jimwinsor wrote: ↑Fri Dec 06, 2019 4:17 am
Land Tax law - I almost never use because once you get your economy going properly, money is plentiful. If there was an option to LOWER taxes I would probably choose it every time.
Merchants and Patricians (x3) - One of the reasons money is so plentiful. Metal -> Money and Men -> Money are the two most often clicked buttons in the game for me.
Slave Markets / Exchanges - Obviously vital to the game. It is Interesting how there is a differing opinion on the best one to choose, however. Loki and others I notice prefer to sell slaves; I OTOH hate to part with any pop, because pops = slots and slots = more cool structures I can build. So I take my chances with merely redistributing most of the time, and try to deal with the extra disloyalty by different means.
Emergency levy - Infamous before it got nerfed slightly, by not allowing negative Legacy anymore. It mostly benefits the AI, who will not be shy to pull the trigger on this whenever they can. I think this decision is in a good space now.
Gather Mercenaries - I'm not sure how cost effective this decision really is, but when I'm rich (which is often) I love to use it anyways, just to see what wacky troops end up making an appearance at my capital. I just wish there was some way to give all of them the mercenary trait, so money maintenance would be realistically higher.
Gather food from the land - Until recently I never used this. But finally, in my Armenia PBEM game, it came in handy! Mountainous Armenia starts the game practically starving, and has to devote significant pop to food production in very marginal regions just to stay out of negative food. This of course prevents a quick economic breakout. Then it dawned on me ... lets feed the "army!" I put 1 skirmisher infantry in each of my regions, then Decided to "feed the army." Voila! Vast food stockpiles everywhere, and no worries of it being eaten up by newborn babies. Finally I could devote ALL my Armenian peasants to Public Works and other vital Infrastructure projects, as well as Sheep shacks, Salt and Smoke Houses, so I would never starve again. So aside from this rare edge case (which I imagine desert nations might find handy as well) I never use it.
Develop Infrastructures - I almost always pay for this if I have the cash. And if not, I'll even take the loyalty hit provided no region goes below 50. Early Infra growth is the key to economic success, IMO.
Gods of Old: Religious Ceremony - I'll almost always take this for the extra 5 loyalty, although if a region in unrest has a religious structure I will jump at the chance to quell the unrest instead.
Sanctification decree - What does this do again? If I can't recall it I guess I don't use it that much.
Dura Lex Sed Lex: Justice in Ancient Time - Often a lifesaver, this is the easiest way to clear a region of unrest. Because it is so useful for this and comes up rather rarely, I will save this until I do have unrest. If none comes up before the expiration date, then I make another selection before it vanishes. Whatever!
Impose common language and practices - Another one I cannot recall offhand what it does.
Elites conversion - Can't recall this one either.
Corn Law and health regulations - This is an interesting one! The free infrastructure is obviously quite powerful. Although you do have to be careful early game to make sure you have a nearby source of Salt; if not a waft of new Salthouses can bankrupt your fledgling nation. The 5% health bonus is a nice safe pick too. But late game I will usually go for the Minor Corn Law, for that extra pop in my cap. Like I said, pops = slots!
Slaves status and freedmen laws - It would seem making your slaves happier if almost always the right choice, but you should probably check up on all your Slave Market regions first. That slaver loyalty hit last a long time. It is interesting the AI chooses to whip the slaves a lot; this often works to their advantage if they are losing a war, and the regions you conquer are now seething with much extra disloyalty. Which seems to be a crafty strategy for a player to emulate if they find themselves losing territories ... might as well poison the wells as you fall back.
Citizenship status and state reforms - Most valuable for the government age reduction option.
Exploration Expedition x12 - I'll do these if feasible, 150 Legacy is definitely worth it.
Military Reform x6 - I'll obviously do all of these if I can afford them.
Seize commerce light ships - Free ships! Except you have to pay their maintenance of course. And a small loyalty hit in the port. So, not exactly free. You could also pay compensation, but paying in loyalty seems a better deal most of the time. So this is a great pick if you find yourself needing an insta-navy.
Buildings development focus - I usually go for Culture here.
Support Science and Culture - Super rare late game Decision I'm always happy to get.
Improve Trade Efficiency - Expensive as hell but I want it! The picks that boost Trade Range are my faves. I'll stockpile money just to have it ready to use on this Decision when it shows up.
Change our Civilization society (qualifier) - Again, a nice Decision to get when it comes along in the late game.