Hmm. On the subject of forests. I'm putting together a "wish list" for things I'd like to do on our turn once we have free actions. This does NOT include major short-term projects like warfare/megaprojects.

  1. Found Mercenary Company / Support Subordinate (until out of Red Martial)
  2. Expand Trails (until Yellow Centralization)
  3. New Settlement in southwest hills (1 Secondary once we start getting low on EE)
  4. Festivals (1 Secondary/turn until 2 stability)
  5. Plant Poppies (1 Secondary total if we haven't done the action yet, to ease into it)
  6. Expand Forests (Double Main if possible, 2-3 Mains total for now)
  7. Triple-Main a Guild Action with provinces on Trade Policy (once, just to see what it is like...)
So, this is what I'd really like to have if given free reign. Here is my reasoning:
  1. Red Martial has a constant potential for trouble; better not leave it to fester.
  2. More Trails increases our Centralization cap, which effectively means our lands are being administrated more efficiently. I also expect decent narrative bonuses from increasing road coverage. Finally, a high Cent gives us the room to integrate Provinces or take Wildcat actions freely.
  3. We get a decent amount of EE from expanding if we need EE, and this would finish up a Province, giving us +1 to all stat caps and additional passive income per turn. It also puts us one integration away from 9 provinces, which is a threshold for TWO extra secondaries (one from Provinces/2, one from getting a new Guild secondary).
  4. Festivals are a cheap and effective way to keep Stability high; we should be doing them whenever time allows and we are below 2 stability (which is the cap for Festivals).
  5. Just want to do this once so that our Shamans have a chance to vet the action.
  6. FORESTS!
  7. I just think it would be super-cool. And may very well upgrade Symphony or something...
 
[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 Hemp
 
So, next turn we actually do need to split off a mercenary company as our martial is yellow and red with the Swords and Plowshares bonus. Retraining just wont work as our stats are just too full as a result of the reformers refund of the International Games. We need another one anyway to remain flexible or send up the northern trade post.
Retraining would totally work. We would need to fill up ALL of our stats for retraining to be a problem, and that just isn't happening even if we get 27 points of bonus culture from Reformers. Also, apparently the refund previously was a fluke, and we shouldn't be counting on it again.

That said, I don't actually want to do Retraining. I'd prefer to support Subordinate on Gulvalley or set up an MC.
 
[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] Grand Docks
 
Hmm. On the subject of forests. I'm putting together a "wish list" for things I'd like to do on our turn once we have free actions. This does NOT include major short-term projects like warfare/megaprojects.

  1. Found Mercenary Company / Support Subordinate (until out of Red Martial)
  2. Expand Trails (until Yellow Centralization)
  3. New Settlement in southwest hills (1 Secondary once we start getting low on EE)
  4. Festivals (1 Secondary/turn until 2 stability)
  5. Plant Poppies (1 Secondary total if we haven't done the action yet, to ease into it)
  6. Expand Forests (Double Main if possible, 2-3 Mains total for now)
  7. Triple-Main a Guild Action with provinces on Trade Policy (once, just to see what it is like...)
So, this is what I'd really like to have if given free reign. Here is my reasoning:
  1. Red Martial has a constant potential for trouble; better not leave it to fester.
  2. More Trails increases our Centralization cap, which effectively means our lands are being administrated more efficiently. I also expect decent narrative bonuses from increasing road coverage. Finally, a high Cent gives us the room to integrate Provinces or take Wildcat actions freely.
  3. We get a decent amount of EE from expanding if we need EE, and this would finish up a Province, giving us +1 to all stat caps and additional passive income per turn. It also puts us one integration away from 9 provinces, which is a threshold for TWO extra secondaries (one from Provinces/2, one from getting a new Guild secondary).
  4. Festivals are a cheap and effective way to keep Stability high; we should be doing them whenever time allows and we are below 2 stability (which is the cap for Festivals).
  5. Just want to do this once so that our Shamans have a chance to vet the action.
  6. FORESTS!
  7. I just think it would be super-cool. And may very well upgrade Symphony or something...

The bolded number seven is pretty much the only one I really can't get behind, and that is only because of the trade policy switch. It would require two turns to do properly and an additional to recover. We would have to dedicate not only the turn in question, but a secondary the turn before (losing out on any benefit from that turn's policy and the action) and an additional secondary the turn after.
 
  • Just want to do this once so that our Shamans have a chance to vet the action.

On the subject of vetting actions, we could do a single [secondary] Distribute at some point.

A lot less critical now that we've switched to a mercantile economy, though, so if we're not running into trouble because of too many cities popping up, I'd prefer to use Wildcat for centralization reduction.
 
Exclusive. We checked before. Since Efficient Economy flickers on and off regularly, it's only computed at the turn rather than editing a number in and out to boost the error rate.
9 Leading+ trade goods - 1 for iron = 8
8/2 = 4 wealth income as a result of guilds
+2 salterns (3+ TP)
= 6
K I'll change my vote when I'm on a computer.


Hope you mean decrease the error rate
Otherwise you're portraying AN as conniving
 
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In the name of freedom, you have replaced a king with an emperor. In the name of justice, you have replaced judges with the Inquisition. In the name of life you have given us death. Beware, revolutionary, for the mirror of history is not merciful to the proud.
[Secondary] Guillotine Napoleon
[Secondary] Expect the Inquisition
 
The bolded number seven is pretty much the only one I really can't get behind, and that is only because of the trade policy switch. It would require two turns to do properly and an additional to recover. We would have to dedicate not only the turn in question, but a secondary the turn before (losing out on any benefit from that turn's policy and the action) and an additional secondary the turn after.
I mean, we've been meaning to switch to Trade policy at some point to send out trade missions anyway, so it isn't like the action would be wasted.

And technically, I would be okay with a switch on the same turn and then 2 Mains + 1 Secondary for the action. It is marginally less awesome, but might be considerably more doable, so that is fine too.

On the subject of vetting actions, we could do a single [secondary] Distribute at some point.
I would not mind, though obviously we'd want to earn a bunch of centralization first.

I want the mercenary company, specifically.
Either is good by me.
 
So, next turn we actually do need to split off a mercenary company as our martial is yellow and red with the Swords and Plowshares bonus. Retraining just wont work as our stats are just too full as a result of the reformers refund of the International Games. We need another one anyway to remain flexible or send up the northern trade post.
Or we can go to war and bleed martial - no wait, that only happens if we have great losses, otherwise we just get veterans.
 
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