[X] [GA] Gain a Hero. (Temp Econ- AND Temp Diplo- or Temp Mystic- or Temp Culture-)
We don't know, but given the size of our empire, the multitude of our vassals, the religious and cultural differences between them, and the belligerence they've shown towards our neighbours (the Forluc's preparation for war with the Carady), I'm very sure we don't want to find out.What are the effects of having our subordinate limit surpassed?
You don't know. Yet.What are the effects of having our subordinate limit surpassed?
We're about to get hit by a certain problem that could do some seriously bad things. We need to deal with that, not chase unrelated and unnecessary shinies.[X] [GA] Improve relations with all neighbours. (Temp Diplo--, Temp Mystic-, Temp Culture-)
Let's take advantage of all our neighbors' general weakness to set good impressions for the next generation or two.
People generally avoid going to war with friends!
It could also be relatively minor. We don't know. Could just make us less efficient, maybe a Diplo crises we have to use actions to solve. We don't know, assuming it's something terrible seems excessive. It's a risk, we just have to figure out how much risk we are willing to stand.We're about to get hit by a certain problem that could do some seriously bad things. We need to deal with that, not chase unrelated and unnecessary shinies.
If you're arguing that we should take a risk simply for its own sake then I'm gonna judge that a bad argument.It could also be relatively minor. We don't know. Could just make us less efficient, maybe a Diplo crises we have to use actions to solve. We don't know, assuming it's something terrible seems excessive. It's a risk, we just have to figure out how much risk we are willing to stand.
Okay I get what you mean, and I don't mean to suggest we do nothing about this problem. But there are a few different ways to potentially solve it. Like we know it's going to take multiple turns to solve regardless. We have 83 prestige. Getting those 5 still leaves us some more to get. I posit the great library would be a source of prestige as well one that would very likely be very beneficial for us. I fully expect it'd get us the two extra prestige necessary to solve this problem, while having a longer term much greater benefit than simply increasing our prestige twice. Heck We could use three actions to change passive policies to glory and solve the problem that way. Without having to utilize our much more limited golden age bonuses to solve this. Three more actions afterwards and we go back to our current spread. 3 main actions and it solves the problem without costing us any golden age stuff.If you're arguing that we should take a risk simply for its own sake then I'm gonna judge that a bad argument.
We have several megaprojects available already. Our neighbours are very unwilling to attack us for various reasons. There's no special reason to take them. It is bad policy to take a risk of unknown magnitude for a bonus we don't need and won't especially benefit from.
Like...look at this from my point of view. The GM says "You're about to come across a problem. Do you want to solve the problem: yes or no?", and players are voting "No" and it is baffling. It's not as disappointing as how people in real life refuse to solve problems but it does jar my belief that the internet nerds on SV are the kind to think that the concept of wisdom is a good one.
This should be at only needing one more, since last turn we helped the Halbarnwyd.Localists (5.4/10) = Goals: Decreased centralisation, Mood: Happy, Ability: -1 to Lower Centralisation Limit per 3 Faction Power, Objective: Support two Religious Subordinates in 2 Turns, Success/Failure: Free Road/-
This quest would've failed since we didn't support them last turn. The cadlon did Venerate specifically to counteract the Stability loss from this and keep us at max Stability.Explorists (7.9/10) = Goals: Exploration of the world, Mood: Annoyed, Ability: +1 to Exploration Rolls per 1 Faction Power, Objective: Support the Adventurer Expeditions for 4 Turns, Success/Failure: Free Sacred Forest/-1 Stability
This quest should've succeeded.Isolationists (1.1/10) = Goals: No interactions with foreigners and their lands, Mood: Angry, Ability: Diplo- per 2 Faction Power, Objective: Oppose the Adventurer Expeditions, Success/Failure: Temp Econ+/-
This quest failed two turns ago.Purists (1.4/10) = Goals: No barbarians and their ways, Mood: Somewhat Pleased, Ability: Diplo- per 2 Faction Power, Objective: Do not aid any barbarians for 1 Turns, Success/Failure: Temp Eco+/-
We're about to get hit by a certain problem that could do some seriously bad things. We need to deal with that, not chase unrelated and unnecessary shinies.
We need either prestige or possibly admin tech to handle our subordinates and building wonders gets us prestige while being useful in their own right. We need better and more boats to support our new colony so it's finally time to get one of these. I also don't like the cultural effects of promoting our own greatness, that'll only feed our victory disease and encourage adventurers even more.
Genocide is bad, Elder Haman.Also, I think the undead forest is still the biggest threat around and I'd like to start the build up necessary to destroy it.