I always forget where the heck our Culture comes from. Feels like it's mostly overflow from Mysticism or something?
Nowadays it's also a tiny bit from Markets, which is nice, but still.
Yeah its Mysticism and Tech most of the time. During Golden Ages its usually Myst, Tech, and Wealth. So, generally speaking its from our priests making lots and lots of art in the amounts of spare time they have.

Hmm. This may be somehow involved in how our philosophy is advancing pretty fast.
 
Yeah its Mysticism and Tech most of the time. During Golden Ages its usually Myst, Tech, and Wealth. So, generally speaking its from our priests making lots and lots of art in the amounts of spare time they have.

Hmm. This may be somehow involved in how our philosophy is advancing pretty fast.

And what culture we have is a side product of priesthood? Huh.


We kinda...seriously lack ways to spend Culture and Mysticism. It is weird.
 
I always forget where the heck our Culture comes from. Feels like it's mostly overflow from Mysticism or something?
Nowadays it's also a tiny bit from Markets, which is nice, but still.

Yeah its Mysticism and Tech most of the time. During Golden Ages its usually Myst, Tech, and Wealth. So, generally speaking its from our priests making lots and lots of art in the amounts of spare time they have.

Hmm. This may be somehow involved in how our philosophy is advancing pretty fast.

Government Type
Classical Elective Monarchy
A king holds chief executive power, but is primarily drawn from and voted in by a limited set of families backed by economic might and military elites.
Upper Centralization Limit: High
Lower Centralization Limit: Neutral
Admin Strain Free Provinces: 12
Penalty Accumulation: -1 Centralization Tolerance/2Provinces
Possible Economic Systems: Mandala, Manorial, Classic Mercantile, Guild Mercantile
Heroic King: Rare
Idiot King: Very Rare
Regency: N/A
Player Actions: 1 Main + 2 Secondary, +1 Secondary/4 Provinces After First 8
Province Actions: 1/2 Provinces Secondary First 8 Provinces, +1/4 Provinces After
Admin-Free True Cities: Capital +1/3 Governor's Palace
Subordinates: 2 + Prestige/10
Special: Every Free City produces +1 Culture/turn

International Games - An organized series of athletic events and mock battles to maintain fighting trim and vent the aggression of less composed warriors, this also helps foster friendly rather than destructive rivalry between major settlements and kingdoms, bringing significant glory to all. Increases Martial Tolerance by 3 for participants and by an additional 2 for the host, gives +1 Culture for every 2 True Cities within a kingdom, gives +1 Diplomacy a turn for the host for every other participant, gives a pool of Prestige equal to the number of participants that is divided among the participants each turn depending on their performance, and the host kingdom gains Culture whenever another kingdom in contact with them completes The Games megaproject. Participants: Khemetri, Trelli, Metal Workers, Harmurri, Storm Ymaryn, Freehills

TLDR:
Cities, FOOOOTBAAAALLL, and overflow from other culture stats.


But keep in mind that the numbers we get from culture are not the only important thing. Institutions (Theaters), a steady support of the arts (Art Patronage), and cultural values all play into how powerful our stat is.

I was not joking when I said our culture stat is the weakest of all of our stat values. A handful of theaters and a few Main Art Patronages would do a lot to start closing that gap.
 
And what culture we have is a side product of priesthood? Huh.


We kinda...seriously lack ways to spend Culture and Mysticism. It is weird.
*wiggles hand*

On the one hand, we don't spend it often with actual actions we choose. On the other we did until very recently have some pretty significant negative incomes for Mysticism, but our refunds outweighed the income and basically kept it going.

Culture especially is something we never really use, we basically never use it outside of GA's. Which is probably part of the reason why it may be unadvanced, AN likes to model things as the more you use it the better it gets, and us not using it probably is keeping a big chunk of it "wasted".

When we get Tech up to a 3 point refund we'll see it do the same thing as Mysticism. *realizes he has to account for incomes into overflow* Hmm.
 
TLDR:
Cities, FOOOOTBAAAALLL, and overflow from other culture stats.


But keep in mind that the numbers we get from culture are not the only important thing. Institutions (Theaters), a steady support of the arts (Art Patronage), and cultural values all play into how powerful our stat is.

I was not joking when I said our culture stat is the weakest of all of our stat values. A handful of theaters and a few Main Art Patronages would do a lot to start closing that gap.

Yes, of course. I would not mind a turn to pump out a theatre per turn...if we could afford it actions-wise. >_>
Hope UP actions will do it instead of, like, block housing or something like that.

*wiggles hand*

On the one hand, we don't spend it often with actual actions we choose. On the other we did until very recently have some pretty significant negative incomes for Mysticism, but our refunds outweighed the income and basically kept it going.

Culture especially is something we never really use, we basically never use it outside of GA's. Which is probably part of the reason why it may be unadvanced, AN likes to model things as the more you use it the better it gets, and us not using it probably is keeping a big chunk of it "wasted".

When we get Tech up to a 3 point refund we'll see it do the same thing as Mysticism. *realizes he has to account for incomes into overflow* Hmm.

Yep. I am reasonably sure we need more theaters and the like to find ways to spend culture.
 
We are going to have at least 4 Secondary actions next turn after we get the government upgrade and enter cut time. AN's also indicated that every non-Free True City we have will also give us an extra action.
We've had eight Secondary actions for a couple of turns now, and it still hasn't been enough for everything we need to do. The point I was making and which you completely neglected was that actions are a premium, and we very rarely have some to spare.

As long as that holds true, we can fit it in easily since we want to have at least 3 non-Free Cities for next turn. Even if it doesn't, if the war goes well and we peace out, we can still fit it in with only 4 Secondary actions by going on Megaproject Support.
Not remotely. Here is a sample of what we might want to do next turn:
{S} Change Policy - MP Support
{S} New Free City
{S} New Free City x2
{S} Improve Festival
{S} Proclaim Glory
{M} Influence Subordinate - Forhuch
{M} Expand Economy

Note that this ALREADY 9 actions, and there is precious little to cut here. Maybe the Expand Economy action can go down to a Secondary if we are okay going into midturn under max-econ, and maybe the Influence can be stepped down to a secondary if we are willing to settle for half-measures, but even that would leave us with seven actions filled up already.

This of course neglects to make progress on anything that comes up in the next turn, and I grauntee you that something will need our attention. It also neglects to assign any Repeated actions, which is similarly a problem.


So no. we can't "fit it in easily".
Err... that's apparently not how Connectivity cap works. There's apparently a cap for how much the cap can go up.
Er... that's not Connectivity cap. That is our government connectivity cent-tolerance-bonus cap, which has nothing to do with the connectivity cap.
 
Hmmm... @ThrawnCA So I oopsed. I forgot a mills action. Below is the correct Economy and Expansion math. Also includes our Wealth since overflow from the Mystic Engine and Diplo actually makes it relevant.


30 Expansion in the Mid turn.
-4(actions) +4(income)+11(Mills) = 15 Econ.

30 Expansion and 15 Econ in the mid turn. Wealth is 22[+8(net Wealth income)+8(mystic engine)+6(Diplo)].

If we take a React Main Expand Economy.

15 + 12 = 27
30 - 12 = 18

Expansion 18, Econ 27.

If we take a React Main and a PSN Secondary Expand Economy.

15 + 18 = 27 + 6. 3 is refunded into Expansion.
30 - 12(React Main) - 6(PSN Secondary) +3(PSN Secondary refund) = 15.

Economy 27. Wealth 25. Martial increase by 3 due to overflow. Everything else is full.


The take away here is that its not really worth it to go beyond a Main and a Secondary, and a single Main is sufficient.
 
That's untrue. We did explicitly vote against that sort of bullshit.

AN has never been very clear on Ymaryn jurisprudence, but I'm fairly certain that the power of the king's office is legally derived from the people.
Best I can find is here.
What do you think happens when the priests start telling people that the king doesn't have the authority of the gods backing his decrees and you have a bunch of bored warriors sitting around with nothing to do?
But in short, no, we do have divine authority for the king as a thing. We just didn't grab a specific interpretation of it that would have determined who was the 'head' deity by having the deity the king patron's be said deity.

This was discussed at a relative length somewhere in the thread. The king acquiring the position is effectively seen as an act of the gods and they're seen as serving the will of the gods in their actions.

No amount of law makes them beholden to the people, merely our culture values and practices that encourage them to help the people.

Sometimes I wish our civ could have evolved as a city state to see where that took us.
 
We need two libraries and an academy. Finishing the priest quest will get us to max RA if they get faction power from completion, which is dangerous. The academy will increase RA while the libraries will both help complete the quest and maintain our Mysticism refund.
What we need is the ability to burn RA some way or another. "Two libraries and an academy" aren't going to solve the issue; they will merely delay it for a short time until Priest Faction power increases again. Or, hell, until they build their own temple - which they can do, since Factions have independent actions nowadays.

Unfortunately, we have no good way to unlock an RA-burning option. Maybe keep an eye out for the right GA innovation; other than that, the only choice is to let RA slip into the red and then see what happens.
 
That's untrue. We did explicitly vote against that sort of bullshit.

AN has never been very clear on Ymaryn jurisprudence, but I'm fairly certain that the power of the king's office is legally derived from the people.
No, I am pretty sure that it comes from the gods, AN clarified it after that vote.

The Kingship is a religiously legitimated office in so far that the King holds all the land in Ymaryn in trust of the Gods. That is why we don't have private land ownership (at least, theoretically; de facto "administration" of certain lands has been in the hands of certain families for centuries by now) - not because all the land is the King's, but because all the land is the Gods', and the King holds it in trust for them, and then gives it to certain people to "administrate".

Also, we know the King has the power to adjudicate religious disputes, though this might be just as part of his general "leader" function - the title goes after all back to the original "Big Man" who was created to decide everything (and even though nowadays nobody knows that anymore, that is the development line).

All in all, we have no idea if there is a concept as "by the grace of the gods" in Ymaryn culture.
 
What we need is the ability to burn RA some way or another. "Two libraries and an academy" aren't going to solve the issue; they will merely delay it for a short time until Priest Faction power increases again. Or, hell, until they build their own temple - which they can do, since Factions have independent actions nowadays.

Unfortunately, we have no good way to unlock an RA-burning option. Maybe keep an eye out for the right GA innovation; other than that, the only choice is to let RA slip into the red and then see what happens.

Both GPs and Academies increase tolerance though. I think spamming both is the answer; and we need more GPs all over the country anyway.
One per a major region at least, and we still lack one in Gulvalley; after we start integrating Txolla (we should), we need one somewhere in Lowlands too. In fact, Lowlands are huge, probably will need several.

Nevertheless, at least one more GP in Gulvalley would not go amiss.

And burning RA....I don't even know. We can burn it by special decisions (like the ones against Purity), we can increase tolerance; I don't know whether adding a way to reliably burn it via 'regular' actions is needed.
 
That's untrue. We did explicitly vote against that sort of bullshit.

AN has never been very clear on Ymaryn jurisprudence, but I'm fairly certain that the power of the king's office is legally derived from the people
There is however a huge gap between the king given responsibility by the gods which we have now AND the king being divine and his word is holy which we all have been opposing
 
-Temporal power should be kept out of the priesthood as a precedent
--They have their own stat track and actions already. The Patricians in Sacred Forest are liable to be more careful about preventing the priests from becoming Governors.
Yeah. This was the big reason, and it's too late to do anything about it, we've lost this control anyway. Making Sacred Forest a Free City might even bind our priests more tightly to the state, because it puts their center of power in a place where we can influence it.

Are we sure that Ymaryn culture is fairly weak? We have been overflowing Culture for a pretty long time already.
It's exactly because we're getting Culture from overflow that our culture's weak. It means we haven't been taking +Culture actions, and so haven't been getting the innovations that come with them.

It's rather like the difference between having a high martial value, and having a whole bunch of martial technologies.
 
uhh...

I'm reasonably certain the (+7) will be gained after the start of the turn here, since I know like +3 of that is coming from forests and a new settlement from last turn.
I wasn't aware of where it was coming from so I was putting into the end of the mid turn.

Now that I think about it though we did get refugees and some from forest and settlement. Call it +1 from Trees(which was a secondary) and +1 from Settlement(Which was also a secondary). Then we rolled +5 on Refugees.

So.

30 Expansion and 17(+5) Econ in the mid turn.

Main React Expand Econ.

17 + 12 = 27(+5) + 2.

30 - 12(Expand Econ) + 2(refund) = 20.

Hmm.

Main React Expand Econ plus Secondary PSN Expand Econ.

17 + 12 + 6 = 27(+5) + 8. 3 is refunded.
Wealth is at 22. 22 + 8 = 25 + 5. Another +3 refund as this goes into Martial.

30 - 12 - 6 + 3 + 3 = 18.

So 27(+5) Economy, 18 Expansion and 25 Wealth. That left over Econ may be a problem.

Main React Expand Econ plus Main PSN Plant Textiles.
(-5 Econ, -5 Econ Expansion, +7 Wealth,)

Econ: 17 + 12 - 5 = 24(+5) + 3 = 27(+5)
Wealth: 22 + 7 = 25 + 4. 3 goes to Econ.
Expansion: 30 -12-5+3(refund from plants) = 16

When the +5 drops, we get 5 overflow to Martial(unless we take like a Culture thing in the GilA). From there we get 3 overflow refunds to Expansion and sit at 19 Expansion.

Can someone please check this? @Abby Normal?
 
Both GPs and Academies increase tolerance though. I think spamming both is the answer; and we need more GPs all over the country anyway.
First of all, spamming GPs sounds exceedingly inadvisable. Remember that GPs are a big deal narratively; I would much rather take it slow there.

Second of all, I don't think GPs and Academies are the answer, simply because they are too expensive, both in actions and in resources. The Priests can raise our RA by one just by using a faction-"province" action once their turn comes around; in contrast, for us to mitigate this would take multiple secondaries and a small pile of stat point. We've seen how much trouble it has been to spare actions for e.g. Diplomacy missions, so frankly, I don't expect us to be able to muster the resources needed to up our RA tolerance each time our RA goes up.

And burning RA....I don't even know. We can burn it by special decisions (like the ones against Purity), we can increase tolerance; I don't know whether adding a way to reliably burn it via 'regular' actions is needed.
Note that we've stayed close to the cap of our tolerance ever since the Meteor, despite building almost no temples. In fact, not-having-temples is a distinct problem in our polity, similar to not-having-roads. Given that we are about to get faction actions and priests are likely to like building temples, I don't see how the special RA-spending-options we've had so far would suffice.

Of course, it is possible (and likely!) that having red RA spawns RA-spending opportunities. If that is the case, then the problem isn't really a problem at all and we don't particularly need to worry about it.
 
Now that I think about it though we did get refugees and some from forest and settlement. Call it +1 from Trees(which was a secondary) and +1 from Settlement(Which was also a secondary). Then we rolled +5 on Refugees.
Things in the same '+' tend to come at the same time as far as I've noticed, so I'd lump them all together.

Two things of note about expand forest though.
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
First notice that a secondary makes up +2 of that Econ. Second, notice that the econ gained doesn't fill up EE, there is an initial cost of 1 EE though. This is what makes them a net total of +1 LTE. So econ gained from forests is not going to lower the calculation of EE.

Edit, wait, you are calculating them not taking up EE...
carry on.
 
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I wonder if we can send diplomatic missions to the real Not!China now that we hold the end of the Silk/Salt Route. I don't think it would give all that many mechanical benefits, but it would be cool as hell.

Especially if we can get another cool first interaction scene like the one where the Khemetri met our traders in Txolla.
I hope not. Chances are they are King of the Hill where they live, and I don't want to kick off ANOTHER great power war.

Also, more neighbors means more problems.
 
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