What does our Admin advisor and Admin Diplo heir consider the simplest and least likely to cause problems out of

[] [Law] Have the law favour splitting
[] [Law] Have the law favour lumping
[] [Law] Attempt to close off both practices
[] [Law] Leave things be

Simplest? Lumping, definitely lumping. Least likely to cause problems? Hmmm... close off both practices, although that is probably the most complex, most likely to cause short term problems, and may have the possibility of straight up not working.

do our boatbuilders have any idea what kind of speed or size increase we'd see if we chose that option?

Hard to say until they've really started making them, but probably relatively significant for either.
 
Why is speed generally superior to size? Bigger ships, more freight, more endurance?

Edit: Splitting: Doesn't that practice inflate the administration?
Yes it does.
Adhoc vote count started by BungieONI on Jun 3, 2017 at 6:48 PM, finished with 46771 posts and 13 votes.
 
Just to make sure everyone is aware about the CA vote:
+8-10 econ. 3 fills our Econ. 2 goes into diplomacy, which goes to art which is full and then 2 more into mysticism. We then have maxxed all stats, which means the last 1-3 points go into martial.

This drops our stability to either 0 or 1, and puts us above the limit on Martial. The Salterns means that we have an admin roll (edit: Admin hero! Automatic success. Salterns will prevent overflow to Martial, though the latter still applies) to see how the overflow goes, but either way we need to immediately start a golden age if we don't want to be forced into a war of conquest to bleed off our excess martial.
 
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Simplest? Lumping, definitely lumping. Least likely to cause problems? Hmmm... close off both practices, although that is probably the most complex, most likely to cause short term problems, and may have the possibility of straight up not working.



Hard to say until they've really started making them, but probably relatively significant for either.
Oh thank you... Thank you very much!
 
Just to make sure everyone is aware about the CA vote:
+8-10 econ. 3 fills our Econ. 2 goes into diplomacy, which goes to art which is full and then 2 more into mysticism. We then have maxxed all stats, which means the last 1-3 points go into martial.

This drops our stability to either 0 or 1, and puts us above the limit on Martial. The Salterns means that we have an admin roll to see how the overflow goes, but either way we need to immediately start a golden age if we don't want to be forced into a war of conquest to bleed off our excess martial.

.....Why are we so Op?
 
Simplest? Lumping, definitely lumping. Least likely to cause problems? Hmmm... close off both practices, although that is probably the most complex, most likely to cause short term problems, and may have the possibility of straight up not working.



Hard to say until they've really started making them, but probably relatively significant for either.
Could we switch out of closing off both and go to lumping if there is a problem?
 
Also something else to consider is that if we take over the villages the econ bonus we get will increase martial over flow by a bit.
 
Honestly I am tempted by that territorial expansion since it would not be a war of conquest but restoring order and from the sounds of it the Hath are in no position to fight us. They might declare war but they are in no position to fight us.
I'm of similar mind. The stability is available, and peacefully pushing borders out (relatively peacefully anyway) is a rare opportunity.

I would prefer if we can establish it as a tradition: If our neighbors collapse, those left standing in the ruins can join us, and become a member of the People. As long as we can avoid being temped to cause such collapses anyway.

[X] [CA] Attempt to take control of adjacent villages (-2 Stability, chance of further loss, -2 Diplomacy, unknowable chance of war with the Hathatyn, +8-10 Econ, +4 Econ Expansion)
[X] [Boats] Size
[X] [Infra] Main Saltern Construction
[] [Law] Attempt to close off both practices

Yeah, no, fuck corruption in all its forms.
I'm not convinced either is truly corruption.

I am concerned that closing off both practices can lead to an inability to engage in future reform, as economic sectors change in size and importance, however.

Because you can usually build more ships of the faster size more easily, with less total risk of piracy or loss by storm, and with less effect when that occurs.

If we were trying to sail across the atlantic or transporting troops, then I would advocate for ships with more freight and more endurance. Atm, though, we don't need to trade goods in that manner, can pick up new supplies relatively easily, are being attacked by HT pirates, and are having a harder time maintaining fast communications. Small but fast ships help with all of this more. Plus, they'll have an easier time going up rivers due to a theoretically lower draft.
I'm not convinced they'd actually have an easier time going up rivers. Speed improvements at sea generally involve reductions in drag and improvements in sails. These are less important in rivers, as there the primary issue is dealing with currents. There is also the fact that picking speed is not picking portability, which is the design most likely to be suited for river travel. Additionally, larger boats tend to be resistant to violence and storm.

As for spamming large numbers, these would be cutting edge new designs. They'll be slower to produce than our current designs no matter which option we pick, unless we go for just increasing production of the current style.
 
According to AN closing of both practices will have the best long term effects and we did just get a heroic admin hero.
He wrote:
Hmmm... close off both practices, although that is probably the most complex, most likely to cause short term problems, and may have the possibility of straight up not working.
I think, because then you must create definitions for what is one guild and what another. Preferably future-proof ones.
 
[X] [CA] Attempt to take control of adjacent villages (-2 Stability, chance of further loss, -2 Diplomacy, unknowable chance of war with the Hathatyn, +8-10 Econ, +4 Econ Expansion)
[X] [Law] Have the law favour splitting
[X] [Boats] Portability
[X] [Infra] Main Snail Cultivation
 
Honestly in terms of ships we currently use them mainly for trade, and the single biggest improvment we can make in terms of a ships capacity to transport goods is size.
 
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