Cent 8 -> 8
Initial: 8
+1 (Roads)
-1 (Government Change)
Total: 8
Hierarchy 7 -> 8:
Initial: 7
+1 (Government Change)
Total: 8
Government change had "hidden" cent/hierarchy changes. Note thatcent should be 12, unless i'm just suddenly being an idiot because its *checks clock* 240 in the morning and i should have been in bed a long time ago but am abusing my ability to sleep in tomorrow
Sounds like we just transferred the Centralization(i.e. direct state oversight) into Hierarchy(i.e. routine procedure)
Still no idea what Hierarchy does except we love it.
-Gold: "Significant" downgraded to "Considerable" (EIther from competition or from mine issues)
-Silver: "Significant" downgraded to "Considerable" (EIther from competition or from mine issues)
Mines. Our gold and silver mines were in the Hatvalley region, so the collapsed mines took a big hit.
-Copper: "Leading" upgraded to "Dominating" (From vassalizing Forhuch, who had previously been a competitor)
-Bronze: "Minor" upgraded to "Significant" (From vassalizing Forhuch, who had previously been a competitor and is still listed erroneously)
Hopefully that'd make bellfounding and other experimental bronzeworks develop faster.
Competitor Changes:
-Common Pottery: SY (Storm Ymaryn) and FH (Freehills) competing
-Common Textiles: SY and FH competing
-Fine Pottery: SY Competing
-Fine Dye: Trelli finally removed, SY and FH competing
-Glass: SY and FH competing
-Gold: FH Competing
-Mercury: FH competing and either leading in the trade, or threatening to do so, which means they found a mine
-Poppies: SY, FH, Harm competing
-Wine: FH competing
-Pilgrimage: Salt Sea added as a competitor; not sure if thats a polity, or "the entire salt sea"...
Terminology is a bit misleading here. Remember the statuses:
-Bold - Dominant
-Italics - Leading
Competing is a specific term that appears when we WOULD be Leading/Dominating but another faction is producing enough to prevent that.
Maybe use Participating?
Special:
-Iron was split into "Iron Ore" and "Iron Goods", thanks to the recent dynamic with us buying up ore to smelt and smith into goods.
-We maintained dominance in Iron Goods, with only the SY and FH competing
-We have "Significant" power in Iron Ore, while the SY and FH are both italics (either "leading" or threatening to do so, not sure which), the forhuch are listed erroneously, and the khem are crossed out still.
Italics would be leading.
Still it makes dealing with the subsidy quite clear, boost our domestic ore production and their leads will drop to Competing. Gain a Lead in iron production and the subsidy should be gone.
-Special improved from "Free city" to "free city Level" as its basis. (I.e. Redshore gives +3 now, instead of +1)
Well, that's one heck of an incentive to Free all the big cities. That culture pays for a lot of Tech.
We went from "bonus king actions for every 9 + 4n provinces" to "bonus king actions for every non-free city", which is worse, but we also gained more actions overall with the province actions (went from 4 base + bonus for every (11+4n) provinces); we lost 1 king province action compared to last turn, but gained 4 faction controlled ones. And as we'll see when we go to the next section, we gained a good number of (faction controlled) policies and actions
Big part here is we get a lot more actions if the factions are happy, since according to AN that determines how likely they are to follow the Royal agenda.
(Also note that we don't actually know the requirements for a level 2 gov palace, to my understanding)
Might be simply having a city at a sufficient level. A Governer Palace at 9 Progress is costed as per a level 2 infrastructure item, so level 2 GPs would logically cost 12 progress and be gated by Level 3 cities?
More importantly we don't know what the heck they do.
Faction choices for policies are pretty straightforward: patricians went admin, traders went trader, urban went city support, yeomen went forests...the only interesting one is the guild; they went with trader infrastructure because they need a harbour in redshore in order to build the block housing needed to build the ironworks 4 they want
*Debates quoting The House That Jack Built*
Grand hall six made "+1 sec action" into "+1 sec action/2 palaces" which is amazing and also not what i was expecting. The sec action was (to my knowledge) the 5 palace bonus, so i was expecting the 3 palace bonus (+1 diplo/turn) to be turned into multi-palace version first, going off the "half value -> palaces" theory... still, more actions is nice, and its one more reason to build at least one more gov palace
It does make logical sense that the increased efficiency of bargaining for actions led to increased action efficacy.
Thanks to our ties to the Forhuch (and previous use of the Pure remnants) we unlocked this! Still pretty costly but diplo is easier to come by... "other effects" likely include both "pacifies local steppe for a time" and "lowers loyalty of light cav", so something to be used sparingly at best. Still, good to have the option.
Noting that currently our Light Cavalry is at 50% Nomad composition.
For tracking purposes.
New extended project! the normal means to unlock block housing, it seems; otherwise you need either panem or a natural environment that allows for it (read: Egypt/the nile)
Not even then.
You need some kind of healthcare infrastructure, because we know the Khemetri didn't have high level cities, and they requested the Sacred Warding probably for that.
Really really really need to take this as soon as we can. Its expensive, but our refunds help a lot; 3 of that 4 mysticism would be refunded currently, and once done Reformers will refund 1/4 of the cost as culture (so 2 per action). Means each action on it will cost 8 stats immediately, 5 stats given a turn for refund, and 3 stats in the long term. Plus, the reformers boost will only be 10-16 stats, so it'll be easy to handle, compared to the ridiculous refund that caused the second sons crisis.
Seems to me we want to trigger reformers as often as we can when its charged up or eat a big shit to the face from too much of a good thing.
-Defence...didn't really change so much as get reworded, now gives "+1 wall progress", which can either be used for normal walls as with the original wording or for colossal walls, as it has been lately.
Hopefully the Defence will change with the Cement factories?
-Administrative: [Harbour, Gov Palace, Colossal Wall, Academy] (Benefits from Law bonus) Produces pretty great things, though with enough of them they can be a big problem. Safe enough we dont need to worry about stuff like "holy shit why are we 5 over our forest cap" but we need to watch them for, say, removing our cent tolerance or our myst refund
Note a highlight that Harbors will enable Block Housing, which enables Nurgle Portals. Pairing Administrative with Health is a good overall strategy
-Spiritual: [Temple, Observatory, Library, Academy] Iirc AN said this would not build temples to red RA, and would build libraries to counter the loss from the academy which means its pretty damn safe to use, so long as we're fine with increasing the priests power (which i at least tentatively am, i'd say
) over time
It IS pretty sweet yes. All good things, but keep in mind our Wealth cap spiraling down, with no way to raise it but to enable the Guilds, which we cannot enable the priests to the same extent because skyrocketing RA would drive it back down.
-Redshore aqueduct price lowered from 12 to 6 (Due to being level 3?)
Sounds like you can build aqueducts higher than your city level but expensively? This is something we actually want to do anyways...
Alternatively the iron availability made a new water routing more efficient?
-Saltern list updated: Northshore and Southshore can't be expanded to level 3 with our tech, but Gulshore is available for level 2, and 3 new level 1 spots ahve opened up (Bleeding Cliffs, Hatshore, Yellowshore)
Level 3 salterns are probably behind Cement.
Dragon General Alyx continues to prove how amazing he is
Only lost 1 core martial that got returned via veterancy, as well as 3 mercenary martial (1 red banner, 2 dragon banner), and drove them out of an entire province, and put enough pressure on the HK core that they surrendered, all in one phase...which i think is like 5 years maybe?
I imagine their priests are currently answering some Pointed Questions.
Thats a lot of Econ and EE...lowland continues to be bullshit
As expected, the thread went with the march (writing this after vote was locked), to help defend against the HK in the future...and hopefully to let us finally knock them out next time this happens -_- Plus those lands are full of religious fanatics, so it really wouldn't be fun to handle them directly...we should definitely influence our new march, but by not directly integrating them we can have things happen more slowly and hopefully avoid more purity fights threatening PiA...
Integrating Txolla would help a great deal here I think.
A well deserved coronation
Note that we still have a stigma against retirement beyond "i'm too old, watch me fail the competency tests (whether on purpose or not" grounds; pretty sure the one that gave way for...was it Uvoythyn? Was the only one to ever retire super early, and that was during super plague and for a genius, so...
Its Life of Arete + Honorable Death. Retirement is shameful...though that there is a retirement option at all is pretty novel.
Narrative for how Grand Hall x6 equates to a gov upgrade--as expected, a parliament! Seems like its not 100% official yet, being "just" a norm for the patricians to meet and make decisions in the grand hall before presenting issues to the king, but i suspect that either within a few generations or when we do the classical law MP, it'll become an official thing
Narrative for this one is that apparently a bunch of patricians got demoted and are losing control of their family lands, and in general thigns are getting more expensive, so they want to enshrine power into the system so they are more secure.
Well, thats a thing that's always been happening, but a LOT of the high patricians are low patricians now due to the half exile scandal, who basically EVERYONE was involved in.
Normally the number getting demoted isn't able to make noise but this many high patricians would retain their prior connections I think, even after their fall.
Strenght 3 -> 6. same as the others, including their power changing. Quest is again the same, and we know that passive policies building a temple counted. I assume their faction actions wont, but will their province actions and policies?? A little confused by their desire...they have to know we wont do so if we can help it, since we're almost at red RA, and that there's other actions we'd be willing to do for them...
They still want temples. We did theorize that the cities are underserviced spiritually and medically.
Most likely they're going to work on Academies soon.
Strength 3 -> 6 same as others. Desire is reasonable; we almost certainly wont be able to get free cities up next turn.
Apparently we CAN, depending on our React freedoms.
But chancy.
Must keep at least one secondary around to change repeated, so we dont get stuck...but Overcentralization can still kick in and make us stuck until/unless repeated actions and/or faction actions save us.
Remember Reactions. We can probably abort out with some of those.
-Is it intended that redshore can build lv 3 baths before building lv 3 aqueduct?
AN made this change after I commented on our public health laws making it possible. It'd probably strain the water supply though.
-4 You'd mentioned that part of the impetus for the spite quest was patricians getting demoted out of controlling the land that their family had controlled for generations. Did i forget/miss part of the updates/what we've done lately to cause that, or am i just underestimating the effect that hte half-exile change had, with "just" them losing wealth being enough to cause those "demotions"?
Half exile change included a lot of the worst abusers being punished, which in our society means that the offender is punished with a stint and half exile, being demoted and replaced by whoever exposed their crimes. Our current generation of low patricians are going to be filled with former high patricians as of merely a century ago.
They remember when they were great.
In theory. And the difference between theory and practice is the whole problem in dealing with the patricians. Just like it was with the half-exile issue as well... In practice, the fact that most Patrician families have "administrated" certain plots of lands over generations shows that they have carved up the lands between themselves, with far too less oversight or evaluation.
Naturally. But De Jure is much more powerful than De Facto. You can make them stop when it's De Facto by Enforce Justice and Restore Order, since its illegal but unenforceable. You can't when it's legal.
That's subordinates, though. I was talking patrician land administration within the core. Plus, that was an unique reaction choice; not a regular action.
That was actually a Golden Age bonus to take Vassal Reform, and it'd have set a precedent for us to do it within the core. But we couldn't afford it because the people involved really hated it.
I don't think being happy will cause them to act so directly to hurt their one interests and empower their rivals.
They will want more actions, and work towards that. More importantly they will want to protect their current actions. They aren't fools. They will know about the Urban Poor quest, and how it will lead to them loosing an action, or two actions once they get themselves another province. Why would they do that?
I would expect that they will follow the King's Agenda if it will lead to them being action neutral or positive over the next few turns, and protect their own interests if not. For example, they'd be seriously hurting themselves if they took Expand Economy. Much better for them as a class to take Main New Settlement. It's still Econ positive, so they aren't hurting anyone else, and, in fact, they're helping the state and all the other factions by giving them more aeconomy to spend. It's just not that much Economy. Now, when/if they get three actions I could see them take things like Double Main New Settlement plus double Sec Expand Econ, giving substantial Econ but not significantly lowering Econ Expansion.
Particularly next turn, as we're looking at having -8 EE income, I'd say that double Main New Settlement is really pretty likely, as that gets them an extra province for the next turn and so an extra action, and they need to build a buffer against cities reforming when we take PSN Expand Economy in the mid turn.
The one exception to this I see is during wartime, when I think that factions will sacrifice themselves for the greater good. In peace time, however, when the Yeomen are presented with such an amazing opportunity to preserve control of their own destiny without having to fight anyone for it? It just seems unlikely. Land hunger and the desire for your children not to fall down the class structure are just such incredibly strong drives for the rural (upper-)middle classes that I can't see them not taking at least one New Settlement every turn they can.
Total side note, but if it's been confirmed that the minimum number of Yeomen actions is one, we should have put that on Repeated Forests.
On the other hand they aren't losing actions anymore once their turn comes in. They could potentially GAIN actions, but they're already at the minimum and well, very happy.