We are going to need to up our math soon though. If our people are growing numerous enough to strain the supplies, then we need to figure out how to better handle large numbers of people. In other words, Algebra.
 
Banners heralding change
[X][Main] War Mission - Hathatyn
[X][Secondary] Found Mercenary Company
[X][Secondary] Found Mercenary Company x2

Provinces – [Main] Expand Econ, [Sec] Study Stars, [Sec] Survey, [Sec] Expand Forest
Stallions – [Main] Sailing Mission – Rivers, [Sec] Survey, [Sec] Expand Econ
Western – [Main] New Settlement, [Main] Build Wall, [Sec] Expand Econ
Greenshore – [Main] Build Dock, [Main] Build Boats
Hatriver – [Main] Expand Warriors, [Main] War Mission – Hathatyn
Red Banner Company – War Mission - Hathatyn

The Hathatyn king sat across the rough table from the delegation from the Northerners, drumming his fingers on the wood in annoyance. His grandfather had started this great quest to reclaim the former territories of their ancestors, and now that it had come down to it he was going to have to cede the majority of the north-eastern river valley to outsiders. The Highlanders would keep their mountain passes and the Northerns would keep the river mouth, forcing the abandonment of much of the territory north of the pass to the western river valley. It was, honestly, what his grandfather should have done, to pursue the reclamation and resettlement of the western river valley system over fighting with the settled groups in the north. Still, the point that if they hadn't tried to dislodge the Northerners and Highlanders they would have entrenched and been impossible to root out, and the loss of the north-eastern river valley system would be long term catastrophic.

It was, however, rather galling to be doing the negotiating with the half wild barbarian woman seated across from him, her hair luridly dyed and kept oddly. The young creature had been a known problem for years before she had disappeared, only to return with this fresh push. Flanking her was the chief commander of the band of maniacs who had forced the turn around, and the trader who seemed to have organized them all and facilitated this meeting. The three of them were a potent force together, and there were rumours of other relationships between them. Whore. In any case, while he had fought hard, the king now had to agree to rein in his warriors and limit his ambitions because of them. Part of it was in being outfought, part of it was because if he didn't stop soon he would run out of warriors to protect against other threats - not because of the fighting, but because of the way the land had become saturated with water that then lead to a proliferation of miasma and the demons of plague that came with. The other kingdoms, they had deeper reserves to draw upon and it would be foolish to not accept their calls for peace while they were still not too onerous.

He would turn to the west and south and work on the job of reunification there, while also dealing with the disease running rampant over all lands. If he was lucky, he would never have to deal with the Northerners or Highlanders again, and it would be his grandson or the like who would one day turn back to deal with them.

Bloody Northerners with their strange weapons and ways. Having a horse riding, promiscuous whore leading warriors? Madness, just madness that would cost them dearly one day.

---

Rulwyna had known that the Red Banner Company would attract talent, but she had been completely taken by surprise by the way Ynarthyn and Sobtuthyn had both quickly distinguished themselves in their own ways and become absolute indispensable to her and the People as a whole. Rulwyna had overseen the creation of the Company, bringing together contacts to find the warriors best suited to the idea and then the artisan leadership to outfit them to the highest possible standard, then bent years of experience under her father and as a courier to lead the warriors to massive success. Ynarthyn was the sort of warrior who men would follow into the Underworld with a smile, always at the heart of a conflict and able to give guidance and direction to bands that brought them success. Sobtuthyn on the other hand was a bit older and wiser, a trader of many contacts and even greater skills, who had been able to assist in both requisition and in building support for the venture. The three of them together had nearly run the Hathatyn entirely out of the valley within five years of starting it up, and it had only been their latest king being their near equal on favourable terrain that had meant that they had fallen back in good order and settled the issue through diplomacy rather than capitulation.

With mystical, economic, and military victories in her headdress, Rulwyna had fairly quickly managed to secure for herself the position of heir to the kingdom, with the other two members of her trio rapidly elevated to Trade Chief and War Chief, respectively. There were many who resented how much power they had managed to accumulate in short order, but there were also many who were terrified of the fact that they already had enough power to force the issue if they wanted before even going into politics like this. The future belonged to Rulwyna and her allies.

Of course, what she found most amusing was the fact that rumours about the three of them were all a bit off. While politically she was undoubtedly the centre of the trio, romantically she was something of an the outsider in the relationship Sobtuthyn and Ynarthyn had going. Like, they didn't exclude her entirely, enough to know that while Sobtuthyn was by far the most experienced of all of them with all genders due to his experiences as a trader and having two wives already, it was also obvious that his preference was almost exclusively for men. Ynarthyn on the other hand was simultaneously more willing to show her affection out of something other than a sense of obligation and yet also more awkward about it. Rulwyna didn't particularly mind though, watching them was enough in both their quiet moments, and less so quiet moments.

Of course, despite owning the future, the future itself was rather unsettled. While the weather wasn't as bad as it had been in past years, settling into light but extended warm rains, it had caused a flourishing of the kind of conditions that both biting insects and demons of disease loved. Deaths had risen considerably, starting of course with the weakest members of the People, their children. The improvements to food production from the more reliable rains were being offset by the increasing numbers of deaths, and obviously no one was happy about it. There were a whole lot of fingers being pointed in every direction, and obviously Rulwyna wasn't interested in anyone pointing their finger at her when there were better targets. While the Priests obviously blamed sin and disharmony among the People for angering the spirits, there were other ways to address it. The issue may in fact have been one of some permanent shift in how the spirits ordered the world.

Baby Boom ends from disease!
-1 Stability
New Status: Climate Instability (Random damage to Econ, Econ Expansion, and Stability each turn for the next 4-12? turns)

Choose how to address the problem

[] [Stab] Blame sin (-2 Wealth, +2 Religious Authority, +1 Stability)
[] [Stab] Blame your neighbours (-4 Diplomacy, +1 Stability, declare war on the Xohyssiri)
[] [Stab] People obviously aren't following the laws on disease control (Main Enforce Justice)
[] [Stab] The sin of corruption is at fault, weed it out (Main Restore Order)
[] [Stab] The world is changing, find a new balance (Begins Sacred Forest Renewal Megaproject [costs Econ, Art, and Mysticism])

Although, speaking of the Priests, the settlement around the temple had grown immensely in recent years to serve the needs of the temple and the pilgrims and the people serving the needs of the temple and the pilgrims, enough that it now rivaled Valleyhome in size and extent, bringing with it all of the problems and headaches that such a large gathering had. The number of complaints to both the king and the priests was steadily increasing, and it was becoming rather complicated to deal with it all. Some were proposing granting local authority to better deal with it.

Sacred Forest Becomes a True City
Third True City: +1 Prestige
First to get a Second True City: +2 Prestige

New Status!

King of the Hill: You are the most prestigious polity around, gaining you +1 Diplomacy a turn, but all other groups gain the 'Take the Crown' casus belli

Free Cities Unlocked!
Every True City beyond the first decreases Centralization Tolerance by 1. Free Cities are a form of subordinate state that pay for the maintenance of a True City while still providing the benefits (Econ refunds, construction slots for certain infrastructure projects, increased innovation, etc.) but occupy a subordinate state slot and do not take any actions on their own (at this level of development).

What is to be done about the Sacred Forest?

[] [City] Leave it be
[] [City] Found Free City (2 Econ and Econ Expansion Transferred)

There was the question of what to do with the Red Banner Company. The Highlanders were eager to hire the Red Banner on for their fight against the Xohyssiri, while the Thunder Speakers were equally looking for someone to help them secure their independence, their struggle almost secured by the Thunder Horse having militarily collapsed in recent years and the Xohyssiri focusing more of their attention to the west and the Highlanders. There was also some idea to send the Red Banner west to defend the Greenshore trading post, or potential trading posts to the far north or south near the Trelli. Further exploration to the north had penetrated little further than past generations, but had also learned much more about the conditions there and made better contact with the trade networks that shifted about things like fur and amber.

Send the Red Banner where?
[] [Merc] Hire to the Highlanders
[] [Merc] Hire to the Thunder Speakers
[] [Merc] Send to Greenshore
[] [Merc] Keep in reserve
[] [Merc] Keep in reserve, pay from primary budget (Changes maintenance to 0, adds Martial strength to total for purposes of determining danger)

Amusingly, the idea of the Red Banner had filtered north somehow, and the Heaven's Hawk Tribe had heard of it and were entirely willing to fight for a steady supply of goods and luxuries from the Salt People. While this could mean little more than keeping the north-eastern borders quiet, for those with some political acumen there was the distinct possibility of blaming the Xohyssiri for their troubles, hiring the Red Banner over to the Thunder Speakers, and then sending the Heaven's Hawks through the pass to strike at the lowlands from the best direction for them to go.

Hire the nomads?
[] [Hawk] Yes (Hire the Heaven's Hawk Tribe on for -1 Wealth/turn, can be used to guard the north-east and potentially transformed into a March, or for regular military actions; do not count as your subordinate)
[] [Hawk] No

To the south there was also consideration with what to do with Hatriver province now that it was not particularly threatened by the Hathatyn. Some figured it would be best to simply integrate them, while others figured that if the bulk of the warriors were to move south a bit, right up to the meeting point of the Highlanders and Hathatyn that would be a better idea, while also putting the bulk of prior territory under closer control of the king.

Change Hatriver status?
[] [Hat] No
[] [Hat] Propagate March (-6 Diplo, +4 Econ, +2 Econ Expansion, +2 Art, +2 Mysticism, -1 Centralization, new territory gained)
[] [Hat] Integrate March (-6 Diplo, +6 Econ, +4 Econ Expansion, +8 Martial, +3 Wealth, +2 Art, +2 Mysticism, -1 Centralization)

Finally there had been a new vein of iron discovered in Southshore and there were many eager to begin construction of a new mine immediately.

Mining
[] [WC] Deny request
[] [WC] Begin limited construction (-3 Econ, -1 Wealth, -1 Econ Expansion, -1 Centralization; +4 Econ, +2 Martial end of next turn)
[] [WC] Begin major construction (-4 Econ, -1 Wealth, -1 Econ Expansion, -2 Centralization; +6 Econ, +3 Martial midpoint of next turn)

Oh yeah, and all of their neighbours were suffering from the outbreak of disease that had come with the rains.

Refugees
[] [Refugee] Those who arrive on their own (Chance of stability loss, +2 Econ)
[] [Refugee] Encourage those close to come (-1 Stability, chance of further loss, +4-5 Econ)
[] [Refugee] Draw as many as possible (-2 Stability, chance of further loss, +6-8 Econ)

AN: Phew... a lot happened this turn
 
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Mm. I'm trying to find the AN posts that lead up to this thought, but that's likely to take a while, so here's the theory sans cites:

We can lose traits if we're not meeting their conditions; see Sacred War. Repeatedly triggering the negatives of a trait is something that we know can evolve a trait if circumstances are right, but if they're not right our people are just going to get fed up with the ideals in question.

As such, if we take too many stability hits from losing territory in rapid succession, I expect Divine Stewards to suffer for it. "Why should we improve the land if we're not going to get to keep it?"
Well, Distribute Land isn't so bad as the fearmongering, even if we shouldn't do it too much(because we don't want to decentralize too far either). It's basically the Chiefs finding de-facto Subchiefs to manage the land under our current system rather than private ownership.
-Government owns the State. King administrates the state, as chosen by the Governors, Priests and Associations.
-Government owns the Priests. Priests administrate themselves and are chosen by themselves.
-Government owns the Associations. Masters administrate the Associations as chosen by the Association members.
-Government owns the Provinces. Governors administrate the Provinces as chosen by the Chiefs.
-Government owns the Settlements. Chiefs administrate the Settlements as chosen by the Clans

It just adds a further layer, where Chiefs appoint Sub-Chiefs to administrate land, and return taxes. Potentially abusable, as with all things.


Which is fine in either of the circumstances:
-We've expanded our road network so that our higher level chiefs are managing too much land directly and losing efficacy, but also have greater checks over the people getting the distributed land management rights, as Royal Appeal can happen more easily if it becomes abusive.

-We've increased administrative oversight and controls, so that when land is distributed, it really is to the best suited people to make it produce well and not abuse it.


Which is dangerous in the following circumstances:
-Using it as a routine source of income.

-Using it when Stability is particularly low.

-Using it when Centralization is at 3 or less.
While true, not all of those actions are going to have produced tech advances - and between Love of Wisdom and our generally higher tech level now compared to their tech level then, our actions are going to be worth more than theirs.

Mostly, though, stability's enough of a pain to get now that I think it's worth more than one [main] to us, and it's not like we'd get everything they know about pottery from a CA hit, anyway.
While true that our Art Patronage will be more potent for tech advances, it also means that our Art Patronage is more spread out. The Xohyssiri have only Pottery and Fabrics to improve, while with our Alchemy, we are as likely to invest into more elaborate alchemical dyes and paintings than to make more pottery.

We've stolen pretty much 100% of our pottery techs. Glazing only came from the Xohyssiri. Refractory Ceramics came from the Metal Workers.
Now, with Alchemy, we DO have routes to fancier glazes, which would probably alarm the Xohyssiri a bit. :p

Glazing materials we have which they don't:
-Lead Oxide
-Calcium Oxide
-Potassium oxide
-Iron Oxide

We also have potential access to other metal oxides and salts that we can't smelt, which make for colorful glazes, but the issue with going into Art with the specific intent of getting better glazes is something that'd be best done with a tech transfer first.

So certainly we could enter the pottery competition, but it'd be more of a scattershot thing compared to taking in refugees, jumping to their level of pottery...and THEN using their refugee techniques to break into new levels of pottery.
EJ is also narratively so much better than RO. RO is an FBI investigation followed by either killing or exiling those who are doing wrong. EJ is sending out cops and inspectors to make sure people are following laws to begin with (and then bringing cases to the King if it's not obvious)
Actually no, Restore Order does not always require a slaughter. It depends on how bad things are. RO is a police action, which means that at higher levels of Stability there isn't that many severe crimes to punish.

The aversion to Restore Order for any reason makes things unnecessarily difficult.
So...the Trelli's response to a new economic power is to trade with them. This has potential.

Now that we no longer have CoT, we don't have to engage in trade war. However, they likely have it and will thus see us as a threat. I wonder whether there is a mechanic that will let us cooperate? Shared market dominance? They have some kind of new yellow dye; if we could swap that knowledge for our new techniques, both nations would be able to far outstrip all neighbours.

ETA: Wait, what if we helped them to build up Glass trade (since we're not close to dominating that anyway) and thus take a potshot at the Xohyssiri? We know the Xoh have CoT, unless they've evolved it, so there's a good chance we can induce a Stability drop and vacuum up refugees. And this time, let's make sure we have enough Stability ourselves to vamp them hard.
The Trelli, from our knowledge, don't actually Dominate any trade, so they won't be getting CoT triggers yet, so there's that. Odds are they're aiming to dominate the Spice trade, since nobody else can compete at all there.

The Trade Post is the closest thing to pooling markets though. They'd get

As for the yellow dye, it's probably Saffron, which we don't have the flower for.

Trade with and economically judo flip them, yes.


Anyway, so since Temples have presumably enormous quality of life benefits and are comparatively cheap (1 M action, 4 Art/Econ which we'll want to drain some out of anyway), I'm definitely going to be voting to install one in the north. But where?

These are the available locations:
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)
But I don't know how they map to provinces. Any ideas?
-Rainbow Trail - Valleyhome province, south of Sacred Forest.
-Holy Sea - Redshore
-Horse Valley - Stonepen
-White Circle - Northshore
-Warrior's Rest - Northshore
-Star Mirror - Black River

The last few I lost track alas.

A better question is "will other civs take offense to us hiring out to their enemies," to which I think we can safely assume the answer is yes.

Is that enough for them to come after us? I kinda doubt it - we're a really hard target, and a war just means they get to fight our army as well as our mercs, while we get defensive bonuses.

Actually, we are the first to have mercenaries. That is because we are the first to have currency, not because of high martial. So no one else should have any idea why we have mercenaries yet.
Naw, remember the Hathatyn and the Highlanders have people who fight for pay already. It's not a new idea, but the Ymaryn high Centralization and noncombative culture delayed the development...but prevented the formation of independent companies who might, for instance, turn around and attack your own capital.
 
Current Stats
Civilization Stats

General
Diplomacy 6
Economy 14 (+1) [-2]
Econ Expansion 8 [+2]
Martial 4 {9}
Wealth 14 [+2-1]

Stability
Stability -1 (anxious)
Legitimacy 3 (max)

Organizational
Centralization 5
Hierarchy 6
Religious Authority 2

Cultural
Art 5
Mysticism 13 [+1]
Prestige 22

Statuses
Climate Instability: Random damage to Econ, Econ Expansion, and Stability each turn for the next 4-12? turns
 
General
Diplomacy 6
Economy 14 (+1) [-2]
Econ Expansion 8 [+2]
Martial 4 {9}
Wealth 14 [+2-1]

Stability
Stability -1 (anxious)
Legitimacy 3 (max)

Organizational
Centralization 5
Hierarchy 6
Religious Authority 2

Cultural
Art 5
Mysticism 13 [+1]
Prestige 22

Statuses
Climate Instability: Random damage to Econ, Econ Expansion, and Stability each turn for the next 4-12? turns
Cent 5's yellow, which means Cent 6 was yellow before we got the second True City.

Giving our shamans an independent powerbase... hmm.
 
AN: Phew... a lot happened this turn
You don't say...this'll be a long analysis... And holy shit is that a heroic triumvirate we have here? Destroying the patriarchy and bucking sexual norms to boot? <3
Further exploration to the north had penetrated little further than past generations, but had also learned much more about the conditions there and made better contact with the
This line cuts off, btw.
 
The three of them together had nearly run the Hathatyn entirely out of the valley within five years of starting it up, and it had only been their latest king being their near equal on favourable terrain that had meant that they had fallen back in good order and settled the issue through diplomacy rather than capitulation.
It is both commendable and fucking annoying that the Hath managed to survive under the weight of three Heroics with just one of their own. This is how other civs feel about our bullshit, isn't it?
[] [Stab] The world is changing, find a new balance (Begins Sacred Forest Renewal Megaproject [costs Econ, Art, and Mysticism])
I mean....we got Stab increase options but.....stopping Bronze Age Collapse have a certain appeal to it. Cancel The Apocalypse and all that jazz.
AN: Phew... a lot happened this turn
Yeah, no kidding. So Takei is shorthand for "Everything is happening at once." Got it.
 
Mining
[] [WC] Deny request
[] [WC] Begin limited construction (-3 Econ, -1 Wealth, -1 Econ Expansion, -1 Centralization; +4 Econ, +2 Martial end of next turn)
[] [WC] Begin major construction (-4 Econ, -1 Wealth, -1 Econ Expansion, -2 Centralization; +6 Econ, +3 Martial midpoint of next turn)
Quick note here - we have a single secondary Expand Forest going off. I don't think we'll have the charcoal to run the mine as a major construction, so unless we're trying to annoy our civ while already at -1 stability...
 
[X] [Stab] The world is changing, find a new balance (Begins Sacred Forest Renewal Megaproject [costs Econ, Art, and Mysticism])
[X] [City] Leave it be
[X] [Merc] Hire to the Thunder Speakers
[X] [Hawk] Yes (Hire the Heaven's Hawk Tribe on for -1 Wealth/turn, can be used to guard the north-east and potentially transformed into a March, or for regular military actions; do not count as your subordinate)
[X] [Hat] Propagate March (-6 Diplo, +4 Econ, +2 Econ Expansion, +2 Art, +2 Mysticism, -1 Centralization, new territory gained)
[X] [WC] Begin limited construction (-3 Econ, -1 Wealth, -1 Econ Expansion, -1 Centralization; +4 Econ, +2 Martial end of next turn)
[X] [Refugee] Those who arrive on their own (Chance of stability loss, +2 Econ)
 
[X] [Stab] The world is changing, find a new balance (Begins Sacred Forest Renewal Megaproject [costs Econ, Art, and Mysticism])
[X] [City] Leave it be
[X] [Merc] Hire to the Thunder Speakers
[X] [Hawk] No
[X] [Hat] Propagate March (-6 Diplo, +4 Econ, +2 Econ Expansion, +2 Art, +2 Mysticism, -1 Centralization, new territory gained)
[X] [WC] Begin limited construction (-3 Econ, -1 Wealth, -1 Econ Expansion, -1 Centralization; +4 Econ, +2 Martial end of next turn)
[X] [Refugee] Those who arrive on their own (Chance of stability loss, +2 Econ)
 
[X] [Stab] The world is changing, find a new balance (Begins Sacred Forest Renewal Megaproject [costs Econ, Art, and Mysticism])
[X] [City] Leave it be
[X] [Merc] Hire to the Thunder Speakers
[X] [Hawk] Yes (Hire the Heaven's Hawk Tribe on for -1 Wealth/turn, can be used to guard the north-east and potentially transformed into a March, or for regular military actions; do not count as your subordinate)
[X] [Hat] Propagate March (-6 Diplo, +4 Econ, +2 Econ Expansion, +2 Art, +2 Mysticism, -1 Centralization, new territory gained)
[X] [WC] Begin limited construction (-3 Econ, -1 Wealth, -1 Econ Expansion, -1 Centralization; +4 Econ, +2 Martial end of next turn)
[X] [Refugee] Those who arrive on their own (Chance of stability loss, +2 Econ)

Tentative vote
 
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