Warning: Are you purposefully breaking the rules
Are you purposefully misinterpreting what I posted, or are you just really that stuck on your horse of wanting megaproject policy that you can't read into any criticism into it?

Because that is some serious misinterpretation there.
are you purposefully breaking the rules This isn't quite a breach of rule 3, but it is toeing the line enough that I am giving you a warning for marginal behaviour and requesting that you don't repeat this kind of discourse.

Also hah! See, I can take moderator action without locking the thread!
 
Forhuch's Folly
Negaverse: Forhuch's Folly

The king moved quickly, bringing forth further reinforcements to the front. It was lucky that he had chosen to do so, because the legendary Ymaryn competence had once again reared its head. The Ymaryn general, a man named Alyxunmyn the Dragon General, had proven an excellent commander of men, using his elite forces in a way so adept that even the king had no choice but to privately admit the man way likely superior in terms of skill to himself.

Still, the Ymaryn were only able to field a fraction of the cavalry that the People could. While their forces were incredibly well trained and led, they were too slow to really counter the sheer speed that the People could bring to bear. Every attack was like the wind, flowing around the Ymaryn defenders, harassing them and then leaving before they could do anything to strike back. Unless The Ymaryn could train up many more horsemen, or summon forth enough men to cover their territory in a tide of men, there was little even their genius could do against the overwhelming might of the Forhuch.

Which is why it was an unpleasant surprise when the Ymaryn proceeded to summon forth such a massive horde.


(Note: Think this, but in well-organized blocks, with most of them carrying crossbows, mail armor and a short sword, with the elites possessing significantly better equipment.)

Thousands. Tens of thousands. Hundreds of thousands. Countless men arrayed themselves against the People's army, an army that staggered the imagination. Rumors of the great cities of the Ymaryn had long since been known far and wide, but none had ever thought much beyond what kind of wealth that would imply they possessed. Now, displayed before the People's forces, was the true might of the Ymaryn. An army out of legend, led by a brilliant commander, supplied by the wealthiest lands of the known world.

The war abruptly changed from that point on. Slowly, steadily, Alyxunmyn drove the People's army out of their Ymaryn lands. While he still could not match the peerless speed of the People, he made due with massive numbers of men, each perfectly placed to prevent ambush, while each group was numerous enough to be a serious threat to any force that could be deployed against them.

While the People may have been able to pick their battlefield at will, when almost all the battlefields would cause severe injury, that mattered far less than it might have otherwise.

Still, the king was well versed in the ways of war as well. Where others may have been frustrated by the slow yet inevitable advance of the Ymaryn, the king knew better. He danced his forces around the lumbering Ymaryn, careful to never fully commit, even as he looked for a way to strike at their supply lines. While there was little chance of actually defeating this horde in open battle, the enemy was so numerous that they relied heavily upon their supplies coming in a constant, uninterrupted flow.

Time passed, and the fighting devolved into a stalemate. Occasionally the king would have to act to save one of his lieutenants from a well-placed trap, but despite the enemy's cunning, they were too slow to ever crush the People's forces.

So when word came that the king's brother-in-law had once again been caught in a trap, the king merely sighed and rode forth to rescue him.

All according to Alyxunmyn's plan.

As usual, the king led the full might of the People's army against the trap. They soon enough reached the beleaguered forces the Ymaryn had been trying to trap. Even as they began to ready themselves to ride from the trap, the king knew that something had gone wrong.

The appearance of their elite Red Banner with thirty-thousand crossbowmen in front of them served to reinforce that.

As did the appearance of their elite Dragon Banner and the full force of their cavalry behind them.

Though what finally nailed it down was the appearance of the Dragon General himself at the ridge to the north.



"You are surrounded! There is no hope for escape! Throw down your arms and abandon your horses, and your king may ride out to return with those you have stolen from us so that you may walk away from here alive," Alyxunmyn's iron-lunged majrodomo Horllyxyn boomed out, his amazingly loud voice carrying out for all to hear.

The resultant discussion was brief. There truly was only one answer to this.

The king signaled his defiance, and prepared his men to ride. Many would die this day, he knew, but some would not.

Sadly, it all too soon became clear that the Dragon General was far more brilliant than any of the People had thought as he gave a signal. Trumpets blared from behind him.

The sound of over a hundred thousand crossbows firing over the ridge was terrible, the sound of a wailing god lamenting the death that came upon the People's warriors.

Only a broken few would survive this day, captured by the Ymaryn. From this day on, tales would spread of the foolish Fotharmin, the man who sought to defy an Empire, and who lost everything because of it.



A.N. Yeah, so, picking the LITERAL STRONGEST EMPIRE IN THE KNOWN WORLD to fight when you had no clue what their max military capabilities were might have been a bad idea, yeah? It wasn't helped by them spawning a Genius martial, then rolling 2 nat 100s in their fight against you.

Mods have been called and are on standby. Keep it calm, you guys aren't actually dead yet. The Ymaryn are empire builders, not conquerors, so you'll survive.

Rom said:
Ok, time to read about how we crush the greatest empire in the world!

...

Oh god, why?
ExoNihilo said:
*Checks front page first before reading*

Martial 0
LC 0

WTF

*reads*

WTF
Netherlands said:
...They rolled ALEXANDER THE FUCKING GREAT?! WHY?! WHY NOW?!
SivTic said:
Dice confirmed to hate us. First that political disaster that forced us to fight the Ymayrn (nice going there guys. Yeah, fighting THE Empire is a great idea, what could possibly go wrong, amirite?), and now the Ymaryn pull some bullshit rolls that let them summon the greatest military mind to dominate us.

Oh, and let's not forget their ability to summon 100,000+ men to fight us. And said fight is taking place at the very edge of their empire, while nomads are also attacking their north.

Yeah, I'm pretty bitter that a lot of the idiot planners here pushed us into this war. Considering this result, I feel pretty justified in my bitterness too.
SeptMagi said:
Ok, let's stay calm guys. We know that AF said that the Ymaryn aren't conquerors, so it's possible that they will just demand tribute or something. The civil war that's going to result is going to suck, but we can survive this.
Sea-san said:
It's not just civil war. We used Summon Nomad Horde against the Ymaryn, remember? Now that we've been pushed into Martial 0 territory, guess what happens when that horde realizes that the Ymaryn are a tough bunch, and that we suddenly aren't?
isgreat said:
ONI said:
...tfw you hope that the people who just wiped out your army are actually going to invade you and turn you into their vassals.
Veekster said:
Huh. That was a thing.

@Academia Fruitbasket, this makes no sense. How did their Alexander manage to hide 100,000 men behind a ridge? We have LC for days, we should have been able to scout as much as we wanted. Not to mention how insane it is that they were able to hide 100,000 men at all. That many men moving is hard to miss, after all.
Kitino said:
Dragon General confirmed as Creed.
Academia Fruitbasket said:
Veekster said:
@Academia Fruitbasket, this makes no sense. How did their Alexander manage to hide 100,000 men behind a ridge? We have LC for days, we should have been able to scout as much as we wanted.
This massacre has been a plan in the works for years. Your king got tricked into thinking he figured out the reaction times and abilities of the Ymaryn forces, but Alyx had been deliberately having his forces go slow when you watched, while he used a lot of the previous battles to train his men to move faster. He also made it so your king was certain that he knew what kind of opening were actually opening, and which ones were traps.

The problem, of course, is that all the openings were traps, and he was just letting you think you had a chance. A comparatively few loses over the past few years, all to make this one moment happen. This was a true masterstroke of war, something that you'll only ever hear about once in a millenia.

This guy is already being named the Avatar of War by the Ymaryn priests, and the title Dragon General has only been given to a few other people before. The first Dragon General managed to take down 2 other major powers, and then stalemated Not!Egypt in less than a turn. The final battle of that war is still one of the most famous in the world.

Ymaryn don't give that title to any random schmuck. At least for now, it's very much an important title that comes about very rarely. Though you were probably screwed the minute you decided to attack, honestly. This just sealed the deal.
Kitino said:
Dragon General confirmed as Creed.
This was pretty much my reaction to the rolls.
AdmiralThrawn said:
Oh. Whelp. I don't even...
Pikachu1996 said:
So, bright side of getting conquered is that we have this guy on our side! Plus, you know, we can finally get that trade deal for the Salt Road that we all wanted.
AccidentalZephyr said:
Even better, by the time the next chapter rolls around, we'll be able to use the thread's salt output to pave the entire length of the road in salt. :V
 
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A King's Thoughts on a Hero
A King's Thoughts on a Hero

Besides the slight sigh, you had to admit Alyxunmyn hid his frustration well. You would not blame him for a larger reaction to the news you had shared with him.

The two of you sat within a small room in the Royal Library, set aside for the King and his Heir to discuss accounting matters with a degree of privacy, while still allowing you to call for the clerks to fetch the accounts as needed.

"All the clerks agree on the numbers. We truly cannot afford to support the levies, not unless we are willing to allow a significant amount of people to die of starvation." You shrug helplessly as Alyxunmyn sighs again.

He frowns as he looks over another sheet. "This... an expansion to the Great Hall? Surely that can be put off..." He trails off as you shake your head.

"Sadly, several major families have become quite insistent on it. They've been advocating for government reform for several generations now, and they are absolutely certain that the palace must be updated to allow for their plans. They've managed to rally most of the Patrician families to them over the years, and if I were to try to circumvent them to give you the resources you need, I fear that they would take matters into their own hands." Your own frustration was evident in your words. Had your predecessors finished the damn palace before the war began, you could have had a golden opportunity to finally crush the Highlanders. Instead, you would have to become yet another king who put off the problem.

You almost had to wonder at times if Crow thought the whole situation to be funny. It was getting a bit absurd how many times the histories had said the Highlanders had been saved by inconvenient timing.

"Those damned fools," Alyxunmyn grumbled under his breath. You gave him a sympathetic nod.

"You better prepare to deal with those fools then," You smirk, "Their reforms are already somewhat underway. I do see why they think it's necessary, and their suggestions will help streamline rule. Eventually. Unluckily for you, you will be the one that has to deal with the fallout of their reforms. I, thankfully, will likely be safely in my grave by the time they manage to formally submit their plans." Alyxunmyn gives you a good-natured groan, though you expect there was some real dread in there.

Both of you fell silent for a time, the flipping of pages the only sound that filled the room for some time. Even as you read through the accounts (Oh Crow, why did the guilds want that many mills?!), a part of your mind had time to consider your heir.

From what you had come to know of the man, he was serious in his loyalty to the People. He lived and breathed duty in much the same way he did war. He was, you had to admit, a more talented King than you were, in almost every way. His absurd charisma had been well honed on the battlefield, and his ability to manage the legions of clerks was just as impressive.

His martial abilities, well, there was no need to even try to compare them.

From what you had seen of the man, he would be excellent at the job. He would hate every minute of it, of course, but most of the historical accounts of the great Kings of the past mentioned that to not be uncommon. Yshuyn the Great had even been said to have thought that a virtue in a ruler.

Still, you could not help but pity the man. He would go on to do great things, you knew that for a fact, but it's likely he would chafe under the restraints of the crown as well.

You could only hope that he would enjoy the last of his time free from the burden of rule. War may be harsh, but it was a place that Alyxunmyn would be able to feel free for a bit longer. In some ways, you knew, not being able to give the man his final victory, his final grand completion of duty, would be the biggest regret of your life.

Note: Was reading some chapters on Yshuyn again, and I have to find it funny that one of the chapters was named 'Not Alexander'. Which then led to me wondering what our current king thought about the guy, which led to this.
 
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Rumbling Omens
[X][Marriage] From one of the Forhuch tribes to secure their loyalty
[X][Main] Restore Order
[X][Secondary] Enforce Justice
[X][Secondary] Dam
[X][Secondary] Dam x2
[X][Secondary] Switch Policy – Offensive
[X][Secondary] Hunt Troublemakers
[X][Secondary] Palace Annex - Grand Hall
[X][Guild] Build Mills
[X][Guild] Build Mills x2
[X][Guild Secondary] Build Mills

Provinces – [Main] War Mission – Highlanders x3, [Sec] War Mission - Highlanders
Policies – Redshore Ironworks (9/9), Redhills Colossal Walls (4/9)
FC – Redshore Holy Sea Temple (3/3), Redhills Colossal Walls (5/9), Valleyguard Colossal Walls (3/9)

Western Wall – [Main] Plant Cash Crops - Textiles, [Sec] Build Roads
Greenshore – [Main] Plant Cash Crops – Luxuries (Spices), [Main] Expand Forest
Tinriver – [Main] New Settlement, [Sec] Build Wall
Amber Road – [Main] Sailing Mission – Far North
Heaven's Hawk – [Sec] Repair Damage, [Sec] Expand Econ
Memory of Spirits – [Sec] Expand Econ, [Sec] Black Soil
Txolla – [Main] War Mission – Highlanders x2
Thunder Horse – [Main] Expand Econ, [Sec] Build Roads, [Sec] Repair Damage
Forhuch – [Main] Trade Mission – Salt Sea, [Sec] Expand Econ

Religious Settlement – Plant Cash Crops - Textiles

The current king in Valleyhome sent a very nice message to the Storm Ymaryn that boiled down to "While we remain interested in your offer, in order to better secure the loyalty of the Forhuch tribes we shall marry our heir to one of their 'princesses' first," which was mostly received as the sort of thing one did, as a pleasant reply of "We understand and the offer remains open" was sent back, even if there were obvious and subtle undertones over being disappointed at not being first. The king then left his subordinates to figure out the optimal match for Alyxunmyn while he oversaw the rather complicated task of bringing back the levies while still leaving Alyxunmyn enough warriors to secure victory over the Highlanders while simultaneously also keeping the economy from falling apart. A big part of that last bit was to untangle the mess of corruption and nonsense that had resulted from so many years of everything being focused towards war. You could hide a lot of "lost" materials under the shield of it having already been sent to the front or diverted to some essential group.

However, the push to break up some of the more malicious issues also brought to light a number of other secondary concerns. Had the king not been on the lookout for troublemakers via more subtle means he probably would have completely failed to notice that some of the upticks in crime were being driven by men who had been levied returning home after years away, their lives essentially gone due to their absence. He would have just seen that the criminals were being punished appropriately, instead of getting reports from various contacts about the actual personal details. There were all sorts of young men who had been senior apprentices in non-essential trades who had left for a decade, coming back to discover that essential skills had rotted on campaign and men who were younger than them were now above them in the guilds. There was a tremendous amount of anger, resentment, and despair - and all of these men had just spent years under the banner of 'violence solves problems'.

Had he not had these reports, the king might have simply decided to hit all these new problems with the same hammers he had before, but he felt a degree of disquiet towards that prospect. While those who broke the King's Peace needed to be punished, it seemed distinctly unjust for the king to destroy someone's life and then expect them to just put all the pieces back together like nothing had happened, and then to hit them again when the task was beyond their skill set. Sometimes the needs of the kingdom as a whole came before the needs of individuals, but the whole reason that they were being sent home was because the kingdom's need for them to give everything had passed! Were they not entitled to compensation for their service? Some would contend that they had already been paid, that they should be honoured to have been called up to serve, but flipping it around the king wondered if those who were complaining about such sentiments should not be honoured to pay this compensation? Especially if helping these men reintegrate staved off trouble in the future.

Choose up to three options
[] [Demob] Pay a bonus to all of those who are returning (-10 Wealth)
[] [Demob] Support the priests to attend to the spiritual needs of these men (-3 Wealth, -8 Mysticism)
[] [Demob] Provide additional entertainment (Sec Build Theater)
[] [Demob] Provide additional avenues for exercise (Sec Build Gymnasium)
[] [Demob] Provide additional low skill employment (Sec Efficient Charcoal Kilns)
[] [Demob] Assist in getting peaceful work (Sec Retraining)
[] [Demob] None

One of the hardest hit areas was the mines as well. Freehills and the Storm Ymaryn had been providing so much cheap iron ore that it was making it hard for the mines to compete, and the war had meant that expensive mines had had their miners drawn off to serve in the levies. A few higher grade mines had continued to run since their ore was of high enough quality to remain competitive, but many of the more marginal ones were in trouble. While some of the traders suggested just relying on their neighbours for the ore, the priests pointed out in annoyance that the ore was so cheap because it was mined by slaves. The miners guilds pointed out that relying on trade that could be disrupted seemed foolish, while also grumbling that half the reason the mines were suffering was because the priests had made everything cost more with their bickering changing how half-exiles were used and paid. There were all sorts of proposals over how to fix the issues, from just letting the mines fail to providing them extra funding to keep going even when it wasn't really worth it.

How to deal with the noncompetitive mines?
[] [Mines] Let the weak mines fail in the face of foreign competition
[] [Mines] Loosen skill and safety requirements
[] [Mines] Tax foreign ores to make local sources more competitive
[] [Mines] Tax foreign ores sourced from slave labour
[] [Mines] Provide subsidies to the mines to keep going (Starts at -2 Wealth/turn, can fluctuate)

With the king considering all of this, news began to come up from the south. As expected, Alyxunmyn had run over the Highlanders. In some ways it had been easier than ever before, in that they had sought out a direct confrontation, but in other ways they were absolutely deranged about the effort they put into battle, making it harder. By the second year of the seasonally interrupted fighting Alyxunmyn had met their king in battle and found the Highlanders wanting, but the Highlanders apparently had something like the election system of the People for their kings, only the only voters were the priests. Considering the Freehills not the oddest system, but it did mean that the loss wasn't as devastating as it could be.

Especially with the developments in the west.

While in the east in the open battles that were possible in the lowlands when the ground wasn't mud made campaigning easy, in the west everything was extremely linear and there was really no way to bring any tactics against the fortification other than the slow grind of a siege. While the two banner companies most suited to the task had been deployed and had smashed all breakout attempts in their infancy, they had not made major gains against the numerous layers of defenses in the narrow passes. And then The Earthquake hit.

The land trembled from time to time in the Hatvalley region, and in some other areas in ways that were usually related or believed related to either mining or terrace farming, but in the third year after the war started against the Highlanders there was an absolutely massive earthquake in the Hatvalley region. Entire villages had their farms cascade fail and wash them into the river valley, which soon became choked with debris, altering its course somewhat and causing flooding in regions already damaged by buildings and hills collapsing. This had obvious negative effects on the ability to keep the warriors in the west supplied, as well as causing general demoralization and probably granting comfort to the Highlanders that the gods supported them there. Given the damage, there were many who were calling that the king should call a general end to the fighting in the south: the Highlanders had been kicked out of the lands of the Harmurri, and that should be enough to satisfy all bonds of friendship and honour. Still, there were some calls to keep fighting to kick the Highlanders out of the lowlands entirely, or to go even further and do to them what had been done to the Forhuch, to keep this sort of thing from happening again in a few generations.

However, there was also another issue to consider: it sounded like the Freehills were in trouble. Somehow they had managed to push what was possible with King's Iron even further with a dazzling display of new, long, curved swords at the artisan games that left everyone shocked, but it sounded like it had not been enough and they had been pushed back out of Tin Tribe territory by an aggressive campaign, and this had signaled to the Saffron Islanders that they were in a position of weakness. While it was ambiguous what exactly was going on, it sounded like they might either need help or be really interested in hiring a banner company or two in the near future. Thus disengaging from the Highlanders now, while there were major advantages to not being at war in the near future, had more appeal than just a desire to be free from war.

What to do about the war?
[] [War] Be content with recovering Harmurri territory (+1 Stability, +2 Prestige)
[] [War] Press for reparations (-2 Diplo, +4 Wealth & +4 Prestige if accepted)
[] [War] Kick the Highlanders out of the lowlands (Keep fighting, call for peace if capture all lowland territory)
[] [War] Go as far as you can (Keep fighting)

Crisis reaction
[] [React] Send immediate aid to the Hatvalley region (-3 Econ, -1 Tech, +5 EE, mines repaired, ???)
[] [React] Find out what is going on with the Freehills (Sec Diplomatic Mission, can send immediate aid or banner companies if not at war)
[] [React] Repair supply lines (Sec Build Roads, if still fighting the Highlanders the western theater fights at full power)
[] [React] Dedicate a new temple to appease the gods (Sec Build Temple in region, ???)
 
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Parliamentary Reform
[X][Demob] Assist in getting peaceful work (Sec Retraining)
[X][Demob] Support the priests to attend to the spiritual needs of these men (-3 Wealth, -8 Mysticism)
[X][Demob] Provide additional avenues for exercise (Sec Build Gymnasium)
[X][Mines] Provide subsidies to the mines to keep going (Starts at -2 Wealth/turn, can fluctuate)
[X][War] Kick the Highlanders out of the lowlands (Keep fighting, call for peace if capture all lowland territory)
[X][React] Repair supply lines (Sec Build Roads, if still fighting the Highlanders the western theater fights at full power)

For the first time in a generation, the People were at peace. Alyxunmyn had finished driving the enemy from the lowlands outside of their fortified positions, and then he had proceeded to bottle them up in their fortifications and bring forth the rams and ladders, all reinforced with the massive amounts of iron that only the People could provide. While launching attacks into the actual highlands had gone poorly for all involved, it had only taken a few seasons of siege with all support from their home territory to either force surrender or were taken out in a storm of assault. Given the situation on the ground, even if they were holding out in their passes it soon became clear that, no matter what else happened they would be unable to seize control of the lowlands again for the generation. As such they rapidly sued for peace, offering up a considerable indemnity to both the People and the Harmurri, which the People eagerly snapped up.

What to do with the new territory gained?
[] [War] Incorporate (New province, +10 Econ, +10 EE, -1 Centralization, +3 Max Interconnectivity, +1 Yeoman Action)
[] [War] Turn it into a march (-5 Martial, new march)
[] [War] Release the population back to its own devices (Frees territory, ???)

As such Alyxunmyn returned to Valleyhome in triumph, to cheering crowds celebrating his conquests. He also returned to a coronation. The last king had reached the age where an honourable retirement due to infirmity was now a reasonable enough thing to do, and with the latest renovations to the palace wrapping up it seemed a good time to crown Alyxunmyn king. Of course, the renovations had also turned the secondary meeting hall into a massive chamber where the patricians met to hash out deals and handled various disputes that needed vetting before they could go to the king, and the renovations had reflected this, with plenty of room for seating and places to make grand speeches. It seemed that they wanted more of a voice in how things were run, but this also meant that they could handle a lot more volume of work without the king ever needing to get involved. It was useful in some ways, but had the potential to be an issue in others.

Government Upgrade!

Late Classical Parliamentary Monarchy (Elective)
A king holds chief executive power, but significant power is held by a legislative body of elite families, representing various factions for their own ends.
Upper Centralization Limit: Medium (5)
Lower Centralization Limit: Neutral-Low (-3)
Admin Strain Free Provinces: 16
Penalty Accumulation: -1 Centralization Tolerance/2 Provinces
Possible Economic Systems: Mandala, Manorial, Classical Mercantile, Guild Mercantile
Heroic King: Rare
Idiot King: Very Rare
Regency: N/A
Player Actions: 4 Secondary +1 Secondary/Non-Free True City
Province Actions: (Provinces+Governor's Palaces)/2 Secondary, Half to King's Policy, Half to Faction Control (Rounds to King)
Admin-Free True Cities: Capital +1/3 Governor's Palace
Subordinates: 2 + Prestige/10
Special: Every Free City Level produces +1 Culture/turn

Guild Mercantile
The artisans supply the warriors and nobility with all the things they need to do their jobs, so the rest of the economy should be geared to supply them with what they need to produce those goods.
Extra Actions: +1 Guild/Free City
Temp Econ Damage: Event + 1 - Centralization/3
Wealth Generation: Leading/2
Passive Policies: 1 + 2/3 Provinces (Half to king, half to factions, rounds to king)
Special: Penalties for over-centralization doubled
Special: Low Wealth can generate Stability loss
Patricians (14) – Actions: Level 2 GP/2 = 0
Guild (16) – Actions: Level 2 IW/2 + 3 Econ = 3
Traders (8) – Actions: Level 2 Harb/2 = 0
Yeomen (6{20}) – Actions: Provinces/3 – Cities = 2
Priests (6) – Actions: Level 2 Temple/2 + 1 Religion = 2
Urban Poor (6) – Actions: Level 2 BH/2 = 0
4 Province Actions: 2 Patricians, 1 Trader, 1 Urban Poor
7 Province Policies: 2 Patricians, 1 Trader, 1 Urban Poor, 2 Yeomen, 1 Guild

Faction Policies: Admin Infrastructure x2, Trader Infrastructure x2, City Support x1, Forestry x2

Patricians (14) – Mood: Upset. Desire: Main Distribute Land. Power: Add or subtract their faction power from factions they are supporting/opposing. Objective: 0/4 Main Distribute Land actions within turns 3 Failure: Civil War [Unsuppressible][Suppressible]
Guild (16) - Mood: Irritated. Desire: Redshore Harbour. Power: Quarter faction power added to Max Wealth. Objective: Have a level 4 Ironworks within 3 turns. Failure: Economic Shutdown [Unsuppressible][Suppressible]
Traders (8) - Mood: Pleased. Desire: Main Build Warships. Power: Add or subtract faction power modifier to all innovation rolls. Objective: Have Naval power 3 or above within 1 turns. Success: +1 Naval
Yeomen (6 {20})- Mood: Excited. Desire: Expand Forest. Power: Adds half faction power to secondary Martial Objective: Have 40 Sustainable Forest within 2 turns. Success: +1 Sustainable Forest. Failure: -5 Wealth
Priests (6)- Mood: Frazzled. Desire: Temple action. Power: Adds half faction power to RA. Objective: Perform 2/4 priest actions within 2 turn. Success: New Level 1 Temple. Failure: -1 Stability
Urban Poor (6) - Mood: Tired. Desire: Support Faction (Urban Poor). Power: +1 Max Legitimacy every 6 full power. Objective: Have 5 or more Free Cities within 1 turns. Success: New Social Value slot
These counters iterate at the next midturn. The numbers in brackets indicate the general faction strength.

You will have 5 Secondary Actions going forward. You can put up to 4 on Repeat, in which case they will be at Main strength for Main cost (or double Sec if there is no Main version). Megaprojects in progress are applicable for being Repeated actions. AN: For the future, it will cost a Main action to start a Megaproject, but you can also use an Adjust Faction Actions project to set up a repeating action. This is the equivalent of spending two Main actions on the project the first turn for two Main actions worth, and then it will sustain itself on one Secondary action committed until it completes. If started and not put on repeat the first turn, it can be put on repeat later via the assignment action.
Choose up to four actions to [Repeat], using the None option to make clear what you don't want put on repeat


The Guilds have 3 actions at Main strength when they use them. You can take direct control of them and they will be at Sec strength. If you take control of two or more of their actions they will gain 1 power a turn as long as the action is held. You can also put as many of their available actions on repeat as you wish, gaining the power of a Main strength action at the price of a Secondary (or a double Secondary at half price), with one exception. Expand Econ costs are always at the Main or Double Sec value. Actions on repeat grant their faction +1 power/turn on repeat.

Guild Actions
[] [Guild] Take control of no actions
[] [Guild] 1 action
[] [Guild] 2 actions (+1 faction power/turn)
[] [Guild] 3 actions (+1 faction power/turn)

Choose up to three actions to [Guild Repeat], using the None option to make clear what you don't want put on repeat. The [Guild] tag will take precedent over the [Guild Repeat] tag, so if Guild actions are taken control of then excess [Guild Repeat] actions will be eliminated

The Yeomen have 2 actions at Main strength when they use them. You can take direct control of them and they will be at Sec strength. If you take control of any of their actions they will gain 1 power a turn as long as the action is held. You can also put as many of their available actions on repeat as you wish, gaining the power of a Main strength action at the price of a Secondary (or a double Secondary at half price), with one exception. Expand Econ costs are always at the Main or Double Sec value. Actions on repeat grant their faction +1 power/turn on repeat.

Yeomen Actions
[] [Yeomen] Take control of no actions
[] [Yeomen] 1 action (+1 faction power/turn)
[] [Yeomen] 2 actions (+1 faction power/turn)

Choose up to three actions to [Yeomen Repeat], using the None option to make clear what you don't want put on repeat. The [Yeomen] tag will take precedent over the [Guild Repeat] tag, so if Guild actions are taken control of then excess [Yeomen Repeat] actions will be eliminated

The Priests have 2 actions at Main strength when they use them. You can take direct control of them and they will be at Sec strength. If you take control of any of their actions they will gain 1 power a turn as long as the action is held. You can also put as many of their available actions on repeat as you wish, gaining the power of a Main strength action at the price of a Secondary (or a double Secondary at half price), with one exception. Expand Econ costs are always at the Main or Double Sec value. Actions on repeat grant their faction +1 power/turn on repeat.

Priest Actions
[] [Priest] Take control of no actions
[] [Priest] 1 action (+1 faction power/turn)
[] [Priest] 2 actions (+1 faction power/turn)

Choose up to three actions to [Yeomen Repeat], using the None option to make clear what you don't want put on repeat. The [Yeomen] tag will take precedent over the [Guild Repeat] tag, so if Guild actions are taken control of then excess [Yeomen Repeat] actions will be eliminated

You are no longer at war, and with all of the other bureaucratic shuffling going on you get a free Policy change. Do be aware that it sounds like the Freehills are embroiled in a major fight and may need your assistance in the near-ish future, so switching off Offensive is not necessarily an automatic good. Select your choice from the Active Policies as [Active Policy].

You may also freely change around your Passive Policies using the [PP] take. You have 7 Passive Policies to choose from currently.


Adjust Faction Actions – Modify the balance of control between the king and the factions
*S: Up to two of the following: take control of a faction action, release a controlled faction action, assign an action to repeat, or de-assign a repeating action. If assigning an action this also consumes a Secondary action this turn which is immediately used on repeat, while if de-assigning the action it frees up a secondary action this turn.

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, -4 Wealth, +3 Culture, +1 Prestige, potential innovations x2
*M: -1 Econ, -8 Wealth, +5 Culture, +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, -2 Wealth, -1 Tech, +2 Martial, +1 Culture
*M: -2 Econ, -8 Wealth, -1 Tech, +5 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, -1 Tech, +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, -4 Tech, 1 Sustainable Forest used, +3 Wealth, +3 Culture, chance of new innovations x2
*M: -3 Econ, -5 Tech, 2 Sustainable Forest used, +3 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: -2 Wealth, -2 Culture, -1 Tech, +2 Bonus to Games rolls per turn, +1 non-primary Martial tolerance
*M: -4 Wealth, -3 Culture, -1 Tech, +5 Bonus to Games rolls per turn, +1 non-primary Martial tolerance

Build Mills - By harnessing the power of flowing water or blowing air, work can be done, freeing up considerable amounts of labour and also allowing for unfeasible actions to become feasible, especially in flat and dry regions.
*S: -4 Wealth, -3 Tech, +4 Econ, potential for innovation x2
*M: -6 Wealth, -3 Tech, +6 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: 8)
* S: -1 Econ, -2 Wealth, -2 Tech, +1 Centralization, +1 Diplo, other effects
* M: -3 Econ, -2 Wealth, -3 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 Wealth, -1 Culture, -1 Tech, +4 Culture end of turn, other effects
*M: -2 Wealth, -1 Culture, -1 Tech, +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
Connection - Builds watchtowers, palaces, harbours and roads
Expansion - Builds new settlements and roads
Industrial Infrastructure – Surveys, builds mines, and builds manufacturing facilities
Knowledge and Spirituality - Builds temples, libraries, and academies
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 study actions and patronage
Restoration - Takes stability improving actions
Rural Infrastructure – Builds forests, roads, and salterns
Sea Control – Builds harbours and warships, sends out sailing missions
Trade - Sends out trade missions, produce art and luxuries
Urban Infrastructure – Urban extended projects

*S: Change up to two Passive Policies (6/6) to one of the available ones listed below
Agriculture (+5 Econ, -5 Econ Expansion, -2 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 (6 Econ cost for True Cities offset each turn, -2 Tech) x1
Expansion (So long as there is land to expand into, +2 Econ Expansion/turn, reduces threshold to produce new provinces the longer active)
Innovation (Extra 2.5 innovation rolls each turn, -1 Wealth, -1 Tech)
Administrative Infrastructure (+2 Free Progress to an infrastructure project (harbour, governor palace, colossal wall, academy)/turn)
Spiritual Infrastructure (+1 Free Progress to an infrastructure project (Temple, observatory, library, academy)/turn)
Hygiene Infrastructure (+2 Free Progress to an infrastructure project (Aqueduct, bath houses, salterns)/turn)x4
Trade Infrastructure (+1 Free Progress to an infrastructure project (markets, harbours, salterns)/turn)
Urban Infrastructure (+1 Free Progress to an infrastructure project (Aqueduct, bath houses, block housing, harbour, ironworks, marketplace, academy)/turn)
Defence (+1 wall progress/turn) x1
Special: Forestry (+1 Sustainable Forest and -1 Tech & Econ Expansion/turn)
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: -2 Wealth, -3 Diplo, +1 Intrigue
M: -4 Wealth, -4 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 Tech, -2 Sustainable Forest used
*M: -2 Econ, -2 Wealth, -2 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: +7 Econ, -3 Tech, -7 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: -3 Econ, -2 Econ Expansion, -1 Tech, grows forest, +2 Econ next turn if in settled territory and controlled, potential discoveries, +1 Sustainable Forest
* M: -4 Econ, -4 Econ Expansion, -1 Tech, grows forest, +4 Econ next turn if in settled and controlled territory, improved odds of success, other effects, +2 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: 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: 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, -2 Wealth, -2 Diplo, 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, -4 Wealth, -3 Tech, 1 sustainable forest used, certain projects boosted, other effects
*M: -2 Econ, -6 Wealth, -4 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, -2 Wealth, +1 Stability, +1 Culture, chance for additional effects
* M: -2 Econ, -2 Wealth, +1 Stability, +3 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, -3 Diplo, -3 Wealth, begins an intrigue event in target location
*S: -2 Intrigue, -4 Diplo, -5 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, -4 Wealth, -2 Martial; +1 Naval, additional effects
*M: -3 Econ, -8 Wealth, -3 Martial; +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, -3 Econ Expansion, -1 Tech, +1 Mysticism, +5 Wealth
*M: -3 Econ, -4 Econ Expansion, -1 Tech, +1 Mysticism, +9 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, -5 Econ Expansion, -1 Tech, +8 Wealth, +1 Diplo with boats, +1 Econ next turn other effects
*M: -5 Econ, -6 Econ Expansion, -1 Tech, +9 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, -2 Econ Expansion, -1 Tech, +4 Wealth, +2 Culture, other effects
*M: -5 Econ, -3 Econ Expansion, -1 Tech, +8 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, -4 Wealth, -1 Tech, +5 Martial, +1 Culture, potential additional effects
*M: -3 Econ, -8 Wealth, -1 Tech, +9 Martial, +2 Culture, potential additional effects
*2M: -4 Econ, -8 Wealth, -1 Tech, +2 Culture, founds Martial 10 Mercenary Company

Recruit Nomads – While some think that the best use of steppe nomads is as arrow catchers, others are of the opinion that this function would be better served fighting for you
*S: -6 Diplo, -4 Wealth, -1 Stability, +2 Martial, +1 Light Cavalry, other effects
*M: -12 Diplo, -6 Wealth, -1 Stability, +4 Martial, +2 Light Cavalry, other effects

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, -4 Wealth, potential new discoveries x2
*M: -4 Mysticism, -6 Wealth, -1 Econ, 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, -2 Wealth, -2 Mysticism, -1 Tech, potential new discoveries x2
*M: -1 Econ, -2 Wealth, -5 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, -2 Wealth, -1 Mysticism, small chance of new insights x2
* M: -1 Econ, -4 Wealth, -1 Mysticism, -1 Tech, 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: -1 Wealth, -1 Tech, +2 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, -2 Wealth, +2 Tech, +1 Culture, potential innovations x2
*M: -1 Econ, -8 Wealth, +4 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, -10 Wealth, -1 Tech, +5 Martial, +1 Light Cavalry, +2 Culture, other effects
*M: -4 Econ, -4 Mysticism, -12 Wealth, -1 Tech, +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, +2 Faction Power, +1 Time to current quest

Suppress Faction - Use influence to curb the power of a faction.
S: -2 Stability, -5 Culture, -2 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
* 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), Horse Valley (0/3)
Saltern [Guilds][Yeomen] - Northshore Saltern Expansion (3/3), Southshore Saltern Expansion (3/3), Gulshore Saltern Expansion (0/3), Bleeding Cliffs Saltern (0/3), Hatshore Saltern (0/3), Yellowshore 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 4 Wealth, 3 Culture, and 1 Tech 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), Level 3: Redshore (0/6)
Bath [Urban] - Any city with an aqueduct may have a bath. Each {S} committed consumes 4 Wealth and 5 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 (0/9), 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 (6/6), Blackmouth (2/3), 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 (5/9), Valleyhome (0/9), Sacred Forest (0/9), Blackmouth (0/9), Stallionpen (0/9), Valleyguard (3/9)
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
Harbour [Guilds] [Traders] – These sophisticated sea transport hubs allow for the efficient mass loading and unloading of ships. Each {S} Costs 3 Econ and 3 Tech for 3 progress. At level 1 Harbours grant +1 Interconnectivity, +2 Max Interconnectivity, and allow for +1 Block Housing Level. Redshore (0/3), Blackmouth (0/3), Hatmouth (0/3), Yellowshore (0/3)
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 (9/9), 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 4 Wealth, 3 Culture, and 1 Tech for 3 progress. Redshore (0/9), Redhills (0/3), Valleyhome (3/3), Sacred Forest (0/3), Blackmouth (3/3), 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 (16/19)
-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

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 [Yeomen] - 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)
Classical Law – As your society becomes more complex, perhaps it is time to look back over the old laws and clean them up a bit? (5-8? Action commitment, -4 Mysticism & Culture 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? (4/6-8? action commitment, -2 Econ & -2 Tech per action)
Great Library [Priests] - 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 [Yeomen] - 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.

AN: I will update the front page later tonight or tomorrow morning, but I am unfortunately rather busy at the moment. There shouldn't be any major surprises in store, costs were all as expected and you got paid for running over the Highlanders in the lowlands. Also, blaugh on it being a super mechanics heavy update with little fluff, but this just sort of needed to get out of the way
 
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Dragon King at Nest
[X][War] Turn it into a march (-5 Martial, new march)
[X][Repeat] None x3
[X][Repeat] Expand Forest
[X][Guild] 1 action
[X][Guild Repeat] None x2
[X][Yeomen] Take control of no actions
[X][Yeomen Repeat] None x2
[X][Priest] Take control of no actions
[X][Priest Repeat] None x2
[X][Active Policy] Megaproject Support
[X][PP] No further changes x5
[X][PP] Change City Support -> Vassal Support
[X][PP] Change Defense -> Forestry

The initial session of parliament took quite some time to get everything squared away as various arguments over responsibilities and control were hashed out. As it was, the various patrician families representing a wide variety of factions and cliques took on the majority of the responsibility for making sure that the kingdom actually ran, while Alyxunmyn retained all the traditional rights of warmaking and the like while surrendering some of the direct edict powers traditional for kings. Still, the Dragon King retained some of his claws, and retained significant veto power. 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. They had brought forth an alternate proposal to set aside more land for forestry, which was mostly acceptable to most of the factions in the assembly as a compromise position. There were however many urban families who were more than a little annoyed, as the forests were perceived as receiving almost inordinate attention anyway. A few did acknowledge that with some plans to make more warships would require more wood eventually, as wood the need for charcoal.

Actually, speaking of charcoal, there was a minority opinion that increased cement production for use in the dam would be of use. Inquiring about the general disposition of that project, Alyxunmyn found that its budget had been left in a minimal state for the war. Seasonal work was being done to keep water out of the holes that had already been dug, and stone was being worked on, but things had slowed to a crawl for the duration of the fighting. It wasn't the most popular of proposals, but most agreed that getting the dam completed quickly would be of benefit to all, and increasing cement production would help there and in other places.

Which Proposal to Accept?
[] [Parl] Fair Land Allocation Act (Main Distribute Land, Patricians and Yeomen approve)
[] [Parl] Dryad Housing Act (Main Expand Forest, Priests +1 Faction Power, Yeoman approve, Patricians disapprove)
[] [Parl] Cement Production Subsidies (Main Increase Cement Production, Patricians disapprove)
[] [Parl] Veto all (-1 Stability, Patricians and Yeomen disapprove, extra reaction action)

Because of his high admin skill, Alyxunmyn gains three Sec reactions instead of one Main. Pick three choices (or four if you veto parliament)
[] [React] Farm (Sec Expand Econ)
[] [React] Settle (Sec New Settlement - Internal Reorg)
[] [React] Promote Industry (Sec Support Artisans)
[] [React] Celebrate (Sec Improve Annual Festival)
[] [React] Brag (Sec Salt Gift)
[] [React] Exercise (Sec Build Gymnasium)
[] [React] Judge (Sec Enforce Justice)
[] [React] Praise the Gods (Sec Build Temple)
[] [React] Contact Harmurri (Sec Diplomatic Mission)
[] [React] Contact Freehills (Sec Diplomatic Mission)

What else have the People been up to in the rural areas?
[] [PSN] Sec Expand Econ (-1 Centralization + Costs)
[] [PSN] Main Expand Econ (-2 Centralization + Costs)
[] [PSN] Sec Plant Cash Crops - Drugs (-1 Centralization + Costs)
[] [PSN] Main Plant Cash Crops - Drugs (-2 Centralization + Costs)
[] [PSN] Sec Plant Cash Crops - Textiles (-1 Centralization + Costs)
[] [PSN] Main Plant Cash Crops - Textiles (-2 Centralization + Costs)
[] [PSN] Sec Expand Forest (-1 Centralization + Costs)
[] [PSN] Main Expand Forest (-2 Centralization + Costs)
[] [PSN] None

Perhaps most interesting though for Alyxunmyn was the changes he was noting in the culture. There had been - still was to a degree - a large amount of resentment towards the elites for the amount of wealth they retained during the war while hundreds of thousands had suffered. Alyxunmyn himself had avoided most of the criticism, and had worked out a long time ago that if you let frustrated people complain and poke fun at you and you brushed it off and smiled along with them, any anger towards you tended to dissipate with amazing alacrity. Perhaps old Yshuyn the Mad had been onto something. In any case the plays that were popular in the cities were frequently either the ones written by that great king, or were clearly inspired by his works. Alyxunmyn made sure to quietly patronize some of the ones he felt would help secure his position among the populace, the ones where he was seen as this distance figure of reverence while remaining humble, the one who could solve your problems if only you could get past the circling cloud of wicked advisors or overcome your timidity to approach one so grand. They were useful stories.

To assuage some of his guilt over his actions in the war, he also quietly propped up a rather unpopular production criticizing how he had deployed his warriors. The anonymous author who had been working with that troupe was clearly someone of some skill and knowledge of the way the troops were deployed, and while that meant that they were almost certainly from another patrician family upset by his ascent, that didn't necessarily mean they were wrong.

Still, many interesting things were afoot.

Lessons were learned in the war. But what?
[] [Lesson] The bindings between superiors and subordinates
[] [Lesson] The bonds between warriors
[] [Lesson] The importance of maintaining training
[] [Lesson] The glory of a good death
[] [Lesson] The importance of skilled commanders at all levels

Gilded Age Diplo Bonus
[] [Diplo] Boost all subordinate loyalty (-15 Diplo)
[] [Diplo] Gain a Diplo Hero (-15 Diplo)
[] [Diplo] Gain a Diplo Genius (-20 Diplo)
[] [Diplo] Alter Subordinate Management (-10 Diplo, -1 Diplo per landed subordinate/turn)
[] [Diplo] Begin Boundary Passage Megaproject in its own action track (-12 Diplo)
[] [Diplo] Materials Tech (-12 Tech)
[] [Diplo] Nothing

Gilded Age Culture Bonus
[] [Culture] Gain a Cultural Hero (-15 Culture)
[] [Culture] Gain a Cultural Genius (-20 Culture)
[] [Culture] Upgrade a random value (-18 Culture)
[] [Culture] Begin Classical Law Megaproject in its own action track (-12 Culture)
[] [Culture] Material Tech (-12 Tech)
[] [Culture] Nothing

Gilded Age Mysticism Bonus
[] [Mystic] Gain a Mystic Hero (-15 Mysticism)
[] [Mystic] Gain a Mystic Genius (-20 Mysticism)
[] [Mystic] Gain a Prophet (-15 Mysticism)
[] [Mystic] Gain a new Spiritual Value slot (-15 Mysticism)
[] [Mystic] Unlock Philosopher Kings for further advancement (-20 Mysticism)
[] [Mystic] Gain a new trait slot for Mylathadysm (-12 Mysticism)
[] [Mystic] Begin Great Library Megaproject in its own action track (-12 Mysticism)
[] [Mystic] Materials Tech (-12 Tech)
[] None

AN: Reminder, you cannot take all three options as None

Of course, not all was well. It sounded like Freehills was having major trouble in all along their western borders, where the People knew little because there had never been much reason to go past the Trelli strait aside from curiosity, and there had always been more important things to do. It sounded like the Tin Tribes opposed to the Freehills were trying to conquer back the foothills around their more mountainous terrain while Saffron Islanders attacked in numbers from the sea. The Freehills hadn't officially asked for help yet - they could be very proud about such things - but they certainly might. In the south the Harmurri were still reeling from nearly being conquered by the Highlanders and were in a major state of flux. Either one of the warrior bands that had been able to resist the Highlanders long enough for the People to show up would unify the Harmurri, or they would implode into a right mess. The Storm Ymaryn were apparently quite content to improve their infrastructure and make money shipping ore to the People, although it sounded like they were sending out more warriors drawn from northern steppe tribes into the south and west of their territory. 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.
 
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Sea Wolves
Figure i'll try my hand at this whole "Negaverse" thing...

Sea Wolves
[X][War] Press deeper into Freehill territory
[X][Colo] Increase taxes on the Western Colonies to sustain the war effort (+5 Econ, + 3 Wealth, chance of loyalty losses, ????)
[X] [React] More Men! (Raise Army)

The messages raced from the Palace, out to the docks of Knossos, and thence on swift courier-boats to all the cities of the Islanders: The war would continue, your forces would drive back the armies of Freehills until your armies were at the gates of the Golden City itself. The streets of Knossos were filled with the sounds of rumbling carts carrying supplies down to waiting warships, of soldiers sparing and carousing, and, constantly, the ring of hammer on anvil as your smiths worked to outfit sailor and warrior alike with blade and spear.

To support this new offensive, messages flow east with the swift khamsin winds, to the fields of the Barbarian Peninsula, and the Gold Coast, and the Great Island, ordering the landlords and mine-masters and slavekeepers of the Western Colonies to send grain and wood and iron. These bounties return on great ships to Malia, Thera, Phaistos, and Great Knossos, where your artisans shape them into ships, and spears and all the panoply of war.

There is some grumbling in among the patriarchs of the colonies, but even these new, more onerous demands don't even hold a candle to the seemingly endless bounty of the West.

So equipped, the warriors launch into their attacks on Freehills with renewed vigor. While still not as heavily armed and armored as the Freehill's heavy infantry, the men of the Isles outnumber then heavily, and you find that their brutally effective formations fare poorly on rough terrain, allowing you to score several important victories. In the east, raids by your ships on Freehill's colonies inflict a devastating defeat on their local garrisons, and your marines loot and burn several fortified settlements near the coast. In the North, armies of the Saffron Isles drive back the Republican forces in a brutal, grinding campaign through the hilly terrain of Freehill's western territories. Even their damnable Warmaster cannot seem to stop your advance, though several times he manages to maneuver the slow-moving Freehill armies skillfully enough that your own troops must face them on his terms. There, you discover that their spear-blocks are still as lethally effective as they've always been.

While your armies are making progress against the damnable eastern Republic, the casualties and expenses continue to mount, and some among the Revered Elders have begun to suggest that forcing the easterners to the table would be prudent. Still, the bellicose faction amongst your highest council believes that true victory to be close at hand.

What to do about the war?
[War] Keep pressing them! Glorious victory approaches!
[War] Hold on to and fortify your current gains
[War] Negotiate a treaty



notbad said:
Sounds like the war's going pretty well... All that trading and colonization is paying off. Once we grab the Hellespont we'll pretty much control trade in the Mediterranean.

CalzoneMan said:
Alright! That'll show you ahistorical democratic bastards to try to charge an outrageous toll!

16bit_Sam said:
I don't know. Freehills is holding up a lot better than we anticipated. I thought they were overextended?

Abby Abnormal said:
16bit_Sam said:
I don't know. Freehills is holding up a lot better than we anticipated. I thought they were overextended?
They've got hoplite phalanxes, and they're apparently tough bastards. Plus that Heroic general is helping them out. Still, our economy is still going strong, and we can keep this war going for another few turns if we need to.

veekster said:
This doesn't make sense. How can they STILL be fielding better-armed troops than us? We've got a stranglehold on the Iron trade in the Mediterranean. Where are they getting so much iron gear?

University Legume said:
veekster said:
This doesn't make sense. How can they STILL be fielding better-armed troops than us? We've got a straglehold on the Iron trade in the Mediterranean. where are they getting so much iron gear?
You guys control the trade of Iron ore. A pretty big chunk of it goes to your native production, but a majority gets shipped through the strait. Freehills also acts as a middleman in the iron products trade, so they're selling iron mined in the Med to people on the other side of the strait in exchange for finished good. Freehill's native capacity is pretty minimal.

BungieKAMI said:
Wait. So, there's someone in the Black Sea importing the majority of the Mediterranean iron? Do they not have any native sources? Iron is common as hell.

University Legume said:
BungieKAMI said:
Wait. So, there's someone in the Black Sea importing the majority of the Mediterranean iron? Do they not have any native sources? Iron is common as hell.
No. They're just using more than their mines can supply. A lot more. Freehills also sells a pretty hefty chunk of their own mines output. And a couple other people on the Black Sea.

WyvernTautology said:
Didn't basically every civilization over there collapse when that huge plague swept through? It basically trashed the Khem, and the easterners were supposed to be urbanized as hell.

University Legume said:
WyvernTautology said:
Didn't basically every civilization over there collapse when that huge plague swept through? It basically trashed the Khem, and the easterners were supposed to be urbanized as hell.
... You'll see :drevil:

Tableware said:

Pikachu1453 said:
Great. Now we're probably going to end up in a King of the Hill war with someone who's been empire-building for centuries. From the sound of it, their economy is ridiculously large. They could probably just bury us in boats.

Orca said:
And just when we'd finally recovered from those incredibly awful War rolls against the Trelli. Shit. We just can't win, can we?

(AN: I'm sorry if your Negaverse counterpart doesn't sound like you... or... the opposite of you? This is my first negaverse omake, and I'm kinda rushing it :V)
 
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Not Diogenes
[X][Parl] Cement Production Subsidies (Main Increase Cement Production, Patricians disapprove)
[X][Lesson] The importance of skilled commanders at all levels
[X][Diplo] Nothing
[X][Culture] Gain a Cultural Hero (-15 Culture)
[X][Mystic] Begin Great Library Megaproject in its own action track (-12 Mysticism)
[X][React] Contact Harmurri (Sec Diplomatic Mission)
[X][React] Farm (Sec Expand Econ)
[X][React] Contact Freehills (Sec Diplomatic Mission)
[X][PSN] Main Expand Econ (-2 Centralization + Costs)

Shunmyn Dragonson, son of the Dragon King, sat in the shade of a tree, reading tales of strange lands compiled by various traders. Such strange and wondrous places they told of, and while many of the stories were badly written in his opinion, there was poetry in some of them. He respun some of the wording in his mind and even traced a few lines upon his palm in consideration. He would compose better ways of saying some of these things next time he had parchment available. Father objected if he dragged around scribes to write out his poetry for him, even though that made things so much easier. Then again, he supposed that reading and writing were related, and reading at least was the big reason why father wanted him to do it himself. Mother couldn't read because she was of barbarian stock, and thus couldn't really appreciate the clever wit on the pages, but then again she had taught him to ride and use the bow alongside father's lessons on the sword and spear.

There was poetry in such things, and while it often frustrated him when his father tried to get into numbers - dreadful things - he had to admit that his father was a poet of war as well. The tales of his campaigns were amazing and enthralling, and the way he explained how he did things were fantastical even in their mundanity. Father was writing down his adventures and insights, and Shunmyn was helping and writing his own commentary. He was writing a lot actually. His poems and improvements on the writing of others; his commentaries on his father's military campaigns and strategies; and his book on fighting. That last one was the most fun for him but the trickiest to actually do, because he needed to find artists who could get the pictures he needed just right. All of his teachers - including father! - agreed that he was an absolute prodigy and while he still needed a few more years to finish growing, he certainly had many excellent ideas. His "combat poetics" seemed interesting to more than a few veterans who were able to understand what he was trying to explain sometimes.

He hoped to one day write his poetry on the grandest scale like father had, only in more exotic locales fitting of such epic deeds. He had heard many arguments coming from the palace that made him pretty sure he would get his chance. Arguments about how they should have sent help to the Freehills, or the Harmurri sooner, or invested in the navy before all the pirates came flooding out of the strait. Shunmyn didn't have all the facts, although father did share many of them with him, but it sounded like the Freehills had been pushed around and could no longer control the strait in the south-west properly, and now pirates from the Saffron Islands were coming in to take advantage of the disruption, while in the south no one was quite sure who was in charge of the Harmurri at this point, as there were a couple of different groups who had a decent claim and they hadn't quite sorted out who got what yet. There was of course the yelling about laws and land distribution and the like, but Shunmyn honestly had no time for all that. He could tolerate the boring bits of war if he could do what his father had done, but the rest? Bah, that was what advisors and attendants were for. Fortunately father had taken many of the lessons about good leadership and lieutenants on the battlefield and spread it far and wide.

If you wanted to be the best, you needed to have the best attendants, who needed to be assisted by the best themselves. It was just common sense really.

Life of Arete -> Divinely Glorious Elites (Maxed Development)
A well lead life is one of excellence in all things at all levels, from the stitch of cloth to prowess on the battlefield to skill in oration. The best and finest is thus demanded of and by all to show their virtue and honour, in the knowledge that those that rise to the top will be supported by excellence below.
Pros: Increase Martial gain from raising elite units; bonus Culture, Tech and/or Mysticism for certain actions; effect of criticals and doubles greatly increased; ruling faction gains an additional faction power
Cons: Increased potential Martial loss in fighting, increased social stratification, increased costs, dominant faction can no longer be suppressed, -3 Culture/ turn (need more academies)

Shunmyn Dragonson: (Heroic Cultured, Genius Martial, Logistical Admin (Poor Regular), Inspiring Diplomacy (Poor Regular), Poor Mystic)

Adjust Faction Actions – Modify the balance of control between the king and the factions
*S: Up to two of the following: take control of a faction action, release a controlled faction action, assign an action to repeat, or de-assign a repeating action. If assigning an action this also consumes a Secondary action this turn which is immediately used on repeat as a Secondary, while if de-assigning the action it degrades the action to a Secondary this turn and frees up the action next turn. An explicit exception to this is with Megaprojects, which end freely upon completion and ramp up immediately so long as there is another supporting action

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, -4 Wealth, +3 Culture, +1 Prestige, potential innovations x2
*M: -1 Econ, -8 Wealth, +5 Culture, +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, -2 Wealth, -1 Tech, +2 Martial, +1 Culture
*M: -2 Econ, -8 Wealth, -1 Tech, +5 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, -1 Tech, +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, -4 Tech, 1 Sustainable Forest used, +3 Wealth, +3 Culture, chance of new innovations x2
*M: -3 Econ, -5 Tech, 2 Sustainable Forest used, +3 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: -2 Wealth, -2 Culture, -1 Tech, +2 Bonus to Games rolls per turn, +1 non-primary Martial tolerance
*M: -4 Wealth, -3 Culture, -1 Tech, +5 Bonus to Games rolls per turn, +1 non-primary Martial tolerance

Build Mills - By harnessing the power of flowing water or blowing air, work can be done, freeing up considerable amounts of labour and also allowing for unfeasible actions to become feasible, especially in flat and dry regions.
*S: -4 Wealth, -3 Tech, +4 Econ, potential for innovation x2
*M: -6 Wealth, -3 Tech, +6 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: 8)
* S: -1 Econ, -2 Wealth, -2 Tech, +1 Centralization, +1 Diplo, other effects
* M: -3 Econ, -2 Wealth, -3 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 Wealth, -1 Culture, -1 Tech, +4 Culture end of turn, other effects
*M: -2 Wealth, -1 Culture, -1 Tech, +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
Connection - Builds watchtowers, palaces, harbours and roads
Expansion - Builds new settlements and roads
Industrial Infrastructure – Surveys, builds mines, and builds manufacturing facilities
Knowledge and Spirituality - Builds temples, libraries, and academies
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 study actions and patronage
Restoration - Takes stability improving actions
Rural Infrastructure – Builds forests, roads, and salterns
Sea Control – Builds harbours and warships, sends out sailing missions
Trade - Sends out trade missions, produce art and luxuries
Urban Infrastructure – Urban extended projects

*S: Change up to two Passive Policies (6/6) to one of the available ones listed below
Agriculture (+5 Econ, -5 Econ Expansion, -2 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 (6 Econ cost for True Cities offset each turn, -2 Tech) x1
Expansion (So long as there is land to expand into, +2 Econ Expansion/turn, reduces threshold to produce new provinces the longer active)
Innovation (Extra 2.5 innovation rolls each turn, -1 Wealth, -1 Tech)
Administrative Infrastructure (+2 Free Progress to an infrastructure project (harbour, governor palace, colossal wall, academy)/turn)
Spiritual Infrastructure (+1 Free Progress to an infrastructure project (Temple, observatory, library, academy)/turn)
Hygiene Infrastructure (+2 Free Progress to an infrastructure project (Aqueduct, bath houses, salterns)/turn)x4
Trade Infrastructure (+1 Free Progress to an infrastructure project (markets, harbours, salterns)/turn)
Urban Infrastructure (+1 Free Progress to an infrastructure project (Aqueduct, bath houses, block housing, harbour, ironworks, marketplace, academy)/turn)
Defence (+1 wall progress/turn) x1
Special: Forestry (+1 Sustainable Forest and -1 Tech & Econ Expansion/turn)
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: -2 Wealth, -3 Diplo, +1 Intrigue
M: -4 Wealth, -4 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 Tech, -2 Sustainable Forest used
*M: -2 Econ, -2 Wealth, -2 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: +7 Econ, -3 Tech, -7 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: -3 Econ, -2 Econ Expansion, -1 Tech, grows forest, +2 Econ next turn if in settled territory and controlled, potential discoveries, +1 Sustainable Forest
* M: -4 Econ, -4 Econ Expansion, -1 Tech, grows forest, +4 Econ next turn if in settled and controlled territory, improved odds of success, other effects, +2 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: 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: 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, -2 Wealth, -2 Diplo, 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, -4 Wealth, -3 Tech, 1 sustainable forest used, certain projects boosted, other effects
*M: -2 Econ, -6 Wealth, -4 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, -2 Wealth, +1 Stability, +1 Culture, chance for additional effects
* M: -2 Econ, -2 Wealth, +1 Stability, +3 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, -3 Diplo, -3 Wealth, begins an intrigue event in target location
*S: -2 Intrigue, -4 Diplo, -5 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, -4 Wealth, -2 Martial; +1 Naval, additional effects
*M: -3 Econ, -8 Wealth, -3 Martial; +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, -3 Econ Expansion, -1 Tech, +1 Mysticism, +5 Wealth
*M: -3 Econ, -4 Econ Expansion, -1 Tech, +1 Mysticism, +9 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, -5 Econ Expansion, -1 Tech, +8 Wealth, +1 Diplo with boats, +1 Econ next turn other effects
*M: -5 Econ, -6 Econ Expansion, -1 Tech, +9 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, -2 Econ Expansion, -1 Tech, +4 Wealth, +2 Culture, other effects
*M: -5 Econ, -3 Econ Expansion, -1 Tech, +8 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, -4 Wealth, -1 Tech, +5 Martial, +1 Culture, potential additional effects
*M: -3 Econ, -8 Wealth, -1 Tech, +9 Martial, +2 Culture, potential additional effects
*2M: -4 Econ, -8 Wealth, -1 Tech, +2 Culture, founds Martial 10 Mercenary Company

Recruit Nomads – While some think that the best use of steppe nomads is as arrow catchers, others are of the opinion that this function would be better served fighting for you
*S: -6 Diplo, -4 Wealth, -1 Stability, +2 Martial, +1 Light Cavalry, other effects
*M: -12 Diplo, -6 Wealth, -1 Stability, +4 Martial, +2 Light Cavalry, other effects

Repair Damage - The earthquake in Hatvalley caused considerable damage, and numerous mines are offline and the farms are only just recovering in places. Aid would help sort that out.
*S: -5 Econ, -3 Tech, -2 Wealth, +4 EE, +2 Econ next turn, mine output restored, other effects
*M: -6 Econ, -4 Tech, -3 Wealth, +5 EE, +4 Econ next turn, mine output restored, other effects

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, -4 Wealth, potential new discoveries x2
*M: -4 Mysticism, -6 Wealth, -1 Econ, 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, -2 Wealth, -2 Mysticism, -1 Tech, potential new discoveries x2
*M: -1 Econ, -2 Wealth, -5 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, -2 Wealth, -1 Mysticism, small chance of new insights x2
* M: -1 Econ, -4 Wealth, -1 Mysticism, -1 Tech, 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: -1 Wealth, -1 Tech, +2 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, -2 Wealth, +2 Tech, +1 Culture, potential innovations x2
*M: -1 Econ, -8 Wealth, +4 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, -10 Wealth, -1 Tech, +5 Martial, +1 Light Cavalry, +2 Culture, other effects
*M: -4 Econ, -4 Mysticism, -12 Wealth, -1 Tech, +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, +2 Faction Power, +1 Time to current quest

Suppress Faction - Use influence to curb the power of a faction.
S: -2 Stability, -5 Culture, -2 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
* 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), Horse Valley (0/3)
Saltern [Guilds][Yeomen] - Northshore Saltern Expansion (0/9), Southshore Saltern Expansion (0/9), Gulshore Saltern Expansion (0/3), Bleeding Cliffs Saltern (0/3), Hatshore Saltern (0/3), Yellowshore 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 4 Wealth, 3 Culture, and 1 Tech 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 (1/6), Valleyhome (1/6), Sacred Forest (0/3), Blackmouth (0/6), Stallionpen (0/6), Valleyguard (0/3), Lower Valleyhome (0/3), Level 3: Redshore (1/6)
Bath [Urban] - Any city with an aqueduct may have a bath. Each {S} committed consumes 4 Wealth and 5 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 (0/9), 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 (6/6), Blackmouth (3/3), 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 (6/9), Valleyhome (0/9), Sacred Forest (0/9), Blackmouth (0/9), Stallionpen (0/9), Valleyguard (4/9)
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
Harbour [Guilds] [Traders] – These sophisticated sea transport hubs allow for the efficient mass loading and unloading of ships. Each {S} Costs 3 Econ and 3 Tech for 3 progress. At level 1 Harbours grant +1 Interconnectivity, +2 Max Interconnectivity, and allow for +1 Block Housing Level. Redshore (0/3), Blackmouth (0/3), Hatmouth (0/3), Yellowshore (0/3)
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 (9/9), 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 100% of the Econ spent on a True or Free City into Wealth income. Level 2 adds 25% of the Econ spent as Culture. Level 3 expands the Trader action list and provides a Trader action. Each level increases City attraction by 1. Each {S} costs 4 Wealth, 3 Culture, and 1 Tech for 3 progress. Redshore (0/9), Redhills (0/3), Valleyhome (0/12), Sacred Forest (0/3), Blackmouth (0/6), 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 (16/19)
-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

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 [Yeomen] - 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)
Classical Law – As your society becomes more complex, perhaps it is time to look back over the old laws and clean them up a bit? (5-8? Action commitment, -4 Mysticism & Culture 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? (5/6-8? action commitment, -2 Econ & -2 Tech per action)
Great Library [Priests] - 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 (2/5-7? action commitment, -3 Mysticism and Culture per action, 2/2 Econ commitment)

Triangle Canal [Yeomen] - 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.
You have nine [Sec] actions and one [Guild Sec] action available. You also have an [Agenda] choice available from the Active Policy list. The Great Dam megaproject requires a minimum commitment of one Main action.

Send the Red Banner Company to aid the Freehills?

[] [Merc] Yes
[] [Merc] No
[] Adjust Faction Actions
[] 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 Ymaryn, Into the Wild (Eastern Sea), Into the Wild, Khemetri
[] Diplomatic Mission
-Target Options: Highland Kingdom, Freehills, Lowland Minors, Tin Tribes, Harmurri, Storm Ymaryn, Saffron Islanders, Into the Wild (Eastern Sea), Into the Wild, Khemetri
[] War Mission
-Target Options: Tin Tribes (Intervention), Saffron Isles (Intervention, Piracy)

Level 1 Governor's Palaces: 14 Available at (0/9)
Level 2 Governor's Palaces: Redshore (0/12), Blackmouth (0/12)

Level 1 Temples: 17 Available at (0/3) + 2 Observatory Positions
Level 2 Temples: Holy Sea (0/6)
Level 3 Temples: Sacred Forest (0/12), Dragon Graveyard (0/12), Horsevalley (0/12) [Level 2: Observatory 0/6]

Patricians (14 {28}) – Actions: Level 2 GP/2 = 0
Guild (16) – Actions: Level 2 IW/2 + 3 Econ = 3-1
Traders (8) – Actions: Level 2 Harb/2 = 0
Yeomen (6) – Actions: Provinces/3 – Cities = 2
Priests (6) – Actions: Level 2 Temple/2 + 1 Religion = 2
Urban Poor (6) – Actions: Level 2 BH/2 = 0
5 Province Actions: 3 Patricians, 1 Trader, 1 Urban Poor
7 Province Policies: 3 Patricians, 1 Trader, 1 Urban Poor, 1 Yeomen, 1 Guild

Faction Policies: Admin Infrastructure x2, Trader Infrastructure x2, City Support x1, Forestry x2

Patricians (14 {28}) – Mood: Pissed. Desire: Main Distribute Land. Power: Add or subtract their faction power from factions they are supporting/opposing and add half their power to maximum Econ value. Objective: 0/4 Main Distribute Land actions within turns 3 Failure: Civil War [Unsuppressible]
Guild (16) - Mood: Irritated. Desire: Redshore Harbour. Power: Quarter faction power added to Max Wealth. Objective: Have a level 4 Ironworks within 3 turns. Failure: Economic Shutdown [Unsuppressible][Suppressible]
Traders (8) - Mood: Upset. Desire: Main Build Warships. Power: Add or subtract faction power modifier to all innovation rolls. Objective: Have Naval power 3 or above within 1 turns. Success: +1 Naval
Yeomen (6)- Mood: Excited. Desire: New Settlement. Power: Adds half faction power to secondary Martial Objective: Have 40 Sustainable Forest within 2 turns. Success: +1 Sustainable Forest. Failure: -5 Wealth
Priests (6)- Mood: Frazzled. Desire: Temple action. Power: Adds half faction power to RA. Objective: Perform 2/4 priest actions within 2 turn. Success: New Level 1 Temple. Failure: -1 Stability
Urban Poor (6) - Mood: Tired. Desire: Support Faction (Urban Poor). Power: +1 Max Legitimacy every 6 full power. Objective: Have 5 or more Free Cities within 1 turns. Success: New Social Value slot
These counters iterate at the next midturn. The numbers in brackets indicate the general faction strength.

Astrological Prediction: The tree that is humble to the storm avoids being struck by a thunderbolt

AN: Reminder, MENACING
 
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Stop: I did not win
i did not win The following have been in violation of the rules:

@Oirbse if you disagree with a post, do not abuse the funny rating; respond in person rather than rating it and moving on your way. Take a warning for marginal behaviour and a three-day threadban.

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The thread has been unlocked; please do try to stay civil for more than two posts. If you have issues with a vote, please do try to engage with a post rather than posting something that can be boiled down to "I think you're stupid and you smell! >:[".
 
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