Except the main purpose for a southshore settlement is new province. We can hold off one turn for study health, or if southshore is real important to you, vote for that. In this case, a half-measure like the one you're proposing is worse than tunnel-visioning on one thing.

Nope, purpose of south shore is saltern mega project. We currently don't know where the saltern will be located, so the more coastal area we have, the better the resulting choice of location.

And so called optimal path ruins a game.

Edit: Also can people stop using our stability like pennies? Positive stability is a necessary piece for our civilization to stay healthy.
 
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Oh, and as a side note, based on some of the stuff AN said before, I think Study Health upgrades have a chance to give more Econ Slots. Considering we got a large number of breakthroughs in addition to a major reward from the Dead Priests, I think that is where the bonus econ slots came from.
 
Strawmanning.

You don't get to arbitrarily decide why a group does something, especially if you aren't part of it.

[X] [Main] Saltern
[X][Secondary] Study Health
[X][Secondary] Study Health x2


Why the kick? I don't see why it would be necessary. Why not enjoy the Stability 2 we get next turn?
Eh, ensures we only need 2 turns at worst for this. I mean, if you don't want to kick it, that's fine.


Actually, if you don't want to kick it, vote that way with a [Kick]Don't Kick, since the way this works if a kick is voted unopposed it will win regardless
 
I wonder what happens to the con: many think you weak, if we did the war action. It would definitely prove then wrong. Would the con be negated?
 
Nope, purpose of south shore is saltern mega project. We currently don't know where the saltern will be located, so the more coastal area we have, the better the resulting choice of location.

And so called optimal path ruins a game.
Look, I'm not always an advocate of the optimal path, but putting a settlement in a potential province location without making a province, forcing us to main settlement there again to create a province is just wasteful, especially when we don't need to worry about econ slots at the moment.
 
[X] Dead Priests
[X] [Main] The Saltern
-[X][Kick] The Saltern
[X][Secondary] New Settlement-Southshore
[X][Secondary] New Settlement-Southshore x2

This is needed as by claiming a new province we go up to four provincial actions. That means that with mega project support enabled, that both of them will merge into a main. Thus when the bonus from Written Code of Laws activates, it will double a main action thus giving us much more benefit.

Thus for wonders you'd have the normal main action, the kick giving it a main action, and three main actions from the provinces combined with WCoL. This comes to five actions, and thus there's a pretty good chance we can get it on one go if some of our other traits like Harmony kick in due to the spiritual effects due to the health benefits of salt.

We can then go on a wonder train if that's what you guys are interested in as we'd be consistently rocking 4 main actions for wonders without even needing to kick, while still being able to spend our secondary actions as we please. This will allow us to complete most of them within either 1 or 2 turns.
 
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@Academia Nut is there a possible synergy bonus of using study health this turn since we just got the Book of Life or would it just function normally? Also how should people vote to not kick an action because as is even if the leading vote doesn't include kicking the tally will show [kick] votes with no anti-kick votes visble?
 
[X] Dead Priests
[X] [Main] The Saltern
-[X][Kick] The Saltern
[X][Secondary] New Settlement-Southshore
[X][Secondary] New Settlement-Southshore x2

This is needed as by claiming a new province we go up to four provincial actions. That means that with mega project support enabled, that both of them will merge into a main. Thus when the bonus from Written Code of Laws activates, it will double a main action thus giving us much more benefit.

Thus for wonders you'd have the normal main action, the kick giving it a main action, and three main actions from the provinces combined with WCoL. This comes to five actions, and thus there's a pretty good chance we can get it on one go if some of our other traits like Harmony kick in due to the spiritual effects due to the health benefits of salt.
Actually, our March doesn't count towards province actions, so we'd need one more after this to get a 4th action. Still, starting now has it's benefits
 
[X]Dead Priests (One compatible value: The Greater Good)
[X] [Main] The Garden
[X][Secondary] Study Health
[X][Secondary] Study Health x2
[X] [Kick] The Garden
 
[X] Dead Priests
[X] [Main] The Saltern
-[X][Kick] The Saltern
[X][Secondary] New Settlement-Southshore
[X][Secondary] New Settlement-Southshore x2
 
[X]Dead Priests
Sooo
#DeadPriest Alliance?
:p
They still have a wall of skulls, and all of the information they have gifted us was obtained through, shall we say inventive, ritualistic sacrifice. I'll remind everyone that many of our more inventive modern surgical practices and a great deal of medical knowledge were lifted from the likes of Mengele and his cohorts.
 
This is needed as by claiming a new province we go up to four provincial actions
We have 5 provinces, and get province_count/2 actions. We need 2 more provinces to get another action.

Also, we don't need that to get the Law to work on a main instead of a secondary. I'm expecting this turns province actoins to be:
2 actions combine into [Main] <megaproject>, then The Law doubles that to a double main
third action takes expand econ or something else that helps the megaproject

It's strictly better than the alternative of
1 action doubled by law into main megaproject
other 2 combine into another main megaproject

So i'd imagine @Academia Nut would do the former rather thna the latter.
 
[X] Dead Priests (One compatible value: The Greater Good)
[X] [Main] The Garden
[X] [Secondary] Study Health
[X] [Secondary] Study Health x2
 
[X]Dead Priests
[X][Main]The Saltern
-[X][Kick]The Saltern
[X][Secondary]New Settlement-Southshore
[X][Secondary]New Settlement-Southshorex2

While Study Health is tempting, I'd rather get going on those new provinces.
 
[X]Dead Priests

They still have a wall of skulls, and all of the information they have gifted us was obtained through, shall we say inventive, ritualistic sacrifice. I'll remind everyone that many of our more inventive modern surgical practices and a great deal of medical knowledge were lifted from the likes of Mengele and his cohorts.
I do like the parallels between their gift to us, which was built upon unwilling victims, and our gift to them, which was built upon entirely willing victims...because remember, we infected people with cholera to figure out how it worked, and a lot of them died "painfully, perhaps needlessly":

People volunteered to test treatments, and while far too many died - painfully, perhaps needlessly - these were losses against a foe greater than them, and more than one person passed on with a smile on their face as well as pained tears in their eyes - if their death meant the salvation of friends and family, then no matter how hideous it would be a good death. And with the shamans carefully tending to each new case, all confined to Lower Valleyhome, each death did bring some new little scrap of insight.

But yeah, i'm curious whether that tidbit was mentioned in the negaverse DP update, and how they responded to finding out that the damn Hill Folk are even better at human-resource medical research then them, to the point that we had people volunteering to die horribly for science :p
 
[X] Highland Kingdom
[X] [Main] The Saltern
-[X][Kick] The Saltern
[X][Secondary] Art Patronage
[X][Secondary] Art Patronage x2

We need more Art and Order Above All should have good synergy with the Law and Symphony.
 
Copper Mine - A source of copper is known within the People's territory, and it can be expanded to produce not just small amounts of the ore for art purposes, but into a full fledged mine, but the effects are currently unpleasant. Stability cost can be reduced if a way of mitigating the ecological damage can be developed.
*S: -3 Econ, +5 Econ next turn, other effects
*M: +3 Econ, other effects

NO STABILITY LOSS!! SQUEEE!!

Not kicking the garden?

Why again would we waste precious valuable HP for something like that? This isn't an emergency.
 
[X] Dead Priests (One compatible value: The Greater Good)
[X] [Main] Saltern
[X][Secondary] Study Health
[X][Secondary] Study Health x2
[X] [Kick] Saltern
 
Copper Mine - A source of copper is known within the People's territory, and it can be expanded to produce not just small amounts of the ore for art purposes, but into a full fledged mine, but the effects are currently unpleasant. Stability cost can be reduced if a way of mitigating the ecological damage can be developed.
*S: -3 Econ, +5 Econ next turn, other effects
*M: +3 Econ, other effects

NO STABILITY LOSS!! SQUEEE!!



Why again would we waste precious valuable HP for something like that? This isn't an emergency.
Well, if you don't want us kicking a megaproject, you're gonna need to vote [Kick] Don't Kick due to how the vote works
 
[X] Dead Priests
[X] [Main] The Saltern
[X][Secondary] New Settlement-Southshore
[X][Secondary] New Settlement-Southshore x2

Ultimately speaking, starting down the road towards an extra province action is likely more beneficial in my mind. I am also 100% convinced that we can't finish The Saltern in 4 actions, which is what a kick would put us up to, when we need 4-7 actions. As such, I feel it to be an outrageous waste of stability. Please don't do it people.

Meanwhile our methods of reliably raising stability are horrible, so I think we need to keep getting TGG until we actually get a good ability for it, so we have an emergency button for 2 stability.
 
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