Thats a given; however thats not looking into the inherent negatives of staying nomadic, while its useful and easy for a long while since tech won't reach the level to permanently put us down for a significant amount of time, eventually its going to mean a loss or us settling down either after conquest or after huge amounts of internal strife. Basically i am looking extremely long term and at the play style i want
Oh well, the waypoints are a good way to start the unbiasing of settling.
Basically everyone is semi-Nomadic at this point in time. People are only starting to transition to early agriculture because the land is 'filling up' and is slowly going over its carrying capacity for nomadic hunter-gatherers. Nobody
wanted to settle down and found agricultural civilizations, Nomadic existence was simply superior.
@Redium Does voting No on [Go] proc against Wanderlust?
It would be a percentile roll, but supremely unlikely at this point. The area is still 'new' and largely unexplored. Of course, there are outright benefits to moving; those give you a free Explore action in whichever direction you move.
I don't suppose you could tell us what the other options would have given us?
Seeking Resources would have gotten you
Pioneering Spirit, where when you take a Stability hit, you gain Econ at the cost of Centralization.
Pleasing Spirits would've gotten you
Appease the Unseen which would've doubled your benefits for spirit 'chosen' actions and doubled penalties for 'displeasing' actions. It would essentially double the effects of climate, miracle, and disaster dice. Anything that coincides with good climate would give better gains, but you would quickly get locked out of things that you happened to do around times of bad climate. If you had taken this, it was very close to smiting you this turn; your Climate rolls were only middling.
Escaping Violence or Fleeing Disaster would've given you variations of
Flight Before Fight that encourages you to cut and run when encountering difficulties, violence or disasters. It would, however, have mitigated disaster rolls. Each option would've focused on different aspects of disaster avoidance. Escaping Violence would've likely evolved into either a value centered on fleeing or getting backed into a corner and lashing out. Fleeing Disaster would've evolved into some type of resiliency virtue.
The biggest reason is that settled life is fundamental better? Its the path that leads to not shitty living and improved culture. Nomads do not stand the test of time, even the most successful ones.
I do know that Early settled is super shit compared to nomads, but its a matter of time before nomads cannot compare.
You have to remember the latter point you made. No one wants to become a settled society. Everyone on your continent will actually fight settling down as much as possible because it's such a shitty life.
As for Nomads not standing the test of time: the Hungarians, the Turks, the Germanic people; a lot of successful Nomadic peoples go on to conquer their own little corner of heaven. Sure, they don't remain Nomadic forever, but saying that the French, Germans, and Turks didn't have an enormous influence on modern history is simply not true.
Basic Facts don't neccessarily hold true in a Fantasy Setting. Besides, at the end of the day, a Quest is both a Narrative and a Game. Options are supposed to be balanced, and making the impossible possible is the entire point of some stories.
Fantasy setting? Who said anything about that?
Domesticating animals is huge, whether we end up nomadic or not; this seems like the best combination to ensure we do so, rather than trying to do so on the move. There's no indication that this area is being hunted out yet, so we can afford to wait a bit before moving on.
An area being 'hunted out' is basically not a concern. You simply don't kill enough animals for the number taken to be meaningful against the size of the population. It's only when you start becoming a settled civilization, taming the forests and doing agriculture that animals start becoming rarer. Even then, hunting is a major source of food up until the Bronze Age; we're not likely to hit the point where it's even a possibility for at least six months IRL.