Sure, lowering the standard of living would decrease the Wealth costs. Is the option still worth taking if that's what we do, though?
Hey man look at the votes we don't have much of a choice here. In fact we can wait until we get attacked and we can't raise our martial enough then be forced with a slaving civ. Either way we don't have much of a choice here.
 
That is a misconception arising from the stories we read, and their need to appeal to the audience. Risking the many for the sake of the few ("we won't leave ANYBODY behind!") even against desperate odds... but that is because whatever they hypothetical odds may be, in truth the hero always succeeds. In reality, things don't magically work our all the time - when you take risks, you sometimes actually fail.

Risking the many for the sake of the few is not bravery. It is recklessness.

The accuracy of this argument depends on your moral priors. There is a perspective which holds that actions have an intrinsic morality independent their results - for example, doing our utmost to end the abuses of the half-exile system is a morally good act, even if it risks collapse and replacement with a worse third option. You obviously do not share this perspective but I will be surprised and impressed if you can muster an objection to it that does not rest on unshared priors regarding moral basis for actions.

Full disclosure: this is not the moral system I use in daily life either. However, it is an ideologically coherent one which I find interesting and enjoyable to explore in the harmless context of a game, especially where it creates engaging moments of self-imposed challenge - the only sort this quest actually has, as it lacks official success or failure states other than ceasing to entertain the audience/QM enough to be worth maintaining. As such:

[X] [Dam] Move to the bigger but more useful proposal (1 Wealth and 1 Tech per action added to remaining costs, requires an additional 2 actions to complete)
[X] [Purity] If slavery is so bad in comparison, maybe even the half-exiles need to be addressed (-1 Stability, the next Patrician, Guild, and Trader quests are all spite quests, all Wealth costs are doubled going forward)

(building larger dams is not a moral imperative)
 
Yup this definitely reminds me of the first tax crisis. We may be able to pull it off but the odds are extremely low that we can.
 
[X] [Dam] Move to the bigger but more useful proposal (1 Wealth and 1 Tech per action added to remaining costs, requires an additional 2 actions to complete)
[X] [PP] Skullduggery (+1 Intrigue/turn, -2 Diplo)

"So, as you can see, this is where the gods cut the rock for the Great River to pass through here.
@Academia Nut We've... Lost the memory of the Stone Age Canal?

This makes me unbelivably sad. That was one of, if not the, greatest feats of engineering in, well, ever. A symbol of unity and prosperity and the might of Ymaryn.
 
R.e. the Extra Big Dam tm, I just want the biggest dam possible and I don't give a dam what it takes.
Imagine just having a giant dam, covering everything, displaying the sheer power and grandeur of our civilization.
Imagine never needing to make a bigger dam when we get better tech because we made the biggest, bestest dam ever and it made our dam-making skillz damn good.
Do you get what I mean? Dam it!

R.e. "Should we fight da slavery or sort of wiggle out of it" like... higher wealth costs r whatever & tbh spite quests might not be that bad. Just endure them, basically.

Remember that we can ignore 1 bad quest per faction, afaik regardless of how many occur in a single turn. So at least for the patricians and traders we don't need to care, iirc.

Will it still be run by them? What if we massively started expanding black soil production?
Didn't we decide that ppl in the aqueduct & black soil industries should be skilled workers?

This makes me unbelivably sad. That was one of, if not the, greatest feats of engineering in, well, ever. A symbol of unity and prosperity and the might of Ymaryn.
The great river is literally just the river we're building the dam on. Not the canal at all.
 
Because we literally just got it? And there probably are a few small concrete buildings.
Really? What post did we discover it in?
Also:
[X] [Purity] If slavery is so bad in comparison, maybe even the half-exiles need to be addressed (-1 Stability, the next Patrician, Guild, and Trader quests are all spite quests, all Wealth costs are doubled going forward)
[X] [Dam] Move to the bigger but more useful proposal (1 Wealth and 1 Tech per action added to remaining costs, requires an additional 2 actions to complete)
 
So, two thoughts I had.

First, the way we deal with a rise in labor costs thanks to de facto slavery going away is by a combination of a) having a large and growing population, thus ensuring a labor surplus and b) increasing our money supply by shifting towards a fiat currency for internal use, backed by the assurance that where other nations fall the Ymaryn do not and therefore the government will still be around to enforce payment. The first is essentially us duplicating China, the second is going to let us start sucking hard currency out of all of our neighbors as well when they have to exchange their gold and silver for promissory notes only good in Ymaryn lands when they come to buy our stuff.

Second, we can take the mind of the populace off the social stresses of getting rid of half-exile abuse by rallying them around giving the Highland Kingdom its long-deferred reckoning. If we want to make it even more of a sure thing, wait until the Highlanders are firmly stuck in with the Harmurri before shanking them in their weakened border garrisons.
 
Inserted tally
Adhoc vote count started by ETA50M on Nov 13, 2017 at 7:00 PM, finished with 128386 posts and 62 votes.
 
Ok, let's plan this out assuming we get all wealth costs doubled.

[Main] Great Dam
[Secondary] New Settlement (Need LTE for Cash Crops)
[Secondary] Enforce Justice
[Secondary] Proclaim Glory
[Secondary] Expand Economy
[Secondary] Found Free City - Blackmouth
[Secondary] Palace Annex - Grand Hall
[Guild] Plant Cash Crops - Textiles
[Guild] Salterns (Now a guild action!)
[Guild Secondary] Efficient Charcoal Kilns

edit: Free City replaced with Palace Annex because we need the quest completion.

We spend -2 Wealth on the Dam and -2 Wealth on the Kilns, leaving the provinces with 3 Wealth to spend as they need. We then get +7 Wealth from the Cash Crops, +? from the Salterns (2 IIRC) and +2 from our income. This still leaves us very low, but as the market income starts kicking in we should be in a much better position over the next couple turns.

Hi Guys i'm back- holy shit we have concrete and cement?!?! What is going on! Why haven't we made the concrete buildings and walls yet!
We can't now, because the double wealth cost will hit concrete production hard.

Yup this definitely reminds me of the first tax crisis. We may be able to pull it off but the odds are extremely low that we can.
Luckily we know the actual direct mechanical effects and can calculate them to the point where we know what we have to pay. We're going to lose out on all those nice fancy Concrete advancements and make half our guild actions impossible to use, but aside from that we should be good.

R.e. the Extra Big Dam tm, I just want the biggest dam possible and I don't give a dam what it takes.
R.e. "Should we fight da slavery or sort of wiggle out of it" like... higher wealth costs r whatever & tbh spite quests might not be that bad. Just endure them, basically.
We can't afford the expensive dam and the doubled wealth costs. Choose one or the other please, otherwise we have no spare wealth next turn to do anything.
 
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If we get trade disruption, will that disrupt Market wealth income or only external trade?

If bad enough, it will disrupt internal trade, like with the Horseman Plague.

out of curiosity how does having Legitimacy 3 and RA 9 affect our odds of picking up slavery here. You think the combination of powerful cultural guardians crushing heretics and the people believing in the legitimacy of the system would kinda strangle things in the crib.

The priests have become split on the issue. Some are puritanical and disliked, some believe that there is philosophically a point that slavery can't be that bad. Some are even of the opinion that by embracing slavery they can cleanse the sins of those outside the People by enforcing the half-exile ethic upon them.

Except that's impossible. For one thing, we don't let Half exiles be farmers. We never would, it's not consistent with our society's tenets (PSN) and the societal position they are supposed to occupy. For another we don't let them be miners (specialist miners) or crafters (guilds) or soldiers (yeomen and patricians and holy orders). They perform a subset of tasks that is highly necessary, that is to say waste disposal, black soil, and probably some general amount of shitty work like digging and such, but they plain aren't allowed to do most professions. We can't sustain 25%, we'd be starving just from feeding all this unproductive people.

Most half exiles are expected to farm to grow their own food as needed, they just don't get the best land, or if they do work food agricultural land that is good, it is so that the free farmers can grow cash crops, which half-exiles generally aren't supposed to be growing (but depending on who is administering them, will tend to do anyway). Only in the cities are they full time manure movers.

Do we have geology?!? Have we identified the same strata of rock over from where the canal is and mapped it all the way to the Dam!??! Or is it just 'the same type of rock', because if it's the former, holy crap.

The surveyors have noted that there are different kinds of rock, and the area where they want looks like a giant finger was dragged through wet clay despite it being the hardest rock around.

What will happen to black soil production if we address the half exiles?

It will still happen, but be more expensive as it will have to be paid (mostly through corvee labour, but that is still deferred taxation).
 
Really? What post did we discover it in?
As it was, not only was the site chosen quickly and expediently, but decisions elsewhere began to pay out for the dam quickly. Guild expansion of dye production mostly just expanded the ancient and traditional cultivation fields along the Redshore coast, but the increased number of stone pilings being made allowed for the expansion of the number of stoneworkers with aquatic expertise, who knew they would have a job after the expansion was done and only a few of them would be needed for maintenance. While the increased dye production was merely useful, the dye-alchemists had something more to play around with, and while those experiments did not pan out, a few of the attempts at using various ashes and residue from the glassworks as mordants produced new forms of mortar instead.

Which was Iron Age Eye of the Storm - The update just before this one.
 
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The accuracy of this argument depends on your moral priors. There is a perspective which holds that actions have an intrinsic morality independent their results - for example, doing our utmost to end the abuses of the half-exile system is a morally good act, even if it risks collapse and replacement with a worse third option. You obviously do not share this perspective but I will be surprised and impressed if you can muster an objection to it that does not rest on unshared priors regarding moral basis for actions.
I won't argue that such a perspective in inherently inconsistant - but not being inconsistent does not make something a moral prerogative. I would argue that most people playing this thread are in fact working off of consequentialist priors of some flavor or another - and for those people, overhauling the system is NOT the morally correct choice.

If you happen to have more deontological priors, then I can only say that argument I quoted is not directed at you.
 
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Ok, let's plan this out assuming we get all wealth costs doubled.

[Main] Great Dam
[Secondary] New Settlement (Need LTE for Cash Crops)
[Secondary] Enforce Justice
[Secondary] Proclaim Glory
[Secondary] Expand Economy
[Secondary] Found Free City - Blackmouth
[Secondary] Found Free City - Stallion Pen
[Guild] Plant Cash Crops - Textiles
[Guild] Salterns (Now a guild action!)
[Guild Secondary] Efficient Charcoal Kilns

We spend -2 Wealth on the Dam and -2 Wealth on the Kilns, leaving the provinces with 3 Wealth to spend as they need. We then get +7 Wealth from the Cash Crops, +? from the Salterns (2 IIRC) and +2 from our income. This still leaves us very low, but as the market income starts kicking in we should be in a much better position over the next couple turns.


We can't now, because the double wealth cost will hit concrete production hard.


Luckily we know the actual direct mechanical effects and can calculate them to the point where we know what we have to pay. We're going to lose out on all those nice fancy Concrete advancements and make half our guild actions impossible to use, but aside from that we should be good.



We can't afford the expensive dam and the doubled wealth costs. Choose one or the other please, otherwise we have no spare wealth next turn to do anything.
We need a secondary for a single Great Hall annex to finish the government reform and get ten more passive policies we can throw at trade to gain wealth.
 
Most half exiles are expected to farm to grow their own food as needed, they just don't get the best land, or if they do work food agricultural land that is good, it is so that the free farmers can grow cash crops, which half-exiles generally aren't supposed to be growing (but depending on who is administering them, will tend to do anyway). Only in the cities are they full time manure movers.
Alright, but that still doesn't explain how we have so many of them, and why they'd cause such an effect on all actions when they aren't actually part of most of them aside from a strictly peripheral role.
 
Second, we can take the mind of the populace off the social stresses of getting rid of half-exile abuse by rallying them around giving the Highland Kingdom its long-deferred reckoning. If we want to make it even more of a sure thing, wait until the Highlanders are firmly stuck in with the Harmurri before shanking them in their weakened border garrisons.

We may not be able to do this if we reform Half-Exiles. Raising Armies simply becomes too expensive for us to realistically consider and we might as well give up on ever doing Light Cavalry since they cost 12-14. We'd have to go on Levy Policy if we want any hope of winning the war since we basically can't generate Martial otherwise. Then, if we can't crush them in two turns, we'd be fucked since our lack of ability to generate Econ would catch up to us and we starve because of all of the actions we're forced to take and we starve.

I'm personally going to strongly suggest that we go on Agriculture policy. I don't believe that's banned by Levy Policy so we should be able to get a trickle of usable Econ.

[X] [Dam] Move to the bigger but more useful proposal (1 Wealth and 1 Tech per action added to remaining costs, requires an additional 2 actions to complete)
[X] [Purity] The Puritans broke (Lose the Purity trait, possible loss of the prohibition on slavery)
[X] [PP] Infrastructure (+1 Free Progress to an infrastructure project (Aqueduct, governor's palace, saltern, etc.)/turn) x3
[X] [PP] Agriculture (+3 Econ, -3 Econ Expansion, -1 Tech/turn)
[X] [PP] Infrastructure (+1 Free Progress to an infrastructure project (Aqueduct, governor's palace, saltern, etc.)/turn)
[X] [PP] Infrastructure (+1 Free Progress to an infrastructure project (Aqueduct, governor's palace, saltern, etc.)/turn) x2
[X] [PP] Defence (+1 significant walls/turn)
 
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We can't afford the expensive dam and the doubled wealth costs. Choose one or the other please, otherwise we have no spare wealth next turn to do anything.
Why would we do anything other than the Dam & war missions?!
These are the only things that matter!!

Also, I'm voting for the "[dice vult]" option, not the doubled wealth costs option. :p

 
[X] [Dam] Move to the bigger but more useful proposal (1 Wealth and 1 Tech per action added to remaining costs, requires an additional 2 actions to complete)
[X] [Purity] The Puritans broke (Lose the Purity trait, possible loss of the prohibition on slavery)
[X] [PP] City Support (4 Econ cost for True Cities offset each turn, -1 Tech)
[X] [PP] Agriculture (+3 Econ, -3 Econ Expansion, -1 Tech/turn)
[X] [PP] Infrastructure (+1 Free Progress to an infrastructure project (Aqueduct, governor's palace, saltern, etc.)/turn)
[X] [PP] Infrastructure (+1 Free Progress to an infrastructure project (Aqueduct, governor's palace, saltern, etc.)/turn) x2
[X] [PP] Defence (+1 significant walls/turn)
 
Alright, but that still doesn't explain how we have so many of them, and why they'd cause such an effect on all actions when they aren't actually part of most of them aside from a strictly peripheral role.

Basically, at this level of development, suddenly having to pay 10-15% of your labour force something instead of nothing means that suddenly all the little tasks that you could shunt off on them for free needs you to pay somebody, so the price of labour goes up, so the price of goods goes up, and so on and so forth, rippling through society. Basically the harsh cost represent the fact that you aren't at a level of development where you can't have unfree labour that no one wants to do of some sort.
 
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