Not!Africa is what i'm hoping for.

I think we're in the middle east. If we go south enough, we might encounter early Not!Egyptian. Go to the metalworkers, we're going to meet the Not!Mycenaean Greeks.

If we go to the west or reach the end of the river system in the Not!FertileCrescent, we'll be able to trade with the Not!Indus Valley civilization.
 
Metal Working will take much longer to do if we keep delaying it, as we are doing last 10 turns. 10 turns.


Thanks, noted.
[X] [Main] Scourge Warding
[X] [Main] Scourge Warding x2
[X] [Secondary] Trade Mission - Metal Miners

Lowlands Settlement will take much longer to do if we keep delaying it, as we are doing last 12 turns. 12 turns.(not a useful argument for deciding which to do first)

Are you saying that we will complete Metal Working in two turns? I said it will take longer than the two turns of lowland settlement, but if it will only take longer than two turns because of the delays then it might be best to do Metal Working first.
 
You know what would be hilarious is if we weren't actually in not!Europe but were instead in not!America. Just imagine in the future when we finally conquer the lowlands and think we're big boys now not!Europeans come in with steel and start wrecking our shit.
that sounds awesome and we are in God Mode difficulty then! or we can do a Sunset Invasion like in Crusader Kings...
 
And that's another reason to look out of our borders; more trade missions to gather news, now more Sailing Missions to look around the world and just look at what stage the rest of it is.
Yep going on trade missions would be a huge boon to us. Although I think we should probably focus on creating more settlements around the same time. Starting with the lowland choke point would be a nice starting point. With the amount of food it can generate we can also spend some actions on surveying our land.

With the ST gone we can finally expand on the hills towards them and the lowlands without fear of reprisal. With that in mind I would suggest expansions wise that we.

1. Grab that lowlands choke point.(to secure a foothold in the lowlands for food and trade)
2. Continue cutting off the WC remnants from the sea and therefore the DP from getting exotic trade goods(the WC get raided by the DP)
3. Expand towards the Former ST homeland to cut off any potential DP expedition towards the metal workers without going around us.

If we follow this we can probably prevent the lowlanders(WC,DP) from getting copper smithing techniques with out developing it themselves. Not to mention it allows us to act as a middle man between any nation along the sea and north of us. With all of these combined we can safely give ourselves breathing room. Although we'd still have to worry about those Damn Nomads that we just got a bigger border with.

Well...at least we won't die to blankets with smallpox.
We can't be in Not!Americas as that area had no smallpox or even animals such as cows, sheep, pigs, or really any big animals easily tamed(besides the lama/alpaca). And since most of the worst pandemics start out from disease from animals. Well there is a reason why the Europeans didn't get fucked over by an American super plague.
 
[X] [Main] Scourge Warding
[X] [Main] Scourge Warding x2
[X] [Secondary] Trade Mission - Metal Miners

You know what I like most about this update ?
It's title !
 
[X] [Main] Scourge Warding
[X] [Main] Scourge Warding x2
[X] [Secondary] Trade Mission - Metal Miners

Slows down the megaproject if it doesn't auto-build a holy site with overflow(or forces us to double build holy sites next turn at least), but poeple have a point in that if we don't do a trade mission now, we might not get to it for a good long while with all the other plates in the air.
 
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[X] [Main] Scourge Warding
[X] [Main] Scourge Warding x2
[X] [Secondary] Trade Mission - Metal Miners
 
On the plus side, Spirit Talker territory is up for grabs!

It's more similar to ours than it is to the lowlands, so we've got a competitive advantage. The Dead Preists are probably more concerned with consolidating and grabbing slaves than colonizing vacant marginal territory at the moment. The nomads probably wouldn't be interested in it, and with their promise not to raid that gives us a pretty clear window to move in en masse. If we secure the area we'll also have the water supply of the Dead Priests at our mercy.
 
On the plus side, Spirit Talker territory is up for grabs!

It's more similar to ours than it is to the lowlands, so we've got a competitive advantage. The Dead Preists are probably more concerned with consolidating and grabbing slaves than colonizing vacant marginal territory at the moment. The nomads probably wouldn't be interested in it, and with their promise not to raid that gives us a pretty clear window to move in en masse. If we secure the area we'll also have the water supply of the Dead Priests at our mercy.

But we do not have such an option. I mean...maybe if we expand forests in that general direction? :V
Also,
X] [Main] Scourge Warding
You are missing an "[" here.
 
Building the Lowlands Settlement takes two turns only, and provides vital defence. We are facing an unknown time limit before it is too late. Metalworking will take a larger timeframe, one more comparable to a mega-project (timewise not cost) and does not have a time limit(better sooner than later, but is not urgent).
Probable time frame:
Now: Scourge Warding x2 + Holy; Next Turn: Scourge Warding + Holyx2 or 1 + Other; Next + 1: Scourge/Settlement + Other/Forest.
We won't be able to start the settlement next turn barring an unlikely end to the megaproject, so we might as well send the mission now and *start* on the probably-long road to metal.
Downside to this is it risks adding another turn before we can establish the Holy Site if the research *doesn't* finish this turn. Positive is that if it does, we couldn't make the settlement anyways and if it doesn't we probably also couldn't make the settlement anyways, unless it needed only 1 more turn to finish.
On the plus side, Spirit Talker territory is up for grabs!

It's more similar to ours than it is to the lowlands, so we've got a competitive advantage. The Dead Preists are probably more concerned with consolidating and grabbing slaves than colonizing vacant marginal territory at the moment. The nomads probably wouldn't be interested in it, and with their promise not to raid that gives us a pretty clear window to move in en masse. If we secure the area we'll also have the water supply of the Dead Priests at our mercy.
Downside, far away so things will change as we try to cap it.
 
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Things We Have Procrastinated On

-Walls
-Carts (the DP now have improved carts rip)
-Expand Forest (WE HAVEN'T DONE THIS SINCE WE GOT IT WTF)
-Expand SNAAAAAAAAAAAAAAAAILS
-Expand Warriors
-Trails (where my romabros at where my centralization at)
-Sacred Warriors (We can't exactly spare the Mys rn though)
-Study Forests (Come on guys, you can't joke about being elves when you haven't even done this yet! Find herbs and shit.)
-Study Health (We have proto Germ Theory! And it's not totlly wrong! And we also medicated a Hero Unit! Capitilize plox)
-Survey Lands (Finding our own metals makes us more self-sufficient)

Other notable options that have been neglected are Settlements. Mostly because LAPIS and Lowlands being needed for further Farms being most effective. Although the new coastal village can have farms now too. Didn't include Holy site options because we're focusing on such things now. Fishing would probably be good, but we just got boats. And Snails.

Snail.

[X] [Main] Scourge Warding
[X] [Main] Scourge Warding x2
[X] [Secondary] Trade Mission - Metal Miners
 
Guys we really need to complete this project as fast as possible, that will allow us to focus on other stuff and gain the benefits of this project.
 
I just want more Snails for their dye, and Lapis for stones and dye. IIRC, Dye helps with Diplomacy due to looking stylish as fuck. Forests should also help with that!
 
Guys we really need to complete this project as fast as possible, that will allow us to focus on other stuff and gain the benefits of this project.

Early start on metalworking will allow us to do other stuff much faster too. And, well, history shows that inoculation does not make a civ more likely to triumph, it's all about horses, metal and writing, so while the megaproject is cool, metal is cooler.
 
Guys we really need to complete this project as fast as possible, that will allow us to focus on other stuff and gain the benefits of this project.
We are completing this as fast as possible. The only thing missing is a Holy Site and that'll be covered if we overflow, while hopefully giving our people enough practice with metal or at least regular ties or something. If the current overflow doesn't cover it next turn might, and if that turn still doesn't then we certainly wouldn't have finished it then.
 
I just want more Snails for their dye, and Lapis for stones and dye. IIRC, Dye helps with Diplomacy due to looking stylish as fuck. Forests should also help with that!
I agree but having a lowland settlement is priority one, and making a southern coastal settlement that can support the lowland settlement and provide another way to get supplies to it is priority two, which leaves a lapis settlement at a distant priority three.
 
Focus on capitalizing on the suddenly vacant territory before somebody else does. If we don't grab it our only avenue for expansion is going to be the lowlands, which is a very bad place for the foreseeable future.

Bonus that between the canal and a dam on the Spirit Talkers river we can end up absorbing the entire lowlands pretty much without firing a shot by holding the entire region's water supply hostage.

Art, trade, religion, even metal and tech are all secondary to this opportunity. If we hadn't already begun the warding megaproject we should be putting that off as well.

Grab the clay.
 
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Focus on capitalizing on the suddenly vacant territory before somebody else does. If we don't grab it our only avenue for expansion is going to be the lowlands, which is a very bad place for the foreseeable future.

Bonus that between the canal and a dam on the Spirit Talkers river we can end up absorbing the entire lowlands pretty much without firing a shot by holding the entire region's water supply hostage.

Art, trade, religion, even metal and tech are all secondary to this opportunity. If we hadn't already begun the warding megaproject we should be putting that off as well.

Grab the clay.

But how do we grab the clay besides new settlements, which are all in another direction?
 
Focus on capitalizing on the suddenly vacant territory before somebody else does. If we don't grab it our only avenue for expansion is going to be the lowlands, which is a very bad place for the foreseeable future.

Bonus that between the canal and a dam on the Spirit Talkers river we can end up absorbing the entire lowlands pretty much without firing a shot by holding the entire region's water supply hostage.

Art, trade, even metal and tech are all secondary to this opportunity. If we hadn't already begun the warding megaproject we should be putting that off as well.
We want to do the lowland settlement so that we can prevent the HK from taking our seaside resort and create a fortress at the chokepoint to our heartland. Conquering other rivers can come a bit later. Expanding all the way to the ST land will take as much time as learning about metal and then exploiting our bought proficiency with it would, and can be done simultaneously with metal and refinements of the lowland settlement.

But how do we grab the clay besides new settlements, which are all in another direction?
The clay is where the ST's were living, probably.
 
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