We have them all at 3 Loyalty now. So it looks like it paid off!
I still don't think +2 loyalty was worth losing 10 stats, 1 stability, and a Golden Age.
It's not bad mind you, just not worth it IMO. Well below the expected total loyalty gain.

We should squeeze in a Main Expand Forest instead of putting Forestry passives on for one turn. If possible.
Agreed that we should avoid Forestry Passives, but I'm thinking that Kilns are much better than forests this upcoming turn. We still have a lot of space there, though our low wealth makes it so we have to pay attention there.

I'm thinking we should add 2x Infrastructure, 1x Defense, and 1x Skullduggery as our passives. That should be enough to make the lvl2 temple without our input, and Valley guard is in desperate need of its lvl1 baths.
 
Pretty sure they're more likely to start purge of purists, because it conflicts with their most valuable trait, Cosmopolitan Tolerance.
I'm not so sure. Cosmopolitan Tolerance is said to be about rapid assimilation, which means that they wipe out the traits of everyone who joins them. That makes the whole thing a lot more stable, but they've probably lost the value-stealing and have reduced tech-stealing.

So basically that might already be automatically happening just from the value itself.
 
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I still don't think +2 loyalty was worth losing 10 stats, 1 stability, and a Golden Age.
It's not bad mind you, just not worth it IMO. Well below the expected total loyalty gain.

It wasn't, given that Influences carry reduction of cultural drift with them and thus are better than +Loyalty. Hope the narrative benefits from spreading trade around subordinates makes it worthwhile in longer run.

Agreed that we should avoid Forestry Passives, but I'm thinking that Kilns are much better than forests this upcoming turn. We still have a lot of space there, though our low wealth makes it so we have to pay attention there.

I'm thinking we should add 2x Infrastructure, 1x Defense, and 1x Skullduggery as our passives. That should be enough to make the lvl2 temple without our input, and Valley guard is in desperate need of its lvl1 baths.

I am rooting for Trade+Diplomacy+Skullduggery for information and contacts, and either Defense or Infrastructure as the last one.
Temple is not guaranteed, that's the problem: Infras are quite likely to go for Block Housing 2 -> Ironworks 3 instead because Guilds are stronger than Priests atm. I don't want to muck around with lvl3 city yet.
 
You have to wonder about the Games participants (with the possible exception of Storm Ymaryn) who come each year to Redshore and witness all the marvel of a gardened and organized city with great bathing complexes.

And each year, they come back home to their stinky cities.

"You know, maybe we should clean up our capital to be more like Redshore?"
 
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I am rooting for Trade+Diplomacy+Skullduggery for information and contacts, and either Defense or Infrastructure as the last one.
We desperately need at least 1 infrastructure passive, preferably 2. Infrastructure is incredibly expensive to build manually, and the passives do it for free. We should not be building any infrastructure manually if we can help it.

Skullduggery is also extremely important, since our intrigue score just got hit with -4 last turn. We do not want to let ourselves become vulnerable to the HK. And with the nomad cavalry coming soon, I really want to make progress on walling everything up (so far we've just been treading water).

Trade or Diplomacy policies would be nice to test out to see if they have narrative effects, but we have policies with known very good benefits that are in high demand. Why go for the mystery box (possible narrative effects) over the things we know are very, very useful?
 
I still don't think +2 loyalty was worth losing 10 stats, 1 stability, and a Golden Age.
It's not bad mind you, just not worth it IMO. Well below the expected total loyalty gain.
It's still higher value actually. Consider the cost of even +1 Loyalty. +2 was below average roll, but it was still good, and we're in line to trigger golden age next turn regardless, so it's not exactly a trade so much as a delay
It wasn't, given that Influences carry reduction of cultural drift with them and thus are better than +Loyalty. Hope the narrative benefits from spreading trade around subordinates makes it worthwhile in longer run.
Trade also helps mitigate culture drift remember? Thats how we solved it back in the time of the Stallions. They were divergent, but an increase in trade circulating between core and subordinates also means an increase in people and ideas flowing on the same channels.
You have to wonder about the Games participants (with the possible exception of Storm Ymaryn) who come each year to Redshore and witness all the marvel of a gardened and organized city with great bathing complexes.

And each year, they come back home to their stinky cities.

"You know, maybe we should clean up our capital to be more like Redshore?"
You see it IRL, they go home and think "man those guys are weird in an interesting way", but nobody wants to actually commit that much economic and political power to do it.
 
Trade or Diplomacy policies would be nice to test out to see if they have narrative effects, but we have policies with known very good benefits that are in high demand. Why go for the mystery box (possible narrative effects) over the things we know are very, very useful?

Because skullduggery, the previous mystery box narrative policy proven very useful to us, and allowed us to avert a stability loss. Snail cultivation, of all things, let us discover concrete.

We need to test out passive policies so that we cannot become stuck in local optima.

I do not agree that infrastructure are very expensive to build. -3 econ, -3 culture for a temple is not expensive given the stats we have.
 
Some comments on the actions.

New roads can better tie the people together, so more could be useful. (17/46) +5 Centralization Tolerance
The practice of building city walls has reached new heights with access to superior tools making the cutting of stone simpler (26/58 significant walls, 4/45 massive walls)
The People have knowledge of how to regrow and repair forests, which extends to bringing them to places they have never been, with considerable effort. With charcoal now in higher demand, can also provide a sustainable supply (7/8 currently locked up)
These numbers are massively out of date. Can we just delete them? Forests are tracked under our stats, roads are under extended projects, and it would be easy enough to put walls under one or the other.

*S: Change up to two Passive Policies (5/9) to one of the available ones listed below
Agriculture (+3 Econ, -3 Econ Expansion, -1 Tech/turn)
Diplomacy (+1 Diplo/turn)
Skullduggery (+1 Intrigue/turn, -2 Diplo)
Trade (+1 Wealth/turn)
Armament (+1 Martial/turn)
Patronage (+1 Culture/turn)
Mysticism (+1 Mysticism/turn)
Industry (+1 Tech/turn)
City Support (4 Econ cost for True Cities offset each turn, -1 Tech) x1
Expansion (So long as there is land to expand into, +1 Econ Expansion/turn, reduces threshold to produce new provinces the longer active)
Innovation (Extra 2 innovation rolls each turn, -1 Wealth)
Infrastructure (+1 Free Progress to an infrastructure project (Aqueduct, governor's palace, saltern, etc.)/turn)
Defence (+1 significant walls/turn) x1
Special: Forestry (+1 Sustainable Forest and -1 Econ Expansion/2 turns)
x2
Special: Vassal Support (+1 Subordinate while active, increases Loyalty while active at less than full subordinates) x1
Forestry x2 has been changed to Infrastructure x2.

Level 1 transforms half of the Econ spent on a True or Free City into Wealth income. Level 2 increases this to 100% of the spent Econ.
This description is out of date.

Academy – These centers of learning provide a well-rounded education in topics both general and esoteric, providing a more informed population who are better able to deal with the complexities of the world, although direct reference to the records can be called into question more often. Each level increases RA tolerance by 1, decreases the refund from Libraries by 1 (min. 0), and provides other effects. Each {S} committed consumes 3 Wealth and 3 Culture for 3 progress
Redshore (0/3), Redhills (0/3), Valleyhome (0/3), Sacred Forest (0/3), Blackmouth (0/3), Stallionpen (0/3), Valleyguard (0/3)
Wait. This decreases the refund by 1, as in each Academy needs to be paired with TWO libraries to not affect our refund?
Isn't this somewhat excessive?
 
It's still higher value actually. Consider the cost of even +1 Loyalty. +2 was below average roll, but it was still good, and we're in line to trigger golden age next turn regardless, so it's not exactly a trade so much as a delay

10 wealth and 1 stability is worth quite a bit on its own, and the Golden Age is now delayed at a minimum a turn and a half (instead of starting during the upcoming main turn, we get to 3 on the upcoming midturn and start it on the midturn after that)

Because skullduggery, the previous mystery box narrative policy proven very useful to us, and allowed us to avert a stability loss. Snail cultivation, of all things, let us discover concrete.
Skullduggery is not a narrative mystery box. Each turn the passive is worth 1 secondary action and 2 free stats. That's a quite mechanically efficient policy. In contrast, Diplomacy is worth 1 free stat and 0 actions.

Also, -6 stats is a lot. We can afford it certainly, but it is still a lot.
 
You see it IRL, they go home and think "man those guys are weird in an interesting way", but nobody wants to actually commit that much economic and political power to do it.

I guess they have to drown in their own filth like London did to make them get serious about sewer.

Also, -6 stats is a lot. We can afford it certainly, but it is still a lot.

Given that it's probably the only way to redirect the AI toward infrastructures we want completed, we're going to be end up doing a lot of that anyway.

I'd suggest dropping the defense policy. There's a good chance our existing defence policy is going to get buffed by a Cement action.

Why? it's all the more reason to keep them so that we can get more fortifications done.

Anyway, my current choices:

Defense, Skullduggery, Diplomacy, and Infrastructure.
 
Wait. This decreases the refund by 1, as in each Academy needs to be paired with TWO libraries to not affect our refund?
Isn't this somewhat excessive?

Er. No? Each Academy needs to be paired with a single Library to be refund neutral. If we build two libraries for every academy we'd be gaining mysticism refund.

Why? it's all the more reason to keep them so that we can get more fortifications done.

Anyway, my current choices:

Defense, Skullduggery, Diplomacy, and Infrastructure.

Again, why no city support? We're going to be taking -8 Econ/turn from our 4 True cities that just activated, we should probably mitigate that somewhat.
 
Er. No? Each Academy needs to be paired with a single Library to be refund neutral. If we build two libraries for every academy we'd be gaining mysticism refund.



Again, why no city support? We're going to be taking -8 Econ/turn from our 4 True cities that just activated, we should probably mitigate that somewhat.

Oh.

Skullduggery, Diplomacy, Defense, and City Support.
 
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