Hmmm. IIrC, MH used to produce the second most iron. Now they're gone, and who knows how much the new groups will focus on iron production. So who produces second most now? I'm 99% Most and Highest Quality goes to us, but the trading page is out of date. My guess would be Storm Tribes, but it could be Khem.
It was the MH. However, Friendly East Khan is parked in the ruins of their burnt out corpse and I expect very little metal working expertise and infrastructure remains from the MH. He certainly has his own though through imported over the steppe knowledge. Its going to take him a little while to set up and start producing, and being a nomad he will want to.

Storm People may be second, depends on how much they feel like exporting and how much they want to keep for their war machine. They'd be near our quality though.

Another producer is the HK, but they cannot match our volume of output and quality is lacking to due to our time lead.

The Khemetri aren't a factor in this region right now. If they come back they will either be going through Freehills-Trelli or going literally through Freehills via re-conquest. Product wise they can match our output, and potentially exceed it but their quality is going to lag a bit for at least a century. Maybe more, maybe less. We'd have to remake contact and ask to figure that one out.
 
The point is to generate so much court cases that the governors and King basically says "screw it!" and create legal specialists dedicated to dealing with it.
Yup but the quickest way is to give the rural areas access to the King through roads rather than create more cities. Those abuses are being ignored and its a quicker way to stress the system. Our rural Patricians are some of the most corrupt people in our society due to lack of oversight.
 
Having absorbed both the Metal Workers and the Western Ymaryn, the Storm People are very likely to have high quantity and quality of iron production.

They're not exactly settled as much as Khem, and a lot of our ironworking has come since Second Son. But yeah, 60 Storm:30 Khem:2 Highland:8 Other (China, just somewhere else, etc.)
 
AN updated the civ sheet and action list:
Edit: Forgot the diff for the action list:
Diff Checker

Some stats and incomes got fixed:
Economy 15/27 [+4-1]
Diplomacy 24/27 [+4/2]
-Econ Expansion 24 [+1-5] [Overcrowding Min: -4]

WW gained a loyalty:
Western Wall (Colony) - Expands to produce new provinces and find new resources, and can take be brought into wars to the north and west (L: 3/5, D: 1/5)

No change to trade power for poppies, though, which is both still confusing and sad :(

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
Chariots lost a point of martial generation, likely due to the prevalence of actual cavalry

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 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
Spirit Channel now officially a colony/march target.

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
No new settlement option.

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)
@Academia Nut redshore baths should be at 3/6, not 2/6

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)
Marketplace level 2 confirmed to "just" be as strong as level 1.

alace Annex - Can construct additional palace annexes, with each {S} committed consuming 2 Econ and 2 Culture for a new annex (11/17)
Unfortunately, our annex limit does decrease, so i think when AN said it mostly doesn't go down he meant that we can't end up over our limit; so if we had 17/18, and lost 4 subordinates, we would go down to 17/17, not 17/14.

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)
Most important update to action list, new megaproject! Not exactly a priority of course but new megaprojects are really cool :p
 
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The point is to generate so much court cases that the governors and King basically says "screw it!" and create legal specialists dedicated to dealing with it.
More to the point, we need the bureaucracy to manage this.

Remember when we first built the palace and some clerk wanted all the library annexes? I'm pretty sure that was to get more clerks to look over and go over, the administrative details, effectively letting us have a better bureaucracy. Probably expressed as an increased cent and maybe hierarchy cap.

I really think we need more library annexes when we can afford them.
 

...okay then.

@notgreat and @ctulhuslp How about this. You are both confident that we do not need the Forestry Policies and we are perfectly capable of doing it ourselves.

Let me make a proposal. You help me stop the push for changing the policies now. Instead you help me push my own plan that brings back two of our cities. We do not get more than one progress this turn.

Now why would you agree to this?

Pushing for the change in policy now nets us five this turn.

However with my plan we can instead of having five progress per turn, we can end up with seven or nine progress per turn.

It is simple,
We reactivate the two cities.
We put them on Infrastucture.
Next turn we change policies and turn our Forestry policies into either two more Infrastructure policies, or just one more with a second to use as we wish. That puts as at 8 or 10 progress. That passes the Priests Quests of another Level 2 Temple and gives us another RA tolerance. Next turn we finish the Urban Poor Quest without spending a dime and receive the Grand Bazaar Megaproject. That is 6 Wealth, 6 Econ, and 12 Culture saved.

You guys still get what you want, I still get what I want. Everyone wins.

All I ask is that you delay.
 
@Academia Nut errors in the action list:

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
Out of date cent tolerance; should be (21/55) + 7 Centralization Tolerance
(Also, should it specify "max cent tolerance"?

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
Wall count also out of date; last update said 33/64 for significant?

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
This still lists forests even though its on the front page, and its out of date on here anyway :p

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
Might not be an error, but i thought you'd said we'd probably have another march option north of the parts of western wall we integrated?

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
Integration targets are out of date

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
Lists S for both secondary and main action strength

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
Should be -2 stab, with division of power value

Probably should have more aqueduct targets with our new provinces, unless we have enough provinces that provincial capitals aren't automatically targets?

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)
-1: Redshore should have 3/6 progress
-2: Lower Valleyhome should be a target

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)
-1: Redshore should have (0/6), since it already has a level 1 library.
-2: Lower Valleyhome should be a target

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)
Again, Lower Valleyhome should be a target.

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)
Super minor, but this still uses the term "EE Limit" instead of City Attraction, which you seem to want to standardize on.

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
This doesn't mention either the City Attraction bonus its always given, or the new RA Tolerance and Tech Refund

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)
Valleyhome should be (3/3), while Lower Valleyhome should be a target

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)
We already completed the academy, the listing should be removed

Horse Valley (0/6) [Build Observatory 0/3]
We already have the observatory here, either should be 3/3 or 0/6 depending on if we can build a second level without upgrading the temple or not.

Provinces for Projects
We don't have the gulvalley or borderhills provinces listed yet.

Shouldn't Valleyhome be 'Valleyhome (0/6)'?
(3/3), actually, since it can't build level 2 infrastructure.

Edit: Also the Build Academy Action and/or EP is missing, as @8bitBob reminds me
 
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...
Someone tell me if they can make a plan to get this a march please.

We will, when we have the wealth and the econ to replace our current armies.

March required -5 martial and -2 econ.
Warship required -3 econ, -5 wealth, -3 martial * 2 plus
Main raise army required -3 Econ, -5 Wealth main action to generate 9 martial.
Sec raise army required -2 Econ, -3 Wealth, +5 Martial, +1 Culture, potential additional effects
Blackbird S: -1 Econ, -1 Mysticism, -1 Wealth, +2 Martial, +1 Culture, many more Blackbirds, additional effects

Total cost of march and warships is 15 martial, 6 econ, 10 wealth.

We can do a main and a sec raise Army to get 14 martial for 5 econ, 8 wealth, and 14 martial, and a blackbird to top it off for a total of 16 martial, 6 econ, 9 wealth.

With everything totaled up, we're looking at 16 martial, 11 econ, and 18 wealth.

I wonder if we should take out a martial policy to offset the prohibitive cost.


Ignore it. It's cheaper than I thought.
 
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@notgreat and @ctulhuslp How about this. You are both confident that we do not need the Forestry Policies and we are perfectly capable of doing it ourselves.

Let me make a proposal. You help me stop the push for changing the policies now. Instead you help me push my own plan that brings back two of our cities. We do not get more than one progress this turn.

Now why would you agree to this?

Pushing for the change in policy now nets us five this turn.

However with my plan we can instead of having five progress per turn, we can end up with seven or nine progress per turn.

It is simple,
We reactivate the two cities.
We put them on Infrastucture.
Next turn we change policies and turn our Forestry policies into either two more Infrastructure policies, or just one more with a second to use as we wish. That puts as at 8 or 10 progress. That passes the Priests Quests of another Level 2 Temple and gives us another RA tolerance. Next turn we finish the Urban Poor Quest without spending a dime and receive the Grand Bazaar Megaproject. That is 6 Wealth, 6 Econ, and 12 Culture saved.

You guys still get what you want, I still get what I want. Everyone wins.
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.
Doesn't work. We need 15 progress by next turn's midturn (includes Redshore baths), and that's not possible if we don't switch now unless we get ~11 points next turn and, well, that's a bit much even for me. We'd have to switch some off shortly afterwards, which means the whole thing was a waste.
 
Doesn't work. We need 15 progress by next turn's midturn (includes Redshore baths), and that's not possible if we don't switch now unless we get ~11 points next turn and, well, that's a bit much even for me. We'd have to switch some off shortly afterwards, which means the whole thing was a waste.

Hmm. Free cities might choose an additional two infrastructure policy, bringing us to a total of 9 infrastructure progress, which mean we can complete the bath in redshore AND complete the market to get the Bazaar completed early, because we all know how much we need it to be done.
 
(includes Redshore baths)
Why are you including this at all?

Still. We get 1 Progress this turn, we get nine progress next turn for 10. Would still amount to the same amount of progress as if we switched right now, except we know have two more cities and that nine progress will easily solve all those other problems you stated that we needed 18 progress for. That also means that that is finished in three turns(1+9+9) as opposed to four(5+5+5+5)
 
Hmm. Free cities might choose an additional two infrastructure policy, bringing us to a total of 9 infrastructure progress, which mean we can complete the bath in redshore AND complete the market to get the Bazaar completed early, because we all know how much we need it to be done.
Would that interest you in trying to grab the cities now though?

Otherwise we would not have the sufficient progress to finish them.
 
We will, when we have the wealth and the econ to replace our current armies.

March required -5 martial and -2 econ.
Warship required -3 econ, -5 wealth, -3 martial * 2 plus
Main raise army required -3 Econ, -5 Wealth main action to generate 9 martial.
Sec raise army required -2 Econ, -3 Wealth, +5 Martial, +1 Culture, potential additional effects
Blackbird S: -1 Econ, -1 Mysticism, -1 Wealth, +2 Martial, +1 Culture, many more Blackbirds, additional effects

Total cost of march and warships is 15 martial, 6 econ, 10 wealth.

We can do a main and a sec raise Army to get 14 martial for 5 econ, 8 wealth, and 14 martial, and a blackbird to top it off for a total of 16 martial, 6 econ, 9 wealth.

With everything totaled up, we're looking at 16 martial, 11 econ, and 18 wealth.

I wonder if we should take out a martial policy to offset the prohibitive cost.
...how do you get the total cost of March and warships to be 15 martial? Why do you want to do two main more warships? of course the expense is going to be tremendous if you do this.
The bigger problem is that it looks like we won't have enough Martial to both build the Warships needed for the Trader's Quest and start the March next turn (we're short by 1).
 
Why are you including this at all?

Still. We get 1 Progress this turn, we get nine progress next turn for 10. Would still amount to the same amount of progress as if we switched right now, except we know have two more cities and that nine progress will easily solve all those other problems you stated that we needed 18 progress for. That also means that that is finished in three turns(1+9+9) as opposed to four(5+5+5+5)

It's a level two city which means it need a level two bath to ensure our artisans don't stink.

Anyway: List of projects needed to be completed:

1) Redshore bath (3/6)
2) Redshore Level Two Market (0/6)
3) Level One Temple (0/3)
4) Level Two Temple (0/6)

So, we need 18 progress in about two turn.

With 5 infrastructure, we whittle it down to 13 progress. And then another 5 to get to 8 progress.

Yeah, it seems likely we will get another 2 infrastructure policies from our Free Cities to finish all the infrastructure quess, and that isn't including the Great Hall annex we need to build every turn.
 
3) Level One Temple (0/3)
We've got level 1 temples already, we only have 15 progress we need to get done, but Valleyguard might hijack some because they want baths. (though they'd have to put up progress for 1/3 of it via their FC passive)

That being said we do still need more passives if we don't want to pay for some of it ourselves.
 
We've got level 1 temples already, we only have 15 progress we need to get done, but Valleyguard might hijack some because they want baths. (though they'd have to put up progress for 1/3 of it via their FC passive)

That being said we do still need more passives if we don't want to pay for some of it ourselves.

OK. It seems feasible with 5 policies, although I am a bit impatient to get the Bazaar done because we need the wealth, damn it.
 
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