I have no idea how you got that. All I'm getting from it is that we no longer use human waste in our black soil as it's all running out as sewage. (If this is true we could be in for some problems later)

Uh, mistaken:
The People were somewhat surprised by the swiftness of their own construction, so with the need for fresh water also something on their mind, the king approved a project that some had talked about around campfires for some time, which was to make a canal that flowed into a city to provide fresh water directly, instead of requiring to walk a significant way to the river or a well. It would also better help flush the drainage ditches and a few other considerations.
Okay, now, remember Black Soil production requires having enough outcastes to haul the shit and piss of fifty thousand people through the city and into the outskirts where the Black Soil pits are. This is in no small part leading to finding all kinds of justification to declare people temporary half exiles so that the influential don't need to do a turn.

With the ability to use running water to flush the ditches, we can cut the amount of trash that needs to be hauled, by having the Black Soil pits built deeper than usual, and then flush the latrine output through the drains into Black Soil cesspools, which we let the water evaporate over time, fill it in, switch the shitflow to a different pit, and then set the old pit on fire.

Get the idea? We replace work that needs hundreds of people to do dirty jobs with work that needs dozens of masons instead. This will help with the half exile exploitation problem.
If there is no demand, people will stop adding supply.

Um. I'm pretty sure that whole section basically just said that valleyhome is getting water from up higher in the hills, and that water is essentially running downhill. No siphons necessary.
Valleyhome is built on a hilltop itself. There are higher hilltops, but it's a requirement that water will flow uphill at some point to deliver it to the city in an Inverse Siphon setup.
 
Blahh okay I calmed down now.

Nowhere in the description does it say that the salt gifted is equal to 5 in-game turns? :confused:


@Academia Nut Also, for clarification...does the Salt Gifting distribute salt to all our neighbors or do we have to choose?
What they meant is that it currently takes our Saltern Megaproject five turns of +1 Diplo increments to recover that -5 Diplo cost.

So it sorta equals it?
Adhoc vote count started by BungieONI on May 9, 2017 at 2:33 AM, finished with 220 posts and 52 votes.
 
Valleyhome is built on a hilltop itself. There are higher hilltops, but it's a requirement that water will flow uphill at some point to deliver it to the city in an Inverse Siphon setup.
convinced
Upper Valleyhome had long been considered a good place to start, as while it was at the top of a local high point it was still well below well watered hills with a pre-existing reservoir and irrigation network.
 
Valleyhome is built on a hilltop itself. There are higher hilltops, but it's a requirement that water will flow uphill at some point to deliver it to the city in an Inverse Siphon setup.
nah, man, AN specifically said that there was a reservoir higher up already
Academia Nut said:
it was still well below well watered hills with a pre-existing reservoir and irrigation network.
 
[X] [Main] New Settlement - Southern Shores
[X] [Secondary] Copper Mine
[X] [Secondary] Copper Mine X2
[X] [Kick] The Garden


Yep, proceeding according to the plan, nothing worth changing it.
We are not going to exploit knowledge of bronze, even if we get it from the contacts, without a lot of copper of our own. And there is a reason stone age civs did not last as long as metalworking ones.
 
[X] [Main] New Settlement - Southern Shores
[X] [Secondary] Copper Mine
[X] [Secondary] Copper Mine X2
[X] [Kick] The Garden


Yep, proceeding according to the plan, nothing worth changing it.
We are not going to exploit knowledge of bronze, even if we get it from the contacts, without a lot of copper of our own. And there is a reason stone age civs did not last as long as metalworking ones.
Plus we have the Bleeding Cliffs. They may not be a settlement option yet but that's not gonna stop our crazy Land tech train for long.

I mean how cool would it be to just skip bronze and get what would basically be a Gromril or Mithril legend going?

Just as an aside Iron was discovered before Bronze and surpassed it when we got hot enough forges. The advantage of bronze/brass over iron in the forging process is that bronze is easier to form than iron.

Edit: as I think has been brought up multiple times. :p
 
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[X] [Kick] The Garden
[X] [Main] New Settlement - Southern Shores
[X] [Secondary] Trade Mission - Western Thunder Horse/Thunder Speakers
[X] [Secondary] Trade Mission - Highland Kingdom
 
The HK are stuck doing their mega project, so they can't focus on attacking us unless they drop it. The TH are stuck fighting their cousins who are sworn against attacking us, so them switching to us will either anger the Eastern TH and make them attack even more, or just screw them in a war on 2 fronts.

Even if the HK finish their project and then attack us, the DP will likely jump on them for being distracted and attacking us (because we did so much good stuff for them).

The TH will still be dealing with their cousins for the foreseeable future...and even if they did beat them back hard enough and attack us next, the DP will (again) jump on them for being distracted as well as picking on us.

The only thing they can do is be unhappy.
I do agree that the whole thing about getting attacked over this is silly. What's being lost here are opportunities. Trade gives us access to time limited opportunities, which is why they're currently urgent. They're going to be too busy taking a swing at each other to take a swing at us.

Arguing that not trading puts us at risk of being attacked undermines our stance, because it produces a false and easily dismissed argument to focus around instead.
other techs that I didn't previously mention."

Actually good points:
-Segmented city defense: we probably haven't done this yet, but it would be a natural development if we ever apply Build Wall to a city once again.
-Fortified gatehouses: A better point. Do we even have gates in our cities?

Walled fields = alrdy replied to this
-Segmented city defense - Possibly. I think we might not quite understand WHY they do this yet. Superficially it looks like the DPs are just using this to keep their undesirables away from their priests and rulers, which will give the Ymaryn an ick response. Understanding the value of this requires extended trade contact so we get exposed to their histories...or witnessing a city being sieged seriously.

-Fortified gatehouses - Probably? Stallion Tribes should have gates at least.

-Walled fields - You're missing the point a little. Currently our wall doctrine is Build Tall. We build walls that are more than a meter tall around our settlements. We do not wall our fields beyond accidents of terracing. These low walls specifically for fields are unlikely to arise organically for us, as all land belongs to the government, so we do not tend to fence off our fields. So the innovation here is realizing that "you know, a knee high wall stops a chariot just fine right?"

So overall, theres three innovations here...once we have enough trade contact to realize what we're looking at and to copy it. Faster if we have masons in the caravan, but thats unlikely.
Nowhere in the description does it say that the salt gifted is equal to 5 in-game turns? :confused:
We gain +1 Diplomacy per turn from the Saltern. Salt Gift spends 5 Diplomacy. Therefore Salt Gift sends 100 years of Salt production. As AN had said, we just drive up with a truck full of gold bars and toss them on the lawn.
 
Correction, there is at least one ore of BOTH arsenic and copper, which when smelted, produces Arsenic Bronze

I said "other metals". I'm not sure what goes in Bronze exactly, but having a Cooper Mine and sample of the "Eastern Cooper" will at least get us on the way of making our own.
 
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nah, man, AN specifically said that there was a reservoir higher up already
Dude, please. Reading comprehension:
Upper Valleyhome had long been considered a good place to start, as while it was at the top of a local high point it was still well below well watered hills with a pre-existing reservoir and irrigation network.

Facts:
-Valleyhome was built on a hilltop.
-Valleyhome is not on the highest hill.
-There are irrigation networks on the hills around it that could be repurposed.

As such, any efforts to bring water to Valleyhome, would need to bring water up an elevation of at least a few dozen meters(any lower and it would not, in fact, be a hill anymore), OR create an elevated structure of a few dozen meters high, spanning a kilometer or so.
The only reason that higher hills will matter is because they provide the gravity power to fuel an Inverse Siphon flow system.
 
-Walled fields - You're missing the point a little. Currently our wall doctrine is Build Tall. We build walls that are more than a meter tall around our settlements. We do not wall our fields beyond accidents of terracing. These low walls specifically for fields are unlikely to arise organically for us, as all land belongs to the government, so we do not tend to fence off our fields. So the innovation here is realizing that "you know, a knee high wall stops a chariot just fine right?"
I mean, when I originally argued I was thinking you thought they built walls w/ different techniques. Since they don't, my point still stands.

We presumably already build low walls, at least for pastures or protection from the animals. So the idea would've arisen w/ any thought, but now is likely to be exported to the March.

NB we've never iirc done a secondary wall.

Superficially it looks like the DPs are just using this to keep their undesirables away
Maybe. Depends on if Redcoast city has alrdy spilled past its original wall & if one of the traders who went to DP city has been to RC city.
 
I do agree that the whole thing about getting attacked over this is silly. What's being lost here are opportunities. Trade gives us access to time limited opportunities, which is why they're currently urgent. They're going to be too busy taking a swing at each other to take a swing at us.

I mean, if people have bronze, than we are falling behind on the metalworking schedule, which is, to me, way, way scarier than lost trading opportunities.
We can do a trade mission after that; or just go YOLO and Salt Gift.
 
We want to be careful about adopting arsenic bronze.
wikipedia said:
Arsenic is an element with a vaporization point of 615 °C, such that arsenical oxide will be lost from the melt before or during casting, and fumes from fire setting for mining and ore processing have long been known to attack the eyes, lungs and skin.[14]

Chronic arsenic poisoning leads to peripheral neuropathy, which can cause weakness in the legs and feet. It has been speculated that this lay behind the legend of lame smiths, such as the Greek god Hephaestus.
 
I do agree that the whole thing about getting attacked over this is silly. What's being lost here are opportunities. Trade gives us access to time limited opportunities, which is why they're currently urgent. They're going to be too busy taking a swing at each other to take a swing at us.

Arguing that not trading puts us at risk of being attacked undermines our stance, because it produces a false and easily dismissed argument to focus around instead.

-Segmented city defense - Possibly. I think we might not quite understand WHY they do this yet. Superficially it looks like the DPs are just using this to keep their undesirables away from their priests and rulers, which will give the Ymaryn an ick response. Understanding the value of this requires extended trade contact so we get exposed to their histories...or witnessing a city being sieged seriously.

-Fortified gatehouses - Probably? Stallion Tribes should have gates at least.

-Walled fields - You're missing the point a little. Currently our wall doctrine is Build Tall. We build walls that are more than a meter tall around our settlements. We do not wall our fields beyond accidents of terracing. These low walls specifically for fields are unlikely to arise organically for us, as all land belongs to the government, so we do not tend to fence off our fields. So the innovation here is realizing that "you know, a knee high wall stops a chariot just fine right?"

So overall, theres three innovations here...once we have enough trade contact to realize what we're looking at and to copy it. Faster if we have masons in the caravan, but thats unlikely.

We gain +1 Diplomacy per turn from the Saltern. Salt Gift spends 5 Diplomacy. Therefore Salt Gift sends 100 years of Salt production. As AN had said, we just drive up with a truck full of gold bars and toss them on the lawn.
I might be misunderstanding here, but are you saying I was arguing that not trading would risk us being attacked? If so, that's not at all what I was saying.

I was listing the stuff our neighbors are busy with, which means us gifting salt won't make them a serious threat. Not to mention the DP's self interest in attacking a distracted enemy as well as their semi-obligation to attacking people who are picking on us.
 
[X] [Main] New Settlement - Southern Shores
[X] [Secondary] Copper Mine
[X] [Secondary] Copper Mine X2
[X] [Kick] The Garden
 
[X] [Main] New Settlement - Southern Shores
[X] [Secondary] Copper Mine
[X] [Secondary] Copper Mine X2
[X] [Kick] The Garden
 
[X] [Kick] The Garden
[X] [Main] New Settlement - Southern Shores
[X] [Secondary] Trade Mission - Western Thunder Horse/Thunder Speakers
[X] [Secondary] Trade Mission - Highland Kingdom
 
Inserted tally
Adhoc vote count started by Umi-san on May 9, 2017 at 3:11 AM, finished with 30251 posts and 56 votes.
 
[X] [Kick] The Garden
[X] [Main] New Settlement - Southern Shores
[X] [Secondary] Trade Mission - Western Thunder Horse/Thunder Speakers
[X] [Secondary] Trade Mission - Highland Kingdom
 
Study forest has one use left we should do it already. It might give us apiculture .
Wrong way round.
We've done Study forest ONCE. Not that we have one use left.
I said "other metals". I'm not sure what goes in Bronze exactly, but having a Cooper Mine and sample of the "Eastern Cooper" will at least get us on the way of making our own.
Okay, basic problem:
An Azurite mine will never produce any advance towards bronze. Just in case people are under that misconception(I hope not). It is a mine of Copper, with Sulfates and Carbonates.

Bronze materials:
-Arsenic - Obtainable in silver ores. Coexists with some copper ores(not Azurite/Malachite). Poisonous material.
-Tin - Obtainable in completely different regions, and of significant rarity. We may not have any Tin in our territory at all.

Brass materials:
-Zinc - It doesn't breakthrough into alloys on it's own, since metallic zinc isn't obtainable yet. You pretty much get brass by accidentally mixing zinc ore in.
-Lead - Obtainable in silver ores. Results in a weaker metal than usual.

If you want to get access to either Brass or Arsenic Bronze, you're going to need to send a trade mission rather than try to climb a tech tree which we're lacking an entire branch of.

If you're doing the copper mine to enhance our New Trails, projects and Megaprojects, do go on. It's eminently practical and efficient. Just different priorities.
 
@Academia Nut , what are the effects of green Stability?
If you're doing the copper mine to enhance our New Trails, projects and Megaprojects, do go on. It's eminently practical and efficient. Just different priorities.
At least this, yes.
Plus, well, according to wiki:
Since copper ore is often naturally contaminated with arsenic, the term "arsenical bronze" when used in archaeology is typically only applied to alloys with an arsenic content higher than 1% by weight, in order to distinguish it from potentially accidental additions of arsenic.[2]


A possible sequence of events in prehistory involves considering the structure of copper ore deposits, which are mostly sulphides.[6] The surface minerals would contain some native copper and oxidised minerals, but much of the copper and other minerals would have been washed further into the ore body forming a secondary enrichment zone. This includes many minerals such as tennantite, with their arsenic, copper and iron. So the surface deposits would be used first, and with some work deeper sulphidic ores would have been uncovered and worked, and it would have been discovered that the material from this level had better properties.

So we can well have natural arsenic copper some time later, when we dig deep enough.
 
I mean, if people have bronze, than we are falling behind on the metalworking schedule, which is, to me, way, way scarier than lost trading opportunities.
We can do a trade mission after that; or just go YOLO and Salt Gift.
Well I am to concerned about bronze, and our metal working in general because advanced metal working is a requirement for CASTLES:)V:V:lol:lol). Among many other things which have all basically been brought up.

One thing which has been brought up is that this thing in the Xoh capital is probably brass, which has a light gold color, rather than bronze which has a darker color than copper.

Thing 2. I am less concerned because we have a spot that has sedimentary iron. Inside of ten turns we can probably have most of the advances necessary to work iron, because our Dwelf Tech tree is kinda bullshit in the Earth and Life sciences.

Thing 3. To work iron you don't even have to melt it fully to work it here is a video of some iron production:



Materials science is really damn cool.
 
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