Definitely smelling like government system reform time soon. If we don't start a reform chain we don't have the necessary pieces to finish properly
 
@Academia Nut does someone else nearby have the true city legacy? HK, Khem...?

[X] [Art] Sanitation is too important not to entrust to experts! (Several actions gain or increase their Tech costs, +1 Urban Poor power, ???)

[X] [HK] Offer to let them buy the Banner Company contracts
-[X] [HK] Show goodwill (Pay upkeep costs yourself but gain Diplomacy instead for duration of hire)

[X] [Policy] Special: Vassal Support (+1 Subordinate while active, increases Loyalty while active at less than full subordinates)
[X] [Policy] Diplomacy (+1 Diplo/turn)
[X] [Policy] Skullduggery (+1 Intrigue/turn, -2 Diplo)
[X] [Policy] City Support (2 True Cities have their maintenance paid for each turn)
[X] [Policy] Special: Forestry (+1 Sustainable Forest and -1 Econ Expansion/2 turns)
 
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I want Forest, Road, and Porcelain. You may wonder, wait porcelain; but it's an extremely useful material to have.
 
Oh shit y'all, better go back and make sure your're voting for FIVE GODDAMN POLICIES

Like. Wat. That's pretty crazy.


...why not Kilns?

Both.
We managed to burn through 4 fiel slots last turn. Kilns alone are not enough.

Like, I am not even discussing possibility of *not* taking Kilns as a valid option - nothing can be possibly worth it, I am just of opinon it alone is not enough.

Like, we must have patience and remember timescales we are working on. We are not in a hurry, we can afford to slow down acceleration and focus on sustainable growth, not just growth. Look at Trelli or early Lowlanders if you somehow need a reason why.
 
So, with our two free cities, two currently active true cities and now five true cities coming online, I believe we now have nine true cites.

If this isn't worth a legacy, I don't know what is.
 
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Ah, but Black Soil is way over due too. It's high time to work on improving black soil and related topics.
 
Limit + 0 is the red point. Your High Centralization is 7, while Neutral is 0. Now that you have experienced them and have proper record keeping I will actually label the high/low stuff.
Huh...in that case i think you actually messed up earlier by not having us be at overcentralization when we had 1 extra city active :p Because you had Cent 9, Tolerance "High" + 1 as over limit, but Cent 9, "High" + 2 as yellow/under limit at one point. That or one or both of us was confused by the other, since you updated the civ sheet like three times with different city counts, and at one point forgot to change the color, so... *shrug*

That sucks, though, that (assuming i understand you right) just hitting the limit means we have overcentralization, with no extra buffer before penalties :(
Still, yay, confirmation on cent limits! I guess that also confirms that the gov palace "change" was actually us just noticing what was always the case, because my record keeping had estimated "neutral" as 1-2, thinking we had 1 more reduction.

With all this, i'll leave the A&D post for tomorrow :p
@Academia Nut Couple super minor things i had on a sticky note to point out in that, so i dont forget:
-Update still just says "another city", not "5 more cities"
-Greenshore still has a listed dependency max of 4, when it should have updated to 5 when it converted to a colony however long ago

That said, good night all. Good luck to @PrimalShadow and other planners now that we've lost a main action from poor timing, refugees, and lv 2 aqueducts only giving 1 EE D=

Actually on that note, @Academia Nut you may want to do a threadmark to reset the vote, given the major change in both policy count and the setup we're looking at next turn; i know a lot of vote argument was based on what we can do next turn and what we need stat and infrastructure wise. (On that note, can you confirm if gold mines are guild actions? I think it was asked but never answered)
 
[X] [Art] Sanitation is too important not to entrust to experts! (Several actions gain or increase their Tech costs, +1 Urban Poor power, ???)

[X] [HK] Offer to let them buy the Banner Company contracts
-[X] [HK] Show goodwill (Pay upkeep costs yourself but gain Diplomacy instead for duration of hire)

Forgot to vote for other stuff! Let's make friends with the Dwarf Fortress players Highland Kingdom!

edit: adding the rest of my vote!

[X] [Policy] City Support (2 True Cities have their maintenance paid for each turn)
[X] [Policy] City Support (2 True Cities have their maintenance paid for each turn)x2
[X] [Policy] Diplomacy (+1 Diplo/turn)
[X] [Policy] Skullduggery (+1 Intrigue/turn, -2 Diplo)
[X] [Policy] Special: Forestry (+1 Sustainable Forest and -1 Econ Expansion/2 turns)
 
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[X] [Art] Sanitation is too important not to entrust to experts! (Several actions gain or increase their Tech costs, +1 Urban Poor power, ???)


[X] [Policy] Special: Vassal Support (+1 Subordinate while active, increases Loyalty while active at less than full subordinates)
[X] [Policy] Special: Vassal Support (+1 Subordinate while active, increases Loyalty while active at less than full subordinates) x2
[X] [Policy] Diplomacy (+1 Diplo/turn)
[X] [Policy] City Support (2 True Cities have their maintenance paid for each turn)
Approval votes
[X] [Policy] Diplomacy (+1 Diplo/turn) x2
[X] [Policy] City Support (2 True Cities have their maintenance paid for each turn) x2
[X] [Policy] Skullduggery (+1 Intrigue/turn, -2 Diplo)
[X] [Policy] Special: Vassal Support (+1 Subordinate while active, increases Loyalty while active at less than full subordinates) x3

[X] [HK] Offer to let them buy the Banner Company contracts
-[X] [HK] Show goodwill (Pay upkeep costs yourself but gain Diplomacy instead for duration of hire)
 
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[X][Policy] Skullduggery (+1 Intrigue/turn, -2 Diplo)
[X][Policy] City Support (2 True Cities have their maintenance paid for each turn)
[] [Policy] City Support (2 True Cities have their maintenance paid for each turn)x2
[X][Policy] Special: Vassal Support (+1 Subordinate while active, increases Loyalty while active at less than full subordinates)
[X][Policy] Special: Forestry (+1 Sustainable Forest and -1 Econ Expansion/2 turns)
[X] [HK] Offer to let them buy the Banner Company contracts
-[X] [HK] Show goodwill (Pay upkeep costs yourself but gain Diplomacy instead for duration of hire)

Adding an extra city support. That would stop our downpour of econ.
I... have no idea what joke you are trying to make :V

I'll just assume its funny.
No joke.

I was well aware we have more than one.
Back when Urban Poor are in low power they are extremely spiteful and if we suppress noble faction then they will be in the same position, likely with even worst quest penalty. I'm citing precedents and noting possible consequences.

Except the Patricians would still be at 4( hardly low power) and the spite was because of bad rolls, word of AN.
 
[X] [Art] Sanitation is too important not to entrust to experts! (Several actions gain or increase their Tech costs, +1 Urban Poor power, ???)

[X] [HK] Offer to let them buy the Banner Company contracts
-[X] [HK] Show goodwill (Pay upkeep costs yourself but gain Diplomacy instead for duration of hire)

Forgot to vote for other stuff! Let's make friends with the Dwarf Fortress players Highland Kingdom!
Gotta include all stuff in one vote IIRC. This post cancels past vote(s)
 
Part of me wonders if we should just go mass levy now and utterly eliminate this problem with a clean stroke... and then just wonder out of the Highlander-lands, leaving them with a big fat "WAT."
 
Because we've had the HK as enemies/uneasy truce for hella long and really that's just silly. We finally have a chance to get our relationship with them back on good footing, meaning more trade opportunities and another Games participant.
.~.

Not super fond of the HK, going to be honest, and I smell a trap. I'd much rather we get paid in cash. That's a six Wealth difference right there, and we're not exactly swimming in the stuff right now.

Let's hope the (90) means that the astrological prediction is more accurate, and that AN didn't invert the system purposefully to throw us all into a loop.

He'd never do that, right? :(
I'm almost willing to bet that the entire thing is RNG and simply serves to help with immersion.

The priests are just using IC knowledge and their own knowledge of the world. Tack on the human tendency to find patterns that aren't there, the vague nature of most prophecies, and a few lucky guesses...

Or maybe he is actually giving us true predictions. It is a mystery.

Jesus Christ we used to be militarily better than this.

Freaking hell, mass crossbows and spears should have resulted in a Tercio analogue.

What the hell happened?
We're at Naval 0, because unsurprisingly, trying to fight a bunch of pirates with 1 Naval is a Bad Idea.

More Warships is practically a necessity next turn, unless we want to the Trelli to gouge us for all we're worth again.
 
Sure. If we were trying to build a reserve right now that wouldn't be the way to do it.

Who said we are trying to build a reserve right now?


We are at 25/28, which leaves 3 in reserve. Conveniently, our forestry expenses are likely to be 2 thus turn; 3 worst case if the policies go for Baths instead of the Marketplace mission.


Or they do Ironworks (as AN repeatedly hinted wrt "all need iron") in another city and we are over limit. Cue yet another crisis.

Or any city without Baths decides to use its policy on Infra and we are at 2 baths, not one, abd we are over limit.

But yes, you've answered my question - 27/28 is your definition of strategic reserve.

That said, good night all. Good luck to @PrimalShadow and other planners now that we've lost a main action from poor timing, refugees, and lv 2 aqueducts only giving 1 EE D=

It's almost as if infrastructure policies taking aqueducts everywherre bite us in the ass by forcing into bad situations.
But noooooooo, growth uber alles, sustainability is for suckers. We aren't some stupid hippy tree elves, we need no sustainability and control over what the fuck is going on.
 
[X] [Art] Sanitation is too important not to entrust to experts! (Several actions gain or increase their Tech costs, +1 Urban Poor power, ???)
[X] [Policy] Diplomacy (+1 Diplo/turn)
[X] [Policy] Skullduggery (+1 Intrigue/turn, -2 Diplo)
[X] [Policy] Trade (+1 Wealth/turn)
[X] [Policy] City Support (2 True Cities have their maintenance paid for each turn)
[X] [Policy] Special: Vassal Support (+1 Subordinate while active, increases Loyalty while active at less than full subordinates)
[X] [HK] Offer to let them buy the Banner Company contracts
-[X] [HK] Show goodwill (Pay upkeep costs yourself but gain Diplomacy instead for duration of hire)
 
Or they do Ironworks (as AN repeatedly hinted wrt "all need iron") in another city and we are over limit. Cue yet another crisis.
Mhm. Our policies, which have basically always gone for quests first and never too us over stats limits, are going to do an about-face and go for Ironworks despite having a Marketplace quest and being at Forest Cap.

Yeah. That sounds likely.

Or any city without Baths decides to use its policy on Infra and we are at 2 baths, not one, abd we are over limit.
We have two free cities which choose their own policies, and those already have baths.
Other cities don't get any role in assigning policies.

But yes, you've answered my question - 27/28 is your definition of strategic reserve.
No, 25/28 is a strategic reserve. Please don't misquote me.
 
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We're at Naval 0, because unsurprisingly, trying to fight a bunch of pirates with 1 Naval is a Bad Idea.

More Warships is practically a necessity next turn, unless we want to the Trelli to gouge us for all we're worth again.

I'm hoping that Freehills can build some warships to contest them there and we can get escorts from them. But then I imagine Freehills have their own problems right now...
 
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