[X] [Library] Sacred Forest
[X] [Temple] See to the spread of the techniques that went into making this place (+3 art, tech advance)
[X] [Corruption] Main Enforce Justice
[X] [Diplo] Send aid to the Metal Workers (-2 Diplo, -2 Econ, -2 Art, -2 Mysticism)
[X] [Policy] No change
 
We have every advantage, did I miss the super heroes the nomads got? Because they would need heroes to beat us. inleast we crit fail everything
Pretty sure a Waaagh is always led by a hero though? You need heroic stats to actually unify a large enough group of nomads to threaten us in the first place, after all.
 
Okay, so how many mains are left on the Library? If it's more than one I can see the argument for not switching but I'd really like to swap to defensive policy otherwise. Unless the provinces didn't help with the library at all last turn we're looking at some inefficiency next turn...
 
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[X] [Library] Sacred Forest
At some point, somebody is going to do something stupid in Valleyhome and end up inciting a riot. I would prefer our civ's library NOT to be there at the time.

[X] [Corruption] Deploy force
I want to have the higher-ups actually taken down, not just their efforts stymied.
 
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[X] [Temple] See to the spread of the techniques that went into making this place (+3 art, tech advance)
[X] [Diplo] Send aid to the Metal Workers (-2 Diplo, -2 Econ, -2 Art, -2 Mysticism)
[X] [Policy] No change

Looks like we rolled well enough on the temple to automatically incorporate damage.

The library is tough one.
Vallyhome:
  • shore up our ruler's mysticism
  • span some admin techs
  • boost true city

Sacred Forest:
  • Temple synergy
    • culture even more relent
    • tech more resilient in event of crisis/collapse
    • SCIENCE FOR THE SCIENCE GOD
  • paper?
 
@Academia Nut
What is the current progress on the Library?
Did the Salt Gift not return anything?
Why do we have [+4] Diplo? Shouldn't it be [+3]? (+1 from Saltern, +2 from dominating Dye and Salt) Is that from the Trading Post?
Western Wall is now a Colony, not a March.
Periphery States should be at 4/4+1 now.
 
[] [Library] Sacred Forest
[] [Temple] See to the spread of the techniques that went into making this place (+3 art, tech advance)
[] [Corruption] Main Enforce Justice
[] [Diplo] Launch a Main War Mission - Northern Nomads
[] [Policy] No change

Let's make the Temple our proto-university.
We really do need an art advance.
Could go any way but burn it down on the Corruption.
I'd like to go smack the Nomads before they come down to eat us and the Metal Workers.
Policy I am not fussed with. Prefer this, but the others are just as valid.

[X] [Temple] See to the spread of the techniques that went into making this place (+3 art, tech advance)
[X] [Diplo] Send aid to the Metal Workers (-2 Diplo, -2 Econ, -2 Art, -2 Mysticism)
[X] [Policy] No change

Looks like we rolled well enough on the temple to automatically incorporate damage.

The library is tough one.
Vallyhome:
  • shore up our ruler's mysticism
  • span some admin techs
  • boost true city

Sacred Forest:
  • Temple synergy
    • culture even more relent
    • tech more resilient in event of crisis/collapse
    • SCIENCE FOR THE SCIENCE GOD
  • paper?
Seems to me we fixed the hole and then painted over where it used to be. Still a solid roof.
 
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Yeah?

Next turn we will be at:

Diplomacy 11 [+4]
Economy 8 [-1]
Econ Expansion 4 to 7
Martial 6 {9}

Stability
Stability 1 (confident)
Legitimacy 3 (max)

Organizational
Centralization 4
Hierarchy 6

Cultural
Art 8
Mysticism 8 [-1+1]
Prestige 14

At minimum.


Let's not burn 2 Stability when we are still likely to get refugees from the Hats, the TH vs HK war is about to go boom, we have a nomad horde in play, and the MW are literally on fire.


The send in the army could trigger revolt, which is very bad, or institute absolute monarchy /king rule by might of arms (not my favourite kind of monarchy but I step In the right direction).
Have the king take on the entire buecracy would be recipe for disaster for both king and buecracy. And if it does pan out will solve just now instead of permanently never mind setting a precedent for King's to halt the buecracy at thier will (again am not against this per se)

Going geographic is a stability loss, that may be mitigated by our admin Diplo hero, and will definitely solve the issue with the least amount of harm and shortest length of chaos
 
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[X] [Library] Sacred Forest
[X] [Temple] See to the spread of the techniques that went into making this place (+3 art, tech advance)
[X] [Corruption] Main Enforce Justice
[X] [Diplo] Launch a Main War Mission - Northern Nomads
[X] [Policy] No change
 
You really want to take the chance that this chief who is unifying the nomads is not a hero unit? When literally every other waaagh we know of has been led by a hero?
The last time we faced heroes (Two of them) they barely did any damage despite multiple crits, and we were barely getting iron out. Iron is now widespread for us, inleast we crit fail and they crit succeed we'll be fine
 
[X] [Library] Valleyhome
[X] [Temple] See to the spread of the techniques that went into making this place (+3 art, tech advance)
[X] [Corruption] Main Enforce Justice
[X] [Diplo] Send aid to the Metal Workers (-2 Diplo, -2 Econ, -2 Art, -2 Mysticism)
[X] [Policy] No change
 
Strategic benifit.

If the Nomads hit the MWs, they get bronze, and enough glory to bring in more nomads.
They're attacking us, are they not?

[X] [Temple] See to the spread of the techniques that went into making this place (+3 art, tech advance)
bruh, increase our appeal as a place of pilgrimage so that we can take out both the TH and the XS, religiously. It's the best way to counter the growth of the Xohyssiri Empire and increase cultural assimilation.

@Academia Nut Will we get other opportunities to increase the pilgrimage trade good? If it becomes an action, what is the description of the action?
 
So... regarding the rolls.

For your Innovation challenge you rolled a 6 last turn and a 1 this turn, when you've been on the cusp of a discovery for quite some time, so I decided that this indicated active suppression of innovation.

You also rolled doubles twice for mysticism related things, so I decided that it was a shaman who uncovered the conspiracy. In this instance a medical shaman who was once a Blackbird who enjoyed the mystical aspects so much he transferred over to Carrion Eater training before retiring to an inner city hospice.

He may be named Mordin.

Then there are the Metal Workers, who rolled a 1 last turn for their survey action, and then a 1 again this turn, while also rolling shit on their "general success", so I ruled that they blew up.

The Swamp Folk rolled a 1 on their war roll to keep eating the southern lowlands, the Xoh critically succeeded on their war roll, and then burned their golden age to complete a plot they have been working on for generations to get the ruling Thunder Horse to intermarry with them and prefer to live in their city and worship their gods.

The Highlanders critically succeeded on taking a bite out of the Hathatyn. The Hathatyn will either stabilize under a heroic leader with thoughts of revenge, or collapse completely next turn.

Okay, so how many mains are left on the Library? If it's more than one I can see the argument for not switching but I'd really like to swap to defensive policy otherwise.

Two to three more actions.

Why do we have [+4] Diplo? Shouldn't it be [+3]? (+1 from Saltern, +2 from dominating Dye and Salt) Is that from the Trading Post?

Nope! Every trading post can support a saltern, so instead of +1/2 after the first one, every saltern/expansion after the first gives +1 if there is a trading post to support it.

Also, forgot to update all of the prestige you got from the temple and the salt gift.
 
While still finalizing his plans for dealing within the sickness within his own home, Gonwyllmyn had three important missives arrive in relatively short order. The first was a message from the trading post on Greenshore, sending word that something catastrophic had happened to the Metal Workers and they had somehow opened a doorway to the Underworld. One of their important valleys was now apparently choked in poisonous yellow smoke, fire shooting from the earth as sinkholes opened up. While not their only valley, it was an important enough internal trade route that even if the disaster just sat there and did not spread it threatened to shatter the power of the king there, leading to fighting and conflict... and that was only if the demons unleashed were content to stay in that valley!

Greenshore Trading Post (Trading Post) - Increases trade power for all Metal Worker products, provides a market for an extra saltern

Salt for the fire :V
 
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