@Academia Nut missing updates
[] Trade Mission
-Target Options: Highland Kingdom, Thunder Speakers, Metal Miners, Lowland Minors, Tin Tribes, Trelli, Swamp Folk, Northern Nomads, Eastern Nomads, Into the Wild (Eastern Sea), Into the Wild
 
Oh whoops sorry my bad.

[X] [Main] Census
[X] [Secondary] New Settlement - South of Cataracts
[X] [Secondary] Integrate Colony - Hatvalley - Propagate
 
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[X] [Main] Census
[X] [Secondary] New Settlement - south of cataracts
[X] [Secondary] Enforce Justice

Actually, this is probably slightly more important than propagating Hatvalley.

Also, starting on stat value recalcs.

*Dives into primodial chaos*

"Sploosh!"
 
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Hey you fellows voting for Integrate Colony - Hatvalley - Propagate. Here is the action description from this turn, note the red parts.
Integrate Colony - Part of the colony of Western Wall or Hatvalley can be integrated into the People more fully, transitioning from a Colony to a province
*S: -6 Diplomacy, gain Econ and Martial from integrating Colony
*M: Same as above, completes at mid-turn

I think that you are hoping to negate this by Propagating it, but is that really possible? It has been an option in mid-turn events but i see no indication in the text that we may do this as a main turn action. Keep in mind that mid turn actions are special and may sometimes combine several action to form a narrative action of great effect (So a integrate and Propagate is a Integrate main and a Found Colony main). It is possible that we might get a mid-turn option to Propagate, but since absorbing it would take the entire turn unless we Main the action (Note yellow text in quote) we would most likely be stuck with a dangerous overflow of warriors.

I suggest you switch Integrate to something else, and strongly recommend Enforce Justice or another stability improving action. The reason being that often by the time we reach the mid turn our stats have changed and stability might be one of them. Depending on the result of this we might have to spend the next mid and main turn doing damage control instead of starting on Law.
By the mid-turn we should be able to start Law and possibly even do some actions towards integrating our subordinates, so i ask of you to be patient.
Thank you for your time.
 
[X] [Main] Census
[X] [Secondary] New Settlement - south of cataracts
[X] [Secondary] Enforce Justice

not really convinced on the new settlement but i dont feel strongly about it either way
 
@Academia Nut. Can you elaborate on the dl changes? Does double main still give privitisation?
Distribute Land - By reworking the distribution of land, the king can improve tax income and reduce pressures administrative overhead. 0/4 Progress to Min Centralization increase
*S: -1 Centralization, +2 Wealth, +1 Progress
*M: -2 Centralization, +5 Wealth, +2 Progress
I think part of that particular scenario was that when you asked we would hit 0 Centralization which was stated to make our system go boom. Now though we might still stick together with some form of privatization. Which is weird to think about.


[X] [Main] Census
[X] [Secondary] New Settlement - south of cataracts
[X] [Secondary] Enforce Justice

Actually, this is probably slightly more important than propagating Hatvalley.

Also, starting on stat value recalcs.

*Dives into primodial chaos*

"Sploosh!"
"Wait! Take this Gygo Burner to light your way!"

*Tosses to pblur*
 
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Rakuhn, veekie, Citino, Theunderbolt, Sivantic, ETA50M, Killer_Whale, Karugus, pbluekan,DragonParadox, Carrnage, Arbit, mc2rpg, Cathon Grimeye, Mortis, Reader of all,Chrestomanci, Varano, ALanos, jamie96969, Chronic, Athas, Dirk93, Nicklance,wingstrike96, Legion0047, thatguy, Rozencrantz, tryrar, Umi-san, Finite Magician, pblur,notgreat, McLuvin, Deathbybunnies, BungieONI

Hey you fellows voting for Integrate Colony - Hatvalley - Propagate. Here is the action description from this turn, note the red parts.


I think that you are hoping to negate this by Propagating it, but is that really possible? It has been an option in mid-turn events but i see no indication in the text that we may do this as a main turn action. Keep in mind that mid turn actions are special and may sometimes combine several action to form a narrative action of great effect (So a integrate and Propagate is a Integrate main and a Found Colony main). It is possible that we might get a mid-turn option to Propagate, but since absorbing it would take the entire turn unless we Main the action (Note yellow text in quote) we would most likely be stuck with a dangerous overflow of warriors.

I suggest you switch Integrate to something else, and strongly recommend Enforce Justice or another stability improving action. The reason being that often by the time we reach the mid turn our stats have changed and stability might be one of them. Depending on the result of this we might have to spend the next mid and main turn doing damage control instead of starting on Law.
By the mid-turn we should be able to start Law and possibly even do some actions towards integrating our subordinates, so i ask of you to be patient.
Thank you for your time.
Actually we have had WoG from AN which said that what happens is you pick Integrate X, and then on the mid turn you always get a choice to do a full Integration X or a Propagation X. So Propagation is not a special thing, it's just a sub-outcome of an action.

And Propagation is less on the Martial and Econ gains than integration if I remember what happened when we did it to Hatriver.

Thanks though.
 
Anyway, time to see what the Welsh translations of the names of our provinces are:

Redvalley is "Dyffryn Coch," or "Dyffoch."

Sacred Shore is "Ian Sanctaidd."

Stoneshore is "Iancerrig."

Hatshore is "Ianhat."

Finally, Blackiron is "Haearndu."
 
[X] [Main] The Census
[X] [Secondary] New Settlement - south of cataracts
[X] [Secondary] Improve Annual Festival

Well. This is a mess.

I really don't want to trigger an uncontrolled aggressive war, and that means we can't risk a stability hit with refugees this turn. Not unless we've spent a whole bunch of martial somewhere, and I don't think we're going to build a mercenary company this turn. Influencing or supporting one of our less attached subordinates, maybe, but honestly I'd rather have red martial and 0-1 stability than a white martial but be at -1...

So. Claim the spot for the dam, get that stability point, hope our subordinates make the mills and boats we need.
 
[X] [Main] Census
[X] [Secondary] New Settlement - south of cataracts
[X] [Secondary] Enforce Justice

Actually, this is probably slightly more important than propagating Hatvalley.

Also, starting on stat value recalcs.

*Dives into primodial chaos*

"Sploosh!"

Ehhh. I think our colony will colonize Cataracts for us.

And even if Highlanders do..well, we will assimilate them anyway, and we are not planning Dam right now, so...
Actually we have had WoG from AN which said that what happens is you pick Integrate X, and then on the mid turn you always get a choice to do a full Integration or a Propagation. So Propagation is not a special thing, it's just a sub-outcome of an action.

And Propagation is less on the Martial and Econ gains than integration if I remember what happened when we did it to Hatriver.

Thanks though.


We are still at red Martial and 0 Centralization, so adding *even more* Martial would be...doubtful idea.

[X] [Main] The Census
[X] [Secondary] New Settlement - south of cataracts
[X] [Secondary] Improve Annual Festival

Well. This is a mess.

I really don't want to trigger an uncontrolled aggressive war, and that means we can't risk a stability hit with refugees this turn. Not unless we've spent a whole bunch of martial somewhere, and I don't think we're going to build a mercenary company this turn. Influencing or supporting one of our less attached subordinates, maybe, but honestly I'd rather have red martial and 0-1 stability than a white martial but be at -1...

So. Claim the spot for the dam, get that stability point, hope our subordinates make the mills and boats we need.
Why not mercs though? We do want a couple more anyway, at least 1 to eventually replace Stallions.
 
Actually we have had WoG from AN which said that what happens is you pick Integrate X, and then on the mid turn you always get a choice to do a full Integration X or a Propagation X. So Propagation is not a special thing, it's just a sub-outcome of an action.

And Propagation is less on the Martial and Econ gains than integration if I remember what happened when we did it to Hatriver.

Thanks though.

That's still in the mid-turn, meaning we go into the mid-turn the with possible 12 (17) before lessening the pressure (this is a very low estimate).
 
[X] [Main] The Census
[X] [Secondary] New Settlement - south of cataracts
[X] [Secondary] Improve Annual Festival

Well. This is a mess.

I really don't want to trigger an uncontrolled aggressive war, and that means we can't risk a stability hit with refugees this turn. Not unless we've spent a whole bunch of martial somewhere, and I don't think we're going to build a mercenary company this turn. Influencing or supporting one of our less attached subordinates, maybe, but honestly I'd rather have red martial and 0-1 stability than a white martial but be at -1...

So. Claim the spot for the dam, get that stability point, hope our subordinates make the mills and boats we need.
Hmmm...
*has small thought*

Do you remember if WHR rounds up or rounds down for it's calcs on how much boost we get?


We are still at red Martial and 0 Centralization, so adding *even more* Martial would be...doubtful idea.
*cough* Think you meant Stability.

And yeah. There are doubtful ideas overfloweth here. My hope is to have a stab raising option next mid turn(we really should since in all past similar situations with low stability we have) and no refugees coming in, which should not be happening because the climate disruption seemed to be a single turn thing. I am getting this from there not being a Climate Disruption (Immune) on the front page.
 
I'm not sure enforcing our current justice would do much, other than maybe catch some bad tax collectors?

Census followed by some kinda integration project or action would probably be good? Getting people into positions they'd do the most good would increase their productivity.
 
[X][Main] Census
[X][Secondary] Enforce Justice
[X] [Secondary] New Settlement- south of cataracts

Conceding that we don't need 2 stab this turn. Still better to have some breathing room with our martial partially in red.
 
Why do nobody likes us? Can't we at least have a "special relationship" with the HK?
Because we kicked the shit out of them not too long ago, made them pay us tribute after a ecological crisis and are the Faction with the best chance of taking over the Lowlands, which is an 'I win button' due to our farming skills and Lowlands fertility.

Oh and everyone wants our iron and knows the only way is to raid us and take our provinces
 
@Academia Nut When we integrate Txolla in the future, will we get to use Black Soil actions to get them up to par with our agriculture?
We should as they would just be even more of a part of us.

Narratively they are already doing it on a low level(which has probably adjusted all of their settlement site fertility values upwards) but now they should also have the action available to take.

I'm not sure enforcing our current justice would do much, other than maybe catch some bad tax collectors?

Census followed by some kinda integration project or action would probably be good? Getting people into positions they'd do the most good would increase their productivity.
I was thinking something to this effect. Some festival or the like.
 
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