[X] [GA] Gain random hero (-10 Culture)
-[X] [GA] Specify: Diplo hero (Additional -2 Culture)
[X] [GA] Gain random genius (-15 Culture)
-[X] [GA] Specify: Diplo genius (Additional -3 Culture)
[X] [FC] Redshore
[X] [FC] Sacred Forest
[X] [FC] Redhills
[X] [FC] Stallionpen
-[X] [React] Kick project (ISoO already triggered this turn)
[X] [Diplo] Talk with southern neighbours (Sec Trade Mission - Highlanders +Lowland Minors (South-West))
 
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Did baby boom pay out this turn before decaying? How many refugees did we take in this turn? Did the study alchemy +study metal, or the boat roll from grand docks, give us any innovations? Did study stars pay out normally (-1 wealth, +3 mysticism) this time, or was it different due to the new tech? How much does the gulvalley canal cost?

Yes, and no for everything else. A Gulvalley canal would be shorter than Triangle Canal, but also through harder stone. A little less than that.

will turning Redhills into a Free City stop us from building the megaproject they've unlocked?

No.

can we specify a double genius by paying 21 Culture? Like an Admin/Diplomacy? We are going to be putting a lot of points back into culture from our Mysticism overflow after all.

No.
 
Can someone explain why people are choosing Main Build Glassworks? You know we can do that as a Guild action next next turn without it interfering with anything, right?
 
[X] [FC] Redshore
[X] [React] Continue work on the Place to the Stars (5/7-8 actions completed)
-[X] [React] Kick project (ISoO already triggered this turn)

Guys, going to note something: please make certain your votes always keep at least one stat in the Red.
 
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I think we need to weigh up the benefits of a Genius and that of a Tech advance.

The Genius would probably last two turns (on average), and we have no idea what sort of advances they would give our Civ (if, indeed, they give any at all - which I admit it seems pretty unlikely that they won't).

On the other hand, the materials tech I would say has a pretty good chance of being steel, and if that's the case then we'd be back to dominating every other Civ around us militarily, like we were when we were the only one who had Iron.

On the third hand, we have just finished a series of pretty destructive wars, and are pretty much guaranteed peace for at least another turn, possibly up to 3 or 4, so if we develop Steel now we probably wouldn't use it that much and we'd give our neighbours quite a long period of time to develop it themselves/steal it.
 
Analysis will have to come later, for now a tentative vote:
[X] [FC] Redshore
[X] [FC] Redhills
[X] [GA] Random materials tech upgrade (-8 Tech)
[X] [Diplo] Talk with the Trelli (Main Trade Mission - Trelli)
[X] [Diplo] Talk with southern neighbours (Sec Trade Mission - Highlanders + Lowland Minors (South-West))
[X] [Diplo] Tie everything together internally (Main Build Roads)
[X] [React] Continue work on the Place to the Stars (5/7-8 actions completed)
-[X] [React] Kick project (ISoO already triggered this turn)

Core, non religious cities seem safest for FC.
Hopefully steel is great and relatively cheap (and personally i kind of dont want an admin genius or hero again because then we just continue to not get to see the action list :p)
Not sure on diplo action yet, tentaively good with any of those
Hopefully finish up the PttS, and make it so that we can build a theatre next turn and actually get teh stab reward from the quest.
@Academia Nut did the khemetri assistance just give us 4 free progress, then? How much mysticism does study stars cost right now?
 
So I figure there's three broad Genius strats we could go for:

Admin (Admin + Roads + Governor's Palance)
Diplomance (Diplo + Trade Mission somewhere)
Culture (Cultural Genius + Roads + Theatre)

My heart of hearts wants to try out the Culture route, but I can already see that's not going to win. So...

[X] [GA] Gain random genius (-15 Culture)
-[X] [GA] Specify: Admin genius (Additional -3 Culture)
[X] [FC] Redshore
[X] [FC] Redhills
[X] [Diplo] Tie everything together internally (Main Build Roads)
[X] [React] Continue work on the Place to the Stars (5/7-8 actions completed)
-[X] [React] Kick project (ISoO already triggered this turn)
 
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[X] [GA] Gain random genius (-15 Culture)
-[X] [GA] Specify: Admin genius (Additional -3 Culture)
[X] [FC] Sacred Forest
[X] [FC] Stallionpen
[X] [Diplo] Tie everything together internally (Main Build Roads)
[X] [React] 2xSec Blackmouth Governor's Palace

Vote update; doing the competing religious centers together sounds better.
 
[X] [GA] Erase Nemesis Fashion (-10 Culture)
[X] [Diplo] Talk with the Trelli (Main Trade Mission - Trelli)
[X] [React] Main Build Glassworks
 
[X] [FC] Redshore
[X] [FC] Redhills
[X] [GA] Random materials tech upgrade (-8 Tech)
[X] [Diplo] Talk with the Trelli (Main Trade Mission - Trelli)
[X] [Diplo] Talk with southern neighbours (Sec Trade Mission - Highlanders + Lowland Minors (South-West))
[X] [Diplo] Tie everything together internally (Main Build Roads)
[X] [React] Continue work on the Place to the Stars (5/7-8 actions completed)
-[X] [React] Kick project (ISoO already triggered this turn)
 
[X] [GA] Gain random genius (-15 Culture)
-[X] [GA] Specify: Diplo genius (Additional -3 Culture)

We seem to be a in a good position for diplomacy right now so we should try and take advantage of that while we can. Perhaps we can make something long lasting? Plus I want to see what Diplo Genius looks like.

[X] [FC] Redhills
[X] [FC] Redshore

Either of these is good. We might as well try out a free city to see what it is like.

[X] [Diplo] Tie everything together internally (Main Build Roads)

We need more roads to tie the nation together. Especially now that our empire has just expanded.

[X] [React] Main Build Glassworks

I feel like getting the Guild quest done is a good idea.
 
Point. Looking over the actions, I hadn't realized that Governer's Palaces cost Culture, so can't be taken with a Genius. I'll change that part, certainly...
Yeah, probably not a good idea to go negative in culture. Changed mine to PttS. Question is, to Kick or not to Kick? If we did, there's a chance it'll finish before our King dies, and that could have narrative bonuses for his work on math.
 
[x] [GA] Gain random genius (-15 Culture)
-[x] [GA] Specify: Culture genius (Additional -3 Culture)
[x] [FC] None
[X] [FC] Just one FC
[X] [Diplo] Tie everything together internally (Main Build Roads)
[X] [React] Continue work on the Place to the Stars (5/7-8 actions completed)
-[X] [React] Kick project (ISoO already triggered this turn)

Cultural Genius and Roads to help consolidate our gains, no FCs because I don't know how they work and I don't think making our core cities into those is a good idea (based on other people's reactions). Main Glassworks to finish the Guilds quest, since that's the only one that expires next turn, all the others we've got at least 3 turns. Plus if we get more tech we might spawn another innovation?

Edit: AN has confirmed that we would get a chance to Main Glassworks next turn to complete the quest, so changing my vote to PttS. Kick because people have pointed out that we'll probably complete the Urban Poor quest soon and gain 1 stab.

Also, if you're voting for no FC or only one, don't forget to add the
[x] [FC] Just one FC
vote as well.
 
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