Empirical evidence indicates that we can't keep laying down new roads, or laying new palace annexes.
We need to get to over 50% connectivity, then we can lay down new roads to our heart's content.
Empirical evidence indicates that we can't keep laying down new roads, or laying new palace annexes.
I definitely don't want to be floating at 15 for "a couple centuries" just to see what the narrative effects of admin strain might be. At the very least, I want us to touch the TS & TH and to absorb Gulvalley. And even that is ignoring the NW, which I dislike the thought of.We should be wary of narrative effects of admin strain. Personally, I'd like to sit at 15 for a couple centuries and see if it comes up.
At the least I'd like to have, say, 60% interconnectivity and all of our annexes built, without known crises coming or active.
We need to get to over 50% connectivity, then we can lay down new roads to our heart's content.
Raise Army and Integrate Colony increase our Martial. Hunt Troublemakers tells us how we resolve the loyalty issue with our subordinates. A war mission because it is presumably necessary.
The only part I'm hesitant about is Expand Forest. I want to do it, but I'm not sure if we can spare the time...
Doesn't integrate give EE?We may not need to Hunt Troublemakers; the next update is centered on diplomacy and that's likely to give us a pretty good idea of why our colonies are growing distant.
Expand Forest isn't a great idea right now. It's LTE negative and we're going to be going into next turn with something like -1[+7-6] EE. We really need to generate some EE next turn. {M} New Settlements gives us 6 EE, +1 Econ and +1 Mysticism.
We only have 9 EE right now and PSN {M} Expand Econ is going to use 10 of that up... We know we can go negative before we hit overcrowding, but that is not something I want to happen.
We only have 9 EE right now and PSN {M} Expand Econ is going to use 10 of that up... We know we can go negative before we hit overcrowding, but that is not something I want to happen.
Nope, {M} Expand Forest is net +1 LTE so long as we have at least 3 cities. -3 LTE on that turn but then +4 LTE next turn since the +4 Econ doesn't cost any extra Econ Expansion.
If we don't need to Hunt Troublemakers, I'll sub it out. We'll see how it goes.We may not need to Hunt Troublemakers; the next update is centered on diplomacy and that's likely to give us a pretty good idea of why our colonies are growing distant.
Expand Forest isn't a great idea right now. It's LTE negative and we're going to be going into next turn with something like -1[+7-6] EE. We really need to generate some EE next turn. {M} New Settlements gives us 6 EE, +1 Econ and +1 Mysticism.
We only have 9 EE right now and PSN {M} Expand Econ is going to use 10 of that up... We know we can go negative before we hit overcrowding, but that is not something I want to happen.
{G} Gold Mine (-4 Econ, -1 LTE, -3 Tech, +11 Wealth, +trade good, +gold mine, +Trader Mission Complete)
{G} Kilns (-2 Econ, -2 Wealth, -1 Tech, +3 Net Forests)
{M} Expand Forests (-3 Econ, -3 EE, +1 Net Forest, +4 Econ next turn)
{S} Raise Army (-2 Econ, -3 Wealth, +5 Martial, +1 Culture)
{S} Integrate Colony - Gulvalley (-6 Diplomacy, gain Econ and Martial from integrating Colony)
{S} Hunt Troublemakers
{S} War Missions - Pirates (-??? martial, +decreased pirate presence)
IMO we have much better things to do than try to contest trade goods, even if we don't overflow into wealth.I'm broadly for it.
If we don't need to do Hunt Troublemakers, then we could do a {S} Build Porcelain Works action. It does not require a sustainable forest and it would help us to continue contesting the Fine and Common Pottery trade goods.
Support Subordinate may be one of the alternatives we have to pick depending on how the next diplomatic update goes. Either for Hunt Troublemakers, or Expand Forests.
We don't have the Wealth for Roads.To integrate Gulvalley this should work.
(S)Found Free City Blackmouth
(S)Integrating Gulvalley
(S)Build Roads
It costs a lot of actions but it will do a lot too without costing much sats.
Technically thats only true if it doesn't have good enough roads to provide a centralization per province it provides. Given western wall had 4 seemingly well developed and road-ed provinces and only gave 2 back, iirc, its possible gulvalley wont provide any, but its also possible it provides one.Integrating a province also drops our centralization by one. So we are fine.
To be more specific, we are currently at a tolerance of "High" + 3:Yellow 9 is our second yellow number. We drop to white 7 via PSN. At this point we have two more cities left from what I can remember. If those come online we are at second yellow 7 as first red is now 8.
If we integrate Gulvalley, which I think is 1 province we drop 1 Cent to yellow 6. We then lose 0.5 max tolerance, and our max tolerance is 7.5.
Note that AN has said that PSN doesn't always trigger. It almost always does, seemingly especially if we have any needs it could help with like low econ or being close to forest cap, but we shouldn't count on it always happening.We could do it starting the turn after next. By doing a {M} Build Road and combining it with PSN {M} Expand Forest, we can easily generate a road and forest per turn at the cost of a main action. The issue is, we'll need to give ourselves just as enough room to be able to cycle PSN which we should be able to do after we do a PSN during our next mid-turn. 6 Roads and 6 Forests would go a long way to dealing with some of our long-term issues. The +2 Cent cap from roads alone would be a huge boon. 6 turns of forests could do a lot to help us discover how to produce things like citrus fruits, olives, honey, or paper.
The issue would be obtaining the necessary Wealth. If we hit a Golden Age during our next Mid-Turn, then that's not a problem. Either way, we need to build up some Wealth so that we have options. We're in need of Spiritbonded, Navy, more Martial, roads... there's so many things that we could spend Wealth on, but our stats are just too low for it to be possible. We really screwed ourselves by reducing the amount of Econ we have available and getting rid of all of our Wealth.
Nothing in particular apparently since AN has said they cannot trigger golden age innovation rolls.I wonder what a Centralisation Golden Age Innovation looks like
We've seen times when EVERYTHING was rolled, though - even stuff that shouldn't normally be rollable. So it isn't out of the question...Nothing in particular apparently since AN has said they cannot trigger golden age innovation rolls.
If it did, it'd probably be some evolution to our ability to manipulate Cent or possibly Cent cap.
I guess one or two points of hierarchy could be spent while making some sort of sense, but any more of that and it has to be our empire collapsing.We've seen times when EVERYTHING was rolled, though - even stuff that shouldn't normally be rollable. So it isn't out of the question...
(Then again. If that isn't out of the question, then is it possible to have a Hierarchy innovation? What would that even mean?)
We've seen times when EVERYTHING was rolled, though - even stuff that shouldn't normally be rollable. So it isn't out of the question...
(Then again. If that isn't out of the question, then is it possible to have a Hierarchy innovation? What would that even mean?)
Oh, it is certainly possible for us to get Hierarchy reform, either via tech, a megaproject, or by being offered directly as a Golden Age innovation.Bureaucratic reform?
If we adopt something like the Imperial Examination, which is very much possible with The Academy.
Oh, it is certainly possible for us to get Hierarchy reform, either via tech, a megaproject, or by being offered directly as a Golden Age innovation.
The question is, what would an innovation for that stat look like? For our other stats, an innovation somehow uses up the stat to give us an effect. That doesn't sound like it would translate well to Hierarchy.
Go for it.Bureaucratic reform?
If we adopt something like the Imperial Examination, which is very much possible with The Academy.
Also, can people contribute to the timeline wiki article? I also started the Roll of Kings article, but didn't imported info from @Dutch unless he gives his permission?