Sorry, had to fix that.Also remember the scale:
non-existant->awful->poor->mediocre->average->above average->good->exceptional->heroic->genius
Sorry, had to fix that.Also remember the scale:
non-existant->awful->poor->mediocre->average->above average->good->exceptional->heroic->genius
Well the thing is people are also thinking about next turn actions and have realized we would need wealth to get everything they are planning for.[X] [MP] Spread the Wealth Around (All Subordinates Receive +0-1 Loyalty)
[X] [Int] Attempt to tear out these maniacs, root and branch (-2 Intrigue, -1 Stability, -1 Legitimacy, -1 RA, ???)
Yeah okay upon further review of options, the MP reward is also a close vote and has an obviously better answer between the two highest-voted choices - for crying out loud, getting +1 loyalty on a single subordinate via Influence costs almost twice as many stat points as Trade Excitement gives us. Unless the distribution is skewed wildly toward 0, this is an incredibly efficient option and addresses a problem we're actually having (14 Wealth is plenty to work with when our income is positive, I'm pretty sure). Math people correct me if I'm being dumb here - I have to imagine I'm missing something if Trade Excitement is actually doing at all well in comparison, but I can't see what it is and I'm not willing to assume the thread knows what it's doing.
Mostly that some want to get Econ and Wealth as high as possible to pay for all the other shit besides influences that we want to do, with an influence on top, at least for me. And don't trust anything which isn't a certainty, and want the stability to counteract the root and branch option.[X] [MP] Spread the Wealth Around (All Subordinates Receive +0-1 Loyalty)
[X] [Int] Attempt to tear out these maniacs, root and branch (-2 Intrigue, -1 Stability, -1 Legitimacy, -1 RA, ???)
Yeah okay upon further review of options, the MP reward is also a close vote and has an obviously better answer between the two highest-voted choices - for crying out loud, getting +1 loyalty on a single subordinate via Influence costs almost twice as many stat points as Trade Excitement gives us. Unless the distribution is skewed wildly toward 0, this is an incredibly efficient option and addresses a problem we're actually having (14 Wealth is plenty to work with when our income is positive, I'm pretty sure). Math people correct me if I'm being dumb here - I have to imagine I'm missing something if Trade Excitement is actually doing at all well in comparison, but I can't see what it is and I'm not willing to assume the thread knows what it's doing.
The biggest planed wealth spend is influence for loyalty, but we have more wealth left from getting the loyalty from spreading around.Well the thing is people are also thinking about next turn actions and have realized we would need wealth to get everything they are planning for.
Both options make sense on that regard.
Main Influence is -3 Wealth.The biggest planed wealth spend is influence for loyalty, but we have more wealth left from getting the loyalty from spreading around.
Mostly that some want to get Econ and Wealth as high as possible to pay for all the other shit besides influences that we want to do, with an influence on top, at least for me. And don't trust anything which isn't a certainty, and want the stability to counteract the root and branch option.
Based on Expand Econ and Trade Excitement we get to 24+12-1-4 = 31 Econ which turns into 27/27 econ with +4 overflow to wealth. That means wealth enters the main turn at 14+10+4 = 28 with +1 into Diplo, so +5 into Martial. Puts us at 11 {39/39} IIRC and then the Mercs unhook before we have a problem so we drop down in {} Martial and don't suffer martial overrun. And everything is capped and we can spend on whatever the heck we may want.
I don't mind though whichever of Spread or Excitement wins so long as Expand Econ does.
And thus you find a motto for a good chunk of the thread.wasting an awful lot of resources to avoid a little bit of uncertainty, which seems a bit overly cautious.
Point, editing to econ.
MP payout is still inferior to the loyalty boost though, since we can afford to delay the March a turn(but not two turns)
Golden Ages are freaking amazing. Narratively, they're unifying since everyone is happy. Mechanically, the sheer stat income they provide is also rather ridiculous, and many of the innovations are extremely valuable.Basically it just looks like we're wasting an awful lot of resources to avoid a little bit of uncertainty, which seems a bit overly cautious.