At least another two thousand years of cheesing on science values, and no social collapses along the way that might eliminate major sources of knowledge. Or social shifts that might discourage innovation or mechanization.

Two months ago, or around four to five centuries ago.

So, we continued to cheese science max hard as we can, stopping short of turboboosting the whole region with the latest accomplishment, the Artisan games.

We have at least one thousand five hundred years to go?
 
*drops in*

*looks at AN feeding The Reactor*

Oh you. What would we do with out you? #SeriouslyMyFavoriteGM
I can feel that I am going to actually love these next few updates. :rofl:

*Looks at people saying that we have a civil war when we haven't even seen what's happening*

Okay, grab your towels folks! Can't run completely off the deep end right now, as thrilling as that may be. We gotta save some for the big drop when the actual update hits! :V

I know some of you all will call this a civil war no matter how it turns out, because that's how this thread works sometimes when the Reactor gets going. I won't but I ain't gonna stop you folks, not fun enough to argue against it.


Someone have a good Lounging and Watching Doom Approach Meme? Or something like that?
 
@Academia Nut when should we expect the update? I have two things i want to do tonight with no real preference which i do now and which i do later, but one of them will preclude noticing the update, while the other wont, so i'll choose between the two based on when you plan to update :p
 
@Academia Nut when should we expect the update? I have two things i want to do tonight with no real preference which i do now and which i do later, but one of them will preclude noticing the update, while the other wont, so i'll choose between the two based on when you plan to update :p
I remember AN saying that he would have the update out tomorrow, so I would be pleasantly surprised if it updated today.
 
@Academia Nut when should we expect the update? I have two things i want to do tonight with no real preference which i do now and which i do later, but one of them will preclude noticing the update, while the other wont, so i'll choose between the two based on when you plan to update :p
On a note.

HOLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLY SHIT WE HAVE PATTERN WELDING!!!!!!!!!!!!

WE HAVE A GROMRIL/MYTHRIL EQUIVALENT.






AHHHHHHHHHHHHHHHHHHHHHHHHHHHH
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

AAAAAAaaaaaaaaaaaaaa.....*loses voice screaming in glee*
 
Unfortunate Son
[X] [Prophet] Ignore him (???)
[X] [React] Study Metal (benefits from Genius Artisan)
[X] [PSN] Main Expand Forest (-2 Centralization + cost)

With regards to the prophet running around in the eastern hills, the king responded, "Frankly, while I don't agree with his demands, you lot could do with another round of debate like you did with Yshuyn. 'Cause I'm not giving you more power and prestige with another temple after you've repeatedly screwed up over the past few generations, and I'm definitely not just going to make someone calling you out on this sort of thing shut up. He's to be left be and treated no different from any other member of the People."

"But our problems came from lack of-"

"No more temples!"

Soon enough the disagreements between the king and the priests became known, in part because the priests were rather loudly complaining about it, much to the amusement of the lower classes that had been in a rowdy mood and liked seeing the upper classes at each other's throats. Meanwhile, the king focused on getting more forests planted to provide more orchards and supplies for woodcraft, and in taking advantage of the skills Klurkyn the Skilled brought with him. Given royal patronage, the smith took the temperamental case-hardening process and figured out a way to make it much better. Through a rather labour intensive process of hammering and folding, the hardest bits of iron from the outer case could be folded into the inside of a piece, evening everything out to make a superior product - it also had the advantage of having a remarkable appearance that everyone considered beautiful and mystically significant. Klurkyn of course immediately remade all of his tools where he could get even a little benefit from this out of the newer iron, and while on some level it wasn't worth the expense in terms of improved work, he did end up pioneering a few new tools now that he had harder and tougher iron to work with. Most notably, he figured out an easier way to get long, thin wires of gold and silver for jewellery with access to finer tools for punching holes in iron, which he could then feed soft metals through to make dazzlingly thin wires without the gigantic pain in the ass of doing it by hand.

As the king passed and the heir took his place, it unfortunately became obvious that something was going wrong. The People were successful and powerful and people were coming to them for the opportunities presented by all the wealth they possessed. Word even came up that the Khemetri had been copying the Games of the People, leading to an enormous amount of internal pride and acclaim from others that drew in more outsiders who wanted to join up with the power of the People. However, with the priests and the king openly feuding, problems were bound to crop up. In the east, it was Qybrkyn preaching change.

In the west, it was the well armed yeomanry deciding that they wanted more land from their neighbours and thus they should just go out and take it.

Protestations from the king that they risked triggering a war with the Storm Tribes fell on deaf ears. The king was far away and had little legitimacy to tell them what to do, and the first waves had achieved considerable glory and wealth, enticing young men who possessed great martial talent but little possibility to actually apply it to abandon their homes and run off for the frontiers. The governors of Greenshore and Western Wall, who gained the most benefit from the practice, seemed entirely oblivious to catching the actual culprits despite the stream of complaints from others on the ground. Pressing the issue could easily lead to civil war, even as ignoring it could easily lead to an external one.

Second Son Crisis!
Lesser warriors are flowing outward, attacking outsiders and risk bringing retribution to the rest of the People. They must be reined in, but once the seed of the frontier has been planted it is hard to uproot. Causes trouble each turn, may end on its own but can be definitively ended with: Max Legitimacy? and 2 of (Max Cent?, ???, ???); or a Civil War

Lesser warriors are attacking tribes in the west
[] [Crisis] Disavow them, they are on their own (-5 Martial, -1 Legitimacy, potential for war with the Storm Tribes, Crisis Continues)
[] [Crisis] Follow them in (-1 Stability, war with the Storm Tribes, Crisis Continues)
[] [Crisis] Move with force to rein them in (-2 Stability, Civil War with Western Wall, Greenshore, and Tinshore; Amber Road left isolated and vulnerable; outsiders may attack while at war)

Belated bonus for Artisan Games
[] [AG] Gain min two random technologies (exploding)
[] [AG] Gain a permanent Passive Innovation Policy (2 extra innovation rolls, -1 Wealth/turn)
[] [AG] Gain a free random [Guild] type manufacturing complex (glass, porcelain, plant hemp, etc.)
[] [AG] Gain +1 Stability
[] [AG] Gain +1 Progress on Ironworks megaproject (Do not need to begin this turn if chosen)

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, -3 Wealth, +3 Culture, +1 Tech, +1 Prestige, potential innovations x2
*M: -1 Econ, -5 Wealth, +5 Culture, +1 Tech, +1 Prestige, higher chance of innovations x2

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, -1 Wealth, +3 Diplo, potential for new innovations x2, 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, +1 Wealth, +2 Culture, chance of new innovations x2
*M: -2 Econ, -2 Tech, 1 Sustainable Forest used, +1 Wealth, +4 Culture, increased chance of new innovations x2

Build Gymnasium - With the games on people's minds, a place to train for them would be most useful. +2 to Games, +1 non-primary Tolerance
*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: -3 Wealth, -1 Tech, +3 Econ, potential for innovation x2
*M: -4 Wealth, - 1 Tech, +4 Econ, increased potential for innovation x2

Build Porcelain Works [Guild] - With special kilns and techniques, it is possible to make some truly fine pottery that surpasses all others in quality - if also cost
*S: -1 Econ, -2 Tech, +1 Wealth, +2 Culture, potential innovations x2
*M: -2 Econ, -2 Tech, 1 sustainable forest, +2 Wealth, +3 Culture, increased chance of innovations x2

Build Roads - New roads can better tie the people together, so more could be useful. (15/27) +5 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

Efficient Charcoal Kilns [Guild] - With better processes, large Guild controlled kilns can be built to efficiently turn wood into charcoal
*S: -1 Econ, Wealth, & Tech, -2 Sustainable Forest used
*M: -2 Econ & Wealth, -1 Tech, -3 Sustainable Forest used, other effects
Note: Efficient Charcoal production cannot take the total Sustainable Forest usage below 1/2 of the total

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

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: None
*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

Invite to Games - There are some of your neighbours who might be convinced to come (back) to the Games
*S: -1 Diplo to invite most neighbours, -3 to invite a Great Power (currently Khemetri)

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 Warships [Guild] - Many standard boats are no longer things need to worry about, but warships are something else entirely
*S: -3 Econ, -3 Wealth, -2 Martial, +1 Tech; +1 Naval, additional effects
*M: -3 Econ, -5 Wealth, -3 Martial, +1 Tech; +2 Naval, additional effects

New Settlement - There are a few new sites that could have new settlements placed on them: northern Blackriver (+3, moderate mineral, 0/6 province), northern boundary hills (+1, good mineral, 2/6 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 Cotton [Guild] - These resource intensive plants produce an incredibly fine textile desirable for its superior comfort, although much of the cost comes from how labour intensive it is
*S: -3 Econ, -2 Econ Expansion, +6 Wealth, new trade good
*M: -4 Econ, -3 Econ Expansion, +7 Wealth, +1 Culture, new trade good

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
Special: Need to send out a Sailing Mission to locate pirates

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, -3 Wealth, +1 Tech, potential new discoveries x2
*M: -4 Mysticism, -4 Wealth, -1 Econ, +1 Tech, increased chance of new discoveries x2

Study Health - What secrets of nature can be used to improve the health of the People?
* S: -1 Econ, -2 Wealth, +1 Mysticism, potential new discoveries x2
*M: -1 Econ, -2 Wealth, -1 Mysticism, increased odds of success x2

Study Metal - Iron and copper, gold and silver, what other secrets are hidden in metal and stone?
* S: -1 Econ, -2 Wealth, -1 Mysticism, +1 Tech, small chance of new insights x2
* M: -1 Econ, -3 Wealth, -1 Mysticism, improved chance of new insights x2

Study Stars - What secrets do the heavens hold when you study the stars and their motions carefully?
*S: -1 Wealth, gives mid-turn 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, -3 Wealth, +3 Tech, +1 Culture, potential innovations x2
*M: -1 Econ, -5 Wealth, +5 Tech, +1 Culture, higher chance of innovations x2

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

Support Faction - Use influence to increase the power of a faction.
S: -4 Culture, +1 Faction Power, +1 Time to current quest

Suppress Faction - Use influence to curb the power of a faction.
S: -1 Stability, -5 Culture, -1 Faction Power, current faction quest fails but consequences negated

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 also reduces Max. Centralization by 1 and can 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: Ironworks progress and Study Metal results are boosted by Genius Artisan

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".
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)
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. If go to war with the Storm Tribes require a a [Main] War Mission against them. If in a Civil War min of two [Main] War Missions for fighting are required

[] Art Patronage
[] Black Soil
[] Build Chariots
[] Build Docks
[] Build Glassworks
[] Build Mills
[] Build Porcelain Works
[] 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
[] Invite to Games
[] Improve Annual Festival
[] More Blackbirds
[] More Carrion Eaters
[] More Warships
[] New Settlement
[] New Trails
[] Plant Cotton
[] 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
[] Support Faction
[] Suppress Faction
[] Terrify
[] Trade Mission
-Target Options: Highland Kingdom, Thunder Speakers, Lowland Minors, Tin Tribes, Trelli, Swamp Folk, Storm Tribes, Northern Nomads, Mountain Horse, Into the Wild (Eastern Sea), Into the Wild, Khemetri
[] War Mission
-Target Options: Northern Nomads, Eastern Nomads, Storm Tribes

Provinces for Projects: Redvalley (C) (Valleyhome+Redhills), Sacred Shore (5/9) (Redshore+Sacred Forest), Stoneshore (0/9) (Stonepen + Northshore), Hatshore (0/9) (Southshore+ Hatriver), Blackiron Province (9/9) (Blackriver+Ironshore), Hatvalley (0/9), Stallion Province (0/9), Valleyguard Province (0/9)
Major Holy Sites: Rainbow Trail (0/3), Sacred Forest (Temple 0/12), 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 (0/12)

Astrological Prediction: Confront your problems head-on or not at all

Patricians (4) - Objective: Distribute Land within 2 turns. Success: +1 Stability
Guild (3) - Objective: Lead in a textile type good within 2 turns. Success: Free random technology, Failure: -4 Wealth
Traders (3) - Objective: Have Naval Power above 5 within 3 turns. Success: Free tech advance
Yeomen (3)- Objective: Have 8 or more forest slots unoccupied within 2 turns. Success: +2 Econ
Priests (2*)- Objective: Build an Observatory within 3 turns. Success: Astrology rolls revealed for 5 turns
Urban Poor (1)- Objective: Found a new Free City within 3 turns. Failure: -1 Stability
These counters iterate at the next mid-turn. The numbers in brackets indicate the general faction strength.
 
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Hoo boy, Viking Age here we go!
We have longships, we have pattern welded swords, we have Skjaldborgs!

Huahahahhahahah VIKING AGE MOTHERFUCKERS!

EDIT: Blackbirded
 
War?

War. Poor Storm Tribes. Hopefully we'll be in a Golden Age and can buy a heroic martial hero next turn, or a heroic diplomat to end the war.

[X] [Crisis] Follow them in (-1 Stability, war with the Storm Tribes, Crisis Continues)
[X] [AG] Gain a permanent Passive Innovation Policy (2 extra innovation rolls, -1 Wealth/turn)
[X] [Main] War Mission - Storm Tribes
[X] [Secondary] Integrate Colony - Western Wall
[X] [Secondary] Proclaim Glory
[X] [Guild] Ironworks

We can't afford a civil war, and this is probably by far the least messy option to overflow martial stats away. Assimilating Western Wall should help deal with them as a centre for civil war.
 
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...I am pleasantly surprised.

[X] [Crisis] Move with force to rein them in (-2 Stability, Civil War with Western Wall, Greenshore, and Tinshore; Amber Road left isolated and vulnerable; outsiders may attack while at war)
We can't let our warriors push us around, and we have to show that we can control our warriors. It hurts our legitimacy with our neighbors if we don't

[X] [AG] Gain +1 Stability
Needed to stay in a Golden Age

[Main] War Mission Civil War x2
We need to go all in on this, and Trade Policy should hopefully deter anyone from attacking us while we deal with this.
 
[X] [Crisis] Disavow them, they are on their own (-5 Martial, -1 Legitimacy, potential for war with the Storm Tribes, Crisis Continues)
[X] [AG] Gain a permanent Passive Innovation Policy (2 extra innovation rolls, -1 Wealth/turn)

[X] [Secondary] Proclaim Glory
[X] [Secondary] Integrate Colony - Western Wall
[X] [Main] Influence Subordinate - Thunder Speakers
[X] [Guild] More Warships

Governor of Western Wall not doing what we want? Simple enough to fix - integrate it!
 
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[X] [Crisis] Follow them in (-1 Stability, war with the Storm Tribes, Crisis Continues)
[X] [AG] Gain a permanent Passive Innovation Policy (2 extra innovation rolls, -1 Wealth/turn)

Do we have room to found a mercenary company? Also, can we use an action to fill up our extant but not full strength mercenary companies?

[X] [Crisis] Disavow them, they are on their own (-5 Martial, -1 Legitimacy, potential for war with the Storm Tribes, Crisis Continues)
[X] [AG] Gain a permanent Passive Innovation Policy (2 extra innovation rolls, -1 Wealth/turn)

[X] [Secondary] Proclaim Glory
[X] [Secondary] Integrate Colony - Western Wall
[X] [Main] Influence Subordinate - Thunder Speakers

Governor of Western Wall not doing what we want? Simple enough to fix - integrate it!
don't we gain a ton of stats from integration, though?
 
Also, according to our Astrological Predictions, we should either rein them in (solving our problem) or just ignore them (not solve it at all).

Trying to please everyone with a middle of the road option of warring with the Storm Tribes will just show the Yeomen they can fight anyone with impunity, since the State will support them.

So we should either let them go, showing that they will be on their own, and accept that some of our better grade iron will be lost and reverse engineered by the Storm Tribes, or the Warriors will become a new semi-hostile nation on our boarders.

Or we should go all in, enforce the power of the Core, and show that we still control our people and our territories, since Western Wall and the Shores seem to be the instigators of this whole thing.
 
Whelp looks like we're on the verge of a failure cascade.

[X] [Crisis] Move with force to rein them in (-2 Stability, Civil War with Western Wall, Greenshore, and Tinshore; Amber Road left isolated and vulnerable; outsiders may attack while at war)
[X] [AG] Gain +1 Stability
[X] [Main] War Mission Civil War
[X] [Secondary] War Mission Civil War
[X] [Secondary] War Mission Civil War x2

@Academia Nut are civil wars kickable? because it may be an option if a counter intuitive one.
 
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[] [Main] Proclaim Glory
[] [Secondary] Integrate Colony - Txolla
[] [Secondary] Influence Subordinate - Thunder Speakers
[] [Guild] More Warships


*S: -2 Diplo, Transfer 2 Econ, Wealth, Culture, Tech, and Mysticism; influences subordinate culture. Influence costs Myst and Diplo should hold the GA.

Proclaim Glory to end up at max Stability and Legitimacy, integrate the Txolla to make up some of the costs by next project update. More Warships to drop Martial as I feel that is probably one of the required bits for Second Son.

Hmm. I will probably disavow them. Need to think on that.


I have thought while doing chores and realized the above is bupkus. Will be doing a new vote with new reasoning.
 
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[X] [Crisis] Move with force to rein them in (-2 Stability, Civil War with Western Wall, Greenshore, and Tinshore; Amber Road left isolated and vulnerable; outsiders may attack while at war)
[X] [AG] Gain +1 Stability
[X][Main] [War] Civil War
[X][Main] [War] Civil War x2
[X][Guild] Efficient Charcoal Kilns

This is our problem, our problem, we need to bleed these bunch of meatheads, they have to understand that no, you don't disobey the King of Ymar.

Feed Charcoal to the Dragon.
 
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Whelp looks like we're on the verge of a failure cascade.

[X] [Crisis] Move with force to rein them in (-2 Stability, Civil War with Western Wall, Greenshore, and Tinshore; Amber Road left isolated and vulnerable; outsiders may attack while at war)
[X] [AG] Gain +1 Stability
[X] [Main] Proclaim Glory
[X] [Secondary] War Mission Civil War
[X] [Secondary] War Mission Civil War x2

@Academia Nut are civil wars kickable? because it may be an option if a counter intuitive one.
Civil War requires 2 Main War missions

Unless we can kick them, you have to go all in with war missions to do the Civil War.
 
[X] [Crisis] Disavow them, they are on their own (-5 Martial, -1 Legitimacy, potential for war with the Storm Tribes, Crisis Continues)
[X] [Main] Influence Subordinate - Thunder Speakers
[X] [AG] Gain a permanent Passive Innovation Policy (2 extra innovation rolls, -1 Wealth/turn)
[X] [Secondary] Proclaim Glory
[X] [Secondary] More Warships
[X][Guild] More Warships
-Burns stats (even martial) and starts forming a navy in case we need to fight some of our subordinates, or our second sons attack the Trelli
 
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[X] [Crisis] Move with force to rein them in (-2 Stability, Civil War with Western Wall, Greenshore, and Tinshore; Amber Road left isolated and vulnerable; outsiders may attack while at war)
[X] [AG] Gain +1 Stability
[X] [Main] Efficient Charcoal Kilns
[X] [Secondary] Expand Forests
[X] [Secondary] Expand Snail Cultivation
[X] [Guild] Plant Hemp
 
Aha! i knew the meow rating meant AN was writing the update when i asked :V Full post coming later, but highlights:

ord even came up that the Khemetri had been copying the Games of the People, leading to an enormous amount of internal pride and acclaim from others that drew in more outsiders who wanted to join up with the power of the People.
Oooh, so thats where the +4 culture came from, then, right @Academia Nut ?
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
Also, AN, this is still out of date, should be transfer 2 econ, 2 econ expansion, right?

Lots of changes to actions, but most are just "add wealth adn innovation from artisan games" This is the only actual change:
More Warships [Guild] - Many standard boats are no longer things need to worry about, but warships are something else entirely
*S: -3 Econ, -3 Wealth, -2 Martial, +1 Tech; +1 Naval, additional effects
*M: -3 Econ, -5 Wealth, -3 Martial, +1 Tech; +2 Naval, additional effects
ANd ughh that's expensive and also we've lost an amazing LTE generator in the original more boats... I am also less confident in making it to 5 naval for the quest as well, if teh gain is so low for such expense...

Special: Ironworks progress and Study Metal results are boosted by Genius Artisans
Take note of the special, btw, people. ...Wait, does that say artisans plural? @Academia Nut should that be singular, or do we really have two genius artisans?

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)
Hmm... also AN, does the 3 sustainable forest requirement kick in immediately or only on completion, for the yeoman quest?

Astrological Prediction: Confront your problems head-on or not at all
Honestly pretty good advice whether its an actual prediction or not :V

Also, new quests:
Priests (2*)- Objective: Build an Observatory within 3 turns. Success: Astrology rolls revealed for 5 turns
Urban Poor (1)- Objective: Found a new Free City within 3 turns. Failure: -1 Stability
Both of which are pretty good things to do, imo. THe priest success reward will be very useful. I'm annoyed that the urban poor just gave us another failure only quest after we succeeded their last one :/ Also interesting that the poor didn't change in strength from that success, while the priests went from 2 to "2*"...

Edit: Or AN could add new actions right after i do my action list diff checker :V

Support Faction - Use influence to increase the power of a faction.
S: -4 Culture, +1 Faction Power, +1 Time to current quest

Suppress Faction - Use influence to curb the power of a faction.
S: -1 Stability, -5 Culture, -1 Faction Power, current faction quest fails but consequences negated
We can influence factions now!
 
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