[X] [MP] Spread the Wealth Around (All Subordinates Receive +0-1 Loyalty)
[X] [React] Expand Great Hall (2xGreat Hall Annexes)
[X] [Int] Crack down on the puritans (-2 Intrigue, -1 to +1 Stability, ???)
[X] [Ext] Keep sending treasure to the Forhuch (Main Targeted Salt Gift)
[X] [PSN] Main Plant Hemp (-2 Cent + Costs)
 
Like, the first proposals might have come in the time when the gods dragged their trowel through the earth to make the Valleysnake Canal, such have been the stalled ambitions."

"Wow. Actually, now that you mention it, any idea why the Sacred Canal is called that?"

Shrugging, the surveyor said, "The oldest records suggest that the river used to be called the Snake River, so it was probably just named after how it connected things."
Does this mean that the people have forgotten that they made the canal?
 
[X] [MP] Expand Market Further (Redshore Level 3 Market 6/18)
[X] [MP] Attract More People to City (Redshore Level 2 Block Housing 6/6)
[X] [Int] Crack down on the puritans (-2 Intrigue, -1 to +1 Stability, ???)
[X] [Ext] Stay home, farm (Main Expand Econ)
[X] [React] Expand Great Hall (2xGreat Hall Annexes)
[X] [PSN] Main Expand Forests (-2 Cent + Costs)
 
[X] [MP] Royal Investment (+1-2 Free Progress to Dam Project)
[X] [Int] Attempt to tear out these maniacs, root and branch (-2 Intrigue, -1 Stability, -1 Legitimacy, -1 RA, ???)
[X] [Ext] Find out more about what the Highlanders are up to (Main Trade Mission)
[X] [MP] Spread the Wealth Around (All Subordinates Receive +0-1 Loyalty)
[X] [PSN] Main Expand Forests (-2 Cent + Costs)
[X] [React] Expand Great Hall (2xGreat Hall Annexes)
[X] [React] Improve Navy (Main More Warships)
 
[X] [Int] Crack down on the puritans (-2 Intrigue, -1 to +1 Stability, ???)
[X] [Ext] Stay home, farm (Main Expand Econ)
[X] [React] Expand Great Hall (2xGreat Hall Annexes)
[X] [PSN] Main Expand Forests (-2 Cent + Costs)
[X] [MP] Spread the Wealth Around (All Subordinates Receive +0-1 Loyalty)
 
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[X] [MP] Trade Excitement (+10 Wealth, +1 Stability from Guild demands)
[X] [Int] Crack down on the puritans (-2 Intrigue, -1 to +1 Stability, ???)
[X] [Ext] They are an obvious threat to you and your Games partners (Main War Mission)
-[X] [Ext] Change to Mass Levy Policy
[X] [React] Need more scouts (Sec More Blackbirds + Sec More Spiritbonded)
[X] [PSN] Sec Expand Econ (-1 Cent + Costs)

Well I guess we're doing this then.
 
[X] [MP] Spread the Wealth Around (All Subordinates Receive +0-1 Loyalty)
[X] [Int] Crack down on the puritans (-2 Intrigue, -1 to +1 Stability, ???)
[X] [Ext] Find out more about what the Highlanders are up to (Main Trade Mission)
[X] [React] Expand Great Hall (2xGreat Hall Annexes)
[X] [PSN] Main Expand Forests (-2 Cent + Costs)
 
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Okay, so...what do we want here?

I sure want to deal with puritan bullshit.

If we take Warships now we can afford to not take them on main turn....but they take up less-useful Guild action slot, so I am not sure it's reasonable.

Salt Gift to diplomance Forchuh further means that we can likely finagle a completion of Great Hall x6 next turn.

Trade Mission to Highlanders is a path to diplomacning them into settling the fuck down I imagine.

Great Hall Annex x2 is immensely appealing to me personally as I rate government upgrade as our highest priority at thr moment.



Hm.
There are several workable combinations, but each requires corresponding pre-planning of main vote. We cn knock out most of our urgent goals if we combine this one and main turn properly.
 
[X] [MP] Royal Investment (+1-2 Free Progress to Dam Project)
[X] [MP] Spread the Wealth Around (All Subordinates Receive +0-1 Loyalty)
[X] [Int] Attempt to tear out these maniacs, root and branch (-2 Intrigue, -1 Stability, -1 Legitimacy, -1 RA, ???)
Initial votes. @Academia Nut, quick check, does 'maniacs' mean the people doing the murdering, or does it mean monotheists?

a system of courier relays throughout the Horse Mountains
We need to copy this so hard
 
[X] [MP] Trade Excitement (+10 Wealth, +1 Stability from Guild demands)
[X] [Int] Attempt to tear out these maniacs, root and branch (-2 Intrigue, -1 Stability, -1 Legitimacy, -1 RA, ???)
[X] [Ext] The Storm People could use mercenaries, and you have some
-[X] [Ext] SY: Dragon Banner
[X] [Ext] Freehills could use mercenaries, and you have some
-[X] [Ext] FH: Blood Rain Banner
[X] [Ext] Find out more about what the Highlanders are up to (Main Trade Mission)
[X] [React] Improve Navy (Main More Warships)
[X] [React] Expand Great Hall (2xGreat Hall Annexes)
[X] [PSN] Main Expand Econ (-2 Cent + Costs)

We have a lot of good choices this time around. Trade Excitement is good because we need the Wealth and we're probably going to need the Stability too. Spread the Wealth is 0-1 Loyalty, which is too unreliable for my tastes. For Intrigue, I suggest we crack down as hard as we can short of expelling the monotheists. For external troubles and Reaction we have two good options each, so I'm approval voting for both.
 
[X] [Int] Attempt to tear out these maniacs, root and branch (-2 Intrigue, -1 Stability, -1 Legitimacy, -1 RA, ???)
 
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Does this mean that the people have forgotten that they made the canal?
I think AN said we forgot that one long ago.
Wait, really? That's so sad though! Also, wouldnt that mean we lose the bonus from the Stone Age Canal wonder??

Trade Mission to Highlanders is a path to diplomacning them into settling the fuck down I imagine.
That would be surprising, given that they're crusade-crazy. Probably have a prophet / Mystic hero or genius whipping them up.
 
[X] [MP] Royal Investment (+1-2 Free Progress to Dam Project)[/QUOTE]
[X] [React] Expand Great Hall (2xGreat Hall Annexes)
[X] [Ext] Stay home, farm (Main Expand Econ)
[X] [PSN] Main Expand Forests (-2 Cent + Costs)
It's hard to say without stats update, but let's go with that for now.
[X] [Int] Crack down on the puritans (-2 Intrigue, -1 to +1 Stability, ???)
[] [Int] Attempt to tear out these maniacs, root and branch (-2 Intrigue, -1 Stability, -1 Legitimacy, -1 RA, ???)
And let's discuss whether we should crack down or tear out, and why.
 
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[X] [MP] Spread the Wealth Around (All Subordinates Receive +0-1 Loyalty)
[X] [Int] Crack down on the puritans (-2 Intrigue, -1 to +1 Stability, ???)
[X] [Ext] Find out more about what the Highlanders are up to (Main Trade Mission)
[X] [React] Expand Great Hall (2xGreat Hall Annexes)
[X] [React] Need more scouts (Sec More Blackbirds + Sec More Spiritbonded)
[X] [PSN] Main Expand Forests (-2 Cent + Costs)
[X] [PSN] Main Expand Econ (-2 Cent + Costs)
 
That would be surprising, given that they're crusade-crazy. Probably have a prophet / Mystic hero or genius whipping them up.

That's the kind of info we could get from a trade mission, yeah. And if it is a single character, well, Intrigue missions can probably be used for assassination and it's only fair to return the favor...
 
[X] [MP] Spread the Wealth Around (All Subordinates Receive +0-1 Loyalty)

Do it~
We need the Loyalty it gives with our Western Colonies.

[X] [Int] Crack down on the puritans (-2 Intrigue, -1 to +1 Stability, ???)
[X] [Ext] Find out more about what the Highlanders are up to (Main Trade Mission)

Before we go salting the earth on the Monotheists.,
While some of the One God followers had expressed interest, the same agents that had caught onto the puritan priests had also caught onto these foreign agents, and the memory of Uvothyn was still fresh and many of those affected by his efforts were of the opinion that their single God was a universal deity rather than the god of the Highlanders and thus saw no theological problems with siding with the People rather than the Highlanders. This loyalty was assuredly contingent on the kings continuing to protect them and not interfere with their strange worship and rituals, but still, the early warning either way was of significant use.

They are not all bad. So only crack down on the Puritans that are attacking people not all the Monotheists.

As to reactions...

Here are our current Quests

Patricians (6 {12}) - Power: Add or subtract their faction power from factions they are supporting/opposing. Objective: Build 0/4 Great Hall Annexes within 3 turns Reward: Government upgrade
Guild (5) - Power: Half faction power added to Max Wealth. Objective: Have a level 3 Ironworks within 3 turns. Failure: -1 Stability
Traders (2) - Power: Add or subtract faction power modifier to all innovation rolls. Objective: Have Naval power 3 or above within 2 turns. Success: +1 Naval [1/2]
Yeomen (2)- Power: Adds faction power to secondary Martial Objective: Have 30 EE within 3 turns. Failure: -1 Stability [1/2]
Priests (2)- Power: Adds faction power to RA. Objective: Have a new level 2 temple somewhere within 2 turns. Success: +1 RA tolerance. Failure: -1 Stability
Urban Poor (4) - Power: +1 Max Legitimacy every 3 full power. Objective: Have a Level 2 market and a Level 1 market in another city within 2 turns. Success: Grand Bazaar Megaproject completion, no faction power increase
These counters iterate at the next midturn. The numbers in brackets indicate the general faction strength.

Patrician Quest is 1/4 right now
Guild Quest starts bleeding Tech and we have a chance to ignore it.
Trader Quest is 1/3 right now
Yeomen Quest kills all our cities. Ignore
Priests Quest requires 6 Progress or two secondary projects
Urban Poor Quest is done!


With that in mind, these are the reactions that address them.
[] [React] Expand Great Hall (2xGreat Hall Annexes)
[X] [React] Improve Navy (Main More Warships)
[] [React] Improve Horse Valley Temple (2xSec Temple Actions)

Of those, I suggest we leave the Temple action out as our Passive Policy is going to give us some progress anyway. That leaves Great Hall or Navy. I personally am going to go for Navy as that is an immediate reward of an additional Navy and Quest finished.

@Academia Nut How is our Centralization? Two of our cities should have come online again. What are their Policies set to? Would we not get to choose them?
 
[] [MP] Trade Excitement (+10 Wealth, +1 Stability from Guild demands)

+1 stab and 10 Wealth during a time when our actions might get bogged down by both megaprojects and war? Yes please!

[] [Int] Attempt to tear out these maniacs, root and branch (-2 Intrigue, -1 Stability, -1 Legitimacy, -1 RA, ???)

None of this shit.

[] [Ext] Find out more about what the Highlanders are up to (Main Trade Mission)
[] [Ext] They are an obvious threat to you and your Games partners (Main War Mission)
-[] [Ext] Change to Offensive Policy

Either we find out more before committing, or we start dealing with it immediately, no nonsense.

[] [React] Expand Great Hall (2xGreat Hall Annexes)

With this, we only need one Great Hall Annex to upgrade our gov.

Not sure where to burn cent.
 
[X] [MP] Trade Excitement (+10 Wealth, +1 Stability from Guild demands)
[X] [Int] Crack down on the puritans (-2 Intrigue, -1 to +1 Stability, ???)
[X] [Ext] Find out more about what the Highlanders are up to (Main Trade Mission)
[X] [React] Expand Great Hall (2xGreat Hall Annexes)
[X] [PSN] Main Expand Forests (-2 Cent + Costs)

This is what I want. Haven't calculated the costs for it though.
We can go to war on the main turn if we must.
 
They are not all bad. So only crack down on the Puritans that are attacking people not all the Monotheists.

See, I figured that was what the tear them out root and branch option was, not just cracking down but outright eliminating the radical priests. It doesn't make sense that it would be the monotheists since it doesn't have the "enemy Intrigue options reduced" note.
 
terrifyingly competence
competent
Remarkably clever, the Forhuch were also experimenting with taking chariot archers and mounting them directly on their horses, and while there were a number of issues from what was reported back, if anyone could take the one off freaks who might have the skill and connection with their animals to do such an absurd thing as fire a bow from the back of a horse, it was the nomads.
Curious. @Academia Nut are our Spiritbound Melee only or are they also capable of learning this?
 
So. We are, I think, at 15 Wealth or so?

1. We cannot do March+Raise Army within same turn after Warships because it may mean touching 0 Martial in the process, so if you want both March and Warships you pretty much have to vote 'More Scouts'. I think it concerns you , @bluefur87 .

2. @Academia Nut , how are our relations with Forchuh? Can we successfully invite them to the Games? Will we be able to Invite them with guarantee of success after this Salt Gift if we do it?

3. Grand Bazaar is hilariously good for us, but we still need more Wealth to fund army and shit, I think. So PSN should be in cash crops vein.
[X] [MP] Trade Excitement (+10 Wealth, +1 Stability from Guild demands)
[X] [PSN] Main Plant Cotton (-2 Cent + Costs)

This to fund More Warships+Main Kilns + Docks or whatever as guild actions next turn.

[X] [React] Need more scouts (Sec More Blackbirds + Sec More Spiritbonded)

This to have enough Martial for both March and Warships come next turn.

[X] [Ext] Find out more about what the Highlanders are up to (Main Trade Mission)

The fuck is going on?

[X] [MP] Spread the Wealth Around (All Subordinates Receive +0-1 Loyalty)

Do it~
We need the Loyalty it gives with our Western Colonies.

Unlike Influence, it does not change their culture closer to ours, so I do not recommend it. Better try to tale actions in a way which allows us to take Main Influence next turn while accomplishing our other goals. Either Main Great Annex here or Royal Investment fot Dam progress should do the trick. I will post three different plans - those two and the one whih builds around taking both Warships and March - when I get to desktop instead of phone.
 
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