Are we obligated to continue doing both Megaprojects?

Or could we like:
Start both,
Finish one, while delaying the other.
When 1st completes, continue on 2nd.
Mega-Projects - Mega-Projects can require many generations to complete, take an unknown amount of time to do so, and drain Econ while active, but can produce massive benefits once complete. Once chosen, the occupy the Main Focus slot until either completed or stopped early. Early stopping once started does not refund any of the investments and increases social strife.
We're not obligated to continue doing Megaprojects but it's generally not a good idea. @Academia Nut, is there anything which can mitigate this restriction?
 
Nah, spiritual. Missionaries.
we have our new spiritual trait already, though. Observance, which is the hole the spirit talkers dug themselves into.
Nah, the Spirit Talkers had a spread of values across the three types, and you only got one of their three spiritual traits. Their big spiritual trait was the 'Observance' line, which improves tech gain but also causes the accumulation of superstition and orthopraxic cruft over time. They thought they had it dealt with via another trait, and they sort of did, but they were never willing to take the hits to really make use of that process.
Not to say it can't be evolved like this, but. Hmmm. Maybe a value about how knowledge is pointless unless its shared?
 
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we have our spiritual trait already, though. Observance, which is the hole the spirit talkers dug themselves into.
Specifically, they were over-centralized and under-expanded, and spent all their actions on study and Sacred War. The Observance downsides helped, but it wasn't their primary problem.

We basically can't do the over-centralization due to our province system, but we're in dire need of additional expansion. (Which is why I'm so annoyed everyone wants to complete the megaproject in 1-2 turns instead of expanding while doing it)

The downsides from Observance are likely to grow worse as the trait evolves, so we should try to fuse it if we can.
 
@Academia Nut, is there only one line of evolution possible for every trait, or do they split? Can we evolve Observance without getting even more malarkey stuck in it?
 
[X] There is a war going on too you know (-2 Stability, +4-5 Econ)
[X] Share with even those who don't want to listen (-1 Diplomacy, +1 immediate Stability, chance for additional stability, other effects)
[X] Restoration
 
Wouldn't taking the max instability option adversely affect our relationship with the March? I get that people want to influence the trait gain as much as possible. But don't get greedy people; last time we did that we overstressed the system and went into a downward spiral.


Do we even need this much Econ at the cost of stability ? The provinces are gonna be supporting us too, you know.
 
Wouldn't taking the max instability option adversely affect our relationship with the March? I get that people want to influence the trait gain as much as possible. But don't get greedy people; last time we did that we overstressed the system and went into a downward spiral.


Do we even need this much Econ at the cost of stability ? The provinces are gonna be supporting us too, you know.

Voting is heavily in favor of only taking one instability.
 
[x] The whole lowlands are kind of a mess, you know? (-3 Stability, +6-8 Econ, other effects)
[x] Share with even those who don't want to listen (-1 Diplomacy, +1 immediate Stability, chance for additional stability, other effects)
[X] Megaproject Support
 
[X] No more than usual (Tiny chance of Stability loss)

[X] Keep it secret (Chance of Stability loss)

[X] Megaproject Support

So what happens if the People go full out to war and what makes it so special? Have the other tribes never done it before?

AN hints that it would be epic but I want to know more.
 
[X] No more than usual (Tiny chance of Stability loss)

[X] Keep it secret (Chance of Stability loss)

[X] Megaproject Support

So what happens if the People go full out to war and what makes it so special? Have the other tribes never done it before?

AN hints that it would be epic but I want to know more.
We have 100,000 people to support it. We have more efficient farming and admin than basically everybody, so we can support a larger percentage of them as warriors. Suppose we support 10% (probably conservative.) That's an army of 10,000, which is the size of other people's POPULATION.
 
[X] Megaproject Support
[X] A significant number (-1 Stability, +2 Econ)
[X] Share with even those who don't want to listen (-1 Diplomacy, +1 immediate Stability, chance for additional stability, other effects)

I'm down with this, but we NEED to main new settlement next turn for our two secondary actions. Otherwise, baby boom will almost certainly end due to a lack of Expand Econ slots. We had 7 during our last turn, of which 4 were taking up by baby boom and the 1 expand econ a province did. Taking in refugees also uses up Expand Econ slots, although I don't know how much. Presumably, at this level, one or two. Which means we'll be at 2 or 1, not enough for baby boom.

If it takes us two turns to complete whatever mega-project we decide on instead of only one, I think we'll be ok.
 
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So what happens if the People go full out to war and what makes it so special? Have the other tribes never done it before?
So, our army is about as good as others' but lacks experience since we're rarely at war. We've generally fought off nomad main-equivalent war actions with only a secondary on our side.

However, that's not our unique ridiculous power. [Main] War Missions damage enemy economy if you do well. We can kick war missions for twice the effectiveness (at twice the cost). We can double-main, kick both, and get the equivalent of 4 [Main] War Missions on a single turn. This is virtually guaranteed to destroy the enemy civilizations' economy, which would in turn cause them to take massive stability hits and be unable to recover.
It would cost us a lot, but we're able to basically destroy any civilization that attacks us in a single turn (then we need ~3 turns of recovery though)
 
[X] A significant number (-1 Stability, +2 Econ)
[X] Share with even those who don't want to listen (-1 Diplomacy, +1 immediate Stability, chance for additional stability, other effects)
[X] Megaproject Support

I made some more symbols.

In order:
Hills, coniferous tree, deciduous tree, dog,
sprout/shoot/new, rain, moon, fire/bonfire,
thunder/lightning, horse, fist/power, endless/uncountable/many,
Valleyhome, Newnet, Lower Vallehome, Redcoast,
bird, net, neck/throat, mouse/rat,
house, dye, water/tears, snail,
sun, cloud, river, cattle/cow,
goat, sheep, foot/leg, head,
stars, crow, mouth, eye.

I'm not sure if I should have made the house have a flat roof though, since I don't know if we have pitched roofs or not.

I need a few more before I start "aging" them to where they would be now, I think. Word suggestions would be very welcome. Particularly words that are single syllable length in Welsh and would be something the People would count or otherwise write about. I know I'm lacking seeds, barley and flour and some more bodyparts/medical terminology and manure and such and basic tools like pots and knives, but I'm certain I'm forgetting a lot.
 
Hello everyone and welcome back to another episode of "zamin over-analyzes everything" - Special "It's Friday Night and I Just Got Outta Work" Episode.

To sum up the last turn:

"Aaarrgghh! Why is everyone getting sick?!"

"Someone call for a doctor?"

[X] Carefully study them for their mysteries
[X] [Main] Study Metal
[X] [Secondary] Study Health
[X] [Secondary] Survey Lands

Study Stars - Valleyhome
Expand Holy Site - Stonepen x2
Expand Economy - Redshore

Stallion Tribes - [Main] New Settlement, [Sec] New Trails, [Sec] Expand Econ

So basically, we wanted to play with the shiny Star Rocks we found and see what dropped out. We picked Study Metal and Survey Lands because we figured it'd synergise and Study Health was kinda thrown in there because a lot of people were worried about the side effects of doing proper mining at our technology level.

To be honest, I wasn't really a big fan of Study Health, but I voted for it anyway cause it seemed that everyone else was going for it. I personally didn't think it'd give us anything really good, but figured that some benefit was better then none.

Right now I will quite happily admit that I was totally, 100% wrong because this option has basically catapulted our technology to ludicrous levels for our time period.

But I'm getting ahead of myself. So, this is what happened last turn:

New Spiritual Trait Acquired!
Observance
Through careful study of the world, the will and workings of gods and spirits can be determined and understood.
Pros: Improved use of study actions
Cons: I know it worked this one time...

First off, we got a new trait. And guess what? This is the trait we were trying to crib off the Spirit Talkers all those years ago. Remember? That time when a lot of people were salty cause we ended up with Sacred War instead (which, to be fair, actually helped us out a lot while we still had it).

Basically, our shamans are turning into Stone Age proto-scientists, which makes our study actions better. And considering how many study actions we have, it's a pretty nice bonus.

On the downside, this can also lead to superstition or poking at something we should probably leave alone, so might be a good idea to keep an eye on this trait. I'm hoping that we can evolve or fuse it with something soonish, especially since we're doing at least one study action per turn (via Valleyhome and its Study Stars spamming).

Stories more myth than anything else said that the lowlands were cursed, and those who lived there were stalked by evil spirits, all too eager to reap the souls of those so foolish as to dwell there. Perhaps there was even some wisdom in the now half-legendary Dead Priests trying to appease such monsters, but by all accounts it had not availed them. The Thunder Horse had sent representatives to the Highlands Kingdom with news that they would be reining in their raids against protected territory and even offered tribute in apology, because honestly they had better things to deal with, like the fact that their 'cousins' who insisted on also calling themselves the Thunder Horse were returning from the hills in the far east...

So, to sum up: The Lowlands are, once again, a complete shit fest.

- Our people haven't actually seen any Dead Priests in so long that they've faded into legend. Kinda interesting to see how our people have gone from "The Dead Priests are monsters that need to be destroyed before they kill us all!" to "Hmm... you know, maybe they weren't so bad after all?"
- The Thunder Horses have decided to pull out of their war with the Highlands Kingdom because their annoying relatives have shown up and are metaphorically hogging the sofa and drinking all their beer. They even sent a tribute to apologize, which was pretty nice of them - their Diplomacy must be higher then we thought

Unfortunately...
Only the Highlander king was a little busy being dead while his sons and war chiefs tore each other apart over who got to be the new king.

Awkward.

Yeah. Bit awkward there.

Man, their hero king picked the worst time to die. If he'd hung on for a bit longer, he would have been able to accept the Thunder Horses surrender and basically secure the fertile lowlands for himself. Instead, he dropped dead just before the Thunder Horses showed up, so they got to his house only to find his children quarreling over who got all the nice furniture.

Bad luck going all around. I mean, think about it:
- If the Thunder Horses weren't distracted by their cousins showing up, they could have dominated the lowlands while the Highland Kingdom was busy with its civil war
- If the Highland Kingdom weren't in the middle of a civil war, they could have taken advantage of the Thunder Horses distraction to secure their own position in the Lowlands
- If the Dead Priests weren't hated by absolutely everyone, they might have been able to retake some of their old land. Instead, they're too busy fighting everyone else in the lowlands (including the Eastern Thunder Horses, if I'm remembering word of god correctly)

Meanwhile, in the northern hills:

Random Ymmir: "Wow, I sure am glad we finally solved that tax issue. It was making life really uncomfortable for everyone!"
Random Lowlander: "OH GOD WHY IS EVERYONE HERE TRYING TO KILL EACH OTHER AGAIN?!"

In any case, the north of the lowlands were relatively peaceful even as the far east and west of the area were torn apart by civil war and a three way brawl between the Thunder Horse, the eastern Thunder Horse, and the Dead Priests going at it.

Relatively.

And then, whatever demons that plagued that place decided that the violence was not sating their bloodlust fast enough and unleashed a curse of the likes that had not been seen since the dread tales of the star pox had swept through there during the Comet Time. Where before the demons had unleashed purulent fevers that maimed and disfigured and killed, now they conjured up a new epidemic to inflict upon those people. Random and swift, it struck without warning, causing people to collapse in agony where just a moment before they had been fine, inflicting upon them a terrible aching of the guts that soon resulted in the violent and explosive voiding of those guts. A person's vital essence could be drained in mere hours, leaving them a shriveled, sunken, blue-skinned corpse.

Fuck. Cholera?

This is really bad. If this is the first time anyone nearby has ever had it, nobody will have any resistance or know how to treat it.

Given their retrieval of the star fragments, there were many that feared that the People had sinned, had repeated the hubris of the Thunder Horse in mythical ages past, and that disease was coming for them next, and unlike with the star pox they had no protection.

People fled the lowlands, demons of plague and disease howling and snapping like wolves at their heels, tearing down the most vulnerable among them as they tried to make the already parching trip through the badlands. Both people and demons were met with a stern faced wall of men and women in deathly silent crow masks. To those seeking refugee they were given food, water, shelter, and comfort.

To the demons?

They gave nothing and took everything!


Once again, the Ymmir show just how goddamn bullshit they are.

Also, loved the 300 references.

The continual expansion of holy sites had not increased the number of shamans terribly much, but it had increased the number of part time assistants so that those who were truly blessed by the spirits could devote all their time to spiritual matters, and a fire and mania gripped the shamans. They had beat the star pox, and they struggled every season with the other diseases, struggled to keep the number of children buried from four out of six to three out of six. They would not let this new curse enter their lands! Nor would they cower and hide from it, turning the desperate away.

I really liked how our shamans were described in this part.

Due to our Holy Site expansions , we've got more assistants to handle the mundane day-to-day affairs so our proper shamans can devote more time to actually doing their jobs. Which, in typical Ymmir fashion, they have taken to with a gusto. Having a 4/6 child mortality rate may seem horrific to us now, but for that time it's actually surprisingly low. Yet our shamans still aren't satisfied. They're actually trying to lower it even more, which I'm honestly really pleased about.

Like warriors they strode out to do battle in the way of the People: they started no fights, but by the gods would they end them with all brutality and swiftness.

Our people are freaking badasses. I love it.

Perhaps it was the earlier orders of the king to study the fallen star and metal and how people reacted to various herbs and treatments, perhaps it was the knowledge that the key to defeating the star pox had come from noticing that those who worked with cows caught a lesser version, but they studied the curse like a hunter studies prey or a mason studies a stone for faults to break along. People volunteered to test treatments, and while far too many died - painfully, perhaps needlessly - these were losses against a foe greater than them, and more than one person passed on with a smile on their face as well as pained tears in their eyes - if their death meant the salvation of friends and family, then no matter how hideous it would be a good death. And with the shamans carefully tending to each new case, all confined to Lower Valleyhome, each death did bring some new little scrap of insight.

Wow. Ok, from the top:

- Our shamans seem to be developing rudimentary scientific theory. They aren't just doing whatever comes to mind - they're taking the time to study a problem carefully before trying to develop a cure
- Holy shit. We have people willingly volunteering to test out experimental new treatments even though they know that they're likely to die horribly as a result. Pretty sure this is Greater Good and Honorable Death triggering together here
- Can you imagine how terrifying our people must look to everyone else? Think about it - the DPs version of Greater Good involved dragging slaves into their temples to be sacrificed. Our version involves people volunteering to serve as test subjects just for the chance of finding a cure
- By everyone else's standards, our people would probably seem insane due to the lengths they're willing to go through

The curse could not be transmitted through blood, not like star pox.

Simply touching the sick could not get you ill, but improper cleanliness while handling the copious amounts of waste the sick produced could.

Sometimes people got sick for no apparent reason... but the People had a clue from another project. They had been struggling to understand the curses from turning stone to metal, setting aside forests and fields to study the problems, and they had seen a few things. The act of breaking apart a metal from its air could curse the air in obvious and subtle ways, and that which was not metal could mix with water to make poisons that stained the land. One of the major breakthroughs however was that if you filled a pit with the refuse of mining and smelting, you had to line it with waterproof pottery or the poison would seep out over the seasons. Another insight was that while some of the poisons were immediately obvious with the staining colours they produced, sometimes you could dilute out the colour but still detect bitter or sour flavours if you took a careful sip. Might there still be poison left even after further dilution?

So it was that the shamans tracked the disease and noted that so long as those who came fleeing its influence were kept in Lower Valleyhome, there were no cases in Upper Valleyhome. The sickness could not swim upriver. But perhaps it could seep out of the latrines if one was not careful? Increased care with waste handling was obviously needed to prevent the spread of this illness.

And then came a most miraculous breakthrough. Just supplying water was not good enough, it could not reliably save those who were infected, but a daring shaman had discovered a magnificent spell. Water could be purified through exposure to cleansing flame enough to boil, and then the addition of the pure substances of salt and honey created a tonic that could restore the vital essence of an afflicted person, increasing the chances that they might be able to fight off the curse with strength alone.

- So through their studies, our shamans learned that the sickness spreads through tainted water
- And now we have the crazy synergy kicking in. Because they've taken the time to study metal, our shamans have developed a way to contain dangerous wastes by burying it with waterproof pottery so that the poison doesn't seep out.
- And lo, did our people develop early ceramic toilets in the fucking Copper Age
- And lo, did our shamans develop a fucking rehydration solution at a time when everyone thought sickness was an act of god
- For those who don't know how significant this is, a rehydrating solution isn't just useful for this one sickness. It's a good way to treat a variety of diseases and makes our people even more resistant to sickness then before
- Seriously, this alone flings our medical technology centuries ahead of everyone else. It's glorious

With purity of spirit and purpose, the shamans fought, and despite the expense, they beat the disease back, they forced the demons to go running from their territory, their prey of refugees and People denied from them by the unbroken line of shamans and volunteers. There was much weeping and lamentation for those lost, but also the elation of realizing victory.

Crow was with them, and his laughter had to echo and burn in the ears of the demons of disease as they fled, their magic spent.

And lo, we have taken another step further into our eventual destiny as the OP Mary Sue wood elves of this world. And I love every second of it.

Crow isn't the only one who's laughing, that's for sure.

The study of metal production also brought up other concerns: if the rocks brought up from the earth could beget poisons when washed with water, were there other rocks out there that might be similar to the ones deliberately exposed, producing poison? One particularly interesting point was that the most obvious poisons tended to be associated with bright colours - copper had a lot of blues and greens, but some of the waste produced was red or yellow - and foul smells, including some rather rotten egg stenches that were honestly confusing to try to explain. However, in searching the Land for both the possibility of more metal deposits or other places where nature had produced a natural seep, the People discovered a sea facing cliff face where several layers of stone almost seemed to be bleeding. More than that, while not much had been learned from studying the fragments of the fallen star other than that they were incredibly tough, it was noted that some of the stones around the Bleeding Cliff sort of looked like some of the stony bits of the fallen star, or the one red residue they had made in seeing if the fallen star produced poison like other metals.

Perhaps... perhaps a star had fallen here in the past and left a wound in the earth? Maybe metal, being different from other materials, was all derived from the heavens, and the poisons were merely whatever curses were locked away in such disturbance of the celestial order being unleashed? Maybe... maybe not. Hard to tell, but it would probably be worth further study in the future.

In the meantime, the People had the sick to take care of.

Oh, and almost as an afterthought, we get a heads up that our Survey action has found what looks like an iron deposit. Also, our people seem to think that all metals originally came from meteors, which is interesting. I wonder how they'll react when they start discovering more types of stone or metal?

----------------------------------------

STATS

General
Diplomacy 5
Economy 5
Martial 8

Stability
Stability 0 (neutral)
Legitimacy 3 (max)

Organizational
Centralization 5
Hierarchy 6

Cultural
Art 4
Mysticism 6
Prestige 4

Everything looks pretty healthy right now apart from Stability (which is at 0 again) and Centralization (which is once again at the borderline).

Administration
Basic Administrative Math
Memory
Early Writing (Mixed Logo-/Phonographic)
Non-Local Authority
Written Laws

Construction
Wood
Masonry
Early City Walls

Energy Production
Muscle Power
Animal Power

Food Production
Fishing
Horse Milling
Mollusc Cultivation
Orchards
Step Farming
Terra Preta

Materials
Stone
Ash glazed pottery
Imported Copper

Medicine
Empirical primitive sanitary theory
Herbalism
Oral rehydration therapy
Ritual cowpox inoculation
Spiritualism

Science
Ancestral Heroes
Animism

Transportation
Animal Husbandry
Groomed Trails
Solid Wheel Carts

Watercraft
Great Canoes
Small Sailboats

So we now have Ash Glazed Pottery, Empirical Primitive Sanitary Theory and Oral Rehydration Therapy. In the Copper Age. The fucking Copper Age.

God, I love the Ymmir.

Either one of the last two would have been a significant boost. Both together in a single turn? If we were playing the Thunder Horses or something and the GM let slip that one of our neighbors had developed and implemented a cure to cholera in a single turn I would have immediately called bullshit and accused the GM of playing favorites.

Artistry
Political Art
Sacred Art
Specialists

Authority
Directed Political Violence
Law Itself
Tradition

Administrators
Specialist advisors

Entertainers
Amateur group activity
Non-caste semi-specialists

Intellectuals
Elders
Shamans

Leadership
Semi-hereditary specialist

Merchants
Hereditary family

Metal Working
Lined tailings pits
Specialist miners
Specialist smelters

Property
Communal

Warriors
Semi-hereditary specialist
Spiritually trained elites

Ok, I don't know if this has been here since the last turn, but the Metal Working section is interesting to see. We've not only got specialists working as miners and smelters but also developed lined tailings pits.

For those who don't know, tailings is the term used to describe all the nasty waste products you get after pulling metal out of the rocks. They're really bad because they tend to release stuff like arsenic and mercury into the environment. By lining our pits with waterproof ceramic before dumping the tailings in, our people are able to reduce most of this damage, which is pretty great.

Our military tech seems about the same, so I'm not going to repeat it here.

---------------------------------------

CHOICES

Choice number 1: How many refugees do we take in this time? Bear in mind that our Stability is 0.
How many refugees?
[] No more than usual (Tiny chance of Stability loss)
[] A significant number (-1 Stability, +2 Econ)
[] There is a war going on too you know (-2 Stability, +4-5 Econ)
[] The whole lowlands are kind of a mess, you know? (-3 Stability, +6-8 Econ, other effects)

Personally, I'm leaning towards the second option. The first option is "No chance of any benefit, tiny chance of taking a shot to Stability anyway" while the last is "An iceberg in our ship's path? Fuck it, who cares about that! Full steam ahead, men!"

Choice number 2: Do we let anyone else learn about our miraculous cure?
You have discovered powerful new magic
[] Keep it secret (Chance of Stability loss)
[] Share with friendly groups (Chance of other effects)
[] Share with everyone who will listen (+1 Stability, other effects)
[] Share with even those who don't want to listen (-1 Diplomacy, +1 immediate Stability, chance for additional stability, other effects)

Some people are supporting Option A because they're happy to let all the lowlands die off.

On the other end of the spectrum, some people are going full sharing with everyone, even those lazy buggers who don't want to listen! We'll strap them to a chair and make them listen for their own good!

Picking the last option means that we're basically using the Spirit Talker's old strategy of showing up with loads of shiny bling in the hopes of impressing people into signing up with us. Only in this case, replace "shiny bling" with "the cure for that horrible disease that's killing your loved ones". People are going to remember that and our reputation is only going to increase further.

Also, even if we spread out the cure, the situation in the lowlands is unlikely to change.

Even if we cured every sick man, woman and child right now, the Thunder Horses would still be beating up their cousins, the old Highland king's heirs would still be arguing over who gets the throne, and the Dead Priests would still be getting their teeth kicked in by everyone else whenever they poked their heads outside their Bone Wall of DOOM.

Unless something really crazy happens, the lowlands are going to be at war for a while. But even after it ends, everyone is still going to remember us as "those weird guys who tried to help us with the sickness". That nets us a certain level of respect from all our neighbors, which would definitely deter anyone thinking of marching up north to do some raiding in the future.

Not that we need help to beat the greedy buggers back, but I'd rather not have another secondary action locked down again.
 
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"Eh, we haven't done this yet. Why don't we try it out and see what we get?"
Have to be honest... did you even read the discussion?
People wanted study health so we don't get buttfucked by the negative effects of mining and the minerals. And to figure out a way to lower stability loss from taking mining options
 
Only doable at Stability 2 or 3, but you are now imagining the hypothetical quintuple kick war mission against someone using biological warfare derived from the teachings of the People.

Unless you rolled incredibly poorly, you would probably get at least one full generation before anyone even considered poking you again, allowing for some recovery. We'd be talking archaeologists would be wondering what sort of ecological disaster caused the cessation of whatever civilization was involved, given that the layers would just stop at one point. Like, detritus layers from long term occupation, then a destruction layer, obvious burial and compaction, and only significantly later would the signs of human activity return.
 
Only doable at Stability 2 or 3, but you are now imagining the hypothetical quintuple kick war mission against someone using biological warfare derived from the teachings of the People.

Unless you rolled incredibly poorly, you would probably get at least one full generation before anyone even considered poking you again, allowing for some recovery. We'd be talking archaeologists would be wondering what sort of ecological disaster caused the cessation of whatever civilization was involved, given that the layers would just stop at one point. Like, detritus layers from long term occupation, then a destruction layer, obvious burial and compaction, and only significantly later would the signs of human activity return.

Wouldn't they unearth written records from the Ymrri?
 
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