Is that because they're quite light? I'd think a rammer would tend to push them back rather than break them.
It's because they don't have the single failure points of traditional ships. In a normal galley design, crumpling it anywhere along the side of the ship will make it take on water and sink.

We have a gentler failure mode. Crumple one of our hulls, and we're crippled, not sunk. We can hobble home.
 
More, our designs are light-weight.

Umm, where do you get that? Our catamarans can get up to 30 meters in length. Not to mention, our ships are also inherently strong due to clinker construction.

With ramming being the rising form of ship-to-ship combat, we're already starting at some serious disadvantages. Especially since catamarans have inherent structural weaknesses.

I think you're overestimating "serious disadvantages." Tar and pitch is a spectacular development, but not one that is terribly hard to get for a society that revolves around sailing and trees. By the time that we would be facing Trelli ships in combat we are likely to have pitch and tar anyway.

Let's also not forget that our catamarans are likely faster and far more maneuverable than their ships which, by the way, are long and thin. Sure they can ram, but they aren't doing much damage. They need something big and hulking, which isn't going to go fast.

So what exactly is the problem?
 
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[X] [GA] Erase Nemesis Fashion (-10 Culture)

I just want to get rid of this. It doesn't even make sense narratively!

[X] [FC] Redhills
[X] [FC] Just one FC
Is this how I say this is the only free city I want?

I want Redshore, Sacred Forest, and Valleyhome to be the centers of each of their respective fields and serve as a beacon for the rest of the kingdom under the government - similar to AN's version of Mandala.

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

[X] [React] 2xSec Blackmouth Governor's Palace

We need to finish this.
 
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(I am mildly confused why the heck we are even freaking out about them right now. War is rather unlikely with them right now)
One of the options to prevent Trelli from totally dominating us in trade is via a Canal-megaproject directly to Khemetri-held rivers.

Problem is that many assume - and possibly quite correctly - that the Trelli would be forced to go nuclear on us to try stopping us finishing the Canal - pitting each other's ability to tank hits against each other in hopes that we would be forced to capitulate sooner than them.
 
So... what do we do to solve starvation in the cities? We're literally maxed on econ. Do we need more trails? Less corruption? More local management?
 
One of the options to prevent Trelli from totally dominating us in trade is via a Canal-megaproject directly to Khemetri-held rivers.

Problem is that many assume - and possibly quite correctly - that the Trelli would be forced to go nuclear on us to try stopping us finishing the Canal - pitting each other's ability to tank hits against each other in hopes that we would be forced to capitulate sooner than them.
Bring it on!!
 
So... what do we do to solve starvation in the cities? We're literally maxed on econ. Do we need more trails? Less corruption? More local management?
More trails, as that has been explicitly stated to be necessary for yeomen and farmers to get their goods to market and centralization is critical in enabling our federal food distribution and mitigating Econ damage (which is basically people starving and unable to work because they are working solely to feed themselves).

Less corruption would certainly help as that is basically removing assets from the system at every step and breeding inefficiency. This is also likely why enforce justice creates centralization.

More local management can go both ways depending on the quality of the local management.

Overall, the only surefire bet is roads.
 
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You know, a good accompaniment to "relative action values" might be "relative subordinate values". Maybe harder to quantify, but knowing which kind of subordinates we want is an important consideration.
Can you elaborate? I don't know what you're thinking of.
 
So... what do we do to solve starvation in the cities? We're literally maxed on econ. Do we need more trails? Less corruption? More local management?
We probably need more Econ slots. Econ tends to represent manpower, Econ slots tend to represent farmable land. Make sure there's plenty of good land, and people will feed themselves.
 
That's not enough. A faction quest is something that makes reasonable, decent options into urgent/necessary ones. I have yet heard anyone explain how the effects of a main are even positive at all, especially given that it costs a Main, 6 Econ, 6 Culture, and 3 progress from our passive policy.


And honestly, if your best argument is "for the quest", then our best bet should be to spend a secondary at some point on this and then let our passive policies finish it. That saves us something like 3 culture relative to the baseline of our policies working on aqueducts.

So... what do we do to solve starvation in the cities? We're literally maxed on econ. Do we need more trails? Less corruption? More local management?
I was under the impression that we just need to wait for the temp Econ damage to go away.
 
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Can you elaborate? I don't know what you're thinking of.
I just meant that it would be good to have a side-by-side comparison of the relative values of each type of subordinate. After all, we have limited, though growing, slots, and we sometimes get opportunities to convert them, so it's helpful to have a basis for deciding which type we most need.

They might not have enough similarities to properly put them all side by side, but if someone wanted to try...
 
That's not enough. A faction quest is something that makes reasonable, decent options into urgent/necessary ones. I have yet heard anyone explain how the effects of a main are even positive at all, especially given that it costs a Main, 6 Econ, 6 Culture, and 3 progress from our passive policy.


And honestly, if your best argument is "for the quest", then our best bet should be to spend a secondary at some point on this and then let our passive policies finish it. That saves us something like 3 culture relative to the baseline of our policies working on aqueducts.
I'm not voting for it, but the best argument I can see is as an experiment. We haven't built one before, so it would be good to find out (when less things are on fire) what it does.
 
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