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Created Diff never expires
7 removals
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Words removed (%)1.74
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6 additions
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Total words3399
Words added (%)0.35
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Art Patronage - Wealth of the first and second kind can be used to create wealth of the third kind to the benefit of all
Art Patronage - 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, -2 Wealth, +3 Culture, +1 Tech, +1 Prestige, potential innovations
*S: -1 Econ, -2 Wealth, +3 Culture, +1 Tech, +1 Prestige, potential innovations
*M: -1 Econ, -4 Wealth, +5 Culture, +1 Tech, +1 Prestige, higher chance of innovations
*M: -1 Econ, -4 Wealth, +5 Culture, +1 Tech, +1 Prestige, higher chance of innovations


Black Soil - 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
Black Soil - 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
*S: +2-3 Econ Expansion
*M: -2 Econ, 1 Forest Slot Consumed, +6 Econ Expansion, other effects [King]
*M: -2 Econ, 1 Forest Slot Consumed, +6 Econ Expansion, other effects [King]
* used 3 times
* used 3 times


Build Chariots - The vehicle of the elite, chariots are the most effective way of waging war the People know.
Build Chariots - The vehicle of the elite, chariots are the most effective way of waging war the People know.
*S: -1 Econ, -2 Wealth, +4 Martial, +1 Culture
*S: -1 Econ, -2 Wealth, +4 Martial, +1 Culture
*M: -2 Econ, -5 Wealth, +8 Martial, +2 Culture, +1 Prestige
*M: -2 Econ, -5 Wealth, +8 Martial, +2 Culture, +1 Prestige


Build Docks - 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
Build Docks - 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
*S: -1 Econ, +1 Diplo, increased trade power
*M: -2 Econ, +3 Diplo, potential for new innovations, increased trade power
*M: -2 Econ, +3 Diplo, potential for new innovations, increased trade power


Build Glassworks - A new material discovered recently, new luxuries and trade goods could be made from relatively cheap materials
Build Glassworks - A new material discovered recently, new luxuries and trade goods could be made from relatively cheap materials
*S: -1 Econ, -2 Tech, 1 Sustainable Forest used, +2 Wealth, +2 Culture, chance of new innovations
*S: -1 Econ, -2 Tech, 1 Sustainable Forest used, +2 Wealth, +2 Culture, chance of new innovations
*M: -2 Econ, -2 Tech, 1 Sustainable Forest used, +2 Wealth, +4 Culture, increased chance of new innovations
*M: -2 Econ, -2 Tech, 1 Sustainable Forest used, +2 Wealth, +4 Culture, increased chance of new innovations


Build Mills - By harnessing the power of flowing water, work can be done, freeing up considerable amounts of labour
Build Mills - By harnessing the power of flowing water, work can be done, freeing up considerable amounts of labour
*S: -2 Wealth, -1 Tech, +3 Econ, potential for innovation
*S: -2 Wealth, -1 Tech, +3 Econ, potential for innovation
*M: -3 Wealth, - 1 Tech, +4 Econ, increased potential for innovation
*M: -3 Wealth, - 1 Tech, +4 Econ, increased potential for innovation


Build Theatre - Having a place for the presentation of plays should be a great way to propagate the People's culture and entertain the masses
Build Theatre - Having a place for the presentation of plays should be a great way to propagate the People's culture and entertain the masses
*S: -1 Econ, -1 Wealth, -1 Culture, +4 Culture end of turn, other effects
*S: -1 Econ, -1 Wealth, -1 Culture, +4 Culture end of turn, other effects
*M: -1 Econ, -2 Wealth, -1 Culture, +4 Culture end of turn, +2 Culture next turn, other effects
*M: -1 Econ, -2 Wealth, -1 Culture, +4 Culture end of turn, +2 Culture next turn, other effects


Build Wall - The practice of building city walls has reached new heights with access to superior tools making the cutting of stone simpler (6/40 significant walls, 2/40 massive walls)
Build Wall - The practice of building city walls has reached new heights with access to superior tools making the cutting of stone simpler (6/40 significant walls, 2/40 massive walls)
*S: -2 Econ, +1 significant walls
*S: -2 Econ, +1 significant walls
*M: -4 Econ, +1 massive walls
*M: -4 Econ, +1 massive walls


Build Watchtowers - 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)
Build Watchtowers - 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
*S: -1 Econ, +5% coverage
*M: -1 Econ, +10% coverage
*M: -1 Econ, +10% coverage


Change Policy - Adjust the current Policy to one better fitting the situation
Change Policy - Adjust the current Policy to one better fitting the situation
*S: Change Active Policy to one of the available ones listed below
*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
Balanced - Takes whatever actions seem reasonable. Expand Economy is considered a Policy action for interaction with other effects
Defence - Builds walls and watchtowers
Defence - Builds walls and watchtowers
Expansion - Builds new settlements, expands economy, expands forests, and can even create new provinces
Expansion - Builds new settlements, expands economy, expands forests, and can even create new provinces
Infrastructure - Extended projects
Infrastructure - Extended projects
Megaproject Support - Provinces can spend actions in support of a megaproject
Megaproject Support - Provinces can spend actions in support of a megaproject
Offence - Can recruit warriors and specialists, can send war actions against declared enemies
Offence - Can recruit warriors and specialists, can send war actions against declared enemies
Progress - Takes studying actions and art patronage
Progress - Takes studying actions and art patronage
Restoration - Takes stability improving actions
Restoration - Takes stability improving actions
Spirits - Builds temples
Spirits - Builds temples
Trade - Sends out trade missions, produce art and luxuries
Trade - Sends out trade missions, produce art and luxuries


*S: Change Passive Policy (1/2) to one of the available ones listed below
*S: Change Passive Policy (2/2) to one of the available ones listed below
Agriculture (+1 Econ and -1 Econ Expansion/turn)
Agriculture (+1 Econ and -1 Econ Expansion/turn)
Diplomacy (+1 Diplo/turn)
Diplomacy (+1 Diplo/turn)
Trade (+1 Wealth/turn)
Trade (+1 Wealth/turn)
Armament (+1 Martial/turn)
Armament (+1 Martial/turn)
Patronage (+1 Culture/turn)
Patronage (+1 Culture/turn)
Mysticism (+1 Mysticism/turn)
Mysticism (+1 Mysticism/turn)
Industry (+1 Tech/turn)
Industry (+1 Tech/turn)
City Support (2 True Cities have their maintenance paid for each turn)
City Support (2 True Cities have their maintenance paid for each turn)
Expansion (So long as there is land to expand into, +1 Econ Expansion/turn, reduces threshold to produce new provinces the longer active)
Expansion (So long as there is land to expand into, +1 Econ Expansion/turn, reduces threshold to produce new provinces the longer active)
Innovation (Extra innovation roll each turn)
Innovation (Extra innovation roll each turn)
Infrastructure (+1 Free Progress to an infrastructure project (Aqueduct, governor's palace, saltern, etc.)/turn) x1
Infrastructure (+1 Free Progress to an infrastructure project (Aqueduct, governor's palace, saltern, etc.)/turn) x1
Defence (+1 significant walls/turn)
Defence (+1 significant walls/turn) x1
Special: Forestry (+1 Sustainable Forest and -1 Econ Expansion/2 turns)
Special: Forestry (+1 Sustainable Forest and -1 Econ Expansion/2 turns)
Special: Vassal Support (+1 Subordinate while active, increases Loyalty while active at less than full subordinates)
Special: Vassal Support (+1 Subordinate while active, increases Loyalty while active at less than full subordinates)


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
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, +1 Progress
*S: -1 Centralization, +2 Wealth, +1 Progress
*M: -2 Centralization, +5 Wealth, +2 Progress
*M: -2 Centralization, +5 Wealth, +2 Progress


Enforce Justice - The king is a servant of the law, and he can use the army to remind people of that fact [GJ]
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
* S: 1 Stability, +1-3 Centralization
* M: 1 to 2 Stability, +2-3 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
* the more settlements with walls outside of the capital, particularly large walls, the less effective this action is
*Max Stability: Legitimacy
*Max Stability: Legitimacy


Expand Economy - Encourage the growth of food producing activities such as farming, pastures, or fishing, depending on where focus is placed
Expand Economy - Encourage the growth of food producing activities such as farming, pastures, or fishing, depending on where focus is placed
*S: +3 Econ, -3 Econ Expansion, potential additional effects
*S: +3 Econ, -3 Econ Expansion, potential additional effects
*14 Econ Expansion available (max 12 to keep Sacred Forest True City; max 17 for Valleyhome)
*14 Econ Expansion available (max 12 to keep Sacred Forest True City; max 17 for Valleyhome)


Expand Forests - 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 (7/8 currently locked up)
Expand Forests - 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 (7/8 currently locked up)
* S: -2 Econ, -1 Econ Expansion, grows forest, +2 Econ next turn if in settled territory and controlled, potential discoveries, +0.5 Sustainable Forest
* S: -2 Econ, -1 Econ Expansion, grows forest, +2 Econ next turn if in settled territory and controlled, potential discoveries, +0.5 Sustainable Forest
* M: -3 Econ, -3 Econ Expansion, grows forest, +4 Econ next turn if in settled and controlled territory, improved odds of success, other effects, +1 Sustainable Forest
* M: -3 Econ, -3 Econ Expansion, grows forest, +4 Econ next turn if in settled and controlled territory, improved odds of success, other effects, +1 Sustainable Forest


Expand Snail Cultivation - While now more reliably grown and harvested, the snail domestication has only managed to hold environmental changes at bay rather than increase production. More investment would increase cultivation
Expand Snail Cultivation - While now more reliably grown and harvested, the snail domestication has only managed to hold environmental changes at bay rather than increase production. More investment would increase cultivation
* S: -1 Econ, +1 Wealth, +1 Culture, potential additional effects
* S: -1 Econ, +1 Wealth, +1 Culture, potential additional effects
* M: -3 Econ, +3 Wealth, +1 Culture, increased chance of additional effects
* M: -3 Econ, +3 Wealth, +1 Culture, increased chance of additional effects


Expand Vineyard - There is a location in Blackriver that is judged an ideal place to grow the small fruits that are favoured for making a particularly potent drink
Expand Vineyard - There is a location in Blackriver that is judged an ideal place to grow the small fruits that are favoured for making a particularly potent drink
*S: -1 Econ, -1 Econ Expansion, +1 Wealth, +1 Culture
*S: -1 Econ, -1 Econ Expansion, +1 Wealth, +1 Culture
*M: -3 Econ, -2 Econ Expansion, +4 Wealth, +1 Culture
*M: -3 Econ, -2 Econ Expansion, +4 Wealth, +1 Culture


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: Greenshore
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: Greenshore
*F: Change Greenshore Trading Post to a Colony
*F: Change Greenshore Trading Post to a Colony
*S: -1 Econ, 4 Econ Transfer, -2 Martial, founds colony to produce raw resources
*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
Found Free City - Cities are hard to manage, giving them increased autonomy to manage themselves will reduce administrative overhead. Current Possibility: Sacred Forest
*S: Transfer 2 Econ, converts True City to Free City. Free Cities now produce a Passive Policy of their choice in activity each turn
*S: Transfer 2 Econ, 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: None
Found March - Sometimes you need an extra buffer between you and hostile powers, or a place to stash excess warriors. Current Target: None
*S: -5 Martial, 2 Econ transfer, founds march to take independent martial actions
*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!
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, -1 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
*S: -8 Martial, -1 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: Far North (dangerous)
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: Far North (dangerous)
*S: -3 Diplo, -2 Wealth, -1 Econ, 2 Econ Transfer, -2 Martial, founds trading post to generate Wealth and Diplomacy
*S: -3 Diplo, -2 Wealth, -1 Econ, 2 Econ Transfer, -2 Martial, founds trading post to generate Wealth and Diplomacy


Influence Subordinate - By transferring specialists and teachers to subordinates they can be nudged into behaving more to the liking of the core provinces
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
*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
*M: -3 Diplo, Transfer 3 Econ, Wealth, Culture, Tech, and Mysticism; significantly influences subordinate culture, +1 Loyalty


Integrate Colony - Part of the colony of Western Wall or Hatvalley can be integrated into the People more fully, transitioning from a Colony to a province
Integrate Colony - Part of the colony of Western Wall or Hatvalley 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
*S: -6 Diplomacy, gain Econ and Martial from integrating Colony
*M: Same as above, completes at mid-turn
*M: Same as above, completes at mid-turn


Integrate March - Better communications and administration means that the Stallion Tribes or Heaven's Hawk can be integrated into the People more fully, transitioning from a March to a province
Integrate March - Better communications and administration means that the Stallion Tribes or 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
*S: -6 Diplomacy, gain Econ and Martial from integrating March
*M: Same as above, completes at mid-turn
*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
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
*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
*M: -8 Diplomacy, transitions portion of vassal to full province, converts rest to March or Colony


Improve Annual Festival - A festival for every season, but their expansion can help put the People at ease and teach good practices.
Improve Annual Festival - 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, +2 Culture, chance for additional effects
* S: -1 Econ, -2 Wealth, +1 Stability, +2 Culture, chance for additional effects
* M: -2 Econ, -2 Wealth, +1 Stability, +4 Culture, chance for additional effects
* M: -2 Econ, -2 Wealth, +1 Stability, +4 Culture, chance for additional effects
* Max Stability: Legitimacy - 1
* Max Stability: Legitimacy - 1


More Blackbirds - Elite scouts and woodsmen, the Blackbirds are a potent force, if not exactly mainline fighters. More of them could prove useful
More Blackbirds - Elite scouts and woodsmen, the Blackbirds are a potent force, if not exactly mainline fighters. More of them could prove useful
* S: -1 Econ, -1 Mysticism, -1 Wealth, +2 Martial, +1 Culture, many more Blackbirds, additional effects
* S: -1 Econ, -1 Mysticism, -1 Wealth, +2 Martial, +1 Culture, many more Blackbirds, additional effects


More Carrion Eaters - Keepers of sacred and profane knowledge, the Carrion Eaters thread a dangerous path but bring valuable knowledge for treating wounds and inspiring courage, greatly bolstering the morale of warriors by ensuring them that their companions are not doomed if they fall. More could prove useful.
More Carrion Eaters - Keepers of sacred and profane knowledge, the Carrion Eaters thread a dangerous path but bring valuable knowledge for treating wounds and inspiring courage, greatly bolstering the morale of warriors by ensuring them that their companions are not doomed if they fall. More could prove useful.
*S: -1 Econ, -1 Mysticism, -1 Wealth, +2 Martial, +1 Culture, many more Carrion Eaters, additional effects
*S: -1 Econ, -1 Mysticism, -1 Wealth, +2 Martial, +1 Culture, many more Carrion Eaters, additional effects


More Boats - The things are expensive but oh so useful, so having more of them will increase your capacity for trade, travel, and fishing
More Boats - The things are expensive but oh so useful, so having more of them will increase your capacity for trade, travel, and fishing
*S: -2 Econ, -1 Wealth, +1 Tech; +1 Econ end of turn, +1 Econ, +1 Econ Expansion and Diplo next turn, additional effects
*S: -2 Econ, -1 Wealth, +1 Tech; +1 Econ end of turn, +1 Econ, +1 Econ Expansion and Diplo next turn, additional effects
*M: -2 Econ, -1 Wealth, +1 Tech; +1 Econ, Econ Expansion, and Diplo end of turn, additional effects
*M: -2 Econ, -1 Wealth, +1 Tech; +1 Econ, Econ Expansion, and Diplo end of turn, additional effects
* used 8 times
* used 8 times


New Settlement - There are a few new sites that could have new settlements placed on them: northern Blackriver (+3, moderate mineral, 0/6 province), far north-eastern Redhills (+1, good mineral, 0/6 province), south along the great river (+6, poor mineral, 1/4 province), south-western hills (+2, moderate mineral, 1/4 province)
New Settlement - There are a few new sites that could have new settlements placed on them: northern Blackriver (+3, moderate mineral, 0/6 province), far north-eastern Redhills (+1, good mineral, 0/6 province), south along the great river (+6, poor mineral, 1/4 province), south-western hills (+2, moderate mineral, 1/4 province)
* S: -1 Econ, +1 Econ and Mysticism end of turn, increases number Econ Expansion depending on environment, +1 Province progress
* 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
* M: +1 Econ and Mysticism, increases Econ Expansion, +2 Province progress


New Trails - There are many settlements with only marginal trails, so more could be useful. 2/3 to next Centralization cap increase (5/14)
New Trails - There are many settlements with only marginal trails, so more could be useful. 2/3 to next Centralization cap increase (5/14)
* S: -1 Econ, +1 Centralization, +1 Diplo, other effects
* S: -1 Econ, +1 Centralization, +1 Diplo, other effects
* M: -2 Econ, +2 Centralization, +2 Diplo, other effects
* M: -2 Econ, +2 Centralization, +2 Diplo, other effects


Plant Hemp - This sturdy plant has been planted in limited quantities before, but you now have cultivars that can take well to being planted in large areas and could use it for
Plant Hemp - This sturdy plant has been planted in limited quantities before, but you now have cultivars that can take well to being planted in large areas and could use it for
*S: -2 Econ, -2 Econ Expansion, +1 Tech, +1 Mysticism, +2 Diplo if have boats, +1 Econ next turn
*S: -2 Econ, -2 Econ Expansion, +1 Tech, +1 Mysticism, +1 Diplo if have boats, +1 Econ next turn
*M: -3 Econ, -3 Econ Expansion, +2 Tech, +1 Mysticism, +3 Diplo if have boats, +1 Econ next turn, other effects
*M: -3 Econ, -3 Econ Expansion, +2 Tech, +1 Mysticism, +2 Diplo if have boats, +1 Econ next turn, other effects


Plant Poppies - Within some temple grounds there are gardens where the poppy grows, and the milk of the poppy can be harvested. Expanding production should have interesting effects.
Plant Poppies - Within some temple grounds there are gardens where the poppy grows, and the milk of the poppy can be harvested. Expanding production should have interesting effects.
*S: -2 Econ, -2 Econ Expansion, +2 Mysticism, +2 Wealth
*S: -2 Econ, -2 Econ Expansion, +2 Mysticism, +2 Wealth
*M: -3 Econ, -3 Econ Expansion, +2 Mysticism, +5 Wealth, +1 Martial, new trade good
*M: -3 Econ, -3 Econ Expansion, +2 Mysticism, +5 Wealth, +1 Martial, new trade good


Proclaim Glory - By using art the King can promote people to trust his decisions; modified by Diplomacy skill
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
* S: -3 Culture, -1 Econ, +1 Legitimacy, +1 Stability, potential +1 Prestige
*M: -6 Culture, -2 Econ, +1 Legitimacy, +2 Stability, +1 Prestige
*M: -6 Culture, -2 Econ, +1 Legitimacy, +2 Stability, +1 Prestige
* Max Stability: Legitimacy
* Max Stability: Legitimacy


Raise Army - More men can be inducted into the ranks of the warriors every year and not face major food shortfalls
Raise Army - More men can be inducted into the ranks of the warriors every year and not face major food shortfalls
* S: -1 Econ, -2 Wealth, +3 Martial, +1 Culture, potential additional effects
* S: -1 Econ, -2 Wealth, +3 Martial, +1 Culture, potential additional effects
*M: -3 Econ, -4 Wealth, +7 Martial, +1 Culture, potential additional effects
*M: -3 Econ, -4 Wealth, +7 Martial, +1 Culture, potential additional effects
*2M: -4 Econ, -5 Wealth, +1 Culture, founds Martial 10 Mercenary Company
*2M: -4 Econ, -5 Wealth, +1 Culture, founds Martial 10 Mercenary Company


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
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: -3 Martial, -1 Econ Expansion, +1 Econ, Culture, and Tech
*S: -3 Martial, -1 Econ Expansion, +1 Econ, Culture, and Tech
*M: -5 Martial, -2 Econ Expansion, +2 Econ, Culture, and Tech
*M: -5 Martial, -2 Econ Expansion, +2 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
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
* S: Gain 0 to 2 Stability at a cost of -1 Legitimacy
* M: Roll twice, take best result, chance of additional +1 Stability
* M: Roll twice, take best result, chance of additional +1 Stability
* modified by Administrative skill
* modified by Administrative skill


Sailing Mission - Boats have proven themselves capable of exploring long distances, so what else might they discover along the shores of the sea?
Sailing Mission - Boats have proven themselves capable of exploring long distances, so what else might they discover along the shores of the sea?
* S: Potential new discoveries
* S: Potential new discoveries
* M: -1 Econ, improved odds of success
* M: -1 Econ, improved odds of success


Salt Gift - With the saltern, the People have access to tremendous amounts of salt, which can be used to awe outsiders
Salt Gift - 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
*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)
*M: -8 Wealth, random amount of Diplomacy, Culture, Mysticism, and Prestige generated (min. 1 of each)


Study Alchemy - Materials can be made to transform their form through special treatment. What wonders can be discovered in this process?
Study Alchemy - Materials can be made to transform their form through special treatment. What wonders can be discovered in this process?
*S: -2 Mysticism, -2 Wealth, +1 Tech, potential new discoveries
*S: -2 Mysticism, -2 Wealth, +1 Tech, potential new discoveries
*M: -4 Mysticism, -3 Wealth, -1 Econ, +1 Tech, increased chance of new discoveries
*M: -4 Mysticism, -3 Wealth, -1 Econ, +1 Tech, increased chance of new discoveries


Study Health - What secrets of nature can be used to improve the health of the People?
Study Health - What secrets of nature can be used to improve the health of the People?
* S: -1 Econ, -1 Wealth, +1 Mysticism, potential new discoveries
* S: -1 Econ, -1 Wealth, +1 Mysticism, potential new discoveries
*M: -1 Econ, -1 Wealth, -1 Mysticism, increased odds of success
*M: -1 Econ, -1 Wealth, -1 Mysticism, increased odds of success


Study Metal - Iron and copper, gold and silver, what other secrets are hidden in metal and stone?
Study Metal - Iron and copper, gold and silver, what other secrets are hidden in metal and stone?
* S: -1 Econ, -1 Wealth, -1 Mysticism, +1 Tech, small chance of new insights
* S: -1 Econ, -1 Wealth, -1 Mysticism, +1 Tech, small chance of new insights
* M: -1 Econ, -2 Wealth, -1 Mysticism, improved chance of new insights
* M: -1 Econ, -2 Wealth, -1 Mysticism, improved chance of new insights


Study Stars - What secrets do the heavens hold when you study the stars and their motions carefully? 11 Uses, 0/4 Uses in a Row
Study Stars - What secrets do the heavens hold when you study the stars and their motions carefully? 11 Uses, 0/4 Uses in a Row
*S: -1 Wealth, +3 Mysticism, tiny chance of new insights
*S: -1 Wealth, +3 Mysticism, tiny chance of new insights
Cannot be used as a Main action
Cannot be used as a Main action


Support Artisans - With the growing importance of skilled artisans to the maintenance of society, additional support may sometimes be needed
Support Artisans - With the growing importance of skilled artisans to the maintenance of society, additional support may sometimes be needed
*S: -1 Econ, -2 Wealth, +3 Tech, +1 Culture, potential innovations
*S: -1 Econ, -2 Wealth, +3 Tech, +1 Culture, potential innovations
*M: -1 Econ, -4 Wealth, +5 Tech, +1 Culture, higher chance of innovations
*M: -1 Econ, -4 Wealth, +5 Tech, +1 Culture, higher chance of innovations


Support Subordinate - Send resources over to a subordinate state to help prop them up.
Support Subordinate - Send resources over to a subordinate state to help prop them up.
*S: Transfer 2 Econ and Martial, chance of +1 Loyalty
*S: Transfer 2 Econ and Martial, chance of +1 Loyalty
*M: Transfer 4 Econ and Martial, at least +1 Loyalty
*M: Transfer 4 Econ and Martial, at least +1 Loyalty


Survey Lands - What interesting discoveries are within the People's lands?
Survey Lands - What interesting discoveries are within the People's lands?
* S: Potential new discoveries
* S: Potential new discoveries
* M: -1 Econ, improved odds of success
* M: -1 Econ, improved odds of success


Terrify - You've killed cities, walls will not keep your enemies safe
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
*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
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
Warning: Crit fails can cause backlash, losing Stability


Trade Mission - Sending a major caravan to another large group can bring new opportunities and find out more about the outside world
Trade Mission - Sending a major caravan to another large group can bring new opportunities and find out more about the outside world
* S: -2 Wealth, additional effects depending on target, +1-2 Diplo
* 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
* 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 (currently only if someone declares war first)
War Mission - You can send raiding parties against groups that have declared themselves hostile. Can only declare war if you have a valid casus belli (currently only if someone declares war first)
* S: Potential loss of Martial, can prevent Econ and Diplo damage when being attacked, can damage enemy Martial and Diplo
* 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
* 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


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
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
Saltern - Northshore Saltern Expansion (0/3), Southshore Saltern Expansion (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
Saltern - Northshore Saltern Expansion (0/3), Southshore Saltern Expansion (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
Aqueduct - Redshore (0/6), Lower Valleyhome (0/3), Stonepen (0/3), Blackmouth (0/6), Redhills (0/3). Each {S} committed consumes 3 Econ for 3 Progress. Completion adds +4 Econ Expansion and can allow for the formation of another True City
Aqueduct - Redshore (1/6), Lower Valleyhome (0/3), Stonepen (0/3), Blackmouth (0/6), Redhills (0/3). Each {S} committed consumes 3 Econ for 3 Progress. Completion adds +4 Econ Expansion and can allow for the formation of another True City
Temple - Progress listed below, each {S} committed consumes 3 Econ and 3 Culture for 3 Progress. Completion increases Religious Authority
Temple - Progress listed below, each {S} committed consumes 3 Econ and 3 Culture for 3 Progress. Completion increases Religious Authority
Governor's Palace - Every palace lowers Min. Centralization by 1 and can decrease communication issues with distant provinces, but can also serve as the core of a breakaway state in a civil war. Each {S} costs 3 Econ and 3 Culture and produces 3 Progress
Governor's Palace - Every palace lowers Min. Centralization by 1 and can decrease communication issues with distant provinces, but can also serve as the core of a breakaway state in a civil war. Each {S} costs 3 Econ and 3 Culture and produces 3 Progress
Library - 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)
Library - 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)
Colossal Walls - True Cities can support truly gigantic walls. Each {S} committed consumes 3 Econ and 1 Martial for 3 Progress. Valleyhome (0/9), Sacred Forest (0/9)
Colossal Walls - True Cities can support truly gigantic walls. Each {S} committed consumes 3 Econ and 1 Martial for 3 Progress. Valleyhome (0/9), Sacred Forest (0/9)
Palace Annex - Can construct additional palace annexes, with each {S} committed consuming 2 Econ and 2 Culture for a new annex (7/11)
Palace Annex - Can construct additional palace annexes, with each {S} committed consuming 2 Econ and 2 Culture for a new annex (7/11)
-Great Hall Expansion
-Great Hall Expansion
-Shrine
-Shrine
-Library
-Library
-Gardens
-Gardens
-Storehouse
-Storehouse
-Arsenal
-Arsenal
-Fortifications
-Fortifications


Reminder: 2 {S} applied to the same project = 1 {M}
Reminder: 2 {S} applied to the same project = 1 {M}
Additionally: 2 Mains may have non-linear effects
Additionally: 2 Mains may have non-linear effects


Special: Working on new boat design, building more will accelerate progress
Special: Heroic Mystic king improves all study actions
Special: Free use of setting Passive Policy to set new slot


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".
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".
The Games - Physical competition and prowess are becoming a popular pass time and way for warriors and militia to train. Could a special festival be founded to celebrate this? (2-3? action commitment, -2 Mysticism and Culture per action, 2 Econ total commitment) [Elites]
The Games - Physical competition and prowess are becoming a popular pass time and way for warriors and militia to train. Could a special festival be founded to celebrate this? (2-3? action commitment, -2 Mysticism and Culture per action, 2 Econ total commitment) [Elites]
Grand Docks - With the new docks in place, further expansion to something of a more significant scale could be of benefit (4-6? action commitment, -2 Econ per action, requires 2 Forest slots)
Grand Docks - With the new docks in place, further expansion to something of a more significant scale could be of benefit (4-6? action commitment, -2 Econ per action, requires 2 Forest slots)
Great Dam - The river can run wild and dangerous when the rains come strong, but could it not be controlled by the same principles by which the water on the hills is channelled and contained, merely on a larger scale? (4-6? action commitment, -2 Econ per action)
Great Dam - The river can run wild and dangerous when the rains come strong, but could it not be controlled by the same principles by which the water on the hills is channelled and contained, merely on a larger scale? (4-6? action commitment, -2 Econ per action)
The Law (Iron Age) - With new technologies, innovations, and social structures, old laws require a thorough redo in order to align with modern expectations (3-4? action commitment, -2 Mysticism and -2 Tech per action)
Place to the Stars - The shamans have noticed deeper patterns among the stars than they ever imagined, and setting up long term memories of where things should be could be intensely useful, if also labour intensive to get sufficiently durable markers in place (5-8? action commitment, -2 Econ and -2 Mysticism per action, 0/6 Mysticism commitment)
Place to the Stars - The shamans have noticed deeper patterns among the stars than they ever imagined, and setting up long term memories of where things should be could be intensely useful, if also labour intensive to get sufficiently durable markers in place (5-8? action commitment, -2 Econ and -2 Mysticism per action, 0/6 Mysticism commitment)


[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.
[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.