I'm not so sure. It looks more like trying to find someone who can build a relationship with her, platonic or romantic. Like how her brother was able to calm her and interact with her, and having someone she could connect with seemed to bring her some peace.
We aren't looking for a mate. We're looking for a life partner.

Far better than being spent back to a temple, just like before when Yenyna's entire family sans brother ditched her. She lived most of her life with Shamans. Then she spent years avenging her brother and others. Possibly all the people who could have become close to her died in the final battle. Yenyna doesn't need studying, she needs care and understanding.
Eh, don't worry about it guys, building big is only an advantage in communal buildings, and if they lived anywhere but the desert such massive buildings would be more hindrance than help. That said... it's a bit teeth-grinding just how close this one was. Whether it was our overall shit rolls, or the fact that everyone and their grandmother decided that now would be a great time to attack us, there was pretty much no way we were ever truly going to win this war. At best, we'd force them to capitulate, which would have been a momentous task in of itself seeing as they ascribe to a god-king theocracy. Still, I can't help but find myself disappointed, despite knowing that there weren't many better ways this could have ended.

I guess I'm just... annoyed. We threw everything we had at them and all we managed to do was match them. I know that there were extenuating circumstances involved, and that the dice were cruel to us, and that pretty much everyone was throwing around heroes like they were candy, but it still grates.
Welcome to historical realism, where sometimes you aren't a godlike marysue civilization. And God damn did I enjoy the fact that someone was FINALLY an actual threat to us. They were worthy. The fact that we couldn't just bum rush them was good and one of the only war sections I've seen of as exciting since the Star Axe.

[X] [Mystic] Search the entire kingdom for someone who might understand her and put her at ease
[X] [Hero] The battlefield created a peerless medic (Heroic to Genius level medical mystic)
[x] [Hero] Organizing all of this was hell, but one clerk refused to buckle (Heroic to Genius level administrator)
[X] [Prov] Integrate Gulvalley
[X] [React] Megaproject - The Games
-[X] [React] Kick Megaproject
-[X] [React] Kick Megaproject x2
[X] [Policy] Innovation
[X] [Policy] Patronage
[X] [Policy] Special: Forestry
[X] [Bonus] At least two technology upgrades (exploding rolls)
[X] [Bonus] Upgrade a random value
[X] [Bonus] Free Main Build Theatre
 
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Vassal loyalty has many narrative effects and increases over time even if we switch off the policy. Its beyond loyalty and more a constant low level influence subordinate to all our peripheries that consistently gets stronger.
Sure, but is that worth an Aqueduct every other turn? It'll be a lot more important as we start making more and more peripheries and we won't have the actions to keep them loyal, but it's definitely not a concern for the near future.

I don't want the kick, just the main
Oh sorry, wasn't clear from your comment under it.
 
At the banquet in the evening, the king came up to the delegates from the People and asked if perhaps the commander at the Battle of Bloodvalley was among those present in the delegation. When informed that she was not, the king paused in contemplation before he said something that his translator had to ask if he actually wanted passed along. After confirming it so, the translator passed along the statement, "I am frightened, but aroused."
[] [Mystic] Search the entire kingdom for someone who might understand her and put her at ease (-1 Mystic, -1 Econ, -1 Wealth, -1 Culture)
Bad but hilarious ideas.
 
Task: Mystic
[19][Mystic] Search the entire kingdom for someone who might understand her and put her at ease (-1 Mystic, -1 Econ, -1 Wealth, -1 Culture)
[3][Mystic] Get assistance from a temple (-1 Mystic)
[1][Mystic] Search the entire kingdom for someone who might understand her and put her at ease
Task: Hero
[12][Hero] Organizing all of this was hell, but one clerk refused to buckle (Heroic to Genius level administrator)
[5][Hero] The next heir was forged in this war (Guaranteed Heroic heir in the next main turn)
[3][Hero] The smiths working overtime produced a prodigy (Heroic to Genius level artisan)
[2][Hero] The battlefield created a peerless medic (Heroic to Genius level medical mystic)
[1][Hero] One of the negotiators truly shone among the Khemetri (Heroic to Genius level diplomat)
Task: Prov
[15][Prov] Integrate Stallions (-6 Diplo, +5 Econ, +5 Econ Expansion, +8 Mysticism, +4 Culture, +2 Tech, +10 Martial, new core province)
[6][Prov] Integrate Gulvalley (-4 Diplo, +3 Econ, +8 Econ Expansion, +2 Mysticism, +3 Culture, +1 Tech, new core province)
[1][Prov] Integrate Gulvalley
Task: React
[9][React] Megaproject - The Games
[7][React] Build more aqueducts (-2 & -3 Econ to complete aqueducts in Redshore and Redhills)
[3][React] Main Plant Poppies
[2][React] Main Expand Snail Cultivation
-[2][React] Kick Megaproject
Task: Policy
[11][Policy] Infrastructure (+1 Free Progress to an infrastructure project (Aqueduct, governor's palace, saltern, etc.)/turn) x1
[6][Policy] Defence (+1 significant walls/turn) x1
[7][Policy] Special: Forestry (+1 Sustainable Forest and -1 Econ Expansion/2 turns)
[4][Policy] Innovation (Extra innovation roll each turn)
[2][Policy] Trade (+1 Wealth/turn)
[2][Policy] Special: Vassal Support (+1 Subordinate while active, increases Loyalty while active at less than full subordinates)
[2][Policy] Infrastructure (+1 Free Progress to an infrastructure project (Aqueduct, governor's palace, saltern, etc.)/turn) x2
[2][Policy] Industry (+1 Tech/turn)
[1][Policy] Diplomacy (+1 Diplo/turn)
[1][Policy] Defence
[1][Policy] Mysticism (+1 Mysticism/turn)
Task: Bonus
[9][Bonus] Upgrade a random value
[6][Bonus] At least two technology upgrades (exploding rolls)
[3][Bonus] Gain a random value slot
[2][Bonus] Free Main Build Theatre
Total No. of Voters: 23
That is useful.

Looks like the [Mystic] vote is somewhat locked up, as are the [Hero] and [Province] votes. I'm okay with those.

For the others, though, I think I'm going to want to vote strategically.
[X][React] Build more aqueducts (-2 & -3 Econ to complete aqueducts in Redshore and Redhills)
[X][React] Main Plant Poppies
[X][React] Megaproject - The Games
-[X][React] Kick Megaproject


[X][Policy] Infrastructure (+1 Free Progress to an infrastructure project (Aqueduct, governor's palace, saltern, etc.)/turn) x1

[X][Bonus] Upgrade a random value

EDIT: People have made good points about the nomads, so I'll vote for Integrating Gulvalley over the Stallions.
EDIT2: On the other hand, people have made convincing points about us not being able to handle the Econ, and this being a good time to absorb the Stallions thematically - and I do like the extra stats. So changing my mind.
[X] [Prov] Integrate Stallions (-6 Diplo, +5 Econ, +5 Econ Expansion, +8 Mysticism, +4 Culture, +2 Tech, +10 Martial, new core province)
 
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Gulvalley is begging to be integrated and the Stallions are prepping for possible nomad hordes. So you guys wnat to ignore Gulvalley and curb the rights of the Stallions in a possible crisis? We need a heoric admin to take over this turn immediately.
 
[X] [Mystic] Search the entire kingdom for someone who might understand her and put her at ease (-1 Mystic, -1 Econ, -1 Wealth, -1 Culture)
[X] [Hero] The next heir was forged in this war (Guaranteed Heroic heir in the next main turn)
[X] [Prov] Integrate Gulvalley (-4 Diplo, +3 Econ, +8 Econ Expansion, +2 Mysticism, +3 Culture, +1 Tech, new core province)
[X] [React] Megaproject - The Games
-[X] [React] Kick Megaproject
[X] [Policy] Defence (+1 significant walls/turn) x1
[X] [Policy] Special: Forestry (+1 Sustainable Forest and -1 Econ Expansion/2 turns)
[X] [Bonus] Upgrade a random value
 
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Gulvalley is begging to be integrated and the Stallions are prepping for possible nomad hordes. So you guys wnat to ignore Gulvalley and curb the rights of the Stallions in a possible crisis? We need a heoric admin to take over this turn immediately.

Vote in a support vassal policy will keep Gulvalley afloat; with our coffers are closer to being emptied and ST being very developed is excellent in preparation for Nomads.
 
Just a reminder: Infrastructure currently gives us free +2 progress/turn. That means an additional policy is equivalent to about half of our [React] Build More Aqueducts but every single turn, and without any econ cost.
 
Honestly, like I said, I think a crazy Diplomat will be better, given how strongly it seems to be suggesting that the Khemetri popped one. This means that we give as good as we get in that field.
 
Sailing them down the River Hat, they were then hauled across the passes and into Gulvalley, where they set sail down the River Gul, into Khemetri territory. At the end of the River Gul lay a great sea, one said to be endless, and they sailed along the coast south, hopping from town to town until they reached the mouth of another great river and sailed inward.
...
There was a push for Redshore to receive extra funds for completing the aqueduct they were working on, with another patrician group looking for getting the experts after to work on a site in Redhills where they wanted the aqueduct for both irrigation purposes and to drive mills for the iron mines in the region. The blacksmiths were also apparently starting to cook up something and needed both the iron mines and the mills in close proximity to each other.

Gah!

Why do you do this Academia Nut? Now I have to rework the entire Levant on the map!
Say goodbye to the Tigris and Eupherates guys!

*sigh*

Also, if we want Steel we need to pick the aqueduct option.
 
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Heroic Admin hasn't ever failed for us yet.
Those were Heroic Admin Heirs/Kings, not rando administrator.

We could say the same for having a Heroic Mysticism person around, they usually do amazing things also.

(Actually I kinda wish we had Heroic Intrigue to deal with the fucking Shadow Broker, -goddammit- Rulwyna II.)
 
Is it? Upgrading values is nice, but having just plain more of them is even IMO nicer. So IMO adding an additional value slot is more effective.

Not really, our traits are on average tier 2+; adding a new trait will have it usually start on tier 1. So upgrade is effectively stronger with less variable.
 
Guys, can we please go defense policy? We really need that.

If we wall all of our settlements, to the max, the highest level of walls will become standard for our settlements and we won't need to go for the actions again.

This is a way to spend actions now so that we don't have to spend in the future. For people who want to expand? Divine Stewards makes that really difficult as we need to keep every piece of land we gain and this is absolutely the only thing that directly improves that capability.

If we don't do it now, we never will. Not with just passive policies. We simply expand too fast.

So this main turn, can we build walls? Build them now, so we don't have to ever build them with actions again.

It also synergies with our new legacies, because with huge walls we can fight wars with minimal investment and draw it out with minimal damage. We can literally let our enemies break against our walls.

Also, this is what will lead to the great wall. Not a drip from passive actions, but the innovations from active wall building.

I cannot stress this enough. We really need to fortify. The horse-riding iron nomads are just around the corner and they will hit only us. We can't expect bribing to work every time.

Remember the first time the nomad-son attacked? That is what will keep happening. With walls, even if we're in a situation like this turn's, we can expect them to survive without aid. We really need this, and honestly? This is probably what will upgrade Divine Stewards, since that is all about the defense of the land and we haven't actually fortified much ever so this is something that will help.
 
Sure, but is that worth an Aqueduct every other turn? It'll be a lot more important as we start making more and more peripheries and we won't have the actions to keep them loyal, but it's definitely not a concern for the near future.


Oh sorry, wasn't clear from your comment under it.
I do find it worth an aqeduct every other turn since it helps us keep our vassals in line and we don't need it om all the time, just once is enough for the effets to occur by word of AN.
Source on the Hordes? I've seen it repeated multiple times, but I don't know where people are getting that info.
Will look for it but AN stated we have heroic noamd hordes on the horizon.
Vote in a support vassal policy will keep Gulvalley afloat; with our coffers are closer to being emptied and ST being very developed is excellent in preparation for Nomads.
I am and Gulvalley is tapped out to expand and I would rather integrate the Stallioms when we don't have hordes on the horizon amassing strength.
 
[X] [Mystic] Search the entire kingdom for someone who might understand her and put her at ease (-1 Mystic, -1 Econ, -1 Wealth, -1 Culture)
[X] [Hero] One of the negotiators truly shone among the Khemetri (Heroic to Genius level diplomat)
[X] [Prov] Integrate Gulvalley (-4 Diplo, +3 Econ, +8 Econ Expansion, +2 Mysticism, +3 Culture, +1 Tech, new core province)
[X] [React] Megaproject - The Games
[X] -[React] Kick Megaproject
[X] [Policy] Trade (+1 Wealth/turn)
[X] [Policy] Infrastructure (+1 Free Progress to an infrastructure project (Aqueduct, governor's palace, saltern, etc.)/turn) x1
[X] [Bonus] Upgrade a random value

These are my votes, there are many like them, but this one is mine.

Need to start pulling out of the Wealth Hole at any rate to get our guilds happy again.​
 
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