Okay, and analysis:

Diplomacy 14 (overflowing) [+1]->12 [+1]

We took 2 Diplomacy damage, still full up though.
Just too damned rich.

Economy 7->9->7
-Main Grand Sacrifice -3
-Expand Warriors -2
-More Blackbirds -1
-Expand Econ +4
-Iron Equilibrium +4
-New March -2

Business as usual.
Also Expand Economy is utter bullshit now

Martial Martial 5 {7} (+1)->15 {18} (over limit)->10(12)
-War Mission cashout +1
-Expand Warriors +3
-Blackbirds +2
-Iron Equilibrium +4
-New March -5

Dang, did not account for Iron hitting equilibrium here.

Stability -2->1 (confident)
-Restore Order -1+2 = +1
-Grand Sacrifice +2

Got mostly what we expected.
Could be better, but it wasn't worse, so I'll take it.

Art 6->7

Overflow continues to pour in.

Mysticism 4->3

Blackbirds ate one point.
We got just barely enough at present for the task while on Balanced.

Entertainers
Amateur group activity
Non-caste semi-specialists
No change here, but it amuses me that while pretty much EVERY trade has advanced...our entertainers are mostly just the iron age equivalent of garage bands and street buskers.

A dour folk indeed.
*Idly wonders how Honor of Elites would translate to prostitution*

And we have volley fire, the thing which changes Archery from "threat" to "terror"

Stallion Tribes [Main] Expand Econ x2
They should be at Econ 5 Martial 6(7) now, and will likely pad out their base numbers now that they don't urgently need shitloads of chariots. Probably would look for iron deposits in the March too.
I probably should go back and check if we can trace their Mysticism and Art levels at some point.

The provinces also began directing resources towards actually organizing the large numbers of angry young men looking to become warriors, sending some off to become Blackbirds and smoothing out some of that anger, getting more of the youth to aggressively take up farming while serving in the militia rather than trying to push overly hard for becoming full time warriors.
Works out for now. Though now we have lots of well armed angry adults instead.
The large number of those with some archery training passed down from their parents also produced an interesting result, in that when they were practicing the warriors directing the archers to fire at targets found it safest to have them start all at once and not retrieve their arrows until after everyone had fired, and it was noted that there was a peculiar effect of all the archers starting at once. Grouping them together, they had then tried firing at the same general target all at once, and it was noted that the process was actually rather unnerving. Only actual battle would test whether the idea was truly worthwhile, but the act of getting several hundred archers together and having them fire all at once was bound to be terrifying, and also probably a good way to saturate an area when trying to hit chariot archers.
And we obtained Volley Fire. One of the core killer applications of archery in warfare, and what changed it from skirmishing and harassment tool to a deadly hail

It'd be a nasty surprise given our powerful bows and large numbers, though expect everyone else to copy it soon after we use it. The counter to it is shieldwalls...though not against iron arrowheads and our compound bows, which will punch through most light shields and helmets just fine.


Oh and added bonus: Volley fire strongly favors fortifications and organized settlements. Where your archers have the exact pull strength and angle to hit recorded for every inch of ground. Changes the ratio needed to run a siege ladder rather amazingly.
Recruiting archers was also especially useful in that while they needed a tremendous amount of training, it didn't need to be nearly as mono-focused as the charioteers or dedicated melee troops, and could practice their skills as hunters or just in off hours in farming and not suffer the same degree of problems.
Progress towards evolving Quality of it's own!
More Expand Army would help, but even after the March we're too close to cap unless we start shipping people over.

The increased amount of iron in tools also had a significant effect as it propagated out, not least of which was that iron tools made it easier to work and mine iron, leading to a greater availability of iron with which to make more tools and weapons. While this fairly quickly reached capacity for the mine they had, it had a notable, society wide effect.

Iron Mine Reached Equilibrium
+4 Econ, +4 Martial
And iron grows. Iron picks really do make a dramatic difference in getting rock out of the ground compared to copper and stone. The next Iron mine won't have a big startup cost

So our first mine paid out...12 Econ 6 Martial from the transition on it's own, costing 4 Econ to start. The second will be less powerful, but still huge. You could power entire golden ages on the things.

Speaking of notable, society wide effects, the traders rather terrifyingly discovered where the mass of hostile natives had gone after pillaging the People: they had swung far to the north, replenishing their numbers somewhat along the way before swinging back down in the far west, crashing into the Metal Workers. While weakened and nowhere near as dangerous with their first king having passed on, and the terrain not favouring them, the nomads very quickly were able to isolate the mountain kingdom and force a series of political intermarriages. Any trade would have to go through the nomadic tribes first, and they weren't exactly friendly.
And now we know where NomadSon went. The Metal Workers didn't expect to get reamed so hard, and now the nomads will be grabbing metal weapons for the next go around. Fortunately that'd take them a few turns, and with a nonzero chance that they might simply go native and permanently settle there.

Also, with copper tools and bronze, I expect them to show up with hand/horse carried battering rams next time.

-2 Diplo from lost trade ties
Good thing we don't need the imported copper anymore, or it'd have hurt.

Also in nomad news, a tribe was seen coming from the east, although their disposition was very different from prior groups, and early scouting suggested that they might actually be a very large trade caravan. Given the general depletion of tribes in the past few generations, it was within the realm of consideration that peoples who had never before been encountered might be trying to explore the now mostly vacated steppes. Still, the People were very wary and there were definitely calls to drive these newcomers away before they had even a chance to settle.
Definitely want these guys. Nomads with trade ties to us are nomads who have incentive to fight other nomads to preserve access to salt, copper and dye.

Even if they'd probably turn around and raid us evenutally. Peace now is good.

Meanwhile in the south the Thunder Speakers had been crushed in their rebellion, their nobility shamed or executed - and by executed the Thunder Horse had handed over large numbers to the priests of the Xohyssiri for their remarkable contributions to the fighting - and being tied ever further into the Thunder Horse system of family alliances.
Lowlands continue to clusterfuck. The Thunder Horse are gaining momentum however.

The Thunder Speaker was reduced to an entirely religious position and huge numbers of surviving warriors were essentially conscripted by being sent far from their home territory to guard other parts of the Thunder Horse lands in exchange for the continued safety of family held as hostages, while Thunder Horse warriors would be stationed to guard Thunder Speaker lands from incursions.
So...they became the Spirit Talkers? :p

Seeing this, the Highlands Kingdom seemed to pause in their attempts to push into the lowlands and instead focus upon consolidating and strengthening the hold they already had upon their territory.
Wise move overall. Hopefully they can hold onto things.

This of course meant that the Hathatyn had to start getting rowdy. Technically they weren't attacking, but they had sure made it clear that they intended to expand their influence and were causing all sorts of problems in Southshore with their fishers and the People's fishers starting to more ferociously compete over the best fishing grounds, with fights and the occasional skirmish or raid breaking out. Thus far it wasn't that big of a problem, but it seemed obvious that the Hathatyn were now intending to flex their muscles and weren't particularly aware of the People enough to care if they happened to be in the way. It wasn't quite enough to call for outright war just yet, but it was enough of a problem that the king would have to keep an eye on the issue for the next several years.
Of course. They're doing border friction now. We can diplomacy to buy time, or we can fortify Southshore so we can deal with the problem better.

I'll leave Balanced Policy on. Southshore has free rein to Salt Gift, Trade Mission or build walls as needed to keep them off.

Which was what made the bickering of shamans before him rather obnoxious. There was a growing rift between the shamans over the spiritual nature of metal. While some claimed that it was intrinsically cursed and just the act of bringing it to the surface lead to the displeasure of the spirits, others stated that these claims were spurious and that whatever poisons metals and their byproducts had they could not trigger plagues and invasions on their own. The argument was getting pretty fierce and threatened to have the shamans at each other's throats, and the king wanted to just tell them to shut up. Unfortunately, they both had good points and the king couldn't really come to such a complex decision on his own. On the one hand the side that pointed to metal being cursed did have evidence of spiritual displeasure to back them up, while on the other hand their opponents were able to point to all of the good that metal tools and weapons were bringing, and the fact that mere operation of mines didn't seem to bring disaster.
And here we see Shamans being drawn from the general populace and non-written knowledge records have changed things dramatically. The Shamans drawn from commoner backgrounds retained their beliefs and passed it on ignoring what they were taught.
 
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Okay, and analysis:

Diplomacy 14 (overflowing) [+1]->12 [+1]

We took 2 Diplomacy damage, still full up though.
Just too damned rich.

Economy 7->9->7
-Main Grand Sacrifice -3
-Expand Warriors -2
-More Blackbirds -1
-Expand Econ +4
-Iron Equilibrium +4
-New March -2

Business as usual.
Also Expand Economy is utter bullshit now

Martial Martial 5 {7} (+1)->15 {18} (over limit)->10(12)
-War Mission cashout +1
-Expand Warriors +3
-Blackbirds +2
-Iron Equilibrium +4
-New March -5

Dang, did not account for Iron hitting equilibrium here.

Stability -2->1 (confident)
-Restore Order -1+2 = +1
-Grand Sacrifice +2

Got mostly what we expected.
Could be better, but it wasn't worse, so I'll take it.

Art 6->7

Overflow continues to pour in.

Mysticism 4->3

Blackbirds ate one point.
We got just barely enough at present for the task while on Balanced.


No change here, but it amuses me that while pretty much EVERY trade has advanced...our entertainers are mostly just the iron age equivalent of garage bands and street buskers.

A dour folk indeed.
*Idly wonders how Honor of Elites would translate to prostitution*


And we have volley fire, the thing which changes Archery from "threat" to "terror"


They should be at Econ 5 Martial 6(7) now, and will likely pad out their base numbers now that they don't urgently need shitloads of chariots. Probably would look for iron deposits in the March too.
I probably should go back and check if we can trace their Mysticism and Art levels at some point.


Works out for now. Though now we have lots of well armed angry adults instead.

And we obtained Volley Fire. One of the core killer applications of archery in warfare, and what changed it from skirmishing and harassment tool to a deadly hail

It'd be a nasty surprise given our powerful bows and large numbers, though expect everyone else to copy it soon after we use it. The counter to it is shieldwalls...though not against iron arrowheads and our compound bows, which will punch through most light shields and helmets just fine.


Oh and added bonus: Volley fire strongly favors fortifications and organized settlements. Where your archers have the exact pull strength and angle to hit recorded for every inch of ground. Changes the ratio needed to run a siege ladder rather amazingly.

Progress towards evolving Quality of it's own!
More Expand Army would help, but even after the March we're too close to cap unless we start shipping people over.


And iron grows. Iron picks really do make a dramatic difference in getting rock out of the ground compared to copper and stone. The next Iron mine won't have a big startup cost

So our first mine paid out...12 Econ 6 Martial from the transition on it's own, costing 4 Econ to start. The second will be less powerful, but still huge. You could power entire golden ages on the things.


And now we know where NomadSon went. The Metal Workers didn't expect to get reamed so hard, and now the nomads will be grabbing metal weapons for the next go around. Fortunately that'd take them a few turns, and with a nonzero chance that they might simply go native and permanently settle there.

Also, with copper tools and bronze, I expect them to show up with hand/horse carried battering rams next time.


Good thing we don't need the imported copper anymore, or it'd have hurt.


Definitely want these guys. Nomads with trade ties to us are nomads who have incentive to fight other nomads to preserve access to salt, copper and dye.

Even if they'd probably turn around and raid us evenutally. Peace now is good.


Lowlands continue to clusterfuck. The Thunder Horse are gaining momentum however.


So...they became the Spirit Talkers? :p


Wise move overall. Hopefully they can hold onto things.


Of course. They're doing border friction now. We can diplomacy to buy time, or we can fortify Southshore so we can deal with the problem better.

I'll leave Balanced Policy on. Southshore has free rein to Salt Gift, Trade Mission or build walls as needed to keep them off.


And here we see Shamans being drawn from the general populace and non-written knowledge records have changed things dramatically. The Shamans drawn from commoner backgrounds retained their beliefs and passed it on ignoring what they were taught.
You missed "yeomanry" in warriors under social concepts, that's new too, and i think its the bit in the update about the increased use of full time farmers in the militia with heavier training than before
 
I thought that the MWs didn't have bronze yet? They were interested in some samples when we last visited them, but they still hadn't worked it out.
The "Eastern Copper" is brass, anyway, from the discussion back when we found out about it when we sent the trade mission to the dead priests whose x-name i can't remember...

Edit: I'll note that veekie was also convinced that the Nomads going to get weapons was going to be "suddenly all bronze weapons" and apparently they didn't have anything that stood out, or even any more mundane improvements on a widespread scale. People have been convinced that almost every news about metal is bronze for dozens of turns. I wouldn't be surprised if the MW or the Hathatyn or a farther away nation showed up with bronze sooner rather than later, but its not some foregone conclusion. If anything the bigger issue to me is if others figure out iron working off of us...especially since while we'd have comparable or even better weapons right away, they could, you know, conquer all of their neighbors and get giant before turning on us again.
 
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And why would we want to? We get nothing out of war, no econ or anything since we don't take slaves.
We do get tech advances, which is one of the stated benefits of a march. By having our march constantly fight nomads, they will develop techniques that we can use against both the nomads and the lowlanders, without having to fight ourselves. It also keeps the nomad's targets firmly on areas that are meant to handle nomad attacks.

It also gives our warriors an outlet if we ever exceed our martial cap again.
The "Eastern Copper" is brass, anyway, from the discussion back when we found out about it when we sent the trade mission to the dead priests whose x-name i can't remember...
How does brass compare to iron anyways?
 
We do get tech advances, which is one of the stated benefits of a march. By having our march constantly fight nomads, they will develop techniques that we can use against both the nomads and the lowlanders, without having to fight ourselves. It also keeps the nomad's targets firmly on areas that are meant to handle nomad attacks.

It also gives our warriors an outlet if we ever exceed our martial cap again.

How does brass compare to iron anyways?
I'm no expert, but again the discussion at the time suggested "not very useful for weapons, mostly useful for decorations and maybe some tools/mechanisms/etc", but i think there was some "i guess you could make a mace if you didn't have any better metal?" Certainly inferior to iron.
 
We do get tech advances, which is one of the stated benefits of a march. By having our march constantly fight nomads, they will develop techniques that we can use against both the nomads and the lowlanders, without having to fight ourselves. It also keeps the nomad's targets firmly on areas that are meant to handle nomad attacks.
Again good reason to have a March, nothing that means we need to stretch out our border in that direction when we plan to expand eastward.
 
We do get tech advances, which is one of the stated benefits of a march. By having our march constantly fight nomads, they will develop techniques that we can use against both the nomads and the lowlanders, without having to fight ourselves. It also keeps the nomad's targets firmly on areas that are meant to handle nomad attacks.

It also gives our warriors an outlet if we ever exceed our martial cap again.

How does brass compare to iron anyways?
Well, early iron is actually rather brittle due to notable amounts of impurities, while brass/bronze is rather more refined, so an early bronze weapon actually has a good chance of beating an iron weapon in usability. Bronze is simply a PITA to acquire in large amounts due to tin not being too common, which is where iron shines by being able to not walk two feet before tripping over an iron rock.
 
I'm a bit confused.

I think we need to do Study Metal and Study Tailings once each on their own, and then one of them again paired with a Main Study Health. Not one on their own, and one paired with Main Study Health.
 
I'm a bit confused.

I think we need to do Study Metal and Study Tailings once each on their own, and then one of them again paired with a Main Study Health. Not one on their own, and one paired with Main Study Health.
AN clarified that doing study health+whichever other req also satisfies that individual req. So doing study health+metal knocks both off the list for example.
 
Again good reason to have a March, nothing that means we need to stretch out our border in that direction when we plan to expand eastward.
Setting up this march makes it so we can easily expand east without having to worry about fortifying the exposed provinces in the west. Let the march do the fortification while we deal with the lowland issues.

Honestly, this new march is strategically better in most ways. It protects our most exposed province, provides a logistical base from which we can hit our most hated nomad foes, and hopefully keep them from becoming a major power, while also allowing us to focus on other matters if needed, since the new march will protect the west on its own. The eastern march would only protect the already fairly well fortified (IIRC) provinces, while shielding new eastern provinces from nomad attacks in the future. But even then, those new provinces would already have some level of defense due to being built in hilly terrain, and thus hampering the nomad's greatest advantage.
 
You missed "yeomanry" in warriors under social concepts, that's new too, and i think its the bit in the update about the increased use of full time farmers in the militia with heavier training than before
Hmmm, missed that since it didn't obviously show up in the narration. Now that I looked over it it's this:
The provinces also began directing resources towards actually organizing the large numbers of angry young men looking to become warriors, sending some off to become Blackbirds and smoothing out some of that anger, getting more of the youth to aggressively take up farming while serving in the militia rather than trying to push overly hard for becoming full time warriors.

Looking it up, their role is to act as Elite Militia leaders. Proto-sergeants/non-commissioned officers so as to speak.
So now our military organization is:
-Full time elite military forces, trained for a single task and generally deployed on their own.
--Chariot Archers - Biggest bow we have, on the best charioteers, light to no armor. Ride by shooting harassment. Volley usable, but challenging.
--Blackbirds - Masked Ninjas with poisoned arrows.
--Carrion Eaters - I think they come with mask, mace and shield, but unclear

-Full time military forces.
--Charioteers. Just the driver. Wicker armor and a sidearm.
--Macemen(mace, with wicker armor and shield)
--Spearmen(spear, with wicker armor and shield)
--Clubbers(tetsubo with wicker armor)
--Composite Bow Archer

-Full time Militia, part time farmers/hunters.
--Composite Bow Yeomen Archers

-Full time farmers/hunters, part time militia
--Militia Regular Archers
--Militia Spearmen

-Angry Mob
--Militia Assorted(i.e. armed with picks, sickles, slings, and scythes)

I thought that the MWs didn't have bronze yet? They were interested in some samples when we last visited them, but they still hadn't worked it out.

Metalworkers have all the tools needed for it, if given sufficient inspiration and motivation.

With angry nomads forcing them, I believe they are likely to be very motivated and inspired. Might even have a few samples of our iron weapons from the group the disappeared chasing nomads, but figuring THAT out would be a bit difficult beyond reforging that into an iron weapon for their chief.
 
New connections
[X] [March] Yes, send out the warriors (-5 Martial, -2 Econ)
[X] [Caravan] Attempt peaceful contact
[X] [Challenge] Survey Lands (-1 Econ, improved odds of success)

As much as nomadic groups infuriated the People, the king remembered the most ancient and sacred tales of hospitality and openness. Even if the newcomers were hostile, they had to offer to meet with them first, even if it might open them up to attack. Fortunately the chiefs on scene were at least of the opinion that they should not attack without the king's approval in this instance, and contact was made with these strangers. Communication was initially difficult, as it turned out that they were so far away that they needed an interpreter who could speak a language that the People needed their own interpreter for. Still, a lack of general hostility was soon established for both sides, and then the trade goods were brought out.

It became apparent to both sides relatively quickly that they were both holding back just how much good stuff they had, and they both knew it, and knew that the other side knew it, mostly from the way they were willing to escalate the trade game of one-up-man-ship coyly but readily. The newcomers were however somewhat surprised by the way that the traders of the People were relatively uninterested in salt - not that they were entirely interested, just that when these traders started setting out small bags of salt they got a far lower response than they clearly expected. However, as they started to escalate, it became clear that while they understood the value of salt they also knew that most outsiders valued it far more than they did.

Thus conversation roundabout came to where these traders had come from, and while the translation issues obviously got in the way, their description was roughly "the dry lands upon north shore of the salty water north of the great mountains", an area that the People hadn't even heard of in myth from any of the peoples they traded with. These people were from an incredibly long way away, the path for them opened up by the incredible destruction wrought in the fight between the people and the tribes who had once been their neighbours. The path would probably close quickly enough, but for the time being there was a tenuous path to a strange world far away.

+1 Diplomacy

Meanwhile, within the People's territory large numbers of young men were told that they could help settle new territory where they would be the progenitors of new clans and where they would be able to fight against the hated enemy of their fathers and grandfathers, all while the within the territory of the People they were checking over the terrain for anything of interest. While for the most part the survey wasn't focused enough to find anything in particular, a new site where a saltern could be easily established was found in Southshore and another band of red stone that could produce iron was found in Redhills, close enough to a major settlement that a new settlement wouldn't need to be founded in order to support a mine.

Challenge Status
You have 3 turns to complete the following:
[Main] Study Metal, [Main] Study Tailings, [Main] Study Health + Metal or Tailings, [Main] Build Mine

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 - The vehicle of the elite, chariots are the most effective way of waging war the People know. Used: 5 times
* S: -1 Econ, +2 Martial
*M: -2 Econ, +4 Martial, other effects

Build Iron Mine - A location with a viable deposit of ore has been found and a new mine can be constructed in Redhills.
*S: -3 Econ, -1 Stability, Payout of Econ and Martial next turn
*M: -3 Econ, -1 Stability, Payout of Econ and Martial

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
* 14 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 (2/4 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: None
*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: None
*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 - 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 - 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), Southshore Saltern (0/6). 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 Iron Mine
[] Build Wall
[] Build Watchtowers
[] Change Policy
[] Enforce Law
[] Expand Economy
[] Expand Forests
[] Expand Holy Sites
[] Expand Snail Cultivation
[] Expand Warriors
[] 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, Eastern Nomads, Into the Wild (Eastern Sea), Into the Wild
[] War Mission
-Target Options: Western Nomads, Eastern 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
 
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Another thing I just realized.

The Ymaryn are living on what is historically the Kingdom of Colchis.

So...not!Medea and not!Golden Fleece when?

...where is the gold that this area is supposed to be famous for, now that I think about it.
 
How does our prestige compare to our neighbors in the vague IC-idea sense we can usually get about things? What about at our peak of...i think it was 11 or 12 right before we took iron secrets?

Second highest in your neighbourhood, with the highest being the Thunder Horse for their large collection of vassals.

Speaking of our neighbors, what bonuses did the Law give the Highland Kingdom, roughly speaking?

About the same as yours.

the Hatti and Hittites are 2 different folks.

The Hittites are comparatively latecomers to Anatolia. They are immigrant conquerors of the original inhabitants, the Hatti.

Ah, cool, thought that was typo, but yes, they are closer to the people who lived there before Proto-Indo-Europeans rolled into the territory.
 
To fuel our study spree we need to get more mysticism.

Maybe Main Tailings, then Secondary Study Stars and Secondary Expand Holy Sites?
 
While for the most part the survey wasn't focused enough to find anything in particular, a new site where a saltern could be easily established was found in Southshore and another band of red stone that could produce iron was found in Redhills, close enough to a major settlement that a new settlement wouldn't need to be founded in order to support a mine.

Good.
[X] [Main] Build Iron Mine
[X] [Secondary] Change Policy - Balanced
[X] [Secondary] Grand Sacrifice

Like....we really need that extra Stability.
 
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