What massive corporation? In them early days the vast majority of the industrialists where middling at best. Few had more than a single factory, and most were teetering between successful and failure.
Mega corps came about much later (when accessibility and fluidity was restricted)

And yes the unions where tyrannical and oppressive, and often seditious.

ok small by today's standards. but generally speaking, a mine or factory could respond to someone asking for a better deal by booting them out on their ass. An individual worker is at such a massive disadvantage in negotiations that there is no real way he can argue for a fair deal. Unions at the start were literally just all the workers getting together to negotiate as one so the company couldn't respond by firing people who wanted stuff like enough money to eat, or a workplace where you had less than a 1 in 3 chance of dying any given year.
 
Basically, Guild Mercantile means that Baby Booms are very likely to end any time there's weather disruption while Mandala means it's very likely Baby Booms won't end when there's weather disruption. Mandala is also pretty much our only chance of continuing Population Explosion if we get hit by weather disruption.
Ehh...

Not so sure about that. We can easily and safely get to Centralization 6 for +2 resistance, and the Census adds another point of resistance. We also know that The Dam adds a bit more resistance. Throw those all together and I think we'll be safe.

It certainly does incentivize building The Dam soon though.

We crushed the HKs last time with barely any damage while burning the baby-sacrificers down. Admittedly, that conflict barely deserved the title of War.
We spent 3x Main War Missions that turn, 2 for HK 1 for Txolla. That was equivalent to ~12 stats. I'd consider that a pretty hefty cost.
 
Oh. That's why none of the grocery stores in france were open past 6.
:mad: I support worker rights but also the accessibility of grocery stores that close at 10.
 
no, they fucked up all on their own. but saying it's always taken too far when there are plenty of counter examples to Venezuela is disingenuous.
Don't read what I didn't write. I said it rarely stays in moderation. I didn't say it always gets taken to far, or a time frame of how long the drift takes place.

Edit: To be fair, failed states are not limited to socialism.
 
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A really good reason to switch to Mandala over Guild Mercantile is the disaster resistance. A lot of you are really underestimating what that means. We got hit by some short term weather damage that Greater Sacred Forest let us hit, but it was only because of the extra disaster resistance from Palace Economy that we suffered so little damage that Baby Boom was unaffected.

Basically, Guild Mercantile means that Baby Booms are very likely to end any time there's weather disruption while Mandala means it's very likely Baby Booms won't end when there's weather disruption. Mandala is also pretty much our only chance of continuing Population Explosion if we get hit by weather disruption.
Build roads, and increase centralization. Only thing we can do right now.
 
Really didn't want to contribute to a derail, especially when I'm writing this on a phone, but you're almost literally asking for it.
a workplace where you had less than a 1 in 3 chance of dying any given year.
For starters, please point out a profession, outside of a combat zone, mining disaster, or extreme judicial punishment, where the annual fatality rate exceeded 33%.
 
We spent 3x Main War Missions that turn, 2 for HK 1 for Txolla. That was equivalent to ~12 stats. I'd consider that a pretty hefty cost.
Ah, if you inckuded opportunity costs into 'Stat Damage' then war is almost always unprofitable for our type of Civ.
 
Fun and games
[X][Mystic] Search the entire kingdom for someone who might understand her and put her at ease (-1 Mystic, -1 Econ, -1 Wealth, -1 Culture)
[X][Hero] Organizing all of this was hell, but one clerk refused to buckle (Heroic to Genius level administrator)
[X][Prov] Integrate Stallions (-6 Diplo, +5 Econ, +5 Econ Expansion, +8 Mysticism, +4 Culture, +2 Tech, +10 Martial, new core province)
[X][React] Megaproject - The Games
-[X][React] Kick Megaproject
[X][Policy] Special: Forestry (+1 Sustainable Forest and -1 Econ Expansion/2 turns)
[X][Policy] Infrastructure (+1 Free Progress to an infrastructure project (Aqueduct, governor's palace, saltern, etc.)/turn) x1
[X][Bonus] Upgrade a random value

"So... what's the king asking for this time?" Hertythyn asked as he picked up the documents for the season's orders.

"He wants us to search every Person in the Land for someone who can understand the madness of the Dragon General, organize the average village rough housing between boys into an organized system of games and military practice, and begin the process of integrating and spreading out the warriors of the Stallions to compensate for losses in the war," his assistant Ullystyn said by way of explanation.

Hertythyn's right eye twitched slightly before he nodded and said, "Right, guess we'll just have to turn his magic into actual miracles."

"It's why you're here boss," Ullystyn pointed out.

"Damn straight."

Complying with the demands of the king and nobles was no mean feat, but Hertythyn and the clerks under him managed to pull it off. The search for someone who might be able to interact with Yenyna on her level was no easy task, but through a couple iterations of the screening process they managed to bring a young man to the capital with a most peculiar condition. Also afflicted by spirits, he suffered from fits where his body locked up in spasm and he would have strange, frightening visions. It had started happening late enough in life that he could not receive the sort of training to become a proper priest and shaman - he did not really have the aptitude for it anyway - and his guest could not be trusted not to throw a fit at some inopportune time so he could not even do any particularly heavy, complex, or dangerous task, leaving him in a rather miserable sort of limbo within society. Still, given his visions, he had been brought to interact with Yenyna to see if there were any points of similarity that could aid in the priest's understanding of the spirits.

To everyone's delight, the Dragon General found him absolutely adorable in her own strange way, and while he was obviously a little awed to be brought before her, he also didn't react badly to her the way some did. While both suffered from their conditions, the spirits they carried within them also seemed to get along and there was a definite soothing effect. Yenyna and Giidygyry could also have strange discussions about what they saw in their fits, and with priests recording their discussions, new insights were definitely made.

That one priest in the back - records said that someone like him was always there - who distantly shouted "Kiss already!" was given a savage beating before being put on black soil detail for a year. Although Desdydyn did have to admit that he did hope these two spirit afflicted people might find something more than just comfort in each other's presence.

By the time of Desdydyn's passing the clerks had also managed to organize the veterans of the conflict and the various holy sites into a coordinated network of sacred games to help maintain war readiness, morale, and to find the best examples of the People to hold up as examples for the rest. There was almost a riot at one point from a bunch of warriors going at some of the athletics competitions a bit harder than was entirely sensible, but the clever clerk organizing it all had decided to employer a bunch of hardened veterans ahead of time as competition judges, and thus with some judicious application of wooden cudgels the event had been contained and new rules to minimize contact in a few events were put in place. All in all the situation very rapidly became a new draw for Redshore, and some internal tensions between warriors were eased in that instead of trying to kill each other over slights they were directed to take it to the games to prove who was better.

People got shanked over the games now, but the rate was somewhat lower, so that definitely helped!

Megaproject Completed!
The Games - An organized series of athletic events and mock battles to maintain fighting trim and vent the aggression of less composed warriors, this also helps foster friendly rather than destructive rivalry between major settlements. Increases Martial Tolerance by 2, gives +1 Culture for every 2 True Cities, and opens up new possibilities.

Choose a bonus
[] [Mega] Upgrade Best of the Best to Life of Arete
[] [Mega] Randomly upgrade an Honour Code Value
[] [Mega] Free Upgrade of Holy Sea to a temple
[] [Mega] Free Main Proclaim Glory

Social Value Upgraded
We Have Reserves -> Swords and Ploughshares
Farmers can fight in wars, the marching of armies can pound out roads, and axes are good for splitting wood and skulls.
Pros: Gain +1/3 of Econ as bonus Martial, chance of negating Martial (and thus Econ) damage dependent upon Econ strength, increased power of Raise Army and Retraining
Cons: Damage to Martial can carry over to Econ (additional damage from Honour of Elites does not count)

Art Patronage [Guild] - 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 [Guild] - 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 [Guild] - 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 (14/45 significant walls, 4/45 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. (35% 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 up to two Passive Policies (4/4) 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) x2
Defence (+1 significant walls/turn) x1
Special: Forestry (+1 Sustainable Forest and -1 Econ Expansion/2 turns)
x1
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
*M: -2 Centralization, +5 Wealth, +1 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 13 to keep Sacred Forest True City; max 18 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 [Guild] - 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 [Guild] - 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: None
*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, Txolla, 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 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 [Guild] - 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 (7/16)
* S: -1 Econ, +1 Centralization, +1 Diplo, other effects
* M: -2 Econ, +2 Centralization, +2 Diplo, other effects

Plant Hemp [Guild] - 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 [Guild] - 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: -2 Econ, -3 Wealth, +5 Martial, +1 Culture, potential additional effects
*M: -3 Econ, -5 Wealth, +9 Martial, +2 Culture, potential additional effects
*2M: -4 Econ, -5 Wealth, +2 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: -4 Martial, -2 Econ Expansion, +2 Econ, Culture, and Tech
*M: -6 Martial, -3 Econ Expansion, +3 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 [Guild] - 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 (4/6), 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 (9/11)
-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: At least one partner guaranteed for International Games if completed this turn
Special: Increased innovations for Build Mills this turn

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".

Grand Docks [Guild] - 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)
International Games - Festivals of pure sport have been organized across the land, and more friendly rivalries develop between different settlements. Could this extend to different kingdoms? (3 action commitment, -3 Diplomacy, Mysticism and Culture per action) [CA]
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)
Triangle Canal - There is land in the north where the soil is mostly clay and can be cut efficiently, allowing for a great canal to be cut between the two forks of the Black River, from which smaller irrigation canals can be built to water the land of the Stallions, massively increasing the available well watered land (8-11? action commitment, -3 Econ and -1 Tech per action)

[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, and One Main [Guild] action. Entering the midturn under 2 Wealth costs 1 Stability, but over 10 Wealth gives 1 Stability

[] 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, Khemetri
[] 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), Stallion Province
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), Ox Rest (0/3), Dragon Graveyard (0/6)​
 
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Current Bandwagon (@Killer_Whale's plan, adjusted by @pbluekan; I just agree w/ it)​:
[X] [Mega] Upgrade Best of the Best to Life of Arete
[X] [Main] International Games
[X] [Secondary] New Trails
[X] [Secondary] Change Policy - Megaproject Support
[X] [Guild] Grand Docks

Reasoning:
International Games megaproject gets a guaranteed partner if we finish it this turn. It rides off our temporary peace treaties w/ the TH & HK, our good relationship w/ the Khemetri, and our notoriety after the big war.
Trails gives us a cent cap boost and brings us up from 3.
Grand Docks will still result in 11 Wealth, giving us +1 Stability, and will also lead to a better understanding of symphony and a lack of waste of a provincial action. This is, in my opinion, basically the optimal bandwagon. It loses nothing in comparison to Plant Poppies and gains us 2/5-6 actions for an econ-only megaproject that we already have the forests for.

A megaproject which, if we so desired, we could finish next turn while still having 1 main + 2 secondaries free, possibly to continue a different megaproject (cough Dam); possibly to attack the HK using our rather high martial, which negates the need for an Offense Policy. (Though admittedly we might end up wasting 1 main provincial action if we do so.)

Competing Bandwagon:
As above, but
[] [Guild] Plant Poppies
Gets us to 11+~5 overflow wealth. + trade good for eventual wealth drip. +fun drugs for the international olympics.

Note that @veekie did not originate this vote. It's simply that people are agreeing with him, as typical.
[X] [Mega] Upgrade Best of the Best to Life of Arete
[] [Main] International Games
[] [Secondary] New Trails
[] [Secondary] Change Policy - Megaproject Support
[] [Guild] Grand Docks

Not in pursuit of a legacy which I'm not convinced exists, but because I need the data to understand Symphony.
Particularly when we can switch to Offense next turn and continue the Grand Docks on the Guild action. Lovely thing that.

If Symphony can trigger twice:
-Core Main - International Games
-Core Sec - New Trails
-Core Sec - Megaproject Support
-Guild Main - Grand Docks
-Province Main+ Law - Grand Docks x2
-Province Fused Secondaries - International Games
-Symphony - Grand Docks
-Symphony - International Games

Result: International Games complete. 4 progress towards Grand Docks. Chance of immediate completion due to Heroic Admin, if not complete, can complete next turn with only Guild Action.

If Symphony can only trigger once:
-Core Main - International Games
-Core Sec - New Trails
-Core Sec - Megaproject Support
-Guild Main - Grand Docks
-Province Main+ Law - Grand Docks x2
-Province Fused Secondaries - International Games
-Symphony - International Games
Result: International Games complete. 3 progress towards Grand Docks. Can complete next 1-3 turns with Guild Action.

If Symphony does not trigger:
-Core Main - International Games
-Core Sec - New Trails
-Core Sec - Megaproject Support
-Guild Main - Grand Docks
-Province Main+ Law - International Games x2
-Province Fused Secondaries - Grand Docks
Result: International Games complete. 2 progress towards Grand Docks. Can complete next 2-4 turns with Guild Action.

A Heroic Admin is the best time to pull this shit, since they'd help arrange it to work if it can work, and pushes towards one of the better failure states. In none of the outcomes here do we suffer any impediment in our ability to fight the Highlanders.

So next turn we can do:
-Main War - HK
-Secondary Terrify - HK
-Secondary Offense
-Guild - Grand Docks

It's close, but not quite enough
Economy 14 [-2+14]
Cap is 17, so we get 9 overflow pre-actions.
Trails consumes 1, at 8.
Docks consumes 2, at 6. Provinces do another Docks action, 4 overflow remaining.

Wealth 2 [+6-2] -> 6+4 = 10. We need to be over 10 for it to be enough.

Note that, as later discussion revealed, notgreat regrettably forgot about the +1 wealth of Efficient Economy. This brings us to 11, and thus grants +1 Stability.

Stats - New Cap ~ 17 Martial Cap = 22 (base + 2 census, 2 games, 1 palace):
Civilization Stats

General
Diplomacy 10 [+1]
Economy 14 [-2+14]
-Sustainable Forests 12/14
-Econ Expansion 18 [+2-14]
Martial 20 {25}
Wealth 2 [+6-2]

Cultural
Culture 15 (+1)
Mysticism 16 (+6) [+2]
Tech 6
Prestige 65

Stability
Stability 1 (optimistic)
Legitimacy 3 (max)

Organizational
Centralization 3
Hierarchy 7
Religious Authority 4


Dragon Graveyard - Gives +1 Mysticism/turn for every level of temple at the site
 
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StratMap
Also, here is a Political Map of how the Ymaryn government functions.
It's complicated!​

 
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General
Diplomacy 10 [+1]
Economy 14 [-2+12]
-Sustainable Forests 12/14
-Econ Expansion 18 [+2-12]
Martial 20 {25}
Wealth 2 [+5-2]

Cultural
Culture 15 (+1)
Mysticism 16 (+6) [+2]
Tech 6
Prestige 65

Stability
Stability 1 (optimistic)
Legitimacy 3 (max)

Organizational
Centralization 3
Hierarchy 7
Religious Authority 4

New natural wonder.
Dragon Graveyard - Gives +1 Mysticism/turn for every level of temple at the site
 
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Don't read what I didn't write. I said it rarely stays in moderation. I didn't say it always gets taken to far, or a time frame of how long the drift takes place.

Edit: To be fair, failed states are not limited to socialism.

so you did, I apologize that I misread your statement. I still stand by my point that the large number of countries who don't take it too far proves that soclismism is not something that usually causes destruction in a post-Soviet world. You could argue that it just takes time, but in the long run all governments will collapse from something.
 
That one priest in the back - records said that someone like him was always there - who distantly shouted "Kiss already!" was given a savage beating before being put on black soil detail for a year. Although Desdydyn did have to admit that he did hope these two spirit afflicted people might find something more than just comfort in each other's presence.
*grumbles while I shovel dirt*
 
The Games - An organized series of athletic events and mock battles to maintain fighting trim and vent the aggression of less composed warriors, this also helps foster friendly rather than destructive rivalry between major settlements. Increases Martial Tolerance by 2, gives +1 Culture for every 2 True Cities, and opens up new possibilities.
And naturally, True Cities continue to become increasingly OP.
 
[] [Mega] Upgrade Best of the Best to Life of Arete
For those wondering,

Arete (Greek: ἀρετή), in its basic sense, means "excellence of any kind".[1] The term may also mean "moral virtue".[1] In its earliest appearance in Greek, this notion of excellence was ultimately bound up with the notion of the fulfillment of purpose or function: the act of living up to one's full potential.

The term from Homeric times onwards is not gender specific. Homer applies the term of both the Greek and Trojan heroes as well as major female figures, such as Penelope, the wife of the Greek hero Odysseus. In the Homeric poems, Arete is frequently associated with bravery, but more often with effectiveness. The man or woman of Arete is a person of the highest effectiveness; they use all their faculties—strength, bravery and wit—to achieve real results. In the Homeric world, then, Arete involves all of the abilities and potentialities available to humans.

In some contexts, Arete is explicitly linked with human knowledge, where the expressions "virtue is knowledge" and "Arete is knowledge" are used interchangeably. The highest human potential is knowledge and all other human abilities are derived from this central capacity. If Arete is knowledge and study, the highest human knowledge is knowledge about knowledge itself; in this light, the theoretical study of human knowledge, which Aristotle called "contemplation", is the highest human ability and happiness.[2]
 
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