The Long Night Part One: Embers in the Dusk: A Planetary Governor Quest (43k) Complete Sequel Up

Investigate the Sea?

  • Yes

    Votes: 593 80.4%
  • No

    Votes: 145 19.6%

  • Total voters
    738
21 Voters currently.
Adhoc vote count started by Shard on Oct 28, 2019 at 3:13 AM, finished with 64 posts and 21 votes.
 
[X] Tech Level 7
Yeah I'm not going to support risking a big drop in relations and a reputation as an awful negotiator over a bit of extra time off hive upgrades. Auxillaries are...alright I suppose, might help with sieges or something though their small numbers likely makes it a Quartok situation where we can't actually deploy them. The mining assistance is not clear enough to properly asses, given that we already have have mining complexes and practically all our mining is done on the moon, it's either negligible or they bring out very rare gems or something.
 
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Given there is a civil war brewing between conservative reactionaries and progressives right now and this action has the potential to be called a political shit storm I do not see how this is out of context.
I will go to tech level 6 because non at all is not going to win at this rate.
7 Won't even cause any issues, 8 maybe, 10 would.

But that's in exchange for tons of actions. At some point you have to decide when the opinions of allies should bar you from seeking advantages. In this case the advantage is time not spent on construction (Somewhere like an entire hive per turn if fully exploited). It's a trade that actually costs us nothing materially, and unlike the Sirens where we traded human souls and later a WHOLE MINOR FAVOR (At a time we desperately needed favors) this one doesn't have any ethical or tactical quandaries being crossed.

Remember Diplomacy and Trade are not Zero-Sum games.
 
To summarize the options..

No Trade: I hate Trolls, don't give them anything.
TL 6: That mining thing is nice, and we get invaded approximately never.
TL 7: I want to trade as much as I can to the Trolls without risking any Diplo hits.
TL 8: Getting ~3 Action-Years per turn is worth the mild risk of a diplo hit.
TL 10: Getting 8 Action-Years per turn is absolutely worth the major diplo hit.

Action-Years: An expedite generates 1 Action-Year at the price of doubling costs.

We normally have 15 Action-Years per turn in the Adminstratum.
 
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