Oooh. You meant a rise in sea level or otherwise flooding of the area. Well, the article you've linked there says that they believe what happened was due to the Mediterranean breaking into the Black Sea to cause the catastrophic flooding (Edit: Okay, they argue about that, but the flooding would be caused by a breach of the Mediterranean). This pretty much rules that out for us as it's already happened.

So no, if Crimea was there, we'd know about it. I will say that the deep water version of the map does look a lot more like our version though.
Agreed.

Unless, of course, it turns out to be a whim of AN. It does look a lot like our coastline.
 
Look back during the time when we were at war with them. Not sure which of the updates said they practice cannibalism, but they totally actually did. They probably still have the value that lets them eat humans, it's just that recent times have meant that it's more efficient to keep their people alive than to eat them.
I can't find any mention of cannibalism from <Welcoming the new> to <Understanding the scourge> the time period, with some extra, for when we were fighting them.


So what nations have a definitive higher population then us other then the not-Egyptians?
AN has said that no one in our region that we know of. We are probably equivalent to the Thunder Horse/Xohyssiri Empire.

On further thought I wonder how much the Trelli have. Maybe equivalent? Probably not, not enough space.

E: You have to be shitting me, we went longer than an hour without a post? What blasphemy is this?!
 
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Yes. Total war/commitment to war with kicks.

Atm the max possible is 2 king main and 3 province main actions + 5 kicks.
Probably people sleeping?

Unrelated: Which Button does your signature refer to? Total War?


Think: EXTERMINATUS! For the Button.

We can throw 2 King Mains + 3 Province mains + 2 Stallion Mains + 2 Western Wall Mains against the Nomads + 5 Kicks which double the thing kicked(count as a Main basically).

So 14 Main War Missions. The Death Korps of Krieg are an excellent example of what this all means: Kill them, salt the earth and birth a wasteland, through sheer weight of bodies.
 
Ah, so the Thunder Speakers have it now?

But the Xohyssiri are reluctant to build outside their capital and the Thunder Speakers can't replicate it.

Wonder if we could have found natural wonders via Surveys but didn't really try :V
I guess if they already had their own beliefs they might not BELIEVE in the giant spirit or something. Think they need to ward it away and keep it trapped in the earth instead of trotting it out for visitors.
 
Did you know that the original Kipling poem was set to music by Leslie Fish?
 
Ah, so the Thunder Speakers have it now?

But the Xohyssiri are reluctant to build outside their capital and the Thunder Speakers can't replicate it.

Wonder if we could have found natural wonders via Surveys but didn't really try :V

Maybe if we take over their land after the Thunder Horse crush their feeble rebellion again we could make use of it.
 
Now that sounds both plausible and good for us
I mean, considering we killed said nomad's dad, i can't imagine that sort of alliance was possible without some sort of agreement against us. Perhaps "we'll help you for a generation then you give us a shitload of bronze so we can go avenge my dad" or the like?
 
Patronage
[X][Curr] Yes, in Valleyhome
[X][Horse] Openly allow but regulate it (-1 Religious Authority, potential stability loss)
[X][Infra] Build aqueduct in Sacred Forest (-4 Econ, +4 Econ Expansion, increased True City threshold)
[X][Hero] Provide sponsorship (Main Study Tailings under Mystic Hero, possible Legitimacy loss, possible Religious Authority loss)

Rulhuthyn authorized many projects as king, and while the tokens project got off to a promising start, nothing was quite as controversial as his decision about the young men who were hopping on the backs of horses.

"While my initial reaction is one of disgust, and that the perpetrators will be punished for their unnecessary cruelty, in reflecting upon the overall situation I ended up asking what the first man to hitch a horse to a chariot might have done wrong. Furthermore, while prostitution is greatly looked down on in the north, the laws of the People allow it with certain restrictions and requirements, and the shamans tell me that disease is a much greater problem in the north than the south because of it, so I am left to wonder at whether simply banning things is the right way to do things. While I would prefer young men not to do reckless and stupid things, as someone who was not only a young man once but who became king doing young man things, I find that this is unlikely. So, do we force that stupid creative energy into finding new ways of causing a ruckus that we have no way to account for, or do we find a way to collar that energy? I say that youngsters attempting to see how long they can stay on a horse's back in a setting where injury to both man and horse can be minimized is far superior to young men going out and dueling each other or making trouble for their neighbours. As such, I propose that we take these cruelties and rework them into appropriate games of prowess," Rulhuthyn explained to the council, and while there were obviously those that objected, there were others who seemed to consider his words to have actual wisdom behind them.

However, one of his other decrees, much quieter and essentially slipped into the background, turned out to complicate his life more than others. Arranging resources for Lolwyna to perform her studies proved remarkably straightforward, but somewhere along the lines things got complicated. Rulhuthyn wasn't entirely sure if he had ever given off the impression that his patronage of Lolwyna's work was dependent upon her personal interest in him, and to be honest he wasn't sure if such an impression was unintentional or not, but at some point she had decided to either show her appreciation or secure his support more thoroughly. He had risen through the ranks too quickly to have accumulated many wives before becoming king, at which point he found himself in the south where powerful men having more than two wives was considered a bit greedy and disharmonious and he had stuck with his wife... who had passed away in childbirth shortly before he met the strange priestess. Was it loneliness, lust, or the fear of the unknown becoming the arousal of power? He knew not, and Lolwyna seemed more interested in her own studies and keeping him interested than in helping him sort out his own conflicted emotions.

Still, passions soon lead where they are wont to, and Rulhuthyn discovered that Lolwyna's genius did not extend to motherhood. She might have the highest grasp of the transmutation of one material to another via the processes of terrestrial and celestial spirits, but she was a profoundly negligent woman towards their daughter. Her work consumed her, and when pressed upon the existence of her child she could only shrug and say, "It was not my desire that brought her forth." Her attitude at once infuriated Rulhuthyn, but at least half of his fury was directed at himself. All the things that had made him captivated with Lolwyna's existence were all the reasons she could not be both Lolwyna and a good mother, and all the reasons her attraction to him was merely a reflection in obsidian.

What to do with little Rulwyna was a prickly question for Rulhuthyn, as her presence was the sort of thing that made his life harder because she made it clear to all that he had been providing unfair support to a subordinate because of a personal relationship. Not enough to have anyone really question the authority of the king, but definitely enough for the various factions on the council to have leverage over him. His daughter needed care, and he wasn't sure if he was strong enough to actually give it to her. Hurling himself into battle was one thing, letting everyone know he was the sort of fool who thought with his prick that the People prayed to Mathulmyn not to afflict them was something else entirely. He had family back in the north - a surviving adult son actually - who could raise her as he had been raised... but then again if she had any of her mother's spirit she would probably end up in conflict with everyone around her, and if she had any of his spirit she would probably win. Lolwyna had family in Valleyhome, artisanal folk as far as he was aware, who could definitely take her in. Or, he supposed that if she had some of her mother's spirit her being raised among the priests of Sacred Forest they might be able to teach her all the things her mind would be liable to be hungry for.

Or maybe he could get over himself and raise her properly?

What will the king decide?
[] [Child] To the North
[] [Child] Family in Valleyhome
[] [Child] Priests in Sacred Forest
[] [Child] Actually be a proper father

Of course, that last one would be most difficult as reports were already coming in from the south of the Hathatyn Restorers making contact with territories controlled by the People and demanding support and tribute. Raids and skirmishes were already flaring up, so war there was now inevitable. Meanwhile in the north there were reports of nomadic groups moving back within scouting range, but they were also acting oddly. No one was quite sure if they were the same group that had left for the north a generation ago, but while not yet hostile they certainly didn't appear to be friendly.

It seemed that everyone had to fight at least two other groups these days.

Art Patronage - Wealth of the first and second kind can be used to create wealth of the third kind to the benefit of all
* S: -1 Econ, +2 Art
* M: -2 Econ, +3 Art, +1 Prestige, potential innovations

Black Soil - There are many places that could benefit from further black soil, but making more is starting to take up more resources than it is currently returning
* S: -1 Econ, chance of +1 Econ next turn, +2-3 Econ Expansion
* M: +2-3 Econ Expansion
* used 3 times

Build Chariots - The vehicle of the elite, chariots are the most effective way of waging war the People know.
* S: -1 Econ, +2 Martial
*M: -2 Econ, +4 Martial

Build Docks - With large numbers of ships being built, a new place to store them all, the goods they bring in, and a place to build them might be a good idea
*S: -1 Econ, +1 Diplo, increased trade power
*M: -1 Econ, +1 Diplo, increased potential for new innovations, increased trade power

Build Glassworks - A new material discovered recently, new luxuries and trade goods could be made from relatively cheap materials
*S: -1 Econ, +2 Diplomacy, small chance of new innvoations
*M: -1 Econ, +2 Diplomacy, increased chance of new innovations

Build Wall - The practice of building city walls has reached new heights with access to superior tools making the cutting of stone simpler (60% light walls, 30% significant walls, 10% massive walls)
*S: -1 Econ, +5% light walls
*M: -2 Econ, +5% significant walls
*2M: -4 Econ, +5% massive walls

Build Watchtowers - Stone and brick towers for warriors to sit in and scan the horizon for trouble, these towers can help stave off raids and improve response against attacks. (40% coverage)
*S: -1 Econ, +5% coverage
*M: -1 Econ, +10% coverage

Change Policy - Adjust the current Policy to one better fitting the situation
*S: Change Policy to one of the available ones listed below
Balanced - Takes whatever actions seem reasonable. Expand Economy is considered a Policy action for interaction with other effects
Defence - Builds walls and watchtowers
Expansion - Builds new settlements, expands economy, expands forests, and can even create new provinces
Infrastructure - Extended projects
Megaproject Support - Provinces can spend actions in support of a megaproject
Offence - Can recruit warriors and specialists, can send war actions against declared enemies
Progress - Takes studying actions and art patronage
Restoration - Takes stability improving actions
Spirits - Builds temples
Trade - Sends out trade missions, produce art and luxuries

Enforce Justice - The king is a servant of the law, and he can use the army to remind people of that fact [GJ]
* S: 1 Stability, +1-3 Centralization
* M: 1 to 2 Stability, +2-3 Centralization
* the more settlements with walls outside of the capital, particularly large walls, the less effective this action is
*Max Stability: Legitimacy

Expand Economy - Encourage the growth of food producing activities such as farming, pastures, or fishing, depending on where focus is placed
*S: +2 Econ, -2 Econ Expansion, potential additional effects
* 15 Econ Expansion available (max 15 to keep Valleyhome True City status)

Expand Forests - The People have knowledge of how to regrow and repair forests, which extends to bringing them to places they have never been, with considerable effort. With charcoal now in higher demand, can also provide a sustainable supply (4/5 currently locked up)
* S: -1 Econ, -1 Econ Expansion, grows forest, +1 Econ next turn if in settled territory and controlled
* M: -1 Econ, -1 Econ Expansion, grows forest, +2 Econ next turn if in settled and controlled territory

Expand Snail Cultivation - While now more reliably grown and harvested, the snail domestication has only managed to hold environmental changes at bay rather than increase production. More investment would increase cultivation
* S: -1 Econ, +1 Diplo
* M: -2 Econ, +3 Diplo, potential additional effects

Expand Vineyard - There is a location in Blackriver that is judged an ideal place to grow the small fruits that are favoured for making a particularly potent drink
*S: -1 Econ, -1 Econ Expansion, +2 Diplo next turn
*M: -1 Econ, -1 Econ Expansion, +2 Diplo

Expand Warriors - More men can be inducted into the ranks of the warriors every year and not face major food shortfalls
* S: -1 Econ, +1 Martial
* M: -2 Econ, +3 Martial, potential additional effects

Found Colony - When a province gets too distant, sometimes it is best to grant it additional autonomy so that they can get down to the business of working the land and gathering resources without needing to talk to the king about every little thing. Current Target: None
*M: -4 Econ, -2 Martial, +4 Econ Expansion, founds colony to produce raw resources


Found March - Sometimes you need an extra buffer between you and hostile powers, or a place to stash excess warriors. Current Target: North-East
*M: -5 Martial, -2 Econ, +2 Econ Expansion, founds march to take independent martial actions

Found Trading Post - When doing long distance trading, sometimes having your own infrastructure in place at the other end can be quite useful. Current Target: Far North (dangerous), Near Trelli (risky)
*M: -5 Diplo, -2 Econ, -2 Martial, +2 Econ Expansion, founds trading post to generate Diplomacy

Integrate Colony - Part of the colony of Western wall can be integrated into the People more fully, transitioning from a Colony to a province
*M: -6 Diplomacy, gain Econ and Martial from integrating Colony

Integrate March - Better communications and administration means that the Stallion Tribes or Hatriver can be integrated into the People more fully, transitioning from a March to a province
*M: -6 Diplomacy, gain Econ and Martial from integrating March

Improve Annual Festival - A festival for every season, but their expansion can help put the People at ease and teach good practices.
* M: -2 Econ, +1 Stability, +1 Art chance for additional effects
* 2M: -3 Econ, +1 Stability, +3 Art, chance for additional effects
* Max Stability: Legitimacy - 1

More Blackbirds - Elite scouts and woodsmen, the Blackbirds are a potent force, if not exactly mainline fighters. More of them could prove useful
* S: -1 Mysticism, +1 Martial more Blackbirds
* M: -1 Econ, -1 Mysticism, +2 Martial, many more Blackbirds, additional effects

More Carrion Eaters - Keepers of sacred and profane knowledge, the Carrion Eaters thread a dangerous path but bring valuable knowledge for treating wounds and inspiring courage, greatly bolstering the morale of warriors by ensuring them that their companions are not doomed if they fall. More could prove useful.
*S: -1 Mysticism, +1 Martial, more Carrion Eaters
*M: -1 Econ, -1 Mysticism, +2 Martial, many more Carrion Eaters, additional effects

More Boats - The things are expensive but oh so useful, so having more of them will increase your capacity for trade, travel, and fishing
* S: -2 Econ; +1 Econ, +1 Econ Expansion, and +1 Diplo next turn, other potential effects
* M: -2 Econ; +1 Econ end of turn, +1 Econ, +1 Econ Expansion and Diplo next turn, additional effects,
* used 6 times

New Settlement - There are a few new sites that could have new settlements placed on them: northern Blackriver, far eastern Redhills, far north-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
Special: Main new settlement in far eastern Redhills or far north-eastern Redhills can produce new provinces

New Trails - There are many settlements with only marginal trails, so more could be useful
* S: -1 Econ, +1 Centralization, other effects
* M: -1 Econ, +1 Centralization, +1 Diplo, other effects

Proclaim Glory - By using art the King can promote people to trust his decisions; modified by Diplomacy skill
* S: -2 Art, +1 Legitimacy
* M: -3 Art, -1 Econ, +1 Legitimacy, +1 Stability, potential +1 Prestige
* Max Stability: Legitimacy

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

Sailing Mission - Boats have proven themselves capable of exploring long distances, so what else might they discover along the shores of the sea?
* S: Potential new discoveries
* M: -1 Econ, improved odds of success

Salt Gift - With the saltern, the People have access to tremendous amounts of salt, which can be used to awe outsiders
*S: -5 Diplomacy, random amount of Diplomacy, Art, and Prestige generated
*M: -5 Diplomacy, random amount of Diplomacy, Art, and Prestige generated (min. 1 of each) and the possibility of Mysticism generation

Study Alchemy - Materials can be made to transform their form through special treatment. What wonders can be discovered in this process?
*S: -2 Mysticism, potential new discoveries
*M: -2 Mysticism, -1 Art, -1 Econ, increased chance of new discoveries

Study Forests - The holy site within the sacred forest is the repository of lore on the forests and the things within them, but could the shamans learn more? 1 Use
* S: Potential new discoveries
* M: -1 Econ, improved odds of success

Study Health - What secrets of nature can be used to improve the health of the People?
* S: Potential new discoveries
* M: -1 Econ, improved odds of success

Study Metal - Iron and copper, gold and silver, what other secrets are hidden in metal and stone?
* S: -1 Mysticism, tiny chance of new insights
* M: -1 Econ, -2 Mysticism, improved chance of new insights

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

Support Subordinate - Send resources over to a subordinate state to help prop them up.
*S: Transfer 1 Econ and Martial, +1 Econ Expansion
*M: Transfer 2 Econ and Martial, +1 Econ Expansion

Survey Lands - What interesting discoveries are within the People's lands?
* S: Potential new discoveries
* M: -1 Econ, improved odds of success; used 1 time

Trade Mission - Sending a major caravan to another large group can bring new opportunities and find out more about the outside world
* S: -1 Diplo, additional effects depending on target, +1-2 Diplo end of of turn;
* M: -1 Diplo, -1 Econ, additional effects depending on target, +1-2 Diplo end of turn, +1-2 Diplo next turn

War Mission - You can send raiding parties against groups that have declared themselves hostile. Can only declare war if you have a valid casus belli (currently only if someone declares war first)
* S: Potential loss of Martial, can prevent Econ and Diplo damage when being attacked, can damage enemy Martial and Diplo
* M: Probable loss of Martial, can prevent Econ and Diplo damage when being attacked, can damage enemy Martial, Diplo, and Econ, always has a mid-turn decision point

Extended Projects- Extended Projects are major infrastructure projects that take more than a single Main action to complete but aren't as all consuming as megaprojects
Saltern - Northshore Saltern Expansion (0/10), Southshore Saltern Expansion (0/10). Each {S} committed consumes 2 Econ for 2 Progress. Completion gives additional Diplomacy and every 2 salterns or expansions increases the per turn Diplomacy by +1
Aqueduct - Redshore (0/8), Lower Valleyhome (0/4), Stonepen (0/6), Blackmouth (0/8), Redhills (0/6). Each {S} committed consumes 2 Econ for 2 Progress. Completion adds +4 Econ Expansion and can allow for the formation of another True City
Temple - Progress listed below, each {S} committed consumes 2 Econ and 2 Art for 2 Progress. Completion increases Religious Authority
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)

Reminder: 2 {S} applied to the same project = 1 {M}
Additionally: 2 Mains may have non-linear effects

Special: Exploratory or trade missions (including Salt Gift) to the north may be of use if the skittish group is friendly
Special: Study actions are currently improved by access to a Mystic Hero
Special: May change policy to Defence or Offence for free this turn

Mega-Projects - Mega-Projects can require many generations to complete, take an unknown amount of time to do so, and drain Econ while active, but can produce massive benefits once complete. Once chosen, the occupy the Main Focus slot until either completed or stopped early. Early stopping once started does not refund any of the investments and increases social strife. To reduce confusion, mega-projects are not listed as part of the voting project list and must be "written-in".
The Census - How many People are there anyway? (4-6? action commitment, -2 Mysticism per action) [Reserves + Library]
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]
Grand Docks - With the new docks in place, further expansion to something of a more significant scale could be of benefit (4-6? action commitment, -1 Econ per action, will likely require a significant supply of timber)
Grand Palace - The king's palace is not just a dwelling but a place of government, a stockpile for the People's needs, and a symbol of strength to outsiders (5-7? action commitment, -1 Econ and Art per action)
Great Dam - The river can run wild and dangerous when the rains come strong, but could it not be controlled by the same principles by which the water on the hills is channelled and contained, merely on a larger scale? (5-7? action commitment, -1 Econ per action)
The Mountain - What greater display of strength can the People make than to pile stone upon stone so as to create an artificial mountain that all can see? [King] (8-14? Action commitment, -1 Econ per action)
Place to the Stars - The shamans have noticed deeper patterns among the stars than they ever imagined, and setting up long term memories of where things should be could be intensely useful, if also labour intensive to get sufficiently durable markers in place (7-10? action commitment, -1 Econ per action, some Mysticism commitment)

[Stewards] special kicker: Pay 1 Stability to double the effort on a megaproject action, consuming twice the required per turn resources but advancing the job faster. If taking a second main action on a megaproject, requires additional Stability payment to double that as well.
One Main and two Secondary actions available. Hatriver is currently being attacked by the Hathatyn, failure to send at least a Secondary War Mission is likely to result in stability loss. This war is defensive in nature and thus may be kicked

[] Art Patronage
[] Black Soil
[] Build Chariots
[] Build Docks
[] Build Glassworks
[] Build Wall
[] Build Watchtowers
[] Change Policy
[] Enforce Justice
[] Expand Economy
[] Expand Forests
[] Expand Snail Cultivation
[] Expand Vineyard
[] Expand Warriors
[] Found March
[] Found Trading Post
[] Integrate Colony
[] Integrate March
[] Improve Annual Festival
[] More Blackbirds
[] More Carrion Eaters
[] More Boats
[] New Settlement
[] New Trails
[] Proclaim Glory
[] Restore Order
[] Sailing Mission
[] Salt Gift
[] Study Alchemy
[] Study Forests
[] Study Health
[] Study Metal
[] Study Stars
[] Survey Lands
[] Support Subordinate
[] Trade Mission
-Target Options: Highland Kingdom, Thunder Speakers, Metal Miners, Lowland Minors, Xohyssiri, Thunder Horse, Into the Wild (Eastern Sea), Into the Wild
[] War Mission
-Target Options: Metal Workers (Trade Dominance{Silver}), Xohyssiri (Trade Dominance{Silver}), Hathatyn

Provinces for Projects: Valleyhome, Redshore, Stonepen, Sacred Forest, Northshore, Blackriver, Redhills, Southshore
Major Holy Sites: Rainbow Trail (0/4), Sacred Forest (Temple 0/8), Holy Sea (0/4), Horse Valley (0/4), White Circle (0/4), Warrior's Rest (0/4), Star Mirror (0/4), Sunrise Grove (0/4), Skyforest (0/4), Bloodgrove (0/4), Spiritwell (0/4), Moonwell (0/4)​
 
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Probably people sleeping?

Unrelated: Which Button does your signature refer to? Total War?

Here I'll show you it's horrific glory.

The Exterminatus Protocol
Version 3
*Warning Label*

This is a terrible idea, why are you still reading.
No seriously this is horrible. Suicide I say.
Still reading?
Ok. Here.

*Warning Label*

{Glass box containing big red button}
"Break when only necessary."


This protocol is how we use a double main War Mission, double kick it, add the Policy bonus and Law bonus, and come out at least alive:

Main War Mission Exterminatus Target
-Kick
Secondary War Mission Exterminatus Target
Secondary War Mission Exterminatus Target x2
-Kick

2nd Phase Ignition:
Activate Offense Policy: All (4) Province actions are War Mission Exterminatus Target.
- All 4 fuse into 2 Main War Mission Exterminatus Target.
We Kick x2 here, we may not actually be able to Kick the Law Bonus. Need to check. Looking back I think we can because we talk about quintuple kicks.
The Law Bonus: Targets a Main and boosts it, then that gets kicked too. +2 Mains, sorta it's getting really freaky because for one Main it would be Main > Kick > Law > Kick. So um... yeah 6 Main equivalents from the provinces is probably conservative in overall effect.

So total war missions we can aim at anyone = 9 Main War Missions.

Or even scarier we have the Alternate version which I just thought of.

2nd Phase Ignition Alternate:
Activate Offense Policy: All (4) Province actions are War Mission Exterminatus Target.
- All 4 Secondary War Mission Exterminatus Target are Kicked.
The Law Bonus: Targets a Kicked Mission and boosts it.

So total war missions we can aim at anyone = 2*2 Mains + 4*2 Secondaries + 1 Law Boosted Kicked Secondary = 13 War Missions.

To put this into perspective this is what AN had to say about our previous capacities which were lower:

2.) Yes, but unless things go very wrong you will also be very aggressively grinding away at the nomads. Double kicked double Main War Mission would be... well, you would be in bad shape afterwards, but you might actually leave a long lasting traumatic scar in nomad culture

With the stability kicker you can also get things like

Nomad1: "Do you smell smoke?"

Nomad2: "Yeah, I - OH SWEET SKY-FATHER! GRASS FIRE!"

Nomad1: "Run! Run, we have to- oh gods above what are those maniacs doing there!"

Double kicking is homicidal aggression to the point of personal suicide and destruction of the land towards the purposes of devastating the enemy. A double main kicked would probably result in at least 4 Martial lost on top of the 2 points of stability hit, but with good rolls it could potentially crack another civilization via doing enough Econ damage to crash their stability.

Wow... under the category of terrible ideas... just... wow, that...

Normally the People don't have offensive casus belli, but holy shit, they would be able to kick an offensive war they would be that fucking ripshit mad if they found out. That violates basically all their values.

Only doable at Stability 2 or 3, but you are now imagining the hypothetical quintuple kick war mission against someone using biological warfare derived from the teachings of the People.

Unless you rolled incredibly poorly, you would probably get at least one full generation before anyone even considered poking you again, allowing for some recovery. We'd be talking archaeologists would be wondering what sort of ecological disaster caused the cessation of whatever civilization was involved, given that the layers would just stop at one point. Like, detritus layers from long term occupation, then a destruction layer, obvious burial and compaction, and only significantly later would the signs of human activity return.

Expect arguments among archaeologists over whether the written records (which wouldn't necessarily survive, and would almost certainly become mythical pretty fast) are accurate, or if the People were simply claiming credit for some sort of natural phenomenon, or if perhaps there was some sort of military expedition but it was during a time of plague or climatic upheaval.

Quintuple kick is

"Ummm... who's farming your land?"

"We have reserves. We'll endure."

"Oh. I see... I guess that explains why your women are here too."



It's an ideal "filler" action, so on turns where there is nothing better to do it will go in, but otherwise much of the time it won't be taken.

It is quite a bit like Total War since it basically involves most of our population getting up and moving, especially with WHR in play, to go kill a civilization.

The Costs.

I used to know but now... I have no clue. The sheer damage we could do, to ourselves and everyone else, is hard to comprehend.

The Protocol.

So to have a chance to properly pull it off we need three things before we start and some tasks after we end.

Econ 14 and Martial 14 {19}. This is not enough for the alternate version, if you count each of the 13 War Missions as a Main, which we think commits 4 Martial. However, WHR and the Econ provide a buffer against losing the committed Martial (something like 52 Martial when we have in total base stats 28 points).

And we need 3 Stability, because the six Kicks in there will bump us down to -3 Stability. And I am doubtful of this because such a bugfuck nuts course of action will almost certainly bring it's own Stability loss. Maybe high Religious Authority can suck some of the damage, as priests justify it using religion, as scary as that sounds.

If we do survive and are not absolutely shat on resources, we need to Proclaim Glory and do RoO, maybe Enforce instead, plus some Expand Economy. That's the first turn, plus any complications from the likely trait evolutions and Legacy gains.
The next we need to start building temples, anything really to gain Mysticism, so that we can have shamans maybe act as proto-therapists.
Other things that make sense as we go, like more forests and the like.



Does that answer your question more fully Thrawn? To clarify we can also only push this Button in a defensive war.

An interesting thing.

A funny part is that we can reliably hit people for 5 Mains worth of War Missions and come out probably okay. We would probably have to take a break in two or three turns, but whoever we were hitting would be hurting like the blue blazes. This applies to either offensive or defensive wars.

E: What the F? How did that happen. Blackbird AN.

E: Like perfect timing. And I wasn't even trying this time around. Freaky.
 
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