Art Patronage [Guild] [Priest] - 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, -6 Wealth, +3 Culture, +1 Tech, +1 Prestige, potential innovations x2
*M: -1 Econ, -10 Wealth, +5 Culture, +1 Tech, +1 Prestige, higher chance of innovations x2
Build Chariots - The vehicle of the elite, chariots are the most effective way of waging war the People know.
*S: -1 Econ, -4 Wealth, +2 Martial, +1 Culture
*M: -2 Econ, -10 Wealth, +6 Martial, +2 Culture, +1 Prestige
Build Docks [Guild][Trader] - 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, -2 Wealth, +3 Diplo, potential for new innovations x2, increased trade power
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: -4 Wealth, -2 Culture, +2 Bonus to Games rolls per turn, +1 non-primary Martial tolerance
*M: -6 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: -6 Wealth, -1 Tech, +3 Econ, potential for innovation x2
*M: -8 Wealth, - 1 Tech, +4 Econ, increased potential for innovation x2
Build Roads [Yeomen] - New roads can better tie the people together, so more could be useful. (17/46) +5 Centralization Tolerance
* S: -1 Econ, -4 Wealth, -1 Tech, +1 Centralization, +1 Diplo, other effects
* M: -3 Econ, -4 Wealth, -2 Tech, +2 Centralization, +2 Diplo, other effects
Build Theatre [Urban] - 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, -2 Wealth, -1 Culture, +4 Culture end of turn, other effects
*M: -1 Econ, -4 Wealth, -1 Culture, +4 Culture end of turn, +2 Culture next turn, other effects
Develop Intrigue Web [Urban] [Trader] - With contacts in the right places, all sorts of fun things can be done
S: -4 Wealth, -2 Diplo, +1 Intrigue
M: -6 Wealth, -3 Diplo, +2 Intrigue
Efficient Charcoal Kilns [Guild] - With better processes, large Guild controlled kilns can be built to efficiently turn wood into charcoal
*S: -1 Econ, -2 Wealth, -2 Tech, -2 Sustainable Forest used
*M: -2 Econ, -4 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
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, -2 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, -4 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, -4 Wealth, 0 to +1 Stability, information on problems
Increase Cement Production [Guild] – While this material can use the same kilns as for pottery and glassmaking, it benefits more from raw size and throughput than the more precise control of those materials, and the other artisans complain if you take up their space with cement
*S: -1 Econ, -6 Wealth, -2 Tech, 1 sustainable forest used, certain projects boosted, other effects
*M: -2 Econ, -8 Wealth, -3 Tech, 1 sustainable forest used, certain projects boosted, other effects
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, 4 Wealth, 2 Culture, 2 Tech, and 2 Mysticism; influences subordinate culture
*M: -3 Diplo, Transfer 3 Econ, 6 Wealth, 2 Culture, 2 Tech, and 2 Mysticism; significantly influences subordinate culture, +1 Loyalty
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, -4 Wealth, +1 Stability, +2 Culture, chance for additional effects
* M: -2 Econ, -4 Wealth, +1 Stability, +4 Culture, chance for additional effects
* Max Stability: Legitimacy - 1
Invite to Games [Traders] - 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, -4 Wealth, begins an intrigue event in target location
*S: -2 Intrigue, -3 Diplo, -6 Wealth, begins an intrigue event in target location with higher odds of success
Support Sacred Orders [Priests] – The various sacred orders of specialist warriors provide a number of benefits and special skills, but require considerable investment
*S: -3 Econ, -3 Mysticism, -12 Wealth, +5 Martial, +1 Light Cavalry, +2 Culture, other effects
*M: -4 Econ, -4 Mysticism, -14 Wealth, +7 Martial, +2 Light Cavalry, +3 Culture, other effects
More Warships [Guild][Traders] - Many standard boats are no longer things need to worry about, but warships are something else entirely
*S: -3 Econ, -6 Wealth, -2 Martial, +1 Tech; +1 Naval, additional effects
*M: -3 Econ, -10 Wealth, -3 Martial, +1 Tech; +2 Naval, additional effects
Plant Cash Crops - Drugs [Priests][Yeomen] – Some crops produce peculiar effects on the mind that can be in high demand for spiritual and medical uses. Available: Hemp, Poppies
*S: -2 Econ, -2 Econ Expansion, +1 Mysticism, +3 Wealth
*M: -3 Econ, -3 Econ Expansion, +1 Mysticism, +7 Wealth, other effects
Plant Cash Crops - Textiles [Guild][Yeomen] – Planting these water and soil hungry crops can produce large quantities of useful fibres for sturdy ropes and comfortable clothing. Available: Hemp, Cotton, Flax
*S: -3 Econ, -4 Econ Expansion, +6 Wealth, +1 Diplo with boats, +1 Econ next turn other effects
*M: -5 Econ, -5 Econ Expansion, +7 Wealth, +2 Diplo with boats, +1 Culture, +1 Econ next turn, other effects
Plant Cash Crops – Luxuries [Yeomen] – These crops are those that make life a bit more vibrant, flavourful, and exciting. Available: Wine, Dyes, Spices
*S: -2 Econ, -1 Econ Expansion, +2 Wealth, +2 Culture, other effects
*S: -5 Econ, -2 Econ Expansion, +6 Wealth, +2 Culture, other effects
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, -6 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 [Traders] - 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 [Traders] - With the saltern, the People have access to tremendous amounts of salt, which can be used to awe outsiders
*S: -10 Wealth, random amount of Diplomacy, Culture, and Prestige generated (min. 1 of each) and the possibility of Mysticism generation
*M: -16 Wealth, random amount of Diplomacy, Culture, Mysticism, and Prestige generated (min. 1 of each)
Study Alchemy [Priests] - Materials can be made to transform their form through special treatment. What wonders can be discovered in this process?
*S: -2 Mysticism, -6 Wealth, +1 Tech, potential new discoveries x2
*M: -4 Mysticism, -8 Wealth, -1 Econ, +1 Tech, increased chance of new discoveries x2
Study Health [Priests] - What secrets of nature can be used to improve the health of the People?
* S: -1 Econ, -4 Wealth, -1 Tech, potential new discoveries x2
*M: -1 Econ, -4 Wealth, -3 Mysticism, -1 Tech, increased odds of success x2
Study Metal [Priests][Guilds] - Iron and copper, gold and silver, what other secrets are hidden in metal and stone?
* S: -1 Econ, -4 Wealth, -1 Mysticism, +1 Tech, small chance of new insights x2
* M: -1 Econ, -6 Wealth, -1 Mysticism, improved chance of new insights x2
Study Stars [Priests] - What secrets do the heavens hold when you study the stars and their motions carefully?
*S: -2 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, -6 Wealth, +3 Tech, +1 Culture, potential innovations x2
*M: -1 Econ, -10 Wealth, +5 Tech, +1 Culture, higher chance of innovations x2
Diplomatic Mission [Trader] – Contact with the outside world is expensive, but can bring its own rewards
* S: -4 Wealth, additional effects depending on target, +1-2 Diplo
* M: -4 Wealth, -1 Econ, additional effects depending on target, +1 Diplo, +1-3 Diplo end of turn, +0-2 Wealth end of turn
Academy – These centers of learning provide a well-rounded education in topics both general and esoteric, providing a more informed population who are better able to deal with the complexities of the world, although direct reference to the records can be called into question more often. Each level increases RA tolerance by 1, decreases the refund from Libraries by 1 (min. 0), and provides other effects. Each {S} committed consumes 6 Wealth and 3 Culture for 3 progress
Redshore (0/3), Redhills (0/3), Valleyhome (0/3), Sacred Forest (0/3), Blackmouth (0/3), Stallionpen (0/3), Valleyguard (0/3)
Bath [Urban] - Any city with an aqueduct may have a bath. Each {S} committed consumes 6 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)