As to the Lowlands War and Peace cycle your point is valid. But if we want to just get poppy, why bother the Lowlands at all? Since you also want to poke in and get influence over the HK and their developing Law however, I see where your urgency is coming from. Personally I don't really have an invested interest in that bit and just want poppy for, as you said, rounding out our med tech and making us the Authority on healing in the region.
Yes. That's a strong personal motivation, but I recognize that it's not comparable to the cumulative frustration from the metal faction being delayed so long, so not much point arguing that angle when neither side can prove anything, aside from referring to history(in which case, establishing new laws is difficult, which is why everyone cribs their base set from someone else when they can find one)
Yeah, we haven't needed to change it manually thus far... the 1 change that occurred.

The Garden finishing is likely to automatically start an extended project w/ no input from us? Interesting opinion.
I asked and got confirmation that overflow on megaprojects will flow into subsidiary projects deriving from the project itself. Sacred Forest overflow would have given us free Expand Forest main actions. Saltern would have started building a second one...well if we had a site. We didn't, so it went into upgrading the Secondary action that finishing a megaproject would grant into a Main action and a Secondary Trade action.

Garden itself explicitly states its a proof of concept for our other cities. If we prove it, the excess goes from proof to deployed design.
We also got confirmation that Policy will change on their own when their initial goals have been achieved. As such, when voting for policy, keep a realistically attainable, IC end goal in mind and we'd save a great deal of secondary actions switching them around
 
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Hmmm... Maybe the drainage ditches will lead to the black soil pits, and then drain off, leaving the pit to dry and be burned?

Drain off to where? It's still very dirty water that we have to keep until it's dried off.

Unless we literally build a pit that is also a cooking pot so we can boil the water faster? Though that would be needlessly wasteful.
 
We also got confirmation that Policy will change on their own when their initial goals have been achieved. As such, when voting for policy, keep a realistically attainable, IC end goal in mind and we'd save a great deal of secondary actions switching them around

That's a good argument in favour of Trade Policy to reestablish trade ties with everyone we need to trade, actually.
And for Defensive Policy all day every day after that because we'll be filthy rich in luxuries and nomads will return.
 
I know.

However, the overflow that occurred w/ the Saltern gave us a choice of "do we want to Study Stars, Carrion Eaters, or start The Garden?" It is likely that the same process will occur with an overflow from The Garden.
Nahhhn okay. Sometimes you can't tell these kinds of things.

E:
Yes. That's a strong personal motivation, but I recognize that it's not comparable to the cumulative frustration from the metal faction being delayed so long, so not much point arguing that angle when neither side can prove anything, aside from referring to history(in which case, establishing new laws is difficult, which is why everyone cribs their base set from someone else when they can find one)

Quite true. Perhaps finding an article that shows a historical example will help your point?

Might want to look at the Romans, I feel like they cribbed notes off Hammurabi.
 
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Drain off to where? It's still very dirty water that we have to keep until it's dried off.

Unless we literally build a pit that is also a cooking pot so we can boil the water faster? Though that would be needlessly wasteful.
I was thinking more like a septic tank sort of deal, where the nastiness settles and cleanish water flows out.
 
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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.
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.
HK aren't currently locked in a cage match with anyone, but their budding lawyers. This is the generations of rebuilding peace before they snap and wail on each other... again. The nowThunder Speakers are current dealing with EST, currently. The Lowlands are to mercurial to remain pleasantly stagnant.

I'm also not saying that the neighbors are going to snap at The People, I'm saying you need to think of what happens if they do snap at The People and make that a less pleasant option for them. Preventative maintenance. Your posts have actively dismissed the idea that in times of crisis that politics can lead to leaders using outsiders and foreigners as scapegoats. These are scenarios for when a Civ hits negative stability and 'those guys over there' are considered much better targets than 'the local leadership that actually screwed things up in the first place'.

This actually matters more, because The People are colonizing land directly adjacent to HK this turn. That changes things. Particularly on the cloak and dagger front. Neutrality is great and all... but its like pacifism, it only works if both sides agree to it. Breaking it can easily be a unilateral action.

Also, once your within spitting distance of a group it removes that handy degree of separation that let The People drop actively connecting with what is now HK simply can't work. Its so much easy for HK and The People to interact, plus that whole cosmopolitan thing, that taking a step back from HK is going to require a great wall project to maintain the same strategy of neutrality. Also, be very, very silly when HK can send in their own trade caravans freely.
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.
That was several generations ago... and it was a splinter faction of another group that was just barely in range of The People.

Your continued insistence that The People have knowledge of lands we've never been to or ones The People have never heard of is hubris. Sending out diplo caravans is meant (in part) to get intel. You've championed the idea that we know everyone that everyone knows, intentionally or not.
We gain +1 Diplomacy per turn from the Saltern. Salt Gift spends 5 Diplomacy. Therefore Salt Gift sends 100 years of Salt production. As AN had said, we just drive up with a truck full of gold bars and toss them on the lawn.
Its not 100 years income from our salt production. Its 100 years of overflow salt production into a strategic stockpile. More salterns will change the math.
- Also, it seems that our obsessive communism is once again an advantage here.
The People, despite common repetition, are not in fact communists. Communism is a pallet swap of feudalism where the serial numbers are filed off and it changed from:
-'Divinity put The Nobility in charge in the name Divinity in order to lead/oppress you in the name of Divinity!'
to
-'The Populous put The Great Leader(s) in charge in the name of The Populous in order to lead/oppress The Populous in the name of The Populous!'
Its basically political Madlibs.

The People on the other hand are Marxist Communalists. This means property and lands are owned by the populous at large and they run on personal merit as the common currency. Abuses and ethical mutations exist, so things aren't perfect, but
This looks new. Very useful for our wonder spamming civ, don't you think?
Specifically, its useful for spamming the regional projects that the wonders spawn. Wonders are prototypes for the multi-turn regional projects for this trick.
Brass sounds like it might be good for development of plumbing...
Metals tend towards being the fancy fixtures the water is seen coming out of. Glazed tubes, carved stone, and even wood long box piping is going to be what most of the plumbing is made of.
 
@Academia Nut Are we going to start throwing our excrement into the ditches or still put it in pots?
Edit: Honestly, I want us to just make some pipes and funnel the crap through that and invent toilets weirdly early so that our waste system is separate from our drainage system. Unrealistic, tho.

I asked and got confirmation that overflow on megaprojects will flow into subsidiary projects deriving from the project itself. Sacred Forest overflow would have given us free Expand Forest main actions. Saltern would have started building a second one...well if we had a site. We didn't, so it went into upgrading the Secondary action that finishing a megaproject would grant into a Main action and a Secondary Trade action.

Garden itself explicitly states its a proof of concept for our other cities. If we prove it, the excess goes from proof to deployed design.
Good points. Ultimately, however, I still just want The Dam finished.
Edit: + I'd rather send a Trade Mission to the SHP than the HK/TS.
And for Defensive Policy all day every day after that because we'll be filthy rich in luxuries and nomads will return.
Why not just do Expansion and then build watchtowers while our provinces build forests and settlements? I'd rather not do a general Defensive Policy because then we have more walled cities (performed in an uncontrolled fashion) and a less effective Enforce Law.
 
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Why not just do Expansion and then build watchtowers while our provinces build forests and settlements? I'd rather not do a general Defensive Policy because then we have more walled cities (performed in an uncontrolled fashion) and a less effective Enforce Law.

Because Enforce Law gives us too much Centralisation while we literally cannot build the roads we desperately need because of too high Centralisation.
And, like, while Walls make Enforce Law less effective, it will also make attacks by our enemies vastly less effective, which is more important, in my opinion.
 
Personally, I just want to do The Dam because it will a) take a single turn, b) finally have the very first megaproject we received be finished, c) likely enhance our masonry, and d) strengthen our cultural core further. It's the last megaproject/"wonder" that I care to finish in the near future.
I agree and would add a couple points:
  • A dam will insulate us from critfails in a way we don't currently have. Drought won't shut down our farming anymore in anywhere close to the same way.
  • A dam will provide a stable water level to build improvements from, allowing for steady flow of irrigation channels.
  • A dam will provide us with another chance at tech/civic improvement related to water management (3rd mega project in a row that heavily built out experience in the field.
 
This.
Romans had something comparable, and as good as our hygiene is I think we would invent it as well.

You sure? I did not find the article on Roman sanitation to suggest that. Will read up on septic tank.

A note, apparently, the Romans doesn't have the same notion of sanitation as we do.

So, ironically, the Ymaryn probably already exceed the Romans in term of public health and sanitation, even before city plumbing. The Romans would be impressed by the standard of cleaniness in Ymaryn cities.
 
I agree and would add a couple points:
  • A dam will insulate us from critfails in a way we don't currently have. Drought won't shut down our farming anymore in anywhere close to the same way.
  • A dam will provide a stable water level to build improvements from, allowing for steady flow of irrigation channels.
  • A dam will provide us with another chance at tech/civic improvement related to water management (3rd mega project in a row that heavily built out experience in the field.
Critical success on dam:
"Look at this metal thing Crow told me to build! When water flows over it it make lightning!"
"What are we gonna do with lightning?"
"I dunno, maybe we can use it to burn the soil pits?"
 
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We also got confirmation that Policy will change on their own when their initial goals have been achieved. As such, when voting for policy, keep a realistically attainable, IC end goal in mind and we'd save a great deal of secondary actions switching them around
Nope. We get a free policy change when we run out of resources for the policy AND there are no IC goals incomplete that are related to that policy. The only IC goals we've seen thus far have been the crisis resolution goals.
We also get a free policy switch if war is declared on us.

Those two situations are the only ones in which we have been told we get a free policy switch AFAIK. There is a chance that the mid-turn after a no-megaproject turn we'll be able to switch for free, but that still requires an entire turn of province actions to be effectively wasted (not really since they'll still do something, probably econ actions maybe Study Stars, but The Law's doubling will probably be wasted so we don't get anything by waiting for a free switch here)
 
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[X] [Main] New Settlement - Southern Shores
[X] [Secondary] Copper Mine
[X] [Secondary] Copper Mine X2
[X] [Kick] The Garden
 
I agree and would add a couple points:
  • A dam will insulate us from critfails in a way we don't currently have. Drought won't shut down our farming anymore in anywhere close to the same way.
  • A dam will provide a stable water level to build improvements from, allowing for steady flow of irrigation channels.
  • A dam will provide us with another chance at tech/civic improvement related to water management (3rd mega project in a row that heavily built out experience in the field.
Additionally
  • Help us build Really Tall Shit. Like Castles.
And next turn we build roads and send out trade missions?
Something to that effect. Personally I think a Main Settlement Stonepen + Main New Trails Stonepen will compound each other due to things said in Death and Taxes update and make the outreach to the March more effective.
 
I agree and would add a couple points:
  • A dam will insulate us from critfails in a way we don't currently have. Drought won't shut down our farming anymore in anywhere close to the same way.
  • A dam will provide a stable water level to build improvements from, allowing for steady flow of irrigation channels.
  • A dam will provide us with another chance at tech/civic improvement related to water management (3rd mega project in a row that heavily built out experience in the field.
I mean....by the same token, we can just build all remaining wonders. Stonehenge would be really good too, because Calendar.
Actually...huh. We probably can chain both Dam and Stonehenge after this turn, they both will be made somewhat easier by the Copper Mine, and our other actions will go into Trade Missions.
Some sort of:
[Main] Dam
[Secondary] Trade Mission - HK
[Secondary] Trade Mission - TH
[Kick]

Then boats and trails...yeah, we kinda can do it.
 
Because Enforce Law gives us too much Centralisation while we literally cannot build the roads we desperately need because of too high Centralisation.
And, like, while Walls make Enforce Law less effective, it will also make attacks by our enemies vastly less effective, which is more important, in my opinion.
I'm talking long term. Whenever you talk about the defensive policy you sound like you want to leave it on for 4 turns, which is an extremely long period of time that will result in walled cities becoming a standard and thus make one of our actions largely worthless. Having it on for a long time is my main issue.

Walls are important, but they're only impactful enough by cost when placed around key settlements in the places that are exposed to outside attack - i.e. outer provinces. Comparatively, over the wide, multi-settlement scope of a province, watchtowers and forests are more valuable per action. Watchtowers give us warning, forests slow down chariots.

We can do cheaper passive defensives like these and fortify significant weak points, like the first new settlement of each of our provinces, with walls. By acting in such a manner, we don't have walls around every city, are spending actions more sensibly, and receive a similar level of protection.

tldr: Essentially, I'm fine with defenses but not with walling every single city, the result of leaving a defensive policy on for a long time.

But also I'm just the kind of player who's like "military? idc, econ and science!"

Edit: Also, I'm more worried about being attacked by the HK. The TS aren't going to mess with them, the DP are too much trouble. What if they come for us and our shiny new settlement right by them? We should make the Badlands settlement at some point. Hopefully an Expansion policy will do that.

@Academia Nut Can we direct salt gifts at more than one polity, but less than all polities?
 
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I'd recommend instead switching to a priority list. Define what you want done. Here's mine:
I am happy that, if nothing else, I have created a means of mid term planning for this quest.

And next turn we build roads and send out trade missions?
That's my plan.

I would also really like to do the dam as soon as possible.
That's not my plan. I really don't want to get into a mindset of 'megaprojects are the new norm.' I also want to deal with the diverging March before it becomes a serious problem.


My preferred next turn action would be-
[Main] New Trails
[Secondary] Salt Gift-HK
[Secondary] Change Policy-Expansion


And I would really like to encourage people to do it in order to actually start dealing with this problem before it goes and blows up in our face. I don't really trust the allure of shiny megaprojects to not happen though, so... We'll see.
 
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