Also, on the question of times the thread has not gone for something I had hoped or expected they would go for, there are a couple but to talk about them would reveal surprises I still have in store for you. There's a couple of mechanics that once you take the actions to unlock them you will likely go "Why didn't we do this sooner?"
Well... Taxes, Attempted Waaaagh, and city ordinances.

~One of these is not like the others, one of these does not belong~
 
Ok, lets try one of these.

[X][Clan] Roll back, institute geographic administration within Valleyhome (Possibility of stability loss)

[X][Main] Great Temple
[X][Secondary] Enforce Justice
[X][Secondary] Enforce Justice x2

[X][CA] Xohyssiri
 
Wait, we dont know for sure that centralization overflow is a bad thing? We should totally test out what happens at some point. I just assumed it was bad because everybody acted as if it was bad.
 
Wait, we dont know for sure that centralization overflow is a bad thing? We should totally test out what happens at some point. I just assumed it was bad because everybody acted as if it was bad.
We don't. Or hierarchy. Or Martial at nonnegative stab.
 
I honestly want to do the trading post so that we gain more influence over the MW and an increased diplo inflow that will thus overflow into art, mysticism, etc.

But mostly in the hopes that we will be able to shift the MW's culture toward ours and eventually use their already existing fear of us to diplomance them. *laughs evilly*

(And also the trading post seems vaguely like it can become a colony, which will be beneficial if we ever decide to do the whole coastal settlement thing.)

I can't think of any actions that will unlock new stats, can y'all?
 
Let's do double enforce justice this turn. It will guarantee nonnegative stability, and put us at least as high on centralization as we've ever been.

In retrospect, AN has been quite coy about the effects of 'overcapping' centralization. And narratively it's always heen a little hard to justify over-building roads as causing a crisis
 
Wait, we dont know for sure that centralization overflow is a bad thing? We should totally test out what happens at some point. I just assumed it was bad because everybody acted as if it was bad.
I'll point you to this.


So, what about Centralization and Hierarchy anyway?
Those are ones where you probably don't want to redline them in either direction.


how populated is the nominally independent plains between us and the TS just south of the mountains? And is there any possibility with us putting the screws to the TS and actually showing a presence in the Lowlands they might be willing to pledge fealty much like what happened with Northshore and Stonepens?

Everyone is talking about how we need to fight coherent civilizations where everyone fights for their land, and I correct in that a lot of these settlements have a history of being loosely attached to their respective civs and of changing hands? I think so many people are having our culture bias us, for the most part one distant ruler is the same as another.
The northern hills/plains far from the rivers are far less populated and are mostly goat and sheep herders, there are maybe a couple thousand of them with them giving way to more farms the further south and close to the major river systems you go. There are lots of independent or de facto independent villages scattered in the "unclaimed" or "partially claimed" territories within the lowlands, probably between 80k-100k all together. They tend to be the prize that the major powers in the region kick around between them. Culturally they are closest to either the Highlanders or Xohyssiri, depending on who is closer.


I honestly want to do the trading post so that we gain more influence over the MW and an increased diplo inflow that will thus overflow into art, mysticism, etc.

But mostly in the hopes that we will be able to shift the MW's culture toward ours and eventually use their already existing fear of us to diplomance them. *laughs evilly*

(And also the trading post seems vaguely like it can become a colony, which will be beneficial if we ever decide to do the whole coastal settlement thing.)

I can't think of any actions that will unlock new stats, can y'all?
The Megaprojects are an obvious one.
 
Well. There's Black Soils. We had stopped at "just enough", but not "more than we can ever use." Maybe this is how we expand forests automatically.
 
[x] [Clan] Roll back, institute occupational administration within Valleyhome (Possibility of stability loss)
[x] [Main] Great Temple
[x] [Secondary] Grand Sacrifice
[x] [Secondary] Enforce Law
 
Also, on the question of times the thread has not gone for something I had hoped or expected they would go for, there are a couple but to talk about them would reveal surprises I still have in store for you. There's a couple of mechanics that once you take the actions to unlock them you will likely go "Why didn't we do this sooner?"

Alright? What actions have we basically never used or can stand to be finished?
  • Art Patronage: I feel like we did this at one point. It could definitely be useful though, for the same reasons as the vineyard.
  • Black Soil: I imagine this is a little like our Step Farming, in that after a couple more uses it will just become part of everything we do. As Kiba said, possibly making Expand Forest better or more automatic. I think this is probably the best idea of the lot to just try and finish it.
  • Build Vineyard: Haven't done it, I imagine this will be a new source of trade good for us, and possibly an improvement to agricultural tech and maybe festivals.
  • Found Colony: Fairly obvious in what it does, but we can't do it anyway.
  • Found Trading Post: Never done this. This looks like a great way to bleed off martial and to increase our diplomacy which overflows into art and then mysticism. The narrative benefits should be immense as well. There's the distinct possibility this allows us to incorporate technologies from our neighbors, gather more of their people to us, and possibly even start our usual takeover process.
  • Integrate March: This scares the shit out of me. They are so martial I'm a little worried about what we might absorb.
  • More Boats: We've done this before, I think, but we're right on the cusp of innovation at this point.
  • Sailing Mission: Never done this. Meet people, find cool stuff, see cool stuff.
  • Study Forest: We have done this all of once and it provided us some cool narrative dialogue about poisons. I don't recall if there was a immediate tech benefit.
  • Trade Mission - Into the Wild: We've never, ever done this. Meet people, find cool stuff.
  • Extended Projects: Havent completed any of these. They seem very useful, especially the salterns. I'm leery of turning any of our other settlements into True Cities, but the health benefits may be worth the risk.
 
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Alright? What actions have we basically never used or can stand to be finished?
  • Black Soil: I imagine this is a little like our Step Farming, in that after a couple more uses it will just become part of everything we do. As Kiba said, possibly making Expand Forest better or more automatic.
  • Found Colony: Fairly obvious in what it does, but we can't do it anyway.
  • Found Trading Post: Never done this. This looks like a great way to bleed off martial and to increase our diplomacy which overflows into art and then mysticism. The narrative benefits should be immense as well. There's the distinct possibility this allows us to incorporate technologies from our neighbors, gather more of their people to us, and possibly even start our usual takeover process.
  • Integrate March: This scares the shit out of me. They are so martial I'm a little worried about what we might absorb.
  • More Boats: We've done this before, I think, but we're right on the cusp of innovation at this point.
  • Sailing Mission: Never done this. Meet people, find cool stuff, see cool stuff.
  • Study Forest: We have done this all of once and it provided us some cool narrative dialogue about poisons. I don't recall if there was a immediate tech benefit.
  • Trade Mission - Into the Wild: We've never, ever done this. Meet people, find cool stuff.
  • Extended Projects: Havent completed any of these. They seem very useful, especially the salterns. I'm leery of turning any of our other settlements into True Cities, but the health benefits may be worth the risk.
Sailing Mission is a pretty good idea IMO.
 
[X] [Main] Great Temple
[X] [Secondary] Enforce Justice
[X] [Secondary] Enforce Justicex2
[X] [Clan] Roll back, institute occupational administration within Valleyhome (Possibility of stability loss)

I kind of like the idea of guilds? Truly, I am the Devil.
 
Alright? What actions have we basically never used or can stand to be finished?
  • Black Soil: I imagine this is a little like our Step Farming, in that after a couple more uses it will just become part of everything we do. As Kiba said, possibly making Expand Forest better or more automatic.
  • Found Colony: Fairly obvious in what it does, but we can't do it anyway.
  • Found Trading Post: Never done this. This looks like a great way to bleed off martial and to increase our diplomacy which overflows into art and then mysticism. The narrative benefits should be immense as well. There's the distinct possibility this allows us to incorporate technologies from our neighbors, gather more of their people to us, and possibly even start our usual takeover process.
  • Integrate March: This scares the shit out of me. They are so martial I'm a little worried about what we might absorb.
  • More Boats: We've done this before, I think, but we're right on the cusp of innovation at this point.
  • Sailing Mission: Never done this. Meet people, find cool stuff, see cool stuff.
  • Study Forest: We have done this all of once and it provided us some cool narrative dialogue about poisons. I don't recall if there was a immediate tech benefit.
  • Trade Mission - Into the Wild: We've never, ever done this. Meet people, find cool stuff.
  • Extended Projects: Havent completed any of these. They seem very useful, especially the salterns. I'm leery of turning any of our other settlements into True Cities, but the health benefits may be worth the risk.
We've done boats three or four times in recent memory, sometimes via midturn(dissuading the Hathatyn), and sometimes just doing it.


I miss the days when it was so easy.
Easy? Nah, it was just as hard, but the problems were different and less likely to hit peoples hot buttons with a ten ton drop hammer operated by a petulant child troll and making them overblow they're scale. <- I am to blame for doing this myself.

Reading through the quest the stuff is still much the same.
 
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Alright? What actions have we basically never used or can stand to be finished?
  • Black Soil: I imagine this is a little like our Step Farming, in that after a couple more uses it will just become part of everything we do. As Kiba said, possibly making Expand Forest better or more automatic. I think this is probably the best idea of the lot to just try and finish it.
  • Build Vineyard: Haven't done it, I imagine this will be a new source of trade good for us, and possibly an improvement to agricultural tech and maybe festivals.
  • Found Colony: Fairly obvious in what it does, but we can't do it anyway.
  • Found Trading Post: Never done this. This looks like a great way to bleed off martial and to increase our diplomacy which overflows into art and then mysticism. The narrative benefits should be immense as well. There's the distinct possibility this allows us to incorporate technologies from our neighbors, gather more of their people to us, and possibly even start our usual takeover process.
  • Integrate March: This scares the shit out of me. They are so martial I'm a little worried about what we might absorb.
  • More Boats: We've done this before, I think, but we're right on the cusp of innovation at this point.
  • Sailing Mission: Never done this. Meet people, find cool stuff, see cool stuff.
  • Study Forest: We have done this all of once and it provided us some cool narrative dialogue about poisons. I don't recall if there was a immediate tech benefit.
  • Trade Mission - Into the Wild: We've never, ever done this. Meet people, find cool stuff.
  • Extended Projects: Havent completed any of these. They seem very useful, especially the salterns. I'm leery of turning any of our other settlements into True Cities, but the health benefits may be worth the risk.


You forget the expand snails, we bloody haven't done it in over a thousand bloody years.

Edit :two thousand bloody years.
 
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We all have been at some point mate

Because we are still the major supplier of dye in the region with no true competition, there's no real need to really expand on it

More dye is more uses for dye. And the expansion itself should provide valuable insight into new cultivation and construction techniques as well as harvesting techniques.

You can't have proper art If dye is too rare to experiment on.
 
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