Before we reached overflow i mean. Since i have a bias against overflow thinking it is less efficient.

I am uncertain why you think it's inefficient? Overflow is a good thing, especially if we can't figure out a way to spend diplomacy.

Diplomacy goes to art, which then overflow to mysticism. If mysticism overflow, we get econ. Trading post increases diplomacy income. Instead of 1 every turn, we get 2 every turn.

However, I am more interested in establishing a March to help out the Stallion Tribes, which would have been wiped out by the nomad heroes had we not go full bore on our enemy.
 
I am uncertain why you think it's inefficient? Overflow is a good thing, especially if we can't figure out a way to spend diplomacy.

Diplomacy goes to art, which then overflow to mysticism. If mysticism overflow, we get econ. Trading post increases diplomacy income. Instead of 1 every turn, we get 2 every turn.

However, I am more interested in establishing a March to help out the Stallion Tribes, which would have been wiped out by the nomad heroes had we not go full bore on our enemy.
Plus!

A NE March would keep this most recent helping of shit from happening again! :D

It closes the door so effectively.
 
I am uncertain why you think it's inefficient? Overflow is a good thing, especially if we can't figure out a way to spend diplomacy.

Diplomacy goes to art, which then overflow to mysticism. If mysticism overflow, we get econ. Trading post increases diplomacy income. Instead of 1 every turn, we get 2 every turn.

However, I am more interested in establishing a March to help out the Stallion Tribes, which would have been wiped out by the nomad heroes had we not go full bore on our enemy.

Because i want economy or martial instead of art/myth for our dipo point. Economy are easier to convert to other points, art / myth are not.

On the other hand economy point trade are not easy if possible at this age. Maybe if we can use dipo to buy out someone's settlement? Screw the rules, I have shiny!
 
Because i want economy or martial instead of art/myth for our dipo point. Economy are easier to convert to other points, art / myth are not.

On the other hand economy point trade are not easy if possible at this age. Maybe if we can use dipo to buy out someone's settlement? Screw the rules, I have shiny!

If you want econ from overflow, you have to max out myth and art.
 
A Duty Failed, an Oath Sworn
A Duty Failed, An Oath Sworn
You were Tyrwyn, Protector of the Ymaryn and Heir Presumptive to the Stallion Tribes. But neither of those titles brought you comfort at the sight before you, one which had become depressingly common the further you rode.

Before you lay the smoldering ruins of a village. Once it had been an idyllic place, its population small, but kind to those who traveled through it. You remember that you had been through here as a child with your father. Its people had drawn on their rations to throw a small impromptu festival for your party as they stopped for the night. You remember your father telling stories of the 'wild' lands where you lived. The children had been especially enthralled by the stories of the dread nomadic raiders, and the stories of heroism of your ancestors as they had stopped raid after raid from reaching the southlands.

You remembered your pride as you witnessed their awe at your people's duty. The elders of the village had sent your father off with all the respect worthy of the king, their gratitude for your protection from the nomads clearly evident in their every gesture. It had been one of the defining moments of your life, evidence of what your duty truly brought. Your sacrifice had brought peace to so many, the deaths of your warriors saving countless innocents and allowing the children of the south to live without fear.

And so it was truly a bitter experience to see what happened when you failed in that duty. The village you remember so fondly now lay ravaged and broken, its burnt corpse a twisted mockery of all that you so fondly remembered. Scattered throughout were desecrated remains of various men, horror and agony painted on their faces.

Of the remaining villagers, there was no sign. Only evidence of their last desperate flight from the raiders, before they were stolen away.

Behind you, one of your most trusted men approached. "My lord..."

Without turning your gaze from the village, you gave your commands. "Send the half-exiles in to give bury the remains as honorably as they can. Have the blackbirds look for any stragglers. Have the rest of the men set up for the night. We move at dawn."

The man gives a short nod and moves to begin issuing commands, leaving you to your brooding. Normally you would be the one to give such orders, but tonight, you needed to think.

You had failed in your duty. All your people had. The King had sent his armies north to prevent your destruction when the nomads horde descended. Your people had prepared as best they could, but your might alone could not fend off such a massive horde.

The King had known this. And the Kings of the Ymaryn had ever known their obligations to those who served them. Your father still told stories of how the Ymaryn had ridden north in your most desperate hour, when it seemed as if the nomads had been all but guaranteed to win. How the sight of the King's warriors shattering the nomads had restored hope when all had been thought lost. And so, once again, the King had summoned the full armies of the Ymaryn and sent them to your people's aid, to protect those who had always protected them.

But you had all been played for fools. Even as the nomads struck at the north, the treacherous nomad leaders had snuck into the now defenseless south. Even as your people had won a great victory in the north, the south faced disaster. Countless men, women, and children had been dragged off by the nomads, those you had sworn to defend left to the savagery of the nomads.

As you looked upon the evidence of your failure, you felt your fury grow.

How dare those bastards do this! For what reason do they strike at the innocent? They seek 'honor' and wealth, but they do not wish to gain such from their own labors. Instead, they strike a the weak, at those who cannot defend themselves! They always speak of their prowess, of their martial might, and yet when battle is offered to them, they instead strike like thieves in the night, a distraction so they can loot and kill as much as they desire.

You had always felt a disdain for the nomads, but that emotion was nothing compared to what you felt now. Hate, hate beyond anything you had known was possible, flowed through you. But it was not an all consuming hate. It was tempered by your life, by the duty your people took upon themselves.

As your emotions surged, the night seemed to brighten. Looking up, you saw the full moon gazing down upon you. With a sudden rush of understanding, you feel yourself pull your knife from its sheath.

"Hear me, Gods and Spirits alike!" You call out firmly, conviction infusing your words. "I seek to right a great wrong!" You sweep your free hand over the ruins before you. "Death has come where there was no need. The invaders sought only to fulfill their own greed and lust, caring naught for those they harmed. The Ymaryn have ever been peaceful people, seeking only to aid those who require it, and to protect their own. And for all that our people have accomplished, still, we are attacked!"

You turn your gaze up to look upon the moon, "Today, we have failed. Those who lived in peace have found death and despair at the hands of those who covet the rewards of our labors. I have failed those who we shelter from pain." Bringing forth the knife to your hand, you slide the edge against your palm, crimson blood splattering against the ground even as you raise it to the sky. "And so I swear! I swear that I shall not allow this to happen again, that the innocent shall ever be protected under my rule!"

You clench your fist, forcing more blood from the wound, "I swear that this crime shall be avenged. That those who stole away the innocent shall find that Justice awaits them. That all who took part in this crime shall forever regret what they have done!"

You lower your hand to your side as you turn your gaze back to the village. "And I swear... that my enemies shall remember the crimes they have committed until the end of their life."

As you turn to walk back towards the camp, you cannot help your smile as you hear a loud, approving "Caw."


Note: I wondered what the Stallion Tribe was feeling about this, so I decided to write a little something.
 
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Iron time
[X] Tools (+8 Econ, +2 Martial, ???)
[X] Leave things be
[X] Offensive (+1 Stability)
[X] No (-1 Stability, +1 Legitimacy)

The first order of things to be crafted from the new iron mine had not been primarily weapons, but tools. Now, admittedly many of these tools could be used directly as weapons such as the large number of axes and picks and the like, but the king had thought that the situation would be resolved easily enough without needing to continue the bloody-minded cycle of destruction the weapons of the gods implied. There were many People who were not happy with this decision, but when it came to felling trees and breaking soil many were immediately thankful to the king, and the sheer speed at which the People were able to build with these new tools caught them by surprise. While hunger would stalk the north for years to come, the south would be able to support their cousins.

Legacies Gained!
Early Iron Bringers: Materials advancement always a possibility during Golden Ages, regardless of available excesses
Iron Blooded: Expand Econ actions produce an extra +1 Econ
Project costs have been adjusted. Some have gone done, and some have gone up to represent that much more significant projects can now be completed

And as for the mission sent out to hunt down the nomads went... the majority came back as the seasons turned against them, and one contingent simple disappeared into the steppes, no sign of what happened to them ever being found. There was a tremendous wailing and gnashing of teeth over the issue, the People incensed about the insults and destruction wrought, and there was a tremendous push by all of the furious, angry young men to get into the warriors, the sort of push the elites actually had a bit of a problem suppressing.

Value Change!
Repeated mass war actions have changed the People's views on honour, war, and humility.
Nobility in Humility Lost!
Gained Quality of It's Own

The People are well served by having a large contingent of warriors, although these warriors are also drawn in part from the labouring classes, such that losses can negatively affect productivity
Pros: Gain +1/3 of Econ as bonus Martial
Cons: Damage to Martial can carry over to Econ (additional damage from Honour of Elites does not count)

All of this left the People in a tremendous stew of anger and resentment, the future feeling distinctly uncertain and a great simmering resentment towards those that might threaten them. The Thunder Speakers in particular were eyed up suspiciously, for if they hadn't decided to throw a hissy fit generations ago the People would not have been distracted dealing with them and could have focused their attention on the aggressions of the nomads. About the only good news was that the steppes outside the People's territory had mostly been rendered devoid of human habitation from the mad brutality of the fighting, and likely would be that way for a generation or two before new tribes started to wander into the vacated areas. Of course, as they started to open up, the People began to chuckle darkly at the fact that the Thunder Speakers had attempted to rebel against the Thunder Horse and were not doing particularly well.

Meanwhile the Xohyssiri were transforming themselves into a great trade hub within the lowlands, the place where everyone could come to trade and barter. This was all done under the shadow of their bloody temples and macabre inner wall, but they had discovered that it was far simpler to trade for slaves to sacrifice rather than going out and getting them on their own, and they had already been far less bloodthirsty for generations anyway.

If anyone had any idea of knowing about the profound transformations taking place within the People, they weren't really saying, although that was probably because the People tended to keep to themselves outside of their traders, who were a bit outside mainstream society anyway. What would shake out in the next few generations was anyone's guess though...

One particular evolution though was that with the tools made from star metal now starting to go into widespread use, there was a much lesser view of metal as being somehow cursed, or at the very least that the curse wasn't worth it. Many reported a feeling of buoyed confidence and even glee at the thought of fighting with the same weaponry that the gods used.

Weapons of the Gods
[] Abandon belief (removes WotG)
[] Modify belief (WotG begins to become a Value rather than Debilitating Belief)
[] Challenge belief (Begins event chain)

Art Patronage - 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, +2 Art
* M: -2 Econ, +3 Art, +1 Prestige, potential innovations

Black Soil - Production is now regular and huge amounts of trash are turned to black soil every year, but there's always room for more production [Shapers] [King]
* S: -1 Econ, +1 Econ next turn, additional effects
* M: +1 Econ, additional effects
* used 2 times

Build Chariots - Once the domain of rich nomad chieftains, there is now enough copper to make construction of this new design practical for the People and deployable on a large scale. Used: 5 times
* S: -1 Econ, +2 Martial
*M: -2 Econ, +4 Martial, other effects

Build Wall - Long experience with retaining walls has lead to the idea of a settlement wall for protection, and with the ability to more easily work stone the walls grow ever higher (Redhills and Blackmouth heavily walled; Redshore, Northshore, and Stonepen capitals walled; Northshore and Stonepen partially walled elsewhere)
* S: -1 Econ, minor walls
* M: -2 Econ, major walls

Build Watchtowers - 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. (Northern provinces have many towers, Redhills has some)
*S: -1 Econ, some watchtowers
*M: -1 Econ, many watchtowers

Change Policy - Adjust the current Policy to one better fitting the situation
*S: Change Policy to one of the available ones listed below
Balanced - Takes whatever actions seem reasonable. Expand Economy is considered a Policy action for interaction with other effects
Defence - Builds walls and watchtowers
Expansion - Builds new settlements, expands economy, expands forests, and can even create new provinces
Infrastructure - Extended projects
Megaproject Support - Provinces can spend actions in support of a megaproject
Offence - Can recruit warriors and specialists, can send war actions against declared enemies
Progress - Takes studying actions and art patronage
Restoration - Takes stability improving actions
Spirits - Expands Holy Sites
Trade - Sends out trade missions, produce art and luxuries

Enforce Law - The king is a servant of the law, and he can use the army to remind people of that fact
* S: 0 to 1 Stability, +1-3 Centralization
* M: 0 to 1 Stability, greater odds of stability gain, +2-3 Centralization
* the more settlements with walls outside of the capital, particularly large walls, the less effective this action is

Expand Economy - Encourage the growth of food producing activities such as farming, pastures, or fishing, depending on where focus is placed
*S: +2 Econ, potential additional effects
* 18 Econ remain before requiring new territory

Expand Forests - 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 (1/4 currently locked up)
* S: -1 Econ, grows forest, +1 Econ next turn if in settled territory and controlled
* M: -1 Econ, grows forest, +2 Econ next turn if in settled and controlled territory

Expand Holy Sites - The current places dedicated to the spirits and wisdom have accumulated interesting objects and tellers of stories, but they could be made a bit better
* S: -1 Econ, +1 Mysticism
* M: -2 Econ, +2 Mysticism, +1 Art, potential additional effects

Expand Snail Cultivation - While now more reliably grown and harvested, the snail domestication has only managed to hold environmental changes at bay rather than increase production. More investment would increase cultivation
* S: -1 Econ, +1 Diplo
* M: -2 Econ, +3 Diplo, potential additional effects

Expand Warriors - More men can be inducted into the ranks of the warriors every year and not face major food shortfalls
* S: -1 Econ, +1 Martial
* M: -2 Econ, +3 Martial, potential additional effects

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: West of Black River
*M: -4 Econ, -2 Martial, founds colony to produce raw resources

Found March - Sometimes you need an extra buffer between you and hostile powers, or a place to stash excess warriors. Current Target: North-East
*M: -5 Martial, -2 Econ, founds march to take independent martial actions

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: Greenshore River Mouth (Metal Workers)
*M: -5 Diplo, -2 Econ, -2 Martial, founds trading post to generate Diplomacy

Grand Sacrifice - Communal sacrifice is a great way to bring the People together, and to also even out class distinctions. NOTE: Because the People do not use human sacrifice, the Econ costs are especially harsh. Max Stability: Legitimacy
*S: -2 Econ, +1 Stability
*M: -3 Econ, +2 Stability

Integrate March - Better communications and administration means that the Stallion Tribes can be integrated into the People more fully, transitioning from a March to a province
*M: -6 Diplomacy, gain Econ and Martial from integrating March

Improve Annual Festival - A festival for every season, but their expansion can help put the People at ease and teach good practices.
* M: -2 Econ, +1 Stability, +1 Art chance for additional effects
* 2M: -3 Econ, +1 Stability, +3 Art, chance for additional effects
* Max Stability: Legitimacy - 1

More Blackbirds - Elite scouts and woodsmen, the Blackbirds are a potent force, if not exactly mainline fighters. More of them could prove useful
* S: -1 Mysticism, +1 Martial more Blackbirds
* M: -1 Econ, -1 Mysticism, +2 Martial, many more Blackbirds, additional effects

More Carrion Eaters - Keepers of sacred and profane knowledge, the Carrion Eaters thread a dangerous path but bring valuable knowledge for treating wounds and inspiring courage, greatly bolstering the morale of warriors by ensuring them that their companions are not doomed if they fall. More could prove useful.
*S: -1 Mysticism, +1 Martial, more Carrion Eaters
*M: -1 Econ, -1 Mysticism, +2 Martial, many more Carrion Eaters, additional effects

More Boats - The things are expensive but oh so useful, so having more of them will increase your capacity for trade, travel, and fishing
* S: -2 Econ, +1 Econ and +1 Diplo next turn, other potential effects
* M: -2 Econ, +1 Econ end of turn, +1 Econ and Diplo next turn, additional effects, tiny chance of innovation;
* used 4 times

New Settlement - There are a few new sites that could have new settlements placed on them: northern Blackriver, south-eastern Redhills
* S: +1 Econ next turn, increases number of times Expand Econ can be taken
* M: +1 Econ and +1 Mysticism end of turn, increases the number of times Expand Econ can be taken

New Trails - There are many settlements with only marginal trails, so more could be useful
* S: -1 Econ, +1 Centralization, other effects
* M: -1 Econ, +1 Centralization, +1 Diplo, other effects

Proclaim Glory - A recent innovation from the south, by using art the King can promote people to trust his decisions; modified by Diplomacy skill
* S: -2 Art, +1 Legitimacy
* M: -3 Art, -1 Econ, +1 Legitimacy, +1 Stability, potential +1 Prestige
* Max Stability: Legitimacy

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. Max Stability: 0 or Legitimacy, whichever is lower
* S: Gain -1 to 2 Stability
* M: Roll twice, take best result
* modified by Administrative skill

Sailing Mission - The new boats have proven themselves capable of exploring long distances, so what else might they discover along the shores of the sea?
* S: Potential new discoveries
* M: -1 Econ, improved odds of success

Salt Gift - With the saltern, the People have access to tremendous amounts of salt, which can be used to awe outsiders
*S: -5 Diplomacy, random amount of Diplomacy, Art, and Prestige generated
*M: -5 Diplomacy, random amount of Diplomacy, Art, and Prestige generated (min. 1 of each) and the possibility of Mysticism generation

Study Forests - The holy site within the sacred forest is the repository of lore on the forests and the things within them, but could the shamans learn more? 1 Use
* S: Potential new discoveries
* M: -1 Econ, improved odds of success

Study Health - What secrets of nature can be used to improve the health of the People?
* S: Potential new discoveries
* M: -1 Econ, improved odds of success

Study Metal - Iron and copper, gold and silver, what other secrets are hidden in metal and stone?
* S: -1 Mysticism, tiny chance of new insights
* M: -1 Econ, -2 Mysticism, -1 Stability, improved chance of new insights

Study Stars - What secrets do the heavens hold when you study the stars and their motions carefully? 7 Uses, 0/4 Uses in a Row
*S: +1 Mysticism, tiny chance of new insights
Cannot be used as a Main action

Study Tailings - A few generations of copper mining has built up a number of tailings pits, might there be any new insights within?
*S: -1 Mysticism, tiny chance of new insights
* M: -1 Econ, -2 Mysticism, -1 Stability, improved chance of new insights

Support Subordinate - Send resources over to a subordinate state to help prop them up.
*S: Transfer 1 Econ and Martial
*M: Transfer 2 Econ and Martial

Survey Lands - Foreigners have discovered strange materials within their lands, are these materials perhaps also found within the lands of the People?
* S: Potential new discoveries
* M: -1 Econ, improved odds of success; used 1 time

Trade Mission - Sending a major caravan to another large group can bring new opportunities and find out more about the outside world
* S: -1 Diplo, additional effects depending on target, +1-2 Diplo end of of turn;
* M: -1 Diplo, -1 Econ, additional effects depending on target, +1-2 Diplo end of turn, +1-2 Diplo next turn

War Mission - You can send raiding parties against groups that have declared themselves hostile. Can only declare war if you have a valid casus belli (currently only if someone declares war first)
* S: Potential loss of Martial, can prevent Econ and Diplo damage when being attacked, can damage enemy Martial and Diplo
* M: Probable loss of Martial, can prevent Econ and Diplo damage when being attacked, can damage enemy Martial, Diplo, and Econ, always has a mid-turn decision point

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
Saltern - Northshore Saltern Expansion (0/10). Each {S} committed consumes 2 Econ for 2 Progress. Completion gives additional Diplomacy and every 2 salterns or expansions increases the per turn Diplomacy by +1
Aqueduct - Redshore (0/8), Lower Valleyhome (0/4), Stonepen (0/6), Blackmouth (0/8), Sacred Forest (0/4), Redhills (0/6). Each {S} committed consumes 2 Econ for 2 Progress. Completion adds +4 Econ Expansion and can allow for the formation of another True City

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".
Grand Palace - The king's palace is not just a dwelling but a place of government, a stockpile for the People's needs, and a symbol of strength to outsiders (5-7? action commitment, -1 Econ and Art per action)
Great Temple - With the ability to cut larger and larger blocks of stone and still shape it precisely, fantastically larger complexes to the gods and spirits can be raised (5-7? action commitment, -1 Econ and Art 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? (5-7? action commitment, -1 Econ per action)
The Library - The People need to store ideas, not records [Observance] [King] (4-6? Action commitment, -1 Mysticism and -1 Art per action, 2 Econ total commitment)
The Mountain - What greater display of strength can the People make than to pile stone upon stone so as to create an artificial mountain that all can see? [King] (8-14? Action commitment, -1 Econ per action)
Place to the Stars - The shamans have noticed deeper patterns among the stars than they ever imagined, and setting up long term memories of where things should be could be intensely useful, if also labour intensive to get sufficiently durable markers in place (7-10? action commitment, -1 Econ per action, some Mysticism commitment)

[Stewards] special kicker: Pay 1 Stability to double the effort on a megaproject action, consuming twice the required per turn resources but advancing the job faster. If taking a second main action on a megaproject, requires additional Stability payment to double that as well.
One [Main] action and two [Seconday] actions available

[] Art Patronage
[] Black Soil
[] Build Chariots
[] Build Wall
[] Build Watchtowers
[] Change Policy
[] Enforce Law
[] Expand Economy
[] Expand Forests
[] Expand Holy Sites
[] Expand Snail Cultivation
[] Expand Warriors
[] Found Colony
[] Found March
[] Found Trading Post
[] Grand Sacrifice
[] Integrate March
[] Improve Annual Festival
[] More Blackbirds
[] More Carrion Eaters
[] More Boats
[] New Settlement
[] New Trails
[] Proclaim Glory
[] Restore Order
[] Sailing Mission
[] Salt Gift
[] Study Forests
[] Study Health
[] Study Metal
[] Study Stars
[] Study Tailings
[] Survey Lands
[] Support Subordinate
[] Trade Mission
-Target Options: Highland Kingdom, Thunder Speakers, Metal Miners, Lowland Minors, Hathatyn, Xohyssiri, Thunder Horse, Into the Wild
[] War Mission
-Target Options: Northern Nomads

Provinces for Projects: Valleyhome, Redshore, Stonepen, Sacred Forest, Northshore, Blackriver, Redhills, Southshore
Major Holy Sites: Rainbow Trail, Sacred Forest, Holy Sea, Horse Valley, White Circle, Warrior's Rest, Star Mirror, Sunrise Grove, Skyforest, Bloodgrove, Spiritwell
 
[X] [Main] Found March
[X] [Secondary] Grand Sacrifice
[X] [ Secondary] Grand Sacrificex2
[X] Modify belief (WotG begins to become a Value rather than Debilitating Belief)
 
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[X] Challenge belief (Begins event chain)
[X][Main] Grand Sacrifice
[X][Secondary] Restore Order
[X][Secondary] Change Policy-Expansion

GET THE FRICKING STABILITY!
 
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May be a good idea to set up Trade with the Xoh. A Trading Post would take advantage of the new Trade Hub and give us access to local information.
 
Ah, I suppose I should be paging a certain zealot of ziggurats...

Also, you can now also see how technology affects megaproject access, in that there are several projects that you might have been able to pursue earlier but couldn't because you lacked the social values, but with new tech they become available anyway.
 
[X] Challenge belief (Begins event chain)
[X] [Main] Grand Sacrifice
[X] [Secondary] Expand Forest - Stallion Tribes
[X] [Secondary] Change Policy - Defense

Civilization Stats

General
Diplomacy 14 (overflowing) [+1]
Economy 7
Martial 5 (+1)

Stability
Stability -2 (upset)
Legitimacy 3 (max)

Organizational
Centralization 3
Hierarchy 6

Cultural
Art 6
Mysticism 4
Prestige 8
Note that The Dam increased in # of actions required.
Note that we have 3 new megaprojects: Palace, Temple, & Mountain, all of which use rather heavy stone. It's basically ziggurat vs acropolis for the last two.
 
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