Just saying, we've never actually been able to use refugees as free econ. Stability has always been worth more than the econ they give, except for a very short time between gaining PSN+Enforce Justice and before our Ironworks. And even then we didn't use it because of fears of getting too high Centralization, which eventually led to us skipping PSN actions because we didn't have enough Centralization.
No once we saw the refugees as free econ and would use them to finish off mega projects or increase our econ when it was low. It translated into our Patrician and Guild quests asking for refugee intakes. Also we had grand sacfice and annual festivals as a main to quickly gain stability in a turn.
 
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The way I see it, it will likely be easier to build the Dam or mega projects in general after the reforms.

Since half of our actions are controlled by factions, we can go on megaproject support for several turns while the factions deal with their own issues themselves.

We can focus on finally getting the Dam/Canal done.

Or whatever else we feel like doing.
It should make us able to be more flexible with what we personally want to do.
 

I did.

And I answered.

Sadly, the Steppes make a peaceful society nigh impossible.

And the fact that our social promotion is still largely gated behind Warriors as a necessary step means there will always be people agitating for war because they want social advancement. Either by proving themselves and moving up the ladder or by getting their children new clay to farm.

Schools will to some extent fix it if artisans and artists become a valid (and reliable) avenue of social advancement.

The problem with schools is once again going into the deep end if we overdo it. A sudden oversupply of educated people agitating for their rights won't be helpful for us, so we need to be gradual and ideally get more theatres as well for that social glue.


This topic aside, I think we should at least try at some point to combine Support Artisans and Expand Economy and see if that doesn't provoke some mechanization. Same for Artisans + Mills to get windmills or sawmills, which would give us another leap in output.
 
No we saw the refugees as free econ and would use them to finish off mega projects or wonders. Its why we had Patrician and Guild quests asking for refugee intakes.
IC, yes. OOC, anyone who did that was an idiot who couldn't do math. Anything beyond the minimum refugee intake was always more expensive than the alternatives (aside from for that short period of time where we didn't even use it)
 
IC, yes. OOC, anyone who did that was an idiot who couldn't do math. Anything beyond the minimum refugee intake was always more expensive than the alternatives (aside from for that short period of time where we didn't even use it)
I mean, I won't deny this being true, but many people in the thread did see it as a form of gaining econ. I'm not sure if it was a majority, but it was a very real percentage.

I was very annoyed by that belief after awhile.
 
I did.

And I answered.

Sadly, the Steppes make a peaceful society nigh impossible.
That doesn't mean we should kill our other neighbours just for the sake of making our warriors better. (And as I have explained already, we shouldn't do it for wealth or geopolitical reasons either.) We have our MCs, the Games, and yeomen to keep our warriors combat-capable.
 
IC, yes. OOC, anyone who did that was an idiot who couldn't do math. Anything beyond the minimum refugee intake was always more expensive than the alternatives (aside from for that short period of time where we didn't even use it)
Maaaybe don't call other participants idiots, regardless of how the math works out on generating Econ vs recovering Stability.

E: and regarding that math, keep in mind that we get that Econ immediately while we don't necessarily need stability immediately, so it can accelerate our growth like taking a loan, allowing crisis-preventing or income-granting or whatever megaprojects to be built when otherwise we might sit at good stability but unable to do anything to gain a lasting advantage before crunch time hits again.
Further, we take that Econ from neighboring polities, so it generates a competitive advantage and prevents our neighbors from building up as much - I think the Highland Kingdom would be a much greater threat if they had never lost any Econ to us, for example.
 
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@Academia Nut, is there any way for us to disband mercenary companies? If there isn't, why is that the case?
"Okay boys, now I know you've been doing this for a long time, and I know you're proud of what you do, and I know you have a huge history of past company members to live up to, and I know you're not gonna like this, and I know you've got a lot of pointy sticks, and I know you're the best at using said sticks, but could you, you know, quit your respected, well paid profession now? We no longer want you. And don't think about just leaving and hiring yourself out to some other country. That definitely wouldn't work... because I said so."

Nope, I see no way in which that could be problematic.
 
Eh see my edited response. It tackles the issue of stability.
Taking in refugees was ~2 econ per stability hit. At the absolute worst, we gained 1 econ/secondary action, Ironblooded raised it pretty early, then the Palace and the Ironworks/Steelblooded just made it even more.

Those cost us:
{S} Festival: 1 econ+1 sec/stab
{M} Sac: 1.5 econ + 1 sec/stab
{S} Sac: 2 econ + 1 sec/stab

As such, at absolute best, the refugees were worth just as much as our basic expand econ. And for the vast majority of the time it was significantly worse.

Maaaybe don't call other participants idiots, regardless of how the math works out on generating Econ vs recovering Stability.
Eh, I was exaggerating. I figured that was fairly clear, but fair enough.
 
I fail to see what the problem with the mercenaries is. They are as close to a professional standing army as we have. And they behave themselves as long as they are paid, unlike our core warriors. And those we can retrain.

They also nicely separate the society at large from war.
 
Taking in refugees was ~2 econ per stability hit. At the absolute worst, we gained 1 econ/secondary action, Ironblooded raised it pretty early, then the Palace and the Ironworks/Steelblooded just made it even more.

Those cost us:
{S} Festival: 1 econ+1 sec/stab
{M} Sac: 1.5 econ + 1 sec/stab
{S} Sac: 2 econ + 1 sec/stab

As such, at absolute best, the refugees were worth just as much as our basic expand econ. And for the vast majority of the time it was significantly worse.


Eh, I was exaggerating. I figured that was fairly clear, but fair enough.
The current situation is different, but I quote below the actions we had for stability and centralization as of the Great Works update when we were offered refugees a bit before the Epic Age. If, at that time, we felt our stability was fine, our Centralization was low, and we had a use for Econ, then taking extra refugees would have been an excellent choice as it makes the Enforce Justice action essentially give 1-3 Centralization and 2-3 Econ for a Secondary in addition to weakening surrounding polities. There's a reason that refugees got nerfed and now give Temp Econ Damage.

Enforce Justice - The king is a servant of the law, and he can use the army to remind people of that fact [GJ]
* S: 1 Stability, +1-3 Centralization
* M: 1 to 2 Stability, +2-3 Centralization
* the more settlements with walls outside of the capital, particularly large walls, the less effective this action is
*Max Stability: Legitimacy

Improve Annual Festival - A festival for every season, but their expansion can help put the People at ease and teach good practices.
* M: -1 Econ, -2 Wealth, +1 Stability, +2 Art, chance for additional effects
* 2M: -2 Econ, -2 Wealth, +1 Stability, +4 Art, chance for additional effects
* Max Stability: Legitimacy - 1


Proclaim Glory - By using art the King can promote people to trust his decisions; modified by Diplomacy skill
* S: -2 Art, +1 Legitimacy
* M: -3 Art, -1 Econ, +1 Legitimacy, +1 Stability, potential +1 Prestige
* Max Stability: Legitimacy

Restoration of Order - The people are uncertain, and into that uncertainty bad behaviour can flow. Send in the warriors to reassure people and root out corruption and dissent, restoring the proper function of the People, at the cost of disturbing their confidence that the king has their best interests at heart. Max Stability: Legitimacy-1
* S: Gain 0 to 2 Stability at a cost of -1 Legitimacy
* M: Roll twice, take best result
* modified by Administrative skill

New Trails - There are many settlements with only marginal trails, so more could be useful. 0/3 to next Centralization cap increase
* S: -1 Econ, +1 Centralization, other effects
* M: -1 Econ, +1 Centralization, +1 Diplo, other effects​
People displaced by famine
[] [Refugee] Take in a few (Chance of Stability loss, +2 Econ)
[] [Refugee] Take in more than a few (-1 Stability, chance of further loss, +4-5 Econ)
[] [Refugee] The Txolla caused some problems with their tactics too (-2 Stability, chance of further loss, Txolla -1 Loyalty, +6-8 Econ)
[] [Refugee] You could probably get word to the slaves on Vinula (-3 Stability, chance of further loss, Txolla -1 Loyalty, -2 Diplomacy, chance of angering the Trelli, +9-11 Econ, chance of overcrowding)
[] [Refugee] Bring in as many people as physically possible (-4 Stability, chance of further loss, Txolla -1 Loyalty, -2 Diplomacy, chance of angering the Trelli, +11-14 Econ, definite overcrowding)​
 
I fail to see what the problem with the mercenaries is. They are as close to a professional standing army as we have. And they behave themselves as long as they are paid, unlike our core warriors. And those we can retrain.

They also nicely separate the society at large from war.
They don't separate the society from war. To assume that they do would be to assume that they separate themselves from society, which is ludicrous. The wealth, prestige, and status they gain from war gives them benefits within society, which encourages members of said society to promote warlike pursuits in the hopes that they can gain wealth, prestige, and status for themselves.

The big reason to integrate mercenary companies is that they take up subordinate slots. The less slots that are taken up, the more powerful Vassal Support becomes in regards to promoting Loyalty and spreading our culture to our other subordinates.
 
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The big reason to integrate mercenary companies is that they take up subordinate slots. The less slots that are taken up, the more powerful Vassal Support becomes in regards to promoting Loyalty and spreading our culture to our other subordinates.
I'm pretty sure that vassal support targets colonies, vassals, and marches, not mercenary companies or free cities. Mercenary company loyalty regenerates at a very fast pace without external influence, so long as they aren't fighting a war.
 
The current situation is different, but I quote below the actions we had for stability and centralization as of the Great Works update when we were offered refugees a bit before the Epic Age. If, at that time, we felt our stability was fine, our Centralization was low, and we had a use for Econ, then taking extra refugees would have been an excellent choice as it makes the Enforce Justice action essentially give 1-3 Centralization and 2-3 Econ for a Secondary in addition to weakening surrounding polities. There's a reason that refugees got nerfed and now give Temp Econ Damage.
except for a very short time between gaining PSN+Enforce Justice and before our Ironworks
I already covered that. And we barely used it because the anti-justice veekiewagon was strong enough that it just didn't happen.
 
I already covered that. And we barely used it because the anti-justice veekiewagon was strong enough that it just didn't happen.
Ah I didn't realize it was in that timeframe. It's hard to determine what values we had at any given threadmark without extensive research.

And someone later not being savvy enough to take Enforce Justice makes that later decision bad, not the Expand Economy one, from the math perspective.
 
I just had an idea. If we were to integrate ALL of our mercenary companies at once, their discipline, structure, and professionalism will be transferred over into our main army. Mechanics tell us that nothing special would happen, but narrative I think tells us that this would give us a professional state army.

I'm pretty sure that vassal support targets colonies, vassals, and marches, not mercenary companies or free cities. Mercenary company loyalty regenerates at a very fast pace without external influence, so long as they aren't fighting a war.
Vassal Support only gives Loyalty when we have less subordinates than our cap.
 
They don't separate the society from war. To assume that they do would be to assume that they separate themselves from society, which is ludicrous. The wealth, prestige, and status they gain from war gives them benefits within society, which encourages members of said society to promote warlike pursuits in the hopes that they can gain wealth, prestige, and status for themselves.

The big reason to integrate mercenary companies is that they take up subordinate slots. The less slots that are taken up, the more powerful Vassal Support becomes in regards to promoting Loyalty and spreading our culture to our other subordinates.

They have more separation than us going Offensive Policy. It's volunteer career soldiers rather than Honorable Warrior Dudes. Albeit those do join up as well.

But the more important aspect is that they are state armies not beholden to any Patrician faction. They are vastly less likely to start trouble than main-pool warriors.


Edit

I just had an idea. If we were to integrate ALL of our mercenary companies at once, their discipline, structure, and professionalism will be transferred over into our main army. Mechanics tell us that nothing special would happen, but narrative I think tells us that this would give us a professional state army.


Vassal Support only gives Loyalty when we have less subordinates than our cap.

That's unlikely and will cost us three free Main War actions.


And we are below cap. We have only once gone over the cap when Phygrif went on his enthusiastic walk.
 
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