The People were beset on all sides, near enough. While fortunately not unexpected, the Highlanders had launched a massive invasion out of the western passes, overrunning the warriors in the field.
Ughh, Highlanders!!!
What had happened to the fortified settlements in their way was unknown, but they probably still stood and had simply been bypassed for the most part.
Well at least they (probably) don't have siege ability yet...and hopefully we can relieve those settlements before the HK can starve them out...
Unfortunately, this had allowed the Highlanders to massively disrupt trade and essentially cut off Gulvalley and Upper Hatvalley from proper reinforcements, right as the King of the Khemetri actually showed up with the rest of his army. And then the Thunder Horse had decided that they wanted in too and had massively overrun the Txolla, whose defence had collapsed with alarming rapidity, pushing them back to a handful of fortified settlements.
Damn, it looks like our boats still aren't good enough to actually supply much... also, fucking Thunder Horse!
And yet the People came onward, tens of thousands of warriors hurled into the teeth of the enemy. The slaughter was incredible, and while the People were being steady pushed back and isolated, their reserves of warriors were deep and more could be trained up in short order.
We Have Reserves working hard this turn...
Were it just the Thunder Horse and Highlanders, there would be no issue, but the Khemetri had quickly been revealed as something else. They too seemed to have endless reserves of warriors and conscripts, and their king - or maybe it was heir, it was hard to tell - was a glorious shining beacon of martial skill and morale. Even in the face of superior weaponry the ranks of thousands at his command refused to break, and in fact overran more than one engagement that should have been assured for the People.
Ughhh, heroes! Still, at least we have confirmation that our equipment and weaponry is better...hopefully that continues to be true after our losses so far...
n general part of the problem was that the People were actively looking for a fight against the Khemetri while the Khemetri wanted to conquer territory. While the People had inflicted severe losses Weirdly this meant that those most successful at stymieing the Khemetri were the Trelli mercenaries, because they tended to try to avoid fighting warriors and instead preyed upon villages and camp followers. The People didn't like it, but it certainly worked, and certainly helped keep them fed when the supply route into the region was mostly cut by the Highlanders.
Interesting... the bolded is still a cut off sentence (
@Academia Nut ), but presumably it would be something about how we inflict great losses but don't do much to the actual settlements? Also a narrative way of showing how only the Trelli mercenaries rolled at all well at war missions on our side.
Despite all of this, the core remained strong and robust. The People were upset and unsettled, but more than that they were angry.
Took massive damage, increased Martial score anyway. Choose a bonus
[] [WB] Gain the The King Still Stands Legacy
[] [WB] Upgrade We Have Reserves
[] [WB] Gain a new Honour Code slot
[] [WB] Gain a free use of Main Proclaim Glory
[] [WB] Let the storytellers sing of this forevermore (+8 Culture)
Ooooh, looks like critting on WHR, and having the Econ buffer and raise army to keep up with things, is really damn useful.
Looking at each option:
The King Still Stands:
AN described it as such:
Not directly, but "If you take a swing at the king, you best not miss."
So i'm gonna guess something like gaining a free war mission in response to the initial attacks of an enemy so long as we survive? Or maybe something like "1 martial damage from any individual war loss roll is refunded"? Either way, pretty damn useful. Not Essential, but i think the most powerful option overall, especially since legacies don't take up value slots or the like.
We Have Reserves:
An described the upgrade as:
The ability to get super swole in a hurry.
So maybe something like just increasing effects (and maybe cost?) of martial raising actions? Or some kind of response to war being declared letting us turn econ to martial directly? Hmm... Doesn't seem super useful to me, honestly.
Honour Code Slot:
Probably the least useful right now, since low level values are usually kind of shit. Still, value slots are
hard to get, and developed values are amazing. Even mid level values are great; again, see We Have Reserves saving our ass this turn.
Proclaim Glory:
Lets us keep our stability up. 2 stability is really damn nice, after all. Still, this uses up all of our culture and 2 econ. That said, if we intend to keep kicking things, its pretty useful. Probably the most useful short term, and the one that guarentees the most safety.
Storytellers:
This one seems weird...culture is certainly nice, but not very helpful right now...which makes me think there might be some hidden affects? *shrug* still, we couldn't count on any such effects, and the main use for culture right now would be the proclaim glory option, so i dont see much use to this.
So i think either The King Still Stands or Proclaim Glory would be best. The former is way stronger long term, and should provide direct military benefits, while the latter helps keep our stability up, and lets us either kick more or just have a bigger buffer.
Meanwhile the king desperately tried to get the best equipment and magic he could to those fighting on all fronts. A huge new section of the palace was built to accommodate work spaces for the very best of the artisans in the kingdom to work with the full backing of the king and access to the finest materials.
As expected, the narrative behind this is pretty good...
While for the most part this unfortunately didn't improve the quality of things quite as much as hoped - initially anyway - it did begin the process of transforming how things were done. With the artisan associations deeply rooted in the largest settlements and spread out to support the smaller ones, for those in charge it quickly became sensible to reorder how goods flowed. The clerks didn't need to stand between the farmers and miners and the artisans, but work alongside them to get everything to where it needed to be without having to stop at depots along the way.
Unfortunately the rolls were not as kind :/ Also, it looks like we massively influenced the economy switch, and so we got guild mercantile as an econ system...
<snip econ analysis was here before, now own section>
There was one peculiar thing that spilled out of the sponsorship of the king and having artisan facilities in the castle, and that was that the ever curious mystic got to watch the smiths work up close, and thus got to ask a rather peculiar question one day.
"Why are you throwing that bar of iron out?" Desdydyn asked one of the smiths who had tossed a piece he had been working on in the waste bin, to be brought back to the kilns.
"I shoved it into the forge to heat up but I forgot about it when Yumuthyn distracted me. When you do that you get all of this garbage scale on it and you have to hammer and grind it down, which is a job for the apprentices in the mills," the smith replied.
Going to examine the crusted up bar of iron, the smith cautioned, "Sir, be careful, those scales are brittle and sharp."
The king paused and considered this for a moment before he asked, "Could you do that to something already sharp? Just give it a little bit of scale to make it sharper?"
The smith opened his mouth to explain why that was a stupid idea, paused when he remembered he was talking to the king, began to rethink what he was going to say, and then after a moment's consideration replied, "Actually, I don't know. Maybe? If you want me to potentially ruin a couple of completed arrowheads or the like to see I suppose I could do that."
"Absolutely. At the very least we can include it in the artisan's library of things not to do," Desdydyn stated.
With the experiment in motion, it was discovered that you could make a sharper edge by very carefully immersing an iron item in charcoal in just the right way. While widespread use of this would take quite some time, and getting these new, sharper weapons to those who needed them most was something of a challenge, it certainly had immense long term potential.
Well we didn't get Steel like we hoped, but we got Case Hardening, which is apparently really important both in general and in terms of getting closer to steel.
Further, between the war and the reorganization of the artisan associations and the way the People were bent towards throwing their all into this, it became the perfect cauldron of social alchemy to bring genius to the fore. In this time of heroes and epics, the greatest had to step to the front.
Hero unit production boosted for everyone right now, choose from the following
[] [Hero] Upgrade current heir to Heroic Martial, Good Diplo, Good Admin
[] [Hero] Gain a Genius general
[] [Hero] Gain a Genius artisan
[] [Hero] Gain a Genius alchemist
[] [Hero] Gain a Genius trader
[] [Hero] Randomly gain at least one new technology (exploding dice)
AN: Genius is Hero+
Ooooh! We finally know what comes after hero...
@Academia Nut considering you said we rolled pretty poorly except for WHR, does this mean this was partially a bonus from the Arsenal synergy, or just a response to how many heroes are going around?
As for the choices:
Upgrade Heir:
This would give the best overall boost, shoring up weaknesses and putting us on par with our foes in at least having
a martial hero, and it keeps the power concentrated in the king...but it also would be relatively shortlived, since the heir is in his forties*, and its "only" a hero. Not a big fan of this.
*
Geniuses overall:
So first of all it looks like either the Geniuses get more than just one awesome stat, since AN said before that a "General" is martial+admin, i think?, or they don't specifically do stats, and instead just have a more narrative boost? Also for all of these, its possible we'll get them as heir then king since the current heir is old.
@Academia Nut how old are the geniuses going to be if we pick them?
Genius General
This is the obvious "focus on countering martial heroes"; make the negaverses face the possibility of a hero being outmatched. Either pure martial, or Martial+admin, probably. In particular, this will increase the chance of killing the Khemetri god king or god heir, which would be a massive boost. Otherwise, general (major) boost to war actions, which is obviously useful. With how poorly the war is going, i think this is necessary.
Genius Artisan:
Hmm...Depending on if this is general genius admin, or just artisan things (genius tech?), this is either "let the genius take care of things" or "boost mechanical tech, especially crossbows!", or both. The tech side of things would be better served by the alchemist, i think, but the admin boost would be great...if we were doing much better in the war, or had only the khemetri to worry about, i'd push for this.
Genius Alchemist:
Mystic hero king begets genius mystic alchemist? This is almost certainly the "give steel" button. That would be a major boost both in war and in general, both short term and long term... but it wouldn't directly address the martial hero problem. If things were less dire, if Txolla weren't in danger of being lost, and/or the HK hadn't cut off the south, i'd be pushing for this hard, because steel is a major boost...but as is i think its a bit too dire. That said, if we went proclaim glory and kicked hard, i think this would be alright. Drown the enemy in bodies while pursuing a great techup would be a good counter choice to the General, imo.
Genius Trader:
So apparently this is diplo guy, and would presumably try to push for peace i guess?
A trader genius would be able to Diplomance others, yes.
Seems a little risky...if they succeed they're the best short term, for ending one or more of the wars, or pulling in an ally (who? swamp folk??), but otherwise... ehh, pass.
Free Tech:
Ehh. I suppose this gives tech without acitons, while even the alchemist and artisan likely need to take an action to get us steel/ballistas/whatever. And i guess it might include admin or social techs too (tho thats both good cause those are hard to get and bad because we need military tech now), and if we get lucky we get more than one, but...ehh, pass.
Of course, the biggest question was where to focus efforts on the places where the People were being attacked. The People obviously needed to clear out the obstruction the Highlanders had made to most effectively continue prosecuting their fight against the Khemetri, but the Highlanders could also hit their holdings in the lowlands. While the fighting against the Khemetri was probably the hardest, the Txolla were also in need of the greatest amount of reinforcement against the Thunder Horse. Fortunately the Hawks and Stallions were going to be slamming into the Thunder Speakers from the north with all the fury they could muster, which was considerable. Of course, that would just be distracting them unless they got spectacularly lucky and were able to cut through the Spirit Channel and get into the lowlands.
Choose which theater to focus on. Priority will be given in order of the number of votes taken
[] [War] Hatvalley (Khemetri + Highlanders)
[] [War] Western Lowlands (Highlanders + Thunder Horse)
[] [War] Txolla (Thunder Horse)
Ugh, choices... So Txolla is really important, because losing them will knock our stability even more, and also probably have the remnants changing masters and fighting against us, and probably spreading iron to the TH if they haven't already picked it up. Hatvalley is important to take back our supply routes. Western Lowlands...depends on if passive policy has been walling up our new settlements, i guess...
@Academia Nut how fortified are those settlements?
Snap and press The Button?
[] [Kick] No
[] [Kick] 1 Stability
[] [Kick] 2 Stability
[] [Kick] 3 Stability
[] [Kick] 4 Stability
[] [Kick] 5 Stability
[] [Kick] 6 Stability (requires Proclaim Glory choice)
[] [Kick] 7 Stability (requires Proclaim Glory choice)
That is why you can now kick your efforts.
An of course, the button...i think at least one is needed, both for IC and OoC reasons. Because
fuck all these people for this bullshit, and also because we need more actions to push back. As i mentioned in the genius choices, i think if we take Genius General we can do with just 1 or 2 kicks (and then can afford to take King Still Stands), but if we want the alchemist we should go 3 or 4 kicks (and need to take proclaim glory)
AN: You are only a few years into the war and not yet at the mid-turn, so you do not have any reaction type actions yet. This can also be seen of as your war missions being double strength meaning that you get the same amount of fighting done in half the time and thus get additional sub-turns for fighting
Also, yes, you rolled pretty garbage on your war mission rolls (except the Trelli mercs) while your foes rolled amazing and I think every nation in this mess has a Heroic Martial king or prince now, but We Have Reserves prevented the majority of damage from actually hitting
Well at least our war missions are better now...but damn, those war mission rolls and all the enemy heroes sucks D=
To add to that:
Admittedly, the only rolls you did stupidly well on were We Have Reserves, and that one was being heavily synergized by Population Explosion, which is still going strong.
We apparently rolled poorly on everything else too...so we might have even managed steel if we'd rolled well on study metal, but nope our luck sucks this turn D=