My good sir, may I ask a simple question? Why do you wait several years before constructing The Dam Of The Damned when instead we could go balls to the wall and finish it now? The only thing that prevents us from doing it is our own lack of confidence, so I say we kick reason to the curb and fight the power of so-called common sense!
1. overly aggressive
2. copper helps
3. i wanna see what the overflow from The Garden (if any) looks like.

I'm going to laugh so hard if getting copper weapons removes the Dam as a megaproject:lol
I will cry hard. Together we will be emotionless, like the gentle waves and rampant stoners of my homeland.

It is a bit context sensitive, but pre-existing trade ties are not necessary to get its effects. It may also be useful for the purposes of "Hey, new guy, what'chu got?"
K so... I vote that we use it to introduce ourselves to the SHP. Start w/ a bang. Make them feel poor.
 
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@notgreat This is 100% a bribe. Plz 2 finish The Damned Dam.
I appreciate the bribe, but can offer no guarantees. If
1) We finish The Garden this turn
2) Nothing unexpectedly goes wrong
3) No temporary opportunities appear
then it is plausible that I will go for Dam+Province. However, if any of those are false, it is my opinion that The Dam is not sufficiently worthwhile. In addition, I prefer the Stars megaproject to the Dam, but given the shortened completion time I'm certainly willing to compromise on that.

I will not compromise on getting a second province next turn unless something incredibly dire happens. If we do finish The Garden, next turn we should either manually switch policies or start another megaproject (depending on what happens). If we switch to Policy:Expansion, we have 3 actions available (probably want to spend 1 of them on Enforce Law or New Trails though).
 
Hey guys, what if we Gifted Salt to the DP? Since they have a trait that doubles what they have to give back if we give them something freely, we'd most likely get their art tech as well as something else (more brass? Cotton? Poppy Seeds?).

Edit: I'm not suggesting we gift them this turn, maybe next turn or the one after that.
 
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[X] [Main] New Settlement - Southshore
[X] [Secondary] Trade Mission - Thunder Horses
[X] [Secondary] Trade Mission - Highland Kingdom
[X] [Kick] The Garden
 
[X] [Main] New Settlement - Southern Shores
[X] [Secondary] Copper Mine
[X] [Secondary] Copper Mine X2
[X] [Kick] The Garden
 
Quite surprised at the attractiveness of South Shore settlement, but it's a good kind of surprise. Perhaps we would Main expand forest next turn to bring our newer settlements up to standard.

Or more boats, and see if we can find the source of that pesky sea raiders.
 
I appreciate the bribe, but can offer no guarantees. If
1) We finish The Garden this turn
2) Nothing unexpectedly goes wrong
3) No temporary opportunities appear
then it is plausible that I will go for Dam+Province. However, if any of those are false, it is my opinion that The Dam is not sufficiently worthwhile. In addition, I prefer the Stars megaproject to the Dam, but given the shortened completion time I'm certainly willing to compromise on that.

I will not compromise on getting a second province next turn unless something incredibly dire happens. If we do finish The Garden, next turn we should either manually switch policies or start another megaproject (depending on what happens). If we switch to Policy:Expansion, we have 3 actions available (probably want to spend 1 of them on Enforce Law or New Trails though).
I'll accept those terms; contingent on whether the "temporary opportunities" are more worthwhile than increased aquaculture and population density in our cultural core as well as the "Extended Project: Dam" that is likely to result from this megaproject. + The diplo power over the HK & TH, I guess.

I want to do the EH province simultaneously with the dam and won't accept alternatives. I'd rather stick to the megaproject policy because it makes it extremely more likely that the Dam will finish. Afterward, I would be fine with either an expansion policy or a progress one. The former is probably preferable as it a) will capture Black River while allowing us to do i) Main Trails + Main Expand Warriors, or ii) perhaps just Main Trails x2, cus we really need them roads tbh and b) increases settlement density in our outer provinces, increasing integration.

Hey guys, what if we Gifted Salt to the DP? Since they have a trait that doubles what they have to give back if we give them something freely, we'd most likely get their art tech as well as something else (more brass? Cotton? Poppy Seeds?).
Literally the second most evil thing said in this Arc of the story, regrettably behind "let's use cholera as a weapon." I ship it, or rather cart it.

@VoidZero It's the SHP. The sea raiders are from the SHP. They're made when the SHP loses stability/has internal squabbling.
 
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Hey guys, what if we Gifted Salt to the DP? Since they have a trait that doubles what they have to give back if we give them something freely, we'd most likely get their art tech as well as something else (more brass? Cotton? Poppy Seeds?).
Edit: I'm not suggesting we gift them this turn, maybe next turn or the one after that.

I'm for the idea, but we would want to pick chariot action and see if it sets up a protect wagon train for moving that salt. It's very valuable and assholes would want five-finger/axe discount.
 
You seem to be under the Impression that Salt Gift will just suddenly have us offer Salt to absolutely everyone as opposed to those that we actually have trading with. When we have to take a dedicated project to send trade missions, I very much doubt we would do such a thing.

It's the Lowlands. They've been fighting for centuries. They even fought through the Star Pox. They have no reason to not start up again. The point of trading is to take advantage before the fighting, not during it. The problem is that with the only trading we are doing is with the Xohyrissi, we aren't looked at too favorably and makes us look less like a neutral party.
No shit.

It's a specific target, and that's why I want to send it to the HK. There's no reason to assume it requires trade beforehand. It's technically a gift not a trade arrangement.

As for trading, the HK are sending traders to us, just not vice versa. As for your pathological assertion we can only trade/should only trade during lulls- why? Who is going to take such offence to us that they won't deal with us? Because as I've repeated numerous times to absolutely no rebuttal-they need peace with us more than we need peace with them. The very fact the Lowlands is liable to explode at any moment prevents the players there from meaningfully investing themselves in screwing us over at the risk of one of their rivals gaining advantage. The response to another faction apparently having our favor is to court it themselves, not to turn any conflict into an unwinnable one.

There's a reason Britain succeeded in thoroughly dominating the european continent for a while by backing competing rivals and ensuring they never achieved a hegemony in Europe. Even if it's unintentional, that's effectively the role we can play- and it's one liable to be far more productive in the long run than a reactive policy of neutrality. Neutrality in and of itself is worthless. Only in how it helps us is it laudable, it helped us from getting embroiled in a major war while our military was relatively weak and we had trouble at home. Now, we're all but in a golden age, with wealth pouring in, grand sweeping diplomatic gestures (both in the Cholera treatment and the hypothetical Salt Gift to come), the nomads kept at arm's length, and major medical and metallurgical improvements. Now is absolutely the the peak of our relative power in the games going on in the Lowlands, and building up a pathological desire to keep our nose out of it isn't helpful.

The problem with that is that you assume they know that. They think we are weird farmers that live in hills. We haven't fought in the lowlands in centuries. They have no idea what sort of martial ability we have so they would try.
The super wealthy, mysterious hill people that in recent memory intimidated the HK into backing down and offering some tribute in apology. The weird hill people that set forth and taught them how to protect against the devastating disease within a decade of it occurring. Even with cosmopolitan acceptance, that doesn't paint an image of vulnerability. And it wouldn't take long for that image of vulnerability to be broken. Seriously- being attacked would not be the end of our world, and we shouldn't compromise or weaken our position to avoid it at this point. No one is going to be seriously invested in invading the people, and we have/will have enough actions by this point that even dedicating a main to war actions is not crippling by this point.

Seriously, the outcome of the HK or TS picking a fight with us is like to be us escalating the situation by choosing offensive policies and turning it into a brutal campaign that ends in another party swooping in to fuck them up with us potentially getting territorial gains. This wouldn't even be a war without a win condition unlike pretty much every other war we've actually fought.

I stated they'd send in a third party proxy at us... they don't need boats only diplomatic contacts. We haven't talked to them in so long we have no idea who they are actually in contact with.

As much of a mess as the Lowlands are they aren't the only geographical location HK has some access to. The people are their northern neighbor not the empire surrounding their one province minor lands.
The Southern hill people and the raiders we've already seen off. There's no way for a meaningful naval invasion to occur in this time period. And there's absolutely no way they're getting on foreign boats, riding to a land they haven't heard all that much about and entreating our northern nomads to fuck with us.

I don't deal in meaningless what-ifs that amount to 'there's got to be something out there dangerous!'

They get a Khan that owes them a favor and things change. No one figured out The People did that... or at least remember that.
No, they literally boiled out of our hills and for a while everyone thought the hill people were the nomads fucking them up. It was very, very obvious who arranged for the TH to invade the Lowlands.

Unfortunately, it turned out that the Beast Folk had gone missing from the northwest for several years, not because they were cowardly or had collapsed in the face of the onslaught of the People, but because they had apparently been building up their strength, because they had erupted out of their northern hills like pus from an overripe boil.

Your assuming everyone is going to act rationally forever and some @^%*&$ King isn't going to be a petty jerk or use it as part of take over the world scheme he thinks he can pull off against the rich neighbors that no one has heard of their military doing anything offensive. Meaning He can swoop in and annex The people when He saves them. That or someone that stopped caring and wants to burn the world for not worshiping him... or because lead painted dishes make meals tasty and sweet.
Not even dignifying this shit with a response. You are literally arguing that I'm being foolish in assuming our neighbors aren't egotistical cartoon villains.
 
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I want to do the EH province simultaneously with the dam and won't accept alternatives. I'd rather stick to the megaproject policy because it makes it extremely more likely that the Dam will finish.
I'm interested in your reasoning for the first- the Dam and the EH are sufficiently far apart that there shouldn't be any connection between the two in terms of synergy. I also find the Extended Project: Dam to be unlikely- much like the Canal, it's more of a singular thing with a clear end goal. In addition, there's nothing wrong with doing megaprojects the standard way. We lose a part of the Symphony bonus but in exchange we can advance everything else at the same time.

But yeah, if we get lucky this turn I'm fine with going Province+Dam. If not, we'll need to just deal with only having 6 megaprojects instead of 7.
 
-Enables sewerage system discovery, which when we implement it would cut the Half-exile commitment to make black soil substantially by making it hydropowered.
I have no idea how you got that. All I'm getting from it is that we no longer use human waste in our black soil as it's all running out as sewage. (If this is true we could be in for some problems later)
This here is confirmation that we're going to be using Inverted Siphon methods(driving water uphill with gravity and pressure) of water delivery.
Um. I'm pretty sure that whole section basically just said that valleyhome is getting water from up higher in the hills, and that water is essentially running downhill. No siphons necessary.
 
There's also the state of our lowland neighbors to consider, actually. If we gift salt to the DP and the TH/HK get upset, it's not really an issue.

The HK would either have to stop their law mega project to attack us (assuming we piss them off badly enough, which is quite unlikely), or half-ass any war missions and accomplish nothing of value while cutting off their econ production significantly.

The TH are dealing with their cousins, so them deciding to attack us will only dramatically improve the chances of their downfall. Even better, the eastern TH are still holding onto the deal their great-great-great grandpa swore forever ago (I might be missing a few greats), so that opens up an option of alliance if we contact them.

Right now, our neighbors are in no position to object to us gifting salt to the DP.

So, not only will giving them salt (for free) trigger their trait twice over (again), but us giving them the potion will be fresh in their minds (especially with the recent trade mission). I'm pretty sure that's gonna give us even more of a bonus simply because we're supplying the most expensive ingredient that'll save them...in bulk...for free.

I wouldn't be surprised if they wanted to repay us 3 times over.
 
I'm interested in your reasoning for the first- the Dam and the EH are sufficiently far apart that there shouldn't be any connection between the two in terms of synergy. I also find the Extended Project: Dam to be unlikely- much like the Canal, it's more of a singular thing with a clear end goal. In addition, there's nothing wrong with doing megaprojects the standard way. We lose a part of the Symphony bonus but in exchange we can advance everything else at the same time.

But yeah, if we get lucky this turn I'm fine with going Province+Dam. If not, we'll need to just deal with only having 6 megaprojects instead of 7.
I mean, I said that in the sense that I want them to both be done.

Synergy-wise, however: The Dam and the EH are imo somewhat near each other, and the EH is low enough that, theoretically, we could dig a channel from the Dam across the hills and into the EH and thus provide it with water.

The dam is as much a singular thing with a clear end goal as the Saltern is. It provides a reservoir, aquaculture, and distribution point for any river it is built on. Notably, in our case, the Black River.

We lose *all* of the Symphony bonus and in exchange gain the equivalent of 2 main actions on "everything else." In other words, we gain negative net actions. The secondary required to change the Policy is also troublesome.

It's not a matter of having 6 megaprojects instead of 7 it's a matter of finally having our very first megaproject off the list. & also theoretically of making Valleyhome an even greater powerhouse, I guess.
 
Hey guys, what if we Gifted Salt to the DP? Since they have a trait that doubles what they have to give back if we give them something freely, we'd most likely get their art tech as well as something else (more brass? Cotton? Poppy Seeds?).
An issue with that is what it looks like to outsiders is that The People are snuggling up to DP for some reason regardless the actual intent. In the process The People are actively ignoring the Civs living closer to them geographically. Once the Lowlands inevitably ignite with violence again it will make wild conspiracy theories a real possibility. Particularly if The People ignore everyone else.

Salt Bombing should be used in response to something its focused. Its like handing off a decades incomes on someone out of nowhere. That is a major thing.
The Southern hill people and the raiders we've already seen off. There's no way for a meaningful naval invasion to occur in this time period. And there's absolutely no way they're getting on foreign boats, riding to a land they haven't heard all that much about and entreating our northern nomads to fuck with us.
The plan is to settle closer to people we know little to nothing about. It will put land in range of new people. The People had some raids when political instability happened in that general direction. You keep assuming nothing will go wrong... at least we don't no about.
I don't deal in meaningless what-ifs that amount to 'there's got to be something out there dangerous!'

Not even dignifying this shit with a response. You are literally arguing that I'm being foolish in assuming our neighbors aren't cartoon villains.
Your arguing the neighbors are static and have no agency. I'm saying your ignoring the possibility of foreign politics throwing random BS at the People for political reasons. I'm using examples of tactics used in Quest being used against The People.

All it takes is ending up in range of notSea People/notVikings with all their tech based focused on sea stuff including raiding to make The People cut off from all trade if/when the Lowlands for nuts again.

Seriously, your acting blind to politics here.
 
For all the talk of trade being a great way to acquire tech innovations... In practice, it just doesn't seem to happen. At all.

Witness the latest trade turn with the Dead Priests. We know they have to have some nice stuff.

We didn't get any of it. :cry:
Tech transfer takes time.
-With the Metal Workers, our Trade Mission unlocked the metal tech theft mission later, because they were keeping it a secret, we needed a special mission to steal it.
-Remember we copied the pottery tech off the Western Confederacy 3 turns after we established a trade mission?

Refugees of course, are faster. But if you want tech transfers then you need open trade links.
Or you wind up like the Spirit Talkers, "well if they had technology worth mentioning, they'd come over eventually"

Directly... having reports of their defencive efforst and how The People aren't build to that standard could lead to a Fortress city project or something.
Completely disagree. Low walls are literally just applying a Main wall building action to a wider area. It's like watchtowers except you're building a shitty wall, like the one we use for step-farms.
Not quite. The main innovations here are:
-Segmented city defense. You wall off part of your settlement internally so that an attack will not be unopposed once they breach the perimter wall. In this case, the DPs have established their slums as an ablative defense for their core city.

-Walled fields. Normally building walls around fields is not economical due to being so extensive. But if you're aiming to stop chariots, then a simple knee high wall around your fields both serves to mark boundaries, and to slow any chariot raids so your response can get them.

-Fortified gatehouses. They have realized that the gates are vulnerable to attacks, so they have their gates built more elaborately and intimidating to deter it.
It is a bit context sensitive, but pre-existing trade ties are not necessary to get its effects. It may also be useful for the purposes of "Hey, new guy, what'chu got?"
...so basically, if we have more trade ties, the Salt Gift will affect more polities?
E.g. currently Salt Gift will affect Metal Workers, Nomads, Thunder Speakers, Highland Kingdom and Dead Priests.

But after establishing trade links with the Dead Priests we can Salt Gift to the Swamp People, and the Eastern Thunder Horse, while trade links with the Highland Kingdom will give us a route to Salt Gift the Southern Hill People and the unknowns there. Etc.

If so Salt Gift is ludicrously powerful if we have strong trade networks.
Hey guys, what if we Gifted Salt to the DP? Since they have a trait that doubles what they have to give back if we give them something freely, we'd most likely get their art tech as well as something else (more brass? Cotton? Poppy Seeds?).

Edit: I'm not suggesting we gift them this turn, maybe next turn or the one after that.
Very tempting.

@Academia Nut
Is a Trade Policy capable of a Salt Gift?
 
[X] [Main] New Settlement - Southshore
[X] [Secondary] Trade Mission - Thunder Horses
[X] [Secondary] Trade Mission - Highland Kingdom
[X] [Kick] The Garden
 
Technically, the salt gift represents five in-game turns salt production (100-200 years). Not just a couple of decades.
 
An issue with that is what it looks like to outsiders is that The People are snuggling up to DP for some reason regardless the actual intent. In the process The People are actively ignoring the Civs living closer to them geographically. Once the Lowlands inevitably ignite with violence again it will make wild conspiracy theories a real possibility. Particularly if The People ignore everyone else.

Salt Bombing should be used in response to something its focused. Its like handing off a decades incomes on someone out of nowhere. That is a major thing.



Your arguing the neighbors are static and have no agency. I'm saying your ignoring the possibility of foreign politics throwing random BS at the People for political reasons. I'm using examples of tactics used in Quest being used against The People.

All it takes is ending up in range of notSea People/notVikings with all their tech based focused on sea stuff including raiding to make The People cut off from all trade if/when the Lowlands for nuts again.

Seriously, your acting blind to politics here.
The HK are stuck doing their mega project, so they can't focus on attacking us unless they drop it. The TH are stuck fighting their cousins who are sworn against attacking us, so them switching to us will either anger the Eastern TH and make them attack even more, or just screw them in a war on 2 fronts.

Even if the HK finish their project and then attack us, the DP will likely jump on them for being distracted and attacking us (because we did so much good stuff for them).

The TH will still be dealing with their cousins for the foreseeable future...and even if they did beat them back hard enough and attack us next, the DP will (again) jump on them for being distracted as well as picking on us.

The only thing they can do is be unhappy.
 
considering that everyone else uses slavery......
Sry but I don't understand.
I have no idea how you got that. All I'm getting from it is that we no longer use human waste in our black soil as it's all running out as sewage. (If this is true we could be in for some problems later)

Um. I'm pretty sure that whole section basically just said that valleyhome is getting water from up higher in the hills, and that water is essentially running downhill. No siphons necessary.
Waste water could also be from: cleaning out homes; washing vegetables; cooking; washing clothes; bathing; water used in industrial/art/etc. processes such that it can no longer be used for the prior uses. Aka we could still just be excreting into jars.
There's also the state of our lowland neighbors to consider, actually. If we gift salt to the DP and the TH/HK get upset, it's not really an issue.

The HK would either have to stop their law mega project to attack us (assuming we piss them off badly enough, which is quite unlikely), or half-ass any war missions and accomplish nothing of value while cutting off their econ production significantly.

The TH are dealing with their cousins, so them deciding to attack us will only dramatically improve the chances of their downfall. Even better, the eastern TH are still holding onto the deal their great-great-great grandpa swore forever ago (I might be missing a few greats), so that opens up an option of alliance if we contact them.

Right now, our neighbors are in no position to object to us gifting salt to the DP.

So, not only will giving them salt (for free) trigger their trait twice over (again), but us giving them the potion will be fresh in their minds (especially with the recent trade mission). I'm pretty sure that's gonna give us even more of a bonus simply because we're supplying the most expensive ingredient that'll save them...in bulk...for free.

I wouldn't be surprised if they wanted to repay us 3 times over.
Yeah so basically "let's be evil, we'll get away with it."

Not quite. The main innovations here are:
-Segmented city defense. You wall off part of your settlement internally so that an attack will not be unopposed once they breach the perimter wall. In this case, the DPs have established their slums as an ablative defense for their core city.

-Walled fields. Normally building walls around fields is not economical due to being so extensive. But if you're aiming to stop chariots, then a simple knee high wall around your fields both serves to mark boundaries, and to slow any chariot raids so your response can get them.

-Fortified gatehouses. They have realized that the gates are vulnerable to attacks, so they have their gates built more elaborately and intimidating to deter it.
"Not quite" aka "here are other techs that I didn't previously mention."

Actually good points, though:
-Segmented city defense: we probably haven't done this yet, but imo it would be a natural development if we ever apply Build Wall to a city once again.
-Fortified gatehouses: A better point. Do we even have gates in our cities?

...so basically, if we have more trade ties, the Salt Gift will affect more polities?
E.g. currently Salt Gift will affect Metal Workers, Nomads, Thunder Speakers, Highland Kingdom and Dead Priests.
"Context sensitive" can mean that and can also mean stuff like "if you send a Trade Mission & do Salt Gift, the Gift will be directed toward the person you TM'd" "if everyone hates you gl" "You could always bribe ur enemy w/ this."

Remember that we'd be affecting more polities but to a lesser degree for each. Likely to have the best return at ~2.
 
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Your arguing the neighbors are static and have no agency. I'm saying your ignoring the possibility of foreign politics throwing random BS at the People for political reasons. I'm using examples of tactics used in Quest being used against The People.
And now you're putting words in my mouth. I'm saying their agency tells them not to be retarded and pick a fight when they're already locked into a cagematch with other people they loathe. You're the one asininely insisting that they're going to pick a fight essentially because the narrative demands it.
All it takes is ending up in range of notSea People/notVikings with all their tech based focused on sea stuff including raiding to make The People cut off from all trade if/when the Lowlands for nuts again.
We've fought them! We have some damn solid navy compared to everyone else and are probably one of if not the only one with a pseudo merchant-marine considering all our ships fly dyed flags.

As for your compounding ignorance- the Sea People and the Vikings are both much later civilizations where ship building was comparatively much less labor intensive- which is saying something. The action to build boats explicitly notes this, and the People probably have one of the largest economies in the region, especially said economy along with a seafaring tradition. The conditions for a major invasion through the coast flat out do not fucking exist. The technology just isn't there, nor would anyone risk a naval invasion to actually take and hold land to a distant land for pretty much any foreign reason. This isn't even in the same ball park as the raid we launched on the nomads using boats. That was relatively small, never intended to hold ground, and relied on the plains to ensure they could rapidly move up and assault the enemy before they simply got squashed by superior numbers

It's beyond stupid that you're lecturing me on politics while insisting the moment we piss anyone off we're going to be blindsided because 'fuck you that's why'. I'm done with this, if you feel like sitting on our hands and embracing neutrality is the right call, than good for you- but I have nothing productive to say in response to an argument like this.
 
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Technically, the salt gift represents five in-game turns salt production (100-200 years). Not just a couple of decades.
Salt Gift - With the saltern, the People have access to tremendous amounts of salt, which can be used to awe outsiders
*S: -5 Diplomacy, random amount of Diplomacy, Art, and Prestige generated
*M: -5 Diplomacy, random amount of Diplomacy, Art, and Prestige generated (min. 1 of each) and the possibility of Mysticism generation

Nowhere in the description does it say that the salt gifted is equal to 5 in-game turns? :confused:


@Academia Nut Also, for clarification...does the Salt Gifting distribute salt to all our neighbors or do we have to choose?
 
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