We already had the international artisan game discussion. To my mind, the WY's existence is insufficient to contest the result of that discussion.
 
Influence Subordinate is about as cheap as water is dry.

Remember, my list was things that "can be done with minimum time or resource commitment in exchange for significant returns with negligible risk". Useful as Influence might be, losing 12-18 points of stats is a major expenditure, and not just something you throw into a plan without much discussion when you have a free action.

Same as the Dam, really. That is definitely something we want to do; but it isn't the type of action I was listing.

True. But with the way we get refunds on a lot of things and our increasingly powerful Expand Econ, it's not that expensive and downright cheap when measured against the costs we face if we have to reign in our vassals.

It's certainly something we should aim for as soon as possible as AN did warn us about ignoring them.

Also, unlike us they do get the lowland bonus to agriculture and there isn't a huge war to regularly kill them off. So eventually they will match and exceed us in terms of population, so we are best served in influencing them early.
 
We can't trigger mining development anymore since Wildcat Prospecting was removed and merged into PSN. Damn, that trait was useful.

PSN can contain mine development no?

The core premise of the quest is that there will always be more things to do than actions to do them with, so never :V

Unless we get an environment event like super drought, then we will start the dam after the fact.;)
----
On the whole Western Y radiating our tech, it would be interesting if Storm Wolf picked up black soil and forest planting.

That would stabilize their grazing fields and supply much needed arable land after generation or two, they might even turn into a stable polity.:V
 
We do have Main Survey Lands. Since we don't know when or if the Liquidity Crisis will make a comeback, we should probably do that ASAP. Worst case scenario, we find out we don't have precious metals and are going to have to find an external source. Best case, we find the motherlode. Either way, we get a better idea of where we stand, which is always a good thing.

I was really hoping we'd do it this turn, since we've got plenty of actions and not a lot of Econ, but the thread's already made its decision.

Oh well. There's always next turn.

It's not too late to vote Surveys for days!


*sigh*
That's annoying. And if they are vassalized we cannot annex them either - scratch that, they are too far away to be annexes, folding them into Greenshore is the best we can hope for.
What a bother.
 
[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] Ironworks- Redshore
[X] [Guild] Efficient Charcoal Kilns
 
[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] Ironworks- Redshore
[X] [Secondary] War Mission - Pirate Clans
[X] [Secondary] Enforce Justice
[X] [Secondary] Invite to Games - Freehills
[X] [Guild] Efficient Charcoal Kilns
[X] [Guild] Build Porcelain Works

@PrimalShadow & @ctulhuslp This is a non-starving vote right?
 
Random thought, would HK's intrigue power able to instigate our social problems? Such as they stir up discontent with people who feel chained to their surrounding to explore the wild wide world and triggered or amplified Second Son crisis.

HK would be keeping tabs on us / Txolla due to proximity and bad blood, which makes them the easiest suspect. And their theft of iron smith during war and later intrigue made them more suspicious.
 
Random thought, would HK's intrigue power able to instigate our social problems? Such as they stir up discontent with people who feel chained to their surrounding to explore the wild wide world and triggered or amplified Second Son crisis.

HK would be keeping tabs on us / Txolla due to proximity and bad blood, which makes them the easiest suspect. And their theft of iron smith during war and later intrigue made them more suspicious.
They could, but that seems like a bad idea for them.
One bad roll is all it would take for the Second Sons to decide to get glory and wealth by sacking the Highlanders after all.
 
What passive policies do we have online?

Forest, Infrastructure, Vassal support? Then our true cities' choices?
Our policies are currently:

Locked Policies
1 Non-doubled Infrastructure Policy (from Iron Age Law)
1 Innovation Policy (from Artisan Games)

Normal Policies
1 Defense Policy
1 Forestry Policy
2 Infrastructure Policies
1 Vassal Support Policy

AI Policies
1 ??? Policy (Chosen by Redhills each turn)
1 ??? Policy (Chosen by Redhshore each turn)

We are about to get 2 more cities, maybe 3 - and therefore as many policies.
 
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[X] [Guild] Efficient Charcoal Kilns x2

Unless there's some especially pressing need for porcelain?

Just keep in mind that double kiln eats 4 econ and wealth in total.

They could, but that seems like a bad idea for them.
One bad roll is all it would take for the Second Sons to decide to get glory and wealth by sacking the Highlanders after all.

Probably, but maybe if only they rolled critical fall?:V I mean we haven't heard anything from that direction and they must have roll a hero or two since our last conflict.
 
Uh, yes, but we cannot bumrush cultural conversion, so a lot of small steps are better than a big one.
Note my edit to the post you quoted, I was tired when I posted that and only realized that wasn't that helpful shortly after.

The thingy I was trying to get at was that while we can do an influence its a tricky thing because of how it can shuffle things around. Influence is kinda in a tip of the iceberg situation when you consider that we have the Liquidity Crisis, Myranyn, Awesome Guild Quest, Priest Quest all coming up and then you add in Dealing with the Vassals with the Influence.

To explain upon that, the Second Son crisis gave me some insight into exactly how many tasks we can devote ourselves to at any one time. From my observations its around three, currently (and I expect it to drop to two when the action compression occurs). So, I want to get Myranyn out of the way as fast as humanly possible while doing it right, since it both solves this task and works on the Guild Quest, and also touches on the Liquidity Crisis. I don't actually have problem with influencing this turn.

You've managed to fit it in rather beautifully, probably because Myranyn is so encompassing, so my only real comment is that switching your target to the Thunder Speakers is probably a better use of resources since the Txolla have been either in equilibrium or trending coreward for a while now.

And I'm done. What am I doing to myself. Fuck my Life.

A minimum of 60+ Kings and 2K words.

Timeskips and figuring out the unnamed kings that were different from each other were a bitch. Bound to have some errors in it due to that though.

Inspired by:

  • Tribal Council
  • Unnamed Chief of Chiefs (Chief of Chiefs/Big man) - Created the Title.
  • Unnamed Chief of Chiefs (Chief of Chiefs/Big man) - Created Irrigation, Successor to the first Chief of Chiefs.
  • Unknown number of Big men.
  • Ashryn the Proud (Chief of Chiefs/Big Man) - Rival of Crow
  • Unknown Chief of Chiefs (Chief of Chiefs/Big Man) - Met and offered Friendship to the Traders, Successor to Ashryn.
  • Unknown number of Big men.
  • Cwyrl (Chief of Chiefs/Big Man) - Son of Ashryn and Myta(n).
  • Unnamed Chief of Chiefs (Chief of Chiefs/Big Man) - Successor to Cwyrl, Skilled in administration, Reigned during the Great Drought, met the Sea People.
  • Ferfthyn the Wise (Chief of Chiefs/Big Man) - (Might be the the successor to Cwyrl mentioned above) - Organized the expedition to the Sea People that Dwthwyr was part of.
  • Unknown number of Big men.
  • Unknown Chief (Chief of Chiefs/Big Man) - Reigned during the debate to merge the Three Tribes.
  • Unknown High Chief (High Chief) - (Unknown if this is the same person as the previous Chief) - Reigned during the integration of the Three Tribes, the Great Flood and the First Weather Disturbance, Created the First Holy Site.
  • Unknown number of High Chiefs.
  • Unknown High Chief (High Chief) - Created Taboo of the Dead, Met with Nishiphur of the Lowlanders Settlers.
  • Unknown number of High Chiefs.
  • Unknown High Chief (High Chief) - Reigned during the integration of the Lowland Tribe and the youth of Gwygoytha.
  • Unknown High Chief (High Chief) - Made Gwygoytha his heir.
  • Gwygoytha (High Chief) - Daughter of Dwthwyr and Zinabba, Pupil of Crow, a Roaring Flame.
  • Yhirlin/Yhirlyn (High Chief) - Son of Gwygoytha, An able leader with a stable rule.
  • Fthgoya (High Chief) - Daughter of Yhirlin/Yhirlyn, Ruled during the start of the Forest Blight Crisis.
  • Unknown High Chief (High Chief) - Not of the line of Gwygoytha, Combated the Blight.
  • Unknown High Chief (High Chief) - (Might be the same High Chief as the above one) - Combated the Blight, made contact with the Western Confederacy
  • Unknown High Chief (High Chief) - Led the People when the Blight was fought into the 3rd generation and solved, met with Patrikwos of the Storm Clan, led the people during the war with the Storm Clan.
  • Unknown amount of High Chiefs.
  • Unknown High Chief (High Chief) - (Might be the High Chief above) - Sent the trader Mythwyn and Shaman Dellgynna to make contact with the Spirit Talkers, Fought the Storm Clan until the death of Patrikwos. Accepted one of Patrikwos' sons as part of the People.
  • Unknown High Chief (High Chief) - Noticed corruption of lower chiefs and confronted them, created the Blackbirds.
  • Unknown High Chief (High Chief) - Ordered the exploration of the Lowlands, learned of the Wall of Skulls.
  • Unknown amount of (incompetent) High Chiefs.
  • Unknown High Chief (High Chief) - A warrior that wanted his son to become heir, managed to get the lower Chiefs in line through treat of violence, gave the shamans a vote in the election, died of a broken heart after his son's death.
  • Hewthyun (High Chief) - Administratively competent compated to the previous High Chiefs. Met the Thunder Horse Tribe and their leader Wendtikwos, Ruled during the creation of the Star Axe and unleased the Thunder Horse on the Lowlands, Reformed the election system, Had a mind for numbers, Started building the Canal, Ruled during the death of Wendtikwos, Went Senile.
  • Unknown amount of High Chiefs.
  • Unknown High Chief (High Chief) - Integrated several members of the Thunder Horse that were left behind.
  • Unknown amount of High Chiefs.
  • Unknown High Chief (High Chief) - (Might be the successor to the High Chief mentioned above) - Completed the Canal, Fought the Nomads, Started Scourge Warding practices,
  • Bynwyn (High Chief) - Former Spirit Chief, Invented Scourge Warding practices, Fought the Nomads, Fought a magic battle with the Spirit Talkers. Saw the death of the Spirit Talkers, the Splintering of the Western Confederacy and birth of the Highland Kingdom.
  • Twythulmyn (King) - First King of the People. Completed the Sacred Warding Project, Saw the Foundation of what would be the Thunder Speakers, Made contact with the Metal Workers, Saw the Morning Star comet and was prepared to sacrifice himself to talk to the Gods.
  • Two Unknown Kings noted for their old age and quick passing.
  • Unknown King (King) - Fourth King of the People, King during Noxivah's flight to the people, Changed the writing system.
  • Unknown King - Fifth King of the People, integrated the northern fishing villages
  • Unknown amount of Kings.
  • Unknown King (King) - (Might be the King mentioned above) Cracked down on the corruption of the lower Chiefs, fought the Nomads
  • Unknown King (King) - (Might be the King mentioned above) - Fought the Nomads, Started tradition of Appealing to the King, Started Tax Reform.
  • Unknown King (King) - Continued the Tax Reform, Saw the Rise of Cwriid the Young Stallion and the Stallion Tribes, Began creating the First Law.
  • Unknown amount of Kings.
  • Unknown King (King) - Subbed Cwriid by not choosing him as Heir, Stopped trading with both the Thunderhorse and Highland Kingdom, Continued Tax Reforms.
  • Unknown King (King) - Was elected instead of Cwriid, Decided who should mine and smelt ores, Continued Tax Reforms.
  • Unknown King (King) - (Might be the King mentioned above) - Finished the First Law, Snubbed Patryn the New Stallion, (Might have scared the Highlanders with the Law)
  • Unknown King (King) - Was elected instead of Patryn, (Might have scared the Highlanders with the Law).
  • Unkown King (King) - (Might be the King mentioned above) - Failed to fix the Tax Crisis, Simplified the Tax System, sent an expedition to find a meteor and found Star Metal, orderd the Star Metal studied.
  • Unknown amount of Kings.
  • Unknown King (King) - (Might be the King mentioned above) - Ruled during the Great Plague (Cholera) and the discovery of the cure, surveyed the land for more metals, Shared the cure and received grateful Xohyssiri and the Book of the Living.
  • Unknown King (King) - Ordered the creation of the first Saltern, ordered the creation of the First Aquaduct, sent an expedition to Xohyr.
  • Unknown amount of Kings.
  • Unknown King (King) - King during the Coughing Plague, Ruled during the completion of the First Aquaduct and the rise of the believe of cursed metal.
  • Magwyna (King) - Increased infrastructure in the north, Organized the first Great Salt Gift, Created a Harem, Created the first index system for records, Ruled during the first Golden Age.
  • Yehlmyn (King) - Son of Magwyna and Yldod(?), Expanded the indexing system, fought with the Thunder Speakers, faced renewed pressure of the Nomads, Ruled during the subjugation of Xohyr by the Thunder Horse, Judged Dormthun and started the Iron Smelting event chain, Ruled during and ended the first Golden Age.
  • Unknown King (King) - Not of the line of Magwyna, Ruled during the Great Nomad Invasion and the Fey Mood.
  • Unknown number of Kings.
  • Unknown King (King) - (Might be the King mentioned above) - Ruled during the aftermath of the Fey Mood and recovery, created the first Sanatorium.
  • Unkown King (King) - Visited the sanatorium because of headache complaints, Rule during the Second Nomad Invasion and the First Famine, supervised the creation of the first iron tools.
  • Unknown amount of Kings (King)
  • Unknown King (King) - (Might be the King mentioned above) - Started the metal debate, managed the rollout of iron tools and weapons, organized a meeting with a caravan of people from the Far East, Ruled during the creation of Western Wall.
  • Unknown King (King) - Increased Iron production, dealt with the White Calf issue and Hathatyn incusions, Made a trade ageement with Xohyr.
  • Unknown King (King) - (Might be the King mentioned above) - Continued the metal debate and the research of metal in general, Questioned the Sacred Warding, Ruled during the mass murder of nomads and the during the moment Vallyhome became a True City.
  • Unknown King (King) - Started creation of the Great Temple, reformed the adoption system, dealt with the independent raid on the Highlands.
  • Unkown King (King) - Created the Guids and reformed the voting system to include guilds, Decided on the Great Temple interior and the nature of Crow.
  • Unknown King (King) - Organized a disasterous festival, ruled on the practice of lumping and splitting Guilds, Ruled during the start of the Hathatyn collapse.
  • Gonwyllmyn (King) - Annexed a large of Hathatyn, founded Hatriver, made Western Wall a Colony, Befriended the Eastern Nomads, Repaired the Great Temple, Finished the Great Temple, started the creation of the first Library, Created the Greenshore Trade Post, dealt with abuse of slitting an lumping, Ruled during the opening of the Hell Pit and the formation of the Xohyssiri Empire.
  • Unknown King (King) - Died shortly after Gonwyllmyn.
  • Rulhuthyn (King) - Enlarged the army, Defended the people from a Nomad Invasion, Completed the Library, Introduced currency, regulated horse riding, discovered Trelli, Crushed the Hathatyn.
  • Rulwyna (King) - Daughter of Rulhuthyn and Lolwyna, Fought the Hathatyn, Finished her mothers alchemical theories and used them to creater her powerbase, Founded the Red Banner, Signed peace with the Hathatyn, Formed the Triumvirate with Ynarthyn and Sobtuthyn, Ruled during the start of the Climate Instability and made the Ymaryn King of the Hill, Secured the independence of the Thunder Speakers, Introduced mills into the Kingdom, made contact with the Khemetri, increased dye types, Created the foundation to ride out the Climate Instability and save the Great Forest, Reformed the Administration, Ruled against the cycle of Spiritual Superiority.
  • Phygrif the Conquerer (King) - Turned Hatvalley into a Colony, Waged war on the Xohyssiri Empire, vassalized the Lowlands, Neglected the Kingdom, Presided over the completion of the Great Forest Renewal, Burned Xohyr, Ended the Xohyssiri, Ruled during the discovery of the Dragon's Graveyard, Fought against the Highlanders.
  • Unknown number of Kings.
  • Unknown King (King) - Reformed the law, Invested heavily in Trails, Organized the Great Religious Debate, Worked on integrating the Lowlands, Fought against the Highlanders
  • Unknown King (King) - Started construction of the Palace and studied the Dragon's Graveyard.
  • Unknown number of Kings.
  • Unknown King (King) - (Might be the King mentioned above) - Admitted his wrongs and ruled during the end of the Climate Instability, Founded Tin River Trade Post.
  • Unknown King (King) - (Might be the King mentioned above) - Ruled during the completion of the Palace and the Trelli expansion, Converted Txolla into a Colony, invested in what would become trip hammers.
  • Unknown King (King) - Did the the Census, Ruled during an uptick of independence sentiment.
  • Unknown King (King) - (Might be the King mentioned above) - Made contact with the Lightning Wolves and attempted to bribe their leader, Rahullinar.
  • Unknown King (King) - Created the Second Law, Ruled on Taxes and the Sale of Food.
  • Desdydyn the Wise (King) - Developed Shipping and mining, Ruled during the Great War with the Khemetri and made peace, Found out that the Highlanders had access to Iron, Encouraged progress in metalworking, Recruited Yenyna the Dragon who founded the Dragon Banner, integrated the Stallion Tribes,
  • Unknown King (King) - Founded the Games, Organized the International Games.
  • Hertythn (King) - Traded the Sacred Warding for Predictive Astrology, Cracked Down on the sale of unfinished Iron products, Ruled during a time when the people developed an obsession for their Enemies, Cracked down on Pirates, Listened to Tormulyna's prophecy, Vassalized the Thunder Horse and Thunder Speakers, Advanced Math enormously, Completed the Grand Docks, Worked on A Place to the Stars.
  • Yshuyn (King) - Completed the Observatory, Warned everyone about the Great Drought, Started the Trelli War with is intervention, Ruled During a Golden Age of Progress, Went mad with Grief, Made peace with the Trelli, Sponsored the Artisan Games.
  • Unknown King (King) - Kept sponsoring the Artisan Games and Finished Organizing it, Patronaged various Artisans like Klurkyn the Skilled, Ignored Qybrkyn the Prophet.
  • Unknown King (King) - Ruled during the start of the Second Son Crisis and End of the Golden Age, Made contact with the "Shadow King Network", Instituted Land Reform, Founded the Spirit Bonded, Ruled during the start of the Great Plague, Organized a debate on Mylathadysm.
  • Unknown King (King) - Ruled during a flare-up of Plagues and at the Start of the Liquidity Crisis, Fought against Pirates, Debased Currency.
  • Unknown King (King) - Denounced the Second Sons like his Predecessors, Ruled during a Gilden Age and the Creation of the Western Ymaryn, Organized the Grain Dole, Accepted Mylathadysm, Ruled during the selfmade famine and the Trelli Implosion.
  • Unknown King (King) - (Might be the King mentioned above) - Started the Myranyn Reforms, Reformed the Subordinate System, Aided Freehills in their war against Trelli, Founded the Blood Rain Banner and Brokered Peace between the Trelli and Freehills.
Holy shit it reads like a history from Dwarf Fortress.
Wow. Thanks for doing this.

How many provinces do we have at this point anyway ?
Fourteen out of twelve. We are starting to suffer admin overload again.

I think this is suggesting that we use Hunt Troublemakers in the near future? That, or its a hint that HT would let us get a better idea of likely faction hijacking? Hmm...
It's that or just having Intrigue now. Probably a good idea to get Intrigue up, some how. I'll need to think on that one.
 
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Unless there's some especially pressing need for porcelain?

We're not doing so hot for Wealth right now. Considering the Guilds freak out if we get too low, we're doing it in order to generate a bit of buffer before we do more Wealth demanding actions later on. More Spiritbonded is required for the Patrician quest and that's 5 Wealth each (we need 3). Warships is 5 Wealth a piece. We're not set to yet pick up any overflow from Diplomacy yet so we need to be careful not to spend ourselves into a problem. Next turn we're likely to start having some overflow into Wealth but that's too late to start working on the Patrician quest or our need for Warships.

Additionally, without Overflow or the Plant ____ series of actions, it's actually really hard to generate Wealth. We need to get just enough so we can tide ourselves over so we can work on the Patrician quest while also starting to knock out some roads.

Build Porcelain Works cancels out the Wealth cost of Charcoal Kilns and can potentially give us Leading in two Trade Goods: Fine and Common Pottery. We know that Trelli trades a lot of Common Pottery, so this is really a bit of a chance for us to tweak their noses right now. Those two Trade Goods can also translate into a 1/turn Wealth drip. More importantly, Common Pottery is one of the few Trade Goods that we import; Bulk Food and Common Textiles are the only other two. When the Liquidity Crisis returns, the more trade power we have over our neighbours, the less severe the crisis (for us). Ideally, we don't want to import anything since that translates into us sucking up silver from all of our neighbours while not sending any out of our own economy.
 
Our policies are currently:

Locked Policies
1 Non-doubled Infrastructure Policy (from Iron Age Law)
1 Innovation Policy (from Artisan Games)

Normal Policies
1 Defense Policy
1 Forest Policy
2 Infrastructure Policies

AI Policies
1 ??? Policy (Chosen by Redhills each turn)
1 ??? Policy (Chosen by Redhshore each turn)

We are about to get 2 more cities, maybe 3 - and therefore as many policies.

1 infrastructure, 1 vassal support.
We get 5 progress, which is only possible if we have 2 policies beyond the law one.
Its 1 def, 1 forest, 2 infrastructure, and 1 vassal support--which incidentally is the error i was trying and failing to remember for my post, because the actions list is out of date and still says 4/4 and doesn't list the double infrastructure policy :p ( @Academia Nut )

edit: Added that to the list:
Figured i should separate questions i have for you from the almost always super minor typos and the like i find
-The integrate actions' targets are out of date, or at least the integrate colony one.
-Wealth income has a typo on the civ sheet, with the [+2] being correct but the breakdown listing Total: +0 still.
-Horse Valley still has observatory listed as a build option: "Horse Valley (0/6) [Build Observatory 0/3]"
-Annex limit is out of date on both the civ sheet and action list, with 14 provinces and 9 landed subordinates, we should have 18 limit (2 + 14/2 + 9)
-Colossal wall targets are i think wrong, assuming "Is a true city" is the only requirement. Should include at least redshore/redhills, and either sacred forest shouldn't be listed until its active again or the other inactive city candidates should be listed.
-Gymnasium action has out of date bonuses listed, since provinces built a secondary gym last turn.
-Edit: Policies are also listed wrong, with "4/4" where it should be "5/5", and with infrastructure not having the "x2" it should have. Also, probably the most minor error i've ever pointed out, but theres no space between the passive policy choice and the "Develop Intrigue web" choice
 
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Our policies are currently:

Locked Policies
1 Non-doubled Infrastructure Policy (from Iron Age Law)
1 Innovation Policy (from Artisan Games)

Normal Policies
1 Defense Policy
1 Forest Policy
2 Infrastructure Policies

AI Policies
1 ??? Policy (Chosen by Redhills each turn)
1 ??? Policy (Chosen by Redhshore each turn)

We are about to get 2 more cities, maybe 3 - and therefore as many policies.
Don't we have a support policy?
 
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