We got 40 Econ for that instead...i'm kinda suprised we didn't get a legacy for riding the pop explosio as long as we did.
We got 40 Econ for that instead...i'm kinda suprised we didn't get a legacy for riding the pop explosio as long as we did.
"Fucking like giant Kaiju rabbits" would be a good one for thati'm kinda suprised we didn't get a legacy for riding the pop explosio as long as we did.
General
Diplomacy 18 [+6]
Economy 18 (+4) [+1-5] {16}
-Sustainable Forests 15/16
-Econ Expansion 4 [+5-1]
Martial 10 {16}
Wealth 14 [+(3+1+4+5)-3]
Cultural
Culture 18 [+1]
Mysticism 16 (+7) [+2]
Tech 18
Prestige 86
Organizational
Centralization 3
Hierarchy 7
Religious Authority 9
Lost both baby boom and pop explosion, which sucks, but we gained a golden age which is amazing, especially with the new wealth bonus That doubles our after expenses per-turn wealth to +10! Assuming we go with 2 free cities like we're currently voting for, then we'll end up with:Statuses
King of the Hill: You are the most prestigious polity around, gaining you +1 Diplomacy a turn, but all other groups gain the 'Take the Crown' casus belli
Efficient Economy: +1 Wealth/turn while above Econ 10
Golden Age: Converting +1 EE to Econ a turn, True Cities produce +1 Wealth/turn, special innovations
Resource | Status | Rivals |
Bulk | ||
Food | Minimal (cities hunger) | Khem -> Trelli |
Common Textiles | None | Khem -> Trelli |
Lumber | Hoarding | |
Charcoal | Hoarding | |
Luxuries | ||
Amber | Minor trading | Far Northern Tribes |
Fine Pottery | Minor | Khem->Trelli, MH, Harmurri |
Fine Dye | Dominating | Trelli |
Fine Textiles | None | Harm, Khem->Trelli |
Furs | Minor trading | Far Northern Tribes |
Gems | Dominating | Trelli, Tin Tribes, Khem (in) |
Glass | Dominating | |
Gold | Significant + minor trading (in) | Metal Workers, Khem->Trelli |
Incense | None | Khem->Trelli |
Mercury | Dominating | None |
Silver | Significant (in) | MW, Trelli (in) |
Salt | Dominating | Trelli |
Spices | None | (SI+Khem)->Trelli |
Wine | Dominating | Trelli |
Strategic | ||
Copper | Leading | Highlanders, Mountain Horse, MW, Trelli, Khem (n/c) |
Bronze | Minor | Trelli, Khem (n/c) |
Slaves | Forbidden | MW (in), Trelli, TT, Khem |
Tin | Minor + Significant Trading | MW (in), MH (in), HK (in), Tin Tribes, Trelli->Khem |
Iron | Dominating | MW, HK |
Cultural | ||
Pilgrimage | Dominating | Khem (n/c) |
Was 7/9+3, so we've added 4 subordinates, and 2 slots (one of them from early empire as a vassal only slot, one from prestige). Only have 3 slots left...
New vassals! Ruined Thunder Horse went from 7 -> 6 dependence after the support vassal action. Still, both it and the trading post are very dependent right now...Thunder Speakers (Vassal) - Foreign territory under your control, follows you in war but has own agenda (L: 4/5, D: 4/5)
Ruined Thunder Horse (Vassal) - Foreign territory under your control, follows you in war but has own agenda (L 6/5, D: 6/5)
Far Northern Trading Post (Trading Post) - Increases trade power for all Far Northern Tribe products, provides a market for an extra saltern (L: 5/5, D: 5/4)
New legacy! Explicitly used to be the Xoh/Thunder Horse Empire's, but killing the former and vassalizing the latter let us take it With luck we'll lose this sooner rather than later, by integrating all our vassals into either provinces or colonies/marches...
New legacy, from the Bolide Strike incident... good for random CBs, butlikely has a terrible narrative behind it... also almost certain to raise RA when we use it, since we're basically saying the Gods want us to kill people...Star Callers: Gain a Conquest CB for use against any neighbour during and one turn after a major astrological event
New Techs! very important techs, even... Yay for Mystic Genius + Admin Hero! Somewhat makes up for our terrible innovation rolls lately... (seriously, main forest, secondary alchemy, secondary metal, grand docks completion, probably more, and no innovation rolls for any of them succeeded D=)
Incidentally, our annex limit should now be 15 (2 (Base) + 4 (8 Provinces) + 9 (Landed Subordinates). 17 with the 2 free cities! And AN said it usually doesn't go down with, say, integrating subordinates to provinces, so we have a lot of room for stuff now Might influence our policies to actually take them now that we have so much room...Annexes (9/11): Grand Hallx2, Shrine, Library x2, Storehouse, Garden, Arsenal x2
Interesting choices from our admin hero... Megaprojects were necessary, and then he supported our dependent vassal and founded a new trading post, either to spread out more or for the economic nad tree advantages i guess? Didn't switch to megaproject support like i'd expected though...Actions Taken
[Main] Place to the Stars
[Sec] Support Subordinate – Ruined Thunder Horse
[Sec] Found Trading Post – Far North
[Guild] Grand Docks
Provinces are interesting too...expand econ makes sense; we didn't have the pop explosino anymore, so econ is tighter. Study Stars seems to be necessary until we have the PttS, since it costs mysticism now, and then our provinces decided to try to get us steel while we still had a mystic genius...and of course we rolled so poorly we got nothing out of themProvinces – [Main] Expand Economy, [Sec] Study Stars, [Sec] Study Alchemy, [Sec] Study Metal
Looks like baths are highly valued by our policies...i'd have hoped they'd wait and leave more forest slots open, but nope! So we need to be aware that our policies will try to use up our forest slots on baths until all our cities have them, it seems... Otherwise, we finished up the temple to get more RA and complete the priests quest.Policies – Redshore Baths (2/3), Sacred Forest Temple (6/6), Significant Walls (17/46)
Western Wall goes full on "lets get an awesome capital in the mountains!", which is either great (great secure place for defending against nomads, easier to manage once we integrate them, etc) or terrible (way easier for them to go off on their own) Still, if nothing else it means we'll eventually have one less GP we have to build to support another true city without strain.Western – [Main] Governor's Palace (6/9), [Sec] New Trails, [Sec] Aqueduct (3/3)
Greenshore continues to expand, is already up to 2 extra actions which is awesome! Also, they're keeping up with walls and trails as they expand, which is smart of themGreenshore – [Main] New Settlement, [Sec] Build Walls, [Sec] New Trails
Gulvalley and heaven's hawk are looking for goodies; the former presumably because they're still kind of broke and need mines, the latter because they're pretty secure and want more goodies...which is dangerous, i dont think they have an iron mine yet, but if they get one then they'll almost certainly break free.
Txolla goes to work filling in all its land with farms (and thus people); AN said that was how they could end up with way more provinces. Again, warning signs for integration or at least influence...
Tinriver continues to be a trade post (and thus perfect and wonderful) and sends out trade missions that we would never takeTinriver – [Sec] Trade Mission - Trelli, [Sec] Trade Mission – Tin Tribes
Thunder speakers decide they need some technology, it seems... probably getting ready to build a bunch of mills, assuming our choices for what to do with Txolla (giving them black soil and mills) already applies to our new vassals?
RTH, on the other hand, can't do anything other than just start repairing things, even with 6 econ and 2 martial of support...
Hertythn no You were supposed to last for 3 whole turns and be ridiculous!Hertythyn had grown old and experienced in the past few generations, ushered the People through incredible changes and even more incredible dangers. Under him, the People had seen remarkable growth, and now... now he was dying. Age had caught up to him far too quickly, his health rapidly declining in the past few months. However, he had discovered a last burst of energy to write and dictate out one last treatise. Or perhaps it was the other way around, and this treatise was draining the last of his energy in a final burst. Some nights he was haunted and unable to sleep, ideas dancing behind his eyes.
...*Looks up at the often aggravating math for these posts* I feel for you Hert <3It had all started with the astrology so many years ago. He could follow the math, even if the logic behind why the math in a given situation was used, and thus he could understand what the priests were talking about. Over the years his nightmares had slowly filled up with the bane of all clerks: typographical mistakes. The consequences of a misplaced number in the sequence... dreams of everything he had ever known, burning and shattered, taunted him, all because he had forgotten to carry a number from one operation to the next.
Read: We rolled a crit failure on study alchemy, and Tormulyna stopped it from having consequences, because mystic heroes/geniuses are the best <3More recently, had it not been for the habit of leaving notes out where Tormulyna could find them the alchemists in the palace might have poisoned themselves with their latest concoction because they got the ratios in their calculations wrong due to an errant drop of ink.
Interesting...when i first read this it sounded like magic, but then i realized...no, just math So kudos to you AN for making math sound like magic even to a math personAt some point he had come to the conclusion that Crow was with the People in a most peculiar way. The heroes of the People for the past few generations had been seeing patterns, had been seeing that which was impossible to see with the eyes but that were there nonetheless. And now the king was seeing them too. He was seeing the patterns in all things, seeing how everything fit together. Some clever lad had discovered generations ago that if you made a bow of bricks it was stronger than if you laid a flat section between two pillars, and Hertythyn thought he might be seeing how to describe that, how to take the intuitive feel of a skilled mason and turn it into something a priest or clerk could describe like the motions of stars or the inflow and outflow of grain from a depot. He could see how to take shapes and manipulate them, transform them, and produce values that could be counted and thus described with numbers.
Sounds like 1. synergy between admin hero and mysticism genius got us the math upgrade, and 2. that "genius" in part means "intuitive grasp of very advanced math", where "admin hero" means he can translate that to actual theory and rigorHe and Tormulyna had begun writing down scribbles for each other, and the damnedest thing wasn't just that she seemed to get his work, but that he got hers.
Oh hey, that most powerful of magics, geometry. =DThe squares produced by the two smaller sides of a right angle triangle had a combined area equal to the square produced by the long side. Arcs and circles and squares and triangles and the numbers dancing just beneath the surface, it was all so maddeningly hard to describe and yet the king knew that it was there. More than that, he knew that it could be of aid to so many things. Surveying, accounting, architecture, astrology, construction... the list went on and on.
Hmm...i wonder what he's thinking...geometry is great, but i'm not sure where in particular its excellent in our current situation... Also, Bolide Strike has been named as the "God Fist", which makes sense =3Hertythyn could also feel a change in the air from the aftermath of the God Fist, and knew that the People would be able to make excellent use of the information he had
Read: Poor environment rolls lead to 1. baby boom being lost and 2. other civs taking a collective 2 stab hits and sending us refugeesWhile the gods had shown their displeasure in other ways since the destruction of much of the Thunder Horse - there had been a few years of poor rains which when combined with all of the displaced people turning to banditry had resulted in what else but famine throughout the region, and the combination had seen enough crowding to have the priests request that the People not 'sow their seeds' quite as much.
Patricians, seriously fuck off D=<The yeomanry complained a bit about the cities, but the patricians were quite happy to see the guilds and freelance associations that they managed and controlled swelling with people - the low status refugees in particular pleased them for bringing in low skilled workers who could be assigned the menial grunt work of a household.
...Well at least their borderline abuse of the low status workers will partially come to bite them...Of course, the low status workers also brought their own voice to the table, which would probably begin annoying the patricians soon enough.
Yay, traders are happy, and they're happy about things I am happy about =D Keep this up, and stop wanting to do slavery, and i might actually like you tradersThe new docks in Redshore were also greatly helping with keeping the traders happy by allowing massive amounts of shipping to come and go through the port efficiently, although at their insistence they had also had a new trading post in the far north in order to begin trading for furs and amber
Interesting... i wonder if this represents a critical, or if we gained and fulfilled a quest without seeing it to found the trade post (and in exchange gain walls and maybe that (???) 2 diplo?)They had fortunately also been invested in enough in the project to give considerable backing, thus the trading post had been founded with enough wealth and workers to get some fairly significant walls up in short order.
...Dammit traders. I liked you for like 2 sections and you've already ruined it D= Seriously, can't you have lower difficulty quests?Of course, despite all the nice things being given to them, they were now complaining that they wanted direct access to the Saffron Sea, which would either require building a giant ass canal in Gulvalley, or negotiating passage with the Trelli, who probably weren't all that keen on losing their advantages. Actually, thinking about it, he should really get his work done simply so that the next king might be able to review the surveyors around Gulvalley. The maps never looked right with what was known of the place, and he suspected something had gone wrong at some point.
Ugh. Bloody traders.
Interesting... not sure how much farther we have to go until we hit "classical"... still, very nice, especially the extra saltern support. Means we have a perfect pairing of salterns to trading posts for a full +3 wealthMegaproject completed!
Grand Docks
Extending out far into the water to provide deep berths in a protected, partially artificial bay and places to house ships away from the weather, this set of massive docks serves as a Trading Post for the purpose of supporting wealth generators such as salterns and gold mines, gives access to the Bulk Goods market (or gives bonus trade power in that market), and provides a free Boat innovation roll every turn for Classical or earlier sailing technologies.
Interesting... I guess this is from having more than 3 true cities or the like? I approve of their likes and dislikes at least so farNew faction spawned!
Urban Poor. Likes: Urban infastructure and amenities, Dislikes: Patricians
Mostly new quests!Patricians - Objective: Build a governor's palace within a core province within 3 turns. Failure: -1 Stability
Guild - Objective: Build Glasswords within 1 turns. Success: +1 Tech & Culture, Failure: -3 Tech
Traders - Objective: Establish a navigable path to the Saffron Sea within 4 turns. Success: Ship innovation, Failure: Trelli gain trade power
Yeomen- Objective: Have 20 or more Sustainable Forest within 3 turns. Success: +2 Sustainable Forest
Priests- Objective: Have a level 2 Temple in Dragon Graveyard within 3 turns. Success: Theological innovation
Urban Poor- Objective: Build a Main Strength Theatre within 3 turns. Success: +1 Stability
Read: Golden Age =D Also, having Pride in Acceptance and In Service to Order eating stab hits makes the refugee narrative a lot better it seems, even beyond the obvious "not taking stab hits is good". It sounds like integration is going way smoother now, so hopefully htere's less abuse...Still, all of the newcomers had brought with them significant vibrancy even as they packed into the People's territory, and while they were scared of things, the People were also confident that they had the support of the gods, and that gave them a degree of breathing room socially. While some called it arrogance, others felt that it was simply well earned confidence to know that they faced no real external threat for the foreseeable future, and that gave room to expand and grow and experiment.
Golden ages are great! =D This vote is pretty locked up now, so wont analyze it much, but good to konw how the "materials advance always available" works. We could almost certainly maintain a golden age for a long time if we just took the materials tech option every turn; we refund one point, and then getting 7 points back should be easy, especially with golden age boosts...Golden Age innovation possible
[] [GA] Mitigate Nemesis Fashion (-5 Culture)
[] [GA] Erase Nemesis Fashion (-10 Culture)
[] [GA] Gain random hero (-10 Culture)
-[] [GA] Specify: Diplo hero (Additional -2 Culture)
-[] [GA] Specify: Admin hero (Additional -2 Culture)
-[] [GA] Specify: Culture hero (Additional -2 Culture)
[] [GA] Gain random genius (-15 Culture)
-[] [GA] Specify: Diplo genius (Additional -3 Culture)
-[] [GA] Specify: Admin genius (Additional -3 Culture)
-[] [GA] Specify: Culture genius (Additional -3 Culture)
[] [GA] Random culture tech upgrade (-8 Culture)
[] [GA] Random materials tech upgrade (-8 Tech)
Read: We have -4 to centralization tolerance from 5 cities...Of course, all of that urbanization was rapidly becoming a colossal headache to manage. Some of the cities had to be set somewhat outside the current oversight system soon or their incessant demands were going to give the next king a heart attack.
Free cities are pretty great Redhills and Redshore are both close to the capital and so easier to maintain cultural oneness and notice if they abuse their privileges, as well as avoid them becoming a stressor point from a free city in a far off area to further focus divisionary thought. Also, we get a lot of bonuses to free cities, so lets do both =DSplit some of the new cities off as Free Cities? (2 Econ and Econ Expansion transferred to each, max 2 transfers)
[] [FC] Redshore
[] [FC] Sacred Forest
[] [FC] Redhills
[] [FC] Stallionpen
[] [FC] Just one FC
[] [FC] None
Wow... yay for Khemetri =D Sounds like their speculated Worship of the Heavens value meant they were inclined to come work with us after the sky smited our enemies after we used their best mystic tech... AN says they gave +1 progress to Palace of the Stars that way which is awesome! Tormulyna on the other hand gave +1 progress per action! hence how we're at 5/7-8 progress with only 2 actions on itElsewhere in the world about the only people who had been okay with the People's involvement in the whole God Fist fiasco were the Khemetri, who had responded by having the entirety of their own royal astrology corps come over to go over what had happened, which had also greatly aided - along with Tormulyna's continued efforts within the palace - to the design and construction of the temple/observatory/astrological record repository at the Star Mirror.
More PTSD! We should trade mission them soon. We wont. But we should D=The Harmurri were... well, they weren't exactly angry but they also weren't really that engaged with the People on a king to king level, probably because they were feeling a bit traumatized by what had just happened.
Missing a word here, probably "actively angry" "Actively upset"? Also, looks like one possible benefit and possible downside to high RA: our priests involving themselves in diplomacy, warning the Trelli of wrath over slavery...The Trelli on the other hand were actually actively over the People's discussion of the whole issue, although that may have had to do with the fact that the priests may have somewhat implied that the gods might come for the Trelli next for their slaving ways.
Alas, even with a warning to do more diplomacy, we have so many other things to do that we're notActually, just sitting here and thinking about the woes of the world, that might have something to do with the reason why the traders wanted a better path to the Saffron Sea. More diplomacy was probably in order.
-Trelli: Try to complete mission diplomatically. Probably needs diplo hero/genius to succeedDiplomacy
[] [Diplo] Talk with the Trelli (Main Trade Mission - Trelli)
[] [Diplo] Talk with southern neighbours (Sec Trade Mission - Highlanders + Lowland Minors (South-West))
[] [Diplo] Victory lap (Main Salt Gift)
[] [Diplo] Tie everything together internally (Main Build Roads)
[] [Diplo] Stay home, plant trees (Main Expand Forest)
-Place to the Stars: by Word of AN, Tormulyna is still alive, so we'd probably get 2 progress and hopefully complete it. Kicking woudl guarentee that, and we'd have the urban poor quest to replenish that stability.React
[] [React] Continue work on the Place to the Stars (5/7-8 actions completed)
-[] [React] Kick project (ISoO already triggered this turn)
[] [React] Main Build Glassworks
[] [React] Main Expand Forests
[] [React] Main Build Watchtowers
[] [React] Main Build Theatre
[] [React] 2xSec Dragon Graveyard Temple
[] [React] 2xSec Blackmouth Governor's Palace
Place to the Stars will unlock some form of observatory expansion, likely extended projects.
Narrative for Victory Lap (Salt Gift); again, lets not risk the worse narrative D=It can either turn out as a 'Hey guys, totally not our fault, here's some gifts to show that we're not out to get you' or it could be somewhere on the spectrum of 'Woooo! Our gods just smote our enemies, and we're still so rich we can teabag you with bundles of goods!'
About possibility of a Thunder Horse heroic age; likely would have happened if we didn't vassalize them.
Number of crits (good nad bad) involved in the God Fist
Very interesting informative update Might come back and do a fullanalysis of it later, but for now no
Clarification in the People's treatment of women and the like; good for exceptional women and the like, but still bad for those that aren't :/This, pretty much. The People have a way of shrugging their shoulders and going "You don't fit the expectation, but because you are exceptional we can accept that"
Our priests are pretty awesome =D ...most of the time at leastTrader: Maybe...
Priest: *eyes channel the fire of an angry god*
Trader: Maybe we should talk to the Trelli about how their practices aren't safe
Priest: *nods appreciatively*
Trelli: Uhhh... we'll, uh... we'll get back to you on that *sweats profusely*
Possibility of religion becoming monotheistic around Crow the One GodIt's possible, depending on how things sort out over the years.
Woo! Map! Gives us some new info...like how holy shit the Txolla are gigantic, and how holy shit so are the mountain horse and holy shit are we overextended...Map update, remains terrible in comparison to others, but it should fill in some more details
Additionally, here are the thresholds for sustaining your possible True Cities
Valleyhome 25
Sacred Forest 23
Redshore 20
Stallionpen 16
Redhills 11
Lower Valleyhome 4
In order for a candidate that is not already a True City to become one, you must have EE less than half its threshold. Stallionpen is thus not yet a True City.
Aqueducts make a city automatically eligible for TC status, give +1 EE when constructed, partially negate health problems with True Cities, and increase the threshold by 1
Baths add +1 EE, increase the threshold by 1, and partially negate health problems with True Cities, but require the settlement already be a True City and consume fuel
Significant walls or larger increase the threshold by 1 (multiple layers stack)
Being the capital increases the threshold by 1
Palace annexes influence the threshold of the capital
Governor's palaces increase the threshold by 1
The presence of large trade concentrations can make a city a candidate.
A True City's place on the list is determined by the number of conditions it has, and then by age.
A True City can also form without an aqueduct if they have 3 or more of the above benefits.
New true city system! Things to note:I may have screwed up the math a bit, but the default threshold for Valleyhome is 20, then for Sacred forest is 4 lower, so 16. Valleyhome goes up to 25 with its specials, so Sacred Forest is 4 lower, 21, but then it goes up again for walls and aqueduct to 23. The base for Redshore is 5 lower than Sacred Forest, so 18, but it has bonuses so it goes up by 2 to 20. Etc. on down, with Lower Valleyhome not having a significant wall, so it only gets +1.
Google says that was an offshoot of the nile that stopped existing by now in RL, btw.Not!Yellow Nile
Yes, I am throwing a few oddities here and there to keep you on your toes.
Aqueducts give health bonuses to non true cities, just not as strongly because the disease issue isn't as bad anyway.
Info on geopolitics and some "unclaimed" land in the lowlands, with lowland minors in it.It's settled, it has just been that no one has decided to eat it yet. Txolla had it next on their list before you stopped them, the Highlanders are really paranoid and reinforcing their current position before expanding further, and the Swamp Folk keep getting distracted by the Thunder Horse.
Number of provinces in Txolla; no info on how many are integrateable yet...Three, although as they finish upping their infrastructure the number is going to increase as they fill in their internal borders.
Info for trade posts, and the northern mountains.1. No, a sea route and connection is far safer.
2. Yes, eventually.
3. Blackmouth and Stallionpen are closer in terms of support because they have the river
4. Somewhat, although there are passes through them where you can access the steppes from
Geography info for the Mountain horse.There is steppe/desert between the Mountain Horse range and the mountains that create the Great Salt.
Confirmation that passive policies have non-stated narratvie effects (which i thought we already new, but either way good to know for sure )
Depends. A small family of shepherds might have a dozen or so, but some of the clans manage hundreds or even thousands at a time in some places. Wool is produced and its... ehhhhh.
Information for Maximillion on his fellow sheep and their role in our civ
About diplo annexing minors like in the lowlandsSometimes I lose track of these sorts of things, but I will make sure that it is a possibility for the future.
Confirmation that we have very high population density, comparable to some of the best farmland in the world, the not!Nile.You are by far the densest, with the possible exception of the Khemetri along the banks of their river.
Info on the thunder horse's appearance/dress
Full confirmation on the ending conditions for a golden age, which should be relatively easy to keep to...Later confirmed to be checked at midturn and at mainturn, so its fine to dip lower.
Reasons why we dont trade bulk food: too urban
Confirmation for why we lost baby boomYes, a combination of refugees and bad enviro rolls resulted in their ending, although Baby Boom paid out first.
Study stars has changed, and likely gives bonuses (or "bonuses" depending on if you believe it works or not ) for predictions, at cost of mysticism, while place to the stars might remove that cost or even give the bonus back...Also, because of the importance of Predictive Astrology, Study Stars currently costs Mysticism to use without the megaproject to support it.
Ouch, for comparison Triangle Canal is 8-11 actions, -3 econ, -1 tech each action. So might be lower actions higher cost, or just slightly lower actions same cost.Yes, and no for everything else. A Gulvalley canal would be shorter than Triangle Canal, but also through harder stone. A little less than that.
Redhills can safely be a free city without losing us the Great Forge
Info on where all the progress came from for PttSKhemetri provided +1 progress, Tormulyna provided +1 progress on the two actions committed thus far by influencing the construction rolls.
The trelli have Pitch for their ships, which others have said is about the same in terms of effect as us having iron when others didn't. So...thats bad D= Still, hopefully our northern trade post will get us that, since i think people said that was one thing it could?
Confirmation that Tinriver has maturedYes. Good catch, but yes, I will also want to update it with how many Free Cities you produce.
Info on geniuses; lets hope admin geniuses are more stable, and we roll well...I would roll to see how "stable" they are, although obviously certain kinds of genius are more stable than others.
In this case, can't get more than one innovation from GA.
Diplo, Admin, and Culturecan all help relations with vassals.
Diplo genius could be an intrigue genius
Northern Trade Post has not provided enough trees for us to plant back home yet.
HK trade mission with a diplo hero or genius may be able to result in diploannexation, but not for sure
Infrastructure policy cannot build theatres.
Guilds quest lasts until the end of next turn.One more turn, so you can build it during the main turn next if you want.
Hertytyhn is not quite as bullshit as fully establishing math, but he is bullshit enough to have laid a good foundation. (And Tormulyna is even better but can't dumb it down enough for anyone but sometimes Hertythn )Not exactly, but he has laid the foundation for a proper mathematical tradition to emerge.
-Tormulyna is alive and will give bonuses to the Place to the Stars actions at least for the midturnYes.
Depends on who exactly they turn out to be.
Yes, it all ended up overflowing into Mysticism. There was some fine tinkering as I remembered things, so some stuff is probably off by a point or two.
The walls are mostly going to the periphery.
Iron dominance.
More confirmation on where the stability hit came from. Greater Sacred Forest continues to be amazing and wonderful <3Climate instability triggering refugees. Your forests and stockpiles tanked the primary damage, but the influx of refugees dinged you.
Info on Yenyna's son, who seems to have decided the God Fist meant he was destined to work for/with the GodsHe's become a priest of some renown. Much of her condition remains mysterious, although there is some interest in going over the various formations and tactics she deployed. Most agree that without whatever spiritual insight/sheer tactical brilliance she had repeating them would be impossible, but there might be some simpler versions of use.
Info on what happens when we fail a quest, so failing quests just makes the next quest worse :/ Hopefully the opposite is true as well, and succeeding quests gives us better ones...Both. It makes less likely to give a good result and more likely to give a crappy quest with a nasty failure condition.
Info on what free cities amount to. So not super dangerous, just the same rights as any province chief has.They count as periphery states on a mechanical level, its an in-universe thing where they are treated sort of like their own province.
Hmmm... probably about 500k - 1M were absorbed from the TS & TH.
Information on our holy shit giant population! Lot's of people from the TS and TH...but that does mean that since the census we have gone from ~3million people to ~4-4.5 million on our own accord. I guess that counts other sources of refugees too...but still, ~1million people born from People, not including refugees (but including their kids once here), in a century or 2, is ridiculously great =DFun fact, while definitely crazy for the time period, that's a growth rate of about 0.5%/annum
Confirmation that the Xohyr/Thunder Horse previously had Early Empire.How do you think you got the Xohyr/Thunder Horse Early Empire legacy?
Confirmation that we are Stronk. "Shiny" presumably means prestige. i wonder how we're doing on megaprojects now...we have done like 7 of them in the last ~10 turnsYou are king of the hill in both shiny and actual human bodies, with the Khemetri in second place and everyone else trailing behind.
VERY IMPORTANT WARNING. We need vassal support policies, and we need actual influence subordinate actions, and more.If you don't get on working with the Thunder Horse and Thunder Speakers there's a pretty good chance that once back on their feet they will attempt to break away once again.
Especially since thats needed to make sure they don't continue slavery in all but name likethe Txolla tried.You've made your position clear and they are willing to listen, but you have to actually go in and influence them to make sure they don't put on their own spin on things.
Info on failing a quest but invalidating the failure condition (i guess like if we'd done a gymnasium instead of chariots?)Their displeasure is dealt with as it happens, but it still happens.
Confirmation on Vassal Support being amazing
Confirmation on both how innovation chances work in Golden Ages, and on why we couldn't say no this turn like we could the time before.Now that Tech is red it becomes a possibility for Golden Age innovations. Every turn every red stat has a roll to see what is generated, and at least one will produce a list of options. If there is only one red stat you will have the option to take 'none', but otherwise you must spend your stats.
Potential for a golden age duration legacy. If so, the Xoh almost certainly had multiple levels of it; they spent 10 whole fucking turns in it. See my post here for what all has happened over 10 turns:
We can have multiple innovation chances in a turn Hopefully in that case we get the chance to say no to all but one of them if we want? Also confirmation that the max stats are checked at the start of the turn, before actions, because thats why only culture and mysticism were rolled for. If it were after actions we'd have rolled on Diplo and Tech too.Multiple innovations in a turn are possible, depending on the rolls. Mysticism sucked so it was just Culture this time.
More info on Yenyna, and why we dont want to replicate her (personal) fighting styleGiven that no one has the mental abilities that make her physical actions in any way useful, no. The idea of pushing yourself like that tends to be actively discouraged by those that train exclusively because it exhausts you for way less benefit, but Yenyna had the uncanny ability to place her strikes, and was rarely in extended combat. Her ability to ignore pain and exhaustion when in 'combat mode' was also legendary, and she had a tendency to just drop once the moment was over. Her fight with Reshem was by far the most extended fight she ever had in her life.
Info on teh strength of vassal support; works out to about half an untargeted IS a turn per policy.Uhhhh... lots. It's spread out over subordinates, so given the number you have, you would need the equivalent of something like 20. Of course, that's the equivalent of one Secondary Influence Subordinate for every subordinate a turn.
That said, said policies are smart enough to focus on the bad cases, like, you know, our new vassalsThere is a degree of targeting, in that the policy will put the most effort into the most divergent/disloyal subordinates first, but it is diffuse in comparison to an actual action.
Confirmation that dead civs give up their lock on legacies (again, already knew this )Since you killed them, it is yours for the taking if you can re-fulfil the conditions.
Very important info on when golden age ending conditions are checked (or at least the max stats bit...)Also, re:timing of max stats, I will check at the midturn and main turn, so if a stat is being replenished between by something else it can be paid for and not pop the Golden Age.
More information on how our society works. We have de facto but not de jure inheritance, as expected.Technically the gods own the land and all the things within and gave it to the People to tend to, with the king being the representative of the gods and the People who then assigns administrators and so on and so forth down the social hierarchy. Very, very technically speaking there is no such thing as inheritance. However, it is fully expected that children will be assigned the same lands and goods as their parents barring some major event.
Information on taxes, and organization of resources, and hoarding things like sheep. Seems like a pretty good system, expecially the "productivity bonus" that goes with redistributionAssuming that they aren't overgrazing with their new, large flock then their tax assessment will show that they are in charge of managing 300 sheep. If the local authorities want to keep the assigned flocks at about 100 then the flock will be broken up into groups of 100 and assigned to other families to manage. The expectation is however that preference will be given to those related to the original family - assignment to the children who are starting up their own family is typical. Depending on circumstances, the sheep might also be assigned to another family that didn't do so well (well before you hit 300 the local chief would be going "You have 120, Yonny lost 20 to that flood last month through no fault of his own, those extra 20 go to him to keep your workloads even, here's your productivity bonus for the year early to compensate").
If you are overgrazing your flock, it will be broken up and you will be fined for being an idiot and not telling everyone you had too many sheep earlier.
...That's not good :/ More Roads! D=Honestly, yeah, probably. Deep rural areas mostly. When found out the priests come down hard, but some of the more remote areas might get odd ideas every generation or so.
TH and TS leaving might be relativley peaceful if we let them, might not be...
Warning that there's always the possibility of more major environmental issues...hence one more reason why Greater Sacred Forest is amazing.
More info on how we incentive innovation in our communal system... but also more info on how tax evasion is terrible and ruins everythingDepends on how exactly they did it, but yes, if you figured out a way to graze more sheep on the same patch of land without denuding it you would be given large rewards for your efforts, and theoretically the technique would be shared and spread far and wide.
... some groups may use this as an excuse to cheat on their taxes by "hiding" part of the flock and pointing to the fact that the land remains in good condition to justify the lower number reported.
The reason we should do it is because our current set up means that no one but the state has the wealth and influence to truly patron the art, our traders are uninterested, and our nobility has no wear near the wealth to afford it.
"always" you say, as if i didn't skip like half a dozen, or like i didn't wait long enough that i'm surprised @Academia Nut hasn't updated againThanks for always being so diligent about these @Abby Normal <3
{S} Integrate Colony: -6 Diplo, +6 Primary Stat Reserve Cap, lots of stats at end of turn.
Integrating gives us more actions. Hard to beat that.I don't like doing this right now. We still have so much to do in terms of stats as well as subordinates to influence. Perhaps next turn we can integrate Gulvalley, but this turn I'd prefer influence over increasing our directly controlled territory.
Probably something likeYou are ignoring overflows. Something turns our excess Diplo into culture. Naratively, I don't know what it is, but it exists.
Interesting... i wonder if this represents a critical, or if we gained and fulfilled a quest without seeing it to found the trade post (and in exchange gain walls and maybe that (???) 2 diplo?)
"An abundance of foreign ties, and foreign visitors in the games inspires more art and stories" or "Patricians and traders can easily import foreign art and stories due to their ties to foreign nobles" or "the games are widely talked about and depicted in art and stories" or the like? In either case, this would influence our cultural narratives to either include a lot of foreign characters, or to include foreign ideas, values, and stories.
Wait, so our Patricians don't have problems with slaves either?To answer this, you cleared two more faction quests. The Patricians wanted 6 Econ worth of low status labour, obtainable either by taking slaves or absorbing refugees, while the traders wanted a new trading post, with success having the post start with significant walls (2 Econ and a Secondary action).
The Patricians keep rolling nasty quests for some reason.
Pretty much. Technically if something overflows twice it can be different. Wealth -> Diplo -> Culture is that you have so much spare wealth that you are using it to beautify things.
I heavily prioritize influencing the Thunder Speakers and Thunder Horse. They're in prime Lowland, and consolidating them would give us far greater rewards to balance out Trelli's increased trade power. We can afford to let it sit for a few turns.Wont we need to integrate Gulvalley to do that Canal? Even if we the current consensus happens to be in favour of cutting some deal with the Trelli or just ignoring that faction quest, retaining the flexibilty of still being able to fulfill the quest by building the canal should be a big upside and integrating Gulvalley is a good option for next turn even without that.
Sacrificing livestock is a classic one that tends to do the trick.Any occultists here know what kind of rituals bring forth updates?
I think you're being a bit of an idealist here. A more productive culture is great, but we already have a powerful culture. It's part of why we are dominating in pilgrimage. The idea that more art in all its forms would supplant direct influence and even policy influence is ridiculous. It will help, certainly, but it takes far more advanced information exchange to get to that point.We would never have to worry about influence subordinate or major divergence/subject unrest.
Holy shit that's huge this time. Thanks.Analysis and Diffcheckers --"Golden Bells Toll"Lots of diffcheckers this time, since AN updated the civ sheet twice, once for midturn calcs, ones for main turn.
Total difference (Last Turn -> Main Turn):
Diff Checker (Civ Sheet)
Diff Checker (Civ Sheet BBCode)
Midturn Changes: (Last Turn -> Midturn)
Diff Checker (Civ Sheet)
Diff Checker (Civ Sheet BBCode)
Main Turn Changes (Midturn -> Main Turn)
Diff Checker (Civ Sheet)
Diff Checker (Civ Sheet BBCode)
@veekie @zamin @BungieONI
Diplomacy 9 -> 13 -> 18Midturn 9 + 4 (3 Trade mission payouts of 1-2 each) = 13
This Turn: 13 + 1 (King of the Hill) + 1 (Tinriver) + 4 (Games) - 3 (Found Trade Post) = 16 + 2 (???)
Hmm...Not sure what the 2 is from...Its not from overflow, because neither wealth nor mysticism is maxed. Maybe we got some extra boost from the trade missions after the fact, or from tinriver maturing? Hmm... Also, note that tinriver did in fact mature, so we're getting +1 diplo a turn from them
Econ 18 (+1) -> 13 (+6) -> 18 (+4)Midturn 18 + (+1) (Delayed Settlement Econ) - 4 (Supporting Ruined Thunder Horse) - 2 (Place to the stars) = 13 + (+6) (Refugees) = 13 (+6)
This turn: 13 + (+6) (Refugees) + 8 (Baby Boom) + 6 (Expand Econ) - 2 (Place to the Stars) - 2 (Support Subordinate) - 3 (Found Trading Post) - 2 (Grand Docks) - 1 (Study Metal) = 23 - 4 (???) - 1 (Overflow to Wealth) = 18
Not at all sure what the ??? is... but its what is needed to match the overflow numbers from wealth and EE.
Forests 13/16 -> 13/16 -> 15/16.5This Turn: 13 + 2 (Grand Docks) = 15. 16 + 0.5 (Forests Policy) = 16.5
Note that we also have a partially complete baths that will eat another forest slot this coming turn, so we actually only have 0.5, soon to be 1, forest slots.
EE 11 -> 11 -> 4Midturn: 11 + [2-3] (Black Soil) + 3 (RTH support refund) + 2 (Place to the Stars Refund) - [6-8] (Refugees) = [10-13] = 11
Hmm..We only gained 6 econ from the refugees, so we should have only lost 6 EE to them, but it looks like either we lost more than we gained, or something else happened...
This turn: 11 - 8 (Baby Boom) - 6 (Expand Econ) - 4 (Refugees) + 2 (PttS Refund) + 2 (SS Refund) + 3 (FTP Refund) + 2 (GD Refund) + 1 (SM Refund) = 3 + 1 (???) = 4
The ??? Should be the overflow... Which makes up with wealth, but not my original calc for econ...
Martial 14 -> 14 -> 10This Turn: 14 - 2 (Support Subordinates) - 2 (Trading Post) = 10
Wealth 18 -> 12 -> 14Midturn: 18 - 6 (3 Secondary Trade Missions) = 12
This Turn: 12 + 2 (Salterns) + 4 (Trade Dominance) + 1 (Iron Dominance) + 3 (Golden Age True Cities) - 1 (The Law) - 2 (Mercenaries) - 2 (Found Trading Post) - 1 (Study Stars) - 2 (Study Alchemy) - 1 (Study Metal) = 13 + 1 (Overflow from Econ) = 14
Note that grand docks + the northern trading post got us an extra per turn point
Culture 18 -> 18 -> 18This Turn: 18 + 1 (True Cities + Games) + 1 (Canals Bonus to Grand Docks) = 20 - 2 (Overflow to Mysticism) = 18
Mysticism 18 (+1) -> 18 -> 16 (+7)Midturn: 18 + 1 (Delayed Settlment Mysticism) - 2 (Place to the Stars) = 17 + 2 (???) = 19 - 1 (Overflow to tech) = 18
This Turn: 18 + 1 (Temple MP) + 1 (Dragon's Graveyard NW) - 2 (Place to the Stars) - 1 (Study Metal) - 2 (Study Alchemy) - 3 (Study Stars) + 1 (Overflow from Tech) + 2 (Overflow from Culture) + 1 (Canals Bonus to Grand Docks) = 16 + (+7) (Refunds from all the expenses)
Not sure what the ??? was... Also, note that we only got 7 refund from 8 expenses, thats because study stars was -3 but we only have 2 refund.
Tech 15 -> 16 -> 18Midturn: 15 + 1 (Overflow from Mysticism) = 16
This turn: 16 + 1 (Study Metal) + 1 (Study Alchemy) + 1 (Canal Bonus for Grand Docks) = 19 - 1 (Overflow to Mysticism) = 18
Prestige 78 -> 84 -> 86Midturn: 78 + 6 (Vassalizations, Refugees, and Diplomacy after Bolide strike) = 84
This Turn: 84 + 1 (Grand Docks) + 1 (International Games) = 86
We continue to roll poorly on our own damn games D= Still, total of +16 prestige from the Bolide incident and our responses.
Stability 3 -> 3 -> 3Midturn: 3 - [1-2] (Refugees) + 1 (In Service to Order) = 3
This Turn: 3 - [0-1] (Refugees) - [0-1] (Loss of Baby Boom) + 1 (In Service to Order)
In Service to Order already doing some good work, keeping us at max stab Also, got lucky on either one or both refugee rolls, depending on whether losing baby boom cost a stability like the last 2 times.
Centralization 4 -> 3 -> 34 - 1 (Personal Stewards) = 3
Even with 5 True Cities, 3 centralization isn't yellow, which means our "natural" yellow limit after legacies is at least 8.
Religious Authority 8 -> 8 -> 98 + 1 (Sacred Forest Temple Upgrade) = 9
Both 8 and 9 are yellow, so 10 is probably red...
Lost both baby boom and pop explosion, which sucks, but we gained a golden age which is amazing, especially with the new wealth bonus That doubles our after expenses per-turn wealth to +10! Assuming we go with 2 free cities like we're currently voting for, then we'll end up with:
+6 Diplo (1 KotH, 1 Tinriver, 4 Games)
-2 Econ (+1 Golden Age, -3 True Cities)
+10 Wealth (+5 GA Cities, +3 Salterns, +4 Trade, +1 Iron Dom, -1 Law, -2 Mercs)
+4 Culture (+2 Games+5 Cities, +2 Free Cities)
+2 Mysticism (+1 Temple MP, +1 Dragon's Graveyard lv 1)
That is, +20 stats total. Mind, 6 of those are from the golden age, but even without the golden age we'd have +14. If our cities go with the stat or city support policies, or if we get more cities, or if we build that dragon's graveyard temple, we'll have even more!
Good number of changes here.Trade Status
Resource Status Rivals Bulk Food Minimal (cities hunger) Khem -> Trelli Common Textiles None Khem -> Trelli Lumber Hoarding Charcoal Hoarding Luxuries Amber Minor trading Far Northern Tribes Fine Pottery Minor Khem->Trelli, MH, Harmurri Fine Dye Dominating Trelli Fine Textiles None Harm, Khem->Trelli Furs Minor trading Far Northern Tribes Gems Dominating Trelli, Tin Tribes, Khem (in) Glass Dominating Gold Significant + minor trading (in) Metal Workers, Khem->Trelli Incense None Khem->Trelli Mercury Dominating None Silver Significant (in) MW, Trelli (in) Salt Dominating Trelli Spices None (SI+Khem)->Trelli Wine Dominating Trelli Strategic Copper Leading Highlanders, Mountain Horse, MW, Trelli, Khem (n/c) Bronze Minor Trelli, Khem (n/c) Slaves Forbidden MW (in), Trelli, TT, Khem Tin Minor + Significant Trading MW (in), MH (in), HK (in), Tin Tribes, Trelli->Khem Iron Dominating MW, HK Cultural Pilgrimage Dominating Khem (n/c)
Bulk good trading unlocked! So far we dont actually trade much here, since our true cities eat so much econ, and our forests are mostly tied up for sustainable uses. Note that the Khemetri and trelli either have the grand docks, or else have big enough boats to do bulk trading either way, and are dominating in both. Getting some free cities and/or city support policies up might let us trade food, and getting more forest slots that aren't used might get us trading lumber and charcoal.
Amber gained minor trading, thanks to our new trade post. With luck we'll get some more power as it matures?
Fine Pottery, no change in our power, but the Khemetri, Mountain Horse, and the Harmurri all either started competing, or were already competing and AN hadn't updated this yet. None are dominating or threatening it, however.
Fine Textiles, Copper, and Tin have no actual changes, just name changes.
Iron, the Highland Kingdom have started trading, how dare they
Was 7/9+3, so we've added 4 subordinates, and 2 slots (one of them from early empire as a vassal only slot, one from prestige). Only have 3 slots left...
New vassals! Ruined Thunder Horse went from 7 -> 6 dependence after the support vassal action. Still, both it and the trading post are very dependent right now...
New legacy! Explicitly used to be the Xoh/Thunder Horse Empire's, but killing the former and vassalizing the latter let us take it With luck we'll lose this sooner rather than later, by integrating all our vassals into either provinces or colonies/marches...
New legacy, from the Bolide Strike incident... good for random CBs, butlikely has a terrible narrative behind it... also almost certain to raise RA when we use it, since we're basically saying the Gods want us to kill people...
New Techs! very important techs, even... Yay for Mystic Genius + Admin Hero! Somewhat makes up for our terrible innovation rolls lately... (seriously, main forest, secondary alchemy, secondary metal, grand docks completion, probably more, and no innovation rolls for any of them succeeded D=)
Incidentally, our annex limit should now be 15 (2 (Base) + 4 (8 Provinces) + 9 (Landed Subordinates). 17 with the 2 free cities! And AN said it usually doesn't go down with, say, integrating subordinates to provinces, so we have a lot of room for stuff now Might influence our policies to actually take them now that we have so much room...Interesting choices from our admin hero... Megaprojects were necessary, and then he supported our dependent vassal and founded a new trading post, either to spread out more or for the economic nad tree advantages i guess? Didn't switch to megaproject support like i'd expected though...
Provinces are interesting too...expand econ makes sense; we didn't have the pop explosino anymore, so econ is tighter. Study Stars seems to be necessary until we have the PttS, since it costs mysticism now, and then our provinces decided to try to get us steel while we still had a mystic genius...and of course we rolled so poorly we got nothing out of them
Looks like baths are highly valued by our policies...i'd have hoped they'd wait and leave more forest slots open, but nope! So we need to be aware that our policies will try to use up our forest slots on baths until all our cities have them, it seems... Otherwise, we finished up the temple to get more RA and complete the priests quest.
Western Wall goes full on "lets get an awesome capital in the mountains!", which is either great (great secure place for defending against nomads, easier to manage once we integrate them, etc) or terrible (way easier for them to go off on their own) Still, if nothing else it means we'll eventually have one less GP we have to build to support another true city without strain.
Greenshore continues to expand, is already up to 2 extra actions which is awesome! Also, they're keeping up with walls and trails as they expand, which is smart of them
Gulvalley and heaven's hawk are looking for goodies; the former presumably because they're still kind of broke and need mines, the latter because they're pretty secure and want more goodies...which is dangerous, i dont think they have an iron mine yet, but if they get one then they'll almost certainly break free.
Txolla goes to work filling in all its land with farms (and thus people); AN said that was how they could end up with way more provinces. Again, warning signs for integration or at least influence...
Tinriver continues to be a trade post (and thus perfect and wonderful) and sends out trade missions that we would never take
Thunder speakers decide they need some technology, it seems... probably getting ready to build a bunch of mills, assuming our choices for what to do with Txolla (giving them black soil and mills) already applies to our new vassals?
RTH, on the other hand, can't do anything other than just start repairing things, even with 6 econ and 2 martial of support...Hertythn no You were supposed to last for 3 whole turns and be ridiculous!
...*Looks up at the often aggravating math for these posts* I feel for you Hert <3
Read: We rolled a crit failure on study alchemy, and Tormulyna stopped it from having consequences, because mystic heroes/geniuses are the best <3
Interesting...when i first read this it sounded like magic, but then i realized...no, just math So kudos to you AN for making math sound like magic even to a math person
Sounds like 1. synergy between admin hero and mysticism genius got us the math upgrade, and 2. that "genius" in part means "intuitive grasp of very advanced math", where "admin hero" means he can translate that to actual theory and rigor
Oh hey, that most powerful of magics, geometry. =D
Hmm...i wonder what he's thinking...geometry is great, but i'm not sure where in particular its excellent in our current situation... Also, Bolide Strike has been named as the "God Fist", which makes sense =3
Read: Poor environment rolls lead to 1. baby boom being lost and 2. other civs taking a collective 2 stab hits and sending us refugees
Patricians, seriously fuck off D=<
...Well at least their borderline abuse of the low status workers will partially come to bite them...
Yay, traders are happy, and they're happy about things I am happy about =D Keep this up, and stop wanting to do slavery, and i might actually like you traders
Interesting... i wonder if this represents a critical, or if we gained and fulfilled a quest without seeing it to found the trade post (and in exchange gain walls and maybe that (???) 2 diplo?)
...Dammit traders. I liked you for like 2 sections and you've already ruined it D= Seriously, can't you have lower difficulty quests?
Interesting... not sure how much farther we have to go until we hit "classical"... still, very nice, especially the extra saltern support. Means we have a perfect pairing of salterns to trading posts for a full +3 wealth
Interesting... I guess this is from having more than 3 true cities or the like? I approve of their likes and dislikes at least so far
Mostly new quests!
-Patricians: ...Seriously guys, fuck off D= Thats 9 culture 9 econ, thats a lot! even with the policies thats at least a secondary from us and then most of a turns policy boosts! D= You could at least give a reward!
-Traders: Also fuck off D= The navigable path from the canal is apparently a "little less" than the triangle canal, so probably 6-8 or more actions and -4 stats each action. Alternately, we could try diplo...but unless we went with diplo hero or genius i dont think it likely, and we're clearly not voting for ether a diplo genius or a diplo mission this time, so... Still, the reward would be nice, likely focused on ships being better suited to teh Saffron Sea...
-Yeomen: I like the yeomen so much Quest that we mostly want, with a bonus we want, with no failure state Passive policy will get us to 18 on its own, so just need 2 main actions over 3 turns. Would be good to get, but not vital.
-Priests: I'd have thought we were supposed to not get a new quest until the turn after we complete one...still, not a bad quest...if it weren't for our RA being so high D= still, its possible that the theological innovation will be to boost our RA tolerance, so... maybe a good thing? If so then hopefully our policies will do it for us
-Urban Poor: !!! I love you guys <3 We've been getting hints that we need a theatre for like 4 turns, and now we might actually get one, and it'll give us a stability ...of course, we dont need stability right now, and i dont think we're voting for the kick on the place to the stars, so... *shrug* i guess we'll probably take a stab hit sometime in the next 3 turns?
Read: Golden Age =D Also, having Pride in Acceptance and In Service to Order eating stab hits makes the refugee narrative a lot better it seems, even beyond the obvious "not taking stab hits is good". It sounds like integration is going way smoother now, so hopefully htere's less abuse...
Golden ages are great! =D This vote is pretty locked up now, so wont analyze it much, but good to konw how the "materials advance always available" works. We could almost certainly maintain a golden age for a long time if we just took the materials tech option every turn; we refund one point, and then getting 7 points back should be easy, especially with golden age boosts...
Read: We have -4 to centralization tolerance from 5 cities...
Free cities are pretty great Redhills and Redshore are both close to the capital and so easier to maintain cultural oneness and notice if they abuse their privileges, as well as avoid them becoming a stressor point from a free city in a far off area to further focus divisionary thought. Also, we get a lot of bonuses to free cities, so lets do both =D
Wow... yay for Khemetri =D Sounds like their speculated Worship of the Heavens value meant they were inclined to come work with us after the sky smited our enemies after we used their best mystic tech... AN says they gave +1 progress to Palace of the Stars that way which is awesome! Tormulyna on the other hand gave +1 progress per action! hence how we're at 5/7-8 progress with only 2 actions on it
More PTSD! We should trade mission them soon. We wont. But we should D=
Missing a word here, probably "actively angry" "Actively upset"? Also, looks like one possible benefit and possible downside to high RA: our priests involving themselves in diplomacy, warning the Trelli of wrath over slavery...
Alas, even with a warning to do more diplomacy, we have so many other things to do that we're not
-Trelli: Try to complete mission diplomatically. Probably needs diplo hero/genius to succeed
-Southern Neighbours: try to normalize relationship with HK, and get started on folding the minors into our civ. Would need diplo hero/genius to have a chance of integrating the latter right away
-Victory Lap: Again, lets not do this, terrible narrative to it...
-Roads: Roads are always good, and it'll give us centralization to use for personal stewards
-Trees: We're already going to be at cap if we build glassworks next turn, and we've got a quest that needs 2 mains in the next 3 turns to complete.
-Place to the Stars: by Word of AN, Tormulyna is still alive, so we'd probably get 2 progress and hopefully complete it. Kicking woudl guarentee that, and we'd have the urban poor quest to replenish that stability.
-Glassworks: Make sure we finish the Guilds quest. Better imo to just use our guild action on it next turn.
-Forests: See fluff for above
-Watchtowers: An interesting choice...likely due to worries of even more war...
-Theatre: We keep getting hitns that we need one of these. Still, with the genius we're getting we dont have the culture for it now, and it would waste the stability from the quest.
-Temple: Finish the priests quest, gain +1 mysticism a turn, and go to 10 RA, which is probably red. Risky, if the theological innovation doesn't raise RA tolerance, and not too necessary right now. Better to just let the policies build it if we need it.
-Palace: Make a start on the Patrician quest, and get better administration settled. Again, probably better to let policies handle it, and focus on other things.@Academia Nut lots of questions this time around <3Place to the Stars will unlock some form of observatory expansion, likely extended projects.
Narrative for Victory Lap (Salt Gift); again, lets not risk the worse narrative D=
About possibility of a Thunder Horse heroic age; likely would have happened if we didn't vassalize them.
Number of crits (good nad bad) involved in the God Fist
Very interesting informative update Might come back and do a fullanalysis of it later, but for now no
Clarification in the People's treatment of women and the like; good for exceptional women and the like, but still bad for those that aren't :/
Our priests are pretty awesome =D ...most of the time at least
Possibility of religion becoming monotheistic around Crow the One God
Woo! Map! Gives us some new info...like how holy shit the Txolla are gigantic, and how holy shit so are the mountain horse and holy shit are we overextended...
New true city system! Things to note:
-Since each lower city is based on the higher city's thresholds, bonuses to threshold propogate downward; that is, giving Valleyhome +1 Threshold gives every city +1 threshold.
-Its much less likely that we'll swing wildly between number of cities, with it now being a half-threshold to gain, and thresholds mostly being higher.
-Each lower city is another point's difference, meaning that each new city is harder to get than the last
-However, it seems likely that the base threshold of 20 is actually (Number of Candidates - 1)*4, which would make adding new candidates the best way to boost all thresholds, and makes having a lot of cities possible.
-It is relatively hard to end up accidentally making a true city in our system, without giving them an aqueduct.
Google says that was an offshoot of the nile that stopped existing by now in RL, btw.
Aqueducts give health bonuses to non true cities, just not as strongly because the disease issue isn't as bad anyway.
Info on geopolitics and some "unclaimed" land in the lowlands, with lowland minors in it.
Number of provinces in Txolla; no info on how many are integrateable yet...
Info for trade posts, and the northern mountains.
Geography info for the Mountain horse.
Confirmation that passive policies have non-stated narratvie effects (which i thought we already new, but either way good to know for sure )
Information for Maximillion on his fellow sheep and their role in our civ
About diplo annexing minors like in the lowlands
Confirmation that we have very high population density, comparable to some of the best farmland in the world, the not!Nile.
Info on the thunder horse's appearance/dress
Full confirmation on the ending conditions for a golden age, which should be relatively easy to keep to...Later confirmed to be checked at midturn and at mainturn, so its fine to dip lower.
Reasons why we dont trade bulk food: too urban
Confirmation for why we lost baby boom
Study stars has changed, and likely gives bonuses (or "bonuses" depending on if you believe it works or not ) for predictions, at cost of mysticism, while place to the stars might remove that cost or even give the bonus back...
Ouch, for comparison Triangle Canal is 8-11 actions, -3 econ, -1 tech each action. So might be lower actions higher cost, or just slightly lower actions same cost.
Redhills can safely be a free city without losing us the Great Forge
Info on where all the progress came from for PttS
The trelli have Pitch for their ships, which others have said is about the same in terms of effect as us having iron when others didn't. So...thats bad D= Still, hopefully our northern trade post will get us that, since i think people said that was one thing it could?
Confirmation that Tinriver has matured
Info on geniuses; lets hope admin geniuses are more stable, and we roll well...
In this case, can't get more than one innovation from GA.
Diplo, Admin, and Culturecan all help relations with vassals.
Diplo genius could be an intrigue genius
Northern Trade Post has not provided enough trees for us to plant back home yet.
HK trade mission with a diplo hero or genius may be able to result in diploannexation, but not for sure
Infrastructure policy cannot build theatres.
Guilds quest lasts until the end of next turn.
Hertytyhn is not quite as bullshit as fully establishing math, but he is bullshit enough to have laid a good foundation. (And Tormulyna is even better but can't dumb it down enough for anyone but sometimes Hertythn )
-Tormulyna is alive and will give bonuses to the Place to the Stars actions at least for the midturn
-Admin genius may or may not take over this coming turn, depending on who they are (likely means both in terms of sanity and in terms of how noble they are)
-Grand Docks did in fact trigger Canal.
-Defensive Policy focuses on periphery, so lower valleyhome still not walled
-Iron dominance does in fact give +1 wealth on its own
More confirmation on where the stability hit came from. Greater Sacred Forest continues to be amazing and wonderful <3
Info on Yenyna's son, who seems to have decided the God Fist meant he was destined to work for/with the Gods
Info on what happens when we fail a quest, so failing quests just makes the next quest worse :/ Hopefully the opposite is true as well, and succeeding quests gives us better ones...
Info on what free cities amount to. So not super dangerous, just the same rights as any province chief has.
Information on our holy shit giant population! Lot's of people from the TS and TH...but that does mean that since the census we have gone from ~3million people to ~4-4.5 million on our own accord. I guess that counts other sources of refugees too...but still, ~1million people born from People, not including refugees (but including their kids once here), in a century or 2, is ridiculously great =D
Confirmation that the Xohyr/Thunder Horse previously had Early Empire.
Confirmation that we are Stronk. "Shiny" presumably means prestige. i wonder how we're doing on megaprojects now...we have done like 7 of them in the last ~10 turns
VERY IMPORTANT WARNING. We need vassal support policies, and we need actual influence subordinate actions, and more.
Especially since thats needed to make sure they don't continue slavery in all but name likethe Txolla tried.
Info on failing a quest but invalidating the failure condition (i guess like if we'd done a gymnasium instead of chariots?)
Confirmation on Vassal Support being amazing
Confirmation on both how innovation chances work in Golden Ages, and on why we couldn't say no this turn like we could the time before.
Potential for a golden age duration legacy. If so, the Xoh almost certainly had multiple levels of it; they spent 10 whole fucking turns in it. See my post here for what all has happened over 10 turns:
Seriously, its ridiculous
We can have multiple innovation chances in a turn Hopefully in that case we get the chance to say no to all but one of them if we want? Also confirmation that the max stats are checked at the start of the turn, before actions, because thats why only culture and mysticism were rolled for. If it were after actions we'd have rolled on Diplo and Tech too.
More info on Yenyna, and why we dont want to replicate her (personal) fighting style
Info on teh strength of vassal support; works out to about half an untargeted IS a turn per policy.
That said, said policies are smart enough to focus on the bad cases, like, you know, our new vassals
Confirmation that dead civs give up their lock on legacies (again, already knew this )
Very important info on when golden age ending conditions are checked (or at least the max stats bit...)
More information on how our society works. We have de facto but not de jure inheritance, as expected.
Information on taxes, and organization of resources, and hoarding things like sheep. Seems like a pretty good system, expecially the "productivity bonus" that goes with redistribution
...That's not good :/ More Roads! D=
TH and TS leaving might be relativley peaceful if we let them, might not be...
Warning that there's always the possibility of more major environmental issues...hence one more reason why Greater Sacred Forest is amazing.
More info on how we incentive innovation in our communal system... but also more info on how tax evasion is terrible and ruins everything
Many thanks to @PrimalShadow for pointing out issues with my Extended Projects listing, and @pblur for his suggestion of adding horizontal lines-Do we have any new possible slots for Aqueducts? We only had 2 (Blackmouth and stonepen iirc) the last time we saw the action list, but we have more provinces and such now...
-Will the governor's palace in western wall lower our min centralization tolerance and provide a third of a free city tolerance while its still in a subordinate, or does it have to be integrated first? Will having it in Western Wall let us integrate all of Western Wall instead of just 2 provinces, with it as a local administrative hub?
-How poorly did we do in the Games to only get 1 prestige from it?
-How will adding the new province and player actions from our government type work now that we're past 8 provinces? Will we get both at once, at 10 provinces, since it rounds up? Or maybe a player action at 9, and a province action at 11? Or will the rounding work differently, or something else?
-Does the loyalty boost from multiple vassal support policies require us to have multiple slots open, or just 1? (i.e. if we have 3 policies to Vassal Support, and 13/14 subordinates, will we get 1 policy worth of loyalty boosts, or 3?
-To add to that, is the passive influence boost from vassal support dependent on there being an open slot just like the loyalty boost, or does it still apply with all slots filled?
-Does the base threshold value for true cities change ever, or will it be 20 forever? If it does change, is the math (# of City Candidates - 1) * 4, like i speculated?
-Would it be possible for you to give us a list of what mines and quarries we have and where, please? we had several that didn't say what provinces they're in, and things like Hatvalley "reclaiming mines" that didn't say what they were, and i dont know if we actually got the location for the gold mine we found right before Phygriff. If nothing else, what mines are in the Heaven's Hawk territory? Is it just the Salt Mine?
-Would it be possible for you to list "specials", like we usually see in the action list, like "innovation chances for boats boosted due ot new design" or "having a mystic hero boosts study actions", listed on the civ sheet, especially for times like this where we dont see the action list? Among other things it would make it easier to know if Tormulyna's bonus would still apply this turn, without having to ask you like i did earlier
-How many of the 3 provinces in Txolla are integrateable right now?
-When we take an integrate action on, say, Txolla or Western wall, would we get a single province per action, or all integrateable provinces at once?
-What exactly got us the walls for the trading post? Was that from a critical? Or did we get an extra Traders Quest and fulfill it before we actually saw it?
-If failing a quest for a faction makes their next (or all future?) quests more likely to be bad, does succeeding a quest make their next (future) quest(s) better?
-Now that we've completed 5 Megaprojects, a wonder, and are almost done with a 6th megaproject, how do we compare on megaprojects with the Khemetri? Have we finally surpassed them on that too?
-For the grand docks, how far are we from "classical" boat innovations? Like...what "age" are our current boats in, and how many ages away is classical from that?
-Shouldn't it have taken a full turn after completing the priest quest to get a new one?
-How likely is it that the current priest quest's innovation will boost RA tolerance, if we can know that?
-The palace annex limit is out of date, it should be 15 now (2 (Base) + 4 (8 Provinces) + 9 (Landed Subordinates)), or 17 after the 2 free cities come into play.
And a couple minor holdover questions from last time:
-Are we trading case hardened iron tools/weapons, or just "regular" iron?
-Is the Trade dominance bonus for Iron in addition to, or instead of the usual wealth bonus from dominating trade? THat is, if we had 10 trade goods at leading or higher, including iron, would we have +5 wealth total (Iron +1, then 9 "normal" trade goods round down to +4), or +6 (+1 iron, then 10 trade goods for 5, with iron counting for that as well)?
True Cities And Relevant Infrastructure-Valleyhome [Aqueduct, Baths, Sig. Walls, Capital, Palace] (25 EE Threshold)
[6 Potential cities, 20 Base Threshold):
-Sacred Forest [Aqueduct, Sig. Walls] (23 EE Threshold)
-Redshore [Aqueduct, Sig. Walls] (20 EE Threshold) [Baths In Progress: 2/3]
-Stallion Pen [Aqueduct, Sig. Walls] (16 EE Threshold)
-Redhills [Aqueduct, Sig. Walls] (11 EE Threshold)
-Lower Valleyhome [Aqueduct, Sig. Walls] (4 EE Threshold)
-Greenshore Capital [Aqueduct, Sig. Walls?] (In Subordinate)
-Western Wall Capital [Aqueduct, Sig. Walls?] (In Subordinate) [Governor's Palace in Progress 6/9]
Libraries:-Sacred Forest (Temple, Megaproject, +1 Refund by itself)
[Total effect: 2 Mysticism Refund]
-Valleyhome (True City)
-Valleyhome (Palace Annex x2 = 1 National Library)
-Stallion Pen (Temple)
Temples-Sacred Forest in Sacred Shore (Lv 2)
[3 Total Temple Levels, 1 Natural Wonder]:
-Dragon Graveyard in Stallion Province (Lv 1 + Natural Wonder)
Salterns/Salt Mines:-Southshore (Lv 1 Saltern)
[Support: 2 Trade Posts, 1 Grand Docks]
[Total Effect: +3 Wealth/turn]
-Northshore (Lv 1 Saltern)
-Heaven's Hawk (Lv 1 Salt Mine) (In Subordinate, Applies to Core Anyway)
Governor's Palace:-Western Wall (In Subordinate) [6/9 In Progress]
[Total Effect: -0 Min Centralization Tolerance, +0 Admin-Free True Cities]
Colossal Walls:None in Core or Subordinates
hi
Wait, so our Patricians don't have problems with slaves either?
I don't think the super rich would see a difference between slaves and refugees tbh.Wait, so our Patricians don't have problems with slaves either?
Because otherwise that quest would have been impossible to complete if we didn't happen to have climate instability and the Doom Comet creating a ton of refugees.
By that point, the argument is moot, as they are obviously in no condition to enforce their monopoly over the Straight of Trell.The Trelli would almost never willingly cut off trade with us. However, if they faced the same scenario as described by the videos, then they won't be able to continue significant trade with us.
Clerks. Wait are they already a faction?Slogans are catchy and all, but who do you propose to fulfill the void left by offing the Patricians?
I'm pretty tired so I will probably do some informational posts on social structures and the like later.
Also, dragons!