Ok, since everyone wants the dam as a main action, shuffling things around

[X][Main] Dam
[X][Secondary] Build Roads
[X][Secondary] Change Policy - Passive (Forestry + Forestry -> Infrastructure + Infrastructure)
[X][Secondary] Expand Econ
[X][Secondary] New Settlement - Internal reorg
[X}[Secondary] Support Subordinate - Amber Road
[X][Guild] Plant Poppies
[X][Guild] Plant Poppies x2
[X][Guild sec] Plant Cotton

Econ costs:
Dam -2
Roads -1
Poppies -3 x2 = -6
Cotton -2
New Settlement -1
Support Subordinate -2
= -14 econ, +6 from Expand Econ
LTE costs:
Poppies -4x2, Cotton -3 = -11 LTE
New Settlement: +4 LTE
= -7 LTE. That's a safe amount.

Wealth: -2 Roads, +20 Guild actions. That puts us nice and safe in the +1 Stability territory as long as the provinces don't spend too much of it.
 
[X][Main] Dam 4-6? action commitment, -2 Econ per action
[X][Secondary] Great Hall Annex {S}
[X][Secondary] Great Hall Annex x2 {S}
[X][Secondary] Build Docks
[X][Secondary] Influence Subordinate - Greenshore
[X][Secondary] Expand Econ
[X][Guild] Plant Poppies
[X][Guild] Expand Vineyard
[X][Guild sec] Plant Cotton
You're spending 18 Econ there.
 
[X][Main] Dam
[X][Secondary] Influence Subordinate - Tinriver Colony
[X][Secondary] Influence Subordinate - Tinriver Colony x2
[X][Secondary] Expand Econ
[X][Secondary] Expand Econ x2
[X][Secondary] Survey Lands
[X][Guild] Plant Poppy
[X][Guild] Snail Cultivation
[X][Guild Secondary] Snail Cultivation
It's nice, but it doesn't get us Annex Upgrades.
I'm looking at our stats and we basically have a choice between Dam, Influence (not support) Subordinates, and Annexes. We can do any two of those, but not all three.

Also I'd replace one of the expand Econs with a Survey, since they're free as a secondary and if we get gold or silver mine we'll be much better off.
Okay, but we have three turns to do so. Our Western Colonies are at 2 Loyalty. Greenshore has reason to stay with Ymaryn and we just talked to Western Wall. We should chat with Tinriver to at least ensure that they do not plan on running away soon.(Yes I meant Influence, I used those stat costs :oops:)

Okay, I can see us doing a Survey ourselves since our Policy is still on Balance and they can potentially do one and double it themselves to a Main. Either way leaves us with enough Economy to push a big chunk of the annexes next turn, if not all at once while still leaving us Econ to deal with whatever happens next turn.
 
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[X] [Main] Grand Hall Annex
[X] [Secondary] Expand Econ
[X] [Secondary] Expand Econ x2
[X] [Secondary] Change Policy - Passive (Forestry + Forestry -> Infrastructure + Infrastructure)
[X] [Secondary] Hunt Troublemakers
[X] [Secondary] Trade Mission - Freehills
[X][Guild] Plant Poppies
[X][Guild] Plant Poppies x2
[X][Guild sec] Plant Cotton

Start the Grand Hall so we can wrap it up next turn.
Expand Economy 2x to pay for all the Econ we are spending, since tradition suggests that Balanced Policy will only do a main Expand Econ.
Change Policy to get our Marketplace built.
Hunt Troublemakers to keep us from being blindsided.
Trade Mission to Freehills to get a better handle on what is going on with Trell, and to restore trade.
Guild Actions plant stuff to get us on track to 20+ wealth.

EDIT: Changed "Expand Economy" to "Expand Econ", since everyone else is using the informal term instead of what the update has as a vote option. Oh well; easier to just adapt then try to convince everyone else to change.
 
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[X][Main] Dam 4-6? action commitment, -2 Econ per action
[X][Secondary] Influence Subordinate - Greenshore
[X][Secondary] Palace Annex - Great Hall Expansion
[X][Secondary] Change Policy - Passive (Forestry + Forestry -> Infrastructure + Infrastructure)
[X][Secondary] Survey
[X][Secondary] Expand Econ
[X][Guild] Plant Poppies
[X][Guild] Build Docks
[X][Guild Sec] Plant Cotton

That would be, (2+2+2+2+3+3), exactly 14 econ and (4-2-1+6+7), 14 wealth. Seems good.
 
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[X][Main] Dam

[X][Secondary] Expand Econ

[X][Secondary] Support Subordinate - Amber Road

I like these, and don't care about any other combinations that have these.
 
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[X][Main] Dam
[X][secondary] Grand Hall Annex
[X][secondary] Watchtower
[X][secondary] Watchtower x2
[X][secondary] Influence Subordinate - Greenshore
[X][secondary] Change Policy - Passive (Forestry + Forestry -> Infrastructure + Infrastructure)
[X][Guild] Plant Cotton
[X][Guild] Build Glasswork
[X][Guild Secondary] Efficient Charcoal Kiln

2 + 2 + 1 + 4 + 2 + 1
4 + 5 + 3
9+ 3
12 econ

5[+1] + 7 + 1 - 1
6 + 7 + 0
13 wealth

Took me forever, but I found a workable combination.

Why Watchtower?
 
More roads right now is dangerous. If we have a couple of cities come back this turn, they could eat up all of our spare centralization room and cost us an action due to Overcentralization.
 
Is there a reason why people voting for Influence Subordinate and not Support Subordinate? It's cheaper and better for Raising loyalty.
 
[X][Main] Dam
[X][Secondary] Influence Subordinate - Tinriver Colony
[X][Secondary] Influence Subordinate - Tinriver Colony x2
[X][Secondary] Expand Econ
[X][Secondary] Expand Econ x2
[X][Secondary] Survey Lands
[X][Guild] Plant Poppy
[X][Guild] Snail Cultivation
[X][Guild Secondary] Snail Cultivation

Okay, but we have three turns to do so. Our Western Colonies are at 2 Loyalty. Greenshore has reason to stay with Ymaryn and we just talked to Western Wall. We should chat with Tinriver to at least ensure that they do not plan on running away soon.(Yes I meant Influence, I used those stat costs :oops:)

Okay, I can see us doing a Survey ourselves since our Policy is still on Balance and they can potentially do one and double it themselves to a Main. Either way leaves us with enough Economy to push a big chunk of the annexes next turn, if not all at once while still leaving us Econ to deal with whatever happens next turn.
Yeah, I like this. It gives us a nice mix of things we don't necessarily have a lot of, letting us maybe discover new things while leaving enough leeway for our provinces to do some things.
[X][Main] Dam
[X][Secondary] Influence Subordinate - Tinriver Colony
[X][Secondary] Influence Subordinate - Tinriver Colony x2
[X][Secondary] Expand Econ
[X][Secondary] Expand Econ x2
[X][Secondary] Survey
[X][Guild] Plant Poppy
[X][Guild] Snail Cultivation
[X][Guild Secondary] Snail Cultivation

Now to see how the thread reacts.
 
Is there a reason why people voting for Influence Subordinate and not Support Subordinate? It's cheaper and better for Raising loyalty.
Don't look at stats here.
Support - here's free stuff, loyalty comes either from "thanks for that free stuff so I don't starve", which is cool, or from "Thanks for the free stuff, maybe you'll give me more", which is fickle. Our colonies are not starving.
Influence - these guys here will take over and show you how it's done, loyalty comes from new outside guys being loyal to the core, which is good.
 
Don't look at stats here.
Support - here's free stuff, loyalty comes either from "thanks for that free stuff so I don't starve", which is cool, or from "Thanks for the free stuff, maybe you'll give me more", which is fickle. Our colonies are not starving.
Influence - these guys here will take over and show you how it's done, loyalty comes from new outside guys being loyal to the core, which is good.

True but we are not trying to teach them anything new we're trying to buy they loyalty by showing the benefits of being in the Empire
 
Current Leading Vote:

[7][Main] Dam

[8][Secondary] Expand Econ
[6][Secondary] Change Policy - Passive (Forestry + Forestry -> Infrastructure + Infrastructure)
[4][Secondary] Expand Econ x2
[4][Secondary] Influence Subordinate - Greenshore
[4][Secondary] Grand Hall Annex

[6][Guild] Plant Poppies
[4][Guild] Plant Cotton

[5][Guild sec] Plant Cotton
Adhoc vote count started by PrimalShadow on Nov 3, 2017 at 3:06 AM, finished with 125348 posts and 16 votes.
 
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Eww

Vote Tally : Original - Paths of Civilization | Page 5010 | Sufficient Velocity [Posts: 125253-125346]
##### NetTally 1.9.9
Task: Main
[7][Main] Dam
[5][Main] Dam 4-6? action commitment, -2 Econ per action
[2][Main] Grand Hall Annex
[1][Main] Great Dam

Task: Secondary
[8][Secondary] Expand Econ
[6][Secondary] Change Policy - Passive (Forestry + Forestry -> Infrastructure + Infrastructure)
[4][Secondary] Influence Subordinate - Greenshore
[4][Secondary] Expand Econ x2
[3][Secondary] Grand Hall Annex
[3][Secondary] Palace Annex - Great Hall Expansion
[3][Secondary] Build Roads
[2][Secondary] Influence Subordinate - Tinriver
[2][Secondary] Dam 4-6? action commitment, -2 Econ per action x3
[2][Secondary] Dam 4-6? action commitment, -2 Econ per action x2
[2][Secondary] Change Policy-Trade
[2][Secondary] Influence Subordinate - Tinriver Colony x2
[2][Secondary] Influence Subordinate - Tinriver Colony
[2][Secondary] Survey
[1][Secondary] Grand Hall Annex x2
[1][Secondary] Build Docks
[1][Secondary] Change Policy: Forestry x2 -> Infrastructure x2
[1][Secondary] Survey Lands
[1][Secondary] New Settlement - Internal reorg
[1][Secondary] Expand Forests
[1][Secondary] Grand Hall Annex {S}
[1][Secondary] Grand Hall Annex x2 {S}
[1][Secondary] Dam 4-6? action commitment, -2 Econ per action x4
[1][Secondary] Dam 4-6? action commitment, -2 Econ per action x5
[1][Secondary] Dam 4-6? action commitment, -2 Econ per action x6
[1][Secondary] Build Roads x2
[1][Secondary] Integrate Colony - Txolla
[1][Secondary] Triangle Canal 8-11? action commitment, -3 Econ and -1 Tech per action
[1][Secondary] Triangle Canal 8-11? action commitment, -3 Econ and -1 Tech per action x2
[1][secondary] Watchtower
[1][secondary] Watchtower x2
[1][Secondary] Distribute Land
[1][Secondary] Distribute Land x2
[1][Secondary] Great Hall Annex {S}
[1][Secondary] Great Hall Annex x2 {S}
[1][Secondary] Hunt Troublemakers
[1][Secondary] Trade Mission - Freehills
[1][Secondary] Support Subordinate - Amber Road

Task: Guild
[5][Guild] Plant Poppies
[3][Guild] Plant Cotton
[2][Guild] Plant Poppies x2
[2][Guild] Plant Poppy
[2][Guild] Snail Cultivation
[1][Guild] Expand Snail Cultivation
[1][Guild] Build Goldmine
[1][Guild] Build Warships
[1][Guild] [Main] Plant Poppies
[1][Guild] [Main] Build Docks
[1][Guild] [Secondary] Plant Cotton
[1][Guild] Build Glasswork
[1][Guild] Expand Vineyard
[1][Guild] Build Docks

Task: Guild sec
[5][Guild sec] Plant Cotton
[1][Guild sec] More Warships

Task: Guild Secondary
[2][Guild Secondary] Snail Cultivation
[1][Guild Secondary] Expand Snail Cultivation
[1][Guild Secondary] Efficient Charcoal Kiln

Task: Kick
[1][Kick] Dam
Total No. of Voters: 16

Cleaner Tally, but still all over the place.
This is a good reason if you're giving up on the free stability as Econ is tight.
...

?

I am not quite sure what you said there.
 
This is a good reason if you're giving up on the free stability as Econ is tight.
We aren't, the plan that Sivantic and me cooked up keeps us at above 10 wealth by mid turn.

Also, it's been stated several times that support subordinate boosts loyalty for a much shorter term than influence. That's why our reaction action was influence last turn and not support.
 
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