It does not, it gives four less wealth and below the 10 Wealth mark, thus losing us a point in stability.

Read that wrong, still, it gives 9 and still loses point in Stability.

OK. A double main snail cultivation and a secondary action gives us 7 wealth. Our current wealth is 4[+1]. So we will be at 12 wealth, assuming we did not spend any wealth whatsoever.

The Labor Requirement would be fine if we swapped the Influence or Great Hall action for a Trade Mission.

I am considering narrative impact on labor relation. Growing cottons necessarily requires a lot of unskilled labor.
 
Amber Road is still out of contact- we should send over an {S} Support to make sure they're OK, and to rescue the survivors if not.
Why would we {G-M} Cotton? {G-M} Poppies is basically the same thing but for 1 less econ.
What's the need for the 2x Expand Econ? We don't want our econ to be overflowing right now since our LTE would be killer. One is probably a good idea to make sure we have space next turn, but two means adding +24 econ this turn (2 from us, 2 from Balanced. 6 econ per secondary)

Since we are already at 3, it is not as necessary as other things we have on our plate.
Staying at 3+ gives us some significant Wealth income. The easiest way to stay at 3+ is to get to 4 so that we can still take random hits.
 
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.
I must have missed that. Can you source that statement, please?
I'm sorry, but I really can't.
I see.

In that case, I believe that your original claim is unsupported, and we have seen ZERO evidence that it "boosts loyalty for a much shorter term than influence".
 
[X][Main]Great Dam
[X][Secondary]Build Roads
[X][Secondary] Change Policy - Passive (Forestry + Forestry -> Infrastructure + Infrastructure)
[X][Secondary] Palace Annex - Great Hall Expansion
[X][Secondary] Influence Subordinate - Greenshore
[X][Secondary] Influence Subordinate - Tinriver
[X][Guild][Main] Plant Poppies
[X][Guild][Main] Build Docks
[X][Guild][Secondary] Plant Cotton
 
[X][Main] Dam
[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

I am going to shamelessly parade my plan again - it deals with 3 main things we want (annex, Dam, Influence), starts connecting us to our western colonies, doesn't starve us and leaves us at more than 10 wealth. What's not to like? Oh, and yeah, it also has Survey, but I can change it to pretty much anything else that doesn't spend econ or wealth, like Troublemakers or another Expand Econ.
 
Last edited:
OK. A double main snail cultivation and a secondary action gives us 7 wealth. Our current wealth is 4[+1]. So we will be at 12 wealth, assuming we did not spend any wealth whatsoever.
Well since it was a recommendation of the plan I forth, you must have noticed that I have a Influence Subordinate spending said Wealth.

So it would drop us a point in Stability.
Staying at 3+ gives us some significant Wealth income. The easiest way to stay at 3+ is to get to 4 so that we can still take random hits.
Still, a bit excessive at this juncture when we have many projects to deal with.
 
[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

I am going to shamelessly parade my plan again - it deals with 3 main things we want (annex, Dam, Influence), starts connecting us to our western colonies, doesn't starve us and leaves us at more than 10 wealth. What's not to like? Oh, and yeah, it also has Survey, but I can change it to pretty much anything else that doesn't spend econ or wealth, like Troublemakers or another Expand Econ.

Change your dam to just:

[Main] Dam

For aesthetic reason.
 
Come on people have you even looked at it

Distribute Land - By reworking the distribution of land, the king can improve tax income and reduce pressures administrative overhead. 0/4 Progress to Min Centralization increase
*S: -1 Centralization, +2 Wealth
*M: -2 Centralization, +5 Wealth, +1 Progress

By my reading of it we could take this 3 times as a main in the next three turns and not suffer from the bow back and I'm only saying we should use it once.also it would actually solve 3 problems this turn if we took it just once as a main.

1 over centralisation from our cities coming back online

2 if we want to go for the 20 wealth without absolutely murdering our LTE this is basically the only way to do it.

3 and we know the Patricians are going to use this when they get their own actions with the new system some warning on what exactly this action does would be useful as we have literally never used it.
 
Inserted tally
Adhoc vote count started by Killer_Whale on Nov 3, 2017 at 3:32 AM, finished with 125395 posts and 18 votes.
 
Looking at current standing quests:
-Patricians (6 {12}) - Power: Add or subtract their faction power from factions they are supporting/opposing. Objective: Build 0/4 Great Hall Annexes within 3 turns Reward: Government upgrade

Cost: [Secondary] Great Hall(Econ 2, Culture 2)x4

Guild (5) - Power: Half faction power added to Max Wealth. Objective: Have a level 3 Ironworks within 3 turns. Failure: -1 Stability

Cost: [Secondary] Block Housing(Econ 3, Tech 3) x2, [Secondary] Ironworks(Econ 3, Tech 3, Forest 1) x2

Ow, because we'd need to shove in another bath and aqueduct right after. Just fail it personally.

Traders (2) - Power: Add or subtract faction power modifier to all innovation rolls. Objective: Have Naval power 3 or above within 2 turns. Success: +1 Naval [1/2]

Cost: [Main] Econ 3, Wealth 5, Martial 3
It has also been highlighted as very important soon, due to Freehills and Western Ymaryn contesting the Black Sea.

Yeomen (2)- Power: Adds faction power to secondary Martial Objective: Have 30 EE within 3 turns. Failure: -1 Stability [1/2]

They can probably go sod off once we get enough Stabbility to ignore it.

Priests (2)- Power: Adds faction power to RA. Objective: Have a new level 2 temple somewhere within 2 turns. Success: +1 RA tolerance. Failure: -1 Stability

Cost: Temple(Econ 3, Culture 3) x2

Urban Poor (4) - Power: +1 Max Legitimacy every 3 full power. Objective: Have a Level 2 market and a Level 1 market in another city within 2 turns. Success: Grand Bazaar Megaproject completion, no faction power increase

Cost: Market(Wealth 3, Culture 3) x2

We currently have 1 Infrastructure policy running. It won't help anything on its own. We literally cannot afford to build everything manually. Infrastructure policy then must return.
We have enough of a forestry buffer that we can commit to turning the next 2 passive policies to Forestry once the cities come back.

[X][Main] Great Dam
[X][Secondary] Great Dam
[X][Secondary] Great Dam x2
[X][Secondary] Great Dam x3
[X][Secondary] Great Dam x4
[X][Secondary] Change Policy - Passive (Forestry + Forestry -> Infrastructure + Infrastructure)
[X][Guild Main] Plant Poppies
[X][Guild Main] Build Docks
[X][Guild Secondary] Expand Snail Cultivation

Okay lets see the costs on this:
-Dam - 2 Econ
-Dam(fused secondaries) - 2 Econ
-Dam(fused secondaries) x2 - 2 Econ
-Policy change - Free
-Poppies - 3 Econ, 3 EE.
-Docks - 2 Econ 1 Wealth
-Snails - 1 Econ

And the incomes:
-Poppies - 1 Mysticism, 7 Wealth
-Snails - 1 Wealth 1 Culture
-Docks - 3 Diplomacy

Available spent stats(costs included, income not included):
-Econ 13, Culture 12, Wealth 4, Tech 24
Total costs(income not included):
-Econ 12, Wealth 2, Tech 1
Lowest point possible:
-Econ 1(provinces will not spend Econ), Culture 10, Wealth 2, Tech 23

Total action profit(incoming income not included):
-Mysticism 1, Wealth 8, Culture 1

End Wealth: 11

That gives us SOME wealth next turn once the passive cashes in, which lets us rush the Warships. We can hope the passives prioritize the Market to generate Wealth and getting the Bazaar.

This is tentative, pending all sums being correct!
The key here is something PrimalShadow had been harping on for a long time now: Passives are really freaking good at making extended projects.

Also the only way we're going to be breaking even on Econ here is if we fused secondaries for the Dam. Annexes and all that costs too much.

Goddamned needle threading, I got nearly nothing I wanted out of this plan x.x
Theres also basically no way to Influence or Support subordinates without crashing SOMETHING. Urgh.
No roads even, FFS.

Anyway, work calls. Get back to this if theres more info.
 
Last edited:
[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
 
[X][Main] Dam
[X][secondary] Grand Hall Annex
[X][secondary] Expand Econ
[X][secondary] Expand Econ x2
[X][secondary] Influence Subordinate - Tinriver
[X][secondary] Change Policy - Passive (Forestry + Forestry -> Infrastructure + Infrastructure)
[X][Guild] Plant Cotton
[X][Guild] Build Glasswork
[X][Guild Secondary] Expand Snail Cultivation

2 + 2 + 2 + 4 + 2 + 1
4 + 6 + 3
10 + 3
13
 
Or

He is just tired and does not have the time to search.

Just because he cannot provide the evidence this second does not mean it does not exist.
You misunderstand. I was pretty certain the claim was unsupported when I first saw it, but for the sake of courtesy I gave @bluefur87 a chance to site his sources; what with him sounding so authoritative in his statement.

So you see, I don't believe it is an unsupported claim because @bluefur87 failed to point to any sources. I believe it is an unsupported claim because I've been attentively following story and WoG posts and have not seen anything supporting said claim, and @bluefur87's lack of sources has failed to disabuse me of said notion.

Narrative makes sense, and it was our reaction vote when dealing with loyalty problems. It's not decisive evidence, but we have some.
The Narrative for any number of options makes sense. I didn't say the claim was infeasible; I said it was unsupported.
The fact that it was our reaction vote suggests that it is better for this situation, somehow, though it DOESN'T particularly imply that said superiority is due to it having a longer-lasting effect on loyalty. Still, I think there is enough of a connection there for you to claim it as evidence of some sort, even if it is extraordinarily weak.

So, I will amend my statement. I no longer believe the the original claim is entirely unsupported. Now I merely believe that it is supported only by the flimsiest of evidence.
 
What's the need for the 2x Expand Econ? We don't want our econ to be overflowing right now since our LTE would be killer.
We are at 14/27 Econ, and I expect us to spend Econ down to 0-1; and if we don't, I expect our colonies to spend it with their actions. At 1 econ, we can take 2x Expand Econ (+24 Econ) to go to 25, and then get our turn income of 3 to go up to 28; that overflows by 1 into wealth without burning LTE.
 
I'd say that any plan that doesn't influence at least one, preferably two subordinates should be dismissed. We know that they're torn between us and the Storm Wolves-Western Ymaryn hybrid culture, and if they defect we're utterly screwed, as they have all our technology and are willing to fuel it with slave labour already, as well as whatever else of the local optimal solutions we've been avoiding.

Combined with Freehills taking the Straits, we could easily produce a lethal international environment within a couple of turns.

A slave using Ymaryn successor that's prepared to over harvest the forest would kick the living shit out of us. If they kick off a reunification war, or war to retake the Ymaryn holy sites, they'd probably win.

Influencing them to stay loyal should be the highest priority. Higher than the dam or the government form change.
 
Last edited:
@veekie
You forgot the 5th secondary Action

Also what so you Think of my vote
Oh builds up some interconnectivity, Starts Everything we want als crashes nothing

[X][Main]Great Dam
[X][Secondary]Build Roads
[X][Secondary]Build Roads x2
[X][Secondary] Change Policy - Passive (Forestry + Forestry -> Infrastructure + Infrastructure)
[X][Secondary] Palace Annex - Great Hall Expansion
[X][Secondary] Integrate Colony - Txolla
[X][Guild][Main] Plant Poppies
[X][Guild][Main] Build Docks
[X][Guild][Secondary] Plant Cotton


So reasons

Great Dam, because because want to see it done and kinda can get it done fast, in case that anything happens

Build roads cause we need more roads

Change Policy cause we soon have the new actions and are good with the forests for the moment, while we definitly need more infrastructure Policies if we want to get all factions quests done

Great Hall Expansion in order to work towards the better government form

Poppies in order to get the wealth to pay for the other Guild actions

Build Docks for better interconnectivity with our western colonies

And more war ships in order to work towards the trader quest

edit: this leaves us with 2 Econ and 5 Wealth before any payments or Province actions

Integrate Txolla in hope that in combination with the Dam we might a lowlands canal unlocked, in order to trade with the eastern nomads

Edit 2: Change of Plans in face of forgotten 5 sec action & Stability loss if below 10 Wealth, will now leave us with
Adhoc vote count started by sidestory on Nov 3, 2017 at 3:36 PM, finished with 125607 posts and 56 votes.

Adhoc vote count started by sidestory on Nov 3, 2017 at 3:36 PM, finished with 125607 posts and 56 votes.

Adhoc vote count started by sidestory on Nov 4, 2017 at 6:25 AM, finished with 125779 posts and 64 votes.
 
There are a number of variation on influencing Tinriver Colony. We need to standardize.

[X][Main] Dam
[X][secondary] Expand Econ
[X][secondary] Expand Econ x2
[X][secondary] Influence Subordinate - Tinriver
[X][secondary] Influence Subordinate - Tinriver x2
[X][secondary] Change Policy - Passive (Forestry + Forestry -> Infrastructure + Infrastructure)
[X][Guild] Plant Cotton
[X][Guild] Build Glasswork
[X][Guild Secondary] Expand Snail Cultivation
 
Back
Top