[X] [Crisis] If they want to go play bandit they can get caught up along the way (-3 Martial, -1 Stability)
 
@Academia Nut, a thing to be brought to your attention. Our Wealth income is a little borked.

With + 3 Salt + 1 Strategic + 2 Luxury -(1+2 Units) -5 Maintenance we should have +2 and not + 0.
 
Good point. That adds up to -2 econ. Call it 1.4 secondaries (After 1 more ironworks, Expand econ = +5 Econ)

Or just call it 0.8 secondaries or so due to [PSN] Expand Econ.
In terms of straight action cost, that doesn't sound too bad, but I'm also worried about the narrative effects of constantly losing refugees to WY during a Gilded Age while constantly enforcing justice. It just seems safer to ensure we have max Stab and go for a Golden Age instead.
 
[X] [Crisis] Bring them back in with the fighting (Change Tinriver from Trading Post to Colony, will claim additional territory when fighting pirates, -1 Legitimacy)
[X] [Main] War Mission - Pirate Clans
[X] [Sec] Survey Lands
[X] [Sec] Ironworks - Redshore
[X] [Sec] Proclaim Glory
[X] [Sec] Study Health
[X] Build Docks [Guild]
[X] More Warships

Now that we have free access to the strait and will hopefully be rid of the pirate menace soon let's take advantage of it.

@Academia Nut, I took a look at the actions but couldn't find a project to build baths for the Urban Poor faction quest. Will studying health lead to it?
 
In terms of straight action cost, that doesn't sound too bad, but I'm also worried about the narrative effects of constantly losing refugees to WY during a Gilded Age while constantly enforcing justice. It just seems safer to ensure we have max Stab and go for a Golden Age instead.
We're not getting a Guilded Age anyway unless we give up the Cavalry quest, and I'd really prefer to get that one done.

Primarily, we want more Centralization, don't want to spend the Econ, and have no reason to waste a secondary's worth of sum total stats (culture plus econ)
 
If you're only picking Ironworks or Blockhousing, Blockhousing is likely a better choice. We need both either way but we might get Ironworks as part of the M-Reforms during Mid-Turn.
I believe that was part of our Reforms. Unsure if we will get a chance again
It's literally impossible for {S} Build Roads to push us over. Making 1 more road pushes our Centralization cap up +1 due to connectivity; {S} Roads only gives us 1 Cent.
Sauce.

What is our Max Centralization. Only then will I play dice.
 
[X] [Main] Proclaim Glory
[X] [Secondary] Survey Lands
[X] [Secondary] Ironworks - Redshore
[X] [Secondary] Block Housing- Redshore
[X] [Secondary] War Mission - Pirate Clans
[X] [Secondary] Enforce Justice
[X] [Secondary] Build Roads
[X] [Guild] Efficient Charcoal Kilns
[X] [Guild] Build Porcelain Works
 
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Excellent! The Second Sons has ended and we get another minion that can expand. Guess I'll go with this for now and see how the discussion goes.

[X] [Crisis] Bring them back in with the fighting (Change Tinriver from Trading Post to Colony, will claim additional territory when fighting pirates, -1 Legitimacy)
[X] [Main] Enforce Justice
[X] [Secondary] Proclaim Glory
[X] [Secondary] War Mission - Pirate Clans
[X] [Secondary] Build Mills
[X] [Secondary] Invite to Games - Freehills
[X] [Guild] Build Porcelain Works
[X] [Guild] Efficient Charcoal Kilns
 
I took a look at the actions but couldn't find a project to build baths for the Urban Poor faction quest. Will studying health lead to it?
Bath - Any city with an aqueduct may have a bath. Each {S} committed consumes 3 Wealth and 3 Tech for 3 Progress, and then ties up 1 Sustainable Forest once complete. Completion adds +1 Econ Expansion and decreases disease roll penalty for True Cities further
There you go.

Mind our Passive Policies are building it so, no need to worry.
 
[X] [Crisis] Bring them back in with the fighting (Change Tinriver from Trading Post to Colony, will claim additional territory when fighting pirates, -1 Legitimacy)

[X] [Main] Survey Lands
[X] [Secondary] Enforce Justice
[X] [Secondary] Proclaim Glory
[X] [Secondary] Integrate Colony: Gulvalley
[X] [Secondary] War Mission: Pirates

[X] [Guild] Build Porcelain Works
[X] [Guild] Efficient Charcoal Kilns
 
Vote Tally : Original - Paths of Civilization | Page 4656 | Sufficient Velocity [Posts: 116382-116472]
##### NetTally 1.9.9
[1] Build Docks [Guild]
[1] More Warships

——————————————————————————————————————————————Task: Crisis
[22][Crisis] Bring them back in with the fighting (Change Tinriver from Trading Post to Colony, will claim additional territory when fighting pirates, -1 Legitimacy)
[2][Crisis] If they want to go play bandit they can get caught up along the way (-3 Martial, -1 Stability)

——————————————————————————————————————————————Task: Main
[10][Main] Proclaim Glory
[7][Main] Enforce Justice
[2][Main] Survey Lands
[2][Main] War Mission: Pirate Clans

——————————————————————————————————————————————Task: Secondary
[14][Secondary] War Mission - Pirate Clans
[11][Secondary] Ironworks- Redshore
[9][Secondary] Invite to Games - Freehills
[8][Secondary] Enforce Justice
[8][Secondary] Block Housing- Redshore
[6][Secondary] Proclaim Glory
[3][Secondary] War Mission (Pirates)
[3][Secondary] Invite to Games - Trelli
[3][Secondary] Build Mills
[3][Secondary] Survey Lands
[2][Secondary] Build Roads
[2][Secondary] Invite to Games - Khemetri
[1][Secondary] Improve Annual Festival
[1][Secondary] Hunt Troublemakers
[1][Secondary] War Mission-Pirates Clans
[1][Secondary] More Spiritbonded
[1][Secondary] Sailing Mission
[1][Secondary] Expand Forests
[1][Secondary] Black Soil
[1][Secondary] More Warships
[1][Secondary] Trade Mission: Khemetri
[1][Secondary] Integrate Colony: Gulvalley

——————————————————————————————————————————————Task: Guild
[17][Guild] Efficient Charcoal Kilns
[16][Guild] Build Porcelain Works
[1][Guild] Expand Snail Cultivation
[1][Guild] Build More Warships
[1][Guild] Charcoal Kilns

——————————————————————————————————————————————Task: Guild Main
[1][Guild Main] Efficient Charcoal Kilns
[1][Guild Main] More Warships

——————————————————————————————————————————————Task: Sec
[2][Sec] Survey Lands
[2][Sec] Ironworks - Redshore
[1][Sec] Proclaim Glory
[1][Sec] Study Health
[1][Sec] War Mission - Pirate Clans
[1][Sec] Enforce Justice
Total No. of Voters: 26

Some weird votes(you know who you are). Please change them.
 
[X] [Crisis] Bring them back in with the fighting (Change Tinriver from Trading Post to Colony, will claim additional territory when fighting pirates, -1 Legitimacy)
[X] [Main] Proclaim Glory
[X] [Secondary] Enforce Justice
[X] [Secondary] Sailing Mission
[X] [Secondary] More Spiritbonded
[X] [Secondary] War Mission - Pirate Clans

[X] [Guild Main] Efficient Charcoal Kilns
[X] [Guild Main] More Warships
 
[X] [Crisis] Bring them back in with the fighting (Change Tinriver from Trading Post to Colony, will claim additional territory when fighting pirates, -1 Legitimacy)
[X] [Main] Proclaim Glory
[X] [Secondary] War Mission - Pirate Clans
[X] [Secondary] Ironworks - Redshore
[X] [Secondary] Sailing Mission
[X] [Secondary] Distribute Land
[X] [Guild] Build Porcelain Works
[X] [Guild] Efficient Charcoal Kilns

Primary difference is that I'm burning off Cent for some more Wealth as we have no income there with Distribute Land. Stay below Yellow there
 
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[X] [Crisis] Bring them back in with the fighting (Change Tinriver from TradingPost to Colony, will claim additional territory when fighting pirates, -1 Legitimacy)

[X] [Main] Proclaim Glory
[X] [Secondary] Build Roads
[X] [Secondary] Sailing Mission
[X] [Secondary] War Mission - Pirate Clans
[X] [Secondary] Invite to Games - Freehills
[X] [Guild] Efficient Charcoal Kilns
[X] [Guild] Build Porcelain Works

Full of things that the Policy can't do. Only the sailing mission can be done by the policy and if it is not done then the war mission is a waste.

The road may be a waste but I will die on this hill.
 
[X] [Crisis] Bring them back in with the fighting (Change Tinriver from Trading Post to Colony, will claim additional territory when fighting pirates, -1 Legitimacy)

[X] [Main] Proclaim Glory
[X] [Secondary] Build Roads
[X] [Secondary] Build Roads x2
[X] [Secondary] War Mission - Pirate Clans
[X] [Secondary] Sailing Mission
[X] [Guild] Build Porcelain Works
[X] [Guild] Efficient Charcoal Kilns
 
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[X] [Crisis] Bring them back in with the fighting (Change Tinriver from Trading Post to Colony, will claim additional territory when fighting pirates, -1 Legitimacy)

[X] [Main] Proclaim Glory
[X] [Secondary] Survey Lands
[X] [Secondary] Block Housing- Redshore
[X] [Secondary] War Mission - Pirate Clans
[X] [Secondary] Enforce Justice
[X] [Guild] Efficient Charcoal Kilns
[X] [Guild] Build Porcelain Works
 
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[X] [Crisis] Bring them back in with the fighting (Change Tinriver from Trading Post to Colony, will claim additional territory when fighting pirates, -1 Legitimacy)
[X] [Main] Proclaim Glory
[X] [Secondary] Build Roads
[X] [Secondary] War Mission-Pirates Clans
[X] [Secondary] Block Housing (Redshore)
[X] [Secondary] Ironworks (Redshore)
[X] [Guild] Plant Poppies
[X] [Guild] Efficient Charcoal Kilns
 
We're not getting a Guilded Age anyway unless we give up the Cavalry quest, and I'd really prefer to get that one done.

Primarily, we want more Centralization, don't want to spend the Econ, and have no reason to waste a secondary's worth of sum total stats (culture plus econ)
Ehh, I honestly don't know if we'll have time for the Patrician quest, and I'm not that tempted by the shiny. Not a strong motivator for me, personally.

As for the stats, they still seem pretty worth it. Less than a single turn of culture drip for a Main, 0-2 Cent (I'm still interested in building Roads as soon as we get our house in order, so I'm not desperate for Cent) and 1 Econ. Pretty reasonable for ensuring a Golden Age if we want one, which would allow us to potentially get a build track for the damn Dam.
 
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