I'm assuming because the Merntir helped us get it done, thereby making it so that we completed a 10 progress required project in 9 turns. Faster than the max time it could take.
Doubtful. We have it as a tech now so even if they take all the boars with them we can just get some new wild ones from up near the Merntir.What if the boarfolk leave? Will we lose our newly gained cavalry?
Really? I didn't notice that they had used their actions on the passage at some point.I'm assuming because the Merntir helped us get it done, thereby making it so that we completed a 10 progress required project in 9 turns. Faster than the max time it could take.
Really? I didn't notice that they had used their actions on the passage at some point.
[X] Recognise the new Cadlon of the Maradysh as their new leader, (-1 Legitimacy, -2 Prestige, Maradysh are no longer a vassal of the Arthwyd,)
Arthwyd = [SEC] Sunrise Mountain Passage, [SEC] More Farming
Merntir = [SEC] Build Palisade (North Coast Fields), [SEC] Sunrise Mountain Passage,
So... to simplify: we now get +2 extra temp econ from farming (if our former agri-innovator combo's with Copper-Blooded) but also any other econ action gives +1, building travel infrastructure gives us mysticism and we now build megaprojects faster than normal.Megaproject Completed!
Extended Sunrise Mountain Passage
A grand pathway through the Sunrise Mountains, this passage was carved out over generations with hard work and divine aid. Now it stands completing, forging a safe route overland between the Arthwyd in the south and the Merntir in the north.
Effects: +1 Temp Mysticism whenever a travel-based infrastructure project is completed,
Agricultural Innovators: +1 Temp Econ to Farming actions,
Copper Blooded: +1 Temp Econ to Econ Generation Actions,
Rush Builders: Extended Projects take less actions, but each action is more expensive,
Dont see why we cant also just adopt the other gods into our pantheon.
To clarify, Extended Projects are different from Megaprojects.So... to simplify: we now get +2 extra temp econ from farming (if our former agri-innovator combo's with Copper-Blooded) but also any other econ action gives +1, building travel infrastructure gives us mysticism and we now build megaprojects faster than normal.
Holy...
I want those walls. I'm under the impression they'll give a bonus to when we build other walls, or they'll give us a bonus to construction options in general. Either one would be very nice. It should take significantly less actions than the passage too. Stone walls might take awhile, but it shouldn't be more than the 4 needed to finish the first stage of the Sunrise Passage anyways. Also, if we aren't the first, then it wouldn't count as a mega-project. Only projects that have never been done by another civ count as mega-projects, otherwise they are extended projects.Do we want to do the forest mega project soon? It's probably better then the stone wall. A maintained holy forest provides benefits for a long damn time, but stone walls will eventually be common.
Unless we could rush it to be the first, but I doubt it.
Has that been specifically stated by QM yet, or is that simply how it worked in PoC? I wouldn't bet against the rules being the same there, but I could also see QM changing it for their own reasons.To clarify, Extended Projects are different from Megaprojects.
If, as an example, we get the Temple Megaproject, completing it will unlock Temple Extended Projects for all of our provinces that have a shrine.
Rush Builders affects the Extended Projects, but has no affect on Megaprojects.
I'm not sure how interested I am in messing about with the evil forest before we have the sacred forest... that just seems like a bad idea.Hey, next turn who's up for sending a war party into the forest to start clearing it of Undead? I'd rather not have those things lurking about longer than needed. We can even get the Maradysh in on the fun. Nothing brings people together like a common enemy after all.
We can also explore the lowlands on the same turn to see if anyone is still alive down there.