Current Tally:
Adhoc vote count started by gutza1 on Jul 23, 2017 at 5:41 PM, finished with 83088 posts and 47 votes.
 
will started infrastructure be prioritised if the policy just finished its current project?

Yes, it will prioritize projects that have already started.

will we have a chance to let the Txolla use iron now that the secret is likely to get out?

They already have access, although only through trade at this point. They only have a few maintenance smiths rather than directly productive ones. No real mines though.

do we have dogs?
or are there no wolfs in that area ergo no dogs?
or are we just not that far down the line?

For like the past ten thousand years.

@Academia Nut, are storm wolves not huns or not scythians?
Or are they expedited not magyars ?

They're part of the general mish-mash of not!PIE groups.
 
[X] [Main] The Law (Iron Age)
[X] [Secondary] Proclaim Glory
[X] [Secondary] Support Artisans
[X] [Policy] Defense
[X] [Greenshore] Convert to Colony
 
The redshore aqueduct should be of a high priority here. It has gone on too long, come up too many times, and we will have some serious problems if this isn't rectified. We don't need the boats, the innovation there will continue on it's own. We don't need a proclaim glory yet, we are at least two turns off a golden age from stats alone, and dropping our culture that much will take us even farther away.

[X] [Main] The Law (Iron Age)
[X] [Secondary] Found Mercenary Company
[X] [Secondary] More Boats
[X] [Free] Change Passive Policy - Innovation
[X] [Free] Found Colony - Change Greenshore Trading Post to a Colony

We have little need for any other passive policy besides infrastructure, forestry, or vassal support. Any of these four will work.
 
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[X][Free] Convert Greenshore to colony
[X] [Main] The Law (Iron Age)
[X] [Free] Change Passive Policy - Defence (+1 significant walls/turn)
We need Tech for the Law. Approval Voting the two options I like.
[X] [Secondary] Support Artisans
[X] [Secondary] Plant Hemp
[X] [Secondary] Plant Hemp x2
[X] [Red Banner] Metal Workers
 
[X][Free] Found Colony - Change Greenshore Trading Post to a Colony
[X][Free] Change Passive Policy - Defence (+1 significant walls/turn)
[X][Main] The Law (Iron Age)
[X][Secondary] Proclaim Glory
[X][Secondary] Plant Hemp
 
Sails and ropes and stuff. Plus it provides the +1 tech we need for Law.

Though I'm a Boat voter now, cause catamarans. And it also gives +1 Tech.

Aye but that requires large scale cultivation for actual applications instead of novelty. Meaning that unless it a main or several secondaries, it's rather redundant. Narrativly at least.
 
I would just like to take this moment to say, if Rahullinar is representative of his people, then they are going to looove the Games! We'll just have to make sure they use blunted weapons...I'm sure bruising and knocking the wind out of someone will be considered acceptable, just not actually dealing the finishing blow.

Plus, I'm glad we didn't try an undirected main bribe. He's clearly not a big fan of bribes, and if it hadn't been counteracted by being a personal honour and being just so big...yeah.

Anyway, to the vote!

[X][Free] Found Colony - Change Greenshore Trading Post to a Colony
[X][Free] Change Passive Policy - Defence (+1 significant walls/turn)
[X][Free] Change Passive Policy - Forestry (+1 Sustainable Forest and -1 Econ Expansion/2 turns)
[X][Main] The Law (Iron Age)
[X][Secondary] Proclaim Glory
[X][Secondary] Plant Hemp
[X][Secondary] Found Mercenary Company - main pay

We have heaps of passive income, so we can afford to convert Greenshore. It's more important now to get it expanding and connecting to Tinriver and whatever metal workers the nomads leave behind.

Defence and Forestry are both great passive policies in the long run - and for passive policies, IMO, only the long run really matters. My first preference would be Defence.

If the Law imposes choices that cost us Stability, we'll want PG. If it doesn't, then hooray, Golden Age! Maybe building the Dam during a Golden Age will make up, just a little bit, for delaying it so long?

(On a side note, I wonder why it's still 4-6 actions?)

I'd be happy to let the provinces use their extra secondary to get Tech for the project (assuming it actually requires 4 actions, not 3), but apparently hemp will save our second True City (which, remember, boosts innovation) as well as improving our boats. So might as well. It's not a big deal to pop it, though, so approval voting for mercenaries.
 
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The new shiny seems to have led to people forgetting about our Stallion Tribe problem. We should really reduce martial so we can integrate them in the next two turns. They are getting dangerously independent again.
 
Aye but that requires large scale cultivation for actual applications instead of novelty. Meaning that unless it a main or several secondaries, it's rather redundant. Narrativly at least.
It's giving us 2 stats based on that impact. Our ships don't require the miles of rigging of the age of sail.
 
Hemp voters, what's the reasoning for hemp, if ye don't mind me asking?
It makes amazing things. I think I once posted a big post with links on this, but hemp is humanity's best botanical friend that there is. The sheer amount of usages that hemp has is unbelievable.

And that's not even counting recreational drug use. The only reason hemp gets such a bad rep is due to reputation sabotage by competing industries way back when.
 
It makes amazing things. I think I once posted a big post with links on this, but hemp is humanity's best botanical friend that there is. The sheer amount of usages that hemp has is unbelievable.

And that's not even counting recreational drug use. The only reason hemp gets such a bad rep is due to reputation sabotage by competing industries way back when.
In B4 some Ymaryn lumberjack starts a play called "Ryffyr Madnyss"
 
If we go for the golden age, which stats are we going to try to max?

Diplo is at 11[+2], so if we Plant Hemp and don't use other diplo-affecting actions, we should be at 15 by mid-turn. That means we can hit peak next turn if we don't use up the Diplo.

Econ is at 15, and grows 5 per turn. Hopefully, we can keep it on peak, but if we start the Great Dam, that will outpace our Econ production. Problematic.

Wealth is at 8 and grows at 5 per turn, but we spend it on many of our actions, so unless we generate some wealth (or econ, to overflow into wealth) I expect to be below 17 wealth until something like 2 turns from now at the earliest.

Martial is at 10{15}. Unless we are absorbing the Stallions now-ish, I don't see how we would be raising that, and frankly being at 17{22} Martial strikes me as... a poor idea.

Culture is at 6, and it isn't hitting peak anytime soon.

Mysticism is at 11, and gaining 1 per turn. If we plant Hemp, that would put it at 13 by midturn. Since we don't actually spend Mysticism when we spend Mysticism, it is relatively easy to keep Myst high, but if we leave it along getting it to max will take a while. Maybe take a Study Stars action next turn? That would put us at cap in a turn and a half.

Tech is at 7, and it isn't hitting peak anytime soon.
 
@Academia Nut how was king phygrif portrayed in the Play form of the Fall of Xohyr? Foolish? Clever? A meathead?

The Fall of Xohyr is a grand tragedy. Phygrif is portrayed of as something of a nasty son of a bitch, but admirable in his determination to see a threat removed. Phygrif is something of a background element however, as the majority of the attention is upon a series of grand heroes (their identities haven't really stabilized yet, they are semi- to entirely-fictional in any case) in the shadow of the walls. The play/poem itself is ahistorical in that the majority of the time is spent in the shadow of the skull wall and is something of an exploration of the horrors of war and the nature of virtue and honour. The ending, with the destruction of the city, is left morally ambiguous, as while the deaths of the Xohyr nobility and priesthood is seen of as being necessary, the destruction of the city takes a major toll on the heroes, and can be regarded of as "The wrong choice for all the right reasons".
 
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