[X][Main] Dam
[X][Secondary] Grand Hall Annex
[X][Secondary] Grand Hall Annex x2
[X][Secondary] Influence Subordinate - Tinriver
[X][Secondary] Influence Subordinate - Greenshore
[X][Secondary] Build Docks
[X][Guild] Build Northshore Saltern
[X][Guild] More Warships
[X][Guild sec] Plant Cotton
 
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Western Wall (Colony) - Expands to produce new provinces and find new resources, and can take be brought into wars to the north and west (L: 2/5, D: 1/5)
Greenshore Colony (Colony) - Settles the territory on the west coast of the sea (L: 2/5, D: 2/5)
Tinriver Colony (Colony) - Settles the territory on the south-west coast of the sea (L: 2/5, D: 2/5)
Did Western Wall not gain any loyalty?
So....

How viable is it to gain 12 Wealth for the +1 Stability?

I feel we should get that little debate out of the way so we know whether to make the attempt in our plans or just gain 4 wealth to avoid losing Stability.
It's over 20, so that would be gaining 16 wealth without spending any.

It's... not going to happen.
 
[X][Main] Dam
[X][Secondary] Grand Hall Annex
[X][Secondary] Change Policy-Trade
[X][Secondary] Influence Subordinate - Tinriver
[X][Secondary] Influence Subordinate - Greenshore
[X][Secondary] Build Docks
[X][Guild] Build Goldmine
[X][Guild] Build Warships
[X][Guild sec] Plant Cotton
 
The king was throttling the governor of Sacredshore. The Palace Guards were uncertain if they should intervene, stand aside, or join in with a couple of swift kicks to the fool.

After a few moments they settled on breaking up the struggle between the two older men. When the king spat upon the governor, the guards did take that as a sign to join in.

Slumping to his throne, Uvothyn held his head in his hands for a moment before he said to the bloodlessly pale-faced enclave representative, "I apologize for the outburst, you didn't deserve that."

"Are you going to-?" The man rather worriedly began to ask.

"Flood your communities with the specialists you lack? Yes, yes I am. Sigh... why did I not see this possibility before? Of course you wouldn't farm correctly, you got shoved into little communities with only poor explanations of what was expected of you," Uvothyn lamented.


man, that guy is just having the weirdest day. This I suspect was not even on his list of things that could happen. I also find it hilarious that in the face of a major religious dispute the government's stance boils down to "farm good and we don't give a shit." Given that Ymaryn mystic flavored forestry by in large works I wonder how that's going to affect the monotheists? maybe working in non-divine spirts? the land has something in it, and if you treat it well it will like you, But worshiping it would be like worshiping a faithful hound or tamed horse? I feel they don't quite have the outlook to say that there is a mundane reason. They may also try and prove their theories by coming up with useful forestry and farming tricks that fit their theories better than the priests.
 
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Changed my plan to build a Saltern instead, better to aim for passive wealth increase then a one time increase.
 
Sigh, I okay people, our two bottlenecks are 4 wealth and 14 Econ. We can't safely spend more than that unless we want to risk order of operations screwing us. Please keep that in mind.

For when you get up in the morning @Academia Nut Can we not put a March in the east?
 
Did Western Wall not gain any loyalty?

It's over 20, so that would be gaining 16 wealth without spending any.

It's... not going to happen.
Well, we can plant cotton with all Guild actions, thus gaining 20 wealth, two influence would take 4, leaving us at 16.

However, Econ comes in play here. Actually, @Academia Nut, will our hero affect ordering roll this turn?
 
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I see no reason not to rush goverment upgrade here.

[X] [Main] Grand Hall Annex
[X][Secondary] Grand Hall Annex
[X][Secondary] Grand Hall Annex x2
[X][Secondary] Influence Subordinate - Tinriver
[X] [Secondary] Change Policy - Trade
[X] [Secondary] Change Policy: Forestry x2 -> Infrastructure x2
[X][Guild] Plant Cotton
[X][Guild] Expand Snail Cultivation
[X][Guild Secondary] Expand Snail Cultivation


@Academia Nut , do we lack the option to create a March in Thunder Speakers land?
 
@Academia Nut
If we place them in separate sections (Secondary + Guild Secondary) do we get two secondary actions or do they auto-combine into a main?

[X][Main] Build Roads
[X][Secondary] New Settlement - Internal reorg
[X][Secondary] Sailing Mission
[X][Secondary] Change Policy - Passive (Forestry + Forestry -> Infrastructure + Infrastructure)
[X][Secondary] Expand Economy
[X}[Secondary] Survey Lands
[X][Guild] Plant Poppies
[X][Guild] Plant Poppies x2
[X][Guild sec] Plant Cotton

We need those infrastructure passives to get everything done. Doing a ton of Plant actions (+Wealth -LTE), then a new settlement to get back some of the lost LTE.
Sailing Mission is what the narrative is telling us to do in regards to the nomads.

Roads because those are critically low, and getting a single annex to help that process along.

edit: Removed Forests+Annex. Ran out of econ. Replaced with {S} Expand Econ + {S} Survey
[][Secondary] Expand Forests
[][Secondary] Palace Annex - Great Hall Expansion
 
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