Next turn:
[Main] Great Temple
[Secondary] Support March - Stallion Tribes
[Secondary] Support March - Stallion Tribes x2

Edit: If we're already at war, swap a secondary for the war mission.
Great Temple done this turn. Don't need an action there. Unless you meant Library?




That sir is where you are wrong!!!

We need to get sillier *Inception noises*
I edited it in. Observe the King of Heroes being his usual awesome/arrogant self.
 
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Great Temple done this turn. Don't need an action there. Unless you meant Library?
Yes, copy paste on phone errors...
Adhoc vote count started by Killer_Whale on Jun 8, 2017 at 7:29 AM, finished with 49804 posts and 87 votes.
 
[X] [Library] Sacred Forest
[x] [Temple] Let the glory of your gods be known far and wide (+1 Prestige, Pilgrimage trade power increased)
[X] [Corruption] Deploy force
[X] [Diplo] Send aid to the Metal Workers (-2 Diplo, -2 Econ, -2 Art, -2 Mysticism)
[X] [Policy] No change
 
[X] [Library] Sacred Forest
[X] [Temple] Let the glory of your gods be known far and wide (+1 Prestige, Pilgrimage trade power increased)
[X] [Corruption] Deploy force
[X] [Diplo] Send aid to the Metal Workers (-2 Diplo, -2 Econ, -2 Art, -2 Mysticism)
[X] [Policy] No change
 
[X] [Library] Sacred Forest
[x] [Temple] Let the glory of your gods be known far and wide (+1 Prestige, Pilgrimage trade power increased)
[X] [Corruption] Deploy force
[X] [Diplo] Send aid to the Metal Workers (-2 Diplo, -2 Econ, -2 Art, -2 Mysticism)
[X] [Policy] No change
 
Here

Vote Tally : Original - Paths of Civilization | Page 1975 | Sufficient Velocity
##### NetTally 1.9.1
[1] Geographic Administration

——————————————————————————————————————————————Task: Library
[64][Library] Sacred Forest
[22][Library] Valleyhome

——————————————————————————————————————————————Task: Temple
[50][Temple] See to the spread of the techniques that went into making this place (+3 art, tech advance)
[34][Temple] Let the glory of your gods be known far and wide (+1 Prestige, Pilgrimage trade power increased)
[2][Temple] Know that the gods are with us (+1 Stability)

——————————————————————————————————————————————Task: Corruption
[69][Corruption] Deploy force
[8][Corruption] Main Enforce Justice
[2][Corruption] Burn occupational administration down (-2 Stability, switches to geographic admin within Valleyhome)
[1][Corruption] Burn Occupational Down

——————————————————————————————————————————————Task: Diplo
[67][Diplo] Send aid to the Metal Workers (-2 Diplo, -2 Econ, -2 Art, -2 Mysticism)
[5][Diplo] Launch a Main War Mission - Northern Nomads
[1][Diplo] Send delegations to the Metal Workers and Thunder Speakers (-2 Diplo)

——————————————————————————————————————————————Task: Policy
[43][Policy] No change
[29][Policy] Defense
[3][Policy] Offense
[3][Policy] Defence
Total No. of Voters: 90
 
[X] [Library] Sacred Forest
[X] [Temple] See to the spread of the techniques that went into making this place (+3 art, tech advance)
[X] [Corruption] Deploy force
[X] [Diplo] Send aid to the Metal Workers (-2 Diplo, -2 Econ, -2 Art, -2 Mysticism)
[X] [Policy] Defense

You know how I think justice shall be done. Sacrifice being good for justice! No matter the damage it can cause, root out the rot, now! Deploy the force and slaughter them!
 
[X] [Library] Sacred Forest
[X] [Temple] See to the spread of the techniques that went into making this place (+3 art, tech advance)
[X] [Corruption] Deploy force
[X] [Diplo] Send aid to the Metal Workers (-2 Diplo, -2 Econ, -2 Art, -2 Mysticism)
[X] [Policy] Defense

You know how I think justice shall be done. Sacrifice being good for justice! No matter the damage it can cause, root out the rot, now! Deploy the force and slaughter them!
Question. Why Defense?
 
New Feature: Vote Management

I also tried combining some of the votes like Defense/Defence and the Occupational Administration ones. Seemed to work, but they don't show as clearly. You'll need to click on the "i" to see what the vote configuration was.

Inserted tally
Adhoc vote count started by Therealtahu on Jun 8, 2017 at 8:17 AM, finished with 49809 posts and 90 votes.
 
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One must always brace ones butt. Lest one be taken from behind.
Okay.

Did you know that we will have 9 Expansion and 1 Econ at the start of next turn if we send aid and due to True City?

Somewhere in the middle of the turn Baby Boom will trigger +4 Expand Econ/turn, giving 4 Econ for -4 Expansion. Taking us to 5 Econ and 5 Expansion.

The provinces ignore Econ Expansions taken in the turn so they will all take Secondary Expand Econ, they have done similar in the past. This will give us 9 Econ for -8 Expansion taking us to -3 Expansion.

Baby Boom ends as we overcrowd. Probable Stability drop as murder rate in Valleyhome skyrockets. Other issues. Also the defense policy will not effect the Marches much, since they are basically fully walled and towered.
 
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[X] [Library] Sacred Forest
[X] [Temple] Let the glory of your gods be known far and wide (+1 Prestige, Pilgrimage trade power increased)
[X] [Corruption] Deploy force
[X] [Diplo] Send aid to the Metal Workers (-2 Diplo, -2 Econ, -2 Art, -2 Mysticism)
[x] [Policy] No change
 
So, why do people still refer to or seem to think the MW are Not!Greeks? AN stated they're pretty much based out of the Carpathian Mountains and we're likely colonizing the fertile plains where the Not!Danube meets the Black Sea. I'm pretty sure that makes the MW Not!Dacians more than anything else.

In which case, our trade post is ideal to finally find the Not!Bosporous, which will probably deserve a trade post of it's own.
 
So, why do people still refer to or seem to think the MW are Not!Greeks?
I'm not sure people really think that any more. I certainly hadn't. Didn't have a particular Not!Someone in mind for them actually.

I'm still giggling over the fact that they managed to get a coal seam fire. I wonder how long it will burn?
 
Okay.

Did you know that we will have 9 Expansion and 1 Econ at the start of next turn if we send aid and due to True City?

Somewhere in the middle of the turn Baby Boom will trigger +4 Expand Econ/turn, giving 4 Econ for -4 Expansion. Taking us to 5 Econ and 5 Expansion.

The provinces ignore Econ Expansions taken in the turn so they will all take Secondary Expand Econ, they have done similar in the past. This will give us 9 Econ for -8 Expansion taking us to -3 Expansion.

Baby Boom ends as we overcrowd. Probable Stability drop as murder rate in Valleyhome skyrockets. Other issues. Also the defense policy will not effect the Marches much, since they are basically fully walled and towered.
You make it sound like Expand Forest doesn't exist.
 
[X] [Library] Sacred Forest
[X] [Temple] See to the spread of the techniques that went into making this place (+3 art, tech advance)
[X] [Corruption] Deploy force
[X] [Diplo] Send aid to the Metal Workers (-2 Diplo, -2 Econ, -2 Art, -2 Mysticism)
[X] [Policy] No change

I believe the provinces will take New Province actions instead of taking ALL of our Econ slots. But nonetheless defensive policy is utterly wasted this turn - the provinces won't spend any Econ! With true city, they'll see that we'll only have 1 Econ to spend, and thus won't spend any.

Although that's better then the alternative, which is if they don't consider true city. Then they'll do a secondary build walls, which the law will turn into a main, and we'll be at 0 Econ for a bit - very bad with war coming, and true city yet to take away one Econ. If that happens before baby boom kicks in, well...

Anyway, no change also gives us more leeway to decide what we need to do, as it frees up a main action next turn. No need to take the megaproject in our actions, the provinces will automatically finish it after all.
 
You make it sound like Expand Forest doesn't exist.
Oh it does. Problem is that they can't take it on Defense policy. Just Build Walls, Build Towers and Expand Economy. This is on top of the fact that they need econ to do it first. Which they won't think they have.

We can get out of it with Forest and Black Soil, but that's for getting out of the hole once we are in it. I'd prefer not being in it.


[X] [Library] Sacred Forest
[X] [Temple] See to the spread of the techniques that went into making this place (+3 art, tech advance)
[X] [Corruption] Deploy force
[X] [Diplo] Send aid to the Metal Workers (-2 Diplo, -2 Econ, -2 Art, -2 Mysticism)
[X] [Policy] No change

I believe the provinces will take New Province actions instead of taking ALL of our Econ slots. But nonetheless defensive policy is utterly wasted this turn - the provinces won't spend any Econ! With true city, they'll see that we'll only have 1 Econ to spend, and thus won't spend any.

Although that's better then the alternative, which is if they don't consider true city. Then they'll do a secondary build walls, which the law will turn into a main, and we'll be at 0 Econ for a bit - very bad with war coming, and true city yet to take away one Econ. If that happens before baby boom kicks in, well...

Anyway, no change also gives us more leeway to decide what we need to do, as it frees up a main action next turn. No need to take the megaproject in our actions, the provinces will automatically finish it after all.
Main Wall costs 2 now so...
 
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I still don't get why everyone wants to swich to defensive policy considering the fact that our provinces arnt going to get hit....
 
I still don't get why everyone wants to swich to defensive policy considering the fact that our provinces arnt going to get hit....
Flinch reaction. Probably.
Adhoc vote count started by BungieONI on Jun 8, 2017 at 9:02 AM, finished with 49823 posts and 94 votes.
 
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[X] [Library] Sacred Forest
[X] [Temple] Let the glory of your gods be known far and wide (+1 Prestige, Pilgrimage trade power increased)
 
Oh it does. Problem is that they can't take it on Defense policy. Just Build Walls, Build Towers and Expand Economy. This is on top of the fact that they need econ to do it first. Which they won't think they have.

We can get out of it with Forest and Black Soil, but that's for getting out of the hole once we are in it. I'd prefer not being in it.



Main Wall costs 2 now so...
I know it does. I don't know when True City tax kicks in. If it kicks in before the provinces do anything, they'll do only Econ actions, wasting the law action. If it kicks in after, they'll see 2 Econ, spend 1 on towers or walls, which will immediately be put to a main by the law, leaving us with 0 or 1 Econ BEFORE true city tax kicks in.

I'm sure you can see the problem with that.
 
...I'm still somewhat confounded how they convinced the Thunder Horse that Moloch Calls was a desirable belief system.

I think we can expect a certain degree of friction. Unless the Thunder Horse lose their Family Honor trait, but I think that's unlikely. We could see the eastern cities attempting to break away, maybe?
 
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