Valleyhome is a snake pit, and we want to keep our politics a step or two away from our religion so Sacred Forest is out. So why don't we go with Redshore?

No matter where it gets built, I say we should definitely include a Library for centralized record keeping, Storerooms for emergency/surplus supplies, and a Garden because we're the fucking Ymaryn, of course we have a garden in our Palace.

Fortifications would be nice, but I'm unsure whether they'd be worth the resources at this point because nobody's even taken territory from us through war yet.

Anywhere we build a palace will be a worse snake pit than Valleyhome is now. "Snake Pit" is just another way of saying "politically relevant."
 
@Academia Nut would redshore's status an a non-true city make it worse to build in that the other two?

Ehhh... well, the big issue is that Valleyhome will no longer be the defacto capital and thus you will have two non-capital True Cities. You will probably also have to get working on an aqueduct for Redshore fairly quickly as the presence of the palace will start moving the city towards being a True City via sheer overcrowding. However, it probably is a better location for the extreme long term.

Actually... @Academia Nut , are Great Halls places for clerks to work in or what?

Great Halls are where you meet foreign delegates or entertain subordinates. The bigger your Great Hall, the more impressive you are.
 
You have the choice to add on additional expansions up to a limit based on the number of provinces and subordinates you have, but it also increases the time and resource commitment to the palace.
Just as a note. Remember how people wanted to finish the palace in 2 turns? Well. I think this means we are going to take longer than that, and we will choose to do so. The improvements are far too tempting to leave out.
 
Hm, so I'm thinking we add storerooms and a library at the least, though all of those look amazing.

Fortification might lead to castles though, so there is that...

We have nomads and fookin Lowlands; we are going to get more Castle inspiration than we know how to deal with without expanding Palace 'slots'.
Great halls are probably prestige/legitimacy/diplo

Meh.
I want bureaucracy tools, records and emergency strategic grain reserves.
 
Valleyhome is a snake pit, and we want to keep our politics a step or two away from our religion so Sacred Forest is out. So why don't we go with Redshore?
It's a snake pit because of the politics.
@pblur it's never been attacked thus far, and we seem to have horse but not ship messengers.

If we can double up I want Library x 2, gardenx2, great hall, and storerooms.

Fortifications and armories sound unnecessary and counterproductive to being close to the people.
 
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So, here's a take on what all of the extensions would do, since they all seem to be different ways to help the King:

Library- Increases Admin/Myst of King, gives better precedent for Kings to follow.

Shrine- Gives Kings a Myst Stat, helps enforce Core culture on the King

Great Hall- Admin/Diplo/Prestige, King can see citizens with issues to discuss/a proper place to wow foreign leaders/diplomats.

Armory- Storage of weapons, possibly create Kingly Retinue?

Storerooms- Extra storage of food and supplies, allows for Palace to be relatively self-sufficient in times of famine, can be used to give food to charity?

Garden- Diplo/Divine Stewards, Looks nice, good place to have semi-personal meetings.

Fortifications- Helps in case of siege, possibly assigns soldiers to protection of Palace, makes it easier to repel revolts/riots.
 
How much martial does the Red Banner company currently have (and thus how much would doing this add to our martial score?). ...Of course, you just locked the vote so the numbers will likely be different next chance we have anyway

Red Banner has 8 Martial currently.

...does double 1s mean "2 instances of 1s, each on a different d100", or "roll a 1 twice each on two d100 rolls, that have crit failure severity rolls, for a total of 4 1's"?

Two 1s on two different rolls. That would activate either a significant bollide impact or a major volcanic event, enough either way to cause a serious climate disruption. There would then be a roll for overall severity and another for location. Four 1s there would result in a direct hit on your core, at which point the game would turn into a post apocalyptic struggle by survivors on the periphery.

Also, there is a distinct possibility under this system of a major bollide event striking a major geological system like a supervolcano or major faultline and setting it off.

Armory- Storage of weapons, possibly create Kingly Retinue?

Also production of weapons. Actually, change that from 'Armory' to 'Arsenal' to get the connotations correct.
 
Actually, I think we should go all in on Libraries and Storehouses. That's tech and admin, roughly. Since I don't see us moving away from a palace economy any time soon, let's get damn good at it.

Libraries for tracking administrative details and tech.
Storehouses for handling distribution more efficiently.

2x Library
2x Storehouse
-plus the built-ins-
1×Great Hall
1xShrine
 
I wouldn't mind a double Library+Double Shrine combo for possible counting as a third library/third Temple(counting the temple the STs are building)-plus, I suspect that if we want more clerks for admin purposes we need a library annex.

Edit:Yup, Great Hall is for mainly diplo and prestige.

For other things I'd want, one storeroom and and armory, and maybe a garden. I agree that fortifications are unnecessary as we're unlikely to get attacked unless things completely go to shit(and then we'd probably be dead anyways) and in the case of a peasant revolt fortifications only delay things, it won't keep them out for long.
 
Red Banner has 8 Martial currently.



Two 1s on two different rolls. That would activate either a significant bollide impact or a major volcanic event, enough either way to cause a serious climate disruption. There would then be a roll for overall severity and another for location. Four 1s there would result in a direct hit on your core, at which point the game would turn into a post apocalyptic struggle by survivors on the periphery.

Also, there is a distinct possibility under this system of a major bollide event striking a major geological system like a supervolcano or major faultline and setting it off.



Also production of weapons. Actually, change that from 'Armory' to 'Arsenal' to get the connotations correct.
Okay, so the Arsenal would likely have a master Blacksmith or something similar in it as a prestigious position, who is tasked with Arming the King and/or the advisors and any retinue they might have (Blackbirds?)
 
Ehhh... well, the big issue is that Valleyhome will no longer be the defacto capital and thus you will have two non-capital True Cities. You will probably also have to get working on an aqueduct for Redshore fairly quickly as the presence of the palace will start moving the city towards being a True City via sheer overcrowding. However, it probably is a better location for the extreme long term.

Mmm. Why? Because of the sea?
How good is Redshore's connection to Lowlands compared to Valleyhome?
Great Halls are where you meet foreign delegates or entertain subordinates. The bigger your Great Hall, the more impressive you are.

Yeah, no, we are going to meet them in the Garden and sit on shape-grown trees and they are going to like it. :mad:
Also, what do the Gardens do?
And what is the best vote for clerks and bureaucracy, Libraries?
 
Yeah, this just jumped up on my list of wants. Arsenals are what amounts to early factories, so having this would be both an industrial boon as well as hopefully push forward our ironworking tech more quickly.
Ya, remember we got scaled armor from the King wanting the best protection for Rulwyna.

The Arsenal would probably give chances for armor innovation or something similar.
 
Ehhh... well, the big issue is that Valleyhome will no longer be the defacto capital and thus you will have two non-capital True Cities. You will probably also have to get working on an aqueduct for Redshore fairly quickly as the presence of the palace will start moving the city towards being a True City via sheer overcrowding. However, it probably is a better location for the extreme long term.



Great Halls are where you meet foreign delegates or entertain subordinates. The bigger your Great Hall, the more impressive you are.
Redshore is the better location even though its on the coast and Valleyhome is hidden in our mountains? Defensively, Valleyhome makes much more sense.
 
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My picks for the Palace:
0. Great Hall, part and parcel of the Palace.
1. Garden, mandatory for Ymaryn, maybe acts as a source of food in a siege?
2. Library, to store relevant information needed by the King and more.
3. Fortifications, so our capital may never fall. Possibly unlock castles?
4. Shrine, so Crow may lounge about and play less pranks on the People.
5. Storerooms, for our stash of bwylls and sonbwylls. Maybe used for other esoteric stuff as well? *Recalls 'spirit of vitriol'*
6. Armory, to keep our bows and arrows? I prefer keeping the enemy out of the castle in the first place, so spears/swords and armor don't really appeal to me.
 
@Academia Nut roughly speaking, how many more actions each annex we build add to the Megaproject? And I'm guessing that building/expanding annexes later would be an Extended project, correct?
 
Valleyhome is a snake pit,
Which is exactly why we need to have the palace there. Keep in mind how centralized our system is. We need to have the king where there are the most concerns. Otherwise, that snake pit will develop a life on its own.

Valleyhome is our cultural and economical centre, full of issues that will need the king's and the central administration's attention. So putting the palace in Redshore will only create unnecessary communication lags.

Besides, snake pits are good. We want a balance of power between several factions at court, don't we? We don't want the king to be able to rule all by him/herself.
 
Mmm. Why? Because of the sea?

Sea and river access is pretty big for administrative purposes.

roughly speaking, how many more actions each annex we build add to the Megaproject? And I'm guessing that building/expanding annexes later would be an Extended project, correct?

Each additional annex adds an extra megaproject action to the total. They can be done later as an extended project at twice the cost.
 
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