[X] [Crisis] Bring them back in with the fighting (Change Tinriver from Trading Post to Colony, will claim additional territory when fighting pirates, -1 Legitimacy)
[X] [Main] Proclaim Glory
[X] [Secondary] Enforce Justice
[X] [Secondary] Sailing Mission
[X] [Secondary] More Spiritbonded
[X] [Secondary] War Mission - Pirate Clans
Reason
Proclaim Glory + EJ to gain max to gain max Stab
More SB for the Faction Quest
ECK in order to free up forests for the ironworks & baths that will be build via Infracstructure
WM-PC because it is required
More Warships because our Navy stat is aweful
Sailing mission because it's required as well as stated by AN here
Sailing Mission - Boats have proven themselves capable of exploring long distances, so what else might they discover along the shores of the sea?
* S: Potential new discoveries
* M: -1 Econ, improved odds of success Special: Need to send out a Sailing Mission to locate pirates
For everyone voting to Enforce Justice: Aren't we already pretty close to the Cent cap? If we go up much higher, aren't we in danger of locking up due to overcentralization?
Enforce Justice to bring us up by two centralizarion, and we can then focus on trying to get back on the Golden Age train to deal with stat inflation (also, we need the cent for PSN). Proclaim Glory for legitimacy damage. And of course we have to use that diplomatic goodwill before it fades. Right, people?
Correct me if I'm wrong, but Main Proclaim Glory and Secondary Enforce Justice just seems superior. Guarantees those stats are maxed at the cost of potentially less cent.
[X] [Crisis] Bring them back in with the fighting (Change Tinriver from Trading Post to Colony, will claim additional territory when fighting pirates, -1 Legitimacy)
[X] [Main] Enforce Justice
[X] [Secondary] Proclaim Glory
[X] [Secondary] War Mission - Pirate Clans
[X] [Secondary] Build Mills
[X] [Secondary] Invite to Games - Freehills
[X] [Guild] Build Porcelain Works
[X] [Guild] Efficient Charcoal Kilns
[] [Crisis] Bring them back in with the fighting (Change Tinriver from Trading Post to Colony, will claim additional territory when fighting pirates, -1 Legitimacy)
This is good if paired with a PG of any form. Don't want to restart it by accident or something.
[] [Crisis] If they want to go play bandit they can get caught up along the way (-3 Martial, -1 Stability)
This is good if we just want to not. *shrug* Don't see much point now. Also this is dangerous if we take a War Mission.
Okay so our concerns now are:
The return of the Liquidity Crisis after Trade Disruption is over. This is a strong possibility, and it will, funnily enough, make Trelli shit itself again. Kinda already sounds like they may be suffering it, maybe. Surveys help here, also the traders want a silver mine for basically this reason. Also also, holy shit DoP has a negation per faction. YESSSSSSSSSS.
The Guild Quest of Awesome. Need level one Ironworks in Redshore, Block Housing, and Level 2 Ironworks in Redshore. Problem, block housing makes Redshore -2 Econ, and then Panem makes it -3. A nice side effect is that a secondary Survey and Level 1 Ironwork in Redshore is the next step on the Myranyn reforms.
Pirates. War missions required.
Economy 10 (+4) [-6+5] is here. Which means given our income mechanics we can spend 10 Econ safely, since our net income is positive and is shifted down the order past our action expenses.
Expansion is 10 [+6-5] [Overcrowding Min: -5]. Need to do stuff that spends econ.
We are also at 0 stability. And we want to enter the mid turn at maxed Legitimacy, just in case.
Our Cent is also starting to get too high and may cause us trouble if we get to many cities online.
So I propose this.
[X] [Crisis] Bring them back in with the fighting (Change Tinriver from Trading Post to Colony, will claim additional territory when fighting pirates, -1 Legitimacy)
(M: -6 Culture, -2 Econ, +1 Legitimacy, +2 Stability, +1 Prestige) Main PG
(S: Potential new discoveries) Sec Survey
(Every facility adds +1 Econ, -1 EE, -1 Tech to the Expand Economy action. Every {S} cost 3 Econ and 3 Tech for 3 progress, and completed Ironworks also consume an additional 2 sustainable forest) Sec Ironworks Redshore
(M: -2 Econ & Wealth, -1 Tech, -3 Sustainable Forest used, other effects) Guild Efficient Kilns
(M: -2 Econ, -2 Tech, 1 sustainable forest, +2 Wealth, +3 Culture, increased chance of innovations x2) Guild Porcelain Works
(S: 1 Stability, +1-3 Centralization) Sec Enforce Justice
This gets a Myranyn reform done quickly, and it also generally deals with our other concerns. Gonna need a Mills at some point to get the Preist Quest.
Adhoc vote count started by BungieONI on Oct 16, 2017 at 1:36 AM, finished with 66 posts and 19 votes.
[X] [Crisis] Bring them back in with the fighting (Change Tinriver from Trading Post to Colony, will claim additional territory when fighting pirates, -1 Legitimacy)
For everyone voting to Enforce Justice: Aren't we already pretty close to the Cent cap? If we go up much higher, aren't we in danger of locking up due to overcentralization?
No we aren't Cent cap is Gold and our current cent is white therefore we have at least 1 free cent left, which is the most we have gained from a sec EJ due to the wall mechanic greatly reducing the chance of gain more then the min cent from EJ
Correct me if I'm wrong, but Main Proclaim Glory and Secondary Enforce Justice just seems superior. Guarantees those stats are maxed at the cost of potentially less cent.
{M} PG costs 3 Culture and 1 Econ more than an {S}. When you add the lost Centralization as well and the fact that it's only a ~0.5 Stability loss, that seems more than worth it to me.
[X] [Crisis] Bring them back in with the fighting (Change Tinriver from Trading Post to Colony, will claim additional territory when fighting pirates, -1 Legitimacy)
[X] [Main] Proclaim Glory
[X] [Secondary] Invite to Games - Khemetri
[X] [Secondary] Block Housing (Redshore)
[X] [Secondary] War Mission - Pirate Clans
[X] [Secondary] Enforce Justice
[X] [Guild] Efficient Charcoal Kilns
[X] [Guild] Build Porcelain Works
{M} PG costs 3 Culture and 1 Econ more than an {S}. When you add the lost Centralization as well and the fact that it's only a ~0.5 Stability loss, that seems more than worth it to me.
The Culture isn't a bad thing to burn right now. We're on the edge of a Gilded Age, we're going to need to burn some of the trifecta stats if we want to avoid it. Myst/Tech/Culture are already maxed so everything will overflow into Wealth.
@Academia Nut for influencing the Thunder Twins, is it more effective to alternate {M} Influence Subordinates between them, or hit them both with a {S} Influence Subordinate for two turns?
No we aren't Cent cap is Gold and our current cent is white therefore we have at least 1 free cent left, which is the most we have gained from a sec EJ due to the wall mechanic greatly reducing the chance of gain more then the min cent from EJ
When ppl think of the reason they pay taxes they automatically think of roads. What kind of Empire/government doesn't build roads? It's the most important thing we can do during peacetime and is the kind of investment that has countless positive effects on our civ and people. So 1 action each turn is what we should be doing at the very least for the good of all Ymaryn.
No we aren't Cent cap is Gold and our current cent is white therefore we have at least 1 free cent left, which is the most we have gained from a sec EJ due to the wall mechanic greatly reducing the chance of gain more then the min cent from EJ
I really appreciate how you've laid out all the data so clearly and articulated your reasoning so straightforwardly!
[X] [Crisis] Bring them back in with the fighting (Change Tinriver from Trading Post to Colony, will claim additional territory when fighting pirates, -1 Legitimacy)
{M} PG costs 3 Culture and 1 Econ more than an {S}. When you add the lost Centralization as well and the fact that it's only a ~0.5 Stability loss, that seems more than worth it to me.
That's true. We're doing very well on Culture though, so I'm not too fussed about spending some more, and this ensures we don't hit a Gilded Age since we'll for sure be at max Stab. Seems pretty worth it to me still.
Guys, come on. Adding yet more territory to our land will only make things harder for us in the long run. We need to stop expanding, turtle up, and build tall. Tanking the Stability and Martial hit of just this turn is fine.
The Culture isn't a bad thing to burn right now. We're on the edge of a Gilded Age, we're going to need to burn some of the trifecta stats if we want to avoid it. Myst/Tech/Culture are already maxed so everything will overflow into Wealth.
@Academia Nut for influencing the Thunder Twins, is it more effective to alternate {M} Influence Subordinates between them, or hit them both with a {S} Influence Subordinate for two turns?
Adhoc vote count started by Killer_Whale on Oct 16, 2017 at 1:41 AM, finished with 72 posts and 20 votes.
[X] [Crisis] Bring them back in with the fighting (Change Tinriver from Trading Post to Colony, will claim additional territory when fighting pirates, -1 Legitimacy)
The Culture isn't a bad thing to burn right now. We're on the edge of a Gilded Age, we're going to need to burn some of the trifecta stats if we want to avoid it. Myst/Tech/Culture are already maxed so everything will overflow into Wealth.
We've got a 10-wealth expense coming up next turn unless we want to fail the Patrician quest for no good reason.
Though it might not be a bad idea to do an Integration somewhere instead of the mills. That'd give us a boatload of econ and LTE, which would be awfully nice. Not sure where though, we don't have anyone as stupidly huge as WW was except Greenshore which is too far away to effectively administrate if I understand correctly.
Also it overflows into diplo first, which adds quite a few points of buffer to it.
That's true. We're doing very well on Culture though, so I'm not too fussed about spending some more, and this ensures we don't hit a Gilded Age since we'll for sure be at max Stab. Seems pretty worth it to me still.
Guilded Ages are fine when we're not on fire. -1 Stability/turn is around a single secondary to counteract (Enforce Justice), and the Golden/Guilded Age benefits are worth a lot more than that.
Sailing Mission - Boats have proven themselves capable of exploring long distances, so what else might they discover along the shores of the sea?
* S: Potential new discoveries
* M: -1 Econ, improved odds of success Special: Need to send out a Sailing Mission to locate pirates
to your attention, so that you might convice the thread of the importance of taking at least a sec sailing mission if we want to be successful against the pirates
[X] [Crisis] Bring them back in with the fighting (Change Tinriver from Trading Post to Colony, will claim additional territory when fighting pirates, -1 Legitimacy)
[X] [Main] War Mission: Pirate Clans
[X] [Secondary] Expand Forests
[X] [Secondary] Black Soil
[X] [Secondary] More Warships
[X] [Secondary] Trade Mission: Khemetri
Main war mission the Pirates! End the piracy once and for all!
Guilded Ages are fine when we're not on fire. -1 Stability/turn is around a single secondary to counteract (Enforce Justice), and the Golden/Guilded Age benefits are worth a lot more than that.
I am working under the assumption that this allows Western Ymar to break out the bendy straw every time it triggers. Am I wrong?
Adhoc vote count started by 8bitBob on Oct 16, 2017 at 1:45 AM, finished with 78 posts and 21 votes.
[X] [Crisis] Bring them back in with the fighting (Change Tinriver from Trading Post to Colony, will claim additional territory when fighting pirates, -1 Legitimacy)
For you who are most active and reasonable I just want to bring this
to your attention, so that you might convice the thread of the importance of taking at least a sec sailing mission if we want to be successful against the pirates
Hmm... well on the one hand we need to find and end them. On the other once we end them the liquidity crisis increases in likelyhood of returning, sharply.
Hmm...
I'll need to think about that one.
Also @HeWhoAdds can you change your [Sec] tags to [Secondary] I made a mistake and it borks the tally a little.
Sorry!
[X] [Crisis] Bring them back in with the fighting (Change Tinriver from Trading Post to Colony, will claim additional territory when fighting pirates, -1 Legitimacy)
Though it might not be a bad idea to do an Integration somewhere instead of the mills. That'd give us a boatload of econ and LTE, which would be awfully nice. Not sure where though, we don't have anyone as stupidly huge as WW was except Greenshore which is too far away to effectively administrate if I understand correctly.
For you who are most active and reasonable I just want to bring this
to your attention, so that you might convice the thread of the importance of taking at least a sec sailing mission if we want to be successful against the pirates