[X] [Main] The Law (Iron Age)
[X] [Secondary] Plant Hemp
[X] [Secondary] Plant Hempx2
[X] [Policy] Defense
[X] [Greenshore] Convert to Colony
 
[X] [Main] The Law (Iron Age)
[X] [Policy] Infrastructure
[X] [Secondary] Found Mercenary Company
[X] [Secondary] Integrate March - Stallion Tribes
[X][Free] Found Colony - Change Greenshore Trading Post to a Colony

I'd like to stay on course with the Stallions, and the new mercenary company should have considerable benefits for our ability to project force. Meanwhile, we double the effectiveness of our infrastructure policy so that it can actually accomplish something in a reasonable timeframe. Next turn, we start on the Dam, and plant a new forest to free up space for the Grand Docks if integrating the Stallions didn't manage it.
 
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[X][Main] The Law (Iron Age)

[X] [Free] Change Passive Policy - Infrastructure

Again, we will never ever manually do this, even though it's of vital importance that has been discussed before, hence every added bonus is necessary. Two infrastructure ticks a turn would turbo boost our development.

[X][Secondary] More Boats
[X][Secondary] More Boats x2

This will get us that catamaran innovation that we're still missing as well as the tech needed to finish the law. Along with other obvious benefits.
And who knows, perhaps we can start shipping of the metalworkers once the Not Magyars are done razing the land.

[X][Free] Found Colony - ChangeGreenshore Trading Post to a Colony

The metal workers will be prime target for aggressive or even diplomatic annexation once the Magyars are done with em. This is a vital preparation step.
 
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[X] [Main] The Law (Iron Age)
[X] [Policy] Infrastructure
[X] [Secondary] Found Mercenary Company
[X] [Secondary] Integrate March - Stallion Tribes
[X][Free] Found Colony - ChangeGreenshore Trading Post to a Colony
 
No it's not. The Trelli are smart enough to keep the know-how about Iron to themselves - if only so they'll get a massively valuable trading good.

The Nomads will leak knowledge all over the place, as experts get taken in raids and counter-raids. Everyone that borders the steppes will soon have Iron themselves.

Sure, with Trelli things will get out as well as people reverse engineer the process from the weapons they sell, but it might take longer, and we can use our dominance of the black sea to keep it from leaking to the TS and HK.

Anyways, we lost one of our biggest advantages. The Iron Age will be here very soon.
Well let's be honest here, this was bound to happen at some point and we have already gained much because of the discovery.

What we need to do now is to adapt to this and simply proceed to use our current position to build up higher.
- We need to deal with our vassals and start integrating some of them.
- We need to deal with the Trelli
- We should start spamming our megaprojects/wonders again, that is kinda our thing.

Trying to squash ironworking at this point is an exercise in futility.
 
@ Anyone voting for [Free] Convert Greenshore to colony.
I'll add that to my vote, if someone not doing swaps a secondary Proclaim Glory into their vote (and pings me so I see it).
 
[X] [Main] The Law (Iron Age)
[X] [Secondary] Found Mercenary Company
[X] [Secondary] Support Artisans
[X][Free] Convert Greenshore to colony
[X] [Free] Change Passive Policy - Defence (+1 significant walls/turn)
 
No it's not. The Trelli are smart enough to keep the know-how about Iron to themselves - if only so they'll get a massively valuable trading good.

The Nomads will leak knowledge all over the place, as experts get taken in raids and counter-raids. Everyone that borders the steppes will soon have Iron themselves.

Sure, with Trelli things will get out as well as people reverse engineer the process from the weapons they sell, but it might take longer, and we can use our dominance of the black sea to keep it from leaking to the TS and HK.

Anyways, we lost one of our biggest advantages. The Iron Age will be here very soon.

Yes it is, the Trelli wielding iron is like giving a plow to the farmer. IT makes their action that much more effective. With Trelli playing smack down on her surrounding tribes aided by iron will increase their expansion speed with much less cost.

So they rise faster and stronger, might even cause the not!Egyptians to stop plans of getting Trelli under their wing again.
 
[X][Main] The Law (Iron Age)
[X][Policy] Infrastructure

[X][Secondary] More Boats
[X][Secondary] More Boats x2
 
Retraining - When there are more warriors than the People know what to do with, it may be a good idea to find them something else to do
*S: -3 Martial, -1 Econ Expansion, +1 Econ, Culture, and Tech
*M: -5 Martial, -2 Econ Expansion, +2 Econ, Culture, and Tech
Yes... YEEEEEEEES. We can finally spend martial! I'm so happy!

Currently not the problem though.

[X][Free] Found Colony - Change Greenshore Trading Post to a Colony
[X][Free] Change Passive Policy - Defence (+1 significant walls/turn)
[X][Main] The Law (Iron Age)
[X][Secondary] Proclaim Glory
[X][Secondary] Plant Hemp

Our provinces are on megaproject support policy, they're likely to aim to create tech points, and even if they don't, this will give us enough to finish it in the Mid Turn.
 
[X] [Main] The Law (Iron Age)

[X][Free] Convert Greenshore to colony
[X] [Free] Change Passive Policy - Defence (+1 significant walls/turn)

Not sure about the rest, but I know we must start The Law and these free picks make sense.
 
[X] [Main] The Law (Iron Age)
[X] [Policy] Infrastructure
[X] [Secondary] Found Mercenary Company
[X] [Secondary] Integrate March - Stallion Tribes
[X][Free] Found Colony - ChangeGreenshore Trading Post to a Colony
Adhoc vote count started by Concho117 on Jul 23, 2017 at 5:15 PM, finished with 83034 posts and 40 votes.
 
Checking to make sure that Hemp is enough to stop losing Sacred Forest:
*14 Econ Expansion available (max 12 to keep Sacred Forest True City; max 17 for Valleyhome)
Economy 15 [-1+6]
-Econ Expansion 14 [+1-6]
Maximum cap: 16

Hemp is *S: -2 Econ, -2 Econ Expansion, +1 Tech, +1 Mysticism, +2 Diplo if have boats, +1 Econ next turn
net +4 Econ if we keep Sacred Forest

So, we'll drop to a safe 11 as long as we spend less than 2 additional econ. Which we should be fine on.

SAFE!
 
[X] [Main] The Law (Iron Age)
[X] [Free] Change Passive Policy - Defence (+1 significant walls/turn)
[X][Secondary] Plant Hemp
[X][Secondary] Aqueduct Redshore
[X][Free] Found Colony - Change Greenshore Trading Post to a Colony
 
[X][Policy] Infrastructure

Again, we will never ever manually do this, even though it's of vital importance that has been discussed before, hence every added bonus is necessary.
Infrastructure does 1/3 of a secondary action each turn. Defense does a full secondary action each turn. And I'd think walls are even less likely to be done manually.

Another point: walls enable local settlements to resist the 'justice' imposed by the central tyranny. In a sense, walls are a fundamental building block of feudalism because they allow smaller polities to have retain more power.

*Pulls the sheep's clothing more snugly around my tail.*
 
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[X] [Main] The Law (Iron Age)
[X] [Free] Change Passive Policy - Defence (+1 significant walls/turn)
[X] [Secondary] Support Artisans
[X] [Secondary] Proclaim Glory
[X] [Secondary] Aqueduct Redshore
[X] [Red Banner] Metal Workers
[X][Free] Convert Greenshore to colony
 
There's not really a push for the theater.

Oh well, next time.

[X] [Main] The Law (Iron Age)
[X] [Secondary] Proclaim Glory
[X] [Secondary] Support Artisans
[X] [Policy] Infrastructure
[X] [Free] Found Colony - Change Greenshore Trading Post to a Colony
[X] [Free] Change Passive Policy to Defense
 
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[X] [Main] The Law (Iron Age)
[X] [Secondary] Plant Hemp
[X] [Secondary] Enforce Justice
[X] [Policy] Defence (+1 significant walls/turn)
[X] [Free] Found Colony - Change Greenshore Trading Post to a Colony
 
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[X][Main] The Law (Iron Age)
[X][Policy] Forestry
[X][Secondary] Plant Hemp
[X][Secondary] Support Artisans
[X] [Free] Change Passive Policy - Defence (+1 significant walls/turn)
[X][Free] Found Colony - Change Greenshore Trading Post to a Colony
 
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Art Patronage - Wealth of the first and second kind can be used to create wealth of the third kind to the benefit of all
*S: -1 Econ, -2 Wealth, +3 Culture, +1 Tech, +1 Prestige, potential innovations
*M: -1 Econ, -4 Wealth, +5 Culture, +1 Tech, +1 Prestige, higher chance of innovations

Plant Hemp - This sturdy plant has been planted in limited quantities before, but you now have cultivars that can take well to being planted in large areas and could use it for
*S: -2 Econ, -2 Econ Expansion, +1 Tech, +1 Mysticism, +2 Diplo if have boats, +1 Econ next turn
*M: -3 Econ, -3 Econ Expansion, +2 Tech, +1 Mysticism, +3 Diplo if have boats, +1 Econ next turn, other effects

Retraining - When there are more warriors than the People know what to do with, it may be a good idea to find them something else to do
*S: -3 Martial, -1 Econ Expansion, +1 Econ, Culture, and Tech
*M: -5 Martial, -2 Econ Expansion, +2 Econ, Culture, and Tech


Support Artisans - With the growing importance of skilled artisans to the maintenance of society, additional support may sometimes be needed
*S: -1 Econ, -2 Wealth, +3 Tech, +1 Culture, potential innovations
*M: -1 Econ, -4 Wealth, +5 Tech, +1 Culture, higher chance of innovations

TECH CULTURE ART

HEMP

GIMMIE SOME HEMP HEMP HEMP GIMMIE SOME HEMP HEMP HEMP
 
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