Umm...'Free' one means it is included in our 5-7 actions, not that it does not costs its own action.
So, 'without' it we have 4-6 actions of Palace building and...yeah, you are correct, my apologies.

[X][Annex] Shrine
[X][Annex] Library

gotta go fast
....I'm not sure that is the correct way to math it. It should be 5-7 actions+annexes, then subtract 1 for the free annex.
 
Unless said palace gets burned down, then we get nothing.
If you're concerned about burning...

[] Plan No, actually just a big rock
[] Fortification
[] Fortification x2
[] Fortification x3
[] Fortification x4
[] Fortification x5
[] Fortification x6
[] Fortification x7
[] Fortification x8
 
As everyone always notes, we're in a 2-front war.

Gardens are just nice in general and if we don't do them now we never will. I guess one could argue that doing them now allows for maximal synergy with the Great Hall, Shrine, and Living Spaces.

Were I voting for Redshore I probably would care less, but Valleyhome is very plant-focused. I would like to continue that.
But the fluff for the arsenal doesn't even suggest that it would help on a broad scale for a war?
And i at least intent to put my money where my mouth is and vote for doing palace annexes after we get the tax crisis behind us, including the garden, so...
 
Arsenal says it helps the King become closer to Artisans... Fuuuuuuucccck q=q
 
But the fluff for the arsenal doesn't even suggest that it would help on a broad scale for a war?
And i at least intent to put my money where my mouth is and vote for doing palace annexes after we get the tax crisis behind us, including the garden, so...
Sixth were proposals to have artisans brought in to live within the palace, producing warrior goods. This would ensure that the king would have the best equipment available and that the best warriors would always come to the palace for their gear, rather than potentially going elsewhere. Many of the association members also suggested that having such an annex would also help tie the king more closely to the artisans by having them live in association with each other.
I am tempted to argue that the king having the best weapons decreases the likelihood of his/his heir's death, and that the "best warriors" really means the elite warriors such that any war mission we send will be better equipped and thus more effective. To some degree, however, this seems like a weak argument.

You say that now, but look at everything we've planned to do and never done.
 
Oh, and of course, there were the interactions that might emerge from having different annexes with each other. An arsenal, stores, and fortification all together would make the palace an impressive internal hard point. Especially large great halls that lead in part to gardens had the potential to be quite impressive, and what wonders might a large library, temple, and arsenal produce when all in close association with each other and with access to the king? It was a complex question with many proposals that the king and council would have to sort out.

Academia Nut has actually given us a cheat sheet to the more impressive Palace options.
 
[X][Loc] Valleyhome
[X] Shrine
[X] Garden
[X] Library
[X] Storehouse
[X] Library x2
 
Last edited:
But the fluff for the arsenal doesn't even suggest that it would help on a broad scale for a war?
And i at least intent to put my money where my mouth is and vote for doing palace annexes after we get the tax crisis behind us, including the garden, so...
Which is nice, and I respect you for doing so.

But judging by voting patterns, I'm afraid you'll be pissing into the wind by waiting.
 
@Dirk93 Please make your vote less ugly by having the libraries closer together.
Aesthetics matter.

@SpeckofStardust
[][Loc] Lowlands
[][Annex] Fortification
[][Annex] Fortification x2
[][Annex] Fortification x3
[][Annex] Arsenal
[][Annex] Arsenal x2
[][Annex] Arsenal x3
[][Annex] Storehouse
[][Annex] Storehouse x2
[][Annex] Storehouse x3
 
Last edited:
Under a feudalism system power is pretty fucking concentrated in the hands of a relatively sparse collection of elites. The issue is that they basically have complete autonomy. They don't answer to anyone. Even their direct overlord is little more than a secondary concern.



George Martin may have exaggerated a lot of things, but feudalism breeds a lot of that.




In feudalism, no one had concentrated power.
The stereo typical all powerful feudal Lord was a myth. It wasn't until the rise of the modern state and the second serfdom that this myth gained degrees of truth.

The powers of the state, all of them, where split and divided across the populace.
Feudalism was a constant negotiation between the rulers and subject from King and going down to the simplest peasant. Each person or specification or entity held certain obligations, rights and privileges, and those where constantly renegotiated. This coupled with the near absolute decentralisation meant that power over subordinates existed and was exercised solely by thier consent*,and there was a monolithic twisting tangled ladder of Subordinate and master starting from sharecropper and his landlord going all the way to King and his dukes.

Those with powers were extremely limited in both the range and capability of thier powers, as they had to negotiate for it*.



*usually in a "court of law", leveraging existing laws, obligations, traditions, wealth and influence or plain force of arms.

The obvious systemic flaw is that succesive successful negotiations can outright strip an entity of all powers, and that is absolutely true and it's how both serfdom and the rise of the modern state occurred. But that was a development that took a very long time to occur, and was very much a change of system rather than the system working as intended.
 
Back
Top