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.
His stat applies to most tech in general it seems, even to stuff like crossbows:
AN: If Tech goes negative, it consumes Culture and Mysticism to get to 0. While negative it also suppresses Innovation rolls, and if extremely negative may result in technology loss due to a lack of experts. And yes, the tech rolls are influenced by having a Heroic Mystic Hero.
And yeah, thats why i (and others) want to do study metal so much; having him working on it greatly increases the chance we finally figure out steel, and can continue having an advantage even after iron spreads around. Blackbirds might be nice, but i think we've basically got all the tech we can out of them? And again i personally would put watchtowers and either support subordinate (if gulvalley needs it) or redshore aqueduct (to regain a second true city, up the econ slot limit for that, deal with the overcrowding in redshore, deal with disease some, and set up to have a third true city eventually; which we could even make a free city for a culture drip and an extra passive policy)
 
It doesn't really matter which system is what. Our actions will determine what we end up with and what we end up with will match our actions. Assuming our choices are not a mismatch for our general approach to this game, what we get will be suited for our play style.
 
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How would we tell if we had?
Mostly that we've trained them a lot, and didn't get anything the last couple times. Of course, that might just mean we're on the verge of something...but in terms of getting tech, some of our less used (or even less recently used, like study health) options would be better, imo

Edit: Actually, on that note, maybe we should go with support artisans in the next couple turns? Since our hero applied to the crossbows, its likely he'll apply there, and it gets us extra tech as well as probably helping with the crossbows...i wouldn't be surprised if we had a "special: large crossbow designs are being worked on. Additional Support Artisan or <Other action> will accelerate things" next turn, actually
 
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Ok, sure. Let's take our egalitarian society completely capitalistic in a single stroke.

> hereditary elites
> hereditary traders
> hereditary everything but priests and actors basically

Yeaaah, that ship has sailed long ago. Mercantilism, normal and guilds-based, for all its faults, will make us more meritocratic because we are not egalitarian at all.

So next turn I am voting for

Main More artisans
Sec More blackbirds
Sec Study metal

Uh....we kinda have a war?
 
So next turn I am voting for

Main More artisans
Sec More blackbirds
Sec Study metal
Did you miss that we're in a war?

Our actions should consist of war actions and raising armies. Everything else is on hold. This time we aren't fighting some pesky nomads we can defeat on the side. We're fighting a civilization that in some areas may well eclipse us. We're fighting against a potentially superior enemy.
 
Did you miss that we're in a war?

Our actions should consist of war actions and raising armies. Everything else is on hold. This time we aren't fighting some pesky nomads we can defeat on the side. We're fighting a civilization that in some areas may well eclipse us. We're fighting against a potentially superior enemy.
Eh. I think we should make time for one study action. It's only 1/9 or 2/9 of our actions, and it has a much better return rate than usual. And we NEED steel to keep our tech ball rolling.
 
Did you miss that we're in a war?

Our actions should consist of war actions and raising armies. Everything else is on hold. This time we aren't fighting some pesky nomads we can defeat on the side. We're fighting a civilization that in some areas may well eclipse us. We're fighting against a potentially superior enemy.

Mmm....I, like, 99% agree, but think that we maybe can do Double Main War Mission with secondary Trails to make a strategical road towards the war location for the sake of logistics.
@Academia Nut , will taking secondary Trails during a full war construct Trails with the implied intent of providing logistical trai for the front?
 
Mmm....I, like, 99% agree, but think that we maybe can do Double Main War Mission with secondary Trails to make a strategical road towards the war location for the sake of logistics.
@Academia Nut , will taking secondary Trails during a full war construct Trails with the implied intent of providing logistical trai for the front?
We don't have 2x Main + S any more.
 
Did you miss that we're in a war?

Our actions should consist of war actions and raising armies. Everything else is on hold. This time we aren't fighting some pesky nomads we can defeat on the side. We're fighting a civilization that in some areas may well eclipse us. We're fighting against a potentially superior enemy.
There is more to war than drowning our enemies in bodies. The reason I campaigned for offensive policy is to let our provinces fight while we take care of logistics and R&D we have a mystic hero king so we should use him to research better weapons for the war effort and making sure we can out tech our opponents we already have quite an army now they need the equipment.
 
@Academia Nut though we might not have an update till Saturday can you tell us if you've done the rolls yet? If we're going to go insane we might as well go insane panicking.
 
-Except that is exactly what the Watchtowers are for. To help bring in those that are working outside our towns before they are attacked. We are not leaving them alone, we are about to hire 3 Mercenary Companies to help defend their towns. As to the ridiculousness of your West Wall scenario, how are we to be warned without the watchtowers? Why not have the Watchtowers in place so that West Wall doesn't burn down.

-If we build watchtower in our own territory it won't help West Wall that much since they are a colony and we can't dictate what they build. Here is a quote from AN

It will build in your primary territory, not your subordinates, but it will prioritize the most threatened areas.

So defensive policy will not help the build more watchtowers, they will have to do so themselves. By not sending a war mission we are effectively leaving them to fend for themselves.
Furthermore i said they might be killed but i said that our infrastructure will burn. This means people will suffer even if they might survive and recover. On the larger scale it will put back the progress of Gullvalley by decades if the colony`s infrastructure is destroyed. Furthermore i would like to keep the tribal mercenaries on the frontline away from the majority of our populace, since they may cause disharmony with their "barbaric" ways (compared to Ymaryn lifestyle).

-Again, you underestimate the importance of Walls to defend against attacks. It doesn't matter if they have an army if they cannot get in. This far from their core lands also means that they can't just leave their army there for years on end, or even months to wait them out. You are also completely ignoring how stretched their logistics are if they are just putting up a colony of their own this far north. We are not going to going up against a horde initially. Having some areas protected by walls and watchtowers create more flexibility than having war mission sent out because instead of having thousands of people watching over hundreds of borderlands, we can have half of that watching over half the territory, allowing more people to be moved around to where the actual attack is being place instead of sentry duty

-And those troops can be spared more easily if we have less poorly defended towns that we have to overfill with troops to defend properly. Having Offensive is very much about destroying the feelers because that is all their current logistics can send. We are at the very edges of their territory, they will not be able to send their full forces so readily especially since they also have many neighbors also looking for a sign of weakness. Going offensive means using a blowtorch to burn away dust bunnies

Those towns you speak of is in our territory and the battlefield will most likely be in the lands of our subordinates (who are not affected by our policy) so instead of sending aid to our peripheries we would be forting up our homelands far from the actual battlefields.
No the point is to prevent them from building up a significant army that may invade our lands, that might have siege equipment and jeeping them from forting up.

Us building them walls aids in many ways that I have outlined several times. Saving our peoples lives is vastly more important than their worldly possessions.

Not just worldly possessions, homes, jobs and food production would be significantly harmed by letting them run free on our countryside. It means that we would have to send food supplies to any area that had been sacked straining our supplies and supplie routes.

My plan increases the safety of all our lands because it sets our provinces on fortifications and warning systems while we are more at liberty to send the assistance they require, whether that be war mission, more long boats(so that they can better attack the invaders), support subordinate(if they require food and such), or anything else they need.

And as i said OUR lands will have increased defenses, but our subordinates don't count as our lands by the policy mechanic so they will be left to fend for themselves. If we end up being attacked from multiple fronts while in defensive policy, we will have to spend most of the kings actions to ride to their defense or switch to offensive anyway.
 
There is more to war than drowning our enemies in bodies. The reason I campaigned for offensive policy is to let our provinces fight while we take care of logistics and R&D we have a mystic hero king so we should use him to research better weapons for the war effort and making sure we can out tech our opponents we already have quite an army now they need the equipment.
The problem is that these are all long-term developments. Stuff we should have taken in preparation of a war, if this one hadn't come so damn suddenly. Now that the war is actually on... waves of bodies it is. IMO, at least.
 
Iron was a natural 100 during a golden age. I'm naturally cautious, so I wouldn't count on steel soon.
The jump from "relatively new copper-working" to "iron-working" is much less than the jump from "well developed over centuries iron-working" to "steel-working"
We don't have 2x Main + S any more.
The last actions update still had it listed:
One Main and Two Secondary actions or One Main x2 and One Secondary available.
 
We should do Support Artisans next turn, at least as a Secondary. Being at Tech 0 is definitely not somewhere we want to be and it gives us no opportunity to take advantage of Tech-using mid-turn options. Based on what AN said, we can also expect this action to be boosted by the Heroic Mystic King.
 
I could have sworn we've had it.
I mean, I think we've still had it in Early Classical EM, so what gives? Or we didn't?
Here's our new gov.

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
Admin Strain Free Provinces: 12
Penalty Accumulation: -1 Centralization Tolerance/2Provinces
Possible Economic Systems: Mandala, Manorial, Classic Mercantile, Guild Mercantile
Heroic King: Rare
Idiot King: Very Rare
Regency: N/A
Player Actions: 1 Main + 2 Secondary, +1 Secondary/4 Provinces After First 8
Province Actions: 1/2 Provinces Secondary First 8 Provinces, +1/4 Provinces After
Admin-Free True Cities: Capital +1/3 Governor's Palace
Subordinates: 2 + Prestige/10
Special: Every Free City produces +1 Culture/turn

So, depending how many provinces we have, we may be able to double main with a secondary.
 
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