Voted best in category in the Users' Choice awards.
...it's not that bad. She's only learning mercantilism. Has trigonometry even been invented yet?
Absolutely. Trig is classical era, and Warhammer seems to be a steampunky Renaissance level of tech. There is no way to do good land surveying, which you need for good maps, without trigonometry. Sailors' navigation instruments rely on trigonometry, and it is foundational for serious architecture and engineering of many kinds.

Speaking as someone with a degree in economics: you don't need calculus until you start trying to rigorously prove a lot of things, and even then if you're willing to fake your curves into straight lines for just good-enough approximations you can do it with basic geometry. I suspect that a lot of what Mathilde has learned is finance, which is a distinct but related discipline (covering things like "accounting," "how investment works," and "how banks work"), but which also you don't need more than algebra to do at a functional level.

(I wonder if Warhammer has double-entry bookkeeping? It became popular among European mercantile/banking interests in the fifteenth and sixteenth centuries, which is about the analogous time for Warhammer's tech/cultural level afaict.)
 
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Is anyone else worried about how well Max is going to do at communicating with an alien species? His diplomatic efforts to date have been a bit hairy.
 
Given the first magic action we are liable to take is research, dwarf room should naturally be built using the first tower room.

Erm yeah? I'm not proposing The Ulgu Room to be set before the Dwarf Room, I'm pointing out that Dwarf room is our first priority and the Ulgu Room is probably the second if we are going to do any research? I'm not sure what you are objecting to here - I do support constructing both the Dwarf and Ulgu rooms first, unless events make it so we need the vault after the Dwarf Room.


Please don't take this as spiteful, but I'm going to be aiming for two research/self-improvement things at least regardless of what plan wins this current vote, next turn. Probably studying our Coin and the Asp Blood since we'll have the tower by then for research, maybe also learning some spells or Greatsword training.

If we don't get additional "priority" missions from Belegar, then we should be able to put in four actions into the Blood, Coin, a Spell, and Greatsword Training. I'd say the spell and greatsword training is probably crucial if we intend more scouting/infiltration/sabotage missions in the future. For what it's worth, I'd probably back your push for those actions, though I do think that setting up that info network probably also would be wise.


Edit: Nevermind about the name vote, I checked the tally. Sorry about that
 
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Is anyone else worried about how well Max is going to do at communicating with an alien species? His diplomatic efforts to date have been a bit hairy.

It turns out he just needed to find his niche. A giant spider hivemind is his sort of person!

(More seriously, we don't have his stat sheet so it's hard to tell if his diplomacy is really low or if he just had poor rolls.)
 
Absolutely. Trig is classical era, and Warhammer seems to be a steampunky Renaissance level of tech. There is no way to do good land surveying, which you need for good maps, without trigonometry. Sailors' navigation instruments rely on trigonometry, and it is foundational for serious architecture and engineering of many kinds.

Speaking as someone with a degree in economics: you don't need calculus until you start trying to rigorously prove a lot of things, and even then if you're willing to fake your curves into straight lines for just good-enough approximations you can do it with basic geometry. I suspect that a lot of what Mathilde has learned is finance, which is a distinct but related discipline (covering things like "accounting," "how investment works," and "how banks work"), but which also you don't need more than algebra to do at a functional level.

(I wonder if Warhammer has double-entry bookkeeping? It became popular among European mercantile/banking interests in the fifteenth and sixteenth centuries, which is about the analogous time for Warhammer's tech/cultural level afaict.)

As someone who has also studied economics, I agree. The math really isn't as bad as most people think... I meant stuff like derivation and integration (which only came in the early modder era I believe?) not trigonometry anyways, I derped a bit there.

Hm double entry bookkeeping... the Marienburg and Tilean merchants propably use it. I heard, witchhunters use it too, to force confessions
 
Diplomacy: 11+1-1-1=10 - You're social enough among your fellow wizards or the commoners you spent your youth around, but are slightly uncomfortable with anyone else.
Martial: 9+2+1+1+1+1+1+2+2=20 - You're no longer just a wizard that can wave a sword - you have become a warrior in your own right.
Stewardship: 12+3+1=16 - You've developed an intuitive grasp of business, exchange and logistics.
Intrigue: 16+2+1=19 - You've developed a somewhat frightening understanding of how to disassemble all kinds of psyches.
Piety: 23+1+1=25 - Ranald has your back, and you have His.
Learning: 18+4+1+1+1-1=24 - The magical world makes more sense to you than the 'real' one.

Magic: 5+1+1=7 - Your magical power is growing in leaps and bounds; you've reached a point that most Magisters will never get close to and you've only just begun.
Diplomacy: 12 - Belegar relies on actions rather than words to inspire others.
Martial: 20 - Belegar is still developing as a warrior, but his skill with a hammer is growing into a legend.
Stewardship: 18 - Belegar's grasp of logistics, rationing, and quid pro quo has been a boon to his reclamation.
Intrigue: 12 - Though it does not come naturally to Dwarves, Belegar is developing his sneakier side.
Piety: 10 - Belegar prefers to leave the Ancestor Gods to those that dedicate their lives to them.
Learning: 14 - Belegar has a sharp mind, but has spent his life focused on reclaiming his birthright rather than developing his intelligence.
It's amazing how much better than Belegar our stats are. He has two stats that are better than us, each only by two. We have three stats that are better than his, with our stat total being 28 points higher than him. Then you get into our magic, which adds a ton of power to our character as well.
 
Really? I figured his fit, gorgeous boss asking to come inside and see his room might give him other ideas.


Think less, "The hot boss wants to come into my quarters." And more, "The Grey Magister who will kill me if I try to go too far with this research is openly investigating my home."

Both of those have Jo getting sweaty, but I think the latter is far more likely.
 
The math really isn't as bad as most people think... I meant stuff like derivation and integration (which only came in the early modder era I believe?) not trigonometry anyways, I derped a bit there.
Ah, yeah; calculus took shape at the very end of the seventeenth century. Given that dwarves have, not just aircraft, but rotary-wing aircraft (specifically coaxial, which is an elegant design but really difficult to engineer), I'd be shocked if they didn't have calculus. Aeronautical engineering is hard.
I heard, witchhunters use it too, to force confessions
:lol:
 
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