[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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[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

So you copied @ctulhuslp 's old vote but not the new one?
 
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.
We've hit econ 0 before, nothing bad happens aside from having no buffer in the case of bad luck. Which is a legit concern, though even dropping to -1 only does 1 stability damage, and that's assuming the admin roll fails.
 
[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
 
We've hit econ 0 before, nothing bad happens aside from having no buffer in the case of bad luck. Which is a legit concern, though even dropping to -1 only does 1 stability damage, and that's assuming the admin roll fails.
Please don't play with starvation.

We've already done it once, and that's more than enough to last us forever.

Keeping our people fed should be more important than a little extra wealth.
 
We've hit econ 0 before, nothing bad happens aside from having no buffer in the case of bad luck. Which is a legit concern, though even dropping to -1 only does 1 stability damage, and that's assuming the admin roll fails.

Yeah, but you never know when shit goes south and all. The margin of 1 might not save us...but it may actually do. Just look at us losing 2 phantom Econ if you need an example of random stuff happening.
Regardless of size of stability drop "Government starves people to plant more cash crops" will raise all kinds of unrest from both poor and Mylathadists, so I'd rather avoid it.
 
Tally!

Vote Tally : Original - Paths of Civilization | Page 5010 | Sufficient Velocity [Posts: 125253-125530]
##### NetTally 1.9.8
Main:
[1] Dam
Secondary:
[1] Expand Econ x2
[2] Influence Subordinate - Greenshore
[3] Grand Hall Annex
[4] Change Policy - Passive (Forestry + Forestry -> Infrastructure + Infrastructure)
[5] Expand Econ
Guild:
[1] Plant Cotton
[2] Plant Poppies

Total No. of Voters: 3

Task: Main
[40][Main] Great Dam
[2][Main] Grand Hall Annex
[1][Main] Expand Econ
[1][Main] Build Roads
[1][Main] New Trails

——————————————————————————————————————————————Task: Secondary
[30][Secondary] Change Policy - Passive (Forestry + Forestry -> Infrastructure + Infrastructure)
[24][Secondary] Expand Econ
[22][Secondary] Palace Annex - Great Hall
[20][Secondary] Influence Subordinate - Tinriver
[11][Secondary] Trade Mission - Forhuch
[10][Secondary] Expand Econ x2
[8][Secondary] Great Dam
[8][Secondary] Great Dam x2
[7][Secondary] Survey Lands
[6][Secondary] Influence Subordinate - Tinriver Colony x2
[6][Secondary] Build Roads
[5][Secondary] Great Dam x3
[5][Secondary] Great Dam x4
[4][Secondary] Influence Subordinate - Greenshore
[4][Secondary] Distribute Land
[3][Secondary] Distribute Land x2
[3][Secondary] Trade Mission - Freehills
[2][Secondary] Build Docks
[2][Secondary] Dam 4-6? action commitment, -2 Econ per action x3
[2][Secondary] Dam 4-6? action commitment, -2 Econ per action x2
[2][Secondary] Grand Hall Annex x2 {S}
[2][Secondary] Hunt Troublemakers
[2][Secondary] Trade Mission - Storm People
[1][Secondary] Great Hall Annex x2
[1][Secondary] Change Policy-Trade
[1][Secondary] New Settlement - Internal reorg
[1][Secondary] Expand Forests
[1][Secondary] Dam 4-6? action commitment, -2 Econ per action x4
[1][Secondary] Dam 4-6? action commitment, -2 Econ per action x5
[1][Secondary] Dam 4-6? action commitment, -2 Econ per action x6
[1][Secondary] Build Roads x2
[1][Secondary] Integrate Colony - Txolla
[1][Secondary] Triangle Canal 8-11? action commitment, -3 Econ and -1 Tech per action
[1][Secondary] Triangle Canal 8-11? action commitment, -3 Econ and -1 Tech per action x2
[1][Secondary] Build Watchtowers
[1][Secondary] Invite to Games - Forhuch
[1][Secondary] More Blackbirds
[1][Secondary] More Carrion Eaters
[1][Secondary] More Spiritbonded

——————————————————————————————————————————————Task: Guild
[33][Guild] Plant Poppies
[15][Guild] Expand Snail Cultivation
[9][Guild] Plant Poppies x2
[9][Guild] Expand Vineyard
[3][Guild] Build Docks
[2][Guild] Plant Cotton
[1][Guild] Build Goldmine
[1][Guild] Build Warships
[1][Guild] [Secondary] Improve Annual Festival

——————————————————————————————————————————————Task: Guild sec
[1][Guild sec] More Warships

——————————————————————————————————————————————Task: Guild Secondary
[14][Guild Secondary] Expand Snail Cultivation
[11][Guild Secondary] Snail Cultivation
[9][Guild Secondary] Plant Cotton

——————————————————————————————————————————————Task: Kick
[1][Kick] Dam

——————————————————————————————————————————————Task: Guild Main
[1][Guild Main] Efficient Charcoal Kilns
Total No. of Voters: 46




Man, this vote is a complete shitshow. There's three orphan votes I have no idea on how to merge, and we have 5 different tags trying to separate guild mains from guild secondaries. I THINK I've gotten everything more or less cohesive, but I still have no clue what's actually winning.


....AN, mind if you reset the vote with clear tags for guild mains and secondaries? It would help a LOT to make the vote clearer.
 
Please don't play with starvation.
We've gone to econ 0 many times before. Nothing happens.

Going to negative hurts stability. Don't do that without good reason. Going to 0 is a little risky, but the guaranteed benefit is almost identical to the near-worst scenario (failing both weather bad enough to affect us and failing the admin roll)

I don't think we have any phantom econ left, but if we do we want to find that out now and not when we're in a crisis situation.
 
[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
 
@Academia Nut

1) Is it possible for us to station a banner company in one of our Western colonies without having to pay wealth?

2) Would the Banner Companies still earn loyalty while stationed there? I understand that it could recruit locals, which may lower loyalty a bit.

3) How will the colonies react to a Banner Company being stationed there? Will they see it as support, or a deterrent against rebellion, or both, and if so in what proportion? Is a Banner Company stationed there likely to worsen the possibility of war?

4) Will the Storm People come to the Games?

5) Which possible actions can we take to aplease the Forhurn people while we build our Dam+canal? Roads? Trade missions?
 
[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] Expand Snail Cultivation
[X][Guild Secondary] Expand Snail Cultivation

Why are you copying @ctulhuslp 's old vote and not his new one?
 
We've gone to econ 0 many times before. Nothing happens.

Going to negative hurts stability. Don't do that without good reason. Going to 0 is a little risky, but the guaranteed benefit is almost identical to the near-worst scenario (failing both weather bad enough to affect us and failing the admin roll)

I don't think we have any phantom econ left, but if we do we want to find that out now and not when we're in a crisis situation.
I wouldn't be surprised if we still got refugees or something, which would give us temp Econ damage, which is we are at 0 would mean we would go into starvation if I recall correctly.

Regardless, I just don't feel like gambling on startvation.
 
I wouldn't be surprised if we still got refugees or something, which would give us temp Econ damage, which is we are at 0 would mean we would go into starvation if I recall correctly.

Regardless, I just don't feel like gambling on startvation.
Refugees don't come during the main turn, only the mid turns.
And you always have a chance of starvation no matter what you do. You can only build a reserve and hope you don't get blindsided by a new mechanic like the original lowlanders and Centralization damage resistance.
 
For any econ expenses to push into starvation, they would need to come before econ gain from actions, and I can't imagine anything that would do it.
Edit: Out of the blue, I mean.
 
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It does not, it gives four less wealth and below the 10 Wealth mark, thus losing us a point in stability.

Read that wrong, still, it gives 9 and still loses point in Stability.
Fair enough. It would rely on the provinces managing to generate 1 wealth, which we probably arent leaving enough room for them to do.
[X][Main] Dam
[X][Secondary] Influence Subordinate - Tinriver Colony
[X][Secondary] Influence Subordinate - Tinriver Colony x2
[X][Secondary] Expand Econ
[X][Secondary] Expand Econ x2
[X][Secondary] Survey Lands
[X][Guild] Plant Poppies
[X][Guild] Expand Snail Cultivation
[X][Guild Secondary] Expand Snail Cultivation
 
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We've gone to econ 0 many times before. Nothing happens.

Going to negative hurts stability. Don't do that without good reason. Going to 0 is a little risky, but the guaranteed benefit is almost identical to the near-worst scenario (failing both weather bad enough to affect us and failing the admin roll)

I don't think we have any phantom econ left, but if we do we want to find that out now and not when we're in a crisis situation.

Yyyeah, but. Like, My vote does not have room for cotton planting because it involves spending 2 more Econ, not 1 more. I could go S Snails->S Poppies, but that would add up only 15->17 Wealth at Midturn, not 20. And that's not a big enough boon to warrant poking Econ 0, at least in my eyes.

Okay, with that said, lemme guesstimate next vote.
Assumption: starting with Econ 17, Wealth 15, Martial 7 (so, an assumption we will not gain any wealth and will lose Econ at midturn, just to be on the safe side).

[Next][Main] Great Dam
[Next][Secondary] Trade Mission - Forhuch
[Next][Secondary] Influence Subordinate - Greenshore
[Next][Secondary] Palace Annex: Great Hall Expansion
[Next][Secondary] Raise Army
[Next][Secondary] Raise Army x2
[Next][Guild] More Warships
[Next][Guild] Plant Hemp
[Next][Guild Secondary] Expand Snail Cultivation

Expenses:
Econ: -2 (Dam) -2 (Influence) -2 (Grand Hall x1) -3(Army) -3 (Warships) -3 (Hemp) -1 (Snails) = -16, ugh, but let's hope we are at 17 come next main turn. Else replace RA x2 with econ-cheaper action.
Wealth: -2 (Trade Mission) -2 (Influence) -5 (Army) -5 (Warships)= -14.
Martial: -2 (More Warships) = -2.
Income:
Econ: 12 (Balanced Main Expand Econ) = +12, less than this midturn, bad news.
Wealth: +1 (Snails) = +1.
Martial: +5 (Raise Army).

Net: -4 Econ, -13 Wealth, no negatives in either. Result: 13 Econ, 2 Wealth.

Combo: Warships+Hemp+Snails = warships with hemp usage and proud red flags! Nifty little combo.
Concerns addressed:
  • even more trade with Forhuch to establish rapport and eventually invite to Games, meanwhie placating them
  • keep placating western subordinates
  • buildup of army and navy for eventual clusterfuck somewhere
  • progress on connectivity via Dam->Canal
  • progress on food to capital via Dam
  • progress on NOMADS
Not addressed:
  • roads
  • docks
  • temples and theaters for cultural unity
That's a bad plan because it leaves us too few stats to achieve anything at all come after-next turn. However, I can replace Raise Army x2 with Expand Econ or Trade Mission x2 or Influence Subordinate x2.
However, some army action +Main More Warships should be done next main turn.
Thoughts, anyone?
 
So the Not!Hittites and the Not!Assyrians have been resurrected. I expect that the Mediterranean is going to become a blood bath.
 
[X] ctulhuslp

I like snails. Losing the forestry policies, not so much, but I'll have faith for now. I'm going to nag everyone's ear off about trees if they don't get replaced soon though.
 
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