Whoever ends this "my weeb level is more chuuni than yours" pillow-measuring contest first will get my vote* on 1 of the 4 option at this current stage.

*Unless it involves changing my vote.
 
the Highlands Kingdom replied that they would of course come to the aid of their allies against aggressors, word soon began to come back that the lord of the Thunder Speakers wasn't going to help them with something they started. The Xohyssiri reported to the traders that they would send what help they could to their fellow vassals, once they had finished licking their wounds from their conquest.
So we have the Highlands Kingdom in our corner for now, and face the Thunder Speakers right now, the Xohyssiri in a turn or so, and maybe the Thunder Horse if the war stretches long enough.

Highlands Kingdom
-Lowland ally, but their goal is to conquer territory
--If we seek to just stop raids, they'll continue the war anyways
--If we try to humiliate the Thunder Speakers, they might not continue the war
--If we push the Thunder Speakers back, they'll probably stop when we stop, to consolidate their territorial gains
-With both the Thunder Speakers and the Xohyssiri on the back-foot, the war should have an initial strong start. However, if they don't wall their conquests immediately, the tide could turn if the TS and Xoh rebuild their cavalry fast enough
-However, with this war, the HK is likely to only be rivaled by the Thunder Horse as the eminent power in the lowlands, setting them up to be the empire that'll eventually roll us up
--With the blood ties to our royal family, they also have a diplomatic avenue to annex us, and convert our culture into theirs

Thunder Speakers
-Attacker from both north and east, effecting the Stallion March, Blackmouth, and Redhills
--War would be over quickest if we just seek to stop raids. All we have to do is help the HK smash face fast enough that the TS would gladly focus their efforts on defending against the HK
---Furthermore, stopping raids is less likely to develop a grudge against us, where the TS attacks us periodically with the nomads every time they're militarily strong
--Humiliating them is hard, because they're more militarily focused than we are, but the goal here is to make them develop a grudge against us
---This is the option to empower the Stallion March over time, as the nomads and Thunder Speakers give them enemies and wars that elevate the Stallion warriors' status over our other castes
--Helping the HK conquer the TS's territory puts them further on the back-foot, and the hardest to do
---Honestly, the only reason to take this option is to elevate the HK. The goal for the people for this option is to get one more province along the northern lowlands, but the HK will get the rest.
---Naturally, by empowering the HK, this is the option to prevent any diploannexation of the HK, as they'll have no reason to see us as culturally superior

Xohyssiri
-What the Fuck you gods damned disease-ridden degenerates! We gave you a the gift of life just a turn ago! And now you're allying with your ancestral enemies against us!?
-Will attack Redhills in a turn or so, with cavalry elite and proto-formation infantry
-If we just stop raids, we might even skip out on getting attacked, if their recovery stretches out long enough

As for the other options.
[] Overwhelming numbers

Human wave tactics, probably evolves Honorable Death to focus on mass death. Probably also increases the absolute number of women warriors, as focus trends towards more people regardless of sex.

[] Quality training

Focuses warriors into an elite force, reducing the size of our military. Probably gives a new Honor T1 value. Might also lead to warrior caste formation.

[] Loyalty

Focuses on bonds of brotherhood among warriors, probably, giving a new Honor T1 value. Also makes it easier for military coups to happen, as our loyalty value supersedes any questions the common soldier has.

[] Temper superstition (-5 Mysticism)

Reduces the severity of our Weapons of the Gods. Probably makes it only a chance of Stability hit.

[] Overturn superstition (-10 Mysticism, -1 Stability)

Straight up removes the superstition.

[] Evolve spiritual value (-7 Mysticism)

Empowers the benefits of our spiritual traits, most likely Honorable Death or Symphony. With these circumstances, HD turns into a purely military value, while Symphony gains a bonus towards banding together against foreigners and enemies.

[] Expand spiritual value slots (-7 Mysticism)

Straight gains another slot for a T1 spiritual value. Why would we want this right now, when we have multiple T1 values to evolve?

[] Wait

Winnow current options in exchange for more information or unique development.

For my vote
[X] [Honour] Overwhelming numbers
[X] [Mystic] Overturn superstition (-10 Mysticism, -1 Stability)
[X] [Goal] Stop raids (Easiest, annoys allies)
[X] [Stallions] Focus efforts on the Thunder Speakers

Get this war over with so we can focus on internal matters, pushing back the nomads, and keeping the lowlands political geography a chaotic mess that we can eventually dominate.
 
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[X] [Honour] Quality training
Probably leads to increased military tactical sophistication, I like that.
[X] Wait
I personally support evolving a spiritual value, specifically observance, so that we stop picking up counterproductive beliefs. However evolving a spiritual value in the middle of a war will evolve the honorable death value, lets evolve after the war, when we can spend a turn studying health and metal.
[X] [Goal] Degrade sphere of influence (Hardest, +1 Prestige, pleases allies)
[X] [Stallions] Split efforts between Thunder Speakers and nomads
On these two, for this turn it is us, the Stallion tribes, and the highland kingdom all targeting a single unsupported people, we can win without the stallions focusing everything on them.
 
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[X] [Honour] Quality training
[X] [Mystic] Evolve spiritual value (-7 Mysticism)
[X] [Goal] Humiliate (Hard, +1 Prestige)
[X] [Stallions] Split efforts between Thunder Speakers and nomads
 
What is most important on the battlefield? [Honour]
[] Overwhelming numbers (Promote the Levy; dear god why would we do this to ourselves?)
[] Quality training (Promote the Professional Army; given we are lords of the salt trade, this is significantly more possible for us. Our defensive nature and higher discipline in general means that, nearly regardless of how small our army is, we basically can't lose on the defensive, even if offense is a little rough without overwhelming martial stats)
[] Loyalty (Promote the Professional Army, morale style; Rather than only taking the best of the best and the cream of the crop and making them even better still, focus on instilling strong morale and trust in generalship and warleaders. This means faster development of the functional large army, since quality doesn't equate to trickle-down command structures, but loyalty is a little closer to that direction)

Mystic Advance possible! [Mystic]
[] Temper superstition (-5 Mysticism) (I can see why the ST never took the option. It's fuck-awful expensive. This likely converts the negative belief into a neutral/positive one)
[] Overturn superstition (-10 Mysticism, -1 Stability) (See above. This likely converts the belief into nothing)
[] Evolve spiritual value (-7 Mysticism) (Evolves a semi-random pick, my personal guess is higher weight to Observance, because that's what the narrative seems to trend towards)
[] Expand spiritual value slots (-7 Mysticism) (Add a value slot. Simple enough)
[] Wait (Develop slightly more organized religion sometime soon? Most likely result is early deistic concepts that make mysticism do strange new things)

What is the objective of the fighting? [Goal]
[] Stop raids (Easiest, annoys allies) (Least trouble for us, gets this fight over and done with)
[] Humiliate (Hard, +1 Prestige) (Still likely to succeed, going to create a LONG-STANDING grudge, given their high Honor focus)
[] Degrade sphere of influence (Hardest, +1 Prestige, pleases allies) (Only one I would conservatively estimate at 50% to succeed or less, instantly deals with the TS problem in the east by blowing their influence to hell)

Orders for the Stallions [Stallions]
[] Focus efforts on the Thunder Speakers (Focus fire on the settled enemy. More likely to have losses, more likely to deal damage)
[] Split efforts between Thunder Speakers and nomads (Just hit everyone in the face)
[] Focus efforts on the nomads (Focus fire on the nomads. Less likely to lose, less likely to gain)


[X] Loyalty
[X] Wait
[X] Degrade sphere of influence (Hardest, +1 Prestige, pleases allies)
[X] Focus efforts on the Thunder Speakers

I want to see if we can conceptualize deism. That'd be awesome and gives us way more mythical pressure on the neighbors than even just being the mythically powerful civ. If our gods compared to theirs are to the IC narrative what a man is to an ant, we're all the more likely to force them to adopt our values and opinions for fear of angering those much more powerful gods.
 
@Academia Nut Two questions:

1)I'm assuming there's a sort of cooldown on Golden Ages once we get knocked out of one, correct? We can't just spam them?

2)If we were to take on another vassal state but then subsequently burn prestige in some manner as to drop below 10, would they immediately break away?
 
[] Don't change vote

kk, contract fulfilled
But @McLuvin clearly demonstrated his incapability to understand the beauty of love that surpasses all barriers. So obviously I am the winner and you should heed my decree!

Follow your heart, human! Do not pay mind to the actions or thoughts of your fellow players! Vote for what your heart truly desires, for that is the true way to glory!
 
[X] [Honour] Quality training
[X] [Mystic] Evolve spiritual value (-7 Mysticism)
[X] [Goal] Humiliate (Hard, +1 Prestige)
[X] [Stallions] Focus efforts on the Thunder Speakers

The one thing I feel really strongly about is that we don't do hardest [Goal] and split the [Stallions].

Picking that strong of anti-synergy seems likely to put us in crit-or-lose territory, like picking all the hardest tax options did.
 
[X] [Honour] Quality training
[X] [Mystic] Overturn superstition (-10 Mysticism, -1 Stability)
[X] [Goal] Stop raids (Easiest, annoys allies)
 
But staying firm and disciplined is what a elite corps would do!
That is what the Quality vote is all about, so you might want to switch your vote
Quality simply creates well trained individual warriors. You need Loyalty and discipline to create massed combat.

You also have to remember that the Honour trait don't just affect our warriors, but all our People. We have Loyalty as our Honour trait, we lessen corruption.
I want to see if we can conceptualize deism. That'd be awesome and gives us way more mythical pressure on the neighbors than even just being the mythically powerful civ. If our gods compared to theirs are to the IC narrative what a man is to an ant, we're all the more likely to force them to adopt our values and opinions for fear of angering those much more powerful gods.
I see it as less conceptualize deism specifically but, create an actual religion, be it polytheistic or Shintoism that AN already hinted we were leading to.

[X] Powerofmind
 
1)I'm assuming there's a sort of cooldown on Golden Ages once we get knocked out of one, correct? We can't just spam them?

2)If we were to take on another vassal state but then subsequently burn prestige in some manner as to drop below 10, would they immediately break away?

Yes, there is a degree of cool down, at the very least you need to wait a while before you would get another Prestige boost from starting a Golden Age.

Not immediately, but they would be very unstable and would attempt to break away at the first opportunity.
 
[X] Overwhelming numbers
[X] [Mystic] Evolve spiritual value (-7 Mysticism)
[X] [Goal] Degrade sphere of influence (Hardest, +1 Prestige, pleases allies)
[X] [Stallions] Focus efforts on the Thunder Speakers
 
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