Eh, math hard without coffee. Anyway, approval vote for your plan and my new cutting edge plan. Influence TR is now trade mission to storm wolfs, less war pressure in that front means TR have less to fear; and we proved that we are listening. Next turn I'm on EJ, Hunt trouble, road, and D land to get it out of the way.

[X][Main]Great Dam
[X][Secondary] Change Policy - Passive (Forestry + Forestry -> Infrastructure + Infrastructure)
[X][Secondary] Expand Econ
[X][Secondary] Trade Mission - Forhuch
[X][Secondary] Trade Mission - Storm Wolfs
[X][Secondary] Build Roads
[X][Guild] Snail Cultivation
[X][Guild] Plant Poppy
[X][Guild Secondary] Snail Cultivation

[X] cthuluslp

1. Sadly, namevoting does not seem to work like this, at least inbuilt tally.
2.
Econ: -2( Dam)-1(Roads)-4 (Snails) -3 (Poppies) = -10, fine.
Wealth: -2 (TM1)-2(TM2)-1(Road) = -5; Wealth: 4=>-1, negatives.
Sorry, does not quite work either. If you want, you can replace TM - Storm People (not Wolfs by the way) with Support Subordinate, not Influence, leaving you at -12 Econ, -3 Wealth, which is fine. But it lacks cultural impact of Influence or govt upgrade progress of Great Hall, so I am not all fine with it tbh. Still, it's something.

You could also replace one of trade missions with Annex, but that'd mean either
  • hoping Forhuch won't attack without TM (quite possible, but damage from attack means that even low-probability is still not worth risking IMO) or
  • hoping western subordinates wait one more turn (they've waited several dozens at this point, so I am doubtful).

So, uh....the best I can recommend to you, if you are so keen on roads, is to put Support Subordinate - Greenshore/Tinriver(whoever you prefer) instead of TM - Storm People.

I still would say dropping roads and doing Influence+TM Forhuch+Inf Tinriver/Greenshore is better. Why? Government upgrade will allow us to set Repeated Actions: dedicated secondary actions which act like mains (but cost like mains and are less controlled, however AN implements this part). It is broadly-ish agreed, I think, that Roads and Forests are going to be Repeated actions. Which means that ensuring government upgrade brings Roads closer to life.

oh man, @ctulhuslp is there any way we could get a mills vote in there? love to see how that synergizes with a dam

Wealth into Econ? I am very dubious, we have 4 Wealth only, and mills cost either 3 or all 4. So you'd have to drop everything Wealth-consuming for Main Mills and everything but, like, Roads, for Secondary.

On second thought, I messed up on one big thing: we are trading with people in Horse Mountains, not Salt Sea itself. Which means Dam is actually a step in that direction. I forgot it.

[X][Main] Great Dam
[X][Secondary] Trade Mission - Forhuch
[X][Secondary] Influence Subordinate - Tinriver Colony
[X][Secondary] Expand Econ
[X][Secondary] Grand Hall Annex
[X][Secondary] Change Policy - Passive (Forestry + Forestry -> Infrastructure + Infrastructure)
[X][Guild] Plant Poppy
[X][Guild] Snail Cultivation
[X][Guild Secondary] Snail Cultivation


Expenses:
Econ: -2 (Dam) -2 (Influence) -2 (Grand Hall x1) -3 (Poppy) -4 (Snails) = -13.
Wealth: -2 (Trade Mission) -2 (Influence) = -4.
Income:
Econ: +6(Expand Econ)+12 (Balanced Main Expand Econ) = +18
Wealth: +7 (Poppy) + 4 (Snails) = 11.

Net: +5 Econ, + 7 Wealth, no negatives in either. Result: 19 Econ, 11 Wealth.
Problems addressed:
  • 1/4 Great Halls for government upgrade,
  • trade with Salt King continues (counts as NOMADS addressed, to a degree?),
  • markets and baths will be done in time,
  • mild support of subordinates,
  • snails have a potential of becoming signature good (red-dyed flag and all).
  • Dam started
Problems unaddressed:
  • government upgrade is moving a bit too slowly.
  • not enough army upgrades or fortification
  • no roads (connectivity)
  • no docks (connectivity, western subordinates)
Reason for "no docks in secondary guild slot": I don't want to see Econ 0, even if it is not, strictly speaking, starvation-level.

Ugh.
[][Main] Great Dam
[][Secondary] Build Mills
[][Secondary] Build Mills x2/Build Roads
[][Secondary] Expand Econ
[][Secondary] Grand Hall Annex
[][Secondary] Change Policy - Passive (Forestry + Forestry -> Infrastructure + Infrastructure)
[][Guild] Plant Poppy
[][Guild] Snail Cultivation
[][Guild Secondary] Snail Cultivation

This can work. I don't think it's a good idea - mills would synergize just as well, if they do at all, when Dam is nearing completion, no need to do them now. But math-wise it seems fine to me.
 
[X][Main] Great Dam
[X][Secondary] Trade Mission - Forhuch
[X][Secondary] Influence Subordinate - Tinriver Colony
[X][Secondary] Expand Econ
[X][Secondary] Grand Hall Annex
[X][Secondary] Change Policy - Passive (Forestry + Forestry -> Infrastructure + Infrastructure)
[X][Guild] Plant Poppy
[X][Guild] Snail Cultivation
[X][Guild Secondary] Snail Cultivation
 
no he just spelled it wrong. needs to move the "h" over a bit @VoidZero
"Ctulhu" instead of "Cthulu"

So low on caffeine accidentally summoned Cthulhu. :p
So, uh....the best I can recommend to you, if you are so keen on roads, is to put Support Subordinate - Greenshore/Tinriver(whoever you prefer) instead of TM - Storm People.

I still would say dropping roads and doing Influence+TM Forhuch+Inf Tinriver/Greenshore is better. Why? Government upgrade will allow us to set Repeated Actions: dedicated secondary actions which act like mains (but cost like mains and are less controlled, however AN implements this part). It is broadly-ish agreed, I think, that Roads and Forests are going to be Repeated actions. Which means that ensuring government upgrade brings Roads closer to life.

=3= One day my computer would figure out how to do proper math. Storm wolf > Storm people, and Road > Docks. Approval vote will do the rest.
 
Warning to whoever perused my vote or actions there: I misspelled some actions because what is looking things up amirite.
It does not change actions taken, only fixes names:
On second thought, I messed up on one big thing: we are trading with people in Horse Mountains, not Salt Sea itself. Which means Dam is actually a step in that direction. I forgot it.

[X][Main] Great Dam
[X][Secondary] Trade Mission - Forhuch
[X][Secondary] Influence Subordinate - Tinriver Colony
[X][Secondary] Expand Econ
[X][Secondary] Palace Annex: Great Hall Expansion
[X][Secondary] Change Policy - Passive (Forestry + Forestry -> Infrastructure + Infrastructure)
[X][Guild] Plant Poppies
[X][Guild] Expand Snail Cultivation
[X][Guild Secondary] Expand Snail Cultivation


Expenses:
Econ: -2 (Dam) -2 (Influence) -2 (Grand Hall x1) -3 (Poppy) -4 (Snails) = -13.
Wealth: -2 (Trade Mission) -2 (Influence) = -4.
Income:
Econ: +6(Expand Econ)+12 (Balanced Main Expand Econ) = +18
Wealth: +7 (Poppy) + 4 (Snails) = 11.

Net: +5 Econ, + 7 Wealth, no negatives in either. Result: 19 Econ, 11 Wealth.
Problems addressed:
  • 1/4 Great Halls for government upgrade,
  • trade with Salt King continues (counts as NOMADS addressed, to a degree?),
  • markets and baths will be done in time,
  • mild support of subordinates,
  • snails have a potential of becoming signature good (red-dyed flag and all).
  • Dam started
Problems unaddressed:
  • government upgrade is moving a bit too slowly.
  • not enough army upgrades or fortification
  • no roads (connectivity)
  • no docks (connectivity, western subordinates)
Reason for "no docks in secondary guild slot": I don't want to see Econ 0, even if it is not, strictly speaking, starvation-level.
Changes:
  • Grand Hall Annex -> Palace Annex: Great Hall Expansion
  • Snail Cultivation -> Expand Snail Cultivation
  • Plant Poppy -> Plant Poppies
 
[X][Main] Great Dam
[X][Secondary] Trade Mission - Forhuch
[X][Secondary] Influence Subordinate - Tinriver Colony
[X][Secondary] Expand Econ
[X][Secondary] Palace Annex: Great Hall Expansion
[X][Secondary] Change Policy - Passive (Forestry + Forestry -> Infrastructure + Infrastructure)
[X][Guild] Plant Poppies
[X][Guild] Expand Snail Cultivation
[X][Guild Secondary] Expand Snail Cultivation
 
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[][Guild] Snail Cultivation
[][Guild Secondary] Snail Cultivation
Would you mind explaining why you went with these?
{M} Poppies costs the same econ as {M} Snails, and gives a lot more wealth.
{S} Cotton is slightly more expensive but gives a massive amount more wealth.

They both cost LTE which we are a little low on, but not low enough to make it a problem, especially with a +1 Stability boost mini-quest just sitting there.
 
I'm kind of pissed that Freehills ended up taking Trelli. If they end up actually at war with the HK or Khemetri, can we make sure to take it from them?
 
I'm kind of pissed that Freehills ended up taking Trelli. If they end up actually at war with the HK or Khemetri, can we make sure to take it from them?

There's nothing to be pissed about, because that piece of clay is more trouble than it's worth. Be grateful that Tinriver and us didn't take anymore clay.

And oh, we finally have a god damn breather. So don't get greedy and enjoy it while it lasts.
 
Would you mind explaining why you went with these?
{M} Poppies costs the same econ as {M} Snails, and gives a lot more wealth.
{S} Cotton is slightly more expensive but gives a massive amount more wealth.

They both cost LTE which we are a little low on, but not low enough to make it a problem, especially with a +1 Stability boost mini-quest just sitting there.
He wants us to make progress on snail cultivation, so narrative reasons.
 
Would you mind explaining why you went with these?
{M} Poppies costs the same econ as {M} Snails, and gives a lot more wealth.
{S} Cotton is slightly more expensive but gives a massive amount more wealth.

They both cost LTE which we are a little low on, but not low enough to make it a problem, especially with a +1 Stability boost mini-quest just sitting there.

Because I want red dye as a signature Ymaryn good. For two reasons:
1. We seemingly lack united cultural symbols despite high Culture stat(why it's so high by the way?), which makes the cultural divide worse. Romans had wine and dye, Greeks olive oil, so on - food and items are secondary, but still valuable cultural artifacts for proto-national identity. Case in point: our ships flying the red flag. I want to grind towards national heraldry or other finished goods which are all-around Ymaryn. I do not see cotton/poppies being such to the same degree as snails.
2. We've just contacted not-Chinese trade goods. Historically, Chinese silk and porcelain were one of the reasons Roman economy collapsed - patricians sent millions of coins to the east, collapsing monetary system once mines went exhausted. Conversely, in medieval and Renaissance reverse happened, eventually forcing China to crack down on imported goods. I want some trade good that China does not have. They are a source of cotton here, it seems, so that's out. We have not seen dyes in their goods, so it is an option. Another one is just being better than them at manufacturing finished goods from their materials (as per @maximillian , that's what did, say, Florence in Renaissance - sold China clothes from Chinese silk), but still.

Another reason, weaker but still to consider:
3. Cash crops are a good that, as far as I know, requires a lot of unskilled labour. I am not sure I want to encourage that or go too fast with them.

But primarily it's a part of the grind towards having some cultural goods in the same vein France has wine, Britain tea, Japan sushi or whatever and so on. I'd like more theaters/temples for same reasons, but alas Wealth 4.
I think more cultural identity is generally a part of a long-term solution for cultural drift. Other parts are Stables x2 for breeding good horses (and stables in each palace cue professional couriers network?) and more ships and docks and roads.

Granted, you could argue that Cotton and Poppies can fulfill the same niche for Ymaryn, but I think the red dye is more visible one than either at this purpose.

This is not the contentious point for me, honestly. I want to get started on Annexes, Dam, ensure that trade flows and vassals are pacified. The details of guild actions are a bit of a secondary matter to me, honestly.

I'm kind of pissed that Freehills ended up taking Trelli. If they end up actually at war with the HK or Khemetri, can we make sure to take it from them?

Let Tinshore do it, they are closer.
Look, we are barely scraping by actions to keep western subordinates from rebelling. If we conquered Trelli that time several turns ago, I am sure that they would be rebels by now, with Trelli as a nexus of power with its defensible position and whatever. It's going to be good when we can integrate it, but before that it's as much a source of trouble as it's a boon.
 
[X][Main] Great Dam
[X][Secondary] Trade Mission - Forhuch
[X][Secondary] Influence Subordinate - Tinriver Colony
[X][Secondary] Expand Econ
[X][Secondary] Palace Annex: Great Hall Expansion
[X][Secondary] Change Policy - Passive (Forestry + Forestry -> Infrastructure + Infrastructure)
[X][Guild] Plant Poppies
[X][Guild] Expand Snail Cultivation
[X][Guild Secondary] Expand Snail Cultivation
 
I'm kind of pissed that Freehills ended up taking Trelli. If they end up actually at war with the HK or Khemetri, can we make sure to take it from them?
You know what, I'm glad for them. Freehills are kind of our Ymaryn baby; so even if they eventually attack us or whatever, I'm still going to be fond of them.

Speaking of Ymaryn babies, I wonder if the Storm People still have PiA. Something tells me they may have lost it.
 
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Granted, you could argue that Cotton and Poppies can fulfill the same niche for Ymaryn, but I think the red dye is more visible one than either at this purpose.

This is not the contentious point for me, honestly. I want to get started on Annexes, Dam, ensure that trade flows and vassals are pacified. The details of guild actions are a bit of a secondary matter to me, honestly.
Getting to 20 wealth this turn is pretty important to me, and by doing poppies x2 + {S} Cotton we get +20 Wealth, virtually guaranteeing success. I want to get to Stability 4 so that we can safely take stability hits while still starting up the Golden Age.
Not for the advancements (though we'll still take a few that look particularly good) but because the Golden Age gives us massive wealth income.
 
[X][Main]Great Dam
[X][Secondary] Change Policy - Passive (Forestry + Forestry -> Infrastructure + Infrastructure)
[X][Secondary] Expand Econ
[X][Secondary] Trade Mission - Forhuch
[X][Secondary] Influence Subordinate - Tinriver Colony
[X][Secondary] Palace Annex: Great Hall Expansion
[X][Guild] Snail Cultivation
[X][Guild] Plant Poppy
[X][Guild Secondary] Snail Cultivation

Getting to 20 wealth this turn is pretty important to me, and by doing poppies x2 + {S} Cotton we get +20 Wealth, virtually guaranteeing success. I want to get to Stability 4 so that we can safely take stability hits while still starting up the Golden Age.
Not for the advancements (though we'll still take a few that look particularly good) but because the Golden Age gives us massive wealth income.

We got more important things to do than to try to min-max our way to yet another golden age, especially if it divert our focus from focusing on fixing our foundation. We'll get a golden age once we're ready and not a moment before.
 
We got more important things to do than to try to min-max our way to yet another golden age.
Sure, but is that more important than trying to get a lot of red dye to improve cultural cohesion? Because that's what it's competing against.

Edit:We're already dominating the dye market, and we trade it out a lot. I don't see how we could really build cultural cohesion around something we sell a ton of.
 
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[X][Main] Great Dam
[X][Secondary] Great Dam
[X][Secondary] Great Dam x2
[X][Secondary] Great Dam x3
[X][Secondary] Great Dam x4
[X][Secondary] Change Policy - Passive (Forestry + Forestry -> Infrastructure + Infrastructure)
[X][Guild Main] Plant Poppies
[X][Guild Main] Build Docks
[X][Guild Secondary] Expand Snail Cultivation
 
Getting to 20 wealth this turn is pretty important to me, and by doing poppies x2 + {S} Cotton we get +20 Wealth, virtually guaranteeing success. I want to get to Stability 4 so that we can safely take stability hits while still starting up the Golden Age.
Not for the advancements (though we'll still take a few that look particularly good) but because the Golden Age gives us massive wealth income.

Faair enough, I guess.
My another problem is, though, that in GA we may Terraform option to forest the lower steppe, and last time it required 15 EE to do. So I want to stay above 15 EE for the duration of hypothetical Golden Age. Which means LTE is needed.
Still, you have a point that Stability and Wealth to spare can be useful. As long as we do not accidentally Gilded Age. Wealth will allow us to safely expand navy and army next turn, for example, and we really need both for inevitable Black Sea shitshow and nomads return.

Oh, wait.

Expenses:
Econ: -2 (Dam) -2 (Influence) -2 (Grand Hall x1) -3 (Poppy) -4 (Snails) = -13.
Wealth: -2 (Trade Mission) -2 (Influence) = -4.
Income:
Econ: +6(Expand Econ)+12 (Balanced Main Expand Econ) = +18
Wealth: +7 (Poppy) + 4 (Snails) = 11.

Net: +5 Econ, + 7 Wealth, no negatives in either. Result: 19 Econ, 11 Wealth.

I cannot afford more econ expenses in guild actions because I am not willing to touch Econ 0, just in case almost-famine is bad too. However, not changing sum total of Econ expenditure is fine enough.
(Edit: Also, Terraform GA action costs -15 EE for foresting entire lower steppe; I want to have >=15 EE come Golden Age, so LTE spending is a bit worrying for me too).

[X][Main] Great Dam
[X][Secondary] Trade Mission - Forhuch
[X][Secondary] Influence Subordinate - Tinriver Colony
[X][Secondary] Expand Econ
[X][Secondary] Palace Annex: Great Hall Expansion
[X][Secondary] Change Policy - Passive (Forestry + Forestry -> Infrastructure + Infrastructure)
[X][Guild] Plant Poppies
[X][Guild] Plant Poppies x2
[X][Guild Secondary] Expand Snail Cultivation

Expenses:
Econ: -2 (Dam) -2 (Influence) -2 (Grand Hall x1) -6 (Poppies) -1 (Snails) = -13.
Wealth: -2 (Trade Mission) -2 (Influence) = -4.
Income:
Econ: +6(Expand Econ)+12 (Balanced Main Expand Econ) = +18
Wealth: +14 (Poppy) + 1 (Snails) = 15.

Net: +5 Econ, + 14 Wealth, no negatives in either. Result: 19 Econ, 15 Wealth.

It's not 20, but sorry, I am unwilling to touch Econ 0 for Stability 4. Just in case Econ 0 also triggers something bad.
The only thing worrying me here is that we can accidentaly opioid dependency epidemic with cheaper and cheaper access to poppies. So I may change it back.

We got more important things to do than to try to min-max our way to yet another golden age.

Not to GA, no. But we need funds to raise army and build navy next turn (assuming we will have actions, but still).

[X] [Main] Dam

All else is irrelevant. The dam will be built.

It's "Great Dam".
 
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you know, we ought to dedicate the dam to our religion. but so as not to get the one god guys in a snit by ignoring them again, we should be a little ambiguous about it call it the "God Dam"
 
[X][Main] Great Dam
[X][Secondary] Trade Mission - Forhuch
[X][Secondary] Influence Subordinate - Tinriver Colony
[X][Secondary] Expand Econ
[X][Secondary] Palace Annex: Great Hall Expansion
[X][Secondary] Change Policy - Passive (Forestry + Forestry -> Infrastructure + Infrastructure)
[X][Guild] Plant Poppies
[X][Guild] Plant Poppies x2
[X][Guild Secondary] Expand Snail Cultivation

Eh. I should change my mind when there isn't no good reason to not be doing poppies.

you know, we ought to dedicate the dam to our religion. but so as not to get the one god guys in a snit by ignoring them again, we should be a little ambiguous about it call it the "God Dam"

God Dam Good Food.
 
[X][Main] Great Dam
[X][Secondary] Trade Mission - Forhuch
[X][Secondary] Influence Subordinate - Tinriver Colony
[X][Secondary] Expand Econ
[X][Secondary] Palace Annex: Great Hall Expansion
[X][Secondary] Change Policy - Passive (Forestry + Forestry -> Infrastructure + Infrastructure)
[X][Guild] Plant Poppies
[X][Guild] Plant Poppies x2
[X][Guild Secondary] Expand Snail Cultivation
 
[X][Main] Great Dam
[X][Secondary] Trade Mission - Forhuch
[X][Secondary] Influence Subordinate - Tinriver Colony
[X][Secondary] Expand Econ
[X][Secondary] Palace Annex: Great Hall Expansion
[X][Secondary] Change Policy - Passive (Forestry + Forestry -> Infrastructure + Infrastructure)
[X][Guild] Plant Poppies
[X][Guild] Plant Poppies x2
[X][Guild Secondary] Expand Snail Cultivation
 
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