Barring some pretty major expenses, we're probably fine.
Major unplanned expenses are a regular event, as are major unforeseen stat drops. Relying on other stats remaining high to cover for a lack of real income creates problems when things get dicey, and that's exactly when you don't want problems.

And since, like I mentioned, we don't have options for rasising stats quickly without breaking the bank, if we do take a massive hit to our stats from, for example, a plague, then we're going to be in a nasty bind because we won't have enough Wealth to top off all the stats we want to. Overflow takes time to regenerate low stats, especially if you're burning resources to try to pull yourself up off your feet.

Tech's not likely to break, but if it does, it's going to be a hell of a thing to fix. Wealth is even more likely to break and if it does it's going to be even worse than Tech, because the A: Guild is going to have a fit if we get too low and B: most of the things we can do to raise Wealth are going to incentivize unpaid labor.

Even then, I doubt the Harmurri would give us land, since once we took the land we would never, ever give it up.
And I don't think it would be good for our values to try and basically trick our people in order to proc a mechanical bonus.
This.

We might not get a bunch of mechanical bonuses from it, but we do have a really simple CB. The Highland Kingdom is being aggressive towards our good friends and trying to disrupt harmony in general; therefore, we're going to knock them down a couple of pegs and restore peace. "Our allies are being attacked by our enemies, let's go help them out" is probably the second-most straightforward CB possible.

Our people are almost certain to accept that as valid, so there's no reason to try and pull anything shady.
 
We also kind of have screwy views about the duties of a Lord, which is good in this scenario- would give us motive because few other polities are likely to know us well enough to conquer us the right way


Ah. I just realized something. Those folks sucked away by Storm People were, narratively, purists. Educated purists too. Guess who now has a purge-happy fork of our religion?
Hhehehehehehehehe.

Oh I can't wait to see what happens.

Okay everybody, also going to admit something here: part of the reason that I didn't update last night was that I knew that even if I got it done by 10:30 PM my time I wouldn't be able to actually supervise the thread. Because a very thorny issue has evolved from decisions already made. Since it seems that when I warn you about things the explosions aren't as bad, I'm giving you all an early heads up that there is a serious choice coming up, and also waiting for @ManusDomine to actually be online.

So, behave yourselves now with this revelation, and especially behave yourselves with the update. And looking at the actions... yeah, it will be a mini-update to keep action bloat from taking over. System reform is definitely badly needed at this point.
*Has read Loggerhead already*

> MFW.

[X][Dam] Move to the bigger but more useful proposal (1 Wealth and 1 Tech per action added to remaining costs, requires an additional 2 actions to complete)
[X][Purity] If slavery is so bad in comparison, maybe even the half-exiles need to be addressed (-1 Stability, the next Patrician, Guild, and Trader quests are all spite quests, all Wealth costs are doubled going forward)
[X][PP] Infrastructure (+1 Free Progress to an infrastructure project (Aqueduct, governor's palace, saltern, etc.)/turn)
[X][PP] Infrastructure (+1 Free Progress to an infrastructure project (Aqueduct, governor's palace, saltern, etc.)/turn) x2
[X][PP] Infrastructure (+1 Free Progress to an infrastructure project (Aqueduct, governor's palace, saltern, etc.)/turn) x3
[X][PP] Skullduggery (+1 Intrigue/turn, -2 Diplo)

Wanted Diplo to, but dis is okay.
 
Expensive Free Labour
[X][Dam] Move to the bigger but more useful proposal (1 Wealth and 1 Tech per action added to remaining costs, requires an additional 2 actions to complete)
[X][Purity] If slavery is so bad in comparison, maybe even the half-exiles need to be addressed (-1 Stability, the next Patrician, Guild, and Trader quests are all spite quests, all Wealth costs are doubled going forward)
[X][PP] Infrastructure (+1 Free Progress to an infrastructure project (Aqueduct, governor's palace, saltern, etc.)/turn)
[X][PP] Infrastructure (+1 Free Progress to an infrastructure project (Aqueduct, governor's palace, saltern, etc.)/turn) x2
[X][PP] Infrastructure (+1 Free Progress to an infrastructure project (Aqueduct, governor's palace, saltern, etc.)/turn) x3
[X][PP] Skullduggery (+1 Intrigue/turn, -2 Diplo)
[X][PP] City Support (4 Econ cost for True Cities offset each turn, -1 Tech)

The king had begun by wanting the puritanical preachers and fanatics out of the People's hair. Not just the ones actively causing problems dealt with, but all of those who fed the worst of the lot browbeaten into submission through open and public debate. With the backing of the temples and the king it should have been easy.

And then someone had to go and open their mouth about the half-exiles and it had all started spiraling out of control. Details had come out to the public that had made many mad. While some saw opportunities to satiate greed, others saw the greed already happening, and as accusations started flying back and forth many who were not part of the puritanical faction started to make calls for reform of how the half-exiles were treated. In particular, a major call went up to eliminate the incentives that lead to half-exiles being used as a way to displace free labour. While there were many half-exiles who were despised, there were always a few members of that community within local communities who had their supporters. People who were generally agreed to have done their time and it was weird that they weren't being cleared for re-entrance into normal society. Combined with the fact that there were a number of major families and local guilds that were benefiting from not having to pay for labour that was in the grey area between having to be done by and could be done by the half-exiles, thus giving incentive to get the half-exiles to do it rather than fairly paying people, and there was major backlash there.

Thus it sorted out that the king declared that all labour had to be fairly compensated, either through pay or the deferment of taxes, even if someone was a half-exile. The intent was to remove the incentive to hold onto those who had already done their penance for longer than usual, while still doing the purifying work upon those who actually needed it.

There was a minor riot as the clerks watched their carefully constructed budgets explode. Had the People not already been safe, secure, and prosperous the kingdom would have likely been ripped apart by the various regional conflicts that bubbled forth from the changes made. While there was a mixture of compassionate, pious, and fearful reasoning behind wanting the half-exiles to be treated better, there were also many who were upset by the half-exiles being given 'increased benefits'. The whole affair rapidly became a nasty, ugly, festering mess that the king knew would haunt his successors for generations to come.

And of course the fanatics among the Highlanders had to do the sensible thing and work to consolidate their hold on the newly conquered lowland territories before striking out against the Harmurri. While most people who could run had run from the conquered villages between the People and the Harmurri, there were now rumours coming back of the Highlanders forcibly stamping out the local religious beliefs even as they began the construction of forts in key areas and the reformation of local agriculture. While the People had little idea what exactly they were doing, it seemed that they were enforcing organized irrigation and field surveys both as a way to improve yields and a way to improve the defensiveness of the terrain, even as they 'pacified' the population to ensure they would not cause trouble in the foothold the Highlanders had secured.

While still threatening to the Harmurri, these sorts of decisions made them both a much greater long term threat while also a less immediate threat that could be sold to people who were already upset with the decisions of their leadership.

Art Patronage [Guilds] [Priests] - 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

Black Soil [Yeomen] - There are many places that could benefit from further black soil, but making more is starting to take up more resources than it is currently returning
*S: +2-3 Econ Expansion, -1 Tech
*M: -2 Econ, 1 Forest Slot Consumed, -1 Tech, +6 Econ Expansion, other effects [King]
Build Chariots - The vehicle of the elite, chariots are the most effective way of waging war the People know, or at least that's what their drivers say.
*S: -1 Econ, -4 Wealth, +2 Martial, +1 Culture
*M: -2 Econ, -10 Wealth, +6 Martial, +2 Culture, +1 Prestige

Build Docks [Guilds][Traders] - 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 Ceramics Kilns [Guilds] – With similar demands for high temperature kilns, glass and fine pottery are growing increasingly close together
*S: -2 Econ, -3 Tech, 1 Sustainable Forest used, +1 Wealth, +3 Culture, chance of new innovations x2
*M: -3 Econ, -4 Tech, 2 Sustainable Forest used, +1 Wealth, +7 Culture, increased chance of new innovations x2

Build Gymnasium - With the games on people's minds, a place to train for them would be most useful. +4 to Games, +2 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. (21/55) +7 Centralization Tolerance (Max additional tolerance for government reached)
* 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

Build Wall [Urban] - The practice of building city walls has reached new heights with access to superior tools making the cutting of stone simpler (34/66 significant walls, 4/66 massive walls)
*S: -2 Econ, +1 significant walls
*M: -4 Econ, +1 massive walls

Build Watchtowers [Yeomen] - Stone and brick towers for warriors to sit in and scan the horizon for trouble, these towers can help stave off raids and improve response against attacks. (30% coverage)
*S: -1 Econ, +5% coverage
*M: -1 Econ, +10% coverage

Change Policy - Adjust the current Policy to one better fitting the situation
*S: Change Active Policy to one of the available ones listed below
Balanced - Takes whatever actions seem reasonable. Expand Economy is considered a Policy action for interaction with other effects
Defence - Builds walls and watchtowers
Expansion - Builds new settlements, expands economy, expands forests, and can even create new provinces
Infrastructure - Extended projects
Mass Levy - While this policy is active, the sum of Econ + Wealth + (Sum of Ironworks Levels) x2 added to Temp Martial Score one combat phase after policy activated, but Expand Econ and most Wealth generating actions disabled while this policy active. Otherwise acts as the Offensive Policy
Megaproject Support - Provinces can spend actions in support of a megaproject
Offence - Can recruit warriors and specialists, can send war actions against declared enemies
Progress - Takes studying actions and art patronage
Restoration - Takes stability improving actions
Spirits - Builds temples
Trade - Sends out trade missions, produce art and luxuries

*S: Change up to two Passive Policies (10/10) to one of the available ones listed below
Agriculture (+3 Econ, -3 Econ Expansion, -1 Tech/turn)
Diplomacy (+1 Diplo/turn)
Skullduggery (+1 Intrigue/turn, -2 Diplo) x1
Trade (+1 Wealth/turn)
Armament (+1 Martial/turn)
Patronage (+1 Culture/turn)
Mysticism (+1 Mysticism/turn)
Industry (+1 Tech/turn)
City Support (4 Econ cost for True Cities offset each turn, -1 Tech) x2
Expansion (So long as there is land to expand into, +1 Econ Expansion/turn, reduces threshold to produce new provinces the longer active)
Innovation (Extra 2 innovation rolls each turn, -2 Wealth)
Infrastructure (+1 Free Progress to an infrastructure project (Aqueduct, governor's palace, saltern, etc.)/turn) x5
Defence (+1 significant walls/turn) x1

Special: Forestry (+1 Sustainable Forest and -1 Econ Expansion/2 turns)
Special: Vassal Support (+1 Subordinate while active, increases Loyalty while active at less than full subordinates) x1

Develop Intrigue Web [Urban] [Traders]
- 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

Distribute Land - By reworking the distribution of land, the king can improve tax income and reduce pressures administrative overhead. 0/4 Progress to Min Centralization increase
*S: -1 Centralization, +2 Wealth
*M: -2 Centralization, +5 Wealth, +1 Progress

Enforce Justice - The king is a servant of the law, and he can use the army to remind people of that fact [GJ]
* S: 1 Stability, +1-3 Centralization
* M: 1 to 2 Stability, +2-3 Centralization
* the more settlements with walls outside of the capital, particularly large walls, the less effective this action is
*Max Stability: Legitimacy

Efficient Charcoal Kilns [Guilds] - 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

Expand Economy [Yeomen] - Encourage the growth of food producing activities such as farming, pastures, or fishing, depending on where focus is placed
*S: +6 Econ, -2 Tech, -6 Econ Expansion, potential additional effects

Expand Forests [Yeomen] - 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
* 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

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, Amber Road
*F: Convert Amber Road
*S: -1 Econ, 4 Econ Transfer, -2 Martial, founds colony to produce raw resources

Found Free City - Cities are hard to manage, giving them increased autonomy to manage themselves will reduce administrative overhead. Current Possibility: Sacred Forest, Blackmouth, Stallionpen
*S: Transfer 2 Econ and Econ Expansion, converts True City to Free City. Free Cities now produce a Passive Policy of their choice in activity each turn

Found March - Sometimes you need an extra buffer between you and hostile powers, or a place to stash excess warriors. Current Target: Spirit Channel, Northern Steppe, Northwestern Steppe
*S: -5 Martial, 2 Econ transfer, founds march to take independent martial actions

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, -2 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 [Guilds] – 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, Wealth, Culture, Tech, and Mysticism; influences subordinate culture
*M: -3 Diplo, Transfer 3 Econ, Wealth, Culture, Tech, and Mysticism; significantly influences subordinate culture, +1 Loyalty

Integrate Colony - The colony of Txolla 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

Integrate March - Better communications and administration means that the Heaven's Hawk can be integrated into the People more fully, transitioning from a March to a province
*S: -6 Diplomacy, gain Econ and Martial from integrating March
*M: Same as above, completes at mid-turn

Integrate Vassal - Now in contact with the core territories, the lowlanders can be brought more fully into the traditions of the People
*S: -4 Diplomacy, transitions vassal to March or Colony
*M: -8 Diplomacy, transitions portion of vassal to full province, converts rest to March or Colony


Improve Annual Festival [Priests][Urban] - 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

More Warships [Guilds][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

New Settlement [Yeomen] - There are a few new sites that could have new settlements placed on them: northern Blackriver (+3, moderate mineral, 2/6 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
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 [Guilds][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, -10 Wealth, +9 Martial, +2 Culture, potential additional effects
*2M: -4 Econ, -10 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: -5 Wealth, random amount of Diplomacy, Culture, and Prestige generated (min. 1 of each) and the possibility of Mysticism generation
*M: -8 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 [Guilds] - 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

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

Support Subordinate - Send resources over to a subordinate state to help prop them up.
*S: Transfer 2 Econ and Martial, chance of +1 Loyalty
*M: Transfer 4 Econ and Martial, at least +1 Loyalty

Support Faction - Use influence to increase the power of a faction.
S: -4 Culture, +1 Faction Power, +1 Time to current quest

Suppress Faction - Use influence to curb the power of a faction.
S: -2 Stability, -5 Culture, -1 Faction Power, current faction quest fails but consequences negated

Survey Lands [Yeomen][Traders] - What interesting discoveries are within the People's lands?
* S: Potential new discoveries
* M: -1 Econ, improved odds of success

Terrify - You've killed cities, walls will not keep your enemies safe
*S: -3 Diplo, can force minors to become vassals or integrate, can cause major civilizations to lose Stability
Special: Not applicable to nomads, efficiency greatly improved by performing a War Mission against the target the same turn
Warning: Crit fails can cause backlash, losing Stability

Trade Mission [Traders] - Sending a major caravan to another large group can bring new opportunities and find out more about the outside world
* S: -2 Diplo, additional effects depending on target, +1-2 Wealth
* M: -2 Diplo, -1 Econ, additional effects depending on target, +1 Wealth, +1-5 Wealth end of turn

Diplomatic Mission [Traders] – Contact with the outside world is expensive, but can bring its own rewards
* S: -2 Wealth, additional effects depending on target, +1-2 Diplo
* M: -2 Wealth, -1 Econ, additional effects depending on target, +1 Diplo, +1-3 Diplo end of turn, +0-2 Wealth end of turn

War Mission - You can send raiding parties against groups that have declared themselves hostile. Can only declare war if you have a valid casus belli (currently only if someone declares war first)
* S: Potential loss of Martial, can prevent Econ and Diplo damage when being attacked, can damage enemy Martial and Diplo
* M: Probable loss of Martial, can prevent Econ and Diplo damage when being attacked, can damage enemy Martial, Diplo, and Econ, always has a mid-turn decision point
Special: When planting cash crops may specify a sub-variety for more focused effects

Extended Projects- Extended Projects are major infrastructure projects that take more than a single Main action to complete but aren't as all consuming as megaprojects
Library [Priests] - 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), Lower Valleyhome (0/3)
Saltern [Guilds][Yeomen] - Northshore Saltern Expansion (0/3), Southshore Saltern Expansion (0/3), Gulshore Saltern (0/3). Each {S} committed consumes 3 Econ and 3 Tech for 3 Progress. Completion gives additional Wealth and every 2 salterns or expansions increases the per turn Wealth by +1
Temple [Priests] - Progress listed below, each {S} committed consumes 3 Econ and 3 Culture for 3 Progress. Completion increases Religious Authority
Observatory [Priests] - Certain temples can have astrological observatories, with each {S} committed consuming 3 Econ and 3 Mysticism for 3 Progress

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), Lower Valleyhome (0/3)
Aqueduct [Urban] - Each {S} committed consumes 3 Econ and 3 Tech for 3 Progress. Completion adds +1 Econ Expansion, increases City Attraction by 1, can allow for the formation of another True City, and decreases disease roll penalty for True Cities. Level 1: Stonepen (0/3), Hatmouth (0/3), Yellowshore (0/3) Level 2: Redhills (0/6), Valleyhome (0/6), Sacred Forest (0/3), Blackmouth (0/6), Stallionpen (0/6), Valleyguard (0/3), Lower Valleyhome (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 (4/6), Stallionpen (0/3), Valleyguard (0/3)
Block Housing [Urban] - 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 City Attraction 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)
Colossal Walls [Urban] - True Cities can support truly gigantic walls. Each {S} committed consumes 3 Econ and 1 Martial for 3 Progress. Redshore (0/9), Redhills (1/9), Valleyhome (0/9), Sacred Forest (0/9), Blackmouth (0/9), Stallionpen (0/9), Valleyguard (1/9)
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
Ironworks [Guilds] - 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)
Marketplace [Traders][Urban] - 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 6 Wealth and 3 Culture for 3 progress. Redshore (0/18), Redhills (0/3), Valleyhome (0/3), Sacred Forest (0/3), Blackmouth (0/3), Stallionpen (0/3), Valleyguard (0/3)

Palace Annex - Can construct additional palace annexes, with each {S} committed consuming 2 Econ and 2 Culture for a new annex (15/17)
-Grand Hall Expansion
-Shrine
-Library
-Gardens
-Storehouse
-Arsenal
-Fortifications
-Stables

Reminder: 2 {S} applied to the same project = 1 {M}
Additionally: 2 Mains may have non-linear effects

Mega-Projects - Mega-Projects can require many generations to complete, take an unknown amount of time to do so, and drain Econ while active, but can produce massive benefits once complete. Once chosen, the occupy the Main Focus slot until either completed or stopped early. Early stopping once started does not refund any of the investments and increases social strife. To reduce confusion, mega-projects are not listed as part of the voting project list and must be "written-in".
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)
Great Dam - The river can run wild and dangerous when the rains come strong, but could it not be controlled by the same principles by which the water on the hills is channelled and contained, merely on a larger scale? (2/6-8? action commitment, -2 Econ & Wealth and -1 Tech per action)
Great Library - The libraries thus far are fine, but with many of them and one on a port location, the possibility of an even larger library where everything might be stored presents itself (5-7? action commitment, -3 Mysticism and Culture per action, 0/2 Econ commitment)
Triangle Canal - There is land in the north where the soil is mostly clay and can be cut efficiently, allowing for a great canal to be cut between the two forks of the Black River, from which smaller irrigation canals can be built to water the land of the Stallions, massively increasing the available well watered land (8-11? action commitment, -3 Econ and -1 Tech per action)

[Stewards] special kicker: Pay 1 Stability to double the effort on a megaproject action, consuming twice the required per turn resources but advancing the job faster. If taking a second main action on a megaproject, requires additional Stability payment to double that as well.
One Main and Six Secondary actions, and Two [Guild] and One [Sec Guild] action. Need to devote at least one Main action towards the Great Dam megaproject for the next four to six turns. The Patricians seem likely to encourage the Trader quest to fail this turn to maximize spite

[] Art Patronage
[] Black Soil
[] Build Chariots
[] Build Docks
[] Build Ceramics Kilns
[] Build Gymnasium
[] Build Mills
[] Build Roads
[] Build Theatre
[] Build Wall
[] Build Watchtowers
[] Change Policy
[] Develop Intrigue Web
[] Develop Intrigue Web
[] Distribute Land
[] Efficient Charcoal Kilns
[] Enforce Justice
[] Expand Economy
[] Expand Forests
[] Found Colony
[] Found Free City
[] Found Mercenary Company
[] Found Trading Post
[] Hunt Troublemakers
[] Improve Annual Festival
[] Increase Cement Production
[] Influence Subordinate
[] Integrate Colony
[] Integrate March
[] Integrate Vassal
[] Invite to Games
[] Launch Intrigue Mission
[] More Warships
[] New Settlement
[] Plant Cash Crops - Drugs
[] Plant Cash Crops - Textiles
[] Plant Cash Crops - Luxuries
[] Proclaim Glory
[] Raise Army
[] Restore Order
[] Retraining
[] Sailing Mission
[] Salt Gift
[] Study Alchemy
[] Study Health
[] Study Metal
[] Study Stars
[] Survey Lands
[] Support Artisans
[] Support Subordinate
[] Support Faction
[] Support Sacred Orders
[] Suppress Faction
[] Terrify
[] Trade Mission
-Target Options: Highland Kingdom, Freehills, Lowland Minors, Tin Tribes,Harmurri, Storm People, Northern Nomads, Forhuch, Into the Wild (Eastern Sea), Into the Wild, Khemetri
[] Diplomatic Mission
-Target Options: Highland Kingdom, Freehills, Lowland Minors, Tin Tribes,Harmurri, Storm People, Northern Nomads, Forhuch, Into the Wild (Eastern Sea), Into the Wild, Khemetri
[] War Mission
-Target Options: Northern Nomads, Highland Kingdom (-1 Stability)

Provinces for Projects: Redvalley (C) (Valleyhome+Redhills), Sacred Shore (9/9) (Redshore+Sacred Forest), Inner Forest (0/9), Upper Hillhome (0/9) Stoneshore (0/9) (Stonepen + Northshore), Hatshore (0/9) (Southshore+ Hatriver), Blackiron Province (9/9) (Blackriver+Ironshore), Hatvalley (0/9), Stallion Province (0/9), Valleyguard Province (0/9), Vinehills (0/9), Eastern Steppewatch (0/9), Western Steppewatch (0/9), Porthills (0/9)

Major Holy Sites: Rainbow Trail (0/3), Sacred Forest (Temple 0/12), Holy Sea (0/3), Horse Valley (0/6) [Build Observatory 0/3], White Circle (0/3), Warrior's Rest (0/3), Star Mirror (0/3), Sunrise Grove (0/3), Skyforest (0/3), Bloodgrove (0/3), Spiritwell (0/3), Moonwell (0/3), Sparkling Cave (0/3), Great Gallery (0/3), Ancestors Grave (0/3), Ox Rest (0/3), Dragon Graveyard (0/12)

Patricians (6) - Power: Add or subtract their faction power from factions they are supporting/opposing. Objective: Build 3/4 Great Hall Annexes within 2 turns Reward: Government upgrade
Guild (5) - Power: Half faction power added to Max Wealth. Objective: Have a level 3 Ironworks within 2 turns. Failure: -1 Stability
Traders (2 {8}) - Power: Add or subtract faction power modifier to all innovation rolls. Objective: Have Naval power 3 or above within 1 turns. Success: +1 Naval [1/2]
Yeomen (2)- Power: Adds faction power to secondary Martial Objective: Have 30 EE within 2 turns. Failure: -1 Stability [1/2]
Priests (2)- Power: Adds faction power to RA. Objective: Have a new level 2 temple somewhere within 1 turns. Success: +1 RA tolerance. Failure: -1 Stability
Urban Poor (4) - Power: +1 Max Legitimacy every 3 full power. Objective: Have 5 or more Free Cities within 3 turns. Success: New Social Value slot
These counters iterate at the next midturn. The numbers in brackets indicate the general faction strength.

Astrological Prediction: As a source of greed and outside influence the traders should be suppressed (4)
 
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as they began the construction of forts in key areas and the reformation of local agriculture. While the People had little idea what exactly they were doing, it seemed that they were enforcing organized irrigation and field surveys both as a way to improve yields and a way to improve the defensiveness of the terrain, even as they 'pacified' the population to ensure they would not cause trouble in the foothold the Highlanders had secured.
...
Highlanders need to die now....
Shit The dam is preventing war start :(
 
The Patricians seem likely to encourage the Trader quest to fail this turn to maximize spite

They're doing this and supporting the Traders? Wow, nasty.

On the bright side no need for war this turn-and since the HK has not yet attacked the Harmurri I see no reason to attack them now. Yes, they may yet do so and they are growing in power-but we cannot break our nonaggression merely for might-be. If they begin to attack again on the midturn we will hit them then.
 
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Slightly modified my initial plan to remove the war and replace it with more Expand Econ and the invite.

[X][Main] Expand Econ
[X][Secondary] Change Policy - Megaproject Support
[X][Secondary] Palace Annex - Great Hall
[X][Secondary] Proclaim Glory
[X][Secondary] Enforce Justice
[X][Secondary] Invite to Games - Forhuch
[X][Secondary] Support Faction - Traders
[X][Guild] Salterns
[X][Guild] Plant Cash Crops - Textiles
[X][Guild Secondary] Efficient Charcoal Kilns
 
you know, is it just me or do a lot of our biggest issues seem to be sort of self-inflicted? I mean it works, we have social values that are amazing but mean we often question things, so it does kind of fit that we tend to struggle more with internal issues while being otherwise strong enough to cope decently with external ones.
 
We haven't crashed and burned, yet. Hopefully never but hey.

We've accepted/forced/been pushed into this lads so we might as well make the best of it.
 
[X][PP] Infrastructure (+1 Free Progress to an infrastructure project (Aqueduct, governor's palace, saltern, etc.)/turn)
[X][PP] Infrastructure (+1 Free Progress to an infrastructure project (Aqueduct, governor's palace, saltern, etc.)/turn) x2
[X][PP] Infrastructure (+1 Free Progress to an infrastructure project (Aqueduct, governor's palace, saltern, etc.)/turn) x3
[X][PP] Skullduggery (+1 Intrigue/turn, -2 Diplo)
[X][PP] City Support (4 Econ cost for True Cities offset each turn, -1 Tech)
For anyone wondering, we got all 5 because i realized we hadn't been getting the bonus passive policy from the census.

@Academia Nut haven't looked through this version of actions yet, so if there are any beyond what i said in the PM i'll say later, but:
Sec Secondary actions
should be "six"
Provinces for Projects
Still doesn't list gulvalley or boundary hill provinces
Horse Valley (0/6) [Build Observatory 0/3]
We already have this observatory built.

Both they and the Guilds already have enough power to be really spiteful, so by supporting the traders now and then attempting to crash their quest they can spawn a nasty spite quest and then go to either supporting themselves or suppressing the Urban Poor, depending on how they are feeling.
Can the traders make their ability subtract from any innovation out of spite as well, or are they still only adding it?
 
Slightly modified my initial plan to remove the war and replace it with more Expand Econ and the invite.

[X][Main] Expand Econ
[X][Secondary] Change Policy - Megaproject Support
[X][Secondary] Palace Annex - Great Hall
[X][Secondary] Proclaim Glory
[X][Secondary] Enforce Justice
[X][Secondary] Invite to Games - Forhuch
[X][Secondary] Support Faction - Traders
[X][Guild] Salterns
[X][Guild] Plant Cash Crops - Textiles
[X][Guild Secondary] Efficient Charcoal Kilns

Okay, so now that war is not necessarily imminent, is it possible we could found the Spirit March? We still have Mass Levy if all else fails and I really want to get on that...
 
[X][Main] Great Dam
[X][Secondary] Found March - Spirit Channel
[X][Secondary] Palace Annex - Great Hall
[X][Secondary] Enforce Justice
[X][Secondary] Hunt Troublemakers
[X][Secondary] Invite to Games - Forhuch
[X][Secondary] Support Faction - Traders
[X][Guild] Salterns
[X][Guild] Plant Cash Crops - Textiles
[X][Guild Secondary] Efficient Charcoal Kilns
 
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Both they and the Guilds already have enough power to be really spiteful, so by supporting the traders now and then attempting to crash their quest they can spawn a nasty spite quest and then go to either supporting themselves or suppressing the Urban Poor, depending on how they are feeling.

Are the Priests powerful enough that infrastructure policies will complete their quest this turn without prompting from us?
 
Both they and the Guilds already have enough power to be really spiteful, so by supporting the traders now and then attempting to crash their quest they can spawn a nasty spite quest and then go to either supporting themselves or suppressing the Urban Poor, depending on how they are feeling.
Is Hunt Troublemakers how we stop them from causing us trouble?
 
...is there any way to step on those who are spiteful? This seems like the sort of thing the hammer of the state should be pointed at.
 
I think this can be easily solved by making it a Guild action. Guild actions represent economic activity done outside the purview of the crown, meaning the patricians won't be involved. If they can get involved, it would mean the patricians would have to butt in on guild stuff in addition to trader stuff, hopefully turning those two factions against the patricians.
 
[X][Main] Great Dam
[X][Secondary] Found March - Spirit Channel
[X][Secondary] Palace Annex - Great Hall
[X][Secondary] Enforce Justice
[X][Secondary] Hunt Troublemakers
[X][Secondary] Invite to Games - Forhuch
[X][Secondary] Support Faction - Traders
[X][Guild] Salterns
[X][Guild] Plant Cash Crops - Textiles
[X][Guild Secondary] Efficient Charcoal Kilns
 
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[X][Secondary] Change Policy - Megaproject Support
[X][Secondary] Palace Annex - Great Hall
[X][Secondary] Proclaim Glory
[X][Secondary] Enforce Justice
These actions are mandatory for me. The rest after analysis
 
[X][Main] Expand Econ
[X][Secondary] Found March - Spirit Channel
[X][Secondary] Palace Annex - Great Hall
[X][Secondary] Proclaim Glory
[X][Secondary] Enforce Justice
[X][Secondary] Invite to Games - Forhuch
[X][Secondary] Support Faction - Traders
[X][Guild] Salterns
[X][Guild] Plant Cash Crops - Textiles
[X][Guild Secondary] Efficient Charcoal Kilns
You plan done not include the dam.
 
Slightly modified my initial plan to remove the war and replace it with more Expand Econ and the invite.

[X][Main] Expand Econ
[X][Secondary] Change Policy - Megaproject Support
[X][Secondary] Palace Annex - Great Hall
[X][Secondary] Proclaim Glory
[X][Secondary] Enforce Justice
[X][Secondary] Invite to Games - Forhuch
[X][Secondary] Support Faction - Traders
[X][Guild] Salterns
[X][Guild] Plant Cash Crops - Textiles
[X][Guild Secondary] Efficient Charcoal Kilns
Question.

This does two dam action I think, since Kilns spends us down to 5 Wealth and Dam takes another 4. Are you encouraging the provinces to take wealth+ actions?
 
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