I think that my ideal order of actions is:
1. Get a temporary peace in the Lowlands/Finish the Palace
2. Found a mercenary company
3. Claim the Cataracts
4. Found a trading post near the Trelli
5. Found a colony in Greenshore (or change tradepost to colony)
6. Census

I think that items 3, 4, and 5 have a very small window of opportunity, and will no longer be available within a few turns of climate instability ending. The Trelli, Highland Kingdom, Metal Workers, and Tin Tribes will likely all be prioritizing new settlements and will gobble up whatever land is available.

If the climate instability ends before we finish the palace, what do we want to prioritize?
Hmm.

1. Finishing the Palace is doable but will take some time. Pacifying the lowlands is harder because our presence is a danger to everyone, but maybe if we make our vassal stop going on the offensive, others will accept us as just another player.
2. I don't want more mercs until we can support them solely with reliable (saltern) income.
3. Good point, we should grab this potential Dam site.
4. The Trelli aren't much affected by the climate anyway. I think they're just not big on land grabs. So no great rush - but maybe great payoff, so yeah.
5. The Metal Workers are gone. Until we've integrated most of our subordinates, I'd rather keep the passive Diplomacy income.
6. Goes without saying. Some people are talking about also starting the Games, in hopes of a double-project legacy; interested?

Once the climate settles down, we should probably get into the opium market - but carefully, starting with Secondary poppies alongside Study Health.

And by the way, I think it should be possible to hand over the megaproject to the provinces, in which case, we could possibly bring steps 3-4 forward and do them while continuing the Palace. Then just stay on megaproject policy and launch the Census.
 
[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
 
Yes, but they're less likely to choke out other life as an invasive species up there
I wouldn't worry too much about that. You see, there is a natural predator in the area:

Pine wood can be used to make charcoal.

How about the lowlands? Plenty of space, well away from disrupting the Sacred Forest, and might help us settle the area more quickly and easily with a good timber supply. We could trade it with neighbors, too.
 
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[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 hope the drop to centralization 2 temporarily and to 3 for next turn doesn't make us even more fragile, but being able to get Gems to dominant and thus 6 dominant goods (!!!) is worth it. When trade disruption ends we'll be at +3 wealth a turn even with paying for our mercenaries, enough to tank the wealth drip and buy us time.

Actually, we might get seven categories of trade dominance, which is: Mercury, glass, fine dye, salt, wine, pilgrimage, and gems.

Though, I am less optimistic about gems. We might get leading, though.
 
And by the way, I think it should be possible to hand over the megaproject to the provinces, in which case, we could possibly bring steps 3-4 forward and do them while continuing the Palace. Then just stay on megaproject policy and launch the Census.
We still have the lowlands to worry about. We need the provinces to wage our wars for us, so that we are freed from that concern in our main and secondary actions. So we should stay at Offensive.
 
Pine wood can be used to make charcoal.
Charcoals made from soft woods like Pine, Willow, Balsa, or Poplar make for a more porous, more absorbent charcoal, and so they are better for water filtration/purification, because they do a better job of absorbing impurities. Softwood charcoals are also better for gunpowder-making because they mix more easily with the other ingredients.
...
Hardwood charcoals burn hotter and hold together better. Softwood charcoals do a better job of absorbing things.
Hmm. Apparently pine charcoal doesn't burn as hot. Might not be as good for smelting...
How to Make Your Own Charcoal « Survival Training :: WonderHowTo
 
I don't think we place any focus when taking this?
It used to be Expand Farms, Expand Fishing, Expand Pastures. But we reached a tech level where micromanaging which type of Econ is being produced is largely a waste of time.

We COULD go "Double Main Expand Econ - Pasture focus" and be told that we'd need to cut down forests for room for instance.
- The benefits of copper age law suggest that Iron Age law could be a pretty awesome upgrade. Extra province action bonuses maybe? Improved Enforce Justice? Something new and even more interesting?
Think in terms of the Sacred Forest
Did we ever trigger the ??? that came from absorbing everyone?
Twice. Hatriver, Hatvalley, though everyone knew what the ??? was for those, since it'd have grabbed the land. AN also confirmed once after the fact that one of the ???s for maximum intake would have taken....the Northwestern Lowland Minors as a province.

We also got Glazed Pottery off an Econ 4 intake(IIRC) and Bronze off an Econ 2 intake, neither of which had an ???
So it's less "can only get" and more "will probably get"
Hey, do we know if the bonus Martial from We Have Reserves affects our cap in the same way as regular Martial? Because a bunch of farmers with some basic combat training aren't going to pose a threat in peacetime; they'll be busy farming.

And I suspect that some of the Stallions' Martial comes from WHR.
The Yeomen are actually a fair chunk further along than basic combat training. They are our archery and shieldwall backbone. Think less disorganized militia and more reservists who practice shooting for an hour every morning ever since they were 12, and who meet up for the weekend to practice volleys and drills.

AN said they'd give 12 Martial(I think?). They have 1 Province.
Base Martial 8 + Econ 8/3 = 12?
I wonder who the Negaverse Xoh remnants will play as and how long it will be between the fall and the start of the Xoh remnants Civ game, probably 500 years.
They could pick up any of their numerous vassals really, but given that the only one still loyal to them at the end was the Southeastern(we don't know if they've reunited with their Northeastern cities) Thunder Horse, they're probably the ones using the Revenge CB.

Boosts our trade power in the goods the target area produce.

Like if we put it north we would have trade power of Amber and Furs boosted. And when we went to the MW we had their goods, tin and... gold I think, boosted in power in our part of the trade table.

They also "pair up" so to speak with salterns.
Metalworkers had too little tin to export any, but they had silver.
There's also the fact that in our core lands we have direct update mention of Black Soil up to a man's hip.

Which is kinda ridiculous.
We've been laying it down for something like 4000 years now. It's basically hit saturation.
So... we're more likely to reach dominance?

How does that fit with the description of the trading post action, which says it's "to generate Diplomacy"? Is that just outdated and pre-currency? Or is it just a reference to the mature state?

And do salterns have to be close to trading posts to pair up?
Mature trade posts generate diplomacy because they conduct Trade Missions for us. In story they're basically Bronze age embassies, they send out emissaries and exchange favors in our name, so people start to like us better/owe us more.
Hey, what if CA fused with a religious trait and gave us the ability to send some kind of proselyting missions to trigger migrant waves, instead of just waiting for Stability drops?

Might need more Religious Authority to be effective. But it turns out RA is important for dealing with outsiders anyway.
AN had mentioned that'd be a thing eventually, but our theology had yet to get to the point where we think everyone should hear The Message. Though we can already trigger stability drops on purpose with Terrify.
I wonder if we could get some seeds and grow pine trees at home... fast growing, easy to work, and comparatively light. Could be useful for boats, not sure about charcoal.
Others said it, but Pines grow just fine in warmer climates. The issue is they prefer drier soil I think. Our forests are too moist for them to thrive.
1. Finishing the Palace is doable but will take some time. Pacifying the lowlands is harder because our presence is a danger to everyone, but maybe if we make our vassal stop going on the offensive, others will accept us as just another player.
Doubt it, from what AN said the only reason they'd stop swinging at us is if they're physically unable to. It's not like having 8 generations of peace stopped the brawl. Everyone just armed up and went back in as soon as they could reach each other.
4. The Trelli aren't much affected by the climate anyway. I think they're just not big on land grabs. So no great rush - but maybe great payoff, so yeah.
Pure speculation here, if they kept the Gardeners of the Land trait from the Hathatyn when they broke off, they might be reluctant to expand to avoid triggering the penalty?
6. Goes without saying. Some people are talking about also starting the Games, in hopes of a double-project legacy; interested?
Action choke. Also we've been there. Thats where we got Rush Builders to begin with.
I wouldn't worry too much about that. You see, there is a natural predator in the area:

Pine wood can be used to make charcoal.

How about the lowlands? Plenty of space, well away from disrupting the Sacred Forest, and might help us settle the area more quickly and easily with a good timber supply. We could trade it with neighbors, too.
Noting that pine trees acidify the soil around them to drive away competition. My guess is that we'd set up controlled biomes, they do make better charcoal and fuel woods, but find it harder to fit into our cycle.
 
AN said it will requires at least 2,000 years to reach the industrial age, assuming we cheesed hard on science and has no social collapse(A big if!), and make sure we incentivize mechanization(which we already did with no slaves).

I am wondering how we could accelerate it more than what we already did. More golden age natural 100?
 
Actually, we might get seven categories of trade dominance, which is: Mercury, glass, fine dye, salt, wine, pilgrimage, and gems.

Though, I am less optimistic about gems. We might get leading, though.
Reminder that Mercury is about the same rarity, and a single Major investment took us to Dominant.

Though we sure have a lot of literally shiny resources for hippies. Crow's work?
 
Hmm. Apparently pine charcoal doesn't burn as hot. Might not be as good for smelting...
How to Make Your Own Charcoal « Survival Training :: WonderHowTo
You had me at "softwood charcoals are also better for gunpowder".

Hasn't it only been 1500-2000 years since quest start?
This was my understanding. Last time we asked, about 30 updates ago, AN said about 2000 years for our civ since some of the early updates covered multiple centuries.

I also recall that he has said his dating is going 4000 BC + 15 years/update.

So about 1700-2000 years of time has passed since he said we are basically in the 2300 BCish era.


Action choke. Also we've been there. Thats where we got Rush Builders to begin with.
Pretty sure we got that from kicking a single project and not doing two at the same time, which we have never done that I can recall.
 
You had me at "softwood charcoals are also better for gunpowder".


This was my understanding. Last time we asked, about 30 updates ago, AN said about 2000 years for our civ since some of the early updates covered multiple centuries.

I also recall that he has said his dating is going 4000 BC + 15 years/update.

So about 1700-2000 years of time has passed since he said we are basically in the 2300 BCish era.

So, basically by the time we hit the Roman era in our timeline, we might be an industrial society? Damn, would that be nice. But it requires us to be insanely successful, since it's "at least", not "good chance".
 
Pretty sure we got that from kicking a single project and not doing two at the same time, which we have never done that I can recall.
Can't really DO two at the same time unless they cost less than 7 actions combined. And that's if we kick the shit out of it

We went
Turn 1
[] Saltern x4(completed early due to Symphony unexpected)
[] Garden x1

Turn 2
[] Garden x3
 
I'd really want to double main study health at some point. With libraries established we have a greater chance of advancement.
Adhoc vote count started by highs2lows on Jul 11, 2017 at 10:14 AM, finished with 73258 posts and 85 votes.
 
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[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
 
Talk about a bandwagon. Over 60 votes in the lead on all of them
 
Or, since we don't actually use charcoal for water purification or gundpowder... we don't actually need pines? :p
We actually do use water purification charcoal, I believe it's a part of our Garden and Black Soil filtering systems. We use it somewhere, I just can't quite recall the specifics.


Can't really DO two at the same time unless they cost less than 7 actions combined. And that's if we kick the shit out of it

We went
Turn 1
[] Saltern x4(completed early due to Symphony unexpected)
[] Garden x1

Turn 2
[] Garden x3
Hmm.

I think the general idea(do note I am not a supporter since I think it is the unworkable kind of insane), is that with two Mega actions on mega support one action can be dedicated to the Census and the other to the Games while the Law bonus doubles one or the other. In a perfect world, which this ain't, we could sit on megasupport for a few turns and have those both churned out. E: Basically the idea is to do them at the same time over multiple turns and then finish them at the same time.

Totally nuts but I think resource wise it would be fine after we finish the palace since the Census at that point is basically a Myst generator.


Pretty sure the big value of pines, for us, is boats.

So we'd want them near a potential shipyard, or upstream from one.
Yep. If I recall, they are useful for finding sealants for boats.


Talk about a bandwagon. Over 60 votes in the lead on all of them
It was kinda a easy vote.

Course I am fully expecting the Unholiest Murphy to say hello next turn in recompense.
 
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