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Total words4088
Words added (%)1.20
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Adjust Faction Actions – Modify the balance of control between the king and the factions
Adjust Faction Actions – Modify the balance of control between the king and the factions
*S: Up to two of the following: take control of a faction action, release a controlled faction action, assign an action to repeat, or de-assign a repeating action. If assigning an action this also consumes a Secondary action this turn which is immediately used on repeat, while if de-assigning the action it frees up a secondary action this turn.
*S: Up to two of the following: take control of a faction action, release a controlled faction action, assign an action to repeat, or de-assign a repeating action. If assigning an action this also consumes a Secondary action this turn which is immediately used on repeat as a Secondary, while if de-assigning the action it degrades the action to a Secondary this turn and frees up the action next turn. An explicit exception to this is with Megaprojects, which end freely upon completion and ramp up immediately so long as there is another supporting action


Art Patronage [Guilds] [Priests] - Wealth of the first and second kind can be used to create wealth of the third kind to the benefit of all
Art Patronage [Guilds] [Priests] - Wealth of the first and second kind can be used to create wealth of the third kind to the benefit of all
*S: -1 Econ, -4 Wealth, +3 Culture, +1 Prestige, potential innovations x2
*S: -1 Econ, -4 Wealth, +3 Culture, +1 Prestige, potential innovations x2
*M: -1 Econ, -8 Wealth, +5 Culture, +1 Prestige, higher chance of innovations x2
*M: -1 Econ, -8 Wealth, +5 Culture, +1 Prestige, higher chance of innovations x2


Black Soil [Yeomen] - There are many places that could benefit from further black soil, but making more is starting to take up more resources than it is currently returning
Black Soil [Yeomen] - There are many places that could benefit from further black soil, but making more is starting to take up more resources than it is currently returning
*S: +2-3 Econ Expansion, -1 Tech
*S: +2-3 Econ Expansion, -1 Tech
*M: -2 Econ, 1 Forest Slot Consumed, -1 Tech, +6 Econ Expansion, other effects [King]
*M: -2 Econ, 1 Forest Slot Consumed, -1 Tech, +6 Econ Expansion, other effects [King]


Build Chariots - The vehicle of the elite, chariots are the most effective way of waging war the People know, or at least that’s what their drivers say.
Build Chariots - The vehicle of the elite, chariots are the most effective way of waging war the People know, or at least that’s what their drivers say.
*S: -1 Econ, -2 Wealth, -1 Tech, +2 Martial, +1 Culture
*S: -1 Econ, -2 Wealth, -1 Tech, +2 Martial, +1 Culture
*M: -2 Econ, -8 Wealth, -1 Tech, +5 Martial, +2 Culture, +1 Prestige
*M: -2 Econ, -8 Wealth, -1 Tech, +5 Martial, +2 Culture, +1 Prestige


Build Docks [Guilds][Traders] - With large numbers of ships being built, a new place to store them all, the goods they bring in, and a place to build them might be a good idea
Build Docks [Guilds][Traders] - With large numbers of ships being built, a new place to store them all, the goods they bring in, and a place to build them might be a good idea
*S: -1 Econ, +1 Diplo, increased trade power
*S: -1 Econ, +1 Diplo, increased trade power
*M: -2 Econ, -1 Tech, +3 Diplo, potential for new innovations x2, increased trade power
*M: -2 Econ, -1 Tech, +3 Diplo, potential for new innovations x2, increased trade power


Build Ceramics Kilns [Guilds] – With similar demands for high temperature kilns, glass and fine pottery are growing increasingly close together
Build Ceramics Kilns [Guilds] – With similar demands for high temperature kilns, glass and fine pottery are growing increasingly close together
*S: -2 Econ, -4 Tech, 1 Sustainable Forest used, +3 Wealth, +3 Culture, chance of new innovations x2
*S: -2 Econ, -4 Tech, 1 Sustainable Forest used, +3 Wealth, +3 Culture, chance of new innovations x2
*M: -3 Econ, -5 Tech, 2 Sustainable Forest used, +3 Wealth, +7 Culture, increased chance of new innovations x2
*M: -3 Econ, -5 Tech, 2 Sustainable Forest used, +3 Wealth, +7 Culture, increased chance of new innovations x2


Build Gymnasium - With the games on people's minds, a place to train for them would be most useful. +4 to Games, +2 non-primary Tolerance
Build Gymnasium - With the games on people's minds, a place to train for them would be most useful. +4 to Games, +2 non-primary Tolerance
*S: -2 Wealth, -2 Culture, -1 Tech, +2 Bonus to Games rolls per turn, +1 non-primary Martial tolerance
*S: -2 Wealth, -2 Culture, -1 Tech, +2 Bonus to Games rolls per turn, +1 non-primary Martial tolerance
*M: -4 Wealth, -3 Culture, -1 Tech, +5 Bonus to Games rolls per turn, +1 non-primary Martial tolerance
*M: -4 Wealth, -3 Culture, -1 Tech, +5 Bonus to Games rolls per turn, +1 non-primary Martial tolerance


Build Mills - By harnessing the power of flowing water or blowing air, work can be done, freeing up considerable amounts of labour and also allowing for unfeasible actions to become feasible, especially in flat and dry regions.
Build Mills - By harnessing the power of flowing water or blowing air, work can be done, freeing up considerable amounts of labour and also allowing for unfeasible actions to become feasible, especially in flat and dry regions.
*S: -4 Wealth, -3 Tech, +4 Econ, potential for innovation x2
*S: -4 Wealth, -3 Tech, +4 Econ, potential for innovation x2
*M: -6 Wealth, -3 Tech, +6 Econ, increased potential for innovation x2
*M: -6 Wealth, -3 Tech, +6 Econ, increased potential for innovation x2


Build Roads [Yeomen] - New roads can better tie the people together, so more could be useful. (21/55) +7 Centralization Tolerance (Max additional tolerance for government: 8)
Build Roads [Yeomen] - New roads can better tie the people together, so more could be useful. (21/55) +7 Centralization Tolerance (Max additional tolerance for government: 8)
* S: -1 Econ, -2 Wealth, -2 Tech, +1 Centralization, +1 Diplo, other effects
* S: -1 Econ, -2 Wealth, -2 Tech, +1 Centralization, +1 Diplo, other effects
* M: -3 Econ, -2 Wealth, -3 Tech, +2 Centralization, +2 Diplo, other effects
* M: -3 Econ, -2 Wealth, -3 Tech, +2 Centralization, +2 Diplo, other effects


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


Build Wall [Urban] - The practice of building city walls has reached new heights with access to superior tools making the cutting of stone simpler (34/66 significant walls, 4/66 massive walls)
Build Wall [Urban] - The practice of building city walls has reached new heights with access to superior tools making the cutting of stone simpler (34/66 significant walls, 4/66 massive walls)
*S: -2 Econ, +1 significant walls
*S: -2 Econ, +1 significant walls
*M: -4 Econ, +1 massive walls
*M: -4 Econ, +1 massive walls


Build Watchtowers [Yeomen] - Stone and brick towers for warriors to sit in and scan the horizon for trouble, these towers can help stave off raids and improve response against attacks. (30% coverage)
Build Watchtowers [Yeomen] - Stone and brick towers for warriors to sit in and scan the horizon for trouble, these towers can help stave off raids and improve response against attacks. (30% coverage)
*S: -1 Econ, +5% coverage
*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
Connection - Builds watchtowers, palaces, harbours and roads
Connection - Builds watchtowers, palaces, harbours and roads
Expansion - Builds new settlements and roads
Expansion - Builds new settlements and roads
Industrial Infrastructure – Surveys, builds mines, and builds manufacturing facilities
Industrial Infrastructure – Surveys, builds mines, and builds manufacturing facilities
Knowledge and Spirituality - Builds temples, libraries, and academies
Knowledge and Spirituality - Builds temples, libraries, and academies
Mass Levy - While this policy is active, the sum of Econ + Wealth + (Sum of Ironworks Levels) x2 added to Temp Martial Score one combat phase after policy activated, but Expand Econ and most Wealth generating actions disabled while this policy active. Otherwise acts as the Offensive Policy
Mass Levy - While this policy is active, the sum of Econ + Wealth + (Sum of Ironworks Levels) x2 added to Temp Martial Score one combat phase after policy activated, but Expand Econ and most Wealth generating actions disabled while this policy active. Otherwise acts as the Offensive Policy
Megaproject Support - Provinces can spend actions in support of a megaproject
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 study actions and patronage
Progress - Takes study actions and patronage
Restoration - Takes stability improving actions
Restoration - Takes stability improving actions
Rural Infrastructure – Builds forests, roads, and salterns
Rural Infrastructure – Builds forests, roads, and salterns
Sea Control – Builds harbours and warships, sends out sailing missions
Sea Control – Builds harbours and warships, sends out sailing missions
Trade - Sends out trade missions, produce art and luxuries
Trade - Sends out trade missions, produce art and luxuries
Urban Infrastructure – Urban extended projects
Urban Infrastructure – Urban extended projects


*S: Change up to two Passive Policies (6/6) to one of the available ones listed below
*S: Change up to two Passive Policies (6/6) to one of the available ones listed below
Agriculture (+5 Econ, -5 Econ Expansion, -2 Tech/turn)
Agriculture (+5 Econ, -5 Econ Expansion, -2 Tech/turn)
Diplomacy (+1 Diplo/turn)
Diplomacy (+1 Diplo/turn)
Skullduggery (+1 Intrigue/turn, -2 Diplo) x1
Skullduggery (+1 Intrigue/turn, -2 Diplo) x1
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 (6 Econ cost for True Cities offset each turn, -2 Tech) x1
City Support (6 Econ cost for True Cities offset each turn, -2 Tech) x1
Expansion (So long as there is land to expand into, +2 Econ Expansion/turn, reduces threshold to produce new provinces the longer active)
Expansion (So long as there is land to expand into, +2 Econ Expansion/turn, reduces threshold to produce new provinces the longer active)
Innovation (Extra 2.5 innovation rolls each turn, -1 Wealth, -1 Tech)
Innovation (Extra 2.5 innovation rolls each turn, -1 Wealth, -1 Tech)
Administrative Infrastructure (+2 Free Progress to an infrastructure project (harbour, governor palace, colossal wall, academy)/turn)
Administrative Infrastructure (+2 Free Progress to an infrastructure project (harbour, governor palace, colossal wall, academy)/turn)
Spiritual Infrastructure (+1 Free Progress to an infrastructure project (Temple, observatory, library, academy)/turn)
Spiritual Infrastructure (+1 Free Progress to an infrastructure project (Temple, observatory, library, academy)/turn)
Hygiene Infrastructure (+2 Free Progress to an infrastructure project (Aqueduct, bath houses, salterns)/turn)x4
Hygiene Infrastructure (+2 Free Progress to an infrastructure project (Aqueduct, bath houses, salterns)/turn)x4
Trade Infrastructure (+1 Free Progress to an infrastructure project (markets, harbours, salterns)/turn)
Trade Infrastructure (+1 Free Progress to an infrastructure project (markets, harbours, salterns)/turn)
Urban Infrastructure (+1 Free Progress to an infrastructure project (Aqueduct, bath houses, block housing, harbour, ironworks, marketplace, academy)/turn)
Urban Infrastructure (+1 Free Progress to an infrastructure project (Aqueduct, bath houses, block housing, harbour, ironworks, marketplace, academy)/turn)
Defence (+1 wall progress/turn) x1
Defence (+1 wall progress/turn) x1
Special: Forestry (+1 Sustainable Forest and -1 Tech & Econ Expansion/turn)
Special: Forestry (+1 Sustainable Forest and -1 Tech & Econ Expansion/turn)
Special: Vassal Support (+1 Subordinate while active, increases Loyalty while active at less than full subordinates)
Special: Vassal Support (+1 Subordinate while active, increases Loyalty while active at less than full subordinates)


Develop Intrigue Web [Urban] [Traders] - With contacts in the right places, all sorts of fun things can be done
Develop Intrigue Web [Urban] [Traders] - With contacts in the right places, all sorts of fun things can be done
S: -2 Wealth, -3 Diplo, +1 Intrigue
S: -2 Wealth, -3 Diplo, +1 Intrigue
M: -4 Wealth, -4 Diplo, +2 Intrigue
M: -4 Wealth, -4 Diplo, +2 Intrigue


Distribute Land - By reworking the distribution of land, the king can improve tax income and reduce pressures administrative overhead. 0/4 Progress to Min Centralization increase
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
*S: -1 Centralization, +2 Wealth
*M: -2 Centralization, +5 Wealth, +1 Progress
*M: -2 Centralization, +5 Wealth, +1 Progress


Enforce Justice - The king is a servant of the law, and he can use the army to remind people of that fact [GJ]
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


Efficient Charcoal Kilns [Guilds] - With better processes, large Guild controlled kilns can be built to efficiently turn wood into charcoal
Efficient Charcoal Kilns [Guilds] - With better processes, large Guild controlled kilns can be built to efficiently turn wood into charcoal
*S: -1 Econ, -2 Tech, -2 Sustainable Forest used
*S: -1 Econ, -2 Tech, -2 Sustainable Forest used
*M: -2 Econ, -2 Wealth, -2 Tech, -3 Sustainable Forest used, other effects
*M: -2 Econ, -2 Wealth, -2 Tech, -3 Sustainable Forest used, other effects
Note: Efficient Charcoal production cannot take the total Sustainable Forest usage below 1/2 of the total
Note: Efficient Charcoal production cannot take the total Sustainable Forest usage below 1/2 of the total


Expand Economy [Yeomen] - Encourage the growth of food producing activities such as farming, pastures, or fishing, depending on where focus is placed
Expand Economy [Yeomen] - Encourage the growth of food producing activities such as farming, pastures, or fishing, depending on where focus is placed
*S: +7 Econ, -3 Tech, -7 Econ Expansion, potential additional effects
*S: +7 Econ, -3 Tech, -7 Econ Expansion, potential additional effects


Expand Forests [Yeomen] - The People have knowledge of how to regrow and repair forests, which extends to bringing them to places they have never been, with considerable effort. With charcoal now in higher demand, can also provide a sustainable supply
Expand Forests [Yeomen] - The People have knowledge of how to regrow and repair forests, which extends to bringing them to places they have never been, with considerable effort. With charcoal now in higher demand, can also provide a sustainable supply
* S: -3 Econ, -2 Econ Expansion, -1 Tech, grows forest, +2 Econ next turn if in settled territory and controlled, potential discoveries, +1 Sustainable Forest
* S: -3 Econ, -2 Econ Expansion, -1 Tech, grows forest, +2 Econ next turn if in settled territory and controlled, potential discoveries, +1 Sustainable Forest
* M: -4 Econ, -4 Econ Expansion, -1 Tech, grows forest, +4 Econ next turn if in settled and controlled territory, improved odds of success, other effects, +2 Sustainable Forest
* M: -4 Econ, -4 Econ Expansion, -1 Tech, grows forest, +4 Econ next turn if in settled and controlled territory, improved odds of success, other effects, +2 Sustainable Forest


Found Colony - When a province gets too distant, sometimes it is best to grant it additional autonomy so that they can get down to the business of working the land and gathering resources without needing to talk to the king about every little thing. Current Target: Amber Road
Found Colony - When a province gets too distant, sometimes it is best to grant it additional autonomy so that they can get down to the business of working the land and gathering resources without needing to talk to the king about every little thing. Current Target: Amber Road
*F: Convert Amber Road
*F: Convert Amber Road
*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, Blackmouth, Stallionpen
Found Free City - Cities are hard to manage, giving them increased autonomy to manage themselves will reduce administrative overhead. Current Possibility: Sacred Forest, Blackmouth, Stallionpen
*S: Transfer 2 Econ and Econ Expansion, converts True City to Free City. Free Cities now produce a Passive Policy of their choice in activity each turn
*S: Transfer 2 Econ and Econ Expansion, converts True City to Free City. Free Cities now produce a Passive Policy of their choice in activity each turn


Found March - Sometimes you need an extra buffer between you and hostile powers, or a place to stash excess warriors. Current Target: Northern Steppe, Northwestern Steppe
Found March - Sometimes you need an extra buffer between you and hostile powers, or a place to stash excess warriors. Current Target: Northern Steppe, Northwestern Steppe
*S: -5 Martial, 2 Econ transfer, founds march to take independent martial actions
*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, -2 Wealth per turn in your employ, +1 Wealth per turn if hired out to another group, or 0 Wealth per turn and adds directly to Martial score
*S: -8 Martial, -2 Wealth per turn in your employ, +1 Wealth per turn if hired out to another group, or 0 Wealth per turn and adds directly to Martial score


Found Trading Post - When doing long distance trading, sometimes having your own infrastructure in place at the other end can be quite useful. Current Target: Steppe Portage (risky)
Found Trading Post - When doing long distance trading, sometimes having your own infrastructure in place at the other end can be quite useful. Current Target: Steppe Portage (risky)
*S: -3 Diplo, -2 Wealth, -1 Econ, 2 Econ Transfer, -2 Martial, founds trading post to generate Wealth and Diplomacy
*S: -3 Diplo, -2 Wealth, -1 Econ, 2 Econ Transfer, -2 Martial, founds trading post to generate Wealth and Diplomacy


Hunt Troublemakers - Those who would do harm to the kingdom rarely plan this openly, so subtle methods are needed to find them and root them out
Hunt Troublemakers - Those who would do harm to the kingdom rarely plan this openly, so subtle methods are needed to find them and root them out
S: -1 Intrigue, information on problems
S: -1 Intrigue, information on problems
M: -1 Intrigue, -2 Wealth, -2 Diplo, 0 to +1 Stability, information on problems
M: -1 Intrigue, -2 Wealth, -2 Diplo, 0 to +1 Stability, information on problems


Increase Cement Production [Guilds] – While this material can use the same kilns as for pottery and glassmaking, it benefits more from raw size and throughput than the more precise control of those materials, and the other artisans complain if you take up their space with cement
Increase Cement Production [Guilds] – While this material can use the same kilns as for pottery and glassmaking, it benefits more from raw size and throughput than the more precise control of those materials, and the other artisans complain if you take up their space with cement
*S: -1 Econ, -4 Wealth, -3 Tech, 1 sustainable forest used, certain projects boosted, other effects
*S: -1 Econ, -4 Wealth, -3 Tech, 1 sustainable forest used, certain projects boosted, other effects
*M: -2 Econ, -6 Wealth, -4 Tech, 1 sustainable forest used, certain projects boosted, other effects
*M: -2 Econ, -6 Wealth, -4 Tech, 1 sustainable forest used, certain projects boosted, other effects


Influence Subordinate - By transferring specialists and teachers to subordinates they can be nudged into behaving more to the liking of the core provinces
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 - The colony of Txolla can be integrated into the People more fully, transitioning from a Colony to a province
Integrate Colony - The colony of Txolla can be integrated into the People more fully, transitioning from a Colony to a province
*S: -6 Diplomacy, gain Econ and Martial from integrating Colony
*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 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 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 [Priests][Urban] - A festival for every season, but their expansion can help put the People at ease and teach good practices.
Improve Annual Festival [Priests][Urban] - A festival for every season, but their expansion can help put the People at ease and teach good practices.
* S: -1 Econ, -2 Wealth, +1 Stability, +1 Culture, chance for additional effects
* S: -1 Econ, -2 Wealth, +1 Stability, +1 Culture, chance for additional effects
* M: -2 Econ, -2 Wealth, +1 Stability, +3 Culture, chance for additional effects
* M: -2 Econ, -2 Wealth, +1 Stability, +3 Culture, chance for additional effects
* Max Stability: Legitimacy - 1
* Max Stability: Legitimacy - 1


Invite to Games [Traders] - There are some of your neighbours who might be convinced to come (back) to the Games
Invite to Games [Traders] - There are some of your neighbours who might be convinced to come (back) to the Games
*S: -1 Diplo to invite most neighbours, -3 to invite a Great Power (currently Khemetri)
*S: -1 Diplo to invite most neighbours, -3 to invite a Great Power (currently Khemetri)


Launch Intrigue Mission - Whether inside or out of the kingdom, more offensive uses of intrigue can be used to attempt to gain an advantage
Launch Intrigue Mission - Whether inside or out of the kingdom, more offensive uses of intrigue can be used to attempt to gain an advantage
*S: -1 Intrigue, -3 Diplo, -3 Wealth, begins an intrigue event in target location
*S: -1 Intrigue, -3 Diplo, -3 Wealth, begins an intrigue event in target location
*S: -2 Intrigue, -4 Diplo, -5 Wealth, begins an intrigue event in target location with higher odds of success
*S: -2 Intrigue, -4 Diplo, -5 Wealth, begins an intrigue event in target location with higher odds of success


More Warships [Guilds][Traders] - Many standard boats are no longer things need to worry about, but warships are something else entirely
More Warships [Guilds][Traders] - Many standard boats are no longer things need to worry about, but warships are something else entirely
*S: -3 Econ, -4 Wealth, -2 Martial; +1 Naval, additional effects
*S: -3 Econ, -4 Wealth, -2 Martial; +1 Naval, additional effects
*M: -3 Econ, -8 Wealth, -3 Martial; +2 Naval, additional effects
*M: -3 Econ, -8 Wealth, -3 Martial; +2 Naval, additional effects


New Settlement [Yeomen] - There are a few new sites that could have new settlements placed on them: northern Blackriver (+3, moderate mineral, 2/6 province), internal reorg (+3, 4/10 places available)
New Settlement [Yeomen] - There are a few new sites that could have new settlements placed on them: northern Blackriver (+3, moderate mineral, 2/6 province), internal reorg (+3, 4/10 places available)
* S: -1 Econ, +1 Econ and Mysticism end of turn, increases number Econ Expansion depending on environment, +1 Province progress
* 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


Plant Cash Crops - Drugs [Priests][Yeomen] – Some crops produce peculiar effects on the mind that can be in high demand for spiritual and medical uses. Available: Hemp, Poppies
Plant Cash Crops - Drugs [Priests][Yeomen] – Some crops produce peculiar effects on the mind that can be in high demand for spiritual and medical uses. Available: Hemp, Poppies
*S: -2 Econ, -3 Econ Expansion, -1 Tech, +1 Mysticism, +5 Wealth
*S: -2 Econ, -3 Econ Expansion, -1 Tech, +1 Mysticism, +5 Wealth
*M: -3 Econ, -4 Econ Expansion, -1 Tech, +1 Mysticism, +9 Wealth, other effects
*M: -3 Econ, -4 Econ Expansion, -1 Tech, +1 Mysticism, +9 Wealth, other effects


Plant Cash Crops - Textiles [Guilds][Yeomen] – Planting these water and soil hungry crops can produce large quantities of useful fibres for sturdy ropes and comfortable clothing. Available: Hemp, Cotton, Flax
Plant Cash Crops - Textiles [Guilds][Yeomen] – Planting these water and soil hungry crops can produce large quantities of useful fibres for sturdy ropes and comfortable clothing. Available: Hemp, Cotton, Flax
*S: -3 Econ, -5 Econ Expansion, -1 Tech, +8 Wealth, +1 Diplo with boats, +1 Econ next turn other effects
*S: -3 Econ, -5 Econ Expansion, -1 Tech, +8 Wealth, +1 Diplo with boats, +1 Econ next turn other effects
*M: -5 Econ, -6 Econ Expansion, -1 Tech, +9 Wealth, +2 Diplo with boats, +1 Culture, +1 Econ next turn, other effects
*M: -5 Econ, -6 Econ Expansion, -1 Tech, +9 Wealth, +2 Diplo with boats, +1 Culture, +1 Econ next turn, other effects


Plant Cash Crops – Luxuries [Yeomen] – These crops are those that make life a bit more vibrant, flavourful, and exciting. Available: Wine, Dyes, Spices
Plant Cash Crops – Luxuries [Yeomen] – These crops are those that make life a bit more vibrant, flavourful, and exciting. Available: Wine, Dyes, Spices
*S: -2 Econ, -2 Econ Expansion, -1 Tech, +4 Wealth, +2 Culture, other effects
*S: -2 Econ, -2 Econ Expansion, -1 Tech, +4 Wealth, +2 Culture, other effects
*M: -5 Econ, -3 Econ Expansion, -1 Tech, +8 Wealth, +2 Culture, other effects
*M: -5 Econ, -3 Econ Expansion, -1 Tech, +8 Wealth, +2 Culture, other effects


Proclaim Glory - By using art the King can promote people to trust his decisions; modified by Diplomacy skill
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: -2 Econ, -4 Wealth, -1 Tech, +5 Martial, +1 Culture, potential additional effects
* S: -2 Econ, -4 Wealth, -1 Tech, +5 Martial, +1 Culture, potential additional effects
*M: -3 Econ, -8 Wealth, -1 Tech, +9 Martial, +2 Culture, potential additional effects
*M: -3 Econ, -8 Wealth, -1 Tech, +9 Martial, +2 Culture, potential additional effects
*2M: -4 Econ, -8 Wealth, -1 Tech, +2 Culture, founds Martial 10 Mercenary Company
*2M: -4 Econ, -8 Wealth, -1 Tech, +2 Culture, founds Martial 10 Mercenary Company


Recruit Nomads – While some think that the best use of steppe nomads is as arrow catchers, others are of the opinion that this function would be better served fighting for you
Recruit Nomads – While some think that the best use of steppe nomads is as arrow catchers, others are of the opinion that this function would be better served fighting for you
*S: -6 Diplo, -4 Wealth, -1 Stability, +2 Martial, +1 Light Cavalry, other effects
*S: -6 Diplo, -4 Wealth, -1 Stability, +2 Martial, +1 Light Cavalry, other effects
*M: -12 Diplo, -6 Wealth, -1 Stability, +4 Martial, +2 Light Cavalry, other effects
*M: -12 Diplo, -6 Wealth, -1 Stability, +4 Martial, +2 Light Cavalry, other effects


Retraining - When there are more warriors than the People know what to do with, it may be a good idea to find them something else to do
Retraining - When there are more warriors than the People know what to do with, it may be a good idea to find them something else to do
*S: -4 Martial, -2 Econ Expansion, +2 Econ, Culture, and Tech
*S: -4 Martial, -2 Econ Expansion, +2 Econ, Culture, and Tech
*M: -6 Martial, -3 Econ Expansion, +3 Econ, Culture, and Tech
*M: -6 Martial, -3 Econ Expansion, +3 Econ, Culture, and Tech


Restoration of Order - The people are uncertain, and into that uncertainty bad behaviour can flow. Send in the warriors to reassure people and root out corruption and dissent, restoring the proper function of the People, at the cost of disturbing their confidence that the king has their best interests at heart. Max Stability: Legitimacy-1
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 [Traders] - Boats have proven themselves capable of exploring long distances, so what else might they discover along the shores of the sea? Sailing missions can also locate pirates.
Sailing Mission [Traders] - Boats have proven themselves capable of exploring long distances, so what else might they discover along the shores of the sea? Sailing missions can also locate pirates.
* S: Potential new discoveries
* S: Potential new discoveries
* M: -1 Econ, improved odds of success
* M: -1 Econ, improved odds of success


Salt Gift [Traders] - With the saltern, the People have access to tremendous amounts of salt, which can be used to awe outsiders
Salt Gift [Traders] - With the saltern, the People have access to tremendous amounts of salt, which can be used to awe outsiders
*S: -5 Wealth, random amount of Diplomacy, Culture, and Prestige generated (min. 1 of each) and the possibility of Mysticism generation
*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 [Priests] - Materials can be made to transform their form through special treatment. What wonders can be discovered in this process?
Study Alchemy [Priests] - Materials can be made to transform their form through special treatment. What wonders can be discovered in this process?
*S: -2 Mysticism, -4 Wealth, potential new discoveries x2
*S: -2 Mysticism, -4 Wealth, potential new discoveries x2
*M: -4 Mysticism, -6 Wealth, -1 Econ, increased chance of new discoveries x2
*M: -4 Mysticism, -6 Wealth, -1 Econ, increased chance of new discoveries x2


Study Health [Priests] - What secrets of nature can be used to improve the health of the People?
Study Health [Priests] - What secrets of nature can be used to improve the health of the People?
* S: -1 Econ, -2 Wealth, -2 Mysticism, -1 Tech, potential new discoveries x2
* S: -1 Econ, -2 Wealth, -2 Mysticism, -1 Tech, potential new discoveries x2
*M: -1 Econ, -2 Wealth, -5 Mysticism, -1 Tech, increased odds of success x2
*M: -1 Econ, -2 Wealth, -5 Mysticism, -1 Tech, increased odds of success x2


Study Metal [Priests][Guilds] - Iron and copper, gold and silver, what other secrets are hidden in metal and stone?
Study Metal [Priests][Guilds] - Iron and copper, gold and silver, what other secrets are hidden in metal and stone?
* S: -1 Econ, -2 Wealth, -1 Mysticism, small chance of new insights x2
* S: -1 Econ, -2 Wealth, -1 Mysticism, small chance of new insights x2
* M: -1 Econ, -4 Wealth, -1 Mysticism, -1 Tech, improved chance of new insights x2
* M: -1 Econ, -4 Wealth, -1 Mysticism, -1 Tech, improved chance of new insights x2


Study Stars [Priests] - What secrets do the heavens hold when you study the stars and their motions carefully?
Study Stars [Priests] - What secrets do the heavens hold when you study the stars and their motions carefully?
*S: -1 Wealth, -1 Tech, +2 Mysticism, gives mid-turn astrological predictions
*S: -1 Wealth, -1 Tech, +2 Mysticism, gives mid-turn astrological predictions
Cannot be used as a Main action
Cannot be used as a Main action


Support Artisans [Guilds] - With the growing importance of skilled artisans to the maintenance of society, additional support may sometimes be needed
Support Artisans [Guilds] - With the growing importance of skilled artisans to the maintenance of society, additional support may sometimes be needed
*S: -1 Econ, -2 Wealth, +2 Tech, +1 Culture, potential innovations x2
*S: -1 Econ, -2 Wealth, +2 Tech, +1 Culture, potential innovations x2
*M: -1 Econ, -8 Wealth, +4 Tech, +1 Culture, higher chance of innovations x2
*M: -1 Econ, -8 Wealth, +4 Tech, +1 Culture, higher chance of innovations x2


Support Sacred Orders [Priests] – The various sacred orders of specialist warriors provide a number of benefits and special skills, but require considerable investment
Support Sacred Orders [Priests] – The various sacred orders of specialist warriors provide a number of benefits and special skills, but require considerable investment
*S: -3 Econ, -3 Mysticism, -10 Wealth, -1 Tech, +5 Martial, +1 Light Cavalry, +2 Culture, other effects
*S: -3 Econ, -3 Mysticism, -10 Wealth, -1 Tech, +5 Martial, +1 Light Cavalry, +2 Culture, other effects
*M: -4 Econ, -4 Mysticism, -12 Wealth, -1 Tech, +7 Martial, +2 Light Cavalry, +3 Culture, other effects
*M: -4 Econ, -4 Mysticism, -12 Wealth, -1 Tech, +7 Martial, +2 Light Cavalry, +3 Culture, other effects


Support Subordinate - Send resources over to a subordinate state to help prop them up.
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


Support Faction - Use influence to increase the power of a faction.
Support Faction - Use influence to increase the power of a faction.
S: -4 Culture, +2 Faction Power, +1 Time to current quest
S: -4 Culture, +2 Faction Power, +1 Time to current quest


Suppress Faction - Use influence to curb the power of a faction.
Suppress Faction - Use influence to curb the power of a faction.
S: -2 Stability, -5 Culture, -2 Faction Power, current faction quest fails but consequences negated
S: -2 Stability, -5 Culture, -2 Faction Power, current faction quest fails but consequences negated


Survey Lands [Yeomen][Traders] - What interesting discoveries are within the People's lands?
Survey Lands [Yeomen][Traders] - 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 [Traders] - Sending a major caravan to another large group can bring new opportunities and find out more about the outside world
Trade Mission [Traders] - Sending a major caravan to another large group can bring new opportunities and find out more about the outside world
* S: -2 Diplo, additional effects depending on target, +1-2 Wealth
* S: -2 Diplo, additional effects depending on target, +1-2 Wealth
* M: -2 Diplo, -1 Econ, additional effects depending on target, +1 Wealth, +1-5 Wealth end of turn
* M: -2 Diplo, -1 Econ, additional effects depending on target, +1 Wealth, +1-5 Wealth end of turn


Diplomatic Mission [Traders] – Contact with the outside world is expensive, but can bring its own rewards
Diplomatic Mission [Traders] – Contact with the outside world is expensive, but can bring its own rewards
* S: -2 Wealth, additional effects depending on target, +1-2 Diplo
* 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
War Mission - You can send raiding parties against groups that have declared themselves hostile. Can only declare war if you have a valid casus belli
* S: Potential loss of Martial, can prevent Econ and Diplo damage when being attacked, can damage enemy Martial and Diplo
* 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
Special: When planting cash crops may specify a sub-variety for more focused effects
Special: When planting cash crops may specify a sub-variety for more focused effects


Extended Projects- Extended Projects are major infrastructure projects that take more than a single Main action to complete but aren't as all consuming as megaprojects
Extended Projects- Extended Projects are major infrastructure projects that take more than a single Main action to complete but aren't as all consuming as megaprojects
Library [Priests] - Any location with a temple and/or True City status can have a library, with each {S} committed consuming 3 Culture and 3 Mysticism for 3 progress. Completion grants Mysticism, every 2 libraries past the first increases the Mysticism refund by 1. Sacred Forest (0/3), Redshore (0/3), Redhills (0/3), Stallionpen (0/3), Blackmouth (0/3), Valleyguard (0/3), Lower Valleyhome (0/3), Horse Valley (0/3)
Library [Priests] - Any location with a temple and/or True City status can have a library, with each {S} committed consuming 3 Culture and 3 Mysticism for 3 progress. Completion grants Mysticism, every 2 libraries past the first increases the Mysticism refund by 1. Sacred Forest (0/3), Redshore (0/3), Redhills (0/3), Stallionpen (0/3), Blackmouth (0/3), Valleyguard (0/3), Lower Valleyhome (0/3), Horse Valley (0/3)
Saltern [Guilds][Yeomen] - Northshore Saltern Expansion (3/3), Southshore Saltern Expansion (3/3), Gulshore Saltern Expansion (0/3), Bleeding Cliffs Saltern (0/3), Hatshore Saltern (0/3), Yellowshore Saltern (0/3). Each {S} committed consumes 3 Econ and 3 Tech for 3 Progress. Completion gives additional Wealth and every 2 salterns or expansions increases the per turn Wealth by +1
Saltern [Guilds][Yeomen] - Northshore Saltern Expansion (0/9), Southshore Saltern Expansion (0/9), Gulshore Saltern Expansion (0/3), Bleeding Cliffs Saltern (0/3), Hatshore Saltern (0/3), Yellowshore Saltern (0/3). Each {S} committed consumes 3 Econ and 3 Tech for 3 Progress. Completion gives additional Wealth and every 2 salterns or expansions increases the per turn Wealth by +1
Temple [Priests] - Progress listed below, each {S} committed consumes 3 Econ and 3 Culture for 3 Progress. Completion increases Religious Authority
Temple [Priests] - Progress listed below, each {S} committed consumes 3 Econ and 3 Culture for 3 Progress. Completion increases Religious Authority
Observatory [Priests] - Certain temples can have astrological observatories, with each {S} committed consuming 3 Econ and 3 Mysticism for 3 Progress
Observatory [Priests] - Certain temples can have astrological observatories, with each {S} committed consuming 3 Econ and 3 Mysticism for 3 Progress


Academy – These centers of learning provide a well-rounded education in topics both general and esoteric, providing a more informed population who are better able to deal with the complexities of the world, although direct reference to the records can be called into question more often. Each level increases RA tolerance by 1, decreases the refund from Libraries by 1 (min. 0), and provides other effects. Each {S} committed consumes 4 Wealth, 3 Culture, and 1 Tech for 3 progress
Academy – These centers of learning provide a well-rounded education in topics both general and esoteric, providing a more informed population who are better able to deal with the complexities of the world, although direct reference to the records can be called into question more often. Each level increases RA tolerance by 1, decreases the refund from Libraries by 1 (min. 0), and provides other effects. Each {S} committed consumes 4 Wealth, 3 Culture, and 1 Tech for 3 progress
Redshore (0/3), Redhills (0/3), Valleyhome (0/3), Sacred Forest (0/3), Blackmouth (0/3), Stallionpen (0/3), Valleyguard (0/3), Lower Valleyhome (0/3)
Redshore (0/3), Redhills (0/3), Valleyhome (0/3), Sacred Forest (0/3), Blackmouth (0/3), Stallionpen (0/3), Valleyguard (0/3), Lower Valleyhome (0/3)
Aqueduct [Urban] - Each {S} committed consumes 3 Econ and 3 Tech for 3 Progress. Completion adds +1 Econ Expansion, increases City Attraction by 1, can allow for the formation of another True City, and decreases disease roll penalty for True Cities. Level 1: Stonepen (0/3), Hatmouth (0/3), Yellowshore (0/3) Level 2: Redhills (0/6), Valleyhome (0/6), Sacred Forest (0/3), Blackmouth (0/6), Stallionpen (0/6), Valleyguard (0/3), Lower Valleyhome (0/3), Level 3: Redshore (0/6)
Aqueduct [Urban] - Each {S} committed consumes 3 Econ and 3 Tech for 3 Progress. Completion adds +1 Econ Expansion, increases City Attraction by 1, can allow for the formation of another True City, and decreases disease roll penalty for True Cities. Level 1: Stonepen (0/3), Hatmouth (0/3), Yellowshore (0/3) Level 2: Redhills (1/6), Valleyhome (1/6), Sacred Forest (0/3), Blackmouth (0/6), Stallionpen (0/6), Valleyguard (0/3), Lower Valleyhome (0/3), Level 3: Redshore (1/6)
Bath [Urban] - Any city with an aqueduct may have a bath. Each {S} committed consumes 4 Wealth and 5 Tech for 3 Progress, and then ties up 1 Sustainable Forest once complete. Completion adds +1 Econ Expansion, increases City Attraction by 1, and decreases disease roll penalty for True Cities further. Redshore (0/9), Stallionpen (0/3), Valleyguard (0/3)
Bath [Urban] - Any city with an aqueduct may have a bath. Each {S} committed consumes 4 Wealth and 5 Tech for 3 Progress, and then ties up 1 Sustainable Forest once complete. Completion adds +1 Econ Expansion, increases City Attraction by 1, and decreases disease roll penalty for True Cities further. Redshore (0/9), Stallionpen (0/3), Valleyguard (0/3)
Block Housing [Urban] - Multilevel housing that allows for many, many people to be stuffed into a small area. Can only be built in locations with sufficient shipping to bring in enough external food to keep the locations fed, but can allow for Level 2 infrastructure to be built. Block Housing increases the city's City Attraction limit by 5, but decreases the limit for cities without Block Housing by (5+total number of block housing). Each Block Housing also increases the Econ tax of a True City by 1. Every {S} cost 3 Econ and 3 Tech for 3 progress. Redshore (6/6), Blackmouth (2/3), Valleyguard (0/3)
Block Housing [Urban] - Multilevel housing that allows for many, many people to be stuffed into a small area. Can only be built in locations with sufficient shipping to bring in enough external food to keep the locations fed, but can allow for Level 2 infrastructure to be built. Block Housing increases the city's City Attraction limit by 5, but decreases the limit for cities without Block Housing by (5+total number of block housing). Each Block Housing also increases the Econ tax of a True City by 1. Every {S} cost 3 Econ and 3 Tech for 3 progress. Redshore (6/6), Blackmouth (3/3), Valleyguard (0/3)
Colossal Walls [Urban] - True Cities can support truly gigantic walls. Each {S} committed consumes 3 Econ and 1 Martial for 3 Progress. Redshore (0/9), Redhills (5/9), Valleyhome (0/9), Sacred Forest (0/9), Blackmouth (0/9), Stallionpen (0/9), Valleyguard (3/9)
Colossal Walls [Urban] - True Cities can support truly gigantic walls. Each {S} committed consumes 3 Econ and 1 Martial for 3 Progress. Redshore (0/9), Redhills (6/9), Valleyhome (0/9), Sacred Forest (0/9), Blackmouth (0/9), Stallionpen (0/9), Valleyguard (4/9)
Governor's Palace - Every palace lowers Min. Centralization by 0.5 and adds +1 to max interconnectivity, Temp Econ damage resistance, and adds +1 to max Martial, but also reduces Max. Centralization by 1 and can serve as the core of a breakaway state in a civil war. Each {S} costs 3 Econ and 3
Governor's Palace - Every palace lowers Min. Centralization by 0.5 and adds +1 to m