I had taken it as "Only Vail is worshipped by the Valki", "Vali is the god of the Valki as their creator: But worshiping the other gods is encouraged", and "Worship all the gods"
It's more like "Valki should only worship Vail", "Vail is the best god and the first one you should praise but thanking the others is okay sometimes", "Every diety has something to offer"
[X][God] The other gods and other peoples are the same as ours!
I think I like most what this particular twist on things says.
[X] Plan Don't Pop The Econ
-[X] 2 Influence - Affect Actions: [Main] More Craftsmen changed to [Main] More Hunting
-[X] 1 Influence - Boost Slithering River Levee
-[X] 1 Influence - Mystery Box
sorry Maso, you're going to need to wait on your craftsman pupils.
[X][God] The other gods and other peoples are the same as ours!
I think I like most what this particular twist on things says.
[X] Plan Don't Pop The Econ
-[X] 2 Influence - Affect Actions: [Main] More Craftsmen changed to [Main] More Hunting
-[X] 1 Influence - Boost Slithering River Levee
-[X] 1 Influence - Mystery Box
sorry Maso, you're going to need to wait on your craftsman pupils.
[X][God] We can praise other gods but Vail should come first.
[X] Plan sunrise
-[X] Boost [MAIN] More Craftsmen. +1 Wealth, -1 Econ, -3 Temp Econ
-[X] Boost Megaproject - Slithering River Levee
-[X] Invest 2 Influence in the Mystery Box
Stability drops have been rare until now so i like to wait a turn to get more wealth to spread around first.
I am honestly super excited about the Mystery Box and think it'll solve a problem that plagued my other civ quest but I have to keep it a Mystery until you guys charge it up.....
that might actually a good thing in more ways than one because if the levee is finished just before flooding happens again it would show the people the value of planning ahead.
[SEC] Megaproject - Slithering River Levee. (Progress 5/6). -3 Temp Econ. Almost done--! Probable value shift upon completion...
[MAIN] More Craftsmen. +1 Wealth, -1 Econ, -3 Temp Econ
"Each god has something to offer, even if Vail is the closest to our hearts."
The Crest at Broken Wing's Repose was gathered in the building for a dedication ceremony of sorts.
"The gods created the world, and thus are great and wise. The lessons learned from the acts of the gods guide us to live well."
"From Vail, the Flying God, who created his feathered and winged children to soar on the winds... First among many for the Valki, we learn to strive and fly. From him we learn of Broken Wing, whose shattered bones are a tragedy that could not be foreseen or avoided, but whose brief time in the world was spent only doing what he wanted to do. Flying. Free."
"From Uval, the Strong God, who created the sturdy horned people of the plains... We learn patience, endurance. The tale of Longhorn shows that trust in one's path and one's herd - flock - family, and steady work even when the goal is not seen, is a good and worthy thing that will help the people flourish."
"From Nuum, the Quiet God, who created the scaled lizard-people... We learn the value of being silent and listening to others and to the world. The stories say she never speaks, but merely shows her chosen children the way of the world, revealed in chance encounters and the beauty of nature."
"From Senys, the Laughing God, who created the tailed tree-climbers... We do not yet know what lesson we should learn from her. We do not know enough about her people, who seem cruel and evil. But when it becomes clear, perhaps it will be useful like the other gods."
"Or perhaps," someone interrupts, "That god is just evil and should be scorned! The Shuur tortured our explorers and are incredibly hard to talk to safely. What horrible things have they learned from her? Perhaps we shouldn't learn anything from that one."
"That remains to be seen and debated," the speaker shrugs. "I am open to a lesson from Senys if there's a good one to be had."
The shrine dedication ceremony abruptly turned into a lively spiritual debate, at that. Much about the gods couldn't be really known, and there were a dozen different interpretations of everything which changed depending on the speaker and the audience, but the broad strokes had mostly been agreed upon...
Shrine dedicated to Vail, Uval, and Nuum, but mostly Vail! Other gods may join later.
+1 progress to Mystery Box! Value Changed!
Venerance of the Creator --> Venerance of the Creators Vail is the creator of the Valki and first among gods for us with his lessons of Broken Wing, but the other creator-gods have wisdom to offer, too. Pros: Increased unity, Chance for Stability damage to not happen, Increased acceptance of death, Small bonus to diplomatic relations, Small chance to absorb pantheon values Cons: Increased acceptance of death, Small chance to absorb pantheon values
Twin pushes for craft and construction drive more people than ever before to abandon farming and hunting and gathering to work on the great Earthwall or try and set themselves up as craftsmen. There is a craze for craftsmanship as many, many people seek to become fine crafters of luxury goods, putting their efforts into honing their craft as the food stores in every village draw constantly lower.
Despite the relatively few farmers and low food stores, nobody is particularly worried. The weather has been excellent, nearly divine, and farming is easy when all you have to do is put seeds in the ground.
Nobody except Maso Quickhand is worried, that is.
"I'm sure it won't be that bad."
"With respect, Yola, is it worth the risk? We should be expanding the farms and securing food in case the weather turns bad."
"What risk? The risk that we have to hunt more for a year or two and plow some extra farms?"
"The tales of the past say that the weather can turn destructive. Great floods that wash away entire farms... The people could end up starving. Not one or two isolated huts, but lots of people, in the central villages."
"That's never going to happen. We have always been able to get enough food. And even if it does, why should we neglect what we want to do now just for a little thing like a chance of dying?"
"It's- You're not going to listen to me, are you?"
Yola nodded solemnly. "With respect, Maso Quickhand... No. I'm not. I know what I'm doing. You're a genius craftsman, and everyone respects you for it, but you're not a leader. Your own mother's story tells us that much. Would anyone listen to your planning decisions with that history?"
Maso ground the surface of his beak against itself, making a grating noise. "No. I suppose they wouldn't. Even though it was decades ago and I wasn't directly involved with her madness."
Yola reaches out to pat him on the side with a wing, but he flinches back, taking deep breaths. "...It's going to be fine.
Maso says, "I'm just afraid for the Valki of tomorrow. This isn't just being reckless, it's stupid! A total disregard for what will happen ten years from now!"
Yola shakes her head sadly. "Oh, clever Quickhand. You can't let that hold you back! I'm sure you've heard the tale of Broken Wing hundreds of times, but-"
"Yeah, I've heard it. Over and over again. I don't think it should make us suicidal, though. Starving ourselves to create a bit more wealth and finish a pile of dirt isn't what Broken Wing is about!"
"We're not going to starve," Yola repeats. "The weather is fine."
"But we might! You don't know! The weather could turn bad any year, and relying on it staying good is a doomed course of action."
"You're not going to change my mind. I understand your fear, it's reasonable to be afraid, but my decision is made. I'll have to kick you out if you won't let it rest - I have other things to deal with today."
"The problem is you're not listening to me! The risk of-"
"No. Look. I am listening to you. I just think you're wrong. Just... Ugh. If I give you some wealth maybe you can invent a better farm or something and leave me alone. Does that work?"
"...Fine." Maso flings his wings into the air. "Fine! If a few trinkets are all you want to give me to prevent everyone starving I'll just have to solve the problem with those."
"Great. Get out of my house."
Maso stomped out and took to the sky, only regretting that it's a little difficult to fly angrily. The motions of flight don't leave too much room for expression before you'd just fall out of the sky.
I've got to figure out farming. Why do fields get worse over time? What makes a field good? What's the hardest part of farming? ...I don't know. I guess I should talk to some farmers.
He threw himself into this new project with the single-minded obsession he had always been capable of, even subjecting himself to hard work in the fields, much to his aging wife's worry. While Maso was growing older, being almost eighty years of age at this point, he was still sturdy enough to plant seeds and learn to use a sickle.
The problems that faced farmers were many. Birds liked to set on freshly-seeded fields and eat the seeds. When it didn't rain enough, watering was very hard work. Turning the soil over made it easier to plant and helped most crops grow, but nobody understood why and that was weeks of hard work. Sometimes a whole crop of one kind of plant would just suddenly die, eaten by insects or just mysteriously off-colored and withered.
But the biggest problem is the decline of fields. Everyone agrees that most fields are only good for food for five or ten years, and then you have to find a new one. Old fields would just turn into mud, or sometimes be reclaimed by wild plants over time. The explanations people come up with to explain this vary wildly, but extending the time before you need to find a new field would be a good discovery. So Maso paid people to go around to fields in all three villages and many of the outlying small settlements, asking farmers about getting new fields and trying to find common threads about the ones that last longer.
The method he came up with to make these studies and comparisons, having the employees mark down dots on a sketch of the fields as seen from above based on how productive they seemed, was frustratingly subjective and hard to deal with. "Was it a good harvest?" gets a different answer from each farmer, and measures like "more than a basket's worth for every hundred plants" were impossible. There were too many fields to separate and count a hundred plants from each one, even if the farmers would cooperate. And all the baskets were slightly different sizes!
He would just have to deal with it, despite the frustrating method and the fact that his hired help was too often wrong, misunderstanding his questions and instructions into things that seemed reasonable but were utterly useless for trying to figure out how farming could work better.
He works with single-minded focus. Even as Twiss grows older and older, loving him until her return to Vail, and his brood of children have children of their own that wander in and out of his life... Even as he keeps making little craft items and teaching people how to build properly... He continues to study fields and farming, trying to head off the crash he felt was coming.
To his deep frustration, in these decades of study, he only really comes up with one useful and provable observation. The waste from people, while it smelled incredibly horrible, would somehow make fields grow better if it was spread on the ground. It was dirty work to do that, but it does actually work. Something to use the awful stuff for instead of just putting it out of the way somewhere was welcome.
Maso kept trying despite the frustration and failures, obsessively studying the dirt, the farming methods, the plants themselves, anything that could give him a clue on how to make more food for the starving people he saw every day. Starving children, whose wails of hunger grated on his very soul... And his body, too, for how could he live with himself if he didn't eat shorter rations than he might have otherwise? The hunger was distracting, but that food was needed by others.
If only he had some better way to keep track of things than his aging mind and memory. Memory could be a funny thing sometimes - you could be utterly convinced you know something but not be able to call it to mind. Troublesome. Could there be a way to fix that, to help pin facts down in his memory?
...Damn, he thought, There's no time to get distracted with something like that, even if it would be wonderfully useful. I have to keep studying the farms. Maybe until the very day I die. Everything will be fine if I learn new ways of farming, I'm sure...
Down south, a massive work is finally judged complete by the Feather Crest. All along the wide, rich valley just north of Feathergrass Hill, where the great river curves through lush grasses and vegetation, an earthen barrier has been raised up. The wall is a smooth, long hill almost as tall as a Valki along the banks of the river. It doesn't sound that impressive, a pile of dirt as tall as a man, but there is so much... It covers the whole of one side of the river, encircling the entire valley so even if the rest of the river floods this particular section will be fine. Miles and miles of earth carried and dropped and compacted and smoothed.
Megaproject Completed: Slithering River Levee - Earthwall Patient work over generations has moved earth into a barrier that will keep the fertile valleys free of floods and ruin. Reward: Chance to mitigate 1 Temp Econ Loss from Flooding per turn. New Value.
...Just as many were sure would never happen, the rains come. The waters rise. As in times past beyond memory and only known through stories and tales, the rivers rise, and keep rising, and rise further, strewing thick mud all across the many valleys the Valki use to grow their food. As in times past, the water washes away life and hope. For the first time in living memory, the harvest is not guaranteed. And what's worse, the supply of stored food has been continually neglected. People are hungry. People are starving.
The panic sets in almost immediately.
Yes, the great earthworks did much to prevent damage to the farms in the valley below. While Valki farmed many places, only in the great basket nestled between hills was the ground totally covered in farms and huts. Unless the flood is so severe that its height is overwhelmed, yearly risings of the great river which slides over the ground do not flood into the hundreds of farms resting below and instead merely provides a convenient source of water for irrigation.
Indeed, even in bad years where the waters rise high, the Earthwall blunts the damage. The waters spill over later or less often and the people have more warning even when the great flooding of the valley looms near. While such extra warning doesn't save the harvest, it can save tools and goods, and lives - sick and injured and eggs and young children all cannot simply fly away from the rushing water, but a few hours' warning can preserve them.
The Levee is impressive and useful. But... Could it not have waited a bit so people didn't go hungry? The massive effort to finish the great project combined with the recent trend of more and more fine craftsmen, resin-gathering camps, and other wealth-generating things drove the food stores to the brink of depletion...
And then the fine weather that everyone had been counting on to continue ended. Instead, the great floods spoken of in past stories returned. Floods washed away crops and the harvests were dangerously slim when the stored-away food was already depleted almost to nothingness. Maso Quickhand's anxiety came to fruition. Hunger abounded, and for the first time ever many Valki died not of age or violence but starvation.
The grain-houses were empty. The grain-houses were empty. That endless screaming gnawing hunger of a body starving, desperate for sustenance but with nothing to eat, is something out of a horror story. Hungry bellies breed wrenching despair, desperation, and madness. Those who had food were forced to protect it with force, while those who were slowly starving would turn either to begging - their pleas heard but unanswered - or violence and theft, using claw and spear to try and get what they want. Usually by that point they were weakened and easily cut down by whoever they were trying to steal from, or barring that whoever was nearby.
All this was made even worse due to the fact that many people had ventured forth to build a new settlement, this one in the shadow of the Tanglewood. Despite the surge in craftsmen and the final completion of the great Earthwall, the people's energy and drive for expansion was not yet exhausted. There seemed to be a boundless drive to build things and increase craft. It was near the great Amber Works, the village of craft that made beautiful jewelry for everyone, and quickly became the place that aspiring craftsmen flocked to, hoping to become a supplyer and competitor of the enviable Amber Works.
The already severe deficit of food grew far worse as this sudden expansion, not one bidden by the great Crests that led the people.
Of course, there was great anger at the wealthy lender-Valki, the Crests and owners of big farms and houses. Why were they still eating relatively well, protected and full inside fine homes, when it was the stupid and reckless focus on big projects that caused this rash of starvation in the first place? Could the people really follow their Crests when they allowed this to happen and weren't looking out for what was best?
Death was inevitable, but a slow and painful one from your body wasting away was just horrible to think about, and the subtle chaos the situation inflicted on the peace of the villages...! It was not a pleasant time.
-1 Stability from famine.
Despite the suffering and instability and hunger, there is still a clear resurgence of Valki culture in those years. Perhaps the struggle even inspired it. Between new stories and interesting carvings spreading everywhere as a new and expanded crop of craftsmen learn their trades and the sudden addition of the lore all the other races' gods, Valki culture finds a new vitality.
Songs and dances and art and clothing all seem to take on a new sort of magic, and the visitors from other races like the new culture. They look upon the Valki more positively and seem to find things about their flying neighbors that are like them. Some of it is tragic art, for all that the Valki have strong culture right now a few are starving, but it's art all the same.
Many thought that while the finally-complete Earthwall kept some farms from being ruined, it was the push to finish it so suddenly even when food reserves were already declining that actually caused the hunger! Sure it will keep future damage down but for now we suffer from our haste to finish this project. It was already a project of generations. A couple more decades wouldn't have hurt!
Others thought there was no way to predict that the divine-blessed weather would end, and that rushing to finish the Earthwall was still a good idea. It will endure for ages no matter how people suffer now. It's very visible from the air and a sign that the Valki and others can do big things to the world. The gods are not the only creators! If only the people had been a bit more patient. The project would be no less great if it had waited another twenty or thirty years, even if now anyone who flies can see the artificial barrier from afar...
New Value: Patient Works Grand things are not made all at once. Through generations of patient work and toil, people can make the world suit their descendants a bit better. Pros: More likely to start Megaprojects, Penalty for stopping/pausing work on a Megaproject lowered. Cons: More likely to start Megaprojects.
Chobi glides towards a rough landing with a scowl. Flying with a load is challenging at the best of times, but he's been taking smaller and smaller portions so his little flock could have more.
Family structures among the Valki varied pretty widely, but he was part of the second kind. He had three 'brothers' who weren't actually related to him and half a dozen fledglings, two of whom are. They found each other, they struggled together, they like each other, and they support each other in thick or thin. That's almost more important for a good family than who's related to you.
He shakes his head as he glides, and lets go of the heavy basket once he hears it scrape against the bare dirt. He tries to balance himself but his wings ache and it's all he can do to keep them steady enough to soften the landing. He lands in a heap, face-down in the dirt, and groans in pain.
"Did you die?" Someone calls out to him. He looks up from the dirt and sees a little girl.
He huffed out a sigh. Kids are the same everywhere, it seems. "No."
"Aww. That means I can't have your stuff."
With a painful grunt, Chobi picks himself off the ground and retrieves his basket. It's full of carved wood, stones, and amber.
"Why are you watching the landing spot, anyway? Don't you have chores to do?"
"Bored. And no. Baki told me to stay here so I don't get in trouble."
...Fair enough. "Do you know if any lizards are supposed to show up today? I didn't see any from the air."
"I think so. They argued a lot yesterday. Baki said he told them to come back with food 'stead of wakeleaf and weird wood."
"Imagine that. I'm here hoping for food, too."
And after he picks himself up off the ground, cleans himself off, and drags his basket of goods to the designated meeting place, food has come. The Luwai have kinds of food that are mysterious to the Valki and often unappetizing. Strange bulbous fruits that are too watery and weirdly sweet or bitter, oddly colored vegetables that everyone is somewhat sucpicious of but do prove edible... Meat from all manner of jungle creatures is straightforward enough. Meat is meat, after all.
Trinkets and wickerwork and carvings are exchanged for vast sums of food, which gets dragged down to the hungry villages and sold onward to those most desperate and hungry - in some cases, in exchange for a steep debt of hard labor. For a few dozen hard years, vast quantities of wealth stream towards the jungle to the north, and endless baskets of food come south in exchange. This keeps further death and starvation and desperation to a minimum, though the people are still sorely pressed.
-2 Temp Wealth. Further Stability damage negated.
The Luwai seem to get along with Valki better than ever these days. They've finally learned not to steal things so casually, at least, and while the great diplomat Mia the Chameleon died of old age a while ago several of the village leaders that sprung up to replace her repeated her example of making overtures of friendship and gifts to the Valki. Perhaps it's luck, perhaps it's the obvious need that the Valki face, being so dangerously close to starvation, and the carefree attitude many of them manage to retain despite the situation. Or perhaps it's something else entirely.
They especially praise the Valki's acceptance of other gods, donating holy symbols of the Silent One, Nuum. Their art on the subject is very abstract, seeing Nuum as looking like a gap in the trees that looks like a face, or a pile of rocks that seems vaguely shaped like a person's body. This weird kind of art is interesting, even if not many Valki care to imitate it.
More curiously, there are very few Malan around in recent years. The great wandering herds of bull-people are missing when curious people take expeditionary flights over the vast plains. Where might they have gone? Nobody is sure, and the Malan that do come to trade leather, labor, or heavy stones from some distant place seem confused, insisting that there are more of them than ever.
Regardless, the Valki are shocked by the suddenly foul weather, and focused on securing their food supply above any more ambitious concerns for the near future.
Planned actions this turn:
[SEC] More Farming. +1 Temp Econ, Chance of Innovation
[SEC] More Farming x2. +1 Temp Econ, Chance of Innovation
[MAIN] More Hunting. +3 Temp Econ, +2 Temp Martial, Improved Chance of Innovation
This shows only NEW ACTIONS. See the full list in the above post.
[] [SEC/MAIN] Praise the Gods
S: -1 Temp Wealth, -1 Temp Culture, +1 Influence next turn, Chance of Stability/Legitimacy increase.
M: -2 Temp Wealth, -2 Temp Culture, +2 Influence next turn, Chance of Stability/Legitimacy increase, +1 progress to Mystery Box.
[] [SEC] Distribute Soothing Art
S: -3 Temp Culture, +1 Stability The cost of this action will scale with the size of your civilization. Cost is: -1 Temp Culture, -1 additional Temp Culture per 2 Settlement Progress, rounded down.
You have THREE influence this turn. Please make a plan.
Influence can be used in the following ways:
Affect Actions: One influence can change a [SEC] action the civilization plans to take into a different action. A [MAIN] action is made up of two [SEC] actions.
See the Action List below for actions you can change the above actions to.
Example: [SEC] Raiding Party: The Luwai at Mire Pass. --> [SEC] More Farming. (costs 1)
Boost: One or more Influence can be used to 'boost' an action, making its results stronger or more dramatic.
You can boost actions chosen by Affect Actions
Bank: Spend 3 Influence to bank one Influence (can be saved forever and spent at any time).
Mystery Box: Invest Influence into an unrevealed mechanic. Access to a new mechanic will be gained when enough has been invested. Currently: (2/???)
Unspent Influence will be wasted.
Yes, "Affect Weather" has disappeared. This may have something to do with the Mystery Box...
The Valki
Government
Informal Tribal Association The leaders of the settlements occasionally come together to discuss matters of importance.
-Influence per turn: 1 + 1d3
-Civilization Actions: 2 + 1 per 2 settlement level
-Actions are chosen mostly by immediate needs and desires
Stats
Permanent Value (Temporary Value)
Permanent stats represent the capacity your society has for a certain kind of work, while Temporary stats represent current conditions affecting that balance.
Each Main Turn, stats regenerate or decay by half of the difference between permanent and temporary values, rounded down, minimum one.
Climate
Moderate Flooding (-2 Temp Econ each main turn, -1 per Midturn)
Statuses
Currently none.
Diplomatic Relations
The Malan: Enormous bull-people seven to nine feet tall, with horns the size of a Valki's wing and immense, almost unbelievable strength. They respect strength and skill, frequently challenging each other for wealth, territory, food, and treasure, and considering refusal to give up what you were challenged for to be a grave crime. Relations are a bit strained as wandering bands of Valki occasionally cause trouble for the Malan, out of direct control from the central settlements.
The Luwai: Lizard-people who creep through the murk and mire of the thick jungle to the north. They seem to value peace and forgiveness, are generally forgiving and expect forgiveness, and tend to view material goods as common property. They have become friendly with the Valki in recent years, gladly trading large amounts of food to ease the famines in the south. Regular trade between Valki and Luwai has led to improved relations and a general friendly attitude between the two species.
The Shuur: Monkey-people who live in the tops of trees. They like fighting and kidnapping people, forcing them to work. They keep their word when they make a deal and seem caring to those in their own village... But have absolutely no compunctions about hurting or killing people that do not belong to their in-group. The Valki are angry at the Shuur and see them as pointlessly evil, but don't see it as worth the trouble to go attack them.
Values & Legacies
Spirit of Discovery Fly past the horizon to distant lands and think past the boundaries of current knowledge... Learning new things and seeing new places is one of life's greatest joys. Pros: Improved chance of innovation (+4 to innovation rolls), Occasional uncontrolled exploration, Improved internal communication. Cons: Occasional uncontrolled exploration, Increased recklessness.
Cover Yourself in Beauty The desire for beautiful things is what separates people from animals. Whether you create beauty or merely collect it, if you have pretty things all will be well. Pros: Can spend Temp Wealth to increase Stability, Chance to passively generate Temp Wealth. Cons: Increased greed.
Venerance of the Creators Vail is the creator of the Valki and first among gods for us with his lessons of Broken Wing, but the other creator-gods have wisdom to offer, too. Pros: Increased unity, Chance for Stability damage to not happen, Increased acceptance of death, Small bonus to diplomatic relations, Small chance to absorb pantheon values Cons: Increased acceptance of death, Small chance to absorb pantheon values
Technology:
General:
Weaving and wickerwork
Flight-carryable baskets
Rope
Administration:
Simple Grain Tax
Concept of Debt and Loans
Arts:
Amber Jewelry and Crafts
Carved Statues
Diplomacy:
Expeditions
Gifts
Trade
Leadership:
Tribal Council
Anonymous Voting
Organization:
Hunting Groups
Theory:
Doctrine - Breeze
Weapons:
Spears
Dropped Stones
Completed Megaprojects
Amber Works Cover yourself in the beauty that intelligent hands make from the world around them... Reward: Value Split, Access to significant amounts of the Amber luxury good. Synergy Reward: +1 Settlement
Slithering River Levee - Earthwall Patient work over generations has moved earth into a barrier that will keep the fertile valleys free of floods and ruin. Reward: Chance to mitigate 1 Temp Econ Loss from Flooding per turn. New Value.
Things got pretty ugly there. Maso flubbed almost all his innovation rolls, and the boosted Econ spending got people to build another settlement... While they were already at negative Temp Econ.
Yeah.
Luckily, good diplomatic relations with the Luwai prevented TOO much damage.
Oof.
Well that hurt but at the same time the Leevee is done.
As for what now? Well...
[X]Bank
Hrm. That mystery box seems to suggest some interesting things, but for now I kind of want to try and bank power for later since these birds are pointed in the right direction.
Is Econ at 8 and temp econ at 1, if so i say go for +temp econ actions for all actions as there is still flooding we can raise stability once we have the food stores refilled.
The value was not what i was expecting from this, was hoping for one related to keeping some food in reserve.
[X] Plan mystery box and hunting
-[X] Boost: More Hunting. +3 Temp Econ, +2 Temp Martial, Improved Chance of Innovation
-[X] mystery box x2
Using the mystery box as a reason to bank for a point is not a valid reason?
It is inefficient to use the bank point for the black box when we can spend 2 points on the mystery box this turn, and one point next turn, for a total of three points spent (potentially four if we go with two points next turn).
Our rolls are also not doing too well for us every turn, relying on everything working out can be wrong.
The world has remained much the same for the last thousand years or more. Men are born, grow up, live, and die. Kingdoms rise and fall. Cities change hands, and the pyres of the dead stain the sky black. Any real progress is hard-fought and slow, a grinding effort against the world's eternal war...