Current Tally:
Adhoc vote count started by gutza1 on Jul 15, 2017 at 5:05 PM, finished with 76788 posts and 118 votes.
 
And my problem with the veekie haters is they say shit like this. It's base and rude.

I don't always agree with the guy, but this kind of stuff doesn't do anyone any favors. He has an opinion. It can be wrong or right or even both.

As for that particular instance, AN stated it was three turns until they were out of imminent danger territory. Veekie isn't wrong in the assumption we will have to support them afterwords. They're far enough away that exchanging out administrators through influence subordinate and keeping them in our good graces through support subordinate is probably necessary.
Uh huh

Let us see what AN said on the subject
Station at least one mercenary company there full time and then hope the environment doesn't screw you over for the first three turns.
Now let us see how veekie spinned it
North Trade Post Intent: Ignore the Trelli for the next five generations or so while we try to find a method to break the size limit on ships with new materials, while using exotic trade goods to try to make the Trelli play ball in the short term.
Do you see how much he exaggerated the point there? Let alone that he is pushing the idea that we would see zero benefits until 5 turns in.

I can understand not having the same opinion, but this is just shady.
 
Hallo good sir!

Okay, super important question. What was your favorite thing to read in the quest so far?

E: Semi appropriate gif.

Most appropriate gif for our horse riders! Here's one of our shamans partying it up in style

As for my favourite part of the quest... Hmm, that's quite a difficult one. Over the last thousand pages it would probably be Phygrif and the results of that. We basically accidentally acquired an empire, which is a rather British thing to do tbf, we just need tea next :p

The arguing on the trade posts seems a little redundant since it appears unlikely there's going to be a late surge in favour of the north or east, so west has won. I think it's a mistake, for the simple reason that I'm currently opposed to any moves which have a possibility of us going to war. Especially when it isn't necessary and our ships are outlassed. It also doesn't really get us anything new, maybe increases our trade in tin and gems, whereas the north opens up an entirely new set of trade goods and has long term benefits that others have already mentioned.
 
Do you see how much he exaggerated the point there? Let alone that he is pushing the idea that we would see zero benefits until 5 turns in.

I can understand not having the same opinion, but this is just shady.
Um. That actually seems reasonable? He is saying that by taking the Northern trading post we wouldn't be doing anything about the Trelli, and would only see effects once we have time to tech up. It isn't a point about needing 5 turns to establish the northern trading post.
 
Uh huh

Let us see what AN said on the subject

Now let us see how veekie spinned it

Do you see how much he exaggerated the point there? Let alone that he is pushing the idea that we would see zero benefits until 5 turns in.

I can understand not having the same opinion, but this is just shady.
Spun* Spinned is not a word.

To be honest sivantic, you're abusing hyperbole just as much, if not worse. He specifically said we would ignore the Trelli for five generations or so while trying to distract them with exotic trade goods. He isn't wrong and nothing in that statement says anything about not getting any benefits for five turns. What it says is that we would probably focus on other things. That's a pretty reasonable assumption given what we usually do in this quest. There's nothing shady about it.

Even if he was using hyperbole to advance his point, it isn't shady, it's rhetoric. That is something we all do, even you.

Are you sure your perceptions of his posts aren't colored by your opinions as to his character?
 
You know, all this talk of systems collapse leads me to ask; where are the other Type 2 Systems Collapse?
 
Um. That actually seems reasonable? He is saying that by taking the Northern trading post we wouldn't be doing anything about the Trelli, and would only see effects once we have time to tech up. It isn't a point about needing 5 turns to establish the northern trading post.
Yeah it is. He says multiple times that we would not see benefits until much later, despite the fact that that was not so with Greenshore.

Also seems to ignore that the Northern Trade Post is not meant to be a"good enough" action. It is meant as preparation to deal with the Trelli
To be honest sivantic, you're abusing girls hyperbole just as much, if not worse.
I have no idea what this means.

He specifically said we would ignore the Trelli for five generations or so while trying to distract them with exotic trade goods. He isn't wrong and nothing in that statement says anything about not getting any benefits for five turns. What it says is that we would probably focus on other things. That's a pretty reasonable assumption given what we usually do in this quest. There's nothing shady about it.

Even if he was using hyperbole to advance his point, it isn't shady, it's rhetoric. That is something we all do, even you.

Are you sure your perceptions of his posts aren't colored by your opinions as to his character?
Again this all implies that the northern trade Posts is a "good enough" action aa opposed to helping us improve our Navy so that Trelli is not a threat. AN has already stated that we would only face three turns acclimating and veekie tried to spin it as ignoring the Trelli for five turns, despite no one saying anything of the sort.

No one is objective. Don't try to play that game with me.
 
[X] [Exp] Found Trelli Trade Post, East
[X] [Diplo] Tie everything further together (Main New Trails)
[X] [Int] Party! (Main Improve Festival)

Happy?
 
[X] [Exp] Found Trelli Trade Post, East
[X] [Exp] Found Far Northern Trade Post
[X] [Diplo] Tie everything further together (Main New Trails)
[X] [Int] Water wheels are awesome (Main Build Mills)
 
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Hrm. I thought the North had a better run up than that. Ah well.


Well. This is going to be awkward. I plan to peacenik full bore, so I'll be ongoingly voting for us being half committed in the area.
 
have no idea what this means.
Reread it. That was the shitty result of my phone's autocorrect.
No one is objective. Don't try to play that game with me.
Never said anyone was, and I'm not playing a game with you. But you think he lies, whereas it really is just an expression of an opinion. You can dislike his opinion all you want, but once you disregard it entirely as a meaningless lie you've gone beyond mere disregard for objectivity.

And I certainly expect people to attempt to be objective in their assessments, though certainly not their opinions and the resulting goals.
Again this all implies that the northern trade Posts is a "good enough" action aa opposed to helping us improve our Navy so that Trelli is not a threat. AN has already stated that we would only face three turns acclimating and veekie tried to spin it as ignoring the Trelli for five turns, despite no one saying anything of the sort.
Sure, no one said anything of the sort. We also said we would build the dam twenty turns ago. I think his point was more that the thread would get distracted. again, however, you're stating that his opinions are lies. They're nothing of the sort. They're opinions we are all free to agree or disagree with.
 
@Manget, @SyntheticTrevor, @ScreenWatcher, @thatguy, @Krozart, @Painfulldarksoul, @redzonejoe, @Chrestomanci, @Noxious, @Random Shinobi, @NewAgeOfPower, @Golden Eyed King We have Word of AN that integrating the Stallion Tribes right now would push us way over the Martial cap and thus almost certainly cause big problems. Can you switch to a different vote?


My thinking on this is that wherever we do the ST interaction we will have the martial problem so a mid turn interaction then a main turn Found Mercenary Company at high sab is the best we can do ever
 
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Sea conflicts
[X][Exp] Found Trelli Trade Post, West
[X][Diplo] Need a bigger boat (Main More Boats)
[X][Int] Party! (Main Improve Festival)

Eventually it was decided that the simplest way to deal with the issue would be to set up a trading post at the river mouth to the north-west of Trelli, giving access to the Tin Tribes. For generations the Trelli had depended upon those who wanted to trade with them coming to them, so they didn't really have the infrastructure in place to even really notice what the People had done, at least not right away. They were getting more adventurous as it became profitable for them to go out and do things, and there were other routes the tribes could take to contact the Trelli, but sitting at the mouth of that river to do trade would radically shift the balance of trade and thus power with those groups. To supplement the long journey, more boats would be made to better support the trading post, while the king would also continue to lavish the People with celebrations in recognition of the ending of the poor weather and the renewed favour of the gods.

For the first few years, the new trading post was mostly unnoticed as it set up, new settlers and traders moving in, the Red Banner transferring to the location to provide enhanced protection for the growing settlement. Houses and warehouses went up, followed by small farms and pastures. As more and more people moved in, trade began to accelerate with the Tin Tribes upstream, the hardy trade ships of the People able to go further up than ever before with access to a large resupply point. The People brought in salt and dye and hauled out tin and gems... and also quietly passing along bronze weapons and tools to the tribes they liked the most. The ones who were the least dicks to their neighbours and weren't completely raid happy. The Red Banner making retaliatory expeditions against villages that sought to steal rather than trade helped make everyone else wise up right quick.

City killers versus small villages was not fair.

It took a few years for this to really filter back to the Trelli, who initially didn't quite understand what was going on with the market for slaves in the Tin Tribes being suppressed. While there was immediate grumbling among the traders, it took a few years for the People to find out about the response of the Trelli to this move of theirs.

They set up a settlement of their own on the river to their east. While they weren't yet trading directly with the People, it seemed that rather than throw a fit as some had feared, the Trelli had instead decided to step outside their complacency of being the sort of place where everyone came to trade and actually began to go out and claim territory for themselves. There was some consternation among the council as to whether or not this was better or worse than an immediate military reaction.

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)
*M: -3 Diplo, -2 Wealth, 2 Econ Transfer, -2 Martial, founds trading post to generate Wealth and 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 (0/4), Southshore Saltern Expansion (0/4). Each {S} committed consumes 2 Econ and 2 Art for 2 Progress. Completion gives additional Wealth and every 2 salterns or expansions increases the per turn Wealth by +1
Aqueduct - Redshore (0/6), Lower Valleyhome (0/4), Stonepen (0/4), Blackmouth (0/6), Redhills (0/4). 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

Special: Boat innovation is currently boosted

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 (5/8-10? 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 3 to 5 actions - palace will start producing benefits at 1-3 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 Colony
[] 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, Tin Tribes, Trelli, Swamp Folk, Northern Nomads, Eastern Nomads, Into the Wild (Eastern Sea), Into the Wild
[] War Mission
-Target Options: Northern Nomads, Eastern Nomads

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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