Passives are not for rapid switching, they are for long-term effects.
And why we won't switch ut back? Because of 'oh one more turn wont hurt' effect - which is a bad idea if you are talking about passives, which are long-term.
Yeah, and that's the reason @PrimalShadow talks about it in his example - even with relatively ineffective policy switching, we still get a "2 infrastructure progress left over, +2 Econ, +2 LTE, and +2 forestry innovation chances, all for the cost of being down a single secondary".
But, like, if people value that "one more turn", surely they also value all turns before that, so they'll vote for switch anyway. Plus, we must remember that it won't be for long anyway.
Thunder horse is safe on dependency, and actually over cap on loyalty
How... dere of them.
 
We have contact with our colonies in the west...and shit its a bad situation D=
I really think we should look into eating our colonies...
It replaces some elites - and thus pisses of others.
I mean, okay. I'd would just say that wraps back around to my argument of 'this is a horrible waste of stats' then and that we're approaching it wrong, because offering actual support seems like it would garner the same amount of favor.
 
They've had the shit kicked out of them and they are dissatisfied. Loyalty will start ticking up soon-ish.
Does running them on Wealth rather than adding them to our martial have much impact on Loyalty?

I mean, okay. I'd would just say that wraps back around to my argument of 'this is a horrible waste of stats' then and that we're approaching it wrong, because offering actual support seems like it would garner the same amount of favor.
Influence makes them more like us and makes their loyalty less likely to drop in the future. It also has far better narrative effects re: them not splitting away from us.
 
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@Academia Nut just to confirm, did you remember the -1 cent from the new province? since we either rolled +2 cent on enforce justice and you forgot it, or +3 and you remembered it, and its impossible to tell which from outside your brain :p

3 Wealth and 3 Culture, improves education. No over mechanical effect.
Infrastructure action, or regular?

I really think we should look into eating our colonies...
That would require us to improve our administrative and transport technology to make them integratable...and for that matter likely would require them to not be on the border to rebelling already?
 
I mean, okay. I'd would just say that wraps back around to my argument of 'this is a horrible waste of stats' then and that we're approaching it wrong, because offering actual support seems like it would garner the same amount of favor.
Thing is, they don't really need actual support - if they did, they wouldn't seek independence. Influence actually reduces their desire/ability to go independent, while Support would just give them more things to go independent with.
 
General
Diplomacy 25/27 [+7]
-Intrigue 6 [+0]
Economy 24/27 (+0-0) [-8+6] {17}
-Sustainable Forests 29{36}/34 [+1]
-Econ Expansion 21 [+8-7 +4-1] [Overcrowding Min: -1]
Martial 7/37 {29/39}
-Light Cavalry 3
Naval 1
Wealth 8/20 [-1]
+3 Salt&Gold
+3 = 3 Strategic
+3 = 3 Luxury

+2.5 Markets
-0 Units
-6 Maintenance
Total: -1

New update to civ sheet, fixing the martial stat and wealth income, and including the forests from gulvalley integration; specifically since we were projected to have SF 27{32}/30, they had 4 Used Forests (net 2 with kilns), {2} Kilns, and 4 Available Forests, so we've got 5 free forest slots, which should hopefully alleviate concerns over switching our policies to infrastructure at least temporarily, i assume?
 
Influence makes them more like us and makes their loyalty less likely to drop in the future. It also has far better narrative effects re: them not splitting away from us.
Thing is, they don't really need actual support - if they did, they wouldn't seek independence. Influence actually reduces their desire/ability to go independent, while Support would just give them more things to go independent with.
I can somewhat accept these on a narrative level. My problem is the rewards don't even remotely reflect this. Like, not even in a 'well in certain situations this is better,' sort of deal. This means that either support subordinate is grossly over represented in terms of effectiveness, or influence subordinate is grossly under represented in terms of effectiveness.

Like, I get this is a thing, but the action list is very much lying to us as to what these two actions do if this is indeed how it works.
That would require us to improve our administrative and transport technology to make them integratable...and for that matter likely would require them to not be on the border to rebelling already?
Well, first, I did say 'look into'. Second, we should be able to integrate the Western Wall relatively soon.
 
I have returned from the dead! It seems that not only did we we survive the demonic assault, we even turned their foul magicks against those barbaric nomads! Great job everyone, we live to fight another day! (Depending on how our interactions with this new nomadic king goes it might not be much longer than a day but still, TAKE THAT PLAGUE!)
On to other hand, we still have a lot to keep a close eye on. For example our newest spiritual value, Purity. Purity has the potential to be a very dangerous value but it looks like we are doing a good job of negating it's negative influence and making the best of it's positive effects.
(Huzza for more disease resistance!...and I guess resistance to foreign influences helps too. Considering our rampant absorption of foreign cultures and peoples.)
With our mystic hero's influence, the dominance of our older values, and the threads general hatred of purity's downside, I think we have a good chance of reforming it into something nice. Now on to my vote!

[X] [Enclave] Attempt to reconcile issues (-1 Stability, -4 Mysticism, -6 Culture, ???)
[X] [React] Greet new nomad chief (Main Targeted Salt Gift)
[X] [React] Restore confidence after the plague (Sec Restore Order + Sec Proclaim Glory)
[X] [React] Attempt to get the western colonies in line (Main Influence Subordinate - Starts with Western Wall, x2 also goes to Greenshore, x3 goes to Tinshore)
[X] [PSN] Main Plant Poppies (-2 Cent + Costs)
 
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[X] [Enclave] Attempt to reconcile issues (-1 Stability, -4 Mysticism, -6 Culture, ???)
[X] [React] Attempt to get the western colonies in line (Main Influence Subordinate - Starts with Western Wall, x2 also goes to Greenshore, x3 goes to Tinshore)
[X] [React] Restore confidence after the plague (Sec Restore Order + Sec Proclaim Glory)
[X] [React] Attempt to get the western colonies in line (Main Influence Subordinate - Starts with Western Wall, x2 also goes to Greenshore, x3 goes to Tinshore)x2
[X] [React] Contact closest neighbours (Sec Trade Mission to Freehills and Harmurri)
[X] [React] Expand Palace (2xGreat Hall Annexes)
[X] [PSN] Main Plant Poppies (-2 Cent + Costs)

Approval voting not going into a guild panic, assuming we don't get to get our PSN income before our React costs. Even then, though, it'd be nice to have a little Wealth to work with next turn.
 
Well, first, I did say 'look into'. Second, we should be able to integrate the Western Wall relatively soon.
True on the first part, and i agree, though on the latter, unfortunately we won't:
That was the section that can send out further expansion, so until you have the capability to integrate Greenshore you straight up can't integrate the palace section.
6. To integrate Greenshore, you need two of: better roads, better ships, better horses
(To clarify, the "palace section" is western walls capital province with their True City and most of their infrastructure and the like)
 
Do we know if the King could survive until the Government reform?

I imagine having it happen under a Heroic Admin will make it considerably better than it would otherwise be.
 
Anyways
[X] [Enclave] Attempt to reconcile issues (-1 Stability, -4 Mysticism, -6 Culture, ???)
[X] [React] Greet new nomad chief (Main Targeted Salt Gift)
[X] [React] Restore confidence after the plague (Sec Restore Order + Sec Proclaim Glory)
[X] [React] Attempt to get the western colonies in line (Main Influence Subordinate - Starts with Western Wall, x2 also goes to Greenshore, x3 goes to Tinshore)
[X] [PSN] Main Plant Poppies (-2 Cent + Costs)
Wealth is sadly too low to afford to influence subordinates.
(To clarify, the "palace section" is western walls capital province with their True City and most of their infrastructure and the like)
:(
 
I can somewhat accept these on a narrative level. My problem is the rewards don't even remotely reflect this. Like, not even in a 'well in certain situations this is better,' sort of deal. This means that either support subordinate is grossly over represented in terms of effectiveness, or influence subordinate is grossly under represented in terms of effectiveness.

Like, I get this is a thing, but the action list is very much lying to us as to what these two actions do if this is indeed how it works.
Well. Maybe it is? I didn't exactly analyse the text, but it seems pretty clear that propping up works better when they actually need it, and that influence works better if we want them to behave to our likening.
 
True on the first part, and i agree, though on the latter, unfortunately we won't:


(To clarify, the "palace section" is western walls capital province with their True City and most of their infrastructure and the like)


Any idea on what counts for ships and horses?

I'd love more roads, but boats and ponies are more likely in the short to midterm.

And AFAIK, for messenger horses, the Steppe horses are the best suited as they can sustain speed and are hardier than the maintenance queens that are other horses.
 
Do we know if the King could survive until the Government reform?

I imagine having it happen under a Heroic Admin will make it considerably better than it would otherwise be.
I suppose we could double that react option and have a chance at it, if we're allowed to double that react option. Probably best to not rush to the next Patrician quest, though...

We could take the Stability option, then stability stuff at the main turn, and see if we can Golden Age into another Heroic Admin, I guess?

Any idea on what counts for ships and horses?

I'd love more roads, but boats and ponies are more likely in the short to midterm.

And AFAIK, for messenger horses, the Steppe horses are the best suited as they can sustain speed and are hardier than the maintenance queens that are other horses.
Roads are reasonably likely; the pace just can't be crazy. All we have to do is take PSN and avoid Enforce Justice.
 
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Annexes cost Econ and Culture to build, so they've the advantage of spending resources we've in large supply.
 
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