[X] [Mega] Upgrade Best of the Best to Life of Arete

Aristocracy ho!

[X] [Main] New Trails
[X] [Secondary] New Trails

Our roads are an insult to civilised senses.

[X] [Secondary] Change Policy - Defense

We need to quickly wall up our lands, this speeds it up considerably, and don't forget we're going to war next turn.

[X] [Guild] Plant Poppies

Create a new industry to break monopoly and stagnation.
This seems like the worst time to start building more walls to be honest, if only because we plan on starting an offensive war next turn and Walls don't seem like they would help us push through the Highlander's walls to properly subjugate them.

If we were worried about being backstabbed again I could understand the reasoning behind walls, but it doesn't seem to suit the war we are about to fight.
 
Analysis will have to wait for morning or maybe even late afternoon tomorrow, but have some diffcheckers and highlights:
Diff Checker (Action)
Diff Checker (Civ Sheet)
Diff Checker (Civ Sheet BBCOde)
Highlights:
Mills don't count as a Guild action, which makes me sad, especially since we have a boost for it this turn :( Hopefully subordinates take it?
Stallions supposedly only had 3 settlements, of which 2 had massive walls and one was unwalled, apparently??? @Academia Nut that can't be right, can it?
Watchtowers coverage went up 5% overall just from them.
Distribute land is slightly less dangerous, with no progress in worsening min tolerance from secondaries, and only 1 for each main.
We gained 1 to our city expansion slot limit, for...something? Wait...is it based on provinces? I'll have to check previous stuff in morning but @Academia Nut is it partially based on provinces???
Txolla is listed under the integrate colony option now...but is still listed as "Vassal-Colony"?
New trails went from "5/14" to "7/16" for trail coverage, which i think means that counter maxes at "(Provinces + 1) * 2"...meaning its impossible to keep things fully maxed without lowering centralization along the way, which will make @veekie sad but vindicated i believe :p
Raise army and Retraining got stronger. The latter in particular gives 50% return in overall stats, while the former can give +9 martial in a single main action...
Everyone's already discussed the new megaprojects :p
Stallions had 3 forests, one in use.
We picked up Leading in pilgrimage, which gives us an extra wealth a turn, and we have confirmation that the Khemetri have pilgrimage power but are too far away to contest us.
We picked up a culture drip from the Games, and a second mysticism drip from our newly integrated natural wonder.
Pop explosion is still around, now projected to do a ridiculous +14...which will likely mean a lot of overflow expansion slots lost, since it looks like hte Games are gonna win and wont eat econ.
And we officially have "Short swords" listed as tech, though we've had them for a while.

We integrated the Stallions, which gave us at least one province. Our stat caps are based on the number of provinces we have.
That should still only result in 10 (Base) + 7 (Provinces) + 2 (Census) + 2 (Games) + 1 (Arsenal) = 22... Maybe the value upgrade makes the econ-based martial not count for that anymore?

Also while i'm really needing to sleep, @BungieONI or @Umi-san or @Sivantic or @veekie , one of you check the math to see if we can start docks with our guild action and still get wealth up higher? We'll only need at most 2 of our 3 possible megaproject actions from provinces for the games, afterall
 
[X] [Main] Expand Forests
[X] [Secondary] New Trails
[X] [Secondary]Study Stars
[X] [Guild] Grand Docks
[X] [Mega] Upgrade Best of the Best to Life of Arete

Hu, I guess I put in everything I thought Important :/
 

Grand Docks [Guild] - With the new docks in place, further expansion to something of a more significant scale could be of benefit (4-6? action commitment, -2 Econ per action, requires 2 Forest slots)

Also while i'm really needing to sleep, @BungieONI or @Umi-san or @Sivantic or @veekie , one of you check the math to see if we can start docks with our guild action and still get wealth up higher? We'll only need at most 2 of our 3 possible megaproject actions from provinces for the games, afterall
we're not going to hit 10, but we won't lose stab
 
[X] [Mega] Upgrade Best of the Best to Life of Arete
[X] [Main] International Games
[X] [Secondary] New Trails
[X] [Secondary] Change Policy - Megaproject Support
[X] [Guild] Plant Poppies
 
I hope that the poppies combined with the international games will be enough to get the nomads hooked on the proverbial "good shit" and thus discourage them from going to war against us.
 
[X] [Mega] Upgrade Best of the Best to Life of Arete
[X] [Main] Expand Forests
[X] [Secondary] Expand Forests
[X] [Secondary] Expand Forests x2
[X] [Guild] Plant Poppies
 
I would personally go for Grand Docks this turn.

International Games next turn.

And war with the highlanders after that.

My main reasoning being that the grand docks is likely to bring in both a good amount of wealth but also ship building capacity.

International Games off the back of that will great (I assume) and then we can go for the war with the HK after we've recovered.

Doing this off my phone while I wait for a parcel so I can't offer much in the way of actual analysis but this is my gut feeling.
 
This seems like the worst time to start building more walls to be honest, if only because we plan on starting an offensive war next turn and Walls don't seem like they would help us push through the Highlander's walls to properly subjugate them.

If we were worried about being backstabbed again I could understand the reasoning behind walls, but it doesn't seem to suit the war we are about to fight.

It's something useful that can be done and then ignored for the next half a milinneia, it also has potential for architectural and engineering innovations.
 
We Have Reserves
The People are well served by having a large contingent of warriors, although these warriors are also drawn in part from the labouring classes, such that losses can negatively affect productivity
Pros: Gain +1/3 of Econ as bonus Martial, chance of negating Martial (and thus Econ) damage dependent upon Econ strength
Cons: Damage to Martial can carry over to Econ (additional damage from Honour of Elites does not count)

Social Value Upgraded
We Have Reserves -> Swords and Ploughshares
Farmers can fight in wars, the marching of armies can pound out roads, and axes are good for splitting wood and skulls.
Pros: Gain +1/3 of Econ as bonus Martial, chance of negating Martial (and thus Econ) damage dependent upon Econ strength, increased power of Raise Army and Retraining
Cons: Damage to Martial can carry over to Econ (additional damage from Honour of Elites does not count)
@Academia Nut WHR not yet updated.
 
Who is living in that area west of the Swamp Folk and south of the HK?
Nobody of any importance, apparently. There probably is someone there, but they've managed not to do anything that has come to our attention yet.

Possibly scrubland or desert land, with proto-beduin tribes?

Big reply later. I don't understand what you mean by actions and stats separately. So far as I understand I already count them separate. can you tell me what a cost would look like with them separate in your mind?
Personally, if I were to get into a scheme to evaluate our options, I'd start from the opposite end, and attempt to estimate the rough value of each action, as opposed to trying to estimate the rough cost of each stat. The only vaguely possible way I can see this, is to try to convert every stat into some sort of fungible value. Unfortunately, the situation is not set up to make that particularly easy.

Possibly, one way to attempt to make things somewhat more accurate is to have more than one method of converting stats to said value. One for when all relevant stats are at or near overflow, for instance, another for overall low stats, others for various critical situations (low stability, dangerous military/centralization/econ levels, etc). Not a particularly simple solution, though.

As for accommodating innovation chances and other non-numerical bonuses, the least bad idea I've had is to treat them like imaginary numbers. Thus, an action that generates X of universal stat value and a modest chance of innovation would be rates as x+i. The main version with stat generation of y and with better innovation chances would then be y+2i.

Actions with 'other effects' can then be treated similarly. Probably rated in ?'s, since they are of unknown quality.

Still less than ideal, but it does attempt to present the presence of other important factors.


Yeah, we're kinda SOL until we get internal combustion engines.

Steam tractors are a thing, in fact they can get pretty decent.
Nah, there are quite a few things out there to help with agricultural production. Pre mechanization, there are plow improvements, seed drills, better horse collars, and other such innovations to be had.

Early mechanization also pre-dates steam power. There are quite a few things you can do with gears and other mechanical power transferal techniques that utilize human or animal power. The cotton gin, mechanical threshing machines, and several others were massively transformative in the 1900's. Not that we're particularly close to those particular ones, of course, but there are quite a few possibilities that do not require steam.

As for votes, I'm pretty ok with the current front-runner:

[X] [Mega] Upgrade Best of the Best to Life of Arete
[X] [Main] International Games
[X] [Secondary] New Trails
[X] [Secondary] Change Policy - Megaproject Support
[X] [Guild] Plant Poppies

Pushing wealth up to 10 for the free stability, so we can take a value improvement instead of stability boosts, is a good idea.

Kind of want to fit mills in there, but I'd rather stick with the make money plan for now.

I'd also like to push harder on Subordinate Support passive policy, but its not worth changing things now. I'll be willing to argue strongly if we unlock another one, however.
 
Uh.
And you don't like Plant Poppies, which restores our Wealth and gets us bonus stability, because...?

EDIT: Almost forgot; it also gets us a trade good. :p
Ah. Missed that little tidbit about wealth. Hmm. I mean, I really don't care much about the wealth. The fact is, we have a drip for it so it isn't really an issue of it getting too low. It's a stat we generally don't have to worry about. Centralization and martial ... are stats we need to worry about. However, in light of that spectacular effect from wealth ... well ... This is probably the best thought out early bandwagon I've ever seen. Props @Umi-san

[X] [Mega] Upgrade Best of the Best to Life of Arete
[X] [Main] International Games
[X] [Secondary] New Trails
[X] [Secondary] Change Policy - Megaproject Support
[X] [Guild] Plant Poppies
 
I think it's about time we make a Study Stars Actions, with any luck, beside having Star charts for our sailor we'll get micro and macro time management thanks to a calendar and a Sundial.
 
I would personally go for Grand Docks this turn.

International Games next turn.

And war with the highlanders after that.

My main reasoning being that the grand docks is likely to bring in both a good amount of wealth but also ship building capacity.

International Games off the back of that will great (I assume) and then we can go for the war with the HK after we've recovered.

Doing this off my phone while I wait for a parcel so I can't offer much in the way of actual analysis but this is my gut feeling.
Doing IG now guarantees 1+ partners and rides off our current treaties w/ the HK & TH + our recent peace deal w/ the Khem + our notoriety as a result of the war.

Doing Grand Docks now doesn't give that. Though @Abby Normal notes that International Games requires only 3 actions. So our 1 main + 2 province mains suffices, which leaves open 1 province main. Costs us the +1 stab from having >10 wealth though.
 
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