Well, the remaining time on all of our quests should double when we upgrade our government, so it shouldn't be too hard to complete the yeomen quest.
 
[X] [Marriage] From one of the Forhuch tribes to secure their loyalty
[X] [Main] Restore Order
[X] [Secondary] Dam
[X] [Secondary] Dam x2
[X] [Secondary] Annex - Great Hall
[X] [Secondary] Hunt Troublemakers
[X] [Secondary] Switch Policy - Offensive
[X] [Secondary] Enforce Justice
[X] [Guild] Build Mills
[X] [Guild] Build Mills x2
[X] [Guild Secondary] Build Mills
 
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I'm kinda curious, how does repeated faction actions boosting faction power for all the factions play out? One would assume, mechanics aside, that there's only so much power to go around in Ymaryn society, and any power one faction gains would be at the relative expense of another.

And such a policy of simply playing off all the factions by enshrining certain duties to each seems like a reasonable extension of Division of Power.
 
So, I found a bit of catch-22 for Txolla that can't expand and have to generate all its stats to get a TC.

Txolla can't do black soil actions if it doesn't have the tech unless it is willing to deplete other stat like culture.
 
Well, looking at the action description for Expand Forests, it's a bit like a lesser Expand Econ, except that it pays off on the following turn. So it should work very well as a repeated action.

We should also see some effects in terms of Ironworks. Planting all those trees needs quite a few spades. Felling them a lot of axes.

And quite frankly, a wildgrown, unmanaged forest at the borders should be vastly cheaper and probably make eventual management easier. But it's first function is to act as a natural barrier. Pity that we can't do that.


Btw, can we try and do the Raise Army + Retrain + Construction project shenanigans Alyx proposed over the next few turns? Getting army engineers, NCO's or cadres would be invaluable.
 
tally
Adhoc vote count started by ThrawnCA on Nov 24, 2017 at 3:24 PM, finished with 133876 posts and 84 votes.
 
I suspect that city disease rolls may be affected by size, so a brand new city should be able to form without a bath, and make the bath later.

You still need tech to build the aqueduct, unfortunately.

I think I found a way for Txolla to get where it needs to be, since Txolla was in a bit of a catch-22. To generate wealth, you sorta need wealth.

If you use plant crops, you're going to get a city earlier than you needed. To get around that, you use plant luxuries crop secondary, since that will be much less harsh on your EE.
 
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Umm... A little late there.
Perhaps there is a deeper meaning.

S/he could be expressing in-principle support for staying on mass levies, while recognising that an actual vote would achieve nothing except possible confusion.

Or it could be a protest against the current discussion of spending a thousand years growing forests, reminding us that there's still a war on.

Or perhaps it is the opposite, a warning that we are straying from our roots, choosing a more warlike path than the one that served us so well.

Truly, it is the most profound vote this turn ;).
 
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I'm kinda curious, how does repeated faction actions boosting faction power for all the factions play out? One would assume, mechanics aside, that there's only so much power to go around in Ymaryn society, and any power one faction gains would be at the relative expense of another.

And such a policy of simply playing off all the factions by enshrining certain duties to each seems like a reasonable extension of Division of Power.
I'm curious as to what happens if we give each faction a single action so they all boost their power at the same rate.

All we need to do is build academies and gymnasiums and two libraries every turn to compensate the priest and yeomen faction powers! Half of that can even be the actions given!

Edit: Technically we don't need to do two libraries, so we could actually do that with the actions alone. Just say goodbye to mysticism refunds.
 
I think it's more likely they are focused on expanding into as much the lowlands first than wanting a TC.

Purpose of that articles is to figure out what actions that they need to form a TC. The short answer: it's a bitch with the wealth cost. The long answer: Haven't yet figure out with current assumption.

I might make it easier for myself and assume that Txolla have 13 econ to work with.
 
Do we know if we are going to change economic systems as part of our government upgrade?

We're virtually certain to keep our Economic Type. Guilds lived long enough that they were only really undone by the Industrial Revolution. We are nowhere near that level of sophistication. They were recent enough that Adam Smith and Karl Marx could rant about them in the the Wealth of Nations and Communist Manifesto respectively.

Btw, can we try and do the Raise Army + Retrain + Construction project shenanigans Alyx proposed over the next few turns? Getting army engineers, NCO's or cadres would be invaluable.

I'd really like to fit in a Double Main Raise Army in order to get a 10/10 Mercenary Company. I think that our Genius will make this the ideal time to do the innovation that we know gives us a true professional army. We can pretty easily combine that with an Ironworks action in one of the Guild slots or potential a Support Artisans, both of which possible give an engineer core. Of course, we have other obligations with the Trader and Urban Poor quests. My concern would be if we would have enough actions after AN cuts our turns in half after the government upgrade. We need to force our EE down low enough that we recreate 2 cities to free as well next turn. Maybe Alex lives for two more turns, he wax explicitly noted to be exceptionally young?

I'm curious as to what happens if we give each faction a single action so they all boost their power at the same rate.

All we need to do is build academies and gymnasiums and two libraries every turn to compensate the priest and yeomen faction powers! Half of that can even be the actions given!

Edit: Technically we don't need to do two libraries, so we could actually do that with the actions alone. Just say goodbye to mysticism refunds.

Remember we're getting our actions cut in half after the government upgrade. Fulfilling Faction quests is going to become extremely hard since we basically have to complete them in half the time with half the actions. We're going to have to hope that Factions aggressively use their half of the province track to pursue their own quests if we want any home of them regularly succeeding.
 
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They use their new-found influence to completely hijack our direct actions and run the state into the ground with shortsightedness.
I mean, representation given to the people sounds fine to me? Especially if it's equal.

Also, I have just created a plan that justifies building one academy/turn.

Which means we'll quickly run out of cities to put them into, even with multiple cities, and start putting them into rural areas. Meanwhile we can keep on increasing our EE so that urbanization doesn't actually happen much anymore. Thus we will start improving the standards of rural living!

Also one academy/turn will start increasing our education by a ton.
 
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