I'm ~90% certain that a significant part of the issues with the nomads is due to a simple bad roll. While we definitely could use more martial, we don't need to panic. We're at parity, not behind. All the nomads who fight for economy are avoiding us, it's the ones who fight for martial glory that we're dealing with. More army would possibly get them to back off through cost-benefit analysis or through simple Darwinian selection, but we don't need it, as useful as it would be.

Wait, why do we need more fancy pottery now?
Assuming it is Glazed Pottery, It's a massive advantage which makes them able to transport liquids and be more durable. This has massive potential in a wide variety of applications from our metal studies (you need furnaces to do both glazing and metalworking), economy (better irrigation because we can easily transport water), and possibly even martial (easier to carry larger amounts of water around).

The funny thing about the Nomads is that due to their clan structure the have the cultural memory of a gnat, love a good fight like 40k Orks, and we would only really be teaching this set of clans a lesson. The Nomads are only something we can deal with after we get really really powerful.
Yes? I don't see how that invalidates my statement, the bast way to deal with them for ~1-2 generations is Charriots. (We'll need to Main warriors as our next action after that to get more raw people though, true)
 
[X] Yes (-1 Hierarchy, +2 Centralization)
[X][Main]Expand Warriors
[X][Secondary]War Mission-Northern Nomads
[X][Secondary] Art Patronage


Hmm...i'm guessing that with our econ high enough, our province actions are going to be Stonepen and Northshore each doing one of expand warriors/new chariots/walls, and then hopefully Valleyhome gets to keep doing study stars instead of the chiefs deciding that they need to make use of the excess econ and do something else and break the chain...
 
He didn't say "this turn only".

What could possibly be so benefical that we get new shinny art innovation right now? More diplomacy? Waterproof containers?

How many action economy would you trade it for?
If we have high enough Diplo we can possibly expand into the lowlands without needing to war them all. also yes water proof containers are very nice.
 
[X] Yes (-1 Hierarchy, +2 Centralization)
[X][Main]Expand Warriors
[X][Secondary]War Mission-Northern Nomads
[X][Secondary] Art Patronage


Hmm...i'm guessing that with our econ high enough, our province actions are going to be Stonepen and Northshore each doing one of expand warriors/new chariots/walls, and then hopefully Valleyhome gets to keep doing study stars instead of the chiefs deciding that they need to make use of the excess econ and do something else and break the chain...
goddamnit, whenever someone says break the chain, I only hear this:

 
[X] Yes (-1 Hierarchy, +2 Centralization)
This does have it's issues, but it also bumps down hierarchy and we can head off some corruption as well

[X][Main]War Mission-Northern Nomads
[X][Secondary]Expand Warriors
[X][Secondary]Study Metal
 
[X] Yes (-1 Hierarchy, +2 Centralization)
[X][Main]Expand Warriors
[X][Secondary]War Mission-Northern Nomads
[X][Secondary]Art Patronage
 
Assuming it is Glazed Pottery, It's a massive advantage which makes them able to transport liquids and be more durable. This has massive potential in a wide variety of applications from our metal studies (you need furnaces to do both glazing and metalworking), economy (better irrigation because we can easily transport water), and possibly even martial (easier to carry larger amounts of water around).

Good points, but i would say if we want metal then study metal is the most direct way. And our farms are at the moment in water rich hill area, so no rush there.
 
More Boats - The things are expensive but oh so useful, so having more of them will increase your capacity for trade, travel, and fishing
* S: -2 Econ, +1 Econ and +1 Diplo next turn, other potential effects
* M: -2 Econ, +1 Econ end of turn, +1 Econ and Diplo next turn, additional effects, tiny chance of innovation;

Guys, I think after we do [Main] Chariots we should do [Main] more boats.

The southern coast is getting a bit more heated so having boats will definitely help us out. I know they're currently used for fishing, trade, and travel but our fishers are already fighting them. Having more will be better long term for dealing with the viking assholes.

Not to mention it's econ neutral and diplo positive.

I'm also curious what additional effects would pop out...
 
I'm ~90% certain that a significant part of the issues with the nomads is due to a simple bad roll. While we definitely could use more martial, we don't need to panic. We're at parity, not behind. All the nomads who fight for economy are avoiding us, it's the ones who fight for martial glory that we're dealing with. More army would possibly get them to back off through cost-benefit analysis or through simple Darwinian selection, but we don't need it, as useful as it would be.


Assuming it is Glazed Pottery, It's a massive advantage which makes them able to transport liquids and be more durable. This has massive potential in a wide variety of applications from our metal studies (you need furnaces to do both glazing and metalworking), economy (better irrigation because we can easily transport water), and possibly even martial (easier to carry larger amounts of water around).


Yes? I don't see how that invalidates my statement, the bast way to deal with them for ~1-2 generations is Charriots. (We'll need to Main warriors as our next action after that to get more raw people though, true)
That's what I basically said. :)

Not panicking since we are right now we are at parity/ or if you wanna be pessimistic, which I don't, slightly losing. In a place that has not been heavily en-forested with few walls. We are pretty stronk. What I want with this Expand Warriors is to make it so that we are not at parity, but far beyond it. That'll learn them good. :p
Adhoc vote count started by BungieONI on Apr 21, 2017 at 7:37 PM, finished with 103 posts and 26 votes.
 
Guys, I think after we do [Main] Chariots we should do [Main] more boats.

The southern coast is getting a bit more heated so having boats will definitely help us out. I know they're currently used for fishing, trade, and travel but our fishers are already fighting them. Having more will be better long term for dealing with the viking assholes.

Not to mention it's econ neutral and diplo positive.

I'm also curious what additional effects would pop out...
Goo luck selling that to those who want to do a megaproject, and those who want to expand :p
 
I am not keen on the star megaproject due to it being even more expensive than even the dam megaproject.

If I were to choose a megaproject, I would rather build the garden which is 3-6 turns instead of 7-10 turns.
 
Goo luck selling that to those who want to do a megaproject, and those who want to expand :p
But....but! :cry:

We're gonna be fighting the vikings more and more the longer this goes on! If we [Main] boats we can get some nice diplo, possible innovation, unknown additional effects, and start the problem on good footing!

What's not to love?
 
[X] Yes (-1 Hierarchy, +2 Centralization)
[X][Main]Grand Sacrifice
[X][Secondary]Study Metal
[X][Secondary]Study Metal

Need to get our Stab safety-net back in case that some bad events happen or LoO triggers, in best case it does trigger withthe DP and we can eat up all their refugees and thus steal their military tech
Expanding now into the eastern hills is a bad idea with the nomads making trouble
Want to finish up Studying metal so that we can finally move on from it
 
But....but! :cry:

We're gonna be fighting the vikings more and more the longer this goes on! If we [Main] boats we can get some nice diplo, possible innovation, unknown additional effects, and start the problem on good footing!

What's not to love?
Oh I'm with you, sorta, but I'm also going to be one of those pushing for Place to The Stars once we've seen off the nomads for now. Though, if the southern raiders do get to be a big problem I'll push for boats.
 
goddamnit, whenever someone says break the chain, I only hear this:


Veeeeeeerrrrrry nice choice in music.

Might I recommend this?



But....but! :cry:

We're gonna be fighting the vikings more and more the longer this goes on! If we [Main] boats we can get some nice diplo, possible innovation, unknown additional effects, and start the problem on good footing!

What's not to love?
Vikings not a problem yet. Give it 4 turns.

We want expand >megaproject> viking prep. Plus actions now will contribute to that prep. They gotta land to cause issues.
 
[X] Yes (-1 Hierarchy, +2 Centralization)
[X][Main]Grand Sacrifice
[X][Secondary]Study Metal
[X][Secondary]Study Metal

Need to get our Stab safety-net back in case that some bad events happen or LoO triggers, in best case it does trigger withthe DP and we can eat up all their refugees and thus steal their military tech
Expanding now into the eastern hills is a bad idea with the nomads making trouble
Want to finish up Studying metal so that we can finally move on from it
MANDATORY. WAR. MISSION. PLAN. INVALID.
 
[X] Yes (-1 Hierarchy, +2 Centralization)
[X][Main]Grand Sacrifice
[X][Secondary]Study Metal
[X][Secondary]Study Metal

Need to get our Stab safety-net back in case that some bad events happen or LoO triggers, in best case it does trigger withthe DP and we can eat up all their refugees and thus steal their military tech
Expanding now into the eastern hills is a bad idea with the nomads making trouble
Want to finish up Studying metal so that we can finally move on from it

One secondary War mission is mandatory this turn.
 
[X] [Main] Mega-Project - The Garden
[X] [Secondary] War Mission - Northern Nomads
[X] [Secondary] Build Chariots

Oh noooo nomads trying to distract from that giant pile of econ

Nah, I don't give a fuck, Mega-Project time. Secondaries can cover that nuisance for the foreseeable.
 
[X] Yes (-1 Hierarchy, +2 Centralization)

[X][Main]Art Patronage
[X][Secondary]War Mission-Northern Nomads
[X][Secondary]More Boats

Still spending our econ is the beast this turn. I question the reliability of our governor to chose the right things. Picking Art Patronage to keep it in the running just in case.
 
MANDATORY. WAR. MISSION. PLAN. INVALID.
*waves fan in direction of red-faced @tryrar*

Please calm down sir. I don't want to clean up exploded and charred brain from the thread. :p
Adhoc vote count started by BungieONI on Apr 21, 2017 at 7:43 PM, finished with 114 posts and 28 votes.
 
[X] Yes (-1 Hierarchy, +2 Centralization)
[X][Main]Grand Sacrifice
[X][Secondary]War Mission-Northern Nomads
[X][Secondary]Art Patronage
 
[X] Yes (-1 Hierarchy, +2 Centralization)

[X][Main]Art Patronage
[X][Secondary]War Mission-Northern Nomads
[X][Secondary]More Boats

Still spending our econ is the beast this turn. I question the reliability of our governor to chose the right things. Picking Art Patronage to keep it in the running just in case.

The boats doesn't help us deal with the nomads which is our current problem.
 
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