themselves will reduce administrative overhead. Current Possibility: Blackmouth
*S: Transfer 2 Econ and Econ Expansion, converts True City to Free City. Free Cities now produce a Passive Policy of their choice in activity each turn

Found March - Sometimes you need an extra buffer between you and hostile powers, or a place to stash excess warriors. Current Target: None
*S: -5 Martial, 2 Econ transfer, founds march to take independent martial actions


Found Mercenary Company - With new coinage, those who fight for less than savoury reasons can be bargained with more effectively. Paid well they can enhance your forces, or can be hired out to other groups, but beware of having them sit around without pay!
*S: -8 Martial, -1 Wealth per turn in your employ, +1 Wealth per turn if hired out to another group, or 0 Wealth per turn and adds directly to Martial score

Found Trading Post - When doing long distance trading, sometimes having your own infrastructure in place at the other end can be quite useful. Current Target: Steppe Portage (risky)
*S: -3 Diplo, -2 Wealth, -1 Econ, 2 Econ Transfer, -2 Martial, founds trading post to generate Wealth and Diplomacy

Hunt Troublemakers - Those who would do harm to the kingdom rarely plan this openly, so subtle methods are needed to find them and root them out
S: -1 Intrigue, information on problems
M: -1 Intrigue, -2 Wealth, 0 to +1 Stability, information on problems

Influence Subordinate - By transferring specialists and teachers to subordinates they can be nudged into behaving more to the liking of the core provinces
*S: -2 Diplo, Transfer 2 Econ, Wealth, Culture, Tech, and Mysticism; influences subordinate culture
*M: -3 Diplo, Transfer 3 Econ, Wealth, Culture, Tech, and Mysticism; significantly influences subordinate culture, +1 Loyalty

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

Integrate Vassal - Now in contact with the core territories, the lowlanders can be brought more fully into the traditions of the People
*S: -4 Diplomacy, transitions vassal to March or Colony
*M: -8 Diplomacy, transitions portion of vassal to full province, converts rest to March or Colony


Improve Annual Festival - A festival for every season, but their expansion can help put the People at ease and teach good practices.
* S: -1 Econ, -2 Wealth, +1 Stability, +2 Culture, chance for additional effects
* M: -2 Econ, -2 Wealth, +1 Stability, +4 Culture, chance for additional effects
* Max Stability: Legitimacy - 1

Invite to Games - There are some of your neighbours who might be convinced to come (back) to the Games
*S: -1 Diplo to invite most neighbours, -3 to invite a Great Power (currently Khemetri)

Launch Intrigue Mission - Whether inside or out of the kingdom, more offensive uses of intrigue can be used to attempt to gain an advantage
*S: -1 Intrigue, -2 Diplo, -2 Wealth, begins an intrigue event in target location
*S: -2 Intrigue, -3 Diplo, -3 Wealth, begins an intrigue event in target location with higher odds of success

More Blackbirds - Elite scouts and woodsmen, the Blackbirds are a potent force, if not exactly mainline fighters. More of them could prove useful
* S: -1 Econ, -1 Mysticism, -1 Wealth, +2 Martial, +1 Culture, many more Blackbirds, additional effects

More Carrion Eaters - Keepers of sacred and profane knowledge, the Carrion Eaters thread a dangerous path but bring valuable knowledge for treating wounds and inspiring courage, greatly bolstering the morale of warriors by ensuring them that their companions are not doomed if they fall. More could prove useful.
*S: -1 Econ, -1 Mysticism, -1 Wealth, +2 Martial, +1 Culture, many more Carrion Eaters, additional effects

More Spiritbonded - Those who are one with their horses possess remarkably combat capacities
*S: -2 Econ, -2 Mysticism, -5 Wealth, +2 Martial, +1 Culture, +1 Light Cavalry

More Warships [Guild] - Many standard boats are no longer things need to worry about, but warships are something else entirely
*S: -3 Econ, -3 Wealth, -2 Martial, +1 Tech; +1 Naval, additional effects
*M: -3 Econ, -5 Wealth, -3 Martial, +1 Tech; +2 Naval, additional effects

New Settlement - There are a few new sites that could have new settlements placed on them: northern Blackriver (+3, moderate mineral, 0/6 province), northern boundary hills (+1, good mineral, 2/6 province), internal reorg (+3, 1/10 places available)
* S: -1 Econ, +1 Econ and Mysticism end of turn, increases number Econ Expansion depending on environment, +1 Province progress
* M: +1 Econ and Mysticism, increases Econ Expansion, +2 Province progress

Plant Cotton [Guild] - These resource intensive plants produce an incredibly fine textile desirable for its superior comfort, although much of the cost comes from how labour intensive it is
*S: -3 Econ, -2 Econ Expansion, +6 Wealth, new trade good
*M: -4 Econ, -3 Econ Expansion, +7 Wealth, +1 Culture, new trade good

Plant Hemp [Guild] - 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, +1 Diplo if have boats, +1 Econ next turn
*M: -3 Econ, -3 Econ Expansion, +2 Tech, +1 Mysticism, +2 Diplo if have boats, +1 Econ next turn, other effects

Plant Poppies [Guild] - Within some temple grounds there are gardens where the poppy grows, and the milk of the poppy can be harvested. Expanding production should have interesting effects.
*S: -2 Econ, -2 Econ Expansion, +1 Mysticism, +3 Wealth
*M: -3 Econ, -3 Econ Expansion, +1 Mysticism, +7 Wealth, new trade good

Proclaim Glory - By using art the King can promote people to trust his decisions; modified by Diplomacy skill
* S: -3 Culture, -1 Econ, +1 Legitimacy, +1 Stability, potential +1 Prestige
*M: -6 Culture, -2 Econ, +1 Legitimacy, +2 Stability, +1 Prestige
* Max Stability: Legitimacy

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

Restoration of Order - The people are uncertain, and into that uncertainty bad behaviour can flow. Send in the warriors to reassure people and root out corruption and dissent, restoring the proper function of the People, at the cost of disturbing their confidence that the king has their best interests at heart. Max Stability: Legitimacy-1
* S: Gain 0 to 2 Stability at a cost of -1 Legitimacy
* M: Roll twice, take best result, chance of additional +1 Stability
* modified by Administrative skill

Sailing Mission - Boats have proven themselves capable of exploring long distances, so what else might they discover along the shores of the sea?
* S: Potential new discoveries
* M: -1 Econ, improved odds of success
Special: Need to send out a Sailing Mission to locate pirates

Salt Gift - With the saltern, the People have access to tremendous amounts of salt, which can be used to awe outsiders
*S: -5 Wealth, random amount of Diplomacy, Culture, and Prestige generated (min. 1 of each) and the possibility of Mysticism generation
*M: -8 Wealth, random amount of Diplomacy, Culture, Mysticism, and Prestige generated (min. 1 of each)

Study Alchemy - Materials can be made to transform their form through special treatment. What wonders can be discovered in this process?
*S: -2 Mysticism, -3 Wealth, +1 Tech, potential new discoveries x2
*M: -4 Mysticism, -4 Wealth, -1 Econ, +1 Tech, increased chance of new discoveries x2

Study Health - What secrets of nature can be used to improve the health of the People?
* S: -1 Econ, -2 Wealth, +1 Mysticism, potential new discoveries x2
*M: -1 Econ, -2 Wealth, -1 Mysticism, increased odds of success x2

Study Metal - Iron and copper, gold and silver, what other secrets are hidden in metal and stone?
* S: -1 Econ, -2 Wealth, -1 Mysticism, +1 Tech, small chance of new insights x2
* M: -1 Econ, -3 Wealth, -1 Mysticism, improved chance of new insights x2

Study Stars - What secrets do the heavens hold when you study the stars and their motions carefully?
*S: -1 Wealth, +1 Mysticism, gives mid-turn astrological predictions
Cannot be used as a Main action

Support Artisans [Guild] - With the growing importance of skilled artisans to the maintenance of society, additional support may sometimes be needed
*S: -1 Econ, -3 Wealth, +3 Tech, +1 Culture, potential innovations x2
*M: -1 Econ, -5 Wealth, +5 Tech, +1 Culture, higher chance of innovations x2

Support Subordinate - Send resources over to a subordinate state to help prop them up.
*S: Transfer 2 Econ and Martial, chance of +1 Loyalty
*M: Transfer 4 Econ and Martial, at least +1 Loyalty

Support Faction - Use influence to increase the power of a faction.
S: -4 Culture, +1 Faction Power, +1 Time to current quest

Suppress Faction - Use influence to curb the power of a faction.
S: -1 Stability, -5 Culture, -1 Faction Power, current faction quest fails but consequences negated

Survey Lands - What interesting discoveries are within the People's lands?
* S: Potential new discoveries
* M: -1 Econ, improved odds of success

Terrify - You've killed cities, walls will not keep your enemies safe
*S: -3 Diplo, can force minors to become vassals or integrate, can cause major civilizations to lose Stability
Special: Not applicable to nomads, efficiency greatly improved by performing a War Mission against the target the same turn
Warning: Crit fails can cause backlash, losing Stability

Trade Mission - Sending a major caravan to another large group can bring new opportunities and find out more about the outside world
* S: -2 Wealth, additional effects depending on target, +1-2 Diplo
* M: -2 Wealth, -1 Econ, additional effects depending on target, +1 Diplo, +1-3 Diplo end of turn, +0-2 Wealth end of turn

War Mission - You can send raiding parties against groups that have declared themselves hostile. Can only declare war if you have a valid casus belli (currently only if someone declares war first)
* S: Potential loss of Martial, can prevent Econ and Diplo damage when being attacked, can damage enemy Martial and Diplo
* M: Probable loss of Martial, can prevent Econ and Diplo damage when being attacked, can damage enemy Martial, Diplo, and Econ, always has a mid-turn decision point

Extended Projects- Extended Projects are major infrastructure projects that take more than a single Main action to complete but aren't as all consuming as megaprojects
Saltern - Northshore Saltern Expansion (0/3), Southshore Saltern Expansion (0/3). Each {S} committed consumes 3 Econ and 3 Tech for 3 Progress. Completion gives additional Wealth and every 2 salterns or expansions increases the per turn Wealth by +1
Aqueduct - Stonepen (0/3), Hatmouth (0/3), Valleyguard (2/3). Each {S} committed consumes 3 Econ for 3 Progress. Completion adds +1 Econ Expansion, can allow for the formation of another True City, and decreases disease roll penalty for True Cities
Bath - Any city with an aqueduct may have a bath. Each {S} committed consumes 3 Wealth and 3 Tech for 3 Progress, and then ties up 1 Sustainable Forest once complete. Completion adds +1 Econ Expansion and decreases disease roll penalty for True Cities further
Temple - Progress listed below, each {S} committed consumes 3 Econ and 3 Culture for 3 Progress. Completion increases Religious Authority
Observatory - Certain temples can have astrological observatories, with each {S} committed consuming 3 Econ and 3 Mysticism for 3 Progress
Governor's Palace - Every palace lowers Min. Centralization by 0.5 and adds +1 to max interconnectivity, Temp Econ damage resistance, and adds +1 to max Martial, but also reduces Max. Centralization by 1 and can serve as the core of a breakaway state in a civil war. Each {S} costs 3 Econ and 3 Culture and produces 3 Progress
Library - Any location with a temple and/or True City status can have a library, with each {S} committed consuming 3 Culture and 3 Mysticism for 3 progress. Completion grants Mysticism, every 2 libraries past the first increases the Mysticism refund by 1. Sacred Forest (0/3), Redshore (0/3), Redhills (0/3), Stallionpen (0/3)
Colossal Walls - True Cities can support truly gigantic walls. Each {S} committed consumes 3 Econ and 1 Martial for 3 Progress. Valleyhome (0/9), Sacred Forest (0/9), Blackmouth (0/9)
Block Housing - Multilevel housing that allows for many, many people to be stuffed into a small area. Can only be built in locations with sufficient shipping to bring in enough external food to keep the locations fed, but can allow for Level 2 infrastructure to be built. Block Housing increases the city's EE limit by 5, but decreases the limit for cities without Block Housing by 4. Each Block Housing also increases the Econ tax of a True City by 1. Every {S} cost 3 Econ and 3 Tech for 3 progress. Redshore (0/3), Blackmouth (0/3)
Ironworks [Guild] - Huge, centralized centers of iron production, these facilities make high quality iron tools cheaper and more widely available. Every facility adds +1 Econ, -1 EE, -1 Tech to the Expand Economy action. Every {S} cost 3 Econ and 3 Tech for 3 progress, and completed Ironworks also consume an additional 2 sustainable forest. Valleyhome (0/3), Redshore (0/3), Redhills (Wonder), Blackmouth (0/3)

Palace Annex - Can construct additional palace annexes, with each {S} committed consuming 2 Econ and 2 Culture for a new annex (11/15)
-Great Hall Expansion
-Shrine
-Library
-Gardens
-Storehouse
-Arsenal
-Fortifications
-Stables

Reminder: 2 {S} applied to the same project = 1 {M}
Additionally: 2 Mains may have non-linear effects

Mega-Projects - Mega-Projects can require many generations to complete, take an unknown amount of time to do so, and drain Econ while active, but can produce massive benefits once complete. Once chosen, the occupy the Main Focus slot until either completed or stopped early. Early stopping once started does not refund any of the investments and increases social strife. To reduce confusion, mega-projects are not listed as part of the voting project list and must be "written-in".
Academy - There have been some suggestions that the way that the elite are trained could be improved, to the benefit of all who appreciate learning. (3-5? action commitment, -2 Culture and Mysticism per action, 0/1 Econ commitment)
Great Dam - The river can run wild and dangerous when the rains come strong, but could it not be controlled by the same principles by which the water on the hills is channelled and contained, merely on a larger scale? (4-6? action commitment, -2 Econ per action)
Great Library - The libraries thus far are fine, but with many of them and one on a port location, the possibility of an even larger library where everything might be stored presents itself (5-7? action commitment, -3 Mysticism and Culture per action, 0/2 Econ commitment)
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)

[Stewards] special kicker: Pay 1 Stability to double the effort on a megaproject action, consuming twice the required per turn resources but advancing the job faster. If taking a second main action on a megaproject, requires additional Stability payment to double that as well.
One Main and Four Secondary actions, and Two Main [Guild] action. Require at least a Secondary War Mission against the Pirate Clans

[] Art Patronage
[] Black Soil
[] Build Chariots
[] Build Docks
[] Build Glassworks
[] Build Mills
[] Build Porcelain Works
[] Build Theatre
[] Build Wall
[] Build Watchtowers
[] Change Policy
[] Develop Intrigue Web
[] Distribute Land
[] Efficient Charcoal Kilns
[] Enforce Justice
[] Expand Economy
[] Expand Forests
[] Expand Snail Cultivation
[] Expand Vineyard
[] Hunt Troublemakers
[] Found Colony
[] Found Free City
[] Found Mercenary Company
[] Found Trading Post
[] Influence Subordinate
[] Integrate Colony
[] Integrate March
[] Integrate Vassal
[] Invite to Games
[] Improve Annual Festival
[] Launch Intrigue Mission
[] More Blackbirds
[] More Carrion Eaters
[] More Spiritbonded
[] More Warships
[] New Settlement
[] New Trails
[] Plant Cotton
[] Plant Hemp
[] Plant Poppies
[] Proclaim Glory
[] Raise Army
[] Restore Order
[] Retraining
[] Sailing Mission
[] Salt Gift
[] Study Alchemy
[] Study Health
[] Study Metal
[] Study Stars
[] Survey Lands
[] Support Artisans
[] Support Subordinate
[] Support Faction
[] Suppress Faction
[] Terrify
[] Trade Mission
-Target Options: Highland Kingdom, Thunder Speakers, Lowland Minors, Tin Tribes, Trelli, Swamp Folk, Renegade Kingdoms, Storm Tribes, Northern Nomads, Mountain Horse, Into the Wild (Eastern Sea), Into the Wild, Khemetri
[] War Mission
-Target Options: Northern Nomads, Eastern Nomads, Storm Tribes, Pirate Clans

Provinces for Projects: Redvalley (C) (Valleyhome+Redhills), Sacred Shore (9/9) (Redshore+Sacred Forest), Inner Forest (0/9), Upper Hillhome (0/9) Stoneshore (0/9) (Stonepen + Northshore), Hatshore (0/9) (Southshore+ Hatriver), Blackiron Province (9/9) (Blackriver+Ironshore), Hatvalley (0/9), Stallion Province (0/9), Valleyguard Province (0/9), Vinehills (0/9), Eastern Steppewatch (0/9), Western Steppewatch (0/9), Porthills (0/9)

Major Holy Sites: Rainbow Trail (0/3), Sacred Forest (Temple 0/12), Holy Sea (0/3), Horse Valley (0/6) [Build Observatory 0/3], White Circle (0/3), Warrior's Rest (0/3), Star Mirror (0/3), Sunrise Grove (0/3), Skyforest (0/3), Bloodgrove (0/3), Spiritwell (0/3), Moonwell (0/3), Sparkling Cave (0/3), Great Gallery (0/3), Ancestors Grave (0/3), Ox Rest (0/3), Dragon Graveyard (0/12)

Patricians (5*) - Power: Add or subtract their faction power from factions they are supporting/opposing. Objective: Have Light cavalry above 3 within 2 turns. Success: Free equestrian tech
Guild (6) - Power: Half faction power added to Max Wealth. Objective: Have a Level 2 Ironworks within 3 turns. Success: Free random megaproject AN: Yes, an entire megaproject, in a single turn, no charge
Traders (2*)
- Objective: Build a silver or gold mine within 2 turns. Failure: -5 Wealth [0/2]
Yeomen (3* {-2})- Objective: Finish internal reorg within 2 turns. Success: Half current EE converted to Econ, Failure: -2 Econ
Priests (3)- Objective: Have maximum Econ within 3 turns. Success: Free Spiritual Value slot
Urban Poor (3*) - Build 1 more baths within 2 turns. Success: Urban Plague status removed early. Failure: Patricians and Guilds -1 Power, Yeomen +1 Power
These counters iterate at the next mid-turn. The numbers in brackets indicate the general faction strength.

Astrological Prediction: Investing today improves the reward tomorrow (58)
 
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So you're saying you think it allows us to upgrade our existing extended projects to level two? Hadn't considered that, though I could easily see that being the case.
Yeah, greater population density means that more high intensity work can be done (ironworks), but also that more resources are required (aqueduct) and greater sanitation is necessary (baths)

More people = more work = more enmities to keep people there.
 
Okay, bit of a history lesson. :D

The Xohyr started out as the Dead Priests nearly one hundred and thirty threadmarks ago.

At the time we left them alone.

Then we attacked them so that we could build our canal and I think some kind of climate disaster happened. They also survived the release of the Original Thunder Horse into the Lowlands. We were rather surprised.

Then they rose to prominence as an empire consisting of themselves and a lot of Lowlands minors. They got into a series--

*UPDATE LANDS*

"However, in other news I think that the army reforms have significantly culled the number of young idiots with the right combination of skills, motivation, and ability to just run off. This will probably be the last time we get a large movement of warriors out of our control and into the surrounding areas. The remaining rural warriors have enough ties to their homes that they're no longer interested, while the urban ones don't have the means to run very far with their equipment," the advisor explains.

"Finally!" The king exclaimed. "The reforms Myranyn has been pushing have finally paid off?"
YEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEESSSSSSSSSSSSSSSSSSSSSSSSSSS.

FUCKING FINALLY!

*goes back to continue reading*
 
[X] [Crisis] Bring them back in with the fighting (Change Tinriver from Trading Post to Colony, will claim additional territory when fighting pirates, -1 Legitimacy)

Bring the fuck heads in and it'll protect Tinriver from the Pirate King. Also we no longer lose refugees to them anymore and the nomads have no more tech leak.
 
[X] [Crisis] Bring them back in with the fighting (Change Tinriver from Trading Post to Colony, will claim additional territory when fighting pirates, -1 Legitimacy)

Bring the fuck heads in and it'll protect Tinriver from the Pirate King. Also we no longer lose refugees to them anymore and the nomads have no more tech leak.

Different idiots. The Western Ymaryn are still getting beat like a drum, this is just the latest warrior wave.
 
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