I thought this was the case, and that's why I was willing to vote for Docks. Glad to have it said for certain, though.Provinces will focus on getting the Games done because of the special.
I thought this was the case, and that's why I was willing to vote for Docks. Glad to have it said for certain, though.Provinces will focus on getting the Games done because of the special.
I don't know how much of a priority it has been, but there has been some noise about it:
A core belief of mine is that in these times of the Late Bronze Age our fellow humans are oft times not very harmonious. However, I hold no ill will for them and in fact would far prefer to take them into our sphere as friends. In support of this I will be pushing for trade missions to our neighbors and diplomatic overtures, with the goal of forestalling war and future friendships. Trade Posts will also be encouraged as the closest things we have to a embassy at this juncture.
I also don't think trade posts are going to be embassies pretty much ever. I think we actually just have to manually do trade missions for that. Or go onto trade policy, which I will be advocating for this upcoming turn
Oh, ok then! Objection withdrawn!Provinces will focus on getting the Games done because of the special.
Look at the bright side. If the update came three minutes earlier, you would have gone to be three hours later.
The problem is that it would take 2 provinces right now - we need to both make a new settlement AND integrate. As it stands that would basically wipe out our current cities as our EE balloons up.We REALLY need to do this then. A full main action per turn is super powerful.
They're the most likely third polity to join in, certainly - both of their important neighbors are in on it.If the Khemetri come to the Games, it's likely that the Trelli, who trade with both us and the Khem, will send a contingent as well.
In a similar vein:So, still quite a few pages behind, but one interesting thought I had.
:FEAR:Hey everyone, just wanted to let you know that while some things have definitely been pretty awesome all on their own, your power growth curve can probably be attributed to me leaving the difficulty set to easy. Some of this was that throwing too many problems at once is taxing for me, some of this enjoying seeing you all win. A big one is that I haven't been working with the downsides of Love of Wisdom as much as I could have.
That said, I'm not going to be a complete jerk. I'm just going to start enforcing some background rules a bit more than before, and any differences can be chalked up to a change in social structure and economy.
1.) Taking in refugees via CA now has an increased cost in terms of temporary econ damage and a slower payout. So for a min dip the cost would be the chance for stability, 2 temp Econ damage, and +2 Econ next phase. Other than the slower payout rate, this change can be chalked up to being able to tank the damage previously
2.) Kicking war missions and megaprojects now also includes temporary econ damage. This can also be attributed to being able to tank the damage and not notice previously
3.) I will be introducing an internal faction system. Factions give mini-quests. Completion can either give bonuses or prevent penalties (I will roll whether they are 'pleased' or 'tantrum' quests). Some of these min-quests you may not want to complete as their requirements may run counter to your goals, but you will have to take them into account. Nothing quite like a faction throwing a tantrum and costing you stability during an unrelated crisis to ruin your day. This can also be chalked up to changing social landscape. Factions can in fact have mutually contradictory goals and their goals can be incredibly petty, including such quests as "Have X faction fail their current quest". The more absolute the government type the fewer factions and the fewer types present, while more democratic government types will have more and more diverse factions. This will represent that historically in-fighting in republics at a time of crisis has been one of their bigger downfalls, while on the other hand a system that can successfully juggle multiple competing factions tends to avoid the stagnancy that kills more absolutist groups.
Yay, Guilds!
This is effected by our Temp Econ mitigation right? If so we should probably focus on getting our Centralization up.1.) Taking in refugees via CA now has an increased cost in terms of temporary econ damage and a slower payout.
Wait, so then is the effective result of the min CA drip a chance of losing stability with no effective Econ gain, or does it work out that you take 2 temp econ damage, immediately gain two econ, and then get two more next phase?So for a min dip the cost would be the chance for stability, 2 temp Econ damage, and +2 Econ next phase. Other than the slower payout rate, this change can be chalked up to being able to tank the damage previously
It's going to be really hard to convince people to let refugees in now.1.) Taking in refugees via CA now has an increased cost in terms of temporary econ damage and a slower payout. So for a min dip the cost would be the chance for stability, 2 temp Econ damage, and +2 Econ next phase. Other than the slower payout rate, this change can be chalked up to being able to tank the damage previously
Actually, thinking further on this -
Actually, it is going to be the opposite I think. Lower intake now have a chance of operating at a loss.It's going to be really hard to convince people to let refugees in now.