Choose a value to evolve as reward
[X] Harmony
Choose a Policy
[X] Restoration
Dealing with the Stallions
[X] Snub Patryn (Chance for -1 Stability)
Answer to the Highlanders
[X] Ignore them (Anger the Highlanders)

With Restoration we won't have to worry so much about stability. It's what we've always wanted!
 
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[] Kick them out for their disrespect (-1 Diplomacy, anger the Highlanders, chance of them declaring war)

Want this.
 
[X] Harmony
One of our best traits, deeply integrated into our society, however also one of the most difficult to evolve, also looks like the one that would have the best synergie with law for our society as a whole

[X] Restoration
We bleed stability, and then spend some more for either econ or tech advancement, therefore in doing this we would loose some limitation for our playing style (namely having to restore Stab every turn) while also increaing the survival rate of our civ (by making the KI do the vital stuff that wwe have no discipline for)

[X] Snub Patryn (Chance for -1 Stability)
reasons obvious, supports the same dump politics as his dad

[X] Ignore them (Anger the Highlanders)
Don't wanna risk war
 
[X] Protective Justice
[X] Progress
[X] Snub Patryn (Chance for -1 Stability)
[X] Ignore them (Anger the Highlanders)

Protective Justice gets us synergy with Law Megaproject, Progress gets us juicy advancements without us having to initiate all of them. And this is such a tempting hero, but not worth undoing generations of work. :cry: Also, the Highlanders can piss off for all I care.
 
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While some of it was that the rains in recent years seemed less strong than they had been, there were still issues of the harvest not being quite right.
Hmm--i think this might be a sign that the baby boom is either over or about to be?
Choose a value to evolve as reward
[] Divine Stewards
[] Protective Justice
[] Land of Opportunity
[] Harmony
[] Honourable Death
[] Nobility in Humility
Oooh--i kinda wish The Greater Good was here, i'd love to see that evolved...i'm thinking Nobility in Humility would be great, since thats still a base level trait and might help make future heroes with inconvenient agendas easier to deal with...
doubles the strength of one Policy action per turn
To clarify, this means that one provincial action that matches the current policy focus gets doubled? So if we had defensive focus and our provinces took 2 watchtower, 1 walls actions, then one of those 3 actions would have the effect of a main action? Would it also have teh costs of a main action, or would it have the costs of a secondary and the effects of a main? What about if the provinces combined their actions and did 1 main watchtowers, 1 secondary walls? Would we get the effects of 2 main watchtowers in the one province, at the cost of 1 main, or at the cost of 2 main? Do actions to "attempt to support continued policy use" count as Policy actions for this bonus?
New social advancements have opened up new abilities for the king to direct lower level chiefs, opening up the Policy system
Policies give directive to the provincial chiefs and allow for greater flexibility in provincial actions, including combining the actions of multiple provinces into Main actions and spending resources even if not normally allowed (resource allocation will avoid reducing a stat to below 1). If there are not enough resources to continue a policy the chiefs will take actions to attempt to support continued policy use (usually Expand Economy to make more Econ to pay for things). Changing policies normally requires a Secondary action, but if war is declared can freely switch to the Defence or Offence Policy if so desired. Also, if a Policy runs out of necessary resources it can also be changed during the midterm for free, if desired.
Sweet!
[] Make Patryn heir (+1 Stability, Ends the Crisis on his terms [same as father], with a small, conditional chance of actually sorting it out as is [Heroic Admin, Exceptional Diplomacy, Mediocre War, Poor Mysticism])
...Of course his heir is also a hero... D= AN, can you share what the current state of the crisis dialogue would be?
Answer to the Highlanders
Fun...probably just ignore them i guess...
This is something we need, to help take care of any problems we still have with the crisis
Hmm, good point. I was originally leaning towards balanced, but this makes sense
 
Wow three survey actions done this turn. People really want metal and other stuff it seems.

Also, HK are being HK and that shows they are doing well against TH and DP.

We can't have that.
[X] Send them packing with a declaration of war (Declare war on the Highlanders, please the Thunder Horse)
 
[X] Harmony
[X] Restoration
[X] Make Patryn heir
[X] Ignore them (Anger the Highlanders)

Because regardless of whatever asinine agenda we have- there is not, nor will there ever be a better chance to resolve an economic crisis than using the fucking heroic admin. Whatever solution we come up with, whatever means we get of forcing our agenda here- will almost certainly be worse than the guy who's great at administration comes up with. He has the knowledge, the skill, and the motivation to fix this issue. I don't give a damn if it's not the perfect solution we're angling for, but this guy will resolve things.

No more fear mongering, no more blind dedication to our way or the highway- it's time to get shit done and no one will be better at resolving this than Patryn.
 
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[X] Harmony
[X] Spirits
[X] Snub Patryn (Chance for -1 Stability)
[X] Ignore them (Anger the Highlanders)
 
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With Restoration we won't have to worry so much about stability. It's what we've always wanted!
As of right now, we have Stability 1 and the problem with the crises is literacy. Would it not be better to do progress first so more people are literate first?
We bleed stability, and then spend some more for either econ or tech advancement, therefore in doing this we would loose some limitation for our playing style (namely having to restore Stab every turn) while also increaing the survival rate of our civ (by making the KI do the vital stuff that wwe have no discipline for)
Definitely, but I'd still vote for Progress first so the crisis will end and then switch over to Restoration. Problem so far is Literacy
 
[X] Nobility in Humility
[X] Progress
[X] Snub Patryn (Chance for -1 Stability)
[X] Ignore them (Anger the Highlanders)

I might switch to harmony or justice, but for now i'm thinking we should boost the value that helps mitigate heroes that fuck up, because an evolved version will hopefully help with heroes with inconvenient agendas :p

Progress, which should both help get tech done even when we put it off and hopefully help continue the study stars, because its both progress and a means of keeping progress actions coming

We've come too far to give up now...its sunk cost fallacy time :p

Come piss us off again next turn, HK, we'll fight you then :p
 
Choose a value to evolve as reward
[X] Harmony
Please it's one of our two tier 1s
Choose a Policy
[X] Restoration
Stability here we come
Dealing with the Stallions
[X] Snub Patryn (Chance for -1 Stability)
Though I'd rather there be an option to try and explain the system as is to the guy, see if we can bring him 'round
Answer to the Highlanders
[X] Ignore them (Anger the Highlanders)
Like fuck we're ignoring our pals
 
[X] Divine Stewards
Oh yes, let's get this baby written into law! No, I don't care how useful or endemic to our society Harmony is, I want taking care of the land to be etched into our very society.

[X] Progress
While I'd like to go for Spirits, having Progress happen naturally means more room for us to do things. Mega-Project Support requires us to have hands on deck to actually make the Megaprojects.

[X] Make Patryn heir (+1 Stability, Ends the Crisis on his terms [same as father], with a small, conditional chance of actually sorting it out as is [Heroic Admin, Exceptional Diplomacy, Mediocre War, Poor Mysticism])
Eh sure, I can go for him. He can be our Patron.

[X] Ignore them (Anger the Highlanders)
While I'd like to actively kick them out, I feel like this is actually more insulting. Also proof that we should've traded with the Thunder Horses all along.
 
As of right now, we have Stability 1 and the problem with the crises is literacy. Would it not be better to do progress first so more people are literate first?

Definitely, but I'd still vote for Progress first so the crisis will end and then switch over to Restoration. Problem so far is Literacy

You know what?

[X] Harmony
[X] Progress
[X] Snub Patryn (Chance for -1 Stability)
[X] Ignore them (Anger the Highlanders)

Progress does have the most option for our Provinces to do. Basically study whatever crap they want.
 
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[X] Specialist workers
[X] Those skilled at hand
[X] [Main] The Law
[X] [Secondary] Grand Sacrifice
[X] [Secondary] Grand Sacrifice x2
[X] [Kick] The Law

Valleyhome - Study Stars
Sacred Forest - Survey
Stonepen - Survey

Stallion Tribes - [M] Expand Economy, [Sec] Watchtowers, [Sec] Survey

The People defined themselves around the care they had for the land and for each other, with the scope of who was a person defined broadly. The People were few in the world, but what mattered most was not who your parents were or where you were born, or even what language you spoke, but that you followed the rules for harmony with yourself, your neighbours, the spirits, and the world around you. Through great effort and disturbance to people who had never really been asked these questions before, the chiefs and shamans had actually written every rule and tradition down, sorted out what they felt was appropriate to keep and what should probably not continue on, actually wrote down what the rules were for everyone, and then made sure to distribute out written copies of what all of the rules were and placed in places where everyone could see them. It would still be up to the chiefs and shamans to interpret the edge cases, but now everyone who could read would know exactly what the laws were.

As granary stores continued to fluctuate unpredictably, the predictions of consumption and production clearly off in ways that had never been an issue in previous generations. While some of it was that the rains in recent years seemed less strong than they had been, there were still issues of the harvest not being quite right. Although, with more and more people asking questions about the new steles being installed to proclaim the law, it was starting to become clear that one of the biggest issues was who was supposed to do what work. It seemed plausible that there was a large amount of secondary work that the chiefs had once never even thought about that the People were only doing sporadically because they were afraid that they would be punished or taxed for doing it. This obviously needed to be corrected, but they needed more people who could read the law to be able to make sense of everything and make clear that people what was taxable action and what was not, for both the basic person on the ground and for the lower level chiefs who might be confused or corrupt enough to make a hash of the whole thing.

Megaproject Completed!
Written Code of Laws (Copper Age)
Bold, early innovators, the People have established an early written code of laws. While it will undoubtedly change over the centuries, this early establishment of what the rules definitely are with clear guidelines for punishment will serve as an important cornerstone for maintaining stability and clarity of order. Upgrades Enforce Authority to Enforce Law, doubles the strength of one Policy action per turn, and allows for the 'Megaproject support' Policy.

Choose a value to evolve as reward
[] Divine Stewards
[] Protective Justice
[] Land of Opportunity
[] Harmony
[] Honourable Death
[] Nobility in Humility

New social advancements have opened up new abilities for the king to direct lower level chiefs, opening up the Policy system
Policies give directive to the provincial chiefs and allow for greater flexibility in provincial actions, including combining the actions of multiple provinces into Main actions and spending resources even if not normally allowed (resource allocation will avoid reducing a stat to below 1). If there are not enough resources to continue a policy the chiefs will take actions to attempt to support continued policy use (usually Expand Economy to make more Econ to pay for things). Changing policies normally requires a Secondary action, but if war is declared can freely switch to the Defence or Offence Policy if so desired. Also, if a Policy runs out of necessary resources it can also be changed during the midterm for free, if desired.
Balanced - Takes whatever actions seem reasonable. Expand Economy is considered a Policy action for interaction with other effects
Defence - Builds walls and watchtowers
Expansion - Builds new settlements, expands economy, expands forests, and can even create new provinces
Megaproject Support - Provinces can spend actions in support of a megaproject
Offence - Can recruit warriors and specialists, can send war actions against declared enemies
Progress - Takes studying actions and art patronage
Restoration - Takes stability improving actions
Spirits - Expands Holy Sites
Trade - Sends out trade missions, produce art and luxuries

Choose a Policy
[] Balanced
[] Defence
[] Expansion
[] Offence
[] Progress
[] Restoration
[] Spirits
[] Trade

Meanwhile, up north Cwriid, the Old Stallion, takes an honourable retirement in favour of one of his sons instead of waiting to die and potentially letting his heirs squabble among each other at the last minute instead of accepting the initial election. His son, Patryn, the New Stallion, remains an ardent supporter of his father's policies, although as more of a shrewd administrator than brilliant warrior and diplomat he seems like he might be able to actually make the laws as is work... if he sees an actual way forward, which he seems to currently not see.

Crisis: -1 Econ
March: Takes in 1 Baby Boom expansion, +1 Martial

Dealing with the Stallions
[] Make Patryn heir (+1 Stability, Ends the Crisis on his terms [same as father], with a small, conditional chance of actually sorting it out as is [Heroic Admin, Exceptional Diplomacy, Mediocre War, Poor Mysticism])
[] Snub Patryn (Chance for -1 Stability)
[] Crack down on Young Stallions (-1 Stability, +1 turns to resolve crisis, small chance of civil war)

Of course, the rest of the world will not allow the People to simply be, and events start moving elsewhere. The Dead Priests, long out of the news of the world for the People, have apparently decided that the squabble between the Thunder Horse and the Highlanders is the ideal time to attempt to reconquer territory lost generations ago, although by all accounts they don't do very well in the face of either group, with the Highlanders in particular beating face against both groups, although there are also curious rumours about the Thunder Horse acting very oddly in the far east. The word from the Stallion Tribes is also that new nomadic groups are moving into the area and beginning to harass them, but they will deal with it - although support from the rest of the People would of course be greatly appreciated.

Unfortunately, now feeling confident, the Highlanders of course had to send a trade delegation with the explicit intent to bully and harass the People into reopening their trade with them, and only them, actively excluding the Thunder Horse traders from even entering the territory of the People. This has obviously angered a number of people.

Answer to the Highlanders
[] Agree to their demands (+1 Diplomacy, anger the Thunder Horse, chance of them declaring war)
[] Ignore them (Anger the Highlanders)
[] Kick them out for their disrespect (-1 Diplomacy, anger the Highlanders, chance of them declaring war)
[] Send them packing with a declaration of war (Declare war on the Highlanders, please the Thunder Horse)

Hey @Academia Nut what is the current crisis status?
Adhoc vote count started by BungieONI on Apr 30, 2017 at 2:49 PM, finished with 33 posts and 14 votes.
 
[X] Harmony
[X] Spirits
[X] Snub Patryn (Chance for -1 Stability)
[X] Ignore them (Anger the Highlanders)

We need more shamans to teach people how to read.
 
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