Yeah, all it took was a Heroic King, a crack team of BlackBirds, and all we got was...
"I think we need to cook them? And something happens?"

Whereby, we spent generations trying out all kinds of stuff, before we got any use of it.

Besides, it might be news that they found a new mine. Yay for them. Good luck stealing the mine.

Actually, we acquired metalworking through immigrations, rather than going full bore research metalworking on our own. We were also distracted by the taxation crisis anyway.

Then we waited to research more ecologically friendly way of acquiring metalworking.
 
Y'know what... Fine. I'm not arguing a point that takes common sense to realize the benefits of. When it turns out they have something cool I'll say I told you so.
 
[X] Expand Carrion Eaters (-1 Econ, -1 Mysticism, +1 Martial, many more Carrion Eaters, additional effects)
[X] Highland Kingdom
 
Y'know what... Fine. I'm not arguing a point that takes common sense to realize the benefits of. When it turns out they have something cool I'll say I told you so.
I'm pretty sure that all of the options (except for the Thunder Horse) have something interesting. Its a question of how limited is the window of opportunity, and how much of a benefit each one will bring.
 
[X] Expand Carrion Eaters (-1 Econ, -1 Mysticism, +1 Martial, many more Carrion Eaters, additional effects)
[X] Xohyssiri

Dead Priests seems slight;y more time sensitive.
 
Y'know what... Fine. I'm not arguing a point that takes common sense to realize the benefits of. When it turns out they have something cool I'll say I told you so.

I do believe they might have something cool.

But, I'd rather go for people who definitely have something cool and that which we can get our hands on, no question about it.

Thing is
Metal workers: Rumors only (not sure what it is), Risk that it may not help us, Chance of getting our hands on it...
vs
HK/X: Opium confirmed along with chance of other stuff, Definitely will help our medical, Definitely can get with trade.

I prefer HK, as they're nearer to do trades off.
But I admit X has other stuff we could get like gold, cotton etc.
 
...We just one turned a mega project. Holy shit are we bullshit dwelves.

[X] Expand Carrion Eaters (-1 Econ, -1 Mysticism, +1 Martial, many more Carrion Eaters, additional effects)
[X] Xohyssiri

Crow knows when we'll actually find the actions to pick Carrion Eaters again, so this seems like the best econ pick. The trade mission choice... eh, I don't particularly mind which one wins, I just think we should take the opportunity to see what the DP have evolved into over the last couple of centuries. Also, since our diplomacy is above 6, our provinces can take trade missions of their own if they want. Depending on what we change the policy focus too, that is.

Also...
Stability
Stability 2 (optimistic)
Our stability is 2! im so happy you guiz its been centuries since it was this high :cry::cry:
 
Y'know what... Fine. I'm not arguing a point that takes common sense to realize the benefits of. When it turns out they have something cool I'll say I told you so.
Claiming that it's "common sense" doesn't really work, that's equivalent to giving up. If they aren't responding to your points, repeat them. That being said, here's why I switch from Metal Workers to Dead Priests:
1) MW are currently our primary trading partners- we'll probably get some further information without a dedicated action boosting it. We should expand our trading groups more now that the war is mostly over.
2) The DP seem to have majorly reformed- getting information about this could be very valuable
3) The DP priests are still alive- they can help the trade mission, having lived among us for 20 years. This is a temporary bonus.
4) It seems unlikely that we'll be able to get sufficient metalworking to exploit whatever knowledge we gain within the next couple turns- we've barely invested at all into it, we don't even have any mines yet. We won't have the experience necessary to use it, same as last time we stole secrets from them - not without a lot of investment that might be better spent elsewhere, at least.
 
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[X] Expand Carrion Eaters (-1 Econ, -1 Mysticism, +1 Martial, many more Carrion Eaters, additional effects)
[X] Xohyssiri
 
After all our recent successes, our people are very happy. That makes me happy too. It's been a long time since we were last here, at Stability 2.
 
We could take a breather and not do a megaproject next turn. Like, we could send a trade expedition to the Highlander or the DP, whichever we chose, and set up a new settlement in Southshore so we can do New Trails action next turn.
 
[X] Expand Carrion Eaters (-1 Econ, -1 Mysticism, +1 Martial, many more Carrion Eaters, additional effects)
[X] Xohyssiri
 
We could take a breather and not do a megaproject next turn. Like, we could send a trade expedition to the Highlander or the DP, whichever we chose, and set up a new settlement in Southshore so we can do New Trails action next turn.
We could, but that would mean that our provinces just do Expand Econ and possibly minor New Settlements- no provinces. And we've got plenty of econ now, what we really need is more land- and that's only able to be gotten via new provinces.

On the other hand, Megaprojects seem to give civilization-lasting bonuses. We switched to Megaproject Support, we might as well go all-in on it. See if we can grab a megaproject Honour Code or something by completing two megaprojects over the course of 2 turns.
 
Wait. If we start on the garden project this turn, wouldn't that net us another stability point, and a stability point upon completion? So, it's possible we could use the kicker to virtually guarantee completion.
 
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Claiming that it's "common sense" doesn't really work, that's equivalent to giving up. If they aren't responding to your points, repeat them. That being said, here's why I switch from Metal Workers to Dead Priests:
1) MW are currently our primary trading partners- we'll probably get some further information without a dedicated action boosting it. We should expand our trading groups more now that the war is mostly over.
2) The DP seem to have majorly reformed- getting information about this could be very valuable
3) The DP priests are still alive- they can help the trade mission, having lived among us for 20 years. This is a temporary bonus.
4) It seems unlikely that we'll be able to get sufficient metalworking to exploit whatever knowledge we gain within the next couple turns- we've barely invested at all into it, we don't even have any mines yet. We won't have the experience necessary to use it, same as last time we stole secrets from them - not without a lot of investment that might be better spent elsewhere, at least.
1) Rumors that aren't true don't last long.
2) When the premier metalworking people make a new discovery it's usually something pretty serious.
3) It's an opportunity to find out if its worthwhile trying to espionage the hell out of them.
4) We are unlikely to vote for metalworking stuff again soon what with all of the other crap going down around us.
 
[X] Expand Carrion Eaters (-1 Econ, -1 Mysticism, +1 Martial, many more Carrion Eaters, additional effects)
[X] Highland Kingdom

I think opium is a bigger tech than people realize. Pain killers drastically lower the mortality rate of surgery, and increases the complexity you can sustain. We should carry on the chain of health discoveries we have going now. We might get a healing honor quality; that seems way more plausible than a megaproject honor quality.

We are two half discoveries away from truly complex surgeries (appendectomies, brain tumor removal, live C-sections, etc.):
  • Antiseptics
  • Anesthetics
Getting a regular source of opium solves the second, and we can use salt/honey as a crutch till we get full on antiseptics.
 
[X] Highland Kingdom
[X] Expand Carrion Eaters (-1 Econ, -1 Mysticism, +1 Martial, many more Carrion Eaters, additional effects)
 
Come to think of it: our medical care is probably just as good as the Roman if not better.

Edit: There may be a few medical instruments missing....but our public health knowledge should be superior to what the Romans had.
 
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1) Rumors that aren't true don't last long.
2) When the premier metalworking people make a new discovery it's usually something pretty serious.
3) It's an opportunity to find out if its worthwhile trying to espionage the hell out of them.
4) We are unlikely to vote for metalworking stuff again soon what with all of the other crap going down around us.
1/2) These rumors only had to last a single trade trip. They've probably got something, but we'll most likely have more information soon. It could be something along the lines of improved forges- useful and interesting, but not game-changing like bronze.
2/3) They're friendly to us. We get the benefits from them as well unless they think they'll be able to take us out and gain a benefit from doing so.
4) Thank you for reinforcing my point. If we steal secrets from the metalworkers, we'll need to invest several actions into exploiting it just like last time. Since we probably won't because we have other things we want done...
 
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