[X] [Crisis] Bring them back in with the fighting (Change Tinriver from Trading Post to Colony, will claim additional territory when fighting pirates, -1 Legitimacy)
 
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
Disrupted Trade - Pirate kingdom is causing a trade disruption and will do so until dealt with
Urban Plague - Outside of the capital and free cities, the major urban centers have been largely abandoned due to plague, will begin repopulating one a turn, assuming EE sufficiently low
Panem: All True Cities and Free Cities cost an additional -1 Econ each per turn as additional food is distributed to the urban poor. Urban Poor faction adds faction power to Urban challenge rolls
CELEBRATIONS!

\O/

PRAISE IT

 
[X] [Main] Survey Lands
[X] [Secondary] Improve Annual Festival
[X] [Secondary] Hunt Troublemakers
[X] [Secondary] Enforce Justice
[X] [Secondary] War Mission - Pirate Clans

[X] [Guild] Efficient Charcoal Kilns
[X] [Guild] Expand Snail Cultivation

Restore order on a bigger scale while getting wealth to pay for all that.

[X] [Crisis] If they want to go play bandit they can get caught up along the way (-3 Martial, -1 Stability)

Edit: Also, thou shall not flip-flop on issues of people starting wars without government's input. They are disowned and will be disowned until they have worked off their crime after a proper judgment.

"Yes sir. The Western People are in something of an unstable back and forth with the Storm Tribes, so the big draw right now is to go south of Tinshore to raid 'bandit' villages, under the assumption that it is both safer and will be more condoned," the man informed him.

People should note it is 'bandit' villages, so be prepared for possibility of raiding and ruining non-bandit's life.
 
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Sometimes people behave like belligerent, braying jackasses.

Sometimes, they realize that when they sit down and talk things out, they realize that they don't need to actually keeping hitting each other.

This was one of the latter cases, thankfully enough. With the fig leaf of 'suppressing piracy', the Trelli were able to swallow the loss of their eastern holdings to Freehills and accept a peace treaty. With just a bit of pressure they were also convinced to allow for (mostly) free movement in the strait. Part of it all was of course that the Trelli desperately needed trade to flow again, and they remained the best stopover point for trade anyway, so while it was obvious that they weren't happy they were more concerned with ending the disruption to trade. For their part, Freehills seemed more than a little interested in taking a swing at the Khemetri colonies, but upon hearing that the People weren't interested in letting them have their mercenaries for such an affair, decided to just work on getting their coastlines secured.

Wait... everything just worked out? We did it? Everything went ok? AM I IN THE RIGHT THREAD?

"They're going after the pirates?" The king asked of the advisor giving the report.



CELEBRATIONS!

\O/

PRAISE IT


ThisIsFine.jpg, but unironically.

Seriously, is everything actually going our way? Feelin' pretty good right now.

INB4 nomad invasion.
 
[X] [Crisis] Bring them back in with the fighting (Change Tinriver from Trading Post to Colony, will claim additional territory when fighting pirates, -1 Legitimacy)

Bring the fuck heads in and it'll protect Tinrover from the Pirate King.
agreed, we tolerated but now they become an irritate we will force them to rejoin the fold, they had their fun
also we can now gain something when we fight the pirate that always nice​
 
[X] [Main] Proclaim Glory
[X] [Secondary] Annual festival
[X] [Secondary] War Mission- Pirate Clans
[X] [Secondary] Expand Economy
[X] [Secondary] Build Roads
[X] [Guild] Build More Warships
[X] [Guild] Efficient Charcoal Kilns
 
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[X] [Crisis] Bring them back in with the fighting (Change Tinriver from Trading Post to Colony, will claim additional territory when fighting pirates, -1 Legitimacy)
If they want to fight someone we're already fighting, be my guest.

[X] [Main] Proclaim Glory
Gives back legitimacy, and brings us up to 2 stab.

[] [Secondary] Block Housing- Redshore
[X] [Secondary] Ironworks- Redshore
Get this done so we can do the level 2 ironworks next turn and get that Megaproject. Not using a guild action because these use up a secondary each.

[X] [Secondary] War Mission- Pirate Clans
Need to beat these fuckers up, and this seems as good a time as any

[X] [Secondary] Invite to Games - Freehills
[X] [Secondary] Invite to Games - Khemetri
Approval voting for both of these, since both sound pretty good right now.

[X] [Guild] Build More Warships
Need more naval power to stop the Pirate bullshit
[X] [Guild] Charcoal Kilns
Best to get started on these now before going whole hog on ironworks spam.
 
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[X] [Crisis] Bring them back in with the fighting (Change Tinriver from Trading Post to Colony, will claim additional territory when fighting pirates, -1 Legitimacy)
[X] [Main] Proclaim Glory
[X] [Secondary] Build Roads
[X] [Secondary] Build Roads x2
[X] [Secondary] Block Housing (Redshore)
[X] [Secondary] Ironworks (Redshore)
[X] [Guild] Build Porcelain Works
[X] [Guild] Efficient Charcoal Kilns

Brings us up to +2 Stab, begins work on ironworks, gets us dominant in porcelein, and works on lots of stuff.

Especially roads.
 
Yeah, greater population density means that more high intensity work can be done (ironworks), but also that more resources are required (aqueduct) and greater sanitation is necessary (baths)

More people = more work = more enmities to keep people there.
Looks like you called it:

Block Housing - Multilevel housing that allows for many, many people to be stuffed into a small area. Can only be built in locations with sufficient shipping to bring in enough external food to keep the locations fed, but can allow for Level 2 infrastructure to be built. Block Housing increases the city's EE limit by 5, but decreases the limit for cities without Block Housing by 4. Each Block Housing also increases the Econ tax of a True City by 1. Every {S} cost 3 Econ and 3 Tech for 3 progress. Redshore (0/3), Blackmouth (0/3)

This is interesting. I'm assuming that projects scale linearly for benefits, though I could be wrong.
 
[X] [Crisis] Bring them back in with the fighting (Change Tinriver from Trading Post to Colony, will claim additional territory when fighting pirates, -1 Legitimacy)
[X] [Secondary] Block Housing (Redshore)
[X] [Secondary] Ironworks (Redshore)
 
[X] [Crisis] Bring them back in with the fighting (Change Tinriver from Trading Post to Colony, will claim additional territory when fighting pirates, -1 Legitimacy)
[X] [Main] Proclaim Glory
[X] [Secondary] Build Roads
[X] [Secondary] War Mission-Pirates Clans
[X] [Secondary] Block Housing (Redshore)
[X] [Secondary] Ironworks (Redshore)
[X] [Guild] Build Porcelain Works
[X] [Guild] Efficient Charcoal Kilns
 
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[X] [Secondary] Invite to Games - Freehills
[X] [Secondary] Invite to Games - Khemetri

Approval voting for both of these, since both sound pretty good right now.

We need to at least send the Khem a trade mission to gauge the chance of success before we can reinvite them.

[X] [Crisis] Bring them back in with the fighting (Change Tinriver from Trading Post to Colony, will claim additional territory when fighting pirates, -1 Legitimacy)
[X] [Main] Proclaim Glory
[X] [Secondary] Build Roads
[X] [Secondary] Build Roads x2
[X] [Secondary] Block Housing (Redshore)
[X] [Secondary] Ironworks (Redshore)
[X] [Guild] Build Porcelain Works
[X] [Guild] Efficient Charcoal Kilns

Brings us up to +2 Stab, begins work on ironworks, gets us dominant in porcelein, and works on lots of stuff.

Especially roads.

You need at least a secondary war mission to the pirates, remember.
 
That said, i'm still trying this "actually go to sleep when i know i should" thing out, so i look forward to AN again updating right after i get ready for bed (and hopefully after i actually fall asleep as well; last night i got to read the update in bed cause i couldn't sleep :p)
Dangit @Academia Nut i dont think my laptop had even had time to finish shutting down before you updated that time :p Luckily i remembered my dad never remembers to turn his desktop off at night, so once I remember my password I can grab diffs. One quick thing I noticed was the gymnasiums action is out of date for our current bonus. We have +4/+2 now, not 2 and 1
Just a note, it seems like the Yeomen have suffered... temp Faction Power damage?
Check the patrician power that just developed. That's right the patrician faction just ended the crisis for us o_O
 
[X] [Crisis] Bring them back in with the fighting (Change Tinriver from Trading Post to Colony, will claim additional territory when fighting pirates, -1 Legitimacy)
[X] [Main] Proclaim Glory
[X] [Secondary] Build Roads
[X] [Secondary] War Mission (Pirates)
[X] [Secondary] Block Housing (Redshore)
[X] [Secondary] Ironworks (Redshore)
[X] [Guild] Build Porcelain Works
[X] [Guild] Efficient Charcoal Kilns

Fixeeddd.

This gets us up to 2 Stab, and it shouldn't eat so much stats that we collapse.
 
This gets us up to 2 Stab, and it shouldn't eat so much stats that we collapse.

We're actually full on stats. We need to Max our Stab soon because we're set up for a stat cascade. Mysticism/Culture/Tech are maxed out. They're going to overflow into Wealth. We need to spend Wealth some unless we want to enter a Gilded Age.

Civilization Stats

General
Diplomacy 12 [+4]
-Intrigue 4
Economy 10 (+4) [-6+5]
-Sustainable Forests 24/27.5
-Econ Expansion 10 [+6-5] [Overcrowding Min: -5]
Martial 3 (+1) {8}
-Light Cavalry 1
Naval 2
Wealth 16 [-0]
+3 Salt
+2/2 = 1 Strategic
+4/2 = 2 Luxury
-1+2 Units
-5 Maintenance
Total: 0

Cultural
Culture 24 [+4]
Mysticism 24 [+3-3]
Tech 24 (+2) [+1-1]
Prestige 87

Stability
Stability 0 (neutral)
Legitimacy 3 (max)

Organizational
Centralization 7
Hierarchy 7
Religious Authority 8
 
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