I don't think it make sense for GP to provide a long term solution to our tech crunch, because it doesn't make sense from a simulation perspective. At best, it should be a complementary source to an actual primary refund source.

By contrast, I do. The Governor's palace is the royal palace in miniature, which means that it has lesser versions of what's present there. That means that each Governor's Palace is a state sponsored centre of excellence, setting and distributing best practice and sharing techniques learned from the best artisans in other regions.

They're very likely the equivilent of our weights and measures/standards organisations, making sure that quality is maintained and that some form of part standardisation is maintained. This makes an enormous difference to productivity, particularly when making highly complex products like warships or high grade glass, porcelain, or metal, where you really need to have confidence in the purity of your materials and the quality of your tools.

Our guilds are also part of our government, and having the elite artisans feeding directly into administration means that our Patricians are much better informed of bottlenecks in supply or demand or other market disruptions, so they can plan for them.

This all very much justified why having more and more Governor's Palaces improves our Tech refund, as it represents increased efficiency, standardisation, and coordination of all our guilds across the nation.
 
The thing is, higher level annexes seem to do different, if related things to lower level annexes. As we already have our per GP tech refund from the arsenals. I doubt that's going to be upgraded, or that we're going to get another one from another source easily.

What we need to do now is try to deal with the weaknesses of the GPs, so we can build more of them. They way to do that is very likely to do with Stables. If we need better post horse couriers to raise our max Cent, then it seems very likely that getting Stables in all our governors palaces will mean that they do something to help with max cent as well as hurt it, as each palace will be a major node supporting our courier network.

tl;dr: the solution to our max centralisation problem is the solution to our tech crunch. Either by allowing us to get more GPs or by allowing us to get more provinces and higher caps.
This runs into a problem of something like "risk" though not quite. I know that something helpful for tech came from doing a thing with Arsenals, one being a tech drip, one being a tech refund. It seems likely that we can get something else helpful from doing one, and only one more and we will see it right now. And I mean this very seriously, one more. After that I am willing to build a stable, and in fact am willing to build two.

Contrast that with a with a stable where I do not expect much from 1 level(this follows how it went with previous annexes), which means to deal with our issues in tech via this we have to spend two turns instead of one at best, one building the stable and one building the arsenal. And these turns we don't have the benefits of what ever the Arsenal gives. At worst we get distracted and don't attempt the Arsenal and likely lose out.

We also have 3 space right now, and we will be getting 5 more since this government upgrade does highly incentivise getting Txolla integrated so we don't choke on our stat caps. This does mean we are unlikely to lose out and not build the Arsenal, truthfully, and it also means that we will have space to get two of everything including stables.

The thing is, solving our Max Cent problems also solves our Tech problems, because if we can more easily drive up our Max Cent, we can safely build more governors palaces and drive up our Tech refund. Given the example of the Great Hall annexes, building more of a single annex seems to give several different functions rather than simply improving one. It's likeky that a higher level Arsenal annex will give us yet another tech-related bonus, but I'm skeptical that we'll simply get a higher tech refund from more annexes. I'd like to see at least 2 Stable annexes built before we go back to powerleveling our arsenal complex.

With that said, we're currently at 16/19 annexes, and if we gain a lowland March on the HK border, and throw down two Marches at the available Steppe locations, we can do something like 2x Arsenal, 4x Stable. Since we can probably expect the Patricians to build at least a few more GP's Palace annexes are only going to get more powerful, so it makes sense to me to focus on them for a bit.

The other thought I had RE: Max Cent is this: If we steal one of the 3 Guild actions, we can spend it ourselves on a Sec Docks or Harbors (and potential a Sec Kilns as needed) which would almost certainly help with the "better boats" aspect of our connectivity issues.

edit: WELP, Alratan Super-Ninja'd my effortpost :V
I'll point you to my response to him.

Arsenal will give some kind of tech based benefit, which I judge we need now and in fact have needed since we built a level 2 IW, while stables will not. This is not because they won't do anything, they will, but that the stables will take more time. One, we will need level 2's to see significant effects based on all previous annexes. Two, we will need to build GP's some how and that will take X number of turns. Three, we will have to either way it goes, contend with more GP's lowering our Cent as they are built. This encourages for me to go for Arsenal, and then drop two annexes of Stable in one turn. Just hypercharge the damn things and see what falls out.
 
Something to note:

Capital Palace
A grand center of government, the palace seats the king and all the necessary organs of governance, as well as being aesthetically attractive and imposing, so as to show off the wealth and power of the People. Required capstone project to move beyond Bronze Age models. Grants access to the Governor's Palace extended project.
Annexes (16/19):
  • Grand Hall x6 (+1 Diplo/turn, Governor's Palaces give +1 Prestige when built, +1 Sec action/2 palaces)
  • Shrine x2
  • Library x2 (+1 National Library count)
  • Storehouse x2 (-1 Temp Econ damage for all palaces)
  • Garden
  • Arsenal x3 (+1 Safe Martial, +1 Tech/turn)
Synergies: +1 EE before Valleyhome loses TC status, +1 Tech Refund/2 palaces, palaces grant +1 RA tolerance each

In the description of the Palace, the Tech Refund is listen under Synergies, probably from the Shrine-Library-Arsenal combo. I imagine that getting up to one more level of Arsenal might just improve the safe martial ability to something that GP's have. We might have better luck with Shrine + Library than a single Annex.
 
This runs into a problem of something like "risk" though not quite. I know that something helpful for tech came from doing a thing with Arsenals, one being a tech drip, one being a tech refund. It seems likely that we can get something else helpful from doing one, and only one more and we will see it right now. And I mean this very seriously, one more. After that I am willing to build a stable, and in fact am willing to build two.

Contrast that with a with a stable where I do not expect much from 1 level(this follows how it went with previous annexes), which means to deal with our issues in tech via this we have to spend two turns instead of one at best, one building the stable and one building the arsenal. And these turns we don't have the benefits of what ever the Arsenal gives. At worst we get distracted and don't attempt the Arsenal and likely lose out.

We also have 3 space right now, and we will be getting 5 more since this government upgrade does highly incentivise getting Txolla integrated so we don't choke on our stat caps. This does mean we are unlikely to lose out and not build the Arsenal, truthfully, and it also means that we will have space to get two of everything including stables.

By contrast, I'd say that the government upgrade has made integrating Txolla impossible until we resolve our Max Centralisation issues. It's very likely going to be centuries, when we get a new form of government, until we can do so, as the PatricIan's are very likely to build themselves GPs.

I don't expect building more arsenals to make a significant difference to our tech crunch. Just look at the benefits from having multiple Great halls. The higher level benefits are good, but they're not generally direct upgrades of the lower level benefits, save for making them per GP, which we already have. I'd expect that we might get things like a more efficient mass levy from higher level arsenals, safe secondary Martial per palace, or something similar, but I wouldn't expect direct modification of our tech income or refunds.

That's why I'd go for Stables first (possibly after a single Garden for those synergies). Firstly because it opens up lots of potential sets of synergies, and secondly because the kind of max cent benefit I'm looking for seems like one of the higher level/GP benefits that we've seen from the Great Hall.
 
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Something to note:

Capital Palace
A grand center of government, the palace seats the king and all the necessary organs of governance, as well as being aesthetically attractive and imposing, so as to show off the wealth and power of the People. Required capstone project to move beyond Bronze Age models. Grants access to the Governor's Palace extended project.
Annexes (16/19):
  • Grand Hall x6 (+1 Diplo/turn, Governor's Palaces give +1 Prestige when built, +1 Sec action/2 palaces)
  • Shrine x2
  • Library x2 (+1 National Library count)
  • Storehouse x2 (-1 Temp Econ damage for all palaces)
  • Garden
  • Arsenal x3 (+1 Safe Martial, +1 Tech/turn)
Synergies: +1 EE before Valleyhome loses TC status, +1 Tech Refund/2 palaces, palaces grant +1 RA tolerance each

In the description of the Palace, the Tech Refund is listen under Synergies, probably from the Shrine-Library-Arsenal combo. I imagine that getting up to one more level of Arsenal might just improve the safe martial ability to something that GP's have. We might have better luck with Shrine + Library than a single Annex.
Yeah that has been mentioned before and is totally legit. However, I am not personally willing to do it since it spends two annex slots vs the one of Arsenal. Two Non-Stable Annexes + Two Stables vs One Non-Stable Annex + Two Stables seems better to me.

We know that some combination of Library/Shrine/Arsenal is helpful for the tech situation, but Arsenal by itself is also helpful which elevates it above the rest in my opinion.
 
Yeah that has been mentioned before and is totally legit. However, I am not personally willing to do it since it spends two annex slots vs the one of Arsenal. Two Non-Stable Annexes + Two Stables vs One Non-Stable Annex + Two Stables seems better to me.

We know that some combination of Library/Shrine/Arsenal is helpful for the tech situation, but Arsenal by itself is also helpful which elevates it above the rest in my opinion.

Mmmm. Put me down as "tentatively supporting of a fourth Arsenal annex". I want to get started on the Stables ASAP tho.
 
The thing is we don't have any particular reason to believe that the fourth level of Arsenal is helpful with tech. It seems pretty likely that it does something like give +1 Secondary Martial Tolerance/palace. That actually isn't very helpful at all. Whenever we go over Max Martial we're likely to go over by an awful lot.

We've been told by our Excellent Admin heir that more horse couriers are somebody we need to improve Max Centralisation. The Stable annex being present in our Palaces seems a very obvious way of achieving that.

We also don't have any particularly reason to believe that the Shrine+Library+Arsenal combo scales in kind either, rather than doing something else vaguely thematically if not mechanically related.
 
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Mmmm. Put me down as "tentatively supporting of a fourth Arsenal annex". I want to get started on the Stables ASAP tho.
*marks him in the Scroll* Okay.

@Academia Nut what would happen in King's Agenda: Balanced? Is the Expand Econ action the only action which "follows" the Agenda? Or since its "Do Whatever, but Don't Break It: the Policy" does it work differently.
 
@Academia Nut, could we get your thoughts/feelings on the idea of cities providing a stat drip per level instead of a policy per level? It seems like that might be a good compromise between constantly fluctuating numbers of passive policies and needing cities really hard.
 
Watchtowers are noted to be part of the "improve connectivity" package. It might also be stations for horse couriers.
If you'll note my second post in this thread from forever ago, the new watch towers will probably be improved to way stations, which were the basis of Genghis Khan's primitive postal system. Also we should start recruiting nomad riders for said courier service, as the spirit bonded are less than ideal for the task.(Hint: Fast mail incorporates frequent horse exchanging.)
 
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I'm thinking that we should seize one action from both the Patricians and the Guilds. It'll be painful in terms of stats and action economy, but that the increased focus should help.
 
Watchtowers are noted to be part of the "improve connectivity" package. It might also be stations for horse couriers.
Well, if we don't have to commit passive policies to repeat actions, those may become a candidate.

The thing is, solving our Max Cent problems also solves our Tech problems, because if we can more easily drive up our Max Cent, we can safely build more governors palaces and drive up our Tech refund. Given the example of the Great Hall annexes, building more of a single annex seems to give several different functions rather than simply improving one. It's likeky that a higher level Arsenal annex will give us yet another tech-related bonus, but I'm skeptical that we'll simply get a higher tech refund from more annexes. I'd like to see at least 2 Stable annexes built before we go back to powerleveling our arsenal complex.

With that said, we're currently at 16/19 annexes, and if we gain a lowland March on the HK border, and throw down two Marches at the available Steppe locations, we can do something like 2x Arsenal, 4x Stable. Since we can probably expect the Patricians to build at least a few more GP's Palace annexes are only going to get more powerful, so it makes sense to me to focus on them for a bit.

The other thought I had RE: Max Cent is this: If we steal one of the 3 Guild actions, we can spend it ourselves on a Sec Docks or Harbors (and potential a Sec Kilns as needed) which would almost certainly help with the "better boats" aspect of our connectivity issues.

edit: WELP, Alratan Super-Ninja'd my effortpost :V
Arguably, our government upgrade bought us room for three Governor's Palaces by increasing our safe centralization range by three. We just have to be willing to operate at lower centralization. Personally I think we should make a level 2 Governor's Palace, flesh out our annexes, and re-evaluate at that time.
 
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Well, if we don't have to commit passive policies to repeat actions, those may become a candidate.
They're actually quite a good candidate because main costs the same as secondary, a straight buff. Also so cheap that they won't burden us, and they're finite. So all in all, I think they're a good test run.

@Academia Nut What happens when a repeated action becomes no longer available? Can we re-allocate it to a new repeat without spending another action?
 
They're actually quite a good candidate because main costs the same as secondary, a straight buff. Also so cheap that they won't burden us, and they're finite. So all in all, I think they're a good test run.

@Academia Nut What happens when a repeated action becomes no longer available? Can we re-allocate it to a new repeat without spending another action?
eh we're doing pretty well just not having to spend an action to take it off.
 
Parliamentary Reform
[X][Demob] Assist in getting peaceful work (Sec Retraining)
[X][Demob] Support the priests to attend to the spiritual needs of these men (-3 Wealth, -8 Mysticism)
[X][Demob] Provide additional avenues for exercise (Sec Build Gymnasium)
[X][Mines] Provide subsidies to the mines to keep going (Starts at -2 Wealth/turn, can fluctuate)
[X][War] Kick the Highlanders out of the lowlands (Keep fighting, call for peace if capture all lowland territory)
[X][React] Repair supply lines (Sec Build Roads, if still fighting the Highlanders the western theater fights at full power)

For the first time in a generation, the People were at peace. Alyxunmyn had finished driving the enemy from the lowlands outside of their fortified positions, and then he had proceeded to bottle them up in their fortifications and bring forth the rams and ladders, all reinforced with the massive amounts of iron that only the People could provide. While launching attacks into the actual highlands had gone poorly for all involved, it had only taken a few seasons of siege with all support from their home territory to either force surrender or were taken out in a storm of assault. Given the situation on the ground, even if they were holding out in their passes it soon became clear that, no matter what else happened they would be unable to seize control of the lowlands again for the generation. As such they rapidly sued for peace, offering up a considerable indemnity to both the People and the Harmurri, which the People eagerly snapped up.

What to do with the new territory gained?
[] [War] Incorporate (New province, +10 Econ, +10 EE, -1 Centralization, +3 Max Interconnectivity, +1 Yeoman Action)
[] [War] Turn it into a march (-5 Martial, new march)
[] [War] Release the population back to its own devices (Frees territory, ???)

As such Alyxunmyn returned to Valleyhome in triumph, to cheering crowds celebrating his conquests. He also returned to a coronation. The last king had reached the age where an honourable retirement due to infirmity was now a reasonable enough thing to do, and with the latest renovations to the palace wrapping up it seemed a good time to crown Alyxunmyn king. Of course, the renovations had also turned the secondary meeting hall into a massive chamber where the patricians met to hash out deals and handled various disputes that needed vetting before they could go to the king, and the renovations had reflected this, with plenty of room for seating and places to make grand speeches. It seemed that they wanted more of a voice in how things were run, but this also meant that they could handle a lot more volume of work without the king ever needing to get involved. It was useful in some ways, but had the potential to be an issue in others.

Government Upgrade!

Late Classical Parliamentary Monarchy (Elective)
A king holds chief executive power, but significant power is held by a legislative body of elite families, representing various factions for their own ends.
Upper Centralization Limit: Medium (5)
Lower Centralization Limit: Neutral-Low (-3)
Admin Strain Free Provinces: 16
Penalty Accumulation: -1 Centralization Tolerance/2 Provinces
Possible Economic Systems: Mandala, Manorial, Classical Mercantile, Guild Mercantile
Heroic King: Rare
Idiot King: Very Rare
Regency: N/A
Player Actions: 4 Secondary +1 Secondary/Non-Free True City
Province Actions: (Provinces+Governor's Palaces)/2 Secondary, Half to King's Policy, Half to Faction Control (Rounds to King)
Admin-Free True Cities: Capital +1/3 Governor's Palace
Subordinates: 2 + Prestige/10
Special: Every Free City Level produces +1 Culture/turn

Guild Mercantile
The artisans supply the warriors and nobility with all the things they need to do their jobs, so the rest of the economy should be geared to supply them with what they need to produce those goods.
Extra Actions: +1 Guild/Free City
Temp Econ Damage: Event + 1 - Centralization/3
Wealth Generation: Leading/2
Passive Policies: 1 + 2/3 Provinces (Half to king, half to factions, rounds to king)
Special: Penalties for over-centralization doubled
Special: Low Wealth can generate Stability loss
Patricians (14) – Actions: Level 2 GP/2 = 0
Guild (16) – Actions: Level 2 IW/2 + 3 Econ = 3
Traders (8) – Actions: Level 2 Harb/2 = 0
Yeomen (6{20}) – Actions: Provinces/3 – Cities = 2
Priests (6) – Actions: Level 2 Temple/2 + 1 Religion = 2
Urban Poor (6) – Actions: Level 2 BH/2 = 0
4 Province Actions: 2 Patricians, 1 Trader, 1 Urban Poor
7 Province Policies: 2 Patricians, 1 Trader, 1 Urban Poor, 2 Yeomen, 1 Guild

Faction Policies: Admin Infrastructure x2, Trader Infrastructure x2, City Support x1, Forestry x2

Patricians (14) – Mood: Upset. Desire: Main Distribute Land. Power: Add or subtract their faction power from factions they are supporting/opposing. Objective: 0/4 Main Distribute Land actions within turns 3 Failure: Civil War [Unsuppressible][Suppressible]
Guild (16) - Mood: Irritated. Desire: Redshore Harbour. Power: Quarter faction power added to Max Wealth. Objective: Have a level 4 Ironworks within 3 turns. Failure: Economic Shutdown [Unsuppressible][Suppressible]
Traders (8) - Mood: Pleased. Desire: Main Build Warships. Power: Add or subtract faction power modifier to all innovation rolls. Objective: Have Naval power 3 or above within 1 turns. Success: +1 Naval
Yeomen (6 {20})- Mood: Excited. Desire: Expand Forest. Power: Adds half faction power to secondary Martial Objective: Have 40 Sustainable Forest within 2 turns. Success: +1 Sustainable Forest. Failure: -5 Wealth
Priests (6)- Mood: Frazzled. Desire: Temple action. Power: Adds half faction power to RA. Objective: Perform 2/4 priest actions within 2 turn. Success: New Level 1 Temple. Failure: -1 Stability
Urban Poor (6) - Mood: Tired. Desire: Support Faction (Urban Poor). Power: +1 Max Legitimacy every 6 full power. Objective: Have 5 or more Free Cities within 1 turns. Success: New Social Value slot
These counters iterate at the next midturn. The numbers in brackets indicate the general faction strength.

You will have 5 Secondary Actions going forward. You can put up to 4 on Repeat, in which case they will be at Main strength for Main cost (or double Sec if there is no Main version). Megaprojects in progress are applicable for being Repeated actions. AN: For the future, it will cost a Main action to start a Megaproject, but you can also use an Adjust Faction Actions project to set up a repeating action. This is the equivalent of spending two Main actions on the project the first turn for two Main actions worth, and then it will sustain itself on one Secondary action committed until it completes. If started and not put on repeat the first turn, it can be put on repeat later via the assignment action.
Choose up to four actions to [Repeat], using the None option to make clear what you don't want put on repeat


The Guilds have 3 actions at Main strength when they use them. You can take direct control of them and they will be at Sec strength. If you take control of two or more of their actions they will gain 1 power a turn as long as the action is held. You can also put as many of their available actions on repeat as you wish, gaining the power of a Main strength action at the price of a Secondary (or a double Secondary at half price), with one exception. Expand Econ costs are always at the Main or Double Sec value. Actions on repeat grant their faction +1 power/turn on repeat.

Guild Actions
[] [Guild] Take control of no actions
[] [Guild] 1 action
[] [Guild] 2 actions (+1 faction power/turn)
[] [Guild] 3 actions (+1 faction power/turn)

Choose up to three actions to [Guild Repeat], using the None option to make clear what you don't want put on repeat. The [Guild] tag will take precedent over the [Guild Repeat] tag, so if Guild actions are taken control of then excess [Guild Repeat] actions will be eliminated

The Yeomen have 2 actions at Main strength when they use them. You can take direct control of them and they will be at Sec strength. If you take control of any of their actions they will gain 1 power a turn as long as the action is held. You can also put as many of their available actions on repeat as you wish, gaining the power of a Main strength action at the price of a Secondary (or a double Secondary at half price), with one exception. Expand Econ costs are always at the Main or Double Sec value. Actions on repeat grant their faction +1 power/turn on repeat.

Yeomen Actions
[] [Yeomen] Take control of no actions
[] [Yeomen] 1 action (+1 faction power/turn)
[] [Yeomen] 2 actions (+1 faction power/turn)

Choose up to three actions to [Yeomen Repeat], using the None option to make clear what you don't want put on repeat. The [Yeomen] tag will take precedent over the [Guild Repeat] tag, so if Guild actions are taken control of then excess [Yeomen Repeat] actions will be eliminated

The Priests have 2 actions at Main strength when they use them. You can take direct control of them and they will be at Sec strength. If you take control of any of their actions they will gain 1 power a turn as long as the action is held. You can also put as many of their available actions on repeat as you wish, gaining the power of a Main strength action at the price of a Secondary (or a double Secondary at half price), with one exception. Expand Econ costs are always at the Main or Double Sec value. Actions on repeat grant their faction +1 power/turn on repeat.

Priest Actions
[] [Priest] Take control of no actions
[] [Priest] 1 action (+1 faction power/turn)
[] [Priest] 2 actions (+1 faction power/turn)

Choose up to three actions to [Yeomen Repeat], using the None option to make clear what you don't want put on repeat. The [Yeomen] tag will take precedent over the [Guild Repeat] tag, so if Guild actions are taken control of then excess [Yeomen Repeat] actions will be eliminated

You are no longer at war, and with all of the other bureaucratic shuffling going on you get a free Policy change. Do be aware that it sounds like the Freehills are embroiled in a major fight and may need your assistance in the near-ish future, so switching off Offensive is not necessarily an automatic good. Select your choice from the Active Policies as [Active Policy].

You may also freely change around your Passive Policies using the [PP] take. You have 7 Passive Policies to choose from currently.


Adjust Faction Actions – Modify the balance of control between the king and the factions
*S: Up to two of the following: take control of a faction action, release a controlled faction action, assign an action to repeat, or de-assign a repeating action. If assigning an action this also consumes a Secondary action this turn which is immediately used on repeat, while if de-assigning the action it frees up a secondary action this turn.

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, -4 Wealth, +3 Culture, +1 Prestige, potential innovations x2
*M: -1 Econ, -8 Wealth, +5 Culture, +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, -2 Wealth, -1 Tech, +2 Martial, +1 Culture
*M: -2 Econ, -8 Wealth, -1 Tech, +5 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, -1 Tech, +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, -4 Tech, 1 Sustainable Forest used, +3 Wealth, +3 Culture, chance of new innovations x2
*M: -3 Econ, -5 Tech, 2 Sustainable Forest used, +3 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: -2 Wealth, -2 Culture, -1 Tech, +2 Bonus to Games rolls per turn, +1 non-primary Martial tolerance
*M: -4 Wealth, -3 Culture, -1 Tech, +5 Bonus to Games rolls per turn, +1 non-primary Martial tolerance

Build Mills - By harnessing the power of flowing water or blowing air, work can be done, freeing up considerable amounts of labour and also allowing for unfeasible actions to become feasible, especially in flat and dry regions.
*S: -4 Wealth, -3 Tech, +4 Econ, potential for innovation x2
*M: -6 Wealth, -3 Tech, +6 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: 8)
* S: -1 Econ, -2 Wealth, -2 Tech, +1 Centralization, +1 Diplo, other effects
* M: -3 Econ, -2 Wealth, -3 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 Wealth, -1 Culture, -1 Tech, +4 Culture end of turn, other effects
*M: -2 Wealth, -1 Culture, -1 Tech, +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
Connection - Builds watchtowers, palaces, harbours and roads
Expansion - Builds new settlements and roads
Industrial Infrastructure – Surveys, builds mines, and builds manufacturing facilities
Knowledge and Spirituality - Builds temples, libraries, and academies
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 study actions and patronage
Restoration - Takes stability improving actions
Rural Infrastructure – Builds forests, roads, and salterns
Sea Control – Builds harbours and warships, sends out sailing missions
Trade - Sends out trade missions, produce art and luxuries
Urban Infrastructure – Urban extended projects

*S: Change up to two Passive Policies (6/6) to one of the available ones listed below
Agriculture (+5 Econ, -5 Econ Expansion, -2 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 (6 Econ cost for True Cities offset each turn, -2 Tech) x1
Expansion (So long as there is land to expand into, +2 Econ Expansion/turn, reduces threshold to produce new provinces the longer active)
Innovation (Extra 2.5 innovation rolls each turn, -1 Wealth, -1 Tech)
Administrative Infrastructure (+2 Free Progress to an infrastructure project (harbour, governor palace, colossal wall, academy)/turn)
Spiritual Infrastructure (+1 Free Progress to an infrastructure project (Temple, observatory, library, academy)/turn)
Hygiene Infrastructure (+2 Free Progress to an infrastructure project (Aqueduct, bath houses, salterns)/turn)x4
Trade Infrastructure (+1 Free Progress to an infrastructure project (markets, harbours, salterns)/turn)
Urban Infrastructure (+1 Free Progress to an infrastructure project (Aqueduct, bath houses, block housing, harbour, ironworks, marketplace, academy)/turn)
Defence (+1 wall progress/turn) x1
Special: Forestry (+1 Sustainable Forest and -1 Tech & Econ Expansion/turn)
Special: Vassal Support (+1 Subordinate while active, increases Loyalty while active at less than full subordinates)

Develop Intrigue Web [Urban] [Traders] - With contacts in the right places, all sorts of fun things can be done
S: -2 Wealth, -3 Diplo, +1 Intrigue
M: -4 Wealth, -4 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 Tech, -2 Sustainable Forest used
*M: -2 Econ, -2 Wealth, -2 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: +7 Econ, -3 Tech, -7 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: -3 Econ, -2 Econ Expansion, -1 Tech, grows forest, +2 Econ next turn if in settled territory and controlled, potential discoveries, +1 Sustainable Forest
* M: -4 Econ, -4 Econ Expansion, -1 Tech, grows forest, +4 Econ next turn if in settled and controlled territory, improved odds of success, other effects, +2 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: 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: 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, -2 Wealth, -2 Diplo, 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, -4 Wealth, -3 Tech, 1 sustainable forest used, certain projects boosted, other effects
*M: -2 Econ, -6 Wealth, -4 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, -2 Wealth, +1 Stability, +1 Culture, chance for additional effects
* M: -2 Econ, -2 Wealth, +1 Stability, +3 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, -3 Diplo, -3 Wealth, begins an intrigue event in target location
*S: -2 Intrigue, -4 Diplo, -5 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, -4 Wealth, -2 Martial; +1 Naval, additional effects
*M: -3 Econ, -8 Wealth, -3 Martial; +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, -3 Econ Expansion, -1 Tech, +1 Mysticism, +5 Wealth
*M: -3 Econ, -4 Econ Expansion, -1 Tech, +1 Mysticism, +9 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, -5 Econ Expansion, -1 Tech, +8 Wealth, +1 Diplo with boats, +1 Econ next turn other effects
*M: -5 Econ, -6 Econ Expansion, -1 Tech, +9 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, -2 Econ Expansion, -1 Tech, +4 Wealth, +2 Culture, other effects
*M: -5 Econ, -3 Econ Expansion, -1 Tech, +8 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, -4 Wealth, -1 Tech, +5 Martial, +1 Culture, potential additional effects
*M: -3 Econ, -8 Wealth, -1 Tech, +9 Martial, +2 Culture, potential additional effects
*2M: -4 Econ, -8 Wealth, -1 Tech, +2 Culture, founds Martial 10 Mercenary Company

Recruit Nomads – While some think that the best use of steppe nomads is as arrow catchers, others are of the opinion that this function would be better served fighting for you
*S: -6 Diplo, -4 Wealth, -1 Stability, +2 Martial, +1 Light Cavalry, other effects
*M: -12 Diplo, -6 Wealth, -1 Stability, +4 Martial, +2 Light Cavalry, other effects

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, -4 Wealth, potential new discoveries x2
*M: -4 Mysticism, -6 Wealth, -1 Econ, 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, -2 Wealth, -2 Mysticism, -1 Tech, potential new discoveries x2
*M: -1 Econ, -2 Wealth, -5 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, -2 Wealth, -1 Mysticism, small chance of new insights x2
* M: -1 Econ, -4 Wealth, -1 Mysticism, -1 Tech, 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: -1 Wealth, -1 Tech, +2 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, -2 Wealth, +2 Tech, +1 Culture, potential innovations x2
*M: -1 Econ, -8 Wealth, +4 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, -10 Wealth, -1 Tech, +5 Martial, +1 Light Cavalry, +2 Culture, other effects
*M: -4 Econ, -4 Mysticism, -12 Wealth, -1 Tech, +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, +2 Faction Power, +1 Time to current quest

Suppress Faction - Use influence to curb the power of a faction.
S: -2 Stability, -5 Culture, -2 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
* 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), Horse Valley (0/3)
Saltern [Guilds][Yeomen] - Northshore Saltern Expansion (3/3), Southshore Saltern Expansion (3/3), Gulshore Saltern Expansion (0/3), Bleeding Cliffs Saltern (0/3), Hatshore Saltern (0/3), Yellowshore 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 4 Wealth, 3 Culture, and 1 Tech 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), Level 3: Redshore (0/6)
Bath [Urban] - Any city with an aqueduct may have a bath. Each {S} committed consumes 4 Wealth and 5 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 (0/9), 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 (6/6), Blackmouth (2/3), 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 (5/9), Valleyhome (0/9), Sacred Forest (0/9), Blackmouth (0/9), Stallionpen (0/9), Valleyguard (3/9)
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
Harbour [Guilds] [Traders] – These sophisticated sea transport hubs allow for the efficient mass loading and unloading of ships. Each {S} Costs 3 Econ and 3 Tech for 3 progress. At level 1 Harbours grant +1 Interconnectivity, +2 Max Interconnectivity, and allow for +1 Block Housing Level. Redshore (0/3), Blackmouth (0/3), Hatmouth (0/3), Yellowshore (0/3)
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. Level 3 increases City Maintenance by 1 Econ a turn, but produces 1 Tech/turn and changes certain action costs. 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 (9/9), 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 4 Wealth, 3 Culture, and 1 Tech for 3 progress. Redshore (0/9), Redhills (0/3), Valleyhome (3/3), Sacred Forest (0/3), Blackmouth (3/3), 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 (16/19)
-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 [Yeomen] - 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)
Classical Law – As your society becomes more complex, perhaps it is time to look back over the old laws and clean them up a bit? (5-8? Action commitment, -4 Mysticism & Culture 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? (4/6-8? action commitment, -2 Econ & -2 Tech per action)
Great Library [Priests] - 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 [Yeomen] - 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.

AN: I will update the front page later tonight or tomorrow morning, but I am unfortunately rather busy at the moment. There shouldn't be any major surprises in store, costs were all as expected and you got paid for running over the Highlanders in the lowlands. Also, blaugh on it being a super mechanics heavy update with little fluff, but this just sort of needed to get out of the way
 
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what, an update??

[X] [War] Turn it into a march (-5 Martial, new march)
[X] [Repeat] Great Dam
[X] [Repeat] Classical Law
[X] [Repeat] None x2
[X] [Guild] 1 action
[X] [Guild Repeat] Kilns
[X] [Yeomen] Take control of no actions
[X] [Priest] Take control of no actions
[X] [Active Policy] Balanced
[] [PP] Hygiene Infrastructure x7

Administrative Infrastructure (+2 Free Progress to an infrastructure project (harbour, governor palace, colossal wall, academy)/turn)
Spiritual Infrastructure (+1 Free Progress to an infrastructure project (Temple, observatory, library, academy)/turn)
Hygiene Infrastructure (+2 Free Progress to an infrastructure project (Aqueduct, bath houses, salterns)/turn)x4
Trade Infrastructure (+1 Free Progress to an infrastructure project (markets, harbours, salterns)/turn)
Urban Infrastructure (+1 Free Progress to an infrastructure project (Aqueduct, bath houses, block housing, harbour, ironworks, marketplace, academy)/turn)

Recruit Nomads – While some think that the best use of steppe nomads is as arrow catchers, others are of the opinion that this function would be better served fighting for you
*S: -6 Diplo, -4 Wealth, -1 Stability, +2 Martial, +1 Light Cavalry, other effects
*M: -12 Diplo, -6 Wealth, -1 Stability, +4 Martial, +2 Light Cavalry, other effects

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

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

mass loading and unloading of ships. Each {S} Costs 3 Econ and 3 Tech for 3 progress. At level 1 Harbours grant +1 Interconnectivity, +2 Max Interconnectivity, and allow for +1 Block Housing Level. Redshore (0/3), Blackmouth (0/3), Hatmouth (0/3), Yellowshore (0/3)

Classical Law – As your society becomes more complex, perhaps it is time to look back over the old laws and clean them up a bit? (5-8? Action commitment, -4 Mysticism & Culture per action)
 
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That's... a lot of decisions. And we haven't even seen our gilded age bonus options, which might seriously impact our choices. Any chance we could get a preview some time before voting close, @Academia Nut?
 
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