I suspect the trail lovers are hoping for a technology improvement by doing double Main Trails. If everything works out with the challenge, I'd go with Main Trails, (Main) Library though.
 
If you care primarily about centralization use Enforce Law. That gives ~2 centralization per use, as opposed to 1 per trails. Also Main trails doesn't improve centralization any more than Secondary (and we have no clue what the Double Main will do, I suspect it just gives us even more diplo)
OK, you talked me down to a couple secondaries on different turns. Shouldn't be hard to squeeze in.

I'd rather not enforce law purely for it's stat benefits. If an update comes along complaining of corruption, on the other hand, sure. (Also, we have a lot of walls, which makes this harder.)
 
Yes, that's true, however, were unlikely to see the entirety of the cow population within our civ all become infected and gain immunity to cowpox. Reestablishing the ritual population will be necessary, but doable. Even if we do see our entire cow population gain immunity to cowpox, we are taking in nomad tribes that are bringing cattle. They were the original source.



Smallpox immunity is for life, but not smallpox immunity acquired through vaccinia.

The acquired immunity lasts for roughly five years. Our population is only immune to smallpox for as long as five years after we stop treatment. After that the immunity decreases for a further ten years. Additionally, even after that ten years there is still some level of antibody present that allows for a possible response, especially if the individual had multiple doses over their lifetime. However, this immunity isn't perfect, especially against the virulence of variola virus.

This is from the CDC page.


Vaccinia (Smallpox) Vaccine
Article:
VACCINIA VACCINE
Dryvax,® the vaccinia (smallpox) vaccine currently licensed in the United States, is a lyophilized, live-virus preparation of infectious vaccinia virus (Wyeth Laboratories, Inc., Marietta, Pennsylvania). Vaccinia vaccine does not contain smallpox (variola) virus. Previously, the vaccine had been prepared from calf lymph with a seed virus derived from the New York City Board of Health (NYCBOH) strain of vaccinia virus and has a minimum concentration of 108 pock-forming units (PFU)/ml. Vaccine was administered by using the multiple-puncture technique with a bifurcated needle. A reformulated vaccine, produced by using cell-culture techniques, is now being developed.

Vaccine Efficacy

Neutralizing antibodies induced by vaccinia vaccine are genus-specific and cross-protective for other Orthopoxviruses (e.g., monkeypox, cowpox, and variola viruses) (16--18). Although the efficacy of vaccinia vaccine has never been measured precisely during controlled trials, epidemiologic studies demonstrate that an increased level of protection against smallpox persists for <5 years after primary vaccination and substantial but waning immunity can persist for >10 years (19,20). Antibody levels after revaccination can remain high longer, conferring a greater period of immunity than occurs after primary vaccination alone (3,19). Administration of vaccinia vaccine within the first days after initial exposure to smallpox virus can reduce symptoms or prevent smallpox disease (2--4).

Although the level of antibody that protects against smallpox infection is unknown, after percutaneous administration of a standard dose of vaccinia vaccine, >95% of primary vaccinees (i.e., persons receiving their first dose of vaccine) will experience neutralizing or hemagglutination inhibition antibody at a titer of >1:10 (21). Neutralizing antibody titers of >1:10 persist among 75% of persons for 10 years after receiving second doses and <30 years after receiving three doses of vaccine (22,23). The level of antibody required for protection against vaccinia virus infection is unknown also. However, when lack of local skin response to revaccination with an appropriately administered and potent vaccine dose is used as an indication of immunity, <10% of persons with neutralizing titers of >1:10 exhibit a primary-type response at revaccination, compared with >30% of persons with titers <1:10 (24). Lack of major or primary-type reaction can indicate the presence of neutralizing antibody levels sufficient to prevent viral replication, although it can also indicate unsuccessful vaccination because of improper administration or less potent vaccine.

I was looking exactly that up last night, but my google-fu failed me. That makes me feel much better about the bandwagon.

I... still think forest is better though. But Warding actually has a good shot with that info.
 
I am not in a particular hurry to complete the requirement for a golden age. It gets progressively harder the more we do it. Therefore, it's not a priority for me. .
Regarding the idea that golden ages get harder, the closest I can find is:
Yes, there is a degree of cool down, at the very least you need to wait a while before you would get another Prestige boost from starting a Golden Age.

Cooldown != harder though; it's just to keep us from gaming going in and out repeatedly.
 
Once again, I don't want to use Enforce Law, because I want the opportunity to build Roman or Inca quality roads.
We need better building techniques first. Grand Dam or a Golden Age is your best bet for getting that. (Since either one forces innovation. Econ+Diplo+Martial is probably the best if you're looking for construction improvements, and that's what we've got this time (last time was Art+Mysticism which metal studies is related to)) Trails now is mostly just more of what we have right now.

I'd rather not enforce law purely for it's stat benefits. If an update comes along complaining of corruption, on the other hand, sure.
Things have been kind of blah, general mediocre lower level management? The king can't really tell, there's just a sort of malaise.
"General mediocre lower level management" is an indication that corruption is likely to be incoming soon, and we should raise centralization to deal with it somehow, be it via Enforce Law or Trails.

We can do double main trail at least once. It will put us in the yellow, but that's OK.
Double Mains have nonlinear effects. It's highly likely that it won't provide more centralization, instead being more diplo as we build trails to our neighbors.
 
If we are going to use Enforce Law, we do it to enforce the law, not any effect it may have on centralization.
Huh?

Enforce Law - The king is a servant of the law, and he can use the army to remind people of that fact
* S: 0 to 1 Stability, +1-3 Centralization
* M: 0 to 1 Stability, greater odds of stability gain, +2-3 Centralization
* the more settlements with walls outside of the capital, particularly large walls, the less effective this action is

It says it about overall effectiveness of action, which presumably includes, well, enforcing law.
 
With how we really like our walls (which is not wrong by any means) Enforce Law probably won't be very effective.
A lot of people want a lot more walls in the medium-short term (and I'm fine with that, they're useful). As such we should Enforce Law soon, as we will be building defenses faster than we expand.

If we are going to use Enforce Law, we do it to enforce the law, not any effect it may have on centralization.
Enforce Law's text makes it sound a lot more like it's a show of force/display. Restore Order is what we use to actually enforce the law where we make those who disrupt harmony disappear. Enforce Law just makes people want to follow the law more since we have a cool army and will help them. (As opposed to Enforce Authority, where we have a scary army and they don't want to become our enemy)
 
I'd like to do double main trails for two reasons personally. One, we've never done a double main on the same thing, I believe, and new trails is one of those things that I can see it being beneficial to do so. I mean, what are the negatives of building more roads?

Two, massive road building will likely give the tech increase to make our roads better in the future. We won't hit roman level bullshit roads, most likely, but we'd still see a pretty good improvement I suspect.
 
[X] Look around for more reasonable people (Main Sailing Mission)
[X] Main provinces (Chance of stability loss, +2 Econ)
[X] Challenge the validity of the Sacred Forest (???)

I don't think we've ever done a Sailing Mission, nevermind a main one, so I actually like this option the best. I think the Salt Gift would be a much better option than the trade missions, since we visit all of our neighbours with that option, instead of just the two major powers.

Settling the nomads in the main provinces avoids enhancing cultural drift in the marches.

Finally, for the challenge, either the Sacred Warding or Forest would be fine. Sacred Forest is our oldest wonder, I'd imagine that over the centuries a lot of cruft has accumulated and we've advanced quite far from when we first completed it. Looking at it closely could provide extra benefits and improvements. While the Sacred Warding might be easier to prove, we aren't likely to find any major improvements to our methods by looking at it. I see far more potential benefits to looking at the Sacred Forest again. It'll also make us take the Study Forest action and that's the most neglected of all the study actions.
 
Do not underestimate the effects of roads on civilization.

Entire cities rose and fell due to roads.
Be it a new road with towns rising up to service the travlers and perhaps a whole city if the volume of traffic or commerce is sufficient.

The building of new roads also caused the collapse of many a proud and ancient commercial city, as commerce left and made use of quicker roads.
And it is with roads that great armies traveled great distances in record time with supply trains in tow.

Roads made the Roman empire possible, they were its viens, in which troops and coins flowed.


And Most importantly: paved roads are a damn sight prettier than dirt trails.
 
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I'd like to do double main trails for two reasons personally. One, we've never done a double main on the same thing, I believe, and new trails is one of those things that I can see it being beneficial to do so. I mean, what are the negatives of building more roads?

Two, massive road building will likely give the tech increase to make our roads better in the future. We won't hit roman level bullshit roads, most likely, but we'd still see a pretty good improvement I suspect.

Given that we have proliferation of civilian metal tools and all, I am not sure Trails are all that unlikely to jump in quality.
 
One, we've never done a double main on the same thing, I believe
Meanwhile, if I was to pick the shiny we go for - our civ is in the process of a pointed demonstration as to why the Library is valuable. There's a decent chance we'll get bonuses for starting it immediately - in which case, double-maining anything won't be happening for a few turns.

And I'm not willing to put off raising centralization in the hopes of preserving the opportunity for a different shiny.
 
Another point is that golden ages boost innovation. Maybe we should wait on double main road till after triggering a golden age
 
Meanwhile, if I was to pick the shiny we go for - our civ is in the process of a pointed demonstration as to why the Library is valuable. There's a decent chance we'll get bonuses for starting it immediately - in which case, double-maining anything won't be happening for a few turns.

And I'm not willing to put off raising centralization in the hopes of preserving the opportunity for a different shiny.

The sooner we max out art, the sooner we can finish the Library project faster, which roadbuilding will help us do.
 
I'd like to do double main trails for two reasons personally. One, we've never done a double main on the same thing, I believe, and new trails is one of those things that I can see it being beneficial to do so. I mean, what are the negatives of building more roads?

Two, massive road building will likely give the tech increase to make our roads better in the future. We won't hit roman level bullshit roads, most likely, but we'd still see a pretty good improvement I suspect.
We've seen our provinces do Double Main Expand Economy (linear effects) and Double Main Build Walls (triggers Canal, pre-iron cost 2 econ, now likely costs 3 or 4). We've also done double- and triple-megaproject, and the triple triggered Symphony and gave us 4 Mains' worth of progress, nothing special on the double from that but we had a hero providing double progress the whole time so we got linear 4 mains.

None of them triggered an innovation.
 
The sooner we max out art, the sooner we can finish the Library project faster
We're at 11 art. With the diplomacy overflow our trade missions are likely to get us, it's almost certainly going to be maxed out in a turn whatever we do.

And in any case faffing about trying to max out Art when Mysticism is the actual limiter on how fast we can build the Library is an utter waste of time. Just start the Library and leave Policy on Balanced, we'll get what we need.
 
We've seen our provinces do Double Main Expand Economy (linear effects) and Double Main Build Walls (triggers Canal, pre-iron cost 2 econ, now likely costs 3 or 4). We've also done double- and triple-megaproject, and the triple triggered Symphony and gave us 4 Mains' worth of progress, nothing special on the double from that but we had a hero providing double progress the whole time so we got linear 4 mains.

None of them triggered an innovation.

Double main wall did walls with integrated towers.
 
Meanwhile, if I was to pick the shiny we go for - our civ is in the process of a pointed demonstration as to why the Library is valuable. There's a decent chance we'll get bonuses for starting it immediately - in which case, double-maining anything won't be happening for a few turns.

And I'm not willing to put off raising centralization in the hopes of preserving the opportunity for a different shiny.

Thing is, with the Policy Megaproject, we can build Library in....4-6 actions => 1 Main, 3 Provincial(?), 1 from Symphony, maybe kick to make sure - in 1 turn.
While having another Secondary to, for example, plop down a vineyard and go for double Main Trails turn after next, with provinces hopefully doing free switch (and if not, Expand Econs are fine too).
 
We've seen our provinces do Double Main Expand Economy (linear effects) and Double Main Build Walls (triggers Canal, pre-iron cost 2 econ, now likely costs 3 or 4). We've also done double- and triple-megaproject, and the triple triggered Symphony and gave us 4 Mains' worth of progress, nothing special on the double from that but we had a hero providing double progress the whole time so we got linear 4 mains.

None of them triggered an innovation.
Province actions don't count or me, they are somewhat inferior compared to our main actions. And Megaprojects already give innovations, so I imagine the threshold is higher there, if it is actually even possible. I mean, we did get the rush builder legacy from building megaprojects so fast, so that might be what we get instead.

Double trails just seems like something that could give some pretty cool advancements, and if it doesn't, it still gives us a shitload of roads to make travel easier.
 
We're at 11 art. With the diplomacy overflow our trade missions are likely to get us, it's almost certainly going to be maxed out in a turn whatever we do.

And in any case faffing about trying to max out Art when Mysticism is the actual limiter on how fast we can build the Library is an utter waste of time. Just start the Library and leave Policy on Balanced, we'll get what we need.

By overflowing art, we get an additional mysticism to speed up the project.
 
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