2 and our native from corvee, 3 total.
2.5 at best.

The primary thing is that we want those free megaprojects, so the actions are happening one way or the other. We can get it free and doubled, or lose one or the other depending on if it's done via FC passive or actions (player or province)

It's happening almost no matter what (barring massive crisis), we just waste more if we don't grab one. We need 18 progress and have only 15 incoming. Upping that to 21 would solve the problems nicely.
 
Baths, libraries, temples, and aqueducts are fine. What is not fine are block housing and ironworks.

Less so, marketplace, but we need marketplaces for wealth income so that we can actually fix issues. Gold mine will serve as a stay of execution but we need some sort of financial innovation, which we might get with a golden age if we are lucky.

What is also not fine is straining near the limit of our forests and forcing us to build more charcoal kiln to keep up.

It is also not fine that megaprojects are causing us to divert our focus from community health(which means that level 2 bath won't get built), but megaproject shinnies are hugely beneficial to us.
 
What do people think about turning both Valleyguard and Lower Valleyhome into Free Cities over the next couple of turns?
 
On another note.

There were growing concerns and fearful whispers that with the militias so depleted and the Banner Companies far from the core, the enemies of the People would surely pounce. Given that there were dark rumours that the trade mission the Heaven's Horse had sent out to the east out of concern for gathering danger had been wiped out by the Mountain Horse...

Is sending out the banners to get involved in a religious confluct really a good idea?
 
What is also not fine is straining near the limit of our forests and forcing us to build more charcoal kiln to keep up.
Leaving aside the infrastructure passive debate, not building Kilns isn't really an option. As a reminder, these are Efficient Charcoal Kilns. If we don't build them, we are still producing charcoal, just with the inefficient mound method. Not building them is tantamount to mismanaging the forests in the eyes of the priesthood, which is why they immediately pushed for mass adoption when we invented them.

You know, aside from the fact that they're amazing and we should be building them to the cap regardless of other factors.
 
On another note.



Is sending out the banners to get involved in a religious confluct really a good idea?

They are fanatics. Monotheist fanatics. They are not going to become religiously tolerant until after they fight three centuries worth of holy wars against everyone and themselves.

Remember, they were the one who called for violence against others.
 
Inserted tally
Adhoc vote count started by Ancient Scholar on Oct 20, 2017 at 5:26 AM, finished with 118614 posts and 58 votes.
 
Leaving aside the infrastructure passive debate, not building Kilns isn't really an option. As a reminder, these are Efficient Charcoal Kilns. If we don't build them, we are still producing charcoal, just with the inefficient mound method. Not building them is tantamount to mismanaging the forests in the eyes of the priesthood, which is why they immediately pushed for mass adoption when we invented them.

You know, aside from the fact that they're amazing and we should be building them to the cap regardless of other factors.

I change my opinion. We need to do both. Forest our territory and build kilns, because we're going to need it when demand kicks into overdrive.
 
It's amusing how we're flirting with a Golden Age one or two turns after we were flirting with our civilization totally falling apart.

whynotboth.jpg

2.5 at best.

The primary thing is that we want those free megaprojects, so the actions are happening one way or the other. We can get it free and doubled, or lose one or the other depending on if it's done via FC passive or actions (player or province)

It's happening almost no matter what (barring massive crisis), we just waste more if we don't grab one. We need 18 progress and have only 15 incoming. Upping that to 21 would solve the problems nicely.

Eh. It's 'within 2 turns', so even if Balanced does not do an action, provinces will do it.
Same goes for markets, I think: mix if Balanced and infras will do it within 3 turns.
Like....
IW2 need 6(?) progress, each market needs 3, market2 probably needs 6. We need 6 within 2 turns (easy) and another 12 within 3.
Each infra does 2 progress per turn, with total of 5 per turn.
So.
T1: IW2 5/6
T2: IW2 6/6, Market1.1 3/3, Market1.2 1/3
T3: Market1.2 3/3, Market2 4/6.
So, like, it needs literally 1 secondary by Balanced at any step and we are fine; or a Free City to chime in a couple of times. It's fine.
That's if it needs 6 progress. We do not know costs of Marketplace lvl2 and progress.
And I do nit know whether lvl2s are all extended ones.

So, I think the pace we have is just the sweet spot: not too slow (an average of a project per turn before we account fir FC poicies or active policy is fiine), not too fast.

And using policies for solving current qyests is misuse of policies anyway :V

I mean...in all honesty, I would not mind adding one more Infra if we added two more forestries - that would be 3 forestries per 4 infras as Yshuyn did, I am okay with it. But that'd take up 3 out of 5 upcoming slots, and we still need City Support, Vassal Support, intelligence gathering via both Skullduggery and Diplomacy and so on.
So I am fine with current leading policies set, honestly. Would not mind swapping Skullduggery for Agriculture just to check out all the passive drip policies, but it is sane and well-rounded.
 
Yeah, but the alternative is to intentionally make our cities horrible places to live. With our focus on public health, that seems ill advised, never mind the plagues it would cause from all the failed health rolls.

To be clear, aqueducts in random towns only increase the EE threshold by one for themselves alone, and our policies have never built baths outside of a city. The issue is that we need baths and aqueducts in our cities, and those trickle down to other city candidates, increasing their EE threshold.

If people don't want more cities, then they need to focus on keeping our EE up, not keeping our city infrastructure down.
Actually no, our policies have been accelerating city growth quite a bit, and we've been egging them along there. Note that while they hadn't built baths outside of cities yet, they HAVE been building aqueducts and palaces in cities that normally wouldn't have spawned yet.

So lets see our cities:
-Blackmouth
--Policy built a governor's palace, which began the process of forming a city, driving up population density, which led to building an aqueduct, which turned it into a city, which led to cities below it on the chain moving up.

-Sacred Forest
--It was already going to become a city due to all the pilgrims so the aqueducts and baths just filled a need.

-Stallion Pen
--Ever since they built a temple as a Subordinate it was going to become a city, so the aqueducts went in to fill a need.

-Valleyguard
--This is Policy inflicted, they weren't going to become a city candidate until policy put aqueduct in.

-Lower Valleyhome
--This is Policy inflicted, they weren't going to become a city candidate until policy put aqueduct in.

-Redshore
--This was becoming a True City regardless(we'd have saved a lot of pain making it the capital though), but while the policy only fulfilled a need in the aqueducts and baths, the Governor's Palace was a later addition.

-Redhills
--This was becoming a True City ever since we put the Ironworks in, the policy only filled the need.

They are fulfilling a need, but the needs fulfilled both generate new needs AND compound further issues. 4 out of our 8 city candidates were directly enabled by policy.
Yes and no.
Baths are straightforward - they consume fuel. The impact of it is discussed to death.
They are not Industry, but they strain our capacity to sustain it.
Liraries, salterns, gymnasiums - no question, sure. I don't recall them being built all too often - in fact, I do not think they've ever built saltern, though my memory is bad.

Walls, Block Housing, Temples and Palaces....weell, that one is trickier. They are not industry, but they give us yet more problems to deal with - namely, risk of disloyal city, governor, urban poor, redlining RA and so on. All problems of course manageable - but they do need to be mamaged.

Aqueducts increase chances of TS spawn, so they have, again, their drawback - namely, juggling all the cities.

Ironworks are industry: useful but catalyzes upheaval and carries costs (see second aqueduct just to keep water clean).

Marketplace: have not seen them yet in action, but likely has Ironworks-like costs throygh lens of money and trade. That is, again, societal upheaval, changed balance of powers, some issues with currency while we are strughling in vague direction of banking or so....

I think that's all?
Point is - yes, all the drawbacks are manageable. As long as they come one by one.

Now imagine if we had 6 policies. Imagine them building Ironworks in two different cities and us facing a choice not whether to build aqueduct 2, but in which city to build it and from which eat riots.

This is a crude example, but I hope it does translate my point: with current pace of policies we can keep up and solve issues in timely manner; the more policies we have, the harder it will be.
Yeah, basically. We're just FINALLY getting the natural brakes put on because the level 2s are revealed and will take more time to achieve.

Note that we have time to build all these things:
-Guilds we have 2 turns.
--Next Main turn the passives will build 3/6 of the ironworks, we make sure there's enough fuel for that. Redshore is very likely to commit it's 1 progress to this as well, it's Relevant To Their Interests.
--The Main turn after, the passives will build the last 3/6 or 2/6 of it. Or even 1/6 of it if Redshore will pony up their personal allotment twice. Quest completes and cashes out.

-Urban Poor have 3 turns
--Next turn nothing will be done for it unless Redhills feels like starting their own market 1/3. They might.
--The turn after, the passives will build 1/3 or 2/3 of it for Redshore. Redhills plugs away with their personal allotment to reach 2/3.
--The last turn of it, we spend a Main action for Redshore Market level 2, the passives will pay for the last progress of level 1, and Redhills finish their market too.

Not counting any mid turn or province actions taken.
We're fine.

Although dubbing them all 'industrialization' is a misnomer, apologies.
Urbanization would be more accurate.
It's not like the current problems wasn't anticipated!

All the way back when we first got infrastructure policy, I made it a point to highlight how the urbanization loop would inflict stress on our polity, fuel supplies, and that we'd need to develop coping mechanisms or burn.

AN all but explicitly said pretty much at the day we met them (or was it when they started pushing mercs button?) that they are riding sotta super duper efficient gimmuck which us going to blow them up once they stumble wrong way. Which is what happened: they were explicitly only civ in region who were able to outright blow up from nat1.
Mercs more or less. They have a trait specifically for getting unlimited mercenaries, and you don't get THAT without using a shitload of mercenaries first.
It's amusing how we're flirting with a Golden Age one or two turns after we were flirting with our civilization totally falling apart.
We're also flirting with our civilization totally falling apart at the same time.
 
Also, folks. Imagine how harder would the situation be if we captured Trelli. :V

Yeah, basically. We're just FINALLY getting the natural brakes put on because the level 2s are revealed and will take more time to achieve.

"Brakes" is a good word for what I want, thanks.

Also, I do not think we will neef our actions for market; your progress math uis different. Aren't we generating 5 progress point per turn?
 
Oh and a minor secondary point, which people may find funny.

Why are our cities spawning so quickly?
We've been converting our EE into forests to just barely keep up with industry.
In effect, 3 Infrastructure policies + 2 Forestry policies means that our EE threshold is moving closer by 2 towards New City every main turn.

So the current situation is the natural outcome of our previous policy configuration. On average we should be getting a new city every 3 turns or so.
Speeding up by 2 turns whenever we plant a cash crop, and slowing down whenever we found a new settlement, build mills integrate a subordinate or make Black Soil.

This is the result of our factions basically conspiring to spawn shitloads of cities!
 
Cities becoming more efficient or more able to take care of sanitation only encourage more growth and urbanization. We should aim for black soils to prevent more cities coming online.

It's like the Jevons Paradox apply to cities too! Though I am not sure if building more baths actually count as part of Jevons Paradox because it's more capacity and not necessarily more efficiency.

Actually, I think there's a right word for it: induced demand. Increase the supply of something, demand is going to increase.
 
Oh and a minor secondary point, which people may find funny.

Why are our cities spawning so quickly?
We've been converting our EE into forests to just barely keep up with industry.
In effect, 3 Infrastructure policies + 2 Forestry policies means that our EE threshold is moving closer by 2 towards New City every main turn.

So the current situation is the natural outcome of our previous policy configuration. On average we should be getting a new city every 3 turns or so.
Speeding up by 2 turns whenever we plant a cash crop, and slowing down whenever we found a new settlement, build mills integrate a subordinate or make Black Soil.

This is the result of our factions basically conspiring to spawn shitloads of cities!

So what you are sayibg is that we need Black Soil, new settlements and expansion passive? :V
 
[X] [Art] Sanitation is too important not to entrust to experts! (Several actions gain or increase their Tech costs, +1 Urban Poor power, ???)
[X] [HK] Offer to let them buy the Banner Company contracts
-[X] [HK] Show goodwill (Pay upkeep costs yourself but gain Diplomacy instead for duration of hire)
[X]Special: Forestry (+1 Sustainable Forest and -1 Econ Expansion/2 turns)
[X]City Support (2 True Cities have their maintenance paid for each turn) x1
[X]City Support (2 True Cities have their maintenance paid for each turn) x2
[X]City Support (2 True Cities have their maintenance paid for each turn) x3
[X]City Support (2 True Cities have their maintenance paid for each turn) x4

1 sustainable forest per turn, and city support to let us get free from the panem problem. If we do a lot of markeplaces after we get free from the wealth problem.
 
[X] [Art] Sanitation is too important not to entrust to experts! (Several actions gain or increase their Tech costs, +1 Urban Poor power, ???)
[X] [HK] Offer to let them buy the Banner Company contracts
-[X] [HK] Show goodwill (Pay upkeep costs yourself but gain Diplomacy instead for duration of hire)
[X]Special: Forestry (+1 Sustainable Forest and -1 Econ Expansion/2 turns)
[X]City Support (2 True Cities have their maintenance paid for each turn) x1
[X]City Support (2 True Cities have their maintenance paid for each turn) x2
[X]City Support (2 True Cities have their maintenance paid for each turn) x3
[X]City Support (2 True Cities have their maintenance paid for each turn) x4
 
[X]Special: Forestry (+1 Sustainable Forest and -1 Econ Expansion/2 turns)
[X]City Support (2 True Cities have their maintenance paid for each turn) x1
[X]City Support (2 True Cities have their maintenance paid for each turn) x2
[X]City Support (2 True Cities have their maintenance paid for each turn) x3
[X]City Support (2 True Cities have their maintenance paid for each turn) x4

I'm fairly certain that, after Ironworks 2, this would pay for more city upkeep than we currently have even with panem :V
 
Why are our cities spawning so quickly?
We've been converting our EE into forests to just barely keep up with industry.
In effect, 3 Infrastructure policies + 2 Forestry policies means that our EE threshold is moving closer by 2 towards New City every main turn.

Oh, I forgot about that.

That's going to be very problematic though.
 
I'm fairly certain that, after Ironworks 2, this would pay for more city upkeep than we currently have even with panem :V

That's 8 True cities worth of upkeep, so yes. :V

Talk about overkill.

Oh, I forgot about that.

That's going to be very problematic though.

Maybe we can slot in Expansion Policy x1 somewhere?

@Academia Nut , does expansion passive work by expanding internally or externally? Can it produce border friction and conflicts?
 
[X] [Art] The entire half-exile practice should be reviewed (-1 Stability, ???)
[X][Policy] Diplomacy (+1 Diplo/turn)
[X][Policy] Skullduggery (+1 Intrigue/turn, -2 Diplo)
[X][Policy] Special: Vassal Support (+1 Subordinate while active, increases Loyalty while active at less than full subordinates)
[X][Policy] Special: Forestry (+1 Sustainable Forest and -1 Econ Expansion/2 turns)
[X][Policy] City Support (2 True Cities have their maintenance paid for each turn)
[X] [HK] Offer to let them buy the Banner Company contracts
-[X] [HK] Show goodwill (Pay upkeep costs yourself but gain Diplomacy instead for duration of hire)
 
I'm fairly certain that, after Ironworks 2, this would pay for more city upkeep than we currently have even with panem :V
Actually just barely. After Ironworks 2 it provides +4 econ/turn, so 4x4 =16. We currently eat 13 econ/turn, so 3 of them wouldn't actually pay the full costs of the cities.


As to the prior argument... In 3 turns, infrastructure can get a main action's worth of progress at no stat cost. We have to pay 6 stats for the equivalent in addition to the main action.
If you're planning on taking the infrastructure anyway, you should expect to get almost two mains worth of value from it over the next three turns. That's just how efficient our doubled Infrastructure actions are: we boosted them via corvee labor, so they're much more powerful now.
 
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