Oh, so because she had the option (that she didn't know she had) to tell on the tax collector (to who I wonder, the King far away in Valleyhome?) while she is starving because while on the way there she has no way to actually pay for any food, and then tell the King that his tax collector is corrupt (in most likely heavily accented Ymaryn because she is still learning the language) and then the King will make it all better?

That's some pretty heavy victim blaming you have going on there.

That's how the people from higher up will likely see it, sadly. After all they have more cultural affinity with the corrupt tax collector than the "foreign whore."
 
Watermill Innovation List:

Green is implemented.

Yellow is in development.


Technical Upgrade/Innovation:

  • Waterwheel -> Water Turbine (industrial era)
  • Watermill -> Windmill
  • Ship mill
  • Tide mill
  • Team boat - Waterwheel propulsion powered by animals.
  • Noria
  • Trebuchet/Ballista??? - Not waterwheel operated but stemmed from knowledge of waterwheels.
  • Triphammer?

Applications:

  • Gristmill
  • Blademill
  • Barkmill
  • Blast Furnace
  • Paper mill
  • Oil mill - crush seeds into oil
  • Sawmill
  • Powder mill
  • Water pumping
    • Noria
  • Ore Crusher

Updated, noting a new potential technical innovation in the work.
 
[X] [Main] Census
[X] [Secondary] Found Mercenary Company
[X] [Secondary] Integrate Colony - Hatvalley - Propagate
This isn't a valid vote:

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

Anyhow, here's my vote
[X] [Main] Census
[X] [Secondary] New Settlement - South of Cataracts
[X] [Secondary] Improve Annual Festival
 
Last edited:
Will vote tomorrow, but I want to point out something now, even if it doesn't seem to be a threat. Legitimacy is represented by our laws and the steles. Decreasing it means decreasing our peoples confidence in the law, thus making it harder to enforce. It should not be done carelessly.

Also, should we be able to evolve a trait with census, I'm all down with it being CA.
 
That's how the people from higher up will likely see it, sadly. After all they have more cultural affinity with the corrupt tax collector than the "foreign whore."
The people higher up would probably not even acknowledge her existence, because they live in a great society that has no corruption or mistreatment, no siree! If someone is having a hard time, it's obviously because they are spiritually impure and can now be cleansed through an indefinite time as a half-exile!
 
Making everyone less rich would involve getting less Wealth, not Economy.

*thinking mode

@Academia Nut

What is relationship between economy and wealth with currency involved?
Food = Economy
Economy = Silver Coins (currency)
Coins = Wealth

So our society have so much food that wealth effects are amplified since people can afford to pay wealth freely to have other people work instead?
 
The people higher up would probably not even acknowledge her existence, because they live in a great society that has no corruption or mistreatment, no siree! If someone is having a hard time, it's obviously because they are spiritually impure and can now be cleansed through an indefinite time as a half-exile!
Pretty much. Highly likely that's what would happen to her.
 
Well darn.

Agh.

Anyway another thing I'm going to float is taking in the minimum number of people till we get the law fixed so that fewer people are being subjected to our system.
Our system currently sucks, but not only is it going to get better, but it probably currently is better than our neighbours.

Looked back. It is actually Copper Age Law so you are wrong:V
Well Copper is closer to Bronze than Stone so I win anyway :V
 
[X] [Main] Census
[X] [Secondary] New Settlement - south of cataracts
[X] [Secondary] Integrate Colony - Hatvalley - Propagate
 
Will vote tomorrow, but I want to point out something now, even if it doesn't seem to be a threat. Legitimacy is represented by our laws and the steles. Decreasing it means decreasing our peoples confidence in the law, thus making it harder to enforce. It should not be done carelessly.

Also, should we be able to evolve a trait with census, I'm all down with it being CA.
That may actually help with the underlying issue of two societies not meshing well here.

Here's hoping!

Lord's Loyalty may also help but I doubt it.
 
Some thoughts on our new actions.

Distribute Land - By reworking the distribution of land, the king can improve tax income and reduce pressures administrative overhead. 0/4 Progress to Min Centralization increase
*S: -1 Centralization, +2 Wealth, +1 Progress
*M: -2 Centralization, +5 Wealth, +2 Progress
We now have a min-centralization counter, tracking how much distributed land degrades our ability to stay at low cent.

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
EJ didn't get ANY better, despite our actions theoretically being doubled. Ouch.

Expand Economy - Encourage the growth of food producing activities such as farming, pastures, or fishing, depending on where focus is placed
*S: +3 Econ, -3 Econ Expansion, potential additional effects
*3 Econ Expansion available (max 12 to keep Sacred Forest True City; max 17 for Valleyhome)
Expand Econ only improved by 50% instead of doubling.

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: -2 Econ, -1 Econ Expansion, grows forest, +2 Econ next turn if in settled territory and controlled, potential discoveries, +0.5 Sustainable Forest
* M: -3 Econ, -3 Econ Expansion, grows forest, +4 Econ next turn if in settled and controlled territory, improved odds of success, other effects, +1 Sustainable Forest
We need a Main for each extra Forest, whereas before I think we could have done with an old secondary. Direct downgrade, everything is terrible.

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, +1 Art, potential additional effects
* M: -3 Econ, +3 Wealth, +1 Art, increased chance of 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, +1 Wealth, +1 Art
*M: -3 Econ, -2 Econ Expansion, +4 Wealth, +1 Art
At least these are nice, and the Mains are better than just 2x secondaries.

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 action.

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
The new main is basically equal to the old main. That is very much a shame; unless the periphery states are bigger or something, that means the actions just got 2x worse.

Improve Annual Festival - A festival for every season, but their expansion can help put the People at ease and teach good practices.
* S: -1 Econ, -2 Wealth, +1 Stability, +2 Art, chance for additional effects
* M: -2 Econ, -2 Wealth, +1 Stability, +4 Art, chance for additional effects
* Max Stability: Legitimacy - 1
Unlike our other stability options, our actions went down from Old Main -> New Secondary in scope. This actually makes this one of our most efficient actions for gaining stability compared to the alternatives.

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)
* S: -1 Econ, +1 Econ and Mysticism end of turn, increases number Econ Expansion depending on environment, +1 Province progress
* M: +1 Econ and Mysticism, increases Econ Expansion, +2 Province progress
Apparently doing lots of building in one location gives us a province.

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
The new Secondary is the same as an old Main. The new Main is worse than 2 uses of the new Secondary, though.

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
This would be interesting if we weren't already drowning in Martial.

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, chance of additional +1 Stability
* modified by Administrative skill
Like Enforce Justice, the actions didn't double in power like they should have, though now the Main comes with a chance at an extra +1 Stability.

Support Subordinate - Send resources over to a subordinate state to help prop them up.
*S: Transfer 2 Econ and Martial, chance of +1 Loyalty
*M: Transfer 4 Econ and Martial, at least +1 Loyalty
Support Stability gives loyalty now. That is really nice.

The Census - How many People are there anyway? (2-3? action commitment, -4 Mysticism per action) [Reserves + Library]
Do we apply one discount per main action for Libraries against this? if so, we just went from "free census" to "half-cost census". That is a huge nerf.
 
Actually, our options for getting rid of excess Martial have changed:
Support Subordinate - Send resources over to a subordinate state to help prop them up.
*S: Transfer 2 Econ and Martial, chance of +1 Loyalty
*M: Transfer 4 Econ and Martial, at least +1 Loyalty
We can now give 2 Martial with a single secondary
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)
And we have the colossal walls extended project which costs Martial (but only 1 per secondary)
 
Seriously this kind of law enforcement issue is exactly what Enforce Justice is good at dealing with. It won't be perfect since we need the law reform, but helping bring these issues to the central government will only be good for actually making good decisions on the upcoming law Megaproject.
Actually the secondary EJ was better than the main anyway, so we're fine with that.
It does mean that it's now merely our best option instead of a ridiculously amazing one.
 
Back
Top