I'd like us to consider the narrative:

A) Policy: We lose land to Forests (-1LTE) & learn nothing new.
I assume people are planting without central planning, and thus, does so indiscriminately, losing valuable land & not sharing their experiences for others to learn from.
We end up having a bunch of forests that are not done properly.

B) Forest action: We somehow gain 1 LTE (due to refunds) and has a chance for innovation.
I assume, with central planning, we maximize forest usage by interweaving forests & farming land.
Perhaps even harvest food from forest itself.
Improving our land usage efficiency.
Besides that, any discovery is shared and becomes more likely for someone to Eureka something.
 
Hey @Academia Nut is the below an appropriate narrative for why we don't gain innovation from Forestry Passive Policy?

A) Policy: We lose land to Forests (-1LTE) & learn nothing new.
I assume people are planting without central planning, and thus, does so indiscriminately, losing valuable land & not sharing their experiences for others to learn from.
We end up having a bunch of forests that are not done properly.

B) Forest action: We somehow gain 1 LTE (due to refunds) and has a chance for innovation.
I assume, with central planning, we maximize forest usage by interweaving forests & farming land.
Perhaps even harvest food from forest itself.
Improving our land usage efficiency.
Besides that, any discovery is shared and becomes more likely for someone to Eureka something.
 
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Quick question on our potential bulk-shipping capacity.

Is 300'000 metric tons a year astronomic or doable?

Because the sanitation issue had me thinking a bit.

Our Black Soil is incredibly valuable, but labor intensive to produce and only locally sourceable.

But technically speaking, the only part that can't be near arbitrarily procured is the feces. But transporting those is rather difficult.

Unless you dry it first. The figures I found say that 1 ton of wet mass from modern sewage systems becomes 50kg dry mass.

You can dry it either with heat, which requires ungodly amounts of fuel, or you apply the same principle as with our salterns and let the sun do the work for you.

Afterwards, you can either use it as a fuel itself, probably only useful for charcoal kilns or to cook the black soil.

But you can also take a cities worth of shit and actually make money of it by shipping it in bulk up to the steppe provinces, have them use the locally sourced charcoal and clay and drastically increase their lands agricultural use.

300'000 tons is about the entire Empires annual output in drymass. Obviously, only those along rivers or at the sea can participate, but way back we had the mention that the Black Soil layer in Valleyhome is up to the waist, which is pretty excessive. If places like these shift their output towards the north, the costs of the new specialists would be somewhat paid for and terraforming becomes more practical.

The downside would be that without regular fertilizer application, the lands will see slowly decreasing yields. But our priests would catch that and just withold some portion to stock up again.


TL; DR:

It's plausible to make Black Soil a Bulk Tradegood. At least within the Ymaryn polity.
 
Yeah.

I've been wondering if that's why we haven't gotten any extra effects from PSN-Expand Forests.

I mean, it could be that the extra effects just aren't that likely, but the possibility that they're being done too independently for us to actually learn something from them is out there.
Definitely possible, though we now know that a typical innovation roll has a 20% success rate. Improved odds of success should put it in the 25-40% range, and it's definitely credible that we've just failed all of those rolls. As to other effects I'm sure it depends, but I would expect them to still apply.
Could go either way, though.
 
@Academia Nut, since Sacred Forest means we automatically do Manage Forests to forests within our territory, does that mean that we gain Econ from the Forestry policy even if the policy does not inherently do Manage Forests?
 
OK, so I just binged the quest but with all the numbers and factors involved (and without being able to keep track of the stat changes turn by turn) I am feeling a Little lost. Does someone mind answering a few questions so that I am on the same page?

What seems to be the main issue? I mean, obviously there are people starving which I asume is because we lack Econ and we use that for upkeep? And we are having trouble getting Econ because we need econ expansión, which we are using to get sustainable forests which our people are spending to get charcoal or planting stuff that gives wealth instead of Econ and instead costs us Econ because it is land not producing food? And all our industry projects spend Econ because they need food?

Second question: Do the passive policies spend resources? Like, does the Defence policy consume 2 Econ a turn making a significant Wall?

Is the fact that our centralization and Religious authority in the front page are colored meant to signify they are too high or too low? (I take too much because we are overcentralized? Sincé it is lsing us 1 M action and 2 Econ a turn.

What are our current plans with the new state to the north and our drop in martial? We are kind of undefended from what I can see and our martial translates to Econ according to the Swords and Ploughshares trait.

Mostly, an overview of the most recent issues and thread attitude to them?
 
Strain of Justice
[X][HK] Offer to let them buy the Banner Company contracts
-[X][HK] Show goodwill (Pay upkeep costs yourself but gain Diplomacy instead for duration of hire)
[X] [Art] Sanitation is too important not to entrust to experts! (Several actions gain or increase their Tech costs, +1 Urban Poor power, ???)
[X][Policy] Skullduggery (+1 Intrigue/turn, -2 Diplo)
[X][Policy] City Support (2 Econ cost for True Cities offset each turn)
[X][Policy] Special: Forestry (+1 Sustainable Forest and -1 Econ Expansion/2 turns)
[X][Policy] Diplomacy (+1 Diplo/turn)
[X][Policy] Special: Vassal Support (+1 Subordinate while active, increases Loyalty while active at less than full subordinates)

Mulling the question of what to do with the Highlanders situation, Myranyn eventually had the emissary return to tell him, "We are more than happy to lend use of our elite banner companies, fresh off of a rotation with the Freehills for use in helping to maintain order in your kingdom, if your king will have them. Free of charge, since this issue was 'caused' by 'us'." The sarcasm was thick enough that hopefully the non-native speaker language barrier would be overcome.

Once that issue was dealt with, he and the court then turned back to dealing with the urban situations. The free distribution of food and the rapidly increasing opportunities for artisans was causing huge numbers of people to flock to the cities, and that was causing all sorts of issues. While part of the problem was keeping all the people flocking in clean, and the issues of how half-exiles were used there, there were other things cropping up. At first Myranyn thought that things had been cleaned up enough via ordering a reassessment of urban sanitation and for a royal charter to be drafted for guilds in the task of maintaining such things, displacing quite a number of tasks for half-exiles. It would incur additional expenses, but it would also ensure that things got done correctly, and hopefully reduce the stigma of some of the dirtier occupations by reducing the involvement of half-exiles in the urban centers.

Unfortunately, what began to happen as the cities expanded was that more and more Myranyn had to deal with 'petty' appeals and problems. Technically they were all found to have some merit by lower officials, usually on frustrating technical grounds and ambiguous precedent, but they were almost invariably of low stakes that the king shouldn't have to concern himself with. As it turned out, having lots and lots of people living in the cities meant that when there was a dispute it was relatively easy for two parties to find someone literate and powerful enough to support them in appealing up the ladder. Although, on reflection, Myranyn decided that that implied a rather disturbing situation in the rural areas. Probably related to all the nonsense of the past few generations... but Myranyn was now too old to figure that out. Dealing with the issue in full would have to be confined to his successors.

Although there were now other issues. As the years went on word filtered back about the Banner Companies patrolling the heavily fortified hills and mountains of the Highland Kingdom, being used to stamp down on the flare ups of angry religious fanatics. Overall the king remained in charge, but it was obvious that this was likely going to be a long term project. The increased contact with the warriors of the company going back and forth on leave and the merchants supporting them also meant that the hermit kingdom was being opened up a bit, although this also meant that some of the warriors were coming back with strange ideas about there only being one god. While obviously not particularly open or willing to make a fuss about it, the priests did report such ideas leaking back.

Ugh. Worse yet, the Western People and the Storm Tribes had finally grown tired of punching each other, and while not exactly conquered the Western People did not come out on top of the final battles, and were now somewhere between a tributary and a vassal. Given the existing links of family and trade, the things likely to be passed on as tribute were likely to cause headaches for future kings, but as it was a number of families had flowed back out of the Western groups into the People proper, introducing more immediate headaches.

Ugh.

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, -1 Tech
*M: -2 Econ, 1 Forest Slot Consumed, -1 Tech, +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 Goldmine [Guild] - A significant deposit of gold has been located, calling for a mine to extract the precious metal within
*S: -3 Econ, -1 EE, -2 Tech, +8 Wealth, trade good, gold mine
*M: -4 Econ, -1 EE, -3 Tech, +11 Wealth, trade good, gold mine

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 (26/58 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 (10/9) to one of the available ones listed below
Agriculture (+1 Econ and -1 Econ Expansion/turn)
Diplomacy (+1 Diplo/turn) x1
Skullduggery (+1 Intrigue/turn, -2 Diplo) x1

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) x1
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) x2
Defence (+1 significant walls/turn) x1
Special: Forestry (+1 Sustainable Forest and -1 Econ Expansion/2 turns)
x2
Special: Vassal Support (+1 Subordinate while active, increases Loyalty while active at less than full subordinates) x2

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, -2 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: +5 Econ, -1 Tech, -5 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: Blackmouth, Sacred Forest, Stallionpen, Valleyguard
*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, 3/6 province), internal reorg (+3, 1/10 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, +1 Mysticism, +3 Wealth
*M: -3 Econ, -3 Econ Expansion, +1 Mysticism, +7 Wealth, 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? Sailing missions can also locate pirates.
* 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, 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 Tech, potential new discoveries x2
*M: -1 Econ, -2 Wealth, -3 Mysticism, -1 Tech, 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, +1 Mysticism, 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), Hatmouth (0/3), Yellowshore (0/3). Each {S} committed consumes 3 Econ and 3 Tech for 3 Progress. Completion adds +1 Econ Expansion, increases City Attraction by 1, 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 4 Tech for 3 Progress, and then ties up 1 Sustainable Forest once complete. Completion adds +1 Econ Expansion, increases City Attraction by 1, and decreases disease roll penalty for True Cities further. Redshore (0/6), Stallionpen (0/3), Valleyguard (0/3)
Temple - Progress listed below, each {S} committed consumes 3 Econ and 3 Culture for 3 Progress. Completion increases Religious Authority
Observatory - Certain temples can have astrological observatories, with each {S} committed consuming 3 Econ and 3 Mysticism for 3 Progress
Governor's Palace - Every palace lowers Min. Centralization by 0.5 and adds +1 to max interconnectivity, Temp Econ damage resistance, and adds +1 to max Martial, 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), Blackmouth (0/3), Valleyguard (0/3)
Colossal Walls - True Cities can support truly gigantic walls. Each {S} committed consumes 3 Econ and 1 Martial for 3 Progress. Redshore (0/9), Redhills (0/9), Valleyhome (0/9), Sacred Forest (0/9), Blackmouth (0/9), Stallionpen (0/9), Valleyguard (0/9)
Block Housing - Multilevel housing that allows for many, many people to be stuffed into a small area. Can only be built in locations with sufficient shipping to bring in enough external food to keep the locations fed, but can allow for Level 2 infrastructure to be built. Block Housing increases the city's EE limit by 5, but decreases the limit for cities without Block Housing by (5+total number of block housing). Each Block Housing also increases the Econ tax of a True City by 1. Every {S} cost 3 Econ and 3 Tech for 3 progress. Redshore (0/6), Blackmouth (0/3), Valleyguard (0/3)
Ironworks [Guild] - Huge, centralized centers of iron production, these facilities make high quality iron tools cheaper and more widely available. Every facility adds +1 Econ, -1 EE, -1 Tech to the Expand Economy action. Level 2 and higher also increase the effect of Agriculture and City Support policies at the cost of additional Tech. Each level increases City Attraction by 1. Every {S} cost 3 Econ and 3 Tech for 3 progress, and each completed level of Ironworks also consume an additional 2 sustainable forest. Valleyhome (0/3), Redshore (0/6), Redhills (Wonder), Blackmouth (0/3)
Marketplace - A more significant section than what is typically found in most settlements, these sorts of markets are meant to service massive urban populations, transforming half of the Econ spent on a True or Free City into Wealth income. Each level increases City attraction by 1. Each {S} costs 3 Wealth and 3 Culture for 3 progress. Redshore (0/3), Redhills (0/3), Valleyhome (0/3), Sacred Forest (0/3), Blackmouth (0/3), Stallionpen (0/3), Valleyguard (0/3)

Palace Annex - Can construct additional palace annexes, with each {S} committed consuming 2 Econ and 2 Culture for a new annex (11/18)
-Great Hall Expansion
-Shrine
-Library
-Gardens
-Storehouse
-Arsenal
-Fortifications
-Stables

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

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)
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.
Four Secondary actions, and Two Main [Guild] action. Patricians willing to hijack two Secondaries to complete their quest if not appeased or suppressed

[] Art Patronage
[] Black Soil
[] Build Chariots
[] Build Docks
[] Build Glassworks
[] Build Goldmine
[] Build Mills
[] Build Porcelain Works
[] Build Theatre
[] Build Wall
[] Build Watchtowers
[] Change Policy
[] Develop Intrigue Web
[] Distribute Land
[] Efficient Charcoal Kilns
[] 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, Renegade Kingdoms, 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, Pirate Clans

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), Vinehills (0/9), Eastern Steppewatch (0/9), Western Steppewatch (0/9), Porthills (0/9)

Major Holy Sites: Rainbow Trail (0/3), Sacred Forest (Temple 0/12), Holy Sea (0/3), Horse Valley (0/6) [Build Observatory 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)

Patricians (5* {10}) - Power: Add or subtract their faction power from factions they are supporting/opposing. Objective: Have Light cavalry at or above 3 within 1 turns. Success: Free equestrian tech
Guild (6) - Power: Half faction power added to Max Wealth. Objective: Have a Level 2 Ironworks within 2 turns. Success: Free random megaproject, no faction power increase
Traders (2*)
- Objective: Build a silver or gold mine within 1 turns. Failure: -5 Wealth [0/2]
Yeomen (2*)- Objective: Have a new province within 3 turns. Success: Free Random Plant [Good] action [0/2]
Priests (3)- Objective: Have maximum Econ within 2 turns. Success: Free Spiritual Value slot
Urban Poor (5) - Power: +1 Max Legitimacy every 3 full power. Objective: Have a Level 2 market and a Level 1 market in another city within 3 turns. Success: Grand Bazaar Megaproject completion, no faction power increase
These counters iterate at the next mid-turn. The numbers in brackets indicate the general faction strength.

Astrological Prediction: Suppress the monotheists before they become trouble (8)
 
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cool

Edit:
[X] [Secondary] Invite to Games - Highland Kingdom
[X] [Secondary] New Settlement - Internal Reorganization
[X] [Secondary] Support Faction - Patricians
[X] [Secondary] Found Free City - Valleyguard
[X] [Guild] Build Ironworks - Redshore
[X] [Guild] Build Goldmine

HK for diplo drip & closer ties.
Settlement to help finish reorganization.
Support to delay quest until we have the wealth to make cavalry.
FC to get under the cent cap.
Ironworks for quest.
Goldmine for $.
 
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OK, so I just binged the quest but with all the numbers and factors involved (and without being able to keep track of the stat changes turn by turn) I am feeling a Little lost. Does someone mind answering a few questions so that I am on the same page?

What seems to be the main issue? I mean, obviously there are people starving which I asume is because we lack Econ and we use that for upkeep? And we are having trouble getting Econ because we need econ expansión, which we are using to get sustainable forests which our people are spending to get charcoal or planting stuff that gives wealth instead of Econ and instead costs us Econ because it is land not producing food? And all our industry projects spend Econ because they need food?

Second question: Do the passive policies spend resources? Like, does the Defence policy consume 2 Econ a turn making a significant Wall?

Is the fact that our centralization and Religious authority in the front page are colored meant to signify they are too high or too low? (I take too much because we are overcentralized? Sincé it is lsing us 1 M action and 2 Econ a turn.

What are our current plans with the new state to the north and our drop in martial? We are kind of undefended from what I can see and our martial translates to Econ according to the Swords and Ploughshares trait.

Mostly, an overview of the most recent issues and thread attitude to them?
Econ mostly represents free labor, and if we ever go negative it represents not having enough food to feed everyone, causing starvation. Most actions cost econ because econ represents the manpower required for the action.

Passive policies do not spend stats, but they can spend things, such as baths spending forest slots, and they can effect stats like temples raising RA.

Colored numbers represent the limits of our polity. Currently, RA is yellow, which means it's at the upper limit of what it can be before it starts causing trouble. Centralization is currently red, which means it is beyond the upper limit, and is giving us an over-centralization penalty.

Most of our resource stats are perfectly okay with staying at red, since they just overflow into other resource stats. The exception to this is martial, since red martial represents an excess of bored warriors who go out and do stupid stuff without our permission. The Second Sons crisis was caused in part by having red martial.

Swords to Plowshares makes some of our econ representative in our martial, which means that a part of our econ score will be added to our martial. People are currently divided on what to do with the Western Ymaryn, with some wanting to assist them and others wanting to hang them out to dry, both sides having valid reasons. We no longer have a martial drain, since the Second Sons crisis is over. and the Patrician are going to force through some martial raising actions next turn, so we will be getting more martial regardless.

Hope this answers your questions.
 
EDIT: Vote

[X] [Secondary] Support Faction - Patricians
[X] [Secondary] Free City - Valleyguard
[X] [Secondary] Integrate Colony - Gulvalley
[X] [Secondary] Proclaim Glory

[X] [Guild] Build Goldmine
[X] [Guild] Efficient Charcoal Kilns
 
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General
Diplomacy 24/24 [+7-2]
-Intrigue 5 (+1)
Economy 22/24 (+4) [-11+6]
-Sustainable Forests 25{28}/28 [+1]
-Econ Expansion 4 [+11-7] [Overcrowding Min: -6]
Martial 2/34 (+1) {9/36}
-Light Cavalry 1
Naval 0 (+1)
Wealth 7/23 [-4]
+2.5 Salt
+2 = 2 Strategic
+4 = 4 Luxury
-3 Units
-5 Maintenance
-1 Fees
Total: -4

Cultural
Culture 24/24 [+5]
Mysticism 24/24 [+3-3]
Tech 24/24 [+1-1]
Prestige 90

Stability
Stability 2/3 (optimistic)
Legitimacy 3/4 (regular max)

Organizational
Centralization 7
Hierarchy 7
Religious Authority 8

We're full on most of our stats. The problem is that we randomly lost 1 Stab between last update and this one. We won't be able to hit a Golden Age this mid-turn.
 
That's a very specific astrological prediction. Of course, one has to keep in mind it are the priests giving those "predictions" to us, and even if astrology works here, that doesn't mean those predictions can't be tempered with...
 
OK, so I just binged the quest but with all the numbers and factors involved (and without being able to keep track of the stat changes turn by turn) I am feeling a Little lost. Does someone mind answering a few questions so that I am on the same page?

What seems to be the main issue? I mean, obviously there are people starving which I asume is because we lack Econ and we use that for upkeep? And we are having trouble getting Econ because we need econ expansión, which we are using to get sustainable forests which our people are spending to get charcoal or planting stuff that gives wealth instead of Econ and instead costs us Econ because it is land not producing food? And all our industry projects spend Econ because they need food?

Second question: Do the passive policies spend resources? Like, does the Defence policy consume 2 Econ a turn making a significant Wall?

Is the fact that our centralization and Religious authority in the front page are colored meant to signify they are too high or too low? (I take too much because we are overcentralized? Sincé it is lsing us 1 M action and 2 Econ a turn.

What are our current plans with the new state to the north and our drop in martial? We are kind of undefended from what I can see and our martial translates to Econ according to the Swords and Ploughshares trait.

Mostly, an overview of the most recent issues and thread attitude to them?

Welcome, Bakkasama.
Soo, your questions.
What seems to be the main issue? I mean, obviously there are people starving which I asume is because we lack Econ and we use that for upkeep? And we are having trouble getting Econ because we need econ expansión, which we are using to get sustainable forests which our people are spending to get charcoal or planting stuff that gives wealth instead of Econ and instead costs us Econ because it is land not producing food? And all our industry projects spend Econ because they need food?

> implying we have only one main issue
Hah.

Econ represents surplus food + surplus manpower, more or less. Projects spend econ because they use 'spare manpower' - people who can go and do stuff, basically.

People are noot starving anymore (well, not any more that is usual for civilization). Starvations are caused by negative Econ, yes - means there's not enough food to go around.

Expand Econ slots are basically farmable or otherwise useful for agriculture (or foresting) land. We do not *need* them, mechanically, because True Cities refund Econ slots on Econ usage - which represents rural people going into cities and leaving the arable land behind. As per AN, it is yet not a problem - implying that eventually it'll be one, but that's a given.

We are having trouble with Econ because with the establishment of Panem - system of basically BIG for urban poor (not really, only free food, but still) - means cities eat a goddamn lot of food.

Passive Policies...depends on policy. Unless it is explicitly said they use up resources (Agriculture and Foreststry, basically), no, they do not. Which means that yes, they create stats out of thin air.

Yellow - too high but not critical.
Red - critically high, is going to immediately cause problems.
(Problems are caused by redlining Centralization, Religious Authority and Martial; others being red are fine)

Most pertinent issues? Hoo boy.
1. Up to quarter of population is urban-dwelling, Given that it's urbanization level of 18 century or core Italy in Imperial Rome, we are waaay ahead of schedule - while lacking social tools to deal with it. That's going to be a major headache.
2. We are riding pretty thing margins of error on all stats due to actions being expensive and mechanics counting expenses mostly before gains.
3. We are bordering steppes. Which means nomads. For the next several millenia.
4. Western Ymaryn are going to disperse our technology to steppe dwellers via their overlord.
5. We need to solve food situation.
6. Our vassals and colonies are drifting away culturally and that's causing loyalty drops. Given that our traits hit us in Stability when we might lose territory, that's problematic.


Astrological Prediction: Suppress the monotheists before they become trouble (8)

o_O
 
OK, so I just binged the quest but with all the numbers and factors involved (and without being able to keep track of the stat changes turn by turn) I am feeling a Little lost. Does someone mind answering a few questions so that I am on the same page?

What seems to be the main issue? I mean, obviously there are people starving which I asume is because we lack Econ and we use that for upkeep? And we are having trouble getting Econ because we need econ expansión, which we are using to get sustainable forests which our people are spending to get charcoal or planting stuff that gives wealth instead of Econ and instead costs us Econ because it is land not producing food? And all our industry projects spend Econ because they need food?

Second question: Do the passive policies spend resources? Like, does the Defence policy consume 2 Econ a turn making a significant Wall?

Is the fact that our centralization and Religious authority in the front page are colored meant to signify they are too high or too low? (I take too much because we are overcentralized? Sincé it is lsing us 1 M action and 2 Econ a turn.

What are our current plans with the new state to the north and our drop in martial? We are kind of undefended from what I can see and our martial translates to Econ according to the Swords and Ploughshares trait.

Mostly, an overview of the most recent issues and thread attitude to them?
People only starve if we make a mistake and spend more Econ than we have. Once, the provinces overspent and caused it, but that usually won't happen. The issue we're discussing here is that a typical action list we'd like to do spends a solid 12 Econ, which when combined with Panem means we need to enter a Main Turn with 19 Econ or not be able to take a good set of actions, and even then that would leave the provinces choosing from only the Econ neutral or positive actions, which is quite restrictive. Our Econ Expansion (tracked as Long Term Econ since gaining Econ costs Econ Expansion and spending it refunds it) is fine right now, but on the low side of fine, and we're spending a touch more passively than before. We have actions the provinces are likely to take often enough to make this a non-issue, but it's coming up because being at high Econ with LTE on the low end of fine means we have all of our True Cities active, which reduces our max centralization - this is normally fine, but we're currently at 7 Centralization, which is also normally fine, but together we end up being overcentralized. The colors work on Yellow->Gold->Red with yellow and gold just being warnings and red meaning you have too much.

Our martial isn't as bad as it looks at first glance since we have three state-controlled mercenary companies. We would dearly love to raise it next turn even so, but the combination of the Overcentralization penalty and us no longer hiring our mercenaries out to Freehills means that we can only spend 4 Wealth without triggering a Guild Panic and losing Stability, and also have a lot of things vying for the action slots. We might be able to raise it at the next Mid Turn, depending on what options we get and how things are looking.

Our major concerns right now are not getting into a war, capitalizing on some sweet opportunities we have at the moment, and heading off the problems our burgeoning industry will cause. Here's @PrimalShadow 's recent post on our concerns:
I've recompiled my list of issues that we are currently dealing with.

Priority
BOLD CAPS - A massive, difficult-to-resolve concern. These tend to require actions and/or cause trouble every turn, and are likely to go on for multiple turns.
Bold - A major concern. Something that is likely to either have major effects briefly or minor effects for a while.
Italics - A lesser concern. Something we should keep in the back of our minds, but which is currently handled or hasn't started having an effect yet.

As a further note, items within each priority group are listed from high to low priority, so I will start by listing what I think is the most important status, then the second most important, and so on.


Nature
Red/Orange - Crisis/Problem. Something that we need to do to enable our polity to smoothly function. Red is generally reserved for issues that have BOLD CAPS priority.
Green - Opportunity. Something that we want to do because it helps us.
Cyan/Blue/Indigo - Something mixed. Could be a problem, could be an opportunity; or, it could be both at once. The closer a shade is to green, the closer it is to being an opportunity. Cyan is mixed leaning towards good; Blue is neutral; and Indigo is mixed leaning towards bad.

SECOND SON CRISIS - Provokes our neighbors, risking war. Can cost stability, legitimacy, and martial each turn.
ECON SINKHOLE - Currently losing 6 Econ per turn; will increase to up to 12 Econ per turn by the time we are up to 7 cities. Liable to cause death by lack-of-econ, especially coupled with other econ expenditures and the econ-drain from our Breakaway State.
Breakaway State Woes - The Western Ymaryn have solidified into their own kingdom. This has a chance to cause defection among our own subordinates (particularly the Western Wall), drains our econ every time we lose stability (which is rather often given our current problems), and may eventually cause other issues, though it may present future opportunities as well.
Trelli Woes - The Trelli have fallen. We have two choices here. First we have to step in and take control (despite having no martial to play with, and actual CIVIL WAR if we fail), and then deal with the additional strain from having to control such volatile territory. Second, we can suppress our traders and accept Trell falling to whoever might step in - which is likely to be either the Pirate Clans or a competitor like the Khem. Problems abound either way.
Pirate Presence - Disrupts trade. Costs 3 Wealth each turn.
Urban Plague - Leaves us without cities. Currently saves us 6 Econ per turn in upkeep, at the cost of 2 Culture and 3 Passive Policies each turn.
Blackbird Migration - Well, it isn't actually a migration. But if we go down to 0 Martial (which we are at serious risk of doing), we lose this sacred order. Rather a shame to do that after we literally starved for it.
Religious Reformation - We've just founded the first organized religion in the world, and have started making it our official religion. While this brings opportunities with it, is can also bring disruption.
Factions Demands - Our factions all want something, and while success can bring rewards, failure can cost us.
Free Megaproject Quest - Completing the lvl2 Ironworks will finish the Guild Quest, giving us an entire free megaproject.
Weak Military - Our Martial is almost entirely depleted, sitting at only 3{8}. No less importantly, our Naval and Light Cavalry substats are also very low, sitting at 1 each. This is hampering our war with the Pirates and also leaves us vulnerable to attack. This issue is being exacerbated by Lack of Wealth, which makes it difficult to regain these stats.
Pirate Presence - Disrupts trade. Costs 3 Wealth each turn. Also currently inflecting lots of damage against us in a war.
Loyalty Problems - The Western Wall and Greenshore at both at 2/5 loyalty, which is the lowest we have ever seen it. We might be on the verge of losing these subordinates outright. Might be exacerbated by the Breakaway State Woes issue.
Free Value Slot Quest - Filling our our Econ to cap will finish the Priest Quest, giving us a free Spiritual Value Slot.
Lack of Wealth - We currently have almost no wealth, and just about zero wealth income. In fact, once the Freehills stops renting our Mercenary Companies, we would go down to -3 wealth income per turn. This is highly inconvenient when a great deal of our actions use Wealth. It can also be dangerous, since low Wealth can trigger problems with our Guild Economy.
Econ Sinkhole - Our current Eco income is negative, and likely to get significantly more negative as additional True Cities reform. Thanks to the Ironworks, we can now deal with this without too much trouble thanks to Balanced Policy and PSN actions, but our econ constantly requires watching and if we find ourselves distracted by too many other things this could flare up into a serious problem.
Breakaway State Woes - The Western Ymaryn are their own kingdom, with their own copy of PiA. Thus, every time we lose Stability, we also lose Econ with it; painful.
Health Concerns - The Redshore baths are not doing so great with the strain being placed on them. Hopefully our passive policies can fix this issue for us before it becomes anything more serious.
Forest Concerns - We only have 3 unused forests right now, and those are going to go to Redshore Lvl2 Ironworks and Lvl2 Baths. That leaves us capped for forests, which is somewhat worrying.
 
We're developing proto-lawyers! And the lack of roads (royal influence) in the rural areas rears its head once again.
 
So,
Econ mostly represents free labor, and if we ever go negative it represents not having enough food to feed everyone, causing starvation. Most actions cost econ because econ represents the manpower required for the action.

Passive policies do not spend stats, but they can spend things, such as baths spending forest slots, and they can effect stats like temples raising RA.

Colored numbers represent the limits of our polity. Currently, RA is yellow, which means it's at the upper limit of what it can be before it starts causing trouble. Centralization is currently red, which means it is beyond the upper limit, and is giving us an over-centralization penalty.

Most of our resource stats are perfectly okay with staying at red, since they just overflow into other resource stats. The exception to this is martial, since red martial represents an excess of bored warriors who go out and do stupid stuff without our permission. The Second Sons crisis was caused in part by having red martial.

Swords to Plowshares makes some of our econ representative in our martial, which means that a part of our econ score will be added to our martial. People are currently divided on what to do with the Western Ymaryn, with some wanting to assist them and others wanting to hang them out to dry, both sides having valid reasons. We no longer have a martial drain, since the Second Sons crisis is over. and the Patrician are going to force through some martial raising actions next turn, so we will be getting more martial regardless.

Hope this answers your questions.
So, which is the main problem we are currently facing?
 
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