Nice to see they got updated again. Also nice to see propagating Hatvalley gave us another point on the stat cap.


I'd look in the Statues, the Census bonus is covered there, if that is what you mean.

Funny thing is that this means if we can keep our Diplo and Art maxed we will have sorta infinite Econ if I read the overflows right.
Hmm...
Baby Boom is still +5 Econ/turn. Unless that's set at the beginning and doesn't change, I have no idea what the econ bonus is based on now...
 
I can get why We Have Reserves is not winning but can someone tell me why it's so unpopular that like only 3 people voting for it.
 
[X] [Census] Streamline lower bureaucracy (+1 Passive Policy)
[X] [Crisis] Instruct and reprimand rule breakers (Sec Restore Order + Sec Proclaim Glory)
[X] [React] Begin work on Iron Age Law Reform (-3 Mysticism, -1 Art per action, 3-4? actions required)
[X] [Diplo] Attempt to bribe the Lightning Wolves (Sec Trade Mission + Sec Targeted Salt Gift)
 
Cool! Still probably can't handle integrating STs without first creating at least one mercenary company first(or simply propagating them, but this is counter to why we want to integrate them)
Census only increased our mil cap by 2, and since our gen cap is now 16, that means that Red Martial for us is now 18, so we still can't integrate the Stallions.
 
Shitty internet today, so probably not going to post as much.

If we start it this turn we will be able to finish it next mid-turn since we'll get the Mysticism refund before our Reaction action. Doing it now also opens us up to using our [Main] next turn on anything, and Festivals is better as a {S} than as a {M}.
M Festival has a purpose:

[] [Crisis] Instruct and reprimand rule breakers (Sec Restore Order + Sec Proclaim Glory)
Gain 0 to 2 Stability at a cost of -1 Legitimacy
-3 Art, -1 Econ, +1 Legitimacy, +1 Stability, potential +1 Prestige
Art 12 -> 9
Econ 15 (+1) [-2+5] -> 14 (+1) [-2+5]
Stab -1 -> 0-2

[] [Diplo] Attempt to bribe the Lightning Wolves (Sec Trade Mission + Sec Targeted Salt Gift)
-2 Wealth, additional effects depending on target, +1-2 Diplo
-5 Wealth, random amount of Diplomacy, Art, and Prestige generated (min. 1 of each) and the possibility of Mysticism generation

Wealth 15 [+5-1] -> 8 [+5-1]
Diplomacy 10 [+2] -> 11 to 12 + (random) [+2]
Art 9 -> 10 + (random)
Mysticism 3 (+7) -> 3 + (random) (+7)

[] [React] Stabilize the People (Main Improve Annual Festival)

Econ 14 (+1) [-2+5] -> 12 (+1) [-2+5]
Wealth 8 [+5-1] -> 6 [+5-1]
Stab 0-2 -> 1-3
Art 10 + (random) -> 14 + (random)

Final state:
Diplomacy 11 to 12 + (random)
Econ 13
Wealth 6
Stab 1 to 3
Art 14 + (random)
Mysticism 10 + (random)

Art overflows to Mysticism, so depending on the Salt Gift roll we can have enoughto finish the Law on Symphony.
I'd be a lot more comfortable going into the Law with Stability at 1 to 3 than 0 to 2

EDIT: Stat caps changed, so disregard. No longer optimal for anything but Stability.
Friendly remainder that this crisis might get us R 2's spy network
Which...doesn't help our situation? I mean, the network is super illegal at present and taking it in would be costly in Stability because it goes against Justice.

Guys, we DO NOT want to stop the Nomads. They're our ticket to dropping the Stallion Martial for an integration. We also don't want to break the Metal Workers. They're secretive and will continue to be so, even if they start selling the stuff. If we make a ton of refugees fleeing from an oncoming army though, that knowledge is going to spread like wildfire! Besides, we knew that that was coming. On the other hand, Prestige generated by Salt Gift will help our restive provinces stay in the fold, and we need to start on the Iron Law as soon as possible.
...so you'd prefer they swing by the Metalworkers and loot iron smiths off them?
 
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[] [Census] Free Administrative Tech upgrade
[X] [Crisis] Try to get to the bottom of this (???)
[X] Elimibate the Metal Workers before they can spread their knowledge (-1 Stability, Redeploy Red Banner, Greenshore converted to a colony)
[X] [React] Stabilize the People (Main Improve Annual Festival)

Will give more cogent reasons later but short ones are:
Admin tech is really nice and while a new passive policy is cool and would let us finish 2 infrastructure projects every ~3 turns, admin tech upgrades are rarer and subtler but imo better.

The risky option because solving a problem at its root prevents long term dampening efforts.

Eliminate the Metal Workers for 100% pragmatic and selfish reasons. And also to prevent a bronze collapse. But mostly to give us more time and their land.

Festival to integrate culture more and counteract results of beating up the MW.
 
Hmm...
Baby Boom is still +5 Econ/turn. Unless that's set at the beginning and doesn't change, I have no idea what the econ bonus is based on now...
I think it's basically a status we roll to gain occasionally and it is dependent on the number of provinces we had when it started and doesn't change. Seems to be the most obvious thing.

*shrug*
 
Getting to the bottom of it is more important as we can attack the source instead of the symptoms.
I don't think there is a source, I think it's just general malaise, like the screw ups that made us invade somthing the last time we went negative stability, I'm voting for a bandaid solution, because I want to commit risky attention elsewhere, if you want a permanent solution I'd suggest the priests option, they train the blackbirds, and have the right background to get into criminal theory.
 
[x] [Census] Streamline lower bureaucracy (+1 Passive Policy)
[x] [Crisis] Try to get to the bottom of things (???)
[x] [Diplo] Hold tight (No action)
[x] [React] Begin work on Iron Age Law Reform (-3 Mysticism, -1 Art per action, 3-4? actions required)
 
Also, for everyone approval voting both Law and Festivals, Festivals currently has a 10 vote lead and will probably win unless you vote exclusively for Law.

A good reason to do so is that it means that we have a Main that we can use for Proclaim Glory next turn, which gives 2 stability to Improve Festival's.

I hope this is a good reason, and if anyone finds fault with it please let me know and I can try and explain my position better.
 
[X] [Census] Streamline lower bureaucracy (+1 Passive Policy)
[X] [Crisis] Instruct and reprimand rule breakers (Sec Restore Order + Sec Proclaim Glory)
[X] [Crisis] Try to get to the bottom of things (???)
[X] [React] Stabilize the People (Main Improve Annual Festival)
[X] [Diplo] Attempt to bribe the Lightning Wolves (Sec Trade Mission + Sec Targeted Salt Gift)
 
I think it's basically a status we roll to gain occasionally and it is dependent on the number of provinces we had when it started and doesn't change. Seems to be the most obvious thing.

*shrug*
I know where the number comes from.
Special: Baby Boom activated. Until capacity is reached or the environmental factors change will receive a free Expand Economy action for every provincial action (currently projected to be 3 next turn)
I don't know why it's still 5/turn, unless that was locked in when it started.
 
That said though, I'm still voting to bribe them.

[X] [Census] Streamline lower bureaucracy (+1 Passive Policy)
[X] [Crisis] Instruct and reprimand rule breakers (Sec Restore Order + Sec Proclaim Glory)
[X] [Diplo] Attempt to bribe the Lightning Wolves (Sec Trade Mission + Sec Targeted Salt Gift)
[X] [React] Stabilize the People (Main Improve Annual Festival)
 
We can't attack the Metal Workers. They've done nothing wrong, they don't deserve to be attacked by us.

Again, iron needs to be viewed like nukes in terms of terrifying military tech. It's not a great comparison but lots of Historians have made it, because of how dangerous it is. (And also because they struggle to make good nuke comparisons)
 
Anyway, I've been following an upcoming game concept that's about to start development, and the idea is reminiscent of PoC:

Demiansky, the main developer of the Population Overhaul added in Meiou and Taxes 2.0, a total overhaul mod for Europa Universalis 4, is planning to work on his own civilization-building game based off of ecological principles:

Summary for Songs of the Eons - Noob Game Developer

While by default the final game will have magic, monsters, and fantasy races, it will also be very customizatable, so a player could disable the fantasy elements and play on a map of Earth... or the world of PoC. Just wanted to share this with you.
 
[X] [Census] Streamline lower bureaucracy (+1 Passive Policy)
[X] [Crisis] Instruct and reprimand rule breakers (Sec Restore Order + Sec Proclaim Glory)
[X] [Diplo] Attempt to bribe the Lightning Wolves (Sec Trade Mission + Sec Targeted Salt Gift)
[X] [React] Begin work on Iron Age Law Reform (-3 Mysticism, -1 Art per action, 3-4? actions required)
 
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