[X] [Main] Restore Order
[X] [Secondary] Switch Policy - Offensive
[X] [Secondary] Palace Annex - Grand Hall
[X] [Secondary] Dam
[X] [Secondary] Dam x2
[X] [Secondary] Hunt Troublemakers
[X] [Secondary] Enforce Justice
[X] [Guild] Build Mills
[X] [Guild] Build Mills x2
[X] [Guild Secondary] Survey Lands

[X] [Secondary] War Mission - Highlanders x3
[X][Marriage] From the Storm Ymaryn to gain an alliance
[X][Marriage] Internally from a patrician family
 
Some thoughts about the MP support plan.

The policy has six secondaries and the Law doubling. However, on MP support, the only action that gets doubled is the Main MP action, and we don't have the econ to double that, so the Law bonus fizzles. The policy also spends two secondaries on the first and only dam action this turn, leaving it with 4 secondaries.

By my count, we are going to be at 19E and max+3 for the other 5 nonmartial stats before you account for the not-dam actions MP policy will take.

Our policy will try to fill up econ, so it will add two secondaries of econ expansion. That takes us to 31E before overflow, and our 5 next stats at max-1. Incidentally, the Econ is on the border of what we can refund.

At this point, I think it is most likely that either our policies outright STOP, wasting the last two secondaries, or perhaps they take a Main Retraining. Said Retraining will kill 3LTE, and then add a net total of 3 Martial via overflow.

The end total there would be maxed stats other than Martial, and Martial having a net of +6 from this turn.
 
[X] [Marriage] From one of the Forhuch tribes to secure their loyalty

[X] [Main] Restore Order

[X] [Secondary] Switch Policy - Offensive
[X] [Secondary] Palace Annex - Grand Hall
[X] [Secondary] Dam
[X] [Secondary] Dam x2
[X] [Secondary] Hunt Troublemakers
[X] [Secondary] Enforce Justice

[X] [Guild] Build Mills
[X] [Guild] Build Mills x2

[X] [Guild Secondary] Build Mills
 
Some thoughts about the MP support plan.

The policy has six secondaries and the Law doubling. However, on MP support, the only action that gets doubled is the Main MP action, and we don't have the econ to double that, so the Law bonus fizzles. The policy also spends two secondaries on the first and only dam action this turn, leaving it with 4 secondaries.

By my count, we are going to be at 19E and max+3 for the other 5 nonmartial stats before you account for the not-dam actions MP policy will take.

Our policy will try to fill up econ, so it will add two secondaries of econ expansion. That takes us to 31E before overflow, and our 5 next stats at max-1. Incidentally, the Econ is on the border of what we can refund.

At this point, I think it is most likely that either our policies outright STOP, wasting the last two secondaries, or perhaps they take a Main Retraining. Said Retraining will kill 3LTE, and then add a net total of 3 Martial via overflow.

The end total there would be maxed stats other than Martial, and Martial having a net of +6 from this turn.
Huh. On the other hand, we will have a lot of advancement options. Though I would still prefer offensive, especially since it comes with HT.
 
Ah. Missed it, apologies.


Why does Levy make those Guild actions though?
Probably Guilds having interest in not killing us and supplying the armies.
@BungieONI @Candesce @Sivantic does doing guild sec mills screw us over? I really want to argue for the nonlinear and narrative effects involved in upping our mechanization, but I don't know what the exact mechanical impact is in this case.
Not really, beyond maybe raising LTE too much. Wealth costs hurt, but as long as we have tech converter, we could live.
 
Not really, beyond maybe raising LTE too much. Wealth costs hurt, but as long as we have tech converter, we could live.
In my plan, it takes us from overflowing 3 into Econ to being 4 points short of max wealth and having +4 Econ and +4 LTE.

So going Sec Mills adds a point of econ, subtracts 4 wealth, and adds 4 LTE. Not great, since we are trying to get rid of LTE and NOT get rid of stays (we will be spending enough of them on innovations as it is), but nice in that it gives us an extra econ and more rolls.

Personally, I'd be fine either way.
 
Actually I'd expect 7 missions to be safer, because it should be an easier and cheaper victory.
The does not correspond to our past experiences with martial damage from war missions. The fights are over faster and more likely in our favour, but we take more damage. That's what we've seen thus far.

...this seems like the most reasonable to me, am I crazy?
It becomes clearer once you add in the province actions.
Megaproject: Dam, 5x {S} Expand Econ (or, should mills win, possibly 2x then act like Balanced)
Offensive: 7x {S} War Mission

One of them fixes our stats all the way and lets us use the Gilded Age while keeping the midturn open should we want to, the other forces the HK out of the Lowlands guaranteed in a quick manner. It also means we don't need to spend another action next turn switching them off of Offensive policy, though there is a chance of the war lasting into next turn.

The policy has six secondaries and the Law doubling. However, on MP support, the only action that gets doubled is the Main MP action, and we don't have the econ to double that, so the Law bonus fizzles. The policy also spends two secondaries on the first and only dam action this turn, leaving it with 4 secondaries.
Law bonus can double an (illegal on its own) secondary megaproject action into a main. We'll get 5 secondary province actions available.
 
[X] [Marriage] From one of the Forhuch tribes to secure their loyalty

[X] [Main] Restore Order
[X] [Secondary] Switch Policy - Megaproject Support
[X] [Secondary] Palace Annex - Grand Hall
[X] [Secondary] War Mission - Highlanders
[X] [Secondary] War Mission - Highlanders x2
[X] [Secondary] War Mission - Highlanders x3
[X] [Secondary] Enforce Justice

[X] [Guild] Build Gymnasium
[X] [Guild] Build Gymnasium x2
[X] [Guild Secondary] Build Gymnasium
 
Let's see if this has gotten cleaned up at all...
Adhoc vote count started by OliWhail on Nov 24, 2017 at 10:19 AM, finished with 133667 posts and 77 votes.
 
Main RO
S EJ
S Annex
S War x3
S MP
G Mills x2
GS Survey
Marry Forhuch

Okay, that at least is consistent with one of the coherent strategies being discussed.

I do wanna try to tempt people with what I expect to be massively beneficial narrative effects of combining 2x guild main mills + guild secondary mills during a time period when we're straining to cover labor costs due to both levies AND the reform of the half-exile system.

MECHANIZATION HO!
 
[X] [Main] Restore Order
[X] [Secondary] Switch Policy - Offensive
[X] [Secondary] Palace Annex - Grand Hall
[X] [Secondary] Dam
[X] [Secondary] Dam x2
[X] [Secondary] Hunt Troublemakers
[X] [Secondary] Enforce Justice
[X] [Guild] Build Mills
[X] [Guild] Build Mills x2
[X] [Guild Secondary] Survey Lands

[X] [Marriage] Internally from a patrician family

I think we need to take our time and proceed carefully here, so this sounds good to me.
 
It's happened a couple times, do you know if we have a spreadsheet of actions somewhere?
Edit: to clarify, we had 4 baseline province actions for all of the following
Anyway, from "Taking Stock"
Provinces – [Main] Census x2, [Sec] Art Patronage

Then later, having not grown in size, "More fun and games" had
Provinces – [Main] International Games, [Main] Grand Docks x2

For further proof, see the later "Decision Point" which had no doubling
Provinces – [Sec] Sailing Mission, [Sec] Study Stars, [Sec] New Settlement, [Sec] New Trails

So basically: Megaproject Support is allowed to double a secondary to a main, and also allowed to double a main to a double main.
 
Last edited:
@BungieONI @Candesce @Sivantic does doing guild sec mills screw us over? I really want to argue for the nonlinear and narrative effects involved in upping our mechanization, but I don't know what the exact mechanical impact is in this case.
I mean, not a lot. We'd spend 16 + 6 + 2 = 24 wealth, leaving us at one and starting Guild Panic. And then overflow and income happens and we are fine(if we go for MP support overflow happens). If it's just income then we are sitting at 9 Wealth and need, like, 1 to prevent a stab loss.
 
Urban Poor (3)

The urban poor ups our max stability and legitimacy for every 3 full power - and they are at only 3 power currently.
Not ideal at all.
I think if we do not restore our cities asap we will fall back to a 3/3 maximum.
 
Back
Top