My bf and I theorize that if some sort of paranormal stuff is going on with our geniuses, then it's probably the reason behind their conditions. Whether the the connection to the unexplained stresses them and thus manifests as such, or the condition is required to perceive the unexplained. Something to that effect. The basic human mind\body just can't handle it.

Seeing as our Administration genius had his genius kick in AFTER he was noted to be deteriorating...

Queer and neural atypical persons may actually be magical.
 
[X] [GA] Gain random genius (-15 Culture)
-[X] [GA] Specify: Culture genius (Additional -3 Culture)
[X] [FC] Redshore
[X] [FC] Redhills
[X] [Diplo] Tie everything together internally(Main Build Roads)
[X] [React] Continue work on the Place to the Stars (5/7-8 actions completed)
-[X] [React] Kick project (ISoO already triggered this turn)

GO to 2 Stability Build Theatre get Urban Poor Stability so 3
With the Culture genius so tech.

We will have the Culture need for the main Theatre.
 
I just meant that it would be good to have a side-by-side comparison of the relative values of each type of subordinate. After all, we have limited, though growing, slots, and we sometimes get opportunities to convert them, so it's helpful to have a basis for deciding which type we most need.

They might not have enough similarities to properly put them all side by side, but if someone wanted to try...
Do you mean something like
Want to know what a Trading post will ACTUALLY do for us? Here's a summary of Greenshore's actions prior to becoming a colony:


Other was mostly Expand Econ, Walls, etc.
But for each of the other types too?
 
That's not enough. A faction quest is something that makes reasonable, decent options into urgent/necessary ones. I have yet heard anyone explain how the effects of a main are even positive at all, especially given that it costs a Main, 6 Econ, 6 Culture, and 3 progress from our passive policy.


And honestly, if your best argument is "for the quest", then our best bet should be to spend a secondary at some point on this and then let our passive policies finish it. That saves us something like 3 culture relative to the baseline of our policies working on aqueducts.


I was under the impression that we just need to wait for the temp Econ damage to go away.

We are at risk of a stability loss if we don't go for a palace.
 
Looking at the Faction Quests, it seems the Yeomen have figured out how to catch my attention.

Good job, Yeomen. Keep this up and your desires might come true.
 
One of the options to prevent Trelli from totally dominating us in trade is via a Canal-megaproject directly to Khemetri-held rivers.

Problem is that many assume - and possibly quite correctly - that the Trelli would be forced to go nuclear on us to try stopping us finishing the Canal - pitting each other's ability to tank hits against each other in hopes that we would be forced to capitulate sooner than them.
Ah. I saw that but didn't internalize it.

Well if we do start the canal and the trelli attack(which I agree is very likely in this scenario) there are a couple of things that put it into our advantage:

They fucked up before they ever started the war. How? Their Vinula Colony is next to our Gulvalley Colony, which means we have a land route straight to them. Basically they stuck a hand into our fangs. Chewing on their colony is going to hurt them since that is where they are getting a lot of resources and where a lot of their slaves are.

Tinriver has matured and Greenshore is growing, so while that side is weaker it is self sustaining now and can provide support or adequately defend itself. Also we can easily station one of either the Red Banner or Dragon Banner in Tinriver and the other in Gulvalley before we start the Fuck the Trelli canal.

So on the land front they are pretty much hosed.

The naval front is still a bit sketchy but we have; 1) lots and lots and lots of boats, 2) our boats are going to be faster most of the time, 3) we just made a megaproject which boosts our boat tech up speed enormously, 4) we just got access to pitch producing things and can now find that particular innovation.

So for now without pitch we can out-number and at least in the short term out-maneuver them. And we will tech up faster so we will get pitch, which means we will pretty much permanently out-maneuver them.
 
Why? Nobody has yet to tell me how this helps us.
That's not enough. A faction quest is something that makes reasonable, decent options into urgent/necessary ones. I have yet heard anyone explain how the effects of a main are even positive at all, especially given that it costs a Main, 6 Econ, 6 Culture, and 3 progress from our passive policy.

And honestly, if your best argument is "for the quest", then our best bet should be to spend a secondary at some point on this and then let our passive policies finish it. That saves us something like 3 culture relative to the baseline of our policies working on aqueducts.

Fine. Mechanically, a few more governors palaces will enable us to have another maintenance free true city, which is important if we want a lot of true cities but few free cities.

Narratively, it eases the administrative burden and gives larger numbers of people access to higher level appeals processes. Essentially, they can complain to the guy above and he has more authority than the town chief. As a result of this, our administrative reach is extended and will ensure that the people of the northern subordinates and provinces feel our hand a little bit more.

In a way, it actually centralizes power a bit more in the areas it governs by decentralizing the main power of the king.
 
I'm not voting for it, but the best argument I can see is as an experiment. We haven't built one before, so it would be good to find out (when less things are on fire) what it does.
Uh. I guess I could go for it as an experiment, if we have a free secondary at some point. Use it to prime our province passive policies to work on it; they can get it out in one turn. If we want to complete the quest we would need to get it started next turn or the turn after (so, turns 1-2 of the quest) so that the provinces complete it on turns 2-3.


I guess if finish the megaproject this midturn I could see us doing it next turn? If we don't, I think we will have our hands full with other stuff, though we could maybe do it next turn.
 
My bf and I theorize that if some sort of paranormal stuff is going on with our geniuses, then it's probably the reason behind their conditions. Whether the the connection to the unexplained stresses them and thus manifests as such, or the condition is required to perceive the unexplained. Something to that effect. The basic human mind\body just can't handle it.

Seeing as our Administration genius had his genius kick in AFTER he was noted to be deteriorating...

Queer and neural atypical persons may actually be magical.

He is not a genius, but a normal admin hero.
 
Uh. I guess I could go for it as an experiment, if we have a free secondary at some point. Use it to prime our province passive policies to work on it; they can get it out in one turn. If we want to complete the quest we would need to get it started next turn or the turn after (so, turns 1-2 of the quest) so that the provinces complete it on turns 2-3.


I guess if finish the megaproject this midturn I could see us doing it next turn? If we don't, I think we will have our hands full with other stuff, though we could maybe do it next turn.

Dude, Governor's Palace are a problem like only when we're in a civil war when our civilization broke down.

Otherwise, we should build them since they are infrastructure project, and more disaster resistance is always nice.
 
By the way, I just realized with our new Personal Stewards ability to bust out forests and Econ we can spend centralization like nobody's business. Enforce Justice just got way easier to use, as did Trails, as there is basically no risk of maxing out centralization. We simply plant more trees.
 
We are at risk of a stability loss if we don't go for a palace.

We don't generally want to sprint to complete quests unless the reward or the action itself is something we want immediately though, the fact that a new quest will always be issued after a main turn of cooldown means we need to treat it like a marathon.

No... we voted for Heroic or Genius. And he was heroic.

Under at least some circumstances Heroes can upgrade to Genius though. I don't know if he did or not but the text suggested it was possible to me, he clearly got a boost in his abilities at the end of his life, maybe that was just explaining how he rolled well sure, but it representing him jumping a tier also seems possible.
 
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We are at risk of a stability loss if we don't go for a palace.
You are just repeating "Faction Quest" now.

Fine. Mechanically, a few more governors palaces will enable us to have another maintenance free true city, which is important if we want a lot of true cities but few free cities.

Narratively, it eases the administrative burden and gives larger numbers of people access to higher level appeals processes. Essentially, they can complain to the guy above and he has more authority than the town chief. As a result of this, our administrative reach is extended and will ensure that the people of the northern subordinates and provinces feel our hand a little bit more.

In a way, it actually centralizes power a bit more in the areas it governs by decentralizing the main power of the king.
Mechanically, it gets us one true city per that doesn't contribute to our Admin cap per three Governor's Palaces. This would make one palace, but if Subordinate Palaces count (and WW is building one), that would make two - so sure, this lets us work towards an effective +1 to our centralization cap.

Only, so far, we haven't actually seen our centralization get into even the yellow, and our roads just gave us +1 to our cap. At the very least, we know that 3 centralization isn't Yellow despite having 5 true cities, which means that once 2 of them are made Free Cities we will be able to get up to 5 without hitting Yellow at the least.

Point being. I don't want to say that centralization cap isn't an issue - but centralization cap isn't an issue right now. Especially with further True Cities being increasingly harder to get.



Narratively, it does what you said but it also means that they need less from the core provinces, with all the natural consequences thereof. I'm not sure that comes out to a net positive for us.
 
Narratively, it does what you said but it also means that they need less from the core provinces, with all the natural consequences thereof. I'm not sure that comes out to a net positive for us.
Yes, but is it better to have a palace built and manned by us or one in our subordinates. We were already warned in an earlier update that a subordinate like WW building an administrative center of their own could lead to breakaway.

Edit: I feel I should note that I'm not really gunning for it. I voted for it, but I'm ambivalent. I do think we will need them sooner rather than later, but....
 
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