Very easy to miss, I suppose.
But why it'd do that is easy to figure out with a bit of consideration.
Very easy to miss, I suppose.
Most folks tend not to notice them or realize the implications. Also gunpowder is shiny boom booms sooooo... SV + Shiny = Obvious Goal.
Not a good idea. Would greatly prefer to blitz finish them one after the other, and I consider deliberately removing our reaction ability to pursue a legacy which had never been hinted to exist as pointless.
Both of them have great range actually, but the thing with the Star Mirror is that the specific nature of the pool makes it VERY easy to isolate a given span of sky, to place markers around the pool to measure very precisely where everything in the pool is.Interesting, thanks for doing this.
I would think though that such a range of observation from Horse Valley also supports significant math improvements. Are you simply saying they would be lesser in Horse Valley when compared to Star Mirror?
It's happened IIRC, but launching chains is much harder than it sounds. You lose a lot of range doing it that wayWouldn't using a ballista/scorpion to fire a bolt with a chain to effectively harpoon a ship be a pretty effective way of bringing a ship into boarding range on favorable terms?
Basically, also note my edits.Well there's also the fact that gunpowder has a concrete progression that is relatively obvious to most readers. Likewise gunpowder has been the foundation of warfare of any kind for the last ~600 years, so asking a modern person to imagine warfare without gunpowder is a very difficult task.
We rejected Ancestral Honor, so we're more likely to be looking at Joyous Symphony, Divine Stewards, We Have Reserves, or Best of the Best being evolved by a Census instead.We've also that old warning about how the census would have aggravated the negative effects of Ancestral Deeds to consider. Just... something to keep in mind.
So, please let's not take a trait evolution off completing the Census. Or at least, consider it very carefully.
I'll be working on it in a bit. I want to wait till after the coming update because stuff will probably be changing.BTW @Bungie, your problem list needs an update. Problem #1 is OVER !
ETA And problem #4 is being thoroughly tanked by restored trade + trading post + sixth dominance.
What about international? The nomads would think we were really weird (they already do!), but they would likely enjoy it if they actually participated.On the other hand, there are some significant benefits that I mentioned earlier in regards to easing intranational tensions.
Eh. I don't really consider negotiating with or even talking to the nomads as international relations. Long term, befriending any of them really means nothing as they'll forget or just not care after a little while, or they become part of us and new nomads take their place.What about international? The nomads would think we were really weird (they already do!), but they would likely enjoy it if they actually participated.
Been discussed. Determined to be a bad idea, and also one that wouldn't occur to the designers without critical levels of luck.What about international? The nomads would think we were really weird (they already do!), but they would likely enjoy it if they actually participated.
<High times> has close to your answer. Figures it was Weed-Man who did it too.Man, the (relatively) long wait between the updates and the fact that everything seems to be going well is making me nervous. I mean, when have we actually had a period of time where there are really no apparent crises having to quickly be bandaged over to keep the whole ship that is the Ymaryn from sinking?! It just feels like everything is going too well.
The second outcome isn't nothing...Long term, befriending any of them really means nothing as they'll forget or just not care after a little while, or they become part of us and new nomads take their place.
One of these is not like the others...Basically, also note my edits.
Other fun things we may find/invent:
Greek Fire(AN can pull a reasonable formula out from wherever he wants)
Sulfur based chemical weapons.
Dolphins.
Pitch bombs. (Fill a ceramic jug with pitch, light a wick at the top, throw and watch it burn and splatter).
Fire arrows.
Harpoons.
Which? All of them are weapons you can use from ships
Ambivalently with this part of the update where the action happened:The second outcome isn't nothing...
I reckon the Heaven's Hawk, at least, would enjoy the Games. And we've already seen them send a trade mission into the steppes. I'm quite curious about how that went.
However, even as the metaphorical skies cleared, there were soon new clouds on the horizon, mostly from the direction of the Trelli, although of course there were already fresh tensions brewing in the north with nomad tribe numbers increasing.
Well, let me put it like this. The original post of 'let's have a slow fleet that's heavily armed' was kind of silly.Yes, which is missing the point. A ballista is a valuable addition to a ship(indeed, given the size of them you really SHOULD have at least one on every ship anyway), but large banks of ballistas are not going to present the same kind of threat as a bank of cannonry.
Ultimately in this era their role was to damage enemy mobility and morale by destroying sails and rowers, which was a prelude to a boarding action, which in turn made SPEED important, preferably at least close to the enemy's mobility.
Your ship's mobility was quite crucial to this strategy, since ballistas don't reorient easily, your mobility is basically your targeting ability.
Hence, 'heavy' ships with a lot of gunnery on them didn't work out so well as 'medium' ships with a lot of marines and an engine to slow enemies for them to catch up to and board, or 'light' ships which could harass and mission kill you while avoiding counterfire for the boarders to get close.
General
Diplomacy 14 [+2]
Economy 11 (+1) [-2+5]
-Sustainable Forests 7/8
-Econ Expansion 8 (+1) [+2-5]
Martial 10 {14}
Wealth 11 [+5-1]
Stability
Stability 2 (hopeful)
Legitimacy 3 (max)
Organizational
Centralization 3
Hierarchy 7
Religious Authority 4
Cultural
Art 9
Mysticism 15 [+1]
Prestige 50
Nooooooo!
Uh oh.
[X][Main] Grand Palace
[X][Main] Build Docks
Provinces – [Main] Megaproject x2, [Main] Expand Econ
Stallions – [Main] Build Library, [Main] Black Soil
Western – [Main] Build Iron Mine, [Main] More Boats, [Main] Expand Forest, [Sec] Expand Econ
Greenshore – [Main] More Boats, [Sec] Aqueduct (6/6), [Sec] Expand Econ
Hatvalley – [Main] New Settlement, [Main] Build Walls, [Sec] Expand Econ
Heaven's Hawk – [Main] Art Patronage, [Main] Expand Econ
Txolla – [Main] War Mission – Lowland Minors (West), [Main] Terrify
The completion of the palace came relatively quickly once the king had the resources to push through its construction. In the span of a decade the project that the grandfathers of the current generation had started had its ceiling come in, the record rooms filled, and the artists brought in. They actually came in under budget and fast enough that they had properly set up the gardens by the time the notables had finished filing in. Extending out the Great Hall into the area set aside for that would take a bit more time and effort, but it could also safely be set aside as a somewhat bare extension of the gardens for the near future. As it was, the palace had become a shining emblem of everything grand about the People. With great stores of supplies and knowledge alongside the improved functionality of having a shrine and the great hall so close, it made doing the business of the kingdom vastly simpler.
Actually, it made it so much easier that the king was able to do a great deal of reshuffling. With all the time freed up for him and for the clerks, the king could safely delegate more authority to the lower level chiefs. The provinces were reorganized, the old administrative layer instituted by a previous king transforming into the leadership of the old provinces while the prior provincial chiefs became the leaders of new, larger provinces. While they still had to keep an eye on the lower levels, there were so many more moments in the day that they could do that and interface directly with the highest levels of leadership, as well as hear all of the appeals from the lower levels of society.
Megaproject Completed!
Capital Palace
A grand center of government, the palace seats the king and all the necessary organs of governance, as well as being aesthetically attractive and imposing, so as to show off the wealth and power of the People. Required capstone project to move beyond Bronze Age models. Grants access to the Governor's Palace extended project.
Annexes (6/10): Grand Hall, Shrine, Library x2, Storehouse, Garden
Annex Effect: +1 National Library count, -1 Temp Econ damage, +1 EE before Valleyhome loses TC status
Oligarchic Ancient Kingdom -> Early Classical Elective Monarchy
A king holds chief executive power, but is primarily drawn from and voted in by a limited set of families backed by economic might and military elites.
Upper Centralization Limit: High
Lower Centralization Limit: Neutral
Possible Economic Systems: Palace, Manorial, Classic Mercantile
Heroic King: Rare
Idiot King: Very Rare
Regency: N/A
Province Actions: 1/2 Provinces
Free True Cities: Capital only
Subordinates: 1 + Prestige/10
Special: Subordinate Dependency +1
Palace Economy
Whether accumulating at a palace or temple or some other center of governance, the economic production is brought into and distributed out from central locations. While relatively inefficient, a palace economy can keep people fed and curtail collectively destructive actions by simply refusing economic tools to those the state disagrees with.
Temp Econ Damage: Event - Centralization
Wealth Generation: Dominant/2
Passive Policies: 1
Special: Requires a political system with Neutral or higher Lower Centralization limit. Transition to a lower centralization form of government causes economic collapse
Special: Lower level subordinates with economic authority require extra attention, so certain actions will raise the minimum Centralization required to maintain a government
Legacy: -1 Min Centralization
New system unlocked, Passive Policies. Select a passive policy
[] [Policy] Agriculture (+1 Econ and -1 Econ Expansion/turn)
[] [Policy] Diplomacy (+1 Diplo/turn)
[] [Policy] Trade (+1 Wealth/turn)
[] [Policy] Armament (+1 Martial/turn)
[] [Policy] Patronage (+1 Art/turn)
[] [Policy] Mysticism (+1 Mysticism/turn)
[] [Policy] City Support (2 True Cities have their maintenance paid for each turn)
[] [Policy] Expansion (So long as there is land to expand into, +1 Econ Expansion/turn, reduces threshold to produce new provinces the longer active)
[] [Policy] Innovation (Extra innovation roll each turn)
[] [Policy] Infrastructure (+1 Free Progress to an infrastructure project (Aqueduct, governor's palace, saltern, etc.)/turn)
[] [Policy] Special: Forestry (+1 Sustainable Forest and -1 Econ Expansion/2 turns)
[] [Policy] Special: Vassal Support (+1 Subordinate while active, increases Loyalty while active at less than full subordinates)
New information is available on the front page. Subordinate Loyalty and Dependency is now listed. Subordinates with high Loyalty and Dependency are the least likely to break away. Subordinates with Dependency above their natural limit may be forced to switch to another leader in order to have their needs met. The number of provinces of direct interest to the king has been reduced, but action strengths have been adjusted
Of course, while the central government was concerned with all of this, the lowland minors, now emboldened by the aid of the People and calling themselves the Txolla - River Folk in their tongue - had decided to cash in on the fact that their ancestors had been there with the People at the Sack of Xohyr, and had rapidly coerced the majority of their neighbours around them without the "protection" of large groups like the Highlanders or the Swamp Folk into joining up with them. While not given major access to the iron tools and weapons of the People, they did have favoured trading status with the merchants and were able to outfit their warriors with plenty of bronze, and a combination of adroit political skill, ferocious raids, and their actual status among the legends and epics told of the Sack lead to the rapid capitulation of those groups.
Opinion of the People about this was mixed, to say the least. On the one hand there were those who considered the acquisition of more land a good thing, but on the other hand there were those who were upset by the methods - and more pragmatically the fact that their vassal had just gained a large amount of power and there were questions about how loyal they might be. There were a number of calls to curb the ability of the Txolla to do this again.
What should be done about the Txolla
[] [Vassal] They're fine
[] [Vassal] Curb rights of war (-4 Diplo, converts to colony)
[] [Vassal] Curb rights of expansion (-4 Diplo, converts to march [keeps current extra provinces])
Elsewhere, the proliferation of new water mill technology had a number of people thinking about the way the gears transferred and transformed force, and some clever artisans had taken to the idea that they could use something like a bow to store force and use gears to spin a wheel. So far they had managed to spin a wheel fast enough to throw fist sized rocks not particularly far for all the effort they had put into making them move, but it was distinctly possible that they were actually onto something.
Provide royal patronage?
[] [Mech] No, if it is worthwhile they'll figure it out on their own
[] [Mech] If any provincial governors want to look into it they are free to do so
[] [Mech] Limited royal patronage (-2 Art, -2 Mystic, -2 Wealth, further progress made)
[] [Mech] Generous royal patronage (-3 Art, -3 Mystic, -3 Wealth, significant progress made)
On the Trelli front, things were definitely taking a turn for the unusual. While they weren't going after People, their settlement on the Vinula River - as Old Hathatyn called it - wasn't actually a trading post as first suspected. Rather, it was a rapidly growing colony, with the obvious intent to colonize the river valley system. And they were doing it fast, somewhat disturbingly so. They first step was to send in mercenaries to raid out and depopulate the villages that were still there despite the collapse of urban centers in centuries past. The survivors of these villages were sold off as slaves elsewhere, and select members of the mercs were granted land to settle, with Trelli nobility set up as overseers. To bulk up the numbers of farmers and miners the Trelli imported slaves from the Saffron Islands and the western mountains, who the Trelli somewhat disturbingly treated like livestock to be bred and traded. More than a few priests got rather twitchy over both the spiritual pollution implicit in such actions and ancient tales of how demons had destroyed the original Gardens of Creation by tempting men into treating each other like swine. While their behavior wasn't enough to trigger calls for war - yet - it was certainly ratcheting up tension. Of course, the people the kings and the priests had the least amount of control over the traders who were most involved with all of this, and when the traders came back with wealth and goods the chiefs always found an excuse not to ask who exactly they had received all the gold and silver and exotic luxuries from. Especially when those materials seemed to keep disappearing from royal coffers.
About the biggest thing that the average member of the People knew was that there was a demand for the latest boats to be bigger and faster in order to compete with the boats of distant foreigners. While their standard boats could go everywhere and carry a fair amount of high value material, the Trelli were moving around large numbers of people and the bulk goods to support them. While from some observations those boats were either bought or captured from the Saffron Islanders and the sleeker design was native to the Trelli, it mattered not. The People had learned from rough seas and there was now some supposition that they could push the principles learned of how to make a stable boat into something larger.
What path was taken?
[] [Boats] Bigger bottoms
[] [Boats] Multi-hulled
Also, as the years went on, there were many who felt that the Trelli were helping to create disharmony in the world... possibly them or the Thunder Speakers, who were trying their hardest to promote their own gods as the most important. Or the Txolla... anyway, someone or some combination of someones was creating disharmony in the world and it had caused a few years of unstable weather that had caused problems for everyone else. Not for the People though! Deep stores and a wide selection of crops to choose from meant that not only did the People not suffer from major hunger, but the reduced rations didn't even affect the rate at which children were being born.
Greater Sacred Forest Activates, Short Term Climate Disruption Downgraded
Temp Econ Damage Negated by Palace Economy
No damage taken
Baby Boom not disrupted
Response to Troubles?
[] [React] Reassure everyone that the kingdom is stable (-6 Art, -2 Econ, +2 Stability, two potential +1 Prestige)
[] [React] Tie everyone closer together (-2 Econ, +2 Centralization, +2 Diplomacy, +2 Cent Cap Progress, other effects)
[] [React] Begin Census (-4 Mysticism, 2-3? Actions)
[] [React] Redshore is getting crowded, improve sanitation (2*-3 Econ, -6 Art, Redshore receives aqueduct)
[] [React] A second center of government in Blackiron Province would help spread royal influence (2*-3 Econ, -6 Art, new governor's palace in Blackriver)
[] [React] Send experts to the trading posts (-6 Diplo, Transfer 2 Econ, Wealth, Art, and Mystic to each of Greenshore and Tinriver [4 total of each stat type])
People displaced by famine
[] [Refugee] Take in a few (Chance of Stability loss, +2 Econ)
[] [Refugee] Take in more than a few (-1 Stability, chance of further loss, +4-5 Econ)
[] [Refugee] The Txolla caused some problems with their tactics too (-2 Stability, chance of further loss, Txolla -1 Loyalty, +6-8 Econ)
[] [Refugee] You could probably get word to the slaves on Vinula (-3 Stability, chance of further loss, Txolla -1 Loyalty, -2 Diplomacy, chance of angering the Trelli, +9-11 Econ, chance of overcrowding)
[] [Refugee] Bring in as many people as physically possible (-4 Stability, chance of further loss, Txolla -1 Loyalty, -2 Diplomacy, chance of angering the Trelli, +11-14 Econ, definite overcrowding)
... That's been our historical base value all this time, Sivantic.