As royal patronage of the artisan games continued, a curious thing began to happen: if you wanted to be the best you needed to be supported by the second-best. The best master artisans needed the best journeymen needed the best apprentices, but finding all of those was impossible if you didn't have a wide base of at least competent options to draw upon, and the only way you had a wide base of that was by encouraging lots and lots of artisans to be at least good so you could pick out the best. This would have rapidly run into issues of not having enough resources to support all of these new artisans, but with a combination of royal patronage and the resumption of trade there was suddenly a market for very expensive goods and impetus to support second and third tier artisans for little more than practice purposes.
And then, strangely, the glut of artisans brought about revolutions elsewhere. Having a bunch of high quality tools come cheap meant that farmers and foresters could do more work, which meant that suddenly the demand for more people to work as artisans could be more effectively filled, which meant more artisans to make beautiful things for trade or useful things for work, which meant... It didn't result in infinite growth as the whole process quickly reached a new stable point, but it resulted in a massive migration from the countryside to the cities even as the countryside flourished with art and quality tools. Beyond that, it helped ingrain the idea that the artisans were a key component to the order of things, and that excellence was not confined to warriors and patricians.
A very interesting, and i think entirely good?
Megaproject Completed!
Artisan Games
By encouraging competition and excellence in "practical" crafts an abundance of goods are made simply to practice or to train, increasing access and honing skills on a social level. Every "innovation" type roll costs an additional 1 Wealth but provides two rolls, and innovations of all sort spread more quickly.
Huh...thats a decent bit weaker than i'd expected from such an expensive project locked behind another project and multiple values... Still, it greatly boosts our innovation abilities, and if i'm reading it right, the innovation spread is either for inward (neighbors to us) or internal (implementation of tech) tech spread, not outward? Also, we have a ridiculous tech income and many boosts to innovation rolls, and in the short term want to spend more stats, so a trade of wealth for innovation is a great deal for us... though we will have to keep in mind that that will apply extra costs to almost all of our developmental actions. Like... aside from stuff like roads and extended projects most things have at least minor innovation chances now. It also lets us benefit much more from heroes and geniuses--if wed somehow had this 10-20 turns ago we'd probably already have managed iron from the extra innovation rolls... and we might have even gotten forest secrets finally
In particular the ship races saw a massive surge in innovation as the sailors and builders competed with each other to outdo each other, insisting on new and more sophisticated races to test all the skills and subtleties the profession had to offer. Very quickly the sort of design the Trelli had used to devastating effect in the war was reproduced with the People's own techniques and their increased knowledge of how the Trelli solved certain issues that came from having looked at wrecks. While the catamarans remained the fastest thing in the water when the wind was blowing in the right direction, having dozens of strong men all rowing at once in a sleek hulled ship meant that the winds could be ignored to great effect when needed, and combat placed significant and immediate needs on such utility.
Hmm... sounds like the innovation boost applies to the grand docks bonus, and we rolled well on one or both rolls and got a major breakthrough
The promotion of such artisans to the fore also brought forward a rare gem of a man, a somewhat mad artist of a smith who seemed to just get metals of all sorts. While not exactly the most stable of individuals, prone to violent outbursts of shouting when things didn't work out the way he wanted, none could fault him in his craft, and he never exploded at anyone who didn't do something wrong. If something didn't turn out the way he wanted despite everything doing exactly what he said, he would either puzzle out what they hadn't accounted for, or fall into a black depression for a short time as he internally exploded at his own failings. Still, he rapidly made his way to the palace arsenal as an expert worker of metal, where he began to craft and puzzle things out.
Yes, a very very good roll on how this genius turned out, both in temperament and in focus (on metal as opposed to mechanics, since we (i) want steel)
However, at the same time, out in the hinterland hills between the steppes and the lowlands to the east, in the oft neglected place between Redhills to the west, the Thunder Horse to the east, Txolla to the south, and Heaven's Hawk to the north, another man began to stir things up. A man born of the dry hills but educated by learned priests, he had begun to preach against what he saw of as the excesses of the central powers in Redvalley and Sacred Shore. He preached of the nobility of the pursuit of the Universal Truth and how it was being perverted by priests and patricians who were more concerned with the accumulation of material comforts and to trick and confuse the people with sophisticated but False teachings. While initially small in number, the voices of those who listened to this new prophet soon grew loud as they picked up his warning:
This one...probably less so? He's right, but at the same time, he's right in a way that will shake things up and potentially end our golden age
The old prophecy of a century of peace and prosperity had been abused and now for every sin those in power had accumulated was going to be repaid three times over once the hundreth year was passed. Only through atonement and rejection of the lucre acquired through lies and avarice would disaster be averted. The call was radical enough that many priests scoffed at the suggestion, or even called for this man to be officially censored for blasphemy against the gods. There were however more than a few priests who had taken in the lessons of Yshuyn and seemed to want to either test him or embrace him, damn the cost.
What to do about this new prophet?
[] [Prophet] Embrace his new philosophies (-10 Wealth, -1 RA, -1 Legitimacy, -2 Stability, removes Rule of Gold value, ???)
[] [Prophet] Ignore him (???)
[] [Prophet] Exile him (+1 RA, ???)
[] [Prophet] Silence him (+1 RA, +1 Stability, ???)
Ugghh, why couldn't he be even slightly less expensive in stab to embrace... I'm really not sure what to pick here :/ Removing rule of gold might be good...it would tank our gold income, but it would remove potential dangers...the big issue there is what we'd pick up instead...would we get another of the trelli traits? would we maybe get rid of nemesis fashion entirely? hmm...
Meanwhile, everyone was clamouring for the king to support this project or that, with the priests rather loudly pointing out that they really needed another observatory to compare their observations at the Star Mirror against so that their astrological predictions would be more precise and accurate. However, other groups also wanted things and were being kind of insistent about them as well, and more than a few were still annoyed with the priests for getting them into the mess with the Trelli, so there was some sentiment of 'screw them', especially when the yeomen and guild masters were pressing about seeing their own needs met.
Factions!
New quests:
Patricians (4) - Objective: Distribute Land within 2 turns. Success: +1 Stability
Hahaha, fuck no patricians, go away
Traders (3) - Objective: Have Naval Power above 5 within 3 turns. Success: Free tech advance
Interesting...this is...probably more than doable and also good? We should have the benefit of stuff like Arete for this as well as our martial actions, and i imagine trade policy would want to boost up our naval power to protect trade along with getting rid of the pirates? Might also be able to use guild actions to build warships, since regular boats are a guild action? And considering how much of our trade and internal ties are over sea, we really want to start boosting up naval i think.
What to do? (Note: If a Temple for an Observatory is not built now the Priest quest autofails as it is obviously impossible to complete in time)
[] [React] Main Plant Cotton
[] [React] Main Expand Forests
[] [React] Main Efficient Charcoal Kilns
[] [React] Build Temple for Observatory
-[] [React] Horse Valley
-[] [React] Moonwell
[] [React] Study Metal (benefits from Genius Artisan)
Stats for each option:
Cotton: (-4 Econ, -3 Econ Expansion, +7 Wealth, +1 Culture, new trade good) [No innovation chance listed, so no wealth penalty)
Forest: (-1 Wealth, -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) [Innovation chance means -1 wealth]
Charcoal Kilns: (-2 Econ & Wealth, -1 Tech, -3 Sustainable Forest used, other effects) [Might be -3 wealth if those "other effects" include innovation]
Temple: -3 econ, -3 culture...and hopefully we'd also get an action spent on the observatory itself, since a level 1 temple is a secondary action? Not sure what that costs...
Study Metal: (-1 Econ, -3 Wealth, -1 Mysticism, improved chance of new insights) [Now costs 3 instead of 2 wealth, but we get 2 rolls boosted by a GENIUS, while having been on the edge of a breakthrough for like a century...so lets get ourselves some steel =D]
Personal Stewards Options Available
[] [PSN] Sec Plant Cotton (-1 Centralization + cost)
[] [PSN] Main Plant Cotton (-2 Centralization + cost)
[] [PSN] Sec Expand Forest (-1 Centralization + cost)
[] [PSN] Main Expand Forest (-2 Centralization + cost)
[] [PSN] Nothing
Ughh, more actions is great, but we can't boost centralization via roads anymore...