Yeah, i mean, even failing the crisis got us 2 extra value slots, which at least as of a while ago was very rare (iirc AN said most civs have fewer spiritual values, a focus on honor values, and almost no one would have 3 of each) and definitely valuable, considering its what let us get observance and thus love of wisdom... and i think the library was gated behind observance too?

You started off 2/1/1, then through actions developed it to 3/2/1. Other civs have different spreads, like the Spirit talkers were 2/3/1 and groups like the nomads tend to run Honour heavy with 2/1/3

We're at 3/3/3 now with a +1 from CA.

We were never close. The only way we could have succeeded was if the players were very solidly convinced that constantly extending the time available for completion was the correct choice. And the players would have needed to take that choice by the time the second time it showed up, or was it the first?

The only reason you state... Well ofcourse, we as a thread were aiming for that, to minimize any punishment for failure and it succeeded beyond what we predicted, we were SO close to completion and it would have been beautiful but ohwell. (Well some of the thread tried to jump ship and make us get the Stallion King)

With the path you used, Expand Shrines for every province.

The only way you could have possibly had enough time for this is if you suppressed the Young Stallions at just about every opportunity, which due to spawning a hero unit early was considerably more dangerous than initially conceptualised, but them's the breaks sometimes. Quite honestly, the crisis basically required everything to go perfect for you to have a chance of successfully resolving it with the changes made. Had you taken both the Spirits Policy (which you did) and elected Patryn, there was a 25% chance he would have figured out a way to actually make it work within his lifetime and got this done. Successful completion would have massively pushed forward knowledge of abstract math to deal with taxation.

Multiple ways to finish. Suppress Stallions until enough literacy or actually elect Patryn.

Edit: About Patryn

Cwriid was unexpected, but the Young Stallions were scripted and there would be a hero unit to lead them eventually. Patryn was "scripted" in that there would be another hero unit to carry on the legacy.
 
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@Academia Nut

What compatible values could we gain from Xohyssiri?

There's some cultural ones.

@Academia Nut what is our current literacy rating in our civ? What with the Temple, and Library being around, is it a little higher than 5%?

Full literacy is probably around 2-3%, some at maybe 10%. There are also a few common symbols and words that a large number of people can identify readily.
 
Time to do an evaluation post.

Minimum option seems best for immigration. Ignoring the stability issues, that econ has to come from somewhere... its a lean time so the logical thing is the neighbors are already down economy. HK was described as only doing well in war last we checked and in a two front war. Taking away even more of the economy will break them, this is the middle option basically. That seems like a good way to give Xoh enough time and manpower to squish TS and the flood the Lowlands with organized troops with little to no opposition. Granted Xoh could collapse anyway if TS are advancing. The max option possibly HK and the Hats break at once... the third option is only getting a relatively small amount of econ over the middle one. All in all... a terrible plan when your not ready to absorb them.

The other issue is that having a second True city means that maximum econ slots moves back down to pre-aqueduct levels. Meaning it eats all kinds of actions just to keep them both going. Kind of need a more powerful way to fill in econ expansion slots before that is really sustainable. We already are dealing with too much martial and maxed econ.

Finally, if we are flooded with econ and in negative stab and have broken the neighbors... the military will be almost forced to invade the surrounding areas for both boredom and humanitarian reasons. At that point, The People inherit the Xoh Lowlands buffer job... with a constant flood of people from Hk/ the Hats. The only mitigating result here would be Xoh getting burned by TS and the no one can really control the Lowlands so a few turns are bought while things settle.
--

As for the Hero actions:
Wineyard eats up glass that is already in low amounts. Art Patronage requires the spread of dangerously unstable chemicals is containers that are ticking time bombs. The government actively knows about the problem and is ignoring it for profit. That sounds like a stability hit waiting to happen on a bad roll. I'm pretty sure that is corruption enough to risk value freak outs. Snail Cultivation is ignoring a tech increase in alchemy in favor of addressing the dye supply... so i take that option as just phoning it in.

Glassworks seems like the best option from the perspective of public safety. Best option for not making alchemy seem cursed when those time bombs are spread around. Its very in character for The People to develop exacting counter measures for demons. Alchemy ends up considered useful, but dangerous. This kind of thing qualifies in my mind. When given the option for accidents being more dangerous from dropping a container against protocal and you got delayed by things and then the place starts exploding... I'll take problems being the fault of idiots not doing things correctly over the government institutionalizing fault equipment as a cash grab.

Center of trade evolved from necessary for markets to a booster for markets. However as its not strictly necessary we must consider replacing it. Currently its an attachment for CA, so that makes sense as the thing is latched on to. This is where the grand lack of information on other societies comes in.

Of the choices, being more Xoh-like is libel to cause issues or respawn CoT, so no. Nomads are nomads and that is asking for that ancestral honor trait the Stallions have. Thunder Horse and Thunder Speakers are nomad forged mystery boxes, so no. Highlanders are Order obsessed and looks to have evolved that trait to make them need to force Order on others... The People just look stable enough they aren't really triggering the control the chaos option from the outside. Probably more stability options... but their methods will make it even harder to decentralize enough to get trails. This is still the biggest issue The People have stat-wise. Metal Workers have been recently lead by nomads... that honor trait is again a possible thing.

That leaves leaving things alone and the Hats. Double Wealth bonuses at the cost of actions isn't bad at all... though we haven't seen what actions end up using wealth instead of econ yet. Hats may bring a trait that makes CA's new attachment cause tourists so we can actually get intelligence on other nations.

So, for me, its more Wealth (that we don't know what its specifically for action-wise) or gambling on the Hats giving us extranational news.

[] [Value] No
[] [Value] Hathatyn

[] [Prog] Build Glassworks (-1 Econ, +2 Art, increased chance of new innovations)
[] [Refugee] Those who arrive on their own (Chance of stability loss, +2 Econ)
 
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Hats may bring a trait that makes CA's new attachment cause tourists so we can actually get intelligence on other nations.

So, for me, its more Wealth (that we don't know what its specifically for action-wise) or gambling on the Hats giving us extranational news.
we also have an educated guess that they could give us a way to decentralize, and WoG that they could promote provincial interdependencies, among other things
Things that seem compatible with you:

Industriousness
Some sense of exploration
Lots of interdependencies
 
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Haven't had time to read the whole thread, what is your argument for Art over Glass?
We take Art Patronage, Provinces will take Glassworks next turn. The inverse however, won't be true.

Rulwyna would probably never work out what exactly had gone wrong, and thus would never be able to practically replicate the thunderous power that had gone into the fire, but her mother had discovered ways to transform simple materials into brilliant colours. The dye merchants of Redshore would not want competition, but she was pretty sure that she could convince them that these new colours would only enhance their products, and also allow them to bring new colours to the markets. The Trelli had apparently caused upset by bringing out a brilliant yellow dye that was a solid competitor for the traditional red-violet dye of the People.
Taking Glasswork does not lead to them taking Art Patronage as she would not have pushed it forward
We can still get art patronage it just won't be a major focus in the update.
Not to the degree if we would have taken Art Patronage first. That way we get both options as opposed to just Glassworks.
 
@Academia Nut, I'm guessing the progress vote is going to influence who Rulwyna has in her political corner? Like, glassworks means the glass guild will favor her (because she made them important) or art patronage means many of the artists of our civ like her, etc?
 
[X] [Prog] Expand Vineyard (-1 Econ, -1 Econ Expansion, +1 Wealth, +1 Art)

I told you that Wine is humanity's friend! I told you!
 
@Academia Nut, I'm guessing the progress vote is going to influence who Rulwyna has in her political corner? Like, glassworks means the glass guild will favor her (because she made them important) or art patronage means many of the artists of our civ like her, etc?

I assume that multiple groups from benefit from her eventually, except the pottery groups. But that can be fixed with more art patronage to improve the pottery market.
 
As for the Hero actions:
Wineyard eats up glass that is already in low amounts. Art Patronage requires the spread of dangerously unstable chemicals is containers that are ticking time bombs. The government actively knows about the problem and is ignoring it for profit. That sounds like a stability hit waiting to happen on a bad roll. I'm pretty sure that is corruption enough to risk value freak outs. Snail Cultivation is ignoring a tech increase in alchemy in favor of addressing the dye supply... so i take that option as just phoning it in.

Glassworks seems like the best option from the perspective of public safety. Best option for not making alchemy seem cursed when those time bombs are spread around. Its very in character for The People to develop exacting counter measures for demons. Alchemy ends up considered useful, but dangerous. This kind of thing qualifies in my mind. When given the option for accidents being more dangerous from dropping a container against protocal and you got delayed by things and then the place starts exploding... I'll take problems being the fault of idiots not doing things correctly over the government institutionalizing fault equipment as a cash grab.
Except it wouldn't be so. AN has explicitly said that everything would pushed forward, that means both dye and glass. The only difference is what is emphasized more. We push dye more, the provinces are going to pick Glasswork to accommodate the increase better, word of AN. The opposite however is not true as Rulwyna would not have pushed it and the new dyes would be marginalized as the snail dye merchants would be against it.
 
Vitreous efforts
[X][Prog] Build Glassworks (-1 Econ, +2 Art, increased chance of new innovations)
[X][Refugee] Those who arrive on their own (Chance of stability loss, +2 Econ)
[X][Value] Hathatyn

Rulwyna disappeared from the minds of many for several years as her father spent his remaining years in conflict with the Hathatyn, who continued the extended stalemate to the end of his life. However, soon enough the development of a new glass working center, the promotion of the art there, and the way that new bottles were being made to contain dyes and alchemical reagents was being associated with the ferocious young woman who seemed involved with all the players in the game pushing for new innovations in the dye industry. Recipes for new materials began to crop up as well, using ashes and fats or oils to make superior cleansing concoctions, something intensely in demand by the fastidious People.

Meanwhile, new people migrated in from all across the south, driven out of their homes by famines and disasters caused by the poor weather, adding to the whole of the People. As the new coins circulated the merchants realized that they didn't have to quite so ferociously protect their monopolies, but also that they needed more silver. Fortunately, many of the Hathatyn refugees, new or old, had been teaching the People about their land management practices. While not something the People found useful for farming, the rapid development schemes for mining had a definite appeal.

Wildcat Prospecting
By letting those who locate mineral deposits develop them and claim the profit, new mines can be rapidly developed at the cost of some centralized control
Pros: Resources discovered in survey actions can be developed in the mid-turn in addition to other reaction actions
Cons: Reactive development costs Centralization

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 Wealth, +2 Art
* M: -1 Econ, -2 Wealth, +4 Art, +1 Prestige, potential innovations

Black Soil - There are many places that could benefit from further black soil, but making more is starting to take up more resources than it is currently returning
* S: -1 Econ, chance of +1 Econ next turn, +2-3 Econ Expansion
* M: +2-3 Econ Expansion
* used 3 times

Build Chariots - The vehicle of the elite, chariots are the most effective way of waging war the People know.
* S: -1 Econ, -1 Wealth, +2 Martial, +1 Art
*M: -1 Econ, -2 Wealth, +4 Martial, +1 Art

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, +1 Wealth, +1 Art, small chance of new innvoations
*M: -1 Econ, +2 Art, 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

Distribute Land - By reworking the distribution of land, the king can improve tax income and reduce pressures administrative overhead
*S: -1 Centralization, +1 Wealth
*M: -2 Centralization, +3 Wealth

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
* 11 Econ Expansion available (max 15 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 (5/5 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 Wealth
* M: -1 Econ, +1 Wealth, +1 Art, 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 Wealth next turn
*M: -1 Econ, -1 Econ Expansion, +1 Wealth, +1 Art

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: -1 Econ, -2 Wealth, +3 Martial, +1 Art, 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 Transfer, -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 transfer, founds march to take independent martial actions

Found Mercenary Company - With new coinage, those who fight for less than savoury reasons can be bargained with more effectively. Paid well they can enhance your forces, or can be hired out to other groups, but beware of having them sit around without pay!
*M: -5 Martial, -1 Wealth per turn in your employ, +1 Wealth per turn if hired out to another group, or 0 Wealth per turn and adds directly to Martial score

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: Far North (dangerous), Near Trelli (risky)
*M: -3 Diplo, -2 Wealth, 2 Econ Transfer, -2 Martial, founds trading post to generate Diplomacy

Integrate Colony - Part of the colony of Western wall can be integrated into the People more fully, transitioning from a Colony to a province
*M: -6 Diplomacy, gain Econ and Martial from integrating Colony

Integrate March - Better communications and administration means that the Stallion Tribes or Hatriver 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: -1 Econ, -2 Wealth, +1 Stability, +2 Art, chance for additional effects
* 2M: -2 Econ, -2 Wealth, +1 Stability, +4 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 Wealth, +1 Martial, +1 Art, more Blackbirds
* M: -1 Econ, -1 Mysticism, -1 Wealth, +2 Martial, +1 Art, 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 Wealth, +1 Martial, +1 Art, more Carrion Eaters
*M: -1 Econ, -1 Mysticism, -1 Wealth, +2 Martial, +1 Art, 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 Wealth, +1 Art; +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, far eastern Redhills, far north-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
Special: Main new settlement in far eastern Redhills or far north-eastern Redhills can produce new provinces

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 Wealth, random amount of Diplomacy, Art, and Prestige generated
*M: -5 Wealth, random amount of Diplomacy, Art, and Prestige generated (min. 1 of each) and the possibility of Mysticism generation

Study Alchemy - Materials can be made to transform their form through special treatment. What wonders can be discovered in this process?
*S: -1 Mysticism, -1 Wealth, potential new discoveries
*M: -2 Mysticism, -1 Wealth, -1 Econ, increased chance of new discoveries

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, -1 Wealth, +1 Mysticism, 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, -1 Wealth, +1 Mysticism, 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, -1 Wealth, -1 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, 2/4 Uses in a Row
*S: -1 Wealth, +2 Mysticism, tiny chance of new insights
Cannot be used as a Main action

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 2 times

Trade Mission - Sending a major caravan to another large group can bring new opportunities and find out more about the outside world
* S: -1 Wealth, additional effects depending on target, +1-2 Diplo end of of turn;
* M: -1 Wealth, -1 Econ, additional effects depending on target, +1 Diplo end of turn, +1-2 Diplo next turn, +0-1 Wealth 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), 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

Special: The Highlanders and the Thunder Speakers have immediate need of mercenary forces
Special: Rulwyna will have additional effects on certain actions this turn

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. Hatriver is currently being attacked by the Hathatyn, failure to send at least a Secondary War Mission is likely to result in stability loss. This war is defensive in nature and thus may be kicked

[] Art Patronage
[] Black Soil
[] Build Chariots
[] Build Docks
[] Build Glassworks
[] Build Wall
[] Build Watchtowers
[] Change Policy
[] Distribute Land
[] Enforce Justice
[] Expand Economy
[] Expand Forests
[] Expand Snail Cultivation
[] Expand Vineyard
[] Expand Warriors
[] Found March
[] Found Mercenary Company
[] Found Trading Post
[] Integrate Colony
[] 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 Alchemy
[] Study Forests
[] Study Health
[] Study Metal
[] Study Stars
[] Survey Lands
[] Support Subordinate
[] Trade Mission
-Target Options: Highland Kingdom, Thunder Speakers, Metal Miners, Lowland Minors, Xohyssiri, Thunder Horse, Northern Nomads, Into the Wild (Eastern Sea), Into the Wild
[] War Mission
-Target Options: Hathatyn
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), Moonwell (0/4)

AN: This update's effort mostly went into updating the actions to account for the new Wealth system and the Best of the Best trait
 
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Wildcat Prospecting
By letting those who locate mineral deposits develop them and claim the profit, new mines can be rapidly developed at the cost of some centralized control
Pros: Resources discovered in survey actions can be developed in the mid-turn in addition to other reaction actions
Cons: Reactive development costs Centralization
This trait is solidly meh. Certainly, being able to use a mid-turn action to reduce Centralization is good, but we typically have other useful stuff that we want to do mid-turn.
 
Found Mercenary Company - With new coinage, those who fight for less than savoury reasons can be bargained with more effectively. Paid well they can enhance your forces, or can be hired out to other groups, but beware of having them sit around without pay!
*M: -5 Martial, -1 Wealth per turn in your employ, +1 Wealth per turn if hired out to another group, or 0 Wealth per turn and adds directly to Martial score

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

Special: The Highlanders and the Thunder Speakers have immediate need of mercenary forces
Special: Rulwyna will have additional effects on certain actions this turn

So these are the actions I noticed were different including the special ones.
 
Wildcat Prospecting
By letting those who locate mineral deposits develop them and claim the profit, new mines can be rapidly developed at the cost of some centralized control
Pros: Resources discovered in survey actions can be developed in the mid-turn in addition to other reaction actions
Cons: Reactive development costs Centralization

Ah, yes, 'con'. Let's call it that. 'Con'

Reminder, we still have a war going on!
 
Special: The Highlanders and the Thunder Speakers have immediate need of mercenary forces
Special: Rulwyna will have additional effects on certain actions this turn


HEY MY KOHAIS AND SENPAIS, PLEASE NOTICE THIS! ROL-CHAN IS A FORCE MULTIPLIER!
 
That is the BEST con ever, seriously weren't people groaning about the fact we didn't have anything that spent centralization?
 
Notable new actions:
Distribute Land - By reworking the distribution of land, the king can improve tax income and reduce pressures administrative overhead
*S: -1 Centralization, +1 Wealth
*M: -2 Centralization, +3 Wealth
This is fine if we needed to burn down Centralization for whatever reason, such as after Enforce Justice.

Found Mercenary Company - With new coinage, those who fight for less than savoury reasons can be bargained with more effectively. Paid well they can enhance your forces, or can be hired out to other groups, but beware of having them sit around without pay!
*M: -5 Martial, -1 Wealth per turn in your employ, +1 Wealth per turn if hired out to another group, or 0 Wealth per turn and adds directly to Martial score
This is very dangerous but could be useful if done correctly. Mercs can be the death of an empire or its salvation.

Special: The Highlanders and the Thunder Speakers have immediate need of mercenary forces
Special: Rulwyna will have additional effects on certain actions this turn
Rulwyna being around still is excellent, she should affect the options she had in the miniturn.
Both sides of the lowlands conflict need mercs. I don't think we should get involved in that, frankly.
 
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