Neither.



More trade missions. You vaguely know what each might give you, but it's a bit of a stab in the dark.



You will lose per turn Wealth generation if you drop Centre of Trade.
Ah that clears things up.

[X] [Prog] Build Glassworks (-1 Econ, +2 Art, increased chance of new innovations)
[X] [Refugee] Those who arrive on their own (Chance of stability loss, +2 Econ)
[X] [Value] No

Sorry but it looks like we have to deal with CoT for now. Debating the Glassworks vote right now.
 
@Academia Nut what are the mechanical effects of having a second True City? Is it going to like having multiple libraries in that it increases the number of econ slots that get refunded or something else?
 
[X] [Prog] Build Glassworks (-1 Econ, +2 Art, increased chance of new innovations)
[X] [Refugee] Those who arrive on their own (Chance of stability loss, +2 Econ)
[X] [Value] No
 
@Academia Nut what are the mechanical effects of having a second True City? Is it going to like having multiple libraries in that it increases the number of econ slots that get refunded or something else?
Here.
Valleyhome becomes a True City!
+2 Prestige for having the second True City

True Cities are engines of trade and productivity and centers of innovation and invention... they are also unruly things and serve as demographic sinks. Every turn a True City consumes 1 Econ just by existing, but also returns 1 Econ to the expansion pool. Additionally, when spending Econ a point will be refunded to the expansion pool for every True City a civilization controls. True Cities also generate their own stresses, make a civilization more sensitive to environmental factors such as weather and disease, and if Econ grows too low or the expansion pool too large then a settlement can lose its True City status as people leave for the countryside or die out and are not replaced.
Adhoc vote count started by BungieONI on Jun 17, 2017 at 2:33 AM, finished with 56203 posts and 33 votes.
 
You will lose per turn Wealth generation if you drop Centre of Trade.
So just to be absolutely clear(sorry to ask so many questions) but what you mean is that if we drop CoT we lose all per turn Wealth Generation?

Again sorry but clarity on this is really important for the decision.

For now I am interpreting this as what will be happening.

E: And thinking about it further.

[X] [Prog] Build Glassworks (-1 Econ, +2 Art, increased chance of new innovations)
[X] [Refugee] Those who arrive on their own (Chance of stability loss, +2 Econ)
[X] [Value] Highlanders
Adhoc vote count started by BungieONI on Jun 17, 2017 at 2:36 AM, finished with 56206 posts and 33 votes.
 
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Hey, how are we to get new dyes? We get new dyes, provinces will take glassware to cope. We take glassware? Art Patronage gets completely ignored again and provinces don't take it. The update even said that if we don't take it, no one will.

Yeah but from the sounds of it we might need glasworks right now so as not to slip from dominating and eat a nasty stab hit. To me at least it's not worth the risk.
 
Yeah but from the sounds of it we might need glasworks right now so as not to slip from dominating and eat a nasty stab hit. To me at least it's not worth the risk.
No it would be the other way around. Glass-works does not help the dye makers (the threatened group). Art Patronage does.
 
You will lose per turn Wealth generation if you drop Centre of Trade.
Right, so CoT has doubled in value and dropping it is a terrible idea. Thanks for clearing that up!


Does that mean that the market is completely useless being information if we don't have Centre of Trade and that we get +2 Wealth per turn per Dominating good with it?
Pretty much, although it does tell us about monopolies and where polities are getting their wealth from.
 
Guys our provinces are not stupid if we take big picture actions then they will follow suit by filling in the smaller details. We patronize all work of the third kind then they'll do their best to increase it.
 
[X] [Prog] Build Glassworks (-1 Econ, +2 Art, increased chance of new innovations)
[X] [Refugee] Those who arrive on their own (Chance of stability loss, +2 Econ)
[X] [Value] No

We are capped at Martial. Bad things happen when we go into negative stability with capped Martial. We MUST avoid the option with guaranteed stability loss.
 
[X] [Prog] Build Glassworks (-1 Econ, +2 Art, increased chance of new innovations)
[X] [Refugee] Encourage those close to come (-1 Stability, chance of furtherloss, +4-5 Econ, possible new True City)


I am really sad no one wants to go full vampire...

You know, hath may just collapse again if we take more refugees.
 
[X] [Prog] Build Glassworks (-1 Econ, +2 Art, increased chance of new innovations)
[X] [Refugee] Those who arrive on their own (Chance of stability loss, +2 Econ)
We're currently sitting on a bucketload of econ and 0 stability.

[X] [Value] No
[X] [Value] Thunder Speakers
Trying out this tactical voting thing.

Thunder Speakers would probably unlock something relating to pilgrimage of similar power to CoT, which would be a whole different type of dominance to aim for. Likely to be less immediately useful than CoT since we're not dominating religion, but I want to dominate religion, so it works out.
 
[X] [Prog] Build Glassworks (-1 Econ, +2 Art, increased chance of new innovations)
[X] [Refugee] Those who arrive on their own (Chance of stability loss, +2 Econ)
[X] [Value] No

Glassworks first because you need to be able to store the damn stuff to use it at all. Easy choice. (Also I've been campaigning for Glassworks in the past, so this is fine.)
Stab hit when already at 0 stab and dangerously high Martial? Fuck that noise.
Look at that delicious Wealth per turn. It's worth the headaches.
 
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