-Periphery Count is off, should be 13
-Not sure where the -1 econ per turn expense comes from, since our city support policy covers the free city's expenses fully?
-All the action sheet errors i mentioned in this post:
Paths of Civilization(Also, since i think i forgot it in that post, the gymnasium action lists the wrong bonuses)
-Will correct.
-Looking over the math, that is correct.
-I will revise the actions next time they come up, so I will keep that in mind.
-1 What exactly were the enclaves doing wrong farming wise?
-2 Are the Storm People going to the Games? Either way, Western Ymaryn is still listed on the megaprojects listing
-3 Do the Storm People still have PiA?
-4 Since there was some debate on it earlier, is it north-south or east-west, and what exactly would the boundary passage do for us? Would it improve travel between the core and our eastern holdings?
-5 Should we have a march target above the provinces we integrated from teh western wall? I'd thought you said we would have one, but i might be misremembering?
-6 When the traders ability says it lets them add or subtract from innovation rolls, is that just that if their power is negative we get a malus, or can they suppress innovations they don't like? If so, what kind of thing would they suppress? I get the guilds suppressing competing tech, but wouldn't the traders want to have tech that outcompetes existing stuff, to get one over on other traders?
-7 Is it intentional that the trelli are still on teh trade sheet, albeit crossed out, since you've already removed the Mountain Horse?
1. Lots of little things. It was stuff like improper trash disposal so they weren't really generating Black Soil the way they should, not leaving fields fallow correctly, ploughing too early in the season, not planting soil stabilizing species around irrigation ditches, not shoring up irrigation ditches properly, etc., etc. Basically a hundred little to moderate things, plus not properly giving offerings and prayers to the spirits.
2. Yes, will correct now that you have their name.
3. Downgraded, but still Econ drainers.
4. The boundary passage offers increased strategic mobility against the steppes or someone pushing up from the south. You could mass your logistics on one side of the boundary hills and then push through from a direction other than the obvious natural passes. It would also improve connectivity and trade.
5. That's probably correct. If I don't include it next time, ping me again.
6. After rolling out this turn, I am adjusting it slightly, but basically if you cater to the traders they will add their faction power modifier to innovation rolls, where if you suppress them it will tank your innovation. Basically I'm sort of comparing pre-modern Western European and Islamic merchants and Sino-Sphere merchants. The former were more respected in their societies, and a lot of major technological innovations were fueled by demands for trade and seafaring and the ability to protect trade (the merchants were also huge dicks), where in China and related countries they were more looked down upon, and there was a distinct divergence. How these societies treated their merchant classes is obviously not the whole story, but it's a bit of a finger on the scales of society either way.
7. Mistake/IC out of date info, will redo after the next update as trade begins to resume
Who runs the free cities, anyway? I mean, by nature of them being "free," I doubt it's appointed governors... Are they run by a mayor or a local patrician or something?
Local elites. Basically the mayor is a mini-governor with a mandate to keep the population in-line and local tracts of land to assist with the feeding of them all.