Benefits of horizontal loyalty/"community ties":
-increased support
-collective response against unjust action from above or below
Downsides:
-collective response against perceived injustice from above or below
-increased internal loyalties to some degree contravene external loyalties, I.e. May increase xenophobia.

I think I made some note of how CA relates to observance but idk. I kind of assumed the links were implicit but when I do a 2.0 I'll include interactions more formally.
 
So, plans:

Plan A
[Main] ??? (New Trails or New Settlement)
[Secondary] Change Policy: Offense
[Secondary] Enforce Justice

Plan Hubris
[Main] Great Dam
[Secondary] War Mission
[Secondary] ??? (War Mission or Build Chariots)

Any opinions? If we do amazingly well this turn I'll go for Hubris but Plan A is what I'm probably going for. We need to recover our stability and would really like to get Centralization back up, so Enforce is awesome here. Trails might help us transport troops and logistics but a new settlement will let us recover our econ and econ slots so that we can fight more effectively.
 
So, plans:

Plan A
[Main] ??? (New Trails or New Settlement)
[Secondary] Change Policy: Offense
[Secondary] Enforce Justice

Plan Hubris
[Main] Great Dam
[Secondary] War Mission
[Secondary] ??? (War Mission or Build Chariots)

Any opinions? If we do amazingly well this turn I'll go for Hubris but Plan A is what I'm probably going for. We need to recover our stability and would really like to get Centralization back up, so Enforce is awesome here. Trails might help us transport troops and logistics but a new settlement will let us recover our econ and econ slots so that we can fight more effectively.
If we don't start a new mega project, we'll get a policy switch for free.
 
So, plans:

Plan A
[Main] ??? (New Trails or New Settlement)
[Secondary] Change Policy: Offense
[Secondary] Enforce Justice

Plan Hubris
[Main] Great Dam
[Secondary] War Mission
[Secondary] ??? (War Mission or Build Chariots)

Any opinions? If we do amazingly well this turn I'll go for Hubris but Plan A is what I'm probably going for. We need to recover our stability and would really like to get Centralization back up, so Enforce is awesome here. Trails might help us transport troops and logistics but a new settlement will let us recover our econ and econ slots so that we can fight more effectively.
I prefer plan A.

Our Econ and Expansion are I think going to be at 7 and 4.
 
If we don't start a new mega project, we'll get a policy switch for free.

We do? I thought provinces would just keep doing Expand Econ actions.

Also, with Library and Philosophy, we really ought to spend a few turns on a Progress policy.

So, plans:

Plan A
[Main] ??? (New Trails or New Settlement)
[Secondary] Change Policy: Offense
[Secondary] Enforce Justice

Plan Hubris
[Main] Great Dam
[Secondary] War Mission
[Secondary] ??? (War Mission or Build Chariots)

Any opinions? If we do amazingly well this turn I'll go for Hubris but Plan A is what I'm probably going for. We need to recover our stability and would really like to get Centralization back up, so Enforce is awesome here. Trails might help us transport troops and logistics but a new settlement will let us recover our econ and econ slots so that we can fight more effectively.

I disagree with Enforce Justice done by Heroic Martial Below Average Admin king.
By WoG, EJ is dictated by either martial or admin score depending on circumstances - which means that it can take some...unfortunate forms with our warrior-king.
 
We do? I thought provinces would just keep doing Expand Econ actions.

Also, with Library and Philosophy, we really ought to spend a few turns on a Progress policy.



I disagree with Enforce Justice done by Heroic Martial Below Average Admin king.
By WoG, EJ is dictated by either martial or admin score depending on circumstances - which means that it can take some...unfortunate forms with our warrior-king.
Well it is almost literally our best option to raise Stability and raise our Cent in my opinion.

Festival is too expensive. RoO carries a expensive to replace Legitimacy cost. Proclaim Glory is holy crap expensive.

Enforce is free, except for gaining cent.
 
I disagree with Enforce Justice done by Heroic Martial Below Average Admin king.
By WoG, EJ is dictated by either martial or admin score depending on circumstances - which means that it can take some...unfortunate forms with our warrior-king.
Below average is still reasonable. (It's not on the list though, I suspect it is roughly equal to mediocre though). One step is not anything to worry too much about.
And we need the stability somehow. -1 is dangerous. We don't have the resources for any other way of fixing stability besides RO, which I definitely want to avoid with this King.
 
We could do RO instead but that requires fairly decent diplo and admin.

We could do Festival, but if we do that we can't do New Trails as a main.

If we want an immediate stability boost and neither the nomads nor the HT seem like a great threat,
[main] PG
[secondary] RO
[secondary] Offense Policy

~+2 stability, legitimacy 3, prestige +0.75?
 
Hero's end
[X][Recruit] Smaller recruitment (+3 Martial, potential additional effects)
[X][Strategy] Relieve the west
[X][Library] Evolve a random value other than Love of Wisdom
[X][Boats] Increase size while maintaining portability

Rulhuthyn considered his options carefully, and listening to his advisors he decided that there were some dangers to distributing power the way he would have to in order to rapidly recruit all of the troops he would need for the sort of mass deployment he would need to have a chance at out maneuvering the nomads enough to get them to take a swing at the Thunder Speakers and the lowlands. So he decided to reduce the ambitions of what he could do while also ordering more militia and yeomanry to be called up.

Interestingly, the temple in the Sacred Forest was able to render significant aid, as the library had also been partially working on standardizing some of the records of the People, as seen by the shamans, and thus they were able to give a second viewpoint on how many People there actually were, which had significant improvements on actually calling People up for military duty. Beyond that, as more and more militia were called up, it became obvious that adjustments to equipment would need to be made in order to supply the large number of People who weren't very good with bows with decent weapons. Spears were simple enough since they only needed a bit of metal, and when the men were training it was noted that the tendency to huddle up next to each other to provide cover with the longer reach weapons also meant that shields would overlap. They'd sort of already known this, but the tendency to use things like axes and bows meant that these sorts of formations hadn't been well explored before. These groups of spearmen needed special training and handling, but Rulhuthyn figured out how to handle them quickly enough.

Quality of It's Own -> We Have Reserves
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, chance of negating Martial (and thus Econ) damage dependent upon Econ strength
Cons: Damage to Martial can carry over to Econ (additional damage from Honour of Elites does not count)

Combined with the new, longer boats that could carry more men while still being portagable by the entire crew, and Rulhuthyn could get little mobile hard points into the steppes to raise a ruckuss where things weren't expected while his main forces were able to chase down confused elements of the enemy. The enemy fought hard and with skill, but they were clearly both confused by these new developments and with the fact that someone of exceptional skill was now commanding all the warriors of the People. Thus it was that when Rulhuthyn took the field one season, isolating and annihilating a dense packet of raiders, he was rewarded with a grey bearded man adorned in gold and silver ornamentation worked to look like braids of rope, he knew that he had their king.

The man had been punctured by an arrow in the side and had clearly broken bones, likely from a fall from a chariot after being shot with an arrow. Looking up with only one good eye, the other swollen shut from the fall, the king spat something defiant sounding in his language at Rulhuthyn. For his part, the king just looked down at his fallen foe and said, "I know not the glories of your ancestors, but you shall not add to them here. I shall snuff out your life, strip your ornaments to give to the widows you have made, and bury your naked corpse in an unmarked grave."

The nomad king attempted to spit, a wad of bloody drool still attached by a line of saliva not making it further than Rulhuthyn's feet. Rulhuthyn responded by slamming his axe into the man's skull, splitting it open.

Hero slays hero!
+1 Prestige


"Hey, king?" One of the warriors who had been nearby asked, causing Rulhuthyn to glance over at the man in curiosity over what was so important.

"Yes?" The king demanded.

"What was all that about 'glories of your ancestors'?" The man asked.

The king blinked a few times before he said, "You know, how when your ancestors fall in glorious duty to the People how you need to keep those deeds and traditions alive, to inspire the next generation?"

The warrior looked back at him somewhat blankly and then said, "No... no, I mean, I know that falling in battle or service to the People otherwise is a good thing for the afterlife..."

"Really? I thought they had that in the south?" Rulhuthyn asked incredulously.

The Carrion Eater who had showed up to begin the task of cleaning up the enemy corpse said, "The issue was reviewed by the temple but it never quite came up. The differences weren't considered a major sticking point."

"Huh," a couple of people all noted at that.

The Stallions developed a fused version of Honourable Death, Ancestral Deeds
[] [Value] Spread value (+Hero Generation)
[] [Value] Do not spread

Elsewhere, the other half of the nomads were held back but were not ultimately stopped, the son and now new king clearly enraged by the increased brutality he subjected anyone he caught to, but after a season of that the nomads disengaged completely... which probably meant that they were going looking for reinforcements and would probably be back. Discussion with the now heavily reduced Metal Workers revealed that they had also been deliberately targeting the smiths for abduction, and given the use of metal tools it seemed possible that they had a vassal or ally somewhere in the north with at least metal working capacity and quite possibly a mine somewhere. The Metal Workers also opened to the fact that they had a single, tiny tin mine and had been telling everyone to the south and west of them who they didn't consider a threat about the ore to try and bring more in.

Down south everyone had locked horns with the Highlanders, who were taking on all comers, although how long that could last was anyone's guess. At the very least they would probably lose some of their gains in the west, opening up the Hathatyn Restorers to continue down the river and begin attacking Hatriver... eventually.

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 Docks - With large numbers of ships being built, a new place to store them all, the goods they bring in, and a place to build them might be a good idea
*S: -1 Econ, +1 Diplo, increased trade power
*M: -1 Econ, +1 Diplo, increased potential for new innovations, increased trade power

Build Glassworks - A new material discovered recently, new luxuries and trade goods could be made from relatively cheap materials
*S: -1 Econ, +2 Diplomacy, small chance of new innvoations
*M: -1 Econ, +2 Diplomacy, increased chance of new innovations

Build Wall - The practice of building city walls has reached new heights with access to superior tools making the cutting of stone simpler (60% light walls, 30% 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 - Builds temples
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
* 5 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 (4/5 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 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 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

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: None
*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,
* used 6 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, at the cost of disturbing their confidence that the king has their best interests at heart. Max Stability: Legitimacy-1
* S: Gain 0 to 2 Stability at a cost of -1 Legitimacy
* 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? 10 Uses, 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 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
Temple - Progress listed below, each {S} committed consumes 2 Econ and 2 Art for 2 Progress. Completion increases Religious Authority
Library - Any location with a temple and/or True City status can have a library, with each {S} committed consuming 2 Art and 2 Mysticism for 2 progress. Completion grants Mysticism, every 2 libraries past the first increases the Mysticism refund by 1. Valleyhome (0/4)

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 Census - How many People are there anyway? (4-6? action commitment, -2 Mysticism per action) [Reserves + Library]
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 Docks - With the new docks in place, further expansion to something of a more significant scale could be of benefit (4-6? action commitment, -1 Econ per action, will likely require a significant supply of timber)
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 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 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 and two Secondary actions available

[] Art Patronage
[] Black Soil
[] Build Chariots
[] Build Docks
[] Build Glassworks
[] Build Wall
[] Build Watchtowers
[] Change Policy
[] Enforce Justice
[] Expand Economy
[] Expand Forests
[] Expand Snail Cultivation
[] Expand Vineyard
[] 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, Xohyssiri, Thunder Horse, Into the Wild (Eastern Sea), Into the Wild
[] War Mission
-Target Options: Metal Workers (Trade Dominance{Silver}), Xohyssiri (Trade Dominance{Silver})

Provinces for Projects: Valleyhome, Redshore, Stonepen, Sacred Forest, Northshore, Blackriver, Redhills, Southshore
Major Holy Sites: Rainbow Trail (0/4), Sacred Forest (Temple 0/8), Holy Sea (0/4), Horse Valley (0/4), White Circle (0/4), Warrior's Rest (0/4), Star Mirror (0/4), Sunrise Grove (0/4), Skyforest (0/4), Bloodgrove (0/4), Spiritwell (0/4)
 
Hmm, good points made, though I'd color it towards the Library and Literacy elements
General Comments:
Clearly rooted in an environmentalist philosophy and regard for nature, balanced by an emphasis on land management and "stewardship."

Functional Points:
-Bonus to all actions relating to land management
-Bonus when fighting on own terrain
-E&S bonus when completing land management megaproject
-Kicker
-Strife as a result of non-net positive environmental disruption
-Strife as a result of loss of territory

Potential Changes:
-Bonus to land management increased to a bonus to all management or knowledge of the land, i.e. bonuses to survey and study actions related to the land (i.e. Tailings but not Metal).
-Bonus to fighting on own, neighboring, or similar terrain.
-E&S bonus increased from land management to all ecological/spiritual actions.
-Kicker applicability increased in scope
-Kicker decreased in cost (i.e. to a chance of loss)
-Strife mitigated/delayed
The bolded here seem the most likely.
We're instituting recordkeeping on a grand scale, so expanding it to keeping in depth records of the land's growth and development over time is now feasible.

This can evolve to a land valuation assessment down the line, given a few centuries to cook.
General Comments:
Justice with an emphasis on community benefits, protection from harm, and punishment.
Functional Points:
-Justice is a community objective
-Careful punishment
-The few can be harmed for the benefit of the many.
Potential Changes:
-Justice as both a community and individual objective
-Remediative/preventative punishment or community actions (i.e. increased emphasis on charity/kindness/etc. to forestall crime)
-Mitigation of harm to few
I'd say a Library backed Justice evolution is centered on legal precedent and consistent rulings. Basically, build on top of The Law, by adding case precedents, transitioning away from simple Tradition.
General Comments:
Lack of xenophobia; emphasis on offering friendship.

Functional Points:
-Enhanced absorption of new ideas
-+1 social value from current or "historical" neighbors
-Can take in Econ and advancements by absorbing especially large numbers of people
--First econ boost as a result of this only has a chance of causing a drop
-Makes people think we're weak
-Must take in some amount of people

Potential changes:
-People don't see us as weak.
-Starts being able to pull social values from actual historical neighbors (ties in with library, actually)
-Number req. to get advancements decreased
-Decreased stability drop
-Increased amount of people required
Library maintaining historical values to draw upon would have been very nice if we could keep records of Greater good. It also likely enhances the passive tech theft chance(note, this is a roll, it's just that very large draws make the probability approach 100%)
General Comments:
Emphasis on collective action and accord, bonuses as a result.
Functional Points:
-Bonus to collective action
-Bonus to spiritually and ecologically harmonious actions
-Bonus to concerted efforts (somehow different from collective action, maybe means over time rather than all at once??)
-Disharmony is to be corrected
-Require casus belli

Potential Changes:
-Decreased requirement of size of collective action
-Increased scope of collective action
-Harmonious martial actions get a bonus
-Added emphasis on creating harmony where it did not exist (i.e. evangelizing or stability restoration)
-Added emphasis on getting along/increased xenophilia
-Collective actions w/ negative aspects have negatives decreased
-Gets rid of casus belli req.
Somewhat dubious about removing Casus Belli element.
How Library affects it is a bit harder to imagine though. At our current level of literacy anyways.
General Comments: Death in service is good and honourable; dying in such a manner is not a thing to be feared, but a chance to be treasured.

Functional Points:
-Warriors fight harder
-Losses in battle are less disruptive i.e. lowered stability loss?
-People look for "a good death" and try to achieve it

Potential Changes:
-A good life becomes equally important
-Shift toward non-martial death? I.e. martyrism?
Current interpretation IC is that it brings honor to your descendants. May lead to a more generalized Glorious History trait?
General comments: Numbers are rad; who has a lot of numbers? the proletariat.
Functional Points:
-Gain 1/3 of Econ as bonus Martial
-Damage to martial can impact econ

Potential Changes:
-Increased amount of Econ as bonus martial
-Decreased overflow of martial
-Minimum bonus in addition to proportional bonus
-Decreased impact of martial loss
-Increased respect toward labouring classes?
-Scope increased to include rest of society?
A Library evolution on this seems likely to change angle to something like Art of War, the focus turns to HOW to use huge numbers rather than the source of the numbers. Tricky to justify though
General Comments:
-Excellence in service is cool, especially if it's martial. If you can't achieve excellence it's less cool.

Functional Points:
-Elite units get more martial
-Martial loss increased
-Social stratification.

Potential Changes:
-Scope increased from martial to other things.
-Emphasis on balance rather than "a skill"
-Emphasis on balance rather than "perfection"
-Increase gain in regard to other areas, e.g. increase diplo from trade good actions, increased mysticism/results from study actions, etc.
-Decreased martial loss
-Decreased social stratification
Excellence in academia and arts seems likely to be added. Hoping for this.
General Comments:
You take care of me; I listen to you.

Functional Points:
-+1 Subordinate states
-Subordinate states less likely to break away
-Minimum force commitment increased
--Worse consequences for not fulfilling

Potential Changes:
-Increased subordinate states
-Decreased likelihood further decreased
-Institutes a required tithe/backflow from subordinates
-Emphasis on debt toward lowers decreases social stratification? Decreases corruption?
-Loyalty increased from solely vertical to both vertical and horizontal.
Probably more formalized subordinate state relations to decrease cultural drift?
 
Quality of It's Own -> We Have Reserves
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, chance of negating Martial (and thus Econ) damage dependent upon Econ strength
Cons: Damage to Martial can carry over to Econ (additional damage from Honour of Elites does not count)
Nice!
Hero slays hero!
+1 Prestige
Double nice!
 
The Stallions developed a fused version of Honourable Death, Ancestral Deeds
[] [Value] Spread value (+Hero Generation)
[] [Value] Do not spread
Um....

This sort of leads to like... increased nobility and BS and further decreases the purity of our vaguely meritocratic system by making family lineage a factor of note.

But also heroes are cool...

Hmm, good points made, though I'd color it towards the Library and Literacy elements
It was/is intended to be a general overview of all potential changes. I will take your advice into note, however, because most of them are applicable beyond the library context. Possibly as a result of establishing numerous libraries.
Or these:
The Census - How many People are there anyway? (4-6? action commitment, -2 Mysticism per action) [Reserves + Library]
Library - Any location with a temple and/or True City status can have a library, with each {S} committed consuming 2 Art and 2 Mysticism for 2 progress. Completion grants Mysticism, every 2 libraries past the first increases the Mysticism refund by 1. Valleyhome (0/4)

Opinion on Ancestral Deeds?

[X] [Main] Proclaim Glory
[X] [Secondary] Restore Order
[X] [Secondary] Change Policy - Offensive

Civilization Stats

General
Diplomacy 9 [+4]
Economy 4 [-1+4]
Econ Expansion 7 [+1-4]
Martial 6 (+1) {7}

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

Organizational
Centralization 3
Hierarchy 6
Religious Authority 1

Cultural
Art 4
Mysticism 5 (+1) [+1]
Prestige 19

Statuses
Baby Boom: +4 Econ, -4 Econ Expansion per turn while active
 
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The Stallions developed a fused version of Honourable Death, Ancestral Deeds
[] [Value] Spread value (+Hero Generation)
[] [Value] Do not spread

Hmm, Ancestral Deeds would be the Family Values + Honorable Death fusion.
Pros in that it boosts hero generation.
Cons in that it strongly rewards nepotism.

Do we want it?
 
[X] [Value] Spread value (+Hero Generation)
[X] [Main] Grand Palace
[X] [Secondary] New Trails
[X] [Secondary] New Trails x2
 
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