Analysis time
Diplomacy 12->13 [+1]
This Saltern thing is kickass, but so is long distance trade.
Economy 9->6
Geez, we spend it fast. And grow it just as fast.
Martial 15 {18} (over limit)->10 {12}
Safezone now.
You know, people are going to be REALLY surprised when they realize our giant army is just half our dudes and the rest are on garrison duty to the north just to keep the nomads off our butt.
Also reinforcing again just how rare Cosmopolitan Acceptance is. Rome developed it eventually as it grew, as did China, but most cultures exposed to frequent war tended to develop some level of xenophobia, and big cultures tended to adopt it with a sense of smug superiority that they can and will beat all ass that threatens their hospitality.
I realized the trade tongues are usually the Nomad languages, since they travel the furthest and most likely to have commonalities across a huge area.
While we killed everything in the area, trade is probably a little bit dampened.
-Travelers put a small bag of salt on the table,
-Ymaryn shrug, take out bigger bags of salt and put it on the table.
-Travelers put bigger bags out too. Everyone gives a sheepish grin.
-Ymaryn put out fancy red shirts and copper doodads. Serious trade time rather than the trader equivalent of showing your huge stacks of bling off.
Since we both have abundant salt, negotiations are relatively easy, we can establish an exchange rate based on salt and relative valuation. Probably offer resupply of provisions for cheap too.
Man I wonder if they're alarmed by coming across the odd skull littered along the way.
Doesn't seem to have anything particularly unique though.
We confirmed that Redhill is a haematite hill, though in retrospect the titular hill itself probably has too high silica content to make a good ore untill we get some water hammers to break it up and separate the particles via sieving.
Pity the saltern site is kind of exposed though. Need more walls/towers or the neighbors will want to rob it. Or copy it.
The last mine gave us +12 Econ +6 Martial at the end, so...we're probably going to see some interesting effects alright. Overflows everywhere, and we need to dump a chunk of that into the provinces.
I suspect we might be converting to currency soon, the Economy system is reaching its limits as we gain the capability to spend to 1 Econ from 12 Econ using Policy in 1 turn .
Also our wall distribution is pretty crap.
Diplomacy 12->13 [+1]
This Saltern thing is kickass, but so is long distance trade.
Economy 9->6
Geez, we spend it fast. And grow it just as fast.
Martial 15 {18} (over limit)->10 {12}
Safezone now.
*Attempts to resist urge for Build A Wall calls*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
You know, people are going to be REALLY surprised when they realize our giant army is just half our dudes and the rest are on garrison duty to the north just to keep the nomads off our butt.
Little bit touch and go there, sounds like there was a chance, if not a big one of chiefs taking initiative rather than wait a couple of weeks for a chariot messenger to get the orders relayed.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. 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.
Also reinforcing again just how rare Cosmopolitan Acceptance is. Rome developed it eventually as it grew, as did China, but most cultures exposed to frequent war tended to develop some level of xenophobia, and big cultures tended to adopt it with a sense of smug superiority that they can and will beat all ass that threatens their hospitality.
Probably not helped by having killed every adult male nomad within a thousand miles.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.
I realized the trade tongues are usually the Nomad languages, since they travel the furthest and most likely to have commonalities across a huge area.
While we killed everything in the area, trade is probably a little bit dampened.
It probably goes something like: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.
-Travelers put a small bag of salt on the table,
-Ymaryn shrug, take out bigger bags of salt and put it on the table.
-Travelers put bigger bags out too. Everyone gives a sheepish grin.
-Ymaryn put out fancy red shirts and copper doodads. Serious trade time rather than the trader equivalent of showing your huge stacks of bling off.
Since we both have abundant salt, negotiations are relatively easy, we can establish an exchange rate based on salt and relative valuation. Probably offer resupply of provisions for cheap too.
Travelers from a distant land! Hail!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. 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.
+1 Diplomacy
Man I wonder if they're alarmed by coming across the odd skull littered along the way.
Doesn't seem to have anything particularly unique though.
Some odd language here, but we got the hotheads out there to cool their heads, and probably pick up spare nomad women left behind after the slaughters to balance out the issues of assimilating them into the Stallion Tribes.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.
Survey pays out pretty good too.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.
We confirmed that Redhill is a haematite hill, though in retrospect the titular hill itself probably has too high silica content to make a good ore untill we get some water hammers to break it up and separate the particles via sieving.
Pity the saltern site is kind of exposed though. Need more walls/towers or the neighbors will want to rob it. Or copy it.
Hmm, we have no idea what the payout is yet. Except it's going to overflow our Martial again. And generate Mysticism. And generate Art.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
The last mine gave us +12 Econ +6 Martial at the end, so...we're probably going to see some interesting effects alright. Overflows everywhere, and we need to dump a chunk of that into the provinces.
I suspect we might be converting to currency soon, the Economy system is reaching its limits as we gain the capability to spend to 1 Econ from 12 Econ using Policy in 1 turn .
Walls have actually gotten MORE expensive now. We can build true great walls.Build Wall - Long experience with retaining walls has lead to the idea of a settlement wall for protection, and with the ability to more easily work stone the walls grow ever higher (Redhills and Blackmouth heavily walled; Redshore, Northshore, and Stonepen capitals walled; Northshore and Stonepen partially walled elsewhere)
* S: -1 Econ, minor walls
* M: -2 Econ, major walls
Also our wall distribution is pretty crap.
Our new March can't be integrated yet. Need More Roads.Integrate March - Better communications and administration means that the Stallion Tribes can be integrated into the People more fully, transitioning from a March to a province
*M: -6 Diplomacy, gain Econ and Martial from integrating March
Whole bunch of people to say hi to, but we don't have a lot of impetus to do so.[] 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
Heh. Probably unwise, but that's ONE way to keep venting the Martial overflow![] War Mission
-Target Options: Western Nomads, Eastern Nomads