[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)
I want to get the Dam done more than I went it to look beautiful. We can make a Wonder later, yeah?

[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] [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] Infrastructure (+1 Free Progress to an infrastructure project (Aqueduct, governor's palace, saltern, etc.)/turn) x3
[] [PP] Skullduggery (+1 Intrigue/turn, -2 Diplo)
[X] [PP] City Support (4 Econ cost for True Cities offset each turn, -1 Tech)

@veekie, what's our Econ income at right now? If it's bad, I'll switch to City Support.
 
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We do not have Greater Good, we do have Greater Justice.


We literally did not have a chance to influence treatment of half exiles for hundreds if not thousands of years.
This is the first chance since forever.

We cannot act whe we want to, only when the options appear, and they usually do only during a crisis.
Ahh, it was "Greater Justice" my bad. Apologies I am tired, I misremembered the name of the value.

As for your other point, this game takes place over very long periods of time. Relatively speaking, we are trying this very early in history. Honestly I don't feel waiting another thousand years is that big of a problem. Waiting for a time after we make slow changes to the system rather than what we are trying now. A time after we have built more roads, allowed technology and education to progress further before trying to pull this off.
Either way, I am too tired to argue properly so I will just change my vote before passing out. Let's see if this is a bit better.

[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] [Purity] Some hypocrisy is acceptable (Greater Justice modified)

[X] [PP] City Support (4 Econ cost for True Cities offset each turn, -1 Tech)
[X] [PP] Infrastructure (+1 Free Progress to an infrastructure project (Aqueduct, governor's palace, saltern, etc.)/turn)
[X] [PP] Trade (+1 Wealth/turn)
[X] [PP] Skullduggery (+1 Intrigue/turn, -2 Diplo)
 
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We REALLY need to just not spend nearly as much Wealth, and need to not add a Tech crunch to our Wealth crunch. I think expanding our Infrastructure policy by more than one additional policy will result in a push to a level 3 city and a massive amount of forest consumption that we can't build kilns to fix in addition to ballooning the tech cost of our Expand Economy out of control.
I think you're underestimating the amount of wealth we are now required to have. Many of our useful actions will now cost 8 wealth a pop, more than an entire Main of Cash Crops, and even little, very important things like Roads and Kilns cost 4 wealth a pop. God forbid we try to raise our martial with Support Holy Order, which costs a staggering 14 wealth.

If we want to do anything but the bare necessities, we need to step up our wealth game.
 
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-City Support turns out passive Econ income positive. This is good. We won't have much room to juggle incomes.
[...]
-Forget Skullduggery and Diplomacy as well. We can add those back after the reforms dump a bag of passives in our lap
[...]
To highlight just how much we need:
[...]
We currently only have +3 Progress per turn. We'd go bankrupt if the trade chokes, and we certainly can't pay for an army!
City Support provides econ, which is by far our cheapest stat. We're planning on overflowing Econ every turn to help pay for the Wealth costs. City Support is certainly a fine policy, but it's not one we desperately need. It's worth ~0.5 secondaries in terms of stats. (+3 stats, gives econ)

In contrast, Skullduggery Policy is incredibly important for us since we're running very low on Intrigue (3 left) and the action to raise it (Develop Intrigue Web) is effectively impossible to use due to its Wealth cost doubling. We're likely to need to Hunt Troublemakers some time in the next couple turns, it has proven to be a very useful action. Skullduggery is worth ~2 secondaries in stats (1 secondary action, +4 stats, removes wealth cost)

On more minor notes, you missed the Valleyguard baths (since we don't want another plague) and we actually have +5 progress/turn right now. We still would really like to have the 3x additional Infrastructure policies, and even that probably won't be enough since there's 16 progress in Colossal Walls that's in the queue.
 
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I think you're underestimating the amount of wealth we are now required to have. Many of our useful actions with now cost 8 wealth a pop, more than an entire Main of Cash Crops, and even little, very important things like Roads and Kilns cost 4 wealth a pop. God forbid we try to raise our martial with Support Holy Order, which costs a staggering 14 wealth.

If we want to do anything but the bare necessities, we need to step up our wealth game.
I want to just only do one action like that each turn and solve our problems other ways. I don't think doing more than the bare necessities is a viable plan. I don't think this cost increase can be rolled with - I think we have to fundamentally alter our approach.

No, why do we not need to use infrastructure or metal? I think you're not really paying attention to the action and what it does here.
To clarify, I mean additional infrastructure or metal beyond what's already in use. As to why, it's because those cost Wealth and we're talking about a way to innovate without spending Wealth - I assume a version of the action that costs Wealth would not be seen as an improvement by you?
 
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Okay, lets see key items:
[X] [Dam] Make it as big and impressive as possible (2 Wealth and 2 Tech per action added to remaining costs, requires an additional 3 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)
[X] [PP] City Support (4 Econ cost for True Cities offset each turn, -1 Tech)
[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] Infrastructure (+1 Free Progress to an infrastructure project (Aqueduct, governor's palace, saltern, etc.)/turn) x3

Taking a shot at the Wonder for a Dam(note that we won't be able to upgrade it into a Wonder later. A Dam must be built from the foundation).
And then to pay for it:
-City Support turns out passive Econ income positive. This is good. We won't have much room to juggle incomes.
-Three Infrastructures. This is the ONLY way we're going to avoid crashing and burning once the costs double. We need the Passives to roll out the Markets while meeting all the other priorities.
-Forget Vassal Support for now guys. We have to deal with being on fire first.
-Forget Skullduggery and Diplomacy as well. We can add those back after the reforms dump a bag of passives in our lap
-And speaking as the Forest Policy guy even forestry is second to this

To highlight just how much we need:
-Final Grand Hall Annex - 3 Progress
-Level 2 Temple - 6 Progress
-Valleyhome Market I - 3 Progress. +2 Wealth/turn
-Sacred Forest Market I - 3 Progress. +2 Wealth/turn
-Blackmouth Market I - 3 Progress. +2 Wealth/turn
-Stallionpen Market I - 3 Progress. +2 Wealth/turn
-Valleyguard Market I- 3 Progress. +2 Wealth/turn

We need 3 Markets to return to Status Quo on passives. We need 5 Markets to return to status quo on spending.

We currently only have +3 Progress per turn. We'd go bankrupt if the trade chokes, and we certainly can't pay for an army!
Ergo, it's time to add +6 Progress per turn if we want to come out of this intact. And pay the city support preemptively because once the Markets arrive we're going to be seeing 2 more cities spawn.

Now to catch up on the rest of the arguing.

We have five progress and we already have a Valleyhome market. With three additional policies, we will be doing eleven progress. (1 undoubled, five infrastructure policies)

So we can finish the Priest quest in one fell swoop, with five leftover, and then get started on finishing a market, before turning our eyes on to the next one.
 
As for your other point, this game takes place over very long periods of time. Relatively speaking, we are trying this very early in history. Honestly I don't feel waiting another thousand years is that big of a problem. Waiting for a time after we make slow changes to the system rather than what we are trying now. A time after we have built more roads, allowed technology and education to progress further before trying to pull this off.

This would require things not being on fire and us actually being able to change things bit by bit, neither is guaranteed.
 
We have five progress and we already have a Valleyhome market. With three additional policies, we will be doing eleven progress. (1 undoubled, five infrastructure policies)

So we can finish the Priest quest in one fell swoop, with five leftover, and then get started on finishing a market, before turning our eyes on to the next one.

Personally I'm worried they'll try to start the Guild quest before they continue to build marketplaces. This many infrastructure policies is definitely playing with fire...I'd be more comfortable if we could be sure they'd recognize the need for more wealth before the need for more ironworks.
 
[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] Trade (+1 Wealth/turn)
[X] [PP] City Support (4 Econ cost for True Cities offset each turn, -1 Tech)
[X] [PP] Skullduggery (+1 Intrigue/turn, -2Diplo)
[X] [PP] Industry (+1 Tech/turn)

• ~ •

Not bothering with a whole plan, just nudging the vote. Think I'm going to sit this one out.
 
I want to just only do one action like that each turn and solve our problems other ways. I don't think doing more than the bare necessities is a viable plan.
You're assuming we'll get a choice. If we turn to our factions and say, "Hey guys, we're freeing the slaves now. You're all going to make way less money and be less important, so no more ironworks, or ponies, or big fancy ships. You have to make due with what you have now."

Even if they weren't gaining greater autonomy, that's a recipe for disaster and infighting. With the reform, you'll see factions using their actions to generate wealth and get what they want regardless, with them ignoring the King's desires and doing their own thing if they see us routinely ignoring their demands because we won't raise the capital to do so.
 
To clarify, I mean additional infrastructure or metal beyond what's already in use. As to why, it's because those cost Wealth and we're talking about a way to innovate without spending Wealth - I assume a version of the action that costs Wealth would not be seen as an improvement by you?
The vast majority of the infrastructure you are talking about is under the infrastructure actions. Which is why people are trippling down on them. In addition to them being able to build markets to give us wealth.

Thus much of the wealth burden is lowered.

Our best wealth generating actions also require EE, which Blacksoil's is one of the best ways of getting us. Blacksoil's 'additional effects' has also been known to spur innovations at least once with the initial creation of mills. Getting better mills from the same action as we expand it and can no longer rely on half exiles for labor is something that can very easily happen.
 
You're assuming we'll get a choice. If we turn to our factions and say, "Hey guys, we're freeing the slaves now. You're all going to make way less money and be less important, so no more ironworks, or ponies, or big fancy ships. You have to make due with what you have now."

Even if they weren't gaining greater autonomy, that's a recipe for disaster and infighting. With the reform, you'll see factions using their actions to generate wealth and get what they want regardless, with them ignoring the King's desires and doing their own thing if they see us routinely ignoring their demands because we won't raise the capital to do so.

And there are a lot of traits, like greater justice and joyous symphony, which would work against that.
 
You're assuming we'll get a choice. If we turn to our factions and say, "Hey guys, we're freeing the slaves now. You're all going to make way less money and be less important, so no more ironworks, or ponies, or big fancy ships. You have to make due with what you have now."

Even if they weren't gaining greater autonomy, that's a recipe for disaster and infighting. With the reform, you'll see factions using their actions to generate wealth and get what they want regardless, with them ignoring the King's desires and doing their own thing if they see us routinely ignoring their demands because we won't raise the capital to do so.
I'm only talking about player controlled actions.
 
[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] Infrastructure (+1 Free Progress to an infrastructure project (Aqueduct, governor's palace, saltern, etc.)/turn) x3
[X] [PP] Skullduggery (+1 Intrigue/turn, -2 Diplo)
 
The vast majority of the infrastructure you are talking about is under the infrastructure actions. Which is why people are trippling down on them. In addition to them being able to build markets to give us wealth.

Thus much of the wealth burden is lowered.

Our best wealth generating actions also require EE, which Blacksoil's is one of the best ways of getting us. Blacksoil's 'additional effects' has also been known to spur innovations at least once with the initial creation of mills. Getting better mills from the same action as we expand it and can no longer rely on half exiles for labor is something that can very easily happen.
What infrastructure actions produce innovations for Black Soil? Build Mills and Support Artisans are the main actions I know of for that purpose and they aren't under passive policies; could you point to a specific thing that is under passive policies that you think would allow a Black Soil innovation?

And yes, pairing Build Mills with More Black Soil will lead to innovations - the problem is finding the Wealth and spare actions to do that, of course, but that's completely separate from the discussion I thought we were having. Do you still claim that we can just take a bunch of high labor actions without any wealth costing actions and expect to see innovations that help our labor problem without worsening our wealth problem?
 
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[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] Infrastructure (+1 Free Progress to an infrastructure project (Aqueduct, governor's palace, saltern, etc.)/turn) x3
[X] [PP] Skullduggery (+1 Intrigue/turn, -2 Diplo)

[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)

Throwing in a vote for Skullduggery, as Intrigue is a very important stat that (unlike Econ) is about to become much more expensive.

Econ, meanwhile, can be generated through actions we can readily stick on Repeat, and as such is about to be devalued even further. City support's something of a waste at the moment.
 
What infrastructure actions produce innovations for Black Soil? Build Mills and Support Artisans are the main action I know of for that purpose and they aren't under passive policies; could you point to a specific thing that is under passive policies that you think would allow a Black Soil innovation?

And yes, pairing Build Mills with More Black Soil will lead to innovations - the problem is finding the Wealth and spare actions to do that, of course, but that's completely separate from the discussion I thought we were having. Do you still claim that we can just take a bunch of high labor actions without any wealth costing actions and expect to see innovations that help our labor problem without worsening our wealth problem?
You're argument is in two parts. First, how are we going to get the physical resources to upgrade blacksoil?

Ironworks and mines. One of those is under infrastructure and the last one generates a crap load of stats and has been considered a skilled labor since its inception among us.

As for the innovation rolls on blacksoil?

Blacksoil provides the potential for innovation for blacksoil from its additional effects.

Furthermore, all actions can provide innovations for the action they represent if repeated enough times, and if we start spamming a process that no longer has the super cheap labor they used to brute force it, a process that is stupidly easy to mechanize, people are sure as hell going to figure out how to mechanize it better.
 
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[X] [Dam] Make it as big and impressive as possible (2 Wealth and 2 Tech per action added to remaining costs, requires an additional 3 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)
[X] [PP] City Support (4 Econ cost for True Cities offset each turn, -1 Tech)
[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] Infrastructure (+1 Free Progress to an infrastructure project (Aqueduct, governor's palace, saltern, etc.)/turn) x3
 
I'm only talking about player controlled actions.
That's the point though. Without wealth, we can't complete many faction demands with king actions. Imagine if the Patricians went for another Pony quest. They're plenty capable of forcing the issue, as they've shown before, so refusing to do this isn't going to help. They'll either use their actions or hijack a player action, and we'll have accomplished nothing but pissing them off.

You can apply this to any other demands. All refusing to increase our wealth income does is limit our options. You mention things like not being able to build Kilns and running out of trees due to passives chasing the guild quest, but that's a risk we'll have to take. By reforming the half-exile system, we've put ourselves in a dangerous position, and the only way to get ourselves out of this hole is marketplaces. Hopefully AN is feeling merciful and we get the income we sorely need, but this is ultimately our doing, and it's clearly going to entail taking some risks. Trusting our passives to help us out is pretty low on that list.
 
That's the point though. Without wealth, we can't complete many faction demands with king actions. Imagine if the Patricians went for another Pony quest. They're plenty capable of forcing the issue, as they've shown before, so refusing to do this isn't going to help. They'll either use their actions or hijack a player action, and we'll have accomplished nothing but pissing them off.

We can end a given quest with suppress at the cost of 2 stability. It's not something that we want to do often but it's there.
 
Isn't the Half-Exile system mostly functional in the Core (however the Core is defined these days)?

It may well be fixable by improved temple coverage and interconnectivity. Or we get roaming judges that review Half Exile sentences.

Or we make it mandatory that Half Exiles have to be transferred to another Province for their sentence, making it less useful for a Governor to sentence some people to fill up a quota. It's still shitty and likely used against politically unpopular groups, but it at least lessens some of the abuses.

The last option can work, but it'd be expensive I think. Transportation isn't free after all.

Historians' knowledge of different culture in the region is mostly based on Ymaryn priests writing about refugees and their problems throughout the ages, giving the historians a very skewed perspective to sort through.

Well, you have to admit its a rather novel take on history. You'd have a lot of very smug Ymaryn writers theorizing on the sins and failings of their neighbors(naturally most of them wouldn't think to ask the refugees :p)

The biggest is kind of a dick waving symbol, but it is theoretically stronger and can handle a larger amount of water than the second biggest.

Ooo, a Wonder!
Yeah, we've carefully squeezed out a lot of jobs that would normally require brute labor in this era with our focus on worker safety and high compensation. It means we don't necessarily get the massive wealth booms other civilizations might get from such actions, but it also has steadily moved us towards this point where we can actually potentially deal with the corruption in our forced labor system.
And for reference? This is dirt cheap compared to what would happen in actual slaving civilizations, who'd quite possibly face a civil war if they tried.
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.
<o_O>

That is some impressive doublethink they got going.


In terms of expanding blacksoil will we run out a good source of corvee labor quickly or nowhere in the foreseeable future?
Corvee labor wouldn't ever run out. The urban poor AND the rural poor would always prefer to pay their taxes in labor because it ACTUALLY means they have assured employment at a fair wage for the period.

It's basically indirectly setting a minimum wage, because the guilds can't set a lower payscale than the government accepts for public works offsets.

(and also the historical way to cheese this is to just raise taxes)

Not that I'm an economist or even all that economically knowledgeable, but wouldn't that stimulate the economy by giving the lowest class spending money? It'd be more costly, but wouldn't it pay out more through things like the market or luxuries after awhile?

Or is there an issue that prevents pre-industrialized societies from doing so?
It would, but see the bolded. The lowest class tends to hoard their wealth to try to not be lowest class, while pre-industrial societies also tended to lack intermediate goods and services because the supply could not reach demand.

You need extensive markets to squeeze the money back out of them.
Now, look at mechanically, how we can achieve this?
Market spam.
Did antique china have slaves? idr.
Also, aren't we nearly at the technological level of medieval europe? Like, we need better steel but that's about it, no?
China did on and off, but it never took off on a large scale, because the idea was unpleasant to Confucian ethics.

Instead the Crown made heavy use of:
-Corvee labor
-Prisoner work crews
-Urbanization
-Impressed work crews(i.e. forced employment of indigents, layabouts and otherwise idle hands)

To achieve the same results.
It helped that Confucian Ethics enforced the following:
-Conformity towards Authority
-Responsibility of Authority
-Communalism(i.e. "well everyone I can see is in more or less as bad a situation")

Which meant that people didn't make as much noise as you might think.
This also had some abuses, where the survival rate of impressed work crews tended to be pretty poor, as the state didn't need to pay them if they died working with no known dependents(if they had dependents the state would actually need to pay their family).
What's even worse, the rural half-exiles have it better than most other "free" subjects in other nations, they are just common farmers with huge taxes, but still enough left over to survive and be healthy.

Only the city half-exiles are literal shit jobs, per WoG.
This is wrong.
Rural:
-Isolated social outcastes
-Assigned shitty land which their job is to apply enough Black Soil from the regional garbage production to make into good land. Then the land is given to someone else.
-Assigned local latrine digging, corpse and garbage hauling work.
-Is assigned by the local Patrician or Yeoman with no oversight or appeal.
-Acquires subsistence level of grain from agriculture.

Urban:
-Has a half-exile community
-Assigned garbage and corpse hauling duties
-Assigned healthcare support and sewerage maintenance duties
-Is generally drawn from urban criminals, with possibility of appeal.
-Acquires subsistence level of bread from Panem

Admittedly the difference is very technical, since being forced into crime is about as much freedom as being punished because you pissed off the local elite.
It's a canyon. Strata is probably able to be seen, but will be covered by flood water.

Geologists in the future are already crying at the lost easily accessed data.
They're already crying for ages. We turned the Redshore haematite strata into an iron mine. We carved out the Dragon Graveyard fossil deposit to be arranged into aesthetically pleasing manners. We systematically burned and crushed all our garbage to a fine powder so theres nothing they can salvage.

We covered the entire terrain with the one thing most hostile to geologists and historians: Forests
I think the only way increased labor demand leads to mechanization is if we can actually afford the mechanization equipment, and costs like that are mostly Wealth costs, with some Tech costs. So sure, if we take those actions alongside innovator actions like Mills or Support Artisans, then it leads to mechanization. On their own, however, they default to trying to get cheap labor IMO.
Nope, we already learned this before back during the Sacred Forest project. The cycle of mechanization is:
-Generation 1 - Lashing out at the perceived cause(which we see now, with the Guilds, Traders and Patricians spitequesting us)
--Back when we first did the Sacred Forest and ramped up Black Soil production past what the Half Exiles could handle. People got pissed.
-Generation 2 - Wailing and gnashing of teeth
--People stayed pissed as production ramped up more and more, but the sacred duty to the forest kept them in line.
-Generation 3 - "Why don't we do it this way?"
--A mason made to grind shit invents the FIRST animal mill because fuck grinding shit.



Cheap labor no longer exists after this vote.

I mean, sure, relatively cheap labor will still exist, but people will be incentivezed forever to look for ways to make stupidly simple tasks like black soil easier until it becomes pathetically easy.
Correction. Free labor no longer exists. Thats why it costs so much. Cheap labor exists, or rather is government paid via Corvee and Panem.

Which is why we're eating the expenses to the face.

Now I totally support Infrastructure policies, but, correct me if I'm wrong, don't we currently have 5 progress per turn? We changed 2x Forestry into 2x Infra and have our +1 base. That means we only need two more policies to hit 9x progress per turn.
I actually want 11x progress to crank out ALL the markets within 2 turns, then switch them off to something else once we're no longer going bankrupt. Sooner we get there sooner we can switch off.

Note that once we have 5 Markets built we're going to see 2 more market slots from new cities as well.
 
[X] [Dam] Make it as big and impressive as possible (2 Wealth and 2 Tech per action added to remaining costs, requires an additional 3 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)
[X] [PP] City Support (4 Econ cost for True Cities offset each turn, -1 Tech)
[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] Infrastructure (+1 Free Progress to an infrastructure project (Aqueduct, governor's palace, saltern, etc.)/turn) x3

It pains me to have to drop Defensive, but Veekie has a point.
 
We can end a given quest with suppress at the cost of 2 stability. It's not something that we want to do often but it's there.
Like you say, not something we want to do often. Division of Power means we trend towards appeasement and placating, rather than simply tell people to piss off. Unless it's something really bad, it's usually more action efficient and beneficial for us to just give them what they want, which I imagine is Working As Intended.
 
You're argument is in two parts. First, how are we going to get the physical resources to upgrade blacksoil?

Ironworks and mines. One of those is under infrastructure and the last one generates a crap load of stats and has been considered a skilled labor since it's inception among us.

As for the innovation rolls on blacksoil?

Blacksoil provides the potential for innovation for blacksoil from its additional effects.

Furthermore, all actions can provide innovations for the action they represent if repeated enough times, and if we start spamming a process that no longer has the super cheap labor they used to brute force it, a process that is stupidly easy to mechanize, people are sure as hell going to figure out how to mechanize it better.
That does seem like a possibility and I recognized it in some of my later posts; however, I find it extremely likely that such an innovation would either add a Tech cost(note that it already costs 1 Tech) or a Wealth cost, and that we'd find the action not very useful after that due to our circumstances. Technological advancement, so far, has always boosted the end result at a cost of Tech or Wealth - see Expand Economy as the primary example. However, as to innovation being the primary result of 'additional effects' I don't think that's possible, since Artisan Games adds 1 Wealth cost to all innovation type rolls and Black Soil doesn't cost Wealth - due to this, I think the chance for innovation is rather low, rather than the normal 20% baseline for a roll directly identified as an innovation roll. I think 'addtional effects' mostly covers Black Soil's role in things like terraforming and labor demand.

Did you think of a specific infrastructure passive policy result that you think helps innovate Black Soil, to support your earlier claim?

Nope, we already learned this before back during the Sacred Forest project. The cycle of mechanization is:
-Generation 1 - Lashing out at the perceived cause(which we see now, with the Guilds, Traders and Patricians spitequesting us)
--Back when we first did the Sacred Forest and ramped up Black Soil production past what the Half Exiles could handle. People got pissed.
-Generation 2 - Wailing and gnashing of teeth
--People stayed pissed as production ramped up more and more, but the sacred duty to the forest kept them in line.
-Generation 3 - "Why don't we do it this way?"
--A mason made to grind shit invents the FIRST animal mill because fuck grinding shit.
That's certainly one option; I think it would be represented by Black Soil changing to have a larger Tech cost and a Wealth cost as people insist on building Mills to make the Black Soil. Do you think the resulting option would be preferable to generating EE another way? I don't.

It's not the only way to mechanize, though, no; I think we can absolutely produce a mild need then take a lot of innovation actions. We didn't have gnashing of teeth and people throwing fits to get concrete, did we?
 
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