[X] [SR] Money (Colonies and vassals transfer 1 Wealth/turn each)
[X] [SR] Food (Colonies and vassals transfer 1 Econ/turn each)
[X] [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)
[X] [HS] Introduce an elite core (Sec More Spiritbonded + Sec Expand Econ, Reforms advance)
[X] [Attack] Attempt to take the Trelli Strait
[X] [Policy] City Support (2 Econ cost for True City support negated)
 
We have ~ten subordinates. That comes to a full secondary influence every other turn.

A secondary and 12 resources every two turns comes to 7.5 by my previous metric, whereas our previous best policies gave us ~5.


Anyways. Are you willing to commit to a influence subordinate secondary every other turn? If not, then please don't disparage this policy. If it isn't fast - well, that is just because there is just so much work to do. That is a signal to assign multiple policies to vassal support, not to assign zero.
I think it might be less efficient due to how the action works, but at a 7.5 score it can take a hefty penalty and still be an attractive policy, especially since our subordinates drifting away culturally has been a problem for a very long time and won't stop being one.
 
By the way, shouldn't we get +5 Diplo every turn with Western Ymaryn being separate from us, but still participating in the Games?
That was already counted; we have been getting Diplo since they were the "Renegrade Kingdoms".
Currently, we get diplo from then, from the Swamp Folks, from our mature trading post, and from King of the Hill.
 
I mean that no one of that culture will live in the city when you are done. How this is achieved is not entirely relevant, but is at minimum ethnic cleansing via displacement (which will kill a large percentage of not outright majority of those affected) and genocide in most cases.
Any chance you could set off an OP alert with that info? Because that's some pretty crucial stuff right there.
 
Last edited:
We have ~ten subordinates. That comes to a full secondary influence every other turn.

A secondary and 12 resources every two turns comes to 7.5 by my previous metric, whereas our previous best policies gave us ~5.


Anyways. Are you willing to commit to a influence subordinate secondary every other turn? If not, then please don't disparage this policy. If it isn't fast - well, that is just because there is just so much work to do. That is a signal to assign multiple policies to vassal support, not to assign zero.
I've been willing to Influence Subordinates since the Stallion Tribes were causing issues, so I have no problems with that. Usually there has always been something else that requires a vote instead. If we started influencing our subordinates then that would be great.

The problem I have with taking the Vassal policy now is that it seems more efficient to manually take the Influence actions, and dedicate the passives to Infrastructure. One Vassal policy at the moment isn't going to make much difference, especially with the amount of subordinates we have. It feels like a waste of a policy when we could set it to Infrastructure and work on the Guild quest.

AN also implied that it would be a {S} Influence that hits every subordinate, every turn. That was an insane amount of cultural conversion; we don't need nearly that much. While a Vassal Support policy is not nearly as impactful, it builds up over time and is semi-targeted to the area of most need. It's useless for a crisis, but keeping everyone on the same track culturally is something it can do. It would help a lot with divergent cultures like the Stallion Tribes were.

I'm more interested in it for the +1 Subordinate slot. Depending on what it does, I may change that in a few turns. We don't really have a good idea of what this policy does, so we might as well test it out.

I'd honestly like to see us obtain 4 of these policies. Of course, that has to contend with: 4 Infrastructure (9 progress/turn), 2 Defense, 4 Forest as well.
You have a point that an Influence every turn is probably overkill, but we also don't know how many we need to make a province culturally Ymaryn. Not that it would stop them causing problems, as the SS crisis has shown, they'd just be different problems.

I suppose the way I see it is that a single Vassal Support is a decent policy if we have a couple of subordinates. Otherwise the only benefit it has is the +1 slot. In order to make a meaningful dent in the loyalty and culture of our subordinates, we need multiple policies starting at the same time, otherwise that's a wasted passive slot that could have contributed to our infrastructure/forest/defences.
 
[X] [Attack] Hire out mercenary company
-[x] [Attack] Both
--[X] [Attack] To Freehills

And no
[X] [HS] Prototype Deployment Organization (2xSec Blackmouth Colossal Walls, Reforms advance)
so no Engineering Corps, hopefully it stays an option.
 
Last edited:
Folks, can we not invade Trelli, instead? AN said it will be net harder.

We can earn some money instead by hiring mercenaries and let the Freehill folks try to manage a city they can't.
Someone managing it poorly is ideal in a lot of ways as long as it stays low key enough for us to keep strait access. Someone else properly leveraging the power of the strait is the main thing we want to avoid, imo.
 
The problem I have with taking the Vassal policy now is that it seems more efficient to manually take the Influence actions, and dedicate the passives to Infrastructure. One Vassal policy at the moment isn't going to make much difference, especially with the amount of subordinates we have. It feels like a waste of a policy when we could set it to Infrastructure and work on the Guild quest.
It is more efficient to dedicate the actions to Infrastructure and the policy to Vassal Support. That is what the point values I computed mean.
 
Oh, Amber Road isn't mature yet, then?
I'm afraid not.

I can't say I understand why not, but AN has previously confirmed that it is not mature.

Someone managing it poorly is ideal in a lot of ways as long as it stays low key enough for us to keep strait access. Someone else properly leveraging the power of the strait is the main thing we want to avoid, imo.
This is also why having a minor power (Freehills) taking over Trell is best for us. Truth of the matter is, we don't really care who hold the strait as long as they aren't assholes to us, and the pragmatic perspective is that a lesser polity just can't afford to antagonize us like that.
 
Someone managing it poorly is ideal in a lot of ways as long as it stays low key enough for us to keep strait access. Someone else properly leveraging the power of the strait is the main thing we want to avoid, imo.
Bad administration is a big reason why we have the Second Sons crisis. Adding more administrative strain - especially when the only option to significantly reduce the number of rebellions we'll face is genocide - is a terrible idea. We need to stop expanding and focus inwards.
 
Holy shit didn't think there would be such a diffrence in that relatively small distance.

Maybe Greek and Roman or Germanics and Scandinavians
They're Lowlander descended, super capitalist, Chatel slaving, quasi Venician/Romans.

Look at our culture and backstory and you can't get much different
 
Back
Top