[X] [Main] Restore Order
[X] [Secondary] Proclaim Glory
[X] [Secondary] Change Policy - Progress

Eh, screw it. Following my dreams! Just one turn, please.
 
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[X] [Value] Spread value (+Hero Generation)
[X] [Main] Black Soil
[X] [Secondary] Black Soil
[X] [Secondary] Black Soil x2
 
They never take into account incoming, only outgoing due to the riskiness of admin rolls. Same thing as the Baby Boom on the last turn of the Tax Crisis.
@Academia Nut Does Temple provide mysticism in addition to religious authority?

If it doesn't their only choices for mysticism gain are study stars and a Main settlement action which will found a new holy site. In such a case they will not increase econ. Well, 1 secondary might, which is still 2 Econ.
 
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[X] [Value] Spread value (+Hero Generation)
[X] [Main] The Census
[X] [Secondary] Enforce Justice
[X] [Secondary] New Settlement - south-eastern Redhills
 
[X] [Value] Spread value (+Hero Generation)
[X] [Main] Grand Palace
[X] [Secondary] New Trails
[X] [Secondary] New Trails x2
 
Perhaps we should send a Salt Gift to the new Hathatyn dude? May convince him to lay off from hitting us.
 
Flippy floppy Whhheeeeeeeeeeeeeeeeeeeee!

[x] [Value] Do not spread
[X] [Main] Restore Order
[X] [Secondary] Proclaim Glory
[X] [Secondary] Change Policy - Balanced
Adhoc vote count started by BungieONI on Jun 11, 2017 at 1:38 AM, finished with 51811 posts and 21 votes.
 
[X] [Value] Spread value (+Hero Generation)
[X] [Main] Black Soil
[X] [Secondary] Black Soil
[X] [Secondary] Black Soil x2
 
[x] [Value] Do not spread
[X] [Main] Restore Order
[X] [Secondary] Proclaim Glory
[X] [Secondary] Change Policy - Balanced
 
Perhaps we should send a Salt Gift to the new Hathatyn dude? May convince him to lay off from hitting us.
It's not happening. We need to horribly murder him and then proceed to maim the corpse so badly the Hatters collapse again.

Oh yes, expect war next turn or possibly the turn after if they stall on the Highlanders. The Hathatyn have a reconquest casus belli on Hatriver and a good chunk of Southshore and pretty much have to use it or risk losing legitimacy and stability.

And then we simultaneously have to ensure the Hatters can't threaten the HK's western while ensuring we gobble up them up while the HK's bogged down against the Xoh.

In other words- it's time to militarily expand whether the thread likes it or not.

[X] [Value] Do not spread
[X] [Main] Proclaim Glory
[X] [Secondary] Restore Order
[X] [Secondary] New Settlement - South-Eastern Redhills
 
[X] [Value] Spread value (+Hero Generation)
[X] [Main] The Census
[X] [Secondary] Expand Economy
[X] [Secondary] New Settlement - South-eastern Redhills
 
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Economy 4 [-1+4]->1 [-1+4]
-Main Expand Warriors -2
-Military losses -1
Econ Expansion 7 [+1-4]->9 [+1-4]
-Main Expand Warriors +1
-Military losses +1

Pretty much expected

Martial 6 (+1) {7}->9 (+1) {9}
-Expand Warriors +3
-Military losses -1
-War Mission cashout +1

Looks about right?

Religious Authority 1->2
-??? +1

Library boosted Religious Authority? Or does it just climb over time from the Temple?

Mysticism 5 (+1) [+1]->6 [+1]
-Library cashout +1

Nothing to see here

Prestige 19->20
-Hero Kill +1

Woo! New Periphery slot.


Trade Status
Resource Status Rivals
Luxuries    
Fine Pottery Minor Xohyssiri
Fine Dye Dominating Hathatyn
Fine Textiles None Xohyssiri, Swamp Folk
Glass Marginal Xohyssiri
Gold Lesser 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
Hathatyn are back in the Dye, Wine, Gold and Silver games.
No change otherwise.

Honour Code (3/3)
We Have Reserves
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, chance of negating Martial (and thus Econ) damage dependent upon Econ strength
Cons: Damage to Martial can carry over to Econ (additional damage from Honour of Elites does not count)
Basically makes things more stable, but we're going to want to keep Econ high...which is basically impossible since Econ goes ups and downs all the time.

Interestingly, the temple in the Sacred Forest was able to render significant aid, as the library had also been partially working on standardizing some of the records of the People, as seen by the shamans, and thus they were able to give a second viewpoint on how many People there actually were, which had significant improvements on actually calling People up for military duty.
Census! Most excellent for managing people!

Beyond that, as more and more militia were called up, it became obvious that adjustments to equipment would need to be made in order to supply the large number of People who weren't very good with bows with decent weapons. Spears were simple enough since they only needed a bit of metal, and when the men were training it was noted that the tendency to huddle up next to each other to provide cover with the longer reach weapons also meant that shields would overlap. They'd sort of already known this, but the tendency to use things like axes and bows meant that these sorts of formations hadn't been well explored before. These groups of spearmen needed special training and handling, but Rulhuthyn figured out how to handle them quickly enough.
And we have formation fighting and shieldwalls! Those are nasty as hell.

Proto-phalanx unlocked.

Combined with the new, longer boats that could carry more men while still being portagable by the entire crew, and Rulhuthyn could get little mobile hard points into the steppes to raise a ruckuss where things weren't expected while his main forces were able to chase down confused elements of the enemy. The enemy fought hard and with skill, but they were clearly both confused by these new developments and with the fact that someone of exceptional skill was now commanding all the warriors of the People.
Nomads: "Wtf hax, how did they get here?!"

We're basically reenacting the Viking strategy. Ship in large numbers of dudes, form shieldwall, then unleash the chariots to do an hammer and anvil.

Thus it was that when Rulhuthyn took the field one season, isolating and annihilating a dense packet of raiders, he was rewarded with a grey bearded man adorned in gold and silver ornamentation worked to look like braids of rope, he knew that he had their king.

The man had been punctured by an arrow in the side and had clearly broken bones, likely from a fall from a chariot after being shot with an arrow. Looking up with only one good eye, the other swollen shut from the fall, the king spat something defiant sounding in his language at Rulhuthyn. For his part, the king just looked down at his fallen foe and said, "I know not the glories of your ancestors, but you shall not add to them here. I shall snuff out your life, strip your ornaments to give to the widows you have made, and bury your naked corpse in an unmarked grave."

The nomad king attempted to spit, a wad of bloody drool still attached by a line of saliva not making it further than Rulhuthyn's feet. Rulhuthyn responded by slamming his axe into the man's skull, splitting it open.

Hero slays hero!
+1 Prestige
Die Forgotten!
"Hey, king?" One of the warriors who had been nearby asked, causing Rulhuthyn to glance over at the man in curiosity over what was so important.

"Yes?" The king demanded.

"What was all that about 'glories of your ancestors'?" The man asked.

The king blinked a few times before he said, "You know, how when your ancestors fall in glorious duty to the People how you need to keep those deeds and traditions alive, to inspire the next generation?"

The warrior looked back at him somewhat blankly and then said, "No... no, I mean, I know that falling in battle or service to the People otherwise is a good thing for the afterlife..."

"Really? I thought they had that in the south?" Rulhuthyn asked incredulously.

The Carrion Eater who had showed up to begin the task of cleaning up the enemy corpse said, "The issue was reviewed by the temple but it never quite came up. The differences weren't considered a major sticking point."

"Huh," a couple of people all noted at that.

The Stallions developed a fused version of Honourable Death, Ancestral Deeds
[] [Value] Spread value (+Hero Generation)
[] [Value] Do not spread
We noticed this value in the Stallion Tribes some time ago. It was contributing to the nepotism and noble family problems.

Probably not make the associations even MORE factionalized. Heroes are nice but the system is better

Elsewhere, the other half of the nomads were held back but were not ultimately stopped, the son and now new king clearly enraged by the increased brutality he subjected anyone he caught to, but after a season of that the nomads disengaged completely... which probably meant that they were going looking for reinforcements and would probably be back.
Great they'll be back.

Discussion with the now heavily reduced Metal Workers revealed that they had also been deliberately targeting the smiths for abduction, and given the use of metal tools it seemed possible that they had a vassal or ally somewhere in the north with at least metal working capacity and quite possibly a mine somewhere.
With bronze. They have copperworkers to the north.

The Metal Workers also opened to the fact that they had a single, tiny tin mine and had been telling everyone to the south and west of them who they didn't consider a threat about the ore to try and bring more in.
Ah yeah, THAT is the chokepoint for bronze. There just isn't much Tin around.

Down south everyone had locked horns with the Highlanders, who were taking on all comers, although how long that could last was anyone's guess. At the very least they would probably lose some of their gains in the west, opening up the Hathatyn Restorers to continue down the river and begin attacking Hatriver... eventually.
Highlanders maintained the tarpit for now. Lets hope it sticks.

New Settlement - There are a few new sites that could have new settlements placed on them: northern Blackriver, south-eastern Redhills
* S: +1 Econ next turn, increases number Econ Expansion depending on environment
* M: +1 Econ and +1 Mysticism end of turn, increases Econ Expansion
We'd need this to refuel the slots now. Getting kind of tight with the baby boom.
Restoration of Order - The people are uncertain, and into that uncertainty bad behaviour can flow. Send in the warriors to reassure people and root out corruption and dissent, restoring the proper function of the People, at the cost of disturbing their confidence that the king has their best interests at heart. Max Stability: Legitimacy-1
* S: Gain 0 to 2 Stability at a cost of -1 Legitimacy
* M: Roll twice, take best result
* modified by Administrative skill
Desired, but this king isn't very good at it.

Library - Any location with a temple and/or True City status can have a library, with each {S} committed consuming 2 Art and 2 Mysticism for 2 progress. Completion grants Mysticism, every 2 libraries past the first increases the Mysticism refund by 1. Valleyhome (0/4)
Libraries grant Mysticism now, and they stack for Mysticism refund!
At 3 libraries, Blackbirds and Carrion Eaters are basically free.
The Census - How many People are there anyway? (4-6? action commitment, -2 Mysticism per action) [Reserves + Library]
Under current Policy + Main, the Census will cost 6 Mysticism(taking us temporarily to 0), and refund 3 Mysticism next turn, The Provinces will then expand economy/Study Stars to make up.

Very useful for managing our increased population all around, and we can finish it by next turn.

The Games - Physical competition and prowess are becoming a popular pass time and way for warriors and militia to train. Could a special festival be founded to celebrate this? (4-6? action commitment, -1 Mysticism and Art per action, 2 Econ total commitment) [Elites]
Under current Policy, we'd spend 4 Art and 4 Mysticism, refunding 4 Mysticism next turn. No actions wasted.
We cannot currently afford any other megaprojects.
 
If it doesn't their only choices for mysticism gain are study stars and a Main settlement action which will found a new holy site.
That's a good point, they might combine with the [Secondary] New Settlement to make it into a [Main]. Still leaves an Expand Economy.
The new settlement may result in Valleyhome no longer being a True City.
Not under my plan unless it gives +7 econ slots (previous ones gave ~+4 IIRC)

Currently at:
Econ Expansion 9
-4 from Baby Boom
-2 from province actions (minimum)
+1 from True City
Leaves it at 5, and lets us have up to +6 econ slots and still keep the city.

[Main] The Census
[Secondary] Enforce Justice
[Secondary] New Settlement - south-eastern Redhills
Provinces:
[Main] Megaproject (The Law)
[Secondary] Study Stars
[Secondary] Combine with king's New Settlement
[Secondary] Expand Economy
 
[X] [Value] Spread value (+Hero Generation)

[X] [Main] Restore Order
[X] [Secondary] Proclaim Glory
[X] [Secondary] Change Policy - Balanced

I am not sure it will encourage nepotism to a significant degree, so it's probably worth it.
Plus, Honourable Death is Tier 1 value, so it's worth evolving.

As for other actions...well, we need Stability and to recover economy.
@Academia Nut , would sending Salt Gift to Metal Workers help them recover?
Would sending it to Highlanders help them in their war?
 
[X] [Value] Spread value (+Hero Generation)
[X] [Main] Black Soil
[X] [Secondary] Black Soil
[X] [Secondary] Black Soil x2
 
Gain +1/3 of Econ as bonus Martial, chance of negating Martial (and thus Econ) damage dependent upon Econ strength
Holy shit. It's time to go full Soviet Russia, boys.

[X] [Value] Spread value (+Hero Generation)

While it has some non-trivial downsides, I am getting the feeling we're approaching the point where any lack of a Heroic leader will condemn us to a spiral of collapse.
 
That's a good point, they might combine with the [Secondary] New Settlement to make it into a [Main]. Still leaves an Expand Economy.

My calculus is like this: 4 province actions: 1 main via law = 3, 1 main settlement = 1, 1 action = study stars.

For later reference, our potential mysticism-gaining actions:
Temple - Progress listed below, each {S} committed consumes 2 Econ and 2 Art for 2 Progress. Completion increases Religious Authority

Study Stars - What secrets do the heavens hold when you study the stars and their motions carefully? 10 Uses, 4 Uses in a Row
*S: +1 Mysticism, tiny chance of new insights
Cannot be used as a Main action

New Settlement - There are a few new sites that could have new settlements placed on them: northern Blackriver, south-eastern Redhills
* S: +1 Econ next turn, increases number Econ Expansion depending on environment
* M: +1 Econ and +1 Mysticism end of turn, increases Econ Expansion
 
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