Colony taxes
[] [SR] Money (Colonies and vassals transfer 1 Wealth/turn each)
[] [SR] Food (Colonies and vassals transfer 1 Econ/turn each)
[] [SR] Warriors (Colonies and vassals transfer 1 Martial/turn each)
[] [SR] Rotate governors (All periphery states with at least one province cost -1 Diplo/turn each turn, have Min. 2 Loyalty)
Oh myyyy.
Uh. Well I'm pretty sure that the Second Son movement of people would be
gutted if we did warriors since the numbers would be pretty heavily reduced. But that comes with its own problems.
Food would fix our Econ problems, as we'd get 6 Econ per turn. 7 if Hawks count as a "colony or vassal".
@Academia Nut how much Econ per turn would we get from this? 6 or 7, since I am assuming only Landed Subordinates give this? Or is that assumption wrong?
Which basically fixes our Econ problem.
We don't have the Diplo income to sustain the cost of governors and our best action for generating Diplo is:
Build Docks [Guild] - With large numbers of ships being built, a new place to store them all, the goods they bring in, and a place to build them might be a good idea
*S: -1 Econ, +1 Diplo, increased trade power
*M: -2 Econ, -1 Wealth, +3 Diplo, potential for new innovations x2, increased trade power
+3 Diplo, which is not enough income. We'd have to have an income of at least 10 (I'm not sure if Free Cities count). We'd have to devote our Main, both Guild Actions, and a Secondary to keep up.
Generally speaking I very humbly request that people take a moment to check the math of their votes so that we don't end up in a bad place.
Given that, I
want governors, but I think it is too expensive and we should go with Food or Warriors. One nice thing of Warriors is that we can deal with it with Retraining actions and get:
Retraining - When there are more warriors than the People know what to do with, it may be a good idea to find them something else to do
*S: -4 Martial, -2 Econ Expansion, +2 Econ, Culture, and Tech
*M: -6 Martial, -3 Econ Expansion, +3 Econ, Culture, and Tech
And that is enough to keep up with the income wonderfully. Even a Secondary lets us slow it down, and with what it looks like it seems we may well need the income.
Given this I will vote for this:
[X] [SR] Food (Colonies and vassals transfer 1 Econ/turn each)
[X] [SR] Warriors (Colonies and vassals transfer 1 Martial/turn each)
I think I'd prefer Food for the strategic concerns of draining warriors from the frontier, but I personally think a combo of Warriors and Retrain would lead to some cool stuff as we'd essentially have a massive engine going.
[] [HS] Main Build Gymnasium (Does not advance Reforms, +1 Stability)
[] [HS] Prototype Weapon Storage (Palace Arsenal + Storehouse Annexes, Reforms advance)
[] [HS] Center Command on the Cities (Blackmouth becomes a Free City, Reforms advance)
[] [HS] Continue raising troops (Main Raise Army, Reforms advance)
[] [HS] Prototype Deployment Organization (2xSec Blackmouth Colossal Walls, Reforms advance)
[] [HS] Increase Professionalism (Found Mercenary Company, Reforms advance)
[] [HS] Increase Iron production further (Redshore Ironworks [-3 Econ, -3 Tech, 2 Sustainable Forest used, Expand Econ additional +1 Econ, -1 EE, -1 Tech] + Sec Survey, Reforms advance)
[] [HS] Introduce an elite core (Sec More Spiritbonded + Sec Expand Econ, Reforms advance)
Okay BIG Shoutout, this Iron production action
Is Not a Level 2 Ironworks. We do not have the prereqs for that by word of AN just a few pages ago. Definitely worth it when we get it, but does not fulfill the Guild Quest.
The big ones we want are Prototype Weapon Storage, Prototype Deployment Organization, Introduce an elite core, Increase Professionalism and I think Center Command on the Cities. This is to head off the bad parts this reform may bring in the future. Increase Professionalism especially since it can dump a huge amount of martial and AN said there was a chance it could end Second Son right now. Additionally professionalism is incredibly powerful in an army and reduces any of the silliness we are seeing now.
I think I'll go with this after checking the costs:
Found Mercenary Company - With new coinage, those who fight for less than savoury reasons can be bargained with more effectively. Paid well they can enhance your forces, or can be hired out to other groups, but beware of having them sit around without pay!
*S: -8 Martial, -1 Wealth per turn in your employ, +1 Wealth per turn if hired out to another group, or 0 Wealth per turn and adds directly to Martial score
Ok we should be okay. That boost from Guilds covers this.
[X] [HS] Increase Professionalism (Found Mercenary Company, Reforms advance)
[] [Attack] No one
[] [Attack] Hire out mercenary company
-[] [Attack] Red Banner
-[] [Attack] Dragon Banner
-[] [Attack] Both
--[] [Attack] To Trelli
--[] [Attack] To Freehills
--[] [Attack] To Western Ymaryn
[] [Attack] Support Western Ymaryn Against Storm Tribes
[] [Attack] Attempt to take the Trelli Strait
We don't really have the actions to spare and can live with the Traders since their thing can be freely negated and is already on track to be.
Now hiring the banner out might be nice but we need to think about it, I don't particularly want to since the HK have me worried. I have also spoken as to my ideas regarding Trelli and how easy we could take it and hold it, I don't rate it worth it mostly due to Lords Loyalty meaning it becomes an action sink as we have to defend it from the surrounding bandits and pirates.
[X] [Attack] No one
[X] [Attack] Hire out mercenary company
-[X] [Attack] Both
--[X] [Attack] To Freehills
[] [Policy] Agriculture (+1 Econ and -1 Econ Expansion/turn)
[] [Policy] Diplomacy (+1 Diplo/turn)
[] [Policy] Skullduggery (+1 Intrigue/turn, -2 Diplo)
[] [Policy] Trade (+1 Wealth/turn)
[] [Policy] Armament (+1 Martial/turn)
[] [Policy] Patronage (+1 Culture/turn)
[] [Policy] Mysticism (+1 Mysticism/turn)
[] [Policy] Industry (+1 Tech/turn)
[] [Policy] City Support (2 Econ cost for True City support negated)
[] [Policy] Expansion (So long as there is land to expand into, +1 Econ Expansion/turn, reduces threshold to produce new provinces the longer active)
[] [Policy] Innovation (Extra 2 innovation rolls each turn, -1 Wealth)
[] [Policy] Infrastructure (+1 Free Progress to an infrastructure project (Aqueduct, governor's palace, saltern, etc.)/turn)
[] [Policy] Defence (+1 significant walls/turn) x1
[] [Policy] Special: Forestry (+1 Sustainable Forest and -1 Econ Expansion/2 turns) x1
[] [Policy] Special: Vassal Support (+1 Subordinate while active, increases Loyalty while active at less than full subordinates)
Ooooh. Nice I think this is from Blackmouth, it looks like it is a True City since it can become a Free City. Personally for Infra right now.
[X] [Policy] Infrastructure (+1 Free Progress to an infrastructure project (Aqueduct, governor's palace, saltern, etc.)/turn)
[X] [Policy] Special: Vassal Support (+1 Subordinate while active, increases Loyalty while active at less than full subordinates)
Now double check my math.
*looks it over*
Okay I think its good.