don't we gain a ton of stats from integration, though?
Not really a problem, since we use up EIGHTEEN points of stats on influence, and by going into this turn with 7 red stats we are going to get a shitton of GA options.


We do gain some martial though, so perhaps it is best to pair this up with the Warship Guild action to burn some of that off.
 
This is our problem, our problem, we need to bleed these bunch of meatheads, they have to understand that no, you don't disobey the King of Ymar.

Better for them to bleed fighting an external foe rather than to set of the precedent of the government going to war with the subordinate states if they do things they don't like. Subordinates have gone to war without reference to the central authority before without it being contentious, so there's precedent here.

Just like people were so opposed to getting rid of the prophet last turn, this is essentially that on steroids.
 
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I'd just like to point out that the breakaway states probably have a much bigger navy than us. If we are going to go into a civil war, then we should use our guild action to build warships, unless we want a repeat of the Trelli War.
 
Not really a problem, since we use up EIGHTEEN points of stats on influence, and by going into this turn with 7 red stats we are going to get a shitton of GA options.


We do gain some martial though, so perhaps it is best to pair this up with the Warship Guild action to burn some of that off.
Yeah I'm just worried about overflow before we get to spend for the GA. Do we get the integration stats before or after the midturn spending?
 
[X] [Crisis] Disavow them, they are on their own (-5 Martial, -1 Legitimacy, potential for war with the Storm Tribes, Crisis Continues)
[X] [AG] Gain a permanent Passive Innovation Policy (2 extra innovation rolls, -1 Wealth/turn)
[X] [Main] Build Roads
[X][Secondary] Proclaim Glory
[X][Secondary] More Warships
[X][Guild] More Warships

We have the money to pay for the Innovation Policy, as tempting as 2 immediate tech is.
As for the Crisis...the tail does not wag the dog. If they start a fight, they can take it in the teeth for a bit before we do anything. I'm not willing to trigger a Civil War over it, though, that's nonsense.
Proclaim Glory to fix Legitimacy partially (needs to be repeated next turn), Roads for Centralization
Double Warships to bleed off Martial and pump Naval Power for the Quest
 
Better for them to bleed fighting an external foe rather than to set of the precedent of the government going to war with the subordinate states if they do things they don't like. Subordinates have gone to war without reference to the central authority before without it being contentious, so there's precedent here.

Just like people were so opposed to getting rid of the prophet last turn, this is essentially that on steroids.
We very much need a precedent that the right to start a war rests with the king.
 
[X] [Crisis] Move with force to rein them in (-2 Stability, Civil War with Western Wall, Greenshore, and Tinshore; Amber Road left isolatedand vulnerable; outsidersmay attack while at war)

Man our people are such selfish idiots. Why do they have to keep trying to kill themselves after we just got done with a war. We need some educations and modernization to make them more peaceful and passive. Or at least less likely to stab their neighbors in the back or in the face.
 
Yeah I'm just worried about overflow before we get to spend for the GA. Do we get the integration stats before or after the midturn spending?
If we do a secondary, it comes in i believe at end of turn (so after GA). If we take a main it explicitly comes in at the midturn (so before GA spending)
Why not integrate the Western Wall? It means we get to exert more control over the province otherwise causing problems.
...because if they're already willing to fight a civil war if we crack down on them in a specific instance, why should we assume they wouldn't do the same if we wanted to remove all of their special privileges? We should at least ask our admin chief what they think of trying to integrate them first. @Academia Nut ?
 
[X] [Crisis] Move with force to rein them in (-2 Stability, Civil War with Western Wall, Greenshore, and Tinshore; Amber Road left isolated and vulnerable; outsiders may attack while at war)
[X] [AG] Gain +1 Stability
[X][Main] [War] Civil War
[X][Main] [War] Civil War x2
[X][Guild] Efficient Charcoal Kilns

Need to maintain a monopoly of force.
 
[X] [Crisis] Move with force to rein them in (-2 Stability, Civil War with Western Wall, Greenshore, and Tinshore; Amber Road left isolatedand vulnerable; outsidersmay attack while at war)

Man our people are such selfish idiots. Why do they have to keep trying to kill themselves after we just got done with a war. We need some educations and modernization to make them more peaceful and passive. Or at least less likely to stab their neighbors in the back or in the face.
The big issue is that the Yeomen have been clamoring for more land for a long time.
They also likely know how much better fighters they are in comparison to many of the polities around us, such as the Highland Kingdom or the Storm Tribes.

It seems like a good idea to take your weaker neighbor's stuff so that you can use it when wars for land is common sense.
 
Yeah I'm just worried about overflow before we get to spend for the GA. Do we get the integration stats before or after the midturn spending?
Not to worry.

We spend 18 stats on Influence.
We spend 10 stats on warships.
We spend 6 stats on integration (but get stats back after this).

That is 34 stats of spending. Our income is only 14 right now, with another 5 points of refunds; that still leaves 15 points of "slack" for us to work with.
 
...If we're going to go to war, we should be switching to offensive policy, not spending all our player actions on war while leaving the provinces on trade during either a major external war or a full blow civil war
The folded metal blades - are those katanas? Sound like katanas.
It's "pattern welding", and katanas are a product of a specific type of that, yeah.
 
...because if they're already willing to fight a civil war if we crack down on them in a specific instance, why should we assume they wouldn't do the same if we wanted to remove all of their special privileges? We should at least ask our admin chief what they think of trying to integrate them first. @Academia Nut ?

We should also consider, just how much of Western Wall would be integrated? @Academia Nut?
 
..If we're going to go to war, we should be switching to offensive policy, not spending all our player actions on war while leaving the provinces on trade during either a major external war or a full blow civil war
We have to spend 2 mains on the war. Unless policy switching is free. Besides our eastern provinces having an excuse to arm up might not be great.
 
...If we're going to go to war, we should be switching to offensive policy, not spending all our player actions on war while leaving the provinces on trade during either a major external war or a full blow civil war

It's "pattern welding", and katanas are a product of a specific type of that, yeah.
We have to do double main War Missions if we do the civil war, we don't have the actions to switch to offensive policy.
 
We very much need a precedent that the right to start a war rests with the king.

That ships has sailed. The precedent has long since been set that provinces that border nomads can independently go to war with them, which is exactly what's happening now.

People are voting for civil war to try to preserve something that doesn't exist.
 
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