I don't know if we're going to have an action to burn on More Warships, and 6 Wealth is a lot when we're in the middle of Mass Levy + Great Dam. I really want Naval, but I don't know that we can afford it right now, especially since every conflict we're part of is entirely land-based.

As for the failed quest: as I understand it, if we choose support faction with Re-roll, the traders just get a new quest. They don't fail the last one, so there's no wasted negate, the traders simply decide they want something other than Naval right now.

Considering we can use one of our Guild Project slots, yes we do.

Just because we are currently focused on the Txolla region does not mean we should forget the West. Especially since Storm Ymaryn is still eyeing our colonies.
 
Just a reminder that both the Forhuch and the Northern Nomads have heroic martial leaders. We really don't want to leave either one of them to face off against a normal commander*.

*As opposed to [(Excellent, Genius), (Excellent, Hero), (Hero, Hero)].

Minor point- the middle one is (Excellent, Double Hero)
 
Why would we go with [][Traders] Support Faction for a new faction quest (Patricians will not switch support immediately) instead of [] [Traders] Support Faction for an extra turn (Patricians will switch support to Yeomen immediately)? I'm getting sleepy, can someone post the pros and cons for both Trader choices. I would prefer @veekie to give a solid analysis, but anyone else with a solid argument will do.

I'm pretty sure faction strength feeds directly into quests. The patricians were supporting traders in the first place so their next quest would be really bad and now we'd be hijacking it to be really good.
 
We know {S} War Missions activate 2 Martial and {M} War Missions likely active four.
By the way, how do we know that? I seem to remember that it had to do something about how the most martial we've lost per mission sent.

Was the calculation from before the government reform, where our mains became secondaries, and our double mains become mains? Was it before or after Ploughshares, which outright negates some martial damage? Or is there a word of AN that I'm missing?
 
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We know {S} War Missions activate 2 Martial and {M} War Missions likely active four. At that rate, considering we have 4 Main actions for the King and 3.5 for the Provinces, we could deploy about 30 Martial per turn. If we subtract the Secondary Martial we're getting from the Banner companies (who automatically deploy), we have 66 Martial.
We actually don't know this if I remember correctly since it has never been confirmed by AN, though it is an acceptable assumption based on the amounts of martial lost.

Just a reminder that both the Forhuch and the Northern Nomads have heroic martial leaders. We really don't want to leave either one of them to face off against a normal commander*.

*As opposed to [(Excellent, Genius), (Excellent, Hero), (Hero, Hero)].
Exceptional is still pretty decent against a hero. I'd be rather terribly surprised if the MoS Govna got eviscerated or something. Like, I expect him to kinda lose if he is just exceptional, but lose in the way of how the Harmurri are losing with being slowly pushed back.
 
[X] [Hero] The governor is competent enough, but War Chief is the ideal general (Heroic Martial and Diplo leader)
[X] [Target] Focus everything on the Forhuch, hold the line against the nomads
[X] [Traders] No
[X] [React] Sec Proclaim Glory
[X] [Kick] No further kick

We need the governor to continue to be competent so we can take a stalemate against the nomads, then put everything to kicking in the teeth of the Forhuch for their stupid ambitions and rage-inducing tactics.
And keep things not on fire at home.
 
By the way, how do we know that? I seem to remember that it had to do something about how the most martial we've lost per mission sent.

Was the calculation from before the government reform, where our mains became secondaries, and our double mains become mains? Was it before or after Ploughshares, which outright negates some martial damage? Or is there a word of AN that I'm missing?
It's about from when we had the first Tax Crisis, if I recall correctly.
 
Exceptional is still pretty decent against a hero. I'd be rather terribly surprised if the MoS Govna got eviscerated or something. Like, I expect him to kinda lose if he is just exceptional, but lose in the way of how the Harmurri are losing with being slowly pushed back.
Right, my comment was directed at the idea that we should send our Excellent+ generals at the Forhuch and the Highland Kingdom, while leaving our Northern marches with an average leader and no reinforcements.

It would be tenable if the Northern Nomads didn't have a martial hero of their own, but as it is...

edit:
It's about from when we had the first Tax Crisis, if I recall correctly.
So that means that, all else being equal, each secondary should be 4 martial and each main should be 8 martial?

double edit:
Assuming that is the case...
3 Main Player Actions: 24 martial
3.5 Main Province Actions: 28 martial
1 Main Kick: 8 Martial
-Total: 60 Martial

85-60-19 [mercenaries] = 6 unused temp martial.

triple edit:
We do know that mercenaries are able to deploy 8 martial with a single secondary action.
 
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Oh I agree :p. That's why I don't want to do it next turn, but the turn after at which point I think is where this support will put it. Trying to do it in the middle of Epic War 2: The Remix Tape is folly.
Hoping that we'll have crushed everyone around us within a single turn and having dealt with the fallout from overmartial Mass Levy and still have the wealth and actions for a Main Warships seems overly optimistic. If the reward were something amazing, or supporting the Yeomen for temp martial was actually useful, then committing to this even while we are unsure if we'll have time to do it makes sense, but +1 Navy is simply a nice bonus, not mind blowing.

It's important to divorce More Warships from the quest bonus when discussing this. Even assuming we Goomba Stomp everyone around us immediately and still decide to More Warships, all ending this quest will have cost us is 1 Navy, and we'd have gained other benefits in its place. I just don't see the point in constraining our potential actions further for that.
 
So that means that, all else being equal, each secondary should be 4 martial and each main should be 8 martial?
*thinks*

Yeah, that should be about right. But there are a lot of other factors which have shifted how much each martial point is worth in tandem with our action power increasing so I wouldn't be sure.
 
Some concern from this, our skilled miners are being out competed by cheap foreign ore; which may reduce incentives of ore survey within our realm, resulting in over-reliance on imports. Another trigger point for currency crisis-like problem? Priests are also getting annoyed at our "double-standard"?
It'd be triggering the idea of protectionism next yes.
Which wouldn't be easy to deal with since there's no 'clean' solution since the outcomes are:
-Let it be - Hypocrisy, Priests unhappy about foreign slavery powering our economy. Degrades Purity and slavery ban. Empowers Cosmopolitanism.

-Import restrictions - Traders unhappy, trade balance forces neighbors to develop their native ironworking industry, which also means they won't be dependent upon us. Empowers Purity and hurts Cosmopolitanism.

-Domestic subsidies - We make things even more expensive for us to do anything.

-War on slavery - We push our morals out by war. I think we all know how that went last time.

New march :) Gives us a good layer of protection, with Heaven's Hawk able to support it, while it can support both HH and Txolla...you know, assuming it survives long enough D=
Well...we'd remember them forever.
Like the Spirit Talkers heh.
Greenshore decides similarly, specifically going with cinnamon trees, and as such throwing in forest expansion as well
Traders look at the tree that basically grows money and then brofist the priests for a change?
Amber road builds riverine docks to boost its ship production
Less production and more utilization efficacy I think.
You need docks more for servicing ships than building them that far out.

Cinnamin! Specifically "a somewhat more temperate tolerant kind of Cinnamomum species that is more widely distributed. Compared to cinnamon proper it's not as good, but you can grow it in your environment."
Theres also a bunch of things they can do with cooking out the essential oils and stuff.
Cinnamon trees are interesting to process, since you basically shave off the inner bark(which contains the spice, which is a natural fungicide), and then let it regrow. After a few harvests you can then cut down the tree because it won't be that fragrant(or for the matter, heal from the harvest) anymore and plant a new one.

Which is fine because the wood made excellent premium containers for tea...though as per Ymaryn standards we apparently associate strong fragrances with trying to cover up rot.
!!!! PAPERRRRR


... ... ... TRADERRRRRRSSSS!!! D=<
Seriously, paper? Paper is what you want to suppress???


At least we can pay to unsuppress it...
Go with the newfangled paper or stick with the old reliable vellum makers? They're feeling a little spiteful so they'd go with the traditional option by default.


It is distinctly possible that a government reform could influence the overmartial issue.

The northern nomads are Martial 5, LC 5.
Nifty, though I'd prefer higher Stability for a government reform to trigger.
*waggles hand*

Ex-nomads for the most part. Although there probably is an Iron Age Bismarck who is very annoyed right now.
Which I recall their general attitude was "meh, those previous guys were pussies, we can take them"
Well considering that he is the eldest surviving son, and the youngest son, of the Forhuch Khan we first met I have a feeling there was quite a bit of a mess in the family house.

Those elder sons had to die somehow, after all.
Sounds like a pretty sticky mess typical of Nomad succession crisis. Remember how Genghis's horde went when it went to his sons?
Nobody's got Medium Cav yet, right? Or at least not in any meaningful quantity? The fact that AN keeps specifying Light cav is probably just for accuracy's sake, but still, worrisome.
We have barding, but nobody else does, so theres that.
Can we please get two heroes rather than a genius? Every genius we've had so far has been mentally unstable. Two heroes would be much better. Also, I'm worried that if we don't do anything about the Highlanders, they'll finish crushing the Harmurri before we finish fighting the Forhuch.
We need the Genius if we want to intervene in the Harmurri fight without killing ourselves trying to beat 15+ Cavalry with 4 Cavalry.
 
*thinks*

Yeah, that should be about right. But there are a lot of other factors which have shifted how much each martial point is worth in tandem with our action power increasing so I wouldn't be sure.
As far as I can tell, the way modified stats work is that depending on the tech and circumstances they will get bonuses or minuses to whatever action they're trying to accomplish. They may also provide passive bonuses behind the scenes that we are unaware of. I'm pretty sure this is the case with Econ and our population, for example.

I don't think they increase in difficulty in wrangling as they get stronger, rather the various forms of government/organization improve alongside that, or we start suffer penalties to rolls. I'm fairly certain the raw stat count for actions, however, does not change. Outside of action consolidation that is.

If this is true, it means a strong econ and admin are two of the most important stats in terms of 'strength' as they'll start propagating to all other stats, represented by a more well fed (in both terms of food available and diet) and organized people.

However, that is merely my theory of how the mechanics work and it should be remembered that we don't have a definitive behind the screen view.
 
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Why would we go with [][Traders] Support Faction for a new faction quest (Patricians will not switch support immediately) instead of [] [Traders] Support Faction for an extra turn (Patricians will switch support to Yeomen immediately)? I'm getting sleepy, can someone post the pros and cons for both Trader choices. I would prefer @veekie to give a solid analysis, but anyone else with a solid argument will do.

Okay heres what happens with each:
-No

Trader quest will fail next turn unless we destroy all three sides and take huge reparations by the start of the main turn.
Next Trader quest will be a Power 8 spite quest because we failed their quest.

-Extra Turn

Trader Quest will probably fail the turn after unless we Support Traders again or win hugely in the war. We instead get 6 more Martial, which we can't actually use because we don't have enough War Missions to send.
Next Trader quest will be a Power 4 spite quest if we fail.

-New Quest

Trader Quest will generate a Power 9 confirmed non-spite quest because they aren't spiteful anymore. We also get +9 to military innovations while we have a Genius or Hero Martial.


Just a reminder that both the Forhuch and the Northern Nomads have heroic martial leaders. We really don't want to leave either one of them to face off against a normal commander*.

*As opposed to [(Excellent, Genius), (Excellent, Hero), (Hero, Hero)].
Uh that's the whole point:
-Excellent + Genius - We send the Genius to demolish one of their Heroes. We've been here before. The Genius will wreck face in a single phase, turn to the other front, wreck THAT Hero's face. The Excellent general only needs to hold out for one phase.

-Excellent + Hero - Worst option. The Forhuch Hero stalemates our Hero, the Excellent guy loses slowly.

-Hero + Hero - Both fronts stalemate. We can't expect to help the Harmurri in time.
 
[X] [Hero] The War Chief is an Avatar of War (Genius Martial, at least semi-stable Diplo and Admin)
[X] [Target] Focus everything on the Forhuch, hold the line against the nomads
[X] [Traders] Support Faction for a new faction quest (Patricians will not switch support immediately)
[X] [React] Sec Proclaim Glory
[X] [Kick] No further kick
 
[X] [Hero] The War Chief is an Avatar of War (Genius Martial, at least semi-stable Diplo and Admin)

[X] [Target] Focus everything on the Forhuch, hold the line against the nomads

[X] [React] Sec Proclaim Glory

[X] [Traders] Support Faction for an extra turn (Patricians will switch support to Yeomen immediately)

[X] [Kick] No further kick
 
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Uh that's the whole point:
-Excellent + Genius - We send the Genius to demolish one of their Heroes. We've been here before. The Genius will wreck face in a single phase, turn to the other front, wreck THAT Hero's face. The Excellent general only needs to hold out for one phase.

-Excellent + Hero - Worst option. The Forhuch Hero stalemates our Hero, the Excellent guy loses slowly.

-Hero + Hero - Both fronts stalemate. We can't expect to help the Harmurri in time.
I am thoroughly confused here. I agree with you entirely, but I'm not sure what you thought I was trying to say.

edit:
Point of order: the trader quest without support would end next midturn (assuming that we are currently in this turn's midturn). Going for another support would mean that the quest would end in two turns time rather than one.
 
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We know {S} War Missions activate 2 Martial and {M} War Missions likely active four. At that rate, considering we have 4 Main actions for the King and 3.5 for the Provinces, we could deploy about 30 Martial per turn. If we subtract the Secondary Martial we're getting from the Banner companies (who automatically deploy), we have 66 Martial.

We literally have so much that we can't even deploy half of it over the course of a turn where we do nothing but throw out War Missions. Being nervous about spending Econ or Wealth (especially Wealth) is pointless. We'd have to spend a ton in order to actually cut into our war making capacity. Considering that we're currently getting our Wealth topped up by trading Tech, being concerned about using it up is pointless; anything that we use will be regenerated very quickly. We have so much 'spare' Martial that we're not actually doing anything with it.

If anything, we want to consider ways we can desperately spend stats. Currently, for Mid-Turn, we're looking to take about 37-38 Stats in income; we only have a buffer of 15 before we start overflowing into Martial. We'll likely spend some stats between now and then, but we will be overflowing into Martial. That's not a bad thing considering we're in the middle of a war, but it could very easily cause problems as our everything overflows. Combined with Kings Do Not Kneel and the veterancy Martial we're likely to get, we could hit our primary Martial cap. We may be forced to eat a Gilded Age next turn just to spend some of our stats and cool down the economy; we're near the point of overheating and cooking off.

Stats are not the problem, squishing the Forhuch chieftain like the bug he is, that's our problem and that's a question of actions and luck which our stats can't do anything about.
The Martial is a non-issue; it's the Wealth and Econ that are going to sting, especially because we're already burning Tech pretty hard and we have plenty of other ways we want to spend Wealth, and the best way we have to recover Wealth right now is to burn Tech. We have plenty of ways we're going to be burning Wealth already: Support Sacred Orders springs to mind.

Cannabilizing our Tech for Wealth is not sustainable, so I'd prefer to keep expenses to a minimum wherever possible.

Uh that's the whole point:
-Excellent + Genius - We send the Genius to demolish one of their Heroes. We've been here before. The Genius will wreck face in a single phase, turn to the other front, wreck THAT Hero's face. The Excellent general only needs to hold out for one phase.

-Excellent + Hero - Worst option. The Forhuch Hero stalemates our Hero, the Excellent guy loses slowly.

-Hero + Hero - Both fronts stalemate. We can't expect to help the Harmurri in time.
This is making a hell of a lot of assumptions.

Not least of which is the assumption that the Genius will "wreck face in a single phase", which is optimistic, to put it lightly. This also assumes that we're going to split our focus with the two heroes, when that's clearly not the winning vote. And finally, this assumes that two Heroes and 2+ armies stalemate against one Hero with a smaller army, which sounds pretty ridiculous on the face of it.

Sorry if I'm being abrasive, but this really does not hold up to scrutiny very well.

Where are people getting that it would be impossible to do a Main More Warships?:???:
Doing Support Sacred Orders + Main More Warships is almost impossible on the same turn. Even as a Sec action, SSO costs 12 Wealth, and More Warships costs 10 as a Main. Assuming we're at Max Wealth, we'd have 2 Wealth to spare for anything else we wanted to do.
 
Where are people getting that it would be impossible to do a Main More Warships?:???:
In the immediate coming turn? Almost certainly impossible due to there being way more important stuff to do with our wealth.

In the turn after that? Probably not possible. Even assuming we're not still at war (which seems too optimistic to me), we'll have to deal with the fallout of overmartial, government reform fallout, rebuilding our econ and dealing with the fallout of winning a three front war. These are not small obstacles when stacked together.

Just seems like an unnecessary complication to juggle for 1 Naval.
 
a) One hero is the governor of a March fighting the nomads, the other is a War chief fighting the Forhuch.
b) They thus are split. It will be one hero & a tiny army versus the nomad army & hero, another hero and a large army versus the Forhuch army & hero. I.e., 2 armies and 2 heroes v 2 armies and 2 heroes.
c) That smaller army is a lot of horses, which means it has more tactical opportunities. A genius general would be better able to counter that and utilize the shitton of soldiers we have well.
 
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Negaverse - For Once They're Okay with This
Thunder Horse Negaverse: Once Again...

The first signs of unrest came when the Royal Trade Mission to the Forhuch returned back early. Rumors spread quickly of the displeasure of the foreign king, and the Governor's investigation into the matter brought forth even more unnerving clues. The offer to attend the Games had seemed to somehow insult the new king, with many of the traders whispering of the Forhuch king's weakening grasp on his own nation.

The shadow of greatness cast by his father and the People was indeed vast, and while far from incompetent, the king was still only an echo of his father's brilliance.

Worried at the failed mission, the Governor gave orders to quietly begin laying in stocks of food and arms, as well increasing the patrols of the border regions, under the guise of hunting bandits.

The raids started off small, groups of horsemen raiding isolated settlements at first, but even as patrols were increased to counter the raids, the raids increased in intensity. It became evident that a possible war was looming. Word was sent to the King, requesting assistance and guidance in dealing with the issues, but before the messenger could return from Valleyhome, another rider came from the east, from the Forhuch king.

The message was a straightforward declaration of war, to be commenced in half a turn of the moon. While this would be enough time to allow word to reach the capital, even if King sent his forces out immediately, support would be a long time coming. Word was sent back west, while the Governor worked to raise his forces as quickly as he was able.

When the Forhuch descended from the mountain passes, it was only this time of preparation as well as the Governor's own foresight that allowed resistance against the horde. The Forhuch attack in many ways resembled the Pure's murderous strike so many years ago, but for all that the Forhuch seemed to move as quick as lightning and to strike nearly as hard, their attacks were also slower.

Rather than destroy the settlements, the Forhuch spent much of their effort capturing and looting their way through the borderlands, as well as taking the chance to blood their warriors. This, combined with the prepared defenses and ready warriors of the Thunder Horse lands, had slowed their assault to a comparative crawl. Still faster than could be borne for long, but only a fraction of the speed of the Pure.

Still, the attacks had been slowed enough that the King's army arrived well before the damage had reached catastrophic levels. The War Chief who led the army was overjoyed to see that so many Thunder Horse warriors still lived, and quickly took command of the entire force.

The King had indeed sent his best. All three Banners, along with a large segment of the Sacred Orders. Most important of those orders, of course, were the Spiritbound. While they numbered far less than their Forhuch counterparts, their presence would still allow for a far more flexible strategy against the invaders.

Even better came news of the royal decree calling forth the levies. Numbers that many could not even begin to imagine were bandied about by the War Chief. The idea of an army as numerous than the grains of sand upon a beach was greatly uplifting to many, a badly needed bolster to the flagging morale of the Thunder Horse people. Though that news was somewhat balanced out by word of more nomad attacks on the Memory of Spirits and Heaven's Hawks.

With the arrival of the King's army, the fighting began in earnest. The results were... mixed. The Blood Rain Banner would quickly suffer a devastating defeat, their leadership tricked by the Forhuch's use of captives. The War Chief, on the other hand, proved himself to be a true genius at war, as he used his forces to quickly crush a similar attack, as well as managing to continually thwart attacks on many other settlements. It was not long before the Forhuch would choose to retreat merely upon seeing his banner present, rather than risk a confrontation.

Of course, even for all his genius, the War Chief was unlikely to be able to decisively defeat the Forhuch with what he had now. Without a way to pin them, he could only strike when an opportunity presented itself.

Your Governor has proven himself surprisingly adept at handling what should have been an utter disaster. Choose a bonus for him:

[] [Hero] Heroic Admin, Good Martial, Mediocre Diplomacy
[] [Hero] Excellent Admin, Excellent Martial, Excellent Diplomacy
[] [Hero] Good Admin, Heroic Martial, Fair Diplomacy

Choose Reaction:

[] [Reaction] Expand Econ (Sec Expand Econ x2)
[] [Reaction] Raise Army (Main Raise Army)
[] [Reaction] Build Roads (Main Build Roads)
[] [Reaction] Another War Mission (Main War Mission)

Redfur said:
Anders said:
We just finished rebuilding. Do we really have to spend a turn repairing again?

...dammit, I hate nomads.
Veekster said:
Huh, so the Ymaryn are calling up the levies? Hey, AF, how many men are the levies going to actually be calling up? 'A lot' really doesn't tell us much.
Pikachu1996 said:
Eh, not like they will be all that useful for anything other than garrisoning our settlements. We're probably just going to have them hold the settlement while the War Chief pushes the Forhuch back into the mountains, where we get the advantage again.
Academia Fruitcake said:
Depends on how much they want to push. It will be at least in the hundreds of thousands, and in theory it's possible for them to hit a million for a time.

As to what their levies look like, well, here's a glimpse of what their archers would do.


Augmentix said:
...Well. At least the Forhuch and nomads will get to fight in the shade. :V
Baki said:
Incandesce said:
So the Ymaryn now have a Genius War Chief, several elite Banners, 4+ LC, and now hundreds of thousands of archers?

GG Forhuch. GG
HeWhoSubtracts said:
I just want to ask when they are going to finally man up and build the great wall. I really am getting sick and tired of having to rebuild, and I'm pretty sure they are getting tired of having to send support for us as well.

I mean, c'mon. They are pretty much Caucus!China. They need the Great Wall to really complete it.
NihiloExMechina said:
Hey, look on the bright side guys, if we're lucky the War Chief might take over the old MH passes and give them to us. We fortify those babies, and we don't have to worry about nomad hordes as much!
 
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[X] [Hero] The War Chief is an Avatar of War (Genius Martial, at least semi-stable Diplo and Admin)
[X] [Target] Focus everything on the Forhuch, hold the line against the nomads
[X] [Traders] Support Faction for a new faction quest (Patricians will not switch support immediately)
[X] [React] Sec Proclaim Glory
[X] [Kick] No further kick
 
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