ThrawnCA
Carbon-based biped
- Location
- Australia
Er... What we would induce is probably not a baby boom, but a golden age. Which is good too.Next turn we should just do a bunch of improve festivals and see if we can induce a baby boom.
Er... What we would induce is probably not a baby boom, but a golden age. Which is good too.Next turn we should just do a bunch of improve festivals and see if we can induce a baby boom.
If Expand Econ is affected by the "main effects, secondary costs" then taking it as a faction repeated action means that for one level 3 Ironwork it would do +7 Econ, -7 Expansion, -1 or -2 Tech cost depending on how he wants to round it.(I doubt expansion numbers would be affected unless this represents a really big jump in land use efficiency but if they are, just adjust them in half in your head) That is better than the Agriculture passive at the same point which will do +5 Econ, -5 Expansion, -2 Tech though it obviously costs one of our secondaries. If we have three level 3's then Expand Econ does +13 Econ, -13 Expansion, -4 or -5 Tech. Agriculture at that point does +13 Econ, -13 Expansion, -6 Tech. With four its Expand Econ giving +16 Econ, -16 Expansion, -6 Tech and Agriculture is +17 Econ, -17 Expansion, -8 Tech.I agree up to a point, but @PrimalShadow has convinced me that the repeated action should be Expand Econ. As the action changes due to ironworks, the faction discount will grow larger and larger.
Hooo whoops, yep that was a boo boo you are correct about the net stats.Ironworks does not reduce the net stats of Expand Econ. It's +1 -1 = net 0. Tech is generally worth more than econ so there is a reduction in its utility, but not a significant one. If we can get more tech refunds, it actually becomes very powerful.
Ignoring that, the Agriculture/City Support passives grow ever stronger, getting +2 -1 = net +1 for each Ironworks 2 built. Assuming the guilds continue to build tall rather than starting to build wide, we should be getting efficient agriculture passives around the time Expand Economy becomes nonviable due to tech costs.
So I will have your support?Er... What we would induce is probably not a baby boom, but a golden age. Which is good too.
If Expand Econ is affected by the "main effects, secondary costs" then taking it as a faction repeated action means that for one level 3 Ironwork it would do +7 Econ, -7 Expansion, -1 or -2 Tech cost depending on how he wants to round it.(I doubt expansion numbers would be affected unless this represents a really big jump in land use efficiency but if they are, just adjust them in half in your head) That is better than the Agriculture passive at the same point which will do +5 Econ, -5 Expansion, -2 Tech though it obviously costs one of our secondaries. If we have three level 3's then Expand Econ does +13 Econ, -13 Expansion, -4 or -5 Tech. Agriculture at that point does +13 Econ, -13 Expansion, -6 Tech. With four its Expand Econ giving +16 Econ, -16 Expansion, -6 Tech and Agriculture is +17 Econ, -17 Expansion, -8 Tech.
All true, and I agree that the future belongs ultimately to the passive policies. However:If we have three level 3's then Expand Econ does +13 Econ, -13 Expansion, -4 or -5 Tech. Agriculture at that point does +13 Econ, -13 Expansion, -6 Tech. With four its Expand Econ giving +16 Econ, -16 Expansion, -6 Tech and Agriculture is +17 Econ, -17 Expansion, -8 Tech.
Yeah besides that, its kinda a weird action was also my point. I'm kinda thinking it may not be eligible for the secondary costs/main effects thing since as far as I recall the other actions which are only secondaries, the extended projects, are not eligible.Yeah, I think the secondary costs/main effects is only if we pair it with a policy and give it to a faction, which greatly increases their power. So not always bad, but definitely something to think about.
Yeah it is, I'm totally fine with using Expand Econ while we build them in time. The point was simply that it will be phased out.All true, and I agree that the future belongs ultimately to the passive policies. However:
- That's a lot of ironworks we still have to build.
- You're using up a lot of policies that could have been used elsewhere, eg for Tech drips. Remember, some uses of policies are better than secondary actions.
- Faction actions are always main, so double all your Expand Econ numbers.
For more Stability? Upgrading the gilded age so we stop bleeding Econ to the Storm Ymaryn? Sure. Might not need to go all-out, depending on how well RoO rolled.
I want to try and get more than one stability. In fact going to go for as much as possible.For more Stability? Upgrading the gilded age so we stop bleeding Econ to the Storm Ymaryn? Sure. Might not need to go all-out, depending on how well RoO rolled.
If we get extra lucky we'll be at 3/3 stability. More likely we'll be at 2/3 or 1/3, but there is hope.For more Stability? Upgrading the gilded age so we stop bleeding Econ to the Storm Ymaryn? Sure. Might not need to go all-out, depending on how well RoO rolled.
Currently, Expand Econ is +5 stats, increasing by 1 for every two GPs. Agriculture policy is becoming +3, increasing by 1 every Ironworks 2+. Assuming we get one more GP sometime soon, we need 3 more Ironworks 2+ before they become comparable. Note that either way we will be having significant tech problems by that point, hopefully we find a solution before then. If not, we'll be surviving purely via overflow into tech even moreso than we already are.At some point post multiple high level Ironworks agriculture should be better.
I think you missed a point: we were talking about repeated yeomen Expand Econ, which has main effect but secondary (ie half) costs. Which would currently be +11 stats, increasing to +12 with the level 3 ironworks.Currently, Expand Econ is +5 stats, increasing by 1 for every two GPs.
Well that's if you stick to level 2's. Level 3's you need fewer which makes it somewhat easier to finagle actually having the cities for it. Tech cost is still ehh though, you basically need to pick one and do that.Currently, Expand Econ is +5 stats, increasing by 1 for every two GPs. Agriculture policy is becoming +3, increasing by 1 every Ironworks 2+. Assuming we get one more GP sometime soon, we need 3 more Ironworks 2+ before they become comparable. Note that either way we will be having significant tech problems by that point, hopefully we find a solution before then. If not, we'll be surviving purely via overflow into tech even moreso than we already are.
Is there a WoAN somewhere that I missed which confirmed we can actually do this, beyond the Yeomen Tag being there?I think you missed a point: we were talking about repeated yeomen Expand Econ, which has main effect but secondary (ie half) costs. Which would currently be +11 stats, increasing to +12 with the level 3 ironworks.
I was specifically referring to the passive agriculture vs. normal Expand Econ. Repeated actions are still unconfirmed mechanics and subject to change at any time, I don't want to start matching them out until we know for certain how they're going to work.I think you missed a point: we were talking about repeated yeomen Expand Econ, which has main effect but secondary (ie half) costs. Which would currently be +11 stats, increasing to +12 with the level 3 ironworks.
My terminology was somewhat unclear, but when I said 2+ I meant any Ironworks greater than or equal to an Ironworks 2. Building an Ironworks 4 requires first building all the levels below it, meaning it would count 3 times there.Level 3's you need fewer which makes it somewhat easier to finagle actually having the cities for it.
Actually that's probably enough, since faction actions are exclusively mains. And extended projects are kind of a special case, since it doesn't really make sense to put them on repeat, but main Expand Econ is perfectly ordinary.Is there a WoAN somewhere that I missed which confirmed we can actually do this, beyond the Yeomen Tag being there?
Ja okay, thanks. And yeah. Also requires, for a level 4 in particular, for us to have basically built a warpgate to hell even with our cleanliness techs.I was specifically referring to the passive agriculture vs. normal Expand Econ. Repeated actions are still unconfirmed mechanics and subject to change at any time, I don't want to start matching them out until we know for certain how they're going to work.
My terminology was somewhat unclear, but when I said 2+ I meant any Ironworks greater than or equal to an Ironworks 2. Building an Ironworks 4 requires first building all the levels below it, meaning it would count 3 times there.
It seems ordinary, but one of the run on effects is that we will be more likely to refuse to go for passive policies(and rightly so) which seems to run counter to AN's stated goal of shifting us away from active actions to passive policies. Seems like something he might nix.Actually that's probably enough, since faction actions are exclusively mains. And extended projects are kind of a special case, since it doesn't really make sense to put them on repeat, but main Expand Econ is perfectly ordinary.
Otherwise I'm just working from this.
I think he'll allow it, but remember that it will make the yeomen stronk. Once the agriculture policies have a few more boosts, using them will be less problematic even if it's not more mechanically effective.It seems ordinary, but one of the run on effects is that we will be more likely to refuse to go for passive policies(and rightly so) which seems to run counter to AN's stated goal of shifting us away from active actions to passive policies. Seems like something he might nix.
[mines]Buy the foreign ore, but Subsidize one mine to make sure we don't lose the skills.Plans to update tonight were derailed by unanticipated factors.
To prepare you all ahead of time, upcoming concerns will be how to deal with your mines being noncompetitive with foreign mines, how to address all of the men who were levied and are returning home to disrupted lives, and how much to press the Highlanders in the east - the west has not been able to crack their defensive positions, while in the east they have been unable to hold the field and are retreating to their fortifications.
Ah, slavery at work... anyone know if we have feasible mechanisation to help here, or do we just start importing ore?how to deal with your mines being noncompetitive with foreign mines
Will have to see whether they need purpose and work, or comfort and relaxation.how to address all of the men who were levied and are returning home to disrupted lives
I'm in favor of setting them back further than where they started, to discourage a repeat, but we don't need to entirely take over. As a bonus, the east is where we can make a show of force to the Harmurri.the west has not been able to crack their defensive positions, while in the east they have been unable to hold the field and are retreating to their fortifications.
Yeah that's definitely a thing.I think he'll allow it, but remember that it will make the yeomen stronk. Once the agriculture policies have a few more boosts, using them will be less problematic even if it's not more mechanically effective.
Agreed, though note that we would be donating one of the faction secondaries, not the king ones.doesn't require us to donate a secondary to the Repeated Action Gods
Which is its own kind of problem since we want them to be doing things like Forests and Roads and Towers and New Settlements and the Plant actions too and they won't really have very many actions, fewer than we will in fact I'm pretty sure, if the hypothetical scenario where this is happening is under normal operations where we have 7ish cities up.Agreed, though note that we would be donating one of the faction secondaries, not the king ones.
Indeed. So long as they are behaving themselves and using their actions and passive policies sensibly, we don't gain anything significant by repeating actions.Which is its own kind of problem since we want them to be doing things