Two of these is likely to have diminishing returns pretty hard.
A bit late, but I disagree. If you have another hall, you have to have someone to make a decision in it. This, I think, is the path to having Royal Magistrates
 
GUUUUYS

Why do you vote for odd numbers of annexes? We have double Mains at use, using even steps - 2,4,6 - is logical.
Like, due to double Mains there is literally no difference in time spent on building 1 and 2 annexes, or 3 and 4. None.
 
The main purpose of the Palace as of right now is administrative and cultural. Fortifications and fancy gardens can wait for later. Because of that: I am voting for the following:

[X] [Loc] Valleyhome

Valleyhome is the largest city and the center of our civilization. We want its autonomy to be as low as possible. Now, since we have 8 annexes, let us distribute the votes...

[X] Great Hall Expansion

An expanded Great Hall that could be used for festivals promotes cultural unity.

[X] Shrine
[X] Library x3
[X] Storehouse x2
[X] Arsenal

AN hinted that Shire + Library + Arsenal will encourage new innovations.
I would like to remine you that that would require 13 actions total, which is longer than the sacred forest renewal! Please keep in mind that the palace gives no bonus at all while building, so the longer we take to build it the greater chance something goes fubar for us admin wise.
 
If not for the cataracts, Valleyhome could have major riverine transport with the lowlands. As it is, most riverine transport is from Sacred Forest out through Redshore to literally everywhere else.
What would it take for us to get an option to build a canal to bypass the catacacts? Is that at all possible?

If it were, I'd switch to Valley home. Because we can eventually get decent trade from it.
 
4. Gardens emphasize connection to nature (?) and ensure supply of plants; most likely health bonuses for those living there, plus destress and the like.
Tending to trees and nature are one of our oldest spiritual traits, so Gardens proably also function as unofficial shrines.

Which is useful if you want more spiritual benefits without bringing us closer to a Theocracy (which having a relatively giant temple in our ruling building almost certainly will).
 
Guys it was stated plain as day that Redshore makes it easier for all our provices to send their delegates! We should also expand our Great Hall so each delegate will be able to sit in on the King's general proceedings. We can kickstart early democracy like this.

An Arsenal will also help appease our artisans guilds with their loss of power once we move the capital away from Valleyhome.
 
[X] [Loc] Valleyhome
[X] Library
[X] Library x2
[x] Storehouse
[x] Great Hall Expansion

Admin Blitz idea. Not too much that it takes too long but enough that we get some much needed Admin breathing room, we can add some more on later but Admin is our most crucial issue, we must focus on it
 
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GUUUUYS

Why do you vote for odd numbers of annexes? We have double Mains at use, using even steps - 2,4,6 - is logical.
Like, due to double Mains there is literally no difference in time spent on building 1 and 2 annexes, or 3 and 4. None.
well, keep in mind these are in ADDITION to the minimum of 5-7 turns, so simple math means 3 annexes are not always equal to 4.
 
[X] [Loc] Valleyhome
[X][Annex]Library
[X][Annex]Library x2
[X] Shrine

Again, people, THINK. We have multiple crises. We just learned that the Thunder Horse are pissed off at us so we've got another war on our hands that won't go away for at least a turn or two, so we won't be going onto megaproject support anytime soon. That means it's going to take a long-ass time to build the palace as it is. Build what's useful for administration (pair of libraries will do) and move on. There are lots of nice shinies here. None of them are useful for the purpose of keeping our civilization together except a few libraries.

Prioritize survival. Not shinies.
 
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@Academia Nut, will any expansion slots not used now still be available for the Palace later, or would this permanently determine its size?
 
I would like to remine you that that would require 13 actions total, which is longer than the sacred forest renewal! Please keep in mind that the palace gives no bonus at all while building, so the longer we take to build it the greater chance something goes fubar for us admin wise.

Decreased my votes then.
 
[Sec] More Blackbirds, [Sec] More Carrion Eaters,
D= Dammit provinces we needed that wealth! D= This just makes me more concerned with doing too many extensions...
Greenshore – [Main] Trade Mission – Trelli, [Main] Aqueduct (4/8)
Ok, so subordinates can definitely take extended projects, its not just the natural wonder allowing the ST to take the temple, good to know...
Lowland Minors – [Main] War Mission – Swamp Folk, [Main] New Trails
Oooh, our vassals are recognizing the importance of trails...
Well, bad things were happening in the lowlands, and only the Red Banner had managed to keep the situation from completely deteriorating. Unfortunately, when the king had sent the heir to look over the situation, it had turned sour with unpleasant quickness. Apparently the Thunder Horse had been willing to mark the Tocholli River as their eastern border for the time being and had even offered to potentially hire the services of the Red Banner for dealing with the Swamp Folk, who they were also fighting with, but the heir had put his foot in his mouth and apparently then tried his damnedest to chew it off. What could have been a potential settlement between the two groups to ease tensions had turned into the Thunder Horse deciding to go at it further just because of how insulted they were.
...Fuck, we didn't need this either D= I take it this was a diplo critfail?
Ugh... a new heir would need to be elected after that incident, but the last election had already been a political knife fight, which was why they had ended up with a semi-incompetent compromise candidate.
Hmm...I wonder if this has anything to do with Rulwyna?
However, the council arguments over the design and location of the palace were already quite intense.
...I have the strangest feeling this is targeted at us and however many pages of arguments there have been since you listed out the extensions :V
For placement, the big argument was where to put the new palace. While Valleyhome was obvious, the other two candidates were Sacred Forest and Redshore. Given the pilgrimages of shamans and commoners to the temple in Sacred Forest, there were many who felt that it was already the heart of the People, and it had the connections to also serve as a significant center of government. Redshore, while not quite as grand or urban as the larger Valleyhome or Sacred Forest, had always been a major center of trade and industry, and given its access to the sea was probably the easiest for the majority of provinces to get delegates to. Also, while its geography meant that getting proper amounts of water to allow it to really expand remained a tricky proposition, once an aqueduct was put in it would have the best and easiest drainage of them all. Of course, everyone had their own opinion on the politics of it all, and the argumentation could get pretty vicious at times.
Hmm...still a hard choice :/
Some of the plans that were being talked about by the architects and builders were quite ambitious, and that had many on the council worried about how they were going to pay for everything if some of the designs were implemented.
Of course, everyone had their own opinion on the politics of it all, and the argumentation could get pretty vicious at times.
Oh hey, more of our arguments getting referenced in the update :p

Second was extending out the shrine, making it into a proper temple to the gods, probably with Mathulmyn as the patron of the temple itself and Fythhagyna and Crow included somewhere in a prominent but not central role. Further proposals would extend it out further and increase the amount of religious authority of the palace, and thus the king. It would also increase the king's access to skilled advisors on spiritual matters.
Hmm...i can't tell if this would increase the influence of our priests on the king, or buffer against it by having a religious focal point for the King to control...

Third, and almost certainly included somewhere, was a library annex. While the smallest proposals just made it a general administrative storage area and reference library for the king and advisors, larger proposals expanded it out to be at least as large as the library already crammed into Valleyhome or as part of the temple in Sacred Valley, with a few proposals where the palace was more library than palace! Given all the writing the government generated, a library was probably a necessity, and the bigger the more important records could be kept on immediate hand for the king to have easy access to.
Ok, so we want at least one of these...

Fourth was the proposal for garden complexes. These were frequently courtyards, often extensions of the Great Hall, and they were there for the purposes of beauty, health, and spiritual strength. There would probably be a few small gardens in quiet spots no matter the design chosen, but these proposals were significant efforts. Many priests proposed that gardens be included in order to ensure that the palace remained connected to nature, and also to ensure an at-hand supply of important plants that could be grown there.
Yeah, this is not something we need right away, not with our current issues.

Fifth were storehouses. The king's residence was already close to a number of central storehouses and granaries so it made sense, and there would of course be internal stores for the palace's consumption, but these proposals were for major areas to do nothing but store critical goods and administer their collection and distribution. These would certainly help with administration purposes, and help the city if it were ever cut off from food supplies by disaster or war.
Hmm...this sounds pretty useful though...

Choose annexes, up to 8. All can be repeated for extra effect, and there can be special effects from certain combinations. Each annex adds 1 additional action to the project. Not including at least one shrine annex will have political and religious implications
Damn, the shrine annex is included in the cost D=

Unless you crash past 0, Free Cities maintain their own health and thus the min Econ required is mostly ignored.
I'd meant the "keep under X econ slots" requirement, actually, not the "keep over Y econ"

...Because our provinces just spent 2 wealth, making the tax crisis way more urgent, and our heir critfailed our diplo check so we're still fighting a war, and adding 8 actions leaves us with 11-13 actions even after the 2 we spent this turn? Which is, you know, 6 or so turns if we have to keep the provinces on offensive focus, and even if we switched to doing that ourselves and left the palace to the provinces, it would take at least 4 more turns.
Even if we don't add annexes we just plain don't have the econ for this shit, nor the wealth to survive the tax crisis that long, guys, and taking refugees just means we need to increase stability... it's not even that expensive to add these things later, @Academia Nut confirmed it was just twice the cost...that is, 2 econ/2art/1 main, instead of 1 econ/1art/1 main. We can pimp out the palace later when we're not suffering...

@Academia Nut would two library annexes be enough to give us the extra refund? because if not, i personally want just:

[] Shrine
[] Library
[] Storehouse

And i'm not sure on the location yet...
 
Tending to trees and nature are one of our oldest spiritual traits, so Gardens proably also function as unofficial shrines.

Which is useful if you want more spiritual benefits without bringing us closer to a Theocracy (which having a relatively giant temple in our ruling building almost certainly will).

Yeah, it is kind of sideways sorta kinda shrine.

Mmmm.
Palace costs 4-6 actions +1 for initial annex ( @Academia Nut , does it mean we get Great Hall automatically included?)

So we need to add actually odd steps to that to conform to how turns are going to work with Double Mains?
I am a bit lost.
 
We will ideally have one of every addition at the least. Our Palace is going to be the last resort during a siege as well as a place of administration and governing. We need to have the Arsenal and Fortifications.

CASTLES ARE ACTS OF AGGRESSION
 
[X] [Loc] Valleyhome
[X][Annex]Library
[X][Annex]Library x2

Again, people, THINK. We have multiple crises. We just learned that the Thunder Horse are pissed off at us so we've got another war on our hands that won't go away for at least a turn or two, so we won't be going onto megaproject support anytime soon. That means it's going to take a long-ass time to build the palace as it is. Build what's useful for administration (pair of libraries will do) and move on. There are lots of nice shinies here. None of them are useful for the purpose of keeping our civilization together except a few libraries.

Prioritize survival. Not shinies.
well, a shrine isn't a shiny because it's explicitly said there'd be political and social repercussions for not having one.
 
[X] [Loc] Valleyhome
[X][Annex]Library
[X][Annex]Library x2

Again, people, THINK. We have multiple crises. We just learned that the Thunder Horse are pissed off at us so we've got another war on our hands that won't go away for at least a turn or two, so we won't be going onto megaproject support anytime soon. That means it's going to take a long-ass time to build the palace as it is. Build what's useful for administration (pair of libraries will do) and move on. There are lots of nice shinies here. None of them are useful for the purpose of keeping our civilization together except a few libraries.

Prioritize survival. Not shinies.

A shrine is pretty mandatory as it has political and religious implications.
 
[X] [Loc] Redshore
[X] Great Hall Expansion
[X] Great Hall Expansion x2
[X] Shrine
[X] Library
[X] Library x2
[X] Storehouse
[X] Storehouse x2
 
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