False Dichotomy. The other option is that we build them. Which is why I was looking for ways to up our Wealth, even if only temporarily.

So yeah, not really wanting to leave them on Infrastructure. Might be inefficient long term to have them on Trade, but really we only need the policies set to it just to get these Markets out.

Good luck with that, especially with doubled Wealth cost.
 
Yep. We really do have better luck just letting the cities urbanize.

At least that also pays out Wealth, just more slowly. We can speed it along by plugging in the Wealth free plumbing manually.

Like Salterns. With them giving both instant payout and long-term drip they are really amazing.
Buuuut they eat Tech like no tomorrow. Would like one more Governor Palace somewhere for a tech refund from 2 Palaces. Probably will push for one after integrating Txolla in newly-integrated territory...or can push right now for one in Gulvalley, as this is a pretty rich region (mining) with hardish communication to the capital (mountains), and it would benefit from local governance center.
 
I'd be much more concerned if we weren't about to get ~10 more passive policies controlled by our factions. They should help fill out the weaknesses of our current focus on infrastructure.
 
Also our Culture is actually behind the average(well,before the plague burned everything anyways) for a classical civilization, because our Culture is almost entirely from overflow.
We get a pretty sizable drip from the games and true cities.

So bored priests and sports fanatics.

Our Diplomacy is mainly prestige based as well. We don't actually go out there and trade with people. We just invite them to the games and keep losing to them :p
Being the host of the only international conference and having all that prestige are pretty much the only things propping up our diplo, yeah.
I'd be much more concerned if we weren't about to get ~10 more passive policies controlled by our factions. They should help fill out the weaknesses of our current focus on infrastructure.
Yeah, it makes me mostly okay, but I'm not too sure they won't just use the passives to build temples and gps and markets.

Granted, that's what we want them to do in the first place, but I think it means we can lay off the infrastructure policies after the reform.
 
We would be better served taking the strain off the cities by making our five Free Cities then popping every non-free city bar Valleyhome.
On this specific point, this doesn't really work anymore. Valleyhome and Blackmouth currently have the same EE threshold, with Sacred Forest right behind them. We can't really have one without the others in practice. To make matters worse, once Blackmouth finishes its Block Housing, it'll actually replace Valleyhome as the 1st city according to ANs explanation a million pages ago, so we'd actually pop Valleyhome before Blackmouth.

Without Valleyhome being a True City, I have a sneaking suspicion Redshore would start to wonder why they aren't the centre of power.

I do agree with your point about denying infrastructure though.
 
So bored priests and sports fanatics.
That's one weird cultural sphere we have. Football hooligans and religious art?
And now consider both of them are overflowing into tech lately.
Sooooooo the southern population of the United States all started learning web dev so they could customize the looks of their Football and Jesus blogs....???
 
After the reform, I think that our faction passive policy distribution will look something like this:

-Patricians (4)
--Defense, Armament, Patronage, or Vassal Support
-Guild (2)
--Industry or Infrastructure [Ironworks]
-Urban Poor (1)
--City Support, Defense, or Infrastructure [Health]
-Priests (1)
--Mysticism or Infrastructure [Temples]
-Traders (1)
--Trade, Diplomacy, Skullduggery, or Infrastructure [Markets]
-Yeomen (1)
--Expansion or Armament (Agriculture/Forests if all true cities are popped)
 
Given the way things are going, the choice seems to be between having cities that are more or less cesspits, not whether we have cities.

By restricting unfree labour, I feel we've pretty much committed ourselves to the urbanism train 110%, as we need the greater productivity to compensate for the costs of this. The much greater exposure to disease is the price of this.

Once the Ymaryn have worked out cultural coping strategies to overcome the costs (be it de facto serfdom of the rural poor, or whatever), then we can gradually go back to a less urbanised society, although by then this may require substantial (military?) expansion to get the EE required to pop them and keep them popped.
 
Given the way things are going, the choice seems to be between having cities that are more or less cesspits, not whether we have cities.

By restricting unfree labour, I feel we've pretty much committed ourselves to the urbanism train 110%, as we need the greater productivity to compensate for the costs of this. The much greater exposure to disease is the price of this.

Once the Ymaryn have worked out cultural coping strategies to overcome the costs (be it de facto serfdom of the rural poor, or whatever), then we can gradually go back to a less urbanised society, although by then this may require substantial (military?) expansion to get the EE required to pop them and keep them popped.

We won't go back to a less urbanized society because proto-industrialization will reduce the amount of labor needed in rural area.
 
So since it came up, the narrative of our various stat drips and thus overflows:
Diplomacy
-Mature Trade Post - The trade post conducts international diplomacy and builds trade ties on our behalf. However, our sole trade post only neighbors a bunch of tribals, so this mainly translates to exotic goods from the far north making trade with us more appealing.
-King of the Hill - Everyone wants to know the biggest country. Typical Kings of the Hill would have neighbors routinely send emissaries and tribute to great powers unasked historically, though rarely anything significant.
-Grand Hall - Fancy ass hall big enough to take it from utilitarian to handle internal diplomacy. Deals made and favors exchanged internally makes everything run smoother.
-International Games(participants) - This comes from hosting the sole international conference. Everyone participating also brings a number of dignitaries to watch(though not their very top, keep in mind that this is a contest of physical and martial skill in a world of warrior-nobility), which also means that they're going to be making deals over shared meals, spas and Best of the Best prostitutes. All this means that the Ymaryn make hell of a lot of bank as diplomatic middlemen.

What does this mean when Diplomacy overflows into Wealth? We become an artificial trade nexus from all the people who are just so USED to trading at Redshore, and we leverage that into making mad bank.
(Oh and their nice healthy athletes meet the world's largest bioweapon factory and then spread it around to everyone less healthy than them)

Wealth
-Salt/Gold production - Nothing too complicated here. We have a scarce material whose demand can't be saturated and is useful for the functioning of economy and society. By making obtaining them easier we grease the whole economy.
-Trade dominances - Nothing too complicated. We have enough production of certain goods that we more or less can ask whatever price we want and they'd have to pay it. Noting that this will change once production starts saturating demand and the guilds most certainly would bring out the knives when that day comes.
-Markets - Very complicated. We increase economic efficiency by enabling small transactions, which makes everyone richer because small and medium enterprise can actually participate in trading and thus make it sure that goods and services are more available to anyone with the money.

When Wealth overflows to Culture, the People are flush with wealth to start spending personally on amusements. Street musicians, mimes, clowns, artistic fads, other 'low amusements' spawn off the lower classes with wealth to burn.

Culture
-International Games(Cities) - This is pretty much the sheer available urban audience for sports driving a lot of 'free' artistic development out of team spirit.

When Culture overflows to Tech...I'm not really sure about the narrative of this bit. Any ideas?

Mysticism
-Sacred Forest Temple - Trains and maintains a flow of intellectuals.
-Dragon Graveyard Temple - Inspires priests in a number of ways as they get entranced by the natural wonder.
-Libraries - Relieves intellectual load of priests having to teach various esoterica to specialists

When Mysticism overflows to Culture...its mostly priests left idle enough to invest their effort into artwork and performances. Make rituals more elaborate and eyecatching.

Tech
-Palace Arsenal - Artisans work their ass off to qualify for the royal Arsenal, and the ones who don't make the cut...well they still get employed elsewhere.
-Palace Combo Refund - The list of Things Not To Do makes training new artisans much easier.

When Tech overflows to culture, our artisans have run out of practical, useful things to make with their time and start doing decorative pieces.
 
When Culture overflows to Tech...I'm not really sure about the narrative of this bit. Any ideas?
Well, Culture overflows to Mysticism first, so probably artists first going into more religious art and then... well, either technical manuals for guilds or creating more practice for less skilled artisans. Or maybe artists become more skilled to satisfy demand for more complicated art?
When Tech overflows to culture, our artisans have run out of practical, useful things to make with their time and start doing decorative pieces.
Wait, no, Tech overflows to mysticism, right?
 
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