So, I'd like to put some emphasis on some of the recent GM rulings

1) Being at -1 Stability has the potential for sudden death. We die if we touch -4 Stability at any point in time, and this phase we've got 3 potential stability hits. If you don't want to risk sudden death at any time, you need to stay at positive Stability. We need to get our Stability high and keep it high, not for the Golden Age but simply to guarantee survival at all. Symphony's downside is painful. (We die from touching -4 instead of staying at -4)
1 potentially for Gilded Age.
1 potentially for further losses to disease in the camps
1 potentially for refugee intake, depending on how things go

You only have 1 guaranteed loss, so the average is probably something like 1.4 Stability lost.

2) Txolla has 5 provinces. That's a lot and will really hurt our Centralization to integrate them (likely -3 or -4 Centralization considering their roads are sub-par though existent). We might need to Enforce Justice to keep our Centralization high. (This should be safe due to the government upgrade incoming, preventing the lowered Cent cap from causing problems since it should go up once we upgrade)
Pretty sure they've got like five provinces now.
Should be able to integrate most of them, especially if you finish the Patrician Quest.
13 Econ + 20 EE I believe.
 
So, I'd like to put some emphasis on some of the recent GM rulings

1) Being at -1 Stability has the potential for sudden death. We die if we touch -4 Stability at any point in time, and this phase we've got 3 potential stability hits. If you don't want to risk sudden death at any time, you need to stay at positive Stability. We need to get our Stability high and keep it high, not for the Golden Age but simply to guarantee survival at all. Symphony's downside is painful. (We die from touching -4 instead of staying at -4)


2) Txolla has 5 provinces. That's a lot and will really hurt our Centralization to integrate them (likely -3 or -4 Centralization considering their roads are sub-par though existent). We might need to Enforce Justice to keep our Centralization high. (This should be safe due to the government upgrade incoming, preventing the lowered Cent cap from causing problems since it should go up once we upgrade)
As far as I know the way this is gonna go is that we will be at 0 from the festival we are taking right now, and then the hits from Gilded Age, Disease, Refugees will/may hit and possibly take us to -3 Stability. (Do note I actually do want to take stability actions, but want to get other stuff done as well)

Is this incorrect? Because if it is the case that all these stab hits occur before the payout from the festival we are taking right now, we are potentially dead and won't survive to the main turn. Given what AN has said I don't think this is very likely. (Also as far as I know the next update is the next main turn). I could see the Gilded Age one happening before the festival comes in because it is really early in the turn cycles, and the disease roll as well, so in theory we could be at -2 Stability by the time the refugees vote choice lands in the main turn if we roll bad on disease.

At that point ordering is a bit of a concern, though not one we can do anything about except hope and pray. We can then take some amount of stability raisers, but if in the transition from the main turn to the next mid turn we roll poor on the refugees and then take another hit from something else we are dead. If not, we got lucky. So, if we are at -2 stability next main turn exactly how much stability we are set to gain is a bit less important than not spending a lot of Econ so that the: Levy, refugee temp econ damage, random crap, Storm Ymaryn draining don't take two more points and kill us.

If we are at -1 then the amount of stability we gain is more important. In this regard I think I am somewhere between bluefur87 and 8BitBob, in that I kinda don't want to lose the legitimacy, but I also like the look of Enforce Justice for its certainty.


As to your other point, I don't want to use Enforce for Cent(fine with it for stab). I want to use that Cent space for roads the turn after next. Integrating Txolla will drop our Cent to around 2(they have fiveish provinces and two secondary roads from what I recall) and it will also increase our road reqs. Since I want to integrate them to have a space to put our levies without stuff exploding in our face, I figure roads are a really good idea.
 
Last edited:
this incorrect? Because if it is the case that all these stab hits occur before the payout from the festival we are taking right now, we are potentially dead and won't survive to the main turn. Given what AN has said I don't think this is very likely.
As I understand it, it's down to Order of Operations. If we get maximally unlucky and take the -3 hit, then we get an admin roll. If we fail that too, then we're dead right now. It's very unlikely, but it is possible. (Excellent admin makes it even less likely than usual)

Though he might've been saying for next turn in which case we're safe right now, but the general point of -1 Stability being unsafe still holds.

As to your other point, I don't want to use Enforce for Cent(fine with it for stab).
Take it for both. We want to have high cent going into the government transition to influence it to a higher cent government, and being at cent 2 doesn't really do that. We can't afford roads this turn and Enforce Justice is narratively awesome anyway, right?
 
On the subject of next turn's actions - we should probably use the Pure Gold legacy and take a Prestige innovation, because we can't really afford to lose buckets of any other stat. Except maybe Econ Expansion, once the Yeoman quest is complete? But that probably won't activate.

EDIT: Say, we haven't taken into account our new Diplo income from the Artisan Games. @Academia Nut Should that be updated on the front page?
 
Last edited:
On the subject of next turn's actions - we should probably use the Pure Gold legacy and take a Prestige innovation, because we can't really afford to lose buckets of any other stat. Except maybe Econ Expansion, once the Yeoman quest is complete? But that probably won't activate.
I think we can just opt out of GA Innovations, as long as we pick at least one.

EDIT: Say, we haven't taken into account our new Diplo income from the Artisan Games.
Pretty sure we don't get more income there.
 
I think we can just opt out of GA Innovations, as long as we pick at least one.
Exactly - we need to pick one, and it should probably be Prestige.

Pretty sure we don't get more income there.
Sure we do, look at one of the options from when we opened it:

[] [AG] Those things are expensive, they'll need to pay (Open games, Diplo income changed to Wealth income, ???)

I'm guessing it's like the International Games, +1 Diplo per participant.

ETA: Come to think of it, a subsidy probably would have been stat-neutral, +1 Diplo -1 Wealth. Might have been worthwhile.
 
Last edited:
As I understand it, it's down to Order of Operations. If we get maximally unlucky and take the -3 hit, then we get an admin roll. If we fail that too, then we're dead right now. It's very unlikely, but it is possible. (Excellent admin makes it even less likely than usual)

Though he might've been saying for next turn in which case we're safe right now, but the general point of -1 Stability being unsafe still holds.

Take it for both. We want to have high cent going into the government transition to influence it to a higher cent government, and being at cent 2 doesn't really do that. We can't afford roads this turn and Enforce Justice is narratively awesome anyway, right?
TURN AFTER NEXT TURN! TURN AFTER NEXT TURN! :V
*good hearted grumbling*

I want roads turn after next turn. Also its a good thought on Cent in that case, but I don't really care one way or another since from what I recall we went through our last transition at pretty low cent. And in regards to narrative, well, *shrug* its probably nice if it goes well and its probably bad if it goes poorly.

-1 Stability is somewhat unsafe is one of my points. From what I read AN saying we have three hits incoming, 1 from Gilded Age(which means its the main turn IIRC), 1 from a bad disease roll going from this subphase to the main turn, and then in the main turn we get to vote on refugees which puts that hit in the transition from that main turn to its mid turn(at which point we are in -2 Stab in this hypothetical main turn). Now he might have meant that we will have 2 levels of refugees coming at us right now(which seems like an oddly specific number) and may roll poor and thus lose the last thing from them.

My other point is that I think we will be at either -1 stability or -2 stability next main turn. And that in the case of -1 the raw amount of stab we get is important, but at -2 its still important but ordering and spending is more important.
 
Oh - on an earlier subject, some reading indicates that it's pretty easy to recognise whether or not a line is angled at range. So, with a very simple rotating wooden arm, it should be possible to have an actual semaphore system. And surely that's well within Ymaryn capabilities.

Telescopes would allow longer range between towers, but in their absence, you can just make the semaphore bigger.

We've been talking about this innovation for ages, the conclusion is that we need much more watchtower coverage before people think of the idea, but the thread doesn't seem to want to commit the actions.
Although figuring out semaphore chains would make our admin problems much easier.
 
Swift Riders
[X][Regulars] Horse Mountains
[X][Levies] Horse Mountains
[X][React] Sec Improve Annual Festival

The king quickly enough agreed with Alyxunmyn's recommendation to march on the Horse Mountains and claim them - or at least to claim the various mountain passes that would allow for control of access to the region and from there to the lowlands. There was considerable worry that they would only seize a few key points with significant fighting from fiercely independent tribes...

Only, pretty much as soon as they got into Forhuch territory the local tribes all went "Wow, you killed the king so hard, you're totally in charge now". The fact that those left behind were only marginally loyal - the least loyal had been thrown against the People early on, while the most loyal were the ones who got to come along for loot - also went a long way towards securing things. The fact that Alyxunmyn had excellent control over his troops and he made sure to peel off some of the more trustworthy warriors to station them as garrisons in key places made convincing the locals that they didn't need to resist and it would be a bad idea if they tried very easy. The entire 'conquest' was over in about a year, during which time the king and governors confirmed Alyunmyn as the heir, both for his achievements and to minimize the possibility of either the Forhuch that had joined up getting pissy or the priest-acknowledged Avatar of the Spirits of War deciding he wanted to take the crown more directly.

From there Alyxunmyn took the troops north and west from three different directions to deal with the nomad tribes that had been harassing them. That campaign had gone nowhere near as well as the lowlands campaign, although that was primarily because the lowlands campaign had been a spectacular success, and secondarily because the northern nomads were much less willing to maintain contact with the People. After a few years of back and forth and losses on both sides, it became entirely obvious to the nomads that the People both were not going to fold as they were well lead, numerous, experienced, and no longer distracted by the Forhuch. Deciding that they had had more than enough time to raid and gain honour and continuing to engage with the armies of the People was foolish, the nomads simply packed up and left for the east.

Which left the Highlanders and the Harmurri to the south.

Refugees streaming out had revealed that the Highlanders had conquered everything along the Great River and in fact had gone all the way to the western bank of the Urri River, with the king and his armies being cut down in a major battle that had only further energized the Highlanders. While resistance had been reorganized in the eastern part of their territories, despair ran thick through the Harmurri, and many worried that if pressured further then collapse was imminent. The People were thus up for kicking the Highlanders' teeth in and freeing their friends the Harmurri... but the People were also tired.

The cities were empty, with only Redshore really retaining its enormous urban flavour, although even that was diminished. The effort of the levies and the guilds to meet the demands of war had placed an enormous pressure upon the People, hollowing them out in ways. And yet there were traders and patricians who retained and had even grown much of their wealth and influence, leading to new things but also resentment. So much had been sacrificed, but where was their sacrifice?

Alyxunmyn worried about what to do next. He could dismiss many of the levies back to the cities and the farms, but he worried that he would need every man with him. If he wanted to kick the Highlanders out of the Harmurri territory and the lowlands in general he could probably do that with the elites and regulars, but if he wanted to actually do something about the Highlanders rather than kick the issue down the trail for another few generations he would need the full might of the People at his back. But could they afford it?

Additionally, the matter of his marriage had come up. He had risen through the ranks with extreme quickness and thus despite being a little over the age where a proper patrician's son should get married, the issue had been left a bit in limbo for a few years. The initial considerations of his family had gone out the window once they had recognized that their usual contacts would be insufficient for his future standing, and now that he was heir to the crown... well, now who he married was a matter of importance to the kingdom. Especially since the king of the Storm Ymaryn had sent word that he had a few lovely daughters who were of marriageable age. Wink wink.

He had actually literally gone 'wink wink' in the message, adding the special characters for that to the end of his sentence. The scribes suggested that maybe there had been something of a change in meaning.

Who should Alyxunmyn marry?
[] [Marriage] Internally from a patrician family
[] [Marriage] From one of the Forhuch tribes to secure their loyalty
[] [Marriage] From the Storm Ymaryn to gain an alliance

Art Patronage [Guilds] [Priests] - 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, -6 Wealth, +3 Culture, +1 Tech, +1 Prestige, potential innovations x2
*M: -1 Econ, -10 Wealth, +5 Culture, +1 Tech, +1 Prestige, higher chance of innovations x2

Black Soil [Yeomen] - 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, -1 Tech
*M: -2 Econ, 1 Forest Slot Consumed, -1 Tech, +6 Econ Expansion, other effects [King]

Build Chariots - The vehicle of the elite, chariots are the most effective way of waging war the People know, or at least that's what their drivers say.
*S: -1 Econ, -4 Wealth, +2 Martial, +1 Culture
*M: -2 Econ, -10 Wealth, +6 Martial, +2 Culture, +1 Prestige

Build Docks [Guilds][Traders] - 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, -2 Wealth, +3 Diplo, potential for new innovations x2, increased trade power

Build Ceramics Kilns [Guilds] – With similar demands for high temperature kilns, glass and fine pottery are growing increasingly close together
*S: -2 Econ, -3 Tech, 1 Sustainable Forest used, +1 Wealth, +3 Culture, chance of new innovations x2
*M: -3 Econ, -4 Tech, 2 Sustainable Forest used, +1 Wealth, +7 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. +4 to Games, +2 non-primary Tolerance
*S: -4 Wealth, -2 Culture, +2 Bonus to Games rolls per turn, +1 non-primary Martial tolerance
*M: -6 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: -6 Wealth, -1 Tech, +3 Econ, potential for innovation x2
*M: -8 Wealth, - 1 Tech, +4 Econ, increased potential for innovation x2

Build Roads [Yeomen] - New roads can better tie the people together, so more could be useful. (21/55) +7 Centralization Tolerance (Max additional tolerance for government reached)
* S: -1 Econ, -4 Wealth, -1 Tech, +1 Centralization, +1 Diplo, other effects
* M: -3 Econ, -4 Wealth, -2 Tech, +2 Centralization, +2 Diplo, other effects

Build Theatre [Urban] - 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, -2 Wealth, -1 Culture, +4 Culture end of turn, other effects
*M: -1 Econ, -4 Wealth, -1 Culture, +4 Culture end of turn, +2 Culture next turn, other effects

Build Wall [Urban] - The practice of building city walls has reached new heights with access to superior tools making the cutting of stone simpler (34/66 significant walls, 4/66 massive walls)
*S: -2 Econ, +1 significant walls
*M: -4 Econ, +1 massive walls

Build Watchtowers [Yeomen] - 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. (30% 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
Mass Levy - While this policy is active, the sum of Econ + Wealth + (Sum of Ironworks Levels) x2 added to Temp Martial Score one combat phase after policy activated, but Expand Econ and most Wealth generating actions disabled while this policy active. Otherwise acts as the Offensive Policy
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 (6/6) to one of the available ones listed below
Agriculture (+3 Econ, -3 Econ Expansion, -1 Tech/turn)
Diplomacy (+1 Diplo/turn)
Skullduggery (+1 Intrigue/turn, -2 Diplo) x1
Trade (+1 Wealth/turn)
Armament (+1 Martial/turn)
Patronage (+1 Culture/turn)
Mysticism (+1 Mysticism/turn)
Industry (+1 Tech/turn)
City Support (4 Econ cost for True Cities offset each turn, -1 Tech) x1
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, -2 Wealth)
Infrastructure (+1 Free Progress to an infrastructure project (Aqueduct, governor's palace, saltern, etc.)/turn) x4
Defence (+1 significant walls/turn) x1

Special: Forestry (+1 Sustainable Forest and -1 Econ Expansion/2 turns)
Special: Vassal Support (+1 Subordinate while active, increases Loyalty while active at less than full subordinates)

Develop Intrigue Web [Urban] [Traders] - With contacts in the right places, all sorts of fun things can be done
S: -4 Wealth, -2 Diplo, +1 Intrigue
M: -6 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 [Guilds] - With better processes, large Guild controlled kilns can be built to efficiently turn wood into charcoal
*S: -1 Econ, -2 Wealth, -2 Tech, -2 Sustainable Forest used
*M: -2 Econ, -4 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 [Yeomen] - Encourage the growth of food producing activities such as farming, pastures, or fishing, depending on where focus is placed
*S: +6 Econ, -2 Tech, -6 Econ Expansion, potential additional effects

Expand Forests [Yeomen] - 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
* 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

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: Spirit Channel, Amber Road
*F: Convert Amber Road
*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: Sacred Forest, Blackmouth, Stallionpen
*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: Spirit Channel, Northern Steppe, Northwestern Steppe
*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, -2 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, -4 Wealth, 0 to +1 Stability, information on problems

Increase Cement Production [Guilds] – While this material can use the same kilns as for pottery and glassmaking, it benefits more from raw size and throughput than the more precise control of those materials, and the other artisans complain if you take up their space with cement
*S: -1 Econ, -6 Wealth, -2 Tech, 1 sustainable forest used, certain projects boosted, other effects
*M: -2 Econ, -8 Wealth, -3 Tech, 1 sustainable forest used, certain projects boosted, other effects

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 - The colony of Txolla 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 [Priests][Urban] - A festival for every season, but their expansion can help put the People at ease and teach good practices.
* S: -1 Econ, -4 Wealth, +1 Stability, +2 Culture, chance for additional effects
* M: -2 Econ, -4 Wealth, +1 Stability, +4 Culture, chance for additional effects
* Max Stability: Legitimacy - 1

Invite to Games [Traders] - 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, -4 Wealth, begins an intrigue event in target location
*S: -2 Intrigue, -3 Diplo, -6 Wealth, begins an intrigue event in target location with higher odds of success

More Warships [Guilds][Traders] - Many standard boats are no longer things need to worry about, but warships are something else entirely
*S: -3 Econ, -6 Wealth, -2 Martial, +1 Tech; +1 Naval, additional effects
*M: -3 Econ, -10 Wealth, -3 Martial, +1 Tech; +2 Naval, additional effects

New Settlement [Yeomen] - There are a few new sites that could have new settlements placed on them: northern Blackriver (+3, moderate mineral, 2/6 province), internal reorg (+3, 4/10 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 Cash Crops - Drugs [Priests][Yeomen] – Some crops produce peculiar effects on the mind that can be in high demand for spiritual and medical uses. Available: Hemp, Poppies
*S: -2 Econ, -2 Econ Expansion, +1 Mysticism, +3 Wealth
*M: -3 Econ, -3 Econ Expansion, +1 Mysticism, +7 Wealth, other effects

Plant Cash Crops - Textiles [Guilds][Yeomen] – Planting these water and soil hungry crops can produce large quantities of useful fibres for sturdy ropes and comfortable clothing. Available: Hemp, Cotton, Flax
*S: -3 Econ, -4 Econ Expansion, +6 Wealth, +1 Diplo with boats, +1 Econ next turn other effects
*M: -5 Econ, -5 Econ Expansion, +7 Wealth, +2 Diplo with boats, +1 Culture, +1 Econ next turn, other effects

Plant Cash Crops – Luxuries [Yeomen] – These crops are those that make life a bit more vibrant, flavourful, and exciting. Available: Wine, Dyes, Spices
*S: -2 Econ, -1 Econ Expansion, +2 Wealth, +2 Culture, other effects
*S: -5 Econ, -2 Econ Expansion, +6 Wealth, +2 Culture, other effects

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, -6 Wealth, +5 Martial, +1 Culture, potential additional effects
*M: -3 Econ, -10 Wealth, +9 Martial, +2 Culture, potential additional effects
*2M: -4 Econ, -10 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 [Traders] - Boats have proven themselves capable of exploring long distances, so what else might they discover along the shores of the sea? Sailing missions can also locate pirates.
* S: Potential new discoveries
* M: -1 Econ, improved odds of success

Salt Gift [Traders] - 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 [Priests] - Materials can be made to transform their form through special treatment. What wonders can be discovered in this process?
*S: -2 Mysticism, -6 Wealth, +1 Tech, potential new discoveries x2
*M: -4 Mysticism, -8 Wealth, -1 Econ, +1 Tech, increased chance of new discoveries x2

Study Health [Priests] - What secrets of nature can be used to improve the health of the People?
* S: -1 Econ, -4 Wealth, -1 Tech, potential new discoveries x2
*M: -1 Econ, -4 Wealth, -3 Mysticism, -1 Tech, increased odds of success x2

Study Metal [Priests][Guilds] - Iron and copper, gold and silver, what other secrets are hidden in metal and stone?
* S: -1 Econ, -4 Wealth, -1 Mysticism, +1 Tech, small chance of new insights x2
* M: -1 Econ, -6 Wealth, -1 Mysticism, improved chance of new insights x2

Study Stars [Priests] - What secrets do the heavens hold when you study the stars and their motions carefully?
*S: -2 Wealth, +1 Mysticism, gives mid-turn astrological predictions
Cannot be used as a Main action

Support Artisans [Guilds] - With the growing importance of skilled artisans to the maintenance of society, additional support may sometimes be needed
*S: -1 Econ, -6 Wealth, +3 Tech, +1 Culture, potential innovations x2
*M: -1 Econ, -10 Wealth, +5 Tech, +1 Culture, higher chance of innovations x2

Support Sacred Orders [Priests] – The various sacred orders of specialist warriors provide a number of benefits and special skills, but require considerable investment
*S: -3 Econ, -3 Mysticism, -12 Wealth, +5 Martial, +1 Light Cavalry, +2 Culture, other effects
*M: -4 Econ, -4 Mysticism, -14 Wealth, +7 Martial, +2 Light Cavalry, +3 Culture, other effects

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: -2 Stability, -5 Culture, -1 Faction Power, current faction quest fails but consequences negated

Survey Lands [Yeomen][Traders] - 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 [Traders] - Sending a major caravan to another large group can bring new opportunities and find out more about the outside world
* S: -2 Diplo, additional effects depending on target, +1-2 Wealth
* M: -2 Diplo, -1 Econ, additional effects depending on target, +1 Wealth, +1-5 Wealth end of turn

Diplomatic Mission [Traders] – Contact with the outside world is expensive, but can bring its own rewards
* 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
Special: When planting cash crops may specify a sub-variety for more focused effects

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
Library [Priests] - 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), Blackmouth (0/3), Valleyguard (0/3), Lower Valleyhome (0/3)
Saltern [Guilds][Yeomen] - Northshore Saltern Expansion (0/3), Southshore Saltern Expansion (0/3), Gulshore Saltern (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
Temple [Priests] - Progress listed below, each {S} committed consumes 3 Econ and 3 Culture for 3 Progress. Completion increases Religious Authority
Observatory [Priests] - Certain temples can have astrological observatories, with each {S} committed consuming 3 Econ and 3 Mysticism for 3 Progress

Academy – These centers of learning provide a well-rounded education in topics both general and esoteric, providing a more informed population who are better able to deal with the complexities of the world, although direct reference to the records can be called into question more often. Each level increases RA tolerance by 1, decreases the refund from Libraries by 1 (min. 0), and provides other effects. Each {S} committed consumes 6 Wealth and 3 Culture for 3 progress
Redshore (0/3), Redhills (0/3), Valleyhome (0/3), Sacred Forest (0/3), Blackmouth (0/3), Stallionpen (0/3), Valleyguard (0/3), Lower Valleyhome (0/3)
Aqueduct [Urban] - Each {S} committed consumes 3 Econ and 3 Tech for 3 Progress. Completion adds +1 Econ Expansion, increases City Attraction by 1, can allow for the formation of another True City, and decreases disease roll penalty for True Cities. Level 1: Stonepen (0/3), Hatmouth (0/3), Yellowshore (0/3) Level 2: Redhills (0/6), Valleyhome (0/6), Sacred Forest (0/3), Blackmouth (0/6), Stallionpen (0/6), Valleyguard (0/3), Lower Valleyhome (0/3), Redshore (0/12)
Bath [Urban] - Any city with an aqueduct may have a bath. Each {S} committed consumes 6 Wealth and 4 Tech for 3 Progress, and then ties up 1 Sustainable Forest once complete. Completion adds +1 Econ Expansion, increases City Attraction by 1, and decreases disease roll penalty for True Cities further. Redshore (4/6), Stallionpen (0/3), Valleyguard (0/3)
Block Housing [Urban] - 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 City Attraction limit by 5, but decreases the limit for cities without Block Housing by (5+total number of block housing). 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 (0/9), Blackmouth (0/3), Valleyguard (0/3)
Colossal Walls [Urban] - True Cities can support truly gigantic walls. Each {S} committed consumes 3 Econ and 1 Martial for 3 Progress. Redshore (0/9), Redhills (1/9), Valleyhome (0/9), Sacred Forest (0/9), Blackmouth (0/9), Stallionpen (0/9), Valleyguard (1/9)
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
Ironworks [Guilds] - 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. Level 2 and higher also increase the effect of Agriculture and City Support policies at the cost of additional Tech. Level 3 increases City Maintenance by 1 Econ a turn, but produces 1 Tech/turn and changes certain action costs. Each level increases City Attraction by 1. Every {S} cost 3 Econ and 3 Tech for 3 progress, and each completed level of Ironworks also consume an additional 2 sustainable forest. Valleyhome (0/3), Redshore (0/9), Redhills (MP), Blackmouth (0/3)
Marketplace [Traders][Urban] - A more significant section than what is typically found in most settlements, these sorts of markets are meant to service massive urban populations. Level 1 transforms half of the Econ spent on a True or Free City into Wealth income. Level 2 increases this to 100% of the spent Econ. Each level increases City attraction by 1. Each {S} costs 6 Wealth and 3 Culture for 3 progress. Redshore (0/18), Redhills (0/3), Valleyhome (0/3), Sacred Forest (0/3), Blackmouth (0/3), Stallionpen (0/3), Valleyguard (0/3)

Palace Annex - Can construct additional palace annexes, with each {S} committed consuming 2 Econ and 2 Culture for a new annex (15/17)
-Grand 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
Special: Build Mills, Build Gymnasium, and Survey are all currently Guild actions due to Mass Levy

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".
Boundary Passage - The Boundary Hills are rough terrain with few wells or springs, making them almost impossible to pass, but if one were to cut through the rock to install tunnels and staircases, and build some bridges, this would provide an easy but easily controllable and defensible route between the steppes and lowlands (5-8? action commitment, -2 Econ per action)
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? (3/6-8? action commitment, -2 Econ & Wealth and -1 Tech 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 Six Secondary actions, and Two [Guild] and One [Sec Guild] action. Need to devote at least one Main action towards the Great Dam megaproject for the next three to five turns. If keep policy on Mass Levy or switch to Offensive will attack the Highlanders, if switch to some other policy and do not send a war mission then you will be at peace for a time. Warning! All Free Cities but Redshore will disband if EE not below 20 by the end of turn, returning Econ and EE but needing to be reformed at a later date.

[] Art Patronage
[] Black Soil
[] Build Chariots
[] Build Docks
[] Build Ceramics Kilns
[] Build Gymnasium
[] Build Mills
[] Build Roads
[] Build Theatre
[] Build Wall
[] Build Watchtowers
[] Change Policy
[] Develop Intrigue Web
[] Develop Intrigue Web
[] Distribute Land
[] Efficient Charcoal Kilns
[] Enforce Justice
[] Expand Economy
[] Expand Forests
[] Found Colony
[] Found Free City
[] Found Mercenary Company
[] Found Trading Post
[] Hunt Troublemakers
[] Improve Annual Festival
[] Increase Cement Production
[] Influence Subordinate
[] Integrate Colony
[] Integrate March
[] Integrate Vassal
[] Invite to Games
[] Launch Intrigue Mission
[] More Warships
[] New Settlement
[] Plant Cash Crops - Drugs
[] Plant Cash Crops - Textiles
[] Plant Cash Crops - Luxuries

[] 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
[] Support Sacred Orders
[] Suppress Faction
[] Terrify
[] Trade Mission
-Target Options: Highland Kingdom, Freehills, Lowland Minors, Tin Tribes, Harmurri, Storm People, Into the Wild (Eastern Sea), Into the Wild, Khemetri
[] Diplomatic Mission
-Target Options: Highland Kingdom, Freehills, Lowland Minors, Tin Tribes, Harmurri, Storm People, Into the Wild (Eastern Sea), Into the Wild, Khemetri
[] War Mission
-Target Options: Highland Kingdom

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 (0/12) [Build Observatory 0/6], 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 (6) - Power: Add or subtract their faction power from factions they are supporting/opposing. Objective: Build 3/4 Great Hall Annexes within 1 turns Reward: Government upgrade
Guild (7) - Power: Half faction power added to Max Wealth. Objective: Have a level 3 Ironworks within 1 turns. Failure: -1 Stability
Traders (4) - Power: Add or subtract faction power modifier to all innovation rolls. Objective: Have Naval power 3 or above within 2 turns. Success: +1 Naval
Yeomen (3 {9})- Power: Adds faction power to secondary Martial Objective: Have 40 Sustainable Forest within 3 turns. Success: +1 Sustainable Forest. Failure: -5 Wealth
Priests (3)- Power: Adds faction power to RA. Objective: Perform 0/4 priest actions within 3 turn. Success: New Level 1 Temple. Failure: -1 Stability
Urban Poor (3) - Power: +1 Max Legitimacy every 3 full power. Objective: Have 5 or more Free Cities within 2 turns. Success: New Social Value slot
These counters iterate at the next midturn. The numbers in brackets indicate the general faction strength.

Astrological Prediction: Harmony in nature follows harmony in man
 
Last edited:
TURN AFTER NEXT TURN! TURN AFTER NEXT TURN! :V
*good hearted grumbling*

I want roads turn after next turn
But my entire point is that we want to be high cent during the government transition and Txolla integration is going to drop it like a brick if we don't compensate.

And it certainly did matter last time- that's why we got our first -1 min cent legacy instead of a third +1 max cent legacy.

And as for Stability, I'm just saying that a while back (before we had the legacy buildup that makes fracturing even worse) we had a ton of people who wouldn't accept any %chance of death, and that currently there is now a small %chance of death associated with being at even a reasonable -1 Stability.

And apparently there's an update. Time to read it.
 
...Altogether worrying and serious decisions. But that 'wink wink' thing cracked me up.

If only because so simultaneously jarring and linguistically plausible.

Should prob go w/Storm Ymaryn wife. Can't afford to piss them off and the message was clear.
 
Last edited:
lol
Yeomen (3 {9})- Power: Adds faction power to secondary Martial Objective: Have 40 Sustainable Forest within 3 turns. Success: +1 Sustainable Forest. Failure: -5 Wealth

I see the Yeomen have the right idea :V
 
a long way towards securing things. The fact that Alyxunmyn had excellent control over his troops and he made sure to peel off some of the more trustworthy warriors to station them as garrisons in key places. The
missing text
He had actually literally gone 'wink wink' in the message, adding the special characters for that to the end of his sentence. The scribes suggested that maybe there had been something of a change in meaning.
;)
I kinda want this tbh
One Main and Six Secondary actions, and Two [Guild] and One [Sec Guild] action. Need to devote at least one Main action towards the Great Dam megaproject for the next three to five turns. If keep policy on Mass Levy or switch to Offensive will attack the Highlanders, if switch to some other policy and do not send a war mission then you will be at peace for a time. Warning! All Free Cities but Redshore will disband if EE not below 20 by the end of turn, returning Econ and EE but needing to be reformed at a later date.
oh sweet mother


[X] notgreat
 
Hey, EE 30. We got Yeomen quest, right? Right. Now, the question is, will we have EE innovation to buy during midturn?
 
Last edited:
Wink wink indeed, I like the SY's King
Lets GO
[X] [Marriage] From the Storm Ymaryn to gain an alliance
 
I'm for the Storm Ymaryn alliance. Having peer friends is good.

[X] [Marriage] From the Storm Ymaryn to gain an alliance
 
Eurg, I want to push back the Highland Kingdom to their mountains, but.... everything else.

I'll come back to this tomorrow. Sleeeeeeeeep....
 
Btw:
Forhuch (Vassal-March) - Foreign territory under your control, follows you in war but has own agenda (L: 3/5, D: 4/5)

We should either marry our Heir into the Forhuch, or start sending some influences their way.
Since they are already rather disloyal, and will likely break off relatively soon if we don't.
 
@Academia Nut
If we switch to megaproject support but there's not enough econ to safely take the action (since provinces usually require 1 econ buffer), will they do a single Dam action or do none and break the project?
 
We can't afford to get the government upgrade.

Patricians: Too bad, best budget it anyway!

If we switch to megaproject support but there's not enough econ to safely take the action (since provinces usually require 1 econ buffer), will they do a single Dam action or do none and break the project?

Given that calling off a megaproject is a stab hit, they'll do the project even if it causes starvation because the consequences are less drastic.
 
Back
Top