Sir LagsAlot
Yandere Dice Magnet
- Location
- In the fridge
We could hold off this turn for cleansing the undead and just heal the Mountain's worshipers. We can probably knock out the cleansing next turn.I think all other things being equal we should probably put at least one die towards healing the mountain folk. We want them to think of proud waters as a benevolent being not just 'that scary spirits that dusts undead'.
From what I can see the Herald has three options:Think about where to send our Herald. Maybe Bless the fish to prevent another hunger?
And what do you think about investigating the Nature of the world instead of Healing? The path to the Domain of Life must remain, and we know frankly little about the world around us.
Within the next 3 turns, just like you.Azel when must Harsh Mountain fulfill his end of the deal by? Should we expect for example him to inspire the boat makers this turn?
Not, exactly true after all the only condition we're given for the Herald is that its action must be spent on something with a sea domain which includes all of these actions.From what I can see the Herald has three options:
1. Inspire the Boatmakers (covered by the Mountain as per agreement)
2. Bless the Fishers (covered by us blessing the Shrine if this plan goes through)
3. Guide expeditions to either the north or the south
[] Bless the explorers. (Southern Expedition)
Description: The Travelling People talked of a village in the far south and the explorers are trying to explore the coasts until they find it.
Area: -
Domains: Sea
Power: 2 max
[] Bless the explorers. (Northern Expedition)
Description: The ice and coldness of the northern waters is troubling the explorers, so they ask for your boons to range ever further.
Area: -
Domains: Sea
Power: 2 max
[] Bless the explorers. (Island Expedition)
Description: The island on the horizon has been taunting the southern explorers for a while and they ask for your aid to survive the journey over the open sea.
Area: -
Domains: Sea
Power: 2 max
[] Inspire the boat makers.
Description: The canoes of the people have greatly improved, but further blessings might yield new inspiration for the boat makers.
Area: Shorelands
Domains: Sea
Power: 2 max
[] Bless the sea fishers.
Description: Steer fish to the fishers and protect them from the dangers of your sea.
Area: Shorelands
Domains: Sea
Power: 2 max
[] Enforce orthodoxy. (Sea)
Description: Some of the people have altered the rites they use to pray to you, and it is beginning to have an impact on the power you gain from it. Curse those who stray to far from established rites to put an end to this.
Area: Shorelands
Domains: Sea
Power: 2 max
[] Imbue power into sea life for later use.
Description: You cannot hold onto your power on your own, but you found a way to sidestep that problem by instead storing it in the creatures of the sea.
Area: Shorelands
Domains: Sea
Power: 2 max
[] Explore the sea.
Description: While you know every detail of the bay, you could always explore the wider sea and its coasts.
Area: Shorelands
Domains: Sea
Power: 2 max
[] Try to learn more about the different fishing rites.
Description: You could try to spend some of your power to investigate the matter of the fishing rites more closely. Maybe you can find out what this strangeness means before you have to make a choice on the matter.
Area: -
Domains: Sea
Power: 2 max
Hm, so no use doing an expedition this turn then as we can't be sure they'll have better boats or not.
We should have the herald assist with the learn rites actions, so we can finish it quickly and know what to do before it gets out of hand.
In that case we just have him on Inspire Boatmakers like we usually do? At this rate he's going to get a baby artisanship domain.Not, exactly true after all the only condition we're given for the Herald is that its action must be spent on something with a sea domain which includes all of these actions.
Hm, so no use doing an expedition this turn then as we can't be sure they'll have better boats or not.
You got double-canoes right before the famine hit, so you have better boats than the last time someone tried to explore.Not, exactly true after all the only condition we're given for the Herald is that its action must be spent on something with a sea domain which includes all of these actions.
Hm, so no use doing an expedition this turn then as we can't be sure they'll have better boats or not.
We could hold off this turn for cleansing the undead and just heal the Mountain's worshipers. We can probably knock out the cleansing next turn.
From what I can see the Herald has three options:
1. Inspire the Boatmakers (covered by the Mountain as per agreement)
2. Bless the Fishers (covered by us blessing the Shrine if this plan goes through)
3. Guide expeditions to either the north or the south
Either that or the island expedition if we don't double down on the fishing rights.In that case we just have him on Inspire Boatmakers like we usually do? At this rate he's going to get a baby artisanship domain.
Seems, my memory was mixed up on that one I thought that we'd invented those at the same time we took the last exploration action. Might, be viable to take the island expedition then especially if we upgrade our boats again at the same time.You got double-canoes right before the famine hit, so you have better boats than the last time someone tried to explore.
I've always really liked the Island Expedition, because that location can so easily be protected and nurtured by us, being completely surrounded by the sea is very useful for us, and helps even further emphasize sea/boat-power.
That also implies we'll spend another turn ignoring the world (rightfully so considering the nature of the action). We should go for it when we're a bit more secure with our worshipers and we have a firm foothold in the mountain.You know it kind of just hit me that if we upgrade our sea domain I bet we'd be able to upgrade our herald just as Harsh Mountain has done with his so we may want to look into that sooner or later. Although from my read of things it probably won't happen until turn 13 at the earliest since I'm pretty sure we'll have 13 power tops during turn 11 meaning we probably won't pick up the healing domain until turn 12 at which point I'm betting we start hunting for the Devourer.
This is invalid as the power cap for an action is not per area but total for that action.-[] Heal the people.
--[] Area: Shorelands -- 1 Power
--[] Area: Mountains -- 1 Power
Important: Many blessings are now restricted to only affect one area. You can perform an action once per area, but the power cap applies to all of them put together.
I've been informed and have fixed it in the latest version. As per the deal we have to heal the mountain people instead of our own. I've set the extra power to blessing the bereaved of the mountain people to get more worshipers out of them, unless you've got something better in mind.This is invalid as the power cap for an action is not per area but total for that action.
I would have liked to begin cleansing the undead but I'm worried about not spending enough actions on our people so I'm alright with this.I've been informed and have fixed it in the latest version. As per the deal we have to heal the mountain people instead of our own. I've set the extra power to blessing the bereaved of the mountain people to get more worshipers out of them, unless you've got something better in mind.
With our current commitments, we're going to have a hard time picking up the healing domain let alone anything on top so ya this is going to take a while.That also implies we'll spend another turn ignoring the world (rightfully so considering the nature of the action). We should go for it when we're a bit more secure with our worshipers and we have a firm foothold in the mountain.
You can only imbue Sea and Death prayers into the shrines, as you lack the Healing domain.-[ ] Imbue a shrine.
--[ ] Bay Shrine (6 Power)
---[ ] Heal the people.
We could raise the ocean domain next turn. If we keep growing it will only take about half of that turn's power, so we shouldn't be away from our people for that long compared to previous turns.That also implies we'll spend another turn ignoring the world (rightfully so considering the nature of the action). We should go for it when we're a bit more secure with our worshipers and we have a firm foothold in the mountain.
Yeah, that's why instead of saving up for the healing domain I'm trying to increase the overall generation of power.I would have liked to begin cleansing the undead but I'm worried about not spending enough actions on our people so I'm alright with this.
With our current commitments, we're going to have a hard time picking up the healing domain let alone anything on top so ya this is going to take a while.
If we have have the power to spare I'd love to, but unfortunately we need to make sure we stick to the bargain with the Mountain first. That's gonna cost around 11 power total.We could raise the ocean domain next turn. If we keep growing it will only take about half of that turn's power, so we shouldn't be away from our people for that long compared to previous turns.
I've been informed and have fixed it in the latest version. As per the deal we have to heal the mountain people instead of our own. I've set the extra power to blessing the bereaved of the mountain people to get more worshipers out of them, unless you've got something better in mind.
Hm, we don't want to push off cleansing that land we promised Harsh Mountain, and push off cleansing the unliving so potentially we could either raise our sea domain or bless the other temple next turn well spending 3 power on wiping out the undead which would leave us 3 or 4 power to do other stuff with. Sounds, doable with us doing whatever action we don't do turn 11 during turn 12 (temple or domain), and then picking up the healing domain turn 13 as by then if we get lucky our power generation will be something like 14 to 17 plus a potential level two herald, and two blessed temples.We could raise the ocean domain next turn. If we keep growing it will only take about half of that turn's power, so we shouldn't be away from our people for that long compared to previous turns.
Aye, that's what all my plans during the early game did just focus on power generation so I get what you're talking about.Yeah, that's why instead of saving up for the healing domain I'm trying to increase the overall generation of power.
Reliable fish via the shrine, new worshipers among the mountainfolk for healing and funeral rites, successful expedition to the island, etc. Next turn fingers crossed we have a bit more resources to work with.
We have turns 10, 11, and 12 to finish the deal so do the 8 power action turn 12, and the 3 power action turn 11 to fit the domain upgrade in.If we have have the power to spare I'd love to, but unfortunately we need to make sure we stick to the bargain with the Mountain first. That's gonna cost around 11 power total.
This deal winning pretty much screws getting it until turn 13 at the earliest, to be frank, as we just don't generate enough power to do it with so many commitments.