The world is out of order. No one knows why, what spirits or ancestors have been angered, but...
User | Total |
---|---|
Hyacinthium | 1 |
drake_azathoth | 1 |
Academia Nut | 1 |
notgreat | 3 |
zamin | 2 |
PrimalShadow | 1 |
Abby Normal | 2 |
Powerofmind | 6 |
pbluekan | 1 |
HeWhoAdds | 1 |
BlueFlamingWings | 1 |
Citino | 7 |
10ebbor10 | 1 |
keenscythe | 1 |
DocMatoi | 1 |
Malevolo | 1 |
pblur | 1 |
8bitBob | 1 |
tenchimany said:Holy fuck, what just happened. Where did this come from?! How?!
Power of Body said:I TOLD YOU! I TOLD YOU WE SHOULDN'T FUCK WITH THE YMMIR! BUT DID YOU LISTEN?! NOOOOOO!!!
"Oh, raiding the Ymmir isn't dangerous, what's the worst they can do?"
and
"But the returns for raiding them is so nice, why wouldn't we do it?"
THIS IS FUCKING WHY YOU DON'T FUCK WITH THE YMMIR!!!
Vekee said:Holy shit, the front page says we just lost 12 martial and 6 econ.
What. The Actual. Fuck.
Bika said:Woah, just... woah. What'd we do to piss them off so much?
...Shit, one of our guys probably cut down some 'sacred tree' or whatever, didn't they?
Vekee said:Holy shit, this is a disaster of epic proportions. We effectively just got our military obliterated.
We are never touching the Ymmir again. Like, holy shit. I'm actually happy about that new trait, forcing even our shit diplomacy people to act polite around the Ymmir is a really, really good idea, imo.
Carnage said:
Candesence said:So... anyone still think they don't have magic? Cause there should be no way that they could have crushed us so completely if not.
AbsoluteZero said:Yeah, I guess we got to see their fire mages at work? I wonder how we can get our hands on magic...
hyrule420 said:What the fuck?! No, seriously, What the actual fuck?! How much did the dice shit on us for the to occur?
PowerofBody said:Bullshit, we had a ton of econ! why the fuck did we just... crumble? I mean, did everyone else get even more fucked than us? Cause i'm pretty sure we had the highest econ our of everyone, so if we are fucked they must be fucked x10
Sea-san said:Except those Hill Folk. This is clearly evidence that they really are dwarves. Their mushroom farms would be completely unaffected by droughts or floods, so of course they'd be fine.
Chip and Potato said:what just... what? I mean, what the hell were our rolls here? Crit fails on weather (possibly twice?), defense and disease? I mean... holy shit, we just got hammered.
Lili said:WTF, why is our stability -4?! We had a solid 0 stability last turn after we did another RO, so how did we drop 4 fucking stability in one turn?!
Academic Fruit said:Yeah, funny story about that. You remember how Pioneering Spirit consumes centralization? Well, centralization is the thing that determines how well you react to disasters like this, and since you had... holy shit, how did you guys get your centralization that far into the negatives... a negative centralization score, when it got added to your econ score, it more than canceled it out.
I did try to warn you that spamming PS and RO was potentially problamatic...
Candesence said:...Shit, you mean that centralization was the stat we use to manage droughts and stuff? So when it hit... Even though we had a ton of people and food production, it didn't matter...
fml
Authority said:
redfur78 said:Shit. So we went from being about ready to nom everything around us to either hiding in the hills, or having all of one city left? Ouch.
Void Cat said:[K] Dead Priest
We just got shown how important centrilization is, going back to what we did before is stupid.
KissSigma said:Vindication! I told you those Devils were baiting us into a death trap! We should have just attacked them when they showed up with all those shamans! SPIES! SPIES AND NINJAS EVERY LAST ONE OF THEM!
cheesetownalfredo said:Huh. When I said the world was ending because Kiss and Wildgale agreed on something, I was joking, @Thespiritisweak. Y u do dis?
Thespiritisweak said:To be painfully, brutally honest, the dice smote the fuck out of you guys. Thems the breaks, @cheesetownalfredo
Vitancis said:
Graceful said:
Sushi-cat said:That seems a little harsh for a bad turn, @Vitancis... Aren't we basically still fine due to the way nomads work? We'll get another hero unit soon enough, and if we can figure out which of the ST or DP have the axe, we might be able to get it back and keep the succession safe.
Theiodamas420 said:Welp. That went about as well as we could've expected. And we once again gain another freaking astronomy tech instead of something useful to help us apply the farming methods or something. At least we got writing way back when, for all the help that it's been. All it does is tell us exactly how screwed over we are...
We need to get the Valley Workers' farming. Get them to help us implement those techniques they shared or something, we need to send that expedition to them now. And yet, we don't have the diplomacy for it, and we can't get that diplomacy without paying economy somehow, which will just lead to our death just as surely as not having those farming techniques. As to the emigration event, we've got to once again demonize them, which is costly and temporary and probably just makes them hate us all the more.
absolutelyperfect said:Ugh. Those fucking Valley Workers have figured out the real button to push. They have so much economy that they become an awesome place to immigrate to. This boosts their economy, making them look like an even better place. Freaking communist elves, they've figured out the system. The same thing we were doing to everyone else except that it funds itself.
At least we're out of the sacred war... even if our warriors aren't. It's stupid how much war costs, the action slot hurts just as much as the martial.
On a side note, how unlucky did we get with that Restore Faith roll? I know we didn't take the guaranteed stability with the change in government option, but seriously, these dice must hate us.
Philsospher Luna said:It should be noted that taking in large groups of immigrants is constantly hurting their stability. Quite honestly, they'd be in a bad place if not for the Sacred Warriors trait they stole from you once they ran out of festivals and were forced to start Restoring Order; though, they probably would've found a better solution before completely dissolving. I'll just tell you now that the Canal that they built gave them bonus Econ and Stability thanks to one of the traits they have. They're basically designed to be amazing at doing mega-projects.absolutelyperfect said:This boosts their economy, making them look like an even better place.
EmptyNull said:Ok, let's just work through this. We need to get our action slot back, and that means dealing with the Nomads. Anyone else think that the star-axe might be the answer? We need something to dig us out of this hole, and the Valley Workers showed that getting other people to fight the war for you is a great solution as long as you don't mind some collateral damage. (they sure didn't mind considering they're getting constant econ boosts from it)
Alphahugger said:Those Valley Workers are ridiculously overpowered. They got to take two of our most useful traits and didn't get stuck with these stupid ones like "Watching the Skies" that don't actually give much useful. And they even somehow managed to get out of fighting the Sacred War with the Dead Priests after just a couple turns. At least we still have "Worthy of Tribute". Though, I'm still wondering how they manged to keep their mysticism high enough to not send more trade missions to us, especially if they have been using Restore Faith like we have.
I'm still annoyed at all you idiots for not having any martial to spare the one time they sent a request for aid from us. They managed to steal our traits and all we got in return is an action that's killed our economy and done nothing useful. And then we rejected one of their minor traders because we were at -1 Diplo for a single turn, which probably put them even further off from ever helping us.
As to our Restore Faith rolls... maybe we should look into one of those alternatives? They're all horrible, but it might be better than sitting here at -1 stability just eating away at our main action turn after turn.
Philsospher Luna said:They don't. They have another trait "Harmony" (read: Communism) which evolved it even further into Restore Harmony which doesn't cost any Mysticism but still has all the benefits of Restore Faith.Alphahugger said:
tryzip said:Oh that is just bullshit.Philsospher Luna said:Restore Harmony which doesn't cost any Mysticism but still has all the benefits of Restore Faith.
PowerofBody said:
vaakia said:
Scholarly Seed said:I did warn you that there would be consequences for choosing to use biological warfare. The Crow People were very upset that someone decided to abuse their gifts of knowledge in such a way.
Citina said:
Umi-sama said:
Scholarly Seed said:You know how you can combine two secondary actions into one main action? The Crow People have a trait that let's them "kick" a main action, which basically doubles its effects. They've also got a few provinces which can also take actions of their own. Actions which can also be kicked.
Carnage said:
Scholarly Seed said:Actually, they have more then one province. What you just saw was the result of a sextruple (6) Main War Mission. They basically bankrupted their entire economy just to kill you off.
Yogshoggoth said:So... is this the part where I can say "I told you so?" and be all smug? Or are you all still going to insist that I was wrong?
Alphahugger said:So we failed our influence check, and still have neither numbers nor the full value spread. As to the star axe... that's a powerful artifact, but dear god the downsides. The Nomads must have been triggering those like crazy, no wonder they died so quickly. I'm kinda scared at the revelation of just how powerful the Valley Workers were even back then- this is some powerful magic, not just their farming shit we knew they had. I'm still salty that you idiots never managed to help them at all. With their help we almost certainly would've survived.
Also, what the heck kinda name is Ymmri? How do you even pronounce that? At least our names had reasonable vowels in there...
[X] [Lowlands] Attempt to make peace with the Highland Kingdom
[X] [Other] Trade Mission - Ymmri
I'm here first for once so let's get these godlike beings on our side for once. And if we make peace with the HK they're a lot more likely to restart trade with us.
tryzip said:Holy shit. The Valley Workers' spirits have gone public. They must have done a direct, draconian takeover. They did it with good timing too- we're busy fighting literally everyone (three way war...) and they're not trading with us anymore so we're less likely to notice, and can't really afford to intervene.
...How do we get a takeover option?
[X] [Lowlands] Attempt to make peace with the Highland Kingdom
[X] [Other] Spread peace
Let's make these guys into a better version of our last ones. Once we're peaceful enough we'll be able to talk things over with the Valley Workers, but our people need to be willing to do so first.
EmptyNull said:This is fine. Everything is fine.
[X] [Lowlands] Attempt to make peace with the Highland Kingdom
[X] [Other] Spread peace
We can't afford to fight a four-way war, we should at least get it down to 3. And yeah, less war would probably be good, or at the very least less war that's coming straight from us. If we could get rid of some of those war traits that's be grand...
croteamTALOS said:Would anyone like some milk and cookies as we tidy this little mess up?
Quite clearly we need to remove ourselves from one war, three enemies is too many to be fighting all at once. I don't think the Ymmri vote is that important, but we really need to get our influence up. I want that magic too, but we're in no place to do an "ASSUMING DIRECT CONTROL" like the Ymmri's spirits apparently have.
[X] [Lowlands] Attempt to make peace with the Highland Kingdom
[X] [Other] Attempt to increase influence
GhostAngel said:Bah, we don't need peace. We need more magic. We died because we used all our magic fighting the Valley Workers. The obvious answer is simple: more magic. These guys have like none, we need to fix this ASAP.
[X] [Other] Trade Mission - Ymmri
I don't care what we do with the lowlands, but we need more magic. They're outright doing magic in the streets with those mind-control rocks, this can't be that hard.
@Philosopher Luna
Can we return the Star Axe to the Ymmri for a bonus to the trade mission?
Theiodamas420 said:[X] [Lowlands] Attempt to make peace with the Highland Kingdom
[X] [Other] Focus internally
War is bad. Stop it.
And, as before, we need to make sure these guys are stable and prosperous before it's worth doing anything else. Stop trying to jump ahead, we saw how well that worked last time. All that fine-grained control sure helped us out last time, didn't it? (Spoiler: it didn't!)
These guys may be primitive, but they're not complete idiots. Focus on getting growth and not getting screwed.
Philosopher Luna said:Normally yes, but you don't have enough influence. The new "Magic is Dangerous" value is triggering so hard right now that the Thunder Horse aren't willing to make the Ymmri even more powerful.GhostAngel said:Can we return the Star Axe to the Ymmri for a bonus to the trade mission?
GhostAngel said:Fine. Let's open that option up then.
[X] [Other] Trade Mission - Ymmri
[X] [Other] Attempt to increase influence
hyrule420 said:Wow…so much for the people wondering if there's magic or not in this quest, apparently you can make magic rocks that possess people with the spirits…
PowerofBody said:Ok, let's not get distracted by the obvious shiny and fake magic, AF is clearly warning us that we're about to get killed by our brother…
[k] Perhaps they should relieve some of the kings guards…
[k] Send a normal trading delegation (Costs Diplo, improves relations)
[k] The tricks of the Hill People are not important, the shamans should focus on warding the king from evil like normal
Sea-san said:Guess we're back to being the only kingdom, pretty sure if your king is being possessed by your ancestor spirits when they have a decision to make that's a theocracy…
Chip and Potato said:Oh shit, if we can get that magic we won't need to worry about the Half-Men rebelling anymore, and we can stop dealing with people wanting to reform the system and tank our stability all the time:
[k] Perhaps they should help relieve some of the kings guards…
[k] Send a normal trading delegation (Costs Diplo, improves relations)
[k] Have the shamans attempt to construct some of these spirit stones (Costs Mysticism, locks in an Expand Holy Sites action for next turn)
Lili said:Oh for the love of…it's just a stele, guys. It's not magic, it's a codified law. Stop taking everything our Neolithic primitives say as the gospel truth!
Candesence said:Well damn, that explains why we keep hearing about how the Hill Elves are so focused on work…they're not workaholics, they're brainwashing themselves into magic work robots!
Unusual Michael said:Oooh, nice,+3 econ, +1 prestige…shame about the -1 martial and -2 diplo, though :/ With the +1 from terrace farm expansion, it looks like the raids got us +2 econ, which is already pretty awesome before the +1 prestige! Was that a crit, then, AF? Or were we on the edge there? We've done a lot without getting any prestige… It would certainly help make up for that terrible critfail on the delegation! D= Let's get this shit fixed up, we have the stats to spend…and whether its magic or codified laws, we need to get a look at those stones. Either we discover incredibly powerful magic, or we get inspiration to codify our own laws, either way we set ourselves ahead a bunchIt'll hurt in diplo, but protecting the vassals should help with that.
[k] Send a grand delegation of jewelries and other gifts, to beg forgiveness for your offense (Costs Econ and Diplo, greatly improves relations)
[k] Protect your son- and daughter-villages from the nomads
[k] Send shamans to examine these spirit stones (Costs Mysticism, must be paired with a delegation from the previous vote)
Authority said:Whether its magic or "just" codified law, its still bullshit. We get it, Academia Fruit, you think communism and elves are the best. Can you stop giving them so much bullshit? A Neolithic canal? Perfect farming techniques while we had failure chances on basic farming expansion until we got their help? Super advanced writing? Either mind control or codified law a thousand or more years ahead of RL? Fucking Cowpox Vaccination before bronze working? What's next, sanitation, ironworking before bronze, roman roads and aqueducts? The hoover dam, even???
[k] Stop cheating for the communist elves
"minaz" said:
redfur78 said:Damn, authority, calm down—AF's said on more than one occasion that all our neighbors are based on different quest philosophies on SV. The Hill Elves sound like the hyper isolationist wonder-rush that so many people want—no military actions, no real knowledge of the world around them (I mean, can you imagine if that vote a while back had gone the other way and we hadn't explored to the south and found the metal diggers?), etc. And you're still reading too much into the hints AF gives out. They don't have vaccination, that's as ridiculous as you suggest—they probably just lucked into having a lot more cows than others, because of how they keep letting nomads in—and on that note, can you imagine how messed up their values must be if they keep taking in all these random people? They have to constantly be at negative stability…
Usual James said:Hey @Scholarly Pea, I figured I'd jump on the negaverse-omake bandwagon. Assuming minaz was right about the hints about the Beast Folk's spy units, they sound like the best group to show a reaction post for the Wall of Bones completion. What do they call themselves? And us? And I guess any other minor details you're willing to share instead of us having to wait until we get close enough and can get the information from killing half of them and enslaving the rest![]()
Scholarly Pea said:They call themselves "The People", of course. And like you guessed, you'll have to find out most of the details yourselves, but I'll just say that where the other civs are based on stereotypes I've seen in quests, their Nega-VS is more an inverse of the usual VS attitude. They're a group full of the rare dissenting voice pushing for peace and equality and focusing on mundane infrastructure and being in tune with nature even in games like this. Only a few people picked up on the hints I placed a few updates ago, but they're not attacking you for glory or wives or trophies or anything. They're attacking because you "Dead Priests" are an affront to their entire philosophy and spiritual beliefs…you know, like if the Demons were actually being honest about their reasons. Oh, speaking of spiritual beliefs, their main spirit is "Crow", just so you've got a name to toss out. In general, their religion's a lot less advanced than yours—they don't have anything like your Doom score, for example—but maintaining "harmony" is really important to them.
Usual James said:Nega-verse Omake: Nega-verse Omake: Beast Folk vs the Wall of Bones
The People were fraying at the seams. Things had been going wrong on all fronts for years. The spirits of the earth had grown restless, leading to minor crop failures. The wisemen tried to placate them, but their sacrifices of grain and game were ignored and simply made everyone's rations even thinner. The wisemen and the chiefs responded as all those who can and must do: by hoarding what they could for themselves and their families. This angered the People, and there were increasing calls for the leadership to be replaced.
And yet, the disharmony at home was nothing compared to that in the Dead Lands. Their warriors made use of their war carts, avoiding a committed battle and disrupting the more powerful Dead Priest warriors, but when fights did break out, they were hard pressed to survive. The reduced rations did little to help the outnumbered warriors, and in the end their efforts did little more than disrupt the occasional raid. Their carefully chosen and trained scouts fared better, stealthily disrupting the enemy's slave overseers and disappearing before warriors could notice. Then, during the lull months when the rivers were inundated, a group of Crow's Scouts finally made it close enough to report on the enemy's capital. Surrounded by enough farms to feed the whole of the People, a grand city rose from a squat hill, filled with a mesmerizing swirl of buildings surrounding a grandiose, bloodstained holy site—an artificial hill where the Dead Priests bathed their gods in blood.
Even more than the size and power of their enemies stronghold, even more than the center point of their disharmonious sacrifices, it was the wall protecting their city that struck the scouts to their souls. An enormous structure, the Wall surrounding the capital was perhaps four times larger than the greatest works of the People…and it was decorated in the most macabre of ways. Bricks filled with skulls, presumably taken from sacrifices and killed warriors, had been added to the outside of the wall as decoration. Dozens of villages must have been slaughtered to provide even those currently added, and the piles of skulls waiting to be fired into bricks must have outnumbered even this city. The People wouldn't be happy when they heard of this…
How should we deal with the popular discontent?
[] Dip into the food stores to increase rations. None shall go hungry! [Lose Econ]
[] Ignore them. The chief and wisemen are stewards of the People and to be trusted [Lose Stability, small chance of uprising]
[] Recall the warriors from the Dead Lands, and have them keep a lid on things [Prevents offensive missions this turn, chance of stability loss]
[] Perhaps the Dead Priests are onto something with this slavery business… [Lose Stability, massive econ gains]
The People are aghast at the Wall of Bones [Lose Stability]. How should we respond to the Dead Priests?
[] This disharmony cannot be ignored! Build more war carts and send more men to teach them harmony! [Costs a lot of econ, gain stability, cannot choose "Recall" above]
[] Focus more efforts on the war [Locks in a war mission next turn, cannot choose "Recall" above]
[] We have more important things to focus on… [Chance of additional stability loss]
[] If we send some of our people to them, maybe they'll leave us alone… [Lose econ, gain diplo, can't send war mission to the Dead Priests next turn]
Xantalos said:Well. Fucking dead priests. Fucking demons fucking nomads fucking skull walls fucking warhammers fucking bourgeoisie in our society gonna shank you all real good
[K] Ignore them. The chief and wisemen are stewards of the People and to be trusted [Lose Stability, small chance of uprising]
[K] Focus more efforts on the war [Locks in a war mission next turn, cannot choose "Recall" above]
tri2 said:huh, just had a thought but since we have stealth specialists, can we send them into enemy cities to steal tech?
Academia Nut said:Sure, they can sneak and steal the plans any time there is a technology written down as plans.
Deadly Snark said:Dammit…people keep talking about how we can handle the DPs later. Well "later" might just mean ''The DPs have eaten the WC and kicked the shit out of the ST, oh shit, oh shit.'' considering how well they apparently were holding up while working on a fucking Mega Project!
veekie said:Looks like they just raided their neighbors tovmake up the economy hit really.
Abby Normal said:Good point veekie…it's almost like slavery and war-raiding is really really useful in the Neolithic…
notgreat said:[K] Dip into the food stores to increase rations. None shall go hungry! [Lose Econ]
[K] This disharmony cannot be ignored! Build more war carts and send more men to teach them harmony! [Costs a lot of econ, gain stability, cannot choose "Recall" above]
Seems pretty obvious to me. We have to spend all our non-war actions next turn putting our econ back to a safe level, but we've been sitting here farming for the past several centuries, might as well do it some more. We've got the econ to spare, and we need our population happy with us to keep harmony intact.
Yeah, we don't get any tech, but who cares about that? We can just sit here safe in our valley and keep on farming. I don't see any possible way this could go wrong as long as we keep these horrible monsters far enough away from us.
BungieONI said:Well fuck...
Seems I was right not to make any plans. You silly people who have 6 turn plans!
obviously we must attack attack attack!
We are the awesome Dwelfar!
And we won't stand for this!
[K] Dip into the food stores to increase rations. None shall go hungry! [Lose Econ]
[K] This disharmony cannot be ignored! Build more war carts and send more men to teach them harmony! [Costs a lot of econ, gain stability, cannot choose "Recall" above]
No "Bali Mangthi Kali Ma!" for me!
Umi-san said:Well, shit. I guess as @veekie was right, they were on to something. I'm not happy about all the people starving... and tbh it's not like our carts can do anything.... let's just leave them alone for a bit? Hugging trees is hella but hugging food is better.
[J] Dip into the food stores to increase rations. None shall go hungry! [Lose Econ]
[K] We have more important things to focus on… [Chance of additional stability loss]
DocMatoi said:Oh come on, Academia Nut! They're keeping a bunch of slaves in check, AND fighting a 3 or more front war, AND built a megaproject???
BlueAreaBob said:Wait...they call us the Dead Priests? I can't decide if that's awesome or insulting...
Nice omake, though, Jamesnow maybe WeaknessOfSpirit will admit that he's way overestimating the fucking beast folk, and will stop trying to distract us from finishing off the lowlands as is our right
![]()
Hella-kun said:Lel, maybe the hippies *will* finally give up and join us. They have chariots but can't beat our warriors when they reach them, and it's not like their scouts would climb our wall even if the skulls make nice handholds.
Umbral said:Not bad. Thinking about how other civs are reacting to us building the first Megaproject is certainly fun!
Not sure it's reasonable for them to actually get massive econ gains from picking up slavery, though. We know they're turtling up on the high ground, but that means they've got really poor farmland - it makes perfect sense they'd have picked up a "Harmony" belief if they're primarily hunters and have crashed prey populations before! - and that means they won't currently have that many good places to put slaves to work.
Plus, they'd still have to raid for those slaves.
The "acquire slavery" option should probably involve spending a war mission with the prospects of gaining econ, not just giving it outright, and I'm not sure Scholarly Pea would call the potential gains "massive."
Usual James said:@Umbral The idea for the slavery option was that they'd just finally enslave their undesirables instead of letting them eat all the food and cause unrest anyway
CEOKiryuin said:Haha, the interludes (either real from SP or in omakes) showing how terrifying we are to others are the best; really makes up for the shit we went through as the lowlanders...
Also, anyone think that the Beast Folk might have been nomads? or maybe met nomads...we keep hearing about how the Demons are dealing with them all the time, maybe the Beast Folk got their Beasts from them?
Umbral said:But really, this brings up a point. Scouts are useful. We need some. And the beast folk are on the wrong side of the traitors and too far away; it'll have to be the swamp men. Who's with me for conquering them next?
StiffAngel said:*looks at Swamp People*
Eheheheheeheeeeeehheheeee
Prepare thyself puny primitives. We come bearing the Talon of Thunderbird. You will feed His Great Maw and steal our enemies shit better than those crazy Northerner Magpie Dwelves!
More seriously hly fckn sht we need some scouts ASAP-U!
Imagine all those things we could steal from the ST. Yuuuuummmmm.
"In the name of the Thunderbird!" Please let it be so.
doubleplusgood said:Hah, love the depiction of me. Like I'd ever not push for more tech advancement.
Anyway, we definitely should go look into getting some scouts of our own. Our eastern territories have been safe for so long, it makes sense to go and use them to conquer ourselves another tech upgrade. Our awesome megaproject should make it all the easier to force them to become our servants.
Umbral said:It's a reasonable assumption, CEOKiryuin. The Beast Folk had to get their beasts somewhere, and war carts certainly aren't a hill- or forest-specialized tech. And if they've met nomads, they've been raided by nomads.
Nomads are dicks.
StiffAngel said:Burn the entire Steppe, we should.
They're like Orks. Eeesh. I really want an Exterminatus option...
Scholarly Pea said:*cough*Umbral said:
But yeah, good omake. Very accurate, not at all arrogant or presumptive.![]()