Analysis and Diffcheckers -- "Horseman Conflict"​

Diff Checker (Civ Sheet)
Diff Checker (Civ Sheet BBCode)

Had this done last night, but only just got my laptop working this morning, just in time to post before i have to head out for some family stuff.
@veekie @PrimalShadow @Academia Nut @BungieONI
General
Diplomacy 25/26 [+7-2]
-Intrigue 6 [+1]
Economy 26/26 (+0-0) [-8+6] {9}
-Sustainable Forests 27{30}/29 [+1]
-Econ Expansion 23 [+8-7 +4-1] [Overcrowding Min: -6]
Martial 8 (+1)/36 {21/38}
-Light Cavalry 1
Naval 1
Wealth 16/22 [-7]
+2.5 Salt
+3 = 3 Strategic
+3 = 3 Luxury
+2.5 Markets

-1 Units
-6 Maintenance
Total: +0
Note that AN has said that he probably made errors with the integration, but that he's keeping the stats as is, with the justification that between the plague, the war, and the unruly governor's, stuff got lost in the integration, so the integration gave us fewer stats than we expected.
Diplo 23 -> 25​
23 + 2 (Overflow from Tech) = 25
Econ 21 (+1+3) {7} -> Econ 26 (+0-0) {9}​
There are enough unknowns here that its hard to figure out what led to what, so...bullet points:
-We went from 14 TED to 17 TED, when we should have taken 7 TED from the remaining cities. We also should have had 2 extra resistance from the RA gain. So we took 2 less than expected, likely from AN's previous statement that expand econ actions would first deal with damage before overflowing
-We lost an unknown amount of econ to disease rolls, Plague Ridden Economy, and the war
-we lost our pending econ for...some reason?
-we gained some amount of econ from the integration
-Overall, +5 econ, +3 TED
EE 18 -> 23​
Same thing as with econ
-basically the reverse for all the above, with us overall gaining 5 EE
-So overall we gained 10 LTE, which is nice. We'll probably end up losing some next turn from the lack of econ refunds (we're at either 1.5 or 2, depending on how redshore counts), but right now we literally can't activate any cities. We need to lose 13 LTE, or boost up valleyhomes infrastructure, before we can have even the capital activate again.
Martial 3 {15} -> 8 (+1) {21}​
3 + 1 (Kings do not kneel (Three)) + [4+] (Integration) - [0+] (War Losses) = 8 + (+1) (Veterancy) = 8 (+1)
The "4+" and "0+" mean that all we know is that integration gave 5 more than war losses took. Probably lost something like 3 martial? Which is still really low losses for what we threw them into. The mercs lost a total of 6 more martial, and ~9 martial is relatively light losses for our first hard mode nomads.
Light cav 1 -> 1​
Somehow didn't lose our point of light cav despite throwing them into a battle with 5+ light cav equivalent

Note that we gained no wealth from gulvalley, and that our max wealth is pretty low; should actually be 21 instead of 22. So in the short term we have to be wary of running out of wealth, and in the medium term we have to be wary of a gilded age.

Cultural
Culture 26/26 [+6]
Mysticism 26/26 [+3]
Tech 26/26 (+1) [+1-1]
Prestige 94
Culture 24 -> 26​
24 + 5 (Overflow from Mysticism) + 4 (Integration) - 7 (Overflow to Tech) = 26
Mysticism 24 (+7) -> 26​
24 + 7 (Pending Refunds) = 31 - 5 (Overflow to culture) = 26
Tech 15 (+8) -> 26 (+1)​
15 + 8 (Pending Refunds) - 2 (Expand Econ) = 21 + 7 (Overflow from Culture) - 2 (Overflow to Diplo) = 26
Prestige 92 -> 94​
92 + 2 (Somehow Winning Against Nomad Horde) = 94
...And actually, might have gained more than 2 from that, since we probably lost prestige from teh Thunder speakers dying. So might have been like +5 from war, -3 from losing vassal...either way, we really shouldn't have gained prestige in our first conflict with hard mode nomads, so...hell yeah?

Stability
Stability -1/4 (anxious)
Legitimacy 4/4 (over max)
Luckily/oddly, no stab hit from losing thunder speakers :)

Organizational
Centralization 7
Hierarchy 7
Religious Authority 8 {15}
Cent 7 -> 7​
7 - 2 (Integrating 2 Provinces) + 4 (Integrating 4 IC) = 9 - 2 (???) = 7
Not sure if the ??? is "AN made a math error" or "We lost 2 cent to plague/war chaos/governor's being unruly". Honestly probably better if the latter, since it gives us more room from our cent cap. With the new IC, our tolerance is 12. If we're at 7, then we've got 4 more "room" before hitting the limit and overcentralized penalty, which is enough that even if all 5 of our regular cities activate we're safe. If we're at 9, then we've only got 2 more room, which is much harder to swing, especially if we want to start roading up more (which we do)
RA 8 {10} -> 8 {15}​
Change comes from the patricians supporting the priest faction, raising their faction power to 7. Luckily, AN has said that "As an Admin+Mystic Hero, Uvothyn is uniquely able to deal with such large RA overage.", so we should be safe, and in the meantime, its 2 more TED resistance.

Periphery States (12/14+6) (Loyalty [L], Dependence [D], Effectiveness [E])
Not sure if the 12 is a typo, or a hint that we lost at least one other subordinate, not just the thunder speakers...

Heaven's Hawks (March) - Eliminates raids from the north-east, can provide military advances and supports the Stallion Tribes (L:5/5, D: 2/5)
We still have contact with the Heaven's Hawk, it seems, and they're still at their previous loyalty/dependency, thankfully

Western Wall (Colony) - Expands to produce new provinces and find new resources, and can take be brought into wars to the north and west (L: ???/5, D: ???/5)
Greenshore Colony (Colony) - Settles the territory on the west coast of the sea (L: ???/5, D:???/5)
Tinriver Colony (Colony) - Settles the territory on the south-west coast of the sea (L: ???/5, D: ???/5)
All of our colonies, on the other hand, we have no clue whats going on...which is interesting, since i would have thought that sea travel would be safer than land travel right now...
(On the bright side, greenshore's minor typo where it had previously still had max dependency of 4 even after the trade post -> colony switch is finally fixed :V)

Txolla (Vassal-Colony) - Foreign territory under your control, follows you in war but has own agenda, restricted to expansion through settlement (L: 5/5, D: 2/5)
Thunder Horse (Vassal) - Foreign territory under your control, follows you in war but has own agenda (L: 5/5, D: 7/5)
Txolla and Thunder horse are still in contact enough to know their status, with full loyalty (as expected from us supporting them against nomads), txolla somehow not damaged enough to gain dependency, and with thunder horse going from 4 dependency to 7, which i think is even higher than it was when we first vassalized them after the God Fist, where they were "only" at 6/5 i think. So expect Uvothyn to have to spend at least one support/influence subordinate to get them back on their feet.

Amber Road (Trading Post) - Increases trade power for all Far Northern Tribe products, provides a market for an extra saltern (L: ???/5, D: ???/4)
Amber road, as expected, is out of contact, no clue how they're doing.

Red Banner Company (Mercenary Company) - Can be hired to other kingdoms for wealth, or maintained to boost Martial capacity (L: 3/5, E: 5/10)
Dragon Banner (Mercenary Company) - Can be hired to other kingdoms for wealth, or maintained to boost Martial capacity (L: 4/5, E: 6/10)
Blood Rain Banner Company (Mercenary Company) - Can be hired to other kingdoms for wealth, or maintained to boost Martial capacity (L: 3/5, E: 1/10)
Mercenary companies all got hurt, and all are pretty pissed at the king right now for throwing their infantry-focused selves in the blender of "nomads attacking lowlands while a plague is active" D=
Specifically, they all lost 1 loyalty, Red and dragon banner both lost 1 effectiveness, while the blood rain banner lost 4 effectiveness and is likely almost defunct.

True Cities
[0/5 City Candidates, 3 Free Cities, 11 City Limit]
[Limit is (#Provinces + #LandedNonFreeCitySubordinates)/2]
[3 Non-Supported True Cites : -3 High Cent Tolerance]
[Cities activate when EE is at or below Threshold/2]
-Valleyhome [Capital, Palace, Aqueduct, Baths, Market, Sig. Walls] (20 EE Threshold)
-Blackmouth [Aqueduct, Baths, Governor's Palace, Sig. Walls] (20 EE Threshold)
-Sacred Forest [Aqueduct, Baths, Sig. Walls] (18 EE Threshold)
-Stallion Pen [Aqueduct, Mass. Walls] (14 EE Threshold)
-Lower Valleyhome [Aqueduct] (7 EE Threshold)
AN updated parts of the EP tracker for me this time, to show us that all our regular cities are inactive...
Provinces
[16 Full Provinces - 2 Extra Sec Player Action, 6 Sec Province Actions, 2 Main + 1 Sec Guild Actions]
To show us how many provinces the integration gave us (two)

Interconnectivity (21/52)
And to show us how much IC the integration gave (4). So gulvalley was doing pretty good on road systems, giving us 2 per province added. As mentioned in the stats, we should either have 2 more centralization, or we lost 2 cent to the talk of governor's being annoying. Still, either way we gained 2 high cent tolerance from the extra IC. Interestingly, we are almost exactly as connected overall now, if the IC is not localized, since we went from 40.38% IC to 40.4% IC.
Uvothyn threw everything he had towards helping the People, his hair going prematurely grey and white and thin from the stress of constantly trying to make sure that everything was organized and in place to support the warriors going east, even as they tried to restore some of the productivity and trade in the fields.
Read: Uvothyn is not doing well on longevity rolls and will likely only last an extra turn :(
It was a gigantically stressful task, made somewhat harder by subordinates that were more interested in protecting local interests than obeying orders. Fortunately, the process of clawing back some of the rights of Gulvalley started by Myranyn had finally yielded results, and the influx of more warriors under the direct command of the king who could be ordered where needed without having to get foot dragging governors to comply had helped immensely.
Subordinates!!! :mad: Potentially that represents us losing 2 cent, given we're at 7 instead of 9 as expected. Luckily, the integration of gulvalley went without a hitch, and helped a lot, so yay on that decision <3

Unfortunately, while the effort of sending warriors east and keeping everyone fed was important, it also meant that there was very little work that Uvothyn could get done on the plague itself. About all he could do was ensure that the health edicts were getting out appropriately, and countermand a few stupid decisions. Somewhat fortunately the patricians had decided to throw themselves whole hog into supporting the priests in their efforts to alleviate the disease and starvation. While there were assuredly selfish reasons of pure personal survival and even less honourable expectations of praise afterward, it did warm the heart to see that sort of support.
Well damn :/ still, hopefully he'll be able to make progress next turn. Also note that the latter bit represents the Patrician Faction supporting the Priests, giving the priests 2 {7} power right now, which gave us extra RA and likely some bonus to disease rolls from them enforcing things...also likely made any rolls regarding the heretics worse, of course...

Unfortunately, soon after the expeditions were sent out, messages started filtering back. The Thunder Horse were under attack. The Thunder Speakers were under attack. The Txolla were under attack. The Banner Companies were under attack. Eastern Redhills was under attack. It was nearly impossible to figure out what was happening when, the enemy moving so fast that some couriers arrived after the next target had already been hit, and there were certainly gaps that indicated that couriers had been either never dispatched or overrun en route. As best they could tell, there were multiple war bands of hundreds to thousands of horsemen supported by wagon camps that were smashing through and slaughtering villages in their way all throughout the north-eastern lowlands. Morale was collapsing all over, and the slaughter was by all accounts catastrophic.
As expected, going up against Hard Mode nomads in the lowlands with mostly infantry goes ...rather terribly D=

Then came the first message that Uvothyn had been praying wouldn't arrive.

The Thunder Speakers were gone.

Oh, there were assuredly still villages here or there, but the nomads had finished razing the major settlements, and the corridor between the steppes and the lowlands was now open, no doubt to allow more tribes easier access and to join in.
Even more terribly than we expected even! Once more the home of the Speakers is scoured clean by nomads in a single phase, and once more one of the older civs is destroyed there.

Uvothyn sat on the throne, clutching his chest at the pain in his heart as he openly wept, surrounded by grim faced and tear stained courtiers. Eventually he managed to pull himself together and try to figure out what he could possibly do next.
Interesting how many times the narrative focuses on Uvothyn being so empathetic and emotional. I wonder if we're running up against something like the Yushyn Absurdity choice where the admin hero breaks from their empathy not fitting well with disaster... With luck, though, Uvothyn's story will be written as a good one, with his low beginnings and his empathy being presented as good qualities for a hero king who led the People through the worst trials in history...

More grim news of death and destruction followed for a time further, and then the reports trickled up almost entirely and everyone feared the worst. The whole world seemed to be winding down, with the cities being massively abandoned as supplies were stretched to the breaking point and other diseases besides the Blood Cough stalked the huddled survivors. While overall this was mostly people trickling away to try to farm some of the abandoned fields, it still left the cities feeling empty and drabby.
Read: enough EE to empty the cities, though disease rolls hit a bit harshly first.

And then, when doom seemed highest and most inevitable, a grim faced messenger arrived with a priority message from the governor of the Txolla.

One of the Sacred Clerks took the offered message and began to read it, clearly stumbling over the first line before he cleared his throat and said in a cracking, disbelieving voice, "The nomads have sent an envoy begging for help."
*blink* Well that's unexpected :V

That caused the court to explode into noise, taking far too long for Uvothyn's liking before order could be restored and the message could continue to be read. "Apparently despite their foul practice, the nomads are not immune to the plague, and it finally caught up to them. They have suffered catastrophic losses, including that of their chieftain and his entire extended family, who all succumbed in short order. What survivors they have left are either retreating to the steppes, the former Mountain Horse territory, or are asking to surrender to us and our protective magic."
AN mentioned in a later post how this went down:
They kicked the shit out of you in martial terms for the most part, but you slowed them down enough that they took 3 disease rolls.

Those were 94, 1, and 1 again.

They uh... they got wrecked.
So praise RNG for saving us =D

This was met with stunned silence, before some priest collapsed to his knees and cried out, "PRAISE THE GODS!"

Spontaneous cheering then broke out, and while it rapidly gave Uvothyn a splitting headache and he had to recuse himself, he didn't have the heart to get the guards to quiet them down.

Still, some of his advisors soon joined him in the quiet of the palace shrine, all clearly wondering what to do next.
Again, Uvothyn shows himself to be somewhat fragile to social situations, which is interesting, and i really do have to wonder if/how this will affect the archetypal kings and characters in general in Ymaryn theatre in the future. While needing to recuse oneself from social events be taken as a sign of genius, as a hint that the lowly artisan might in fact have a larger role in the play than otherwise expected? *ponder*

"What should we do?" Someone asked. The fight was clearly gone from the nomads, but what next? There were reports that many of their warriors had been forcibly impressed from conquered territories - not the core components, but certainly a significant portion of the infantry warbands that tended to follow up after the horsemen had smashed the defenders of a place or lead them away to thoroughly torch anything left standing. And then there were the camp followers, who were probably mostly slaves of some description of another. Still, the hatred was intense, and there were many who counseled not just to let them go, but to follow up on their destruction. On the other hand...
Interesting, i hadn't realized they had much in the way of infantry, or that it would be forced labor...but i guess its relatively easy to force slave warriors when they're infantry and you're a nomad horde torching all the fields and towns they could otherwise think to escape to...

"To some extent, I want to take them in right away to find out how the plague so abruptly spread to them," Uvothyn said. While a few obviously had the idea to do that and then murder those who surrendered to them, they kept their mouths shut. Once offered hospitality was sacred, and if the gods were displeased with humanity already then such an action would be asking for further brutal reprisal from the heavens.
Well at least we have that much still sacred, even beyond the hatred towards the nomads and the new purity value...also interesting that Uvothyn thinks we could learn so much from taking them in...

Uvothyn will take over the main turn, but what to do about the surrendering nomads?
[] Whoever surrenders may join the People (-1 Stability, -1 Legitimacy, -1 RA, 2 temp Econ damage, -2 EE, +2 Light Cavalry, Additional Disease Roll, ???)
[] Camp followers and slaves may surrender, warriors may not (-1 Stability, -1 Legitimacy, 2 temp Econ damage, -2 EE, +2 Econ next phase, Additional Disease Roll, ???)
[] They're on their own (+1 Stability, ???)
[] Pursue the survivors (War does not end)
Vote's already closed (and since i'm writing this while the thread is locked, might have the new update by the time i post this :V), but some clarifications from AN after the fact:
-The -1 stab is after the usual +1 stab from the war ending and Joyous Symphony. THats how much the People hate the nomads.
-Regarding the disease roll, we actually can't crit fail it with our mystic king, and the shutdown of all but the free cities, and our bonuses to disease rolls means that overall we actually have a neutral disease modifier again, even with probably the only 3 surviving urban centers on...at this point maybe the entire continent?
-The top option will count for the patrician quest, and will involve "Absorbing nomad horsemen, who will largely be subsumed into your religious institutions under the Spiritbonded, where priests and patrician commanders can keep an eye on them, and also better absorb their equestrian abilities. Their camp followers will also help cover the econ costs."

Astrological Prediction: Run the nomads down! (9)
Very very useful that we get to see the rolls for now thanks to that quest, considering how bad they've been last couple turns o_O

True Cities
[0/5 City Candidates, 3 Free Cities, 11 City Limit]
[Limit is (#Provinces + #LandedNonFreeCitySubordinates)/2]
[0 Non-Supported True Cites : -0 High Cent Tolerance]
[Cities activate when EE is at or below Threshold/2]​
-Valleyhome [Capital, Palace, Aqueduct, Baths, Market, Sig. Walls] (20 EE Threshold)
-Blackmouth [Aqueduct, Baths, Governor's Palace, Sig. Walls] (20 EE Threshold)
-Sacred Forest [Aqueduct, Baths, Sig. Walls] (18 EE Threshold)
-Stallion Pen [Aqueduct, Mass. Walls] (14 EE Threshold)
-Lower Valleyhome [Aqueduct] (7 EE Threshold)

-Valleyhome [Capital, Palace, Aqueduct, Baths, Market, Sig. Walls] (20 EE Threshold)
[20 (Base) + 6 (Infrastructure) - 6 (No Block Housing) = 20]

-Blackmouth [Aqueduct, Baths, Governor's Palace, Sig. Walls?] (20 EE Threshold)
[20 (Inherit) - 4 (Penalty) + 4 (Infrastructure) = 20]

-Sacred Forest [Aqueduct, Baths, Sig. Walls] (18 EE Threshold)
[20 (Inherit) - 5 (Penalty) + 3 (Infrastructure) = 18]

-Stallion Pen [Aqueduct, Mass. Walls] (14 EE Threshold)
[18 (Inherit) - 6 (Penalty) + 2 (Infrastructure) = 14]

-Lower Valleyhome [Aqueduct] (8 EE Threshold)
[14 (Inherit) - 7 (Penalty) + 1 (Infrastructure) = 8]

-Redshore [Governor's Palace, Aqueduct x2, Baths, Market, Ironworks x2, Sig. Walls] [Block Housing] <Level 2 City>
-Redhills [Aqueduct, Baths, Sig. Walls]
-Valleyguard [Aqueduct, Sig. Walls]


-Greenshore - Capital [Aqueduct, Sig. Walls?] (In Subordinate)
-Greenshore - Unknown City [Aqueduct, Sig. Walls?] (In Subordinate)
-Western Wall - Capital [Aqueduct, Governor's Palace, Sig. Walls?] (In Subordinate)
-Heaven's Hawk - Phygriftwyn [Aqueduct, Sig. Walls?] (In Subordinate)


Libraries:
[Total effect: 3 Mysticism Refund]​
-Sacred Forest (Temple, Megaproject, +1 Refund by itself)
-Valleyhome (True City)
-Valleyhome (Palace Annex x2 = 1 National Library)
-Stallion Pen (Temple)
-Redshore (True City)
-Amber Road (Temple) (In Subordinate)

Temples
[4 Total Temple Levels, 1 Natural Wonder]:​
-Sacred Forest in Sacred Shore (Lv 2)
-Dragon Graveyard in Stallion Province (Lv 2 + Natural Wonder)
-Horse Valley in Stonepen (Lv 1 + Lv 1 Observatory)
-Amber Road (Lv 1) (Subordinate)

Salt/Gold Production
[Support: 1 Trade Post, 1 Grand Docks]
[Total Effect: +3 Wealth/turn]​
-Southshore (Lv 1 Saltern)
-Northshore (Lv 1 Saltern)
-Hatvalley (Gold Mine)
-Heaven's Hawk (Lv 1 Salt Mine) (In Subordinate, Applies to Core Anyway)

Ironworks
[Total Level Count: 3]
[Effect on Expand Econ Secondary: +2 Econ, -2 EE, -2 Tech]
[Effect on City Support/Agriculture Passive Policies: +2 Econ, -2 EE, -1 Tech]​
-Redhills (Wonder) [Functions as Lv 1 for anything based solely on Ironwork level count]
-Redshore (Lv 2)

Governor's Palace:
[-1 Min Centralization Tolerance, -2 Max Centralization Tolerances]
[+2 Max Interconnectivity, +0 Admin-Free True Cities]
[+2 Temp Econ Resistance, +2 Max Safe Martial]​
-Blackmouth
-Sacred Shore

-Western Wall (In Subordinate)
-Greenshore (In Subordinate) [In Progress 6/9]


Colossal Walls:​
None in Core or Subordinates

Interconnectivity (21/52)
[Can gain Cent from roads up to half of max IC value (26/52), any past that will be banked]
[+7 Max Centralization Tolerance (IC/3, round down). 0 Banked Centralization]
[Max IC Formula: 2 + 3*Full_Provinces + Governor's_Palaces]​

Provinces
[16 Full Provinces - 2 Extra Sec Player Action, 6 Sec Province Actions, 2 Main, 1 Sec Guild Actions]
[Next Action increase: +1 Sec Player Action at 17 Provinces]

[In Progress Provinces]​
-Northern Blackriver [0/6]
-Far North-Eastern Redvalley [4/6] <2 Progress is from "Religious Settlement>

[Subordinate Provinces]
<Just ignore this section for now, it's out of date, was only ever my (Abby Normal) guesses, and with the plague and unknown subordinate status, is likely even more wrong than I know>​
-Western Wall - 2? Provinces (0? Ready to Integrate)
-Greenshore - 3 Provinces (0 Ready to Integrate)
-Heaven's Hawk - 1 Province (1 Ready to Integrate) [March, may not be able to expand peacefully?]
-Txolla - 3 Provinces (2 Ready to Integrate) [Underdeveloped; can gain more provinces internally]
-Tinriver - 1 Province (0 Ready to Integrate)
-Thunder Horse - 1 Province (0 Ready to Integrate)
-Amber Road - 1 Province (0 Ready to Integrate) [Immature Trading Post, cannot expand]

Stat Caps
[Base Cap - 26]
[Base is 10 + #Provinces]

[Wealth Cap - 21]​
-Base Value (+10)
-14 Provinces (+16)
-5 Guild Faction Power (+2.5)
-15 RA Mylathadysm (-7.5)

[Safe Martial Limit - 36 {38}]
[Number in {} is safe "non-primary" martial, which refers to the extra martial we gain from econ, listed in {} on the civ sheet]​
-Base Value (+10)
-14 Provinces (+16)
-2 Governor's Palaces (+2)
-Palace Arsenal Annexes (+1)
-Iron Age Census (+2)
-International Games (+5)
-Gymnasiums {+2}

Centralization Tolerances:
[Note: Being at a tolerance cap triggers penalties]
[Low Tolerance: - 2]​
-Government Base "Neutral" (0)
-Legacies (-1)
-2 Governor's Palaces (-1) [-0.5 per GP]
[High Tolerance: 12]​
-Government Base "High" (7)
-21 Interconnectivity (+7) [+1 per 3 IC]
-Legacies (+2)
-16 Provinces (-2) [-1 per 2 provinces over 12]
-0 Unsupported True Cities (-0) [-1 per Unsupported City. Free Cities and Capital are supported. Governor's Palaces can support 1 city per 3 GPs.]
-2 Governor's Palaces (-2) [-1 per GP]

Miscellaneous​
-2 Secondary Gymnasium: +4 to Games Rolls, +2 Safe Non-Primary Martial
-Annex Limit: 11/17 [2 (Base) + 8 (#Provinces/2) + 7 (#LandedNonFCSubordinates)] <Note: AN said that the limit usually doesn't decrease, so might still be 18 from our high point)
-Current Reformers Legacy Strength: 1/3 Refund
-Temp Econ Resistance: 12 [-1 (Gov Base) + 2 (Gov + 7 Cent) + 1 (Storehouse Annex) + 2 (2 Governor's Palaces) + 1 (Iron Age Census) + 7 (Mylathadysm @ 15 RA)]

-Updated city list (All regular cities popped from excess EE)
-Updated Interconnectivity section for new provinces and IC from integration
-Updated province section both for integration and to have disclaimer that the subordinate province section is not at all guaranteed to be right, since people kept thinking it was word of AN when copied to front page
-Updated high cent tolerance for integration and popped cities
-Updated annex limit for integration and loss of TS
-Updated TED resistance for RA increase
Ignore this, these were placeholders, and i asked them during the private conversation where me and primal were helping AN do the stats for this turn
-Gulvalley had no forests or forest usage?
-centralization
-how the hell does the partial martial work out?
 
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We can as long as we have income to back it up.
However, each influence costs about as much as a Golden Age innovation. Is it worth it?

If you'd rather not bother with rowdy vassals later, yes.

Not a problem at all. Now that we have Vassal Support policies we don't need to do Influence nearly as much, if at all.

Not to mention that if we DON'T have a golden age, we are going to have trouble generating the stats for influence anyways.

That depends on how effective VS are at culturr conversions.
 
IIRC, it does make them somewhat more Ymaryn-like, but it takes a loooooooong time compared to influence subordinate. AN said we'd need about 20+ Vassal Support policies to have the same effect.

On the other hand, 20+ Vassal Supports would mean that every turn, we'd have the equivalent of an influence subordinate on every single one of our vassals, which would be utterly bonkers. That would make even the most non-Ymaryn vassal into Ymaryn fanatics within 4-5 turns.
I don't think we've ever had 20 passive policies though.

We would need at least 8 level 2 cities, and plus every policy would have to be dedicated to vassal support, when we could be using for skullduggery, or diplomacy, or forestry.

We're going to have to bite the bullet and take an Influence eventually, especially because we really only have one vassal who has just gotten wrecked by Nomads.

It should be especially effective in the Thunder Horse right now.
 
I don't think we've ever had 20 passive policies though.

We would need at least 8 level 2 cities, and plus every policy would have to be dedicated to vassal support, when we could be using for skullduggery, or diplomacy, or forestry.

We're going to have to bite the bullet and take an Influence eventually, especially because we really only have one vassal who has just gotten wrecked by Nomads.

It should be especially effective in the Thunder Horse right now.

Yeah, replacing their elites with ours is probably very easy, seeing as most of their elites are probably dead.
 
Let us fix problems instead of waiting for golden age shinny. If it happens, it happens.
Well, if we've dealt with our other urgent problems and a GA still hasn't come around, I'd consider doing your dam plan. Here is a list of things I consider more urgent problems, off the top of my head:
  1. Fixing the plague
  2. Restoring our stability to max
  3. Helping our subordinates recover from the plague
  4. Building a Lvl2 Marketplace and Lvl2 Temple to do the Urban Poor and Priest quests
  5. Building a 4th Arsenal Annex to try and ameliorate our Tech problems. Take a Build Academy action for the same reason.
 
Well, if we've dealt with our other urgent problems and a GA still hasn't come around, I'd consider doing your dam plan. Here is a list of things I consider more urgent problems, off the top of my head:
  1. Fixing the plague
  2. Restoring our stability to max
  3. Helping our subordinates recover from the plague
  4. Building a Lvl2 Marketplace and Lvl2 Temple to do the Urban Poor and Priest quests
  5. Building a 4th Arsenal Annex to try and ameliorate our Tech problems. Take a Build Academy action for the same reason.

> lvl2 Temple
> looks at RA
No. We may consider suppressing them instead to check if it drops RA.
 
Well, if we've dealt with our other urgent problems and a GA still hasn't come around, I'd consider doing your dam plan. Here is a list of things I consider more urgent problems, off the top of my head:
  1. Fixing the plague
  2. Restoring our stability to max
  3. Helping our subordinates recover from the plague
  4. Building a Lvl2 Marketplace and Lvl2 Temple to do the Urban Poor and Priest quests
  5. Building a 4th Arsenal Annex to try and ameliorate our Tech problems. Take a Build Academy action for the same reason.

Depending on how much our Admin Hero fixed, it should be less urgent. I don't really care about the Urban Poor and Priest Quest, or any other quests. Really, we can drag our feet on those projects if needed be.

Dam-kun is going to get at least one committed action per turn. I insist on it. No if and but about it.
 
Light cav 1 -> 1​
Somehow didn't lose our point of light cav despite throwing them into a battle with 5+ light cav equivalent
We used ours mainly as scouts and messengers. They probably never made contact at all
Luckily/oddly, no stab hit from losing thunder speakers :)
Probably rolled into the stability bonus from peacing out?
Cent 7 -> 7​
7 - 2 (Integrating 2 Provinces) + 4 (Integrating 4 IC) = 9 - 2 (???) = 7
Not sure if the ??? is "AN made a math error" or "We lost 2 cent to plague/war chaos/governor's being unruly". Honestly probably better if the latter, since it gives us more room from our cent cap. With the new IC, our tolerance is 12. If we're at 7, then we've got 4 more "room" before hitting the limit and overcentralized penalty, which is enough that even if all 5 of our regular cities activate we're safe. If we're at 9, then we've only got 2 more room, which is much harder to swing, especially if we want to start roading up more (which we do)
I asked AN previously about what happened to our PSN.
He said it was 'locked'.
Might have been committed to an Expand Economy(i.e. subordinates prioritizing survival) to replenish Temp Econ?
Even more terribly than we expected even! Once more the home of the Speakers is scoured clean by nomads in a single phase, and once more one of the older civs is destroyed there.
Oh right, the Thunder Speakers were the oldest lowland civilization still on the lowlands now. Were.
> lvl2 Temple
> looks at RA
No. We may consider suppressing them instead to check if it drops RA.

+RA and +RA Cap together is a net benefit.
 
We can work on megaprojects before the next Golden Age and then work on more megaprojects during the next Golden Age: perhaps dam, then canal. Waiting for the Golden Age just means spending more turns with unnecessarily weak connections to the lowlands and more turns before we are trading with the East on the Indian Ocean.

But first we need to address the Horseman's Plague and all the damage it's done.
 
Not if you want to ding Purity.
But suppressing priests doesn't do anything for Purity. Keep the narrative in mind.
Suppressing a faction is itself a manifestation of Purity.

Building a temple helps with many of our extant issues and we badly need the RA cap.
We then use the event triggers to burn RA, not burning RA blindly. Because RA is also what's supporting our Nature, Justice and Charity values most of all.
 
But suppressing priests doesn't do anything for Purity. Keep the narrative in mind.
Suppressing a faction is itself a manifestation of Purity.

Building a temple helps with many of our extant issues and we badly need the RA cap.
We then use the event triggers to burn RA, not burning RA blindly. Because RA is also what's supporting our Nature, Justice and Charity values most of all.

If we had a lot of RA burning events I would agree. Those are rare though.
 
But suppressing priests doesn't do anything for Purity. Keep the narrative in mind.
Suppressing a faction is itself a manifestation of Purity.

Building a temple helps with many of our extant issues and we badly need the RA cap.
We then use the event triggers to burn RA, not burning RA blindly. Because RA is also what's supporting our Nature, Justice and Charity values most of all.
You know, this is probably a good time to ask our king a lot of questions on how we should deal with religion. I mean, mystic/admin heroes are pretty rare, and he's certain to have a bunch of good insights for some of our questions.
 
FRRRRRRRRRRRRRRRRRRRRRRRRREEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEDOOOOOOOOOOOOOOOOOOOMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM!

Hah ah haaaaaaah.

All hail ManusDomine!

I'd totally be for an influence to the Thunder Horse, our culture and Myst income can mostly pay for it in two turns, depending on how it overflows.
 
> lvl2 Temple
> looks at RA
No. We may consider suppressing them instead to check if it drops RA.
Note that the Priest Quest increases RA tolerance, which we need to deal with both high RA and the fluctuating RA that being tied to a faction causes. Otherwise I wouldn't consider it.

Depending on how much our Admin Hero fixed, it should be less urgent. I don't really care about the Urban Poor and Priest Quest, or any other quests. Really, we can drag our feet on those projects if needed be.

Dam-kun is going to get at least one committed action per turn. I insist on it. No if and but about it.
Well, I insist on not working on any megaprojects until we get a golden age. What now?

Y'know, a water route to supply our subordinates might help with this. If not now, certainly in the future.
Sure. That is why the Dam is my #1 priority megaproject.
 
Why?

Because of the megaproject track? Waiting for that seems rather silly, given the rate of stab drops we seem to be experiencing with regularity now.
We actually have a much easier time sustaining stability at 3+ nowdays, since we can raise Legitimacy to 4. It shouldn't be too hard to get a golden age out of that.

Even if we can't get a golden age, a gilded age is almost as good, and to get THAT all we need to do is get to max wealth and then make sure we earn as much as we spend.
 
@Academia Nut , what does king think of establishing bigger temple now?
Of how it would effect new trends of purity in society?
Of how to deal with the new purity trend in general?

A golden age might let us burn RA.
:evil:

If we have GA, my top priorities are fiscal and subordinate innvations, sadly.
And MP track for Dam+Canal.
Then Terraforming because a) forests; b) fuck nomads.

Besides, RA burners weren't often in GA IIRC?
 
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