So, everyone remember the Khemetri have a value that replaces stability damage with RA damage?
Imagine combining that with Cosmopolitan Acceptance and a bunch of infrastructure passives to build temples to repair our RA.

We could finish most of the megaprojects on our list in one turn. I wonder what kind of legacy we'd get for that :V
Rush Builders: Extended projects get an extra +1 progress per action (must still be paid for)

Been there done that.
 
Honestly though, we need to be fairly careful with our relative faction powers. High Urban Poor and low Traders could lead to some undesirable results with respect to things like markets. I think High Urban Poor and Low Guilds or Low Patricians, or High Guilds with Low Urban Poor are the most important combos to avoid with respect to urban poor, though we aren't in much danger of those.
 
Awesome map is awesome, but it is sadly wildly inaccurate in places. The Thunder Speakers actually sit in the western gap on that map, the Snake River on that map is the Great River (linguistic drift turned the Snake to the Snycruv). In the map I need to update, the Spirit Channel is basically on the far western side of the territory labelled as the 'Thunder Speakers', their river is essentially useless within their own territory because it passes through very rough terrain and is unnavigable rapids all through the mountains, and does not flood in a sufficiently reliable manner to use for agriculture.
Hmm, sounds like a series of small dams would make it into a good source of hydropower.
Mylathadysm basically has elements of Buddhism, Confucianism, and Zoroastrianism; while not explicitly monotheistic (it can sort of 'fit over' existing polytheistic beliefs, or even be atheistic), it sort of has a central 'idea' that has monotheistic elements and has a few points of firm doctrine. When it hit the Highlanders with their strict, hierarchical society and religious beliefs bent to reinforce that society it caused a reaction that produced a (mostly) monotheistic religion. For the "mostly" part there is something of a spectrum between "There is only One God" and "There is only one god worth paying attention to" that mostly depends on local circumstances, as well as the various secondary spirits and heroes that tend to crop up as "I don't need to bother the Big Guy with this, I'll just ask some of the Saints and Angels for a hand here".

But yes, what you have is essentially two organized religions with partial common ancestry butting heads.
Oldest religious conflicts ever. The three Abrahamics did more damage to each other than entirely different faiths ever managed.
2 out of 4-6.
2-4 left.
Hah. MP support has a decent chance to finish it in one turn then.
I don't think we even need MP support since we can finish it by the next mid turn in theory.
Schism that spawned a new Organized Religion. The Highlander religion has a different set of traits, dumping out Syncretic and Independent Priesthood. While not fully developed yet, this new religion seems to be developing traits around resisting outside influences.
Mmm, xenophobia...does reduce it's threat down the line unless they develop something for aggressive missionary activites.
Probably, if I made a mistake I will add something else in next turn as compensation.
Yay!
...more damned dams?
To be fair to them, if they didn't have pretty good resistance to outside influences, they would have probably been culturally assimilated by us quite a while ago.

All that prestige, usually at least 1 max stat, and various traits encouraging others to join makes it a pretty attractive culture for their people. If they didn't buckle down like they did, they would have kept getting pulled in closer and closer to us over time.
Well we've eaten everyone who didn't have some kind of xenophobia or internal cultural dominance that liked us...
If you had taken direct authority, you would have moved closer to Caesaropapism.
That would be a little problematic since it'd really muck up the whole checks and balances we rigged wouldn't it?
The thing we need to keep in mind is that R and B is going after puritans because they are heretics against the king. This is ok because they Are heretics against the king (ie us) but we need to be careful as we are introducing the idea of heresy=bad into our religious canon.
Keeping in mind we already have heresy = bad, and the Puritans are the ones doing the selling. We just have a sidewise view of what amounts to heresy.
Okay:
-Believing different things about the nature of the universe and spirits.
-Practising different ways to communicate with the spirits

Not Okay:
-Farming badly
-Slavery
-Damaging the environment
-Attacking people that the King didn't say it was okay to.
The earliest Organized Religions are kind of vulnerable to that, by design. The fact that you took a very laissez-faire attitude and it developed Syncretism means that it's pretty much going to serve as a way for other groups to nucleate their own regional religions using the theological developments of the People as fuel.

Plus side is that we're sneaking in our own beliefs along the way, and I suspect we're going to be making some cultural bank from the resultant pilgrimages.

Other plus side is that since we have founded it with the Independent trait, a lot of other regions are going to be dealing with splinter theocracies and parallel administrations :p

It's a trait used by a lot of religions!
-Christianity was pretty persistent about using similarities to local deities or wholesale retroactively adopting deities as saints to spread the Word. In Scandinavia, they drew upon the similarities between the Thor's Hammer symbol and the cross, in China they drew upon the similarities between the Mary and the Goddess of Mercy, etc.

-Buddhism did it's own bit here. They acknowledge that powerful spirits exist(borrowing from hindu mythology), and that some of these spirits are closer to Nirvana, though in a "my faith is better" angle, these spirits are unlikely to reach it because they are distracted by their great power and desires. You could fit just about any belief system inside it, benign or abstract powerful spirits go into Deva, primal passionate spirits go into Asura, and these all double for afterlives.

Good and great, respectively. The Harmurri have realized that they can use the People as an umbrella - so long as they don't do anything stupid they are fairly well protected from invasion - and so they can focus on internal affairs and trade.
It's quite a good deal really. We block off their long northern border, their south should be the sea, which leaves them only needing to ward from the east and west.
Of course, if we wanted to attack them it'd be very hard to defend properly, but they know we have basically no interest in doing so.
@Academia Nut are we able to build a level 2 temple at Prophet's Home, and if so would it complete the priest quest?

Yes, you have a few sites where you could build a Level 2 temple, a Prophet's Home is one of them.
Hmm, looking at our level 2 temple sites with pros and cons:
-Horse Valley
--Location: Stonepen
--Supports a larger observatory
--Near Sacred Forest
--Near Dragon Graveyard
--Near Heaven's Hawks
--Exposed to Steppes

-Prophet's Home
--Location: Northeastern Hills
--Near Sacred Forest(recommended Boundary Passage in near future)
--Near Heaven's Hawks
--Near Spirit Channel
--Near Redhills
--Hilly terrain, difficult to damage, but also difficult to bring in line if it goes out of hand.

Hmm...Prophet's home is mechanically less effective, but it's also better for cultural influence over the Spirit Channel. Horse Valley would support a level 2 observatory, but considering we didn't even build a level 1 there yet...
As turns are generational would even a protracted siege be relevant? I can't imagine a city taking a 15 year siege.
There is the whole rest of the country to go through. And all of it is fortified. Taking a fortified and defended pass can take many more years than that since you can't siege something supplied from the other side in complete safety.
Well I would expect larger-than-normal econ-loss as we need to cart food to the siege-forces from our home-territories.


Really? I would think that building a siege tower would be easier than figuring out rock ballista. I guess we do have the most basic of idea with the crossbows...
Siege towers vary a lot by the height of the wall being attacked. The taller the harder it is to build, protect and move. We could probably manage a 2 meter tall siege tower, but we could also build a static wall substantially higher than that.
I would still say the Ymaryn are stupidly powerful.
AN says that the Storm People are almost a Great Power in their own right at this point, Freehills has expanded greatly and is likely heading towards being as strong as the Trelli in their peak, who were also a Great Power, and the Forhuch are Hard Mode Nomads, who as we just saw a few turns ago are stupidly powerful.

Being able to hold off three powerful neighbors at once is not at all a fall.
Well, it's in our legacies. Three At Once. :p
On the other hand, we don't actually have to take the capital to 'win'. In fact, just taking the fortified passes into the HK would be a massive blow to them, since we'd come to hold a bunch of well-protected places that the HK are unlikely to be able to retake if they are garrisoned, plus it would let us place an army right next to their heartlands.

It'd be a strategic nightmare for them.
The passes are likely harder to take than the capital. Look at the Ymaryn scenario. Is Valleyhome hard to fight in if it was fortified? Hell yes.

Is the fight easier than trying to force the Stonepen mountain passes? Hell not.
AN's statement, if anything, downplays the risks. Nevermind taking the capital, we're exceedingly unlikely to take the passes unless they invade us first. OR if the Khemtri show up with a reclaimation casus belli on their south.

I think if they get pinched between Khem and Ymar they probably won't enjoy that.

This is actually how many languages work. Up until very recently most people identified themselves as 'just people (unlike those gibbering savages over there)'. The nomads literally didn't have a group identifier word in their own language beyond 'People', as this band only organized recently and it wasn't around a single prominent tribe with it's own major totem identifier.
Also an important element in this is that often people take their identifiers from their neighbors after they lose continuity. Thus, the only people who call themselves People are either recently post-tribal OR have never lost continuity.

More complex names also tend to arise from cultures that had a reassessment of national identity while in contact with multiple neighbors.
-The Western Confederacy worked because when they formed, there was nobody to their west anyway. And no other confederacies.
-The Highland Kingdom worked for a name because they defined themselves as being on highlands rather than lowlands during their formative period. That the Ymaryn are also on hills didn't matter because they were isolationist at the time. That the eastern side of the lowlands also had hill people didn't matter because they couldn't reach it at the time.
-Or take from RL, China is literally the Middle Country because it was in the middle of all known lands and clearly the center of the world.

Freehills was probably accidentally named by Ymaryn warriors I bet. The freed slaves have no common identifier beyond being Free(likely even using the Ymaryn word for it) and being on hills.

@Citino Maybe limiting scope of response cus on phone & relying on memory despite u being an easy scroll up.

I think the pros of subordinating HK are that we can actually fight their whole "resist external influence" thing, have some grasp on their culture in a wider sense and the range of actions they can take, & have ~1/2 of the lowland's sides covered by reliable allies (ourselves & associates).

The cons are that it would take effort.
I think the biggest con isn't the effort. We can invest that much effort.

The biggest con is it takes time. There will be no clear decisive victory against the Highlanders any more than it was possible to achieve a clear decisive victory against the pre-Phygrif Ymaryn.

The thread(not the civilization) will lose morale long before we run out of troops. Even if we're winning.

As such, our ideal scenario is that the Highlanders fancy themselves a shot at Take the Crown on us. Yes, their trait negates the Stability loss from the King Still Stands, but it also means that we could Terrify-punch our way through and cause Order Above All to turn into a poison pill over 4-5 turns. And also the thread has higher morale in a defensive war.

...but the problem is they are not stupid(unless they roll an idiot king) and thus they won't do that.
Well we know some.

The HK have traits which are basically copies of ours or are outright incompatible.
The Harmurri a couple centuries ago had a trade value of some form.
The Forhuch have the old Nomad Hero Generator Trait, which we knew has existed in some form ever since the beginning of the game.
The Storm People have Cosmopolitan Tolerance, a down and side grade of PiA as well as possibly still having Pioneering Spirit.
The Khem have God King.
The Freehills has Division of Powers, which we currently hold as well.

We cannot steal legacies with PiA as it is not listed, plus it wouldn't really make sense for PiA to be able to considering how legacies work, though it is interesting to figure out what they may have.
The Forhuch may have gotten a Civ Destroyer Legacy of some form from the Pure they absorbed/conquered.
The Harmurri probably have some trade legacies of some form. Maybe. The Trelli may have nicked those and no one has gained them yet.
A few things to highlight from these:
-The Forhuch are likely to lose or evolve the Hero Factory trait in the centuries to come unless they keep getting in wars. We know the Mountain Horse, Thunder Speakers and Thunder Horse lost theirs fairly quickly. My personal theory is that the trait is disruptive to legitimacy for non-hero kings because of high expectations. We've seen it ourselves whenever we've had a streak of hero kings, the next king winds up looking like a disappointment despite being solidly competent. Hell, after Magwyna the Double Hero, her Single Hero son was considered lacking.

-The Forhuch did not absorb the Pure. They absorbed the tribes that the Pure left suplexed into the ground behind them.
 
It would be great if we were a more religious focused civ. We're the farming civ though.
We used to be the farming civ, but we've diversified. We're actually a lot more the Urban civ than we are the farming civ now. Having Yeomen Faction Strength 2 tends to do that.

We're not a religious-focused civ mainly because we don't have values to make that worthwhile. With the super-powered Infrastructure passives, it'd be trivial to gain a lot of RA very quickly, we just don't want to because we're already at yellow RA and every increase in priest Faction Strength will make it worse.


Anyway, it looks like we will be getting 2 cities and thus 2 passives. One of them almost needs to be dedicated to Infrastructure considering how much stuff we really really want, particularly the upgraded Marketplaces and the upcoming Temple for the quest. The other passive is open- it could be another Infrastructure, but I'm thinking that getting a Skullduggery is a good idea. It's a reasonably efficient option and we'd love to have an enormous Intrigue score. The other alternative IMO is a second Defense passive, since those nomads are coming soon and we'd like to be all walled up by then.
 
Hmm...Prophet's home is mechanically less effective, but it's also better for cultural influence over the Spirit Channel. Horse Valley would support a level 2 observatory, but considering we didn't even build a level 1 there yet...

Didn't we build the temple at Horse Valley specifically for a level 1 observatory there to fulfill the priest quest? The quest, indeed, for which we created the first man-made famine in the history of Ymaryn?
 
-The Forhuch did not absorb the Pure. They absorbed the tribes that the Pure left suplexed into the ground behind them.
really love this mental image, just the Forhuch chief walking behind Attila the Fucker, pulling people legs first out of the mud and going 'hey, you ok? wanna settle down and take a rest with me?'
 
We used to be the farming civ, but we've diversified. We're actually a lot more the Urban civ than we are the farming civ now. Having Yeomen Faction Strength 2 tends to do that.
One of our most reliant actions is the PSN action, forests power our industry and give us defenses, step farms make invading the true core provinces a suicidal idea, we were literally going to lynch a faction last turn not because they held different beliefs than us, but because they were farming improperly (we didn't because no one told them so they couldn't be expected to know), we can feed enough people to get upwards of 7+ true cities, having home gardens is what we're doing with our spare iron tools, euphemisms are farm related and have been for thousands of years, we have a wonder project that protects us from environmental damage based on concepts that are considered intricate to farming.

No one else might realize it, but we're still the farm civ.

Speaking of which, I wonder how well the Storm Wolves or whatever will do with their farming if they start using slaves to do it?
 
Hmm...Prophet's home is mechanically less effective, but it's also better for cultural influence over the Spirit Channel. Horse Valley would support a level 2 observatory, but considering we didn't even build a level 1 there yet...
...Yes we have? AN just hasn't updated the Major Holy sites list there, but the observatory there is why we get the rolls for predictions; we built it the same turn we starved to save the blackbirds, to pass the priests quest at the time... (That said, thanks for the reminder to have that on my list of errors for the next main turn A&D post :p )
 
It's fine guys, we'll just build a bunch of really big ramps up the sides of their walls.

Like, really big. Huge, even.

We're gonna build ramps over the Highlanders' walls, and the Highlanders are gonna pay for 'em! :V

But...but once we're up there how would we get down? It's such a long fall.

Well, maybe a rope. But other than that it's impossible!
 
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Legitimacy: 10 (Crow-Emperor)
Stability: 10 (Ahhahah HAAHAHAHAHAH!!!!)

AKA...

Legitimacy: 10 (The King is always right. It is impossible for the government to be wrong or do wrong in any way. Crow is with the People in all things.)
Stability: 10 (The People are triumphant and perfect. Our situation is the best one possible, a true utopia. The current generation is the ideal that our forefathers worked towards for their entire lives, and that our children's children shall, if the Gods' grace stay with us, copy in full. Any form of rebellion is unthinkable. Any form of change is something to be stifled without hesitation.)

Because remember, there are downsides to having these stats so high. For example, I believe AN once said that with Stability at a mere 3, most tech development is stifled, as such a stable society becomes too rigid to be willing to try new things. Imagine how much worse Stability 10 must be.

-----

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

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

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

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

[] [PSN] Main Expand Econ (-2 Cent + Costs)

So, here's the current winning vote. As a coherent narrative, I imagine this vote looks something like this:

The economic boom started by the Grand Bazaar continues, fueling the development of more farmland in the core territories, but it's not confined there by any means. The periphery feels the benefits as well, and grows a bit fonder of the King in Valleyhome.

Across society, the backlash against the extremist fringe elements is intense. The Purists are ripped from society mercilessly, as one would rip a weed from a garden, and burn it such that it may not spread its kind further, but instead serve as fuel or fertilizer for better things. At the same time, much suspicion is thrown at the Monotheists, as knowledge of a Highlander plot to destroy their ancient enemy, the People, slowly percolates. In order to better monitor much of society, a military expansion begins, focusing on lightly-armed infiltrators and fast outrider scouts, in the traditional styling.
 
Because remember, there are downsides to having these stats so high. For example, I believe AN once said that with Stability at a mere 3, most tech development is stifled, as such a stable society becomes too rigid to be willing to try new things. Imagine how much worse Stability 10 must be.

I really want a quote on that. It sounds really scary and could be true.

I had assumed stability was one of those stats that more is better but well stifling development is how you get Celestial Empire that can't adapt.
 
AKA...

Legitimacy: 10 (The King is always right. It is impossible for the government to be wrong or do wrong in any way. Crow is with the People in all things.)
Stability: 10 (The People are triumphant and perfect. Our situation is the best one possible, a true utopia. The current generation is the ideal that our forefathers worked towards for their entire lives, and that our children's children shall, if the Gods' grace stay with us, copy in full. Any form of rebellion is unthinkable. Any form of change is something to be stifled without hesitation.)

Because remember, there are downsides to having these stats so high. For example, I believe AN once said that with Stability at a mere 3, most tech development is stifled, as such a stable society becomes too rigid to be willing to try new things. Imagine how much worse Stability 10 must be.

-----

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

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

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

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

[] [PSN] Main Expand Econ (-2 Cent + Costs)

So, here's the current winning vote. As a coherent narrative, I imagine this vote looks something like this:

The economic boom started by the Grand Bazaar continues, fueling the development of more farmland in the core territories, but it's not confined there by any means. The periphery feels the benefits as well, and grows a bit fonder of the King in Valleyhome.

Across society, the backlash against the extremist fringe elements is intense. The Purists are ripped from society mercilessly, as one would rip a weed from a garden, and burn it such that it may not spread its kind further, but instead serve as fuel or fertilizer for better things. At the same time, much suspicion is thrown at the Monotheists, as knowledge of a Highlander plot to destroy their ancient enemy, the People, slowly percolates. In order to better monitor much of society, a military expansion begins, focusing on lightly-armed infiltrators and fast outrider scouts, in the traditional styling.

I really want a quote on that. It sounds really scary and could be true.

I had assumed stability was one of those stats that more is better but well stifling development is how you get Celestial Empire that can't adapt.
The quote i remember was that depending on the time period, stability could either encourage (people are able to focus on innovation because they are confident in having their basic needs and safety secure) or stifle (people are too content and don't see the need to innovate) innovation.
 
[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, ???)
[X] [Ext] Find out more about what the Highlanders are up to (Main Trade Mission)
[X] [React] Need more scouts (Sec More Blackbirds + Sec More Spiritbonded)
[X] [PSN] Main Expand Econ (-2 Cent + Costs)

Thought I'd update my vote since I'm now caught up on all the arguments and AN posts. So, March + Warships next turn and some more passive policies. Skullduggery should probably be brought back which will save us spending actions on our Intrigue.
 
[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, ???)
[X] [Ext] Find out more about what the Highlanders are up to (Main Trade Mission)
[X] [React] Need more scouts (Sec More Blackbirds + Sec More Spiritbonded)
[X] [PSN] Main Expand Econ (-2 Cent + Costs)

Thought I'd update my vote since I'm now caught up on all the arguments and AN posts. So, March + Warships next turn and some more passive policies. Skullduggery should probably be brought back which will save us spending actions on our Intrigue.
Only 2 more policies (if i did the math right, we'll end up with exactly 10 EE, so just barely reactivate valleyhome and blackshore), so the voting will be pretty fierce, but yeah, i'd prefer some combination of skullduggery, diplomacy, vassal support, and city support.

I mean, i might have forgotten another post or something; i may have a good ability to remember random AN posts, but i'm not infallible for anything :p
 
Anyway, it looks like we will be getting 2 cities and thus 2 passives. One of them almost needs to be dedicated to Infrastructure considering how much stuff we really really want, particularly the upgraded Marketplaces and the upcoming Temple for the quest. The other passive is open- it could be another Infrastructure, but I'm thinking that getting a Skullduggery is a good idea. It's a reasonably efficient option and we'd love to have an enormous Intrigue score. The other alternative IMO is a second Defense passive, since those nomads are coming soon and we'd like to be all walled up by then.
3 needs:
1) Our forestry needs to come back online, even partially. The fuel demands will be rising again now that we discovered concrete(producing industrial amounts for our projects costs enough fuel that concrete production stopped as Rome fell and nobody could pay for the process), and we're eating through our buffer. Yes, Repeated actions are looming. We don't have them yet and once we have those, the forests will still be competing with Roads, Towers and Walls.
2) City Support is very efficient for a policy due to the Ironworks + Marketplace effect. We ideally want our cities feeding themselves so we don't swing so much in Econ, and make them purely profit.
3) Skulduggery needs to come back since we need the Intrigue.
really love this mental image, just the Forhuch chief walking behind Attila the Fucker, pulling people legs first out of the mud and going 'hey, you ok? wanna settle down and take a rest with me?'
This is a man who has realized The Fire Is Warm(and you can burn people with it too)
One of our most reliant actions is the PSN action, forests power our industry and give us defenses, step farms make invading the true core provinces a suicidal idea, we were literally going to lynch a faction last turn not because they held different beliefs than us, but because they were farming improperly (we didn't because no one told them so they couldn't be expected to know), we can feed enough people to get upwards of 7+ true cities, having home gardens is what we're doing with our spare iron tools, euphemisms are farm related and have been for thousands of years, we have a wonder project that protects us from environmental damage based on concepts that are considered intricate to farming.

No one else might realize it, but we're still the farm civ.

Speaking of which, I wonder how well the Storm Wolves or whatever will do with their farming if they start using slaves to do it?
Also keep in mind that City Support means a lot of suburban farms and urban gardens.


...Yes we have? AN just hasn't updated the Major Holy sites list there, but the observatory there is why we get the rolls for predictions; we built it the same turn we starved to save the blackbirds, to pass the priests quest at the time... (That said, thanks for the reminder to have that on my list of errors for the next main turn A&D post :p )
Ah, derp. I tend to go off the archived updates in my collection since its faster to search a folder of txts than to search the forum. x.x
The quote i remember was that depending on the time period, stability could either encourage (people are able to focus on innovation because they are confident in having their basic needs and safety secure) or stifle (people are too content and don't see the need to innovate) innovation.

Correct, and AN had confirmed that staying at Stability 3 has no significant negative effects.
He did NOT say anything specific about higher levels.

But now that we know more about traits, we know that:
-Traits which encourage innovation inherently makes Stability/Legitimacy hits more common(Philosopher Kings)
-Traits which encourage stability are inherently opposed to strong innovation traits(In Service to Order, Purity and God-King conflicting with Philosopher Kings)

So while Stability may lead to developing traits which might have such an impact, the big deal here is that at higher Stability people are willing to take risks and stress the system for science, so we rapidly drop back down.
 
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