Knight13 wrote:Aside from the harvesting thing and the possibility of self-sufficiency, this klog gives us another interesting bit of information. In order for a kingdom to maintain an army large enough to defend itself from its neighbors, it has to attack other kingdoms, since the cities alone don't produce enough shmuckers to pay upkeep. I always wondered how the constant war thing was enforced, turns out it's a neat little vicious circle.
This is implied, but I'm not convinced sides need to fight others to be viable as sides. After all, GK has all those gems, pops rations, etc. And they weren't winning wars before book 1 (quite the opposite), but still seemed to have plenty of capital. I think there's some evidence to suggest sides can survive without war, they just risk being weak. I'd like alot more information on this, that's for sure.
Also, I guess this means that it would have taken too long to kill the Dwagons without popping them for rations or something? It's a little odd... why couldn't they just kill the Dwagons normally and let them fall? I understanding killing them (if it's safer than just flying down and "falling/landing", but this seems needlessly complicated unless killing Dwagons is just too hard to do...
I guess the Archons in the airspace are boned too, which is annoying. I hope Parson still has some handy. Also, this explains why this gambit will cause them to lose most of their forces in a satisfactory way (they'll be rations next turn). Which makes sense, because one assumes that otherwise they'd steamroll the unprepared Jetstones, decrypting at will, and taking the castle from within.