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: +2-3 Econ Expansion
*M: -2 Econ, 1 Forest Slot Consumed, +6 Econ Expansion, other effects [King]
* used 3 times
Huh. Wonder what this does...
Build Wall - The practice of building city walls has reached new heights with access to superior tools making the cutting of stone simpler (6/40 significant walls, 2/40 massive walls)
*S: -2 Econ, +1 significant walls
*M: -4 Econ, +1 massive walls
Massive walls are easy to make now.
Proclaim Glory - By using art the King can promote people to trust his decisions; modified by Diplomacy skill
* S: -3 Art, -1 Econ, +1 Legitimacy, +1 Stability, potential +1 Prestige
*M: -6 Art, -2 Econ, +1 Legitimacy, +2 Stability, +1 Prestige
* Max Stability: Legitimacy
+2 stability now!
The Census - How many People are there anyway? (2-3? action commitment, -4 Mysticism per action) [Reserves + Library]
...well, double megaproject time?
Raise Army - More men can be inducted into the ranks of the warriors every year and not face major food shortfalls
* S: -1 Econ, -2 Wealth, +3 Martial, +1 Art, potential additional effects
*M: -3 Econ, -4 Wealth, +7 Martial, +1 Art, potential additional effects
*2M: -4 Econ, -5 Wealth, +2 Art, founds Martial 10 Mercenary Company
...Holy shit.
 
[X][Main] The Census
[X][Secondary] More Boats
[X][Secondary] Build Mill

Standard take advantage of specials and start new big thing action. Census should get started to maintain the Megaproject support.
 
[X] [Main] The Census
[X] [Secondary] Restore Order
[X] [Secondary] Proclaim Glory

We are going to tear this evil out. I don't care if it's stat-inefficient or if it doesn't give us any real advantages. What we just saw was gut-wrenchingly evil and I don't want it in my civilisation. The narrative is far more important to me than the mechanics right now.
 
[X] [Main] The Census
[X] [Secondary] Restore Order
[X] [Secondary] Proclaim Glory

We are going to tear this evil out. I don't care if it's stat-inefficient or if it doesn't give us any real advantages. What we just saw was gut-wrenchingly evil and I don't want it in my civilisation. The narrative is far more important to me than the mechanics right now.
Problem is, it's not corruption. Our civ is just too different from our neighbors for some first gen immigrants to adapt to now. Had she actually put forth a lot of effort, she would have possibly been fine, but because she was already somewhat broken by slavery in the lowlands, she didn't have the will or spirit or whatever to push herself to adapt.
 
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That was a really sad chapter :( .. but I think it was also a necessary one to show the consequences of our actions and despite how we try to be morally good there is still a large population of people who get mistreated in our society
 
[X] [Main] The Census
[X] [Secondary] New Trails
[X] [Secondary] Integrate Colony - Hatvalley

This seems like a good option to me.
 
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
*F: Change Greenshore Trading Post to a Colony

Found Free City - Cities are hard to manage, giving them increased autonomy to manage themselves will reduce administrative overhead. Current Possibility: Sacred Forest
*S: Transfer 2 Econ, converts True City to Free City. Free Cities now produce a Passive Policy of their choice in activity each turn

New Settlement - There are a few new sites that could have new settlements placed on them: northern Blackriver (+3, moderate mineral, 0/6 province), far north-eastern Redhills (+1, good mineral, 0/6 province), south of cataracts (+6, poor mineral, 0/4 province)

Raise Army - More men can be inducted into the ranks of the warriors every year and not face major food shortfalls
* S: -1 Econ, -2 Wealth, +3 Martial, +1 Art, potential additional effects
*M: -3 Econ, -4 Wealth, +7 Martial, +1 Art, potential additional effects
*2M: -4 Econ, -5 Wealth, +2 Art, founds Martial 10 Mercenary Company

Colossal Walls - True Cities can support truly gigantic walls. Each {S} committed consumes 3 Econ and 1 Martial for 3 Progress. Valleyhome (0/9), Sacred Forest (0/9)

Palace Annex - Can construct additional palace annexes, with each {S} committed consuming 2 Econ and 2 Art for a new annex (6/10)
-Great Hall Expansion (special: costs only 1 Econ and 1 Art)
-Shrine
-Library
-Gardens
-Storehouse
-Arsenal
-Fortifications

Special: Working on new boat design, building more will accelerate progress
Special: Working on new mill use, building more will accelerate progress
 
[X] [Main] The Census
[X] [Secondary] New Settlement - South of the Cataracts
[X] [Secondary] Integrate Colony - Hatvalley
 
So refugees get predictably exploited, and we got trip hammers? Okay. I guess the weirdness came from the innovation rolls?
 
[X] [Main] Census
[X] [Secondary] New Settlement - south of cataracts
[X] [Secondary] Integrate Colony - Hatvalley - Propagate
 
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And thus we see the problems that arise with getting lots of immigrants without taking proper steps to integrate them, one of the ways to solve this would be to limit integration and make sure to teach all immigrants our language and laws.
 
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