You guys do know that max's entire raison d'etre in this thread is to destroy everything we've worked so hard on, right?
......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.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...
You guys do know that max's entire raison d'etre in this thread is to destroy everything we've worked so hard on, right?
......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.
Max right now:
I'd put stability somewhere on there as well. It was essential to tanking the Divine Stewards malus and letting us kick the war.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.
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?!
Go grovel in front of a shrine to charlemagne, and then go soak your head
Go grovel in front of a shrine to charlemagne, and then go soak your head
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
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.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)
want some sauce for that wineWhy not manorial? It's a perfect middle ground with both benefits and non of the detremints.
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.
a valley
West of Hatvalley, right at the border to Trelli territory. So, actually, the fighting wasn't in SW Anatolia, but nearly reached the Black Sea...
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.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...
You can also see how it works in the post of Common Turn,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.
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?