From Stone to the Stars

One thing to consider, is there a risk for doing too much for the Fingers too fast? If we fix their issues before they've had time to register that we're listening to them, they may be strengthened and still restive.
 
One thing to consider, is there a risk for doing too much for the Fingers too fast? If we fix their issues before they've had time to register that we're listening to them, they may be strengthened and still restive.
Both the hill and temple will take two actions each so unless we get a large amount of captives to help build them it will take several turns to build both.
 
With what resources could be said for any of the other empower options. While I do acknowledge that the Fingers Headman will be spending resources and craftsmen on one of projects for improvements, I do believe that they won't totally double down on completing one of the two projects in an entire turn, rather I am hoping they will spend one of the other action points on actions that will assist them in building said project, such as craftsmen or something else. I'd rather we at least attempt to make it look like we are making progress showing to them we are working towards their goal than not
One moment, the idea is the Finger's would obviously start building the hill or the temple (which might not happen if the fingers headsman is clueless). Now you expect the finger's headsman not to go full out on a monofocus to keep themself in their position as headsman with the power of two actions? We are making progress on dealing with the finger's goals that is what giving the finger's the archaic kiln is for (which we could use craftsmen to opperate).

I know the food is an issue, but if we ignore the food for craftsmen I hope that gives the finger's a better feeling that we are looking out for their intrests. Than 'obviously' not trying to help unless things get bad. The food surplus is currently obvious to those in command, is what I'm taking our qm's statement on food as. Unless the Fingers citizens can recognize our food focus in your plan is to lay a proper foundation, I don't want to increase our food supply this turn.

And we could face "The Finger's have taken the craftsmen used for war. You have lost the war." situation.

Clay Pits [Admin] [Art] - Dirt is not always dirt, as the People have realized. Sometimes, it is stone waiting to be formed. By finding the right source, it's possible to create numerous, useful constructs out of earth. Cost: Staples, Craftworks. Produces: Materials. (Soft Cap Reached) Direly needed.
Expand Farming [Familialism] [Admin] - The People have come to realize the bounty of the world is often not enough. They need to tame it and carefully manage the foods that are so important in sating their appetites. Costs: Nothing. Produces: Staples. (Soft Cap Reached)
Redium, what does 'Soft Cap Reached' mean, and what does 'direly needed' do to the cap, reduce the soft cap, or make the hard cap more difficult to reach? Does inovation happen if we keep up the action, or just a supply surplus?
One thing to consider, is there a risk for doing too much for the Fingers too fast? If we fix their issues before they've had time to register that we're listening to them, they may be strengthened and still restive.
Maybe noooooo? IIRC The issue is we don't give the Finger's anything unless we have to, or it's 'best' to leave them ignored. They have a reminder they aren't treated very well by missing certain buildings our civ has. Get rid of the reminder, get rid of the conflict source, later generations forget there was an issue.
 
Last edited:
soft cap i guess that is the point new actions start to have a decreased effect due the lack of needed resources.
new trails raises the soft cap so we should take clay pit in combination with new trails.
 
[] Plan Not Perfect
-[] [Kin] Embrace them fully, once the firebrand Grand Shaman is dead. (Additional settlement founded for free, Northlands folds into the People.)
-[][Action] Clay Pits
-[][Action] Archaic Charcoal Kilns(The Fingers)
-[][Action] Craftsmen
-[][Admin] Extend Fire Relay (Hill Guard)
-[][Empowerment] Frost-Scarred Warrior
-[][Empowerment] Frontier Leader
-[][Empowerment] Headman of Fingers

The 'Extend Fire Relay' takes 1 action, just 1 to increase general efficiency. Meaning this will complete far faster than trails and give us the efficiency boost near immediately. We could work on the trails after. This stops fears of Hill guard behaving like the fingers and creates better links with them. Hmmm, it likely also gives our admin hero more time to coordinate for the ongoing war.

Frost-Scared for the fight in south. And frontier leader cause I think that's the admin hero's brother. If we ignore him I don't know what might happen to him and the admin hero. Finger's headsman for them to build a temple or hill.

Main problem I have with this plan is that it doesn't offer anything that will moderate the hit to staples that we will take from doing so many of these options. While the QM said we won't go straight into a famine if we don't get any staple producing actions this turn, the fact that he then later stated we would need to dedicate a large majority of them afterwords to food production is a hint to me that we shouldn't try to just rectify all of our current infrastructure problems in one turn

With both farming and huntin already at cap we will have little room to make up the staples deficit aside from fishing and probably herding. Taking into account the emphasis the QM has put on staples being the worst stat to go deficit under, I take a dim view of plans which don't take them into account. While we have gone close to the edge of hunger before, I don't think we've ever dipped under, and this plan with its zero staples producing options aside from made up efficiency seems to suggest it will bring us close to the edge of that.

I believe frontier leader refers to a leader of one of our outlying frontier settlements where our farms and far off hunters are, compared to her brother who is the war chief/leader.

Integration was the goal there, always was. We would have expanded eventually to compete with the build large groups that could somehow build tall as well, just well enough to beat everyone at once.

We can't survive if the nomads go raider. We can tight rope walk if we integrate the nomads fully.

I'm worried South Lake will be integrated with us as well if we don't spend actions ourselves, but am willing to risk an unwanted expansion if peace is guaranteed for one turn after the fight ends.

Do you mean Arrow Lake? As South Lake is defunct.

As for integrating them, we will have time for that as even though we defeated the Northlands awhile ago it has taken some time for us to reach the point of integration. It didn't happen right away.

One moment, the idea is the Finger's would obviously start building the hill or the temple (which might not happen if the fingers headsman is clueless). Now you expect the finger's headsman not to go full out on a monofocus to keep themself in their position as headsman with the power of two actions? We are making progress on dealing with the finger's goals that is what giving the finger's the archaic kiln is for (which we could use craftsmen to opperate).

I expect them as a representative of their settlement and likely faction to work towards said focus but not at the detriments to themselves and their supporters. With our aristocracy in place I am hazarding that we have better odds of a competent leader than an idiot.

The kiln may be a nice gesture but the faction itself with the resolution goals given only care about getting a hill and a temple to match the other two settlements, no more, no less. So giving them a kiln won't ewally salve the issue.

I expect that the Fingers headsman won't go for a monofocus in completing either structure as they should very well know these things take time to complete and that without enough materials, staples, or craftsman they won't be able to build it. There are more ways than one to solve a problem, and if they get us more materials, craftsman, or staples in order to fuel their building efforts then so be it, as at least it shows we are serious.

I know the food is an issue, but if we ignore the food for craftsmen I hope that gives the finger's a better feeling that we are looking out for their intrests. Than 'obviously' not trying to help unless things get bad. The food surplus is currently obvious to those in command, is what I'm taking our qm's statement on food as. Unless the Fingers citizens can recognize our food focus in your plan is to lay a proper foundation, I don't want to increase our food supply this turn.

Feelings matter little when you are starving. Things like Maslow's hierarchy of needs still ring true even if we have yet to discover it. People will doubtlessly notice a decrease in the amount of food they are getting and not increasing our food supply will not just piss off the Fingers it will piss off people from every settlement. Things that are mostly aesthetic tend to fall down the totem pole of priorities when you and yours start to feel underfed or impoverished.

After all people don't care about loftier higher purposes when it's harder to get food, they care about survival.

And we could face "The Finger's have taken the craftsmen used for war. You have lost the war." situation.

That was under the old system. Even if we did take Arrow Lakes people as workers or tribute, said workers still require food, and if we are running low on food it matters little in the end.
 
Main problem I have with this plan is that it doesn't offer anything that will moderate the hit to staples that we will take from doing so many of these options. While the QM said we won't go straight into a famine if we don't get any staple producing actions this turn, the fact that he then later stated we would need to dedicate a large majority of them afterwords to food production is a hint to me that we shouldn't try to just rectify all of our current infrastructure problems in one turn

With both farming and huntin already at cap we will have little room to make up the staples deficit aside from fishing and probably herding. Taking into account the emphasis the QM has put on staples being the worst stat to go deficit under, I take a dim view of plans which don't take them into account. While we have gone close to the edge of hunger before, I don't think we've ever dipped under, and this plan with its zero staples producing options aside from made up efficiency seems to suggest it will bring us close to the edge of that.

I believe frontier leader refers to a leader of one of our outlying frontier settlements where our farms and far off hunters are, compared to her brother who is the war chief/leader.



Do you mean Arrow Lake? As South Lake is defunct.

As for integrating them, we will have time for that as even though we defeated the Northlands awhile ago it has taken some time for us to reach the point of integration. It didn't happen right away.



I expect them as a representative of their settlement and likely faction to work towards said focus but not at the detriments to themselves and their supporters. With our aristocracy in place I am hazarding that we have better odds of a competent leader than an idiot.

The kiln may be a nice gesture but the faction itself with the resolution goals given only care about getting a hill and a temple to match the other two settlements, no more, no less. So giving them a kiln won't ewally salve the issue.

I expect that the Fingers headsman won't go for a monofocus in completing either structure as they should very well know these things take time to complete and that without enough materials, staples, or craftsman they won't be able to build it. There are more ways than one to solve a problem, and if they get us more materials, craftsman, or staples in order to fuel their building efforts then so be it, as at least it shows we are serious.



Feelings matter little when you are starving. Things like Maslow's hierarchy of needs still ring true even if we have yet to discover it. People will doubtlessly notice a decrease in the amount of food they are getting and not increasing our food supply will not just piss off the Fingers it will piss off people from every settlement. Things that are mostly aesthetic tend to fall down the totem pole of priorities when you and yours start to feel underfed or impoverished.

After all people don't care about loftier higher purposes when it's harder to get food, they care about survival.



That was under the old system. Even if we did take Arrow Lakes people as workers or tribute, said workers still require food, and if we are running low on food it matters little in the end.
Yeah, Arrow Lake is what I meant.

My thoughts on the kiln are that the Fingers would get it first, them not getting shiny first is an issue. That should salve them. Or if you are right then crystal lake getting the kiln first shouldn't even be an problem. Let's build the kiln in crystal lake!!

Are farming and hunting at hard or soft cap? Cause soft cap is a thing we can possibly increase. We are reccomending players increase an action with a soft cap.

@Redium is the Frontier leader our admin hero's brother?

I just wish we had a better view of our food situation. How much are we gaining each turn? How much is lost? What would the Fingers think about the leaders doing something about the food, or going for the workers instead? Cause either our food situation could reach 'danger' or we could 'get by for 2 more turns at worst'. And while 'hunger trumps all arguments' has a point, the Fingers leaving our civ if they don't notice the fishing is helping could be a problem. I mean my plan has fire relay complete in 1 turn for it's benefits, admin hero coordination should reduce a risk of food issues until the turn after next turn.

The surplus cost in my plan is identical, as far as I can tell, to veekie's plan. Might be less due to 1 action cost for admin hero actually, mixed with whatever 'general efficiency' means against trails 'efficiency'.
 
Last edited:
My thoughts on the kiln are that the Fingers would get it first, them not getting shiny first is an issue. That should salve them. Or if you are right then crystal lake getting the kiln first shouldn't even be an problem. Let's build the kiln in crystal lake!!

While getting the kiln at the Fingers won't hurt us it also won't help us as their factional demands are pretty clear, a hill and a temple.

The reason a kiln would be good for the Fingers anyways is that due to all the construction we will be doing to resolve this issue the kiln will likely help with that by being there to directly increase efficiency, synergy of a sort.

Are farming and hunting at hard or soft cap? Cause soft cap is a thing we can possibly increase. We are reccomending players increase an action with a soft cap.

Hunting is hard capped, farming is soft capped.

I just wish we had a better view of our food situation. How much are we gaining each turn? How much is lost? What would the Fingers think about the leaders doing something about the food, or going for the workers instead? Cause either our food situation could reach 'danger' or we could 'get by for 2 more turns at worst'. And while 'hunger trumps all arguments' has a point, the Fingers leaving our civ if they don't notice the fishing is helping could be a problem. I mean my plan has fire relay complete in 1 turn for it's benefits, admin hero coordination should reduce a risk of food issues until the turn after next turn.

Due to or level of development as the QM stayed we don't have the knowledge to know much more than the vague details regarding our current stats and food situation, so no point in asking as all we need to know is that at the bottom of the update he mentioned that while the food situation won't go straight to famine in one turn if we redline no staple producing actions, it would make it so that next turn our surplus would likely be gone and that we would need to spend a lot of actione on producing food.

Considering how often food shortages have caused instability enough to topple governments before I would rather we not roll that dice.
 
I am very much against integrating the Northlands. The nature of a border with a nomad containing area is such that in the long term settling it only moves the border further away. In addition, while we get more immediate techs, a settled Northlands will no longer be researching stuff on its own.

Also, double down is a potential solution to the craftsman vs food issue: use DD to build a second Kiln, hold off on clay pits for a turn using the extra efficiency from 2 kilns and better roads as a buffer, and replace it with craftsmen.
 
I am very much against integrating the Northlands. The nature of a border with a nomad containing area is such that in the long term settling it only moves the border further away. In addition, while we get more immediate techs, a settled Northlands will no longer be researching stuff on its own.
For most borders this would be the case but here where starting getting closer to the arctic where the summers are not long enough to support larger numbers of nomads. I think the northlands could maintain their numbers due the larger amounts of wildlife near a major river, the next group would not have the benefit of having major river.
 
Elder
Ember-Eye Shaman
Fang Pack-Leader
Frontier Leader
Frost-Scarred Warrior
Headman of Crystal Lake
Headman of Fingers
Headman of Hill Guard
Star Shaman
Trader
Urbanite
I have no idea who two of these represent. The Frontier Leader is one, is that the war frontier or a different frontier? Cause both the fang pack and frontier use leader, pure warrior interests?

Urbanites? Why is there a representative for city people, wouldn't individual Headmans cover all urbanite interests??

Elder? Is this just a... I have no idea what they could have to say in our civ ruled by youths.
 
Last edited:
For most borders this would be the case but here where starting getting closer to the arctic where the summers are not long enough to support larger numbers of nomads. I think the northlands could maintain their numbers due the larger amounts of wildlife near a major river, the next group would not have the benefit of having major river.
We know that nomads range further north because the Northlands already have a summer camp further north. And nearby resources are only a partial issue, because nomads don't need enough resources to live sustainably in an area, just enough to pass through occasionally.
 
So @Redium, a couple questions I had as I just noticed these things.

Island Makers (Prestige: 19, Army: Enraged Elite Neolithic Warriors, Economy: Intense Early Agriculture, Art: Advanced Quality Tools, Magic: Earth and Water)

The Island Makers' warriors are still pissed? I thought they would've gotten over it by now.

Reserach
Arboriculture (212/300) [Fire] [Life]
Caribou Taming (298/400) [Beast] [Travel] (Enormous boost since Northlands has this)
Copper Smelting (126/300) [Fire] [Stone]
Gods and Deities (167/200) [Magic]
Elementalism (17/???) [Magic]
Herding (237/250) [Beast] [Travel]
Mammoth Taming (25/400) [Beast] [Travel]
Orker Domestication (148/800) [Beast] [Travel]
Raven Taming (22/150) [Beast]
Stonecutting (76/100) [Stone]
Three Sisters (452/600) [Life]

Abstract Tally (110/250) [Magic]
Arboriculture (212/300) [Fire] [Life]
Caribou Taming (298/400) [Beast] [Travel] (Enormous boost since Northlands has this)
Copper Smelting (126/300) [Fire] [Stone]
Gods and Deities (167/200) [Magic]
Elementalism (17/???) [Magic]
Herding (237/250) [Beast] [Travel]
Mammoth Taming (25/400) [Beast] [Travel]
Orker Domestication (148/800) [Beast] [Travel]
Raven Taming (22/150) [Beast]
Stonecutting (76/100) [Stone]
Three Sisters (452/600) [Life]
Wheel (2/100) [Travel]

Secondly, I compared the research sheet from the one on our first page civilization status sheet, which is the first one, with the one we got for the Version 2.0 explanation, the second sheet, and I noticed some stark differences. Aside from the fact that when looking at the same techs and seeing that they haven't advanced in research at all, likely as this represents where we are now.

What I did notice is that on the current sheet we seem to be missing a few technologies that were seen on the information sheet with explanations. Those technologies being Abstract Tally and the Wheel.

Why is that?
 
Just to be clear, my arguments about nomadic borders is mainly a counter to the argument that if we vassalize the Northlands they will eventually break free; settle them and we end up with border nomads any way, but with massively increased infrastructure costs.
 
I am very much against integrating the Northlands. The nature of a border with a nomad containing area is such that in the long term settling it only moves the border further away. In addition, while we get more immediate techs, a settled Northlands will no longer be researching stuff on its own.

Settling them and integrating them may only move the border further away, assuming there are even any other nomads nearby which we have never heard a hint of so far in the quest aside from the Northlands, but giving us that much more breathing room and tying them to us in a more permanent way is better than simply doing this song and dance number again in a couple generations when the memory of this fades from the generation and then a new demagogue shows up to bring a horde of closer nomads down upon us rather than say one that is much further away if it even exists.

Integrating them now while we are beset by a myriad of different internal difficulties as well as external difficulties is much preferable to the nebulous threat of potential future nomads sometime far in the future. And if worst comes to worst the settlement we build to house these nomads will at least serve as a buffer of sorts to warn us of any encroaching enemy and act as a bulwark.

As for the researching, while it is true that settling the Northlands means that we likely won't have the ability to get the Northlands to generate research on their own, by integrating them and adding their body of knowledge to our own we can make said knowledge more than the sum of its parts due to a number of things. Firstly due to the nature of Holy Orders within our society the Horned Riders will likely become one and will probably be able to more passively research things with us than they would on our own. Remember we provide support to the Holy Orders by giving them food, a Holy Order such as one based on the Horned Riders will be able to research much more things when they don't have to spend as much time hunting for food rather than receiving it. Furthermore by combining their own insights into animals with our own insights, such as that possessed by the Fangs, we possibly learn much more together than apart due to the sharing of information.

All of this is apart from the fact that we will immediately be gaining multiple technologies that will help us and boost us further along. So while integrating them will cost us somewhat in terms of getting our infrastructure for all of our settlements up to snuff again, it reduces our research costs by moving us further along in certain subjects and paring down our current list of research priorities, something which helps just as well.

Also, double down is a potential solution to the craftsman vs food issue: use DD to build a second Kiln, hold off on clay pits for a turn using the extra efficiency from 2 kilns and better roads as a buffer, and replace it with craftsmen.

I'd rather not burn stability when our legitimacy might be taking a dive soon due to the Fingers. We don't exactly know how much the kilns will change our materials deficit, as increased efficiency can only go so far when there is a lack of material resources already present, making me leery of doubling down when simply increasing our production and efficiency works better in both cases.

We know that nomads range further north because the Northlands already have a summer camp further north. And nearby resources are only a partial issue, because nomads don't need enough resources to live sustainably in an area, just enough to pass through occasionally.

No, that's not true. From what the QM has said the Northlands have a summer and winter range, and it is the winter range that is off the map with no mention of 'off the map' being in the direction of the north compared to say the far west.

See below:

The Northlands typically have a 'winter' and a 'summer' range. You currently only see their summer range, the winter one is off the map. Effectively they have a base camp that they switch between depending on food and the seasons.

Just to be clear, my arguments about nomadic borders is mainly a counter to the argument that if we vassalize the Northlands they will eventually break free; settle them and we end up with border nomads any way, but with massively increased infrastructure costs.

Assuming that there are other nomads aside from the Northlands anyway, which at this point is entirely conjecture as we have yet to hear of any, this buys us much more time than simply vassalizing them would, and offers us much more tangible benefits which can help us now immediately when we already have two pressing issues. I would rather we not try to look too far into the future when we still have yet to deal with problems of the present.
 

Back on computer now, time for more comprehensive responses.
1) Assimilate the Northlands, spend their Staples production to rush out enough Material production to ram the Hill and Temple for Fingers(note they will be about as happy about this as the Fingers were)
2) We double down on efficiency boosters this turn, hope the Fingers will resist throwing a fit until we can take the vastly more efficient actions next turn. I just did the math, we're going to redline next turn if we do this because we can't expand our staples without more settlements and we can't build any.
First, if we integrate the northlands, then why assume that they have a Staple surplus? For that matter, why assume they don't have a craftwork/material deficit that adds to ours?
Second, even if you assume that every input cost and every output result stated is 1 tier of deficit/surplus, roads also expand our farm cap. We don't need to found another settlment yet.

As for the researching, while it is true that settling the Northlands means that we likely won't have the ability to get the Northlands to generate research on their own, by integrating them and adding their body of knowledge to our own we can make said knowledge more than the sum of its parts due to a number of things. Firstly due to the nature of Holy Orders within our society the Horned Riders will likely become one and will probably be able to more passively research things with us than they would on our own. Remember we provide support to the Holy Orders by giving them food, a Holy Order such as one based on the Horned Riders will be able to research much more things when they don't have to spend as much time hunting for food rather than receiving it. Furthermore by combining their own insights into animals with our own insights, such as that possessed by the Fangs, we possibly learn much more together than apart due to the sharing of information.
In that case, we can integrated them into our own settlments as some later date. It's stated here that we'll get that option eventually.
You get a choice for how you would unify. You could push them to settle down where they are, settle down within the People's existing settlements, partially integrate but keep their warrior culture, or found their own settlements on your territory.
I assume the reason we didn't get the option this time is that their hero blocked it.
All of this is apart from the fact that we will immediately be gaining multiple technologies that will help us and boost us further along. So while integrating them will cost us somewhat in terms of getting our infrastructure for all of our settlements up to snuff again, it reduces our research costs by moving us further along in certain subjects and paring down our current list of research priorities, something which helps just as well.
"Cost us somewhat" is a massive understatement. We'll need to build another settlement in a few turns to contest the flood plains when the Mountain Clans collapse. If we have NOTHING locked in by that point then we have pretty much abandoned Tall.
I'd rather not burn stability when our legitimacy might be taking a dive soon due to the Fingers. We don't exactly know how much the kilns will change our materials deficit, as increased efficiency can only go so far when there is a lack of material resources already present, making me leery of doubling down when simply increasing our production and efficiency works better in both cases.
The ability of trails/kilns to fix our material issues are already known:
You have quite a few specialists. The main issue is not even lack of materials; it's lack of transportation capacity. You have enough resources and enough craftsmen to turn out the goods you need, you just can get the resources to the craftsmen effectively enough. Kilns would also help a lot; getting kilns would free up enough material that you go from Tiny Surplus to Huge Surplus.

Anyway, waiting until @Redium explains what a frontier leader is before I make a plan, because if it's what I think it is (a leader of the farmers on the edge of our land) then they could be trusted to build roads for us since we're at our farming cap without them.
 
In that case, we can integrated them into our own settlments as some later date. It's stated here that we'll get that option eventually.

Until further clarification is present I am going to assume that the quoted text no longer applies as the most recent in-quest text has it so that our options when it comes to integrating them involves building an additional settlement for them.

"Cost us somewhat" is a massive understatement. We'll need to build another settlement in a few turns to contest the flood plains when the Mountain Clans collapse. If we have NOTHING locked in by that point then we have pretty much abandoned Tall.

People have been predicting the collapse of the Mountain Clans for generations with the QM warning of said issue around Turn 16.1:

The Mountain Clans are the only ones that really have a route to the north and they're in the process of swelling up like a soap bubble. The second they pop, they're going to be everywhere.

Considering how the things some of us have predicted would happen, such as the Peace Builders swallowing their enemies and taking the fertile lands of the peninsula, or Arrow Lake eventually integrating with us, haven't really happened I do not really put much stock into planning too far ahead as we have seen that literally anything can happen.

Will the Mountain Clans eventually collapse? Yes, perhaps you could even say they are currently collapsing slowly as we speak, our food we are gifting to them allowing them to slowly decline rather than violently explode.

Say we don't integrate the Northlands and instead vassalize them or something? If we take into account what we know about the mechanics for locking in structures for settlements: all existing settlements needing to have the structure and then 3 turns from the moment they all have it, it will take us more than 5 turns simply to lock in said settlement getting both Temples and Hills. Speaking optimistically, even if we redline and create the Hill or Temple for the Fingers in one turn, something we were explicitly warned about barring outside help, IE Arrow Lake slaves, by the time one of them finishes around Turn 21 we will need three turns for that structure to lock in, then if we do the same for the other structure, around Turn 22 with both hills and Temples in all three settlements, if we add three turns to that it means that optimistically it will be on turn 25 when we can finally build another settlement to contest the Flood Plains. That is in the most optimistic of timeframes where we are devoting almost all of our resources to completing these structures, even though it is more likely we won't be able to go through with these optimistic projections as we have materials and craftsmen shortages to deal with, making it so that in the most likely outlook it will likely be many more turns before we can finally finish locking in said structures for our settlements.

5 turns. Take into consideration that Priit only lived for three turns and we can see how long that really is.

So even if we don't integrate the Northlands, if your projection is correct and the Mountain Clans do collapse in a few turns, with the definition of few usually being two or three, we likely will be too late to benefit from creating a settlement to contest the Flood Plains anyways and we should abandon going Tall right now as even right now we cannot lock in those two structures as it will take at least one turn to just build one of them and another three to lock them in, meaning going by your projection we have already failed.


The ability of trails/kilns to fix our material issues are already known:

I know that, that being said I would still not rather not eat the stability hit that it would take to double down when we can take a different tactic that will likely help us all the same without said stability hit.
 
I was under the impression that the lock-in timer started on the turn it was built, so buildings finished this turn should lock in on turn 23.

It's entirely possible to start locking in at least the temple this turn with no stability drop, more if we do well in the war. Behold:

[]Plan Will Of Fire
-[][Kin] Accept the offer, but only name Jeree Pareem. Keep the Northlanders at arms length. (Northlands become a Vassal)
-[]Craftsmen [Art]
-[]Expand Fishing Fleets [Admin]
-[]Archaic Charcoal Kilns (Crystal Lake, The Fingers) [Mastery of Nature] [Admin] [Art]
--[]Double Down
-[]Raise Temple (The Fingers) [Admin] [Art]
-[]Headman of Fingers
-[]Frontier Leader
-[]Fang Pack-Leader

The temple will neutralize the Stability damage from DD. The Luxury deficit might cause a bit in the way of legitimacy issues, but with our lovely legacy we'll still have more legitimacy at then end of this turn than we would if we didn't have a temple.
This Plan assumes that Frontier Leaders are what I though they were, and that we need an action on the war. If Redium says otherwise I'll change appropriately.

If we decide to be more fanatic about lock-ins we could just add a second DD to kiln, which leaves us a bit stability negative but starts locking in kilns too. It's only one action to build a Kiln though, so it would be easy to do alongside the next settlement.
I know that, that being said I would still not rather not eat the stability hit that it would take to double down when we can take a different tactic that will likely help us all the same without said stability hit.
Even if everything else I say is refuted, I still think we should switch from clay pit+kiln to road+kiln or 2x kiln. We're already at our soft cap for clay pits after all.
 
[]Plan Will Of Fire
-[][Kin] Accept the offer, but only name Jeree Pareem. Keep the Northlanders at arms length. (Northlands become a Vassal)
-[]Craftsmen [Art]
-[]Expand Fishing Fleets [Admin]
-[]Archaic Charcoal Kilns (Crystal Lake, The Fingers) [Mastery of Nature] [Admin] [Art]
--[]Double Down
-[]Raise Temple (The Fingers) [Admin] [Art]
-[]Headman of Fingers
-[]Frontier Leader
-[]Fang Pack-Leader
Why DD on Chrcoal Kilns? Won't they finish in the turn anyway if we don't DD?

I mean a DD is okay, but we really don't know how low on Stability we can go before things in Fingers get bad, so take a DD could be bad.
 
I was under the impression that the lock-in timer started on the turn it was built, so buildings finished this turn should lock in on turn 23.

Nope:

You lock in infrastructure buildings by making sure all settlements have them for 3 turns.

Having it in every settlement for at least 3 consecutive turns.

Even if everything else I say is refuted, I still think we should switch from clay pit+kiln to road+kiln or 2x kiln. We're already at our soft cap for clay pits after all.

Fair, I don't disagree with that considering we are at a soft cap with clay pits.

[]Plan Will Of Fire
-[][Kin] Accept the offer, but only name Jeree Pareem. Keep the Northlanders at arms length. (Northlands become a Vassal)
-[]Craftsmen [Art]
-[]Expand Fishing Fleets [Admin]
-[]Archaic Charcoal Kilns (Crystal Lake, The Fingers) [Mastery of Nature] [Admin] [Art]
--[]Double Down
-[]Raise Temple (The Fingers) [Admin] [Art]
-[]Headman of Fingers
-[]Frontier Leader
-[]Fang Pack-Leader

The temple will neutralize the Stability damage from DD. The Luxury deficit might cause a bit in the way of legitimacy issues, but with our lovely legacy we'll still have more legitimacy at then end of this turn than we would if we didn't have a temple.
This Plan assumes that Frontier Leaders are what I though they were, and that we need an action on the war. If Redium says otherwise I'll change appropriately.

Personally speaking, aside from the option regarding what to do with the Northlands, I am fine with most of what this plan does.

This is what I would personally do:

[] Plan Resettling Foundations
-[] [Kin] Embrace them fully, once the firebrand Grand Shaman is dead. (Additional settlement founded for free, Northlands folds into the People.)
-[] [Action] Craftsmen
-[] [Action] Archaic Charcoal Kilns (Crystal Lake, The Fingers)
--[] Double Down
-[] [Action] Expand Fishing Fleets
-[] [Admin] Raise Temple (The Fingers)
-[] [Empowerment] Frost-Scarred Warrior
-[] [Empowerment] Headman of Fingers
-[] [Empowerment] Frontier Leader

Here is my reasoning for my new plan:

The Northland Option I have already explained, integrating them will gift us herding, cavalry, and much more in terms of also getting a full hero for our actions. With the new techs we will be able to operate much better than before as we now have herding as an option for producing staples, while getting a likely Holy Order of Horned Riders will increase our war fighting potential and research potential. Getting Jeree as our own fully fledged hero will likely help us both in terms of boosting the rolls of certain actions and our action economy by granting us another action for our use, which considering how tight we are on those, will pay dividends in the long run.

Craftsmen was chosen to allow us to avoid the likely deficit we will incur from taking all of these building actions.

By taking the kilns we will be increasing our efficiency and hopefully wearing down our deficit in materials enough to stave off the worst.

The fishing fleets are essentially to make sure we compensate for our usage of staples this turn, making sure that people are fed and that we don't eat too far into our surplus.

Raising a temple will hurt in terms of luxuries but it will mitigate the stability loss from the double down on kilns, assuming the empowerment of the Headman of the Fingers makes it so that he decides to dedicate that action to finishing said Temple. Otherwise we will still lose stability.

I chose the Frost-Scarred Warrior as I was under the impression that they could likely use this action to continue prosecuting the war against Arrow Lake, finishing them off. Unlike the Fangs, who also double as hunters, and the Ember Eyes, who prominently double as shaman, the Frost-Scarred Warrior seems more dedicated towards battle than either, as while they do have their own magic, they still lean more towards battle than the other two. That is why I think empowering the Frost-Scarred Warrior is more likely to ensure the Raid Option is chosen against Arrow Lake.

The Headman of the Fingers I think if empowered here will likely use his action to finish the Temple, as while we have started it he or she will likely have impetus to finish it this turn.

Finally I chose the Frontier Leader as I am still operating under the assumption that the Frontier Leader is the leader of our frontier, our outlying settlements where our farms and other industries that first get torched in a war are. If that is the case I believe the Frontier Leader is likely to do a few things with the action. The main thing I think they will do is to create new trails to interconnect them with the rest of the civilization and to allow more efficient transport. The other is possibly increasing staple output, or barring that potentially arborism. Either way if this is the case, which @Redium can correct me if I am wrong, all of this offers a balanced solution towards our problems.

While this plan is not perfect I think it balances all of our current issues nicely enough and works towards rectifying them.
 
Why DD on Chrcoal Kilns? Won't they finish in the turn anyway if we don't DD?

I mean a DD is okay, but we really don't know how low on Stability we can go before things in Fingers get bad, so take a DD could be bad.
DD is to build 2 of them, because we REALLY need bricks.
I know that. The issue is about when the timer starts. I assumed that it was 20-21-22 and then we could build a settlment on turn 23 with temples locked in.
I chose the Frost-Scarred Warrior as I was under the impression that they could likely use this action to continue prosecuting the war against Arrow Lake, finishing them off. Unlike the Fangs, who also double as hunters, and the Ember Eyes, who prominently double as shaman, the Frost-Scarred Warrior seems more dedicated towards battle than either, as while they do have their own magic, they still lean more towards battle than the other two. That is why I think empowering the Frost-Scarred Warrior is more likely to ensure the Raid Option is chosen against Arrow Lake.
My own reasoning for choosing the Fangs was that we are winning this war though killing their farmers and destroying their food shipments, and winter is when farming is least possible and transport is most difficult, while dogs+skirmishing is great for that role. Since we are at the hunting cap, I don't see what else the fangs could do. ( The ember eyes have no vulnerable settlement to burn and have other viable actions, so I didn't consider them)

I'll discuss the northlands issue more later, not in the mood just yet.
 
I know that. The issue is about when the timer starts. I assumed that it was 20-21-22 and then we could build a settlment on turn 23 with temples locked in.

From how the QM's posts about locking in structures in settlements it seems to imply to me that the timer starts whenever every settlement we have has had said structure completely built. If the Temple is built fully within this turn, as I'm guessing the sub-turns count towards that, the timer will probably depend on the interpretation of the phrase "3 consecutive turns" as if it means full turns, as it starting from a 21.0 rather than 20.1, that pushes back any possible settlement founding until turn 24 rather than 23.

Hill Guard's actions 'locked in' the idea that all proper settlements need a Brick Wall and a Shrine. The timer on those is a little bit different. It's 'three turns where every applicable settlement is covered'. Brick Walls first had full coverage in Turn 11.0 and Shrines in Turn 12.0. Kaspar built a Brick Wall and Shrine this turn so that the counter for them wouldn't reset. Brick Walls automatically locked in since 'every settlement has had them for at least 3 consecutive turns' so all future settlements will have brick walls. Shrines technically didn't lock in this turn, but you won't have the option to establish a settlement next turn so I locked it in anyway to simplify my bookkeeping.

Having it in every settlement for at least 3 consecutive turns.

My own reasoning for choosing the Fangs was that we are winning this war though killing their farmers and destroying their food shipments, and winter is when farming is least possible and transport is most difficult, while dogs+skirmishing is great for that role. Since we are at the hunting cap, I don't see what else the fangs could do. ( The ember eyes have no vulnerable settlement to burn and have other viable actions, so I didn't consider them)

That's understandable, however the other reason I chose the Frost-Scarred Warrior over the Fang-Pack Leader was due to the fact that the vote for Priit's last words doesn't seem to have had any tangible effect so far. It was implied that his last words will have a lasting effect on our values, and while in quest this has manifested in a reluctance towards war in his memory, our values don't seem to have changed in this regard making me believe that for a rather ambiguous choice such as this there might be an effect. For example, as Priit essentially led the Fangs his entire life he is likely to have greatly influenced them, likely trained them. With Priit being known as the Weeping Warrior and his last words being tinged with regret towards this war I am of the belief that picking a Fang Pack Leader might not actually lead to them prosecuting a raid to finish Arrow Lake on our behalf as they might instead choose to say honor Priit's memory by stopping the bloodshed.

While tactically I agree with you, this quest is a narrative based one and I cannot shake the feeling that the choice last turn will definitely impact this turn unless @Redium indicates otherwise.
 
@Redium

Three questions.

As automatic actions are being discontinued, will that mean we need to constantly keep up certain actions that should be automatic such as having farmers farm? Or is that just for increasing capacity?

Secondly, are locking in buildings by having all of our settlements have them mechanically sound? Such as with hills and temples? Or is that changed.

Finally, who do we pick if we want to empower the warleader? As that isn't a listed position.

Taking actions increases your capacity. For example, your current capacity for Staples is ~65. Only a small portion of that is available to use on new things; most of it's already being used up feeding craftsmen or warriors elsewhere.

Buildings can still be locked in. You need to do three turns with every settlement having one, i.e. Turn 21-22-23 would lock in a building.

War Leader will be added as a possible position.

A few questions @Redium:
1) how many actions do the kilns need to complete?
2) What are the consequences from having a deficit in Craftworks (since many of the things we want need them)?
3) What is the difference between the 9 action and 12 action versions of New Trails?

Kilns require one action to be built, but they can be built in three locations; one in each settlement.

A deficit in craftworks hinders your ability to expand. Unless it becomes enormous, it would just start progressively locking you out of complicated construction projects. I.e. if you have a deficit of Craftworks, you would no longer be able to found new Settlements, Temples, Walls, or Hills. Now, if you have a craftworks deficit for a long time, that will start to negatively impact your infrastructure and cause problems. Doing into debt for one turn wouldn't hurt you too much, however.

9 Trails covers: Hill Guard, Fingers, and Crystal Lake. 12 Trails covers them plus the Cave of Stars. The Cave of Stars is in a really awkward place since it isn't a proper settlement but it kind of functions like one. You should probably only need to do 9 actions here unless you upgrade the Cave to a proper settlement in the mean time.

@Redium
Do we still need to raid Arrow Lake to finish it or are they done for already?

You should hit them once.

2) We double down on efficiency boosters this turn, hope the Fingers will resist throwing a fit until we can take the vastly more efficient actions next turn. I just did the math, we're going to redline next turn if we do this because we can't expand our staples without more settlements and we can't build any.

You do still have some Craftworks available, you could build ~7 Fishing Fleets, for example and not completely deplete your supplies (there would be distribution problems, however). A Tiny Surplus, for all it does not sound impressive, is actually a lot. Most actions aren't that expensive, only a few are. For example, you could be 15 Trails for the same investment as 1 Temple.

Unless you're going hog wild on really expensive actions (any Megaproject derived Extended Project, Temples, Walls, Warrior Clans, Holy Orders, etc.) you shouldn't worry too much. You'll only get in trouble there if you take tons if stuff which uses Craftworks and don't bump it up at all. If you are investing in something expensive (generally identified as something that uses 3+ resource types) then you shouldn't worry too much.

@Redium
Clarification on what Frontier Leader means?

Frontier Leader is a combination of farmer/hunter/logger; anyone that lives on the periphery of your civilization out in the wilderness. Rural folk.

@Redium Will we continue the attack on arrow lack if we take no raid action/actions to empower the military orders?
Or will we continue the attack anyway with actions taken reinforcing the attack?

You would continue to attack, but it wouldn't be enough to really push Arrow Lake over into collapse.

Can you tell us more about the current holders of these three and their personalities? Is Luule one of them? Which one?

There personalities really don't matter too much. They're basically egocentric decision-makers; what can I do that would benefit my settlement the most?

I'll probably add a few personality tags to them.

Also, is the Pareem a single body for all three settlements?
If yes, where is t based and how do its far off members manage to travel and administrate all the time?
If no, which Pareem does Luule belong to and how/why do the other two Pareems defer to her as Great Leader (or whatever the current title is).

The Pareem is a social class. They are commonly recognized across all three settlements. Individual Pareem rule very locally, typically within a longhouse or profession. An individual Pareem might have a client network of 8-20 families in total. Individual Pareem generally owe loyalty to a single, greater Pareem above them who probably only has 12 clients.

Pareem generally meet up once a year during the winter in order to hash out general plans for the next year. For the most part, the Pareem don't need to do much beyond their own local holdings. The only reason that they need to deal with the People as a whole is for Megaprojects, Extended Projects, or war.

So, to be clear, @Redium Pareem here is just the name of our aristocracy right? Not the name of the whole of the People?

Pareem are aristocracy only.

My one hope regarding this current situation is that, assuming our war with Arrow Lake goes well, we should be able to recoup something from them regarding this that could help us with pleasing the Fingers, such as potentially doing what we did with the Cracktooth and Bitter-Water Tribe captives and simply have them build the Hill for us. @Redium Would that still be viable even with the new mechanics?

Capturing Arrow Lake would let you take Debtors and give you free buildings.

What did we roll to deserve this? I had thought we were integrating rather well with the Northlands before this, but considering that the sentiment of the Grand Shaman is not exactly shared by the rest of her people we should be able to manage this.

Anyways, from how he is described Jeree does not seem to be a regular hero like we're used to. While he could be one of the Horned Riders of the Northlands, what with his size likely being small enough to allow him to do so, I feel like that would've been mentioned rather than have him be described as a ??? Hero. Furthermore when we add in all of the insights he made to Luule, especially when it is known that he is a foreigner so to speak, it makes me think that he is either a new type of hero, an Intrigue Hero, or a variation of a current hero type such as a Diplomacy hero of some kind. Either way, he seems like someone we should have on our side rather than have against us.

Just to be clear, are we simply assassinating her or are we going to war with a Northlands faction? @Redium

You rolled a 1. :oops:

Jeree would be assassinating his sister all on his own; he's pretty confident he can do it. His issue was: after he kills his sister, what comes next? He needed to have some type of alternative government structure to integrate the Northlands into which would justify his coup.

So, quick question regarding this. Due to how our actions seem to have changed in wording and mechanics, how does this affect the trade and production actions we had locked in before? For example, will all of our locked in trade partners no longer receive trade delegations from us regularly? Will our locked in food producing actions of before mean that our Hunters won't hunt, or does that simply mean we aren't expanding hunting, or expanding the number of farmlands, which is what I am interpreting as?

Because if I am understanding things right now, when it comes to our Staples producing options, by taking those options we expand the amount of farmers/farmland and fishermen/fishing boats compared to our previous point and increases the amount of cap they take up, but by not taking it the staples producers simply continue to do as they did before and produce at the previous rate, something that doesn't increase our staples but does not lower it inherently either unless we take too many options that use it up. Is that right @Redium

Trade Caravans are you sending out trade missions to other civilizations. The more Trade Caravans that you have constructed, the higher your change of hearing interesting things going on in other civilizations.

Trade Posts are where other civilizations come to you in order to trade with you. This gives other civilizations an increased appreciation for your culture and achievements.

You want to have both of these in order to foster healthy trade relationships.

Nope.

But...@Redium how does this apply to the situation with the Northlands if we assimilate them.

The Northlands are going to come in with their own resources and build their own settlement, at least in part. They have a lot of Staples and Luxuries, some Craftworks, but few Materials. They will work, over time, to build up their settlement. The more Materials you manage to scrounge up, the faster they come online.

If you assimilate them, you'll also have the opportunity to place them somewhere else later. You could settle them west of the Fingers to try and control the lowlands to the south. You could also settle them near the Cave of Stars as well, to piggyback that into a full settlement.

We don't need this now, but this does bring up a question.

@Redium How does trade work now? As unlike the raid option where there are specific targets, this one doesn't have one.

Trade works for all proximate civilizations you have contact with. Instead of specific relationships, you just trade with everyone on an ad hoc basis. It really wasn't realistic to have huge, top-down directed trading at your level of sophistication yet. Trade Posts and Caravans are more an abstraction of how much incidental trade is occurring at the edges of your civilization.

The benefits of additional Trade Posts and Caravans are that they each give a percentage increase in hearing about going-ons in nearby civilizations. They also slowly spread your culture to others. Trade Caravans/Posts are spread more in areas on the edge of your civilization near other civilizations.

Unless @Redium adds in a warchief option, as was mentioned much earlier:

There will be, I apparently forgot it.

Redium, what does 'Soft Cap Reached' mean, and what does 'direly needed' do to the cap, reduce the soft cap, or make the hard cap more difficult to reach? Does inovation happen if we keep up the action, or just a supply surplus?

Soft Cap means that if you build more of that particular building, then it produces much less than expected. If, at a normal level, it gives +5, after the Soft Cap, it would only give +2 and go down rapidly from there. Hard Cap means that if you exceed that, you're going to start damaging your resource, potentially destroying it.

Primarily your Soft Caps are driven by lack of Trails.

Direly Needed simply means that, if you possibly can, build this building as much as possible. Direly Needed has no relationship to the Soft or Hard Cap. It simply signifies that you really need more of a particular resource. That could be because you've hit the cap, but it doesn't have to be.

Being in dire need of something could provoke innovation, but it's much more likely to break things.

@Redium is the Frontier leader our admin hero's brother?

No. It would basically be someone picked at random from the rural frontiers of your civilization. Likely a farmer, logger, or hunter.

Secondly, I compared the research sheet from the one on our first page civilization status sheet, which is the first one, with the one we got for the Version 2.0 explanation, the second sheet, and I noticed some stark differences. Aside from the fact that when looking at the same techs and seeing that they haven't advanced in research at all, likely as this represents where we are now.

What I did notice is that on the current sheet we seem to be missing a few technologies that were seen on the information sheet with explanations. Those technologies being Abstract Tally and the Wheel.

Why is that?

I forgot to put them on the Informational Post. That's it really.

Anyway, waiting until @Redium explains what a frontier leader is before I make a plan, because if it's what I think it is (a leader of the farmers on the edge of our land) then they could be trusted to build roads for us since we're at our farming cap without them.

You're right: Frontier Leaders tend to be far from your urban centers; they're farmers, hunters, or loggers, usually.

First, if we integrate the northlands, then why assume that they have a Staple surplus? For that matter, why assume they don't have a craftwork/material deficit that adds to ours?
Second, even if you assume that every input cost and every output result stated is 1 tier of deficit/surplus, roads also expand our farm cap. We don't need to found another settlment yet.

The Northlands will come with their own resources. They have a fair amount of Staples and Luxuries. Some Craftworks as well. They would likely need Materials, however. Redlining Charcoal Kilns would be enough to supply them, however.

Vote is Open!

A ??? Hero of the Northlands is offering to off the current Grand Shaman and formerly subsume the Northlanders into the People, provided they are recognized as Pareem, aristocracy. In exchange, they are offering to teach Technologies that the Northlanders have finished researching. More Tech will be given for a closer union.

[ ] [Kin] Capture and execute the one who offends the laws of the spirits. (Legitimacy rises)
[ ] [Kin] Reject the abominable offer. The People do not slay kin! (Legitimacy rises)
[ ] [Kin] Accept the offer, but only name Jeree Pareem. Keep the Northlanders at arms length. (Northlands become a Vassal)
[ ] [Kin] Embrace them fully, once the firebrand Grand Shaman is dead. (Additional settlement founded for free, Northlands folds into the People.)
[ ] [Kin] Tell Jeree he has his deal, but lie. After his sister is dead, all that he'll get is an arrow to the heart. (If successful: Stability boost, Legitimacy falls. If failure: War and Jeree's anger.)

Pick: 3 Actions, 3 Empowerment, and 1 Admin Action.
Annual Festival [Art] - The People deserve to party! Build morale by opening up the stockpiles and having a night of feasts, dancing, music and fun. Cost: Luxuries, Staples. Produces: Legitimacy, Diplomacy.

Advocate for Artisans [Art] [Elitism] - A very rare occupation, artisans are the group of individuals which make things beautiful. Their work can most often be found within the People's temples or adorning the bodies of the rich and powerful. To be an artisan means to be a craftsmen that's a cut above even the rest. Costs: Materials, Craftworks. Produces: Luxuries.

Building Breweries [Art] [Admin] [Vendetta] - An ingenious way to make use of food that would otherwise go to waste, the People regularly make pots full of mashed grains and water that go subtly off. The resulting drink is quite bitter, but also extremely fun! Costs: Staples, Materials. Produces: Luxuries.

Create Craftsmen [Art] - For the most part, the People make their own tools. Mostly they are crude implements of bone, stone and wood, but in recent days there has been the creation of a new group. These individuals create only the finest of crafts, producing tools that last far longer than most would expect. Costs: Staples, Materials. Produces: Craftworks.

Create Warrior Clan [Might Makes Right] [Vendetta] [Elitism] [Martial] [Admin] - The People have warriors well trained in the art of killing. By diverting more young people into these professions, preparations for war can be established. In a way, it is like knapping obsidian into a knife. An action that takes deliberation and planning, forethought, to be useful. Costs: Staples, Craftworks, Luxuries. Produces: Martial.

Cut Clay Pits [Admin] [Art] - Dirt is not always dirt, as the People have realized. Sometimes, it is stone waiting to be formed. By finding the right source, it's possible to create numerous, useful constructs out of earth. Cost: Staples, Craftworks. Produces: Materials. (Soft Cap Reached) Direly needed.

Encourage Arborists [Admin] - While the forests provide the least of the People's food, they have provided that which is most useful. Sugar is wonderous in taste and highly sought after as a trade goods. Evergreen tea soothes aching bodies and quiets headaches. There is much to be found in the unknown, perhaps rare, but of significant value. Costs: Craftworks, Staples. Produces: Materials.

Expand Farming [Familialism] [Admin] - The People have come to realize the bounty of the world is often not enough. They need to tame it and carefully manage the foods that are so important in sating their appetites. Costs: Nothing. Produces: Staples. (Soft Cap Reached)

Expand Fishing Fleets [Familialism] [Admin] - Most of the People live close to a river and are able to gather one of numerous sources of food. Often much easier to obtain than food from hunting and much less risky, these sources of food are much more vulnerable to shifts of the seasons and that of the weather. Costs: Craftworks. Produces: Staples.

Explore (Specify Direction?) [Mastery of Nature] [Martial] [Diplomacy] - There is much to be found in the world. Countless things, often placed by the hand of the spirits themselves. It is up to the People to find them. Costs: Nothing. Produces: Can reveal new resources.

Found Settlement (includes: Brick Wall, Shrine, Sugar Shack) [Mastery of Nature] [Familialism] [Elitism] [Admin] - While the People build homes where they will, often where food or resources can easily be found, these places are settled without organization or care. By founding a formal settlement, it becomes possible for central authority to exert itself before the People become too fracas. Current locked due to Materials shortage.

Help Holy Orders [Art] [Martial] [Admin] [Might Makes Right] [Mastery of Nature] - The People have numerous traditions of secretive cults. Groups that practice true magic, something that is rare but unbelievably potent. Provided it is harvest reliably; many have killed themselves in this mad pursuit. Costs: Staples, Craftworks, Luxuries. Produces: Martial, Magic. (Soft Cap Reached)

Make Miners (Crystal) [Art] [Mastery of Nature] - Stone has always been a resource used widely by the People. Not all stone, however, is created equal. Some is better than its cousins, whether because it is harder, sharper, or simply more beautiful. Costs: Staples, Craftworks. Produces: Luxuries. [Hard Cap Reached - Need Exploration]

Make Miners (Obsidian) [Art] Mastery of Nature] [Might Makes Right] - Stone has always been a resource used widely by the People. Not all stone, however, is created equal. Some is better than its cousins, whether because it is harder, sharper, or simply more beautiful. Costs: Staples. Produces: Craftworks. [Hard Cap Reached - Need Exploration]

Manage Hunting [Elitism] [Mastery of Nature] [Martial] - Improve upon the hunting techniques of the People. Work to increase the amount of meat that is available to consume and empower the People. A risky activity and one that requires a great investment of skill and energy, this provides the largest gains of food. Cost: Nothing. Produces: Staples, Martial. [Hard Cap Reached]

Raid (Mountain Clans, Arrow Lake, Pearl Divers, Island Makers, Peace Builders, Enemies of the Peace Builders) [Might Makes Right] [Vendetta] [Martial] - The hunting of beasts turns now into the hunting of men. Strike down those who oppose the People so that we may be kept safe. Cost: Risks Temporary Damage to Martial score. Produces: Dead Enemies.

Study (Travel, Fire, Stone, Life, Beasts, Magic) [Art] - The world works in mysterious ways. It is not incomprehensible, however, merely opaque. The People just need time in order to unravel the hidden world. Costs: Nothing. Produces: Boosted [Tagged] research.

Sugar Shack [Admin] - The trees are love, the trees are life. Their sweet nectar is something that can be easily boiled down into a substance that can only be called the blessing of the spirits. We. Need. MORE! Costs: Materials, Staples. Produces: Luxuries.

Trade Caravan [Diplomacy] [Martial] - It is clear that the People do not hold all that is significant within the world. There are other tribes that hold interesting, useful or beautiful objects. By offering up some as gifts, things that the People do not have will be provided in return. Costs: Luxuries, Staples. Produces: Diplomacy, Magic.

Trade Post [Diplomacy] [Admin] - Sometimes other people have things of interest and they come willing to the People's lands in order to offer them up! By being welcoming and accommodating, it would be easily possible to convince them to hand over an even greater fraction of their stuff. Costs: Diplomacy. Produces: Luxuries.

Prepare for Ordeal [Ordeal] [Admin] - The spirits test the People, always. These tests are ones that require careful preparation and forethought. The People will be prepared. A crisis well managed is a sign of spiritual favour, one that's botched causes the People to further suffer. Cost: Nothing. Produces: Bonus to all stability checks this turn.

Empower Actions

Select three individuals to take (1) action on the People's behalf. The same individual may be selected multiple times. Tag votes as [Empower], if someone is being empowered multiple times, use a multiple (x2, x3, etc.).

Elder (An older individual, conservative and cautious but rarely wrong)
Ember-Eye Shaman (A fan of fire, the destruction and transformation it brings)
Fang Pack-Leader (A wild-man, learning secrets from inhuman sources)
Frontier Leader (Someone brought forth from the fridges at the edge of civilization)
Frost-Scarred Warrior (A mad one, used to enduring pain)
Headman of Crystal Lake (Egocentric and focused on their settlement)
Headman of Fingers (Egocentric and focused on their settlement)
Headman of Hill Guard (Egocentric and focused on their settlement)
Star Shaman (A mysterious force of magic within the People)
Trader (A greedy, but outward looking individual)
Urbanite (An individual involved in artifice or culture)
War Chief (Someone who took trouble-shooting literally)

Megaprojects:

Artificial River [Supernal Symphony] [Admin] (6 Actions) - Prerequisites not met.

The Dam [Supernal Symphony] [Admin] (6 Actions) - Inspired by the feats of ingenuity demonstrated by a large, but common, rat, the People have decided to emulate their creations on a more massive scale. By blockaded a river, it would be possible to accumulate an enormous amount of water, something that could easily be put to use. Costs: Craftworks, Materials. Produces: Staples.

The World, A Shield [Supernal Symphony] [Flat Arrow Outlook] [Martial] [Admin] (12 Actions) - Prerequisites not met.

The World in Miniature [Supernal Symphony] [Diplomacy] [Admin] (7 actions) - The world is a grand place, seemingly endless in scope. The People's exploration and search for wonders has pushed them to find a way to more effectively communicate discoveries with each other. Trail markers are a start, but they are not easily portable. More can be done. Costs: Magic? Produces: Efficiency.

A Temple, Grand [Supernal Symphony] [Art] (8 Actions) - Prerequisites not met.

The Sisters Three [Supernal Symphony] [Admin] (6 Actions) - Prerequisites not met.

A Field of Gold [Supernal Symphony] [Admin] (6 Actions) - Prerequisites not met.

Extended Projects:

Archaic Charcoal Kilns (Crystal Lake, Hill Guard, The Fingers) [Mastery of Nature] [Admin] [Art] - The Ember-Eyes have discovered a secret of wood and fire. By carefully burning it, they can render it blackened and fragile. Somehow, this makes fire burn far hotter. How is it the elements dance when burning wood is not the same as wood cooked by fire? Costs: Staples, Craftworks. Produces: Greatly Elevated Materials Efficiency.

Extend Fire Relay (Hill Guard) [Mastery of Nature] [Admin] (1 Action) - The Fire Relay has served as the backbone of the People's communication and movement between The Fingers and Crystal Lake for longer than memory. With the recent founding of Hill Guard, the vaunted relay no longer stitches the People from one end to the other. This oversight must be corrected. Costs: Craftworks, Staples. Produces: General Efficiency.

Raise Temple (The Fingers) [Admin] [Art] (2 Actions) - A ritual place where the spirits and those they touch can work. Special facilities for magic, resources, teachings and the spirits themselves are included. Costs: Materials, Craftworks, Luxuries, Magic. Produces: Mysticism.

The Hill (The Fingers) [Mastery of Nature] [Admin] (2 Actions) - A hill made by man. A simple construct, but one that greatly raises the defensive value of a settlement. Costs: Materials, Craftworks, Martial. Produces: Defense.

New Trails [Mastery of Nature] [Admin] (9 or 12 Actions) - Inspired by the Fire Relay, these small trails are cut into the innumerable forests that surround the People. Serving as akin to veins in the body, they promote the free movement of goods and people. Costs: Staples, Craftworks. Produces: Efficiency, increases Soft Resource Cap.

Automatic Actions: Are being discontinued. Every action you now take will produce permanent changes in the People's ability to marshal resources. At your current level of sophistication, you can't tell exactly how an individual action will effect your stats. Be careful if you plan on taking a lot of actions that spend Staples. You currently have enough of a reserve that you can't go to famine in one turn, but expect to have to take a large number of Staples actions as a matter of course.

Note: Failing to take a [Mastery of Nature] action will cost Stability! Can Double Down at cost of 15 Stability on an action by adding a sub tag to that specific action.

Some of the action names have been changed so they follow the same format. If anyone has further questions, tag me.
 
[X] Plan Resettling Foundations
-[X] [Kin] Embrace them fully, once the firebrand Grand Shaman is dead. (Additional settlement founded for free, Northlands folds into the People.)
-[X] [Action] Craftsmen
-[X] [Action] Archaic Charcoal Kilns (Crystal Lake, The Fingers)
--[X] Double Down
-[X] [Action] Expand Fishing Fleets
-[X] [Admin] Raise Temple (The Fingers)
-[X] [Empowerment] War Chief
-[X] [Empowerment] Headman of Fingers
-[X] [Empowerment] Frontier Leader
Adhoc vote count started by Japanime on Aug 22, 2018 at 10:23 AM, finished with 21 posts and 16 votes.

  • [X] Plan Resettling Foundations
    -[X] [Kin] Embrace them fully, once the firebrand Grand Shaman is dead. (Additional settlement founded for free, Northlands folds into the People.)
    -[X] [Action] Craftsmen
    -[X] [Action] Archaic Charcoal Kilns (Crystal Lake, The Fingers)
    --[X] Double Down
    -[X] [Action] Expand Fishing Fleets
    -[X] [Admin] Raise Temple (The Fingers)
    -[X] [Empowerment] War Chief
    -[X] [Empowerment] Headman of Fingers
    -[X] [Empowerment] Frontier Leader
    [X] Plan Longer Term Foundations
    -[X] [Kin] Accept the offer, but only name Jeree Pareem. Keep the Northlanders at arms length. (Northlands become a Vassal)
    -[X] [Action] Craftsmen
    -[X] [Action] Archaic Charcoal Kilns (Crystal Lake, The Fingers)
    --[X] Double Down
    -[X] [Action] Expand Fishing Fleets
    -[X] [Admin] Raise Temple (The Fingers)
    -[X] [Empowerment] War Chief
    -[X] [Empowerment] Headman of Fingers
    -[X] [Empowerment] Frontier Leader
 
New
[X] Plan Resettling Foundations
-[X] [Kin] Embrace them fully, once the firebrand Grand Shaman is dead. (Additional settlement founded for free, Northlands folds into the People.)
-[X] [Action] Craftsmen
-[X] [Action] Archaic Charcoal Kilns (Crystal Lake, The Fingers)
--[X] Double Down
-[X] [Action] Expand Fishing Fleets
-[X] [Admin] Raise Temple (The Fingers)
-[X] [Empowerment] War Chief
-[X] [Empowerment] Headman of Fingers
-[X] [Empowerment] Frontier Leader​
 
Back
Top