[X][Agenda] Plan War Profiteering
Adhoc vote count started by Pyre on Apr 17, 2018 at 10:42 AM, finished with 13260 posts and 8 votes.

  • [x][Agenda] Plan Cornuthaum 1840
    -[x][Agenda] Develop Industry - 0 PW: Increases IC and Active Development by 1, -1 Temp IC (One Use per Turn)
    -[X][Agenda] Develop Industry - 1PW: Increases IC and Active Development by 2, -2 Temp IC
    -[x][Agenda] Sell Crown Corporation (0/13) - 0 PW: +1 temp SoL (Usable once per turn)
    -[x][Agenda] Sell Crown Corporation (0/13) - 1 PW: +2 temp SoL
    -[X][Agenda] Raise Taxes - 1 PW: -1 Temp SoL, +1 Temp IC
    -[x][Agenda] Acknowledge Civilized Tribes: 0 PW (-5 Prestige, Royalists angered, Liberals pleased)
    -[X][Agenda] Develop Transport Infrastructure - 0 PW, -3 Temp IC, +1 Max Development
    -[X][Agenda] Increase Navies - 2PW: Increases Navies by 1, -1 IC
    -[X][Agenda] Reduce Food Prices: 1 PW (-3 Temp Trust, -1 SoL, +2 Trust)
    -[X][Agenda] Accept Khemetri Population: 0 PW (+1 temp Militancy, +1 temp Consciousness, Kyberi Settlement action, Conservatives neutral, Liberals pleased)
    -[x][Agenda] Diplomatic Outreach - 1 PW: -1 Temp SoL, +2 Temp Trust (Propose a sale of weaposn to the Civilized Tribes of Mahaxia)
    [x][Agenda] Plan Cornuthaum 1840
    [X][Agenda] Plan War Profiteering
    -[X][Agenda] Develop Industry - 1PW: Increases IC and Active Development by 2, -2 Temp IC
    -[X][Agenda] Sell Crown Corporation (0/13) - 0 PW: +1 temp SoL
    -[X][Agenda] Raise Taxes - 1 PW: -1 Temp SoL, +1 Temp IC
    -[X][Agenda] Develop Transport Infrastructure - 0 PW, -3 Temp IC, +1 Max Development
    -[X][Agenda] Increase Navies - 2PW: Increases Navies by 1, -1 IC
    -[X][Agenda] Reduce Food Prices: 1 PW (-3 Temp Trust, -1 SoL, +2 Trust)
    -[X][Agenda] Accept Khemetri Population: 0 PW (+1 temp Militancy, +1 temp Consciousness, Kyberi Settlement action, Conservatives neutral, Liberals pleased)
    -[X][Agenda] Acknowledge Civilized Tribes: 0 PW (-5 Prestige, Royalists angered)
    -[X][Agenda] Diplomatic Outreach - 1 PW: -1 Temp SoL, +2 Temp Trust - Hung: convince them to buy our guns; ask if they need military advisers
    -[X][Agenda] Promote Trade - 1 PW: -2 Temp Trust, +1 Temp SoL: Sell guns, probably CT and Hung
 
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[x][Agenda] Plan Cornuthaum 1840
-[x][Agenda] Develop Industry - 0 PW: Increases IC and Active Development by 1, -1 Temp IC (One Use per Turn)
-[x][Agenda] Develop Industry - 1PW: Increases IC and Active Development by 2, -2 Temp IC
-[x][Agenda] Sell Crown Corporation (0/13) - 0 PW: +1 temp SoL (Usable once per turn)
-[x][Agenda] Sell Crown Corporation (0/13) - 1 PW: +2 temp SoL
-[x][Agenda] Raise Taxes - 1 PW: -1 Temp SoL, +1 Temp IC
-[x][Agenda] Raise Taxes - 1 PW: -1 Temp SoL, +1 Temp IC
-[x][Agenda] Raise Taxes - 1 PW: -1 Temp SoL, +1 Temp IC
-[x][Agenda] Develop Transport Infrastructure - 0 PW, -3 Temp IC, +1 Max Development
-[x][Agenda] Increase Navies - 2PW: Increases Navies by 1, -1 IC
-[x][Agenda] Reduce Food Prices: 1 PW (-3 Temp Trust, -1 SoL, +2 Trust)
-[x][Agenda] Accept Khemetri Population: 0 PW (+1 temp Militancy, +1 temp Consciousness, Kyberi Settlement action, Conservatives neutral, Liberals pleased)
-[x][Agenda] Diplomatic Outreach - 1 PW: -1 Temp SoL, +2 Temp Trust (Propose a sale of weaposn to the Civilized Tribes of Mahaxia)
-[x][Agenda] Acknowledge Civilized Tribes: 0 PW (-5 Prestige, Royalists angered, Liberals pleased)


Costs

-9 PW

-3 TIC
+2 IC

-1 Temporary SoL
+0 to +1 SOL (-1 SoL from Food; +1-2 SoL from Gold Mine. See here for more informatiom)

-1 Temporary Trust
+2 Trust

+1 Navies

+1 Temporary Militancy
+1 Temporary Consciousness
-5 Prestige

Mid Term Procs:
+1 Temp IC - Liberials pleased by DO trade mission
+1 Temp IC - Liberials pleased by Accept Khemetri Population and Acknowledge Civilized Tribes
Royals angered - Acknowledge Civilized Tribes
Royals pleased - Increase Navies




Time and time and time again we run into the issue that with current cost breakpoints we are not even capable of doing a fraction of what a nation of our size, population and economy should be able to do because we don't have the IC Cap for it.

And we need the IC cap in particular because of how stat regeneration works.

We need to expand the industry to fund other things? That refreshes based on the maximum IC cap.
We need more Standard of Living? That's built off of IC.... which we need Temporary IC to maintain.
We need more Education? That takes Standard of Living.
We need more Diplomacy? That takes Standard of Living.

We need to increase our armies or navies (and we always do)? That takes IC, too.

There is no way around pollution in the age of industry. If the people revolt we will conscript them and send them into Kyberia; either to fight the Nohon or to settle down there.

But above all else we need more maximum IC.

We can't do railroads without at least IC cap 8 because of how stat regen works unless we want to forgo doing anything else, we can't expand our educational facilities or make the lives of our people less miserable without IC.

Industry is, unsurprisingly and unfortunately, the absolute ruling-stat of this quest and we can't pretend that we can find a way around this any longer.

If I could guarantee we could get actually impactful mid-turn bills, or at least some way of knowing how to shape what sort of mid-turn bills we get, I'd do something else, but this plan is laser focused onto three things:

1.) Increase our IC cap to 8
2.) Develop transport infrastructure to access the Kyberi gold mine(s)*
3.) Increase our navy in an effort to deal with the Nohon cordon.

Special: Gold Mine will become active with Kyberi Settlement (1/1) and Develop Transport Infrastructure (0/1)
 
[X][Agenda] Sunrise navy and education.
-[][Agenda] Develop Industry - 0 PW: Increases IC and Active Development by 1, -1 Temp IC (One Use per Turn)
-[][Agenda] Sell Crown Corporation (0/13) - 0 PW: +1 temp SoL
-[][Agenda] Increase Navies - 2PW: Increases Navies by 1, -1 IC
-[][Agenda] Raise Taxes - 1 PW: -1 Temp SoL, +1 Temp IC
-[][Agenda] Raise Taxes - 1 PW: -1 Temp SoL, +1 Temp IC
-[][Agenda] Develop Transport Infrastructure - 0 PW, -3 Temp IC, +1 Max Development
-[][Agenda] Improve Education - 2 PW: -1 SoL, +1 Education, +1 Innovation
-[][Agenda] Reduce Food Prices: 1 PW (-3 Temp Trust, -1 SoL, +2 Trust)
-[][Agenda] Accept Khemetri Population: 0 PW (+1 temp Militancy, +1 temp Consciousness, Kyberi Settlement action, Conservatives neutral, Liberals pleased)
-[][Agenda] Acknowledge Civilized Tribes: 0 PW (-5 Prestige, Royalists angered, Liberals pleased)
-[][Agenda] Promote Trade - 1 PW: -2 Temp Trust, +1 Temp SoL (Max [Navies] usage per turn) Hung modern weapon technology and or training.

stats -2 temp ic(that we get back later in the turn for pleasing the liberals 3x times) , -1 or 0 SOL(depending on the gold mine) 0 or -1 temp SOL(depending on the gold mine), +2 trust -3 temp trust and +1 Navies
This plan placates the conservatives and gets 10 innovation for:
Improve Standard of Living
2PW + Innovation >10: Increases SoL by 1, -3 Temp IC
It saves one PW for the midturn.
 
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[x][Agenda] Plan Cornuthaum 1840
-[x][Agenda] Develop Industry - 0 PW: Increases IC and Active Development by 1, -1 Temp IC (One Use per Turn)
-[x][Agenda] Develop Industry - 1PW: Increases IC and Active Development by 2, -2 Temp IC
-[x][Agenda] Sell Crown Corporation (0/13) - 0 PW: +1 temp SoL (Usable once per turn)
-[x][Agenda] Sell Crown Corporation (0/13) - 1 PW: +2 temp SoL
-[x][Agenda] Raise Taxes - 1 PW: -1 Temp SoL, +1 Temp IC
-[x][Agenda] Raise Taxes - 1 PW: -1 Temp SoL, +1 Temp IC
-[x][Agenda] Raise Taxes - 1 PW: -1 Temp SoL, +1 Temp IC
-[x][Agenda] Develop Transport Infrastructure - 0 PW, -3 Temp IC, +1 Max Development
-[x][Agenda] Increase Navies - 2PW: Increases Navies by 1, -1 IC
-[x][Agenda] Reduce Food Prices: 1 PW (-3 Temp Trust, -1 SoL, +2 Trust)
-[x][Agenda] Accept Khemetri Population: 0 PW (+1 temp Militancy, +1 temp Consciousness, Kyberi Settlement action, Conservatives neutral, Liberals pleased)
-[x][Agenda] Diplomatic Outreach - 1 PW: -1 Temp SoL, +2 Temp Trust (Propose a sale of weaposn to the Civilized Tribes of Mahaxia)
-[x][Agenda] Acknowledge Civilized Tribes: 0 PW (-5 Prestige, Royalists angered, Liberals pleased)
 
[x][Agenda] Plan Cornuthaum 1840
-[x][Agenda] Develop Industry - 0 PW: Increases IC and Active Development by 1, -1 Temp IC (One Use per Turn)
-[x][Agenda] Develop Industry - 1PW: Increases IC and Active Development by 2, -2 Temp IC
-[x][Agenda] Sell Crown Corporation (0/13) - 0 PW: +1 temp SoL (Usable once per turn)
-[x][Agenda] Sell Crown Corporation (0/13) - 1 PW: +2 temp SoL
-[x][Agenda] Raise Taxes - 1 PW: -1 Temp SoL, +1 Temp IC
-[x][Agenda] Raise Taxes - 1 PW: -1 Temp SoL, +1 Temp IC
-[x][Agenda] Raise Taxes - 1 PW: -1 Temp SoL, +1 Temp IC
-[x][Agenda] Develop Transport Infrastructure - 0 PW, -3 Temp IC, +1 Max Development
-[x][Agenda] Increase Navies - 2PW: Increases Navies by 1, -1 IC
-[x][Agenda] Reduce Food Prices: 1 PW (-3 Temp Trust, -1 SoL, +2 Trust)
-[x][Agenda] Accept Khemetri Population: 0 PW (+1 temp Militancy, +1 temp Consciousness, Kyberi Settlement action, Conservatives neutral, Liberals pleased)
-[x][Agenda] Diplomatic Outreach - 1 PW: -1 Temp SoL, +2 Temp Trust (Propose a sale of weaposn to the Civilized Tribes of Mahaxia)
-[x][Agenda] Acknowledge Civilized Tribes: 0 PW (-5 Prestige, Royalists angered, Liberals pleased)
 
AN, is anyone messing about with guncotton yet? Has any gunsmith or chemist suddenly exploded with a surprising lack of smoke?
I assume that'll be part of Practical Breech-loaders, since breech-loaders simply aren't all that practical without some sort of internal primer mechanism and/or cartridge. Which guncotton is the first step of.
 
Yeah, the disaster in the UPM actually makes sense. There was no war of 1812 to hammer in how their lack of army and weak government just would not work. The government just can't get control of the situation, and seeing as NH is a Mexico stand in, I imagine they also of a boatload of problems.
 
I assume that'll be part of Practical Breech-loaders, since breech-loaders simply aren't all that practical without some sort of internal primer mechanism and/or cartridge. Which guncotton is the first step of.

AN mentioned non-cartridge breach loaders when I asked before, but not a firm no. I assume cartridges remain their own tech. Gun cotton would also likely be it's kwn thing as adopting it in the army is a huge supply chain modification.
 
[X] [Agenda] Sivantic 1836
-[X][Agenda] Develop Transport Infrastructure- 1 PW, -3 Temp IC, +1 Max Development, (8 more uses to remove Undeveloped Hinterlands status, 3 more uses to remove Isolated Hinterlands) (0 PW for the first use a turn)
-[X] [Agenda] Increase Navies - 2 PW: Increases Navies by 1, -1 IC
-[X] [Agenda] Develop Industry - 1 PW: Increases IC and Active Development by 2, -2 Temp IC (One Use per Turn)
-[X] [Agenda] Reduce Food Prices: 1 PW (-3 Temp Trust, -1 SoL, +2 Trust)
-[X] [Agenda] Acknowledge Civilized Tribes: 0 PW (-5 Prestige, Royalists angered)
-[X] [Agenda] Raise Taxes - 1 PW: -1 Temp SoL, +1 Temp IC
-[X] [Agenda] Raise Taxes - 1 PW: -1 Temp SoL, +1 Temp IC x2
-[X] [Agenda] Promote Trade - 1 PW: -2 Temp Trust, +1 Temp SoL (Max [Navies] usage per turn)
-[X][Agenda] Sell Crown Corporation (0/13) - 0 PW: +1 temp SoL (Usable once per turn)
-[X][Agenda] Develop Railroads - 1 PW: -2 IC, +1 Max IC, +1 Railroads
-[X][Agenda] Accept Khemetri Population: 0 PW (+1 temp Militancy, +1 temp Consciousness, Kyberi Settlement action, Conservatives neutral, Liberals pleased)

-8 PW (Royalists -1 for acknowledge, +1 for navy net 0)
-5 Temp Trust
+2 Trust
-0 Temp SoL
-1 SoL (Gold mine changes this to +0/1)
-3 Temp IC (Libreal party changes this to -2)
+1 Temp Con (Constitutional Call)
-1/0 Happiness (Temp Con +1/0 higher than Temp SoL)
-1 IC
-5 Prestige
+1 Max IC
+1 Navies
+1 Max Development
+2 Active Development
+1 Railroads
Undeveloped Hinterlands status goes to 6, Isolated to 1

Econ
Industrial Cap 5 (1) (Max. 7+50%)
Railroads 1/3
Development 28/44+25%
Pollution 0

Culture
Consciousness 1 (3)
Standard of Living 5/6 (2/3)
Happiness 5/10 (This is either 4 or 5 depending on the Gold mine.)

Research
Academies 3/3
Mil Academies 1/1
Education 4
Innovation 9

Diplomacy
Trust 11 (2)
Espionage 7 (6)

Martial
Militancy 5
Armies 9 (8)
Navies 7 (6)

Political Will 1/15

Prestige
Min. 34
Current 125
 
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