You make it appear as if Megaprojects are frivolous prestige projects, when that is demonstrably not the case. Megaprojects are big projects that do lots of stuff, no more than that. Our cultural issues could have been solved by the Games, long ago. Our administrative issues could have been revealed and solved by Census and Palace, long ago. The Grand docks, meanwhile, would do Trade and boost naval prowess.

Megaprojects means nothing more and nothing less than : "Big Multiturn Project".

In addition, what makes you think only roads can reveal hidden problems? Maybe a Trade action will reveal smugglers undercutting or problems, or worse, selling our secrets. Maybe a construct walls action will reveal substandard building practices. Any action can be justified with the idea that it may reveal hidden effects.

Roads are not a miracle solution to all our problems, as you appear to think. They're roads, no more, no less.
Roads aren't a miracle solution to all of our problems, only some of them. They are the solution to the true city crisis we're sure to get into in the future by plopping megaprojects everywhere since they increase centralisation, and they increase the effect of everything else due to enhancing interconnectivity.

My point on revealing problems was based on all infrastructure, not just roads still only roads have so far revealed a disparity between actual stat and shown stat, so while it's easy to say anything can reveal problems, only roads have provably done so since the game began.

Also games addressing problems is pure speculation, and even if they did they would only tie the core territories tighter since the remote territories wouldn't actually have roads.

The diminishing returns are obvious, both in the narrative and numerically.
Not to me. Can you please elaborate?

Also both roads and temples address cultural problems. Roads by increasing communication and travel, and temples by having priests that promote the religion and increase religious authority. Both increase the amount of internal pilgrimage so that our people visit our capital and Sacred Forest which encourages Core culture.

You're basically comparing a simple infrastructure project to a multi-action project that can last multiple turns. If we spend as much actions on infrastructure, we'd also get an equivalent effect, if not as dramatic.
 
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@Academia Nut
Does the heroic leader study boost apply to all innovation rolls or only to actions explicitly with the word study in their title? (IE Support Artisans has an innovation roll)

How does The Law (Iron Age)'s infrastructure bonus work? (Specifically "player chosen Infrastructure policies doubled", does this mean [Main] Arsenal actually builds 4 of them?)

Is our econ expansion being less than the Population Explosion's power a contributing factor to it potentially ending?

Depends, but it is primarily the study actions. Artisans and Artists may get a boost, depending on what else is chosen.

If you choose the Active Infrastructure Policy, you get 1 action doubled from Copper Age Law, and another 1 doubled from the Iron Age Law. Passive Infrastructure Policy, when chosen by the players, gives +2 progress/turn for each selection rather than +1/turn.

It can be, but remember that the colonies can buffer you there, so the odds of overcrowding are considerably less.


What does the current Heir look like? Anything noteworthy?

What action would be most useful in getting true cavalry? (Increase size of horses and numbers)

Current heir is the war leader choice from last time.

Waiting.

what sort of equipment and tactics do the mercs seem to have?

Bronze and copper weaponry for the most part, and their tactics are mostly sneak attacks on undefended villages and bullrushing forces smaller than them. If brought to a fight with the main forces, they are usually used either as initial skirmishers or kept in reserve for pursuit purposes.

@Academia Nut what percentage of the Khemetri's army are we currently facing? All of it? Barely nothin'?

A large chunk, but neither side has brought up the resources to go all in yet. Each year sees a steady escalation of committed forces though.

Someone ask AN how our acale armor compares to the khemtri bronze armor inhe morning, since I think he went to bed already

The scale armour is definitely less effective than the bronze plate they are wearing, but also way more common and easier to make.

Is this outdated?
We know:
-Hatvalley built SOME Significant Walls before we took them in.
-Hatvalley definitely had some settlements
-Passive Policy built one set of Significant Walls
-But neither the number of walls or settlements increased, though Watchtowers DID drop 10%?

Or maybe this value should move to the main sheet like Sustainable Forests did?

I will adjust the wall stuff, there is more to it than that, yes.

could we get the Trelli involved in the war by mentioning to them that the Khem are trying to break their trade monopoly?

You and the Khem are their primary trade partners, and if either of you stops trading they might collapse. They're most likely going to be trying to support the underdog to maintain a balance of power.

They may pull their mercenaries if you start winning too hard.

@Academia Nut quick question. What are the major ethnic grouos in our core territorries? Did the census record ethnic groups? Are there other ethnic identities besides "Ymaryn"? And are they reflective of the original four tribes?

The People recognize different ancestry and cultural traits, but there's no distinction between different ethnicities. There's provincial identifiers, but not super dividing ones. The original tribes have long been blended into a coherent whole.
 
You and the Khem are their primary trade partners, and if either of you stops trading they might collapse. They're most likely going to be trying to support the underdog to maintain a balance of power.

They may pull their mercenaries if you start winning too hard.

Interesting. How are their mercenaries maintaining their numbers? Are they recruiting from their tribes or from the locals or both?
 
On the plus side, it means that the Trelli are unlikely to backstab us either. Since they want both of us to come out of this intact ultimately.

Thing is, literally the only reason we're fighting this war is because the Khemetri started invading our colonies before they or we knew they were there, and we were forced into a Great Power Thunderdome where each side has little choice but to go for the knife. We'd have probably conceded if it didn't proc Divine Stewards too.
 
Well this sounds interesting for war plans.

I'm getting the feeling we should make sure their mercs take some very high attrition.

Also, as predicted, their mercs are really shitty. Though they won't stay so for long, they will quickly start to copy either the Red Banner or the Khemetri.

I also wonder whether it would be possible to negotiate a peaceful end to this conflict with the help of the Trelli... A big enough Salt Gift (presented like tribute) to the God-King might placate him and his court enough that he can back out from trying to conquer us without loosing face and looking weak.

Edit: After all, that is how you calm angry gods, with sacrifices.
 
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We can just turn our border area into a nightmare of walls, towers and trees so we can repel any attackers with our own mercenaries. We dont have much to gain by actively attacking them.
 
So, @Academia Nut, in this update you said that the Highland Kingdom was "moderately hostile". What is their take on the People now? Do they remember the time when they were allies or have they already forgotten it?
 
[X] [Main] War Mission - Khemetri
[X] [Secondary] Palace Annex - Arsenal
[X] [Secondary] Study Metal

Approval vote:
[X] [Secondary] War Mission - Khemetri
 
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So, @Academia Nut, in this update you said that the Highland Kingdom was "moderately hostile". What is their take on the People now? Do they remember the time when they were allies or have they already forgotten it?

That was centuries ago, they don't have libraries, you all decided you didn't want to maintain a long term relationship, and you have been to war more recently.

They see you as a threat, even if they have no personal amicus towards you. They want you out of the lowlands and Hatvalley to protect their own interests.
 
Mysticism 7 (+6) [+1] -> 11 (+2) [+1]
-More Blackbirds -1
-Study Health +1
-Library cashout +4(2 points still pending from midturn to midturn)
Check the front page, it's 12 (+1) now, though that still doesn't quite add up:
7 + 6 (Law Refunds) + 1 (Study Health) - 1 (Carrion Eaters) = 13 - 1 (???) = 12 + (+1) (Carrion Eater Refund)
Hmm... @Academia Nut fixed the earlier mistake, but we seem to still be missing a point...

we do need to fortify the Cataract region as well as Hatvalley soon.
Actually, on that subject @Academia Nut where did our passive defense policy put those signficant walls last turn? Was it the cataract settlement?
Also, since we have 10 Expansion slots, did Sacred Forest reform or is the trigger point lower?
We've had evidence for a while that to gain/regain a true city you need to go lower; ~4 slots lower...which means if the main arsenal/sec metal/sec artisan is still winning we'll regain it this turn, since that eats 2 expansion slots after baby boom refills everything

*facepalm* knew i was forgetting something when i was looking at the action list, thanks for remembering and asking :)

It can be, but remember that the colonies can buffer you there, so the odds of overcrowding are considerably less.
I've asked before, so i dont know if you want to keep it secret, but how does the overcrowding mechanic interact with overflow from econ not taking econ expansion slots? Like, with the current winning plan we'd spend 7 econ, gaining back 5 expansion slots from true city refunds, and gain 12 econ from baby boom, which theoretically would spend us down to 3 expansion slots...but we'll hit cap well before hand and overflow, which doesn't cost slots with our true cities, so we'll be at 8 expansion. So would any of the econ go to the colonies? Or were the guesses that overflow costs "overflow_amount - true_city_count" slots, so we'd actually lose more slots, correct?
 
I've asked before, so i dont know if you want to keep it secret, but how does the overcrowding mechanic interact with overflow from econ not taking econ expansion slots? Like, with the current winning plan we'd spend 7 econ, gaining back 5 expansion slots from true city refunds, and gain 12 econ from baby boom, which theoretically would spend us down to 3 expansion slots...but we'll hit cap well before hand and overflow, which doesn't cost slots with our true cities, so we'll be at 8 expansion. So would any of the econ go to the colonies? Or were the guesses that overflow costs "overflow_amount - true_city_count" slots, so we'd actually lose more slots, correct?

I'm going to go that for overflow, the refund is only equal to the number of True Cities you currently have.
 
Hmm, I gathered that we've hit the horse sizes needed to mount fighting men(we've seen them employed on our mission to impress the nomads), but they're presumably only a few bloodlines that we can't breed too quickly without excessive inbreeding or diluting the size back down?
Bronze and copper weaponry for the most part, and their tactics are mostly sneak attacks on undefended villages and bullrushing forces smaller than them. If brought to a fight with the main forces, they are usually used either as initial skirmishers or kept in reserve for pursuit purposes.
Hmm, makes sense since they're used for slave raiding most of the time. Still very useful as a giant skirmisher screen of course.
The scale armour is definitely less effective than the bronze plate they are wearing, but also way more common and easier to make.
Have our people gotten the idea of copying the idea with iron? Since we have plate metal now.
You and the Khem are their primary trade partners, and if either of you stops trading they might collapse. They're most likely going to be trying to support the underdog to maintain a balance of power.

They may pull their mercenaries if you start winning too hard.
That's not so bad for us(we mostly need the time to finish fortifying the front properly IMO), but it has some hilarious implications about what actually happens with the Trelli conflict: they'd never fire the first shot because they might as well shot themselves in the dick.
Use their merc armies as meat shields. We should probably build sec trails n watch towers next turn with war leader.
More of aggressive screeners. Most merc armies make shitty meatshields. They don't really DO fights to the knife, so they will break, especially low discipline Trelli units.

But they do make good opening skirmishers to screen our slower forces marching in and setting up.
We can just turn our border area into a nightmare of walls, towers and trees so we can repel any attackers with our own mercenaries. We dont have much to gain by actively attacking them.
Already got the trees. Hatvalley had something like 3 forest slots.
 
Anyway, we have shown a propensity to annex territories when it suits us, considering what we did to the Hathatyn. So the HK is right about us in a way.

But with the exception of the Xohyr, we can't to actually afford to wage a war of conquest nor is it our way, a fact lost on the HK and everyone else.
 
I'm going to go that for overflow, the refund is only equal to the number of True Cities you currently have.
So with the current plan it'd be...
Expenses:
Econ 16 - 4(Arsenal) -1(Metal) - 1(Artisans) = 10
Econ Expansion 10 + 3 = 13

Population Explosion:
Econ 10 +12(Explosion) = 22
Econ Expansion 13 - 12(Explosion) = 1

If True City reforms before Overflow:
Econ 22 - 6(Overflow) = 16
Econ Expansion 1 + 1(Overflow) = 2

If True City reforms after overflow:
Econ 22 - 6(Overflow) = 16
Econ Expansion 1 + 2(Overflow) = 3

In both cases we'd then need to generate only 1 Econ Expansion to keep the Explosion going, because the Colonies can soak up 8 points(which presumably costs us no Expansions because it's a Transfer), we only need 4 Econ Expansions to have room to keep exploding until the colonies literally run out of space.

At what point does a True City reform?
 
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