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Seven gremlins in a trench coat
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Looking good I'd say. Love the Dragon King title. Fuckin metal that is.
Lesson 1 is obviously Lord's Loyalty evolution. Those who don't know, Lord's Loyalty is a level one trait, iirc, which means subordinates are less likely to break away but we need to give extra commitment to them in return. Also affects our internal class hierarchy and means good Lord's are considered those who follow their obligations to their subjects.
Lesson 2 is a Symphony upgrade I am pretty sure. Joyous Symphony is one of our oldest traits and is a level three trait and provides our communalist backbone. Gives bonuses to group efforts and means we both actually have Causus Belli and get stability from ending wars peacefully.
Lesson 3 is all about Swords and Ploughshares evolution. This is a level 2 trait which provides bonus martial based on our Economy and also provides martial damage resistance at high economy. The downside is that extreme losses can damage our econ.
Lesson 4 is Honourable Death. It is a pretty old level 1 trait and means that we don't suffer as bad morale loss in war but do suffer heavier casualties as people seek good deaths. Also knocks together with Symphony and all of the Greater Good fused into our culture to allow for honourable suicide. Things like people rushing into burning buildings and collapsing mines without fear to save others happen because of this trait.
Lesson 5 is a Life of Arete evolution. Life of Arete currently is a... level 2 trait iirc, and provides roll bonuses in that our criticals and doubles do more and are more powerful. It causes everything to be more expensive however. Also bounces off Philosopher Kings and means our leaders are forced to be competitive and actually skilled if everything is working as intended.
We have our various gilded age bonuses. In diplo the most valuable ones are the hero, subordinates loyalty boost which buys at least seven loyalty at a fraction of their worth, and then the boundary passage which is useful in a few turns but does not in any way need to be started now.
Culture hero is really good, upgrade random value is really nice but the most urgent and thus valuable option is the Law MP track which means we can get that done without any actions.
Mysticism is holy cow(I mean this literally, thank Fythhagyna) good. A hero would be interesting, a new slot would be curious and something to honestly consider. Unlocking Philosopher Kings for advancement is possible and quite cool but taking it and the value evolution is risky since if it evolves we aren't exactly in a position to pay for its likely successor. We could probably but it would not be fun. To me though the most interesting one is to make Mylathadysm a value. This is because of its Charity value. I think that flies right in the face of Purity and would make Purity be outnumbered in the battle it is having with Pride in Acceptance. The Great Library is also there but I've thought about it and I want to go slow on the Law, in the sense of sticking it in a MP track and putting the Great Library through really quickly with mega support policy. Start the Great Library once the Dam ends after next main turn and have the Law working through there.
Taking the DL option and the priest option have problems. The DO one being this is a poor action in the current context and political climate, the priest one because it puts the at 7 power which means 3.5 RA bonus, which may round up and put us in red RA. Cement production is viable but a bit expensive, it's listed in last update's important projects spoiler. Veto is kinda silly.
Now for reaction here are my ideas:
If we want to be able to pay for things next turn and get on with our Urban Poor quest we need to take a Main Expand Econ. This will put us at 14 expansion before expansion's negative 8 income. That means that by next mid turn if we have taken a Main Expand Exon here we have a decent chance of every city except for Lower Valleyhome to be back. So next main turn, do a support Urban Poor and then make a free city in the mid turn or the main turn afterwards. Then make the last one on that same main turn, so two, and finish their quest.
So I have three ideas.
One: do two React Secondary Expand Econ and a mission to the Harmurri and then use the PSN vote to do either nothing or one secondary expand forests(don't want to refund too much expansion)
Two: do one React Expand Econ plus diplo missions to the Harmurri and Freehills and PSN secondary expand econ.
Three: two React Expand Econ, one PSN Secondary Expand Econ and a diplo mission to the Harmurri. This ensures that the cities come back and we could finish the Urban Poor quest next main turn.
My current vote will be for these and some very specific GA and value options.
Idea one:
[X] [Parl] Cement Production Subsidies (Main Increase Cement Production, Patricians disapprove)
[X] [React] Farm (Sec Expand Econ)
[X] [React] Farm (Sec Expand Econ) x2
[X] [React] Contact Harmurri (Sec Diplomatic Mission)
[X] [PSN] Sec Expand Forest (-1 Centralization + Costs)
Idea two:
[X] [Parl] Cement Production Subsidies (Main Increase Cement Production, Patricians disapprove)
[X] [React] Farm (Sec Expand Econ)
[X] [React] Contact Harmurri (Sec Diplomatic Mission)
[X] [React] Contact Freehills (Sec Diplomatic Mission)
[X] [PSN] Sec Expand Econ (-1 Centralization + Costs)
Idea three:
[X] [Parl] Cement Production Subsidies (Main Increase Cement Production, Patricians disapprove)
[X] [React] Farm (Sec Expand Econ)
[X] [React] Farm (Sec Expand Econ) x2
[X] [React] Contact Harmurri (Sec Diplomatic Mission)
[X] [PSN] Sec Expand Econ (-1 Centralization + Costs)
[X] [Lesson] The importance of skilled commanders at all levels
[X] [Diplo] Nothing
[X] [Culture] Begin Classical Law Megaproject in its own action track (-12 Culture)
[X] [Mystic] Gain a new trait slot for Mylathadysm (-12 Mysticism)
Blah that took an hour and a half on phone.
Ah yeah value evolution is here![] [Lesson] The bindings between superiors and subordinates
[] [Lesson] The bonds between warriors
[] [Lesson] The importance of maintaining training
[] [Lesson] The glory of a good death
[] [Lesson] The importance of skilled commanders at all levels
Lesson 1 is obviously Lord's Loyalty evolution. Those who don't know, Lord's Loyalty is a level one trait, iirc, which means subordinates are less likely to break away but we need to give extra commitment to them in return. Also affects our internal class hierarchy and means good Lord's are considered those who follow their obligations to their subjects.
Lesson 2 is a Symphony upgrade I am pretty sure. Joyous Symphony is one of our oldest traits and is a level three trait and provides our communalist backbone. Gives bonuses to group efforts and means we both actually have Causus Belli and get stability from ending wars peacefully.
Lesson 3 is all about Swords and Ploughshares evolution. This is a level 2 trait which provides bonus martial based on our Economy and also provides martial damage resistance at high economy. The downside is that extreme losses can damage our econ.
Lesson 4 is Honourable Death. It is a pretty old level 1 trait and means that we don't suffer as bad morale loss in war but do suffer heavier casualties as people seek good deaths. Also knocks together with Symphony and all of the Greater Good fused into our culture to allow for honourable suicide. Things like people rushing into burning buildings and collapsing mines without fear to save others happen because of this trait.
Lesson 5 is a Life of Arete evolution. Life of Arete currently is a... level 2 trait iirc, and provides roll bonuses in that our criticals and doubles do more and are more powerful. It causes everything to be more expensive however. Also bounces off Philosopher Kings and means our leaders are forced to be competitive and actually skilled if everything is working as intended.
We have our various gilded age bonuses. In diplo the most valuable ones are the hero, subordinates loyalty boost which buys at least seven loyalty at a fraction of their worth, and then the boundary passage which is useful in a few turns but does not in any way need to be started now.
Culture hero is really good, upgrade random value is really nice but the most urgent and thus valuable option is the Law MP track which means we can get that done without any actions.
Mysticism is holy cow(I mean this literally, thank Fythhagyna) good. A hero would be interesting, a new slot would be curious and something to honestly consider. Unlocking Philosopher Kings for advancement is possible and quite cool but taking it and the value evolution is risky since if it evolves we aren't exactly in a position to pay for its likely successor. We could probably but it would not be fun. To me though the most interesting one is to make Mylathadysm a value. This is because of its Charity value. I think that flies right in the face of Purity and would make Purity be outnumbered in the battle it is having with Pride in Acceptance. The Great Library is also there but I've thought about it and I want to go slow on the Law, in the sense of sticking it in a MP track and putting the Great Library through really quickly with mega support policy. Start the Great Library once the Dam ends after next main turn and have the Law working through there.
Taking the DL option and the priest option have problems. The DO one being this is a poor action in the current context and political climate, the priest one because it puts the at 7 power which means 3.5 RA bonus, which may round up and put us in red RA. Cement production is viable but a bit expensive, it's listed in last update's important projects spoiler. Veto is kinda silly.
Now for reaction here are my ideas:
If we want to be able to pay for things next turn and get on with our Urban Poor quest we need to take a Main Expand Econ. This will put us at 14 expansion before expansion's negative 8 income. That means that by next mid turn if we have taken a Main Expand Exon here we have a decent chance of every city except for Lower Valleyhome to be back. So next main turn, do a support Urban Poor and then make a free city in the mid turn or the main turn afterwards. Then make the last one on that same main turn, so two, and finish their quest.
So I have three ideas.
One: do two React Secondary Expand Econ and a mission to the Harmurri and then use the PSN vote to do either nothing or one secondary expand forests(don't want to refund too much expansion)
Two: do one React Expand Econ plus diplo missions to the Harmurri and Freehills and PSN secondary expand econ.
Three: two React Expand Econ, one PSN Secondary Expand Econ and a diplo mission to the Harmurri. This ensures that the cities come back and we could finish the Urban Poor quest next main turn.
My current vote will be for these and some very specific GA and value options.
Idea one:
[X] [Parl] Cement Production Subsidies (Main Increase Cement Production, Patricians disapprove)
[X] [React] Farm (Sec Expand Econ)
[X] [React] Farm (Sec Expand Econ) x2
[X] [React] Contact Harmurri (Sec Diplomatic Mission)
[X] [PSN] Sec Expand Forest (-1 Centralization + Costs)
Idea two:
[X] [Parl] Cement Production Subsidies (Main Increase Cement Production, Patricians disapprove)
[X] [React] Farm (Sec Expand Econ)
[X] [React] Contact Harmurri (Sec Diplomatic Mission)
[X] [React] Contact Freehills (Sec Diplomatic Mission)
[X] [PSN] Sec Expand Econ (-1 Centralization + Costs)
Idea three:
[X] [Parl] Cement Production Subsidies (Main Increase Cement Production, Patricians disapprove)
[X] [React] Farm (Sec Expand Econ)
[X] [React] Farm (Sec Expand Econ) x2
[X] [React] Contact Harmurri (Sec Diplomatic Mission)
[X] [PSN] Sec Expand Econ (-1 Centralization + Costs)
[X] [Lesson] The importance of skilled commanders at all levels
[X] [Diplo] Nothing
[X] [Culture] Begin Classical Law Megaproject in its own action track (-12 Culture)
[X] [Mystic] Gain a new trait slot for Mylathadysm (-12 Mysticism)
Blah that took an hour and a half on phone.