So. By my count, we should have 11 EE at the start of next turn, which means we should be getting 4 cities activated. That means 4 actions for us, in addition to the 5 - 1 + 1(guild) we have by default - so that makes 8 actions, and 1 guild action.

I think we want something like this as our core actions:
-[Guild] More Warships
- Free City Blackmouth
- Free City Sacred Forest
- Proclaim Glory
- Suppress Patricians
- Enforce Justice
- Hunt Troublemakers

This sets up the Traders to finish their Naval quest, finishes the Urban Poor quest, and starts dealing with the Patricians. It also leaves two actions free for emergencies. If we are lucky enough not to need them, I'd do:
- Hunt Troublemakers x2 (increases odds of handling trouble)
- Build Lvl1 Governor's Palace (ensures that our factions build a lvl1 palace and not a lvl2 palace; important since we need another lvl1 in particular to get another secondary action)


Thoughts? Objections?
No objection whatsoever, and it wisely doesn't try to budget every action.

I'll be crushed when random nonsense makes it nonviable :cry:
 
Wonder how Arete is gonna evolve.

Life of Arete
A well lead life is one of excellence in all things, from the stitch of cloth to prowess on the battlefield to skill in oration. The best and finest is thus demanded of and by all to show their virtue and honour.
Pros: Increase Martial gain from raising elite units; bonus Culture, Tech and/or Mysticism for certain actions; effect of criticals and doubles greatly increased
Cons: Increased potential Martial loss in fighting, increased social stratification, increased costs

Does anyone remember which actions were granted bonus Culture, Tech and/or Mysticism?
AN rated Meow...

Suspicions and worries immediately sky rocket.
 
This sets up the Traders to finish their Naval quest, finishes the Urban Poor quest, and starts dealing with the Patricians. It also leaves two actions free for emergencies. If we are lucky enough not to need them, I'd do:
- Hunt Troublemakers x2 (increases odds of handling trouble)
- Build Lvl1 Governor's Palace (ensures that our factions build a lvl1 palace and not a lvl2 palace; important since we need another lvl1 in particular to get another secondary action)


Thoughts? Objections?

One action that might be nice (although it would have the immediate benefit that an extra hunt troublemakers might) would be building a Stable annex.
 
We have 20 econ, before the baby boom coming in, I'm pretty sure we'll be okay.
I'm actually more worried about having just gutted our culture and mysticism scores, and how that they'll both need to be refilled before we can start overflowing into tech again.

The connections agenda doesn't really do anything to address that issue, and i'd like to confirm whether our passive income is sufficient.
 
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AN rated Meow...

Suspicions and worries immediately sky rocket.
It's fine. Everything's fine. The roof is not on fire. SWAT teams have not been deployed, military strike teams have not been scrambled, and we do not intend to press the Big Red Button anytime soon. You are completely safe. Please remain in your seats.

...

At this rate, we're going to spend the last third of the quest coming up with increasingly convoluted plans to try and avoid actually paying for anything, because "Subsidize Lint Inspectors" is going to cost twice our Wealth cap.
 
Could anyone link me to the wiki and/or to post(s) summarizing pieces of the mechanics, especially the order of operations? Also, wasn't there one giant repository of WoAN at some point?
 
How are our stats going to look next turn? Can we afford a connections King's Agenda, or do we need balanced/trade to get back to a full bank?
Stats are decent.
We have full Econ, almost-full Wealth, Full Diplo, and Full Tech. Culture and Mysticism will both be under half-full.
Our income (assuming 4 more cities) will be something like +5E, +5W, +4D, +10C, +3M, -4(+1)T.

So we are looking pretty good on resources, at least until you start looking at our spending. That will include AT LEAST the following:
Dam x3: -6E, -6(+3) T
Library: -3C, -3(+3) M
PG: -3C, -1E
Warships: -3E, -8W

So, before we get to faction actions, we are down 6C, 10E, 8W, and 3T (and that is if we account for refunds). And now we get 5 Mains and something like 6 secondaries worth of actions. Here is hoping we have some stats left at the end...
 
@PrimalShadow, yep I value 1 Cent more than a secondary right this second at least for some of my ideas(its late I can't recall if I ever went main PSN) since with four cities up we will be at 7 cities and that is prime Nurglite territory and the number we had up when we spawned the Horseman. I'd rather not tempt it to come back so I'll try to hang onto that Cent.
 
@PrimalShadow, yep I value 1 Cent more than a secondary right this second at least for some of my ideas(its late I can't recall if I ever went main PSN) since with four cities up we will be at 7 cities and that is prime Nurglite territory and the number we had up when we spawned the Horseman. I'd rather not tempt it to come back so I'll try to hang onto that Cent.
Well. It appears that your thoughts on this issue are divergent to my own, to a degree that very much surprises me. I won't try to convince you, since the vote is done and I need to go to sleep anyways, but, uh, if I were you I would reconsider that opinion.
 
[X] [Parl] Cement Production Subsidies (Main Increase Cement Production, Patricians disapprove)
[X] [React] Praise the Gods (Sec Build Temple)
[X] [React] Contact Harmurri (Sec Diplomatic Mission)
[X] [React] Contact Freehills (Sec Diplomatic Mission)
[X] [PSN] Main Expand Econ (-2 Centralization + Costs)
[X] [Lesson] The importance of skilled commanders at all levels
[X] [Diplo] Gain a Diplo Genius (-20 Diplo)
[X] [Culture] Gain a Cultural Hero (-15 Culture)
[X] [Mystic] Begin Great Library Megaproject in its own action track (-12 Mysticism)
 
[X] [Parl] Cement Production Subsidies (Main Increase Cement Production, Patricians disapprove)
[X] [React] Praise the Gods (Sec Build Temple)
[X] [React] Contact Harmurri (Sec Diplomatic Mission)
[X] [React] Contact Freehills (Sec Diplomatic Mission)
[X] [PSN] Main Expand Econ (-2 Centralization + Costs)
[X] [Lesson] The importance of skilled commanders at all levels
[X] [Diplo] Gain a Diplo Genius (-20 Diplo)
[X] [Culture] Gain a Cultural Hero (-15 Culture)
[X] [Mystic] Begin Great Library Megaproject in its own action track (-12 Mysticism)
Vote is locked.

Gonna lock this in:

[X][Parl] Cement Production Subsidies (Main Increase Cement Production, Patricians disapprove)
[X][Lesson] The importance of skilled commanders at all levels
[X][Diplo] Nothing
[X][Culture] Gain a Cultural Hero (-15 Culture)
[X][Mystic] Begin Great Library Megaproject in its own action track (-12 Mysticism)
[X][React] Contact Harmurri (Sec Diplomatic Mission)
[X][React] Farm (Sec Expand Econ)
[X][React] Contact Freehills (Sec Diplomatic Mission)
[X][PSN] Main Expand Econ (-2 Centralization + Costs)

I may not get this done tonight, buuuuuuuuut...



Remember that @ManusDomine is watching
 
Not Diogenes
[X][Parl] Cement Production Subsidies (Main Increase Cement Production, Patricians disapprove)
[X][Lesson] The importance of skilled commanders at all levels
[X][Diplo] Nothing
[X][Culture] Gain a Cultural Hero (-15 Culture)
[X][Mystic] Begin Great Library Megaproject in its own action track (-12 Mysticism)
[X][React] Contact Harmurri (Sec Diplomatic Mission)
[X][React] Farm (Sec Expand Econ)
[X][React] Contact Freehills (Sec Diplomatic Mission)
[X][PSN] Main Expand Econ (-2 Centralization + Costs)

Shunmyn Dragonson, son of the Dragon King, sat in the shade of a tree, reading tales of strange lands compiled by various traders. Such strange and wondrous places they told of, and while many of the stories were badly written in his opinion, there was poetry in some of them. He respun some of the wording in his mind and even traced a few lines upon his palm in consideration. He would compose better ways of saying some of these things next time he had parchment available. Father objected if he dragged around scribes to write out his poetry for him, even though that made things so much easier. Then again, he supposed that reading and writing were related, and reading at least was the big reason why father wanted him to do it himself. Mother couldn't read because she was of barbarian stock, and thus couldn't really appreciate the clever wit on the pages, but then again she had taught him to ride and use the bow alongside father's lessons on the sword and spear.

There was poetry in such things, and while it often frustrated him when his father tried to get into numbers - dreadful things - he had to admit that his father was a poet of war as well. The tales of his campaigns were amazing and enthralling, and the way he explained how he did things were fantastical even in their mundanity. Father was writing down his adventures and insights, and Shunmyn was helping and writing his own commentary. He was writing a lot actually. His poems and improvements on the writing of others; his commentaries on his father's military campaigns and strategies; and his book on fighting. That last one was the most fun for him but the trickiest to actually do, because he needed to find artists who could get the pictures he needed just right. All of his teachers - including father! - agreed that he was an absolute prodigy and while he still needed a few more years to finish growing, he certainly had many excellent ideas. His "combat poetics" seemed interesting to more than a few veterans who were able to understand what he was trying to explain sometimes.

He hoped to one day write his poetry on the grandest scale like father had, only in more exotic locales fitting of such epic deeds. He had heard many arguments coming from the palace that made him pretty sure he would get his chance. Arguments about how they should have sent help to the Freehills, or the Harmurri sooner, or invested in the navy before all the pirates came flooding out of the strait. Shunmyn didn't have all the facts, although father did share many of them with him, but it sounded like the Freehills had been pushed around and could no longer control the strait in the south-west properly, and now pirates from the Saffron Islands were coming in to take advantage of the disruption, while in the south no one was quite sure who was in charge of the Harmurri at this point, as there were a couple of different groups who had a decent claim and they hadn't quite sorted out who got what yet. There was of course the yelling about laws and land distribution and the like, but Shunmyn honestly had no time for all that. He could tolerate the boring bits of war if he could do what his father had done, but the rest? Bah, that was what advisors and attendants were for. Fortunately father had taken many of the lessons about good leadership and lieutenants on the battlefield and spread it far and wide.

If you wanted to be the best, you needed to have the best attendants, who needed to be assisted by the best themselves. It was just common sense really.

Life of Arete -> Divinely Glorious Elites (Maxed Development)
A well lead life is one of excellence in all things at all levels, from the stitch of cloth to prowess on the battlefield to skill in oration. The best and finest is thus demanded of and by all to show their virtue and honour, in the knowledge that those that rise to the top will be supported by excellence below.
Pros: Increase Martial gain from raising elite units; bonus Culture, Tech and/or Mysticism for certain actions; effect of criticals and doubles greatly increased; ruling faction gains an additional faction power
Cons: Increased potential Martial loss in fighting, increased social stratification, increased costs, dominant faction can no longer be suppressed, -3 Culture/ turn (need more academies)

Shunmyn Dragonson: (Heroic Cultured, Genius Martial, Logistical Admin (Poor Regular), Inspiring Diplomacy (Poor Regular), Poor Mystic)

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 as a Secondary, while if de-assigning the action it degrades the action to a Secondary this turn and frees up the action next turn. An explicit exception to this is with Megaprojects, which end freely upon completion and ramp up immediately so long as there is another supporting action

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

Repair Damage - The earthquake in Hatvalley caused considerable damage, and numerous mines are offline and the farms are only just recovering in places. Aid would help sort that out.
*S: -5 Econ, -3 Tech, -2 Wealth, +4 EE, +2 Econ next turn, mine output restored, other effects
*M: -6 Econ, -4 Tech, -3 Wealth, +5 EE, +4 Econ next turn, mine output restored, 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 (0/9), Southshore Saltern Expansion (0/9), 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 (1/6), Valleyhome (1/6), Sacred Forest (0/3), Blackmouth (0/6), Stallionpen (0/6), Valleyguard (0/3), Lower Valleyhome (0/3), Level 3: Redshore (1/6)
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 (3/3), 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 (6/9), Valleyhome (0/9), Sacred Forest (0/9), Blackmouth (0/9), Stallionpen (0/9), Valleyguard (4/9)
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 100% of the Econ spent on a True or Free City into Wealth income. Level 2 adds 25% of the Econ spent as Culture. Level 3 expands the Trader action list and provides a Trader action. 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 (0/12), Sacred Forest (0/3), Blackmouth (0/6), 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? (5/6-8? 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 (2/5-7? action commitment, -3 Mysticism and Culture per action, 2/2 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.
You have nine [Sec] actions and one [Guild Sec] action available. You also have an [Agenda] choice available from the Active Policy list. The Great Dam megaproject requires a minimum commitment of one Main action.

Send the Red Banner Company to aid the Freehills?

[] [Merc] Yes
[] [Merc] No
[] Adjust Faction Actions
[] Art Patronage
[] Black Soil
[] Build Chariots
[] Build Docks
[] Build Ceramics Kilns
[] Build Gymnasium
[] Build Mills
[] Build Roads
[] Build Theatre
[] Build Wall
[] Build Watchtowers
[] Change Policy
[] Develop Intrigue Web
[] Develop Intrigue Web
[] Distribute Land
[] Efficient Charcoal Kilns
[] Enforce Justice
[] Expand Economy
[] Expand Forests
[] Found Colony
[] Found Free City
[] Found Mercenary Company
[] Found Trading Post
[] Hunt Troublemakers
[] Improve Annual Festival
[] Increase Cement Production
[] Influence Subordinate
[] Integrate Colony
[] Integrate March
[] Integrate Vassal
[] Invite to Games
[] Launch Intrigue Mission
[] More Warships
[] New Settlement
[] Plant Cash Crops - Drugs
[] Plant Cash Crops - Textiles
[] Plant Cash Crops - Luxuries
[] Proclaim Glory
[] Raise Army
[] Restore Order
[] Retraining
[] Sailing Mission
[] Salt Gift
[] Study Alchemy
[] Study Health
[] Study Metal
[] Study Stars
[] Survey Lands
[] Support Artisans
[] Support Subordinate
[] Support Faction
[] Support Sacred Orders
[] Suppress Faction
[] Terrify
[] Trade Mission
-Target Options: Highland Kingdom, Freehills, Lowland Minors, Tin Tribes, Harmurri, Storm Ymaryn, Into the Wild (Eastern Sea), Into the Wild, Khemetri
[] Diplomatic Mission
-Target Options: Highland Kingdom, Freehills, Lowland Minors, Tin Tribes, Harmurri, Storm Ymaryn, Saffron Islanders, Into the Wild (Eastern Sea), Into the Wild, Khemetri
[] War Mission
-Target Options: Tin Tribes (Intervention), Saffron Isles (Intervention, Piracy)

Level 1 Governor's Palaces: 14 Available at (0/9)
Level 2 Governor's Palaces: Redshore (0/12), Blackmouth (0/12)

Level 1 Temples: 17 Available at (0/3) + 2 Observatory Positions
Level 2 Temples: Holy Sea (0/6)
Level 3 Temples: Sacred Forest (0/12), Dragon Graveyard (0/12), Horsevalley (0/12) [Level 2: Observatory 0/6]

Patricians (14 {28}) – Actions: Level 2 GP/2 = 0
Guild (16) – Actions: Level 2 IW/2 + 3 Econ = 3-1
Traders (8) – Actions: Level 2 Harb/2 = 0
Yeomen (6) – Actions: Provinces/3 – Cities = 2
Priests (6) – Actions: Level 2 Temple/2 + 1 Religion = 2
Urban Poor (6) – Actions: Level 2 BH/2 = 0
5 Province Actions: 3 Patricians, 1 Trader, 1 Urban Poor
7 Province Policies: 3 Patricians, 1 Trader, 1 Urban Poor, 1 Yeomen, 1 Guild

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

Patricians (14 {28}) – Mood: Pissed. Desire: Main Distribute Land. Power: Add or subtract their faction power from factions they are supporting/opposing and add half their power to maximum Econ value. Objective: 0/4 Main Distribute Land actions within turns 3 Failure: Civil War [Unsuppressible]
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: Upset. 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)- Mood: Excited. Desire: New Settlement. 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.

Astrological Prediction: The tree that is humble to the storm avoids being struck by a thunderbolt

AN: Reminder, MENACING
 
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Geogism is our solution, but unfortunately it will take thousand of years of social development to begin the development of the economic theory.
 
Welp

Bad News Bolded:

Life of Arete -> Divinely Glorious Elites (Maxed Development)
A well lead life is one of excellence in all things at all levels, from the stitch of cloth to prowess on the battlefield to skill in oration. The best and finest is thus demanded of and by all to show their virtue and honour, in the knowledge that those that rise to the top will be supported by excellence below.
Pros: Increase Martial gain from raising elite units; bonus Culture, Tech and/or Mysticism for certain actions; effect of criticals and doubles greatly increased; ruling faction gains an additional faction power
Cons: Increased potential Martial loss in fighting, increased social stratification, increased costs, dominant faction can no longer be suppressed, -3 Culture/ turn (need more academies)


Good news:

Shunmyn Dragonson: (Heroic Cultured, Genius Martial, Logistical Admin (Poor Regular), Inspiring Diplomacy (Poor Regular), Poor Mystic)
This dude is basically built for War
 
We should bite the bullet and distribute land under Alex, especially since his poor admin son has a good chance of being his heir.
 
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