This, and the fact that we have another 7 martial coming in from veterancy bonus, plus the 10 from the ST, plus the 3 we have right now, plus the 4 from WHR gives us a grand total of 24 martial at the start of next turn. Which would need, what, two mercenary companies to drain?

Like, can the people voting ST explain how they plan to get around that?
Well, we have a safe martial limit of 20 now, if we integrate either subordinate (10 base + 7 for 7 provinces + 2 for census + 1 for arsenal), so it wouldn't take that much.
 
Look ere mate, I perfectly understand the concept of realist diplomacy and approve of it. What I meant is that our end goal should be dominion, and that we should make conduct diplomacy whilst keeping the goal in mind. And am not bloody advocating isolationism. Alliances of convience, active interference, truces, trade relations and so on are bloody necessary. What I objected to was pacts of friendship and other such things. Hell I explained it later on.
Yes I am perfectly aware you can't use diplomacy purely for subjugation. But we can use it to pave the way to subjugation. And yes I know that you can count on self interest to preserve peace and predict how nations act. But I am not advocating peace and friendship.
The problem is, sooner rather than later our expansion will have to stop. We are not going to pull a Roman Empire across the breadth of the known world, and we shouldn't try. What we should do is set some ambitious borders, expand up to them, and then turn our land into some of the most developed, urban, and productive land the world has ever seen.

Not!Mesopotamia in the East, Not!Thrace in the West. With Anatolia and Mesopotamian equivalents as our major productive regions and the black sea turned into a Ymaryn lake. Those are the extent of my ambitions.

[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 smiths working overtime produced a prodigy (Heroic to Genius level artisan)
[X] [Prov] Integrate Stallions (-6 Diplo, +5 Econ, +5 Econ Expansion, +8 Mysticism, +4 Culture, +2 Tech, +10 Martial, new core province)
[X] [React] Megaproject - The Games
[X] [Policy] Infrastructure (+1 Free Progress to an infrastructure project (Aqueduct, governor's palace, saltern, etc.)/turn) x1
[X] [Policy] Special: Forestry (+1 Sustainable Forest and -1 Econ Expansion/2 turns)
[X] [Bonus] Upgrade a random value

Because centralizing and consolidating military command is you know, useful when facing a horde. The ST is really relevant when it's capable of holding off the horde without our support, that's not liable to be the case if a Nomad horde hits us soon. And by bringing our martial to the very cap, we have the means and excuse to more heavily man the northern borders and dissuade nomads.

Gulvalley is going to get integrated sooner rather than later anyway, it's problem is a very temporary case of over-dependence, that is much much easier to deal with than ST's perpetual lack of dependence. And integrating ST helps pave the way for integrating WW which is another absolute must.

Gulvalley really isn't going anywhere- Meanwhile, we have put off ST for centuries.
 
Heroic Mystic King looking over a spiritually damaged Genius Martial, what might that do?
[] [Mystic] Study her condition only slightly
[] [Mystic] Get assistance from a temple (-1 Mystic)
[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)

The Trials of an Age are ending, but the cauldron still boils with the spark of genius. Pick another hero
[] [Hero] The next heir was forged in this war (Guaranteed Heroic heir in the next main turn)
[X] [Hero] The smiths working overtime produced a prodigy (Heroic to Genius level artisan)
[] [Hero] The battlefield created a peerless medic (Heroic to Genius level medical mystic)
[] [Hero] One of the negotiators truly shone among the Khemetri (Heroic to Genius level diplomat)
[X] [Hero] Organizing all of this was hell, but one clerk refused to buckle (Heroic to Genius level administrator)
AN: Incidentally, guess what the Khemetri used this turn's hero bonus on?


Reorganize provinces?

[] [Prov] Integrate Gulvalley (-4 Diplo, +3 Econ, +8 Econ Expansion, +2 Mysticism, +3 Culture, +1 Tech, new core province)
[X] [Prov] Integrate Stallions (-6 Diplo, +5 Econ, +5 Econ Expansion, +8 Mysticism, +4 Culture, +2 Tech, +10 Martial, new core province)
[] [Prov] Draw on Provinces (-4 Diplo, -8 Econ Expansion, transfers a total of 8 Martial and 8 Econ from periphery states into the core)
[] [Prov] Rebuild Army first (Main Raise Army)
[] [Prov] Leave the situation be for the moment



Pick a Reaction Project
[X] [React] Build more aqueducts (-2 & -3 Econ to complete aqueducts in Redshore and Redhills)
[] [React] Main Build Glassworks
[] [React] Main Expand Econ
[] [React] Main Expand Snail Cultivation
[] [React] Main Expand Vineyard
[] [React] Main Plant Poppies
[X] [React] Megaproject - The Games
-[React] Kick Megaproject

Pick Two Passive Policies (Infrastructure x1 + Defence x1 already active
[] [Policy] Agriculture (+1 Econ and -1 Econ Expansion/turn)
[] [Policy] Diplomacy (+1 Diplo/turn)
[] [Policy] Trade (+1 Wealth/turn)
[] [Policy] Armament (+1 Martial/turn)
[] [Policy] Patronage (+1 Culture/turn)
[] [Policy] Mysticism (+1 Mysticism/turn)
[X] [Policy] Industry (+1 Tech/turn)
[] [Policy] City Support (2 True Cities have their maintenance paid for each turn)
[X] [Policy] Expansion (So long as there is land to expand into, +1 Econ Expansion/turn, reduces threshold to produce new provinces the longer active)
[X] [Policy] Innovation (Extra innovation roll each turn)
[X] [Policy] Infrastructure (+1 Free Progress to an infrastructure project (Aqueduct, governor's palace, saltern, etc.)/turn) x1
[] [Policy] Defence (+1 significant walls/turn) x1
[] [Policy] Special: Forestry (+1 Sustainable Forest and -1 Econ Expansion/2 turns)
[X] [Policy] Special: Vassal Support (+1 Subordinate while active, increases Loyalty while active at less than full subordinates)
Comfortable with any of these.
Pick a bonus for retaining King of the Hill in a Great Power War
[X] [Bonus] Gain a random value slot
[X] [Bonus] Upgrade a random value
[] [Bonus] Free Main Proclaim Glory
[] [Bonus] Free Main Build Theatre
[X] [Bonus] At least two technology upgrades (exploding rolls)


I think these are the options I'd like to see.
 
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This, and the fact that we have another 7 martial coming in from veterancy bonus, plus the 10 from the ST, plus the 3 we have right now, plus the 4 from WHR gives us a grand total of 24 martial at the start of next turn. Which would need, what, two mercenary companies to drain?

Like, can the people voting ST explain how they plan to get around that?
Because my plan for next turn is to get ready to murder the HK. Integrating the Stallions is a good way of getting that process started, and why I want a Genius Administrator above an Artisan. And it does let us form two companies, which is super convenient for after the HK get curbstomped, because I also want to get on that Northern Trading Post.
 
@veekie ur quote is broken
I suppose that the locks regular sucking out of water wouldn't actually be *too* bad since it isn't very fast... idk.
 
Hrmmmmmm!!!!

So my vote:

[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 smiths working overtime produced a prodigy (Heroic to Genius level artisan)
[X] [Prov] Integrate Stallions (-6 Diplo, +5 Econ, +5 Econ Expansion, +8 Mysticism, +4 Culture, +2 Tech, +10 Martial, new core province)
[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] [Policy] Defence (+1 significant walls/turn) x1
[X] [Bonus] At least two technology upgrades (exploding rolls)


It's the most sensible to me, she needs a devoted caregiver. Plus it's probably the best thanks we can give her. I don't have a lot of logical explanations for this, because it is not such a decision in my mind.

The artisan sounds like a good step towards steel, which given the release of iron requires us to step up. Or if not steel, then a ton of other useful things which will cement our tech lead much more strongly. This also synergizes with my later choices.

Integrating the Stallions is useful for the stats. We will be overflowing from Mysticism into Culture and drop at least +1 overflow into Tech. I judge the risk of Nomad safe enough to do this because Yenyna is still alive. We can safely stand them off, especially with the Martial flowing in. We're gonna be high and tight for martial but I feel at this point they have been loose too long. Time to bring the Stallion in from the pasture. We can dump Martial next turn if we really need to or desire to.

This was a really hard decision about the Games. I really wanted to do poppies in order to fix our wealth, but looking at our Wealth income and the possible overflows from other options I am okay with not touching it. The games also has a single turn(?), some limited amount of time bonus at least, that makes it better. And it's a long term boost to our military, holy crap is it. That's really shiny. It's totally a shiny. It's also a shiny that doesn't really get in the way of ripping the HK a new orifice. I'll have to go for it and go for a single kick in hopes of finishing it before next update. If we don't though, oh well we can do it next update.

Infrastructure I will pick because it ensures the Redshore Aqueduct is finished, and it will also likely start on the Redhills one too which sounds important. Probably a work flow upgrade for metallurgy. With this and the Law I think we will have 3 devoted to it. Can someone check my math?
Defence is simple, we could use more walls on our edges in Redhill, which is vulnerable to the HK and TH. As well as any other holes we may have missed like the cataract settlements of which there are two now, one ours and one donated by the Txolla.

On the Bonus, I am having an incredibly tough time choosing. If we take the artisan we should really take the tech to get way ahead. But value upgrades are rare as hell and usually useful.
And I did say I wanted the value upgrade in my first post...
However, after careful consideration I want to pick the tech. Get as far ahead as we can.


Also point of commentary:

Legacy Gained
Kings Do Not Kneel (Three): Gain +1 Martial every phase during a Take the Crown or Great Power war

This. Is broken as fuck. We now do several things in Take the Crown war. We trigger stability losses every turn, which means we suck away econ and martial if CA triggers. We have WHR to tank the crap out of hits as we did here. We can kick using Divine Stewards. And with this we gain 1 Martial every phase which I think means 4 per turn if our war missions cause 4 rolls/phases per turn. That is insane.
We are like some demented regenerating berserker vampire plant.
 
I'd like to point out that we are recieving a discount of 2 diplomacy to integrate gulvalley now rather than later. They are also likely to raise troops next turn, so integrating them later means that we'll need to deal with their martial. Whereas integrating the Stallion Tribes offers no particular incentive to do it this turn rather than next.
 
[X] [React] Megaproject - The Games
-[React] Kick Megaproject

Frankly, I'd rather plant poppies. But I understand the concept, and if it's going to be so distracting better to get it out of the way now so we can get down to real work next turn.

Your kick isn't showing up on the tally, you need to put an X in front.

[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] [Hero] The smiths working overtime produced a prodigy (Heroic to Genius level artisan)
[X] [Hero] One of the negotiators truly shone among the Khemetri (Heroic to Genius level diplomat)
[X] [Prov] Integrate Stallions (-6 Diplo, +5 Econ, +5 Econ Expansion, +8 Mysticism, +4 Culture, +2 Tech, +10 Martial, 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

Next turn, we switch to either trade or defense policywise, found mercenary company and either finish the games or integrate Gulvalley.
 
Heroic Mystic King looking over a spiritually damaged Genius Martial, what might that do?
Obviously since we've only had one genius there's no way to determine patterns yet, but this wording makes me suspicious that all Geniuses will be near useless in another stat in order to balance out Genius level abilities. As far as I can tell Yenyna's got toilet level Diplo for Mystic reasons she can't control.

After we pick our next hero, if a genius comes up it'll be interesting to see if Yenyna's situation is special or normal for her stat level.
 
The problem is, sooner rather than later our expansion will have to stop. We are not going to pull a Roman Empire across the breadth of the known world, and we shouldn't try. What we should do is set some ambitious borders, expand up to them, and then turn our land into some of the most developed, urban, and productive land the world has ever seen.

Not!Mesopotamia in the East, Not!Thrace in the West. With Anatolia and Mesopotamian equivalents as our major productive regions and the black sea turned into a Ymaryn lake. Those are the extent of my ambitions.

[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 smiths working overtime produced a prodigy (Heroic to Genius level artisan)
[X] [Prov] Integrate Stallions (-6 Diplo, +5 Econ, +5 Econ Expansion, +8 Mysticism, +4 Culture, +2 Tech, +10 Martial, new core province)
[X] [React] Megaproject - The Games
[X] [Policy] Infrastructure (+1 Free Progress to an infrastructure project (Aqueduct, governor's palace, saltern, etc.)/turn) x1
[X] [Policy] Special: Forestry (+1 Sustainable Forest and -1 Econ Expansion/2 turns)
[X] [Bonus] Upgrade a random value

Because centralizing and consolidating military command is you know, useful when facing a horde. The ST is really relevant when it's capable of holding off the horde without our support, that's not liable to be the case if a Nomad horde hits us soon. And by bringing our martial to the very cap, we have the means and excuse to more heavily man the northern borders and dissuade nomads.

Gulvalley is going to get integrated sooner rather than later anyway, it's problem is a very temporary case of over-dependence, that is much much easier to deal with than ST's perpetual lack of dependence. And integrating ST helps pave the way for integrating WW which is another absolute must.

Gulvalley really isn't going anywhere- Meanwhile, we have put off ST for centuries.

The world is there for the taking, why settle for a continent when you can have a planet? Let your ambitions reach for the stars.
 
- Shiny? Shiny. When has a Mega-Project ever let us down? Also, we're getting hints that now's a good time for it anyway, so...
Any reason you're not voting for the kick? It gives us a solid chance of completing before this turn even ends which would be really nice.

@notgreat
"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."
we maybe should wait on the poppies
Yeah, I'm going for The Games+kick, not the poppies. We'll have to see what happens next turn and what The Games gives us.
 
I don't care if she has children who are equally talented, all I want is for her to have someone who understands her rather than living her whole life and then dying as someone who everyone else regards with a mix of fear and incomprehension.

Eating ST now puts ST resources under command of excellent martial king, genius general, and a genius something; the overall point uses are much more efficient.
No. We've put this off more than long enough.
Less actions total and only one march preventing us from being attacked by a horde.
We've put this off for a long while we can put it off for longer, just like the dam.

Next turn we won't have the CB yet, as per WoAN. Only the turn afterwards.
get ready to
 
I'd like to point out that we are recieving a discount of 2 diplomacy to integrate gulvalley now rather than later. They are also likely to raise troops next turn, so integrating them later means that we'll need to deal with their martial. Whereas integrating the Stallion Tribes offers no particular incentive to do it this turn rather than next.
Other than the fact that history proves that we won't do it next turn. Hell, if we weren't so badly spread out, I would have supported just letting the Khemetri in; it wouldn't have risked complete social collapse then.

@Academia Nut How epic was the Red Banner's defense against the Khem armies? How long were they actively engaged?
 
[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] Organizing all of this was hell, but one clerk refused to buckle (Heroic to Genius level administrator)
[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] Infrastructure (+1 Free Progress to an infrastructure project (Aqueduct, governor's palace, saltern, etc.)/turn) x1
[X] [Policy] Infrastructure (+1 Free Progress to an infrastructure project (Aqueduct, governor's palace, saltern, etc.)/turn) x2
[X] [Bonus] Upgrade a random value
 
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@Karugus and @zamin conviced me, casting the vote

[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 smiths working overtime produced a prodigy (Heroic to Genius level artisan)
[X] [Prov] Integrate Stallions (-6 Diplo, +5 Econ, +5 Econ Expansion, +8 Mysticism, +4 Culture, +2 Tech, +10 Martial, new core province)
[X] [React] Megaproject - The Games
[X] [Policy] Infrastructure (+1 Free Progress to an infrastructure project (Aqueduct, governor's palace, saltern, etc.)/turn) x1
[X] [Policy] Special: Forestry (+1 Sustainable Forest and -1 Econ Expansion/2 turns)
[X] [Bonus] Upgrade a random value
 
Less actions total and only one march preventing us from being attacked by a horde.
We've put this off for a long while we can put it off for longer, just like the dam.

Effectively we will be sending war mission against aggressions anyway, so there really isn't action saving in event of an attack. And no, ST is getting too well established to a worrying degree; Economy/Industry/Faith/Martial departments are all too developed for my liking.
 
@Acadmia Nut
Did our tribute count as a trade mission for the purposes of establishing ties between our peoples?
 
Ok, for people voting ST, can you at least vote for a support policy for Gulvalley? They just got crippled by the most massive war in history up until this point, so if we aren't integrating them, we need to give them something to get them back on their feet.
 
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