Thanks for the clarification!

Looking at that map, I just realized that, with the canal, you could get from the Not!Black Sea to the Not!Persia Gulf entirely by sea. That's a pretty huge deal in terms of trade...
......not really? IIRC AN has said several times the canal doesn't connect both rivers together, just makes the smaller river Redshore is on more navigable.
 
Something we really need to worry about is the guilds. We only have a limited amount of time to set up the prereqs for Mandala before the guilds entrench their power too much to be removed. We need roads and we need governor's palaces.
 
So, what are our priorities for the upcoming turns?
  • Centralization - This dropped pretty low in the last midturn and we could definitely spring for some road expansions to get our cent tolerance increase up.
  • Stallion Tribe integration - This is still an ongoing necessity in order to avoid firer separation and drift.
  • Txolla Influence/Integration - They are pretty loyal at the moment, but they aren't much like us philosophically and culturally. I'm sure, though, that turning the TH/TS into paste really helped. We do, however, need to start eating them.
  • Tech Increase - We learned two things about tech recently. It affects our innovation rolls, so negative values are rather bad and can cause tech loss. It is used quite widely in wildcat innovation rolls actions. This makes it immensely valuable.
  • Metal Innovation - Errbody has iron. We need steel. We're close with case hardening, but not quite there.
  • Defensive Infrastructure - We have expanded a lot recently, and we had some large incursions into one of our peripheral states. We can't do. I have about that, but having strong defenses behind them will allow us to avoid worrying about our core and leave us better able to focus on the outside. War is something we are going to have to really keep an eye on in the near future. Iron has spread widely among our neighboring rivals and they will all be gunning for us now that they can meet us on more equal terms.
  • Northern Trade Post - This is still a major consideration culturally (because big trees) and politically. There are two very valuable trade goods there and an otherwise untapped market. Wealth is more valuable than ever given how we burned through ours in a single turn, and any possibility for innovation that will further our other advantages should be grabbed.
  • Governors Palace - The Western Wall was going to build their own palace for administrative reasons, but it was planned for a pretty out of the way spot as far a step our core territories are concerned. We need to build one somewhere it allows them to use but is close enough to avoid them gaining any more independence or drifting away politically and culturally.
  • Highlanders - I don't actually agree with this. There is some movement towards trying to vassalize the Highlanders and a lot of people do want this. Using our genius general while she's alive is likely a good idea.
  • Any others? I'll keep adding to this list.
I'd put stability somewhere on there as well. It was essential to tanking the Divine Stewards malus and letting us kick the war.

Trade missions, to the nomads and the Khemri, possibly others, is the only other one I can think of.

Blargh! I'm pretty wiped at this point, but given the rapid fire updates today if I go to sleep now I'll likely miss another update entirely! What do?!
 
I mean really, the only time I proposed a destructive plan was duo to a lack of information, and it was corrected as soon as it became apparent.

I am not the one who was willing to fight a civil war for a convuloted tax scheme.
 
@Abby Normal
too chunky
don't care about land/prestige debate; letting it go
I regret not having a genius creator too but we are only low-pressure because of the genius general so... *shrug*
 
1. Trade policy/mission to maintain the respect we gained here today and gain long term ties with the Khemteri to avoid war with them in the long term is a must.

2. A GP in BlackIron province to help counter the planned one in the mountains.

3. More roads because more roads.

4. Conquering the HK, I said for a long time now that we couldn't coexist and acted as a dagger to each other's throats.

5. Absorb more parts of Txolla and the lowlands.

Pretty much my 5 goals for the future.
 
Honestly while I want Mandala for the political power, Guild Mercantilism is really nice for building tall
Just look at our new passive policy/TC ability
dat infinite growth at the cost of our cent cap
mmm
 
You know, one good part of this war?
Periphery States (8/9+3) (Loyalty [L], Dependence [D])
Stallion Tribes (March) - Eliminates raids from the north and mitigates raids from the east, can provide military advances and supports the Western Wall (L: 5/5, D: 2/5)
Western Wall (Colony) - Expands to produce new provinces and find new resources, and can take be brought into wars to the north and west (L: 5/5, D: 1/5)
Gulvalley (Colony) - Expands to produce new provinces and find new resources, and can take be brought into wars to the south, south-east, and south-west (L: 5/5, D: 3/5) THREATENED WAR LOSS
Greenshore Colony (Colony) - Settles the territory on the west coast of the sea (L: 5/5, D:4/4)
Red Banner Company (Mercenary Company) - Can be hired to other kingdoms for wealth, or maintained to boost Martial capacity (L: 5/5)
Heaven's Hawks (March) - Eliminates raids from the north-east, can provide military advances and supports the Stallion Tribes (L:4/5, D: 2/5)
Txolla (Vassal-Colony) - Foreign territory under your control, follows you in war but has own agenda, restricted to expansion through settlement (L: 5/5, D: 4/5)
Tinriver Trading Post (Trading Post) - Increases trade power for all Tin Tribe products, provides a market for an extra saltern (L: 5/5, D: 4/4)
It made clear to all our periphery states why the kingdom is necessary. Even the Txolla are maxed loyalty. Only the HH aren't, and they still are sitting at a cool 4 loyalty.
 
Thanks for the clarification!

Looking at that map, I just realized that, with the canal, you could get from the Not!Black Sea to the Not!Persia Gulf entirely by sea. That's a pretty huge deal in terms of trade...
Yes, as Tryar said, Academia has stated that the two are not connected. Misty River is too small and tumultuous to use properly. The Canal itself is not connection either.
Article:
The canal links the hills above Valleyhome to the Snake River, the one that connects to Redshore and the Not!Blacksea. It does not connect the rivers.
You can also see how it works in the post of Common Turn,

The trip north took them past amazing wonders, of a truly massive village that dwarfed the one in the southern end of the valley, up into hills covered in forests neatly tended and setting onto boats that traveled down a river that seemed man made. Such madness, such wonders, were these people kin to the gods in their ability to sculpt the land?

As a note, the canal is made of many small nearby rivers channeled into one larger one. That is how it draws water without siphoning from the other major river.
 
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