Interesting.

They obviously have multiple similar uses with the water mill, I wonder if they might work well in the middle of the Lowlands where there may be less water.

They will, since our vassals are in shit land frequently not bordering any rivers. Only non-biological power source would be the wind.

However, given that there are hills, you could construct a reservoir by filling in the gaps between the hill, and then use windmills to pump up water into the reservoir. Then you can use that to operate your watermill.
 
Guys, guys. We're in the caucasus, so we need caucasian shepherds
Just look at this big fluffy boy!

Caucasian shepherd stronk! Vill defend Ymaryn Clay!
That is a lot of doggo.

What are they, 400 pounds?

That second picture looks as big as my dad's Goldwing motorcyle (800 pounds of bike).
 
They were bred to hunt bears, if I'm not mistaken.

Mollosus dogs are the best doggs.

Mastiffs were used to hunt lions and Barbarians, Caucasus Shepard to hunt bears and Nomads, Brazillian Mastiffs to hunt Onças and Slaves, Dogo Argentino to hunt boars, pumas and Indians...
[Insert more mollosus here]
 
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*sigh* You poor fools. Is it not obvious who is the true Doge of dogs?

BEHOLD!

Oh, uh, wait. I can fix this. Shit, I think it goes this way?

BEHOLD!


No, doge, come on. Get up. One sec guys, for real this time.

BEHOLD!


THE DOGE OF DOGS, RULER OF THE INTERNET!
 
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See cat->Grab cat->Pet cat->Lose cat->Heartbreak

See dog->Pet dog->Smush dog's face->Pet dog->Recieve Love
(Chihuahua and shitzu are pretty much exempt from this however)
You're joking.

I can pick up my cat and toss em up in the air like a baby and he will cuddle and purr like the best of em

Also likes to climb into lap and sleep there while drawing so that is always nice ^^
My experience goes:
See Cat -> respect Cat -> greet cat -> pet cat -> receive love -> be happy
Be in same room as dog -> receive slobber -> need to wash hands -> be sad

(Alternately: See best friend's Cat -> try to pet cat -> best friend's roonmate's dog tries to steal petting -> dont get to pet cat or receive love, and need to wash hands -> be sad :p)
In addition to smelling like dog for days, eughh.

I dislike dogs because they need to be bathed and require you to pick up their poop.
That said, i don't think AN would stick to the real world version of things. I personally am guessing that the Not!Americas have more surviving domesticatable animals than just the llama,

I am personally hoping for the Australians to not kill off their megafauna this time ¬.¬
 
In addition to smelling like dog for days, eughh.

I dislike dogs because they need to be bathed and require you to pick up their poop.
Yeah, for that matter, walking a dog is work; walking a cat is both not something you have to do all the time and actually quite fun, because cats are just plain amusing when they're exploring, or when they decide they need to check every leaf on a bush to make sure its safe...and keep forgetting that that particular bush has prickly leaves, and thus end up in a loop of sniffing the leaf, getting poked, and scrunching up their face adorably in annoyance before repeating on the next leaf :)

(incidentally, and to try to remain at least kind of on topic for the thread instead of just gushing about cats, i look forward to the inevitable fluff AN includes in one of the next few updates about the weird arguments the People started having after a few traders brought back cats from the Trelli :p It's not as mechanically or narratively useful as @BungieONI and me probably inspiring the innovation chance for watermills, or at least getting lucky and influence the narrative around the discovery, but i do like AN's nods to the thread discussions :) )
 
So the crux of this issue as I see it is that if we are in a two front war(might not be a thing with the new AN Alucard WoG), it is better to stay in Offense. And the reason for this is that we as the King have difficulty targeting two enemies. We can with some finagling do it but it's basically throwing secondaries for the most part, which may not be enough.
Is that reasoning based on pre- or post-Red Banner? Because with the RB, we can throw three mains at different targets, or three mains + secondary at two.
 
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It's not as mechanically or narratively useful as @BungieONI and me probably inspiring the innovation chance for watermills, or at least getting lucky and influence the narrative around the discovery, but i do like AN's nods to the thread discussions :) )
Oh yeah that.

I forgot that happened. What pages was that?

Is that reasoning based on pre- or post-Red Banner? Because with the RB, we can throw three mains at different targets, or main + double-main + secondary.
Reasoning of:

Main Fuck Whatever Fire
Secondary War Mission Target 1
Secondary War Mission Target 2

And I honestly forgot about the RB.

It helps, but still iffy since it seems like our eneimes are standing off against our mains so I don't wish to downgrade to a secondary or a single main at one target via x2 Secondaries.
 
Otherwise, wind power technology get left behind. Also, it's important to note that we shouldn't convert all form of energy to electricity, because energy conversion reduce efficiency. If you can, use the kinetic energy to do work directly instead of converting kinetic energy into electrical energy which then get converted back to kinetic energy again.
I'm a bit skeptical about the efficiency of the 19th century improvements. I tend to assume people in history made locally optimal decisions, and this article didn't actually cite any technical data to make me doubt that position. IMO, If those improvements actually made windmills competitive, they would have spread.

They also didn't address the big problem for wind efficiency: location. While you CAN put a windmill anywhere, you can generally only get high efficiency in specialized locations and high altitude. And until we get cheap steel, high altitude towers are simply too expensive to build.

Finally, the counterbalance to the efficiency lost to electricity is the efficiency gained through scale. Regardless of power source there are massive efficiencies of scale which in general more than compensate for the distribution inefficiency. A field of 350 ft. wind turbines in the rockies with an electric line to your mill is way more efficient than a modern windmill directly driving your mill.
 
Oh yeah that.

I forgot that happened. What pages was that?
Back in the 2300s, before this update early on in the climate issues:
The weather had also produced an interesting request upon Rulwyna's table, a desire to study a way to use the motion of water to grind grain. Apparently during a flood a craftsman had seen a wagon partially fall into a canal, one wheel in the water and the other being turned by the flow of the water, and figured that that could be used to more effectively turn millstones instead of getting an animal or half-exile to do it. It was certainly an interesting concept, and Rulwyna could see how it might work, but she had a feeling that there would be issues with making it actually effective.

Milling project
[] [Mill] Resources are needed elsewhere
[] [Mill] Allow the project to go ahead (-1 Econ, -1 Wealth, -1 Art, ???)
[] [Mill] Grant additional authority to pursue it (-2 Econ, -2 Wealth, -2 Art, -1 Centralization, ???)
 
Make the punching stop
[X][Alchemy] Full support (Main Study Alchemy, Stallions very pleased)
[X][WC] Send many experts to work at the problem (-3 Art, -2 Centralization, +2 Wealth, +2 Wealth next turn)
[X][React] Main New Trails

Chakur had a curious relationship between himself and the southerners. While some among the tribes under his command felt more affinity for them, he counted himself among those who still found a separation between himself and them. His grandfather had been Phygrif the Conqueror, his father the adult son of that titan of the past. Chakur had lived a long and mostly peaceful life, a curious position that he was still not sure about. On the one hand the southerners had little interest in war as a people, but on the other hand when they did fight it was with a ferocity and intensity that Chakur and the Hawks had long ago agreed they were glad was on their side. Some of the more philosophical warriors had come to the conclusion that the southerners had no capacity for being in-between. Either you were their friend, who they would share their food and drink with, or you were an enemy to be killed, burned, the ashes ground to flour, and the flour scattered to the winds. There was no in-between and they could switch between the two states with alarming speed, but the latter state was frankly rather exhausting. It simultaneously made going over to your annoying neighbours and shanking the bastard and introducing his cute daughter to your tribe the sort of thing that would rapidly spiral out of control and thus couldn't be done, but also ensured that you wanted to stay on their good side.

In any case, Chakur had spent the past few generations raising up the new warriors of the tribe, introducing the best of them to contacts in the south so that they could go and get into a real fight. Somewhere along the way he had realized that he could make extensive use of masses of young warriors in a way that could blood them while also still engaging in the terrifyingly intense way of war of the southerners. By dividing his forces up, he could use the young and inexperienced warriors as a screen that could move fast and harass an enemy while the heavy spearmen and archers moved into position, and from there he had realized that he didn't need to send all of his heavier assets in at once either. With chariots and horse riders for scouting and flanking, he could keep a reserve who would not be tired to reinforce any section of the battle line that looked weak, or exploit weakness in the enemy. While initially it had only been part of training, but the idea had caught on quickly and many had come to him for advise and teaching.

And now he was hearing that it had caught on like a grassland fire, and the king was being paid very well to make it stop. Chakur had received numerous accolades and a reminder of just how crazy the southerners were, and idly wondered if it had perhaps been the best for the tribes that he had worked this out.

Meanwhile, in the south, the king was simultaneously elated at the fact that they would probably have peace for at least the next generation, and that the Swamp Folk and Thunder Horse had offered considerable tribute to get the Red Banner to stop hitting them, but horrified by the latest news out of Hatvalley. The trade through the Trelli was so good and the support from the center so enthusiastic that the new mine had gone up too quickly, the sparse veins of sapphires dug for too quickly and too deeply and a collapse had occurred, killing hundreds - both in the mine and in the subsequent partial landslide triggered. Locally there was huge outrage and the state was stepping in of course, but there was a question of... how much needed to be known? The law and the king would deal with the responsible individuals, the mess would be sorted out, and who else needed to know? Mining was dangerous, everyone knew that...

But... but, while the situation was something that could just be moved on from, something nagged at the king. Was there a lesson here? Surely he didn't need to get people mad over the fact that the king and nobles had let greed blind them and pursued wealth too quickly, causing others to die as a result? Surely this was just one of those bad things that happened, and the report on it could drift into obscurity? What good could be learned by admitting to a mistake like this? It would just upset people...

Would a better king be beset by these doubts? What choice would a better king make?

What should the king do?
[] [Mine] Accidents happen
[] [Mine] Admit that mistakes were made on the record so that future rulers might not repeat them (-1 Stability)
[] [Mine] Mistakes were made, and the initial wealth was made possible by the death of others, it should be disposed of (-1 Stability, -2 Wealth)

At least not all digging related issues were all bad. The shamans that had flocked to the Dragon Graveyard had discovered that the project was considerably more difficult than initially expected, but they had discovered how various kinds of stone could be dissolved by various reagents and then reconstituted, sometimes radically altered from their original form. While some argued that this showed how bones and stranger things might become buried in solid stone, many felt that this raised further questions as the conditions under which the stone would dissolve indicated extremely strange things about what the gods must have been up to.

The trick with burying something made by the People in solid stone and then breaking it out was great for shocking foreigners though!

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 12 to keep Sacred Forest True City; max 16 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 (7/8 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: None
*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

Influence Subordinate - By transferring specialists and teachers to subordinates they can be nudged into behaving more to the liking of the core provinces
*S: -2 Diplo, Transfer 1 Econ, Wealth, Art and Mysticism; influences subordinate culture
*M: -3 Diplo, Transfer 2 Econ, Wealth, Art and Mysticism; significantly influences subordinate culture

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

Integrate Vassal - Now in contact with the core territories, the lowlanders can be brought more fully into the traditions of the People
*M: -4 Diplomacy, transitions vassal to March or Colony
*2M: -8 Diplomacy, transitions portion of vassal to full province, converts rest to March or Colony

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 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 or far north-eastern Redhills can produce new provinces.

New Trails - There are many settlements with only marginal trails, so more could be useful. 0/3 to next Centralization cap increase
* 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? 11 Uses, 0/4 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. Sacred Forest (0/4)

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

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 (2/8-10? 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 one Main action to the megaproject for the next 6 to 8 actions - palace will start producing benefits at 4-6 more actions committed

[] 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 Mercenary Company
[] Found Trading Post
[] Influence Subordinate
[] Integrate Colony
[] Integrate March
[] Integrate Vassal
[] 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, Northern Nomads, Into the Wild (Eastern Sea), Into the Wild (Tin Tribes), Into the Wild
[] War Mission
-Target Options: Northern Nomads, Highlanders (Treachery), Thunder Speakers (Treachery)

Provinces for Projects: Valleyhome, Redshore, Stonepen, Sacred Forest, Northshore, Blackriver, Redhills, Southshore, Hatriver, Ironshore
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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See? That step just isn't necessary in my opinion.

See dog->love dog

Of course this is only my own. It doesn't pay to be stupid.

@Sivantic you still have to pick up cat poop, and I'm pretty sure that smell is like an instant gag for me.
The big difference for me? If i have to pick up dog poop, then i have to do it outside, while walking a dog that may still need to stand outside and do their business more, leaving my OCD to build up worse and worse stress until i can finally get inside and wash my hands. If i have to pick up cat poop, then it can be in my house, or even in my bathroom if thats where the litter box i'm cleaning is, which means its easy to wash my hands and feel clean again right after. Obviously that doesn't apply to people without my particular issues, but for me, its a very major difference
 
[X] [Mine] Admit that mistakes were made on the record so that future rulers might not repeat them (-1 Stability)
 
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