Tally
Adhoc vote count started by DragonParadox on Jul 3, 2017 at 4:21 PM, finished with 67218 posts and 104 votes.
 
It seems, in hindsight, that what we failed to realise about Phygrif is that he would be so successful. We anticipated him taking a swing at the lowlands for a turn or two, and we figured, Eh, they're weakened by climate, not a real threat to a Martial Hero. What we didn't anticipate was runaway success, creating a new vassal, thus dropping substantial obligations in our lap, and scaring our neighbors into a desperate war against us.

I guess being too successful says something about the People :D

This is the point where either everyone breaks us, or breaks themselves on us. Death or glory!
 
My question for that event is this: Can we tank that guaranteed stability hit?

Because if the answer is yes, I'm absolutely willing to change my vote.

Mind, I'm not online much longer, so tag me if you want it changed.

What guaranteed Stability hit? From the refugees themselves - definitely.
We are at +1, -2.5 is -2~-3, so the result is -1~-2. Plus we end the Renewal this turn, which gives +1 Stability due to Stewards, leaving us at -1~0, which is pretty fine.

However, if we get a worst possible refugee stab hit (-3) and get a stability hit from some source on top of that (one last hit from climate or hit from losing people or land in the war), we are in trouble, especially if ordering of payouts means we get to -3 before +1 from Renewal. So there is a definite risk. I think it is worth it, because, well, friend in need and all that, but a risk it is.

-1.5 option is just safe, probability of going to -1 from it and getting whooping -2 on top of that while ordering +1 Stability from Renewal after that is...pretty low, to put it mildly.


Actually, to make use of approval voting, updated to support -1.5 while not abandoning glorious freeedom:

[X] [War] Withdraw main forces to defend Redhills, leave vassals and Red Banner
[X] [Boat] New design: Size
[X] [Mill] Greater permission (-3 Wealth, -1 Art, -2 Centralization, +3 Econ, increased potential for innovation)
[X] [WC] Lesser assistance (-2 Art, -1 Centralization, Stallions pleased, ???)
[X] [Main] Sacred Forest Renewal Completion (-2 Econ, -2 Mysticism, -1 Art)

[X] [Refugee] They should take in as many as they could (-2 Stability, chance of further loss, +6-8 Econ, overcrowding)
[X] [Refugee] They were helping to create refugees, they should help more (-1 Stability, chance of further loss, +4-5 Econ)
 
It seems, in hindsight, that what we failed to realise about Phygrif is that he would be so successful. We anticipated him taking a swing at the lowlands for a turn or two, and we figured, Eh, they're weakened by climate, not a real threat to a Martial Hero. What we didn't anticipate was runaway success, creating a new vassal, thus dropping substantial obligations in our lap, and scaring our neighbors into a desperate war against us.

I guess being too successful says something about the People :D

This is the point where either everyone breaks us, or breaks themselves on us. Death or glory!
#YmarynProblems
Adhoc vote count started by BungieONI on Jul 3, 2017 at 4:29 PM, finished with 67222 posts and 104 votes.
 
The TS and the HK are nega-verse SV civs, right? If so, we can probably expect them to continue on with their plans even after we withdraw troops. 'Go big or go home' is quite popular on SV.
 
Even if they got ahold of our ironworkers, it might not be a prize worth winning.
The only way that this could be true is if we went full non-kicked war on them as an immediate response to what happened. Iron has saved us 49 Secondary actions since we got it and has given us supreme military dominance.
 
[X] [War] Withdraw main forces to defend Redhills, leave vassals and Red Banner
[X] [Boat] New design: Seaworthiness
[X] [Mill] Lesser permission (-2 Wealth, -1 Art, -1 Centralization, +2 Econ, potential for innovation)
[X] [WC] Lesser assistance (-2 Art, -1 Centralization, Stallions pleased, ???)
[X] [Main] Sacred Forest Renewal Completion (-2 Econ, -2 Mysticism, -1 Art)
[X] [Refugee] They accepted all who came (Chance of stability loss, +2 Econ)
 
The only way that this could be true is if we went full non-kicked war on them as an immediate response to what happened. Iron has saved us 49 Secondary actions since we got it and has given us supreme military dominance.
Honestly, I'd rather let them have iron and send out trade delegations to reassure them that our assault on the Xoh was about their child sacrifice, we don't actually have plans to unify the lowlands and crush everyone at this point in time, we'd be happy to negotiate a settlement, etc.
 
A compromise it is

[X] [Refugee] They were helping to create refugees, they should help more (-1 Stability, chance of further loss, +4-5 Econ)

This rounds votes favours not the bold*






*And the fuedalists, hereditists, cronyists, federalists, militarists, anarchists, anti pineapple pizzaists and various others.
 
[x] [War] Withdraw main forces to defend Redhills, leave vassals and Red Banner
[x] [Boat] New design: Seaworthiness
[x] [Mill] Lesser permission (-2 Wealth, -1 Art, -1 Centralization, +2 Econ, potential for innovation)
[x] [WC] Lesser assistance (-2 Art, -1 Centralization, Stallions pleased, ???)
[x] [Main] Sacred Forest Renewal Completion (-2 Econ, -2 Mysticism, -1 Art)
[x] [Refugee] They were helping to create refugees, they should help more (-1 Stability, chance of further loss, +4-5 Econ)
 
[X] [War] Withdraw main forces to defend Redhills, leave vassals and Red Banner
[X] [Boat] New design: Seaworthiness
[X] [Mill] Greater permission (-3 Wealth, -1 Art, -2 Centralization, +3 Econ, increased potential for innovation)
[X] [WC] Lesser assistance (-2 Art, -1 Centralization, Stallions pleased, ???)
[X] [Main] Sacred Forest Renewal Completion (-2 Econ, -2 Mysticism, -1 Art)
[X] [Refugee] They accepted all who came (Chance of stability loss, +2 Econ)
 
[X] [War] Withdraw main forces to defend Redhills, leave vassals and Red Banner
[X] [Boat] New design: Speed
[X] [Mill] Lesser permission (-2 Wealth, -1 Art, -1 Centralization, +2 Econ, potential for innovation)
[X] [WC] Lesser assistance (-2 Art, -1 Centralization, Stallions pleased, ???)
[X] [Main] Sacred Forest Renewal Completion (-2 Econ, -2 Mysticism, -1 Art)
[X] [Refugee] They accepted all who came (Chance of stability loss, +2 Econ)

EDIT: Uh, nevermind?
 
Last edited:
Endings
[X][War] Withdraw main forces to defend Redhills, leave vassals and Red Banner
[X][Boat] New design: Seaworthiness
[X][Mill] Lesser permission (-2 Wealth, -1 Art, -1 Centralization, +2 Econ, potential for innovation)
[X][WC] Lesser assistance (-2 Art, -1 Centralization, Stallions pleased, ???)
[X][Main] Sacred Forest Renewal Completion (-2 Econ, -2 Mysticism, -1 Art)
[X][Refugee] They accepted all who came (Chance of stability loss, +2 Econ)

Phygrif watched with grim satisfaction as the lowlanders went to work on the gates to the outer wall. Someone among the clever builders brought down to maintain the weapons of the Red Banner had decided that just sitting around waiting for the Xohyssiri to starve was no fun and had called for an exorbitant amount of iron and bronze to be paired with wood imported at considerable effort from the core territories to craft what amounted to an enormous hammer to smash open the gates. Well, okay, technically the team of men who were swinging it did it back and forth rather than a hammer's arc, but a hammer was how it had been generally explained to him, so that's what it was. They had also built a sort of portable shed covered in thick wood and leather to shield the team swinging the iron shod log from being pelted with objects from above. The archers of the Red Banner also kept the defenders down with a light but steady rain of arrows and slingstones.

Each swing of the infernal device created a great boom that echoed across the fields in front of the wall, the sound progressively growing more splintered as the gates gave way. As the gates began to actively break the spearmen of the Red Banner began to move forward, shields up to defend against missile attacks, forming a line behind the ram, the lowlander warriors more loosely behind them, an odd gleam in their eyes from the possibility of taking revenge for generations of submission, sacrifice, and humiliation to the Priests of Xohyr.

Finally, with a massive crack like a bone breaking, the bar holding the gates in place snapped from a blow by the ram. All across the length of the wall a great cry went up as the defenders realized that their walls had been breached. Perhaps if they had fought at the breach they might have saved themselves, but they knew how well the iron scaled scorpions of the Red Banner fought in close quarters and their morale failed them. Never before had an enemy so much as scratched their walls, and now they had been shattered. Warriors dropped their weapons and ran, either for the safety of the inner wall or to the opposite side of the city where they hoped the cordon would be thinner.

The ram pulled back and the Red Banner moved in, and Phygrif called out, "Alright lads! HAVE AT 'EM!"



They poured out of the breach into the madness of the cramped outer city. The Red Banner remained focused on the task of killing those still fighting and securing the area, but the lowland vassals immediately went to the task of the sack. What glory! While the greatest riches were in the core of the city, there was still the wealth of the artisans and traders, and captives to be taken. The People frowned on a lot of proper warrior things, but Phygrif had eventually realized that they simply wanted to make sure that the right people got what they deserved. If you threw everything into a pile and then distributed it out, with a few allowances, and rewarded proper efforts properly, it kept down on warriors fighting and arguing with each other over who got what loot. A bit odd, but the sense of it all had grown on Phygrif. Still, he would ensure that everyone here today had at least a fine young woman on each shoulder by the end of the day to show for their efforts, and some of the loot would be sent back to the warriors the council had recalled to defend in case of treachery from their neighbours.

Bah! Cowards the lot of them!

Entering into the city upon his chariot, Phygrif was greeted with the sounds of screaming and the smell of bloodshed, smoke, and the shit of a badly maintained city. Ugh... from the looks on their faces, the People from Valleyhome wanted to burn this place on urban pride principles, to say nothing of the demons they worshiped demanding blood. This place would be cleansed.

As the light faded and the initial frenzy died down as the inhabitants of the vast slums either stayed inside to keep their heads down or had fled for either the inner city or had attempted to flee the city entirely, Phygrif found himself at the gates to the inner wall, a vast edifice where every brick had a weathered skull baked into it. While impressive, it had to go. The ram would arrive by morning and they could open up this part of the city while the vassal warriors spent the night carting off all the wealth they could. Before he could get too comfortable, a courier rode up to him.

"King Phygrif! The Highlanders have begun to attack in Redhills! Initial reports have the fighting at a stalemate, but it was a close thing!" The courier declared, offering up a scroll for a literate attendant to read to him the full details.

Cursing under his breath at this development - the council apparently wasn't entirely foolish - Phygrif weighed up his options.

Response?
[] Call for terms
[] Abandon the siege

[X] Burn it all to the ground, let the few survivors scatter to the wind
[] Finish the siege proper
Heroic nomad kings have but one response

"Burn it all," Phygrif said after a moment. "We don't have time to do this proper. Begin smashing down buildings for firewood, the inhabitants can bring their valuables to us or surrender as captives if they want to escape, otherwise they can sit in their homes as flames take them. We'll smash open the inner wall and won't even loot, just burn. Metals will just melt so if we really want to we can come back later to pick up anything of value."

Everyone around him went wide eyed, but then they all nodded and the commands were issued to have the city a burnt out, dead husk by sunset the next day. Tens of thousands would die, but so would Xohyr and everything it stood for, and then the king could deal with those who had decided to take a swing at him.

If he had any regrets, it was the destruction of the flammable and fragile loot - all the prettiest women among the families of the nobles and priests chief among them.

Xohyr sacked! Xohyr burned out, city site remains viable for resettlement
Xohyssiri civilization collapsed! Remnants remain in their former vassals, but the core has been ripped out
New Legacy Gained -
City Killers: Gain access to the Terrify diplomatic action against urban civilizations
True City Burned, Civilization Killed, Wonder Smashed! +8 Prestige, +3 Wealth, extra influx of "refugees" gives +2 Econ, -2 Econ expansion, -1 Stability

Meanwhile, up north, even as resources were diverted to protect Redhills and reinforce Hatvalley, the work on the forests was reaching a climax. A tremendous amount of effort had gone into that all the forests of the People had exceptional drainage control, a proper balance of plants to deal with the diseases that could affect plants, animals, and people, and the knowledge of the forest had been expanded considerably. It was, in fact, this last bit that was realized as the final piece of the puzzle. The forests required considerable investment by the People already, with their growth and management spanning generations. Now they needed to consider management that would absolutely stretch beyond any living memory. The balance of plants would always be changing, and so they needed to remember what mixtures worked well for certain tasks. Long term records and sacred gardens to keep living specimens would be needed to ensure that the People always had access to the components needed to adjust the balance in relatively short order.

Megaproject completed! Wonder Completed!
Greater Sacred Forest
The People live in harmony with the forest, and understand its needs and wants. When the weather shifts, the People are able to rapidly adapt so long as they have access to their forests. In addition to automatically managing forests and being able to plant more, the People are now immune to short term moderate climate fluctuations, and when experiencing longer term climate change only suffer damage once to account for adjusting their environmental balance. Against more catastrophic environmental fluctuations take reduced damage and have the ability to fight the damage where others can only suffer. Additionally, the Expand Forest and Study Forest actions are now merged. WARNING: Requires a minimum of two temples or two libraries to remain functional. Failure to maintain this requirement can result in the loss of critical knowledge and the breakdown of the system, degrading the wonder

As part of the wonder, gain either a new temple or new library (already paid for)
[] [Wonder] Library
-[] [Wonder] Sacred Forest
-[] [Wonder] Valleyhome
[] [Wonder] Temple
-[] [Wonder] Horse Valley
-[] [Wonder] White Circle
-[] [Wonder] Warrior's Rest
-[] [Wonder] Star Mirror
AN: Because of Phygrif's influence, the temple will go to a northern province if selected, hence the limited options there

The north was also soon abuzz with news of their discovery. With the assistance of experts from the south, they were able to fairly quickly open up a massive limestone quarry, but more than that they found the stone filled with dragon bones, which they were carefully extracting or digging around for display in situ. Such marvels would surely become the new nucleus for a new holy site, and probably a new temple. Certainly a place of pilgrimage for many.

Natural Wonder Discovered! Dragon's Graveyard, provides limestone, pilgrimage, and can be studied

Of course, even as he was making arrangements for what his grave marker would say, Phygrif the Conquerer was trying to figure out where the best place to deploy the Red Banner would be. The Thunder Speakers were quietly standing in the background and whistling, saying that while the Highlanders had proposed a joint attack they had never actually agreed to it, and were thus staying out of things. The lowlanders would have to deal with the remaining fires on their end, but the big question was whether to attack from the east or the west. The east had a longer path to go from the nearest settlement to the Highlanders, but was also closer to the core territories of both kingdoms and there was somewhat more room to maneuver. The west would fight out of Hatvalley, which had a long trip from core territories but more local support, but would be going through narrow mountain passes into heavily fortified settlements, which was perhaps where the Red Banner would be best deployed. Then again they could possibly use a few years to rest and rearm after the fighting with the Xohyssiri.

Where to deploy the Red Banner?
[] [RB] East, go through the lowlands into the hills
[] [RB] West, through the hills
[] [RB] Rest, restores strength

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 Mills - By harnessing the power of flowing water, work can be done, freeing up considerable amounts of labour
*S: -2 Wealth, -1 Art, +2 Econ, potential for innovation
*M: -3 Wealth, -1 Art, +3 Econ, increased potential for innovation

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
*6 Econ Expansion available (max 11 to keep Sacred Forest True City; max 15 for Valleyhome)

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 (7/7 currently locked up)
* S: -1 Econ, -1 Econ Expansion, grows forest, +1 Econ next turn if in settled territory and controlled, potential discoveries
* M: -2 Econ, -1 Econ Expansion, grows forest, +2 Econ next turn if in settled and controlled territory, improved odds of success

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: Greenshore
*S: Change Greenshore Trading Post to a Colony
*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 or Hatvalley 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 Heaven's Hawk 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, south of cataracts
* 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 south of cataracts, far eastern Redhills, or far north-eastern Redhills can produce new provinces. Far eastern Redhills will also give territorial continuity with your vassal and allow for their integration

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

Plant Poppies - Within some temple grounds there are gardens where the poppy grows, and the milk of the poppy can be harvested. Expanding production should have interesting effects.
*S: -1 Econ, -1 Econ Expansion, +1 Mysticism, +1 Wealth
*M: -2 Econ, -2 Econ Expansion, +2 Mysticism, +2 Wealth, +1 Martial, new trade good

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 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

Terrify - You've killed cities, walls will not keep your enemies safe
*M: -3 Diplo, can force minors to become vassals or integrate, can cause major civilizations to lose Stability
Special: Not applicable to nomads, efficiency greatly improved by performing a War Mission against the target the same turn
Warning: Crit fails can cause backlash, losing Stability

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), Sacred Forest (0/4)

Reminder: 2 {S} applied to the same project = 1 {M}
Additionally: 2 Mains may have non-linear effects

Special: You can switch to Defensive or Offensive policy without taking an action 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)
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 or One Main x2 and One Secondary available. Must commit at least 1 Main Action to a War Mission against the Highlanders. Your lowland vassals are currently cleaning up the situation in the east and would appreciate help but do not need it. This is a defensive war and thus can be kicked for extra effort

[] Art Patronage
[] Black Soil
[] Build Chariots
[] Build Docks
[] Build Glassworks
[] Build Mills
[] 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
[] Plant Poppies
[] Proclaim Glory
[] Restore Order
[] Sailing Mission
[] Salt Gift
[] Study Alchemy
[] Study Health
[] Study Metal
[] Study Stars
[] Survey Lands
[] Support Subordinate
[] Terrify
[] Trade Mission
-Target Options: Highland Kingdom, Thunder Speakers, Metal Miners, Lowland Minors, Thunder Horse, Northern Nomads, Into the Wild (Eastern Sea), Into the Wild
[] War Mission
-Target Options: Northern Nomads, Highlanders, Thunder Speakers (Treachery)

Provinces for Projects: Valleyhome, Redshore, Stonepen, Sacred Forest, Northshore, Blackriver, Redhills, Southshore, Hatriver
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), Sparkling Cave (0/4)​
 
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What happens if Econ Expansion goes to zero or below?
You start hitting Overcrowding. At -1 or -2 you will just be more vulnerable to political chaos and disease, but much lower than that and bad things start happening, most simply being the loss of Econ to free up room (depending on how deep in the hole you are, it may be an unfavourable exchange). If you're low on Econ, this can have obvious bad results as your Economy crashes and you are simultaneously restricted in your capacity to increase it.
I'm just going to kill the biggest refugee choice. You're basically asking if we want to break apart right now. The thing is, we don't have any leeway in terms of Econ Expansion. Bad ordering destroys us right here.

Edit: Or AN could kill it with an update.

Response?
[] Call for terms
[] Abandon the siege

[X] Burn it all to the ground, let the few survivors scatter to the wind
[] Finish the siege proper
Heroic nomad kings have but one response
Have I mentioned how much I dislike this guy?

Xohyr sacked! Xohyr burned out, city site remains viable for resettlement
Xohyssiri civilization collapsed! Remnants remain in their former vassals, but the core has been ripped out
New Legacy Gained -
City Killers: Gain access to the Terrify diplomatic action against urban civilizations
True City Burned, Civilization Killed, Wonder Smashed! +8 Prestige, +3 Wealth, extra influx of "refugees" gives +2 Econ, -2 Econ expansion, -1 Stability
Hey look, an unexpected stability hit PLUS loss of Econ Expansion.
 
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