It seems like doing the start of trails may have tightened things, but I'm hopeful that as we actually get the trails up to an acceptable level, they'll improve the situation.He actually said we might have a 2 yellow warning. He also said the cap might have changed. We really don't know; he was pretty cagey.
We were at 4, it changed to yellow, AN said we get a 2 yellow warning when people asked why. I.e., it's 6.
Yeah, specifically here's the quote:He actually said we might have a 2 yellow warning. He also said the cap might have changed. We really don't know; he was pretty cagey.
Which is ambiguous as to whether "it's possible" applies to the "you have a two yellow warning this time" as well.You have a hard time tracking what changes the centralization caps, but adding more provinces at this point seems to be risk lowering the cap. It's also possible that the cap has changed multiple times in the past but you didn't know where they were, and you have a two yellow warning this time.
Well fuck me sideways. Never mind then.It's integrate vassals, not march. Can't integrate the ST, only Lowlands.
Sorry your vote is not valid. We only have the Lowland Minors as a Vassal.[X] [Alchemy] Full support (Main Study Alchemy, Stallions very pleased)
[X] [WC] Send many experts to work at the problem (-3 Art, -2 Centralization, +2 Wealth, +2 Wealth next turn)
[X] [React] Integrate Vassal - Stallion Tribes
So, I'm not usually one to go full bore on anything, but I feel we have an opportunity here in that pleasing the Tribes while integrating them should go over smoothly and ease the transition. We don't really have another chance for this unless we wish to do it after we build the palace. The majority of the stallions martial can be pushed into a new March or Mercenary company.
Very harmonious.
You have a hard time tracking what changes the centralization caps, but adding more provinces at this point seems to be risk lowering the cap. It's also possible that the cap has changed multiple times in the past but you didn't know where they were, and you have a two yellow warning this time.
It will get worse with every province you add. If my notes are right all your centralization values are yellow or red now.
It means that if you end up with a total at the wrong numbers you won't have a chance to make an emergency stability or legitimacy boost.
OOC: You're on the verge of admin improvement which will begin giving you information if certain actions can shift your high or low end Centralization tolerance, but you're not there yet.
Provinces cause the most, subordinates only some. It's mostly a problem of geometrically rising complexity, something which the People don't even have the math to describe. They just know that whenever they add in a new full province the amount of work needed grows by a value much larger than what they would expect from a linear system.
!!! New civ! Unless i'm blind, the "Tin Tribes" weren't mentioned in the update... @Academia Nut what do we know about them? Are they whats reforming in the Hathatyn lands?
The Trelli trade for it, mostly from western tribes it seems. There's a river north of their city that leads into mountainous interiors that appears to have a significant source of the tin they trade for.
I think this is a vote everyone is happy with. Roads are loved by everyone, we have juuust enough resources to make both the south and north happy, not to mention we would hopefully get mortar out of the alchemy action, and the gems both lower centralization and get us more wealth, along with hopefully letting us dominate another trade good.[X] [Alchemy] Full support (Main Study Alchemy, Stallions very pleased)
[X] [WC] Send many experts to work at the problem (-3 Art, -2 Centralization, +2 Wealth, +2 Wealth next turn)
[X] [React] Main New Trails
> is late to the vote
> bandwagon is exactly what he would have voted for
Huh. What am I supposed to argue about and be salty over now?
Yeah, but concrete wouldn't allow for a better drainage system for the roads. Maybe inside the cities, where you want to direct the water, but on country trails you want the water to be partially directed off to the sides but generally just absorbed, making gravel and stone sufficient.So where would all the rain who would fall on the road go? Because i'm fairly sure that letting the water stay on a paved road would cause long-term damage, so it would be necessary a system to drain the water, ie, drainage system.
The Sewer would be a extrapolation of the drainage system.
@Abby Normal thx, yeah. I was looking for the quote to double check.He actually said we might have a 2 yellow warning. He also said the cap might have changed. We really don't know; he was pretty cagey.
With a war still going on, we were never going to be able to do the project at maximum speed.The trails are extremely valuable but taking it now removes the possibility of doing Megaproject Support -> 3x Megaproject.
Personally, I put long odds against megaproject policy next turn. I think we need one more turn of offense to pacify the lowlands.[X] [Alchemy] Full support (Main Study Alchemy, Stallions very pleased)
[X] [WC] Send many experts to work at the problem (-3 Art, -2 Centralization, +2 Wealth, +2 Wealth next turn)
[X][React] Main Expand Econ
The trails are extremely valuable but taking it now removes the possibility of doing Megaproject Support -> 3x Megaproject. This is a very significant loss. I'd much rather get the full 3x progress and do a main trails with our primary turn actions.
Specifically, we're at 7 -> 5 from our actions. -2 from True City, -1 because provinces maintain a buffer, so we'll see 2 actions and a secondary Expand Econ if we go onto Megaproject Support.
That being said the trails are really important, so I'm not gonna complain or get salty. It's a single secondary lost, and we've wasted far more than that before.
People can reach the King easier and quicker, so there are more people willing to make the journey and complain to the King about stuff.Rejoice, @veekie, for the hour of our trails is at hand!
ETA So long as they don't keep dropping our Cent cap and doom us. Seriously, what is with building roads causing so many problems?
Being salty over salt or lack thereof?[X] [Alchemy] Full support (Main Study Alchemy, Stallions very pleased)
[X] [WC] Send many experts to work at the problem (-3 Art, -2 Centralization, +2 Wealth, +2 Wealth next turn)
[X] [React] Main New Trails
> is late to the vote
> bandwagon is exactly what he would have voted for
Huh. What am I supposed to argue about and be salty over now?
With a war still going on, we were never going to be able to do the project at maximum speed.
[Main] War (If needed) + Red BannerPersonally, I put long odds against megaproject policy next turn. I think we need one more turn of offense to pacify the lowlands.
Yeah, that's generally assumed to be the narrative reason.People can reach the King easier and quicker, so there are more people willing to make the journey and complain to the King about stuff.
poetry contest to continue through each townPeople a question, let's say the Ymaryn have the right to use the roads for free.
What about foreigners?
So...what's the big advantage of the triple megaproject action? The provinces will just do Expand Econ themselves. They'll still have room to work on the megaproject, so they'll still get the Law bonus.[Main] War (If needed) + Red Banner
[Secondary] Enforce Justice
[Secondary] Change Policy - Megaproject
Probably free as well. Especially since most foreigners would be traders that are fairly well known to us, and who would be using the major roads that are meant for trade. The refugees are sorted at our borders after all, so it's not like we'd have random foreigners as a common sight.People a question, let's say the Ymaryn have the right to use the roads for free.
What about foreigners?