The Amber Age: Pantheon Edition (Collaborative)

[X] The Ash Pits (Unlocked by Ash Field Tile): Your shrine passively produces a UNIQUE mortal luxury resource every turn.

[X] Stave off Death at Kut (Unlocked by Settlement DEPENDENCY/Toil Skill) (Increases Kut Growth): Free

[X] Clairvoyance (Unlocked by Mysticism/Genius Loci) (Reveals a map tile up to INFLUENCE+2 away from a shrine): DE 0-2, Max 2 times per turn (based on distance from max influence)

I'm wanting to go for a life/death route so we can get a Phoenix to go along with our future dragon and turtle. Then if we add a tiger to the mix, we can make those four our emissaries, reminiscent of the Four Heavenly Beasts in Chinese mythology (Azure Dragon, Vermillion Bird, White Tiger, and Black Turtle fyi).
 
It's weird that y'all are trying to stave off death rather than performing death rites, which would provide the DE you need to Inspire and thus gain progress in your faith and better DE generation.
 
[X] Burial Shrine (Unlocked by Death Aspect): Your shrine accumulates 0.5 DE each turn, increasing by 0.5 for each 5 population in the supporting settlement.
Death is part of Life, a cycle unending. One day you may be a great tree.

[X] Preside over the Death Rites at Kut (Unlocked by Settlement DOGMA/Ritualist Skill) (Generates DE): Free
Let's get this religion started with some nice rituals.

[] Inspire within Influence (Unlocked by Inspire) (Generates Faith progress): 3 DE
-[] Inspire Medicine Men (Unlocked by Toil (Medicine subtype)) (Generates ???))
Insufficient funds, oh no!
[X] Twiddle thumbs
 
It's weird that y'all are trying to stave off death rather than performing death rites, which would provide the DE you need to Inspire and thus gain progress in your faith and better DE generation.
It depends on if we can spend the DE we gain from actions to also inspire. If we can then oversee death rites plus inspire. If we cannot then stave off death for more growth is a better choice to me.

Either way I favor the burial shrine as a steady DE income early is going to be very useful to get us up and running.
 
[X] Burial Shrine (Unlocked by Death Aspect): Your shrine accumulates 0.5 DE each turn, increasing by 0.5 for each 5 population in the supporting settlement.
Death is part of Life, a cycle unending. One day you may be a great tree.

[X] Preside over the Death Rites at Kut (Unlocked by Settlement DOGMA/Ritualist Skill) (Generates DE): Free
Let's get this religion started with some nice rituals.

[] Inspire within Influence (Unlocked by Inspire) (Generates Faith progress): 3 DE
-[] Inspire Medicine Men (Unlocked by Toil (Medicine subtype)) (Generates ???))
Insufficient funds, oh no!
[X] Twiddle thumbs
Twiddling your thumbs is not necessary, as you will receive a 1.5 DE influx next turn as a result of Faith & Burial Shrine regardless of your actions. This outweighs the expected cost of Clairvoyance, which averages to 1.

I think you can take as many DE-costing actions as you can afford though, right?

It depends on if we can spend the DE we gain from actions to also inspire. If we can then oversee death rites plus inspire. If we cannot then stave off death for more growth is a better choice to me.

Either way I favor the burial shrine as a steady DE income early is going to be very useful to get us up and running.
If you're not doing clairvoyance, stave off.
If you are doing clairvoyance, rites.
 
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Twiddling your thumbs is not necessary, as you will receive a 1.5 DE influx next turn as a result of Faith & Burial Shrine regardless of your actions. This outweighs the expected cost of Clairvoyance, which averages to 1.

I think you can take as many DE-costing actions as you can afford though, right?
But we don't have enough DE now, though? If we twiddle our thumbs we'll have more DE next turn.
 
But we don't have enough DE now, though? If we twiddle our thumbs we'll have more DE next turn.
You have enough for Clairvoyance right now.
If you do the rites, the cost of doing Clairvoyance right now is unlikely to prevent you from Inspiring next turn.

Assuming you want to spread your actions out so as to maximize the fluff you receive per turn:
If you are not doing clairvoyance, stave off or forge ritual.
If you are doing clairvoyance, rites.
 
[X] The Ash Pits (Unlocked by Ash Field Tile): Your shrine passively produces a UNIQUE mortal luxury resource every turn.

[X] Preside over the Death Rites at Kut (Unlocked by Settlement DOGMA/Ritualist Skill) (Generates DE): Free

[X] Inspire within Influence (Unlocked by Inspire) (Generates Faith progress): 3 DE
-[] Inspire Medicine Men (Unlocked by Toil (Medicine subtype)) (Generates ???))

[X] Clairvoyance (Unlocked by Mysticism/Genius Loci) (Reveals a map tile up to INFLUENCE+2 away from a shrine): DE 0-2, Max 2 times per turn (based on distance from max influence)
 
It's weird that y'all are trying to stave off death rather than performing death rites, which would provide the DE you need to Inspire and thus gain progress in your faith and better DE generation.
You gotta point there alright. Hm. Might switch starve off death to rites instead. Yeah let's do that. And the make ritual thing says it's random, so who know what we'll get?
 
My plan is monsters. It doesn't matter how or why, as long as I think a certain action makes it more likely for us to eventually create a nice chunk of monstrosities, I will vote and argue for it.

Monsters themselves cause nigh-uncontrollable carnage and harm, which makes them less useful to Faith Spirits that rely on their flock. Hence why I argued in favour of Snuff Out, which is more Fear-aligned. Similarly, I previously argued in favour of an Animal Spirit, which came with the physical body that has in previous Amber Ages been required to sire offspring.

Now, spawning monsters is not the one and only thing I care about, but you can expect me to have "how can I turn this into a cool beastie" in the back of my mind whenever our cute Spirit obtains something new.
Guardian monsters are a long standing tradition of many myths. If we can't be a fearsome and dreadful force of terror then we shall be a bright and glorious flame of warmeth for our people and a black reckoning of ashen ruin for our foes.
 
You have enough for Clairvoyance right now.
If you do the rites, the cost of doing Clairvoyance right now is unlikely to prevent you from Inspiring next turn.

Assuming you want to spread your actions out so as to maximize the fluff you receive per turn:
If you are not doing clairvoyance, stave off or forge ritual.
If you are doing clairvoyance, rites.
If we want to inspire though we need 3 de which we can't reliably generate in a single turn so we have to save.

And inspire boosts faith which generates more de
 
If we want to inspire though we need 3 de which we can't reliably generate in a single turn so we have to save.

And inspire boosts faith which generates more de
I think I have satisfactorily discussed the benefits of inspire and the likelihood that you would have 3 DE next turn. I don't know what else to say.

"It's weird that y'all are trying to stave off death rather than performing death rites, which would provide the DE you need to Inspire and thus gain progress in your faith and better DE generation."
"Twiddling your thumbs is not necessary, as you will receive a 1.5 DE influx next turn as a result of Faith & Burial Shrine regardless of your actions. This outweighs the expected cost of Clairvoyance, which averages to 1."

If Clairvoyance has equal chances of costing 0, 1, and 2, it is a 66% chance that you will have enough. If you're worried about that extra third then save, I guess.
 
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I think I have satisfactorily discussed the benefits of inspire and the likelihood that you would have 3 DE next turn. I don't know what else to say.

"It's weird that y'all are trying to stave off death rather than performing death rites, which would provide the DE you need to Inspire and thus gain progress in your faith and better DE generation."
"Twiddling your thumbs is not necessary, as you will receive a 1.5 DE influx next turn as a result of Faith & Burial Shrine regardless of your actions. This outweighs the expected cost of Clairvoyance, which averages to 1."

If Clairvoyance has equal chances of costing 0, 1, and 2, it is a 66% chance that you will have enough. If you're worried about that extra third then save, I guess.
I like starve off death as it has population growth, making death rites a better buy when we do get it.
 
[X] The Ash Pits (Unlocked by Ash Field Tile): Your shrine passively produces a UNIQUE mortal luxury resource every turn.
[X] Preside over the Death Rites at Kut (Unlocked by Settlement DOGMA/Ritualist Skill) (Generates DE): Free
[X] Clairvoyance (Unlocked by Mysticism/Genius Loci) (Reveals a map tile up to INFLUENCE+2 away from a shrine): DE 2, Max 2 times per turn(based on distance from max influence)

I like starve off death as it has population growth, making death rites a better buy when we do get it.
?

But if we buy it now, we can get enough DE to actually do stuff. We are very limited with our low income.

Saving it for later also means we can make it more impressive and thus create a better Legend.
 
[X] The Ash Pits (Unlocked by Ash Field Tile): Your shrine passively produces a UNIQUE mortal luxury resource every turn.

[X] Stave off Death at Kut (Unlocked by Settlement DEPENDENCY/Toil Skill) (Increases Kut Growth): Free

[X] Clairvoyance (Unlocked by Mysticism/Genius Loci) (Reveals a map tile up to INFLUENCE+2 away from a shrine): DE 0-2, Max 2 times per turn (based on distance from max influence)
 
[X] Burial Shrine (Unlocked by Death Aspect): Your shrine accumulates 0.5 DE each turn, increasing by 0.5 for each 5 population in the supporting settlement.

Only thing I am set on, this fuels everything we do.
Adhoc vote count started by Void Stalker on Apr 25, 2018 at 2:34 PM, finished with 41 posts and 13 votes.

  • [X] The Ash Pits (Unlocked by Ash Field Tile): Your shrine passively produces a UNIQUE mortal luxury resource every turn.
    [X] Clairvoyance (Unlocked by Mysticism/Genius Loci) (Reveals a map tile up to INFLUENCE+2 away from a shrine): DE 0-2, Max 2 times per turn (based on distance from max influence)
    [X] Preside over the Death Rites at Kut (Unlocked by Settlement DOGMA/Ritualist Skill) (Generates DE): Free
    [X] Stave off Death at Kut (Unlocked by Settlement DEPENDENCY/Toil Skill) (Increases Kut Growth): Free
    [X] Burial Shrine (Unlocked by Death Aspect): Your shrine accumulates 0.5 DE each turn, increasing by 0.5 for each 5 population in the supporting settlement.
    [X] Clairvoyance (Unlocked by Mysticism/Genius Loci) (Reveals a map tile up to INFLUENCE+2 away from a shrine): DE 2, Max 2 times per turn(based on distance from max influence)
    [X] Focused Reach (Unlocked by Genius Loci): Your shrine passively counts as having 1 additional influence when determining it's influence range.
    [X] Forge Random Ritual (Unlocked by Ritualist < 3) (Discovers a new ritual): Free
    [X] Clairvoyance (Unlocked by Mysticism/Genius Loci) (Reveals a map tile up to INFLUENCE+2 away from a shrine): DE 0-2, Max 2 times per turn (based on distance from max influence) 1 DE
    [X] Inspire within Influence (Unlocked by Inspire) (Generates Faith progress): 3 DE
    -[X] Inspire Medicine Men (Unlocked by Toil (Medicine subtype)) (Generates ???))
    [X] Twiddle thumbs
    [X] Inspire within Influence (Unlocked by Inspire) (Generates Faith progress): 3 DE
 
[X] The Ash Pits (Unlocked by Ash Field Tile): Your shrine passively produces a UNIQUE mortal luxury resource every turn.
[X] Preside over the Death Rites at Kut (Unlocked by Settlement DOGMA/Ritualist Skill) (Generates DE): Free
[X] Clairvoyance (Unlocked by Mysticism/Genius Loci) (Reveals a map tile up to INFLUENCE+2 away from a shrine): DE 2, Max 2 times per turn(based on distance from max influence)

Ah the great horror of not knowing how the fuck the mechanics work and so you must trust others to guide the way. Now with our death thing becoming the lord of a fiery underworld of ash and smoke is a option. I don't want to be evil but being the powerful black god of death that waits for all at the end is something I could see as being nice. And drowning the world in sulfur and toxic clouds at a later date of course.
 
Nice to see another go at Amber Age.

[X] The Ash Pits (Unlocked by Ash Field Tile): Your shrine passively produces a UNIQUE mortal luxury resource every turn.
[X] Preside over the Death Rites at Kut (Unlocked by Settlement DOGMA/Ritualist Skill) (Generates DE): Free
[X] Clairvoyance (Unlocked by Mysticism/Genius Loci) (Reveals a map tile up to INFLUENCE+2 away from a shrine): DE 0-2, Max 2 times per turn (based on distance from max influence)

I have no idea what exactly resources in general do in this iteration of the quest, let alone mortal luxury resources, but a source of unique resources sounds more interesting than a source of DE that can be gathered through other means.
 
Hm, I can't wait for the next set of shinys to throw us off course.

Almost want mostly(?) fear to automate the process.

...I mean. I already came up with three random ideas in typing this up.
 
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[X] Burial Shrine (Unlocked by Death Aspect): Your shrine accumulates 0.5 DE each turn, increasing by 0.5 for each 5 population in the supporting settlement.

[X] Preside over the Death Rites at Kut (Unlocked by Settlement DOGMA/Ritualist Skill) (Generates DE): Free


[X] Clairvoyance (Unlocked by Mysticism/Genius Loci) (Reveals a map tile up to INFLUENCE+2 away from a shrine): DE 0-2, Max 2 times per turn (based on distance from max influence)
 
[X] The Ash Pits (Unlocked by Ash Field Tile): Your shrine passively produces a UNIQUE mortal luxury resource every turn.
[X] Preside over the Death Rites at Kut (Unlocked by Settlement DOGMA/Ritualist Skill) (Generates DE): Free
[X] Clairvoyance (Unlocked by Mysticism/Genius Loci) (Reveals a map tile up to INFLUENCE+2 away from a shrine): DE 2, Max 2 times per turn(based on distance from max influence)
 
[X] The Ash Pits (Unlocked by Ash Field Tile): Your shrine passively produces a UNIQUE mortal luxury resource every turn.

[X] Preside over the Death Rites at Kut (Unlocked by Settlement DOGMA/Ritualist Skill) (Generates DE): Free

[X] Clairvoyance (Unlocked by Mysticism/Genius Loci) (Reveals a map tile up to INFLUENCE+2 away from a shrine): DE 2, Max 2 times per turn(based on distance from max influence)
 
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