[X] [Recruit] Mass recruitment (+6 Martial, -2 Econ, -2 Econ Expansion, -2 Centralization, additional effects)
[X] [Strategy] Drive them south-east
[X] [Library] Evolve a random value other than Love of Wisdom
[X] [Boats] Increase size while maintaining portability
votes closed
 
kinda worried about this phrasing. did we double up on bad options? did we double some goodness? is it just a reference to the Two nomad heroes? the suspense is killing me!
Double feature

"double feature" in British English
See all translations
double featurenoun [ C ]

UK /ˌdʌb.əl ˈfiː.tʃər/ US /ˌdʌb.əl ˈfiː.tʃɚ/

the showing of two different films, one after the other, in a cinema

So replace cinema with day and film with update and he means two updates.

He's spoiling us! Eeeeeeee! *hands to cheeks* He's so nice.
 
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Diplomacy 5 [+4]->9 [+4]
-Saltern +2
-Center of Trade +2

Economy 4 [-1+4]->4 [-1+4]
-Baby Boom +4
-Plague -2
-Blackbirds -1
-Library -1

Econ Expansion 6 [+1-4]->7 [+1-4]
-Baby Boom -4
-Plague +1
-Blackbirds +1
-Library +1

Overall mostly as expected, but we seem to be missing some refugees here?

Martial 6 {8}->6 (+1) {7}
-Blackbirds +2
-War Mission -2
Stallion Martial 8

Win some, lose some, stay balanced all the same.
Bloody nomads

Stability 1->-1 (anxious)
-Political Chaos -1
-Plague -1(?)

You know, funny how whenever we suffer political chaos we land a hero immediately.

Centralization 4->3

It's all good. We know the Centralization Yellow floor is 1 now, and the Yellow roof is probably still 5 from before.


Art 7->4
-Library -3

Nothing to see here.

Mysticism 8->5 (+1) [+1]
-Library -3

Noting that we basically got the Mysticism equivalent of the True City bonus, we can basically spawn Secondary Blackbirds for free now thanks to this.
AND since the Library removed the tax from Mysticism, it's going to grow on it's own now.

Prestige 18->19
-Fucked Nomads +1

Up it goes

Trade Status
Resource Status Rivals
Luxuries    
Fine Pottery Minor Xohyssiri
Fine Dye Dominating Hathatyn
Fine Textiles None Xohyssiri, Swamp Folk
Glass Marginal Xohyssiri
Gold Minor trading Hathatyn, Metal Workers
Silver Leading Hath, MW, Xoh
Salt Dominating None
Wine Leading Hath
Strategic    
Copper Significant Hath, Highlanders, Thunder Horse, MW
Bronze None Non-traded
Tin None MW (in), TH (in), Hath (in), HK (in)
Iron Non-traded dominant None
Cultural    
Pilgrimage Significant Thunder Speakers, Xoh

No change in trade goods other than the Highlanders buying up Tin. Wonder who makes the stuff anyway.

Entertainers
Amateur group activity
Non-caste semi-specialists
Curious that the trade associations hadn't realized that they could abuse Splitting via Entertainers very easily yet.

The Library
A fantastical collection of scrolls and tablets, this preserves the wisdom of the ages and ensures that not all things must be relearned by each new generation. Whenever spending mysticism, gain +1 mysticism the next turn. Can now build libraries as extended actions.
This is basically the equivalent of True City for Mysticism. Since Mysticism costs tend to be cheap AND we have passive Mysticism income, maxing it would be easy.
[X][Main] More Blackbirds
[X][Secondary] War Mission - Northern Nomads
[X][Secondary] War Mission - Northern Nomads x2

Provinces – Meagproject x3
Stallions – [Main] War Mission – Northern Nomads x2
Western – [Main] War Mission – Northern Nomads, [Main] Survey
Hatriver – [Main] Build Dock, [Sec] War Mission – Anti-Bandit, [Sec] Expand Forests
Greenshore – [Main] Build Dock, [Main] Expand Econ
That's 4 War Missions on the Nomads.
And the Western Wall sent surveyors along with their warriors.
Lots of docks too, so we're making good progress on coastal trade power.

The king was dead. Long live the king.

Rulhuthyn sat in his tent upon the steppe, sunk into his chair in a melancholic moment. A deep frustration had overcome him since he had been declared king. There were moments that he had considered the idea as something due to him, but he was far happier to serve his own local tribes. And he hadn't wanted it to be like this.

The warm rains had remained, but they had taken a bitter turn in recent years, the timing just right to promote the growth of biting insects. The People tried to control it, but sickness had broken out in the core territories. The king fresh from inheriting from the great Gonwyllmyn and then the heir had passed away far too close together, leaving political gygo and madness. Many had fled the core territories for places like the Western Wall, which had blunted the worst of the disease spread, but it had still done considerable damage. And seeking someone who could be held up as a beacon of the People, someone who could hold up one of the few matters of success in recent times, and thus the young chief from the Stallion Tribes who had held the nomads at bay had been selected as the man for the job.

Western Wall Colony Absorbs 2 Points from the Baby Boom to shield it from disease uptick
Political chaos! -1 Stability, -1 Centralization
King is now Heroic Martial, Good Diplo, Below Average Admin
Freaking dice gives us a bunch of fun. That looks like a True City spawned disease. Not sure which bug disease though. Theres too many.
Rulhuthyn was good at his job of leading men to victory, but he knew that in large part that was because the nomads had realized quickly that the People were going to be a hard target to fight and were not throwing their primary strength at them, preferring to hit softer targets like the disorganized Metal Workers and the distracted Thunder Speakers, one section lead by the father, another by the son, both of whom had proven themselves brilliant leaders capable of smashing everything that they came into contact with. While they had lost a considerable number of their warriors fighting the People, they had also glutted themselves on the herds of the eastern nomads, and seized the weaponry of the Metal Workers and Thunder Speakers. Refugees poured in from the steppes, and while they were welcomed they also brought with them fear and unease from their situation.
-Northern Nomads -> Eastern Horde + Western Horde
-Eastern Nomads -> Running away after getting wrecked. Hopefully they'll still be friends when they come back.
-Thunder Speakers - Wrecked, looted for bronze.
-Metal Workers - Wrecked, looted for bronze

Bloody father and son hero pairs.
It seems that our aid had done JUST barely enough to avoid a total disaster on the friendly sides, because they'd have folded like paper otherwise.

Rulhuthyn knew that he could beat these bastards before they inflicted too much more damage, but he needed more men. The Stallion Tribes were doing well, but it wasn't enough. He would have to draw upon the enormous reserves of militia and yeomanry to get enough for what he needed to make this a death blow, but when he had asked the advisors how to accomplish that, the news had been... not great. They could do it, but considerable
amounts of authority would have to be shifted from the king to the lower level chiefs in order to get the coordination done. A smaller recruitment could be made at less overall cost, but what they really needed was more chariots, but it would just take too long to build them and train the drivers and archers.

More dudes
[] [Recruit] Mass recruitment (+6 Martial, -2 Econ, -2 Econ Expansion, -2 Centralization, additional effects)
[] [Recruit] Smaller recruitment (+3 Martial, potential additional effects)
[] [Recruit] Focus on the next generation (+4 Econ, -4 Expansion)
Looks pretty clear that the additional effects are all Quality of it's own evolutions chances?

The big question was however how to best deal with the situation on a strategic level. At that the new king was entirely uncertain as to what the best course was. From what he could figure out, he had three viable strategies. The first was to focus efforts to the north and attempt to keep the two largest masses of the hostile nomads from linking back up. It would spread him thin, but he could afford that far more than the nomads could - especially if he got more warriors. The big problem was that it would leave the nomads free to further loot the Metal Workers or even vassalize enough villages to give a constant supply of metal tools, which would be bad. Which lead to the second major strategic decision, which was to focus on the west and attempt to relieve the Metal Workers. Bringing the majority of his forces to bear on one half of the nomads would give him the possibility of crushing them and reducing the loot they were gaining, but it would also weaken defences in the east, especially if they didn't drive the western enemy off quickly and decisively. Finally there was the possibility of attempting to drive the nomads into the Thunder Speakers - they couldn't afford to leave the west uncontested so they couldn't exactly focus on the east, but if they could maneuver just right they could maybe even get the nomads to realize that there was more plunder past the pass and run into the lowlands.

General strategy
[] [Strategy] Hold the center
[] [Strategy] Relieve the west
[] [Strategy] Drive them south-east
Hmm, maybe we'd get lucky on the Western side and break them entirely so that the Eastern side looks for better pickings?

The last option was incredibly dangerous, but it might be the smartest move long term if it worked, because the Highlanders weren't doing so hot in anything but war, and even then that was only really getting them to a stalemate with the rest of the lowlanders. Worse yet, while more than one city in the Hathatyn had been straight up abandoned because they couldn't maintain enough order to feed themselves, at least one in the south had managed to hold on and was rapidly reconquering territory. They would undoubtedly want revenge on the Highlanders first, and then the People. If the nomads were in the lowlands the old war between the Thunderers and the Highlanders would probably be on hold, giving the Highlanders breathing room, and thus hopefully stalling the retaliation from the Hathatyn until after the People were no longer focused in the north. Still, it was a remarkable gamble, and even with his experience Rulhuthyn was uncertain if he could pull it off against the forces arrayed against him.

A/N: List of civs with Martial heroes
You: 1 king
Northern nomads: 1 king + 1 heir (AGAIN, and entirely naturally!)
Hathatyn: 1 king
Highlanders: 1 king
Seriously. The dice were weird again this turn
And an age of heroes indeed. If the Nomads DO realize they can go through the Thunder Speakers the Xohysirri without their own Hero is going to be fucked SO HARD.
 
Economy 4 [-1+4]->4 [-1+4]
-Baby Boom +4
-Plague -2
-Blackbirds -1
-Library -1
We got refugees from the nomads that were our friends, and it wasn't +4 boom, then -2 to plague, it was +2 from boom, with the other half directed to the colony, so its:
Baby boom +2
Refugees +2
Blackbirds -1
Library -1
True City -1
War mission Quality loss -1
There's AN quotes for the refugees and the war mission loss, but i'm busy and dont want to find them right now :p
Econ Expansion 6 [+1-4]->7 [+1-4]
-Baby Boom -4
-Plague +1
-Blackbirds +1
-Library +1
Again, not how the plague works...
Baby boom -2
blackbirds +1
library +1
True city +1
Refugees...didn't take expansion? I think AN just messed up on that front, honestly?
Stability 1->-1 (anxious)
-Political Chaos -1
-Plague -1(?)

You know, funny how whenever we suffer political chaos we land a hero immediately.
Again, refugees; that's actually how we got the WoG about the refugees in the first place, someone asked where the second stab hit came from.
Prestige 18->19
-Fucked Nomads +1
Err, no--we built a megaproject this turn, which has always given prestige :p
 
Econ Expansion 6 [+1-4]->7 [+1-4]
-Baby Boom -4
-Plague +1
-Blackbirds +1
-Library +1
Did you bork the math here or are you thinking about the refugees, because as is we should be at 5 and not 7.

We also got refugees from the Eastern Nomads who are our friends, which I think is the stability hit.
 
Trait evolution commentary.
E: Need to better explore how the semantics rather than functional aspects could change, though.
Divine Stewards
Through the blessings of the spirits and the efforts of the People, the land is reshaped, and its management and protection is a good above all others. No effort is to great when it comes to the stewardship of the land.
Pros: Bonuses to all actions relating to land management, bonuses when fighting on own terrain, additional Econ and Stability whenever completing a land management type Megaproject, may spend Stability to double the effort of megaprojects and in defensive wars
Cons: Additional strife caused by deliberate environmental disruption unless it is for the long term betterment of the land, or loss of territory to others
General Comments:
Clearly rooted in an environmentalist philosophy and regard for nature, balanced by an emphasis on land management and "stewardship."

Functional Points:
-Bonus to all actions relating to land management
-Bonus when fighting on own terrain
-E&S bonus when completing land management megaproject
-Kicker
-Strife as a result of non-net positive environmental disruption
-Strife as a result of loss of territory

Potential Changes:
-Bonus to land management increased to a bonus to all management or knowledge of the land, i.e. bonuses to survey and study actions related to the land (i.e. Tailings but not Metal).
-Bonus to fighting on own, neighboring, or similar terrain.
-E&S bonus increased from land management to all ecological/spiritual actions.
-Kicker applicability increased in scope
-Kicker decreased in cost (i.e. to a chance of loss)
-Strife mitigated/delayed

Greater Justice
Justice exists for the good of all, protecting the community from the depravity of those who would do it damage.
Pros: Justice is a community objective that can be served through the careful application of punishment
Cons: The needs of the many can outweigh the needs of the few
General Comments:
Justice with an emphasis on community benefits, protection from harm, and punishment.
Functional Points:
-Justice is a community objective
-Careful punishment
-The few can be harmed for the benefit of the many.
Potential Changes:
-Justice as both a community and individual objective
-Remediative/preventative punishment or community actions (i.e. increased emphasis on charity/kindness/etc. to forestall crime)
-Mitigation of harm to few

Cosmopolitan Acceptance
The People see not outsiders but fellow humans in need of assistance, and are always willing to offer aid, knowing that even when friendship is uncertain the act of offering is a cleansing one.
Pros: Enhanced absorption of new ideas, +1 social value from current or historical neighbours, whenever a neighbour suffers a stability drop have the option to also suffer a stability drop in exchange for a large boost to Econ and technological and social advancement by absorbing especially large numbers of people, the first Econ boost a turn only has a chance of causing a stability drop rather than a guaranteed drop
Cons: Many think you weak, no longer have the option to turn away the needy, sometimes you get values you didn't expect
General Comments:
Lack of xenophobia; emphasis on offering friendship.

Functional Points:
-Enhanced absorption of new ideas
-+1 social value from current or "historical" neighbors
-Can take in Econ and advancements by absorbing especially large numbers of people
--First econ boost as a result of this only has a chance of causing a drop
-Makes people think we're weak
-Must take in some amount of people

Potential changes:
-People don't see us as weak.
-Starts being able to pull social values from actual historical neighbors (ties in with library, actually)
-Number req. to get advancements decreased
-Decreased stability drop
-Increased amount of people required

Symphony
All have their part to play in this world, be it their interaction with each other or with the spirits. When all the parts of a group are moving in accord, the result is greater than the sum of the parts.
Pros: Bonus to collective action, spiritually and ecologically harmonious actions, and to concerted efforts
Cons: Disharmony is to be corrected, require casus belli to declare war

General Comments:
Emphasis on collective action and accord, bonuses as a result.
Functional Points:
-Bonus to collective action
-Bonus to spiritually and ecologically harmonious actions
-Bonus to concerted efforts (somehow different from collective action, maybe means over time rather than all at once??)
-Disharmony is to be corrected
-Require casus belli

Potential Changes:
-Decreased requirement of size of collective action
-Increased scope of collective action
-Harmonious martial actions get a bonus
-Added emphasis on creating harmony where it did not exist (i.e. evangelizing or stability restoration)
-Added emphasis on getting along/increased xenophilia
-Collective actions w/ negative aspects have negatives decreased
-Gets rid of casus belli req.

Honourable Death (Spiritual/Honour)
Death in service to the People and the spirits is the best death of all, removing the fear of death from the truly honourable.
Pros: Warriors fight harder, losses in battle are less disruptive
Cons: Seeking a good death, and the means to achieve it, becomes desirable
General Comments: Death in service is good and honourable; dying in such a manner is not a thing to be feared, but a chance to be treasured.

Functional Points:
-Warriors fight harder
-Losses in battle are less disruptive i.e. lowered stability loss?
-People look for "a good death" and try to achieve it

Potential Changes:
-A good life becomes equally important
-Shift toward non-martial death? I.e. martyrism?

Love of Wisdom (Maxed development)
The People have learned not just to be aware of the world around them and to follow the patterns they see, but to also carefully test the patterns to see if they are actual patterns or just coincidence.
Pros: Significantly improved use of study actions and innovation rolls
Cons: Can question social foundations
General Comments: Pay attention to stuff, study the result.

Functional Points:
-Improved use of study and innovation actions
-Can question social foundations

Potential Changes:
-Atm not applicable.

Quality of It's Own
The People are well served by having a large contingent of warriors, although these warriors are also drawn in part from the labouring classes, such that losses can negatively affect productivity
Pros: Gain +1/3 of Econ as bonus Martial
Cons: Damage to Martial can carry over to Econ (additional damage from Honour of Elites does not count)
General comments: Numbers are rad; who has a lot of numbers? the proletariat.
Functional Points:
-Gain 1/3 of Econ as bonus Martial
-Damage to martial can impact econ

Potential Changes:
-Increased amount of Econ as bonus martial
-Decreased overflow of martial
-Minimum bonus in addition to proportional bonus
-Decreased impact of martial loss
-Increased respect toward labouring classes?
-Scope increased to include rest of society?

Honour of Elites
The perfection of a skill in service to others, particularly martial skill, is among the highest achievements a person can have. Of course, who can afford to achieve perfection is not always even...
Pros: Increase Martial gain from raising elite units
Cons: Increased potential Martial loss in fighting, increased social stratification
General Comments:
-Excellence in service is cool, especially if it's martial. If you can't achieve excellence it's less cool.

Functional Points:
-Elite units get more martial
-Martial loss increased
-Social stratification.

Potential Changes:
-Scope increased from martial to other things.
-Emphasis on balance rather than "a skill"
-Emphasis on balance rather than "perfection"
-Increase gain in regard to other areas, e.g. increase diplo from trade good actions, increased mysticism/results from study actions, etc.
-Decreased martial loss
-Decreased social stratification

Lord's Loyalty
The ties between the People bind tight, and while this increases the obligations of the superior, it also makes the subordinate more likely to listen.
Pros: +1 Subordinate States, subordinate states less likely to break away
Cons: Minimum force commitment in defence of subordinates and allies increased one step, worse consequences for failure to assist
General Comments:
You take care of me; I listen to you.

Functional Points:
-+1 Subordinate states
-Subordinate states less likely to break away
-Minimum force commitment increased
--Worse consequences for not fulfilling

Potential Changes:
-Increased subordinate states
-Decreased likelihood further decreased
-Institutes a required tithe/backflow from subordinates
-Emphasis on debt toward lowers decreases social stratification? Decreases corruption?
-Loyalty increased from solely vertical to both vertical and horizontal.
 
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-Bonus to concerted efforts (somehow different from collective action, maybe means over time rather than all at once??)
It means when the state and the provinces do the same action. For example, if we did Main Great Palace and one or more of the provinces also did Great Palace, we'd get a concerted effort bonus.
 
It means when the state and the provinces do the same action. For example, if we did Main Great Palace and one or more of the provinces also did Great Palace, we'd get a concerted effort bonus.
But that's collective action.

Concerted effort sounds like something over time through a long and tough labor.
 
concerted
  1. 1a : mutually contrived or agreed on a concerted effort a concerted agreementb : performed in unison concerted artillery fire The slowdown was a concerted action by the workers.
  2. 2: arranged in parts for several voices or instruments The concerted pieces were interspersed with solos.
    collective
  1. : denoting a number of persons or things considered as one group or whole flock is a collective word
  2. 2a : formed by collecting : aggregatedb of a fruit : multiple
  3. 3a : of, relating to, or being a group of individualsb : involving all members of a group as distinct from its individuals a collective action
  4. 4: marked by similarity among or with the members of a group the collective interests of the town
  5. 5: collectivized or characterized by collectivism collective farming collective communities
  6. 6: shared or assumed by all members of the group collective responsibility the collective opinion of the staff collective guilt
There might be a semantic difference. The one I can think of is that collective sort of emphasizes action by a uniform group whereas concerted emphasizes action by a heterogenous group, but honestly there is otherwise no difference visible to me at this point in time.
 
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Maybe Concerted effort refers to different action that help each other like doing study forests and expand forests on the same turn will get a boost and our trait ups that boost a little bit?
 
Maybe Concerted effort refers to different action that help each other like doing study forests and expand forests on the same turn will get a boost and our trait ups that boost a little bit?
This makes a lot of sense. So does doing the same actions over time, i.e Megaprojects on megasupport policy.

Also @Umi-san I think your point right here is a very interesting one.
-Loyalty increased from solely vertical to both vertical and horizontal.

This looks like a very likely thing to happen, because Lord's Loyalty may "ping" off Symphony and CA and go this way, or it may combine with Symphony and expand that way.


Also Umi in this vein, you may wish to examine how these traits can intermingle. The "ping" idea I bring up, where the evolution of a Trait is influenced by another Trait we have. I am not sure this is a real thing, but note the similarity between Symphony and CA.
 
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But that's collective action.

Concerted effort sounds like something over time through a long and tough labor.
AN said that that's what concerted action was. Collective action is basically anything that relies on large numbers of people working together and we benefited from that collective action bonus before provinces were even a thing.
 
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