Ooookay then.

I'm gonna point something out.

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.
A lot of our levies were formerly miners. I think that Retraining and subsidizing the mines or sin tax(Tax foreign ores sourced from slave labour) might have strong positive synergy. It may not exactly give them back their old jobs, but it will prop up this industry which has a need. I'd hazard that by trying to peacefully going for a chance to fulfill the concerns our king mentions that the retraining is the way to do it.

[] [Demob] Assist in getting peaceful work (Sec Retraining)

[] [Mines] Tax foreign ores sourced from slave labour
[] [Mines] Provide subsidies to the mines to keep going (Starts at -2 Wealth/turn, can fluctuate)

I'd go with either of the mines options above. The wealth thing is a risk though. A pretty huge one too.

[] [War] Be content with recovering Harmurri territory (+1 Stability, +2 Prestige)
[] [War] Press for reparations (-2 Diplo, +4 Wealth & +4 Prestige if accepted)

I'm okay with either of these. I think if the reparations wins this may push Symphony a bit, but on the other hand being content is definitely holding to Symphony.

[] [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, ???)
Oh dear. That volcano in the Hatvalley/HK area went pop again, or it may soon. I don't think we can keep the EE if we do the help version. Roads might be all that is possible.

I'll need to think about it and read the arguments.

For now my vote.

[X] [Demob] Assist in getting peaceful work (Sec Retraining)
[X] [Demob] Provide additional avenues for exercise (Sec Build Gymnasium)
[X] [Demob] Support the priests to attend to the spiritual needs of these men (-3 Wealth, -8 Mysticism)

[X] [Mines] Tax foreign ores sourced from slave labour
[X] [Mines] Provide subsidies to the mines to keep going (Starts at -2 Wealth/turn, can fluctuate)

[X] [War] Be content with recovering Harmurri territory (+1 Stability, +2 Prestige)
[X] [War] Press for reparations (-2 Diplo, +4 Wealth & +4 Prestige if accepted)

[X] [React] Repair supply lines (Sec Build Roads, if still fighting the Highlanders the western theater fights at full power)

E: Oh we can pick three? Sign me up!

E2: So I went with Gyms because this is opening them up to more classes, which we've wanted to do for a while. Or at least I think it is. The priest option is pretty cheap and heads off any PTSD issues and helps them tie into society.
 
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[X] [Demob] Pay a bonus to all of those who are returning (-10 Wealth)
the idea of compensation was mentioned multiple times, so I have a feeling that paying the returning soldiers would be a good idea. Also, this gives them money to get back on their feet with.
[X] [Demob] Provide additional entertainment (Sec Build Theater)
Entertainment is always good, and it will distract them from some of their troubles.
[X] [Demob] Assist in getting peaceful work (Sec Retraining)
This is necessary, as many of those returning no longer have any marketable skills besides violence. We need to help them in getting more work.

[X] [Mines] Tax foreign ores sourced from slave labour
[X] [Mines] Provide subsidies to the mines to keep going (Starts at -2 Wealth/turn, can fluctuate)
I'm okay with either of these, as it might disincentivize slavery, though also make SY mad at us.
I would prefer subsidies, but I haven't done the math on it we can keep taking the wealth hits.

[X] [War] Kick the Highlanders out of the lowlands (Keep fighting, call for peace if capture all lowland territory)
Not going to get in contact with Freehills, so will push to getting HK out of the Lowlands.
[X] [React] Send immediate aid to the Hatvalley region (-3 Econ, -1 Tech, +5 EE, mines repaired, ???)
We should help our people, first and foremost.
 
So, before we get into voting, we should note that we're at 24 EE, so unless we can get down below 20, our Free Cities are going to pop. Which is bad.
 
[X] [React] Send immediate aid to the Hatvalley region (-3 Econ, -1 Tech, +5 EE, mines repaired, ???)

When you're people get hit by an earthquake, the correct thing to do is to fix the damage caused by the earthquake.
 
Ai-yah, not so good, not so good...

Sounds like Freehills got legit steel though, which is extremely impressive.

[X] [Demob] Assist in getting peaceful work (Sec Retraining)
[X] [Demob] Support the priests to attend to the spiritual needs of these men (-3 Wealth, -8 Mysticism)
[X] [Demob] Provide additional low skill employment (Sec Efficient Charcoal Kilns)

[X] [Mines] Provide subsidies to the mines to keep going (Starts at -2 Wealth/turn, can fluctuate)

[X] [War] Be content with recovering Harmurri territory (+1 Stability, +2 Prestige)
[X] [War] Press for reparations (-2 Diplo, +4 Wealth & +4 Prestige if accepted)

[X] [React] Send immediate aid to the Hatvalley region (-3 Econ, -1 Tech, +5 EE, mines repaired, ???)
 
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[X] [War] Be content with recovering Harmurri territory (+1 Stability, +2 Prestige)
[X] [React] Find out what is going on with the Freehills (Sec Diplomatic Mission, can send immediate aid or banner companies if not at war)
[X] [Mines] Tax foreign ores sourced from slave labour
[X] [Demob] Assist in getting peaceful work (Sec Retraining)
[X] [Demob] Support the priests to attend to the spiritual needs of these men (-3 Wealth, -8 Mysticism)
[X] [Demob] Provide additional avenues for exercise (Sec Build Gymnasium)
 
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)
Can more than one of these be implemented? like taxing foreign ore and subsidising our mines?
 
Forhuch (Vassal-March) - Foreign territory under your control, follows you in war but has own agenda (L: 5/5, D: 4/5)
Forhuch is Max Loyalty now, so that's good.

Redhills (Free City) - Eliminates True City admin and reduces Econ upkeep penalties (Trouble: 1/5)
Valleyguard (Free City) - Eliminates True City admin and reduces Econ upkeep penalties (Trouble: 1/5)
These both have trouble scores now, likely because of all the levies causing trouble.

Red Banner Company (Mercenary Company) - Can be hired to other kingdoms for wealth, or maintained to boost Martial capacity (L: 3/5, E: 9/10)
Red Banner is at effectiveness 9, which is weird because I thought regular merc companies could only go up to effectiveness 8

Also, we have Curved Cavalry Swords now.
 
Interesting! No government reform yet, I see.

Dealing with the levy: Retraining seems like a no-brainer; it's stat-positive and perfect for getting them back into things. Spiritual support too because many of them probably have some variety of trauma. And kilns...well, we need them. Adding a vote to pay them, too, because it's not a bad idea. Might alter this later. Edit: Switching to approval-vote Gymnasium instead of bonus, for those who liked the military and want to keep those skills.

Mines: I'm OK with taxing slavery, but there's also merit in subsidising mines for their strategic value, even if they're not economically competitive, IMO. Edit: No point trying to tax slavery, it's not feasible to reliably identify and enforce it.

War: I think we need to discourage the Highlanders from trying this again, and we still have our Genius.

Crisis: Ooh, I want more than one! Helping Freehills would be nice, but our armies are occupied.

[] [Demob] Pay a bonus to all of those who are returning (-10 Wealth)
[X] [Demob] Support the priests to attend to the spiritual needs of these men (-3 Wealth, -8 Mysticism)
[] [Demob] Provide additional entertainment (Sec Build Theater)
[X] [Demob] Provide additional avenues for exercise (Sec Build Gymnasium)
[X] [Demob] Provide additional low skill employment (Sec Efficient Charcoal Kilns)
[X] [Demob] Assist in getting peaceful work (Sec Retraining)

[] [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
[X] [Mines] Provide subsidies to the mines to keep going (Starts at -2 Wealth/turn, can fluctuate)

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

[X] [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)
[X] [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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[X] [Demob] Provide additional low skill employment (Sec Efficient Charcoal Kilns)
[X] [Demob] Assist in getting peaceful work (Sec Retraining)
[] [Demob] Provide additional avenues for exercise (Sec Build Gymnasium)
[X] [Demob] Support the priests to attend to the spiritual needs of these men (-3 Wealth, -8 Mysticism)
Efficient Kilns and Retraining are obvious positives - they are actions we want to be taking mechanically and seem to provide the right things narratively. Not sure about the last slot, but I'd rather provide exercise than entertainment, and I'd rather provide counseling than cash, so I'm approval voting for Gymnasium and Priests.
EDIT: Since it looks like Priests option has near-unanimous support and is definitely happening, I'm removing my Gymnasium vote so it doesn't compete with Kilns.

[X] [Mines] Provide subsidies to the mines to keep going (Starts at -2 Wealth/turn, can fluctuate)
Ergh. I hate having to add subsidies here, but it is the best of bad options.
I suppose 2+ wealth a turn is still cheap as far as aftershocks of the Half-Exile Mess go.

[X] [War] Kick the Highlanders out of the lowlands (Keep fighting, call for peace if capture all lowland territory)
[X] [React] Repair supply lines (Sec Build Roads, if still fighting the Highlanders the western theater fights at full power)
I kinda want to end the war and do other things, but we've got a Genius General, so this is the best opportunity we've had in a while to knock out the highlanders, and we've already paid for the War Missions. Might as well fight through to the end of the turn.
 
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[X] [Demob] Support the priests to attend to the spiritual needs of these men (-3 Wealth, -8 Mysticism)
[X] [Demob] Provide additional low skill employment (Sec Efficient Charcoal Kilns)
[X] [Demob] Assist in getting peaceful work (Sec Retraining)
[X] [Mines] Provide subsidies to the mines to keep going (Starts at -2 Wealth/turn, can fluctuate)

See if returning warrriors are willing to work in the mine and industry.

[X] [War] Be content with recovering Harmurri territory (+1 Stability, +2 Prestige)

Just do it!

[X] [React] Repair supply lines (Sec Build Roads, if still fighting the Highlanders the western theater fights at full power)

Need roads there anyway.

Edit: Approval vote
[X] [React] Send immediate aid to the Hatvalley region (-3 Econ, -1 Tech, +5 EE, mines repaired, ???)
 
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[X] [Demob] Support the priests to attend to the spiritual needs of these men (-3 Wealth, -8 Mysticism)
[X] [Demob] Assist in getting peaceful work (Sec Retraining)
[X] [Demob] Assist in getting peaceful work (Sec Retraining) x2

[X] [React] Send immediate aid to the Hatvalley region (-3 Econ, -1 Tech, +5 EE, mines repaired, ???)

The root of the problem is that our returning warriors don't have jobs, so putting a large focus on retraining will help alleviate a lot of the problems. That said, this is a good time to break into expanding our knowledge of mental issues and it'll help these former warriors to boot.

We should not let this war distract us from doing what we have to do, and what we have to do is help our people recover from a natural disaster. Absolutely nothing good can come from ignoring the issue.
 
All Free Cities but Redshore will disband if EE not below 20 by the end of turn, returning Econ and EE but needing to be reformed at a later date.

Am I the only one around here who's concerned about the impending Yeomenpocalypse? They'll have 7 actions after the government reform, and we'll be down 2 Free cities if we don't drop some more EE.
 
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.
We have no information about how these mechanics work; we can discuss conversion again if and when mechanics come out that tell us that it is a thing.

Um...we're already in a gilded age?
Indeed we are. I expect we will pop out of it shortly; my 10 year plan has us getting into another Gilded Age. Preferably after the Dam finishes, so we can get the Canal started properly.
 
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