[X] [Main] Build Iron Mine
[X] [Secondary] Change Policy - Balanced
[X] [Secondary] Grand Sacrifice

I am a bit concerned about going to 1 econ meaning our provinces won't be able to do much but we are going to be taking a lot of stability hits to complete this challenge so GS it is.
 
[X] [Main] Build Iron Mine
[X] [Secondary] Change Policy - Balanced
[X] [Secondary] Grand Sacrifice
 
General
Diplomacy 13 [+1]
Economy 6
Martial 10 {12}
Diplo 12 [+1] -> 13 [+1]
From the new trading
Econ 9 -> 6 from the march and survey
Martial 15 -> 10, from the march.
Periphery States (2/2)
Stallion Tribes (March) - Eliminates raids from the north and mitigates raids from the east, can provide military advances and supports the Western Wall
Western Wall (March) -Elimates raids from the west, can provide military advances and supports the Stallion Tribes
Stallion tribes used to eliminate raids from north and west. Now with the western wall, those are still eliminated, but the ST are free to mitigate raids in the east as well.
The newcomers were however somewhat surprised by the way that the traders of the People were relatively uninterested in salt - not that they were entirely interested, just that when these traders started setting out small bags of salt they got a far lower response than they clearly expected.
Should the bolded be "uninterested"?
However, as they started to escalate, it became clear that while they understood the value of salt they also knew that most outsiders valued it far more than they did.
Should that bolded be "understated" or something like that?
While for the most part the survey wasn't focused enough to find anything in particular, a new site where a saltern could be easily established was found in Southshore and another band of red stone that could produce iron was found in Redhills, close enough to a major settlement that a new settlement wouldn't need to be founded in order to support a mine.
Yes! =D
Build Iron Mine - A location with a viable deposit of ore has been found and a new mine can be constructed in Redhills.
*S: -3 Econ, -1 Stability, Payout of Econ and Martial next turn
*M: -3 Econ, -1 Stability, Payout of Econ and Martial
Newly available, surprised it doesn't say how much, or even a ballpark...
Build Chariots - The vehicle of the elite, chariots are the most effective way of waging war the People know. Used: 5 times
* S: -1 Econ, +2 Martial
*M: -2 Econ, +4 Martial, other effects
New description here.
Expand Economy - Encourage the growth of food producing activities such as farming, pastures, or fishing, depending on where focus is placed
*S: +2 Econ, potential additional effects
* 14 Econ remain before requiring new territory
18 -> 14 available, as expected
Found Colony - When a province gets too distant, sometimes it is best to grant it additional autonomy so that they can get down to the business of working the land and gathering resources without needing to talk to the king about every little thing. Current Target: None
*M: -4 Econ, -2 Martial, founds colony to produce raw resources


Found March - Sometimes you need an extra buffer between you and hostile powers, or a place to stash excess warriors. Current Target: North-East
*M: -5 Martial, -2 Econ, founds march to take independent martial actions


Found Trading Post - When doing long distance trading, sometimes having your own infrastructure in place at the other end can be quite useful. Current Target: None
*M: -5 Diplo, -2 Econ, -2 Martial, founds trading post to generate Diplomacy
These are unavailable, and only march has a valid target now
Saltern - Northshore Saltern Expansion (0/10), Southshore Saltern (0/6). Each {S} committed consumes 2 Econ for 2 Progress. Completion gives additional Diplomacy and every 2 salterns or expansions increases the per turn Diplomacy by +1
16 econ and 4 secondaries to get another diplo each turn (and some large amount of bulk diplo)
[] Trade Mission
-Target Options: Highland Kingdom, Thunder Speakers, Metal Miners, Lowland Minors, Hathatyn, Xohyssiri, Thunder Horse, Eastern Nomads, Into the Wild (Eastern Sea), Into the Wild
Eastern sea into the wild is tempting, but alas the challenge calls

(Diffcheckers: Actions: Diff Checker Civ Sheet: Diff Checker
 
There are 3 study actions that don't cost Stab however. And we haven't had any study forests for a long time.
True enough, but we will have time to do so after the challenge with the menacing war in the background. Especially if Stability costs are removed and they can play around with metal too.
Right now, Balanced allows those worried about attacks defend themselves (Southshore) if they have Econ (they won't with the current leading vote, but new Mine will pay off), others to Expand Econ for us (and we'll be sitting relatively low at the end of this turn), and yet others to give us some more Mysticism.
 
[X] [Main] Build Iron Mine
[X] [Secondary] Change Policy - Balanced
[X] [Secondary] Grand Sacrifice


Wee bandwagon

Except that the value 'Protective Justice' declares that proper vengeance is needed on those nomad Hero's guys and they moved into a sedentary area this March can get to and cut off the Metal Workers from trade. If they hadn't popped up then and there it would have been a vote for location thing.

One more reason to be disgruntled with those $%&# hero units.
Except there was no stability loss for taking the March so fearmongering.
 
The "Eastern Copper" is brass, anyway, from the discussion back when we found out about it when we sent the trade mission to the dead priests whose x-name i can't remember...

Edit: I'll note that veekie was also convinced that the Nomads going to get weapons was going to be "suddenly all bronze weapons" and apparently they didn't have anything that stood out, or even any more mundane improvements on a widespread scale. People have been convinced that almost every news about metal is bronze for dozens of turns. I wouldn't be surprised if the MW or the Hathatyn or a farther away nation showed up with bronze sooner rather than later, but its not some foregone conclusion. If anything the bigger issue to me is if others figure out iron working off of us...especially since while we'd have comparable or even better weapons right away, they could, you know, conquer all of their neighbors and get giant before turning on us again.
Actually not quite. I believed the Nomads were seeking metal weapons, but whether they could get it depended on luck. It turns out they did have a few pieces, so the conclusion was mostly that they didn't have enough to matter(which in hindsight was obvious, a horde that huge takes more than one mine to outfit even if you did nothing else).

Of course, if you think about it, what they really wanted was the ability to breach our walls. But you can't make rams worth a damn with stone tools, or even copper. It's just too difficult to cut large logs that way, and it HAS to be a solid piece or it'd break before the walls do.
It also gives our warriors an outlet if we ever exceed our martial cap again.
Support Subordinate - Aka "Dump your excess warriors here"
Well, early iron is actually rather brittle due to notable amounts of impurities, while brass/bronze is rather more refined, so an early bronze weapon actually has a good chance of beating an iron weapon in usability. Bronze is simply a PITA to acquire in large amounts due to tin not being too common, which is where iron shines by being able to not walk two feet before tripping over an iron rock.
Correct, the difference here is:
Copper
--Availability: Uncommon. Copper isn't impossible to find, but sizeable deposits are not too common.
--Tool quality: Poor, inferior to stone, but replacable.
--Weapon quality: Unusable, negligible durability on impacts.

-Brass
--Availability: Rare->Uncommon(once you learn how to make it on purpose it's easier than being limited to native brass ores)
--Tool quality: Moderate. It's harder than copper, softer than bronze or iron, but hard enough to actually use for tools.
--Weapon quality: Mediocre, it works for maces and clubs, but it's ability to hold an edge in battle is inferior to stone.

-Bronze
--Availability: Very Rare. Native bronze ores are basically arsenic bronze, and tin isn't even found in the same geographical areas.
--Tool quality: High. Bronze actually makes better tools than iron. Easier to shape, higher hardness and durability.
--Weapon quality: High. Bronze makes better weapons than iron, however, it caps out sooner.

-Iron
--Availability: Common. It's very nearly as common as dirt.
--Tool quality: Moderate. Iron tools need extra care as it rusts easily, and it tended to be brittle. Once you figure out steel...well that's a sea change.
--Weapon quality: Moderate. See iron tools

The difference here is that they can use Bronze to outfit their elite units, but most of the horde will be packing stone for a long time. Less if they make armor from it. Even less if they were in a rush and didn't want to wait a generation to make bronze picks for mining.

We can afford to outfit every single full time warrior with iron if we wanted. We can afford to outfit every elite with iron armor if we wanted.

CLANG CLANG.
 
[X] [Main] Build Iron Mine
[X] [Secondary] Change Policy - Balanced
[X] [Secondary] Grand Sacrifice

I said this was the plan if we managed to get a local metal source, so let's do it.

Grand Sacrifice is the most questionable since it brings us low on econ, but as far as I can tell it's better than all of our alternatives. Wish we had some way to get rid of the upcoming excess martial though... Prestige is far too low for us to be able to found another March, hopefully we get a mid-turn Support Subordinate opportunity.
 
The negaverse and us: who are these people?
"WTF, why don't they want our salt? Everybody likes salt!"
"Hm, what could they be hiding? They seem to be able to go toe to toe with the nomads, considering they were able to genocide so many of them that even we noticed it, so maybe they have good horses? Some sort of early calvary?"
"You think they figured out bronze? Maybe that's how they killed all the nomads?"
"Dude, you say that about every civ we encounter. Nobody has figured out bronze yet."
"The update mentioned they had some bows, you think that was how they did it? Get some good archers to mass fire..."
"Eh, possibly. Use the hills to slow the nomads enough to let your archers hit them and then finish them off? It'd be pretty tricky, since their bows probably have pretty shit range at this point, but it would explain a lot."
 
Except there was no stability loss for taking the March so fearmongering.
*blinks*
The stability loss would be from the +50% of the maximum warriors getting ticked off at being told to stay home and twiddle their thumbs instead of seeking the path of Justice. What settling March, mark 2, did was dodge an event roll for what the where going to do with themselves for a decade. They were going to do something, settling the March anyway only mad is one of the major options. Much like settling a different March or attacking another treat... I somehow can't see them founding traveling acting shows after all that training.
While for the most part the survey wasn't focused enough to find anything in particular, a new site where a saltern could be easily established was found in Southshore and another band of red stone that could produce iron was found in Redhills, close enough to a major settlement that a new settlement wouldn't need to be founded in order to support a mine.
Well, that is one major pit fall bypassed with finding a site. A second with it being in an existing settlement. The SW guys didn't attack this turn either. I think the dice liked the idea of that March.
 
[X] [Main] Build Iron Mine
[X] [Secondary] Change Policy - Balanced
[X] [Secondary] Grand Sacrifice

Okay, lunchtime soon, analysis later but the path is set.
 
Ehhh... the most assholish civs had the players who felt guilty quit the game long ago,
They moved here! Its why the thread is growing so much
oh and
[X] [Main] Build Iron Mine
[X] [Secondary] Change Policy - Balanced
[X] [Secondary] Grand Sacrifice
 
Last edited:
As much as nomadic groups infuriated the People, the king remembered the most ancient and sacred tales of hospitality and openness. Even if the newcomers were hostile, they had to offer to meet with them first, even if it might open them up to attack.
So glad we had those ancient lessons. So, so glad.

Fortunately the chiefs on scene were at least of the opinion that they should not attack without the king's approval in this instance, and contact was made with these strangers. Communication was initially difficult, as it turned out that they were so far away that they needed an interpreter who could speak a language that the People needed their own interpreter for. Still, a lack of general hostility was soon established for both sides, and then the trade goods were brought out.
This communication issue means they are from really really damn far away. Like, Nomad Lingo -> Interpreter -> intermediate lingo -> a different interpreter -> Ymaryn
Frak these folks are from far away.


It became apparent to both sides relatively quickly that they were both holding back just how much good stuff they had, and they both knew it, and knew that the other side knew it, mostly from the way they were willing to escalate the trade game of one-up-man-ship coyly but readily. The newcomers were however somewhat surprised by the way that the traders of the People were relatively uninterested in salt - not that they were entirely interested, just that when these traders started setting out small bags of salt they got a far lower response than they clearly expected. However, as they started to escalate, it became clear that while they understood the value of salt they also knew that most outsiders valued it far more than they did.
And here we see a very nice narrative benefit of the Saltern. Our traders are less distracted by the white shiny because we literally have it coming out the nose. I am so glad this went peacefully.

Thus conversation roundabout came to where these traders had come from, and while the translation issues obviously got in the way, their description was roughly "the dry lands upon north shore of the salty water north of the great mountains", an area that the People hadn't even heard of in myth from any of the peoples they traded with.
So it goes Us -> somewhere North are "great mountains" -> big thing of "salty water" -> the north shore. Eesh you guys are a really really long way from home. Hope you get back safe.
So far away it isn't even a myth. *whistles*

These people were from an incredibly long way away, the path for them opened up by the incredible destruction wrought in the fight between the people and the tribes who had once been their neighbours. The path would probably close quickly enough, but for the time being there was a tenuous path to a strange world far away.
We kinda depoped the Steppe in our near area didn't we? Whoopsies...
It really hurt to do it though and we do have Nomad Son in the Metal Workers prepping for round 2. So we didn't get them all. Damn cockroaches.

+1 Diplomacy

Meanwhile, within the People's territory large numbers of young men were told that they could help settle new territory where they would be the progenitors of new clans and where they would be able to fight against the hated enemy of their fathers and grandfathers, all while the within the territory of the People they were checking over the terrain for anything of interest. While for the most part the survey wasn't focused enough to find anything in particular, a new site where a saltern could be easily established was found in Southshore and another band of red stone that could produce iron was found in Redhills, close enough to a major settlement that a new settlement wouldn't need to be founded in order to support a mine.
+1 Saltern GET! Yay! We should look to this after the Challenge. The Mine confirmation in Redhills is really nice. Saves a bunch of time for any plan. We can actually do this with some grace now.
The text about the March being made seems pretty standard. We bled off our really unhappy young dudes so they didn't cause trouble where we didn't want it. Now they can cause trouble constructively.


So with Redhill being a mine sight like we thought this is probably for the best. See <Costs> after it.

[X] [Main] Build Iron Mine
[X] [Secondary] Change Policy - Balanced
[X] [Secondary] Grand Sacrifice

So the <Costs> for this are:

-3 Econ, -1 Stability, Payout of Econ and Martial for the Iron Mine. We are gonna be in the red again for Martial *sigh*.
-2 Econ, +1 Stability for Grand Sacrifice.
This takes us from 6 to 1 Econ. But the Payout will be this turn so we can expect anywhere from +4 to +8 Econ so that will not be a problem.

The Provinces will be doing at least one Main Expand Econ so that is +4 Econ by itself. They may do more wall building and probably a study stars from valleyhome.

I think out of this turn we can expect a +1 To Mysticism and a +4 Econ at least from the Provinces with a possible -2 Econ spent on walling up. We are all good though otherwise.
 
Last edited:
Back
Top