[X][Law] Community health
[X][Tax] Labour or coin
[X][Food] When granaries are full, those with excess should be able to distribute the fruits of their labour as they see fit
[X][Heir] Let the wise lead us (Poor Martial, Mediocre Admin and Diplo, Heroic Mystic)
[X][Bonus] Upgrade government to Classical Elective Monarchy
What is the purpose of the law but to promote the health and well-being of the community? What is coin but a representation of one's labours? If food should flow from where it is plentiful to where it is lacking, should the ones who move it not be compensated in some small way, so long as they are not profiting solely from the suffering of others?
Such are the laws drafted. A grand compilation of laws to frame the context by which the People will live their lives. While the minutiae are certainly complex, that is primarily the domain of the elite, while the common man will have a simpler time navigating the system devised as there will be fewer exceptions patched in later, and less contradictory precedent. Most of all, the language is done such that the health and wealth of kings and nobles shall be tied to the health and wealth of those under them.
Written Code of Laws (Copper Age) -> Written Code of Laws (Iron Age)
With a code stretching back to the Copper Age, the Laws of the People have a truly ancient pedigree, but have been updated to better deal with the changes brought by an increasingly urbanized and monetized world. With the guiding principles of justice being the health of the community, the crown finds itself compelled to spend upon the community, but that efforts to improve the community are improved. Carry over of prior effects improving Enforce Authority to Enforce Justice, the doubling of one policy action, the 'Megaproject support' policy. New effects: player chosen Infrastructure policies doubled (one action only for active policies), one additional passive infrastructure policy always active (effect not doubled), -1 Wealth each turn.
Early Classical Elective Monarchy -> Classical Elective Monarchy
A king holds chief executive power, but is primarily drawn from and voted in by a limited set of families backed by economic might and military elites.
Upper Centralization Limit: High
Lower Centralization Limit: Neutral
Admin Strain Free Provinces: 12
Penalty Accumulation: -1 Centralization Tolerance/2Provinces
Possible Economic Systems: Mandala, Manorial, Classic Mercantile, Guild Mercantile
Heroic King: Rare
Idiot King: Very Rare
Regency: N/A
Player Actions: 1 Main + 2 Secondary, +1 Secondary/4 Provinces After First 8
Province Actions: 1/2 Provinces Secondary First 8 Provinces, +1/4 Provinces After
Admin-Free True Cities: Capital +1/3 Governor's Palace
Subordinates: 2 + Prestige/10
Special: Every Free City produces +1 Culture/turn
Note: Palace Economy is no longer viable. Transition to a more advanced model will occur next turn, based upon actions committed towards advancement of new models.
New Legacies Acquired!
Reformers: Gain Culture based on total cost whenever completing a Social type megaproject
+1 Hierarchy Tolerance
As the new laws went to be distributed to the People and the new king, Desdydyn the Wise, was elevated, the fruits of prior efforts were made apparent. With new docks springing up in Tinriver and the hemp farms providing a new supply of high quality cordage, the shipbuilders were able to work out the issues they had been having with the multi-hulled designs that some were experimenting with. Mounting a single mast with a triangular sail that could be adjusted to catch wind at a higher angle allowed the sailors to avoid catching too much wind with square sails while still being able to move. Better yet, it gave tremendous freedom to move where you wanted rather than only where the wind or currents wanted, at least without having to bust out the paddles. Crews could be made smaller, allowing ships to carry more stuff, and with a combination of speed and seaworthiness could easily cut across the sea directly instead of mostly following the shore. Soon enough the single hulled ships were able to perform similar feats as they learned the ways of sailing far from shore on purpose. While not as swift as the multi-hulled boats, they were certainly better for river traffic, as they could be lifted out of the water and carried if necessary, where that was basically impossible for the new designs.
Better yet, someone had looked back at the old rock thrower design that some old millers had worked on before applying the initial principles to swing hammers, and had decided that while the design remained impractical and stupid, there was something to be salvaged from it. Specifically, with iron now more plentiful than ever due to aforementioned hammers, a few key components needed to bear stress were available in cheap numbers. With a bit of design magic, a design had been conceived that would let a city artisan without the time to practice archery span a composite bow. Better yet, the shot could be held, giving time to aim and thus requiring less practice with timing the release. While many of the rural yeomanry were distinctly unimpressed, the urban elites were certainly interested - especially the upper ranks who would benefit the most from demand for complex work from them and their apprentices. Of course, the idea could probably use some further work...
What should be done with these new contraptions?
[] [CB] Let other patrons handle this
[] [CB] Simplify construction (-1 Wealth, -2 Tech)
[] [CB] Increase power (-1 Wealth, -2 Tech)
[] [CB] Increase size (-1 Wealth, -3 Tech)
[] [CB] Increase ease of reloading (-1 Wealth, -3 Tech)
In the Western Wall, as the new settlement in the mountains settled in, the hills were surveyed for resources, and a good vein of iron and a moderate vein of galena had been identified. In order to comply with the laws for mine health and safety, the miners there required additional aid and expertise, and were thus asking the king to send over experts.
Iron Mine
[] [WC1] They will have to work out the iron mine on their own
[] [WC1] Send limited assistance for the iron mine (-1 Centralization, -2 Tech)
[] [WC1] Send significant assistance for the iron mine (-2 Centralization, -3 Tech)
Galena Mine
[] [WC2] They will have to work out the galena mine on their own
[] [WC2] Send limited assistance for the galena mine (-1 Centralization, -2 Tech)
[] [WC2] Send significant assistance for the galena mine (-2 Centralization, -3 Tech)
AN: If Tech goes negative, it consumes Culture and Mysticism to get to 0. While negative it also suppresses Innovation rolls, and if extremely negative may result in technology loss due to a lack of experts. And yes, the tech rolls are influenced by having a Heroic Mystic Hero.
However, among all of this good news, ominous news rolled in from foreign lands. In a stunning campaign the Thunder Horse had completely overrun the Thunder Speakers in just a few short years. Apparently the peace with the Swamp Folk and their subjects in the south had rankled the new king, and he had decided that he was going to expand his territory in other directions. With the nomads in the north-west causing havoc for many of the Metal Worker tribes and the son of Rahullinar being a war leader of the skill of his father - and a number of the northern and eastern tribes showing the sort of leadership that let them not get absorbed into the Storm Wolves immediately - this was a tremendous storm cloud in the north and east. The obvious play according to history was to remind their neighbours of their strength with gifts and praise, but there was of course a catch.
If only that catch were that the Trelli were making trouble in the west. Because they sort of were - it wasn't the city directly but the tribes they were resettling in their colonies starting to make contact with Gulvalley and the raider ships with the People - but the leadership obviously wanted to keep trade flowing.
No, the catch was the south. Traders and settlers out of Hatvalley and Gulvalley had made contact with traders and settlers from the Khemetri colony working its way north. For ages the two kingdoms had known of each other, but never before had they made direct contact between their territories. The Khemetri had apparently taken the collapse of the ancient Hathatyn as an invitation to move into the region, and now there was a direct route between the two. And the fighting was just starting to escalate. The Khemetri were a very proud people and felt entitled to settle where they wanted... and also, it sounded like if they gave way they would encounter great difficulties with their own courts.
Made direct contact with Khemetri assets!
Two Kings of the Hill Enter, one leaves!
Decision?
[] [KotH] Bring it (Declare Great Power War with the Khemetri, both remain King of the Hill status until the end of the war, winner retains it)
-[] Free Switch to Offensive Policy
-[] Free Switch to Defensive Policy
[] [KotH] Give way (-13 Prestige, -2 Stability, small amount of territory loss, all civs that had the 'Take the Crown CB' gain 'Weak' CB for the next 3 turns)
Other Diplo
[] [Diplo] Attempt to bribe the Thunder Horse (Sec Trade Mission + Sec Targeted Salt Gift)
[] [Diplo] Attempt to bribe everyone (Main Salt Gift, untargeted)
[] [Diplo] Hire out Trelli mercenaries (3 companies available)
-[] One Company (-1 Wealth/turn)
-[] Two Companies (-2 Wealth/turn)
-[] Three Companies (-3 Wealth/turn)
Reaction
[] [React] Main Raise Army
[] [React] Found Mercenary Company
[] [React] Main Build Chariots
[] [React] Prepare for Casualties (Sec Carrion Eaters + Sec Study Health)
[] [React] War Brings Disease, Prepare (Sec Lower Valleyhome Aqueduct + Sec Redshore Aqueduct)
[] [React] Apologize to the Gods and Ancestors Early (Sec Rainbow Trail Temple + Sec Warrior's Rest Temple)
AN: Caw caw
AN2: ...and you get a hero, and you get a hero, and you all get heroes!