Should the world be a Low Fantasy setting?

  • Yes

    Votes: 63 70.0%
  • No

    Votes: 27 30.0%

  • Total voters
    90
  • Poll closed .
the nautical innovation doesn't increase the size of the boats, just how easy it is to sail them. So, that connection isn't much improved by them. The big trail will get us the ability to send large amounts of goods/troops.
The players could have 72 permanent Econ total if they filled all the places to settle available, Instead it will not happen because the players need to have an army be able to attack their civ at any time for a vassal that isn't currently directly aiding the players. The mountain pass is a double edged blade, enemies can use it too.
 
The players could have 72 permanent Econ total if they filled all the places to settle available, Instead it will not happen because the players need to have an army be able to attack their civ at any time for a vassal that isn't currently directly aiding the players. The mountain pass is a double edged blade, enemies can use it too.
We know where the pass is and foreign enemies don't. We might also know all the juicy ambush spots along it, and how to repairably sabotage it. I don't buy that it's as double-edged as you think.
 
We know where the pass is and foreign enemies don't. We might also know all the juicy ambush spots along it, and how to repairably sabotage it. I don't buy that it's as double-edged as you think.
The purpose of the pass is not to be a quick route between vassal and player? A route that should be expected to have frequent use, be obvious to those who can recognize it, be forever unthouched by any environmental effects such as erosion, and potentially be the only obvious route through the region for a long time.

Are you expecting the pass to have an army along it to patrol? If not, how do you expect the traps to be activated if an enemy decimates our vassal, and the players recieve no warning?
 
The players could have 72 permanent Econ total if they filled all the places to settle available, Instead it will not happen because the players need to have an army be able to attack their civ at any time for a vassal that isn't currently directly aiding the players. The mountain pass is a double edged blade, enemies can use it too.
I mean, we could, eventually. It'd take way longer to do that, than to get this mountain pass done. But even then, we want the mega-project, because its a Mega-Project. We like mega-projects, they do amazing things, and effect the civ that makes them forever, and increase prestige. Its all big stuff.
 
[X] [MAIN] Build New Shrine = Greenbay (1/3)

[X] [MAIN] Sunrise Mountain Passage

[X] [SEC] Sunrise Mountain Passage
 
The purpose of the pass is not to be a quick route between vassal and player? A route that should be expected to have frequent use, be obvious to those who can recognize it, be forever unthouched by any environmental effects such as erosion, and potentially be the only obvious route through the region for a long time.

Are you expecting the pass to have an army along it to patrol? If not, how do you expect the traps to be activated if an enemy decimates our vassal, and the players recieve no warning?
The vassal is only a vassal because we lack the ability to control those settlements. If we meet the (currently unknown) requirements, then the Merntir will assimilate into our nation.
My best guess for the requirements are writing (just invented) and a way to reliably transport stuff (the pass), and maybe an admin tech.

The pass is not likely to need an army to defend it, because it will be fairly deep within our territory.
If an enemy reaches it, then they have probably already destroyed/captured a few of or settlements.
 
The vassal is only a vassal because we lack the ability to control those settlements. If we meet the (currently unknown) requirements, then the Merntir will assimilate into our nation.
My best guess for the requirements are writing (just invented) and a way to reliably transport stuff (the pass), and maybe an admin tech.

The pass is not likely to need an army to defend it, because it will be fairly deep within our territory.
If an enemy reaches it, then they have probably already destroyed/captured a few of or settlements.
Its also a great choke point, the enemy enters the pass, we can strangle them as they try to make their way through. While their forces move deeper into the pass we could also start a navel invasion and secure the northern lands, cutting them off. If we didn't have the pass, they wouldn't advance and just focus on holding what they gained.
 
[X] [MAIN] Build New Shrine = Greenbay (1/3)
[X] [SEC] Build New Shrine = Greenbay (1/3) x2
[X] [SEC] Build New Shrine = Greenbay (1/3)
[X] [SEC] Trade Expedition = (Freak Folk)
 
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[X] [MAIN] Build New Shrine = Greenbay (1/3)
[X] [SEC] Create New Trails
[X] [SEC] Sunrise Mountain Passage
 
You got a good amount of innovations this turn and pretty much all of them were farming related to the point that I decided to shunt a couple of them into admin so you wouldn't get an unrealistic amount of agriculture tech advancement.

You also got a pretty nice Legacy out of it as well which gives you a good buff.
Apparently we actually got a status out of it. Also you didn't remove Golden Age.
 
[X] [SEC] Trade Expedition = (Boarfolk Nomads)
[X] [SEC] Trade Expedition = (Freak Folk)
[X] [SEC] Explore Lands = Lowlands
[X] [SEC] Build New Shrine = (Greenbay)

Enough with the constant isolationist playthroughs.
 
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[X] [MAIN] Build New Shrine = Greenbay (1/3)
[X] [MAIN] Sunrise Mountain Passage
[X] [SEC] Sunrise Mountain Passage

Thanks to the wonders of approval voting I can support all of my desires at once!
 
[X] [SEC] Trade Expedition = (Freak Folk)
[X] [SEC] Build New Shrine = (Greenbay)

I'd like to get our villages linked up with shrines and trails before starting the mountain passage. With our current 10 econ we wont be able to do so quickly concurrently with the project.
This was the case during the golden age, and is definitely be case now without +1 temp econ/turn from golden age.
Assuming best-case of 1 temp econ end of turn. 1+(10-1)/2=5. 5-3=2. We have a 1 temp econ budget after factoring in sec passage; any work on shrines/trails will have to be preceded by sec farming on the previous turn.
[X] [SEC] Build New Shrine = (Rockbay)
Rock at is at max capacity for shrines, you can't build them there.
 
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