GODSTAR - a Science Fantasy Civilization Quest

next turn definitely: trade and unity aren't immediate priorities compared to making sure we don't get butt-fucked by colonists even if they're really noice. Like the econ bonii would be great, certainly, but this plan already helps with that via the temples, taxes, and councils.

But roads deffo needs to be soon because they also present a military advantage.
Fair enough
 
Wow, I want to take way more than one of those diplomatic options. And way more than one of those material options.
 
Quick and dirty plan: goal here is to make sure we don't get hit as hard by the colonists by improving sanitation (reducing the chance at nasty diseases, because, well, colonists), as well as econ improvements and, via calendar and rituals, the methods and tools needed to do ritual strikes against the colonists if they decide to pull a...well, colonizer.

IC non-Metagaming;

-The colonists have thus far been nothing less than friendly to the True People they encountered
-They have some really impressive material science that would be very nice to acquire via trade
-They're different from us, but that doesn't mean we should fear them or assume they're a threat
-Particularly when we have real threats in the form of the League of Strength, the Tech Barons, and the Machine Army.
-These are the threats we should focus on preparing for, and the colonists could be powerful allies

OOC Metagaming

-We are not Native Americans
-The colonists are not Europeans
-This is an independent group of religious/political refugees. There's unlikely to be continuous waves of additional colonists all seeking land.
-They're also unlikely to be terribly focused on exploiting our resources for export because they have nowhere to export to.
-There are possible sources of conflict (they'll need resources for their own use and I doubt they share our views on land ownership) but conflict is neither inevitable nor desirable
-The colonists have good material science. We need material science.
-We also have powerful enemies all over the place and don't need more.

However you slice it we should reach out to the colonists and see if cooperation and trade are possible, whilst focusing our military preparations for more immediate threats.
 
*Sigh* War comes sooner than anticipated it seems.

Very well.

[] Plan Wall Of Armaments
-[] Reach out to the Raven Tribe
-[] Walled Towns
-[] Writing
-[] Currency
-[] Taxes
-[] Calendar
-[] The Tree Spirits
-[] Rituals
-[] Magic of Metal

I'd recommend switching out one of the esoteric options for River Spirits given their increasing relevancy is clear, but other than that this seems like a decent enough plan to me.
 
[ ] Plan: Preparation

This has everything I want with us resolving the spiritual issues, helps develop the governance, and starts reaching out to a military focused tribe given the rumor mill.

Edit - vote doesn't open for 24 hours.
 
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I like plan Wall of Armaments but is Writing strictly necessary for now?
 
[ ] Plan: Preparation
-[] Reach out to the Raven Tribe
-[] MatSci: Waste Management
-[] SocSci: Permanent Councils
-[] SocSci: Taxes
-[] SocSci: Schools
-[] ExSci: Calendar
-[] ExSci: Tree Spirits
-[] ExSci: River Spirits
-[] ExSci: Rituals


You know what? There's really nothing here I object to. I'm uncertain about Diplomacy and MatSci, because there are so many things in those categories we need, but reaching out to the Raven Tribe calms our Warrior Societies and makes us stronger, and Waste Management is essential to managing our population. I can support this plan.
 
gosh this is extremely cool. okay!

[ ] Plan: State Capacity
-[] Establish relations with Sanctuary.
-[] Gunpowder Weapons (Tier 2)
-[] Schools
-[] Taxes
-[] Permanent Councils
-[] The Tree Spirits
-[] The River Spirits
-[] Magic of Metal
-[] Monuments

Logic:
- The neighborhood looks dangerous, but I don't think we're in immediate and pressing danger, so the defensive measures here are versatile and tradable (gunpowder upgrades and magic of metal) rather than walls (which are more specialized).
- I think generally sources of diplomatic intelligence should be very high priority, which is why I favored establishing relations over buddying up with the Ravens. Sanctuary seems to have complementary strengths if we get along, and also to be a big ball of mystery, which is why I favored them over the somewhat more predictable-and-gross-looking League of Strength.
- The social science slate is all about expanding our ability to respond to future problems and handle our growing complexity. I waffled between schools and merchant guilds but erred on the side of something less class-specific (and I'm a little wary of inflating merchant influence too far and too fast).
- Everyone seems to agree on the value of spiritual relations, so I won't belabor those other than saying I think they're worth doubling down on right now to compensate for our limited material science. Magic of Metal also seems intuitive. I think monuments are dope and we shouldn't sleep on them. Esoterics is one of our big advantages in general, and we're building up trade and productive capacity, so where do those strengths meet? The option described as the beginning of magical infrastructure.
 
[X] Plan Wall Of Armaments
-[X] Reach out to the Raven Tribe
-[X] Walled Towns
-[X] Writing
-[X] Currency
-[X] Taxes
-[X] Calendar
-[X] The Tree Spirits
-[X] Rituals
-[X] Magic of Metal
 
[X] Plan Wall Of Armaments
-[X] Reach out to the Raven Tribe
-[X] Walled Towns
-[X] Writing
-[X] Currency
-[X] Taxes
-[X] Calendar
-[X] The Tree Spirits
-[X] Rituals
-[X] Magic of Metal

This plan seems... tolerable.
 
[X] Plan: Preparation
-[X] Reach out to the Raven Tribe
-[X] Waste Management
-[X] Permanent Councils
-[X] Taxes
-[X] Schools
-[X] Calendar
-[X] Tree Spirits
-[X] River Spirits
-[X] Rituals
 
[X] Plan: Preparation
-[X] Reach out to the Raven Tribe
-[X] MatSci: Waste Management
-[X] SocSci: Permanent Councils
-[X] SocSci: Taxes
-[X] SocSci: Schools
-[X] ExSci: Calendar
-[X] ExSci: Tree Spirits
-[X] ExSci: River Spirits
-[X] ExSci: Rituals
 
[X] Plan: Preparation
-[X] Reach out to the Raven Tribe
-[X] Waste Management
-[X] Permanent Councils
-[X] Taxes
-[X] Schools
-[X] Calendar
-[X] Tree Spirits
-[X] River Spirits
-[X] Rituals
 
[X] Plan: Preparation
-[X] Reach out to the Raven Tribe
-[X] Waste Management
-[X] Permanent Councils
-[X] Taxes
-[X] Schools
-[X] Calendar
-[X] Tree Spirits
-[X] River Spirits
-[X] Rituals
 
[X] Plan: Fundamental Preparation
-[X] Reach out to the Raven Tribe
-[X] MatSci: Waste Management
-[X] SocSci: Writing
-[X] SocSci: Currency
-[X] SocSci: Taxes
-[X] ExSci: Calendar
-[X] ExSci: Tree Spirits
-[X] ExSci: River Spirits
-[X] ExSci: Rituals

I really like Plan Preparation, and councils and schools are very sexy, of course, but I think we really need some even more basic building blocks down for the society before we do them. Without currency & writing, exchanging goods and ideas is terribly cumbersome, and could be more easily hoarded by an elite group. Both currency and writing act as magnifiers for the later adoption of schools, councils and other actions, so I think its best we get them down first.

Tossed up a lot between going for permanent councils and taxes, but ultimately went for taxes to hopefully keep the merchant class from getting out of control, and its synergy with currency.
 
[X] Plan: Preparation
-[X] Reach out to the Raven Tribe
-[X] Waste Management
-[X] Permanent Councils
-[X] Taxes
-[X] Schools
-[X] Calendar
-[X] Tree Spirits
-[X] River Spirits
-[X] Rituals
 
[X] Plan: Preparation
-[X] Reach out to the Raven Tribe
-[X] Waste Management
-[X] Permanent Councils
-[X] Taxes
-[X] Schools
-[X] Calendar
-[X] Tree Spirits
-[X] River Spirits
-[X] Rituals
 
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