I don't know what you mean by the false flag stuff. The implication of that phrase to me is that people attack a group under a different flag to prompt a retaliatory strike. There was no strike upon us that prompted our strike on that village.
All it takes is the diplomatic group to running into some intelligence agents from another Civ posing as a member of HK and winding the diplomatic group up under the pretenses of something HK did requiring retribution. Running into enough travelers that paint the HK village in a bad light so that the diplomatic envoys get there they take something wrong and snap. That or someone/some group in the village (not from HK) enraging the envoys on purpose so they retaliate at HK for things that aren't their fault.

False flag operations don't need to be military in nature. You can send fake envoys to a Civ that only pretend to be from another CIv as well, lag times between communications often take months. If your Civ can convince a second Civ your operatives actions are the actions of a third Civ that counts as well. Basically, 'false flag' operations are the act of pretending to be from a different Civ than the operation is from and doing things against a third Civ. Raiders pretending to be from the third Civ you want want in conflict with the second Civ is also a classic.

Examples:
-Raiders with the markings of a Civ are attacking your Civ, naturally people assume those are from the Civ the markings are from. Kill enough guys on each side and you can assault both sides and they'll blame each other.
-A diplomatic envoy claiming to be from a Civ shows up and manages to insult the hell out of the ruler. Having a 6 month lag time between messages means you can enrage one Civ against another and the attacked Civ has no idea why they are being attacked.
-Criminal actions are happening in a city. The criminals are wearing the diplomatic envoys color and only started once they got there and stop once they leave. Particularly if the bodies of the criminals all look like the envoys guys the natural conclusion is to blame the envoys guys for the crime.
-In a more modern context, your company/country is hacked and the programs used all originate from the same source.

False Flag operations are all about pretending to be the group you want to take the blame for an action. Technically, you could do a false flag to give credit for wanted acts to a third party, but that isn't something that normally occurs.
 
Also, looks like the speed run tactic of 'triple study' ended up somewhat traumatizing the shamans. The fast advance resulting from that managed to lead to an upkeep on the mystic front.

We get the highest possible trait evolution at our tech level, and you STILL manage to spin it as bad?
 
Remember that every trait got its downside. Love of Wisdom is downright powerful, but it comes at the cost of constant mysticism drain.
It is still light years better than observance, a trait which will occasionally lock entire sectors of the economy behind stability hits.

More advanced traits tend to have stronger advantages and mitigated disadvantages compared to their base traits.
 
Last edited:
I want to build ye more ships so we can go to the Not!New World and discover the potato.
I feel you. If you think step farms and black soil revolutionize agriculture, you haven't SEEN the potato.

Unfortunately we don't have the andean climate to freeze dry them, so we won't get all the preservation benefits. Still amazing.
 
Last edited:
A Series of Unfortunate Events
[X] Attempt to capture the errant warriors and then make amends with the Highlanders (-5 Diplomacy, probable war with Highlanders)

The king immediately ordered an expedition to retrieve these wayward warriors, accompanied by as much tribute as they could crash together on short notice to be accompanied by their best diplomats, as well as setting everyone to try and track down who was responsible. He could only hope it was enough.

Retrieval went... poorly. Not disastrously, but they only managed to peacefully retrieve a fraction of the warriors in the occupied village before reinforcements from the Highlanders showed up. There was something of a brief clash as some of the warriors realized that they would not be directly supported, some deciding to stand their ground and others opting to run for safe lines, with the Highlanders not entirely discriminating, but the individual warriors also distracted by the warriors sent by the king deliberately abandoning a section of the baggage train for them to run off and loot rather than stay and fight. That kept further bloodshed between the two groups to a minimum, although something like half of the wayward warriors ended up dead, along with several dozen Highlanders. Still, that at least gave the traders an opening to tell them that the king had not sanctioned this attack in any way but was still offering apology tribute in compensation for the actions of the People.

The Highlanders were pretty clearly still pissed, but they fairly obviously didn't want to face a two front war and were willing to accept the tribute as an initial apology, although they were also fairly pissed over the fact that some of the offenders were "getting away". Promises that the People mostly wanted them to interrogate and compare against internal investigations didn't really appease emotionally, but intellect definitely won out in the end, although again mostly on the pragmatic reasoning of not wanting another enemy. While not willing to compromise on the taking of iron weapons as trophies, they at least allowed the bodies of the dead to be taken back for proper burial.

As for the investigation... things quickly got bizarre.

While entirely possible that they were forever missing information, interrogation of the warriors and people associated with them began to put together a truly strange story. While no man ever admitted to being hired to attack the village when directly asked, they pretty much all claimed nebulous rumours of other warriors talking about being hired for a war mission. Where to exactly was never really defined, but from the survivors it seemed that there was this idea that they were supposed to fight with someone beyond bandits floating around. Interviewing the traders associated with the mission revealed that the planning and execution was a disaster before it ever even left Valleyhome. The organizer for the mission had changed hands three or four times, and at least once because of clan shenanigans, and the most recent handover had been because the organizer had suffered a heart attack and the situation had been inherited by his son, who was not entirely experienced with how to organize a trade mission and thus seemed to have not understood that there were waaaaaaaay too many warriors attached to the mission to be normal.

Further backtracking seemed to indicate that at some point a rather disreputable man had been in charge of finding the men to serve as escorts, but he had disappeared into Valleyhome and was probably avoiding the agents of the king. His associates from before his disappearance did explain that he had repeatedly complained about the entire operation as he had been tasked to do the same job multiple times. It thus seemed entirely possible that the reason that the trade mission was overstuffed with warriors in the first place was simply an organizational accident caused by confusion: a project repeatedly passed off, accumulating a list of warriors that a young man didn't know was too large for its own good. From there you would have a bunch of warriors attached to a caravan who didn't quite know why they were all there or why their recruitment had been so odd, and rumours might start circulating. Throw in the first foreign village also being confused as to why this caravan had so many warriors and someone got spooked. Then a small fight broke out and someone went "Oh, we're doing this now? Makes sense," and things escalated, and then everyone else went "Got to defend the others!"

It was possible, plausible even, but it didn't fit right with the king or the rest in the know. For a series of mostly random events to build up to a war nearly being declared, the only common thread being social disruption elsewhere and simple human stupidity, it seemed... wrong. Someone had to have engineered all of this, although some were starting to consider the possibility of a spirit acting invisibly - while more cruel than usual, the situation did have the air of a prank Crow might pull. In the end the king told everyone that those responsible for the mess had already been killed in the fighting and moved on.

Elsewhere, the trade missions the king had authorized were coming back. The visit to the Hathatyn had mostly been an informative one, introducing the People to the kingdom in the southern hills. The city they had in the river valley there was not comparable to Valleyhome, but it was perhaps a peer to Redshore. The land there was also obviously much richer than in the north, with simpler farms able to support a river valley as well as the lowlands farms. The upper hills not being covered in farms also seemed to allow for more quarries and mines to be made closer to the walled city, although the ugly trade of slaves taken from other villages and cities was a definite concern, along with the generally unclean conditions. For their part the Hathatyn were curious about the obviously wealthy outsiders who claimed to come from beyond their backwoods regions and who were claiming responsibility for turning back generations of their minor raiders. Claims of territorial extent to the west were acknowledged, if considered dubiously over large.

More interesting though were the Metal Workers. The destruction wrought upon the nomads had given them the chance to attempt to kick out the invaders that had bottled them up for generations, and while somewhat successful, part of the process had involved an ambush going sour and the majority of their upper nobility getting killed, with a surviving nomad chief taking control of the clans in exchange for finishing the job of kicking out his cousins. While their new king was not exactly a fan of the People, he was willing to put that behind him in exchange for peaceful trade, knowing well enough how much damage the People were capable of, and was offering favourable deals in exchange for the People not hitting him.

As for the clan issue... it was sorting itself out slowly and painfully, but as best everyone could tell the key was to simply strengthen the clan leadership. While this made the process of transferring clans harder than had originally been envisioned to solve Valleyhome's problems, it would definitely help cut down on malicious abuses from those outside the leadership trying to seize control through gaming the system. However, given the general distaste for the changes, along with several clan leaders expressing anger and frustration over the fact that they had not realized that some of the prior proposals had not been as radical as they had been lead to believe, hence why they had campaigned against them, there was a feeling that these rules should simply be rolled back, at least outside Valleyhome. Of course, uprooting the rules again carried the risk of further social disruption.

Clan Reform
[] [Clan] Keep things the way they are (Cements Hereditary Nobility)
[] [Clan] Roll back, institute geographic administration within Valleyhome (Possibility of stability loss)
[] [Clan] Roll back, institute occupational administration within Valleyhome (Possibility of stability loss)
[] [Clan] Roll everything back (Chance of stability loss)

Still, between it all, the People felt that they had learned some lessons about just behaviour.

Greater Good Fuses with Protective Justice!
Protective Justice -> Greater Justice
Justice exists for the good of all, protecting the community from the depravity of those who would do it damage.
Pros: Justice is a community objective that can be served through the careful application of punishment
Cons: The needs of the many can outweigh the needs of the few

Cosmopolitan Acceptance will now draw from...
[] [CA] Highlands Kingdom
[] [CA] Thunder Speakers
[] [CA] Thunder Horse
[] [CA] Xohyssiri
[] [CA] Nomads
[] [CA] Metal Workers

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.
* S: -1 Econ, +2 Martial
*M: -2 Econ, +4 Martial

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, -1 Econ Expansion, +2 Diplo next turn
*M: -1 Econ, -1 Econ Expansion, +2 Diplo

Build Wall - The practice of building city walls has reached new heights with access to superior tools making the cutting of stone simpler (50% light walls, 25% significant walls, 10% massive walls)
*S: -1 Econ, +5% light walls
*M: -2 Econ, +5% significant walls
*2M: -4 Econ, +5% massive 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. (40% 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 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 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

Expand Economy - Encourage the growth of food producing activities such as farming, pastures, or fishing, depending on where focus is placed
*S: +2 Econ, -2 Econ Expansion potential additional effects
* 6 Econ Expansion available (max 11 to keep Valleyhome True City status)

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, -1 Econ Expansion, grows forest, +1 Econ next turn if in settled territory and controlled
* M: -1 Econ, -1 Econ Expansion, 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, +4 Econ Expansion, 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, +2 Econ Expansion, 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
*M: -5 Diplo, -2 Econ, -2 Martial, +2 Econ Expansion, founds trading post to generate Diplomacy

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

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, +1 Econ Expansion, and +1 Diplo next turn, other potential effects
* M: -2 Econ; +1 Econ end of turn, +1 Econ, +1 Econ Expansion and Diplo next turn, additional effects, verge of innovation
* used 5 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 Econ Expansion depending on environment
* M: +1 Econ and +1 Mysticism end of turn, increases Econ Expansion

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, improved chance of new insights

Study Stars - What secrets do the heavens hold when you study the stars and their motions carefully? 9 Uses, 3/4 Uses in a Row
*S: +1 Mysticism, tiny chance of new insights
Cannot be used as a Main action

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

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

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

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".
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]
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 (1/5-7? 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.
Two secondary actions available, currently working on Great Temple for the next 4-6 turns

[] Art Patronage
[] Black Soil
[] Build Chariots
[] Build Vineyard
[] Build Wall
[] Build Watchtowers
[] Change Policy
[] Enforce Justice
[] Expand Economy
[] Expand Forests
[] Expand Holy Sites
[] Expand Snail Cultivation
[] Expand Warriors
[] Found March
[] 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: Northern 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
 
Last edited:
Wonder when is the next update? I'm playing those metal puzzles which you need to disentangle the pieces non-violently, and still can't figure it while looking at the instruction.

So the question is, does the people have similar puzzles even when they are almost workaholics? Mental gymnastics requires constant practices afterall.
 
Huh that went well I admit we are not at war and a trait evolved my suggestion one grand sacrifice and one enforce law or maybe just double secondary grand sacrifice Ooh just saw the new action how about we combo it with grand sac for a guaranteed 2 stab

[X] [Clan] Roll back, institute geographic administration within Valleyhome (Possibility of stability loss)

Now that AN explained it I prefer this

[x] [Main] Great Temple
[x] [Secondary] Enforce Justice
[X] [Secondary] Build Vineyard

[x] [CA] Xohyssiri

I want greater good back
Adhoc vote count started by Reader of all on May 31, 2017 at 3:34 PM, finished with 44014 posts and 84 votes.
 
Last edited:
Pissed about the fact that the Highlanders got their hands on a some Iron weapons, although they are still using stone and copper so they definitely won't be able to copy them, and also pissed that we didn't roll high enough to find the spy.

But I am happy that we can now choose the best option and leave this clan mess behind, as the update clearly states that quite a lot of this is the New Clan structures fault

[x] [Clan] Roll back, institute occupational administration within Valleyhome (Possibility of stability loss)
[x] [Main] Great Temple
[x] [Secondary] Grand Sacrifice
[x] [Secondary] Enforce Law

Balance out stability loss with our secondaries and keep pushing the Megaproject
 
Last edited:
Well. It's rather seeming like either this whole thing is a hilarious comedy of errors/judgement or there's someone out there with actual espionage tech built up and isn't afraid of exploiting the weakness of others with it.

At least no war with the Highlanders. We should really think about sending the Highlanders a salt gift.
 
General
Diplomacy 9 [+1]
Economy 2 [-1]
Martial 10 {13}

Stability
Stability -1 (anxious)
Legitimacy 3 (max)

Organizational
Centralization 3
Hierarchy 6

Cultural
Art 14 (max, overflowing)
Mysticism 7 [-1]
Prestige 14

Wow the economy tanked! No grand sacrifice this turn
.

Edit: also martial point is bit high too. But with only two secondary slots.....

Edit 2: just a bug, nothing to see here
 
Last edited:
I think we need to send support to one of the marches to lower our martial score and maybe look into lowering it further in the future so that we can main blackbirds to try to see if we can get some counter intelligence tech/methods developed.

So, I'd vote for Salt Gift to Highlanders and support March for the actions.
 
I think we need to send support to one of the marches to lower our martial score and maybe look into lowering it further in the future so that we can main blackbirds to try to see if we can get some counter intelligence tech/methods developed.

So, I'd vote for Salt Gift to Highlanders and support March for the actions.
Our Martial Score has dropped massively alongside our econ (which is really strange, I don't see why it's only two all of a sudden) so there isn't as much as an overflow, and salt gift would just hurt our already low econ more, what we need to do is fix the Clan fuckup and restore stability
 
AHAHAHAHAHA

I know it's nothing we did last vote that brought the 'have hereditary nobility or suffer' thing up, but it's still absolutely hilarious that it happened.
 
Wall & Watchtower mechanics changed:
Build Wall - The practice of building city walls has reached new heights with access to superior tools making the cutting of stone simpler (50% light walls, 25% significant walls, 10% massive walls)
*S: -1 Econ, +5% light walls
*M: -2 Econ, +5% significant walls
*2M: -4 Econ, +5% massive 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. (40% coverage)
*S: -1 Econ, +5% coverage
*M: -1 Econ, +10% coverage

Civilization Stats

General
Diplomacy 9 [+1]
Economy 2 [-1]
Martial 10 {13}

Stability
Stability -1 (anxious)
Legitimacy 3 (max)

Organizational
Centralization 3
Hierarchy 6

Cultural
Art 14 (max, overflowing)
Mysticism 7 [-1]
Prestige 14
[X] [Clan] Roll back, institute geographic administration within Valleyhome (Possibility of stability loss)
[X] [Main] Great Temple
[X] [Secondary] Enforce Justice
[X] [Secondary] Build Vineyard

Sticking with Balanced Policy just because it seems quite effective, though I might be persuaded to do Megaproject Support. Enforce Law is a cheap stability gain action, but should not be overdone if we want to do Trails in the future. The vineyard will help regrow our diplomacy.

[X] [CA] Metal Workers
Want something new; not particularly attached to this option.
 
Last edited:
Back
Top