Yeah, but that won't be happening next phase. They may all gain one Effectiveness though, so it'd be 16/37 {39/39} post the Main Raise Army unless we unhook one. And we can't take a Secondary Raise Army next update, because we can't split reaction actions, though if we could instead of a Main we would be safe.

Sometime, AN split reactions into secondaries for a choice, so it isn't impossible. (sec raise army, sec found march)

Actually, I think they'll be at 30 Martial, not 24. On the stat page, their effectiveness is out of 10, not 8.

You may be right, though I never see a 10/10 strength for Banner Companies unless they were just recently raised.
 
Sometime, AN split reactions into secondaries for a choice, so it isn't impossible. (sec raise army, sec found march)



You may be right, though I never see a 10/10 strength for Banner Companies unless they were just recently raised.
You never see a 10/10 strength banner company because we haven't made one yet.

Merc Companies max at 8/10 strength.
To get a 10/10 strength banner requires a double main raise army.
 
Vote tally is a huge mess, and I am uncertain about how AN approach the vote.
It looks like a mess. But the winners are very clear. Main is Dam. Top five Secondaries are winners(it is just a long list of votes is all). Regular Guild Main Projects is also pretty sane, not much trouble figuring out what two win there. Now, while there are multiple tasks for the Guild Secondary Project, there is still a clear winner of Expand Snail Cultivation from all possible options.
 
Vote Tally : Original - Paths of Civilization | Page 5010 | Sufficient Velocity [Posts: 125253-125692]
##### NetTally 1.9.8
Main:
[1] Dam
Secondary:
[1] Expand Econ x2
[2] Influence Subordinate - Greenshore
[3] Grand Hall Annex
[4] Change Policy - Passive (Forestry + Forestry -> Infrastructure + Infrastructure)
[5] Expand Econ
Guild:
[1] Plant Cotton
[2] Plant Poppies

Total No. of Voters: 3

Task: Main
[57][Main] Great Dam
[3][Main] Grand Hall Annex
[1][Main] Build Roads

——————————————————————————————————————————————Task: Secondary
[49][Secondary] Change Policy - Passive (Forestry + Forestry -> Infrastructure + Infrastructure)
[40][Secondary] Expand Econ
[38][Secondary] Grand Hall Annex
[33][Secondary] Influence Subordinate - Tinriver Colony
[31][Secondary] Trade Mission - Forhuch
[12][Secondary] Great Dam x2
[10][Secondary] Great Dam
[10][Secondary] Great Dam x3
[9][Secondary] Great Dam x4
[7][Secondary] Expand Econ x2
[6][Secondary] Build Roads
[4][Secondary] Influence Subordinate - Greenshore
[4][Secondary] Survey Lands
[3][Secondary] Build Docks
[3][Secondary] Grand Hall Annex x2 {S}
[3][Secondary] Distribute Land
[3][Secondary] Hunt Troublemakers
[2][Secondary] Distribute Land x2
[2][Secondary] Trade Mission - Freehills
[2][Secondary] Trade Mission - Storm People
[1][Secondary] Change Policy-Trade
[1][Secondary] New Settlement - Internal reorg
[1][Secondary] Influence Subordinate - Tinriver Colony x2
[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] Found March - Spirit Channel
[1][Secondary] Build Watchtowers
[1][Secondary] More Blackbirds
[1][Secondary] More Carrion Eaters
[1][Secondary] Trade Mission: Freehills
[1][Secondary] Trade Mission: Storm People
[1][Secondary] More Spiritbonded
[1][Secondary] Study Health
[1][Secondary] Plant Cotton
[1][Secondary] Expand Vineyard
[1][Secondary] Black Soil
[1][Secondary] Black Soil x2

——————————————————————————————————————————————Task: Guild
[49][Guild] Plant Poppies
[24][Guild] Expand Snail Cultivation
[15][Guild] Build Docks
[13][Guild] Plant Poppies x2
[3][Guild] Plant Cotton
[2][Guild] Expand Vineyard
[1][Guild] Build Warships
[1][Guild] Build Docks x2

——————————————————————————————————————————————Task: Guild Secondary
[43][Guild Secondary] Expand Snail Cultivation
[9][Guild Secondary] Plant Cotton
[1][Guild Secondary] More Warships

——————————————————————————————————————————————Task: Kick
[1][Kick] Dam
Total No. of Voters: 62

Man the tally is a mess. Hopefully this one is at least more accurate.
 
Well considering the winners are still as I wrote down... it was already accurate :p

Hopefully this convinces others to change their votes as we on the right track to lose Stability and not have enough Econ next turn to work with.
No, you got the guild votes wrong. There are two large groups of main snail expansion for guild votes, it's currently rather comfortably in second place as the guild main.
 
It looks like a mess. But the winners are very clear. Main is Dam. Top five Secondaries are winners(it is just a long list of votes is all). Regular Guild Main Projects is also pretty sane, not much trouble figuring out what two win there. Now, while there are multiple tasks for the Guild Secondary Project, there is still a clear winner of Expand Snail Cultivation from all possible options.
Also Sivantic, it looks like you cost the Great Hall at -2 Econ and -2 Wealth, when it is -2 Econ and -2 Culture.
 
Did maximillian bite you or something?
Next turn....maybe. My current ideas for next turn don't have much actions left due to action economy and stats, but I think there should be one badly used which can be slotted with Hunt. No promises though.
Road is more expensive, so it's going to be even harder. We need Raise Army+Influence+Dam+Annex+Warships, that leaves not a lot for other things.

https://imgflip.com/memegenerator

@maximillian Fellow white fur, are you willing to support D Land, E Justice, H Trouble, and Road next turn?
 
No, you got the guild votes wrong. There are two large groups of main snail expansion for guild votes, it's currently rather comfortably in second place as the guild main.
Edited. Wealth is much better now, but it is now confirmed that we will not be getting our two cities.
Also Sivantic, it looks like you cost the Great Hall at -2 Econ and -2 Wealth, when it is -2 Econ and -2 Culture.
Incorrect. That is from the Influence. I only listed the relevant stats. The -2 Econ is there at the end.

I labeled costs in the order the secondaries were listed(ignoring the type that I have fixed)
 
@Academia Nut what disease is the Horseman's Plague? The closest I could think of was Pneumonic Plague (Yersinia pestis) but that doesn't quite fit the symptoms or transmission. TB as well, I suppose, but again, doesn't really fit the symptoms or apparent transmission. Hemoptysis isn't a terribly common thing for infectious disease.
 
Edited. Wealth is much better now, but it is now confirmed that we will not be getting our two cities.
*double checks*

You seem to have expand econ as +5
Expand Economy - Encourage the growth of food producing activities such as farming, pastures, or fishing, depending on where focus is placed
*S: +6 Econ, -2 Tech, -6 Econ Expansion, potential additional effects
Ironworks pushed it to +6 though.

Keep that in mind for the inevitable province main EE too.
 
I don't understand the -1 part of our econ income. Can someone explain?
Was that not from our cities?
Hmm...i can't actually rmeember what that expense is for... cause with only the free cities up, our city support policy covers all their expense (Redshore is 2, Redhills and Valleyguard are 1 each)... @Academia Nut ?

(Of course, my brain is in a very non-mathy and non-PoC mood tonight, hence the lack of A&D post, so i could just be forgetting something obvious :p )
 
*double checks*

You seem to have expand econ as +5

Ironworks pushed it to +6 though.

Keep that in mind for the inevitable province main EE too.
raargh. He changed the numbers.

I heard mention that it was six, but when I checked it was still at five, so I did not question it.

*checks*
Expand Economy - Encourage the growth of food producing activities such as farming, pastures, or fishing, depending on where focus is placed
*S: +5 Econ, -1 Tech, -5 Econ Expansion, potential additional effects
See, I am nto crzay!

...I should probably reload the update page

Does not really change my vote though. If I take one out, that brings me to 20 and no cities.

This does bring us 23 Econ if they do not use any Econ, so I still doubt that we will.

This would be a whole lot easier if people just listened to me >3>
 
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