- Location
- Staring into the void
[X] [Main] Proclaim Glory
[X] [Secondary] War Mission - Northern Nomads
[X] [Secondary] Build Iron Mine
[X] [Secondary] War Mission - Northern Nomads
[X] [Secondary] Build Iron Mine
Special: Studying Health this turn may produce special results
Special: Changing Policy of Defence or Offence does not cost an action this turn
Iron mine costs 4 econ. Resource flow = -7 Econ +1 stability with a main GS, but then a -1 stability due to a lack of war mission.Okay I think we should do this.
Also HOLY SHIT ACUPUNCTURE!
[] [Main] Build Iron Mine Bleeding Cliffs
[] [Secondary] Grand Sacrifice
[] [Secondary] Grand Sacrifice x2
Resource flow. +0 Econ and +1 Stability before Province actions. We also get Iron, when no one has anything better than brass. In general, it also radically increases the effectiveness of all our tools and we gain a major spike to productivity.
Provinces on Expansion will generate around 3 to 4 Econ. Possibly some Mysticism if they Main a Settlement. Any of the Econ generated here through Expand Econ will arrive before the mid turn see this post.
Narratively I think we all agree that the Ymaryn equate "The Spirits are angry = disaster. And they need to be appeased."? So, looking at this vote we open the mine and we do a grand sacrifice, either before or after is fine. By doing the grand sacrifice we directly appease the spirits for our trespass into the earth, in the Ymaryn's minds to the best of their ability. I say this is the most effective because it is the option with the highest amount of generated Stability in one go besides Restore Order and RoO is more about corruption and crime than appeasing the spirits.
We also come out ahead in stability by doing this. I figure even if a disaster strikes next mid turn we will have in most of our people's eyes appeased them in regards to the mine so they will think the disaster cannot be related to it and thus Observance implies that something else caused it. Indirect weakening of the Weapons of the Gods, which may not be officially counted but it does set up a narrative for it to be questioned. Observance will probably not proc good or bad in the disaster, at least not in connection to the Mine.
Doing this with a Main Proclaim Glory could also work, as it maxes our Legitimacy, which will be useful if a disaster comes. It's a tradeoff of do we want 3(max) Legitimacy and 0 Stability or 2 Legitimacy and 1 Stability. Narratively it also appeases people by reassuring them that the king and chiefs know what they are doing. This does not have the spiritual appeasement element of the Grand Sacrifice vote, so I see it as being overall less effective in setting up a good narrative to prepare for a disaster, if one is coming.
Now an alternate argument has been raised by veekie here(Trying to find his post one moment)found it. Take what you will. I consider those outcomes in the evaluation of Main Iron Mine plus Grand Sac x2 to be business as usual with Weapons of the Gods and are neutral. Additionally we know what to do to get rid of Weapons of the Gods so after this mine we can start working for it being finally gone.
Cockamamy fuck cock. I should read more deeply, I looked at Grand Sac and saw it was open and missed Iron mine. Yay...@Academia Nut
If we take Iron Mine and drop stability to -1, can we also take Restore Order at the same time in anticipation of the drop?
Assuming not,
[X] [Main] Build Iron Mine
[X] [Secondary] Study Stars
[X] [Secondary] War Mission - Northern Nomads
Provinces will almost certainly do an expand economy and take 2 new settlements.
@BungieONI
That's awfully risky and relies upon admin rolls to not lose stability from lack of econ.
Build Iron Mine - In the settlement of Bleeding Cliff there is a cliff streaked with red stone that is a known source of star metal. The large scale mining and smelting of the ore could have... considerable... benefit.
*S: -4 Econ, -1 Stability, +??? next turn
*M: -4 Econ, -1 Stability, +??? mid-turn
Main Iron Mine gets us iron tools and weapons by the mid-turn, aka in time to matter for the war. Might give us an edge in the "justify metals to populace" check.Build Iron Mine - In the settlement of Bleeding Cliff there is a cliff streaked with red stone that is a known source of star metal. The large scale mining and smelting of the ore could have... considerable... benefit.
*S: -4 Econ, -1 Stability, +??? next turn
*M: -4 Econ, -1 Stability, +??? mid-turn
Zero stability, no Restore Order. Pretty sure this isn't a mistake this time.Restoration of Order -The people are uncertain, and into that uncertainty bad behaviour can flow. Send in the warriors to reassure people and root out corruption and dissent, restoring the proper function of the People. Max Stability: 0 or Legitimacy, whichever is lower
* S: Gain -1 to 2 Stability
* M: Roll twice, take best result
* modified by Administrative skill
Special: Studying Health this turn may produce special results
Apparently changing to Offense is enough to help the stallions and fulfill the obligation. Doing more sounds wise though.[X] [Main] Build Iron Mine
[X] [Secondary] Study Health
[X] [Secondary] War Mission - Northern Nomads x2
[X] Change Policy - Defense
*sighs* I want to Study Health and I want us to have the iron mine provide a mid-turn action/result.