*looks at winning vote... rubs eyes and looks again*

Are we building Dam-Kun? Like this isn't a fever dream and it's actually happening?

[X][Main] Great Dam
[X][Secondary] Trade Mission - Forhuch
[X][Secondary] Influence Subordinate - Tinriver Colony
[X][Secondary] Expand Econ
[X][Secondary] Palace Annex: Great Hall Expansion
[X][Secondary] Change Policy - Passive (Forestry + Forestry -> Infrastructure + Infrastructure)
[X][Guild] Plant Poppies
[X][Guild] Expand Snail Cultivation
[X][Guild Secondary] Expand Snail Cultivation

Now to go lie down and wake up from this rather disturbing dream.
 
I wonder what the dam narrative will be.

"Uvothyn took a long walk as he thought and thought about how to solve the river travel problem, and when he leaned on a wall to rest, he fell into a secret chamber full of extremely old parchment and stone tablets. On one wall he could see, in archaic ymrysh, "Projects We Haven't Gotten Around To Yet." He immediately yelled for a guard and some priests."

Thousands of years later in the Valleyhome Museum of Ancient History:

"The ancient Ymaryn were well known to keep good records, often only failing from old age, neglect or disaster. The perhaps oldest continuous record in Ymaryn history is the planning for the Cataract Dam. It's references to advisors, kings and Patricians give us incredible insight into the Ancient Ymaryn governing structure as early as the late Stone Age, where the first construction drafts were created."

AKA: The Dam was never forgotten. It just kept being punted around various departments and has a whole part of a library for itself documenting the whole bureaucracy to get it finally approved.
I'm torn between making the dam face a big art piece with prayers to the spirits and gods, or just replicating every single bit of the dam design process on it's face in ceramic.
I'm imagining some clerk going "A dam? I'm sure I've read about a dam before" and then finding a millennia-long line of notes and plans on dams.

"The wise Myranyn reigns as I study these ancient plans of ages past ..."
...
"Great Yshuyn, I implore you to read these humble propositions handed to me from my predecessor ..."
"Wise Hertythyn leads the People as I write plans for a great work that will surely ..."
...
"Desdydyn, my old friend, I have come across the an interesting collection of old writings ..."
...
"While that mad nomad Phygrif is off on his insane quest for Xoh, I have been scouring the old writings, and have found something most fascinating concerning the flow of the our rivers ..."
...
"Rulwyna, daughter of Rulhythyn, I urge you to read these plans ..."
...
"King Gonwyllmyn, with the Temple nearing completion, these old plans may be of interest ..."
...
"... water ... calming the rivers ..."
...
"With the Magwynan System many ancient writings have be rediscovered, like these plans for a dam ..."
...
"Twythulmyn King Water Wall River Many-Grain ..."
...
*A clay tablet with a drawing of a river bisected by a line*
I hope this shows up when we start it. It'd be amazing.
Also you forget how every time we invent a new material or construction method we ALSO have said how it makes the dam easier to build so:
"With the development of the ironworks, diagram B-54 includes how a dam can be used to pump the bellows at a regular controlled pace, refer to diagram A-18 for how the volume of water flow can be used to change the speed."
"With the development of the hammer mills, we propose new regulations on the use of the dam to prevent the ash and vitriol of the bloomeries from tainting the waters"
"With the new waterwheels, we can see that the dam can be extended with secondary reservoirs at higher elevation which the flow of the river would fill and drain to maintain a safe water level, and ensure vast amounts of grain can be ground to flour"
"With the use of the dragon vitriol technique we can seal together fired brick and stone to make a wider, stronger dam."
*Diagrams of arches and how they can support a higher dam*
*Early scribe writings on the miraculous starmetal and how it makes the dam cheaper*
*A clay tablet with the symbols of rock, fire, spade, wall and water*

I'm kind of pissed that Freehills ended up taking Trelli. If they end up actually at war with the HK or Khemetri, can we make sure to take it from them?

We gave it to them. This would have happened eventually, the plague just sped it up.

2. We've just contacted not-Chinese trade goods. Historically, Chinese silk and porcelain were one of the reasons Roman economy collapsed - patricians sent millions of coins to the east, collapsing monetary system once mines went exhausted. Conversely, in medieval and Renaissance reverse happened, eventually forcing China to crack down on imported goods. I want some trade good that China does not have. They are a source of cotton here, it seems, so that's out. We have not seen dyes in their goods, so it is an option. Another one is just being better than them at manufacturing finished goods from their materials (as per @maximillian , that's what did, say, Florence in Renaissance - sold China clothes from Chinese silk), but still.
The finished goods route is very risky due to the silk road being super vulnerable to disruption.
Glass, porcelain and dye are probably our best bets there.
3. Cash crops are a good that, as far as I know, requires a lot of unskilled labour. I am not sure I want to encourage that or go too fast with them.
Pretty much all cash crops do that. Saffron, Opium, Cotton, Hemp, Tea, Rubber, etc all require fine delicate processing work which can only be done with fingers and a brain at the current tech level(heck, even at the modern tech level), which do not produce significant edible elements to feed the laborers with.

Opium and Saffron(plus Frankincense, Cinnamon and Myrrh) have the advantage of being high density value, so the same amount of wealth takes less people to make, allowing them to be paid more...well if anyone ever WANTS to pay more.
Let Tinshore do it, they are closer.
Look, we are barely scraping by actions to keep western subordinates from rebelling. If we conquered Trelli that time several turns ago, I am sure that they would be rebels by now, with Trelli as a nexus of power with its defensible position and whatever. It's going to be good when we can integrate it, but before that it's as much a source of trouble as it's a boon.
Definitely true. I don't think we could have kept Trell in the wake of the plague
It would not make the river fuller than before. Water is trapped by a dam and released at a lower level than prior due to increased evaporation & absorption around where it was trapped. It would make the area prior to the dam more full, that area being the badlands i.e. not the best place for farming.

It would make the flow more stable, however. Which doesn't really increase EE other than maybe if we redo all our irrigation with the knowledge that it's less likely to be damaged. But that's a kind of marginal improvement if we're any good at irrigation, and we are.

Like, it will increase EE. But since we're building it in the badlands it won't increase it much. The canal might increase EE, but since it's drawing water from elsewhere it won't increase it much.
Aquaculture is the big thing here. You an grow a hell of a lot of fish and aquatic crops in a dam. Also we had it clarified before, the badlands are dry. That's their only problem. They'd be as fertile as the lowlands if they weren't, especially with black soil to speed it along...which the dam would trap a lot of the rich black soil runoff silt normally going downstream to the HK, which we can dredge up to build our own chinampas.

Going to have to go back over and edit a few things because the actions are a mess. For the next time the actions come up, I will be compressing a few things:

1.) There will be a singular 'Support Holy Orders' action
2.) The various cash crops will be reorganized, into three broad categories of 'Luxuries' (incense, spices, wine, etc.), 'Drugs' (pretty much just poppies at the moment), and 'Textiles' (hemp and cotton).
3.) There will be a couple of other actions collapsed as I comb over the list
@Academia Nut
1) This covers Blackbirds, Carrion Eaters and Spiritbonded right?
1.1) How would the Cavalry stat increase in such a case? Or does the cost just rise to cover them all at higher action efficiency?
1.2) Is this along the route to update our holy orders to the Spiritbonded quality?

Also, a RA decreasing action would be just great. I imagine Suppressing the Priest faction would do it as a hidden effect, but ever since the gods smote the Thunder Horse we've been bumping against the limit.
We're no longer bumping the limit once Palaces started lowering it(should have done what the clerks recommended). We just need to take advantage of RA cap raisers where we can. Like the current quests.
And there has been a noticeable group of voters who want to take a couple Black Soils to force the half-exile system to the spotlight and give us a reformation option. While I'm not a huge fan of that idea, it's very much something that I'm not adverse to triggering while we're at 3 or 4 Stability and no immediate major crises.
We still lack the tools to make it happen unfortunately. More mills, more kilns, more roads and more palaces to make such a reformation remotely enforceable.
How do we encourage the budding lawyers we have developing in the cities @Academia Nut
Historically the steps needed would be:
1) Increase educational availability(prereq step) to generate idle academics
2) Increase bureaucratic complexity to create the demand
3) Encourage debate and evidentiary trials to promote this as an elite activity.

We already got 2 and 3. We just need people to do this who aren't already busy doing something else.
I suspect building enough Academies will cause Mysticism to spawn an Intellectual substat.

You never see a 10/10 strength banner company because we haven't made one yet.

Merc Companies max at 8/10 strength.
To get a 10/10 strength banner requires a double main raise army.
Noting that our merc companies max at 8/10 strength. During the Khemetri war we learned that the Trelli mercs at the time were at LESS than 8/10. There are some other hidden factors in play.
@Academia Nut what disease is the Horseman's Plague? The closest I could think of was Pneumonic Plague (Yersinia pestis) but that doesn't quite fit the symptoms or transmission. TB as well, I suppose, but again, doesn't really fit the symptoms or apparent transmission. Hemoptysis isn't a terribly common thing for infectious disease.
It's not too atypical for a first generation species jumper to do this. Most infectious disease rapidly evolve away that sort of symptom because it kills too fast, the only way such a disease can work is a ridiculous population density.
Building a dam fast isn't a terribly good idea, IMO, and we do desperately need that influence action. I haven't caught up enough to really get back into the math of it (plus, why are some of these things in fractions?? What's the overflow chart look like now?) But I'm reasonably sure we can afford it.
We asked AN before. He said that we can't really 'rush' a dam at the timescales we are playing at, but if we Kicked a dam, there may be interesting rolls to see what happens.
And that went...I am not sure how to rate that one.

We saw no immediate returns. We found out Monotheists were a thing, but if we had not sent our mercenaries over, we would not have "caught the bug" so to speak.

Turn later, it did infect them with the Horseman Plague, so...

¯\_(ツ)_/¯
Net plus really, the monotheists would have been FAR FAR worse if they were were in control of a well fortified mountain kingdom which escaped the plague when the plague happened.
On top of what BungieONI said, Intrigue, Naval, and Light Calvary are derivative stats. They are more specialized versions of their base stats and more powerful because of it. Intrigue for Diplomacy and Naval and Light Cavalry for Martial.
To elaborate on it. We test them BEFORE we test the main stat, excluding the advanced stat specific stuff like running intrigue missions or blockades.
E.g.
Before you roll Diplomacy, you roll off Intrigue to determine what you know about their situation and what they know about your situation. Success gives you a large advantage towards diplomacy and trade because you know whats important and they don't, or because you've bribed their emissaries/traders to give you a better deal than what should be possible. Thus, engaging in diplomacy with an information disadvantage is a demonstration of asskicking.
However, if you have shit diplomacy, your intrigue won't save you. It only determines prevailing conditions.

Same goes for Naval, it determines how easily you can deploy and supply your land troops. Losing naval dominance means it doesn't matter what troops you have because they can't get there, but godly Naval with no Martial means you still lose.
A scenario of Good Naval Bad Martial vs Bad Naval Good Martial is a horrible stalemate because the Good Martial can't get to the scene and the Bad Martial can't actually change local superiority into overall superiority.

Cavalry is not quite that bad, but you need Martial to actually take and hold strongholds. All you can do with Cavalry is burn, not even loot much.
 
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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)
Hmm, this looks strongly like we want to build very tall here if possible, since the City Support boost is the biggest thing.

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)
This coupled to ironworks should make cities fully pay for themselves with city-support I think?
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)
Not a difficult project, and one that should be very beneficial for maintaining connectivity between our eastern holdings and the core.
Sounds like it counts as a megaroad?
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)
Our clerks forgot the Academy exists already. It was built so amazingly fast! :p
Vinehills (0/9), Eastern Steppewatch (0/9), Western Steppewatch (0/9), Porthills (0/9)
Okay, so Vinehills IIRC is the northeastern province. Porthills should be Gulvalley.

Wheres Eastern and Western Steppewatch?
 
It's not too atypical for a first generation species jumper to do this. Most infectious disease rapidly evolve away that sort of symptom because it kills too fast, the only way such a disease can work is a ridiculous population density.
Influenza viruses are pretty bad culprits for this given how they shuffle DNA around. It is extremely rare for diseases that are exclusively infectious to one species to jump to another unless the second is closely related, and when they do, they are generally not infectious but horribly virulent. Sometimes you get a perfect storm, though.

*cheers* Yay, I got to put my bachelors to use again!
 
They're some of the Western Wall provinces we grabbed a bit ago, they're listed several updates previous.
Ah, right, those founded when Western Wall was a March

Influenza viruses are pretty bad culprits for this given how they shuffle DNA around. It is extremely rare for diseases that are exclusively infectious to one species to jump to another unless the second is closely related, and when they do, they are generally not infectious but horribly virulent. Sometimes you get a perfect storm, though.

*cheers* Yay, I got to put my bachelors to use again!
Yes, though bacteria sometimes do this more easily, as I understand it. A virus hopping host species is like a Linux computer being hit by an Android phone virus, possible, but there are enough differences that it doesn't really fit properly.

Bacteria however, don't really care, they are self contained organisms, so the species barrier is mostly "does my anti-immune system strategy work in this guy?"

Might also unlock highway projects.
Might seriously be easier than building roads x.x
 
Yes, though bacteria sometimes do this more easily, as I understand it. A virus hopping host species is like a Linux computer being hit by an Android phone virus, possible, but there are enough differences that it doesn't really fit properly.

Bacteria however, don't really care, they are self contained organisms, so the species barrier is mostly "does my anti-immune system strategy work in this guy?"
Sometimes being the key word.

Viruses mutate infinitely faster, but bacteria are generally equipped to survive in a greater variety of environments. And bacteria don't explicitly require the host to replicate, which is a thing. This is also all an extreme over generalization of an exceedingly complicated topic.
 
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Not a difficult project, and one that should be very beneficial for maintaining connectivity between our eastern holdings and the core.
Sounds like it counts as a megaroad?

Wheres Eastern and Western Steppewatch?

Reasons I can think of:

1) Usage of steppes and passes as highways. Instead of going through Redhill and then finally getting down to the lowland, we just bypass the hill and use the steppes as a highway.

2) Fortification of the Boundary Hills. It's not just making the pass easier to travel to, but also controlling who can go in and out. Since it will also be a major trade route location, it means that any settlements there are going to get swole, allowing us to build a city enough to have colossal walls in a couple of century.

3) The start of the Great Wall of Ymaryn. We now have a midpoint from which we can start extending walls to the left and the right.

As far as megaprojects go, I am sure it's valuable and worth completing it, but is it worth more than other projects? I am not sure. I still think we should complete the Triangle Canal and increases our defensibly in the North and will allow more area to build more sustainable forests and farms, which we NEED to fuel our industry and to feed our cities.
 
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.

So your preferred Infra progress is 5-9?

The finished goods route is very risky due to the silk road being super vulnerable to disruption.
Glass, porcelain and dye are probably our best bets there.

Well, yes. Although we are, thankfully, slightly closer than the Europeans to the China, for whatever security increase this provides.

Pretty much all cash crops do that. Saffron, Opium, Cotton, Hemp, Tea, Rubber, etc all require fine delicate processing work which can only be done with fingers and a brain at the current tech level(heck, even at the modern tech level), which do not produce significant edible elements to feed the laborers with.

Opium and Saffron(plus Frankincense, Cinnamon and Myrrh) have the advantage of being high density value, so the same amount of wealth takes less people to make, allowing them to be paid more...well if anyone ever WANTS to pay more.

Hm. So poppies, while still bad, are less bad than most other cash crops wrt unskilled labour demand due to higher density?
 
So your preferred Infra progress is 5-9?
7-9. 9 preferably, but 7 is good enough for current purposes (assuming we don't get too many more critically important extended projects). 5 is definitely too low.

11 seems like it'd start slowly eating into our project backlog, which would eventually mean switching them off. It's easier to just keep it a bit low and use very occasional actions if we really need one thing or another.
 
Hm. So poppies, while still bad, are less bad than most other cash crops wrt unskilled labour demand due to higher density?

We might as well make our quick-fix solution into a permanent one, by growing enough cash crops to gain dominance in cotton and poppies. This gives us an additional 1+ wealth drip which will give us more rooms to work with.

The only other action that generate significant amount of wealth is Snail Cultivation and Expand Vineyard.

Really, it's a problem of Ymaryn society being expensive to maintain and everything in general just costing more due to Life of Aretes. We pay six wealth alone for the privilege of maintaining everything we have, and that's not including unhooking our mercenaries to grow core martial again.

I guess it isn't also a coincidence that we also happen to dominate the majority of trade categories.
 
1) Usage of steppes and passes as highways. Instead of going through Redhill and then finally getting down to the lowland, we just bypass the hill and use the steppes as a highway.
Not quite. This is sort of an artificial mountain pass, which explicitly makes it easier to go through the hills than to go through the steppes, making it harder to cut off trade. Nomads, no matter how high tech, hate this terrain while ALSO being optimal terrain for crossbow spam and shieldwalls.

So it does the opposite. It incentivizes the secure Redhill route over the faster but exposed steppe route.
As far as megaprojects go, I am sure it's valuable and worth completing it, but is it worth more than other projects? I am not sure. I still think we should complete the Triangle Canal and increases our defensibly in the North and will allow more area to build more sustainable forests and farms, which we NEED to fuel our industry and to feed our cities.
Its cheap as these things go and makes it easier to secure/reinforce/culture convert the Spirit Channel.

Triangle canal on the other hand is expensive enough that we need everything lined up for it.

Well, yes. Although we are, thankfully, slightly closer than the Europeans to the China, for whatever security increase this provides.
Not a lot. Too much of the route passes over steppes that you can expect the route to shut down every 5-6 turns for 1-2 turns.
Hm. So poppies, while still bad, are less bad than most other cash crops wrt unskilled labour demand due to higher density?
Comparison of cash crops we have:
-Hemp - Medium cultivation, Medium harvesting, High processing until mechanical looms. Low value per unit.
-Cotton - High cultivation, High harvesting until auto picker, High processing until Cotton Gin. High value per unit.
-Poppy - Medium cultivation, High harvesting, Processing is a skilled labor. Very high value per unit.

The poppy is milked like rubber trees, you deliberately injure the seedpod lightly and then collect the narcotic sap as it leaks out. But processing said sap into opium is a skilled alchemical work.

All told it really just moves the problem elsewhere once we make enough drugs that our traders are incentivized to deliberately addict populations to it.
 
How are we getting 3 from strategic income?

I see leading in copper, and dominating in Iron. That should give us 1 wealth altogether. Then we double the effect of iron, which should yield us 2 wealth.

I cannot account for an additional one wealth income.
 
Forestry is still super important. I'm committed to making the next two passives forestry unless we actually get the repeated action first
 
Not quite. This is sort of an artificial mountain pass, which explicitly makes it easier to go through the hills than to go through the steppes, making it harder to cut off trade. Nomads, no matter how high tech, hate this terrain while ALSO being optimal terrain for crossbow spam and shieldwalls.

So it does the opposite. It incentivizes the secure Redhill route over the faster but exposed steppe route.

Its cheap as these things go and makes it easier to secure/reinforce/culture convert the Spirit Channel.

Ah. For some reason, I thought it was a pass between the lowland and the steppes, rather than a series of roads and tunnels through the hills.
 
Hm. So poppies, while still bad, are less bad than most other cash crops wrt unskilled labour demand due to higher density?

Every crop, really. We haven't any mechanized harvesting tech aside from scythes getting bigger.

Even Cotton isn't that bad in this era if you think about it. The harvest is as bad as picking berries, grapes, poppies, or wheat.

But nothing forces you to clean the cotton at once. Even in the early 20th century it was fairly normal to have corncobs stored in your attic to dry and then remove the corns in the winter as they had nothing else to do in that time. The same applies to the Ymaryn. During winter months, the harvest is processed an in the sum of things, it means that the farmhands aren't unemployed in winter, but still have a steady income. So overall it's a benefit.


Also, might it be a bad idea to start a mass labor project while a plague still rages in the countryside?
 
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