But there is a chance that we will take stab damage anyway we took the minimum refugee action with the hope of avoiding stab but we still took damage anyway so taking guaranteed stab damage in exchange for more econ would have been more efficient than had we taken the minimum refugee action.
...No. No, that isn't how it works at all.

If we had taken the higher-level Econ option, we would have had a couple more Econ... but we also would have had -1 stability from wherever we are now. The guaranteed damage comes on top of the possible damage, it doesn't replace it.


Also. We don't know if we took the stab damage from the refugees or from the lowlands stuff.



Also. Just even if we rolled poorly on the refugees doesn't mean that we will next time.
 
Also, while I'm pulling stats off here, we've HALPED a total of 25 Econ from the lowlands in the last seven turns.

That's significantly more than the climate damage did to us in the same period. If this end up being the early Bronze Age Collapse, there will be a friendly Vampire-kun in the shadows to blame for it.
 
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Also, while I'm pulling stats off here, we've HALPED a total of 25 Econ from the lowlands in the last seven turns.
Some of that Econ won't have been felt mechanically as when we take the smallest amount of refugees doesn't impact their score. Though given that we've taken the larger groups recently that's of limited comfort.
 
That's significantly more than the climate damage did to us in the same period. If this end up being the early Bronze Age Collapse, there will be a friendly Vampire-kun in the shadows to blame for it.
Slurp slurp slurp!



Course it's more like the 4.2 kiloyear event, but that's just nitpicks.
 
Seriously, Restoration + CA is a POTENT weapon in times of massive upheaval. We get enough stats back to mostly pay for the stability (more than pay for it if we're willing to DL+EJ) AND our rivals lose an equal amount.

We'll make them pick high centralization governments yet! :D
 
Also, taking more refugees is NOT the way to dodge econ troubles.
If our only priority is restoring Econ, that's quite true. It's not mechanically efficient for that. But when did we ever have just one priority?

The way I see it, CA works toward multiple goals at once. It gives a quick Econ boost, which helps pay for the Stability restoration, but also, that Econ comes straight out of the pockets of our enemies and competitors. So it's a (highly damaging) military action too - especially when both sides have traits like We Have Reserves. And at higher levels, it can be a study action.

What I really want, though, is to evolve it. Do you remember how much the Econ/Stability trade-off shifted when we moved from LoO to CA? What if we could do that again, and gain 4-5 Econ with just a possibility of Stability loss?
 
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Some of that Econ won't have been felt mechanically as when we take the smallest amount of refugees doesn't impact their score. Though given that we've taken the larger groups recently that's of limited comfort.
Fair enough. But only 8 out of that 25 came from minimum slurps. We truly drank deep.
 
We'll make them pick high centralization governments yet! :D
*The entire region suddenly ossifies*

And then poor Vampire-kun starved.

If our only priority is restoring Econ, that's quite true. It's not mechanically efficient for that. But when did we ever have just one priority?

The way I see it, CA works toward multiple goals at once. It gives a quick Econ boost, which helps pay for the Stability restoration, but also, that Econ comes straight out of the pockets of our enemies and competitors. So it's a (highly damaging) military action too - especially when both sides have traits like We Have Reserves. And at higher levels, it can be a study action.

What I really want, though, is to evolve it. Do you remember how much the Econ/Stability trade-off shifted when we moved from LoO to CA? What if we could do that again, and gain 4-5 Econ with just a possibility of Stability loss?
That, right there, moves it into the realm of the truly dangerous. That can kill countries with only a moderate amount of effort as people pick up sticks and just move to our greener pastures.

Hmmm... I wonder if Dominant in Pilgrimage has hidden Synergy with CA?

Fair enough. But only 8 out of that 25 came from minimum slurps. We truly drank deep.
That's still what... 17 Econ spread fourish ways? 4ish Econ for everyone. Jeez. Pains everywhere as countries get a significant fraction of their population(mostly slaves, which are hilariously important for their economies) disappearing over time, at probably the worst possible times too.
We're like some kind of Vampiric Kudzu.
 
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The way I see it, CA works toward multiple goals at once. It gives a quick Econ boost, which helps pay for the Stability restoration, but also, that Econ comes straight out of the pockets of our enemies and competitors.
Econ drain is spread out among our enemies, and thus is mostly negligible until we start taking the 2+ stability loss options, which I assume we don't want to do (since it would put us at between -2 and -1 stability; not a good place to be, given that we explode at -3.)

What I really want, though, is to evolve it. Do you remember how much the Econ/Stability trade-off shifted when we moved from LoO to CA? What if we could do that again, and gain 4-5 Econ with just a possibility of Stability loss?
We aren't going to evolve it with the 1 stability loss option, though. If you really want to evolve it, max stability and then start proccing CA with restoration policy on. That might do it.

Only, right now? We don't have time for that.
 
That's still what... 17 Econ spread fourish ways? 4ish Econ for everyone. Jeez. Pains everywhere as countries get a significant fraction of their population(mostly slaves, which are hilariously important for their economies) disappearing over time, at probably the worst possible times too.
We're like some kind of Vampiric Kudzu.

Only three ways I think. Xoh Empire, Highlands, and Thunder Speakers. The Swamp folks were doing great, so probably no refugees from there, and Hathatyn was already pretty much drained.
 
I'd like to note that Restoration policy can only recover ~1.5 Stability/turn naturally. What supercharged us was Enforce Justice paired with Wildcat and the (possibly related) Mills decentralization.
 
I'd like to note that Restoration policy can only recover ~1.5 Stability/turn naturally. What supercharged us was Enforce Justice paired with Wildcat and the (possibly related) Mills decentralization.
Right. To run the econ siphon at full tilt we need decentralization.
 
If you really want to evolve it, max stability and then start proccing CA with restoration policy on. That might do it.
With as advanced as our social values are, i'm pretty sure the only reasonable bets for evolving them now are:
-1 Find another value compatible enough to fuse, and find a way to trigger that fusion (honestly not likely in my opinion; most likely to come from grabbing other civ's traits, and hoping for one as general as "The Greater Good")
-2 finish megaprojects like the Law and Library that give free trait evolutions
-3 trigger a golden age with...art, probably is what links to social traits, like mysticism links to spiritual? maxed out and hope for/wait for a social value option...and then have to choose between evolution and getting another slot, and whatever other options we have
-4 Maybe find/trigger a relevant challenge, like with observance? Most likely to happen with Greater Justice, maybe even something we could hit on with the half-exile problem, though thats anesoteric enough fix it sounds like a challenge that will have a lot of ??? as requirements...
 
With as advanced as our social values are, i'm pretty sure the only reasonable bets for evolving them now are:
-1 Find another value compatible enough to fuse, and find a way to trigger that fusion (honestly not likely in my opinion; most likely to come from grabbing other civ's traits, and hoping for one as general as "The Greater Good")
-2 finish megaprojects like the Law and Library that give free trait evolutions
-3 trigger a golden age with...art, probably is what links to social traits, like mysticism links to spiritual? maxed out and hope for/wait for a social value option...and then have to choose between evolution and getting another slot, and whatever other options we have
-4 Maybe find/trigger a relevant challenge, like with observance? Most likely to happen with Greater Justice, maybe even something we could hit on with the half-exile problem, though thats anesoteric enough fix it sounds like a challenge that will have a lot of ??? as requirements...
It could also maybe start to evolve by electing foreigners to leadership positions, like what was done with Ork King?

Maybe picking up a King from the Lowlanders or something could evolve it?
 
-3 trigger a golden age with...art, probably is what links to social traits, like mysticism links to spiritual? maxed out and hope for/wait for a social value option...and then have to choose between evolution and getting another slot, and whatever other options we have
-4 Maybe find/trigger a relevant challenge, like with observance? Most likely to happen with Greater Justice, maybe even something we could hit on with the half-exile problem, though thats anesoteric enough fix it sounds like a challenge that will have a lot of ??? as requirements...
Well these two are connected if I remember correctly.

There is also the note that LoW will possibly spawn social challenge events.

So that may be in the works.

E: Oh also the GA where we evolved Observance was an Art/Mysticism GA so I think we need a different kind of GA to get social value evolution.

Diplo/Mysticism might do it, and we ain't that far off.
 
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Aside from that though I'll dust off a point I made a bit ago, I think a March or Colony would act pretty much the same in the beginning. Lots of fortifying, lots of defensive wars, lots of forests if we can get them to do it.

I think my choice of a Colony over March is in the long term since I see turning them into a Colony as tempering their more martial and grudge holding cultural aspects. I think it will take a very long time to change those traits, even with Influence(which is one of the most awesome actions ever), so with a March we might start seeing grudge based CB wars which are what the Lowlands Clusterfuck ran on for most of it's history.

I hope my logic is making sense, I did just wake up.
Reminder however, that Colonies are allowed to have their own provinces. Converting PTSD-chan to a Colony basically means that they'd start growing in land area over time, which means additional work and regular integration of excess 'rear' provinces is needed to keep them culturally unified.

Hmm interesting thought! I am all for getting meditative traditions, I mean we probably already have some form but formalizing it would be cool.

I am not so sure on reducing the potency of the gasses as more people breathe them in, but I ain't quite a chemist so I ain't sure. I mean it makes sense but I feel the floor space limit is a better point for saying why they were limited though. Oh! If we want a good example of the inside of the cave's effects on people we can look at one of the updates near the beginning, though I sadly can't remember it's name.

I also want to build temples at the cool holy sites because, holy shit, some of them are awesome.

I don't think it's anything to do with gases. Our priests have been in those caves, and other than low moisture and potentially depressed oxygen levels if you build fires in them, the biggest thing is the sound effects.

And the sound effects is the magic of it.
Echo chambers amplify the impact of chanting, with unsteady light sources producing shadows causing the mind to wander and enter a suggestible trance state.

What would be a good way of avoiding the commodities fraud?

We have several achieveable ones:
-State warehouses linked to the tally-clerks. A sufficiently large central warehouse allows you to pull goods off the market when they are cheap, and refuse to buy when they are costly, allowing the state to exert it's own market leverage to normalize supply and demand. This is how the Storehouse helps incidentally, a small one lets us normalize gold, silver and iron prices, a large one can extend it to grain.
--This is also vulnerable to truly large agents or stock market panics, but we're still in the Palace Economy era, so no individual trader has enough supply to flood or depress the market longer than the Palace can counter it.

-Static Contracted rates. Set up a 10 year contract with suppliers, the government will buy a fixed amount of supply, or sell a fixed amount of supply at a fixed rate determined at the start of the contract, to be renegotiated at the end of the term. The supplier gets a guaranteed market, though not as profitable as speculative trading, the government gets stable prices. The drawback is that invariably you're eating some inefficiencies here, somebody is going to end up with more or less than they need and that goes on the open market.

-Get in on the game. The government has the advantage of speculative trading in that they have better couriers, deeper pockets and better prevailing condition(i.e. weather, plague) prediction than any merchant family, and can thus compete with them head on in such trading if they have the state warehouses to handle such. Drawback is that...you're incentivizing the state and the merchants to keep secrets from each other. That's not healthy.


I'm still kinda impressed by the sheer amount of ass whooping the RB seem to be able to unload. They've been instrumental in three massive turn arounds/victories.

Lets assess them in terms of various qualities.
The Red Banner are a primarily elite heavy infantry force, backed by compound archers with cavalry scouts. They do not pack the heavy chariot archer complements common in the Northern force, in favor of a more all-terrain solution

-Tactical Mobility
--Low. It's a heavy infantry force. It's not moving anywhere fast, especially with the chariot based elites of the lowlands.

-Strategic Mobility
--High. Mercenary company means that they bring their own logistics tail with them, supplying off the local area with purchase or plunder as necessary. Still not as good as Nomads though.

-Defense
--Very High. Iron scale mail and shieldwalls makes them functionally unstoppable to lowlander forces, their ranged weapons lack the penetration, their yeomen/levies/freemen warriors with stone, bone and wood spears can't get through, so it's down to the bronze wielding elite chariots, particularly with maces to actually do damage...and they're outnumbered.

-Offense
--Very High. Volley fire Iron arrows with our bows are going to give us two extremely deadly waves of shock fire, punching through all but their bronze armored elites, before they hit us, and we can maintain arching fire on their back ranks while their front are stuck in.

-Skill
--High. Possibly not as high as their warrior elite castes with warrior elite cultural traits backing them, but we recruit only the best of the best and this is a full army of what's to them, elites.



I'm remind you that even with 2 main province war missions and one main war mission from hatvalley, the Highlanders were pushing Hatvalley back through their defensive lines a couple turns ago, and then when we sent the red banner to teh west they even started to break through in the east; we were applying enough pressure to push for concessions, but we certainly weren't doing well enough to justify "oh a secondary war mission is enough to stop everything", in my opinion. Especially since against the TH and Swamp folk, our marches can't help, so its just our missions, the red banner, and our iron-less, likely chariot archer-less, much less organized, lowlander vassal fighting. Especially given what AN has said about widespread iron usage completely changing warfare, i have to assume that everyone else's armies arejust way bigger, or have more effort invested in them, or they go all in on war missions, but whatever it is, we're not dominating as much as you and others (and myself sometimes) like to claim
You forgot that they have something like 4 thousand years of war and martial traits. All we have is Honorable Death, We Have Reserves and Best of the Best, the latter two of which don't even affect the combat so much as the buildup to it.

For the highlanders in particular, they also likely have way more province actions to throw at us, in exchange for being less centralized.

But yeah, one of these days someone else is going to figure out iron, or get a large enough supply of bronze to equip entire armies with it, and we're going to be in a rude awakening...
Noting that it had been mentioned that decentralized states have more difficulty leveraging all their provinces at once.

Huh...you know, on the subject of siege warfare, i'm a little surprised we didn't get an action to build more siege hammers; they're expensive enough for even a handful to qualify as a full action, and they're powerful enough they should count as a proper unit especially since they would likely "come with" some heavy infantry for the initial assault once the gate goes down... @Academia Nut while i doubt we'd take it in the near future, is that something we'd be able to do at some point? Also, is the Hammer that broke Xoh open part of hte Red Banner, or part of our main forces, and is it actually being deployed at all? ...in particular did the Highland kingdom see it enough to have an idea what it is and how it works?

I'm...not.
Battering rams are generally assembled on site, you can't bring the full ram-and-shed contraption to a target with any kind of speed.

All you need to make them is to have the ram heads premade from iron and bronze, carted down along the supply train, then assemble them on site.
That folds right into Expand Army's base cost with Honor of Elites.
I can't think of any reason as to why the HK would have seen our battering ram, since Ork King used it on the Xoh, which is on the opposite side of the Lowlands, and the fact that we didn't siege any of the HK lands, making it a pointless decision to send it down there.

I can't think of any reason for our provinces to use it against the HK, and I also don't see any reason for us to use it in our current war, since I'm pretty sure the Swamp Folk don't have a True City and the TH have their cities outside of our logistical reach.
I don't think anyone alive who isn't Ymaryn had actually seen the ram itself.

What they saw was:
-Ymaryn moves a hut up to the Xohyr gate.
-There is the sound of thunderclaps, over and over, before the gates fell down.
-Ymaryn move the hut away and the warriors go in.

To the Xohyr survivors of the sacking, it's basically Jericho.

Hey, we didn't actually destroy the wall, did we? Could we claim it and get the per-turn diplomacy bonus? Or tear it down and honorably inter the skulls? @Academia Nut?
It's a brick wall with skulls baked in. A sufficiently large fire(like a burning city) would probably shatter a lot of it.

I agree that people holding shields above their comrades heads while they're swinging a wooden trunk is possible, and that if the shields are covered with bronze it would be difficult to set the people below on fire by pouring oil and melted pitch onto them then throwing down torches.

Actually, the mechanical issue is much harder than that. A hand carried ram brings maybe a quarter to a fifth less force than the Siege Shed mounted hammer. This is because the shed lets you suspend the ram's weight itself, supported by the shed, allowing you to add the full muscle power of every rammer to the ram's motion, whereas the hand ram wastes most of the energy in vertical wobble.

And of course there is no gaps from which an attack can get through the roof.

Ha. Yum yum.

You keep providing excellent picks Malevolo! You don't disappoint!


I dunno about the Trelli. Recalling veekie's Prevailing Winds Effortpost I think the Trelli should be getting moist air from the Not!Black Sea and Not!Mediterranean. They might go bust, but I don't think from arable land issues.

The Xoh is feasible we just have to occupy the Thunder Horse and Swamp People for long enough, and then when they come back we've basically preformed necromancy. I figure you'd like that you fuzzy abomination.

Metal Forger is a toss up.

That TS thing may actually be doable. I dunno though.
Trelli should be fine water wise. Their position makes the weather equally moist no matter which way the wind is coming from...but the storms fucking with trade probably did a good number on them.
 
E: Oh also the GA where we evolved Observance was an Art/Mysticism GA so I think we need a different kind of GA to get social value evolution.
We've been in a Golden Age for all of 2 turns the entire quest: one where we had a Spiritual value evolution which we skipped, and then we got iron. That was it.

Or more centralization tolerance.
1 tolerance is only worth 1 centralization. We need more tolerance than our current 0 to deal with the wild swings of wildcat+enforce, but beyond that it's horribly inefficient to try to raise tolerance instead of just lowering it, when a single mine lowers it by 2 enabling us to get +2 Stability from Enforce Justice.
 
E: Oh also the GA where we evolved Observance was an Art/Mysticism GA so I think we need a different kind of GA to get social value evolution.
Yeah, but that was a mysticism only trigger in terms of costs; there's obviously some sort of table based on possible GA innovations that we roll on; weve seen a mysticism one that seemed kind of generic but still powerful, and of course the nat 100 iron innovation. I think if we rolled Art we'd potentially get to improve social values, though it could also be econ or diplo, yeah.
 
Palace decisions
[X][Loc] Valleyhome
[X] Shrine
[X] Library
[X] Library x2
[X] Storehouse
[X] Leave extra room for Gardens and Great Hall Expansion

Under the category of things that were a headache that the king was glad were over, the arguments about the new palace were definitely one of them. Despite the fact that he would never see the results, the plans were certainly quite interesting to behold. The general plan was to create a generally U shaped structure at the top of the hill upon which Valleyhome sat. One wing would be the living quarters, kitchens, and an extensive storehouse; a second wing would be a combination of shrine and extensive library; and the third would be the Great Hall and required secondary rooms and structures. There was still some discussion on the optimal way to lay it all out, but the idea was that the interior courtyard was to be large enough to accommodate easy expansion of the Great Hall and the inclusion of some significant gardens at a later date. It let them do some displacement of citizens now, while it was relatively easy because they were doing it anyway so they wouldn't need to deal with that problem in the future, but it also let them save on current costs and efforts.

Speaking of efforts, the work of the periphery was producing most pleasing results. The Stallions had completed construction of their new temple, opening up the finest parts of the quarry to all who could make the trip, with some of the more spectacular specimens already dug up on display. Many wondered how the bones of dragons and the skeletons of fish and stranger things had been found buried in solid stone so very far from the sea, but working that out was half the excitement for the priests and shamans. There were old stories of divine floods, so perhaps this was evidence of that, although if so that made such events far larger than the stories suggested. One would have to cover not just the land of the People or the lowlands but the whole world to have caused such a thing. Even then, a few were asking how they could have become embedded in stone that was in turn buried under a thick layer of dense clay. The arguments about what sort of flood could cause that was already producing some rather strange arguments, and there was a request for further funding to study the alchemical properties of the stones to determine how it might have happened.

While on the one hand the expense was going to be a problem, the king had to balance this against the fact that the Stallions might consider just doing it themselves, and keeping them confident in the central authority was definitely something that needed to be balanced. Especially since their neighbours in the Heaven's Hawk had struck upon a rather interesting new development in the past generation as they had started developing a more sedentary lifestyle and had sought to imitate the very effective tactics of the Red Banner in their own way. While to a large degree their imitation hadn't worked, it had instead revealed something new. The population increase from having the support of the southern provinces had produced more warriors than they had chariots for, so they had attempted to come up with some sort of infantry compromise that had resulted in a glut of javelin throwing skirmishers from the youth who couldn't get access to heavier gear. Instead of being disappointed though, the chief of the group had come to a realization that he could use these lighter elements in maneuver in conjunction with elite chariots, spearmen, and the heavy archers who were best fielded in large blocks. The complexity was staggering, but having multiple different kinds of warrior each doing their own job greatly appealed to the People's way of thinking. While useful, it also gave the most bellicose province in the north an enormous leg up in terms of military power, as well as political power as many of the next few generations of war leaders would be learning from them.

Troublesome.

Less troublesome was the unexpected harmony between Greenshore and Hatvalley. A recent trade mission between Greenshore and the Trelli had revealed a tremendous demand by the Khemetri for a particularly beautiful kind of gemstone, precisely of the sort that Hatvalley had pretty much literally just stumbled upon in a survey of their terrain. While the supply was almost hilariously tiny in comparison to anything but gold, the small blue stones shone like stars when given a good polish. Traders could get an exceptional exchange of gold, silver, spices, incense, or dye in exchange for just a few stones, and there was the possibility of further development of the find of gemstones.

There were some wondering why the Khemetri had such a high demand for these admittedly pretty awesome stones, but those voices tended to be drowned out by the greater number of people complaining about newcomers to the People. The troubles elsewhere had settled down to a dull roar from violent conflict rather than utter disaster from collapsing farms and plague, but those coming in from the lowlands tended to be related to the groups the People were fighting, so tempers had a tendency to flare... ironically the most from those families that were recent additions to the People. Although perhaps they were still nursing grudges over old feuds. It definitely caused trouble.

+2 Wealth
+2 Econ, -1 Stability from CA triggering

The priests are interested in learning how bones might get into rocks and are requesting funds for a study

[] [Alchemy] No, it is needed for other things
[] [Alchemy] Some support (Secondary Study Alchemy, Stallions pleased)
[] [Alchemy] Full support (Main Study Alchemy, Stallions very pleased)

Rush construction of a new sapphire mine in Hatvalley?
[] [WC] No, it will be developed in good time
[] [WC] Send some artisans to help develop it (-2 Art, -1 Centralization, +3 Wealth next turn)
[] [WC] Send many experts to work at the problem (-3 Art, -2 Centralization, +2 Wealth, +2 Wealth next turn)

What else to do?
[] [React] Main Expand Econ
[] [React] Main New Trails
[] [React] Additional Megaproject Action
[] [React] Main Improve Annual Festival
[] [React] Main Salt Gift
[] [React] Terrify Enemies
[] [React] Integrate Vassal
 
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