*looks at winning votes*
o_O

Foolks.
There is no point combining Diplo Genius with Roads; Diplo Genius is made for Trade Missions or maybe Salt Gifting.
If you think we need Roads now more than external contacts (which makes sense too), vote for Admin Genius.
Actually, roads would probably focus our Genius' efforts on uniting our different factions rather than dealing with foreign groups, so it is viable.

Though the reason roads is really winning is because both Culture and Admin voters prefer it.
 
[X] [FC] Redhills
[X] [GA] Random materials tech upgrade (-8 Tech)
[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)
 
I asked this earlier, but one more time.

Can ANYONE tell me why we are spending our reaction now to build Glassworks when we can get it next turn as a Guild Action?
 
*looks at winning votes*
o_O

Foolks.
There is no point combining Diplo Genius with Roads; Diplo Genius is made for Trade Missions or maybe Salt Gifting.
If you think we need Roads now more than external contacts (which makes sense too), vote for Admin Genius.
It's a combination of people voting for culture + roads and Admin + roads. Thus, roads are winning hard, but Diplo is still in the running, making for some anti synergy even though people are voting correctly.
 
[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] [GA] Random materials tech upgrade (-8 Tech)
[X] [FC] Redhills
[X] [FC] Just one FC
[X] [Diplo] Talk with the Trelli (Main Trade Mission - Trelli)
[X] [React] Main Build Theatre
 
tally
Adhoc vote count started by huhYeahGoodPoint on Aug 7, 2017 at 4:18 PM, finished with 98557 posts and 58 votes.
 
Actually, roads would probably focus our Genius' efforts on uniting our different factions rather than dealing with foreign groups, so it is viable.

Though the reason roads is really winning is because both Culture and Admin voters prefer it.

I guess? I just doubt we'll manually pick Trade Missions in player-controlled turn, and I really want to diplomance HK into our fold, and this seems like the best opportunity we will ever have to annex HK without too much fuss and, importantly too, without salty thread - diploannexation should be fine with both people who want them to be gone, with pacifists, with realpolitikers...basically with almost everyone.
I really, really want the HK!Salt to be over and this looks like perfect opportunity to me.

You assume that everyone else is monolithic in their voting; I am personally voting for Diplo Genius but not Roads (wait I better add diplo hero to that)

Nah, I know that it. But...well, if this vote combination is still winning later, I will switch to make sure the more suitable combo wins.
I would really prefer to diplomance HK via Genius Diplo, leveraging recent Divine Fist though. Mostly for OOC reasons of reducing thread salt levels, honestly.
 
Have we had a culture genius or hero yet?

[X] [GA] Gain random genius (-15 Culture)
-[X] [GA] Specify: Culture genius (Additional -3 Culture)
[X] [FC] Redhills
[X] [FC] Red shore
[x] [Diplo] Talk with the Trelli (Main Trade Mission - Trelli)
[X] [React] Main Build Theatre
 
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Have we had a culture genius or hero yet?

[X] [GA] Gain random genius (-15 Culture)
-[X] [GA] Specify: Culture genius (Additional -3 Culture)

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

[X] [Diplo] Tie everything together internally (Main Build Roads)
[X] [React] 2xSec Blackmouth Governor's Palace

We haven't, it's a wildcard. An interesting one!

Also, a palace costs 3 Culture per action, you're putting us at -6 culture there.
 
[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] [GA] Random materials tech upgrade (-8 Tech)
[X] [FC] Redhills
[X] [FC] Just one FC
[X] [Diplo] Talk with southern neighbours (Sec Trade Mission - Highlanders + Lowland Minors (South-West))
[X] [React] Main Build Theatre

gah playing whackamole with my vote is annoying
 
[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 alreadytriggered this turn)
 
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I'm no expert, can you explain?

And is there a chance that our new vassals may have it in their lands?

I think the general area IRL had some coming up.
How bad? And do note: we now have a far northern trading post, so aren't we also getting better wood for our ships soon?
Pitch-the reason they're hoarding charcoal-is seriously one of the most important innovations for ships in this time period. Benefits:
Lessened leakage-it makes it so that less water gets in, making them more durable in rough seas.
Load capacity-Since they take on less water, they can load the ships more heavily without sinking.
Distance-More supplies means they can explore farther for more exotic markets.
Rot resistance-Pitch tar helps prevent rot, meaning they have less maintenance costs both in repair and in having to replace the ships less frequently.
Speed-The resistance to rot and water means that they go faster since they have less holes and their wood is less waterlogged than ours would be.
Maneuverability-Their rudders won't get jammed as often and will be more responsive than ours will thanks to rot resistance.

Basically, this means that their ships are better than our in literally every way.
 
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