Honestly? We desperately need more roads, or we can use the Enforce Law(I think that's the one) action for generate between 1 and 3 centralization. Seeing as AN stated that it was basically a combination of distance and shitty mid level management chiefs that caused the drop, the enforce law might be the best idea.
The problem I see with enforce law is that it would preclude us from building roads, again.
We had multiple turns where we wanted to build roads, but could not because centralization was yellow.
Losing Centralization is GOOD, it's the cheapest stat to raise and has actually been blocking both Roads and Enforce Authority until the recent expansion and war period.
Also if you just Study Metal again, it's not going to solve the problem. You're trying to prove that some traditions have a basis here, now that we've proven that metal isn't cursed in that way.
The Lowlanders fighting each other is hardly an immediate crisis for us.
War is like oil, it tends to make messy spills. With all the civs with high martial duking it out within spitting distance, can you really say that none of the fighting will reach us?
Can't comment on your understanding of how the information has been disseminated to the people. But, what the current vote of Warding vs Forest vs This is too far vs Suppress is about, in my understanding is that our shamans are starting to question the validity of our other beliefs and practices. They are doing this because we took a hard look at our Metal belief and this sparked thought on why do we manage forests like we do, why do we have this ritual involving cows? Basically this is people going, okay if this metal thing is wrong, what about these other things we do?As I understood it, the shamans now have empirical evidence of what is bad about metal, but not the people. Meaning that the belief has been disproved, not that that discovery has been widely spread to the general populace and became common knowledge. Superstition is a tough beast to kill in general, especially among people who aren't in on all that happens in the research process and disproving it tends to create disturbances. Taking 3 turns to do things with metal seems the best way to make the population realize that metal isn't too bad as long as you know what you're doing, especially when they realize the sky isn't falling on their heads even if you poke the DOOM button repeatedly over a long period of time.
A secondary Study Metal, especially iron, is also likely to give us more advances which would capitalize on the tech advantage we have. So that could be a plus.
Though in the end we'll see when the turn comes if it is a viable action. I'd say that this or stability enhancing actions could be good in order to get rid completely of that superstition. Maybe I'm just too pessimistic on how to get rid of superstitions though and it will be unnecessary.
To be fair, it hasn't really in the past, unless we decided to involve ourselves. The consequences have hit us before. The initial growth of the Dead Priests was due to fighting with the spirit talkers that we just let happen.War is like oil, it tends to make messy spills. With all the civs with high martial duking it out within spitting distance, can you really say that none of the fighting will reach us?
I agree we need to main roads, but enforce law doesn't really preclude that. Our current max centralization is five or six. I'll go with five for safeties sake. There is less than a 33% chance that enforce law will get us that high, if we do a secondary. I can't remember what settlements have walls or how many do, so whatever. Either way, most likely that will leave us with a centralization point left over for a main roads, while at the same time removing some of our issues with crappy middle management chiefs.
To be fair, it hasn't really in the past, unless we decided to involve ourselves. The consequences have hit us before. The initial growth of the Dead Priests was due to fighting with the spirit talkers that we just let happen.
Fact is, not fighting has usually paid us better dividends. It's why I'm so surprised we went absolutely berserk on the nomads.
To be fair, it hasn't really in the past, unless we decided to involve ourselves. The consequences have hit us before. The initial growth of the Dead Priests was due to fighting with the spirit talkers that we just let happen.
Fact is, not fighting has usually paid us better dividends. It's why I'm so surprised we went absolutely berserk on the nomads.
I agree however it can't spill over in less than a turn as it has yet to start.
Can't comment on your understanding of how the information has been disseminated to the people. But, what the current vote of Warding vs Forest vs This is too far vs Suppress is about, in my understanding is that our shamans are starting to question the validity of our other beliefs and practices. They are doing this because we took a hard look at our Metal belief and this sparked thought on why do we manage forests like we do, why do we have this ritual involving cows? Basically this is people going, okay if this metal thing is wrong, what about these other things we do?
Suppress takes a hard-line approach and stifles thought. It gets rid of the Weapons of the Gods belief but fails in evolving Observance. It also sets some nasty precedents.
This is too far is a lesser version of suppress, instead setting a precedent that some things are not meant to be questioned, but it makes the next turn a complete shot in the dark. We have no idea of what the ??? will be, or if we can even do it.
As to sacred forest vs sacred warding take a look at the pages starting from around 1624 to 1629. Their respective goods and bads have been adequately covered.
To be fair, it hasn't really in the past, unless we decided to involve ourselves. The consequences have hit us before. The initial growth of the Dead Priests was due to fighting with the spirit talkers that we just let happen.
Fact is, not fighting has usually paid us better dividends. It's why I'm so surprised we went absolutely berserk on the nomads.
@Cathon Grimeye remember the provinces have actions too. If we just set the policy to defensive and built the roads manually we can be done with most of our deficiencies within a single turn.
A bit more like "Tuesday" really.The Lowlanders fighting each other is hardly an immediate crisis for us.
We should be able to fit a main roads in. Hopefully the provinces cooperate, but we'll see yet how things turn out.The problem I see with enforce law is that it would preclude us from building roads, again.
We had multiple turns where we wanted to build roads, but could not because centralization was yellow.
This said, we need to main roads, better double main roads, yesterday.
We will have a warding challenge on our hands though.
We still should take at least one main trails action asap.
No.So... the plan is still:
1 isn't something that usually happens with trade missions.
- Get refugees back from trade mission
- Find refugees willing to be infected with a 30% fatality disease
- Test it.
2 is completely implausible (they DON'T have our values.)
If you really want to do this, you need to salt gift the Xoh for slaves to experiment on. As revolting as that is to me, it's the only way I see to get an uninnoculated stranger to test on.
That's not veekie's plan at least. He's insisting that only the trade mission will work because it brings us test subjects. Unless I'm missing something...No.
The plan is
1. Incorporate nomad refugees into main population
2. Send unwarded nomad citizens on trade mission
3. Compare likeliness to contract starpox disease between unwarded nomads and warded vallyhome traders.
So... the plan is still:
1 isn't something that usually happens with trade missions.
- Get refugees back from trade mission
- Find refugees willing to be infected with a 30% fatality disease
- Test it.
2 is completely implausible (they DON'T have our values.)
If you really want to do this, you need to salt gift the Xoh for slaves to experiment on. As revolting as that is to me, it's the only way I see to get an uninnoculated stranger to test on.
No.
The plan is
1. Incorporate nomad refugees into main population
2. Send unwarded nomad citizens on trade mission
-2.1. Trade leader* will attempt to have group contract star pox
3. Compare likeliness to contract starpox disease between unwarded nomads and warded vallyhome traders.
* leader will have honorable death and greater good values to assist in his decision to help examine necessity of warding in this manner
You are.That's not veekie's plan at least. He's insisting that only the trade mission will work because it brings us test subjects. Unless I'm missing something...