May as well put my actual vote in, if there's no moratorium:

War Preparations
[X] [War] Withdraw main forces to defend Redhills, leave vassals and Red Banner

What new designs are being developed by the merchants?

[X] [Boat] New design: Seaworthiness

A number of miners want to attempt to apply the mills to grind their ores
[X] [Mill] Greater permission (-3 Wealth, -1 Art, -2 Centralization, +3 Econ, increased potential for innovation)

The Stallions found something very interesting in a quarry and are asking for additional support to develop it
[X] [WC] Lesser assistance (-2 Art, -1 Centralization, Stallions pleased, ???)

The Sacred Forest Renewal seems to be on the verge of completion, but can the People afford it?
[X] [Main] Sacred Forest Renewal Completion (-2 Econ, -2 Mysticism, -1 Art)
-[X] [Main] Kick the Megaproject (Pay 1 Stability, gain another Main action)

How welcoming were the People of strangers in this time of trouble?
[X] [Refugee] They were helping to create refugees, they should help more (-1 Stability, chance of further loss, +4-5 Econ)

And if possible, use that extra main action for either new trails or developing paper.
@Academia Nut, which action is most likely to lead to paper? I'm thinking it would be Study Alchemy, but wanted to check before voting.

EDIT: Okay, given WoG, let's do the paper development option that synergizes with the megaproject we're about to finish:

[X] [Main] Study Forests
 
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Can we afford to finish the Megaproject? I think so, -2 Econ and +2 Econ from refugees should balance well enough.

[X] [War] Withdraw main forces to defend Redhills, leave vassals and Red Banner
[X] [Boat] New design: Size
[X] [Mill] Denied
[X] [WC] Lesser assistance (-2 Art, -1 Centralization, Stallions pleased, ???)
[X] [Main] Sacred Forest Renewal Completion (-2 Econ, -2 Mysticism, -1 Art)
[X] [Refugee] They accepted all who came (Chance of stability loss, +2 Econ)

I suppose letting Xohyr survive again will breed greater troubles down the road, but we're in emergency repair mode. Bull back, turtle up, try and deal with the messes and not give HK and TS iron. I think letting the mills go through as Lesser might be okay, but when the risk of 'devolve into fractured warring city states' is present, I don't want to take any chances.
 
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[X] [War] Withdraw main forces to defend Redhills, leave vassals and Red Banner
[X] [Boat] New design: Seaworthiness
[X] [Mill] Lesser permission (-2 Wealth, -1 Art, -1 Centralization, +2 Econ, potential for innovation)
[X] [WC] Greater assistance (-3 Art, -2 Centralization, Stallions very pleased, ???)
[X] [Main] Sacred Forest Renewal Completion (-2 Econ, -2 Mysticism, -1 Art)
[X] [Refugee] They accepted all who came (Chance of stability loss, +2 Econ)

I know this reduces Art, but if greater assistance to WC can help mend the divide between the north and south. I want to help this along. Especially with whatever this shiny is.
 
Nah, it's below average, sure, but next turn unless we swap the balanced Restoration policy will kick in again.
We're in too tenuous a situation to casually accept below average stability when it's not strictly necessary, in my opinion.
[X] [War] Withdraw main forces to defend Redhills, leave vassals and Red Banner
[X] [Boat] New design: Seaworthiness
[X] [Mill] Lesser permission (-2 Wealth, -1 Art, -1 Centralization, +2 Econ, potential for innovation)
[X] [WC] Greater assistance (-3 Art, -2 Centralization, Stallions very pleased, ???)
[X] [Main] Sacred Forest Renewal Completion (-2 Econ, -2 Mysticism, -1 Art)
[X] [Refugee] They accepted all who came (Chance of stability loss, +2 Econ)

I know this reduces Art, but if greater assistance to WC can help mend the divide between the north and south. I want to help this along. Especially with whatever this shiny is.
I think Greater Assistance to the Stallions is extremely dangerous; developing their infrastructure gives them the means to rebel.
 
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Current Tally so far:
Adhoc vote count started by gutza1 on Jul 2, 2017 at 10:52 PM, finished with 66530 posts and 29 votes.
 
[X] [War] Withdraw main forces to defend Redhills, leave vassals and Red Banner
[X] [Boat] New design: Seaworthiness
[X] [Mill] Lesser permission (-2 Wealth, -1 Art, -1 Centralization, +2 Econ, potential for innovation)
[X] [WC] Lesser assistance (-2 Art, -1 Centralization, Stallions pleased, ???)
[X] [Main] Sacred Forest Renewal Completion (-2 Econ, -2 Mysticism, -1 Art)
[X] [Refugee] They accepted all whocame (Chance of stability loss, +2 Econ)
 
What's the difference between this:

1)
[War] Withdraw main forces to defend Redhills, leave vassals and Red Banner
[Boat] New design: Seaworthiness
[Mill] Greater permission (-3 Wealth, -1 Art, -2 Centralization, +3 Econ, increased potential for innovation)
[WC] Lesser assistance (-2 Art, -1 Centralization, Stallions pleased, ???)
[Main] Sacred Forest Renewal Completion (-2 Econ, -2 Mysticism, -1 Art)
[Refugee] They accepted all who came (Chance of stability loss, +2 Econ)

and this:

2)
[War] Withdraw main forces to defend Redhills, leave vassals and Red Banner
[Boat] New design: Seaworthiness
[X] [Mill] Lesser permission (-2 Wealth, -1 Art, -1 Centralization, +2 Econ, potential for innovation)
[WC] Lesser assistance (-2 Art, -1 Centralization, Stallions pleased, ???)
[Main] Sacred Forest Renewal Completion (-2 Econ, -2 Mysticism, -1 Art)
[Refugee] They accepted all who came (Chance of stability loss, +2 Econ)

In terms of end results?
We should not lower centralization unless it's vital, as it constitutes an unknown amount of holding us together. Going down anymore than 2 is dangerous, and honestly I am really tempted to switch my vote to take 1 centralization hit and take the bigger stability hit to mitigate this. We do want the econ, though.
 
OK, and I'm ready to vote I think.
[X] [War] Withdraw main forces to defend Redhills, leave vassals and Red Banner
[X] [Boat] New design: Seaworthiness
[X] [Mill] Greater permission (-3 Wealth, -1 Art, -2 Centralization, +3 Econ, increased potential for innovation)
[X] [WC] Lesser assistance (-2 Art, -1 Centralization, Stallions pleased, ???)
[X] [Main] Sacred Forest Renewal Completion (-2 Econ, -2 Mysticism, -1 Art)
-[X] [Main] Kick the Megaproject (Pay 1 Stability, gain another Main action)
[X] [Refugee] They accepted all who came (Chance of stability loss, +2 Econ)

This guarantees a mega project finish, which will refund the kick cost. On top of that, it prevents us from taking climate damage next turn, which could easily be 3 Econ, 3 econ slots and 1 stability.

Easily worth it to kick. This is exactly the sort of emergency kicking was made for.
 
[X] [War] Withdraw main forces to defend Redhills, leave vassals and Red Banner
[X] [Boat] New design: Seaworthiness
[X] [Mill] Greater permission (-3 Wealth, -1 Art, -2 Centralization, +3 Econ, increased potential for innovation)
[X] [WC] Greater assistance (-3 Art, -2 Centralization, Stallions very pleased, ???)
[X] [Main] Sacred Forest Renewal Completion (-2 Econ, -2 Mysticism, -1 Art)
[X] [Refugee] They were helping to create refugees, they should help more (-1 Stability, chance of further loss, +4-5 Econ)
 
Changing up my plan to assume we're going to need to send at least a [secondary] War mission somewhere next turn, and so will need to leave the provinces on Restoration anyway:

[X] [War] Withdraw main forces to defend Redhills, leave vassals and Red Banner
[X] [Boat] New design: Seaworthiness
[X] [Mill] Lesser permission (-2 Wealth, -1 Art, -1 Centralization, +2 Econ, potential for innovation)
[X] [WC] Lesser assistance (-2 Art, -1 Centralization, Stallions pleased, ???)
[X] [Main] Sacred Forest Renewal Completion (-2 Econ, -2 Mysticism, -1 Art)
-[X] [Main] Kick the Megaproject (Pay 1 Stability, gain another Main action)
[X] [Main] Main Build Mill
[X] [Refugee] They accepted all who came (Chance of stability loss, +2 Econ)
 
This guarantees a mega project finish, which will refund the kick cost. On top of that, it prevents us from taking climate damage next turn, which could easily be 3 Econ, 3 econ slots and 1 stability.

Easily worth it to kick. This is exactly the sort of emergency kicking was made for.
Kicking isn't to complete the megaproject. What kicking does is give us another option ON TOP of completing the megaproject. Working on it REGARDLESS of whether we kick it or not will complete it.
 
In any case, once people have voted; we can discuss theatrical scenario of IF Ymaryn CIVIL WAR occurs.

I'm voting for Hat River or Hat Valley options. Since S Tribe might be fighting with nomad and unable to quickly consume Western Wall and northern provinces.

With Valleyhome and sacred forest bickering while fighting against HK/Xoh.

That leaves Hat region somewhat peaceful.
 
Look, guys, we need to push now. WOG is that we're going to be facing some nasty stuff soon unless we get really lucky. This is what we need-a bit of breathing room. Are all the refugees going to cause problems? Sure. Is resource loss on inventions going to hurt? Sure. Will low Centralization make things dangerous? Sure. But without pushing things as high as we can while we can, we're certain to fracture.
 
We are going to be raising centralization before the next mid turn. I don't know why we are afraid of Centralization 2.

By next mid-turn we'll have at least +1 from main trails, maybe +2 from Double Main Trails. And if we leave on restoration policy +1 from Enforce Justice.
 
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List of Ymaryn heroes:
  • Gonwyllmyn
  • Rulhuthyn and Lolwyna
  • Rulwyna, Ynarthyn, and Sobtuthyn
  • Phygrif (technically, a nomad)
  • Rulwyna the Younger
That's a lot of notables.
 
[X] [War] Withdraw main forces to defend Redhills, leave vassals and Red Banner
[X] [Boat] New design: Seaworthiness
[X] [Mill] Lesser permission (-2 Wealth, -1 Art, -1 Centralization, +2 Econ, potential for innovation)
[X] [WC] Lesser assistance (-2 Art, -1 Centralization, Stallions pleased, ???)
[X] [Main] Sacred Forest Renewal Completion (-2 Econ, -2 Mysticism, -1 Art)
[X] [Refugee] They were helping to create refugees, they should help more (-1 Stability, chance of further loss, +4-5 Econ)
 
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