Basing fuel consumption based on possible current actions is a bad idea, because demand may go up faster than we could put up our forest.
But we have to base it on something. Basing it on current potential demand, especially when said current potential demand is incredibly unlikely to materialize (full ironworks would kill us on tech costs), is perfectly valid for a five-ten turn horizon. At five turns, we will either have another true city which will allow us another policy, or we can re-evaluate our policy distribution based on any new developments.
 
But we have to base it on something. Basing it on current potential demand, especially when said current potential demand is incredibly unlikely to materialize (full ironworks would kill us on tech costs), is perfectly valid for a five-ten turn horizon. At five turns, we will either have another true city which will allow us another policy, or we can re-evaluate our policy distribution based on any new developments.
A cautionary note, five turns is at least 10 updates possibly more which at current update speed is more than two weeks real time. As is evidenced by the past twenty or so updates we've slipped into a style of play where big things are changing inside of a week so five turns is probably edging really hard on feasible prediction limits.
 
A cautionary note, five turns is at least 10 updates possibly more which at current update speed is more than two weeks real time. As is evidenced by the past twenty or so updates we've slipped into a style of play where big things are changing inside of a week so five turns is probably edging really hard on feasible prediction limits.
That's fair, but he's planning for the worst case scenario, not best case. While we could gain a new demand for charcoal in the form of a Mega or new project, we could also not be crazy and build every Ironworks possible.
 
I mean, Redshore is a birthplace of our intrigue network and its mayors had shadow network for two centuries. They know their tradecraft.
Edit: I am actually strongly in favor of squeezing Hunt Troublemakers somewhere during next few turns. Maybe for once we can find some problem before it blows up in our faces.

Yeah, but it's not, narratively, government's policy, but city's autonomous one. That's what puzzling. Mafia?
 
Edit: Ignore all this, because i am a dumb and read "redshore" as "blackmouth". Scroll down a few more posts to see AN confirm what system we're using (Block housing can make cities higher priority than capital, and block housing penalty is propagated, not cumulative), and a few more from that to see me post the correct current values, which are much simpler than this post)

Now that i'm awake and properly setup at my desk/laptop instead of just on phone, i'll get to the update math soon, to doublecheck the work others (bungie, primal, i think someone else?) has done. But for now, since i saw a lot of discussion on it, imma see if i cant figure out how the block housing affects the city list:

For a reminder, the way thresholds work is that each city "inherits" the threshold of the city above them, but takes a penalty for their position in the list equal to (X+2), where X is their position. The first city on the list has a base of 20, without the penalty (or, i suppose, you could say it has a base of 23, and takes the normal penalty, but it comes out to the same)

Assuming capital is always "first" on the list, even if thresholds say otherwise, and block housing penalty doesn't affect the capital. Also assuming that the "penalty" for not having block housing is applied only once, since inheritance will propagate it anyway.

Also, I found this in AN's post announcing the threshold changes way back when
In order for a candidate that is not already a True City to become one, you must have EE less than half its threshold. Stallionpen is thus not yet a True City.
Which i'd forgotten about. So we know for sure which cities will be active.

-Valleyhome [Aqueduct, Baths, Sig. Walls, Capital, Palace] (25 EE Threshold)
[20 (Base) + 5 (Infrastructure) = 25]

-Blackmouth [Aqueduct, Baths, Governor's Palace, Sig. Walls?] [Block Housing] (30 EE Threshold)
[25 (Inherit) - 4 (Penalty) + 4 (Infrastructure) + 5 (Block Housing) = 30]

-Sacred Forest [Aqueduct, Baths, Sig. Walls] (24 EE Threshold)
[30 (Inherit) - 5 (Penalty) + 3 (Infrastructure) - 4 (No Block Housing) = 24]

-Stallion Pen [Aqueduct, Mass. Walls] (20 EE Threshold)
[24 (Inherit) - 6 (Penalty) + 2 (Infrastructure) = 20]

-Valleyguard [Aqueduct, Sig. Walls?] (15 EE Threshold)
[20 (Inherit) - 7 (Penalty) + 2 (Infrastructure) = 15]

-Lower Valleyhome [Aqueduct] (8 EE Threshold)
[15 (Inherit) - 8 (Penalty) + 1 (Infrastructure) = 8]
Assuming @BungieONI 's math is right (as the first one i found in my search just now), we have 6 EE, and so all but LV would be active if this is how it works.

Alternatively, if block housing's penalty is cumulative:

-Valleyhome [Aqueduct, Baths, Sig. Walls, Capital, Palace] (25 EE Threshold)
[20 (Base) + 5 (Infrastructure) = 25]

-Blackmouth [Aqueduct, Baths, Governor's Palace, Sig. Walls?] [Block Housing] (30 EE Threshold)
[25 (Inherit) - 4 (Penalty) + 4 (Infrastructure) + 5 (Block Housing) = 30]

-Sacred Forest [Aqueduct, Baths, Sig. Walls] (24 EE Threshold)
[30 (Inherit) - 5 (Penalty) + 3 (Infrastructure) - 4 (No Block Housing) = 24]

-Stallion Pen [Aqueduct, Mass. Walls] (16 EE Threshold)
[24 (Inherit) - 6 (Penalty) + 2 (Infrastructure) - 4 (No Block Housing) = 16]

-Valleyguard [Aqueduct, Sig. Walls?] (7 EE Threshold)
[16 (Inherit) - 7 (Penalty) + 2 (Infrastructure) - 4 (No Block Housing) = 7]

-Lower Valleyhome [Aqueduct] (-4 EE Threshold)
[7 (Inherit) - 8 (Penalty) + 1 (Infrastructure) - 4 (No Block Housing) = -4]
Again assuming Bungie's math is right and we have 6 EE, then stallion pen and up would be active if this is how it works.

Alternatively, if the block housing can push blackmouth to first position over the capital:
-Blackmouth [Aqueduct, Baths, Governor's Palace, Sig. Walls?] [Block Housing] (29 EE Threshold)
[20 (Base) + 4 (Infrastructure) + 5 (Block Housing) = 29]

-Valleyhome [Aqueduct, Baths, Sig. Walls, Capital, Palace] (26 EE Threshold)
[29 (Inherit) - 4 (Penalty) + 5 (Infrastructure) - 4 (No Block Housing) = 26]

-Sacred Forest [Aqueduct, Baths, Sig. Walls] (24 EE Threshold)
[26 (Inherit) - 5 (Penalty) + 3 (Infrastructure) = 24]

-Stallion Pen [Aqueduct, Mass. Walls] (20 EE Threshold)
[24 (Inherit) - 6 (Penalty) + 2 (Infrastructure) = 20]

-Valleyguard [Aqueduct, Sig. Walls?] (15 EE Threshold)
[20 (Inherit) - 7 (Penalty) + 2 (Infrastructure) = 15]

-Lower Valleyhome [Aqueduct] (8 EE Threshold)
[15 (Inherit) - 8 (Penalty) + 1 (Infrastructure) = 8]
Interestingly, this scenario produces the same thresholds for everything but valleyhome and blackmouth. Again, assuming Bungie/6 EE, all but LV active.

-Blackmouth [Aqueduct, Baths, Governor's Palace, Sig. Walls?] [Block Housing] (29 EE Threshold)
[20 (Base) + 4 (Infrastructure) + 5 (Block Housing) = 29]

-Valleyhome [Aqueduct, Baths, Sig. Walls, Capital, Palace] (26 EE Threshold)
[29 (Inherit) - 4 (Penalty) + 5 (Infrastructure) - 4 (No Block Housing) = 26]

-Sacred Forest [Aqueduct, Baths, Sig. Walls] (20 EE Threshold)
[26 (Inherit) - 5 (Penalty) + 3 (Infrastructure) - 4 (No Block Housing) = 20]

-Stallion Pen [Aqueduct, Mass. Walls] (12 EE Threshold)
[20 (Inherit) - 6 (Penalty) + 2 (Infrastructure) - 4 (No Block Housing) = 12]

-Valleyguard [Aqueduct, Sig. Walls?] (3 EE Threshold)
[12 (Inherit) - 7 (Penalty) + 2 (Infrastructure) - 4 (No Block Housing) = 3]

-Lower Valleyhome [Aqueduct] (-8 EE Threshold)
[3 (Inherit) - 8 (Penalty) + 1 (Infrastructure) - 4 (No Block Housing) = -8]
This scenario on the other hand is by far the worst for having lots of cities, and is the least likely imo...though once more assuming 6 EE stallion pen and up would be active.

...That was more math than i expected it to be o_O So...update math will wait until i get a snack and let my brain refresh itself a bit :p

So... @Academia Nut which of these is accurate? ...And for that matter, are my assumptions on wall status for each city right? I know at some point LV will get walls by our policy, and there was a question recently about if stallion pen might have 2 layers of walls, 1 significant from pre-palace actions and 1 massive from post-palace.

Also, in case anyone is curious, here's the math written out for how things were last update, which i did to make sure i remembered things right:
-Valleyhome [Aqueduct, Baths, Sig. Walls, Capital, Palace] (25 EE Threshold)
[20 (Base) + 5 (Infrastructure) = 25]

-Blackmouth [Aqueduct, Baths, Governor's Palace, Sig. Walls?] (25 EE Threshold)
[25 (Inherit) - 4 (Penalty) + 4 (Infrastructure) = 25]

-Sacred Forest [Aqueduct, Sig. Walls] (22 EE Threshold)
[25 (Inherit) - 5 (Penalty) + 2 (Infrastructure) = 22]

-Stallion Pen [Aqueduct, Mass. Walls] (18 EE Threshold)
[22 (Inherit) - 6 (Penalty) + 2 (Infrastructure) = 18]

-Valleyguard [Aqueduct, Sig. Walls?] (13 EE Threshold)
[18 (Inherit) - 7 (Penalty) + 2 (Infrastructure) = 13]

-Lower Valleyhome [Aqueduct] (6 EE Threshold)
[13 (Inherit) - 8 (Penalty) + 1 (Infrastructure) = 6]
 
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And here are the actions chosen so that people can go over the costs and thus I can download the math to the hivemind

*cracks knuckles*

Let's do this.

Civilization Stats

General
Diplomacy 18 [+4]
-Intrigue 4
Economy 10 (+4) [-6+5]
-Sustainable Forests 24/27.5
-Econ Expansion 10 [+6-5] [Overcrowding Min: -5]
Martial 3 (+1) {8}
-Light Cavalry 1
Naval 2
Wealth 10 [+2]
+3 Salt
+2/2 = 1 Strategic
+4/2 = 2 Luxury
-1+2 Units
-5 Maintenance
Total: 0

Cultural
Culture 24 [+4]
Mysticism 24 [+3-3]
Tech 24 (+2) [+1-1]
Prestige 87

Stability
Stability 0 (neutral)
Legitimacy 3 (max)

Organizational
Centralization 7
Hierarchy 7
Religious Authority 8

Here's the stats, last updated before AN requested math.

-----

General

Diplomacy 18 + 4 (base income) - 1 (Freehills Game Invitation) - 2 (Redshore: Skullduggery) = 19 Diplomacy

Intrigue 4 + 1 (Redshore: Skullduggery) = 5 Intrigue

Economy 10 + 4 (Delayed Income) - 1 (net per Turn income) - 2 (Proclaim Glory) - 3 (Redshore Ironworks) - 2 (Efficient Charcoal Kilns) - 2 (Build Porcelain Works) + 8 (Provinces: Expand Economy) + 3 (Provinces: Build Mills) = 15 Economy

Sustainable Forests use 24 - 3 (Efficient Charcoal Kilns) + 1 (Build Porcelain Works) + 1 (Policies: Sacred Forest Baths) = 23 Sustainable Forest use

Sustainable Forest cap 27.5 + 0.5 (Forestry Policy) = 28 Sustainable Forest cap

Econ Expansion 10 + 1 (net per Turn income) + 9 (Econ expenditures) - 8 (Provinces: Expand Economy) = 12 Econ Expansion

Martial 3 + 1 (Delayed Income) = 4. 1x Secondary War Mission = 1x potential loss of Martial

Wealth 10 + 2 (net per Turn income) - 2 (Efficient Charcoal Kilns) + 2 (Build Porcelain Works) - 3 (Provinces: Study Alchemy) - 1 (Provinces: Study Stars) - 3 (Provinces: Build Mills) = 5 Wealth

Cultural

Culture 24 + 4 (net per Turn income) - 6 (Proclaim Glory) + 3 (Build Porcelain Works) = 25 - 1 (Overflow to Mysticism) = 24 Culture

Mysticism 24 - 2 (Provinces: Study Alchemy) + 1 (Provinces: Study Stars) + 1 (Overflow from Culture) = 24 Mysticism

Tech 24 + 2 (Delayed Income) - 3 (Redshore Ironworks) - 1 (Efficient Charcoal Kilns) - 2 (Build Porcelain Works) + 1 (Provinces: Study Alchemy) - 1 (Provinces: Build Mills) = 20 Tech

Stability

Stability 0 + 2 (Proclaim Glory) + 1-2 (Enforce Justice) = 3-4 Stability. Stability is capped without overflow at 3; 3 Stability

Legitimacy 3 - 1 (Crisis: Bring them back in with the fighting) + 1 (Proclaim Glory) = 3 Legitimacy

Organizational

Centralization 7 + 2-3 (Enforce Justice) = 9-10 Centralization
 
on the off chance that someone were to border two policies with PiA or a derivative does that mean that both sides could suck in as many refugees as they wanted? Or is there a "ceiling" of some sort that would prevent a policy from immediately collapsing from the drain? For example if there were states willing to take the strain could something on the scale of the Germanic Migration be tanked by draining out the Stability from the incoming policies and absorbing the refugees that way?

The number of potential stab hits are split between them.

in the description for baths it says "Any city with an aqueduct" does that simply mean any town with an aqueduct in it or does it need an actual True City which has spawned.

They do not need to be True Cities to build baths.

Also:

-Blackmouth [Aqueduct, Baths, Governor's Palace, Sig. Walls?] [Block Housing] (29 EE Threshold)
[20 (Base) + 4 (Infrastructure) + 5 (Block Housing) = 29]

-Valleyhome [Aqueduct, Baths, Sig. Walls, Capital, Palace] (26 EE Threshold)
[29 (Inherit) - 4 (Penalty) + 5 (Infrastructure) - 4 (No Block Housing) = 26]

-Sacred Forest [Aqueduct, Baths, Sig. Walls] (24 EE Threshold)
[26 (Inherit) - 5 (Penalty) + 3 (Infrastructure) = 24]

-Stallion Pen [Aqueduct, Mass. Walls] (20 EE Threshold)
[24 (Inherit) - 6 (Penalty) + 2 (Infrastructure) = 20]

-Valleyguard [Aqueduct, Sig. Walls?] (15 EE Threshold)
[20 (Inherit) - 7 (Penalty) + 2 (Infrastructure) = 15]

-Lower Valleyhome [Aqueduct] (8 EE Threshold)
[15 (Inherit) - 8 (Penalty) + 1 (Infrastructure) = 8]

This is the formula being used, other than the fact that Blackmouth itself doesn't have Block Housing, so all cities right now have that penalty.
 
@Academia Nut - just to confirm something one more time.

Due to changing our trading post to a colony, we should be counting -1 Wealth, -1 Diplo, and +1 Econ THIS turn, correct?

Because I don't think everyone is counting that...
 
This is the formula being used, other than the fact that Blackmouth itself doesn't have Block Housing, so all cities right now have that penalty.
...*looks back at your post with the actions* ...That does say redshore, doesn't it. *facepalm*

Well... i feel somewhat dumb right now X.X
In that case the math is much simpler:

-Valleyhome [Aqueduct, Baths, Sig. Walls, Capital, Palace] (21 EE Threshold)
[20 (Base) + 5 (Infrastructure) - 4 (No Block Housing) = 21]

-Blackmouth [Aqueduct, Baths, Governor's Palace, Sig. Walls?] (21 EE Threshold)
[21 (Inherit) - 4 (Penalty) + 4 (Infrastructure) = 21]

-Sacred Forest [Aqueduct, Baths, Sig. Walls] (19 EE Threshold)
[21 (Inherit) - 5 (Penalty) + 3 (Infrastructure) = 19]

-Stallion Pen [Aqueduct, Mass. Walls] (1 EE Threshold)
[19 (Inherit) - 6 (Penalty) + 2 (Infrastructure) 5= 15]

-Valleyguard [Aqueduct, Sig. Walls?] (10 EE Threshold)
[15 (Inherit) - 7 (Penalty) + 2 (Infrastructure) = 10]

-Lower Valleyhome [Aqueduct] (3 EE Threshold)
[10 (Inherit) - 8 (Penalty) + 1 (Infrastructure) = 3]


And i guess this means math for the update will wait until i have a soda or something else to wake up fully so i dont make a mistake like that again :p

And yeah, as @PrimalShadow says, bungi and pyro at least don't have the trade post -> colony corrections. Also, @Academia Nut just to be sure, does Econ 10 (+4) count for efficient economy? I assume not?

Edit: I am dumb and forgot to add the new baths
 
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So block housing acts as a net increase for the econ expansion of every other city that doesn't have one (+5-4). I wonder what would happen if blackmouth and redshore both had blockhouses? Would it be +5 for the first one, and then +5+5-4 for the second?
 
So block housing acts as a net increase for the econ expansion of every other city that doesn't have one (+5-4). I wonder what would happen if blackmouth and redshore both had blockhouses? Would it be +5 for the first one, and then +5+5-4 for the second?
Redshore having one actually decreases every other cities threshold, since as a free city its not in the inheritance chain. So we actually need to be rather careful of letting our free cities have too much block housing, since i imagine the penalty (and bonus) both stack...
 
@Academia Nut - just to confirm something one more time.

Due to changing our trading post to a colony, we should be counting -1 Wealth, -1 Diplo, and +1 Econ THIS turn, correct?

Because I don't think everyone is counting that...

This is correct.

...*looks back at your post with the actions* ...That does say redshore, doesn't it. *facepalm*

Well... i feel somewhat dumb right now X.X
In that case the math is much simpler:

-Valleyhome [Aqueduct, Baths, Sig. Walls, Capital, Palace] (21 EE Threshold)
[20 (Base) + 5 (Infrastructure) - 4 (No Block Housing) = 21]

-Blackmouth [Aqueduct, Baths, Governor's Palace, Sig. Walls?] (21 EE Threshold)
[21 (Inherit) - 4 (Penalty) + 4 (Infrastructure) = 21]

-Sacred Forest [Aqueduct, Sig. Walls] (18 EE Threshold)
[21 (Inherit) - 5 (Penalty) + 2 (Infrastructure) = 18]

-Stallion Pen [Aqueduct, Mass. Walls] (14 EE Threshold)
[18 (Inherit) - 6 (Penalty) + 2 (Infrastructure) = 14]

-Valleyguard [Aqueduct, Sig. Walls?] (9 EE Threshold)
[14 (Inherit) - 7 (Penalty) + 2 (Infrastructure) = 9]

-Lower Valleyhome [Aqueduct] (2 EE Threshold)
[9 (Inherit) - 8 (Penalty) + 1 (Infrastructure) = 2]


And i guess this means math for the update will wait until i have a soda or something else to wake up fully so i dont make a mistake like that again :p

And yeah, as @PrimalShadow says, bungi and pyro at least don't have the trade post -> colony corrections. Also, @Academia Nut just to be sure, does Econ 10 (+4) count for efficient economy? I assume not?

It counts for efficient economy.
 
Well, there we have it. So, like, there is no reason to stop for them? That's 1 slot per turn forever already.
Yep, seems you were right here. Can't say I'm not surprised, though I assume there's some reasonable limit based on our number of provinces and tech level. Regions can only support so many cities, after all.

Practically speaking, I'd assume the policies would prioritize aqueducts first since they provide the same benefits for no forest slots, but it still averages out to 1 forest per turn for an unknown period of time in the end. This could be be covered by our current forest passive and a Kiln action every six turns, but we'd cease to increase the gap. If we ever got to this point, I'd certainly be willing to put another passive on forest policy since we'd have an insane number of cities at that point due to all of the infrastructure.

This is a long ways off though, and in pretty uncharted territory (not needing to build more important crap. The dream) so we don't really know how infrastructure passives would behave at this point. We know they can theoretically build roads after all, even if they haven't yet. It could be that this is the point where they do. We may even decide to just switch all infrastructure passives by that point, thus reducing our need for tree drips. Hard to speculate that far.
 
Okay. Gonna try to do the stat calculation.

Starting Stats:
General
Diplomacy 18 [+4]
-Intrigue 4
Economy 10 (+4) [-6+5]
-Sustainable Forests 24/27.5
-Econ Expansion 10 [+6-5] [Overcrowding Min: -5]
Martial 3 (+1) {8}
-Light Cavalry 1
Naval 2
Wealth 10 [+2]
+3 Salt
+2/2 = 1 Strategic
+4/2 = 2 Luxury
-1+2 Units
-5 Maintenance
Total: 0

Cultural
Culture 24 [+4]
Mysticism 24 [+3-3]
Tech 24 (+2) [+1-1]
Prestige 87

Stability
Stability 0 (neutral)
Legitimacy 3 (max)

Organizational
Centralization 7
Hierarchy 7
Religious Authority 8

Statuses
King of the Hill: You are the most prestigious polity around, gaining you +1 Diplomacy a turn, but all other groups gain the 'Take the Crown' casus belli
Efficient Economy:
+1 Wealth/turn while above Econ 10
Disrupted Trade - Pirate kingdom is causing a trade disruption and will do so until dealt with
Urban Plague - Outside of the capital and free cities, the major urban centers have been largely abandoned due to plague, will begin repopulating one a turn, assuming EE sufficiently low
Panem: All True Cities and Free Cities cost an additional -1 Econ each per turn as additional food is distributed to the urban poor. Urban Poor faction adds faction power to Urban challenge rolls
Now, due to the Trading Post -> Colony conversion, we have -1W, -1D, and +1E income per turn. We also have an effective (+1) wealth income from Efficient Economy. Taking that into account and extracting the stats we really care about, our current stat block is:

Diplomacy 18 [+3]
Economy 10 (+4) [-6+6]
Martial 3 (+1)
Wealth 10 (+1)[+1]
Culture 24 [+4]
Mysticism 24 [+3-3]
Tech 24 (+2) [+1-1]

Prestige 87
Stability 0
Legitimacy 3
Centralization 7
Hierarchy 7
Religious Authority 8

LTE 24
Intrigue 4
Sustainable Forests 24/27.5

ACTIONS:
[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 (-6 Culture, -2 Econ, +1 Legitimacy, +2 Stability, +1 Prestige)
[X][Secondary] War Mission - Pirate Clans
[X][Secondary] Ironworks – Redshore (-3 Econ and Tech)
[X][Secondary] Invite to Games – Freehills (-1 Diplo)
[X][Secondary] Enforce Justice (1 to 2 Stability, +2-3 Centralization)
[X][Guild] Efficient Charcoal Kilns (-2 Econ & Wealth, -1 Tech, -3 Sustainable Forest used, other effects)
[X][Guild] Build Porcelain Works (-2 Econ, -2 Tech, 1 sustainable forest, +2 Wealth, +3 Culture, increased chance of innovations x2)

Provinces – [Main] Expand Econ, [Sec] Survey, [Sec] Study Alchemy (-2 Mysticism, -3 Wealth, +1 Tech, potential new discoveries x2), [Sec] Study Stars (-1 Wealth, +1 Mysticism, gives mid-turn astrological predictions), [Sec] Build Mills (-3 Wealth, -1 Tech, +3 Econ, potential for innovation x2)
Policies - Sacred Forest Baths (3/3), Redshore Block Housing (3/3), Significant Walls (28/58)
FC – Redshore (Skullduggery, -2 Diplo, +1 Intrigue), Redhills (City Support)
Heaven's Hawk – [Sec] Survey, [Sec] Trade Mission – Into the Wild (East)
Western Wall – [Main] Expand Econ, [Sec] Expand Forests
Gulvalley – [Main] New Settlement, [Sec] Survey
Greenshore – [Main] Expand Econ, [Sec] Raise Army, [Sec] War Mission – Pirate Clans
Tinriver – [Main] War Mission – Pirate Clans
Txolla – [Main] New Settlement, [Sec] Watchtowers
Thunder Speakers – [Main] New Settlement
Thunder Horse – [Main] New Settlement
Amber Road – [Main] War Mission – Hostile Tribes
In particular, the stat-affecting events are:
Crisis (-1 Legitimacy)
Forest Passive Policy (+.5 Forests, -1 LTE)
Baths Built (+1 Forest Use, +1 LTE)
City Support (+2E)
Skulduggery (+1 Intrigue, -2D)
{M} Proclaim Glory (-6C, -2E, +1 Legitimacy, +2 Stability, +1 Prestige)
{S} Ironworks (-3E, -3T, +2 Forest Use)
{S} Invite (-1D)
{S} EJ (+1 Stability, +1~3 Centralization)
{G} Kilns (-3 Effective Forest used, -2E, -2W, -1T)
{G} Porcelain (+1 Forest Use, -2E, -2T, +2W, +3C)
{M} Expand Economy (+8E)
{S} Study Alchemy (-2M, -3W, +1T)
{S} Study Stars (-1W, +1M)
{S} Build Mills (+3 LTE, -3W, -1T, +3E)
{S} War Mission - Pirate Clans (???) [Note: effect not counted.]
International Games (+? Prestige) [Note: effect not counted.]

Lets take care of special stats first.
Prestige 87 -> 88
Stability 0 -> 3
Legitimacy 3 -> 3
Centralization 7 -> 8~10
Hierarchy 7
Religious Authority 8
LTE 24 -> 27
Intrigue 4 -> 5
Sustainable Forests 24/27.5 -> 28{25}/28

~~~
What about our normal stats?
D = 18 +3 -2 -1 = 18
E = 10 +4 +2 -2 -3 -2 -2 +8 +3 = 18
# = 3 +1 = 4
W = 10 +1 +1 -2 +2 -3 -1 -3 = 5
C = 24 +4 -6 +3 = 25
M = 24 +3 -3 -2 +1 = 23 (+5)
T = 24 +2 +1 -1 -3 -1 -2 +1 -1 = 20 (+5)

Culture overflows to Mysticism, leaving our final stats as:

Diplomacy 18
Econ 18
Martial 4
Wealth 5
Culture 24
Mysticism 24 (+5)
Tech = 20 (+5)

Prestige 88
Stability 3
Legitimacy 3
Centralization 8~10
Hierarchy 7
Religious Authority 8

LTE 27 (Equivalently, EE 27-18=9)
Intrigue 5
Sustainable Forests 28{25}/28

This does NOT include the effects from

{S} War Mission - Pirate Clans (???)
International Games (+? Prestige)
 
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