For people voting for PSN Main Expand Econ, I don't think it's enough, as the overflow from Econ means we won't lower EE enough. We need to take Cash Crops there.

Other than cement I'm not super stuck on any of these, especially the React and PSN. For those it would take about three words to get me to switch.

We need to get, preferably, higher E and a lot lower EE to get our cities back. That makes a double react Expan Econ and a Main Cash Crops very attractive.

Given that we have now invented Ragpaper, I think there may be narrative benefits with increasing the paper supply in the same turn we change government.
 
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Let's see. We're looking at 7 culture and 7 mysticism combined before refund. Classical Law needs two more libraries for full culture refund.

Sure, but Law is how we calm down unruly factions for good, so we need it ASAP. So if you think we can do only one of those, better sacrifice Library; Law is more urgent.
 
I wonder how that crazy planned purge of the Patricians will integrate into the story, given our little genius seems to actually like their proposal in this update. Perhaps we should wait with that until some generic dude sits on the throne to dodge whatever consequences such strange opinion reversal would have in the narrative.
An insane Genius king who is already pretty much considered a war god sounds like bad news.
 
[X] [Parl] Dryad Housing Act (Main Expand Forest, Priests +1 Faction Power, Yeoman approve, Patricians disapprove)
[X] [Parl] Cement Production Subsidies (Main Increase Cement Production, Patricians disapprove)

Both of these sound good, and I still don't want to Distribute Land. Ensuring that some families always have room to farm also means that there will be no room left for any future families that want to farm, beyond just expanding our boarders.

[X] [React] Celebrate (Sec Improve Annual Festival)
Celebration after a quick and successful war with a returning King should mollify the concerns of the People a bit.

[X] [React] Contact Harmurri (Sec Diplomatic Mission)
[X] [React] Contact Freehills (Sec Diplomatic Mission)
I'm curious as to what our fellow Games participants are doing, and what AN mentioned about the Saffron Isles has gotten me pretty worried.

[X] [PSN] Main Expand Forest (-2 Centralization + Costs)
More Forests for the Fires of Industry

[X] [Diplo] Gain a Diplo Genius (-20 Diplo)
This pairs really well with Sending out Trade Missions, and should let us keep the peace for a little bit.
[X] [Diplo] Alter Subordinate Management (-10 Diplo, -1 Diplo per landed subordinate/turn)
Not sure what this does, but it sounds like it will help with keeping Loyalty up, and we can deal with the passive Diplo drip, since we get so much of it.

[X] [Culture] Gain a Cultural Hero (-15 Culture)
We need some more Culture tech sooner rather than later, and it could help improve the Dragon King's image some more, since he already is a Patron of the Arts.
[X] [Culture] Begin Classical Law Megaproject in its own action track (-12 Culture)
We should start Law ASAP, before too many things start to trouble us.

[X] [Mystic] Begin Great Library Megaproject in its own action track (-12 Mysticism)
None of the others are too appealing to me, and it should complete around the same time as Classical Law. Both only really cost Mysticism and Culture, of which we have in spades.
 
People, before voting, please please look at what our stats will end up with. Very few people seem to be doing that currently, and it will totally screw us.

We can look to optimise the narrative, but we need to pay attention to the mechanics as well.
 
For people voting for PSN Main Expand Econ, I don't think it's enough, as the overflow from Econ means we won't lower EE enough. We need to take Cash Crops there.



We need to get, preferably, higher E and a lot lower EE to get our cities back. That makes a double react Expan Econ and a Main Cash Crops very attractive.

Given that we have no invented Ragpaper, I think there may be narrative benefits with increasing the paper supply in the same turn we change government.

Will do.
 
Cash Crops are not actually lowering our EE, just LTE.

They do this turn:

Plant Cash Crops - Textiles [Guilds][Yeomen] – Planting these water and soil hungry crops can produce large quantities of useful fibres for sturdy ropes and comfortable clothing. Available: Hemp, Cotton, Flax
*S: -3 Econ, -5 Econ Expansion, -1 Tech, +8 Wealth, +1 Diplo with boats, +1 Econ next turn other effects
*M: -5 Econ, -6 Econ Expansion, -1 Tech, +9 Wealth, +2 Diplo with boats, +1 Culture, +1 Econ next turn, other effects
 
[X] [Parl] Cement Production Subsidies (Main Increase Cement Production, Patricians disapprove)
[X] [React] Settle (Sec New Settlement - Internal Reorg)
[X] [React] Settle (Sec New Settlement - Internal Reorg) x2

I just want to finish the internal reorganization soon so we can get the bonus hidden behind it.

[X] [React] Contact Harmurri (Sec Diplomatic Mission)
[X] [React] Contact Freehills (Sec Diplomatic Mission)

[X] [PSN] Main Plant Cash Crops - Textiles (-2 Centralization + Costs)

[X] [Lesson] The bindings between superiors and subordinates
[X] [Lesson] The importance of maintaining training

[X] [Diplo] Begin Boundary Passage Megaproject in its own action track (-12 Diplo)

[X] [Culture] Gain a Cultural Hero (-15 Culture)
[X] [Mystic] Begin Great Library Megaproject in its own action track (-12 Mysticism)
 
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They do this turn:

Plant Cash Crops - Textiles [Guilds][Yeomen] – Planting these water and soil hungry crops can produce large quantities of useful fibres for sturdy ropes and comfortable clothing. Available: Hemp, Cotton, Flax
*S: -3 Econ, -5 Econ Expansion, -1 Tech, +8 Wealth, +1 Diplo with boats, +1 Econ next turn other effects
*M: -5 Econ, -6 Econ Expansion, -1 Tech, +9 Wealth, +2 Diplo with boats, +1 Culture, +1 Econ next turn, other effects
Okay, they drop grand total of one EE. Not even close to activating cities.
 
Let's see. We're looking at 7 culture and 7 mysticism combined before refund. Classical Law needs two more libraries for full culture refund.



Why cement production when we're going to finish the Dam next turn?
Almost nothing uses culture and mysticism and 6 of that mysticism is going to get refunded.

It's really not that big of a deal.


Can people tell me why we aren't aiming to try and bring any of the cities on line out of curiosity?
 
Won't Cash Crops just refund Econ to EE for a total of -1 EE?
Okay, they drop grand total of one EE. Not even close to activating cities.

That's all we need. We have E 17 and EE 25. The most we can change that to by spending Econ is E27 and EE15. That's not enough. To refound a city, we need to get below EE 14.5. The single point of net EE loss, along with an extra Expand Econ React, means we can get to E27 and EE14, enough to activate a city.

That's exactly why I proposed the combination of actions I did.
 
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