Guild (6) - Power: Half faction power added to Max Wealth. Objective: Have a Level 2 Ironworks within 3 turns. Success: Free random megaproject AN: Yes, an entire megaproject, in a single turn, no charge
How do we do that? Is that the option to build a secondary Ironworks as mentioned here:
[] [HS] Increase Iron production further (Redshore Ironworks [-3 Econ, -3 Tech, 2 Sustainable Forest used, Expand Econ additional +1 Econ, -1 EE, -1 Tech] + Sec Survey, Reforms advance)
Would that count and get us the reward for the Guild's quest? If that's not, how do we create a Level 2 Ironworks? Is it another Megaproject? If that's the case
![Cry :cry: :cry:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
.
[] [Policy] City Support (2 True Cities have their maintenance paid for each turn)
The text on this should probably change to clarify that it only provides 2 Econ and thus (effectively) only supports one True City.
[] [Policy] Infrastructure (+1 Free Progress to an infrastructure project (Aqueduct, governor's palace, saltern, etc.)/turn)
Shouldn't this be +2 because of the Law?
New value attached to PiA
Division of Power
By preventing the accumulation of power into any single person or faction, the damage of someone throwing a tantrum is mitigated... although it also makes breaking up widespread support harder.
Pros: Faction quest failures have a free negation, requiring two completed quests or Support Faction actions to reset. Unsuppressible failure states become Suppressible
Cons: Addition -1 Stability when suppressing factions
This is nice, but
fuck, it stings. Suppressing factions is not going to be comfortable now. The only benefit, if you can call it that, is that we don't need to Suppress the Traders. Other than that, Faction quests don't tend to have too negative consequences for failure.
My initial instinct is:
[] [SR] Rotate governors (All periphery states with at least one province cost -1 Diplo/turn each turn, have Min. 2 Loyalty)
[] [HS] Increase Iron production further (Redshore Ironworks [-3 Econ, -3 Tech, 2 Sustainable Forest used, Expand Econ additional +1 Econ, -1 EE, -1 Tech] + Sec Survey, Reforms advance)
[] [Attack] Attempt to take the Trelli Strait
[] [Policy] Special: Vassal Support (+1 Subordinate while active, increases Loyalty while active at less than full subordinates)
The fact that governors are getting entrenched is part of the problem. It's causing major corruption issues and is in fact at the heart of the matter for why the Second Sons can just go off willy-nilly. It also greatly strengthens the State while not extracting undue resources from the colonies. We don't want to exploit the colonies, we want them to be as loyal as possible and tied to the center. That's how you eliminate issues.
The fact that Ironworks makes Expand Econ give +1 Econ
fucking fantastic. I want that so bad.
Trelli Strait I'm not sold on, I wished that the narrative had told us more. I can switch for this. I am tempted, however, to higher the Banner companies out to someone in order to stabilize Trelli instead. Would Free Hill be interested?
The Vassal Support policy is also necessary right now. We're nearing our vassal limit and we need to get more loyalty.
Is this right? This is all of the Econ we gained from the Refugees
and a [Main] Expand Econ?
A Main Raise Army costs three. We should be at 5[-6]+6[+4]-3 = 8[-2]. Where did the other 2 Econ go? Even then, shouldn't Steelblooded empower Expand Econ so it gives 8 Econ instead of 6? Even a Double Main Raise Army only costs 4 Econ.