That's the thing, free peasants are fiendishly attached to their meagre lands, you have to thoroughly brutalise them to get them to hand it over or leave. Lucky for us we got more warriors than they got peasants, and the army could use some good rape, pillage plunder and murder.
You know, it occurs to me. Our provinces are likely going to be on balance next turn, so that one of them can finish the Saltern. If not, I really don't think they're going to switch to trade policy. We know AN has been wanting us to get a certain legacy trait, so that's what he's going to do next turn and we haven't really been ignoring trade. At most I expect a trade post.
All of this means we're unlikely to get docks next turn, other than perhaps in the marches. This sort of makes it rather important to have our boats useful in the immediate so... Yeah, portability really is going to be better for now. Sigh, I hope we get it passed and enough people switch.
That's the thing, free peasants are fiendishly attached to their meagre lands, you have to thoroughly brutalise them to get them to hand it over or leave. Lucky for us we got more warriors than they got peasants, and the army could use some good rape, pillage plunder and murder.
Hence the word forcefully. That said I do not think all of them are mulish enough to be beyond bribing. After all a good chunk are willing to abandon their lands to seek shelter with the Ymaryn of their own will.
Hence the word forcefully. That said I do not think all of them are mulish enough to be beyond bribing. After all a good chunk are willing to abandon their lands to seek shelter with the Ymaryn of their own will.
With the significant trade ties between us I find that dubious. Even if that is the case a refugee by his very nature abandons his land with no real prospect of getting new land of his own.
I would argue that private property already exists among the People we simply do not have private land, it is instead owned by the state. Not only that but we have actively worked to avoid the privatization of land so I really hope that this would not change that.
Eh.
Honestly, I am almost convinced to switch to portability as long as I am sure that later on we can safely choose another strategy of shipbuilding. Thing is, I am not sure about that, and in the long term bigger ships are better for us if we want to pursue trade as the way to power (and, seeing as we are averse to conquest, we most likely will do that).
But I do see the benefits of portability for our immediate terrain and situation, yes.
While the state "owns" all the land, working harder on the land is rewarded for the most part.
Adhoc vote count started by Killer_Whale on Jun 4, 2017 at 10:49 AM, finished with 47410 posts and 111 votes.
[X] [CA] Attempt to take control of adjacent villages (-2 Stability, chance of further loss, -2 Diplomacy, unknowable chance of war with the Hathatyn, +8-10 Econ, +4 Econ Expansion)
Eh.
Honestly, I am almost convinced to switch to portability as long as I am sure that later on we can safely choose another strategy of shipbuilding. Thing is, I am not sure about that, and in the long term bigger ships are better for us if we want to pursue trade as the way to power (and, seeing as we are averse to conquest, we most likely will do that).
But I do see the benefits of portability for our immediate terrain and situation, yes.
[X] [CA] Attempt to take control of adjacent villages (-2 Stability, chance of further loss, -2 Diplomacy, unknowable chance of war with the Hathatyn, +8-10 Econ, +4 Econ Expansion)
[X] [Law] Attempt to close off both practices
[X] [Boats] Portability
[X] [Infra] Main Expand Snail Cultivation
Eh.
Honestly, I am almost convinced to switch to portability as long as I am sure that later on we can safely choose another strategy of shipbuilding. Thing is, I am not sure about that, and in the long term bigger ships are better for us if we want to pursue trade as the way to power (and, seeing as we are averse to conquest, we most likely will do that).
But I do see the benefits of portability for our immediate terrain and situation, yes.
They don't know. Portability probably to start since you only get the most out of the size ones if you have another dock at the other end of the trip, but speed has its advantages and once they get more docks size would probably be pretty good.
Honestly, as long as land is owned by government (to ensure people do not fuck it up for their own short-term gain), deregulation of economy is probably sensible, and even probable result of those guilds.
Basically, this seems to be a sort of:
Speed - war, couriers and exploration.
Size - trade, transportation, exploration and war.
Portability - inland ability to pass terrain, trade, raiding.
I'm afraid that can be taken multiple ways. What is the first thing you want to do with a boat when making it bigger? This usually includes making it broader, and raising the sides. As such, while our initial boats would be bigger they would favor more fat like boats. Just because we start off favoring size, doesn't mean we will end up with bigger ships.
If we start with portable that means we start by making our boats more durable.
If we start with speed that means we start by streamlining our ships or improving masts and making ship designs that don't tip over.
If we start with size that means we start by making the infrastructure to support large ships.
If we want better ships we need to start with speed or portability. And honestly? We can get most of what is important in size with either of those. Again, just because we start with size, doesn't mean we will continue to dominate in size. It means we will be working with figuring out how to make larger things work rather than starting with the basic techniques we'd gain from more durable or streamlined boats.
This could also be taken as to what our total first few actions would be, rather than all of the actions in general. We're already designing ships around docks *Points to large ships needing docks.* Waiting to get other stuff first, may make large ships able to be even larger.
This makes entirely too much assumptions about thought process that goes into the each path, so I'd prefer to wait until AN arrives and ask him some more questions.
This isn't going to be relevant for several turns, but I want to bring back the argument about where to build our next Aqueduct. These are our options: Redshore (0/8), Lower Valleyhome (0/4), Stonepen (0/6), Blackmouth (0/8), Sacred Forest (0/4), Redhills (0/6)
I think that we should go with Sacred Forest. It and Lower Valleyhome are by far the cheapest (requiring only a single [Main] action to complete) and it combos very nicely with the Grand Temple+Library that we're planning on building there. That would lead to a city of learning and study, somewhere for ideas to freely flow and research to be done. There is some question as to its environmental impact, but we manage our Sacred Forest well so that's almost certainly not going to happen. We would get a city among the trees, especially if we never wall it.
The alternative is Redshore. That's more expensive but it helps us achieve naval dominance, which would be very useful. It also balances the power better, since people might get annoyed at how Valleyhome and Sacred Forest seem to get all the benefits.
So I agree with everything you said here, but I've been considering he political situation. There's been some lowlying tensions between the northern and southern areas of our kingdom for quite some time. And I know we haven't seen any straight up consequences of it beyond some narrative mentions, I think it might behoove us to actually develop redhills a little instead. Throw them a bone and all that.
This makes entirely too much assumptions about thought process that goes into the each path, so I'd prefer to wait until AN arrives and ask him some more questions.
It is literally based off of what you are assuming. Why would what we choose now matter?
This literally has two possibilities:
What we choose now doesn't matter. In which case portability and speed are blatantly superior, because size can not be leveraged.
What we choose now matters. We make our ships big first, and then have to work around them. We aren't getting schooners anytime soon I think, so this means we have to work around a big and bulky design. In which case it is again a choice between portability and speed since we want to design around a more durable set of materials or a more balanced ship as opposed to something large and bulky.
[X] [CA] Attempt to take control of adjacent villages (-2 Stability, chance of further loss, -2 Diplomacy, unknowable chance of war with the Hathatyn, +8-10 Econ, +4 Econ Expansion)
[X] [Law] Attempt to close off both practices
[X] [Boats] Portability
[X] [Infra] Main Saltern Construction
It is literally based off of what you are assuming. Why would what we choose now matter?
This literally has two possibilities:
What we choose now doesn't matter. In which case portability and speed are blatantly superior, because size can not be leveraged.
What we choose now matters. We make our ships big first, and then have to work around them. We aren't getting schooners anytime soon I think, so this means we have to work around a big and bulky design. In which case it is again a choice between portability and speed since we want to design around a more durable set of materials or a more balanced ship as opposed to something large and bulky.
Or Size incorporate elements of both speed and Portability - No tipping and Better Durability
At this point we just can't be completely sure but assuming Size is a dead end choice is literally foolish
Business as usual. Getting slightly complicated with all the overflows though, so we might break through into Currency soon, if only so AN could simplify the math of each turn.
Martial 10 {11}->10 {14}
Really starting to detest Quantity of it's Own.
Stability 1->3 (emboldened)
-Festival +1
-Drugs are freaking awesome +1
You know, this is kind of like using tear gas to quell a riot. Only it makes them mellow instead.
Art 13->14
-Festival +3
-Temple -1
-Diplomacy overflow +5
-Art Overflow to Mysticism -6
Hmm, I seem to be missing a point of Mystiism from somewhere here, unless the Study Forest level was considered Main instead of Secondary to pay for all the burned weed.
Trade Status
Resource
Status
Rivals
Luxuries
Fine Pottery
Minor
Xohyssiri
Fine Dye
Leading
Hathatyn
Fine Textiles
None
Xohyssiri, Swamp Folk
Gold
None
Hathatyn, Metal Workers
Silver
Moderate
Hath, MW, Xoh
Salt
Leading
None
Wine
Leading
Hath
Strategic
Copper
Moderate
Hath, Highlanders, Thunder Horse, MW
Bronze
None
Non-traded
Tin
None
MW (in), TH (in), Hath (in)
Iron
Non-traded dominant
None
Interestingly the Hathatyn no longer produce any metal due to total chaos, but they seem to be still making wine?
While on fire?
We have picked out two forms of art.
Murals for Spider Eyed Crow, to reflect that we cannot comprehend the full depth of his existence, and only know the flat image.
And a sculpture with Alabaster.
Land is still communal, but tools and similar stuff are now property of the occupational associations. Which helps make sure that essential work tools don't get appropriated by inappropriate parties, but begins allowing the accumulation of wealth.
It DOES mean that the associations are also obligated to maintain suitable levels of equipment for their members, and failing to do so would be Unjust.
So provinces built the docks as hoped for which would be very useful for shipping materials...once we have more of them.
The Marches are preparing for the next war meanwhile. Walls and bocages everywhere.
Things started off innocently enough, the king wanted to introduce the new product of wine into the summer festival. It was like a stronger version of beer, and a little beer had never hurt anyone, so that shouldn't be a problem, right? It would just make things a little merrier as inhibitions were lowered, but it wasn't like this new product could really cause trouble, now was it? They even diluted it with some water to ensure it wasn't too potent.
Unless of course there was a mix up in how much water was needed and the inexperienced people serving the new drink thus told the People that the drink was far less potent than it actually was.
Well....probably for the best that I didn't get the double main festival going. That would have been a little too much booze.
Fortunately generations of city planning meant that the riot didn't get too out of hand, at least not before a chief's son who had been assisting with a project got out the product of that work from storage.
Very useful to have everything laid out nicely and containing the spread of a riot.
And we continue the fine tradition of heroes independently misusing whatever project they happen to be on for the greater good
Standing atop a building where he could be seen while friends wafted the smoke from burning coals into the crowd, Gonwyllmyn called out with a rich, booming voice, "People, People! Are you so truly overcome as to lose yourselves like this? Is this not meant to be a joyous occasion, not one for violence?"
This announcement was mostly ignored, although more than a few people paused to look up and take note of the pungent vapours in the air. Gonwyllmyn just kept at it though, until more and more people were paying attention to him than fighting, as well as the honestly kind of obnoxiously sweet smell in the air. Soon enough after that the park he was shouting down at had become something of a sink where confused and possibly angry people drifted in and just sort of got stuck listening to a very charismatic man ask for further peace and calm, as well as appreciating the smells in the air.
Meanwhile this is going to make it into mythology, considering people will remember his first notable appearance as a guy backed by fire and wreathed in smoke, yelling at the People to Make Love Not War.
Hippy Dionysus!
By the time the king had the situation under control Gonwyllmyn was being hailed as a hero by everyone who heard his story. About the only ones who were annoyed were the shamans who had asked him to help stockpile the various herbs they had been collecting from some of the forested hills in the western part of Redhills, considering that he had burned the wagonload of the stuff they had been studying. Still, while no one was quite sure how far the riot might have gone without his partial intervention, he had definitely helped minimize the damage, both in the immediate sense and in the sense of creating a lasting black mark upon what the festival was trying to do. Things could be corrected later and the next year would be better as intended.
So...Redhills has marijuana or hemp or something similar. Has potential!
For his part, Gonwyllmyn was rewarded with a major appointment in coordinating the reconstruction of the damaged areas, where he proved both adept at the administrative work and able to get competing interests to reach compromise. In this, he saw to fresh construction and the implementation of new techniques that allowed new buildings to rise up higher than ever before, allowing more people to fit into the same space and thus providing extra room for parks and fountains to be put in. While some joked that the rioters had ultimately been rewarded for damage to their own homes, this did spark a boom in construction as the city began to renovate itself, new and improved buildings going up higher in order to make more room for beautification projects. As Gonwyllmyn's skills became known and he was moved on to assist and manage with ever greater projects, it became an inevitability that he would be made the heir to the king going forward, having both the connections, the skill, and the charisma to make it a smooth trip.
And the bonus we missed with rushing The Garden, we forgot to allocate the space to actually BUILD the gardens! Fixed now, and everyone's higher.
In both senses.
Outside the lands of the People the general situation sounded about the same. The Highlanders tried to use the disruption caused by the recent drought to smash into the over-extended and distracted Thunder Horse, but found themselves getting turned away after achieving early success against the vassals of the Thunder Horse.
Lowlands continue to clusterfuck. Highlanders take a swing at the Thunder Horse, who as predicted, had already extended past the land they could administrate, beat up the Thunder Speakers a bit, and kicked the Xohyssiri because everyone loves to kick the Xohyssiri.
Part of it was that the Swamp Folk were apparently causing trouble in the south, distracting the Xohyssiri, part of it was that they were trying to get their house in order back in their main territory.
Swamp Folk are going FREEDOM, and it sounds like the Thunder Horse suffered a Stability hit after the drought. Too far to be our concern.
Elsewhere it sounded like the newest king for the Metal Workers was making a big push to expand out into the territory around the mountains where they kept their mines.
Nothing much to see there, but it looks like the Metal Workers are going expansionist under their former Nomad Nobility.
And as for the Hathatyn...
No one was quite sure what was up with them since it sounded like they had been fine, right up until somehow everything spontaneously caught fire - and that was only mild hyperbole, since it sounded like things being on fire was literally one of their big problems. Some suspected that perhaps what forests they had had been stressed by the drought the prior generation, but the People honestly didn't have enough to go on to be able to figure out what might be wrong, but in any case it sounded like at least one tributary city was just straight up gone. Whether engulfed in flame, buried in a landslide, drowned in a flood, or all of the above was difficult to say, but by the sounds of things the people there must have seriouslypissed off the gods somehow. This had of course lead to what was frankly a terrifying amount of violent gygo among their southern neighbours. There were of course refugees that the People welcomed as always, but things sounded so bad that villages nominally under the control of the Hathatyn might be persuaded to switch allegiance.
And everything was on fire.
Volcano.
Dought induced forest fire(which we're immune to thanks to Sacred Forest having controlled burns to clear out the kindling regularly)
Landslides from collapsed forests.
Floods from landslides.
One heck of a lot of gygo for sure.
Meanwhile within Valleyhome the new occupational administration was running into some teething problems that were thankfully being voiced openly instead of people scheming in the shadows. Essentially there was a large amount of friction over occupational splitting versus lumping. Splitting was the practice of dividing administration along specialist lines, such as how within Valleyhome the copper workers and the iron workers were under separate leadership. This was used to generate more leadership votes for groups that had a large degree of overlap in their needs and who had strong professional associations with each other. The opposite tendency were the lumpers, who kept similar and somewhat similar occupations under the same administrative structure. While this gave them fewer votes at the top level, it also allowed the leadership to argue for additional resources on account of the larger population under their supervision. The splitters were obviously annoyed by the lumpers hogging resources, while the lumpers were irritated by what they saw as collusion to influence elections by the splitters. Both were asking if the king might adjust the laws for occupational administration slightly to disfavour their opposition, usually by demanding either higher minimum occupation sizes or lower maximum administrative sizes, so as to make the behaviours harder.
And this part happened as predicted, but at no better time possible, with a Heroic Heir perfectly suited for it.
Maybe he should put all the politicians under more mellowsmoke.
And then... and then the People noted that they basically didn't have any other major worries and could focus their energy on infrastructural work if they so chose. Or possibly to brag to the lowlanders that unlike them they were safe and secure via a well timed salt gift.