Voting cutoff is... now!

E: Looks like a big preparation turn. What are y'all scheming at? :p
[Blood] Yes.
Train Hunters
Intensify Cultivation
Adhoc vote count started by JamesShazbond on Mar 16, 2018 at 4:45 PM, finished with 71 posts and 36 votes.
 
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[22][Act] Train Hunters
[14][Act] Intensify Cultivation

It's like I don't even know this thread anymore! :cry:

Cultivation is shiny and new. Besides, this way we can hit a boosted double raid next turn without any worries.

Speaking of which, @OliWhail , How does Train Hunters interact with double raid? Does the boost apply once or twice?

Regarding future actions, once we hit 3 actions a turn, I want to do Cultivation x3. Hitting the maximum in a single turn ought to force an innovation in that regard. Another thing we can do with three actions is Hunting x2 + Training Hunters, and just nuke some poor bastard off the map the next turn with a boosted Raid x3. We will fight like tigers, carefully measuring our target, stalking ever closer, before pouncing for one lethal blow.
 
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Does Train Hunters have a chance of temp econ by the way?

I mean, Moderate Hunting sounds like it could...
 
Turn 6: Zorrotzen - "Sharpen"
Turn 6: Zorrotzen - "Sharpen"

As your people continued turning their focus inward, the rivers became sporadically violent in their flooding, making it hard to reliably gather grains from the fields sown on your periodic wanderings, but they were sometimes long enough apart (or the fields high up enough) that most seasons saw your people benefit from the seeds scattered the last time they had been in an area.

With the population of young men depleted, it became of the utmost priority to train those available to the height of their possible ability, using the best tools your band could craft. Some of the more skilled of these youths took to competing in games of skill, or to see who could bring in the largest kill, or (among those especially gifted with trapping) who could bring in the largest or most numerous animals alive. While it helped to sharpen their skills as warriors and hunters, it distracted them from being as productive as they otherwise might have been.

Dissuade these young prodigies, or encourage them?
[] [Hunt] Dissuade
[] [Hunt] Encourage
Vote:
[Blood] Yes (Adopt Blood-Bond Legacy)

[Act]
Train Hunters
Intensify Cultivation (Minicrit)

Results:
E-1, +Status: Hunter Training 1 (+1 Temp Martial ; Hunting, Raiding bonuses Turn 7)
Pass Threshold! E+2, +Status: Fertile Ground 1/3 (E+2 Turn 7)
Net: E+1, M+1

Innovations:
Significant Mystic Innovation: Reveal Hidden Effect (Glory In Destruction: +Increased Martial GP chance)

Minicrit Admin: Ritualized Trial of Combat: +Increased Martial GP chance

Significant Techne: +Weapon Quality: Minor Hunting, Martial bonuses

Minicrit Econ: Trapping -> Live Trapping (Hunting Temp Econ +1/3; 2x Hunting -> 6 Temp Econ)

Stats
Econ 2
Martial 2{3}
As normal, choose 2 actions.

Current modifiers:

Trained Hunters x1 (+Hunting, +Raiding)
[] [Act] Expand Fishing
Set up nets and traps to supplement the tribe's diet.
S: +1 Temp Econ
D: +3 Temp Econ

[] [Act] Exploration and Scouting - (Direction)
(Direction) can be any of the 8 cardinal or semi-cardinal directions.
-1 Temp Econ, -1 Temp Martial, +Info about resources & people in target direction

[] [Act] Train Hunters
-1 Temp Econ; +1 Martial and Moderate Hunting, Raiding bonuses this turn and next.

[] [Act] Hunting Expeditions
Organize the labor of the population to build tools and send out additional hunting parties.
S: +2 Temp Econ, +1 Temp Martial, additional effects
D: +6 Temp Econ, +2 Temp Martial, additional effects

[] [Act] Raiding Parties - (Target)
Send people armed with weapons and fire to take food and goods and to destroy fields, houses, and lives.
Targets: All, Northern Farmers, Northern Nomads
S: -1 Temp Econ, +1 Temp Martial
D: -2 Temp Econ, +3 Temp Martial

[] [Act] Intensify Cultivation
Threshold: 1 Econ
+2 Econ this turn and next
1/3 slots active, slots use goes away once its Econ bump goes away

Current Civ Status

Government:
Hereditary Chieftains - Ritualized Trial of Combat
  • +1 Econ
  • +Minor bonuses to Martial GP generation
Economic Type: Local Gift-Exchange

Legitimacy: ?/3
Stability: ?/?

Centralization: ? [Tolerance ?:?]

Prestige: ?

Diplomacy

(Attitude / Contact Frequency)
  • Northern Farmers: Peace / Rare
  • Northern Hunters: Amicable / Occasional
Stats
  • Temp stats can at most double your pool.
  • Payment order: Apply stats that don't depend on thresholds, check thresholds, apply stats that do depend on thresholds, modify infrastructure, modify stat pools
Martial: 2
  • 1 base
  • 1 Legacy: Early Martial
Economy: 2
  • 1 base
  • 1 gov't
  • -0 (Villages 0/2)
  • Villages: 0
Wealth: ?
Culture: ?
Techne: ?


Values, Statuses, Legacies
Honor:
Glory in Destruction: What is best in life? To crush your enemies, and see them driven before you.
Pro: Moderate bonuses to all Martial Actions and Martial GP generation. Can utilize untargeted Raiding actions.
Con: Upon conflict loss, roll for additional Legitimacy loss.

Blood-Bond: Those who have fought together are joined as surely as brothers and sisters.
Pro: Any group you have fought on the same side receives long-lasting Diplomacy bonuses and an improved likelihood of accepting future cooperative offers.
Con: Any group you have fought *against* experiences long-lasting Diplomacy penalties.

Social:

Mystical:

Legacies
Legacy: Early Martial
+1 Martial Pool, Martial Stat visible, +1 Honor Value Slot
Tech and Concepts
Materials
  • Furs and Hides, Bone, Sinew
  • Wood, Plant Fibers, Plant-based adhesives
  • Flint, Naturally Shaped Stone, Rough-Hewn Stone
Agriculture/Food
  • Edible Plant Gathering
  • Cooking, Drying, Smoking
  • Spear Hunting, Bow Hunting (enables [Act] Hunting Expeditions)
    • Trapping (Hunting Temp Econ +?)
  • Trap, Net, Spear, and Bait Fishing (enables Action: Fishing)
Weapons and Armor
  • Clubs, Crude Axes
  • Spears / Atlatl
  • Primitive Archery
  • Thick Hide Armor
Cultural and Domestic
  • Ground Pigments
  • Ornamentation, Personal Adornment
    • Tattoos
    • Sewing, Beads
  • Counting
  • Animism, Vague Dualism
    • Ceremonial Burial, Cremation, Ancestor Veneration
  • Stargazing, Folk Meteorology
  • Folk Empiricism
  • Folk Medicine (Minuscule Martial bonus)
    • Bandages and Bindings
    • Herbalism
Administration
  • Group Coordination, Collective Decision-Making
  • Leadership
    • Councils
    • Chiefs
Travel
  • Game Trails

An overview of this quest's mechanics can be found here.

Article:
Supporters and Patrons
It amazes me that people are willing to support my writing like this. You guys are awesome and you help inspire the continuation of this project.

If you think my work is worth encouraging and supporting, I would forever appreciate it if you would click the link in my sig to my Patreon.

Pearl-Divers:
@gbear605
@mcclay

Jaguars:
@Rafin (2/3)
@racnor (2/2)
@Oshha (0/2)

Shamans:
@Aabcehmu (1/2)

Disciples of BOAT:
@Cariyaga (4/5) (0/4)
 
[X] [Hunt] Encourage
[X] [Act] Raiding Parties - (Northern Farmers)x2
[X] [Act] Hunting Expeditions x2
 
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[X] [Hunt] Encourage
[X] [Act] Raiding Parties - (Northern Farmers)x2

Let's do this. We've got +2 Econ queued up for this turn from Intensify Cultivation and bonuses to raiding from Train Hunters. We've stacked the deck in our favour and are finally ready to show those farmers who really rules the indus river valley.
 
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[X] [Hunt] Encourage
[X] [Act] Hunting Expeditions
[X] [Act] Hunting Expeditions x2
 
[X] [Hunt] Encourage

[X] [Act] Hunting Expeditions
[X] [Act] Raiding Parties - (Northern Farmers)

Probing attacks first, to get a sense of relative power.
 
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Yeah actually, I think we might be better off waiting for a great person to spawn to attack them.
 
Turn 6: Zorrotzen - "Sharpen"

As your people continued turning their focus inward, the rivers became sporadically violent in their flooding, making it hard to reliably gather grains from the fields sown on your periodic wanderings, but they were sometimes long enough apart (or the fields high up enough) that most seasons saw your people benefit from the seeds scattered the last time they had been in an area.

With the population of young men depleted, it became of the utmost priority to train those available to the height of their possible ability, using the best tools your band could craft. Some of the more skilled of these youths took to competing in games of skill, or to see who could bring in the largest kill, or (among those especially gifted with trapping) who could bring in the largest or most numerous animals alive. While it helped to sharpen their skills as warriors and hunters, it distracted them from being as productive as they otherwise might have been.

Dissuade these young prodigies, or encourage them?
[] [Hunt] Dissuade
[] [Hunt] Encourage
Vote:
[Blood] Yes (Adopt Blood-Bond Legacy)

[Act]
Train Hunters
Intensify Cultivation (Minicrit)

Results:
E-1, +Status: Hunter Training 1 (+1 Temp Martial ; Hunting, Raiding bonuses Turn 7)
Pass Threshold! E+2, +Status: Fertile Ground 1/3 (E+2 Turn 7)
Net: E+1, M+1

Innovations:
Significant Mystic Innovation: Reveal Hidden Effect (Glory In Destruction: +Increased Martial GP chance)

Minicrit Admin: Ritualized Trial of Combat: +Increased Martial GP chance

Significant Techne: +Weapon Quality: Minor Hunting, Martial bonuses

Minicrit Econ: Trapping -> Live Trapping (Hunting Temp Econ +1/3; 2x Hunting -> 6 Temp Econ)

Stats
Econ 2
Martial 2{3}
As normal, choose 2 actions.

Current modifiers:

Trained Hunters x1 (+Hunting, +Raiding)
[] [Act] Expand Fishing
Set up nets and traps to supplement the tribe's diet.
S: +1 Temp Econ
D: +3 Temp Econ

[] [Act] Exploration and Scouting - (Direction)
(Direction) can be any of the 8 cardinal or semi-cardinal directions.
-1 Temp Econ, -1 Temp Martial, +Info about resources & people in target direction

[] [Act] Train Hunters
-1 Temp Econ; +1 Martial and Moderate Hunting, Raiding bonuses this turn and next.

[] [Act] Hunting Expeditions
Organize the labor of the population to build tools and send out additional hunting parties.
S: +2 Temp Econ, +1 Temp Martial, additional effects
D: +6 Temp Econ, +2 Temp Martial, additional effects

[] [Act] Raiding Parties - (Target)
Send people armed with weapons and fire to take food and goods and to destroy fields, houses, and lives.
Targets: All, Northern Farmers, Northern Nomads
S: -1 Temp Econ, +1 Temp Martial
D: -2 Temp Econ, +3 Temp Martial

[] [Act] Intensify Cultivation
Threshold: 1 Econ
+2 Econ this turn and next
1/3 slots active, slots use goes away once its Econ bump goes away

Article:
Supporters and Patrons
It amazes me that people are willing to support my writing like this. You guys are awesome and you help inspire the continuation of this project.

If you think my work is worth encouraging and supporting, I would forever appreciate it if you would click the link in my sig to my Patreon.

Pearl-Divers:
@gbear605
@mcclay

Jaguars:
@Rafin (2/3)
@racnor (2/2)
@Oshha (0/2)

Shamans:
@Aabcehmu (1/2)

Disciples of BOAT:
@Cariyaga (4/5) (0/4)


Jesus, those innovations. We're going to be swimming in mighty warriors.

[X] [Hunt] Encourage
[X] [Act] Hunting Expeditions x2

We might as well go all out on martial heroes. Apparently we're still feeling the pain from our last raid, so we might as well spend the time using our newly upgraded hunting while we wait. Maybe we'll get a martial hero.
Adhoc vote count started by JamesShazbond on Mar 16, 2018 at 9:06 PM, finished with 960 posts and 16 votes.
 
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Even if we get a military genius spawned, our stupid government system means he/she might well get their face stabbed in a power challenge.

Past a certain point, knife fights are for the lucky more than the skilled.
 
[X] [Hunt] Encourage
[X] [Act] Raiding Parties - (Northern Farmers)x2

Approval:
[X] [Act] Raiding Parties - (Northern Farmers)
[X] [Act] Train Hunters
 
[X] [Hunt] Encourage
[X] [Act] Hunting Expeditions x2
[X] [Act] Raiding Parties - (Northern Farmers) x2
 
[X] [Hunt] Encourage
[X] [Act] Raiding Parties - (Northern Farmers)x2

Punch time!
 
[X] [Hunt] Encourage

[X] [Act] Hunting Expeditions
[X] [Act] Hunting Expeditions x2
[X] [Act] Raiding Parties - (Northern Farmers)
[X] [Act] Raiding Parties - (Northern Farmers) x2

Approval voting for life.

We should go do some fishing in the future, maybe kill a fishing tribe and let their children do it.
 
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[X] [Hunt] Encourage


[X] [Act] Expand Fishing x2

Let's diversify our food sources. Also boats are useful in war too.
 
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