Hm. I don't think supporting Gulvalley will do much. They've still got a bunch of legacy martial and econ from their time as Hatriver and Hatvalley, they just lack infrastructure right now. I'd favor new trails, or maybe study alchemy or even expand forest. Maybe even M[New Trails] and then two secondary study actions...
I could get behind main trails, sec study metal, sec watchtowers...though again, that relies on the war chief saying that watchtowers aren't vital; i'm half expecting them to be, and if so i'd push for a main. Though a king war mission to help trigger symphony and make sure we've got more in the theatre if things go south would be good too...
 
Sure, teching metalworking is a good idea. We need basic steel. Also, we should plan for whatever combo to leave two stats maxed next midturn to trigger golden age.

I really want to see the Khemetri faces when they get the announcement. :D
 
You sir, need to learn the magic of periods.

I mostly want to use the mysticism hero to tech up metalworking and recruit more blackbirds if it's at all possible. Otherwise, shred martial via a new company so we can start recruiting more.

If you want tech I think we will get some from a 2main Raise Army.
 
Oh, we might also want to consider a secondary for the redshore aqueduct... with the iron age Law buff, that + the policy will finish it this turn, and we've gotten multiple warnings about both redshore getting overcrowded and about disease in general. It'll also give us net +2 econ expansion, while raising the cap for keeping sacred forest as a true city to 16, which should make the resulting 12 (or less if we take any more 2+ econ expenses) econ expansion low enough to regain it, if my earlier analysis is right and we need to go 4 lower than the "keep" cap to regain a city.
 
I could get behind main trails, sec study metal, sec watchtowers...though again, that relies on the war chief saying that watchtowers aren't vital; i'm half expecting them to be, and if so i'd push for a main. Though a king war mission to help trigger symphony and make sure we've got more in the theatre if things go south would be good too...
Maybe Main Watchtowers Main Terrify?
 
Oh, we might also want to consider a secondary for the redshore aqueduct... with the iron age Law buff, that + the policy will finish it this turn, and we've gotten multiple warnings about both redshore getting overcrowded and about disease in general. It'll also give us net +2 econ expansion, while raising the cap for keeping sacred forest as a true city to 16, which should make the resulting 12 (or less if we take any more 2+ econ expenses) econ expansion low enough to regain it, if my earlier analysis is right and we need to go 4 lower than the "keep" cap to regain a city.
Yeah. And forestalling disease is important with baby boom.
 
Boy, that was an interesting night I slept through apparently.

So to sum up the arguments for Defense/Offense, and then split them into good(legit), speculation and bad(i.e. false) ones:

Offense
-Good
--A full mobilization of our provinces is more likely to convince the Khemtri that this fight isn't worth it.
--The King's poor Martial will make him less effective at raising and organizing armies even with the Excellent War Chief in field command.

-Speculation
--A full mobilization of our provinces will end this war rapidly.
--Defense Policy will prioritize Massive walls to cover 1-2 settlements rather than Significant Walls or Watchtowers over all of Hatvalley.
--If we hit them hard enough we can try to Terrify their Colony into submission.
--We'd be losing Martial from this fight, so Offense won't cause over-martial woes/we don't need to care about over-martial while at war.

-Bad
--The Royal army will be led by our poor Martial King <- Explicitly wrong, Word of AN has it that the army will be led by the Excellent Martial War Chief. That's his job.
--We will sit here and let them take the initiative <- Explicitly wrong. Players intend to send at least a Main War Mission, potentially a Double Main if Defense won.
--We cannot win with good walls <- Explicitly wrong. We've actually beaten Nomads on Defense before, though it was long ago. If you run into a lot of significant walls, then it simply makes taking the territory far too expensive.
--Defense policy means risk losing land <- Explicitly wrong. It just sets the build queue and reduces the risks of losing land on a failure.
--The Trelli Mercenaries can be easily bribed away from us because the Khemtri are richer. <- This is hard to believe, we can afford to double their pay indefinitely if we wanted.
--Walls and Towers won't be built in time for the war <- We already know Walls and Towers will be built by the mid turn. We've done this before.
--Defense Policy won't be able to protect farms, roads and mines. <- AN had mentioned that such defenses would be showing up soon if we built any walls. We already have the Mortar to make them affordable. And also Watchtowers DO protect them.

Defense
-Good
--Hatvalley lacks any towers or significant walls. Filling them in is strategically important.
--Population Explosion allows us to pay for the expenses of Defense, while reforming True Cities and triggering Explosion->Colony if it results in LTE loss.

-Speculation
--The Khemtri homeland is too far away to possibly hurt them bad enough to give up.
--We will push heavily into and take their colony's land on Offense leaving us with even more land to protect.
--Offense policy will strip our provinces of their garrisons to the Southern front. This is based on extrapolation only.
--Defense policy is needed to reinforce our backrow against Hero Bullshit if we call up all the dudes. This has historically happened once, but it was kind of freakish events
--Offense policy will generate excess martial once all our dudes are committed, giving us red martial problems.

-Bad
--We need Defense Policy to fortify our other fronts <- Explicitly wrong, since the only exposed front to anything is Hatvalley
--Offense Policy will corrupt our culture <- We'd need to commit a fair chunk more than just a Policy for this.
--Offense Policy will send out crappy provincial war chiefs instead of using the Excellent Martial Royal War Chief <- This guy is going out there regardless.

So you know, pretty crappy arguments all around :p
Both sides have the about same number of objectively true and reasonable speculations, and then the rest was padded out BOTH WAYS with bullshit.

I may have misused the name a bit, but mandala is intended to be the next step from palace. Another term was thinking was three spheres.
The idea is that there are multiple centers, each with their own subsidiary orbits, with the capital being the primary center.

Three Spheres made me think Three Spheres Catacalysm :p
Wouldn't a better description be Orbital?
The King as Sun.
The Provinces/Subordinate States as Planets.
The Settlements as Moons.

The Nomads being the goddamned Oort Cloud maybe :p

And in the Chinese model the government have been providing aid to farmers because revolt of 5-20k strong aren't fun to deal with. Chinese merchants on the other hand just stockpile and rise the price 10x.

So i viewed manor as model steps closer to the individual provinces' treasury that they manage.

Early European economy model and early Chinese economy model translate poorly.
The big difference between the Chinese political/economic model and the European one is that the State has more teeth and overall control over local administrators.

Why would he be willing and able to help? In a feudal system the upper levels of the priesthood came from the same social strata as the nobility. Thus the priest's capacity to help would be inversely proportional to his power to do so.
Recall that our priesthood isn't drawn as heavily from the nobility, and preferentially picks from the outcasts, nerds and other weirdos.

Though, wasn't that a consequence of the European nobility routinely using the priesthood to vent their non-inheriting heirs?

@veekie you might be asleep but at least from my skimming you seemed to be the centerpoint for arguing for defensive policy, so id like to point out:

Hatvalley has at least 2 significant walls already, maybe more from what others have said about AN saying that their settlements already had walls fromthe Hatathyn. I think AN just forgot to update the wall listing, since the number of settlements didn't change either. Combined with our defense policy, and the possibility that when we change economic systems we'll have an extra policy we can set to defensive if needed, and i think we'll be good on that front.
Not that it matters right now, but in that case AN needs to do some rejiggering of wall levels!

That said the Khemtri are liable to be somewhat annoyed at EVERY podunk settlement having some walls :p

@Academia Nut

Effectively, are standard arms and armors still provided by the state? Are bows and new crossbows considered standard issues?

Are arrows and bolts standardized shape and weight?

Do we have universal weight measurement?
Didn't see AN answer this, but we know from before:
-The state provides full basic equipment for warriors and yeomen on 'permanent loan'(i.e. they keep it, they use it, they maintain it but technically it belongs to the state).
-Due to Best of the Best, the warriors often privately pay the difference to upgrade their equipment or to purchase additional equipment.
-An explicit example of this is that there is some kind of minor competition for yeomen paying with excess grain income to have their daggers reforged bigger and longer, to the point that they're becoming proto-swords.
A unit doesn't lose veterancy benefits with no veterans on the front lines. Some of them stick around as trainers and leaders.

Also, AFAIK our yeoman are only our archer contingent. Charioteers and frontliners are permanent military. I think skirmishers are too, but they could be a lowly-trained role suitable for yeoman (since they were originally used for training.)
We have Blackbirds as well, they're archers.
Facing ninjas in forested hills is fun for us. :D

Our military lineup is:
-Massed Yeomen Shieldwall led by Full time Spearmen
-Massed Yeomen Archers led by Full time Archers
-Elite Blackbird Squads. Not used in formation, but used to strategically take out enemy leadership by sniping, spying on enemy positions and generally making their lives hell.
-Elite chariot warrior and chariot archer squads. Not significant in this fight, wrong terrain
-Auxillary Carrion Eaters mixed with every units as comissar/medics
-Auxillary light cavalry scouts and messengers

However, Yeomen only counts for 5 Martial in all. This is not reflective of their numbers, but of relative impact.

Why in the world is size winning for crossbows? If we want them to have an impact in this war we need to be able to either make lots of them or have the ones we do make count for something. +1 size isn't going to turn them into really serious siege engines and sticking them on boats won't matter for this inland campaign. I'm pretty sure any other advancement is better??

The argument is that our primary archer complement comprises of farmer-yeomen, and no matter how fast we scale the crossbow production, they won't begin to be a significant force in time for this war, considering the Yeomen DO have the time to practice with bows and lack the means to maintain crossbows.

So practical gains isn't in rate of fire or volume of use, but in range and power. Our crossbows are currently more likely to be used by Blackbirds as sniping weapons(bigger or more powerful crossbow has a good chance of killing the target even through bronze armor) or on our walls and ships as defensive siege gear.

Massed crossbows really kicked off with greater urbanization, but for now our yeomen are going to render them irrelevant in quantity AND quality.

Why would we dedicate effort to tracking the goods entering and leaving a city through a thousand roads when we can just figure out who's doing it by tracking customers and word of mouth w/ our blackbirds?

Tracking at end users requires astronomically more blackbirds than we have. Tracking goods at traffic chokepoints is far easier than tracking by roads, and tracking by roads than tracking by end users/suppliers.

There's much fewer chokepoints than roads, and much fewer roads than users.


I am very doubtful the the Terrify action would be effective against one of the most powerful nations in the known world, especially one that we can't even invade the homeland of.

Terrify is an action meant for nations that believe that we are more powerful than them, and that are close enough that we could burn their entire nation to the ground.
Terrify could however, potentially work on their Colony, especially if it's far from royal support.

They have to attack Txolla (always laughing on this word because it sounds like a brazilian slang for dick) first, because they will be at their flank if they aren't dominated first.

It sort of looks like dick? :p


added 2 it

does this mean we still have catamarans and just updated our longboat sails?
why do we not have such sails/this boat type listed?

It happens below our visibility level, theres too many minor boat innovations to track, probably the same as why we don't track minor metalworking techniques(speaking of which, we should be able to produce anvils cheaply soon if we aren't already).
It's not like we have Clinker construction listed. Or Oar banks if we ever go with Triremes(I suspect we won't, with Triangle Sails and Catamarans the Trireme's approach of lots of rowing dudes is both more expensive AND slower)

It was pretty commonplace; people who refused to were the exception rather than the rule. Urbino's mercenary prince, Montefeltro, was actually quite renowned for not doing it.


Extra history did a 1shot on him that covered the issue briefly. Basically, most mercenaries are mostly loyal to coin and not dying. So if you look like you might lose, and swapping sides is safer and more... rewarding, they mostly would.

Generally this relies on how they assess the strategic situations. Mercenaries on strong walls generally were much harder to bribe, especially if they are further backed with state militaries.


Yeah, and that makes significant walls more important...but it makes the massive walls defensive policy is likely to make a little pointless outside of really important cities; after all, if they have enough of an advantage to siege down significant walls (that is, to set up, move slow siege equipment into play, keep the garrison of amazing archers with iron locked down, etc), then they have enough of an advantage to lock down (if not siege) the massvie walled city, and just take out all the stuff around it. We're a relatively urbanized civ, but we're still very reliant on the rural areas for stuff...especially food, stability, and so on, and especially outside of the capital province. If nothing else, if they've got enough of an advantage for massive walls to be important, they could certainly take one of the iron mines in hatvalley and get that upgrade, or the silver mines and crash our economy. If defensive policy would stick to making watchtowers, it wouldn't be too bad (though it would still make us use our king actions on war missions instead of trying to uptech to steel or supporting gulvalley), but as is its likely to spend at least half its actions on a set of massive walls that wont help much, and that will cost a significant chunk of econ and econ slots that we need, especially if the baby boom downgrades or goes away as the war gets worse and disease sets in.
Just an FYI, supply chains are a thing and siege camps were notoriously difficult to supply and maintain. Massive Walls can be the difference between being overrun quickly by armies with siegecraft, and being costly enough to break that they couldn't convince their warriors to be the first to die to break it.

Which means that they camp around the city, and then you call up your own army to either cut off their siege supply line(which is long and vulnerable), or to pincer them between the walls and your reinforcements.

Fun think:
Khemtri colony passes through the valley system.
Meaning there is a portage route from Khemtri to Hatvalley.

Methinks the Trelli aren't going to be very happy with whoever grabs both ends of the valley system!
 
Also, I don't think we have 2x Main +Secondary anymore. At least by my reading of our government type.
 
Hello all!

Following up on @Academia Nut 's comments regarding the Mandala system I think we're making a similar error with the Manorial System, confusing the economic model with the real life political model that was used with it historically. As an economic, rather than political, system there doesn't need to be an actual Manor, let alone an actual Lord of the Manor. We could just as easily say the administration is handled as an agricultural Co-op with a central storehouse.

What I think the system really means is a further distributed version of the Mandala system. Resources will be warehoused not just in the major cities, but outside them, closer to the agricultural communities. The head of the Co-op/Lord of the manor and the governor of the City/Duke of the city are both things that could result in hereditary nobility but I don't think it's the economic model that will make that happen. Either one we choose, they will still be operating under the central government's tax system, which is what guarantees that people will always get fed. I don't think "feudalism bad" is an argument that actually applies to either of these systems.

As for pros and cons, the distributed grainary system of the "manorial" system offers us more local control and flexibility, at the cost of reduced centralization. Centralization is very valuable for resisting disasters but we have recently acquired several abilities that boost our ability to resist famine. We've always known that we would eventually have to decentralize some as our empire grows and central administration becomes increasingly difficult. We are approaching the natural end of the bronze age so it may be time to try and branch out into a more flexible and responsive economy.

A "manorial" system also means that the people in charge of the stockpiles will be selected by a less elite population since they will be voted in by the farmers or local chiefs in their area rather than the elites in the core of the city, which reduces the authority of the city governor and may reduce our Hierarchy. Reducing hierarchy may be one of the few things we can do to prevent the people on the bottom from getting abused, since the abuse tends to get worse the more stratified the society.

Anyway, the system may or may not be a good idea but this is my take on what it looks like.

Tl;DR: The Manorial system and isn't feudalism, it's just a lower centralization and lower hierarchy version of the Mandala system.
 
Maybe Main Watchtowers Main Terrify?
Ughhh, i really don't want to use terrify; I don't like the narrative behind it and the influence it could have on our values, and i honestly don't think it'll do much to the Khemetri...they're pretty major, and almost certainly have siege tech themselves...especially with Poor Martial and Mediocre Diplo, i think it'd backfire or at least fizzle. Also it would be giving up the chance to actually use our heroes skill. A mystic hero doing research is a powerful thing; if main study metal gave us tech i'd be suggesting that. For that matter, thats part of why i voted for size; getting straight to siege weapons would be difficult...but we've got a hero doing the tech roll. Also, every mystic roll we get is another chance to finally get another "heroic crit", like Magwyna's that gave us free econ, free stability, another hero, and indexing tech, which was a major administrative boon, hard to trigger via other actions, and unlocked the library, and thus the census. But yeah, main watchtowers, secondary metal, secondary aqueduct, maybe?
 
Double main trails is attractive.
Main Trails + Raise Army has interesting synergy if you think about, could result in the army building the roads as they move to the front. Probably not under this King but it could be a possibility in the future.

I'd prefer at least a secondary war mission, and the other actions should be ones that benefit from our mystic hero. If they help the war effort then so much the better. Blackbirds would be useful, the Poppies as well, although I think they are better as a main.
 
Look I don't like Offensive wining but we can work with it the only thing we have to do is not send any war mission with the king actions. I still like 2 main Raise Army what do you all think of it.
Double main Blackbirds might do the trick. Unlike any form of conventional martial the Egyptians don't have anything like that and it may allow us to attack them asymmetrically and rob them of much of their material advantage.
 
Yes, because mercantile is a greater threat to egalitarianism than nobility. Right.

And anyway, that's why I said choosing guild mercantile as an intermediate step. Since we already have guilds the transition would be smooth enough.

You're in the minority here. I suspect we'll be staying on the mandala system.
 
Anyway, I'm going to point out again that now is probably a great time to build an Arsenal annex.

Means our Heroic Mystic King gets to poke around with the various technological development projects without having to go far away from administrative duties.
 
It's actually part of a series!






Ooh cool. You should see the Fourth Dimensional Cubes I've seen.


Anyway, I'm going to point out again that now is probably a great time to build an Arsenal annex.

Means our Heroic Mystic King gets to poke around with the various technological development projects without having to go far away from administrative duties.
That'd be an interesting update to read. The Smith King... Yeah I dig it.
 
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Means our Heroic Mystic King gets to poke around with the various technological development projects without having to go far away from administrative duties.
I had forgotten we had a Heroic Mystic King. While I think that makes double Blackbirds even better some tech might be good too. Is metal still sacred or is it now the domain of ordinary craftsmen guilds? We do have a Tech stat now, which may apply instead of Mysticism.
 
I had forgotten we had a Heroic Mystic King. While I think that makes double Blackbirds even better some tech might be good too. Is metal still sacred or is it now the domain of ordinary craftsmen guilds? We do have a Tech stat now, which may apply instead of Mysticism.
We got rid of that debilitating belief so we may consider metal sacred in some form(it's not been covered really or important enough to mention) but we have extremely widespread iron tool and weapon use so it is part of ordinary craftsmen guilds as far as I can tell.
 
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