General
Diplomacy 27/27 (+1) [+6]
-Intrigue 3 [+0]
Economy 27/27 (+5) [+5-8]
-Sustainable Forests 30{37}/34
-Econ Expansion 7 [+8-5] [Overcrowding Min: -5]
Martial 11/37 {34/39}
-Light Cavalry 4
Naval 1
Wealth 7/24 (+1) [+9]
+3.5 Salt&Gold
+3 = 3 Strategic
+4.5 = 4.5 Luxury
+5 Markets
-1 Units
-6 Maintenance
Total: +9
Diplo 25 -> 27 (+1)
Initial 25
+1 (Trade Mission)
Subtotal: 26
+1 (Overflow from Culture)
Subtotal: 27
+(+1)(Trade Mission)
Total: 27 (+1)
Minimum roll on trade mission (range of 1-3), alas.
Intrigue 5 -> 3
Initial 5
-2 (Tear out)
Total: 3
Econ 24 -> 27 (+5)
Initial 24
-1 (Blackbirds)
-2 (Spirit Bonded)
-1 (Trade Mission)
-2 (Palace Annex)
+12 (Expand Econ)
-2 (Refugees Out)
Subtotal: 28
-1 (Overflow to wealth)
Subtotal: 27
+(+5) (Refugees In)
Total: 27 (+5)
Taking the stab hit caused outflow to the Storm Ymaryn, unfortunately. We'd have 2 more wealth otherwise. Still, rolled well on refugee intake (range of 4-5 gained, but always -4 EE), so we will gain an LTE in the long run from it.
EE 14 -> 7
Initial 14
+1 (BB Refund)
+2 (SB Refund)
+1 (TM Refund)
+2 (PA Refund)
+2 (Refugees Out)
+1 (Econ Overflow Refund)
-12 (Expand Econ)
-4 (Refugees In)
Total: 7
Went from 38 LTE to 34, activating most of our cities (all but lower valleyhome), but once refugees come in, we'll be at 39 LTE if nothing else reduces or increases it.
Martial 7 {35} -> 11 {34}
Initial: 7
+2 (Blackbirds)
+2 (Spiritbonded)
Subtotal: 11 {11}
+{2} (Yeomen Ability)
+{9} (Swords and Ploughshares)
+{5} (Blood Rain Banner)
+{7} (Red Banner)
Martial's getting high enough that Dragon Banner company got automatically shifted back off of main army support.
Total: 11 {34}
Light Cav 3 -> 4
Initial 3
+1 (More Spiritbonded)
Total: 4
Wealth 14 -> 7 (+1)
Initial: 14
-1 (Blackbirds)
-5 (Spiritbonded)
-2 (Trade Mission)
Subtotal: 6
+1 (Overflow from Econ)
Subtotal: 7
+(+1) (Trade Mission)
Total: 7 (+1)
Average roll on trade mission (range of 0-2), so overall trade mission was -2 wealth, -1 econ, for a gain of +2 dip, +1 wealth (and refund of 1 EE). Not the best, not the worst. Still, especially with the upcoming wealth cost doubling, sucks that we dont have more. Refugees flowing into Storm Ymaryn cost 2 wealth in overflow, while the extra palace annex action cost 4 wealth in overflow, since everything else in the overflow chart but wealth and martial is full already.
Luckily, our wealth income is back up and running, between valleyhome reactivating (+2 wealth/turn), amber road being active again (+0.5), and our gains in luxury trade power (+1). Of course, with the vote choice we're picking now, we can expect to have our wealth expenses double, so actually expect a gain of +2, not +9 :/
Cultural
Culture 27/27 [+7]
Mysticism 27/27 (+3) [+3]
Tech 27/27 (+2) [+1-1]
Prestige 101
<Note: In case AN doesn't fix it before i post this, the civ sheet incorrectly lists the totals as +2 and +6 still, instead of as +3 and +2>
Culture 27 -> 27
Initial: 27
-2 (Palace Annex)
+1 (Blackbird)
+1 (Spiritbonded)
Subtotal: 27
+1 (Overflow from Mysticism)
-1 (Overflow to Diplo)
Total: 27
Mysticism 27 (+2) -> 27 (+3)
Initial: 27 (+2)
-1 (Blackbirds)
-2 (Spiritbonded)
+2 (Pending)
Subtotal: 26
+2 (Overflow from Tech)
-1 (Overflow to Culture)
Subtotal: 27
+(+1) (Blackbirds Refund)
+(+2) (Spiritbonded Refund)
Total: 27 (+3)
Tech 27 (+6) -> 27 (+2)
Initial: 27 (+6)
+6 (Pending)
-4 (Expand Econ)
Subtotal: 29
-2 (Overflow to Mysticism)
Subtotal: 27
+(+2) (Expand Econ Refunds)
Total: 27 (+2)
Would be really nice to get that extra tech refund, since its basically all that keeps our tech score up :/
Prestige 99 -> 101
Initial: 99
+2 (Retroactive Gov Palace Prestige)
Total: 101
Woo, finally broke 100! =D To clarify, with the extra grand hall annexes, we got two bonuses, one of which made governor's palaces give +1 prestige, like how having great hall x2 gave +1 prestige for the capital palace (more on that later in this section).
Stability
Stability 2/4 (hopeful)
Legitimacy 3/4 (regular max)
Stability 3 -> 2
3 - 1 (Tear out purists) - 0 ([0-1] Refugee Intake) = 2
Well, at least we rolled well on the stab hit for a lv 2 refugee wave
Legitimacy 4 -> 3
4 - 1 (Tear out purists) = 3
And so once more the urban poors ability proves amazing, in that we can take a legitimacy hit without needing to recover it right away, and have more room to proclaim glory for stab if we so choose!
Organizational
Centralization 5
Hierarchy 7
Religious Authority 7 {9}
Centralization 7 -> 5
7 - 2 (Personal Stewards) = 5
Burning through our cent to power our actions. Should be safe for another turn or so, and lowering cent is good (now have a limit of 8 iirc), but we'll have to start boosting it at some point soon
RA 8 {10} -> 7 {9}
8 - 1 (Tear out purists) = 7 + {2} (Priests Faction Ability) = 7 {9}
Also getting ourselves some extra leeway on RA tolerance while still keeping a powerful priesthood for their benefits, thankfully
Horseman's plague is finally fully gone! =D Brings us back 3 diplo income and 3.75 wealth income just in time for extra wealth costs
Most of the changes are just updates for trelli dying and khemetri being in a bit of a limbo state and the SY taking over metal workers and the like. Actual Meaningful changes:
-Harmurri are italic/threatening dominance in common textiles with the khem (previously dominating) potentially out of the way
-Competing -> leading in fine pottery for us, +0.5 wealth a turn =D
-However, Harmurri are threatening that leading position
-Forhuch are threatening our gem dominance, while storm ymaryn are producing at least some gems
-Significant -> Dominating in Poppies for us, +0.5 wealth a turn and no competitors other than currently crossed out khemetri =D
-Forhuch are threatening our oldest dominance (salt) thanks to their access to the salt sea D=
-With the trelli and their italics gone, our wine dominance is more secure, though Forhuch, SY, and Harmurri all have some production
-Storm Ymaryn are threatening to dominate the bronze trade, while Forhuch join in that trade.
-Storm Ymaryn are slave traders, not just importers like the ST were.
-SY and HK are tin traders, not just importers now. Tin Tribes threaten to dominate the tin trade
-SY and Forhuch are both producing iron, though no one can threaten our domination there yet
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)
Greenshore Colony (Colony) - Settles the territory on the west coast of the sea (L: 3/5, D: 2/5)
Tinriver Colony (Colony) - Settles the territory on the south-west coast of the sea (L: 3/5, D: 2/5)
Loyalty for Greenshore and Tinriver went up by 1, so the megaproject choice gave us the loyalty we most wanted
Red Banner Company (Mercenary Company) - Can be hired to other kingdoms for wealth, or maintained to boost Martial capacity (L: 3/5, E: 7/10)
Dragon Banner (Mercenary Company) - Can be hired to other kingdoms for wealth, or maintained to boost Martial capacity (L: 4/5, E: 8/10)
Blood Rain Banner Company (Mercenary Company) - Can be hired to other kingdoms for wealth, or maintained to boost Martial capacity (L: 3/5, E: 5/10)
Unfortunately, either it didn't apply to the mercs or they all rolled no bonus :/
Amber Road (Trading Post) [Mature] - Increases trade power for all Far Northern Tribe products, provides a market for an extra saltern (L: 5/5, D: 2/4)
Amber road is finally mature, giving us +1 diplo/turn
Four Horsemen Survivor: +1 Prestige/turn whenever facing at least two Horsemen of the Apocalypse at the same time
City on the Hill: You always have a successor culture that inherits some of what you were, even if they were your killers
New legacies! The first for the horseman's plague finally being done, and us surviving it so well (thunder speakers aside
), the second for hitting 100 prestige
So being any two of at War, dealing with Pestilence/plague, dealing with Famine, or...Death? ...Not actually sure what would count as a separate instance of death? will give us +1 prestige a turn, which is...kind of weak honestly? Still, a nice bonus i suppose, and with luck we can upgrade it at some point
City on the hill is interesting, though hopefully wont need to be tested
Capital Palace
A grand center of government, the palace seats the king and all the necessary organs of governance, as well as being aesthetically attractive and imposing, so as to show off the wealth and power of the People. Required capstone project to move beyond Bronze Age models. Grants access to the Governor's Palace extended project.
Annexes (15/17):
- Grand Hall x5 (+1 Diplo/turn, Governor's Palaces give +1 Prestige when built, +1 Sec action)
- Shrine x2
- Library x2 (+1 National Library count)
- Storehouse x2 (-1 Temp Econ damage for all palaces)
- Garden
- Arsenal x3 (+1 Safe Martial, +1 Tech/turn)
Synergies: +1 EE before Valleyhome loses TC status, +1 Tech Refund/2 palaces, palaces grant +1 RA tolerance each
Capital palace section reordered on my suggestion, and highlights the bonus we got in exchange for having 1 less secondary action than we were supposed to have this last turn. We got 2 grand halls for the price of one, bringing us to 5, only 1 away from a government upgrade
So new bonuses are "Governor's Palaces give +1 Prestige when built" and "+1 Sec action", presumably for x4 and x5 respectively. That suggests that
@veekie 's theory about GPs giving benefits based on having half the main palaces annex count (rather than -1 as he'd originally suggested) is correct, since we got +1 prestige for having 2 annexes in the capital. That also suggests that at Great/Grand hall 6, we'll get +1 diplo per palace, or maybe (like with the tech upgrade) +1 per two palaces. Probably per palace, since stat drips aren't as powerful as refunds.
Also note that unlike what we'd thought, the RA tolerance boost wasn't just for shrines, it was...presumably shrine + library? Likwise, the City Attraction boost was a synergy, likely Garden + hall or Garden + storehouse.