Sending them against the Dead Priests won't end well. The Dead Priests JUST figured out how to use massed units in combat, and the Nomads are still on chariots. Let's get metal and start upgrading ourselves. Also, fuck yes for successful diplomacy, and thank you Spirit Talkers for giving us a monopoly. :D

[X] Contact with the Metal Workers and safe passage for caravans going that way
[X] No (Keeps Honourable Death)
 
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[X] Contact with the Metal Workers and safe passage for caravans going that way
[X] No (Keeps Honourable Death)

We don't need any more pressure to expand
 
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That's not necessarily how it's relative. The scale could never rise above 10, but it would be like building our canal with bronze age techniques instead of stone age ones; it simply takes less time/economy points to do the deed. We have mil 5 right now, but compared to what we were on the first turn, it may be comparable to mil 10+, and our econ 5 from very early on may be as low as 2, compared to now. The numbers don't change, their representation does.
To some degree yes... but in others that can't be the case. Mil 3 used to mean we had highly trained and powerful warriors to serve as a deterrent and to punish our poorly trained foes.

Now, Mil 5 means we can barely hold our own against our foes, because they're just as powerful or moreso.

If everybody has Mil 5, then 5 becomes the average. Clearly, 5 was far beyond average in the past.

So yes, you're right when saying that their representation changes... but clearly the numbers change too. We feel the need to have higher numbers than we used to, because the lower ones aren't cutting it anymore.

Mil 3 now is still better than mil 3 back then, but mil 3 back then had higher impact at the time than mil 3 would now.
 
[X] Contact with the Metal Workers and safe passage for caravans going that way
[X] Northern Nomads (Probably gain Honour Value)
Our economy Jumped up by 7 points. That's insane.

[X] Contact with the Metal Workers and safe passage for caravans going that way
Actually 5 points, 2 of those seven was successful econ actions
 
[X] Contact with the Metal Workers and safe passage for caravans going that way
[X] Northern Nomads (Probably gain Honour Value)
 
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[X] Encourage people to flee to you (Large stability hit, massive Econ gain)
[X] Sizeable number of war carts and Blackbirds with shaman support (Definite Martial loss if things go poorly)

THE ECONOMY, FOOLS!

Also, with disease, drought and DP offensive, our voting choices look approximately like this:


We dodged at least 6 different bullets here:
1. Death of incompetent heir.
2. Death of incompetent leader.
3. No stab hit from leaving the war.
4. Correct choices to prevent hits from drought.
5. Pulled out forces before DP offensive, suffering no losses to them.
6. Pulled out forces in time to regroup if nomads attack.

You're a vote behind mate :p
 
[X] Contact with the Metal Workers and safe passage for caravans going that way
[X] Northern Nomads (Probably gain Honour Value)
 
[X] Contact with the Metal Workers and safe passage for caravans going that way
[X] Northern Nomads (Probably gain Honour Value)
Our economy Jumped up by 7 points. That's insane.

Actually 5 points, 2 of those seven was successful econ actions
4 points, we had 3 before the infusion.

Still, holy snap we are filthy rich!

What if we go Megaproject Canal and double down on Festival? We have the Economy for it and it would ensure that we get Stability out of the Negatives.
 
[x] Contact with the Metal Workers and safe passage for caravans going that way
[x] Western Confederacy (Gain Pioneering Spirit)
Pioneering spirit causes less problems then the other options.
 
Whenever our stability drops, our own social values change (which can be quite annoying) in exchange for a boost in economy and innovation.
I don't particularly want it (I dislike swapping Traits willy nilly) but I feel it worth pointing out the ridiculous synergy that shares with Land Of Opportunity.
A neighbor suffers a disaster, we sacrifice some stability in exchange for the massive econ growth of absorbing them ... and then we get even more econ from the loss of stability. That feels like it could be part of a powerful econ engine ... except for the fact that it's inherently unstable and inherently risks destabilizing itself as traits get swapped.
 
[X] Contact with the Metal Workers and safe passage for caravans going that way
[X] Northern Nomads (Probably gain Honour Value)



4 points, we had 3 before the infusion.

Still, holy snap we are filthy rich!

What if we go Megaproject Canal and double down on Festival? We have the Economy for it and it would ensure that we get Stability out of the Negatives.
Still unsure if doing a Megaproject with the DPs rampaging is a smart idea, even if we have the Econ for it.
 
[X] Contact with the Metal Workers and safe passage for caravans going that way
[X] Northern Nomads (Probably gain Honour Value)

ok time to have a party, train more warriors, and expand food again, also need to fit in a mega project for canal now
 
>economy 8

*****CANAL INTENSIFIES*****

[X] Contact with the Metal Workers and safe passage for caravans going that way
-other vote was previously here-
Honourable Death isn't ... cripplingly bad so long as we can develop it towards ... actually fuckit, I've no idea what to do on the trait thing. But metalworking people? Hell yes we're trading with them.
 
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