[X] [Main] War Mission - Northern Nomads
[X] [Secondary] War Mission - Northern Nomads
[X] [Secondary] War Mission - Northern Nomads x2
[X] [Kick] War Mission
[X] [Kick] War Mission x2

I do not know why no one is looking at this as a option to end this now
because it puts us at negative -1 stability and causes huge trauma to our own people. not to mention with the lowlands wars the hathy and the metalworkers we will likely end up in a Death spiral
 
Goals:
-Finish Library
-Get rid of the nomads
-Establish Glassworks
-Get Dominant in Wine
-Build Palace
-Get Dominant in Glass
-Build Dam
-Maintain Dominance
-Consider expanding into pottery so we can "better sell wine"
 
Inserted tally
Adhoc vote count started by Umi-san on Jun 9, 2017 at 12:31 AM, finished with 50329 posts and 42 votes.
 
@Academia Nut
Just to confirm, the Salt Gift returned no stats, correct? Its entire benefit was given to the allied Eastern Nomads.

I mentioned my ordering previously here. Adding in the docks, I'm at
1) Great Dam
2) Grand Palace
3) Grand Docks
4) Place to the Stars
5) The Games
And Mountain isn't even on the list.

Dam is more important than the Palace right now. It grants stability, improves our construction techniques, and gives us more econ slots which are running low.

We're spending 3 econ in total from completing the megaproject, True City cost, and the Blackbirds. However, we gain 4 from the Baby Boom. Expand Econ now risks us breaking the Baby Boom from lack of econ slots.

No, that's
[] [Main] War Mission - Northern Nomads
[] [Secondary] War Mission - Northern Nomads
[] [Secondary] War Mission - Northern Nomads x2
[] [Kick] War Mission
[] [Kick] War Mission x2
For 4 main-equivalents, AKA the original pre-province button.

A good point. And we do have RO+PG combo for +1-3 Stability now. Fuck nomads.

[X] [Main] War Mission - Northern Nomads
[X] [Secondary] War Mission - Northern Nomads
[X] [Secondary] War Mission - Northern Nomads x2
[X] [Kick] War Mission
[X] [Kick] War Mission x2
 
[X] [Main] Restoration of Order
[X] [Secondary] War mission - Northern Nomads
[X] [Secondary] War mission - Northern Nomads x2

We need to take out the corrupt assholes as well and hopefully get more anti-corruption social concepts
 
[] [Kick] No

For those not interested in spending stability for war efforts, add the above into your vote.
 
[] [Main] War Mission - Northern Nomads
[] [Secondary] War Mission - Northern Nomads
[] [Secondary] War Mission - Northern Nomads x2
[] [Kick] War Mission
[] [Kick] War Mission x2

this is an important enough decision we should probably ask

@Academia Nut what are you willing to tell us about what doing this entails?
 
[] [Kick] No

For those not interested in spending stability for war efforts, add the above into your vote.
Does the Kick normally need a majority vote? I'm against it. Much as it would be nice to put the nomads back in their place hard enough to get some breathing room, the fact is they don't have much of a place, being nomadic and all. They're not a bug we can squash, more like a swarm of flies to shoo off our lunch, and you can't swat them all.
 
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So...if I'm understanding correctly, Baby Boom is giving us 4 Econ points per turn that we need to use up, lest they overflow and stop the boom?

a) That's awesome, and b) there has to be a way to turn that into a Zerg rush.
Sorta. We have several actions that can give us more econ slots. That's part of the reason why I'm pushing for the Dam- it gives us more econ slots.

Does the Kick normally need a majority vote? I'm against it.
Yeah, it requires a majority of those voting for the War Mission to also vote for it. Voting "[Kick] No" does absolutely nothing.
 
And we do have RO+PG combo for +1-3 Stability now.
I'd like to point out that, with the new legitimacy cost, RO is actually more expensive than Grand Sacrifice - and both gives less stability and has a chance of failure. We might have a more certain way of raising stability than we did before this turn, but it's actually gotten even more expensive - so we need to be damned careful about when we actually spend the stuff.
 
I'd like to point out that, with the new legitimacy cost, RO is actually more expensive than Grand Sacrifice - and both gives less stability and has a chance of failure. We might have a more certain way of raising stability than we did before this turn, but it's actually gotten even more expensive - so we need to be damned careful about when we actually spend the stuff.
However we can increase Legitimacy through Proclaim Glory.
 
Want me to give you a little primer on "spiritual debate" for pretty much all of history? Go look at the Middle East.
I take significant issue with this- the Middle East was doing fantastic until the pope needed a way to measure the Catholic Nobility's dicks. and even AFTER the crusades, it was doing pretty good until it became one of the sites of the Great 20th Century Dick Measuring Contest.
 
A point of legitimacy is worth more than three econ. That we can recover it is the only thing that makes the action usable at all; it doesn't make it cheap.
We're not exactly gonna be running out of econ with the south about to go into a bloodbath war the hathy either collapsing next turn or re-unifying and the metal workers suffering a crisis and possible war.
 
I'd like to point out that, with the new legitimacy cost, RO is actually more expensive than Grand Sacrifice - and both gives less stability and has a chance of failure. We might have a more certain way of raising stability than we did before this turn, but it's actually gotten even more expensive - so we need to be damned careful about when we actually spend the stuff.

A good point. However, 'fuck nomads' is a good investment, especially to prevent them from sacking Iron Mine and a new Colony (because people thought exposed non-march in a steppe is a good idea?).
 
Military Chief: Can we send military help to the Metal Workers?

Probably not, other than trying to keep the attention of the nomads on you.

I'm sure it's been asked but unfortunately not in a blurb long enough to trigger a thread alert that I remember: Just requesting an estimate of how close we are to dominant on Wine and whether a Secondary on Expand Vineyard would get us there.

Depends on what the Hathatyn do this turn. If they don't survive... probably one more main. If they do, a bit more than that unless they also expand their wine production.

Equivalent chariot tech + better archers + much superior weapons - Hero = orderly retreat

They're being locally overwhelmed and their hero got a minor crit on his war roll. In any other circumstances they would be talking about severe casualties already, and they technically haven't hit the People's territory, this is skirmishes between scouts and in defence of allies who do not have the same advantages.

Just to confirm, the Salt Gift returned no stats, correct? Its entire benefit was given to the allied Eastern Nomads.

2 Prestige.

how do our trade ships not get lost on the water during travel? Do they skate by the shore? Are they actually in open water with no shore in sight at any point in the route? Do they only travel at night, only in the day, or travel on the water in both conditions?

They prefer to skate the shore, but the sailors know enough that if they get lost at sea they just need to keep moving in the same direction for a few days and they will find land and can reorient.
 
[X] [Main] Restoration of Order
[X] [Secondary] War mission - Northern Nomads
[X] [Secondary] War mission - Northern Nomads x2
[X] [Kick] No
Adhoc vote count started by Killer_Whale on Jun 9, 2017 at 12:53 AM, finished with 50348 posts and 42 votes.
 
Right now, Enforce Justice is our best stability-granting option but we have no way of spending the Centralization it gives us.
Aside from that, Improve Annual Festival is actually our best action for raising stability. It's a bad option, but we've lost all our better ones.

Where is Grand Sacrifice? I don't see it on the list of actions for this turn.
We lost it when we lots Greater Good to make Greater Justice. And when we tried to re-acquire Greater Good, we got Centre of Trade instead.
 
We lost it when we lots Greater Good to make Greater Justice.
Ah. That's a shame.

Although I have to think that the combination of Grand Sacrifice and Cosmopolitan Acceptance would be rather...well, unbalanced. Considering that it cost just -2 Stability to throw the Hathatyn into chaos and potentially destroy them as a nation, and we could get that back just by sacrificing 3 Econ...

ETA: We don't want to be one-trick ponies, of course, and go the Lowlanders' route. But that's OK, because taking in refugees with CA doesn't even cost an action, so we'd have plenty of capacity to diversify in the turns where our enemies were in a chaotic shambles.
 
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They're being locally overwhelmed and their hero got a minor crit on his war roll. In any other circumstances they would be talking about severe casualties already, and they technically haven't hit the People's territory, this is skirmishes between scouts and in defence of allies who do not have the same advantages.
Dang, I'm guessing if we didn't help them out previously the Eastern Nomads would have been flattened and added to the horde without so much as a speedbump?
They prefer to skate the shore, but the sailors know enough that if they get lost at sea they just need to keep moving in the same direction for a few days and they will find land and can reorient
Pretty small sea then. Mostly.


We lost it when we lots Greater Good to make Greater Justice. And when we tried to re-acquire Greater Good, we got Centre of Trade instead.
And then was informed that the Xohyssiri no longer have Greater Good since it had evolved to Moloch Calls.
 
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