So our plan to induce dependency in them has instead likely caused our economies to become co-dependant? colour me shocked, a simple understanding of economics or history never could have predicted this.
This was entirely anticipated anyway. The most likely practical solution is to subsidize and expand domestic mining. The root of the problem is likely that ever since we built the ironworks we had literally never built a single iron mine. Domestic production cannot meet demand!
Or the crazy solution is to expand the ironworks so hard that foreign sources CAN'T meet demand.
Time and space mostly. Although I have considered adjusting a few things to account for various tool usage.
Also, I think that these will be the various forms of infrastructure policy available. At this point only Health and Government infrastructure will benefit from your Law bonuses (the government upgrade will open up a Classical Law Reform megaproject). I will refine later the preference of the infrastructure. For example, Religious infrastructure will take your temples up to Yellow tolerance before it starts building observatories, then libraries, then academies. There are also conditionals, so when you have lots of Econ the Urban infrastructure policy will prefer Block Housing, but when you are low on Wealth it will prefer markets.
Religious
Academy
Library
Temple
Observatory
Health
Aqueduct
Bath
Saltern
Urban
Academy
Aqueduct
Bath
Block Housing
Ironworks
Marketplace
Administrative
Academy
Colossal Walls
Governor's Palace
Trade
Marketplace
Harbour
Saltern
Lets see:
-Religious
This is a good safe cycle of net gain to society. Ironically, the priests are actually unlikely to build temples when their Power are high because priest power contributes to Yellow/Red RA, which means that powerful priests will build Academies and Libraries instead.
-Health
Our favorite. Didn't realize Salterns are Health though.
-Urban
The Guilds favorite, but the least controlled for us. No reason to want it.
-Administrative
Patrician favorite
Governor's Palace would be hogging this, primarily. Academies will only be built when the priests power are very high. Nobody else cares about them.
Urban Poor are likely to want Colossal Walls and Patricians want Palace.
-Trade
Players may want to note that this is what unlocks Block Housing everywhere...Summon Nurgle
Also, I think I'm going to strip out some of the names as being an unnecessary distraction. So instead of listing off all the places where a temple can go, I will just have something like "Spots for Level 1 Temple: 15", and only really give names for the major spots that have temples already. Same for the governor's palaces. If you want to specify something though that can be fairly doable with only a little bit of write in.
@Academia Nut
Could you also include the spots for Observatories? IIRC they are location limited, but we have no idea where these locations are.
3 Econ and 3 Tech for 3 progress. +1 EE and +1 City Attraction. +2 Max Connectivty/level. Allows bulk shipping regardless of other factors, so can build Block Housing without Panem or suitable geographic factors. Higher levels allow for higher level Block Housing (should actually cross out the possibility of a Level 3 Block Housing for Redshore) and interact with markets. Harbours are also the Trader faction action determination (I think something like Number of Level 2+ Harbours/2 for the number of faction actions).
Hmm, knowing theres a cap on Block Housing is a relief. Lets other stuff catch up.
It has aqueducts and a minor river access, but fundamentally the terrain is not conducive to major shipping canals until the Industrial Revolution, or if you dedicate major effort into learning how to make canals.
Does the Stone Age canal not count or is it just too small?
Still, thats not necessarily a bad thing.
So something I was wondering. The factions have the ability to grow in power nigh endlessly and even usurp control from the King. Does the King have a stat tracking his power over the factions?
Would Legitimacy and/or Centralization fulfil that role? Legitimacy, even with the UP boost seems too low to compare to the factions, yet Centralization can get that high.
Centralization management may be the key to keep the factions somewhat under control. The problem is that raising it is pretty damn difficult.
The Crown's power is a factor of Centralization(amount of oversight), Hierarchy(degree to which a faction has to interface with state structure to accomplish goals) and Patrician power(as a member of the ruling class).
Furthermore, so long as the King is pursuing the goals or interests of a faction in his actions, he can expect the faction to back him up.
80% of the time the Patricians will back the Crown, because the power of the Crown is ultimately their power.
This is why the plots to crush the Patricians' power are hilariously misguided. They're what lets us KEEP the crown.
And you can bet if we start hammering down on all the factions they'd read the direction the wind is blowing and team up to spite the King.
So then, how do you manage the factions gettiing high power?
We do what AN had told us about managing factions back when they first started: Fulfilling the needs of the factions in balance are how you maintain a thriving state.
Because any faction acting out would be crushed politically by the community of the other factions. Lets say for instance we have every faction at 10 Power.
-The Patricians want pony(again), but the expense will drop us into critical wealth panic. The Guilds and Traders will team up to block the Patricians power, leaving Patricians, Guilds and Traders lower than when they started.
-The Guilds want an expansion of industry(again) which threatens to redline our fuel supply. The Priests will oppose them, and if we coordinate with the priests to take a Plant Forest action, the Yeomen will team up as well.
This is crude and unpracticed but I expect an evolution of Division of Power would address faction hijacks more effectively.
Well, repeated actions
cost a passive policy slot, so I figure, run a forestry policy initially while we observe what the factions will do with all their new power, then create a repeated action that consumes that slot.
If we want to start a repeated action immediately, OK, but the yeomen have a forest quest right now, and Expand Forest initially costs Econ (which gets refunded next turn with interest), so we might actually starve if we overdo it up front.
You have my spade.
Well tentatively.
AN throws a lot of curveballs.
You wanna bet?
Everything is accelerating. Not everything is accelerating equally, but so long as we keep our RA high and a reasonably high centralization government type, we should be able to keep things within bounds. Perhaps we'll have to take advantage of advancements slower than if we had prepped the forests beforehand, but we would've been getting those advancements much later anyway if we had tried to keep such a ridiculous buffer.
I'd note a couple of things:
-Our ability to consume fuel will increase due to increasing amount and technological efficiency of actions that consume fuel. Actions per turn will increase, while the costs of fuel consuming activities will decrease even as the gains rise due to technological improvements.
-Our ability to plant forests is not going to significantly increase for a substantial while yet. Actions per turn will increase, but it is unlikely that the efficiency of Expand Forest in ability to produce more forest is going to go up in the near future.