Would this choice mean the chosen mine becomes unavailable due to becoming part of the structure of the palace, or that it becomes a usable part of the Palace Complex?
The measures taken would simply adjust the design of the palace to include a more fortified access to the mines, by filling in the original digsites and tunneling in through the side, with access to the tunnels in the palace complex.
Copper being Unclean as a spiritual value seems like the sort of thing that might cause a morale penalty when using copper(or alloys with copper in them). It's an option, but it might interfere with our desires for Empire. At least until the Iron age(or until we lose/evolve the value away from hating Copper).
Copper being unclean was primarily a Literalist stance, or, at times, a Faithful stance. The Philosophers and ESPECIALLY the Burnished factions believe that Copper is mystically good, and that it well-represents the Mortal Kingdom to what is being compared to Gold as the Heavenly Kingdom. Bronze is even more significant, since, to them, it represents a certain goodness or rightness, depending on the debater, being alloyed into the kingdom. For the Literalists and Faithfuls, bronze is better than copper, specifically because good bronze has visually similar qualities to gold, but is less malleable, it represents a Kingdom raised by spiritual purity or goodness to be more like Heaven, or Gold.
Primarily the washing conditions for those who work copper are because the curses from the Earth have to be worked from the metal, according to the Philosophers' stance, and such working makes the curses linger on the bodies of the smiths. Their beliefs have been shown to be at least somewhat right on some occasions where people who do the smelting have a tendency to have health problems, typically coughs of some kind or another.
I take it we're at the mouth of a river network in fairly mountainous terrain like Asia Minor? Because that's one of the few regions off the cuff of my head I can think of ancient civilizations having both tin and copper if I remember the Hittites right.
[X] [Disease] Obey the Priests and Oracle. Ritualistic washing will be greatly expanded upon, as well as the use of salt, which carries the essence of the Sea and protects from curses such as disease. (Might work, will hurt wealth a bit)
[X] [Designs] Adjust the plans to support a slightly different Palace Layout (Makes this stage take longer to complete, reverting to Stage One for a short adjustment, fortifies one of the countryside mines with the Palace Complex)
-[X] The Tin mine
[X] Send warriors to act as a more permanent deterrent in [Silfi Riverbank] (-Martial, +Stability, maybe reduces Rebellious Tributary a step)
[X] Hunt for Corruption (+/-Wealth, +/-Stability, Possibly remove a step of Troubled Times)
My thought is that the Gold is valuable, but the Tin is strategic. We want to sit on the tin control. Especially when tin mines tend to last very long because you only need a little bit to make Bronze.
Copper being unclean was primarily a Literalist stance, or, at times, a Faithful stance. The Philosophers and ESPECIALLY the Burnished factions believe that Copper is mystically good, and that it well-represents the Mortal Kingdom to what is being compared to Gold as the Heavenly Kingdom. Bronze is even more significant, since, to them, it represents a certain goodness or rightness, depending on the debater, being alloyed into the kingdom. For the Literalists and Faithfuls, bronze is better than copper, specifically because good bronze has visually similar qualities to gold, but is less malleable, it represents a Kingdom raised by spiritual purity or goodness to be more like Heaven, or Gold.
Primarily the washing conditions for those who work copper are because the curses from the Earth have to be worked from the metal, according to the Philosophers' stance, and such working makes the curses linger on the bodies of the smiths. Their beliefs have been shown to be at least somewhat right on some occasions where people who do the smelting have a tendency to have health problems, typically coughs of some kind or another.
It sounds a lot like its ripe for another evolution in spiritual theory.
Too much Earth makes the workers unable to breathe properly, a deficit in Air. Fire makes the Earth stronger, making it even worse in smithies, and Air feeds the fire, this is known. Thus the cure should be lots of Water to weaken the Earth so that the Air can get back in.
[X] [Disease] Obey the Priests and Oracle. Ritualistic washing will be greatly expanded upon, as well as the use of salt, which carries the essence of the Sea and protects from curses such as disease. (Might work, will hurt wealth a bit)
[X] [Designs] Adjust the plans to support a slightly different Palace Layout (Makes this stage take longer to complete, reverting to Stage One for a short adjustment, fortifies one of the countryside mines with the Palace Complex)
-[X] The Tin mine
[X] Hunt for Corruption (+/-Wealth, +/-Stability, Possibly remove a step of Troubled Times)
Um, we only have one open project slot, not two open project slots available.
Edit: Might as well solidify the only option that has us not enter a peacetime instability issue with the law reforms we have yet to complete (The rebellious tributary helps us by keeping our military active and buying time to fix the law corruption issues).
[X] [Disease] Obey the Priests and Oracle. Ritualistic washing will be greatly expanded upon, as well as the use of salt, which carries the essence of the Sea and protects from curses such as disease. (Might work, will hurt wealth a bit)
[X] [Designs] Adjust the plans to support a slightly different Palace Layout (Makes this stage take longer to complete, reverting to Stage One for a short adjustment, fortifies one of the countryside mines with the Palace Complex)
-[X] The Tin mine
[X] Send warriors to act as a more permanent deterrent in [Silfi Riverbank] (-Martial, +Stability, maybe reduces Rebellious Tributary a step)
[X] Hunt for Corruption (+/-Wealth, +/-Stability, Possibly remove a step of Troubled Times)
[X] [Disease] Support the local authorities. Any man claimed by the curses of disease will have to be killed and buried away from the usual mounds and temple grounds. (Might work, will probably increase Troubled Times)
[X] [Designs] Adjust the plans to support a slightly different Palace Layout (Makes this stage take longer to complete, reverting to Stage One for a short adjustment, fortifies one of the countryside mines with the Palace Complex)
-[X] The Tin mine
[X] Hunt for Corruption (+/-Wealth, +/-Stability, Possibly remove a step of Troubled Times)
It sounds a lot like its ripe for another evolution in spiritual theory.
Too much Earth makes the workers unable to breathe properly, a deficit in Air. Fire makes the Earth stronger, making it even worse in smithies, and Air feeds the fire, this is known. Thus the cure should be lots of Water to weaken the Earth so that the Air can get back in.
It's actually moving towards a blend of real-world theories. Metal, since it's been so aggressively pursued, is viewed as inherently not-earth because of it's malleability and it's reaction to heat, whereas lime is cooked and remains a dust. It's viewed as spiritually significant and pure (thanks in part to the Oracle going crazy over copper a while back), as opposed to the 'baseness' of mortal life (trees, animals, man).
Metal is viewed as the spiritual counterpart to physical life (Mortality). They're inherently different, since one is said to last forever, and the other is ephemeral.
Air is viewed as the distant/reasoned elemental counterpart to Earth, which is seen as the emotional/grudge-holding aspect of the world.
Water and Fire are seem as two sides of a coin, different approaches to the same act. They're both purifying forces, where Fire is a purging influence (typically the physical essence is purged), while Water is soothing (typically for the metaphysical essence is soothed).
Metal favors Earth and Fire, which is believed to be a holdover from when Man broke the older laws.
Mortality favors Air and Water, the elements (and spirits) believed to have argued in favor of Men.
The inherent grudge and displeasure of earth can be tempered with Fire, but it's usually easier to just have it soothed away with Water.
Air and Water don't mix too well, but being so reasoned, Air is willing to get Water to places it normally can't reach to keep the physical world in balance (rain), and Air and Fire in some circles are secretly thought to be the same element; Fire is like the justifiable anger of a parent or a wronged man, and it's Air's way of purging a wrong thing from the world. Others believe Air is just what happens when that justifiable fury is burnt out, or that Air merely takes a leading role in the relationship between the two (it directs Fire towards things it believes should be purged or cleansed, and when there's no Air or no cleansing left to do, the fire simply goes away).
The physical world is assumed to be expressions of these elements. Salt, for instance, is a very powerful purifying force, since it both comes from water and it can burn a man's wounds clean. While mortality in general favors Air and Water, women are particularly assumed to be more of Earth (emotion, irrationality, indirectness, grudges) tempered by Water (appeasement, adaptable) while men are assumed to be of Air (rational, distant, considering, direct) tempered by Fire (violence, destruction).
As mentioned above, Air and Fire are currently a hot debate topic in the temples, pardon the pun. Everybody is mostly agreed on the other 4 elements, but people are making pretty clever points regarding the depth of similarity between Air and Fire.
There's also some smaller debates where some (typically Literalists) think that metal is the actual lifeblood of the Earth spirits and it's crazy as hell dangerous to be messing with so casually, but they're typically seen as doomsday nuts more than anything.
[X] [Disease] Obey the Priests and Oracle. Ritualistic washing will be greatly expanded upon, as well as the use of salt, which carries the essence of the Sea and protects from curses such as disease. (Might work, will hurt wealth a bit)
[X] [Designs] Adjust the plans to support a slightly different Palace Layout (Makes this stage take longer to complete, reverting to Stage One for a short adjustment, fortifies one of the countryside mines with the Palace Complex)
-[X] The Tin mine
[X] Send warriors to act as a more permanent deterrent in [Silfi Riverbank] (-Martial, +Stability, maybe reduces Rebellious Tributary a step)
[X] Hunt for Corruption (+/-Wealth, +/-Stability, Possibly remove a step of Troubled Times)
Veekie has gotten a lot of why Tin is so useful to fortify already, but I think there's a great angle why it's a unique and massive advantage. Fortifying the tin mine and integrating it into the palace complex gives the King a massive amount of control over the production of tin and thus bronze, that's leverage over bronze trade goods and bronze weapons. It gives us something unprecedented for the time period, and that's something resembling the idea of a government's monopoly on force through strict control over the creation and use of bronze metalwork. The cities are going to be a lot less inclined to revolt knowing the King's Men have bronze, and they don't.
[X] [Disease] Obey the Priests and Oracle. Ritualistic washing will be greatly expanded upon, as well as the use of salt, which carries the essence of the Sea and protects from curses such as disease. (Might work, will hurt wealth a bit)
[X] [Designs] Adjust the plans to support a slightly different Palace Layout (Makes this stage take longer to complete, reverting to Stage One for a short adjustment, fortifies one of the countryside mines with the Palace Complex)
-[X] The Tin mine
[X] Send warriors to act as a more permanent deterrent in [Silfi Riverbank] (-Martial, +Stability, maybe reduces Rebellious Tributary a step)
[X] Hunt for Corruption (+/-Wealth, +/-Stability, Possibly remove a step of Troubled Times)
Copper being unclean was primarily a Literalist stance, or, at times, a Faithful stance. The Philosophers and ESPECIALLY the Burnished factions believe that Copper is mystically good, and that it well-represents the Mortal Kingdom to what is being compared to Gold as the Heavenly Kingdom. Bronze is even more significant, since, to them, it represents a certain goodness or rightness, depending on the debater, being alloyed into the kingdom. For the Literalists and Faithfuls, bronze is better than copper, specifically because good bronze has visually similar qualities to gold, but is less malleable, it represents a Kingdom raised by spiritual purity or goodness to be more like Heaven, or Gold.
Primarily the washing conditions for those who work copper are because the curses from the Earth have to be worked from the metal, according to the Philosophers' stance, and such working makes the curses linger on the bodies of the smiths. Their beliefs have been shown to be at least somewhat right on some occasions where people who do the smelting have a tendency to have health problems, typically coughs of some kind or another.
Ah, that removes most of my concerns about the Spiritual option, leaving just the possibility of making the priests more powerful(which isn't necessarily a bad thing).
Guess that means I'll stop voting for sending Warriors at the Silfi. As we're still leaking Stability.
Edit: Might as well solidify the only option that has us not enter a peacetime instability issue with the law reforms we have yet to complete (The rebellious tributary helps us by keeping our military active and buying time to fix the law corruption issues).
Any opinion on approval-voting for say... Fortify Dalwa?
It lacks the best-case of hunting for corruption(+Stability, +Wealth, removing a step from Troubled Times) but also lacks the worst-case(-Stability, -Wealth, not removing a step from Troubled Times) by taking the middle road(-Stability, +Wealth, removing a step from Troubled Times).
Plus, it gives us another bump to our Martial, allowing us to use winning wars as a way of gaining Stability.
Resources. Either we take them from others by force or we build up our own industries to ensure we can fund the bigger projects. But we're not going to bankrupt ourselves on Megaprojects if I can help it.
Resources. Either we take them from others by force or we build up our own industries to ensure we can fund the bigger projects. But we're not going to bankrupt ourselves on Megaprojects if I can help it.
[X] [Disease] Obey the Priests and Oracle. Ritualistic washing will be greatly expanded upon, as well as the use of salt, which carries the essence of the Sea and protects from curses such as disease. (Might work, will hurt wealth a bit)
[X] [Designs] Adjust the plans to support a slightly different Palace Layout (Makes this stage take longer to complete, reverting to Stage One for a short adjustment, fortifies one of the countryside mines with the Palace Complex)
-[X] The Tin mine
[X] Send warriors to act as a more permanent deterrent in [Silfi Riverbank] (-Martial, +Stability, maybe reduces Rebellious Tributary a step)
[X] Hunt for Corruption (+/-Wealth, +/-Stability, Possibly remove a step of Troubled Times)
Any opinion on approval-voting for say... Fortify Dalwa?
It lacks the best-case of hunting for corruption(+Stability, +Wealth, removing a step from Troubled Times) but also lacks the worst-case(-Stability, -Wealth, not removing a step from Troubled Times) by taking the middle road(-Stability, +Wealth, removing a step from Troubled Times).
Plus, it gives us another bump to our Martial, allowing us to use winning wars as a way of gaining Stability.
My issue with fortify [city] is what the QM said about the fortify action a while back. It was related to the law reforms/Troubled Times, how if the players chose to take a fortify action that might screw everything up. Primarily, the loss in Stability being guaranteed to happen in a fortify action.
You can fortify, but it won't be met with smiles. It's actually because the local leadership is raising a stink; you can raise taxes just by adding more soldiers to their tab completely out of their control. They wouldn't be so pissy if they had... anything else to feel good about in the new legal system.
And... yeah it probably would have been better to simply accept that last centralizing influence rather than allow locals to do their own enforcement.
Hunting for corruption is a chance possibility of working in our favor, which I will take over a possibly guaranteed Stability loss when our Stability is in a 'low' category while the Troubled Times has two ticks on itself.
Edit: Ah, I think I screwed up my original thought process for why I went for a hunt for corruption action instead of fortify [city]. It might have been because the other alternative was the reduce the rebellious tributary. Fortify [city] seemed like a action to take last and I didn't want to lose out on the potential benefit being at technical war with the rebellious tributary brought (not at peacetime, but still peacetime?). The thought pattern I was following said that hunt for corruption would be good now, then take [fortify city] next turn if Stability still hadn't increaseded from low.
[X] [Disease] Obey the Priests and Oracle. Ritualistic washing will be greatly expanded upon, as well as the use of salt, which carries the essence of the Sea and protects from curses such as disease. (Might work, will hurt wealth a bit)
[X] [Designs] Adjust the plans to support a slightly different Palace Layout (Makes this stage take longer to complete, reverting to Stage One for a short adjustment, fortifies one of the countryside mines with the Palace Complex)
-[X] The Tin mine
[X] Send warriors to act as a more permanent deterrent in [Silfi Riverbank] (-Martial, +Stability, maybe reduces Rebellious Tributary a step)
[X] Hunt for Corruption (+/-Wealth, +/-Stability, Possibly remove a step of Troubled Times)
Solid leads for the winners, Washing, Fortifying the Tin, and Hunting down a few more corrupt officials.
Adhoc vote count started by Powerofmind on Aug 13, 2019 at 9:23 AM, finished with 22 posts and 9 votes.
[X] [Disease] Obey the Priests and Oracle. Ritualistic washing will be greatly expanded upon, as well as the use of salt, which carries the essence of the Sea and protects from curses such as disease. (Might work, will hurt wealth a bit)
[X] [Designs] Adjust the plans to support a slightly different Palace Layout (Makes this stage take longer to complete, reverting to Stage One for a short adjustment, fortifies one of the countryside mines with the Palace Complex)
[X] [Disease] Support the local authorities. Any man claimed by the curses of disease will have to be killed and buried away from the usual mounds and temple grounds. (Might work, will probably increase Troubled Times)
[X] [Designs] Adjust the plans to support a slightly different Palace Layout (Makes this stage take longer to complete, reverting to Stage One for a short adjustment, fortifies one of the countryside mines with the Palace Complex)
Despite Ulrah's efforts, and the efforts of the priests, the god of Death marched relentlessly upon the Kingdom, and isolated reports of sick people rapidly transformed into horrific descriptions of the spread of sickness across Anye, moving from house to house, neighbor to neighbor, master to apprentice. By the time reports concerning Maye proper had reached the King's ears, nearly ten thousand of Anye's people had either died or contracted the plague, leaving a scant few thousand to keep the city from erupting into violence, let alone keep the fisheries and mines operational.
From the north, border patrols had begun picking up Alwethi en masse as the entire tribal confederation imploded. Soldiers were filling dungeon and grave space in Maye with hundreds upon hundreds of the displaced and sick herdsmen, even while hundreds more were found within the city itself, having started squatting in and around the outskirts and in infrequently-used storage buildings.
With the Alwethi pouring in, telling how the plague destroyed their entire culture, it was more easy to see the course the sickness took, and while their tales were full of horror, the priests were able to discern the likely means the god used to wage his war on Men. For those who contracted the illness, survival was a dim prospect, though all but guaranteed after about two weeks of suffering. Those who avoided the sick, or anything the sick had touched, were the last to succumb, but they were almost always still assured to succumb to it as the others around them grew ill and the number of Death-cursed things increased. For the survivors, the wounds and pustules that formed on their bodies inevitably left tender scars, and sometimes lingering weakness of the breath.
Armed with this knowledge, the priests at Maye offered the following supposition; the god of Death was, as previously suspected, a powerful spirit of Earth, whose stubbornness and influence was so great as to overwhelm the gentle persuasion of Water. They counseled an almost industry-crippling use of Salt to wash, adding strong ferments for their Fire properties, or simply washing in brine instead of the river, as well as putting anything and everything else to the Flame, so as to best remove the Death god's influence.
And, separately, a quiet number of fringe clergy approached the King and counseled simply bowing to the being and giving him his desired due.
Ulrah had to take action, at the behest of his desperate populace, with the rituals slowing but not stopping the almost inexorable spread of the Plague. Any number of options can be used simultaneously, so use planned voting.
[] Ulrah decrees the forceful quarantine of the following cities, on penalty of death. None shall enter or leave for any reason
(Massive effects on city productivity and economy access, Makes military faction happy, Strongly unpopular move locally, can lead to revolts in the area, especially those without local garrisons or stable food production)
-[] In Anye (Severe Plague, already produces nothing this turn, will absorb martial)
-[] In Maye (Regular Reports, production already affected)
-[] In Gadawa (Isolated Reports, production currently unaffected)
-[] In Dalwa (Isolated Reports, production currently unaffected, will absorb martial)
[] Ulrah declares a state repossession of Salt for distribution in ritual washing (Major Wealth Loss, Neither popular nor unpopular)
[] Ulrah declares a state repossession of Alcohols for distribution in ritual washing (Moderate Wealth/Slight Econ Loss, Somewhat unpopular move)
[] Ulrah declares the burning of the possessions of the sick (Slightly unpopular move)
[] Ulrah declares the burning of any granaries that may be tainted (Unpopular move, Major Economy Loss)
[] Ulrah declares the burning of those dead by sickness (Unpopular move, may affect legitimate support + or -)
[] Ulrah declares the burning of the sick (Strongly unpopular move, removes Oracle Support, may affect other legitimate supports + or -)
The following option, if chosen, must be chosen alone, with no other measures.
[] Ulrah surrenders to the Death god, giving his peoples' due to death in the quantities it demands (Immensely unpopular, unless it starts working...)
In managing the Alwethi remnants, Ulrah decides on the following action.
[] [Refugees] Take only the healthy and unmarred, the sick will be killed and treated in accordance to any active plague measures (burial or burning), the rest will be turned away (Small chance of positive econ effect)
[] [Refugees] Take all who come, but turn away the sick (Small chance of positive econ effect, small chance of reduced stability)
[] [Refugees] Take as many as Maye can fit (Good chance of positive econ effect, reduce stability unless resisted)
I can't think of an appropriately pithy statement for this. God damn you guys are in trouble.
Welp, I know when I see a fight I can't win.
[X] Ulrah surrenders to the Death god, giving his peoples' due to death in the quantities it demands (Immensely unpopular, unless it starts working...)
The last time we angered the Gods it lead to Calamities beyond this one (if you can believe it), so rolling over and letting Death do what he wants will probably/hopefully lead to fewer people dying over all.
Though if we were to fight the Lord of Mortality (for what else can the God of Death be if not the Uwali of Mortality), I would suggest using the Salt, or at least making damn sure people bathe in brine. While expensive, Salt is found in Uwali's domain, and as both the Lord of Change and the Mistress of Men's Fates they should have dominion over Death and the capability of saving those affected by the murderplague.
We are big, noticeable and, unlike their former civ, still alive. Much as I'd like to believe they came due to our brilliant priests and wonderful Oracle, I believe the latter is the main reason.
The most effective measure would have been happily burning sick people, but there's a reason that's often considered a last resort. A quarantine... may have been better, or may not have.
Ultimately the Alwethi running to you would have about doomed Maye regardless, and they ran to you because you guys are always arguably pretty stable.
[]Plan: Depth Charge
-[] Ulrah decrees the forceful quarantine of the following cities, on penalty of death. None shall enter or leave for any reason
(Massive effects on city productivity and economy access, Makes military faction happy, Strongly unpopular move locally, can lead to revolts in the area, especially those without local garrisons or stable food production)
--[] In Gadawa (Isolated Reports, production currently unaffected)
-[] Ulrah declares a state repossession of Salt for distribution in ritual washing (Major Wealth Loss, Neither popular nor unpopular)
-[] Ulrah declares a state repossession of Alcohols for distribution in ritual washing (Moderate Wealth/Slight Econ Loss, Somewhat unpopular move)
-[] Ulrah declares the burning of the possessions of the sick (Slightly unpopular move)
-[] Ulrah declares the burning of those dead by sickness (Unpopular move, may affect legitimate support + or -)
In managing the Alwethi remnants, Ulrah decides on the following action.
-[] [Refugees] Take only the healthy and unmarred, the sick will be killed and treated in accordance to any active plague measures (burial or burning), the rest will be turned away (Small chance of positive econ effect)
[] Plan: Shadow Box
-[] Ulrah decrees the forceful quarantine of the following cities, on penalty of death. None shall enter or leave for any reason
(Massive effects on city productivity and economy access, Makes military faction happy, Strongly unpopular move locally, can lead to revolts in the area, especially those without local garrisons or stable food production)
--[] In Gadawa (Isolated Reports, production currently unaffected)
-[] Ulrah declares a state repossession of Salt for distribution in ritual washing (Major Wealth Loss, Neither popular nor unpopular)
-[] Ulrah declares a state repossession of Alcohols for distribution in ritual washing (Moderate Wealth/Slight Econ Loss, Somewhat unpopular move)
In managing the Alwethi remnants, Ulrah decides on the following action.
-[] [Refugees] Take all who come, but turn away the sick (Small chance of positive econ effect, small chance of reduced stability)
[] Plan: Empty
-[] Ulrah decrees the forceful quarantine of the following cities, on penalty of death. None shall enter or leave for any reason
(Massive effects on city productivity and economy access, Makes military faction happy, Strongly unpopular move locally, can lead to revolts in the area, especially those without local garrisons or stable food production)
-[] Ulrah declares a state repossession of Salt for distribution in ritual washing (Major Wealth Loss, Neither popular nor unpopular)
-[] Ulrah declares a state repossession of Alcohols for distribution in ritual washing (Moderate Wealth/Slight Econ Loss, Somewhat unpopular move)
In managing the Alwethi remnants, Ulrah decides on the following action.
-[] [Refugees] Take all who come, but turn away the sick (Small chance of positive econ effect, small chance of reduced stability)
I got three plans, one goes as far as I think is safely possible in ruthless paranoid tyrant mode. The second is the risky moral compass leader type plan. The third is even more of a risk, we don't quarantine any city, and take the minimum available to try and deal with the disease.
Edit: @Powerofmind can we get a list of which cities have a stable food production, and/or local garrisons? Cause I am not absolutely certain I know which cities currently have them.
[] Ulrah decrees the forceful quarantine of the following cities, on penalty of death. None shall enter or leave for any reason
(Massive effects on city productivity and economy access, Makes military faction happy, Strongly unpopular move locally, can lead to revolts in the area, especially those without local garrisons or stable food production)
edit2: I don't like veekie's plan (I think it will destroy us), the sacrifice our populace in the name of religion is a no to me (not guaranted to work, if it fails we start the civ from scratch) Qeqre speaks reasonably in my opinion.
Edit: @Powerofmind can we get a list of which cities have a stable food production, and/or local garrisons? Cause I am not absolutely certain I know which cities currently have them.
Gadawa and Dalwa are your breadbaskets, and Maye/Anye would really hurt if you banned food shipments to them. Maye and Gadawa are your garrisoned cities, and are easier to keep quarantined. If you'd had any walls, they would have actually helped enormously now.
[X] Plan Purification By Fire
-[X] Ulrah decrees the forceful quarantine of the following cities, on penalty of death. None shall enter or leave for any reason
(Massive effects on city productivity and economy access, Makes military faction happy, Strongly unpopular move locally, can lead to revolts in the area, especially those without local garrisons or stable food production)
--[X] In Anye (Severe Plague, already produces nothing this turn, will absorb martial)
--[X] In Maye (Regular Reports, production already affected)
-[X] Ulrah declares the burning of the possessions of the sick (Slightly unpopular move)
-[X] Ulrah declares the burning of those dead by sickness (Unpopular move, may affect legitimate support + or -)
-[X] [Refugees] Take only the healthy and unmarred, the sick will be killed and treated in accordance to any active plague measures (burial or burning), the rest will be turned away (Small chance of positive econ effect)