Keeping that true city up is going to be an absolute pain in the ass, isn't it?

[X][Main] Great Temple
[X][Main] New Trails

Instead of two secondaries. I suppose it's the same thing, but whatever.
Given how the tallier works, your two votes are competing for the Main slot. You're casting two ballots for Main and none for secondary.
 
Keeping that true city up is going to be an absolute pain in the ass, isn't it?

[X][Main] Great Temple
[X][Main] New Trails

Instead of two secondaries. I suppose it's the same thing, but whatever.
No it isn't the same because the AN uses the top main and top two secondary actions to decide what wins. Your vote as it currently is will be double voting for the main action of which there will only be one so your second vote is pointless.
 
Inserted tally
Adhoc vote count started by pblur on May 26, 2017 at 12:28 AM, finished with 41129 posts and 41 votes.
 
The temple and trails both cost economy, which will then trigger our true city and generate more econ slots, bringing us close to 10.
Actually consider how it'd work(generating a probable turn assuming Provinces consider impending Shaman shortage to be a big problem, Holy Site actions may be replaced if other urgent problems arise):
Turn start: Econ 12->11, Econ Slot 6->7, Mys 2->1, Dip 12->15
[Main] Temple: Econ 11->10, Art 11->10, Econ Slot 7->8
[Secondary] New Trails: -
[Secondary] New Trails x2: Econ 10->9, Dip 15->16, Econ Slot 8->9
Province Law Expand Economy Econ 9->13, Econ Slot 9->5
Province Study Stars: Mys 1->2
Province Expand Holy Site: -
Province Expand Holy Site x2: Econ 13->11, Econ Slot 5->6, Mys 2->4, Art 10->11
Turn end(overflow procs): Dip 16->14, Art 11->13

End state: Dip 14, Econ 11, Art 13, Econ Slot 6

That's the point of a True City, it means you don't need to stop to build new settlements for slots, as you will generally break even on slots every turn as long as you don't stop Expanding Economy.

Another thing to consider though: We might actually end up committing the next few turns to building the Great Temple.

I know, gee whiz, what a surprise.

But ever since we got the Law we've been one-turning megaprojects and I worry that people have forgotten how much of an action tax they are. Right now we have ... oh... 6 or 7 minor brushfires that we need to put out as a civilization, and if literally anything else comes in the middle bad times are going to be had.
Actually it's counting on it to take multiple turns to work on the problem. We don't need to rush EVERY megaproject, and we have Balanced policy as a powerful tool for general damage control
AN clarified that it reduces the margin, actually...
Unfortunate, but that just means one settlement will dip in and out of True City status, denying us the ability to turn Expand Forest into an Econ Slot reactor.
@veekie , we can take Temple next turn, after we are not at borderline bad (especially because of no kicking) negative Stability.

Next turn we'll be able to do a Policy switch to the megaproject support and rush the Temple.
Switching to Megaproject support policy is kind of missing the point anyway. Balanced is pretty much ideal for Econ and Mysticism taxes, as they take care of themselves.
 
[X] [Main] Great Temple
[X] [Secondary] Expand Holy Sites
[X] [Secondary] Change Policy - Megaproject Support
[X] [Kick] Great Temple

So, I don't really understand the push for New Trails. Do we need more Centralization at the moment? Can someone please explain it to me.
And we're going to go down to -1 Stability if we Kick it but I think we need it.

@Academia Nut, can part of the Great Temple be reserved for sacred tomes so we get a bonus to the Great Library?
 
I think we can all agree the provinces will be covering our shortfalls based on the current ongoing voting plan. Some with myth action, other with trail action.

I just hope they aren't feeling like expanding warriors or sailing/trade missions. :V That would throw all of our plans out the window. Hilarious tho.

Provinces act in our best interests. They'd be spending on Mysticism or backing us up.

Or walls maybe.
 
General
Diplomacy 12 (+2) [+1]
Economy 12 [-1]
Martial 11 {15} (partial over limit)

Stability
Stability 0 (neutral)
Legitimacy 3 (max)

Organizational
Centralization 2
Hierarchy 6

Cultural
Art 11
Mysticism 2 [-1]
Prestige 13

Wait - If both Diplomacy and Economy are overflowing, does that mean that Econ is converted to Myst?

So, I don't really understand the push for New Trails. Do we need more Centralization at the moment? Can someone please explain it to me.
Yes, 2 is alarmingly low - especially since True City leaves us more vulnerable to problems caused by low Centralisation.
 
Note that one way of solving the econ tax is a golden age. A golden age did 1 expand econ per turn; not sure how that interacts now that expand econ is twofer. Either way, it would both offset the maintenance cost and keep the slots low so it stays a true city.
 
Actually consider how it'd work(generating a probable turn assuming Provinces consider impending Shaman shortage to be a big problem, Holy Site actions may be replaced if other urgent problems arise):
Turn start: Econ 12->11, Econ Slot 6->7, Mys 2->1, Dip 12->15
[Main] Temple: Econ 11->10, Art 11->10, Econ Slot 7->8
[Secondary] New Trails: -
[Secondary] New Trails x2: Econ 10->9, Dip 15->16, Econ Slot 8->9
Province Law Expand Economy Econ 9->13, Econ Slot 9->5
Province Study Stars: Mys 1->2
Province Expand Holy Site: -
Province Expand Holy Site x2: Econ 13->11, Econ Slot 5->6, Mys 2->4, Art 10->11
Turn end(overflow procs): Dip 16->14, Art 11->13

End state: Dip 14, Econ 11, Art 13, Econ Slot 6

So from what I'm seeing, this gives us about 4 actions of leeway past this one turn. Actions which we need for: Stability, Walls, possibly War Missions, Forests, higher Centralization... oh dear looks like we have more needs than actions.
 
So, I don't really understand the push for New Trails. Do we need more Centralization at the moment? Can someone please explain it to me.

Reasons for Trails:
-New provinces and march have only dirt trails
-True City increases vulnerability to environmental damage, which is resisted by Centralization.
It's why they came to you for agriculture work and are going to ride their Golden Age as long as they can.
I see they learned the ST lesson.
 
We need mysticism and stab hopefully we can enter a golden age soon and start expanding east

Also the straw poll votes are
22 lowlands
21 east
5 steppes
 
I think we can all agree the provinces will be covering our shortfalls based on the current ongoing voting plan. Some with myth action, other with trail action.
IIRC, one of the reasons that provinces love to build new settlements is that it increases their power relative to that of the state. It logically follows that they will tend to avoid centralization increasing actions outside of special circumstances.
 
-New provinces and march have only dirt trails
-True City increases vulnerability to environmental damage, which is resisted by Centralization.
Everyone only had dirt trails, that's all we have. This just makes more and wider trails.
Improving Stability is super important right now, as is fixing Centralization. Enforce Law does both. (And solves Centralization far
more efficiently than Trails, too)
 
We need mysticism and stab hopefully we can enter a golden age soon and start expanding east

Also the straw poll votes are
22 lowlands
21 east
5 steppes
There's now a fourth option though. Build Tall. We no longer have a need to expand.

Not trying to say expansion is the wrong choice. But it's no longer the ONLY choice.
 
Why does everyone want New Trails to fix our Centralization problem? Our primary problem is weak lower management, not lack of communications. Enforce Law is perfect for that.

Right now because of your terrible logistics due to lacking a lot of technologies, transfers are unbelievably inefficient.
New trails also has additional effects, and it should improve other actions by improving our logistics.

[X] [Main] Great Temple
[X] [Secondary] New Trails
[X] [Secondary] New Trails x2
 
IIRC, one of the reasons that provinces love to build new settlements is that it increases their power relative to that of the state. It logically follows that they will tend to avoid centralization increasing actions outside of special circumstances.
Is there an AN citation on that? Or are you extrapolating from reallife?
 
Everyone only had dirt trails, that's all we have. This just makes more and wider trails.
Improving Stability is super important right now, as is fixing Centralization. Enforce Law does both. (And solves Centralization far
more efficiently than Trails, too)
I'm not terribly fussed either way. I do think our first main Trails since Iron is decently likely to give innovations.
 
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