ThrawnCA
Carbon-based biped
- Location
- Australia
Then yes, unless the system has changed, we get secondary actions from non-free Cities.
Then yes, unless the system has changed, we get secondary actions from non-free Cities.
Then yes, unless the system has changed, we get secondary actions from non-free Cities.
Stretch goal: 400 forests within next 1000 years. Because as per AN at that level it will actually impede nomads all over the empire, even in Lowlands.
New turn length: 10 years. So, 100 turns.
We need ~360 more forests. Which means 3.6 forests per turn. Let's make it ~4 fpt.
It means either 8 forestry passives, 4 repeated forestries or somethig between.
Also, as a reminder, here's an example map of the Roman Empire:
But docks don't seem to do anything to help with that. We also probably can build road connections there now, as the Storm Ymaryn don't have a Yllthon Sea coast.
AN said we need better boats, horses, or more roads, pick two. Even if docks doesn't improve our connectivity, we still want better boats.
I should note that I'm not massively against them. They're an inefficient policy, but less so than the basic stat drips. Each one is worth something like 75% of a secondary action. This is significantly worse than the ~2 secondaries that some of them are worth, but a lot more than the ~20% that the basic stat drips give. If we fill up on Infrastructure and Skullduggery, it becomes competitive with the remaining options. Infrastructure is by far the most important for us to take though, since only player-controlled infrastructure is doubled. Everything else is just as good if the factions or the king takes it, but infrastructure has a massive power discrepancy.I think most ardent opponents of Forestries here are notgreat and PrimalShadow.
I should note that I'm not massively against them. They're an inefficient policy, but less so than the basic stat drips. Each one is worth something like 75% of a secondary action. This is significantly worse than the ~2 secondaries that some of them are worth, but a lot more than the ~20% that the basic stat drips give. If we fill up on Infrastructure and Skullduggery, it becomes competitive with the remaining options. Infrastructure is by far the most important for us to take though, since only player-controlled infrastructure is doubled. Everything else is just as good if the factions or the king takes it, but infrastructure has a massive power discrepancy.
Also, infrastructure makes/retains more cities, which make more policies.Infrastructure is by far the most important for us to take though, since only player-controlled infrastructure is doubled.
Also, infrastructure makes/retains more cities, which make more policies.
We have taken infrastructure actions manually and our FCs have built infrastructure using their passives. If instead we had expanded forests ourselves and had more infrastructure passives, we would have more net total infrastructure+forests.They are an inefficient policy that was largely responsible for majority of our forestry growth. So, no, it wasn't a waste of policies.
Are you planning for king repeated actions, or faction repeated?So in conclusion, we should seriously consider a Repeated Expand Black Soil action. It is super cheap in comparison to doing it manually, and it gets a ton of great EE.
An reaction for more trees is more likely.@Academia Nut If some kind of event significantly damaged the forests, putting us over our sustainable limit, would we get an option to shut down some of the facilities that use them until things are repaired?
We have fairly strong protections against ecological damage. In fact we have not had any ecological damage ever sense we finished the Greater Sacred Forest megaproject.@Academia Nut If some kind of event significantly damaged the forests, putting us over our sustainable limit, would we get an option to shut down some of the facilities that use them until things are repaired?
Are you planning for king repeated actions, or faction repeated?
Because IIUC only faction repeated actions get the "main for secondary cost" bonus. King repeated actions are ordinary mains requiring a secondary action. But we can't spam faction repeated actions like that, because they cost passive policies and boost faction power.
lumber already is a trade good.So, one last thought:
AN mentioned a ways back that, for other civilizations Forests are an invisible stat that doesn't really have an effect until it gets close to being depleted. So, a couple things: How far along do you all think our neighbors are in depleting their forest reserves, and what do you think the likely impact is going to be when they run out?
Personally, I think we're going to see Lumber introduced as a trade good, which would definitely interact with our Sustainable Forest stat in an interesting way. Maybe unused Sustainable Forest slots will start to produce Wealth? Should we build up a reserve now in case rising demand for Lumber makes the Traders want to start selling it?
What do you guys think?
So, one last thought:
AN mentioned a ways back that, for other civilizations Forests are an invisible stat that doesn't really have an effect until it gets close to being depleted. So, a couple things: How far along do you all think our neighbors are in depleting their forest reserves, and what do you think the likely impact is going to be when they run out?
Personally, I think we're going to see Lumber introduced as a trade good, which would definitely interact with our Sustainable Forest stat in an interesting way. Maybe unused Sustainable Forest slots will start to produce Wealth? Should we build up a reserve now in case rising demand for Lumber makes the Traders want to start selling it?
What do you guys think?
I think there's a fair argument for a Yeoman repeated Expand Forest action, and we then just suppress them or fail their quests every so often to push their faction power down.
Repeating an action boosts its strength. For a king action, that just means it jumps from secondary to main. For faction actions, which are all mains to begin with, the original plan (in the threadmark) was to boost them to double main, but Academia Nut later decided on the "main with secondary cost" approach instead. That never applied to king repeated actions, because it didn't need to.I'm now super confused-the half cost is only for faction versions? If so, I've gotta rework some things again. Can I get a quote?
Maaaybe, but there are some really valuable passive policies.A passive policy sacrificed for the cost reduction still makes all of these super worthwhile, especially black soil.
Just the act of building cities takes away from their power and we know that is going to happen.I think there's a fair argument for a Yeoman repeated Expand Forest action, and we then just suppress them or fail their quests every so often to push their faction power down.
Now, some infrastructure depends upon the forests being available. There is a point of diminishing returns. The fact that we did 15 points of manual infrastructure last turn indicates that we have not yet reached that point.
Alright, I'm back, and it's time for more Repeated Action Clusters! This time, "Stop worrying we can totally generate Tech"
Method One: Chemical Engineering
The idea here is to do things that require tech, and stay stat-neutral
Study Alchemy
-2 Mysticism, -6 Wealth, +1 Tech, increased chance of new discoveries x2
Plant Cash Crops - Drugs
-2 Econ, -2 Econ Expansion, +1 Mysticism, +7 Wealth
Expand Black Soil
-1 Tech, +6 Econ Expansion
Net: 0 Tech (+1 if refunded), +1 Wealth, -1 Mysticism, -2 Econ, +4 EE, Alchemy, Drugs, and Black Soil
Repeatable Black Soil is interesting-it doesn't cost the econ or the forests that Main does, but generates tonnes of EE. Also, good synergy between Drugs and Alchemy, and Alchemy and Black Soil. I think Black Soil repeated bears more looking in to, as a tremendous EE gain, and apparently, our methods of generating mysticism are kinda poor.
Method 2: Artisanat Expansion
Support Artisans
-1 Econ, -6 Wealth, +5 Tech, +1 Culture, higher chance of innovations x2
Plant Cash Crops - Luxuries
-2 Econ, -1 Econ Expansion, +6 Wealth, +2 Culture, other effects
Expand Black Soil
-1 Tech, +6 Econ Expansion
Net: -3 Econ, +5 EE, +3 Culture, +4 Tech (5 if refunded),
More tech, good culture, positive EE, (So a Expand Econ every so often could pay for the econ costs), and tons of innovation.
So in conclusion, we should seriously consider a Repeated Expand Black Soil action. It is super cheap in comparison to doing it manually, and it gets a ton of great EE.
I think I am going to vehemently oppose anything that reduces forests margin for profit. We are riding less than 1 turns' worth of error margin.
Not actually an issue. By that time our income and project rewards would have cashed in.If you mean keeping up the levy? There's also the issue of direct econ to martial conversion.