Build Mills is really expensive in Wealth and Art. Those three actions would burn 9 Wealth and 3 Art in exchange for 9 Econ+LTE. And Econ is cheap for us; because of ironblooded we get it for half the price of any other stat (excluding special ones like stability of course.) Boats and Black Soil don't burn our other stats to the ground basically.

Edit: Also, to be clear, I'm voting for Build Mills here in spite of this; right now, in this crisis, we have excess Wealth to burn so it's OK. But we'll have to pay that 3x price later to rebuild our wealth.
I mean, I tend to count econ and wealth as being worth the same despite us being able to generate econ more cheaply, since econ overflows into wealth and it is really easy to make that happen. In light of that, the "net" cost is 1 art to produce 3 LTE, which seems on par with the black-soil major.
 
We might have to spend it as a war action, instead. S'why I've been keeping the possibility we'll still be on Restoration in mind.
... true. We probably definitely will, I think, since we'll be unlikely to finish off the Xoh this turn.

If they're not finished off I will probably push for non-north-specific roads. Increased ease of travel/aid to the warfront will help make our secondary still have an impact.
 
Oh yea the Non-hero Exceptional son, the son whos better than the vast majority of our Kings and Administrators, oh woes is me totally proves me wrong
Nevermind that you later argument is Primogeniture which NOONE wants, since we'd all would push for Tanistry at the least with our King directly choosing his heir amongst his children
But we already have de facto tanistry, just among all de facto noble lines instead of just one, andonly making it harder for commoner heroes to be king instead of completely locking them out. How is locking out a bunch of possible hero sources in favor of deciding that 3 and a half heroes means the line will always have a good heir as an option supposed to be a good thing? I'm legitimately confused by your argument here o_O
 
... why are you trying to make what we the players have done sound like the malevolent actions of the south?
I'm not. Totally not saying that at all. The worst we've done is neglect the north, but the oligarchs have used that neglect as an opportunity to entrench power against the north. See here:
He would simultaneously be enough of an outsider that he couldn't adroitly manipulate the system while being strong enough that he wouldn't bow to the interests of the south, likely relying on the closer ties to the north to rely on the chiefs from those provinces for advise... and letting them wedge open the door for further moves against the southern influence networks that had become increasingly entrenched against them.
Not specifying means we choose the actions the Ymaryn will take will be to build roads, but it'll be "interpreted" by the people in-universe - not the players - so that what'll happen is that the north doesn't get roads. At least, that's the idea.
 
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After reading through the arguments, updating my vote to do Kick+Mill.

[X] [War] Withdraw main forces to defend Redhills, leave vassals and Red Banner
[X] [Boat] New design: Seaworthiness
[X] [Mill] Greater permission (-3 Wealth, -1 Art, -2 Centralization, +3 Econ, increased potential for innovation)
[X] [WC] Lesser assistance (-2 Art, -1 Centralization, Stallions pleased, ???)
-[X] [Main] Kick the Megaproject (Pay 1 Stability, gain another Main action)
[X] [Main] Main Build Mill
[X] [Refugee] They accepted all who came (Chance of stability loss, +2 Econ)

Guaranteed completion of the megaproject = bonus econ, +1 Stability.

Remember, every -1 Centralization that we don't spend is +1 Stability via Enforce Justice. We stay on Restoration, and we are actually in a pretty good position. With -3 Centralization now, we'll have the space to double-main New Trails and still have the provinces do a secondary Enforce Justice.

This vote does bring us a little low in Art and Wealth, but Sacred Forest might even count as an engineering project. If not, we have plenty of art-boosters anyway, and have positive wealth income.
 
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I mean, I tend to count econ and wealth as being worth the same despite us being able to generate econ more cheaply, since econ overflows into wealth and it is really easy to make that happen. In light of that, the "net" cost is 1 art to produce 3 LTE, which seems on par with the black-soil major.
We've never done that though. We've never overflowed Econ into Wealth (probably because we use econ a lot.) So I wouldn't view it that way.

I'd have to work out the math to compare that case though; IIRC secondary black soil is more efficient than Main. I'd have to check though, and I don't have time atm.
 
Learn to read
Through your own reasoning. These are the objective facts of the choices. This was not meant to be an argument for one or the other. It was just to let people know the stat prices of each Economic Project
Anything else is inference from other Posts AN has made. I was only posting the raw costs and benefits from each action.

Good day to you.
We might have to spend it as a war action, instead. S'why I've been keeping the possibility we'll still be on Restoration in mind.
Well War Policy Switches are free. So would not have to do that.
 
[X] [War] Withdraw main forces to defend Redhills, leave vassals and Red Banner
[X] [Boat] New design: Seaworthiness
[X] [Mill] Lesser permission (-3 Wealth, -1 Art, -2 Centralization, +3 Econ, increased potential for innovation)
[X] [WC] Lesser assistance (-2 Art, -1 Centralization, Stallions pleased, ???)
-[X] [Main] Kick the Megaproject (Pay 1 Stability, gain another Main action)
[X] [Main] Main Build Mills
[X] [Refugee] They accepted all who came (Chance of stability loss, +2 Econ)

We need to go down 2 stability to build roads, and both of these seem really interesting, but I really don't want to go down any more then that. Just seems to likely to get things closer to blowing up.
 
But we already have de facto tanistry, just among all de facto noble lines instead of just one, andonly making it harder for commoner heroes to be king instead of completely locking them out. How is locking out a bunch of possible hero sources in favor of deciding that 3 and a half heroes means the line will always have a good heir as an option supposed to be a good thing? I'm legitimately confused by your argument here o_O
Because those commoners are already completely locked out and not one of these Nobles in the oligarchy have produced a hero in a while, Hell our current line I am talking about is from the Stallions who are most likely PURE heredity
 
[X] [War] Withdraw main forces to defend Redhills, leave vassals and Red Banner
[X] [Boat] New design: Size
[X] [Mill] Greater permission (-3 Wealth, -1 Art, -2 Centralization, +3 Econ, increased potential for innovation)
[X] [WC] Lesser assistance (-2 Art, -1 Centralization, Stallions pleased, ???)
-[X] [Main] Kick the Megaproject (Pay 1 Stability, gain another Main action)
[X] [Main] Main Build Mill
[X] [Refugee] They accepted all who came (Chance of stability loss, +2 Econ)
 
it was just to let people know the stat prices. Chillax.

Why? Restoration actions are looking pretty good right.
eh.... I guess because I'd rather not burn econ on festivals. It will depend on where we are.

I'm not. Totally not saying that at all. The worst we've done is neglect the north, but the oligarchs have used that neglect as an opportunity to entrench power against the north. See here:
Interesting. Not really what you said, as infrastructure =/= influence networks, but I get you.

I'd note that our influence networks have probably always been somewhat entrenched against the north. We've only had 2 northern kings, now, after all.

E: Oh. Didn't notice the road comment. We could always specify North for one of the main actions but not the other. They're both Build Roads.
 
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Considering that we'll be decreasing our centralization this turn, that apparently the HK and TH will back off if we get a sudden swell of military to spend, our constant worries about the north breaking away, and the fact that next turn our diplomacy will be at 6...

If it's possible does anyone want to aim to integrate the Stallion Tribes next turn?

Granted that would leave us at diplomacy 0, but apparently everyone around us wants us dead as soon as possible so I can't really think of a way that things could get worse for us diplomatically.

[X] [War] Withdraw main forces to defend Redhills, leave vassals and Red Banner
[X] [Boat] New design: Speed
[X] [Mill] Lesser permission (-2 Wealth, -1 Art, -1 Centralization, +2 Econ, potential for innovation)
[X] [WC] Lesser assistance (-2 Art, -1 Centralization, Stallions pleased, ???)
[X] [Main] Sacred Forest Renewal Completion (-2 Econ, -2 Mysticism, -1 Art)
[X] [Refugee] They were helping to create refugees, they should help more (-1 Stability, chance of further loss, +4-5 Econ)
 
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If you're worried about stability, Enforce Justice is freaking amazing. We're on Restoration, so the provinces will do that all they can. It'd be best if we could ensure that it is so by lowering Centralization as much as we safely can. Centralization 2 is low, but it's not dangerously so (we sometimes randomly get -1 and need to stay positive). It'll be shooting right back up no matter what we do next turn, so let's use it as much as we safely can.

Especially when it gives us bonus econ to make sure we don't die there.
[Mill] Lesser permission (-3 Wealth, -1 Art, -2 Centralization, +3 Econ, increased potential for innovation)
That's not an option, Lesser permission only has potential, not increased potential and gives -2 Wealth, +2 econ, -1 Centralization.
 
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Hmm I wonder if we will get a legacy for taking xohyr if we win.
Adhoc vote count started by Reader of all on Jul 2, 2017 at 11:55 PM, finished with 66716 posts and 43 votes.
 
That would bring us to 0 diplo, which increases the chances of our vassals breaking away (noting that the Hat are currently the most likely to try to break away).
hat aren't vassals they're a colony made by us
it doesn't increase chances of peripheral states breaking away, iirc, and might not do that for vassals either. It just makes other polities have less of a reason to not attack us.
 
[X] [War] Withdraw main forces to defend Redhills, leave vassals and Red Banner
[X] [Boat] New design: Seaworthiness
[X] [Mill] Lesser permission
[X] [WC] Lesser assistance (-2 Art, -1 Centralization, Stallions pleased, ???)
-[X] [Main] Kick the Megaproject (Pay 1 Stability, gain another Main action)
[X] [Main] Main Build Mills
[X] [Refugee] They accepted all whocame (Chance of stability loss, +2 Econ)
 
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