Untitled diff

Created Diff never expires
22 removals
Words removed49
Total words3723
Words removed (%)1.32
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24 additions
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Total words3720
Words added (%)1.24
528 lines
[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 25/27 [+7]
Diplomacy 24/27 [+7/2]
-Intrigue 6 [+0]
-Intrigue 6 [+0]
Economy 24/27 [+4-1]
Economy 14/27 [+4-1]
-Sustainable Forests 29{36}/34 [+1]
-Sustainable Forests 29{36}/34 [+1]
-Econ Expansion 21 [+1-5] [Overcrowding Min: -4]
-Econ Expansion 25 [+1-5] [Overcrowding Min: -4]
Martial 7/37 {29/39}
Martial 7/37 {27/39}
-Light Cavalry 3
-Light Cavalry 3
Naval 1
Naval 1
Wealth 8/20 [-2]
Wealth 4/22 [+1]
+3 Salt&Gold
+3 Salt&Gold
+3 = 3 Strategic
+3/2 = 1.5 Strategic
+3 = 3 Luxury
+3/2 = 1.5 Luxury
+1.5 Markets
+1.5 Markets
-0 Units
-0 Units
-6 Maintenance
-6 Maintenance
Total: -2
Total: +1
Cultural
Cultural
Culture 27/27 [+4]
Culture 12/27 [+4]
Mysticism 27/27 (+8) [+3]
Mysticism 25/27 (+9) [+3]
Tech 23/27 (+8) [+1-1]
Tech 24/27 (+2) [+1-1]
Prestige 94
Prestige 98
Stability
Stability
Stability 1/4 (hopeful)
Stability 3/4 (emboldened)
Legitimacy 4/4 (over max)
Legitimacy 4/4 (over max)
Organizational
Organizational
Centralization 9
Centralization 7
Hierarchy 7
Hierarchy 7
Religious Authority 7 {15}
Religious Authority 7 {9}
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
Efficient Economy: +1 Wealth/turn while above Econ 10
Efficient Economy: +1 Wealth/turn while above Econ 10
Panem: All True Cities and Free Cities cost an additional -1 Econ each per turn as additional food is distributed to the urban poor. Urban Poor faction adds faction power to Urban challenge rolls
Panem: All True Cities and Free Cities cost an additional -1 Econ each per turn as additional food is distributed to the urban poor. Urban Poor faction adds faction power to Urban challenge rolls
Horseman's Plague
Horseman's Plague
A civilization killing plague, this monstrous new disease is disrupting all capacity to organize a major society, causing the following effects:
A civilization killing plague, this monstrous new disease is disrupting all capacity to organize a major society, causing the following effects:
Halted External Trade - No one is trading anything outside their kingdoms. All Trade Wealth and Diplomacy income is shut down. Expenses still must be paid.
Disrupted Trade - Trade values halved due to disruptions from plague and strife
Rural Plague - Bizarrely the rural areas are worse off than the urban areas, so the demographic flow is not working as normal, with fields being abandoned. EE refunds for cities halved
Rural Plague - Bizarrely the rural areas are worse off than the urban areas, so the demographic flow is not working as normal, with fields being abandoned. EE refunds for cities halved
[spoiler="Trade Goods"]
[spoiler="Trade Goods"]
Trade Status
Trade Status
Resource Status Rivals
Resource Status Rivals
Bulk
Bulk
Food Minimal (cities hunger) Khem -> Trelli
Food Minimal (cities hunger) Khem -> Trelli
Common Pottery Competing (Khem+SI)->Trelli, HK, Harm, MW
Common Pottery Competing (Khem+SI)->Trelli, HK, Harm, MW
Common Textiles Little traded Khem -> Trelli
Common Textiles Little traded Khem -> Trelli
Lumber Hoarding
Lumber Hoarding
Charcoal Hoarding
Charcoal Hoarding
Luxuries
Luxuries
Amber Minor trading Far Northern Tribes
Amber Minor trading Far Northern Tribes
Fine Pottery Competing Khem->Trelli, Harmurri
Fine Pottery Competing Khem->Trelli, Harmurri
Fine Dye Dominating Trelli
Fine Dye Dominating Trelli
Fine Textiles Leading Harm, Khem->Trelli
Fine Textiles Leading Harm, Khem->Trelli
Furs Minor trading Far Northern Tribes
Furs Minor trading Far Northern Tribes
Gems Dominating Trelli, Tin Tribes, Khem (in)
Gems Dominating Trelli, Tin Tribes, Khem (in)
Glass Dominating Khem
Glass Dominating Khem
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 Some None
Mercury Some None
Poppies Significant Khem
Poppies Significant Khem
Silver Significant (in) Storm Tribes, Trelli (in), Khem (in)
Silver Significant (in) Storm Tribes, Trelli (in), Khem (in)
Salt Dominating Trelli,
Salt Dominating Trelli,
Spices Small (SI+Khem)->Trelli
Spices Small (SI+Khem)->Trelli
Wine Dominating Trelli
Wine Dominating Trelli
Strategic
Strategic
Copper Leading Highlanders, MW, Trelli, Khem (n/c)
Copper Leading Highlanders, MW, Trelli, Khem (n/c)
Bronze Minor Trelli, Khem (n/c)
Bronze Minor Trelli, Khem (n/c)
Slaves Forbidden ST (in), Trelli, TT, Khem
Slaves Forbidden ST (in), Trelli, TT, Khem
Tin Minor + Significant Trading ST (in), HK (in), Tin Tribes, Trelli->Khem
Tin Minor + Significant Trading ST (in), HK (in), Tin Tribes, Trelli->Khem
Iron Dominating ST, HK, Khem
Iron Dominating ST, HK, Khem
Cultural
Cultural
Pilgrimage Dominating Khem (n/c)
Pilgrimage Dominating Khem (n/c)
[/spoiler]
[/spoiler]
Periphery States (12/14+6) (Loyalty [L], Dependence [D], Effectiveness [E])
Periphery States (12/14+6) (Loyalty [L], Dependence [D], Effectiveness [E])
Heaven's Hawks (March) - Eliminates raids from the north-east, can provide military advances and supports the Stallion Tribes (L:5/5, D: 2/5)
Heaven's Hawks (March) - Eliminates raids from the north-east, can provide military advances and supports the Stallion Tribes (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: 2/5, 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: 2/5, D: 1/5)
Greenshore Colony (Colony) - Settles the territory on the west coast of the sea (L: 2/5, D: 2/5)
Greenshore Colony (Colony) - Settles the territory on the west coast of the sea (L: 2/5, D: 2/5)
Tinriver Colony (Colony) - Settles the territory on the south-west coast of the sea (L: 2/5, D: 2/5)
Tinriver Colony (Colony) - Settles the territory on the south-west coast of the sea (L: 2/5, 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: 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: 2/5)
Thunder Horse (Vassal) - Foreign territory under your control, follows you in war but has own agenda (L: 6/5, D: 5/5)
Thunder Horse (Vassal) - Foreign territory under your control, follows you in war but has own agenda (L: 6/5, D: 5/5)
Amber Road (Trading Post) - Increases trade power for all Far Northern Tribe products, provides a market for an extra saltern (L: ???/5, D: ???/4)
Amber Road (Trading Post) - Increases trade power for all Far Northern Tribe products, provides a market for an extra saltern (L: 5?/5, D: 2?/4)
Redshore (Free City) - Eliminates True City admin and reduces Econ upkeep penalties (Trouble: 0/5)
Redshore (Free City) - Eliminates True City admin and reduces Econ upkeep penalties (Trouble: 0/5)
Redhills (Free City) - Eliminates True City admin and reduces Econ upkeep penalties (Trouble: 0/5)
Redhills (Free City) - Eliminates True City admin and reduces Econ upkeep penalties (Trouble: 0/5)
Valleyguard (Free City) - Eliminates True City admin and reduces Econ upkeep penalties (Trouble: 0/5)
Valleyguard (Free City) - Eliminates True City admin and reduces Econ upkeep penalties (Trouble: 0/5)
Red Banner Company (Mercenary Company) - Can be hired to other kingdoms for wealth, or maintained to boost Martial capacity (L: 3/5, E: 6/10)
Red Banner Company (Mercenary Company) - Can be hired to other kingdoms for wealth, or maintained to boost Martial capacity (L: 3/5, E: 6/10)
Dragon Banner (Mercenary Company) - Can be hired to other kingdoms for wealth, or maintained to boost Martial capacity (L: 4/5, E: 7/10)
Dragon Banner (Mercenary Company) - Can be hired to other kingdoms for wealth, or maintained to boost Martial capacity (L: 4/5, E: 7/10)
Blood Rain Banner Company (Mercenary Company) - Can be hired to other kingdoms for wealth, or maintained to boost Martial capacity (L: 3/5, E: 3/10)
Blood Rain Banner Company (Mercenary Company) - Can be hired to other kingdoms for wealth, or maintained to boost Martial capacity (L: 3/5, E: 3/10)
[spoiler="Values+Legacies"]
[spoiler="Values+Legacies"]
Social Values (3/3)
Social Values (3/3)
Personal Stewards of Nature
Personal Stewards of Nature
Through the blessings of the spirits and the efforts of the People in individual and whole, 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, and many pursue their own little projects where it does not conflict with the symphony of the whole
Through the blessings of the spirits and the efforts of the People in individual and whole, 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, and many pursue their own little projects where it does not conflict with the symphony of the whole
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, certain projects may receive additional actions at the midturn at the cost of Centralization
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, certain projects may receive additional actions at the midturn at the cost of Centralization
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
Pride in Acceptance
Pride in 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 is free and the second only has a chance of causing a stability drop rather than a guaranteed drop, massively increased inward tech spread, new CBs
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 is free and the second only has a chance of causing a stability drop rather than a guaranteed drop, massively increased inward tech spread, new CBs
Cons: Many think you weak, no longer have the option to turn away the first two boosts, sometimes you get values you didn't expect, increased outward tech spread
Cons: Many think you weak, no longer have the option to turn away the first two boosts, sometimes you get values you didn't expect, increased outward tech spread
Division of Power (PiA Linked)
Division of Power (PiA Linked)
By preventing the accumulation of power into any single person or faction, the damage of someone throwing a tantrum is mitigated... although it also makes breaking up widespread support harder.
By preventing the accumulation of power into any single person or faction, the damage of someone throwing a tantrum is mitigated... although it also makes breaking up widespread support harder.
Pros: Faction quest failures have a free negation, requiring two completed quests or Support Faction actions to reset. Unsuppressible failure states become Suppressible
Pros: Faction quest failures have a free negation, requiring two completed quests or Support Faction actions to reset. Unsuppressible failure states become Suppressible
Cons: Addition -1 Stability when suppressing factions
Cons: Addition -1 Stability when suppressing factions
Spiritual Values (4/4)
Spiritual Values (4/4)
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
Philosopher Kings (Maxed Development)
Philosopher Kings (Maxed Development)
Through intellect and careful testing of the world, the People have developed a love of knowledge and learning, and expect their leaders to follow suit.
Through intellect and careful testing of the world, the People have developed a love of knowledge and learning, and expect their leaders to follow suit.
Pros: Majorly improved use of study actions and innovation rolls, improved leader skill sets
Pros: Majorly improved use of study actions and innovation rolls, improved leader skill sets
Cons: Question social foundations, -1 Wealth per turn
Cons: Question social foundations, -1 Wealth per turn
Purity
Purity
Only through physical purity can spiritual purity be attained. There can however be no mercy for those who would contaminate the pure.
Only through physical purity can spiritual purity be attained. There can however be no mercy for those who would contaminate the pure.
Pros: Bonuses to resisting disease and foreign influences
Pros: Bonuses to resisting disease and foreign influences
Cons: The impure and unclean must be eliminated
Cons: The impure and unclean must be eliminated
Honour Code (3/3)
Honour Code (3/3)
Swords and Ploughshares
Swords and Ploughshares
Farmers can fight in wars, the marching of armies can pound out roads, and axes are good for splitting wood and skulls.
Farmers can fight in wars, the marching of armies can pound out roads, and axes are good for splitting wood and skulls.
Pros: Gain +1/3 of Econ as bonus Martial, chance of negating Martial (and thus Econ) damage dependent upon Econ strength, increased power of Raise Army and Retraining
Pros: Gain +1/3 of Econ as bonus Martial, chance of negating Martial (and thus Econ) damage dependent upon Econ strength, increased power of Raise Army and Retraining
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)
Life of Arete
Life of Arete
A well lead life is one of excellence in all things, from the stitch of cloth to prowess on the battlefield to skill in oration. The best and finest is thus demanded of and by all to show their virtue and honour.
A well lead life is one of excellence in all things, from the stitch of cloth to prowess on the battlefield to skill in oration. The best and finest is thus demanded of and by all to show their virtue and honour.
Pros: Increase Martial gain from raising elite units; bonus Culture, Tech and/or Mysticism for certain actions; effect of criticals and doubles greatly increased
Pros: Increase Martial gain from raising elite units; bonus Culture, Tech and/or Mysticism for certain actions; effect of criticals and doubles greatly increased
Cons: Increased potential Martial loss in fighting, increased social stratification, increased costs
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
Religion
Religion
Mylathadysm - "Seekers of Truth"
Mylathadysm - "Seekers of Truth"
Virtues: Humility, Contemplation, Community
Virtues: Humility, Contemplation, Community
Values: Syncretic (Increased Spread, Increased Schisms), Charity (+RA/2 temp Econ damage resistance, -RA/2 Max Wealth), Independent Priesthood (Independent Infrastructure)
Values: Syncretic (Increased Spread, Increased Schisms), Charity (+RA/2 temp Econ damage resistance, -RA/2 Max Wealth), Independent Priesthood (Independent Infrastructure)
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 Empire: +1 Vassal slot
Early Empire: +1 Vassal slot
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
Steel Blooded: Expand Econ actions produce an extra +2 Econ
Steel Blooded: Expand Econ actions produce an extra +2 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
Kings Do Not Kneel (Three): Gain +1 Martial every phase during a Take the Crown or Great Power war
Star Callers: Gain a Conquest CB for use against any neighbour during and one turn after a major astrological event
Star Callers: Gain a Conquest CB for use against any neighbour during and one turn after a major astrological event
Hollowed Gold: Gilded Ages accessible early
Hollowed Gold: Gilded Ages accessible early
Pure Gold: Prestige Golden Age bonuses possible whenever roll
Pure Gold: Prestige Golden Age bonuses possible whenever roll
Golden Wonders: Megaprojects and Wonder construction tracks always possible during Golden Ages
Golden Wonders: Megaprojects and Wonder construction tracks always possible during Golden Ages
Mercenary Leader: +1 Mercenary Company Slot
Mercenary Leader: +1 Mercenary Company Slot
Urbanizers: +1 Free City Slot
Urbanizers: +1 Free City Slot
[/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
None
None
[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
Alchemy
Alchemy
Vitriol
Vitriol
Mercury amalgams
Mercury amalgams
Alembics
Alembics
Construction
Construction
Arch
Arch
Wood
Wood
Masonry
Masonry
Noria
Noria
City Walls
City Walls
Surveying
Surveying
Economics
Economics
Early currency
Early currency
Energy Production
Energy Production
Muscle Power
Muscle Power
Animal Power
Animal Power
Water Power
Water Power
Classical charcoal kiln
Classical charcoal kiln
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
Glazed pottery
Glazed pottery
Porcelain
Porcelain
Coloured glazes
Coloured glazes
Bronze
Bronze
Iron
Iron
Blown glass
Blown glass
Aqua glass
Aqua glass
Mortar
Mortar
Pitch
Pitch
Medicine
Medicine
Acupuncture/pressure
Acupuncture/pressure
Classical human anatomy
Classical 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
Professional doctors
Professional doctors
Metallurgy
Metallurgy
Iron bloomeries
Iron bloomeries
Early blast furnaces
Early blast furnaces
Trip hammers
Trip hammers
Case hardening
Case hardening
Pattern welding
Pattern welding
Bronze casting
Bronze casting
Wire drawing
Wire drawing
Science
Science
Formal geometry
Formal geometry
Early algebra
Early algebra
Early alchemy
Early alchemy
Ancestral Heroes
Ancestral Heroes
Polytheism
Polytheism
Organized Religion
Organized Religion
Predictive Astrology
Predictive Astrology
Tested Observation
Tested Observation
Philosophical Cynicism
Philosophical Cynicism
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
Galleys
Galleys
[/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
Embroidery
Embroidery
Authority
Authority
Directed Political Violence
Directed Political Violence
Law Itself
Law Itself
Non-familial Patronage
Non-familial Patronage
Occupational Association
Occupational Association
Tradition
Tradition
Urban Councils
Urban Councils
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
Doctors
Doctors
Philosophers
Philosophers
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
Auxillaries
Auxillaries
[/spoiler]
[/spoiler]
[spoiler="Military Tech"]
[spoiler="Military Tech"]
Armour
Armour
Iron Scale
Iron Scale
Riveted maille
Riveted maille
Leather
Leather
Quilted cloth
Quilted cloth
Bronze plate
Bronze plate
Cavalry
Cavalry
Chariot Archer Elites
Chariot Archer Elites
Spoked chariots
Spoked chariots
Sacred light cavalry
Sacred light cavalry
Light barding
Light barding
Melee
Melee
Daggers
Daggers
Short swords
Short swords
Maces
Maces
Light Shields
Light Shields
Spears
Spears
Two-Handed Clubs
Two-Handed Clubs
Ranged
Ranged
Composite Bows
Composite Bows
Early light crossbows
Early light crossbows
Bolt Throwers
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
Warships
Warships
Biremes
Biremes
Naval rams
Naval rams
[/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 (12/18): Grand Hallx2, Shrinex2, Library x2, Storehousex2, Garden, Arsenal x3
Annexes (12/18): Grand Hallx2, Shrinex2, Library x2, Storehousex2, Garden, Arsenal x3
Annex Effect: +1 National Library count, -1 Temp Econ damage for all palaces, +1 EE before Valleyhome loses TC status, +1 Safe Martial, +1 Tech Refund/2 palaces, +1 Tech/turn, palaces grant +1 RA tolerance each
Annex Effect: +1 National Library count, -1 Temp Econ damage for all palaces, +1 EE before Valleyhome loses TC status, +1 Safe Martial, +1 Tech Refund/2 palaces, +1 Tech/turn, palaces grant +1 RA tolerance each
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
International Games - An organized series of athletic events and mock battles to maintain fighting trim and vent the aggression of less composed warriors, this also helps foster friendly rather than destructive rivalry between major settlements and kingdoms, bringing significant glory to all. Increases Martial Tolerance by 3 for participants and by an additional 2 for the host, gives +1 Culture for every 2 True Cities within a kingdom, gives +1 Diplomacy a turn for the host for every other participant, gives a pool of Prestige equal to the number of participants that is divided among the participants each turn depending on their performance, and the host kingdom gains Culture whenever another kingdom in contact with them completes The Games megaproject. Participants: Khemetri, Trelli, Metal Workers, Harmurri, Western Ymaryn, Freehills
International Games - An organized series of athletic events and mock battles to maintain fighting trim and vent the aggression of less composed warriors, this also helps foster friendly rather than destructive rivalry between major settlements and kingdoms, bringing significant glory to all. Increases Martial Tolerance by 3 for participants and by an additional 2 for the host, gives +1 Culture for every 2 True Cities within a kingdom, gives +1 Diplomacy a turn for the host for every other participant, gives a pool of Prestige equal to the number of participants that is divided among the participants each turn depending on their performance, and the host kingdom gains Culture whenever another kingdom in contact with them completes The Games megaproject. Participants: Khemetri, Trelli, Metal Workers, Harmurri, Western Ymaryn, Freehills
Grand Docks
Grand Docks
Extending out far into the water to provide deep berths in a protected, partially artificial bay and places to house ships away from the weather, this set of massive docks serves as a Trading Post for the purpose of supporting wealth generators such as salterns and gold mines, gives access to the Bulk Goods market (or gives bonus trade power in that market), and provides a free Boat innovation roll every turn for Classical or earlier sailing technologies.
Extending out far into the water to provide deep berths in a protected, partially artificial bay and places to house ships away from the weather, this set of massive docks serves as a Trading Post for the purpose of supporting wealth generators such as salterns and gold mines, gives access to the Bulk Goods market (or gives bonus trade power in that market), and provides a free Boat innovation roll every turn for Classical or earlier sailing technologies.
Astrological Observatory
Astrological Observatory
A great place to study the stars, record their motions, and record the importance of astrological alignments, the observatory provides an astrological prediction at the start of every turn and modifies the Study Stars action. It also allows the construction of observatories at certain locations.
A great place to study the stars, record their motions, and record the importance of astrological alignments, the observatory provides an astrological prediction at the start of every turn and modifies the Study Stars action. It also allows the construction of observatories at certain locations.
Artisan Games
Artisan Games
By encouraging competition and excellence in "practical" crafts an abundance of goods are made simply to practice or to train, increasing access and honing skills on a social level. Every "innovation" type roll costs an additional 1 Wealth but provides two rolls, and innovations of all sort spread more quickly.
By encouraging competition and excellence in "practical" crafts an abundance of goods are made simply to practice or to train, increasing access and honing skills on a social level. Every "innovation" type roll costs an additional 1 Wealth but provides two rolls, and innovations of all sort spread more quickly.
Ironworks
Ironworks
This facility full of water wheel operated hammers, bellows, and grindstones concentrates ironworking potential into the first proto-industrial fashion. Completion grants additional Econ, metalworking techs, increases iron trade power, doubles income from iron trading, and opens up new opportunities.
This facility full of water wheel operated hammers, bellows, and grindstones concentrates ironworking potential into the first proto-industrial fashion. Completion grants additional Econ, metalworking techs, increases iron trade power, doubles income from iron trading, and opens up new opportunities.
Academy
Academy
All kings not suffering from hereditary disorders have their skills improved one level (cannot make non-heroic skills to heroic level) and increases the possibility of hero unit generation. Also provides the Build Academy action. Costs 1 Wealth/turn to maintain as an effective institution.
All kings not suffering from hereditary disorders have their skills improved one level (cannot make non-heroic skills to heroic level) and increases the possibility of hero unit generation. Also provides the Build Academy action. Costs 1 Wealth/turn to maintain as an effective institution.
[/spoiler]
[/spoiler]
[spoiler="Natural Wonder"]
[spoiler="Natural Wonder"]
Dragon Graveyard - Gives +1 Mysticism/turn for every level of temple at the site
Dragon Graveyard - Gives +1 Mysticism/turn for every level of temple at the site
[/spoiler]
[/spoiler]
[SPOILER="Extended Projects"]
[SPOILER="Extended Projects"]
[hr][/hr]
[hr][/hr]
True Cities
True Cities
[0/5 City Candidates, 3 Free Cities, 11 City Limit]
[0/5 City Candidates, 3 Free Cities, 11 City Limit]
[Limit is (#Provinces + #LandedNonFreeCitySubordinates)/2]
[Limit is (#Provinces + #LandedNonFreeCitySubordinates)/2]
[3 Non-Supported True Cites : -3 High Cent Tolerance]
[3 Non-Supported True Cites : -3 High Cent Tolerance]
[Cities activate when EE is at or below Threshold/2]
[Cities activate when EE is at or below Threshold/2]
-Valleyhome [Capital, Palace, Aqueduct, Baths, Market, Sig. Walls] (20 EE Threshold)
-Valleyhome [Capital, Palace, Aqueduct, Baths, Market, Sig. Walls] (20 EE Threshold)
-Blackmouth [Aqueduct, Baths, Governor's Palace, Sig. Walls] (20 EE Threshold)
-Blackmouth [Aqueduct, Baths, Governor's Palace, Sig. Walls] (20 EE Threshold)
-Sacred Forest [Aqueduct, Baths, Sig. Walls] (18 EE Threshold)
-Sacred Forest [Aqueduct, Baths, Sig. Walls] (18 EE Threshold)
-Stallion Pen [Aqueduct, Mass. Walls] (14 EE Threshold)
-Stallion Pen [Aqueduct, Mass. Walls] (14 EE Threshold)
-Lower Valleyhome [Aqueduct] (7 EE Threshold)
-Lower Valleyhome [Aqueduct] (7 EE Threshold)
-Redshore [Governor's Palace, Aqueduct x2, Baths, Market, Ironworks x2, Sig. Walls] [Block Housing] <Level 2 City>
-Redshore [Governor's Palace, Aqueduct x2, Baths, Market, Ironworks x2, Sig. Walls] [Block Housing] <Level 2 City>
-Redhills [Aqueduct, Baths, Sig. Walls]
-Redhills [Aqueduct, Baths, Sig. Walls]
-Valleyguard [Aqueduct, Sig. Walls]
-Valleyguard [Aqueduct, Sig. Walls]
-Greenshore - Capital [Aqueduct, Sig. Walls?] (In Subordinate)
-Greenshore - Capital [Aqueduct, Sig. Walls?] (In Subordinate)
-Greenshore - Unknown City [Aqueduct, Sig. Walls?] (In Subordinate)
-Greenshore - Unknown City [Aqueduct, Sig. Walls?] (In Subordinate)
-Western Wall - Capital [Aqueduct, Governor's Palace, Sig. Walls?] (In Subordinate)
-Western Wall - Capital [Aqueduct, Governor's Palace, Sig. Walls?] (In Subordinate)
-Heaven's Hawk - Phygriftwyn [Aqueduct, Sig. Walls?] (In Subordinate)
-Heaven's Hawk - Phygriftwyn [Aqueduct, Sig. Walls?] (In Subordinate)
[hr][/hr]
[hr][/hr]
Libraries:
Libraries:
[Total effect: 3 Mysticism Refund]
[Total effect: 3 Mysticism Refund]
-Sacred Forest (Temple, Megaproject, +1 Refund by itself)
-Sacred Forest (Temple, Megaproject, +1 Refund by itself)
-Valleyhome (True City)
-Valleyhome (True City)
-Valleyhome (Palace Annex x2 = 1 National Library)
-Valleyhome (Palace Annex x2 = 1 National Library)
-Stallion Pen (Temple)
-Stallion Pen (Temple)
-Redshore (True City)
-Redshore (True City)
-Amber Road (Temple) (In Subordinate)
-Amber Road (Temple) (In Subordinate)
[hr][/hr]
[hr][/hr]
Temples
Temples
[4 Total Temple Levels, 1 Natural Wonder]:
[4 Total Temple Levels, 1 Natural Wonder]:
-Sacred Forest in Sacred Shore (Lv 2)
-Sacred Forest in Sacred Shore (Lv 2)
-Dragon Graveyard in Stallion Province (Lv 2 + Natural Wonder)
-Dragon Graveyard in Stallion Province (Lv 2 + Natural Wonder)
-Horse Valley in Stonepen (Lv 1 + Lv 1 Observatory)
-Horse Valley in Stonepen (Lv 1 + Lv 1 Observatory)
-Amber Road (Lv 1) (Subordinate)
-Amber Road (Lv 1) (Subordinate)
[hr][/hr]
[hr][/hr]
Salt/Gold Production
Salt/Gold Production
[Support: 1 Trade Post, 1 Grand Docks]
[Support: 1 Trade Post, 1 Grand Docks]
[Total Effect: +3 Wealth/turn]
[Total Effect: +3 Wealth/turn]
-Southshore (Lv 1 Saltern)
-Southshore (Lv 1 Saltern)
-Northshore (Lv 1 Saltern)
-Northshore (Lv 1 Saltern)
-<Unknown Province> (Gold Mine)
-<Unknown Province> (Gold Mine)
-Heaven's Hawk (Lv 1 Salt Mine) (In Subordinate, Applies to Core Anyway)
-Heaven's Hawk (Lv 1 Salt Mine) (In Subordinate, Applies to Core Anyway)
[hr][/hr]
[hr][/hr]
Ironworks
Ironworks
[Effect on Expand Econ Secondary: +2 Econ, -2 EE, -2 Tech]
[Effect on Expand Econ Secondary: +2 Econ, -2 EE, -2 Tech]
[Effect on City Support/Agriculture Passive Policies: +2 Econ, -2 EE, -1 Tech]
[Effect on City Support/Agriculture Passive Policies: +2 Econ, -2 EE, -1 Tech]
-Redhills (Wonder)
-Redhills (Wonder)
-Redshore (Lv 2)
-Redshore (Lv 2)
[hr][/hr]
[hr][/hr]
Governor's Palace:
Governor's Palace:
[-1 Min Centralization Tolerance, -2 Max Centralization Tolerances]
[-1 Min Centralization Tolerance, -2 Max Centralization Tolerances]
[+2 Max Interconnectivity, +0 Admin-Free Tru
[+2 Max Interconnectivity, +0 Admin-Free True Cities]
[+2 Temp Econ Resistance, +2 Max Safe Martial]
-Blackmou