IIRC, classical Greece and Rome do not have paper. So, this is going to be interesting.
Hmm, we might have?

I just know that AN recently updated the front page, and that he mentioned we got an innovation from the Docks that he forgot to add.


Did we have major docks before this, btw?
Because that's the only other thing I could think of.

No changes to the technology list as far as I can tell. Need a diff.
 
Locking in as:

[X][Marriage] From one of the Forhuch tribes to secure their loyalty
[X][Main] Restore Order
[X][Secondary] Enforce Justice
[X][Secondary] Dam
[X][Secondary] Dam x2
[X][Secondary] Switch Policy – Offensive
[X][Secondary] Hunt Troublemakers
[X][Secondary] Palace Annex - Grand Hall
[X][Guild] Build Mills
[X][Guild] Build Mills x2
[X][Guild Secondary] Build Mills
Provinces – [Main] War Mission – Highlanders x3, [Sec] War Mission - Highlanders
Policies – Redshore Ironworks (9/9), Redhills Colossal Walls (4/9)
FC – Redshore Holy Sea Temple (3/3), Redhills Colossal Walls (5/9), Valleyguard Colossal Walls (3/9)
Western Wall – [Main] Plant Cash Crops - Textiles, [Sec] Build Roads
Greenshore – [Main] Plant Cash Crops – Luxuries (Spices), [Main] Expand Forest
Tinriver – [Main] New Settlement, [Sec] Build Wall
Amber Road – [Main] Sailing Mission – Far North
Heaven's Hawk – [Sec] Repair Damage, [Sec] Expand Econ
Txolla – [Main] War Mission – Highlanders x2
Thunder Horse – [Main] Expand Econ, [Sec] Build Roads, [Sec] Repair Damage
Forhuch – [Main] Trade Mission – Salt Sea, [Sec] Expand Econ
Religious Settlement – Plant Cash Crops - Textiles
 
Comparing to the recent diff check, I can positively say there are no new boat techs. I'm reasonably certain there are no new techs period.
 
Locking in as:

[X][Marriage] From one of the Forhuch tribes to secure their loyalty
[X][Main] Restore Order
[X][Secondary] Enforce Justice
[X][Secondary] Dam
[X][Secondary] Dam x2
[X][Secondary] Switch Policy – Offensive
[X][Secondary] Hunt Troublemakers
[X][Secondary] Palace Annex - Grand Hall
[X][Guild] Build Mills
[X][Guild] Build Mills x2
[X][Guild Secondary] Build Mills
Provinces – [Main] War Mission – Highlanders x3, [Sec] War Mission - Highlanders
Policies – Redshore Ironworks (9/9), Redhills Colossal Walls (4/9)
FC – Redshore Holy Sea Temple (3/3), Redhills Colossal Walls (5/9), Valleyguard Colossal Walls (3/9)
Western Wall – [Main] Plant Cash Crops - Textiles, [Sec] Build Roads
Greenshore – [Main] Plant Cash Crops – Luxuries (Spices), [Main] Expand Forest
Tinriver – [Main] New Settlement, [Sec] Build Wall
Amber Road – [Main] Sailing Mission – Far North
Heaven's Hawk – [Sec] Repair Damage, [Sec] Expand Econ
Txolla – [Main] War Mission – Highlanders x2
Thunder Horse – [Main] Expand Econ, [Sec] Build Roads, [Sec] Repair Damage
Forhuch – [Main] Trade Mission – Salt Sea, [Sec] Expand Econ
Religious Settlement – Plant Cash Crops - Textiles
What about Memory of Spirits?
 
FC – Redshore Holy Sea Temple
Wait, is Redshore a full level 3 city now?
If so we should have another policy back in addition to the defense policy- probably Skullduggery or Vassal Support.

On a side note, it's kinda funny how we're building a ton of Mills which are supposed to be LTE positive, then we need to throw away all that LTE anyway since we want less LTE. I hope the innovation rolls go well.
 
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So the HK are getting hit by 5 Main war missions and a secondary war mission from our provinces and vassals.

This should be fun to watch
 
It's a great way to recharge Martial when you are low, but using it casually risks destruction. And it's nearly mathematically impossible to run it for more than 2 main turns.

Agriculture policies, three or four of those and we could keep Mass Levy on indefinitely as long as we're stingy with our Econ. It wouldn't have allowed us to keep Mass Levy up this time since we won so hard that it used up all of our Econ in a single turn, but if we had been less successful then we would've had the chance to recover it over time. Ironically, although perhaps by design, Mass Levy is one of those things vulnerable to being too much of a good thing.

(I don't think we need a whole lot of stat drips, partly because we'd soon hit caps and overflow into Martial, and partly because the factions are likely to use their half of the passives to get stats relevant to themselves. However, there are several policies that are great for eg maintaining cities; we can stack on the infrastructure policies more than ever.)

Stat drips can be extremely useful. A few Agriculture policies would go a long way to making Mass Levy sustainable for more than a few phases. AN's also implied that we need to be mindful of the fact that we don't have all the information in this game. We could easily see Infrastructure and it's a local optima; there are better options gated behind alternate choices but in order to get there, we need to do something 'sub-optimal' for a little while.

Now that our government is getting upgraded, we're probably going to see some of those things. The Guilds are likely to use Industry policies, Traders want Trade, Yeoman want Expansion or Agriculture, etc. It will be interesting to see how that effects things.
 
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