Please don't restore harmony, please.
In order for it to work, it has to start out at knocking down our stability by one, meaning that every single other sequence of events has to flow just right in order for us to not temporarily hit -4 stability. And thanks to our harmony trait, even if that is temporary, we shatter as soon as it happens.

Sorry but this is false, if we kill the king and sacrifice everything we go instead to +1, as stated by AN

Only then we will either trigger RH or LoO first, depending on our Admin roll
which will either bring us to 0 -> 0-3 -> -2-1 if RH triggers first
or to -1 -> -2 -> -2 - +1 if LoO triggers first
 
Sorry but this is false, if we kill the king and sacrifice everything we go instead to +1, as stated by AN

Only then we will either trigger RH or LoO first, depending on our Admin roll
which will either bring us to 0 -> 0-3 -> -2-1 if RH triggers first
or to -1 -> -2 -> -2 - +1 if LoO triggers first
Okay, if you want to kill the king it will work. That vote is incredibly in the ditch and not happening at this point, though.

If you want to say 'this is the vote I want the most, I refuse to compromise,' you can. If you want to try and persuade people, I wish you luck. If you want to do damage control and stop people from giving us any chance to take a vote that would shatter our civilization, I highly encourage you to listen.
 
[X][Refugee] The People must offer aid (-4 Stability, +8-11 Econ, probable overcrowding issues, ???)
[X] [Sacrifice] Large (-3 Econ, +1 Stability, ???)
[x] [Harmony]Yes, the people need to be further calmed (-1 to +2 Stability)
 
...Can we please get you to reconsider since that vote is... almost guaranteed to shatter our civilization?

Those odds would greatly decrease if you at least took this instead:

[Sacrifice] Everything! (-4 Econ, +1 immediate stability, chance of extra stability, ???)

We'd still end up with a large amount of economy. Please?
 
Hey, sometimes you just wanna watch the world burn.

[] [Sacrifice] Small (-1 Econ, chance of stability loss, ???)
[] [Harmony] Yes, the people need to be further calmed (-1 to +2 Stability)
[] [Ward] No, it is sacred magic (Small chance of stability loss)
[] [King] Talk with the Thunder Horse (Applies Heroic diplomacy to interactions over the crisis)
[] [Refugee] All who need aid must receive it (-5 Stability, +11-15 Econ, overcrowding issues, ???)

Chance of death is 100%. Average stability excluding deaths is ERROR: DIVIDE BY ZERO

But seriously, anything past -3 stability is so risky that it's outright not worth it unless we also take literally every +stability option including giving away our biggest advantage to the DP. And even -3 is tough.
 
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I dislike the precident Sac everthing sets for our culture, regardless of the right now mechanics. If you want stability I'm willing to budge elsewhere, but not there.
 
I dislike the precident Sac everthing sets for our culture, regardless of the right now mechanics. If you want stability I'm willing to budge elsewhere, but not there.
Just letting you know that the combination of those votes+what's currently winning in the other two categories gives you a 60% chance of complete societal collapse. Even if the others get switched to their maximum stability choices, you still have a 21% chance.

Though Refugee-Aid is far enough behind that without some major arguments for it I don't see it winning.
 
Switching to:
[X][Sacrifice] Everything! (-4 Econ, +1 immediate stability, chance of extra stability, ???)
This is what I'm most willing to budge on and I think we need to reduce our risks.
 
Switching to:
[X][Sacrifice] Everything! (-4 Econ, +1 immediate stability, chance of extra stability, ???)
This is what I'm most willing to budge on and I think we need to reduce our risks.
You'll want to copy over all your other votes unless you want them to be ignored via the tally program. It only looks at whichever post had the last vote(s).
 
Thanks for letting me know.
[X][Harmony] No, they could cause further panic
[x] [King]Remain home (Chance of stability gain)
[X][Refugee] Some from friendly groups can come in (-2 Stability, +4-5 Econ)
[x] [Sacrifice]Everything! (-4 Econ, +1 immediate stability, chance of extra stability, ???)
[X] [Ward] No, it is sacred magic (Small chance of stability loss)
 
I'm pretty sure I'm the only one allowed to be salty here, doubly so since I was also attempting to get people to raise Mysticism and we had this fun tidbit:
I also supported that, too. Really, this turn's event justified massive amounts of smug on my part.
@veekie @Powerofmind
I'm reasonably sure we've done a loop here. Power's original vote was more or less identical to this.

[X] [Sacrifice] Large (-3 Econ, +1 Stability, ???)
[X] [Harmony] No, they could cause further panic
[X] [Ward] No, it is sacred magic (Small chance of stability loss)
[X] [King] Remain home (Chance of stability gain)
[X] [Refugee] Those with preexisting ties can come in (-1 Stability, +2 Econ, small chance of further stability loss)

Just curious @Powerofmind how are you getting those probabilities? I only roughly approximated the chances of each result when I did some of the stability math.
Yes, there was a loop. I didn't want to change my vote in the first place.

Assumed small chance was 25-30%, assumed 'chance' was 50%. Based the Admin Ordering Roll on basic dependent probabilities (so the more non-immediate stability affecting events, the more 'cards' could be drawn from the deck, making the overall chance of death smaller).
Worst Case Scenario: Temporary -4
...
Which of course kills us thanks to our harmony trait.
...
I'm not even going to bother doing further calculations. I'll just leave this here and hope people sort out this nonsense by tomorrow morning.
The chance of hitting -4 is extremely slim, actually. It requires that of the 4 stability-affecting events, that both of the negative ones occur first, and the small chance roll passes to our detriment. By itself, that is a 1 in 36 or 1 in 48. It is slightly increased when adding in 'chance of gain' between the two (and assuming that fails to our detriment), but that particular addition basically only adds another 1% to the pre-existing 2%, a grand total of 3%, or 1 in 33, sufficiently low.
Ok everyone, I made a quick Python 2 monte-carlo simulation so that we can see the probabilities of the various failure states. Most of the probabilities are self-explanatory except for the admin roll. This simulation assumes that if the admin roll passes all +stability actions are done first, and if it fails then the order is completely random (and thus still has a chance of coming out perfectly).
Admin Order rolls are closer to dependent probabilities.
Why is this winning? Mechanically it has a very high chance of leaving us at -2 stability, a much smaller but still reasonable chance of leaving us at -1 stability, and a small but real chance of breaking us! (If we roll for the small chance of stability loss before the King vote comes in and lose, or if the King vote doesn't help and the Ward rolls badly-remember, we fracture the moment we hit -3 stability, not at the end of the turn like other civs.)

And narratively it makes no sense! This is against everything our people have ever stood for-Charity and Justice!

Edit: Seriously, even if the stars align and everything goes perfectly, we get...2 econ.
It's winning because it's very specifically not a risky decision, at a time where, for once, picking the risky option has a not-insignificant chance of instantly Game-Overing the civ.
Ultimately, with my plan we will gain anywhere from 2-7 Stability before refugees, and I'm not even going to argue over what to do with them.
1-6, counted properly, and only 2 of that is guaranteed to occur before you eat 5 stability, instantly reducing us to -4 and killing us if the cards are drawn badly.

As-written, there are 4 potential Admin Order draws. If 'refugees' is drawn first, a one in four chance, we instantly go from +1 to -4 and die. If any other is drawn first and fails (50%), with refugees drawn second, we die. That's an additional 3 in 24, almost 1 in 6. If two others are drawn first and fail, we die. That's an additional 1 in 16. Even if all three of the chance gains go first and fail, we still die. That's an additional 1 in 32.

Overall, when added together, your vote has a roughly 50% chance of instantly collapsing the country.
Did you actually read what I wrote there? I purposely set off the Refugee vote because I know some people won't like taking the risk (Even if I consider that incredibly foolish considering that it was risk-aversion over many turns that doomed the ST), and the Many option has literally zero chance of going into -3 Stability at any point because two of our Stability gains are immediate. And AN has already stated that in order to get better traits and such, we need to take risks and do things that may seem less than perfectly optimal.
Doesn't work that way. An administration roll determines Order of Action, so there is strong potential that the refugee hit could occur as early as immediately after we reach +1 stability (reducing it to -4 and killing us instantly).

There is a difference between risk-taking and suicide-by-extreme sports. You've crossed that line.
 
So, I've been thinking about... something.

It's actually pretty relevant to the vote at hand, but not in such a predictable manner that I feel safe in bringing it up now.

If I'm right, though, we have something of rather large importance we need to deal with, and soon, so I kinda want to talk to one of the more level headed people about it. If anyone who thinks they can keep calm about it and believes themselves to be analytical could pm me? I will probably only be on for 15 more minutes before clocking out for the next few hours, and I'm sorry if I don't respond to some people's pm's, but I want to make sure it's a person I can get an analytical opinion from for the moment.
 
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What do you mean by that? Drawing without replacement (what I assume you mean by dependent probabilities) is directly equivalent to making a randomized order. I'm using monte-carlo instead of actually calculating the results exactly so that I can ignore those sorts of things.
Well, you'd written it as a 0.5 chance of passing, when there are never as few as 2 results that could occur. Just saying that since there are either 3 or 4 potential events that could be ordered in, a 0.33 or 0.25 would be more accurate.
 
Well, you'd written it as a 0.5 chance of passing, when there are never as few as 2 results that could occur. Just saying that since there are either 3 or 4 potential events that could be ordered in, a 0.33 or 0.25 would be more accurate.
I set it up such that there was a 0.5 chance of getting a perfect ordering due to admin skills, then if that fails then the order is completely randomized. Thus a heroic admin would have adminFail = 0 and just always do things in the right order whereas someone with Poor admin would have adminFail = 1 and always order them randomly. Sometimes even the Poor admin would do it correctly, but only by sheer chance.
 
I set it up such that there was a 0.5 chance of getting a perfect ordering due to admin skills, then if that fails then the order is completely randomized. Thus a heroic admin would have adminFail = 0 and just always do things in the right order whereas someone with Poor admin would have adminFail = 1 and always order them randomly. Sometimes even the Poor admin would do it correctly, but only by sheer chance.
I would say that's a bit high, myself. Our man only has mediocre admin, worse than average. Generously offering 'good ordering' as a card draw, putting all the penalties in the back is a 1 in 6 event (with good/ward/good/refugee or ward/good/good/refugee permutations adding slightly less than another 1 in 6 to that). In this case I really do suggest you use a higher value, then (if 1.0 is absolute failure), closer to 0.65 or 0.7 if anything. It's a small adjustment, but the increased accuracy does help.
 
[X] [Sacrifice] Medium (-2 Econ, ???)
[X] [Harmony] No, they could cause further panic
[X] [Ward] No, it is sacred magic (Small chance of stability loss)
[X] [King] Remain home (Chance of stability gain)
[X] [Refugee] Those with preexisting ties can come in (-1 Stability, +2 Econ, small chance of further stability loss)
 
Our man only has mediocre admin, worse than average.
[] Twythulmyn (Mediocre Martial, Average Econ, Heroic Diplomacy, probable two turn lifespan)
I don't think we ever got an 'admin' score for him but I'd assume that that's what econ is. He's average there, mediocre is Martial.

And 1.0 just means a 100% chance of falling back to random order of events.
 
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[X] Powerofmind

Resilience has been one of our best serving civ trait. Just look at our neighbours - they've all had major splintering or cultural shift in response to crisis. We've on the other hand rode it out and kept organically developing in directions we like, not forced onto a path we don't like in the name of survival.

Famine and disease were the greatest killers of nations in this era and we're incredibly well equipped to survive this. We're the best farmers and actually have basic inoculation. In my mind the 'win' condition of this catastrophe is to just survive. Anything further is merely an unnecessary cherry on top of the cake and I've yet to hear someone complain the cake was ruined because of no cherry. Our neighbours will be down for at least few, maybe several turns while we will keep grinding forward. We don't need to make large gambits with potential to fail.
 
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