They generate diplomacy, but roads are construction projects.

We know that admin heroes are related to construction as we had Magwyna proc during the original aqueduct.
We asked in days of yore. Roads are both. Admin for logistics, Diplomacy for trade and culture ties.
As I just said, wouldn't it be better if you want a good character that can be king to have a Herioc Admin or Diplo rather than Genius? Our literal definition for geniuses, as shown by the priests, are the mentally or physically ill. I voted to completely erase the DB, but if I were to vote for a character, it seems smarter and less likely to go bad in an insanity roll to vote Heroic.
Diplomacy is highly likely to be stable, because you need that to be able to relate to people like they need to.
doesn't match my recollection; sauce

Well its lunch break so...

Crews could be made smaller, allowing ships to carry more stuff, and with a combination of speed and seaworthiness could easily cut across the sea directly instead of mostly following the shore.
 
Well its lunch break so...
Confirmed/thanks, but next time include the whole quote. Catamaran was mentioned nowhere in that small section.

Note the italic section, too. Longships are still better.

the shipbuilders were able to work out the issues they had been having with the multi-hulled designs that some were experimenting with. Mounting a single mast with a triangular sail that could be adjusted to catch wind at a higher angle allowed the sailors to avoid catching too much wind with square sails while still being able to move. Better yet, it gave tremendous freedom to move where you wanted rather than only where the wind or currents wanted, at least without having to bust out the paddles. Crews could be made smaller, allowing ships to carry more stuff, and with a combination of speed and seaworthiness could easily cut across the sea directly instead of mostly following the shore. Soon enough the single hulled ships were able to perform similar feats as they learned the ways of sailing far from shore on purpose.
 
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wait fuck if we use influence once we end the golden age aaaaa
I don't believe it should?

We keep the Golden Age so long as we have 1 maxed stat at the end of every turn and stab above 0 right?

Since we get 6 diplo a turn, so long as we don't spend it on anything else, and we usually don't, we can send two main influences (3 diplo each), and still be back up to max at the end of the turn.
 
I don't believe it should?

We keep the Golden Age so long as we have 1 maxed stat at the end of every turn and stab above 0 right?

Since we get 6 diplo a turn, so long as we don't spend it on anything else, and we usually don't, we can send two main influences (3 diplo each), and still be back up to max at the end of the turn.
Wait I think I have influence and support subordinate mixed up - does anybody have an up to date list of actions and their costs?
 
If you don't get on working with the Thunder Horse and Thunder Speakers there's a pretty good chance that once back on their feet they will attempt to break away once again.


I would massively prefer to diplomance Highlanders to remove thread salt about war, but this sounds like we have some more pressing concerns than external dillomacy.
Ugh.
 
Wait I think I have influence and support subordinate mixed up - does anybody have an up to date list of actions and their costs?
Here's what they are:

Influence Subordinate - By transferring specialists and teachers to subordinates they can be nudged into behaving more to the liking of the core provinces
*S: -2 Diplo, Transfer 2 Econ, Wealth, Culture, Tech, and Mysticism; influences subordinate culture
*M: -3 Diplo, Transfer 3 Econ, Wealth, Culture, Tech, and Mysticism; significantly influences subordinate culture, +1 Loyalty

Support Subordinate - Send resources over to a subordinate state to help prop them up.
*S: Transfer 2 Econ and Martial, chance of +1 Loyalty
*M: Transfer 4 Econ and Martial, at least +1 Loyalty
 
[X] [GA] Random culture tech upgrade (-8 Culture)
[X] [Diplo] Tie everything together internally (Main Build Roads)
[X] [FC] None
[X] [FC] Just one FC
[X] [React] Main Build Glassworks

I don't really want to spend the culture on a genius, but that's got no chance of winning, and I want to see what theaters do.
I don't really want ANY FC, but if I can't choose none, I prefer only one. Location doesn't really matter to me at all since both winning options might be hubs of dissent/corruption (yes mitigate-able, but I prefer not to spend the actions).
 
[X] [React] Main Expand Forests
[X] [Diplo] Tie everything together internally (Main Build Roads)
[X] [FC] None
[X] [GA] Erase Nemesis Fashion (-10 Culture)
 
[X] [GA] Gain random genius (-15 Culture)
-[X] [GA] Specify: Diplo genius (Additional -3 Culture)
[X] [Diplo] Tie everything together internally (Main Build Roads)
[X] [React] Continue work on the Place to the Stars (5/7-8 actions completed)
-[X] [React] Kick project (ISoO already triggered this turn)
 
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Here's what they are:

Influence Subordinate - By transferring specialists and teachers to subordinates they can be nudged into behaving more to the liking of the core provinces
*S: -2 Diplo, Transfer 2 Econ, Wealth, Culture, Tech, and Mysticism; influences subordinate culture
*M: -3 Diplo, Transfer 3 Econ, Wealth, Culture, Tech, and Mysticism; significantly influences subordinate culture, +1 Loyalty

Support Subordinate - Send resources over to a subordinate state to help prop them up.
*S: Transfer 2 Econ and Martial, chance of +1 Loyalty
*M: Transfer 4 Econ and Martial, at least +1 Loyalty
Damn. I think it does one shot the golden age, because Influence Subordinate drains every stat except Martial, and a Martial driven Golden Age is giving me the heebie jeebies.
 
I don't believe it should?

We keep the Golden Age so long as we have 1 maxed stat at the end of every turn and stab above 0 right?

Since we get 6 diplo a turn, so long as we don't spend it on anything else, and we usually don't, we can send two main influences (3 diplo each), and still be back up to max at the end of the turn.

Huh. I'd thought that it was if we drop down to having no maxxed stats at any point during the turn. @Academia Nut, is this the case?
 
If you don't get on working with the Thunder Horse and Thunder Speakers there's a pretty good chance that once back on their feet they will attempt to break away once again.

Well I suppose that we means we have to influence the shit put of them until they are culturally close enough to us that the pick up both Lord's Loyality and J. Symphonie
 
If there are a total number of sub votes greater than half the total votes, I will go with the leading sub vote, otherwise I will produce a random genius.
Just make sure that you remove approval-voting duplicates then. Currently, that changes the total from (35+25+14)=74 to 69. Still enough to reach 50% (111/2=56) but a good bit closer.

Also I have to think that this voting makes for some really strange results- example:
100% want a genius
Of those:
21% want Admin
20% want Diplo
20% want Culture
39% want random
End result: Admin hero.

That seems extremely counter-intuitive.
 
Also I have to think that this voting makes for some really strange results- example:
100% want a genius
Of those:
21% want Admin
20% want Diplo
20% want Culture
39% want random
End result: Admin hero.

That seems extremely counter-intuitive.
I'd say to just treat 'random' as a subvote there, yeah.
 
*Whistles slowly*
What estimates I've been able to find for 2000 BC suggest somewhere in the high 20-low 30 million for global population. Somewhere between a 1/5th and 1/6th of the world now lives within our borders, in a very real way this may be the most powerful globally that we'll ever be.

We are a historical anomaly among anomalies. The whole region is an anomaly.

Historians in the future will write about how the Fertile Crescent gave rise to classical antiquity and develops all sort of theories as to why Mesopotamia was the ideal condition for the rapid development and growth of civilization.

@Academia Nut How will historians of the future see ancient Mesopotamia and the Fertile Crescent?
 
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Just make sure that you remove approval-voting duplicates then. Currently, that changes the total from (35+25+14)=74 to 69. Still enough to reach 50% (111/2=56) but a good bit closer.

Also I have to think that this voting makes for some really strange results- example:
100% want a genius
Of those:
21% want Admin
20% want Diplo
20% want Culture
39% want random
End result: Admin hero.

That seems extremely counter-intuitive.
61% are willing to pay 3 culture to get a specific choice
39% are not
 
Oh, yeah one of those infrastructures was from the Law. And then I forgot the one from the Census too.

So we have 1 + 5(from cities) + 1 Law Infra + 1(Census) = 7 + 1
Wow, three new passives if I counted right.

My wish-list: 1 trade policy, 1 vassal loyalty policy and either 1 more defense policy or the one which gives free city-upkeep. Any chance that will happen?
 
Damn. I think it does one shot the golden age, because Influence Subordinate drains every stat except Martial, and a Martial driven Golden Age is giving me the heebie jeebies.
Huh. I'd thought that it was if we drop down to having no maxxed stats at any point during the turn. @Academia Nut, is this the case?
Even if AN meant that not having a stat capped at any time during the turn ends the Golden Age (something I don't think is the case), there are a ton of guild actions we can take that increase a stat by more than 3 points.

We could, hypothetically, do:

Main Influence Thunder Speakers
Secondary Build Roads
Secondary Influence Thunder Horse
[Guild] Main Plant Poppies

The influences would cost 5 Wealth, the Poppies would give us 5 Wealth, everything is even and it all works out.
 
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