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.

When is the best time to do mega projects? I'd say when:
  1. We have good, safe auxilliary stat levels (Stab, Diplo, Mart)
  2. We have no critical short term needs
  3. We have no foreign threats
The only one of these that might not be true now is 2; we don't know how critical or short term the March is for sure. My inclination is: not very, and we can't do anything about it directly anyhow. It'll take a tech increase (see: Copper Mine).

Basically, I think we should rush mega projects till an actual problem arises, or we get a tool to deal with our centralization cap issue. (Building settlements is also a great thing to do, but it doesn't actually fix centralization for us. If we build a province, and then roads to it, we come out with no loss or gain in centralization. If we build a province and put roads elsewhere, we're just playing a shell game, scooting the problem of low accountability to the new area.)
 
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.
Definitely useful. Defensive Policy is just about the only way to obtain enough Watchtower coverage to discover signaling towers anyways.
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.
Actually, hell, look at modern law. Much of it retains a lot of legal foundation with Roman law, which was inherited by all their successor states and then spun off into variants across all the countries in the area.

A good legal code is expensive to develop, but cheap to copy.
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)
Well, @Academia Nut is the best authority on wasting actions from letting Policy switch on it's own I guess.
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.
I'd point out that if we have a clear goal on the Defense Policy(i.e. Full Coverage watchtowers across our polity), then the policy will preferentially do so. The provinces will try to do what they think we want. No good if you're trying anything too complicated but "I want every mile of Ymaryn land with eyes on it" is clear enough.
 
I'd point out that if we have a clear goal on the Defense Policy(i.e. Full Coverage watchtowers across our polity), then the policy will preferentially do so. The provinces will try to do what they think we want. No good if you're trying anything too complicated but "I want every mile of Ymaryn land with eyes on it" is clear enough.
Yeah, I thought of that but was arguing with the actual statements of someone else.

+, your stated goal* was "If we leave it on for long enough we'll make walled cities the natural state."

*i.e. not necessarily your actual goal, but the only available approximation.
 
The provinces can be most trusted to create new provinces, trade policy doesn't make new trails and such, so I'd much prefer expansion policy.

But trade policy includes Art Patronage and luxuries (snails in our case), which we never do on our own despite them being quite useful.

Also I still do not know what Policies include building boats: I would be all over such Policy because seriously, boats.
 
The only one of these that might not be true now is 2; we don't know how critical or short term the March is for sure. My inclination is: not very, and we can't do anything about it directly anyhow. It'll take a tech increase (see: Copper Mine).

Currently we have several solution routes:
1) Using New Provincess to lower Centralization to extend our Main New Trails so the March is connected with the already culturally converted Stonepen, and begins to assimilate.
2) If 1 fails, take a risk while we're at Stability 3 to push Centralization over the cap with EXTRA New Trails, and then play it cautious for a few turns while we work through the resultant event trigger..
3) Spam Watchtowers until we develop early signaling towers, cutting communication distances tremendously. Might be a megaproject once the idea arises to make it a central network thing.
4) Spam More Boats until we hit enough innovation triggers to have boats be built cheaply enough that anyone can use them rather than the very limited passenger capacity currently. Will still require New Trails to back it up. Our entire coast is young settlements full of refugees except for Redshore, so adding more boats will not significantly introduce our culture to the Stallion Tribes
5) Spam More Chariots until we hit enough innovation triggers to use chariot messengers instead of runners. Will still require New Trails to retool the roads for them.
6) Spam New Settlements in Stonepen, put the Stallion Tribes in close contact with settlements full of Traditional Ymaryn people in Stonepen via sheer volume. We'd probably be doing this to pay for the other options anyway...
 
Definitely useful. Defensive Policy is just about the only way to obtain enough Watchtower coverage to discover signaling towers anyways.
That is a complete waste of policies. We have no need for signalling towers. Spending that much Econ and actions on something with minimal usefulness instead of actually useful things is a bad idea.
 
3) Spam Watchtowers until we develop early signaling towers, cutting communication distances tremendously. Might be a megaproject once the idea arises to make it a central network thing.

BY signal tower, you mean semaphore towers? That's a quite advanced concept you're asking the Ymaryn to develop.

Otherwise, the towers would be used as rest stops for a runner system.

That is a complete waste of policies. We have no need for signalling towers. Spending that much Econ and actions on something with minimal usefulness instead of actually useful things is a bad idea.

Signal tower is used for defensive purposes, to rush our troops to a location. However, it doesn't improve communication effectively since you're basically reduced to one bit of information: whenever there's an attack.
 
Currently we have several solution routes:
1) Using New Provincess to lower Centralization to extend our Main New Trails so the March is connected with the already culturally converted Stonepen, and begins to assimilate.
2) If 1 fails, take a risk while we're at Stability 3 to push Centralization over the cap with EXTRA New Trails, and then play it cautious for a few turns while we work through the resultant event trigger..
3) Spam Watchtowers until we develop early signaling towers, cutting communication distances tremendously. Might be a megaproject once the idea arises to make it a central network thing.
4) Spam More Boats until we hit enough innovation triggers to have boats be built cheaply enough that anyone can use them rather than the very limited passenger capacity currently. Will still require New Trails to back it up. Our entire coast is young settlements full of refugees except for Redshore, so adding more boats will not significantly introduce our culture to the Stallion Tribes
5) Spam More Chariots until we hit enough innovation triggers to use chariot messengers instead of runners. Will still require New Trails to retool the roads for them.
6) Spam New Settlements in Stonepen, put the Stallion Tribes in close contact with settlements full of Traditional Ymaryn people in Stonepen via sheer volume. We'd probably be doing this to pay for the other options anyway...

1. Might work, but that would make provinces fairly roadless.
2. I am honestly tempted by this; we've got Centralisation tolerance thingie from doing the same early on, IIRC.
3. Maybe, but after we get widespread copper tools or maybe brass from Salt Gift - Metal Workers.
4. We totally should spam a fuckton of boats; besides, with Channel connecting Valleyhome to the sea, we actually can have a decent cultural drift decrease from making boat travel affordable.
5. Maybe? Think it's a wrong tech tree, because warriors won't really be all over the idea of being couriers. I guess.
6. Expansion Policy, I guess, although it's not controlled.

All in all, I'd say either redlining Centralisation specifically via roads and/or spamming boats are reasonable ways to go.
 
BY signal tower, you mean semaphore towers? That's a quite advanced concept you're asking the Ymaryn to develop.

Otherwise, the towers would be used as rest stops for a runner system.
No, not semaphore. Drum signals carry a long distance, as does fire and smoke signals. They cannot convey complex instructions, but even simple instructions is the difference between a runner going in, and then delaying hours while they rest versus a runner going in, and immediately passing their message bag over to the next runner who heads off immediately.

It works for war best of course, but it has uses logistically just to signal people that "tax caravan is coming, everyone get your wagons out" to bolster efficiency and connectivity.
 
But trade policy includes Art Patronage and luxuries (snails in our case), which we never do on our own despite them being quite useful.

Also I still do not know what Policies include building boats: I would be all over such Policy because seriously, boats.
I'm pretty sure we have no policies that include building boats at the moment, sadly. With Salt Gift and our Saltern our need to increase Art and Diplo as raw stats is not huge, and as much as I want the raw infrastructure and ideas that come with art patronage and expand snail cultivation, we need to establish some trade routes for now. The fact that the policy would allow our provinces to do that means it's all the more likely that they won't establish trade routes first, which is a problem.
 
4. We totally should spam a fuckton of boats; besides, with Channel connecting Valleyhome to the sea, we actually can have a decent cultural drift decrease from making boat travel affordable.
Noting that the main challenge is making boat travel affordable. One boat requires a lot of skilled labor and valuable seasoned timber to make, while still being risky, sea travel is one of the most deadly modes of transport for a very long time, which deters travelers aside from warriors and traders
5. Maybe? Think it's a wrong tech tree, because warriors won't really be all over the idea of being couriers. I guess.
It's mostly about putting a lot of chariots into circulation, so we start finding alternative uses for them.
 
Currently we have several solution routes:
1) Using New Provincess to lower Centralization to extend our Main New Trails so the March is connected with the already culturally converted Stonepen, and begins to assimilate.

I addressed this one. It just moves the core problem to a new province, it doesn't fix it.

2) If 1 fails, take a risk while we're at Stability 3 to push Centralization over the cap with EXTRA New Trails, and then play it cautious for a few turns while we work through the resultant event trigger..
This could have seriously bad outcomes, including LOWERING our centralization cap. (Fluff wise, if the central bureaucracy is overloaded for the current tech it becomes ineffective and sluggish. One way that gets resolved in RL is by making it a puppet of the chiefs, essentially setting up a little feudalism. We've already had that situation once before, and its super dangerous)

3) Spam Watchtowers until we develop early signaling towers, cutting communication distances tremendously. Might be a megaproject once the idea arises to make it a central network thing.
4) Spam More Boats until we hit enough innovation triggers to have boats be built cheaply enough that anyone can use them rather than the very limited passenger capacity currently. Will still require New Trails to back it up. Our entire coast is young settlements full of refugees except for Redshore, so adding more boats will not significantly introduce our culture to the Stallion Tribes
5) Spam More Chariots until we hit enough innovation triggers to use chariot messengers instead of runners. Will still require New Trails to retool the roads for them.
6) Spam New Settlements in Stonepen, put the Stallion Tribes in close contact with settlements full of Traditional Ymaryn people in Stonepen via sheer volume. We'd probably be doing this to pay for the other options anyway...

These are all good ideas for trying to punch through the new tech advance we need. I'd suggest doing:
[] [Main] Megaproject
[] [Secondary] Push Tech Action 2x

That way we get a ton of guaranteed investment into our future with infrastructure (and the associated tech and civic push), along with experimental actions to try for logistics techs.
 
Depending on what avenues Southshore opens for us, I'd like to consider sending the Southern Hill People a Salt Gift rather than the HK (or at least both). The fact of the matter is anything the HK can offer us in terms of technological developments, the SHP can probably do the same. At the same time, we can play up our mysteriousness in conjunction with the heaping piles of salt to overawe them and earn a reliable trading partner that entirely circumvents the BS going on in the lowlands.

I mean, think about it- we can't just follow our river into the HK's land, it's quicker to follow another. But if we used our canal to ship our trade goods to Redshore than shipped them down to Southshore before trade caravans left for the SHP and the HK we could ensure a line of trade that is both faster than our current one, and less vulnerable to strife as well.

Yeah, the more I think about it, the more I'm convinced waiting until Southshore is up to binge trading is the right call. It just gives us way too many potential options we don't necessarily have now that I feel it would be premature to starting off our trade expeditions before it could factor into things.
 
[X] [Kick] The Garden
[X] [Main] New Settlement - Southern Shores
[X] [Secondary] Trade Mission - Western Thunder Horse/Thunder Speakers
[X] [Secondary] Trade Mission - Highland Kingdom

Was really tempted to for the Dam, but then I remembered I don't actually like the the Dam :V
 
I'm pretty sure we have no policies that include building boats at the moment, sadly. With Salt Gift and our Saltern our need to increase Art and Diplo as raw stats is not huge, and as much as I want the raw infrastructure and ideas that come with art patronage and expand snail cultivation, we need to establish some trade routes for now. The fact that the policy would allow our provinces to do that means it's all the more likely that they won't establish trade routes first, which is a problem.
As stats, not; as techs, quite likely yes. Usage on flags, better ceramics...although we'll probably get those from the next batch of Xohyssiri refugees. :V

Yeah, the more I think about it, the more I'm convinced waiting until Southshore is up to binge trading is the right call. It just gives us way too many potential options we don't necessarily have now that I feel it would be premature to starting off our trade expeditions before it could factor into things.

We can just as well send Salt Gift right now to the Metal Miners.
 
It works for war best of course, but it has uses logistically just to signal people that "tax caravan is coming, everyone get your wagons out" to bolster efficiency and connectivity.
It's a very minor boost to efficiency and connectivity. There are much better things we could be using our actions and Economy for. The Study actions do not cost Econ, we get bonuses to doing them, and they also provide permanent boons. Survey lands gives us entirely new strategic resources to tap into and expand our Econ slots. Expand Holy Sites further increases literacy in our kingdom and increases Mysticism. Art Patronage actually has innovation as a possibility when done as a Main.

There are many things our provinces can be doing that cost as much or less Econ than watch towers, provide benefits equal to or greater than the watch towers, and we do not have to roll as well on the innovation roll to make sure we get even the most minor of advantages as with the watch towers. You have been inflating the usefulness of building watch towers beyond what is reasonable.
 
I addressed this one. It just moves the core problem to a new province, it doesn't fix it.
It does fix the problem however, as there are fewer geographical barriers between Eastern Hills and Valleyhome than between Stallion Tribes and Valleyhome.

In fact, Eastern Hills already HAS roads. Ancient ones by now.
So by settling them, we utilize roads we've already built.
This could have seriously bad outcomes, including LOWERING our centralization cap. (Fluff wise, if the central bureaucracy is overloaded for the current tech it becomes ineffective and sluggish. One way that gets resolved in RL is by making it a puppet of the chiefs, essentially setting up a little feudalism. We've already had that situation once before, and its super dangerous)
Historically false.
The last two times this happened we raised our Centralization cap and changed to a more advanced form of government after taking events that cost us...1 Stability.
 
We can just as well send Salt Gift right now to the Metal Miners.
The SHP/HK technically have more to offer considering it's poppies+metallurgy+other unknown goods. Furthermore, the Metal Miners aren't going anywhere- we've had reliable trade with them for ages. But ensuring we can have more reliable trade even in the event of war would be a ideal.

It's the difference between overawing someone into signing a new and valuable trade deal and simply giving a regular customer a gift for their continued service.
 
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have the Dead Priest healers we received, who told us of Poppy, written it's description down? Have they somehow recorded the knowledge of what it looks like so we can ask for it when we visit the Highlanders or Southern Hill People? Is it reasonable to expect that the southern hill people, for example, will give us Poppy for rolling up and dropping a frack load of salt on their lawn even if we don't ask for it specifically?

Asking for the "Flower that dulls pain and makes people sleepy" will eventually find you what you want, although actually getting the flower itself to plant might take multiple missions.

I wonder, if we didn't have communal property, would something like this have potentially cost Stability as property needs to be repossessed? Or just extra costs to buy them off?

This is actually triggered off of Divine Stewards.

As far as I can tell, we've invested into Art only when strictly necessary. This naturally leads to our ceramics being behind. We promote practical pieces and volume of production. Disposable ceramic chamber pots, bricks, furnaces, etc.

It was actually the skull wall that really drove forward their ceramics tech because they were firing so many bricks that there were serendipitous accidents that they learned from, and then the desire for luxuries by the upper classes drove further development.

for the military advisor - if you were their commander, how would you defend the Dead Priest Capital with their 3 walls from foreign attack or slave uprisings? (maybe useful in the future i.e. crowd control, sieges, city planning)
for the spirit advisor - should we export our gods as well, and who would be the most receptive to it? (victory through conversion?)
for the trade advisor - can we put a permanent trade house in the Dead Priest capital? (i was thinking that this would eventually lead to an Embassy or some sort of Trade Enclave)

Use the outer walls to control where infantry can get in and use their own chariots and infantry to hit those spots hard, otherwise wait enemies out.
Ehhh... you can teach outsiders of the spirits of the people, but don't see why that would be something to focus on.
??? - Concept not applicable to be asked IC

Are we going to start throwing our excrement into the ditches or still put it in pots?

You'll see.

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)

This is correct, if you went a turn without having a megaproject active and did not switch during the main phase, the provinces would bulk up on Econ but wouldn't gain any benefits from the Law and you would get a chance to switch during the midterm.

Can we direct salt gifts at more than one polity, but less than all polities?

Yes.

have we done Expand Holy Sites enough that the literacy requirement for the crisis would've been completed?

Not yet, no.
 
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It's a very minor boost to efficiency and connectivity. There are much better things we could be using our actions and Economy for. The Study actions do not cost Econ, we get bonuses to doing them, and they also provide permanent boons. Survey lands gives us entirely new strategic resources to tap into and expand our Econ slots. Expand Holy Sites further increases literacy in our kingdom and increases Mysticism. Art Patronage actually has innovation as a possibility when done as a Main.

There are many things our provinces can be doing that cost as much or less Econ than watch towers, provide benefits equal to or greater than the watch towers, and we do not have to roll as well on the innovation roll to make sure we get even the most minor of advantages as with the watch towers. You have been inflating the usefulness of building watch towers beyond what is reasonable.
I will point out this is explicitly missing something:
Somewhat fortunately, the new watchtowers being erected were already demonstrating their worth, with one tribe getting spotted early and ambushed by reinforcements called for before the attack actually started. Already the chiefs in the north are looking to get more of them, and there are proposals for their use elsewhere within the People's Land.

Watchtowers have significant utility that even the chiefs in the provinces that have never seen war want some. You know why? They help with everything. Bandits cannot prey on people where there is oversight. Fires are swiftly spotted so they can be doused. Watchtowers help with learning about flooding and landslides at a distance and getting help sent, which happen with some regularity even with all the care we put to avoiding them. Refugees can be seen from greater distances rather than wander until Blackbirds find their tracks.
All told, it makes the chiefs more responsive to crisis by the power of early warning systems.

The thing is, building lots of watchtowers is cheap. As a Main action it costs as much Economy, but you get a lot more towers. We could get sufficient towers to cover 5 Provinces with a Main action dedicated to each, which we have two of per Policy turn.
As such, this is a good Policy investment with a useful tech behind it.
 
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