[X] Stockpile resources for the return of the Doom Comet (+1 Stability if over 5 Econ by mid-turn next turn, ???)
[X] Trade mission to the Metal Workers (-1 Diplomacy)
 
[X] Examine Bleeding Cliff (possibility of disrupting settlement activity, ???)
[X] Trade mission to the Metal Workers (-1 Diplomacy)

Metal Workers should have the best idea of what's going on. And no way in hell are we losing more martial by sending men into the Steppes.
 
[X] Stockpile resources for the return of the Doom Comet (+1 Stability if over 5 Econ by mid-turn next turn, ???)
[X] Trade mission to the Metal Workers (-1 Diplomacy)
 
Magic IS real YAAAAY

[x] Stockpile resources for the return of the Doom Comet (+1 Stability if over 5 Econ by mid-turn next turn, ???)

I am a sucker for stability

[x] Trade mission to nomad tribes (-1 Diplomacy)

I want to show the nomads that we need not be enemies and if they bend the knee to us they will share in our bounties
 
@Academia Nut please tell me that none of the options above will result in the Carrion Eaters from trying to do this on purpose? Because that might be a little too Squik for me. Really don't want to be the ones to discover lobotomies.
 
Guys, we'll be at 5 Econ by the beginning of next turn. Why are you gambling on having 5 at midturn next turn?

At risk of getting quoted for this over and over, please note that I've already conceded this point.
 
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[X] Stockpile resources for the return of the Doom Comet (+1 Stability if over 5 Econ by mid-turn next turn, ???)
[X] Trade mission to the Metal Workers (-1 Diplomacy)

Don't tell me this is some kind of divine retribution for working iron...Can anyone make sense of the prophecy? I'd like to say that the spirits in this world aren't real, but the Spirit Talkers seemed to know what they were doing.
 
What should be done?

[] Stockpile resources for the return of the Doom Comet (+1 Stability if over 5 Econ by mid-turn next turn, ???)


Why thank you AN for a Stability option. Yoink.
It feels about the right time for the DOOM comet to come back.
He's probably sick but hey.


Try to find out what is going on?

[] Trade mission to Thunder Horse (-1 Diplomacy)

I feel cultivating a good relationship with the Thunder Horse could be beneficial in buying time until we kick them out of the Lowlands influence. Could be convinced otherwise.
 
Hmmm... treat mental illness as prophesy, or treat it like illness....

I say we take the comet action, either he somehow connected the dots somehow that the comet would return or he ist made it up is false & we observe that injuried people don't know what they are talking about, either way it's an easy way to gain Stability


[X] Examine Bleeding Cliff (possibility of disrupting settlement activity, ???)

you are risking our settlement here, you know ?
 
Ok so either the guy is just sick or he's acquired Aquired Savant syndrome and noticed something. Or he's just randomly repeating something he noticed in the past.
He's a carrion eater, so he started as a shaman. Maybe he spotted the last two records of the great comet were a certain number of years apart?
 
The Canal back then didn't connect the two rivers. It combined a number of minor streams into a Canal that bypassed the waterfall to reach the west river valley.

Ah, It's an extension rather then a bypass. extending the distance and..
hmm..

Just start of something nifty for the elevation map I'm doing, and a geological event would explain a lot about the valley and the peoples history.
anyway, easy enough fix, though I'm going to have to change a bit on the elevation map now..
 
[X] Stockpile resources for the return of the Doom Comet (+1 Stability if over 5 Econ by mid-turn next turn, ???)
[X] Trade mission to the Metal Workers (-1 Diplomacy)
 
General
Diplomacy 14 (max, overflowing) [+1 Art]
Economy 2 (+2+1)
Martial 10

Stability
Stability 0 (neutral)
Legitimacy 2 (dented)

Organizational
Centralization 3
Hierarchy 6

Cultural
Art 3
Mysticism 0 (+2)
Prestige 9
Econ 4 -> 2 (+2 +1)
From all the settlements; we'll have 5 econ at the start of next turn
Martial 6 -> 10
As expected
Art 2 -> 3
As expected from dip overflow
Mysticism 2 -> 0 (+2)
From main settlements
Xohyssiri enter Golden Age!
Xohyr becomes True City!
Damn :( I bet they got a bunch of prestige from being the first in the area to hit True City...and apparently while they were licking their wounds they had good enough diplo/art/mysticism to hit golden age...
But what was this message from beyond meant to tell them?

What should be done?
[] Examine Star Mirror (possibility of disrupting holy site, ???)
[] Examine Bleeding Cliff (possibility of disrupting settlement activity, ???)
[] Stockpile resources for the return of the Doom Comet (+1 Stability if over 5 Econ by mid-turn next turn, ???)
[] This man is sick, care for him but ignore his ramblings (???)
Hmm...Stability is nice, and i think its hopeless to try and avoid our people believing prophecy... But if there is no comet, what happens? Also, fuck we cant do the mine next turn, or it'll end up "proving" the weapon of the gods trait if the comet does show up...
Try to find out what is going on?
[] Military scouting mission
[] Trade mission to nomad tribes (-1 Diplomacy)
[] Trade mission to Thunder Horse (-1 Diplomacy)
[] Trade mission to the Metal Workers (-1 Diplomacy)
I think the MW had had something interesting a bit ago? THat might have just been the sacred pots the iron guy stole...


[X] Stockpile resources for the return of the Doom Comet (+1 Stability if over 5 Econ by mid-turn next turn, ???)
[X] Trade mission to the Metal Workers (-1 Diplomacy)

...actually, wait. AN, do actions like expand econ take effect before mid-turn?
 
Guys, we'll be at 5 Econ by the beginning of next turn. Why are you gambling on having 5 at midturn next turn?
When we open the mine next turn our econ problem will not be one any more. So help me we are opening that mine next turn.

My vote for now.

[X] Stockpile resources for the return of the Doom Comet (+1 Stability if over 5 Econ by mid-turn next turn, ???)

[X] Trade mission to Thunder Horse (-1 Diplomacy)
Adhoc vote count started by BungieONI on May 18, 2017 at 1:05 AM, finished with 36488 posts and 35 votes.
 
Magic IS real YAAAAY

[x] Stockpile resources for the return of the Doom Comet (+1 Stability if over 5 Econ by mid-turn next turn, ???)

I am a sucker for stability

[x] Trade mission to nomad tribes (-1 Diplomacy)

I want to show the nomads that we need not be enemies and if they bend the knee to us they will share in our bounties

I mean, we've made peace with the nomads in the past, but it never lasts. Their entire culture revolves around raiding, and buying them off with trade or tribute will only work in the short term...look how it worked out for the Romans. The only solution is to reduce their numbers until they're not a threat, while also expanding ourselves and building up fortifications/military and developing new weapons.
 
When we open the mine next turn our econ problem will not be one any more. So help me we are opening that mine next turn.

My vote for now.

[X] Stockpile resources for the return of the Doom Comet (+1 Stability if over 5 Econ by mid-turn next turn, ???)

[X] Trade mission to Thunder Horse (-1 Diplomacy)
Okay, I'm sold.

[X] Stockpile resources for the return of the Doom Comet (+1 Stability if over 5 Econ by mid-turn next turn, ???)
[X] Trade mission to the Metal Workers (-1 Diplomacy)
 
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When we open the mine next turn our econ problem will not be one any more. So help me we are opening that mine next turn.

My vote for now.

[X] Stockpile resources for the return of the Doom Comet (+1 Stability if over 5 Econ by mid-turn next turn, ???)

[X] Trade mission to Thunder Horse (-1 Diplomacy)
If the doom comet does come, then opening the mine will probably lead to "everyone 'knows' that the mine brought the comet, we must seal the weapons of the gods back where they lay or face the consequences!" midturn vote...
 
Econ 4 -> 2 (+2 +1)
From all the settlements; we'll have 5 econ at the start of next turn
Martial 6 -> 10
As expected
Art 2 -> 3
As expected from dip overflow
Mysticism 2 -> 0 (+2)
From main settlements

Damn :( I bet they got a bunch of prestige from being the first in the area to hit True City...and apparently while they were licking their wounds they had good enough diplo/art/mysticism to hit golden age...

Hmm...Stability is nice, and i think its hopeless to try and avoid our people believing prophecy... But if there is no comet, what happens? Also, fuck we cant do the mine next turn, or it'll end up "proving" the weapon of the gods trait if the comet does show up...

I think the MW had had something interesting a bit ago? THat might have just been the sacred pots the iron guy stole...


[X] Stockpile resources for the return of the Doom Comet (+1 Stability if over 5 Econ by mid-turn next turn, ???)
[X] Trade mission to the Metal Workers (-1 Diplomacy)

...actually, wait. AN, do actions like expand econ take effect before mid-turn?
My thought to opening the mine and "proving" the belief when the comet comes > I do not give a flying shit.
We need to open the mine next turn.

We will have other opportunities.
 
If the doom comet does come, then opening the mine will probably lead to "everyone 'knows' that the mine brought the comet, we must seal the weapons of the gods back where they lay or face the consequences!" midturn vote...
Fuck that noise with a rusty iron pike dipped in shit.

I do not see it as a viable option to come up since we already have push back.
 
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