[X] [Guild] Grand Docks
Don't want to be even more above the martial cap. Wish we were making a mercenary company instead of trails, but we didn't know that we were in red martial until recently.
 
We have? I don't recall this ever being a priority.
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

Maybe I'm projecting, but I think this is entirely reasonable. Trade Policy lets us scout our neighbors, prevent conflicts so that we can keep doing awesome domestic works, and does actions to secure more trade dominance and get innovation rolls and refill stats and all that good stuff.
 
[X] [Mega] Upgrade Best of the Best to Life of Arete
[X] [Main] International Games
[X] [Secondary] New Trails
[X] [Secondary] Change Policy - Megaproject Support
[X] [Guild] Grand Docks
Adhoc vote count started by huhYeahGoodPoint on Aug 1, 2017 at 1:31 PM, finished with 92553 posts and 135 votes.
 
There is also the possibility that, as an upgrade to the existing Games, International Games will grant us even further Martial Tolerance.
 
So, still quite a few pages behind, but one interesting thought I had.

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.

To Redshore.

Where we are building the Grand Docks.

Trelli Reaction: Shit.
 
So, still quite a few pages behind, but one interesting thought I had.
In a similar vein:

If we secure a lasting peace with Khem via this, HK will have lost the only peer power that they can team up with to take us on. Somehow I think Terrify is going to be pretty effective when they're completely alone on this and the only person on our shit list.
 
I will note that if we do manage to conquer the HK there's an easy way to ensure that they won't rebel in a couple turns, just strip down all their fortifications. Realistically we won't be having much use for them aside from some of the Eastern most ones to stop the TH so once we're in control of the land just tear down all of their castles. Maybe set up a series of granaries or a Governor's Palace to ensure that there is a placement for them when it comes to food storage and local authority.

In the work of one turn we'll be able to effectively do away with who knows how many turns of fortification that have been built up.
 
Patch Notes 1.12
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.
 
[X] [Mega] Upgrade Best of the Best to Life of Arete
[X] [Main] International Games
[X] [Secondary] New Trails
[X] [Secondary] Change Policy - Megaproject Support
[X] [Guild] Grand Docks
 
Trelli Reaction: Shit.

Honestly the games can also start a war with the trelli.
We at the moment more or less ignore what they do.
Now they get the more attention from the public and so get their values ...
Some of our value won´t play nice with each other pretty sure that would turn very ugly for the Trelli if that happens as we have 25 mat waiting to be used.
 
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.
:FEAR:
 
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
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?
 
I personally blame all the people who wanted to do nothing but farm and plant trees all day so that AN had to keep the game exciting.
 
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
It's going to be really hard to convince people to let refugees in now.
 
I'm guessing this is going to force us to stop spamming wonders so hard and start consolidating a bit more. Letting our factions run wild will probably lead to us constantly putting out fires and wasting our time.
 
Trelli Reaction: Shit.
Actually, thinking further on this -

International Games gives us a boost in diplomatic capability that we may be able to use to negotiate passage through the Trelli straight without having to vassalize them. This does useful stuff for our trade and greater political situation, because the Trelli will fence off the Mediterranean powers, but we won't have any commitment to defend them.
 
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