The mounting of corruption was the main reason the law reform was prompted, not its mere existence in itself. We're updating the law to close loopholes, not establishing a corruption-hunting force. The corrupt will still be there in a somewhat reduced form to adapt to our law.

Yes, there will always be corruption in any society, that will never go away. What the law project will do is take care of the egregious excess of it we're seeing right now.

You seem to agree with this since you've said here that it will be reduced unlike your earlier claim that it does nothing about what's already present so I'm not really sure what your problem about what's going to happen is at this point.
 
But, ultimately, the reason the corruption level is so high is systemic. Starting investigative witch hunts won't help in the long term. Hence yes, we plaster the issue up for now, until we do have a systemic solution, in the form of Iron Age Law.


We do? Rulwyna II had some good contacts and personal influence as a storehouse manager, but that's all and she's long dead. I think you're reading too much into that.

The thing is - what was said in the update, isn't that what you would expect in a situation with negative stab and antiquated laws? But in that case, why is a shadow network needed as additional explanation?
I agree that corruption and out of date laws could and have caused disruption, but the update mentioned that artisans in particular were starting to fight and kill each other in the street. This could, like you said, just be a part of corruption, but the fact that is seems like such a narrow percentage of the population is doing so could imply a targeted attack.

It doesn't really matter now anyways.
 
You seem to agree with this since you've said here that it will be reduced unlike your earlier claim that it does nothing about what's already present so I'm not really sure what your problem about what's going to happen is at this point.
First off, I have always thought of it as being somewhat reduced following the law reform. It plays into the part I was talking about corruption adapting. I view our established corruption as a parasite on our society. What is left there be left initially weakened by a law reform as their former exploits are closed and then adapt back to previous levels after a few turns. I was not saying it would take care of the excesses, though it may seem that way without the explanation of where I was coming from as to how I felt they would be weakened.
Honestly, so long as we no longer end up with cases like we've seen where corruption encourages blameless people to break the law to make ends meet I'm fine with that. Our law should prioritize helping the innocent as opposed to simply punishing the corrupt. It would be nice if we could get a concept of restorative justice going...
Our law is fairly neutral on this point though. In-character, we are largely unaware of the true extent of our corruption. I wanted to take the option to expose that to our government.
 
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Alright, just in time the history sheet is updated. See my sig for the link.

Here's your turnly infograph: how much stability we've gained with each action type:



Amusingly, Restoration of harmony was absurdly inefficient; the one time we did it we spent 3 MAINs to get +2 stability. OUCH! I'm assuming that was just bad rolls.

I did include the overflow stability from Restore Order during the Forest Mk. 2 era, even though it didn't technically hit out stability.
 
Alright, just in time the history sheet is updated. See my sig for the link.

Here's your turnly infograph: how much stability we've gained with each action type:



Amusingly, Restoration of harmony was absurdly inefficient; the one time we did it we spent 3 MAINs to get +2 stability. OUCH! I'm assuming that was just bad rolls.

I did include the overflow stability from Restore Order during the Forest Mk. 2 era, even though it didn't technically hit out stability.

The one thing I'm reading from this graph is that the Ymaryn really know how to party.

And that we should slaughter more goats. Sorry @maximillian .
 
Those are the most useless of policies. Why not just drop it on Innovation instead?
Ehhhhh *waves a hand* sorta? Economy sure, defense though...

Significant walls are useful in my opinion for stopping basically everyone, and AN has said that leaving it on long enough will improve it to the point it makes massive walls. As far as I know these will still be useful by then as they can rebuff even moderate siege tech if enough forces are behind them.
And we are not very inclined to build fortifications on our time.
 
Those are the most useless of policies. Why not just drop it on Innovation instead?

Because each of our True Cities seems to give us innovation rolls already, while I am not seeing them dripping with walls or new salterns.
Innovation might be good for somebody else, but for us, with 2 TS and at least one more soon to come (Redshore), it is one of the worst posssible choices, because we already have some innovation rolls every turn, judging by how we stumbled onto mills and catamarans. Innovation is made even comparatively worse for us by Wildcat Prospecting giving us a choice to give extra leeway to any new 'research team', which is how we've acquired, say, trip hammers.

Defense, on the other hand, is the kind of thing that seems worthless until you really fucking wish you'd invested in it 10 turns earlier.

Infrastructure will give us a slow drip into Salterns and Temples and the other stuff which is really worth building over time, but we are constantly bus with something else.

Forestry will give us ~Forest slots~, which is mandatory if we want Grand Docks (we do), and if we want more iron mines (charcoal intensive); plus it probably benefits from our Wonder, meaning it is essentialy doing a bit of Innovative policy in addition to that. Which, coincidentally, makes Innovation even worse comparatively.
 
*pats vampire*

It's okay.

At least we're Communist and filthy rich.
Communally smoking melted gold.

Communally smoking melted silver.

Communally smoking melted salt.

Communally smoking melted dye.

Communally sucking the blood of refugees.

Communally smoking mercury.

Communally smoking wine.

Communally smoking melted glass.
 
I am for either Defense Policy or just plain Economy, which is not as cute as other stuff, but it is never wrong to want more Economy.
Eh. Economy is our easiest stat to produce. True City support is effectively double the econ policy so long as we have two true cities (which seems likely to be the norm for the forseeable future; less than that and we start burning LTE pretty regularly.)

Defense is pretty good; we're at 2/41 significant walls IIRC. We could definitely use a bit more spikyness. It's also the best value in actions/turn; 1.6667 actions of stuff per turn. Charcoal, True City and Diplo drip are all about half that (though with nice side benefits.)

Loyalty is an unknown; we don't know how fast or what side benefits we get. I think it would probably be pretty useful. Same with innovation.
 
Eh. Economy is our easiest stat to produce. True City support is effectively double the econ policy so long as we have two true cities (which seems likely to be the norm for the forseeable future; less than that and we start burning LTE pretty regularly.)

Defense is pretty good; we're at 2/41 significant walls IIRC. We could definitely use a bit more spikyness. It's also the best value in actions/turn; 1.6667 actions of stuff per turn. Charcoal, True City and Diplo drip are all about half that (though with nice side benefits.)

Loyalty is an unknown; we don't know how fast or what side benefits we get. I think it would probably be pretty useful. Same with innovation.
Doop!

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
 
Our parties are kinda shit...

No good music, and we burned the last batch of drugs before we could remember where to find them...

*eternal sadface*
Well, given that we've spent something like 15 Main's improving them, they can't POSSIBLY suck still. We have wine and SOME music. Advanced prostitution probably means fairly advanced dance. We probably have AWESOME recitations of epic poetry ala homer/bards.
 
Playing around
[X][Census] Streamline lower bureaucracy (+1 Passive Policy)
[X][Crisis] Instruct and reprimand rule breakers (Sec Restore Order + Sec Proclaim Glory)
[X][Diplo] Attempt to bribe the Lightning Wolves (Sec Trade Mission + Sec Targeted Salt Gift)
[X][React] Stabilize the People (Main Improve Annual Festival)

It was not every day that Rahullinar, the Lightning Wolf, was told that a delegation the size of a small tribe wished to speak with him. It was even less often that farmers from the south composed that delegation and had many wagons full of goods loaded up as part of the delegation.

Seeing them, Rahullinar rode out to meet them, bow still in its case upon his chariot, but spear and axe at hand, and his warriors at his side. A leader of the delegation also rode out upon his chariot, but he was also flanked by warriors directly upon horses clad in rattling scales of silver. The two groups stopped at a respectful distance, not close enough that they could immediately start hitting each other, but also not so far that they would have to do more than speak loudly in order to be heard. Dressed in the finery of soft peoples, the delegate announced in an oddly accented variation of the tongue of the south-eastern tribes, "Hail the Lightning Wolves, strong under their king. The Ymaryn have heard of your success, and bring you gifts of friendship to acknowledge your prowess and dominance of the tribes and lands you have conquered."

Smirking slightly, Rahullinar mentioned to his driver, "If everyone were this reasonable there would be little fun in this world, now would there?" He then said to the delegate, "I Rahullinar, the Lightning Wolf, King of the Storm Wolves, do acknowledge your acknowledgement. I ask of you, what do you bring to show your respects?"

The southerners then began to bring forth an eye bulging and mind boggling procession of bags of precious metals, gems, dyes, spices, incense, glass and what had to be several ox's weight in salt.

"Friends?"

"Uhhhh... yeah, I think we can probably work something out..." Rahullinar sort of mumbled. The thing he was really trying to wrap his head around was the fact that these people didn't seem scared or servile while doing this. This was obviously a lot of wealth for them, but the way they weren't hesitating to bring it to him suggested that this wasn't a catastrophic sacrifice. Given the quality of their weapons, he could work out that this wealth probably also translated to significant strength. On the one hand, they had honoured him better than anyone else, probably at the mere rumour of his success, and that was the sort of thing you wanted to reward to encourage others to do so. On the other hand, if their first response was to attempt to nakedly bribe him rather than honourably fight him...

It was, however, at the feast in the night that Rahullinar decided on what to do about these people, and that was to leave them alone. Not because they honoured and respected him, or because they had dangerous weapons, but because of their stories! Once the wine got out they got to telling one of their great stories, and some of them were so into it that they began to take up the roles of the characters and act them out. There were obviously religious ceremonies where something like this might happen, but these were more human tales that they were acting out the various parts. The grand drama of the Fall of Xohyr was especially fascinating, giving keen insight into the thoughts of the southerners. As they tied themselves to the land, so too did they tie up their emotions, but when let free they were like horses enraged at the bit unhitched. They should free themselves from such things, but they would also make decent friends and allies, and troublesome enemies.

Of course, there was one slight issue.

"Sure we can't tempt you to take your tribes in a different direction?"

"I go where I wish, although I shall leave your people in peace."

"Well, I suppose we cannot ask for anything more at this time."

Rahullinar knew that they wished him to take his tribes to the far east and avoid the lands of the south-west, but he knew that the mountains were rich in plunder and the lands beyond were excellent pasturage. He also knew that they got some of the tribute they had given him from the rich mountains, which was both why they wanted him to go elsewhere for his loot and glory, and why he wanted to go in the first place!

For the King of the People, the news that the nomads north had been somewhat mollified with tribute, but had obvious intentions on the Metal Workers and the territory around them, was of course a mixed bag. Fortunately, efforts closer to home to pacify the population had been more successful. A combination of efforts had improved the happiness of the People and increased their confidence in the idea that the king and crown were there to support them. Murders were definitely down, although some of that might be because people were starting to move out of the cities and into the new farms south of the cataracts. With just a bit of effort the soil there could be turned to rich, well watered farmland while not being so terribly far from the center of things like in the Western Wall or Gulvalley.

Most interesting though was that, in improving the festivals while also proclaiming the glory of the crown and the People, several of the groups had begun dramatically retelling the epics of old in new and exciting ways, acting them out somewhat like religious plays, but significantly more elaborately and intimately, and that had produced some rather interesting effects. As the plays grew more elaborate, there were now calls for more dedicated places to perform these plays from.

Entertaining!

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 Econ, -2 Wealth, +3 Culture, +1 Tech, +1 Prestige, potential innovations
*M: -1 Econ, -4 Wealth, +5 Culture, +1 Tech, +1 Prestige, higher chance of 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: +2-3 Econ Expansion
*M: -2 Econ, 1 Forest Slot Consumed, +6 Econ Expansion, other effects [King]
* 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, -2 Wealth, +4 Martial, +1 Culture
*M: -2 Econ, -5 Wealth, +8 Martial, +2 Culture, +1 Prestige

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: -2 Econ, +3 Diplo, 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, -2 Tech, 1 Sustainable Forest used, +2 Wealth, +2 Culture, chance of new innovations
*M: -2 Econ, -2 Tech, 1 Sustainable Forest used, +2 Wealth, +4 Culture, 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 Tech, +3 Econ, potential for innovation
*M: -3 Wealth, - 1 Tech, +4 Econ, increased potential for innovation

Build Theatre - Having a place for the presentation of plays should be a great way to propagate the People's culture and entertain the masses
*S: -1 Econ, -1 Wealth, -1 Culture, +4 Culture end of turn, other effects
*M: -1 Econ, -2 Wealth, -1 Culture, +4 Culture end of turn, +2 Culture next turn, other effects

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

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. (30% 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 Active 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

*S: Change Passive Policy (1/2) to one of the available ones listed below
Agriculture (+1 Econ and -1 Econ Expansion/turn)
Diplomacy (+1 Diplo/turn)
Trade (+1 Wealth/turn)
Armament (+1 Martial/turn)
Patronage (+1 Culture/turn)
Mysticism (+1 Mysticism/turn)
Industry (+1 Tech/turn)
City Support (2 True Cities have their maintenance paid for each turn)
Expansion (So long as there is land to expand into, +1 Econ Expansion/turn, reduces threshold to produce new provinces the longer active)
Innovation (Extra innovation roll each turn)
Infrastructure (+1 Free Progress to an infrastructure project (Aqueduct, governor's palace, saltern, etc.)/turn) x1
Defence (+1 significant walls/turn)
Special: Forestry (+1 Sustainable Forest and -1 Econ Expansion/2 turns)
Special: Vassal Support (+1 Subordinate while active, increases Loyalty while active at less than full subordinates)

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

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: +3 Econ, -3 Econ Expansion, potential additional effects
*14 Econ Expansion available (max 12 to keep Sacred Forest True City; max 17 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: -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

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 Culture, potential additional effects
* M: -3 Econ, +3 Wealth, +1 Culture, 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 Culture
*M: -3 Econ, -2 Econ Expansion, +4 Wealth, +1 Culture

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
*S: -1 Econ, 4 Econ Transfer, -2 Martial, founds colony to produce raw resources

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

Found March - Sometimes you need an extra buffer between you and hostile powers, or a place to stash excess warriors. Current Target: None
*S: -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!
*S: -8 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)
*S: -3 Diplo, -2 Wealth, -1 Econ, 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 2 Econ, Wealth, Culture, Tech, and Mysticism; influences subordinate culture
*M: -3 Diplo, Transfer 3 Econ, Wealth, Culture, Tech, and Mysticism; significantly influences subordinate culture, +1 Loyalty

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
*S: -6 Diplomacy, gain Econ and Martial from integrating Colony
*M: Same as above, completes at mid-turn

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
*S: -6 Diplomacy, gain Econ and Martial from integrating March
*M: Same as above, completes at mid-turn

Integrate Vassal - Now in contact with the core territories, the lowlanders can be brought more fully into the traditions of the People
*S: -4 Diplomacy, transitions vassal to March or Colony
*M: -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.
* S: -1 Econ, -2 Wealth, +1 Stability, +2 Culture, chance for additional effects
* M: -2 Econ, -2 Wealth, +1 Stability, +4 Culture, 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 Econ, -1 Mysticism, -1 Wealth, +2 Martial, +1 Culture, 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 Econ, -1 Mysticism, -1 Wealth, +2 Martial, +1 Culture, 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 Wealth, +1 Tech; +1 Econ end of turn, +1 Econ, +1 Econ Expansion and Diplo next turn, additional effects
*M: -2 Econ, -1 Wealth, +1 Tech; +1 Econ, Econ Expansion, and Diplo end of turn, additional effects
* used 8 times

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 along the great river (+6, poor mineral, 1/4 province), south-western hills (+2, moderate mineral, 1/4 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

New Trails - There are many settlements with only marginal trails, so more could be useful. 2/3 to next Centralization cap increase (5/14)
* S: -1 Econ, +1 Centralization, +1 Diplo, other effects
* M: -2 Econ, +2 Centralization, +2 Diplo, other effects

Plant Hemp - This sturdy plant has been planted in limited quantities before, but you now have cultivars that can take well to being planted in large areas and could use it for
*S: -2 Econ, -2 Econ Expansion, +1 Tech, +1 Mysticism, +2 Diplo if have boats, +1 Econ next turn
*M: -3 Econ, -3 Econ Expansion, +2 Tech, +1 Mysticism, +3 Diplo if have boats, +1 Econ next turn, 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: -2 Econ, -2 Econ Expansion, +2 Mysticism, +2 Wealth
*M: -3 Econ, -3 Econ Expansion, +2 Mysticism, +5 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: -3 Culture, -1 Econ, +1 Legitimacy, +1 Stability, potential +1 Prestige
*M: -6 Culture, -2 Econ, +1 Legitimacy, +2 Stability, +1 Prestige
* Max Stability: Legitimacy

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 Culture, potential additional effects
*M: -3 Econ, -4 Wealth, +7 Martial, +1 Culture, potential additional effects
*2M: -4 Econ, -5 Wealth, +1 Culture, founds Martial 10 Mercenary Company

Retraining - When there are more warriors than the People know what to do with, it may be a good idea to find them something else to do
*S: -3 Martial, -1 Econ Expansion, +1 Econ, Culture, and Tech
*M: -5 Martial, -2 Econ Expansion, +2 Econ, Culture, and Tech

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


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, Culture, and Prestige generated (min. 1 of each) and the possibility of Mysticism generation
*M: -8 Wealth, random amount of Diplomacy, Culture, Mysticism, and Prestige generated (min. 1 of each)

Study Alchemy - Materials can be made to transform their form through special treatment. What wonders can be discovered in this process?
*S: -2 Mysticism, -2 Wealth, +1 Tech, potential new discoveries
*M: -4 Mysticism, -3 Wealth, -1 Econ, +1 Tech, increased chance of new discoveries

Study Health - What secrets of nature can be used to improve the health of the People?
* S: -1 Econ, -1 Wealth, +1 Mysticism, potential new discoveries
*M: -1 Econ, -1 Wealth, -1 Mysticism, increased odds of success

Study Metal - Iron and copper, gold and silver, what other secrets are hidden in metal and stone?
* S: -1 Econ, -1 Wealth, -1 Mysticism, +1 Tech, small chance of new insights
* M: -1 Econ, -2 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, +3 Mysticism, tiny chance of new insights
Cannot be used as a Main action

Support Artisans - With the growing importance of skilled artisans to the maintenance of society, additional support may sometimes be needed
*S: -1 Econ, -2 Wealth, +3 Tech, +1 Culture, potential innovations
*M: -1 Econ, -4 Wealth, +5 Tech, +1 Culture, higher chance of innovations

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

Survey Lands - What interesting discoveries are within the People's lands?
* S: Potential new discoveries
* M: -1 Econ, improved odds of success

Terrify - You've killed cities, walls will not keep your enemies safe
*S: -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: -2 Wealth, additional effects depending on target, +1-2 Diplo
* M: -2 Wealth, -1 Econ, additional effects depending on target, +1 Diplo, +1-3 Diplo end of turn, +0-2 Wealth end of 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 (0/3), Southshore Saltern Expansion (0/3). Each {S} committed consumes 3 Econ and 3 Tech for 3 Progress. Completion gives additional Wealth and every 2 salterns or expansions increases the per turn Wealth by +1
Aqueduct - Redshore (0/6), Lower Valleyhome (0/3), Stonepen (0/3), Blackmouth (0/6), Redhills (0/3). Each {S} committed consumes 3 Econ for 3 Progress. Completion adds +4 Econ Expansion and can allow for the formation of another True City
Temple - Progress listed below, each {S} committed consumes 3 Econ and 3 Culture for 3 Progress. Completion increases Religious Authority
Governor's Palace - Every palace lowers Min. Centralization by 1 and can decrease communication issues with distant provinces, but can also serve as the core of a breakaway state in a civil war. Each {S} costs 3 Econ and 3 Culture and produces 3 Progress
Library - Any location with a temple and/or True City status can have a library, with each {S} committed consuming 3 Culture and 3 Mysticism for 3 progress. Completion grants Mysticism, every 2 libraries past the first increases the Mysticism refund by 1. Sacred Forest (0/3)
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 Culture for a new annex (7/11)
-Great Hall Expansion
-Shrine
-Library
-Gardens
-Storehouse
-Arsenal
-Fortifications

Reminder: 2 {S} applied to the same project = 1 {M}
Additionally: 2 Mains may have non-linear effects

Special: Working on new boat design, building more will accelerate progress
Special: Free use of setting Passive Policy to set new slot

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 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? (2-3? action commitment, -2 Mysticism and Culture 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, -2 Econ per action, requires 2 Forest slots)
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? (4-6? action commitment, -2 Econ per action)
The Law (Iron Age) - With new technologies, innovations, and social structures, old laws require a thorough redo in order to align with modern expectations (3-4? action commitment, -2 Mysticism and -2 Tech 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 (5-8? action commitment, -2 Econ and -2 Mysticism per action, 0/6 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

[] Art Patronage
[] Black Soil
[] Build Chariots
[] Build Docks
[] Build Glassworks
[] Build Mills
[] Build Theatre
[] Build Wall
[] Build Watchtowers
[] Change Policy
[] Distribute Land
[] Enforce Justice
[] Expand Economy
[] Expand Forests
[] Expand Snail Cultivation
[] Expand Vineyard
[] Found Colony
[] Found Free City
[] 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 Hemp
[] Plant Poppies
[] Proclaim Glory
[] Raise Army
[] Restore Order
[] Retraining
[] Sailing Mission
[] Salt Gift
[] Study Alchemy
[] Study Health
[] Study Metal
[] Study Stars
[] Survey Lands
[] Support Artisans
[] Support Subordinate
[] Terrify
[] Trade Mission
-Target Options: Highland Kingdom, Thunder Speakers, Metal Miners, Lowland Minors, Tin Tribes, Trelli, Swamp Folk, Storm Wolves, Northern Nomads, Eastern Nomads, Into the Wild (Eastern Sea), Into the Wild
[] War Mission
-Target Options: Northern Nomads, Eastern Nomads, Storm Wolves

Provinces for Projects: Redvalley (C) (Valleyhome+Redhills), Sacred Shore (0/9) (Redshore+Sacred Forest), Stoneshore (0/9) (Stonepen + Northshore), Hatshore (0/9) (Southshore+ Hatriver), Blackiron Province (0/9) (Blackriver+Ironshore), Hatvalley (0/9)
Major Holy Sites: Rainbow Trail (0/3), Sacred Forest (Temple 0/6), Holy Sea (0/3), Horse Valley (0/3), White Circle (0/3), Warrior's Rest (0/3), Star Mirror (0/3), Sunrise Grove (0/3), Skyforest (0/3), Bloodgrove (0/3), Spiritwell (0/3), Moonwell (0/3), Sparkling Cave (0/3), Great Gallery (0/3), Ancestors Grave (0/3)
 
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Defense is pretty good; we're at 2/41 significant walls IIRC. We could definitely use a bit more spikyness. It's also the best value in actions/turn; 1.6667 actions of stuff per turn.
Also, while there can theoretically be bad timing to build an aqueduct, there's really never a bad time to have more walls.
 
Hmm.

Welcome to the Industrial Age everyone!

Whose up for spamming Tech?
 
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Well, given that we've spent something like 15 Main's improving them, they can't POSSIBLY suck still. We have wine and SOME music. Advanced prostitution probably means fairly advanced dance. We probably have AWESOME recitations of epic poetry ala homer/bards.

Most interesting though was that, in improving the festivals while also proclaiming the glory of the crown and the People, several of the groups had begun dramatically retelling the epics of old in new and exciting ways,

...

Well, that happened
 
@Academia Nut Do we not get to pick what the new policy is?


[X] [Main] The Law (Iron Age)
[X] [Secondary] More Boats
[X] [Secondary] Proclaim Glory

Secondaries because we need Tech for the Law and Stability for Golden Age

We may be able to help contain the flow of Iron by settling the north shore of the black sea.
[X] [Free] Convert Greenshore to colony
[X] [Free] Change Passive Policy - Defence (+1 significant walls/turn)
 
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Well, given that we've spent something like 15 Main's improving them, they can't POSSIBLY suck still. We have wine and SOME music. Advanced prostitution probably means fairly advanced dance. We probably have AWESOME recitations of epic poetry ala homer/bards.
*hedonistic vampire looks disappointed with the Wise Wolf*

...

I have doubts. At this point I am in despair and that the Ymaryn will ...

*update lands on his head with a CLUNK*

Huh.

Okay. I'm happy.
 
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