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Vote Tally : Paths of Civilization | Page 589 | Sufficient Velocity
##### NetTally 1.7.4
Task: Secondary
[X] [Secondary] Trade Mission - Highlands Kingdom
No. of Votes: 17
[X] [Secondary] New Trails
No. of Votes: 11
[X] [Secondary] Trade Mission - Thunder Horses
No. of Votes: 10
[X] [Secondary] Expand Holy Sites
No. of Votes: 4
[X] [Secondary] Expand Warriors
No. of Votes: 2
[X] [Secondary] Enforce Authority
No. of Votes: 2
[X] [Secondary] New Settlement - Blue stone quarry
No. of Votes: 2
[X] [Secondary] Restoration of Harmony
No. of Votes: 1
[X] [Secondary] Trade Mission - Metal Miners
No. of Votes: 1
[X] [Secondary] Art Patronage
No. of Votes: 1
[X] [Secondary] Expand Economy
No. of Votes: 1
[X] [Secondary] Restoration of Harmony x2
No. of Votes: 1
Total No. of Voters: 27
 
[X] [Secondary] New Trails
[X] [Secondary] Trade Mission - Highlands Kingdom

Just to clear up a bit of the ambiguity(plus I flop harder than the Cleveland Browns with their draft picks!)
 
Mainly because trade mission don't guarantee the Nomads will stop raiding any longer than they have to. Nomads are kinda funny like that :p
Yeah, AN said there was no guarantee, but we have a diplo hero....it's a solid chance of extending the peace.

Not sure why people want trails though, besides everyone panicking about centralization. The trails won't solve the corruption.
 
Guys! Our truce with the nomads ends this turn. If we can get a few more turns while our diplomacy is above 6, then we will start sending automatic trade missions towards them. If we build up trade relations with them they'll consider it very unprofitable to raid us. An investment in a trade mission now will give us a chance to not have to devote secondary actions from now on. It will also make it much more likely we will end up at diplomacy 8 if we do two trade missions (they give us between 0 and 1 diplo gain), allowing us to have the buffer to much more reliably start a positive diplo feedback loop.

Mainly because trade mission don't guarantee the Nomads will stop raiding any longer than they have to. Nomads are kinda funny like that :p
Except we have a heroic diplomat leader and they are far more likely to attack us if we don't build relations. Centralization isn't at a critical level now, honestly. The only thing that will lower it is if we build a new settlement without new trails.

Really, do we want to risk having to devote an action next turn and beyond to war missions?
 
Oversaturating via Double Main is probably something done carefully, then. Basically trade off overall efficiency for pressing a button until it snaps off and something comes out of the hole, allowing for a crisis to trigger innovation

Hmm, Double Main might be best reserved for having positive Stability. I can see a few possible consequences of the largest military recruitment ever held in generations triggering social unrest(as with anything really, aside from possible Double Main Expand Forest or Expand Economy).

Which, honestly would be worth it, all things considered. We might seriously consider just mashing the econ button hard next turn so we can do that.
On the other hand we lack amount of military tech in addition to advanced military tech, so we may main expand warriors next turn and then hit the econ button after that to double main it latter. Either way, I want at least one turn of double main expand warriors, it may give us chariot archers or much more disciplined fighting.
Maybe. Expand Economy is probably the action our governors would take the most often on their own, because it costs nothing and they can do it four times.
Keep in mind that most Kings we have will be "standard", so Average stats across the board. Twythulmyn is the closest we'll get to having your "Administrator+Diplomat" king, as he has Average Administration but Heroic Diplomacy. For a non-hero, the best you can expect is Average/Exceptional, and that's assuming the High Chiefs - who are known to be corrupt - don't slide back into voting for incompetents to stay in power.
I think since the Major Shamans match the vote of Major Chiefs AND the Chiefs of Departments match their votes as well, they'd find it hard to actively put an incompetent into power without low Stability/Legitimacy.
Until then, we can only grind away at the problem incrementally whenever we have an Exceptional or even Good leader that has both.
Or maybe we'd roll a Shaman candidate who's also good at Administration.
Ending corruption is not simple.

Oh right, we know what the Chariot and Axe does now!
@Academia Nut
Is it that the Nomads are capped at Stability -2 unless they have a Hero active?
That would mechanically produce the observed results:
-Hero spawns, raising their cap to 0 and allowing them to unify into a horde.
-Hero does, Stability crashes and they scatter the moment any stability loss events hit.
-Having 2 Legitimacy items bring their Stability cap to 0 without a Hero, allowing them to maintain a society.
 
Maybe. Expand Economy is probably the action our governors would take the most often on their own, because it costs nothing and they can do it four times.
Oh, hey. I didn't notice that was how what the chiefs would select could be read. So what are other actions that literally don't cost anything?
*Starts looking.*
 
Oh, hey. I didn't notice that was how what the chiefs would select could be read. So what are other actions that literally don't cost anything?
*Starts looking.*
Just noting that we might not get any Chief action this turn, because it sounds like Megaprojects tie up ALL chief actions(but in exchange they finish faster as long as the chiefs cooperate)
*cries joyfully* someone finally pointed it out.
Noticed a couple of days ago. Free ratings!
 
Just noting that we might not get any Chief action this turn, because it sounds like Megaprojects tie up ALL chief actions(but in exchange they finish faster as long as the chiefs cooperate)

Noticed a couple of days ago. Free ratings!
At least in regards to you, most of the time I like 80% of what you said but found one thing stupid.
 
Just noting that we might not get any Chief action this turn, because it sounds like Megaprojects tie up ALL chief actions(but in exchange they finish faster as long as the chiefs cooperate)
Noted, do you think they get main actions or just secondary? Also, I'm laughing my ass off at what this will likely lead to as I remember something.
 
Noted, do you think they get main actions or just secondary? Also, I'm laughing my ass off at what this will likely lead to as I remember something.
Well, a couple of things:
Each Governor has the responsibilities of our original High Chiefs.
Our current Secondaries are now equivalent to our former Mains.

So what I'm thinking is:
-Our Governors have two Secondary actions on their own.
-However, they are required to donate one Secondary action each to us, which make up our Main and Secondary actions on normal turns.
-Which leaves them with one Secondary action each, unless we're doing a megaproject, then they'd be occupied with support work due to it's scale.

So logically speaking, they'd take one Secondary action to further their interests, and cannot create major walls without state support until we break through to the next tier.
 
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Guys! Our truce with the nomads ends this turn. If we can get a few more turns while our diplomacy is above 6, then we will start sending automatic trade missions towards them. If we build up trade relations with them they'll consider it very unprofitable to raid us. An investment in a trade mission now will give us a chance to not have to devote secondary actions from now on. It will also make it much more likely we will end up at diplomacy 8 if we do two trade missions (they give us between 0 and 1 diplo gain), allowing us to have the buffer to much more reliably start a positive diplo feedback loop.


Except we have a heroic diplomat leader and they are far more likely to attack us if we don't build relations. Centralization isn't at a critical level now, honestly. The only thing that will lower it is if we build a new settlement without new trails.

Really, do we want to risk having to devote an action next turn and beyond to war missions?
Dude, diplomancing ONE group of nomads will not guarantee ALL nomads stop raiding us.
 
Dude, diplomancing ONE group of nomads will not guarantee ALL nomads stop raiding us.
We don't know what the biases are, but considering the range is 0-3 turns and we have two different things reducing critical fail likelihood (heroic Diplo hero, anti-failure honor code) it seems very likely that we will get at least one more action out of this; and even if not, we will get some more influence in the tribes or they'll introduce us to someone else that they're trading with.

So long as that group remains relatively powerful and allied, they can make it so that any group trying to harass us gets hit back much harder.
 
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[X] [Secondary] Trade Mission - Thunder Horses
[X] [Secondary] Trade Mission - Highlands Kingdom

Didn't think it needed but here it is anyway.
 
Dude, diplomancing ONE group of nomads will not guarantee ALL nomads stop raiding us.
IIRC the newly joined Thunder Horses make up a large part of the nomads. I say joined because their chief just got back the star axe, which boosted his legitimacy.

If we diplomance them, it'll continue the peace we've got...and considering we haven't gotten raided by an unaffiliated nomads group, it's pretty safe to say we'll be safe.
 
IIRC the newly joined Thunder Horses make up a large part of the nomads. I say joined because their chief just got back the star axe, which boosted his legitimacy.

If we diplomance them, it'll continue the peace we've got...and considering we haven't gotten raided by an unaffiliated nomads group, it's pretty safe to say we'll be safe.
You're still just speculating here. I hate actions based on speculation.

@Academia Nut if we Diplomance the nomads, would there be ANY chance of forestalling them attacking us for a bit longer?
 
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