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Hiveminded
Aug 26, 2014
Definitely Seghdihr. All of these other dwarves have cool and thematic mission trees, but Seghdihr goes a step beyond with basically a baked-in narrative campaign. Also, we'll be in a position where things happening outside of the mountains can impact us from the start, and we'd have some very interesting neighbours indeed.

e; :(

Hiveminded fucked around with this message at 01:25 on Mar 1, 2023

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Hiveminded
Aug 26, 2014
I was checking around on the anbennar discord and it looks like Seghdihr might actually be partially broken rn due to recent changes in the layout of trade nodes relevant to their MT. sad! anyway let's see orlghelovar

Hiveminded
Aug 26, 2014
BI, Monarchy

Expansion is very much a trap. It'll saddle us with more colonists than we'll be able to fund with our weak early economy, and more colonies than we would be able to defend against goblin and orcish uprisings and hordes. Keeping two provinces colonising at once would already maximally strain our manpower and forcelimit.

Economic and quantity would offer probably the most to us, as in this early stage we really want to be developing (a core mechanic for dwarves), raising our income/reducing upkeep, and offsetting the loss of manpower and forcelimit from transitioning out of an adventuring company into a monarchy/republic, but going for the "optimal" choice is a bit boring and unthematic. Innovative and quality will still be useful and keep to theme, even though they probably aren't ideal. Although, choosing innovative first will certainly provide some huge savings in the long-term between the tech cost and advisor cost reductions, and we'll have the highest quality non-cavalry army possible from idea groups this early on, even if it's a bit dangerously small against the huge numbers goblins can field.

Hiveminded
Aug 26, 2014
Innovative and Quality has the excellent +15% infantry CA policy. Used to be +20, then nerfed to +10, now buffed again to its very respectable current state. Force limit will be a problem while we're small, but once we can field up to combat width we should be pretty good at the whole military thing.

Hiveminded
Aug 26, 2014
Getting some integrated minorities is typically a better thing than not in high-dev provinces of accepted culture and religion. At integrated status, the minority causes increased state maintenance and monthly autonomy gain based on size, along with its unique positive modifiers (not all of which are really worth having); "monster" races have an additional penalty as minorities, causing extra unrest in the provinces they're in. A province with like 10 integrated minority populations would need to be your capital or something to offset the autonomy gain and unrest. All this being said, orcs and goblins are great integrated minorities to have in your provinces. They both contribute up to 10% goods produced, 20% production efficiency and -build speed from goblins, and 20% manpower and -regiment cost from orcs. So it's not always a clear-cut "do it this way to be optimal" thing, but Anbennar as a whole does tend to lean on multiracial integration as an economically preferable option for the state.

Hiveminded
Aug 26, 2014
somethin real fuckin EVIL next time :)

Hiveminded
Aug 26, 2014
Mykx because yes to drugs and piracy and sacrifices to demons on mesoamerican step pyramids.

Asheniande and Gemradcurt for runners up :)

Hiveminded
Aug 26, 2014

Hellioning posted:

Ah, yes, the nuance in...

*checks notes*

Literally eating people.

look, some people deserve to get ate. Cannibal-phobic much??

Hiveminded
Aug 26, 2014
BRUTAL CAPTAIN sounds most fitting (for these gnolls and the playthrough), but if communal does end up winning it'll be interesting to see how it's spun.

Hiveminded
Aug 26, 2014

RabidWeasel posted:

Unless something I'm not familiar with about the mod makes naval ideas more appealing or we really need to bump up our naval forcelimit in this situation, I'd suggest quality ideas instead as they make both land and sea troops stronger. There's no getting around having a decent army even if your navy is the best, and if we end up with a ton of naval related bonuses from being a pirate republic already, getting an entire idea group which also focuses on having a better navy might be redundant.

There are some good naval bonuses from pirate republic government reforms, but they'll take a while to reach and don't nearly add up to what a full commitment to Naval ideas would offer for actually winning naval battles. I think it's better to view those reforms as an eventual offset to the gnoll racial military penalty for water; -10% ship durability and +10% fire damage received by default aren't trivial penalties, and while we can get a good chunk of naval morale, some heavy ship combat ability, and admiral fire pips/more naval tradition out of pirate republic, everything else related to navies for the government actually mostly concerns forcelimit, ship cost/maintenance, and ship capture chance. All three of which are baked in pretty much at the start.

The problem and point here is that any big opponent like Lorent -- or heaven forbid, a strong Gnomish Hierarchy -- which may end up taking Naval ideas could easily outfight Mykx on the water, even as Mykx eventually comes to field a navy several times the size of anyone else's and replaces losses pretty much for free. It's kind of parallel to the classic situation of Britain in vanilla EU4 where it can outfight any other nation on the water unless that nation takes Naval ideas and Britain doesn't, in which case the dynamic reverses and Britain has to go and clown on them by land instead. (Never really an issue in SP, but a very different story in MP and a potential issue here for a few different reasons.) So taking Quality to fight somewhat better on both land and sea isn't as straightforward as it may seem. You're right that having a decent army will always be relevant, and Quality Gnolls at this stage of the game will crush everything on land. Also Naval can always just be taken later if one of the other big colonial powers takes the group, if we're being meta about how the choices presented here will always be available for the player to go back for and take at some point. But there does exist a risk that neglecting Naval ideas will eventually drop the group as an option entirely in the narrative and screw the nation over later.

Hiveminded
Aug 26, 2014
on a different note, I'd really endorse Influence ideas. Pirate republics are actually rather not good at conquering and holding a ton of land as they have a very large governing cost penalty, so orienting more towards vassals becomes a lot more appealing. But, also, the concept of getting a bunch of tributaries (normally only available to Eastern religions/tech groups in vanilla) as a new world pirate is pretty unique and interesting. Enslave kings and nations under the heel of a glittering core. Expansion ideas are a trap, but taking a trap option could still have interesting consequences.

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Hiveminded
Aug 26, 2014
God what a ghoulish nation it's so good. just a completely perfect flavour of nightmare shithole.
Governing cap do be an issue that'll never go away with pirates, maybe bite the bullet with a few chunky inland vassals just to make things less of a headache? Some other big states in aelantir are bound to consolidate soon if they haven't already and then it'll probably be a neverending chain of annoying declarations from every dumb midsize-and-up neighbour.

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