Ok, seriously, why the hell is
[32][HS] Increase Professionalism (Found Mercenary Company, Reforms advance)
so popular?

It
1) Does nothing to increase our martial score (transfers it to a new subordinate) which means
-a) Our state's Martial score is extremely low, leading to the potential loss of Blackbirds (again)
-- Seriously we just starved ourselves because we wanted to ensure we kept those, why take the risk? Especially since we're
-- Even if we don't lose them immediately, we'll be at near-zero martial and might still have the Second Sons crisis and we'll need to be fighting to maintain our hold on Trelli
-b) Doesn't do anything to actually help us take/hold Trelli
2) Might hit our subordinate cap (likely the Merc legacy is open, but no guarantee).
3) We lose income per turn paying for the mercs. We're already at negative wealth income and this digs the hole deeper.
4) Is only a [Secondary] action. Literally everything else is a [Main].

And that's just the objective issues. The subjective issue of creating high-priced military units who spend most of their time training... that's kinda the opposite of what these reforms are all about, no?

In comparison,
[10][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)
This is worth just as much as the Steelblooded legacy at no additional cost (1st tech is always refunded) and gives us a headstart on the Ironworks level 2 (which needs to be in Redshore or somewhere else with sufficient shipping capabilities).
Getting Expand Econ to +5/action means that we gain +20 Econ/turn from Balanced+PSN. This is a massive step up from the +12 that we had last turn. (Currently at +16.) This is a massive boon.

The big thing though is that it's a necessary start for the Level 2 Ironworks. I want a free megaproject. Narratively it fits better with these reforms: we build up our industry to support the army.

[10][HS] Prototype Weapon Storage (Palace Arsenal + Storehouse Annexes, Reforms advance)
This is likely a solid choice, but we don't actually know what it will provide. Will it be worth as much as +4 econ/turn and progress towards the free megaproject? I personally doubt it, but won't fault those who do believe in it.
 
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So, we will be getting 6(Subordinate Tax) + 8(PSN Main Expand Econ) + 4(refugee) next turn, which gave us a healthy 14 econ to spend.
 
Huh, I am tempted to switch to Gymnasium, 1 more stability loss and we are utterly fucked right?
 
And that's just the objective issues. The subjective issue of creating high-priced military units who spend most of their time training... that's kinda the opposite of what these reforms are all about, no?

That is literally the whole point of our reform. We are making our military a professional organization that obey the authority of the state. Constant drilling and training keep them busy and away from starting stupid wars while keeping them sharp. I would also love for our soldiers to dig trench and do civic construction projects, but that's not going to happen, I am afraid.

It ain't going to be cheap, not like those yeomen who can practically self finance themselves based on their proceed, but we will be better off for the reform.
 
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[X][SR] Food (Colonies and vassals transfer 1 Econ/turn each)
[X][HS] Increase Professionalism (Found Mercenary Company, Reforms advance)
[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][Attack] No one
[X] [Attack] Hire out mercenary company
-[x] [Attack] Both
--[x] [Attack] To Trelli
[X] [Attack] Hire out mercenary company
-[x] [Attack] Both
--[X] [Attack] To Freehills
[X] [Policy] Special: Vassal Support

War is bad, means it's harder to build more megastructures. Other than that, fairly default.

Also, new omake in very early planning!
 
[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] [HS] Main Build Gymnasium (Does not advance Reforms, +1 Stability)
[X] [HS] Introduce an elite core (Sec More Spiritbonded + Sec Expand Econ, Reforms advance)
[X] [Attack] No one
[X] [Policy] Infrastructure (+1 Free Progress to an infrastructure project (Aqueduct, governor's palace, saltern, etc.)/turn)
If you don't want outright war, would you consider voting to lend out our mercenaries to the Freehills? Right now that is the only alternative that seems to have a chance to win against attacking directly.
 
Ok, seriously, why the hell is
[32][HS] Increase Professionalism (Found Mercenary Company, Reforms advance)
so popular?

It
1) Does nothing to increase our martial score (transfers it to a new subordinate) which means
-a) Our state's Martial score is extremely low, leading to the potential loss of Blackbirds (again)
-- Seriously we just starved ourselves because we wanted to ensure we kept those, why take the risk? Especially since we're
-- Even if we don't lose them immediately, we'll be at near-zero martial and might still have the Second Sons crisis and we'll need to be fighting to maintain our hold on Trelli
-b) Doesn't do anything to actually help us take/hold Trelli
2) Might hit our subordinate cap (likely the Merc legacy is open, but no guarantee).
3) We lose income per turn paying for the mercs. We're already at negative wealth income and this digs the hole deeper.
4) Is only a [Secondary] action. Literally everything else is a [Main].

And that's just the objective issues. The subjective issue of creating high-priced military units who spend most of their time training... that's kinda the opposite of what these reforms are all about, no?

In comparison,
[10][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)
This is worth just as much as the Steelblooded legacy at no additional cost (1st tech is always refunded) and gives us a headstart on the Ironworks level 2 (which needs to be in Redshore or somewhere else with sufficient shipping capabilities).
Getting Expand Econ to +5/action means that we gain +20 Econ/turn from Balanced+PSN. This is a massive step up from the +12 that we had last turn. (Currently at +16.) This is a massive boon.

The big thing though is that it's a necessary start for the Level 2 Ironworks. I want a free megaproject. Narratively it fits better with these reforms: we build up our industry to support the army.

[10][HS] Prototype Weapon Storage (Palace Arsenal + Storehouse Annexes, Reforms advance)
This is likely a solid choice, but we don't actually know what it will provide. Will it be worth as much as +4 econ/turn and progress towards the free megaproject? I personally doubt it, but won't fault those who do believe in it.

Shooting for High Cent + low Martial SS end condition. As per AN in one of posts today, it can (not guaranteed, but can) work, and "chance to end the crisis here and now" is worth a lot.
 
Since the Trelli have no money, are we paying our mercenaries out of our own pocket? Will the Trelli owe us for services rendered?

They may end up in debt to you, but since the king can back them that's a problem between kings rather than between a king and mercenaries.

does "[] [SR] Rotate governors (All periphery states with at least one province cost -1 Diplo/turn each turn, have Min. 2 Loyalty)" cost 1 diplo total, or 1 per province?

1 Diplo per periphery state (less mercs and Free Cities).

Is that free negation 1 negation per faction, or 1 negation shared by all?

It's tracked per faction.

Before everyone gets too married to the [SR] Food option, I really want to draw attention to how they are doing it.
This is not something we want to encourage. Any material we try to get out of them supports them using slaves.

Please, I must encourage people to Rotate Governors instead.

You are taxing your vassals, the slavers are the ones who ran off and are outside your control.

If we help the trelli, is there a chance that they decide to become our vassals seeing that their empire is still on fire and they are broke?

None.

what do advisors say about feasibility of transporting food tax from distant vassals? Seems like it'd be physically impossible or at least ridiculously inefficient to drag food from Thunder Horse, for example.

Ehhh... without a canal it wouldn't be entirely viable from either of the Thunder Speakers or Thunder Horse, but arrangements can be made.

IIRC he hasn't said anything about RedShore providing block housing, only that it's available. I'm assuming he means that we can build block housing as long as we have Panem as a status?

@Academia Nut Can you confirm?

Yes, you can build block housing while you have the Panem status. If you want a level two ironworks, you need to build a level 1, block housing, and then the level 2 structure.
 
If you don't want outright war, would you consider voting to lend out our mercenaries to the Freehills? Right now that is the only alternative that seems to have a chance to win against attacking directly.
Once I get home I'll approval vote staying out of it, although I would prefer to rent out our troops for several reasons (contacts with Freehilla aka roundabout diplomacy, experience, money because we are bleeding wealth, guaranteeing we can resume normal trading ASAP and so on).
 
Seriously, people are getting hysterical about us getting choked out. All that means is that whoever hold the strait gets to benefit off of Ymaryn trade goods and forge an empire based on that.

An empire that counterbalance the Khemetri.

And we have ways of getting around the strait. Like, for example, connecting directly to the Khemetri with a Gullvalley canal. Or exploring Europe's river network until we reach the Not!Baltic Sea.
 
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Seriously, people are getting hysterical about us getting choked out. All that means is that whoever hold the strait gets to benefit off of Ymaryn trade goods and forge an empire based on that.

An empire that counterbalance the Khemetri.

And we have ways of getting around the strait. Like, for example, connecting directly to the Khemetri with a Gullvalley canal. Or exploring Europe's river network until we reach the Not!Baltic Sea.
Add Harmurri-> Indian Ocean route and potentially India and Zanzibar and whoever else if we bother to explore.
 
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It's clear that we're not going to be exploring the Indian Ocean. But the Hamurri can.

We can trade our shipbuilding tech to the Hamurri in exchange for rice.

I'd rather spices, but then again I'd rather Trade policy: making friends and "why take one thing when you can make friends and eventually have everything?" are one of our defining traits.
Not now, of course, starvation is bad for health, but potentially...
 
I'd rather spices, but then again I'd rather Trade policy: making friends and "why take one thing when you can make friends and eventually have everything?" are one of our defining traits.
Not now, of course, starvation is bad for health, but potentially...

We want rice, because rice provides more calories per acre than our existing crops, which will massively increase the productivity of our agriculture.
 
1 Diplo per periphery state (less mercs and Free Cities).
Is that 9 total? Can a math person check?

Seriously we just starved ourselves because we wanted to ensure we kept those, why take the risk?
SUNK COST FALLACY REEEEEEEEEEE
Starving for them was a mistake, we aren't bound by any rule that says we have to stick to our mistakes.

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

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