ThanksWe 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.
ThanksWe 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.
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?
[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)
Its been steadliy falling behind in votes so slightly worried it might not make the cut.? We're making 2 Free Cities, so both Redshore and Redhills get voted in unless specified otherwise.
Basically, this means that their ships are better than our in literally every way.
It only has to stay ahead of Just One FC vote to win, and the Just One vote only has 8 compared to 22 Redshore votes.Its been steadliy falling behind in votes so slightly worried it might not make the cut.
I think that's why we get an auto-upgrade when we build the canal. But we need to do that quickly-the Trelli have a nasty habit of supporting "pirates" remember?Well, that shouldn't last too long thanks to Pride in Acceptance and our Grand Docks giving us free ship innovation rolls.
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.
22? The vote tally I saw had it at 11...just checked and its at 22, my bad.It only has to stay ahead of Just One FC vote to win, and the Just One vote only has 8 compared to 22 Redshore votes.
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.
I think that's why we get an auto-upgrade when we build the canal. But we need to do that quickly-the Trelli have a nasty habit of supporting "pirates" remember?
I mean, actions are always good. However, I'd think that top priority actions are NOT guild actions. They are stuff like Expand Forests if we want to go for the Yeomen quest, Integrate Subordinate to get TWO extra secondaries, and generally admin/diplo/cultural actions depending on what hero we get. The Guild Actions aren't bad per se, but they aren't really on part with the really important stuff we might be doing.To get even more Guild actions later, of course.
I am pretty sure we will have [Guild]-tagged Artisan Competition megaproject, for example; and even if it is not [Guild]-tagged (is it, @Academia Nut ?), there is always plenty to be done with their actions.
please don't vote for Theater if even part of your vote is for a specified genius. That would put us over on culture if both genius and theatre won.[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
Most likely a diplovassalization will requure a diplo genius, a trade mission, and next turn's golden age innovation roll.@Academia Nut , can conducting trade mission to HK with sufficiently diplomatic leader and currently overflowing Diplomacy result in diploannexation or something similar?
I mean, actions are always good. However, I'd think that top priority actions are NOT guild actions. They are stuff like Expand Forests if we want to go for the Yeomen quest, Integrate Subordinate to get TWO extra secondaries, and generally admin/diplo/cultural actions depending on what hero we get. The Guild Actions aren't bad per se, but they aren't really on part with the really important stuff we might be doing.