Economy 4->5
Chugging along just fine and dandy. Ready for a Megaproject are we~
And we have the Observance line from the STs! The one we kept trying to get but could not.
Does spawn superstitions galore though, so we'd need to find some way to purge those over time.
And glazing is officially ours!
Holy shit. Literally.
An empirical theory of health and we have the universal treatment for fevers. The ability to rehydrate and replenish salts for those rendered unconscious by one disease or another is going to be a massive boost for a lot of illnesses which you would have been able to survive if only you had the ability to eat.
We've also fixed the problem with mines. Now they should only do one Stability damage.
Cutting off trade has consequences. History passes into myth.
...succession crisis?
One side has the car, axe and a house. The other has unbroken continuity as a nomadic state. This is going to be fun I guess?
Oh, that explains why they didn't attack us, their cousins still remember the promise to never raid the Ymirri as long as their sons remain in power!
...I think the Spirit Talkers might have been onto something about the place being cursed.
Future Eastern Hills province remains in good condition.
The Stability people, it seems, were right about triggering a stability loss event, now striking people dead with Cholera.
Star rocks = curse!
Crow bless the Carrion Eaters and Sacred Warding. We tanked the Cholera spread roll.
And it seems the solutions to literacy was to create assistants, so shamans could, like chiefs, fully dedicate themselves to work rather than having to do upkeep and all that stuff.
...our infant mortality rate is insanely low for our era.
Even four out of six is insanely low.
I love Observance already.
Honorable Death triggers.
People volunteering for fatal medical experiments...this is going to creep the hell out of everyone else. What the Dead Priests use their slave caste for, we have people offer themselves up to sacrifice.
...and we accidentally developed the merits of glazed ceramic lavatories at the perfect time.
You know, this treatment is ridiculously expensive for anyone else. Honey was rare and valuable, because people had to venture into forests to gather the substance, but our Managed forests meant that we had large amounts of honey available in general as a luxury. Salt was rare since it was only available on coasts, and collecting it was very inefficient.
This was basically stuffing people with thousand dollar notes to cure them.
Red waste is iron oxide.
Yellow is sulfuric acid probably.
And there's hydrogen sulfides too.
A frigging iron mine!
That's sedimentary iron!
Superstitions meanwhile proliferate. Metal in general was considered a cursed material that could be unleashed. Which would align with the Star Axe.
...hey, is that Warpstone/Gromril theory?!
Reminder:
The Garden - The canal has greatly expanded the People's knowledge of controlling and directing water. A smaller but more personal project has been proposed to improve Valleyhome [Stewards] [King] (3-6? action commitment, -1 Econ per action)
Garden costs 3-6 Econ to complete.
Megaproject Focus allows for Main(state) + Main(Law) + Main(Province), so we can complete it in 1-2 turns provided with have Econ 7
Saltern - Building in the sea and experience with wall construction and fish traps suggests the possibility of trapping large amounts of water to extract tremendous quantities of salt [Stewards] (4-7? action commitment, -1 Econ per action)
Saltern costs 4-7 Econ to complete.
Megaproject Focus allows for Main(state) + Main(Law) + Main(Province), so we can complete it in 2-3 turns provided we have Econ 8
As such:
How many refugees?
[] No more than usual (Tiny chance of Stability loss)
[] A significant number (-1 Stability, +2 Econ)
[] There is a war going on too you know (-2 Stability, +4-5 Econ)
[] The whole lowlands are kind of a mess, you know? (-3 Stability, +6-8 Econ, other effects)
Largest influx will cause us to hit overcrowding immediately btw. We only have 7 slots left.
The best option here is A significant number + Gardens, allowing us to finish the megaproject in one turn AND do a Restore Order in the same turn.
This will do the following:
Stability 0
Refugees -1
Next turn:
Main Restore Order +1/+2
Megaproject start +1
Megaproject end(Stewards) +1
Which takes us from 0 Stability to 3.
You have discovered powerful new magic
[] Keep it secret (Chance of Stability loss)
Eh, not worth it. Few people can USE it, considering it takes Honey and Salt...of which we're kind of the regional supplier.
[] Share with friendly groups (Chance of other effects)
Neutralish. It's hard to screw up, but only groups trading with us can even implement it.
[] Share with everyone who will listen (+1 Stability, other effects)
This will spread things to the Thunder Horse and Highland Kingdom, which will help stabilize them and makes the Eastern Hills harder to grab.
However, taking this will block us from using Restore Order next turn.
[] Share with even those who don't want to listen (-1 Diplomacy, +1 immediate Stability, chance for additional stability, other effects)
Well...tempting, but only if we eat a very large refugee influx.
As such, my vote will be:
[X] A significant number (-1 Stability, +2 Econ)
[X] Share with friendly groups (Chance of other effects)
[X] Megaproject Support
With the goal of next turn:
[][Main] The Garden
[][Secondary] Restore Order
[][Secondary] Restore Order x2
For Stability 3 in 2 turns.