Before 2. Ever since we unlocked province actions at all.

This was a LONG predicted issue which nobody else even cared about until we ran into connectivity issues due to being literally unable to build roads and suddenly people DID care.

Now no longer an issue since we can actually discharge Cent now.

But we don't have enough wealth to start building any roads. *sighs*

At least the Dam is actually a viable action.
 
What if instead of that we just... didn't

Lord's Loyalty
The ties between the People bind tight, and while this increases the obligations of the superior, it also makes the subordinate more likely to listen.
Pros: +1 Subordinate States, subordinate states less likely to break away
Cons: Minimum force commitment in defence of subordinates and allies increased one step, worse consequences for failure to assist
 
I don't think we can afford the initial wealth cost of a trade mission on top of a main influence subordinate... Unless we have admin hero levels of organization and at that point we don't get to chose the turn.

Also, I'd put down at least two GH so we can finish the quest in a reactionary vote. That said, I'd push for just getting this out of the way. An upgraded form of government means higher Cent tolerance and higher cent tolerance means we can spam roads sooner, though I'm not so sure about the spending near 20 Econ while only relying on our province actions to re-imemburse us. I'd probably say at least a secondary ourselves. Also a secondary Build Dock doesn't get us any inovation rolls, so it's rather pointless. So if I were to go on this compromise vote I'd adjust it to.

[Main] Influence Subordinate- Greenshore
[Secondary] Grand Hall Annex
[Secondary] Grand Hall Annex x2
[Secondary] Dam
[Secondary] Dam x2
[Secondary] Expand Econ
[Guild] Plant Cotton
[Guild] Expand Snail Cultivation
[Guild sec] Efficient Charcoal Kilns

or

[Main] Influence Subordinate- Greenshore
[Secondary] Grand Hall Annex
[Secondary] Grand Hall Annex x2
[Secondary] Dam
[Secondary] Dam x2
[Secondary] Build Dock
[Guild] Plant Cotton
[Guild] Expand Snail Cultivation
[Guild sec] Build Dock

Assuming we have enough wealth and the Order of Operations doesn't screw us over on this (That is, I believe we'd need to have re-established trade of some sort with the salt gift action at least)

Edit: Also, wait, if we only have 17 provinces then...

We should only have 1 Main and 4 Secondaries. At least until 20 Provinces (assuming there is no rounding up, which I don't believe there should be).
I think i might add in the way rounding for bonus actions works to the EP tracker tomorrow, since its a common thing i've seenpeople miss (which is understandable, since unless you want to just take me or whoever else is saying how many actions we have at our word you'd have to have seen a single AN post in response to one of my A&D posts like 2000 pages ago...).
For province and king/player actions, province count rounds up. This was simple to see when we only had the province actions as bonuses; we'd have, say, 4 province actions when we had 7 provinces. Now that we gain 1 province action per 4 provinces AND 1 king action per 4 provinces, AN does it slightly more complicated in order to have better granularity. Instead of, say, gaining one of each at 16 provinces and again at 20, it works like this:
12: -
13: King/Player
14: -
15: Province
16: -
17: King/Player
18: -
19: Province
20: -
That is, we get king actions every (13 + 4n) provinces, and province actions every (15+4n) provinces.
Note that Guild actions, for some reason, don't round up. Instead we only get those on the full third province (i.e. at 3, 6, 9, 12, etc provinces, or every (3n) province).
 
Post Plague Relations
[X][Enclave] Attempt to reconcile issues (-1 Stability, -4 Mysticism, -6 Culture, ???)
[X][React] Restore confidence after the plague (Sec Restore Order + Sec Proclaim Glory)
[X][React] Greet new nomad chief (Main Targeted Salt Gift)
[X][React] Attempt to get the western colonies in line (Main Influence Subordinate - Starts with Western Wall, x2 also goes to Greenshore, x3 goes to Tinshore)
[X][PSN] Main Plant Poppies (-2 Cent + Costs)

The king was throttling the governor of Sacredshore. The Palace Guards were uncertain if they should intervene, stand aside, or join in with a couple of swift kicks to the fool.

After a few moments they settled on breaking up the struggle between the two older men. When the king spat upon the governor, the guards did take that as a sign to join in.

Slumping to his throne, Uvothyn held his head in his hands for a moment before he said to the bloodlessly pale-faced enclave representative, "I apologize for the outburst, you didn't deserve that."

"Are you going to-?" The man rather worriedly began to ask.

"Flood your communities with the specialists you lack? Yes, yes I am. Sigh... why did I not see this possibility before? Of course you wouldn't farm correctly, you got shoved into little communities with only poor explanations of what was expected of you," Uvothyn lamented.

As it turns out, making little enclaves during a massive social collapse was a great way to disrupt the transmission of knowledge about proper farming and land management techniques, and then ignoring the communities after was how you ended up entrenching bad practice that could then propagate out from there.

"I was actually more concerned with the whole 'threat of annihilation and displacement for heretical beliefs' thing that was going on a little bit ago," the community leader asked.

"Does your singular god call for disrespect of the land, poor farming and herding practice, and ill tended forests?" Uvothyn asked.

"Errr... no, no I don't think that's part of doctrine, although your whole 'land spirits' thing might make Him mad..." the man pointed out.

"Pray to him them if direct interface with the spirits offends your sensibilities so much. If you get blighted because you offended the local spirits then obviously he's a poor intermediary and we can rip you out root and branch with neither pity nor remorse. But if you screw up because no one told you the correct way to do things, that's on us," Uvothyn replies casually while waving his hand dismissively. "Whether there is one god or many matters less than the divine be properly venerated, with the most profound way being the care of the land. Even when the divine challenges you in the most profound ways, if you have kept faith in caring for the land then you shall not be found wanting."

The representative of the enclaves brought forth seemed to want to figure out some sort of argument against that line of thinking, before deciding that in light of failure to make headway in the debates prior to the revelation that they had not been instructed in proper land management techniques and were using a number of known bad practices out of simple ignorance and the king thus exploding on the governor who should have been responsible for ensure that, he decided that perhaps he should just cut his losses. The debates and negotiations and reconciliations had mostly resulted in the recognition that those in the enclaves were still a part of the People and thus deserved better treatment, and made clear that the biggest issue the majority of the People had with the One God weirdos was that their refusal to pay respects to spirits endangered them all - but since there was theological debate among more mainline sects about the exact nature of divinity and whether there were many individual spirits or many expressions of a single Truth, it was agreed that so long as they paid their respects to something and the land didn't show obvious displeasure then the upper levels of the priesthood had better things to worry about that quibbling about doctrine.

Seeing a governor publicly shoveling shit for failing to ensure that his subordinates - even the hated ones - farmed correctly lead to a rapid updating of the theology of many of the more outcast groups. The revelation also triggered a widespread check of systems, and the ripping up of all sorts of bad practices that had crept in from the disruptions of the plague.

Additional Cost of -4 Mysticism and -4 Tech to reveal that additional problems were creeping in due to lack of oversight. 2 "phantom" Econ removed

Around the time this whole thing was being dealt with, word got back that the various experts sent over to "aid with plague" recovery had managed to coax the Western Colonies into going along with the core territories, for the time being. Somewhat significantly, word had filtered back that when Tinshore had looked into settling around Trelli they had discovered that Freehills had sent over warriors to claim the walls of the abandoned city, and were now shipping in settlers. They had also claimed territory to the north, and had apparently seized most of the former Khemetri territories to their south. From the sounds of things they were also pushing into Tin Tribe territories in the west, and possibly skirmishing with Highlanders who had been competing with them for former Khemetri colonies to the south. The Saffron Isles also sounded like they had taken the plague relatively well and had finally bounced back from whatever the Trelli had done to them, and were now rapidly expanding throughout whatever territory lay in the unknown south-west and west.

Also, the Western People had merged with the Storm Tribes in the hills when it became apparent that the few scholars among those who had migrated were really good at administration. Warriors drawn from nomadic tribes bearing high quality iron equipment and supported by a growing bureaucracy based off of the People were now rapidly conquering the less sophisticated tribes to the west, somewhat blocking off the expansion of Greenshore while also bringing in massive amounts of wealth. There were, by all accounts, going to be some major problems brewing as much of that wealth stemmed from conquest and the acquisition of slaves. While that was all internal farming and mining at the moment, there were some from Greenshore already warning that transport on the rivers and the Yllthon were going to become a major flashpoint. This was, perhaps, why the colonies were somewhat more willing to listen to the king once he had shown interest in supporting them. While some saw the Storm People as a viable alternative to the king in Valleyhome, others saw them as a threat.

When the delegate from the nomads who had taken over the Horse Mountains came by, the king wondered if there would be more "good" news. As it was, the chieftain was actually quite thankful for the presents and was willing to work out some sort of adjudication system over territorial disputes so long as the trade kept flowing. In exchange, the 'Forhuch', which apparently just meant 'People', had sent over samples of their own salt from the Salt Sea and samples of the things that they apparently picked up through trade across that body of water. While there was a fairly standard grouping of artwork made from precious metals and fine pottery, there were three peculiar groups. The first was that many of the pieces of art had strange symbols that were assuredly writing but in no discernible language, the second was a fine collection of tried herbs that made a nice drink when brewed, and the third was...

"What is it?" Uvothyn asked of the fantastically fine cloth he rubbed between his fingers.

"It is called 'kin' in their language, I believe," the emissary explained.

"Fascinating. The chieftain expects tremendous trade with us, doesn't he?" Uvothyn asked.

"I expect so," the man stated.

"Trade across the roads to the east is going to be a gigantic pain, isn't?" The king asked.

"Yup."

"We should figure out some method of river trade to keep the maniacs over there trading instead of raiding, shouldn't we?"

"Sounds reasonable."

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, +3 Martial, +1 Culture
*M: -2 Econ, -5 Wealth, +7 Martial, +2 Culture, +1 Prestige

Build Docks [Guild] - With large numbers of ships being built, a new place to store them all, the goods they bring in, and a place to build them might be a good idea
*S: -1 Econ, +1 Diplo, increased trade power
*M: -2 Econ, -1 Wealth, +3 Diplo, potential for new innovations x2, increased trade power

Build Glassworks [Guild] - A new material discovered recently, new luxuries and trade goods could be made from relatively cheap materials
*S: -1 Econ, -2 Tech, 1 Sustainable Forest used, +1 Wealth, +2 Culture, chance of new innovations x2
*M: -2 Econ, -2 Tech, 1 Sustainable Forest used, +1 Wealth, +4 Culture, increased chance of new innovations x2

Build Gymnasium - With the games on people's minds, a place to train for them would be most useful. +2 to Games, +1 non-primary Tolerance
*S: -2 Wealth, -2 Culture, +2 Bonus to Games rolls per turn, +1 non-primary Martial tolerance
*M: -3 Wealth, -3 Culture, +5 Bonus to Games rolls per turn, +1 non-primary Martial tolerance

Build Mills - By harnessing the power of flowing water, work can be done, freeing up considerable amounts of labour
*S: -3 Wealth, -1 Tech, +3 Econ, potential for innovation x2
*M: -4 Wealth, - 1 Tech, +4 Econ, increased potential for innovation x2

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

Build Roads - New roads can better tie the people together, so more could be useful. (17/46) +5 Centralization Tolerance
* S: -1 Econ, -2 Wealth, -1 Tech, +1 Centralization, +1 Diplo, other effects
* M: -3 Econ, -2 Wealth, -2 Tech, +2 Centralization, +2 Diplo, other effects

Build Theatre - Having a place for the presentation of plays should be a great way to propagate the People's culture and entertain the masses
*S: -1 Econ, -1 Wealth, -1 Culture, +4 Culture end of turn, other effects
*M: -1 Econ, -2 Wealth, -1 Culture, +4 Culture end of turn, +2 Culture next turn, other effects

Build Wall - The practice of building city walls has reached new heights with access to superior tools making the cutting of stone simpler (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 (5/5) to one of the available ones listed below
Agriculture (+3 Econ, -3 Econ Expansion, -1 Tech/turn)
Diplomacy (+1 Diplo/turn)
Skullduggery (+1 Intrigue/turn, -2 Diplo)
Trade (+1 Wealth/turn)
Armament (+1 Martial/turn)
Patronage (+1 Culture/turn)
Mysticism (+1 Mysticism/turn)
Industry (+1 Tech/turn)
City Support (4 Econ cost for True Cities offset each turn, -1 Tech) 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)
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) x1

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: +6 Econ, -2 Tech, -6 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: Spirit Channel
*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: None
*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: Spirit Channel
*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), internal reorg (+3, 4/10 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 (2/6), 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 (MP), 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. Level 1 transforms half of the Econ spent on a True or Free City into Wealth income. Level 2 increases this to 100% of the spent Econ. Each level increases City attraction by 1. Each {S} costs 3 Wealth and 3 Culture for 3 progress. Redshore (0/6), 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 (11/17)
-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)
Boundary Passage - The Boundary Hills are rough terrain with few wells or springs, making them almost impossible to pass, but if one were to cut through the rock to install tunnels and staircases, and build some bridges, this would provide an easy but easily controllable and defensible route between the steppes and lowlands (5-8? action commitment, -2 Econ 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? (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.
One Main and Five Secondary actions, and Two Main and 1 Sec [Guild] action. -1 Stability if Wealth Under 10 by Mid-turn, +1 Stability if over 20 by Mid-turn

[] Art Patronage
[] Black Soil
[] Build Chariots
[] Build Docks
[] Build Glassworks
[] Build Mills
[] Build Porcelain Works
[] Build Theatre
[] Build Wall
[] Build Watchtowers
[] Change Policy
[] Develop Intrigue Web
[] Distribute Land
[] 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, Freehills, Lowland Minors, Tin Tribes,Harmurri, Storm People, Northern Nomads, Forhuch, Into the Wild (Eastern Sea), Into the Wild, Khemetri
[] War Mission
-Target Options: Northern Nomads

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 (6 {12}) - Power: Add or subtract their faction power from factions they are supporting/opposing. Objective: Build 0/4 Great Hall Annexes within 3 turns Reward: Government upgrade
Guild (5) - Power: Half faction power added to Max Wealth. Objective: Have a level 3 Ironworks within 3 turns. Failure: -1 Stability
Traders (2) - Power: Add or subtract faction power modifier to all innovation rolls. Objective: Have Naval power 3 or above within 2 turns. Success: +1 Naval [1/2]
Yeomen (2)- Power: Adds faction power to secondary Martial Objective: Have 30 EE within 3 turns. Failure: -1 Stability [1/2]
Priests (2)- Power: Adds faction power to RA. Objective: Have a new level 2 temple somewhere within 2 turns. Success: +1 RA tolerance. Failure: -1 Stability
Urban Poor (4) - Power: +1 Max Legitimacy every 3 full power. Objective: Have a Level 2 market and a Level 1 market in another city within 2 turns. Success: Grand Bazaar Megaproject completion, no faction power increase
These counters iterate at the next midturn. The numbers in brackets indicate the general faction strength.

Astrological Prediction: It is an inauspicious time to build major projects (10)

AN: I wanted to update the action list, but this ran late, so I will do that over the weekend
 
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"What is it?" Uvothyn asked of the fantastically fine cloth he rubbed between his fingers.

"It is called 'kin' in their language, I believe," the emissary explained.

"Fascinating. The chieftain expects tremendous trade with us, doesn't he?" Uvothyn asked.

"I expect so," the man stated.

"Trade across the roads to the east is going to be a gigantic pain, isn't?" The king asked.

"Yup."

"We should figure out some method of river trade to keep the maniacs over there trading instead of raiding, shouldn't we?"

"Sounds reasonable."
Roads. :whistle:
Astrological Prediction: It is an inauspicious time to build major projects (10)
:V
Clearly a Major road building project should be done.
 
So we build that canal or we piss off that nomad Khan. Greenshore wants as many warships and docks as possible. Fucking Storm Tribes and Western people and Free Hills have become juggernauts. Although we knew Free Hills would become a superpower in short order once they held the straits. However Greenshore and WW are in dire straits ince they turn their eyes to them.
 
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Roads. :whistle:

:V
Clearly a Major road building project should be done.
"Trade across the roads to the east is going to be a gigantic pain, isn't?" The king asked.

"Yup."

"We should figure out some method of river trade to keep the maniacs over there trading instead of raiding, shouldn't we?"

"Sounds reasonable."
We should figure out some method of river trade to keep the maniacs over there trading

We need to build the Dam.
 
One Main and Five Secondary actions, and Two Main and 1 Sec [Guild] action. -1 Stability if Wealth Under 10 by Mid-turn, +1 Stability if over 20 by Mid-turn
Note has been changed again.
We need to build the Dam.
Actually...

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)

Maybe it is this? I am not sure the Dam would help travel northeast.
 
[X][Main] Dam
[X][Secondary] Grand Hall Annex
[X][Secondary] Grand Hall Annex x2
[X][Secondary] Influence Subordinate - Tinriver
[X][Secondary] Influence Subordinate - Greenshore
[X][Secondary] Expand Econ
[X][Guild] Plant Cotton
[X][Guild] Expand Snail Cultivation
[X][Guild sec] Efficient Charcoal Kilns
 
So....

How viable is it to gain 12 Wealth for the +1 Stability?

I feel we should get that little debate out of the way so we know whether to make the attempt in our plans or just gain 4 wealth to avoid losing Stability.
 
When the delegate from the nomads who had taken over the Horse Mountains came by, the king wondered if there would be more "good" news. As it was, the chieftain was actually quite thankful for the presents and was willing to work out some sort of adjudication system over territorial disputes so long as the trade kept flowing. In exchange, the 'Forhuch', which apparently just meant 'People', had sent over samples of their own salt from the Salt Sea and samples of the things that they apparently picked up through trade across that body of water. While there was a fairly standard grouping of artwork made from precious metals and fine pottery, there were three peculiar groups. The first was that many of the pieces of art had strange symbols that were assuredly writing but in no discernible language, the second was a fine collection of tried herbs that made a nice drink when brewed, and the third was...

"What is it?" Uvothyn asked of the fantastically fine cloth he rubbed between his fingers.

"It is called 'kin' in their language, I believe," the emissary explained.

I am pretty sure these are from china and "kin" is silk.

The king was throttling the governor of Sacredshore. The Palace Guards were uncertain if they should intervene, stand aside, or join in with a couple of swift kicks to the fool.

After a few moments they settled on breaking up the struggle between the two older men. When the king spat upon the governor, the guards did take that as a sign to join in.

You truly know you screwed up when the king of the people is trying to strangle you.
 
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