AN please, I had JUST caught up on all the posting and considering maybe starting analysis.
Now I'm 4 behind!
Also why is everyone voting so quickly?
I see hardly any discussion!
As long as they attack us while on scanty basis, we turn into this big green regenerating monster.
CBs to watch out for:
-Revenge
-Reclaimation
-Trade War
If we acknowledge that our enemies have a point in their war, we suddenly get weaker.
The river moves like a couple hundred thousand liters per day.
It would be not unlike worrying that you might dehydrate from urinating.
[] [Mystic] Study her condition only slightly
Minimal effort, she doesn't deserve it.
[] [Mystic] Get assistance from a temple (-1 Mystic)
Dedicates effort to studying psychology. May improve mental healthcare, but not very good end for Yanyan.
[] [Mystic] Search the entire kingdom for someone who might understand her and put her at ease (-1 Mystic, -1 Econ, -1 Wealth, -1 Culture)
Goes for the longshot to give her the happy ending she deserves, but probably does not advance medical science. Good for social values though!
[] [Hero] The next heir was forged in this war (Guaranteed Heroic heir in the next main turn)
I think this is actually redundant, and risks excessive militarization. Our heir is already Excellent Martial, we have a Genius Martial still alive and ready to go for a few turns yet.
[] [Hero] The smiths working overtime produced a prodigy (Heroic to Genius level artisan)
Riddle of Steel!
Those working on the Steel problem might breakthrough. We'd have to dedicate to study metal to make it work though.
[] [Hero] The battlefield created a peerless medic (Heroic to Genius level medical mystic)
Medical breakthrough. This one should go with Poppies probably?
[] [Hero] One of the negotiators truly shone among the Khemetri (Heroic to Genius level diplomat)
I'd note that nobody has plans for extensive trade missions or diplomatic efforts. We don't have the Wealth to use Salt Gifts either. Wasted.
[] [Hero] Organizing all of this was hell, but one clerk refused to buckle (Heroic to Genius level administrator)
Superhuman administrators never served us wrong before. Especially on megaproject.
[] [Prov] Integrate Gulvalley (-4 Diplo, +3 Econ, +8 Econ Expansion, +2 Mysticism, +3 Culture, +1 Tech, new core province)
Note that this will pop Sacred Forest again.
We have enough Econ Expansion, because the excess will go into the colonies(aka Gulvalley).
Nice, but counterproductive
[] [Prov] Integrate Stallions (-6 Diplo, +5 Econ, +5 Econ Expansion, +8 Mysticism, +4 Culture, +2 Tech, +10 Martial, new core province)
We've been wanting to do this for a while now, but will go over-martial.
Fortunately our Martial cap has been raised a lot, and the veterancy won't cash in until next turn.
Just in time for the Games.
[] [Prov] Draw on Provinces (-4 Diplo, -8 Econ Expansion, transfers a total of 8 Martial and 8 Econ from periphery states into the core)
Restores military, but counterproductive. They need the Martial more than we do.
We need the Expansion more than they do.
[] [Prov] Rebuild Army first (Main Raise Army)
Just prepares to go whack the HK immediately
[] [React] Build more aqueducts (-2 & -3 Econ to complete aqueducts in Redshore and Redhills)
[] [React] Main Build Glassworks
[] [React] Main Expand Econ
[] [React] Main Expand Snail Cultivation
[] [React] Main Expand Vineyard
[] [React] Main Plant Poppies
[] [React] Megaproject - The Games
-[React] Kick Megaproject
I could go for a long analysis, but the Games are pretty much already locked in. I'll save the effort.
[] [Policy] Defence (+1 significant walls/turn) x1
[] [Policy] Special: Forestry (+1 Sustainable Forest and -1 Econ Expansion/2 turns)
Meanwhile here, people already are going for Infrastructure, which isn't BAD, but puts us at an accelerating course towards cities sprouting like mushrooms.
We also gain benefits from having at least 2 Defense policies, since that means they can work together to build massive walls for free later.
Forestry to pay for all the forest consumption that Guilds will trigger.
[] [Bonus] Gain a random value slot
[] [Bonus] Upgrade a random value
Slots are hard to come by, and so are values. Hmm.
No bad choice here, but I'd personally take the value upgrade.
[X] [Mystic] Search the entire kingdom for someone who might understand her and put her at ease (-1 Mystic, -1 Econ, -1 Wealth, -1 Culture)
[X] [Hero] Organizing all of this was hell, but one clerk refused to buckle (Heroic to Genius level administrator)
[X] [Prov] Integrate Stallions (-6 Diplo, +5 Econ, +5 Econ Expansion, +8 Mysticism, +4 Culture, +2 Tech, +10 Martial, new core province)
[X] [React] Megaproject - The Games
-[X] [React] Kick Megaproject
[X] [Policy] Defence (+1 significant walls/turn) x1
[X] [Policy] Special: Forestry (+1 Sustainable Forest and -1 Econ Expansion/2 turns)
[X] [Bonus] Upgrade a random value
Hopefully the arguments get seen at least.
Now I'm 4 behind!
Also why is everyone voting so quickly?
I see hardly any discussion!
Note it only applies to Crown/Great Power wars.Also, this:
Legacy Gained
Kings Do Not Kneel (Three): Gain +1 Martial every phase during a Take the Crown or Great Power war
Gain +2 Diplo -> Overflows to +2 Culture
seems like a ridiculous Legacy.
From what I understand, War Missions generate multiple phases per turn.
This means if someone tries to take our Crown, we will be constantly buffing up the longer the War goes on, while always gaining martial in every engagement.
It basically makes attempts to beat us through attrition impossible.
As long as they attack us while on scanty basis, we turn into this big green regenerating monster.
CBs to watch out for:
-Revenge
-Reclaimation
-Trade War
If we acknowledge that our enemies have a point in their war, we suddenly get weaker.
Waterlocks take negligible amounts of water. It moves like a couple thousand liters per operaton cycle.@veekie ur quote is broken
I suppose that the locks regular sucking out of water wouldn't actually be *too* bad since it isn't very fast... idk.
The river moves like a couple hundred thousand liters per day.
It would be not unlike worrying that you might dehydrate from urinating.
That's true indeed.At the banquet in the evening, the king came up to the delegates from the People and asked if perhaps the commander at the Battle of Bloodvalley was among those present in the delegation. When informed that she was not, the king paused in contemplation before he said something that his translator had to ask if he actually wanted passed along. After confirming it so, the translator passed along the statement, "I am frightened, but aroused."
[] [Mystic] Study her condition only slightly
Minimal effort, she doesn't deserve it.
[] [Mystic] Get assistance from a temple (-1 Mystic)
Dedicates effort to studying psychology. May improve mental healthcare, but not very good end for Yanyan.
[] [Mystic] Search the entire kingdom for someone who might understand her and put her at ease (-1 Mystic, -1 Econ, -1 Wealth, -1 Culture)
Goes for the longshot to give her the happy ending she deserves, but probably does not advance medical science. Good for social values though!
[] [Hero] The next heir was forged in this war (Guaranteed Heroic heir in the next main turn)
I think this is actually redundant, and risks excessive militarization. Our heir is already Excellent Martial, we have a Genius Martial still alive and ready to go for a few turns yet.
[] [Hero] The smiths working overtime produced a prodigy (Heroic to Genius level artisan)
Riddle of Steel!
Those working on the Steel problem might breakthrough. We'd have to dedicate to study metal to make it work though.
[] [Hero] The battlefield created a peerless medic (Heroic to Genius level medical mystic)
Medical breakthrough. This one should go with Poppies probably?
[] [Hero] One of the negotiators truly shone among the Khemetri (Heroic to Genius level diplomat)
I'd note that nobody has plans for extensive trade missions or diplomatic efforts. We don't have the Wealth to use Salt Gifts either. Wasted.
[] [Hero] Organizing all of this was hell, but one clerk refused to buckle (Heroic to Genius level administrator)
Superhuman administrators never served us wrong before. Especially on megaproject.
[] [Prov] Integrate Gulvalley (-4 Diplo, +3 Econ, +8 Econ Expansion, +2 Mysticism, +3 Culture, +1 Tech, new core province)
Note that this will pop Sacred Forest again.
We have enough Econ Expansion, because the excess will go into the colonies(aka Gulvalley).
Nice, but counterproductive
[] [Prov] Integrate Stallions (-6 Diplo, +5 Econ, +5 Econ Expansion, +8 Mysticism, +4 Culture, +2 Tech, +10 Martial, new core province)
We've been wanting to do this for a while now, but will go over-martial.
Fortunately our Martial cap has been raised a lot, and the veterancy won't cash in until next turn.
Just in time for the Games.
[] [Prov] Draw on Provinces (-4 Diplo, -8 Econ Expansion, transfers a total of 8 Martial and 8 Econ from periphery states into the core)
Restores military, but counterproductive. They need the Martial more than we do.
We need the Expansion more than they do.
[] [Prov] Rebuild Army first (Main Raise Army)
Just prepares to go whack the HK immediately
[] [React] Build more aqueducts (-2 & -3 Econ to complete aqueducts in Redshore and Redhills)
[] [React] Main Build Glassworks
[] [React] Main Expand Econ
[] [React] Main Expand Snail Cultivation
[] [React] Main Expand Vineyard
[] [React] Main Plant Poppies
[] [React] Megaproject - The Games
-[React] Kick Megaproject
I could go for a long analysis, but the Games are pretty much already locked in. I'll save the effort.
[] [Policy] Defence (+1 significant walls/turn) x1
[] [Policy] Special: Forestry (+1 Sustainable Forest and -1 Econ Expansion/2 turns)
Meanwhile here, people already are going for Infrastructure, which isn't BAD, but puts us at an accelerating course towards cities sprouting like mushrooms.
We also gain benefits from having at least 2 Defense policies, since that means they can work together to build massive walls for free later.
Forestry to pay for all the forest consumption that Guilds will trigger.
[] [Bonus] Gain a random value slot
[] [Bonus] Upgrade a random value
Slots are hard to come by, and so are values. Hmm.
No bad choice here, but I'd personally take the value upgrade.
[X] [Mystic] Search the entire kingdom for someone who might understand her and put her at ease (-1 Mystic, -1 Econ, -1 Wealth, -1 Culture)
[X] [Hero] Organizing all of this was hell, but one clerk refused to buckle (Heroic to Genius level administrator)
[X] [Prov] Integrate Stallions (-6 Diplo, +5 Econ, +5 Econ Expansion, +8 Mysticism, +4 Culture, +2 Tech, +10 Martial, new core province)
[X] [React] Megaproject - The Games
-[X] [React] Kick Megaproject
[X] [Policy] Defence (+1 significant walls/turn) x1
[X] [Policy] Special: Forestry (+1 Sustainable Forest and -1 Econ Expansion/2 turns)
[X] [Bonus] Upgrade a random value
Hopefully the arguments get seen at least.