But we have to base it on something. Basing it on current potential demand, especially when said current potential demand is incredibly unlikely to materialize (full ironworks would kill us on tech costs), is perfectly valid for a five-ten turn horizon. At five turns, we will either have another true city which will allow us another policy, or we can re-evaluate our policy distribution based on any new developments.
But we have to base it on something. Basing it on current potential demand, especially when said current potential demand is incredibly unlikely to materialize (full ironworks would kill us on tech costs), is perfectly valid for a five-ten turn horizon. At five turns, we will either have another true city which will allow us another policy, or we can re-evaluate our policy distribution based on any new developments.
A cautionary note, five turns is at least 10 updates possibly more which at current update speed is more than two weeks real time. As is evidenced by the past twenty or so updates we've slipped into a style of play where big things are changing inside of a week so five turns is probably edging really hard on feasible prediction limits.
I meant before Redshore Ironworks, I'm trying to give a second opinion on the math and AN said the Expand Econ from this turn doesn't benefit from the Ironworks.
A cautionary note, five turns is at least 10 updates possibly more which at current update speed is more than two weeks real time. As is evidenced by the past twenty or so updates we've slipped into a style of play where big things are changing inside of a week so five turns is probably edging really hard on feasible prediction limits.
That's fair, but he's planning for the worst case scenario, not best case. While we could gain a new demand for charcoal in the form of a Mega or new project, we could also not be crazy and build every Ironworks possible.
I meant before Redshore Ironworks, I'm trying to give a second opinion on the math and AN said the Expand Econ from this turn doesn't benefit from the Ironworks.
I mean, Redshore is a birthplace of our intrigue network and its mayors had shadow network for two centuries. They know their tradecraft.
Edit: I am actually strongly in favor of squeezing Hunt Troublemakers somewhere during next few turns. Maybe for once we can find some problem before it blows up in our faces.
Edit: Ignore all this, because i am a dumb and read "redshore" as "blackmouth". Scroll down a few more posts to see AN confirm what system we're using (Block housing can make cities higher priority than capital, and block housing penalty is propagated, not cumulative), and a few more from that to see me post the correct current values, which are much simpler than this post)
Now that i'm awake and properly setup at my desk/laptop instead of just on phone, i'll get to the update math soon, to doublecheck the work others (bungie, primal, i think someone else?) has done. But for now, since i saw a lot of discussion on it, imma see if i cant figure out how the block housing affects the city list:
For a reminder, the way thresholds work is that each city "inherits" the threshold of the city above them, but takes a penalty for their position in the list equal to (X+2), where X is their position. The first city on the list has a base of 20, without the penalty (or, i suppose, you could say it has a base of 23, and takes the normal penalty, but it comes out to the same)
Assuming capital is always "first" on the list, even if thresholds say otherwise, and block housing penalty doesn't affect the capital. Also assuming that the "penalty" for not having block housing is applied only once, since inheritance will propagate it anyway.
Also, I found this in AN's post announcing the threshold changes way back when
In order for a candidate that is not already a True City to become one, you must have EE less than half its threshold. Stallionpen is thus not yet a True City.
Assuming @BungieONI 's math is right (as the first one i found in my search just now), we have 6 EE, and so all but LV would be active if this is how it works.
Alternatively, if block housing's penalty is cumulative:
-Valleyhome [Aqueduct, Baths, Sig. Walls, Capital, Palace] (25 EE Threshold)
[20 (Base) + 5 (Infrastructure) = 25]
Interestingly, this scenario produces the same thresholds for everything but valleyhome and blackmouth. Again, assuming Bungie/6 EE, all but LV active.
This scenario on the other hand is by far the worst for having lots of cities, and is the least likely imo...though once more assuming 6 EE stallion pen and up would be active.
...That was more math than i expected it to be So...update math will wait until i get a snack and let my brain refresh itself a bit
So... @Academia Nut which of these is accurate? ...And for that matter, are my assumptions on wall status for each city right? I know at some point LV will get walls by our policy, and there was a question recently about if stallion pen might have 2 layers of walls, 1 significant from pre-palace actions and 1 massive from post-palace.
Also, in case anyone is curious, here's the math written out for how things were last update, which i did to make sure i remembered things right:
-Valleyhome [Aqueduct, Baths, Sig. Walls, Capital, Palace] (25 EE Threshold)
[20 (Base) + 5 (Infrastructure) = 25]
-Blackmouth [Aqueduct, Baths, Governor's Palace, Sig. Walls?] (25 EE Threshold)
[25 (Inherit) - 4 (Penalty) + 4 (Infrastructure) = 25]
-Sacred Forest [Aqueduct, Sig. Walls] (22 EE Threshold)
[25 (Inherit) - 5 (Penalty) + 2 (Infrastructure) = 22]
Unless we go full London with mass burning of cheap quality coal, we'll be fine. And honestly, we don't have the industrial capability to make coal an issue.
on the off chance that someone were to border two policies with PiA or a derivative does that mean that both sides could suck in as many refugees as they wanted? Or is there a "ceiling" of some sort that would prevent a policy from immediately collapsing from the drain? For example if there were states willing to take the strain could something on the scale of the Germanic Migration be tanked by draining out the Stability from the incoming policies and absorbing the refugees that way?
in the description for baths it says "Any city with an aqueduct" does that simply mean any town with an aqueduct in it or does it need an actual True City which has spawned.
And i guess this means math for the update will wait until i have a soda or something else to wake up fully so i dont make a mistake like that again
And yeah, as @PrimalShadow says, bungi and pyro at least don't have the trade post -> colony corrections. Also, @Academia Nut just to be sure, does Econ 10 (+4) count for efficient economy? I assume not?
And yeah, as @PrimalShadow says, bungi and pyro at least don't have the trade post -> colony corrections. Also, @Academia Nut just to be sure, does Econ 10 (+4) count for efficient economy? I assume not?
And the status says "above econ 10", so my question was more "does the (+4) count as above?", but now that you mention that, and now that i check, yeah, the megaproject listing and the status are inconsistent...
So block housing acts as a net increase for the econ expansion of every other city that doesn't have one (+5-4). I wonder what would happen if blackmouth and redshore both had blockhouses? Would it be +5 for the first one, and then +5+5-4 for the second?
So block housing acts as a net increase for the econ expansion of every other city that doesn't have one (+5-4). I wonder what would happen if blackmouth and redshore both had blockhouses? Would it be +5 for the first one, and then +5+5-4 for the second?
Redshore having one actually decreases every other cities threshold, since as a free city its not in the inheritance chain. So we actually need to be rather careful of letting our free cities have too much block housing, since i imagine the penalty (and bonus) both stack...
And i guess this means math for the update will wait until i have a soda or something else to wake up fully so i dont make a mistake like that again
And yeah, as @PrimalShadow says, bungi and pyro at least don't have the trade post -> colony corrections. Also, @Academia Nut just to be sure, does Econ 10 (+4) count for efficient economy? I assume not?
Yep, seems you were right here. Can't say I'm not surprised, though I assume there's some reasonable limit based on our number of provinces and tech level. Regions can only support so many cities, after all.
Practically speaking, I'd assume the policies would prioritize aqueducts first since they provide the same benefits for no forest slots, but it still averages out to 1 forest per turn for an unknown period of time in the end. This could be be covered by our current forest passive and a Kiln action every six turns, but we'd cease to increase the gap. If we ever got to this point, I'd certainly be willing to put another passive on forest policy since we'd have an insane number of cities at that point due to all of the infrastructure.
This is a long ways off though, and in pretty uncharted territory (not needing to build more important crap. The dream) so we don't really know how infrastructure passives would behave at this point. We know they can theoretically build roads after all, even if they haven't yet. It could be that this is the point where they do. We may even decide to just switch all infrastructure passives by that point, thus reducing our need for tree drips. Hard to speculate that far.
Organizational
Centralization 7
Hierarchy 7
Religious Authority 8
Statuses King of the Hill: You are the most prestigious polity around, gaining you +1 Diplomacy a turn, but all other groups gain the 'Take the Crown' casus belli
Efficient Economy: +1 Wealth/turn while above Econ 10 Disrupted Trade - Pirate kingdom is causing a trade disruption and will do so until dealt with Urban Plague - Outside of the capital and free cities, the major urban centers have been largely abandoned due to plague, will begin repopulating one a turn, assuming EE sufficiently low Panem: All True Cities and Free Cities cost an additional -1 Econ each per turn as additional food is distributed to the urban poor. Urban Poor faction adds faction power to Urban challenge rolls
Now, due to the Trading Post -> Colony conversion, we have -1W, -1D, and +1E income per turn. We also have an effective (+1) wealth income from Efficient Economy. Taking that into account and extracting the stats we really care about, our current stat block is: