Now that Tech is red it becomes a possibility for Golden Age innovations. Every turn every red stat has a roll to see what is generated, and at least one will produce a list of options. If there is only one red stat you will have the option to take 'none', but otherwise you must spend your stats
Is it possible to have multiple innovations in a turn, one each from different stats/lists, orwould it just give us more choices for the one innovation if multiple stats procced (assuming they procced but didn't combine into a stronger multistat innovation like iron did)
 
@Academia Nut just to be sure, nobody seems able of replicating or learning how Yenyna was capable of pushing her body beyond its physical limits? Would studying health help contribute to learning how she did it? Has the Dragon Temple attempted to study her combat skills?

I'm just asking because we have a holy order of healers and a holy order of rangers so I would love for us to get accesses to a holy order of warriors as well.

Especially because said warriors would dressed up in dinosaur armor, which is just the coolest thing ever.
 
[X] [GA] Gain random genius (-15 Culture)
-[X] [GA] Specify: Diplo 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)
 
Is it possible to have multiple innovations in a turn, one each from different stats/lists, orwould it just give us more choices for the one innovation if multiple stats procced (assuming they procced but didn't combine into a stronger multistat innovation like iron did)

Multiple innovations in a turn are possible, depending on the rolls. Mysticism sucked so it was just Culture this time.

just to be sure, nobody seems able of replicating or learning how Yenyna was capable of pushing her body beyond its physical limits? Would studying health help contribute to learning how she did it? Has the Dragon Temple attempted to study her combat skills?

Given that no one has the mental abilities that make her physical actions in any way useful, no. The idea of pushing yourself like that tends to be actively discouraged by those that train exclusively because it exhausts you for way less benefit, but Yenyna had the uncanny ability to place her strikes, and was rarely in extended combat. Her ability to ignore pain and exhaustion when in 'combat mode' was also legendary, and she had a tendency to just drop once the moment was over. Her fight with Reshem was by far the most extended fight she ever had in her life.

How many Vassal Support passive policies would it take to equal the impact of one Secondary Influence Subordinate per turn?

Uhhhh... lots. It's spread out over subordinates, so given the number you have, you would need the equivalent of something like 20. Of course, that's the equivalent of one Secondary Influence Subordinate for every subordinate a turn.
 
Uhhhh... lots. It's spread out over subordinates, so given the number you have, you would need the equivalent of something like 20. Of course, that's the equivalent of one Secondary Influence Subordinate for every subordinate a turn.
So the Vassal Support policies are half strength untargeted Secondary Influence Subordinates, then?
 
( ゚ロ゚)

We might be better off just threatening to nuke any rebels, despite the terribad precedent...
That's a bit better than 2 policy actions per secondary action. Which, as a secondary effect of a policy, isn't bad.

Edit: For context, the primary effect of the +Econ policy is 3 policy actions per secondary.
 
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Let's not think small; why not just integrate, Three Peoples style? We've made an initial tech exchange and brought them into social contact through the Games; repeat that a few dozen times, and our two nations will be building much closer ties.

Seems to me that the whole region has had a notable lack of alliances between equals. Lots of vassalization, arm's length trading, etc, but few proper alliances.
As I understand it, what we have is fairly normal for the era. Proper alliances and international agreements between equals are a later development.

Historically, what was happening in the field of diplomatic development at an equivalent timeframe was more the occasional non specific nonagression and friendship treaty, and a long series of bad decisons that eventually led to the tradion of diplomatic personel being sacrosanct, by way of bad things repeatedly happening when they weren't.
 
Especially since it doesn't cost us the resources the secondary does.

Let's not forget the "paying for the action" bit, hey? Especially with the most expensive action we've got.
Right. I'll figure out what that is at some point. But it's REALLY not bad. Much better than the stat drips.
 
[X] [GA] Gain random genius (-15 Culture)
-[X] [GA] Specify: Diplo 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)
 
Yeah, Like walls, influence Subordinate sounds like something we want going on the back-burner always.

Though I think going past 4 might be hitting diminishing returns as that would be the equivalent of a untargeted main influence every turn.

Right. I'll figure out what that is at some point. But it's REALLY not bad. Much better than the stat drips.

Honestly the Stat Drips are so inefficient that I suspect they have hidden narrative bonuses.
 
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Right. I'll figure out what that is at some point.
For a loose guess:

Secondary Influence costs a secondary and 12 assorted stat points, or ~7 secondaries of stuff.

Support Subordinate gives us a bit less than half of that, + an extra subordinate slot.

2 secondaries per turn + a vassal slot is... I'm pretty sure the unquestionable most we get from a passive policy, but not directly profitable to us, which makes sense.
 
@Academia Nut if we have multiple vassal support policies, lets say 3, do we need to be 3 over our subordinate limit to get all of them giving the free influence and loyalty boosts, or just 1? (...Actually, to confirm, is the influence boost connected to the loyalty boost like i think, or does it always apply?)

Multiple innovations in a turn are possible, depending on the rolls. Mysticism sucked so it was just Culture this time.
So it only matters what stats are maxed at the very start of the turn, then, if only those two got rolls... @Academia Nut when exactly does the current pending refugee econ apply? Is it before start-of-next-turn, and thus the innovation rolls? Because if so i might switch to just one free city, since it would get us an extra max stat roll... (18 +4 - 2 free city - 1 trails = 18+, whereas a second free city wouldn't keep it that way). And to confirm, the mysticism refunds should apply before that, because they've applied before start of turn before i think? So next turn we should have rolls for Diplo, Mysticism, Tech, and maybe Econ.
 
Yeah, Like walls, influence Subordinate sounds like something we want going on the back-burner always.

Though I think going past 4 might be hitting diminishing returns as that would be the equivalent of a untargeted main influence every turn.



Honestly the Stat Drips are so inefficient that I suspect they have hidden narrative bonuses.
I only want one right now. Our loyalties are REALLY good between the 3-way war and the meteor prediction. Even one isn't urgent, but it would probably forstall a lot of issues. And I'd guess it would make our loyalty figures less likely to be wrong since we're interacting with them regularly.
 
Думаю, какие статы у зарегистрированных правителей были. Сталин - гений админ, хорошая дипломатия, отличное военное. Прелагайте свои примеры.
I think that the famous rulers had stats. Stalin - the genius of the admin, good diplomacy, excellent military.
Say that to the Catastrophe that is the Five Year Plan.
 
For a loose guess:

Secondary Influence costs a secondary and 12 assorted stat points, or ~7 secondaries of stuff.

Support Subordinate gives us a bit less than half of that, + an extra subordinate slot.

2 secondaries per turn + a vassal slot is... I'm pretty sure the unquestionable most we get from a passive policy, but not directly profitable to us, which makes sense.
Since the action rework, stats average around 2.5 per secondary. So 12 stats would be closer to 5ish secondaries than 7.

Just for rough figures. On my phone now.;)
 
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I only want one right now. Our loyalties are REALLY good between the 3-way war and the meteor prediction. Even one isn't urgent, but it would probably forstall a lot of issues. And I'd guess it would make our loyalty figures less likely to be wrong since we're interacting with them regularly.
Yeeep. Possibly a big benefit of the vassal support is giving an avenue for us to notice problems instead of them hiding in the background unaddressed, like how we revealed hidden issues by building roads.
 
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