Plan is invalid, because we can only take one Sowing the Fields action each turn.

I think you are only spending 4 AP with this plan. Or well, 2 AP and 2 Mundane Points as I'm assuming you are spending Mundane Points on Shape a Palace of Ice and Ever Higher.

That said, I do agree that I want to get any Ship launched very soon, but I don't think it's critical we get it done now. Hence why I've bumped it back for next turn and instead have taken several actions I'm hoping bolster the resulting Ship when we craft it (Godly Womb, Carve the World-Spine, possibly the combat knowledge from Halls of Battle) so we get a better result. Particularly by also grabbing Studying the Smallest Lives and others next turn when we're crafting the actual Ship.

Regarding your last plan however, there's actually one issue you need to keep in mind: Towers Consume Scale. We're running a bit short on Scale, especially as we need Available Scale in order to craft our Ships and do our mystical actions which is what we'd need to actually colonise other worlds. Even ones that are inhabitable as-is. Reaching the maximum cap for the planet at 20 Possible Scale is going to free that up a touch, but I'm concerned about building a fifth Tower on our current world when we might need Scale to improve the existing Towers, Rituals or doing other things which will give us access to new Worlds.

That said, I'm not against unlocking new Towers, I just don't think we're best served rushing to build new ones at this point when it might not be something which we can sustain right now whilst still growing in the future. My bigger worry with that plan is actually Straightening the World at the current time. Because I don't think we're best positioned to create an 'optimal' world like that desires as we just don't know a bunch about how the world is put together and how it's parts combine. So they'll try to achieve it and unknowingly create an issue.

That may in fact be unavoidable, and I do want to take it eventually. But I'd prefer it if we took actions such as Study the Smallest Lives, Fires of the Earth, Sow the Seas and whatever Storms action we take first so as to have the widest view of what the world actually is first.

Just like I'd also want to take the Explore the Ruins action before or alongside the City of Growth. Because that city is meant to be built across two massive lakes which were the heart of a previous civilisation on the world and whilst the lakes themselves will have been cleansed of the Doom? The shores of the lakes are certain to be covered in Ruins from the Doomed Civilisations which previously centred on said lakes that may impact just what we can get from building the City of Growth. I'd also be interested in doing Sow the Seas alongside it as I feel like there'd be some very strong synergy between starting to colonise the seas and creating a 'floating lake city' that's meant to be a centre of agriculture, medicine and alchemy production.

Huh yeah, your right. My bad with the plan stuff, probaly swaping garden for the city and stuff. I missed that when i was making them. And yeah, generally speaking i'm leaning towards yours and Lord_Abaddons plan. I did however want to make other plan, so they were at the very least put out there, even if we don't act upon them, discussing them, does reveal new stuff.

As for the Tower scale, the other Tower consumes 4 scale at the moment, so i'm gonna assume that a Level 1 Tower, so to speak only uses 1 scale in order to be performed. Which i think, is a workable enough options. That's one of my main issues with the potion thing, since it also uses 1 scale, but it's only an occasional AP, even if i'm being more tempted to do it, then i was earlier.

Personally, given Fires of Earth is noted as dangerous, i think it should wait till after we do all the world-actions, so that the Sundial tower has mastered as much as possible, before they start taming the Fires of Earth, which i'm fairly certain on, is the unlocking action for the Tower of Elements, with very bad consquences if we do it too early/bad. Potentially, causing to having to clean up. Which is why my Tower plan doesn't have it included. This is why i feel that Straightening the World is better before instead of After like your saying.

Though actually, doing just one action on straightening the world, for each turn this cycle could go really well, as we do all the other world actions. That might be how we get the most in terms of proper Sundial tower synergies. If we finished this cycle, with Path of fire and the straightening, that could go really well into the next cycle turn. Hmmm, gonna need to think about that a bit though.

The City of Growth being build atop ruins is actually a pretty good point though. I hadn't considered that. I was considering it more in line with the other Garden and fish actions, but not the ruins one. I think given the less AP we currently do have though, that just one AP on the city is going to be what we can afford though.
 
When changes happen in the Order and Mundanes societies, especially at the beginning of a new Cycle, the Conclave can be called upon for legal decisions, not as Philosophers but as the
I think the last word is missing here.

members of each factions have sook the favors of the Conclave for their projects
I think this is supposed to be "seek" not "sook"?

Worst, a few of the new merchants (or Practitioner of the Art of the Deal, as they call themselves to not be considered without craft) have proven untrustworthy, lying on their goods and leaving the City before the people they have tricked can act (one of the most infamous was even found collecting the tablets of complaints sent by his "clients" !).
Well, skills in estimating values of things and negotiation are certainly a valuable art... the whole lying, cheating, and running away sightly less so, but at least the idea of Mundanes crafts as beyond physical craft and art is certainly one that we should spread.

Also, collecting tablets of complaints? By chance, would that merchant happens to name something like Ea-nāṣir?

[] Righteous Reordering of Travels [0/2] [Consume 1 Scale] [Sundial Tower]
[...]
By erecting towers of stone at regular intervals on lands and seas, and mystically connecting them, they would reduce the time needed to travel the distance between each tower.
Are we... building fast travel towers?

Anyway, 2 quick notes on potential synergies I notice.
[] City of Growth and Health [0/2] [Use 1 Scale] [Living Tower ; Tower that Think] [Gardener; Healers;Potiooners] [Path of the Elements] NEW
[....] that would allow the creations of multiples localized, controlled environment, the growth of almost any plants and provide a blessing from a God dedicated to Health and Growth.
The controlled environment seem to be something that would be extremely useful for both our spaceship and offworld colonization. With luck, it might even be useful for Study the smallest live with needing to keep potentially lethal microbes somewhere safe.


-[] Explore in Force [0/1] [Ruins] [Mundane] [Guilds] NEW
[...]
The Mundanes could be more than a liability in such armies, if commanded by wise Philosophers. Doomed to protect, Navigators to guide, Singing Shepherd to command Spawns, Precises to labors, Keepers of Harmony to watch them all.
Explore the ruins in force, ???
With explore in Force, we are sending navigator into ruins to help, well, navigate. Something that See the Invisible Stars would be rather useful with not being able to see sky and all. So I think any plan that take Explore in Force should also take See the Invisible Stars.


Now, for the big part. Politics.

For Collaboration, While I understand people are unease about excessive bureaucracy, especially when we were told that bureaucracy are the limit of our AP, I would note that leaving people to collaborate on their own without any mechanism to organise it could also lead to inefficiency as well, especially when it come to something as elborate and complex as Philsophers' Working which require precise control over multiple factors.
Of course, Sa'kage has made a great point about how we can use this meeting ground as a spring board for more organised collaboration, so I won't exactly mind that much if that choice win.
There are longer term implication to consider. If we attempt to bureaucratise now, it might led to us having a more organised and comprehensive - perhaps totalitarian, if one wish to use that word - bureaucracy in the future. On the other hand, White Tower choice will lead the Order toward one that is less interventionist, so to speak. In a mechanics term, it might be something like more AP vs. having an autonomous dice roll about what projects is getting pursuit for free.
...I supposed, we could try to merge the two choices together, but that pretty much go against the spirit of having the choices at all and trying to have a cake and eat it too like that could be something that backfire on us.

For Travelers and Merchants and Guilds and Tyrants, is something that I believe should be look together. They both deal with solidly Mundanes affair after all.

The problems before us are the follow; There are no authority or precedence that deal with how Mundanes from different God-Cities interact, at least not on this scale, and that we are now creating what might be the middle class in the form of Guilds, which threaten to dominate the rest of Mundanes society.

These two problems ultimately come from the same source. There are no forms of Mundanes organisation outside of the Guilds that operate on global scale that can regulate their behaviour - which should not come as a surprise, consider that whatever propose such organisation effort would serve has already been fulfilled by the Order, at least, until we begun delegate our work to the Guilds.

How can we solve this issue then? Well, firstly, we should start asking whatever this is actually an issue at all? Or in a more mechanical term - choosing the "freedom" approach in both choices.

I would say that yes, it is an issues. Leaving the Mundanes to figure out rite of hospitality on their own might be more effective than anything we can do... Or it can end disastrously with massive civil conflict. The same is true for Guilds. Ignoring that we and they hold disproportionate power in comparison to the Mundanes is merely avoiding an issues instead of solving one.

If we agree that this is, in fact, an issue, how can we solve it? I can see a couple way.

Firstly, we can go full totalitarian Order and subjugate everything under our formal authority. The Guilds? They are part of Order now and beholden to our rules and dictate. The travellers? Have someone study the Mundanes, write up some law, told God-city to proclaim it and have Guardians help enforcing them.

Of course, that approach run directly against the Order's philosophy (heh) of not being a king, so that's not applicable.

So, the next approach. Isolate the Guild from the rest of society - Tower that Think's and White Tower's Guilds choices, in a more mechanical term. This transform them to a miniature version of the Order, so to speak. The problems with this are that this does not fundamentally address the power imbalance, as I said, pretending power imbalance do not exist do not help anyone. Additionally, it would be a rather wasted potential of having some sort of intermediate between Order and the Mundanes if we declare that those intermediate is no longer allowed to interact with the Mundanes in a meaningful way.

Continuing that line of thought, If the problem is that power imbalance existed and we should recognise it.. Shouldn't we just embrace and regulate it? To be honest, this is my prefer solution. The Guilds should not be forced to be isolated, but regulated and be accountable. In a practical term, I agree with Lord_Abaddon's Council of Guiding Hands write-in for this. Having an overreaching formal mechanism to coordinate and hold them accountable seem much more to the point than Living Tower's and Sundial Tower's solutions of individually organise them to other propose.

At this point, it's worth come back to the point I raise earlier that the two issues are interlinked.

To elaborate, the fact that the Guilds - and the Order, for that matter - become so powerful over "the elders, the customs, priests, nobles and other Mundanes of power" is not just because of their skills and power. It because of their world-wide organisation that allow the transmission and coordination of skills and knowledge to happens that no other Mundanes organisation could hope to match. The organisation that would only be intensified by the formation of Council of Guiding Hands.

Since doing universal education to uplift the Mundanes on "skills and knowledge" part is.. a long while away, the only way left that could somewhat address this power imbalance is through better organisation of the rest of Mundanes centre of power - which is to say, an expansion of Sundial Tower's Conclave choice in the Traveller issue. Perhaps something like;

[][Travel][write-in] : The Mundanes' notables from all God-City shall be organise into a conclave, hold regularly and overseen by the Order, with mandate to regulate and coordinate Mundanes affairs that involves more than a single city and with ability to offer opinion - but not decision - on projects that impact Mundanes people.

But if this did not pass, Sundial Tower's Conclave seem like a good starting point anyway.


Another, unrelated note. Since most of what seem to be consensus plan this turn involves Carve the World-Spine, and iirc, bioticgrunt still have one free mundanes point from his omakes, we might want to coordinate this a bit and have him use his point on this action so we can have Mundanes do another thing this turn.
 
Personally, given Fires of Earth is noted as dangerous, i think it should wait till after we do all the world-actions, so that the Sundial tower has mastered as much as possible, before they start taming the Fires of Earth, which i'm fairly certain on, is the unlocking action for the Tower of Elements, with very bad consquences if we do it too early/bad. Potentially, causing to having to clean up. Which is why my Tower plan doesn't have it included. This is why i feel that Straightening the World is better before instead of After like your saying.
I mean, Fires of the Earth in it's current state would definitely be the last action of the 'learn how a planet's ecosphere works' we'd undertake before doing Straightening the World. But it is something I believe we can do before it, and in fact I think it would go better if we did. Because Fires of the Earth is absolutely one of the actions which will teach us about plate tectonics and any attempt to Straighten the World without that knowledge is going to have... Interesting consequences later on.
 
i'm awake, i'm awake
I think this is supposed to be "seek" not "sook"?
side note: it'd be "sought" because of the have, making it the past perfect tense. "i sook" would be past tense, and "i seek" would be present. unless it were "i did seek" which is a more emphatic past tense. so, "they have sought" is the phrase we're looking for

so, first off let me re-write my mildly sleep deprived plan
[] Plan: To Heal The Last Scars, To Look To The Stars
-[] Sowing the Fields of Tomorrow [Mundane]
--[] Restore Past Gardens [0/1] [Gardeners] -1 MAP
-[] Carve the World-Spine [0/1] [Mundane] [White Tower] -1 MAP
-[] Explore Times Forgotten [Ruins] [0/1] -1 AP
-[] The Godly Womb [0/1] [Consume 1 Scale] [Tower that Think] -1 AP
-[] Righteous Reordering of Travels [0/2] -1 AP
-[] Mysteries of the Gods [0/1] [Tower that Think] -1 AP


now for my reasoning,

restoring the past gardens and carve the world spine should be taken together. the mountains are the last major portion of the world that hasn't been restored, and doing that in conjunction with the past gardens will likely compound the mundanes have all the tools at their disposal to make this a truly great recovery, as they have been essential to our recovery this entire time.

i think that sending expeditions to the ruins might mean we need to send an army later, if we accidentally dig too deep, but they're basically scouting/looting parties at once. the action description says 'first the mazes of olympia' so it might be a repeatable action, however i think that sending the mundanes out in force can be done next turn, as i think there'll be slightly less for them to do. we can have the god-speakers help carve the comet, and send them out, then have the philosophers plant an herb garden in sowing the fields.

similar to @Pyro Hawk though slightly different in my reasoning, i think fires of the earth should be taken while we're on the first step of straightening out the world, and i think that straightening out the world should be done with one action per turn. for reasoning similar to why i'm only putting one ap into righteous reordering. i think that multi-ap actions like that will be best done over time and slowly so that the sundial has time to check the math, so to speak. these things are much larger undertakings than anything we've done before, and doing shock labor is not our specialty. as well, we can craft plans that synergize with the steps being taken. for instance, my previous reasoning of wanting the reordering of travels done before the comet-ships, it's likely to be much more powerful if we're finishing the reordering while we're building the comet-ships, as the philosophers will likely collaborate and discover something new.

the godly womb and mysteries of the gods i'm taking at the same time because it's skilled mundanes that are going to be crewing the ships along with the captain-philosopher. the ships are specifically going to be gods as well, and having someone who can be a 'chief engineer' among the mundanes will be very helpful for making sure that disasters don't happen.
 
I mean, Fires of the Earth in it's current state would definitely be the last action of the 'learn how a planet's ecosphere works' we'd undertake before doing Straightening the World. But it is something I believe we can do before it, and in fact I think it would go better if we did. Because Fires of the Earth is absolutely one of the actions which will teach us about plate tectonics and any attempt to Straighten the World without that knowledge is going to have... Interesting consequences later on.

We've allready done this though. This was one of the first thing the Mundanes did, when they integrated the God-cities into the enviorment of Cradle, instead of being Apart by turnign them into a part of Cradle. At least, that's very much my read of the situation. This is just taking what we've allready used several actions on, integrating rivers, integrating Cities, and turning that unto the whole continent, instead of spesific hotspots.

I think, the fact with Straightening the World, is that it's a massive project, not a difficult one. When you look at the tag's, the Order is even fine with the Mundanes AP working on it. I think, if it really was that dangerous, and with the Second Circle Divination we should know most of it, they would be able too see a problem like that coming. Given Fires of Earth is explicity, noted as being dangerous while the Straightneing isn't, that Fires of Earth should be done on the last turn.

If the White Tower is going "Yeah, fire of earth is bad, Straightening is fine", as the future-divine seeing fate guys, i'm generally gonna trust them on this. I don't think we're going to find out that Straightening is actually Super dangerous like that. Now, there might be other consquences, but in terms of danger, i absolutly think this is the way to go for us.

That's why i think my prefered plan would be using Lord_Abaddon s as a base(Which is my current favorite), but swaping out Reordering for something like this. I'm fairly certain that if we spend a turn for the whole cycle, and finishes the Cycle with Straightening and Fires of Earth, that's how we get the best possible synergesic result, that's going to carry over into the next cycle and the new Conflicts we need to sort out. As it currently is, i don't think reordering does that much for us. Because it's noted as making travelled path easiers, which isn't going to help the God-Fortresses whom is treading new paths. And the carrying capacity, while nice, isn't helping many other projects, both current and future ones.

[] Plan: To Heal The Last Scars and Straighten them, To Look To The Stars
-[] Sowing the Fields of Tomorrow [Mundane]
--[] Restore Past Gardens [0/1] [Gardeners] -1 MAP
-[] Carve the World-Spine [0/1] [Mundane] [White Tower] -1 MAP
-[] Explore Times Forgotten [Ruins] [0/1] -1 AP
-[] The Godly Womb [0/1] [Consume 1 Scale] [Tower that Think] -1 AP
-[] Straightening of the World [0/4] [Mundane] [Sundial Tower] [Precises] [Path of the Elements] [Gardeners] -1 AP
-[] Mysteries of the Gods [0/1] [Tower that Think] -1 AP
 
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the important part of the righteous reordering is that it's the first step, as pointed out in the divination, finishing that before our space boy eoparatiratis is out, who i specifically made to help us with space travel, is likely to give him a head start in our ftl. straightening out really should be done in conjunction with the fires, i think, incorporating it into the working, instead of the working having to work around it.
 
side note: it'd be "sought" because of the have, making it the past perfect tense. "i sook" would be past tense, and "i seek" would be present. unless it were "i did seek" which is a more emphatic past tense. so, "they have sought" is the phrase we're looking for
Thank you.
Everyone, if you see a mistake, tell me, english is not my first language so errors are almost inevitable.
 
That's why i want to use it at the last turn of this cycle.

So like
Last turn of Cycle of Growth Plan.
--Unknow actions.
-Straightening "3/4"
-Fires of Earth

Basically! I think that's how we are going to maximize the synergy between the two actions. By this point, having done both World-carving action, and the other three straigthening of earth, and the other stuff, means the Sundial tower is the most experienced and trained in the earth of bending the Earth as they can be, which means when they are finally removing all the impurities and reaching out the tame the fires, they are as knowledgeable and trained as they could possible be, to ensure that the danger is as minimized as possible, while also being capable of bending the fires.

We know that Philosophers need to mix two utterly different mindsets in order to use the workings of another tower right? This is how we unlock another tower, but it's important to remember that we're doing it with people that are starting as allready trained in a tower. They aren't starting from the baseline, and to my understanding it's harder to go from One Tower understanding To Two tower understanding, right?

If we spend this whole cycle, working on straigthening the Earth, with new Philosphers growing up, having dedicated over like 50 years of their life to this, it means they will be most accustomed to the mindset that Tower of Elements would demand out of their students, so when they are doing the last step and reaching into the workings of Element instead of Sundial they are allready accusomted to the unision of that mindset would require.

I think that just doing Fires of Earth at first step, means we are potentially throwing people deep into the Tower of Element stuff, when they are still stuck in the mindset of their old Tower, before they've learned the reasoning and ideas behind Elements. Remember that the Philosphers we currently have are the ones that is doing the workings.

If we make Philosphers of Time and Space, attempt to do Elemental bending, instead of Elemental Philosophers it's going to end up a lot worse. Letting people from the Sundial Tower gain the understanding of Elemental Tower mentallty, before we do dangerous actions feels like it's going to be a lot better. I think this is the main reason why Fires of Earth is noted as being dangerous, because we don't got Elemental Philospohers at the moment. We need to train them, before we start doing that kind of action.

That being said, while i'm not fully convinced with the space thing, a mix of the two might be something like this instead then. It does mean we are comit to both Reordering and Straightening next turn, but it would be a mix of both.

[] Plan: To Plan for the morrow.
-[] Sowing the Fields of Tomorrow [Mundane]
--[] Restore Past Gardens [0/1] [Gardeners] -1 MAP
-[] Carve the World-Spine [0/1] [Mundane] [White Tower] -1 MAP
-[] Explore Times Forgotten [Ruins] [0/1] -1 AP
-[] The Godly Womb [0/1] [Consume 1 Scale] [Tower that Think] -1 AP
-[] Righteous Reordering of Travels [0/2] -1 AP
-[] Straightening of the World [0/4] [Mundane] [Sundial Tower] [Precises] [Path of the Elements] [Gardeners] -1 AP
 
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taking into account the rest of the cycle is good, though investing two slots next turn and one for the next three is a big ask, i think your argument that it'll get us at least an insight into a tower of the elements is well-founded. however, space is incredibly important. the chessboard of the green and black kings is expanding, and we need to reach out to our fellows in the void to have a chance of combatting them. the godly womb is needed this turn, and we need to make a ship to start exploring next turn. your plan for the morrow is good for both of these points, but it will mean that the plan for next turn would likely look like this

[-] Plan of the Future
-[-] Sowing the Fields of Tomorrow [Mundane]
--[-] One of the Remaining Two -1 MAP
-[-] Weave the Chapter of Celestial Ice [0/1] -1 AP
--[-] Shape a Palace of Ice [0/1] [Mundane only] -1 MAP

-[-] Straightening of the World [0/4] -1 AP
-[-] Righteous Reordering of Travels [0/2] -1 AP
-[-] Mysteries of the Gods [0/1] [Tower that Think] -1 AP


we need to keep on the gift of health, to make sure the living tower keeps on their path, we need a comet ship, and the point of the mysteries of the gods is to help us craft it and have god-speakers for it, and finally continuing on the multi-point actions that plan for the morrow sets for us.

it's a good plan, and i like it, the important part for it is that long term plans need to be planned out in advance and not single turns at a time
 
taking into account the rest of the cycle is good, though investing two slots next turn and one for the next three is a big ask, i think your argument that it'll get us at least an insight into a tower of the elements is well-founded. however, space is incredibly important. the chessboard of the green and black kings is expanding, and we need to reach out to our fellows in the void to have a chance of combatting them. the godly womb is needed this turn, and we need to make a ship to start exploring next turn. your plan for the morrow is good for both of these points, but it will mean that the plan for next turn would likely look like this

[-] Plan of the Future
-[-] Sowing the Fields of Tomorrow [Mundane]
--[-] One of the Remaining Two -1 MAP
-[-] Weave the Chapter of Celestial Ice [0/1] -1 AP
--[-] Shape a Palace of Ice [0/1] [Mundane only] -1 MAP

-[-] Straightening of the World [0/4] -1 AP
-[-] Righteous Reordering of Travels [0/2] -1 AP
-[-] Mysteries of the Gods [0/1] [Tower that Think] -1 AP


we need to keep on the gift of health, to make sure the living tower keeps on their path, we need a comet ship, and the point of the mysteries of the gods is to help us craft it and have god-speakers for it, and finally continuing on the multi-point actions that plan for the morrow sets for us.

it's a good plan, and i like it, the important part for it is that long term plans need to be planned out in advance and not single turns at a time

Yeah, absolutly. That is the big drawback with the Straightening and reordering combo plan. I do think it's will give us the greatest possible reward, but it does mean we are going to be commited to spending at very least one action per turn for the rest of this Cycle on it. I'd have liked to have purified storm action in there too, but at this point it's just too many things with far too little AP. I don't think we can do both storm and the fortress at the same time, and i think the Fortress would be more important.

Do note with Mystery of the Gods however, that it's done by the Tower that Think, with their Tower Flaw. I'm unsure if it's a huge risk here, but it's something to keep in mind, so putting that into one of the Comet-Fortress actions might be better, or the Invisible stars which is done by the White Tower instead of Tower that think. Enabling the Navigator guild to be the navigators might work better. My main worry, is that people went insane last time they joined the minds of Gods, and we haven't done meditation of craft or anything to meanigfully combat that part. Though, they are noted as being far more spesific in their criteria of recruitment.

But yeah, we are reaching the point where we need to at very least, figure out a general goal for the cycle, because the actions are starting to become so AP cost heavy. Keeping in mind future and past synergies of stuff we've build, instead of just things we can do this turn. Just something to keep in theme with
 
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[] Plan: Restoration Of Anceint Power
-[] Sowing the Fields of Tomorrow [Mundane]
--[] Restore Past Gardens [0/1] [Gardeners]
-[] Explore Times Forgotten [Ruins] [0/1]
--[] Explore in Force [0/1] [Ruins] [Mundane] [Guilds]
-[] Purify the Storm [0/3] [Path of the Elements] [White Tower; Living Tower]
-[] Build the Heavenly Cities [Mundane] Updated
--[] Halls of Battles [0/1] [Sundial Tower] [Doomed]
 
that's a fair point, meditations on craft should probably be completed on the same turn that we do the mysteries, and the mysteries are something we want before we set out beyond our solar system. with that in mind how about these two plans for the next two turns

[-] Plan of the Future
-[-] Sowing the Fields of Tomorrow [Mundane]
--[-] One of the Remaining Two -1 MAP
-[-] Weave the Chapter of Celestial Ice [0/1] -1 AP
--[-] Shape a Palace of Ice [0/1] [Mundane only] -1 MAP

-[-] Straightening of the World [1/4] -1 AP
-[-] Righteous Reordering of Travels [1/2] -1 AP
-[-] Meditations on Craft [0/2] [Tower that Think;White Tower] -1 AP
[-] Plan for Overmorrow
-[-] Sowing the Fields of Tomorrow [Mundane]
--[-] The Last One -1 MAP
-[-] Straightening of the World [2/4] -1 AP -1 MAP
-[-] Meditations on Craft [1/2] [Tower that Think;White Tower] -1 AP
-[-] Study the smallest lives [0/1] -1 AP
-[-] Mysteries of the Gods [0/1] [Tower that Think] -1 AP


actually, it seems like by overmorrow we'll be out of things to use mundane points on, so we'll finish straightening the world early, which narratively seems like the philosophers letting the mundanes putting the finishing touches on the world, while they focus on the magical side of things. so that means that either we'll get another mundane action to go for by overmorrow, or we'll have to trade smallest lives for the volcano. in my mind it'll probably be another mundane action
 
that's a fair point, meditations on craft should probably be completed on the same turn that we do the mysteries, and the mysteries are something we want before we set out beyond our solar system. with that in mind how about these two plans for the next two turns

[-] Plan of the Future
-[-] Sowing the Fields of Tomorrow [Mundane]
--[-] One of the Remaining Two -1 MAP
-[-] Weave the Chapter of Celestial Ice [0/1] -1 AP
--[-] Shape a Palace of Ice [0/1] [Mundane only] -1 MAP

-[-] Straightening of the World [1/4] -1 AP
-[-] Righteous Reordering of Travels [1/2] -1 AP
-[-] Meditations on Craft [0/2] [Tower that Think;White Tower] -1 AP
[-] Plan for Overmorrow
-[-] Sowing the Fields of Tomorrow [Mundane]
--[-] The Last One -1 MAP
-[-] Straightening of the World [2/4] -1 AP -1 MAP
-[-] Meditations on Craft [1/2] [Tower that Think;White Tower] -1 AP
-[-] Study the smallest lives [0/1] -1 AP
-[-] Mysteries of the Gods [0/1] [Tower that Think] -1 AP


actually, it seems like by overmorrow we'll be out of things to use mundane points on, so we'll finish straightening the world early, which narratively seems like the philosophers letting the mundanes putting the finishing touches on the world, while they focus on the magical side of things. so that means that either we'll get another mundane action to go for by overmorrow, or we'll have to trade smallest lives for the volcano. in my mind it'll probably be another mundane action

Yeah, AP and MAP points to differ a lot in the results they are going to give us, and since the theory is that letting the Sundial tower do so much Elemental work, is what's going to let them get the right kind of mindset Philisophers, i do think using an AP on all the Straightening actions is what's going to chain the most, since it represents the Philosphers doing the work and thus give us the best result.

And i'm guessing that the "Unlock mundane features" part of Shaping God-Fortress, means that we are potentially unlocking stuff like "Use 1 MAP to better fashion the God-Fortress into a purpose "Scout/Fighting/Colonizing" as just an quick example. Running out of actions, is sadly not the big problem we're struggling with.

That's the biggest problem with multi-turns plans, since we unlock new options every turn and not every cycle. Some of which can be far too important to ignore.
 
it's a good thing that plan overmorrow is so far away then, the important parts of that plan is the meditations and the mysteries, the spare map will probably have something to fill it in and we can finally do the smallest lives.

i think that the mundane features part of the shaping isn't an imbuement, but instead a way to make the ship more livable in general, as the mundanes will know more about their needs than philosophers would.

in other concerns, minor correction and a question, @OldShadow , the past tense of seek is always sought, my bad. also, when's that omake bounty board showing up? i've been waiting for it to start writing again
 
Omake Bounty Board for the Cycle of Growth
For each Cycle, there will now be one Omakes Bounty Board, indicating the type of Omakes I would like for the following four turns.
Omakes written following the prompts on the boards will be rewarded, and will also help me better the worldbuilding of this quest.
You are free to propose any ideas you have, to be added to the Board at my discretion.

Current Prompts :
The Cities of Cradle (Ongoing, multiples Omakes) :
Description of each of the God-Cities, with their particularities, cultures and architectures.

Legacies of the Fallen Kingdoms (Multiples Omakes) : Stories and legends from the old fallen Mundanes kingdoms of Cradle, filled with uncertainties.

Feverish Dreams, Shimmering Tensions : Great tension ravage the Living Tower, as feverish visionaries from the Gardeners, Healers and Potioneers interrupt their works on their projects only to debate, defy in contest of skills or duel in ritual combat of Workings their opponents.

A Changing World, Leaving us Behind : A story on one of the old noble families of Cradle, slowly losing relevance in a changing world, their place in society eroded by the Order, the Cities and the Guilds, their old traditions fading to obscurity or becoming simple curiosities for scholars.

Forum posts on the Order : A forum from an advanced civilization where posters hotly debate on if the Order is a democracy, a technocracy, a theocracy (They have councils ! But only from trained specialists !), if the Order is authoritarian or not (They let their people live their lives ! They control everything else !) and what is their economical system (Guys, we can't compare them, they don't have an industrial econo...Shut up you Commy !)

What could be, What should not be : In another time, another place, with another fate, the Sorcerer-King, Slayer of Doom, Master of the Four Towers rule Cradle.
Below the King, Sorcerers perform their dark arts, twisting flesh and soul into monsters, binding space and fate to their will. In the 4 Towers, under the gaze of the King, the Sorcerers work on their dark Workings and seek to betray and destroy their rivals, in a grand chain of dominations and schemes.
Below all, lower than dirt, toil the Mundanes. Tools for the King, raw matter to create new Sorcerers, they live short live of pain and constant work, before being thrown into the feeding pits for the Spawns of the Order.

------------------------------------------
Thank to @Lord_Abaddon for reminding me I needed to post this.
And don't forget, you can propose new prompts, don't be shy.
 
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i call the forum posts! i'd also be interested in the noble family omake, but i'll be doing that one after i write the forum. though, it's likely going to be set in a hypothetical universe after the philosophers have met an advanced civilization, so is unlikely to be truly canon
 
I'm still working on the God-City of metallurgists and smiths. Reasonably certain I'll try to combine zoroastrianism (specifically its conception of good&evil) with elements of Neo-Assyria and Scythia and try to make a culture that really believes in physically building the better world. Mildly anachronic, because all my sources come from well into Iron Age, but I think I can work with that.
Probably chuck in some more ancient artefacts if I find time.
 
I'm still working on the God-City of metallurgists and smiths. Reasonably certain I'll try to combine zoroastrianism (specifically its conception of good&evil) with elements of Neo-Assyria and Scythia and try to make a culture that really believes in physically building the better world. Mildly anachronic, because all my sources come from well into Iron Age, but I think I can work with that.
Go nuts, saddly beyond a few civilizations (thank Egypt) there are few sources remaining from the Bronze Age.
 
Huh, that's both a lot less and more then i thought it was simultaneously
 
i'm only going to do at max one more god city, other people need to let their creative juices flow. there'd be none left if i didn't restrain myself
 
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