- Pronouns
- He/Him
-What was the extra 4 econ expense that didn't give EE refunds?
-Do we have any new possible slots for Aqueducts? We only had 2 (Blackmouth and stonepen iirc) the last time we saw the action list, but we have more provinces and such now...
-Will the governor's palace in western wall lower our min centralization tolerance and provide a third of a free city tolerance while its still in a subordinate, or does it have to be integrated first? Will having it in Western Wall let us integrate all of Western Wall instead of just 2 provinces, with it as a local administrative hub?
-How poorly did we do in the Games to only get 1 prestige from it?
-How will adding the new province and player actions from our government type work now that we're past 8 provinces? Will we get both at once, at 10 provinces, since it rounds up? Or maybe a player action at 9, and a province action at 11? Or will the rounding work differently, or something else?
-Does the loyalty boost from multiple vassal support policies require us to have multiple slots open, or just 1? (i.e. if we have 3 policies to Vassal Support, and 13/14 subordinates, will we get 1 policy worth of loyalty boosts, or 3?
-To add to that, is the passive influence boost from vassal support dependent on there being an open slot just like the loyalty boost, or does it still apply with all slots filled?
-Does the base threshold value for true cities change ever, or will it be 20 forever? If it does change, is the math (# of City Candidates - 1) * 4, like i speculated?
-Would it be possible for you to give us a list of what mines and quarries we have and where, please? we had several that didn't say what provinces they're in, and things like Hatvalley "reclaiming mines" that didn't say what they were, and i dont know if we actually got the location for the gold mine we found right before Phygriff. If nothing else, what mines are in the Heaven's Hawk territory? Is it just the Salt Mine?
-Would it be possible for you to list "specials", like we usually see in the action list, like "innovation chances for boats boosted due ot new design" or "having a mystic hero boosts study actions", listed on the civ sheet, especially for times like this where we dont see the action list? Among other things it would make it easier to know if Tormulyna's bonus would still apply this turn, without having to ask you like i did earlier
-How many of the 3 provinces in Txolla are integrateable right now?
-When we take an integrate action on, say, Txolla or Western wall, would we get a single province per action, or all integrateable provinces at once?
-If failing a quest for a faction makes their next (or all future?) quests more likely to be bad, does succeeding a quest make their next (future) quest(s) better?
-Now that we've completed 5 Megaprojects, a wonder, and are almost done with a 6th megaproject, how do we compare on megaprojects with the Khemetri? Have we finally surpassed them on that too?
-For the grand docks, how far are we from "classical" boat innovations? Like...what "age" are our current boats in, and how many ages away is classical from that?
-Shouldn't it have taken a full turn after completing the priest quest to get a new one?
-How likely is it that the current priest quest's innovation will boost RA tolerance, if we can know that?
-The palace annex limit is out of date, it should be 15 now (2 (Base) + 4 (8 Provinces) + 9 (Landed Subordinates)), or 17 after the 2 free cities come into play.
And a couple minor holdover questions from last time:
-Are we trading case hardened iron tools/weapons, or just "regular" iron?
-Is the Trade dominance bonus for Iron in addition to, or instead of the usual wealth bonus from dominating trade? THat is, if we had 10 trade goods at leading or higher, including iron, would we have +5 wealth total (Iron +1, then 9 "normal" trade goods round down to +4), or +6 (+1 iron, then 10 trade goods for 5, with iron counting for that as well)?
- Dunno.
- Yes, I will update the aqueduct list. However, I am also implementing a cap on the number of True Cities/Free Cities to be that of half the number of your provinces + half the number of landed/non-FC subordinates. At least for this tech level.
-The governor's palace will only affect Western Wall, but yes, you could absorb it all in one go with the palace present as an admin hub.
-Standard has everyone getting 1 Prestige unless someone does really well/poorly and affecting the distribution.
- New player Sec at 9, new province action at 11.
- 3 worth of policy support
- It applies if all slots are filled
- It's (20+boosters)-(4+number of previous candidates)
- Specific mines are becoming less special unless they do something special like provide a rare luxury good.
- Need to redo the front page for a couple of things, will keep it in mind
- Up to 2 if you really want
- As many as you can at once
- Succeeding in a quest makes their next quest more likely to be good, up to a certain point (mechanically I add a bonus to their next roll, up to a certain point). It is possible for this to make a bad quest worse though (a crit fail with high power can mean that the faction throws its weight around to the detriment of others)
- About even with the Khemetri. They have a lot of nice infrastructure
- You have Bronze Age/Iron Age boats. Grand Docks works up until about the end of the Classical period (i.e. the Fall of the Western Roman Empire)
-I update the available quests the phase after completed so you know what happens next turn, and can react to them
-Unknowable
-Been meaning to update that
-Case hardening is mostly restricted to weapons because it is a difficult skill to learn how to do properly
-Luxury, bulk, and strategic are all counted separately. Luxury and bulk are 1/2, strategic is 1. Some luxury goods like salt and gold also provide extra wealth
since they've come up again, can you tell us more about the gymnasiums? Btoh narratively (what's the actual plan and focus for them for us) and mechanically (are they infrastructure or regular project, what stats do they cost and give?)
Gymnasia are places for physical education to train for the games, and cultural transmission. They can increase Martial tolerance from non-primary sources (like Swords and Ploughshares), and can give Culture boosts for training warriors
how does the People's views/laws on slavery interact with traders/envoys/Games participants with a full entourage that would presumably include slaves? Are they allowed to bring said slaves with them into the People's lands?
Those people are encouraged not to bring their slaves, and if a slave runs away and makes it to a temple/holy site the former owner is shit out of luck, although they can usually successfully get compensated by local authorities. Still, its usually recommended to bring servants who won't run away and rely on local services.
if we still do not get to choose actions with Admin Genius, could you post a new list of options, if there are changes? I assume there is Artisan Competition and Trails -> Roads in changelist, at least.
I can probably swing that.
huh...i didnt even notice it said roads instead of trails... i think that its the same action and AN just forgot the wording like i do sometimes, but... @Academia Nut is there any difference in "Build Roads" vs "New Trails"?
Typo. Still trails, although roads are close now.