Currently considering:

[] [Policy] Innovation (Extra innovation roll each turn)
[] [Vassal] Curb rights of expansion (-4 Diplo, converts to march [keeps current extra provinces])
[] [Mech] Generous royal patronage (-3 Art, -3 Mystic, -3 Wealth, significant progress made)
[] [Boats] Multi-hulled

[] [React] Redshore is getting crowded, improve sanitation (2*-3 Econ, -6 Art, Redshore receives aqueduct)
[] [Refugee] Take in a few (Chance of Stability loss, +2 Econ)
or
[] [React] Reassure everyone that the kingdom is stable (-6 Art, -2 Econ, +2 Stability, two potential +1 Prestige)
[] [Refugee] Bring in as many people as physically possible (-4 Stability, chance of further loss, Txolla -1 Loyalty, -2 Diplomacy, chance of angering the Trelli, +11-14 Econ, definite overcrowding)
 
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Civ Sheet isn't up yet, and i need to get to bed, but some highlights:
Txolla – [Main] War Mission – Lowland Minors (West), [Main] Terrify
...Whyyyy???
hey actually came in under budget and fast enough that they had properly set up the gardens by the time the notables had finished filing in.
Woo!
WOw the palace gave us a lot of info... @Academia Nut this might end up on the civ sheet, but if not can you share the list of provinces we have now?
[] [Policy] City Support (2 True Cities have their maintenance paid for each turn)
...I want! Especially if it also removes the Econ Slot requirements...
[] [Policy] Innovation (Extra innovation roll each turn)
...Shit i want this too
[] [Policy] Infrastructure (+1 Free Progress to an infrastructure project (Aqueduct, governor's palace, saltern, etc.)/turn)
...Also this!
[] [Policy] Special: Forestry (+1 Sustainable Forest and -1 Econ Expansion/2 turns)
And this...
[] [Policy] Special: Vassal Support (+1 Subordinate while active, increases Loyalty while active at less than full subordinates)
And this... so we should see if we can get more policy slots...
Opinion of the People about this was mixed, to say the least. On the one hand there were those who considered the acquisition of more land a good thing, but on the other hand there were those who were upset by the methods - and more pragmatically the fact that their vassal had just gained a large amount of power and there were questions about how loyal they might be. There were a number of calls to curb the ability of the Txolla to do this again.

What should be done about the Txolla
[] [Vassal] They're fine
[] [Vassal] Curb rights of war (-4 Diplo, converts to colony)
[] [Vassal] Curb rights of expansion (-4 Diplo, converts to march [keeps current extra provinces])
We'll need to see what teh civ sheet says about their loyalty, but i think we should do something here, yeah
Elsewhere, the proliferation of new water mill technology had a number of people thinking about the way the gears transferred and transformed force, and some clever artisans had taken to the idea that they could use something like a bow to store force and use gears to spin a wheel. So far they had managed to spin a wheel fast enough to throw fist sized rocks not particularly far for all the effort they had put into making them move, but it was distinctly possible that they were actually onto something.

Provide royal patronage?
[] [Mech] No, if it is worthwhile they'll figure it out on their own
[] [Mech] If any provincial governors want to look into it they are free to do so
[] [Mech] Limited royal patronage (-2 Art, -2 Mystic, -2 Wealth, further progress made)
[] [Mech] Generous royal patronage (-3 Art, -3 Mystic, -3 Wealth, significant progress made)
...I really can't tell if AN bases the Mill tech ups on discussion, or if he just keeps randomly rolling things that have been discussed o_O

While from some observations those boats were either bought or captured from the Saffron Islanders and the sleeker design was native to the Trelli, it mattered not
Oooh, interesting...

The People had learned from rough seas and there was now some supposition that they could push the principles learned of how to make a stable boat into something larger.

What path was taken?
[] [Boats] Bigger bottoms
[] [Boats] Multi-hulled
Hmm...this sounds like we got a full design boost out of it?
Greater Sacred Forest Activates, Short Term Climate Disruption Downgraded
Temp Econ Damage Negated by Palace Economy
No damage taken
Baby Boom not disrupted
MWahahahahaha! And so our climate bonuses come to fruition =D
Why uh oh? That was what we had already?
 
Current preferred vote
[] [Policy] Innovation (Extra innovation roll each turn)
[] [Vassal] Curb rights of war (-4 Diplo, converts to colony)
[] [Mech] Generous royal patronage (-3 Art, -3 Mystic, -3 Wealth, significant progress made)
[] [Boats] Multi-hulled
[] [React] Begin Census (-4 Mysticism, 2-3? Actions)
[] [Refugee] Take in more than a few (-1 Stability, chance of further loss, +4-5 Econ)
 
JUST DO IT! Forest and road!

[X] [Refugee] Take in more than a few (-1 Stability, chance of further loss, +4-5 Econ)
[X] [Policy] Special: Forestry (+1 Sustainable Forest and -1 Econ Expansion/2 turns)
[X] [Vassal] Curb rights of war (-4 Diplo, converts to colony)
[X] [Mech] Generous royal patronage (-3 Art, -3 Mystic, -3 Wealth, significant progress made)
[X] [Boats] Bigger bottoms
[X] [React] Tie everyone closer together (-2 Econ, +2 Centralization, +2 Diplomacy, +2 Cent Cap Progress, other effects)

Edit: Sub-state happiness and dependency ST and Hatvalley is able to break-off if they really want to, better eat them first.

Periphery States (8/7+3) (Loyalty:L, Dependence:D)
Stallion Tribes (March) - Eliminates raids from the north and mitigates raids from the east, can provide military advances and supports the Western Wall (L: 4/5, D: 2/5)
Western Wall (Colony) - Expands to produce new provinces and find new resources, and can take be brought into wars to the north and west (L: 5/5, D: 1/5)
Hatvalley (Colony) - Expands to produce new provinces and find new resources, and can take be brought into wars to the south, south-east, and south-west (L: 4/5, D: 1/5)
Greenshore Trading Post (Trading Post) - Increases trade power for all Metal Worker products, provides a market for an extra saltern (L: 5/5, D:4/4)
Red Banner Company (Mercenary Company) - Can be hired to other kingdoms for wealth, or maintained to boost Martial capacity (L: 5/5)
Heaven's Hawks (March) - Eliminates raids from the north-east, can provide military advances and supports the Stallion Tribes (L: 3/5, D: 3/5)
Txolla (Vassals) - Foreign territory under your control, follows you in war but has own agenda (L: 4/5, D: 4/5)
Tinriver Trading Post (Trading Post) - Increases trade power for all Tin Tribe products, provides a market for an extra saltern (L: 5/5, D: 5/4)
 
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[] [Policy] Special: Forestry (+1 Sustainable Forest and -1 Econ Expansion/2 turns)
This will be important for the Grand Dock, as well as for LTE, but I'm flexible on it.

[] [Policy] Special: Vassal Support (+1 Subordinate while active, increases Loyalty while active at less than full subordinates)
This is also good, because it would help keep our subordinates in line, who are likely all larger than they should be and thus more likely to break away.

[] [Vassal] Curb rights of war (-4 Diplo, converts to colony)
We need to get them to stop picking fights, but their shouldn't be anything wrong with their continued expansion.

[] [Mech] Generous royal patronage (-3 Art, -3 Mystic, -3 Wealth, significant progress made)
We have the stats to spare, and this seems like a good thing to encourage.
[] [React] Tie everyone closer together (-2 Econ, +2 Centralization, +2 Diplomacy, +2 Cent Cap Progress, other effects)
We're a palace economy that relies on high cent, we should take advantage of the chance to get closer to increasing the cap.

[] [Refugee] Take in more than a few (-1 Stability, chance of further loss, +4-5 Econ)
Not sure of the Lowland's loyalty, but not sure if I want to risk pissing them off. Plus, we still have Baby Boom, so we should avoid overcrowding.
 
What path was taken?
[] [Boats] Bigger bottoms
[] [Boats] Multi-hulled
Anyone know their boats well enough to say what we'd get out of each of these?

JUST DO IT! Forest and road!

[X] [Refugee] Take in more than a few (-1 Stability, chance of further loss, +4-5 Econ)
[X] [Policy] Special: Forestry (+1 Sustainable Forest and -1 Econ Expansion/2 turns)
[X] [Vassal] Curb rights of war (-4 Diplo, converts to colony)
[X] [Mech] Generous royal patronage (-3 Art, -3 Mystic, -3 Wealth, significant progress made)
[X] [Boats] Bigger bottoms
[X] [React] Tie everyone closer together (-2 Econ, +2 Centralization, +2 Diplomacy, +2 Cent Cap Progress, other effects)
Come on man, don't be voting before we even know what our stats are.

Civilization Stats

General
Diplomacy 14 [+2]
Economy 11 (+1) [-2+5]
-Sustainable Forests 7/8
-Econ Expansion 8 (+1) [+2-5]
Martial 10 {14}
Wealth 11 [+5-1]

Stability
Stability 2 (hopeful)
Legitimacy 3 (max)

Organizational
Centralization 3
Hierarchy 7
Religious Authority 4

Cultural
Art 9
Mysticism 15 [+1]
Prestige 50
Woah, we have 2 stats capped - if we take the Stability boost, we could get a Golden Age this turn!
 
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[X] [Refugee] Take in more than a few (-1 Stability, chance of further loss, +4-5 Econ)
[X] [Policy] Special: Forestry (+1 Sustainable Forest and -1 Econ Expansion/2 turns)
[X] [Vassal] Curb rights of war (-4 Diplo, converts to colony)
[X] [Mech] Generous royal patronage (-3 Art, -3 Mystic, -3 Wealth, significant progress made)
[X] [Boats] Bigger bottoms
[X] [React] Tie everyone closer together (-2 Econ, +2 Centralization, +2 Diplomacy, +2 Cent Cap Progress, other effects)
 
[X] [Policy] Innovation (Extra innovation roll each turn)
[X] [Vassal] Curb rights of war (-4 Diplo, converts to colony)
[X] [Mech] Generous royal patronage (-3 Art, -3 Mystic, -3 Wealth, significant progress made)
[X] [Boats] Multi-hulled
[X] [React] Begin Census (-4 Mysticism, 2-3? Actions)
[X] [Refugee] Take in more than a few (-1 Stability, chance of further loss, +4-5 Econ)
 
Periphery States (8/7+3) (Loyalty:L, Dependence:D)
Stallion Tribes (March) - Eliminates raids from the north and mitigates raids from the east, can provide military advances and supports the Western Wall (L: 4/5, D: 2/5)
Western Wall (Colony) - Expands to produce new provinces and find new resources, and can take be brought into wars to the north and west (L: 5/5, D: 1/5)
Hatvalley (Colony) - Expands to produce new provinces and find new resources, and can take be brought into wars to the south, south-east, and south-west (L: 4/5, D: 1/5)
Greenshore Trading Post (Trading Post) - Increases trade power for all Metal Worker products, provides a market for an extra saltern (L: 5/5, D:4/4)
Red Banner Company (Mercenary Company) - Can be hired to other kingdoms for wealth, or maintained to boost Martial capacity (L: 5/5)
Heaven's Hawks (March) - Eliminates raids from the north-east, can provide military advances and supports the Stallion Tribes (L: 3/5, D: 3/5)
Txolla (Vassals) - Foreign territory under your control, follows you in war but has own agenda (L: 4/5, D: 4/5)
Tinriver Trading Post (Trading Post) - Increases trade power for all Tin Tribe products, provides a market for an extra saltern (L: 5/5, D: 5/4)
Important info!
 
Holy Shit the Palace was important.

You had basically run past the rest of your admin tech-ups, so the last piece to be able to go further was the palace. That's what that massive amount of strain was about - you needed to build the infrastructure to move to the next phase of development.

Other groups that built the Grand Palace already are still administratively behind you in a number of ways, but they developed new components over time instead of all at once.

this might end up on the civ sheet, but if not can you share the list of provinces we have now?

I will update them when I do the next main turn... when I will be updating everything. All of your actions have changed how they work.
 
[X] [Policy] Infrastructure (+1 Free Progress to an infrastructure project (Aqueduct, governor's palace, saltern, etc.)/turn)
[X] [Vassal] Curb rights of war (-4 Diplo, converts to colony)
[X] [Mech] Limited royal patronage (-2 Art, -2 Mystic, -2 Wealth, further progress made)
[X] [Boats] Bigger bottoms
[X] [React] Tie everyone closer together (-2 Econ, +2 Centralization, +2 Diplomacy, +2 Cent Cap Progress, other effects)
[X] [Refugee] Take in more than a few (-1 Stability, chance of further loss, +4-5 Econ)

Infrastructure policy is AMAZING. Free stats are garbo compared to the action economy for progress that it gives. Innovation policy would be okay but Infra is stable and gives us so much.
Vassal not being able to war is more important because we damn well don't need them picking a fight with the Swamp Folk or Thunder Speakers again any time soon now that we're getting into it with the Trelli.
Decent patronage on the mills but not so much to risk too much Wealth on it.
Boats--multi-hulled are a little weird. Historically as far as I can tell they were limited to relatively small craft mostly out in the Polynesians aside from a couple one-off examples elsewhere. Multi-hulled is technically more stable than other craft of the same size but no one ever really seems to have gotten it big enough to care about compared to the real monsters. We have longboats, we need to go BIG now.
And don't go overboard and piss off the vassals just yet, we don't need the econ that badly while the baby boom is running.
 
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OH THANK GOD I JUST WOKE UP IN THE MIDDLE OF THE NIGHT

PALACE-KUN ILU

passive focus passive !!! Someone hold meeeeee
 
[X] [Boats] Multi-hulled

First things first. I WANT MY CATAMARANS. They're fast as fuck and don't sink. 22knots fast. You can also pile archers on them like nobodies business.

This whole update was fucking amazing. We now have a much better idea of how our society operates and we have established a proper palace economy.
Greater Sacred Forest Activates, Short Term Climate Disruption Downgraded
Temp Econ Damage Negated by Palace Economy
No damage taken
Baby Boom not disrupted
 
[X] [Mech] Generous royal patronage (-3 Art, -3 Mystic, -3 Wealth, significant progress made)



For sure I'm picking policy infrastructure no two ways about it.
[X] [React] Tie everyone closer together (-2 Econ, +2 Centralization, +2 Diplomacy, +2 Cent Cap Progress, other effects)

More trails!!

[X] [Vassal] Curb rights of war (-4 Diplo, converts to colony)

Just focus on expansion for now my little ones.

[X] [Policy] Infrastructure (+1 Free Progress to an infrastructure project (Aqueduct, governor's palace, saltern, etc.)/turn)

Sweet passive policy!

[X] [Refugee] Take in a few (Chance of Stability loss, +2 Econ)

May change this probably.

[X] [Boats] Multi-hulled
 
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