[X][Main] The Law (Iron Age)
[X][Secondary] Proclaim Glory
[X][Secondary] Plant Hemp
[X][Free] Change Passive Policy - Defence (+1 significant walls/turn)
[X][Free] Found Colony - Change Greenshore Trading Post to a Colony
Can i seriously ask you guys why you're voting for hemp?
It's great, yes, but we have a lot of stuff that we actually need right now, and hemp isn't it.
One of the Catamaran requirements is a revised design in sails. This would be greatly improved by Hemp access.
I'd be more worried about the Hawks jumping ship. We've never influenced them, so if a big Nomad Waaugh showed up, there's a risk they'd join it rather than help fight it off.
Not that I don't think we'd get warning if that were going to happen, buuut we might not be in position to do anything about it.
Probably won't happen until they are Loyalty 2 at least, they've built some nice stuff they probably won't like to give up.
Yo, ppl voting for PG, why??
a) we won't hit a Golden Age any time soon.
b) More Boats gives us catamarans so we'll finally be on even footing w/ the Trell & it synergizes well w/ Hemp.
a) Golden Age would be nice, but we want to be able to afford some moderately difficult choices. Starting the Law on maximum Stability gives us more opportunities for progressive or long term beneficial reforms as people are more willing to tolerate their way of life being fucked over while the changes settle out.
b) It sure does, but More Boats will also pop Sacred Forest quicker because it generates LTE. It'd negate the effects of Plant Hemp on Expansion space.
You're likely to leave behind decent records, although it's impossible to say what will survive and what will be blown away by the sands of time.
It's technically costing Tech in the Main, but Best of the Best is turning some of that into Wealth cost instead.
Hmm, on the records, I expect there might be a continuity gap as Vellum records are transcribed over to Paper when we get there. Paper is really much more durable AND cheaper than parchment, which didn't tend to age very gracefully in storage.
And the Best of the Best's narrative effect on that is a treat. Basically any high level research endeavor gets extra funding and better materials to cover for any lack of materials and technique?
It's a measure of how much trail coverage you have. Also, I thought back and realized that it should be at least 5/14.
Truly a tragic state of affairs.
- 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.
- 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.
Actually, remember we still need a garrison force up north, so if we remove the Stallions it would be highly recommended to maintain a Company there for defense, though admittedly it's not super urgent with the horde turned away for now.
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.
The Lower Valleyhome and Cataract sites should be suitable. Cataracts especially, flooded slot canyons should also make excellent fishery habitats because of the high underwater surface area, which breeds algae and other water plants for fish to feed on and shelter young.
By then nomads would've gotten siege tech and rendered our significant walls less than useful
Noting that this is a gross exaggeration.
-Minor Walls
--Without rams - Surmountable at human and morale cost as you could physically vault such a wall.
--With uncovered rams - Allows an overwhelming force to suppress defenders by archery, then pound through the gates to breach without the cost.
--With covered rams - Allows a peer force to force the gates and then march in.
-Significant Walls
--Without rams - Go home.
--With uncovered rams - Allows an overwhelming force to suppress defenders by archery, then pound through the gates to breach at great cost.
--With covered rams - Allows a superior force to force the gates and then march in.
-Massive Walls
--Without rams - Go home
--With uncovered rams - Allows an overwhelming force to suppress defenders by archery, then pound through the gates to breach at great cost...then to try to breach the second gate at even greater cost in the killing zone.
--With covered rams - Allows a superior force to force the gates and then march in....then try to breach the second gate at immense cost because you can't fit the ram inside easily.
-Colossal Walls
--Without rams - Go home
--With uncovered rams - Go home
--With covered rams - Go home
Siegecraft is not a discipline which favors nomads, since it relies heavily on staying power over mobility. Surmounting walls is difficult until the siege tower. Breaching gates is difficult without covered rams.
Forcing a breached gate is an exercise that favors shieldwalls and heavy infantry to plug the gap rather than light raiders.
I just remembered...we just had a bunch of people dramatically retell the fall of the Xoh's captial, right? How much does everyone wanna bet that the story would possibly inspire nomads to invent the battering ram they heard about in the story?
No bets, though they'd be coming up with the man-carried ram rather than the suspended ram, which is significantly less powerful(as in maybe a fifth as much impact force, and scales poorly per man added, whereas the suspended ram scales up with manpower provided you had the discipline or cultural base to synch up 30 dudes pounding in perfect symphony).
I have to apologize to
@veekie. I denounced him for fearmongering for suggesting numbers like this. Mea culpa, beetle bro. Forgive a Wise Wolf's folly?
It's fine. I only noticed the sheer scope because of constant turn by turn analysis that our roads were in a ruinous condition.
It's easy to overlook.
I really want to try out our new level of double main roads once the fires die down for just one blasted turn though.