Please tell me your list of critical projects. I am actually curious about it and haven't seen it posted.
  • +1 Dam Progress
  • Increase Stability, Legitimacy
  • Finish Urban Poor Quest (if possible)
  • Influence Forhuch
  • Finish Trader Quest
  • Keep Econ high
  • Assign Repeated Actions
That is probably all we have time for, right now. I could probably think of more, but this should be most of our priorities on a 1-turn scale, assuming nothing else comes up until then (hah!).
 
Even if we get 5 Free Cities and have Valleyhome, that's still (17/2 - 6) = 2.5 actions.
:D You underestimate them. I'm pretty sure Free Cities don't count.

  • Assign Repeated Actions
I don't wanna. Not this turn. Let's just assign our new passives, watch the factions take a truckload of actions, and see what falls out from that. Once we have a better handle on what the factions will take care of, vs what we need to do ourselves, then we can weigh up the costs and benefits of repeating actions.
 
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What can improve is our charcoal kilns.
I actually expect the following from kiln improvements:
-Costs go down per unit of fuel produced, though not necessarily per action.
-Forest consumption goes up per action, but largely remains the same per unit of fuel produced barring specific innovations.
-Fuel production goes up per action.

I.e. they get better at converting lots of forests to lots of fuel, but they also chew up forests faster in their own right.

Major gating elements to better kilns:
-Wood chip kilns - The nearest big fuel efficiency improvement by greatly increasing surface area and reducing heating time. Requires cheap sawmills to do.

-Steel furnaces - Quite a bit further away, with charcoal you don't need sustained heat so much as you want the furnace to get hot very fast and cool very fast, so you don't need to waste fuel heating the kiln's structure itself. Requires wood chip kilns, and true crucible steel. Requires even more steel production to be economical.

-Sand based heat transmission - Basically you superheat sand and run it over the wood. Makes more efficient and controlled heat transfer...but we don't really have any ways to really deal with moving hot sand cheaply, so it's likely out until steam power.

-Larger kilns - Most likely improvement, though this would only lower the costs of the action through labor efficiency, the fuel use is unlikely to change.

-All transport techs. Better roads and canals means we can use larger centralized kilns, rails makes it cheaper to haul wood in manpower costs.

So for the foreseeable future we have only ONE kiln forest-to-fuel efficiency improvement. Barring coal mining.

You are wrong. Remember way back in the olden days? How the chiefs were ignoring the king? That was because the power of the king was not the same as the power of the chiefs. Nowadays, the only difference is that the word "chiefs" is swapped out with "patricians". If the patricians are too powerful, they will act more autonomously from the king. Crushing the patricians won't lose us the crown, it'll just get us new patricians.
Not quite.

The power of the Patricians is indeed not the power of the King.
The power of the King is ultimately the power of the Patricians.

This is why the Patricians are incentivized to protect royal power except for losses to Patricians. Which is where you want the Guilds, Traders, Priests and Urban Poor to come in and say no, they want their freaking share and they won't get it if the Patricians get theirs.

That's where Division of Power -> Balance of Power
The current concept is that each block should have delineated powers and privileges.
The next level of the concept is that each bloc's powers should be split equitably(though not fairly)
 
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  • +1 Dam Progress
  • Increase Stability, Legitimacy
  • Finish Urban Poor Quest (if possible)
  • Influence Forhuch
  • Finish Trader Quest
  • Keep Econ high
  • Assign Repeated Actions
That is probably all we have time for, right now. I could probably think of more, but this should be most of our priorities on a 1-turn scale, assuming nothing else comes up until then (hah!).

Cool! Don't see anything to disagree with, this would be pretty much exactly what I said. What's your 10 turn out look(remembering now that this is only a single century now for anyone passing by)?

Mine is
  • Finish the Dam
  • Start and Finish the Lowlands Canal
  • Integrate Toxlla and maintain at least the Free Cities, then regenerate the rest.
  • Access Not!Indian Ocean trade with Harumrri
Can't really think of anything else.
I don't wanna. Not this turn. Let's just assign our new passives, watch the factions take a truckload of actions, and see what falls out from that. Once we have a better handle on what the factions will take care of, vs what we need to do ourselves, then we can weigh up the costs and benefits of repeating actions.
I'd probably agree the issue here is that we are out of time for Forests. We have 1.5 left, and it is nearly certain that the Guilds will try to take some kind of ironworks action, and our other policies will take more doing things like baths. Also our faction policies are split according to faction power if I understand it right and priests and yeomen, the two who would give us more forests are tied for lowest place in the entire list if you go by base power(And I don't expect the Patricians to keep supporting them, if only to get ahead of Guilds). If they have one apiece I would be a bit surprised.
 
This is why the Patricians are incentivized to protect royal power except for losses to Patricians. Which is where you want the Guilds, Traders, Priests and Urban Poor to come in and say no,
Truthfully, if we can get people to be harmonious and focus on advancing their own interests rather than attacking others' interests, then the only faction that really presents a problem is the Yeomen. Because their ambitions are very hard to reconcile with our agenda. They are, AFAICT, the only faction whose power is actually reduced by infrastructure.
 
So, making up a list of passive again, because I am too lazy to use the old one:

3x Health
1x Forest
1x Repeated Action
2x Vassal Support Policy
1x Skullduggery
1x Diplomacy
1x City Support

With a repeated action for Forest, this should give us 1.5 sustainable forest every turn, with an Efficient Charcoal Kiln action turning it into an effective 3.

I do not see turns where we uses up three forests, so we should be outpacing our usage for the moment.
 
I'd probably agree the issue here is that we are out of time for Forests.
Secondary Expand Forest + Forestry policy produces just as much forest as a Main. Slightly less LTE (which we don't want right now) and poorer innovation roll, but purely for getting forests, it will do the job fine while we do some recon on our new system.

Also our faction policies are split according to faction power if I understand it right
But, yeomen will also get bonus actions based on provinces. With 17 provinces and no non-free cities, they might get as many as 8 actions. If Free Cities also penalise them, they'll still get 5.

With a repeated action for Forest,
Nope, that costs a passive policy to set up. Which passive will you sacrifice for it?

OTOH, the yeomen have a forest quest and a ridiculous number of bonus actions right now.
 
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Nope, that costs a passive policy to set up. Which passive will you sacrifice for it?

OTOH, the yeomen have a forest quest and a ridiculous number of bonus actions right now.

Ironically, a forestry passive.

It will give us 3 per turn if charcoal kiln converts the output.

Otherwise, we're looking at an effective 3.5 sustainable forest growth.
 
Cool! Don't see anything to disagree with, this would be pretty much exactly what I said. What's your 10 turn out look(remembering now that this is only a single century now for anyone passing by)?
I don't dare to conjecture. With the government being reformed, I don't feel confident planning a decade out, much less a century.

If I had to name broad goals, they would be:
  • Keep Stability up.
  • Get our other stats up high enough to start a Gilded Age, and then buy some MP tracks.
  • Don't let our diplomatic relations with the current Games Participants degrade.
  • Consolidate our hold on the lowlands.
  • Catch up on our Health Infrastructure Backlog.
Or something like that.

Edit: I forgot one.
  • Don't take any Forestry Passives.
 
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Ironically, a forestry passive.
That's reasonable, but it results in 1 Forest/turn instead of 1.5.

With the government being reformed, I don't feel confident planning a decade out, much less a century.

...
  • Don't take any Forestry Passives.
Hmm...for me, those two points are somewhat contradictory. If we can't plan ahead, then allocating passive policies is a pretty low-impact way to keep things running. I want to take a forestry passive up front while we figure out what we're doing, and probably convert it into a repeated action later.
 
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Secondary Expand Forest + Forestry policy produces just as much forest as a Main.


But, yeomen will also get bonus actions based on provinces. With 17 provinces and no non-free cities, they might get as many as 8 actions. If Free Cities also penalise them, they'll still get 5.
I doubt we are going to fit in a Secondary Expand Forest action with any regularity. Like, for one even I a guy who wants a buffer of 10+, doesn't really want to actually dedicate to taking the action(or any particular action) except through the repeated action mechanic. Unless you are talking about the literal idea of doing a Repeated Expand Forest action(which I do want to do), in which case this is a really confusing way to say it.

Note my specification. I was talking about passive policies only. We are getting something like 20 Passive policies post upgrade, 10 of which are ours, 10 of which are the factions. The question thus becomes how are they going to split those passives amongst themselves? Faction power seems like the logical means.

You forgot to divide the number of provinces by 2. :D Since it says Number of Provinces/2- the Number of True Cities(which Free Cities still technically are and why Yeomen hate them too) they have 17/2 -7(this is our normal operating mode) = 1.5 actions.

Back to the passives thing I am concerned that if we just do an assignment of the 10 or so passives we can control, the factions will divvy up the rest and the priests and yeomen won't get a slice of the pie. Which leaves Patricians, Guilds, and Traders. Also note, the Patricians are at 6 and the Guilds 7 so they will be switching to supporting themselves to maintain supremacy.

  • Keep Stability up.
  • Get our other stats up high enough to start a Gilded Age, and then buy some MP tracks.
  • Don't let our diplomatic relations with the current Games Participants degrade.
  • Consolidate our hold on the lowlands.
  • Catch up on our Health Infrastructure Backlog.

Don't see anything to disagree with really. Do you mean Golden Age instead of Gilded Age, cause if you are keeping stab up its not a big step to from one to the other.
 
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Truthfully, if we can get people to be harmonious and focus on advancing their own interests rather than attacking others' interests, then the only faction that really presents a problem is the Yeomen. Because their ambitions are very hard to reconcile with our agenda. They are, AFAICT, the only faction whose power is actually reduced by infrastructure.
They're the rural lower nobility. It's to be expected, since their historical role was to pull against the central urban powers of literally everyone else.

And their political power is unlikely to drop even if their practical power rises. They tend to give quests we need to fulfill to begin with.

The solution more or less is keeping the Urban Poor around par with them.
 
Should Improve festival be both a urban poor and Yeoman action?
 
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I doubt we are going to fit in a Secondary Expand Forest action with any regularity. Like, for one even I a guy who wants a buffer of 10+, doesn't really want to actually dedicate to taking the action(or any particular action) except through the repeated action mechanic. Unless you are talking about the literal idea of doing a Repeated Expand Forest action(which I do want to do), in which case this is a really confusing way to say it.
I was simply comparing "set a passive policy and use a secondary action every turn" to "consume a passive policy and a secondary action to use a Repeated main action", pointing out that they're not so different. If we can't afford to regularly set aside a secondary, then by definition we can't afford a Repeated action.

Note my specification. I was talking about passive policies only. We are getting something like 20 Passive policies post upgrade, 10 of which are ours, 10 of which are the factions. The question thus becomes how are they going to split those passives amongst themselves? Faction power seems like the logical means.
See my earlier post for my speculation :).

You forgot to divide the number of provinces by 2.
Nope, I just based it on the current situation. 17/2 = 8, we have 3 free cities and no non-free, so 5 actions if free cities count, 8 actions if they don't.

Yes, their actions will go significantly down as cities come back online.
Back to the passives thing I am concerned that if we just do an assignment of the 10 or so passives we can control, the factions will divvy up the rest and the priests and yeomen won't get a slice of the pie. Which leaves Patricians, Guilds, and Traders. Also note, the Patricians are at 6 and the Guilds 7 so they will be switching to supporting themselves to maintain supremacy.
No, it doesn't quite work that way; the patricians may be able to steal one extra (by boosting themselves over 10 and getting a bonus pick), but otherwise everyone gets 2. The urban poor would then drop to 1, because the pool would run out just before they get their second pick.
 
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Rumbling Omens
[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

Provinces – [Main] War Mission – Highlanders x3, [Sec] War Mission - Highlanders
Policies – Redshore Ironworks (9/9), Redhills Colossal Walls (4/9)
FC – Redshore Holy Sea Temple (3/3), Redhills Colossal Walls (5/9), Valleyguard Colossal Walls (3/9)

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
Memory of Spirits – [Sec] Expand Econ, [Sec] Black Soil
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

The current king in Valleyhome sent a very nice message to the Storm Ymaryn that boiled down to "While we remain interested in your offer, in order to better secure the loyalty of the Forhuch tribes we shall marry our heir to one of their 'princesses' first," which was mostly received as the sort of thing one did, as a pleasant reply of "We understand and the offer remains open" was sent back, even if there were obvious and subtle undertones over being disappointed at not being first. The king then left his subordinates to figure out the optimal match for Alyxunmyn while he oversaw the rather complicated task of bringing back the levies while still leaving Alyxunmyn enough warriors to secure victory over the Highlanders while simultaneously also keeping the economy from falling apart. A big part of that last bit was to untangle the mess of corruption and nonsense that had resulted from so many years of everything being focused towards war. You could hide a lot of "lost" materials under the shield of it having already been sent to the front or diverted to some essential group.

However, the push to break up some of the more malicious issues also brought to light a number of other secondary concerns. Had the king not been on the lookout for troublemakers via more subtle means he probably would have completely failed to notice that some of the upticks in crime were being driven by men who had been levied returning home after years away, their lives essentially gone due to their absence. He would have just seen that the criminals were being punished appropriately, instead of getting reports from various contacts about the actual personal details. There were all sorts of young men who had been senior apprentices in non-essential trades who had left for a decade, coming back to discover that essential skills had rotted on campaign and men who were younger than them were now above them in the guilds. There was a tremendous amount of anger, resentment, and despair - and all of these men had just spent years under the banner of 'violence solves problems'.

Had he not had these reports, the king might have simply decided to hit all these new problems with the same hammers he had before, but he felt a degree of disquiet towards that prospect. While those who broke the King's Peace needed to be punished, it seemed distinctly unjust for the king to destroy someone's life and then expect them to just put all the pieces back together like nothing had happened, and then to hit them again when the task was beyond their skill set. Sometimes the needs of the kingdom as a whole came before the needs of individuals, but the whole reason that they were being sent home was because the kingdom's need for them to give everything had passed! Were they not entitled to compensation for their service? Some would contend that they had already been paid, that they should be honoured to have been called up to serve, but flipping it around the king wondered if those who were complaining about such sentiments should not be honoured to pay this compensation? Especially if helping these men reintegrate staved off trouble in the future.

Choose up to three options
[] [Demob] Pay a bonus to all of those who are returning (-10 Wealth)
[] [Demob] Support the priests to attend to the spiritual needs of these men (-3 Wealth, -8 Mysticism)
[] [Demob] Provide additional entertainment (Sec Build Theater)
[] [Demob] Provide additional avenues for exercise (Sec Build Gymnasium)
[] [Demob] Provide additional low skill employment (Sec Efficient Charcoal Kilns)
[] [Demob] Assist in getting peaceful work (Sec Retraining)
[] [Demob] None

One of the hardest hit areas was the mines as well. Freehills and the Storm Ymaryn had been providing so much cheap iron ore that it was making it hard for the mines to compete, and the war had meant that expensive mines had had their miners drawn off to serve in the levies. A few higher grade mines had continued to run since their ore was of high enough quality to remain competitive, but many of the more marginal ones were in trouble. While some of the traders suggested just relying on their neighbours for the ore, the priests pointed out in annoyance that the ore was so cheap because it was mined by slaves. The miners guilds pointed out that relying on trade that could be disrupted seemed foolish, while also grumbling that half the reason the mines were suffering was because the priests had made everything cost more with their bickering changing how half-exiles were used and paid. There were all sorts of proposals over how to fix the issues, from just letting the mines fail to providing them extra funding to keep going even when it wasn't really worth it.

How to deal with the noncompetitive mines?
[] [Mines] Let the weak mines fail in the face of foreign competition
[] [Mines] Loosen skill and safety requirements
[] [Mines] Tax foreign ores to make local sources more competitive
[] [Mines] Tax foreign ores sourced from slave labour
[] [Mines] Provide subsidies to the mines to keep going (Starts at -2 Wealth/turn, can fluctuate)

With the king considering all of this, news began to come up from the south. As expected, Alyxunmyn had run over the Highlanders. In some ways it had been easier than ever before, in that they had sought out a direct confrontation, but in other ways they were absolutely deranged about the effort they put into battle, making it harder. By the second year of the seasonally interrupted fighting Alyxunmyn had met their king in battle and found the Highlanders wanting, but the Highlanders apparently had something like the election system of the People for their kings, only the only voters were the priests. Considering the Freehills not the oddest system, but it did mean that the loss wasn't as devastating as it could be.

Especially with the developments in the west.

While in the east in the open battles that were possible in the lowlands when the ground wasn't mud made campaigning easy, in the west everything was extremely linear and there was really no way to bring any tactics against the fortification other than the slow grind of a siege. While the two banner companies most suited to the task had been deployed and had smashed all breakout attempts in their infancy, they had not made major gains against the numerous layers of defenses in the narrow passes. And then The Earthquake hit.

The land trembled from time to time in the Hatvalley region, and in some other areas in ways that were usually related or believed related to either mining or terrace farming, but in the third year after the war started against the Highlanders there was an absolutely massive earthquake in the Hatvalley region. Entire villages had their farms cascade fail and wash them into the river valley, which soon became choked with debris, altering its course somewhat and causing flooding in regions already damaged by buildings and hills collapsing. This had obvious negative effects on the ability to keep the warriors in the west supplied, as well as causing general demoralization and probably granting comfort to the Highlanders that the gods supported them there. Given the damage, there were many who were calling that the king should call a general end to the fighting in the south: the Highlanders had been kicked out of the lands of the Harmurri, and that should be enough to satisfy all bonds of friendship and honour. Still, there were some calls to keep fighting to kick the Highlanders out of the lowlands entirely, or to go even further and do to them what had been done to the Forhuch, to keep this sort of thing from happening again in a few generations.

However, there was also another issue to consider: it sounded like the Freehills were in trouble. Somehow they had managed to push what was possible with King's Iron even further with a dazzling display of new, long, curved swords at the artisan games that left everyone shocked, but it sounded like it had not been enough and they had been pushed back out of Tin Tribe territory by an aggressive campaign, and this had signaled to the Saffron Islanders that they were in a position of weakness. While it was ambiguous what exactly was going on, it sounded like they might either need help or be really interested in hiring a banner company or two in the near future. Thus disengaging from the Highlanders now, while there were major advantages to not being at war in the near future, had more appeal than just a desire to be free from war.

What to do about the war?
[] [War] Be content with recovering Harmurri territory (+1 Stability, +2 Prestige)
[] [War] Press for reparations (-2 Diplo, +4 Wealth & +4 Prestige if accepted)
[] [War] Kick the Highlanders out of the lowlands (Keep fighting, call for peace if capture all lowland territory)
[] [War] Go as far as you can (Keep fighting)

Crisis reaction
[] [React] Send immediate aid to the Hatvalley region (-3 Econ, -1 Tech, +5 EE, mines repaired, ???)
[] [React] Find out what is going on with the Freehills (Sec Diplomatic Mission, can send immediate aid or banner companies if not at war)
[] [React] Repair supply lines (Sec Build Roads, if still fighting the Highlanders the western theater fights at full power)
[] [React] Dedicate a new temple to appease the gods (Sec Build Temple in region, ???)
 
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Don't see anything to disagree with really. Do you mean Golden Age instead of Gilded Age, cause if you are keeping stab up its not a big step to from one to the other.
I meant Gilded Age. It would be nice if it was a Golden Age, but frankly while the difference may seem small, it is a lot bigger than it appears. Obviously a Golden Age is better, but if we can't do it a Gilded Age is perfectly fine too.

Hmm...for me, those two points are somewhat contradictory. If we can't plan ahead, then allocating passive policies is a pretty low-impact way to keep things running. I want to take a forestry passive up front while we figure out what we're doing, and probably convert it into a repeated action later.
Passive policies are a low-impact way of keeping EVERYTHING running. Any policy we might use for Forestry, I'd rather use for Vassal Support, or Health Infrastructure, or Defense. Those are all things that we need to keep running, and passive policies are much better at doing any of those things than they are at doing Forestry.

On another note - I'm not sure if this is a problem on your end or mine, but I haven't been getting alerts from your latest posts. Any ideas what is happening?
 
I meant Gilded Age. It would be nice if it was a Golden Age, but frankly while the difference may seem small, it is a lot bigger than it appears. Obviously a Golden Age is better, but if we can't do it a Gilded Age is perfectly fine too.
Um...we're already in a gilded age?

Passive policies are a low-impact way of keeping EVERYTHING running. Any policy we might use for Forestry, I'd rather use for Vassal Support, or Health Infrastructure, or Defense. Those are all things that we need to keep running, and passive policies are much better at doing any of those things than they are at doing Forestry.
Agreed, but we can convert a passive policy into a repeated action later.

Presumably allocating all our passives doesn't cost us an action, which is likely to be important right now without most of our cities.

On another note - I'm not sure if this is a problem on your end or mine, but I haven't been getting alerts from your latest posts. Any ideas what is happening?
No, I haven't seen anything unusual.
 
So either we get the stability or keep going, the middle option is stupid. Once again Dumb luck is probably going to save them.
 
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