We've had trouble because we didn't have Wildcat or Distribute Land. With those we have a very effective way of reducing Centralization.
Doing it too much will raise our lower cap. For us to do that enough to cause problems would truly be an achievement considering we have 4 Centralization reduction for each increase in the cap. That's +4 Stability worth from Enforce, and then we can lower it back down with a governer's palace.
Going to want a citation on that.
Currently we have Centralization specs of:
-Low Yellow -1,0
-High Yellow > 5(assumed 7 for sake of argument)
Going by current patterns, we'd raise the High cap by +1 with 1 more New Trails, resulting in 6 Cent. Then we need 4x New Trails to reach the next cap raise, which will require 4x Distribute/Wildcat to pay for the Centralization room.
We have
exactly enough room then, to use Wildcat and Distribute to pay for Trails indefinitely if we develop some perverse ambition to achieve Centralization 10.
Now you throw in one Enforce Justice and the margin of white between low yellow and high yellow shrinks. We can currently afford it, but remember, this margin is used to support True Cities as well and there are True Cities forming as we go that lower the cap further.
Given how things have shifted then, unless Enforce Justice is narratively called for(which in this case it's not going to help until the Law is revised), it should be taken very sparingly.
Festivals are far more efficient for generating Stability now, and at least they're narratively appropriate for addressing part of the problem..
Incidentally
@Academia Nut you forgot to add Governor's Palaces to the Extended Project list?
One thing that got lost in the debate on corruption is how odd the innovation was represented. Normally one would have the refugees being innovation with them. This time it just looked like sheer serendipity, it's not like there was something about the PoV character's past or present position that made her more likely to have a eureka moment.
It boils down to: why would refugees give us trip-hammers when they come from a civ that does not even have mills?
Because using magic to do something so mundane as hammer ore is something that only people who HAVE to pound ore would think of. The Intellectual route to hammer mills is usually induced by the need for plate metal, which don't have any demand for yet.
At the same time, by Ymaryn culture, you're supposed to LIKE pounding away at ore, stone and dirt. It's a cultural stereotype, so most of the people doing ore hammering won't think to get out from the job.
Thus, it fell to the outsider who don't have the Ymaryn work ethic to think, if you have some way to repeatedly drop a heavy thing, why not use it to hammer ore instead of people?
Greenshore and KotH already gave their Diplomacy when we started the turn. The +2 Diplomacy we got here was from the roads we built.
Ah good catch.
If I had to guess it was either from Economy overflow or from our passive Wealth generation.
We don't passively generate wealth on the mid turn.
Not sure why you like them so much. They're walls. Not a big deal. The Martial vent is very costly in terms of Econ. A better Martial vent is Support Subordinate as it sends 2 Martial per Secondary instead of 1 and only costs 2 Economy per Secondary rather than 3.
For reference, this is what they are:
Chinese city wall - Wikipedia
These are the walls that unlock the Great Wall. The kind of walls you use to rebuff iron age, horse riding nomad hordes, in a city that has it's own secure water supply and internal food stores for several years of siege.
It has been brought up before, but what made the Great Wall of China work on Nomads was that they'd breach or overcome a single gatehouse in the wall and flood through, then they'd ride up to the city, which had the gates already closed because the Wall set up signal fires already...and then the raid party finds itself staring at walls it cannot possibly get through. So they murder some peasants, loot some farms, and go home.
Oh wait, the gate had been retaken and the nearest cities are now crapping out armies to pincer the Nomads with no room to maneuver.
We want these because they're a partial solution to all but the most legendary waaghs.
Maybe the cashout had a Expansion cost? I don't even remember what the cashout was from. Or... maybe Redshore ate it?
Boats I think?
This may be the other effects of tying everyone together? We get a tax infusion by connecting people up and being able to look over shoulders?
Possible, but tied to the loss of Expansion, I think someone illegally took a Vineyard or Snails action. It'd line up with that.
I'm thinking deliberately cultivating a forest for timber? With our system you'd need to do that to get the truly large trees for large ships.