Okay I think we should do this.

Also HOLY SHIT ACUPUNCTURE!

[] [Main] Build Iron Mine Bleeding Cliffs
[] [Secondary] Grand Sacrifice
[] [Secondary] Grand Sacrifice x2
Resource flow. +0 Econ and +1 Stability before Province actions. We also get Iron, when no one has anything better than brass. In general, it also radically increases the effectiveness of all our tools and we gain a major spike to productivity.
Provinces on Expansion will generate around 3 to 4 Econ. Possibly some Mysticism if they Main a Settlement. Any of the Econ generated here through Expand Econ will arrive before the mid turn see this post.

Narratively I think we all agree that the Ymaryn equate "The Spirits are angry = disaster. And they need to be appeased."? So, looking at this vote we open the mine and we do a grand sacrifice, either before or after is fine. By doing the grand sacrifice we directly appease the spirits for our trespass into the earth, in the Ymaryn's minds to the best of their ability. I say this is the most effective because it is the option with the highest amount of generated Stability in one go besides Restore Order and RoO is more about corruption and crime than appeasing the spirits.

We also come out ahead in stability by doing this. I figure even if a disaster strikes next mid turn we will have in most of our people's eyes appeased them in regards to the mine so they will think the disaster cannot be related to it and thus Observance implies that something else caused it. Indirect weakening of the Weapons of the Gods, which may not be officially counted but it does set up a narrative for it to be questioned. Observance will probably not proc good or bad in the disaster, at least not in connection to the Mine.

Doing this with a Main Proclaim Glory could also work, as it maxes our Legitimacy, which will be useful if a disaster comes. It's a tradeoff of do we want 3(max) Legitimacy and 0 Stability or 2 Legitimacy and 1 Stability. Narratively it also appeases people by reassuring them that the king and chiefs know what they are doing. This does not have the spiritual appeasement element of the Grand Sacrifice vote, so I see it as being overall less effective in setting up a good narrative to prepare for a disaster, if one is coming.

Now an alternate argument has been raised by veekie here (Trying to find his post one moment) found it. Take what you will. I consider those outcomes in the evaluation of Main Iron Mine plus Grand Sac x2 to be business as usual with Weapons of the Gods and are neutral. Additionally we know what to do to get rid of Weapons of the Gods so after this mine we can start working for it being finally gone.
 
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[X] [Main] Proclaim Glory
[X] [Secondary] Build Iron Mine
[X] [Secondary] Build Iron Mine x2
[X] Change Policy - Offense

It's gonna be a long 20 years under two hero nomad. :facepalm:
 
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@Academia Nut
If we take Iron Mine and drop stability to -1, can we also take Restore Order at the same time in anticipation of the drop?

Assuming not,

[X] [Main] Build Iron Mine
[X] [Secondary] Study Stars
[X] [Secondary] War Mission - Northern Nomads

Provinces will almost certainly do an expand economy and take 2 new settlements.

@BungieONI
That's awfully risky and relies upon admin rolls to not lose stability from lack of econ.
 
Haha! More medicine!

Still though, ouch, fucking Nomads constantly shitting out Heroic Martial heroes. I suppose we can't complain though, since we got a double-Admin one once.

Still, they're gonna hit us pretty hard--after all, they did basically spend a full generation winding themselves up for another go.

Probably for the best we didn't try to punish them, we'd have ended up taking territory we couldn't hold for when they recouped their numbers. Did we at least take some actions to give them a harder time attacking?
 
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Huh acupuncture and hot stone treatment neat in any case voting for this

[x] [Main] Build Iron mine
[x] [Secondary] Proclaim Glory
[x] [Secondary] Proclaim Glory x2
[X] Change Policy - Offense

With the nomads having two heroes we need to get iron ASAP and priclaim glory will also max out our legit while canceling out the stab hit from the mines
 
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Okay I think we should do this.

Also HOLY SHIT ACUPUNCTURE!

[] [Main] Build Iron Mine Bleeding Cliffs
[] [Secondary] Grand Sacrifice
[] [Secondary] Grand Sacrifice x2
Resource flow. +0 Econ and +1 Stability before Province actions. We also get Iron, when no one has anything better than brass. In general, it also radically increases the effectiveness of all our tools and we gain a major spike to productivity.
Provinces on Expansion will generate around 3 to 4 Econ. Possibly some Mysticism if they Main a Settlement. Any of the Econ generated here through Expand Econ will arrive before the mid turn see this post.

Narratively I think we all agree that the Ymaryn equate "The Spirits are angry = disaster. And they need to be appeased."? So, looking at this vote we open the mine and we do a grand sacrifice, either before or after is fine. By doing the grand sacrifice we directly appease the spirits for our trespass into the earth, in the Ymaryn's minds to the best of their ability. I say this is the most effective because it is the option with the highest amount of generated Stability in one go besides Restore Order and RoO is more about corruption and crime than appeasing the spirits.

We also come out ahead in stability by doing this. I figure even if a disaster strikes next mid turn we will have in most of our people's eyes appeased them in regards to the mine so they will think the disaster cannot be related to it and thus Observance implies that something else caused it. Indirect weakening of the Weapons of the Gods, which may not be officially counted but it does set up a narrative for it to be questioned. Observance will probably not proc good or bad in the disaster, at least not in connection to the Mine.

Doing this with a Main Proclaim Glory could also work, as it maxes our Legitimacy, which will be useful if a disaster comes. It's a tradeoff of do we want 3(max) Legitimacy and 0 Stability or 2 Legitimacy and 1 Stability. Narratively it also appeases people by reassuring them that the king and chiefs know what they are doing. This does not have the spiritual appeasement element of the Grand Sacrifice vote, so I see it as being overall less effective in setting up a good narrative to prepare for a disaster, if one is coming.

Now an alternate argument has been raised by veekie here (Trying to find his post one moment) found it. Take what you will. I consider those outcomes in the evaluation of Main Iron Mine plus Grand Sac x2 to be business as usual with Weapons of the Gods and are neutral. Additionally we know what to do to get rid of Weapons of the Gods so after this mine we can start working for it being finally gone.
Iron mine costs 4 econ. Resource flow = -7 Econ +1 stability with a main GS, but then a -1 stability due to a lack of war mission.
 
[] [Main] Proclaim Glory
[] [Secondary] Build Iron Mine
[] [Secondary] Study Health
[] Change Policy - Offense

Edit: Not enough Econ.
 
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@Academia Nut
If we take Iron Mine and drop stability to -1, can we also take Restore Order at the same time in anticipation of the drop?

Assuming not,

[X] [Main] Build Iron Mine
[X] [Secondary] Study Stars
[X] [Secondary] War Mission - Northern Nomads

Provinces will almost certainly do an expand economy and take 2 new settlements.

@BungieONI
That's awfully risky and relies upon admin rolls to not lose stability from lack of econ.
Cockamamy fuck cock. I should read more deeply, I looked at Grand Sac and saw it was open and missed Iron mine. Yay...

You guys do what you want. I believe in you thread Ganbare. I give up making votes for the next couple of hours. Need to go have my brain checked. :p
 
[X] [Main] Proclaim Glory
[X] [Secondary] Build Iron Mine
[X] [Secondary] Study Health
[X] Change Policy - Offense

Missed the bonus to study health
 
[X] [Main] Build Iron Mine
[X] [Secondary] Study Health
[X] [Secondary] Proclaim Glory
[X] Change Policy - Defense
 
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[X] [Main] Build Iron Mine
[X] [Secondary] Study Health
[X] [Secondary] War Mission - Northern Nomads x2
[X] Change Policy - Defense

*sighs* I want to Study Health and I want us to have the iron mine provide a mid-turn action/result.
 
Build Iron Mine - In the settlement of Bleeding Cliff there is a cliff streaked with red stone that is a known source of star metal. The large scale mining and smelting of the ore could have... considerable... benefit.
*S: -4 Econ, -1 Stability, +??? next turn
*M: -4 Econ, -1 Stability, +??? mid-turn
Main Iron Mine gets us iron tools and weapons by the mid-turn, aka in time to matter for the war. Might give us an edge in the "justify metals to populace" check.
Restoration of Order - The people are uncertain, and into that uncertainty bad behaviour can flow. Send in the warriors to reassure people and root out corruption and dissent, restoring the proper function of the People. Max Stability: 0 or Legitimacy, whichever is lower
* S: Gain -1 to 2 Stability
* M: Roll twice, take best result
* modified by Administrative skill
Zero stability, no Restore Order. Pretty sure this isn't a mistake this time.
 
If we build an iron mine and switch to defense, we won't have the econ to build walls.

If we switch to offense, our provinces will use our 10 martial to launch lots of war missions.
 
Right, missed the Study Health. Swapping study actions.

[X] [Main] Build Iron Mine
[X] [Secondary] Study Health
[X] [Secondary] War Mission - Northern Nomads

I want to Study Stars, but the temporary bonus from Study Health is worth more than the narrative bonus from Study Stars I think.

Change Policy - Defense does nothing since we have no econ to spare for them to build walls/watchtowers with if we also get the Iron Mine.
Proclaim Glory + Iron Mine has a good chance of losing stability as a result of dipping to -1 econ due to admin order rolls.
 
Guys, can we not change the policy to Offense against a heroic general? I'd much rather keep to defense and enjoy the benefits we get while on our own territory (and not be drawn out to the steppes and slaughtered). Against a hero unit our best bet is to hunker down.
 
[X] [Main] Build Iron Mine
[X] [Secondary] Study Health
[X] [Secondary] War Mission - Northern Nomads
[X] Change Policy - Defense
I mean won't have much econ left...
 
[X] [Main] Build Iron Mine
[X] [Secondary] Study Health
[X] [Secondary] War Mission - Northern Nomads x2
[X] Change Policy - Defense

*sighs* I want to Study Health and I want us to have the iron mine provide a mid-turn action/result.
Apparently changing to Offense is enough to help the stallions and fulfill the obligation. Doing more sounds wise though.
 
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