All this talk of expansion and assimilating everything, but
If we don't increase our admin ability, we're going to have to change the system.
There is a reason why we invented currency. It simplified accounting.
All this talk of expansion and assimilating everything, but
If we don't increase our admin ability, we're going to have to change the system.
TAKEEEEEEEEEEEEEEEIIIIIIIIIIIIIIIIII!!!!!!
How can we relieve that strain and preserve this system?Yes, although the system is getting increasingly strained as it gets bigger.
Time zones OP.
Meh, I figure that's the kind of advance we can achieve by putting the system under stress. We'll probably have a competent admin king soon (unless she gets ASSASSINATED BY GEORGE TAKEI), so when we push the limits of what we can manage, she can get creative.
Push Centralization to yellow.
eh, I mean it's still day time for me it's jsut that y'all have apparently been on this since I left ~5 hours ago
Its only 11 pm for me and I just got back from work at 9.eh, I mean it's still day time for me it's jsut that y'all have apparently been on this since I left ~5 hours ago
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.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?"
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.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.
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.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)
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.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.
-Rainbow Trail - Valleyhome province, south of Sacred Forest.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?
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.
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.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.
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
Cent 5's yellow, which means Cent 6 was yellow before we got the second True City.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
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
This line cuts off, btw.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
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?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.
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.[] [Stab] The world is changing, find a new balance (Begins Sacred Forest Renewal Megaproject [costs Econ, Art, and Mysticism])
Yeah, no kidding. So Takei is shorthand for "Everything is happening at once." Got it.
@Academia Nut how exactly does negative diplo mean in this context I mean if we go to -4 diplo how does that translate to our relationship with our neighbors?
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...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)
The Hath's Heroic Ages does produce heroes....that are not on their side and actively fights against them