I don't see the urgency of countering the DP right this second, actually. The new HK is a massive centralization boosted despotism led by a hero unit. Literally all of the power is in the hands of the king, and quite a bit of power it is, even if it's still been much reduced from the former WC, which means that compared to the WC's previous limp-fisted attempts at fighting off the DP, their new state will be significantly more capable.
 
We could, yes. Keep in mind that you're passing up on a free main action to do that, though, so whatever you're doing had better be damned urgent to make up for the inefficiency.

And you'd better have a source for Mysticism while you're at it, because Sacred Warriors and the megaproject both burn that. I do not want to find out what happens when that hits zero or lower.

Us still not having metal tools despite them being major force multiplier for engineering - which is what we do - and having heard about them a long time ago and having met them just this turn is damned urgent.
Us sitting at paltry Military 4 with only 2 walled settlements with Dead Priests semi-victorious and nomads who are going to attack us several turns later is damned urgent too.
Granted, maybe we should go for more war carts instead of Sacred Warriors to not burn mysticism, but need for military expansion + establishing seafaring contact with the Metal Miners are two very urgent projects from my point of view.

But do we really? Because when you look at what our people has actually done, there's been quite a bit of external work.

Or need I remind you of the time when we released a giant swarm of nomads on an unsuspecting populace? Or just this last turn when we helped ruin another civilisation? How about when we reached out and tried teaching the WC how to farm properly?

Sure, our external actions are almost all Diplomacy or 'Diplomacy' and 90% of them were opportunities granted by events, but that doesn't mean they weren't external.

Nah, I remember about the events, but those are not enough. At least because most of them concern only our direct neighbours, who are either already dead or assholes. And because events are, well, out of our control to a degree.
 
The catch being that they'll be a lot harder for us to push out of the lowlands as well.
I'm honestly fine with that. The HK is necessary, because neither the WC nor the ST could combat the moderate-to-highly centralized massed infantry tactics of the DP, because the ST lacked the bodies, and the WC lacked the centralized effort to band together more than a few raiding parties at once. The HK may actually possess the centralization to stalemate the DP (though I doubt they'd win without some skewed dice), a possibility previously impossible for either of the other polities without our direct hand in matters.
 
Us pushing anyone out of the lowlands is only a very distant concern, our structure and political system is such that we only expand slowly and it takes us actions to do plus as we grow larger our centralization will probably go down which is a massive problem for us. So honestly I'd just focus on slow and steady expansion into areas that are already close to us.
 
Yeah, well two things. First off some analysis that points to good news, along with some analysis that undermines that good news.

Traditionally, every megaproject has cost us 3-5 actions. The sacred forest cost us 4, and the canal cost us 5 (if we assume our admin genius gave us an extra bonus on it's first action), though we saw with the sacred forest it could have finished within 3.

Good news! If this is true then that means that, after this turn, we'll have effectively put 6 actions into, pretty much ensuring a spill over into creating another holy site. I don't think we'll get more than one from this, but if we're super lucky maybe 2?

Bad news! This megaproject is super advanced and may very well take quite a bit longer than others. It certainly has shown itself to be different.

So, in light of all of this, if we have an action free to do it, I would like to promote hitting the 'new trails' button. Our centralization is at 4 and we will absolutely need to up it to some level, since it helps with a lot of our projects.
 
The next two turns after this mega project finished should be the construction of a lowland citadel

Main New Settlement - Lowlands
Main(two secondaries combined) Expand Forest - Lowlands
followed by
Main Walls -Lowlands
Main Walls -Lowlands x2
Secondary Sacred Warriors

I would like to see if a double main wall triggers the Canal bonus "Whenever the People complete a major engineering project, they also gain Art and Mysticism." Even if it doesn't a developed (from main previous turn) settlement surrounded by the biggest wall we can produce should secure our heartlands from any lowlands (DP or WC or WK) attack.
I think your plan isn't sufficiently tech-y enough for me. Where's the Study Forest? Where's the Metalworker expedition? The Main Expand Forest is rather clever, but possibly vulnerable to the river's seasonal flooding. We also just haven't done that action or Study Forest yet... and I really wanna do the latter.. so I'd rather do that pairing.
I agree that the double main wall is like to count as a major engineering project and would support such an action. However, I'd also support doing a settlement on the southern coast so that getting wood is easier.
Yeah, and I now interpret it 'Do not delay metal working any more than necessary by trying to chase the megaproject that will complete on its own anyway because we have the economy'.
Us? We sorely lack the balance between internal and external affairs.
And we have Economy 8. Given that megaproject eats 1 Econ per turn, we can just let it grind without 'manually' building any single Holy Site and would still sit somewhere in the positive Economy - and that's if LoO never triggers while we are doing this, and it will.

So this Megaproject+Megaproject+Holy Site (for Megaproject) sounds like the same type of mistake like STs make - concentrating on a single thing we have in our hands and ignoring other, perhaps more crucial things.
And metal tools are more crucial than inoculation, because, well, a lot of cultures survived and prospered without the latter, but not without the former. And while the project indeed will give us a lot of cool things, we should not be too concentrated on it when we have an option to get metal tools - one, ultimate warmongers to the south - two, nomads who will attack us several generations later because that's how they roll - three.
I agree that metal tools are incredibly valuable, and what I will support pursuing next turn - along with Study Forest-, but honestly solving the megaproject now just gives us more flexibility and takes advantage of the Hero so that we CAN just let it grind along and make Holy Sites afterward. If you want to advocate for doing a Sailing Mission @ the Metalworkers, though, I'd change my vote.

We do trade with them.

They're frequently not unified enough for this to stop them from raiding us, too.
Eh, atm it's just that the ones we built a pool of who liked us all went south with the TH and mostly died. We need to develop a new crop and hope the sacrifice we made helping the TH pays off.

I'd argue that quantity has a quality all it's own. We can emulate that well enough by having a large base population, but it would still probably be worthwhile to inflate the size of our dedicated militant class, especially since that's probably where our Spirit Warriors are in turn drawn from.

2830 I foresee much priority juggling in the future!
Quantity offers a limited form of quality, yeah.
Our warriors are drawn from all of our population, both warrior and otherwise, just like normal warriors are. Our entire population receives a shallow degree of mandatory military training and has since Gwyn or whatever her name is. All actual warrior pools offer is a higher degree of personal tutoring in traditional warrior skills, which is likely to not be applicable to the specialized skills needed for whatever form our Spirit Warriors take. It also means that we're wasting people who could be doing something productive.

Or need I remind you of the time when we released a giant swarm of nomads on an unsuspecting populace? Or just this last turn when we helped ruin another civilisation? How about when we reached out and tried teaching the WC how to farm properly?
Those weren't Turn-Actions, those were random chances we took advantage of.

Us sitting at paltry Military 4 with only 2 walled settlements with Dead Priests semi-victorious and nomads who are going to attack us several turns later is damned urgent too.
Why do y'all keep thinking the nomads are going to attack us? Sure, they do periodically but the retrieval of the star axe is likely to change their political structure due to the TH getting an heir with a strong affirmation by holding the axe, which means they're going to steadily gain power and a fleet of other tribes. It's a burgeoning genghis khan system and we were on the winning side.
Anyways, if you want them t fuck off get bow cart warriors and make a nicer forest.

Also, I think you mean "economic expansion" cus the first step toward an intercession with the DP and easier ties with the TH is a lowland settlement that can protect our trade routes, provide a high economic return, and create a walled city defending the entrance to our main area.
 
Also, I'm not following this conversation very closely, but I am absolutely behind getting our forward base in the lowlands and hardening it as much as possible. This may force us into some defense, but said defense should also bleed the DP a bit, forcing them into our meat grinder defense combination of forest/walls.

The situation either forces the DP to waste actions fighting an incredibly hardened outpost or to just ignore us and give us a springboard to hit them hard the next time they look distracted. Either way, it's a good way to set us up for war with the DP without actually going to war with them.

I'd be up for looking into copper tools afterwards, but considering I expect them to take 3 turns minimum, I'd prefer not to wait.
 
I support increasing the number/quality of cart warriors available to us in the form of Sacred Warriors, though.
We have no idea if Sacred Warriors will get us new cart warriors (we were expecting berserkers or rangers when we did it, not ninjas), Sacred Warriors relies on a roll to see how good they are (Blackbirds was a very good roll), and they will always be small in number. Build War Carts is the only way to get a truly large amount of cart warriors. We should save the Mysticism required to do Sacred Warriors to get more Blackbirds and do more science.
 
I agree that metal tools are incredibly valuable, and what I will support pursuing next turn - along with Study Forest-, but honestly solving the megaproject now just gives us more flexibility and takes advantage of the Hero so that we CAN just let it grind along and make Holy Sites afterward. If you want to advocate for doing a Sailing Mission @ the Metalworkers, though, I'd change my vote.

Yes, I do want to advocate for sailing mission.
On second thought, taking advantage of the Brynwyn makes sense, so...
[X] [Main] Scourge Warding
[X] [Main] Scourge Warding x2
[X] [Secondary] Sailing Mission

Making Holy Sites when megaproject can do it on its own is a bit too tunnel vision-y.
And I still want a clarification from AN on whether Sailing Mission can be tasked with sailing to the Metal Miners or we have to reexplore first.
 
The new leadership is entirely controlled and formed by a despot. At best, the only places of power that still exist are people who have the despot's ear.


And one of them who holds his ear might well be holding a grudge against us. But in the end neither of us can claim to know the Kings mind in this.
I still believe that increased military and southern defenses is a good idea.
So is the DP the threat or the Kingdom? Stop switching sides.

That's an idiotic saying. It's a waste of econ to always be preparing for war and then trying to get out of it. It's better to 1) aim for quality over quantity 2) aim for quantity of population so you have a higher pool to get quality troops from 3) pursue better technology so that we can leverage our troops better. Superior economics is a superior strategy in every case except the short, because it means that you'll outpace their growth and eventually be able to outmatch them without effort.

I reread the content and conceded the main point to Powerofmind, but also noticed that the DP are poised to absorb the former lands of the confederacy, and once they have done that you can be damn sure we are on their shit list, i guarantee! So in 1-4 turns they might very well be on our doorstep.
Sorry i did not mean to say always prepare for war, but rather always be prepared for war. Witch means that we don't have to take a martial every turn, but rather upgrade one area of it from time to time. The problem is that we have been letting the our martial base be static for so long, instead focusing on internal develompment, that we can not mach our opponents numbers even with our pop advantage. Because of this we need to focus on it for a few turns in order to bring it up to speed. My idea was to boost our defenses and martial capability while working on the mega project and once that was done refocus into other areas. By my plan it would be three turns to finish all the holy sites and i then imagine it would be 1-3 turns until it was all done. And we can do this, we have the economy, we are not in negative stability and getting more warriors would help us defend against raids lowering it.
In the end this is just what i believe and can't guarantee as fact, but my idea is in my eyes sound and just because there is not currently a threat to us, there will be soon enough.
On to the points
1) Expanding warriors should also improve our base troops quality and even the highest quality will fall to quantity especially if spread out over a large area.
2) This is a good goal, but not incompatible with a single expand warriors. I am not talking about bringing our military to 50% of our population just a one time increase and see how that goes.
3)And yet despite our economic advantage when was the last time we really did a great military action (I might have forgotten it happening), The DP kicked our buts repeatedly and an entire war band was just wiped out in the ST debacle. Our success against the nomads civilians was due to us bypassing their armed forces, a tactic which would not work as well against the DP as we lack the transportation means plus the DP have walled settlements. This is a very long term strategy and should we encounter a high population and high martial culture we would be in a bad place.

In the end my point is, lets not become like Poland during the second world war, who where outnumbered, outteched and generally underdeveloped.
 
Yes, I do want to advocate for sailing mission.
On second thought, taking advantage of the Brynwyn makes sense, so...
[X] [Main] Scourge Warding
[X] [Main] Scourge Warding x2
[X] [Secondary] Sailing Mission

Making Holy Sites when megaproject can do it on its own is a bit too tunnel vision-y.
And I still want a clarification from AN on whether Sailing Mission can be tasked with sailing to the Metal Miners or we have to reexplore first.
Small picky bit, here. While the megaproject can make it's own holy sites, this particular plan risks us going to 1 (or potentially 0) mysticism. We would have to make our own holy site at least once to offset the high cost of the warding project.
 
Nah, I remember about the events, but those are not enough. At least because most of them concern only our direct neighbours, who are either already dead or assholes. And because events are, well, out of our control to a degree.
So what would be "enough" external actions to you? At what point would you look at your work and be satisfied?

Because honestly, I kinda have a hard time imagining how we could've had a greater impact on the world around us.

Those weren't Turn-Actions, those were random chances we took advantage of.
They weren't turn actions, no, but they were still actions. We've focused so many turns on internal affairs because the random events allowed us to mostly deal with our external ones outside of them.
 
And one of them who holds his ear might well be holding a grudge against us. But in the end neither of us can claim to know the Kings mind in this.
I still believe that increased military and southern defenses is a good idea.


I reread the content and conceded the main point to Powerofmind, but also noticed that the DP are poised to absorb the former lands of the confederacy, and once they have done that you can be damn sure we are on their shit list, i guarantee! So in 1-4 turns they might very well be on our doorstep.
Sorry i did not mean to say always prepare for war, but rather always be prepared for war. Witch means that we don't have to take a martial every turn, but rather upgrade one area of it from time to time. The problem is that we have been letting the our martial base be static for so long, instead focusing on internal develompment, that we can not mach our opponents numbers even with our pop advantage. Because of this we need to focus on it for a few turns in order to bring it up to speed. My idea was to boost our defenses and martial capability while working on the mega project and once that was done refocus into other areas. By my plan it would be three turns to finish all the holy sites and i then imagine it would be 1-3 turns until it was all done. And we can do this, we have the economy, we are not in negative stability and getting more warriors would help us defend against raids lowering it.
In the end this is just what i believe and can't guarantee as fact, but my idea is in my eyes sound and just because there is not currently a threat to us, there will be soon enough.
On to the points
1) Expanding warriors should also improve our base troops quality and even the highest quality will fall to quantity especially if spread out over a large area.
2) This is a good goal, but not incompatible with a single expand warriors. I am not talking about bringing our military to 50% of our population just a one time increase and see how that goes.
3)And yet despite our economic advantage when was the last time we really did a great military action (I might have forgotten it happening), The DP kicked our buts repeatedly and an entire war band was just wiped out in the ST debacle. Our success against the nomads civilians was due to us bypassing their armed forces, a tactic which would not work as well against the DP as we lack the transportation means plus the DP have walled settlements. This is a very long term strategy and should we encounter a high population and high martial culture we would be in a bad place.

In the end my point is, lets not become like Poland during the second world war, who where outnumbered, outteched and generally underdeveloped.
You're still mistaken. The HK is a centralized, still-powerful state with a hero leader directly competing for the lowland minors, where the WC was bleeding centralization despite being the single largest and most powerful state in the area, and couldn't amass half the number of men the DP could in a single area at a single time. The HK is liable to be able to stalemate the DP, as I've speculated, and they are competing aggressively for the settlements you assume the DP will take hand over fist.
 
Small picky bit, here. While the megaproject can make it's own holy sites, this particular plan risks us going to 1 (or potentially 0) mysticism. We would have to make our own holy site at least once to offset the high cost of the warding project.

Then we'll make it later. I assume it burns 1 Mysticism per turn, so it will mean -2 this turn if it does not spillover into another Holy Site. In such a case, we'll build a Holy Site next turn, hopefully with shiny new metal tools. And look at why:
It had taken the surviving fishermen many seasons to both repair their boat and then make their way home along unfamiliar winds and currents, but they now knew that the trip was indeed possible, and where to head to make contact with those who they could trade for metal.

According to this, we can send the seafaring mission to the metal miners this very turn.

So what would be "enough" external actions to you? At what point would you look at your work and be satisfied?

Because honestly, I kinda have a hard time imagining how we could've had a greater impact on the world around us.

At the point when we've meant to do half the shit we've done. :V

Or, more seriously, when we have contact with at least one non-direct-neighbour faction, when we have metal tools, when we know more about the bigger world, when we've expanded our territory. Those are decent milestones.

EDIT: Remember Patrikwos or whatever, first Hero of the nomadic tribes? He had gold. From that turn, we've kept on delaying looking for metal, each time finding something better (or 'better') to do. Fuck those delays, it's been way too much turns of "We ttoooootally will acquire those tools later" for my taste.
 
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Suggest ways to neutralize the threats rather than combat them.
How can we prevent the HK from deciding to popularize a grudge against us?
How can we forestall the DP from becoming powerful and blunt the effect of any attacks?

Well i did say that once we had upgraded our martial that we should focus on trade or war missions. But i think that we need to modernize our military first.
So once we have sufficient defenses and better army we can begin to trade with HK and then together start attacking the DP in order to keep them suppressed. But if we attempt to do this without improving our military it will most likely be a repeat of when we tried that last time.
 
Like, shit, it was about 10 turns since we've spotted gold in Patrikwos' POV. We've done nothing to acquire it ever since.
We will always have some totally useful shit to do, so...nope. Sailing Mission to the Metal Miners this turn is what I want, because otherwise we'll just keep delaying forever and ever.
 
You're still mistaken. The HK is a centralized, still-powerful state with a hero leader directly competing for the lowland minors, where the WC was bleeding centralization despite being the single largest and most powerful state in the area, and couldn't amass half the number of men the DP could in a single area at a single time. The HK is liable to be able to stalemate the DP, as I've speculated, and they are competing aggressively for the settlements you assume the DP will take hand over fist.

Not really the impression i got, it seems to me that while there is one central kingdom, it does not hold sway over the majority of the other factions otherwise they would just be able to steamroll them. More likely is that the central kingdom is more powerful than any two or three other factions but can not match all other if they united which they might do if the Central King pushed to hard.
EDIT:
Do you have any arguments against my plan to increase our military or are we going to continue to argue about the HK
 
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1) Expanding warriors should also improve our base troops quality and even the highest quality will fall to quantity especially if spread out over a large area.
2) This is a good goal, but not incompatible with a single expand warriors. I am not talking about bringing our military to 50% of our population just a one time increase and see how that goes.
3)And yet despite our economic advantage when was the last time we really did a great military action (I might have forgotten it happening), The DP kicked our buts repeatedly and an entire war band was just wiped out in the ST debacle. Our success against the nomads civilians was due to us bypassing their armed forces, a tactic which would not work as well against the DP as we lack the transportation means plus the DP have walled settlements. This is a very long term strategy and should we encounter a high population and high martial culture we would be in a bad place.

In the end my point is, lets not become like Poland during the second world war, who where outnumbered, outteched and generally underdeveloped.
Why would increasing the number of warriors increase the base troops quality? We already skim the highest quality troops off of the top. Highest quality will fall to quantity, but again, we have the largest population other than the nomads.
The DP kicked our butts repeatedly? What do you mean? We did cooperative raids with the WC and were steadily pushing them back, despite us personally fighting from a month's travel away.
Our success against the nomadic civilians did depend on bypassing them, but our general military strategy with nomads is to fight defensively and deny resources. Actively fighting them does nearly nothing in the long term.
The DP have a walled settlement, we have more than one. The nomads are the highest martial population we know of, and are poorly centralized. Having both a high population and high martial is pretty much a paradox, as having high martial means you have a lower workforce dedicated to breeding and making food and are naturally inclined to losing a significant amount of your male population to war and the diseases that come with it.

I don't know anything about Poland during the world wars, and don't care. This is the Stone Age.

The problem is that we have been letting the our martial base be static for so long
We've pretty recently developed 1) recurve bows 2) Blackbirds 3) carts. The next step is combining 1 & 3 so that we can revolutionize warfare with a highly mobile long ranged strike force, reducing the need for a significant population of warriors because we'll be losing less warriors and doing more damage with them.

I pointed out the DP and noted that they're going to grow, yeah. Your solution to that is basically "let's increase our martial so that we can fight them." As I've stated elsewhere, a better solution is to expand to the lowlands, heavily wall that settlement, and expand our forest there so our Blackbirds can serve a defensive function more easily with guerrilla warfare against any raid parties.

I don't necessarily oppose "a single expand warrior" but that isn't what you seem to be suggesting. You seem to be suggesting an overhaul of our culture into a highly martial one. I would suggest that you make a plan that will display exactly what you think we should do, so that it can be criticized and improved.

Well i did say that once we had upgraded our martial that we should focus on trade or war missions. But i think that we need to modernize our military first.
So once we have sufficient defenses and better army we can begin to trade with HK and then together start attacking the DP in order to keep them suppressed. But if we attempt to do this without improving our military it will most likely be a repeat of when we tried that last time.
It's not "improve" or "modernize" it's expand. Be honest here.
Improving and modernizing involve doing Sacred Warriors and acquiring metalworking.
What the hell does "sufficient defenses" mean? Walling the lower valley rather than simply expanding into the lowlands?
If you're already admitting trade with the HK is valuable and plan on doing coordinated attacks, you should trade with them early to gain the influence needed to convince them to attack the DP together. In this way, we can expand our military and use it at the same time. Doing otherwise wastes bodies.

Do you have any arguments against my plan to increase our military or are we going to continue to argue about the HK
He supports a single expand to military, but finds your concern with the HK baffling.
I understand your concern with the HK, but find your desire to expand the military now baffling.

That's incorrect formatting of the vote.
What's the vote that you support? Can you redo your vote?

Edit: doing one last response then sleeping.
 
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What's the vote that you support? Can you redo your vote?

[X] [Main] Scourge Warding
[X] [Main] Scourge Warding x2
[X] [Secondary] Sailing Mission

This will bring us to Mysticism 0-1, so we'll have to manually build a new Holy Site, but getting in contact with Metal Miners ASAP is urgent, IMO. Because that would represent ~generation of contacts, which is enough to pick up at least something about their techniques.

Although, again, this needs explicit explanation of how to format the vote to sail towards Metal Miners, because 'Trade Mission' text mentions 'caravan' and 'Sailing Mission' mentions just exploration.
 
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I feel a trade mission to the HK would be valuable simply because it would allow us to cooperate with them and support them that way we might be able to keep the DPs preoccupied.
 
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