[X][Peace] Yes (ends war, Gulvalley gains some territory, new minor power established)
[X][Main] Build Roads (-3 Econ, -2 Wealth, -2 Tech, +2 Centralization, +2 Diplo, other effects)
[X][Secondary] Change Policy – Trade
[X][Secondary] Build Gymnasium -2 Wealth, -2 Culture, +2 Bonus to Games rolls per turn, +1 non-primary Martial tolerance)
[X][Guild] Artisan Games (-3 Wealth, Culture, Mysticism, and Tech)
Provinces – [Main] Trade Mission – Trelli (-2 Wealth, -1 Econ, additional effects depending on target, +1 Diplo, +1-3 Diplo end of turn, +0-2 Wealth end of turn), [Sec] Trade Mission – Free Hills (-2 Wealth, additional effects depending on target, +1-2 Diplo), [Sec] Build Docks (-1 Econ, +1 Diplo, increased trade power), [Sec] Expand Snail Cultivation (-1 Econ, +1 Wealth, +1 Culture, potential additional effects)
Policies – Redshore Library (2/3), Sacred Shore Governor's Palace (5/9), Significant Walls (20/46)
FC – Redshore Library (3/3), Redhills Baths (3/3)
Western – [Main] New Settlement, [Main] Build Roads, [Sec] Expand Forest
Greenshore – [Main] New Settlement, [Main] Survey
Gulvalley – [Main] Build Roads
Heaven's Hawk – [Main] War Mission – Northern Nomads
Txolla – [Main] Expand Forest [Sec] Black Soil
Tinriver – [Main] Raise Army
Thunder Speakers – [Sec] Black Soil, [Sec] Expand Forest
Thunder Horse – [Sec] Black Soil, [Sec] Expand Forest
Amber Road – [Sec] Temple (3/3), [Sec] Art Patronage
With the opportunity of an "honourable" exit to the war presented to them, the leaders and the People in general took the opportunity to do so, sending out immediate trade missions to the former belligerents of the Trelli and the newly founded Freehills. For the Trelli the obvious matter at hand was negotiating a resumption of trade and what that would look like, while for Freehills it was all about showing the now freed slaves that the people were willing to trade and did not have their domination in mind during the war.
Negotiations didn't go
great with either party - the People didn't have the best of good will to negotiate with for either party, but opening up with both parties definitely went a long way towards repairing relations. It also gave considerable information on the status of both. Having access to Trelli for the first time in decades gave the People some better idea of their overall status, and one thing was definitely confirmed - the Trelli had additional colonies in the mysterious Saffron Islands that they had been able to draw men and resources from.
Those colonies had also apparently been grumbling about the Trelli treatment of them before the war had shut that down and the Trelli were now attempting some general reforms to address the problems they had been having with their colonies and mercenaries. The resumption of trade would definitely help a great deal with using gold and silver to smooth over the issues, which was also why the Trelli were somewhat willing to actually allow the People to sail beyond their strait. The fees they were asking for were
considerable though.
Accept deal for strait access?
[] [Trelli] Yes (Merchant quest success, can send Sailing Missions beyond the straits, -2 Wealth per turn)
[] [Trelli] No (Merchant quest fails)
As for Freehills, the "kingdom" had been established by the runaway and running slave "clans" that had been able to organize and thus provide effective resistance against the Trelli and avoided getting swept up into the People. The best term for it was "fiercely independent", with the general structure being of a number of impromptu clans and tribes organized into assemblies, with the leadership of each assembly electing various chiefs to perform tasks. While this made sense to the People, Freehills went even further by dividing up the duties of a king among various different chiefs who could not hold these authorities simultaneously, and also making their appointment to the task temporary, which was
weird. Still, while they were pretty unwelcoming in general, they at least accepted that without the People they would not have the freedom they valued so strongly, and that the People had many goods they desired that they would have to trade with to acquire.
Meanwhile, despite some misgivings the patronage of the artisanal competitions went ahead even after the passing of Yshuyn, although some of the weirder ones were altered, lowered in emphasis, or outright dropped. Still, many of the competitions began to form like clay in the kiln into something solid and appreciated. Great works of art already honoured the gods, so adding such competitions to the Games eventually became just part of it. Competition around sailing was almost immediately added on a permanent basis as the
speed the best catamarans with the best crews could get up to was exhilarating, with many sailors claiming an almost spiritual experience of communion with the winds when they did so. That the boats were
expensive to build and maintain added into the desire for royal funding of the competitions, as the best boat builders could eat the costs involved not with the prize money but the
recognition having one of their craft perform well got them. Every merchant and patrician would want to have the finest boat builder construct their boats the rest of the time, and every ambitious and skilled apprentice would want to work for such a master.
Soon enough the guilds were having their own sub-competitions in various fields to figure out who should best represent them to the king and gods. They also petitioned for new competitions. Smiths wanted the chance for everyone to see that they could make the sharpest and most durable swords and axes for the warriors to want to commission, and alchemists wanted to show off the various strange wares they produced. Even a few of the less tasteful and low class competitions were retained, as while the ability to shovel manure wasn't exactly respected there was something to be said for the physical prowess that went into the task. These were the most modified events, the 'brute' tasks that, while lacking in the elegance of the more martial themed events, still honoured the gods through displays of excellence.
The Harmurri, for their part, were rather confused by all of this, and they sort of left a bit of a question for everyone: should
they be invited to join? While there was some sense in it, more than a few of the guildmasters were worried that letting them compete would expose them to the finest craft the People had to offer and may allow them to steal confidential ideas and techniques. Then again, some posited that it would allow the People to keep a better eye on the skills of their neighbours to avoid surprises and potentially poach
their best ideas in turn.
Allow international competition at Artisan Games?
[] [AG] Yes (Every participant adds to effect of AG, tech transfer increased among all participants)
[] [AG] No (Artisan Games remain local)
Artisan Games completes this turn, and with Reformers will provide +48 Culture. To minimize overflow, choose your Golden Age bonuses first, and costs will resolve simultaneously
GA Mystic
[] [GA M] Gain new Spiritual Value slot (-10 Mystic)
[] [GA M] Upgrade random Spiritual Value (-10 Mystic)
[] [GA M] Gain Mystic Hero (-12 Mystic)
[] [GA M] Gain Mystic Genius (-18 Mystic)
[] [GA M] Gain random theology tech (-8 Mystic)
[] [GA M] Gain random materials tech (-8 Tech)
[] [GA M] None (Cannot be taken with GA T None)
GA Tech
[] [GA T] Gain Artisan Hero (-12 Tech)
[] [GA T] Gain Artisan Genius (-18 Tech)
[] [GA T] Gain random materials tech (-8 Tech)
[] [GA T] Gain random mechanical tech (-12 Tech)
[] [GA T] Gain random military tech (-18 Tech)
[] [GA T] None (Cannot be taken with GA M None)
AN: You rolled crap on Culture, so no option this turn
AN: I can't math right now, so if you guys can figure out what the stats should be I will update them after. Also, there are a few things that have happened that I will trigger after this update