Um, I think we have a centralization problem. Our current centralization is six, we have +3 incoming. And our Religious authority is golden at 8. Does that mean 9 centralization would be red?
No. Their max and min caps are not related.

In fact based on our various bonuses or max cent may be as high as 16.
 
In the extreme long term. And that was before we conquered all the Txolla.

Right now it just overextends us. A capital at the Trelli straits is completely unmanageable.
No that was after we conquered the Txolla. Also surprise its been a few centuries. It does not overextend us but makes it easier to consolidate our borders and administer our Western vassals and lets us stop rampant piracy a few turns (decades) earlier. It's 3 days travel from any city on the notBlack sea and Trelli lets us economically dominate the entire region so the lowlands will be fine. We need to build a canal to even administer the lowlands so again waterways are vital.
 
Invalid argument, irrelevant to the current turn.

We can compare future turns only when the future turns have arrived in the present.

...the fuck? The fact that my argument involves future plans does not invalidate it. If we only look at the current turn, then of course we're never going to be able to determine whether the predictions are accurate - you've already established by fiat that we can't obtain a representative sample of results.
 
[X] [Attack] No one
[X] [Attack] Hire out mercenary company
-[X] [Attack] Both
--[X] [Attack] To Freehills

[X] [HS] Prototype Weapon Storage (Palace Arsenal + Storehouse Annexes, Reforms advance)
[X] [HS] Increase Iron production further (Redshore Ironworks [-3 Econ, -3 Tech, 2 Sustainable Forest used, Expand Econ additional +1 Econ, -1 EE, -1 Tech] + Sec Survey, Reforms advance)
[X] [SR] Food (Colonies and vassals transfer 1 Econ/turn each)
[X] [Policy] Infrastructure (+1 Free Progress to an infrastructure project (Aqueduct, governor's palace, saltern, etc.)/turn)
[X] [Policy] Defence (+1 significant walls/turn)
 
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No that was after we conquered the Txolla. Also surprise its been a few centuries. It does not overextend us but makes it easier to consolidate our borders and administer our Western vassals and lets us stop rampant piracy a few turns (decades) earlier. It's 3 days travel from any city on the notBlack sea and Trelli lets us economically dominate the entire region so the lowlands will be fine. We need to build a canal to even administer the lowlands so again waterways are vital.
Okay.

Txolla - Original - Paths of Civilization | Page 3857
Trelli - Original - Paths of Civilization | Page 2877

Please explain to me, because I'm clearly a blinddeafmute idiot, as to how 9048794 is less than 8869301, or how 3857 is less than 2877.

Please explain.
 
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Err...the link for "Txolla" is the Meteor Incident, not our acquisition of the initial lowlands vassal.
The Meteor Incident led us to getting huge tracks of Txolla land.

Which was obviously not foreseen by AN, and changes the dynamics of our strained admibstration and ideal capital city.
 
Okay.

Txolla - Original - Paths of Civilization | Page 3857
Trelli - Original - Paths of Civilization | Page 2877

Please explain to me, because I'm clearly a blinddeafmute idiot, as to how 9048794 is less than 8869301.
Okay.

Txolla - Original - Paths of Civilization | Page 3857
Trelli - Original - Paths of Civilization | Page 2877

Please explain to me, because I'm clearly a blinddeafmute idiot, as to how 9048794 is less than 8869301, or how 3857 is less than 2877.

Please explain.
We conquered the Txolla under Phygriff before they called themselves the Northwest Lowland Minors. Then we built the Palace right after.
 
Okay.

Txolla - Original - Paths of Civilization | Page 3857
Trelli - Original - Paths of Civilization | Page 2877

Please explain to me, because I'm clearly a blinddeafmute idiot, as to how 9048794 is less than 8869301, or how 3857 is less than 2877.

Please explain.
Yeah right here is when we gained the Txolla before they named themselves the Txolla. Which was far before the Palace debate.
[X][King] Phygrif (-1 Legitimacy, Main Build Chariots, Heavens Hawk become a March)
[X][Hat] Yes, become a Colony
[X][Refugee] Take in as many as possible (-2 Stability, chance of further loss, +6-8 Econ, different benefits if Hatvalley a colony)

In Phygrif's opinion, the southerners were a very odd people. They did many things that were very foolish or weak in his opinion, but they were also incredibly loyal to those they had a relationship with, and that had included his own tribe. For the most part he had considered the relationship to be one where they paid him and his warriors in nice things so that they could still have wealth to obtain wives without raiding the farmers, but they could gain honour fighting against poorer enemies further out into the steppes. Only when their enemies had decided to press them harder than usual the southerners had shown up with many, many warriors to assist in pushing back. To some extent Phygrif had rankled at this, he did not need their help, but from his understanding through trade and contact it was not that they felt that he could not do it alone, but rather that their own honour called for them to aid all. They had even sent the heir to their tribes to assist, and from initial contact Phygrif had had a good opinion of him. He seemed to know what he was doing.

Unfortunately, as it turned out, that wasn't quite enough. A significant number of the troops they had brought with them were trained for a different kind of warfare. Phygrif had seen it immediately, that they were meant for a strategically slower but tactically more intense kind of fight than the fluid back and forth of raid and counter raid on the steppes. Whenever the Red Banner came into actual contact with the enemy they crushed them utterly, but they had great difficulty actually catching the enemy. Ylrulthyn had, sensibly enough, deferred to Phygrif and the Stallion Tribes war leader whenever it made sense, but unfortunately the leader of the Stallions had been a poor choice, and he had ended up scattering the forces, spreading them too far apart and making a hash of the scouting. And thus Ylrulthyn's camp had been left vulnerable to a night raid, and the heir had been killed in a sneak attack.

Even as he got everyone's act together in the shocking wake of that and began to crush the encroaching tribes, Phygrif was shocked when about a moon later a rider - such a curious development, he was making sure the youngsters in his tribe were picking it up! - came to him with news of activity in the south. The news of the death of the heir had caused their elderly king to fall into a fell slumber and pass away, and their chiefs had gathered to decide upon a new king. A sensible enough practice once it had been explained to him, it still felt a bit odd to him. What truly hit him as completely mad though was the fact that he was being offered the kingship. Apparently he had allies among the northern chiefs, who, hearing the news of the death of Ylrulthyn first and having the greatest access to horse couriers, had managed to coordinate. They wanted the hero of the hour - and who none of the northern chiefs had competing interests with and thus could agree as a cohesive block instead of squabbling among each other - to take up the kingship. All he had to do was perform their adulthood induction rites, the rites to their gods - he could include his own if he wanted! - and to delegate leadership of his tribe to his own heir, and he would be given control of the entire southern kingdom. There were certain responsibilities and traditions he had to follow, but he could essentially do what he wanted with the power.

Phygrif was not the sort of adept political mastermind that seemed to infect the south like termites, but he knew that this offer wasn't entirely for his benefit. But he also knew an offer too good to refuse when he saw one, and he also felt more than a little indebted to the southerners. They had moved to support his people and had lost their king and heir in the process. It seemed only right that he shoulder the burden for the remaining years of his life. Plus it would massively increase the prestige of his family.

Heading south, into their hilly, rainy land, Phygrif went to their honestly quite magnificent main temple to perform the rites of kingship and then to their primary capital - both the settlements of Sacred Forest and Valleyhome were terrifying in how each one had neighbourhoods at least as large as his entire tribe - admittedly, they were the large neighbourhoods, but still! He met with the white haired, hard faced and flinted eyed patrician who had been the frontrunner for this new election before the northern chiefs had swept Phygrif to power, and Phygrif knew not to cross this man. Despite the fact that Phygrif would probably outlive him, Dythuwyn was made heir to cover for some of the administrative difficulties the nomad king would have while the actual next heir was informally sorted out among the various influence networks that were mostly invisible to Phygrif. Instead, he talked to all the People he was supposed to and tried to figure out what their problems were. It was how he dealt with things in his tribe.

First off, the north was a bit upset that the south had a whole bunch of nice things that they didn't share equally. The north wanted roads and temples and more luxuries and a chance to prove themselves. Meanwhile, the gods had apparently decided to dump continual light rains upon the south, such that their forests were growing sick and some of their buildings were even sinking in the muck. Phygrif figured they should probably move away, but they apparently had significant spiritual attachment to the place, and even the northern herdsmen didn't begrudge the farmers being attached to their land. Phygrif didn't really get it, but their shamans were on the job and all he had to really do was say that they would get the resources they needed to determine how to appease the gods. Not one to meddle in the affairs of the supernatural, Phygrif gave his assent. Then, given the losses from the fighting up north, he authorized the expansion of their elite chariot warriors. They would need them, because...

"So, who do we need to kick the shit out of?" Phygrif asked of his short council once he had finished settling in after about a month of rather confusing ceremony.

"Sir?" The War Chief asked.

"The north is biting for a fight, and the south wants someone to blame for all of this. I'm moving some warriors from my tribe and the rest of the tribes to the Red Banner so everyone gets a chance at glory, and then I'm going to go take the head off of whoever is to blame for this," Phygrif explained.

The council seemed to not get his point, not even the northern chiefs who had put him there, but the War Chief said, "Well, all of our neighbours aren't really a problem... well, other than in the north and those tribes have already been dealt with. I suppose the Xohyssiri's practices could be a problem, but we've been dealing with other things and they're a bit far..."

"The Xohyssiri? What's with them?" Phygrif asked, eagerly.

"Human sacrifice, including of young children and babies. The Red Banner fought against them under the employ of the Thunder Speakers and the Highlanders and learned of this practice, but we were unable to follow up after that," the Spirit Chief explained in disgust.

Phygrif blinked a few times before he clapped his hands together and said, "Right then, there's your problem! I'll be taking the Red Banner to go kill them now!"

It of course took a solid year to get everything ready, but it was a year that the king used to get everything in order among his own people, and to get the Red Banner in order with a fresh influx of warriors. The new charioteers would take some time to be ready, but the only major threats for the moment were in the south anyway, and there were other major garrisons to take care of any major situation that might come up. And with everything in order, they were off!

Marching first east into Redhills, Phygrif was actually impressed by the way the rains seemed to just stop shortly after they got out of the eastern hills and started to enter the lowlands proper. He had heard stories, but to actually be here, in this hot grasslands was something else. Apparently the rains mostly fell in the east and hills and fed into the lowlands, so away from the rivers things hadn't changed much, but closer to the rivers the banks had become mires of overgrown reeds. It was supremely poor terrain from which to raid, but it was excellent terrain for the moving wall of spears supported by archers that was the Red Banner Company. He only had a few Blackbirds, but they were scary in the marshes and scrubby forests.

About the only annoying thing was that the People asked that he not loot everything in his path, especially if the locals actually surrendered, which they did with somewhat alarming readiness once the warriors of the Xohyssiri had been killed or driven off. Apparently the first territory they had encountered was part of the periphery and was used to getting passed back and forth between competing kingdoms. After a season of this, Phygrif had the profound epiphany that no wonder the People were so soft: the lowlands were no fun and they had pushed their borders so far north only some of them got to get in on the action against northern tribes! Well, the fighting in the lowlands was actually fairly fun, when it happened, but once they started to get into well watered areas their pace slowed to a crawl. There was only three or four months a year they could fight before the flooding shut down all significant movement, and then they had to spend another season making sure their food supplies were in order. But those remaining few months of the year? Oh, that was great fun! The Xohyssiri fought hard even as they got pushed back with every heavy step the Red Banner took forward, and villages willingly surrendered, providing tribute, food, and fresh warriors.

At some point Phygrif looked up and realized that nearly a generation had passed and he was an old man and he had carved the northern-western quarter off the Xohyssiri territory.

Oh, songs would be sung about this!

New vassal acquired: Lowland Minors (North-west)
Over limit! -1 Diplo, +1 Prestige
New Legacy Gained:
One of Each (Five): +1 Subordinate State
New Legacy Gained: Vassal Lords (Five): Subordinates states less likely to break away
No longer over limit

Also, apparently the traders and clerks and what not were happy about having new people to trade with because their other trading partners were suffering and they weren't sure what to do. He didn't quite get it, but his subordinates were happy, so that was good. Also, there was apparently some news the traders were going on about, something about some really far away kingdom building their own mountain or something? Whatever.

Wonder Announcement: The Khemetri have completed a true wonder, their megalithic buildings reaching nearly unimaginable heights. Any other projects along those lines would seem like pale imitators. The Mountain megaproject is no longer available to cultures that do not already have it completed

Art Patronage - Wealth of the first and second kind can be used to create wealth of the third kind to the benefit of all
* S: -1 Wealth, +2 Art
* M: -1 Econ, -2 Wealth, +4 Art, +1 Prestige, potential innovations

Black Soil - There are many places that could benefit from further black soil, but making more is starting to take up more resources than it is currently returning
* S: -1 Econ, chance of +1 Econ next turn, +2-3 Econ Expansion
* M: +2-3 Econ Expansion
* 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, -1 Wealth, +2 Martial, +1 Art
*M: -1 Econ, -2 Wealth, +4 Martial, +1 Art

Build Docks - 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: -1 Econ, +1 Diplo, increased potential for new innovations, increased trade power

Build Glassworks - A new material discovered recently, new luxuries and trade goods could be made from relatively cheap materials
*S: -1 Econ, +1 Wealth, +1 Art, small chance of new innvoations
*M: -1 Econ, +2 Art, increased chance of new innovations

Build Mills - By harnessing the power of flowing water, work can be done, freeing up considerable amounts of labour
*S: -2 Wealth, -1 Art, +2 Econ, potential for innovation
*M: -3 Wealth, -1 Art, +3 Econ, increased potential for innovation

Build Wall - The practice of building city walls has reached new heights with access to superior tools making the cutting of stone simpler (60% light walls, 30% significant walls, 10% massive walls)
*S: -1 Econ, +5% light walls
*M: -2 Econ, +5% significant walls
*2M: -4 Econ, +5% 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. (40% 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 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

Distribute Land - By reworking the distribution of land, the king can improve tax income and reduce pressures administrative overhead
*S: -1 Centralization, +1 Wealth
*M: -2 Centralization, +3 Wealth

Enforce Justice - The king is a servant of the law, and he can use the army to remind people of that fact [GJ]
* S: 1 Stability, +1-3 Centralization
* M: 1 to 2 Stability, +2-3 Centralization
* the more settlements with walls outside of the capital, particularly large walls, the less effective this action is
*Max Stability: Legitimacy

Expand Economy - Encourage the growth of food producing activities such as farming, pastures, or fishing, depending on where focus is placed
*S: +2 Econ, -2 Econ Expansion, potential additional effects
*6 Econ Expansion available (max 11 to keep Sacred Forest True City; max 15 for Valleyhome)

Expand Forests - The People have knowledge of how to regrow and repair forests, which extends to bringing them to places they have never been, with considerable effort. With charcoal now in higher demand, can also provide a sustainable supply (7/7 currently locked up)
* S: -1 Econ, -1 Econ Expansion, grows forest, +1 Econ next turn if in settled territory and controlled
* M: -1 Econ, -1 Econ Expansion, grows forest, +2 Econ next turn if in settled and controlled territory

Expand Snail Cultivation - 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
* M: -1 Econ, +1 Wealth, +1 Art, potential additional effects

Expand Vineyard - 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, +2 Wealth next turn
*M: -1 Econ, -1 Econ Expansion, +1 Wealth, +1 Art

Expand Warriors - More men can be inducted into the ranks of the warriors every year and not face major food shortfalls
* S: -1 Econ, +1 Martial
* M: -1 Econ, -2 Wealth, +3 Martial, +1 Art, potential additional effects

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: Greenshore
*S: Change Greenshore Trading Post to a Colony
*M: 4 Econ Transfer, -2 Martial, founds colony to produce raw resources

Found March - Sometimes you need an extra buffer between you and hostile powers, or a place to stash excess warriors. Current Target: North-East
*M: -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!
*M: -5 Martial, -1 Wealth per turn in your employ, +1 Wealth per turn if hired out to another group, or 0 Wealth per turn and adds directly to Martial score

Found Trading Post - When doing long distance trading, sometimes having your own infrastructure in place at the other end can be quite useful. Current Target: Far North (dangerous), Near Trelli (risky)
*M: -3 Diplo, -2 Wealth, 2 Econ Transfer, -2 Martial, founds trading post to generate Diplomacy

Integrate Colony - Part of the colony of Western Wall or Hatvalley can be integrated into the People more fully, transitioning from a Colony to a province
*M: -6 Diplomacy, gain Econ and Martial from integrating Colony

Integrate March - Better communications and administration means that the Stallion Tribes or Heaven's Hawk can be integrated into the People more fully, transitioning from a March to a province
*M: -6 Diplomacy, gain Econ and Martial from integrating March

Improve Annual Festival - A festival for every season, but their expansion can help put the People at ease and teach good practices.
* M: -1 Econ, -2 Wealth, +1 Stability, +2 Art, chance for additional effects
* 2M: -2 Econ, -2 Wealth, +1 Stability, +4 Art, chance for additional effects
* Max Stability: Legitimacy - 1

More Blackbirds - Elite scouts and woodsmen, the Blackbirds are a potent force, if not exactly mainline fighters. More of them could prove useful
* S: -1 Mysticism, -1 Wealth, +1 Martial, +1 Art, more Blackbirds
* M: -1 Econ, -1 Mysticism, -1 Wealth, +2 Martial, +1 Art, 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 Mysticism, -1 Wealth, +1 Martial, +1 Art, more Carrion Eaters
*M: -1 Econ, -1 Mysticism, -1 Wealth, +2 Martial, +1 Art, many more Carrion Eaters, additional effects

More Boats - The things are expensive but oh so useful, so having more of them will increase your capacity for trade, travel, and fishing
* S: -2 Econ; +1 Econ, +1 Econ Expansion, and +1 Diplo next turn, other potential effects
* M: -2 Econ, -1 Wealth, +1 Art; +1 Econ end of turn, +1 Econ, +1 Econ Expansion and Diplo next turn, additional effects,
* used 6 times

New Settlement - There are a few new sites that could have new settlements placed on them: northern Blackriver, far eastern Redhills, far north-eastern Redhills, south of cataracts
* S: +1 Econ next turn, increases number Econ Expansion depending on environment
* M: +1 Econ and +1 Mysticism end of turn, increases Econ Expansion
Special: Main new settlement in south of cataracts, far eastern Redhills, or far north-eastern Redhills can produce new provinces. Far eastern Redhills will also give territorial continuity with your vassal and allow for their integration

New Trails - There are many settlements with only marginal trails, so more could be useful
* S: -1 Econ, +1 Centralization, other effects
* M: -1 Econ, +1 Centralization, +1 Diplo, other effects

Proclaim Glory - By using art the King can promote people to trust his decisions; modified by Diplomacy skill
* S: -2 Art, +1 Legitimacy
* M: -3 Art, -1 Econ, +1 Legitimacy, +1 Stability, potential +1 Prestige
* Max Stability: Legitimacy

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
* modified by Administrative skill

Sailing Mission - Boats have proven themselves capable of exploring long distances, so what else might they discover along the shores of the sea?
* S: Potential new discoveries
* M: -1 Econ, improved odds of success

Salt Gift - With the saltern, the People have access to tremendous amounts of salt, which can be used to awe outsiders
*S: -5 Wealth, random amount of Diplomacy, Art, and Prestige generated
*M: -5 Wealth, random amount of Diplomacy, Art, and Prestige generated (min. 1 of each) and the possibility of Mysticism generation

Study Alchemy - Materials can be made to transform their form through special treatment. What wonders can be discovered in this process?
*S: -1 Mysticism, -1 Wealth, potential new discoveries
*M: -2 Mysticism, -1 Wealth, -1 Econ, increased chance of new discoveries

Study Forests - The holy site within the sacred forest is the repository of lore on the forests and the things within them, but could the shamans learn more? 1 Use
* S: Potential new discoveries
* M: -1 Econ, -1 Wealth, +1 Mysticism, improved odds of success

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

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

Study Stars - What secrets do the heavens hold when you study the stars and their motions carefully? 10 Uses, 2/4 Uses in a Row
*S: -1 Wealth, +2 Mysticism, tiny chance of new insights
Cannot be used as a Main action

Support Subordinate - Send resources over to a subordinate state to help prop them up.
*S: Transfer 1 Econ and Martial, +1 Econ Expansion
*M: Transfer 2 Econ and Martial, +1 Econ Expansion

Survey Lands - What interesting discoveries are within the People's lands?
* S: Potential new discoveries
* M: -1 Econ, improved odds of success; used 2 times

Trade Mission - Sending a major caravan to another large group can bring new opportunities and find out more about the outside world
* S: -1 Wealth, additional effects depending on target, +1-2 Diplo end of of turn;
* M: -1 Wealth, -1 Econ, additional effects depending on target, +1 Diplo end of turn, +1-2 Diplo next turn, +0-1 Wealth next 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 (0/10), Southshore Saltern Expansion (0/10). Each {S} committed consumes 2 Econ for 2 Progress. Completion gives additional Diplomacy and every 2 salterns or expansions increases the per turn Diplomacy by +1
Aqueduct - Redshore (0/8), Lower Valleyhome (0/4), Stonepen (0/6), Blackmouth (0/8), Redhills (0/6). Each {S} committed consumes 2 Econ for 2 Progress. Completion adds +4 Econ Expansion and can allow for the formation of another True City
Temple - Progress listed below, each {S} committed consumes 2 Econ and 2 Art for 2 Progress. Completion increases Religious Authority
Library - Any location with a temple and/or True City status can have a library, with each {S} committed consuming 2 Art and 2 Mysticism for 2 progress. Completion grants Mysticism, every 2 libraries past the first increases the Mysticism refund by 1. Valleyhome (0/4), Sacred Forest (0/4)

Reminder: 2 {S} applied to the same project = 1 {M}
Additionally: 2 Mains may have non-linear effects

Special: You can switch to Defensive or Offensive policy without taking an action this turn

Mega-Projects - Mega-Projects can require many generations to complete, take an unknown amount of time to do so, and drain Econ while active, but can produce massive benefits once complete. Once chosen, the occupy the Main Focus slot until either completed or stopped early. Early stopping once started does not refund any of the investments and increases social strife. To reduce confusion, mega-projects are not listed as part of the voting project list and must be "written-in".
The Census - How many People are there anyway? (4-6? action commitment, -2 Mysticism per action) [Reserves + Library]
The Games - Physical competition and prowess are becoming a popular pass time and way for warriors and militia to train. Could a special festival be founded to celebrate this? (4-6? action commitment, -1 Mysticism and Art per action, 2 Econ total commitment) [Elites]
Grand Docks - With the new docks in place, further expansion to something of a more significant scale could be of benefit (4-6? action commitment, -1 Econ per action, will likely require a significant supply of timber)
Grand Palace - The king's palace is not just a dwelling but a place of government, a stockpile for the People's needs, and a symbol of strength to outsiders (5-7? action commitment, -1 Econ and Art per action)
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? (5-7? action commitment, -1 Econ per action)
Place to the Stars - The shamans have noticed deeper patterns among the stars than they ever imagined, and setting up long term memories of where things should be could be intensely useful, if also labour intensive to get sufficiently durable markers in place (7-10? action commitment, -1 Econ per action, some Mysticism commitment)
Sacred Forest Renewal - The weather is changing, fight back against the forests becoming something different and less hospitable to the People (7/8-10? Action commitment; -2 Econ, -2 Mysticism, -1 Art 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 or One Main x2 and One Secondary available. Must commit at least 1 Main Action to the Sacred Forest Renewal Megaproject, which requires 1 to 3 more turns of work. The Red Banner Company and the Lowland Minors (North-West) are currently at war with the Xohyssiri. At this level of legitimacy it is recommended to send at least one Main War Mission against the Xohyssiri to keep the loyalty of your vassal

[] Art Patronage
[] Black Soil
[] Build Chariots
[] Build Docks
[] Build Glassworks
[] Build Mills
[] Build Wall
[] Build Watchtowers
[] Change Policy
[] Distribute Land
[] Enforce Justice
[] Expand Economy
[] Expand Forests
[] Expand Snail Cultivation
[] Expand Vineyard
[] Expand Warriors
[] Found March
[] Found Mercenary Company
[] Found Trading Post
[] Integrate Colony
[] Integrate March
[] Improve Annual Festival
[] More Blackbirds
[] More Carrion Eaters
[] More Boats
[] New Settlement
[] New Trails
[] Proclaim Glory
[] Restore Order
[] Sailing Mission
[] Salt Gift
[] Study Alchemy
[] Study Forests
[] Study Health
[] Study Metal
[] Study Stars
[] Survey Lands
[] Support Subordinate
[] Trade Mission
-Target Options: Highland Kingdom, Thunder Speakers, Metal Miners, Lowland Minors, Xohyssiri, Thunder Horse, Northern Nomads, Into the Wild (Eastern Sea), Into the Wild
[] War Mission
-Target Options: Northern Nomads, Xohyssiri (Baby Eaters)
Provinces for Projects: Valleyhome, Redshore, Stonepen, Sacred Forest, Northshore, Blackriver, Redhills, Southshore, Hatriver
Major Holy Sites: Rainbow Trail (0/4), Sacred Forest (Temple 0/8), Holy Sea (0/4), Horse Valley (0/4), White Circle (0/4), Warrior's Rest (0/4), Star Mirror (0/4), Sunrise Grove (0/4), Skyforest (0/4), Bloodgrove (0/4), Spiritwell (0/4), Moonwell (0/4), Sparkling Cave (0/4)
 
Sorry, huge tracks of Thunder Horse lands.

Doesn't change my point. We have lots of new lands in the East, and moving the capital West is going to make admin problems worse.
 
Sorry, huge tracks of Thunder Horse lands.

Doesn't change my point. We have lots of new lands in the East, and moving the capital West is going to make admin problems worse.
Not if we build those canals which will be our main way of administering all that land. Holding Trelli only lets us economically dominate our vassals which will halt all thoughts of rebellion. Seriosuly 3 days travel for any of our current vassals and after the canal it would be at best a week for our lowlands vassals
 
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No. Their max and min caps are not related.

In fact based on our various bonuses or max cent may be as high as 16.

Centralization Tolerances:
[Low Tolerance: "Neutral" - 3]​
-Government Base ("Neutral")
-Legacies (-1)
-2 Governor's Palaces (-2)
[High Tolerance: "High" + 5]​
-Government Base ("High")
-15 Interconnectivity (+5)
-Legacies (+2)
-10 Provinces (0)
-0 Non-Supported True Cities (0)
-2 Governor's Palaces (-2)

I'm still confused. You say as high as 16, but our centralization limit might be 7 according to the positive centralization tolerances, possibly 9 if you add +2 Upper Centralization Limit legacy. Please guide me to where you grabbed 16 Centralization.
 
Not if we build those canals which will be our main way of administering all that land. Holding Trelli only lets us economically dominate our vassals which will halt all thoughts of rebellion. Seriosuly 3 days travel for any of our current vassals and after the canal it would be at best a week for our lowlands vassals
My question is, you want to do this during the Second Son crisis, Myranyn Reforms, and a future return of the Liquidity Crisis?

That, uh... doesn't make a lot of sense to me since we need all our actions to deal with the above.
 
My question is, you want to do this during the Second Son crisis, Myranyn Reforms, and a future return of the Liquidity Crisis?

That, uh... doesn't make a lot of sense to me since we need all our actions to deal with the above.
Holding Trelli means we don't have another civ using up lots of precious metals for currency which we can use. The ensuing battle will let us test out our reforms and cull off some of the aggressive warriors we have and remind our vassal states the power of the core. So I see no downsides.
 
Sorry, huge tracks of Thunder Horse lands.

Doesn't change my point. We have lots of new lands in the East, and moving the capital West is going to make admin problems worse.

Yep.
@notgreat , look at how much trouble our current vassals are giving us. Specifically, reread first part of this very update. And those are across the not-Black Sea, quite close, closer than Trelli would be or then TH+TS would be to Trelli if we moved capital.

Our current colonies are borderline unmanageable, what on Earth gives you the idea another one - this one rich vassal we would conquer without CB - will make things better?

Not if we build those canals which will be our main way of administering all that land. Holding Trelli only lets us economically dominate our vassals which will halt all thoughts of rebellion. Seriosuly 3 days travel for any of our current vassals and after the canal it would be at best a week for our lowlands vassals


Reread this fucking update. We cannot even reliably know what our colonies - not even vassals - are doing with their - our! - warriors. And they've been abusing it for decades. And they are loyal. But their "loyalty" still means they would side against us in civil war.

Why would managing Trelli be easier than this clusterfuck?
 
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I'm still confused. You say as high as 16, but our centralization limit might be 7 according to the positive centralization tolerances, possibly 9 if you add +2 Upper Centralization Limit legacy. Please guide me to where you grabbed 16 Centralization.
If it was 7, 6 would be Yellow.
I'm personally pulling the number from veekie, here is his math.

We now know our Centralization tolerances modifiers more explicitly.
Min is 0, we've been there (so the min base is 3 for our model)
Max is at least at 8, if the max is the same as the min. Assuming a range of 5 between min and max at base, we're looking at a max of 16(?!)...so I probably made some bad math here.
Greater than 10 is highly likely.

Also we do not have to worry about going over 7 Cent right now since we have PSN taking 2 and EJ giving 3.

E: In fact we will end up at 7 Cent in the main turn I think and if we take Professionalism then that means our martial is at 3 which is pretty good for ending Second Son. Leaves us to deal with the Liquidity and Myranyn reforms.
 
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Still, let me say that I find Guild's quest extremely funny. I just imagine a dialog like that if we complete it:

- Man, our king really came through for us with those Ironworks.
- Yeah, he is a pretty cool guy.
- You know, we should build something in his honor, free of charge.
- Wow, that is a good idea! Like what?
- Hmm. Like, I dunno, a giant channel through all of North? Or another Trelli strait?
- Yeah, sounds good. Let's get on with it.
 
Yep.
@notgreat , look at how much trouble our current vassals are giving us. Specifically, reread first part of this very update. And those are across the not-Black Sea, quite close, closet than Trelli would be or then TH would be to Trelli if we movrd capital.

Our current colonies are borderline unmanaheable, what on Earth gives you the idea another one will male things better?




Reread this fucking update. We cannot even reliably know what our colonies - not even vassals - are doing with their - our! - warriors. And they've abusing it for decades. And they are loyal. Buttheir "loyalty" still means they would side against us in civil war.

Why would managing Trelli be easier than this clusterfuck?
The update also said we made a mistake by not reigning them in and we were told its 3 DAYS travel from any point in the notBlack Sea! It's our fault for not brining our vassals to heel so no shit they'll get up to whatever they want if they see we don't care. Plus it was a symptom of our constant low cent which meant low royal authority.
 
The update also said we made a mistake by not reigning them in and we were told its 3 DAYS travel from any point in the notBlack Sea! It's our fault for not brining our vassals to heel so no shit they'll get up to whatever they want if they see we don't care. Plus it was a symptom of our constant low cent which meant low royal authority.

How do you see us bringing Trelli, with walls and money, 'back to heel' once they are back to full health if we did not even manage to do it for those way weaker colonies?
 
[X] [SR] Food (Colonies and vassals transfer 1 Econ/turn each)
[X] [HS] Prototype Weapon Storage (Palace Arsenal + Storehouse Annexes, Reforms advance)
[X] [HS] Increase Professionalism (Found Mercenary Company, Reforms advance)
[X] [Attack] Attempt to take the Trelli Strait
[X] [Policy] Infrastructure (+1 Free Progress to an infrastructure project (Aqueduct, governor's palace, saltern, etc.)/turn)
[X] [Policy] City Support (2 True Cities have their maintenance paid for each turn)

I am nevah going to let freeshits have Best Strait.
 
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