I'm pretty sure we're sending money, not men. There's no econ component to Study Alchemy, is there?
If i remember right, 1 econ, 1 wealth, and 2 mysticism; we're sending a large contingent of priests and shamans, with expensive alchemical regents and equipment, and either enough attendants and brute muscle (to mine and move the limestone under the priests direction?) to take away from farming, or else establishing a major enough alchemical research setup to require more farms and labor to feed and supply.
 
(Includes, but is not limited to, fertilizer, concrete, certain dyes, and basic building materials)
Ya know looking at this I think that the Ymaryn word for Limestone is eventually just going to mutate into meaning "That stupidly useful rock" like gygo has for "chaos".
 
Alright, cool. I missed that post, but I'm happy it exists.
Found it:

"Massive trade networks were great but may have lead to collapse"
"Chariot elites were great but may have lead to collapse"
"Strong centralized command economies were great but may have lead to collapse"
"Increased literacy and advances in writing were great but may have lead to collapse"
Hmm.... This series seems distressingly well-timed for the events of this quest... D=

And it was in fact an insightful from AN, which makes sense as those are all things that both massively empower us, but also stress our system and make us fragile in some ways.
 
Well...
Sapphires are used in lasers.
Perhaps they rolled two nat 100s during a golden age.:V:V:V
Hrmm.

No. We would have heard if they were in a GA, assuming the GA announcement pulse is the same range as a Wonder pulse. So I have to shoot down this theory as funny as it is.

Sorry!
 
Last edited:
[X] [Alchemy] Full support (Main Study Alchemy, Stallions very pleased)
Keep the north happy till the Palace is done AND possibly get us mortar? Sign me up!
[X] [WC] Send many experts to work at the problem (-3 Art, -2 Centralization, +2 Wealth, +2 Wealth next turn)
Sapphires don't use trees and this allows our Centralization to drop for Trails/Enforce Justice. Trails are a priority over EJ in my mind, however. Stability can from the Festivals and completing the Palace.
[X] [React] Main New Trails
Better connectivity means easier logistics, side effects include slowing down the progress of the North-South divide.

Well...
Sapphires are used in lasers.
Perhaps they rolled two nat 100s during a golden age.:V:V:V

Lasers...Stone of Ymaryn...
*Flashbacks of JJBA*
Have we recently sold some stone masks to the Khemetri ?
 
[X] [Alchemy] Full support (Main Study Alchemy, Stallions very pleased)
[X] [WC] Send many experts to work at the problem (-3 Art, -2 Centralization, +2 Wealth, +2 Wealth next turn)
[X] [React] Main New Trails
 
I still remember the long and fruitless campaign to try to stave off using Enforce Authority so we could build roads using that space.
I wasn't around, but... that emphasizes the point. Roads increase Centralization, which is a stat that by definition can't be raised very far. So no civ can build many roads without a lot of time spent delegating and restructuring admin. That... doesn't seem like RL.
 
I wasn't around, but... that emphasizes the point. Roads increase Centralization, which is a stat that by definition can't be raised very far. So no civ can build many roads without a lot of time spent delegating and restructuring admin. That... doesn't seem like RL.
Eventually trails will evolve into a different action, which will have different effects, probably similar to docks.
 
[X] [Alchemy] Full support (Main Study Alchemy, Stallions very pleased)

[X] [WC] Send many experts to work at the problem (-3 Art, -2 Centralization, +2 Wealth, +2 Wealth next turn)


[X] [React] Main New Trails
 
True, but if the trelli aren't effected as much by the climate directly in terms of landslides and farm destruction and standing water, which is my understanding from what i remember from your posts among others, then they'd likely have taken more boat/docks actions specifically to counter that issue; whether they have the same solutions, i think its likely they've got at least one or two innovations in since the climate issues started
They do, but we had complete longboats at the start of the weather fuckery, while they had three choices:
-Build the Speed x? design for weather resilience. This is difficult, the Speed boats are specifically vulnerable to rough weather, and capsize easily to choppy waves, so they'd need to add Size upgrades to the line.
--So...where do they get the large timbers for the spine to build large boats in this climate?

-Build the Size design from scratch. Make them big enough to ride out a nasty storm without docking, but that means the first stage is counterproductive, too big to take shelter in coves, too small to ride storms.
--So...where do they get the large timbers for the spine to build large boats in this climate?
--Secondly, without Love of Wisdom they won't spawn innovations nearly as fast.
--Thirdly, this design is useless for interdicting traders or trading with people without big docks.

-Build the Portability design from scratch. Now they have a small boat which can beach anywhere to avoid storms. They can then work their way to a longship design.
--Problem, the longship design is a massive waste for them. They have no rivers!

So I'm guessing they might be actually focusing on running trade missions and art patronage to ride out the storm.
That's probably how a new dynasty in China arise.
Though noting that many of these 'bandits' were usually minor or fallen nobility with personal armies that they leveraged.
The typical unwashed rabble bandits were rarely as successful, what with having neither decent weapons nor knowing how to fight.

The medieval image of bandits were mostly former levies, knights fallen on hard times(i.e. landless knights) or mercenary companies going unpaid. The Roman era bandits were mostly former warriors from assimilated native culture or former legionaires/deserters I think.

If i remember right, 1 econ, 1 wealth, and 2 mysticism; we're sending a large contingent of priests and shamans, with expensive alchemical regents and equipment, and either enough attendants and brute muscle (to mine and move the limestone under the priests direction?) to take away from farming, or else establishing a major enough alchemical research setup to require more farms and labor to feed and supply.
Looks like it yeah.
-1 Econ - Miners and masons. Also the manpower to set up the labs and kilns.
-1 Wealth - Alchemical gear. Top quality glassware, along with a shipment of reagents, acid and furnaces
-2 Mysticism - Priests and shamans. A smal village worth of experts.

The drawback is it gives the Northern Temple it's own full featured alchemical lab so they won't need the Core so much but it does buy us some time against Temple Induced Culture Drift.
 
[X] [Alchemy] Full support (Main Study Alchemy, Stallions very pleased)
[X] [WC] Send many experts to work at the problem (-3 Art, -2 Centralization, +2 Wealth, +2 Wealth next turn)
[X] [React] Main New Trails
 
@veekie we got the seafaring path started. It resulted in outrigger fishing boats, which do not appear to be related to the clinker hills characteristic of longboats.

They could just develop outrigger aspects of their current triremes. A historically accurate event.
 
Can't wait until we unlock the "All roads lead to Valleyhome" Megaproject, where our people build and tend to the roads similarly to how we manage the forests. Maybe have our soldiers build roads everywhere they go like the romans.
 
We have had WoG that all of our Centralization numbers are yellow... at least it was a turn or so ago, and it's silently changing on us.

That's actually the best case because AN has said that all of our Centralization values are red or yellow. Worst case would have overlapping yellows.
I thought that he was talking about our hidden centralization values.?
First, how do you have two mains and two secondaries in a plan?

Second, if we are changing policies, why not go to Megaproject Support for the Symphony bonus?
...
Depending on what happens next turn, I'd put it down as

[Main] The Palace
[Main] The Palace x2
[Secondary] Policy Change - Balance
[Secondary] Expand Econ

With the secondaries switching depending on whether we are still at war or not.
As for the second, misunderstanding how much each Project costs. I was under the impression they cost two of each stat. I can see putting them to Support. That way we get three done next turn and they can finish off the turn after.
 
Last edited:
@veekie we got the seafaring path started. It resulted in outrigger fishing boats, which do not appear to be related to the clinker hills characteristic of longboats.

They could just develop outrigger aspects of their current triremes. A historically accurate event.
Possible, but I think they don't particularly care since traders come to THEM.

The outriggers are a logical extension true, but I think we actually stifled their evolution by sending unprecedented amounts of trade to them and making up for the bad weather rather than force adaptatio.
 
Possible, but I think they don't particularly care since traders come to THEM.

The outriggers are a logical extension true, but I think we actually stifled their evolution by sending unprecedented amounts of trade to them and making up for the bad weather rather than force adaptatio.
That's somewhat possible, but they've never had a pressure to go out and trade, as far as I can tell. They always have others come to them, which is why they developed triremes rather than barges.

Us offering such valuable goods motivates others to try to get through their area and/or siege them - i.e. to cut out the middle man. Having steadier warships is necessary to effectively combat that.


I doubt it will give them a full-featured alchemical lab. Probably just what the alchemists think is useful. It still populates them with people taught by us.
 
Last edited:
Back
Top