Then again, with the channel animal power is rendered less important domestically because transportation via water is literally orders of magnitude cheaper.
~true ish, though animals are still needed to go upriver.

But we are already building coastal settlement this turn. Or do you mean it as 'we do not need new settlement next turn because we've just founded coastal one'?
I edited it, but if you want to take it that way it's fine. I wouldn't oppose a Blue Quarry settlement if we didn't do RH and did Study Forest as the main instead. I just want to do Study Forest, it's been too long.

@Umi-san finishing a Mega-project gives Economy and Stability. No need to go for extra right now.

I would say depending on how things go, we should work on getting our Diplo back, which means getting blue dyes, doing some trading and as an aside maybe getting some bore Blackbirds.
Noted that elsewhere for the stability.

My ideal plan is something like this:
[][Main] Study Forest
[][Secondary] Expand Fishing
[][Secondary] New Settlement - Blue Quarry

We can expand the blackbirds when we enter a turn where we will need them. Study Forest will be taken advantage of if we do study health again later, and might provide poisons for the blackbirds. Blue Quarry for the trade bonuses and just to see if new settlement options pop up. If they don't we'll need to do Survey Lands in the future.

I'd possibly advocate for doing Expand Forest - North instead, if we're going to start pushing there.
 
Honestly my preferred plan would look something like this:
[X] (Main) Expand Fishing
The economy this will provide is nice and we really need boats, the improved trade will be great but even more importantly proper boats will put is in contact with a bunch of other civilizations who we can steal tech from.
[X] (Secondary) New Settlement- Blue Rocks
This again provides econ which never hurts but more importantly also provides dipo through improved trade.
[X] (Secondary) RH/Expand Blackbirds/ Study Forrest
These are all useful actions but I'm undecided on them.
 
Food isn't... Okay, to be fair I haven't played Civ 5 much because so many things annoyed me it caused me to not bother getting the expansion packs, which I hear make the game good. Traditionally though it's been hammers that have been the best resource, with gold being hilariously good in 4 from what I remember. You just need food to get them, but you need to not focuses solely on food.

Food allows you to grow more people to assign those people to all the production tiles. Food is best long-term thing (well, along with Science, of course, but that depends on the exact strategy while Population = Good is universal) due to it fueling everything else - can't exactly have a lot of production without people working all that mines, for example.
According to hearsay, that's not true in Civ6, but I've never played it, so I cannot comment.

If I had to say what our bottleneck here is, I would say it's our neighbors. Actually, let me rephrase that. Our bottleneck is our action economy, our neighbors are the bottleneck we can do something about.

We can? Like, logistics and communications say it would be hella lot of trouble.


~true ish, though animals are still needed to go upriver.

Fair enough, though I think we should have paddles already.

I edited it, but if you want to take it that way it's fine. I wouldn't oppose a Blue Quarry settlement if we didn't do RH and did Study Forest as the main instead. I just want to do Study Forest, it's been too long.

And decently combines with Blackbirds, I guess.
My main desires are RH and Blackbirds, the third one will be determined by the outcome of the Channel.
We can expand the blackbirds when we enter a turn where we will need them.

We already needed them to resolve clusterfuck with the axe. If we had more of them, we would have higher chances of doing all the covert operations. Which is why I specifically want to get them before they are needed - in time of crisis, it is way too late to train them.
 
we should have paddles already.
We do but the canal is useful for transporting bulk goods, so using large heavy animals to pull large boats against the current is the wisest choice.
Using paddles is less efficient than using animals because a single person could manage two animals that would carry as much as a 2/3-person boat does, equally fast.

We already needed them to resolve clusterfuck with the axe. If we had more of them, we would have higher chances of doing all the covert operations. Which is why I specifically want to get them before they are needed - in time of crisis, it is way too late to train them.
If we have a crisis arise it's useful, yes. I was thinking more that we'd be doing them during the next main turn if we anticipate entering war. They're nearly useless if no espionage is necessary.
We don't know what the future will be so speculating as to whether a crisis is likely to arise is pointless, so let's shelve this until after the next post.

I'm undecided on them.
RH shouldn't be done as a secondary, it's too risky.
Expand fishing as a main is more likely to give us better boats, and I think that's worthwhile. The Study Actions are repeatable and likely to provide different benefits, so having them as a secondary doesn't impact them much cus there's more things to roll for than just the one.
 
We can? Like, logistics and communications say it would be hella lot of trouble.
Our enemies are overcoming the logistic's problem through better organization of their stuff. The logistic's problem is also easily solved by either side with a settlement in the right place.

Food allows you to grow more people to assign those people to all the production tiles. Food is best long-term thing (well, along with Science, of course, but that depends on the exact strategy while Population = Good is universal) due to it fueling everything else - can't exactly have a lot of production without people working all that mines, for example.
According to hearsay, that's not true in Civ6, but I've never played it, so I cannot comment.
Gold controlled tech in Civ 4 and the financial civs were accepted to have a rather strong leg up as a direct result in being able to tech rush stronger units to shove down people's throats. Food was important, but gold was amazing and food was not hard to get. Been too long for me to remember Civ 3, honestly, so I will admit to likely playing sub-optimally there. *Looks at civ 2.* Definitely been too long there.
 
If we have a crisis arise it's useful, yes. I was thinking more that we'd be doing them during the next main turn if we anticipate entering war. They're nearly useless if no espionage is necessary.
We don't know what the future will be so speculating as to whether a crisis is likely to arise is pointless, so let's shelve this until after the next post.

Espionage is always of some use because information is necessary for making good decisions (though not enough, of course).

The whole thing with usage of covert ops in emergencies is that we never really know when such a need arises; that's the whole point of emergencies. Blackbirds allow us to have an option in such situations our peers do not have, unless someone else has covert ops.
And if no espionage is necessary, they are still good ambushers, scouts (AN mentioned they passively scout a bit of Lowlands IIRC) and are our only police force, so they are more useful in the time of non-usage than, say, warriors.
 
Omegahugger's nightmare scenario is that people find pride in being humble and "like the rest of the People".

Unlikely to happen unless we accidentally steer it that way, but in case you hadn't noticed I am not quite being rational at the moment.
Personally I'm hoping that we can guide the trait into evolving into something along the lines of "duty" or "self sacrifice".

Nomad carts aren't superior unless the TH war cart design has been copied and spread. Stole weaponry and armor from DP so likely not superior now. We steal tech easily.
I'm pretty certain that the hero's cart design is going to spread to the dead priests now that one of the hero's sons has joined them. I'd be surprised if it didn't.

The weapons we haven't copied mainly due to the fact that those weapons are designed for capturing slaves and sacrificial victims. We have no need for such weapons and I'm pretty certain most people in our civilization find such tools to be disgusting.

As for armor? That's impossible, there is no way we have copied their armor designs. The dead priests use human remains when building their armor.

Nomads might back off but a) endless raids b) only if they're not angered by the invasion of their own land. They have an easier time developing new stuff due to hero units, too. You're fear mongering and then downplaying.
I'm not fear mongering or down playing anything. Both the lowlands and the north lands will result in endless raids. The big difference between the two will be what the people doing the raiding want to accomplish and whether or not it's possible to make them back off. The nomads want our stuff, the people who attack us in the lowlands will want us dead.

At least the nomads have been shown to back off if a people shows themselves to be tough enough. The same cannot be said about anyone in the lowlands.

And we're not invading the nomad's territory, we're settling it. If we were sending out massive armies into the north to kill anyone who resists us then they might unite to attack us, but that's not what we are going to do. We're planning on expanding our forest outward and then building a settlement in the new expansion every few generations. The settling of the north would be so slow as to not appear to be a conquest at all. Plus forests are useless to nomads who need flat plains for their cattle and carts, They aren't going to want the land back if a forest is present. Heck, I wouldn't be surprised if in a few generations the nomads believed that the forests we created were always there. That's the power of human memory.

Just because the people who want to have the lowlands are weak right now doesn't mean anything. They'll recover and then get right back to fighting as usual. The lowlands are a resource sink that will require us to constantly throw warriors lives into it.

Plus I feel like I should point out one big thing. Just because we avoid expanding into the north doesn't mean that the northern raids will cease. They'll keep happening no matter what we do. On the other hand if we leave the lowlands alone it seems increasingly likely that the people of the lowlands will leave us alone like they have been for the last couple of generations. So we could expand into the lowlands and have to deal with all those issues while also having to deal with northern raids, or we could expand into the north and let everyone else fight over the lowlands while we deal with only northern raids. The choice seems to be between having two borders that need to be defended against regular raids, versus having to deal with one border that is regularly raided.

I mean, both choices aren't great. But at least one of the choices has us only dealing with one enemy who attacks us to steal stuff instead of having to deal with two (possibly three) enemies who want us gone.
 
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are our only police force
They're our FBI not police.

*shrug* I think it's reasonable to say that you can predict the likelihood of emergencies based on events that we're aware of. We were aware that it would be likely that the TH would fracture.

Also, the BB expand with our population anyways. So if we expand that we get more espionage capacity.
 
I'm pretty certain that the hero's cart design is going to spread to the dead priests now that one of the hero's sons has joined them. I'd be surprised if it didn't.
One of the hero's sons? There's no note that a hero's son explicitly joined them, just that some of the TH tribes did, as some of the TH tribes joined us. They, like us, don't have the original cart either.

It's more likely that they'll develop a new cart design that saves on wood by using leather.

As for armor? That's impossible, there is no way we have copied their armor designs. The dead priests use human remains when building their armor.
We explicitly gained improved armor designs after seeing how their armor was made. You can use wood in place of bone, or cow bones in place of human.

I'm not fear mongering or down playing anything. Both the lowlands and the north lands will result in endless raids. The big difference between the two will be what the people doing the raiding want to accomplish and whether or not it's possible to make them back off. The nomads want our stuff, the people who attack us in the lowlands will want us dead.
The nomads want our stuff and want us to get off their land. The people who attack us in the lowlands will want the following: ST - us to leave the lowlands; WC - us to leave the lowlands or help them settle it or pay them some money to shut up and go away; DP - us to submit and give them tribute.

Ah, right, because the nomads totally will not notice as ancestral grazing lands suddenly have a bunch of people digging holes and planting saplings. That's not worrying at all, despite the fact that literally all of the north has an area where a tribe is residing.

Just because the people who want to have the lowlands are weak right now doesn't mean anything. They'll recover and then get right back to fighting as usual. The lowlands are a resource sink that will require us to constantly throw warriors lives into it.
Overly optimistic.

The nomads don't just "steal stuff" they steal people, too. And again, it's their land. Last time the opposing force went away because the leader died and because they were people from a different area who literally were just coming to raid us for glory and $. This time we're going to be expanding into their area, not diplo-annexing. Which means we can expect a sustained and increasingly united opposition. The power of human memory is such that people will hate others because we've been told that they planted trees and stole our ancestors' land, even if all we've ever known is that the trees are there.

Plus I feel like I should point out one big thing. Just because we avoid expanding into the north doesn't mean that the northern raids will cease.
I feel like I should point out one big thing. Just because we avoid expanding into the lowlands doesn't mean that the Dead Priest raids will cease.
 
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Obviously the update will influence this decision, but I'm tentatively thinking either
[Main] Fishing x2
[Secondary] New Settlement- Blue stone
or
[Main] Fishing x2
[Secondary] More Blackbirds

Depending on how the lowlands are going: blackbirds if the lowlands are getting worse (likely migrant wave) and blue stone if things are holding firm. Doing a Fishing action only gives a chance of getting the improved boats, we might as well double-main it (and probably max out our fishing expansion options) to get the most out of our new settlement. This'll also boost our economy enough that we could basically start another megaproject in terms of food stored.

Anyways, whatever, the opportunity was lost.
IMO the opportunity was lost when we started the Canal instead of going down to fight with the Nomads. That's when we had the best chance of killing the DPs and it probably would've helped our diplomacy by acting a little bit as a regulating influence on the nomads (and showing that we weren't just siccing them on the lowlands and running away)
 
IMO the opportunity was lost when we started the Canal instead of going down to fight with the Nomads. That's when we had the best chance of killing the DPs
AN stated that the damage we would have been able to do had only a very small chance of being decisive. It would have been better to start creating new settlements, but it was worried that doing so would piss the WC and ST off too much. Of course, people are still worried about that, so we probably should have done it anyways back then.
 
IMO the opportunity was lost when we started the Canal instead of going down to fight with the Nomads.
If we'd wanted to go after the DPs seriously, the chance was lost the moment it became clear that they were too far away for raiding to be effective and we still weren't willing to commit to the logistics to do it properly rather than simply mashing the "fight" button. That was well before we started the canal.
 
Understanding the scourge
Bynwyn was not exactly the sort who would consider himself to be in the running for High Chief of all things, but since his promotion to Spirit Chief he had found himself drawn into the politicking over the position; sometimes the unexpected candidate got made heir as a way to block the influence of a different faction via compromise rather than pushing into deadlock between competing candidates. Sometimes you got a dumb ass, but there were still stories of how that could bite the chiefs trying for someone particularly malleable, so competence was somewhat more promoted. Of course, Bynwyn strongly doubted his personal competence in the areas that made a good chief, but he had something of an upswell of popularity from his recent discovery, hence being catapulted into the position of Spirit Chief at the urging of the current High Chief.

Although he couldn't help but feel a slight twinge of smug towards his parents at that. While he felt that he probably was chosen by the spirits to become a shaman, there was a major issue in the way his family had decided that his interest in other boys, particularly the warrior candidates training, was disharmonious. He had been too young to really understand what the problem was, and now that he was older he also had to roll his eyes at their hypocrisy. Everyone knew that there were things that happened out in the fields and forests that were simply not talked about despite the fact that theoretically by the strict reading his parents had applied, one should go to the shamans for training due to the obvious imbalance in spiritual energies such activities implied. Ugh, hypocrites.

Fortunately, unlike some of the others who had been sent off to the shamans for relatively spurious reasons, Bynwyn had in fact enjoyed their training and doctrines and had taken to the study of spirits quite well. He was actually somewhat lucky, in that while most of the shamans preferred to memorize important tales or perform rituals to help others with their spiritual issues, he preferred to go out into the fields and forests and quietly watch how the spirits worked their magic in the world, to see the connections between birds and insects and trees and animals, all woven together like a spider's web. He found it fascinating, but up until a few years ago he had limited capacity to actually do anything with his interests. And then the High Chief had come to the shamans with reports that cows were somehow related to resistance to the scourging disease, and while he wanted the information kept to the shamans because he was afraid of what might happen if people without understanding of spirits and demons tried to apply it, he also wanted it investigated. Given that Bynwyn was among those most suited to this sort of esoteric work, the job had primarily ended up in his lap to figure out.

It had taken him decades but he had managed to piece together an idea of how the demons worked. It had taken what amounted to the spirits basically dropping a piece directly in his lap when a young woman had come to him with another complaint - turned out she was pregnant despite her protestations of the impossible, like he hadn't heard that before - but he had noticed the mark of the scourging disease on her hand, only she claimed that wasn't it, it was just a minor thing that happened that wasn't related to that disease. It had first appeared a few days ago and hadn't spread, so it couldn't be that dread plague. Bynwyn had pressed further, leaning on his ability to intimidate with political and spiritual punishment before he had finally managed to get it out that the reason she got it on her hand was because she had been handling the udder of a cow with similar marks, with her bare hand. It turned out her family was recently from a nomadic clan, and they still hadn't absorbed the full extent of the People's rules on cleanliness and purification. While he had lightly admonished her for her actions, he had made sure that she would receive extra rations of food and luxuries during the duration of her pregnancy, above and beyond the standard food ration increases. It was a valuable piece of information.

From there, it had taken years of careful study, observation, and arguing with the other shamans before he had been able to advance his conclusion. It was already known that as there were different kinds of birds, beasts, and plants, there had to be some sort of difference among the demons of disease. What exactly those differences were hard to tell and a source of vigorous argument, but Bynwyn was now leaning towards the idea that there were only a few kinds of demons, perhaps just one kind, but differences in disease were caused by variations in the spells they used. After his observations, he was now fairly certain he understood the workings of the scourging disease at least. An outbreak started when a demon cast a curse upon a person, the magic entering their body and consuming them from within to fuel its continued existence - the fact that the worst diseases were associated with fever was a clear sign of the magic literally burning them for fuel - and worse than that the curse was contagious. It ate people to spread its malevolence.

However, it was known that for the most part the worst disease also could not affect a person more than once. If a person was sufficiently strong of spirit and body the demons could not strike them again, more proof for the idea that it was a transmissible curse rather than repeated direct attack by demons. But with the observations Bynwyn had brought together, he now had the best understanding of how the curse worked of anyone in the People. Because the demons responsible for the disease could also lay their curse on cattle, but it was minor against the beasts. It couldn't consume their spirits and only caused minor, easily healed damage to their bodies. However, it was still transmissible to humans if they came into contact with the sores the disease caused, but the strength of the cow had already diminished it, so when it affected a person it was much, much less potent and dangerous. While he wasn't sure if protection would stick to a person the way fighting off the human strength curse would, he had come to the conclusion that applying the cow weakened version of the curse to a person would at least protect them from the human version for a time. At the very least, the curse/demon seemed to get temporarily warded against during an actual outbreak.

And he had proven it in the most spectacular way possible when the camps working on the canal suffered an outbreak of the scourging disease. Donning a mask of Crow in his Aspect of the Devourer, Bynwyn had plunged into the affected region with a herd of milk cows behind him. Those who had touched the sores of affected cows and developed their own minor sores were saved, but unfortunately he had run out of actively affected cows before everyone could be protected, so there was still a problem of sufficient coverage, as the sores had to be present to pass along the weakened curse. Still, he had been lauded by the People for his actions, and thus been shoved into a new, high position for his efforts.

Although as he sat in on council meetings and listened to the discussions, he discovered that there was likely another reason or two why he had been selected. He came from relatively modest means, and the chiefs had been struggling with the fact that many of the People had come to view them as out of touch and unresponsive. The High Chief didn't speak with the People, he spoke with Chiefs who spoke with sub-chiefs who might speak with the average person when they weren't speaking with elders and clan heads. While the Aspect of Crow the Devourer was terrifying, it was also the mask that walked among the common person and fought against disease and brought comfort to those in mourning. It was also the aspect that associated the most with the half-exiles, and while some shamans wearing the mask could be cruel to the corpse handlers, Bynwyn had made sure that the half-exiles working under him had received the warding first - while a desire not to see them dead was a big part, it might have been overshadowed by wanting them warded so he wouldn't have to look for new people to help haul the plague dead and to reduce the chance they could spread the curse by getting sick themselves - which had earned him major appreciation from the people he had worked with. Thus it was that Bynwyn's promotion and even potential consideration to become the next heir to the position of High Chief was in part to soothe the ruffled feathers of the People who felt ignored by the High Chief.

Of course, now that he was on the council, Bynwyn was also hearing more about the wider world that he had never thought he would encounter in such detail before. The completion of the canal was something everyone knew about and took collective pride in, in the fact that they had essentially created a navigable river by hand. While they had inevitably diverted water away from other locations - the final part of the project was diverting a number of streams to reliably fill it - the canal also watered areas that only tended to get seasonal rains, massively expanding the amount of land that could be watered as step farms or orchards, while also providing better transport of bulk goods. You could fill boats with flour and leisurely take them between Valleyhome and Redshore, and the most difficult part was the relatively short wagon trip between Valleyhome and the upper part of the canal, which only took a few days across well groomed trails.

Megaproject Completed!
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 Art and Mysticism.

Meanwhile, the expansion to Newnet so that more fishing grounds could be brought under management had also brought new innovation and new problems. With trails out in that direction not yet cut, the simplest way to get materials to the new settlers had involved loading up canoes. At some point someone had decided to make good use of all the wood lying around and some of the principles of cart construction and had lashed together an even larger canoe than usual. More than that, they had worked out a way to catch the wind with a large sheet, and while still awkward, these new boats could go further and faster and carry more materials. They were of course also ludicrously expensive, but they expanded the capacity of the fishers incredibly, and the longer journeys people had gone on had brought them into contact with other fishing villages to the north and west of Redcoast and Newnet, little groups who were vaguely known about but mostly knew the rough terrain to the south-east as 'that place where people disappeared whenever there was a drought'.

While suspicious, it had at least been cleared up that the People were just bringing the hungry into their community and not killing them in any of the gruesome ways people had dreamed up over the generations.

Unfortunately, these fishing villages were past the hills that formed the protective bulwark against the nomads to the north, and thus suffered under endemic raids, that suddenly got significantly worse once the People started trading with them, followed by their northern settlements seeing a major uptick in attacks. It seemed that the stories of the wealth of the People hidden away deep in their valleys and demonstrated by their trade caravans had been made apparent to the greedier nomad tribes, who had decided to steal from trading partners and begin attempts to crack the shell of northern settlements and defenses. Thus far they had not got far, but just dealing with them would tie up large numbers of warriors, and they might need to be taught a lesson in order to back off.

Northern Nomad tribes have begun attacking. A minimum of a [Secondary] strength War Mission - Northern Nomads will be assigned just to defense (this is actually what happened the last time the nomads attacked, you weren't compelled to fight them because of Eye for an Eye, but because you were defending yourselves and that tied up considerable attention and resources).

While there were a number of ideas to deal with this, from the standard sorts of responses, there was a rather peculiar idea that had been floated - literally floated. The new boat had the room and speed that it could somewhat feasibly carry a horse or two along the coasts faster than walking the animals across the broken terrain of the hills, although there was some suggestion that loading the boats up with carts and walking the horses might be faster in the end. Anyway, the idea was to use the boats to mass cart warriors past the hills among the fishing villages, where they could strike out from an unexpected direction. The nomads had some idea of where retaliations from the People would have to come from due to the terrain of the hills, but by attacking from the coast the People could potentially strike civilian camps positioned to be out of the People's normal retaliation range while the warriors were out raiding. It was something of a crazy idea - the cost of producing enough boats to make it even remotely viable was enormous - and the risks to the warriors sent up the coast was great, but it had the potential to be the sort of unexpected attack that could force the nomads to back off - or at least wipe out enough tribes that others moved in to fill their place who had little interest in attacking the People and those that traded with them.

There was thus a lot to discuss and decide upon.

For the new ritual against the scourging disease...
[] Transmit the knowledge of the cow warding far and wide (Increases Diplomacy, wildcard bonus, unknowable longterm effects)
[] Introduce the idea of cow warding to the shamans for use amongst the People (Reduces effects of disease, unknowable longterm effects)
[] The ritual is incomplete, more study is required before it can be safely used on a widescale (Temporarily unlocks Scourge Warding megaproject)

Initial response to nomad attacks...
[] Hole up in the hills where the People are at maximum advantage
[] Aggressively strike out to attempt to drive them back
[] Build more boats and attempt a flank attack (Costs Econ to build new boats, which you will keep no matter the result)

New heir selection
[] Bynwyn (Poor Martial, Mediocre Admin and Diplomacy, Heroic Mysticism, accelerates Scourge Warding megaproject while alive, chance for bonus Stability)
[] Standard Leader (No modifiers)
[] War Leader (Poor Mysticism, Mediocre Admin, Average Diplomacy, Exceptional Martial)
 
If we'd wanted to go after the DPs seriously, the chance was lost the moment it became clear that they were too far away for raiding to be effective and we still weren't willing to commit to the logistics to do it properly rather than simply mashing the "fight" button. That was well before we started the canal.

We really shouldn't bother going after them conventionally, IMO. We can likely out industry and tech them, especially if we get our trading up and running again.
 
no.
[x] Transmit the knowledge of the cow warding far and wide (Increases Diplomacy, wildcard bonus, unknowable longterm effects)

[x] Build more boats and attempt a flank attack (Costs Econ to build new boats, which you will keep no matter the result)

[x] Standard Leader (No modifiers)
 
[X] The ritual is incomplete, more study is required before it can be safely used on a widescale (Temporarily unlocks Scourge Warding megaproject)

[X] Build more boats and attempt a flank attack (Costs Econ to build new boats, which you will keep no matter the result)

[X] Bynwyn (Poor Martial, Mediocre Admin and Diplomacy, Heroic Mysticism, accelerates Scourge Warding megaproject while alive, chance for bonus Stability)
 
We really shouldn't bother going after them conventionally, IMO.
Personally, I'm pretty sure trying to occupy the lowlands would end up costing us in the same area of actions and economy as ~3 or 4 megaprojects. And as has just been pointed out by the most recent turn, we can expand to the north with much less difficulty. So I'd rather spend the resources on things other than trying to claim the lowlands.

[] The ritual is incomplete, more study is required before it can be safely used on a widescale (Temporarily unlocks Scourge Warding megaproject)
And this? I want this. Looks very nice.
 
[X] The ritual is incomplete, more study is required before it can be safely used on a widescale (Temporarily unlocks Scourge Warding megaproject)
[X] Hole up in the hills where the People are at a maximum advantage.
[X] Bynwyn (Poor Martial, Mediocre Admin and Diplomacy, Heroic Mysticism, accelerates Scourge Warding megaproject while alive, chance for bonus Stability)

[X] Build more boats and attempt a flank attack (Costs Econ to build new boats, which you will keep no matter the result)
Bynwyn + Scourge Warding megaproject so we get another, cool megaproject that will help us be more resistant to diseases and have a better knowledge of them.

If we're going to start expanding in the north we should do a flank attack. There's a risk because Bynwyn has shitty martial and admin, but it's unexpected enough to probably work anyways. On second thought, I think that since Bynwyn has shitty martial and admin we should Hole Up while we work on the Scourging Ward megaproject. This saves the surprise value of the flank attack for later.
 
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[X] The ritual is incomplete, more study is required before it can be safely used on a widescale (Temporarily unlocks Scourge Warding megaproject)

[X] Build more boats and attempt a flank attack (Costs Econ to build new boats, which you will keep no matter the result)

[X] Bynwyn (Poor Martial, Mediocre Admin and Diplomacy, Heroic Mysticism, accelerates Scourge Warding megaproject while alive, chance for bonus Stability)

This was actually a fairly nice turn overall. Boats, vaccines and a completed canal? Nice.
 
Holy fuck yes! Immunity theory! Early vaccination against plague! BOATS! New smaller settlements along the shore! PRIDE IN THE WORK!
This was a beautiful turn.
 
And of course we get what looks like a new and awesome hero unit right after I have a several post long tantrum about how modern society would never allow the heroes of the past to prosper. Well, at least Academia Nut knows how to make Omegahuggers look stupid. C:

While the Aspect of Crow the Devourer was terrifying, it was also the mask that walked among the common person and fought against disease and brought comfort to those in mourning.


[X] The ritual is incomplete, more study is required before it can be safely used on a widescale (Temporarily unlocks Scourge Warding megaproject)
I can't not do this. This is way too delicious a project for me to let go. A 9 compared to the Blight's 10.

[X] Hole up in the hills where the People are at maximum advantage
While the boats is definitely the best option, I am not sure we can afford both it and the Scourge Ward. I just hope Bynwyn's poor Martial won't make it fail.

[X] Bynwyn (Poor Martial, Mediocre Admin and Diplomacy, Heroic Mysticism, accelerates Scourge Warding megaproject while alive, chance for bonus Stability)
Everyone who wants the Megaproject wants this guy.
 
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