Also, I don't think I ever asked. For purposes of Symphony, do province actions count as actions of the state, or are they in the same likelihood of procing as something like merc and vassal war missions?
 
Stat drips can be extremely useful. A few Agriculture policies would go a long way to making Mass Levy sustainable for more than a few phases. AN's also implied that we need to be mindful of the fact that we don't have all the information in this game. We could easily see Infrastructure and it's a local optima; there are better options gated behind alternate choices but in order to get there, we need to do something 'sub-optimal' for a little while.

Now that our government is getting upgraded, we're probably going to see some of those things. The Guilds are likely to use Industry policies, Traders want Trade, Yeoman want Expansion or Agriculture, etc. It will be interesting to see how that effects things.

Narrative is also a concern, we've used the Diplomatic policy before because it represents us actually continually sending out diplomats to talk to people on a low level and that's something that is definitely needed to prevent the Ymaryn from turning too far inward. Similarly a Culture drip could help us to shore up our lacking cultural glue.
 
Yeah, and as far as I can tell they usually pay for stuff, but cash crops costing EE is something we can't really get around narratively, because that represents the physical land they have put them in.
I think he means they would be consuming their EE and not our EE, because they are technically a separate entity.
 
Let me go over this step-by step:
[X][Marriage] From one of the Forhuch tribes to secure their loyalty
[X][Main] Restore Order
[X][Secondary] Enforce Justice
[X][Secondary] Dam
[X][Secondary] Dam x2
[X][Secondary] Switch Policy – Offensive
[X][Secondary] Hunt Troublemakers
[X][Secondary] Palace Annex - Grand Hall
[X][Guild] Build Mills
[X][Guild] Build Mills x2
[X][Guild Secondary] Build Mills
We chose these, so no surprises here. Hopefully the Build Mills Double-plus Main gives us something nifty, and the EJ + RO + HT combination pulls through. But we will see.

Provinces – [Main] War Mission – Highlanders x3, [Sec] War Mission - Highlanders
No surprises here. We ate up all of the Econ and Wealth, so it isn't like the provinces have any other choices for war-related things, even if they didn't want to max out war missions.

Policies – Redshore Ironworks (9/9), Redhills Colossal Walls (4/9)
Looks like our 4.5 infrastructure policies built the Ironworks outright. Now we get to see what changes the lvl3 Ironworks brings. And the Guilds still have Division of Labor applying to their Spite Quest.

The Walls means that our Defensive Policy is still online, and still wasting energy on doing Massive Walls (which the Infrastructure Policies are much better at) instead of the putting down more Significant Walls.

FC – Redshore Holy Sea Temple (3/3), Redhills Colossal Walls (5/9), Valleyguard Colossal Walls (3/9)
Redhills and Velleyguard are pinging away at their walls, as expected.
Redshore, however, has decided to go derp-a-derp and start building a Temple instead of doing anything useful - like, say, using its THREE policies on useful things like Skulduggery or Diplomacy or Vassal Support or Agriculture or Industry or even starting its Aqueduct. Anything that isn't just adding more temples and more RA we don't need.

Also, Redshore is officially a lvl3 city, judging by the 3 policy actions.

Western Wall – [Main] Plant Cash Crops - Textiles, [Sec] Build Roads
Greenshore – [Main] Plant Cash Crops – Luxuries (Spices), [Main] Expand Forest
Tinriver – [Main] New Settlement, [Sec] Build Wall
Amber Road – [Main] Sailing Mission – Far North
Heaven's Hawk – [Sec] Repair Damage, [Sec] Expand Econ
Txolla – [Main] War Mission – Highlanders x2
Thunder Horse – [Main] Expand Econ, [Sec] Build Roads, [Sec] Repair Damage
Forhuch – [Main] Trade Mission – Salt Sea, [Sec] Expand Econ
Religious Settlement – Plant Cash Crops - Textiles
Heaven's Hawk and the Thunder Horse are rebuilding from the damage it took.
Txolla is helping us punish the Highlanders.
Forhuch is sending out trade missions, which makes sense geographically but is a bit strange for a march. Eh; not like I'm complaining.
Amber Road is sending out sailing missions, which makes perfect sense for a Trading Post and can be interesting geographically; they are already way north of us, and now they are sending missions even further north.
Tinriver is starting a new settlement and walling it.

Everyone else (and some of the above, actually) are also Expanding Econ, Expanding Wealth (i.e. planting cash crops). And we have a pair of Build Roads and a Expand Forest thrown in as well.

Not much else to be said here.
 
Redshore, however, has decided to go derp-a-derp and start building a Temple instead of doing anything useful - like, say, using its THREE policies on useful things like Skulduggery or Diplomacy or Vassal Support or Agriculture or Industry or even starting its Aqueduct. Anything that isn't just adding more temples and more RA we don't need.

Also, Redshore is officially a lvl3 city, judging by the 3 policy actions.
Part "needs more religious infrastructure to serve its population" and part "let's steal Sacred Forest's status as center of our religion," I expect.
 
Part "needs more religious infrastructure to serve its population" and part "let's steal Sacred Forest's status as center of our religion," I expect.
Yeah, I'm thinking we should free Sacred Forest next turn. Keep our religion focused on nature and learning.

On a side note, I really hope the Urban Poor don't autofail their quest. The math shows that we absolutely can pass it with the double main Expand Econ (React+PSN), and we need to do at least a single main to keep our free cities around at all. I really want that value slot, and to boost the Urban Poor faction power 'cause more legitimacy is always nice.
 
What would be the second one then?

We have three right now, and if Sacred Forest becomes the fourth...
I'd prefer Lower Valleyhome, but even the double main isn't enough to turn that city on, so we get to choose between Stallion Pen and Blackmouth. I'd prefer Blackmouth since it already has a market in it, and ensuring we keep the market income online at all times is useful.
 
It is still an open question whether we will even have Sacred Forest available next turn; we need to get to 10 EE for that to happen, and it is unclear whether we can do that.

We might end up dropping the Urban Poor quest. Or supporting them; we will see.

(Note: A value slot is often available in GAs for 10 or less stat points, so the quest reward here isn't that big of a deal.)
 
The safe assumption is that we will never be able to keep Mass Levy on indefinitely.

If the mechanics don't reflect that, assume we're missing something.

If you're going to look at it strictly, I was being hyperbolic. 3-4 Agriculture policies would cover the Econ costs of actually being on Mass Levy. They would not, however, cover the costs that we incur as a result of taking actions, especially since a lot of Wealth generating actions are disallowed. The fact that we have to then live frugally when we're on Mass Levy is a pretty significant negative - we can't really achieve Faction questions, go after player goals, etc. That alone gives plenty of motivation to get off Mass Levy as soon as possible. Additionally, if we win as hard as we did this turn, or we get hammered by disease rolls, we can be forced to drop Mass Levy anyway.

I don't think anyone is actually planning to stay on Mass Levy to any real extent.

Narrative is also a concern, we've used the Diplomatic policy before because it represents us actually continually sending out diplomats to talk to people on a low level and that's something that is definitely needed to prevent the Ymaryn from turning too far inward. Similarly a Culture drip could help us to shore up our lacking cultural glue.

Yes, which is happy why I'm happy that our Provinces will start to take them.

Looks like our 4.5 infrastructure policies built the Ironworks outright. Now we get to see what changes the lvl3 Ironworks brings. And the Guilds still have Division of Labor applying to their Spite Quest.

There's probably also a lot of narrative effects here. We have an enormous amount of men coming home from war; with a massive new Ironworks being built, there's going to be a lot of jobs opening up that they can return to. It should also hopefully resettle everyone with Mass Levy being deactivated. The Ironworks might even interact with our Guild Double Main Build Mills as well.

No surprises here. We ate up all of the Econ and Wealth, so it isn't like the provinces have any other choices for war-related things, even if they didn't want to max out war missions.

I had been potentially hoping for a Terrify action depending on if all of our Martial was mobilized by the 3 [Main] War Missions. In Service to Order would probably swallow the Stab hit, but it would then leave the Highland Kingdom vulnerable to subsequent Stab loss from war damage. Given they've got some type of Holy War value, the war turning against them is likely to do a lot of damage; there's no reason not to maximize it. Especially if we can force them into negative Stab which then triggers iStO's Legitimacy drain.

The Highland Kingdoms are right now incredibly rigid but also fairly fragile. If you can get them to bend, even a bit, then they're likely to break.

Forhuch is sending out trade missions, which makes sense geographically but is a bit strange for a march. Eh; not like I'm complaining.

Haven't Marches done this in the past? Forhuch is probably trying to acquire Wealth to help rebuild, but mixing the option of silver or steel has always been a way Marches dealt with small scale problems in the past.
 
You finally got triremes this turn.
So turns out the main reason we didn't get it is we keep rolling like crap. heh.

And thats basically it short of the vanity project Quinqueremes.
Which was I think, entirely built to say they could.
I think the only late classical tech at this point are animal powered boats. Barges maybe, but longships are perfectly good enough for our purpose, according to @DakkaMania who did the math.
More or less. Longships are pretty kickass for trade.
Heaven's Hawk and the Thunder Horse are rebuilding from the damage it took.
Thunder Horse: "Ever get the feeling we spent most of our lifetime doing something like this?"
Forhuch is sending out trade missions, which makes sense geographically but is a bit strange for a march. Eh; not like I'm complaining.
Its a recon mission. Their objective here is probably to check out where the retreating nomads fled and make sure they aren't coming back.

Oh and reestablish the Silk and Tea trade.
Amber Road is sending out sailing missions, which makes perfect sense for a Trading Post and can be interesting geographically; they are already way north of us, and now they are sending missions even further north.
Trying to reach the ocean?
 
I had been potentially hoping for a Terrify action depending on if all of our Martial was mobilized by the 3 [Main] War Missions.
Terrify Actions are a King's prerogative, same as Forming/Influencing/Integrating subordinates, or choosing Palace Expansions, or declaring war.
Haven't Marches done this in the past? Forhuch is probably trying to acquire Wealth to help rebuild, but mixing the option of silver or steel has always been a way Marches dealt with small scale problems in the past.
It isn't like marches never do this; I'm just to see that this is the FIRST thing they do.
 
It is still an open question whether we will even have Sacred Forest available next turn; we need to get to 10 EE for that to happen, and it is unclear whether we can do that.
We definitely can unless the mechanics have changed or we for some reason don't get PSN.
Double main Expand Economy eats up 28 EE, and the overflow refund maxxes out at 4. We end up at EE 6. We can spend up to 4 Econ during the midturn and still be able to complete the quest (Since we need to be at EE 10 to trigger the cities)

It does lock up our reaction though. If something big comes up and we need to spend the reaction elsewhere, then we'll fail the and not get the cities.
 
Looks like our 4.5 infrastructure policies built the Ironworks outright. Now we get to see what changes the lvl3 Ironworks brings. And the Guilds still have Division of Labor applying to their Spite Quest.

The Walls means that our Defensive Policy is still online, and still wasting energy on doing Massive Walls (which the Infrastructure Policies are much better at) instead of the putting down more Significant Walls.

Redshore, however, has decided to go derp-a-derp and start building a Temple instead of doing anything useful - like, say, using its THREE policies on useful things like Skulduggery or Diplomacy or Vassal Support or Agriculture or Industry or even starting its Aqueduct. Anything that isn't just adding more temples and more RA we don't need.

And an irritating thing here: no markets.
Because no cities, sure, but it's still a concern.
I think 4.5 Infras is about right.
 
It isn't like marches never do this; I'm just to see that this is the FIRST thing they do.
In their case they got whatever defenses the Forhuch already built/inherited, they got a body of armsmen, they won't have the money to develop cavalry for a while and so a trade mission to make sure that the Nomads stay go, and also get the money to build cavalry is up there?

Also it occurs to me that the priests are planting textiles because they want paper and all the paper stock is textile.
 
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