Weren't the first steam engines used in water pumps in mines? As it so happens, just the sector we have some labour cost problems in.

Yeah, the Brits needed to mine their coal mine; which was filled with ground water. Of course we aren't planning to use dirt coal anytime soon, at least until we figured out how to process coal into less impure coal.
 
Okay, but the land we distribute isn't appearing out of the aether - it already needs to be regulated and taxed in its current government-owned state. And private clerks do nothing to encourage development of government bureaucratic structures.

Considering that we control the Ymaryn government, we can make it plan and drive innovation - as indeed we historically have. Private land ownership would at best accelerate the process, and frankly, I'll accept a slower rate of technological progress if it means limiting societal inequalities.

Shifting your ground now that i proved DL can lead to Chinese Imperial system and actually aren't instant social death? Okay.

They weren't planned by the government in OUR universe, but I see no reason why a more evolved version of the Ymaryn government and guilds should be wholly unable to create a working electrical grid. I mean, just look at the fucking iron works, and the sanitation systems. We can totally do it without corpies gettin' up in our shit.

I never said our government cound't do it, but i'm saying having done DL at least once would help.
 
Shifting your ground now that i proved DL can lead to Chinese Imperial system and actually aren't instant social death? Okay.

I'm sorry, what position do you think I'm changing? I must have been insufficiently clear, in one instance or another, because I am arguing the exact same point I was initially, namely that Distribute Land:

(a) will do nothing to facilitate the development of bureaucratic exams
(b) will be harmful to social equality

After you brought it up, I added:

(c) Distribute Land is not required for technological development.
 
Shifting your ground now that i proved DL can lead to Chinese Imperial system and actually aren't instant social death? Okay.

DL can do a bunch of things, the issue is what it's likely to do. Which is create a thousand petty kings and destroy the Ymaryn government, even if some portion keeps the name. Your example is hardly a silver bullet anyway, considering all the regime changes often facilitated by them and the landholders doing exactly what we're afraid of (Having a complete power base almost completely divorced from the greater state and no longer paying proper heed to it).
 
@Academia Nut, uhm I kinda don't understand how to vote in what I want in your latest update. The only one I voted for was about the territory.

So there's the 5 secondary actions, right? Are they supposed to be manually typed like this? "[] (Sec): Whatever you want"? And are the choices in the "Important Projects" spoiler tab? Or are there more choices? Where do I see the list of other choices?

And regarding the Priest, Yeomen and Guild actions...do I just choose "[] [Guild] x action" and then type what action I want the faction should do?
 
@Academia Nut, uhm I kinda don't understand how to vote in what I want in your latest update. The only one I voted for was about the territory.

So there's the 5 secondary actions, right? Are they supposed to be manually typed like this? "[] (Sec): Whatever you want"? And are the choices in the "Important Projects" spoiler tab? Or are there more choices? Where do I see the list of other choices?

And regarding the Priest, Yeomen and Guild actions...do I just choose "[] [Guild] x action" and then type what action I want the faction should do?

That was all just initial set up, there shouldn't be a vote like that again.
 
@Academia Nut, uhm I kinda don't understand how to vote in what I want in your latest update. The only one I voted for was about the territory.

So there's the 5 secondary actions, right? Are they supposed to be manually typed like this? "[] (Sec): Whatever you want"? And are the choices in the "Important Projects" spoiler tab? Or are there more choices? Where do I see the list of other choices?

And regarding the Priest, Yeomen and Guild actions...do I just choose "[] [Guild] x action" and then type what action I want the faction should do?

If it helps, the vote is already over, so there's no need to worry about the details now. Going forward things should be simpler.
 
TBF it was more of a side-grade thought...

The government upgrade acted as an excuse to introduce a change to the mechanics that was in the works anyway. Faction actions were gonna be a thing regardless, this was just the most seamless way of integrating them.
 
TBF it was more of a side-grade thought...
Well we got +3 to our safe Centralization range, and a whole bunch of government stats concern Centralization. Plus the Max Centralization we can get from Roads was increased by 3. If you take the Faction change as a separate thing then that's a sizable upgrade.
 
If their mood is improved then they would be less likely to revolt.

Their mood will be improved by Distributing Land.

Fundamentally, what is going on in universe is that the patricians, especially the middle level ones away from the capital, think that the kings have been increasingly overbearing and trampling on their traditional rights (more than a few got demoted and thus kicked off land their families had administered for generations with no legal recourse) and thus want to move to actually secure and enshrine into law their ability to hold onto land and manage it without some misguided king swooping and wrecking everything they have built locally.
So basically back to basic human instinct of "got mine".
Which was exactly why we refused it so far, as the constant possibility of Patricians being demoted for malice or incompetence led to the development of good practices.

...and also the very convenient entry of angel investors from the Traders or Guilds swooping in to save falling patricians and becoming Patricians rather than hijacking the structure through alternate means.

Of course, such a structure is inherently unstable and prefers to collapse into a stable self reinforcing structure like feudalism.
Mmmh. Not really.

I think that to get what you want and basically what they want, we should take DL(Maybe some other stuffs) during the building of the Classical Law after this whole mess with the current spite quest is over with. Take DL and Sec EJ with some Sec Proclaim maybe. Work it holistically into our laws, instead of this disharmonious shoehorning they are attempting right now.

Like its actually a kinda valid point(not in this case, but in others), protecting against the accidental predations of a moronic king or a king making a moronic decision from their point of view is pretty important because sometimes the king is going to be making a mistake(from our perspective). But we gotta work with things to place them in accordance with Symphony imo.
Not really?
You may have forgotten, but this is why the system works, by removing the ability for individual elites to protect their status, we ensure a high churn and thus high quality of rulership!
It's kinda funny, actually. The best way to do that would be a sort of "Distribute Land" - i.e., shuffle "administrators" around so they don't think anymore they have some personal or even hereditary claim to the land. Alas, DL as is would have the opposite effect.
Uh...we do have that show up as an option. Remember during the vassal reform?
We force governors to rotate regularly, which eliminates abuse of power and entrenching hereditary claims.

They hate it so much every single landed subordinate would have cost us 1 diplomacy every turn.
What if we started rewarding patricians based upon how they improve the land, rather than how much the land itself produces? This would incentivize learning how to improve upon the productivity of lower quality lands, making them more desirable and less like a punishment. Instead of assigning them random ass lands, we could assign them by region, so that they could stay near their families and gain an understanding of the lands within their region.
This is what we're doing. This is what they're trying to stop us from doing. Because those whose land become more productive under their administration gain in status, promoting up to administrate larger areas, while those whose performance falls behind, or who use unethical means to improve productivity get taken off their land.

All that this does is reward abuse of the land they manage. If you reward based on land improvement, they certainly can improve it a lot if say, half the population was half exiles making black soil, while the other half are on paper as farmers, leading to more than double the output per head and a 10% productivity increase per acre.


They want it to secure their power, yes.

Also, going to lock this godawful vote in as:

[X][War] Turn it into a march (-5 Martial, new march)
[X][Repeat] None x3
[X][Repeat] Expand Forest
[X][Guild] 1 action
[X][Guild Repeat] None x2
[X][Yeomen] Take control of no actions
[X][Yeomen Repeat] None x2
[X][Priest] Take control of no actions
[X][Priest Repeat] None x2
[X][Active Policy] Megaproject Support
[X][PP] No further changes x5
[X][PP] Change City Support -> Vassal Support
[X][PP] Change Defense -> Forestry
Yeomen: "We are very erect!"
With the choices made for actions/policies and how much the mercenary companies have been mauled we can't intervene in support of Freehills whatever happens.

We're just far, far too action constrained given that we have two doom clocks running that will probably kill us if we don't deal with them ASAP. As soon as the decision was made to take a repeated forest policy for the King action that decision was made.

Now, because of those choices, the Yeomen don't have to spend either of their two actions next turn on Forests to succeed on their quest, so they can take double main Black Soil*. That should raise LTE high enough that we won't be getting any more cities, and the turn after we'll be in danger of popping free cities.

Unless we get really lucky on reaction options for this turn - which is unlikely as we have high enough Economy and Wealth that we're unlikely to trigger actions that consume Economic Expansion, we're likely to be in a serious action crunch.

* The Yeomen, like all our factions, aren't complete fools. They'll want to increase the number of actions they get. The very much easiest way for them to do it is to spam Black Soil until all our cities pop. They can increase EE very fast if they want to. It's slower and less efficient for them to take New Settlement Actions, but they can happily switch to that when they've popped our cities, getting more provinces and driving our centralisation cap down, further restricting our ability to control them. The Yeomen, even without any spite at all, have a massive ability to completely run away and eat the rest of our civilization.
I will note that the Yeomen are currently very very happy, since they are Excited and we finished their quest in record time.

There is a decent chance that they will cooperate with the King's Agenda for the next 2 turns.
We haven't even had our current government for ONE turn yet!
We had that before. Remember? We did two government reforms in one turn.
So Chinese imperial system isn't an example of a working private land ownership and high centralization model? Our elites are mostly hereditary at this point.
Uh, not really?
The Chinese imperial system had provinces and governors, all managed imperially. The nobility held land, but they fall under imperial management and imperial law. There was a constant shadow war between the nobility and the bureaucracy to reclaim the land to the state and to have it issued out to nobility.

Which led to civil war more than once, but ultimately as time passed the bureaucracy won out due to land allocations being subdivided or revoked. Which wasn't a given of course.
 
The problem we have is that the current Patrician Spite Quest is at their normal power. If we fail it, they self support, then we eat a Strength 24 Spite Quest.

Of course, the narrative of Hunt Troublemakers may mean that everyone behind it is demoted while Alyx lifts political allies into their former positions. And a lot of that is apparently the middle management. Those are more numerous, but it means the upper management may support us under the rationale of keeping their competitors down.

It may very well further entrench the upper levels of the Patrician class, but if we pull through we may see the Middle Management defanged. But to make that stick we should build much more Academies to increase competition at the low and mid-level so that they can't even hold on for a single generation. Right now, they are still trying to restrict literacy, after all. We can use the looming tech crunch as a justification for building lots of Academies. Something the priests will do anyway on their quest to infinite Temple works.

Speaking of Priests, the forest boom should finish their quest soon as well. I do hope they feel cooperative and maybe help us either with Warships, boosting Stability or Hygiene needs in the Cities.
 
Analysis and Diffcheckers -- "Parliamentary Reform"​

Diff Checker (Action List - Relative to last turn's Action List)
Diff Checker (Action List - Relative to AN's preview of the Action List)
Diff Checker (Civ Sheet)
Diff Checker (Civ Sheet BBCode)

@Academia Nut @veekie @BungieONI @zamin @PrimalShadow
General
Diplomacy 27/27 [+4]
-Intrigue 4 [+1]
Economy 17/27 [+1+4]
-Sustainable Forests 33{40}/34.5 [+5]
-Econ Expansion 25 [-8] [Overcrowding Min: -5]
Martial 12 (+1)/37 {34/40}
-Light Cavalry 6
Naval 1
Wealth 22/25 [+6]
Diplo 27 -> 27​
Initial: 27
+1 (Build Roads)
Subtotal: 28
-1 (Overflow to Culture)
Total: 27
Econ 16 -> 17​
Initial: 16
-1 (Roads)
Subtotal: 15
+2 (Retraining)
Total: 17
EE 26 -> 25​
Initial: 26
-2 (Retraining)
Subtotal: 24
+1 (Roads Refund)
Total: 25
Martial 17 -> 12 (+1)​
Initial: 17
-4 (Retraining)
-1 (War losses)
Subtotal: 12
+(+1) (Veterancy)
Subtotal: 12 (+1)
+6 (Swords and Ploughshares)
+10 (Yeomen Power)
Subtotal: 12 (+1) {28}
+4 (Dragon Banner)
+4 (Blood Rain Banner)
Total: 12 (+1) {36}
Note that Red Banner Company is back to being paid by wealth...though once we spend 5 martial on the march it'll go back in :V
Wealth 25 -> 22​
Initial: 25
-3 (Priests funding)
-2 (Gymnasium)
-2 (Roads)
Subtotal: 18
+4 (Highlander Tribute)
Total: 22
Cultural
Culture 27/27 [+6]
Mysticism 20/27 (+3)[+3]
Tech 26/27 (+7) [-4]
Prestige 122
Culture 27 -> 27​
Initial: 27
-2 (Gymnasium)
Subtotal: 25
+2 (Retraining)
Subtotal: 27
+1 (Overflow from Diplo)
-1 (Overflow to Mysticism)
Total: 27
Mysticism 27 -> 19 (+3)​
Initial: 27
-8 (Priests Funding)
Subtotal: 19
+1 (Overflow from Culture)
Subtotal: 20
+(+3) (PF Refund)
Total: 20 (+3)
Tech 27 (+5) -> 25 (+7)​
Initial: 27
-1 (Gymnasium)
-2 (Roads)
Subtotal: 24
+2 (Retraining)
Subtotal: 26
+1 (Gym Refund)
+1 (Roads Refund)
Total: 26 (+2)
Prestige 119 -> 122​
Initial: 119
+1 (Battles)
+2 (Peace deal)
Total: 122
Guessing on the breakdown here based on the "don't take land or push for extra reparations" deal we had the chance for being 2 prestige. Another periphery slot for us :V

Organizational
Centralization 8/10
Hierarchy 8/10
Religious Authority 9 {12}/13
Cent 8 -> 8​
Initial: 8
+1 (Roads)
-1 (Government Change)
Total: 8
Hierarchy 7 -> 8:​
Initial: 7
+1 (Government Change)
Total: 8
Government change had "hidden" cent/hierarchy changes. Note thatcent should be 12, unless i'm just suddenly being an idiot because its *checks clock* 240 in the morning and i should have been in bed a long time ago but am abusing my ability to sleep in tomorrow :V

Per turn incomes are tracked separately now, which is very nice, but i'll leave talking more on that to future updates with new changes, since this time it'd mostly be "is the same" or "policies got switched/added in the vote we just had"

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Lots of changes here, though all minor:
Strength Changes:
-Food "Minimal (Cities Hunger)" -> "Minimal" (Either just AN decided wording isn't necessary, or its to reflect most of the cities popping...but still eating enough food to not have us trading it)
-Gold: "Significant" downgraded to "Considerable" (EIther from competition or from mine issues)
-Silver: "Significant" downgraded to "Considerable" (EIther from competition or from mine issues)
-Spices: "Some" upgraded to "Significant" (From subordinates planting cinnamon :) )
-Copper: "Leading" upgraded to "Dominating" (From vassalizing Forhuch, who had previously been a competitor)
-Bronze: "Minor" upgraded to "Significant" (From vassalizing Forhuch, who had previously been a competitor and is still listed erroneously)

Competitor Changes:
-Common Pottery: SY (Storm Ymaryn) and FH (Freehills) competing
-Common Textiles: SY and FH competing
-Fine Pottery: SY Competing
-Fine Dye: Trelli finally removed, SY and FH competing
-Glass: SY and FH competing
-Gold: FH Competing
-Mercury: FH competing and either leading in the trade, or threatening to do so, which means they found a mine
-Poppies: SY, FH, Harm competing
-Wine: FH competing
-Pilgrimage: Salt Sea added as a competitor; not sure if thats a polity, or "the entire salt sea"...

Special:
-Iron was split into "Iron Ore" and "Iron Goods", thanks to the recent dynamic with us buying up ore to smelt and smith into goods.
-We maintained dominance in Iron Goods, with only the SY and FH competing
-We have "Significant" power in Iron Ore, while the SY and FH are both italics (either "leading" or threatening to do so, not sure which), the forhuch are listed erroneously, and the khem are crossed out still.

Periphery States (15/15+6) (Loyalty [L], Dependence [D], Effectiveness [E])
Note that AN " [doesn't] add the vassal limit to vassal support unless you are over the limit, which [we] are not." (as in, we're at 16+6 limit, but if we go that far we lose the loyalty boosts from the policy)

Redhills (Free City) - Eliminates True City admin and reduces Econ upkeep penalties (Trouble: 1/5)
Valleyguard (Free City) - Eliminates True City admin and reduces Econ upkeep penalties (Trouble: 1/5)
Well damn, trouble is still around :/ hopefully just a case of "actions don't take effect until next update/turn"

Red Banner Company (Mercenary Company) - Can be hired to other kingdoms for wealth, or maintained to boost Martial capacity (L: 3/5, E: 8/10)
Red banner lost 1 effectiveness in the fighting, back to 8.

Dragon Banner (Mercenary Company) - Can be hired to other kingdoms for wealth, or maintained to boost Martial capacity (L: 5/5, E: 4/10)
Dragon banner lost 2, likely because they are suited to different terrain and tactics, taking them down to 4 :/

Blood Rain Banner Company (Mercenary Company) - Can be hired to other kingdoms for wealth, or maintained to boost Martial capacity (L: 3/5, E: 4/10)
Blood rain didn't get damaged at least.

Still, thats all 3 mercs that aren't really ideal to send to help the freehills if needed; Dragon is too hurt, Blood rain is hurt and not fully loyal, and Red Banner is low on loyalty, so one bad crit and they might start being an issue... especially if sent alone into the grinder :/

+3 Upper Centralization Limit
Government upgrade gave us another +1 Upper Cent Limit legacy :) (As in, this was +2 before this update)

Government Type
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
Government upgrade! ...Not as awesome as we'd hoped, unfortunately :(
Changes:
-Upper cent limit changed from High (7) to Medium (5)
-Lower Cent Limit changed from Neutral (0) to Neutral-Low (-3)
-Admin Strain Free Provinces changed from 12 to 16
-Player Actions and Province actions changes is from the system update, not the government upgrade, so not fair to compare imo
-Special improved from "Free city" to "free city Level" as its basis. (I.e. Redshore gives +3 now, instead of +1)

So overall its neutral on high cent limit (-2 base, but removes a -2 penalty from admin strain) so long as you have at least 16 provinces (which we do :V), good on low cent limit, and improves our culture gain. Otherwise...well, its hard to compare since it came tied to a system reboot?
We went from "bonus king actions for every 9 + 4n provinces" to "bonus king actions for every non-free city", which is worse, but we also gained more actions overall with the province actions (went from 4 base + bonus for every (11+4n) provinces); we lost 1 king province action compared to last turn, but gained 4 faction controlled ones. And as we'll see when we go to the next section, we gained a good number of (faction controlled) policies and actions

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
Only changes here are the extra actions and passive policies:
-Extra actions are based on Free cities instead of provinces now, and go to the faction unless we wrest control of them. So on the immediate front we went from 2 mains, 1 sec guild actions in our control to 3 mains in their control
-Passive policies got a major jump...and most importantly are more consistent since they wont change every time the cities pop or reform :V We went from 7 at minimum with our current free cities (with up to 5 more from current true cities) to a total of 13; 7 for us, 6 for factions.

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
Each faction now gets actions based on certain infrastructure (in this case "provinces" are infrastructure :p); note that Yeomen have a minimum of 1 action no matter our city count. The "Econ" for guild is from our economy system, as mentioned above.
(Also note that we don't actually know the requirements for a level 2 gov palace, to my understanding)

4 Province Actions: 2 Patricians, 1 Trader, 1 Urban Poor
7 Province Policies: 2 Patricians, 1 Trader, 1 Urban Poor, 2 Yeomen, 1 Guild
These...i think are calculated differently than AN originally said... these were the original rules:
1.) Factions have gain control over an action based on their current faction strength, going from high power to low power and then cycling back around
2.) In the case of a tie, the higher class faction goes first
3.) If a faction has access to an action from another source, they are demoted down the list once for each extra action they have.
4.) If a faction has negative power, they lose a pick from the first cycle
5.) Factions with 10 or greater power get an extra cycle for each full 10 points of power they have
(With rule 5 likely now being 20 power, not 10)

I tried them as is, i tried with "lose a cycle" instead of demoting down the list, i tried doing that with policies counting actions against the policies count...couldn't get it to match what AN put. *Shrug*

Faction Policies: Admin Infrastructure x2, Trader Infrastructure x2, City Support x1, Forestry x2
Player Policies: Hygiene Infrastructure x4, Skullduggery x1, Forestry x1, Vassal Support x1
Faction choices for policies are pretty straightforward: patricians went admin, traders went trader, urban went city support, yeomen went forests...the only interesting one is the guild; they went with trader infrastructure because they need a harbour in redshore in order to build the block housing needed to build the ironworks 4 they want

Grand Hall x6 (+1 Diplo/turn, Governor's Palaces give +1 Prestige when built, +1 Sec action/2 palaces)
Grand hall six made "+1 sec action" into "+1 sec action/2 palaces" which is amazing and also not what i was expecting. The sec action was (to my knowledge) the 5 palace bonus, so i was expecting the 3 palace bonus (+1 diplo/turn) to be turned into multi-palace version first, going off the "half value -> palaces" theory... still, more actions is nice, and its one more reason to build at least one more gov palace
Lots of changes, though only a few entirely new actions:
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.
Part of the new system update...and AN has already said he'll be adjusting :)V) how it works since primal found a way to use it to basically get free actions :p

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
Thanks to our ties to the Forhuch (and previous use of the Pure remnants) we unlocked this! Still pretty costly but diplo is easier to come by... "other effects" likely include both "pacifies local steppe for a time" and "lowers loyalty of light cav", so something to be used sparingly at best. Still, good to have the option.

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)
New extended project! the normal means to unlock block housing, it seems; otherwise you need either panem or a natural environment that allows for it (read: Egypt/the nile)

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)
Really really really need to take this as soon as we can. Its expensive, but our refunds help a lot; 3 of that 4 mysticism would be refunded currently, and once done Reformers will refund 1/4 of the cost as culture (so 2 per action). Means each action on it will cost 8 stats immediately, 5 stats given a turn for refund, and 3 stats in the long term. Plus, the reformers boost will only be 10-16 stats, so it'll be easy to handle, compared to the ridiculous refund that caused the second sons crisis.

Next most important are the policy changes:
-Agriculture and City support changed as expected from the new ironworks >2 level; +2 to effect, -1 tech)
-Expansion policy doubled in effectiveness thanks to ironworks 3.
-Innovation policy changed from ironworks 3, giving 2.5 rolls instead of 2, and costing 1 wealth, 1 tech instead of 2 wealth. (note that if we don't have a second to pair it with, we lose out on the "half", per WoAN)
-Forestry doubled in speed (+1 forest/-1 EE per turn instead of per 2 turns) at the cost of -1 tech a turn :)
-Defence...didn't really change so much as get reworded, now gives "+1 wall progress", which can either be used for normal walls as with the original wording or for colossal walls, as it has been lately.
-And finally, the big change: infrastructure policy has been split up! Each version can only be used for certain projects, and only some have double progress from our Community Health Law bonus (AN has said that with the classical law we can expand/change what it applies to!)

-Administrative: [Harbour, Gov Palace, Colossal Wall, Academy] (Benefits from Law bonus) Produces pretty great things, though with enough of them they can be a big problem. Safe enough we dont need to worry about stuff like "holy shit why are we 5 over our forest cap" but we need to watch them for, say, removing our cent tolerance or our myst refund
-Spiritual: [Temple, Observatory, Library, Academy] Iirc AN said this would not build temples to red RA, and would build libraries to counter the loss from the academy which means its pretty damn safe to use, so long as we're fine with increasing the priests power (which i at least tentatively am, i'd say :p) over time
-Hygiene: [Aqueduct, Bath, Saltern] (Benefits from Law Bonus) The "Stop our cities from being plague pits please" policy :V Having lots of these means we need to have extra forest slots handy, however, because baths are relatively cheap and eat forests. Luckily, we currently get 5 forests a turn for our planned setup, so... :V
-Trade [Markets, Harbours, Salterns] Money Money Money. Well... Money, Other Things, Money, at least for level 1 (though i imagine level 2+ harbours will boost money at least in cities with markets, so...). This is pretty damn safe to use, and very good to get some more wealth income. Plus salterns give immediate wealth and level 2+ give canal bonuses; a level 2 canal gives +3 wealth and +1 each of myst/tech/culture for an immediate boost :) However, harbours 1. allow for more block housing and 2. increase IC and thus cent, so its not perfect.
-Urban [Aqueduct, Baths, Block Housing, Harbour, Ironworks, Marketplace, Academy] ...Wow thats a lot of options o_O Only one that can build ironworks and block housing, you'll note. Since we probably don't want another ironworks for a while, and block housing should wait for more health infrastructure, especially if the guild do get level 3 block housing and level 4 ironworks built, i'd say we can safely leave this policy be in favor of others.

Active policies also got revamped, with
-Defence removed
-Connection added: Watchtowers, palaces, harbours, and roads. Mostly about IC increase...which suggests maybe watchtowers will eventually improve IC if we actually take them? :p Very nice policy if we can spare a turn on it
-Expansion is only about settlements and roads now
-Infrastructure removed/split up
-Industrial infrastructure added, should probably be taken sparingly
-Spirits replaced with Knowledge and spirituality ,for temples, libraries, and academies
-Rural infrastructure added: builds forests, roads, and salterns, making it immediately the favorite of the thread XD
-Sea Control added: probably most useful as a King's agenda to make sure that a faction builds warships for us
-Urban infrastructure: basically the same as urban above but as active policy

Most of the rest of the changes are consistent. The following actions got adjusted by +2 wealth, -1 tech:
-Art Patronage (Removed tech gain)
-Build Chariots*
-Build Docks (Main only)
-Build Ceramics Kiln (Increased wealth income)
-Build Gymnasium
-Build Mills*
-Build Roads*
-Efficient Charcoal Kiln*
-Increase Cement Production
-More Warships (Removed tech gain)
-Plant Cash Crops - Drugs/Textiles/Luxuries* (Increased wealth income)
-Raise Army
-Study Alchemy (Removed tech gain)
-Study Metal (Removed tech gain for secondary)
-Support Artisans* (Lowered tech gain)
-Support sacred orders
-Academy
-Bath
-Marketplace
-Great dam (Yes, even applies to megaprojects!)

Some (marked with asterisks above) had minor differences:
-Build Chariots also lost 1 martial from the main version, because of even more reduced importance compared to cavalry
-Build Mills had an additional -1 tech, +1 econ added to the secondary, and -1 tech, +2 econ added to the main, due to the wind power innovation
-Build Roads also had the max IC cent tolerance gain changed; it was previously 7 (which we had hit). Now it is 10, though the list says 8; AN mentioned in thread that he double checked the math and its 10; that is, we can gain 3 more High Cent Tolerance from roads/other IC sources
-Efficient Charcoal Kiln's secondary didn't add a tech cost...or rather, it looks like it was supposed to have had 1 lower tech cost for its secondary all along, since AN changed that between the preview action list and the main one.
-Plant Cash Crops - Drugs/Textiles/Luxuries also had an additional -1 EE cost added
-Support artisan secondary had an additional +2 wealth applied.

Others had unique changes from ironworks 3:
-Build Theatre instead removed 1 econ, 1 wealth cost from its secondary, and 1 econ, 2 wealth from its main; in both cases it still added -1 tech.
-Develop intrigue web, Hunt Troublemakers, and launch intrigue mission were all adjusted by +2 wealth, -1 diplo instead.
-Expand Forest added -1 Econ, -1 EE, -1 Tech, in exchange for doubling its forest gain from +0.5/+1 to +1/+2.
-Improve annual festival was adjusted by +2 wealth, -1 culture instead, removing a little of its culture gain.
-Study health was adjusted by +2 wealth, -2 mysticism instead.
-Study stars was adjusted by +1 wealth, +1 mysticism, -1 tech instead.
-Redshore aqueduct price lowered from 12 to 6 (Due to being level 3?)
-Redshore available as level 3 bath target even before level 3 aqeuduct, costs 9 progress.
-Redshore capped on block housing for now
-Redshore capped on ironworks for now
-Marketplace still needs to be updated, but redshore price halved from 18 -> 9, since its now a level 3 city.
Other changes:
-Expand econ adjusted +1 Econ, -1 EE, -1 Tech from the extra Ironworks >2 level.
-Horsevalley finally added as library target
-Saltern list updated: Northshore and Southshore can't be expanded to level 3 with our tech, but Gulshore is available for level 2, and 3 new level 1 spots ahve opened up (Bleeding Cliffs, Hatshore, Yellowshore)
-Boundary Passage and Triangle Canal are [Yeomen] Projects
-Great Library is a [Priest] Project
-Support/Suppress faction actions now change power by 2, since faction power has been changed in scale to add granularity(i.e. 2 power now = 1 power before)
For the first time in a generation, the People were at peace.
...Well that was quicker than expected o_O

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.
Dragon General Alyx continues to prove how amazing he is :) Only lost 1 core martial that got returned via veterancy, as well as 3 mercenary martial (1 red banner, 2 dragon banner), and drove them out of an entire province, and put enough pressure on the HK core that they surrendered, all in one phase...which i think is like 5 years maybe?

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, ???)
Thats a lot of Econ and EE...lowland continues to be bullshit :p As expected, the thread went with the march (writing this after vote was locked), to help defend against the HK in the future...and hopefully to let us finally knock them out next time this happens -_- Plus those lands are full of religious fanatics, so it really wouldn't be fun to handle them directly...we should definitely influence our new march, but by not directly integrating them we can have things happen more slowly and hopefully avoid more purity fights threatening PiA...

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.
A well deserved coronation :) Note that we still have a stigma against retirement beyond "i'm too old, watch me fail the competency tests (whether on purpose or not" grounds; pretty sure the one that gave way for...was it Uvoythyn? Was the only one to ever retire super early, and that was during super plague and for a genius, so...

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.
Narrative for how Grand Hall x6 equates to a gov upgrade--as expected, a parliament! Seems like its not 100% official yet, being "just" a norm for the patricians to meet and make decisions in the grand hall before presenting issues to the king, but i suspect that either within a few generations or when we do the classical law MP, it'll become an official thing

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]
strength 6 -> 14. Gained 1 from quest success, then strength"doubled" due to change in scale.
New quest...apparently we were wrong when we thought we'd had spite quests before. Holy shit D=Thank god for distribution of power, and at this point i'd say its basically guaranteed we're taking a social slot during teh GA choices if we're offered one?
Narrative for this one is that apparently a bunch of patricians got demoted and are losing control of their family lands, and in general thigns are getting more expensive, so they want to enshrine power into the system so they are more secure.
Note that AN has said that 1. since we've never taken DL, if we don't take it, they can't use faction actions for it (dont remember if thats "at all" or "without lots of faction power burning, on par with declaring war"), and 2. if we dont take actions towards it, they will start the civil war early, so we can'tstall then suppress; they wont do so on the first turn however, so we have at least one turn before we have to suppress or start distributing.

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]
strength 7 -> 16. Gained 1 from quest success, strength "doubled" due to change in scale. Note that their faction power is quarter strength, not half as it was.
New quest...is not quite as terrible as the patricians. It requires a Harbour (3 progress), block housing 3 (9 progress presumably), and ironworks 4 (12 progress presumably), with only the harbour eligible for doubled policies, and with the BH and IW making redshore even more in need of health infrastructure, and making our tech crunch way way worse unless the level 4 version itself is a tech refund or the like (god please let it be a tech refund)

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
Strength 4 -> 8, from doubling. Their power might not even have a multiplier anymore, if my guess was right and it was a 2x multiplier. Same quest as before, has to be done next turn. Luckily even if we didn't, if we left wealth for it they have actions to do it themselves now!

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
Strength 3 {9} -> 6 {20}. Their power "doubled", then patrician power increased. Note that their power again halved in effectiveness relative to their strength. Same quest as before, only now we have +5 forests for next turn if nothing changes, so...i think we'll succeed at it. just a hunch :p

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
Strenght 3 -> 6. same as the others, including their power changing. Quest is again the same, and we know that passive policies building a temple counted. I assume their faction actions wont, but will their province actions and policies?? A little confused by their desire...they have to know we wont do so if we can help it, since we're almost at red RA, and that there's other actions we'd be willing to do for them...

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
Strength 3 -> 6 same as others. Desire is reasonable; we almost certainly wont be able to get free cities up next turn.

You will have 5 Secondary Actions going forward.
Note that this is base 4, then +1 from the Grand Hall + 3 palaces.

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.
Must keep at least one secondary around to change repeated, so we dont get stuck...but Overcentralization can still kick in and make us stuck until/unless repeated actions and/or faction actions save us.
Also note that repeated action costs/incomes go into the per-turn totals...which refunds only apply once to. So between repeated forest, and the new policies, our tech expenses went up a bunch, but our refund will be the same, just (+1) per turn on all the [] expenses.
Not going over the individual faction counts; votes already closed anyway.
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.
Interesting. The "two or more of their actions" is specific to the guilds, its "more than 1/3 of their actions" for the general case. So we can lower a factions ability to spend our stats, and gain more control, at the cost of some action efficiency. Which is of course why according to AN's post locking the vote we apparently did, because guild actions are expensive :p Other two factions would gain power from it, and have less costly actions they can use, so its safer.

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.
Alternately, we can get major power out of repeating a faction action, at the cost of giving that faction more power (and having to take an action to switch them off later) Unfortunately, repeated expand econ is not amazing :/

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].
Yay for policy change <3 Looking at the vote, we're switching to megaproject to get the dam done and focus on other things with main actions (plus yeomen can do expand econ for us now anyway, or if we wanted to be sure, king's agenda balanced works too) also, more (vague) info on the freehills situation is useful.

You may also freely change around your Passive Policies using the [PP] take. You have 7 Passive Policies to choose from currently.
Also yay! :) Again looking at the vote, we switched city support to vassal support, since urban poor are doing it for us, and defence to forestry, since defense is kind of a lame policy, since admin can build colossal walls at twice the speed and thats all it'll be doing for now anyway. (plus forests are great, of course :p)

True Cities
[5/13 City Level Limit (#Provinces + #LandedNonFreeCitySubordinates)/2]
[0 Non-Supported True Cites : -0 High Cent Tolerance]
[Cities activate when EE is at or below Threshold/2]
[Total Upkeep: 0 (True Cities) + 6 (Free Cities) - 6 (City Support) = 0]
-Valleyhome (-2 Econ Upkeep) <Level 1> [27 EE Threshold]
---[Capital, Palace, Aqueduct, Baths, Market {x2}, Sig. Walls]
-Blackmouth (-2 Econ Upkeep) <Level 1> [29 EE Threshold]
---[Governor's Palace, Aqueduct, Baths, Market {x2}, Sig. Walls] {Block Housing 2/3 Progress}
-Sacred Forest (-2 Econ Upkeep) <Level 1> [27 EE Threshold]
---[Aqueduct, Baths, Sig. Walls]
-Stallion Pen (-2 Econ Upkeep) <Level 1> [23 EE Threshold]
---[Aqueduct, Mass. Walls]
-Lower Valleyhome (-2 Econ Upkeep) <Level 1> [18 EE Threshold]
---[Aqueduct, Sig. Walls] (10 EE Threshold)

-Valleyhome [10 (Base) + 17 (Provinces) + 7 (Infrastructure) - 7 (No Block Housing) = 27]

-Blackmouth [27 (Inherit) - 4 (Penalty) + 6 (Infrastructure) = 29]

-Sacred Forest [29 (Inherit) - 5 (Penalty) + 3 (Infrastructure) = 27]

-Stallion Pen [27 (Inherit) - 6 (Penalty) + 2 (Infrastructure) = 23]

-Lower Valleyhome [23 (Inherit) - 7 (Penalty) + 2 (Infrastructure) = 18]

-Redshore (-4 Econ/Turn Upkeep) <Level 3>
---[Governor's Palace, Block Housing x2, Aqueduct x2, Baths x2, Market x2 {x3}, Ironworks x3, Sig. Walls]
-Redhills (-1 Econ/Turn Upkeep) <Level 1>
---[Aqueduct, Baths, Sig. Walls] {Colossal Walls 5/9 Progress}
-Valleyguard (-1 Econ/Turn Upkeep) <Level 1>
---[Aqueduct, Sig. Walls] {Colossal Walls 3/9 Progress}


-Greenshore - Capital [Aqueduct, Sig. Walls?] (In Subordinate)
-Greenshore - Unknown City [Aqueduct, Sig. Walls?] (In Subordinate)
-Western Wall - Capital [Aqueduct, Governor's Palace, Sig. Walls?] (In Subordinate)
-Heaven's Hawk - Phygriftwyn [Aqueduct, Sig. Walls?] (In Subordinate)


Libraries:
[Total effect: 3 Mysticism Refund]​
-Sacred Forest (Temple, Megaproject, +1 Refund by itself)
-Valleyhome (True City)
-Valleyhome (Palace Annex x2 = 1 National Library)
-Stallion Pen (Temple)
-Redshore (True City)
-Amber Road (Temple) (In Subordinate)

Temples
[7 {8} Total Temple Levels, 1 Natural Wonder]:​
-Sacred Forest in Sacred Shore (Lv 2)
-Dragon Graveyard in Stallion Province (Lv 2 + Natural Wonder)
-Horse Valley in Stonepen (Lv 2 + Lv 1 Observatory)
-Holy Sea in Redshore (Lv 1)
-Amber Road (Lv 1) (Subordinate)

Salt/Gold Production
[Total Effect: +5 Wealth/turn]​
-Southshore (Lv 2 Saltern) [+1.0]
-Northshore (Lv 2 Saltern) [+1.0]
-Gulshore (Lv 1 Saltern) [+0.5}
-Hatvalley (Gold Mine) [+0.5]

-Heaven's Hawk (Lv 1 Salt Mine) (In Subordinate, Applies to Core Anyway) [+0.5]
-Heaven's Hawk (Gold Mine) (In Subordinate, Applies to Core Anyway) [+0.5]

-Trade Post (Amber Road) (Support) [+0.5]
-Grand Docks (Redshore) (Support) [+0.5]


Ironworks
[Total Level Count: 4 | Bonus to Mass Levy: +{8} Martial]
[Tier 1 (X3) Effects: Expand Econ Secondary: +3 Econ, -3 EE, -3 Tech]
[Tier 2 (X2) Effects: City Support/Agriculture Passive Policies: +4 Econ, -4 EE, -2 Tech]
[Tier 3 (X1) Effects: +1 Tech/turn, 1 Set of Action Changes (Mostly +2 wealth, -1 Tech adjustments)]​
-Redhills (Megaproject) [Functions as Lv 1 for total Ironwork level count]
-Redshore (Lv 3)

Governor's Palace:
[All numbers are totals]
[-1 Min Cent Tolerance, -2 Max Cent Tolerance, +0 True City Admin Support]
[+2 Max Interconnectivity, +2 Temp Econ Damage Resistance]
[+2 Max Safe Martial, +2 RA Tolerance]
[+1.5 Tech Refund, +1.5 Sec Action, including main Palace]​
-Blackmouth
-Sacred Shore

-Western Wall (In Subordinate)
-Greenshore (In Subordinate)


Markets:
[{Current} Total: {5} 9 Wealth/Turn, {1.25} 1.25 Culture/Turn]​
-Redshore (Level 2, 5 Wealth/Turn, 1.25 Culture/Turn) <Active>

-Valleyhome (Level 1, 2 Wealth/Turn) <Inactive>
-{Blackmouth Level 1, 2 Wealth/Turn} <Inactive>

Colossal Walls:​
-{Redhills 5/9 Progress}
-{Valleyguard 3/9 Progress}

Interconnectivity (21/55)
[Max IC Formula: 2 + 3*Full_Provinces + Governor's_Palaces]
[+7 Max Centralization Tolerance (IC/3, round down). 0 Banked Centralization]
[Can gain Cent Tolerance up to a max of +10 (30 IC), based on current Government/Tech/Etc]
[Will gain Centralization from IC gained up to half of max IC value (27/55), any past that will be banked]​

Actions
[Placeholder -- I'll update this when i have more time and understand the new action system better]​

Provinces
[In Progress Provinces]​
-Northern Blackriver [2/6]

[Subordinate Provinces]
<Just ignore this section for now, it's out of date, was only ever my (Abby Normal) guesses, and with the plague and unknown subordinate status, is likely even more wrong than I know>​
-Western Wall - 2-3? Provinces (0? Ready to Integrate)
-Greenshore - 3-4? Provinces (0 Ready to Integrate)
-Heaven's Hawk - 1 Province (1 Ready to Integrate) [March]
-Txolla - 3-4? Provinces (2? Ready to Integrate) <AN says probably 5 actually, will figure out what that means for provinces based on actions later>
-Tinriver - 2-3? Provinces (0 Ready to Integrate)
-Thunder Horse - 3-4? Provinces (0 Ready to Integrate)
-Amber Road - 1 Province (0 Ready to Integrate) [Immature Trading Post, cannot expand]

Stat Caps
[Base Cap - 27]
[Base is 10 + #Provinces]

[Wealth Cap - 25]​
-Base Value (+10)
-17 Provinces (+17)
-8 Guild Faction Power (+4)
-12 RA Mylathadysm (-6)

[Safe Martial Limit - 37 {40}]
[Number in {} is safe "non-primary" martial, which refers to the extra martial we gain from econ, listed in {} on the civ sheet]​
-Base Value (+10)
-17 Provinces (+17)
-2 Governor's Palaces (+2)
-Palace Arsenal Annexes (+1)
-Iron Age Census (+2)
-International Games (+5)
-Gymnasiums {+3}

Tolerances:
[Note: Being at a tolerance cap triggers penalties]
[Low Centralization Tolerance: - 5]​
-Government Base "Neutral" (5)
-Legacies (-1)
-2 Governor's Palaces (-1) [-0.5 per GP]
[High Centralization Tolerance: 12]​
-Government Base "High" (5)
-21 Interconnectivity (+7) [+1 per 3 IC]
-Legacies (+3)
-17 Provinces (-1) [-1 per 2 provinces over 16]
-0 Unsupported True Cities (-0) [-1 per Unsupported City. Free Cities and Capital are supported. Governor's Palaces can support 1 city per 3 GPs.]
-2 Governor's Palaces (-2) [-1 per GP]
[Hierarchy Tolerance: 10]​
-8? Base (+8)
-Legacies (+2)
[Religious Authority Tolerance: 13]​
-9? Base (+9)
-1? Quest Reward (+1)
-3 Capital/Governor's Palaces (+3) [+1 Per Palace]

Refunds
[All Refunds are limited on a per action basis]

[Econ Refund - 5]
[Refunds spent Econ as EE. Gained from True/Free Cities]​

-2 Level 1 Cities (+2)
-0 Level 2 City (+0)
-1 Level 3 City (+3)
[Tech - 1.5 {1}]
[Refunds spent Tech at end of turn. Gained from Arsenal annexes and GPs]​
-Capital Palace (+0.5)
-2 Governor's Palaces (+1)
{Rounds Down}

[Mysticism - 3]
[Refunds spent Mysticism at end of turn. Gained from Libraries]​
-Library Megaproject (+1)
-4 Libraries (+2)


Miscellaneous​
-3 Secondary Gymnasium: +6 to Games Rolls, +3 Safe Non-Primary Martial
-Annex Limit: 15/19 [2 (Base) + 8.5 {8} (#Provinces/2) + 9 (#LandedNonFCSubordinates)]
-Current Reformers Legacy Strength: 1/4 Refund
-Temp Econ Damage Resistance: 11.66 {11} [-1 (Econ System Base) + 2.66 (Gov + 8 Cent) + 1 (Storehouse Annex) + 2 (2 Governor's Palaces) + 1 (Iron Age Census) + 6 (Mylathadysm + 12 RA)]

Diff Checker
-Fixed safe martial for new gymnasium
-Cent tolerance should be 12, i think? (again, its 2:40 in the morning right now...)
-Marketplace section is still out of date regarding the grand bazaar bonuses and valleyhome and blackmouths ability to build level 2's at double price
-Support artisans got double the wealth bonus for secondary, but only regular for main. Is that intended?
-Now that we've built them and know it, saltern should probably list the immediate wealth gain (+1 for lv 1/normal, +3 for lv 2/expansion)
-Is it intended that redshore can build lv 3 baths before building lv 3 aqueduct?
-Gov palace listing is still completely out of date, missing both all the changes from the annexes and any info on the level 2 versions
-Civ sheet should include the "bonus" policies we have (the Law bonus that you said is still a General Infrastructure policy, and the innovation one from the Artisan Games bonus
-Wealth maintenance should be -11, not -12 (innovation policy is -1 now, not -2). Likewise, tech per turn should have another -1 for the innovation policy
-wealth per turn income has the wrong total within the spoiler
-Since our policy counts are now on the front page, you may want to remove the counts from the action list versions, since those are probably annoying to keep updated
-You forgot to add the [Priests] tag to expand forests
-1 How likely is it that Alyx takes control of the next main turn?

-2 I know you've mentioned it in several spread out posts, but can you consolidate the "when and why can factions take actions outside their tag, how and when they spend faction points, and etc" into a post? (including whether they can start megaprojects with their tag)

-3 How are the faction policies/actions calculated now? I tried using the original rules you laid out and couldn't replicate your results.

-4 You'd mentioned that part of the impetus for the spite quest was patricians getting demoted out of controlling the land that their family had controlled for generations. Did i forget/miss part of the updates/what we've done lately to cause that, or am i just underestimating the effect that hte half-exile change had, with "just" them losing wealth being enough to cause those "demotions"?

-5 Can you add the faction quests and moods to the faction info on the civ sheet, please?
 
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This is what we're doing. This is what they're trying to stop us from doing. Because those whose land become more productive under their administration gain in status, promoting up to administrate larger areas, while those whose performance falls behind, or who use unethical means to improve productivity get taken off their land.
In theory. And the difference between theory and practice is the whole problem in dealing with the patricians. Just like it was with the half-exile issue as well... In practice, the fact that most Patrician families have "administrated" certain plots of lands over generations shows that they have carved up the lands between themselves, with far too less oversight or evaluation.

Uh...we do have that show up as an option. Remember during the vassal reform?
We force governors to rotate regularly, which eliminates abuse of power and entrenching hereditary claims.

They hate it so much every single landed subordinate would have cost us 1 diplomacy every turn.
That's subordinates, though. I was talking patrician land administration within the core. Plus, that was an unique reaction choice; not a regular action.
 
An interesting bit I just noticed thanks to @Abby Normal is that just we built the Gymnasium, we got a lot of retired Veterans at the exact cost of the Gymnasium. Which may well mean that the instructors are actually grizzled veterans that know what the hell they are doing and most importantly know the difference between theory and reality. Which is invaluable as the Gyms also act as a sort of proto-Barracks/Drill yard
 
I know it's basically impossible due to costs, but it would be very interesting to have built several academies before doing the Law upgrade.
 
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