It's a shame though that the loyal Yeoman got fucked over like this but it was a systemic problem we were having with them.
The loyal Yeomen didn't really get affected. They used to just farm...and now they just farm.
Also remember their power level will shoot back up after this, once the Patricians switch to oppressing/supporting a different faction.
For everyone voting to Enforce Justice: Aren't we already pretty close to the Cent cap? If we go up much higher, aren't we in danger of locking up due to overcentralization?
Previous math analysis says our Cent cap is around 10-14 or so until the cities reform.
@Abby Normal,
@BungieONI,
@veekie
For you who are most active and reasonable I just want to bring this
to your attention, so that you might convice the thread of the importance of taking at least a sec sailing mission if we want to be successful against the pirates
Provinces took it for us last turn. I don't think it'd be a problem.
No analysis since still fevered AND rather busy at work, but a couple of observations:
Capital Palace
A grand center of government, the palace seats the king and all the necessary organs of governance, as well as being aesthetically attractive and imposing, so as to show off the wealth and power of the People. Required capstone project to move beyond Bronze Age models. Grants access to the Governor's Palace extended project.
Annexes (11/15): Grand Hallx2, Shrine, Library x2, Storehousex2, Garden, Arsenal x3
Annex Effect: +1 National Library count, -1 Temp Econ damage for all palaces, +1 EE before Valleyhome loses TC status, +1 Safe Martial, +1 Tech Refund, +1 Tech/turn
Storehouse level 2 changes it from -1 Temp Econ damage to -1 Temp Econ damage per Palace, which is a rather big boost.
The third Arsenal also added a +1 Tech drip, which is kickass.
Econ + Econ Expansion total is less than 24, preventing us from meeting the priest quest without Mills or New Settlements.
For their part, Freehills seemed more than a little interested in taking a swing at the Khemetri colonies, but upon hearing that the People weren't interested in letting them have their mercenaries for such an affair, decided to just work on getting their coastlines secured.
Oh good, they're paying us to suppress pirates. Handy.
And as for the glory hounding idiots who kept making trouble...
"They're going after the pirates?" The king asked of the advisor giving the report.
"Yes sir. The Western People are in something of an unstable back and forth with the Storm Tribes, so the big draw right now is to go south of Tinshore to raid 'bandit' villages, under the assumption that it is both safer and will be more condoned," the man informed him.
Toppest of keks. They're going bandit...and attacking bandits.
"No, I think that at most the guilds might just pull out some bribes to get more housing or industry built to improve their lot, but I don't think I've heard anything dangerous. Doesn't mean its not there, just, you know, I haven't heard anything," the general said.
Guilds may burn their Power to hijack and build Block Housing/Ironworks if we don't.
"We need more men and boats to ensure that the pirates are put down... but I think we might be able to pressure them into behaving, at least for a generation or two. We have trouble stopping them on the water, but our traders have a mostly secure route so they can't make as many opportunistic strikes from their home villages so long as we take the southern routes. That still makes a mess of the Tinriver route, and their king can still make long distance strikes, but it's not something that we can't deal with long term, and if we hit them enough they might decide to just settle down and stop raiding in any sort of organized manner."
Unlikely to actually wipe out the pirates under their Gold D Roger due to his immunity to critfails, but they may form a new polity on the Black Sea...which means that the Tinriver landgrab is extra important now.
Block Housing - Multilevel housing that allows for many, many people to be stuffed into a small area. Can only be built in locations with sufficient shipping to bring in enough external food to keep the locations fed, but can allow for Level 2 infrastructure to be built. Block Housing increases the city's EE limit by 5, but decreases the limit for cities without Block Housing by 4. Each Block Housing also increases the Econ tax of a True City by 1. Every {S} cost 3 Econ and 3 Tech for 3 progress. Redshore (0/3), Blackmouth (0/3)
Kind of expensive, and not very useful YET aside from the Ironworks
Ironworks [Guild] - Huge, centralized centers of iron production, these facilities make high quality iron tools cheaper and more widely available. Every facility adds +1 Econ, -1 EE, -1 Tech to the Expand Economy action. Every {S} cost 3 Econ and 3 Tech for 3 progress, and completed Ironworks also consume an additional 2 sustainable forest. Valleyhome (0/3), Redshore (0/3), Redhills (Wonder), Blackmouth (0/3)
REALLY expensive to use.
After we build the level 2 version we're going to be losing at least 1 point of unrefunded Tech per turn from Expand Econ actions, as we're using up too many skilled workers to produce the tools just to farm.
We might want to move the Academy up the schedule.
Patricians (5*) - Power: Add or subtract their faction power from factions they are supporting/opposing. Objective: Have Light cavalry above 3 within 2 turns. Success: Free equestrian tech
This is useful, they can activate faction powers for us at present...it also makes Patrician power twice as dangerous as any other faction.
Traders (2*)[/b] - Objective: Build a silver or gold mine within 2 turns. Failure: -5 Wealth [0/2]
This is going to use a Survey(which the provinces will take since it's free) and potentially 1 Forest to develop depending on the ore.
[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] War Mission - Pirate Clans
[X] [Secondary] Ironworks (Redshore)
[X] [Secondary] Invite to Games - Freehills
[X] [Guild] Efficient Charcoal Kilns
[X] [Guild] Efficient Charcoal Kilns x2
Bring them home. We can Proclaim right back up, grab a chunk of land for Tinriver too. Pity about the Diplomacy drip, but we'll live.
Main Proclaim Secondary Enforce seems better for Stability though, so I'll go with that.
Block Housing eats Econ fast, and likely increases disease until the baths catch up.
I'm seeing Games Invite as being quite popular as are Mills. I'll go with Games first personally, since we have three turns to sort that out, and it'd be easier to sort that out with a bigger Diplomacy drip.
Should keep an eye on the forestry:
-Current 3 Forest
-Kilns -3 Forest +6 Charcoal
-Ironworks -2 Charcoal
-Baths -1 Charcoal
-Ironworks level 2 -2(?) Charcoal
-Porcelain -1 Charcoal
We'd be cutting it a little close, if Ironworks level 2 costs differently, if the mine we find needs fuel or the passives build an extra bath.
@Academia Nut
I'm curious, does Terrify work on pirates or do they count as Sea Nomads? I think they do have settlements to service their ships after all.
Not planning on using that, just curious.