[X] [Parl] Cement Production Subsidies (Main Increase Cement Production, Patricians disapprove)

[X] [React] Exercise (Sec Build Gymnasium)
[X] [React] Contact Harmurri (Sec Diplomatic Mission)
[X] [React] Contact Freehills (Sec Diplomatic Mission)
[X] [React] Farm (Sec Expand Econ)

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


[X] [Lesson] The importance of skilled commanders at all levels

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

Still super unclear on EE
 
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So, I think people are massively overspending on GA bonuses. I think we can afford one, at most, and probably not one from the Mystic-Culture-Tech trio, as we really, really need the overflow from that set to pay for our huge tech spend.

A diplomatic hero or genius and a double nothing for the other two would be very useful. The others, particularly the Megaproject tracks for Law and the Library, could easily totally screw us.
 
So the vote is going fine, except for one thing:

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

This will cost us two cities coming online, everyone. That's two player actions gone. We could literally pick Nothing and start the Boundary Passage next turn and still come out better. If you disagree that we need to save stats and just want to spend some Diplo, so you don't want to pick [] Nothing, please just pick any other option besides Boundary Passage.
 
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So, I think people are massively overspending on GA bonuses. I think we can afford one, at most, and probably not one from the Mystic-Culture-Tech trio, as we really, really need the overflow from that set to pay for our huge tech spend.

A diplomatic hero or genius and a double nothing for the other two would be very useful. The others, particularly the Megaproject tracks for Law and the Library, could easily totally screw us.

Keep in mind the massive stat influx from Baby Boom. I think we can manage 2.
 
And I am not sure what is your point about patricians. Commanders will come from many classes depending on a the command level, and some of them will come from patricians, but what of it?
Currently, we use our Patricians for our administrators and commanders. We keep them under a lot of pressure in order to keep their positions because that gets us higher-quality governance and also means corrupt and criminal Patricians are selected against.

But this means people losing their positions and falling far.

The demand for Distribute Land is to prevent the fall, which is absolutely something we do not want. But the fall doesn't have to be far; after all, the second-best candidate for many of these positions is usually going to be damned good in their own right. By increasing the demand for competent lieutenants, we give all those failed Patricians - many of whom are very capable people - a cushion for that fall. And that is very important for peaceful transitions of power, which we want, because we want to keep our government cycling the corrupt and incompetent out.

Meanwhile, upgrading Lord's Loyalty means what those failed Patricians have to do to cushion their fall is be loyal to someone else. Someone else who is explicitly not the state, because the state is explicitly not guaranteeing them positions.
 
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Still super unclear on EE
Ok, so we're currently at 25 EE. Assuming we go with the 3x Expand Econ plan which is by far the current most popular, we gain +21 Econ and -21 EE. This puts us at 4 EE and 38/27 Econ. This econ overflows, and provides +5 EE via city refunds.

Thus we end at 9 EE.

However, some of our available options spend our econ. This happens before overflow is calculated, and the refunds apply separately to each action. Effectively, every econ we spend is +1 EE. The current popular econ-spending choices are:
[Parl] Cement: +2 EE
[React] Celebrate: +1 EE
[Diplo] Boundary Passage Megaproject: +2 EE

Our cities come online at the following EE values: 14, 13, 13, 11, 9.
If we spend no econ, we get +5 actions next turn.
If we spend 1 or 2 econ, we get +4.
If we spend 3 or 4 econ, we get +3.
If we spend 5 econ, we get +1.
 
[x] [Parl] Cement Production Subsidies (Main Increase Cement Production, Patricians disapprove)
[x] [React] Farm (Sec Expand Econ)
[x] [React] Exercise (Sec Build Gymnasium)
[x] [React] Contact Harmurri (Sec Diplomatic Mission)
[x] [PSN] Main Expand Econ (-2 Centralization + Costs)
[x] [Lesson] The bindings between superiors and subordinates
[x] [Diplo] Gain a Diplo Hero (-15 Diplo)
[x] [Culture] Begin Classical Law Megaproject in its own action track (-12 Culture)
[X] [Mystic] Nothing
 
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[X] [Lesson] The bonds between warriors
[X] [Parl] Cement Production Subsidies (Main Increase Cement Production, Patricians disapprove)

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

[X] [PSN] Main Expand Econ (-2 Centralization + Costs)

[X] [Diplo] Alter Subordinate Management (-10 Diplo, -1 Diplo per landed subordinate/turn)
[X] [Diplo] Gain a Diplo Hero (-15 Diplo)
[X] [Diplo] Nothing


[X] [Culture] Nothing

[X] [Mystic] Begin Great Library Megaproject in its own action track (-12 Mysticism)
[X] [Mystic] Gain a new Spiritual Value slot (-15 Mysticism)
[X] [Mystic] Nothing

I guess I'll approval vote Nothing in addition to my preferences.
 
Keep in mind the massive stat influx from Baby Boom. I think we can manage 2.

I don't think we can. Classical Law plus Great Library cost fourteen stat points of the C-A-T trio per turn, with six then refunded.

We also have the massive stat bleeds of all our Faction actions, because most of the actions bar the Yeomen's are roughly stat neutral or negative - and the Yeomen are going to be taking Main New Settlement. We could easily spend our entire Baby Boom on Wealth and Econ costs, with nothing left to overflow downwards.

The big issue is less over all stats, and more our Tech Crunch. By spending half of our stat tracks and then introducing huge costs every turn, we can easily bleed out on tech. Particularly thanks to the order of operations.
 
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So the vote is going fine, except for one thing:

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

This will cost us two cities coming online, everyone. That's two player actions gone. We could literally pick Nothing and start the Boundary Passage next turn and still come out better. If you disagree that we need to save stats and just want to spend some Diplo, so you don't want to pick [] Nothing, please just pick any other option besides Boundary Passage.

Fair enough, it's not a very high priority megaproject anyway. I'll swap to a Diplo hero instead.
 
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[X] [Parl] Cement Production Subsidies (Main Increase Cement Production, Patricians disapprove)
[X] [React] Contact Harmurri (Sec Diplomatic Mission)
[X] [React] Contact Freehills (Sec Diplomatic Mission)
[X] [React] Farm (Sec Expand Econ)
[X] [PSN] Main Expand Econ (-2 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)
 
12 progress for a level 2.

Most of the benefits of a level 1, but no extra actions (except to the patricians because of their faction action system) and they do not decrease Max centralization.

That's actually a damn good reason to want level 2 GPs instead of level 1s.
Wait. Just to make sure: does every level 2 GP give a full tech refund?
 
[X] [Culture] Gain a Cultural Hero (-15 Culture)
[X] [Culture] Gain a Cultural Genius (-20 Culture)

[X] [Mystic] Gain a new Spiritual Value slot (-15 Mysticism)
 
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