[X] [Act] Train Hunters
[X] [Act] Intensify Cultivation

I'd like to get started on settling and on better training regimens. Intensified cultivation means we have enough temp econ for x2 raiding next turn and training hunters nets us a bonus so we're more likely to succeed.

Though I'll approval vote for:
[X] [Act] Hunting Expeditions

in case we get Train Hunters + Hunting Expeditions to keep Temp Martial topped off.
 
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Can you explain further? May be i will also switch.
After JamesShazbond mentioned something on the last page I sat down and thought about how the value may interact in our diplomacy, simulating possible outcomes and decided I didn't want the hassle. Being able to freely punch anyone is relaxing in ways. Plus not taking it lets us more easily drive wedges into our opponents if we so desire, much more easily than if we got the value.
 
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After JamesShazbond mentioned something on the last page I sat down and thought about how the value may interact in our diplomacy, simulating possible outcomes and decided I didn't want the hassle. Being able to freely punch anyone is relaxing in ways. Plus not taking it lets us more easily drive wedges into our opponents if we so desire, much more easily than if we got the value.
As I understand, adoption of this value, apart from diplomacy, will also increase cohesion of society, "noble" brotherhood of warriors and such things. On the other hand, if we do not take this value, then road to sweet unexpected backstabs value can be open in future, which is also great. We can be almost drow!
But in the end, this argument is still applied, i think.
I don't expect to be successful in getting SV to fight everyone.
 
As I understand, adoption of this value, apart from diplomacy, will also increase cohesion of society, "noble" brotherhood of warriors and such things. On the other hand, if we do not take this value, then road to sweet unexpected backstabs value can be open in future, which is also great. We can be almost drow!
But in the end, this argument is still applied, i think.
Mmm, good point. Ehhh. We'll see what wins the vote and how that turns out.
 
As I understand, adoption of this value, apart from diplomacy, will also increase cohesion of society, "noble" brotherhood of warriors and such things. On the other hand, if we do not take this value, then road to sweet unexpected backstabs value can be open in future, which is also great. We can be almost drow!
But in the end, this argument is still applied, i think.

Like I said earlier, with this value, whenever we meet someone for the first time, we have to decide: are we going to have eternal peace, or are we going to genocide them? With that penalty, it's going to be near impossible to patch up relations with someone we've attacked, so we're going to have to fight until one of us dies. Similarly, the other side of the bonus means it'll be hard for us to drop unproductive allies. Bonuses aren't just mechanics. If our society believes that anyone we've fought alongside with is family of a sort, we're going to have problems if we end up carrying dead weight. Alliances between real societies are transitory things for a reason. Nations don't have friends.

[X] [Act] Train Hunters
[X] [Act] Intensify Cultivation

Approval voting. Get all of our shit together, then hit the farmers with a doubled up boosted raid action next turn. Cultivation will give us more padding in case things go wrong like last time.
Adhoc vote count started by JamesShazbond on Mar 14, 2018 at 3:17 PM, finished with 54 posts and 27 votes.

Adhoc vote count started by JamesShazbond on Mar 14, 2018 at 3:20 PM, finished with 54 posts and 27 votes.

Adhoc vote count started by JamesShazbond on Mar 14, 2018 at 3:21 PM, finished with 55 posts and 27 votes.

Adhoc vote count started by JamesShazbond on Mar 15, 2018 at 1:30 PM, finished with 70 posts and 36 votes.

Adhoc vote count started by JamesShazbond on Mar 16, 2018 at 4:45 PM, finished with 71 posts and 36 votes.
 
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[X] [Blood] Yes.

[X] [Act] Train Hunters
[X] [Act] Raiding Parties - (Northern Farmers)
 
[X] [Blood] Yes.
[X] [Act] Train Hunters
[X] [Act] Raiding Parties - (Northern Farmers)
 
[X] [Blood] Yes.
[X] [Act] Train Hunters
[X] [Act] Raiding Parties - (Northern Farmers)

I'll throw out that diplomacy penalties to people we've fought before probably only applies to general diplomacy - I'd bet them surrendering wouldn't be a problem the same way (most of the worry I'm seeing about it is "we'll need to kill them all dead 'cause they won't diplomacy after a fight," which is a reasonable concern but I don't think will be an issue as long as we win?).

E: Also, while the value makes us backstabbing people harder, it also protects us from being backstabbed, which I think has value.
 
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[X] [Blood] No
[X] [Act] Intensify Cultivation
[X] [Act] Intensify Cultivation x 2
[X] [Act] Train Hunters
 
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[X] [Blood] No
[X] [Act] Train Hunters
[X] [Act] Intensify Cultivation

As nice as it seems at first, it means we would need to stamp out any enemy we've fought, because they sure as hell aren't going to like us for the next thousand years. It also makes vassalization way more difficult.
 
[X] [Blood] Yes.
[X] [Act] Train Hunters
[X] [Act] Raiding Parties - (Northern Farmers)
 
Worth noting: we could evolve this value through focused effort (IE diplomancing our victims) into one that actually provides a bonus to anyone we've been at war with, whether ally or enemy.
 
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