Pirates on Catamarans are not just a symptom anymore. They'd be going out there with Ymaryn tactics and technology.

Fixing the root cause is well and good, but we are releasing iron wielding, catamaran riding pirates into the Mediterranean which nobody else has the tech to catch, much less fight.
I want to chase them down and wipe them out before they have the chance run past the Trelli to set up as a future threat out there.

Our King is very likely to spend his main turn crushing out the corruption regardless. But the pirate fleet will only get harder the longer they spend building up their ability

The Khemetri, Metalworkers and Trelli are coming to the Games by sea.
Which is...pretty much every contestant except the Swamp Folk.

The underworld making contact is worrying, but losing delegations to your own pirates is what you could call a major diplomatic incident.
They both seem utterly necessary to me; one tie-breaker is that our Admin guy has poor martial, so he's ill-suited to dealing with the pirate threat and might just... not.
 
The Khemetri, Metalworkers and Trelli are coming to the Games by sea.
Which is...pretty much every contestant except the Swamp Folk.

The underworld making contact is worrying, but losing delegations to your own pirates is what you could call a major diplomatic incident.
The Pirates can only be in one place at a time, and the seas are vast. Just how much of our shipping are you expecting that the pirates intercept for them to be likely to stumble on these three ships in particular?
Also, what makes you think the Pirates can take them? The delegations are going to be loaded down with a multitude of strong warriors by definition, and I doubt they are going to be sent on weak boats, either; I don't know if I'd bet on the pirates' odds. For that matter, I don't think they'd be particularly likely to pick a fight at such odds, either.
 
They both seem utterly necessary to me; one tie-breaker is that our Admin guy has poor martial, so he's ill-suited to dealing with the pirate threat and might just... not.
It would be our mercenaries dealing with the pirate threat. We got confirmation during the Xoh or Khem wars that mercs have their own martial rolls uninfluenced by the leader's martial due to being autonomous.
 
[X] [Pox] Yes (Khemetri gain knowledge of how to do the Sacred Warding, the People gain Predictive Astrology)
[X] [Iron] Allow finished goods to be traded
[X] [PiA] Trelli (Probably trade related)
[X] [PiA] Highlanders (Probably In Service to Order)
[X] [PDN] Majorly push forward forests (Main Expand Forests, -2 Centralization)
[X] [React] Reorganize army and hunt deserters (Found Mercenary Company + Sailing Mission (anti-pirate))
[X] [React] Meet yeoman demands (Sec New Settlement + Sec New Roads, meets Yeoman faction demands)
 
It would be our mercenaries dealing with the pirate threat. We got confirmation during the Xoh or Khem wars that mercs have their own martial rolls uninfluenced by the leader's martial due to being autonomous.
The react action is Found Mercenary Company + Sailing Mission. If we don't do this as a react action, a King with poor martial might just disregard it and not bother, despite it not requiring his martial skill.
 
The Pirates can only be in one place at a time, and the seas are vast. Just how much of our shipping are you expecting that the pirates intercept for them to be likely to stumble on these three ships in particular?
Also, what makes you think the Pirates can take them? The delegations are going to be loaded down with a multitude of strong warriors by definition, and I doubt they are going to be sent on weak boats, either; I don't know if I'd bet on the pirates' odds. For that matter, I don't think they'd be particularly likely to pick a fight at such odds, either.
Ymaryn archery tradition, on Catamarans, with Bolt Throwers.
Like, the reason we made those was that basically nobody at sea had any counters to them?

It's as big a leap as chariot archers were on plains warfare.
 
[X] [React] Reorganize army and hunt deserters (Found Mercenary Company + Sailing Mission (anti-pirate))

[x] [Pox] Yes (Khemetri gain knowledge of how to do the Sacred Warding, the People gain Predictive Astrology)
If nothing else these are of outmost importance.
 
[X] [Pox] Yes (Khemetri gain knowledge of how to do the Sacred Warding, the People gain Predictive Astrology)
[X] [Iron] Allow finished goods to be traded
[X] [PiA] Highlanders (Probably In Service to Order)
[X] [PDN] Majorly push forward forests (Main Expand Forests, -2 Centralization)
[X] [React] Reorganize army and hunt deserters (Found Mercenary Company + Sailing Mission (anti-pirate))
 
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Just how much of our shipping are you expecting that the pirates intercept for them to be likely to stumble on these three ships in particular?
Well, we know they're hitting enough to reduce our raw wealth income by 1/6, or more relevantly our shipping income by ~25%.

And the boats carrying Games contestants are likely to be easier targets, given our higher-quality ships, and possibly exceptionally desirable targets, diplomats carrying gifts and all.
 
Gonna have to head out soon, so I'm just gonna type up a post for my concerns on the two votes in close contention:

[] [PiA] Highlanders (Probably In Service to Order)
[] [PiA] Trelli (Probably trade related)

As others have pointed out, the Trelli are practically paralyzed by their Trade traits. We've been pretty big dicks to them for centuries, and they've just had to grit and bear it because they need our goods. While I'm not against Trade and Diplomacy, I don't like the idea of being beholden to it.

[] [React] Reorganize army and hunt deserters (Found Mercenary Company + Sailing Mission (anti-pirate))
[] [React] Attempt to root out problems (Main Enforce Justice)

The Khemetri, Metalworkers and Trelli are coming to the Games by sea.
Which is...pretty much every contestant except the Swamp Folk.

As I understand it, the Khemetri delegation is already present, so they're not at risk. We've already warned the Trelli, and they're no slouches in the water, which leaves the Metal Workers in the highest risk position.

That's still a risk of a diplomatic incident, no doubt, but so is widespread corruption. Personally, I'd like to be working on the problem while we have so many high value people in our capitol.
 
The react action is Found Mercenary Company + Sailing Mission. If we don't do this as a react action, a King with poor martial might just disregard it and not bother, despite it not requiring his martial skill.
I know. I thought you were saying that we shouldn't take that action because of the king. I too am in favour of mercs now.
 
[X] [Pox] Yes (Khemetri gain knowledge of how to do the Sacred Warding, the People gain Predictive Astrology)
[X] [Iron] Allow finished goods to be traded
[X] [PiA] Highlanders (Probably In Service to Order)
[X] [PDN] Majorly push forward forests (Main Expand Forests, -2 Centralization)
[X] [React] Reorganize army and hunt deserters (Found Mercenary Company + Sailing Mission (anti-pirate))
 
As others have pointed out, the Trelli are practically paralyzed by their Trade traits. We've been pretty big dicks to them for centuries, and they've just had to grit and bear it because they need our goods. While I'm not against Trade and Diplomacy, I don't like the idea of being beholden to it.
They aren't beholden because of their traits; it's because they don't produce anything but slaves. So their trade is dependant on people trading with them on both sides.

That won't become true of us simply because we get the same trait.
 
[X] [Pox] Yes (Khemetri gain knowledge of how to do the Sacred Warding, the People gain Predictive Astrology)
[X] [Iron] Allow finished goods to be traded
[X] [PiA] Highlanders (Probably In Service to Order)
[X] [PDN] Majorly push forward forests (Main Expand Forests, -2 Centralization)
[X] [React] Reorganize army and hunt deserters (Found Mercenary Company + Sailing Mission (anti-pirate))
 
which new province will the sec settlement found?

The one in the lowlands needed to make a new province.

@Academia Nut how much more progress do we need on the Grand Docks project?

1-2 more actions.

@Academia Nut will predictive astrology speed up the construction of our Place to the Stars?

Sort of. It means that you can build it with advanced knowledge already in place.

do we have any assurances the khemetri will give the warding to their people?

Logistically, if you want to maintain a pool of infected cows to ensure you always have it available, you might as well distribute to the rest of your people.

will opening up finish products complete the merchant faction mission?

Possibly.

Is the astrology tech they're offering on the same level of "WTF amazing for the time period" tech?

Your priests think so.

@Academia Nut that's all well and good but with all the focus on incidentals like the civilization rocking plague ward you skipped the important part: what did the foreigners think of our trees?

"Nice gardens!"

"Thanks, we work very hard on them!"

What do we know of In Service to Order?

The Highlanders can be very rigid about the rules and about enforcement.

@Academia Nut

Is the intrigue stat like myth stat for kings?

Sort of. It can spin off on its own, but its more often a subset of Diplomacy.

2. To confirm for the quests, when it says "counters start next main", that means for, say, the Patrician quest wiht a deadline of 2 turns:
Turn 0 (This turn) - Quest shown
Turn 1 - First turn Hero has control
Turn 2 - Last turn to complete Patrician Quest, at any point before turn ends
Turn 3 - When main action choice update for this turn drops, quest fails and penalty taken if conditions are not met.
3. Very very minor thing, but wealth income should be [+6-3] with the new Pirate status, shouldn't it?
4. If we do not take the Enforce Justice option this turn, how likely is it that Hethytn will take it this coming main turn?
5. Would the mercenary company being founded to hunt deserters be naval focused, or "just" a regular mercenary company like the red banner that are then put on boats?
6. What exactly is the narrative in Personal Divinity uses? It sounds like its just People taking their own initiative to manage the land more than the State requires, but i'm not sure how that lowers centralization...is it the State granting additional land management rights to people? If so, are those rights hereditary?

2. Broadly correct

3. Will fix

4. Fairly high, depends what else you do

5. It would be the Dragon Banner officially spun off, and assigned to hunt down what the boats find (if they find anything).

6. When bored, the People go out into the woods and take care of things. The Centralization drop is granting additional authority to do these things without central oversight.

is Xohyr considered rebuilt? If so then I need to update the icon on the map.

Sort of. The majority of it is a stripped out ruin, but a section of the outer walls has been restored and extended to create an enclosed area. The Skull Wall was torn down and the Old Center is generally avoided, although it is rapidly becoming a slum where outcasts hide out.
 
They both seem utterly necessary to me; one tie-breaker is that our Admin guy has poor martial, so he's ill-suited to dealing with the pirate threat and might just... not.
Lets say that the kind decided to "just... not".
Would you rather take {M} Enforce Justice now and something like {S} Restore Order + {S} Proclaim Glory next turn to get us to a golden age, or
the sailing combo and {M} Enforce Justice next turn to get rid of the pirates?
 
Lets say that the kind decided to "just... not".
Would you rather take {M} Enforce Justice now and something like {S} Restore Order + {S} Proclaim Glory next turn to get us to a golden age, or
the sailing combo and {M} Enforce Justice next turn to get rid of the pirates?
I'd have to take direction from the thread, since I haven't looked at updates before I joined in much detail and we haven't had a golden age since I joined.
 
[X] [Pox] Yes (Khemetri gain knowledge of how to do the Sacred Warding, the People gain Predictive Astrology)
[X] [Iron] Allow finished goods to be traded
[X] [PDN] Push forward forests (Sec Expand Forests, -1 Centralization)
[X] [React] Meet yeoman demands (Sec New Settlement + Sec New Roads, meets Yeoman faction demands)
[X] [React] Attempt to root out problems (Main Enforce Justice)
[X] [PiA] Highlanders (Probably In Service to Order)
 
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Sort of. The majority of it is a stripped out ruin, but a section of the outer walls has been restored and extended to create an enclosed area. The Skull Wall was torn down and the Old Center is generally avoided, although it is rapidly becoming a slum where outcasts hide out.

Archaeologist: #@$R&*( Ymaryns.

Because the Ymaryn don't leave out scrap heaps and likes to rebuild and reorganize everything.
 
Would you rather take {M} Enforce Justice now and something like {S} Restore Order + {S} Proclaim Glory next turn to get us to a golden age, or
the sailing combo and {M} Enforce Justice next turn to get rid of the pirates?
I'd want the pirates gone, because I'm pretty certain they'll have consequences that go beyond the -1 wealth per turn.

Corruption and slave-trade shit bleeding back into the People, probably.
 
So, Personal Divinity sounds like a nice set of actions.

I'd love to do them again next turn.

If we go hinting for pirates right now, we don't have the Cent to do it again next turn.



So think about it this way. By Hunting for pirates, you are ALSO giving up what is effectively a free Main Expand Forest next turn.
Is that really worth it, especially with how valuable Stability and cleaning up corruption are narratively at this point?
 
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