If I'm remembering correctly, AN said that most other civs have negative centralization, which is represented as having large swaths of essentially autonomous land, so we should still be the most centralized civ besides maybe the Trelli.
*scratches chin*

This was mostly information from a looong time ago if I recall correctly. I'm not sure how accurate it is now, but it is not completely inaccurate either I think since I can point to the Mountain Horse and Harmurri and Storm Tribes and confidently say they have negative Cent.

Trelli I would actually expect to hang around 0 or -1,2 because they have a Full Mercantile economic system or something like it which is not very Centralization happy.

The main point where I am going to dispute is that I think since the HK cast Harden about ten times in a row I think they may have Cent higher than we do.


AN rated this post insightful, that means our clerks torture their bodies after a long day of torturing their minds with paperwork. We have a BDSM guild thats solely patronized by our clerks, this is now canon everyone. Masochists make the best administrators.
Pffffffffft!

:rofl::rofl::rofl:

I think they would love the challenge of playing Dwarf Fortress. Though maybe not since it is so like their day jobs...
 
*scratches chin*

This was mostly information from a looong time ago if I recall correctly. I'm not sure how accurate it is now, but it is not completely inaccurate either I think since I can point to the Mountain Horse and Harmurri and Storm Tribes and confidently say they have negative Cent.

Trelli I would actually expect to hang around 0 or -1,2 because they have a Full Mercantile economic system or something like it which is not very Centralization happy.

The main point where I am going to dispute is that I think since the HK cast Harden about ten times in a row I think they may have Cent higher than we do.



Pffffffffft!

:rofl::rofl::rofl:

I think they would love the challenge of playing Dwarf Fortress. Though maybe not since it is so like their day jobs...
Just looked up that game and I want to know why you put yourself through such struggle. Part construction and part rogue like with no main objectives? What does that even mean?
 
Yo, completing the priest quest reveals astrology rolls for 5 turns?? That's fucking huge, that's either an enormous benefit or a great opportunity to empirically test their predictions!
 
By my reading, people knew it could end the Golden Age, but voted for Land Reform because they thought it was worth it.

If there's anything I learned from studying the history of the Roman Empire, land reform is always worth it.


On a more general note, how is "organized religion" defined for the purposes of this thread? Because it seems really weird that we could have a bunch of temples, a doctrine, and two separate classes of professional religious workers but it doesn't count as organized.
 
Just looked up that game and I want to know why you put yourself through such struggle. Part construction and part rogue like with no main objectives? What does that even mean?
It's... uh... actually quite a lot like this game I've found.

Your main task is corralling your dwarves(insane alcoholics to a beard the lot of them) so that they do not get themselves killed by their own stupidity and making sure they aren't eaten by some big nasty from the outside.

I'm sure you can see the similarities both from the in-game perspective of protecting the Ymaryn(MY Precious!), and making sure the thread does not explode.

As to why? Well it varies, I play it to work on problem solving and finding things that need solutions. Also when it comes to that game I am okay with losing because of the best summary for an objective I can find:

Be as Crazy Fucking Awesome as possible.

Yo, completing the priest quest reveals astrology rolls for 5 turns?? That's fucking huge, that's either an enormous benefit or a great opportunity to empirically test their predictions!
Yep. In all likelyhood we will find some kind of confirmation for most of them, because humans auto into pattern recognition but it's still a useful test.

If there's anything I learned from studying the history of the Roman Empire, land reform is always worth it.


On a more general note, how is "organized religion" defined for the purposes of this thread? Because it seems really weird that we could have a bunch of temples, a doctrine, and two separate classes of professional religious workers but it doesn't count as organized.
That's the thing actually we didn't have a doctrine as far as I know. What we had was 2000 years of accumulated lore, tradition and wisdom with some common themes and Aesops about the world all wrapped up in ideas of entities the Ymaryn call Gods.

As to mechanical stuff? I don't really know, but it probably massively effects the Pilgrimage mechanic in some way that lends advantage to the holder of the Organized Religion.

One other thing you may notice is that the Myla are looking for a Single Truth, or at least A Truth. This is edging toward Monotheism like ideals, though it ties into stuff like what you may find in the Indian Subcontinent IRL or Taoism more than Christianity.
 
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Yep. In all likelyhood we will find some kind of confirmation for most of them, because humans auto into pattern recognition but it's still a useful test.
I volunteer as the token cynic to point out all the ways they go wrong :p

One other thing you may notice is that the Myla are looking for a Single Truth, or at least A Truth. This is edging toward Monotheism like ideals, though it ties into stuff like what you may find in the Indian Subcontinent IRL or Taoism more than Christianity.
I wouldn't object to some Hinduism-esque "all gods are facets of one" theology.
 
I volunteer as the token cynic to point out all the ways they go wrong :p


I wouldn't object to some Hinduism-esque "all gods are facets of one" theology.
*signs Mr. Whail's name in eldritch ink on a scroll of Doom*

Neither would I, and frankly that is exactly what they are getting at, though some of the particulars raise some eyebrows round here.
 
I volunteer as the token cynic to point out all the ways they go wrong :p


I wouldn't object to some Hinduism-esque "all gods are facets of one" theology.
I'm thinking our Pride in Acceptance will warp that into Perennial Philosophy where all religions see a facet of the same truth. In essence our universalism will encompass all religions but see our own as closest to the perfect truth.
 
So I've previously noted what I think is a near-necessity in terms of actions (Proclaim Glory, Enforce Justice, Expand Economy, Kilns) so I was thinking on what to fill our remaining two secondary slots with.
1) Study Stars
This might seem strange, but we've seen that Study Stars is a very powerful action now, and doing this might help encourage the passive policy to build the Horse Valley temple. Even ignoring that, its low cost (1 wealth) and extreme power to see the future is invaluable. If we had done this last turn, there's a reasonable chance we would've know about the incoming plague.
2) Integrate Txolla
Integration is a cheap way to both get more provinces and give us a boatload of econ. We're a single province away from getting 2 more actions (1 province 1 guild), and we want to get closer to the Thunder Twins and really solidify our hold on the lowlands. This seems like a solid opportunity to do so.

To go over the actions I thought necessary:
Proclaim Glory- we need legitimacy, this is how we get it.
Enforce Justice- Stability and Centralization are both low. I considered doing this as a main action, but I don't think it's quite worth it
Expand Econ- We're gonna be eating econ like crazy, and our policy won't help us there so we need to deal with it ourselves. We still want the stuff Trade policy will be doing (anti-pirate, trade income, diplomacy) so we just have to fund things ourselves.
Kilns- Ironworks has a solid chance of finishing this turn, and that means we'll use up 3 of our forests. Due to the plague it seems like at least 2 and possibly all 3 of our Forestry policies have died, so we need 4.5 more forests to be safe. {M} Kilns gives +3 so we need two.

By my math, even after including the Ironworks cost this leaves plenty of econ for the provinces to do a Plant Cotton, which they almost certainly will.

An alternative is to do
{S} Kilns
{G-M} Kilns
{G-M} Cotton
This would guarantee that we get the cotton done, but as long as we reserve enough Econ and Econ Expansion the provinces should almost certainly get the Cotton quest done themselves, and I don't really think it's worth it.
 
Personally I'm more in favor of integrating Gulvalley, since they're small enough that we might be able to grab them all in one go, and hopefully reduce the chances of accidentally going to war with khem-kun. It's also possible that hunt troublemakers will produce some clues as to necessary actions; if not I'll probably support whichever has better roads to hopefully deter centralization loss.
 
I leave for a few days and this is what happens.

[X] [PSN] Nothing
[X] [Religion] Priests can debate priests and hash it out (???)
[X] [React] Main Hunt Troublemakers (-1 Intrigue, -2 Wealth, 0 to +1 Stability, information on problems)

At least we kicked Nemesis Fashion, thank Christ.
 
Personally I'm more in favor of integrating Gulvalley, since they're small enough that we might be able to grab them all in one go, and hopefully reduce the chances of accidentally going to war with khem-kun. It's also possible that hunt troublemakers will produce some clues as to necessary actions; if not I'll probably support whichever has better roads to hopefully deter centralization loss.
*scratches head*

I... I think that they actually have about the same, which is not a lot. But Txolla is bigger so I think that they are overall worse off... Not sure.

I'm thinking our Pride in Acceptance will warp that into Perennial Philosophy where all religions see a facet of the same truth. In essence our universalism will encompass all religions but see our own as closest to the perfect truth.
Pretty pessimistic, but I could see it. Though it will probably only be a minor form with at least neutrality to others since it is ya know PiA.


This might seem strange, but we've seen that Study Stars is a very powerful action now, and doing this might help encourage the passive policy to build the Horse Valley temple. Even ignoring that, its low cost (1 wealth) and extreme power to see the future is invaluable. If we had done this last turn, there's a reasonable chance we would've know about the incoming plague.
Possibly, but we are not sure we are in a magic setting where this is viable, or at least I ain't. I am sure we are in a setting where Geniuses are not always operating to specs we expect and we get flat out impossible shit like what Yenyna pulled.

More than likely there is something to it, so I can see the use, but there are other things which may be more useful, like completing the Priest Quest quickly so we get 5 full turns of warning about things.
 
Personally I'm more in favor of integrating Gulvalley, since they're small enough that we might be able to grab them all in one go, and hopefully reduce the chances of accidentally going to war with khem-kun. It's also possible that hunt troublemakers will produce some clues as to necessary actions; if not I'll probably support whichever has better roads to hopefully deter centralization loss.
The issue is we don't want to grab them all in one go. We've got plenty of Prestige to support subordinate states, and a Colony starts out with 2 actions despite being only a single province (5/6 of an action for us).

Also, I really want to solidify our hold on the Lowlands. They're a very useful piece of land that were fought over for many generations, now that it's at peace and we control most of it we should make sure we can keep it that way.

More than likely there is something to it, so I can see the use, but there are other things which may be more useful, like completing the Priest Quest quickly so we get 5 full turns of warning about things.
Problem is that we can't afford to build the temple manually while still passing our other quests. Also, the calcs about the meteor strike were verified via this process, and it directly predicted the drought.
 
Problem is that we can't afford to build the temple manually while still passing our other quests. Also, the calcs about the meteor strike were verified via this process, and it directly predicted the drought.
That is the tricky thing. As to the calcs with the meteor strike I have much wariness of even touching the subject of Tormulyna because it is so nebulous how and what and why she did things. I could see that she predicted the meteor, I could even see her summoning but I have no information to make that conclusion so I won't. I can't recall the timing of the drought, but I think there was some confusion over the possibility that Tor-chan was actually predicting that. Or not and it was it's own separate thing, can't rightly recall, and the thing is predictive astrology is actually good at weather prediction as in it is most reliable doing that than anything else.

Anyway the point is, I am sure we aren't operating in a normal world anymore, but I want more information. What this essentially means is that I am amenable to taking Study Stars but it is pretty low on the list of what I want, with the top of that list being the integration of Txolla.


I'm also kinda curious how AN is doing the mechanics of these predictions. Like, is he rolling select things early? If so then that means that we are in some ways causing things to happen earlier, in a mechanical sense. I.e AN knows they will be a thing earlier, which will effect how it turns out.
 
*scratches head*

Pretty pessimistic, but I could see it. Though it will probably only be a minor form with at least neutrality to others since it is ya know PiA.
How is that pessimistic? Its acknowledging all religions are correct and see the same truth. Its only human for our priests to think our religion would be the closest to the truth. Just acknowledging the validity of other religions is a massively huge step that I only seen only so far in Islam.
 
Developing Issues
[X][PSN] Nothing
[X][Religion] Priests can debate priests and hash it out (???)
[X][React] Main Hunt Troublemakers (-1 Intrigue, -2 Wealth, 0 to +1 Stability, information on problems)

The king's orders were simple: the old priests had to put up or shut up and actually engage these new priests as priests. Both groups had some evidence that the gods were with them, so the king getting in the way would likely just result in smitings being handed out. While there were some preaching doom over this, more than a few of their fellows smacked them upside the head: the king was demonstrating wisdom by getting them to hash out the truth of the matter rather than making a rash decision, they should be encouraging this. Also, more subtly, it had to be pointed out that since the priests weren't united in their outright opposition to Qybrkyn the king telling them to debate him was essentially him ceding the decision to the priests.

From the king's perspective, he wanted to find out more about where the bullshit with the bored warriors was coming from, especially as recent reports showed a rather alarming number of their warriors were getting long in the tooth as many of the younger generation had run off to go conquer other territory. At least the Banner Companies were mostly recovered from their low point at the end of the war and provided a stable environment for warriors that kept them from wandering off.

Still, the report he got back was not encouraging.

While a few ringleaders of outright seditious intent had been caught in the act and rounded up for punishment, the problem was essentially bone deep among the People. Young men, especially among the yeomanry, seemed to just like to talk about the glory that could be theirs if they went off to the frontier. Even if most never actually did it, every once in a while the talk stuck in some young lad's mind and he stole away into the night to join those who had already broken away. Despite best efforts, the king's influence was already shaky and proclaiming that the People straight up should not talk about this wasn't going to work, especially not in the rural areas where the problem was primarily stemming from. It seemed that either the ambitions and power of the rural farmers and militias would have to be broken for the idea to truly die down, or for the idea to be definitively proven a bad one via main force.

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?, Yeoman Influence 0?, Martial Less than 5?); or a Civil War

Lesser warriors are joining up with the renegades in the west
[] [Crisis] Let them go (-3 Martial, -1 Stability, potential for war with the Storm Tribes, Crisis Continues)
[] [Crisis] Follow them in (-1 Stability, war with the Storm Tribes, potential to absorb the breakaways, 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)

The clawback of political rights and the closer administration of many of the subdivisions of Western Wall had somewhat mitigated the issue, but to some extent that had just focused their attention further west, outward from their capital in the mountains. Thankfully the troublemakers were keeping to the west, because the news from the traders to the east was that taking on the Mountain Horse was probably a really bad idea. While devastated from the loss of the lowlands, nomads biting at the eastern side of their mountainous territory had eventually resulted in the petty kingdoms there reuniting under a king of descent from both the locals and the nomadic tribes. It had come out that half the reason the Harmurri had been so interested in getting assistance in acquiring cotton and had asked for aid in doing so was because the Mountain Horse were progressively cutting off those incredibly distant routes to the south and far east. With those routes, control of a route to the mythical Salt Sea and the wealth concentrated there, internal supplies of tin and copper to keep well supplied in bronze, and being the best group able to capitalize on iron working slaves from the former Metal Worker tribes that were traded among the nomads, they were wealthy and militarily powerful. While for obvious 'not-wanting-to-be-smited' reasons they had little interest in attempting to take the lowlands once more, if someone took a swing at them the results would be... unpleasant.

Meanwhile, the Harmurri had come to the conclusion that they were sleeping next to lions and were fairly obviously taking pains to make themselves not worth attacking. While they had some practices the traders found a touch odious, they had obviously softened some of their stances on slavery to avoid drawing the attention of the People, while also simultaneously making sure not to suck up too much, lest they get eaten. They were also investing heavily in production of luxuries, as well as water management projects to make better use of their swampy home in the southern lowlands - the canals doubling as an extensive moat network that would make hostile invasion a giant pain to actually carry out. One thing that they were really interested in was the boat building techniques of the People, as they abutted a sea in the south and there was some suspicion that with better boats they could bypass the growing Mountain Horse presence in the east.

While all of this information was being gathered, news got back to the king that the debates had gone... mixed. Both the new priests and the old had made valid points against each other, and while a few fights had broken out, it seemed that the debate had generally made the Mylathads stronger by getting them to moderate some stances in areas where they had unpopular opinions. In general it was agreed that while there was perhaps a grander Truth behind the gods, the gods themselves were manifestations and aspects of that greater Truth. Many already believed that the spirit of an individual tree could be a component of a greater god of the forest, who in turn could be but an aspect of the God of All Forests. Truths could be nested, and thus in the pursuit of Truth one need not abandon the gods.

Mylathadysm - "Seekers of Truth"
Virtues: Humility, Contemplation, Community
Values: Syncretic (Increased Spread, Increased Schisms), TBD

The king wasn't exactly sure if a faster spread of these new teachings was exactly what he had in mind when he told the priests to debate the newcomers, but it could be worse he supposed.

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. (17/46) +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 (3/3) to one of the available ones listed below
Agriculture (+1 Econ and -1 Econ Expansion/turn)
Diplomacy (+1 Diplo/turn)
Skullduggery (+1 Intrigue/turn, -2 Diplo)
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 2 innovation rolls each turn, -1 Wealth)
Infrastructure (+1 Free Progress to an infrastructure project (Aqueduct, governor's palace, saltern, etc.)/turn)
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)
Develop Intrigue Web - With contacts in the right places, all sorts of fun things can be done
S: -2 Wealth, -2 Diplo, +1 Intrigue
M: -3 Wealth, -3 Diplo, +2 Intrigue

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 and Econ Expansion, 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: Steppe Portage (risky)
*S: -3 Diplo, -2 Wealth, -1 Econ, 2 Econ Transfer, -2 Martial, founds trading post to generate Wealth and Diplomacy

Hunt Troublemakers - Those who would do harm to the kingdom rarely plan this openly, so subtle methods are needed to find them and root them out
S: -1 Intrigue, information on problems
M: -1 Intrigue, -2 Wealth, 0 to +1 Stability, information on problems

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)

Launch Intrigue Mission - Whether inside or out of the kingdom, more offensive uses of intrigue can be used to attempt to gain an advantage
*S: -1 Intrigue, -2 Diplo, -2 Wealth, begins an intrigue event in target location
*S: -2 Intrigue, -3 Diplo, -3 Wealth, begins an intrigue event in target location with higher odds of success

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 Spiritbonded - Those who are one with their horses possess remarkably combat capacities
*S: -2 Econ, -2 Mysticism, -5 Wealth, +2 Martial, +1 Culture, +1 Light Cavalry

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), internal reorg (+3, 0/10 places available)
* 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 (3/6), 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".
Academy - There have been some suggestions that the way that the elite are trained could be improved, to the benefit of all who appreciate learning. (3-5? action commitment, -2 Culture and Mysticism per action, 0/1 Econ commitment)
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)
Great Library - The libraries thus far are fine, but with many of them and one on a port location, the possibility of an even larger library where everything might be stored presents itself (5-7? action commitment, -3 Mysticism and Culture per action, 0/2 Econ commitment)
Ironworks [Guild] - A place with both iron and good flowing water could greatly improve the production of iron (3/5-8? 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 Four Secondary actions, and Two Main [Guild] action. Currently auto-committing one action per turn to the Ironworks megaproject

[] Art Patronage
[] Black Soil
[] Build Chariots
[] Build Docks
[] Build Glassworks
[] Build Mills
[] Build Porcelain Works
[] Build Theatre
[] Build Wall
[] Build Watchtowers
[] Change Policy
[] Develop Intrigue Web
[] Distribute Land
[] Enforce Justice
[] Expand Economy
[] Expand Forests
[] Expand Snail Cultivation
[] Expand Vineyard
[] Hunt Troublemakers
[] 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
[] Launch Intrigue Mission
[] More Blackbirds
[] More Carrion Eaters
[] More Spiritbonded
[] 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 (9/9) (Redshore+Sacred Forest), Inner Forest (0/9), Upper Hillhome (0/9) 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: Strike when least expected

Patricians (4) - Objective: Distribute Land within 1 turns. Success: +1 Stability
Guild (3) - Objective: Lead in a textile type good within 1 turns. Success: Free random technology, Failure: -4 Wealth
Traders (3) - Objective: Have Naval Power above 5 within 2 turns. Success: Free tech advance
Yeomen (3)- Objective: Have 8 or more forest slots unoccupied within 1 turns. Success: +2 Econ
Priests (2*)- Objective: Build an Observatory within 2 turns. Success: Astrology rolls revealed for 5 turns
Urban Poor (1)- Objective: Found a new Free City within 2 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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First!!

Edit:
General
Diplomacy 8 [+3]
-Intrigue 4
Economy 14 [-1]
-Sustainable Forests 20/26.5
-Econ Expansion 8 [+1]
Martial 7 {9}
-Light Cavalry 1
Naval 3
Wealth 18 [+3]
+3 Salt
+2 Strategic
+8 Luxury
-2 Units
-5 Maintenance
-2 Pirates
-2 Fees
Total: +3

Cultural
Culture 13 [+3]
Mysticism 24 [+3-3]
Tech 15 [-1]
Prestige 94

Stability
Stability 1 (neutral)
Legitimacy 2 (dented)

Organizational
Centralization 0
Hierarchy 7
Religious Authority 8
Dat 24 stat cap
Dat 14 econ
Dat Stab 1

OOOOHHH YESSSSSSS MUAHAHAHAHA
Academy - There have been some suggestions that the way that the elite are trained could be improved, to the benefit of all who appreciate learning. (3-5? action commitment, -2 Culture and Mysticism per action, 0/1 Econ commitment)
Great Library - The libraries thus far are fine, but with many of them and one on a port location, the possibility of an even larger library where everything might be stored presents itself (5-7? action commitment, -3 Mysticism and Culture per action, 0/2 Econ commitment)

Also these, but who cares.
Develop Intrigue Web - With contacts in the right places, all sorts of fun things can be done
S: -2 Wealth, -2 Diplo, +1 Intrigue
M: -3 Wealth, -3 Diplo, +2 Intrigue
Launch Intrigue Mission - Whether inside or out of the kingdom, more offensive uses of intrigue can be used to attempt to gain an advantage
*S: -1 Intrigue, -2 Diplo, -2 Wealth, begins an intrigue event in target location
*S: -2 Intrigue, -3 Diplo, -3 Wealth, begins an intrigue event in target location with higher odds of success

Revised plan:
[X] [Crisis] Let them go (-3 Martial, -1 Stability, potential for war with the Storm Tribes, Crisis Continues)
[X] [Main] Expand Economy
[X] [Secondary] Proclaim Glory
[X] [Secondary] Enforce Justice
[X] [Secondary] Efficient Charcoal Kilns
[X] [Secondary] Temple - Horse Valley
[X] [Guild] Efficient Charcoal Kilns
[X] [Guild] Plant Cotton

14 + 6 = 20 - 11 for kilns + temple + PG + cotton = 9 - 4 Potential Trade Policy Cotton (?) = 5 econ - 1 for the True City = 4 - 2 for the ironworks action = 2
We'll finish the yeomen and trader quests.
Yeomen quest gives us +2 econ, so we have 4 econ as an end result, pending trade policy expenditures.
 
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So, we want to up Cent and drop Martial, I'm guessing? Reducing Yeomen power to 0 sounds like it'd just leave to the yeomen being suppressed rather than changed to be less expansionist, which isn't good.
 
Action List changes:
Skullduggery passive policy
Develop Intrigue Web action
Trading Post option
Hunt Troublemakers
Launch Intrigue Mission
More Spiritbonded
Megaproject Academy
Megaproject Great Library

[X] [Secondary] Proclaim Glory
[X] [Secondary] Enforce Justice
[X] [Main] Expand Economy
[X] [Guild] Efficient Charcoal Kilns
[X] [Guild] Efficient Charcoal Kilns x2

The above actions I consider absolutely necessary, though the 2nd Kilns can be replaced with a secondary kilns on the main action list instead.
[X] [Secondary] Study Stars
[X] [Secondary] Integrate Colony - Txolla


[X] [Crisis] Let them go (-3 Martial, -1 Stability, potential for war with the Storm Tribes, Crisis Continues)
 
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