Possible Temple Destabilization Question

Hey! So my temple is pretty much complete at this point. I've attached the Sulo layout. I incorporated the extra road piece because:

a. I messed up at the start and put the Sac Chamber in the bottom left corner

b. It enables customization of the two tiles above the road piece and the tile to the right of both the road piece and foyer.

My question is, if I were to put two rooms that connect to each other in the tile to the right of the foyer and road piece, will this cause mass destabilization of the 2nd chain (chain with all the Golem works that ends with Corruption Chamber)? Technically it creates a small loop between the right side of the foyer and the top (where the room tile is). I ran the Sulo destabilization simulator, locking the two main chains in the process, and when the room layout was as it is in the screenshot, the Alch lab and Armoury to the right of the foyer and road piece destabilized but neither main chain destabilized. I just want to know if anyone has ever tried this. Im too scared to try it out in game, but if someone can prove that this won't lead to mass destabilization, it opens up more customization for those room slots.

Comments

C_Fixx4 months ago1

i don’t get your question. what do you want to do? (like: top of the foyer where the room tile is… what?? huh?)

if you just place those two rooms there (marked in red) and they don’t connect to any chain, nothing will happen and also you gain nothing.

King_Hippos4 months ago1

I wouldn’t loop anything, not worth the risk, but you should try it out. 

BFBooger4 months ago1

Only parts of the chain in the loop destabilize, if not locked. So.. the two rooms will go poof.

Your chain is safe if you lock the end, because it has to keep all the rooms that lead from the start to the lock -- as long as there is only one path to the lock.

A loop is bad because it can now choose to destabilise either side of the loop. And if you have spymasters _in_ the loop, they all kill each other (only one survives), because the game now thinks these are no longer locked.

Another way to think about it is when you have a loop, the loop is in danger. Your loop is tiny, and two parts of it are not in danger because they are locked to chains. A big loop, is big danger; when people loop their two main chains together by accident, the whole thing just blows up unless you can use a sac chamber to unloop it before the turn ends.

The big risk for you is if you get a room medallion, and place it in one of those two spots, and forget that that room will loop to your big chain -- because placing medallions does not preview the room links. For example if you put an alchemy, thaumaturge, sac chamber, or barracks on the wrong spot on one of those two you'll blow up your whole temple. Make sure you know very well what the safe things to put there are. Your choices to place in these two spots are not all that great. Treasure vault is your safe bet. Armoury doesn't add much juice, especially at level 1. Alchemy or corruption chambers are OK but potentially dangerous, same with barracks. You already have a generator for your golem works on that road, so a second one doesn't do much, spymaster might be useful only to level up your other ones if they aren't leveled yet (don't lock it before the run).

There isn't a whole lot to do with those spaces. You won't be able to consistently lock it, you should prioritize having the long chains locked and ONLY lock that one if you are overflowing with locks -- dry spells happen and the juice you're adding with these is small.

If you consistently sustain 3 locks for some reason, stick a corruption chamber or alchemy lab in the one closest to the entrance, upgrade it, and lock it. Leave the other one empty and put treasure vaults there when they show up. But you won't consistently sustain 3 locks, so most of the time these will not be leveled up rooms and won't do much.