As long as thr royalists have 6 temp IC they can do 2 sell obsolete weapon actions and still grow 1 temp armies.

Build temp armies x3 + 2 sell obsolete weapons should be 3 Pw for them.

And with a little luck the Hung can chip in some temp SoL to pay for the massive pile of weapons we dump on them. A little happiness would be nice.
 
[X] [Security] 1 PW - Improve Security funding (+3 Bonds, +1 Espionage)
[X] Plan Furnaces, Day and Night, with happiness

I sincerely hope parliament is going to handle all the DOs, BENs, RRCs, and Port Expansions we need. Wasting this turn could be fatal if the Sketch rush/finish getting a coalition against us.
 
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[X] [Security] 1 PW - Improve Security funding (+3 Bonds, +1 Espionage)
[X] Plan Furnaces, Day and Night, with happiness

I sincerely hope parliament is going to handle all the DOs, BENs, and Port expansions we need. Wasting this turn could be fatal if the Sketch rush/finish getting a coalition against us.

Every turn COULD be fatal up until the great war resolves. I see the Sketch as unwilling to pounce until we falter though. It will cost them a fortune to do the great war even if they win.

@Xon
I would suggest we PT Hung in place if further bonds in "furnaces with happiness." The -3 temp trust will recover on it's own. The bonds will not. The PT also helps the Hung out. Two birds, one stone, less risk over all.
 
Lets keep taking out bonds. Surely nothing can go wrong. Its not like dice are being rolled in the background.
:V :V :V
The US had a debt to GDP ratio of 104.17% in 2015.
All time highest was 121.7% in 1946, and lowest was 31.7% in 1974.
I'd rather begin to pay it down next turn so that we have a larger safety margin during crises, but a Bonds 14 : IC 18 ratio only comes to about 70%.

Should be well within safety limits.
 
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Based on the frontrunner plan for this turn, what would a parliamentary plan look like in the mid turn?
 
Inserted tally
Adhoc vote count started by Marlin on Jun 4, 2018 at 1:51 PM, finished with 57 posts and 25 votes.

  • [X] [Security] 1 PW - Improve Security funding (+3 Bonds, +1 Espionage)
    [X] Plan Furnaces, Day and Night with happiness
    -[X] Rapid Develop Industry - 1 PW: +2 IC and Active Development, +1 Pollution, -2 Temp IC
    -[X] Issue Bonds: 1 PW - +3 temp SoL for +3 Bonds
    -[X] Build Political Support - 1 PW + Happiness >7: +2 PW
    [X] Plan Green Industry! Mark II
    -[X] Rapid Develop Industry - 1 PW: +2 IC and Active Development, +1 Pollution, -2 Temp IC
    -[X] Found Kale-Yllthon Railway Company - 1 PW, -2 IC, founds company to automatically expand <X> arterial line each turn, IC refunded at end of project
    -[X] Construct Sewer - 1 PW: -4 temp Army, +1 Sewer
    -[X] Construct Sewer - 1 PW: -2 temp Army, -2 temp IC, +1 Sewer
    -[X] Build Espionage Network - 1 PW: -1 Temp Trust, +2 Temp Espionage (Kielmyr)
    [X] Plan Furnaces, Day and Night
    -[X] Rapid Develop Industry - 1 PW: +2 IC and Active Development, +1 Pollution, -2 Temp IC
    -[X] Construct Sewer - 1 PW: -4 temp Army, +1 Sewer
    -[X] Build Espionage Network - 1 PW: -1 Temp Trust, +2 Temp Espionage (Kielmyr)
    -[X] Build Political Support - 1 PW + Happiness >7: +2 PW
    [X] [Security] 1 PW - Improve Security funding (-3 temp SoL, +1 Espionage)
    [X] [Security] 0 PW - Keep digging (-1 temp Espionage, internal security sweep continues)
    [X] Plan Get to Work!
    -[X] Rapid Develop Industry - 1 PW: +2 IC and Active Development, +1 Pollution, -2 Temp IC
    -[X] Construct Sewer - 1 PW: -4 temp IC, +1 Sewer
    -[X] Construct Sewer - 1 PW: -4 temp Army, +1 Sewer
    -[X] Construct Sewer - 1 PW: -2 temp Army, -2 temp IC, +1 Sewer
    [X] Plan Engines Full Steam Ahead!
    -[X] Rapid Develop Industry - 1 PW: +2 IC and Active Development, +1 Pollution, -2 Temp IC
    -[X] Trans-Kyberi Railway - 1 PW, -4 Temp Army, +1 Max Development, (4 more uses to remove Undeveloped Hinterlands status, 0/30 Actions to Completion) (0 PW for the first use a turn)
    -[X] Found Kale-Yllthon Railway Company - 1 PW, -2 IC, founds company to automatically expand <X> arterial line each turn, IC refunded at end of project
    -[X] Build Political Support - 1 PW + Happiness >7: +2 PW
    -[X] Build Espionage Network - 1 PW: -1 Temp Trust, +2 Temp Espionage (Kielmyr)
    [X] [Security] 0 PW - Point the People at the Sketch or Nohon or something (-3 temp Consciousness, +1 temp Militancy, ???)
    [X] International Politics
    -[X]
    [X] Plan Furnaces, Day and Night with rails build by the army
    -[X] Rapid Develop Industry - 1 PW: +2 IC and Active Development, +1 Pollution, -2 Temp IC
    -[X] Build Political Support - 1 PW + Happiness >7: +2 PW
    -[X] Trans-Kyberi Railway - 0 PW, -4 temp Army, +1 Max Development, (4 more uses to remove Undeveloped Hinterlands status, 0/30 Actions to Completion) (0 PW for the first use a turn)
    -[X] Diplomatic Outreach - 2 PW: +1 Trust, -3 Temp Trust: officer exchanges with Kielmyr and get them closer to our kingdom
 
Shouldn't there be more Diplomacy and Espionage? The parties don't seem to like those, and I'm pretty sure I saw people say we needed to do a lot of those ourselves.
 
Probably need to do some sewers/hospitals as well, if solely for pragmatic reasons.

Need to lower pollution so we can fill it right up again and/or keep consciousness at a managable level.
We can't build hospitals until our education is at least a 7-9. Edu loss hurts our cultural oddities like OYE remnant language.
 
[X] [Security] 1 PW - Improve Security funding (+3 Bonds, +1 Espionage)
[X] Plan Furnaces, Day and Night with happiness
 
Most of the stuff, actually.
I take that comment from AN as "we got more of a shift, everyone else got less." Either way, we do have confirmation from AN That Kyberia has a much warmer climate.
@Academia Nut is the climate of the Kyberi steppes more like the Great Plains of IRL North America as a result of the geographic shift you put on everything?
Yes, although the greater distance from oceans also means that things are also generally drier, although the drainage from the mountains to the south collecting monsoon rains into the Salt Sea where it evaporates helps somewhat. Full utilization will require significant irrigation work.

Furthermore, to even shift us you logically have to shift the Black Sea. If you shift the Black Sea, you shift the Mediterranean. If you shift the Mediterranean, you shift North Africa (edit: and Southern Europe). This is just to keep these in their places relative to each other.

Now as for the rest? Sure, you could add some land to Asia and Europe and take some from Africa to keep everything else Kosher, but we already know Kyberia has a climate of roughly the same as the American Great Plains, which means it has to be shifted south by a significant amount. Ergo, most of Asia is shifted south.
 
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Really really disappointing how little diplomacy is getting the love. That's one of the few things that's really the prerogative of our Haddyth now, and in a time when the Sketch are playing with coalitions, conditional allies, and brinkmanship we've got to shore things up some more.

Would a DO to Behryvar or Kielmyr, or even the Ochruhr to see about hashing out a backroom deal be too much to ask for? Instead at best I'm seeing a purely reactive attitude.
Funny you should mention that as I was in the middle of creating such a plan


[] International Politics
-[] Diplomatic Outreach - 1 PW: -1 Temp SoL, +2 Temp Trust - Kielmyr
-[] Diplomatic Outreach - 1 PW: -1 Temp SoL, +2 Temp Trust - Behryvar
-[] Trans-Kyberi Railway - 1 PW, -4 Temp Army, +1 Max Development, (4 more uses to remove Undeveloped Hinterlands status, 0/30 Actions to Completion) (0 PW for the first use a turn)
-[] Build Political Support - 1 PW + Happiness >7: +2 PW
-[] Build Political Support - 1 PW + Happiness >7: +2 PW
-[] Build Political Support - 1 PW + Happiness >7: +2 PW
-[] Promote Trade - 1 PW: -3 Temp Trust, +2 Temp SoL (Max [Navies] usage per turn) - Hung
This plan does the outreach and focuses more on preparing for the midturn.

We keep an eye on our borders and look for mischief that Sketch may try.

Now, this plan does not build the railway companies right away, but it does build up on Political Will and combine that with the full 12 temp IC and 6 temp Army. There is a whole lot the Political Parties can do with that. It also allows us to be a little less efficient with our Political Will and start supporting the Lower House Parties.


Pollution calculation on this is very wrong. Comes out to 3(10), not 3(4).
Fixed
 
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Correcting my math again. With the knowledge that arterial rails increase development by 1 we can calculate our nations max industry for our tech level to be the following.

We have 8+6+4+30 arterial rails in our country. So add 48

Ic max 31
True IC max 54
Dev max 247
True dev max 308
Total negative pollution 34
Rails - 23
Sewers - 23
Hospitals - 11

So we need to eventually reduce perm pollution down to 11 via shuttering industry cycles to eventually even out with pollution 0.
 
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Funny you should mention that as I was in the middle of creating such a plan


[] International Politics
-[] Diplomatic Outreach - 1 PW: -1 Temp SoL, +2 Temp Trust - Kielmyr
-[] Diplomatic Outreach - 1 PW: -1 Temp SoL, +2 Temp Trust - Behryvar
-[] Trans-Kyberi Railway - 1 PW, -4 Temp Army, +1 Max Development, (4 more uses to remove Undeveloped Hinterlands status, 0/30 Actions to Completion) (0 PW for the first use a turn)
-[] Build Political Support - 1 PW + Happiness >7: +2 PW
-[] Build Political Support - 1 PW + Happiness >7: +2 PW
-[] Build Political Support - 1 PW + Happiness >7: +2 PW
-[] Promote Trade - 1 PW: -3 Temp Trust, +2 Temp SoL (Max [Navies] usage per turn) - Hung
This plan does the outreach and focuses more on preparing for the midturn.

We keep an eye on our borders and look for mischief that Sketch may try.

Now, this plan does not build the railway companies right away, but it does build up on Political Will and combine that with the full 12 temp IC and 6 temp Army. There is a whole lot the Political Parties can do with that. It also allows us to be a little less efficient with our Political Will and start supporting the Lower House Parties.



Fixed

Maybe switch Promote Trade to selling the Hung our guns? That may be of more immediate benefit to them.
 
[X] International Politics
[X] [Security] 1 PW - Improve Security funding (+3 Bonds, +1 Espionage)
 
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[X] Plan Furnaces, Day and Night But With Spying On The Sketch
-[X] Rapid Develop Industry - 1 PW: +2 IC and Active Development, +1 Pollution, -2 Temp IC
-[X] Rapid Develop Industry - 1 PW: +2 IC and Active Development, +1 Pollution, -2 Temp IC
-[X] Rapid Develop Industry - 1 PW: +2 IC and Active Development, +1 Pollution, -2 Temp IC
-[X] Build Espionage Network - 1 PW: -1 Temp Trust, +2 Temp Espionage (Sketch)
-[X] Build Political Support - 1 PW + Happiness >7: +2 PW
-[X] Build Political Support - 1 PW + Happiness >7: +2 PW
-[X] Develop Railroads - 1 PW: -4 temp Armies, +1 Max IC, +1 Max Development, +1 Railroads
 
[X] International Politics

[X] [Security] 1 PW - Improve Security funding (-3 temp SoL, +1 Espionage)
 
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