With the baby boom and the following react vote, we just straight up do not need that much econ generation. And this choice still generates econ. We do still need more forests because our guilds are pushing for another ironworks, and some more buffer never hurts.
In case you missed it, AN told us Baby Boom is not paying out this turn. We do in fact need the PSN Expand Econ if we want to save our cities, let alone get more of them online.
 
The thing even a hero requires actions on our part, which we both know we ain't gonna take unless we are forced, which we aren't due to the overflow
So the way I see it we take him, then don't take any culture actions because between dealing with factions, the nomads, the hamurri& freehills and whatever other fires might occur, people won't be willing to waste their precious few actions that they have left and then he dies and all we will have archieved is that we have wasted culture

If you really want to advance our culture then you would either go for a genius, who require much less action input from us to advance us if any at all with our innovation rolls or you go for the safe and sound cultural advancement in form of trait evolution
Culture heroes aren't just playwrights or singers though. Culture could be anything from military ideals to the Great Game style politics.

Not to mention we have no idea how the Culture Hero is likely to manifest, so testing it out now seems a good idea, rather than investing in the future and being shocked at what we get.

Not to mention that we aren't the only actors right now. Guilds, Traders, and Particians would like to utilize a hero to get stuff down as well (Urban poor would jump at the chance if they had actions :V)

Seeing a culture hero in action is more important than just upping a value, tbh.
 
The thing even a hero requires actions on our part, which we both know we ain't gonna take unless we are forced, which we aren't due to the overflow
So the way I see it we take him, then don't take any culture actions because between dealing with factions, the nomads, the hamurri& freehills and whatever other fires might occur, people won't be willing to waste their precious few actions that they have left and then he dies and all we will have archieved is that we have wasted culture

If you really want to advance our culture then you would either go for a genius, who require much less action input from us to advance us if any at all with our innovation rolls or you go for the safe and sound cultural advancement in form of trait evolution
I think the factions are likely to take cultural actions; the Guilds, Priests, and Urban Poor all have access to relevant actions. It's also possible the hero could become heir. And we could potentially take Festival as our stability action.

Geniuses are a bit unpredictable; I'm not sure I want one before a Hero.
 
So those 15 Diplo would go towards only three subordinates, which seems a bit of a waste to me...
Not really a waste. Normally this would cost 3*(Secondary Action + 4 Martial + 4 Econ). That is 24 stats, and 3 secondaries. Here, we get it for 15 stats. That is a bargain.

Actually. This should also boost our two training MCs, which makes them much safer to use.
And it might put us at 6/5 loyalty for a turn, which is useful since we are purging some of the Patrician next turn.




So you know what? I changed my mind; I'll vote for this.
 
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[X] [Parl] Fair Land Allocation Act (Main Distribute Land, Patricians and Yeomen approve)
[X] [Parl] Dryad Housing Act (Main Expand Forest, Priests +1 Faction Power, Yeoman approve, Patricians disapprove)

Either or is good.

[X] [React] Farm (Sec Expand Econ)
[X] [React] Settle (Sec New Settlement - Internal Reorg)

Finally work on that reorganization or get food.

[X] [React] Celebrate (Sec Improve Annual Festival)
[X] [React] Judge (Sec Enforce Justice)

Anything that rises stability or reduce corruption is good.

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

Food is food.

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

Seems the least martial going amok option.

[X] [Diplo] Gain a Diplo Hero (-15 Diplo)
[X] [Culture] Upgrade a random value (-18 Culture)
[X] [Mystic] Gain a new Spiritual Value slot (-15 Mysticism)

Values finally and Dipo for getting everyone to sit around a table hashing everything out, instead of waving sharp objects.
 
[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)
[X] [React] Exercise (Sec Build Gymnasium)
[X] [React] Judge (Sec Enforce Justice)
[X] [React] Contact Harmurri (Sec Diplomatic Mission)
[X] [React] Contact Freehills (Sec Diplomatic Mission)
[X] [PSN] Main Expand Forest (-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] [Culture] Gain a Cultural Hero (-15 Culture)
[X] [Culture] Gain a Cultural Genius (-20 Culture)
[X] [Mystic] Begin Great Library Megaproject in its own action track (-12 Mysticism)
 
[X] [Parl] Cement Production Subsidies (Main Increase Cement Production, Patricians disapprove)
[X] [React] Contact Harmurri (Sec Diplomatic Mission)
[X] [React] Celebrate (Sec Improve Annual Festival)
[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)
[X] [Culture] Gain a Cultural Hero (-15 Culture)
[X] [Mystic] Begin Great Library Megaproject in its own action track (-12 Mysticism)
 
Literally all subordinates are at L5/5, except those three in the west, which are at a still comfortable 3/5. So those 15 Diplo would go towards only three subordinates, which seems a bit of a waste to me...
Literally not. The Highland Cap are at 4.

Building +1 loyalty in a single subordinate usually costs 18 stat points that are fairly easy to recover or 8 stat points that are difficult to recover. 15 stat points for +1 loyalty to four subordinates, or even three, is massively discounted. That's a little less than four stat points per loyalty point.
 
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That's fine, just know that by voting for Boundary Passage, you're voting for less cities and player actions next turn.
I'm aware. Boundary Passage is cheap in resources, expensive in actions, and excellent (albeit indirectly) for administration.

I'm explicitly trading a few less actions next turn for more saved actions later.

Sure; lets count that out, then.

That still leaves the three Western Colonies, our Hat Cap Vassal-March, and two Mercenary Companies. Isn't that plenty all by itself?
In abstract, it's very stat-efficient, but when you compare it to the other options it falls a little flat.

The problem is that +1 Loyalty to our subordinates is nice, but it's only a patch-job on a larger problem. The root issue is that we're trying to juggle a lot of subordinates at once on a hilariously inefficent system. We have other options that address that systemic inefficiency, such as subordinate reform to make management easier, Boundary Passage to make reaching some of them easier, or Diplo Hero / Genius to try and overhaul everything.

And if we decide not to do anything for Diplo, that's a bit of a waste, IMO, but at least we have lots of Wealth overflow to work with.
 
Boundary Passage to make reaching some of them easier
Exactly which subordinates do you expect to be easier to reach, after building this? It's a north-south passage through the boundary hills.

And you left out the value of a Cultural Hero to keeping our subordinates loyal. Stories that make people feel like they're part of a great nation make them slower to want to go their own way.
 
@Academia Nut

Was the Dryad Housing Act named so due to us getting the excess work force to manage the forest more by setting up suburbs within? Like handful of households spread across forests that does the usual pruning and pre-processes the forest resources before selling.

[] [Parl] Dryad Housing Act (Main Expand Forest, Priests +1 Faction Power, Yeoman approve, Patricians disapprove)
 
The Boundary Passage is a military improvement designed for anti-nomad purposes.

It's not an Administrative upgrade.
 
[X] [Parl] Cement Production Subsidies (Main Increase Cement Production, Patricians disapprove)
[X] [React] Farm (Sec Expand Econ)
[X] [React] Celebrate (Sec Improve Annual Festival)
[X] [React] Contact Harmurri (Sec Diplomatic Mission)
[X] [PSN] Main Expand Econ (-2 Centralization + Costs)
[X] [Diplo] Begin Boundary Passage Megaproject in its own action track (-12 Diplo)
[X] [Culture] Nothing
[X] [Mystic] Begin Great Library Megaproject in its own action track (-12 Mysticism)
[X] [Lesson] The importance of skilled commanders at all levels
 
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The bloody nomads the People had been fighting had wandered over there and claimed the title of "Protector of the Sacred Salt". Now that they had better access, the People had a better picture of the situation. There was a religious society that was apparently ancient and unchanging that lived in the mountains bordering the shores of the salt sea, and the nomads basically left them alone in exchange for access to the salt and sacred sites there. The Salt Sea itself was by all accounts essentially dead, but there were all sorts of rivers and streams that fed into it so people could live in the region - it was still either rough mountains or steppe all around though - so the priests had little ability to oppose the nomad tribes around them, but they didn't, they just offered up the title of "Protector" and offered significant benefits to the strongest group, and never contested it when the title changed hands. It sounded like the latest chieftain of the nomads had decided to play nice after his father had earned glory fighting against the People and then got out while the getting was good.

Alright, can we talk for a minute about how cool the Salt Sea People sound? I want to learn so much more about them! An ancient religious society? Do they have their own religious a la mylathadism? What does it look like? How does it fit in with their survival strategy against the nomads?

We should set up a Trading Post over there. So. Cool.
 
Alright, can we talk for a minute about how cool the Salt Sea People sound? I want to learn so much more about them! An ancient religious society? Do they have their own religious a la mylathadism? What does it look like? How does it fit in with their survival strategy against the nomads?

We should set up a Trading Post over there. So. Cool.
Their survival strategy sounds like 'bend over at the smallest provocation'. Which really isn't that cool...
 
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