[X] [Enclave] Remove the settlements (-2 Progress for Internal Reorg, -6 EE, -2 Econ, -1 Stability, ???)

Resettle them again within the cities and current provinces rather then keeping them in enclaves. Short term pain for long term integration.

[X] [React] Attempt to get the western colonies in line (Main Influence Subordinate - Starts with Western Wall, x2 also goes to Greenshore, x3 goes to Tinshore)
[X] [React] Expand Palace (2xGreat Hall Annexes)
[X] [React] Restore confidence after the plague (Sec Restore Order + Sec Proclaim Glory)

[X] [PSN] Main Plant Cotton (-2 Cent + Costs)
 
Hmm.

Hard decisions all round.

I want to do this:
[] [Enclave] Attempt to reconcile issues (-1 Stability, -4 Mysticism, -6 Culture, ???)
[] [React] Greet new nomad chief (Main Targeted Salt Gift)
[] [React] Restore confidence after the plague (Sec Restore Order + Sec Proclaim Glory)
[] [React] Attempt to get the western colonies in line (Main Influence Subordinate - Starts with Western Wall, x2 also goes to Greenshore, x3 goes to Tinshore)
[] [React] Attempt to get the western colonies in line (Main Influence Subordinate - Starts with Western Wall, x2 also goes to Greenshore, x3 goes to Tinshore) X2
[] [React] Attempt to get the western colonies in line (Main Influence Subordinate - Starts with Western Wall, x2 also goes to Greenshore, x3 goes to Tinshore) X3
[] [PSN] Main Expand Forests (-2 Cent + Costs)

But not only do we not have enough actions to do all that, I can't tell if we can afford it or not.
 
"Seriously?" Uvothyn demanded to know.

At least this one seemed open to the possibility of trade.
Welp. Let's uh, hope this one is more amendable to not be Attila the Hun.

[X] [React] Greet new nomad chief (Main Targeted Salt Gift)
[X] [React] Contact closest neighbours (Sec Trade Mission to Freehills and Harmurri)
[X] [React] Attempt to get the western colonies in line (Main Influence Subordinate - Starts with Western Wall, x2 also goes to Greenshore, x3 goes to Tinshore)
[X] [React] Expand Palace (2xGreat Hall Annexes)

The first three is what I am after. We are in relatively good straits when it comes to Stab and overall internal issues. So going for a full external (technically, the Western Colonies are kinda out there, right?) combo at the least should cause some synergy. Annexes because ICly, better government = stronger actions and OOC, because this helps out AN streamlining things.
 
[X] [Enclave] Remove the settlements (-2 Progress for Internal Reorg, -6 EE, -2 Econ, -1 Stability, ???)
[X] [React] Greet new nomad chief (Main Targeted Salt Gift)
[X] [React] Restore confidence after the plague (Sec Restore Order + Sec Proclaim Glory)
[X] [React] Attempt to get the western colonies in line (Main Influence Subordinate - Starts with Western Wall, x2 also goes to Greenshore, x3 goes to Tinshore)
[X] [PSN] Main Plant Hemp (-2 Cent + Costs)
 
[X] [Enclave] Attempt to reconcile issues (-1 Stability, -4 Mysticism, -6 Culture, ???)
[X] [React] Restore confidence after the plague (Sec Restore Order + Sec Proclaim Glory)
[X] [React] Attempt to get the western colonies in line (Main Influence Subordinate - Starts with Western Wall, x2 also goes to Greenshore, x3 goes to Tinshore)
[X] [React] Expand Palace (2xGreat Hall Annexes)
[X] [PSN] Main Plant Poppies (-2 Cent + Costs)
@Academia Nut We just did Enforce Justice and Annual Festival. Why are we still at -1 Stability?
It says at the bottom of the update that the stats haven't been updated yet. As such, I will probably be changing some of my vote when that happens.
 
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Gotta a pretty decent roll on the astrological prediction, and it's telling us that friendship is more important that wealth right now.

With tang in mind, we should try to reconcile the Monotheists while we have a sympathetic Heroic Mystic, since we might not get another chance at doing so.

We also need to bring the Western Colonies in line, since while they haven't broken off yet, they now have a bunch of empty land to expand into and can break off with little fear of reprisals, since we are still recovering and they are so far away logistically.

We should also check in on our closet neighbors in Freehills and Hamurri, since they are both Games participants and I want to see if we can give them any aid.

Finally we should either restore confidence, since there are likely to be more refuges from banditry and such, or contact HK and the Westerns.
 
[X] [Enclave] Attempt to reconcile issues (-1 Stability, -4 Mysticism, -6 Culture, ???)

[X] [React] Restore confidence after the plague (Sec Restore Order + Sec Proclaim Glory)
[X] [React] Attempt to get the western colonies in line (Main Influence Subordinate - Starts with Western Wall, x2 also goes to Greenshore, x3 goes to Tinshore)
[X] [React] Expand Redshore market (2xSec actions to 0/6 Redshore Market)
 
I don't think that's the fluff, this reads to me like just stomping on them and running them off like assholes
I don't think we are capable of that and that the King wants to resettle them closer to revive the empty country side and remove the enclaves. I highly doubt that it involves running people out of Ymar.
 
[X] [Enclave] Attempt to reconcile issues (-1 Stability, -4 Mysticism, -6 Culture, ???)
[X] [React] Restore confidence after the plague (Sec Restore Order + Sec Proclaim Glory)
[X] [React] Contact closest neighbours (Sec Trade Mission to Freehills and Harmurri)
[X] [React] Attempt to get the western colonies in line (Main Influence Subordinate - Starts with Western Wall, x2 also goes to Greenshore, x3 goes to Tinshore)

We should get external trading partners before completing the Grand Bazaar so that we actually have people to trade with. External trading partners also means we'll benefit from our Dominances and Leadings. Furthermore, telling our closest neighbours how to stop the disease is just a good thing on its own.

Restore Order while we have a Heroic Admin to do it. Gotta get rid of the corruption which has inevitably built up over time. It'll also help deal with any problems that pop up while we're reconciling issues, problems such as lynch mobs and rabble rousers.
 
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[] [Enclave] Increase Connectivity (Main Build Roads, ???)
[] [React] Greet new nomad chief (Main Targeted Salt Gift)
[] [React] Restore confidence after the plague (Sec Restore Order + Sec Proclaim Glory)
[] [React] Expand fleet (Main More Warships)
[] [PSN] Main Expand Forests (-2 Cent + Costs)


Roads to make the enclaves less isolated, salt gift to get the nomad dude on our good side immediately, restoration to boost stability ASAP for next turn's options, warships to make influencing subordinates easier, and then forests because we seriously can't seem to get enough of them.

EDIT: waiting for full stats
 
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Expand Economy - Encourage the growth of food producing activities such as farming, pastures, or fishing, depending on where focus is placed
*S: +5 Econ, -1 Tech, -5 Econ Expansion, potential additional effects

Expand Forests - The People have knowledge of how to regrow and repair forests, which extends to bringing them to places they have never been, with considerable effort. With charcoal now in higher demand, can also provide a sustainable supply (7/8 currently locked up)
* S: -2 Econ, -1 Econ Expansion, grows forest, +2 Econ next turn if in settled territory and controlled, potential discoveries, +0.5 Sustainable Forest
* M: -3 Econ, -3 Econ Expansion, grows forest, +4 Econ next turn if in settled and controlled territory, improved odds of success, other effects, +1 Sustainable Forest

Plant Cotton [Guild] - These resource intensive plants produce an incredibly fine textile desirable for its superior comfort, although much of the cost comes from how labour intensive it is
*S: -3 Econ, -2 Econ Expansion, +6 Wealth, new trade good
*M: -4 Econ, -3 Econ Expansion, +7 Wealth, +1 Culture, new trade good

Plant Hemp [Guild] - This sturdy plant has been planted in limited quantities before, but you now have cultivars that can take well to being planted in large areas and could use it for
*S: -2 Econ, -2 Econ Expansion, +1 Tech, +1 Mysticism, +1 Diplo if have boats, +1 Econ next turn
*M: -3 Econ, -3 Econ Expansion, +2 Tech, +1 Mysticism, +2 Diplo if have boats, +1 Econ next turn, other effects

Plant Poppies [Guild] - Within some temple grounds there are gardens where the poppy grows, and the milk of the poppy can be harvested. Expanding production should have interesting effects.
*S: -2 Econ, -2 Econ Expansion, +1 Mysticism, +3 Wealth
*M: -3 Econ, -3 Econ Expansion, +1 Mysticism, +7 Wealth, new trade good
Another question @Academia Nut, are these costs/benefits from the last project turn still accurate?
 
So what the update is saying is that we lost the west. Notice their actions are not even on the action list. They are defectively foreign states right now.
They technically are still part of the Ymaryn, since they haven't yet declared independence.

There is definently grumbling though, and they seem likely to defect next turn if we don't take the Influence action.

Considering that they have all of our city tech, they could likely band together to be the second strongest polity in the area.

It would be best if it didn't come to that.
 
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