From Stone to the Stars

No, he said we need to do the action for three turns after her death, aka aiming to lock the action in; which is something considerably harder than just doing an action once within three turns. This is particularly the case as when Aeva dies, you lose her art action slot.

And? I still don't see the need or urgency to rush towards building a Temple or Hill right this moment, when we have until Aeva dies for that timer to start. Right now even if we do start building a Temple or Hill, we have no guarantee that it will lock down that knowledge, the knowledge being Aeva's specific administrative techniques to assist in building the Temple which is what I asked him about.

If you do for 3 turns after Aeva's death, the system will become incorporated as long-term technology.

There's also the many narrative benefits that come about from having a hero construct the Temples, and potentially even more importantly, organize the structure and bureaucracy within them given the role that Holy Orders and Shamans have within society.

That was never in debate. No one here is saying that we shouldn't build a Temple. The key contention I and others are making is that we feel that there is not a pressing need to do so now, over saying studying travel. What you happened to ignore when you quoted me was my other reason for choosing to study travel over building the temple, which you didn't address at all. The point being that right now as it stands we are set with a hard task of winning the war against the Northlands as we are. Not because of the quality of our warriors or that of the Peace Builders. But because of the fact that we lack key tactical and strategic mobility against the Northlands. We likely can crush the Northlands warriors if we can bring them to battle. The problem is that we cannot bring them to battle. We are fighting on their home terrain, where they have key tactical mobility due to their mounts. If we do not crush them, we will keep the debilitating belief we have gained, one that many have noted prevents us from not only researching cavalry well but puts us at a morale disadvantage against them. The only noted option that has so far been mentioned that can likely alleviate that option is to study travel, which the QM noted would help us with an innovation roll geared towards a current problem we are facing, in which case this is the mobility of the Northlands.

Building a Temple now is in my opinion not of as grave importance as defeating the Northlands, for if we do not defeat them we will be stuck with a very bad debilitating belief, especially if they choose to simply leave. Aeva is not yet dead, so we still have some time left before we need to start building a temple, especially as two of our major action sinks, in the Hunt Megaproject, and expanding hunting for our food, will be done soon.
 
[X]Plan Sacred Hunt
-[X] [Recall] No
-[X] [Value] Yes
-[X][Action] Raid(Northlands)
-[X][Action] Expand Hunting(Dogs)
-[X][Admin] The Hunt
-[X][Art] Raise Temple (Crystal Lake)
-[X][Tribute] Megaprojects
 
In any case, aside from the debate over starting to build a temple or trying to find a way to win the war against the Northlands.

Considering that the QM mentioned that we could pick up honor values from both Arrow Lake or the Peace Builders next turn, here are the values we can choose from.

Arrow Lake's Values are:

Cultural: I Want To Be The Very Best (picked up from you), Culture of Commerce
Honour: Ancestral Deeds, All For One
Spiritual: Womb of the Earth, Harmonious Ties

Ancestral Deeds: Value your own excellence and that of your family.
All For One: When one of us is in trouble, we all should back them up.
Womb of the Earth: The earth is a caring, nurturing mother. Just as a husband supports their wife, so too should we support the Earth.
Harmonious Ties: The first good is the good of the group, individuals working in accord.
Culture of Commerce: Trade is good and money is better.

Peace Builders have:

Social Values:
Speaking Circle: consensus is extremely important.
Protective Justice: the purpose of justice is the protect the community.

Honour Values:
I Want To Be The Very Best (equivalent): this trait was home grown in them.
Hand or Fist: a hand is offered in friendship, but the other is clasped as a fist.

Spiritual Values:
Sacred War: War is a sacred struggle, not only between groups, but between their spirits.
Do it Or Die: If it's worth doing, it's worth dying for.

Right off I think one of the ones we can obviously eliminate from contention is I Want To Be The Very Best, as we already have that, which leaves only three honour values from which we can choose from.

Personally speaking I don't think the Peace Builder's last honor value is particularly useful for us. As while it seems like Hand or Fist might help when it comes to directing the full force and fury of the People against people who seem to have betrayed their offer of friendship, I'm not entirely sure how useful it would be outside of those situations as it either makes us seem too trusting or in the end too harsh in our methods.

When it comes to Arrow Lakes honor values however, those sound interesting. Ancestral Deeds seems like something that we could use to tie our People closer together, in that they seek to not only glorify themselves individually but also to do so for their families as well. Perhaps if strong connections to family and past ancestors develop we may have Specialist clans or something form that seek to preserve and then surpass the deeds of their ancestors, something that could help us outside of simply warfare, and help in overall society as well.

All for One also seems useful as well. It would probably help bring more of our people together across even familial bonds. It would likely be useful in both war, through having a mechanism or culture that bands together when we are attacked, and also out of it through say natural disasters or lean times where the value would make it so that the individuals would be more likely to sacrifice for the good of the collective.

Overall, the values on offer to us are pretty strong if we can get them. That makes me curious though what the other options are, as compared to what we can see now, it's going to have to be very strong to dissuade us from these.
Adhoc vote count started by Japanime on May 19, 2018 at 10:09 PM, finished with 62 posts and 29 votes.
 
here are the values we can choose from.

Don't assume that we will necessarily get to choose what new value we will get. Unless you got a Charity value like Lands of Opportunity or Cosmopolitan Acceptance, you generally don't get to pick the value and just get what comes your way. Even then, with Charity values, you only get to pick the value that is linked to the Charity Value.
 
Building a Temple now is in my opinion not of as grave importance as defeating the Northlands, for if we do not defeat them we will be stuck with a very bad debilitating belief, especially if they choose to simply leave. Aeva is not yet dead, so we still have some time left before we need to start building a temple, especially as two of our major action sinks, in the Hunt Megaproject, and expanding hunting for our food, will be done soon.
While I still disagree with the priorities, this is at least sensible enough that I'm okay with your vote winning if there's another reversal.
 
Ancestral Deeds seems like something that we could use to tie our People closer together, in that they seek to not only glorify themselves individually but also to do so for their families as well. Perhaps if strong connections to family and past ancestors develop we may have Specialist clans or something form that seek to preserve and then surpass the deeds of their ancestors, something that could help us outside of simply warfare, and help in overall society as well.
It would certainly be something, since Kasper is still in living memory, it might make a weird effect on our religion and how Kasper is venerated.
 
@Redium, you already mentioned that Hunting with dogs may lead to development in husbandry, and traps to technical innovation.
What would prize and herd animals be in that case?
New Hunting methods? Domestication? New crafts/goods? Cultural development? Something else ?

Herd animals would help develop domestication as well and likely lead to you develop more herding technologies.

Prize animals are likely to boost your war-making capabilities. Creating the tools to reliably kill bears and orkers will necessitate building things that can easily be turned against other people.

So if we choose to pick up an honor value from the Peace Builders or Arrow Lake, do we get that value from its current stage of development or do we start at its initial stage?

So when you mean every option next turn, do you mean normal options such as choosing to farm or our admin and art options too? Or is there something different you had in mind?

You would get a copy of their value at whatever stage of development it's at.

It would be next phase, the 17.1 mid-turn. You won't be able to chose any new [Actions] then, just your mid-turn reposes. Those would effect which of the values you'd get.

Good to know. So we need some kind of victory on their home turf no matter what? However I'm guessing a change back to the status quo wouldn't do it?

Returning to status quo would not eliminate Murder of Man-Beasts.

What is the chance? Like how low or high?

Low: 10%.

What benefits do we get from these improved relations? Will our people and theirs start to see each other as close cousins or something?

When it comes to their Southern war will they let us know when said war occurs so that we help? I also assume when they mean help they mean us sending our warriors south right?

Will this be similar to with the Island Makers where they will likely support us logistically as I am assuming we are doing right now? As I don't think we can extend our supply lines that far south.

Improved relationships is a scale. The biggest thing that it gets you is additional buffer before the Peace Builders decide that they need to attack you. If relationships get high enough, then your tribe and theirs will start to intermingle. Marriages, trade pacts, tech sharing... boundaries have a tendency to start becoming fuzzy.

The Peace Builders will inform you about when the War For The South starts up again. They'll come to you and ask for help at that time.

Your logistics would be supported by the Peace Builders. Your lines back would be a lot shorter, however, so it wouldn't be as much strain on either of you.

o I'm guessing the Study Travel option would help us with that problem here?

Because I don't think we would be able to effectively win the war if we are forced to fight at the leisure of the Northlands who can disengage at the will.

So what exactly is stopping us from engaging them at their Summer Camp?

Because right now I see no way for us to effectively fight this for war and win it on their territory without any advances to our mobility.

There's at least one development in Study Travel that I can think of which would really help you against the Northlands.

Hitting the Northland's camp would be like trying to shove your hand into a beehive in order to grab the honey within. Sure, you could do it, but it's going to hurt a lot. Better to reduce their numbers first so you're not injured as severely. The Northlands are basically harassing you constantly on approach so it's hard to keep assaults together in the face of that.

I'm guessing that the number of turns to reach that would increase if we added more settlements?

Yes.

So if we did build a settlement at River Fork, say we were in the process in locking in temples for all settlements, would build to by the river fork settlement reset that timer or not? I would be guessing not as once that settlement is built it would still count as all settlements having temples for said amount of turns right?

Yes.

So we're essentially on the clock when it comes to defeating them right? Because as is I don't think we will be able to defeat them fast enough without innovations to negate their mobility advantage right?

How long until they decide to bug out? Are they close to that point yet considering the wrecking the Peace Builders gave them?

It's not that you're on the clock. For example, in order to win, say you need to win 5 raids against them. After you've won 1, 2, or potentially even 3, the Northlands are likely to continue fighting. It doesn't matter how long it takes for these wins to occur, whether one phase or two turns. When you get to potentially 3 wins or definitely at 4, the Northlands will know that they're losing and look to bail instead of continuing to fight. What you effectively need to do is go from +2-3 to +5 in a single phase so that the Northlands don't have a chance to escape before they're beaten.

So they would likely remember this war for awhile right? Or would the animosity go away after a certain period of time?

After 4 or 5 turns, they'll likely forget who it was that they fought. They might remember that there was an enemy from the south, but they wouldn't remember who that was.

Is that the main reason why we can't get any decisive victories over them? Because it seems like they can simply ambush us with impunity, and even if they lose those that won't change the situation as they can likely just avoid battle with us until the next moment where they decide we are ripe for attack.

How much would an increase in mobility help us in curtailing their guerilla attacks?

The main difficulty you're having is that you can't force a decisive encounter since the enemy is too mobile.

So is that the reason the Peace Builders gained 1 prestige point?

Yes.

Wow, how much is that helping them! I saw that their position somewhat improved, but is it helping to reverse the course of the war against South Lake?

They went from 'basically dead' to 'severely wounded'. They're not out of the woods by any means, but they made a pretty big comeback already. Any further developments would depend on the mercy of the dice. South Lake is still stronger than them, but for now the Bond Breakers have better leadership.

How close are Arrow Lake and the Peace Builders to deciding to eradicate the Mountain Clans?

And if the Mountain Clans do bleed off, how less dangerous will their explosion be?

The Peace Builders don't know anything about the Mountain Clans. I assume you mean the Island Makers? The Island Makers are more focused on developing their internal infrastructure. The Mountain Clans have been an inconvenience at best right now.

Arrow Lake is a lot closer to trying to wipe them out, but their Elder Council is too cautious to commit to a campaign of it right now. If they had your support (i.e. you Promoted Folk Wrestling among them last turn) or you weren't distracted by war, they would've gone for it.


I do want to update again this weekend. The vote is very closely split right now (13 versus 12) so I'll leave it open for a little bit more. There's parts of the update I can work on without knowing your actions. The only thing I think you're really debating on at this point is a Study Travel versus Raise Temple action.
 
Would developing herd animals give us a secret resistance to plague and disease?

Domestication in general will cause increased numbers of diseases. Now, this won't necessarily give you resistance to Old World diseases, but the new diseases that you create will be as effective on the Old World as Old World diseases were on the New. It won't save you from the initial plagues, but if the Old World is suffering plagues just as severe at the same time, that means you'll both be recovering instead of the Old World taking advantage while you're in the midst of collapse.
 
Domestication in general will cause increased numbers of diseases. Now, this won't necessarily give you resistance to Old World diseases, but the new diseases that you create will be as effective on the Old World as Old World diseases were on the New. It won't save you from the initial plagues, but if the Old World is suffering plagues just as severe at the same time, that means you'll both be recovering instead of the Old World taking advantage while you're in the midst of collapse.
What are our chances of getting 'tech advancements' that are useful in combating disease? (I'm well aware OTL civs adapted painfully slowly to disease fighting.) Even avoiding counterproductive OTL practices like sweat lodges as communicable disease treatment would be a big boost.


Edit:
[X]Plan Sacred Hunt
 
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On second though, improving the chance of crushing the northlands is worth it.
[X] Plan Win the War
NOW IS THE HOUR OF MY BETRAYAL.
 
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Herd animals would help develop domestication as well and likely lead to you develop more herding technologies.

Prize animals are likely to boost your war-making capabilities. Creating the tools to reliably kill bears and orkers will necessitate building things that can easily be turned against other people.

What kind of herding technology do we have so far anyway? As far as I remember it seemed that all we did with the Orkers was keep a few of them around and let them have food when they come nearby.

When it comes to prize animal technologies, the only thing I can really think of that we might develop in learning to kill them would be either more powerful bows or more powerful spears for Orkers which might be useful against cavalry. I still wouldn't like our odds against defending against Orkers with long spears, but whatever helps I guess.

You would get a copy of their value at whatever stage of development it's at.

Would us choosing a value from them affect our relationship with them? Because as is it seems like their values are pretty useful at their current level of development, especially some of Arrow Lakes which encourage community.

It would be next phase, the 17.1 mid-turn. You won't be able to chose any new [Actions] then, just your mid-turn reposes. Those would effect which of the values you'd get.

Ahhh that makes sense then. I'm guessing then that the actions that would likely affect the potential new value would be actions related to the war?

Returning to status quo would not eliminate Murder of Man-Beasts.

Then we really need to make sure we win then. I'm guessing driving them to leave wouldn't eliminate it either?


So would the roll for capturing them, be a separate roll to winning the raid, or would it be included in the original roll?

Improved relationships is a scale. The biggest thing that it gets you is additional buffer before the Peace Builders decide that they need to attack you. If relationships get high enough, then your tribe and theirs will start to intermingle. Marriages, trade pacts, tech sharing... boundaries have a tendency to start becoming fuzzy.

How close are we in terms of our relationships with the Peace Builders anyway? I mean at the rate things are going, it seems like marriages might not be too far off in the future, especially as we might intermingle with their warriors a lot more due to the war, thus causing impromptu relationships to form.

I'm also guessing that at this stage, once boundaries start becoming fuzzy that we might get a chance to fuse with them right? If so, I'd only hope that we get a choice to do so.

The Peace Builders will inform you about when the War For The South starts up again. They'll come to you and ask for help at that time.

Your logistics would be supported by the Peace Builders. Your lines back would be a lot shorter, however, so it wouldn't be as much strain on either of you.

How likely is it for the war to start soon? You mentioned that the Peace Builders have garrisons down south but I'm not entirely convinced that will dissuade the southern tribes from attack them. Would they understand if we took awhile to respond to their calls for aid if we are still embroiled in war with the Northlands at the same time that the south attacked them?

There's at least one development in Study Travel that I can think of which would really help you against the Northlands.

It's good to have confirmation then. How much would that development help us, assuming we did develop it? Is it something obvious we are missing that will cause us to facepalm when we figure out what said development is?

Hitting the Northland's camp would be like trying to shove your hand into a beehive in order to grab the honey within. Sure, you could do it, but it's going to hurt a lot. Better to reduce their numbers first so you're not injured as severely. The Northlands are basically harassing you constantly on approach so it's hard to keep assaults together in the face of that.

Right...I'd rather we not cripple ourselves in this war at the moment, especially with more problems potentially on the horizon.

I'm guessing the only way to alleviate the pain, or make the situation better for us would to be to make sure we can reduce their numbers though effectively neutralizing their tactical mobility with that of their own right?

It's not that you're on the clock. For example, in order to win, say you need to win 5 raids against them. After you've won 1, 2, or potentially even 3, the Northlands are likely to continue fighting. It doesn't matter how long it takes for these wins to occur, whether one phase or two turns. When you get to potentially 3 wins or definitely at 4, the Northlands will know that they're losing and look to bail instead of continuing to fight. What you effectively need to do is go from +2-3 to +5 in a single phase so that the Northlands don't have a chance to escape before they're beaten.

So we need to be able to decisively defeat them then? What's the measure for the status quo returning for both sides?

Also how many of those raids have we won so far on that counter?

After 4 or 5 turns, they'll likely forget who it was that they fought. They might remember that there was an enemy from the south, but they wouldn't remember who that was.

Well that's convenient. They don't have oral histories?

The main difficulty you're having is that you can't force a decisive encounter since the enemy is too mobile.

Yeah, I figured as much. I'm guessing that by eliminating their tactical mobility we could probably be able to more effectively force a decisive encounter against them where our superior warriors and numbers could be used right?

They went from 'basically dead' to 'severely wounded'. They're not out of the woods by any means, but they made a pretty big comeback already. Any further developments would depend on the mercy of the dice. South Lake is still stronger than them, but for now the Bond Breakers have better leadership.

I'm surprised that they haven't issued a call for help yet. Is that because our contact with them has been cut off?

The Peace Builders don't know anything about the Mountain Clans. I assume you mean the Island Makers? The Island Makers are more focused on developing their internal infrastructure. The Mountain Clans have been an inconvenience at best right now.

Yeah I meant the Island Makers. I guess the Island Makers are just turtling up rather than dealing with the Mountain Clans then?

Arrow Lake is a lot closer to trying to wipe them out, but their Elder Council is too cautious to commit to a campaign of it right now. If they had your support (i.e. you Promoted Folk Wrestling among them last turn) or you weren't distracted by war, they would've gone for it.

If we did help them try to wipe out the Mountain Clans, how much would that help our relations with them?

I do want to update again this weekend. The vote is very closely split right now (13 versus 12) so I'll leave it open for a little bit more. There's parts of the update I can work on without knowing your actions. The only thing I think you're really debating on at this point is a Study Travel versus Raise Temple action.

Personally speaking I'm not against building the Temple, I just believe that studying travel is more important so that we can end this war quickly and decisively on our terms.

With the way you described things there is no way for us to effectively defeat the Northlands as they are without a development gained from studying travel to hamper the mobility of the Northlands and to force them to fight. Otherwise they will just continue to bleed us dry.
 
Anyway, since I keep flip-flopping back and forth, i'll post my rambling and hope it either persuades someone or gives one side the ammo to argue me fully over to them.

The value in the Study Travel roll is mainly in the better chance at a)removing the debilitating belief and b)gaining control over the nomads. Of those 2, the first is far more important to me. I'd hate to inflict a debuff on us that lasts until we get Orker breeding.

The reason I prefer the temple, apart from those i've already stated, is partly due to the precedent this sets. If every issue demands that we dump EVERY SINGLE ACTION towards resolving it on the turn it appears, then I feel like we're never gonna get the infrastructure locked down. It's gonna take 19 actions(2 hills, 3 temples,3 road networks) just to get our currently available infrastructure locked down in our currently existing settlements, and that number will increase when we next settle (which we probably will before the road network megaproject at least). If we can't spare a single art-exclusive slot in a turn otherwise entirely focused on the threat in one way or another, then what chance do we have of locking it all in?
 
The reason I prefer the temple, apart from those i've already stated, is partly due to the precedent this sets. If every issue demands that we dump EVERY SINGLE ACTION towards resolving it on the turn it appears, then I feel like we're never gonna get the infrastructure locked down. It's gonna take 19 actions(2 hills, 3 temples,3 road networks) just to get our currently available infrastructure locked down in our currently existing settlements, and that number will increase when we next settle (which we probably will before the road network megaproject at least). If we can't spare a single art-exclusive slot in a turn otherwise entirely focused on the threat in one way or another, then what chance do we have of locking it all in?

Personally speaking in terms of action economy, I think that it would be more efficient for us to finish this war as quickly as possible, so that we don't have to deal with both the strain of supporting warriors so far away from home, especially when those young men could be used to help build infrastructure, and so that we could finally end the war not having to divert one action every turn to raiding.

There will always be a precedent for us to focus on the immediate danger over the long term, that's generally how quests like this goes. Even this turn we don't fully follow that rule as we are set to finish the Hunt megaproject this turn due to our focus on it, which should secure our long term prospects. While the precedent is still there, I don't think anyone so far disagrees with going for infrastructure in the future as we are likely locked in to become tall at this point.

The issue most of us who are voting for study travel are having is that we don't believe it is the right time to do so to build the Temple, especially as Aeva has yet to die. Better to end the Northlands now while we still have the assistance of the Peace Builders, which is not guaranteed to last if the south attacks them soon, than to grind out a long war like we had with the Hundred Bands.
 
Personally speaking in terms of action economy, I think that it would be more efficient for us to finish this war as quickly as possible, so that we don't have to deal with both the strain of supporting warriors so far away from home, especially when those young men could be used to help build infrastructure, and so that we could finally end the war not having to divert one action every turn to raiding.

There will always be a precedent for us to focus on the immediate danger over the long term, that's generally how quests like this goes. Even this turn we don't fully follow that rule as we are set to finish the Hunt megaproject this turn due to our focus on it, which should secure our long term prospects. While the precedent is still there, I don't think anyone so far disagrees with going for infrastructure in the future as we are likely locked in to become tall at this point.

The issue most of us who are voting for study travel are having is that we don't believe it is the right time to do so to build the Temple, especially as Aeva has yet to die. Better to end the Northlands now while we still have the assistance of the Peace Builders, which is not guaranteed to last if the south attacks them soon, than to grind out a long war like we had with the Hundred Bands.
The hunt is primarily a martial megaproject to inflict defensive attrition on enemy troops and discipline on our own society. The food is secondary to me; Consider that we could be at the current econ cap if we had just done 5 farming actions instead. Similarly, dog hunting is in there because of the previously elaborated benefits of dogs against people riding animals hunted by dogs/wolves.

Still, fair points on action economy, I suppose, so vote changed. But after this turn you won't be able to pry me off Tribute: Megaproject with a crowbar.
 
The hunt is primarily a martial megaproject to inflict defensive attrition on enemy troops and discipline on our own society. The food is secondary to me; Consider that we could be at the current econ cap if we had just done 5 farming actions instead. Similarly, dog hunting is in there because of the previously elaborated benefits of dogs against people riding animals hunted by dogs/wolves.

Still, fair points on action economy, I suppose, so vote changed. But after this turn you won't be able to pry me off Tribute: Megaproject with a crowbar.

I mean in terms of hunting actions it was a no brained to lock that it, especially as that would give us something beneficial either way.

While for the hunt, for me that Megaproject was necessary as it has been noted that we are literally depleting our surroundings of prey animals. And considering we are still primarily hunter gatherer with only some agriculture and aquaculture to help feed us, that would've been dire for us. To me the martial bonuses are secondary as the economic help is essential for our long term future.

As for tribute Megaproject and the temples and hills I agree.
Adhoc vote count started by Japanime on May 19, 2018 at 11:33 PM, finished with 67 posts and 29 votes.

Adhoc vote count started by Japanime on May 20, 2018 at 6:01 AM, finished with 69 posts and 31 votes.

Adhoc vote count started by Japanime on May 20, 2018 at 6:10 AM, finished with 70 posts and 32 votes.
 
[X]Plan Sacred Hunt

@Redium okay, an important question needs to be asked:

Of the techs that need turns to be locked in or they'll be lost after our current hero dies, do we just need to spend 3 turns using the techs, or do we specifically need 3 turns using the techs after the Hero has died?

And does last turn's efforts on the Temple count towards the 3 turns needed so we're currently at 1/3 turns?
 
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