[X] [Prog] Build Glassworks (-1 Econ, +2 Art, increased chance of new innovations)
[X] [Refugee] Those who arrive on their own (Chance of stability loss, +2 Econ)
[X] [Value] Nomads
 
Recent innovations means that Centre of Trade is no longer necessary to have access to the market, but it does double the benefits of market dominance. Change value supported by Cosmopolitan acceptance?

Read the update, man. We no longer need Center of Trade to have access to the market, we'd lose about half the Wealth bonus from dominating in a given field of trade. Another idea, one that doesn't force us to spend actions and lose stability from someone else entering the market, is a very good idea.

Wait, this is unclear. This can be read as:
  1. After the change, Centre of Trade's bonus Wealth generation from dominating is doubled
  2. After the change, we get bonus Wealth generation from dominating by default, and Centre of Trade doubles this
These are two very different things - in one case, dropping Centre of Trade means dropping +2 Wealth/turn for each good dominated, whilst in the other dropping Centre of Trade means we drop 1 Wealth/turn for each good, and keep 1/Wealth/turn for each good.

@Academia Nut , which is it?

EDIT: Also, if we drop Centre of Trade do we still lose Stability for losing dominance?
 
We need glass to even transport and utilize the materials without ... issues. This should be the primary choice here. It also provides even more innovation. While it would be nice to start with the dye workers, we don't want people dying of exposure to toxins. That's a recipe for a debilitating belief if I've ever seen one, and this will be crucial for our future dye production, so we can't afford that.

[X] [Prog] Build Glassworks (-1 Econ, +2 Art, increased chance of new innovations)

We can't afford the dip into negative stability levels with our red overflowing martial. That's a recipe for problems. Additionally, we don't really need to bring in more people for another true city. We have enough trouble with the one we have, lets let the other wait a few turns more.

[X] [Refugee] Those who arrive on their own (Chance of stability loss, +2 Econ)

Centre of Trade just doubled in value. Why would we change it?
What he said.
Recent innovations means that Centre of Trade is no longer necessary to have access to the market, but it does double the benefits of market dominance.
[X] [Value] No
 
Read the update, man. We no longer need Center of Trade to have access to the market, we'd lose about half the Wealth bonus from dominating in a given field of trade. Another idea, one that doesn't force us to spend actions and lose stability from someone else entering the market, is a very good idea.
That doesn't change the fact we're going to want to dominate in those goods anyways. Yeah, COT has it's downsides but that doesn't change the fact that it's one of the best resource generators we know. All the things we're at risk of having to go over? We're gaining new advantages in.

Action economy is one of our strengths in terms of how many our provinces can throw out, and then how many our marches can throw out as well. Why refuse to leverage it with COT? It's not like those actions don't have their own merit as well.

We just got an opportunity to get the trade dominance in dyes. That's the "Expand Snails" option. It currently has 0 voters.
I doubt this is the end of her story line considering all these things were mentioned. To say nothing of the fact our provinces can expand snails.
 
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I think it would be best to patronage the arts and let the provinces expand snails, glassworks and vineyards. We should be making bigger picture decisions and letting our provinces manage the smaller details instead of us micro-managing everything.
 
We do however, need a New City to deal with Baby Boom.

We have a colony for that. Also, a true city will grow organically out of a baby boom rather than suddenly from a rapid influx of refugees. Which sounds more stable? Also, did you notice our red martial and 0 stability?

[X] [Prog] Expand Snail Cultivation (-1 Econ, +1 Wealth, +1 Art, potential additional effects)
[X] [Prog] Art Patronage (-1 Econ, -2 Wealth, +4 Art, +1 Prestige)

Hey. How are we supposed to transport the toxic chemicals without glass?
 
That's dye dominance itself. CoT incentivizes entering new markets... and trade wars.
It incentivizes entering markets for not-yet-dominated trade goods and retaining dominance of current trade goods. Both of these incentivize/inherently require investment into artistic pursuits.

If the benefit of dominating a trade good is halved, it is highly unlikely that people will decide to invest in it in order to get 0.5 points of Wealth a turn. Thus, it is likely that all motivation to pursue art for any purpose other than the technological will vanish.
 
I doubt this is the end of her story line considering all these things were mentioned. To say nothing of the fact our provinces can expand snails.
The dye-makers are getting very nervous right now. I highly suspect that if we don't drop CoT or improve our dyes this turn, we'll drop to Leading and take a Stability hit. There is a chance of it lasting one more turn... But no guarantee.
 
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The dye-makers are getting very nervous right now. I highly suspect that if we don't drop CoT or improve our dyes this turn, we'll drop to Leading and take a Stability hit. There is a chance of it lasting one more turn... But no guarantee.
We literally just unlocked a new source of fancy new dyes. That was the case before this turn - it is now the exact opposite of being true.
 
Because it got weaker?
See here:
Wait, this is unclear. This can be read as:
  1. After the change, Centre of Trade's bonus Wealth generation from dominating is doubled
  2. After the change, we get bonus Wealth generation from dominating by default, and Centre of Trade doubles this
These are two very different things - in one case, dropping Centre of Trade means dropping +2 Wealth/turn for each good dominated, whilst in the other dropping Centre of Trade means we drop 1 Wealth/turn for each good, and keep 1/Wealth/turn for each good.

@Academia Nut , which is it?

EDIT: Also, if we drop Centre of Trade do we still lose Stability for losing dominance?
It can be read in two different ways, and it's actually a pretty important distinction. In one way the trait's income value just doubled, in another it's exactly the same as it always was except we now have access to the trade mechanics without it, and our base Wealth generation increased.

That just means we'll be in a good position to strike back and only take 1 Stability damage instead of choosing between war and taking 2.
It is unlikely that we'll drop it this turn.
 
[X] [Prog] Build Glassworks (-1 Econ, +2 Art, increased chance of new innovations)
[X] [Refugee] Those who arrive on their own (Chance of stability loss, +2 Econ)
[X] [Value] Highlanders
 
[X] [Prog] Art Patronage (-1 Econ, -2 Wealth, +4 Art, +1 Prestige)
[X] [Refugee] Draw from all neighbours afflicted (-2 Stability, chance of further loss, +6-8 Econ, new True City)
[X] [Value] No

Let our provinces take care of the smaller details.
 
can we get TGG from the Xohyssiri or do we have to take a Moloh Calls now?

Neither.

Is there something we could be doing that would allow us to know what the values of other societies are, for choices like this?

More trade missions. You vaguely know what each might give you, but it's a bit of a stab in the dark.

Wait, this is unclear. This can be read as:
  1. After the change, Centre of Trade's bonus Wealth generation from dominating is doubled
  2. After the change, we get bonus Wealth generation from dominating by default, and Centre of Trade doubles this
These are two very different things - in one case, dropping Centre of Trade means dropping +2 Wealth/turn for each good dominated, whilst in the other dropping Centre of Trade means we drop 1 Wealth/turn for each good, and keep 1/Wealth/turn for each good.

@Academia Nut , which is it?

You will lose per turn Wealth generation if you drop Centre of Trade.
 
[X] [Prog] Art Patronage (-1 Econ, -2 Wealth, +4 Art, +1 Prestige)
[X] [Refugee] Those who arrive on their own (Chance of stability loss, +2 Econ)
[X] [Value] Highlanders
 
[X] [Prog] Build Glassworks (-1 Econ, +2 Art, increased chance of new innovations)
[X] [Refugee] Those who arrive on their own (Chance of stability loss, +2 Econ)
[X] [Value] Highlanders
 
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