The sell CC action has max 13 uses and we really wanna keep our Crown Bank, where is it's place in the queue? Is it nr13 (the last one to be sold) or is it nr15 (outside the scope of the action).It doesn't matter. The more core to the function of the state, the lower on the list to be sold off they will be.
yes, we are aware. Like @Fouredged Sword said we can't have everything.Plan Cornuthaum 1840 has us hitting 0 temp IC before the temp IC from the liberals comes in and that will cause a happiness hit.
The sell CC action has max 13 uses and we really wanna keep our Crown Bank, where is it's place in the queue? Is it nr13 (the last one to be sold) or is it nr15 (outside the scope of the action).
No, it raises our IC and thus temp IC.Plan Cornuthaum 1840 has us hitting 0 temp IC before the temp IC from the liberals comes in and that will cause a happiness hit.
An said that we can sell off 12/13 without a change to how our market functions on a base level. Selling the central bank sounds like such a change.
I mean I still don't want to sell a multitude of other strategic corporations like Steel and Rails, is this an action that narratively avoids strategic interests or just gives them a lower priority? In one case we can freely use it up to 12/13 and in the other we need to keep track and reserve the last 5-6 uses for our strategic corps.
I do not know. I think we are safe to sell 3-4 and see the narrative effect. The dyemakers are a crown corp. Do they really need to be?
No, the actions raising IC also reduce the temp IC by the same amount
Specifically the dyemakers...damn that's a bit tough. They are a living link to our pre-history and such a huge part of our culture since time immemorial. They are not a strategic interest in any way I can think of but such history deserves something better than gross commercialization.
Yes, so the action is neutral and we don't end on zero, which is what agumentic is saying. All of it happens instantly, but it essentially goes like this:No, the actions raising IC also reduce the temp IC by the same amount
First, the Kyberi Settlement action we perform when accepting the Khemetri's offer does not cost any Temp IC. As such, your estimate for how much Temp IC we will spend is off. The result is a Temp IC change of -1, not -3.
Pleasing a faction scales. As a result, we need to please a faction two additional times to get the second trigger. That said, acknowleding the civilized tribes should count as pleasing the liberals, so you have a third one there. Still, I'd like to point this out to you so you have a better understanding of the mechanics.Mid Term Procs:
+1 Temp IC - Liberials pleased by DO trade mission
+1 Temp IC - Liberials pleased by Accept Khemetri Population and Acknowledge Civilized Tribes
Royals angered - Acknowledge Civilized Tribes
Royals pleased - Increase Navies
[X] [Agenda] Sivantic 1836
-[X][Agenda] Develop Transport Infrastructure- 1 PW, -3 Temp IC, +1 Max Development, (8 more uses to remove Undeveloped Hinterlands status, 3 more uses to remove Isolated Hinterlands) (0 PW for the first use a turn)
-[X] [Agenda] Increase Navies - 2 PW: Increases Navies by 1, -1 IC
-[X] [Agenda] Develop Industry - 1 PW: Increases IC and Active Development by 2, -2 Temp IC (One Use per Turn)
-[X] [Agenda] Reduce Food Prices: 1 PW (-3 Temp Trust, -1 SoL, +2 Trust)
-[X] [Agenda] Acknowledge Civilized Tribes: 0 PW (-5 Prestige, Royalists angered)
-[X] [Agenda] Raise Taxes - 1 PW: -1 Temp SoL, +1 Temp IC
-[X] [Agenda] Raise Taxes - 1 PW: -1 Temp SoL, +1 Temp IC x2
-[X] [Agenda] Promote Trade - 1 PW: -2 Temp Trust, +1 Temp SoL (Max [Navies] usage per turn)
-[X][Agenda] Sell Crown Corporation (0/13) - 0 PW: +1 temp SoL (Usable once per turn)
-[X][Agenda] Develop Railroads - 1 PW: -2 IC, +1 Max IC, +1 Railroads
-8 PW (Royalists -1 for acknowledge, +1 for navy net 0)
-5 Temp Trust
+2 Trust
-0 Temp SoL
-1 SoL (Gold mine changes this to +0/1)
-3 Temp IC (Libreal party changes this to -2)
+1 Temp Con (Constitutional Call)
-1/0 Happiness (Temp Con +1/0 higher than Temp SoL)
-1 IC
-5 Prestige
+1 Max IC
+1 Navies
+1 Max Development
+2 Active Development
+1 Railroads
Undeveloped Hinterlands status goes to 6, Isolated to 1
Econ
Industrial Cap 5 (1) (Max. 7+50%)
Railroads 1/3
Development 28/44+25%
Pollution 0
Culture
Consciousness 1 (3)
Standard of Living 5/6 (2/3)
Happiness 5/10 (This is either 4 or 5 depending on the Gold mine.)
Research
Academies 3/3
Mil Academies 1/1
Education 4
Innovation 9
Diplomacy
Trust 11 (2)
Espionage 7 (6)
Martial
Militancy 5
Armies 9 (8)
Navies 7 (6)
Political Will 1/15
Prestige
Min. 34
Current 125