"Devious. I like. Probably not going to do it, but I like that sort of thinking," Myranyn said while mentally making a note to get the man transferred somewhere with less authority.
Hrm. Concerning, this.

[x] [Policy] Special: Vassal Support (+1 Subordinate while active, increases Loyalty while active at less than full subordinates)
[x] [Policy] Defence (+1 significant walls/turn)
[x] [Policy] Diplomacy (+1 Diplo/turn)
[x] [Policy] Industry (+1 Tech/turn)
[x] [Policy] Skullduggery (+1 Intrigue/turn, -2 Diplo)
[x] [Policy] Trade (+1 Wealth/turn)

Should I be marking numbers on the ones we already have copies of? Well, whatever, I can revise the vote later.
 
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[X] [Art] Sanitation is too important not to entrust to experts! (Several actions gain or increase their Tech costs, +1 Urban Poor power, ???)

[X] [Policy] Diplomacy (+1 Diplo/turn)
[X] [Policy] Infrastructure (+1 Free Progress to an infrastructure project (Aqueduct, governor's palace, saltern, etc.)/turn)
[X] [Policy] Industry (+1 Tech/turn)
[X] [Policy] Skullduggery (+1 Intrigue/turn, -2 Diplo)
[X] [Policy] Special: Forestry (+1 Sustainable Forest and -1 Econ Expansion/2 turns)

[X] [HK] Offer to let them buy the Banner Company contracts
-[X] [HK] Show goodwill (Pay upkeep costs yourself but gain Diplomacy instead for duration of hire)
 
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[X] [Art] Sanitation is too important not to entrust to experts! (Several actions gain or increase their Tech costs, +1 Urban Poor power, ???)
[X] [Policy] City Support (2 True Cities have their maintenance paid for each turn)
[X] [Policy] Diplomacy (+1 Diplo/turn)
[X] [Policy] Skullduggery (+1 Intrigue/turn, -2 Diplo)
[X] [Policy] Special: Forestry (+1 Sustainable Forest and -1 Econ Expansion/2 turns)
[X] [HK] Offer to let them buy the Banner Company contracts
-[X] [HK] Gold only

Sanitation is a top priority for us, I'm sticking to my guns on policies, and I flat do not trust the Highlanders. If they want our companies, they can buy them like everybody else does.
 
Yeah, but if we're interested in long term, we have more effective options than another Vassal Support. Integrating Txolla and the canal, for one.
Integrating Txolla might actually cause some issues; we have never integrated a Vassal Before. And the Lowlands Canal is nice, but we don't have it and can't get it for a while. Vassal Support is something we can do now that has strictly positive effects.

I just don't think having two vs having one is going to make a huge difference. Our subordinate problems are precipitated by problems Vassal Support doesn't solve. We have difficulty projecting power, we have difficulty with connectivity, and we've been lax on recalcitrant subordinates before. Those are why we have Loyalty issues, and Vassal Support doesn't really address that.

If we didn't already have a Vassal Support, I'd be supportive, but I think we're going to see diminishing returns.
A second Vassal support policy is going to the same thing as our first policy; the net effect is that each subordinate gets twice the effort assigned to it. We have enough subordinates that there is no way we could hit deminishing returns from merely two policies.
 
[] [Art] The entire half-exile practice should be reviewed (-1 Stability, ???)


HHHHHHHHHHHNG HEAVY BREATHING BUT IT'D PROBABLY KILL US
 
[X] [Art] Sanitation is too important not to entrust to experts! (Several actions gain or increase their Tech costs, +1 Urban Poor power, ???)
[X] [Policy] Diplomacy (+1 Diplo/turn)
[X] [Policy] Skullduggery (+1 Intrigue/turn, -2 Diplo)
[X] [Policy] Trade (+1 Wealth/turn)
[X] [Policy] Trade (+1 Wealth/turn) x2
[X] [HK] Offer to let them buy the Banner Company contracts
-[X] [HK] Show goodwill (Pay upkeep costs yourself but gain Diplomacy instead for duration of hire)

Increase costs is annoying but fine for Urban Power and a rework of this.
Get an Intrigue drip going, counteract the cost partially. And Wealth because it's being used in EVERYTHING, loathe as I am to pass up extra actions.
+Diplo is fine and goodwill that we have the troops.
 
So, I doubled checked, and you have four more passive policies to pick from. Three more cities came online, and Redshore is now definitely a Level 2 city, so it provides another policy.
And here i was about to say we should have two more policies :V That's pretty awesome that we get an extra from redhills =D Does it get an extra free city policy as well?
As for four extra...shouldn't it be three?
Valleyhome, Blackmouth, Sacred Forest, and Stallion Pen are online. Valleyguard has a threshold of 8 unless you changed how thresholds work*, so its not online. Thats 4 regular cities. Then Redshore is lv2, redhills is lv1, so 3 more from free cities.
We get 1 base policy, so thats 8 total policies. We currently have 2 infrastructure, 1 forestry, 1 defense,and 1 vassal support, for a total of 5. So we only get 3 more? Right? I mean, i'd be fine if we got more, don't get me wrong :V

*On that note, just to confirm, ironworks and marketplaces dont add to EE threshold right? Same as libraries and temples? Its still just capital/gov palace/aqueduct/baths/walls and the unique situation for block housing?

Economy 12 (+10) [-11+6]
Interesting...why is the econ delayed?

Martial 2 (+1) {6}
-Light Cavalry 1
Naval 0 (+0+1)
Well, at least we're getting the points back via veterancy in both cases :/ lost 1 for both, but gaining some back

No prestige gain from the war (or for that matter from the games this turn), @Academia Nut ?

Trelli Naval Dominance - The Trelli are the only major naval power in the area and are able to extract "protection" fees from merchants. Build up your navy or war with them to knock it off
No more disrupted trade, just trelli dickery :/

Myranyn Reforms Result: Mass Levy Active Policy
Mass Levy
- While this policy is active, the sum of Econ + Wealth + (Sum of Ironworks Levels) x2 added to Temp Martial Score one combat phase after policy activated, but Expand Econ and most Wealth generating actions disabled while this policy active. Otherwise acts as the Offensive Policy
Oooh, interesting...

Yeomen (2* {-3})- Objective: Have a new province within 3 turns. Success: Free Random Plant [Good] action [0/2]
Hmm...might get this just with the religious settlement bit? still, at least there's no failure on it.

Urban Poor (4) - Power: +1 Max Legitimacy every 3 full power. Objective: Have a Level 2 market and a Level 1 market in another city within 3 turns. Success: Grand Bazaar Megaproject completion, no faction power increase
That is a very nice faction power!!! Holy shit! Also a very nice quest...

Warning: The Patricians have decided that they are not failing their quest. They're proud like that, expect repeat performances.
Dammit Patricians, you can't let me be happy with you fora single turn? You helped us stop a crisis jsut now, but you have to be an ass now??? Ugh, plan for them to hijack at least 1 secondary then, maybe a main...

In other news, the new charcoal kilns in Redshore were causing quite the stir, in that they were disrupting the production of black soil regionally. The kilns had such a high demand for fuel that they were outcompeting the latrine pits for forest debris. While the city itself produced a considerable amount of black soil from all of its waste production, there was overall a subtle shift in attitudes locally. The kiln workers saw themselves as artisans and guildsmen, performing a skilled trade, and they loudly objected to in any way being compared to half-exiles. Somewhat similarly, while the urban leatherworkers were also an artisan guild, they were not appreciative of being mistaken for half-exiles - although the half-exiles did do the work of collecting all of the exceedingly unpleasant materials required for the curing process, so the comparison wasn't entirely unfair. Still, the issue was starting to bubble up, and as king Myranyn should probably make some sort of proclamation on it.
Huh. I guess we dont have to worry about taking more black soil actions triggering this...

Ashryn had just about decided that he had his legacy set after decades of labour, when a most peculiar visitor arrived at the palace, escorted by border guards who had checked his credentials.
Err, @Academia Nut should that be Myaryn? Unless Ashyrn the Tyrant first man or whatever he is in our religion now showed up :p

The foreign advisor considered for a moment before he said, "Actually, it is possible that this is a probing mission. They want to know if we are eager to jump on their offer, or if we will decline. If we decline, that is a strong indicator that we are too militarily weak to offer proper aid and thus it is safe for them to pounce, while if we accept this could be the lead up to an ambush."
Highland Kingdom!!! *shakes fist*

The Highlands Problem
[] [HK] Ignore them
[] [HK] Offer tribute to patch over the issue and improve their king's standing (Targeted Sec Salt Gift)
[] [HK] Offer to let them buy the Banner Company contracts
-[] [HK] Gold only
-[] [HK] Show goodwill (Pay upkeep costs yourself but gain Diplomacy instead for duration of hire)
[] [HK] Offer to send military aid
-[] [HK] No policy change
-[] [HK] Offensive Policy
-[] [HK] Mass Levy
Hmm....
 
Grand Bazaar - An open area where merchants can setup booths and make tax-exempt trades. Booths requires minimal fee mostly for maintaining cleanliness and deter space wasters. Merchandises are inspected to ensure quality and is not part of banned goods. (Iron bars or slaves). Main purpose is to facilitate trade and discover foreign ideas and goods.

Urban Poor (4) - Power: +1 Max Legitimacy every 3 full power. Objective: Have a Level 2 market and a Level 1 market in another city within 3 turns. Success: Grand Bazaar Megaproject completion, no faction power increase

I halped! Quick someone sign this contract!
/人 ‿‿ 人\
 
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[X] [Art] Sanitation is too important not to entrust to experts! (Several actions gain or increase their Tech costs, +1 Urban Poor power, ???)
[X] [Policy] City Support (2 True Cities have their maintenance paid for each turn)
[X] [Policy] Diplomacy (+1 Diplo/turn)
[X] [Policy] Skullduggery (+1 Intrigue/turn, -2 Diplo)
[X] [Policy] Special: Forestry (+1 Sustainable Forest and -1 Econ Expansion/2 turns)
[X] [HK] Offer to let them buy the Banner Company contracts
-[X] [HK] Gold only
 
And here i was about to say we should have two more policies :V That's pretty awesome that we get an extra from redhills =D Does it get an extra free city policy as well?
As for four extra...shouldn't it be three?

Blackmouth was the first one that needed a new policy, but two more came only, for three total, plus the extra for Redshore.

Interesting...why is the econ delayed?

The turn technically hasn't ended yet.

That is a very nice faction power!!! Holy shit! Also a very nice quest...

"Win the mob, win Rome"

That means that we can't possibly get a Golden Age next turn. We now don't have max Stab any more.

Actually, Golden Ages only need Stab 3+.
 
We need a armament policy so we can always be able to drain martial when needed for quick stat boost from retraining and building up the martial tradition we lost from shifting away from Yeoman militia that kept up their own upkeep. Also the HK introduced flat out monotheism huh, pleasant surprise but it makes sense with their extreme focus on stability and obeying the King.

EDIT: Screw golden ages until we have our foundations more solid before introducing more societal upheaval.
Also sad we can't address the half exiles problem...probably my biggest regret in this quest.
 
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[X] [Art] Sanitation is too important not to entrust to experts! (Several actions gain or increase their Tech costs, +1 Urban Poor power, ???)
[X] [Policy] Diplomacy (+1 Diplo/turn)
[X] [Policy] Skullduggery (+1 Intrigue/turn, -2 Diplo)
[X] [Policy] City Support (2 True Cities have their maintenance paid for each turn)
[X] [Policy] Special: Forestry (+1 Sustainable Forest and -1 Econ Expansion/2 turns)
[X] [HK] Offer to let them buy the Banner Company contracts
-[X] [HK] Show goodwill (Pay upkeep costs yourself but gain Diplomacy instead for duration of hire)
 
Integrating Txolla might actually cause some issues; we have never integrated a Vassal Before. And the Lowlands Canal is nice, but we don't have it and can't get it for a while. Vassal Support is something we can do now that has strictly positive effects.
Canal is going to take a long time, but so will Vassal Support's results.

A second Vassal support policy is going to the same thing as our first policy; the net effect is that each subordinate gets twice the effort assigned to it. We have enough subordinates that there is no way we could hit deminishing returns from merely two policies.
Loyalty has a cap, as does dependency.

That means that we can't possibly get a Golden Age next turn. We now don't have max Stab any more.
More Stability and Legimitacy levels is fantastic. Waiting a turn or two for GA is completely worth, imo.

EDIT: Or maybe we don't have to wait for a GA after all.
 
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[X] [Policy] Skullduggery (+1 Intrigue/turn, -2 Diplo)

Don't really have a preference other than this, so that's what I'm voting for. Just too bad we don't have any ability to passively build ships :/
 
[X] [Art] Sanitation is too important not to entrust to experts! (Several actions gain or increase their Tech costs, +1 Urban Poor power, ???)
[X] [Policy] Diplomacy (+1 Diplo/turn)
[X] [Policy] Skullduggery (+1 Intrigue/turn, -2 Diplo)
[X] [Policy] Trade (+1 Wealth/turn)
[X] [Policy] Trade (+1 Wealth/turn) x2
[X] [HK] Offer to let them buy the Banner Company contracts
-[X] [HK] Show goodwill (Pay upkeep costs yourself but gain Diplomacy instead for duration of hire)
 
[X] [Art] The entire half-exile practice should be reviewed (-1 Stability, ???)

Do it... we have the stability specifically for this sort of stuff :3

[X] [Policy] City Support (2 True Cities have their maintenance paid for each turn)
[X] [Policy] Special: Forestry (+1 Sustainable Forest and -1 Econ Expansion/2 turns) x1
[X] [Policy] Special: Vassal Support (+1 Subordinate while active, increases Loyalty while active at less than full subordinates) x1
[X] [Policy] Defence (+1 significant walls/turn) x1

?

Why are people not wanting to review the half-exile practice?
 
[X] [Art] Sanitation is too important not to entrust to experts! (Several actions gain or increase their Tech costs, +1 Urban Poor power, ???)
I want to review the half-exile process, but if it's a step further of this then I'm scared of the expense. This is a start, no?

[X] [Policy] Special: Vassal Support (+1 Subordinate while active, increases Loyalty while active at less than full subordinates) x1
[X] [Policy] Special: Vassal Support (+1 Subordinate while active, increases Loyalty while active at less than full subordinates) x2
[X] [Policy] Diplomacy (+1 Diplo/turn)
[X] [Policy] City Support (2 True Cities have their maintenance paid for each turn)


[X] [HK] Offer to let them buy the Banner Company contracts
-[X] [HK] Show goodwill (Pay upkeep costs yourself but gain Diplomacy instead for duration of hire)
Due to our stat situation, this will overflow into Wealth right now anyway, and I think it's our best shot at not fighting here.


Regarding our proto-plans, looks like we've got to scrap the whole thing and S x2 More Spiritbonded, though we could get clever and only do one More Spiritbonded, while maneuvering a non-vital action into the last voting place, then make the Patricians expend influence to get their other Spiritbonded action. I'm a little worried about checking the influence of the guild if we make them spend the influence, though. Turns out we don't get income until after the Main turn is over, so instead I think we should Suppress Faction.

Holy shit, that Urban Poor faction power and quest!!!! So good!!!

What happens if we touch 0 Wealth between phases then overflow+income up to 12+ Wealth?

E: oh, turns out we get four policies, not one.
 
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