What other bow techs are left after composite? Crossbows and the fancy ones with pulleys?
 
[X] Send a trade mission to congratulate the Thunder Horse (-1 Diplo, +1-2 Diplo next turn)
[X] Send additional resources to assist (-1 Centralization, allows Northshore to spend Econ on defensive measures while being attacked)
[X] Actively encourage the abandonment of the Dead Priest leaders by their people (-2 Stability, -1 Diplomacy, +4-5 Econ, chance to collapse the Dead Priests)
 
[X] Reinforce Northshore
[X] Send additional resources to assist (-1 Centralization, allows Northshore to spend Econ on defensive measures while being attacked)
[X] The People always welcome the needy (-1 Stability, +2 Econ)
 
Whoops the one main expand warriors with main chariots as well then? Is that possible?
Yes

[Main] Expand Warriors
[Secondary] Build Chariots
[Secondary] Build Chariots x2

:)

Edit: Changing vote

[X] Reinforce Northshore
[X] Send additional resources to assist (-1 Centralization, allows Northshore to spend Econ on defensive measures while being attacked)
[X] The People always welcome the needy (-1 Stability, +2 Econ)
 
So, how good is our military now? Are we able to contend with people in the lowland? How difficult it would be for the Thunder Horse or the Highlander to contend with us in our home?
 
Maybe we shouldn't destabilize the dead priests just yet it keeps the other two kingdoms destracted and does not get us back to stab -1

[X] Reinforce Northshore
[X] Allow a free hand to deal with invaders (-1 Centralization, automatic actions to deal with invaders will be spent by subordinates instead of the king)
[X] The People always welcome the needy (-1 Stability, +2 Econ)
 
[X] Reinforce Northshore
[X] The king will deal with the problems as they come (No change)
[X] The People always welcome the needy (-1 Stability, +2 Econ)
I'd really like to make the DPs eat shit butI'm nervous about stability, even though we have a Button for it now
 
I'd point out that this:
[] Send additional resources to assist (-1 Centralization, allows Northshore to spend Econ on defensive measures while being attacked)

Enables emergency military spending by the Provinces only when under attack. They cannot build their armies and walls without being hit first.
It means that we can take defensive war missions without worrying about growing the military enough to handle it.

While this:
[] Allow a free hand to deal with invaders (-1 Centralization, automatic actions to deal with invaders will be spent by subordinates instead of the king)

Enables free rein for any and all justifiable defense measures to be taken by provinces.

Very big differences.

Kill them off already so they won't distract us even further.
Please don't jinx it. Every single time we said that about the Dead Priests being doomed they came back stronger than ever.
No it explicity says we developed new bows in the update, so we have not had them

We need to, or else we lose that juicy baby boom bonus
We can't if we drop Stability to -1 again. New settlement would make it harder to root out the problems.
The province can spend our economy until it reaches six, so don't be too happy.
Not such a bad thing:
-Art Patronage - Econ loss, Art gain. Produces resources needed for Proclaim Glory
-Black Soil - Econ neutral. Makes it easier to settle new lands
-Build Chariots - Econ loss, Martial gain. Only benefits Stonepen and Northcoast much anyways.
-Build Wall - Econ loss. Defensibility. Sure, it makes Enforcing Authority harder, but deterring raids is valuable as hell.
-Establish Annual Festival - It does use up festival slots over time, but we spend Stability fast enough that it's never a bad idea to get it done for free.
-Expand Forest - Econ neutral. Defensive terrain expansion
-Expand Holy Sites - Econ loss. Generates Mysticism we spend crazy fast anyway.
-Expand Snail Cultivation - Econ loss. Generates diplomacy. The poor snails hadn't really gotten anything done for them in a hundred years.
-Expand Warriors - Econ loss, Martial gain. Benefits in defensibility when threatened.
-Grand Sacrifice - Econ loss, Stability gain. We always can use more Stability.
-More Boats - Econ loss, Diplomacy gain. Advances shipping.
-New Trails - Econ loss, Centralization gain. Hey, if they want to get it for us, cool.

Overall? The provinces spending economy isn't a problem. It helps with a lot of the queued actions really.


We could just double-main warriors. Costs 4 econ (easily afforded), and kicks our martial up so high it might turn the nomads off to passive raiding in our direction, big stick and all that~
That is a little bit tempting, but we honestly could afford it right now, and it should remove Martial being too low as a problem for a decent while.

Probably deters the raiders too.
Tempting, but I'm currently eying the Eastern Hills because there's no better opportunity to make a grab then now.

@Academia Nut How might we introduce programs to make our people literally stronger? We should have the best immune systems by far with our very, very vitamin rich diets (and probably lots of brainpower), but our people are only middling in stature, yes? While everyone else goes for extremes, very tall and powerful warriors, underdeveloped serfs?
We can't. They're accidentally doing breeding programs to selectively develop bloodlines with strong warriors, while we are accidentally doing the opposite by taking in migrants from the weaker and less favored members of their society.
 
[] Many of these people are dangerous, bar their entry (Chance of stability loss)

Eh, why do this?
Because at our current economic stat, the value of stability has increased greatly as we don't really need the meagre economic returns that we get from it as we're getting them from another source.

Thus, our highly limited action economy comes into play given we don't have a way to passively raise stability up. Particularly as for example Establish Festival secondary cost one secondary action, one economy, and gives one stability. Thus taking the -1 stability and +2 economy isn't worth it, as a secondary action is worth more than one economy and our Festival option may be limited.

Not to say I'm in favor of it, but those are the reasons for it. Greater Good would also apply giving it an even smaller chance to lose stability.

For the last option, the action efficiency argument also applies there. -2 stability is going to cost us several actions to raise again, thus as you mentioned is it actually worth trying to collapse the Dead Priests if our civilization can't take advantage of it due to resultantly having to spend the follow up actions on stability? There should be a good chance to proc a trait merger of Land of Opportunity and Greater Good towards the plus for it though.
 
Are these two different provinces with very similar names, or a minor typo?

Minor typo that I am going to say is a linguistic quirk in that some people say 'shore' and others say 'coast' :p

How might we introduce programs to make our people literally stronger? We should have the best immune systems by far with our very, very vitamin rich diets (and probably lots of brainpower), but our people are only middling in stature, yes? While everyone else goes for extremes, very tall and powerful warriors, underdeveloped serfs?

Uhhhh... go full Sparta.

Warning: never go full Sparta.
 
My pet-project is a Mechanics corner FAQ so that stuff like people forgetting 2 secondaries = 1 Main stop happening.

Care to help thread?

Well the mechanic we know are this.
We can choose a main action and double down it with a secondary action doubling it's effects, and leaving a secondary action free, so it like this
[Main]
[Secondary] Main action x2
[Secondary]

Or choosing a [Main] action and choosing a [Secondary], them doubling it down to turn it into a main...so
[Main]
[Secondary] Secondary Action
[Secondary] Secondary Action x2
 
We can't. They're accidentally doing breeding programs to selectively develop bloodlines with strong warriors, while we are accidentally doing the opposite by taking in migrants from the weaker and less favored members of their society.
We are the opposite of eugenics
 
[X] Reinforce Northshore
[X] Send additional resources to assist (-1 Centralization, allows Northshore to spend Econ on defensive measures while being attacked
[X] The People always welcome the needy (-1 Stability, +2 Econ)
 
Last edited:
[X] Reinforce Northshore
[X] Send additional resources to assist (-1 Centralization, allows Northshore to spend Econ on defensive measures while being attacked
[X] Actively encourage the abandonment of the Dead Priest leaders by their people (-2 Stability, -1 Diplomacy, +4-5 Econ, chance to collapse the Dead Priests)

Killing off the Dead Priests (or at the very least heavily harming them) is easily worth the stability drop. We've got the diplomacy score to deal with our neighbors not having an enemy to focus on.

We can choose a main action and double down it with a secondary action doubling it's effects, and leaving a secondary action free, so it like this
Nope, we lost that when we switched government types.
 
We are the opposite of eugenics

Winch turns us stronger, because more genetic variety creates a lot of redundancies when plagues comes, so if a group dies another group has the chance of not dying them spreading that advantage to the rest of the population. It's a slow process, but when the advantages kick in, they really kick in.
 
It's time for a little bit of analysis:

General
Diplomacy 7
Economy 10
Martial 8

Stability
Stability 1 (confident)
Legitimacy 3 (maxed)

Organizational
Centralization 4
Hierarchy 7

Cultural
Art 5
Mysticism 3
Prestige 4

I will happily say that yes, I was wrong. You guys dun gud.
That Econ tho.

So, we saw a trio of actions this turn from our provinces. This basically tells me that if we take that new province next turn, we will have an extra action coming in; however, there are some whispers of war on the horizon, so expanding our martial traits is likely to pay dividends.

The 'Study Forest' that was done has at least one very visible narrative benefit:
The duskier woman just hummed patronizingly again, much to the exasperation of the Blackbird trainee attempting to flirt with her. Still, he tilted his head at the berries and said, "Trying again to see if you can cook them stronger?"

"Yup," Nomirrah said. "I think that if you cook them on different kinds of rocks you get different kinds of potency for the final poison."

"Huh. Interesting, if true," Jumtyyn said, peering at the basket full of potential death. At the moment they might just make your lips numb and cause vomiting if you were stupid enough to eat them, but with the right preparation...

Good news everyone! The corruption is gone! (for now) Sadly we didn't reform the system, just uprooted the issue.

Bah! He should take a moment to focus on the positive, like not only had many of the lowest level chiefs and clan heads been thoroughly shamed and punished for their disruptive behaviour

Last but not least, we've got 'Composite Bows.' Longbow here we come!


Pick a problem to immediately respond to...
[] Reinforce Northshore
[] Send ships to explore the southern coasts
[] Send a trade mission to congratulate the Highlanders (-1 Diplo, +1-2 Diplo next turn)
[] Send a trade mission to congratulate the Thunder Horse (-1 Diplo, +1-2 Diplo next turn)

This choice is actually fairly dependent on what we choose in the next option.

The chiefs in Northshore have requested increased autonomy to deal with nomadic raids
[] The king will deal with the problems as they come (No change)
[] Send additional resources to assist (-1 Centralization, allows Northshore to spend Econ on defensive measures while being attacked)
[] Allow a free hand to deal with invaders (-1 Centralization, automatic actions to deal with invaders will be spent by subordinates instead of the king)

This is a choice to keep power centralized, or further distribute it into the hands of our governors. Explicitly giving the chiefs the power to make war (and essentially their own policies regarding it) or even just defensive spending, is a terrible precedent to set. Given that we've just absorbed the Northshore, and only recently expunged a horrible rash of corruption, distributing more power is not what we should be doing. Thus:

[X] The king will deal with the problems as they come (No change)

As a result of this choice, we do still have to defend Northshore, so we should reinforce them.

[X] Reinforce Northshore

The Dead Priests are getting their teeth kicked in, and there are people caught up in the middle. This time many are coming from more core territories...
[] Many of these people are dangerous, bar their entry (Chance of stability loss)
[] The People always welcome the needy (-1 Stability, +2 Econ)
[] Actively encourage the abandonment of the Dead Priest leaders by their people (-2 Stability, -1 Diplomacy, +4-5 Econ, chance to collapse the Dead Priests)

Yes, we are stable now, but we are also in the midst of a huge baby boom. We don't need the Econ of a huge glut. Additionally, I'd rather keep the Highland Kingdom, and the Thunderhorse occupied for another turn or two. Now, we're also told that they are coming from more core territories. I also don't want to spend another turn or two raising stability. That said, taking in the needy is in line with our culture, and is the continuation of good precedent.

[X] The People always welcome the needy (-1 Stability, +2 Econ)
 
Well the mechanic we know are this.
We can choose a main action and double down it with a secondary action doubling it's effects, and leaving a secondary action free, so it like this
[Main]
[Secondary] Main action x2
[Secondary]

Or choosing a [Main] action and choosing a [Secondary], them doubling it down to turn it into a main...so
[Main]
[Secondary] Secondary Action
[Secondary] Secondary Action x2
Double Main's crazy too
 
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