[X] Send missions to the chief belligerents (Secondary Trade missions to Highlanders and Thunder Horse)
[X] Main provinces (Chance of stability loss, +2 Econ)
[X] Challenge the validity of the Sacred Warding (???)
 
They probably do the civ they assimilated/were assimilated by not inly have copper tools but saw our boat designs for generations it is highly likely that they do have boat tech if not as refind as ours
True but out of all of the naval capable civs we know I figure the tech level goes:

Us (This is very recent because of our iron tools)

Hathatyn (Where we were for some time until we got iron tools)

Metal Nomads (They are assimilating a civ with some probable boat working know how)

Of course our lead is tenuous because we still haven't come up with the really interesting uses for iron tools in boat tech.
 
[X] Send missions to the chief belligerents (Secondary Trade missions to Highlanders and Thunder Horse)
[X] Main provinces (Chance of stability loss, +2 Econ)
[X] Challenge the validity of the Sacred Warding (???)
 
Or you are assuming all the nomads are a single polity which has the same traits.
For god's sake. Everyone but us has it. So long as they have had any contact with our area of the world at all, they will have it.

Endemic diseases do not just go away and come back. They drop to low levels as large portions of the population gain immunity, and then pop up in epidemics during stressful times when herd immunity is low. The only reason we don't have it is because of sacred warding.

Finding people to get it from isn't going to be hard either. It's pretty damn obvious, given that it's a horribly disfiguring rash that appears on the face first, followed by hands and forearms.
 
True but out of all of the naval capable civs we know I figure the tech level goes:

Us (This is very recent because of our iron tools)

Hathatyn (Where we were for some time until we got iron tools)

Metal Nomads (They are assimilating a civ with some probable boat working know how)

Of course our lead is tenuous because we still haven't come up with the really interesting uses for iron tools in boat tech.
It is still a possibility though a coastal strike should be easily rebuffed due to our ship numbers and experience in naval combat but it is something to keep in mind just in case
 
Rereading the last salt gift update reminded me that the trip to the Thunder Horse took years round trip.

Admittedly, probably inferior wagons, but not by much.
 
Well, it looks like we'll have the world's first anti-vaxxers. And thanks to both it being smallpox and our Honorable Death trait, it's likely the results will be pretty definitive as they die in droves.

Sad, but much more obvious than Sacred Forest where the effects will be relatively minor. Climate change deniers are a lot harder to convince.
 
[X] Challenge the validity of the Sacred Warding (???)

I don't know what to do so I'm going to vote for this due to the last several pages having sound reasoning.
 
It is still a possibility though a coastal strike should be easily rebuffed due to our ship numbers and experience in naval combat but it is something to keep in mind just in case
It is always a very wise thing to keep your enemies abilities in mind, even if they are inferior or have difficulty reaching you.
 
[X] Send missions to the chief belligerents (Secondary Trade missions to Highlanders and Thunder Horse)
[X] Main provinces (Chance of stability loss, +2 Econ)
[] This is a step too far (Challenge continues one last turn)
[X] Challenge the validity of the Sacred Warding (???)

EDIT: changed vote due to new info

This is why I was hesitant of joining this quest. The update time doesn't allow me to pipe in before bandwagons are formed.

Something that you guys seem to have missed:

@Academia Nut Why did we lose centralization? Was the prestige gain from the trade deal or from the war mission? Have our people seen any Blight in neighboring forests (or i guess even our own) in the past few generations?

Things have been kind of blah, general mediocre lower level management? The king can't really tell, there's just a sort of malaise.

Seems like challenging beliefs has also the cost of costing centralization. I don't think that the loss of centralization here is coincidental. AN had after all mentioned it was an overly destabilizing process.

In the end WotG may have been a debilitating belief, but it was a belief of the present culture, the paradigm upon which our nation is built. If you challenge it, you challenge the very base upon which our culture is built and it seems then logical that it costs centralization as well as stability, weakening the common ground everyone has which comprises beliefs, yes, as well as, well, everything from our other beliefs, to our government.

So, I'll say enough of challenging it, IMHO it doesn't seem good to me to lower centralization when everything in the neighboring territories seem ready to go down the drain. Just do a Study Metal next turn to continue in seeing if things go worse as well as to prove to the populace that things are fine.
 
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[X] Remind the lowlands of your wealth and power (Main Salt Gift)
[X] Main provinces (Chance of stability loss, +2 Econ)
[X] Challenge the validity of the Sacred Warding (???
 
Okay, so the frontpage omake list isn't comprehensive. Does.. anyone have a comprehensive list? Especially the negaverse ones with buckets and salterns of salt.
 
[X] Send missions to the chief belligerents (Secondary Trade missions to Highlanders and Thunder Horse)
[X] Main provinces (Chance of stability loss, +2 Econ)
[X] This is a step too far (Challenge continues one last turn)

This is why I was hesitant of joining this quest. The update time doesn't allow me to pipe in before bandwagons are formed.

Something that you guys seem to have missed:





Seems like challenging beliefs has also the cost of costing centralization. I don't think that the loss of centralization here is coincidental. AN had after all mentioned it was an overly destabilizing process.

In the end WotG may have been a debilitating belief, but it was a belief of the present culture, the paradigm upon which our nation is built. If you challenge it, you challenge the very base upon which our culture is built and it seems then logical that it costs centralization as well as stability, weakening the common ground everyone has which comprises beliefs, yes, as well as, well, everything from our other beliefs, to our government.

So, I'll say enough of challenging it, IMHO it doesn't seem good to me to lower centralization when everything in the neighboring territories seem ready to go down the drain. Just do a Study Metal next turn to continue in seeing if things go worse as well as to prove to the populace that things are fine.

So the opportunity cost of making more roads is too high of a price for you?o_O
 
Here goes the usual

Economy 12->10
-Festival -2
-Boats -2
-Boats +1
-Study Metal -1
-Study Tailings -1
-Study Health -1
-Expand Econ +4

Pretty much as expected

Martial 11 {15} (partial over limit) -> 11 {14} (partial limit)

We continue to be slightly over martial capacity, and will oscillate back and forth over the line until we evolve the Quality of it's own trait to deal with this sort of thing.

Stability 1->2 (encouraged)
-Festival +1
-Study Metal -1
-Study Tailings -1
-Greater Good trigger +2(reversing a -1 to a +1)

Greater Good kicks ass, *pets Greater Good*
Best foreigner trait ever.


Centralization 3->2

Something dropped this, will be seeking the source as I go through, but we need that Double Main New Trails soon. Guessing it's the antsy Yeomen.

Art 8->11
-Boat Diplomacy overflow +1
-Saltern Diplomacy overflow +1
-Festival Art +1

Nothing odd here

Mysticism 5->2
-Study Stars +1
-Study Metal -2
-Study Tailings -2

Pretty much as expected.

Prestige 8->9

Source unclear, but it looks like it's the war victory(and also defeats will cost it).
Means the lowlanders were already running Prestige based Peripheral States for a long time, we just never got the Prestige to learn about it as our fame are all in permanent works.

Stallion Tribes Econ 5 (+1)->4
-Chariots -2
-Forest cashout +1

Stallion Tribes Martial 10[11]->14[15] - ???
-Chariots +4
-War Mission cost unknown

Western Wall Econ 6->4
-Chariots -2

Western Wall Martial 5[7]->9[10] - ???
-Chariots +4
-War Mission cost unknown


Food Production
Fishing
Horse Milling
Mollusc Cultivation
Orchards
Ox-pulled plough
Step Farming
Terra Preta
@Academia Nut
No Canampas?

Though we got ploughs, which is kickass for preparing soil for planting. Less useful for us than for others, since the regular use of Black Soil would produce soil that's relatively easy to break up and plant in, but it's still a massive labor saving.

And we have spoked wheels made with iron tools. An immense advantage here, as a spoked wheel is far lighter than a plank one, and is thus faster, as well as enabling substantially higher ground clearance for chariots at less cost.

Always interested in new farming techniques, the king immediately said yes to the proposal from the Xohyssiri and got the Farming Chief in contact with the workers they sent. In exchange for teaching the lowlanders more about how to control water and soil on hills - you really had to know what you were doing before you tried to do terracing or you might cause hill collapse - the Xohyssiri taught them about how they had been getting more out of their land.
As mentioned previously, terrace farming was far easier when you developed it without irrigation. Water load is exponentially harder to cope with if you didn't already have decades of experience dealing with dry terraces...and that's in our valley which wasn't very prone to flooding, and with more rocky and thus more stable soil than the soft alluvial mass of the lowlands.

Since they got little rain outside of the rainy season, they had to carefully shepherd the water they did get, using a series of irrigation canals and reservoirs similar to how the People did it in Valleyhome, just moreso. However, after the Thunder Horse had vassalized them and stripped them of most of their tributary states and territory Xohyr had faced some serious problems with this system, which was that it took up too much room for what they had available. They needed the space both for farming and for water storage, and somewhere along the line they had figured out how to extend the shore of the small and semi-seasonal lake near their home via dredging and waste disposal to produce material to dump into staked out sections that they could grow crops on. As the practice grew and became more complex they had realized somewhere along the line that the water in the lake was staying around longer and the practice had expanded.

So they accidentally developed it.
By throwing shit and construction material into the water.

One of those things we managed to lock ourselves out of then, with our cultural angle. Of course, we can use Black Soil, but that's also too valuable to just throw into water for no reason.

While to a large degree this new method wasn't that much use for the People, there were definitely some places where it might be of benefit, especially in some of the lakes and sloughs along the course of rivers in the steppes. If any major reservoir work were ever done it would also be of considerable benefit to have this technique on hand to improve the utilization of the water. Also, the People were always happy to have improved agricultural techniques.

Big boon to our northern provinces and marches then. And to the Great Dam(man, the Xohyssiri players are going to be surprised when we, lacking lakes to use for Canampas, built our own)

The knowledge was set to be distributed out to the People along with orders to expand the planting festival to better help distribute the knowledge and better assure the People that the king was in fact keeping their interests at heart even as they tiptoed into dangerous waters with the tests of metal safety. All of this together meant that the People were in fact strangely accepting of the plans to begin in-depth and widespread study of metal once more, as well as cracking open the tailings pits where the waste of mining was disposed of.

Also, that's the second time Greater Good triggered on metal. A good sign!
To a large degree they understood that the king could not make a ruling on what was dangerous or not without actually understanding it fully.
A nice consequence of our chiefs having to consult with their council and thus justify themselves. "Delayed pending more information" is a legitimate reason(and also excuse to avoid politically troublesome choices)

The new order for boats may have helped out, as this was the first major expansion of their number since the introduction of iron, and while there had been small scale replacements the new tools and techniques revealed many new things, although for the most part the knowledge probably had to cook in the minds of the craftsmen for another generation or two.
Our boat innovation rolls continue to suck, but we're close to a breakthrough there soonish.

The decision not to sacrifice the white calf right away but to instead breed it first brought... ambiguous portents, although there was no great disaster from the refusal, there was no grand turn around either to show approval. In any case, once an appropriate number of white or white-enough offspring were had the animal and one of the better one of its descendants were returned to the spirits.

Breeding program started. But still takes a long time to show merits.

Also, the surveyors rather confusingly got into a fight over whether or not they had discovered gypsum or not. Apparently the term the original surveyors had used had been more ambiguous but someone else had decided that they meant gypsum, but it was a different soft, semi-transparent white stone shot through with grey nodules. Whatever. Some of the nodules were brought in for study along with the other metals they were going to be looking at.
No gypsum then. This is tricky.
But theres a few minerals that can fit the bill.
Fluorite can be identified by its slight tendency to glow in UV light...if we had UV light. It can also be used as lens materials if it's clear enough, and it can be used to make lime for steel production flux...well aside from the bit where it vents fluorine and hydrofluoric acid in the process.

Calcite limestone is much more common, it's distiguishable probably by the sizzling if some wind up in the tailing pits. This is immensely useful for everything, so hopefully we have this instead of the more valuable, but less useful Fluorite.



Provinces – [Main] Study Health, [Main] Expand Econ, [Sec] Study Stars

Stallion Tribes – [Main] War Mission – Western Nomads, [Main] Build Chariots
Western Wall – [Main] War Mission – Western Nomads, [Main] Build Chariots
Pretty much as expected on provinces, though the marches are doing a preemptive strike on the rebuilding nomads.

So the good news was that the People had figured out pretty well that whatever curses were in metal and their residues, they could not be spread like with disease.
Yes, non-spreading curses. So it's a matter for Honorable Death and The Greater Good for metalworkers, rather than negatively triggering Symphony and Divine Stewards for being a spreading curse.

The bad news was that after opening up the oldest sealed tailings pit, they had discovered that the remains were super poisonous. They found rotten stone, and while the glazed tiles had held up well pretty much everything else that got wet in that deadly rotten egg stinking pit had been corroded and transformed if it got even a little water on it. The People had already been careful to make sure that these pits shouldn't be able to drain into drinking water, but the damage inflicted really drove it home. They would definitely have to increase the standards for these things... although there were also intriguing possibilities for the use of some of the strange materials found within, and among the slag heaps of the iron smelters.
We've learned tailings are forever, that they can eat stone, and unglazed ceramic simply gets eaten through. That dried acids are relatively inert, but wet acids are nasty as hell.

Also we've found that the slag and tailings have minerals that can be used. Nothing specific, but metawise we know that copper tailings contain enough sulfuric acid to form pyrites out of the leached iron in the ceramic and soil, and it's possible that elemental sulfur crystals might be forming as well.

Also, the grey nodules? Definitely contained lead and silver, and pretty much everything except the silver was rather terrifyingly toxic.
Galena! This is useful-ish in that it's our first source of silver, and thus the possibility of clear mirrors once we learn to alloy it with copper for strength nad corrosion resistance.

This mine would probably generate Art/Diplomacy, but since everything is poisonous the stability hit would be nasty.

While the examination of sacrificial animals revealed that even invisible fumes could be toxic, something that confirmed suspicions about some of the workers and prompted further examinations on how to contain it, it also continued to confirm the idea that all of the toxins of the metal were not self spreading like with disease.
And we have some animal testing prove that lead smelting fumes are poisonous and should be kept the hell away from everything.

Hopefully this will persuade people not to use it in makeup and as a sweetener.

Someone poisoned from working with any of these things was of no risk of spreading their injuries to others the way someone with a plague or pox was. Thus any widespread curses for the digging up of metal had to come from the gods and not the metal itself... and honestly things hadn't been too bad. The elders said that the weather used to be better, and records suggested that there had been fewer failed harvests and fuller granaries in the past, but nothing was on fire.
Elders meanwhile are harkening back to the good old days, considering our granaries can hardly be much fuller :p

Although when representatives from the Stallions and the Wall frog marched nomad chiefs into the council chambers, the king had to mentally add on 'Yet'.

Through a combination of new chariot design, faster horses, and an abundance of iron weaponry, the two most imperiled provinces had smashed several tribes attempting to move into areas adjacent to their territory, and were currently cowing the survivors into submission. The tribes would be resettled somewhere away from where they had originally been to minimize the trouble they could get into, probably either the Stallion Tribes or Northshore and Stonepen.
And here we see one of the effects of restless warriors/excess martial. People start looking for a fight, and indeed got one on the nomads before they had much cause beyond 'bloody nomads'.

The tribes would be resettled somewhere away from where they had originally been to minimize the trouble they could get into, probably either the Stallion Tribes or Northshore and Stonepen.
Further south is better for us to disperse cultural impact and influences.

While the king was perhaps a bit ill-at-ease over the glee with which the warriors resorted to violence, it did bring in important information, such as the fact that the new kingdom forming out of ex-nomads who were slowly absorbing/being absorbed by the metal workers was rounding up other tribes from the distant west and north-west, quite possibly in preparation to have another go at the People. It was certainly something to keep an eye on, especially since apparently the Thunder Horse were doing something similar - if to less stable results - in the east, if the trade from the Xohyssiri was in any way accurate.
And NomadSon had been fused into the Metal Workers and getting ready for Round Two, along with the Thunder Horse. We're going to need more roads, more walls, though not more armed dudes at least.
With the Xohyssiri and the Thunder Speakers apparently embracing new, less violent - for now - roles and the Highlanders and the Thunder Horse both apparently gathering strength, an explosion of violence in the lowlands seemed once more inevitable... making it somewhat fortunate that the People were only vaguely allied with the Highlanders.
Like, the Highlanders had some relatives among the nobility who they could use as contacts to ask the king for assistance, and they had enough trade contact with them to make it within the People's interests, but there were no great compelling reasons to actually join in if they were, say busy kicking in the teeth of some nomad bastards.
Ah, Magwyna's descendants are fully nobility now and maintain ties with the HK, but it's more of a limited aid thing.

Of course, the ties will also break if we don't join them in the next fight.

However, soon after that little bit of drama, the argument that had begun the better part of a lifetime ago began to boil over. The People now had evidence that metal in of itself could not bring widespread calamity, and that more care was needed when it came to accepting a belief. However, this idea was also catalyzing even more radical ideas, ideas that had the potential to rattle the very foundations of the People's society. If a widely held belief like metal being the cursed Weapons of the Gods could be wrong, what else might require re-examination?
And thankfully we finished this early with extra Stability. This is going to be a bumpy ride.

You need to test bad beliefs and find them wanting, but you also need to test good beliefs and find them pleasing.
 
Centralization 3->2

Something dropped this, will be seeking the source as I go through, but we need that Double Main New Trails soon. Guessing it's the antsy Yeomen.
It may be due to the two marches deciding to co-ordinate with eachother this turn forming the beginning of a power structure that doesn't involve the heartlands.
 
We've been waiting for centralization to drop so we can build more roads without hitting the cap.

So the opportunity cost of making more roads is too high of a price for you?o_O

Well...

Seeing as 5 or 6 is our cap, that doesn't make any sense. We were at three.

As I understand it, beyond roads, centralization is also for allowing the civ to tank crisis better, and we have a crisis on the horizon with the Lowlands.

Though I have to admit that I can't affirm that I'm absolutely clear on all the mechanics (1.6k pages is a biggie to fish all that info). So if I say anything stupid, thank you in advance for correcting me.
 
[X] Challenge the validity of the Sacred Warding (???)

So @Academia Nut can we reasonably assume that since The people have practice with spreading cowpox that we can assume that they will do the same with the (small)Star pox? Or will they disregard that knowledge in a form of rejection to instead see if people will get it naturally.
 
Honestly? We desperately need more roads, or we can use the Enforce Law(I think that's the one) action for generate between 1 and 3 centralization. Seeing as AN stated that it was basically a combination of distance and shitty mid level management chiefs that caused the drop, the enforce law might be the best idea.
 
...Why the hell are people voting for god damned Sacred Warding?
1) It's the easiest to prove that it works. We happen to have a supply of people who aren't vaccinated. We have contact with a source of smallpox.
2) We need to prove it, because we are swinging from "Correlation means causation" to "All traditions are false". We need to apply counterswing to the mid point of "Maybe you should actually confirm stuff."

It is still a possibility though a coastal strike should be easily rebuffed due to our ship numbers and experience in naval combat but it is something to keep in mind just in case
Noting that we don't exactly have a LOT of experience in naval combat beyond skirmishes.
Something that you guys seem to have missed:





Seems like challenging beliefs has also the cost of costing centralization. I don't think that the loss of centralization here is coincidental. AN had after all mentioned it was an overly destabilizing process.

In the end WotG may have been a debilitating belief, but it was a belief of the present culture, the paradigm upon which our nation is built. If you challenge it, you challenge the very base upon which our culture is built and it seems then logical that it costs centralization as well as stability, weakening the common ground everyone has which comprises beliefs, yes, as well as, well, everything from our other beliefs, to our government.

So, I'll say enough of challenging it, IMHO it doesn't seem good to me to lower centralization when everything in the neighboring territories seem ready to go down the drain. Just do a Study Metal next turn to continue in seeing if things go worse as well as to prove to the populace that things are fine.
Losing Centralization is GOOD, it's the cheapest stat to raise and has actually been blocking both Roads and Enforce Authority until the recent expansion and war period.

Also if you just Study Metal again, it's not going to solve the problem. You're trying to prove that some traditions have a basis here, now that we've proven that metal isn't cursed in that way.
 
[X] Look around for more reasonable people (Main Sailing Mission)
[X] Main provinces (Chance of stability loss, +2 Econ)
[X] Challenge the validity of the Sacred Forest (???)
 
[X] Send missions to the chief belligerents (Secondary Trade missions to Highlanders and Thunder Horse)
[X] Main provinces (Chance of stability loss, +2 Econ)
[X] This is a step too far (Challenge continues one last turn)
 
Well...



As I understand it, beyond roads, centralization is also for allowing the civ to tank crisis better, and we have a crisis on the horizon with the Lowlands.

Though I have to admit that I can't affirm that I'm absolutely clear on all the mechanics (1.6k pages is a biggie to fish all that info). So if I say anything stupid, thank you in advance for correcting me.

The Lowlanders fighting each other is hardly an immediate crisis for us.
 
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