romantically she was something of an the outsider in the relationship Sobtuthyn and Ynarthyn had going.

-squees- As someone in a non traditional romantic relationship, I absolutely love the Ymaryn's attitude towards non traditional romantic relationships. :D

A lot happened that we can vote for, but these are the only ones I'm comfortable voting for in any capacity.

[X] [Stab] The world is changing, find a new balance (Begins Sacred Forest Renewal Megaproject [costs Econ, Art, and Mysticism])
TREES! megaproject to drain some of our higher stats and solve the problem in a way none of the other Stab options will.

[X] [Merc] Hire to the Thunder Speakers
I just want to give the Thunder Speakers some more love.

[X] [Hat] Integrate March (-6 Diplo, +6 Econ, +4 Econ Expansion, +8 Martial, +3 Wealth, +2 Art, +2 Mysticism, -1 Centralization)
We have yet to Integrate a March, and we should figure out what exactly Integrating a March entails while there's no danger on that border.

[X] [WC] Deny request
I'm kind of nervous about how much mining we're doing and how it'll effect our TREES! I don't have any 100% logical explanation for this vote, just empathy.

[X] [Refugee] Those who arrive on their own (Chance of stability loss, +2 Econ)
Last I checked our Stability wasn't looking so hot.
 
On the other hand, if we start a megaproject, that is going to take away a significant fraction of our actions, not to mention be a drain on resources (which are going to be pretty scarce as it is). The magaproject is interesting, but we are already over-extended; any more and we put ourselves at serous risk for major problems. Let not be too greedy.
Do you want to see what happens if our forests end up dying due to lack proper care due to climate change?
Because I fairly confident our civ will detonate if that happens.
 
Diff Checker
General
Diplomacy 6
Economy 14 (+1) [-2]
Econ Expansion 8 [+2]
Martial 4 {9}
Wealth 14 [+2-1]
Diplo 4 -> 6
4 + 2 (Overflow from Wealth) = 6
Econ 14 -> 14 (+1)
14 + 4 - 1 (Forests) - 1 (True City) = 14 + 2 Overflow
Econ Expansion
11 -> 8:
11 - 4 (Expand Econ) - 1 (Forest [cost]) + 1 (Forest [refund]) + 1 (True city) = 8 (Note: For some reason i kept messing up the simple arithmetic here in my head and thinking that it came out to a different number...sat here trying to figure out the expense i'd missed for like 5 minutes X.X)
Martial 9 -> 4
9 - 5 (Found Mercenary Company) = 4
Wealth 13 -> 14
13 + 2 (Saltern + Trade) + 2 (Econ Overflow) - 1 Study Stars = 14 + 2 Overflow
Stability
Stability -1 (anxious)
Legitimacy 3 (max)
Stab 0 -> -1 due to climate sadness :(
Organizational
Centralization 5
Hierarchy 6
Religious Authority 2
Centralization stayed at 5, but the second true city cuts the limit to 5...
Religious Authority 1 -> 2, likely from Sacred Forest's growth into a true city; the priests are more influential now...
Cultural
Art 5
Mysticism 13 [+1]
Prestige 22
Mysticism 10 -> 13
10 + 2 (Study Stars) + 1 (Temple) = 13
Statuses
Climate Instability: Random damage to Econ, Econ Expansion, and Stability each turn for the next 4-12? turns
Booo D=
Periphery States (5/4+2)
Stallion Tribes (March) - Eliminates raids from the north and mitigates raids from the east, can provide military advances and supports the Western Wall
Western Wall (Colony) - Expands to produce new provinces and find new resources, and can take be brought into wars to the north and west
Hatriver (March) - Eliminates raids from the south-east, can provide military advances
Greenshore Trading Post (Trading Post) - Increases trade power for all Metal Worker products, provides a market for an extra saltern
Red Banner Company (Mercenary Company) - Can be hired to other kingdoms for wealth, or maintained to boost Martial capacity
Updated to reflect our new company
Greenshore – [Main] Build Dock, [Main] Build Boats
Fuck yeah another dock! ...I said, before i noticed that it didn't proc another innovation :(
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.
!!! Holy shit maybe triple heroes! At the very least triple skilled characters... Also, i like how our company has likely been named for the fact that they're using our still famous to us Tyrian Red dye for hte banners :)
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.
!!! Martial/maybe-diplo and Admin/Diplo!
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.
...Damn the Hath are good at spawning martial heroes, and also ridiculously good at making it through our own bullshit through the skins of their teeth...
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. Sobtuthyn 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
!!! Queer people continue to be magical and amazing heroes for our People :)
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])
Eeesh, climate why you do this to us we've been so good to nature :( I'm sad that the megaproject doesn't give any immediate stab for "we're actually doing something to help things!" but still, megaproject!
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)
Sadness :( Hopefully our insect repellant, soap, sanitation knowledge, and so on all make this less terrible for us...
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)
Ooooh, interesting... so this is the "with one main action" subordinate type, then...i think i'd want to take this with another city, not with our spiritual center...
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
Wow, we've been really underestimating the Thunder Speakers and overestimating the Thunder horse...
made better contact with the
As i mentioned earlier, this originally was cut off. Now says "the trade networks that shifted about things like fur and amber." which is less info than i'd hoped was hidden in the cutoff sentence :p I was hoping we'd met a new civ, as unlikely as it was for AN to just forget to finish the sentence telling us about a new civ XD
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
Hmm, interesting... We certainly can afford it, especially if we rent out our own...not sure i'd want them to form our march, even though i do want a NE march, i'd like it to be formed of our culture...
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)
Oooh, interesting...Definitely want propogation...new land, and we still have a march!
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)
ugghhh, its as i feared...its super tempting but also means giving in to de facto noble power...
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)
I was going to say i was sad that only 3 stab hits triggered, since it meant they only were hurt the same as us, despite not having our medical or insect repellant tech, but then i remembered that it only shows as much as we could theoretically handle... XD
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...
Good point from candesce here, btw.

So my vote for now...

[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)

Only ones i'm really tentative on are the Hawk and WC choices...
 
We are going to be taking a LOT of stability hits in the next couple of turns - first from the weather and then from all the refugees the weather kicks up.
And if not updating our Sacred Forest breaks it, we're fucked even worse.

Dice have declared that our next few turns get to be painful; we just have to deal with it. And run lots of stability restoration.

At least on Balanced our provinces are capable of Improving Festivals; under the circumstances, I wouldn't be surprised to see them do that.
 
Other groups are likely to pick a fight with you out of principle when you go negative.
You know, that's not as bad as I would have expected. Undesirable, but maybe worthwhile.

Updating vote in light of good points raised:

[X] [Stab] The world is changing, find a new balance (Begins Sacred Forest Renewal Megaproject [costs Econ, Art, and Mysticism])

No immediate benefit, but I guess we should bite the bullet. We need more stability actions soon, though!

[X] [City] Leave it be
[X] [Merc] Hire to the Thunder Speakers
[X] [Merc] Hire to the Highland Kingdom
[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)

I previously voted to send them a salt gift, so they would protect us like an extra March. I guess we just got an alternative that doesn't cost us a Main action.

[X] [Hat] Propagate March (-6 Diplo, +4 Econ, +2 Econ Expansion, +2 Art, +2 Mysticism, -1 Centralization, new territory gained)

This might provoke a fight, but we deserve something after that war IMO, and we'll want the boost to Econ + expansion during the climate crisis.

[X] [WC] Begin limited construction (-3 Econ, -1 Wealth, -1 Econ Expansion, -1 Centralization; +4 Econ, +2 Martial end of next turn)

Our forests are fully utilised...although if someone can confirm whether that affects the scale of our construction, I could be persuaded to change to major.

[X] [Refugee] Those who arrive on their own (Chance of stability loss, +2 Econ)
 
I really don't like the idea of starting a new magaproject now.

We are going to be taking a LOT of stability hits in the next couple of turns - first from the weather and then from all the refugees the weather kicks up. We more or less need the majority of our actions just to stem that tide, not to mention the fact that chaos brings opportunities and we will need free actions to take them.

On the other hand, if we start a megaproject, that is going to take away a significant fraction of our actions, not to mention be a drain on resources (which are going to be pretty scarce as it is). The magaproject is interesting, but we are already over-extended; any more and we put ourselves at serous risk for major problems. Let not be too greedy.
It's going to take away a significant fraction of our actions but helps solve the actual problem we're having at its root. It's a climate shift, we can't just stay our weird Mediterranean climate.

incidentally, hopefully the steppes will get more water.
 
Holy shit, THREE heroes?
In an open relationship to boot.

Bit busy, so I'll just hit the options first:
Choose how to address the problem
[] [Stab] Blame sin (-2 Wealth, +2 Religious Authority, +1 Stability)

Hah, never liked this one. Free Stability, yes, but likely to spawn Debilitating Beliefs

[] [Stab] Blame your neighbours (-4 Diplomacy, +1 Stability, declare war on the Xohyssiri)

The heck do we plan to fight them for?

[] [Stab] People obviously aren't following the laws on disease control (Main Enforce Justice)

Will gain 2-3 Centralization while we're at Yellow.
We'ld need to take 3 points of Centralization loss to be safe.

[] [Stab] The sin of corruption is at fault, weed it out (Main Restore Order)

Will fix the Stability issue(Hero Admin here).

[] [Stab] The world is changing, find a new balance (Begins Sacred Forest Renewal Megaproject [costs Econ, Art, and Mysticism])

We're canceling the Apocalypse.
Current stat status:
Economy 14 (+1) [-2]
Econ Expansion 8 [+2]
Art 5
Mysticism 13 [+1]

Art cost will be a little tight, but due to Best of the Best we can generate a shitload of it rapidly.

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

Maintain central political authority at the cost of Centralization.

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

Gives us a bit more Cent room, but potentially problematic. Free Cities can be bad news, because without royal oversight their politics can get HAIRY.
On the other hand there's probably the One of Each(Five) option and then Integrating it shortly after?
The big hazard here is that we'd be at the Periphery state slot maximum, and THAT means if it doesn't spawn a One of Each, losing 2 Prestige would be Bad.

Send the Red Banner where?
[] [Merc] Hire to the Highlanders

Fuck the Xohyssiri, get paid. Risks of Highlanders becoming Dominant.

[] [Merc] Hire to the Thunder Speakers

Fuck the Xohyssiri, get paid. Aims at fracturing the Xohyssiri empire proper for a three way.

[] [Merc] Send to Greenshore

Not needed. It's quiet there

[] [Merc] Keep in reserve

Save for a Trelli Tradepost deployment

[] [Merc] Keep in reserve, pay from primary budget (Changes maintenance to 0, adds Martial strength to total for purposes of determining danger)

Probably not such a good idea to redline Martial at negative Stability..

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

This basically means we have ablative meatshield AND ensures that the Heaven's Hawk will not turn hostile as long as we can afford them.
We can, as long as the Red Banner is deployed.

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)

Diplomacy will hit 0 if we take the Propagate/Integrate March option, which makes war a lot more likely. However, Diplomacy will recover to 1 or 2 next turn when the Wealth overflow from the Red Banner deployment comes in
Integrate will also redline Martial immediately.

On the other hand the landgrab opportunity will close if we wait and it DOES help pay for the megaproject.

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)

Forest at cap. Unfortunately have to say no to it.

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)

At negative Stability, so lets not eat too much...

Vote:
[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] Deny request
[X] [Refugee] Those who arrive on their own (Chance of stability loss, +2 Econ)

Resultant stats:
Econ 14+2(Refugees)+4(March)-6(Overflow out) = 14
-Overflow 6 into Wealth

Wealth 14+6(Econ Overflow)+1(Hire out)-1(Hire in)-6(Overflow out) = 14
-Overflow 6 into Diplomacy

Mysticism 13+2(March)-1(Overflow out) = 14
-Overflow 1 into Art

Diplomacy 6-6(March)+6(Wealth overflow) = 6

Art 5+2(March)+1(Mysticism overflow) = 8

Centralization 5-1(March) = 4

Solidly affordable, and gives us an Art 8 Econ 14, Mysticism 14 buffer for the megaproject.
 
[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] Deny request
[X] [Refugee] Those who arrive on their own (Chance of stability loss, +2 Econ)

We can't get another periphery state. We're maxed.
 
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Ynarthyn
- Female Heroic Martial
- Is said to be an exceptionally skilled commander
- Bisexual Tsundere (hard and professional on the outside, but when you get her alone...)
- In line to be our future War Chief
nah ynarthyns a dude
 
I am curious as to why people want to risk it with the Hawks?

The Romans hiring barbarians was a large part of what fucked them with their own mercs, and this very fact has been brought up in the thread not that long ago.
Adhoc vote count started by BungieONI on Jun 18, 2017 at 11:46 PM, finished with 80 posts and 27 votes.
 
[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] Deny request
[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] Found Free City (2 Econ and Econ Expansion Transferred)
[X] [Merc] Hire to the Highlanders
[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 major construction (-4 Econ, -1 Wealth, -1 Econ Expansion, -2 Centralization; +6 Econ, +3 Martial midpoint 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)
[X] [Refugee] Those who arrive on their own (Chance of stability loss, +2 Econ)
 
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I am curious as to why people want to risk it with the Hawks?

The Romans hiring barbarians was a large part of what fucked them with their own mercs, and this very fact has been brought up in the thread not that long ago.

I think it is an attempt to redo what we did when we unleashed the nomads to the Lowlands last time. Only this time doable repeatedly.
 
I am curious as to why people want to risk it with the Hawks?

The Romans hiring barbarians was a large part of what fucked them with their own mercs, and this very fact has been brought up in the thread not that long ago.
They were fucked because they only hired mercs, and didn't really do much with their native population. We just need a decent # of our own soldiers and it will be fine.

Personally, I kind of-

oh my god what if they steal our horse cavalry no



no
[X] [Stab] The world is changing, find a new balance (Begins Sacred Forest Renewal Megaproject [costs Econ, Art, and Mysticism])
[X] [City] Found Free City (2 Econ and Econ Expansion Transferred)
[X] [Merc] Hire to the Highlanders
[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 major construction (-4 Econ, -1 Wealth, -1 Econ Expansion, -2 Centralization; +6 Econ, +3 Martial midpoint of next turn)
[X] [Refugee] Those who arrive on their own (Chance of stability loss, +2 Econ)
 
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[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)

I'm rather unsure of what to do with the City. A Free City sounds very interesting, but it probably shouldn't be our Shaman city, especially as we begin Sacred Forest Renewal.

If we have control next turn (what are the stats of all of these Heroes by the way AN?), I think we'd have to go with:
Main Sacred Forest Renewal
Sec Enforce Justice
Sec Expand Forest
to get stability and centralization back up and to get more Forest slots so that constructing that mine doesn't kill our forests. It also seems like it might have a nice synergy with Sacred Forest Renewal.
 
They were fucked because they only hired mercs, and didn't really do much with their native population. We just need a decent # of our own soldiers and it will be fine.

Personally, I kind of-

oh my god what if they steal our horse cavalry no



no
[X] [Stab] The world is changing, find a new balance (Begins Sacred Forest Renewal Megaproject [costs Econ, Art, and Mysticism])
[X] [City] Found Free City (2 Econ and Econ Expansion Transferred)
[X] [Merc] Hire to the Highlanders
[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 major construction (-4 Econ, -1 Wealth, -1 Econ Expansion, -2 Centralization; +6 Econ, +3 Martial midpoint of next turn)
[X] [Refugee] Those who arrive on their own (Chance of stability loss, +2 Econ)
Kinda a extreme possibility but yeah it could happen if the dice fuck with us or the climate fuckery screws with the nomads and makes them angry.
 
what if they steal our horse cavalry no
If we hire them and send them on a mission to defend our trading posts, they'll have less opportunity to steal any tech than if they were just hanging around. And that gives us more opportunity to reach out to the Trelli or the far north.
 
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Honestly, with the weather changes, I would prefer to hire the Hawks. If the weather starts screwing with them, and they get hostile... No thanks.
 
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