When the leaves of the ice foretell,
joy marred by boredom doth come.
Warmth of hearth-fire by snow stilled,
heat of cold-ill chilled by mothersong.

When the birds of the flowers foretell,
joy marred by hunger doth loom.
Flowers everywhere by rain damped,
Bread nowhere, yet eyes full.

When the sun of the seeds foretell,
joy marred by labor doth start.
Sweat-thirst by honey ale slaked,
hot blood's bed rolled up together.

When the clouds of the wind foretell,
joy marred by too much effort peak.
I hate fall and refuse to write nice lines
about its ugly winds, chilly nights, brilliant stars.
 
If the craziness is coming back up, it's probably best to take it back to the Discord.

It's been a while, but I remember the mods getting annoyed at the random spam that used to plague the thread.
 
Territorial integrity, and it is guaranteed by the United Nations and became international norm after WW2. War of aggression was defined in the Conventions for the Definition of Aggression in the 1930s.

Of course, they can be and had been violated.

But it doesn't mean that those norms are non-existent and that they don't have real effects and that we made no progress in fostering a more peaceful world.

Edit: And arguably the war with the Khemetri ended in a social development for the Khemetri even if the lesson is don't challenge a people you don't know anything about, and the Games was supposed to foster international relation and brotherhood...until we screwed it up.
No, principles of state sovereignty and territorial integrity were a thing long before WW2 and UN, becoming more or less de jure after Peace of Westphalia, and yes, they had effect even back then. It's just that we now can enforce those principles better.
 
No, principles of state sovereignty and territorial integrity were a thing long before WW2 and UN, becoming more or less de jure after Peace of Westphalia, and yes, they had effect even back then. It's just that we now can enforce those principles better.

Right of conquest was part of international law until the last century, and that idea was not conductive to territorial integrity.
 
Right of conquest was part of international law until the last century, and that idea was not conductive to territorial integrity.
Mm, I think it comes to the opinion here. I think that territorial integrity is about as valid now as it was always - "you're integral until someone can waltz in and take your territory without suffering much". Same with the right of conquest. It's just that in today's world it's harder to not suffer much doing things like that.
 
Our cities are the most responsible areas with the least amount of abuse toward half-exiles and refugees.
I don't see why involvement in petty crime would be a factor.
The urban poor are always involved in petty crime due to the lack of advancement opportunities.

To enjoy the benefits of government services, particularly such as a long term care like a hospice, will involve investigation regarding the nature and cause of the dysfunction.

People involved in petty crime would strongly prefer that no such investigation be performed even if the punishment, if any, is light.
Our government is socialist, food is subsidized; lost income in an urban city where appeals to government are relatively easier due to easy access to government officials is not an issue.
Observe the actual situation in the interludes. Appealing to government officials must pass the frivolous petition barrier, which is very difficult for someone not in the know.
It is as such far more likely for patricians and upper middle class to enjoy the benefits of royal appeal than the low class citizen, who must pass the approval of his occupational or regional manager to submit an appeal at all.

As said manager draws benefits from the current situation, this appeal is unlikely to succeed unless the case is severe.

Lost income in turn means less ability to claw out of the poverty hole. Take someone with a reasoning impediment. You could take the trouble to commit him to a care facility, or you could instead put him to menial labor hauling crates. As he is incapable of complex thought, you could put him on two, or even three shifts, then take the wealth earned and put it in your family piggybank while feeding him the basic required by law. Or you could put him to smuggling work as a mule, unlikely to be inspected while carrying contraband due to being unremarkable.
If the urban poor live near hospices because hospices are near the poor because it's cheaper/less unsightly, as you had previously stated might be the case, there will be less of a barrier for the poor to access the hospices.
If the urban poor do not live near hospices it would be because hospices are founded by the wealthy who only build in rich areas or gentrify the location. In such a case access to the hospice would have been a barrier to the poor. Except for the fact that half-exiles serve as attendants, are poor/friends with the poor, and are thus more likely to be comfortable with using the hospice's provided services and encouraging their friends to do the same.
Half exiles =/= urban poor. Half exiles are lower, and more easily denied services. Remember again their status is due to 'spiritual contamination', and it is quite likely for them to be recognized as being more polluted and needing extra work to cleanse the impurity causing this.
Completely in good faith.


Incidentally there was an Insightful off Academia Nut previously, so if it's not accurate it's at least close.
 
Has anyone got the stat change analysis? I didn't see it this update, so if someone has done it I'd like to see it.
 
Has anyone got the stat change analysis? I didn't see it this update, so if someone has done it I'd like to see it.
Doop!

Analysis and Diffcheckers -- "Hindsight Bias"

Diff Checker (Action List)
Diff Checker (Civ Sheet)
Diff Checker (Civ Sheet BBCode)

I may come back later and do math for this and/or last turn, but for now, changes to actions:

Admin hero took this last turn, new option for boosting pottery tech.


Roads went from 11 -> 13, looks like it continues to give 1 tolerance per 3 progress :)


New option from the kiln tech we got, relatively cheap in cost and lets us lower our forest usage. Really nice...though at the same time kind of annoying since it means we wont end up taking expand forest as much, and thus still wont get study forest benefits...


Games invite option is here as expected =3


Damn, cotton is indeed both very good for wealth and also not the best for econ...still, with our many cities we can actually refund the 4 econ at least...


Governor's palace now lowers max centralization tolerance! ...Or maybe it always did but now we know?


@Academia Nut how likely does our diplo chief actually think this is?


Having admin genius in charge (and maybe also the artisan support action he took?) means we got 3 progress on this from 1 action! only 1-2 progress left, and if we can finish it this turn we'll get...actually, i'm not sure how much culture we'll get from reformers... @Academia Nut is the refund based on how many actions we actually used (so potentially as low as 2, with the crit/genius/whatever bonus?), or is it based on the base cost even if bonuses make it take less funds?

Either way we should keep that in mind; we need to have at least one stat maxed going into the midturn if we want to keep golden age, and this will lower all of our currently maxed scores. The pending bonuses and per turn bonuses will counter it, but still...


@Academia Nut this is out of date, i'm pretty sure. Also the province listing doesn't have our lowlands province (which was named somewhere but i forget it...)

Also if we have 4 true cities up right now as the econ expenses suggest, shouldn't we have 5 culture gain a turn? Games gives 1 per 2 cities, and with 6 cities (2 free, 4 non-free), thats +3. Then each free city gives +1 for +5.


Also just noticed, new thing at end of update. I predict our RA will change based on whether we follow the predictions advice and whether it comes true or not...


And quests are relisted, dont think theres any change?

For now, just voting for peace, will look at plans later:
[X] [Peace] Yes (ends war, Gulvalley gains some territory, new minor power established)
 
Well, it looks like we're going to shift our policy to trading (barring some huge voting change). While our provinces repair relations and gather information, should we focus on influencing the Thunder Speakers/Horses? Considering the huge ass influx of culture we're about to be hit with...a few main actions of influencing would help keep our stats from getting dangerously high. We might also need to retrain some of our soldiers too...
 
Well, it looks like we're going to shift our policy to trading (barring some huge voting change). While our provinces repair relations and gather information, should we focus on influencing the Thunder Speakers/Horses? Considering the huge ass influx of culture we're about to be hit with...a few main actions of influencing would help keep our stats from getting dangerously high. We might also need to retrain some of our soldiers too...


By Crow yes gib Influence actions.
Again, with us literally having more subordinates than neighbours I wouldn't mind passive and active Subordinate Things policies. Or maybe Trade should include Trade missions to distant corners of our empire.
 
By Crow yes gib Influence actions.
Again, with us literally having more subordinates than neighbours I wouldn't mind passive and active Subordinate Things policies. Or maybe Trade should include Trade missions to distant corners of our empire.
I wonder if a directed influence action would be better compared to a general influence action. I suppose it depends on how long we'll be on the trade policy and if we think we'll go uninterrupted for the next handful of turns :confused: the last thing we would need is one of our subordinates feeling neglected compared to another.

Onto another topic...how long would it take to make the Khemetri happy with us again? I'm feeling like it'd take 4 turns, but I could be totally wrong.
 
I wonder if a directed influence action would be better compared to a general influence action. I suppose it depends on how long we'll be on the trade policy and if we think we'll go uninterrupted for the next handful of turns :confused: the last thing we would need is one of our subordinates feeling neglected compared to another.

Onto another topic...how long would it take to make the Khemetri happy with us again? I'm feeling like it'd take 4 turns, but I could be totally wrong.

Trade policy includes Sailing missions (though not explicitly Into The Wild trade missions aka To Boldly Go), which hopefully means exploration, so unless we are, like, wardecced by nomads or whatnot, I am very much fine with keeping it for long after we are friends with Khem again.
Bonus points if we accidentally diploannex someone with our habit of giving away food and salt and now actually capitalizing on it with dedicated diplomacy.

And Khem..iunno. However many turns needed, I am willing to do it, alliance with peer power is great thing to have.
 
Word of AN, better.
Focused effort makes more headway against culture than a diffuse spread that is eroded over time.
I understand that a focused effort to influence 1 faction is more effective, but i'm concerned that we might get hit with a situation where we have to stop and deal with it. Pouring in a whole bunch of support for 1 group and then leaving the other (assuming we just focus on the TS and TH) might just make the neglected party really unhappy.
 
I understand that a focused effort to influence 1 faction is more effective, but i'm concerned that we might get hit with a situation where we have to stop and deal with it. Pouring in a whole bunch of support for 1 group and then leaving the other (assuming we just focus on the TS and TH) might just make the neglected party really unhappy.
The difference is:
-Focused support accelerates timeline to assimilation as a vassal, which permanently solves the problem. Diffuse support does so much more slowly, so we wind up doing a lot of repeat work.
-Focused support culturally converts much faster, which reduces the target spawning more culture friction rifts, diffuse...doesn't really change the culture. The added people are instead assimilated
-Focus targeted at a culture center, like the Dragon Graveyard or Spirit Cave grants added power towards cultural conversion of those in their sphere of influence once they are flipped.

Short version, jam it into the Thunder Speakers, they are the lever.
 
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