I find it funny and sad at the same time on how you have been advocating fishing for the last few turns but got 0 result on it :V

Yeah. I guess people really want to punch. But boats help with troop movement and stuff too. I want our civ to actually have a strong navy eventually so we don't end like Ymaryn, unable to conquer places like Trelli.
 
Yeah. I guess people really want to punch. But boats help with troop movement and stuff too. I want our civ to actually have a strong navy eventually so we don't end like Ymaryn, unable to conquer places like Trelli.

I'm down with a navy eventually, just like I support us settling down and farming and stuff, since I'm angling for a Punch quest instead of a Nomad quest. The main reason I'm not voting for Fishing and Farming more is that we tried to destroy the Farmers a few turns ago and have been recovering/preparing for a second strike ever since, so taking them out has been at the top of my list of priorities for a good while now.

Once they're dead, settling down and getting a diverse set of food sources sounds like a good idea to me.
 
We've never really had a good opportunity to fish. Hunting is just so much better, and we've either needed the martial or been in a famine. Speaking of which, since we now can capture animals alive, domestication looks like it's on the horizon.

@OliWhail , What animals do our hunters normally kill? What are we eating?
 
We'll probably be settled by the time we domesticate cattle to one degree or another but if not having herds which move with the tribe will be extremely helpful.
This is why I honestly don't want to explore for a little while. I want to focus on development, and if we discover new people, we'll have to spend turns raiding them. I want a properly settled society, so we can conquer instead of just stealing shit and going home.
Adhoc vote count started by JamesShazbond on Mar 17, 2018 at 1:51 PM, finished with 985 posts and 28 votes.
 
This is why I honestly don't want to explore for a little while. I want to focus on development, and if we discover new people, we'll have to spend turns raiding them. I want a properly settled society, so we can conquer instead of just stealing shit and going home.
If we kill the Farmers we can take their settlements :D
 
DOOT DOOT
Adhoc vote count started by OliWhail on Mar 17, 2018 at 10:24 PM, finished with 987 posts and 28 votes.
 
Turn 7: Motzu Etzai - “Cut the Enemy”
Turn 7: Motzu Etzai - "Cut the Enemy"

As the rains and flooding became more mild and consistent, a great upswelling of desire to prove themselves rose up the generation of young men well-honed to hunting and violence reached adulthood and began to take an active role in leading your people. These gizorrona collectively decided that the Thing To Be Done was surely to avenge the slight against their grandfathers' honor by the cowardly Muinoba jendeseri, and so just as they had been told about as children they sent a hunting party with gifts of fur and cured meat north and east, into the known lands of the Muinehiza.

There they encountered many kindred souls, young hunters who had grown up hearing stories of those disastrous attacks, and who were now living somewhat restless lives in relative abundance, eager to prove themselves worthy of taking up the leadership of their people.

After the first season of raiding, it became clear that this time was indeed going to be different. The farmers simply lacked the raw combat-capable manpower to maintain protection on all their people all the time. The hunters could be held off, and occasionally driven off, but ultimately the Muinoba were caught on two very painful branches: watch their fields burn, or water them with blood.

(The medicine woman's apprentice noted, when she was told this tale by a returning hunter trying to impress her, that perhaps the tribe should return in the coming seasons to discern whether blood-offerings to the spirits helped the plants grow more fruitfully. The young man stopped trying to impress her after that.)

The Muinoba chose fire and blood both, at different times, but it ultimately made no difference. They had been run ragged, like a deer patiently but relentlessly pursued across the fields, and it was time to go for the kill.
Vote:
[Hunt]
Encourage the young competitive hunters.

[Act]
Raid Farmers x2

Results:
E+2 (Status: Fertile Ground)
E-2, M+3

Net: M+4

Status: Fertile Ground expires.
Status: Hunter Training expires.

Innovations:
N/A

Stats
Econ 2{4}
Martial 2{4}

Victory! How to deal with the wretched farmers?
[] [War] Force them to give you food and people each season.
[] [War] Take what captives you can control, kill the rest.
[] [War] Take only the resources there now, kill and burn the rest.

In addition, choose 2 Actions from the list below. You can vote for the same action twice by appending 'x2'.
[] [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 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
0/3 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: WAR / Rare
  • Northern Hunters: Friendly / 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.

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)
 
Last edited:
[X] [War] Force them to give you food and people each season.
[] [War] Take what captives you can control, kill the rest.

Tributaries! Can be convinced to do the other option, but really, this is a neat way to go about this.
[X] [Act] Hunting Expeditions
[X] [Act] Intensify Cultivation

Hunting as well to make sure our econ doesn't accidentally go down below the point at which we can cultivate, but we should try to get Cultivation up to the cap, see what happens.
 
eh I could go with any of the victory options.
[x] [War] Force them to give you food and people each season.
If they cause more trouble then we will move down to the next option.
[X] [Act] Hunting Expeditions
[X] [Act] Intensify Cultivation
 
[X] [War] Force them to give you food and people each season.
[X] [War] Take what captives you can control, kill the rest.

I suspect we'll be going with tributary, but slave raiding works too.

[X] [Act] Hunting Expeditions
[X] [Act] Hunting Expeditions x2
[X] [Act] Intensify Cultivation
 
[X] [Act] Hunting Expeditions
[X] [Act] Intensify Cultivation

Hmmmmmmmmmmmmmmm what is the punchiest?

[X] [War] Force them to give you food and people each season.
[X] [War] Take what captives you can control, kill the rest.

Either of these.
 
[x] [War] Force them to give you food and people each season.
[X] [Act] Hunting Expeditions
[X] [Act] Intensify Cultivation
 
Is now too early to start vassalizing? I don't know if we can maintain control at our current level. Also that medicine woman is going places, that's certainly one way to develop agriculture.

The trouble with our current situation is that we have basically nothing to spend our surplus Econ on.

[X] [War] Force them to give you food and people each season.

Nothing ventured, nothing gained. Let's see if this works out.

[X] Intensify Cultivation x2

This is the freest turn we've had for a while, and we've got Econ to burn. I want to set up maximizing our fields next turn, see what that gets us.

[X] Expand Fishing x2

Another viable option, we've got a free turn, we might as well try this at least once.
Adhoc vote count started by JamesShazbond on Mar 18, 2018 at 1:10 AM, finished with 997 posts and 7 votes.
 
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