Because of nomads. Those two cities are along the main path from the lowlands to Valleyhome, so after the last nomad fight they are feeling a bit like they have bullseyes on them.
Hey, I'm sure as hell not complaining. Having fuck you level walls is something I wanted since the nomads fucked up our vassals, so if the FC want to spam Colossal walls, I'm not going to mind.
 
Interesting, so our Free Cities really want those Colossal walls.

Now the question is whether they want them due to the nomads or for increased city attraction? Or for some other reason?

Redhills was attacked by Hermphobe-khan, Valleyguard borders steppe (although I am surprised it's not Stallionpen or Blackmouth). So I am pretty sure it's provinces deciding that fucking nomads should be protected against.
Smart of them, really.

Because of nomads. Those two cities are along the main path from the lowlands to Valleyhome, so after the last nomad fight they are feeling a bit like they have bullseyes on them.
Ah, this too.
That's great news.
 
Have to admit, I'm almost tempted to push for an invested action just to build colossal walls at this point. Make it not worth the effort for hard mode nomads to raid us and all that.
 
Have to admit, I'm almost tempted to push for an invested action just to build colossal walls at this point. Make it not worth the effort for hard mode nomads to raid us and all that.

Expensive, Infras are free.
If you want more colossal walls, well...there is a sideways approach. Invest Main Expand Forests for silly 2 new slots/turn and turn on ~4 Infra policies. That'd be 9 progress/turn aka 1 set of Colossal Walls/turn.
Why Main Expand? Because those 9 progress can do 3 Ironworks/turn for scary 6 forest slots consumed if they want to.
 
Expensive, Infras are free.
If you want more colossal walls, well...there is a sideways approach. Invest Main Expand Forests for silly 2 new slots/turn and turn on ~4 Infra policies. That'd be 9 progress/turn aka 1 set of Colossal Walls/turn.
Why Main Expand? Because those 9 progress can do 3 Ironworks/turn for scary 6 forest slots consumed if they want to.

I'm down. A Double Main Forests every turn would probably unlock the Terraforming actions fairly quickly, not to mention the ridiculous innovation rolls.
 
How many origin stories is the Dam going to have? :p
Future historians will be so confused.

'Wait, I thought it was their priest-king who built the first dam?'
'But this record says it came about as a result of an ancient inventor?'
'This one says that the priests came together to demand it?'
'This one says that it was made from the ruins of one of their vassals?'
 
Expensive, Infras are free.
If you want more colossal walls, well...there is a sideways approach. Invest Main Expand Forests for silly 2 new slots/turn and turn on ~4 Infra policies. That'd be 9 progress/turn aka 1 set of Colossal Walls/turn.
Why Main Expand? Because those 9 progress can do 3 Ironworks/turn for scary 6 forest slots consumed if they want to.
Dear Yshyn our forests must be pretty massive by this point.
 
@Academia Nut how big are our forest by now anyways? I mean, we've spent who knows how many centuries planting forests at this point, so how much of our territory is covered at this point?
 
On the subject of Infrastructure, I've been thinking we should do some tests. I'd like to see if we can use a secondary to start projects we want, but have policies finish them very quickly.

So, let's say we want a Governor's Palace in Valleyguard for some reason. We vote for [][Sec] Governor's Palace - Valleyguard, giving us 3 progress at a cost of 3 econ and wealth. If all goes as planned, our policies take it to 8/9, and our FC policy take it to 9/9.

I like Infrastructure passives, but I am thinking we should be willing to pay a bit to direct them better. I'd personally really like to see what special abilities are hidden behind tier 2 versions (and someday tier 3), and this could potentially speed that up.
 
I'm down. A Double Main Forests every turn would probably unlock the Terraforming actions fairly quickly, not to mention the ridiculous innovation rolls.

I...am not sure I am down. Commiting Main limits our options severely, and crises will happen.
Granted, having passive drip of 2 forests+2 LTE/turn will also open up our options in some regards, and hypothetical Infra x4 covereth a multitude of sins, if it actually builds walls and libraries and the like.

Will have to see how exactly AN finalizes his new system and how flexible we are otherwise beforehand.
 
I'm curious as to roughly what year we're in relative to IRL history, just so we have a vague OOC idea of what might be going on in the rest of the world.

And how we might have mucked it up, of course, starting by our replacing the Hittites.
 
I...am not sure I am down. Commiting Main limits our options severely, and crises will happen.
Granted, having passive drip of 2 forests+2 LTE/turn will also open up our options in some regards, and hypothetical Infra x4 covereth a multitude of sins, if it actually builds walls and libraries and the like.

Will have to see how exactly AN finalizes his new system and how flexible we are otherwise beforehand.

If he's also implementing the whole "investing faction actions" system, we'd probably also be pretty safe in letting the Urban Poor control their own actions, since they mostly just want to upgrade our cities.
 
I'm curious as to roughly what year we're in relative to IRL history, just so we have a vague OOC idea of what might be going on in the rest of the world.

And how we might have mucked it up, of course, starting by our replacing the Hittites.
Well, I think the rough estimate formula is 4000 - (# of Threadmarks x 15 Years)

So we should be something like 1600 BC at this point.
 
I'm curious as to roughly what year we're in relative to IRL history, just so we have a vague OOC idea of what might be going on in the rest of the world.

And how we might have mucked it up, of course, starting by our replacing the Hittites.
About 1500 BCE? I think, it's hard to tell and we messed up the timeline. A lot.
 
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