Now lets see the vote, since AN updated like 10 minutes after I finally stopped waiting and went to bed
Patricians -
Objective: Build a governor's palace within a core province within 3 turns. Failure: -1 Stability
No biggie. Infrastructure policy has it under control
Guild -
Objective: Build Glasswords within 1 turns. Success: +1 Tech & Culture, Failure: -3 Tech
We're still building glass swords next turn I'm sure.
Guild actions for Guild Demands
No urgency.
Traders -
Objective: Establish a navigable path to the Saffron Sea within 4 turns. Success: Ship innovation, Failure: Trelli gain trade power
So we have a problem that can be solved by aggressive diplomacy, war, or a megaproject.
My answer to this is probably "Why not both".
We try talking, but we build the Canal anyway because that's still hugely beneficial.
Yeomen- Objective: Have 20 or more Sustainable Forest within 3 turns. Success: +2 Sustainable Forest
Love you too Yeomen.
This isn't too hard if we have the Centralization for it, we're already at 16 and we'd get 2 Forests from Forestry policy.
Priests-
Objective: Have a level 2 Temple in Dragon Graveyard within 3 turns. Success: Theological innovation
Infrastructure Policy has it covered, but the Religious Authority would be annoying.
Urban Poor- Objective: Build a Main Strength Theatre within 3 turns. Success: +1 Stability
And the Urban Poor are being very nice to us. No cost, only gain. Basically turns Theater into a Festival.
This is good for funding extra kicks, though we don't want to build it right now since we're burning a lot of the culture.
And entertainment is important for both Culture and Stability in cities. The Urban Poor make a lot less trouble when they have amusements beyond prostitutes.
[] [GA] Mitigate Nemesis Fashion (-5 Culture)
The conservative option.
[] [GA] Erase Nemesis Fashion (-10 Culture)
Just as long as we take care of this before the Golden Age ends. It's inconvenient short term, but long term it's going to be a big problem if we're stuck taking bad values.
[] [GA] Gain random hero (-10 Culture)
-[] [GA] Specify: Diplo hero (Additional -2 Culture)
-[] [GA] Specify: Admin hero (Additional -2 Culture)
-[] [GA] Specify: Culture hero (Additional -2 Culture)
[] [GA] Gain random genius (-15 Culture)
-[] [GA] Specify: Diplo genius (Additional -3 Culture)
-[] [GA] Specify: Admin genius (Additional -3 Culture)
-[] [GA] Specify: Culture genius (Additional -3 Culture)
We have had a spate of those. Overall extremely expensive, but unquestionably a good investment here.
Reminder that Intrigue Heroes/Geniuses are Diplomacy based and that we've never gotten a Culture Hero/Genius before.
As far as our current subordinate problems go:
-Admin - Channels resources towards subordinate management and reconstruction. More of the same.
-Culture - Develop new means to push our values and practices onto our subordinates and people. This is the path towards education and arts.
-Diplomacy - Social ties and personal connections. The Khemetri used theirs to launch a giant marriage campaign to ensure peace with us, we can use a Diplomacy Hero to infiltrate the power structures of our vassals and tie them closer to us so that a transition to our system is less shocking
[] [GA] Random culture tech upgrade (-8 Culture)
Hard to guess on this, but all culture techs help push social values.
I'd hazard a guess that it's probably going to be Tapestry or Painting. But it's just a guess
[] [GA] Random materials tech upgrade (-8 Tech)
Everyone's thinking Steel and we have the pieces for it...but with the Northern Trade Post it could just as well be Pitch or Paper.
[] [FC] Redshore
Trade centers are historically the best uses for Free Cities. They need an immensely faster turnaround time on administration to stay on top of constantly changing market conditions. While they will resist central government laws, barring doing something silly like allowing them to raise their own armies, we're fine(watch them exploit a hole in the city guard regulations next
).
Traders are never LIKED, even as they have a lot of money.
There is some independence issues, but Redshore is right next to our capital, and shouldn't be physically able to drift away.
Expected effects:
-Overall boost in trade power over time.
-Smuggling better controlled.
-Trade restrictions loosened.
[] [FC] Sacred Forest
Religious centers on the other hand are historically problematic as Free Cities. They'd likewise resist central government laws, but while other cities have to bow eventually, religious centers have the rather hard to contest option of "the gods said so".
Being near the capital helps, but not enough.
Expected effects:
-Boosted religious authority
-Divergence in religious law from secular law
-Increased dominance of Forest in Ymaryn religion compared to other elements
[] [FC] Redhills
Industrial centers are a mix. Here, theres not a lot that actually NEEDs a True City to function, but at the same time there's not a lot that can go wrong with them being so close to the capital and landlocked...except if they go rogue they have the ability to outfit their own army better than the capital can eventually.
Expected effects:
-Boosted production efficiency and innovation rate for Iron and Steel.
-Loosened industrial safety and quality of life standards though mitigated by our Law's focus.
-Puts a strategic good production under subordinates.
[] [FC] Stallionpen
Hoo boy, this is the actually really terrible one. It's a religious center, recently integrated with a divergent culture slowly blending in, and it's very far from the center of government. It also has it's own iron mine nearby and their own docks.
The main benefit here is military defense, you can expect a Stallionpen FC to immediately invest into Infrastructure Colossal Walls, and having independent local government is rather useful if they get surrounded by a horde for a while.
Expected effects:
-Reduces admin strain the most narratively.
-Increased defensibility against Nomads
-Creates a city with basically everything it needs to go rogue except it's own army.
[] [FC] Just one FC
[] [FC] None
And the conservative options.
[] [Diplo] Talk with the Trelli (Main Trade Mission - Trelli)
If we don't take the Diplomat Genius, do it now to see if we can get the Trelli to unclench their sphincter so we don't have to make a new hole.
[] [Diplo] Talk with southern neighbours (Sec Trade Mission - Highlanders + Lowland Minors (South-West))
Diplo-annexation efforts. Also greatly eased with a Diplomat Hero.
[] [Diplo] Victory lap (Main Salt Gift)
"Hey guys we're nice aren't we?"
[] [Diplo] Tie everything together internally (Main Build Roads)
This meanwhile works to replenish the Centralization we're burning rather quickly. Never a bad idea.
[] [Diplo] Stay home, plant trees (Main Expand Forest)
Pushes towards the Yeomen mission, but currently not super urgent.
[] [React] Continue work on the Place to the Stars (5/7-8 actions completed)
-[] [React] Kick project (ISoO already triggered this turn)
Lets Hertytyn see the completion of the project and see if we can take those math innovations further.
[] [React] Main Build Glassworks
Pass, we got the Guild action for this.
[] [React] Main Expand Forests
Pass, not urgent, we can do it with the next Personal freebie.
[] [React] Main Build Watchtowers
Well, it can't hurt....
[] [React] Main Build Theatre
Not enough Culture for this with a Genius.
[] [React] 2xSec Dragon Graveyard Temple
[] [React] 2xSec Blackmouth Governor's Palace
We can just let the Policies do this. They'd finish soon enough.
So actual vote:
[X] [GA] Mitigate Nemesis Fashion (-5 Culture)
[X] [GA] Erase Nemesis Fashion (-10 Culture)
[X] [GA] Gain random genius (-15 Culture)
-[X] [GA] Specify: Diplo 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)
Approval voting for the GA, I prefer to remove debilitating beliefs where I can, but it's not super urgent.
Of the Genius types, the Diplomat probably would be our best lead into the whole spying thing.
As per the above breakdown, these two would be fine, but reading the arguments is kind of funny because Stallionpen
and Redhills are strategically far more dangerous as a Free City than Redshore.
Spend down one Stability so we can quest it up.