While that is certainly correct I think it is important to remember that shipping capacity wasn't the only consideration when it came to ships. A major worry was also pirates and the like, especially in the earlier eras but it remained a threat throughout the ages, so choosing a more military capable ship wasn't the worst of ideas.

Pirates don't have warships either unless they are military deserters. And even then a Bireme or Triereme are bad pirate vessels because you don't want to ram your prize and those ships are basically built to be ocean going rams. That destroys the valuable target ship and its cargo.

So it basically comes down to whose ship is faster (usually the pirates because using rowers isn't economical on a merchant vessel and rowing is faster than sailing in tactical distance) and who has the bigger crew. And a big, round hulled merchant vessel can carry a bigger crew than a Bireme.
 
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Pirates don't have warships either unless they are military deserters. And even then a Bireme or Triereme are bad pirate vessels because you don't want to ram your prize and those ships are basically built to be ocean going rams. That destroys the valuable ship and its cargo.

So it basically comes down to whose ship is faster (usually the pirates because using rowers isn't economical on a merchant vessel and rowing is faster than sailing in tactical distance) and who has the bigger crew. And a big, round hulled merchant vessel can carry a bigger crew than a Bireme.

And this is why catamarans are pretty amazing pirate vessels. Losing the monopoly on manufacturing them would be a huge blow.
 
Pirates don't have warships either unless they are military deserters. And even then a Bireme or Triereme are bad pirate vessels because you don't want to ram your prize and those ships are basically built to be ocean going rams. That destroys the valuable target ship and its cargo.

So it basically comes down to whose ship is faster (usually the pirates because using rowers isn't economical on a merchant vessel and rowing is faster than sailing in tactical distance) and who has the bigger crew. And a big, round hulled merchant vessel can carry a bigger crew than a Bireme.

I would suggest you look at for example the time around the persian wars because you will quickly find that many of the pirates did indeed posses quite the advanced ships and that you opinion of those type of ships being unsuited for piracy wasn't really shared by the people living then.

While they might not have been the most common one they certainly weren't that rare either.

(Also it is not like bireme are that massive either...)
 
While that is certainly correct I think it is important to remember that shipping capacity wasn't the only consideration when it came to ships. A major worry was also pirates and the like, especially in the earlier eras but it remained a threat throughout the ages, so choosing a more military capable ship wasn't the worst of ideas.

Plus when it comes to luxury goods space is also less important and there is also the consideration that rowing (generally a disadvantage since you need to pay or at least feed your rowers) can be useful in a sea like the med where the summer period, normally the best time for ships, is famous for having "calm" periods with no wind.
The Bireme/Trireme line were pretty much built for short distance high acceleration however. The whole design was just plain bad for shipping. Even defensively, because the thing making a Trireme good at warfare ALSO makes it shitty at cargo , so when you convert the rower banks into cargo space you just wind up with a less seaworthy, less fast bulk carrier. And if you don't convert you'd be using up most of the cargo space just feeding your crew.

As per IC statements, if you wanted to ship a lot of goods securely, you used:
-Lots of catamarans. Make speed of transfer your key. This was of course ridiculously expensive and inefficient, though very fast, it's more or less just for war materials.
-A fleet of large tradesman longships/galleys escorted by several warships. Depending on your naval doctrine you could use primarily catamaran escorts(which would follow similar strategies to a steppe caravan escort, war catamarans playing as outriders to spot enemies early and have the traders detour around the threat while skirmishers occupy enemies) for better speed, or center the fleet around a couple of triremes, which slows the overall convoy, but is a powerful deterrent unless they outnumber you.
And this is why catamarans are pretty amazing pirate vessels. Losing the monopoly on manufacturing them would be a huge blow.

Fortunately manufacturing large catamarans was pretty difficult for a pirate port, and likewise with maintaining the skills to use them. The amount of Wealth we casually spend every turn would make most regional kings weep.
If we were to lose Catamarans to someone else it's most likely an outright fracture(they were amazing designs, but they just don't fit the strategic naval doctrine of most parties on the region due to expense).

I'm very enthused to see Naval Ballista show up once we finally build some warships. They turn War Catamaran from recon and blockade runners to gunboats.
 
Yes, we can finally drive-by triremes. Whoosh whoosh gurgle gurgle mofos.
Naw, we're at torsion ballistas.

More like suddenly a rock at Sufficient Velocity punches through the hull and through a couple of rowers, causing panic and loss of coordination.
Its more the morale effect until someone is crazy enough to launch alchemical fire bombs through that.
 
Hmm.

Article:
Ironworks [Guilds] - Huge, centralized centers of iron production, these facilities make high quality iron tools cheaper and more widely available. Every facility adds +1 Econ, -1 EE, -1 Tech to the Expand Economy action. Level 2 and higher also increase the effect of Agriculture and City Support policies at the cost of additional Tech. Level 3 increases City Maintenance by 1 Econ a turn, but produces 1 Tech/turn and changes certain action costs. Each level increases City Attraction by 1. Every {S} cost 3 Econ and 3 Tech for 3 progress, and each completed level of Ironworks also consume an additional 2 sustainable forest. Valleyhome (0/3), Redshore (0/9), Redhills (MP), Blackmouth (0/3)


Ironwork Level 1: +1 Econ, -1 Expansion, -1 Tech to Expand Econ. Each level increases City Attraction by 1. Consumes 2 forest.

Ironwork Level 2: Same effects as Level 1 plus +2 Econ, -2 Expansion, -1 Tech to both City Support and Agriculture policies. Consumes 4 forest, adding 2 onto the previous amount.

Ironwork Level 3: Same effects as Level 1 and 2, increases city maintenance for the city it is built in by 1, produces 1 Tech a turn, changes certain action costs. Consumes 6 forest, adding 2 onto the previous amount.


Looking at it, by itself Level 1 is pretty shite past a certain point from a "we have to pay for this" perspective while in basically most other ways its fine(i.e narrative and up to a point making Expand Econ great). Whenever it overwhelms our ability to easily pay for tech basically, it becomes troublesome. Now given that actions change as we use them and/or make innovations this may not stay constant. Putting down many Level 1's may or may not make this level better. I don't really care if it does, we have to build more of them to get later levels anyway. (Note: We also have indications that IW's affect our disease and city health rolls negatively through dirtiness and pollution)

Now level two is interesting. It gives +2 Econ for -1 Tech to a passive policy, which is a better trade over than what happens to Expand Econ. So in the hypothetical idea that we went for an IW 2 in Redhills and Redshore instead of the IW 3 and IW 1 we have right now our Expand Econ action would be +6 Econ, -6 Expansion, -2 Tech; Agriculture would be +5 Econ, -5 Expansion, -2 Tech. City Support would be +6 Econ offset for -2 Tech.

If we had three level 2's it would be +7 Econ, -7 Expansion, -3 Tech for Expand Econ; Agriculture would be +7 Econ, -7 Expansion, -3 Tech. City Support would be +8 Econ for -3 Tech.
If we had four then it becomes +8 Econ, -8 Expansion, -4 Tech for Expand Econ; Agriculture would be +9 Econ, -9 Expansion, -4 Tech. So eventually it outpaces Expand Econ taken as an action and then the difference keeps growing if nothing changes to shift it back. City Support is pushed to +10 Econ offset for -4 Tech.

So lots of level 2 make City Support rather interesting and make Agriculture competitive at enough of them.

Now what happens if we have two level 3's? Expand Econ is +6 Econ, -6 Expansion, -2 Tech. Agriculture is +5 Econ, -5 Expansion, -2 Tech. City Support is +6 Econ offset for -2 Tech. However we have +2 Tech income, which offsets the Tech cost of both Agriculture and City Support, and offsets half the tech cost of a Main Expand Econ. The +1 Maintenance offsets a bit of the gains from City Support and/or Agriculture.

With three level 3's, Expand Econ is +7 Econ, -7 Expansion, -3 Tech. Agriculture is +7 Econ, -7 Expansion, -3 Tech. City Support is +8 Econ for -3 Tech. We have a Tech income of +3/turn. So Main Expand Econ is half paid, but one agriculture is paid for.

The issue here is that it's one policy usually covered. Doing both a Agriculture and City Support boosted by two IW 3's is -2 Tech overall. With three IW 3's(which requires three level 3 cities) its -3 Tech overall. Not counting refunds(I haven't been by the way).

Now a factor here is that higher levels of IW require higher level cities. Two level two IW's would require two level 2 cities. Which is -6 Econ and a full City Support policy. Three Level 2 cities is -9 Econ per turn, and City Support boosted by three IW 2's covers 8 of that, so Agriculture would have to pay for 1 leaving a net Econ income of +6. This is made worse by putting IW 3+ into normal cities since it boosts their maintenance. Offsetting this requires making those cities into a Free City.

Redshore with IW 3 costs 4 Econ a turn(1 from Panem, 2 as a level 2 and 3 city, 1 from IW 3). Our current Agriculture policy looks like +3 Econ, -3 Expansion, -1 Tech and City Support is +4 Econ offset for -1 Tech. We also now have +1 Tech income. Our total Tech income is [+2-1].

So building these things tall, in a Free City especially, seems to help. My first course to unfucking our Econ generation would be upgrading Redhills and turning it into a Free City, but its not well located for that so there's not much I can do there. Blackmouth however could be another option. What would turning it into a Free City, upgrading it to a level 3 city and building a Level 3 IW do for us?

Expand Econ becomes +7 Econ, -7 Expansion, -3 Tech. Agriculture becomes +5 Econ, -5 Expansion, -2 Tech. City Support becomes +6 Econ offset for -2 Tech. Our city maintenance is -8 + 6 for a net of -2. Take that 2 from Agriculture to make it net +3 Econ if we have that going too. Net Tech income from having two IW 3's and an Agriculture and City Support policy going is -2 Tech. When refunds apply that turns into -2(+1) Tech.

Hmmmmmm... if the upgrade to Arsenals gives us a tech refund of 1/palace we go from 1.5 refund to 3. That would cover most of what IW 3's do/require.

Speculation time now, I'm wondering if IW 4 may or may not allow for Tech Refund. I'm not entirely sure how it would, possibly through some kind of workflow efficiency letting the Artisans have more time.

Conclusions wise I am interested in building and then upgrading an IW in another city besides Redshore. Maybe Upper Valleyhome after we complete the Canal. Maybe in Blackmouth. It seems like stacking these things is much more useful than just having tons of little ones dotted around. There may or may not be innovations as we build more of the various levels which make those levels better. There definitely seems to be some form of pressure to switch from Expand Econ to something else past a certain number of level 2 Ironworks.





E: Ignore all of this. The exact cumulative nature was not quantified in a way I understood. Time to redo!
 
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When people stop making false claims about mechanics, I'll stop correcting them.


From what I can tell, you are fundamentally not seeing what I've written, whether it is because you are too stuck during in you own frame of reference or just not paying attention.

Please actually READ what I'm saying, instead of attaching claims I didn't make.

I never claimed Ironworks wouldn't start being useful in the future as or Support Artisans couldn't be made to work eventually. I never even claimed Ironworks are bad. I've said:

I would have thought the claim was practically obvious, but you keep disagreeing. So until you actually start addressing my points instead of whatever made-up straw-men you imagination has conjured, I'm done with this discussion.


No one is saying that considering the narrative shouldn't be an important part of planning. But thinking that something that badly screw up our stat economy is NOT bad for us mechanically is either delusional or misreading the question, absolutely regardless of What we think SHOULD be happening based on words of AN or historic precedent.

You didn't explicitly say ironworks 1 until your very last post, and my posts were clearly about the effects of ironworks as a whole. As a reminder:

Basically, the general trend is that, due to Ironworks providing more econ per tech for passives than it does Expand Econ, as we get more, we're incentivized to transition away from manually performing farming actions to doing it passively. This makes sense narratively, since we've kind of teched past farming being a conscious effort at that point. Expand Econ becomes an emergency farm ALL the things button. Not needing to Double Main Expand Econ every turn would save us a lot of actions.

I repeatedly made points about the need to build tall for ironworks and how that will effect our actions, which you responded to a fair bit. If your entire point was that IW1 are bad, then we were talking about different things. Seeing as you were responding to my points about passives and IW2+, I assumed you understood the main thrust of my posts. Your response wasn't immediately, "But IW1 are bad."

You talk about being stuck in my own frame of reference, but what am I supposed to think in that situation? I was very clearly talking about IW2+ and passives, so I would assume your responses are pertaining to that. Narrowing it down to IW1 at the very end ignores the majority of what was discussed, so I think it's pretty understandable that I didn't think you were simply talking about that. I was always talking about ironworks as a whole, and therefor took your comments about ironworks to mean the same. If there was miscommunication, then I was not the only one party to it.

Should I have paid more specific attention to your emphasis on IW1 in your last post? Yes. My apologies for that. That's a two way street though, and if that's all you were saying, then you weren't seeing my points either. If you had, you would see that I don't fundamentally disagree with the fact that IW1 effects are inefficient, since I said this trends us away from Expand Econ in my very first post. But as I said repeatedly, I think this is working as intended. I don't see us phasing out an action as inherently broken or problematic, which you seem to.
 
Ironwork Level 1: +1 Econ, -1 Expansion, -1 Tech to Expand Econ. Each level increases City Attraction by 1. Consumes 2 forest.

Ironwork Level 2: Same effects as Level 1 plus +2 Econ, -2 Expansion, -1 Tech to both City Support and Agriculture policies. Consumes 4 forest.

Ironwork Level 3: Same effects as Level 1 and 2, increases city maintenance for the city it is built in by 1, produces 1 Tech a turn, changes certain action costs. Consumes 6 forest.
I think you misunderstood how it works, particularly in the forests.

Ironworks 1 is as you stated.

Ironworks 2 adds those effects. The total result is the sum of both the 1 and the 2. Thus, ending up as:
1) Expand Econ +2 econ, -2 Tech
2) +2 City Attraction
3) Policies get +2 econ, -1 Tech
4) 4 Forests used

Ironworks 3 totals as:
1) Expand +3 econ, -3 tech
2) +3 City Attraction
3) Policies get +4 econ, -2 Tech
4) 6 Forests used
5) -1 econ/turn, +1 tech/turn
6) modified action costs

With 3 level 3 Ironworks, (which costs (3+6+9)x3=54 progress) we'd be taking -9 tech per Expand Econ action.
 
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So building these things tall, in a Free City especially, seems to help. My first course to unfucking our Econ generation would be upgrading Redhills and turning it into a Free City, but its not well located for that so there's not much I can do there.
...Redhills is already a Free City.

Hmmmmmm... if the upgrade to Arsenals gives us a tech refund of 1/palace we go from 1.5 refund to 3. That would cover most of what IW 3's do/require.
There is no way we will get that. We might get +1 Tech per palace per turn from the upgrade, but no way we are getting our tech refund doubled. It doesn't fit the pattern we've seen so far.
 
More Governor's Palaces seems to be the way to get more Tech refunds.

With our traits it is practically impossible to keep a monopoly on anything.

Copying catamarans and the skill to be a catamaran sailor would be really hard. This is only getting harder and harder as our general material sciences get better and better. By now we should be using case hardened parts for the connection joints. We will probably also be using very carefully selected cuts of wood from specific trees, probably treated and used with specific glues to make engineered composites.

The design will then have been pushed closer to the edge to match. If you tried to make a copy out of inferior materials, or without understand the precise process required to make and maintain them, it would probably disintegrate with the first strong gust of wind.
 
1) Expand Econ +2 econ, -2 Tech
2) +2 City Attraction
3) Policies get +2 econ, -1 Tech
4) 4 Forests used
This does not match up to what our Expand Econ action does. With Steelblooded we have +4 Econ, -4 Expansion in Expand Econ base. Right now we had +6 Econ, -6 Expansion from our Expand Econ with a Ironwork 2 and a Ironwork 1. If what you say was the case it should've been +7 Econ, -7 Expansion and -3 Tech. (The tech cost here is the really telling part) So I have to assume it works like I think it does.

...Redhills is already a Free City.


There is no way we will get that. We might get +1 Tech per palace per turn from the upgrade, but no way we are getting our tech refund doubled. It doesn't fit the pattern we've seen so far.
Whoops. Forgot it was. :p

I ain't claiming we would. It'd be nice though.
 
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This does not match up to what our Expand Econ action does. With Steelblooded we have +4 Econ, -4 Expansion in Expand Econ base. Right now we had +6 Econ, -6 Expansion from our Expand Econ with a Ironwork 2 and a Ironwork 1. If what you say was the case it should be +7 Econ, -7 Expansion and -3 Tech. (The tech cost here is the really telling part) So I have to assume it works like I think it does.
We don't have any Ironwork 1s. We have a Megaproject Ironworks and an Ironwork 2.
The Megaproject counts as an Ironwork 1 for the purposes of Mass Levy, but not for anything else.
 
There is no way we will get that. We might get +1 Tech per palace per turn from the upgrade, but no way we are getting our tech refund doubled. It doesn't fit the pattern we've seen so far.
Agreed. The pattern is quite clearly that getting a trio of Arsenal+Shrine+Library gives us increased tech refund. We should thus build a Shrine and then a Library next. The Shrine might also help deal with our RA problems (though we don't actually know where the RA resistance synergy is coming from aside from Shrine being one component)
 
Here's the math for the stat calcs for this turn. I just realized i'm running late for tutoring appointment, so someone double check these for me :p
Diplo 27 -> 27
Initial: 27
+1 (King of the Hill)
+1 (Amber Road)
+3 (International Games)
+1 (Grand Hallx3)
-2 (Skullduggery Policy)
Subtotal: 31
+13 (Overflow from Culture)
-17 (Overflow to Wealth)
Total: 27

Intrigue 4 -> 4
Initial: 1
+1 (Skullduggery Policy)
Subtotal: 5
-1 (Hunt Troublemakers)
Total: 4

Econ 4 (+7) -> 23
Initial: 4
-2 (Dam)
-2 (Grand Hall)
Subtotal: 0
+7 (Pending)
+5 (Vassal Taxes)
-1 (Cities + City Support)
Subtotal: 11
+8 (Main Mills x2)
+3 (Sec Mills)
Subtotal: 22
+1 (Overflow from Wealth)
Total: 23

Used Forests 31 {38} -> 33 {40}
Initial: 31 (38)
+2 {2} (Ironworks)
Total: 33 {40}

EE 30 -> 29
Initial: 30
+1 (Cities + City Support)
-5 (Vassal Taxes)
Subtotal: 26
+2 (Dam Refund)
+2 (GH Refund)
Subtotal: 30
-1 (Overflow into Econ)
Total: 29

Martial 18 -> 18 {54}
Initial: 18
+{8} (Swords and Ploughshares)
+{9} (Yeomen Support)
Subtotal: 18 {35}
+{8} (Red Banner)
+{7} (Dragon Banner)
+{4} (Blood Rain Banner)
Total: 18 {54}

Wealth 25 -> 24
Initial: 25
-2 (Dam)
-16 (Main Mills x2)
-6 (Sec Mills)
Subtotal: 1
+5 (Salt/Gold)
+3 (Strategic Trade)
+4 (Luxury Trade {4.5})
+4 (Redshore Market)
+3 (Gilded Age + 3 Cities)
-0 (Mercs)
-4 (Philosopher Kings + Academy)
-2 (Iron Age Law)
-6 (Innovation Rolls)
Subtotal: 8
+17 (Overflow from Diplo)
-1 (Overflow to Econ)
Total: 24

Culture 27 -> 27
Initial: 27
-2 (Grand Hall)
Subtotal: 25
+3 (Free Cities)
+1 (Games + Cities {1.5})
+1 (Redshore Market)
Subtotal: 30
+1 (Mills Canal Bonus)
+1 (Ironworks Canal Bonus)
Subtotal: 32
+9 (Overflow from Mysticism)
-1 (Overflow to Tech)
-13 (Overflow to Diplo)
Total: 27

Mysticism 27 (+4) -> 27
Initial: 27
+4 (Pending)
+3 (Temples)
Subtotal: 34
+1 (Mills Canal Bonus)
+1 (Ironworks Canal Bonus)
Subtotal: 36
-9 (Overflow to Culture)
Total: 27

Tech 27 (+1) -> 27 (+5)
Initial: 27
-1 (Dam)
-2 (Main Mills x2)
-1 (Sec Mills)
Subtotal: 23
+1 (Pending)
+1 (Arsenals)
-1 (City Support)
Subtotal: 24
+1 (Mills Canal Bonus)
+1 (Ironworks Canal Bonus)
Subtotal: 26
+1 (Overflow from Culture)
Subtotal: 27
+(+1) (CS Refund)
+(+1) (Dam Refund)
+(+2) (MM Refund x2)
+(+1) (SM Refund)
Total: 27 (+5)

Prestige 115 ->
Initial: 115
+[0-4] (Games [0-4])
+? (War)
+? (...maybe level 3 ironworks?)
Total: 115-119 + ?

Stab -1 ->
Initial: -1
+1 (Enforce Justice)
+[0-3] (Restore Order [0-3])
Total: 0-3

Legit 4 -> 3
Initial: 4
-1 (Restore Order)
Total: 3

Cent 6 ->
Initial: 6
+[1-3] (Enforce Justice [1-3])
Total: [7-9]

RA 8 {11} -> 9 {12}
Initial: 8
+1 (Redshore Temple)
Subtotal: 9
+{3} (Priest Faction Power)
Total: 9 {12}
 
Hmm.

Article:
Ironworks [Guilds] - Huge, centralized centers of iron production, these facilities make high quality iron tools cheaper and more widely available. Every facility adds +1 Econ, -1 EE, -1 Tech to the Expand Economy action. Level 2 and higher also increase the effect of Agriculture and City Support policies at the cost of additional Tech. Level 3 increases City Maintenance by 1 Econ a turn, but produces 1 Tech/turn and changes certain action costs. Each level increases City Attraction by 1. Every {S} cost 3 Econ and 3 Tech for 3 progress, and each completed level of Ironworks also consume an additional 2 sustainable forest. Valleyhome (0/3), Redshore (0/9), Redhills (MP), Blackmouth (0/3)


Ironwork Level 1: +1 Econ, -1 Expansion, -1 Tech to Expand Econ. Each level increases City Attraction by 1. Consumes 2 forest.

Ironwork Level 2: Same effects as Level 1 plus +2 Econ, -2 Expansion, -1 Tech to both City Support and Agriculture policies. Consumes 4 forest, adding 2 onto the previous amount.

Ironwork Level 3: Same effects as Level 1 and 2, increases city maintenance for the city it is built in by 1, produces 1 Tech a turn, changes certain action costs. Consumes 6 forest, adding 2 onto the previous amount.


Looking at it, by itself Level 1 is pretty shite past a certain point from a "we have to pay for this" perspective while in basically most other ways its fine(i.e narrative and up to a point making Expand Econ great). Whenever it overwhelms our ability to easily pay for tech basically, it becomes troublesome. Now given that actions change as we use them and/or make innovations this may not stay constant. Putting down many Level 1's may or may not make this level better. I don't really care if it does, we have to build more of them to get later levels anyway. (Note: We also have indications that IW's affect our disease and city health rolls negatively through dirtiness and pollution)

Now level two is interesting. It gives +2 Econ for -1 Tech to a passive policy, which is a better trade over than what happens to Expand Econ. So in the hypothetical idea that we went for an IW 2 in Redhills and Redshore instead of the IW 3 and IW 1 we have right now our Expand Econ action would be +6 Econ, -6 Expansion, -2 Tech; Agriculture would be +5 Econ, -5 Expansion, -2 Tech. City Support would be +6 Econ offset for -2 Tech.

If we had three level 2's it would be +7 Econ, -7 Expansion, -3 Tech for Expand Econ; Agriculture would be +7 Econ, -7 Expansion, -3 Tech. City Support would be +8 Econ for -3 Tech.
If we had four then it becomes +8 Econ, -8 Expansion, -4 Tech for Expand Econ; Agriculture would be +9 Econ, -9 Expansion, -4 Tech. So eventually it outpaces Expand Econ taken as an action and then the difference keeps growing if nothing changes to shift it back. City Support is pushed to +10 Econ offset for -4 Tech.

So lots of level 2 make City Support rather interesting and make Agriculture competitive at enough of them.

Now what happens if we have two level 3's? Expand Econ is +6 Econ, -6 Expansion, -2 Tech. Agriculture is +5 Econ, -5 Expansion, -2 Tech. City Support is +6 Econ offset for -2 Tech. However we have +2 Tech income, which offsets the Tech cost of both Agriculture and City Support, and offsets half the tech cost of a Main Expand Econ. The +1 Maintenance offsets a bit of the gains from City Support and/or Agriculture.

With three level 3's, Expand Econ is +7 Econ, -7 Expansion, -3 Tech. Agriculture is +7 Econ, -7 Expansion, -3 Tech. City Support is +8 Econ for -3 Tech. We have a Tech income of +3/turn. So Main Expand Econ is half paid, but one agriculture is paid for.

The issue here is that it's one policy usually covered. Doing both a Agriculture and City Support boosted by two IW 3's is -2 Tech overall. With three IW 3's(which requires three level 3 cities) its -3 Tech overall. Not counting refunds(I haven't been by the way).

Now a factor here is that higher levels of IW require higher level cities. Two level two IW's would require two level 2 cities. Which is -6 Econ and a full City Support policy. Three Level 2 cities is -9 Econ per turn, and City Support boosted by three IW 2's covers 8 of that, so Agriculture would have to pay for 1 leaving a net Econ income of +6. This is made worse by putting IW 3+ into normal cities since it boosts their maintenance. Offsetting this requires making those cities into a Free City.

Redshore with IW 3 costs 4 Econ a turn(1 from Panem, 2 as a level 2 and 3 city, 1 from IW 3). Our current Agriculture policy looks like +3 Econ, -3 Expansion, -1 Tech and City Support is +4 Econ offset for -1 Tech. We also now have +1 Tech income. Our total Tech income is [+2-1].

So building these things tall, in a Free City especially, seems to help. My first course to unfucking our Econ generation would be upgrading Redhills and turning it into a Free City, but its not well located for that so there's not much I can do there. Blackmouth however could be another option. What would turning it into a Free City, upgrading it to a level 3 city and building a Level 3 IW do for us?

Expand Econ becomes +7 Econ, -7 Expansion, -3 Tech. Agriculture becomes +5 Econ, -5 Expansion, -2 Tech. City Support becomes +6 Econ offset for -2 Tech. Our city maintenance is -8 + 6 for a net of -2. Take that 2 from Agriculture to make it net +3 Econ if we have that going too. Net Tech income from having two IW 3's and an Agriculture and City Support policy going is -2 Tech. When refunds apply that turns into -2(+1) Tech.

Hmmmmmm... if the upgrade to Arsenals gives us a tech refund of 1/palace we go from 1.5 refund to 3. That would cover most of what IW 3's do/require.

Speculation time now, I'm wondering if IW 4 may or may not allow for Tech Refund. I'm not entirely sure how it would, possibly through some kind of workflow efficiency letting the Artisans have more time.

Conclusions wise I am interested in building and then upgrading an IW in another city besides Redshore. Maybe Upper Valleyhome after we complete the Canal. Maybe in Blackmouth. It seems like stacking these things is much more useful than just having tons of little ones dotted around. There may or may not be innovations as we build more of the various levels which make those levels better. There definitely seems to be some form of pressure to switch from Expand Econ to something else past a certain number of level 2 Ironworks.





E: Ignore all of this. The exact cumulative nature was not quantified in a way I understood. Time to redo!

Arithmetics is devil worship.
You should contact your local exorcist.
 
Agreed. The pattern is quite clearly that getting a trio of Arsenal+Shrine+Library gives us increased tech refund. We should thus build a Shrine and then a Library next. The Shrine might also help deal with our RA problems (though we don't actually know where the RA resistance synergy is coming from aside from Shrine being one component)
I wouldn't be so sure. Arsenal1+Shrine1+Library1 gave us a flat the Tech discount. Arsenal2+Shrine2+Library2 shifted this to giving up a Tech discount per Palace. That completes the pattern; I expect Arsenal3+Shrine3+Library3 to start giving something completely different.
 
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