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?
Three turns is about the best you can ever hope for.



Not much extra for now, but better tools should help.



Not necessarily.



Mediocre is better than Poor.
It's not speculating. Atleast take the time to look next time.
 
So, a list of actions that cost nothing! What is here has actually surprised me in at least 2 ways.
  • Black Soil, M
  • Expand Economy
  • New Settlement, S
  • New Settlement, M
  • Sailing Mission, S
  • Study Forest, S
  • Study Health, S
  • Survey Lands, S
  • War Mission (likely only used for defensive measures at this point)
Yes, new settlements don't cost econ, even as a temporary dip! They don't even say they reduce centralization. I assume that this is so our centralization isn't instantly toileted due to our provinces making them. I use this to somewhat support the change.

AN: If the numbers seem different from things I have said or implied in the past, that is simply due to changing circumstances...

That said, @Academia Nut , is this assumption correct?

Also, all the research shall belong to us.
 
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[X] [Secondary] Expand Holy Sites
[X] [Secondary] New Trails

Because I want to buff Mysticism and Centralisation. Bit expensive econ-wise, but we seem to have a bit more leeway in regards to food/economy (because of our techs?) than anything else.
 
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?
Keeping in mind how the Nomads work, the longer the Thunder Horse stays on top, the less likely that we get raided.
Nomad authority derives from Legitimacy(lose ability to hold on to control next turn if lost or lowered), and Prestige, which derives from successful raids and from personal bling(Wendikos raised his prestige by using Copper bling on his cart, Gold jewellery, and runed axes).

Trade with them would boost the prestige of those who benefit from our Dyes, and possibly metal-trade, so they are less likely to lose power to a more aggressive bloc, and more likely to still be friendly with us if they gain power again later.
 
[X] [Secondary] New Trails
[X] [Secondary] Trade Mission - Highlands Kingdom

It appears that the Western Confederacy has settled the chokepoint from the lowlands into our valley, as a result of our lack of claiming it. This is especially concerning due to the Death Priests success at absorbing Western Confederacy settlements recently. If the Death Priests decide to attack us they can deploy much of their military directly into our core territory based in a settlement quite close to us. (possibly two turns from now)
 
It's not speculating. Atleast take the time to look next time.
Actually, my reading of that is him actually saying NO, because the three turns we have is the best we can hope for. See, Andres was asking for the possibily of it happening, not for how long, and since three turns was the max we'd avoid raiding...
 
So, a list of actions that cost nothing! What is here has actually surprised me in at least 2 ways.
  • Black Soil, M
  • Expand Economy
  • New Settlement, S
  • New Settlement, M
  • Sailing Mission, S
  • Study Forest, S
  • Study Health, S
  • Survey Lands, S
  • War Mission (likely only used for defensive measures at this point)
Yes, new settlements don't cost econ, even as a temporary dip! They don't even say they reduce centralization. I assume that this is so our centralization isn't instantly toileted due to our settlements making them. I use this to somewhat support the change.



That said, @Academia Nut , is this assumption correct?

Also, all the research shall belong to us.

It sounds like since new settlements are no longer under the King's administration, it hurts the Centralization of the Governors instead of the King's
[X] [Secondary] Expand Holy Sites
[X] [Secondary] New Trails

Because I want to buff Mysticism and Centralisation. Bit expensive econ-wise, but we seem to have a bit more leeway in regards to food/economy (because of our techs?) than anything else.
We...don't? We have a bit more leeway in Economy because we invested a lot of work keeping it positive.
And what are the chances of that happening in the next turn?
Unless we manage to spend Economy this turn, we'd have enough Economy to fund Main Warrior's cost of -2, I'm personally backing the Main Warrior next turn.
 
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@Academia Nut would any new settlements done by the chiefs instead of us come with at least a nominal trail, so that it doesn't tank centralization? With the New trails option being building and improving trails that carts can travel, which will boost centralization?

And what are the chances of that happening in the next turn?
Fairly good actually, I'd be pushing for that hard as the first action we main once the megaproject is done.
 
I think we should really consider:

[] Trade Mission - Lowland Minors

This is the ambitious move to absorb independent groups in the lowlands. The update leads me to believe that there's a vacuum for a better state:
Simply put, the Dead Priests were offering a better deal than the Highland Kingdom, since even if you had to send sacrifices to feed the monstrous appetites of their spirits and got caught up in their conflicts, but bending knee to them was still preferable for most to the anarchy of the lowlands - even if half the anarchy was fueled by the Dead Priests.

Of course, this will pull us into the war at least a bit, but with our new governance structure we can pursue it at least semi-autonomously, and it creates a buffer we control between our primary settlements and the DP.
 
I think we should really consider:

[] Trade Mission - Lowland Minors

This is the ambitious move to absorb independent groups in the lowlands. The update leads me to believe that there's a vacuum for a better state:


Of course, this will pull us into the war at least a bit, but with our new governance structure we can pursue it at least semi-autonomously, and it creates a buffer we control between our primary settlements and the DP.
Interesting idea, but we don't nearly have the military to do that and protect our new acquisitions at the same time, or the Econ to wall them up at the very least.
 
Actually, my reading of that is him actually saying NO, because the three turns we have is the best we can hope for. See, Andres was asking for the possibily of it happening, not for how long, and since three turns was the max we'd avoid raiding...
We don't have 3 turns of peace. The deal with TH was 1-2 turns of peace. The question that was asked was whether we could extend the peace by sending a trade route, and AN said 3 turns is the best we can hope for...that isn't him saying no.

You're the one who's speculating...it just makes it even more annoying when you put other's ideas down by saying they're the ones who're speculating and that you hate it.
 
I think we should really consider:

[] Trade Mission - Lowland Minors

This is the ambitious move to absorb independent groups in the lowlands. The update leads me to believe that there's a vacuum for a better state:


Of course, this will pull us into the war at least a bit, but with our new governance structure we can pursue it at least semi-autonomously, and it creates a buffer we control between our primary settlements and the DP.
We won't have the stability to deal with a LoO trigger from taking them in though, unless AN says they won't.

@Academia Nut What would the pros and cons of sending a trade mission to the Lowland Minors be?
 
We don't have 3 turns of peace. The deal with TH was 1-2 turns of peace. The question that was asked was whether we could extend the peace by sending a trade route, and AN said 3 turns is the best we can hope for...that isn't him saying no.

You're the one who's speculating...it just makes it even more annoying when you put other's ideas down by saying they're the ones who're speculating and that you hate it.
Oh, I misremembered, I thought it was 3 turns. Then perhaps this does have a chance of working, and I wouldn't be sad to see it win
 
Yeah, it looks like we're getting to point where developement will be too complicated for me for a For Fun Quest, so from now on I think I'm just gonna throw in some snarky comments and/or observations. Or it could just be that I'm tired and not fully grasping the new system. I do feel Centralization needs to go up though.

Point of clarification: nothing really changed, you just get to see the numbers behind the hood now.

would any new settlements done by the chiefs instead of us come with at least a nominal trail, so that it doesn't tank centralization? With the New trails option being building and improving trails that carts can travel, which will boost centralization?

New settlements aren't going to impact centralization anymore, however there will eventually be the 'New Province' button that emerges and that will.

What would the pros and cons of sending a trade mission to the Lowland Minors be?

Cons: May be eaten by Dead Priests before you can do anything
Pros: If you act fast Diplo-Annexation is possible (which may be a con for some people)
 
Point of clarification: nothing really changed, you just get to see the numbers behind the hood now.



New settlements aren't going to impact centralization anymore, however there will eventually be the 'New Province' button that emerges and that will.



Cons: May be eaten by Dead Priests before you can do anything
Pros: If you act fast Diplo-Annexation is possible (which may be a con for some people)
I'm guessing 'New Province' would have a much greater econ impact than a settlement, at the cost of adding another governor?
 
Oh, I misremembered, I thought it was 3 turns. Then perhaps this does have a chance of working, and I wouldn't be sad to see it win
Please vote for a trade mission with the thunder horse tribe. If we do this it will increase their legitimacy, which will in turn make it easier for them to hold sway. It will also make them friendly with us because attacking your trade partners would be dishonorable and they're making gains off of this, so they'd just attack other people for the glory.

This is the last turn of the guaranteed peace, a trade mission even next turn will be dangerous and potentially much less likely to work. It's our one opportunity for a long time to start turning the nomads away and instead use them to gain information about the wider world. Remember, they're the ones that told us where the metal workers are, and seem to know someone with advanced woodworking. What else do they know?
 
Please vote for a trade mission with the thunder horse tribe. If we do this it will increase their legitimacy, which will in turn make it easier for them to hold sway. It will also make them friendly with us because attacking your trade partners would be dishonorable and they're making gains off of this, so they'd just attack other people for the glory.

This is the last turn of the guaranteed peace, a trade mission even next turn will be dangerous and potentially much less likely to work. It's our one opportunity for a long time to start turning the nomads away and instead use them to gain information about the wider world. Remember, they're the ones that told us where the metal workers are, and seem to know someone with advanced woodworking. What else do they know?
Problem is I don't think we can fit any centralization option in next turn, what with needing to expand warriors as a main to get that sweet sweet innovation roll.
 
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