-1 How likely is it that Alyx takes control of the next main turn?

-2 I know you've mentioned it in several spread out posts, but can you consolidate the "when and why can factions take actions outside their tag, how and when they spend faction points, and etc" into a post? (including whether they can start megaprojects with their tag)

-3 How are the faction policies/actions calculated now? I tried using the original rules you laid out and couldn't replicate your results.

-4 You'd mentioned that part of the impetus for the spite quest was patricians getting demoted out of controlling the land that their family had controlled for generations. Did i forget/miss part of the updates/what we've done lately to cause that, or am i just underestimating the effect that hte half-exile change had, with "just" them losing wealth being enough to cause those "demotions"?

-5 Can you add the faction quests and moods to the faction info on the civ sheet, please?

1. Any other turn, he would do it, but with the reform I figure I should give you at least one main turn to try things out first

2. I will, yes.

3. Will update, its Provinces/2 + 2 = 11, so 6 to the king's policies, 5 to the factions.

4. It was the half-exile reform that screwed over a lot of them, either directly or the rise in prices messed up their ambitions and caused them to crash out

5. Eventually, yes
 
[X] [Parl] Dryad Housing Act (Main Expand Forest, Priests +1 Faction Power, Yeoman approve, Patricians disapprove)
Because of course I vote this.

Really, what else would anyone expect?

[X] [Lesson] The bonds between warriors
What's more important than the power of Love?

[X] [Diplo] Nothing
[X] [Culture] Nothing
These don't have what I selfishly want.

[X] [Mystic] Gain a new Spiritual Value slot (-15 Mysticism)
This is what I want!
 
[x] [Lesson] The importance of skilled commanders at all levels
Skilled subordinates requires trained subordinates. This means more demand for academies, and more pressure on Patricians because there's a larger supply of potential competitors.

Also, NCOs are real useful.
 
[X] [Parl] Cement Production Subsidies (Main Increase Cement Production, Patricians disapprove)
[X] [React] Farm (Sec Expand Econ)
[X] [React] Celebrate (Sec Improve Annual Festival)
[X] [React] Contact Harmurri (Sec Diplomatic Mission)
[X] [PSN] Main Expand Econ (-2 Centralization + Costs)
[X] [Diplo] Boost all subordinate loyalty (-15 Diplo)
[X] [Diplo] Gain a Diplo Hero (-15 Diplo)
[X] [Culture] Gain a Cultural Hero (-15 Culture)
[X] [Culture] Gain a Cultural Genius (-20 Culture)
[X] [Mystic] Begin Great Library Megaproject in its own action track (-12 Mysticism)

Classical law is tempting, but I'd rather try to get a cultural hero to better gel the people together. We've been talking for ages about how we need one. Great Library consumes stats we have in abundance so they don't conflict, and a diplomatic hero could be useful for any number of upcoming tasks as well as our subordinate relations.

Cement is needed and I don't expect the factions to take it for us, so here goes. For reactions, some stability and contacting the Harmurri to ensure we have a friendly neighbor down south. I could be persuaded to trade Celebrate for contacting Freehills, since they're our friends.
 
Last edited:
My thoughts:

Lessons were learned in the war. But what?
[] [Lesson] The bindings between superiors and subordinates -Lord's Loyalty
[] [Lesson] The bonds between warriors - Joyous Symphony
[] [Lesson] The importance of maintaining training - Life of Arete
[] [Lesson] The glory of a good death - Honourable Death
[] [Lesson] The importance of skilled commanders at all levels - Philosopher Kings (Maxed Development)

Several could be useful, but I think I'd chose improving Lord's Loyalty. We have lots of subordinates.
 
Last edited:
[X] [Parl] Cement Production Subsidies (Main Increase Cement Production, Patricians disapprove)
[X] [PSN] Main Expand Econ (-2 Centralization + Costs)

[X] [React] Settle (Sec New Settlement - Internal Reorg)
[X] [React] Promote Industry (Sec Support Artisans)
[X] [React] Celebrate (Sec Improve Annual Festival)

Maybe.

[X] [Lesson] The importance of maintaining training
Probably means maintaining training for levies

[X] [Lesson] The importance of skilled commanders at all levels
More leadership training

[X] [Diplo] Gain a Diplo Hero (-15 Diplo)
[X] [Culture] Begin Classical Law Megaproject in its own action track (-12 Culture)
[X] [Mystic] Gain a new Spiritual Value slot (-15 Mysticism)
 
Last edited:
[x] glassware
Works for me. Culture hero, library,and more cement.
 
[X] [React] Settle (Sec New Settlement - Internal Reorg)
[X] [React] Promote Industry (Sec Support Artisans)
[X] [React] Celebrate (Sec Improve Annual Festival)

New Settlement will give us extra EE, so we won't be able to activate our cities and get their actions by the next Main turn, or complete the Urban Poor quest. Other than that, looks solid.
 
As a note, we need to be really careful on our reactions for this turn, as it really strongly affects what we can do next turn. We need some careful analysis of the consequences for the actions that will be closed or opened up.

I think it's much, much too soon to rush into voting and building a bandwagon.
 
Meanwhile, the Forhuch had reported back on their mission to the Salt Sea.

...

The bloody nomads the People had been fighting had wandered over there and claimed the title of "Protector of the Sacred Salt". Now that they had better access, the People had a better picture of the situation. There was a religious society that was apparently ancient and unchanging that lived in the mountains bordering the shores of the salt sea, and the nomads basically left them alone in exchange for access to the salt and sacred sites there. The Salt Sea itself was by all accounts essentially dead, but there were all sorts of rivers and streams that fed into it so people could live in the region - it was still either rough mountains or steppe all around though - so the priests had little ability to oppose the nomad tribes around them, but they didn't, they just offered up the title of "Protector" and offered significant benefits to the strongest group, and never contested it when the title changed hands. It sounded like the latest chieftain of the nomads had decided to play nice after his father had earned glory fighting against the People and then got out while the getting was good.

And apparently if one Sailed across the Salt Sea or walked the steppes north of the mountains, there were even stranger lands beyond that, with various exotic goods coming across the sea. To the south of the mountains and deserts there was another mysterious land that the Harmurri spoke of as the source of cotton. This made Alyxunmyn think of all the various strange things that the People had only barely explored. They had only had very loose contact with the Khemetri in centuries - most word of what they were up to came through Freehills by way of Saffron Island traders, which meant that in recent years even that contact had dried up - and Amber Road continued to be an outpost in the middle of nowhere that brought in a trickle of rare goods from the far north from the various tribal groups. Those groups were pretty lucky that the People were disinclined to conquer them, given that many had no native metalworking capacity, and those that did were still mostly working in soft metals.

Huh. Given that the Saffron Islanders were giving Freehills a hard time, they had to have iron, if only from trade. Alyxunmyn had never heard anything particularly impressive from the far west, so he wondered what might have happened out in that direction with iron equipped warriors with no compelling reason not to conquer up against small tribes armed with bronze at best and stone most of the rest of the time.

Huh.

That could be a problem now that Alyxunmyn had the full set of reports to think about it.

Finally we get some damn worldbuilding! The salt sea arrangement sounds really interesting and I really hope we get some information about the mess going on in the west eventually.

The parlament reactiony thingies are really cool. Seems like a great way to give some underused actions their time to shine.
 
The first question posed to him was a suggested change to the laws regarding the distribution of land. With the return of the levies and the support they had received, many new families had formed all at once. More over, many of the new mills built to sidestep the labour issues caused by the war were still going strong, so there was expected to be a glut of manpower within the next generation. Somewhat fortunately it seemed that the gods were pleased by the People wrapping up their conflicts, and already the rains and harvests were looking especially promising. Many prominent families had brought a change to the law before parliament, to better ensure that future generations would be guaranteed land to farm. It had broad support in the assembly, and Alyxunmyn was generally for accepting it, but the assembly representatives for the priests were rather opposed.

Hm. Ok, Alyx has Excellent Diplo and Admin-is he not concerned about the patricians crushing Centralization by spamming Distribute Land?

And die to to overspending stats.

But we'd get a crazy legacy if we manage to :p
3 mega projects at once.

Boundary Passage is actually pretty cheap as these things go, and the Great Library consumes culture and mysticism that will be regenerated or refunded per turn. We can totally pull this off. It's Classical Law that shouldn't be done while we're doing multiple projects since it's pretty expensive.
 
[x] [Culture] Gain a Cultural Hero (-15 Culture)
[x] [Culture] Gain a Cultural Genius (-20 Culture)

[X] [Parl] Dryad Housing Act (Main Expand Forest, Priests +1 Faction Power, Yeoman approve, Patricians disapprove)

[x] [Lesson] The bindings between superiors and subordinates

-Lord's Loyalty

We have a lot of problems with loyalty and cohesion, on all levels.
I think improving the trait that helps alleviate said problems is very worthwhile.
 
Last edited:
Back
Top