*looks at thread collectively flipping it's shit*
Hmmmm...
Well. It seems people don't like the new belief we got. I can see why. *hisses at Weapons of the Gods*
Preeettty shit. I will however say that it is one of those catastrophes we can deal with.
Electing Magwyna (-1 Stability, other effects, [Poor Martial, Heroic Admin and Diplo]) I think should give a + to getting rid of this. She did not believe it herself so if the top says it isn't Symphony should help oust it.
Magwyna was obviously opposed to this belief, but she felt that was because it didn't make sense to her given that the metal barren Xohyssiri seemed to suffer from more plagues than the metal rich people to the far west. Unfortunately, given that she very much had an involvement in setting up the mine, pretty much everyone assumed that she wanted to downplay things for political reasons, which was frustrating given that she was already having problems on the council relating to her relative youth and gender.
It's a good thing the thread likes her so much. It's concerning it might be from fanatical anti-sexist/Stallion Tribes sentiment like
@Karugus is concerned about, but it is pushing our egalitarian values so that's good. Countering sexism is a good and noble cause but shooting ourselves in the foot by going on witchhunts is less good. So have some caution? If we shoot ourselves over it then they win.
Also she's an artisan. Electing an Artisan lady is a really nice thing, it encourages women artisans so egalitarian opportunities are encouraged.
Main Study Health + Main Study Metal. I am concerned with this combo for what is probably a silly reason. How are our shamans going to combo this? Most extreme negative thing I can think of is they grind up copper and throw it at people with whooping cough/TB/whatever the hell it is. That's... not gonna help and probably make it worse. Most positive thing I can think of is they have the sick in the same room as some metal and give them various treatments and the sick get better. Then they do treatments of the sick with no metal in the room, and there you go metal is probably unconnected to the cough. Both of these are unlikely to occur, at least I think so. The average somewhere in between these might make progress. All in all I'd rate it as a neutral on what it does for getting rid of the Belief. There is also the fact that AN mentioned that Study Health especially by itself will not help.
Adjusted since there is a demand, but study health is unlikely to help with any of the immediate problems.
The combo might though. *many shrugs*
I think opening another mine and having no disease crop up at the same time would hit it very very hard so that gets it a circumstantial ++. Very much at the whims of RNJesus but so is the other. Going for both with a few turns in between should help. Which happens first is up in the air and should be discussed more fully.
More about what happened this turn.
Gardens completing is very very tasty. Num yum. *pats belly* We get "True City Status unlocked". Little idea what that means but it sounds like a good and a bad. Valleyhome is already on the scale of Uruk, but this would mean bumping it to something like early Rome. Which would be very Prestigious, but it sadly has crowding issues and good ole Pestilence would have a field day. Getting this slowly should be a target.
Local Copper Supply attained is
very very yummy. *sighs in glee* Just so every one is clear on where this puts us in comparison to our neighbors:
The Metal Workers of course have it and have for a rather long time(understatement). We now use copper tools ubiquitously like they do.
The Thunder Speakers(our Thunder Friends according to Omegahugger) are getting brass from the east, but it sounds decorative and a luxury item. They do not use any form of metal tools.
The Highlanders import metal from the direction of the SHP but from the evidence it does not seem they have widespread metal tool use.
The Nomads certainly do not have it. They have little of the background tech and little desire for it beyond as a luxury.
The Xohyssiri have brass like the Thunder Speakers, but we have no indication they have metal tools.
The Southern Hill People if they are the source of the HK's copper(there has been some confusion over this so I'm not 100% but someone will inevitably inform me) then they probably have widespread tool use to, otherwise it is someone else.
The Swamp People are a vassal of the Xoh so we can consider their tech levels to be about the same.
The Eastern Thunder Horse(Who still follow the "Don't attack the Ymaryn" pact we made if I understand correctly) have access to brass. Are they forging it, or getting it from someone else? If they are forging it, then they also likely have wide spread metal tools.
So we are ahead of most of the big players in our immediate circles. What we do with that is up to the majority of course.
The new possible innovations are nice too.
Random Admin tech upgrade looks like that Cent thing we've been slowly dying for, for some time. At least we can hope it is. Whatever it is will certainly help. Construction tech would be nice too, not sure of the full benefits, it being random but it can really only hurt in opportunities lost. Free Holy Site expansion seems like a wild card, might entrench the Weapons of the Gods. Or it might not. *shrug*
Reassuring the People is pretty straight forward, probably not going to have an effect on the belief. Or the plague. Works well with the higher stab hits.
Baby Boom ending is sad because it means our kids are dying but we've expected this for sometime now. And we can get it back eventually, it's in the system so to speak so not out of reach forever.
Grand Sacrifice (-3 Econ, +2 Stability) will null out our probable stab losses. We also have the Econ to do it. It certainly helps, but how it's done might be sketchy. Burning copper tools sounds kinda dangerous for fumes reasons and sets back tool use by some narrative amount. Who knows if they would do that though. With our new Belief I can see it.
Study Metal (-2 Mysticism, -1 Econ, -1 Stability, chance of new discoveries) Not certain what this would do. It might help, but it probably won't by itself.
Study Health (-1 Econ, greater chance of new discoveries) Won't help by word of AN. Need other ingredients, you require additional pylons etc.
New Trails (-1 Econ, +1 Diplo, +1 Centralization, other effects) This pushes forward on solving The Marcher Integration problem. These guys are probably not gonna get really uppity in a turn, but next mid turn or the project turn after that(two full turns from now) seems likely. This gives us more time and solves the problem. Doesn't help Stability much, which is a little ehh *waggles hand*.
Focus on Growth (+2 Econ). Hrm. Kinda a out there proposition. Helps get Baby Boom back, probably won't for now though. Might have a hidden Stability effect. Fuuuuuck if I know, I'm throwing shit at the wall to see what sticks at this point.
Take in some (Chance of stability loss, +2 Econ). The nice thing about our traits if i understand things right is this equation works out to. AN rolls for if we even have a loss, CA triggers and we have another roll, and Greater Good triggers another roll. So three chances, or two if I fuxed it up. I really like our traits. *pets CA and TGG with a dopey smile*. It may give us the least but do we truly need more? A lot of our speculative next turn actions are minimal in the Econ cost, at most something like 4 loss if we choose festival and something else expensive (Boats maybe?). Refugee problem of integration again going in the background. Though un-integrated refugees might dislodge our belief faster and all of these actions accept some.
Let it be known that you have room (-1 Stability, chance of further loss, +4-5 Econ). More econ. Two or one chances to negate it. More un-integrated refugees. Chances of further loss are ungood.
You have lots of room (-2 Stability, chance of further loss, +6-8 Econ, chance of further effects) Yet more Econ, we'd be probably covered for what we need to do to fix Stability and some of our personal projects. Bit risky. Also
friends. Probably a bigger chance of further loss, which is definitely ungood. Further effects might be that the influx dislodges the belief or lays down the bedrock for that to begin. Otherwise I have no guesses on what they might be.
Encourage people to come to a safe place (-3 Stability, chance of further loss, +8-11 Econ, further effects)
Lot's of friends! Lot's of Econ. Probably an even bigger chance of further loss, which is really definitely ungood. Further effects might be that the influx dislodges the belief or lays down the bedrock for that to begin. Again not sure of any thing else, or even able to speculate.
Everyone can come on in! (-4 Stability, chance of further loss, +11-15 Econ, further effects, chance of over crowding, Upper Valleyhome attains True City status)
All the friends! Hi there certain negative Stab, how are you today? All the Econ. Further losses are a very very ungood. Valleyhome becomes a True City. Does that mean a constant flow of foreigners? Over crowding is bad because it gives Mr. Pestilence Ideas
tm. Further effects is like "I have no clue!" More space saving building? *all the shrugs* We are literally eating a country's worth of Econ from three different locations.
Also the later two options almost definitely will push us to red Econ. I think that would be bad.
So them's the breaks. I think that to get a good hit in on dislodging the Belief right now, and keep our pants on while doing it, we need to do this:
Elect Magwyna Queen. Direct + to dislodging it.
Random Admin Tech Upgrade. Not a direct help, but it lets us do more shit that can help. Admin is like logistics. It makes the world go round.
New Trails. While the Marchers may not be getting ready to crawl out our mouths by way of our asses, this gives more time and makes progress on the issue.
Let it be known that you have room. This could be negated potentially two times, so threat is lessened.
However I like the sheer insanity of
@Omegahugger's plan so I am okay with it winning. Just a glance makes me think the math might actually work out. I actually kinda like it more than the current plan that's winning, but I'll be okay with either.
Actually how much Stab will we end on from their plan? Let's look.
2 + 1(Reassure) - 1(Magwyna) + 2(Grand Sac) - 4(
Everyone!) = 0. Well I'll be damned. Disregarding the ordering it will work. Also I believe CA has a chance to reduce the -4 to -3. Could be wrong though.
Regarding the ordering:
Well Magw is a Hero Admin so she can't crit fail. That means at least Grand Sac will come before the Refugees.
2 - 1(Magwyna) = 1 Stab. 1 + 1(Reassure this goes together with her coming into office) = 2. 2 + 2 = 4 down to 3. Uh oh. 3 - 4 = -1.
Hrmm...
If Grand Sac comes before then we have a slight problem. It would have to come after the refugees if Reassure came as she went into office.
The best way would be
Mawyna > Reassure > Refugees > Grand Sac. Leaps from -2 to 0. If CA bumps the 4 to a 3 then we end at 1 Stab.
Sadly bookutons of Econ though. Gonna be a problem.