Also, I'm pretty sure that they don't need to declare war on us to raid our shipping. All they'd need to do is act as a haven for pirates, and the pirates would naturally sell their ill-gotten goods in their city.

We'd probably get a casus belli of course.

Festival only costs one, not two. So that puts us at 9.

Except. I'm pretty sure that the one of the econ from boats won't be available immediately, and baby-boom econ may not be available to the provinces, which means that we might have as little as 3 econ available next turn as provinces understand it.
Babyboom should pay out before the beginning of next turn. One of the boat econ may carry through to the next mid turn, but it depends on how complex AN wants to make his accounting.
 
We can't wait them out because they can solve their issues by just raiding us for our fabulous wealth.
I already addressed that. I'm quite OK with building up our pirate resistance so we're not worth it. But really, worst-case scenario, we pull out of the Not! Black Sea entirely and go trade elsewhere - which, with their CoT or evolution, and our many dominances, will almost certainly hit them harder than us.

They really can't raid our settlements effectively. Say what you will about our naval capacity, if they start anything on that front, the People will turn their raiders into flour. So, develop boats, OK, but hold back on provoking the fight. Settle east, not west.
 
Well something I realized about 1000 pages back was that he actually has a point with some of the stuff he says.



Not unless we take it over and set up shop! :V

Might be tricky though. And kinda shaft the Palace.

So yeah. :evil:



I think they are going to start poking soon(the greed going to their heads you know?), but the rest I agree with. Something's going to poooooop~

And it will be hilarious to watch, if also messy.


Excellent choice. *nods*


I haz points!!! I iz recognised!!
 
I can smell the trade wars on the horizon... don't knownwhat to vote for right now, but i say we go all in once we are ready
 
Babyboom should pay out before the beginning of next turn. One of the boat econ may carry through to the next mid turn, but it depends on how complex AN wants to make his accounting.
Source on the babyboom paying out at the start of turn?

As for Boats, it is explicitly "+1 Econ end of turn" and "+1 Econ, +1 Econ Expansion and Diplo next turn". I suppose it could be read as paying off at the start of the turn before anything else happens, but that is a bit silly; if it was, why would there need to be a distinction drawn between getting one econ as the last thing in the turn and then immediately getting the other econ and diplo as the first thing next turn?
 
[X] [Diplo] Stay home, garden (Main Expand Econ)
[X] [Int] Garden (Main Expand Econ)

There isn't a chance in hell of either of my votes here actually being chosen, but I've got to at least try.

Does nobody else care about completing the palace next turn? :cry:
 
I haz points!!! I iz recognised!!
Well I mean of course you freakish sapient sheep. You support said points with what I can tell is a wealth of knowledge and valid citations so they are very pointy.

I just tend to not really agree that they are appropriate paths to go down due to risk and cost benefit assessments.

Also, you tend to be hilarious. So bonus kudos.


[X] [Diplo] Stay home, garden (Main Expand Econ)
[X] [Int] Garden (Main Expand Econ)

There isn't a chance in hell of either of my votes here actually being chosen, but I've got to at least try.

Does nobody else care about completing the palace next turn? :cry:
My comment on this vote is: Say hellloooooo to over expansion and Pestilence. I hope you like them.

At this point I am okay with it taking at least another turn, however I figure if it ain't done next turn, we can do it on the mid turn more likely than not.
 
Wonder if we can invent privateers early.
But the Trelli just did. They figured out how to make a profit from Mercenaries when you aren't renting them out to fight: Set them to slave raid on their own
You're right about the rest of your post considering risk. I will probably change my vote, but...

Natural northern coniferous forests as they were before the 19th century clearcuttings were a huge mix of various tree varieties. Admittedly, trees such as ponderosas are absolute shit for shipbuilding, but there's more than just these. Redwood, which is what I suspect those trees might be, is quite good for ship building, though other Sequoia varieties aren't so much. Many varieties of spruce are also quite good. I know firs are used for plywood and so is lodgepole. I couldn't find anything about building plank from those.
Mmm, that does make sense, but also keep in mind that significant amounts of timber trade isn't happening. Logs are very high bulk, very high volume goods, so trading wood is difficult long distances until we improve boat tech a fair chunk more.

Either way, a Northern Trade Post isn't going to produce a benefit right now, because it takes time to claim them for managed forests and then figure out what they are good for, and apply those materials to shipbuilding.
And the now-term is rather important.

Predicted Northern trade post timeline:
-Turn 1: Main New Settlement, Main Expand Economy(may fail due to unfamiliar climate)
-Turn 2: Main Docks,Main Walls(expected around the point they realize that a high settlement wall greatly cuts down fuel demands in winter by eliminating wind chill)
-Turn 3: Main Trade Mission, Main Expand Forest

Turn 3 is the soonest I would expect them to be able to provide us northern wood in seeds/saplings, they'd be more likely to focus on acquiring the high trade value, low bulk furs and amber initially.

To ship down the bulk quantities of timber needed for ships would require on site shipbuilding capabilities and a new boat design for Size + Size + Portable to make shallow draft barges that can fit trees.


[X] [Exp] Found Far Northern Trade Post
[X] [Diplo] Need a bigger boat (Main More Boats)

I like the synergy of North and Boats.
But...there isn't one? North pays out boat improvements generations down the line. They won't help the current boat batch.
But the bronze they already have do not vanish all of the sudden does it? I'm saying that if they do choose to play (naval) hardball with us, we could likely receive considerable backlash (think repercussions from cut off sea routes and difficulty in supporting Greenshore). All of which could be avoided if we could match them on naval terms or didn't draw aggro from them. There are certainly pros to your approach but I personally do not like the risks involved.
Current bronze remains in circulation, but weapons and tools lost can't be replaced, and new weapons/tools can't be made without a fresh supply. The Bronze Age collapse was due to this, an economy geared around the expectation of bronze elite artisan tools and elite warrior equipment collapses when you become unable to grow and keep up with the demands of a growing population.

Think for instance, you have 10% of your population armed with bronze. The Tin supply cuts off. Your population loses 10% of their gear to misadventure(especially common with warriors!), and also grows by 10%. Now you have 8% of your population armed with bronze a generation later.

Which gives you people who want or need bronze equipment fighting over who gets the limited stuff. You lose it at an even higher rate in war if you fight to grab it.

Which leads to the solution here: By controlling the Tin supply, they must either beat us within 2-3 turns, surrender in the same timespan or implode.
...kind of like a Nomad Waagh really...
Uh.

So, this vote is willing right now.

And while I can definitely see the use of everything for, it puts us at 6 econ. That is... a problem. Weren't we going to try to finish the palace next turn? Provinces aren't going to spend us down past 1, so that is only 5 econ free. And if they try to keep a buffer of 2 for the city tax, it is only three econ free. That would not only make it impossible to finish next turn, but possibly screw us out of multiple free actions (law bonus, symphony bonus).

@veekie - thoughts?
This turn Econ 11/Expansion 6
-Trade Post -2
-More Boats -2
-Festival -1

This turn end 6/Expansion 11
-More Boats +1

Next turn start 7/Expansion 12
-More Boats +1
-Baby Boom +5
-City Tax -2
-Palace -4

Next mid-turn start 7/Expansion 14

So barring unexpected events:
Current Project progress 3/8-10
-Main Palace +1
-Province +1
-Law bonus +1
-Symphony bonus +1
Next mid-turn project progress 7/8-10
-Main Palace +1

So we won't be screwed out of full efficiency.
We will not complete it next main turn unless the provinces don't factor Symphony bonus into their calculations.
We will get partial Palace benefits next turn no matter what(7 actions committed > 6 criteria)
We may or may not finish the Palace on the next mid turn.
We definitely can start the Census the turn after.

Does that satisfy?
 
[X] [Diplo] Stay home, garden (Main Expand Econ)
[X] [Int] Garden (Main Expand Econ)

There isn't a chance in hell of either of my votes here actually being chosen, but I've got to at least try.

Does nobody else care about completing the palace next turn? :cry:
You do realize we are getting a 1.25 Main expand econ every turn, right? We literally don't need to do it manually, and if we did it your way we would instantly go below 0 econ slots.

I mean this baby boom is 'uge. It's tremendous.
 
One of these options winning would already be a miracle. Having them both win is a patent impossibility.


Also, as far as I know, we can expand as much as we want; when we hit cap the surplus just overflows to wealth and the slots are refunded?
Not that I am aware of. As far as I know the limit may be to the true city refund, so we'd end up at -3 Expansion.

We probably don't have enough slots right now to hit the cap.
If both of those won and we got baby boom at the start of next update that would be +13 Econ. We'd overflow a lot of slots. A lot of slots.

I mean does it make sense to be able to expand forever? We are adding more and more and more people and taking into cultivation more and more land with every expand or garden action. Eventually we run out of room. Thus overcrowding.
 
I think this might cause overcrowding and end the bay boom.
I will happily accept just one of the two. But without either we won't have the econ to finish our palace.

No may about it, that's -8 Expansion right there. Coupled with the net -3 Right now and we'd end up at -5 Economy Expansion. Serious overcrowding.


I can hear Pestilence licking his chops.
We don't get baby-boom income until next turn, and we have Palace actions then to offset it.
Also, realistically, even if one of these options wins, going by the current tally, the other will consume an econ, which means that econ doesn't have a chance to dip into the negatives regardless of order of operations.

We probably don't have enough slots right now to hit the cap.
Our cap is 15. We have 17 LTE right now. Even if we lose 2 LTE to the trading post, that still leaves us with 15, enough to hit our cap.
 
We don't get baby-boom income until next turn, and we have Palace actions then to offset it.
We got it at the start of this turn.
Climate Change Ended!
Disrupted Trade Ended!
Baby Boom Activated!
All started at the beginning of the turn!
we won't have the econ to finish our palace
HOW? This does not make any sense at all. The palace costs 1 econ per turn. We are making 5, Even with true city costs, it just doesn't add up to a negative number here dude.

This turn Econ 11/Expansion 6
-Trade Post -2
-More Boats -2
-Festival -1

This turn end 6/Expansion 11
-More Boats +1

Next turn start 7/Expansion 12
-More Boats +1
-Baby Boom +5
-City Tax -2
-Palace -4

Next mid-turn start 7/Expansion 14

So barring unexpected events:
Current Project progress 3/8-10
-Main Palace +1
-Province +1
-Law bonus +1
-Symphony bonus +1
Next mid-turn project progress 7/8-10
-Main Palace +1

So we won't be screwed out of full efficiency.
We will not complete it next main turn unless the provinces don't factor Symphony bonus into their calculations.
We will get partial Palace benefits next turn no matter what(7 actions committed > 6 criteria)
We may or may not finish the Palace on the next mid turn.
We definitely can start the Census the turn after.

Does that satisfy?
 
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We don't get baby-boom income until next turn, and we have Palace actions then to offset it.
Also, realistically, even if one of these options wins, going by the current tally, the other will consume an econ, which means that econ doesn't have a chance to dip into the negatives regardless of order of operations.
I'm arguing against the combination more than anything else. Don't mind if one of them wins. Also kinda tired so...

Coherence
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Way down here.

Sorry if this discussion was bugging you.

E: Now... where was my sugar... Schweppes~ come to meeeee~...
 
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This turn Econ 11/Expansion 6
-Trade Post -2
-More Boats -2
-Festival -1

This turn end 6/Expansion 11
-More Boats +1

Next turn start 7/Expansion 12
-More Boats +1
-Baby Boom +5
-City Tax -2
-Palace -4

Next mid-turn start 7/Expansion 14
Yes, that looks... okay. I can live with that. It would mean we couldn't use our second action to do anything that costs econ (since otherwise we can't even afford the 4 palace actions), and it would mean we don't finish for an extra turn... but alright. I can live with that, as long as we aren't losing out on the Law and Symphony bonuses like we did this turn.


Though, once again, we are going to make sure out second action doesn't cost econ. No building boats/docks, no taking festivals, no expanding trails, no influencing subordinates. Come to think of it, what are you planning to use that second action on, really?
 
Yes, that looks... okay. I can live with that. It would mean we couldn't use our second action to do anything that costs econ (since otherwise we can't even afford the 4 palace actions), and it would mean we don't finish for an extra turn... but alright. I can live with that, as long as we aren't losing out on the Law and Symphony bonuses like we did this turn.


Though, once again, we are going to make sure out second action doesn't cost econ. No building boats/docks, no taking festivals, no expanding trails, no influencing subordinates. Come to think of it, what are you planning to use that second action on, really?

Enforce justice to get to 3 stab and a golden age.
 
Yes, that looks... okay. I can live with that. It would mean we couldn't use our second action to do anything that costs econ (since otherwise we can't even afford the 4 palace actions), and it would mean we don't finish for an extra turn... but alright. I can live with that, as long as we aren't losing out on the Law and Symphony bonuses like we did this turn.


Though, once again, we are going to make sure out second action doesn't cost econ. No building boats/docks, no taking festivals, no expanding trails, no influencing subordinates. Come to think of it, what are you planning to use that second action on, really?
Mills?
Expand Econ?

Or Ej I guess.
 
Ooo, neat, update.

*Reads and gets a sinking feeling in his stomach.*

*Checks tally.*

Yep.

*Checks discussion.*

Well, I'm discouraged from reading through it all after the first couple pages. You know, didn't this thread use to basically have the idea of never war? Now we want to do trade wars with the assumption that nothing will be sparked as a result of this? Sigh.

[X] [Exp] Found Far Northern Trade Post
[X] [Diplo] Need a bigger boat (Main More Boats)
[X] [Int] Build palace (Extra megaproject action)

Northern trading post is a healthier answer to this dilemma than trying to out muscle someone else's advantages as a center of trade. Instead we try to become our own.

Boats for a tech upgrade, in case this does turn south.

Finally, megaproject because, well.

We currently have 3/8-10. If we do one megaproject upgrade that will be raised to 4/8-10. This means we will be 5 actions away from finishing the megaproject on average. Guess what's so special about that number?

Actions we take:
[Main] Palace
Actions our provinces take:
[Main] Palace x3
Symphony generated actions (We're still assuming symphony works by generating actions, whether or not it does, it has effectively generated this):
[Main] Palace

This gives us 5 actions, meaning we are almost guaranteed to finish the palace next turn.
 
Not that I am aware of. As far as I know the limit may be to the true city refund, so we'd end up at -3 Expansion.
I'm pretty sure we've overflowed econ before without using up slots. Can anyone confirm?

We got it at the start of this turn.
The fact that the baby-boom starts next turn doesn't mean it triggers next turn. I mean, climate instability used to trigger mid-turn, and yet getting rid of it is listed under "starts next turn". Make sense?

HOW? This does not make any sense at all. The palace costs 1 econ per turn. We are making 5, Even with true city costs, it just doesn't add up to a negative number here dude.
It depends on when we get passive income (from baby boom and the like). My understanding is that we either get it after our actions or it depends on an Admin roll, which means that provinces won't use the resources.
 
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