An Unknown Future

[X][Sky Meet] Offer them some of your extra food for the trip back!
[X][Action] Build Rafts
[X][Action] Scout - Along the coast
 
*Restrains self from yelling about how the dice went off and cause this series of events with three crits and two massive successes at just the right time.*

But yeah, this is the sort of thing you can expect from a miscreant, though you were all so young and little one shouldn't have been able to cause this much of a change, even if you played along, but the dice had other things in mind.

Basically, you've gotten very early access to any form of government in a trade off for a heavy amount of strings being attached.
Yep. Advanced government models are absolutely worth it. Its just so hard to deliberately get them, since IRL most advanced government models come as a result of the previous one collapsing horribly(which is of course to be avoided!)
 
Yep. Advanced government models are absolutely worth it. Its just so hard to deliberately get them, since IRL most advanced government models come as a result of the previous one collapsing horribly(which is of course to be avoided!)
I can't say that I know about every country but at least that was not the case in mine (Sweden).
We had a a gradual change with a few setbacks on the way.

One example is that our king Gustav II Adolf wanted to be able to wage war personally for long periods of time.
But that required that there was a bureaucracy in place, that would continue working even without the person in charge being there all the time.

This kicked of a lot of other changes. One example being that nobles went from being local land lords that sent armies to the king. To being administrators.

Another maybe smaller change but with a big effect was that one of our kings wanted everyone to be able to read the bible. So he made it into law that yo get married you had to be able to read the marriage forms.

Yet another was when the Danish had captured a extremely strategically important fort and in the peace settlement demanded a lot of money to give it back.
This forced the tax collection system to change and become more efficient and less corrupt.
One of the big things was that everything that was collected was counted and the king would demand that people take responsibility if anything was missing. Because every scrap was needed to pay for the fort.

Those are just a few example and there are a lot more examples of gradual change (with a few steps backwards from time to time).
 
So, I took the time I'd normally devote to the update today to more carefully going over the background rolls that are going on around the area. I'm glad I did, because we've had our 2nd and 3rd fractures (yours being the first, and by far the most clean).

Also, one group has rolled a total of one roll throughout this entire game that wasn't a severe success or severe failure, so you aren't having the craziest luck in the game, as hard as that would be to believe.

Anyways, I'm thinking about the schedule going forward, and I'd like some feedback. As said, I'm giving an extra day for the update, but I'm probably going to call weekends off so that I can spend some time working on small tweaks to the system if/when those become needed, build the system to handle future eras (I currently have it set to handle this one which should last awhile yet, even if the dice decide to be ultra crazy), and just in general to not overestimate myself and how long I can run without a break.

What this will naturally create, is an update schedule of Monday, Wednesday, and Friday. This may change in the future, but for now it seems like the best shot. What I'm wondering is if people would prefer I update in the mornings USA time or afternoons USA time.
 
So, I took the time I'd normally devote to the update today to more carefully going over the background rolls that are going on around the area. I'm glad I did, because we've had our 2nd and 3rd fractures (yours being the first, and by far the most clean).

Also, one group has rolled a total of one roll throughout this entire game that wasn't a severe success or severe failure, so you aren't having the craziest luck in the game, as hard as that would be to believe.

Anyways, I'm thinking about the schedule going forward, and I'd like some feedback. As said, I'm giving an extra day for the update, but I'm probably going to call weekends off so that I can spend some time working on small tweaks to the system if/when those become needed, build the system to handle future eras (I currently have it set to handle this one which should last awhile yet, even if the dice decide to be ultra crazy), and just in general to not overestimate myself and how long I can run without a break.

What this will naturally create, is an update schedule of Monday, Wednesday, and Friday. This may change in the future, but for now it seems like the best shot. What I'm wondering is if people would prefer I update in the mornings USA time or afternoons USA time.
If you'd like for there to be less extremes of rolls, I could suggest 2d50+1d2-2 for a gaussian distribution. Makes extreme high and low numbers less likely.

Mornings would probably be better for the EU crowd, afternoons better for the AU crowd. I have no strong opinion either way myself, but it basically depends on if we have many australian/new zealand readers which is best.
 
I don't think this will work, but I'll give it a shot: Operation So Long and Thanks For All the Tools (That You Finally Returned With Feathers Tacked On).

[X][Sky Meet] Offer them some of your extra food for the trip back!

We're gonna need those tools.

[X] [Action] Build Rafts
[X] [Action] Migrate (White Mist Coast)
 
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I don't think this will work, but I'll give it a shot: Operation So Long and Thanks For All the Tools (That You Finally Returned With Feathers Tacked On).

[X][Sky Meet] Offer them some of your extra food for the trip back!

We're gonna need those tools.

[X] Build Rafts
[X] Migrate (White Mist Coast)
You forgot the [Action] Tag on your votes.
 
Locking Vote now then.

Winners are prepping a gift basket, building rafts, and exploring the great beyond.

It's not like you like their quests! Honest, you were going to go off and build rafts anyways!
 
What Lies Beyond?
[Sky Meet] Offer them some of your extra food for the trip back!

[Action] Build Rafts
[Action] Scout - Along the coast
What Lies Beyond?
Word had come down from the Sky Stone Tribe, The Foxes were to assemble rafts for the coming times ahead, and so they faithfully set to work, trusting in the Stone Seers' guidance.

For some, the building of rafts was enough, that they felt this was following the guidance of the Sky Stone Tribe, but the vixen who also was in charge of bringing the wisdom of the great Stone Seers to The Foxes pointed out that the guidance offered was always with a purpose. If The Foxes were to create extra rafts, then surely they were meant to use them! It was an idea that sounded right to many and it came from a fox who spent her time consulting with the greatest of the Stone Seers, and so The Foxes took their newly assembled rafts of lashed together branches and set out to explore the edge of the great waters, where the land and ocean met.

Those who sailed away from The Mist, where the land was far too rocky to tread by foot for any reasonable length, found ever increasing cold winds, chaotic waters, and a complete lack of places to safely bring their rafts to the shore for repairs or rest. While the way was difficult and dangerous, it was this very difficulty that began attracting many foxes to hone their skills handling rafts in the most treacherous of waters, causing no end of grumbling from those stuck repairing the rafts back at camp.

The coast towards The Mist, however, turned up far more interesting results.

Shortly past the Great River, The Foxes found a huge bay that took over a day to travel around by paw, with calm waters that not only made navigating rafts through the area simple, but seemed to be greatly appreciated by the fish as they teamed throughout it. And just beyond that bay The Foxes were met with a very strange sight. Whereas away from The Mist, the winds grew colder and the lands higher, towards The Mist, the winds not only grew warmer, but the land lower.

There was what many foxes described as a forest in the ocean!

Though there was land in this strange forest, it was often just barely bellow where the water was, making a nigh unnavigable land mass and waterway where rafts threatened to be torn apart by some plant or debris hidden just beneath the water and traveling by paw was slow, difficult, and likely to lead to foxes getting lost. As such, much of the exploration that way also came to a halt.

While the exploration along the coast had come to a surprisingly brief stop, there was an excitement surrounding seeing where the guidance of the Sky Stone Tribe had led them, and where this would lead them in the future, with many foxes arguing about what they were supposed to do with these discoveries.

Some wished to push into the Ocean Forest. It would undoubtedly push the rafts durability to the breaking point, stopping them from easily being maintained and undoubtedly requiring future generations to rebuild them, but the fascination of what could lie in, or beyond, the forest was incredibly tempting.

Others argued that if they were going to damage the rafts beyond repair anyways, then they should do it training the kits in the Coldward Coast, so as to improve the practice of navigating rafts altogether.

A third group, mostly consisting of those who built the rafts and did not want to spend all their time desperately trying to repair them before they would finally be gone for good, suggested that they should move their camp to the bay, where the fishing would be easy.

Though to this, many pointed out that they would be not only much farther from the Sky Stone Tribe, but from where they were currently getting the rocks for making their tools. Perhaps if they built a camp at both locations, but that required more tools and time than they had at the moment.

In the end, The Foxes decided to...
[][Scout] Use the rafts to explore the Mistward Ocean Forest
[][Scout] Use the rafts to train their kits on the Coldward Wild Oceans
[][Scout] Migrate to the Fish filled bay
[][Scout] Migrate to the Stone Outcrop
[][Scout] Stay put, make tools

Hint: Authority is a stat that represents your ability to control your tribe and those under you.

QM/N: So, a couple of things on this update. First, no moratorium as it isn't generating the needed discussion. Second, updates for next week are going to be Monday-Wednesday-Friday. This second one is to allow players more time to discuss and to give me time to iron out any system problems that pop up and allow me to organize and streamline my update procedure to lessen the burden so that I can make updates more easily.

These are both subject to change, but should last a minimum of one week.
 
Of course. Anyhow I think we should continue to develop our abilities, so I am voting for:

[X][Scout] Use the rafts to train their kits on the Coldward Wild Oceans
[X][Scout] Stay put, make tools
 
[X][Scout] Use the rafts to train their kits on the Coldward Wild Oceans

Gotta get better at boat.
 
So the way I'm seeing things is:
[][Scout] Use the rafts to explore the Mistward Ocean Forest
Explore the Mangrove forest with rafts likely leading to small fast ships in the future, and things such as canoes becoming accessibly earlier than otherwise. More immediate benefit.
[][Scout] Use the rafts to train their kits on the Coldward Wild Oceans
Training with the rough oceans, less use early on, but starts naval training traditions and should lead to ocean going vessels, if the oceans are particularly rough this could lead better quality, smaller ships over bigger tonnage larger ships. The most useful in the long run.

[][Scout] Migrate to the Fish filled bay
Move to an area with more food, at the cost of distance from our flint source and from the Sky Stone Tribe. Surrounding area not particularly scouted out yet, could be unknown dangers there (e.g., not so friendly tribes).
[][Scout] Migrate to the Stone Outcrop
Move closer to the material source and Sky Stone Tribe, better crafting/material accesses at the cost of not being able to develop anything naval wise for a long time yet.
[][Scout] Stay put, make tools
Don't take any risks, but stay in a position from which we can continue to develop and scout out the other areas.

So from that, my vote would be:
[X][Scout] Use the rafts to train their kits on the Coldward Wild Oceans
And if write in additions are usable:
[X][Scout] Stay put, make tools
 
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In the end, The Foxes decided to...
[][Scout] Use the rafts to explore the Mistward Ocean Forest

Mangrove forest. Extremely rich fisheries long term and the greater availability of wood allows for better rafts, though mangrove wood is unsuited to larger boats.
Do this if you want to promote a spirit of exploration

[][Scout] Use the rafts to train their kits on the Coldward Wild Oceans

Expand naval traditions, but its the least useful for mid term growth because...

[][Scout] Migrate to the Fish filled bay

This. A sheltered bay is what you REALLY need to promote a naval tradition at the tribal level. It gives us solid, edible incentives for going out to sea, and well, this is the sort of site you'd kill for in the stone age.

[][Scout] Migrate to the Stone Outcrop

This is a bad idea. While rock is plentiful, we'd lose our naval capacity entirely.

[][Scout] Stay put, make tools

This is basically to prepare to migrate to the bay. Since the main barrier is not having enough tools, we make more tools, then settle the bay next turn. The rich fishing of that area would let us expand population much more.

[][Scout] Stay put, make tools
[X][Scout] Migrate to the Fish filled bay

Either claim that bay, or prepare to claim it. This is basically the floodplains equivalent for coastal civilizations! The sheer population growth capacity outweighs everything else
E: was informed the tools are not needed for this
 
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[X][Scout] Stay put, make tools
-[x][Scout]Establish a small camp at the bay from which to base scouts out of, to survey the surrounding land.
You're basically asking to do two actions there, so no, that's not viable.

You may ask if you can do an action and if it sounds good enough I may add it, but in general write-ins aren't allowed as the limit here is your civ's ability to think up ideas and organize in many instances.
Either claim that bay, or prepare to claim it. This is basically the floodplains equivalent for coastal civilizations! The sheer population growth capacity outweighs everything else
The shortage of tools is that you can't afford to build camps at both the bay and the stone outcropping. You do have enough tools for one camp, roughly. What is limiting you in setting up a camp at the bay is that you have to also move there, so it requires two actions. A Migrate, and a Build Camp action.
 
The shortage of tools is that you can't afford to build camps at both the bay and the stone outcropping. You do have enough tools for one camp, roughly. What is limiting you in setting up a camp at the bay is that you have to also move there, so it requires two actions. A Migrate, and a Build Camp action.
Right, basically double our tool store and claim it while preserving the old site, or just move
 
[X][Scout] Use the rafts to train their kits on the Coldward Wild Oceans
[X][Scout] Migrate to the Fish filled bay
[X][Scout] Stay put, make tools

I think people have analysed this quite well.
I kind of want to move as soon as possible, but there is a good case to be made for building more tools first.
 
[X][Scout] Stay put, make tools
[X][Scout] Migrate to the Fish filled bay

Either of these is good for me.
 
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