--[X] See if we can't convince the settling clansmen to, not exactly become part of the Valley People, but structure themselves like one of our villages would, with low councils, etc, and, in return for acknowledging the cosmic preeminence of the High Council, blessed by the Ancestors, gain the right to send mediums to High Council meetings, and in turn accept a visiting councilor from the Valley People who might act as ambassador/advisor to their own low council. Basically something like the relationship we slowly developed with the Antler Clans, but no mutual defense pact or tributary stuff just yet.
@Satar, this is honestly asking for a lot. Specifically the "acknowledge the cosmic preeminence of the High Council". Even a strong ally would tell us to fuck off with that kind of demand unless we're offering them something worthwhile. And a measly production point isn't worth that.

What would be worth it would be sharing saplings and goats if we decide to do so, potentially. I'm not entirely sure how they'd value it. Because seriously, the wording here all but guarantees that the new village would be a vassal state, and it's not like the clansmen wouldn't realize what they're agreeing to.

It's not impossible, we'd just need to offer more than the bare minimum of help to get it to work.
 
[X] Plan Don't Starve

I doubt that we'll ever fix our food problem until we get terrace farming or somehow grab fertile lands. RIP conquest dreams until then.
edit: adding this vote since I can't think of anything better.
 
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@Azel can you confirm if retraining a pop from gatherer to farmer costs 1 Production? Also, do farmers cost upkeep anymore?
Farmers no longer need upkeep and switching a Worker from gathering to orchard duty costs no production.

The only retraining that still costs resources is Workers to Artisans, Hunters or Priests.
 
@Satar, this is honestly asking for a lot. Specifically the "acknowledge the cosmic preeminence of the High Council". Even a strong ally would tell us to fuck off with that kind of demand unless we're offering them something worthwhile. And a measly production point isn't worth that.
This concept means that the ruling body is effectively writing it's own legitimization and by spreading the faith, it also spreads its control by establishing itself as part of not a political, but a cosmic order of the world. You will still need to occupy a settlement for a few generations to have the new faith sink in properly, but when that's done, they will accept your rule without question as the natural order of the world. Likewise, any other polities dominated by your faith will consider you higher ranked then them, as you have the Mandate and they have not.
...

I can't really give play-style advice for this Identity, since it is a play-style in its own right. Diplomacy with peers becomes dicey and finicky by picking it, because you will have to run through some hoops to not trip over your own gloriousness when interacting with them, though lesser power will generally be easy allies and partners.

@Duesal I think this much should be covered by Mandate. There's a reason it's so goddamn OP.
 
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I doubt that we'll ever fix our food problem until we get terrace farming or somehow grab fertile lands. RIP conquest dreams until then.

I don't think traditional conquest is in the cards until we fix our food problem, but by leveraging the mighty cosmic authority the Mandate lends us we might subsume all the new clansmen settlements. Of course, there's risks involved in becoming a proto-kingdom knit together by the idea of the Mandate. Tomorrow if our Council is inept and one of the clansmen settlements is ambitious enough, they could try claiming the Mandate, effectively engineering a take-over from within. And keep in mind that if someone starts a civil war by claiming the Mandate and wins, the Valley People will fall loyally in line behind their new conquerors. Furthermore so far the Bone Tenders have been an instrument of the Valley People vis a vis the clansmen, but they could strike a much more neutral pose if and when we expand to include all these clansmen settlements.

Farmers no longer need upkeep and switching a Worker from gathering to orchard duty costs no production.
The only retraining that still costs resources is Workers to Artisans, Hunters or Priests.

Thank god!

On a side note, if we "culturally annex" a clansmen settlement, do we control their village too or is it automated like Antlerrest was?
 
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And that problem cant be fixed without better lands for food.
Which the white clans arnt.

But the better lands problem can't be fixed until we have pottery and better means of food preservation. Subsuming the white clan settlements...you shouldn't consider that the same as founding a new settlement. Frankly it's exploiting the synergies of our religion, Identity, and Megaproject to grow in scale in ways that aren't traditionally possible for us.

There's been startlingly little discussion regarding the lowlands political situation, but I think it likely that Brushcrest threw in the towel vis a vis the Makarites. Their coalition went to pot and the fact that all the little villages except the one closest to us didn't seem to be fortified suggest they don't have any reason to worry about a Makarite invasion. Given how successful the Makarite campaign was, I'm guessing they bent the knee and now pay tribute to Makar. The conversion of Great Hearth into a dedicated transshipment point suggests a degree of political stability that wouldn't exist if Brushcrest was still fighting the Makarites.

If my hunch is correct, it means we're at low-medium risk of invasion by the Makarites. Certainly I expect the Makarites to long remember the fierce peoples to the north that gave them one of the few defeats they ever suffered, not to mention birthed a commander as adept at war as Sparrow. Some Makar wishing to test his mettle might come sailing up the river. I don't know if southwards settlement is a wise idea under those circumstances.
 
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If my hunch is correct, it means we're at low-medium risk of invasion by the Makarites. Certainly I expect the Makarites to long remember the fierce peoples to the north that gave them one of the few defeats they ever suffered, not to mention birthed a commander as adept at war as Sparrow. Some Makar wishing to test his mettle might come sailing up the river. I don't know if southwards settlement is a wise idea under those circumstances.
I wonder if the troop we had to give them had some influence on their culture or not.
 
If my hunch is correct, it means we're at low-medium risk of invasion by the Makarites. Certainly I expect the Makarites to long remember the fierce peoples to the north that gave them one of the few defeats they ever suffered, not to mention birthed a commander as adept at war as Sparrow. Some Makar wishing to test his mettle might come sailing up the river.
If it happens they may cause some damage but we won't be conquered until they figure out how to deal with our stone walls.
 
Is the palisade at LakeFord still intact?
if so we should try and claim it next turn before someone else does, even if we can not ship food back from there we can move a group of woodcutters and artisans there and move the completed tools back to the valley.
 
Is the palisade at LakeFord still intact?
if so we should try and claim it next turn before someone else does, even if we can not ship food back from there we can move a group of woodcutters and artisans there and move the completed tools back to the valley.
Considering it's been over a century since Lakefort was attacked and abandoned? Also, sending just production pops there means it's producing tools and no food. At all. In other words, we have less stupid methods of killing valuable artisan pops for no gain whatsoever.
 
Considering it's been over a century since Lakefort was attacked and abandoned? Also, sending just production pops there means it's producing tools and no food. At all. In other words, we have less stupid methods of killing valuable artisan pops for no gain whatsoever.
i mean sending them there together with enough food producers to feed them.
 
It definitely a gate to a tech and considering how long its been there, it must be building up like the temple did, so it might turn into a megaproject.
Territorial demarcation should be an admin/social tech. The line of My Stuff/Not (Yet) My Stuff is an important one for reducing unnecessary conflict and determining jurisdiction after all.

Probably also links to proto-writing, sculpting and construction progress as well, once you placed markers, you need some way to mark that these markers mean something specific, in a way that's not labor intensive but lasts through weathering. Probably want to make them harder to move too, since some wiseass WILL go move them if the snow doesn't.
 
Vote closed.
Adhoc vote count started by Azel on Apr 4, 2020 at 4:14 PM, finished with 67 posts and 15 votes.

  • [X] Plan Don't Starve
    -[X] Reassign some of the workers to different tasks.
    --[X] Gatherer to Orchard farmer
    -[X] Increase resource gathering slots.
    --[X] More orchards (Cost: 1 Production)
    -[X] Support the White Clans in establishing their first village. (Gives +1 Production to the White Clans)
    --[X] See if we can't convince the settling clansmen to, not exactly become part of the Valley People, but structure themselves like one of our villages would, with low councils, etc, and, in return for acknowledging the cosmic preeminence of the High Council, blessed by the Ancestors, gain the right to send mediums to High Council meetings, and in turn accept a visiting councilor from the Valley People who might act as ambassador/advisor to their own low council. Basically something like the relationship we slowly developed with the Antler Clans, but no mutual defense pact or tributary stuff just yet.
    -[X] (Optional) Change the focus of the Pilgrim Village.
    --[X] Bring Valley People Culture to the White Clans. (+1 Valley People Culture in the White Clans)
    ---[X] Specifically to pops of the most influential clans or whatnot of the settling clansmen.
    [X] Plan expanding
    -[X] Reassign some of the workers to different tasks.
    -[X] assign one group of gatherers to tending orchards.
    -[X] Create a new village to claim more land for the Valley People. (Cost: 1 Production per Pop settled in the new village.)
    --[X] a group of hunters
    --[X] between green valley and lakeford
    -[X] Support the White Clans in establishing their first village. (Gives +1 Production to the White Clans)
    --[X] spend 1 culture to get more support from the while clans for the village
    [X] Plan Riding A Thin Line
    -[X] Reassign some of the workers to different tasks.
    --[X] Gatherer to Orchard farmer
    -[X] Increase resource gathering slots.
    --[X] More orchards (Cost: 1 Production)
    -[X] Try to influence a faction.
    --[X] Serfs and Fishies
    --[X] Staying in the valley and doing nothing is insulting to the ancestors. By stagnating, no recognition can be achieved in the eyes of anyone, much less the ancestors, and peace is something easily lost without strong arms. This stands true for all peoples, as our ancestors have proven to others time and time again on the field of battle and beyond.
    --[X] 0.7 Culture for serfs, 0.3 for fishies
    -[X] Support the White Clans in establishing their first village. (Gives +1 Production to the White Clans)
 
The only thing i worry about is the fact were coming on REAL strong with the new clans village, I mean its understandable since Mandate but still.
 
Quiet 3
[X] Plan Don't Starve
-[X] Reassign some of the workers to different tasks.
--[X] Gatherer to Orchard farmer
-[X] Increase resource gathering slots.
--[X] More orchards (Cost: 1 Production)
-[X] Support the White Clans in establishing their first village. (Gives +1 Production to the White Clans)
--[X] See if we can't convince the settling clansmen to, not exactly become part of the Valley People, but structure themselves like one of our villages would, with low councils, etc, and, in return for acknowledging the cosmic preeminence of the High Council, blessed by the Ancestors, gain the right to send mediums to High Council meetings, and in turn accept a visiting councilor from the Valley People who might act as ambassador/advisor to their own low council. Basically something like the relationship we slowly developed with the Antler Clans, but no mutual defense pact or tributary stuff just yet.
-[X] (Optional) Change the focus of the Pilgrim Village.
--[X] Bring Valley People Culture to the White Clans. (+1 Valley People Culture in the White Clans)
---[X] Specifically to pops of the most influential clans or whatnot of the settling clansmen.

It took not long for the Council to consider the plans of the clansmen and a consensus to form. A village for the White Clans, so they concluded, would be a boon to Greenvalley and thus they would support it. A few voices warned that the clans might take offense if the Council were seen to meddle too much in their affairs, though the majority saw no issue with doing so. After all, the White Clans and the Valley People had been friends and allies for many generations. They had fought and bled together in the low-lands, traded goods and tools every year and quite a few people in the valley counted clansmen among their ancestors. Clearly, there was no good argument for why the Council should not offer a guiding hand to them.

Unsurprisingly, it was the Bone Tenders who where the first to set the Councils designs in motion. Ever since the Speaker first climbed the mountains to preach among the mountains, they had become those of the valley that had the closest ties to the clans and in these days, barely any clan did not count at least one Bone Tender among their number, come summer or winter. Thus they were tasked to carry the idea of a village from a clan to clan so that more would join in the endeavor, and to also spread the offer by the Council to help them generously.

In the first years, not much of a response came. Most of the clans thought it an idle fancy, especially the elders warning of the folly of staying in the mountains during the murderous winters. And indeed, one year the first snow came early and it seemed almost as if the Mountain Father himself hat called down the clouds to warn his children away, for a biting cold settled in long before the winter solstice. It seemed that the mild winters had just been a fluke and no matter what they tried, the Bone Tenders could not kindle any enthusiasm for the idea in the face of deadly snows. But then the weather turned yet again and winter after winter became warmer again. The first snow came late, one year only mere days before the winter solstice, and spring came early. And again, like in the years before, a few brave men and woman had hunkered down in some of the valleys and made it through the snow and cold just fine.

At first, the elders called it another fluke and the chieftains were wary, but with each winter the resistance lessened and turned to the opposite, with many clansmen flocking to the plan with renewed vigor. This time the clan chiefs listened and began to plan earnest efforts. When then the winter came just as late as the one before came early, many made their choice. In that year, over two dozen chiefs and clan leaders came to the White Halls to observe the solstice with the Valley People. It was a feast like few before it, with ample game, nuts and fruit for all who attended. Even a bear was slain to honor the ancestors on this day, it's carcasses cast into the great flame whole so that the ancestors might bless the talks and plans hatchet between the stones.

With the chiefs had come some of those who had spent at least one winter in the mountains to better advise them. The tents that the clans favored were of no use against the heavy snows, but the longhouses of the Valley People were a different matter. It would take time, that much was certain, and much effort, but the Council stood to it's word and so the best house builders, lumberjacks and thatchers were tasked to aid the Clans to make their first homes. Then the talk turned towards the ancestors and how they had helped many who stayed in the mountains. The clansmen had taken to offer foodstuffs to the many shrines that dotted the mountains when they were leaving for their winter quarters, hoping that the ancestors would bless them with ample food in the next spring. Many tales told of these offerings staying fresh by the ancestors will, nourishing those in most dire need. So a temple they wanted to build too, but here it was that clans began to disagree.

While there had been much talk about building the village, no one so far had truly considered where it would be built. All the chieftains and clan-leader just assumed that it would be done in their preferred spot, usually either their own ancestral lands or, in the case of those who were still skeptical, that of their enemies. Thus the talks grew strained once the talk ab out where the temple should be built drew attention to that problem. Carefully the Council tried to arbitrate between the Clans and at the same time to convince them of the value of the Rule of Three. With the latter they had some success, the Councils own unity and wisdom starkly apparent before the backdrop of chieftains squabbling like children, but the former proved too big a problem to overcome.

In the end, all that the Council could achieve was to organize a competition of sorts. Three clans in total had made convincing cases for their own preferred spot to erect the village. The first was the valley where the blue and green dyes beloved by Clansmen and Valley People alike was found. Here, they argued, the village could establish a proper mine and make more of the rare pigments then ever before. Others pointed out that the valley in question was deep in the mountains and might have winters that were still too harsh to survive them. The next suggestion was a fertile valley in the northern parts of the area that the White Clans lived in. It had nothing special such as dyes, but it had many small springs for water, good soil to plant orchards in and ample grass for goats to live on.

Lastly, there was the valley that housed the Speakers Rest, the rock outcropping from which he had preached so many times to the clansmen in times past. It was still a gathering spot and close to Greenvalley, though much diminished since the times when it drew huge crowds every year. The argument went that the ancestors had provided for the first survivors and thus they should be honored by erecting the village around the Speakers Rest. The only issue was that the valley in question was not very fertile, being mostly filled with grass and rocks, and thus many doubted that a village there could gather enough food to truly grow.

And since the argument could not be settled, it would be settled by the clans showing who was right. The Valley Peoples help would be split between the three sites, a few longhouses erected in each spot, and the clans who had proposed them would live there year around. After all, if they were willing to wager the lives of other clans on their choice being the best then certainly they wouldn't balk to risk their own. Quite a few did indeed balk, claiming they had just argued along and never truly supported the mad plan, but others were willing to take the risk. And thus, instead of one big village, there would be three tiny ones for now. While not happy with the outcome, the Council was still content with how matters were going. And in the end, there was even a slight chance to take a more direct hand in things. After all, who would notice if they favored on of the places with their aid?

What will the Council do about competition?
[] [Village] Do not meddle in the competition. This is the choice of the clans.
[] [Village] Discretely aid one of the villages:
-[] [Village] Azurite Valley (if picked will start with Azurite mines)
-[] [Village] Fertile Valley (if picked will start with Orchard and Pasture)
-[] [Village] Speakers Rest (if picked will start with Temple)

Note: Your choice her will influence the rolls that decide the final location of the village. Your pick might still loose. There's also a chance to be caught meddling.

Meanwhile though, the Councils attention returned to matters closer to home. Many still worried about food, the many people living in the valley emptying their larders almost as fast as they filled them, but in these years things seemed to improve a bit. New orchards were being erected, replacing wild forests of birch and pine with apples and oak, and while it was hard to say in the crowded villages of the Valley People, there always seemed to be a new longhouse every year. At the same time, the obsidian mine seemed to be blessed for how well the work went. So much fine stone was found that the artisans couldn't even make something from all of it. Instead many people took to making a few tools and trinkets for themselves from what there and trade with the clansmen flourished.

To the south though, the hunters had less pleasant news. While they had focused on hunting in these years, they had not ventured far from the villages, but still they had found worrying signs with some regularity. An old campfire, a trail of man and yak, an abandoned tent, lost tools and so many other tiny signs that added up over the years. Thus a few had ventured further, going as far as the place where Gentle River and Goat River met, but no sign of settlements could be found. There was worry that it was scouts of the low-landers who left these things, or that there was a group of nomads near Greenvalley, but so far, no one had been spotted and the hunters did not dare to defy the Councils orders and spent to much time looking for them. It was not their place to decide to investigate, but they certainly petitioned the Council to be allowed to do so.

Total Production: 30

Consumption:
-1 for Pilgrim Village
-28 for Pops

Balance: 1
Population Gain: 10 -> gain 1 Worker Pop (Valley People)

The Valley People
Symbol: The heads of a bear, a wolf and a man.
Government: Absolute Directorial Despotism - Mandate of the Ancestors
General rules
- Meetings of all Councils will be held in private. However, each person attending the council may bring an additional guest, who may listen but not speak unless invited to speak by the council.
- All groups setting out to interact with outsiders must contain a representative of the their Council. Low Council representatives can only do so for groups smaller than their own community with larger groups being the domain of the High Council.
- All matters affecting more than two communities must be brought to the High Council. Matters between two communities may be resolved by their Low Councils if they can come to a consensus, or otherwise be brought to the High Council for arbitration.
- Disputes between individuals and families within a community are to be resolved by the Low Council of the community.
- High Councilor, Low Councilor, Mediums, Priests and Vice-Councilors positions are exclusive. Upon gaining one title they lose all others of the list

Organization structure
- High Council:
-- The High Council will be the highest authority of the state, referring to the three who comprise supreme authority.
-- The High Council is advised by Mediums, one selected by each Low Council. The Mediums can be a member of any community.
-- The High Council can appoint representatives from any community to speak with their authority for specific tasks when the Council cannot be present themselves.
-- Each member of the High Council must maintain at least one, and no more than three Vice-Councilors for their council duties. These Vice-Councilors must be taught how to perform and assist with the duties of a High Councilor. They can be chosen from anyone under the authority of the High Council, except for High Councilors, Low Councilors and Mediums.
- Low Council:
-- The Low Councils refer to the local authorities, each governing one permanent(lasting at least one full lifetime from birth to death) community comprising of at least three population units of adults. Such a community may be fixed or mobile in nature, so long as someone can be born into it and die belonging to it.
-- Each Low Council consists of two leaders chosen by the community, and one leader chosen by the High Council. The community leaders must be members of the community, but the High Council can choose either a local or send a representative.
-- The Low Council can appoint representatives from their community to speak with their authority for specific tasks when the Council cannot be present themselves. They may appoint representatives from other communities with the agreement of either the High Council or the other community involved.
- Priests
-- The priests must maintain an advisor to the High Council at all times, who will be allowed to listen to and advise any decisions.
-- The priests may send one advisor to any Low Council, who will be allowed to listen to and advise any decisions.
-- The priests must preferentially raise their new initiates from the orphans of the People where available. Where there are more orphans than need for new initiates, they will be chosen by lot.

Succession
- High Councilors are elected with a majority vote by the High Council and the Mediums of each Low Council from the pool of Vice-Councilors. At least two thirds of the Mediums must be present to pass such a vote.
- Mediums are selected with a majority vote by the Low Council they represent. Their status can be revoked by the same process.
- One Low Councilor seat of each community is fixed to the High Council's appointment, if this Low Councilor is removed by any means, they will be replaced by the next appointed representative of the High Council.
- The remaining two Low Councilor seats are chosen by the community they govern. Groups with preexisting selection methods may use their traditional methods, or permanently change their process to a simple majority of their community.
- High Councilors will step down in the following events:
-- Voluntary abdication, which will start the process of raising a new councilor while they remain a councilor until their successor is chosen.
-- Death
-- Incapacitation such that they are no longer able to perform their duties for more than a season.
- Low Councilors will step down in the following events:
-- Half or more of the community they govern votes to replace them.
Religion: Faith of Bones
Capital: Greenvalley


Cultural Ideas

At the dawn of time, the people were lost and separated. But in these trying times emerged three great persons that led them together again to build a brighter future. Like the Mountain Father, the Black Bear and the White Wolf, the Council of Three rules to this day, the wisdom of the ancestors guiding them on their path. No higher authority can there be in this world.

Effects:
- gain +2 on combat morale
- gain +2 on stability checks
- troops will never disobey orders or join revolts, but may participate in civil-wars normally
- allow the deployment of military units to temporarily raise stability
- may use Subjugation actions even outside of wars with that war-goal
-- can destroy Pops to eliminate cultural values of a Faction
-- can destroy Pops to eliminate a Faction entirely
-- can forcibly resettle Pops
- using subjugation actions or deploying military units to establish order raises mood
- weaker polities receive -1 Morale when facing someone with this value
- must always treat other polities as lesser and can't interact with them as peers
- Council of Three must always be the highest authority in the state
- factions unable to alter social order or political system, but can still try to gain control of the government
- social change occurs slower, but sometimes breaks violently
- during a civil war, other groups can claim the Mandate of the Ancestors to gain legitimacy
- this idea will be destroyed when the government collapses or the polity is absorbed by another polity
Challenges come and go, but only the steadfast will remain in their wake. Neither directionless action, nor hiding from them will save the people from these trials. One must face these challenges no matter how daunting they seem, and though the price they reap might be dire one will grow stronger for these losses.

Effects:
- gain +1 on stability checks
- gain +1 on Inspiration stat of all commanders
- stability loss when radically changing a started course of action due to difficulties
A man might build himself a home. He can stack stone and wood to find shelter against the elements and make a place he can call his own. Yet many man can build many homes, and with dedication and effort, even greater works they can accomplish. The world is there for man to shape and to make it more pleasing for himself.

Effects:
- bonus to development of landscaping technologies
- large-scale landscaping projects increase mood
- diplomacy malus of -1 with all groups who venerate nature
- malus to stability checks and increased mood loss from natural disasters
Blood is life. It is shed when we come into the world and all too often it is shed when we leave it. To willingly give it to another, be they living or dead, is the highest gift one can make, for the giver offers nothing less then a piece of his life. Never should such a deed be done lightly and gravest misfortune will come to those who befoul such sacred acts.

Effects:
- gain +1 on stability checks
- religion more likely to spread to populations who have no codified rites
- religion less likely to be subsumed by other faiths
- lower risk of betrayal by oath-sworn subjects sharing this value
- factions more resistant to size and influence loss, except when caused by population drop
- lower chance to detect faction plots


Current Factions

Hunters
Description: Be it the Days of Blood, the Reign of Bear and Wolf or the many battles that followed these legendary times, they always revolve around the valiant warriors of the tribe. As the might and greatest food procurers of Greenvalley, the hunters are undeniable the most important and beloved group in the entire tribe.
Size: 2 (Tiny)
Influence: 9 (Overwhelming)
Mood: 7 (Good)

Main Issues: Glory, Destroying or Subjugating Brushcrest
Secondary Issues: Exploration


Artisans
Description: Having their support chiefly among the miners and artisans of Cliffside, Crackhome and Greenvalley itself, this group is second in prestige only to the hunters and more numerous too.
Size: 4 (Small)
Influence: 6 (Average)
Mood: 6 (Content)

Main Issues: Stability, Ressources
Secondary Issues: Trade


Fishes
Description: Named after a joking answer to the question who they support, the fishers of Laketop have slowly drifted apart from the rest of Greenvalley to form their own distinct group. While wielding little direct influence in Greenvalley, the amount of food they contribute to the valley gives them still some leverage.
Size: 2 (Tiny)
Influence: 5 (Average)
Mood: 5 (Content)

Main Issues: Peace, Stability
Secondary Issues: None


Serfs
Description: Once the term for conquered people brought to Greenvalley, these days many others are counted as serfs. They represent the marginalized professions that most of the tribe has little appreciation for.
Size:7 (Large)
Influence: 2 (Negligible)
Mood: 5 (Content)

Main Issues: Safety, Recognition
Secondary Issues: Representation


Settlements

Greenvalley
Location: Clearing in the forest near a river bend.
Size: Large Tribe
Development: Sturdy wattle and daub Village

Stability: 9 / 10
Stability Check Bonus: +4
Mood: 10 / 10
Military Experience: 6 (Elite)
Diplomatic Experience: 4 (Green)
Dominant Factions: Hunters


Minor Villages:
- Crackhome - Limestone Quarry Village
- Cliffside - Obsidian Quarry Village
- Laketop - Fishing Village
- White Halls - Holy Site with Pilgrim Village
- Rivercrossing - Village

Population:
TypeNumberCultureFactionNotes
Workers19Valley PeopleSerfs (12)
Fishes (5)
Crafters (2)
Hunters6Valley PeopleHunters (6)2x Heavy Infantry
2x Regular Infantry
1x Light Infantry
1x Archers
Artisans4Valley PeopleCrafters (4)4x Basic Goods -> Production


Buildings:
NameUpkeepEffect
Holy Site - Faith of Bones0.6 Production3 Culture
Pilgrim Village1 Foodcan generate 1 Culture of own or friendly culture, or create 1 own Culture in friendly polity
Stone Wall0.2 Productiondefensive bonuses in combat
Active Trades:
- give 1 Production to White Clans for 1 Dye (Azurite)

Resource Production:
NameCurrentMaximumBonus
Gathering2-+30% (Base)
+20% (river)
+20% (low area utilization)
Total: +70%
Hunting6-+30% (Base)
+10% (hunting dogs)
+20% (forested terrain)
Total: +60%
Fishing55+30% (Base)
+20% (Advanced Dugouts)
Total: +50%
Orchards56+30% (Base)
+10% (forested terrain)
+20% (river)
Total: +60%
Cattle Raising12+30% (Base)
+20% (river)
Total: +50%
Clay Mining13
Limestone Mining11
Obsidian Mining31
Woodcutting24
Silver Mining00
Unassigned Workers1-

Production & Culture:
NameTaskProductionCulture
ArtisansBasic Good -> Production+4
Holy SiteBase Income+3 (Valley People)
Pilgrim Villagespread Valley People Culture in the White Clans
Luxury Goods3 Unit of Obsidian (basic conversion)
1 Unit of Dyes (Azurite) (basic conversion)
1 Type of Luxury Goods
+3 (Valley People)
Trade Balance-1
Building Upkeep-0.8
Pop Upkeep-1.2
Cultural Ideas Upkeep-5
Total+1+1

Technologies
Warfare
- Throwing Spear
- Thrusting Spear
- Stone Knives
- War-Axes
- Archery

Hunting
- Endurance Hunting
- Ambush Hunting
- Stalk Hunting
- Drive Hunting
- Pit Traps
- Hunting-Dogs

Resource Gathering
- Gathering
- Stone Chipping
- Tanning
- Woodcutting
- Mining

Crafting
- Stoneworking
- Woodworking
- Basketweaving
- Primitive Sewing
- Masonry

Building Materials
- Hide
- Wattle and Daub
- Wood
- Stone
- Limestone Plaster

Transportation
- Dugout canoes
- Advanced Dugouts

Sustenance
- Hunting
- Gathering
- Spear Fishing
- Hook & Line Fishing
- Smoking
- Orchards

Domestication
- Wolves / Dogs
- Goats & Sheep

Miscellaneous
- Snow Shoes
- Winter Coats

What should be done in the coming years?

General actions:

[] Reassign some of the workers to different tasks.
-[] Let the simple workers produce some other resource.
--[] Write-In
-[] Tell the artisans to focus on something else.
--[] Write-In

[] Send the hunters on a raid.
-[] Write-In target.
-[] Write-In what troops to take.

You have 1 Production to spend this turn:
[] Erect menhirs to clearly mark the lands the Valley People claim for all to see. (Cost: 2 Production per map hex)

[] Train some of you workers in other trades. (Cost: 1 Production per Pop)
-[] Train Hunters
--[] Heavy Infantry
--[] Regular Infantry
--[] Light Infantry
--[] Archers
-[] Train Artisans
-[] Train Bone Tenders

[] Increase resource gathering slots.
-[] More orchards (Cost: 1 Production)
-[] More fishing boats (Cost: 1 Production)
-[] More cattle pens (Cost: 1 Production)
-[] Expand the clay pits (Cost: 1 Production)
-[] Expand the logging camps (Cost: 1 Production)
-[] Expand the obsidian mine (Cost: 2 Production)
-[] Expand the limestone quarry (Cost: 2 Production)
-[] Build a silver mine (Cost: 3 Production)
Note: This just increases the available slots. You still have to assign workers before something is produced.

[] Create a new village to claim more land for the Valley People. (Cost: 1 Production per Pop settled in the new village.)
-[] Write-In which Pops to settle there.
-[] Write-In where to build the village.
-[] Immediately build a palisade around the village. (Cost: 3 Production, new village must have at least 3 Pops)

You have 1 Culture to spend this turn:
[] Attempt to change a Pops culture to Valley People.
-[] Write-In which Pop
-[] Write-In how much Culture to spend.

[] Try to influence a faction.
-[] Write-In which faction.
-[] Write-In goal.
-[] Write-In how much Culture to spend.

Pick an action for the High Council:
[] Gain +1 Production to spend this turn.
[] Gain +1 Culture to spend this turn.
[] Send a diplomat to someone.
-[] Write-In target of the visit.
-[] Write-In goal of the visit.
[] Support the White Clans in establishing their first village. (Gives +1 Production to the White Clans)
-[] Offer further assistance: Write-In

Others:
[] (Optional) Change the focus of the Pilgrim Village.
-[] Encourage own culture. (+1 Valley People Culture in Greenvalley)
-[] Encourage White Clans culture. (+1 White Clans Culture in Greenvalley)
-[] Bring Valley People Culture to the White Clans. (+1 Valley People Culture in the White Clans) - Current focus



AN: You had some decent rolls for diplomacy, but that was partially negated by the clan chieftains flubbing theirs and nearly causing some unpleasantness. Plan-voting only please.
 
What will the Council do about competition?
[] [Village] Do not meddle in the competition. This is the choice of the clans.
[] [Village] Discretely aid one of the villages:
-[] [Village] Azurite Valley (if picked will start with Azurite mines)
-[] [Village] Fertile Valley (if picked will start with Orchard and Pasture)
-[] [Village] Speakers Rest (if picked will start with Temple)
Put them in Fertile Valley so they don't starve early on, preferably.
 
We have 3 group mining obsidian is all that obsidian used for something or can we remove one of those groups without problems?
i prefer Fertile Valley (if picked will start with Orchard and Pasture) for the village site, without enough food they will decide that this is not a good idea.
i like to send a diplomat to the lowlands to seek trading opportunities but we better spend some production on aiding the villages as we proposed the village and will look bad if it fails.
what will Train Bone Tenders give us when completed(i suspect culture but want to ask to be sure)?
 
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We have 3 group mining obsidian is all that obsidian used for something or can we remove one of those groups without problems?
i prefer Fertile Valley (if picked will start with Orchard and Pasture) for the village site, without enough food they will decide that this is not a good idea.
i like to send a diplomat to the lowlands to seek trading opportunities but we better spend some production on aiding the villages as we proposed the village and will look bad if it fails.
what will Train Bone Tenders give us when completed(i suspect culture but want to ask to be sure)?
There's only one Pop mining Obsidian. This was just a random event.

As for training a Pop of Bone Tenders, that unlocks some new actions.
 
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