Why not:

Secondary Spiritbonded
Secondary Spiritbonded
Secondary Free City
Secondary Expand Economy
Guild Gold Mine
Guild Kilns

?
 
@veekie it seems to me that you're doing that thing again, where you take one faulty assumption (That we would need to pay the half-exiles given a [] Reform vote) and basing your whole argument on that. The idea behind the Reform vote is to return the system to its original intentions and reduce abuses, not do away with the system entirely and make half-exile work paid.
In that case, are we willing and able to commit the resources to build the infrastructure to end the abuse?

Because the situation had not changed. We do not have enough roads, palaces and temples to solve the problem.

Once we trigger the reform sequence we're FORCED to find a solution to that problem in the next 3 turns.

Which is going to mean letting something else burn for it.
How? What makes you think this? As far as I can tell, it's just swapping some of the extended project work to half-exile work. It's definitely something we can handle.
Corvee labor is not free. People are paying labor instead of paying coin, but that means the labor must be at fair market rates, the elite force the market to give a nice rate or we eat unrest.

This is a very good way to have people ask why not slavery.
Quite possibly. I mean, there is also the obvious potential outcome of taking the final option that no one is considering, but that would require something of a series of bad choices and rolls.
Its possible to be trapped in a situation where justice can't be achieved!
I'd rather not generate that kind of ill will.
Eh, they'll forget about it in 3 turns...wait a minute. We don't need to rush the ironworks. Next turn is fine for that.
 
And we will need to deal with following shitty quests around the same level as -1 stability urban poor or civil war trader quest. Must be thrilling.
Must be nice to strawman like that

Where are getting sudden -1 Stability from this?
Nope, reread the update we have four.

:p
...
Kek, with all this arguing about either Diplomacy or Skullduggery, it looks like we are going for both :V

Okay we are slowly working our way back to just skulllduggery.
:V
 
[X] [Policy] Infrastructure (+1 Free Progress to an infrastructure project (Aqueduct, governor's palace, saltern, etc.)/turn) x2
[X] [Policy] Infrastructure (+1 Free Progress to an infrastructure project (Aqueduct, governor's palace, saltern, etc.)/turn) x3
[X] [Policy] Infrastructure (+1 Free Progress to an infrastructure project (Aqueduct, governor's palace, saltern, etc.)/turn)
[X] [Policy] Skullduggery (+1Intrigue/turn, -2 Diplo)
[X] [Policy] City Support (2 True Cities have their maintenance paid for each turn)
[X][Art] Sanitation is too important not to entrust to experts! (Several actions gain or increase their Tech costs, +1 Urban Poor power, ???)
[X] [HK] Offer to send military aid
-[X] [HK] Mass Levy
 
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Refugees supplied 1 more city. It wasn't as bad as I initially thought, but you are now at Red Cent.
Ahh, that makes more sense. But we shouldn't have overcentralization yet, though. We're still 1 "step" better off than when you originally put us at overcentralization, so we should be one cent lower than that point, whether that means being red but with no penalty, or yellow with no penalty. I'd originally thought it worked the first way*, but earlier when you were editing things it seemed like the latter**

*That is, assuming a limit of, say, 3, then:
0 - white
1 - yellow
2 - yellow
3 - red
4 - red (Penalty

**That is, assuming a limit of, say, 3, then:
0 - white
1 - white
2 - yellow
3 - yellow
4 - red (Penalty
 
Jesus Christ we used to be militarily better than this.

Freaking hell, mass crossbows and spears should have resulted in a Tercio analogue.

What the hell happened?
 
Corvee labor is not free. People are paying labor instead of paying coin, but that means the labor must be at fair market rates, the elite force the market to give a nice rate or we eat unrest.

This is a very good way to have people ask why not slavery.
A nice rate is achievable. We're not paying money, after all. Even if they only do half the amount of work they'd do on extended projects, that would do a lot insofar as fixing the problem goes without causing unrest.

Jesus Christ we used to be militarily better than this.

Freaking hell, mass crossbows and spears should have resulted in a Tercio analogue.

What the hell happened?
Shit rolls at poor martial and enemy hero unit.
 
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Why not:

Secondary Spiritbonded
Secondary Spiritbonded
Secondary Free City
Secondary Expand Economy
Guild Gold Mine
Guild Kilns

?

Because it'll make the guilds panic, we'll bleed stability, and they'll potentially burn their own faction power to make it so we don't run ourselves deep into negative wealth.
 
Yep. Or we can skip kilns for a turn without going over the forest limit.

Isn't it nice to have a strategic reserve? That way you get to use it in times of need. Like now.

Yes, and you know how you build said reserve? By forests, kilns and forestry policies.
Not by saying that we toooottally can do more Infrastructure every turn if we dedicate out actions to Forests or Kilns and then not voting either.

Also, where do you see strategic reserve?
Where?

We are at 25/28, single iteration of Ironworks+Baths puts us right on the edge - and your own fucking plan has manual Ironworks.


So what reserve you even speak of? Is "we are at 27/28 before passives come into play" your definition of "straegic reserve"?
 
Ahh, that makes more sense. But we shouldn't have overcentralization yet, though. We're still 1 "step" better off than when you originally put us at overcentralization, so we should be one cent lower than that point, whether that means being red but with no penalty, or yellow with no penalty. I'd originally thought it worked the first way*, but earlier when you were editing things it seemed like the latter**

Limit + 0 is the red point. Your High Centralization is 7, while Neutral is 0. Now that you have experienced them and have proper record keeping I will actually label the high/low stuff.
 
Why would you be kidding? You seem to be implying those are bad reasons to do things, when in fact they've historically been very good guides to what we should do. Like it or not, astrology seems to actually work in this setting. Also, see above - there are totally solid secular reasons to reach out to a longtime neighbor and try to improve relations.

Because the predictions are like fortune cookies and difficult to assess if with foresight. Hindsight is like confirmed bias. And setting historical precedence for doing things with astro reason will put huge amount of difficult to dissuade power in hands of priests. Which does have drawbacks.
 
Yes, and you know how you build said reserve? By forests, kilns and forestry policies.
Not by saying that we toooottally can do more Infrastructure every turn if we dedicate out actions to Forests or Kilns and then not voting either.
Sure. If we were trying to build a reserve right now that wouldn't be the way to do it.

Who said we are trying to build a reserve right now?

Also, where do you see strategic reserve?
Where?

We are at 25/28, single iteration of Ironworks+Baths puts us right on the edge - and your own fucking plan has manual Ironworks.


So what reserve you even speak of? Is "we are at 27/28 before passives come into play" your definition of "straegic reserve"?
We are at 25/28, which leaves 3 in reserve. Conveniently, our forestry expenses are likely to be 2 thus turn; 3 worst case if the policies go for Baths instead of the Marketplace mission.
 
...and theres that crisis we overlooked. *Juggles glass balls loaded with mercury*

Well, on the bright side we no longer have to worry about selecting a Main action next turn.

Current proposal:

{S} Found Free City - Valleyguard
{S} Proclaim Glory
{S} Integrate Colony - Gulvalley
{S} Support Faction - Patricians
{G} Ironworks
{G} Gold Mine
 
Must be nice to strawman like that

Where are getting sudden -1 Stability from this?

Back when Urban Poor are in low power they are extremely spiteful and if we suppress noble faction then they will be in the same position, likely with even worst quest penalty. I'm citing precedents and noting possible consequences.
 
Soooo.... FIVE passives now?

Sweet Merciful Crow.

First thoughts:

[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] 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)

City Support x2 should take care of a significant chunk of our expenses, Diplomacy and Skullduggery should help ensure a basic, consistent level of contact with the outside world.

Forestry because we're dancing too close to the edge as it is, and protecting our environmentalist values is VERY important.
 
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