Perhaps, but given the tremendous disparity in their value to us relative to their value to potential enemies and the huge target they paint on our backs if we try to keep them out of the hands of said enemies I can't help but fantasize about just turning it into a nuclear waste dump and forgetting about the whole region.

-and we really might be able to do that. There are two main rivers going into the lowlands, and we're already damming and redirecting one. Do the same thing in the other so they meet in the middle and you've irrigated the entire northern hills. Send the outflow north and you get a megariver cutting deep into the steps and turning them into ultrafertile land we can build a network of water-connected fortified settlements on without worrying about anybody but the nomads who are crap at siege warfare against river-supplied cities in marshy terrain.

I think screwing over the lowlands in such a manner would run contrary to the same values that allow us to perform such large-scale enviroforming.
 
You think a thread that balks at wiping out a hostile civ's noble families and priests would be willing to condemn millions (of our own people at that) to a watery grave? People hesitate to fight a civ that has consistently thrown their weight around at us and proven hostile multiple times. Also I like the lowlands so screw this plan, we need the endless reserves of manpower to get started on our Great Wall expy.
You complete the process of becoming Fertile Crescent China :p

Well, it is becoming a realm of possibility.
 
I think screwing over the lowlands in such a manner would run contrary to the same values that allow us to perform such large-scale enviroforming.

At this point the whole area is probably our civilization's metaphor for hell itself. It's filled to to the brim with thousands of years of pointless nonstop misery and corpses. Everybody who touches it ends up regretting it, if not literally smited by the gods themselves. Noping out seems viable.
 
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Prologue to epic
[X][Main] Great Dam
[X][Secondary] Support Faction – Traders
[X][Secondary] Enforce Justice
[X][Secondary] Invite to Games – Forhuch
[X][Secondary] Found March - Spirit Channel
[X][Secondary] Upgrade Temple - Horse Valley
[X][Secondary] Upgrade Temple - Horse Valley x2
[X][Guild] Plant Cash Crops – Textiles
[X][Guild] Salterns
[X][Guild Secondary] Salterns

Provinces – [Main] Expand Econ, [Sec] New Settlement - Reorg, [Sec] Trade Mission – Forhuch, [Sec] Study Stars, [Sec] Survey Lands, [Sec] Expand Forests
Policies – Redshore Block Housing (6/6), Blackmouth Market (3/3), Blackmouth Block Housing (2/3), Redhills Colossal Walls (2/9)
FC – Redshore Baths (6/6), Redhills Colossla Walls (3/9), Valleyguard Colossal Walls (2/9)

Western Wall – [Main] Plant Cash Crops - Textiles, [Sec] Build Docks
Greenshore – [Main] Plant Cash Crops – Luxuries (Spices), [Main] Expand Forest
Tinriver – [Main] New Settlement, [Sec] Build Wall
Amber Road – [Main] Docks
Heaven's Hawk – [Sec] Build Wall, [Sec] Expand Econ
Txolla – [Main] New Settlement, [Sec] Expand Econ, [Sec] Build Roads
Thunder Horse – [Main] Expand Econ, [Sec] Build Roads, [Sec] Expand Forest

Religious Settlement – Black Soil

The changes to the half-exile system brought a remarkable number of complaints, but somehow the People carried on regardless. In the first few years after the change the incidence of disease in the cities began to increase, the harvests showed problems as the rains were less consistent, and general tax collection had numerous issues. There wasn't one single thing that could be said to demonstrate the displeasure of the gods and spirits, but it was taken as a general given that the gods were generally displeased. The widespread disruption of taxes in one way or another and the rising costs also had the People pursuing new ways to bring in money to pay for everything, with a few in Greenshore going to cultivate a certain kind of tree that produced a fragrant bark that could be dried and ground into an intensely flavourful spice. Along the way some of the other kinds of bark the trees produced were experimented with to see if anything relevant was within them, and while for the most part this just produced useless goop, a few of the alchemists were given ideas about ways to use some of the fibrous materials in the bark and various textiles.

Unfortunately, the traders were rather unhappy about all the profits they were losing out on with everyone increasing the amount of money they were charging, and thus rather than invest in further experiments to see if there was anything worthwhile - possibly a way to use waste fibers - they were being generally cold towards such investments. Furthermore, the lower patricians were also generally lacking in funds and favours that they might want to spread around, meaning that even though a group of artisans, farmers, and alchemists were all certain that they were on to something, they couldn't get the resources needed to continue on with their work unless it came from the king.

Support these inventors?
[] [Inno] No, the kingdom has other things to spend on (Innovation probably lost for the time being)
[] [Inno] Something can be spared from the budget (-1 Wealth, -1 Mysticism, ???)
[] [Inno] Looks important, invest heavily (-3 Wealth, -3 Mysticism, -1 Tech, ???)

However, while the People seemed to be stuck in a malaise, their neighbours were the exact opposite. The Freehills were continuing their expansion, and while superior in general to the Tin Tribes, apparently a great leader had emerged from among those mountain people and was stalemating the warriors of the Freehills. Fortunately the Saffron Islanders had apparently set up dozens of major settlements across the sea in the south-west and those colonies were ever hungry for the goods of the People, with the Trelli strait providing Freehills with an immense amount of wealth in passing the trade of resources and wealth between the two seas. Freehills wanted the high quality iron goods of the People in abundant amounts, and were more than willing to pay for them. Meanwhile, the Storm Ymaryn had apparently cleaned up the problems they had been having under the auspices of a new, vibrant king. Pursuing a policy of infrastructure build up and the beautification of the mountainous core territories, the Storm Ymaryn also had a tremendous appetite for the People's goods and expertise, and were willing to pay for it.

Beyond that though, the two most sophisticated members of the Games were demonstrating considerable interest in sending not just their proud warriors, but also their artisans. While this immediately raised the hackles of the guilds over potential theft of trade secrets, there was also something to the idea that the guilds tended to get complacent without competition. More than that, given the frequency with which those two groups went to war, it seemed entirely possible that inviting them in would open up the People to any significant weapons innovations they might come up with, and given that the infrastructure for the best works wasn't exactly something that could be discerned by looking at the final products, it could be that inviting them would allow the People to more easily steal their ideas than the other way around. Finally, there was a definite pride issue at work with the requests, with both parties seeing not being invited to the Artisan Games as something of a long term snub. Maybe not today, but it definitely seemed like they viewed such an invite as being in some ways peer to the People.

Open up the Artisan Games
[] [AG] No
[] [AG] Those things are expensive, they'll need to pay (Open games, Diplo income changed to Wealth income, ???)
[] [AG] They may join (Open games, ???)
[] [AG] Subsidize their involvement (Open games, -1 Wealth income per participant, increased innovation, ???)
Note: Opening the games means that all participants pool their innovation rolls together and share the results. Subsidizing other participants means that one of their innovation rolls each turn is doubled, and may also allow them to build their own Artisan Games

There was discussion with the king and the guilds over how much to sell to Freehills and the Storm Ymaryn when the talk of the moment began to drift to the increasing number of incidents between the Highlanders and the Harmurri along the Great River in the south. It seemed that the Highlanders were ready to take a shot at the Harmurri, and the time for intervention was drawing near. What exactly would be the breaking point was still some speculation, but conflict in the south was assuredly inevitable at this point. Before the king and the patricians in the palace could come to a consensus though, news came from the far east on the mission sent to encourage trade and invite the Forhuch to the Games.

"The offer was rejected... and more than that, the new king seems to have taken offence at our invitation. We're not sure what set him off, perhaps he feels insecure in his predecessor's shadow, but the king has elected to send us away empty handed and deeply confused," the emissary explained to the shocked court. What had gone wrong?

Over the next month word came back that the territories along the Forhuch border were seeing increasing incidents of mounted warriors launching excursionary raids. An emissary was sent off to demand an explanation/open the door for the People to bribe the only half-settled Forhuch into calming down, but two weeks after that emissary left a messenger came from the Thunder Horse.

"We have received word from the Forhuch king that the People's arrogance offends him, and he intends to show us the strength of his house. Not only does he give his people free rein to raid our territory as they see fit, but he also declares that he shall lead his warriors against us, for pride, honour, and conquest. A formal state of war now exists between the People and the Forhuch. The governor of the Thunder Horse adds on that while the Forhuch king was kind enough to give half a turning of the moon before he would lead his own armies out, in recognition of the time it will take the messengers to arrive, he fully expects all out combat to begin before the message reaches Valleyhome."

The court exploded into anarchy at this stunning change around. Had the People not been good to the Forhuch? Many demanded to know what could possibly cause this, and it was soon decided that the issue may in fact be one of internal structure. The new king was young, and while a skilled leader of armies, his tongue was not quite as silver as his predecessor and he also clearly did not have the same skill at administration. He was in his (grand-?, not quite clear how their succession had worked) father's shadow and the shadow of the People, and he had elected to lash out in the way he best knew how. Given that the Forhuch had settled their herds in prime agricultural land that was also great pastureland, and had invested most of their metal output into military means...

"We're going to be facing a lot of horsemen," the War Chief summed up.

The Forhuch come! Change policy?
[] [Policy] Stay on Balanced (Only mercenary companies and local defenses deployed for now)
[] [Policy] Switch to Offensive
[] [Policy] Switch to Mass Levy

Additional Effort?
[] [Kick] No kick
[] [Kick] 1 Stability, 2 Temp Econ damage
[] [Kick] 2 Stability, 4 Temp Econ damage
[] [Kick] 3 Stability, 6 Temp Econ damage

Lost access to Forhuch and Harmurri markets, and Freehills and Storm Ymaryn want specific types of goods
[] [Trade] Stay as is (Gain the Disrupted Trade status)
[] [Trade] Smiths work overtime! (-2 Tech/turn but can meet demand for trade)
[] [Trade] Push the guilds to the limit to meet demands (Trade Tech for Wealth, up to 5 per phase, to attempt to top up Wealth)
 
"We have received word from the Forhuch king that the People's arrogance offends him, and he intends to show us the strength of his house. Not only does he give his people free rein to raid our territory as they see fit, but he also declares that he shall lead his warriors against us, for pride, honour, and conquest. A formal state of war now exists between the People and the Forhuch. The governor of the Thunder Horse adds on that while the Forhuch king was kind enough to give half a turning of the moon before he would lead his own armies out, in recognition of the time it will take the messengers to arrive, he fully expects all out combat to begin before the message reaches Valleyhome."

Ah, it's an inheritance problem, he needs to show his personal power. Maybe if we'd invited them while their initial hero king was still living...

On the bright side he might be more amenable after we thoroughly box his ears. And as the Forhuch become an increasingly settled civ they'll lose the values that drive this sort of thing, hopefully...
 
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[X] [Inno] Looks important, invest heavily (-3 Wealth, -3 Mysticism, -1 Tech, ???)

[X] [AG] They may join (Open games, ???)
We have absolutely terrible technology security. We might as well get something out of leaking our tech to everyone. The fact that it makes it easier for AN to manage the quest is just a bonus.

[X] [Policy] Switch to Mass Levy
We are going to war with a near peer polity. We should start gearing up in case the HK decide to take a swing at us while we are distracted.

[X][Kick] 1 Stability, 2 Temp Econ damage
Three extra main war missions over the course of the turn sounds nice.

[X] [Trade] Push the guilds to the limit to meet demands (Trade Tech for Wealth, up to 5 per phase, to attempt to top up Wealth)
We are going to need the wealth for the coming fight.

edit:
Apparently the Forhuch have 10+ cavalry.
[X] [Kick] 2 Stability, 4 Temp Econ damage
 
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Soo...Complete the dam, generate wealth, Support Sacred Orders, pray for good Empire Advancements?

Also, wonder what we rolled for that.
 
Gut vote. Not costed.

[X] [Inno] Looks important, invest heavily (-3 Wealth, -3 Mysticism, -1 Tech, ???)
[X] [AG] They may join (Open games, ???)
[X] [Policy] Switch to Offensive
[X] [Kick] 2 Stability, 4 Temp Econ damage
[X] [Trade] Smiths work overtime! (-2 Tech/turn but can meet demand for trade)
 
[X] [Inno] Looks important, invest heavily (-3 Wealth, -3 Mysticism, -1 Tech, ???)
[X] [AG] They may join (Open games, ???)
[X] [Policy] Stay on Balanced (Only mercenary companies and local defenses deployed for now)
[X] [Kick] No kick
[X] [Trade] Smiths work overtime! (-2 Tech/turn but can meet demand for trade)
I have always been open to allowing more people into the Artisan games. And our guilds are getting strong in influence.

Just got to the part where we are at war now. What were the rolls to cause this!! How does more trade ties mean a rejection of the Games offer?

Edit: Yeah no, with 1 stability I don't want to risk needing that one stability point for later.
 
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[X] [Inno] Looks important, invest heavily (-3 Wealth, -3 Mysticism, -1 Tech, ???)
[X] [Policy] Switch to Offensive
[X] [Kick] 1 Stability, 2 Temp Econ damage
[X] [Trade] Smiths work overtime! (-2 Tech/turn but can meet demand for trade)
 
[X] [Inno] Something can be spared from the budget (-1 Wealth, -1 Mysticism, ???)
[X] [AG] They may join (Open games, ???)
 
[X] [Inno] Something can be spared from the budget (-1 Wealth, -1 Mysticism, ???)
[X] [AG] They may join (Open games, ???)
[X] [Policy] Switch to Mass Levy
[X] [Kick] 1 Stability, 2 Temp Econ damage
[X][Trade] Smiths work overtime! (-2 Tech/turn but can meet demand for trade)

It's likely the Highlanders will take the opportunity to attack once they see we're at war. We need a mass levy to prepare for an offensive from them and to overwhelm the Forhuch's massive cavalry reserves and I want to preserve our ability to Kick in case we need to go ape on them apparently the kick applies for the whole turn, so why not.

Opening the games and pooling our innovation rolls furthers the transformation of the games into a glue that binds together a regional confederation.

I'm hoping the increased demand for smiths allows us to innovate trade schools or similar. More than just apprenticeships...
 
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[X] [Inno] Looks important, invest heavily (-3 Wealth, -3 Mysticism, -1 Tech, ???)
[X] [AG] They may join (Open games, ???)
[X] [Policy] Switch to Mass Levy
[X] [Kick] 1 Stability, 2 Temp Econ damage
[x] [Trade] Push the guilds to the limit to meet demands (Trade Tech for Wealth, up to 5 per phase, to attempt to top up Wealth)
 
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[X] [Inno] Something can be spared from the budget (-1 Wealth, -1 Mysticism, ???)
[X] [AG] They may join (Open games, ???)
[X] [Policy] Switch to Mass Levy
[X] [Kick] No kick
[X] [Trade] Push the guilds to the limit to meet demands (Trade Tech for Wealth, up to 5 per phase, to attempt to top up Wealth)
 
Red Banner Company (Mercenary Company) - Can be hired to other kingdoms for wealth, or maintained to boost Martial capacity (L: 3/5, E: 7/10)
Dragon Banner (Mercenary Company) - Can be hired to other kingdoms for wealth, or maintained to boost Martial capacity (L: 4/5, E: 8/10)
Blood Rain Banner Company (Mercenary Company) - Can be hired to other kingdoms for wealth, or maintained to boost Martial capacity (L: 3/5, E: 5/10)
No changes here, @Academia Nut? :confused:
 
In a way this is a good thing. It gives a great reason to prepare for whatever we plan to do about the Highlanders. However if we pick up the hammer we are going to be forced to do something with it.
 
[X] [Inno] Looks important, invest heavily (-3 Wealth, -3 Mysticism, -1 Tech, ???)
[X] [AG] They may join (Open games, ???)
[X] [Policy] Switch to Mass Levy
[X] [Kick] 1 Stability, 2 Temp Econ damage
[X] [Trade] Smiths work overtime! (-2 Tech/turn but can meet demand for trade)

I think the world needs a little reminding of who the Ymaryn are and what we are capable of.
 
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[X] [Inno] Looks important, invest heavily (-3 Wealth, -3 Mysticism, -1 Tech, ???)
Our particular discounts mean that only the Wealth cost is a thing. So we might as well.

[X] [AG] No
[X] [AG] They may join (Open games, ???)
Not quite decided between whether we should open up the games yet, but regardless I don't think it is a good idea to shift from Diplo to Wealth income, and it is definitely not a good idea to do the subsidizing thing.

[X] [Policy] Switch to Mass Levy
Fuck a duck.

[X] [Trade] Push the guilds to the limit to meet demands (Trade Tech for Wealth, up to 5 per phase, to attempt to top up Wealth)
Sure, might as well.
 
Support these inventors?
[] [Inno] No, the kingdom has other things to spend on (Innovation probably lost for the time being)
[] [Inno] Something can be spared from the budget (-1 Wealth, -1 Mysticism, ???)
[] [Inno] Looks important, invest heavily (-3 Wealth, -3 Mysticism, -1 Tech, ???)
Oh this is paper. Or it could turn into that.

YES.

[X] [Inno] Looks important, invest heavily (-3 Wealth, -3 Mysticism, -1 Tech, ???)

[X] [Policy] Switch to Mass Levy
[X] [Kick] No kick
[X] [Trade] Smiths work overtime! (-2 Tech/turn but can meet demand for trade)
[X] [AG] They may join (Open games, ???)

We can afford the Wealth cost.
Need Mass Levy since we are going to be fighting the HK and Forhuch here in the next update most likely.
Kick is not needed yet. Yet.
Smiths is a good idea.
Not sure about the games but it might be a good idea now that we have Intrigue and they don't. Or at least Freehills and Harmurri don't.
 
[X] [Inno] Something can be spared from the budget (-1 Wealth, -1 Mysticism, ???)
[X] [AG] They may join (Open games, ???)
[X] [Policy] Switch to Mass Levy
[X] [Kick] No kick
[X] [Trade] Push the guilds to the limit to meet demands (Trade Tech for Wealth, up to 5 per phase, to attempt to top up Wealth)
 
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