No they definitely built the pyramids:



They built the mountain megaproject, which unlocked the pyramids wonder, which they built, blocking off both the megaproject and the wonder to others.
Uh, the quotes don't say that.
He said that:
-The Mountain gives lots of prestige and experience with megaliths.
-The Pyramids give even MORE prestige(which is not in evidence here) and boosts the construction of infrastructure projects.
-The Khemtri have completed the Mountain and nobody else can build it.

They didn't build the Pyramids yet. We'd have gotten an announcement for that.
 
That would 100% not work though.

We pick our King from influential families, while the Khemetri have a Line of God Kings.

to unify with them we would have to convert to their religion and subordinate ourself to the existing dynasty of God Kings. We would then have to follow their rules exactly, and likely become a colony or something similar with limited ability to so anything.

Our styling of government are so different from each others that the Khemetri would collapse if they adopted our government or religion, and we would begin to chafe under their government and religion and desire independence.

Plus, the Ymaryn are very against Slavery, and would likely not want to unify with a Slave Nation, regardless of how little slavery they actually have.
Egypt has a history of being taken over or changing Dynasties or changing its religions in various ways. I said this. We would absolutely not have to subordinate ourselves to them even if we did somehow merge with them.

It would not be impossible to, in the future, conquer or make peace with Kemet and influence them to stop practicing Slavery either. That was the biggest part of my comment other than simple stating that I'd like to make merry with Kemetri-kun. I think you're blowing my post out of proportion here. Something I like isn't something I necessarily will be campaigning or jumping for. It's not even something I think is feasible right now. I just want it.

Of course, that all hinges on how similar Kemetri is to Egypt. There are bound to be divergences. I'm just hoping that they aren't too big or bad.

Because I love Ancient Egypt and would like Ymaryn People to be friends with Kemetri people.
 
Uh, the quotes don't say that.
He said that:
-The Mountain gives lots of prestige and experience with megaliths.
-The Pyramids give even MORE prestige(which is not in evidence here) and boosts the construction of infrastructure projects.
-The Khemtri have completed the Mountain and nobody else can build it.

They didn't build the Pyramids yet. We'd have gotten an announcement for that.
...That's what the announcement was about. We don't get announcements for regular megaprojects, we get them for wonders.

EDit:
Proof that building the Mountain doesn't lock out other civs from building the mountain:
Xoh have definitely done their own Mountain and Grand Temple centuries ago.
 
Last edited:
Their the ones would want to take our land in this little fight.
I hardly think it happened out of Malice. It's entirely possible that their colony being so close and the resulting mess was due to ignorance or a misunderstanding. Kemet is a long ways away and their only possible guides might be Trelli. Or they simply, again, genuinely had no idea we were so close by.

I honestly don't like how King of the Hill is effectively forcing us to fight them and not allowing us to diplomatically work something out.
 
I honestly don't like how King of the Hill is effectively forcing us to fight them and not allowing us to diplomatically work something out.
I suspect things might still be messy if they had King of the Hill and we didn't, though.

Part of the problem is we both wanted a particular area of land. Would we really be happier if the Khemetri were simply threatening violence unless we let them have it, and pulled back all our settlers? Because so long as they have King of the Hill, I don't think they were going to budge much even if we didn't have it.
 
That 41 is NOT low?
Reminder that before electing Phygrif we were at Prestige 26 as of Competing Interests.
We got to 40(aka a peer of them now) by razing Xohyr in Endings.
Then we stayed thereabouts until Make the Punching Stop, where we punched everyone in the dick to get to 46.

Along the way we built:
-Greater Sacred Forest - Tier 2 Megaproject
-Palace - Tier 1 Megaproject
-Census - Tier 1 Megaproject
-Iron Age Law - Tier 2 Megaproject

In rapid succession.
We were well below the Khemtri until we stuck our dick in the lowlands and fucked everything.
Hmm.

It seemed really shocking to me when I saw that back solve so I wanted a second opinion. Thanks for pointing out this. Looking at it 41 is actually pretty normal then. *scratches chin* A curiosity then.

We were well below the Khemtri until we stuck our dick in the lowlands and fucked everything.
:rofl::rofl::rofl::rofl: This never gets old.
 
Warning: Well hello there extremely against-the-rules and diverged-from-accepted-behaviour poster on SV
Well hello there extremely judgmental and diverged-from-reality blaming machine.
well hello there extremely against-the-rules and diverged-from-accepted-behaviour poster on sv This is against Sufficient Velocity's rule 3, but not very serious; I'm giving you a warning for marginal behaviour and a request to not continue this kind of behaviour.
 
But were they in contact with the khem at the time?
Probably not...but they were in contact with us, and if veekie's argument that the Khem only built the regular Mountain megaproject, and that the announcement locking us out of the mountain came from that, then we'd have gotten it when the Xoh did so, which was my point. (Also, in case anyone's still skeptical, i'll note that AN rated that first post of mine on the subject insightful)
 
Probably not...but they were in contact with us, and if veekie's argument that the Khem only built the regular Mountain megaproject, and that the announcement locking us out of the mountain came from that, then we'd have gotten it when the Xoh did so, which was my point. (Also, in case anyone's still skeptical, i'll note that AN rated that first post of mine on the subject insightful)
There is a way that both you and veekie could be correct. The tier 2 mountain wonder isn't the pyramids. The pyramids are the tier 3. :whistle:
 
Last edited:
All this:
Early Iron Bringers: Materials advancement always a possibility during Golden Ages, regardless of available excesses

Metallurgy
Iron bloomeries
Trip hammers

Love of Wisdom (Maxed development)
The People have learned not just to be aware of the world around them and to follow the patterns they see, but to also carefully test the patterns to see if they are actual patterns or just coincidence.
Pros: Significantly improved use of study actions and innovation rolls
Cons: Can question social foundations

[] [Heir] Let the wise lead us (Poor Martial, Mediocre Admin and Diplo, Heroic Mystic)

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

While in the middle of a war, and during a Golden Age. Getting steel should be easy. I wonder what else we could get past that?
 
Epic Age III
[X][CB] Increase size (-1 Wealth, -3 Tech)
[X][WC1] They will have to work out the iron mine on their own
[X][WC2] Send limited assistance for the galena mine (-1 Centralization, -2 Tech)
[X][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)
-[X] Free Switch to Offensive Policy
[X][Diplo] Hire out Trelli mercenaries (3 companies available)
-[X] Three Companies (-3 Wealth/turn)
[X][React] Prepare for Casualties (Sec Carrion Eaters + Sec Study Health)

Desdydyn had been elected king in order to continue the work of what many saw of as a great time of peace and prosperity. What he got instead was to reign over what was shaping up to be one of the greatest times of conflict in the People's history. While neither he nor the People wanted a fight, they would not abandon the land they had already settled because the Khemetri claimed that they deserved it just 'because'. There was some possibility of a misunderstanding, of a mistranslation, but even then there could be no good reason for the People to give way. Desdydyn gave permission for his more martially inclined subordinates to bring war to those who would force the People from their homes, while also authorizing the mass employment of every mercenary they could hire from the Trelli, which was a significant number. This also kept the Khemetri from trying the same trick.

Relying on the advise of advisors because he honestly had no idea what he was doing, Desdydyn was kept in the loop on the fighting as he worked to keep everything else stable and assist in training up a fresh batch of Carrion Eaters to assist with the inevitable casualties. Soon enough word was filtering back, and it was not good. The People weren't exactly fighting with their mercenaries, but there was a great deal of conflict over how the two groups went to war. As it was, the Red Banner and the local warriors were frequently moving slow just to try to keep the mercenaries under some semblance of control by forcing them not to run forward to slaughter and loot everything indiscriminately, but that meant that they were nowhere near as effective as they could be... which was a distinct problem because the Khemetri were not pushovers.

By all accounts they had massive armies of spearmen and bowmen, and while not as effective as those of the People, they were no slouches in combat. In particular they had particularly dark skinned scouts that were peers for the Blackbirds, and while they did not have access to iron they had an almost alarmingly ridiculous amount of bronze. While apparently rare, there were tales of heavily armoured nobles who were clad in bronze thick enough to bounce arrows off of. The decision to look into making oversized bows that required two people to span but could be fired by a single person was apparently paying off in a few cases there. In any case, while the People certainly weren't losing, it was hard to say that they were winning either. For the most part they were just sort of keeping the Khemetri away from any major settlements in Hatvalley and Gulvalley, but the frontier settlements of both kingdoms were at serious risk from rampaging bands of warriors and mercenaries, and the valleys in between were becoming a place for both kingdoms to feed warriors into like grains into a mill.

With refugees from the metal workers scattering from the conflict by the Storm Wolves, the People were gaining somewhat in terms of expert labour, but the secrets of iron were certainly being spread. However, soon enough the king received a mysterious package, a note attached to it that said, "Intercepted in transit, source in danger, of critical importance."

Inside the package he found a sword and two blocks of iron, all a symbol of a bear, the current crest of the Highland Royal Family. Soon enough artisans were summoned to examine them, and their conclusion was the same: these were of lower quality than what the People made, but not by much, and certainly higher than what the Metal Workers were doing. The artisans clearly did not have the same depth of experience or access to good quality equipment, but they were not starting from scratch either. The conclusion was simple: the Highlanders had someone acquired the secret of iron from the People without them knowing, at least a generation ago.

Some consideration had the older people noting that if one wanted to smuggle an artisan out of the kingdom without anyone knowing, pretending that person was dead would be useful, especially if a skilled ironworker ending up dead wasn't considered that unusual... so perhaps those old rumours of a Shadow King were in fact related to the Highlanders somehow secretly stirring up trouble to cover for stealing off with the People's secrets? It seemed implausible, but then again the Highlanders clearly acquired iron somehow. What they might do was unknown... but having an iron armed power that was at least moderately hostile able to strike into Hatvalley and potentially disrupt resupply into the province and Gulvalley while fighting the Khemetri was distinctly not good, especially with the Thunder Horse being on a conquest spree and the Swamp Folk no doubt interested in pouncing upon the Txolla at the first opportunity.

Desdydyn put it succinctly.

"Fuck."

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 (11/42 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 (2/2) 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) x1

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-western hills (+2, moderate mineral, 3/4 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, +1 Diplo if have boats, +1 Econ next turn
*M: -3 Econ, -3 Econ Expansion, +2 Tech, +1 Mysticism, +2 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 (1/6), 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: Heroic Mystic king improves all study actions

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)
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. Requires at least one Main War Mission - Khemetri to be done by either the king or provinces

[] 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, Khemetri

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)
 
Last edited:
Y u give iron

[X] [Main] Build Annex - Arsenal
[X] [Secondary] Study Metal
[X] [Secondary] Support Artisans
 
Last edited:
[X][CB] Increase size (-1 Wealth, -3 Tech)
[X][WC1] They will have to work out the iron mine on their own
[X][WC2] Send limited assistance for the galena mine (-1 Centralization, -2 Tech)
[X][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)
-[X] Free Switch to Offensive Policy
[X][Diplo] Hire out Trelli mercenaries (3 companies available)
-[X] Three Companies (-3 Wealth/turn)
[X][React] Prepare for Casualties (Sec Carrion Eaters + Sec Study Health)

Desdydyn had been elected king in order to continue the work of what many saw of as a great time of peace and prosperity. What he got instead was to reign over what was shaping up to be one of the greatest times of conflict in the People's history. While neither he nor the People wanted a fight, they would not abandon the land they had already settled because the Khemetri claimed that they deserved it just 'because'. There was some possibility of a misunderstanding, of a mistranslation, but even then there could be no good reason for the People to give way. Desdydyn gave permission for his more martially inclined subordinates to bring war to those who would force the People from their homes, while also authorizing the mass employment of every mercenary they could hire from the Trelli, which was a significant number. This also kept the Khemetri from trying the same trick.

Relying on the advise of advisors because he honestly had no idea what he was doing, Desdydyn was kept in the loop on the fighting as he worked to keep everything else stable and assist in training up a fresh batch of Carrion Eaters to assist with the inevitable casualties. Soon enough word was filtering back, and it was not good. The People weren't exactly fighting with their mercenaries, but there was a great deal of conflict over how the two groups went to war. As it was, the Red Banner and the local warriors were frequently moving slow just to try to keep the mercenaries under some semblance of control by forcing them not to run forward to slaughter and loot everything indiscriminately, but that meant that they were nowhere near as effective as they could be... which was a distinct problem because the Khemetri were not pushovers.

By all accounts they had massive armies of spearmen and bowmen, and while not as effective as those of the People, they were no slouches in combat. In particular they had particularly dark skinned scouts that were peers for the Blackbirds, and while they did not have access to iron they had an almost alarmingly ridiculous amount of bronze. While apparently rare, there were tales of heavily armoured nobles who were clad in bronze thick enough to bounce arrows off of. The decision to look into making oversized bows that required two people to span but could be fired by a single person was apparently paying off in a few cases there. In any case, while the People certainly weren't losing, it was hard to say that they were winning either. For the most part they were just sort of keeping the Khemetri away from any major settlements in Hatvalley and Gulvalley, but the frontier settlements of both kingdoms were at serious risk from rampaging bands of warriors and mercenaries, and the valleys in between were becoming a place for both kingdoms to feed warriors into like grains into a mill.

With refugees from the metal workers scattering from the conflict by the Storm Wolves, the People were gaining somewhat in terms of expert labour, but the secrets of iron were certainly being spread. However, soon enough the king received a mysterious package, a note attached to it that said, "Intercepted in transit, source in danger, of critical importance."

Inside the package he found a sword and two blocks of iron, all a symbol of a bear, the current crest of the Highland Royal Family. Soon enough artisans were summoned to examine them, and their conclusion was the same: these were of lower quality than what the People made, but not by much, and certainly higher than what the Metal Workers were doing. The artisans clearly did not have the same depth of experience or access to good quality equipment, but they were not starting from scratch either. The conclusion was simple: the Highlanders had someone acquired the secret of iron from the People without them knowing, at least a generation ago.

Some consideration had the older people noting that if one wanted to smuggle an artisan out of the kingdom without anyone knowing, pretending that person was dead would be useful, especially if a skilled ironworker ending up dead wasn't considered that unusual... so perhaps those old rumours of a Shadow King were in fact related to the Highlanders somehow secretly stirring up trouble to cover for stealing off with the People's secrets? It seemed implausible, but then again the Highlanders clearly acquired iron somehow. What they might do was unknown... but having an iron armed power that was at least moderately hostile able to strike into Hatvalley and potentially disrupt resupply into the province and Gulvalley while fighting the Khemetri was distinctly not good, especially with the Thunder Horse being on a conquest spree and the Swamp Folk no doubt interested in pouncing upon the Txolla at the first opportunity.

Desdydyn put it succinctly.

"Fuck."

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) x1

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, +1 Diplo if have boats, +1 Econ next turn
*M: -3 Econ, -3 Econ Expansion, +2 Tech, +1 Mysticism, +2 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 (1/6), 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: Heroic Mystic king improves all study actions

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)
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, Khemetri

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)

SURPRISE!
 
I really wish we had an intrigue hero just so we could flush out and murder all these cloak-and-dagger conspirators.

Handing out our greatest advantage to rival kingdoms is treason of the highest order.
 
Some consideration had the older people noting that if one wanted to smuggle an artisan out of the kingdom without anyone knowing, pretending that person was dead would be useful, especially if a skilled ironworker ending up dead wasn't considered that unusual... so perhaps those old rumours of a Shadow King were in fact related to the Highlanders somehow secretly stirring up trouble to cover for stealing off with the People's secrets? It seemed implausible, but then again the Highlanders clearly acquired iron somehow. What they might do was unknown... but having an iron armed power that was at least moderately hostile able to strike into Hatvalley and potentially disrupt resupply into the province and Gulvalley while fighting the Khemetri was distinctly not good, especially with the Thunder Horse being on a conquest spree and the Swamp Folk no doubt interested in pouncing upon the Txolla at the first opportunity.
...Rulwyna the younger decided to go to the HK for power like Rulwyna the Elder considered, didn't she? D=
 
Back
Top