It looks like we need to find a source of mysticism income. Luckily, we're close to maxing out art. Once that get going, we get overflow to mysticism.
 
New Shit:
Build Quarry/Silver Mine - There is a location where alabaster and lead and silver can be found in Northshore, building there would surely be of benefit to the People's art
*S: [] Silver Mine, -2 Econ, +2 Diplo, +1 Art
*S: [] Alabaster Quarry, -2 Econ, +2 Art, +1 Diplo
*M: -3 Econ, +3 Art, +3 Diplo, both materials
Build Vineyard - There is a location in Blackriver that is judged an ideal place to grow the small fruits that are favoured for making a particularly potent drink
*S: -1 Econ, +2 Diplo next turn
*M: -1 Econ, +2 Diplo

The Games - Physical competition and prowess are becoming a popular pass time and way for warriors and militia to train. Could a special festival be founded to celebrate this? (4-6? action commitment, -1 Mysticism and Art per action, 2 Econ total commitment) [Elites]

Rando Note: the Temples megaproject might increase our ability to generate mysticism, which would be nice. We'll have to start doing Study Actions to make this trait worthwhile, though, so doing PttS might be better.
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)

[X] [Main] New Trails
[X] [Main] Build Quarry/Silver Mine

@Academia Nut Art overflows into Mysticism, right...?
 
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[X] [Main] Expand Holy Sites
[X] [Secondary] New Trails
[X] [Secondary] New Trails x2
 
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[X] [Main] Expand Holy Sites
[X] [Main] The Temple

Synergy? Synergy! Build a network of temples with a bigger one at a central location (i.e. Valleyhome), perhaps get bonuses? Either way, it definitely solves the Mysticism problem!
 
[X] [Main] Grand Sacrifice
[X] [Secondary] Improve Annual Festival
[X] [Secondary] Improve Annual Festival x2
 
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Diff Checkers:
Diff Checker (Actions)
Diff Checker (Civ Sheet)

General
Diplomacy 12 (+2) [+1]
Economy 12 [-1]
Martial 11 {15} (partial over limit)
Diplo 14 [+1] -> 12 (+2) [+1]
So we rolled +1 on each trade mission, which is annoying :/ still, at least it pays it back.
Econ 10 -> 12 [-1]
+2 from refugees, but the true city malus shows up
Martial change is just from changing econ, again. (11 {14} -> 11{15}
Stability
Stability 0 (neutral)
Legitimacy 3 (max)
Damn, stability went down from 2 to 0, thanks to the sacred warding testing and the refugees...
Cultural
Art 11
Mysticism 2 [-1]
Prestige 13

Periphery States (2/3)
Prestige 9 -> 13, 2 from true city, the other 2 presumably from wiping out the nomads so easily
Science
Ancestral Heroes
Animism
Astrology
Tested Observation
"Tested Observation" is new :)
Oh wait, the nomads in the west had massed their forces and were attacking.

...

Oh wait, the nomads in the west were all dead.
XD
Observance -> Love of Wisdom (Maxed development)
The People have learned not just to be aware of the world around them and to follow the patterns they see, but to also carefully test the patterns to see if they are actual patterns or just coincidence.
Pros: Significantly improved use of study actions and innovation rolls
Cons: Can question social foundations, consumes 1 Mysticism a turn
For comparison:
Observance
Through careful study of the world, the will and workings of gods and spirits can be determined and understood.
Pros: Improved use of study actions
Cons: I know it worked this one time...
So definitely stronger, but honestly might not be worth it yet... D=

Additionally, it was noted that Valleyhome was feeling a bit crowded. Looking over the tallies, it was noted that there were now perhaps over a hundred thousand people living in the settlement, a mind boggling number that was only rivaled in the known world by Xohyr. How exactly to manage this was... something that the king figured he and his successors would be grappling with for quite some time.

Valleyhome becomes a True City!
+2 Prestige for having the second True City

True Cities are engines of trade and productivity and centers of innovation and invention... they are also unruly things and serve as demographic sinks. Every turn a True City consumes 1 Econ just by existing, but also returns 1 Econ to the expansion pool. Additionally, when spending Econ a point will be refunded to the expansion pool for every True City a civilization controls. True Cities also generate their own stresses, make a civilization more sensitive to environmental factors such as weather and disease, and if Econ grows too low or the expansion pool too large then a settlement can lose its True City status as people leave for the countryside or die out and are not replaced.
Ouch...i was expecting True City to be somewhat bittersweet, but i'd expected a stronger bonus to go along with the tradeoffs... hopefully there's narrative boosts to "innovation and invention" and the like... @Academia Nut is the "when spending econ" a "once per turn" or "once per action" deal?
Build Chariots - The vehicle of the elite, chariots are the most effective way of waging war the People know.
* S: -1 Econ, +2 Martial
*M: -2 Econ, +4 Martial
Note, we've maxed out potential chariot improvements for now.
Build Quarry/Silver Mine - There is a location where alabaster and lead and silver can be found in Northshore, building there would surely be of benefit to the People's art
*S: [] Silver Mine, -2 Econ, +2 Diplo, +1 Art
*S: [] Alabaster Quarry, -2 Econ, +2 Art, +1 Diplo
*M: -3 Econ, +3 Art, +3 Diplo, both materials
New mine options--definitely want to do this main, not piecemeal, when we get to it.
Build Vineyard - There is a location in Blackriver that is judged an ideal place to grow the small fruits that are favoured for making a particularly potent drink
*S: -1 Econ, +2 Diplo next turn
*M: -1 Econ, +2 Diplo
Vineyard option, might honestly want to just use a secondary...
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
* 6 Econ remain before requiring new territory (max 10 to keep Valleyhome True City status)
We've eaten up a lot of slots, and the limit for true city is lower than i'd expected...
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 (3/4 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
As some speculated, the second mine only uses one forest slot, though we should expand more before we get the new mine/quarry.
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
Prestige boost unlocked this again.
Integrate March - Better communications and administration means that the Stallion Tribes or Western Wall 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
Wow, western wall is already integratable...
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, verge of innovation
* used 5 times
"Verge of innovation"; we should take this at some point...
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, improved chance of new insights
No stability loss anymore.
Study Tailings - Tailings pits are toxic, but there are some fascinating items within
*S: -1 Mysticism, tiny chance of new insights
* M: -1 Econ, -2 Mysticism, improved chance of new insights
No stab, plus new fluff text.
Survey Lands - What interesting discoveries are within the People's lands?
* S: Potential new discoveries
* M: -1 Econ, improved odds of success; used 1 time
New fluff text.
The Games - Physical competition and prowess are becoming a popular pass time and way for warriors and militia to train. Could a special festival be founded to celebrate this? (4-6? action commitment, -1 Mysticism and Art per action, 2 Econ total commitment) [Elites]
New megaproject!
 
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
* 6 Econ remain before requiring new territory (max 10 to keep Valleyhome True City status)
HOW UTTERLY FANTASTIC.

So True City is going to chew up our econ and then spit it back out, along with giving us better innovation rolls and other unknown benefits. On the other hand, this is a nice auto Econ slot regenerator, so I probably don't have to panic about this.

Observance -> Love of Wisdom (Maxed development)
The People have learned not just to be aware of the world around them and to follow the patterns they see, but to also carefully test the patterns to see if they are actual patterns or just coincidence.
Pros: Significantly improved use of study actions and innovation rolls
Cons: Can question social foundations, consumes 1 Mysticism a turn

This though, this we kinda need to panic about. We have no good way to reliably generate Mysticism.
...Study Stars in our future. Lots of Study Stars.

So @Academia Nut because you just started adding new threadmarks to informational posts, would you mind terribly much to throw up a post detailing the overflow mechanics and attaching it to the Informational threadmarks?
 
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