So since Survey Lands is invalid, does that mean it defaults to Build Mills instead?
Read the special under actions.
Huh. On the other hand, we will have a lot of advancement options. Though I would still prefer offensive, especially since it comes with HT.Some thoughts about the MP support plan.
The policy has six secondaries and the Law doubling. However, on MP support, the only action that gets doubled is the Main MP action, and we don't have the econ to double that, so the Law bonus fizzles. The policy also spends two secondaries on the first and only dam action this turn, leaving it with 4 secondaries.
By my count, we are going to be at 19E and max+3 for the other 5 nonmartial stats before you account for the not-dam actions MP policy will take.
Our policy will try to fill up econ, so it will add two secondaries of econ expansion. That takes us to 31E before overflow, and our 5 next stats at max-1. Incidentally, the Econ is on the border of what we can refund.
At this point, I think it is most likely that either our policies outright STOP, wasting the last two secondaries, or perhaps they take a Main Retraining. Said Retraining will kill 3LTE, and then add a net total of 3 Martial via overflow.
The end total there would be maxed stats other than Martial, and Martial having a net of +6 from this turn.
Probably Guilds having interest in not killing us and supplying the armies.Ah. Missed it, apologies.
Why does Levy make those Guild actions though?
Not really, beyond maybe raising LTE too much. Wealth costs hurt, but as long as we have tech converter, we could live.@BungieONI @Candesce @Sivantic does doing guild sec mills screw us over? I really want to argue for the nonlinear and narrative effects involved in upping our mechanization, but I don't know what the exact mechanical impact is in this case.
In my plan, it takes us from overflowing 3 into Econ to being 4 points short of max wealth and having +4 Econ and +4 LTE.Not really, beyond maybe raising LTE too much. Wealth costs hurt, but as long as we have tech converter, we could live.
The does not correspond to our past experiences with martial damage from war missions. The fights are over faster and more likely in our favour, but we take more damage. That's what we've seen thus far.Actually I'd expect 7 missions to be safer, because it should be an easier and cheaper victory.
It becomes clearer once you add in the province actions.
Law bonus can double an (illegal on its own) secondary megaproject action into a main. We'll get 5 secondary province actions available.The policy has six secondaries and the Law doubling. However, on MP support, the only action that gets doubled is the Main MP action, and we don't have the econ to double that, so the Law bonus fizzles. The policy also spends two secondaries on the first and only dam action this turn, leaving it with 4 secondaries.
Source?Law bonus can double an (illegal on its own) secondary megaproject action into a main.
It's happened a couple times, do you know if we have a spreadsheet of actions somewhere?
I mean, not a lot. We'd spend 16 + 6 + 2 = 24 wealth, leaving us at one and starting Guild Panic. And then overflow and income happens and we are fine(if we go for MP support overflow happens). If it's just income then we are sitting at 9 Wealth and need, like, 1 to prevent a stab loss.@BungieONI @Candesce @Sivantic does doing guild sec mills screw us over? I really want to argue for the nonlinear and narrative effects involved in upping our mechanization, but I don't know what the exact mechanical impact is in this case.
But
Well, yes mechanical revolution is good on the one hand. On the other hand "what happens on a social level when this occurs" is a very pertinent question. And then on the gripping hand is "can we actually afford this" is a concern.