Galleys have been around since we finished up the first war with Trelli, my dude.Galleys appear to be new.
Anyone with insights as to what they change for us?
Amber Road – [Main] Sailing Mission – Far North
Forhuch – [Main] Trade Mission – Salt Sea
Is this going to cost us EE or is it going to be completely free on that front?
It costs the religious settlement EE. That's why they did a black soil last turn. They have an independent stat block.Also.
Is this going to cost us EE or is it going to be completely free on that front?
Also.
Is this going to cost us EE or is it going to be completely free on that front?
Yeah, and as far as I can tell they usually pay for stuff, but cash crops costing EE is something we can't really get around narratively, because that represents the physical land they have put them in.
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.
I think he means they would be consuming their EE and not our EE, because they are technically a separate entity.Yeah, and as far as I can tell they usually pay for stuff, but cash crops costing EE is something we can't really get around narratively, because that represents the physical land they have put them in.
Let me go over this step-by step:
We chose these, so no surprises here. Hopefully the Build Mills Double-plus Main gives us something nifty, and the EJ + RO + HT combination pulls through. But we will see.[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
No surprises here. We ate up all of the Econ and Wealth, so it isn't like the provinces have any other choices for war-related things, even if they didn't want to max out war missions.Provinces – [Main] War Mission – Highlanders x3, [Sec] War Mission - Highlanders
Looks like our 4.5 infrastructure policies built the Ironworks outright. Now we get to see what changes the lvl3 Ironworks brings. And the Guilds still have Division of Labor applying to their Spite Quest.Policies – Redshore Ironworks (9/9), Redhills Colossal Walls (4/9)
Redhills and Velleyguard are pinging away at their walls, as expected.FC – Redshore Holy Sea Temple (3/3), Redhills Colossal Walls (5/9), Valleyguard Colossal Walls (3/9)
Heaven's Hawk and the Thunder Horse are rebuilding from the damage it took.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
Sell outs.
Part "needs more religious infrastructure to serve its population" and part "let's steal Sacred Forest's status as center of our religion," I expect.Redshore, however, has decided to go derp-a-derp and start building a Temple instead of doing anything useful - like, say, using its THREE policies on useful things like Skulduggery or Diplomacy or Vassal Support or Agriculture or Industry or even starting its Aqueduct. Anything that isn't just adding more temples and more RA we don't need.
Also, Redshore is officially a lvl3 city, judging by the 3 policy actions.
Actually there is precedent.Forhuch is sending out trade missions, which makes sense geographically but is a bit strange for a march. Eh; not like I'm complaining.
Yeah, I'm thinking we should free Sacred Forest next turn. Keep our religion focused on nature and learning.Part "needs more religious infrastructure to serve its population" and part "let's steal Sacred Forest's status as center of our religion," I expect.
I'm for this, too.
I'd prefer Lower Valleyhome, but even the double main isn't enough to turn that city on, so we get to choose between Stallion Pen and Blackmouth. I'd prefer Blackmouth since it already has a market in it, and ensuring we keep the market income online at all times is useful.What would be the second one then?
We have three right now, and if Sacred Forest becomes the fourth...
The safe assumption is that we will never be able to keep Mass Levy on indefinitely.
If the mechanics don't reflect that, assume we're missing something.
Narrative is also a concern, we've used the Diplomatic policy before because it represents us actually continually sending out diplomats to talk to people on a low level and that's something that is definitely needed to prevent the Ymaryn from turning too far inward. Similarly a Culture drip could help us to shore up our lacking cultural glue.
Looks like our 4.5 infrastructure policies built the Ironworks outright. Now we get to see what changes the lvl3 Ironworks brings. And the Guilds still have Division of Labor applying to their Spite Quest.
No surprises here. We ate up all of the Econ and Wealth, so it isn't like the provinces have any other choices for war-related things, even if they didn't want to max out war missions.
Forhuch is sending out trade missions, which makes sense geographically but is a bit strange for a march. Eh; not like I'm complaining.
So turns out the main reason we didn't get it is we keep rolling like crap. heh.
More or less. Longships are pretty kickass for trade.I think the only late classical tech at this point are animal powered boats. Barges maybe, but longships are perfectly good enough for our purpose, according to @DakkaMania who did the math.
Thunder Horse: "Ever get the feeling we spent most of our lifetime doing something like this?"Heaven's Hawk and the Thunder Horse are rebuilding from the damage it took.
Its a recon mission. Their objective here is probably to check out where the retreating nomads fled and make sure they aren't coming back.Forhuch is sending out trade missions, which makes sense geographically but is a bit strange for a march. Eh; not like I'm complaining.
Trying to reach the ocean?Amber Road is sending out sailing missions, which makes perfect sense for a Trading Post and can be interesting geographically; they are already way north of us, and now they are sending missions even further north.
Terrify Actions are a King's prerogative, same as Forming/Influencing/Integrating subordinates, or choosing Palace Expansions, or declaring war.I had been potentially hoping for a Terrify action depending on if all of our Martial was mobilized by the 3 [Main] War Missions.
It isn't like marches never do this; I'm just to see that this is the FIRST thing they do.Haven't Marches done this in the past? Forhuch is probably trying to acquire Wealth to help rebuild, but mixing the option of silver or steel has always been a way Marches dealt with small scale problems in the past.
We definitely can unless the mechanics have changed or we for some reason don't get PSN.It is still an open question whether we will even have Sacred Forest available next turn; we need to get to 10 EE for that to happen, and it is unclear whether we can do that.
5.5 actually, with txolla's help
Looks like our 4.5 infrastructure policies built the Ironworks outright. Now we get to see what changes the lvl3 Ironworks brings. And the Guilds still have Division of Labor applying to their Spite Quest.
The Walls means that our Defensive Policy is still online, and still wasting energy on doing Massive Walls (which the Infrastructure Policies are much better at) instead of the putting down more Significant Walls.
Redshore, however, has decided to go derp-a-derp and start building a Temple instead of doing anything useful - like, say, using its THREE policies on useful things like Skulduggery or Diplomacy or Vassal Support or Agriculture or Industry or even starting its Aqueduct. Anything that isn't just adding more temples and more RA we don't need.
In their case they got whatever defenses the Forhuch already built/inherited, they got a body of armsmen, they won't have the money to develop cavalry for a while and so a trade mission to make sure that the Nomads stay go, and also get the money to build cavalry is up there?It isn't like marches never do this; I'm just to see that this is the FIRST thing they do.