Sigh. We now have a massive excess of Forestry, and we're short on actions.

We're now in a really pretty crap position for next turn. We've locked in a really bad repeated action, and we haven't done anything to set us up for what we actually need to do.

This was a real mistake. Unless we get very, very lucky on the reaction, we're in real trouble for next turn.
 
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Sigh. We now have a massive excess of Forestry, and we're probably short on actions.
Well, it's preparing for next turn. The patricians will swap to supporting themselves, so the Yeomen lose a passive. The cities go online, killing off the Yeomen actions.

We have an excess since now we've got +5 forests per turn for the first turn, but that'll just go into reestablishing our buffer that's just about run out.

Also, the defense passive wasn't being very useful. Building Colossal Walls, it was effectively acting as an undoubled Admin Infrastructure passive (hence my vote to shift it to a doubled Admin Infrastructure)

I don't like it, but it's not gonna be a major problem.
 
Sigh. We now have a massive excess of Forestry, and we're probably short on actions.
2.5 per turn seems pretty reasonable to me.

Well, it's preparing for next turn. The patricians will swap to supporting themselves, so the Yeomen lose a passive. The cities go online, killing off the Yeomen actions.

We have an excess since now we've got +5 forests per turn for the first turn, but that'll just go into reestablishing our buffer that's just about run out.

Also, the defense passive wasn't being very useful. Building Colossal Walls, it was effectively acting as an undoubled Admin Infrastructure passive (hence my vote to shift it to a doubled Admin Infrastructure)

I don't like it, but it's not gonna be a major problem.
How is it +5 per turn?
 
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And all it takes is a single fuck up for one to fall, which is kinda unavoidable when you enforce a sudden and unprepared change to the economics of everything.
Okay, from what I can gather from your posts, you... you want us to feel sorry for the... uh, for the best situated people in our society? What?

"Oh noes! If a family slips up they won't be in the top 0.1% of our society anymore, but only the top 1%!"

Nevermind the 99% of people who do have it worse...
 
Well, it's preparing for next turn. The patricians will swap to supporting themselves, so the Yeomen lose a passive. The cities go online, killing off the Yeomen actions.

We have an excess since now we've got +5 forests per turn for the first turn, but that'll just go into reestablishing our buffer that's just about run out.

Also, the defense passive wasn't being very useful. Building Colossal Walls, it was effectively acting as an undoubled Admin Infrastructure passive (hence my vote to shift it to a doubled Admin Infrastructure)

I don't like it, but it's not gonna be a major problem.

Ok. Imagine that our reaction choice this turn is Distribute Land or nothing, or Build Mills, or something else that doesn't cost EE. As a result, no cities come on line. Next turn, the Yeomen do double Main Black Soil, and laugh as they pop our cities.

We still need four actions to properly suppress the Patricians, and we have three.
 
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No, we have 4? 4 base + 1 GP secondary - 1 Repeated Forest = 4

And we could pretty easily go Sec Hunt, Sec Suppress, Sec Enforce Justice for Patrician Suppression duty.
Not quite.

We have 5 base. Wait I sorta misread sorry! One comes from... I can't remember where I think its provinces or GP's, but its in the update. We can't put every action we have on repeat by design of the system. We always have to be able to do something I think is the reasoning, like unassign our repeated actions.

Then we donated one to forests and took one guild action.

So it goes:

[Secondary] These are totally free
[Secondary] \\
[Secondary] \\
[Secondary] \\
[Guild Secondary] This action is restricted to Guild Tagged actions. This includes the Harbour extended project.
 
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I do when their holding this nation together?
You know what AN said would happen if we destroy the Patrician faction? Two or three turns later we'd get a new patrician faction. That means we can't solve the problem of their existence... but it also means they are indeed replaceable. "Holding the nation together", what bullshit.

So you think the Patricians are entitled to be treated better than others? What, for being born right? What nonsense. We have to accept a modicum of hereditary elites, but we should keep that modicum as small as possible. Ideally, as much as our pre-modern society allows, everyone should have the chance to rise.
 
Not quite.

We have 5 base. One comes from... I can't remember where I think its provinces or GP's, but its in the update. We can't put every action we have on repeat by design of the system. We always have to be able to do something I think is the reasoning, like unassign our repeated actions.

Then we donated one to forests and took one guild action.

So it goes:

[Secondary] These are totally free
[Secondary] \\
[Secondary] \\
[Secondary] \\
[Guild Secondary] This action is restricted to Guild Tagged actions. This includes the Harbour extended project.

Right, of course. Forgot we grabbed the Guild action. I'm not really sure that could be used to help with Patrician Suppression, though? Can they Improve Annual Festival or something?
 
How is it +5 per turn?
Ironworks 3 made iron tools common enough to boost Expand Forests and Forestry passive- they both give twice as many forests. It also made Expand Forests slightly worse relative to Forestry, though the innovation rolls still put the Expand Forests well ahead.

Ok. Imagine that our reaction choice this turn is Distribute Land or nothing, or Build Mills, or something else that doesn't cost EE. As a result, no cities come online. Next turn, the Yeomen do double Main Black Soil, and laugh as they pop our cities.

We still need four actions to properly suppress the Patricians, and we have three.
When I said 'next turn' I actually meant 'the turn after the upcoming one', sorry for being imprecise. We've got 5 actions during the upcoming turn: 4 native, +1 from GPs, -1 from repeated, +1 from guilds.

And I'm not expecting the cities to come online this turn (though if given the opportunity I'll take them) My plan over the next two turns is:
So, my 2-turn plan:
{S} Support Urban Poor
{S} Proclaim Glory
{S} Governor's Palace
{S} Warships
{S-g} Warships
King's Agenda: Connection (Governor's Palace)

Turn 2, assuming we get our 4 cities online, (granting +4 actions) and the GP finishes (+1) for a total of 9 secondaries but no Yeomen actions:
{S} Free City
{S} Free City x2

{S} Suppress Patricians
{S} Enforce Justice
{S} Festival
{S} Hunt Troublemakers

{S} Expand Econ
{S} Expand Econ x2
{S} Expand Econ x3

{S-g} Cement
King's Agenda: Urban Infrastructure (Block Housing for the Ironworks quest)
 
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Right, of course. Forgot we grabbed the Guild action. I'm not really sure that could be used to help with Patrician Suppression, though? Can they Improve Annual Festival or something?
Yeah like your statement was sorta correct in that we do have 4 Secondaries, but anyway *flaps hand at my post*.

And its not really that useful for Patrician suppression tbh, but it does let us work on the Guild Spite if we want.

Oh also we have King's Agenda too, which we could set to like restoration I think. That could do the stability repair and synergy and we jsut do the suppress but I don't quite trust that what with how powerful the Patricians will be.
 
And its not really that useful tbh, but it does let us work on the Guild Spite if we want.

Oh also we have King's Agenda too, which we could set to like restoration I think. That could do the stability repair and synergy and we jsut do the suppress but I don't quite trust that what with how powerful the Patricians will be.

Do you think the guilds would consider it a dick move to steal their action then use it on something they want?
 
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