A) All of these were obvious.
B) Just because we aren't guaranteed doesn't mean we're totally not going to be attacked 1000%, resulting in us dedicating a secondary action to rebutting the attack. Also, do you really think nomads are just going to be like "wow, those people right near us are planting trees, but whatever"?
C) Sauce?
D) So... support a plan that costs 1-3 Econ because my plan avowedly costs 1-2? lol.


*shrug* if LoO triggers and we only take the -2 option we go down to -1 and can buffer it out with RH or festivals later. It's not necessarily sensible, but people like PoM are worried about a +3 stability hurting our innovation and etc.
So why bring A up at all.
Because we're not guaranteed to be attacked we should act as thought we're guaranteed to be attacked every turn forever. In addition, trees will slow them down, because raisins. That's the gist of your argument. It's a poor argument. The northern settlements generally subsist off of herding, too, so foresting the area would actually reduce our economy.
The last trade mission we did cost 2 economy, it's only logical the next would cost just as much (double-down on warding cost 2 combined, and prior to this mid-turn we had 6 8. Simple math). As for what we trade, take a look at the last update. We gave them dyes and rocks, they gave us metal beads and a few daggers. Trade doesn't provide useful things; food is too heavy, and weapons are too precious, so what else can we give the HK that will help them make war?
Your plan costs 2, combined with the additional 1-2 cost of new boats that will go through. Your plan effectively costs 3-4, plus whatever the last action costs, and potential issues created by foresting pastured lands up north, all for the fantastic bonus of gaining 2 diplomacy. What I suggest would cost a grand total of 4 accounting every action, grants 1 centralization, grants at least 1 military, and is liable to grant at least 1 stability when we're almost certainly due an LoO within the next two turns due to the way things are going.
No, whatshisnut the new heir took a bunch of boats to the MM's neighbors, and now we know where they are and CAN build a trade route with them, because we know where they are.
Reading is the gift of knowledge.
And if you check the vote tally it's plain to see that we are building that trade route. 57 out of 57 voters agree.
Right. That option which we haven't selected yet, and hasn't gone into effect yet. SO we DON'T have a trade route with them yet.
Don't be a dick over semantics, because as shown above, it's going to happen. Just because it hasn't happened yet doesn't give you the right to be a jackass over particulars.
 
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Except for the most part the Romans had a good system for literally the majority of its life time.
They weren't literally taking slaves for Human Sacrifice, they weren't taking mass female harems, they weren't obviously belligerent towards everyone and everything and Rome army is literally God compared to the fucking DPs.


Well that's in the future, they still have things around them and the Highland kingdom, their not invading next turn, even if they do their biggest factor now - The Cavalry would be pretty useless,
Plus Again their Population should be pretty big in unrest and a significant portion of their warriors should be at home making sure their stable.
So realistically their army would be about the size of ours (if they full on invade next turn) and if were about even in tech so we'd handily win inleast we crit fail hard.
As to the argument of 'it's in the future,' I direct you to back to my CIV argument. Hell, almost any Grand Strategy game has a similar principle. Build up your army now before you need it, because if you need it and don't have it, your enemy is going to faceroll you.

And would you look at that, this game is very similar to a Grand Strategy game.
 
Except for the most part the Romans had a good system for literally the majority of its life time.
They weren't literally taking slaves for Human Sacrifice, they weren't taking mass female harems, they weren't obviously belligerent towards everyone and everything and Rome's army is literally God compared to the fucking DPs.

They are using similar tactics to Roman army: backbone of infantry with Shields+Javelins, with wings of cavalry and shit...they are definitely expies of Early Republic-era Roman army if they can do those things with any degree of discipline. They are about as ahistorically good at warfare as we are at agriculture.
 
No... I'm pretty sure we've got a trade route with the metal workers.
Well, once this action passes yes.
Sauce on how our warriors is a "tiny elite only force"? Sure it's underexpanded, compared to the DP, but it's hardly at the level the ST's warriors are. The Blackbirds are this "tiny elite only force," so the warriors must perforce be larger and more generalized.
We have taken the following Warrior improvement actions:
-Expand Warriors x2(once by player choice when we chose to create a full time warrior caste, once by Gwygotha) - Infantry increased twice.
-Build more wagons/carts x3(including the passive upgrades done, not including the war wagons, which have been replaced) - Each time we build carts, we simply put existing warriors onto the new carts. Infantry reduced thrice, Cavalry increased thrice. Cavalry currently at natural balance point for our strategy, as we no longer passively build carts(which we did while we were mobilizing plains raids, the carts reached full deployment 3 turns in without actions taken)
-Establish Blackbirds x1 - Infantry reduced once, Scouts/Assassins increased once.

What do you call it when you increase Infantry twice, then reduce it four times to create specialists?

My suggestion is to go for main Expand Warriors, secondary actions going to Build Wall and Trade Mission, but only if our econ allows it. Otherwise Main stays the same while we survey and do another econ as secondary actions.
Reasoning: We desperately need to improve our martial base and get some defenses going but it's also a good idea to get some use for our great diplomacy. But no need to rush it since he will probably have a 2 turn lifespan according to AN.

Due to this we can focus on upgrading our military and getting our defenses up this turn, while next time we can focus on diplomacy.
On the subject on trade mission costing two econ can you confirm @Academia Nut. It might have been confirmed earlier but i have not seen it.
Actually, this Hero is taking over by the next main turn, Bynwyn will die of old age by then. Also Bynwyn also has crappy Martial.
 
They are using similar tactics to Roman army: backbone of infantry with Shields+Javelins, with wings of cavalry and shit...they are definitely expies of Early Republic-era Roman army if they can do those things with any degree of discipline. They are about as ahistorically good at warfare as we are at agriculture.
Except not, Their tactics with slavery is basically like Sparta who had to kill slaves constantly to discourage rebellion, because all their slaves came from One Area in Greece meaning they all spoke the same language, had their families and communities etc...
The DP should be paranoid as fuck about their slaves because they all speak the same language due to being in the same area (or roughly the same language) The dp are just swallowing villages, realistically this is extremely unsustainable with the way they act.
 
they weren't obviously belligerent towards everyone
...are we talking about the same Roman empire that aggressively fought all their neighbors who didn't fold and become tribute states, who treated defeats with such fervor that they'd attack year after year until they finally break through and raze everything? Who had to stage ongoing wars all the time to fuel their economy and politics by taking new provinces?

The Romans calmed down a lot after they assimilated the Greeks, but they were a VERY belligerent and aggressive people to everyone outsiide their culture. The number of neighbors they were friends with was a very small list for a very large empire.
 
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Switching over to a previously mentioned thing recently. To the people who want our ultimate ruler to be called Gwygotha, the People have no memory of that name. It's likely evolved or mutated into Gigoga, Gioa, or something similar. Also, she's likely considered a spirit by now, much like Crow, thanks to the passage of time.
 
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...are we talking about the same Roman empire that aggressively fought all their neighbors who didn't fold and become tribute states, who treated defeats with such fervor that they'd attack year after year until they finally break through and raze everything?

The Romans calmed down a lot after they assimilated the Greeks, but they were a VERY belligerent and aggressive people to everyone outsiide their culture.
I meant towards their own people. Slaves in Rome are not nearly as badly treated as the DP seem to treat theirs. (well with exceptions in parts of Rome's history)
 
I meant towards their own people. Slaves in Rome are not nearly as badly treated as the DP seem to treat theirs.
Rome also had a lot more practice at it. Early on they were not nearly as nice about it as when they started exhausting the 'natural resources' they could raid for slaves cheaply and needed to be a bit more conservative about it when slaves had to be imported from frontier regions. They tended to use brutal and gruesome punishments to deter slaves whenever slave rebellions were caught, including communal punishment to strike terror and encourage slaves to turn in their fellows.
 
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Rome also had a lot more practice at it. Early on they were not nearly as nice about it as when they started exhausting the 'natural resources' they could raid for slaves cheaply and neededto be a bit more conservative about it. They tended to use brutal and gruesome punishments to deter slaves whenever slave rebellions were caught.
Such as?
I don't recall this.
But I don't think the DP are comparable to Rome, I'd compare them more to a eviler version of Sparta
 
They tended to use brutal and gruesome punishments to deter slaves whenever slave rebellions were caught, including communal punishment to strike terror and encourage slaves to turn in their fellows.
I wonder if our Blackbirds are up to convincing the Dead Priests that slave revolts - or at least slave violence against overseers - is occurring, and provoke them to carry out punishments.

Ugly thing to do, but I'm not sure it's that in conflict our civ's traits, and it's a means to sabotage the DP's economy and military.
 
...are we talking about the same Roman empire that aggressively fought all their neighbors who didn't fold and become tribute states, who treated defeats with such fervor that they'd attack year after year until they finally break through and raze everything? Who had to stage ongoing wars all the time to fuel their economy and politics by taking new provinces?

The Romans calmed down a lot after they assimilated the Greeks, but they were a VERY belligerent and aggressive people to everyone outsiide their culture. The number of neighbors they were friends with was a very small list for a very large empire.

Yeah, like, if we remove 'walls of bones', Dead Priests are not much worse than Romans. Case in point: Carthage, which they burned to the ground and salted the earth.
Romans were textbook Lawful Evil assholes.
 
Like cattle they have been tamed to be docile. Fear and blood sacrifices are powerful tools to suppress any will. As is caste system. Slave uprising are terriblely easy to put down when slaves are under fed and maimed.
It depends on how stressed their overseer system is, and with a regular input of slaves there will always be a spark waiting to burn.

In the future, they will have settlements closer to us. The only reason we can match them at the moment is our terrain defensive bonuses, but even then it's only a match. They have better weapons, better armor, hardened vets, more dedicated troops, better tactics, and a culture that gains economy from raiding. When they get close to us, our only advantage is that we'd be on defense, and those bonuses can be overcome.
So basically.. 1) Increase our technology, 2) Increase our warriors, 3) Expand into the lowlands and establish our terrain defensive bonuses.

So why bring A up at all.
Because we're not guaranteed to be attacked we should act as thought we're guaranteed to be attacked every turn forever. In addition, trees will slow them down, because raisins. That's the gist of your argument. It's a poor argument. The northern settlements generally subsist off of herding, too, so foresting the area would actually reduce our economy.
The last trade mission we did cost 2 economy, it's only logical the next would cost just as much (double-down on warding cost 2 combined, and prior to this mid-turn we had 6. Simple math). As for what we trade, take a look at the last update. We gave them dyes and rocks, they gave us metal beads and a few daggers. Trade doesn't provide useful things; food is too heavy, and weapons are too precious, so what else can we give the HK that will help them make war?
Your plan costs 2, combined with the additional 1-2 cost of new boats that will go through. Your plan effectively costs 3-4, plus whatever the last action costs, and potential issues created by foresting pastured lands up north, all for the fantastic bonus of gaining 2 diplomacy. What I suggest would cost a grand total of 4 accounting every action, grants 1 centralization, grants at least 1 military, and is liable to grant at least 1 stability when we're almost certainly due an LoO within the next two turns due to the way things are going.
Because they were obvious from the very beginning, so the change either means that people aren't thinking very much or are acting based on thoughtless fear.
Trees will slow them down because no one likes ramming their cart into a tree, no one likes being lost in an unusual environment like a forest, no one likes having their wheels get stuck in roots and break, all of these are obvious. The northern settlements currently subsist off of herding and farms, but guess what forests do? Provide subsistence. Duh. Also, again, "Expand" not "Fill In." They'll have as much pasture as normal but now it will be less exposed, so we're not going to have people steal our cows and our people.
The last trade mission being what? Sending a boat or more off to a distant land that we've never been to before? Compared to sending a cart through the badlands along well-traveled roads to a place we know exists because our traders have been going there for generations? Great comparison.
Your plan costs 4 + whatever the boats cost unless you're including them. What even is your plan, actually? I haven't been paying attention to you. Trails = 1; Expand Warriors = 1-2; other thing = ? Restore Harmony? boats = 1-2.
A trade mission along standard routes is more like to cost 1 Econ, Expand Forest costs 1 econ and then returns 1-2 as the forest grows and provides wood and forage, as well as protection, and the last action has no cost because it's probably going to be Restore Harmony.
The Trade Mission is more than likely going to cost the same as Expand Warriors because it's not a novel route nor a novel method.
A trade mission = +2 diplo, aka something useful when we have a heroic diplo hero for the next two turns, and also an ally strengthened by our acknowledgement of their power and the affirmation provided by our luxurious trade goods, which will make going to war easier. We can also, needless to say, sell them the copper tools that we're buying from the metal miners. No shit, right? So it's more than likely that even if the initial payment for the Trade Mission is 2, we'll be getting back money by selling at a marked up price the stuff we buy from the metal miners.
So basically my plan provides passive protection to the north, passive protection to the south, an economic return next turn, and +1-2 diplomacy. Yours will most likely cost as much econ and rewards nothing but +1 centralization and +1-2 military.
 
Switching over to a previously mentioned thing recently. To the people who want our ultimate ruler to be called Gwygotha, the People have no memory of that name. It's likely evolved or mutated into Gigoga, Gioa, or something similar. Also, she's likely considered a spirit by now, much like Crow, thanks to the passage of time.
Blasphemy. Everyone knows our people are the children of Gwygoytha, she who nursed back the spirit of a crow to health and who was given the secrets of farming in return, she who fought off the mighty demon and took in the souls of those it killed, making them her children and family, she who taught those same souls the secrets she had learned from the crow, bringing great prosperity to our people.
 
So basically.. 1) Increase our technology, 2) Increase our warriors, 3) Expand into the lowlands and establish our terrain defensive bonuses.
Grand Strategy Principle. 'Get a sizeable army before you need it.' Then you can go tech -> improve warriors -> territory, or sometimes territory -> tech -> warriors depending on your strategy.
 
It depends on how stressed their overseer system is, and with a regular input of slaves there will always be a spark waiting to burn

A good point, but the 'recent' decentralized noble village will be taking the blunt uprising if any. So I'm not hopeful for DP to drop the ball on their end.

As for way to trigger their internal disorder..... maybe if the DP setup another holy city to control the locals better, and we some how trips them into compet internally.
 
Well, once this action passes yes.

We have taken the following Warrior improvement actions:
-Expand Warriors x2(once by player choice when we chose to create a full time warrior caste, once by Gwygotha) - Infantry increased twice.
-Build more wagons/carts x3(including the passive upgrades done, not including the war wagons, which have been replaced) - Each time we build carts, we simply put existing warriors onto the new carts. Infantry reduced thrice, Cavalry increased thrice. Cavalry currently at natural balance point for our strategy, as we no longer passively build carts(which we did while we were mobilizing plains raids, the carts reached full deployment 3 turns in without actions taken)
-Establish Blackbirds x1 - Infantry reduced once, Scouts/Assassins increased once.

What do you call it when you increase Infantry twice, then reduce it four times to create specialists?


Actually, this Hero is taking over by the next main turn, Bynwyn will die of old age by then. Also Bynwyn also has crappy Martial.
Why would establishing blackbirds reduce infantry? We recruited from the natural population, IIRC, not the military. I probably won't argue against the wagons/carts, though. Certainly when honorable death came about the option to keep it limited to warriors implied that we're drawing from that pool. Although idk if distinguishing between carts and warriors is sensible when carts work by dropping off people so they can fight on foot, IIRC.

A good point, but the 'recent' decentralized noble village will be taking the blunt uprising if any. So I'm not hopeful for DP to drop the ball on their end.

As for way to trigger their internal disorder..... maybe if the DP setup another holy city to control the locals better, and we some how trips them into compet internally.
the nobles are their warrior/overseer caste... so idk what u mean.
Well, either the warrior/overseer caste or vassal states who just call themselves nobles. If the latter, stressing the DP's supply of warriors will still stress their economics by reducing the amount of food & labor they get naturally, rather than call upon.

Unless you are Civ5!Babylon, in which case you acquire writing, acquire Walls of Babylon, acquire Great Library and laugh.
so... basically what we're doing?
Oh you meant on Multiplayer o_O
Then you ally another player, keep your standing army and tech up
A fuller plan. I see your suspension ended.
 
Oh you meant on Multiplayer o_O
Then you ally another player, keep your standing army and tech up

>ally
Lol. What kind of naive player would let you grow while he fights your wars instead of either forcing you to do your part of wars or backstabbing you and taking all your delicious economy for yourself?
And yes, AN stated than other factions are what Nega-SV could go for, so I think of them as of other players in multiplayer game, roughly as smart as us.
 
>ally
Lol. What kind of naive player would let you grow while he fights your wars instead of either forcing you to do your part of wars or backstabbing you and taking all your delicious economy for yourself?
And yes, AN stated than other factions are what Nega-SV could go for, so I think of them as of other players in multiplayer game, roughly as smart as us.
You... don't have friends?
Anyways, Multiplayer is a shit comparison since it isn't organic.
 
Because they were obvious from the very beginning, so the change either means that people aren't thinking very much or are acting based on thoughtless fear.
Trees will slow them down because no one likes ramming their cart into a tree, no one likes being lost in an unusual environment like a forest, no one likes having their wheels get stuck in roots and break, all of these are obvious. The northern settlements currently subsist off of herding and farms, but guess what forests do? Provide subsistence. Duh. Also, again, "Expand" not "Fill In." They'll have as much pasture as normal but now it will be less exposed, so we're not going to have people steal our cows and our people.
The last trade mission being what? Sending a boat or more off to a distant land that we've never been to before? Compared to sending a cart through the badlands along well-traveled roads to a place we know exists because our traders have been going there for generations? Great comparison.
Your plan costs 4 + whatever the boats cost unless you're including them. What even is your plan, actually? I haven't been paying attention to you. Trails = 1; Expand Warriors = 1-2; other thing = ? Restore Harmony? boats = 1-2.
A trade mission along standard routes is more like to cost 1 Econ, Expand Forest costs 1 econ and then returns 1-2 as the forest grows and provides wood and forage, as well as protection, and the last action has no cost because it's probably going to be Restore Harmony.
The Trade Mission is more than likely going to cost the same as Expand Warriors because it's not a novel route nor a novel method.
A trade mission = +2 diplo, aka something useful when we have a heroic diplo hero for the next two turns, and also an ally strengthened by our acknowledgement of their power and the affirmation provided by our luxurious trade goods, which will make going to war easier. We can also, needless to say, sell them the copper tools that we're buying from the metal miners. No shit, right? So it's more than likely that even if the initial payment for the Trade Mission is 2, we'll be getting back money by selling at a marked up price the stuff we buy from the metal miners.
So basically my plan provides passive protection to the north, passive protection to the south, an economic return next turn, and +1-2 diplomacy. Yours will most likely cost as much econ and rewards nothing but +1 centralization and +1-2 military.
Riiight. 'Obvious'. So from the very beginning you were arguing that, what, we absolutely shouldn't build a lowland settlement and absolutely should expand warriors? No, you argued the inverse of both, simultaneously, and are still arguing against the latter. So obvious these are things that you didn't even bother to support either one!
Fair enough. Though, remember the northern barrens are bad for growing. Expanding there is liable to be especially anemic and prone to failure.
Sending a cart through the badlands and back up into the hills, when our previous trade route with the WC skipped down our lowland river for ease of transport, which is both impossible now and was significantly easier than transporting several carts of goods through dry, barren hills.
Hey, expand warriors, don't expand warriors. Trail and Harmony are the two big numbers, there. If we have 3 econ after the new boats, warriors is a great pick. If we have 2, swap for something useful, like more fishing.
Still not a standard route. Expand Forest is a 0-1 return since forests aren't especially well-known for their bountiful harvests, not to mention we're trying to forest a steppeland.
The trade mission is not along the old standard routes, those are partly overtaken by the DP. You can't argue that the trade mission will cost 1 because that's how much it costs for expand warriors, and then go off and say expand warriors can cost 2.
Diplomacy is a useful stat that does jack and shit to the nomads and the DP. The HK are a new unknown regarding us, and the various seaward neighbors are too far away to make significant use of our diplomacy gains. Diplomacy is a risky, fragile stat that can, at best, help us make friends with a new kingdom that's already in decline.
For the nth time, economy is food. There is no such thing as money. We give them copper shit, all it gives us is more diplomacy, not fucking economy. Holy shit how many times do I have to repeat that trade missions are 100% never going to give us economy before people stop daydreaming that currency is on our tech list.
Your plan may give protection from the north, and even assuming it passes well enough that it doesn't have to be repeated several times, will give no economy back for it. It will give you 2 diplomacy. It will give you 1 stability. Mine will most likely cost just as much econ, reward just as much econ as yours, give 1 centralization, 1 stability, and 1-2 military, or just as likely, 1-2 economy should it be fishing instead, stats we have more obvious immediate use for.
 
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