whynotboth.gif

Please remember that GMO can be used more for than just pesticide genes. It can be used to increase crop resistance to bad weather, increase nutritional values, improve soil fertility, etc.

It is not incompatible with Ymaryn environmentalism.
ya i kno

Edit: Offtopic, but once we've consolidated the weirdly large amount of land we've gained & killed the Trell we should totally invade the Harmurri so we can get land where the rivers are close enough together that we can dig a canal between them.
 
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btw where is the cotton coming from?

wtf macedonia still exists as a country...
 
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Golden stars warning
[X][GA] Gain random genius (-15 Culture)
-[X][GA] Specify: Admin genius (Additional -3 Culture)
[X][FC] Redhills
[X][FC] Redshore
[X][Diplo] Tie everything together internally (Main New Trails)
[X][React] Continue work on the Place to the Stars (5/7-8 actions completed)

Yshuyn was an exceedingly dangerous man, which made his life exceedingly precarious. He was dangerous because he was, quite simply, too good at his job. Son of a patrician family servicing the crown through upper level management of inter-province trade, he had discovered early on that he had an amazing ability to keep relationships straight in his head. He could keep an amazing number of faces and names and facts all correctly linked together, and also how they all linked up with each other. He knew what everyone wanted and needed, and how to get it to them, and that brought him attention and fame and praise. Unfortunately, because he knew how the game was played, he also knew that he was going to be seen of as a threat by other patricians. Most of the time, the only way you got a (relatively) young king was if they were relative nobodies with no significant contact with the patrician networks and had a major skill the kingdom needed. This both kept them and their interests safe and allowed them to deepen their networks by becoming 'trusted advisors'. Most of the time, a young patrician of significant skill would essentially be made to 'wait' and let an older man take his 'turn', which also meant that the other old men also had the hope to have their time with the crown. It also generally meant that whoever the king was, his children were already grown and had jobs of their own and thus no one could get any bright ideas to take that shot away from them by grooming said children for the position.

Thus, Yshuyn took the crown mostly on the back of the idea that if he didn't, someone would realize that the older he got the more likely he was to become heir and then king anyway and decide to take matters into their own hands. While not quite the same curmudgeon as Hertythyn - poor man spent many of his final days ranting about geometry and how the maps were all wrong (they were because the surveys were a mess for about a dozen reasons) and hadn't been able to really enjoy life - Yshuyn found himself more annoyed with the position than anything else. While he liked people and how to help them, the written numbers kings had to deal with often frustrated him, and the more violent aspects of kingship turned him off completely.

Plus having to marry a Khemetri princess was just... ugh... he loved the woman he had already married and didn't need another in their bed. At least precious Gemyna had accepted the arrangement - technically talked him into it because she was definitely the more overtly ambitious of the pair - and Djeliptrenhatra had not made a big deal about the whole thing.

Fortunately the kingdom was a big enough mess that at least Yshuyn never lacked for things to do. He just, sort of wished that some of the things he had to do were less liable to give him a massive headache.

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 Gymnasium - With the games on people's minds, a place to train for them would be most useful. 0 Bonuses
*S: -2 Wealth, -2 Culture, +2 Bonus to Games rolls per turn, +1 non-primary Martial tolerance
*M: -3 Wealth, -3 Culture, +5 Bonus to Games rolls per turn, +1 non-primary Martial tolerance

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 Roads - New roads can better tie the people together, so more could be useful. (11/26) +3 Centralization Tolerance
* S: -1 Econ, -2 Wealth, -1 Tech, +1 Centralization, +1 Diplo, other effects
* M: -3 Econ, -2 Wealth, -2 Tech, +2 Centralization, +2 Diplo, other effects

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

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, 2/4 Uses in a Row
*S: -1 Wealth, -3 Mysticism, gives astrological predictions
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 - Stonepen (0/3), Blackmouth (0/6), Hatmouth (0/3), Valleyguard (0/3). Each {S} committed consumes 3 Econ for 3 Progress. Completion adds +1 Econ Expansion, can allow for the formation of another True City, and decreases disease roll penalty for True Cities
Bath - Any city with an aqueduct may have a bath. Each {S} committed consumes 3 Wealth and 3 Tech for 3 Progress, and then ties up 1 Sustainable Forest once complete. Completion adds +1 Econ Expansion and decreases disease roll penalty for True Cities further
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 adds +1 to max interconnectivity, 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), Redshore (0/3), Redhills (0/3), Stallionpen (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 (9/15)
-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".
Artisan Games - Warriors compete with each other, but so too do artists and artisans to produce the finest works (3-5? actions, -3 Wealth, Culture, Mysticism, and Tech per action) [LoW] [CA] [LoA]
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)
Ironworks [Guild] - A place with both iron and good flowing water could greatly improve the production of iron (5-8? actions, -2 Econ and -2 Tech per action, requires 3 Sustainable Forests)
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 (6/7-8? action commitment, -2 Econ and -2 Mysticism per action, 6/6 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.

Actions Taken
[Main] Place to the Stars
[Main] New Roads (-3 Econ, -2 Wealth, -2 Tech, +2 Centralization, +2 Diplo, other effects)
[Guild] Glassworks
[Policy] Forestry x2

Provinces – [Main] Expand Econ, [Sec] Study Alchemy, [Sec] Study Stars (-1 Wealth, -3 Mysticism), [Sec] Art Patronage
Policies – Blackmouth Governor's Palace (7/9), Significant Walls (18/46)
FC – Redshore Baths (3/3), Redhills Baths (1/3)
Western – [Main] New Settlement, [Main] New Settlement
Greenshore – [Main] Expand Econ, [Main] New Settlement
Gulvalley – [Main] Build Copper Mine
Heaven's Hawk – [Main] Support Artisans
Txolla – [Main] Build Vineyard, [Sec] Support Artisans
Tinriver – [Main] Trade Mission – Tintribes
Thunder Speakers – [Main] Rework Irrigation
Ruined Thunder Horse – [Main] Rework Irrigation
Far North – [Sec] Expand Econ, [Sec] Raise Army

Patricians - Objective: Build a governor's palace within a core province within 2 turns. Failure: -1 Stability
Guild - Objective: Increase quality of pottery within 2 turns. Success: +1 Tech and Culture, Failure: -3 Wealth
Traders - Objective: Establish a navigable path to the Saffron Sea within 3 turns. Success: Ship innovation, Failure: Trelli gain trade power
Yeomen- Objective: Have 20 or more Sustainable Forest within 2 turns. Success: +2 Sustainable Forest
Priests- Objective: Have a level 2 Temple in Dragon Graveyard within 2 turns. Success: Theological innovation
Urban Poor- Objective: Build a Main Strength Theatre within 2 turns. Success: +1 Stability

Like, oh, the most recent predictions out of the recently completed Astrological Temple.

Megaproject Completed
Astrological Observatory
A great place to study the stars, record their motions, and record the importance of astrological alignments, the observatory provides an astrological prediction at the start of every turn and modifies the Study Stars action. It also allows the construction of observatories at certain locations.

Choose a bonus
[] [MP] Free temple at Star Mirror
[] [MP] Upgrade a random Social or Spiritual value
[] [MP] Gain a new Spiritual Value slot
[] [MP] Gain a random tech upgrade

Old Tormulyna had been using the observations from Star Mirror to refine her predictions, and while she still projected tremendous peace and prosperity for the People for decades to come after the wrath of the gods was expressed against the Thunder Horse, she could now see that a great and terrible drought was coming. Even without forewarning the People could surely ride out the problem more or less intact, and in fact many of those who might see them as enemies would surely be injured in the process. With warning they could ensure that their granaries were fully stocked for the next few years so that no one went hungry when disaster came. However, they could also warn others if they wanted, could even ship food out to those who would suffer.

An interesting enough prospect, but there was something else as well. The Trelli were not having a good time - specifically, their colony had grown out of their control and was now in open revolt. Some groups there were willing to manumit some of their slaves to serve as warriors, others not so much, and some of the slave plantations had used the confusion to rise up in their own revolt, turning the whole situation into a gigantic mess. Many were calling for intervention, but for or against who was still an open question. Given that significant trade was essentially blocked by the Trelli civil war, supporting others with shipments of food would be... difficult. An intervention for the Trelli might be a way to get them to open up their strait to the People... while an intervention against them would also open up the strait to the People, if they could knock them out of the fight fast enough. It was risky either way, especially with a drought looming.

Status: Trade Disruption - Wealth generation from trade halved

Drought has been predicted, what do?
[] [Drought] Protect the core (Temp Econ damage in core negated, all external subordinates lose 1 Loyalty)
[] [Drought] Reinforce the periphery (Transfers 9 Econ to landed subordinates, +2 Temp Econ damage from drought)
[] [Drought] Support everyone (Transfers 9 Econ to landed subordinates, -6 Econ, +4 Temp Econ damage from drought, neighbours you have access to are intensely grateful, ???)

Trelli civil war rages, have Intervention CB
[] [Trelli] Stay out of it
[] [Trelli] Intervene on behalf of the Trelli core (Access to strait granted, declares war on rebelling subordinates)
[] [Trelli] Attack Trelli directly (Opens up strait if successful, slaves likely crushed by local nobles, ???)
[] [Trelli] Support rebelling slaves (Declares war on Trelli, strait unlikely to open in time to ship food through, priests pleased, ???)

GA bonuses
[] [GA1] Gain new land management tech (-5 Econ, -5 Tech)
[] [GA1] Gain a random top tier mine (-7 Econ)
[] [GA1] Forestry explosion (-5 Econ, -5 EE, +5 Sustainable Forest)
[] [GA1] Black soil overdrive (-10 Econ, +5 EE, gain one use of the Terraform action)
[] [GA1] Materials tech upgrade (-10 Tech)
[] [GA1] Nothing (cannot take with GA2 'Nothing')

[] [GA2] Gain a new Spiritual Value slot (-10 Mysticism)
[] [GA2] Unlock Love of Wisdom for further upgrades (-10 Mysticism)
[] [GA2] Increase Religious Authority tolerance by 1 (-5 Mysticism)
[] [GA2] Materials tech upgrade (-5 Tech, -5 Mysticism)
[] [GA2] Nothing (cannot take with GA1 'Nothing')

AN: Got so lucky with your PttS completion roll this turn
 
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MUAHAHHAHAHA
[X] [MP] Upgrade a random Social or Spiritual value
[X] [Drought] Support everyone (Transfers 9 Econ to landed subordinates, -6 Econ, +4 Temp Econ damage from drought, neighbours you have access to are intensely grateful, ???)
[X] [Trelli] Support rebelling slaves (Declares war on Trelli, strait unlikely to open in time to ship food through, priests pleased, ???)
[X] [GA1] Materials tech upgrade (-10 Tech)
[X] [GA2] Unlock Love of Wisdom for further upgrades (-10 Mysticism)
Help our neighbors - be the good person. Might want to just support subordinates instead, however.

Support rebelling slaves because I don't want them to get crushed. Less likely to immediately end the war but, imo, more likely to be successful in the long term. After all, if local nobles crush the slaves and we haven't beaten the Trell then the only problem they face is us.

Unlock Wisdom upgrades ftw. Potentially will get upgraded. Potentially benefits our materials tech upgrade.
 
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Star Mirror - Location: Blackriver

A curiously out of place sinkhole in dark stone, the water that collects in this secluded place is always dark and clear, and thus when the sun sets it becomes a perfect mirror for the heaven's above. While not as good for the direct study of stars, many priests and shamans claim to have nearly lost themselves in the glittering dark, their souls detached from their bodies. There have also been assuredly been those who literally lost themselves to the surprisingly water through accident or darker means. Aside from disturbing the water, there is also a fairly strong current of mysterious source just beneath the surface that is believed to be part of what keeps the water so clean.
I hadn't noticed this before, but this reminds me of the Moon Pool from Warrior Cats. ...Not that anyone reads those books.
 
The quest is updating again! Woot!

Let's do the voting thing:

[X] [MP] Upgrade a random Social or Spiritual value

The free temple would be nice, but our RA is pretty high right now, let's do the safe but beneficial thing instead.

[X] [Drought] Reinforce the periphery (Transfers 9 Econ to landed subordinates, +2 Temp Econ damage from drought)

We have maximum Econ, losing 9 is nothing and so is the temp damage. We can't afford to lose the Loyalty, so let's just get it over with.

[X] [Trelli] Support rebelling slaves (Declares war on Trelli, strait unlikely to open in time to ship food through, priests pleased, ???)

Murica 2: Murica Harder. Also, this is practically a foregone conclusion, considering the thread's attitude toward slavery. If we hit them hard enough we might get a new Vassal Colony and collapse the Trelli core, thus opening the strait. I guess it depends on what King Admin II decides.

[X] [GA1] Gain new land management tech (-5 Econ, -5 Tech)

Note that we'll still be okay on Econ if we do this, and land management is always nice.

[X] [GA2] Unlock Love of Wisdom for further upgrades (-10 Mysticism)

Science can still be done, even in a dire emergency.
 
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Plus having to marry a Khemetri princess was just... ugh... he loved the woman he had already married and didn't need another in their bed. At least precious Gemyna had accepted the arrangement - technically talked him into it because she was definitely the more overtly ambitious of the pair - and Djeliptrenhatra had not made a big deal about the whole thing.
Snrk.
 
[X] [MP] Upgrade a random Social or Spiritual value

[X] [Drought] Reinforce the periphery (Transfers 9 Econ to landed subordinates, +2 Temp Econ damage from drought)
[X] [Trelli] Stay out of it
[X] [GA1] Forestry explosion (-5 Econ, -5 EE, +5 Sustainable Forest)
[X] [GA1] Black soil overdrive (-10 Econ, +5 EE, gain one use of the Terraform action)
[X] [GA2] Materials tech upgrade (-5 Tech, -5 Mysticism)

HYPE TRAIN IN STATION!

Edit: approval vote for more forests, forests helps our nation survive against the weather.
 
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[X] [MP] Gain a new Spiritual Value slot
[X] [Drought] Support everyone (Transfers 9 Econ to landed subordinates, -6 Econ, +4 Temp Econ damage from drought, neighbours you have access to are intensely grateful, ???)
[X] [Trelli] Support rebelling slaves (Declares war on Trelli, strait unlikely to open in time to ship food through, priests pleased, ???)
[X] [GA1] Materials tech upgrade (-10 Tech)
[X] [GA2] Increase Religious Authority tolerance by 1 (-5 Mysticism)
 
[X] [MP] Upgrade a random Social or Spiritual value
[X] [Drought] Support everyone (Transfers 9 Econ to landed subordinates, -6 Econ, +4 Temp Econ damage from drought, neighbours you have access to are intensely grateful, ???)
[X] [Trelli] Support rebelling slaves (Declares war on Trelli, strait unlikely to open in time to ship food through, priests pleased, ???)
[X] [GA1] Gain new land management tech (-5 Econ, -5 Tech)
[X] [GA2] Materials tech upgrade (-5 Tech, -5 Mysticism)
 
[X] [Trelli] Support rebelling slaves(Declares war on Trelli, strait unlikely to open in time to ship food through, priests pleased, ???)
[X] [GA1] Gain new land management tech (-5 Econ, -5 Tech)
[X] [GA2] Materials tech upgrade (-5 Tech, -5 Mysticism)

[X] [MP] Upgrade a random Social or Spiritual value

[X] [Drought] Reinforce the periphery (Transfers 9 Econ to landed subordinates, +2 Temp Econ damage from drought)
 
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