We also want to expand fishing, getting better boats will provide new trade partners and access to other peoples technology like the metal workers.
 
Depending on how it goes, we might want to 2x [main] expand shrines. This'll give us plenty of spare mysticism so that we can grab whatever mysticism-related shinies we want over the next several turns: blackbirds, healers, new sacred warriors, etc.
Alternatively, we could 2x [main] fishing to virtually guarantee the boating advancement and boost our econ enough that we can basically ignore it while we explore the metalworking tech tree.

Oh and in case anyone was wondering here's how the vote looked at the end:

[38][Secondary] Study Health
[20][Secondary] New Settlement - Coastal
[18][Secondary] Study Forests
[11][Secondary] New Settlement - Blue stone quarry
 
The lowlands are a clusterfuck, and we would have to deal with the deadpriests who have superior infantry and superior war carts. Our ability to resist would be seen as too dangerous, and their forces would attack us with the intent of rendering us a shadow of our former selves. The spirit talkers have been telling their people that the low lands are cursed for so long that they have completely forgotten that they made that up so they could claim the lands for themselves, they now truly believe those lands are cursed and attack anyone who even passes through them. They would attack us with the intent of cleansing us from the lands. And currently our diplomacy is so low that the confederacy could very well attack us for trying to settling in the very lands they are trying to conquer. They would attack us with the intent of driving us back into the hills. Two forces would attack us until nothing of our settlement remained in the lowlands, one force would attack us until our civilization as we know it ceases to exist.

The nomads just want our stuff, they don't attack with the intent of wiping out our cities.

Currently the lowlands are settling down simply because of all the damage the nomad hero did, this peace will not last. As soon as possible all three factions will take up the axe and go to war again. There is simply too much bad blood between everyone for them to not fight each other again. We don't need to stick our hands into that blender.

Settling in the lowlands will lead to endless wars currently. Settling the north will lead to constant annoying raids. Both options are unfavorable, but at least we know that the northern nomads will just move on if we prove to be too tough. The deadpriests, spirit talkers, and confederation will not. They will fight so long as a single one of them draws breath. If we truly want to take the lowlands we are going to need to execute a long war of extermination on two warfare specialized groups while at the very least bringing one faction (the confederation) into our fold. We lack the tools and population to do any of this at this time.
Nomad carts aren't superior unless the TH war cart design has been copied and spread. Stole weaponry and armor from DP so likely not superior now. We steal tech easily.

ST is too weak to attack us. WC is too weak to attack us and has a diplo roll in the way. Nomads might back off but a) endless raids b) only if they're not angered by the invasion of their own land. They have an easier time developing new stuff due to hero units, too. You're fear mongering and then downplaying.

Anyways, whatever, the opportunity was lost. Alea iacta est.

And finally, another reason for wanting more fishing space is nutrition: our people were described as shorter than others because of diet with the lesser proportion of meat. Fishing helps with that.
So, all in all: to get more food surplus (you cannot have enough food until refrigerators), to get more nutrition and to get something out of Expand Fishing rolls even if the roll to acquire sailing fails yet again.
Old news, possibly untrue now. We get a lot of food surplus alrdy and smoking is long term more reliable than freezing.
The difference is that they are pissed off at us, so they refused our traders on the pretext despite being okay with lowland route traders previously.
Still accept traders who go through north.
she would've faced a lot more headwind as the loud bragger she was
Didn't brag, was loud.
Also... ehhh... yeah, let's do this.

[X] Keep this information to the shamans, spirits and demons are dangerous (Allows further study later)
[X][Secondary] Study Health
[X][Secondary] New Settlement - Coastal
Votes locked then.
 
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
Shouldn't we have the nomads version of the war carts already given this part of our trait?
 
Old news, possibly untrue now. We get a lot of food surplus alrdy and smoking is long term more reliable than freezing.

We didn't have a decent multi-year drought for a while. Nor did we have some sort of aphid infestation or other natural disaster killing our crops. So...our food production was not stress tested for a long while, but that's no reason to be lax.

Besides, we cannot smoke wheat, so getting more foods that can be salted or smoked (like fish or meat) is a reasonable precaution.

And another, darkly amusing aside: sudden big drought would overall benefit our civilization, because lol refugees and we have enough food to feed them all. That's a state of affairs that should be maintained....on that note, another idea within confines of my brain is this:
[Main] Restore Harmony
[Sec] Walls - Lower Valley
[Sec] New Settlement - Blue stone quarry

Reason is...last time we did not want to risk accepting maximum refugees because of 0 stability. I think that being at positive 1 (and ideally 2, at least because I am curious about its effects) will be only helpful to our civilization.
 
Shouldn't we have the nomads version of the war carts already given this part of our trait?
Have old model, not unique new plank model. Only example not available; More War Carts option offers chance of developing anyway.

Besides, we cannot smoke wheat, so getting more foods that can be salted or smoked (like fish or meat) is a reasonable precaution.
Wheat can be dried and ground, store it in a dry cool place w/ cats and it lasts years.. We have enough surplus from it to last through a two year drought or longer, as noted last turn.

We're at Econ 6 and Econ = food at this point so...

Also, I support expand fishing for trade dev. Just find diet-based argument foolish. Argue it's a drought resistant source. We fish the ocean.
 
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Wheat can be dried and ground, store it in a dry cool place w/ cats and it lasts years.. We have enough surplus from it to last through a two year drought or longer, as noted last turn.

We're at Econ 6 and Econ = food at this point so...

Well, yes, but more food allows society to support more artisans and grow more people, thus increasing population and it kind of self-perpetuates. I think that higher food production should likely result in increased population growth (especially in our society of careful management of reserves), thus making every aspect of society stronger.

And about next turn...okay, I've more or less made up my mind:
[Main] Restore Harmony
[Sec] More Blackbirds
[Sec] New Settlement - Blue stone quarry

Reasoning: Main one is obvious - I want to have a buffer to allow us to safely take bigger stability hits.
Blackbirds can mitigate the lack of walls in the Lower Valley - it is fairly deep within our lands, so incoming forces are going to suffer a lot of attrition in hills and forests if we have decent number of Blackbirds. Plus having more of them will allow us to scout Lowlands, for example, thus giving earlier warning of attacks, which is a good defensive bonus by itself.
Plus probably a bit of synergy with the Restore Harmony.

And blue stone quarry because our Diplo sucks and to prepare space for the incoming people, because soon war will continue.
Actually, 'soon war will continue, I want to prepare' is the valid reason for each of the actions in such a plan.
Thoughts?
 
We didn't have a decent multi-year drought for a while. Nor did we have some sort of aphid infestation or other natural disaster killing our crops. So...our food production was not stress tested for a long while, but that's no reason to be lax.
We've basically been told that it's tech stopping us from storing food any longer than we are, and that's it. More food will not help in those regards, period. Our people will also not stop valuing anything more than more food for several hundred, if not thousand, years.
 
obvious benefits, doesn't mean fish is the only way.

[Main] Restore Harmony
[Sec] More Blackbirds
[Sec] New Settlement - Blue stone quarry
*shrug* RH is good for stability, but you maybe should advocate for double maining it, it's a more reliable path.

Edit: lol we're alrdy making a coastal settlement.
Expand Fishing then, maybe. Or Study Forest to go with the Blackbirds.
If war is know to be going to continue, making a settlement was the wiser choice, but that time has passed. We should tech up semi-fast while we can so that when it comes to us we won't fall before its scythe.
 
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Lets avoid restore harmony actions unless we need them considering they can cost us stability instead.
That goes against the mechanics of RH.
RH costs us 1 stability, then gives us 1d4-1. It's best to do it when we do not need them, because if we do it when we need them they'll hurt us.

However, the canal finishing will bring us to +1 so RH might not be necessary, so long as people don't take in a -2 sized group.
 
We've basically been told that it's tech stopping us from storing food any longer than we are, and that's it. More food will not help in those regards, period. Our people will also not stop valuing anything more than more food for several hundred, if not thousand, years.

Fair point, but having more food will still allow us to increase population faster, thus leading to the faster growth of the state as a whole.

Though maybe it is my Civ5 habit of 'food is the best yield' speaking, I don't know.

obvious benefits, doesn't mean fish is the only way.

Fair. I could see an argument for pastures, especially with the current cowpox thingie and need for speed animal power. Then again, with the channel animal power is rendered less important domestically because transportation via water is literally orders of magnitude cheaper. But I can see where you are coming from and kind of understand it.

*shrug* RH is good for stability, but you maybe should advocate for double maining it, it's a more reliable path.

Blue Quarry is fine, but coastal settlement will open up boat dev sooner, which offers more flexibility and thus superior benefits to our culture. Also, any refugees we take in could be moved to the Blue Quarry easily, but people who know the ocean are rarer. Start now so their families can grow.

But we are already building coastal settlement this turn. Or do you mean it as 'we do not need new settlement next turn because we've just founded coastal one'?

Lets avoid restore harmony actions unless we need them considering they can cost us stability instead.
That's why the maining. Maybe double main instead of Ultramarine Settlement, just to make sure?

Since we'll be building the coastal settlement it'd be a bit silly not to take expand fishing.

A valid point.
I am absolutely sure I do want Restore Harmony done ahead of time and Blackbirds for scouting, but I am not sure whether the second secondary should be Ultramarine Village, Fishing, Pastures or doubling down on Restore Harmony. Or on Blackbirds, maybe.
 
@Umi-san finishing a Mega-project gives Economy and Stability. No need to go for extra right now.

I would say depending on how things go, we should work on getting our Diplo back, which means getting blue dyes, doing some trading and as an aside maybe getting some bore Blackbirds.
 
Or on Blackbirds, maybe.
That'd mean Restore Harmony as a secondary. I'm pretty sure we don't want that.

I'm pretty sure we'll get one more tick from the canal settlement, and the econ from the canal itself, so there's not too much reason to take an econ action this turn; Restore Harmony / More Blackbirds / Expand Shrine is an option, if we haven't taken an econ hit from events.
 
However, the canal finishing will bring us to +1 so RH might not be necessary, so long as people don't take in a -2 sized group.

> so long as people don't take in -2 Stab hit group

We almost took in such a group previous turn, while we were on 0 stability and couldn't even Main Restore Harmony or whatever due to Channel. So I can guarantee you that at +1 we are going to take such a group.

@Umi-san finishing a Mega-project gives Economy and Stability. No need to go for extra right now.

I would say depending on how things go, we should work on getting our Diplo back, which means getting blue dyes, doing some trading and as an aside maybe getting some bore Blackbirds.

+1 is not really...I'd prefer sitting on +2, just to check out what it looks like and to be able to intake the largest possible refugee groups without going into negatives.

That'd mean Restore Harmony as a secondary. I'm pretty sure we don't want that.

I'm pretty sure we'll get one more tick from the canal settlement, and the econ from the canal itself, so there's not too much reason to take an econ action this turn; Restore Harmony / More Blackbirds / Expand Shrine is an option, if we haven't taken an econ hit from events.

No, we can double Secondaries to the effect of getting the second Main action.
[Main] RH
[Sec] Blackbirds
[Sec] Blackbirds x2

is what I meant. I am not sure that's exactly what I want, but this is an option. Would make sure we have enough of them to scout and be proto-police, for example.
Granted, I am still more inclined towards double Maining RH, but only by a thing margin.
 
@Umi-san finishing a Mega-project gives Economy and Stability. No need to go for extra right now.

I would say depending on how things go, we should work on getting our Diplo back, which means getting blue dyes, doing some trading and as an aside maybe getting some bore Blackbirds.
Hmm focusing on Diplomancy is probably a good idea. If only so we can figure out what our neighbors/future trading partners have traits for so we know what we can get.

depending on what doing studying health brings us I might push for more of it. We can't dismiss the benefits of being the people everyone turns to for their experts/medical matters. Not to mention the benefits for our own people.
 
Fair point, but having more food will still allow us to increase population faster, thus leading to the faster growth of the state as a whole.

Though maybe it is my Civ5 habit of 'food is the best yield' speaking, I don't know.
Food isn't... Okay, to be fair I haven't played Civ 5 much because so many things annoyed me it caused me to not bother getting the expansion packs, which I hear make the game good. Traditionally though it's been hammers that have been the best resource, with gold being hilariously good in 4 from what I remember. You just need food to get them, but you need to not focuses solely on food.

In this game food isn't our bottleneck. Our cities have limits in how much they can grow due to societal standards and tech. Our food tech is also ridiculously advanced for the era, at the cost of everything else not being very far. The nomads are likely the most actually 'advanced' civ that we know of, with us being roughly on the same level as the DP and ST.

One of the things people are very much forgetting is that we can't just 'out tech' our neighbors.

If I had to say what our bottleneck here is, I would say it's our neighbors. Actually, let me rephrase that. Our bottleneck is our action economy, our neighbors are the bottleneck we can do something about.
 
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