We already know waht stability 2 is like, we've been there. It's the exact same as stability 1, except we can spend stability more.
Actually, our people seemed pretty solid. When something scary happened stability didn't drop like it usually did, it stayed the same.

[X] Dead Priests (One compatible value: The Greater Good)
[X] [Main] The Garden
[X][Secondary] Study Health
[X][Secondary] Study Health x2

Changing my mind. This will get us Stability 3 when it's completed, and it'll be completed soon. I want that. I really really want that. Hell, just this turn was a sterling example of why it's important to have a high buffer. Things might've been a lot worse if we hadn't rolled so amazingly well.
 
I love how where megaprojects used to be a thing that took generations upon generations and actually really strained our economy when we got attacked during one and now we're arguing about what's the most efficient path to 1-turn one :p
 
I'm sure Symphony helps, but why is there a need to rush it?

Risk has been shown in yellow numbers. We have seen no sign of that.
Why is it so important to get to stability 2 NOW when we can get it 1-2 turns later anyways by kicking Saltern?

Oh right, we could explode at any moment or take in -10 stability of refugees, so need to always be boosting stability! /pessimistic
 
[X] Dead Priests (One compatible value: The Greater Good)
[X] [Main] The Garden
[X][Secondary] Study Health
[X][Secondary] Study Health x2

The argument's swayed me over to getting the Garden done first. Start next turn with +2 Stab, as long as we don't kick or get a Cosmo trigger we'll finish the project at +3. Seems like a nice place to start the Saltern at, esp. if there's still lots of demand for the potion.
 
Strawmanning.

You don't get to arbitrarily decide why a group does something, especially if you aren't part of it.
How is what I said Strawmanning?

You worship Crow. You spend all your time building up your nest and gathering shinies.

The Major point I got from reading through dozens of pages of arguments for why hoarding knowledge was a good idea was... 'This way everyone else dies horribly and we can yoink their stuff!' Often with unrealistic views on the ability of other groups not to die off completely despite historical evidence to the contrary.

Also, of course I don't have mid control abilities over everyone... I am not the LAW. I do however have the ability to advice. Hazard of free speech is that people can absorb or deny advice at will. Quality regardless.
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.
Hypothermia notably.

Most detailed anatomical knowledge comes from blatantly illegal acts of science. Da Vinci made his ultra-famous anatomical drawings illegally. Ben Franklin had an illegal medical school... the basement has perhaps thousand of (grave robbed) corpses buried in the basement. They put a see-through floor in it so it was visable rather than sort out the pile and separately bury them all.

Before that people used diagrams of a vivisection of pigs and the 'poke and see the response' level study for human neurology and nerve study for like a millennium due to social norms.

Best to honor the sacrificed dead by not wasting the knowledge they provided.
 
Devoured for the knowledge your body provides hits two of the three faces. It'd make for a good death, especially if you're already soon to die.
 
Vote Tally : Paths of Civilization | Page 1130 | Sufficient Velocity
##### NetTally 1.8.3
[30] Dead Priests (One compatible value: The Greater Good)
[1] Highland Kingdom

——————————————————————————————————————————————Task: Main
[23][Main] Saltern
[9][Main] The Garden

——————————————————————————————————————————————Task: Kick
[12][Kick] Saltern
[5][Kick] The Garden
[3][Kick] Don't kick

——————————————————————————————————————————————Task: Secondary
[24][Secondary] Study Health
[21][Secondary] Study Health x2
[10][Secondary] New Settlement-Southshore
[7][Secondary] New Settlement-Southshore x2
[1][Secondary] Art Patronage
[1][Secondary] Art Patronage x2
Total No. of Voters: 34
 
[X] Dead Priests (One compatible value: The Greater Good)
[X] [Main] Saltern
[X][Secondary] Study Health
[X][Secondary] Study Health x2
[X] [Kick] Saltern
 
[X] Dead Priests (One compatible value: The Greater Good)
[X] [Main] Saltern
[X][Secondary] Study Health
[X][Secondary] Study Health x2
[X] [Kick] Saltern

I think something other than study health would be better but I can't think of anything and don't want to go to the effort to convince the thread.
 
we should probably start increasing food production again to get back to land of plenty mode and prepare more defenses
 
Gaining Southshore will gain us an extra action economy. 7 / 2 = 3.5 which is rounded up to 4 actions.

Edit: Fixed math.
 
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[X] Dead Priests (One compatible value: The Greater Good)
[X] [Main] Saltern
[X][Secondary] Study Health
[X][Secondary] Study Health x2
[X] [Kick] Saltern
 
I'm pretty sure we don't have a temporary Study Health bonus- the DPs will almost certainly leave once they're done teaching their knowledge. That knowledge will be carefully preserved, so it will last for as long as we do.

While Study Health is awesome and we should take it, we really should get better at doing everything first by getting more actions. Provinces are literally action-cost free in terms of stats (same as all other basic stat-improving actions), and after just 4 actions inputted, we get another action every single turn. Plus 2 econ and 2 mysticism, which is a huge bonus.
edit: After rereading the update, I was objectively wrong. These guys are immigrants.
Gaining Southshore will gain us an extra action economy.
We're currently at 5 provinces for 2.5 actions, rounding up to 3. The extra is from The Law.
 
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[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

The Thunder Horse translators said that the Dead Priest healers consider their lives part of the payment for what we gifted them. So they are pretty much set to stay until they've taught us everything they possibly can, which means they'll probably spend most of their lives with the Ymmri. Honestly, I'd expect at least one to defect as well.
 
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We already know waht stability 2 is like, we've been there. It's the exact same as stability 1, except we can spend stability more. And kicking it will still have us at stability two when it finishes due to Stewards
Stability 2 is supposed to be a buffer, not a license to spend. I want it there so when we do get stability hits, we have to deal with no additional problems
Are we really arguing over kicking the mega project now instead of next turn?

The only reasons people are citing is wanting to see what staying at 2 is like, and that there might be some new option to accelerate the project without stability. Both are ridiculous reasons.
Hardly ridiculous as we have seen actions accelerate projects before.
You know very well what yellow means.
Why is it so important to get to stability 2 NOW when we can get it 1-2 turns later anyways by kicking Saltern?

Oh right, we could explode at any moment or take in -10 stability of refugees, so need to always be boosting stability! /pessimistic
Again with the hysteria...
How is what I said Strawmanning?
And you try to defend your Strawmanning with more strawmanning.

Someone asks you a question, they want you to answer it. Not your next door neighbor.
 
Ok, this is why I don't take stability guys seriously. High stability is for so we can spend it on things like kicking megaprojects or LoO triggers, NOT for hoarding at all costs.
 
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