Sacred Forest comes online at 23 EE
Stallion Pen comes online at 20 EE
Lower Valleyhome comes online at 15 EE
Actually i think the list is now:
-Valleyhome [Aqueduct, Baths, Sig. Walls, Capital, Palace] (25 EE Threshold)
-Blackmouth [Aqueduct, Baths, Governor's Palace, Sig. Walls?] (25 EE Threshold)

-Sacred Forest [Aqueduct, Sig. Walls] (22 EE Threshold)
-Stallion Pen [Aqueduct, Mass. Walls] (18 EE Threshold)
-Valleyguard [Aqueduct, Sig. Walls?] (13 EE Threshold)
-Lower Valleyhome [Aqueduct] (6 EE Threshold)

With the new aqueducts and baths. But thats just from skimming through the updates since my last update to the tracker, and some quick math without much double checking, so take it with a grain of salt.

For example: what the hell is up with us being at Yellow Cent? We should be well below our max, at least until our cities come back up.
And: Should we really be at -2 stability, or is that an oversight?
And: What are the specials this turn? Do we get extra progress on our reforms based on e.g. building the Ironworks?
And: What is the SS crisis next turn?
Ahh, true. And yeah, through looking back i think you were off on a few things:
Hellllo, Golden Centralization! What fun!

Though, uh, I'm actually pretty confused about this. @Academia Nut - didn't we have a non-yellow centralization of 7 before Intervening In Foreign Affairs? Since then, we've added 6 more roads (11->17, +2 Max Cent), gained two provinces over cap (under 12 -> 14, -1 Max Cent), and lost two non-free cities (6 -> 4, +2 Max Cent). Not sure about GPs, but even then, shouldn't 7 be well under our gold threshold?
That particular update was one i didn't do a full post on, but the previous updated had one, so i know we were actually at 13 IC, not +11; the 11 listed in the previous update was the actions as they were before that turn, apparently. So only +1 cent there. Also, the non-free city cent difference only (to my knowledge) applies when the cities are actually active. If i understand how panem works right (the -6 econ is -1 each from 2 Free cities, then -2 each from 2 non free cities) then we have 4 total cities up right now, in the form of Valleyhome, Blackmouth, Redshore, and Redhills. Valleyhome as the capital, and redshore/redhills as free cities have no cent tolerance reduction, leaving us at -1 from blackmouth assuming the governor's palace support requires 3, instead of taking effect at partial values. Meanwhile, at the update you mentioned, per the econ costs per turn it looks like we only had 3 cities active, counting valleyhome. That is, -2 cent from cities. So again only +1 max cent relative to before. Finally the 2 gov palaces we have take away 2 max cent from us. That leaves us at -1 max cent total from then.

Since i know full well that i wrote that poorly, lets look at it this way:
"Intervening in foreign Affairs": "High" + 4
-Government Base ("High")
-13 Interconnectivity (+4)
-Legacies (+2)
-12 Provinces (0)
-2 Non-Supported True Cities (-2)
-0 Governor's Palaces (0)

Now: "High" + 3
-Government Base ("High")
-17 Interconnectivity (+5)
-Legacies (+2)
-14 Provinces (-1)
-1 Non-Supported True Cities (-1)
-2 Governor's Palaces (-2)

So if i'm not missing anything (hopefully true but again, grain of salt) and if there are no hidden modifiers to cent tolerance that have changed (...honestly pretty unlikely), then its possible for 7 to be yellow now, yeah.

Also, since AN's pre-update changes are usually pretty inconsistent, its also possible that we have another city online from the plague's "one more city per turn", and the econ costs just haven't updated. I haven't at all been paying enough attention to know when in the turn they reactivate.
 
I've previously suggested one plan. But now that I've seen our stats... I'm going to float another.

I call this plan Crisis Reshuffling
{S} Active Policy - Restoration
{S} Invite Freehills to Games
{S} Found Free City - Blackmouth
{S} Build Roads
{M} Distribute Land
{G} Charcoal Kilns
{G} Porcelain Works

Econ: -2 (Free City) -1 (Roads) -2 (Kilns) -2 (Porcelain) = -11
Wealth: -2 (Roads) -2 (Kiln) +2 (Porcelain) +5 (Land) = 3

By spending 7 econ, our econ goes down to 7 (+4)[-1], and should go to 10 when income comes it. That should give us only three bonus martial. Assuming the crisis has eaten 3 martial already, that puts us at 1 {4}, which should do it; or at least I hope it will.

By building roads, we go up to 8 centralization, but our tolerance also goes up by 1 so we don't get any closer to death. Hopefully that should help complete the quest.

By founding a free city, we relieve one point on admin strain. We also move up with the reforms.

By Distributing Land, we get some wealth and drop our centralization by 2 to make room for a Main EJ by our provinces.

And finally, our provinces repair our stability. I don't think provinces can do the PG + RoO combo, so I'm guessing they would do something like:
{M} Enforce Justice
{M} Improve Annual Festival
{M} Proclaim Glory
This costs 2 wealth, but that is fine; we were making 3, and going to a net +1 is no problem.
That costs 4 econ, bringing us down to 3 (+4) [-1], which the provinces should be willing to do. It also gives us +3-4 stability, which is... something, at least.
The econ cost means we would only be getting two bonus martial, or 1 {3}.
This brings our centralization back up to 8, so we should be fine on that front.
This brings our stability up by 4-5, which should be enough to get us into the positives even from -3.
This leaves us at 6 Econ at midturn. We can generate another 8 from PSN, putting us at 14. The turn after we should expect [-11+5] = [-6] points of city costs, which is tight but doable.
 
Actually i think the list is now:
-Valleyhome [Aqueduct, Baths, Sig. Walls, Capital, Palace] (25 EE Threshold)
-Blackmouth [Aqueduct, Baths, Governor's Palace, Sig. Walls?] (25 EE Threshold)

-Sacred Forest [Aqueduct, Sig. Walls] (22 EE Threshold)
-Stallion Pen [Aqueduct, Mass. Walls] (18 EE Threshold)
-Valleyguard [Aqueduct, Sig. Walls?] (13 EE Threshold)
-Lower Valleyhome [Aqueduct] (6 EE Threshold)
Wait, aren't Valleyguard and Lower Valleyhome the same settlement? I'm almost certain we have Massive Walls around our capital, as well.
 
So if i'm not missing anything (hopefully true but again, grain of salt) and if there are no hidden modifiers to cent tolerance that have changed (...honestly pretty unlikely), then its possible for 7 to be yellow now, yeah.
Hmm. Can you do this check for the update before that as well (Golden stars warning)? We had the same number of Cent at the time, I believe; did nothing change between those two turns?
 
The problem here is that we hit -2 (Roads) -2 (Kiln) -2(Expenses) and go to 2 Wealth for a time before income comes. This is an issue because it may trigger a stab hit, and that will kill us if we have to Let Go.
Our provinces are smart enough not to do that. If they can, I expect them to swap out the {M} Improve Festival for a {M} RoO. If they can't do that, they can certainly swap it for a second {M} PG; that won't cost Wealth.

I doubt that touching 4 econ is going to be a big problem.
 
Wait, aren't Valleyguard and Lower Valleyhome the same settlement? I'm almost certain we have Massive Walls around our capital, as well.
They are not. Valleyguard is the capital of the...well i guess its not "new" anymore, but the lowlands province we settled via the "south of cataracts" and the like. It used to be HK land before the climate issues way back when. As for the capital, i'm almost certain we only have significant walls, unless i missed something lately, because we got walls around it in the first place by way of a midturn reaction main back in the old action system, i think at the same time as the occupational vs geographical choice; i.e. a secondary now. That makes them significant.
Hmm. Can you do this check for the update before that as well (Golden stars warning)? We had the same number of Cent at the time, I believe; did nothing change between those two turns?
Ahh, looking at the civ sheet diffs now, we had [1-4] econ listed during that update, and 7 non-gold cent. That would in fact make the calculation come to the same result as now, assuming:
1. We currently have 4 cities up, including the capital and the 2 free cities.
2. the admin stress from cities only applies when cities are active.
3. No factors that we dont know about have gotten worse since then.

obviously 3 is the weakest of those assumptions :p
 
Ahh, looking at the civ sheet diffs now, we had [1-4] econ listed during that update, and 7 non-gold cent. That would in fact make the calculation come to the same result as now, assuming:
1. We currently have 4 cities up, including the capital and the 2 free cities.
2. the admin stress from cities only applies when cities are active.
3. No factors that we dont know about exist.
So from what we know 7 should be white, correct?
 
Our provinces are smart enough not to do that. If they can, I expect them to swap out the {M} Improve Festival for a {M} RoO. If they can't do that, they can certainly swap it for a second {M} PG; that won't cost Wealth.

I doubt that touching 4 econ is going to be a big problem.
Econ 4?

Our expenses are our actual correct income right now what with our mercs and net income being [-2]. Course this assumes that the Trade Disruption not being removed is correct.

My concern is that touching Wealth 2 is enough to trigger a stab hit, like hitting negative Temp Econ briefly is enough.

E: Hmm some weird things are going on in our stat sheet. YAY 7 CENT IS WHITE AGAIN!
E2: Also we now have the Unit income in Wealth being -1 + 2 so that's great.
 
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Sorry; I meant Wealth 4. I'm saying that our provinces don't need to take us lower than Wealth 4. Since they know the mechanics better than us and we know they don't do risky things, it shouldn't be a problem.

Our expenses are our actual correct income right now what with our mercs and net income being [-2].
Wealth net income should be [2]. If we were paying our own mercenaries it would be [-2], but since they are working for Freehills they generate +2 each.

Actually, @Academia Nut, you should fix that; you ended up adding 3+1+2+(-1+2)-5 and got 0 instead of 2.
 
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Still Stability -2 though :/
Maybe the second son roll ended up with "just" an auto stab hit instead of the choices we've had before? :/

That said, i should have been in bed a while ago, if i ever want to fix my sleep schedule*, so i look forward to the meow rating from @Academia Nut when the update gets posted a couple minutes after i get off the computer :V


*Some advice to anyone who might end up trying Welbutrin as part of any sort of psychiatric help, be prepared for it potentially fucking your sleep schedule up terribly D=
 
Because it is the biggest event in the history of the region. Golden age is Ymaryn specific.

And the Battle of Bloodvalley symbolically marks the end of Bronze Age.
You do not count us discovering iron centuries ahead of our peers to be sufficient?

Come to think of it, where was humanity in our 0 A.D.?
 
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