Remember we're getting our actions cut in half after the government upgrade. Fulfilling Faction quests is going to become extremely hard since we basically have to complete them in half the time with half the actions. We're going to have to hope that Factions aggressively use their half of the province track to pursue their own quests if we want any home of them regularly succeeding.

I'm hoping that future faction quests will give us more turns to succeed.
 
With some luck, the paper will make libraries more powerful as the writing medium just became much cheaper. So the refund might turn into 1 per Library instead of 0.5.
 
I mean, representation given to the people sounds fine to me? Especially if it's equal.

Also, I have just created a plan that justifies building one academy/turn.

Which means we'll quickly run out of cities to put them into, even with multiple cities, and start putting them into rural areas. Meanwhile we can keep on increasing our EE so that urbanization doesn't actually happen much anymore. Thus we will start improving the standards of rural living!

Also one academy/turn will start increasing our education by a ton.

Don't we need to generate more cities to generate more wealth?

Come to think of it, our level 2 salterns will required 6 progress to upgrade. So that can be done with Guild actions and a secondary action to upgrade saltern levl 1 in gulvalley. Something to think about.
 

You voted on the question of the very first update which was like almost a year ago.
To understand whats currently being discussed you will need to read what has happened since then. There are no limitations of who can vote here so you can participate as soon as you have caught up.
Use the reader mode someone linked above for that, because reading the stuff inbetween isnt a good idea both because of its size and its inaneness (Reading the whole great shipping debate could probably cause you longterm damage:p).

If you have questions during the process of reading these 250k words you can just ask them. Most people here would probably enjoy a chance to reminiscence a bit.
 
They use their new-found influence to completely hijack our direct actions and run the state into the ground with shortsightedness.
The contradictory influences force our values to mutate and fuse in never-before-seen ways. We end up deliberately breeding people believed to be incarnations of Moloch and ritually offering them to nomads.

None of our neighbors notice a difference.
 
@Academia Nut
Not sure if ignoring these questions or missed them, reposting:

1) Why did the [React] Festival not count for the priest quest?
2) How many war missions did we have last turn? We got a main equivalent from the kick, but since we weren't at war during the main turn I'm not sure what else we had.
3) Do the HK have cavalry?
4) The Salterns list seems to be outdated, you may want to fix that.

1. Will update eventually
2. Two main missions worth each phase
3. Not particularly
4. Will adjust
 
I wouldn't be surprised if a proto form of barracks exists behind Fortifications + Arsenal synergy (I think our current Arsenal is high enough, but we would probably need lvl 2 fortifications) that allows governor's palaces to act as central forts.

Why hello feudalism, I didn't think I'd be forced to admit you might be needed in some form so we could actually respond to threats in a somewhat timely manner due to our immense size.
pur governors already respond to threats on their own, though? we just never see them because of the abstraction level
 
Thanks for the answers!
2. Two main missions worth each phase
Woah. Is that Mass-Levy specific or does Offensive get that too?

Interestingly, that makes kicking worth a lot less, since it's only a single main mission. It's really only significant on the first phase at all (a 50% boost) before it quickly goes to near-worthlessness.

And I'm kinda surprised we'd have to worry about the HK at all considering how much 5 cavalry killed us back when the Pure were attacking, and we had 2 Cavalry then vs. the HK's apparent 0. I suppose that's the power of fighting to burn and kill rather than trying to actually gain anything, but still...
 
Adding more votes beyond marriage.

[X] [Marriage] From one of the Forhuch tribes to secure their loyalty
[X] [Main] Restore Order
[X] [Secondary] Dam
[X] [Secondary] Dam x2
[X] [Secondary] Annex - Great Hall
[X] [Secondary] Hunt Troublemakers
[X] [Secondary] Switch Policy - Offensive
[X] [Secondary] Enforce Justice
[X] [Guild] Build Mills
[X] [Guild] Build Mills x2
[X] [Guild Secondary] Build Mills
 
The HK are obsessed with walls.
Yeah, but they spent all of a single phase fortifying the lowlands before resuming their rampage. Their lowland holdings should be almost entirely unwalled, they couldn't possibly build more than 2 or 3 walls with a single reaction action unless they have some way to automagically build walls everywhere they conquer without needing to pay for them (walls are expensive)
 
I don't know if this has been asked before, but does a secondary Hunt Troublemakers give any bonus to the Restore Order roll? It doesn't improve Stability by itself, but logically it would make crackdowns more effective.
 
I don't know if this has been asked before, but does a secondary Hunt Troublemakers give any bonus to the Restore Order roll? It doesn't improve Stability by itself, but logically it would make crackdowns more effective.
AN mentioned that Hunt Troublemakers had synergy with Restore Order and Enforce Justice, because we actually know who the troublemakers are, instead of just rounding up everyone who looked to be causing trouble (RO) or waiting for others to tell us what the trouble is (EJ).

But no, AN hasn't mentioned the synergy giving any kind of mechanical bonus.
 
I wonder if the HK still have In Service to Order. Because that would make a strategic terrify incredibly effective against them.

@Academia Nut What does our Genius think of terrify's effectiveness against the HK?
 
And I'm kinda surprised we'd have to worry about the HK at all considering how much 5 cavalry killed us back when the Pure were attacking, and we had 2 Cavalry then vs. the HK's apparent 0. I suppose that's the power of fighting to burn and kill rather than trying to actually gain anything, but still...

Also the plague making coordinating our banners and warriors almost impossible because every messenger could be a typhoid mary. Not to mention hellish attrition from both the plague itself and from it devastating the countryside leading to a logistical clusterfuck that ate our armies for breakfast. The Pure were so murderous because of the Horseman Plague and i suspect that they gave us a bit of an outsized opinion of light cav.
 
Our walls are expensive. They are probably a lot cheaper to create when you have slave labour. Slaves also mean that the Highlanders get econ from war, which makes the whole thing even easier.

There is also the possibility that the towns already had some walls, which only needed to be improved upon being conquered.

What do you mean by expensive?

To build a significant wall requires 2 econ. 4 econ to build massive walls. Most of our problems with building walls is that we have way more settlements than walls.
 
What do you mean by expensive?

To build a significant wall requires 2 econ. 4 econ to build massive walls. Most of our problems with building walls is that we have way more settlements than walls.

Also that we don't have enough actions. But given that we know the lowest level of walls are built automatically for our settlements i don't think it would be unthinkable for one of the HKs traits or legacies to allow them to autobuild significant walls for their settlements.
 
Also that we don't have enough actions. But given that we know the lowest level of walls are built automatically for our settlements i don't think it would be unthinkable for one of the HKs traits or legacies to allow them to autobuild significant walls for their settlements.
IIRC back when we were smaller, AN mentioned that if we wall all of our settlements Build Walls will become an automatic part of the New Settlement action. So it's fairly likely that they do have something.
 
IIRC back when we were smaller, AN mentioned that if we wall all of our settlements Build Walls will become an automatic part of the New Settlement action. So it's fairly likely that they do have something.

Siege warfare is hilariously undeveloped since we don't have constant wars. Hopefully, our military genius will think of something, because we got five military innovations already. (Light crossbow, formal lieutenant, supply caravan, long spear, and ballista)
 
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