The Current Tally
Adhoc vote count started by highs2lows on Apr 7, 2017 at 12:05 AM, finished with 14370 posts and 34 votes.

  • [X] Twythulmyn (Mediocre Martial, Average Econ, Heroic Diplomacy, probable two turn lifespan)
    [X] Yes (Consumes Econ, establishes permanent oversea trade route with Metal Workers)
    [X] Large increase to local power (Changes government type to Early Ancient Provincial Kingdom, alters action spread, completes prereqs for Scourge Warding early, miscellaneous effects)
    [X] Twythulmyn (Mediocre Martial, Average Econ, Heroic Diplomacy, probable two turn lifespan)
    [X] Yes (Consumes Econ, establishes permanent oversea trade route with Metal Workers)
    [X] Large increase to local power (Changes government type to Early Ancient Provincial Kingdom (Elected), alters action spread, completes prereqs for Scourge Warding early, miscellaneous effects)
    [X] Twythulmyn (Mediocre Martial, Average Econ, Heroic Diplomacy, probable two turn lifespan)
    [X] Yes (Consumes Econ, establishes permanent oversea trade route with Metal Workers)
    [X] Standard
    [X] Yes (Consumes Econ, establishes permanent oversea trade route with Metal Workers)
    [X] Large increase to local power (Changes government type to Early Ancient Provincial Kingdom, alters action spread, completes prereqs for Scourge Warding early, miscellaneous effects)
    [X] Standard
    [X] Yes (Consumes Econ, establishes permanent oversea trade route with Metal Workers)
    [X] Twythulmyn (Mediocre Martial, Average Econ, Heroic Diplomacy, probable two turn lifespan)
    [X] Yes (Consumes Econ, establishes permanent oversea trade route with Metal Workers)
    [X] Small increase to local power (Various effects, alters action spread)
    [X] Yes (Consumes Econ, establishes permanent oversea trade route with Metal Workers)
    [X] Standard
    [X] Large increase to local power (Changes government type to Early Ancient Provincial Kingdom (Elected), alters action spread, completes prereqs for Scourge Warding early, miscellaneous effects)
 
You'd rather end up with the debacle of Canton? With us falling into debt due to being unable to pay for the metal?

All for the point of being contrary... *disappointed look*
Literally the opposite of what I was arguing...? Which was looking for our own metal sources locally.
I support those actions but we've literally never done Study Forest, haven't done Survey Lands as anything but a secondary, and should do Study Health more so that we can sell medical care and expound our spiritual truth to the world.

we need to build enough walls to permanently add it to "new settlement,"
it's likely that each settlement will start autobuilding this if they see a need, as they see a need. It might be true for trails, too, where each new settlement agrees to make trails toward each other, with older trails providing funding against a promise that they'll do the same thing for another settlement further on, or something.
 
@Academia Nut

Is it correct that i Interpret DP as early theocracy with early vassalage elements?
Thunder Horse as loose federation as the tribes are "united" under them?

Also, does our government know how much population we have and how much warriors we can draw upon?
 
Expanding military is the consensus. Everything else will be argued bitterly for at least another four hours.
But our new leader has sub-par martial! I think that we should instead do diplomacy with the Thunder Horses and the Highlands Kingdom- the nomads we might be able to get on our side for significantly longer if not permanently with the boost a heroic leader provides, and the HK will basically just be the WC all over again in terms of acting as a buffer state for us, except this time I think they have a reasonable chance of staying together which means that we should do what we can to butter them up.

We're voting for the hero unit, it'd be a waste to not use his unique skill to its greatest possible extent while he's still around.
 
Whatever happened to those random encounter rolls AN mentioned way back.like Ik about the meteor but has anything else happened relating to that since?
Remember that comet last turn? Yeah probably that roll. We should keep an eye out for that comet to come again though (unless it's a long period).

*sobs at how tru that is* so tru
I still think Expand Forest + Trade Mission is good tho. Expand Forest counts as an econ action probably, and Trade Mission consumes, like... art or diplo or something, correct?
I have a feeling that Expand Forest might actually be a short term -Econ -Martial in exchange for a long term boost to Econ, Martial, and Mysticism.

Expanding military is the consensus. Everything else will be argued bitterly for at least another four hours.
Looks like military + trails + expand forest. Though in this case, military includes wall building.
 
Heroic diplomacy will give us the best chance of allying to the Northern nomads, which would take current and future pressure off that side, and enable us to focus entirely on the DP and lowlands for military projection.
 
But our new leader has sub-par martial! I think that we should instead do diplomacy with the Thunder Horses and the Highlands Kingdom- the nomads we might be able to get on our side for significantly longer if not permanently with the boost a heroic leader provides, and the HK will basically just be the WC all over again in terms of acting as a buffer state for us, except this time I think they have a reasonable chance of staying together which means that we should do what we can to butter them up.
We're voting for the hero unit, it'd be a waste to not use his unique skill to its greatest possible extent while he's still around.

We do have war chief to manage the aspect that hero falls short on. And expand warrior doesn't take a martial hero to do.
 
Looks like military + trails + expand forest. Though in this case, military includes wall building.
Walls cost econ, so I think that's going to lose to a straight-econ choice, or expand snails maybe.
Depends v strongly on the results of this vote on our society's stats and etc.

Heroic diplomacy will give us the best chance of allying to the Northern nomads, which would take current and future pressure off that side, and enable us to focus entirely on the DP and lowlands for military projection.
and on influencing the HK so they don't go and start attacking us.
 
better formatted tally:

Vote Tally : Paths of Civilization | Page 571 | Sufficient Velocity
##### NetTally 1.7.4
[X] Yes (Consumes Econ, establishes permanent oversea trade route with Metal Workers)
No. of Votes: 34
[X] Twythulmyn (Mediocre Martial, Average Econ, Heroic Diplomacy, probable two turn lifespan)
No. of Votes: 30
[X] Large increase to local power (Changes government type to Early Ancient Provincial Kingdom (Elected), alters action spread, completes prereqs for Scourge Warding early, miscellaneous effects)
No. of Votes: 30
[X] Standard
No. of Votes: 4
[X] Small increase to local power (Various effects, alters action spread)
No. of Votes: 1
Total No. of Voters: 34
 
I think we should use a main trade mission to the HK so to take advantage of our hero and then do another main trade to the thunder horses to try and get another generation or two free of raiding.
 
[X] Twythulmyn (Mediocre Martial, Average Econ, Heroic Diplomacy, probable two turn lifespan)
[X] Yes (Consumes Econ, establishes permanent oversea trade route with Metal Workers)
[X] Large increase to local power (Changes government type to Early Ancient Provincial Kingdom, alters action spread, completes prereqs for Scourge Warding early, miscellaneous effects)
 
@Academia Nut if we wanted to send people to that volcano that showed up in like turn 8, could we still do it? Like Trade Mission - Terrifying Mountain?
 
[X] Twythulmyn (Mediocre Martial, Average Econ, Heroic Diplomacy, probable two turn lifespan)
[X] Yes (Consumes Econ, establishes permanent oversea trade route with Metal Workers)
[X] Large increase to local power (Changes government type to Early Ancient Provincial Kingdom, alters action spread, completes prereqs for Scourge Warding early, miscellaneous effects)
 
low being 4 going on, probably, 2. We most likely will have the econ to do a trade mission, and it's a long-term more valuable proposition than equally expensive military development.
Ehh, i'll save my judgement on trade missions once we're at the next turn. Considering the Silver Tongue hero that we're putting in power, i'm gonna bet that he'll modify trade missions in some way, or unlock purely diplomatic missions.
 
Sweet =D So, wait, are hero units generated on a category basis, not a per turn/chief basis? Like, each turn we get a roll for Dip/Econ/Mil/Mysticism/Maybe-art/maybe-centralization-and-hierarchy* that governs how well our civilization does on that front in general that turn, and if the roll is high enough (99+ now, 98+ before humility trait) it (might) spawn a hero unit that does a heroic action in that category for us for free before being available as chief?

I roll for "Challenges" of the age, and when I get sufficient interesting numbers in a tight cluster I will interpret that as a hero unit emerging.

Whatever happened to those random encounter rolls AN mentioned way back.like Ik about the meteor but has anything else happened relating to that since?

See above. The star-axe (both times) was one of them.

Is it correct that i Interpret DP as early theocracy with early vassalage elements?
Thunder Horse as loose federation as the tribes are "united" under them?

DP are a theocracy with vassalage, yes. Thunder Horse and the nomads in general are normally chaotic with no central leadership, but have a high hero unit generation and have objects that can generate legitimacy for them to have lineages of more powerful leaders.

Can you describe the metal miner's capital in more detail please?

You have yet to find it, if it even exists (they may very well be a collection of people who follow a similar lifestyle like the nomads, you don't know). You just traded the shit out of their neighbours and periphery who had lots of metal from trade with the source.

Will taking the diplo hero give us a bonus chance towards sailboat tech advancement?

Somewhat, yes.

if we wanted to send people to that volcano that showed up in like turn 8, could we still do it? Like Trade Mission - Terrifying Mountain?

Hmmm... the paths have generally been closed off due to the growth of other groups, but it is to the south of the Highland Kingdom, so send a trade route there first to potentially find out more. Or send one Into the Wild and hope for the best.
 
[X] Twythulmyn (Mediocre Martial, Average Econ, Heroic Diplomacy, probable two turn lifespan)
[X] Yes (Consumes Econ, establishes permanent oversea trade route with Metal Workers)
[X] Large increase to local power (Changes government type to Early Ancient Provincial Kingdom, alters action spread, completes prereqs for Scourge Warding early, miscellaneous effects)
 
low being 4 going on, probably, 2. We most likely will have the econ to do a trade mission, and it's a long-term more valuable proposition than equally expensive military development.
Trade missions cost econ though...which we are currently low on.
I think we should use a main trade mission to the HK so to take advantage of our hero and then do another main trade to the thunder horses to try and get another generation or two free of raiding.


So, I'm looking at what we should be doing next turn, based on what we've been talking about, our current stats, our new hero's stats, and the new government type. This is all pretty malleable based on what happens, but I'm thinking this:

[FUT][Main] Build Wall - Lower Valleyhome
[FUT][Secondary] Trade Mission - Highland Kingdom / Thunderhorse
[FUT][Secondary] Expand Farms / Expand Fishing

So, the logic here is that the village chiefs should take care of minor walls around their settlements. It's prudent and seems like something they would do. However, Lower Valleyhome is right in the firing line. It needs a wall like Redshore(which ironically never needed it), especially if the DP come in force. Next up, if we are sporting a Trader Hero Chief, we should use him and get the most out of it. Firming up our ties with the Thunderhorse for more than just a generation or two is absolutely necessary if we are even thinking about conflict with the Dead Priests; a conflict that is looking ever more likely, even if we don't start it. Equally, setting up or sealing ties with our southern neighbors is also fairly necessary. Not to be cold, but they're our best meatshield. (Edit: According to AN, we have a chance of finding that elusive volcano if we go that way.) Finally, we do need to keep our Econ up. While we can certainly go towards zero, our people have become inured to a ridiculous abundance of food. This will only get worse as our population starts living longer with the lack of certain diseases. With a war in the wings that will be eating up a secondary action, we should aim to keep our econ up/raise it while we can.

I would continue on to do the next turn after or two, but I've realized that it's entirely useless to do so. Too much happens and the dice are fickle creatures.
 
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So, I'm looking at what we should be doing next turn, based on what we've been talking about, our current stats, our new hero's stats, and the new government type. This is all pretty malleable based on what happens, but I'm thinking this:

[FUT][Main] Build Wall - Lower Valleyhome
[FUT][Secondary] Trade Mission - Thunder Horses
[FUT][Secondary] Expand Farms / Expand Fishing

So, the logic here is that the village chiefs should take care of minor walls around their settlements. It's prudent and seems like something they would do. However, Lower Valleyhome is right in the firing line. It needs a wall like Redshore(which ironically never needed it), especially if the DP come in force. Next up, if we are sporting a Trader Hero Chief, we should use him and get the most out of it. Firming up our ties with the Thunderhorse for more than just a generation or two is absolutely necessary if we are even thinking about conflict with the Dead Priests; a conflict that is looking ever more likely, even if we don't start it. Finally, we do need to keep our Econ up. While we can certainly go towards zero, our people have become inured to a ridiculous abundance of food. This will only get worse as our population starts living longer with the lack of certain diseases. With a war in the wings that will be eating up a secondary action, we should aim to keep our econ up/raise it while we can.

I would continue on to do the next turn after or two, but I've realized that it's entirely useless to do so. Too much happens and the dice are fickle creatures.
I'm thinking that, if we were to send a trade mission to the TH, it should be a main action. Also, we should expand forests in our northern settlements. That would give us econ and act as a natural barrier against any nomadic raids (in case the trade mission doesn't net us better relations, and they'll still come at us in 2 turns).
 
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