Anyway, I've been looking at our actions which have the tags "Additional effects", "Potential innovations", "other effects", and "potential new discoveries". This post is probably also in some ways redundant as people have come to similar conclusions already but I don't see the harm in posting this for new people who may not know or are curious.
Here they are collected and organized by those tags.
"Potential Innovations"
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
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
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
These all seem to be actions that generate innovation rolls like the innovation passive does. They also are
very artisan and "practical" heavy. These are our applied engineering options I think.
"Other Effects"
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 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
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
These are a grab bag of things and it is rather unclear what will happen, aside from poppies getting a trade good and a massive boost to our med tech. I'd say chances for innovation rolls, cool narrative effects and social events.
"Potential discoveries"
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
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
Well these seem to be pretty straight forward innovation rolls, and they slot in as our "sciences" and egg head stuff.
"Exploring" sub category
Survey Lands - What interesting discoveries are within the People's lands?
* S: Potential new discoveries
* M: -1 Econ, improved odds of success
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
These though are about going to meet new people and find new things, though there is some evidence that if Survey finds the right things(like limestone) they can trigger innovation rolls as well or spawn the
option to innovate into new things via opening new tech trees.
Sailing Mission and land based Into the Wild missions can also trigger tech up
possibilities I think if we meet interesting new people.
"Additional Effects"
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
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
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
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)
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
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
These options are incredibly varied and are dependent on the context of the action itself. So you can get things from innovation rolls, to social advancement, to army strategic and tactical advances. The ultimate grab bag if you will.
And that's just my little thought on these to satiate my curiosity.
So, we have large scale mining operations.
We have watermill driven trip hammers to crush the ore.
We have full on iron bloomeries to refine it.
So what, if anything, is stopping us from mass-producing iron things?
Nothing really. In fact I think we already
are in a lot of cases. To reach a more noticeable full swing though may only take more time for the mills to expand and things to build up in scale.
Arsenals could
in theory help with that by prototyping new and more efficient methods.