So something I was wondering. The factions have the ability to grow in power nigh endlessly and even usurp control from the King. Does the King have a stat tracking his power over the factions?

Would Legitimacy and/or Centralization fulfil that role? Legitimacy, even with the UP boost seems too low to compare to the factions, yet Centralization can get that high.

Centralization management may be the key to keep the factions somewhat under control. The problem is that raising it is pretty damn difficult.
 
It's not a long term thing except in small doses though due to the faction power thing.
It is long term if it's free up to a third, since that means we can disable a small number of stuff we really don't want them taking without granting power. Like Ironworks and Block Housing. Or insert whatever actions you hate.
 
Here it is-each action, good and bad things about it, and any good and bad synergies I could think of. If you have any edits, please suggest them.

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
Pros: Culture Generation, Cultural Innovation
Cons: Wealth Cost, Stat Negative
Good Combos: Culture-Type Actions, Retraining
Bad Combos: Wealth Consuming Actions

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]
Pros: Increases LTE, good for soil health
Cons: Mains consume forests, labor-intensive
Good Combos: LTE-Consumers (Cash crops), Study Alchemy, Forests
Bad Combos: Urban Actions, other EE producers (Can pop cities)

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
Pros: Prestige gain
Cons: Outdated, doesn't generate good stats, why
Good Combos: Wealth Generators, retraining, war missions
Bad Combos: Wealth drains

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
Pros: Trade power, diplo gain, not particularly expensive
Cons: Doesn't gain stats directly
Good Combos: Warships, Trade-type actions, ocean-type actions
Bad Combos: Inland actions

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
Pros: Good innovations, good culture, trade power
Cons: Forests, not all tech gets refunded
Good Combos: Art Patronage, Trade missions, Tech generation
Bad Combos: Tech consumers, heavy econ consumers

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
Pros: Increases education and games prestige, martial tolerance
Cons: Lots of stats for no immediate reward
Good Combos: Invite to Games, Wealth producers, Academy, Martial Increases, Retraining
Bad Combos: Wealth consumers

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
Pros: Mechanization, increase in LTE, great and needed innovations
Cons: Expensive
Good Combos: Wealth Generators, Expand Econ, Support Artisans, Textiles, LTE consumers
Bad Combos: Wealth consumers

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
Pros: Interconnectedness, centralization for PSN
Cons: Lots of stats, cent can get out of hand easily
Good Combos: Retraining, Trade Mission
Bad Combos: Wealth consumers

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
Pros: Culture Generation, Cultural Innovation, very good culture generation.
Cons: Wealth, culture is delayed, urban culture
Good Combos: Art Patronage, Wealth Generators
Bad Combos: High LTE gains (De-Urbanizing), heavy wealth consumers

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
Pros: Stop invasions, make cities safer
Cons: Makes Enforce Justice weaker, don't matter unless we are attacked
Good Combos: Cement, Raise Army
Bad Combos: Heavy Econ Consumers, Enforce Justive

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
Pros: Cheap and easy way to expand our reach
Cons: So much other interesting stuff
Good Combos: Survey Land
Bad Combos: ?

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
Pros: We never have enough intrigue
Cons: It's really expensive compared to skullduggery
Good Combos: Justice and Law actions, Intrigue Actions
Bad Combos: Heavy wealth and diplo consumers

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
Pros: Gets rid of Cent, good wealth gain
Cons: Never gonna happen
Good Combos: Roads
Bad Combos: ?

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
Pros: Great at boosting stability and Cent at really low cost
Cons: Main isn't as good, cent can be bad, over time grows weaker
Good Combos: Intrigue missions (Hunt Troublemakers), Sacred Orders
Bad Combos: Build Walls

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
Pros: Doubles the value of forests, better fuel is always great
Cons: More expensive than building more forests, pollution
Good Combos: Build Forests, Support Artisans
Bad Combos: ?

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
Pros: The best stat generator in the game
Cons: More ironworks make it tech-heavy, can drain EE rapidly
Good Combos: Econ but not LTE consuming actions, Black Soil
Bad Combos: EE consuming actions (High-Speed Urbanization)

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
Pros: More Forests = Good
Cons: Slow, econ is delayed a turn
Good Combos: Build Mills, Black Soil, Build Kilns, study health
Bad Combos: ?

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
Pros: Expands trading posts
Cons: Only relevant occasionally.
Good Combos: Support Subordinate, Integrate Colony
Bad Combos: Anything too big.


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
Pros: City stays active despite EE fluctuation, reduces admin stress
Cons: Having powerful autonomous regions in our core is probably a bad idea in the long run
Good Combos: Support Subordinate, Urban-Type actions
Bad Combos: Large EE boosts


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
Pros: Defends an entire flank
Cons: If they ever get disloyal, hard to put down
Good Combos: Raise Army, Martial raisers, Support Subordinate
Bad Combos: Retraining


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
Pros: More martial over our cap, can easily move them to specific locations
Cons: Costs wealth per turn, can become disloyal
Good Combos: Raise Army, Martial raisers, wealth raisers
Bad Combos: Retraining

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
Pros: Wealth and Diplomacy are great, means we can build another saltern
Cons: Can be far away, not as self-sufficient as colonies
Good Combos: Support Subordinate, Trade Missions
Bad Combos: War Missions

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
Pros: Helps target stability boosters better, gives early warning on problems
Cons: Intrigue is expensive, bad rolls could have backlash
Good Combos: Enforce Justice, Internal Spy Network, Restoration of Order
Bad Combos: Heavy Wealth actions

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
Pros: Cement is great
Cons: Cement is expensive
Good Combos: Building large structures (Roads, walls, etc), Alchemy, Support Artisans
Bad Combos: High Wealth cost actions


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
Pros: Makes it more easy to integrate them, can boost loyalty
Cons: Expensive in a lot of resources
Good Combos: Support Subordinate, Creation of Subordinates
Bad Combos: ?

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
Pros: Lots of nice resources, no longer uses a subordinate slot
Cons: Diplo cost is hefty, Txolla has lots of EE that may not be wanted now
Good Combos: Influence/Support Subordinate, heavy EE spenders
Bad Combos: Not knowing what's in the integration

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
Pros: Lots of nice resources, no longer uses a subordinate slot
Cons: Diplo cost is hefty, HH has lots of martial that may not be wanted now
Good Combos: Influence/Support Subordinate, heavy EE spenders, Retraining
Bad Combos: Not knowing what's in the integration

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
Pros: Lots of nice resources, no longer uses a subordinate slot
Cons: Diplo cost is hefty, Txolla has lots of EE that may not be wanted now
Good Combos: Influence/Support Subordinate, heavy EE spenders
Bad Combos: Not knowing what's in the integration

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
Pros: Friendly Stab Booster, parties are great
Cons: Can't boost the last Stab point, more stat expensive than Enforce Justice
Good Combos: Plant Cash Crops-Drugs, Build Theatre, Proclaim Glory
Bad Combos: Restoration of Order

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)
Pros: More Friends! Better research! More Diplo/Turn
Cons: Makes that nation more powerful, could backfire (Forhush)
Good Combos: Trade/Diplo mission
Bad Combos: War Mission (That nation)

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
Pros: Knowing things about the target is great
Cons: Expensive, especially with the cost of intrigue
Good Combos: Develop Intrigue Network, Trade/Diplo Mission
Bad Combos: Heavy spenders

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
Pros: Boats, Tech Gain
Cons: Martial loss, expensive
Good Combos: Build Docks, Wealth-Producers, Sailing Mission, Plant Textiles
Bad Combos: Retraining, heavy spenders

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
Pros: More land, mysticism generation.
Cons: Expanding outwards increases friction with neighbors, more land to deal with
Good Combos: Governor's palace, LTE consumers
Bad Combos: EE producers (De-Urbanization)

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
Pros: The best for producing wealth at EE and Econ cost, Mysticism, drugs available
Cons: Using drugs to fund projects could be a bit narratively off
Good Combos: Study Alchemy/Health, Black Soil, Improve Annual Festival
Bad Combos: LTE Consumers, narrative issues?

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
Pros: Great wealth, textiles more available
Cons: So much EE gone
Good Combos: Mills, Support Artisans, anything that needs cloth (Boats, Art, etc.), LTE producers
Bad Combos: LTE Consumers

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
Pros: Good middle-ground between the two, useful for culture and happiness
Cons: Not as much wealth generation, not as useful
Good Combos: Study Alchemy, Annual Festival, Art Patronage
Bad Combos: EE consumers, heavy Econ consumers

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
Pros: The best legitimacy booster, also boosts prestige and stability
Cons: Expensive, stability can be wasted
Good Combos: Restoration of Order, Art Patronage
Bad Combos: Heavy Culture consumers

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
Pros: Raise large armies and martial, at the best rates
Cons: Fairly normal armies, no flair, expensive
Good Combos: Retraining, Found March, Found Mercenary Company
Bad Combos: Support Sacred Orders

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
Pros: Gives warriors other tasks
Cons: Gotta be careful getting rid of large amounts of martial
Good Combos: Martial increasers, new jobs (Mills, forests, theater, etc.)
Bad Combos: Martial decreasers (warships)

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
Pros: Great stability gains, especially since we have good Admin scores
Cons: Could give nothing, Legitimacy hurts
Good Combos: Proclaim Glory, Hunt Troublemakers
Bad Combos:

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
Pros: Find out new things about the world
Cons: Ignorance can be bliss
Good Combos: Build warships, trade mission, build docks
Bad Combos: ?

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)
Pros: Show off how awesome we are
Cons: Expensive, could be a waste at bad rolls
Good Combos: Trade missions, wealth producers
Bad Combos: Diplo mission, heavy wealth consumers

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
Pros: Chemistry!
Cons: Could get nothing, super expensive
Good Combos: Drugs, Luxuries, Study Health, Study Metal, anything with (Additional Effects)
Bad Combos: Heavy wealth consumers

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
Pros: Make cities less likely to kill us all
Cons: Still pretty expensive, could come up dry
Good Combos: Study Alchemy, Expand Forests
Bad Combos: ?

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
Pros: Metallurgy! Alloys! Refining!
Cons: Could come up dry, may need more metal
Good Combos: Study Alchemy, Survey land, Build Mine, Support Artisans
Bad Combos: ?

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
Pros: Mysticism, astrological predictions
Cons: Provinces tend to do this, tend to be generic proverbs
Good Combos: Build Temple/Observatory/Academy
Bad Combos: ?

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
Pros: Industry, innovation, and synergy, tech
Cons: Expensive
Good Combos: Anything involving machines in the slightest
Bad Combos: Heavy wealth consumers

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
Pros: The best warriors we have, cavalry
Cons: Expensive
Good Combos: Retraining, wealth-generators
Bad Combos:Wealth consumers

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
Pros: More loyalty, help repair it
Cons: A whole lotta resources
Good Combos: Influence Subordinate, found subordinate
Bad Combos: Heavy consumers

Support Faction - Use influence to increase the power of a faction.
S: -4 Culture, +1 Faction Power, +1 Time to current quest
Pros: Gives us another turn, SoP boost, boosts a faction if needed
Cons: Faction runaway
Good Combos: Intrigue mission, culture generators, that faction's specialties
Bad Combos: Suppress faction

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
Pros: Keeps factions from getting uppity
Cons: 2 Stability hurts
Good Combos: Stability boosters, culture boosters
Bad Combos: Support faction, doing that faction's action types

Survey Lands [Yeomen][Traders] - What interesting discoveries are within the People's lands?
* S: Potential new discoveries
* M: -1 Econ, improved odds of success
Pros: Find neat things, like maybe a cinnabar or gold mine, or something
Cons: Could come up empty handed
Good Combos: New Settlement, any territory expansions
Bad Combos: Doing it too many times in a row

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
Pros: Win without fighting
Cons: Stab backlash, interesting narrative
Good Combos: War Mission
Bad Combos: Retraining

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
Pros: Diplo to Wealth, more friendly with target
Cons: Not as good diplomacy as Diplo Mission
Good Combos: Diplo Mission, Invite to Games, sailing mission, Salt Gift
Bad Combos: War mission

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
Pros: Can be wealth-neutral, the best relationship builder
Cons: Can be expensive, diplo isn't worth much
Good Combos: Diplo Mission, Invite to Games, sailing mission
Bad Combos: War mission, wealth-expensive

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
Pros: War can be useful
Cons: War can have consequences, and take up lots of actions
Good Combos: Raise Army, Sacred Orders, Warships, build roads
Bad Combos: Retraining, big projects
 
It is long term if it's free up to a third, since that means we can disable a small number of stuff we really don't want them taking without granting power. Like Ironworks and Block Housing. Or insert whatever actions you hate.

Pretty sure we take away their action slots, not the actual action options they have. So e.g. if Guilds have two main actions, we can take one away and make it a secondary under our control, but they can still use the other for Ironworks or Block Housing or whatever. Thus we only disable action options by stealing all the actions from the faction(s) that want them, which isn't viable.
 
It is long term if it's free up to a third, since that means we can disable a small number of stuff we really don't want them taking without granting power. Like Ironworks and Block Housing. Or insert whatever actions you hate.
Ahh, I'm pretty sure we steal the action slot, not an option for how they use actions.
 
Why use a repeated action there? Just make a bunch of kilns via the guild actions we control. Get them done fast to make a buffer, but no need to keep building past that buffer beyond making up for expenses.


Uhh... you don't really use anything we have access to in any of those. We don't need to be worrying about the Age of Sail when we've barely left our little sea. We don't need to be worrying about skyscrapers when we're nowhere close to the modern era.

Consumption of wood will grow prodigiously, especially since the demand for iron and hot water is insatiable. Better have it and not need it rather than need it and not have it.

And honestly, the best time to worry about the age of sail is at least one hundred years before we need the wood for the mast, or something.
 
And honestly, the best time to worry about the age of sail is at least one hundred years before we need the wood for the mast, or something.
Sure. 100 years, that's 5 turns. If we start seeing any indication that the age of sail is coming within the next 5 turns, I'll push to get temporary extra forest buffer in the anticipation of incoming expenses. Similarly, if we see the hints of an industrial revolution coming, we expand the buffer more.
Note how I've gone from 1 buffer necessary (back when we had very few expenses) to 4 buffer now that we have Ironworks and baths eating up our forest buffer faster than before.

Build the buffer as it's needed, a couple generations in advance if possible. No need to plan for expenses 500 years down the line. (Though planning our values/government that far out makes some sense, planning our stats really doesn't)
 
Thinking about repeated actions, I think we need a King repeated Suppress faction, paired with a repeated double Stability generation action.

Yes, that's expensive, but from what I see of the action economy it's the only way to manage them. The factions will be continually generating power, and spawning quests, so we need to continually suppress them.

It's like a game of whack a mole. You have to keep whacking the mole.

Any scheme that is reliant on surpassing factions constantly will end in tears.

Sure. 100 years, that's 5 turns. If we start seeing any indication that the age of sail is coming within the next 5 turns, I'll push to get temporary extra forest buffer in the anticipation of incoming expenses. Similarly, if we see the hints of an industrial revolution coming, we expand the buffer more.
Note how I've gone from 1 buffer necessary (back when we had very few expenses) to 4 buffer now that we have Ironworks and baths eating up our forest buffer faster than before.

If we had grew more forests, we wouldn't be in this situation in the first place, because we are likely to accelerate demand faster than our apparent need for it.
 
How about we just switch on a forestry policy for now, and see what the Yeomen actually plan to do? There will be a lot of upheaval, we're not ready to decide fine details.

Between our direct actions, our active province policy, our greatly-increased stack of passive policies, three different factions capable of taking forestry, and the King's Agenda influencing their actions, we've never had so many forestry options. Let's hold off on locking things in until we have an idea of how everything will behave.
 
Last edited:
(Though planning our values/government that far out makes some sense, planning our stats really doesn't)

Important catch: maintaining an excessively cautious forest buffer is part of that advance value planning. We have thus far never exceeded our sustainable forest usage, and keeping that record on track is critical to ensuring that our culture never develops in such a way as to view exceptions as acceptable. There can be no conceivable circumstance under which going over the forest limit is permitted, which means it is imperative to ensure that no such state of affairs ever arises.
 
To clarify:

It doesn't matter too much to me if we use efficient charcoal kiln or grow more actual trees, as long as we are outpacing the rate of spending.

Because we can never have enough hot water or just thermal energy in general to fuel our economy. Sustainable forest is the most important, critical strategic resource. We don't want the guilds to ever doubt the priests.

If we spend two sustainable forest per turn, I expect us to keep up by generating at least three forests per turn.

Then I expect us to eventually fail to keep up, no matter what we do, but by this point, the importance of those forests will be eminently clear to everyone.
 
Last edited:
It doesn't matter too much to me if we use efficient charcoal kiln or grow more actual trees, as long as we are outpacing the rate of spending.
IMO we should have about a 3 turn buffer. We're currently spending ~1.5 forests per turn, so a buffer of 4 is a reasonable amount. As our rate of spending increases, our buffer should similarly increase.

Thus we should outpace the rate of spending on average, but only enough to retain a proportional buffer. We don't need to be adding 1 to our buffer every turn no matter what our rate of spending is. It's been centuries and we've increased our fuel use noticeably, but not ridiculously. A 3 turn buffer should be reasonably safe. Not perfectly safe, but perfect is the enemy of good enough.
 
I am not aware of such a rule.
Well, repeated actions cost a passive policy slot, so I figure, run a forestry policy initially while we observe what the factions will do with all their new power, then create a repeated action that consumes that slot.

If we want to start a repeated action immediately, OK, but the yeomen have a forest quest right now, and Expand Forest initially costs Econ (which gets refunded next turn with interest), so we might actually starve if we overdo it up front.
 
IMO we should have about a 3 turn buffer. We're currently spending ~1.5 forests per turn, so a buffer of 4 is a reasonable amount. As our rate of spending increases, our buffer should similarly increase.

Thus we should outpace the rate of spending on average, but only enough to retain a proportional buffer. We don't need to be adding 1 to our buffer every turn no matter what our rate of spending is. It's been centuries and we've increased our fuel use noticeably, but not ridiculously. A 3 turn buffer should be reasonably safe. Not perfectly safe, but perfect is the enemy of good enough.

That is because we are on the beginning of an accelerating graph.

It will get much harsher from here on out.
 
That is because we are on the beginning of an accelerating graph.

It will get much harsher from here on out.
You wanna bet?

Everything is accelerating. Not everything is accelerating equally, but so long as we keep our RA high and a reasonably high centralization government type, we should be able to keep things within bounds. Perhaps we'll have to take advantage of advancements slower than if we had prepped the forests beforehand, but we would've been getting those advancements much later anyway if we had tried to keep such a ridiculous buffer.
 
Back
Top