Heroic admins automatically pass order of operations (or so I'm told)
Also, he'll know how this war phase went before he chooses his actions, so honestly I don't see where our awareness comes into it.

Because we'll probably have some input/vote if Hitler-khan goes and purges all our dudes in Lowlands; like "how much do you want to invest into war", "do you want to switch to Offensive/Mass Levy", "do you want to spend stability", or whatever else.
Not a full control over main turn, but something up to vote nonetheless.
 
Wow, this quest almost has 5k pgs already, we are about to catch up to that Magical girl quest, Good going team :D
 
Anyways, factions and remember their priorities:
-Patricians
--Want: Status, and to achieve that. This means economic power, protecting their privileges, prestige and the means to attain prestige.
--Hate: Social mobility

-Guild
--Want: Wealth from Production. This means iron, cheap labor, metal, skilled labor, fuel.
--Hate: Competition. Restrictions on production.

-Traders:
--Want: Wealth from trade. This means trade dominances, trade routes and the military means to protect trade routes.
--Hate: Loss of trade dominance. Not trading something. Other people being richer than them.

-Yeomen:
--Want: Land, military power, and social advancement.
--Hate: Cities

-Priests:
--Want: Temples, Research, Research facilities, promotion of their cultural values.
--Hate: Other people's cultural values.

-Urban Poor
--Want: City infrastructure, health improvements, food, Social mobility.
--Hate: Varies(The Mob is prone to fickle whims of spite)

So putting our values into context(priests are a special case, they support all our values except when values conflict):
-Personal Stewards of Nature
--Support: Patricians, Yeomen, Priests.
--Neutral: Traders, Urban Poor
--Against: Guild

Quite simple, the patricians and yeomen base their power and status upon the possession and stewardship of the land, so they will take action to protect the land.

The guilds on the other hand are always in competition for agricultural land and resources for production.

-Greater Justice
--Support: Patricians, Urban Poor, Priests
--Neutral: Yeomen
--Against: Traders, Guild, Urban Poor

Patricians as the enforcers of the law, are in favor of it, particularly this iteration which prioritizes the community. The Urban Poor, as the primary protected party, favor it, but at the same time are also the primary victimized party.

Now the Traders and Guilds...Justice directly impedes their goals on maximizing production and trade goods, via such things as labor standards, health standards and restrictions on slavery.

-Pride in Acceptance
--Support: Patricians, Guilds, Yeomen, Priests
--Neutral: Yeomen, Traders
--Against: Urban Poor, Priests

Patricians gain power from people and land under their control, so they always favor taking more refugees. The Guilds meanwhile favor having lots of cheap workers who don't have any choice.
The Yeomen, under their laid out interests are conditionally in favor, when refugees progress towards acquiring new land and resettlement they love having additional rural poor to actually work the farms. But this can lead towards a perversion of the practice if the refugees wind up forming a serf class under them(i.e. look to AN's warning of your motivation for charity, if you are in it for Econ or clay rather than true charity)

Priests are in a odd spot here. While it is in our values to demonstrate charity, refugees are also the primary source of people not listening to the priests. Purity tips the scale over into opposition more often.
Urban poor never like refugees. It swells the number of urban poor, which puts pressure on their privileges and facilities, increasing disease and crime.
You can expect to see this attitude even in second generation migrants(speaking as someone in a country where a large portion of the population are second, third and fourth generation migrants, there has already been a lot of stigma in the very same people regarding new migrants).

-Division of Power
--Support: Urban Poor, Yeomen
--Neutral: Priests
--Against: Patricians, Guilds, Traders

The urban poor always support a division of power due to increased social mobility, and the Yeomen for similar reasons. The more divided the power, the more likely that they have a spot to climb into

However, the Guilds, Traders and Patricians hate it, for much the same way that large companies will oppose antitrust laws, it cuts their upper tiers from creating new higher tiers to occupy.

The priests meanwhile...well this is still a recently imported value. They hadn't integrated it yet, but it's also something that an Independent priesthood may have some difficulties with.

-Joyous Symphony
--Support: Patricians, Guilds, Traders, Priests, Yeomen, Urban Poor
--Neutral: Nobody
--Against: Urban Poor, Yeomen

Here is our socially best loved trait. Everyone likes it since it makes them happier.

However, the catch here is that generally speaking the urban poor are more likely to be found to be repeatedly disharmonious(something which the priests and patricians avoid), and the Yeomens' own independent spirit(thanks to our low connectivity) means that it can be HARD to be in symphony with the rest of the country.

-Honorable Death
--Support: Patricians, Yeomen, Traders, Priests
--Neutral: Guilds
--Against: Urban Poor

Tricky trait here. The Patricians and Yeomen, as warrior classes, generally favors it as it means personal prestige and more titles and land to go around when their rivals die. The Traders are also a prestigious, risky job, especially when sailing is concerned, pirates, disease and storms are all honorables way to die.

The guilds however, only see the lost productivity. While it makes it easier for them to recruit workers for dangerous trades, the guild focus on skilled labor makes this neutral at best, since retraining lost skill isn't cheap.

And then you have the urban poor. They see a lot of death. Disease, poor work conditions, deaths without any honor, glory or recognition, even in war, they will get the Tomb of the Unknown Soldier, not the Arc of Triumph. They don't like this sort of thing.

-Philosopher Kings
--Support: Patricians, Guilds, Priests
--Neutral: Traders, Yeomen, Urban Poor
--Against: Priests, Urban Poor

The patricians like it since its another means of achieving distinction and thus personal prestige. The guilds like it because learning and innovation ties strongly into their production focus.

The priests however are conflicted. While intellectual infrastructure belongs to them, and its a core part of our religion, any trait which encourages people to ask questions about social values is by definition something they should oppose and try to make exclusive to them. We'll see how it goes yet.

And then the urban poor. To them, this is yet another form of elitism they cannot get access to. This will change of course, as education becomes more available, but currently its just advanced magic whiich they don't get to use.

-Purity
--Support: Patricians, Priests, Urban Poor, Yeomen
--Neutral: Guilds
--Against: Traders

And here we have a value which plays into native human impulses, and is thus wildly popular.
The Patricians gain a social control tool, one which they pretty much by definition will never be hit by.
The Urban Poor...one of their BIG fears is disease and a value that cuts disease is their god.
The Yeomen on the other hand are the root of nationalistic pride and sentiment. They want things to be like their place, not the other places(ironically this applies to our national level too)
The priests get a value that says "that thing you are doing, do it more!"

And then you have the traders whose job INVOLVES going to foreign lands, traveling far from where they can get reliable soap and water, bringing strange foreign ideas and goods.
They probably won't be too happy.

-Swords and Ploughshares
--Support: Patricians, Yeomen, Priests
--Neutral: Urban Poor, Guilds, Traders
--Against: Patricians

As with the Honorable Death, the warrior classes always favor anything that improves war capability, though at the same time this value represents military power outside of Patrician control and social mobility for the rural middle class, which they don't like.

The city folk don't really care yet, though if we actually use the Levy option the trait might evolve to incorporate them.

-Life of Arete
--Support: Patricians, Guilds, Traders, Yeomen, Priests
--Neutral: Nobody
--Against: Urban Poor

And elitism. As with Purity, it's a trait that basically reinforces natural human impulses. To the upper class, this validates their social status because obviously they are the best(please ignore all the 'best' who got beaten up and left in the trash). To the middle class, this is their hope and promise for advancement, that they can work hard and one day their children will be higher.

To the lower class, they KNOW they don't have the option to even try.

-Lord's Loyalty
--Support: Everyone(yes including the Againsts)
--Neutral: Nobody
--Against: Patricians, Guilds, Yeomen

The basics of the social contract. Everyone wants this to stay because it means those above must attend to those below, even as those below must be loyal to those above. Every level of society is in favor.

But this trust is fragile. It only takes trust offered in vain to taint the faith. As wedding vows go "in sickness and in health".

Thus, if it is demonstrated that you can get away with not fulfilling your part of the social contract at the top, those in the upper and middle sections would also consider the benefits of realpolitik, where they can abandon inconvenient or expensive commitments.

That took longer than I expected.
You don't make a profit by attempting to do the impossible. You go bust and someone more sensible makes more productive use of your surviving capital.
And yet they demanded we take the straits, twice, despite it not being very feasible, and the alternative being very expensive
 
Because we'll probably have some input/vote if Hitler-khan goes and purges all our dudes in Lowlands; like "how much do you want to invest into war", "do you want to switch to Offensive/Mass Levy", "do you want to spend stability", or whatever else.
Not a full control over main turn, but something up to vote nonetheless.
Last time, we went straight to the mid turn.
We could totally have a war or plague caused phase between the mid and main turn, though.

AN: @ManusDomine, got the go ahead to just unlock this with my own abilities, thanks again for all your work

[X][WB] Upgrade Cosmopolitan Acceptance
[X][Inv] Trelli
[X][Inv] Thunder Horse
[X][Inv] Swamp Folk
[X][Inv] Metal Workers
[X][Inv] Storm Wolves
[X] No
[X][King] Hertythn (Heroic Admin, Average Diplo, Poor Martial; takes control while alive (1, possibly 2 turns))

The Northerners were a very strange people, but once Remaharmati got to see one of their major cities when it wasn't on fire, he got a better look at them and found them... very strange, but also strangely appealing in several ways. Finally though he decided that he just had to ask.

"Do your people not suffer from the pox?" The prince asked through his translator.

There was some back and forth as his intent got through, the translator showing several scars to demonstrate which pox exactly that he meant. Eventually the rather surprising answer came back as, "Our ancestors received a ward against the pox from the gods in centuries past. It is our most powerful and sacred magic, and it is also extremely dangerous if mishandled."

The information that the Northerners had a ward against the pox caused the entire delegation to stop dead in their tracks in amazement. What then followed was a deep discussion between the prince and the priests accompanying him. Finally they said, "We will have the royal court astrologers brought here the next time we come to teach you everything we know about the heavens and divining the future if your priests will teach us this magic."

A ward for the pox? Such magic would be invaluable in saving lives... in more ways than one. One of Remaharmati's younger brothers had been badly afflicted in his youth - well, several had, but the worst cases were dead - and the experience had left him badly disfigured. Rather than taking up any duties, he had retreated from public life and into the royal harem, where he was... well, were he not of divine blood he would have been dealt with already. If Remah became king he would strangle his brother himself just to keep the man away from the throne. He'd let the affliction get to him and had become as ugly on the inside as he perceived himself to be on the outside. And from the position of prince, Remah was of the opinion that more than a few disasters in the history of his people had come from promising princes perishing early, and some of them being twisted by the demons of disease. Reducing that by warding against the pox... the possibilities were incredible.

Because of their invitation to the Games, the Khemetri know of the Sacred Warding. Share the knowledge with them?
[] [Pox] Yes (Khemetri gain knowledge of how to do the Sacred Warding, the People gain Predictive Astrology)
[] [Pox] No (-2 Diplomacy, Khemetri feel snubbed)

Elsewhere, the new heir to the throne of the People was working on the list of things that needed to get accomplished in the near future. At around the top of that list was the fact that a few hundred warriors and a dozen ships had gone missing.



"The same young fools - or at least the same sort - that triggered the riot and fire seem to have decided that they want to go be pirates and raiders. We've officially warned the Trelli that they may be attacking isolated settlements and traders, and that if they catch them they can do whatever the wish as these renegades have shunned our protection," one his investigators told Hertythyn. "Oh! They've also reported back their interest in attending the games."

-2 Martial
Minor Pirate group preying upon your shipping, -1 Wealth until dealt with (Requires sending a Sailing Mission to find them, followed by a War Mission or deployment of mercenaries to deal with them


"Well that's something at least."

"The Swamp Folk and Metal Workers have also reported interest in attending. The Storm Wolves don't see the point, and the Thunder Horse snubbed our delegate. Incidentally, both of those latter two groups are currently making gains against the former two, so that may have something to do with it," a second man reported to the heir.

At that Hertythyn grunted in dissatisfaction. That was probably going to cause issues in the future. Nothing quite like having attractive youths coming over to talk with your elites about sob stories from home to whip up sentiment to do something. Hopefully it wouldn't be his problem though. Wars were a stupid way to sort things out. They just made messes that poor clerks had to go and clean up afterwards.

Although, reflecting upon some of the discussions being made, he considered the right to club some of the People upside the head an option he wished he could resort to.

Patricians - Objective: Build Chariots within 2 turns. Success: +1 Culture, Failure: -5 Wealth
Guild - Objective: Build Glasswords within 3 turns. Success: +1 Tech & Culture, Failure: -3 Tech
Traders - Objective: Obtain Leading status or better in a new trade good within 3 turns. Failure: -1 Stability
Yeomen- Objective: Obtain a new province and have 50% or greater trails coverage within 2 turns. Success: +1 Stability
Priests- Objective: Build a Level 2 Temple within 3 turns. Failure: -1 Legitimacy

The elites were complaining that the infantry were receiving all the support and they wanted more chariots for their sons to ride around on instead of doing other things and absorbing large amounts of luxuries. Well, given that bored young men with too much combat training and not enough to do had already sparked off a minor pirate problem, just increasing the funding for chariots was out of the cards. They would have to prune things down or introduce more discipline. Of course the traders were sort of happy that the elites were starting to buy more stuff locally, but their returns were better elsewhere so they were clamouring for the People to either increase production on something somewhere or get in on other trade channels. While the priests were glaring daggers at them over the idea that maybe there were some outsiders who no one would mind being sold to the Trelli because they were bad people anyway, there was another problem with the traders.

Selling iron the People made to outsiders was forbidden, but with the Metal Workers having their own mines and production there were a few traders who were staying within the letter of the law and flagrantly violating the spirit by buying up Metal Worker iron and reselling it elsewhere. Given that the secret was definitely out now, and the Khemetri were going to pursue the ability themselves, there was a lobby within the traders to simply lift the old restrictions and allow iron to be traded. Some even suggested that by doing it themselves they might suppress the spread of iron outside their control. They had the best quality because of experience, so if it was cheaper to buy from the People than to natively develop the smelting and then look for ore deposits. Not everyone was convinced... but then again it would probably keep them from doing something further stupid and get them to shut up about things.

What to do about iron trade?
[] [Iron] Crack down on resale (-1 Stability)
[] [Iron] Leave it be
[] [Iron] Open up the market for the metal
[] [Iron] Allow finished goods to be traded

Meanwhile the guilds were interested in expanding a number of operations, most notably glass since there was a high demand for the material for various other things - art and the storage of materials like vitriol or quicksilver - that had not entirely been filled before now. The priests were glaring daggers at them because their demands were going to rapidly start threatening the forests. According to them, if the guilds wanted all the charcoal and timber heavy projects they were pursuing they should grow the forests some more. The traders chimed in and suggested that a trading post in the far north would not only be able to tap into new markets, but there were those distant tales of giant trees. Imagine what the People could do with access to those markets!

The yeomen farmers were only asking for the relatively tame request of more land to farm and that the trails be in good enough condition to take their produce to market.

Feeling ignored, the Priests were stating that the temples needed to be improved in order to placate the wrath of the gods, who were not impressed by the bellicose and proud attitude the People had taken in recent generations.

Of course, some of that might be jealousy over the powers the priests of the Khemetri had, now that they were in communication with them, and had a better idea about them. While obviously the People's gods favoured locally, the priests of the Khemetri were backed up extensively by their king, and the People were so welcoming of others that the priests were clearly worried.

Cosmopolitan Acceptance -> Pride in Acceptance
The People see not outsiders but fellow humans in need of assistance, and are always willing to offer aid, knowing that even when friendship is uncertain the act of offering is a cleansing one.
Pros: Enhanced absorption of new ideas, +1 social value from current or historical neighbours, whenever a neighbour suffers a stability drop have the option to also suffer a stability drop in exchange for a large boost to Econ and technological and social advancement by absorbing especially large numbers of people, the first Econ boost a turn is free and the second only has a chance of causing a stability drop rather than a guaranteed drop, massively increased inward tech spread, new CBs
Cons: Many think you weak, no longer have the option to turn away the first two boosts, sometimes you get values you didn't expect, increased outward tech spread

Wildcat Prospecting merges into Divine Stewards -> Personal Stewards of Nature
Through the blessings of the spirits and the efforts of the People in individual and whole, the land is reshaped, and its management and protection is a good above all others. No effort is to great when it comes to the stewardship of the land, and many pursue their own little projects where it does not conflict with the symphony of the whole
Pros: Bonuses to all actions relating to land management, bonuses when fighting on own terrain, additional Econ and Stability whenever completing a land management type Megaproject, may spend Stability to double the effort of megaprojects and in defensive wars, certain projects may receive additional actions at the midturn at the cost of Centralization
Cons: Additional strife caused by deliberate environmental disruption unless it is for the long term betterment of the land, or loss of territory to others

Choose a new group to draw a PiA value from
[] [PiA] Khemetri (Probably Spiritual Value)
[] [PiA] Thunder Horse (Probably Honour Value)
[] [PiA] Highlanders (Probably In Service to Order)
[] [PiA] Trelli (Probably trade related)
[] [PiA] Swamp Folk (Probably Honour Value)
[] [PiA] Nomads (Probably Honour Value)

Choose a Personal Divinity reaction
[] [PDN] Push forward forests (Sec Expand Forests, -1 Centralization)
[] [PDN] Majorly push forward forests (Main Expand Forests, -2 Centralization)
[] [PDN] Bit more black soil (Sec Black Soil, -1 Centralization)
[] [PDN] Lots more black soil (Main Black Soil, -2 Centralization)
[] [PDN] Push forward farms (Sec Expand Econ, -1 Centralization)
[] [PDN] Massively push forward farms (Main Expand Econ, -2 Centralization)

Reaction for the turn
[] [React] Stand down army (Main Retraining)
[] [React] Reorganize army and hunt deserters (Found Mercenary Company + Sailing Mission (anti-pirate))
[] [React] Pre-emptively meet forest demand (Main Expand Forest)
[] [React] Meet yeoman demands (Sec New Settlement + Sec New Roads, meets Yeoman faction demands)
[] [React] Meet priest demands (2xSec Temple)
-[] [React] Sacred Forest
-[] [React] Dragon Graveyard
[] [React] Keep Working on the Docks (Adds another action towards the Grand Docks MP)
[] [React] Attempt to root out problems (Main Enforce Justice)​
 
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Ironic I think with how much we were against Mysticism at the start...

The problem with RA is that we like what our religion has been. We put in a lot of effort to ensure that it has values that we value.

So its like, yes we want to lower Religious Authority, but we also do not want to lower it because it weakens the priests ability to push said traits.

Devil and the Sea :/

Wait here is a thought

@Academia Nut The original reason our Religious Authority got so high was because of the Doom Comet. How much longer till people stop believing we can do that? That should lower it right?
 
He'd die of old age, first.

It's a very long straight line, and he's got cities to burn on the way.

Most of those cities being in entirely the wrong direction, at that.

Consider this map:



It took Genghis Khan half one of our turns to extend his reach from Mongolia all the way to where the Ymaryn Core is. You're massively underestimating the speed of a horde of horse cavalry.

A heroic nomad king could conquer all the way from the edge of the ex-Mountain Horse territory to the shores of the Ymaryn Sea in a season. We've moved from campaigns being on the scale of generations to less than a single year. That's why the current plan is so dangerous. Our entire military force could be defeated in the lowlands and the nomads would be inside our heartland well before the next turn starts, with no chance to do anything to respond, because they'd outpace the messengers that would tell us of their defeat, leaving us to fight the horde with one martial and no cavalry.
 
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With momentum yes. A big chunk of how they can go so fast is that each victory draws in more tribes and adds to their combat power while replacing the wounded. Nomad hordes tend to snowball without resistance, but lose steam if they get defeated or even delayed.

Though that tends to mean for a powerful Khan to be "retreat for a decade, beat up easier targets then come back for round two with a bigger avalanche"
 
With momentum yes. A big chunk of how they can go so fast is that each victory draws in more tribes and adds to their combat power while replacing the wounded. Nomad hordes tend to snowball without resistance, but lose steam if they get defeated or even delayed.

Nomads aren't orks. That's not really how their tribal confederations work.

Genghis, for example, united the Mongolian tribes before warring with China. He didn't, as far as I know, do much to recruit additional groups once we'd begun his campaigns.

And where on that map is Amber Road, hmm?

About where Novgorod was, as far as I can tell. They were spared because they preemptively surrendered. Amber Road can't surrender to Nomad Hitler. He's also starting a lot closer to us than Delun Boldog.
 
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Could do a deeper breakdown of our traits and their support levels, if anyone is interested.
After the last write got largely disregarded, I'm not very motivated(but morale is high due to the cough finally ending this morning)
I'll be more interested in trait analysis after we see where we are after the nomad horde...

and you already did it, ah well.

I think taking a good look at our traits again is something we need to do, interpret how they interact and how they can be abused. That will have to wait until tomorrow at least for me though.
 
Genghis, for example, united the Mongolian tribes before warring with China. He didn't, as far as I know, do much to recruit additional groups once we'd begun his campaigns.
What? That is completely wrong. His army was noted for actually being more Turkic than actually "Mongolian" in the end, as he basically absorbed all the Central Asian tribes. And that is a common pattern with the horse steppes tribes as far back as Roman times. You usually had tribal confederation of the most disparate ethnic compositions, which then were displaced by other tribal confederations of a similar composition and argh, tracking peoples back in the steppe becomes basically impossible.
 
Nomads aren't orks. That's not really how their tribal confederations work.

Genghis, for example, united the Mongolian tribes before warring with China. He didn't, as far as I know, do much to recruit additional groups once we'd begun his campaigns.
Mechanically in this quest they get unique prestige mechanics, and then use that to add a shitload of tribes as Subordinates.

We got lucky here, this Khan hates civilization so much he went straight for the Mountain Horse without doing any unifications so he only has a One Clan statline when he reached us. Next turn the other clans are going to start joining.
 
Mechanically in this quest they get unique prestige mechanics, and then use that to add a shitload of tribes as Subordinates.

We got lucky here, this Khan hates civilization so much he went straight for the Mountain Horse without doing any unifications so he only has a One Clan statline when he reached us. Next turn the other clans are going to start joining.

I think it was also a target of opportunity type of thing, since the plague rendered their fortifications irrelevant and he may not actually had siege technology. He might have had to go around and hit the Heaven's Hawks and Thunder Speakers otherwise. So yeah he's now sweeping through the lowlands, but on the other hand any communications back to the steppe has to pass through the mountains now-so recruiting will be harder the further in he gets. If we can stop him at Txolla, he may go back and build up an actual horde to hit us from the north instead.
 
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If we can stop him at txolla then he'll hit us from the north which we've been preparing for assaults from the north for ages.
 
So what do you guys think the Highland Kingdom will do? Stay out of this and hope the Khan is stopped before he comes for them? Help us? Take advantage of the situation to take the Lowlands for themselves? Be too busy falling apart?
 
So what do you guys think the Highland Kingdom will do? Stay out of this and hope the Khan is stopped before he comes for them? Help us? Take advantage of the situation to take the Lowlands for themselves? Be too busy falling apart?
They're probably too busy falling apart, with a combination of their centralized location wrecking their (assumed) major city and the fact that they likely have a monotheist revolt on their hands means that they will probably be too busy to do much of anything.

Even if they get their shit together, they're likely not going to want to help us out, since we decided to persecute the Monotheists.
 
Be too busy falling apart?
Be too busy trying to keep everything together.

HK is built to take massive hits but they're brittle- get their Stability below 0 and they lose 1 legitimacy per phase. If they got the Godking value we don't know how exactly it works, but we've been told that things go bad fast if you start running out of RA to tank the hits with (and the monotheists definitely hurt that a bunch)
 
Though if they do stay together... well, they're the crazy fortified hermit mountain kingdom. If anybody can weather a nomad attack on their homeland, it's them.
 
It seems like a lot of the quest has just become numbers with some flavor text wrappings rather than a story with numbers used as a guideline and lost a lot of it's charm in the process.

This is a fair criticism, although I do have a few things that I am doing that I am keeping close to my chest. Still, when I'm tired but go "If I want to retain momentum I should do at least a little update, and iterating numbers is relatively low effort" that can lead to those sorts of things. Still, I would like to get some more narrative works going.

Also, I may change up the turn iterations, going from 20-25 years/turn with a midturn in between and sub-phases during war to turns being 10-15 years/turn and halving the number of available actions.

Also, locking in as

[X][War] Scramble what warriors are available (Sends a Sec War Mission and Mercenary Companies to the east)
[X][React] The economy, fools! (Sec Expand Econ, cannot be taken with Mass Levy active)
 
This is a fair criticism, although I do have a few things that I am doing that I am keeping close to my chest. Still, when I'm tired but go "If I want to retain momentum I should do at least a little update, and iterating numbers is relatively low effort" that can lead to those sorts of things. Still, I would like to get some more narrative works going.

Also, I may change up the turn iterations, going from 20-25 years/turn with a midturn in between and sub-phases during war to turns being 10-15 years/turn and halving the number of available actions.

Also, locking in as

[X][War] Scramble what warriors are available (Sends a Sec War Mission and Mercenary Companies to the east)
[X][React] The economy, fools! (Sec Expand Econ, cannot be taken with Mass Levy active)
Sounds good!
 
Well now that it is firmly set, what do people think the companies will do?

I am of the mind that they will see the futility of trying to catch the Nomads and try and draw people in to the walls while also helping Garrison said cities.
 
Well now that it is firmly set, what do people think the companies will do?

I am of the mind that they will see the futility of trying to catch the Nomads and try and draw people in to the walls while also helping Garrison said cities.
I'm kinda wishing we had a cav merc company at this point.

But aside from that I agree that they'll probably set up around hard points and try to draw him into battle.
 
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