The Spirit of Civilization

[X] [Pit] that this was a sign from the spirits, and someone must be appointed to hear them (-1 stability, +1 Culture Cap, +2 Culture).
 
Vote is closed.
Adhoc vote count started by notbirdofprey on Jul 4, 2020 at 1:41 PM, finished with 24 posts and 17 votes.
 
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Turn 1 Year 20
The arguments had gone long into the night. Three times the fires had burned low and the young of the People sent to fetch more wood for it. In the end, it was agreed that this had been a message from the spirits, and that it would be wise to heed their woods. Tents were broken down and placed further away, such that none would accidentally inhale the breath of the spirits. A line was drawn in the earth, and sticks planted in the ground, to serve as the barrier between the place of the spirit-talkers and the place of the ordinary People. And life went on as it always did, even if there was a new tension. The spirits had spoken once, but who knew what they would say next…but they stayed silent. And though there was now a new tension for the People, some found comfort, offering grain and meat and fine furs to the spirit-talkers and the spirits themselves for their aid in hunting and farming, asking them to grant rain and sun in turn as the seasons passed.

And when Ancient Fir fell sick and died one cool winter's night, his body was wrapped in a shroud of hides and his name sewn into it and he was carried to the pit to join with the spirits. Sena spoke then, and both spirit-talkers, and Ancient Fir's sons and daughters and grandchildren, and they held a feast in celebration of his life. Tears were shed, but there was great laughter as well, and life went on for the People. Another joined the council of elders, and while there was a moment of potential danger when some said it should be Sena who replaced him, they were shouted down by Sena herself and so the next-eldest joined as had become the custom.

There had been many children born to the People over the past years, more than any among them could remember. There was ample food to feed them, even in the depths of winter, for the food stored in pots of hardened dirtstone stayed good better and longer, letting the People have plenty in winter. Every adult of the People had a few young assistants who helped in all manner of tasks, gathering stones and sticks, scraping hides, and generally letting the skilled adults do more. The People were growing stronger.

Three significant changes had come to the People as well, and only one came from Calling. First, sheer chance led to a new discovery. Some water had been left in a pot, and then a foolish child dumped grains in it and closed the lid. Ordinarily, this would ruin the grain, but for some reason, something different happened and the water gained a strange taste. Drinking it felt…good.
Making it was not entirely reliable though. A girl with nothing better to do had tried to fix it by crushing and grinding the grain between two large stones and then putting the powder in water. It hadn't worked, but adding crushed berries to the mix resulted in something nice and tasty, and this porridge became popular.

Calling, meanwhile, had turned his attention from carving greenstone to finding more uses for dirtstone. He thought that mixing it with mud might make it stretch further, but that hadn't worked out the way he wanted. He tried adding other things to the mix, and eventually managed to make something useful by adding in the discarded stalks of grain and then letting the result dry in the sun. It became a solid block. Putting more mud on top and then stacking another dried block made them stick together. Long hours of work turned this into a solid home for Calling and Sena and their kin, with walls of mudbricks and a door framed in logs and a roof of hides.
Gradually these replaced the tents since they lasted longer and kept out the heat better and they were simpler to make bigger. Drying bricks became a common sight in Pitside, as common as bowls of porridge and the curses when another attempt at making beer didn't turn out right. The People labored from dawn to dusk, their fields steadily expanding and growing more organized as the years wore on.

Some years were better than others, some saw storms that ruined crops while others saw grand bounties of crops. Some saw strife and tension, others saw peace, but every year the numbers of the People grew. Pitside expanded so large that one could no longer throw a stone from one end to the others, and there were some among the People who raised their homes outside it so that they had shorter walks to their fields. Even the hunting camp expanded, gaining a stout mudbrick house of its own where those not actively hunting the forests could rest.

Stories slowly grew among them, of how the spirits flowed from the Lands Below, where the dead rested and dreamed, through the Great Pit and out into the world, and how traces of their passing could be seen in the fumes that rose from the Pit and in the lightning that split the sky and the great white bars that crossed it at night. It was said that the spirit-talkers could speak to these spirits as they left, and that the spirit-talkers could see the future by seeing what spirits left when, and that the spirits always returned to the Lands Below with the setting or rising of the sun. Some did not like these stories, but they were told nonetheless.
And through it all Calling and Sena and the elders guided the People, settling disputes, teaching the young, leading their fellows on expeditions to gather whitestone, and generally seeing to it that the People prospered. Some whispered that Calling and Sena should be granted a place on the council despite their youth, and some went so far to say that the council should be subservient to them. But nothing ever came of these whispers, and another fifteen years passed away in peace. Sena and Calling grew older, into the fullness of adulthood, while more among the elders died and were replaced.

Provinces (1): Pitside
Settlements (1): Pitside

Food (5): 3
Building (4): 2
Crafting (3):1
Materials (3): 1
Luxuries (2): 1

Diplomacy (0): 0
Martial (1): 1
Culture (2): 3
Knowledge (0): 0

Legitimacy: 2
Stability: 3
Power: 3
Wealth (0): 0
Independence: 2
Hierarchy: 0
Prestige: 0

Early Ancient Council of Elders
Max Independence: 10
Min Independence: 2
Admin Strain Free Provinces: 2
Admin Strain Free Settlements: 2
Admin Penalties: Decrease Player Action Cap by 1 Major Action
Government Player Action Cap: 2 Major Actions + 1 Moderate Action
Ruler Actions: 1 Moderate Action
Government Province Actions: 1 Moderate Action
Passive Policies: 1 per Province
Subordinates: 1
Special: N/A

Early Ancient Informal Barter Economy
Temp Econ Damage: Event, 0
Wealth Generation: 0
Passive Policies: 0
Additional Actions: None
Special: N/A

Diplomacy
N/A

Subordinates
N/A

Values & Legacies
Incautious Curiosity: There are always some who prefer to find what something does by sticking it in their mouths. Such courage can be laudable. Potentially dangerous, but laudable. Pros: Increased chance of successful innovation. Cons: increased risk from successful innovation.
Megaprojects
N/A

Factions
N/A
N/A


Technologies
Agriculture
Primitive Millstones
Hunting
Ambush Hunting
Prey Driving
Perseverance Hunting
Gathering
Fire
Materials

Bone
Stone
Wood
Clay
Tools
Spears
Axes
Knives
Scrapers
Digging Sticks
Sickles
Slings
Crafting
Earthenware Pottery
Construction
Mud Bricks
Food
Primitive Beer
Primitive Porridge
Numbers
Diplomacy
Gifts
Negotiations
Trade
Leadership
Elders
Arts
Vocal Storytelling
Pottery
Economy
Bargaining
Religion
Spirits
Priests
Sacrifice
Prayer
Weapons
Spears
Slings
Thrown Spears
Axes
Knives
Clubs
Natural Phenomena
Magical Vapors
Creatures
Stonespitters

Trade and Goods

Wood
Hides
Bones
Stone
Flint
Meat
Grain
Berries
Greenstone
Whitestone
Powderstone (chalk)
Dirtstone (clay)

So things did not work out to get you guys a vote, everything was going peachy for the next fifteen years, so this is basically just a status update so you can see what happened. Incautious Curiosity triggered, which was how you got beer. Any questions or things I missed?
 
Ordinarily, this would ruin the grain, but for some reason, something different happened and the water gained a strange taste. Drinking it felt…good.
It hadn't worked, but adding crushed berries to the mix resulted in something nice and tasty, and this porridge became popular.
Well we got alcohol, beer and, apparently, wine. We got one of the keys of early cities :D
And yes, archaeologists found that alcohol was a major impetus to settle down and farm.:whistle:
 
Looks like things are going well. I like the new funerary practices, though I'm worried about what could happen from dropping corpses into an obviously magical pit. Hoping our new-found priest class is on the ball, and I kinda wanted to take a peek at how those are coming along.

I mean, it's been less than 20 years since we decided on getting spirit-talkers, so maybe they haven't really had time to really settle into traditions and customary duties yet, but I wanted to see the little things like how are they organized, how many are they, if they built houses inside the circle around the pit and live there full-time, or if they come and go. Did they build a low wall around the circle now that they have bricks? Do they have special vestments or other symbols of status? How are they chosen, how are they trained? Stuff like that.

You could always go into more details about them in a future chapter, though, so it's no problem. Might even give them the time to really become a faction of their own before we spotlight them.

Edit: actually, a question, QM. What is the Pit like? Is it a hole in the ground, a gash? Could we build a well around it?
 
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It's an enormous hole, about eighty feet across, roughly circular.

And by the way, I am planning on doing a short story tonight for this. I have two ideas: a story about Calling's adventures looking for stone, or a story about a young apprentice spirit-talker.

Which would you guys prefer?
 
And by the way, I am planning on doing a short story tonight for this. I have two ideas: a story about Calling's adventures looking for stone, or a story about a young apprentice spirit-talker.
Hoping our new-found priest class is on the ball, and I kinda wanted to take a peek at how those are coming along.
There is at least two people that would probably be interested in the spirit talker one.
I would like to have a look into the spirit talker organization.
 
It's an enormous hole, about eighty feet across, roughly circular.

And by the way, I am planning on doing a short story tonight for this. I have two ideas: a story about Calling's adventures looking for stone, or a story about a young apprentice spirit-talker.

Which would you guys prefer?
Those both sound really interesting, honestly.

I would lean slightly towards Calling, because watching Heroes in action is always satisfying, but whatever you prefer is fine with me :p
 
It's an enormous hole, about eighty feet across, roughly circular.

And by the way, I am planning on doing a short story tonight for this. I have two ideas: a story about Calling's adventures looking for stone, or a story about a young apprentice spirit-talker.

Which would you guys prefer?
You drive a hard bargain, sir (or madam). That's a difficult choice to make. I lean slightly towards Calling's rock-finding adventures because there's only so long the Hero will be alive to poke at rocks, while our spirit-callers will hopefully be around for a while so we can get to know them better. That said, I wouldn't be unhappy with either of them (or both. Preferably both).
 
You drive a hard bargain, sir (or madam). That's a difficult choice to make. I lean slightly towards Calling's rock-finding adventures because there's only so long the Hero will be alive to poke at rocks, while our spirit-callers will hopefully be around for a while so we can get to know them better. That said, I wouldn't be unhappy with either of them (or both. Preferably both).
It's sir. And I think the fairest thing is to let the dice decide...

Jest had always been an odd boy. The son of Jesper and Wheathair, he had the blood of both sides of the People in him. that was what people said, anyway, whenever they found him watching the stars or telling stories of monsters. They were silly things, ones that no one had ever really paid any attention to, but it did make him odd. And so when a couple of spirit-talkers died, one from a bad belly and one from bad beer and one from something no one talked about, Jest was seen as a natural fit to join them as a replacement. And he found he enjoyed being a spirit-talker. Even as the one who was youngest, and therefore had the worst chores.

Hauling water from the river was the hardest thing he had to do, and even that was easier than knapping flints. People got out of his way when they saw him carrying the pots of water back and forth, because even an apprentice spirit-talker deserved a certain amount of respect. After the two or three trips he had to do in the morning, he would sit and listen and watch. Sometimes they would tell him stories of all the spirits, of Ancient Fir who had lived for a thousand turnings of the world and of Fleshshaper, who had given all peoples of the world the gift of hands and of Forest Watcher, who kept hunters safe. Sometimes they would tell him how to read stars and clouds to see what could be and what will be, although they warned him that the spirits could be tricksome and never showed the full truth until it happened. And sometimes they had him watch while they inhaled the passings of the spirits so that he could pull them away should it begin to overwhelm him.

That was a rare thing, he knew. The spirit-talkers were strong and careful, and although Jest wasn't sure which was more important he made sure he was always both. Though the line between him and the rest of the People was simply drawn in the dirt - keeping it fresh was one of his chores - he could feel himself growing apart. Every few days he would visit his family, but his sisters and brothers would speak of hunting and farming and making pots and other mundane things, while he would speak of seeing the blessings of spirits change the flesh of men and reading the future in the sky. About the only thing they had in common was wondering what gifts the spirits would give them next - they had shown Calling whitestone and dirtstone, and guided him to making mud bricks. Little Deer had been guided to make beer - and many others had tried their hand at it, hoping the spirits would show them something useful. So far, nothing had come of it.

As Jest grew, the spirit-talkers let him inhale the passings of the spirits. He loved doing it. Sometimes they made him feel light and giddy, like he had drunk a dozen pots of beer. Those were spirits of the air and sky, he thought. Some made his hair turn green for a time, or changed his eyes. Once he had even grown claws for a day. These were the spirits of beasts and flesh, or perhaps even the Fleshshaper itself, looking for new creatures to make. He started describing his monsters as spawn of the Fleshshaper, which made the others more tolerant of them. And he began to dream...the spirit-talkers had a hut like everyone else, and that was well and good, but he thought there should be something better for leaving offerings to the spirits than just dropping them on the edge of the pit.

He began to sketch it in the mud by the river, trying to translate his dream into something realer. Perhaps this was a gift from a spirit, or perhaps a tricksome one who sought to make him seem the fool. But he chose to think it a true gift as he drew the line, no longer a line but a low mudbrick wall, tall enough that it would be impossible to step over it by mistake but lowe enough that those who wished to could cross with ease. Then there would be the altar where offerings could be left. He had seen the flat shiny rock, and he thought is would be fitting, although it would be held off the ground with mudbricks. He added some more things to his drawing, then he began to wonder...could he put these in dirtstone before firing it?
notbirdofprey threw 1 6-faced dice. Reason: Odd is Calling, Even is Sprit- Total: 4
4 4
 
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Turn 2 Start
Lela was too young to remember the days before mudbrick buildings, but he could see why they had changed away from tents. It might be easier to make a tent, but sleeping in one made him sweat and it had torn three times in the short while he had used it. Frankly, he would have preferred to sleep outside, except for the snakes. And that terrifying black bird that seemed to fly right through trees. He idly wondered who had angered the Fleshaper so to make it send such a creature. With a sigh he rolled over, accidentally bumping into his traveling companions and stifling a yelp when one elbowed him hard for it. Instead he closed his eyes and tried to sleep, as difficult as it was. Tomorrow would be his first hunt without any of the elders. He couldn't wait! He could practically smell the deer he would bring home, and he could already picture the way Cen would look at him when he laid the antlers at his feet…life was good, he decided.

That was a sentiment widespread across nearly every single one of the People. There was more food than ever before, and more children as well. Beer was delicious, even if drinking it could be risky, as the People had still not quite found a reliable way to make it, but they were constantly trying too. The mudbrick huts were cooler in the heat of summer and lasted longer and could be built larger, even if the design had needed some refinement to allow for sloped roofs. The wood of the plains was found to be too stiff for this, and branches needed to be hauled all the way from the hunting camp to make the frame of sticks for the hide. It was inconvenient, hard work, but the elders were able to persuade some to do the work in exchange for gifts of whitestone and greenstone. Other than that annoying task, the People spent their days laboring at their farms or knapping tools or hunting, and one or two filled their bellies telling stories that entertained people enough for them to offer the tale-tellers porridge and berries. The spirit-talkers offered their advice and read the future as best they could, although it was always a chancy and difficult thing.

Calling and Sena had grown into the prime of life, both vigorous and cunning, and they often advised the council, always careful to not appear to be commanding them, even if they occasionally wished to do so. Calling wandered back and forth between the hunting camp and Pitside and the whitestone deposits, looking for more whitestone or greenstone or anything else of interest. He found a young boy trying to make something out of grass, and inspired, Calling wove some reeds into a shape like a pot – nowhere near as good for holding water or storing food, but lighter and easier to carry – and Sena took the idea and used the colorful reeds that grew along the river to make patterned arrangements that she hung from the walls of her home, something which others began to imitate, especially the elders.

There were hints of other changes as well. The hunting camp had grown, with farms beginning to spring up outside it. The elders had begun to complain of always having to meet in one person or another's home and broached the subject of building a hall purely for hosting meetings of the councils. A spirit-talker had suggested making a dedicated altar for the spirits, describing how grand and beautiful it would be – half the height of a man, built of mudbrick, with the finest weavings hanging from the side and a broad flat piece of stone on top. Some had proposed building a dedicated house for storing part of every harvest in case of fire or flood or drought. And some had begun complaining of a new game which had sprung up among the youth. They had begun to wrestle fiercely and competitively, often leaving both loser and winner bleeding. Worse, they had begun to bet food or greenstone or tools on who would win and who would lose. The council decided to…

[] [Wrest] ignore it as the foolishness of youth
[] [Wrest] forbid it as offensive to the spirits (-1 Stability, gain Value)
[] [Wrest] encourage it (-1 Stability, +1 Martial cap, +1 Martial)

…and perhaps most urgently of all, a new People had been found, living by the Great River. They had villages which resembled those of the people, except smaller and more numerous and crudely made of reeds slathered with mud, but they had greenstone in much greater abundance than the People. Which meant that the People wanted to get it from them, and decided to…
[
] [New] send hunters to steal it (the government will take Raid as their action)
[] [New] offer fine pelts for it (the government will take Trade Expedition as their action)

You have one Major Action and one Moderate Action. Also, I have changed the available actions a bit. Finally, I have added a new type of action: Settlement. Settlement actions have names like Build Granary (Settlement). Settlement actions can only be taken once per settlement unless there is some sort of major change (you can only have one shrine per settlement, unless it burns down or you get a massive influx of immigration. This is once, regardless if you use a minor, moderate, or major action, you cannot upgrade it later without something big happening.

Minor Action: Build Granary (Settlement): - 1 Building, +1 Food Cap, ??. Medium.
Minor Action: Build Meeting Hall (Settlement): -2 Building, +1 Hierarchy, +1 Power, ??. Medium.
Minor Action: Build Shrine (Settlement): -1 Building, -1 Luxury, +2 Culture, +1 Culture Cap, ??. Medium
Minor Action: Expand the Fields: +1 Food, -1 Building, Easy.
Moderate Action: Expand the Fields: +3 Food, -2 Building, Easy.
Minor Action: Create Huts: -1 Materials, +2 Building, Easy.
Minor Action: Trade Expedition (Target): -1 Crafting, -1 Luxury, ??.
Minor Action: Raid (Target): -1 Crafting, -1 Martial, ??.
Minor Action: Increase Hunting: +1 Food, -1 Crafting, Easy.
Minor Action: Encourage Crafting: +1 Crafting, +1 Luxury, -2 Material. Medium.
Minor Action: Make Tools: +1 Crafting, -1 Material. Easy.
Minor Action: Gather Supplies: +1 Material. Easy.
Minor Action: Venerate the Spirits: +2 Culture, -1 Food, -1 Luxury. Medium


Provinces (1): Pitside
Settlements (1): Pitside

Food (5): 4
Building (4): 3
Crafting (3):2
Materials (3): 2
Luxuries (2): 2

Diplomacy (0): 0
Martial (1): 1
Culture (2): 2
Knowledge (0): 0

Legitimacy: 2
Stability: 3
Power: 3
Wealth (0): 0
Independence: 4
Hierarchy: 0
Prestige: 0

Early Ancient Council of Elders
Max Independence: 10
Min Independence: 2
Admin Strain Free Provinces: 2
Admin Strain Free Settlements: 2
Admin Penalties: Decrease Player Action Cap by 1 Major Action
Government Player Action Cap: 2 Major Actions + 1 Moderate Action
Ruler Actions: 1 Moderate Action
Government Province Actions: 1 Moderate Action
Passive Policies: 1 per Province
Subordinates: 1
Special: N/A

Early Ancient Informal Barter Economy
Temp Econ Damage: Event, 0
Wealth Generation: 0
Passive Policies: 0
Additional Actions: None
Special: N/A

Diplomacy
N/A

Subordinates
N/A

Values & Legacies
Incautious Curiosity: There are always some who prefer to find what something does by sticking it in their mouths. Such courage can be laudable. Potentially dangerous, but laudable. Pros: Increased chance of successful innovation. Cons: increased risk from successful innovation.
Megaprojects
N/A

Factions
N/A
N/A


Technologies
Agriculture
Hunting
Ambush Hunting
Prey Driving
Perseverance Hunting
Gathering
Fire
Materials
Bone
Stone
Wood
Clay
Reeds
Tools
Spears
Axes
Knives
Scrapers
Digging Sticks
Sickles
Slings
Pestles and Mortars
Crafting
Earthenware Pottery
Basketmaking
Weaving
Construction
Mud Bricks
Hide Tents
Frame Roofs
Food
Primitive Beer
Primitive Porridge
Numbers
Diplomacy
Gifts
Negotiations
Trade
Leadership
Elders
Arts
Vocal Storytelling
Pottery
Decorative Weaving
Economy
Bargaining
Religion
Spirits
Priests
Sacrifice
Prayer
Weapons
Spears
Slings
Thrown Spears
Axes
Knives
Clubs
Wrestling
Natural Phenomena
Magical Vapors
Creatures
Stonespitters

Trade and Goods

Wood
Hides
Bones
Stone
Flint
Meat
Grain
Berries
Greenstone
Whitestone
Powderstone (chalk)
Dirtstone (clay)
1 hour moratorium.
 
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[] [New] offer fine pelts for it (the government will take Trade Expedition as their action)

Trade. Trade! TRADE!!!!

[] [Wrest] ignore it as the foolishness of youth
[] [Wrest] forbid it as offensive to the spirits (-1 Stability, gain Value)
[] [Wrest] encourage it (-1 Stability, +1 Martial cap, +1 Martial)

Hmm, encouraging will make our society more martial but not enough to get a Value out of it, so its cultural impact is relatively small. Though syncing it with raiding the new guys would be interesting.

The Value we'd gain from forbidding it would probably be.... Actually @notbirdofprey would we be banning the wrestling or just the gambling? I'm not entirely clear about that.
 
How should this part of the stats be read?
Food (5): 4
Building (4): 3
Crafting (3):2

do we have 4 food now, with a max of 5?
 
5 is the food cap, which is the maximum amount you can maintain. Going above it will cause the value to trend down, going below will cause it to trend up. If you were at ten food at the end of the turn, at the beginning of the next you would be down to seven. See the mechanics info post for a more detailed explanation.
 
[X] [Wrest] encourage it (-1 Stability, +1 Martial cap, +1 Martial)
[X] [New] offer fine pelts for it (the government will take Trade Expedition as their action)

[X] Plan Economic Expansion
-[X] Moderate Action: Build Granary (Settlement): - 1 Building, +1 Food Cap, ??. Medium.
-[X] Moderate Action: Expand the Fields: +3 Food, -2 Building, Easy.
-[X] Minor Action: Create Huts: -1 Materials, +2 Building, Easy.
-[X] Minor Action: Gather Supplies: +1 Material. Easy.
 
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If we ban the wrestling, chances are they are just going to do it at hidden areas away from the elder's sight, might as well encourage it and set ground rules to start the very first sport.

[X] [Wrest] encourage it (-1 Stability, +1 Martial cap, +1 Martial)
[X] [New] offer fine pelts for it (the government will take Trade Expedition as their action)

[X] Plan: Trade and Replenish
- [X] Minor Action: Build Meeting Hall (Settlement): -2 Building, +1 Hierarchy, +1 Power, ??. Medium.
- [X] Minor Action: Encourage Crafting: +1 Crafting, +1 Luxury, -2 Material. Medium.
- [X] Minor Action: Create Huts: -1 Materials, +2 Building, Easy.
- [X] Moderate Action: Gather Supplies: +1 Material. Easy.
- [X] Minor Action: Make Tools: +1 Crafting, -1 Material. Easy.

This plan is mostly to get a Meeting Hall which will most likely result in more actions and the other is just to replenish our supplies from building and trading with the new tribe. I don't need to include the Trade action into the plan right? It is automatically counted as a minor action? @notbirdofprey
 
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[X] [New] offer fine pelts for it (the government will take Trade Expedition as their action)
Trade seems clear to me
[X] [Wrest] ignore it as the foolishness of youth
This, I can change my mind on, since I am not quite sure about if either is a good idea at the moment.
[X]Plan Growth
-[X] Moderate Action: Build Granary (Settlement): - 1 Building, +1 Food Cap, ??. Medium.
-[X] Minor Action: Create Huts: -1 Materials, +2 Building, Easy.
-[X] Minor Action: Gather Supplies: +1 Material. Easy.
-[X] Moderate Action: Build Meeting Hall (Settlement): -2 Building, +1 Hierarchy, +1 Power, ??. Medium.
Putting more effort in buildings hoping to get good things in exchange, assuming we can turn minor actions choices into bigger ones. Might change it up to do major effort on one building.
 
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