Is the +2 Stab coming in the midturn?

Main turn, this is technically the midturn and I rolled out the obvious choices already, so you have some warning of what is coming.

Can you tell us what we need for a level 2 iron work?

True City with Block Housing (-3 Econ, -3 Tech, increases upkeep cost by 1 Econ/turn for the city, must be built in a city with sufficient shipping capacity to bring in supplies, +5 EE to remain stable, other cities without Block Housing have their limit reduced by 4 EE, allows for repetition of infrastructure).
 
[X] [SR] Food (Colonies and vassals transfer 1 Econ/turn each)
[X] [HS] Increase Professionalism (Found Mercenary Company, Reforms advance)
[X] [Attack] No one
[X] [Policy] Special: Forestry (+1 Sustainable Forest and -1 Econ Expansion/2 turns) x1
 
If I'm checking my math right, if we take Found Mercenary Company, we'd have less than 5 martial and more than 5 Centralization, which should solve the Second Sons problem?

@Academia Nut

This right?
 
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:.

[] [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.
 
If I'm checking my math right, if we take Found Mercenary Company, we'd have less than 5 martial and more than 5 Centralization, which should solve the Second Sons problem?

@Academia Nut

This right?

You're set to lose 2 Centralization from PSN, but it's possible that would solve the crisis.

Is this right? This is all of the Econ we gained from the Refugees and a [Main] Expand Econ?

Those haven't kicked in yet.
 
Here's a listing of the [HS] options' costs.
Of particular note is that our current wealth is 8, which means that the Spiritbonded option brings us down to 3 for the main turn which is probably far too low and will actually likely hit us with stability damage. At this point I'm thinking Ironworks+Survey, because holy cow improving Expand Econ to +5 would be kinda insane, and actually mostly invalidates the need for food taxes.

[] [HS] Main Build Gymnasium (Does not advance Reforms, +1 Stability)
*M: -3 Wealth, -3 Culture, +5 Bonus to Games rolls per turn, +1 non-primary Martial tolerance
[] [HS] Prototype Weapon Storage (Palace Arsenal + Storehouse Annexes, Reforms advance)
each {S} committed consuming 2 Econ and 2 Culture for a new annex (4 Econ 4 Culture total cost)
[] [HS] Center Command on the Cities (Blackmouth becomes a Free City, Reforms advance)
*S: Transfer 2 Econ and Econ Expansion, converts True City to Free City. Free Cities now produce a Passive Policy of their choice in activity each turn
[] [HS] Continue raising troops (Main Raise Army, Reforms advance)
*M: -3 Econ, -5 Wealth, +9 Martial, +2 Culture, potential additional effects
[] [HS] Prototype Deployment Organization (2xSec Blackmouth Colossal Walls, Reforms advance)
Each {S} committed consumes 3 Econ and 1 Martial for 3 Progress (6 Econ, 2 Martial total cost, likely 6/9 completion)
[] [HS] Increase Professionalism (Found Mercenary Company, Reforms advance)
*S: -8 Martial, -1 Wealth per turn in your employ, +1 Wealth per turn if hired out to another group, or 0 Wealth per turn and adds directly to Martial score
[] [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)
* S: Potential new discoveries
[] [HS] Introduce an elite core (Sec More Spiritbonded + Sec Expand Econ, Reforms advance)
*S: -2 Econ, -2 Mysticism, -5 Wealth, +2 Martial, +1 Culture, +1 Light Cavalry
*S: +4 Econ, -4 Econ Expansion, potential additional effects
 
Alright my actual vote.

[X] [SR] Rotate governors (All periphery states with at least one province cost -1 Diplo/turn each turn, have Min. 2 Loyalty)

If we are grabbing a division of powers and considering this whole debacle where people are scared to do what we need to do to safeguard autocracy. We have to bite the bullet on this.

[X] [Policy] Special: Vassal Support (+1 Subordinate while active, increases Loyalty while active at less than full subordinates)

Vassal supports lends us an extra vasslas and will be helpful in case WY comes around once we take the Trelli.

[X] [HS] Main Build Gymnasium (Does not advance Reforms, +1 Stability)
[X] [HS] Prototype Weapon Storage (Palace Arsenal + Storehouse Annexes, Reforms advance)
Prefer the extra stability but I also think the weapons storage is vital for our reforms so I'll vote for both.


[X] [Attack] Attempt to take the Trelli Strait
We are grabbing the straits
.

EDIT: The Trelli will require us to commit either genocide or stopping numerous rebellions. AN stated it doesn't help us administer our western vassals better at all. There is no point in taking it at this moment everyone.
 
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[X] [SR] Food (Colonies and vassals transfer 1 Econ/turn each)
[X] [HS] Introduce an elite core (Sec More Spiritbonded + Sec Expand Econ, Reforms advance)
[X] [Attack] Attempt to take the Trelli Strait
[X] [Policy] City Support (2 True Cities have their maintenance paid for each turn)
 
It's a 38 on d100.

Why is nobody noticing that?

Assuming the dice is 100 faced, unless it was clarified somewhere. Or that there is only 1 dice for the astro roll.
Is it a megaproject?

Is Block Housing a Megaproject?

Level 2 iron work is a mega project, block house a infrastructure project like library or aqueduct.

Currently Rehill appears to lack the necessary shipping capacity in addition to block house infrastructure requirement. While the iron option gives an iron work at Red Shore area, which might fulfill shipping requirement.
 
[X] [SR] Food (Colonies and vassals transfer 1 Econ/turn each)
[X] [HS] Prototype Weapon Storage (Palace Arsenal + Storehouse Annexes, Reforms advance)
[X] [HS] Center Command on the Cities (Blackmouth becomes a Free City, Reforms advance)
[X] [HS] Increase Professionalism (Found Mercenary Company, Reforms advance)
[X] [Policy] Special: Vassal Support (+1 Subordinate while active, increases Loyalty while active at less than full subordinates)
[X] [Attack] Attempt to take the Trelli Strait

Okay, everyone, dropping Martial down to an effective 3 to 5 using Found Mercenary Company could potentially resolve this crisis this turn. Even if not, it puts us in good shape-and since the Trelli have collapsed, it seems unlikely there's anyone else using mercenaries out there right now enough to have their legacy, meaning we get a free subordinate slot. I absolutely advocate founding another mercenary company whatever else we decide to do. However, another Free City or the palace additions are also great choices.

The subordinate reform is what worries me the most-@Academia Nut how does this interact with our econ expansion? If we start getting too much LTE we run the risk of popping our true cities, though the recent Block Housing upgrade seems like it could mitigate that somewhat...
 
[X] [SR] Rotate governors (All periphery states with at least one province cost -1 Diplo/turn each turn, have Min. 2 Loyalty)
[X] [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)
[X] [Policy] Special: Vassal Support (+1 Subordinate while active, increases Loyalty while active at less than full subordinates)
 
[X] [SR] Food (Colonies and vassals transfer 1 Econ/turn each)
[X] [HS] Prototype Weapon Storage (Palace Arsenal + Storehouse Annexes, Reforms advance)
[X] [HS] Center Command on the Cities (Blackmouth becomes a Free City, Reforms advance)
[X] [HS] Increase Professionalism (Found Mercenary Company, Reforms advance)
[X] [Policy] Special: Vassal Support (+1 Subordinate while active, increases Loyalty while active at less than full subordinates)
[X] [Attack] Attempt to take the Trelli Strait

Instead of attacking the Trelli, we can support the Trelli. This way we don't have to worry about a new subordinate. It also means we're not asshole for taking someone's land.
 
[X] [SR] Food (Colonies and vassals transfer 1 Econ/turn each)

[X] [HS] Main Build Gymnasium (Does not advance Reforms, +1 Stability)
[X] [HS] Prototype Weapon Storage (Palace Arsenal + Storehouse Annexes, Reforms advance)
[] [HS] Continue raising troops (Main Raise Army, Reforms advance)

[X] [Attack] Attempt to take the Trelli Strait
[X] [Attack] No one

[X] [Policy] Infrastructure (+1 Free Progress to an infrastructure project (Aqueduct, governor's palace, saltern, etc.)/turn)
[X] [Policy] Special: Forestry (+1 Sustainable Forest and -1 Econ Expansion/2 turns) x1
[X] [Policy] Special: Vassal Support (+1 Subordinate while active, increases Loyalty while active at less than full subordinates)
 
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