So yes, we won't have the stats to get a Golden Age. However, we're a single secondary away from getting a second max, a main at most. And we need to be at max stability for a whole turn whereas we only need to touch 2 max stats AFAIK. As such we can spend the mid-turn doing something to increase Diplo, Wealth, or Mysticism and we'd be at max stats as the Stability requirement is met.
As such we can easily do it next turn, or during the mid-turn, not this one.

Also, sauce.

Boats causes Sacred Forest to pop since it adds LTE, though it might delay the popping for a turn.
14 - 5 = 8 + 3 boats - 2 boats + 2 (hemp) - 3 hemp + 2 (city) = 11, or am I mistaken? Why didn't it pop already, anyways?
 
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As such we can easily do it next turn, not this one.

Also, sauce.


14 - 5 = 8 + 3 boats - 2 boats + 2 (hemp) - 3 hemp + 2 (city) = 11, or am I mistaken? Why didn't it pop already, anyways?
Because we have to end the turn on it popping, i.e next update or the update after it is gone if we don't do anything.
 
As such we can easily do it next turn, not this one.

Also, sauce.


14 - 6 = 8 + 3 boats - 2 boats + 2 (hemp) - 3 hemp + 2 (city) = 10, or am I mistaken? Why didn't it pop already, anyways?
It is popping already, it just has a 1 turn delay. And the boats' econ doesn't cost econ expansion, that's why it's so LTE positive.

As for sauce,
If you can get to Stab 3 here, if you can make it to the mid-turn at Stab 3 and two max stats, a golden age will trigger.
While we did have 2 max stats at that point in time, the winning vote was (as we did) dropping one of the stats out of max and there was no indication that this would interrupt the Golden Age trigger. We need 2 half-turns at Stab 3 and 1 half-turn of 2x max stats.
 
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for a mercenary stallion integration combo, it would probably be best to double main raise army and secondary integrate stallions.

The mercenary company made would be martial 10 instead of martial 5, and it would likely begin our progression towards getting professional standing armies.
 
Ah, peace. When we're not interrupted by nomad hordes and can actually concentrate on projects.

Also, hemp is a very useful material, and it will make sails and ropes and all that goodies for us.
 
for a mercenary stallion integration combo, it would probably be best to double main raise army and secondary integrate stallions.

The mercenary company made would be martial 10 instead of martial 5, and it would likely begin our progression towards getting professional standing armies.
  1. The WHOLE POINT of forming a mercenary company while we integrate the Stallions isn't to gain an extra mercenary company, but to lose enough Martial so that we aren't 5-10 points past our cap.
  2. Anyway, a normal mercenary company is martial 8, not martial 10; not much difference from that and what we get from a double-main. Except of course the afore-mentioned martial drain we want, 8 points of resources we don't have to spend, and an extra main we don't need.
 
  1. The WHOLE POINT of forming a mercenary company while we integrate the Stallions isn't to gain an extra mercenary company, but to lose enough Martial so that we aren't 5-10 points past our cap.
  2. Anyway, a normal mercenary company is martial 8, not martial 10; not much difference from that and what we get from a double-main. Except of course the afore-mentioned martial drain we want, 8 points of resources we don't have to spend, and an extra main we don't need.
Huh, I thought that I remembered AN saying that mercenary companies are only martial 5.
Sorry about messing up the numbers, but there's no need to be so angry man.
 
  1. The WHOLE POINT of forming a mercenary company while we integrate the Stallions isn't to gain an extra mercenary company, but to lose enough Martial so that we aren't 5-10 points past our cap.
  2. Anyway, a normal mercenary company is martial 8, not martial 10; not much difference from that and what we get from a double-main. Except of course the afore-mentioned martial drain we want, 8 points of resources we don't have to spend, and an extra main we don't need.
The bigger bonus to the double main raise army in my opinion is that it would push us on the road to a proper standing army; our merc companies already have elements of that, but doing a double main would almost certainly push us to full on standing army, plus some army tech innovation for that matter
 
[X] [Main] The Law (Iron Age)
[X][Secondary] Plant Hemp
[X] [Secondary] Proclaim Glory
[X] [Free] Change Passive Policy - Defence (+1 significant walls/turn)
[X][Free] Found Colony - ChangeGreenshore Trading Post to a Colony
 
Huh, I thought that I remembered AN saying that mercenary companies are only martial 5.
Sorry about messing up the numbers, but there's no need to be so angry man.
they used to be:

Found Mercenary Company - With new coinage, those who fight for less than savoury reasons can be bargained with more effectively. Paid well they can enhance your forces, or can be hired out to other groups, but beware of having them sit around without pay!
*M: -5 Martial, -1 Wealth per turn in your employ, +1 Wealth per turn if hired out to another group, or 0 Wealth per turn and adds directly to Martial score
 
[X] [Main] The Law (Iron Age)
[X] [Secondary] More Boats
[X] [Secondary] Proclaim Glory
[X] [Free] Convert Greenshore to colony
[X] [Free] Change Passive Policy - Defence (+1 significant walls/turn)
 
[X] [Main] The Law (Iron Age)
[X] [Secondary] Plant Hemp
[X] [Secondary] Proclaim Glory
[X] [Free] Change Passive Policy - Infrastructure
[X] [Free] Convert Greenshore to colony

I don't think we need a policy for defense as the nomads are going to leave us alone (not to mention our provinces all have significant walls). I'm a bit iffy on the Greenshore decision...it'll allow the MW to flee to it when they get hit by nomads, but it'll lose us wealth per turn.

The hemp will give us +1 tech so we'll be able to afford a 4-action Law if necessary.

Edit: looking back at AN's comments, he said our settlements all had light walls...

@Academia Nut Did you mean significant walls, or are light walls a new category?
 
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[X] [Main] The Law (Iron Age)
[X] [Secondary] Plant Hemp
[X] [Secondary] Proclaim Glory
[X] [Free] Change Passive Policy - Infrastructure
[X] [Free] Convert Greenshore to colony

I don't think we need a policy for defense as the nomads are going to leave us alone (not to mention our provinces all have significant walls). I'm a bit iffy on the Greenshore decision...it'll allow the MW to flee to it when they get hit by nomads, but it'll lose us wealth per turn.

The hemp will give us +1 tech so we'll be able to afford a 4-action Law if necessary.
Here is our wall coverage:

Build Wall - The practice of building city walls has reached new heights with access to superior tools making the cutting of stone simpler (6/40 significant walls, 2/40 massive walls)
*S: -2 Econ, +1 significant walls
*M: -4 Econ, +1 massive walls

Even with defense policy it would take 34 turns, or about a few centuries, to get full up on significant walls.

To show the math: 34 * 20 = 680, so around 6 to 7 centuries.

Also, we have so much wealth income per turn that losing a trading post should not be any sort of problem at all.
 
[X] [Main] The Law (Iron Age)
[X] [Secondary] Plant Hemp
[X] [Secondary] Proclaim Glory
[X] [Free] Change Passive Policy - Infrastructure
[X] [Free] Convert Greenshore to colony

I don't think we need a policy for defense as the nomads are going to leave us alone (not to mention our provinces all have significant walls). I'm a bit iffy on the Greenshore decision...it'll allow the MW to flee to it when they get hit by nomads, but it'll lose us wealth per turn.

The hemp will give us +1 tech so we'll be able to afford a 4-action Law if necessary.

The nomads will return. The question is if we want to be caught with our pants down.
 
First Excerpt from The Xohyrd
A translated excerpt from an early version of The Xohyrd, recovered from an early Iron Age library in Elmáritan.

...Phygrif, rude and wanderer king, barked in judgement. / "Arasel, son of Arrantes, fool and liar, / the land of your sons will wither, and your sword-arm will fail / if you do not fight! The gods have spoken / and in their displeasure called us to holy duty. / Who are you to refrain?" / But calm Arasel was wiser than his age, solid as the hills. He spoke, / "The dread walls of Xohyr are washed in death, O king, / all the bounty of the sin within / yet there are markets there. / Wives and children move from shop to shop like bees, laden with honey. / I shall not lift my sword until our last crop of death / is gathered from wicked men, and wicked men alone. / If the gods say 'Kill', I ask first, 'Who? Why?' / though you in strange and barbarous ways / seem to think only of how soon." / But Phygrif laughed, like the thunder of hooves / beholden to the nomad horses, far to the north / and strode to Arasel. He struck him in the cheek, and Arasel fell...
 
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Some time in the future I would like to double main expand snails and begin large scale aquaculture. If we could unlock offshore fish farming, and eventually artificial reefs and islands. Shapers of the land could evolve again.
Apparently that's one of the uses of the dam mega project. If we build it in the right place we can create a shallow lake in which we can learn how to use aquaculture.
 
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