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.
Benefit is pretty strong. Look at it this way - we can now support a faction and pass a quest to "pay" for a bad failure, instead of suppressing someone and losing stability.

The real downside is that we have no way to decrease faction power other than failing lots of quests over time...
 
High centralization lets us turn it into econ if we need to, so it's a win win.

Oh okay, so we're in agreement then. Sorry, I read your earlier response as being anti-Centralization, which I suppose explains why I found it so confusing. My bad.
 
State your argument against infrastructure. We want the ironworks to have a free Megaproject.
Infrastructure is great. I love infrastructure policy. I will never argue against it.

BUT. Vassal Policy is CRUCIAL right now. I garauntee you that if we don't take it, we will see our vassals/colonies trying to revolt within 10 turns, barring direct action on our parts.

Infrastructure Policy keeps us moving forward, but Vassal Support policy prevents a Crisis / Civil War. I can't help but judge that more valuable.
 
Done. Once I vote (in a couple of hours), I will vote for renting troops, not attacking. No promises about renting to Free hills, though; I have to read through the discussion, look at the tally, and think about it too decide.


Done.

[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] [SR] Food (Colonies and vassals transfer 1 Econ/turn each)

[X] [Attack] Hire out mercenary company
-[X] [Attack] Both
--[X] [Attack] To Freehills
 
Thanks. Copying your vote as a placeholder until I've had time to go over things this coming morning.


[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 fullsubordinates)
[X] [SR] Food (Colonies and vassalstransfer 1 Econ/turn each)

[X] [Attack] Hire out mercenary company
-[X] [Attack] Both
--[X] [Attack] To Freehills
 
Done.

[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] [SR] Food (Colonies and vassals transfer 1 Econ/turn each)

[X] [Attack] Hire out mercenary company
-[X] [Attack] Both
--[X] [Attack] To Freehills
Ehh what the hey, may as well go back and edit in an approval vote for Vassal Support to since I can see the use and don't mind it winning.

Also, nice to see our beloved Doll is back.
 
Inserted tally
Adhoc vote count started by Killer_Whale on Oct 12, 2017 at 4:59 AM, finished with 114316 posts and 35 votes.
 
Vote Tally : Original - Paths of Civilization | Page 4564 | Sufficient Velocity [Posts: 114093-114316]
##### NetTally 1.9.9
Task: SR
[24][SR] Food (Colonies and vassals transfer 1 Econ/turn each)
[7][SR] Rotate governors (All periphery states with at least one province cost -1 Diplo/turn each turn, have Min. 2 Loyalty)
[2][SR] Warriors (Colonies and vassals transfer 1 Martial/turn each)
[1][SR] Money (Colonies and vassals transfer 1 Wealth/turn each)

——————————————————————————————————————————————Task: Policy
[12][Policy] Infrastructure (+1 Free Progress to an infrastructure project (Aqueduct, governor's palace, saltern, etc.)/turn)
[9][Policy] City Support (2 True Cities have their maintenance paid for each turn)
[9][Policy] Special: Vassal Support (+1 Subordinate while active, increases Loyalty while active at less than full subordinates)
[5][Policy] City Support (2 Econ cost for True City support negated)
[4][Policy] Special: Forestry (+1 Sustainable Forest and -1 Econ Expansion/2 turns) x1
[1][Policy] Agriculture (+1 Econ and -1 Econ Expansion/turn)
[1][Policy] Defence (+1 significant walls/turn)

——————————————————————————————————————————————Task: HS
[21][HS] Increase Professionalism (Found Mercenary Company, Reforms advance)
[8][HS] Prototype Weapon Storage (Palace Arsenal + Storehouse Annexes, Reforms advance)
[7][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)
[4][HS] Main Build Gymnasium (Does not advance Reforms, +1 Stability)
[3][HS] Introduce an elite core (Sec More Spiritbonded + Sec Expand Econ, Reforms advance)
[2][HS] Center Command on the Cities (Blackmouth becomes a Free City, Reforms advance)
[1][HS] Prototype Deployment Organization (2xSec Blackmouth Colossal Walls, Reforms advance)

——————————————————————————————————————————————Task: Attack
[16][Attack] Attempt to take the Trelli Strait
[11][Attack] Hire out mercenary company
-[11][Attack] Both
--[8][Attack] To Freehills
[7][Attack] No one
[3][Attack] Support Western Ymaryn Against Storm Tribes
-[2][Attack] Red Banner
-[2][Attack] Dragon Banner
--[2][Attack] To Trelli
--[2][Attack] To Western Ymaryn
Total No. of Voters: 35
 
Yes, I'm aware those are the success conditions. I'm still not sure why we don't want high Centralization?
There are penalties for over-centralization.
Special: Penalties for over-centralization doubled

High centralization is good, but because Enforce Jusrice is linked to centralization and stability, and we need stability. The over centralization penalty would be horrible if we still have all these problems on us and we went over the centralization limit, while we had only 0 stability. This is why I'm almost convinced not going to war is what we should do. Get rid of the Second Son Crisis then work on everything else that is plaguing us. The problem is that Trelli is now, almost certainly, a pirate kingdom. And I don't want the pirates to stick around any longer.
 
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What if we have to devote war missions to it in the main turn? I can't recall how the support mechanics work for Lords Loyalty but from what I recall the Banners are not sufficient.

My problem with taking Trelli is that it sounds like an action sink when we can't really afford one.
Banners are sufficient. Sometimes. It depends on the force commitment and we've had at least one case where it was explicitly stated that we didn't need to send help but that sending help would be appreciated.

As for devoting war missions, in this case as per the generals, this is the best possible chance to land troops in the city before anyone got their pants on. If we don't manage to grab it this turn the odds of success decreases dramatically and we pull out.

This is the opposite situation from the previous Trelli war, because back then our best chance of success was waiting for the Trelli to break, while now our best chance of success is to take it before order returns.

A lot of those examples are from before the records-keeping, one is by Nomads who are generally bad at the long-term things. Khem one is 100% our fault. Trelli one is nat1 result.
I do not see how any of those (bar maybe Trelli one but "if they die fiplomacy with them stops" is, like, no fucking shit?) apply to the sedentary nation with writing whom we have no reason to attack or break relations with.
And renting mercs is not an alliance either, so, unlike Highlands, we will have mo obligation to protect them.


That's the whole point: we need stability in the strait to trade through it, and we don't need workload of enforcing it ourselves because we are fallung apart at seems as is.
The point being made is that international diplomacy doesn't last. Any plans relying upon a friendly neighbor to keep the Straits open against all their internal pressures are largely futile. It's a strategic control point for the whole Black Sea.

And the point is the Straits make things more stable. Take our Western holdings for instance. Currently they have the following choices:
-Do what the King says to get what they want
-Just trade through the Straits to get what they want, the merchants won't reject money.

With Trell it becomes:
-Do what the King says to get what they want
-Do without unless they can get Trell to cooperate.

We rolled a 38.

Not a crit, not even a particularly high number. Not even a particularly low number, if someone wants to argue astrology runs in reverse or something. If we roll a crit, then I'm willing to bank on that, and if we roll in the 80-90s then I'm willing to consider it a strong point in someone's favor. But again, I am not assigning any weight to a roll of 38. It could be inaccurate, it could be randomly selected, it could be a trap, it could mean basically whatever.

It is not sufficient justification for any action, let alone military adventurism at the other end of the sea.

I am sorry if I'm being a bit terse and/or not addressing all of your arguments: it is a little late and I don't have much time. I just don't want to see the thread clogged up with endless arguments over what the prophecy really means when we have no way of knowing.
It being average is why we're going in on it.
This is our best IC assessment of the situation:
-The Traders(who DO know the situation past the straits due to recent trade missions) think we can do it.
-The Generals think we can do it.
-The Priests, as per their Divination, think we can do it with an average roll.

As everyone who knows what the hell is going on believes it works, and we know the priests didn't get a bad roll(only mediocre, so it's not likely to be a trap), we try it.

Finally:
-War with a foreign party raises subordinate loyalty across the board. We've had enough proof to say this for a fact.
-This gives us an outlet for Second Sons pressure and allows us to test out the new model army. We're hitting them with High Tech 28 Martial here on just the Banners.
-This also lets us fully englobe the Black Sea, which is the easiest way to control piracy. Pirates MUST pass through the straits to get out of our reach, which is a powerful control factor in making shipping safer and more reliable.
-This also fully surround Freehills, making us their sole neighbor, and making influencing them easier.

So, why is "Cent higher than 5?" requirement is still grey? Shouldn't it be green or yellow?
It's not met yet, but we now know its less than our maximum and more than 5.
Still, let me say that I find Guild's quest extremely funny. I just imagine a dialog like that if we complete it:

- Man, our king really came through for us with those Ironworks.
- Yeah, he is a pretty cool guy.
- You know, we should build something in his honor, free of charge.
- Wow, that is a good idea! Like what?
- Hmm. Like, I dunno, a giant channel through all of North? Or another Trelli strait?
- Yeah, sounds good. Let's get on with it.
Well I suspect we'd get the Academy or Great Library instead, since it's right up the Guilds alley.
Where did you get this information?
Stat sheet.
For the derived values, math.
Anyway facts:
-Centralization 0 is our actual Yellow Cent floor. We touched it briefly and saw the color.
-Therefore, Base Yellow Centralization is 3, because we have 3 points lowering the floor. It may be 2 instead if I forgot about a recent Palace built between us hitting Cent 0 and now.
-The Centralization base floor(Neutral) is defined to be lower than the Centralization base ceiling(High).
-Therefore Centralization base ceiling is at least 3, but likely higher, as we have, before the reformation, 5 numbers between Centralization base ceiling and Centralization base floor.
-A base of 3 + 5 means the lowest possible max Centralization we have is 8. We are at 6.

Theory:
-Assuming the gap between base floor Centralization and base max Centralization is still 5, then the max would be 15-16(depending on our base floor being accurate).


But what about overflow?
If we're overflowing 5 stat points per turn into Diplomacy we wouldn't be in this situation
But, our stability would still be affected. We are predicting to exit out of this turn with -1 stability IIRC. That would mean EJ would get used, and it would be best to use it twice, not once. A centralization drop by taking Trelli would be helpful. That way we can continue using [secondary] EJ.

Edit; I'm doubtful of Veekie's 16 centralization cap.

@veekie can you show your work, with examples, on how you got 16 centralization cap?
See above.
As for the rest of the options... I am rather torn on what to choose. On one hand I really want to take trelli. On the other, there is no longer any penalty for ignoring it and we have a lot of other problems to focus on. If we aren't going to claim it ourselves I think assisting Freehills would be the best choice. Not sure what is the best pick for a policy either. So until further notice, this is my vote.
This is what AN said was the best strategy for taking Trell back in the Trell war. Blitzkreig, muster up the Banners and Catamaran them into Trell before the week is out.

It is possible that we outrun the Pirate Hero to Trell, which would be very funny to see. Our War Catamarans are like 4-5 times faster than galleys.
Why are you people trying to take more land when we're already massively overextended and in the middle of multiple crises?
Trelli is not going to stay loyal and will rebel once they recover. Do people think that this is a videogame where painting the map our colour makes them unquestionably loyal? We have so many problems we need to fix and adding so many more is not going to be helpful. Conquering Trelli is going to be no good when we can't hold it. Please just wait, there'll be opportunities to take it when we're not dying. Also, if it was taken with found mercenary company, we'd be over our subordinate cap.
Remember what AN said was the necessary tool to control vassals effectively?

Organized religion and a receptive audience.
Trell just imploded because of rampant greed. In comes priests that tell them that greed will be punished by the gods.
And? We were there, you get prestige in exchange for diplo. Nothing too bad, not for a short time. Plus merc can get us a legacy?
Well, the Trelli had that legacy...oh wait they just exploded...its up for grabs
 
The problem is that Trelli is now, almost certainly, a pirate kingdom. And I don't want the pirates to stick around any longer.

Then hire out mercenaries to Freehills - they already have the best shot at Trelli of the current players, by Word of AN, so with our help they should be able to take it.
 
[X] [SR] Food (Colonies and vassals transfer 1 Econ/turn each)
[X] [HS] Increase Professionalism (Found Mercenary Company, Reforms advance)
[X] [Attack] Attempt to take the Trelli Strait
[X] [Policy] Infrastructure (+1 Free Progress to an infrastructure project (Aqueduct, governor's palace, saltern, etc.)/turn)
 
There are penalties for over-centralization.


High centralization is good, but because EJ is linked to centralization and stability, and we need stability. The over centralization penalty would be horrible if we still have all these problems on us and we went over the centralization limit, while we had only 0 stability. This is why I'm almost convinced not going to war is what we should do. Get rid of the Second Son Crisis then work on everything else that is plaguing us. The problem is that Trelli is now, almost certainly, a pirate kingdom. And I don't want the pirates to stick around any longer.
At best we are going to gain approximately +3 Cent a turn, if we do Main EJ and a Sec EJ each main turn and a Main EJ and Main PSN Expand Econ on the mid turns. It is not a concern we have for right now. Once we get past 9 or 10 then I think worrying about it is a good idea. The thing is though, given our current course we are about set to solve the Second Son crisis in either the next update or in the three after that.

Also, what the penalties mean for over-cent is loss of resources like Econ first and then loss of turns where we can't act. Given that penalties are doubled I take that to mean that stat hits are twice as big and paralyzation happens twice as fast.
 
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Then hire out mercenaries to Freehills - they already have the best shot at Trelli of the current players, by Word of AN, so with our help they should be able to take it.
And veekie just pointed out that 'best shot' is old info. If AN said within two turns that Freehills are the best to take the Trelli, okay maybe you have a point, but if the info is too old... Do the Freehills even attend our games?
 
The point being made is that international diplomacy doesn't last. Any plans relying upon a friendly neighbor to keep the Straits open against all their internal pressures are largely futile. It's a strategic control point for the whole Black Sea.

And my point is that it requires time and effort to keep Trelli both compliant and, well, ours.

Look, I get that it is a great location and tempting opportunity. But even if we get it, we won't be able to spare resources on it.
Case in point: current clusterfuck with not knowing what colonies in Greenshore - close ones to us and loyal ones, not even vassals who will have cultural friction on top of it - do with our(!) warriors.
Freehills taking it saves us a hell of a headache and restores stability of trade route without effort on our part.

At the end of the day, there is a limit on how much of anything we will ever be able to hold. We will never be able to directly control all points of interest in the world or do everything we want, so offloading said control to those who will give us majority of benefits - safe and stable straits - is beneficial.
 
And veekie just pointed out that 'best shot' is old info. If AN said within two turns that Freehills are the best to take the Trelli, okay maybe you have a point, but if the info is too old... Do the Freehills even attend our games?
Sorry Marlin I fucked up the math a little. If we do a Main React EJ and a Main PSN Expand Econ every mid turn and then do a Main EJ on the main turns we will have about +2 Cent per turn, the Sec EJ would make it a +3 Cent per turn. This of course means it is going to take three updates to get past 10 Cent. And like I said Second Son is approaching completion conditions what with the current winners.

So overcent is a consideration, but its not an urgent one until about next Saturday or Sunday if we keep doing what we have been.
 
At best we are going to gain approximately +2 Cent a turn, if we do Main EJ and a Sec EJ each main turn and a Main EJ and Main PSN Expand Econ on the mid turns. It is not a concern we have for right now. Once we get past 9 or 10 then I think worrying about it is a good idea. The thing is though, given our current course we are about set to solve the Second Son crisis in either the next update or in the three after that.

Also, what the penalties mean for over-cent is loss of resources like Econ first and then loss of turns where we can't act. Given that penalties are doubled I take that to mean that stat hits are twice as big and paralyzation happens twice as fast.
I have mostly been paying attention to the story instead of the mechanics. And just following the story and trying to link the actions with the mechanics is rather difficult. The paralyzed economy for instance isn't making waves in my mind. I mean I remember when our soldiers were handed orders that became a mess, because of red centralization.

Still, we can finish the Second Son Crisis if we don't fight. But, I really want the stain of Trelli to go away, and the pirates, but mostly to finish what the Ymaryn began with the Trelli.
 
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But they are filthy republicans!

I am not saying we have to annex them. My point is that the problems of diplomacy are solveable by, you know, engaging in diplomacy.

And that religion is supergood cultural glue and it spreading will make things quite easier for us wrt diplomacy. Being schism-happy somewhat decreases how unifying it is compared to, like, orthodox crurch, but still quite valuable.
 
Kinda? Maybe less so now that we really did back off and let them have their own country. Also we now have one of their values (which I'm VERY interested to see evolve) and @ctulhuslp poinrs out, our religion may spread to them (or already have done so), so they're probably more chill than they used to be.
Plus if we hand them Trelli by supporting them with the Banners they will like us a whole lot.
 
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