What's the difference between Econ and Econ Expansion? Is Econ Expansion the potential for growth?
Econ Expansion is "growth potential," yes. Our primary economic sources - the Expand Economy action and refugees - both use up available land. The trick is, two True Cities means we get most of that land back when we build stuff as people move from rural areas to urban ones, so most of our actions "recycle" land rather than committing it permanently to support whatever we've built.
 
Wait, another thing I'm confused about. What's the difference between Econ and Econ Expansion? Is Econ Expansion the potential for growth?
Potential for growth and room to grow as I understand it. A lot of actions basically trade Economy for Expansion and vice versa, with the true cities we got.

Aquaducts refund their full econ investment while we have 2 True Cities, so yeah, Aquaduct = +4 LTE.
Whoops.
 
[X] [War] Withdraw main forces to defend Redhills, leave vassals and Red Banner
[X] [WC] Lesser assistance (-2 Art, -1 Centralization, Stallions pleased, ???)
[X] [Main] Sacred Forest Renewal Completion (-2 Econ, -2 Mysticism, -1 Art)
[X] [Mill] Lesser permission (-2 Wealth, -1 Art, -1 Centralization, +2 Econ, potential for innovation)
[X] [Boat] New design: Seaworthiness
[X] [Refugee] They accepted all who came (Chance of stability loss, +2 Econ)
 
[X] [War] Withdraw main forces to defend Redhills, leave vassals and Red Banner
[X] [Boat] New design: Speed
[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)
 
Thats probably what the medium refugee wave is. The slaves our army freed on the way and told that they are free to either help the army, or head to Ymaryn territory and get a new life save from the lowlands shitshow.

"Song of Angry Men" intensifies


Also, about the refugees (yes, yes, again).

Thing is, AN has specifically stated that we will need to take some hard choices to get and take good traits.

To get Greated Justice, we risked pissing off warriors via reminding them that reveling in bloodshed is not really a good thing and then via pulling back our soldiers from conquered HK village because it was a right thing to do, even if unprofitable.

To get Love of Wisdom, we...hoo boy. We dumped a ton of resources into lucky Iron breakthrough, then we took the hardest possible challenge, then we gambled via betting our goddamn vaccination.

To get Cosmopolitan Acceptance, we risked mass starvation and/or riot of our people in their early days to feed the utter strangers, then we risked contact with ~foreigners~ gifting them away techs like teaching them how to farm because we could (and because those morons would have fucked up ecology otherwise, but still).
Then we *gifted away* the technology of cure for cholera, for which our people bled (or shat because cholera) and died on surgical tables. We did not know in whose hands it would end up, we knew that it would diminish the advantage in population that sanitation and salination gave us, but we sacrificed those potential advantages.

The point is, to get value, we must act in accordance to said value, even when it is hard - or rather, especially when it is hard, because it is not really a big deal to act all nice when you have stuff to spare, but only in the true crucible the mettle of those values gets truly known.

Soo, I am pretty sure that taking in as much people as possible (or even moderate amount, but it does not risk things that much so the narrative value of "even in this dire situation Ymaryn are charitable and generous" is not there that much) is more valuable towards improving CA (and probably Justice because this time it was, in part, our fault) now than when it is easy for us.
 
"Song of Angry Men" intensifies


Also, about the refugees (yes, yes, again).

Thing is, AN has specifically stated that we will need to take some hard choices to get and take good traits.

To get Greated Justice, we risked pissing off warriors via reminding them that reveling in bloodshed is not really a good thing and then via pulling back our soldiers from conquered HK village because it was a right thing to do, even if unprofitable.

To get Love of Wisdom, we...hoo boy. We dumped a ton of resources into lucky Iron breakthrough, then we took the hardest possible challenge, then we gambled via betting our goddamn vaccination.

To get Cosmopolitan Acceptance, we risked mass starvation and/or riot of our people in their early days to feed the utter strangers, then we risked contact with ~foreigners~ gifting them away techs like teaching them how to farm because we could (and because those morons would have fucked up ecology otherwise, but still).
Then we *gifted away* the technology of cure for cholera, for which our people bled (or shat because cholera) and died on surgical tables. We did not know in whose hands it would end up, we knew that it would diminish the advantage in population that sanitation and salination gave us, but we sacrificed those potential advantages.

The point is, to get value, we must act in accordance to said value, even when it is hard - or rather, especially when it is hard, because it is not really a big deal to act all nice when you have stuff to spare, but only in the true crucible the mettle of those values gets truly known.

Soo, I am pretty sure that taking in as much people as possible (or even moderate amount, but it does not risk things that much so the narrative value of "even in this dire situation Ymaryn are charitable and generous" is not there that much) is more valuable towards improving CA (and probably Justice because this time it was, in part, our fault) now than when it is easy for us.
That's fine and all, but those values still have to be worth it. I think it's better to exist and not have Cosmopolitan Acceptance than it is to accept the risk of falling apart, and we're not just in a tough spot but on the knife's edge of ruin.
I'm voting for 'they should help more' but I don't see how 'they should take in as many as they could' is at all worth it here.
 
Some questions for you.

@Academia Nut What does "lose the capacity to react" mean? Do we lose certain midturn options (Wildcat (not that we'll take it), midturn Main, etc.) or does it skip the midturn entirely? Does it affect any extra choices in the main turn?

@Academia Nut This is a different situation than the last time this question was asked. We're about to finish the Sacred Forest Renewal Megaproject, we don't have a Heroic Admin Leader to deal with centralization issues and we're facing a possible civilization collapse. Would the provinces be willing to risk [Sec] Enforce Justice (+1-3 Centralization) if there is a chance of government paralysis from hitting red centralization?
 
That's fine and all, but those values still have to be worth it. I think it's better to exist and not have Cosmopolitan Acceptance than it is to accept the risk of falling apart, and we're not just in a tough spot but on the knife's edge of ruin.
I'm voting for 'they should help more' but I don't see how 'they should take in as many as they could' is at all worth it here.

-2.5 + 1 (current) + 1 (megaproject payout) = -0.5, so we end up at either 0 or -1.

The only possible way for us to hit -3 Stability (which is the almost-breaking point) would be to take a stability hit from climate change and to take a stability hit from Divine Stewards if we lose on defensive.
And taking 6-8 Econ worth of refugees is bound to shave off at least a couple of Econ points from would-be attacker, making a probability of military loss lower.
(Besides, military loss would mean losing monopoly on ironworking, which would fuck us over anyway, so...)
Or even more than a couple, because, since we probably are the most populous state in the region, 1-2 Econ for us is probably 3-4 for them...although that's a pure speculation.

@Academia Nut ,can we have an estimate of how much econ numbers of ours differ, if they do, from those of other polities?
Also, could you please chime in, if possible, on whether I am wrong or right in the guessing that taking refugees when it is hard is more 'valuable' towards progress of CA?


But, like, overall point is, it is worth it. Granted, it is a risk, compared to -1.5, which is legit 100% safe (which is why I am incredulous about people who voted the minimal option and understand the caution of those who voted -1.5), but that's the reason I am taking it, more or less - if we are not willing to risk for our values, we clearly do not really value them.

For example, we have acquired Lord's Loyalty specifically because we were willing to risk literally everything to protect our own. If we lost - and against double nomadic heroes it was a distinct possibility - that would be more or less the end; but we've thrown everything into the fight, and got rewarded for it.

So, all in all: it is a risk, but one I think is worth taking.
Of course, inb4 AN chimes in and says I am all wrong.
 
People why are you voting to bring back out troops from the lowlands,!?

Because we know an attack is incoming, and Rulwyna's estimate that the smart place to hit would be Redhills is accurate. Phygrif, if informed, is likely to agree-hence why there's no issues sending forces back home to protect the mines even when he's on the verge of bursting into the high temple of Xohyr and chopping heads off.
 
[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)

Changing vote on Mill and Refugee.
I think we won't be able to do: [] Main New Trails X2 + [] Balanced next turn. My best guess is that we will have to at least use the secondary for war. So, if we are likely going to stay in Restauration I feel that we need Econ more than Stab right now.

Hopefully the worst case scenario is that we lose 3 Stability (-2 from Refugee, -1 from Plague, -1 from War, +1 from Megaproject). If that happens I would want to be at Cent 3, so I changed that too.
 
I think ctulhuslp is right. Shit's hitting the fan, which means it's the best time to stick to our guns and make the hard and risky decisions. Yeah, there's a chance we break, but that just means if we do we'll figure out what happens in the case of a civil war. Remember when we thought red econ was bad? It might actually double as a cleanse and be helpful in getting rid of some of our deep seated issues. So I'm willing to risk more, changing my vote.

[X] [War] Hope the king wins quickly
The troops are doing fine, I think they'll finish faster if we don't try and distract them.

[X] [Boat] New design: Seaworthiness
Boats for shiny.

[X] [Mill] Lesser permission (-2 Wealth, -1 Art, -1 Centralization, +2 Econ, potential for innovation)
I like innovation as much as the next gal, but want to keep at least 2 Cent and this action may or may not give more power to the mafia.

[X] [WC] Greater assistance (-3 Art, -2 Centralization, Stallions very pleased, ???)
Make our March happy, strengthen the power of friendship, and get a new shiny all in one go? Yes please.

[X] [Main] Sacred Forest Renewal Completion (-2 Econ, -2 Mysticism, -1 Art)
TREES!

[X] [Refugee] They should take in as many as they could (-2 Stability, chance of further loss, +6-8 Econ, overcrowding)
Helping people is our jam, let's help them! We also caused this particular mess, don't forget.
 
Soo guys
Given that the next turn will obviously be a Double Main Trails turn have you considered what to do after that, if we don't get another mid turn which drops our Cent again?

Personally I would suggest a Integration/Diplo turn via
Main Salt Gift (to partially offset the Diplo-loss)
Main Integrate Colony - Hatvalley (reason that it would be the first to break away)

Or Spam Boats to at least somewhat fix our interconnectivity to and build up our Diplo to take a bite out of both of our colonies
 
They're scared because it seems like the world is ending, and the one relatively peaceful group in the region has demonstrated increasing militarism over the past few generations. They figure they're going to be next, or if not then they will be dominated and crushed when the People take over the lowlands. They figure now is the only opportunity to stop the landslide before it gets going.
Yeah... we definitely should switch to Trade soon-ish, as time allows. The more trade missions we send to them the more likely it is that we can come to an accord that assimilates them or the like. It will also bend us some away from militarism.
 
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[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][Refugee] They were helping to create refugees, they should help more (-1 Stability, chance of further loss, +4-5 Econ)
 
[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)

Changing vote on Mill and Refugee.
I think we won't be able to do: [] Main New Trails X2 + [] Balanced next turn. My best guess is that we will have to at least use the secondary for war. So, if we are likely going to stay in Restauration I feel that we need Econ more than Stab right now.

Hopefully the worst case scenario is that we lose 3 Stability (-2 from Refugee, -1 from Plague, -1 from War, +1 from Megaproject). If that happens I would want to be at Cent 3, so I changed that too.
Well if we are attacked we should get a free switch to offense policy. And what our econ is going to be at next update means if we do go offense we will have at least one province action to raise economy, probably more. So switching is not going to be horrific.
 
Soo guys
Given that the next turn will obviously be a Double Main Trails turn have you considered what to do after that, if we don't get another mid turn which drops our Cent again?
Well, assuming our civilization doesn't EXPLODE IN A MASSIVE FIREBALL , yes, we want to double main trails.

What I'm really hoping for is that the double main will evolve trails in a way that stops spamming Centralization. If not, let's just drop new provinces, maybe via Expansion policy, and do trails again.
 
-2.5 + 1 (current) + 1 (megaproject payout) = -0.5, so we end up at either 0 or -1.

The only possible way for us to hit -3 Stability (which is the almost-breaking point) would be to take a stability hit from climate change and to take a stability hit from Divine Stewards if we lose on defensive.
And taking 6-8 Econ worth of refugees is bound to shave off at least a couple of Econ points from would-be attacker, making a probability of military loss lower.
(Besides, military loss would mean losing monopoly on ironworking, which would fuck us over anyway, so...)
Or even more than a couple, because, since we probably are the most populous state in the region, 1-2 Econ for us is probably 3-4 for them...although that's a pure speculation.

@Academia Nut ,can we have an estimate of how much econ numbers of ours differ, if they do, from those of other polities?
Also, could you please chime in, if possible, on whether I am wrong or right in the guessing that taking refugees when it is hard is more 'valuable' towards progress of CA?


But, like, overall point is, it is worth it. Granted, it is a risk, compared to -1.5, which is legit 100% safe (which is why I am incredulous about people who voted the minimal option and understand the caution of those who voted -1.5), but that's the reason I am taking it, more or less - if we are not willing to risk for our values, we clearly do not really value them.

For example, we have acquired Lord's Loyalty specifically because we were willing to risk literally everything to protect our own. If we lost - and against double nomadic heroes it was a distinct possibility - that would be more or less the end; but we've thrown everything into the fight, and got rewarded for it.

So, all in all: it is a risk, but one I think is worth taking.
Of course, inb4 AN chimes in and says I am all wrong.
All of this assumes that you're taking into account every possible factor and that as long as we make it to next turn in decent shape we'll get through okay. I'm not convinced of either of those and thus value each point of stability quite highly. I think we need all the Stability we can get and just enough Econ to do what needs doing, rather than all the Econ we can get and just enough Stability to not collapse with bad rolls from known problems.
 
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