Okay, now to assess and to vote:
[] [Art] Do charcoalers and the like really need to be experts? (Efficient Charcoal Kilns become cheaper, no longer considered Guild actions, ???)
This makes the plan to ramp up on infrastructure much more logical, since cheaper kilns solve a lot of the fuel choke.
At the cost of social benefit because it means we just assigned a skilled labor to an untouchable job, which would swell the numbers of half exiles and their abuse.
[] [Art] Ignore it (Black Soil production gains an additional Wealth cost)
Black Soil now must buy fuel from the kilns.
Would make it a lot less popular and solves nothing.
[] [Art] Sanitation is too important not to entrust to experts! (Several actions gain or increase their Tech costs, +1 Urban Poor power, ???)
This cuts half exile demand by moving charcoal production, leather production and other unpleasant but skilled jobs into normal jobs, so that it moves back towards the penal sentence it's supposed to be. We pay it in skilled labor, which is going to make us want an Industry passive in the future.
Expected affected actions:
-Black Soil will still use half exiles to collect the waste, but the actual burning and cooking of the black soil becomes a professional work.
-Efficient Charcoal Kilns will be using better paid ashers. Move Econ cost into Tech. Higher innovation chances.
-Expand Forests will cost Tech to produce the Black Soil needed to convert wild forest to unnaturally verdant Ymaryn forestry. May affect the Econ cost, may not.
-Study Metal/Alchemy will require Tech cost to employ staff to handle tailings rather than leave it to half exiles.
While we don't have a lot of information on crime rates, if you move leatherworkers and ashers out of half exiles, you'll have a work demand for garbage and corpse disposal disposal that is much closer to the natural crime rate.
[] [Art] The entire half-exile practice should be reviewed (-1 Stability, ???)
You know, you physically
can't pay enough people to service an urban civilization's waste and corpse disposal until the internal combustion engine. This will spark an event chain, which I'm not sure we can afford to ride.
This is veekie, the "Lets YOLO this admin issue and eat the damage for the benefits, it will be a good pain" guy telling you that this is to hot to YOLO.
We can't afford a crisis chain right now.
For passive policies, I'd note that with the Myranyn Reforms, we're looking at the possibility os losing the ability to gain Econ during war. Better offset that City upkeep.
Two city supports will give us positive Econ income again, in case we need to activate the Myranyn Horde Mode for more than one turn(like say, vs Nomads).
One vassal support to make it from impossibly far away to merely far away.
One Skullduggery passive to generate that Intrigue up.
And your king was okay with because it enhanced his own power as your crown is closely tied to divine investment in the right to rule... right up until a splinter faction of these radicals decided that he was offering too many consolatory words towards the priests of other gods, and even began proclaiming that those who refuse to acknowledge their One God as the Only God are being mislead by charlatans and deceivers.
And this is why we don't put the Temples under the King. Too much hot shit.
"Well, even if they know we are a bit weak in standing warriors, they probably can't appreciate what we have in the armouries. We could send over aid, and then just keep sending aid, until we've basically occupied their territory for them, and even if they have surprises in store for us they would be powerless to resist the raw numbers," the advisor explained.
"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.
This is a dirty play, but a very realpolitik one for a HK landgrab. If you know, we could digest them all
Okay, refer to the prophecy here:
Astrological Prediction: Those who help those in need will find themselves aided (90)
[] [HK] Ignore them
Looks weak. Enables monotheists to spread and become a future headache(well they are going to be a future headache, this makes it happen faster).
[] [HK] Offer tribute to patch over the issue and improve their king's standing (Targeted Sec Salt Gift)
Looks weak(and rich). Also not viable because our Patricians have decided they're going to burn our wealth for pony.
[] [HK] Offer to let them buy the Banner Company contracts
-[] [HK] Gold only
Helps with the patrician quest demands on wealth. But doesn't match the prophecy.
-[] [HK] Show goodwill (Pay upkeep costs yourself but gain Diplomacy instead for duration of hire)
Matches the prophecy. Shows strength.
[] [HK] Offer to send military aid
-[] [HK] No policy change
Matches the prophecy...sends over all of 6 Martial. Much impressive. Very wow.
-[] [HK] Offensive Policy
Matches the prophecy and aims to impress them with the depth of our reserves. Will probably generate a wealth crisis next turn though.
-[] [HK] Mass Levy
"Hey lets turn this aid mission into a landgrab".
Sets our economy on fire in exchange for becoming super saiyan.
Land we can't hold, subordinate we can't administer, and it's not even strategically valuable land!
Pass
[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] City Support (2 True Cities have their maintenance paid for each turn) x2
[X] [Policy] Special: Vassal Support (+1 Subordinate while active, increases Loyalty while active at less than full subordinates) x1
[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)
My vote. It's one more City Support than everyone else is going for, but I will point you to this:
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
To use Mass Levy policy at all, we need our passive Econ and Wealth income to be positive. Or we get to choose to starve or take nomads up the ass.