Are you under the impression that stability loss from refugees isn't a source of corruption, or did you just botch an argument against spending stability at all?Stability loss - especially if we go into the negatives - results in corruption.
Are you under the impression that stability loss from refugees isn't a source of corruption, or did you just botch an argument against spending stability at all?Stability loss - especially if we go into the negatives - results in corruption.
Oh your right , mah bad
Kicking isn't to complete the megaproject. What kicking does is give us another option ON TOP of completing the megaproject. Working on it REGARDLESS of whether we kick it or not will complete it.
This quote is from last turn, so that leaves us with 1-2 progress left.Sacred Forest Renewal Megaproject, which requires 1 to 3 more turns of work
is there a reason negotiated settlement isn't one of the ways we can end this conflict, as it means we can disengage from the conflict with the Xohsiyrri (and from their traits, it's quite likely they're liable to keep their word particularly if they believe this war is any indication of how a future conflict would go) and pull back and consolidate, given the information about the Thunder Speakers and High Kingdom should increase their threat which the King should know about.
A peace settlement should also mean that you can acquire various things, whether that's just some stats from tribute payment, technology, favorable trade rights, or perhaps a changing of some laws given they are quite literally being sieged; and given it's a true city with the density of population that implies, their lack of food production causing starvation, and general unhygienic and unhealthy condition it must be horrendous there. OOC it would also be an incredibly fun vote to have given the nature of how these types of votes go, and the interest that they pick up.
So, what actually won? I don't remember the "How is she raised" vote happening. Though finding out she turned out to be literally The Deep State in the end is hilarious.
@Academia Nut
If we finish the Sacred Forest Renewal, would that prevent additional climate damage this turn?
I meant in terms of revolt risk, not outcome; that is, does the Western wall having a new glassworks make the North as a whole more likely to decide they can make it on their own? If so, is it as important a factor as if the stallions or the regular northern provinces did?
which action is most likely to lead to paper? I'm thinking it would be Study Alchemy, but wanted to check before voting.
No, it won't. One more action puts us at 9 out of a possible 10 needed. We don't KNOW one action will suffice.
Does the [Main] Build Mill in this vote consume 3 Wealth and 1 Art as it would normally?
Sorry to keep pinging you, @Academia Nut, but one more thought I had: if we go with the "pull out our own dudes while leaving the vassals and mercs" option, would we be able to get passage through the HK and/or TH territories for our return home? Idea is to do a carrot/stick thing, where the carrot is our soldiers leaving behind Xohyssiri loot in the brothels, taverns, gambling dens and marketplaces throughout their territory, and the stick is to make a point that our troops are well-armed and well-trained, with a side order of "we heard you were thinking about starting some shit, so don't think you can surprise us with a backstab".
eople are confused about whether or not kicking allows us to take an additional action or is done as a 'definitely complete' the megaproject. Please clear things up.
We don't want to risk collapsing our civilization with a stabhit when we already want to take a stabhit to kick the megaproject. That's why we want the small refugee influx option.The least you guys could do is take the middle refugee option with we have reserves it would make our martial into at least ten which should be enough to deter the HK and TH.
Reminder: we're still eating random Econ loss. We need end turn Econ of 5 to be safe(Double Main Trails -2, Expand Econ +2) next turnVeekie, are you sure we shouldn't do Lesser assistance with the miners so Centralization stays at 3? Academia Nut has warned us that low centralization during this time could cause problems and we only need 2 Centralization for a new trails rush, not 3.
Factor in random loss. We can die from Econ loss as well as centDouble main trails asap is my plan. -2 Econ, +2 Centralization, so we'll need at least 2 econ starting next turn.
Do you really think we'll be able to take any actions we want next turn? That we can afford to take a bunch of Trails to get our Cent back up with a 2- or 3-front war on the horizon and lowlanders gaining the secret of iron if we fail there?We are going to be raising centralization before the next mid turn. I don't know why we are afraid of Centralization 2.
By next mid-turn we'll have at least +1 from main trails, maybe +2 from Double Main Trails. And if we leave on restoration policy +1 from Enforce Justice.
Do you REALLY want to put us 1 Stability point away from exploding, with plague and multi-front wars on the horizon and an Intrigue hero? Why.We're at 1 stability currently. -2 from that puts us at -1, with a chance of further loss to put us at -2. Then the megaproject completes to put us at -1 in the worst case.
A good benefit of taking the three centralization hit now is that it can potentially reduce some negatives next turn given it's highly likely we're going to take double main trails. This automatically gives us +2 centralization which leaves us at 4 which is just below the yellow mark - which is fine - but it also ensures that just in case we get additional centralization from the synergy of double main trails (and the innovation follow up implied) it should only push us into yellow centralization instead of all the way into red.We should not lower centralization unless it's vital, as it constitutes an unknown amount of holding us together. Going down anymore than 2 is dangerous, and honestly I am really tempted to switch my vote to take 1 centralization hit and take the bigger stability hit to mitigate this. We do want the econ, though.
That'd be why I changed my vote to include kicking for a Main Build Mills, yes.Factor in random loss. We can die from Econ loss as well as cent
But what if Rulwyna II was malevolent? Or the intrigue hero was non-Ymaryn?Also Intrigue heroes are broken as heck and pure awesome in human form. Please don't nerf.
I am aware that stability loss from refugees is a source of corruption. I just think that in that case it's worth it, since it reinforces and advances Cosmopolitan Acceptance, but for merely getting more Economy it's not worth it. That said, enough corruption is generated by going into negative Stability that taking in enough refugees to take us there should be done carefully, with a Restore Order prepared to be used.Are you under the impression that stability loss from refugees isn't a source of corruption, or did you just botch an argument against spending stability at all?
No, you see.A good benefit of taking the three centralization hit now is that it can potentially reduce some negatives next turn given it's highly likely we're going to take double main trails. This automatically gives us +2 centralization which leaves us at 4 which is just below the yellow mark - which is fine - but it also ensures that just in case we get additional centralization from the synergy of double main trails (and the innovation follow up implied) it should only push us into yellow centralization instead of all the way into red.
Side note - I dislike the options going to maximum refugee's. I'd much rather save the stability so we have a larger buffer, go double main trails and secondary switch to balanced next turn, then the following turn start the palace and pump the stability into there given the palace has a good chance of resolving this crisis via providing additional administrative and logistical innovation where as more refugee's in this current time only makes it more perilous if we have people coming in who don't have the institutional knowledge of the People's laws and customs.
Centralization is explicitly needed to keep us safe here. Too much is bad, -2 is cutting it close and only even remotely sensible because they help put out some fires.Warning: Under current system, cascade failure begins at end of turn Legit + Stability <= 0 (Legit 3, Stab -3; Legit 2, Stab -2; etc.). Low Centralization may change this from end of turn to a more sensitive form
See guys this is why we should raise religious authority but considering that the other pilgrimage sites are theocracies it is still quite an achievement to be able to compete against them.You are falling behind in terms of religious authority compared to the other pilgrimmage sites.
We're real short on econ slots at the moment. Go with the Build Mills option.
Maybe we should take in more refugees since we have a guranteed plus 1 stability coming in next turn or kick and take an expand economy.
1) = more econ, innovation. Less wealth, centralization 2.What's the difference between this:
1)
[War] Withdraw main forces to defend Redhills, leave vassals and Red Banner
[Boat] New design: Seaworthiness
[Mill] Greater permission (-3 Wealth, -1 Art, -2 Centralization, +3 Econ, increased potential for innovation)
[WC] Lesser assistance (-2 Art, -1 Centralization, Stallions pleased, ???)
[Main] Sacred Forest Renewal Completion (-2 Econ, -2 Mysticism, -1 Art)
[Refugee] They accepted all who came (Chance of stability loss, +2 Econ)
and this:
2)
[War] Withdraw main forces to defend Redhills, leave vassals and Red Banner
[Boat] New design: Seaworthiness
[Mill] Lesser permission (-2 Wealth, -1 Art, -1 Centralization, +2 Econ, potential for innovation)
[WC] Lesser assistance (-2 Art, -1 Centralization, Stallions pleased, ???)
[Main] Sacred Forest Renewal Completion (-2 Econ, -2 Mysticism, -1 Art)
[Refugee] They accepted all who came (Chance of stability loss, +2 Econ)
In terms of end results?
Absolutely. If they developed their find on their own they would also have a stronger sense of "We don't need the south".
This is a fucking long-term shiny. Drop it and pay attention to surviving.
We're real short on econ slots at the moment. Go with the Build Mills option.
Ah yes forgot about the econ slots.Expand economy won't work if we're taking in more refugees than the bare minimum, since our expansion slots are fairly low. If you want more econ build mills is better.