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Total words | 2481 |
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[QUOTE="Academia Nut, post: 7969931, member: 915"]Ymaryn "The People"
[QUOTE="Academia Nut, post: 7969931, member: 915"]Ymaryn "The People"
Civilization Stats
Civilization Stats
General
General
Diplomacy 16 [+1]
Diplomacy 16 [+1]
Economy 12 [-2+12] {11}
Economy 12 [-2+12] {11}
-Sustainable Forests 10/11
-Sustainable Forests 10/11
-Econ Expansion 10 [+2-12]
-Econ Expansion 10 [+2-12]
Martial 3 (+7) {7}
Martial 3 (+7) {7}
Wealth 14 [+5-3]
Wealth 3 [+5-2]
Cultural
Cultural
Culture 6
Culture 8
Mysticism 13 (+1) [+1]
Mysticism 13 (+1) [+1]
Tech 4
Tech 4
Prestige 69
Prestige 64
Stability
Stability
Stability 1 (hopeful)
Stability 2 (hopeful)
Legitimacy 3 (max)
Legitimacy 3 (max)
Organizational
Organizational
Centralization 3
Centralization 3
Hierarchy 7
Hierarchy 7
Religious Authority 4
Religious Authority 4
Statuses
Statuses
King of the Hill: You are the most prestigious polity around, gaining you +1 Diplomacy a turn, but all other groups gain the 'Take the Crown' casus belli
King of the Hill: You are the most prestigious polity around, gaining you +1 Diplomacy a turn, but all other groups gain the 'Take the Crown' casus belli
Baby Boom: Converting 6 Econ Expansion to 6 Econ a turn
Baby Boom: Converting 6 Econ Expansion to 6 Econ a turn
Population Explosion: Converting 6 Econ Expansion to 6 Econ a turn
Population Explosion: Converting 6 Econ Expansion to 6 Econ a turn
Efficient Economy: +1 Wealth/turn while above Econ 10
Efficient Economy: +1 Wealth/turn while above Econ 10
[spoiler="Trade Goods"]
[spoiler="Trade Goods"]
Trade Status
Trade Status
Resource Status Rivals
Resource Status Rivals
Luxuries
Luxuries
Amber Known only
Amber Known only
Fine Pottery Minor
Fine Pottery Minor
Fine Dye Dominating Trelli
Fine Dye Dominating Trelli
Fine Textiles None Swamp Folk, Trelli
Fine Textiles None Swamp Folk, Trelli
Furs Known only
Furs Known only
Gems Dominating Trelli, Tin Tribes, Khem (in)
Gems Dominating Trelli, Tin Tribes, Khem (in)
Glass Dominating
Glass Dominating
Gold Significant + minor trading (in) Metal Workers, Khem->Trelli
Gold Significant + minor trading (in) Metal Workers, Khem->Trelli
Incense None Khem->Trelli
Incense None Khem->Trelli
Mercury Dominating None
Mercury Dominating None
Silver Significant (in) MW, Trelli (in)
Silver Significant (in) MW, Trelli (in)
Salt Dominating Trelli
Salt Dominating Trelli
Spices None (SI+Khem)->Trelli
Spices None (SI+Khem)->Trelli
Wine Dominating Trelli
Wine Dominating Trelli
Strategic
Strategic
Copper Leading Highlanders, Thunder Horse, MW, Trelli
Copper Leading Highlanders, Thunder Horse, MW, Trelli
Bronze Minor Trelli
Bronze Minor Trelli
Slaves Forbidden MW (in), Trelli, TT
Slaves Forbidden MW (in), Trelli, TT
Tin Minor + Significant Trading MW (in), TH (in), HK (in), Tin Tribes, Trelli->Khem
Tin Minor + Significant Trading MW (in), TH (in), HK (in), Tin Tribes, Trelli->Khem
Iron Non-traded dominant MW
Iron Non-traded dominant MW
Cultural
Cultural
Pilgrimage Major Competition TH
Pilgrimage Major Competition TH
[/spoiler]
[/spoiler]
Periphery States (8/9+3) (Loyalty [L], Dependence [D])
Periphery States (8/9+3) (Loyalty [L], Dependence [D])
Stallion Tribes (March) - Eliminates raids from the north and mitigates raids from the east, can provide military advances and supports the Western Wall (L: 5/5, D: 2/5)
Stallion Tribes (March) - Eliminates raids from the north and mitigates raids from the east, can provide military advances and supports the Western Wall (L: 5/5, D: 2/5)
Western Wall (Colony) - Expands to produce new provinces and find new resources, and can take be brought into wars to the north and west (L: 5/5, D: 1/5)
Western Wall (Colony) - Expands to produce new provinces and find new resources, and can take be brought into wars to the north and west (L: 5/5, D: 1/5)
Gulvalley (Colony) - Expands to produce new provinces and find new resources, and can take be brought into wars to the south, south-east, and south-west (L: 5/5, D: 3/5) THREATENED WAR LOSS
Gulvalley (Colony) - Expands to produce new provinces and find new resources, and can take be brought into wars to the south, south-east, and south-west (L: 5/5, D: 5/5)
Greenshore Colony (Colony) - Settles the territory on the west coast of the sea (L: 5/5, D:4/4)
Greenshore Colony (Colony) - Settles the territory on the west coast of the sea (L: 5/5, D:4/4)
Red Banner Company (Mercenary Company) - Can be hired to other kingdoms for wealth, or maintained to boost Martial capacity (L: 5/5)
Red Banner Company (Mercenary Company) - Can be hired to other kingdoms for wealth, or maintained to boost Martial capacity (L: 5/5)
Heaven's Hawks (March) - Eliminates raids from the north-east, can provide military advances and supports the Stallion Tribes (L:4/5, D: 2/5)
Heaven's Hawks (March) - Eliminates raids from the north-east, can provide military advances and supports the Stallion Tribes (L:4/5, D: 2/5)
Txolla (Vassal-Colony) - Foreign territory under your control, follows you in war but has own agenda, restricted to expansion through settlement (L: 5/5, D: 4/5)
Txolla (Vassal-Colony) - Foreign territory under your control, follows you in war but has own agenda, restricted to expansion through settlement (L: 5/5, D: 4/5)
Tinriver Trading Post (Trading Post) - Increases trade power for all Tin Tribe products, provides a market for an extra saltern (L: 5/5, D: 4/4)
Tinriver Trading Post (Trading Post) - Increases trade power for all Tin Tribe products, provides a market for an extra saltern (L: 5/5, D: 4/4)
[spoiler="Values+Legacies"]
[spoiler="Values+Legacies"]
Social Values (3/3)
Social Values (3/3)
Divine Stewards
Divine Stewards
Through the blessings of the spirits and the efforts of the People, the land is reshaped, and its management and protection is a good above all others. No effort is to great when it comes to the stewardship of the land.
Through the blessings of the spirits and the efforts of the People, the land is reshaped, and its management and protection is a good above all others. No effort is to great when it comes to the stewardship of the land.
Pros: Bonuses to all actions relating to land management, bonuses when fighting on own terrain, additional Econ and Stability whenever completing a land management type Megaproject, may spend Stability to double the effort of megaprojects and in defensive wars
Pros: Bonuses to all actions relating to land management, bonuses when fighting on own terrain, additional Econ and Stability whenever completing a land management type Megaproject, may spend Stability to double the effort of megaprojects and in defensive wars
Cons: Additional strife caused by deliberate environmental disruption unless it is for the long term betterment of the land, or loss of territory to others
Cons: Additional strife caused by deliberate environmental disruption unless it is for the long term betterment of the land, or loss of territory to others
Greater Justice
Greater Justice
Justice exists for the good of all, protecting the community from the depravity of those who would do it damage.
Justice exists for the good of all, protecting the community from the depravity of those who would do it damage.
Pros: Justice is a community objective that can be served through the careful application of punishment
Pros: Justice is a community objective that can be served through the careful application of punishment
Cons: The needs of the many can outweigh the needs of the few
Cons: The needs of the many can outweigh the needs of the few
Cosmopolitan Acceptance
Cosmopolitan Acceptance
The People see not outsiders but fellow humans in need of assistance, and are always willing to offer aid, knowing that even when friendship is uncertain the act of offering is a cleansing one.
The People see not outsiders but fellow humans in need of assistance, and are always willing to offer aid, knowing that even when friendship is uncertain the act of offering is a cleansing one.
Pros: Enhanced absorption of new ideas, +1 social value from current or historical neighbours, whenever a neighbour suffers a stability drop have the option to also suffer a stability drop in exchange for a large boost to Econ and technological and social advancement by absorbing especially large numbers of people, the first Econ boost a turn only has a chance of causing a stability drop rather than a guaranteed drop
Pros: Enhanced absorption of new ideas, +1 social value from current or historical neighbours, whenever a neighbour suffers a stability drop have the option to also suffer a stability drop in exchange for a large boost to Econ and technological and social advancement by absorbing especially large numbers of people, the first Econ boost a turn only has a chance of causing a stability drop rather than a guaranteed drop
Cons: Many think you weak, no longer have the option to turn away the needy, sometimes you get values you didn't expect
Cons: Many think you weak, no longer have the option to turn away the needy, sometimes you get values you didn't expect
Wildcat Prospecting (CA Linked)
Wildcat Prospecting (CA Linked)
By letting those who locate mineral deposits develop them and claim the profit, new mines can be rapidly developed at the cost of some centralized control
By letting those who locate mineral deposits develop them and claim the profit, new mines can be rapidly developed at the cost of some centralized control
Pros: Resources discovered in survey actions can be developed in the mid-turn in addition to other reaction actions
Pros: Resources discovered in survey actions can be developed in the mid-turn in addition to other reaction actions
Cons: Reactive development costs Centralization
Cons: Reactive development costs Centralization
Spiritual Values (3/3)
Spiritual Values (3/3)
Joyous Symphony
Joyous Symphony
All have their part to play in this world, be it their interaction with each other, their neighbours, or with the spirits. When all the parts of a group are moving in peaceful accord, the result is greater than the sum of the parts, and transcendental to behold.
All have their part to play in this world, be it their interaction with each other, their neighbours, or with the spirits. When all the parts of a group are moving in peaceful accord, the result is greater than the sum of the parts, and transcendental to behold.
Pros: Bonus to collective action, spiritually and ecologically harmonious actions, and to concerted efforts. Gain +1 Stability every time a defensive war non-destructively ends.
Pros: Bonus to collective action, spiritually and ecologically harmonious actions, and to concerted efforts. Gain +1 Stability every time a defensive war non-destructively ends.
Cons: Disharmony is to be corrected, require casus belli to declare war
Cons: Disharmony is to be corrected, require casus belli to declare war
Honourable Death (Spiritual/Honour)
Honourable Death (Spiritual/Honour)
Death in service to the People and the spirits is the best death of all, removing the fear of death from the truly honourable.
Death in service to the People and the spirits is the best death of all, removing the fear of death from the truly honourable.
Pros: Warriors fight harder, losses in battle are less disruptive
Pros: Warriors fight harder, losses in battle are less disruptive
Cons: Seeking a good death, and the means to achieve it, becomes desirable
Cons: Seeking a good death, and the means to achieve it, becomes desirable
Love of Wisdom (Maxed development)
Love of Wisdom (Maxed development)
The People have learned not just to be aware of the world around them and to follow the patterns they see, but to also carefully test the patterns to see if they are actual patterns or just coincidence.
The People have learned not just to be aware of the world around them and to follow the patterns they see, but to also carefully test the patterns to see if they are actual patterns or just coincidence.
Pros: Significantly improved use of study actions and innovation rolls
Pros: Significantly improved use of study actions and innovation rolls
Cons: Can question social foundations
Cons: Can question social foundations
Honour Code (3/3)
Honour Code (3/3)
We Have Reserves
We Have Reserves
The People are well served by having a large contingent of warriors, although these warriors are also drawn in part from the labouring classes, such that losses can negatively affect productivity
The People are well served by having a large contingent of warriors, although these warriors are also drawn in part from the labouring classes, such that losses can negatively affect productivity
Pros: Gain +1/3 of Econ as bonus Martial, chance of negating Martial (and thus Econ) damage dependent upon Econ strength
Pros: Gain +1/3 of Econ as bonus Martial, chance of negating Martial (and thus Econ) damage dependent upon Econ strength
Cons: Damage to Martial can carry over to Econ (additional damage from Honour of Elites does not count)
Cons: Damage to Martial can carry over to Econ (additional damage from Honour of Elites does not count)
Best of the Best
Best of the Best
Whether in war or in art, the People want only the best, damn the costs
Whether in war or in art, the People want only the best, damn the costs
Pros: Increase Martial gain from raising elite units, bonus Art and Mysticism for certain actions
Pros: Increase Martial gain from raising elite units, bonus Art and Mysticism for certain actions
Cons: Increased potential Martial loss in fighting, increased social stratification, increased costs
Cons: Increased potential Martial loss in fighting, increased social stratification, increased costs
Lord's Loyalty
Lord's Loyalty
The ties between the People bind tight, and while this increases the obligations of the superior, it also makes the subordinate more likely to listen.
The ties between the People bind tight, and while this increases the obligations of the superior, it also makes the subordinate more likely to listen.
Pros: +1 Subordinate States, subordinate states less likely to break away
Pros: +1 Subordinate States, subordinate states less likely to break away
Cons: Minimum force commitment in defence of subordinates and allies increased one step, worse consequences for failure to assist
Cons: Minimum force commitment in defence of subordinates and allies increased one step, worse consequences for failure to assist
Legacies
Legacies
+2 Upper Centralization Limit
+2 Upper Centralization Limit
-1 Lower Centralization Limit
-1 Lower Centralization Limit
+2 Hierarchy Tolerance
+2 Hierarchy Tolerance
Reformers: Gain Culture based on total cost whenever completing a Social type megaproject
Reformers: Gain Culture based on total cost whenever completing a Social type megaproject
Rush Builders: Extended projects cost more per turn but complete faster
Rush Builders: Extended projects cost more per turn but complete faster
Rage Against the Steppes - Always have a casus belli with Subdue Tribe or Humiliate War Goal against steppe nomads
Rage Against the Steppes - Always have a casus belli with Subdue Tribe or Humiliate War Goal against steppe nomads
Early Iron Bringers: Materials advancement always a possibility during Golden Ages, regardless of available excesses
Early Iron Bringers: Materials advancement always a possibility during Golden Ages, regardless of available excesses
Iron Blooded: Expand Econ actions produce an extra +1 Econ
Iron Blooded: Expand Econ actions produce an extra +1 Econ
Protected Core: +1 March slot
Protected Core: +1 March slot
One of Each (Five): +1 Periphery State, +1 Subordinate State
One of Each (Five): +1 Periphery State, +1 Subordinate State
Vassal Lords (Five): Subordinates states less likely to break away
Vassal Lords (Five): Subordinates states less likely to break away
City Killers: Gain access to the Terrify diplomatic action against urban civilizations
City Killers: Gain access to the Terrify diplomatic action against urban civilizations
The King Still Stands: Whenever someone uses the Take the Crown CB on you or you are engaged in a struggle for King of the Hill, every full turn they fail to knock you out they lose 1 Stability
The King Still Stands: Whenever someone uses the Take the Crown CB on you or you are engaged in a struggle for King of the Hill, every full turn they fail to knock you out they lose 1 Stability
Kings Do Not Kneel (Three): Gain +1 Martial every phase during a Take the Crown or Great Power war
[/spoiler]
[/spoiler]
Government Type
Government Type
Classical Elective Monarchy
Classical Elective Monarchy
A king holds chief executive power, but is primarily drawn from and voted in by a limited set of families backed by economic might and military elites.
A king holds chief executive power, but is primarily drawn from and voted in by a limited set of families backed by economic might and military elites.
Upper Centralization Limit: High
Upper Centralization Limit: High
Lower Centralization Limit: Neutral
Lower Centralization Limit: Neutral
Admin Strain Free Provinces: 12
Admin Strain Free Provinces: 12
Penalty Accumulation: -1 Centralization Tolerance/2Provinces
Penalty Accumulation: -1 Centralization Tolerance/2Provinces
Possible Economic Systems: Mandala, Manorial, Classic Mercantile, Guild Mercantile
Possible Economic Systems: Mandala, Manorial, Classic Mercantile, Guild Mercantile
Heroic King: Rare
Heroic King: Rare
Idiot King: Very Rare
Idiot King: Very Rare
Regency: N/A
Regency: N/A
Player Actions: 1 Main + 2 Secondary, +1 Secondary/4 Provinces After First 8
Player Actions: 1 Main + 2 Secondary, +1 Secondary/4 Provinces After First 8
Province Actions: 1/2 Provinces Secondary First 8 Provinces, +1/4 Provinces After
Province Actions: 1/2 Provinces Secondary First 8 Provinces, +1/4 Provinces After
Admin-Free True Cities: Capital +1/3 Governor's Palace
Admin-Free True Cities: Capital +1/3 Governor's Palace
Subordinates: 2 + Prestige/10
Subordinates: 2 + Prestige/10
Special: Every Free City produces +1 Culture/turn
Special: Every Free City produces +1 Culture/turn
Guild Mercantile
Guild Mercantile
The artisans supply the warriors and nobility with all the things they need to do their jobs, so the rest of the economy should be geared to supply them with what they need to produce those goods.
The artisans supply the warriors and nobility with all the things they need to do their jobs, so the rest of the economy should be geared to supply them with what they need to produce those goods.
Extra Actions: +1 Secondary/3 provinces for manufacturing (must take min. number of actions)
Extra Actions: +1 Secondary/3 provinces for manufacturing (must take min. number of actions)
Temp Econ Damage: Event + 1 - Centralization/3
Temp Econ Damage: Event + 1 - Centralization/3
Wealth Generation: Leading/2
Wealth Generation: Leading/2
Passive Policies: 1 + True Cities (includes Free Cities)
Passive Policies: 1 + True Cities (includes Free Cities)
Special: Penalties for over-centralization doubled
Special: Penalties for over-centralization doubled
Special: Low Wealth can generate Stability loss
Special: Low Wealth can generate Stability loss
Debilitating Belief
Debilitating Belief
N/A
N/A
[spoiler="Technologies"]
[spoiler="Technologies"]
Administration
Administration
Administrative Math
Administrative Math
Horse Couriers
Horse Couriers
Memory
Memory
Writing (Mixed Logo-/Phonographic)
Writing (Mixed Logo-/Phonographic)
Non-Local Authority
Non-Local Authority
Early Indexing
Early Indexing
Written Laws
Written Laws
Construction
Construction
Arch
Arch
Wood
Wood
Masonry
Masonry
Noria
Noria
City Walls
City Walls
Early Surveying
Early Surveying
Economics
Economics
Early currency
Early currency
Energy Production
Energy Production
Muscle Power
Muscle Power
Animal Power
Animal Power
Water Power
Water Power
Food Production
Food Production
Chinampas
Chinampas
Fishing
Fishing
Watermills
Watermills
Mollusc Cultivation
Mollusc Cultivation
Orchards
Orchards
Ox-pulled plough
Ox-pulled plough
Step Farming
Step Farming
Terra Preta
Terra Preta
Materials
Materials
Well Dressed Stone
Well Dressed Stone
Ash glazed pottery
Ash glazed pottery
Bronze
Bronze
Iron
Iron
Blown glass
Blown glass
Mortar
Mortar
Medicine
Medicine
Acupuncture/pressure
Acupuncture/pressure
Ancient human anatomy
Ancient human anatomy
Empirical primitive sanitary theory
Empirical primitive sanitary theory
Herbalism
Herbalism
Hospice care
Hospice care
Oral rehydration therapy
Oral rehydration therapy
Primitive insect repellents
Primitive insect repellents
Ritual cowpox inoculation
Ritual cowpox inoculation
Soap
Soap
Spiritualism
Spiritualism
Metallurgy
Metallurgy
Iron bloomeries
Iron bloomeries
Trip hammers
Trip hammers
Case hardening
Case hardening
Science
Science
Early alchemy
Early alchemy
Ancestral Heroes
Ancestral Heroes
Polytheism
Polytheism
Astrology
Astrology
Tested Observation
Tested Observation
Transportation
Transportation
Animal Husbandry
Animal Husbandry
Gravel Roads
Gravel Roads
Spoked Wheel Vehicles
Spoked Wheel Vehicles
Watercraft
Watercraft
Major docks
Major docks
Longships
Longships
Catamarans
Catamarans
Lateen sails
Lateen sails
[/spoiler]
[/spoiler]
[spoiler="Social Concepts"]
[spoiler="Social Concepts"]
Artistry
Artistry
Comedy & Drama
Comedy & Drama
Epic Poetry
Epic Poetry
Political Art
Political Art
Sacred Art
Sacred Art
Specialists
Specialists
Mural
Mural
Sculpture
Sculpture
Authority
Authority
Directed Political Violence
Directed Political Violence
Law Itself
Law Itself
Non-familial Patronage
Non-familial Patronage
Occupational Association
Occupational Association
Tradition
Tradition
Administrators
Administrators
Primarily hereditary elites
Primarily hereditary elites
Specialist advisors
Specialist advisors
Entertainment
Entertainment
Amateur group activity
Amateur group activity
Specialists
Specialists
Rodeo
Rodeo
Theatre
Theatre
Intellectuals
Intellectuals
Priests
Priests
Shamans
Shamans
Leadership
Leadership
Hereditary elites
Hereditary elites
Merchants
Merchants
Hereditary family
Hereditary family
Metal Working
Metal Working
Lined tailings pits
Lined tailings pits
Specialist miners
Specialist miners
Specialist smelters
Specialist smelters
Property
Property
Communal land
Communal land
Association equipment
Association equipment
Warriors
Warriors
Hereditary elites
Hereditary elites
Mercenaries
Mercenaries
Semi-hereditary specialist
Semi-hereditary specialist
Spiritually trained elites
Spiritually trained elites
Yeomanry
Yeomanry
[/spoiler]
[/spoiler]
[spoiler="Military Tech"]
[spoiler="Military Tech"]
Armour
Armour
Iron Scale
Iron Scale
Leather
Leather
Quilted cloth
Quilted cloth
Cavalry
Cavalry
Chariot Archer Elites
Chariot Archer Elites
Spoked chariots
Spoked chariots
Melee
Melee
Daggers
Daggers
Maces
Maces
Light Shields
Light Shields
Spears
Spears
Two-Handed Clubs
Two-Handed Clubs
Ranged
Ranged
Composite Bows
Composite Bows
Crude Gastraphetes
Crude Gastraphetes
Crude Bolt Throwers
Crude Bolt Throwers
Massed fire
Massed fire
Slings
Slings
Pila
Pila
Siege Weapons
Siege Weapons
Battering Ram
Battering Ram
Theory
Theory
Shield wall
Shield wall
Tactical Phases
Tactical Phases
[/spoiler]
[/spoiler]
[spoiler="Completed Megaprojects"]
[spoiler="Completed Megaprojects"]
Greater Sacred Forest
Greater Sacred Forest
The People live in harmony with the forest, and understand its needs and wants. When the weather shifts, the People are able to rapidly adapt so long as they have access to their forests. In addition to automatically managing forests and being able to plant more, the People are now immune to short term moderate climate fluctuations, and when experiencing longer term climate change only suffer damage once to account for adjusting their environmental balance. Against more catastrophic environmental fluctuations take reduced damage and have the ability to fight the damage where others can only suffer. Additionally, the Expand Forest and Study Forest actions are now merged. WARNING: Requires a minimum of two temples or two libraries to remain functional. Failure to maintain this requirement can result in the loss of critical knowledge and the breakdown of the system, degrading the wonder
The People live in harmony with the forest, and understand its needs and wants. When the weather shifts, the People are able to rapidly adapt so long as they have access to their forests. In addition to automatically managing forests and being able to plant more, the People are now immune to short term moderate climate fluctuations, and when experiencing longer term climate change only suffer damage once to account for adjusting their environmental balance. Against more catastrophic environmental fluctuations take reduced damage and have the ability to fight the damage where others can only suffer. Additionally, the Expand Forest and Study Forest actions are now merged. WARNING: Requires a minimum of two temples or two libraries to remain functional. Failure to maintain this requirement can result in the loss of critical knowledge and the breakdown of the system, degrading the wonder
Stone Age Canal
Stone Age Canal
The People cut an artificial river in the hills without the use of metal. Not only does this improve the internal economy and trade, but as long as its memory remains it will be a source of pride in collective labour. Whenever the People complete a major engineering project, they also gain Culture, Tech, and Mysticism.
The People cut an artificial river in the hills without the use of metal. Not only does this improve the internal economy and trade, but as long as its memory remains it will be a source of pride in collective labour. Whenever the People complete a major engineering project, they also gain Culture, Tech, and Mysticism.
Sacred Warding
Sacred Warding
While the sacred herds exist and are cared for by the People, the herds in turn shall offer their strength and protection to the People. The effects of epidemic smallpox are severely blunted, and pandemic smallpox is entirely prevented. While this does not extend to other epidemic diseases, the actions do help, providing a bonus to all disease challenges and Study Health actions. Additionally, any time a new settlement is founded with a Main action, a new holy site is produced for free, granting +1 Mysticism.
While the sacred herds exist and are cared for by the People, the herds in turn shall offer their strength and protection to the People. The effects of epidemic smallpox are severely blunted, and pandemic smallpox is entirely prevented. While this does not extend to other epidemic diseases, the actions do help, providing a bonus to all disease challenges and Study Health actions. Additionally, any time a new settlement is founded with a Main action, a new holy site is produced for free, granting +1 Mysticism.
Written Code of Laws (Copper Age) -> Written Code of Laws (Iron Age)
Written Code of Laws (Copper Age) -> Written Code of Laws (Iron Age)
With a code stretching back to the Copper Age, the Laws of the People have a truly ancient pedigree, but have been updated to better deal with the changes brought by an increasingly urbanized and monetized world. With the guiding principles of justice being the health of the community, the crown finds itself compelled to spend upon the community, but that efforts to improve the community are improved. Carry over of prior effects improving Enforce Authority to Enforce Justice, the doubling of one policy action, the 'Megaproject support' policy. New effects: player chosen Infrastructure policies doubled (one action only for active policies), one additional passive infrastructure policy always active (effect not doubled), -1 Wealth each turn.
With a code stretching back to the Copper Age, the Laws of the People have a truly ancient pedigree, but have been updated to better deal with the changes brought by an increasingly urbanized and monetized world. With the guiding principles of justice being the health of the community, the crown finds itself compelled to spend upon the community, but that efforts to improve the community are improved. Carry over of prior effects improving Enforce Authority to Enforce Justice, the doubling of one policy action, the 'Megaproject support' policy. New effects: player chosen Infrastructure policies doubled (one action only for active policies), one additional passive infrastructure policy always active (effect not doubled), -1 Wealth each turn.
Ancient Saltern
Ancient Saltern
Upon developing currency, pays out an initial boost to Wealth and Prestige, and acts as a standard saltern from then on
Upon developing currency, pays out an initial boost to Wealth and Prestige, and acts as a standard saltern from then on
The Garden
The Garden
Through the careful channeling of water, the People have created a garden within a city, a well watered domain of pleasant shade and efficient sewage disposal. Unlocks the aqueduct extended project, provides an aqueduct for the city (increasing available living space). Opens up the True City status
Through the careful channeling of water, the People have created a garden within a city, a well watered domain of pleasant shade and efficient sewage disposal. Unlocks the aqueduct extended project, provides an aqueduct for the city (increasing available living space). Opens up the True City status
Grand Temple
Grand Temple
A place for universal praise and worship of gods and spirits, the grand temple acts as a centre for the faithful and a training place for priests and shamans. Opens up new social concepts, alters actions, and provides +1 Mysticism a turn until either destroyed or rendered obsolete by more sophisticated theology
A place for universal praise and worship of gods and spirits, the grand temple acts as a centre for the faithful and a training place for priests and shamans. Opens up new social concepts, alters actions, and provides +1 Mysticism a turn until either destroyed or rendered obsolete by more sophisticated theology
The Library
The Library
A fantastical collection of scrolls and tablets, this preserves the wisdom of the ages and ensures that not all things must be relearned by each new generation. Whenever spending mysticism, gain +1 mysticism the next turn. Can now build libraries as extended actions.
A fantastical collection of scrolls and tablets, this preserves the wisdom of the ages and ensures that not all things must be relearned by each new generation. Whenever spending mysticism, gain +1 mysticism the next turn. Can now build libraries as extended actions.
Capital Palace
Capital Palace
A grand center of government, the palace seats the king and all the necessary organs of governance, as well as being aesthetically attractive and imposing, so as to show off the wealth and power of the People. Required capstone project to move beyond Bronze Age models. Grants access to the Governor's Palace extended project.
A grand center of government, the palace seats the king and all the necessary organs of governance, as well as being aesthetically attractive and imposing, so as to show off the wealth and power of the People. Required capstone project to move beyond Bronze Age models. Grants access to the Governor's Palace extended project.
Annexes (9/11): Grand Hallx2, Shrine, Library x2, Storehouse, Garden, Arsenal x2
Annexes (9/11): Grand Hallx2, Shrine, Library x2, Storehouse, Garden, Arsenal x2
Annex Effect: +1 National Library count, -1 Temp Econ damage, +1 EE before Valleyhome loses TC status, +1 Safe Martial, +1 Tech Refund
Annex Effect: +1 National Library count, -1 Temp Econ damage, +1 EE before Valleyhome loses TC status, +1 Safe Martial, +1 Tech Refund
Iron Age Census
Iron Age Census
The king and crown have some idea how many people live in the kingdom, how much they eat, and how much they earn. This makes assessing taxes and calling up conscripts much easier, as well as being able to buffer against disaster. Increases max safe Martial by +2, reduces temporary Econ damage by 1, gives +1 Wealth/turn whenever Econ is at 10 or greater, and gives access to the Retraining action. Extra: +1 Passive Policy
The king and crown have some idea how many people live in the kingdom, how much they eat, and how much they earn. This makes assessing taxes and calling up conscripts much easier, as well as being able to buffer against disaster. Increases max safe Martial by +2, reduces temporary Econ damage by 1, gives +1 Wealth/turn whenever Econ is at 10 or greater, and gives access to the Retraining action. Extra: +1 Passive Policy
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